Showing posts with label Table. Show all posts
Showing posts with label Table. Show all posts

Tuesday, February 24, 2026

10 Vampire Adventurer Items

Vampires are incredibly powerful magical creatures; however they have several unique traits that sets them apart from other fantastical beasts like dragons, ogres, beholders, and so on. That being that they are intelligent, humanoid and/or ex-human, capable of using tools, similar in size to a standard adventurer, and have a limited ability to blend in with normal humans. Depending on the exact mythos they may also be able to control themselves when it comes to feasting on blood; either as a rule or as long as they are kept well fed. For these unique traits vampires are among the most common types of monsters that might actually become adventurers, and may even be driven to do so given the more inclusive nature your average band of misfits instead of superstitious townsfolk or for those unfortunate vampires not rich enough to impersonate a long line of (strangely similar looking) landed nobility throughout the generations.

Consider adding this loot table for vampire player characters to find which help mitigate some of their vampiric weaknesses. Alternatively, if you end up slaying a traveling vampire, they'll likely have at least one of these along with them as a bit of worldbuilding and a fun item you yourself may find a use for.

10 Vampire Adventurer Items
[1]
 Unrequited Invitation
Gold trimmed silk envelope containing a very fancy looking piece of perfumed paper within. Upon opening the letter and reading it it will be a very clear invitation to whatever event or household the person receiving this letter is a representative of; addressed to the owner of the invitation. This does not allow the vampire to enter the premises freely, as they have not been invited, but can trick a door guard to silently open it or call for a servant to take your coat which then count as having been invited. Even to non-vampires, this can make it much easier to enter a party uninvited or with lax security.

The ink is enchanted and takes about an hour to "defrost" and disappear. If accidentally handed to the wrong person can also reveal its a trick. For example, if a lowly stable boy handles the letter first it may instead read "COUNT SO AN SO IS FORMERLY INVITED TO THE SHIT SMELLING HORSE STABLES ON THE DUKE'S LAND!" because the stable boy isn't really considered a resident or having access to the party himself. Because the paper within and the envelope are enchanted together; after using this item you will need to recover the invitation and preferably before the ink disappears revealing your scam.

[2] Telescopic Parasol
Dark gray and black umbrella with red highlights on its bottom side. Styled to look like a vampire squid. Designed to slide open as a modern umbrella and protects the user from the sun. Any vampire standing under this parasol while its open during even the brightest day takes, at maximum, one Hit-Point worth of damage per hour of being awake in the day. Arrows or attacks that cut holes in the parasol can negate this protection and naturally getting pushed out from under it will cause the unfortunate vampire to take full damage from the sun when their protection is gone.

By pressing the buttons along the handle you can expand the parasol up to 9 squares/size of a small campsite. At this size it's very unwieldy and requires both hands and can get blown away by the wind; but can be planted in the ground with an optional soil spike at the far end of the handle which can also be used as a d4 hidden weapon. Close inspection of the parasol does not reveal any enchantment or magical effects; it is simple a work of very high quality and mechanical complexity. Any repairs or modifications would require the greatest of skilled craftsmen.

[3] Heartfelt Stakeguard
Small piece of dull gray metal fastened with a long black satin strap. Shaped into a stereotypical Valentine heart. Designed to be worn around the chest underneath other clothing or armor. It never comes loose, slips, or chaffs and isn't apparent the wearer is wearing it unless you touch their chest directly and feel the hard spot where it is fixed. Provides +1 AC in combat and protects you from being staked in the heart; crucial for vampires but also effective for mortals as they usually don't enjoy getting stabbed in the heart either. "Heartseeker" arrows, vampire slayer stakes, or similar instant death attacks prioritizing the heart instead are either deflected, do maximum damage but are not lethal, or grant an additional save vs death bonus; whichever is most fitting to the attack.

The reverse side of the Stakeguard (the side you're supposed to have pressed against your chest) is scratched with the names of a hundred vampire lovers; either their human lovers or ones found after death. The oldest scratching are written in hieroglyphs that slowly progress to the modern language. Despite how many cold hands this object has passed through, there is always just enough room to scratch one more name on the back of the metal plate.

[4] Bloodstow Ring
Golden ring with a large brilliant blood red ruby inlaid within. Very close inspection while swirling the ring around reveals it is actually liquid; the gem is actually a very cleverly designed glass vial set in the ring with a tiny needle that can pressed to rapidly inject its blood into the finger of the wearer (if full) or drain some of their blood to fill the ring's vial (if empty). The ring is enchanted and can store a bit more blood then it appears, and the blood within never goes bad and is perfectly preserved, but it's still only a ring. In gameplay terms, activating the ring will cause the vampire wearing it to receive a blood injection equal to about as much blood they could feed from a human in a single combat round with a successful bite attack; restoring that amount of HP, stamina, vampire power points, granting the benefits of a fresh feed, etc. The benefit of the ring is you can feed your vampire nature in secret and it count as a bonus or free action; not requiring the danger of trying to grapple and bite an enemy.

Secondly, as a store of blood, it can also be very useful for keeping a piece of a party member even if they would otherwise be totally devoured or eradicated for a revival; or even as a way to keep an elder vampire's blood stored safely to turn yourself into a vampire without needing to submit to a vampiric sire and so on.

[5] Sanguine Scrying Dish
Deep bowl made of a dark, stained silver with bat motifs. Regular scrying bowls can be used by Wizards to spy on distant places or people, usually requiring something of personal importance to the person or a pinch of something natural from the location and filling the bowl with clear water. The level of the practitioner is used to scry more details more clearly and to see things that are attempting to be "hidden", such as individuals who change their names or move to a big city to go unnoticed.

The Sanguine Scrying Dish allows vampires to exercise the same power as diviners; except using blood instead of water and substituting their vampiric status and age instead of MU level. It is especially good at finding victims or people of special bloodlines, though it would require a drop of blood of someone related to them to show the image correctly. Using this, you can locate with great certainty any living, mortal individual.

[6] Dawnstone
Wrapped in black silk; this white stone looks as though it came from a holy place. One side of the stone is flatter then the other and has natural veins of golden ore within it that exactly match the symbol of a rising sun. This artistic symbol naturally occurring is clearly the sign of a divine miracle; and this stone is consecrated with holy power meant to prolong the day and ward against the coming night. However, it was stolen from priests or paladins of a holy order, and is being used for its opposite intended purpose. It is wrapped in many layers and handled carefully as it is still holy and deals 1d6 damage to vampires when touched; but it must be carried to have any effect.

Whenever sunlight is created from the result of a magic spell, released from a vial or jar, or created by "upgrading" another light source (like a torch), it is instead drawn into the Dawnstone, safely containing it. The Dawnstone can also prevent sunlight from entering a small room through windows or a crack in a cavern wall for one turn; safely absorbing the rays into itself until reaching maximum capacity. This would give a vampire time to find a dark place to hide before the morning comes and slays them. It cannot do anything about the sunrise itself, as it is simply too much light for it to handle, so being caught out in an open place as a vampire grants no protection. Every night at Dusk, the Dawnstone releases all of its stored up light around itself becoming a true sunlight lantern for 1d6 turns. By placing it in a sealed box or behind several closed doors by a trusted servant the Dawnstone can be safely discharged each dusk while carried around at night to offer some small protection against sunlight magic.

[7] Tickwand
Magic wand shaped like a pair of spiraling eels with several fattened ticks and maggots carved into its handle. While held, the user may convert any prepared spells/one mana point/one daily use power slot/etc. into a casting of Magic Missile which appear as little red hardened blood crystals which fly out to damage your foes. Despite shooting hardened blood crystals the projectiles created by this wand "taste stale" and have no nutritional value for vampires.

Alternate ability; fires actual magic ticks that seek the target, latch on for one turn before dealing damage, then return to the caster in another turn (floating slowly enough to get knocked out of the air since they're fat with blood). I kinda like the idea of this being a way to steal blood in combat at a distance but I also think an edgy vampire wizard would just outfit their magic wands and staves with bats, leeches, mosquitos, and other cool blood-sucking animals because they think it's cool. Maybe they got turned as a teenager so they stay in that mindset for all eternity. Maybe you could rework this into a cool "raid boss" mechanic where the ticks heal the vampire lord for 1d4 hp so if you swat them out of the air before they reach her you can prevent her healing during this phase or whatever.

[8] Nosering Ward
Magical nosering. It's a septum piercing that installs itself; dealing 1d2 damage the first time you bring it within a hand's distance of your face. After that, it deals no damage and can be removed or placed in your nose whenever you want. When worn, the Nosering Ward provides the user an additional saving throw against toxic or poison gas, miasma, stench of decay and so on by dulling the sensation of smell and protection the nose from foul magics.

Vampires are already mostly immune to those things and just use it to prevent smelling garlic.

[9] Portable Bridge
Appears as a small golden stick. If you place one end of it sticking out over a chasm, it will slowly grow out and become larger and larger until it touches the other size; at which point it will thicken up and become a bridge. Slowly it grows from a simple fallen log style bridge, to a basic wooden bridge with even footing, to something with extra supports and a wider path and parapets on the sides; until it eventually gains lanterns that glow and a wide, strong path that can support heavier and heavier weights. Placing this over a river is an easy way to cross one.

Each transformation roughly takes one exploration turn and increases the carrying capacity of the bridge by one person or general size/weight class. So one turn one person can cross unsafely. At two turns multiple people can cross unsafely or a heavily armored fighter can cross the rotten beams unsafely; but one person can cross safely. At three turns it has guardrails so multiple people can cross safely and can support the weight of a horse & rider. At four times, you can move a company across it. At five turns, you can move elephants across it, etc.

[10] Riding Mosquito
Exactly what it says on the tin. Flying mount, fragile, and lacks affection towards its rider. Required to drain the blood of a large animal, like a horse or cow (or a few people) to sustain carrying a rider any significant distance; the creature will end up as a shriveled husk and the bug will be gone by morning. If you try to ride this creature two nights in a row or a very long distance without accounting for its source of blood it will turn its proboscis on you instead. Wears a harness of black leather and red heraldry belonging to some far off vampire clan. 

Matching heraldry can be found on a little bone whistle shaped into a skull. Sounds like an Aztec Death Whistle or makes a high pitched sound too high for humans to hear which makes dogs go crazy and horses stampede; whichever you think sounds cooler. Blowing this calls the beast to you, but it can only come to open outdoor areas and only at night. This is what you actually find on the adventurer, with a little note that reads "his name is Eustace and his favorite food are elephants".

Sunday, February 1, 2026

Valve cooked BUT I liked the old patron names more

Note: Writing this blogpost in January when the update first dropped. By the time this is out the characters will likely already all be released and the hype will have worn off. Despite how much I like Deadlock at the minute, I still kinda liked the old patrons. "Street Mother" and "Hidden King" don't have the same ring to it IMHO. 

