TEXT: ALIEN CLASS DESIGN
  BY MIKE LIZARDI
  A space opera setting usually has numerous types of
  alien races - but statting out hundreds of different
  races can be a huge problem. Hence, I present the
  Alien class for the X-plorers RPG. Instead of choosing
  from a staggering amount of predetermined races,
  players can use this system to develop their own PC
  alien and creatively fill in the gaps. Aliens use the same
  XP progression that all other classes use in terms of
  determining levels and saving throws. Players should
  be encouraged to roll EVERYTHING before settling on
  what their alien will be like - as the CHARACTERISTICS of
  the alien could help a player finalize their BODY TYPE
  description. SKILLS and ABILITIES should also play a roll
  in what the alien looks like. Be creative and play what
  you want! If you don’t want to play a “freak”, then feel
  free to choose your BODY TYPE and/or your CHARAC-
  TERISTICS.
  Body Type
  Characteristics
  Stat Modifiers
  NOTE: it is possible to roll the same result twice - the
  results will stack.
  Roll 1d6
  Result
  1-2
  Humanoid: the alien has a basic hu-
  manoid appearance but is obviously
  not human. Colorful pigmentation of
  the eyes/skin, glowing eyes, odd fore-
  heads. ridges along the arms or head,
  head protrusions/tentacles, etc are all
  common features of humanoid aliens.
  In general, humanoid aliens will have
  between 1-4 eyes, some sort of breath-
  ing organ/holes and a mouth on their
  face and be (mostly) bipedal. A good
  rule of thumb is this: if it can be mistak-
  en for a human at a distance, it’s “hu-
  manoid”.
  3-4
  Non-Humanoid: the alien has a mon-
  strously strange appearance. These
  aliens will NEVER be mistaken for a hu-
  man—even at a distance. Their organs
  may or may not be located in familiar
  areas, they could be wider, taller, thin-
  ner, or shorter than humans, they have
  obvious 
  nonhuman 
  features 
  (large
  horns, fur, antennae, eyes/mouth/nose
  on stalks, etc. Use your imagination and
  be as creative as you like.
  5-6
  Cybernetic: the alien can be either hu-
  manoid 
  or 
  non-humanoid 
  (player’s
  choice) but has cybernetic parts (the
  extent is up to the player).
  Roll 2d6
  Twice
  Result
  2
  +1 AGI
  3
  +1 INT
  4
  +1 PHY
  5
  +1 PRE
  6
  -1 AGI
  7
  -1 INT
  8
  -1 PHY
  9
  -1 PRE
  10
  +1 to any (player’s choice)
  11
  -2 to any (player’s choice)
  12
  +2 to any (player’s choice)
  Roll 1d6
  Result
  1
  Amorphous
  2
  Insectoid
  3
  Reptilian
  4
  Amphibious
  5
  Mineral-Based
  6
  Animal-Stock
  
  Skills
  (ROLL 3D6 FOUR TIMES)
  NOTE: there are 2 ways to do this. ONE: re-roll when a
  skill comes up that you have already TWO: allow a re
  roll to bump the skill difficulty down by 1. So, Medicine
  rolled twice would be a 15+, Science rolled four times
  would be a 11+, etc.
  Abilities
  (ROLL D20 TWICE)
  1.) Camouflage—gains the Stealth skill at 10+
  2.) Multi-Limbed—roll d3
  1.
  multiple heads/eyes (player’s choice): alien
  goes first in every round and cannot be sur-
  prised (alien has d3 extra heads/sets of eyes)
  2.
  multiple arms: alien gains an attack for each
  extra set of arms; may roll once for each set of
  arms for skill checks (that involve arms, obvious-
  ly) and take the better roll (alien has d3 extra
  sets)
  3.
  multiple legs: add +2 m of movement for each
  extra set of legs (alien has d3 extra sets)
  3.) Diminutive—alien is small; gains +1 AC, -1 damage
  in melee
  4.) Large—alien is large; gains a +1 to damage in
  melee, -1 AC
  5.) Enhanced Stats (roll d6)
  1 Very Agile—+2 AGI
  2 Very Intelligent—+2 INT
  3 Very Strong—+2 PHY
  4 Very Prescient—+2 PRE
  5 +2 bonus on saving throws
  6 Skills function as 2 levels higher
  6.) Shape changer—alien may imitate any other similar
  life form that it has touched; does not gain abilities of
  said life form
  7.) Armor Skin—+2 AC; -2 M of movement
  8.) Night vision: the alien can see in darkness with no
  penalties. In bright light, take a –1 on attacks and skill
  checks unless wearing sun-goggles.
