Gurps 4th Edition Furries
Gurps 4th Edition Furries
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
GURPS System Design ❚ STEVE JACKSON Chief Executive Officer ❚ PHILIP REED
GURPS Line Editor ❚ SEAN PUNCH Chief Creative Officer ❚ SAM MITSCHKE
GURPS Project Manager ❚ STEVEN MARSH Chief Operating Officer ❚ SUSAN BUENO
Production Artist and Indexer ❚ NIKOLA VRTIS Director of Sales ❚ ROSS JEPSON
GURPS FAQ Maintainer ❚ Page Design ❚ PHIL REED and JUSTIN DE WITT
VICKY “MOLOKH” KOLENKO Art Direction and Prepress Checker ❚ NIKOLA VRTIS
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.
ABOUT GURPS
Steve Jackson Games is committed to full sup- facebook.com/sjgames or
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
INTRODUCTIO 3
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.
INTRODUCTIO 3
CHApTeR ONe
GeNRes
According to fannish historian Fred Patten, furry charac-
ters were recognized as a distinctive artistic category in 1980, Is THIs A GeNRe?
during a discussion at the World Science Fiction Convention When we talk about “genre” in roleplaying games, it’s
in Boston. Over the next decade, furry fandom emerged as a usually in the literary or cinematic sense. Science fiction,
social group, leading to the first special-interest convention murder mysteries, and romantic comedy are examples of
in 1989. genres. Stories or games about furries aren’t a genre in this
Fan publications were the first to offer furry material. sense. Some genres, such as beast fable (p. 6), characteris-
Starting in the mid-1980s, furries showed up in comics that tically have furry characters. Furry characters can appear
were self-published or from smaller publishers. Webcomics in almost any fictional genre, as a look at the Bibliography
began appearing in the mid-1990s and have become a (pp. 35-37) illustrates.
major venue for furry material. In art criticism, “genre” means a type of visual subject
Over roughly the same time span, a variety of matter, such as history paintings, seascapes, or still lifes –
roleplaying games devoted to furries have appeared, starting or animal paintings. “A type of subject matter” is exactly
in 1983 with Other Suns, a science-fictional setting where what furries are! Furry material is a genre of visual art. It
most of the races visually resembled Earth mammals. can stand on its own, as drawings, paintings, or web pages;
Among these are games inspired by single series, original accompany stories as illustrations; or tell stories, through
furry games, and furry sourcebooks for general-purpose sequential images such as graphic novels or animation.
games. GURPS Furries is such a sourcebook, applying Furry games are about characters who fit this artistic genre,
GURPS character design and game mechanics to furry no matter what genre of stories or drama they belong to.
characters in a variety of settings.
WHAT Is A FURRy?
Early in the emergence of furries and furry fandom, several anthology comic Albedo Anthropomorphics, first published
different labels were used for what they were about. 1983), with biologically realistic characters or, more broadly,
• Anthropomorphics explicitly focused on a humanoid systematic worldbuilding.
body plan. It also suggested a science-fictional approach, as • Funny animals evoked cartoon characters – in anima-
in Steve Gallacci’s “Erma Felna, EDF” (the lead series in his 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
F URRIes AND without serious plots or settings.
• Furry was originally used in the phrase
O THeR NIMALsA “furry fandom.” It came to refer both to the fans
them- selves and to the characters they were fans
key Mouse’s dog Pluto (an animal and a pet) and his friend Goofy (an anthropomorphicof. dog).
It’sC.S. Lewis’s
more Narniathan
identified series
thehad both
other ordi-
two nary animals an
terms
s may be food (even for anthropomorphic animals!), but eating an anthropomor- phic animal
with amayspe-becific
shown as horrifying,
community, like also
but it’s cannibalism
a more (see The Qu
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.
GeNRe 4
Furry characters are often a way of telling stories about Some character types that seemingly do fit the pattern
peo- ple, so their motives have to make sense in human aren’t usually called furries. Humans who take on animal
terms. More broadly, a character with several of these traits form, or are magically transformed into animals, but are iden-
might be regarded as “furry” despite lacking one or two of tified as “really” human, are almost the mirror image of fur-
them. For example, centauroid races are neither humanoid ries, who have humanoid forms but are “really” animals
nor four- limbed, but have a following among furry fans. (see Shapeshifters, p. 7). Nonhuman Hominidae (bonobos,
One thing that doesn’t define furries is being literally chim- panzees, gorillas, and orangutans), as in Planet of the
“furry.” Other body coverings can take the place of fur. Apes, don’t usually count as furries, possibly because their
Avian races can have feathers; reptilian ones can have scales. unmod- ified form is already anthropomorphic. The same
For the purposes of this supplement, “featheries” and applies to such purported undiscovered species as
“scalies” both count as furries. Sasquatch and yeti.
Hedgehog HorseUrchin
Hyena (p. 29) TurtleTurtle (p. 34)
Houyhnhnm (p. 30) VelociraptorRaptor (p. 34)
Crocutid (p. 25) WolfFolf (p. 30), Lupine (p. 26)
GeNRe 5
(El-ahrairah – “the prince with uncountable enemies” and for a group of
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
GeNRe 6
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.
GeNRe 7
Andre Norton and C.J. Cherryh, among others, describe such Toon Adventures, Animaniacs, and its spin-off Pinky and the
races in their stories. In roleplaying games, Traveller (and Brain as part of a revival of 1940s-style animation.
GURPS Traveller) has the Aslan (from Turkish With the emergence of furry fandom, artists began creat-
arslan/aslan, “lion”) and the Vargr (from Icelandic vargur, ing their own original series. In the 1980s and into the
“wolf”) – the lat- ter explained as uplifted from Earth 1990s, these were published as small-press comics (either as
wolves. Other Suns por- trayed a wide range of animal- multi-is- sue series, such as with Stan Sakai’s Usagi Yojimbo
inspired races. or Martin Wagner’s Hepcats, or as anthology titles, such as
It’s also possible to envision actual Earth animals as alien Albedo Anthropomorphics and Critters) or in fan-press titles
societies. A notable example is Richard Adams’s Watership such as Rowrbrazzle and Yarf!. In the 21st century, they
Down, an epic about the founding of a rabbit society have largely moved online as webcomics (such as Kevin and
modeled on Virgil’s Aeneid – and the inspiration for the Kell), though David Petersen’s comic book Mouse Guard found
early roleplay- ing game Bunnies & Burrows. Later novels a substantial audience. Some of this material is still in the
on similar lines have often had strong fantasy elements. “funny animal” tradition. Other parts are action/adventure
(such as Usagi Yojimbo), serious drama, or social
COMIC sTRIPs AND ANIMATION commentary (such as Art Spiegelman’s Maus).
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
sHAPesHIFTeRs
the start, in Jimmy Swinnerton’s strip The Little One type of human/animal character is the being who can
Bears. “Funny animal” strips that remain take either human or animal form – a shapeshifter. These come
influen- tial include Krazy Kat and Pogo. Animal in sev- eral varieties. Most of them aren’t thought of as “really”
characters also were shown in strips with human animals, which sets them apart from furry characters.
characters, from Peanuts to Dilbert. Funny
animals turned up in comic books from the 1930s • Trickster animals often can disguise themselves as humans,
through the 1950s, but largely vanished with the like kitsune and tanuki in Japanese legend. Often there’s some
superhero boom of the 1960s, only to reappear betraying flaw, such as an animal tail.
in underground com- ics such as Fritz the Cat. • Human shamans may be able to send their spirits out to
Animated films emerged as a technology roam the world in animal form.
shortly after 1900 and became industrialized in • Actual spirits or other supernatural beings may be able to
the 1910s. An early major original character, Felix assume animal shapes, like the pookas and selkies of British
the Cat, first appeared in 1919 in the silent-film faerie lore. Trickster gods such as Loki are often shapeshifters.
era. In 1928, Disney Studios pioneered the use • Humans may physically change into animals – most often
of sound in animation with “Steamboat Willie,” ani- mals seen as threatening in a particular culture, such as
which introduced Mickey Mouse. Disney, wolves in Europe – or into anthropomorphic forms such as
Warner Brothers, MGM, and other studios wolfmen. Lycan- thropes are traditionally seen as monsters; recent
created many still familiar funny animal portrayals view- ing them sympathetically are closer in spirit to
characters for theat- rical cartoons. In the 1950s images of furries.
and 1960s, cartoons largely moved to television,
with the emergence of new studios such as
Hanna-Barbera and Jay Ward – but tight CAT-GIRLs
production schedules forced a shift to limited A cat-girl is a character who looks enough like a human woman
animation, in which parts of the image remained to be considered attractive (often “sexy” or “cute”), but with cat-
static from frame to frame. like features and a catlike personality. This is often defined spe-
Animation became a major industry in cifically as “cat ears and tail,” but the historical development of
Japan in the 1960s. The first color anime series, the concept has covered a wider range, from fully humanoid to
Jungle Emperor – titled Kimba the White Lion felinoid (see p. B261).
for American audiences – was primarily drama The science-fiction writer E.E. Smith created one of the first
rather than comedy and later influenced furry examples in “Storm Cloud on Deka,” part of the Vortex Blaster
fandom. series. Later science-fictional examples appear in Cordwainer
Longer animated films featuring animal char- Smith’s “The Ballad of Lost C’mell” and Fritz Leiber’s The Wan-
acters were also made. Some had characters in derer. Furry comics with female feline heroes include “Erma
approximately natural forms, such as Bambi and Felna, EDF,” published in Albedo, Omaha the Cat Dancer, and
The Lion King (controversial because of its par- Usagi Yojimbo, with the supporting character Tomoe Ame. Cat-
allels to Kimba). Others had anthropomorphized girls also appeared in anime such as All Purpose Cultural Cat Girl
characters, such as Robin Hood and Kung Fu Nuku Nuku, The Vision of Escaflowne, and Tokyo Mew Mew.
Panda. Although not the first such production, Hellsing had a cat-boy, Schrödinger, as a secondary character.
Who Framed Roger Rabbit is perhaps the best- Some of these characters, including C’mell and Nuku Nuku,
known film combining animation (largely with are visually indistinguishable from humans, and thus not “furry”
funny animal “toons”) and live action. Its success as usually understood. But they’re part of the cultural evolution of
led Steven Spielberg’s Amblin Entertainment the cat-girl and anthropomorphic cat archetypes.
(which co-produced the movie) to create Tiny
GeNRe 8
CAMPAIGNs
As with any campaign, the GM first decides what the work well with supers having distinctive moral stances and
furry campaign will be about. What will be its theme, and missions. A campaign can focus on the deeds of an all-furry
what role will anthropomorphic characters play in it? team with a shared quest for recognition. (Furry villains
Here’s a comparison of several possible approaches and a seek- ing to dominate or displace humanity are also an
sampler of campaign ideas. option!)
COMPANIONs IN ADVeNTURe
One Species or Many? Some campaigns have significant populations of furries,
with
Mainstream furry material, like the art and stories that partly inspired recognized
it, features roles incharacters
“animal” society – but not necessarily
of many equal
species, with or without hum
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
NeW CReATIONs dumped as “unsatisfactory,” and live in wild areas or failed
cities, trying to avoid human notice – but sometimes requiring
In some campaigns, anthropomorphic characters don’t human help. “Adventures” in this campaign involve seeking
really belong to races – though it’s still convenient to give them resources needed for survival, or defending a refugee commu-
racial templates. The characters are among the first of their nity against natural or human dangers. Characters can
kind, or even unique. belong to many different races; the dramatic focus is on the
shared need to survive. In an extreme version, this can be a
Fur and Spandex horror campaign – with humans as the monsters.