The "Patrons" I felt had a very supernatural, mystic aura with their naming convention and voices that fit very well will the idea of them being these almost unknowable, elder gods without it being a straight ripoff of Cthulhu mytho stuff. Amber Hand & Sapphire Flame felt like names and titles given to them by foolish mortals who astrally projected to view them; the beings otherwise otherworldly and out of the realm of human understanding. The occultists looked into another realm and just saw endless blue fire, constantly consuming, burning with eldritch knowledge, everywhere, which spoke to them in a voice; that's why it is called the Sapphire Flame. It didn't pick that name, but it accepted the name mortals gave it so it could spread its influence into other realms. This vibe is more present here then with the the more mundane and pedestrian new patrons. It also gave them identity that was somewhat generic and expandable; allowing you to easily imaging more rituals going on in New York between other, smaller entities.

At any rate; have some more Deadlock style patron names.

Otherworldly Patron Names [d12]
[1] Sapphire Flame
[2] Amber Hand
[3] Ruby Throne
[4] Emerald Eye 
[5] Onyx Tower
[6] Amethyst Star
[7] Opal Blade
[8] Pearl Shroud
[9] Jade Wing
[10] Agate End
[11] Garnet Hydria
[12] Diamond Chain

Sunday, December 14, 2025

8 Methods of Modern Fiction Empowerment that isn't just "Cybernetics" or "Magic"

Maybe private security for the world's elites, your order of John Wick assassins, tacticool operators who you want to be slightly more plausible then action-movie heroes in how they survive and thrive in multiple firefights? You want your only-slightly paranormal investigators to be able to survive battles with the crocodile-sewer-people? How do you do that in a way that fits a modern setting and is something you could work towards a player character, or something that a secret organization or high-level group could give to their field agents to give them some kind of edge? 

This question was also somewhat built out of the idea of adding new enemy types for modern shooter games; similar to something like FEAR or a Call of Duty game. Obviously enemy types can be programmed to do whatever you want; but the silhouette and general weapons, tactics, animations, etc. are all going to be similar. Real life humans can't take a face full of bullets. So barring equipment, some fantastical upgrades are needed. So what's the answer to add some enemy variety and power levels in modern stuff? The answer always seems to be cybernetics or magic. But that's boring. Let's think of some more.

Quick note: The table is also roughly in order of unrealistic and gonzo. You can use smaller dice to represent more "grounded" methods based on your desired level of "fantasy" in modern fantasy-fiction. 

8 Methods of Modern Fantasy Empowerment
[1] 
It's all in the genes. Some people are just born better then others, sorry! But even if you aren't especially gifted; modern technology has allowed you to gain some of these gifts with platelet-rich blood transfusions on a twice monthly basis. If you miss one? You not only lose your powers, but probably get anemia or something.

[2] Tantric meditation, mindfulness, mental discipline, and lucid dreaming techniques to gain complete and total control of the subconscious, instinct, and psyche. Lets you resist pain & torture, not flinch even around explosions, control body heat, hold your breath for extended periods, lessen bleeding or the effects of shock, control your heart rate, and so on. May include references to Tibetan Monks.

[3] Far eastern herbal supplements, raw milk, and probiotics cultured from a private stash. Grants poison resistance, rapid healing, improved strength and so on. None of the active ingredients are present in any performance enhancing drugs nor can be traced to any specific chemical; but something about the whole is greater then the sum of its parts. You think this one is bullshit until you actually eat probiotic yogurts in real life regularly and maybe go walk outside for an hour holy shit it's crazy. Also I'm including "kung fu but actually works in a real fight and is overpowered" here even if it's a little basic. Like not punches and kicks but Jason Borne stuff, you get it.

[4] Memetic patterns and symbols stitched onto clothing or even tattooed on that do things like draw the eyes towards or away to act as natural stealth, induce vertigo from the swirling designs, cause double vision and loss of accuracy, or disperse impact force or heat along the ink acting as a sort of armor mesh drawn directly on skin or clothing. It's not magic because it triggers an instinctual psychosomatic response, or something. I didn't make up the vertigo tattoo idea unfortunately; I stole it from this shitty YA kid's book I haven't thought about in like 15 years.

[5] Vibrational attunement and bioresonance frequencies. Using specialized headphones or internal body-speakers to emit a performance enhancing sound that grants addition strength, healing, focus, recovery, etc. To avoid it just being a consequence of the noise itself, and therefore usable by anyone, it requires some kind of attunement or acclimation process to maximize the effects. Maybe instead of requiring a device to make the sound you can train your vocal chords to make a "hum" that mimics the effects, or even create a sort of loud drone that weakens nearby organisms but you remain unaffected. 

[6] Additional limbs grafted on, fully controlled, capable of using and handling more weapons at once and has much more weight to throw around in melee. People are born like this all the time actually so the only unrealistic part is being able to fully control these extra limbs and your "secret agent badass" is going to be really obvious going about in public with a mass of flesh attached. You could also do this with just adding extra internal organs or domesticated cancers for redundant hearts, extra lungs for more oxygen, grafted liver for poison immunity or whatever but I like the flesh monster approach more.

[7] Spliced with animal DNA. You can take this in as legit or hackneyed as you want. Like everything from "I spliced myself with cheetah DNA so I can run fast even though my legs haven't mutated and I don't have any of the same spinal or square-cube considerations" or some other trite shit like that or you could just have straight up furries. Despite an excuse for the fetish potential I just think it'd be cool if you were playing Max Payne or SWAT 4 or something and a bad guy walked up to you able to handle the recoil of a full-auto shotgun in one hand while clawing at you with the other and he's got weird skin patches all over his body and then your realize he's been genetically modified with a fucking leopard just so he can do crime better.

[8] Supercharged Bioelectric Field. Exposure to very special magnets (or just radiation) enhance and empower a person's bioelectric magnetic/energy field granting a small amount of psychokinetic control. This includes being able to levitate, minor shielding, discharging electrical shocks, and moving objects with ones mind. Basically just Control powers. Because it's using the body's innate magnetic field, only requires a high calorie diet to power and maintain. If too immersion breaking then may require implants to generate the field oh shit we're back at cybernetics again fuck

Thursday, July 31, 2025

TF2 Mercenary Generator

In this episode of "I thought I wrote this blogpost like 5 times over the past decade this blog has been around", I could have sworn I made this before. But time and time again I realize I never actually did. Time to amend that.

Team Fortress Mercenary Generator -
 (Roll Once per category unless otherwise stated)

Combat Role (Roll 1d10)
[1] Reconnaissance
[2] Mobile Infantry
[3] Shock-Troop / Terror Weapon
[4] Demolition
[5] Heavy Weapons
[6] Combat-Engineering
[7] Medic
[8] Long Range Specialist
[9] Espionage
[10] New Role. Roll again for general category (1-3 Offensive, 4-6 Defensive, 7-9 Support, 10 for an irregular) If you can't think of anything, make a Generalist.

Primary Weapon (Roll 1d8)
[1] Explosive
[2] Projectile (Non-Explosive)
[3] Shotgun
[4] Rifle
[5] Machine Gun
[6] Liquid / Gas "Thrower" Weapon
[7] Actually, their Melee is their main weapon. No primary weapon, secondary for ranged.
[8] Crucial gadget, tool, or piece of apparel that defines their Role. Roll 1d6 on the Secondary table for their main weapon they actually use to fight with.

Secondary Weapon (Roll 1d8)
[1] Sidearm (Pistol)
[2] Shotgun
[3] SMG
[4] Throwable
[5] Explosive
[6] Mobility or Escape Tool that accents their Role.
[7] Deployable Trap / Gadget that accents their Role.
[8] Roll again on Primary table and they just straight up get another one; because their "role" is to be overpowered and they just get two strong weapons, like Demoman.

Melee Weapon (Roll 1d6)
[1] Non-combat tool related to their Role
[2] Non-combat tool related to their Nationality
[3] Weapon related or often paired to their Role
[4] Traditional/Historical/Iconic weapon related to their Nationality
[5] Scavenged or Improvised
[6] Impracticable or Gag Weapon (or bare hands)

Class Gameplay Gimmick (Roll 1d8)
[1] Have innate immunity to something related to their role; like fall damage, drowning, fire, etc.
[2] Have an innate ability related to movement. (Double jump, slide, going prone, etc.)
[3] Tanky class or has an innate mechanic improving survivability.
[4] Have a powerful ability related to their role that has to charge up. Ubercharge.
[5] MAIN weapon has a very useful and/or interesting alt-fire.
[6] Class has to gather a resource for optimal play. (Metal, organs, heads, etc.)
[7] One or more of their items have a strong sci-fi twist. "Spytech".
[8] Has a subclass-defining unlockable for one of their weapon slots that totally changes how the class plays. If you can't think of anything, then they have a really funny taunt kill instead.

Art @Valve obviously. Check out the released concept art if you haven't!

Nationality / Stereotype Table
(Roll 1d50)
[1] Russian.
[2] Unknown, but seem rich & old money. Transatlantic accent, like an old movie.
[3]
 American. Southern. (Cowboy)
[4] American. Southern. (Cajun or Redneck)
[5] American. Boston.
[6] American. Chicago.
[7] American. Northern; Minnesota accent.
[8] American. New Yorker.
[9] American. California. Hippy.
[10] Native American. Yes with the "How" and the feather. Stereotypical but it's TF2.
[11] Canadian.
[12] Quebecois. Their only joke is getting offended by being called Canadian.
[13] Mexican. Desperado type. Poncho and sombrero, all that.
[14] Mexican. The exotic, passionate revolutionary type.
[15] Hawaiian.
[16] British. Posh.
[17] British. Cockney or "chav".
[18] Welsh. Their only joke is nobody understands what they're saying.
[19]
 Scottish.
[20] Irish, but mystical and Celtic and might be a Tuatha fairy person.
[21] Irish, but normal.
[22] French.
[23] Spanish.
[24] German.
[25] Italian; roll 1d2 for spicy meatball type or cool mafioso type.
[26] Swiss. Only joke is "not so neutral now, huh?"
[27] Brazilian.
[28]
 Polish.
[29] Finnish or other European micronation. Only joke; "nobody knows my country exists"
[30] Turkish.
[31] Egyptian. Has the kohl eyepaint and everything.
[32] Romani or "Gypsy" stereotype
[33] Arabic.
[34] Israeli.
[35] Greek.
[36] Sicilian.
[37] North African. 
[38] South African.
[39] Indian.
[40] Chinese. If you roll this a second time make the 2nd Merc from Taiwan for the banter.
[41] Australian.
[42] Mongolian. Has to have at least one taunt with throat singing.
[43] Korean. Might be North Korean spy.
[44] Japanese.
[45] Japanese. "Honorable Samurai" type and still pissed at WW2 given TF2's time period.
[46] Malaysia, Papua New Guinea or Sentinelese Islander. Only joke is cannibal.
[47] Swedish.
[48] Norwegian.
[49] Danish.
[50] Roll on Special Background Table.