  9.) Prehensile Tail— acts as an extra arm, grants an
  extra attack as it may hold a pistol or one handed
  melee weapon
  10.) Regenerative—roll D3
  1 Alien regains 1 HP every 2 rounds
  2 Alien regains 1 HP every round
  3 Alien regains 2 HP every round
  11.) War Cry—once per combat, alien may grant allies
  a +1 hit/damage for 1d6 turns
  12.) Quilled—alien has quills all over his body—adds +2
  damage if the character has the Martial Arts skill; oth-
  erwise quills may be wielded as daggers
  13.) Ability Booster—1/day per level can boost any
  ability 1d3 points
  14.) Heal Self - 1/day per level may heal self for 1d6
  points of damage
  15.) Warlike Demeanor—+1 to hit/damage in combat
  16.) Gestalt Symbiote—alien is actually 2 life forms
  working as one; may make 2 rolls and take the best
  result.
  17.) Deadly Marksman—+2 to hit w/ ranged; +1d6
  damage
  18.) Mind Link—link to other characters within 6m (1
  character for every point of PRE mod; minimum of
  1—add bonuses for combat or skills the alien possesses.
  This lasts for 1d3 rounds and the alien must do nothing
  else but concentrate.
  19.) Telepathic: alien may wordlessly communicate
  with any single life form within 10m; if unable to com-
  municate (doesn’t speak language, target is an ani-
  mal, 
  etc) 
  may 
  spend 
  2 
  rounds 
  establishing
  link—communication then possible. After the 2 rounds,
  referee should roll a d6—on a 1-2, target creature
  becomes angry at the mental intrusion and attacks.
  20.) Alien Hero: roll twice more on this table
  Roll 3d6
  Four Times
  Result
  3
  Computers—14+
  4
  Medicine—16+
  5
  Science—14+
  6
  Sociology—17+
  7
  Demolitions—16+
  8
  Martial Arts
  9
  Survival—14+
  10
  Pilot—15+
  11
  Security—16+
  12
  Sleight of Hand—15+
  13
  Stealth—14+
  14
  Mechanics—14+
  15
  Robotics—16+
  16
  Weapon Specialist
  17
  1 skill functions 1 level lower (referee’s
  choice)
  18
  1 skill functions 1 level higher (player’s
  choice)
  
  DESIGNATION OF PRODUCT IDENTITY
  The names X-plorers and Galactic Troubleshooters are
  product identity.  The United Corporate Nations, UCN, and
  The Reaches are product identity.
  Grey Area Games is
  product Identity.  These can be used in your work where it
  complies with the terms of the X-plorers Trademark license.
  The name Brave Halfling Publishing is product identity. All art
  in this product is product identity and is the copyright of the
  artist and is used by permission.
  DESIGNATION OF OPEN GAME CONTENT
  All tables and text in product, accept for this license, is
  designated as open game content.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
  John D. Rateliff, Thomas Reid, James Wyatt, based on original
  material by E. Gary Gygax and Dave Arneson. Modern System
  Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.;
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
  Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson,
  and JD Wiker, based on material by Jonathan Tweet, Monte Cook,
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John
  Tynes, Andy Collins, and JD Wiker.
  Swords & Wizardry, Copyright 2008, Matthew J. Finch swords &
  wizardry: whitebox by Matt Finch and Marv Breig, Copyright 2008,
  Matthew J. Finch
  Alien Class Design Copyright 2012 By Mike Lizardi (presentation only,
  not text) Copyright 2013 Brave Halfling Publishing.
