Wanted: Furry Outlaws
Bandits, blacksheep, ex-foresters, knaves, rapscallions, rogues, Saxon rebels, scamps,, scapegraces, tricksters, wolfs heads, and furries with an English accent.
Run amok in Sherwood Forest., rob from the rich, etc. Outsmart the greedy sheriff and king Richard’s scheming little brother, Prince John. Rescue fair maidens and explore meaningful relationships with them! Roleplay your favorite furry in a time when actions were stronger than words.
A "Disney's Robin Hood" RPG [ edit ]
Just in case you weren't clear about the concept of Furry Outlaws, its cover ... featuring a Disney-esque "Robin Hood as a Fox", firing an arrow in the style of the Kevin Costner Robin Hood movie, should make it clear. This is an entire RPG created solely for adventuring in an anthropomorphic Robin Hood-like campaign.
Well, or for adventuring in an anthropomorphic pirate campaign: the Furry Pirates sibling game, released a few years later using the same "Halogen System" as Furry Outlaws, allows for a more "Pirates of the Caribbean, with Furries" game.
Both games are completely self-contained, and give you all the rules you need to play, as well as a great deal of campaign/setting material your furry world. However, neither game ever really caught on in popularity, and some of their game design choices now look a bit dated in retrospect.
Halogen, First Edition - Rules SummaryCollapse
Character Creation [ edit ]
Character creation is fairly similar to Dungeons and Dragons, or many other role-playing games. Players start by picking one of the twelve animal species (ie. race), such as canine or marsupial, and then pick a profession (ie. class), such as Fighting, Hunting, or Magick.
The character then determines their nine abilities, either by spending points, or by rolling dice (3d10). Somewhat strangely, some of the professions require a certain ability score (but you pick professions first). After that the player rolls to determine the character's social status (prior to becoming an outlaw)
At this point the GM decides what level the characters will start at, and this determines how many skill points they can spend on skills. Skills are limited by profession, but characters can pick non-profession skills also, as long as they can convince their GM that it makes sense for their story.
Finally, in a somewhat dated mechanic, the player must consult charts to compute and record their character's combat numbers. After that they purchase equipment and are ready.
Core Mechanics [ edit ]
To perform a skill or attack an NPC, a player rolls percentile dice (2d10) and tries to beat a target number. If they beat it by 20 or more points they get a "double effect", and if they beat it by 50 or more they instead get a "triple effect" (the exact benefit of these varies by skill). Conversely if they roll below the number you fail, and if they roll a 01-05 they "fumble".
Combat [ edit ]
Initiative in combat is determined by roll (lowest goes first), but interestingly the character's weapon dictates which die: a dagger rolls a d4, while a two-handed sword rolls a d10. This helps make "weaker but faster" weapons more balanced than in games like Dungeons and Dragons (fitting the game's outlaw/pirate themes).
Like other RPGs characters take combat actions on their initiative turn, and if they wish to attack they make a success roll as described above, against the defender's (pre-calculated from a table) defense score. On a success the player rolls damage, based on their weapon and strength, and then rolls on a chart to see which body part they hit.
Hits can be as specific as "left buttocks", "back of head" or "left elbow" ... but this appears to be entirely descriptive, as the system actually uses a (D&D-like) hit point systems. However, the aforementioned double/triple hits can also give characters serious injuries, without using up all their HP.
Is Furry Outlaws/Pirates For You? [ edit ]
With so few reviews published, it's hard to objectively say that the Halogen System is bad ... but at the least it's a bit antiquated, having been developed and first released over two decades ago (in 1994). But none of this may matter to you if you're a fan of games from this era, looking to try a bit of gaming history, or if you like to modify and improve your games rules,
However, for any gamer who wants a modern and not overly complicated system, the real value in both of these books won't be in the rules. For instance, less than half of Furry Pirates (only about 68 of the book's 176 pages) are focused on the rules: all the rest details the setting, provides descriptions of various ships, offers adventure scenarios, and so on.
For these gamers, who may love the idea of a Furry Outlaw/Pirate campaign, the best option may be to use a modern generic system, but still use the non-rules portion of these to help create a detailed furry world.
Furry Outlaws [ edit ]
If the world you're looking for is essentially the world of Disney's Robin Hood, Furry Outlaws will have everything you need (including a Richard the Lionheart who is actually a lion!)