TEXT: Written by WILLIAM H. STODDARD
  Edited by NIKOLA VRTIS
  Illustrated by RAY LUNCEFORD, JEAN ELIZABETH MARTIN, 
  SHEA RYAN, and DAN SMITH
  Additional Material by PETER V. DELL’ORTO, DAVID MORGAN-MAR,  
  DAVID L. PULVER, and SEAN PUNCH
  Lead Playtester: Roger Burton West
  Playtesters: Paul Blackwell, Frederick Brackin, Topher Brennan, Jared Buntain, Rory Fansler, Patricia Gauronskas, Alexei 
  Isachenko, David Johnston, Bobby Krbachian, Jonathan Lang, Leonardo Souza da Silveira, Bram Sterling, and Rolland Therrien
  GURPS, Pyramid, Warehouse 23, the pyramid logo, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks  
  of Steve Jackson Games Incorporated, or used under license. GURPS Furries is copyright © 2021 by Steve Jackson Games Incorporated. All rights reserved.
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please 
  purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  STEVE JACKSON GAMES
  Stock #37-0365 
  Version 1.0 – January 2021
  ®
  GURPS System Design z STEVE JACKSON
  GURPS Line Editor z SEAN PUNCH
  GURPS Project Manager z STEVEN MARSH
  Production Artist and Indexer z NIKOLA VRTIS
  GURPS FAQ Maintainer z  
  VICKY “MOLOKH” KOLENKO
  Chief Executive Officer z PHILIP REED
  Chief Creative Officer z SAM MITSCHKE
  Chief Operating Officer z SUSAN BUENO
  Director of Sales z ROSS JEPSON
  Page Design z PHIL REED and JUSTIN DE WITT
   Art Direction and Prepress Checker z NIKOLA VRTIS
  
  IntroductIon  .  .  .  .  .  .  .  .  .  . 3
  Recommended Books . . . . . . . . . .3
  About the Author . . . . . . . . . . . . . .3
  About GURPS . . . . . . . . . . . . . . . .3
  1 . Genres  .  .  .  .  .  .  .  .  .  .  .  . 4
  Is This a Genre? . . . . . . . . . . . . . . .4
  What Is a Furry?  .  .  .  .  .  .  .  .  .  .  .  . 4
  Furries and Other Animals . . . . . . .4
  Finding Your Animal . . . . . . . . . . .5
  sources and InspIratIons  .  .  .  .  .  . 5
  Shapeshifters. . . . . . . . . . . . . . . . . .7
  Cat-Girls . . . . . . . . . . . . . . . . . . . . .7
  campaIgns  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Along for the Ride . . . . . . . . . . . . .8
  One Species or Many?. . . . . . . . . . .8
  New Creations . . . . . . . . . . . . . . . .8
  Fur and Spandex. . . . . . . . . . . .8
  Test Models . . . . . . . . . . . . . . . .8
  Companions in Adventure. . . . . . .8
  Fitting In . . . . . . . . . . . . . . . . . .8
  Hiding Places . . . . . . . . . . . . . .8
  Imperial Citizens. . . . . . . . . . . .8
  My Partner Is a Furry . . . . . . . .9
  Special Forces . . . . . . . . . . . . . .9
  Dominant Species . . . . . . . . . . . . .9
  After the Downfall. . . . . . . . . . .9
  Animal Kingdom. . . . . . . . . . . .9
  Orphans. . . . . . . . . . . . . . . . . . .9
   
  Furry Allegories . . . . . . . . . . . . .9
  Rival Species . . . . . . . . . . . . . . .9
  2 . FurrIes In Play  .  .  .  .  . 10
  LeveLs oF reaLIsm  .  .  .  .  .  .  .  .  .  . 10
  The Question of Carnivory . . . . . .10
  tempLate creatIon  .  .  .  .  .  .  .  .  .  . 11
  Individuals. . . . . . . . . . . . . . . .11
  Size Modifier . . . . . . . . . . . . . . . .11
  Cinematic Scale Table . . . . . .11
  Advantages . . . . . . . . . . . . . . . . . .11
  Binding . . . . . . . . . . . . . . . . . .11
  Damage Resistance. . . . . . . . .12
   
  Hybridization. . . . . . . . . . . . . .12
  Danger Sense. . . . . . . . . . . . . .12
  Extra Arms . . . . . . . . . . . . . . .12
  Extra Head . . . . . . . . . . . . . . .12
  Perks . . . . . . . . . . . . . . . . . . . .13
  Resistant . . . . . . . . . . . . . . . . .13
  Spines . . . . . . . . . . . . . . . . . . .13
  Striker . . . . . . . . . . . . . . . . . . .13
  Temperature Tolerance . . . . .13
  New Advantage. . . . . . . . . . . . . . .13
  Good Grip . . . . . . . . . . . . . . . .13
  Disadvantages. . . . . . . . . . . . . . . .13
  Bad Sight. . . . . . . . . . . . . . . . .13
  Quirks . . . . . . . . . . . . . . . . . . .14
   
  Visible Racial Features. . . . . . .14
  Restricted Diet. . . . . . . . . . . . .14
  Social Stigma . . . . . . . . . . . . .14
  Modifiers. . . . . . . . . . . . . . . . . . . .14
  Limited Arc . . . . . . . . . . . . . . .14
  Reversed Arc . . . . . . . . . . . . . .14
  Skills . . . . . . . . . . . . . . . . . . . . . . .15
  Innate Attack. . . . . . . . . . . . . .15
  Techniques . . . . . . . . . . . . . . . . . .15
  Features . . . . . . . . . . . . . . . . . . . .15
  Signature Traits. . . . . . . . . . . . . . .15
  martIaL arts  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Combat Options. . . . . . . . . . . . . .16
  Claws . . . . . . . . . . . . . . . . . . . .16
  Hooves . . . . . . . . . . . . . . . . . . .16
  Horns. . . . . . . . . . . . . . . . . . . .16
  Mouth . . . . . . . . . . . . . . . . . . .16
  Tail. . . . . . . . . . . . . . . . . . . . . .16
  Torso . . . . . . . . . . . . . . . . . . . .16
  Techniques . . . . . . . . . . . . . . . . . .17
  Back Spray . . . . . . . . . . . . . . .17
  Back Tail Strike. . . . . . . . . . . .17
  Clawed Grapple. . . . . . . . . . . .17
  Dual Back Kick . . . . . . . . . . . .17
  Front Tail Strike . . . . . . . . . . .17
  Leg Loop . . . . . . . . . . . . . . . . .17
  Locking Horns. . . . . . . . . . . . .17
  Neck Snap (Teeth) . . . . . . . . .17
   
  Under the Hood:  
   Technique Designs . . . . . . . .18
  Rearing Kick . . . . . . . . . . . . . .18
  Rolling Slam . . . . . . . . . . . . . .18
  Stamp. . . . . . . . . . . . . . . . . . . .18
  Sweep (Horns). . . . . . . . . . . . .18
  Sweep (Tail) . . . . . . . . . . . . . .19
  Wrench (Limb) (Teeth). . . . . .19
  Styles. . . . . . . . . . . . . . . . . . . . . . .19
  Alate Combat. . . . . . . . . . . . . .19
  Canine Police Combat . . . . . .19
  Hnarff . . . . . . . . . . . . . . . . . . .19
  Sauromachia . . . . . . . . . . . . . .20
  The Way of the Claw. . . . . . . .20
  gear  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  Armor . . . . . . . . . . . . . . . . . . . . . .20
  Weapons and Tools . . . . . . . . . . .20
  Weapon and Armor  
  Scaling Table. . . . . . . . . . . . . .20
  3 . the ZooloGIcal  
  Garden .  .  .  .  .  .  .  .  .  .  . 21
  Multicultural Furries:  
  Beyond Racial Templates . . . . .21
  humanIty’s cLIents .  .  .  .  .  .  .  .  .  . 21
  Educated Chimpanzee. . . . . . . . .21
  Medved . . . . . . . . . . . . . . . . . . . . .22
  Neodog . . . . . . . . . . . . . . . . . . . . .22
  Polynesia. . . . . . . . . . . . . . . . . . . .22
  Tek-Rat . . . . . . . . . . . . . . . . . . . . .23
  a dIversIty oF creatures .  .  .  .  . 23
  Accipiter . . . . . . . . . . . . . . . . . . . .23
  Big Cat . . . . . . . . . . . . . . . . . . . . .23
  Canid. . . . . . . . . . . . . . . . . . . . . . .24
  Castor . . . . . . . . . . . . . . . . . . . . . .25
  Crocutid . . . . . . . . . . . . . . . . . . . .25
  Draconid. . . . . . . . . . . . . . . . . . . .25
  Felinoid. . . . . . . . . . . . . . . . . . . . .25
  Formicarius . . . . . . . . . . . . . . . . .26
  Lapine. . . . . . . . . . . . . . . . . . . . . .26
  Lupine. . . . . . . . . . . . . . . . . . . . . .26
  Lutrid . . . . . . . . . . . . . . . . . . . . . .26
  Mephitid . . . . . . . . . . . . . . . . . . . .26
  Porcid . . . . . . . . . . . . . . . . . . . . . .27
  Procyon. . . . . . . . . . . . . . . . . . . . .27
  Qilin . . . . . . . . . . . . . . . . . . . . . . .27
  Under the Hood:  
  Skunk Spray. . . . . . . . . . . . . . .27
  Saur. . . . . . . . . . . . . . . . . . . . . . . .28
  Shekru. . . . . . . . . . . . . . . . . . . . . .28
  Urchin. . . . . . . . . . . . . . . . . . . . . .29
  Ursinoid . . . . . . . . . . . . . . . . . . . .29
  Vulpid . . . . . . . . . . . . . . . . . . . . . .29
  exotIcs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Cat/Dog. . . . . . . . . . . . . . . . . . . . .29
  Folf . . . . . . . . . . . . . . . . . . . . . . . .30
  Frog Prince. . . . . . . . . . . . . . . . . .30
  Houyhnhnm . . . . . . . . . . . . . . . . .30
  Samebito. . . . . . . . . . . . . . . . . . . .30
  Tigricentaur . . . . . . . . . . . . . . . . .31
  Furry superIor .  .  .  .  .  .  .  .  .  .  .  .  . 31
  Kitsune . . . . . . . . . . . . . . . . . . . . .31
  Mighty Mole . . . . . . . . . . . . . . . . .32
  Oracular Lamia . . . . . . . . . . . . . .32
  Wardog . . . . . . . . . . . . . . . . . . . . .33
  Funny anImaLs  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  Duck . . . . . . . . . . . . . . . . . . . . . . .34
  Mouse . . . . . . . . . . . . . . . . . . . . . .34
  Raptor. . . . . . . . . . . . . . . . . . . . . .34
  Turtle . . . . . . . . . . . . . . . . . . . . . .34
  BIBlIoGraPhy .  .  .  .  .  .  .  .  . 35
  Index .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
   
  Contents 
  2
  Contents
  
  What animal do you want to be?
  People have been telling stories about animals since the 
  dawn of history, and probably before. Almost always, those 
  stories humanize their characters – providing them with 
  motives and personalities, having them talk, often giving them 
  technology or social organization. Some stories are told purely 
  in words; some have illustrations; and some are told primar-
  ily visually – for example, as graphic novels or animated 
  cartoons. Furries are characters defined by visual images of 
  humanized animals, in a modern form of such stories.
  Almost any genre of fiction or drama can have furry 
  characters. Under the influence of classic cartoons, they’re 
  often associated with humor, even slapstick. But “funny ani-
  mals” aren’t always funny, any more than “comic books” are 
  always comical. Humanized animals can appear in genres 
  such as slice of life, mysteries, adventure stories, science fic-
  tion, and fantasy.
  GURPS has been receptive to furry characters for a long 
  time; the GURPS adaptation of the classic game Bunnies & 
  Burrows was published in 1992. And as a universal roleplay-
  ing game, GURPS can support all of the different genres where 
  furry characters appear. But until now, there hasn’t been a 
  general GURPS treatment of humanized animal characters.
  GURPS Furries is that treatment. If you want to play 
  a furry character in a GURPS campaign, or to run a furry 
  campaign in GURPS, this book provides the tools. Chapter 
  1 surveys the furry artistic style and its sources, and suggests 
  several possibilities for campaigns inspired by it. Chapter 2 
  provides game mechanics for character creation, martial arts, 
  and equipment. Chapter 3 offers dozens of ready-to-play tem-
  plates for furry races, from widely popular furry archetypes to 
  some really unusual options. Find the humanized animal you 
  want to play – or create it!
  ReCommended Books
  At a minimum, you’ll want the GURPS Basic Set, GURPS 
  Power-Ups 2: Perks, and GURPS Power-Ups 6: Quirks. 
  Racial design is informed by concepts from GURPS Template 
  Toolkit 2: Races. Chapter 2 makes use of ideas and new traits 
  discussed in GURPS Martial Arts. Furry Superior in Chapter 
  3 draws on GURPS Powers. If you want to design your own 
  furry races, you can benefit from GURPS Bio-Tech and 
  GURPS Powers: Enhanced Senses.
  For a complementary topic – human beings with the souls 
  or spirits of animals – see GURPS Powers: Totems and 
  Nature Spirits.
  ABout the AuthoR
  William H. Stoddard learned to read from Walt Disney’s 
  Comics and Stories. He went on to the Jungle Books and 
  then to science fiction and anthropomorphic comics. He and 
  his wife live in Lawrence, Kansas with their ginger tabby 
  Macavity – and more books and art than their shelves and 
  walls can hold. He started writing for Steve Jackson Games 
  with GURPS Steampunk and has never looked back.
   
  IntRoduCtIon 
  3
  IntRoduCtIon
  ABout GURPS
  Steve Jackson Games is committed to full sup-
  port of GURPS players. We can be reached by email:  
  info@sjgames.com. Our address is SJ Games, P.O. Box 
  18957, Austin, TX 78760. Resources include:
  New supplements and adventures. GURPS continues to 
  grow – see what’s new at gurps.sjgames.com.
  Warehouse 23. Our online store offers GURPS print 
  items, plus PDFs of our books, supplements, adventures, 
  play aids, and support . . . including exclusive mate-
  rial available only on Warehouse 23! Just head over to  
  warehouse23.com.
  Pyramid (pyramid.sjgames.com). For 10 years, our 
  PDF magazine Pyramid included new rules and articles for 
  GURPS, plus systemless locations, adventures, and more. 
  The entire 122-issue library is available at Warehouse 23!
  Internet. To discuss GURPS with our staff and your 
  fellow gamers, visit our forums at forums.sjgames.com.  
  You can also join us at facebook.com/sjgames or  
  twitter.com/sjgames. Share your brief campaign teasers 
  with #GURPShook on Twitter. Or explore that hashtag for 
  ideas to add to your own game! The GURPS Furries web 
  page is gurps.sjgames.com/furries.
  Store Finder (storefinder.sjgames.com): Discover 
  nearby places to buy GURPS items and other Steve 
  Jackson Games products. Local shops are great places 
  to play our games and meet fellow gamers!
  Bibliographies. Bibliographies are a great resource for 
  finding more of what you love! We’ve added them to many 
  GURPS book web pages with links to help you find the 
  next perfect element for your game.
  Errata. Everyone makes mistakes, including us – but 
  we do our best to fix our errors. Errata pages for GURPS 
  releases are available at sjgames.com/errata/gurps.
  Rules and statistics in this book are specifically for the 
  GURPS Basic Set, Fourth Edition. Page references that 
  begin with B refer to that book, not this one.
  
   
  GenRes 
  4
  According to fannish historian Fred Patten, furry charac-
  ters were recognized as a distinctive artistic category in 1980, 
  during a discussion at the World Science Fiction Convention 
  in Boston. Over the next decade, furry fandom emerged as a 
  social group, leading to the first special-interest convention 
  in 1989.
  Fan publications were the first to offer furry material. 
  Starting in the mid-1980s, furries showed up in comics that 
  were self-published or from smaller publishers. Webcomics 
  began appearing in the mid-1990s and have become a major 
  venue for furry material.
  Over roughly the same time span, a variety of roleplaying 
  games devoted to furries have appeared, starting in 1983 with 
  Other Suns, a science-fictional setting where most of the races 
  visually resembled Earth mammals. Among these are games 
  inspired by single series, original furry games, and furry 
  sourcebooks for general-purpose games. GURPS Furries is 
  such a sourcebook, applying GURPS character design and 
  game mechanics to furry characters in a variety of settings.
  Is thIs A GenRe?
  When we talk about “genre” in roleplaying games, it’s 
  usually in the literary or cinematic sense. Science fiction, 
  murder mysteries, and romantic comedy are examples of 
  genres. Stories or games about furries aren’t a genre in this 
  sense. Some genres, such as beast fable (p. 6), characteris-
  tically have furry characters. Furry characters can appear 
  in almost any fictional genre, as a look at the Bibliography 
  (pp. 35-37) illustrates.
  In art criticism, “genre” means a type of visual subject 
  matter, such as history paintings, seascapes, or still lifes – or 
  animal paintings. “A type of subject matter” is exactly what 
  furries are! Furry material is a genre of visual art. It can stand 
  on its own, as drawings, paintings, or web pages; accompany 
  stories as illustrations; or tell stories, through sequential 
  images such as graphic novels or animation. Furry games are 
  about characters who fit this artistic genre, no matter what 
  genre of stories or drama they belong to.
  WhAt Is A FuRRy?
  Early in the emergence of furries and furry fandom, several 
  different labels were used for what they were about.
  • Anthropomorphics explicitly focused on a humanoid 
  body plan. It also suggested a science-fictional approach, as 
  in Steve Gallacci’s “Erma Felna, EDF” (the lead series in his 
  anthology comic Albedo Anthropomorphics, first published 
  1983), with biologically realistic characters or, more broadly, 
  systematic worldbuilding.
  • Funny animals evoked cartoon characters – in anima-
  tion from the Walt Disney and Warner Brothers studios, and 
  in comic strips such as Walt Kelly’s Pogo. It sometimes 
  suggested a humorous or over-the-top approach 
  without serious plots or settings.
  • Furry was originally used in the phrase “furry 
  fandom.” It came to refer both to the fans them-
  selves and to the characters they were fans of. It’s 
  more identified than the other two terms with a spe-
  cific community, but it’s also a more generic term, 
  compatible with everything from serious specula-
  tive fiction to cartoon humor.
  The word “furry,” which this book will mainly 
  use, has wider and narrower senses. Narrowly 
  defined, furries are animals with humanoid body 
  plans, sapient minds, and motives and cultures 
  comparable to those of humans. “Humanoid” is a 
  subset of “tetrapod,” referring to land vertebrates, 
  and furries are characteristically based on animals 
  with four limbs, which can easily be anthropomor-
  phized. Humans are also land animals, and most 
  furries are based on land or amphibious creatures. 
  ChApteR one
  GenRes
  FuRRIes And  
  otheR AnImAls
  Furries are animals – but not all animals are furries. Some 
  stories about anthropomorphized animals also have animals 
  that aren’t anthropomorphic. Disney cartoons had both Mickey 
  Mouse’s dog Pluto (an animal and a pet) and his friend Goofy (an 
  anthropomorphic dog). C.S. Lewis’s Narnia series had both ordi-
  nary animals and animals given the gift of speech by Aslan.
  The two usually are obviously different. Pluto is a quadruped; 
  Goofy is a biped with hands. But even if they look alike, as in Nar-
  nia, they’re treated differently. For example, animals may be food 
  (even for anthropomorphic animals!), but eating an anthropomor-
  phic animal may be shown as horrifying, like cannibalism (see The 
  Question of Carnivory, p. 10). When they interact, the anthropo-
  morphics act as “people” and the ordinary animals as “animals.”
  
   
  GenRes 
  5
  Furry characters are often a way of telling stories about peo-
  ple, so their motives have to make sense in human terms. 
  More broadly, a character with several of these traits might 
  be regarded as “furry” despite lacking one or two of them. For 
  example, centauroid races are neither humanoid nor four-
  limbed, but have a following among furry fans.
  One thing that doesn’t define furries is being literally 
  “furry.” Other body coverings can take the place of fur. Avian 
  races can have feathers; reptilian ones can have scales. For the 
  purposes of this supplement, “featheries” and “scalies” both 
  count as furries.
  Some character types that seemingly do fit the pattern 
  aren’t usually called furries. Humans who take on animal 
  form, or are magically transformed into animals, but are iden-
  tified as “really” human, are almost the mirror image of fur-
  ries, who have humanoid forms but are “really” animals (see 
  Shapeshifters, p. 7). Nonhuman Hominidae (bonobos, chim-
  panzees, gorillas, and orangutans), as in Planet of the Apes, 
  don’t usually count as furries, possibly because their unmod-
  ified form is already anthropomorphic. The same applies to 
  such purported undiscovered species as Sasquatch and yeti.
  souRCes And InspIRAtIons
  Despite the recent origin of the idea of a “furry,” it was 
  partly inspired by many sorts of older material, to which fans 
  and creators often looked for inspiration.
  leGends
  Humanized animal images are older than history. A 
  12”-tall ivory sculpture found in a German cave – a human 
  figure with a lion head – is at least 35,000 years old. A cave in 
  France, Trois-Frères, contains a crouching humanoid image, 
  “The Sorcerer,” often drawn with antlers (though they’re not 
  easily seen in photographs). These may have been religious 
  art. Many ancient Egyptian deities were portrayed as human 
  figures with animal heads, and Hindu deities include the ele-
  phant-headed Ganesh and the monkey god Hanuman.
  Animistic (spirit-worshiping) religions, among many indig-
  enous peoples, attribute humanlike agency to aspects of 
  nature, including animals. Human groups may identify with 
  specific animals, or totems, as discussed in GURPS Powers: 
  Totems and Nature Spirits. Shamans may seek relationships 
  with spirits, including animal spirits.
  Legends about animals or animal spirits appear in many 
  cultures. For example, Japanese legends attribute magical 
  powers to both foxes (Kitsune, pp. 31-32) and tanuki (“raccoon 
  dogs”). Native American cultures have tales about the deeds 
  of various animals. The bear is often a key figure in these leg-
  ends. Bear worship (or arctolatry) is widespread at northern 
  latitudes, among cultures from the Sami of the Nordic coun-
  tries to the Ainu of Japan. Many animal species play the role 
  of trickster figures in legends: coyotes in much of North Amer-
  ica, ravens in the Pacific Northwest, foxes in Europe and Asia, 
  the spider Anansi in West Africa and the Caribbean, hares in 
  Africa, or rabbits among the Cherokee and African Americans.  
   
  FIndInG youR AnImAl
  Most of the templates in this supplement have allusive 
  names, based on literature, mythology, taxonomy, and 
  other sources. For convenience, here’s a list of animal 
  types and templates based on each.
  Type
  Templates
  Anteater
  Formicarius (p. 26)
  Bear
  Medved (p. 22), Ursinoid (p. 29)
  Beaver
  Castor (p. 25)
  Cat
  Cat/Dog (p. 29), Felinoid (p. 25)
  Chimpanzee
  Educated Chimpanzee (pp. 21-22)
  Dog
  Canid (p. 24), Cat/Dog (p. 29),  
  Neodog (p. 22), Wardog (p. 33)
  Dragon
  Draconid (p. 25), Saur (p. 28)
  Duck
  Duck (p. 34)
  Fox
  Folf (p. 30), Kitsune (pp. 31-32),  
  Vulpid (p. 29)
  Frog
  Frog Prince (p. 30)
  Giraffe
  Qilin (pp. 27-28)
  Hawk
  Accipiter (p. 23)
  Hedgehog
  Urchin (p. 29)
  Horse
  Houyhnhnm (p. 30)
  Hyena
  Crocutid (p. 25)
  Type
  Templates
  Jaguar
  Jag (p. 23)
  Leopard
  Pard (pp. 23, 24)
  Lion
  Leo (pp. 23, 24)
  Lizard
  Saur (p. 28)
  Mole
  Mighty Mole (p. 32)
  Mouse
  Mouse (p. 34)
  Otter
  Lutrid (p. 26)
  Parrot
  Polynesia (p. 22)
  Pig
  Porcid (p. 27)
  Python
  Oracular Lamia (pp. 32-33)
  Rabbit
  Lapine (p. 26)
  Raccoon
  Procyon (p. 27)
  Rat
  Tek-Rat (p. 23)
  Shark
  Samebito (pp. 30-31)
  Skunk
  Mephitid (pp. 26-27)
  Snow Leopard Ounce (pp. 23, 24)
  Squirrel
  Shekru (pp. 28-29)
  Tiger
  Tigricentaur (p. 31), Tigris (pp. 23, 24)
  Turtle
  Turtle (p. 34)
  Velociraptor
  Raptor (p. 34)
  Wolf
  Folf (p. 30), Lupine (p. 26)
  
   
  GenRes 
  6
  (El-ahrairah – “the prince with uncountable enemies” and 
  the legendary rabbit demigod of Richard Adams’s Watership 
  Down – is a trickster.) Such animal legends were an early 
  source of stories about humanized animals.
  BeAst FABles
  In ancient civilizations, storytellers used animal charac-
  ters to comment on human life and teach moral lessons. In 
  Western civilization, the best-known example was Aesop’s 
  fables, attributed to a Greek former slave of the sixth century 
  B.C. These stories were short; featured animal characters 
  who talked to each other and often to humans; and por-
  trayed their characters more as embodiments of moral ideas 
  (see Signature Traits, p. 15) than naturalistically. India has 
  similar stories, the Jatakas, dating to the fourth century B.C. 
  These tales were said to be Buddha’s memories of previous 
  lives, told to his disciples as part of his teaching and char-
  acteristically ending not with “the moral is” but with “and I 
  was that particular character.” Later examples of this type of 
  story include Jean de La Fontaine’s Fables (1668-1694), many 
  taken from Aesop.
  Other writers produced longer stories and ongoing 
  series of stories with recurring characters, such as the 
  12th-century Roman de Renart or Joel Chandler Harris’s 
  Uncle Remus – which is now controversial for its portrayal 
  of black life and dialect, but includes stories that can be 
  traced back to West African cultures. A common element 
  in such stories is the trickster hero, such as Renart the fox 
  or Br’er Rabbit, a precursor of cartoon characters such as 
  Bugs Bunny. The Roman de Renart uses an animal society 
  to comment on human political conflicts. Other examples 
  of such commentary include Aristophanes’ play The Birds, 
  which has birds founding an ideal city, Nephelococcygia or 
  “Cloudcuckooland”; George Orwell’s novel Animal Farm, an 
  allegory of the Russian Revolution; and Art Spiegelman’s 
  graphic novel Maus, a reflection on the Holocaust.
  ChIldRen’s stoRIes
  In the 18th century, publishers started bringing out books 
  specifically for children. Originally, these were instructional 
  or moralistic, but later children’s writers increasingly sought 
  to entertain. Stories with fantastic elements came to be seen 
  as especially suited to children. At first, the works were older 
  stories such as Aesop’s fables, Gulliver’s Travels, or fairy tales 
  by writers such as Charles Perrault (author of “Little Red 
  Riding Hood” and “Puss in Boots,” among others). Soon, orig-
  inal fantasy was being written for children.
  These stories approached animal characters with human-
  like traits in several different ways. Some included them 
  among other fantastic beings in worlds such as Lewis Carroll’s 
  Wonderland or C.S. Lewis’s Narnia. Other writers, such as 
  Kenneth Grahame and Walter R. Brooks, had them living 
  alongside mundane humans and talking with them. Authors 
  such as Beatrix Potter in the United Kingdom and Thornton 
  W. Burgess in the United States portrayed them as having sep-
  arate animal lives, but gave them clothing and other human-
  like traits. Terry Pratchett’s Discworld novel The Amazing 
  Maurice and His Educated Rodents paid tribute to this by hav-
  ing such a story become a kind of scripture for a group of 
  sapient rats. Other authors – such as Rudyard Kipling, Felix 
  Salten, and Richard Adams – showed them more natural-
  istically, without technology, though still able to speak with 
  each other in animal languages. The early anime series Kimba 
  the White Lion took a similar approach (see Comic Strips and 
  Animation, p. 7).
  sCIenCe FICtIon
  Science fiction evolved partly out of social satire, as writers 
  began doing serious worldbuilding around their satiric prem-
  ises. Gulliver’s Travels offers an early example of this approach. 
  In its Fourth Voyage, Jonathan Swift turns an ironic rever-
  sal of humans and animals into a detailed account of a civ-
  ilization of sapient horses, the Houyhnhnms (p. 30). Pierre 
  Boulle’s Planet of the Apes offers a similar reversal, a world 
  where apes trained to be servants became masters.
  In The Island of Dr. Moreau, H.G. Wells combined a 
  Swiftian view of human nature with technological specula-
  tion about surgical vivisection giving humanlike form to ani-
  mals. In Sirius, Olaf Stapledon envisioned a sheep dog given 
  sapience by prenatal chemical treatment, while retaining 
  canine shape. Later writers depicted enhanced animals of 
  both types. David Brin gave the name “uplift” to the process 
  of enhancement (see GURPS Uplift). Transhuman Space 
  describes a science-fictional future with both enhanced ani-
  mals and zoomorphic bioroids.
  Other writers portrayed alien races modeled on Earth ani-
  mals. This assumes more evolutionary convergence than most 
  biologists think likely (as discussed in Stephen Jay Gould’s 
  Wonderful Life) – but a science-fictional world with humanoid 
  aliens might just as well have alien parallels to Earth animals. 
  