In a world of costumed supers with powers and abilities
from many sources, enhanced animals and human/animal Imperial Citizens
hybrids could fit right in. Some heroes switch between human Humans created an interstellar empire, but they aren’t
and animal forms, letting them maintain secret identities; its only inhabitants. Through convergent evolution, many
those with only one form can’t do this and may exist in hid- planets have Earth-like animals, some of which rose to
ing. The usual power modifier for furry supers is Biological sapience. Imperial law treats technologically advanced
(GURPS Powers, p. 26), but mystically inclined characters races as citizens, unless a race chooses to remain apart;
may have Nature, Spirit, or Divine as a power source (see protectorates have been established over less advanced
GURPS Powers, pp. 26 and 28, and GURPS Powers: Totems races – but individuals from any race can qualify for cit-
and Nature Spirits). Especially for the latter characters, izenship through merit, service, or payment. However,
sig- nature traits (p. 15) are appropriate; more generally, legally equal races often have separate cultural enclaves,
they and nonhumans typically have a minor Social Stigma.
GeNRe 9
Whether player characters are engaged in military service, case, the setting needs only a few furry races; the primary
trade ventures, or carrying on their everyday lives, they’ll reg- contrast is between furries and the surviving humans.
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 F A
URRY LLeGORIes
a campaign, focused on combat bioroids such as It’s an old observation about science fiction that every decade has its own future. Clas
Felicias or uplifted animals such as Neo-Pinnipeds At the same time, the political allegory can’t be all there is to the story or the campai
(see Transhuman Space: Bioroid Bazaar).
DOMINANT sPeCIes
The final option is a mainly furry campaign – one
where humans are a minority or absent.
GeNRe 1
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.
GeNRe 1
CHAPTeR TWO
FURRIes IN PLAY
If the campaign is going to include furries, it needs game Bio-Tech already cover most of the necessary traits. But both
mechanics for them. The GURPS Basic Set and GURPS basic approach and rules nuances are worth a closer look.
LeVeLs OF ReALIsM
A typical furry character is an animal with humanoid not gain advantages or perks from them – thin fur might not
mor- phology and hit locations (as defined on p. B552). The provide Damage Resistance or even protection from sunburn
primary source material for such roles is visual, so the (Cat-Girls, p. 7). In character-focused genres such as
“animal” traits can be purely visual (in GURPS terms, comedy, slice of life, or soap opera, “animal” traits often
cosmetic). For exam- ple, a “cat” might have fur, a tail, stand in for ethnicity, culture, or social class; the characters
claws, and erect ears, but are human in all ways except visually, and don’t need
racial
templates.
T Q
He UesTION OF ARNIVORY C In action-focused genres, animal abilities can
One big issue of realism in furry campaigns is how to portray animals that eatbe useful,
other and furries
animals. are likely
When both to haveand
the predator racial
the prey have ra
Funny animals in classic animation often have storylines based on “predator templates thatpredator
vs. prey.” The includespends
advantages
entireand perks.trying to catch
cartoons
These mainly
Furries vs. animals can have humanoid furries or talking ani- mals existing alongside normal, reflect visible animals
non-talking features,that
notit’s
inter-
perfectly accept
nal not
Vegetarian carnivores survive on diets that don’t include animal flesh, or at least anatomy or physiology
vertebrates; (but see
insects or plankton mayThebe okay. Practic
Institutionalized predation has predators and prey coexisting in an organizedQuestion of Carnivory,
society, with legal rulesabove). Similarly,
about when and howfurry
the prey can b
Sufficiently advanced technology may provide predators with satisfying foodtemplates
that doesn’t aren’t based anyone.
require killing on comparative
This may be combined w
psychology,
Law of nature settings have furries as distinct tribes without a shared legal system. thoughare
Some tribes a prey,
furry others
race’s are
behavior or and no one
predators,
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
FURRIes IN 1
lizard men, for example.
FURRIes IN 1
At the less realistic end of the spectrum, funny animal characters and races may be nearly physically indestructible,
characters (pp. 33-34) aren’t just inspired by visual imagery; as in Who Framed Roger Rabbit. They may have other physi-
they look like simplified three-dimensional drawings, even cally unrealistic abilities, “only if it’s funny,” as discussed in
if they exist alongside physically realistic characters. “Toon” GURPS Template Toolkit 2: Races.
TeMPLATe CReATION
Furries have traits that go with the animals they’re aren’t limited to tiny fractions of their body weight; they
based on and the way in which they’ve been humanized. In both have the proportionate strength of a human. This can
GURPS terms, these traits make up a racial template (as be represented using cinematic scale (discussed in GURPS
discussed on pp. B260-263 and B450-454 and in GURPS Template Toolkit 2: Races), in which ST and HP are pro-
Template Toolkit 2: Races). The usual assumption is that a portional to the square root of body weight, as shown in the
racial template goes with a race that includes many Cinematic Scale Table, below. (This means that they aren’t pro-
individuals. However, even if a furry character is one of a portional to the longest body dimension.) A race’s Move scores
kind, it’s useful to distinguish the traits of the kind from are proportional to its height/length, shown as percentages in
those peculiar to the one character. Another character of the Cinematic Scale Table; buy racial Move scores up or
the same kind may turn up, or a shape- shifter may borrow down accordingly. All races eat three meals a day (no
the template – or the adventurer may be a shapeshifter with Increased or Reduced Consumption).
two or more templates. For funny animal races, it’s a lot simpler: body size has
no effect on Hit Points, Strength, or Move. As far back as
Individuals Krazy Kat, Ignatz Mouse was throwing full-sized bricks at
Individual characters can be different from their racial Krazy Kat. In general, toon animals can lift, carry, and
templates, especially in personality traits represented as handle any- thing a human can.
disadvantages or quirks. If a race has a quirk, a member
of the race can replace it with the corresponding disadvan- Cinematic Scale Table
tage, or the quirk can be reversed. For example, a typical For intermediate height or length, use the SM for the
mephitid (pp. 26-27) is Broad-Minded; individual next greater height or length; for example, a 10’-tall giant
mephitids could exaggerate this to Xenophilia (15) or have would be treated as SM +2. However, weights shown are in
Not Broad- Minded – a trait as unusual for their race as the mid- dle of the range for the specified SMs. A human
Chauvinistic is for humans. An actual disadvantage can be weighing 125 lbs. would probably be shorter than 6’, and a
exaggerated to a more extreme form – with self-control 6’ human would probably weigh more than 125 lbs.
number (9) or (6) – or reduced to a quirk. To extend this table, take ±6 to SM as multiplying or
divid- ing height/length by 10, and ±2 to SM as multiplying
All animals are equal, but some or divid- ing weight by 10. Move is proportional to
height/length. ST/ HP for smaller sizes will be 0; for larger
animals are more equal than others. sizes, +4 to SM mul- tiplies ST/HP by 10.
– George Orwell, Animal Farm 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%
sIze MODIFIeR -2
-1
1 yard (36”)
1.5 yards (54”)
12.5 lbs.
40 lbs.
3-4
5-7
50%
75%
A race’s Size Modifier (SM) defines its body scale; see
p. B19. Real land vertebrates range from 0.3” (SM -14) to 0 2 yards (6’) 125 lbs. 8-13 100%
24’ (SM +4). Biologically realistic sapient animals aren’t +1 3 yards (9’) 400 lbs. 14-23 150%
likely to be smaller than SM -4, the size of a parrot or raven. +2 5 yards (15’) 1,250 lbs. 24-42 250%
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
ADVANTAGes
scaled down. Funny animals are often rescaled as well, but In a furry campaign, certain advantages take on specialized
less drastically; creatures such as mice and birds may be forms, and certain distinctive perks are available.
only a few inches tall (SM -7 to -9), for the humorous effect
of setting them against much larger predators. Binding
A race’s weight and strength largely reflect its size. The
see p. B40
standard GURPS treatment of this is based on the square-cube
If Binding is taken with Melee Attack, it can represent hav-
law (see Realistic Scale in GURPS Template Toolkit 2: Races,
p. 14). This can be used for science-fictional furry races. ing a body part, such as a limb or tongue, with a sticky
It’s not a good fit, though, to the way furry characters are coating (see Formicarius, p. 26, and Frog Prince, p. 30). The
usually shown. Most artists envision them as moving and “place” where the target is held is the body part itself. Such
manipulating objects the same way that humans do. Small attacks
races can’t lift comparatively huge weights, and huge ones should almost always be taken with Cannot Parry.
FURRIes IN 1
Damage Resistance legs, wings normally go with the upper part and all legs with
the lower part.) -10%.
see pp. B46-47 Such a being can also armor only one of its two torsos, or
Fur or other body coverings can be a source of Damage one of two sets of vitals, for double the usual limitation: -
Resistance – but don’t have to be. Many furries are drawn 20% for one torso or -60% for one set of vitals.
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. Danger Sense
Dense coats of fur like a wolf’s pelt give DR 1 with see p. B47
Flexible. True feathers (as opposed to down) do the same. A Some animal-based races have this as instinctive
heavy pelt like a bear’s can go up to DR 2. Scales like a alertness to threats, with a new limitation.
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 New Special Limitation
DR 2 (for a pig) to DR 4 (for an elephant) with Tough Skin. Hypersensory: Your perception of threats comes from
Bony plates give unmodified DR ranging from 3 (for an subconscious processing of sensory information. Each of
armadillo) to 5 (for a giant tortoise). If they cover only the sight, hearing, and smell that is incapacitated or blocked
back, this is Directional (B); the race may be able to curl up gives a cumulative -3 to your Sense rolls. If all three are
to protect the face and vitals (see Curls Up, p. 13). blocked (or there is no physical evidence to react to), you
Chimerical races such as centaurs can have a new get no warning. -50%.
version of a limitation.
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.
FURRIes IN 1
If you have only one head, you can take Long Neck as
an advantage with the same effects for 3 points/level.
FURRIes IN 1
Perks Striker
Various perks may help define furry races.
see p. B88
Chisel Teeth A Striker can be used to attack or to parry, as if it were a
You have large, strong front teeth whose edges can be used weapon. If used to parry, it doesn’t take damage. But it’s possi-
like a chisel to cut hard materials. If they’re useful in ble to target the Striker itself with an attack as if it were a
combat, buy Sharp Teeth (p. B91) separately. limb or an extremity; see pp. B552-554. For example, a heavy
tail or wings that can deliver an attack count as a Striker.
Curls Up Strikers such as horns or tusks are targeted as if they
You can roll up like an armadillo, hedgehog, or pill bug. were weapons, according to their reach (p. B400). Injury to
This allows armor or spines on your back or top to protect such a body part is not considered as general injury. Injury
your front or underside. While you’re curled up, your face and exceed- ing HP/2 isn’t a major wound, but it may cripple or
vitals can’t be directly targeted – but you can’t move or fight. If dismem- ber the Striker, making it incapable of attacking or
you can still see while curled up, your eyes can be targeted; parrying (p. B422).
if your eyes are covered, you can’t see – pick one option.
Temperature Tolerance
Fly-Whisk see p. B93
Your tail, or some other part of your body, carries a tuft For Amphibious (p. B40) or Aquatic (p. B145) races, the
of fur that can brush away insects. basic thermal comfort zone in water is 75-85°F. Each point of
Temperature Tolerance adds HT/5 in °F to this range.
Retraction
You can pull your appendages (head
and neck, limbs, and/or tail) inside your May the hair on his toes never grow
torso armor for protection. When you do
so, you can’t move or fight, and your
thin!
ranged senses are at -3. – J.R.R. Tolkien, The Hobbit
Tail Slap
You have a wide, flat tail that makes a carrying noise
when struck against a flat surface (such as water). Others NeW ADVANTAGe
get +3 to hear this, as with Penetrating Voice. Some furry races have a new
advantage.
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- Good Grip 5 points/level
ine), and which has bought Kicking as a DX-based Average This is the converse of Bad Grip (p. B123). This can
racially learned technique. When you learn a skill that repre- sent hardened, closely opposed gripping surfaces like
includes kicking, buying this perk lets you use Kicking with a crab’s claws or a set of pliers or forceps (typically one
that skill, rather than having to buy it a second time as a skill- level), or a suction apparatus like an octopus’ suckers
based technique. (typically two lev- els). Each level gives +2 with tasks that
require a firm grip (including climbing).