Special Background Table (Roll 1d8)
[1] From the lost underwater nation of New Zealand.
[2] Wears a total body-concealing suit related to their role. True origin is a mystery.
[3] Unfrozen caveman. Go unga bunga. (or maybe the last yeti Saxon missed?)
[4] Very obvious vampire.
[5] Not so obvious time traveler. Gets confused about the TF2 time period, reveals future events in voicelines, but in a subtle and cool way. Spytech is just "normaltech" to them.
[6] Roll again on the Nationality table, but with a widely unexpected race, age, or phenotype.
[7] Roll again on the Nationality table, but this time... they're a woman!!! If you were planning on doing female Mercs anyway, then add some kind of disability like being blind, prosthetic, etc. instead.
[8] Roll again on the Nationality table, but they are even more stereotypical and have an even more outrageous accent. Are actually a spy for another Mercenary company undercover; poorly.

Character Personality Gimmick (Roll 1d10)
[1] Has a stable family, romantic interest, and mentally healthy. Extremely weird for TF2 Mercs.
[2] Has a little pet related to their Nationality or Role, carried in a special cage or pocket.
[3] Has a budding bromance with another class.
[4] Has an unhealthy obsession & rivalry with another class.
[5] Has a verbal tic or stutter or talk with a robot voice or whatever.
[6] Complains about an old war wound or is heavily scarred/burned.
[7] Has an artistic hobby unrelated to their work. Flipflops between terrible and really good.
[8] Extra substance abuse OR irrational phobia of something dumb like clowns or axe-wielding headless horsemen with flaming pumpkins for a head.
[9] Class gameplay gimmick is integral to the character's background, lore, or motivation. For example, their abilities are from a cursed bloodline, or they invented their Spytech gadget, etc.
[10] Obsessed with a food item related to their Nationality or cultural background. One of their unlocks is that food item, which provides appropriate buffs or benefits.

Example Generations- 

Russian Medic with Shotgun primary, explosive secondary,  Cossack shashka melee sword. Spytech gimmick. Phobia of spiders(?)
Throws healing bombs that blow up to burst heal. Radiation shotgun unlockable called "Kovarex Process" which shoots healing radiation bullets in a vertical spread sci-fi gun. Pinecone jelly unlockable which grants overheal and regular heal at the same time but much less. Stock shotgun. Klevet warhammer deals crit damage to those launched by healing bombs into the air like a reverse Market Gardener?

Chicagoan Long-Range Specialist with explosive primary, throwable secondary, gag weapon (pizza spatula), with an innate movement ability. Obsessed with foot (pizza) pizza unlockable regens.
Mortar bomber with metal implants in spine, can go into ragdoll when in the air to become immune to fall damage and fly faster ie; mortar jumping. Secondary undecided, probably an M79.

Cannibal Mobile-Infantry with Melee primary, mobility secondary, and impracticable/gag-weapon/barehands melee, spytech gimmick. Food obsession gimmick is people of course lmao.
Flies around with techno claws that rend opponents and give dash attacks like Psylocke from Marvel Rivals. Focus as "infantry" means frontline so probably needs some lifesteal or something but the dash and some free overheal can help.

Wednesday, July 16, 2025

AI stuff from 5 years ago (Random Table)

Weird, isn't it?

About 5 years ago, I was much more active in producing content for this blog, and part of that was trying to find things to write about. One such concept was with AI. The oldest AI generation tools out there were really new, and for me? An interesting way to produce some content for the blog. The idea being to put in some keywords and try to get something useful to interpret out of the AI generated images; the blurry and chaotic messes which, at the time, couldn't produce anything useful. It was meant to be one of those weird gimmick posts; content for a human driven creation. 

I generated a bunch of random images using ganbreeder, later called Artbreeder, clicking on similar images to try and refine the images, and then giving them a name and interpret the messes into something tabletop related, like a monster or magic item. This is almost opposite on how AI is used now. We create a prompt, and the AI interprets it, instead of us interpreting the early creations.

But then, for some reason, I never actually wrote up the blogpost, and the images just sat on my harddrive doing nothing. From a simple gimmick into something that has really come to define and threaten many creative fields and creators, and has become the politicized issue. I like to think of this as a bit as a time capsule.

Random Stuff you may Encounter (Roll 1d6)

[1] Great Luminous Seahorse
Looks like a giant seahorse-shaped lump of algae, seaweed, and flotsam quietly drifting on the seabed, with barely contained light spilling out from the cracks. It's a giant glowing seahorse which uses its long tongue and tail to cover as much of its body as it can with camouflage to prevent it from being targeted by predators or human hunters.

Great Luminous Seahorse (6 HD, +2 AC Camouflage, 1d6+1 Kick, 2d6 Healing Power, Shocking Light) 
Morale- 7
Number- Just one, 1% chance of a breeding pair with little babies (1 HD)

Because it glows when not covered, it is very easy to spot. However, it can shed off its "skin" to scare away predators as a last resort, blinding them with light (morale check or be stunned). Finally, the Seahorse has the innate power to heal other beings by channeling some of its inner light, resulting in a 2d6 healing effect on anything it wants once per day. It seems smart enough to know who is a threat to it, and will do things like heal sharks or random monsters who are attacking the party if it feels like they'd be more likely to attack it. 

If caught and dragged onto the beach and drained of its glowing fluid, can be used to create a magic lantern oil that turns the undead while it burns and can also be drank to restore your health. Each Seahorse has an amount of oil (1 turn / 1 Hit-Point worth of drink) equal to its total Hit-Points remaining. This means it is much better to catch it while dealing minimal damage. These creatures are very likely to go extinct soon.


[2] Almost People
They almost look like people. People shaped, with folds that make the appearances of faces, clothes, shoes, mismatched fabric-like textures. Not actually people, neither physically or spiritually. Often found crowding around the town squares of deserted and ruined towns, or sometimes traveling in a great group on a "pilgrimage" together, with one or two terrified and emaciated young humans among their midst.

The Almost People feed off validation and attention. If you treat them like people in any way, such as a greeting, offering them food, threatening them, offering to trade, etc. they drain one point of your Charisma and become much more interested in you, staying around to get more of that "humanity" they in all way lack. It is very difficult to get rid of them; as even threatening or insulting them counts as giving them attention; which also heals them by 1d4 Hit-Points each time they drain a point of charisma. The two main methods are to kill them, which must be done without treating them as an opponent (unsheathe your sword to "inspect" it, slashing one in the process) or to ignore them, which is easier said then done. They can't really fight back traditionally (1 HD, 1d2 misshapen fists, -2 AC, etc.) so instead pantomime fighting and take up a stance, perhaps with a crooked sword, trying to get their opponent to pretend they are a real combatant by treating them as a real threat.

Some believe the Almost People are a precursor to the Plague of Men, or some of the "men" who are still in their larval state. Arguably less dangerous in this form, and less psychologically draining to destroy.


[3] Flying Salvation
Sounds like fabrics rustling in the wind, offputtingly large. Only ever arrives from over the horizon in response to a true prayer of need. Animals go quiet in its presence. It looks like an ever-unfurling mass of fabrics and sheets, blooming like a flower. It simultaneously feels as gentle as a butterflies wing and like you're in the eye of the storm.

Flying Salvation (7+7 HD, +7 AC, +7 To-Hit, Angelic, Sweep Away)
Morale- It does not flee from anything you can muster.
Number- Only one.

The Salvation represents something wholly good and uninterested in the affairs of the mundane world; it never touches anything physical, only sweeping besides and generating great gusts of wind. Maybe it's a "Spirit of the Upper Air". As an Angelic being, it is immune to holy magic and banishes all illusions. Instead of attacking, it simply sweeps things away on a successful attack; a wind vortex that touches one person and sweep them into the horizon fast enough to smear them across the sky but leaves the dandelions besides them in the grass unscathed. It can do this to any weight of being, or blast buildings apart; though it can only sweep away one thing per round. When the wicked hide inside a building, it first must sweep the roof away before the next majestic motion of fabric reaches inside and erases the sinners.


[4] Fairy Nautilus
An aquatic fairy. The Fae version of a shellfish. Looks like an elegant shell with two membranous wings that let it float majestically through the water; can only muster a pathetic hopping on ground, unable to sustain its own weight in flight.

While technically a creature, too weak and passive to be a threat to anyone. Hides in places where fairies usually do, but underwater, like underneath a rock shelf with stacked cairn stones or inside a dollhouse inside a sunken ship. Much like a fairy, you can catch it in a bottle and carry it around as an extra "life". (heals you 1d6 Hit Points when you take a lethal hit, but the fairy escapes the bottle). However, this one only works under water. Sometimes when you perform a mortal strike against a giant evil shark or kraken and it burps up some blood but doesn't die? It actually spit one of these out; stored in its stomach instead.


[5] Blue Shell Face
Found only in shallow, cursed pools within the Sapphire Mountains; these parasitic shells latch onto the faces of beings who try to wash their faces in the pools. Unfortunately, they only seem to spare ugly people, only attaching to beautiful hosts (Charisma 13+)

Anyone with a Blue Shell Face attached to them gains +1 AC and immediately halves their Charisma. The shell has control over its hardness, and will choose to become harder and less flexible to prevent its host from speaking (no spell casting) until the shell is fed. It eats whatever the host eats, slupring up some food before hinging open the shell-portion covering the hosts mouth to let them eat too. Can be removed with a remove curse spell, with a prybar (dealing 1d6 damage and -1d4 Charisma permanently to the host), or with a steady diet of muscle relaxants which make the shell fall of naturally (and will make the host extremely floppy, high, and useless for the next 1d6 days).


[6] Purple Stickthing
Found most commonly in forgotten and wayward pocket dimensions and otherspaces created by Sorcerers; these creatures seem to grow from stagnant magical energy and unrealized arcane potential. Have no visible eyes, mouth, or nose, yet always point the tip of their triangular "head" towards nearby magic users and beings. If you have no magic spells, items, or powers you are invisible to these creatures.

Purple Stickthings (2 HD, +2 AC, 1d4+1 leg bash, Haywire Spells)
Morale- 12
Numbers- 2d4

Congregate in open places standing silently, but usually under some kind of cover, like a temple roof or forest canopy. Whenever they detect magic, they will "chirr" which slowly wakes up the group. This takes a round, meaning you won't lose initiative and you can back away if you're stealthy enough.

While the Stickthings can't cast spells themselves, they seem to be able to control magic. Spells and spell-like effects go their way; they automatically make saves against spells and can splash some of it back towards their opponents. They can activate your magic items in inconvenient ways when used (levitation becomes uncontrolled and flings you into a rock, summons stand still or turn on their summoner without a control check, etc.)