   
  GenRes 
  7
  Andre Norton and C.J. Cherryh, among others, describe such 
  races in their stories. In roleplaying games, Traveller (and 
  GURPS Traveller) has the Aslan (from Turkish arslan/aslan, 
  “lion”) and the Vargr (from Icelandic vargur, “wolf”) – the lat-
  ter explained as uplifted from Earth wolves. Other Suns por-
  trayed a wide range of animal-inspired races.
  It’s also possible to envision actual Earth animals as alien 
  societies. A notable example is Richard Adams’s Watership 
  Down, an epic about the founding of a rabbit society modeled 
  on Virgil’s Aeneid – and the inspiration for the early roleplay-
  ing game Bunnies & Burrows. Later novels on similar lines 
  have often had strong fantasy elements.
  ComIC stRIps And AnImAtIon
  Telling stories in sequences of images goes back 
  many centuries. But the current style is largely 
  a product of American newspapers, starting in 
  the 1890s. Animal characters were present from 
  the start, in Jimmy Swinnerton’s strip The Little 
  Bears. “Funny animal” strips that remain influen-
  tial include Krazy Kat and Pogo. Animal characters 
  also were shown in strips with human characters, 
  from Peanuts to Dilbert. Funny animals turned up 
  in comic books from the 1930s through the 1950s, 
  but largely vanished with the superhero boom of 
  the 1960s, only to reappear in underground com-
  ics such as Fritz the Cat.
  Animated films emerged as a technology 
  shortly after 1900 and became industrialized in 
  the 1910s. An early major original character, Felix 
  the Cat, first appeared in 1919 in the silent-film 
  era. In 1928, Disney Studios pioneered the use 
  of sound in animation with “Steamboat Willie,” 
  which introduced Mickey Mouse. Disney, Warner 
  Brothers, MGM, and other studios created many 
  still familiar funny animal characters for theat-
  rical cartoons. In the 1950s and 1960s, cartoons 
  largely moved to television, with the emergence 
  of new studios such as Hanna-Barbera and Jay 
  Ward – but tight production schedules forced a 
  shift to limited animation, in which parts of the 
  image remained static from frame to frame. 
  Animation became a major industry in 
  Japan in the 1960s. The first color anime series, 
  Jungle Emperor – titled Kimba the White Lion 
  for American audiences – was primarily drama 
  rather than comedy and later influenced furry 
  fandom. 
  Longer animated films featuring animal char-
  acters were also made. Some had characters in 
  approximately natural forms, such as Bambi and 
  The Lion King (controversial because of its par-
  allels to Kimba). Others had anthropomorphized 
  characters, such as Robin Hood and Kung Fu 
  Panda. Although not the first such production, 
  Who Framed Roger Rabbit is perhaps the best-
  known film combining animation (largely with 
  funny animal “toons”) and live action. Its success 
  led Steven Spielberg’s Amblin Entertainment 
  (which co-produced the movie) to create Tiny 
  Toon Adventures, Animaniacs, and its spin-off Pinky and the 
  Brain as part of a revival of 1940s-style animation.
  With the emergence of furry fandom, artists began creat-
  ing their own original series. In the 1980s and into the 1990s, 
  these were published as small-press comics (either as multi-is-
  sue series, such as with Stan Sakai’s Usagi Yojimbo or Martin 
  Wagner’s Hepcats, or as anthology titles, such as Albedo 
  Anthropomorphics and Critters) or in fan-press titles such as 
  Rowrbrazzle and Yarf!. In the 21st century, they have largely 
  moved online as webcomics (such as Kevin and Kell), though 
  David Petersen’s comic book Mouse Guard found a substantial 
  audience. Some of this material is still in the “funny animal” 
  tradition. Other parts are action/adventure (such as Usagi 
  Yojimbo), serious drama, or social commentary (such as Art 
  Spiegelman’s Maus).
  shApeshIFteRs
  One type of human/animal character is the being who can take 
  either human or animal form – a shapeshifter. These come in sev-
  eral varieties. Most of them aren’t thought of as “really” animals, 
  which sets them apart from furry characters.
  • Trickster animals often can disguise themselves as humans, 
  like kitsune and tanuki in Japanese legend. Often there’s some 
  betraying flaw, such as an animal tail.
  • Human shamans may be able to send their spirits out to roam 
  the world in animal form.
  • Actual spirits or other supernatural beings may be able to 
  assume animal shapes, like the pookas and selkies of British faerie 
  lore. Trickster gods such as Loki are often shapeshifters.
  • Humans may physically change into animals – most often ani-
  mals seen as threatening in a particular culture, such as wolves in 
  Europe – or into anthropomorphic forms such as wolfmen. Lycan-
  thropes are traditionally seen as monsters; recent portrayals view-
  ing them sympathetically are closer in spirit to images of furries.
  CAt-GIRls
  A cat-girl is a character who looks enough like a human woman 
  to be considered attractive (often “sexy” or “cute”), but with cat-
  like features and a catlike personality. This is often defined spe-
  cifically as “cat ears and tail,” but the historical development of 
  the concept has covered a wider range, from fully humanoid to 
  felinoid (see p. B261).
  The science-fiction writer E.E. Smith created one of the first 
  examples in “Storm Cloud on Deka,” part of the Vortex Blaster 
  series. Later science-fictional examples appear in Cordwainer 
  Smith’s “The Ballad of Lost C’mell” and Fritz Leiber’s The Wan-
  derer. Furry comics with female feline heroes include “Erma Felna, 
  EDF,” published in Albedo, Omaha the Cat Dancer, and Usagi 
  Yojimbo, with the supporting character Tomoe Ame. Cat-girls 
  also appeared in anime such as All Purpose Cultural Cat Girl Nuku 
  Nuku, The Vision of Escaflowne, and Tokyo Mew Mew. Hellsing had 
  a cat-boy, Schrödinger, as a secondary character.
  Some of these characters, including C’mell and Nuku Nuku, are 
  visually indistinguishable from humans, and thus not “furry” as 
  usually understood. But they’re part of the cultural evolution of the 
  cat-girl and anthropomorphic cat archetypes.
  
   
  GenRes 
  8
  CAmpAIGns
  As with any campaign, the GM first decides what the 
  furry campaign will be about. What will be its theme, and 
  what role will anthropomorphic characters play in it? Here’s 
  a comparison of several possible approaches and a sampler 
  of campaign ideas.
  AlonG FoR the RIde
  A campaign can include furries without being about furries. 
  A science-fictional world may have animal-inspired aliens; 
  a fantasy realm may have beast-people alongside elves and 
  dwarves. Or furries might be created through bioengineering 
  (as in Transhuman Space) or thaumaturgy. Players who find 
  furry characters appealing can play one without their nature 
  being a dramatic focus. This approach can work with either 
  sapient but otherwise realistic animals (Humanity’s Clients, 
  pp. 21-23) or classic anthropomorphic races (A Diversity of 
  Creatures, pp. 23-29).
  neW CReAtIons
  In some campaigns, anthropomorphic characters don’t 
  really belong to races – though it’s still convenient to give them 
  racial templates. The characters are among the first of their 
  kind, or even unique.
  Fur and Spandex
  In a world of costumed supers with powers and abilities 
  from many sources, enhanced animals and human/animal 
  hybrids could fit right in. Some heroes switch between human 
  and animal forms, letting them maintain secret identities; 
  those with only one form can’t do this and may exist in hid-
  ing. The usual power modifier for furry supers is Biological 
  (GURPS Powers, p. 26), but mystically inclined characters 
  may have Nature, Spirit, or Divine as a power source (see 
  GURPS Powers, pp. 26 and 28, and GURPS Powers: Totems 
  and Nature Spirits). Especially for the latter characters, sig-
  nature traits (p. 15) are appropriate; more generally, they 
  work well with supers having distinctive moral stances and 
  missions. A campaign can focus on the deeds of an all-furry 
  team with a shared quest for recognition. (Furry villains seek-
  ing to dominate or displace humanity are also an option!)
  Test Models
  Cutting-edge science has discovered bioengineering 
  techniques for granting animals enhanced intelligence and 
  sapience. The main characters are early products of these 
  techniques, created in unregulated laboratories. Now their 
  existence is public knowledge – and they’re learning about 
  the human world and trying to prove their own worth in it, 
  while human leaders debate whether they should be sterilized 
  or even exterminated. Whatever they do will create a racial 
  Reputation, for good or bad. A major theme of this campaign 
  is isolation and alienness.
  CompAnIons In AdventuRe
  Some campaigns have significant populations of furries, 
  with recognized roles in society – but not necessarily equal 
  ones.
  Fitting In
  A slice-of-life campaign is set on present-day or near-fu-
  ture Earth with an anthropomorphic race as a new minority 
  group. Characters have some level of Social Stigma and 
  a choice of how to deal with it: assimilation, organized 
  crime, or separatism. Having a single anthropomorphic 
  race can help frame these as personal options rather than 
  racial tendencies.
  Hiding Places
  In this kind of campaign, furries are less a part of 
  human society. At best, they’re treated as useful tools; 
  at worst, they’re resented or feared. Some escape, or are 
  dumped as “unsatisfactory,” and live in wild areas or failed 
  cities, trying to avoid human notice – but sometimes requiring 
  human help. “Adventures” in this campaign involve seeking 
  resources needed for survival, or defending a refugee commu-
  nity against natural or human dangers. Characters can belong 
  to many different races; the dramatic focus is on the shared 
  need to survive. In an extreme version, this can be a horror 
  campaign – with humans as the monsters.
  Imperial Citizens
  Humans created an interstellar empire, but they aren’t 
  its only inhabitants. Through convergent evolution, many 
  planets have Earth-like animals, some of which rose to 
  sapience. Imperial law treats technologically advanced 
  races as citizens, unless a race chooses to remain apart; 
  protectorates have been established over less advanced 
  races – but individuals from any race can qualify for cit-
  izenship through merit, service, or payment. However, 
  legally equal races often have separate cultural enclaves, 
  and nonhumans typically have a minor Social Stigma.  
  One Species or Many?
  Mainstream furry material, like the art and stories that 
  partly inspired it, features “animal” characters of many 
  species, with or without humans appearing. Often, nearly 
  any mammal, or any land vertebrate, can be the basis for 
  furry characters. A campaign can start out with the races 
  in A Diversity of Creatures (pp. 23-29), which include most 
  of the popular choices and a few offbeat ones. That list 
  can also provide inspiration for creating additional races 
  if a player favors an unusual animal. Alternatively, in a sci-
  ence-fictional campaign, the choices may be limited to a 
  handful of newly enhanced species, or even just one, and 
  a racial template should be chosen or designed for each 
  species before players create characters (see pp. 11-15).
  
   
  GenRes 
  9
  Whether player characters are engaged in military service, 
  trade ventures, or carrying on their everyday lives, they’ll reg-
  ularly encounter a variety of races and have to deal with their 
  behavioral and cultural differences.
  For an ironic twist, portray an empire ruled by a different 
  species, such as sapient lizards or pigs – one that regards its 
  human citizens or clients as monkey-based furries.
  My Partner Is a Furry
  A police procedural campaign could be set in a future 
  Earth with enhanced animals (along the lines of the races in 
  Humanity’s Clients, pp. 21-23, but with higher IQ and fewer 
  mental disadvantages). Law-enforcement work is a path 
  to respectability for the uplifted, and human and uplifted 
  officers share a common culture. However, it’s a job where 
  uplifts don’t see humanity at its best! Caught between street 
  crime and police bureaucracy, player characters are cops first 
  and members of their species second. (Transhuman Space: 
  Transhuman Mysteries could be used for such a campaign.)
  Special Forces
  Animals were enhanced for a purpose: to use their special 
  abilities in fighting human wars. Small groups of furry sol-
  diers are assigned to high-risk missions by their human COs. 
  Characters may belong to diverse races, but they’re all going 
  to be physically fit and have mindsets suited to a combat team; 
  see the unpowered baseline version of Wardog (p. 33) for an 
  example of a suitable race. Most scenarios will center on com-
  bat or covert missions, but an occasional session of 
  training or R&R can allow fuller characterization.
  Transhuman Space could be a setting for such 
  a campaign, focused on combat bioroids such as 
  Felicias or uplifted animals such as Neo-Pinnipeds 
  (see Transhuman Space: Bioroid Bazaar).
  domInAnt speCIes
  The final option is a mainly furry campaign – one 
  where humans are a minority or absent.
  After the Downfall
  It started with uplift (as in New Creations, p. 8): 
  enhancement of animal races to sapience through 
  genetic engineering. But the effort was too success-
  ful. The uplifted races outcompeted humanity and 
  took over, perhaps in a war or perhaps by being bet-
  ter able to survive a future environment such as a 
  postapocalyptic setting. Now it’s an animal world: a 
  planet of apes – or dogs or ravens – with a civiliza-
  tion of their own.
  The dramatic focus of this setting is the possibility of 
  human return. Maybe a single starship got lost in time and 
  returned after hundreds or thousands of years. Or a few 
  humans survived in suspended animation, or as a remnant 
  species on some remote island waiting to be rediscovered, or 
  as a larger population as servants or property. The story may 
  focus on humans in an animal world, or on animals debating 
  what to think of the rediscovered progenitors. In any case, the 
  setting needs only a few furry races; the primary contrast is 
  between furries and the surviving humans.
  Animal Kingdom
  In a medieval setting, all the animals belong to the three 
  estates of a kingdom: those who pray, those who fight, and 
  those who work (oratores, bellatores, and laboratores, respec-
  tively). Adventurers can belong to any species known to medi-
  eval Europeans; each kind of animal has a strongly marked 
  signature trait (see p. 15), from Charisma for the lions of the 
  royal family to Versatile for the upstart foxes. The world is dis-
  orderly and violent, and the inhabitants have only the rights 
  they can defend by force or guile. Life is a series of adven-
  tures, from dungeon crawls to vendettas. This can be straight-
  forward dungeon fantasy, with wolves and badgers instead of 
  elves and dwarves; or it can follow the example of beast fable, 
  using animal characters to represent political struggles (Furry 
  Allegories, below).
  Orphans
  Anthropomorphic races were created by bioengineer-
  ing – but humans are gone. The furries are on their own. This 
  world may have a large number of anthropomorphic species, 
  perhaps even some exotic ones (Exotics, pp. 29-31). They have 
  no memories or records of their origins, and no contact with 
  their creators; they found themselves, not many generations 
  past, living in a society with advanced technology, but few 
  established customs. Adventurers have considerable freedom 
  of action, but their solutions to problems are likely to be cop-
  ied by others, if they work – or to inspire methods of stopping 
  them from working!
  Rival Species
  In a world where humans never existed in the first place, 
  two nonprimate species could evolve to intelligence in compe-
  tition, in a kind of arms race. For example, the large, relatively 
  cooperative leos (p. 24) and the smaller, more quarrelsome 
  crocutids (p. 25) might develop in the same region. As they 
  begin to create complex societies, they have to choose how to 
  deal with each other: by war and conquest, or trade and coex-
  istence. A border town provides opportunities for members of 
  either race to learn to deal with the other and make sense of 
  each other’s cultures – or be baffled or horrified by them.
  FuRRy AlleGoRIes
  It’s an old observation about science fiction that every decade 
  has its own future. Classic space adventure in the 1950s and 1960s 
  took the military vehicles of World War II into space; cyberpunk 
  dramatized the emerging capabilities of the Internet. Similarly, 
  furry stories are often a way of addressing human concerns. Their 
  characters may have to deal with slavery, repressive governments, 
  minority status and assimilation, interaction between different 
  classes or cultures, personal isolation and alienation, or other 
  very human issues.
  At the same time, the political allegory can’t be all there is to 
  the story or the campaign. The players think of their characters 
  as animals and won’t be happy if species is only a code for race, 
  culture, social class, or gender. Different balances between these 
  aspects will fit different campaigns, but balance is always an issue.
  
   
  FuRRIes In plAy 
  10
  If the campaign is going to include furries, it needs game 
  mechanics for them. The GURPS Basic Set and GURPS 
  Bio-Tech already cover most of the necessary traits. But both 
  basic approach and rules nuances are worth a closer look.
  levels oF ReAlIsm
  A typical furry character is an animal with humanoid mor-
  phology and hit locations (as defined on p. B552). The primary 
  source material for such roles is visual, so the “animal” traits 
  can be purely visual (in GURPS terms, cosmetic). For exam-
  ple, a “cat” might have fur, a tail, claws, and erect ears, but 
  not gain advantages or perks from them – thin fur might not 
  provide Damage Resistance or even protection from sunburn 
  (Cat-Girls, p. 7). In character-focused genres such as comedy, 
  slice of life, or soap opera, “animal” traits often stand in for 
  ethnicity, culture, or social class; the characters are human 
  in all ways except visually, and don’t need racial 
  templates.
  In action-focused genres, animal abilities can 
  be useful, and furries are likely to have racial 
  templates that include advantages and perks. 
  These mainly reflect visible features, not inter-
  nal anatomy or physiology (but see The Question 
  of Carnivory, above). Similarly, furry templates 
  aren’t based on comparative psychology, though 
  a furry race’s behavior or temperament may be 
  distinctive, perhaps embodying signature traits 
  (see p. 15). A furry isn’t likely to be less capa-
  ble than a human character in any significant 
  way, or unable to function in a “human” soci-
  ety (which might be entirely made up of various 
  furry races). Many templates in this book, espe-
  cially in A Diversity of Creatures (pp. 23-29), fol-
  low this approach.
  Some furries have nonhumanoid body 
  plans – chimerical, like those of centaurs or mer-
  folk, or simply nonanthropomorphic, based on 
  the original animal species (Exotics, pp. 29-31). 
  Even in this case, though, animal anatomy 
  doesn’t usually hinder a race functionally: ani-
  mal vocal tracts don’t result in Cannot Speak, 
  or paws or hooves in No Fine Manipulators (see 
  Frog Prince, p. 30, and Houyhnhnm, p. 30).
  Some 
  furry 
  source 
  material – especially 
  works of science fiction, such as Olaf Stapledon’s 
  Sirius or S. Andrew Swann’s Forests of the 
  Night – portrays races with more biological real-
  ity, describing limitations and abilities in greater 
  detail. This can result in elaborate racial tem-
  plates. Such races may be products of scientific 
  (or magical!) “uplift” efforts, or they may be 
  aliens whose ancestors were parallel to Earth 
  animals – bird or cat or lizard men, for example.
  ChApteR tWo
  FuRRIes In plAy
  the QuestIon oF CARnIvoRy
  One big issue of realism in furry campaigns is how to portray 
  animals that eat other animals. When both the predator and the 
  prey have racial templates and can appear as characters, how does a 
  campaign deal with the conflict?
  Funny animals in classic animation often have storylines based 
  on “predator vs. prey.” The predator spends entire cartoons trying 
  to catch and eat the prey, but never succeeding – and not starving 
  to death after failing! The struggle is as stylized as pro wrestling. 
  The prey is shown as the “face” and the predator as the “heel” – but 
  the audience may sympathize with the frustrated predator. Human 
  characters such as Elmer Fudd may also be cast as villains!
  Furries vs. animals can have humanoid furries or talking ani-
  mals existing alongside normal, non-talking animals that it’s 
  perfectly acceptable to eat. Humanoid furries may eat the same 
  kind of food as humans, and even shop in grocery stores or dine  
  in restaurants.
  Vegetarian carnivores survive on diets that don’t include animal 
  flesh, or at least not vertebrates; insects or plankton may be okay. 
  Practical issues of dentition and food chemistry are bypassed.
  Institutionalized predation has predators and prey coexisting in 
  an organized society, with legal rules about when and how the prey 
  can be eaten.
  Sufficiently advanced technology may provide predators with 
  satisfying food that doesn’t require killing anyone. This may be 
  combined with fantastic racism in which predator species are mis-
  trusted or outcast.
  Law of nature settings have furries as distinct tribes without a 
  shared legal system. Some tribes are prey, others are predators, and 
  no one expects them to cooperate. This may evolve into institution-
  alized predation if the predators become protective of “their” prey.
  
