TEXT: Gregorius21778: 
  A Gift from the Outer Dark
  A Character-Morphing Curse &
  Halloween Horror Supplement
  Version 1.0; 
  (c) 2010
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2020
  My blog:
  www.gregorius21778.wordpress.com
  My other works:
  at drivethrurpg.com
  Artwork:
  “Evil D20” copyright by Rob Necronomicon / Postmortem Studios.
  Page background copyright by Gregorius21778, all rights reserved. 
  Some artwork copyrighted by Jeremy Hart, used with permission. 
  Dark Streets & Darker Secrets™ is a trademark of Diogo Nogueira. Old Skull Publishing™ is a trademark of Diogo
  Nogueira. Gallant Knight Games™ is a trademark of Alan Bahr. Used with permission under license.
  A Gift from the Outer Dark is one of my Halloween Horrors: a horror themed pay-what-you-want title
  that will become available at the start of October and is going to disappear from the virtual shelves
  again after All Hallows´ Eve. This one here will introduce a long-term curse into an ongoing game (or
  campaign) that will transform both the body and the very fate of a character, step by step. This is the
  third incarnation of this product. The first had been written for Lamentations of the Flame Princess
  (tm), this one was written to be compatible with Dark Streets & Darker Secrets
   
    ™
    . 
  As it is common with old school RPG elements, the roll of the die dictates the turn the events take, but it
  all starts with a decision to scrutinize something that was Not Meant to be Screwed With. 
  Enjoy!
  
  A Gift not Meant for Them
  The beginning to all what follows is the find of a
  certain item by one of the PC. It may be found in the
  possession of a witch, cultist, weird scientist, madman
  or monster hunter. It may be uncovered in an old
  mansion, a museum, in a collection or in a pan shop.
  It may be found buried, hidden in a statue, sealed in a
  wall or washed ashore at a beach. 
  It is a gray metal disc, three inch thick and six inch in
  diameter. The metal is the color of lead, but it is
  neither as heavy nor as soft. The item will actually
  turn out to be a tin (a very solid one), but although
  one can see the line that indicates the end of the lid,
  it  is  impossible  to  remove  it  by  hand  (unless  a
  character is in league with the the Outer Dark or an
  offspring of a race that worships them, see below).
  The metal proofs to be harder than steel (or any
  other known metal) and resists any attempt to open
  it by force, or to destroy it. It will not crack, it will
  not shatter, it will not melt. 
  A character with a scientific concept could claim
  an  advantage  to  find  a  solution,  which  -any-
  character could come up with as well by thinking
  about  it  scientifically  and  passing  a  difficulty:3
  Intellect test: The lid might be held close by some
  kind  of  magnetism.  Forcing  electricity  through  it
  might mess up the polarity enough for the item to
  open  up.  Jury-rigging  a  device  might  require  a
  Money roll (for the acquisition of parts and tools). 
  A Gifted character -may- be able to simply open it:
  those with an Aberration, Alien or Daemon Heritage may
  be among those meant to receive the gift. The final
  decision is up to the Referee. 
   
  A Power might be used to open up the lid.  Disrupt
  Power will do so (as the force that holds it closed is
  akin to a power effect). Hitting it with a matching
  kind of Energy Projectile might work as well (Referee´s
  call). 
  A character with a corruption may open up the lid
  as well (Luck roll). 
  A Smart character might uncover the link to a cult
  of the Abyss or the Outer Dark. A sincere cultist that
  has been initiated into “the higher mysteries” should
  be able to open the lid for them... if the PC find a one
  and make him or her do it for them.
  The inside is lined with black satin and holds a small white
  gem with a purple hue. The precious stone  has been cut
  into an almost round shape, its surface is made up of
  evenly shaped triangles. It gleams softly. 
  The  exact  shape  of  the  gem  is  that  of  an
  icosahedron (a shape known to most roleplayers as
  that of the D20). It is enchanted and holds a gift
  for those who have in them the heritage of (or
  have  pledged  their  souls  to)  an  entity  best
  described  as  One  of  the  Gods  of  the  Outer  Dark
  Beyond the Stars. 
  Curiosity, Greed or Foolishness
  As long as a character only inspects the gleaming
  gem briefly and then closes the lid again, nothing will
  happen. Both disc and glowing gem may be sold for a
  fine price to the right buyer. 
  If a character scrutinizes it more closely or lifts it
  from the satin (by any means), he or she will become
  hypnotized by the gem while the gleam brightens to
  clear purple light... and then dies down. The gleam of
  the gem is gone then, and the character has been
  bestowed  with  the  gift  it  has  contained.
   