Curiously, these creatures do not show up in dimensions used or frequented, only in the old and decaying ones, or ones whose connections to the material world are almost up. They are not like any living creature on earth, but their skin and coverings is most similar to insects; which has lead to the belief that the stickthings are like moths; consuming the enchantments that make up places that should no longer be.

Monday, July 7, 2025

Garden District- Shindig Street

The richest part of Garden. Wealthy, high class, every street you peek down you'll see several movie and radio stars, giddy socialites and young promising business men. It is ruled by the hides-in-plain-sight group; the Sequin Society. To even get on this street is a challenge, as it requires either a golden membership card (without an escort, the elite can take guests if chaperoned) or a hefty bribe to the guards stationed at the entrances to the area- both of which are very expensive and ensure that only the wealthiest can enter. The street is also one of the nicest and well illuminated places in Garden, with booths offering free samples, street performers, and businesses with open doors and high quality good for sale. The nightlife here is second to none, with entertainment, dining, and the best brothel in the city. Movie stars walk the street and rub elbows with executives. If you want to get to know someone powerful and influential in the city, this is the place.

The street itself is arranged along a central canal, which offers gondola rides to those too tired to walk. Stinking motors of public transport are discouraged, and while hovering cars are allowed, only luxurious and well maintained cars are accepted. Cars with a visible scratch or dent are given a traffic violation ticket every single night from the roving bands of community enforcers until the owner gets the message and replaces it with a nicer one. If your paint color is especially egregious and out of season, you might also be given a ticket for "surface level damage along the entire length of the vehicle". 

The other curious thing about Shindig Street noticed by first time visitors? The lack of advertisements. Most commercial areas of Garden are like an otherworldly Kabukichō or Las Vegas; a buffet of lights and signs in every language imaginable. Here, the streets are clean and decorated- calming yellow lights that are directly contrary to the attention grabbing instruments of business. Shindig Street is no less capitalistic as any other part of Garden; this place just has different rules. You are told to knock three times on the blue door on the ground floor of the unmarked building overhanging the canal- and then you are brought into the most exclusive and high-quality gun shop in the entire city. If your business can't survive on the word of mouth of the rich and powerful, then the rich and powerful believe you shouldn't be here.

Residents
Shindig Street is described perfectly by one word; Cosmopolitan. It is an incredibly diverse, multi-ethnic, surprisingly welcoming part of the city. However, it is not multi-cultural. Everyone here is expected to behave a certain way; and attain and keep a certain level of wealth. They don't care much about what you are, as long as you have the money to play with the trust-fund kids, investors, tycoons, and bank-breaking highest class alien escorts one can imagine.

The above properly describes the visible residents of the district. In fact, the entire street seems to be very low in population, comfortable, with groups of friends, couples, and loners walking the glittering lamp-lit canal. But for every one of those, there are three invisible people here as well. Servants, engineers, bodyguards- snipers watching from nearby rooftops to protect the mob boss's daughter as she takes an innocent stroll with her very rich friends. The milkman and courier coming out of a hatch in the ground- an arm leaving its package before returning back underneath- so out of the way as to not even be seen except for the briefest flash. While Shindig Street is for the rich and powerful, anything that needs to be done by someone of a lower class is done so in the most unobtrusive way possible. The rumors of rich men having a family of servants living in the walls of their mansions are mostly exaggerated- they'll just employ one of them to come live in their walls instead!

While the cosmopolitan upper class of Shindig Street is incredibly diverse, the lower class is actually less so. While the roots of this "tradition" were started by one incredibly wealthy old telephone magnate many years ago, it spread to the entire upper class and became ubiquitous. While bodyguards, butlers, and escorts may come from many places and cultures to become another colorful accessory to the rich and famous; the basic canal workers, painters, repairmen, and all manner of basic laborers of Shindig Street are of one race exclusively; the mouthless Imnar. This alien race cannot speak, and exclusivity communicate through sign language and writing on their home world- they feed off certain wavelenghts of light which cannot be found anywhere in Garden except the underground light-farms beneath the Shindig. Any new immigrant to Garden from their world will find themselves quietly rushed here- to serve the interest of the rich and powerful in silent service. They are not treated poorly either- the night laborers of this district have a higher average salary and more luxuries then most in Garden, but their presence in the city is funneled here- a secret society underneath another secret society.

But as for the true ruling power on Shindig Street- one only look to the Sequin Society.

Notable Characters - Roll 1d4
[1] Lady Ghostie - 3 HP, 1d4+1 Pocket Pistol, 1d4+2 Little Knife
Incredibly pale, paper-white thin starling. She has big black almond shaped eye, like an alien. She's a movie star, and everyone is surprised that she is actually that white, just like in the pictures. People are also surprised that her bubbly ditz personality and high pitched voice are also faked for the camera. She's incredibly vicious and will kill to get what she wants. Probably the most archetypal member of the Sequin Society.

She's also a bit of a talent scout. If your character is also monochrome, or if she just likes the look of you, you'll probably get invited to be an extra in her next Talkie. It is highly advised you attend and accept the small but fair paycheck. If you don't, you shouldn't come back to Shindig Street.

[2] Powerman - 10 HP, 1d6 Fists, 1d6+1 "Justice Calls" Backup Pistol
Superhero. Star of a very popular black and white movie of the same name; really pushed the envelope of special effects in the movie industry. Due to very specific wording on the acting contract, now required to play the character in real life. Forever. Stays on Shindig Street to avoid the occasional monster or aggressive violent gang assault; will play up small favors and helping ladies across the street as the only heroics he can handle. Despite this cowardice; is actually superhuman and had a few procedures done to make them extremely tough and capable of bunching through solid metal.

Having a bit of money trouble; especially considering the fancy diet they require with all their special alien organ implants giving them superhuman strength and toughness. The royalties are good, but the studio is dragging its feet on making a sequel. If you can somehow arrange it with the big movie studios, you'd have a superbeing in your debt!

[3] Tulok'Tul'Vul - 4 HP, 1d6-1 Snappy Pistol, +1 Psychic Resistance
Musician and amateur fortune teller. Makes most of his money on the stock market and selling his (totally real) psychic predictions about the future of the stock market as opposed to his shitty music. Convinced he's a big shot when his fortune is dwarfed by most of the casual walkers on the boardwalk. Will take any insult on the chin with a laugh and an offer to buy you a drink- except his music- in which case you're getting challenged to a duel.

His attended by a high-class Valet with him at all times. The Valet works directly for Kev Zapir, relaying the occasional ramblings of Tulok during his worst episodes to his boss, in the event that sacred prophecy slips out between the dividend returns of the construction companies and pig farmer magnate declarations of quarterly profits.

[4] The Madame - 6 HP, 1d8+2 Heavy Rifle (not carried), +1 Armored Fur Coat
She's purple, short, pudgy, and refined in every way, even when she swears. Something about her persona is just warm and inviting, and it isn't for sure or a trick either. One of the kindest and most open people among the Sequin Society, she's been around long enough to protect herself and those she cares about. Way too short and fat to be a big starlet, she instead manages talent and owns several extremely important businesses in relation to the movie business, like the teamsters and film production companies, giving her incredible influence.

She also used to hunt people down on a private game reserve with a high-powered rifle for money, but that was a long time ago. She's moved on from that, promise.

Notable Gang - Valets
Manpower-
2
Holdings- The Tip Jar (+1), High Class Hovercars (+2), Blackmail (+2)

The high class individuals of Shindig Street will claim up and down that no gangs can gain a foothold in this district. It's too posh, too clean, too exclusive. Despite their own secret society operating more or less in the same fashion. But for the most part, they're right. No street gangs or dredges of desperate criminals harass individuals walking down the opulent streets nor charge protection money to the exclusive few who qualify to run shops here. It's very disarming for those who keep their sidearm close in all other parts of the city.

But there is one exception to this; the Valets. While most of the servants and underclass of this district of the city are made up of the illusive Imnar, the valets are much more out and about. Acting as the chauffeurs, bag-boys, and other well dressed servants of high society; the valets are always ready to serve when anyone snaps their fingers; the universal sign of an aristocrat needing something. Over many years, this group of lowly servants have banded together in a sort of strange work union, pushing out individual servants, butlers, and even adventuring parties trying their best to make-good with the snobby high class residents of this district. Those who try to muscle in to this territory seem to find themselves losing friends and opportunities, the best parking places for their clients taken away just in the nick of time, their bags and belongings mishandled, until they either give a generous tip from an outstretched white-gloved hand or get with the program.

While almost always found alone and with violence being the last resort, the Valets own quite a strangehold on the high class service among the boujee hotels and walkways overlooking the scenic canal in the heart of this district. Their leader is Kev Zapir, a short and unassuming middle aged human with a clean haircut and even cleaner eyebrows. As the most popular valet of several of the cities higher level clients, he was gifted the ability to use their (very) expensive cars at his own use as long as the residents have no need of them on a visit; which they rarely do. Destroying these would be a massive blow to his credibility, and saddle him with debts that even the entire valet union couldn't possibly hope to repay.

Notable Location - The Red Theater
Angular art deco exterior, a well kept facade of a Tulorian fruit orchard stands out front, with a small curved path leading to the inside of the archway into the most important cultural hotspot in the entire city. Movies dominate here; and they are all first shown in this very theater. Exclusive to the extreme, even the paparazzi and beggars outside have to pass a certain license threshold just to stand along the main pathway, kept clear to the shining stars of Garden's culture.

Within, gifts and special announcements are given out with extreme focus and intention. You might see a woman receive a yellow bouquet of flowers and swallow nervously, before a servant pops out from behind a boiler to give her a bouquet of blue flowers; showing she has protection from a third party. Later, when dinner's appetizers arrive, a pile of bladefish eggs are presented to her plate, pointing towards the center. She excuses herself to leave and makes way to her vehicle, only for her hovercar to launch itself hundreds of feet into the air and come screaming down flattening some poor apartment building somewhere else in the city. What you just witnesses was a typical execution of the Sequin Society; a merciless war fought with big ceramic smiles and sidelong glances. This is their headquarters.

While mostly populated by rich and famous movie stars, anyone high up in the art world or their financiers can find themselves among their numbers. They show up to every new movie's first showing, having long social codes and guidelines that can only be learned from experience and decades of in-jokes and intentions, completely inscrutable to outsiders. If one of them wants to make an emergency meeting, then they need to release a new film. The theaters all over the cities are flabbergasted that people will waste millions on shoving up trash black & white films like this; but in their world, it makes perfect sense. The house is rife with assassination and secrecy. Any aspiring Sweeps can find themselves here; tasked with guarding, following, or assassinating members of the society even as they duck and dive in the secret side rooms and underground service tunnels deep beneath the city which all seem to crisscross right over this exact location.