  END OF LICENSE
  
  ROBOT CLASS DESIGN
  BY MIKE LIZARDI
  Sometimes robots become sentient—it’s a staple of
  many sci-fi and pulp stories. Even some “stock” robots
  in popular fiction seem to be “more” than they were
  intended to be. This is a class for those players who wish
  to play a robot that is “more” than the stock options
  presented in the X-Plorers core rules. This class does not
  replace the stock robots as those robots are NPCs and
  are (for the most part) subject to the First Directive. The
  characters made by this generator are NOT beholden
  to the First Directive.
  WARNING: These characters will be more powerful in
  some ways than standard characters. It is recom-
  mended there be a limit placed on how many sentient
  robots are allowed in an X-Plorers team. Robots may
  also wind up with scores above 18—you’ll have to
  adjust their bonuses accordingly.
  All of the following robot types are assumed to be
  humanoid in shape. Their locomotion and arms can be
  determined by the following tables:
  Next, determine the robot’s body condition and its
  main function. Each of the functions are explained on
  the following pages.
  Roll 1d6
  (once)
  Result
  Hover
  The robot hovers up to 1m off the
  ground; will not set off traps that are
  ground based; may NOT fly away.
  Wheels
  The robot gains +2m to move; may
  have trouble with stairs.
  Treads
  No terrain is difficult terrain for this ro-
  bot.
  Legs
  No Modifiers
  Multiple
  Legs
  Add +2 m of movement for each extra
  set of legs (robot has d3 extra sets).
  Two Forms of
  Locomotion
  Roll twice on this table (ignoring results
  of 6).
  Roll 1d6/2
  Result
  No Arms
   Retractable, form functioning tools
  emerge from the robot’s body when
  needed.
  Two Arms
  No modifiers—standard limb pack-
  age.
  Multi-Armed
  The robot gains an attack for each
  extra set of arms (if he can at-tack);
  may roll once for each set of arms for
  skill checks (that involve arms, obvi-
  ously) and take the better roll (robot
  has 1d6/2 extra sets of arms)
  Arms
  Roll 1d6
  Result
  1
  Infiltration
  2
  Repair
  3
  Ambassador
  4
  Medical
  5
  X-ploration
  6
  War
  Roll 1d6/2
  Result
  Scrap Heap
   This robot appears to have seen a lot
  of action! (-1 PHY, PRE, AGI; +3 INT
  Factory
  This  robot  appears  as  if  it  just
  stepped off the showroom floor! (no
  modifiers).
  Enhanced
  This robot has had some extensive af-
  termarket work done! (+3 to one attri-
  bute of player’s choice).
  Main Function
  Body Condition
  Locomotion
  
  What follows is a description of the 6 main forms of
  sentient AI. Most have a limited skill set- but all have
  abilities that can be used 1+lvl times per day. So, a 4th
  level robot could use his abilities 5 times/day.
  Robots level up just like all other characters. Robots
  cannot buy skill software, but they may purchase up-
  grades. Robot skills drop in difficulty by 1 for each level
  attained.
  INFILTRATION
  These robots were designed to move about unseen as
  spies and assassins. These are some of the most feared
  rogue robots in the universe.
  SKILLS: Security 15+
  WEAPONS: Infiltrators come equipped with a laser rifle
  and a sonic dagger.
  Recon Drones: Infiltration robots can deploy scanning
  drones to survey the area. These small, baseball-sized
  drones will hear and see everything that is not cloaked,
  invisible, or successfully using the Stealth skill in a 24m
  radius around the robot. After 2 hours the drones must
  return to their host and recharge for 1d3 hours.
  Holographic Terrain: This hologram changes the ap-
  pearance of the terrain into the semblance of what
  the robot desires. A hill can be made to disappear, or
  could be replaced with an holographic forest, for
  example. The robot can project these holograms out
  to a range of 70m. They last until someone makes
  contact with them.
  Time Dilation: Infiltration robots can warp the
  space/time continuum so that they are moving much
  faster than everything around them. As a result of this,
  they may take double the actions normal to them. This
  effect lasts for 1d6 rounds.
