(1) RPG Collection: Furry Outlaws

May 04, 2015 13:17

As requested, I will be starting a series to go through all the rpg's I currently own, showing pictures of each and giving some amount of commentary.
Many I may never have played, and soem may even be ones I'd never even want to play as is.
That doesn;t mean my opinion is everyone's opinion, and in most cases there is always something redeemable about it worthy to collect.

Due to picture heavyness (and possibly length), each entry will be behind a cut!

First off....
Furry Outlaws, the rpg hardly anything is written about online. published in 1994 as a spiral bound booklet sold at conventions and possibly through the publisher website (Furry games)

Furry Outlaws, By Furry Games (1994)


An Introduction:

Furry outlaws is a 12 page spiralbound book, self published, and only about 500 copies where made.
Most of which where sold over the course of 1995-1996 at a few conventions in Southern California.
(Possibly at the website of the publisher "Furry Games", a certain amoutn may have been sold as well)

While I personally didn't feel too much for the system it uses, it must have taken off in popularity somewhat as a later published rpg used the same system and was published by "Atlas games" in 1999, called "Furry Pirates".

When I first heard of this, it was on a forum where it was discussed with the simple question; "Does Furry Outlaws actually excist?". As from the question, you can guess that for some time the rpg was relatively unknown and information of it on the internet was scarce.
Through time, internet caught up however and now the rpggeek entry of the rpg has been updated with a picture of the rpg.
https://rpggeek.com/rpgitem/53444/furry-outlaws

It took my curiousity, but it seemed impossible to find anywhere, with no pdf release available either.
Eventually I came with the very last and desperate attempt to get this rpg, by reaching out to the author directly; Lise Breakley.
Using email, to my surprise, not only did I recieve a response, I was offered a copy of the rpg including autographs of not only the authors (Lise Breakley, Bruce Thomas) but also the artist of the artwork in the book. (Terrie Smith).


I cannot possibly state how much I appreciate the trouble of sending me a copy, not to mention getting it autographed by the artist as well!
This will most definately remain, an incredibly special item in my collection.
If even for the story I can tell about the awesome authors and my quest in obtaining it.

The Genre

Obviously as the name implies, and is shown on the cover, it is most definately a "furry" rpg.
The game is historical in context, trying to keep true to the setting of historical Europe at it's time, but replacing humans with antrhomorphic animals (furries).
In contrary to what you might think, the authors tried their best to not have it "human world, furries now" kind of game, adding in refferences towards changes and consequences of havign to deal with different species roaming around.

The premise is that each character had his normal life, but soemthign happened causing him to be banished for his crimes, or due to wrong accusations.
As outlaws, you try to make a living, stealing resources and helping oppose the rule of the oppresion of high taxes and the church.
Naturally it's inspired by Robin Hood, but they book offers plenty of info to change or adapt it to fit the player's group.

The Rules

The rpg uses an interesting system called the "Halogen" system, the very same used in Furry Pirates (which came later). The system has a very basic and universal resolution system that works for every task or action you do.

In essence, each action is given an "attack" rating based on the combination of attribute + skill, and substracted from 50. (the lower the attack value the better)
In contrast, the oppnent uses the appropiate "defense value" calculated in much the same way, only the value of attribute + skill is added to 10. (the higher the better)
(These "scores" are all to be calculated ahead of time, so most of the legwork is done beforehand, or alternatively can be just looked up in a provided comprehensive table that shows at which attribute score/skill level equates to what attack or defense score)

When an attack is initiated, you take the defense score of the opponent, and add to this the score of your attack value.
So for example, dexterity is used for attack in melee combat, with agility as the defense attribute.
Looking at the table, having a 15 Dexterity with a skill level of 1 in melee gives an attack value of 34 (this is quite high, thus your not a very good swordfighter)
Out opponent also has 15 in his aggility with a skill of 1, so his defense score is 26.

You add these scores together, thus the defense value of 26 +  the attack value of 34 = 60
The combined value (60)  is the target score you need to beat (60 or higher) to hit the opponent succesfully, rolling a 100 sided die (2 of 10 sided dice are used for this).

A skill will succeed or fail, but in combat, each weapon will have it's own designated damage and initiative die.
The size and abbility to deal damage of each weapon is also limited to the strength of the wielder, increasing the damage you might deal with a weapon if you have a higher strength.
(for example, a Dagger in the hands of someone with strength 12, will deal 1d4 lethal, or just 1 stunning damage, where another with strength 20 can deal 1d6 lethal or 1d2 stunning damage with that dagger)


Armor can absorb damage and is bought/equiped to each area of the body seperately (8 areas in total).
But, armor will become increasingly heavy to wear, and  can become useless if damaged too much.
Even though armor will only protect the areas you have chosen to equip with the type of armor, damage is always accumulated in one standard pool. (no distinction is made on your total health where you got hit, it onyl serves for wheter the armor could protect you or not)


Magic is available in the setting, but said to be rare and dangerous.
Generally the Catholic church restricts magic use, allowing only certain schools of magic to be learned, in addition to calling everyone not affiliated with the church using magic to be branded heritics and heathens.
Magic has different schools each having their own selections of spells, it's fairly standard selection of spells but everything uses the same system as before, using magic points to limit how much you can cast on a day.

Initiative is a bit of an awkward procedure, where each rolls the die as stated by their used weapon.
The lower the better, and the highest die rolled will determine the length of the round.
If the highest die rolled is a d12, then any other weapon lower then a d12 in initiative may be able to do 2 or more attacks int he same round. A dagger of 1d6, would atack twice in the round for example.

There are more rules for others bits like aerial combat, and possible other factors, but other then a quick flick through I did not pay it as much attention.

It is a different take compared to other standard D100% systems, and admittedly appears to me to actually be better then some iterations of it that added/substracted a variety of different bonuses/penalties on actions.
While it may not be my most preffered system I personally have played or used, I can't say it is a bad attempt and it still is a functional system that still deals with it's intended purpose.
Better systems are out there, and probably won't use the system as is, but doesn't mean I don't appreciate what it tried to do.

The Setting

The setting is where the rpg shines , and should most likely be the biggest reason anyone would look to aquire this particurlar rpg.
The book is filled with historical information about the 1190's where the setting takes place, giving enough info about the lore of Robin Hood, and even variations on the stories, to allow for several different takes on the setting.
It's also noteworthy to mention, that special care has been taken to take into account that different furry races now inhabit the world as opposed to a single human race, and the book gives informtation about the differences and consequences it has in the setting.
Other then this, it tries to keep close to the actual historic lore of it's time, adding in medieval costums, maps of the world or land areas known at the time, and many of the historical figures known in either the stories of Robin Hood or known to have lived in the time period as possible allies or opponents.

Personally I was very much impressed by the depth of information and setting material to create a historical setting true to it's time.
It may have the addition of magic to spice it up, but it does so given historical context and how the church might have evolved with it.

Even if the rpg may not be played for the rules, I definately would use it if I need some info to have a game take place in the times of Robin hood, or play out the legends related to it.

Conclusion:

Furry outlaws had a rather mediocre system, that definately is not going to be to everyone's tastes.
However, the main drive for the game will most likely be the setting material it focused greatly on, being a great start to get introduced to the historical times of Robin Hood.
The good overview of the time, and the addition of the changes/consequences of having furry races dominate the planet was very well done.
You are not likely to find the game anywhere if you don't already have it, but should you come across it and have a big interest in medieval/European history it may well be worth to pick it up!

rpg-a-day, furryoutlaws, rpgcollection, rpg

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