Random Encounters on Shindig Street - 1d10

[1] Two extremely annoying young floozies walk in your path ahead of you. They walk just slow enough to slow your progress and would waste a lot of time (two turns) to just sit and wait for them to go far enough ahead, but just fast enough that overtaking them isn't easy without running and causing you to get weird looks and glances. They are constantly giggling and babbling on but ignore all polite social cues to be quiet or tone it down, and will act like YOU are the problem if you speak up about them. Just really, really annoying.

You either politely wait for them to get out of your hair or take 2 points of stress/temp-HP damage from dealing with them. 

[2] An Imnar pops out from a manhole, behind a dusty alleyway door, or from underneath a large car and opens fire at you with an SMG. He seems to be aiming high; his attack roll is made at -6 so you only get hit if you're an especially big target or very unlucky. Then, he'll attempt to run away and disappear if he manages to get out of sight.

If you catch him, he'll surrender immediately and attempt to communicate (not through spoken word) that he was simply told to try and scare you away from Shindig street by somebody rich and powerful. Either roll on the Notable Characters table (d4) to see who it was or tie it in with another dangerous NPC who has already had beef with the party before.

[3] Old irrelevant actor falls on his knees and begs you for help- he's saying that if he doesn't get some clout in this district soon he'll get killed by the Sequin Society! People are staring. It's one thing to upset them, it's another thing entirely to upset them in public. It's probably too late for this guy and it'd be best to avoid associating with him, but if you do manage to get him out of the district safely he'll be very grateful and give you his gold pass to enter Shindig Street freely, as well as giving you the location of the Valets room filled with secrets stolen from actors (Blackmail +2 can be removed in one fail swoop; for irony it's literally in a room full of dirty laundry).

[4] Well dressed street merchant tries to sell you something gaudy. But right before you push him away, somebody notices it's something from their homeworld. Like a fresh can of Coca-Cola or a pinch of black sugar salt from the hills of Xander. You just have to have it. It's expensive, but buying it gives you something that grounds you in the otherwise wild and alien city (recover a point of stress or HP).

[5] Two alien dogs, a long pink skinny one with three eyes and a short and stumpy green one with the generic antennae on its head both break loose from their handler. Naturally, the handler is (rightfully) concerned that he'll be killed if he can't get the dogs back. If you ask their names, you'll get a hint as to where each one went once they split up. If you collect both safe and sound, you'll receive an invitation to the next big movie screening for a Talkie; even the hors d'oeuvres are basically a roll on the treasure table. If you back the green one into a corner it'll spray acid at you at 2d4.

[6] You are approached by a sleazy looking man looking to invest in real estate and a peer-to-peer payment network. If you do not threaten him with violence immediately, he'll have you at the nearest restaurant, wined and dined, after having scammed you out of 20% of your current carried cash and fitting you with the (very large) bill. He's actually a low level psychic with certain mind control abilities, and will steer well clear of the party if you have psychic resistant members or psychic blanks. While he's not physically dangerous, any restaurant you end up at will have a professional hit squad on call to deal with dine-and-dashers.

[7] Confused looking old man dressed in a gi walking about. His body is lean and he practically floats when he moves, and knows kung fu. He tells you he's from the GOOD version of this setting, and is curious how he exactly got lost in this shitty version of it. If you fight him hand to hand he will absolutely kick your ass, but he can't do anything against bullets and will die like anybody else.

If you help him start a martial arts school or get him a leading role in an action movie he'll give you some pointers- permanent +1 to all hand to hand combat damage and you can ignore a point of armor on hand to hand attacks from body-weapon-strengthening techniques.

[8] Young Starlet approaches one member of your party; whoever has the nicest and longest hair, fluffiest fur, or most attractive feathers. She offers to pay you a large sum to have it shaved or plucked for her next outfit. If you refuse, you'll be followed for the next 2d6 weeks by shadowy figures, and if you're ever in a really wakened state a highly trained Collector will appear to take the offending material from you by force.

Collector- (8 HP, +1 Armor, 1d8+1 Pepperbox Gun, 1d4+1 scalpel, those hands at +1 to all attacks, Psychic Blank)
Shadowy man in a trenchcoat and wide-brimmed hat. Patches on elbows and knees. Looks like a private eye, but less noble and more sketchy. Seems immune to having his mind read, and is almost unnaturally dedicated in collecting whatever item he has been tasked with. If you look hard enough in the city archives, you can find a way to call him(?) to yourself, to which he will retrieve any one item for you, for an unusual price you may not be willing to part with.

[9] Roll on General Gang Table.

[10] Roll on General Encounters Table. 

Wednesday, December 4, 2024

Hits as Perils (Hit-Points Rework System)

But aren't they though? Hit Points are kind of unnecessary beancounting that gets in the way of fun.

Note; This blogpost is partially a shitpost based on the above comment, which is in itself a bit pretentious and shitposty. I don't seriously have a problem with hit points, nor any disconnects they may cause with the verisimilitude of the game world- such as high level characters being not threatened by lesser weapons. This can be explained away easily. Plus in terms of it being beancounting- I've personally never experienced any annoyance at keeping track of HP. If anything, players seem to enjoy having a rolling HP total to keep track of, the one figure on their character sheet that is the most pressing and important of them all. After all, if that number reaches zero, you'll die- it's more important and interesting to keep track of then say weight or rations. Plus, Hit-Points are probably one of the strongest metrics of risk-vs-reward gameplay and the most obvious "resource" of the resource management common in roleplaying but especially in OSR play. You have a clear and obvious sign of how much danger you are likely in at any given time simply by knowing how damaged you are- knowing roughly how much damage a failed roll or an enemy monster will do gives you more tactical decision making then if, say, a game simply had every hazard have a small chance to kill you.

However, especially in progression-based games with growing health pools, combat encounters with multiple damage and healing events in any given combat- monster attacks and spells, healing potions or allied spells, inspirations and temporary HP, etc- these can be a bit distracting and take away from the immediately interesting part of simulating a game world; the threat in front of you. This concept made me think of how to streamline or move the Hit-Points and damage system of a generic roleplaying game into being something simple and easy to understand, quick to adjudicate, while also being able to plug in to as many existing systems as possible to avoid friction.

One system that has a non Hit-Points systems is Into the Odd. Now technically it does have Hit-Points, but these are more like a shield before you take damage to your Body stat, which also reduces your ability to fight or take further damage. (At least, that's how I remember it working- I could be totally wrong. Been a long time.) I actually like this system for a lot of reasons over a traditional Hit-Point system, since taking damage also impacts your ability to deal or sustain further damage- a more realistic take on injury that, while it can result in a death spiral, makes taking damage more meaningful. Traditionally; a character with full HP and one Hit-Point remaining have the same ability scores, same movement speed, same power of spells or attacks, and so on. It doesn't have to be realistic by any means but I think it gamifies the concept of taking damage or injury TOO much, making it harder to simulate and create situations that feel at home in the game world itself. As such, these combined factors lead to this very rough concept; The Peril System.

The Peril System
Whenever you are hit by an enemy attack, struck by an offensive spell, caught in a trap, encounter a natural hazard, or otherwise take any form of damage or risk- you encounter Peril. There are two types of Perils- Peril and Mortal Peril. Standard Perils essentially make your situation worse, requiring valuable time, resources, or inflicting nasty status effects or weaknesses that will harm your ability to continue fighting or exploring. Mortal Perils work differently. When you are struck with a Mortal Peril, your character is essentially toast- the same as a monster with a very powerful attack or instant-death spell. So for example, a dragon's Fire Breath would deal enough damage to kill most characters, so it would be considered a Mortal Peril, as failure against it would be deadly. 

I also feel like I should mention here; all of this applies to the Players' Hit-Points, not monsters or NPCs. They still use normal systems. The idea is to get rid of player bean counting, but GM counting is par for the course.

This may make Mortal Perils sound extremely dangerous- but remember that the Peril is always done after your other form of mitigation or chance to avoid the danger. ie; Perils are the replacement for hit-point damage. So if a monster hits you on an attack roll vs your AC, then you are hit with a Peril. If you fail a saving throw, you might get hit with a Mortal Peril, and so on.

So if a monster hits you, instead of dealing damage, what negative thing happens to your character? It depends on the monster and situation. The general idea is that instead of standard damage, each infliction of an attack or spell does something negative and harms your character's abilities in some way. Some of this could be more mechanical (ie; dealing damage to stat points or causing morale checks), but the intention is that these are more flavorful, essentially roleplaying or game-world-simulating problems that crop up to make your adventure more difficult.

For example- a Goblin stabs you with a punji stick. Instead of dealing 1d4 damage; the wound washed clean or else you will get very sick and need to amputate the limb or die of infection. In mechanics terms, that means the party must have access to clean water in order to wash out your wound. They can expend a ration or a spell to use some water, or in some dungeons it would be trivial to find a clean stream to use instead. Note how despite not being a mortal peril, regular perils can still be very serious, it is still putting you in peril, just not immediate. It still represents a loss of either resources or weakens your party in some way, which is the point of HP loss, simply abstracted from numbers.

Instead of saying "my character's down twenty five Hit Points" in this system, you'd say something like "I'm sick, my shoes are melted to the floor, I'm blinded, and my damn hair is on fire". Both characters have taken the same amount of punishment and aren't looking too good.

Mortal Perils
Mortal Perils are a bit of a strange one. The idea behind Mortal Perils is to replace attacks that are dangerous enough to kill characters anyway; so attacks or spells that deal enough hit point damage to kill outright and that don't have another mechanic (like Save v Death) would feel about the same, but it may feel bad for a high level character to get instantly murdered by one bad hit against an otherwise regular enemy if it was strong enough to be considered "mortal". One simple concept would be that if the player characters are equal or higher level to the threat, then the 'Mortal Peril' becomes a regular Peril instead. ie; if you get bonked over the head by a troll's club as a staring character, your head gets smashed and you die, but if you're a high level character, the injury just stuns you for a round, dents your helmet, and makes you lose 1d4 points of Intelligence permanently. If you get hit in the head with a dented helmet, then it would be treated as a Mortal Peril instead, and so on. Simple way to incorporate player level into your survivability without using hit points.

The second Mortal Peril concept is to either use a simple lives system, or bennies, as an exchange to prevent instant character death. For instance, if you would take a Mortal Peril, you can give up one of your characters life tokens to just barely avoid death. You only have a limited amount of these and they do not come back per rest or even session- probably just per character. I really like the idea of starting with none of these actually, getting one per level up, and maybe healing or magic spells (such as Healing Potions) essentially restore these instead of healing hit points. So in-universe the healing potion is knitting together your wounds and restoring your vitality but in rules it's giving you back the one bit of protection you get from a one hit death. This is still basically a hit point system, just a much simpler and easier to track, so it doesn't 100% follow our guideline at the top, but I think it's a concession that makes the game more fun. I also think certain mechanics, monsters, or character classes could really add to a system as simple as this. Imagine if Paladins using Lay On Hands doesn't heal hit points, but instead just lets them give you their own life tokens as a way to protect their party members while sacrificing their own safety. Imagine if undead creatures that use drain life don't take away or restore their own hit points by suck away your "soul" temporarily, which means they basically steal a life token. But if you slay that undead, you can get it back, meaning you might be stuck in a dungeon in a lose-lose situation; do you go chasing after the ghost holding your last life token or do you take a risk on your return to the surface; with one lucky crossbow trap could kill you?