Waterproofing
You have the equivalent of waterproof clothing in your nat-
ural body covering, protecting you from the chilling effects DIsADVANTAGes
of getting soaked (Cold, p. B430). As with advantages, disadvantages can take special
forms in a furry campaign, particularly a setting that takes a
Resistant com- paratively realistic approach to animal traits.
see pp. B80-81
In a campaign that uses the bleeding rules (p. B420), Bad Sight
Bleeding is a Rare condition with a base cost of 5 points for see p. B123
Immunity (equivalent to Injury Tolerance (No Blood), p. B61). Many animals, including most mammals other than pri-
Realistic bioengineered races may have improved blood clot- mates – and some biologically realistic anthropomorphic
ting, giving bonuses to HT rolls to stop bleeding: +8 for 2 races – have a new form of this disadvantage (originally
points, or +3 for 1 point (effectively a perk). defined in GURPS Powers: Enhanced Senses, p. 12).
Low Resolution: Human eyes are extraordinarily keen, with
Spines closely spaced retinal cells. Most animals’ vision is coarser.
see p. B88 Treat this as a straightforward -4 to spot objects at any
Spines can be taken with the modifiers Can’t Wear range, and -8 to resolve fine details. Typical furry races
Armor or Directional as defined for Damage Resistance (p. don’t have Low Resolution.
B47).
FURRIes IN 1
Quirks Restricted Diet
Various new quirks are used in defining furry and similar see p. B151
races. Races that eat only fresh meat have Restricted Diet at
the “Very Common” level; so do races that eat only plants.
Ambitious Narrower restrictions (such as insects) are treated as
You want power, and focus your actions on attaining it. “Common.” Scavengers that eat dead animals have some
You won’t betray yourself by lashing out at slights, as if you level of Reduced Consumption with Cast-Iron Stomach as a
were Selfish, but you remember them. partial offset for the “Very Common” level of Restricted Diet
if they also eat fresh meat, or the “Common” level if they can
Audacious only eat carrion.
Overconfidence as a quirk. You like risky strategies and
will act boldly if there’s a chance of a payoff.
Social Stigma
Confident see pp. B155-156
Another quirk-level version of Overconfidence. If a task Uplifted animal races may have Uneducated (such as with
is possible, you’re not held back by doubting your Humanity’s Clients, pp. 21-23). This reflects not social or
competence, but you have a realistic estimate of your cul- tural background, but inherent neurological limits on
abilities. their capacity for abstract thought; it can’t be bought off by
living among educated humans. The -1 reaction modifier
Irritable may indi-
Bad Temper as a quirk. You don’t lose control of cate polite condescension, rather than contempt or mockery.
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).
MODIFIeRs
Defining the combat abilities of furries calls for some
Opportunistic clar- ified, modified, or new limitations.
Akin to Bestial, but much more restrained. You do under-
stand legal concepts of property, but you’re casual about Limited Arc
acting on them; if you can pick up a small item, or squat in Variable
someone’s home or workspace, you’ll do so.
Originally defined for Striker (p. B88), this modifier can
apply to attack abilities with Jet or Melee Attack (see Skunk
Rivalrous Spray, p. 27).
You show quirk-level Jealousy toward one specific person An unmodified attack is at -2 to reach the rear hex (and the
you regard as a rival. You almost always have such a rival. opposite side hex, for one-handed attacks), due to awkward
angle of attack; it also is limited to Wild Swings (p. B388)
V R
IsIBLe ACIAL eATURes F 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
pernatural being pretending to be a member of that race. not cumulative. If an attack is at -2 to reach the rear and
is not necessarily a supernatural being; they’re just something different. In this book,
sidefunny
hexesanimals (pp. opposite
(and the 33-34) have the Unnatural
side-front hex, ifFeature
one- “Three-dim
tire race has a Distinctive Feature, it represents an eye-catching trait that enhances their visibility,
handed), this is asuch
-20%as limitation;
the stripes if
ofit’s
a skunk
at -2 or
to the extra tails of an
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).
FURRIes IN 1
sKILLs
Furry races have the standard two options for skills. Signature Traits
A racially learned skill costs however many points it In older stories, animals and other creatures are often shown as having signa
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 Arts, use the slightly different version of Born Biter on p.
Spray: Similar to Breath, but the attack is emitted at the 115 of that book.)
rear of your body – often under your tail, if you have one. Digitigrade: You walk and run on your toes rather than
on the soles of your feet. Automatically included in Hooves.
FURRIes IN 1
special abili- ties you possess have to be bought separately.
FURRIes IN 2
MARTIAL ARTs
Furry adventurers need to fight as much as human ones. or
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,
FURRIes IN 2
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 2
TeCHNIQUes both feet take full damage (hoof DR protects against this for
each hoof), and if your foe successfully parries and inflicts
Many of these options can be the basis for combat tech-
damage, both legs take full damage. This is an All-Out Attack
niques. Some are the same as those used by human fighters
(Strong) that precludes any active defense until your next turn.
(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. Front Tail Strike
Techniques based on a race’s primary form of combat are Hard
treated as “intu- itive” and are of Average difficulty. Default: Brawling-2.
Prerequisites: Striker (Tail) and Brawling; cannot exceed
Back Spray Brawling.
Average Use a sideways swing of the tail to strike at an
Default: Innate Attack (Spray)-2. awkwardly placed foe directly in front of you, or one in your
Prerequisite: Innate Attack (Spray); cannot exceed side-front hexes, if you have Limited Arc that gives you a
Innate Attack (Spray). penalty to attack there.
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 He kicked like a mule and he bit like
from the effective skill limit of 9 for using one. It requires a crocodile.
a strained posture with your torso twisted and your
head turned to the side, which gives you -2 to all active – Johnny Cash, “A Boy Named Sue”
defenses.
FURRIes IN 2
Rearing Kick
UNDeR THe HOOD: Default: prerequisite skill-3.
Hard
Sweep (Tail): The base attack is Sweep (Tail)
TeCHNIQUe DesIGNs (Judo-3 or Sumo Wrestling-3), modified with awkward
GURPS Martial Arts, pp. 89-95, provides a system for angle of attack (-2). The total default modifier is -5.
designing new techniques, which has been used to create The difficulty level is Hard.
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.
FURRIes IN 2
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.
FURRIes IN 2
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. Canine Police Combat
B232). Reach is C, unless your horns or your neck are 4 points
unusually long.
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.
FURRIes IN 2
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 2
Sauromachia The Way of the Claw
5 points 5 points
A combat style practiced by saurs (p. 28), akin to the A martial art for cat-folk and other races with sharp
ancient Greek unarmed combat art of pankration, but empha- claws or talons, the way of the claw combines karate-like
sizing attacks with the large jaws and the tail; kicking plays striking and kicking moves with clawed hands and feet, and
a relatively minor part. Making an opponent fall is a grappling attacks where the claws pierce the foe’s flesh.
frequent goal, with a tail sweep or a shove, or by a grapple Practitioners often acquire scars while mastering the art.
with the jaws followed by a takedown. Alternatively, a Ability to fight on through pain is highly regarded.
sauromachist may follow a grapple by pummeling a foe
with fists. The abil- ity to withstand pain and fear is Skills: Acrobatics; Karate; Savoir-Faire (Dojo); Wrestling.
admired, and saurs often try to gain a moral victory over a Techniques: Breakfall (Acrobatics); Clawed Grapple; Dis-
foe through intimidation. arming (Wrestling); Feint (Karate); Ground Fighting (Wres-
Saurs who have the Fire-Breathing lens (p. 28) will learn tling); Kicking (Karate); Wrench (Limb).
Innate Attack (Breath). Cinematic Skills: Pressure Points.
Perks: Neck Control.
Skills: Brawling; Intimidation; Sumo Wrestling; Wrestling.
Techniques: Arm Lock; Back Tail Strike; Neck Snap (Teeth); Optional Traits
Sweep (Tail); Wrench (Limb) (Teeth). Advantages: Combat Reflexes; Fit; High Pain Threshold.
Cinematic Skills: Body Control; Immovable Stance. Disadvantages: Callous; Impulsiveness.
Perks: Fearsome Stare*; Follow-Through*; Neck Control. Quirks: Distinctive Features (Scars).
Skills: Jumping.
Optional Traits
Advantages: Fit or Very Fit; High
Pain Threshold; Perfect Balance.
Disadvantages: Overconfidence. First there was a belt to go round each animal, and then
Skills: Autohypnosis; Innate Attack
a sword to be stuck into each belt, and then a cutlass on
(Breath); Savoir-Faire (Dojo).
the other side to balance it.
* See GURPS Power-Ups 2: Perks,
p. 15. – Kenneth Grahame, The Wind in the Willows
GeAR
Furry races are often bigger or smaller than humans, Multiply reach by the factor under “Reach.” For this
and may need over- or undersized gear. GURPS Low-Tech purpose, treat reach C as 0.5. Round the resulting reach to
Companion 2: Weapons and Warriors offers scaling rules the nearest value. The same rules apply for tools.
for weapons and armor – but they’re based, roughly, on the In addition to these factors, when using a weapon or tool
square-cube law, which isn’t a good fit to anthropomorphic designed for a different SM, apply a skill penalty equal to
furries (see Size Modifier, p. 11). For cinematic furries, use the difference between the two SMs. (The perk Huge
the Weapon and Armor Scaling Table (below). Weapons (SM) can compensate for this with outsized
weapons; see GURPS Power-Ups 2: Perks, p. 6.)
ARMOR Only the skill penalty for using weapons and tools of
mis- matched size applies to cartoon “funny animal” races (see
For armor, start with the SM 0 version. Multiply its Size Modifier, p. 11); do not adjust other traits because of
weight and cost by the entry in the “Weight” column the size of the gear.
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. WeAPON AND ARMOR
(Small races have to wear thin armor that gives little
protection.) For clothing with no DR, use the same rules, but sCALING TABLe
apply the bonuses under “Damage (0 or less)” for larger- SM Typical Damage Damage Weight Reach
than-human races. ST (+1 or more) (0 or less)
FURRIes IN 2
CHAPTeR THRee
THe ZOOLOGICAL
GARDeN
This chapter provides racial templates for a large num-
animal-based races, and they illustrate the range of possi-
ber of animal-based sapient races. Nearly all are suitable as
bilities for such races.
player characters, at least in some campaigns. The majority The templates use traits found in the Basic Set, GURPS
are classic furries, with animal traits and humanoid bod-
Power-Ups 2: Perks, GURPS Power-Ups 6: Quirks, and
ies. They can also be used as models for designing other
Chapter 2 of this supplement.
HUMANITY’s CLIeNTs
In a science-fictional setting, researchers may create higher IQ
“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
THe ZOOLOGICAL 2
(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 3
Advantages: Brachiator [5]; Damage Resistance 1 (Flexible, Secondary Characteristic Modifiers: Will+4 [20]; Per+6 [30].
-20%) [4]; Grasping Feet [4]; Sharp Teeth [1]. Advantages: Blunt Claws [3]; Discriminatory Smell (Emotion
Perks: Fur [1]. Sense, +50%) [23]; Enhanced Move 1 (Ground Move ¥2)
Disadvantages: Cannot Speak [-15]; Ham-Fisted 1 [-5]; [20]; Fit [5]; Sharp Teeth [1]; Temperature Tolerance 1
Semi-Upright [-5]; Social Stigma (Uneducated) [-5]; Stress (Cold) [1]; Ultrahearing [5].
Atavism (Mild) (12) [-10]. Perks: Fur [1].
Quirks: Congenial [-1]; Dull [-1]. Disadvantages: Bad Sight (Low Resolution) [-25]; Chummy
Features: Robust 2; Sign Language. [-5]; Colorblindness [-10]; Disturbing Voice [-10]; Hide-
bound [-5]; Innumerate [-5]; Quadruped [-35]; Short Lifes-
Medved pan 2 [-20]; Sleepy (1/2 of the time) [-8]; Social Stigma
-5 points (Uneducated) [-5]; Stress Atavism (Mild) (15) [-5].
Quirks: Responsive [-1].
An enhanced animal suited to a steampunk setting, sur-
Features: Born Biter 1; Digitigrade; Tail.