  A metamorphosis of both body and fate will set in. It
  already started the moment that the gleam left the
  gem. From now on, all results of a natural “19” test
  are now treated as a Critical Success. Furthermore,
  any  Critical  Success  triggers  a  roll  on  the
  Metamorphosis chart (see next page).  Results that
  change the die results are applied immediately, while
  all physical changes take a random amount of time
  till the metamorphosis is completed(roll a d6):
  1:
  2d6 hours
  2-5:
  that many rounds
  6:
  1d6+2 turns. 
  While undergoing the transformation, the character
  is  likely  to  suffer  from  additional  difficulties  to
  certain  test,  as  the  Referee  sits  fit.
   
  Furthermore, each physical metamorphoses calls for
  a Willpower test to avoid Insanity. The victim needs
  to test against difficulty:4 and will otherwise lose
  1d6+2 points. A witness must test against difficulty:2
  and will otherwise lose 1d6 points of sanity. 
  For both victim and witness, the difficulty drops by 1
  one each incident after the second. 
  
  Metamorphosis of Body and Fate
  #01: Haunted by Success
  Not  only  is  the  result  of  19  treated  as  a  Critical
  Success by the character, but now the 18 as well. If
  this Metamorphosis is rolled again, the 17 is treated
  this way, too. Then the 16. Then the 15, and so on....
  #02: Five Fingers and the Right Hand
  Roll a d6: On a result of 1-5 a finger swells, throbs and
  eventually bursts open to make way for a flexible,
  glistening purple tentacle that replaces the finger
  from now on. 
  1: Thumb
  2:Index Finger
  3:Middle Finger
  4:Ring Finger
  5: Baby Finger
  The tentacle is one or two inch longer than the finger
  was, and is as flexible as one may expect. If a finger
  that has already been replaced comes up as a result
  again, the tentacle swells, throbs and then splits up
  in two. This way, the number of tentacles increases.
  It is up to the Referee at which point this may or may
  not interfere with the use of certain objects. 
  When a 6 comes up, all remaining natural fingers are
  morphed  while  the  hand  itself  throbs  and  then
  dissolves. The finger tentacles now start directly at
  the wrist, and are accordingly longer. From this point
  on,  no  more  finger  tentacles  may  grow.  The
  character may actually benefit from these  delicate
  tendrils.
  If this metamorphosis comes up again after the hand
  has been transformed, it is treated as  “Haunted by
  Success”
  #02: Five Fingers and the Left Hand
  See above.
  #03: The Right Arm is not Right
  From shoulder to wrist, the skin of the limb starts to
  feel damp and turns sickly purple. The bones begin to
  ache and the joints feel hot. At the end it feels like
  hot wax would be poured under the skin, and the
  whole limb becomes flaccid. Bones and joints melt
  away while the arm itself elongates by several inches
  and  form  itself  into  a  tentacle.  The  hand  is  not
  changed by this. 
  It will take the character two days to get used to the
  new limb, till then all tests that involve it suffer from 
  a (further) +2 difficulty, which is lowered to +1 after
  the first day. When the metamorphosis comes up
  again, the tentacle gains a foot in length and may be
  used as a whip in melee from then on (Medium Melee
  Weapon;  counts  as  unarmed  against  armored
  targets.). 
  If the result comes up yet again, it is treated as
  “Haunted by Success”
  #04: The Left Arm will not be Left
  see entry #3
  #05: The Right Leg Lost
  From hip to toe the skin of the limb starts to itch, and
  then flakes away in large patches. What is revealed
  beneath  is  of  a  shocking  purple  color.  Later,  the
  bones  and  joints  start  to  feel  like  jelly  and  the
  character will fall prone. Finally, a tingling sensation
  starts, but turns into the pain of a thousand hot
  needles. The flesh melts while leg and foot split up
  into two thick tentacles that are not strong enough
  to fully replace the limb the character now has lost. 
  The movement of the character is reduced by one
  step. 
  If this metamorphosis comes up again, one of the
  tentacles thickens and throbs before it splits into two
  tentacles, and thereby increases the total number by
  one. This mitigates the penalty mentioned above. If it
  happens an additional time (this leg or the other),
  the character may now even test Agility to still get an
  action in combat even when the chosen movement
  dictates otherwise. 
  After a total of five tentacles have been achieved (no
  matter which initial legs have been involved), #05
  and #06 are treated as “Haunted by Success”
  #06: The Left Leg Gives Way
  see above
  #07: The Right Eye
  The area around the eye swells while the vision on its
  side becomes milky and fades to black. Eventually,
  the whole eye is pushed out from the inside and falls
  to the ground as 1d3+2 small, mucus-wet tentacles
  press forth from the socket. They move lazily, and on
  their own accord. 
  The character is now half-blind (+1 diffictuly to melee
  attacks; +3 to ranged attacks) or completely blind if
  the other eye is missing as well. If there was no eye to
  