Final Mortal Peril concept- the DM picks a stat most fitting based on the Peril you are in and you can choose to half that stat permanently or die. Fail a save vs acid breath? Charisma halved. Yes, half, and the reason why it is a choice is because some people would rather just kill off their own character then continue on like that. I don't blame them. This could be its whole own post but for as much as the OSR/New-Weird/blogosphere loves their death and dismemberment tables, mutation tables, spell cataclysm rolls, their "scar" and "trauma" systems- people don't want to go on playing gimped characters, so just give them a choice to accept it and move on with a fresh character to roll. At least, that's what I would do with something this nasty.

Perils in Combat
The idea behind perils is to replicate the effects of HP. How do we do this in a fight? If you can take an unlimited number of perils, then characters can just fight forever without going down, right? Not necessarily. The idea is that perils put you in enough danger that you could be killed, but typically you'd need to get hit by a few or expend other resources (armor, one-time use abilities, lucky rolls, etc.) that eventually you could get worn down. As with the above example, higher level characters can downgrade certain Mortal Perils into regular ones- you could extend this concept to lesser Perils of a certain type. So in the above example Peril of getting stabbed by a nasty, shit-covered spear- a Paladin of a certain level may become immune to all earthly diseases. This means that for them? They can just ignore that Peril entirely. Would that make him totally immune to a goblin encounter? As per RAW, yes, which I think is fine. It's the equivalent of a high level character with tons of healing and action surges and the like all going into a fight against much lesser opponents; they realistically can't die from it so it's the same as not needing HP at all. But for most combat encounters, Perils work as a time, turn, and resource pressure as an HP replacement.

Regular Perils are also dynamic and can lead to character death and real danger. For example, a common peril of man eating monsters like Giants or Dragons may be a grab move. That Peril ties you up, meaning you can't attack and need to struggle to break free OR have a teammate come free you. But on the dragon's next turn, if you're still grabbed, it will attempt to bite your head off and kill you. The regular Peril has progressed to a Mortal Peril. The idea is the same as if you had been hit by a strong attack, and the same tension of being down to 1 HP and the next attack will kill you is the same here.

Status effects not specific to spells or abilities are also somewhat uncommon, but could be employed here. The difficulty is in keeping track. One example for a common catch-all sort of mechanic is whenever your character is bleeding. Since it doesn't have HP damage, whenever you bleed at all; the effect of the blood loss doesn't matter unless it's lethal amounts of blood loss or isn't bandaged (Mortal Peril?) so in this case, I would say that anyone who is suffering from a bleeding wound now enrages bloodsucking creatures; making them more likely to be targeted by them or having higher To-Hit rolls, stacking on more Perils, or potentially having the chance to upgrade a regular Peril into a Mortal Peril. Once again, we're starting to get into simulating the exact same thing as an HP system, so this still needs more ironing out, but I feel like there is a creative space here where this works. 

Next; Weapons. Weapons are interesting here because player weapon choices tend to be more impactful, where as NPC weapon choices are less important since it's typically just the numbers that matter. Some games or systems may include alternate rules as weapons vs AC To-Hit tables, but the idea of players switching up what armor they wear or protection they bring along vs specific weapons (if they even know what they're going against) seems extremely niche and silly. In this regard, the Peril system actually offers more interesting gameplay, because Perils could be unique to weapon types or even individual enemy weapons. Normally you don't care if an Orc is smacking you with a d8 Axe or a d8 Longsword unless you have some special feature that gives you an AC bonus against that weapon type or some extremely niche scenario like that. Having Perils fixes that and could make fights more interesting. An example being the triangular wounds of a bayonet being less immediately deadly then say a sword or axe, but being much harder to stitch up makes them an interesting peril on their own. Once again, this is an NPC thing- players will still have all the fun of normal weapons since they're still rolling damage dice and all that.

Finally; Armor. The removal of HP means that Fighters or tank-type characters are going to be less effective in this system, being as vulnerable to standard Perils as other characters are MINUS the normal effectiveness of their AC, their saves, etc. since Perils happen AFTER normal mitigation. With that being said, I still think making Fighters more durable even when they fail their rolls or protections is fine and fits the theme of the game. Maybe it's a class feature, maybe it's just inbuilt in the system. As mentioned above, common Perils will often do things like "dent your armor" or "give you a scratch", which are not dangerous in an of themselves, but a second Peril of the same type will likely have a much worse effect. This means that the strongest armor (worn by Fighters) still grants additional protection as would having a higher HP pool, keeping the class roles and feeling of gameplay similar.

The Big Peril Table
Finally, to round out this blogpost, here's a big list of Perils. These Perils are listed alphabetically based on the type of damage or spell, with possible monsters that use these attacks listed in the parenthesis. Use the search function to find a relevant list of Perils. 

To keep it interesting, each one has also been split into a d6 table, which you could randomly pick (whichever is most interesting) or roll on to keep encounters fresh. Higher numbers are also associated with more dangerous or costly Perils, so you could apply a simple modifier of +1 or -1, or have all enemies of a lower HD then the player character hit roll a 1d4 for the Peril instead of a 1d6, with higher HD enemies rolling a 2d6 and taking the better of the two rolls, etc. You get the idea.

Editing Note; about 80% through writing this table I realized I was just writing death & dismemberment instead of the idea of Perils that I had originally thought of. However, I think in the end it works, because perilous situations are too specific and situational to the fiction of the game world to be written in table format like this. In such a case, use the Peril concept as a method to weaken and add challenge to the game, and then this could be an additive version for more ideas, or an alternative De&Dis table for funsies. In any case, I hope you find some use out of it!

Acid (Slime, Ooze, Traps, Spells, Black Dragon)
If you're covered in oil OR can splash water on yourself immediately (takes a combat round if you have a bucket or can jump into a stream, etc.) you can lower the roll result by -2, but with a minimum of always 1.

[1] Your skin is red and blistered. You get -1 to Finesse/Lockpicking/Dexterity rolls until it has time to heal. If you roll this result while already blistered, reroll and take the new result.

[2] You jump away from the acid, narrowly avoiding it splashing on you, but you bump into the nearest large and fragile precarious object (like a giant urn) causing it to fall, shatter, and make a tremendous noise. If no large precarious objects are nearby, you bump into an ally instead causing them to get accidentally splashed with some acid and blistered (roll result one for them).

[3] You get a bit of acid on you. Each round you don't wash it, it burns through another layer. First round, puts a hole in armor and lowers your AC by -1. Second round, burns through your clothes and ruins your whole outfit. Third round you lose -1 Constitution as it burns your skin and flesh. You can also avoid this peril by spending a combat round throwing your armor off, but it will corrode away and be lost by the time you can recover it safely.

[4] Pool of acid forms around your feet as you jump onto an elevated surface like a table or large paving stone. The object is slowly sinking into the now weakened ground. You cannot move around to dodge or attack in melee. You can jump off yourself if you have Dexterity modifier of +1 or better, otherwise you need someone to rescue you. Requires a round from each of you to pull them to safety. 

[5] Nasty burn in an obvious place; hands or face. It heals but not right, -1 Charisma modifier the first time it happens. Every time after, simply causes immense pain and makes unable to do anything but roll around in agony until cool water or ointment is applied.

[6] Some gets in an eye. You go blind in one eye. If it happens again, it's the other one.

Arrows / Crossbow Bolts (Bandits, Elves, Demihumans, Archers, Traps)
Whenever you encounter an Arrow/Bolt Peril, your shield can block it if you're aware of the danger. Lower the roll result by -1 per AC bonus of your shield. If you get to 0, the arrow is stuck in the shield and has no other effect. Getting shot at by one archer is a regular peril, getting hit with a volley or an ambush by a group of highly trained archers is a mortal peril.

[1] The arrow misses you, but causes another problem. Flame arrow hits something explosive, giving you a round to run and jump or be exploded. Regular arrow hits your lantern you are holding, causing you to drop it and start a small fire. If you have a nearby animal or retainer that is not from a class feature (ie; not animal companion), the arrow hits them instead causing immediate serious but non-fatal wounds.

[2] The arrow narrowly misses and lodged itself in the hem of your robe, the soft part of your cap, or the end of your cloak and pinned you to the ground or wall. You can only move away if you pull the arrow out (takes a round) or by pulling yourself free, which rips the article of clothing.

[3] The arrow grazes your arm or leg. You are now suffering a minor bleed. The wound can be tracked by hounds, sharks, and intelligent humanoids if it is not bandaged up.

[4] The arrow hits flesh on an extremity. To remove it, you must push the arrowhead through the flesh and bandage up the wound. The cries of pain will be enough to alert nearby patrols of your presence or attract predatory animals unless you can succeed a save.

[5] The arrow lodges itself in your achillies tendon. You are temporarily unable to run or walk. After removing the arrow, your overland travel speed is halved for the next few weeks until it is fully healed- either taking longer to travel or rolling for two encounters per hex unless you have someone to carry you or you're riding a horse.

[6] The arrow has pierced a body cavity or was glued on the shaft with honey and now cannot be safely removed. Once the shaft is pulled free, the arrowhead will remain inside the body for the rest of the person's natural life, causing them a small amount of pain when moving that area. (If you want a more mechanical impact: -1 Dexterity permanently.)

Blunt Damage (Ogres, clubs, living tree branches, falling rocks)
You can receive the same perils in this category multiples times each with stacking effects.

[1] Bruises to the arms and legs. -1 Strength until you get a good's night sleep.

[2] Bruises to the chest and torso. -1 Strength AND Constitution. Heals after a few days. Alternatively? You can't hold your breath for the rest of the day. Doesn't sound that bad until you have to run across the poison gas pits, or hide from the scary revenant black riders, or swim down the one-way-water tunnel of death.

[3] Knocks one object you're holding out of your hand. The object is as damaged as it would be if you threw it against the floor as hard as you can; since that's what basically happened. You get to pick the object.

[4] Dents your armor or chestplate. You can't breathe right until you take it off, giving disadvantage on all rolls until you do and losing protection once you do. Requires a noisy bit of hammering over a day (or a turn with a Dwarf) to buff the dent out. If you aren't wearing chest armor, it just breaks a rib instead, making you lose -1 Constitution permanently.