  Cloaking: Infiltration robots are equipped with power-
  ful cloaking fields—they become invisible to both nor-
  mal vision and to darkvision. The robot cannot be
  attacked unless its approximate location is known, and
  all attacks are made at -4 to hit. If the cloaked robot
  makes an attack, the cloaking field drops. Otherwise,
  it lasts until the robot drops the field.
  Holographic Images: Using their hologram projectors,
  infiltrators can create 1d6/2 holograms of themselves,
  which act in perfect synchronization—like mirror imag-
  es. Attackers cannot distinguish the images from the
  robot, and may attack one of the holograms instead
  of the robot himself (determined randomly). When a
  hit is scored upon one of the holograms, it disappears.
  Smokescreen: The robot is able to vent smoke out to a
  distance of 8m—it lasts for 1 round/level. It obscures all
  sight (even night or darkvision). Anyone attacking into
  or out of the smokescreen suffers a –4 to hit.
  Project Holographic Image: The robot projects a holo-
  graphic image of himself, to a maximum range of 240
  ft. The projected holographic image will mimic the
  robot’s sounds, gestures, and actions. It lasts for 1 hour.
  REPAIR
  These robots were designed to repair pretty much
  anything mechanical—including other robots.
  SKILLS: Mechanics 13+; Computers 15+
  A repair robot gains a +4 to their INT score.
  Repair Damage: Repair robots can fix vehicles, star-
  ships, and other robots for 2d6 points. Each vehicle,
  ship, or robot can benefit from this ability ONCE per day.
  Interface: Repair robots are able to interface with
  mechanical objects (robots, computers, spaceships,
  security systems) in order to run diagnostics. This inter-
  face allows the robot to ask the GM any 3 yes or no
  questions about the connected device. This can even
  be accomplished with destroyed equipment (such as
  crashed vehicles and starships, smashed tech, etc) as
  the interface very briefly brings the tech back online.
  In this case, the robot may only ask the GM 1 question.
  AMBASSADOR
  Ambassador robots were designed to make communi-
  cation possible among the varied species of galactic
  civilization. They are programmed for etiquette, proto-
  col, and cultural knowledge.
  SKILLS: Sociology 16+
  An ambassador robot gains a +4 to their INT score.
  Communication: An ambassador can read and speak
  virtually any language. If the robot comes into contact
  with an alien language that is somehow NOT known to
  them, they may attempt to decipher it by studying it.
  Once an hour, the robot may make a Sociology roll to
  decipher the language. For every hour spent studying
  the robot gains a +1 to the roll. A natural 1, however,
  ends the attempt in failure.
  Communication is possible with ANY life-form - plant,
  animal, etc. For species like plants or animals, use of
  this ability allows the player to ask the GM 3 yes or no
  questions.
  Subliminal Suggestion: Ambassador robots are always
  looking to give the species they represent an edge in
  galactic matters. They also have very powerful self-
  preservation programming. To this end, they may at-
  tempt to plant subliminal hypnotic suggestions into the
  minds of those beings that they are dealing with. The
  robot simply speaks the hypnotic suggestion to his
  intended victim. If the victim fails a saving throw, he will
  carry out the suggestion (as long as it can be per-
  formed within a week). The suggestion might not call
  for the action to be carried out immediately. A sugges-
  tion that the victim kill himself is only 1% likely to be
  obeyed.
  
  MEDICAL
  Medical robots were designed to be mobile hospitals
  SKILLS: Medicine 15+
  Illumination Drones: These small drones launch from
  the robot out to a distance of 48m. They produce light
  as bright as sunlight in a 24m diameter.
  Create Food & Water: Complex matter printers within
  the medical robot give it the ability to produce life
  sustaining nutrient bricks. The robot also carries a large
  store of water - additional water can be synthesized
  from an atmosphere. Enough food and water to feed
  5 human sized creatures for 1 day can be created with
  each use of this ability.
  Treat Disease: Medical robots can treat virtually any
  ailment. This ability cures the recipient of any diseases
  (at the GM’s discretion, of course). Its application takes
  4 hours.