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-
Source Notes
gence hasn’t been enhanced to fully human levels; you have This is a slightly modified version of the K-10 from
GURPS Bio-Tech. HT+2 has been changed to HT+1 and Fit;
trouble grasping figurative speech. You prefer to be alone, and
Basic Move+5 has been replaced with Enhanced Move 1
may get angry if crowded or harassed in any way; your
(Ground); and Stuttering has been changed to Disturbing
natu- ral Brawling skill helps you strike blows – powered by
Voice. Several new traits have been added: Bad Sight
massive
(Low Resolution) (p. 13); Born Biter 1 (p. 15), to represent
arm muscles – or bite. You are intensely fond of sweets.
having large jaws; Digitigrade (p. 15); and Temperature
In a world where you’re one of the first animals to be
Tolerance 1 (Cold), as a benefit of Fur.
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];
You be good, see you tomorrow.
IQ-2 [-40]. I love you.
Secondary Characteristic Modifiers: SM +1;
Will+2 [10]; Per+2 [10]; Basic Move+1 [5]. – Last words of Alex, Dr. Irene
Advantages: Arm ST 1 [5]; Blunt Claws [3];
Damage Resistance 2 (Flexible, -20%) [8]; Pepperberg’s African gray parrot
Discriminatory Smell [15]; Fearlessness
2 [4]; Night Vision 3 [3]; Sharp Teeth [1];
Temperature Tolerance 1 (Cold) [1]. Polynesia
Perks: Fur [1]; Sure-Footed (Snow) [1]. 15 points
Disadvantages: Bad Sight (Low Resolution) [-25]; Disturbing
Voice [-10]; Ham-Fisted 2 [-10]; Hidebound [-5]; A genetically modified species derived from the African
Innumer- ate [-5]; Social Stigma (Uneducated) [-5]; gray parrot (Psittacus erithacus), and named for a famous
Stress Atavism (Moderate) (12) [-15]; Unnatural Features fictional member of the species, one of Dr. Doolittle’s animal
(Huge and cov- ered with coarse hair) [-2]. companions. You manipulate objects with your feet and
Quirks: Irritable [-1]; Likes honey/sweets [-1]; Literal-Minded your large beak and tongue. Your feet have an exceptionally
[-1]; Uncongenial [-1]. strong grip that gives +2 to relevant tasks, including
Racially Learned Skills: Brawling (E) DX+2 [4]. climbing. Your beak is large and has a strong bite that
Features: Robust 1. inflicts large piercing damage. You can imitate sounds with
a roll vs. Per, and you enjoy doing so.
Neodog Attribute Modifiers: ST-7 [-70]; DX+2 [40]; IQ-1 [-20].
Secondary Characteristic Modifiers: SM -3; Will+1 [5]; Per+3
-93 points
[15].
A genetically modified species derived from the domestic
Advantages: Beak and Tongue [5]; Damage Resistance 1
dog (Canis familiaris). You’re as bright as an unenhanced
(Flexible, -20%) [4]; Flight (Winged, -25%) [30]; Good Grip
chimpanzee or a very intellectually limited human, but you 1 [5]; Mimicry (Based on Per, Own Roll, +20%) [12]; Nicti-
can speak about concrete matters and interact with humans tating Membrane 1 [1]; Peripheral Vision [15]; Sharp Beak
perceptively. Your visual acuity is poor, and you can only read [1]; Striking ST 2 (One Attack Only, Bite, -60%) [4]; Ultra-
very large print, but your awareness of odors is extraordinary. vision [10].
You’re inclined to help people in distress. Perks: Feathers [1]; Penetrating Voice [1].
It’s extremely common for a neodog to develop Sense of Disadvantages: Grasping Feet [-16]; Increased Consumption
Duty to an individual or a small group. Many neodogs learn 1 [-10]; Social Stigma (Uneducated) [-5]; Stress Atavism
the martial art of canine police combat (p. 19). (Mild) (12) [-10].
Attribute Modifiers: ST-1 [-10]; DX+1 (No Fine Manipulators, Quirks: Congenial [-1]; Nosy [-1]; Talkative [-1].
-40%) [12]; IQ-4 [-80]; HT+1 [10]. Features: Born Biter 1; Tail.
THe ZOOLOGICAL 3
Tek-Rat Advantages: 3D Spatial Sense [10]; Acute Hearing 1 [2]; Acute
Taste and Smell 1 [2]; Payload 2 [2]; Prehensile Tail [10];
-50 points Sharp Teeth [1].
Created by advanced biotechnology (TL10) from human Perks: Compact Frame [1]; Fur [1]; No Degeneration in
and several animal genomes and not subject to Stress Atavism, Zero-G [1]; Pressure-Tolerant Lungs (Thin) [1].
this artificially created race was engineered to provide mainte- Disadvantages: Disturbing Voice [-10]; Increased Consump-
nance services in settings such as spacecraft, while consuming tion 1 [-10]; Unnatural Features 2 [-2].
minimal life support. Your shape is humanoid, but you have Quirks: Attentive [-1].
a rodent-like face, a marsupial pouch that can hold offspring
or tools (up to 10 ounces), and a prehensile tail. You can Source Notes
squeeze yourself down to SM -3, giving you +1 to Escape This version of the Tek-Rat is slightly modified from
rolls to fit through a narrow space. You have an obsessive GURPS Bio-Tech, largely to better fit the description given
streak, getting totally focused on whatever long task you’re there. New traits are Attentive, Compact Frame, Disturbing
working on, for Voice, No Degeneration in Zero-G, and Pressure-Tolerant
+1 to effective skill – but -3 to notice anything except the task. Lungs (Thin).
Attribute Modifiers: ST-6 [-60]; DX+1 [20]; IQ-1 [-20].
Secondary Characteristic Modifiers: SM -2; HP+1 [2].
A DIVeRsITY OF CReATURes
Mainstream furry material is about anthropomorphic char- ible, -20%) [4]; Fearlessness 2 [4]; Sharp Beak [1]; Sharp
acters: animals with humanoid body plans and humanlike Claws [5]; Temperature Tolerance 1 (Cold) [1].
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-
THe ZOOLOGICAL 3
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 3
Leo (or girl): big, strong, and impatient of book
+25 points learning. Your large build needs a lot of food:
Based on the lion (Panthera leo). You one extra meal a day, adding 10% to the
fit the “king of beasts” archetype, with an weight and cost of your provisions.
above average physique and natural lead- To play against stereotype, work on buy-
ership abilities. When you raise your voice, ing off the Social Stigma and gaining some
others listen! You’re most at ease in a group. schooling – in your case it’s not an inborn
Male leos have Damage Resistance 1 mental limitation!
(Flexible, -20%; Partial, Neck, -50%) [2] and
Attribute Modifiers: ST+3 [30].
Damage Resistance 1 (Flexible, -20%; Par-
Perks: Limited Camouflage (Jungle) [1].
tial, Skull, -70%) [1], for +3 points total.
Disadvantages: Social Stigma (Uneducated)
Attribute Modifiers: ST+2 [20]. [-5].
Advantages: Charisma 1 [5]. Quirks: Hungry [-1]; Likes contests of
Perks: Penetrating Voice [1]. strength/prowess [-1].
Quirks: Congenial [-1].
Canid
Ounce
5 points
+16 points Based on the domestic dog (Canis famil-
Based on the snow leopard (Panthera
iaris). You’re a creature of the pack; you’re
uncia). You’re a dweller of the high moun-
most comfortable with group action and tend
tains, tolerant of thin air and cold, and to put the welfare of your associates first.
inclined to solitude and contemplation. Many canids have Sense of Duty to a
An ounce living at sea level should take
spe- cific other person or a small group.
the Pressure-Tolerant Lungs perk (GURPS
Power-Ups 2: Perks, p. 11) to avoid det- Advantages: Acute Taste and Smell 2 [4];
rimental effects from the dense air. Many Sharp Teeth [1]; Temperature Tolerance
ounces will pursue Disciplines of Faith in 1 (Cold) [1].
place of Daily Ritual; if a campaign allows Perks: Fur [1].
mystical or psychic abilities, ounces can Quirks: Congenial [-1]; Humble [-1].
plausibly have them. Features: Digitigrade; Tail.
Attribute Modifiers: ST-1 [-10].
Racial Options
Advantages: Perfect Balance [15]; Pro-
A variety of traits or groups of traits can
tected Vision [5]; Temperature Toler-
be used to represent specific breeds of dogs.
ance 2 (Cold)* [1]; Terrain Adaptation
Some breeds may have more than one of
(Snow) [5].
these.
Perks: Autotrance [1]; Limited Camouflage
(Snow) [1]. Alternate Size: Large (+32 points): ST+3 (Size,
Quirks: Daily Ritual (Meditation) [-1]; -10%) [27]; Basic Move+2 [5]; Gigantism
Uncongenial [-1]. [0]. Note: +1 to Basic Move is free from Gigantism.
Features: Native Pressure 0.70 atm. Alternate Size: Small (-35 points): ST-3 [-30]; SM -1; Basic
Move-1 [-5].
* Bought up from Temperature Tolerance 1, which is stan-
Alternate Size: Toy (-82 points): ST-6 [-60]; SM -1; Basic Move-
dard for big cats.
3 [-10]; Dwarfism [-15]; Fearfulness 1 [-2]; Pitiable [5].
Note:
Pard
-1 to Basic Move is free from Dwarfism.
+23 points Gazehound (+20 points): Basic Move+1 [5]; Acute Vision 1 [2];
Based on the leopard (Panthera pardus). You’re a self- Enhanced Move 1 (Ground Move ¥2) [20]; Layabout [-1];
reliant loner who avoids drawing attention to yourself; like Likes to chase things [-1]; Shyness (Mild) [-5]; Gracile 1.
James Joyce’s hero Stephen Daedalus, you live by “silence, Herder (+29 points): IQ+1 [20]; Animal Empathy [5]; Charisma
exile, and cunning.” 1 [5]; Responsive [-1].
Advantages: Perfect Balance [15]; Silence 1 [5]; Super Climb- Molosser (+5 points): Basic Move-1 [-5]; Fearlessness 1 [2];
ing 1 [3]. High Pain Threshold [10]; Lifting ST 1 [3]; Stubbornness
Perks: Limited Camouflage (Jungle) [1]. [-5]; Born Biter 1; Robust 1.
Quirks: Uncongenial [-1]. Retriever (+5 points): Sure-Footed (Water) [1];
Temperature Tolerance 2 (Cold) [2]; Waterproofing [1];
Tigris Likes water [-1]; Skill Bonus: Swimming+1 [2].
Scenthound (+16 points): Discriminatory Smell [15]; Penetrat-
+24 points ing Voice [1].
Based on the tiger (Panthera tigris). You’re a classic “bar- Terrier (+4 points): Burrower [1]; Damage Resistance 1 (Flexi-
barian” warrior – or, in a higher-tech society, a country boy ble, -20%) [4]; Determined [-1].
Turnspit (-4 points): Fit [5]; Unattractive [-4]; Workaholic [-5].
THe ZOOLOGICAL 3
Castor Quirks: Congenial [-1]; Distinctive laugh [-1]; Likes jewelry
and body art [-1].
-22 points Racial Skill Bonuses: Tactics+1 [2].
Based on the North American beaver (Castor canadensis) Features: Digitigrade.
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 Draconid
getting your job done with natural inventiveness; you’re well 50 points
suited to technological careers, from village artisan to starship Perks: Fur [1].
engineer. Disadvantages: Restricted Diet (Meat) [-10]; Selfish (12) [-5];
For a more skilled version, add one or more levels of a Unattractive [-4].
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].
THe ZOOLOGICAL 3
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.
THe ZOOLOGICAL 3
Formicarius Advantages: Acute Taste and Smell 2 [4]; Damage
Resistance 1 (Flexible, -20%) [4]; Parabolic Hearing 1 [4];
-8 points Sharp Teeth
[1] ; Temperature Tolerance 1 (Cold) [1].
Based on the giant anteater (Myrmecophaga tridactyla). Perks: Fur [1].
You’re adapted to a specialized diet of ants or termites; Quirks: Congenial [-1]; Proud [-1].
your toothless bite inflicts only thr-3 crushing damage, but Features: Born Biter 1; Digitigrade; Tail.
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 Lutrid
unexpectedly for- midable fighter – or letting you dig up 28 points
mounds of earth. You
usually prefer to be alone, going about your own business. of obeying – you cooperate because you see the advantage in
doing so, or because you’re loyal to your packmates.