[5] Crunches one of your hands. You have to bandage it and wait for it to heal up for a season before you can use it effectively again.  You get to pick the hand.

[6] Hits you in the head. You lose -1 Intelligence permanently and forget your name, how to get home, and favorite magic spell. If you're wearing a helmet, pick one of those three things and you'll remember it a few weeks later. If you're wearing padding underneath the helmet, you get to pick a second one, but you always lose the third.

Cold Damage (Ice magic, frozen enemies, ice fairies, abominable snowmen)
Every Cold Peril you are suffering from causes the next one to get worse, increasing the result by +1. If you get duplicates, just take the one above the one you rolled.

[1] You shiver, causing you to shake around anything you're carrying or holding. Only a real problem with a lit bomb. If you have a source of heat (torch) or are wearing heavy winter clothing, this only lasts one round, otherwise, one turn.

[2] Your teeth chatter from the cold, causing stealth to become almost impossible unless you can put something in your mouth to stop the noise. If you have a source of heat (torch) or are wearing heavy winter clothing, this only lasts one round, otherwise, one turn.

[3] Any liquids you are carrying (potions) freeze inside their bottles. This doesn't damage or waste them, but you do need to make a fire and spend a turn warming them up by it to thaw them out.

[4] One object you are wearing or carrying becomes brittle. Your warhammer is only good for one more attack, or it will shatter apart. Your breastplate cracks and deforms the next time you are hit, and so on. The object becomes dusted in ice and frost; if you can avoid using or damaging it will regain its normal toughness after it warms up in one turn.

[5] You develop hypothermia, losing -1 Dexterity per turn before you get warmed up. This requires at least a long rest to fully recover from.

[6] You are frozen solid. One solid attack by a blunt weapon or strong creature will shatter you into pieces (Mortal Peril). Until then, your party has to carry you around as a very heavy piece of "treasure" or encumbrance until they can find a place to thaw you out safely or use some sort of magic to restore you back to normal.

Curse Damage (ghost touch, cursed items, dark spells, ominous fog, witches, hags)
Most of the time, the effects of a curse or touch are already spelled out. This is more for getting his with dark magic or generic "damage" from occult sources. Armor offers no protection, but a protective talisman or holy symbol lets you roll twice and pick the least-worst result.

[1] Bad Aura. Everyone around you thinks you feel off and there is a feeling of unease. You make horses nervous and flighty, cats hiss, and babies cry. It goes away the next time you go to church.

[2] Three laughing skulls, bats, little devils, or inky black crow spirits start flying around your head. You get disadvantage to aim or spells and you can't look up as they are going for your eyes until you manage to shoo them away. 

[3] Supernatural Fear. Make a morale check or flee. Even if you succeed the check, you are still scared or nervous and get disadvantage on the next one until you calm down.

[4] Depression. Like a Dementor's kiss. Everything feels gray and meaningless. Character cannot do any kind of performance checks and will automatically fail any magic item or effect that requires a "will to live" or "force of personality" to be used. Chocolate helps, but can only be cured by the next time you or your party achieves a major victory.

[5] Your life-force was drained, causing you to look older and your hair to turn white. Whatever hit you with this peril has an object imbued with a glowing light, and you can restore your life-force by retrieving that object. If you're more hardcore, this can just cause premature aging that you can't really do anything about; this only becomes a mortal peril if you age up enough times that it could theoretically kill you from old age.

[6] Voodoo Doll. The next time it makes sense; you find a voodoo doll that looks exactly like you. You're stuck taking care of it; as any damage it receives is reflected on you. Any Peril that damages or messes up your inventory will effect the voodoo doll. If you drop your pack into the river, you will start drowning on land as the doll sinks, and so on. This one needs a curse-breaker to get rid of it.

Fall Damage (Birds, dragons, rickety bridges, air magic, shot out of a catapult)
I imagine most fall damage would count as a Mortal Peril, since there are few outcomes depending on the height and few ways to save yourself. However, if you want a more Perils-As-Hit-Points way to simulate fall damage, here are some ideas.

[1] Collapse into a heap of dust. When you get up, you need to dust yourself off, else leave a small smoke trail or cough and mess up your next spell incantation from the dirt on you.

[2] You fall onto your side and feel something crack. It's not you; but it is a fragile item on your person. Usually, just a single healing potion or a wand if you're magically inclined; but a more specific or important item can be broken instead if you don't have anything that could realistically break on impact.

[3] Crash through an awning, top of a wagon, or bundle of trees and carefully curated glassware. Besides being stunned for one round so you can't run away, the owner of the store or traveling merchant you just got flung into is going to be very angry and wants to implement a "you break it, you buy it" policy. If you're traveling or in a dungeon, just have yourself fall on your own camp or something idk.

[4] Breaks a leg. Requires an actual skilled healer to bind it up, and takes a season to heal. You can't flee combat and travel at half speed without a horse or wagon.

[5] As [3], but instead of into an allied or neutral force, you get thrown into a nest of vipers, a river of crocodiles, or dropping into the nest of a giant bird to be fed to her babies. You're still stunned for a round.

[6] You manage to catch yourself from a greater fall (mortal peril) but on an object that is slowly breaking or can't handle your weight; like a tree at the edge of a ravine or the last rope from the rope-bridge. Somebody needs to pull you up within the next turn or else it will give and you will plunge to your death.

Fire Damage (Flamethrowers, elementals, burning oil, dragon breath)
Fire hazards are the most chaotic. If you gain one of these perils while adjacent to an ally, they gain one too unless if they are fighting defensively or have some fire resistance. While this peril could be any that fit, I'd just make it a result of [1] to make it less harsh.

[1] Your hat, hair, or headdress is on fire! It will go out on its own in one combat round or in a few seconds unless if you jump, run, tumble (make a saving throw), etc. If you do this, then the fire spreads and get worse. Easiest way to fix it is to throw your hat on the ground and stomp on it. If it's not a hat you can easily remove, you'd better get our your knife and cut it off then instead.

[2] Singed. Eyebrows burnt off, black soot, cartoonishly blown back hair. You're coughing a lot and it stings; you cannot cast spells until you can wash it off in a cool clean stream or expending a water ration.

[3] Your whole body is tender and turned red from the flash-fire, meaning you cannot wear any clothes without extreme discomfort. Remove your armor and lose all magic properties and bonus AC until you cool off in a day.

[4] Crispy! Your outer clothes and skin are charred black or heavily burnt and singed. You leave a black trail of soot wherever you go and have a permanent black mark on anything you touch for the next 1d4 days. Any clothes you wear or objects you touch are permanently ruined and stained.

[5] You are engulfed in flame from head to toe. Stop whatever you are doing and run to the nearest source of water, fine sand, or something else to put out the fire. If you perform any other action the flame engulfs you and kills you. No, stop drop and roll doesn't work in medieval times, it wasn't invented until way later or something.

[6] One piece of metal touching you closely like a ring, helmet, or piece of armor is heated up so much it turns red hot. Your skin is burnt and fuses to the metal, meaning it cannot be removed without a skilled surgeon; akin to a cursed item. This is probably the most gross and unrealistic Peril on this list, but I think it's a cool way to do fire damage that isn't just "more burnt". 

Fists (Unarmed strikes, monks, martial arts, punching traps)
If you got your own fists up and are in a fighting stance, you can reroll a roll of [6] on this table. That's only if you get hit with a suckerpunch.

[1] Arms, wrist, or body blows of little impact. You are folding back from the assault, but otherwise unharmed. You have -1 AC against this attacker but only for the next combat round.

[2] Hits you right in the side. You get -1 Constitution until you sleep it off.

[3] Take it on the chin- your footwork is wobbly. -1 AC from all attacks for the rest of this combat and you can't make any complex maneuvers like tumbles or dodge rolls.

[4] Stunning strike! Karate chop to the sternum! You can step back and be stunned for one round OR you get hit in the head and see double; you have a 50% chance to miss your intended target. You also can't read any spellbooks or count up treasure for at least a day.

[5] Your attacker can disarm you and either take your weapon, throw it away in the most inconvenient place, or redirect your strike into the nearest ally; whichever is worse for you.

[6] Out cold. Takes a few hours or smelling salts to wake you up. You're totally helpless if you're in combat, and your party members will have to drag you around until you can be helped.

Lightning Damage (shocking grasp, lightning bolt, thunder magic, storm giants, static discharge, Diablo 2 beetles)
Lightning damage can only effect you if you're grounded (have at least one foot on the ground), if you are hit with a lightning peril while flying it doesn't do anything until you become grounded or the next time you are struck with a metal item (in which case it hits whoever hit you instead).

[1] Your hair goes spiky and you get a little singed. Doesn't do much but makes you look ridiculous, -1 Charisma until you can groom yourself.

[2] Uncomfortable buzz. Anyone who touches you gets a mean static shock and disrupts any healing or blessing spells used on you. Lasts for a day or until you touch water.

[3] If you're holding a metal object like a sword or lantern, you have to drop it as it sparks wildly. If you're not holding a metal item, then you just get a nasty shock and your armor gets a little magnetic; lowers your AC by -1 against metal weapons.

[4] Temporarily electrified; you shake and are stunned for one round. If you've gotten hit by another Lightning Peril this combat encounter, it bounces to your nearest ally and stuns them too. If they were hit by another Lightning peril before, then it chains off of them and so on.

[5] Knocked off your feet backwards from the source of the Peril in an arcing electrical explosion; 20 to 30 feet. Anyone you are directly next to or anything you were riding also gets blasted back but only half as far in a different direction.

[6] You get zapped really bad. Knocked prone, your heart stops beating. You'll die if someone doesn't do chest compressions for a turn (can't revive you during combat). Even if revived, you'll have seizures for the rest of your life unless restored by a powerful healing spell. (Once per session, the GM/DM can make you roll a save or you shake uncontrollably for two combat rounds. This is bad enough to make you fall off your horse.)

Magic Damage (Magic Missile, Arcane elements, Wizards, Familiars, Runic Traps, Spellbooks)
This Peril type is specific to flashy, arcane, wizard-y style attacks and spells; like magic missile or generic glowing energy beam wand/staff attacks. If you are hit by a spell that is elemental, then that element should be used first. If it's a telekinesis shove, use Blunt or Fist damage, If it's dark magic or from an evil witch, use the curse damage table instead and so on.)

[1] Blinding colorful lights flash before your eyes, causing you to make your next attack roll at disadvantage.

[2] Your skin is burned with arcane sigils and runes that glow in the dark. You can cover them with clothing. They seem really mystical and spooky but it's honestly just swearwords. Take multiple months to go away or if you know the trick you can just rub a crystal over them to scratch them off. You get -1 to saving throws vs spells while these runes are on your body.