   
  FuRRIes In plAy 
  11
  At the less realistic end of the spectrum, funny animal 
  characters (pp. 33-34) aren’t just inspired by visual imagery; 
  they look like simplified three-dimensional drawings, even 
  if they exist alongside physically realistic characters. “Toon” 
  characters and races may be nearly physically indestructible, 
  as in Who Framed Roger Rabbit. They may have other physi-
  cally unrealistic abilities, “only if it’s funny,” as discussed in 
  GURPS Template Toolkit 2: Races.
  templAte CReAtIon
  Furries have traits that go with the animals they’re based 
  on and the way in which they’ve been humanized. In GURPS 
  terms, these traits make up a racial template (as discussed on 
  pp. B260-263 and B450-454 and in GURPS Template Toolkit 
  2: Races). The usual assumption is that a racial template goes 
  with a race that includes many individuals. However, even if 
  a furry character is one of a kind, it’s useful to distinguish the 
  traits of the kind from those peculiar to the one character. 
  Another character of the same kind may turn up, or a shape-
  shifter may borrow the template – or the adventurer may be a 
  shapeshifter with two or more templates.
  Individuals
  Individual characters can be different from their racial 
  templates, especially in personality traits represented as 
  disadvantages or quirks. If a race has a quirk, a member 
  of the race can replace it with the corresponding disadvan-
  tage, or the quirk can be reversed. For example, a typical 
  mephitid (pp. 26-27) is Broad-Minded; individual mephitids 
  could exaggerate this to Xenophilia (15) or have Not Broad-
  Minded – a trait as unusual for their race as Chauvinistic is 
  for humans. An actual disadvantage can be exaggerated to a 
  more extreme form – with self-control number (9) or (6) – or 
  reduced to a quirk.
  sIze modIFIeR
  A race’s Size Modifier (SM) defines its body scale; see 
  p. B19. Real land vertebrates range from 0.3” (SM -14) to 24’ 
  (SM +4). Biologically realistic sapient animals aren’t likely to 
  be smaller than SM -4, the size of a parrot or raven. Typical 
  furry races are close to human-sized, roughly from SM -2 (2’ to 
  3’) to SM +1 (6’ to 9’); small animals such as rodents are scaled 
  up, and big ones such as rhinos or elephants are scaled down. 
  Funny animals are often rescaled as well, but less drastically; 
  creatures such as mice and birds may be only a few inches tall 
  (SM -7 to -9), for the humorous effect of setting them against 
  much larger predators.
  A race’s weight and strength largely reflect its size. The 
  standard GURPS treatment of this is based on the square-cube 
  law (see Realistic Scale in GURPS Template Toolkit 2: Races, 
  p. 14). This can be used for science-fictional furry races.
  It’s not a good fit, though, to the way furry characters are 
  usually shown. Most artists envision them as moving and 
  manipulating objects the same way that humans do. Small 
  races can’t lift comparatively huge weights, and huge ones 
  aren’t limited to tiny fractions of their body weight; they 
  both have the proportionate strength of a human. This can 
  be represented using cinematic scale (discussed in GURPS 
  Template Toolkit 2: Races), in which ST and HP are pro-
  portional to the square root of body weight, as shown in the 
  Cinematic Scale Table, below. (This means that they aren’t pro-
  portional to the longest body dimension.) A race’s Move scores 
  are proportional to its height/length, shown as percentages in 
  the Cinematic Scale Table; buy racial Move scores up or down 
  accordingly. All races eat three meals a day (no Increased or 
  Reduced Consumption).
  For funny animal races, it’s a lot simpler: body size has no 
  effect on Hit Points, Strength, or Move. As far back as Krazy 
  Kat, Ignatz Mouse was throwing full-sized bricks at Krazy 
  Kat. In general, toon animals can lift, carry, and handle any-
  thing a human can.
  Cinematic Scale Table
  For intermediate height or length, use the SM for the next 
  greater height or length; for example, a 10’-tall giant would be 
  treated as SM +2. However, weights shown are in the mid-
  dle of the range for the specified SMs. A human weighing 125 
  lbs. would probably be shorter than 6’, and a 6’ human would 
  probably weigh more than 125 lbs.
  To extend this table, take ±6 to SM as multiplying or divid-
  ing height/length by 10, and ±2 to SM as multiplying or divid-
  ing weight by 10. Move is proportional to height/length. ST/
  HP for smaller sizes will be 0; for larger sizes, +4 to SM mul-
  tiplies ST/HP by 10.
   SM 
  Height/Length 
  Weight 
  ST/HP 
  Move
   
  -4 
  0.5 yard (18”) 
  1.25 lbs. 
  1 
  25%
   
  -3 
  0.7 yard (24”) 
  4 lbs. 
  2 
  37.5%
   
  -2 
  1 yard (36”) 
  12.5 lbs. 
  3-4 
  50%
   
  -1 
  1.5 yards (54”) 
  40 lbs. 
  5-7 
  75%
   
  0 
  2 yards (6’) 
  125 lbs. 
  8-13 
  100%
   +1 
  3 yards (9’) 
  400 lbs. 
  14-23 
  150%
   +2 
  5 yards (15’) 
  1,250 lbs. 
  24-42 
  250%
  AdvAntAGes
  In a furry campaign, certain advantages take on specialized 
  forms, and certain distinctive perks are available.
  Binding
  see p. B40
  If Binding is taken with Melee Attack, it can represent hav-
  ing a body part, such as a limb or tongue, with a sticky coating 
  (see Formicarius, p. 26, and Frog Prince, p. 30). The “place” 
  where the target is held is the body part itself. Such attacks 
  should almost always be taken with Cannot Parry.
  All animals are equal, but some 
  animals are more equal than others.
  – George Orwell, Animal Farm
  
   
  FuRRIes In plAy 
  12
  Damage Resistance
  see pp. B46-47
  Fur or other body coverings can be a source of Damage 
  Resistance – but don’t have to be. Many furries are drawn 
  with short fur, like that of a dachshund or a Siamese cat. 
  This doesn’t provide any DR. Neither does longer fur that’s no 
  thicker than human head hair.
  Dense coats of fur like a wolf’s pelt give DR 1 with Flexible. 
  True feathers (as opposed to down) do the same. A heavy pelt 
  like a bear’s can go up to DR 2. Scales like a snake’s typically 
  give DR 2 with Flexible; heavier scales like an alligator’s can 
  go up to DR 4. A thick hide can give from DR 2 (for a pig) 
  to DR 4 (for an elephant) with Tough Skin. Bony plates give 
  unmodified DR ranging from 3 (for an armadillo) to 5 (for a 
  giant tortoise). If they cover only the back, this is Directional 
  (B); the race may be able to curl up to protect the face and 
  vitals (see Curls Up, p. 13).
  Chimerical races such as centaurs can have a new version 
  of a limitation.
  New Special Limitation
  Partial: A hybrid being with two well-defined parts 
  (human upper and quadruped lower body, or avian foreparts 
  and quadruped hindparts) can have armor that protects 
  only one of these parts: either the upper or fore torso and 
  vitals, with the attached head, neck, limbs, and extremities; 
  or the lower or hind torso and vitals, with the attached limbs, 
  extremities, and tail. (For creatures with both wings and 
  legs, wings normally go with the upper part and all legs with 
  the lower part.) -10%.
  Such a being can also armor only one of its two torsos, or 
  one of two sets of vitals, for double the usual limitation: -20% 
  for one torso or -60% for one set of vitals.
  Danger Sense
  see p. B47
  Some animal-based races have this as instinctive alertness 
  to threats, with a new limitation.
  New Special Limitation
  Hypersensory: Your perception of threats comes from 
  subconscious processing of sensory information. Each of 
  sight, hearing, and smell that is incapacitated or blocked 
  gives a cumulative -3 to your Sense rolls. If all three are 
  blocked (or there is no physical evidence to react to), you get 
  no warning. -50%.
  Extra Arms
  see p. B53
  Versions of Extra Arms can be used to represent various 
  sorts of manipulatory organs. If you have them instead of a 
  human arm or arms, they cost less and may even be disadvan-
  tages. If you have only one manipulator, also take One Arm 
  for -20 points.
   
  Beak and Tongue: Extra Arms 1 (Short, -50%). 5 points. 
  If instead of a normal arm, -5 points.
  Extensible Tongue: Extra Arms 1 (Extra-Flexible, +50%; 
  No Physical Attack,* -50%; Weak, 1/4 ST, -50%). 5 points. 
  If instead of a normal arm, -5 points.
  Grasping Feet: Extra Arms 2 (Foot Manipulators, -30%; 
  Short, -50%). 4 points. If instead of normal arms, -16 
  points.
  Prehensile Tail: Extra Arms 1 (Extra-Flexible, +50%; No 
  Physical Attack,* -50%). 10 points. If instead of a normal 
  arm, 0 points.
  Trunk: Extra Arms 1 (Extra-Flexible, +50%; Long, +1 
  SM, +100%). 25 points. If instead of a normal arm, 15 
  points.
  * The modifier “No Physical Attack” (p. B53) excludes 
  all unarmed attacks, not just punching. Thus, it doesn’t 
  apply to Beak and Tongue, which can bite; Grasping Feet, 
  which can kick; or Trunk, which can grapple.
  Extra Head
  see p. B54
  Taking this with the Long modifier doesn’t affect your 
  head, but lengthens your neck, giving you +1 to effective 
  SM per level of the modifier, letting you see over barri-
  ers more easily, and giving your bite an increased reach 
  (Size Modifier and Reach, p. B402). As this is primarily a 
  sensory benefit, each level of Long is +20% to cost. If part 
  of your head functions as an Extra Arm, or you have a 
  Striker such as horns, you must also take Long as a mod-
  ifier to that trait at +100% per level.
  If you have only one head, you can take Long Neck as 
  an advantage with the same effects for 3 points/level.
  hyBRIdIzAtIon
  Anthropomorphic races based on two different species of 
  animals are increasingly common in furry material. These 
  aren’t the same as chimeras such as centauroids (Tigricen-
  taur, p. 31) or lamiae (Oracular Lamia, pp. 32-33), in which 
  body parts from different species are spliced together. They 
  have humanoid body plans on which various animal traits 
  have been superimposed – but those traits come from two 
  different animals, such as fox and wolf (Folf, p. 30), dog and 
  cat (Cat/Dog, p. 29), or tiger and skunk.
  Hybrids are often one of a kind, and their racial traits 
  may be listed directly on their character sheets. There are 
  several different strategies for choosing those traits:
  • Blending, where the hybrid is an in-between form with 
  weaker forms of its parents’ traits (as in the folf). If the 
  parents have opposite traits, they probably cancel out.
  • Dual personality, where the hybrid has Split Personality 
  and each personality has one parent’s behavioral traits 
  (as in the cat/dog).
  • Particulate inheritance, where some (dominant) traits are 
  passed on at full strength, and some (recessive) traits are 
  not visible – but may reappear in a later generation. This 
  is more biologically realistic, but that may not be rele-
  vant in a world where tigers and skunks are interfertile!
  • Emergence, where the offspring has traits found in neither 
  parent. The GM has the right to veto such new traits.
  
   
  FuRRIes In plAy 
  13
  Perks
  Various perks may help define furry races.
  Chisel Teeth
  You have large, strong front teeth whose edges can be used 
  like a chisel to cut hard materials. If they’re useful in combat, 
  buy Sharp Teeth (p. B91) separately.
  Curls Up
  You can roll up like an armadillo, hedgehog, or pill bug. 
  This allows armor or spines on your back or top to protect 
  your front or underside. While you’re curled up, your face and 
  vitals can’t be directly targeted – but you can’t move or fight. If 
  you can still see while curled up, your eyes can be targeted; if 
  your eyes are covered, you can’t see – pick one option.
  Fly-Whisk
  Your tail, or some other part of your body, carries a tuft of 
  fur that can brush away insects.
  Retraction
  You can pull your appendages (head and 
  neck, limbs, and/or tail) inside your torso 
  armor for protection. When you do so, you 
  can’t move or fight, and your ranged senses 
  are at -3.
  Tail Slap
  You have a wide, flat tail that makes a carrying noise when 
  struck against a flat surface (such as water). Others get +3 to 
  hear this, as with Penetrating Voice.
  Thumper (Skill)
  To have this perk, you must be a member of a race for 
  which the feet are an intuitive striking surface (such as a lap-
  ine), and which has bought Kicking as a DX-based Average 
  racially learned technique. When you learn a skill that 
  includes kicking, buying this perk lets you use Kicking with 
  that skill, rather than having to buy it a second time as a skill-
  based technique.
  Waterproofing
  You have the equivalent of waterproof clothing in your nat-
  ural body covering, protecting you from the chilling effects of 
  getting soaked (Cold, p. B430).
  Resistant
  see pp. B80-81
  In a campaign that uses the bleeding rules (p. B420), 
  Bleeding is a Rare condition with a base cost of 5 points for 
  Immunity (equivalent to Injury Tolerance (No Blood), p. B61). 
  Realistic bioengineered races may have improved blood clot-
  ting, giving bonuses to HT rolls to stop bleeding: +8 for 2 
  points, or +3 for 1 point (effectively a perk).
  Spines
  see p. B88
  Spines can be taken with the modifiers Can’t Wear Armor 
  or Directional as defined for Damage Resistance (p. B47).
  Striker
  see p. B88
  A Striker can be used to attack or to parry, as if it were a 
  weapon. If used to parry, it doesn’t take damage. But it’s possi-
  ble to target the Striker itself with an attack as if it were a limb 
  or an extremity; see pp. B552-554. For example, a heavy tail or 
  wings that can deliver an attack count as a Striker.
  Strikers such as horns or tusks are targeted as if they were 
  weapons, according to their reach (p. B400). Injury to such a 
  body part is not considered as general injury. Injury exceed-
  ing HP/2 isn’t a major wound, but it may cripple or dismem-
  ber the Striker, making it incapable of attacking or parrying 
  (p. B422).
  Temperature Tolerance
  see p. B93
  For Amphibious (p. B40) or Aquatic (p. B145) races, the 
  basic thermal comfort zone in water is 75-85°F. Each point of 
  Temperature Tolerance adds HT/5 in °F to this range.
  neW AdvAntAGe
  Some furry races have a new advantage.
  Good Grip
  5 points/level
  This is the converse of Bad Grip (p. B123). This can repre-
  sent hardened, closely opposed gripping surfaces like a crab’s 
  claws or a set of pliers or forceps (typically one level), or a 
  suction apparatus like an octopus’ suckers (typically two lev-
  els). Each level gives +2 with tasks that require a firm grip 
  (including climbing).
  dIsAdvAntAGes
  As with advantages, disadvantages can take special forms 
  in a furry campaign, particularly a setting that takes a com-
  paratively realistic approach to animal traits.
  Bad Sight
  see p. B123
  Many animals, including most mammals other than pri-
  mates – and some biologically realistic anthropomorphic 
  races – have a new form of this disadvantage (originally 
  defined in GURPS Powers: Enhanced Senses, p. 12).
  Low Resolution: Human eyes are extraordinarily keen, with 
  closely spaced retinal cells. Most animals’ vision is coarser. 
  Treat this as a straightforward -4 to spot objects at any range, 
  and -8 to resolve fine details. Typical furry races don’t have 
  Low Resolution.
  May the hair on his toes never grow 
  thin!
  – J.R.R. Tolkien, The Hobbit
  
   
  FuRRIes In plAy 
  14
  Quirks
  Various new quirks are used in defining furry and similar 
  races.
  Ambitious
  You want power, and focus your actions on attaining it. 
  You won’t betray yourself by lashing out at slights, as if you 
  were Selfish, but you remember them.
  Audacious
  Overconfidence as a quirk. You like risky strategies and 
  will act boldly if there’s a chance of a payoff.
  Confident
  Another quirk-level version of Overconfidence. If a task is 
  possible, you’re not held back by doubting your competence, 
  but you have a realistic estimate of your abilities.
  Irritable
  Bad Temper as a quirk. You don’t lose control of yourself, 
  but annoying actions or conditions get under your skin, giving 
  you a -1 reaction modifier to the whole situation (or -1 to oth-
  ers’ attempts to influence you).
  Opportunistic
  Akin to Bestial, but much more restrained. You do under-
  stand legal concepts of property, but you’re casual about 
  acting on them; if you can pick up a small item, or squat in 
  someone’s home or workspace, you’ll do so.
  Rivalrous
  You show quirk-level Jealousy toward one specific person 
  you regard as a rival. You almost always have such a rival.
  Restricted Diet
  see p. B151
  Races that eat only fresh meat have Restricted Diet at 
  the “Very Common” level; so do races that eat only plants. 
  Narrower restrictions (such as insects) are treated as 
  “Common.” Scavengers that eat dead animals have some level 
  of Reduced Consumption with Cast-Iron Stomach as a partial 
  offset for the “Very Common” level of Restricted Diet if they 
  also eat fresh meat, or the “Common” level if they can only 
  eat carrion.
  Social Stigma
  see pp. B155-156
  Uplifted animal races may have Uneducated (such as with 
  Humanity’s Clients, pp. 21-23). This reflects not social or cul-
  tural background, but inherent neurological limits on their 
  capacity for abstract thought; it can’t be bought off by living 
  among educated humans. The -1 reaction modifier may indi-
  cate polite condescension, rather than contempt or mockery.
  modIFIeRs
  Defining the combat abilities of furries calls for some clar-
  ified, modified, or new limitations.
  Limited Arc
  Variable
  Originally defined for Striker (p. B88), this modifier can 
  apply to attack abilities with Jet or Melee Attack (see Skunk 
  Spray, p. 27).
  An unmodified attack is at -2 to reach the rear hex (and the 
  opposite side hex, for one-handed attacks), due to awkward 
  angle of attack; it also is limited to Wild Swings (p. B388) 
  to the rear and side hexes by arc of vision, though 
  Peripheral or 360° Vision can avoid this (see pp. B388-
  389). The Wild Swing penalty and the -2 penalty are not 
  cumulative. If an attack is at -2 to reach the rear and side 
  hexes (and the opposite side-front hex, if one-handed), 
  this is a -20% limitation; if it’s at -2 to reach any hex but 
  the one directly in front, that’s -40%. (See also Reversed 
  Arc, below.)
  If you can’t see into any of the hexes where your angle 
  of attack is least awkward, that’s an extra -20% limitation.
  Penalties from Limited Arc are cumulative with pen-
  alties from Clumsy (p. B88), which applies a penalty to 
  all your angles of attack, including the least awkward.
  Reversed Arc
  +0%
  Applies to the same abilities as Limited Arc (above). 
  Treat the rear and side hexes as if they were front 
  hexes; the side-front hexes as if they were side hexes; 
  and the hex directly in front as if it were the rear hex. 
  Unless you have Peripheral or 360° Vision, side and 
  rear attacks are still Wild Swings (p. B388). The result-
  ing penalties can often be avoided with martial arts 
  techniques (Back Spray, p. 17, Back Tail Strike, p. 17, 
  and Front Tail Strike, p. 17).
  vIsIBle RACIAl FeAtuRes
  Many of the races in this book have one or another kind 
  of visible features. Some clarification of the differences 
  between them may be helpful.
  Supernatural Features are traits that a normal member of 
  a race doesn’t have. They aren’t immediately obvious, but if 
  someone spots them, they give evidence that the person is a 
  supernatural being pretending to be a member of that race.
  Unnatural Features are also traits that a normal member 
  of a race doesn’t have, but they are obvious. When spotted, 
  they give evidence of not being a member of that race. The 
  person is not necessarily a supernatural being; they’re just 
  something different. In this book, funny animals (pp. 33-34) 
  have the Unnatural Feature “Three-dimensional drawing,” 
  which is worth -5 points.
  Distinctive Features also are obvious, but they can occur 
  in a normal member of a race. Individual Distinctive Fea-
  tures make someone look different from others of their race. 
  If an entire race has a Distinctive Feature, it represents an 
  eye-catching trait that enhances their visibility, such as the 
  stripes of a skunk or the extra tails of an elder kitsune; every 
  member of such a race tends to attract notice. A number of 
  races in this book have Distinctive Features.
  
   
  FuRRIes In plAy 
  15
  skIlls
  Furry races have the standard two options for skills. 
  A racially learned skill costs however many points it takes 
  to buy the skill at a certain level relative to its controlling 
  attribute. If the skill is purely instinctive, and can’t be 
  improved by learning, the race has Fixed Skill as a feature 
  (a type of taboo trait). If it’s a universal base level that can 
  be improved, the race lacks this feature. A racial skill bonus 
  to one skill gives +1 per level, to a maximum of +3, at a cost 
  of 2 points/level – but doesn’t grant the skill itself; if a char-
  acter hasn’t spent any points on the skill, apply the bonus 
  to the default, if the skill has one.
  Some races (for example, mephitids, pp. 26-27) have a 
  new specialty of an existing skill.
  Innate Attack
  see p. B201
  Spray: Similar to Breath, but the attack is emitted at the 
  rear of your body – often under your tail, if you have one.
  teChnIQues
  A further option is a racially learned technique. This rep-
  resents a particular race focusing on a specific use of one skill; 
  that action is performed at a reduced penalty or a natural 
  bonus. In combat, furry races may have such techniques for 
  unarmed attacks using the race’s natural weapons, but not for 
  weapon attacks.
  Example: A race of pouncing carnivores might have Neck 
  Snap +4, costing 5 points. Members of the race can make an 
  unmodified ST roll to snap their prey’s neck after grabbing it 
  with both hands – or with teeth, if the race is good at biting. 
  This would be written as Neck Snap (H) ST [5].
  FeAtuRes
  Features are descriptive traits worth 0 points that help 
  define a race. A feature doesn’t make a race more or less capa-
  ble overall, but defines more precisely what it looks like or 
  how it does things.
  Born Biter: A leveled feature. You have elongated jaws that 
  give you +1 to +3 SM for biting (see Mouth, p. 16). The same 
  bonus applies to attacks that target your face. (In a cam-
  paign that uses the added hit locations in GURPS Martial 
  Arts, use the slightly different version of Born Biter on p. 115 
  of that book.)
  Digitigrade: You walk and run on your toes rather than on 
  the soles of your feet. Automatically included in Hooves.
  Four-Fingered: The hallmark of many cartoon charac-
  ters – your hands have only four fingers.
  Good and Bad Angel: When you’re in inner conflict, it mani-
  fests as two little spirits hovering to either side of you, encour-
  aging you to take the “good” or “bad” option. This feature most 
  often comes up when you’re about to make a self-control roll; 
  usually the “good” spirit will argue for self-control and the 
  “bad” one against it, but this can be reversed for traits such as 
  Honesty or Compulsive Generosity. This trait may accompany 
  Split Personality (for some examples, see Exotics, pp. 29-31). 
  The player, the GM, or even two other players can offer argu-
  ments for the two sides. This feature is especially suitable for 
  funny animals and other “cartoon” characters.
  Gracile: A leveled feature. Gracile 1 adds 5% to average 
  height for a character’s ST; Gracile 2 adds 10%. Weight is 
  unchanged.
  Potential Form: You have another form – but not an 
  Alternate Form, because you can’t revert; the change to 
  the additional form is irreversible. The change may be a 
  matter of time, or triggered by environmental conditions 
  favorable to the new form, general stress (as from injury 
  that requires a HT roll to avoid death), or injury that makes 
  the old form nonfunctional (in this case, take Extra Life 1 
  as well). Each form has its own template. If the template 
  for the new form has a higher point cost, Potential Form is 
  an advantage whose cost is half the difference, rounded up; 
  the balance must be paid when the change occurs.
  Robust: A leveled feature. Robust 1 subtracts 5% from 
  average height for a character’s ST; Robust 2 subtracts 
  10%. Weight is unchanged.
  Sign Language: You use sign language at Native level in 
  place of a spoken language (p. B25).
  Tail: You have a normal animal tail without special func-
  tions such as manipulation or striking; these can be bought 
  separately as advantages. It can be targeted at -3. For effects 
  of attacks on the tail, see p. B553.
  Zoomorph (Species): A feature found in classic “funny ani-
  mals” (pp. 33-34). You’re visually recognizable as an animal of 
  some type – but it’s a purely cosmetic trait. Any special abili-
  ties you possess have to be bought separately.
  Signature Traits
  In older stories, animals and other creatures are often 
  shown as having signature traits: special physical, men-
  tal, or moral qualities that set them apart from other 
  species – often reflected in proverbs. These aren’t neces-
  sarily real biological traits; they reflect how humans see 
  the animal. An elephant might have Eidetic Memory, or a 
  cat might have Jealousy. Furry races are sometimes imag-
  ined with such traits – though not always the traditional 
  ones for the species they’re based on; for example, cartoon 
  skunks such as Ma’m’selle Hepzibah and Pepé Le Pew are 
  shown as French and romantic (see Mephitid, pp. 26-27). 
  The races in this supplement often have such traits.
  
   
  FuRRIes In plAy 
  16
  mARtIAl ARts
  Furry adventurers need to fight as much as human ones. 
  But their different shapes and traits can lead to different ways 
  of fighting.
  The rules presented here use the hit locations defined in the 
  GURPS Basic Set. For more detail, use the new hit locations 
  on pp. 137-139 of GURPS Martial Arts: ear, jaw, joints, nose, 
  spine, and veins and arteries.
  ComBAt optIons
  Furries sometimes have distinctive anatomical features 
  that are useful in combat. Some add damage to a standard 
  combat move, or change the type of damage. Others are used 
  in moves that aren’t part of human martial arts.
  Claws
  Requires one of Blunt Claws, Sharp 
  Claws, Talons, or Long Talons. Adds to 
  damage from punches and/or kicks, or 
  changes its type.
  Hooves
  Requires Hooves. Adds to damage 
  from kicks and stamps (p. 18). Protects 
  the feet when striking a hard surface.
  Horns
  Requires a Striker that represents one 
  or more horns. Can be grappled. Can 
  parry, unless specified otherwise for a 
  particular race. Provides additional combat 
  options. See also Extra Head, p. 12.
  Head Butt: Defaults to DX, Brawling, or Karate. Inflicts 
  damage as a Striker. Self-inflicted injury, or injury from a tar-
  geted attack, affects the horns, but come off of total Hit Points.
  Horn Shove: Only usable if the horns inflict crushing dam-
  age. Defaults to DX or Sumo Wrestling. Treat as a shove (see 
  p. B372), but based on Striker damage.
  Mouth
  Nearly any animal can use its mouth to attack, but it’s not 
  the focus of human martial arts. Other races may treat the use 
  of the mouth as an additional combat option.
  Bite: Defaults to DX or Brawling. With the Biting Mastery 
  perk, this option defaults to Karate and can benefit from its 
  damage bonus. Sharp Beak allows targeting the eyes or vitals; 
  Fangs allows targeting the vitals, but not the eyes. The amount 
  and type of damage inflicted are modified by Teeth or Weak 
  Bite. After a bite, the attacker can hold on and grapple a foe 
  with teeth (see below); holding on does not require another 
  attack roll, but still counts as an attack (one that can’t miss or 
  be defended against), not a free action. The initial bite is at the 
  full hit location penalty.
  Mouth Grapple: Requires treating the mouth as an arm 
  (Beak and Tongue, p. 12). Defaults to DX, Sumo Wrestling, or 
  Wrestling. The hit location penalty is halved, but establishing 
  the grapple inflicts no damage.
  Hit Locations
  Allowed hit locations for a bite or grapple and its effects 
  depend on relative Size Modifier, subject to adjustment for 
  levels of Born Biter (p. 15).
  The target’s SM equals or exceeds the attacker’s. A bite or 
  mouth grapple counts as a one-handed grapple for all pur-
  poses. In addition to the standard effects of a grapple, the 
  attacker can worry a body part they have grappled with teeth 
  or beak, inflicting biting damage each turn. This can cripple 
  an extremity, and if penetrating damage exceeds twice the 
  required injury to cripple a hand or foot, the attacker has 
  bitten off a finger or toe. The character can’t bite off an 
  entire extremity or limb, and can only cripple a limb 
  on a critical hit result of 7, 8, 13, or 14. If targeting the 
  skull, the attacker never gets the ¥4 wounding modi-
  fier for damage that exceeds its DR.
  The target’s SM is 1 or 2 less than the attacker’s. 
   A bite or mouth grapple counts as a two-handed 
  grapple for purposes of breaking free, strangling, 
  Neck Snap, and Wrench (Limb), but as one-handed 
  otherwise. The attacker can cripple or sever limbs 
  or extremities, or bite through the skull. Otherwise 
  as above.
  The target’s SM is at least 3 less than the attacker’s.  
  A bite or mouth grapple counts as a two-handed 
  grapple. The attacker can engulf the entire head or 
  torso in their jaws. If the bite encompasses the entire 
  torso, the character can attempt to pin a standing 
  foe, trapping the target helplessly in their mouth.
  Tail
  A Tail as a feature (p. 15) cannot grapple or inflict dam-
  age, nor can a Prehensile Tail as defined on p. 12. Inflicting 
  damage requires Striker (to represent a larger, stronger tail) in 
  addition to the Tail feature. In this supplement, such Strikers 
  are considered to have Reversed Arc (p. 14); attacks to the rear 
  are usually treated as Wild Swings (p. B388). Any tail can be 
  grappled or targeted with an attack. A tail Striker can parry, 
  unless specified otherwise for a particular race, and it provides 
  additional combat options.
  Tail Strike: Defaults to DX or Brawling. Inflicts damage as 
  a Striker.
  Tail Sweep: Defaults to Judo, Karate, or Sumo Wrestling 
  at -3. Knocks down an opponent with a Quick Contest: the 
  attacker’s ST or effective skill vs. the target’s ST, DX, Acro-
  batics, or best grappling skill.
  Torso
  Requires both Constriction Attack and Double-Jointed. 
  Allows a character with a flexible torso to grapple a foe whose 
  SM is less than or equal to the character’s. Doing so is equiva-
  lent to a two-handed grapple and allows a Constriction Attack 
  to damage the target.
  