  Healing: Medical robots can perform miraculous sur-
  gery in a very short amount of time. A medical robot
  may heal a life-form for 3d6+ the robot’s level in hit
  points. A lifeform may only benefit from this ability
  ONCE per day. The procedure takes 4 hours.
  A medical robot may also perform minor surgery in a
  matter of seconds. The robot may heal any life-form for
  1d6 points of damage. The life-form may only benefit
  from this ability ONCE per day.
  Purify Food & Water: A medical robot can emit energy
  that scours all toxins from both food and water.
  Enough food and water for up to a dozen people is
  made safe per use of this ability.
  Necrotech: Medical robots can inject recently slain
  corpses with necronanites—these nanites repair dead
  systems, close mortal wounds, and reactivate the ner-
  vous system of the corpse. This procedure takes 8 hours
  to take effect and may only be performed on a life-
  form that has been dead for less than 48 hours. A
  lifeform may only benefit from this procedure ONCE
  per adventure.
  Necrocomm: A medical robot is able to access the
  DNA of a dead life-form and can “see” into its life
  before dying. This allows the robot can ask a the
  corpse of a once sentient life-form a yes or no question.
  X-PLORATION
  An X-Ploration robot was designed to explore previous-
  ly unknown planets. These robots are adaptable and
  tough - and function just as well solo as they do when
  they are part of a group.
  SKILLS: None
  WEAPONS: an XP robot comes with a laser pistol
  Recon Drones: XP robots can deploy scanning drones
  to survey the area. These small, baseball-sized drones
  will hear and see everything that is not cloaked, invisi-
  ble, or successfully using the Stealth skill in a 24m radius
  around the robot. After 2 hours the drones must return
  to their host and recharge.
  Nightvision: XP robots can see without a light source.
  Rocket Pack: An XP robot can activate its rocket pack
  and fly (48m per round). This lasts for 1d6 rounds per use.
  Locate: XP robots are programmed with an encyclo-
  pedic knowledge of plants, minerals and animals. Ac-
  tivating this power allows the robot to find what is
  scanning for by discerning the direction and distance.
  Weather Prediction: Activating atmospheric sensors
  allows the XP robot to predict the weather over a large
  area (2 km/ per level radius). However, weather can
  be unpredictable (especially on unknown worlds) and
  there is a secret 10% (or higher) chance that the pre-
  diction will be wrong.
  Teleport: An XP robot can bend the space/time con-
  tinuum for quick escapes - it can teleport up to 144m
  away from its present location. It must be able to see
  the spot it’s teleporting to.
  WAR
  War robots are perhaps the most feared of all robots.
  Their appearance on the battlefield is often enough to
  make the enemy surrender without a single shot being
  fired.
  SKILLS: none
  WEAPONS: A warbot comes with a laser rifle & a sonic
  mace
  ARMOR: Warbots have the Armor Plating Upgrade (+2
  AC)
  Roll a d6. On a 1-4, the warbot is normal sized.
  On a 5-6 it’s a Titan Class Warbot. It then becomes
  Large-sized adding +1 to all damage dealt but –1 to
  AC.
  Rockets: The warbot fires smart rockets that auto-seek
  their targets. These rockets hit automatically for 1d3+1
  points of damage. The warbot fires 1 for every odd
  level it has achieved (1 at 1st, 2 at 3rd, 3 at 5th, etc).
  Force Screen: The warbot projects a force screen that
  moves to deflect incoming attacks. It grants the war-
  bot a +5 to its AC. The screen lasts for 1d6+1 rounds.
  
  DESIGNATION OF PRODUCT IDENTITY
  The names X-plorers and Galactic Troubleshooters are
  product identity.  The United Corporate Nations, UCN, and
  The Reaches are product identity.
  Grey Area Games is
  product Identity.  These can be used in your work where it
  complies with the terms of the X-plorers Trademark license.
  The name Brave Halfling Publishing is product identity. All art
  in this product is product identity and is the copyright of the
  artist and is used by permission.