[3] Random magic item that can be activated you are carrying goes off. To prevent this from being an easy TPK; the person holding the item can make a check to direct the magic spell towards enemies or in a direction where nobody can get hurt as long as they aren't distracted by another effect.

[4] Summons a 1 HD creature from another dimension either from your belongings, next to you, or jumping out of a portal to attack you. Its temperament and relationship to you is determined by a reaction check; it's permanently stuck on this plane until its killed or hit with another spell to send it back.

[5] One spell you know or have prepared at random has its effect reversed. The DM makes a secret note of this, but tells you that one of your spells HAS flipped,  just not which one. If you study your notes and spellbook you can remember the spell the right way to do it and the trap is no longer set.

[6] You are turned into an animal! Roll a d20 vs your Charisma. If you roll under, you get to pick something small, harmless, and maybe useful like a rat or a bat. If you roll over, the DM gets to pick instead. While in this form you can't talk or attack but have full control and memory over your old self, but are vulnerable to being stepped on or eaten. You also drop all your items and otherwise become mostly useless. Your party members can keep you in their backpack to keep you safe. The next time you sleep and wake up, you're back to normal.

Piercing Damage (Spears, dagger points, rapiers, Monster teeth, spike traps)
If you're carrying a shield, you can have that pierced through or shredded to avoid any one of these effects.

[1] Grazes you, leaving a scratch. Next time you roll for any Peril result add +1 to the roll just to make it a little worse.

[2] Presses hard into you, stopped by a small trinket that takes the brunt of the force instead. Minor damage to a spellbook, bed roll, or medical bag you are carrying.

[3] You get bitten or poked in the neck. The force was only enough to break the skin, but you still have trouble breathing and make all rolls at disadvantage and you cannot cast spells. You must spend a round to catch your breath to end the effect. If you're in a dusty tomb, a smokey tavern, or breathing in foul miasma or ash it takes three combat rounds instead.

[4] With a sharp point coming at you, you drop what you're holding and grab it with both hands in a life-or-death struggle. You get stuck holding a spear (or the jaws if it's a big monster) by the shaft with your hands and can hold it for one round until it overcomes you and pierces your chest (Mortal Peril). Somebody else must succeed an attack roll to force the enemy off of you. You can hold the spear for an extra round per positive Strength modifier you have.

[5] The tip pushes into your flesh, causing you immense pain. If you're getting bitten instead, the creature latches on. You're stuck in a lose-lose situation; prevents you from moving. If you do pull yourself off the spear, suffer bleeding and make all rolls at disadvantage until you can be bandaged up.

[6] You get stabbed or bitten right in the torso, causing you to go into shock and require immediate medical care or your condition will worsen. You will recover after one season but only with a warm bed, good food, and a dedicated healer. If you're missing one of those things, lose -2 Constitution permanently. If you're missing two of things, you suffer complications and die.

Poison Damage (Snakes, Poison Darts, Dart Frogs, Assassins)
If the poison is bad enough that simply touching it can hurt you, probably go with the Acid table instead. If an arrow or other similar threat is poisoned, you only have to deal with the poison peril instead of the arrow peril; not both.

[1] You just start throwing up everywhere. If you ate today, you lose that ration and will need another later once you can stomach food again.

[2] You start turning green and lose -1 points of Wisdom or Strength, whichever is most fitting to the poison. If someone sucks on the wound and spits it out, you'll recover in a turn, otherwise, 1d3 days.

[3] Your veins turn black and travel up to your face and eyes. You become unable to speak for a day, which means no spells.

[4] You become extremely feeble and sickly the next time you have downtime, losing -3 Constitution which you slowly recovery over a season. If you don't drink an antidote or chew medicinal herbs in the next three days, then you lose -1 point of Constitution permanently.

[5] You feel a looming sensation of dread, but no other ill effects thinking maybe it missed. If you don't do a folk remedy, drink an antidote potion, or have a healer watch over you constantly; you'll die in your sleep from the insidious, slow-acting poison.

[6] Immediately putrefies the extremity that was bitten. Every round, it spreads to the next part of the body towards the heart (finger to hand to elbow to shoulder to chest). Somebody has to cut it off before it spreads too far.

Psychic Damage (Aboleths, Mind Flayers, Horrorterrors, Magic mirrors, some magic items & traps)
"Psychic damage" in this case could mean actual psychic spells or enemies, or it more means emotional or brain/mental assaults as simplified and flavored through a fantasy lens. While the idea behind this Peril system is to avoid hit points, I think having points of sanity or whatever is fine as a way to soak the character-changing effects listed here. Maybe something like the roll result on this Peril table is absorbed with minor, curable effects equal to your Wisdom score, but once you exceed that, then the effects happen as written. Since these effects are purely mental and mostly roleplayed, they are more severe then the physical effects written on other tables.

[1] Your character becomes terrified for 1d4 rounds, being forced to run away or cower each round they fail a moral check or saving throw. If you're not in combat, save or scream and attract a wandering monster roll.

[2] You gain a minor phobia for whatever is causing the psychic damage or the last Peril category you rolled on. The phobia just makes your character intensely dislike and avoid it, but causes no other rolls or effects. If you get this a second time for the same peril, object, or creature the phobia gets so bad you run away screaming every time you encounter it.

[3] Your character becomes an amnesiac and forgets who they are or what they are doing for 1d6 exploration turns. During this time, their class abilities are removed and they can only do actions as an untrained commoner. They cannot cast any spells beyond first level/cantrips.

[4] You gain an imaginary friend. You must share half your treasure with the friend.

[5] Character's face is frozen in fear, rage, despair, or rapturous joy. This causes no loss of charisma, but they always act like this chosen face and cannot order or express things that go against this emotion until a remove curse is used on them. 

[6] Your mind is swapped with the nearest living thing, an ally, or the creature that caused this effect. You gain the abilities of that creature and vice versa, but are distinctly not them. If one of you dies, the other will be stuck in the original body. The two creatures must be kept in each others presence for about a year before they swap back to normal, and both must be present if cured with a remove curse spell or mindswapping power.

Sharp Damage (Swords, claws, cutting winds, blade traps)
Probably one of the most common types of damage in a game, so it's going to be the most common peril. All of them except a roll of one require a bandage item or strip of cloth to bind up in addition to their usual effects.

[1] Merely a scratch! Has no effect on its own, but the next time you roll for any Peril result add +1 to the roll just to make it a little worse.

[2] You dodge out of the way at the last second, but the cutting edge finds the nearest and least convenient bit of rope or fabric to sever. Could be the hood hiding your identity, the rope to the chandelier that now comes falling down towards your head, the leather strap keeping your quiver attached to you, or the jungle vine dropping a nest of killer hornets. Whatever it is, it's probably as inconvenient for the cutter as it is for you.

[3] Bleeding Cut. Persistent wound that drips a trail of blood that can be tracked by blood-seeking creatures. Adding an extra bandage can stop this effect for one turn, but it resumes afterwards until it fully heals.

[4] Deeper Cut. Lose a bunch of blood in a big pool, making you feel woozy. You roll for disadvantage to climb, cross a balance beam, jump a gap, etc. for the next day or so.

[5] Deepest Cut. You must use one arm to press down on the wound else you will faint from rapid blood loss. You can still fight or run or whatever but one of your arms is disabled the whole time.

[6] Pick your nose, ear, tail, or boob. Whichever one you pick has been cut off almost completely, and is barely hanging on by a thread. It can be saved, but only if you don't get hit by another peril before you can stitch it back on. If you do take another peril, replace it with that body part falling off and being permanently lost.

Tentacle Damage (Kraken, Giant Octopus, Mind Flayers, Lovecraftian monsters, animate rope,  giant snakes, animate jungle vines, giant prehensile tail, rubber blob monster, etc.)
Most damage here could be used as bashing or fist; but this is specifically for flexible tentacles, worms, or other such creatures that could grab you, constrict you, etc. Anyone with a Strength modifier of +1 or better can resist some of the worst effects of this and gets to lower the result of their roll by -1

[1] Wraps loosely around a single arm, preventing you from using it or moving away unless you thrash it away with a successful attack against the creature with your other arm or pull away, taking a combat round and forcing you to move.

[2] Slaps the floor next to you or brushes against a leg. If you're in any way slippery, wet, on uneven flooring or not wearing good shoes you fall to the ground. Otherwise, your movement is halved for this round.

[3] Constricts around both lower legs. Arms and mouth are freed, but you must be cut free to be loosed. If the creature is stunned in any way, you can also slip free.

[4] Constricts the neck or head. You can move and attack, but cannot see or cast spells. If you attack, you attack a random target, which can include your allies or the creature grabbing you. All ranged attacks miss while grabbed this way.

[5] Grabs and flings you or bats you aside as a giant fleshy whip. You get thrown back in a random direction against a wall (stunning you one round and denting your armor) or flings you into 1d2 other party members (all are knocked prone for a round and must untangle themselves to do anything)

[6] Full constriction. Arms bound at the sides and legs dangling uselessly; you begin to get squeezed. Each round you lose 1d4 Constitution until you drop to zero, in which case your spine is snapped and you die. No mortal peril for this, you just have to get saved quickly enough.

Toxic Gas Damage (Toxic gas traps, Dragon farts, fat undead, demons, mushroom spores)
If you have a bandana covering your mouth or a free hand to reach up to cover your mouth you only roll a 1d4 on this table, though you can't use that hand for anything else for 1d4 rounds as you cough around the gas. This table is also specifically for toxic gases that could kill or seriously damage people in them; corrosive acid clouds or poison gases from evil swamps are more for the Acid and Poison table respectively.

[1] Cough a lot, not much else. You can't cast spells for the next 1d4 rounds.

[2] Blisters form all over your face, nose, and lips; but you thankfully avoided the worst of it. You lose -1d4 Charisma temporarily until it heals in a few days.

[3] The gas itself makes you cough, but it's also extremely flammable. Any spark from a spell, parrying a weapon, or an open torch flame could cause it to explode (Mortal Peril). Get out of the room or let it air out to avoid this hazard.

[4] Edema. After exposure, your hands and feet swell up and double in size. You can't wear gloves or boots until the body parts are drained, can't pick locks, and can't sneak. You can still fight in melee, but you can't use "fancy" weapons like rapiers or whips with your meaty flesh mitts.

[5] You inhale sharply, eyes going wide, and fall to the floor. You need your mouth forced open and a breath of fresh air in order to recover; which is easier said then done in a dungeon. Spells or a "beak" of perfumed air can help you; otherwise you will eventually open your mouth and breath again but lose -2 Strength permanently from the clenching. Your skin also permanently has a greenish tint.

[6] Cancerous cysts and growth explode all over your arms, legs, and chest. You will need a clean knife, someone with a steady hand, and a way to manage the pain to cut it off before it saps you of your strength and kills you. This process takes a whole night and if you're missing any of those elements you will die before morning either from the toxins or a botched removal surgery.