   
  FuRRIes In plAy 
  17
  teChnIQues
  Many of these options can be the basis for combat tech-
  niques. Some are the same as those used by human fighters 
  (pp. B230-232 and GURPS Martial Arts, pp. 65-89, offer lists). 
  Some can only be used by furries with a particular anatomy. 
  Prerequisites listed include anatomical features. Techniques 
  based on a race’s primary form of combat are treated as “intu-
  itive” and are of Average difficulty.
  Back Spray
  Average
  Default: Innate Attack (Spray)-2.
  Prerequisite: Innate Attack (Spray); cannot exceed 
  Innate Attack (Spray).
  You can fire a backward spray from your posterior; 
  this is a jet and is treated as a melee attack. This tech-
  nique avoids the penalty for a Wild Swing and exempts you 
  from the effective skill limit of 9 for using one. It requires 
  a strained posture with your torso twisted and your head 
  turned to the side, which gives you -2 to all active defenses.
  Back Tail Strike
  Average
  Default: Brawling-2.
  Prerequisites: Striker (Tail) and Brawling; cannot exceed 
  Brawling.
  You can use your tail to attack a foe who is behind you, 
  inflicting thrust damage at +1 per die. This technique cancels 
  the penalty for a Wild Swing and exempts you from the effec-
  tive skill limit of 9 for using one. It requires a strained pos-
  ture with your torso twisted and your head turned to the side, 
  which gives -2 to all active defenses.
  Clawed Grapple
  Average
  Default: ST; cannot exceed ST+4.
  Prerequisites: Sharp Claws, Talons, or Long Talons.
  When you grapple a foe, your claws pierce their flesh, 
  inflicting half damage. If you have this technique above 
  default, it adds to your ST when you resist their breaking free. 
  If they do break free, they suffer half damage a second time. 
  You can’t release the foe as a free action, and you can’t set up 
  locks and holds such as Choke Hold.
  Dual Back Kick
  Average
  Default: prerequisite skill-6.
  Prerequisites: Extra Legs (Four Legs) and Brawling, Karate, 
  or Mount; cannot exceed prerequisite skill.
  You can attack someone behind you without changing fac-
  ing, similar to Back Kick (p. B230). You brace your front legs 
  and use your torso muscles to kick out with both rear legs 
  together. You inflict +2 damage compared with a standard 
  kick, or +1 damage per die, if this is better, plus any Brawling 
  or Karate bonus. If you kick something with DR 3 or above, 
  both feet take full damage (hoof DR protects against this for 
  each hoof), and if your foe successfully parries and inflicts 
  damage, both legs take full damage. This is an All-Out Attack 
  (Strong) that precludes any active defense until your next turn.
  Front Tail Strike
  Hard
  Default: Brawling-2.
  Prerequisites: Striker (Tail) and Brawling; cannot exceed 
  Brawling.
  Use a sideways swing of the tail to strike at an awkwardly 
  placed foe directly in front of you, or one in your side-front 
  hexes, if you have Limited Arc that gives you a penalty to 
  attack there.
  Leg Loop
  Hard
  Default: Wrestling-6.
  Prerequisites: Constriction Attack, Double-Jointed, and 
  Wrestling; cannot exceed Wrestling.
  If you succeed in a grappling attack, you have coiled your 
  flexible body around the legs of an adversary. If the target 
  doesn’t break free, you have them in your coils. The victim 
  may attempt to escape on subsequent turns, at a cumulative 
  -1 per turn. If the foe is standing, you can attempt a takedown 
  (p. B370), in which you have +3 in the Quick Contest.
  Locking Horns
  Average
  Defaults: DX, Judo, or Wrestling.
  Prerequisite: Striker (Horns); cannot exceed DX+3, Judo+3, 
  or Wrestling+3.
  To lock horns, you must use your own horns to successfully 
  parry a foe’s horn attack. On your next turn, roll vs. Locking 
  Horns to hit. If you succeed, and your foe doesn’t dodge (by 
  pulling their head back quickly), you have caught their horns 
  with yours in a grapple. If the opponent attempts to break 
  free, you’re at +2 in the Quick Contest. You can attempt a take-
  down (p. B370) on subsequent turns; you’re at +3 in the Quick 
  Contest to do so. You can also attempt a no-hands Neck Snap 
  (p. B404) with a roll vs. ST-4.
  Neck Snap (Teeth)
  Hard
  Default: ST-4; cannot exceed ST+3.
  Requires that you first grapple your foe’s neck with your 
  teeth (see Mouth, p. 16). If you succeed, treat this like a stan-
  dard Neck Snap (p. B404).
  He kicked like a mule and he bit like  
  a crocodile.
  – Johnny Cash, “A Boy Named Sue”
  
   
  FuRRIes In plAy 
  18
  Rearing Kick
  Hard
  Default: prerequisite skill-3.
  Prerequisites: Extra Legs, Hooves, and Brawling, 
  Karate, or Mount; cannot exceed prerequisite skill.
  Attack a foe by rearing up and striking down with 
  a foreleg. Despite its name, this is actually treated as a 
  punch, with reach C if you are SM 0. This action can 
  only target the upper body (not the groin, legs, or feet), 
  but applying your body weight to the blow avoids the 
  -1 damage penalty for a punch, and hooves give you 
  another +1; add any Brawling or Karate bonus. If you 
  miss, you aren’t at risk of falling.
  Rolling Slam
  Hard
  Default: prerequisite skill-1.
  Prerequisites: Curls Up and Brawling or Sumo 
  Wrestling; cannot exceed prerequisite skill.
  A cinematic technique for races that can curl up 
  to protect their faces and vitals (Curls Up, p. 13). 
  You may only target the lower body (groin, legs, and 
  feet). You must initially make an Acrobatics-2 roll to 
  tumble toward your foe at full Move, during which 
  you assume a curled posture. If you succeed, anyone 
  attacking you must add your Move to range, con-
  trary to Ranged Attacks on Human Targets (p. B373). 
  Failure means you miss your target; critical failure 
  means you fall down and are not curled up. If you 
  succeed, you inflict damage for a slam (and if your 
  back has rigid armor, you can buy Striking Surface 
  for slam attacks) – or, if you have Spines, you inflict 
  maximum damage, as if your foe had slammed  
  you (p. B88).
  Stamp
  Hard
  Default: prerequisite skill-3.
  Prerequisite: Brawling or Karate; cannot exceed 
  prerequisite skill.
  A variant on kicking, this technique involves a swift 
  downward movement of the heel or a hoof. You can 
  target the foot or leg of a standing foe, or any part of 
  a foe who is lying down. Gives +1 damage compared 
  with a standard kick, with +1 for a hoof, plus any 
  Brawling or Karate bonus. If you miss, you must roll 
  vs. DX or be off balance and unable to retreat until 
  your next turn. Equivalent to a Stamp Kick as defined 
  in GURPS Martial Arts.
  If you have Hooves, treat this as an Average tech-
  nique, which can default to DX-3.
  Sweep (Horns)
  Hard
  Default: prerequisite skill-3.
  Prerequisites: Striker (Horns) and Judo or Sumo 
  Wrestling; cannot exceed prerequisite skill.
  undeR the hood: 
  teChnIQue desIGns
  GURPS Martial Arts, pp. 89-95, provides a system for 
  designing new techniques, which has been used to create com-
  bat techniques for furry races. For Spray, see Innate Attack, 
  p. 15. For Tail Strike, see p. 16.
  Back Spray: The base attack is Spray (Innate Attack+0) with 
  the following modifiers: -2 to all active defenses (+4), Wild 
  Swing (-5), and ignores skill limit for Wild Swing (-1). The total 
  default modifier is -2. The difficulty level is Average.
  Back Tail Strike: The base attack is Tail Strike (Brawling+0) 
  with the following modifiers: -2 to all active defenses (+4), Wild 
  Swing (-5), and ignores skill limit for Wild Swing (-1). The total 
  default modifier is -2. The difficulty level is Average.
  Clawed Grapple: The base attack is Grapple (DX+0, Judo+0, 
  or Wrestling+0) with the following modifiers: cannot release 
  grapple as a free action (+1), cannot set up Arm Lock, Choke 
  Hold, and similar locks and holds (+1), and inflicts half claw 
  damage on initial attack (-1) and when target breaks free (-1). 
  The total default modifier is 0. The difficulty level is Average.
  Dual Back Kick: The base attack is Kick (Brawling-2, Karate-2, 
  or Mount-2) with the following modifiers: if parried, both legs 
  take full damage (+1), striking DR 3+ damages both feet (+1), 
  Wild Swing (-5), and ignores skill limit for Wild Swing (-1). The 
  total default modifier is -6. The difficulty level is Average.
  Front Tail Strike: The base attack is Tail Strike (Brawling+0), 
  modified with awkward angle of attack (-2). The total default 
  modifier is -2. The difficulty level is Hard.
  Leg Loop: The base attack is Grapple (Torso) (Wrestling+0) 
  with the following modifiers: acts as a Dual-Weapon Attack (-4), 
  targets the legs (-1), and sets up a takedown at +3 (-1). The total 
  default modifier is -6. The difficulty level is Hard.
  Locking Horns: The base attack is Grapple (Horns) (Wres-
  tling+0) with the following modifiers: requires a parry roll (+1), 
  takes an action to set up (+1), targets horns (-1), and allows 
  Neck Snap without hands (-1). The total default modifier is 0. 
  The difficulty level is Hard.
  Rearing Kick: The base attack is Punch (Brawling+0, 
  Karate+0, or Mount+0) with the following modifiers: limited 
  target selection (+1) and adds 1 per die (-4). The total default 
  modifier is -3. The difficulty level is Hard.
  Rolling Slam: Combat Option: Slam (Brawling+0 or Sumo 
  Wrestling+0) with the following modifiers: acrobatic attack (-2), 
  allows attack when curled up (see p. 13; -1), requires Acrobat-
  ics-2 roll before attack (+1), and targets lower body only (+1). 
  The total default modifier is -1. The difficulty level is Hard.
  Stamp: Combat Option: Kick (Brawling-2 or Karate-2) with 
  the following modifiers: limited target selection (+1) and +1 
  damage (-2). The total default modifier is -3. The difficulty level 
  is Hard, or Average with hooves.
  Sweep (Horns): Combat Option: Sweep (Horns) (Judo-3 or 
  Sumo Wrestlin-3). The total default modifier is -3. The difficulty 
  level is Hard.
  Sweep (Tail): The base attack is Sweep (Tail) (Judo-3 or 
  Sumo Wrestling-3), modified with awkward angle of attack (-2). 
  The total default modifier is -5. The difficulty level is Hard.
  
   
  FuRRIes In plAy 
  19
  Use a sideways twist of the head and neck to knock down a 
  foe in a single attack, in the same way as with a kick (p. B232). 
  Reach is C, unless your horns or your neck are unusually long.
  Sweep (Tail)
  Hard
  Default: prerequisite skill-3, or -5 for an awkward angle of 
  attack.
  Prerequisite: Striker (Tail) and Judo or Sumo Wrestling; 
  cannot remove more than the default penalty.
  Use a sideways swing of the tail to knock an adversary’s 
  legs out from under them, in the same way as with a kick 
  (p. B232). Can compensate for awkward angle of attack for a 
  target in front of you. Your tail must have at least reach 1 to 
  use this (reach 2 if the target is directly in front of you).
  Wrench (Limb) (Teeth)
  Hard
  Default: ST-4; cannot exceed ST+3.
  Must be learned separately for arm, leg, tail, or wing. A 
  limb that can function as more than one of these, such as a 
  foot manipulator, can be wrenched with either of the appli-
  cable techniques. Requires that you first grapple the affected 
  limb with your teeth (see Mouth, p. 16). If you succeed, treat 
  this like a standard limb wrench (p. B404).
  styles
  Furry races may have distinctive martial 
  arts styles, especially if the form of their bodies 
  gives them different combat options. To learn 
  a style, spend 1 point on each of its (noncine-
  matic) skills and 1 point on its Style Familiarity 
  perk. This allows learning the style’s techniques, 
  as discussed in GURPS Martial Arts – including the new 
  techniques just defined (pp. 17-19). For a few other suitable 
  styles, see Dragon Fighting, Ulvinger Fighting, and Under-
  water Styles in GURPS Martial Arts: Yrth Fighting Styles.
  Alate Combat
  4 points
  An avian combat art suited for use in flight. Includes grap-
  pling with claws and pecking, biting, or grappling with a 
  beak. A common move is to grasp with the claws and strike 
  with the beak. The enhanced dodging ability allowed by flight 
  can be augmented by an Acrobatic Dodge; Aerobatics can 
  also be used to feint. Advanced practitioners may acquire Bit-
  ing Mastery and learn Karate, applying its bonuses to their 
  beak attacks.
  Skills: Aerobatics; Brawling; Judo.
  Techniques: Clawed Grapple; Feint (Aerobatics).
  Perks: Aerobatic Feints; Biting Mastery; Rapid Retraction 
  (Bites).
  Optional Traits
  Advantages: Combat Reflexes; Enhanced Dodge; Fit.
  Disadvantages: Claustrophobia.
  Skills: Karate; Savoir-Faire (Dojo).
  Canine Police Combat
  4 points
  Police combat training for neodogs (p. 22), nicknamed 
  “dog fu,” builds on natural canine fighting moves, but empha-
  sizes taking a foe out of action over inflicting injury. In par-
  ticular, it teaches the use of the mouth for holding as well as 
  biting. Neodogs have Born Biter 1 (p. 15), giving +1 to SM for 
  biting attacks. They grapple with their jaws as part of their 
  version of Sumo Wrestling, along with shoving, slamming, 
  and tripping – all based on instinctive canine combat moves. 
  They often grab a foe’s weapon arm and hang on, following 
  up by a disarm or takedown; if seeking to do damage, they 
  may worry the arm (see Teeth, GURPS Martial Arts, p. 115). 
  Going for the throat is discouraged, but some neodogs learn 
  Wrestling and the use of choke holds.
  As quadrupeds, neodogs have an extra -1 to attack a stand-
  ing humanoid’s neck, face, eye, or skull, but +1 to attack feet, 
  legs, or groin.
  Skills: Brawling; Jumping; Sumo Wrestling.
  Techniques: Disarming (Sumo Wrestling); Feint (Brawl-
  ing); Trip (Sumo Wrestling); Wrench (Limb) (Teeth).
  Cinematic Skills: Immovable Stance; Kiai; Power Blow.
  Cinematic Techniques: Roll with Blow; Springing Attack 
  (Sumo Wrestling).
  Perks: Biting Mastery; Ground Guard; Teamwork (with 
  handler or another dog); Unusual Training (Kiai).
  Optional Traits
  Advantages: Enhanced Dodge; High Pain Threshold.
  Disadvantages: Overconfidence; Pacifism (Cannot 
  Harm Innocents).
  Skills: Acrobatics; Karate; Wrestling.
  Hnarff
  4 points
  The horse-like Houyhnhnms (p. 30) prefer to settle dis-
  agreements by reasoned discussion. However, some of them 
  take up the study of combat for sheer scientific interest or as 
  a precaution against humans and other dangerous beasts. The 
  resulting art is called, straightforwardly, hnarff (“striking”).
  Basic to hnarff is geometric analysis of stances and move-
  ments for effectiveness. Combat relies on the use of the 
  hooves; biting is less effective and is disdained as animalistic. 
  Nearly all the favored techniques avoid the racial damage pen-
  alty for ordinary kicking. Masters of hnarff favor Evaluate as 
  a maneuver, delaying their attacks while they watch for the 
  best move.
  Skills: Karate; Mathematics/TL3 (Pure); Savoir-Faire (Dojo).
  Techniques: Back Kick; Dual Back Kick; Feint; Kicking; 
  Rearing Kick; Stamp.
  Cinematic Skills: Breaking Blow; Immovable Stance.
  Cinematic Techniques: Timed Defense.
  Perks: Sure-Footed (Uneven).
  Optional Traits
  Advantages: Danger Sense (Hypersensory); Enhanced 
  Dodge; Mathematical Ability; Trained by a Master; Unfazeable.
  Disadvantages: Pacifism (Cannot Harm Innocents).
  Skills: Philosophy (Rationalism); Tactics; Teaching.
  
   
  FuRRIes In plAy 
  20
  Sauromachia
  5 points
  A combat style practiced by saurs (p. 28), akin to the 
  ancient Greek unarmed combat art of pankration, but empha-
  sizing attacks with the large jaws and the tail; kicking plays a 
  relatively minor part. Making an opponent fall is a frequent 
  goal, with a tail sweep or a shove, or by a grapple with the 
  jaws followed by a takedown. Alternatively, a sauromachist  
  may follow a grapple by pummeling a foe with fists. The abil-
  ity to withstand pain and fear is admired, and saurs often try 
  to gain a moral victory over a foe through intimidation.
  Saurs who have the Fire-Breathing lens (p. 28) will learn 
  Innate Attack (Breath).
  Skills: Brawling; Intimidation; Sumo Wrestling; Wrestling.
  Techniques: Arm Lock; Back Tail Strike; Neck Snap (Teeth); 
  Sweep (Tail); Wrench (Limb) (Teeth).
  Cinematic Skills: Body Control; Immovable Stance.
  Perks: Fearsome Stare*; Follow-Through*; Neck Control.
  Optional Traits
  Advantages: Fit or Very Fit; High 
  Pain Threshold; Perfect Balance.
  Disadvantages: Overconfidence.
  Skills: Autohypnosis; Innate Attack 
  (Breath); Savoir-Faire (Dojo).
  * See GURPS Power-Ups 2: Perks, 
  p. 15.
  The Way of the Claw
  5 points
  A martial art for cat-folk and other races with sharp claws 
  or talons, the way of the claw combines karate-like striking 
  and kicking moves with clawed hands and feet, and grappling 
  attacks where the claws pierce the foe’s flesh. Practitioners 
  often acquire scars while mastering the art. Ability to fight on 
  through pain is highly regarded.
  Skills: Acrobatics; Karate; Savoir-Faire (Dojo); Wrestling.
  Techniques: Breakfall (Acrobatics); Clawed Grapple; Dis-
  arming (Wrestling); Feint (Karate); Ground Fighting (Wres-
  tling); Kicking (Karate); Wrench (Limb).
  Cinematic Skills: Pressure Points.
  Perks: Neck Control.
  Optional Traits
  Advantages: Combat Reflexes; Fit; High Pain Threshold.
  Disadvantages: Callous; Impulsiveness.
  Quirks: Distinctive Features (Scars).
  Skills: Jumping.
  First there was a belt to go round each animal, and then  
  a sword to be stuck into each belt, and then a cutlass on  
  the other side to balance it.
  – Kenneth Grahame, The Wind in the Willows
  GeAR
  Furry races are often bigger or smaller than humans, 
  and may need over- or undersized gear. GURPS Low-Tech 
  Companion 2: Weapons and Warriors offers scaling rules 
  for weapons and armor – but they’re based, roughly, on the 
  square-cube law, which isn’t a good fit to anthropomorphic 
  furries (see Size Modifier, p. 11). For cinematic furries, use the 
  Weapon and Armor Scaling Table (below).
  ARmoR
  For armor, start with the SM 0 version. Multiply its weight 
  and cost by the entry in the “Weight” column corresponding 
  to the race’s SM. Multiply its DR by the factor in the column 
  “Damage (+1 or more),” rounding any fraction of 0.5 or more 
  up, but dropping smaller fractions. (Small races have to wear 
  thin armor that gives little protection.) For clothing with no 
  DR, use the same rules, but apply the bonuses under “Damage 
  (0 or less)” for larger-than-human races.
  WeApons And tools
  For weapons, start with the SM 0 version. Multiply weight 
  and cost by the factor under “Weight.” If the weapon gives a 
  damage bonus, multiply it by the factor under “Damage (+1 or 
  more)” that corresponds to the race’s SM; round any fraction 
  of 0.5 or more up, but drop smaller fractions. If the weapon 
  gives no bonus, apply the modifier under “Damage (0 or less).” 
  Multiply reach by the factor under “Reach.” For this purpose, 
  treat reach C as 0.5. Round the resulting reach to the nearest 
  value. The same rules apply for tools.
  In addition to these factors, when using a weapon or tool 
  designed for a different SM, apply a skill penalty equal to the 
  difference between the two SMs. (The perk Huge Weapons 
  (SM) can compensate for this with outsized weapons; see 
  GURPS Power-Ups 2: Perks, p. 6.)
  Only the skill penalty for using weapons and tools of mis-
  matched size applies to cartoon “funny animal” races (see Size 
  Modifier, p. 11); do not adjust other traits because of the size 
  of the gear.
  WeApon And ARmoR  
  sCAlInG tABle
   SM Typical 
  Damage 
  Damage 
  Weight Reach
   
   
  ST 
  (+1 or more) (0 or less)
   -4 
  1 
  0.1 
  -1 
  0.01 
  0.25
   -3 
  2 
  0.2 
  -1 
  0.04 
  0.35
   -2 
  3 
  0.3 
  -1 
  0.10 
  0.5
   -1 
  6 
  0.6 
  0 
  0.35 
  0.75
   0 
  10 
  1 
  0 
  1.00 
  1
   +1 
  18 
  1.8 
  +1 
  3.25 
  1.5
   +2 
  32 
  3 
  +2 
  10.00 
  2.5
  
   
  the zooloGICAl GARden 
  21
  This chapter provides racial templates for a large num-
  ber of animal-based sapient races. Nearly all are suitable as 
  player characters, at least in some campaigns. The majority 
  are classic furries, with animal traits and humanoid bod-
  ies. They can also be used as models for designing other 
  animal-based races, and they illustrate the range of possi-
  bilities for such races.
  The templates use traits found in the Basic Set, GURPS 
  Power-Ups 2: Perks, GURPS Power-Ups 6: Quirks, and 
  Chapter 2 of this supplement.
  ChApteR thRee
  the zooloGICAl 
  GARden
  multICultuRAl FuRRIes: Beyond RACIAl templAtes
  Furry stories and games often assume either that all 
  furries share a common culture, or that each race or 
  species has its own distinctive culture. This is a pattern 
  also found in fantasy, which may assume that races such 
  as dwarves, elves, and orcs each have their own distinct 
  monocultures. But other approaches are possible. After 
  all, humans are a single species, and are normally treated 
  as having a single racial template with cosmetic modifi-
  ers; but there are many hundreds of different human cul-
  tures with different behaviors and beliefs. Humans aren’t 
  robots programmed by their biology – and furries don’t 
  have to be either (this is a major dramatic point in sources 
  such as Beastars and Zootopia). A furry setting can have 
  several different cultures for each furry race. If a race has 
  a distinctive behavior pattern, each culture may enhance 
  some parts of this or limit others.
  For variations on this, a furry from one race or cul-
  ture might have been raised by parents from a different 
  culture; or several societies might include all the differ-
  ent furry races, but each might have its own culture; or 
  one distinctive culture might include members of two or 
  more races.
  However, neither humans nor furries are robots pro-
  grammed by their cultures! An individual furry may 
  be a secret criminal, deviant, or heretic, or an open 
  eccentric, innovator, or rebel. Player characters often  
  have the resources and the strength of will to stand 
  out – and this can involve them in conflicts that can be 
  roleplayed dramatically.
  humAnIty’s ClIents
  In a science-fictional setting, researchers may create 
  “uplifted” races with enhanced cognitive abilities and some 
  degree of self-awareness, using methods ranging from 
  TL(5+1) surgery to TL12 genetic engineering. For example, 
  Transhuman Space and its supplements include several 
  uplifted species.
  The templates that follow have biologically realistic traits. 
  They usually have Social Stigma (Uneducated); this is an 
  innate limitation, not a question of cultural background (see 
  above). They also typically have some degree of Stress Ata-
  vism; under stress, they may lose their grasp of language and 
  technology, and their self-control may be diminished.
  Most of these templates can be used as the starting point 
  for a campaign where enhanced animals have taken over (see 
  After the Downfall, p. 9). In this case, they likely have higher IQ 
  (but reduced or eliminated Per and Will bonuses) and lack the 
  specific disadvantages for incomplete uplift.
  Educated Chimpanzee
  29 points
  A chimpanzee (Pan troglodytes) trained to use sign lan-
  guage, and granted enhanced cognitive abilities by doing so, 
  in an alternate world where the species has much greater neu-
  roplasticity. Mentally, you’re less intelligent than a human, 
  less inventive, and unreceptive to abstract learning.
  Attribute Modifiers: ST+2 [20]; DX+2 [40]; IQ-2 [-40]; HT+2 
  [20].
  Secondary Characteristic Modifiers: HP-2 [-4]; Will+2 [10]; 
  Per+2 [10].
  