  start with (due to a prior event in the character´s
  life), the tentacles grow out of the empty socket. 
  If the same eye is rolled for again or if both eyes were
  replaced  and  there  is  another  roll  on  the
  Metamorphosis  table(!),  the  eye-tentacles  become
  pale and photosensitive. While bright, unobstructed
  daylight  actually  blinds  the  character  now,  other
  conditions allow the same sight as by torchlight (if
  any light is there) or candlelight (in darkness of any
  kind).
  If  this  metamorphosis  comes  up  yet  again,  it  is
  treated as “Haunted by Success”
  #08: The Left Eye
  see #07
  #09: Your Kind Shall Spread No More
  It starts as a strange and unwholesome feeling in the
  loins, both hot and cold. The tissue seems to soften
  and lose firmness. Later, the genitalia start to feel
  damp and bereft of warmth, like a dead jellyfish.
  Then, the change happens. A male character  will
  have both penis and scrotum rot away into viscous
  slime. Out of the open wound then grows a small
  cluster (1d6+2) of pale-purple tentacles that twitch at
  odd intervals. In the case of a female character, the
  labia will grow flaccid and turn into pale, hanging
  flaps of skin while the tentacle cluster grows right
  out of it, filling most of the cavity. 
  Sexual  intercourse  is  no  longer  possible  for  the
  character, and the act itself gains a sickening quality
  to the PC, like wallowing in rancid fat. 
  If  this  metamorphosis  comes  up  yet  again,  it  is
  treated as “In Failure, too”.
  #10-11: Wet Behind the Ears 
  At first, it is a wet rash behind both ears, like an
  infection. What follows are headaches and a constant
  humming only the character perceives. In the end,
  the humming becomes a chorus as fine, worm-like
  tentacles spread out right behind both ears. They
  constantly wave, just as they would flow with a wind
  or current around them. The noise dies down then.
  The  character  will  from  now  on  be  able  to
  understand the spoken words of any being from the
  Outer Dark and the Abyss as well as those speaking a
  dialect of the Elder Gods.
  When  the  result  comes  up  a  second  time,  the
  character  will  gain  the  ability  to  perceive  every
  invisible presences in a Short Distance as a humming
  noise. The character will not be able to determine the
  exact location, only that something invisible is there.
  When the result comes up a third time, the same is
  true for Weird Items, Magic Items and Artifacts. The
  humming of those are of a different quality, but the
  character will have to find out about the meaning by
  him- or herself.
  If  this  metamorphosis  comes  up  yet  again,  it  is
  treated as “In Failure, too”.
  #15: Its Mouth
  Every move of the lips causes an ache, then a sharp
  pain. Later, the lips and the skin around the mouth
  bulges and strains. It will finally rip as all of a sudden,
  dozens of fine, worm like tentacles burst forth. They
  will hang like a grotesque beard around the mouth
  and down the chin, unless the character speaks, eats,
  becomes  agitated  or  aroused.  Then,  they  start  to
  writhe, roll, lift and wriggle. 
  When this metamorphosis comes up again, the voice
  of  the  character  gains  a  sinister  and  unearthly
  quality. The words of the character will from now on
  be understood by any  any being from the Outer Dark
  and the Abyss as well as those speaking a dialect of
  the Elder Gods
  If  this  metamorphosis  comes  up  yet  again,  it  is
  treated as “In Failure, too”.
  #16: Entrails
  It starts as a gripping in the guts, but turns to nausea
  as the innards seem to twist and turn inside of the
  body. This ebbs and flows. 1d6+2 rounds after eating,
  the character will feel sick and suffer a +1 difficulty
  to all actions for 1d4 turns. Still, the food stays in and
  is  nourishing.  But  it  is  now  impossible  for  the
  character to defecate. Instead, the PC will vomit a
  nasty  mustard  colored  mucus  that  reeks  like
  diarrhea. The character may from now on re-roll any
  failed Avoidance test against poisons. When the re-
  roll (!) is successful, the PC will immediately vomit
  the  mustard  colored  mucus  and  will  thereby  be
  stunned for a round. 
  If  this  metamorphosis  comes  up  yet  again,  it  is
  treated as “In Failure, too”.
  