  DESIGNATION OF OPEN GAME CONTENT
  All tables and text in product, accept for this license, is
  designated as open game content.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
  Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or
  trademark owners who have contributed Open Game Content;
  (b)"Derivative Material" means copyrighted material including
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  which an existing work may be recast, transformed or adapted; (c)
  "Distribute" means to reproduce, license, rent, lease, sell, broadcast,
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  Content" means the game mechanic and includes the methods,
  procedures, processes and routines to the extent such content does
  not embody the Product Identity and is an enhancement over the
  prior art and any additional content clearly identified as Open Game
  Content by the Contributor, and means any work covered by this
  License, including translations and derivative works under copyright
  law, but specifically excludes Product Identity. (e) "Product Identity"
  means product and product line names, logos and identifying marks
  including trade dress; artifacts; creatures characters; stories, storylines,
  plots, thematic elements, dialogue, incidents, language, artwork,
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  representations; names and descriptions of characters, spells,
  enchantments, personalities, teams, personas, likenesses and special
  abilities; places, locations, environments, creatures, equipment,
  magical or supernatural abilities or effects, logos, symbols, or graphic
  designs; and any other trademark or registered trademark clearly
  identified as Product identity by the owner of the Product Identity,
  and which specifically excludes the Open Game Content; (f)
  "Trademark" means the logos, names, mark, sign, motto, designs that
  are used by a Contributor to identify itself or its products or the
  associated products contributed to the Open Game License by the
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
  edit, format, modify, translate and otherwise create Derivative
  Material of Open Game Content. (h) "You" or "Your" means the
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that
  contains a notice indicating that the Open Game Content may only
  be Used under and in terms of this License. You must affix such a
  notice to any Open Game Content that you Use. No terms may be
  added to or subtracted from this License except as described by the
  License itself. No other terms or conditions may be applied to any
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to Use,
  the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing
  original material as Open Game Content, You represent that Your
  Contributions are Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT
  NOTICE portion of this License to include the exact text of the
  COPYRIGHT NOTICE of any Open Game Content You are copying,
  modifying or distributing, and You must add the title, the copyright
  date, and the copyright holder's name to the COPYRIGHT NOTICE of
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity,
  including as an indication as to compatibility, except as expressly
  licensed in another, independent Agreement with the owner of each
  element of that Product Identity. You agree not to indicate
  compatibility or coadaptability with any Trademark or Registered
  Trademark in conjunction with a work containing Open Game
  Content except as expressly licensed in another, independent
  Agreement with the owner of such Trademark or Registered
  Trademark. The use of any Product Identity in Open Game Content
  does not constitute a challenge to the ownership of that Product
  Identity. The owner of any Product Identity used in Open Game
  Content shall retain all rights, title and interest in and to that Product
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  8. Identification: If you distribute Open Game Content You must
  clearly indicate which portions of the work that you are distributing
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish
  updated versions of this License. You may use any authorized version
  of this License to copy, modify and distribute any Open Game
  Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the
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  12. Inability to Comply: If it is impossible for You to comply with any
  of the terms of this License with respect to some or all of the Open
  Game Content due to statute, judicial order, or governmental
  regulation then You may not Use any Open Game Material so
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  13. Termination: This License will terminate automatically if You fail to
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  14. Reformation: If any provision of this License is held to be
  unenforceable, such provision shall be reformed only to the extent
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
  John D. Rateliff, Thomas Reid, James Wyatt, based on original
  material by E. Gary Gygax and Dave Arneson. Modern System
  Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.;
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
  Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson,
  and JD Wiker, based on material by Jonathan Tweet, Monte Cook,
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John
  Tynes, Andy Collins, and JD Wiker.
  Swords & Wizardry, Copyright 2008, Matthew J. Finch swords &
  wizardry: whitebox by Matt Finch and Marv Breig, Copyright 2008,
  Matthew J. Finch
  Robot Class Design Copyright 2012 By Mike Lizardi (presentation only,
  not text) Copyright 2013 Brave Halfling Publishing.
  END OF LICENSE
  
SOURCE: textdata/thevault/X-Plorers/X-Plorers Supplemental/X-plorers Alien & Robot Class Design.pdf