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
THe ZOOLOGICAL 3
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 3
Racially Learned Skill: Innate Attack (Spray)
(E) DX [1].
Racially Learned Technique: Back Spray (A)
Innate Attack [2]. UNDeR THe HOOD:
Features: Tail.
sKUNK sPRAY
* See 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
Porcid and with the same target. The combined attacks are a jet with
30 points Range 10. You have only limited stores of spray; once you have
delivered four attacks, you need a full day to secrete more.
Based on the domestic pig (Sus scrofa). You’re
Your spray produces a cloud that hangs in the air in a two-
smart and habitually curious. You take a particu-
yard radius for 10 seconds. Its strong odor gives -5 to all Smell
lar interest in food and have good senses of
rolls.
smell and taste. Your build is stocky and gives
Your attack causes smell-based effects, resisted with a HT-2 roll.
you +1 to Swimming and to resist knockback –
DR doesn’t help against these, but Protected Taste/Smell does, and
but -1 to Disguise and often to Shadowing,
No Sense of Smell/Taste or Sealed makes the subject immune.
unless you’re among others with similar builds.
On a failed roll, the target is completely unable to smell anything
You have thin fur, or none, and a naturally
other than the spray. Failure by 5 or more means it has gotten
clean metabolism. Your hands have hooves
into the mouth, causing retching (p. B429).
instead of nails, giving you +1 to crushing
If your target has any exposed skin (or is wearing porous
damage and DR 1 – but they
clothing), the spray has irritant effects, causing moderate pain
don’t hinder your manipulatory abilities.
(p. B428) on a failed HT-2 roll. Failure by 5 or more means it
Attribute Modifiers: IQ+1 [20]. has gotten into the eyes, causing temporary blindness as well
Advantages: Acute Taste and Smell 1 [2]; Damage (pp. B124-125). Either Nictitating Membrane or Protected
Resistance 2 (Tough Skin, -40%) [6]; Hooves Vision gives a bonus against this effect.
[3]. You also leave a coating of aerosol on the skin and clothing.
Perks: Hooves on hands as well as feet [1]; Sani- This is treated as a nuisance effect to the target: -1 to Disguise
tized Metabolism [1]. and Shadowing, +1 to others’ Smell rolls, and -1 to reaction and
Quirks: Gourmand [-1]; Nosy [-1]; Overweight Influ- ence rolls (-5 for Sex Appeal!). It persists for five hours per
[-1]. point by which the HT-2 roll was failed. The Extended Duration
Features: Digitigrade; Robust 1. 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:
Procyon
0 points Affliction 3 (Contact Agent, -30%; Extended Duration, Stinky
Based on the raccoon (Procyon lotor). You have only, 300¥, +5%; Increased 1/2D, ¥2, +5%; Jet, +0%; Limited
clever hands and a good sense of touch; you do Arc, Side or rear, -60%; Limited Use, 4/day, -20%; Link, +10%;
well at skills such as Lockpicking or Surgery. Moderate Pain, +20%; Reversed Arc, +0%; Reversed Nuisance
You prefer to dip your food into water, sauces, Effect, Stinky,
+5%; Secondary Blindness, +10%) [14] + Affliction 3 (Disadvantage,
coffee, or other liquids. You aren’t an outright
No Sense of Smell/Taste, +5%; Increased 1/2D, ¥2, +5%; Jet,
criminal, but a chronic scrounger, likely to pick
+0%; Limited Arc, Side or rear, -60%; Limited Use, 4/day, -20%;
up small
Link,
objects and check whether doors are locked.
+10%; Reversed Arc, +0%; Secondary Retching, +10%; Smell-
An urbanized procyon may have Influence
Based, +150%) [60] + Obscure 5 (Smell; Increased 1/2D, ¥2,
shticks, particularly Gangster Swagger or Fear-
+5%; Jet, +0%; Limited Arc, Side or rear, -60%; Limited Use, 4/day, -
some Stare, or a level of the Street Smarts
20%; Link, +10%; Ranged, +50%; Reversed Arc, +0%) [9].
Talent.
Attribute Modifiers: ST-1 [-10].
Advantages: Acute Touch 1 [2]; High Manual Dex- your legs are unusually long, helping you to step over obsta-
terity 1 [5]; Night Vision 3 [3]; Temperature Tolerance 1 used here for giraffe-based furries. Your overall SM is 0, but
(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
THe ZOOLOGICAL 3
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].
THe ZOOLOGICAL 4
Perks: Fly-Whisk [1]; Fur [1]; Limited Camouflage (Wood-
Fire-Breathing
land) [1]. +15 points
Disadvantages: Restricted Diet (Plants) [-10]; Weak Bite [-2].
You can “breathe fire” like a dragon – actually, you spit
Quirks: Congenial [-1]; Dull [-1]; Rivalrous [-1].
liq- uid that bursts into flame, inflicting burns and possibly
Racially Learned Techniques: Kicking (A) DX [2].
setting things on fire (see Making Things Burn, p. B433).
Features: Digitigrade; Gracile 2; Tail.
Each attack costs 1 FP. After four attacks, you need a full
day to accu- mulate more fuel. You need three meals daily,
Saur and you don’t become dormant in cold weather.
52 points Advantages: Burning Attack 4d (Costs Fatigue, 1 FP/use, -5%;
An archetypal “intelligent reptile” looking somewhat like Limited Use, 4/day, -20%; Melee Attack, Reach C, 1, Cannot
a bipedal alligator (Alligator mississippiensis) or Komodo Parry, -25%) [10]; Not Cold-Blooded [5].
dragon (Varanus komodoensis). You’re well over 6’ tall and
heavily built, but need relatively little food, averaging one Runner
meal a day – which must be fresh meat. You’re well-equipped
+15 points
for combat, with armored skin, an elongated jaw, sharp
You’re built for speed, being taller and leaner than ordinary
teeth, and a massive tail that functions as a Striker. You can
saurs.
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 Secondary Characteristic Modifiers: Basic Move+1 [5].
poorly at night. You’re cold-blooded metaphorically as well Advantages: Enhanced Move 0.5 (Ground Move ¥1.5) [10].
as literally, having little concern for others’ pain. You aren’t Features: Not Robust.
fully Selfish – you don’t lose your temper and lash out when
slighted – but you actively seek power and remember those Swimmer
who showed you contempt. +15 points
Several optional sets of traits can fit this template to You’re adapted to life in the water as well as on land. You
more specific archetypes. See below for details. can hold your breath 4¥ as long as normal, and swim as fast
Attribute Modifiers: ST+5 (Size, -10%) [45]. as you can run. Your back is dark (typically dark green), but
Secondary Characteristic Modifiers: SM +1; Basic Move+2 your front is pale, making it harder to see you when you’re
[10]. submerged, either from above or from below.
Advantages: Damage Resistance 2 (Flexible, -20%) [8]; Sharp
Advantages: Amphibious [10]; Breath-Holding 2 [4].
Teeth [1]; Striker (Crushing; Limited Arc, Side or rear,
Perks: Limited Camouflage (Underwater) [1].
-60%; Long, +1 SM, +100%; Reversed Arc, +0%) [7].
Perks: Robust Vision [1]; Scales [1].
Disadvantages: Callous [-5]; Cold-Blooded (50°F) [-5];
Third Eye
Restricted Diet (Fresh Meat) +20 points
[-10]. You have an eye in the back of your head, like a tua-
Quirks: Ambitious [-1]; Dis- tara (Sphenodon punctatus), but more functional. You can
tinctive Speech (Hissing see behind yourself, though with low resolution (-4 to
voice) [-1]; Poor Night see objects at range; -8 to see details such as print) and
Vision [-1]. without depth perception. Your tail attacks to the rear
Racially Learned Skills: are not Wild Swings, but have an extra -1 from lack of
Brawling (E) DX [1]. depth perception.
Racially Learned Tech-
Advantages: 360° Vision (No Increase in Vertical Arc,
niques: Back Tail Strike
-10%; Nuisance Effect, Low Resolution when looking
(A) Brawling-1 [1].
backward, -5%; Nuisance Effect, No Depth Perception
Features: Born Biter 1;
when looking backward, -5%) [20]; Striker attacks to
Robust 1; Tail.
side or rear are not blind [1].
Disadvantages: No Racially Learned Back Tail Strike [-1].
Armored
+15 points
You’re shorter and more Shekru
massively muscled than 30 points
ordinary saurs, and your Based on the Indian giant squirrel (Ratufa indica).
scales are thicker and more Your fur is a “coat of many colors” that helps conceal you
durable, like an alligator’s. in woodland shadows, but stands out in a crowd and is
hard to disguise. You’re a natural acrobat, with remark-
Attribute Modifiers: ST+1 able dexterity, superb balance (helped by your large tail),
(Size, -10%) [9]. and a body that can twist in many directions. You have
Advantages: DR +2 (Tough a talent for talking people into things through clever
Skin, -40%) [6]. conversation. You’re naturally cautious and keep escape
Features: Robust 2. routes in mind wherever you go – usually based on climb-
ing and jumping.
THe ZOOLOGICAL 4
Attribute Modifiers: ST-4 [-40]; DX+2 [40].
Secondary Characteristic Modifiers: SM -1. Ursinoid
Advantages: Perfect Balance [15]; Super Climbing 1 [3]; 65 points
Super Jump 1 [10]. Based on the brown bear (Ursus arctos). You have a sol-
Perks: Chisel Teeth [1]; Limited Camouflage (Woodland) [1]. itary, easily angered temperament – and a love of sweets,
Quirks: Careful [-1]; Distinctive Features (Brightly colored) which your keen senses can easily locate. You’re also huge,
[-1]. strong, and hard to hurt, between your bulk and your
Racial Talent: +1 to Fast-Talk [2]. shaggy fur.
Features: Gracile 1; Tail.
Attribute Modifiers: ST+5 (Size, -10%) [45].
Secondary Characteristic Modifiers: SM +1; Basic Move+1
Urchin [5].
-44 points Advantages: Acute Taste and Smell 2 [4]; Damage
Based on the hedgehog (Erinaceus europaeus). You’re Resistance 1 (Flexible, -20%) [4]; Fearlessness 1 [2]; Night
small, 3’ or less, and your strength and speed are propor- Vision 3 [3];
tionately less. However, foot-long spines growing out of your Sharp Teeth [1]; Temperature Tolerance 2 (Cold) [2].
back naturally protect you. You can use your spines as Perks: Fur [1]; Sure-Footed (Snow) [1].
shock absorbers to break a fall on a roll vs. Acrobatics+5 Quirks: Irritable [-1]; Likes honey/sweets [-1]; Uncongenial
(defaulting to DX-1); see GURPS Martial Arts for details. In [-1].
combat, you turn your prickly back to your foe. If you have Features: Robust 1.
advance warn- ing, you can curl up into a ball less than 2’ in
diameter, with your face and vitals on the inside. Having Vulpid
this defense, you’re not easily frightened. Most races find
-20 points
you appealing and are
Based on the red fox (Vulpes vulpes). You’re clever at
more inclined to protect you than attack you.
improvising solutions to problems, delight in trickery (this is
Some urchins may learn the cinematic Rolling Slam tech-
comparable to a Like, a quirk-level Odious Personal Habit,
nique (p. 18). In a comedic campaign, the GM may let you
or a quirk-level version of Trickster), and readily take risks
take Rapier Wit, which you can use while curled up,
for the sake of a good prank. You may follow a personal
confusing your adversaries or even causing them to injure
themselves. moral
code or none, but you resist society’s expectations.
Attribute Modifiers: ST-5 [-50].
Secondary Characteristic Modifiers: SM -2; Basic Move-2 Attribute Modifiers: ST-2 [-20].
[-10]. Secondary Characteristic Modifiers: SM -1; Basic Move-1
Advantages: Fearlessness 2 [4]; Pitiable [5]; Spines (Long; [-5].
Can’t Wear Armor, -40%; Directional (B), -40%) [1]. Advantages: Sharp Teeth [1]; Temperature Tolerance 1 (Cold)
Perks: Compact Frame [1]; Curls Up (Able to see). [1]; Versatile [5].