  #17: The Beast´s Back
  At first, the shoulders, upper back and the spine
  begin  to  ache  and  the  muscles  tighten.  Later,  it
  becomes  impossible  for  the  character  to  keep  an
  upright posture as a hunchback begins to form and
  grows continuously. It enlargers and begins to take
  up more and more of the back till it reaches the  
  tailbone  and  has  the  character  look  like  a  toad
  carrying its young on the back. The skin over this
  abnormal growth begins to stretch and balloon, to
  eventually  burst  with  a  !POP!  while  1d3+1  fleshy
  purple tentacles, each the thickness and length of the
  character´s arms, stretch out, only to sink down the
  back and sway lazily. After 1d6+2 days the character
  will have gained control over the limps, but using
  them has the same penalty as a blind attack. They do
  provide the PC with a free unarmed melee attack
  against any opponent that attacks him or her from
  behind. 
  When the result comes up again, it is treated as “In 
  Failure, too”. 
  #18: You Cannot Keep Your Head
  It starts as a headache. It grows into an unbearable
  migraine. In the end, everyone nearby can hear the
  skull crack under the skin before face and scalp peel
  away and open up like a flower in bloom. Everything
  inside the head rises on a cluster of tentacles that
  look like that of a deep sea anemone. The eyes sit on
  a tentacle each, the ears as well while the mouth sits
  on a particular thick and muscular tube that links it
  to what is left of the throat. The brain has been
  parted  up  (but  is  now  twice  its  normal  mass,  as
  things are redundant now) and rests on different
  tentacle ends as well: each part looks strangely akin
  to a piece of broccoli, both in appearance and color.
  Any  already  existing  metamorphoses  remain
  unchanged. It is impossible for the PC to wear a
  helmet. 
  When the result comes up again, it is treated as “In 
  Failure, too”. 
  #19: Heart & Soul
  A pain in the upper left part of the chest sets in while
  the heart beat slows. Later, it becomes erratic. All the
  character may do is to clutch the own chest in panic
  while beads of sweat form on the face. Then, the
  heart stops completely... but begins to pump again.
  Yet, it is a strange, alien feeling now. Not like the
  beating of a drum, but like the croaking of a toad. For
  a few days, the character believes to actually feel how
  the blood is pressed through the veins. 
  When this metamorphosis comes up again,  roll a d6:
  1-3: The character must roll a Physique test to avoid
  dying on the spot from a sudden heart failure as the
  rest of the body finally rejects the changed organ for
  good. 
  4: The expression and presence of the character gains
  an alien quality while new insights fill the mind. The
  PC may now Claim an Advantage on all Intellect rolls
  but  the  Referee  may  establish  a  Complication  in
  every social interaction with all but long-standing
  acquaintances and close friends of the character.
  5:  The  intellect  of  the  character  becomes
  unfathomable while he or she gains a brooding and
  detached demeanor. The Intellect of the Character is
  increased by  +3,  but  the  PC  will always  count  as
  surprised on the first round of combat. 
  6: Outsiders will not recognize it, but the character´s
  mind became unfathomable, and the personality has
  an undefinable but undeniable eeriness. The PC may
  now  Claim Advantage against all attempts to read,
  control or influence the mind. 
  When  any  result  but  “1-3”  comes  up  again,  the
  metamorphosis of heart and soul is complete. It, and
  all further upcoming results of this metamorphosis
  are treated a “In Failure, too”.
  #20: In Failure, too
  From  now  on,  not  only  a  natural  result  of  “20”
  triggers a roll on the Metamorphosis Table, but a
  natural “1” as well. If this Metamorphosis comes up
  again, the 2 triggers it, too. Then the 3. Then the 4,
  and so on....
  