   
  the zooloGICAl GARden 
  22
  Advantages: Brachiator [5]; Damage Resistance 1 (Flexible, 
  -20%) [4]; Grasping Feet [4]; Sharp Teeth [1].
  Perks: Fur [1].
  Disadvantages: Cannot Speak [-15]; Ham-Fisted 1 [-5]; 
  Semi-Upright [-5]; Social Stigma (Uneducated) [-5]; Stress 
  Atavism (Mild) (12) [-10].
  Quirks: Congenial [-1]; Dull [-1].
  Features: Robust 2; Sign Language.
  Medved
  -5 points
  An enhanced animal suited to a steampunk setting, sur-
  gically modified by Russian scientists from the brown bear 
  (Ursus arctos). You’re huge (over 400 lbs.) and solidly built, 
  and it’s difficult for you to blend into a crowd. Your intelli-
  gence hasn’t been enhanced to fully human levels; you have 
  trouble grasping figurative speech. You prefer to be alone, and 
  may get angry if crowded or harassed in any way; your natu-
  ral Brawling skill helps you strike blows – powered by massive 
  arm muscles – or bite. You are intensely fond of sweets.
  In a world where you’re one of the first animals to be 
  anthropomorphized, your Unnatural Features set you apart 
  from human beings (Homo sapiens); people 
  may not know what you are, but you’re visibly 
  something out of the ordinary.
  Attribute Modifiers: ST+5 (Size, -10%) [45]; 
  IQ-2 [-40].
  Secondary Characteristic Modifiers: SM +1; 
  Will+2 [10]; Per+2 [10]; Basic Move+1 [5].
  Advantages: Arm ST 1 [5]; Blunt Claws [3]; 
  Damage Resistance 2 (Flexible, -20%) [8]; 
  Discriminatory Smell [15]; Fearlessness 
  2 [4]; Night Vision 3 [3]; Sharp Teeth [1]; 
  Temperature Tolerance 1 (Cold) [1].
  Perks: Fur [1]; Sure-Footed (Snow) [1].
  Disadvantages: Bad Sight (Low Resolution) [-25]; Disturbing 
  Voice [-10]; Ham-Fisted 2 [-10]; Hidebound [-5]; Innumer-
  ate [-5]; Social Stigma (Uneducated) [-5]; Stress Atavism 
  (Moderate) (12) [-15]; Unnatural Features (Huge and cov-
  ered with coarse hair) [-2].
  Quirks: Irritable [-1]; Likes honey/sweets [-1]; Literal-Minded 
  [-1]; Uncongenial [-1].
  Racially Learned Skills: Brawling (E) DX+2 [4].
  Features: Robust 1.
  Neodog
  -93 points
  A genetically modified species derived from the domestic 
  dog (Canis familiaris). You’re as bright as an unenhanced 
  chimpanzee or a very intellectually limited human, but you 
  can speak about concrete matters and interact with humans 
  perceptively. Your visual acuity is poor, and you can only read 
  very large print, but your awareness of odors is extraordinary. 
  You’re inclined to help people in distress.
  It’s extremely common for a neodog to develop Sense of 
  Duty to an individual or a small group. Many neodogs learn 
  the martial art of canine police combat (p. 19).
  Attribute Modifiers: ST-1 [-10]; DX+1 (No Fine Manipulators, 
  -40%) [12]; IQ-4 [-80]; HT+1 [10].
  Secondary Characteristic Modifiers: Will+4 [20]; Per+6 [30].
  Advantages: Blunt Claws [3]; Discriminatory Smell (Emotion 
  Sense, +50%) [23]; Enhanced Move 1 (Ground Move ¥2) 
  [20]; Fit [5]; Sharp Teeth [1]; Temperature Tolerance 1 
  (Cold) [1]; Ultrahearing [5].
  Perks: Fur [1].
  Disadvantages: Bad Sight (Low Resolution) [-25]; Chummy 
  [-5]; Colorblindness [-10]; Disturbing Voice [-10]; Hide-
  bound [-5]; Innumerate [-5]; Quadruped [-35]; Short Lifes-
  pan 2 [-20]; Sleepy (1/2 of the time) [-8]; Social Stigma 
  (Uneducated) [-5]; Stress Atavism (Mild) (15) [-5].
  Quirks: Responsive [-1].
  Features: Born Biter 1; Digitigrade; Tail.
  Source Notes
  This is a slightly modified version of the K-10 from GURPS 
  Bio-Tech. HT+2 has been changed to HT+1 and Fit; Basic 
  Move+5 has been replaced with Enhanced Move 1 (Ground); 
  and Stuttering has been changed to Disturbing Voice. Several 
  new traits have been added: Bad Sight (Low Resolution) 
  (p. 13); Born Biter 1 (p. 15), to represent having large jaws; 
  Digitigrade (p. 15); and Temperature Tolerance 1 (Cold), as a 
  benefit of Fur.
  Polynesia
  15 points
  A genetically modified species derived from the African 
  gray parrot (Psittacus erithacus), and named for a famous 
  fictional member of the species, one of Dr. Doolittle’s animal 
  companions. You manipulate objects with your feet and your 
  large beak and tongue. Your feet have an exceptionally strong 
  grip that gives +2 to relevant tasks, including climbing. Your 
  beak is large and has a strong bite that inflicts large piercing 
  damage. You can imitate sounds with a roll vs. Per, and you 
  enjoy doing so.
  Attribute Modifiers: ST-7 [-70]; DX+2 [40]; IQ-1 [-20].
  Secondary Characteristic Modifiers: SM -3; Will+1 [5]; Per+3 
  [15].
  Advantages: Beak and Tongue [5]; Damage Resistance 1 
  (Flexible, -20%) [4]; Flight (Winged, -25%) [30]; Good Grip 
  1 [5]; Mimicry (Based on Per, Own Roll, +20%) [12]; Nicti-
  tating Membrane 1 [1]; Peripheral Vision [15]; Sharp Beak 
  [1]; Striking ST 2 (One Attack Only, Bite, -60%) [4]; Ultra-
  vision [10].
  Perks: Feathers [1]; Penetrating Voice [1].
  Disadvantages: Grasping Feet [-16]; Increased Consumption 
  1 [-10]; Social Stigma (Uneducated) [-5]; Stress Atavism 
  (Mild) (12) [-10].
  Quirks: Congenial [-1]; Nosy [-1]; Talkative [-1].
  Features: Born Biter 1; Tail.
  You be good, see you tomorrow.  
  I love you.
  – Last words of Alex, Dr. Irene 
  Pepperberg’s African gray parrot
  
   
  the zooloGICAl GARden 
  23
  Tek-Rat
  -50 points
  Created by advanced biotechnology (TL10) from human 
  and several animal genomes and not subject to Stress Atavism, 
  this artificially created race was engineered to provide mainte-
  nance services in settings such as spacecraft, while consuming 
  minimal life support. Your shape is humanoid, but you have a 
  rodent-like face, a marsupial pouch that can hold offspring or 
  tools (up to 10 ounces), and a prehensile tail. You can squeeze 
  yourself down to SM -3, giving you +1 to Escape rolls to fit 
  through a narrow space. You have an obsessive streak, getting 
  totally focused on whatever long task you’re working on, for 
  +1 to effective skill – but -3 to notice anything except the task.
  Attribute Modifiers: ST-6 [-60]; DX+1 [20]; IQ-1 [-20].
  Secondary Characteristic Modifiers: SM -2; HP+1 [2].
  Advantages: 3D Spatial Sense [10]; Acute Hearing 1 [2]; Acute 
  Taste and Smell 1 [2]; Payload 2 [2]; Prehensile Tail [10]; 
  Sharp Teeth [1].
  Perks: Compact Frame [1]; Fur [1]; No Degeneration in 
  Zero-G [1]; Pressure-Tolerant Lungs (Thin) [1].
  Disadvantages: Disturbing Voice [-10]; Increased Consump-
  tion 1 [-10]; Unnatural Features 2 [-2].
  Quirks: Attentive [-1].
  Source Notes
  This version of the Tek-Rat is slightly modified from 
  GURPS Bio-Tech, largely to better fit the description given 
  there. New traits are Attentive, Compact Frame, Disturbing 
  Voice, No Degeneration in Zero-G, and Pressure-Tolerant 
  Lungs (Thin).
  A dIveRsIty oF CReAtuRes
  Mainstream furry material is about anthropomorphic char-
  acters: animals with humanoid body plans and humanlike 
  minds. Templates for many such races are presented here. 
  These versions are cinematic furries: not only human-shaped, 
  but also capable of doing nearly everything humans can do, 
  whether or not this is anatomically realistic. Appearance, 
  minor functional differences, and aspects of temperament 
  and motivation represent their “animal” traits. The templates 
  use the cinematic rules for scale (p. 11).
  Races derived from exclusively carnivorous or herbivorous 
  animals have some form of Restricted Diet. If a campaign set-
  ting has all its furry races eating human food (The Question 
  of Carnivory, p. 10), omit Restricted Diet from the templates.
  Accipiter
  0 points
  Could represent many different birds of prey, such as 
  eagles, hawks, and kites, but this example is based on the 
  red-tailed hawk (Buteo jamaicensis). You look like a hawk, 
  with feathers, wings, a tail, and a beak, but you use your 
  wings for manipulation (perhaps with “feather fingers”) 
  rather than for flight. You don’t grasp things with your feet, 
  though you can use their claws to kick for cutting damage. 
  You’re a classic example of having “the right stuff”: not easily 
  frightened, self-assured, and quick to make up your mind.
  Some accipiters function more like actual birds of prey. 
  Several added traits help them do this. Good Grip, Grasping 
  Feet, and Sure-Footed (Tree branches) let them use their feet 
  to hold things. Flight (Cannot Hover, -15%; Temporary Dis-
  advantage, No Fine Manipulators, -30%; Winged, -25%) lets 
  them take to the sky with air Move 10. Telescopic Vision 2 
  grants the ability to observe targets on the ground from a 
  height. An added DX+1 is worth considering, as it improves 
  maneuverability and Basic Speed, raising air Move to 11.
  Attribute Modifiers: ST-3 [-30]; DX+1 [20].
  Advantages: Acute Vision 2 [4]; Damage Resistance 1 (Flex-
  ible, -20%) [4]; Fearlessness 2 [4]; Sharp Beak [1]; Sharp 
  Claws [5]; Temperature Tolerance 1 (Cold) [1].
  Perks: Feathers [1]; Penetrating Voice [1]; Robust Vision [1].
  Disadvantages: Restricted Diet (Fresh Meat) [-10].
  Quirks: Confident [-1]; Decisive [-1].
  Features: Gracile 2; Tail.
  Big Cat
  27 points
  Several closely related large catlike species (genus Panthera) 
  are similar enough to share a basic template. Big cats are car-
  nivores who function well at night.
  Different types of big cat each have their own set of traits 
  (see below), though they have some measure of interfertility. 
  The options can be treated as analogs of human races or 
  cultures.
  Attribute Modifiers: DX+1 [20].
  Secondary Characteristic Modifiers: Per+1 [5].
  Advantages: Night Vision 3 [3]; Sharp Claws (Switchable, 
  +10%) [6]; Sharp Teeth [1]; Temperature Tolerance 1 
  (Cold) [1].
  Perks: Deep Sleeper [1]; Fur [1].
  Disadvantages: Restricted Diet (Fresh Meat) [-10].
  Quirks: Attentive [-1].
  Features: Digitigrade; Tail.
  Jag
  +19 points
  Based on the jaguar (Panthera onca). You’re short, mas-
  sively built, and able to endure discomfort. You’ll often be the 
  exotic figure in a group.
  To take advantage of their powerful jaws, jags may take the 
  Biting Mastery perk and Karate skill.
  Attribute Modifiers: ST+1 [10].
  Advantages: Lifting ST 1 [3]; Striking ST 2 (One Attack Only, 
  Bite, -60%) [4].
  Perks: Limited Camouflage (Jungle) [1]; Patience of Job [1].
  Features: Robust 1.
  
   
  the zooloGICAl GARden 
  24
  Leo
  +25 points
  Based on the lion (Panthera leo). You 
  fit the “king of beasts” archetype, with an 
  above average physique and natural lead-
  ership abilities. When you raise your voice, 
  others listen! You’re most at ease in a group.
  Male leos have Damage Resistance 1 
  (Flexible, -20%; Partial, Neck, -50%) [2] and 
  Damage Resistance 1 (Flexible, -20%; Par-
  tial, Skull, -70%) [1], for +3 points total.
  Attribute Modifiers: ST+2 [20].
  Advantages: Charisma 1 [5].
  Perks: Penetrating Voice [1].
  Quirks: Congenial [-1].
  Ounce
  +16 points
  Based on the snow leopard (Panthera 
  uncia). You’re a dweller of the high moun-
  tains, tolerant of thin air and cold, and 
  inclined to solitude and contemplation.
  An ounce living at sea level should take 
  the Pressure-Tolerant Lungs perk (GURPS 
  Power-Ups 2: Perks, p. 11) to avoid det-
  rimental effects from the dense air. Many 
  ounces will pursue Disciplines of Faith in 
  place of Daily Ritual; if a campaign allows 
  mystical or psychic abilities, ounces can 
  plausibly have them.
  Attribute Modifiers: ST-1 [-10].
  Advantages: Perfect Balance [15]; Pro-
  tected Vision [5]; Temperature Toler-
  ance 2 (Cold)* [1]; Terrain Adaptation 
  (Snow) [5].
  Perks: Autotrance [1]; Limited Camouflage 
  (Snow) [1].
  Quirks: Daily Ritual (Meditation) [-1]; 
  Uncongenial [-1].
  Features: Native Pressure 0.70 atm.
  * Bought up from Temperature Tolerance 1, which is stan-
  dard for big cats.
  Pard
  +23 points
  Based on the leopard (Panthera pardus). You’re a self- 
  reliant loner who avoids drawing attention to yourself; like 
  James Joyce’s hero Stephen Daedalus, you live by “silence, 
  exile, and cunning.”
  Advantages: Perfect Balance [15]; Silence 1 [5]; Super Climb-
  ing 1 [3].
  Perks: Limited Camouflage (Jungle) [1].
  Quirks: Uncongenial [-1].
  Tigris
  +24 points
  Based on the tiger (Panthera tigris). You’re a classic “bar-
  barian” warrior – or, in a higher-tech society, a country boy 
  (or girl): big, strong, and impatient of book 
  learning. Your large build needs a lot of food: 
  one extra meal a day, adding 10% to the 
  weight and cost of your provisions.
  To play against stereotype, work on buy-
  ing off the Social Stigma and gaining some 
  schooling – in your case it’s not an inborn 
  mental limitation!
  Attribute Modifiers: ST+3 [30].
  Perks: Limited Camouflage (Jungle) [1].
  Disadvantages: Social Stigma (Uneducated) 
  [-5].
  Quirks: Hungry [-1]; Likes contests of 
  strength/prowess [-1].
  Canid
  5 points
  Based on the domestic dog (Canis famil-
  iaris). You’re a creature of the pack; you’re 
  most comfortable with group action and tend 
  to put the welfare of your associates first.
  Many canids have Sense of Duty to a spe-
  cific other person or a small group.
  Advantages: Acute Taste and Smell 2 [4]; 
  Sharp Teeth [1]; Temperature Tolerance 
  1 (Cold) [1].
  Perks: Fur [1].
  Quirks: Congenial [-1]; Humble [-1].
  Features: Digitigrade; Tail.
  Racial Options
  A variety of traits or groups of traits can 
  be used to represent specific breeds of dogs. 
  Some breeds may have more than one of 
  these.
  Alternate Size: Large (+32 points): ST+3 (Size, 
  -10%) [27]; Basic Move+2 [5]; Gigantism 
  [0]. Note: +1 to Basic Move is free from Gigantism.
  Alternate Size: Small (-35 points): ST-3 [-30]; SM -1; Basic 
  Move-1 [-5].
  Alternate Size: Toy (-82 points): ST-6 [-60]; SM -1; Basic Move-3 
  [-10]; Dwarfism [-15]; Fearfulness 1 [-2]; Pitiable [5]. Note: 
  -1 to Basic Move is free from Dwarfism.
  Gazehound (+20 points): Basic Move+1 [5]; Acute Vision 1 [2]; 
  Enhanced Move 1 (Ground Move ¥2) [20]; Layabout [-1]; 
  Likes to chase things [-1]; Shyness (Mild) [-5]; Gracile 1.
  Herder (+29 points): IQ+1 [20]; Animal Empathy [5]; Charisma 
  1 [5]; Responsive [-1].
  Molosser (+5 points): Basic Move-1 [-5]; Fearlessness 1 [2]; 
  High Pain Threshold [10]; Lifting ST 1 [3]; Stubbornness 
  [-5]; Born Biter 1; Robust 1.
  Retriever (+5 points): Sure-Footed (Water) [1]; Temperature 
  Tolerance 2 (Cold) [2]; Waterproofing [1]; Likes water [-1]; 
  Skill Bonus: Swimming+1 [2].
  Scenthound (+16 points): Discriminatory Smell [15]; Penetrat-
  ing Voice [1].
  Terrier (+4 points): Burrower [1]; Damage Resistance 1 (Flexi-
  ble, -20%) [4]; Determined [-1].
  Turnspit (-4 points): Fit [5]; Unattractive [-4]; Workaholic [-5].
  
   
  the zooloGICAl GARden 
  25
  Castor
  -22 points
  Based on the North American beaver (Castor canadensis) 
  or the Eurasian beaver (Castor fiber). You’re short and sol-
  idly built, and fully at home in the water. Your personality is 
  equally solid, combining lack of playfulness and a focus on 
  getting your job done with natural inventiveness; you’re well 
  suited to technological careers, from village artisan to starship 
  engineer.
  For a more skilled version, add one or more levels of a 
  Talent such as Artificer or Master Builder – or in a cinematic 
  campaign, add Gadgeteer. To exaggerate the typical personal-
  ity, add Workaholic [-5] as a signature trait.
  Attribute Modifiers: ST-3 [-30].
  Secondary Characteristic Modifiers: SM -1; Basic Move-2 
  [-10].
  Advantages: Amphibious [10]; Breath-Holding 1 [2]; Nictitat-
  ing Membrane 1 [1]; Single-Minded [5]; Temperature Tol-
  erance 2 (Cold) [2]; Versatile [5].
  Perks: Chisel Teeth [1]; Fur [1]; Tail Slap [1]; Waterproofing 
  [1].
  Disadvantages: Restricted Diet (Plants) [-10].
  Quirks: Serious [-1].
  Features: Robust 1; Tail.
  Crocutid
  30 points
  Based on the spotted hyena (Crocuta crocuta). You’re a nat-
  ural gang member, preferring to be part of a group. You’re 
  scary-looking, with massive jaw muscles and unappealing 
  looks, and probably have scars or piercings. You’re sensi-
  tive to your standing within your gang and likely to quarrel 
  over insults. However, you’re smart, a capable manipulator, 
  and quick to spot tactical advantages, which lets you work 
  together with rivals. You can eat and digest any part of an 
  animal, including crushing the bones in your powerful jaws, 
  but you hunt fresh meat as well as scavenging.
  Female crocutids are bigger than males and more asser-
  tive, reversing a common human pattern. This doesn’t make 
  them Androgynous – the sexes are visibly distinct – but other 
  races are sometimes confused about which sex is which. The 
  differences aren’t great enough to require distinct templates, 
  but should be kept in mind in character design.
  Attributes: IQ+1 [20].
  Advantages: Blunt Claws [3]; Reduced Consumption 2 (Cast-
  Iron Stomach, -50%) [2]; Sharp Teeth [1]; Smooth Opera-
  tor 1 [15]; Striking ST 4 (One Attack Only, Bite, -60%) [8].
  Perks: Fur [1].
  Disadvantages: Restricted Diet (Meat) [-10]; Selfish (12) [-5]; 
  Unattractive [-4].
  Quirks: Congenial [-1]; Distinctive laugh [-1]; Likes jewelry 
  and body art [-1].
  Racial Skill Bonuses: Tactics+1 [2].
  Features: Digitigrade.
  Draconid
  50 points
  Inspired by dragons of Western legend, but in a human-
  oid form with only four limbs. You have gliding membranes, 
  which may be like those of the flying dragon (Draco volans, a 
  kind of lizard) or of a flying lemur (Cynocephalus volans); you 
  can’t truly fly but can take off from a high place and gain alti-
  tude from updrafts. Your long neck lets you see over obstacles 
  as if you were SM +1.
  You’re both proud as an individual and always aware of your 
  identity as a draconid. You’re reluctant to spend money – but 
  only gold or silver coins; paper money, electronic funds trans-
  fers, and credit cards don’t seem quite as real to you.
  Attribute Modifiers: ST-1 [-10]; DX+1 [20]; IQ+1 [20].
  Advantages: Acute Vision 1 [2]; Damage Resistance 1 (Flexi-
  ble, -20%) [4]; Flight (Controlled Gliding, -45%) [22]; Long 
  Neck (+1 SM) [3]; Sharp Teeth [1].
  Perks: Scales [1].
  Disadvantages: Restricted Diet (Fresh Meat) [-10].
  Quirks: Chauvinistic [-1]; Miserliness (Only when paying in 
  precious metal) [-1]; Proud [-1].
  Features: Digitigrade; Gracile 2; Tail.
  Racial Options
  Flight: Some versions of draconids are capable of true flight, 
  like bats or pterosaurs. Define this as Flight (Cannot 
  Hover, -15%; Winged, -25%) [24], which replaces Flight 
  (Controlled Gliding, -45%). Other draconids have teleki-
  netically based flight, which is Flight (Psionic, -10%; Small 
  Wings, -10%) [32]. Alternatively, keep Flight as gliding, 
  but add augmented soaring ability with one or more levels 
  of Enhanced Move (Air) [20/level]; each level halves your 
  deceleration in level flight.
  Breathe Fire: Some draconid subspecies have the ability to 
  breathe fire. Burning Attack 4d (Cost Fatigue, 1 FP/use, 
  -5%; Limited Use, 4/day, -20%; Melee Attack, Reach C, 1, 
  Cannot Parry, -25%) [10].
  Felinoid
  17 points
  Based on the domestic cat (Felis catus). You’re an individ-
  ualist, living for your own pleasure and doing as you please. 
  You’d rather get what you like than have to like what you get. 
  At the same time, when something captures your interest, 
  you’re capable of close focus on it – or on them, if it’s someone.
  Attribute Modifiers: ST-2 [-20]; DX+1 [20].
  Secondary Characteristic Modifiers: Per+1 [5].
  Advantages: Night Vision 3 [3]; Sharp Claws (Switchable, 
  +10%) [6]; Sharp Teeth [1]; Super Climbing 1 [3]; Vibration 
  Sense (Air) [10].
  Perks: Deep Sleeper [1]; Fur [1].
  Disadvantages: Restricted Diet (Fresh Meat) [-10].
  Quirks: Attentive [-1]; Hedonist [-1]; Uncongenial [-1].
  Features: Digitigrade; Tail.
  She’ll just tell you that she came
  In the year of the cat.
  – Al Stewart,  
  “The Year of the Cat”
  
   
  the zooloGICAl GARden 
  26
  Formicarius
  -8 points
  Based on the giant anteater (Myrmecophaga tridactyla). 
  You’re adapted to a specialized diet of ants or termites; your 
  toothless bite inflicts only thr-3 crushing damage, but your 
  tongue is coated with sticky saliva with effective ST 1. Your 
  arms have extra strength and carry long claws that can inflict 
  cutting or impaling damage, making you an unexpectedly for-
  midable fighter – or letting you dig up mounds of earth. You 
  usually prefer to be alone, going about your own business.
  Attribute Modifiers: ST-1 [-10].
  Secondary Characteristic Modifiers: Per-1 [-5].
  Advantages: Acute Taste and Smell 2 [4]; Arm ST 2 [10]; 
  Binding 1 (Melee Attack, Reach C, Cannot Parry, -35%; 
  One-Shot, -10%; Temporary Disadvantage, Cannot Speak, 
  -15%) [1]; Extensible Tongue [5]; Talons [8].
  Perks: Burrower [1]; Fur [1].
  Disadvantages: Restricted Diet (Insects) [-20]; Weak Bite [-2].
  Quirks: Uncongenial [-1].
  Features: Gracile 2; Tail.
  Lapine
  32 points
  Based on the European rabbit (Oryctolagus cuniculus), but 
  can represent other species such as various cottontails (genus 
  Sylvilagus). You’re small, herbivorous, and generally unag-
  gressive, relying on your keen hearing to warn you of dan-
  ger and your running and jumping ability to get away from 
  it. The last your enemies see of you is often your flashy white 
  tail receding into the distance! However, your powerful leg 
  muscles let you kick your foes, or slam them, if you need to 
  fight. You’re a natural kicker, with no skill penalty to kicking 
  in combat. If you feel uneasy or threatened, you drum one 
  foot on the ground as a warning. When not threatened, you’re 
  sociable, outgoing, and flirtatious, and you’re never at your 
  best when alone.
  A lapine who learns Brawling or Karate can take a version 
  of Thumper (p. 13) to treat racially learned Kicking as a tech-
  nique of that skill.
  Attribute Modifiers: ST-2 [-20]; DX+1 [20].
  Secondary Characteristic Modifiers: Basic Speed+0.75 [15].
  Advantages: Acute Hearing 2 [4]; Enhanced Move 1 (Ground 
  Move ¥2) [20]; Striking ST 2 (Kicking Only, -60%) [4]; 
  Super Jump 1 [10].
  Perks: Fur [1].
  Disadvantages: Chummy [-5]; Odious Personal Habit (Drum-
  ming) [-5]; Restricted Diet (Plants) [-10].
  Quirks: Careful [-1]; Distinctive Features (Fluffy white tail) 
  [-1]; Flirtatious [-1]; Likes clever tricks [-1].
  Racially Learned Techniques: Kicking (A) DX [2].
  Lupine
  13 points
  Based on the wolf (Canis lupus). Like a canid, you have a 
  strong attachment to a group (your pack). However, you’re 
  naturally proud and not inclined to obey orders for the sake 
  of obeying – you cooperate because you see the advantage in 
  doing so, or because you’re loyal to your packmates.
  Advantages: Acute Taste and Smell 2 [4]; Damage Resistance 
  1 (Flexible, -20%) [4]; Parabolic Hearing 1 [4]; Sharp Teeth 
  [1]; Temperature Tolerance 1 (Cold) [1].
  Perks: Fur [1].
  Quirks: Congenial [-1]; Proud [-1].
  Features: Born Biter 1; Digitigrade; Tail.
  Lutrid
  28 points
  Based on the North America river otter (Lontra canaden-
  sis), but can represent other species of river otters. You’re a 
  true “party animal,” outgoing and always ready for a good 
  time, especially in the water. Your body is highly flexible, let-
  ting you maneuver easily in tight spaces. You can walk on ice 
  and snow at normal speed, or lie prone and slide at 3¥ your 
  Basic Move.
  Attribute Modifiers: ST-4 [-40]; DX+1 [20].
  Secondary Characteristic Modifiers: SM -1; Basic Move-2 
  [-10].
  Advantages: Amphibious [10]; Breath-Holding 2 [4]; Dam-
  age Resistance 1 (Flexible, -20%) [4]; Enhanced Move 1.5 
  (Ground Move ¥3; Environmental, Ice or Snow, -40%; 
  Temporary Disadvantage, Horizontal, -10%) [15]; Flexibil-
  ity [5]; Nictitating Membrane 1 [1]; Sharp Claws [5]; Sharp 
  Teeth [1]; Temperature Tolerance 2 (Cold) [2]; Terrain 
  Adaptation (Ice) [5]; Terrain Adaptation (Snow) [5]; Vibra-
  tion Sense (Water) [10].
  Perks: Fur [1]; Waterproofing [1].
  Disadvantages: Restricted Diet (Fresh Meat) [-10].
  Quirks: Playful [-1].
  Features: Digitigrade; Gracile 1; Tail.
  Mephitid
  42 points
  Based on the striped skunk (Mephitis mephitis). Your 
  spray is feared (Under the Hood: Skunk Spray, p. 27), and 
  most foes who see you raise your large, flashy tail will back 
  off. Because of this, you’re not easily frightened, and you’re 
  a little slow-moving. You have +2 to Intimidation against 
  any foe who’s familiar with your ability to spray. Other races 
  tend to avoid you (-2 to reaction rolls, except from other 
  mephitids, who commonly react at +2), but you attach little 
  importance to racial differences. You fall in love easily and 
  spend a lot of time thinking about it; in the presence of an 
  attractive member of the sex you favor, you’re at -1 to per-
  form most tasks.
  Distinctive Features gives -1 to Disguise and Shadowing, 
  and +1 to others’ attempts to identify or follow you visually, 
  based on your appearance. Obvious gives +1 to others’ Smell 
  rolls and -1 to your Stealth rolls, based on your odor. Both 
  may apply!
  Attribute Modifiers: ST-2 [-20].
  Secondary Characteristic Modifiers: Basic Speed-1.00 [-20].
  Advantages: Damage Resistance 1 (Flexible, -20%) [4]; Fear-
  lessness 1 [2]; Night Vision 3 [3]; Skunk Spray* [83].
  Perks: Fur [1].
  Disadvantages: Social Stigma (Minority Group) [-10].
  Quirks: Broad-Minded [-1]; Distinctive Features (Black and 
  white stripes) [-1]; Flirtatious [-1]; Obvious (Musk) [-1].
  
