OK, so Ultima III: Exodus (a classic computer RPG in the famous series) featured a race simply identified as a "Fuzzy" that you could play. You never know anything about Fuzzies, what they are, what they do, or what their purpose is. No sense of culture or history and they're never ever mentioned against in the Ultima series of games.
Well, in my head canon they were ewoks. Why? Because ewoks. So, it's late, I'm tired and so with that I give you "Fuzzies," a playable race for Swords & Wizardry WhiteBox.
Fuzzies
Fuzzies are a diminutive species from an unknown realm. It is said that in there original homeland there was an ancient magic capable of creating "Moongates." Whether by their curiousity or by choice, Fuzzies (who have a different name within their own culture that is unpronouncable in most languages) came to their current homelands in which they dwell though one of these Moongates and have since established themselves as a tribal society typically found living in tree houses hidden in the deepest forests of the world.
Fuzzies are curious, eager and inquisitive. They love meeting new people and are natural explorers. Because of this, they are quick to join adventuring parties and see plunging into dangerous dungeons filled with horrible monsters as "fun." They have the appearance of three foot tall bear-like creatures, with large eyes and rounded ears atop their heads. Short fur covers their entire body, most often being grey, brown, or black in coloring. They typically wear leather or animal hide clothing and use primitive weapons.
Fuzzies may advance to 4th level.
Level
|
Experience
|
Hit Dice
|
BHB
|
Saving Throws
|
1
|
0
|
1
|
+0
|
13
|
2
|
2000
|
2
|
+1
|
12
|
3
|
4000
|
2+1
|
+2
|
11
|
4
|
8000
|
3
|
+2
|
10
|
Weapon/Armor Restrictions:
Fuzzies come from a primitive society and have learned to
wield clubs, daggers, hand axes, quarter staffs, short bows, spears, and
slings. They can wear leather armor and use shields.
Small Size: Fuzzies are
typically three feet in height with quick reflexes and a keen eye.
Because of this they receive a +4 bonus to their armor class when
they are attacked by a creature who is human-sized or larger.
Adorable: Once per day, when
encountering an NPC who is not hostile the Fuzzy's teddy bear-like
appearance and childish irrepressiblity allow you to mimic the
effects of a Charm Person
spell against that target. They must make a saving throw to resist
these effects.
Underestimated:
Most larger foes underestimate a Fuzzy's ferocity in battle. During
the first round of combat against a foe twice the Fuzzy's size or
larger, that target must make a saving throw or assume it are not a
real threat in battle. If the Fuzzy successfully makes a melee attack
against any foe who failed their save you inflict double damage.
Anyone who has witnessed the Fuzzy use this ability is forever immune
to its effects.
Primitive
Engineer (4th): Once a
Fuzzy reaches level four they are capable of constructing terrifying
mechanical traps capable of damaging buildings, huge monsters, and
other fearsome threats. The time and costs to build these constructs
is determined by the referee and a trap can only be activated once
before it must be completely rebuilt. These traps typically inflict
5d6 points of damage and the target may make a saving throw to take
half damage.
Saving
Throw: Fuzzies receive a
+2 to all saving throws made to resist poison and death because they
are hale and hardy.
XP
Bonus for Charisma:
Fuzzies receive an additional bonus experience points for having a
high charisma.
(Post Script: I was informed by +matt Jackson and Clash Bowley that Richard Garriott's inspiration for Fuzzies came from the novel Little Fuzzy, by H. Beam Piper. I had no idea and had never heard of this book, nor the author.)
I vaguely remember that story. It was a short story in an anthology I read a few decades ago. I think fuzzys were protectors of children that looked like teddy bears, but it's been a long time since I read it. H Beam Piper was a fairly popular Science fiction writer in the 60's and 70's.
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