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Furry Pirates

First Edition


Publisher Description

Furry Pirates at a Glance

  • A complete swashbuckling roleplaying game. Set sail! Plunder! Dredge lost treasures up from the deep!
  • Puts a new twist on pirates with Furry Sapiens. Because even cute animals deserve to follow their dreams of piracy.
  • This core book provides all the rules you need to play. Hoist the sails and get playing quickly.

The Furry Age of Piracy: The World of Furry Pirates


A Pirate Game With Humanoid Animals Instead of Humans [ edit ]

Furry Pirates, released in 1999 from Atlas Games, was the sequel to another Furry role-playing game: Furry Outlaws.  That game was essentially an RPG version of Disney's Robin Hood, offering a medieval world populated not by humans, but instead with humanoid animals.  Those animals could range from bears to birds, from lions to lizards ... and (keeping to the Disney tradition) also included outlaw fox humanoids.

Furry Pirates offers the same humanoid animal world, but instead of it being medieval, it's based on 17th century Earth.  Essentially it's the same world as 7th Sea and Pirates of the Caribbean movies (although the game came out four years before that movie).  If you want to play a humanoid animal in a setting full of swashbuckling and sailing ships, but also with a bit of magic, Furry Pirates will be perfect for you.

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.

The Best RPG For Furry Pirates [ edit ]

Unfortunately the Halogen system behind Furry Outlaws and Furry Pirates wasn't hugely successful, so you won't find any supplemental material for Furry Pirates. Unlike other options, such as 7th Sea (which has a wealth of supporting material), the only other Furry gaming product is the aforementioned Furry Outlaws ... and buying it won't really add much to your Furry Pirate campaign.

But the good news is that Furry Pirates is still popular enough for Atlas Games to keep it in production, so you can buy new copies, digital copies, or old/used copies.  Realistically though, if all you're looking for is a pirate RPG, Furry Pirates (and it's somewhat older/less popular system, coupled with a complete lack of supplemental material) is hard to recommend over other options.

However, for a certain group of gamers the opportunity to play a pirate campaign as humanoid animals will be all the motivation needed to check out this unique game.  If you want to sail the high seas with a group of fellow "furries", mixing swashbuckling and a bit of sorcery to create your perfect Furry Pirate adventure ...  Furry Pirates will offer you a gaming experience you simply can't get anywhere else.