   
  the zooloGICAl GARden 
  27
  Racially Learned Skill: Innate Attack (Spray) (E) 
  DX [1].
  Racially Learned Technique: Back Spray (A) 
  Innate Attack [2].
  Features: Tail.
  * See Under the Hood: Skunk Spray.
  Porcid
  30 points
  Based on the domestic pig (Sus scrofa). You’re 
  smart and habitually curious. You take a particu-
  lar interest in food and have good senses of smell 
  and taste. Your build is stocky and gives you +1 
  to Swimming and to resist knockback – but -1 to 
  Disguise and often to Shadowing, unless you’re 
  among others with similar builds. You have thin 
  fur, or none, and a naturally clean metabolism. 
  Your hands have hooves instead of nails, giving 
  you +1 to crushing damage and DR 1 – but they 
  don’t hinder your manipulatory abilities.
  Attribute Modifiers: IQ+1 [20].
  Advantages: Acute Taste and Smell 1 [2]; Damage 
  Resistance 2 (Tough Skin, -40%) [6]; Hooves 
  [3].
  Perks: Hooves on hands as well as feet [1]; Sani-
  tized Metabolism [1].
  Quirks: Gourmand [-1]; Nosy [-1]; Overweight 
  [-1].
  Features: Digitigrade; Robust 1.
  Procyon
  0 points
  Based on the raccoon (Procyon lotor). You have 
  clever hands and a good sense of touch; you do 
  well at skills such as Lockpicking or Surgery. You 
  prefer to dip your food into water, sauces, coffee, 
  or other liquids. You aren’t an outright criminal, 
  but a chronic scrounger, likely to pick up small 
  objects and check whether doors are locked.
  An urbanized procyon may have Influence 
  shticks, particularly Gangster Swagger or Fear-
  some Stare, or a level of the Street Smarts Talent.
  Attribute Modifiers: ST-1 [-10].
  Advantages: Acute Touch 1 [2]; High Manual Dex-
  terity 1 [5]; Night Vision 3 [3]; Temperature Tolerance 1 
  (Cold) [1].
  Perks: Fur [1].
  Quirk: Compulsion (Dipping food into water/liquids) [-1]; 
  Opportunistic [-1].
  Features: Robust 1; Tail.
  Qilin
  35 points
  The Chinese name (“cheeleen”; Japanese kirin) is often 
  translated as “unicorn”; but after Zheng He’s voyage to East 
  Africa, it was used for giraffes (Giraffa camelopardalis), and it’s 
  used here for giraffe-based furries. Your overall SM is 0, but 
  your legs are unusually long, helping you to step over obsta-
  cles and adding to your Basic Move. Your neck is long as well, 
  letting you see over obstacles as if you were SM +1 or strike 
  blows with your horns at reach 1. Your tail isn’t prehensile 
  but can be used to brush away insects. You’re as intelligent as 
  anyone else, but inclined to stick with familiar ways of doing 
  things, usually fitting in with a group that does things that 
  way. You’re likely to pick out a rival, usually of your own sex, 
  and pay a lot of attention to competing with them.
  Attribute Modifiers: ST+1 [10].
  Secondary Characteristic Modifiers: Basic Move+2 [10].
  Advantages: Hooves [3]; Long Legs (+1 SM) [10]; Long Neck 
  (+1 SM) [3]; Striker (Horns; Crushing; Long, +1 SM, Only 
  at maximum reach, +75%) [9].
  undeR the hood:  
  skunk spRAy
  Skunk spray is represented as three attacks with Link at the 
  +10% level, meaning that all three must be made simultaneously 
  and with the same target. The combined attacks are a jet with 
  Range 10. You have only limited stores of spray; once you have 
  delivered four attacks, you need a full day to secrete more.
  Your spray produces a cloud that hangs in the air in a two-yard 
  radius for 10 seconds. Its strong odor gives -5 to all Smell rolls.
  Your attack causes smell-based effects, resisted with a HT-2 roll. 
  DR doesn’t help against these, but Protected Taste/Smell does, and 
  No Sense of Smell/Taste or Sealed makes the subject immune. On 
  a failed roll, the target is completely unable to smell anything other 
  than the spray. Failure by 5 or more means it has gotten into the 
  mouth, causing retching (p. B429).
  If your target has any exposed skin (or is wearing porous 
  clothing), the spray has irritant effects, causing moderate pain 
  (p. B428) on a failed HT-2 roll. Failure by 5 or more means it 
  has gotten into the eyes, causing temporary blindness as well 
  (pp. B124-125). Either Nictitating Membrane or Protected Vision 
  gives a bonus against this effect.
  You also leave a coating of aerosol on the skin and clothing. 
  This is treated as a nuisance effect to the target: -1 to Disguise and 
  Shadowing, +1 to others’ Smell rolls, and -1 to reaction and Influ-
  ence rolls (-5 for Sex Appeal!). It persists for five hours per point 
  by which the HT-2 roll was failed. The Extended Duration modifier 
  applies only to the Reversed Nuisance Effect and is worth +100% of 
  its +5%, or an added +5%.
  The statistics for this attack are as follows:
  Affliction 3 (Contact Agent, -30%; Extended Duration, Stinky 
  only, 300¥, +5%; Increased 1/2D, ¥2, +5%; Jet, +0%; Limited Arc, 
  Side or rear, -60%; Limited Use, 4/day, -20%; Link, +10%; Moderate 
  Pain, +20%; Reversed Arc, +0%; Reversed Nuisance Effect, Stinky, 
  +5%; Secondary Blindness, +10%) [14] + Affliction 3 (Disadvantage, 
  No Sense of Smell/Taste, +5%; Increased 1/2D, ¥2, +5%; Jet, +0%; 
  Limited Arc, Side or rear, -60%; Limited Use, 4/day, -20%; Link, 
  +10%; Reversed Arc, +0%; Secondary Retching, +10%; Smell-
  Based, +150%) [60] + Obscure 5 (Smell; Increased 1/2D, ¥2, +5%; 
  Jet, +0%; Limited Arc, Side or rear, -60%; Limited Use, 4/day, -20%; 
  Link, +10%; Ranged, +50%; Reversed Arc, +0%) [9].
  
   
  the zooloGICAl GARden 
  28
  Perks: Fly-Whisk [1]; Fur [1]; Limited Camouflage (Wood-
  land) [1].
  Disadvantages: Restricted Diet (Plants) [-10]; Weak Bite [-2].
  Quirks: Congenial [-1]; Dull [-1]; Rivalrous [-1].
  Racially Learned Techniques: Kicking (A) DX [2].
  Features: Digitigrade; Gracile 2; Tail.
  Saur
  52 points
  An archetypal “intelligent reptile” looking somewhat like 
  a bipedal alligator (Alligator mississippiensis) or Komodo 
  dragon (Varanus komodoensis). You’re well over 6’ tall and 
  heavily built, but need relatively little food, averaging one 
  meal a day – which must be fresh meat. You’re well-equipped 
  for combat, with armored skin, an elongated jaw, sharp 
  teeth, and a massive tail that functions as a Striker. You can 
  use your tail to attack, but it can also be targeted at -3, as 
  if it were a limb. You become sluggish below 50°F and see 
  poorly at night. You’re cold-blooded metaphorically as well 
  as literally, having little concern for others’ pain. You aren’t 
  fully Selfish – you don’t lose your temper and lash out when 
  slighted – but you actively seek power and remember those 
  who showed you contempt.
  Several optional sets of traits can fit this template to more 
  specific archetypes. See below for details.
  Attribute Modifiers: ST+5 (Size, -10%) [45].
  Secondary Characteristic Modifiers: SM +1; Basic Move+2 
  [10].
  Advantages: Damage Resistance 2 (Flexible, -20%) [8]; Sharp 
  Teeth [1]; Striker (Crushing; Limited Arc, Side or rear, 
  -60%; Long, +1 SM, +100%; Reversed Arc, +0%) [7].
  Perks: Robust Vision [1]; Scales [1].
  Disadvantages: Callous [-5]; Cold-Blooded (50°F) [-5]; 
  Restricted Diet (Fresh Meat) 
  [-10].
  Quirks: Ambitious [-1]; Dis-
  tinctive Speech (Hissing 
  voice) [-1]; Poor Night 
  Vision [-1].
  Racially Learned Skills: 
  Brawling (E) DX [1].
  Racially Learned Tech-
  niques: Back Tail Strike 
  (A) Brawling-1 [1].
  Features: Born Biter 1; 
  Robust 1; Tail.
  Armored
  +15 points
  You’re shorter and more 
  massively muscled than 
  ordinary saurs, and your 
  scales are thicker and more 
  durable, like an alligator’s.
  Attribute Modifiers: ST+1 
  (Size, -10%) [9].
  Advantages: DR +2 (Tough 
  Skin, -40%) [6].
  Features: Robust 2.
  Fire-Breathing
  +15 points
  You can “breathe fire” like a dragon – actually, you spit liq-
  uid that bursts into flame, inflicting burns and possibly setting 
  things on fire (see Making Things Burn, p. B433). Each attack 
  costs 1 FP. After four attacks, you need a full day to accu-
  mulate more fuel. You need three meals daily, and you don’t 
  become dormant in cold weather.
  Advantages: Burning Attack 4d (Costs Fatigue, 1 FP/use, -5%; 
  Limited Use, 4/day, -20%; Melee Attack, Reach C, 1, Cannot 
  Parry, -25%) [10]; Not Cold-Blooded [5].
  Runner
  +15 points
  You’re built for speed, being taller and leaner than ordinary 
  saurs.
  Secondary Characteristic Modifiers: Basic Move+1 [5].
  Advantages: Enhanced Move 0.5 (Ground Move ¥1.5) [10].
  Features: Not Robust.
  Swimmer
  +15 points
  You’re adapted to life in the water as well as on land. You 
  can hold your breath 4¥ as long as normal, and swim as fast 
  as you can run. Your back is dark (typically dark green), but 
  your front is pale, making it harder to see you when you’re 
  submerged, either from above or from below.
  Advantages: Amphibious [10]; Breath-Holding 2 [4].
  Perks: Limited Camouflage (Underwater) [1].
  Third Eye
  +20 points
  You have an eye in the back of your head, like a tua-
  tara (Sphenodon punctatus), but more functional. You can 
  see behind yourself, though with low resolution (-4 to see 
  objects at range; -8 to see details such as print) and without 
  depth perception. Your tail attacks to the rear are not Wild 
  Swings, but have an extra -1 from lack of depth perception.
  Advantages: 360° Vision (No Increase in Vertical Arc, 
  -10%; Nuisance Effect, Low Resolution when looking 
  backward, -5%; Nuisance Effect, No Depth Perception 
  when looking backward, -5%) [20]; Striker attacks to 
  side or rear are not blind [1].
  Disadvantages: No Racially Learned Back Tail Strike [-1].
  Shekru
  30 points
  Based on the Indian giant squirrel (Ratufa indica). 
  Your fur is a “coat of many colors” that helps conceal you 
  in woodland shadows, but stands out in a crowd and is 
  hard to disguise. You’re a natural acrobat, with remark-
  able dexterity, superb balance (helped by your large tail), 
  and a body that can twist in many directions. You have 
  a talent for talking people into things through clever 
  conversation. You’re naturally cautious and keep escape 
  routes in mind wherever you go – usually based on climb-
  ing and jumping.
  
   
  the zooloGICAl GARden 
  29
  Attribute Modifiers: ST-4 [-40]; DX+2 [40].
  Secondary Characteristic Modifiers: SM -1.
  Advantages: Perfect Balance [15]; Super Climbing 1 [3]; 
  Super Jump 1 [10].
  Perks: Chisel Teeth [1]; Limited Camouflage (Woodland) [1].
  Quirks: Careful [-1]; Distinctive Features (Brightly colored) 
  [-1].
  Racial Talent: +1 to Fast-Talk [2].
  Features: Gracile 1; Tail.
  Urchin
  -44 points
  Based on the hedgehog (Erinaceus europaeus). You’re 
  small, 3’ or less, and your strength and speed are propor-
  tionately less. However, foot-long spines growing out of your 
  back naturally protect you. You can use your spines as shock 
  absorbers to break a fall on a roll vs. Acrobatics+5 (defaulting 
  to DX-1); see GURPS Martial Arts for details. In combat, you 
  turn your prickly back to your foe. If you have advance warn-
  ing, you can curl up into a ball less than 2’ in diameter, with 
  your face and vitals on the inside. Having this defense, you’re 
  not easily frightened. Most races find you appealing and are 
  more inclined to protect you than attack you.
  Some urchins may learn the cinematic Rolling Slam tech-
  nique (p. 18). In a comedic campaign, the GM may let you 
  take Rapier Wit, which you can use while curled up, confusing 
  your adversaries or even causing them to injure themselves.
  Attribute Modifiers: ST-5 [-50].
  Secondary Characteristic Modifiers: SM -2; Basic Move-2 
  [-10].
  Advantages: Fearlessness 2 [4]; Pitiable [5]; Spines (Long; 
  Can’t Wear Armor, -40%; Directional (B), -40%) [1].
  Perks: Compact Frame [1]; Curls Up (Able to see).
  Quirks: Likes insects [-1].
  Racial Technique Bonuses: Breakfall +5 [5].
  Features: Digitigrade.
  Ursinoid
  65 points
  Based on the brown bear (Ursus arctos). You have a sol-
  itary, easily angered temperament – and a love of sweets, 
  which your keen senses can easily locate. You’re also huge, 
  strong, and hard to hurt, between your bulk and your 
  shaggy fur.
  Attribute Modifiers: ST+5 (Size, -10%) [45].
  Secondary Characteristic Modifiers: SM +1; Basic Move+1 
  [5].
  Advantages: Acute Taste and Smell 2 [4]; Damage Resistance 
  1 (Flexible, -20%) [4]; Fearlessness 1 [2]; Night Vision 3 [3]; 
  Sharp Teeth [1]; Temperature Tolerance 2 (Cold) [2].
  Perks: Fur [1]; Sure-Footed (Snow) [1].
  Quirks: Irritable [-1]; Likes honey/sweets [-1]; Uncongenial 
  [-1].
  Features: Robust 1.
  Vulpid
  -20 points
  Based on the red fox (Vulpes vulpes). You’re clever at 
  improvising solutions to problems, delight in trickery (this is 
  comparable to a Like, a quirk-level Odious Personal Habit, or 
  a quirk-level version of Trickster), and readily take risks for 
  the sake of a good prank. You may follow a personal moral 
  code or none, but you resist society’s expectations.
  Attribute Modifiers: ST-2 [-20].
  Secondary Characteristic Modifiers: SM -1; Basic Move-1 
  [-5].
  Advantages: Sharp Teeth [1]; Temperature Tolerance 1 (Cold) 
  [1]; Versatile [5].
  Perks: Fur [1].
  Quirks: Amoral [-1]; Audacious [-1]; Likes playing tricks [-1].
  Features: Digitigrade; Tail.
  exotICs
  You’re comparable to an anthropomorphic furry, but you 
  have some unusual traits. You may be much larger or smaller 
  than human, or have a nonhumanoid body plan (perhaps that 
  of the original animal species), or be a hybrid or chimera. 
  However, you don’t have special powers (see Furry Superior, 
  pp. 31-33); in particular, if you’re superhumanly strong, it’s 
  because you’re larger and heavier than a human.
  Exotics may be either realistic or cinematic.
  Cat/Dog
  7 points
  An example of a hybrid species, born to a canid and feli-
  noid who fell in love across racial lines. This type of furry 
  is cinematic, like their parents. Your physical traits blend 
  theirs. In particular, you have the sensory advantages of both. 
  Your emotional nature is a divided one (see Hybridization, 
  p. 12), and you don’t entirely fit in socially with either part of 
  your ancestry. In your “dog” personality, you love company 
  and go along with what others are thinking and doing; in 
  your “cat” personality, you prefer to be alone and to pursue 
  private enjoyments.
  In a setting where intermarriage is generally accepted, the 
  Social Stigma can be removed from this template. In a come-
  dic campaign, you may have Good and Bad Angel (p. 15).
  Attribute Modifiers: ST-1 [-10]; DX+1 [20].
  Advantages: Acute Taste and Smell 1 [2]; Night Vision 2 [2]; 
  Sharp Claws [5]; Sharp Teeth [1]; Vibration Sense (Air) 
  [10].
  Perks: Fur [1].
  Disadvantages: Social Stigma (Second-Class Citizen) [-5]; 
  Split Personality (12) [-15]; Unnatural Features (Uncanny 
  valley) [-2].
  Quirks: Personality traits (see below) [-2].
  Features: Digitigrade; Tail.
  Personalities
  “Cat” Personality: Hedonist [-1]; Loner [-1]. -2 points.
  “Dog” Personality: Congenial [-1]; Humble [-1]. -2 points.
  
   
  the zooloGICAl GARden 
  30
  Folf
  -12 points
  Another cinematic hybrid race, the folf is the child of 
  a lupine and a vulpid. Unlike the cat/dog, you don’t have 
  inner conflicts; your traits reflect blending inheritance (see 
  Hybridization, p. 12). However, you lead a somewhat mar-
  ginal existence, not fully accepted by either of your parents’ 
  kin or race. You’re accepting of others’ differences and likely 
  to come up with original (but not necessarily good!) ideas.
  In a setting where intermarriage is generally accepted, the 
  Social Stigma can be removed from this template.
  Attribute Modifiers: ST-1 [-10].
  Advantages: Acute Taste and Smell 1 [2]; Sharp Teeth [1]; 
  Temperature Tolerance 1 (Cold) [1].
  Perks: Fur [1].
  Disadvantages: Social Stigma (Second-Class Citizen) [-5].
  Quirks: Broad-Minded [-1]; Imaginative [-1].
  Features: Born Biter 1; Digitigrade; Tail.
  Frog Prince
  -50 points
  Biologically realistic. Inspired by classic fairy tales. Based 
  on the European common frog (Rana temporaria). You look 
  and act like an ordinary frog, but you have human intelligence, 
  you can speak, and your eyesight is good enough to recognize 
  human royalty. Your Dead Broke disadvantage supersedes 
  whatever wealth level you had in human form – but when you 
  attain your potential human form, it goes away and you have 
  clothes and personal gear suited to your original wealth level. 
  (You retain your original wealth level, as a character trait 
  rather than a racial one, but as a frog, you can’t get access to 
  it.) This template can be used to create a frog princess.
  All of these effects are magical – but none of your traits 
  have the Magical limitation. This is partly for simplicity of 
  design, but also because, if magic stopped work-
  ing, you wouldn’t necessarily become nonsapient 
  or acquire Bad Sight, like a real frog; it’s just as 
  plausible that the magical curse that changed you 
  into a frog would stop working, at least tempo-
  rarily. Not having your various traits be Magical 
  avoids having to resolve this question.
  Attribute Modifiers: ST-9 [-90].
  Secondary Characteristic Modifiers: SM -6; Basic 
  Move-3 [-15].
  Advantages: Amphibious [10]; Binding 1 (Melee 
  Attack, Reach C, Cannot Parry, -35%; One-
  Shot, -10%; Temporary Disadvantage, Cannot 
  Speak, -15%) [1]; Doesn’t Breathe (Nuisance 
  Effect, Limited to no exertion, -5%; Oxygen Absorption, 
  -25%) [14]; Extra Legs (Four Legs) [5]; Metabolism Control 
  6 (Hibernation, -60%) [12]; Nictitating Membrane 1 [1]; 
  Potential Form (Human royalty; When kissed by a person 
  of equal or greater standing) [50]; Super Jump 2 [20].
  Perks: Limited Camouflage (Freshwater lakes) [1]; Penetrat-
  ing Voice [1].
  Disadvantages: Cold-Blooded (50°F) [-5]; Dead Broke [-25]; 
  Ham-Fisted 2 [-10]; Horizontal [-10]; Restricted Diet (Fresh 
  Meat) [-10].
  Features: Thermal comfort zone in water of 60-70°F.
  Houyhnhnm
  155 points
  Biologically realistic. Described by Lemuel Gulliver in 
  his account of his last voyage. Houyhnhnms are anatomi-
  cally indistinguishable from the domestic horse (Equus ferus 
  caballus), but no less capable than humans of manipulation 
  and speech (though with an “equine” accent).
  You have a definite sense of your own “kind,” as distinct 
  not only from Houyhnhnms of other colors but even more 
  strongly from humanoids. In particular, you find the presence 
  of humans distasteful, partly on account of their smell (espe-
  cially the degraded Yahoos of your own land). You don’t really 
  understand “saying the thing that is not” (lying) and don’t 
  think of doing it. Your actions are guided by logic rather than 
  passion, and in particular, you don’t start fights, but rely on 
  reasoned discussion. If you need to fight, you can grapple with 
  your elongated jaws (though your bites do only thr-3 damage) 
  or with one forehoof and pastern; rear up and strike with fore-
  feet; or kick (see Hnarff, p. 19).
  To create a sapient equine race that’s more sympathetic, 
  but less intellectual, remove the +2 to IQ, High Manual Dex-
  terity 1, Sanitized Metabolism, Chauvinistic, Disciplined, and 
  Ingenuous. This lowers racial cost by 43 points to 112 points. 
  You still have the ability to grasp things between forehoof and 
  pastern, but less skillfully.
  Attribute Modifiers: ST+11 (Size, -10%) [99]; IQ+2 [40].
  Secondary Characteristic Modifiers: SM +1; Basic Move+1 
  [5].
  Advantages: Enhanced Move 1 (Ground Move ¥2) [20]; Extra 
  Legs (Four Legs) [5]; High Manual Dexterity 1 [5]; Hooves 
  [3]; Peripheral Vision [15]; Reduced Consumption 1 [2].
  Perks: Fly-Whisk [1]; Penetrating Voice [1]; Sanitized Metab-
  olism [1].
  Disadvantages: Grasping Feet [-16]; Horizontal [-10]; 
  Restricted Diet (Plants) [-10]; Weak Bite [-2].
  Quirks: Chauvinistic [-1]; 
  Disciplined [-1]; Distinc-
  tive Speech [-1]; Ingenu-
  ous [-1].
  Features: Born Biter 1; Tail.
  Samebito
  100 points
  Cinematic. An anthro-
  pomorphic shark; the name 
  (from same, shark, and hito, 
  person) comes from a story 
  by Lafcadio Hearn inspired 
  by Japanese folklore. You 
  belong to a race that serves the dragon kings of the sea. Your 
  primary habitat is aquatic, but you can survive out of water 
  for up to half a day before drying out enough to suffocate. 
  Your skin is dark gray on the back and sides, and light gray on 
  the front, providing camouflage when you swim, along with a 
  measure of protection. You have an exceptionally large mouth 
  with sharp teeth. You react quickly in a fight and have little 
  sense of fear, but safeguard your own honor and demand to 
  be treated with respect. You love things passed down from 
  the past.
  The Houyhnhnms  
  use the hollow Part 
  between the Pastern  
  and the Hoof of their 
  Fore-feet, as we do our 
  Hands . . .
  – Jonathan Swift, 
  Gulliver’s Travels
  