  The Conclusion of the Metamorphosis
  When all results of the d20 have been either changed
  by  Haunted  by  Success or  In  Failure,  too,  the
  metamorphosis is complete. The changes to the d20
  results  from  Haunted  by  Success remain,  but  no
  further  rolls  on  the  Metamorphosis  table  are
  triggered.
  From now on, every time the character gains a level,
  a Willpower test is necessary.
  On a failure, the fate of the PC is sealed as at some
  point during the upcoming adventure (determined
  by the Referee) an utterly alien mind from Beyond the
  Stars and the Outer Dark will take over the body, and
  the character becomes an NPC from that moment on.
  The agenda, additional powers and weaknesses (if
  any) of this being is up to Referee, as well as its
  intellect. It could become a mystic quest giver, a dire
  enemy,  a  minor  godling  expecting  worship  or  a
  powerful NPC that is simply going to part ways with
  the characters at some point during the adventure. 
  After  three  successful  test the  character  has
  instead  achieved  a  convergence  while  mostly
  remaining him- or herself, and remains a PC. How
  the rest of the world will treat this new inhabitant is
  a different matter. 
  But what if... ?
  Perhaps the PC that got the gift WAS meant to
  have it. In that case, the Referee should take the
  player aside and hand him a copy of the rules
  regarding  the  metamorphosis.  After  the  third
  manifestation,  it  is  up  to  the  player  if  the
  metamorphosis ends now or not. If they go on, the
  character may choose them to end after the 5th, 7th
  and 11th metamorphosis. 
  If the player decides to end the metamorphosis,
  the part of “The Conclusion” that deals with the
  chance of the PC becoming an NPC can be ignored,
  for  the  character  automatically  achieves  a
  convergence instead.
  The Tentacled Icosahedron (HD: 1)
  The  creature  that  bursts  out  of  the  corpse  is  a
  gleaming icosahedron, about a feet in diameter and
  rests on about a dozen tentacles on its lower side,
  each the size of the arm of an adult man. It attacks
  with whipping tentacles in combat but may instead
  used  Disrupt Power at will. The loss of all hit points
  merely means that all its tentacles have been cut off.
  It may then be picked up and carried away, but will
  spontaneously regenerate all of its tentacles (and hit
  points) after 1d6+8 hours. If it is immersed in water,
  strange/cosmic  energies  or  copious  amounts  of
  blood,  it  may  do  so  immediately.  Destroying  the
  Icosahedron itself takes a character with Physique
  12+ and a blunt medium weapon. 
  When it brings a character to zero hit points, its
  gleam will turn into a bright light that dies down the
  next round. The character now carries “the Gift”. The
  creature itself is “dead” now and will not regenerate
  anymore. The body of the thing is not a gem, but a
  crystal, but still worth +2 cash points. 
  Print out the section below as a hand-out and tell
  the player to mark all changes from “Haunted by
  Success” with a  20 and those from  “In Failure,
  too” with an X under the die. This will help the
  poor fool to keep track of which result now means
  what.  
  12345
  [_____]   [_____]   [_____]   [_____]   [_____]
  6789j
  [_____]   [_____]   [_____]   [_____]   [_____]
  klmno
  [_____]   [_____]   [_____]   [_____]   [_____]
  pqrst
  [_____]   [_____]   [_____]   [_____]   [_____]
  