Quirks: Likes insects [-1]. Perks: Fur [1].
Racial Technique Bonuses: Breakfall +5 [5]. Quirks: Amoral [-1]; Audacious [-1]; Likes playing tricks [-1].
Features: Digitigrade. Features: Digitigrade; Tail.
eXOTICs
You’re comparable to an anthropomorphic furry, but you p. 12), and you don’t entirely fit in socially with either part of
have some unusual traits. You may be much larger or your ancestry. In your “dog” personality, you love company
smaller than human, or have a nonhumanoid body plan and go along with what others are thinking and doing; in
(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,
THe ZOOLOGICAL 4
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 4
Folf Houyhnhnm
-12 points 155 points
Another cinematic hybrid race, the folf is the child of Biologically realistic. Described by Lemuel Gulliver in
a lupine and a vulpid. Unlike the cat/dog, you don’t have his account of his last voyage. Houyhnhnms are anatomi-
inner conflicts; your traits reflect blending inheritance (see cally indistinguishable from the domestic horse (Equus
Hybridization, p. 12). However, you lead a somewhat mar- ferus caballus), but no less capable than humans of
ginal existence, not fully accepted by either of your parents’ manipulation and speech (though with an “equine” accent).
kin or race. You’re accepting of others’ differences and You have a definite sense of your own “kind,” as distinct
likely to come up with original (but not necessarily good!) not only from Houyhnhnms of other colors but even more
ideas. strongly from humanoids. In particular, you find the
In a setting where intermarriage is generally accepted, presence of humans distasteful, partly on account of their
the Social Stigma can be removed from this template. smell (espe- cially the degraded Yahoos of your own land).
You don’t really understand “saying the thing that is not”
Attribute Modifiers: ST-1 [-10].
(lying) and don’t think of doing it. Your actions are guided
Advantages: Acute Taste and Smell 1 [2]; Sharp Teeth [1];
by logic rather than passion, and in particular, you don’t
Temperature Tolerance 1 (Cold) [1].
start fights, but rely on reasoned discussion. If you need to
Perks: Fur [1].
fight, you can grapple with your elongated jaws (though your
Disadvantages: Social Stigma (Second-Class Citizen) [-5].
bites do only thr-3 damage) or with one forehoof and pastern;
Quirks: Broad-Minded [-1]; Imaginative [-1].
rear up and strike with fore- feet; or kick (see Hnarff, p. 19).
Features: Born Biter 1; Digitigrade; Tail.
To create a sapient equine race that’s more sympathetic,
but less intellectual, remove the +2 to IQ, High Manual Dex-
Frog Prince terity 1, Sanitized Metabolism, Chauvinistic, Disciplined,
-50 points and Ingenuous. This lowers racial cost by 43 points to 112
Biologically realistic. Inspired by classic fairy tales. Based points. You still have the ability to grasp things between
on the European common frog (Rana temporaria). You look forehoof and pastern, but less skillfully.
and act like an ordinary frog, but you have human intelligence, Attribute Modifiers: ST+11 (Size, -10%) [99]; IQ+2 [40].
you can speak, and your eyesight is good enough to Secondary Characteristic Modifiers: SM +1; Basic Move+1
recognize human royalty. Your Dead Broke disadvantage [5].
supersedes whatever wealth level you had in human form – Advantages: Enhanced Move 1 (Ground Move ¥2) [20]; Extra
but when you attain your potential human form, it goes Legs (Four Legs) [5]; High Manual Dexterity 1 [5];
away and you have clothes and personal gear suited to your Hooves [3]; Peripheral Vision [15]; Reduced
original wealth level. (You retain your original wealth level, Consumption 1 [2].
as a character trait rather than a racial one, but as a frog, Perks: Fly-Whisk [1]; Penetrating Voice [1]; Sanitized Metab-
you can’t get access to olism [1].
it.) This template can be used to create a frog princess. Disadvantages: Grasping Feet [-16]; Horizontal [-10];
All of these effects are magical – but none of your traits Restricted Diet (Plants) [-10]; Weak Bite [-2].
have the Magical limitation. This is partly for simplicity of Quirks: Chauvinistic [-1];
design, but also because, if magic stopped work- Disciplined [-1]; Distinc-
ing, you wouldn’t necessarily become nonsapient
or acquire Bad Sight, like a real frog; it’s just as The Houyhnhnms tive Speech [-1]; Ingenu-
plausible that the magical curse that changed ous [-1].
you into a frog would stop working, at least use the hollow Part
Features: Born Biter 1; Tail.
tempo- rarily. Not having your various traits be between the Pastern
Magical avoids having to resolve this question. and the Hoof of their Samebito
Attribute Modifiers: ST-9 [-90]. Fore-feet, as we do our 100 points
Secondary Characteristic Modifiers: SM -6; Basic
Move-3 [-15].
Hands . . . Cinematic. An anthro-
pomorphic shark; the
Advantages: Amphibious [10]; Binding 1 (Melee – Jonathan Swift, name (from same, shark,
Attack, Reach C, Cannot Parry, -35%; One- Gulliver’s Travels and hito, person) comes
Shot, -10%; Temporary Disadvantage, Cannot
from a story
Speak, -15%) [1]; Doesn’t Breathe (Nuisance
by Lafcadio Hearn inspired
by Japanese folklore. You
Effect, Limited to no exertion, -5%; Oxygen Absorption, Ham-Fisted 2 [-10]; Horizontal [-10]; Restricted Diet (Fresh
-25%) [14]; Extra Legs (Four Legs) [5]; Metabolism Control Meat) [-10].
6 (Hibernation, -60%) [12]; Nictitating Membrane 1 [1];
Features: Thermal comfort zone in water of 60-70°F.
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];
THe ZOOLOGICAL 4
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 ZOOLOGICAL 4
Attribute Modifiers: ST+4 (Size, -10%) [36]; HT+2 [20]. Attribute Modifiers: ST+4 (Size, -10%) [36]
Secondary Characteristic Modifiers: SM +1; Water Move+2 Secondary Characteristic Modifiers: SM +1.
[10]. Advantages: Alternate Form (Once On, Stays On, +50%;
Advantages: Acute Taste and Smell 1 [2]; Amphibious [10]; Reflexive, +40%) [29]; Extra Legs (Four Legs) [5]; Night
Combat Reflexes [15]; Damage Resistance 1 (Flexible, Vision 3 [3]; Sharp Claws [5]; Sophos Traits [19].
-20%) [4]; Doesn’t Breathe (Costs Fatigue, 1 FP/hour, +0%; Perks: Fur [1]; Limited Camouflage (Jungle) [1].
Gills, -50%) [10]; Fearlessness 2 [4]; Night Vision 3 [3]; Disadvantages: Restricted Diet (Fresh Meat) [-10]; Weak
Pressure Support 1 [5]; Sharp Teeth [1]; Speak Underwater Arms (1/2 ST) [-5].
[5]. Features: Digitigrade; Tail.
Perks: Limited Camouflage (Underwater) [1]; Scales [1].
Disadvantages: Code of Honor (Bushido) [-15]; Restricted Alternate Forms
Diet (Meat) [-10].
Your Alternate Form is a purely internal shift from one
Quirks: Nostalgic [-1]; Proud [-1].
set of largely mental traits to another. Nominally, your base
Features: Born Biter 1; Tail.
form is the rational Sophos, but the two forms are equally
stable; you don’t revert if you’re knocked out or killed when
Tigricentaur in the animal Therion form. However, you can change forms
84 points reflex- ively if confronted with danger (when in Sophos form)
Cinematic. A centauroid race with a humanoid torso or with a difficult problem (when in Therion form).
growing out of the body of a tiger (Panthera tigris). You Shapeshifting has only the basic cost, as the two forms have
have a divided nature (see Hybridization, p. 12) – part the same point cost, as follows.
“rational” and part “animal.” The first is good at abstract “Sophos” Traits: IQ+1 [20]; Per-1 [-5]; Single-Minded [5]; Dis-
thinking, highly focused, and self-controlled; the second ciplined [-1]. 19 points.
acts quickly and impulsively, especially in battle. In a “Therion” Traits: IQ-1 [-20]; Per+1 [5]; Basic Speed+1.00 [20];
comedic cam- Combat Reflexes [15]; Impatient [-1]. 19 points.
paign, you may have Good and Bad Angel (p. 15).
FURRY sUPeRIOR
Some furry races aren’t just analogs of human beings. They You care about social standing and making an
have powers unavailable to human beings, which require a impression, and react badly to being slighted or shamed. You
source (Advantage Origins, pp. B33-34; see GURPS Powers are obsessed with pulling off clever tricks against dangerous
for a fuller treatment). The examples here illustrate pow- adversaries, and take pride in your successes. If you make a
ers from varied sources. Powers may include a racial power promise, you will keep it – but literally: you may do things
Talent, which gives a bonus to attribute or skill rolls to use that go against the actual intent of the agreement.
abilities of a power (+1 to +4; again, see GURPS Powers for Older kitsune may gain levels of Illusion Talent or added
greater detail). levels of Shapeshifting Talent, up to four levels in each; they
Superpowered furries may be either realistic or cinematic. have as many extra tails as their total levels. More advanced
practitioners of illusion may gain increased levels of
Kitsune Growth and/or Shrinking, or add Illusion with Men-
140 points Kitsune care tal. More advanced practitioners of shapeshifting may
In Japanese folklore and legend, about social gain a spirit Alternate Form that has Possession with
foxes (specifically, the red fox, Vulpes Spiritual and can take control of a human host body.
standing. Some kitsune become messengers of Inari, the
vulpes, called kitsune in Japanese)
are highly intelligent and magi- god of rice cultivation and by extension of wealth and
com- merce; this can be treated as having a Patron
and a
cal – but biologically realistic. When a fox reaches age 100, it decrease makes you inconspicuous, for -1 to be seen at range
gains a second tail and acquires magical powers. The template or +1 to hide in a room or vehicle.
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
THe ZOOLOGICAL 4
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).
THe ZOOLOGICAL 4
Illusion Abilities: Chameleon 2 (Accessibility, In human prefer to be underground
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.
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
THe ZOOLOGICAL 4
or in enclosed spaces, and being out in the open makes you more effectively.
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
THe ZOOLOGICAL 4
You can see the unseen and know the unknown. Once a health, reflected in good looks. You’re also perceptive, quick
day, you can spend an hour “checking the omens” by to react, and well-coordinated. Your metabolism requires a
making a Sense roll and interpreting them by making an IQ fourth daily meal. You’re a little less intelligent overall than
roll; both rolls are at +3, but you’re at -5 to any other task you a human, but with an innate talent for tactical thinking that
undertake at the same time. You’re compulsively truthful manifests in sensitivity to danger and quickness to react to
when proph- esying; roll 12 or less to hold back from telling it – you’re not easily frightened or intimidated. You’re more at
the truth in any way. Finally, you have a true name (which ease in the company of fellow wardogs, or of humans
you almost certainly know), and you’re at -5 to resist who’ve earned your trust, than you are alone. You readily
supernatural control by anyone who learns it. accept training that restrains you from using your combat
You generally prefer to be alone. However, anyone who abilities unless attacked or legitimately ordered to fight.
approaches you with formal good manners has an Specialized enhancements protect you from blood loss and
advantage in gaining your cooperation: +1 to their Savoir- broken bones. Unarmed combat training for wardogs
Faire (High Society) and -1 to your Will. commonly includes the use of the mouth to bite, grapple,
An older, more experienced lamia may gain one or more and worry, with appro-
levels of power Talent for Revelation (applying to Detect, Intu- priate perks and techniques.
ition, Oracle, and See Invisible) or Psychokinesis (applying
to Enhanced Dodge and Telekinesis). The first gives Attribute Modifiers: ST+2 [20]; DX+1 [20]; IQ-1 [-20]; HT+3
bonuses to Per for seeing signs and IQ for understanding [30].
them. The sec- ond adds to DX and IQ rolls to use Secondary Characteristic Modifiers: Will+1 [5]; Per+2 [10];
telekinesis, and to Teleki- nesis level in Contests of ST only. Basic Speed+1.00 [20].