   
  the zooloGICAl GARden 
  31
  Attribute Modifiers: ST+4 (Size, -10%) [36]; HT+2 [20].
  Secondary Characteristic Modifiers: SM +1; Water Move+2 
  [10].
  Advantages: Acute Taste and Smell 1 [2]; Amphibious [10]; 
  Combat Reflexes [15]; Damage Resistance 1 (Flexible, 
  -20%) [4]; Doesn’t Breathe (Costs Fatigue, 1 FP/hour, +0%; 
  Gills, -50%) [10]; Fearlessness 2 [4]; Night Vision 3 [3]; 
  Pressure Support 1 [5]; Sharp Teeth [1]; Speak Underwater 
  [5].
  Perks: Limited Camouflage (Underwater) [1]; Scales [1].
  Disadvantages: Code of Honor (Bushido) [-15]; Restricted 
  Diet (Meat) [-10].
  Quirks: Nostalgic [-1]; Proud [-1].
  Features: Born Biter 1; Tail.
  Tigricentaur
  84 points
  Cinematic. A centauroid race with a humanoid torso 
  growing out of the body of a tiger (Panthera tigris). You have 
  a divided nature (see Hybridization, p. 12) – part “rational” 
  and part “animal.” The first is good at abstract thinking, 
  highly focused, and self-controlled; the second acts quickly 
  and impulsively, especially in battle. In a comedic cam-
  paign, you may have Good and Bad Angel (p. 15).
  Attribute Modifiers: ST+4 (Size, -10%) [36]
  Secondary Characteristic Modifiers: SM +1.
  Advantages: Alternate Form (Once On, Stays On, +50%; 
  Reflexive, +40%) [29]; Extra Legs (Four Legs) [5]; Night 
  Vision 3 [3]; Sharp Claws [5]; Sophos Traits [19].
  Perks: Fur [1]; Limited Camouflage (Jungle) [1].
  Disadvantages: Restricted Diet (Fresh Meat) [-10]; Weak 
  Arms (1/2 ST) [-5].
  Features: Digitigrade; Tail.
  Alternate Forms
  Your Alternate Form is a purely internal shift from one set 
  of largely mental traits to another. Nominally, your base form 
  is the rational Sophos, but the two forms are equally stable; 
  you don’t revert if you’re knocked out or killed when in the 
  animal Therion form. However, you can change forms reflex-
  ively if confronted with danger (when in Sophos form) or with 
  a difficult problem (when in Therion form). Shapeshifting has 
  only the basic cost, as the two forms have the same point cost, 
  as follows.
  “Sophos” Traits: IQ+1 [20]; Per-1 [-5]; Single-Minded [5]; Dis-
  ciplined [-1]. 19 points.
  “Therion” Traits: IQ-1 [-20]; Per+1 [5]; Basic Speed+1.00 [20]; 
  Combat Reflexes [15]; Impatient [-1]. 19 points.
  FuRRy supeRIoR
  Some furry races aren’t just analogs of human beings. They 
  have powers unavailable to human beings, which require a 
  source (Advantage Origins, pp. B33-34; see GURPS Powers 
  for a fuller treatment). The examples here illustrate pow-
  ers from varied sources. Powers may include a racial power 
  Talent, which gives a bonus to attribute or skill rolls to use 
  abilities of a power (+1 to +4; again, see GURPS Powers for 
  greater detail).
  Superpowered furries may be either realistic or cinematic.
  Kitsune
  140 points
  In Japanese folklore and legend, 
  foxes (specifically, the red fox, Vulpes 
  vulpes, called kitsune in Japanese) 
  are highly intelligent and magi-
  cal – but biologically realistic. When a fox reaches age 100, it 
  gains a second tail and acquires magical powers. The template 
  presented here is for a two-tailed fox, able to assume human 
  form and create magical illusions. Shapeshifting Talent grants 
  a bonus to resist being forced out of assumed human form.
  Growth and Shrinking are both taken with the Cosmetic 
  limitation, as defined for Shapeshifting. They don’t make you 
  physically larger or smaller, or affect your reach, movement, 
  or physical strength or durability; and your clothing and 
  possessions seemingly change size with you. Apparent size 
  increase makes you loom over others, for +1 to Intimidation 
  or to be seen at range; apparent size decrease makes you 
  inconspicuous, for -1 to be seen at range or +1 to hide in a 
  room or vehicle.
  You care about social standing and making an impression, 
  and react badly to being slighted or shamed. You are obsessed 
  with pulling off clever tricks against dangerous adversaries, 
  and take pride in your successes. If you make a promise, you 
  will keep it – but literally: you may do things that go against 
  the actual intent of the agreement.
  Older kitsune may gain levels of Illusion Talent or added 
  levels of Shapeshifting Talent, up to four levels in each; they 
  have as many extra tails as their total levels. More advanced 
  practitioners of illusion may gain increased levels of 
  Growth and/or Shrinking, or add Illusion with Men-
  tal. More advanced practitioners of shapeshifting may 
  gain a spirit Alternate Form that has Possession with 
  Spiritual and can take control of a human host body.
  Some kitsune become messengers of Inari, the god 
  of rice cultivation and by extension of wealth and com-
  merce; this can be treated as having a Patron and a 
  Duty. They acquire distinctive white fur and may gain various 
  powers; True Faith is very common.
  Attribute Modifiers: ST-6 [-60]; DX+1 [20]; IQ+2 [40].
  Secondary Characteristic Modifiers: SM -2.
  Advantages: Acute Detect 1 [2]; Claws (Blunt) [3]; Detect 
  Supernatural Phenomena (Reflexive, +40%) [28]; Enhanced 
  Move 1 (Ground Move ¥2) [20]; Extended Lifespan 4 [8]; 
  Night Vision 3 [3]; Shapeshifting Talent 1 [5]; Sharp Teeth 
  [1]; Temperature Tolerance 1 (Cold) [1].
  Perks: Fur [1].
  Disadvantages: Quadruped [-35]; Trickster (15) [-7].
  Quirks: Distinctive Features (Extra tail) [-1]; Legalistic [-1]; 
  Proud [-1].
  Features: Born Biter 1; Digitigrade; Gracile 1; Tail (¥2).
  Kitsune care 
  about social 
  standing.
  
   
  the zooloGICAl GARden 
  32
  Illusion Abilities: Chameleon 2 (Accessibility, In human 
  form, -10%; Controllable, +20%; Glamour, vs. Will-4, -10%; 
  Magical, -10%) [9]; Elastic Skin (Accessibility, In human 
  form, -10%; Glamour, vs. Will-4, -10%; Magical, -10%) 
  [14]; Growth 1 (Accessibility, In human form, -10%; Cos-
  metic, -50%; Glamour, vs. Will-4, -10%; Magical, -10%) 
  [2]; Obscure 5 (Dazzle; Accessibility, In human form, 
  -10%; Defensive, +50%; Glamour, vs. Will-4, -10%; Magi-
  cal, -10%) [12]; Shrinking 1 (Accessibility, In human form, 
  -10%; Cosmetic, -50%; Glamour, vs. Will-4, -10%; Magical, 
  -10%) [1]; Silence 2 (Accessibility, In human form, -10%; 
  Glamour, vs. Will-4, -10%; Magical, -10%) [7].
  Shapeshifting Ability: Alternate Form (Fox’s human form, 
  below; Magical, -10%) [68*].
  * The cost of Alternate Form is figured as follows. The 
  Alternate Form trait itself is disregarded. So are the illusion 
  powers, as the kitsune has them in both forms (some can only 
  be used in human form, but the kitsune still has them in fox 
  form – this is accounted for as Accessibility). The human form 
  (below) is worth 87 points; the fox form apart from its powers 
  is worth 27 points, a difference of 60 points. Taking 90% of 
  this gives 54 points. The basic ability to change shape costs 15 
  points; the -10% Magical limitation reduces this to 14 points. 
  Adding 54 and 14 gives 68.
  Kitsune’s Human Form
  87 points
  Regardless of the sex of the fox, its human form is likely to 
  be female. If so, this is treated as a feature.
  Attribute Modifiers: DX+1 [20]; IQ+2 [40].
  Advantages: Acute Detect [2]; Attractive [4]; Detect Supernat-
  ural Phenomena (Reflexive, +40%) [28]; Extended Lifespan 
  4 [8]; Shapeshifting Talent 1 [5].
  Perks: Classic Features (Kitsune kao, “Fox-faced”) [1].
  Disadvantages: Supernatural Features (Fox’s shadow) [-10]; 
  Trickster (15) [-7]; Unnatural Features 1 (Fox’s tails) [-1].
  Quirks: Flirtatious [-1]; Legalistic [-1]; Proud [-1].
  Features: Tail (¥2).
  Mighty Mole
  135 points
  Cinematic. An anthropomorphic species based on the 
  Eastern mole (Scalopus aquaticus), but with superhuman 
  powers. You’re well-adapted to life in the darkness, with keen 
  hearing and an amazing sense of touch; you can sense low-fre-
  quency vibrations both in the air and in the earth. Your eyes 
  possess the ability to work in very low light, at the expense of 
  poor resolution. Your natural build is well-adapted to digging, 
  with strong arms and blunt claws, even when your powers 
  don’t work. Over and above this, you have superhuman abili-
  ties of tunneling, often faster than you can run; lifting massive 
  weights and grappling powerfully in combat; and surviving 
  conditions deep underground.
  Mentally, you have a natural talent for excavation and con-
  struction, helped by an intuitive spatial sense that lets you keep 
  track of location underground (see GURPS Underground 
  Adventures). You’re a patient, careful worker, and always 
  take extra time to do a job right; you can take as much as 
  60¥ normal time for +6 to skill. You prefer to be underground 
  or in enclosed spaces, and being out in the open makes you 
  uncomfortable.
  Mighty moles may have one or more levels of power 
  Talent – especially those who take up careers as heroes or vil-
  lains. These grant bonuses to HT rolls to avoid crippling injury 
  to limbs, self-inflicted injury while lifting, and injury from 
  over 100¥ native pressure; to Will rolls for extra effort, or to 
  stay conscious while holding your breath; to DX and skill rolls 
  for tunneling movement; and to IQ or skill rolls to dig a stable 
  tunnel. Power Talent adds to Power Dodge rolls to evade an 
  attack by tunneling and to Power Block rolls to double skull 
  DR against an attack.
  They may also have extra levels of Master Builder, which 
  add to several skill rolls.
  Attribute Modifiers: ST-6 [-60].
  Secondary Characteristic Modifiers: SM -3; Basic Move-2 
  [-10].
  Advantages: 3D Spatial Sense [10]; Acute Hearing 2 [4]; Arm 
  ST 1 [5]; Claws (Blunt) [3]; Damage Resistance 1 (Flexi-
  ble, -20%) [4]; Master Builder 1 [5]; Nictitating Membrane 
  3 [3]; Night Vision 6 [6]; Sensitive Touch [10]; Subsonic 
  Hearing [5].
  Perks: Burrower [1]; Fur [1].
  Disadvantages: Bad Sight (Low Resolution) [-25]; Semi- 
  Upright [-5].
  Quirks: Dislikes Open Spaces [-1]; Methodical [-1].
  Subterranean Abilities: Breath-Holding 5 (Super, -10%) [9]; 
  Damage Resistance 8 (Partial, Skull, -70%; Super, -10%; 
  Tough Skin, -40%) [8]; Injury Tolerance (Unbreakable 
  Bones; Super, -10%) [9]; Lifting ST 35 (Super, -10%) [95]; 
  Pressure Support 1 (Super, -10%) [5]; Tunneling (Move 6; 
  Super, -10%) [54].
  Oracular Lamia
  175 points
  Cinematic. Inspired by the monster from Greek myth. You 
  have the form of a huge rock python (Python molurus) with 
  a woman’s head. (All lamiae are female; they can reproduce 
  either parthenogenically or by mating with males of other spe-
  cies.) You’re viewed as a terrifying monster, and anyone who 
  sees you must make an immediate Fright Check.
  Despite your monstrous form, you’re highly intelligent and 
  have an amazing memory. In addition, you have a variety of 
  psychic abilities. You’re telekinetic, with about half the ST of 
  your physical body, and you can use the power of your will to 
  deflect physical attacks, helping you dodge more effectively. 
  Many things knows 
  the fox, but the hedgehog 
  one big thing.
  – Archilochus
  
   
  the zooloGICAl GARden 
  33
  You can see the unseen and know the unknown. Once a 
  day, you can spend an hour “checking the omens” by making 
  a Sense roll and interpreting them by making an IQ roll; both 
  rolls are at +3, but you’re at -5 to any other task you undertake 
  at the same time. You’re compulsively truthful when proph-
  esying; roll 12 or less to hold back from telling the truth in 
  any way. Finally, you have a true name (which you almost 
  certainly know), and you’re at -5 to resist supernatural control 
  by anyone who learns it.
  You generally prefer to be alone. However, anyone who 
  approaches you with formal good manners has an advantage 
  in gaining your cooperation: +1 to their Savoir-Faire (High 
  Society) and -1 to your Will.
  An older, more experienced lamia may gain one or more 
  levels of power Talent for Revelation (applying to Detect, Intu-
  ition, Oracle, and See Invisible) or Psychokinesis (applying to 
  Enhanced Dodge and Telekinesis). The first gives bonuses to 
  Per for seeing signs and IQ for understanding them. The sec-
  ond adds to DX and IQ rolls to use telekinesis, and to Teleki-
  nesis level in Contests of ST only.
  Attribute Modifiers: ST+1 (No Fine Manipulators, -40%) [6]; 
  IQ+3 [60].
  Advantages: Constriction Attack [15]; Damage Resistance 2 
  (Can’t Wear Armor, -40%; Flexible, -20%; Half-Armored, 
  Lower, -10%) [3]; Double-Jointed [15]; Eidetic Memory [5]; 
  Hard to Kill 3 [6]; Longevity [2]; Nictitating Membrane 2 
  [2]; Terror (When seen; Always On, -20%) [24].
  Perks: Focused (Checking omens) [1]; Parthenogenesis [1]; 
  Scales [1].
  Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; 
  Restricted Diet (Fresh Meat) [-10]; Social Stigma (Monster) 
  [-15].
  Quirks: Easily Influenced (Posh) [-1]; Name-Bound [-1]; 
  Truthfulness (When prophesying) [-1]; Uncongenial [-1].
  Features: No Legs (Slithers); Tail.
  Psychokinetic Abilities: Enhanced Dodge 4 (Limited, Physi-
  cal, -20%; Psionic, -10%) [42]; Telekinesis 5 (Cannot Affect 
  Self, -20%; Cannot Punch, -10%; Psionic, -10%) [15].
  Revelatory Abilities: Detect Revelatory Abilities (Psionic, 
  -10%; Vague, -50%) [4]; Intuition (Psionic, -10%) [14]; Ora-
  cle (Psionic, -10%) [14]; See Invisible (To electromagnetic 
  vision; Psionic, -10%) [14].
  Wardog
  175 points
  Biologically realistic. A member of a supersoldier race 
  genetically engineered from the domestic dog (Canis famil-
  iaris). You’re physically strong and fit, with naturally good 
  health, reflected in good looks. You’re also perceptive, quick 
  to react, and well-coordinated. Your metabolism requires a 
  fourth daily meal. You’re a little less intelligent overall than 
  a human, but with an innate talent for tactical thinking that 
  manifests in sensitivity to danger and quickness to react to 
  it – you’re not easily frightened or intimidated. You’re more at 
  ease in the company of fellow wardogs, or of humans who’ve 
  earned your trust, than you are alone. You readily accept 
  training that restrains you from using your combat abilities 
  unless attacked or legitimately ordered to fight. Specialized 
  enhancements protect you from blood loss and broken bones.
  Unarmed combat training for wardogs commonly includes 
  the use of the mouth to bite, grapple, and worry, with appro-
  priate perks and techniques.
  Attribute Modifiers: ST+2 [20]; DX+1 [20]; IQ-1 [-20]; HT+3 
  [30].
  Secondary Characteristic Modifiers: Will+1 [5]; Per+2 [10]; 
  Basic Speed+1.00 [20].
  Advantages: Attractive [4]; Combat Reflexes [15]; Danger 
  Sense (Hypersensory, -50%) [8]; Discriminatory Smell 
  [15]; Fearlessness 2 [4]; High Pain Threshold [10]; Injury 
  Tolerance (Unbreakable Bones) [10]; Night Vision 3 [3]; 
  Parabolic Hearing 1 [4]; Resistant to Bleeding (+3) [1]; 
  Sharp Teeth [1]; Temperature Tolerance 1 (Cold) [1]; Ultra-
  hearing [5]; Very Fit [15].
  Perks: Fearsome Stare [1]; Fur [1]; Penetrating Voice [1].
  Disadvantages: Short Lifespan 1 [-10].
  Quirks: Congenial [-1]; Disciplined [-1]; Hungry [-1].
  Racial Skill Bonuses: Tactics+2 [4].
  Features: Born Biter 1; Digitigrade; Tail.
  Biological Enhancements
  +105 points
  In a higher-powered campaign, wardogs may have biologi-
  cal enhancements from a supercharged metabolism.
  You may want to buy one or more levels of Hypermetabolic 
  Talent, at 5 points/level. Each level gives +1 to control rolls 
  when moving fast, and to Will and HT rolls for extra effort 
  when lifting, and to avoid self-inflicted injury when lifting or 
  striking blows.
  Hypermetabolic Abilities: Enhanced Move 1 (Ground Move 
  ¥2; Biological*, -10%) [18]; Lifting ST 12 (Biological*, 
  -10%) [33]; Striking ST 12 (Biological*, -10%) [54].
  * These abilities have a variant form of Biological (GURPS 
  Powers, p. 26), and their FP cost can only be repaired by con-
  suming massive quantities of extra food.
  Funny AnImAls
  The least realistic furry characters are classic funny ani-
  mals: characters who are referred to as animals, but are 
  drawn in a simplified way that makes their “animality” a 
  visual abstraction, and who act mostly human. (This kind of 
  characterization can also be applied to “human” characters 
  or to other sorts of nonhumans – for example, to machines 
  such as automobiles, or to toys.) This may be simply a visual 
  style, or these beings may coexist with realistic people and 
  settings. In the latter case, they have Unnatural Features 
  5 (Three-dimensional drawing), giving -5 to Disguise and 
  Shadowing and giving others +5 to identify and follow them, 
  unless they’re among other funny animals. The templates 
  here include this trait.
  
   
  the zooloGICAl GARden 
  34
  To turn a funny animal into a nearly indestructible “toon” 
  (see GURPS Template Toolkit 2: Races), add the following 
  trait to the template: Unkillable 2 (Achilles’ Heel, Cosmic 
  attack, Rare, -10%) [90].
  Duck
  -14 points
  A cartoon duck, usually modeled on the domestic duck 
  (Anas platyrhynchos), along the lines of such characters as 
  Daffy Duck, Donald Duck, or Howard the Duck. Despite being 
  nominally a duck, you spend your time on land and aren’t 
  necessarily a good swimmer. You’re quick to take action and 
  occasionally fly into violent rages.
  Secondary Characteristic Modifiers: SM -2.
  Perks: Feathers [1]; Sure-Footed (Water) [1]; Waterproofing 
  [1].
  Disadvantages: Bad Temper (12) [-10]; Unnatural Features 5 
  (Three-dimensional drawing) [-5].
  Quirks: Distinctive Speech [-1]; Impatient [-1].
  Features: Four-Fingered; Zoomorph (Duck).
  Mouse
  5 points
  A cartoon version of the house mouse (Mus musculus), 
  as seen in Krazy Kat, Tom and Jerry, Merrie Melodies (Speedy 
  Gonzales), Pinky and the Brain, and other comic strips and 
  cartoons. You’re tiny and like to hide in the shadows, and 
  you have good night vision. You have strong front teeth that 
  let you gnaw holes in baseboards or food containers. You’re 
  casual about taking risks to get what you want. With your 
  small size, fur, and big ears, people tend to see you as “cute.”
  Secondary Characteristic Modifiers: SM -7.
  Advantages: Night Vision 3 [3]; Pitiable [5].
  Perks: Chisel Teeth [1]; Fur [1]; Limited Camouflage (Shad-
  ows) [1].
  Disadvantages: Unnatural Features 5 (Three-dimensional 
  drawing) [-5].
  Quirks: Audacious [-1].
  Features: Four-Fingered; Tail; Zoomorph (Mouse).
  Raptor
  40 points
  A cartoon human-sized predatory dinosaur, along the lines 
  of the “velociraptors” in Jurassic Park and many later works. 
  These are no more accurate a portrayal of Velociraptor mon-
  goliensis than Warner Brothers’ Taz was of Tasmanian devils; 
  they’re closer to Deinonychus antirrhopus, a related species 
  with a less cool name. In funny animals, though, a little inac-
  curacy is okay!
  You’re an extraordinarily smart dinosaur, about at the level 
  of a chimpanzee, just over the threshold of sapience – but you 
  can’t be schooled and you act like a wild animal. You react 
  quickly in combat and are difficult to frighten. When chal-
  lenged, you fix an adversary with a stare that can act as an 
  Intimidation attempt. You’re good at concentrating when you 
  stalk prey. Your preferred attack is a kick with the long claws 
  on your feet, which can inflict either cutting or impaling dam-
  age. Your jaws can gape enormously wide, in a biting attack 
  or a threat display giving you +2 to Intimidation, but your foes 
  have +2 to attack your open mouth. You can swallow nearly 
  anything you can fit into your mouth (up to SM -2).
  You may have either scales or feathers, depending on 
  which view of dinosaurs the GM prefers.
  Attribute Modifiers: DX+3 [60]; IQ-4 [-80]; HT+1 [10].
  Secondary Characteristic Modifiers: Will+3 [15]; Per+5 [25].
  Advantages: Combat Reflexes [15]; Damage Resistance 2 
  (Flexible, -20%) [8]; Enhanced Move 1 (Ground Move ¥2) 
  [20]; Fearlessness 1 [2]; Payload 5 (Aspected, Only if it’s 
  funny!, -20%) [4]; Sharp Teeth [1]; Talons [8].
  Perks: Fearsome Stare [1]; Feathers or Scales [1].
  Disadvantages: Bestial [-10]; Disturbing Voice [-10]; Ham-
  Fisted 2 [-10]; Restricted Diet (Fresh Meat) [-10]; Social 
  Stigma (Uneducated) [-5]; Unnatural Features 5 (Three-di-
  mensional drawing) [-5].
  Quirks: Attentive [-1]; Dull [-1].
  Features: Born Biter 2; Digitigrade; Tail; Zoomorph 
  (Velociraptor).
  Racially Learned Techniques: Kicking (A) DX [2].
  Turtle
  -10 points
  A cartoon version of the Eastern mud turtle (Kinosternon 
  subrubrum), like Walt Kelly’s Churchy LaFemme. You’re 
  slow-moving, relying on your shell for protection; unlike 
  real turtles, you can pull your head and limbs entirely 
  inside your shell. You’re also slow to change tracks men-
  tally, giving -3 to notice distractions, but +1 to complete long 
  tasks – including physical tasks such as foot races. You’re 
  equally at home on land and in water, and can hold your 
  breath for a long time.
  Secondary Characteristic Modifiers: SM -2; Basic 
  Speed-2.00 [-40].
  Advantages: Amphibious [10]; Breath-Holding 1 [2]; Damage 
  Resistance 5 (Partial, Torso, -10%) [23].
  Perks: Retraction [1].
  Disadvantages: Unnatural Features 5 (Three-dimensional 
  drawing) [-5].
  Quirks: Attentive [-1].
  Features: Zoomorph (Turtle).
  The monkeys stand for honesty, giraffes are insincere,
  And the elephants are kindly but they’re dumb.
  Orangutans are skeptical of changes in their cages . . . 
  – Simon and Garfunkel, “At the Zoo”
  
   
  BIBlIoGRAphy 
  35
  Consult this sampling of resources to find inspiration for 
  your next campaign.
  ClAssICs
  Literary works with animal-based characters, now old 
  enough to be out of copyright. For those available in many 
  editions, specific ones are not listed. However, when a work 
  has been translated, a currently available translation is 
  recommended.
  Carroll, Lewis. Alice’s Adventures in Wonderland (1865). 
  Among the strange beings Alice encounters in Wonderland are 
  various anthropomorphic talking animals.
  Grahame, Kenneth. The Wind in the Willows (1908). 
  Adventures of a group of animal characters whose lives and 
  actions are humanized to varying degrees – often for the 
  same character! The tone ranges from slapstick to suspense 
  to religious awe.
  Harris, Joel Chandler. The Complete Tales of Uncle Remus 
  (Houghton Mifflin, 2002). Folk stories from the American 
  South, shown as told by a black freedman speaking in dialect; 
  although now controversial, they were a major influence on 
  American popular culture.
  Jones, V.S. Vernon (translator). Aesop’s Fables (Dover, 
  2009). Illustrated by Arthur Rackham, with an introduction 
  by G.K. Chesterton. Originally published 1912. A version of 
  the classic stories attributed to Aesop (620-564 B.C.).
  Kipling, Rudyard. The Jungle Book (1894). The first of two 
  collections of stories, largely about Mowgli, a boy raised by 
  wolves in India, partly inspired by the Buddhist jatakas, which 
  Kipling admired.
  Shapiro, Norman R. (translator). The Complete Fables 
  of Jean de La Fontaine (University of Illinois Press, 2007). A 
  highly readable translation of the versified fables originally 
  published 1668-1694.
  Shaw, Sara Janet (translator). The Jatakas (Penguin 
  Classics, 2007). Twenty-six selections from stories attributed 
  to Buddha of previous lives through which he found his way 
  to enlightenment.
  Swift, Jonathan. Gulliver’s Travels (1726). The fourth part 
  of this satirical novel portrays a race of sapient horses.
  Terry, Patricia (translator). Renard the Fox (University of 
  California Press, 1992). A modern version of the medieval 
  French satirical adventure stories.
  Wells, H.G. The Island of Dr. Moreau (1896). One of Wells’ 
  classic science-fiction novels, regarded as the source of the 
  theme of “uplift” – in this version a tragic and horrifying 
  failure.
  Wu Cheng’en (Anthony C. Yu, translator). Journey to the 
  West (University of Chicago Press, 2012). One of the four 
  classic novels of China. An often comedic epic in which an 
  anthropomorphic monkey, Sun Wukong, gains superpowers 
  and is sent on a mission to bring Buddhist scriptures to 
  China.
  FICtIon
  More recent novels or story collections about animal-based 
  characters.
  Adams, Richard. Watership Down (Avon, 1975; originally 
  published 1972). A band of rabbits flee the destruction of their 
  warren and establish a new home in a story inspired by Greek 
  and Roman epics.
  Boulle, Pierre. Planet of the Apes (Del Rey, 2011; originally 
  published 1963). Social satire in the form of science fiction, 
  and the inspiration for two series of films.
  Brin, David. Uplift: The Complete Original Trilogy (Orbit, 
  2012). Collects the three novels that introduced “uplift” as a 
  label for enhanced animal intelligence (originally published 
  1980, 1983, and 1987).
  Brooks, Walter R. Freddy Goes to Florida, illustrated by 
  Kurt Wiese (Harry N. Abrams, 2012; originally published 1927 
  as To and Again). In the first of a long series of children’s nov-
  els, a band of farm animals decide to migrate to Florida to get 
  away from an upstate New York winter.
  Burgess, Thornton W. Old Mother West Wind (Dover, 2011; 
  originally published 1910). A collection of stories about North 
  American wild animals leading slightly anthropomorphized 
  lives, written by a conservationist and amateur naturalist. The 
  first of a long series.
  Cherryh, C.J. The Chanur Saga (DAW, 2000). Collects the 
  first three of five novels about an interstellar community of 
  alien races often modeled on Earth animal species (The Pride 
  of Chanur, the first, was originally published 1981).
  Crowley, John. Otherwise (Harper Perennial, 2002). 
  Includes Beasts (originally published 1976), a science-fiction 
  novel set in a politically troubled future United States, which 
  is partly a tribute to the Roman de Renart.
  Lewis, C.S. The Lion, the Witch, and the Wardrobe, illus-
  trated by Pauline Baynes (HarperCollins, 2004; originally pub-
  lished 1950). The first of a series of children’s novels set in a 
  magical realm where humans, talking animals, and mythical 
  beings live side by side.
  Murphy, Pat. Nadya (Tor, 1996). Lycanthropy on the 
  American frontier as a coming-of-age story, including a mem-
  orable encounter between the shapeshifting heroine and a 
  Cheyenne community.
  Norton, Andre. The Iron Breed (Baen, 2013). Includes her 
  science-fiction novel Breed to Come (originally published 1972), 
  about sapient cats exploring the ruins of human civilization.
  Norton, Andre. Star Soldiers (Baen, 2001). Includes her 
  early science-fiction novel Star Rangers (originally published 
  1953), where mutated humans and avian and reptilian “bem-
  mies” work together for survival on an unknown planet.
  BIBlIoGRAphy
  