  Do you like what got yourself? If so, have a look at
  those other titles, too.
  Further DSDS-compatible releases of mine
  30 Magical Coats, Cloaks and Other Clothes
  A Different Heritage
  You against the City
  Other titles of mine
  20 Ways to Embroil Mortals into a Vampire Feud
  99 Deformations
  99 Exotic Sounding Names
  99 Quirks, Details and Habits of Modern Vampires
  For I am Your Creator
  Foul is all Magick
  Strange & Cruel Personal Titles
  Other titles I recommend
  Minimalist Descriptive Urban
  Lovecraftian Title Generator
  100 Detailed Items t.f.i. An Occultists Chamber
  100 Apartment Complex Tenants
  100 Blue Collar Workers
  100 Bystanders
  100 Curious Backgrounds for Modern Bar Drunks
  100 Modern Happenings On a City Street
  100 Suburbia Inhabitants
  50 Police Officers and Associates
  Fistful of Horror 01
  Fistful of Horror 02
  Fistful of Horror 03
  RPG Sound Files to create the right mood
  Tension Track: Creeping Death
  Night of the Ebon Star
  Cour of Azathoth
  Cthulhu´s Call
  Confusion
  Prelude to the King in Yellow
  Shub Niggurath
  Dungeon of Madness
  Fear
  Twisted Reality
  Busy City Street
  City Park
  Modern City 2 Suburbs
  Modern City Day
  Modern City Night
  Raining Modern City
  Small Town Night
  
  Open Game License (OGL 1.0a)
  INTRODUCTION
  Dark Streets & Darker Secrets is based on the System Reference 
  Document v3.5 (“SRD”), which is Open Game Content. The text of the 
  Open Game License itself is not Open Game Content. Instructions on 
  using the License are provided within the License itself.
  Designation of Open Game Content: The entire text in this book (except
  the Open Game License, as noted above, and the Product Identity 
  License, below) is Open Game Content, released under the Open Game 
  License, Version 1.0a (reproduced below) as described in Section 1(d) 
  of the License. Artwork incorporated in this document is not Open 
  Game Content, and remains the property of the copyright holder.
  Designation of Product Identity: Product identity is not Open Game 
  Content. The following is designated as product identity pursuant to 
  OGL v1.0a(1)(e) and (7): (A) product and product line names, including
  Solar Blades & Cosmic Spells; (B) all artwork, logos, symbols, graphic 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual representations; © logos and 
  trademarks, including any trademark or registered trademark clearly 
  identified as product identity by the owner of the product identity, and 
  which specifically excludes the open game content. More information 
  on the Open Game License can be found at: http://www.wizards.com/d20
  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 derivative works and translations 
  (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, 
  transformed or adapted; © “Distribute” means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)“Open Game 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, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or 
  audio 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 
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  2. The License: This License applies to any Open Game Content that 
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  indicate Your acceptance of the terms of this License. 4. Grant and 
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  5. Representation of Authority to Contribute: If You are contributing 
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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. The original roleplaying game “The Black Hack” text, 
  tables, all artwork, logos and layout are Copyright 2016, David Black. 
  “Additional Things” text, tables, artwork and layout are Copyright 2016,
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SOURCE: textdata/thevault/Old Skull Gallant Knight/Dark Streets & Darker Secrets/A Gift from the Outer Dark [v1.0 bw] (Dark Streets).pdf