Advantages: Attractive [4]; Combat Reflexes [15]; Danger
Attribute Modifiers: ST+1 (No Fine Manipulators, -40%) [6]; Sense (Hypersensory, -50%) [8]; Discriminatory Smell
IQ+3 [60]. [15]; Fearlessness 2 [4]; High Pain Threshold [10]; Injury
Advantages: Constriction Attack [15]; Damage Resistance 2 Tolerance (Unbreakable Bones) [10]; Night Vision 3 [3];
(Can’t Wear Armor, -40%; Flexible, -20%; Half-Armored, Parabolic Hearing 1 [4]; Resistant to Bleeding (+3) [1];
Lower, -10%) [3]; Double-Jointed [15]; Eidetic Memory [5]; Sharp Teeth [1]; Temperature Tolerance 1 (Cold) [1]; Ultra-
Hard to Kill 3 [6]; Longevity [2]; Nictitating Membrane 2
hearing [5]; Very Fit [15].
[2]; Terror (When seen; Always On, -20%) [24].
Perks: Fearsome Stare [1]; Fur [1]; Penetrating Voice [1].
Perks: Focused (Checking omens) [1]; Parthenogenesis [1];
Disadvantages: Short Lifespan 1 [-10].
Scales [1].
Quirks: Congenial [-1]; Disciplined [-1]; Hungry [-1].
Disadvantages: Horizontal [-10]; No Fine Manipulators [-30];
Racial Skill Bonuses: Tactics+2 [4].
Restricted Diet (Fresh Meat) [-10]; Social Stigma (Monster)
Features: Born Biter 1; Digitigrade; Tail.
[-15].
Quirks: Easily Influenced (Posh) [-1]; Name-Bound [-1];
Biological Enhancements
Truthfulness (When prophesying) [-1]; Uncongenial [-1].
Features: No Legs (Slithers); Tail. +105 points
Psychokinetic Abilities: Enhanced Dodge 4 (Limited, Physi- In a higher-powered campaign, wardogs may have biologi-
cal, -20%; Psionic, -10%) [42]; Telekinesis 5 (Cannot Affect cal enhancements from a supercharged metabolism.
Self, -20%; Cannot Punch, -10%; Psionic, -10%) [15]. You may want to buy one or more levels of Hypermetabolic
Revelatory Abilities: Detect Revelatory Abilities (Psionic, Talent, at 5 points/level. Each level gives +1 to control rolls
-10%; Vague, -50%) [4]; Intuition (Psionic, -10%) [14]; Ora- when moving fast, and to Will and HT rolls for extra effort
cle (Psionic, -10%) [14]; See Invisible (To electromagnetic when lifting, and to avoid self-inflicted injury when lifting
vision; Psionic, -10%) [14]. or striking blows.
Hypermetabolic Abilities: Enhanced Move 1 (Ground Move
Wardog ¥2; Biological*, -10%) [18]; Lifting ST 12 (Biological*,
175 points -10%) [33]; Striking ST 12 (Biological*, -10%) [54].
Biologically realistic. A member of a supersoldier race * These abilities have a variant form of Biological
genetically engineered from the domestic dog (Canis famil- (GURPS Powers, p. 26), and their FP cost can only be
iaris). You’re physically strong and fit, with naturally good repaired by con- suming massive quantities of extra food.
FUNNY ANIMALs
The least realistic furry characters are classic funny ani- style, or these beings may coexist with realistic people and
mals: characters who are referred to as animals, but are settings. In the latter case, they have Unnatural Features
drawn in a simplified way that makes their “animality” a 5 (Three-dimensional drawing), giving -5 to Disguise and
visual abstraction, and who act mostly human. (This kind of Shadowing and giving others +5 to identify and follow
characterization can also be applied to “human” characters them, unless they’re among other funny animals. The
or to other sorts of nonhumans – for example, to machines templates here include this trait.
such as automobiles, or to toys.) This may be simply a visual
THe ZOOLOGICAL 5
To turn a funny animal into a nearly indestructible You’re an extraordinarily smart dinosaur, about at the level
“toon” (see GURPS Template Toolkit 2: Races), add the of a chimpanzee, just over the threshold of sapience – but
following trait to the template: Unkillable 2 (Achilles’ Heel, you can’t be schooled and you act like a wild animal. You
Cosmic attack, Rare, -10%) [90]. react quickly in combat and are difficult to frighten. When
chal- lenged, you fix an adversary with a stare that can act
Duck as an Intimidation attempt. You’re good at concentrating
-14 points when you stalk prey. Your preferred attack is a kick with
A cartoon duck, usually modeled on the domestic duck the long claws on your feet, which can inflict either cutting
(Anas platyrhynchos), along the lines of such characters as or impaling dam- age. Your jaws can gape enormously wide,
in a biting attack or a threat display giving you +2 to
Daffy Duck, Donald Duck, or Howard the Duck. Despite
Intimidation, but your foes have +2 to attack your open
being nominally a duck, you spend your time on land and
mouth. You can swallow nearly anything you can fit into
aren’t necessarily a good swimmer. You’re quick to take
your mouth (up to SM -2).
action and
You may have either scales or feathers, depending on
occasionally fly into violent rages.
which view of dinosaurs the GM prefers.
Secondary Characteristic Modifiers: SM -2.
Attribute Modifiers: DX+3 [60]; IQ-4 [-80]; HT+1 [10].
Perks: Feathers [1]; Sure-Footed (Water) [1]; Waterproofing
Secondary Characteristic Modifiers: Will+3 [15]; Per+5 [25].
[1].
Advantages: Combat Reflexes [15]; Damage Resistance 2
Disadvantages: Bad Temper (12) [-10]; Unnatural Features 5
(Flexible, -20%) [8]; Enhanced Move 1 (Ground Move ¥2)
(Three-dimensional drawing) [-5].
[20]; Fearlessness 1 [2]; Payload 5 (Aspected, Only if it’s
Quirks: Distinctive Speech [-1]; Impatient [-1].
funny!, -20%) [4]; Sharp Teeth [1]; Talons [8].
Features: Four-Fingered; Zoomorph (Duck).
Perks: Fearsome Stare [1]; Feathers or Scales [1].
Disadvantages: Bestial [-10]; Disturbing Voice [-10]; Ham-
Mouse Fisted 2 [-10]; Restricted Diet (Fresh Meat) [-10]; Social
5 points Stigma (Uneducated) [-5]; Unnatural Features 5 (Three-di-
A cartoon version of the house mouse (Mus musculus), mensional drawing) [-5].
as seen in Krazy Kat, Tom and Jerry, Merrie Melodies Quirks: Attentive [-1]; Dull [-1].
(Speedy Gonzales), Pinky and the Brain, and other comic Features: Born Biter 2; Digitigrade; Tail; Zoomorph
strips and cartoons. You’re tiny and like to hide in the (Velociraptor).
shadows, and you have good night vision. You have strong Racially Learned Techniques: Kicking (A) DX [2].
front teeth that let you gnaw holes in baseboards or food
containers. You’re casual about taking risks to get what you Turtle
want. With your small size, fur, and big ears, people tend to -10 points
see you as “cute.” A cartoon version of the Eastern mud turtle (Kinosternon
Secondary Characteristic Modifiers: SM -7. subrubrum), like Walt Kelly’s Churchy LaFemme. You’re
Advantages: Night Vision 3 [3]; Pitiable [5]. slow-moving, relying on your shell for protection; unlike
Perks: Chisel Teeth [1]; Fur [1]; Limited Camouflage (Shad- real turtles, you can pull your head and limbs entirely
ows) [1]. inside your shell. You’re also slow to change tracks men-
Disadvantages: Unnatural Features 5 (Three-dimensional tally, giving -3 to notice distractions, but +1 to complete
drawing) [-5]. long tasks – including physical tasks such as foot races.
Quirks: Audacious [-1]. You’re equally at home on land and in water, and can
Features: Four-Fingered; Tail; Zoomorph (Mouse). hold your
breath for a long time.
Raptor Secondary Characteristic Modifiers: SM -2; Basic
40 points Speed-2.00 [-40].
A cartoon human-sized predatory dinosaur, along the lines Advantages: Amphibious [10]; Breath-Holding 1 [2]; Damage
of the “velociraptors” in Jurassic Park and many later works. Resistance 5 (Partial, Torso, -10%) [23].
These are no more accurate a portrayal of Velociraptor Perks: Retraction [1].
mon- goliensis than Warner Brothers’ Taz was of Tasmanian Disadvantages: Unnatural Features 5 (Three-dimensional
devils; they’re closer to Deinonychus antirrhopus, a related drawing) [-5].
species with a less cool name. In funny animals, though, a Quirks: Attentive [-1].
little inac- curacy is okay! Features: Zoomorph (Turtle).
CLAssICs FICTION
Literary works with animal-based characters, now old
More recent novels or story collections about animal-based
enough to be out of copyright. For those available in many
characters.
editions, specific ones are not listed. However, when a work
has been translated, a currently available translation is Adams, Richard. Watership Down (Avon, 1975; originally
recommended. published 1972). A band of rabbits flee the destruction of their
warren and establish a new home in a story inspired by
Carroll, Lewis. Alice’s Adventures in Wonderland (1865).
Greek and Roman epics.
Among the strange beings Alice encounters in Wonderland are
Boulle, Pierre. Planet of the Apes (Del Rey, 2011;
various anthropomorphic talking animals.
originally published 1963). Social satire in the form of
Grahame, Kenneth. The Wind in the Willows (1908).
science fiction, and the inspiration for two series of films.
Adventures of a group of animal characters whose lives and
Brin, David. Uplift: The Complete Original Trilogy (Orbit,
actions are humanized to varying degrees – often for the
2012). Collects the three novels that introduced “uplift” as a
same character! The tone ranges from slapstick to suspense
label for enhanced animal intelligence (originally published
to religious awe.
1980, 1983, and 1987).
Harris, Joel Chandler. The Complete Tales of Uncle Remus
Brooks, Walter R. Freddy Goes to Florida, illustrated by
(Houghton Mifflin, 2002). Folk stories from the American
Kurt Wiese (Harry N. Abrams, 2012; originally published 1927
South, shown as told by a black freedman speaking in
as To and Again). In the first of a long series of children’s
dialect; although now controversial, they were a major
nov- els, a band of farm animals decide to migrate to Florida
influence on American popular culture.
to get away from an upstate New York winter.
Jones, V.S. Vernon (translator). Aesop’s Fables (Dover,
Burgess, Thornton W. Old Mother West Wind (Dover,
2009). Illustrated by Arthur Rackham, with an introduction
2011; originally published 1910). A collection of stories about
by G.K. Chesterton. Originally published 1912. A version of
North American wild animals leading slightly
the classic stories attributed to Aesop (620-564 B.C.).
anthropomorphized lives, written by a conservationist and
Kipling, Rudyard. The Jungle Book (1894). The first of
amateur naturalist. The first of a long series.
two collections of stories, largely about Mowgli, a boy
Cherryh, C.J. The Chanur Saga (DAW, 2000). Collects the
raised by wolves in India, partly inspired by the Buddhist
first three of five novels about an interstellar community of
jatakas, which Kipling admired.
alien races often modeled on Earth animal species (The
Shapiro, Norman R. (translator). The Complete Fables
Pride of Chanur, the first, was originally published 1981).
of Jean de La Fontaine (University of Illinois Press, 2007). A
Crowley, John. Otherwise (Harper Perennial, 2002).
highly readable translation of the versified fables originally
Includes Beasts (originally published 1976), a science-
published 1668-1694.
fiction novel set in a politically troubled future United
Shaw, Sara Janet (translator). The Jatakas (Penguin
States, which is partly a tribute to the Roman de Renart.
Classics, 2007). Twenty-six selections from stories attributed
Lewis, C.S. The Lion, the Witch, and the Wardrobe, illus-
to Buddha of previous lives through which he found his way
trated by Pauline Baynes (HarperCollins, 2004; originally pub-
to enlightenment.
lished 1950). The first of a series of children’s novels set in
Swift, Jonathan. Gulliver’s Travels (1726). The fourth part
a magical realm where humans, talking animals, and
of this satirical novel portrays a race of sapient horses.
mythical beings live side by side.