   
  BIBlIoGRAphy 
  36
  Orwell, George. Animal Farm (Signet, 1996; originally 
  published 1945). An allegory of the Russian Revolution and 
  Stalinism as the takeover of a British farm by its animals.
  Potter, Beatrix. The Tale of Peter Rabbit (Warne, 2002; orig-
  inally published 1902). The first and best known of her animal 
  stories, about a young rabbit’s misadventures while stealing 
  vegetables. Illustrated by the author, who shows her character 
  sitting upright and wearing a jacket and shoes.
  Pratchett, Terry. The Amazing Maurice and His Educated 
  Rodents (HarperCollins, 2002). A Discworld version of the 
  Pied Piper, told largely from the viewpoint of the rats.
  Salten, Felix. Bambi, a Life in the Woods, translated by 
  Whittaker Chambers (Simon & Schuster, 1928). A coming-of-
  age novel about a roe deer, considered one of the first envi-
  ronmental novels, later adapted by Disney as a film (p. 37), 
  though the novel’s story is much harsher.
  Simak, Clifford. City (Open Road Media, 2015; originally 
  published 1952; expanded edition originally published 1980). 
  A series of linked short stories trace the emergence of a world 
  of sapient dogs for whom humanity is a legend.
  Smith, Cordwainer. The Rediscovery of Man (NESFA Press, 
  1993). Collects the author’s short fiction, including many sto-
  ries of anthropomorphized animals and human-animal bond-
  ing in a remote interstellar future.
  Smith, L. Neil. The Probability Broach (Del Rey, 1979). 
  An alternate history where the libertarian North American 
  Confederacy recognizes apes and dolphins as equal citizens.
  Stapledon, Olaf. Sirius (Gollancz, 2011; originally pub-
  lished 1944). A tragic novel about an enhanced sheep dog’s 
  troubled relationship with humanity.
  Swann, S. Andrew. The Moreau Quartet, Volume One 
  (DAW, 2015). Includes Forests of the Night (originally pub-
  lished 1993), a noir mystery with an anthropomorphic tiger 
  detective.
  White, E.B. Stuart Little (Harper and Row, 2005; originally 
  published 1945). Illustrated by Garth Williams. The story of a 
  talking mouse born to a human family, focusing on his grow-
  ing up and his quest to find a lost friend. The inspiration for 
  three movies and a short television series.
  pRInt ComICs
  Graphic stories about furry characters originally published 
  as comic strips or books, in currently available versions.
  Crumb, Robert. The Life and Death of Fritz the Cat 
  (Fantagraphics, 2012). The complete stories of the major furry 
  character in underground comics; humorous, satirical, and 
  often raunchy.
  Eastman, Kevin and Laird, Peter. Teenage Mutant Ninja 
  Turtles: The Ultimate Collection (IDW, 2011). The first of five 
  reprint volumes collecting stories from the original series 
  (1984-1993).
  Gallacci, Steve. Command Review, Volume 1 (Thoughts & 
  Images, 1986). The first of three volumes collecting the classic 
  anthropomorphic military science-fiction series “Erma Felna, 
  EDF.”
  Herriman, George. Krazy and Ignatz 1916-1918 (Fanta-
  graphics, 2010). A reprint of the first run of Sunday strips of 
  a pioneering surreal funny animal series, still highly regarded 
  by critics and comics historians.
  Kelly, Walt. Pogo: The Complete Daily and Sunday Comic 
  Strips, Vol. 1 (Fantagraphics, 2011). The first of a series of col-
  lections of comic strips about animal denizens of a swamp, 
  with themes ranging from whimsy to political satire.
  Petersen, David. Mouse Guard: Fall 1152 (Archaia, 2009). 
  Collects the first issues of a comic set in a world of sapient 
  mice with medieval technology; the story is straightforward 
  enough to be accessible to children but the action is often real-
  istically violent.
  Sakai, Stan. Usagi Yojimbo: The Special Edition (Fanta-
  graphics, 2015). Stories of a masterless rabbit samurai in an 
  anthropomorphic version of Japan’s Tokugawa Shogunate, 
  originally published in the 1980s and 1990s.
  Spiegelman, Art. The Complete Maus (Pantheon, 1996). A 
  story of Jewish survival in Nazi-occupied Europe and pres-
  ent-day memories of the era, told in anthropomorphic form; 
  originally serialized 1980-1991.
  Talbot, Bryan. Grandville (Dark Horse, 2009). The first of 
  five volumes in a furry steampunk alternate history, portray-
  ing the adventures and political entanglements of a badger 
  inspector from Scotland Yard.
  WeBComICs
  Graphic storytelling originally published and still available 
  online.
  Holbrook, Bill. Kevin and Kell (1995-). Domestic comedy 
  about a rabbit married to a wolf in a world where preda-
  tor-prey relations are institutionalized.
  Joseco, John. The Hunters of Salamanstra (2014-). Classical 
  fantasy adventure with a mixed cast of human and furry 
  heroes.
  Kain, Alex; Bennett, Rachel; and Jacinto, Jerome. The 
  Abyssal Dunes (2011-). A large-scale story of conflict between 
  different anthropomorphic races and societies in a created 
  world.
  Stanley, Mark. Freefall (1998-). Humorous science fiction 
  about a spaceship crewed by an alien, a robot, and an uplifted 
  wolf on a human colony world; often explores serious philo-
  sophical themes.
  Vernon, Ursula. Digger (2003-2011). Surrealistic narrative 
  of an anthropomorphic wombat’s encounters with other ani-
  mals and supernatural beings.
  movIes
  Full-length movies, mostly animated, with animal-based 
  characters.
  American Tail, An (Don Bluth, 1986). A culturally Jewish 
  family of mice emigrates from Tsarist Russia to New York 
  City in a world where animals have a hidden parallel society.
  Oh, what have I done?
  I’ve killed the wabbit
  – Elmer Fudd,  
  in “What’s Opera, Doc?”
  
   
  BIBlIoGRAphy 
  37
  Bambi (David Hand, 1942). Inspired by Felix Salten’s novel. 
  A coming-of-age story about a fawn, in which all the charac-
  ters are nonanthropomorphic (but talking) wild animals.
  Kung Fu Panda (John Stevenson and Mark Osborne, 2008). 
  Comedic martial arts adventure set in ancient China, in which 
  a young giant panda seeks mastery of kung fu. The first movie 
  in this franchise.
  Lion King, The (Roger Allers and Rob Minkoff, 1994). 
  A heroic adventure story influenced by Hamlet, in which a 
  young lion seeks to reclaim his father’s throne from a usurper.
  Robin Hood (Wolfgang Reitherman, 1973). An anthropo-
  morphic interpretation of the adventures of Robin Hood, por-
  trayed as a fox.
  Secret of NIMH, The (Don Bluth, 1982). Science-fictional 
  drama largely set in a hidden community of rats with 
  enhanced intelligence. Loosely based on the 1971 
  children’s novel Mrs. Frisby and the Rats of NIMH, 
  by Robert C. O’Brien.
  Who Framed Roger Rabbit (Robert Zemeckis, 
  1988). The best-known film combining live action 
  and animation, with a human private detective try-
  ing to clear the title character of murder in 1940s 
  Los Angeles. One of the major sources for the “toon” 
  concept. Loosely based on the 1981 novel Who 
  Censored Roger Rabbit?, by Gary K. Wolf.
  Zootopia (Byron Howard and Rich Moore, 2016). Police 
  drama set in a city of anthropomorphic mammals where 
  anti-carnivore prejudice is a major social issue.
  shoRt suBjeCts
  Short animated films created for theatrical release, in cur-
  rently available versions.
  Creature Comforts (Nick Park, 1989). A short claymation 
  film of interviews with zoo animals, released by Aardman 
  Animations; followed (starting 2003) by a television series.
  Looney Tunes: Platinum Collection, Vol. 1 (Warner Home 
  Video, 2012). The first of three DVDs collecting classic Warner 
  Brothers theatrical shorts, with most of their best-known 
  characters.
  Walt Disney Treasures: The Chronological Donald, Volume 1 
  (Walt Disney Video, 2004). The first of several DVDs collect-
  ing theatrical shorts about Disney’s iconic anthropomorphic 
  duck. Collections are also available for Mickey Mouse, Goofy, 
  and others.
  The Woody Woodpecker and Friends Classic Cartoon 
  Collection (Universal Pictures Home Entertainment, 2007). A 
  collection of cartoons directed by Walter Lantz and Tex Avery.
  televIsIon
  Video material originally created for television.
  The Adventures of Rocky and Bullwinkle and Friends (Jay 
  Ward and Bill Scott, 1959-1964). An influential animated 
  series with strong elements of parody; portrayed funny animal 
  characters living unremarked in a human world.
  Beastars (Shinichi Matsumi, 2019-). The murder of a stu-
  dent at a university with both carnivorous and herbivorous 
  students leads to dramatic conflicts. Subplots explore roman-
  tic entanglements and political issues.
  Beauty and the Beast (Ron Koslow, 1987-1990). Live-action 
  romantic drama featuring a leonine beast-man living in hid-
  ing under New York City.
  Kimba the White Lion [Jungle Emperor] (Eiichi Yamamoto, 
  1965-1967). A major early anime series based on manga by 
  Osamu Tezuka, dramatizing the coming of age of a lion cub 
  as a protector of wild creatures.
  Princess Tutu (Junichi Sato, 2002-2003). Magical girl anime 
  about a duck transformed into a preadolescent girl at a ballet 
  academy, where she must free the young man she loves from 
  a magical curse.
  Tiny Toon Adventures (Tom Ruegger, 1990-1992). Younger 
  protégés of the classic Looney Tunes characters created during 
  the classic animation revival that followed Who Framed Roger 
  Rabbit.
  RoleplAyInG GAmes
  Rules sets for playing various sorts of furry characters. 
  Most are currently available, as downloads if not in print, but 
  some are included for historical interest.
  Crane, Luke and Petersen, David. Mouse Guard (Archaia 
  Studios Press, 2008). Adapted from the comic book series, 
  with game mechanics that emphasize characterization and 
  narrative structure.
  Holmgren, Jason, et al. Ironclaw (Sanguine Productions 
  Limited, 2001). A medieval fantasy game with anthropomor-
  phic animal characters.
  Kidd, Paul. Albedo (Thoughts and Images, 1988). Adapted 
  from “Erma Felna, EDF,” published in the anthology comic 
  Albedo. Military science fiction with anthropomorphic races 
  apparently of uplifted Earth animals.
  Kidd, Paul. Lace & Steel (TAGG, 1989). A fantasy game 
  emphasizing romance and swashbuckling, where character 
  races include half-horses (“centaur” is insulting!), harpies, 
  pixies, and satyrs.
  O’Sullivan, Steffan. GURPS Bunnies & Burrows (Steve 
  Jackson Games, 1992). A GURPS adaptation of the classic 
  game (see below), using variant GURPS rules for rabbit-sized 
  characters.
  Pulver, David L. Transhuman Space (Steve Jackson 
  Games). An original science-fictional setting for GURPS that 
  offers many options for playing zoomorphic characters.
  Shapero, Niall C. Other Suns (Fantasy Games Unlimited, 
  1983). A game of largely military science fiction with alien 
  races, most resembling anthropomorphized Earth animals.
  Sustare, B. Dennis and Robinson, Scott. Bunnies & 
  Burrows (Fantasy Games Unlimited, 1976). A very early role-
  playing game partly inspired by Watership Down.
  Wujcik, Erick. After the Bomb (Palladium Books, 2001). 
  A roleplaying game of mutated animals after catastrophic 
  biowarfare, with a wide range of enhanced species.
  I miss the fresh meat! You know, because 
  in Brazil we are predominantly carnivores.
  – The Brazilian puma,  
  in Creature Comforts
  
   
  Index 
  38
  Accipiter racial template, 23.
  Advantages, 11-13.
  Alate Combat style, 19.
  Alligators, template, 28.
  Ambitious quirk, 14.
  Animals, corresponding furry templates, 5; 
  furries vs., 4.
  Animation, as inspiration, 7.
  Anteaters, template, 26.
  Anthropomorphics, definition, 4.
  Armor, scaling, 20.
  Audacious quirk, 14.
  Avians, martial-arts style, 19; templates, 22, 
  23, 34.
  Back Spray technique, 17, 18.
  Back Tail Strike technique, 17, 18.
  Bad Sight disadvantage, 13.
  Beak and Tongue advantage, 12.
  Bears, templates, 22, 29.
  Beast fables, as inspiration, 6.
  Beavers, template, 25.
  Bibliography, 35-37; general sources, 5-7.
  Big Cat racial template, 23-24.
  Binding advantage, 11.
  Birds, see Avians.
  Bite, combat option, 16; feature, 15; see also 
  Mouth.
  Blending racial traits, 12.
  Born Biter feature, 15.
  Campaigns, 8-9; number of species, 8.
  Canid racial template, 24.
  Canine Police Combat style, 19.
  Carnivory, 10.
  Cartoon characters, see Funny Animals.
  Castor racial template, 25.
  Cat-girls, 7.
  Cat/Dog racial template, 29.
  Cats, Big Cat template, 23-24; templates, 25, 
  29.
  Character creation, advantages, 11-13; 
  culture considerations, 21; disadvantages, 
  13-14; features (traits), 15; hybridization, 
  12; individuals, 21; modifiers, 14; 
  signature traits, 15; size modifier, 11; 
  skills, 15; visible racial features, 14; see 
  also Templates.
  Children’s stories, as inspiration, 6.
  Chimpanzee racial template, Educated, 
  21-22.
  Chisel Teeth perk, 13.
  Clawed Grapple technique, 17, 18.
  Claws, combat option, 16; martial-arts style, 
  20; technique, 17.
  Combat options, 16.
  Comic strips, as inspiration, 7.
  Confident quirk, 14.
  Crocutid racial template, 25.
  Cultures, 21.
  Curls Up perk, 13; related technique, 18.
  Damage Resistance advantage, 12.
  Danger Sense advantage, 12.
  Digitigrade feature, 15.
  Disadvantages, 13-14.
  Distinctive Features quirk, 14.
  Dogs, martial-arts style, 19; templates, 22, 
  24, 29, 33.
  Draconid racial template, 25.
  Dragons, templates, 25, 28; see also Saur.
  Dual Back Kick technique, 17, 18.
  Dual personality, 12; example template, 29.
  Duck racial template, 34.
  Emergence hybridization, 12.
  Extensible Tongue advantage, 12.
  Extra Arms advantage, 12; Long modifier, 
  12; see also Tail.
  Extra Head advantage, 12.
  Features, definition, 15; new traits, 15; 
  visible racial, 14.
  Felinoid racial template, 25.
  Flight, martial-arts style, 19; templates with, 
  22, 23, 25.
  Fly-Whisk perk, 13.
  Folf racial template, 30.
  Formicarius racial template, 26.
  Four-Fingered feature, 15.
  Foxes, templates, 29-32.
  Frog Prince racial template, 30.
  Front Tail Strike technique, 17, 18.
  Funny animals, bibliography, 36, 37; 
  carnivory, 10; definition, 4; indestructible 
  option, 33; inspiration, 7; new features 
  (traits), 15; realism, 11; scaling gear, 20; 
  size, 11; templates, 33-34; Unnatural 
  Features, 14.
  Furries, animals vs., 4; as allegories, 9; as 
  artistic genre, 4; cultures, 21; definition, 
  4-5; inspiration, 5-7; other animals 
  and, 4; sources, 5-7; see also Character 
  Creation, Templates, specific animals.
  Gear, scaling, 20.
  Giraffes, template, 27-28.
  Good and Bad Angel feature, 15.
  Good Grip advantage, 13.
  Gracile feature, 15.
  Grapple combat option, mouth, 16; 
  technique, 17; torso, 16.
  Grasping Feet advantage, 12.
  GURPS, 3, 4, 10, 11; Basic Set, 3, 10, 16, 
  21; Bio-Tech, 3, 10, 22, 23; Bunnies & 
  Burrows, 3, 37; Low-Tech Companion 
  2: Weapons and Warriors, 20; Martial 
  Arts, 3, 15-19, 29; Martial Arts: Yrth 
  Fighting Styles, 19; Power-Ups 2: 
  Perks, 3, 20, 21; Power-Ups 6: Quirks, 
  3, 21; Powers, 3, 8, 31, 33; Powers: 
  Enhanced Senses, 3, 13; Powers: 
  Totems and Nature Spirits, 3, 5, 8; 
  Template Toolkit 2: Races, 3, 11, 33; 
  Traveller, 7; Underground Adventures, 
  32; Uplift, 6; see also Transhuman 
  Space.
  Hawks, template, 23.
  Head Butt combat option, 16.
  Hedgehogs, template, 29.
  Hit locations, attacking with mouth, 16.
  Hnarff style, 19.
  Hooves, combat option, 16; techniques, 18.
  Horns, combat options, 16; techniques, 17-
  19.
  Horses, see Houyhnhnm.
  Houyhnhnm, martial-arts style, 19; racial 
  template, 30.
  Hybridization, 12; example templates, 29, 
  30.
  Hyenas, template, 25.
  Hypersensory limitation, 12.
  Indestructible character ability, 33.
  Innate Attack skill, 15.
  Inspiration for furries, 5-7.
  Irritable quirk, 14.
  Jag template option, 23.
  Jaguars, template, 23.
  Kitsune racial template, 31-32.
  Lamia racial template, Oracular, 32-33.
  Lapine racial template, 26.
  Leg Loop technique, 17, 18.
  Legends, as inspiration, 5.
  Leo template option, 24.
  Leopards, template, 23, 24.
  Limitations, new, 12.
  Limited Arc modifier, 14.
  Lions, template, 23, 24.
  Lizards, Draconid, 25; martial-arts style, 20; 
  template, 28.
  Locking Horns technique, 17, 18.
  Long Neck advantage, 12.
  Low Resolution Bad Sight variant, 13.
  Lupine racial template, 26.
  Lutrid racial template, 26.
  Martial arts, 16-20.
  Medved racial template, 22.
  Mephitid racial template, 26.
  Mice, template, 34.
  Mighty Mole racial template, 32.
  Modifiers, for traits, 14.
  Moles, template, 32.
  Mouse racial template, 34.
  Mouth, combat options, 16; perk, 13; 
  techniques, 17-19; see also Bite.
  Multicultural furries, 21.
  Neck Snap (Teeth) technique, 17.
  Neodog racial template, 22.
  Opportunistic quirk, 14.
  Otters, template, 26.
  Ounce template option, 24.
  Pard template option, 24.
  Parrots, template, 22.
  Partial limitation, 12.
  Particulate inheritance of racial traits, 12.
  Perks, new, 13.
  Pigs, template, 27.
  Polynesia racial template, 22.
  Porcid racial template, 27.
  Potential Form feature, 15.
  Prehensile Tail advantage, 12.
  Procyon racial template, 27.
  Index
  
   
  Index 
  39
  Pythons, template, 32-33.
  Qilin racial template, 27-28.
  Quirks, new, 14.
  Rabbits, template, 26.
  Raccoons, template, 27.
  Raptor racial template, 34.
  Rats, template, 23.
  Realism levels, 10-11.
  Rearing Kick technique, 18.
  Recommended books, 3.
  Reptiles, templates, 25, 28, 32-34.
  Resistant advantage, 13.
  Restricted Diet disadvantage, 14;  
  cinematic furries and, 23.
  Retraction perk, 13.
  Reversed Arc modifier, 14.
  Rivalrous quirk, 14.
  Robust feature, 15.
  Rolling Slam technique, 18.
  Samebito racial template, 30-31.
  Saur racial template, 28; martial-arts  
  style, 20.
  Sauromachia style, 20.
  Science fiction, as inspiration, 6-7.
  Shapeshifters, 7.
  Sharks, template, 30-31.
  Shekru racial template, 28-29.
  Shove combat option, horns, 16.
  Sign Language feature, 15.
  Signature traits, 15.
  Size Modifier (SM), 11; adjusting gear, 20; 
  cinematic scale table, 11.
  Skills, 15; racially learned, 15.
  Skunk Spray ability, 27; under the hood, 27.
  Skunks, template, 26-27.
  Snakes, template, 32-33.
  Snow leopards, template, 23, 24.
  Social Stigma disadvantage, 14;  
  in companion campaigns, 8-9;  
  uplifted characters and, 21.
  Sources, 5-7; bibliography, 35-37.
  Spines advantage, 13; Rolling Slam 
  technique, 18.
  Spray, Innate Attack skill, 15;  
  related ability, 27; technique, 17, 18.
  Squirrels, template, 28-29.
  Stamp technique, 18.
  Strike combat option, tail, 16.
  Striker advantage, 13; combat options, 
  16; Long modifier, 12; modifiers, 14; 
  techniques, 17-19; see also Horns, Tail.
  Styles, martial arts, 19-20.
  Supernatural Features disadvantage, 14.
  Sweep combat option, tail, 16.
  Sweep (Horns) technique, 18.
  Sweep (Tail) technique, 19-20.
  Tables, cinematic scale, 11; weapon  
  and armor scaling, 20.
  Tail, combat options, 16; feature, 15; perk, 
  13; Prehensile, 12; techniques, 17-19.
  Tail Slap perk, 13.
  Techniques, martial arts, 17-19; racially 
  learned, 15; under the hood, 18.
  Teeth, see Bite, Mouth.
  Tek-Rat racial template, 23.
  Temperature Tolerance advantage, 13.
  Templates, 21-34; cinematic, 23-31; creation, 
  11-15; exotic, 29-31; funny, 33-34; 
  furry superior, 31-33; hybridization, 12; 
  individuals and, 11; realistic, 21-23, 30-
  32; table, 5; uplifted, 21-23; visible racial 
  features, 14.
  Thumper (Skill) perk, 13.
  Tigers, templates, 23-24, 31.
  Tigricentaur racial template, 31.
  Tigris template option, 24.
  Tools, scaling, 20.
  Toon characters, see Funny Animals.
  Torso combat option, 16.
  Transhuman Space, 6, 8, 21, 37; Bioroid 
  Bazaar, 9; Transhuman Mysteries, 9.
  Trunk advantage, 12.
  Turtle racial template, 34.
  Unkillable advantage, 33.
  Unnatural Features disadvantage, 14.
  Uplifted, campaign, 8-9; definition, 21;  
  racial templates, 21-23; Social Stigma, 
  14, 21.
  Urchin racial template, 29.
  Ursinoid racial template, 29.
  Velociraptors, template, 34.
  Vulpid racial template, 29.
  Wardog racial template, 33.
  Waterproofing perk, 13.
  Way of the claw style, 20.
  Weapons, scaling, 20.
  Wolves, templates, 26, 30.
  Wrench (Limb) (Teeth) technique, 19.
  Zoomorph (Species) feature, 15.
  STUCK FOR AN ADVENTURE? NO PROBLEM.
  Warehouse 23 sells high-quality game adventures  
  and supplements in print and PDF formats.
  STEVE JACKSON GAMES
  warehouse23.com
  l Free downloadable adventures for GURPS and In Nomine!
  l Fun gaming accessories – shot glasses, shirts, specialty six-siders, and more!
  l PDFs from Atlas Games, Amarillo Design Bureau, Goodman Games,  
  and many others – plus gems from the up-and-comers.
  l Original material for Transhuman Space and new GURPS supplements  
  from Kenneth Hite, Phil Masters, David Pulver, Sean Punch, and  
  William Stoddard!
  l Fully searchable files of GURPS Fourth Edition supplements.
  l Digital editions of out-of-print classics, from Orcslayer and the complete run 
  of ADQ to GURPS China and GURPS Ice Age.
  l Buy board games and roleplaying PDFs in the same order!  
  Download digital purchases again whenever you need to. 
  ®
  
SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Furries.pdf