Terry, Patricia (translator). Renard the Fox (University of
Murphy, Pat. Nadya (Tor, 1996). Lycanthropy on the
California Press, 1992). A modern version of the medieval
American frontier as a coming-of-age story, including a
French satirical adventure stories.
mem- orable encounter between the shapeshifting heroine
Wells, H.G. The Island of Dr. Moreau (1896). One of Wells’
and a Cheyenne community.
classic science-fiction novels, regarded as the source of the
Norton, Andre. The Iron Breed (Baen, 2013). Includes her
theme of “uplift” – in this version a tragic and horrifying
science-fiction novel Breed to Come (originally published
failure.
1972), about sapient cats exploring the ruins of human
Wu Cheng’en (Anthony C. Yu, translator). Journey to the
civilization.
West (University of Chicago Press, 2012). One of the four
Norton, Andre. Star Soldiers (Baen, 2001). Includes her
classic novels of China. An often comedic epic in which an
early science-fiction novel Star Rangers (originally published
anthropomorphic monkey, Sun Wukong, gains superpowers
1953), where mutated humans and avian and reptilian
“bem- mies” work together for survival on an unknown
BIBLIOGRAPH 5
planet.
BIBLIOGRAPH 5
Orwell, George. Animal Farm (Signet, 1996; originally Kelly, Walt. Pogo: The Complete Daily and Sunday Comic
published 1945). An allegory of the Russian Revolution and Strips, Vol. 1 (Fantagraphics, 2011). The first of a series of
Stalinism as the takeover of a British farm by its animals. col- lections of comic strips about animal denizens of a
Potter, Beatrix. The Tale of Peter Rabbit (Warne, 2002; orig- swamp, with themes ranging from whimsy to political
inally published 1902). The first and best known of her animal satire.
stories, about a young rabbit’s misadventures while stealing Petersen, David. Mouse Guard: Fall 1152 (Archaia, 2009).
vegetables. Illustrated by the author, who shows her character Collects the first issues of a comic set in a world of sapient
sitting upright and wearing a jacket and shoes. mice with medieval technology; the story is straightforward
Pratchett, Terry. The Amazing Maurice and His Educated enough to be accessible to children but the action is often real-
Rodents (HarperCollins, 2002). A Discworld version of the istically violent.
Pied Piper, told largely from the viewpoint of the rats. Sakai, Stan. Usagi Yojimbo: The Special Edition (Fanta-
Salten, Felix. Bambi, a Life in the Woods, translated by graphics, 2015). Stories of a masterless rabbit samurai in an
Whittaker Chambers (Simon & Schuster, 1928). A coming-of- anthropomorphic version of Japan’s Tokugawa Shogunate,
age novel about a roe deer, considered one of the first envi- originally published in the 1980s and 1990s.
ronmental novels, later adapted by Disney as a film (p. 37), Spiegelman, Art. The Complete Maus (Pantheon, 1996). A
though the novel’s story is much harsher. story of Jewish survival in Nazi-occupied Europe and pres-
Simak, Clifford. City (Open Road Media, 2015; originally ent-day memories of the era, told in anthropomorphic form;
published 1952; expanded edition originally published 1980). originally serialized 1980-1991.
A series of linked short stories trace the emergence of a Talbot, Bryan. Grandville (Dark Horse, 2009). The first of
world of sapient dogs for whom humanity is a legend. five volumes in a furry steampunk alternate history,
Smith, Cordwainer. The Rediscovery of Man (NESFA portray- ing the adventures and political entanglements of a
Press, 1993). Collects the author’s short fiction, including badger inspector from Scotland Yard.
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
Oh, what have I done?
Confederacy recognizes apes and dolphins as equal citizens. I’ve killed the wabbit
Stapledon, Olaf. Sirius (Gollancz, 2011; originally pub-
lished 1944). A tragic novel about an enhanced sheep dog’s – Elmer Fudd,
troubled relationship with humanity. in “What’s Opera, Doc?”
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;
WeBCOMICs
Graphic storytelling originally published and still available
originally published 1945). Illustrated by Garth Williams. online.
The story of a talking mouse born to a human family,
focusing on his grow- ing up and his quest to find a lost Holbrook, Bill. Kevin and Kell (1995-). Domestic comedy
friend. The inspiration for three movies and a short about a rabbit married to a wolf in a world where preda-
television series. tor-prey relations are institutionalized.
Joseco, John. The Hunters of Salamanstra (2014-).
PRINT COMICs Classical fantasy adventure with a mixed cast of human and
furry heroes.
Graphic stories about furry characters originally published Kain, Alex; Bennett, Rachel; and Jacinto, Jerome. The
as comic strips or books, in currently available versions. Abyssal Dunes (2011-). A large-scale story of conflict
between different anthropomorphic races and societies in a
Crumb, Robert. The Life and Death of Fritz the Cat
created world.
(Fantagraphics, 2012). The complete stories of the major furry
Stanley, Mark. Freefall (1998-). Humorous science fiction
character in underground comics; humorous, satirical, and
about a spaceship crewed by an alien, a robot, and an
often raunchy.
uplifted wolf on a human colony world; often explores
Eastman, Kevin and Laird, Peter. Teenage Mutant Ninja
serious philo- sophical themes.
Turtles: The Ultimate Collection (IDW, 2011). The first of
Vernon, Ursula. Digger (2003-2011). Surrealistic narrative
five reprint volumes collecting stories from the original
of an anthropomorphic wombat’s encounters with other
series (1984-1993).
ani- mals and supernatural beings.
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.”
MOVIes
Full-length movies, mostly animated, with animal-based
Herriman, George. Krazy and Ignatz 1916-1918 (Fanta-
characters.
graphics, 2010). A reprint of the first run of Sunday strips of
a pioneering surreal funny animal series, still highly American Tail, An (Don Bluth, 1986). A culturally Jewish
regarded by critics and comics historians. family of mice emigrates from Tsarist Russia to New York
City in a world where animals have a hidden parallel
society.
BIBLIOGRAPH 5
Bambi (David Hand, 1942). Inspired by Felix Salten’s novel. Beauty and the Beast (Ron Koslow, 1987-1990). Live-action
A coming-of-age story about a fawn, in which all the charac- romantic drama featuring a leonine beast-man living in hid-
ters are nonanthropomorphic (but talking) wild animals. ing under New York City.
Kung Fu Panda (John Stevenson and Mark Osborne, Kimba the White Lion [Jungle Emperor] (Eiichi
2008). Comedic martial arts adventure set in ancient China, Yamamoto, 1965-1967). A major early anime series based
in which a young giant panda seeks mastery of kung fu. The on manga by Osamu Tezuka, dramatizing the coming of age
first movie in this franchise. of a lion cub as a protector of wild creatures.
Lion King, The (Roger Allers and Rob Minkoff, 1994). Princess Tutu (Junichi Sato, 2002-2003). Magical girl anime
A heroic adventure story influenced by Hamlet, in which a about a duck transformed into a preadolescent girl at a
young lion seeks to reclaim his father’s throne from a usurper. ballet academy, where she must free the young man she
Robin Hood (Wolfgang Reitherman, 1973). An anthropo- loves from a magical curse.
morphic interpretation of the adventures of Robin Hood, por- Tiny Toon Adventures (Tom Ruegger, 1990-1992). Younger
trayed as a fox. protégés of the classic Looney Tunes characters created during
Secret of NIMH, The (Don Bluth, 1982). Science-fictional the classic animation revival that followed Who Framed Roger
drama largely set in a hidden community of rats with Rabbit.
enhanced intelligence. Loosely based on the 1971
children’s novel Mrs. Frisby and the Rats of NIMH,
by Robert C. O’Brien. I miss the fresh meat! You know, because
Who Framed Roger Rabbit (Robert Zemeckis,
1988). The best-known film combining live action in Brazil we are predominantly carnivores.
and animation, with a human private detective – The Brazilian puma,
try- ing to clear the title character of murder in
1940s Los Angeles. One of the major sources for the in Creature Comforts
“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 R
OLePLAYING AMes G
anti-carnivore prejudice is a major social issue. Rules sets for playing various sorts of furry characters.
Most are currently available, as downloads if not in print,
sHORT sUBjeCTs but some are included for historical interest.
Crane, Luke and Petersen, David. Mouse Guard (Archaia
Short animated films created for theatrical release, in
cur- rently available versions. Studios Press, 2008). Adapted from the comic book series,
with game mechanics that emphasize characterization and
Creature Comforts (Nick Park, 1989). A short claymation narrative structure.
film of interviews with zoo animals, released by Aardman Holmgren, Jason, et al. Ironclaw (Sanguine Productions
Animations; followed (starting 2003) by a television series. Limited, 2001). A medieval fantasy game with
Looney Tunes: Platinum Collection, Vol. 1 (Warner Home anthropomor- phic animal characters.
Video, 2012). The first of three DVDs collecting classic Warner Kidd, Paul. Albedo (Thoughts and Images, 1988).
Brothers theatrical shorts, with most of their best-known Adapted from “Erma Felna, EDF,” published in the
characters. anthology comic Albedo. Military science fiction with
Walt Disney Treasures: The Chronological Donald, Volume anthropomorphic races apparently of uplifted Earth
1 (Walt Disney Video, 2004). The first of several DVDs animals.
collect- ing theatrical shorts about Disney’s iconic Kidd, Paul. Lace & Steel (TAGG, 1989). A fantasy game
anthropomorphic duck. Collections are also available for emphasizing romance and swashbuckling, where character
Mickey Mouse, Goofy, and others. races include half-horses (“centaur” is insulting!), harpies,
The Woody Woodpecker and Friends Classic Cartoon pixies, and satyrs.
Collection (Universal Pictures Home Entertainment, 2007). O’Sullivan, Steffan. GURPS Bunnies & Burrows (Steve
A collection of cartoons directed by Walter Lantz and Tex Jackson Games, 1992). A GURPS adaptation of the classic
Avery. game (see below), using variant GURPS rules for rabbit-sized
characters.
TeLeVIsION Pulver, David L. Transhuman Space (Steve Jackson
Games). An original science-fictional setting for GURPS that
Video material originally created for television. offers many options for playing zoomorphic characters.
Shapero, Niall C. Other Suns (Fantasy Games Unlimited,
The Adventures of Rocky and Bullwinkle and Friends (Jay
1983). A game of largely military science fiction with alien
Ward and Bill Scott, 1959-1964). An influential animated
races, most resembling anthropomorphized Earth animals.
series with strong elements of parody; portrayed funny animal
Sustare, B. Dennis and Robinson, Scott. Bunnies &
characters living unremarked in a human world.
Burrows (Fantasy Games Unlimited, 1976). A very early
Beastars (Shinichi Matsumi, 2019-). The murder of a stu-
role- playing game partly inspired by Watership Down.
dent at a university with both carnivorous and herbivorous
Wujcik, Erick. After the Bomb (Palladium Books, 2001).
students leads to dramatic conflicts. Subplots explore roman-
A roleplaying game of mutated animals after catastrophic
tic entanglements and political issues.
biowarfare, with a wide range of enhanced species.
BIBLIOGRAPH 5
Accipiter racial template, 23.
INDeX
Disadvantages, 13-14. Hit locations, attacking with mouth, 16.
Advantages, 11-13. Distinctive Features quirk, 14. Hnarff style, 19.
Alate Combat style, Dogs, martial-arts style, 19; templates, 22, Hooves, combat option, 16; techniques, 18.
19. Alligators, 24, 29, 33. Horns, combat options, 16; techniques, 17-
template, 28. Draconid racial template, 25. 19.
Ambitious quirk, 14. Dragons, templates, 25, 28; see also Saur. Horses, see Houyhnhnm.
Animals, corresponding furry templates, 5; Dual Back Kick technique, 17, 18. Houyhnhnm, martial-arts style, 19; racial
furries vs., 4. Dual personality, 12; example template, 29. template, 30.
Animation, as inspiration, Duck racial template, 34. Hybridization, 12; example templates, 29,
7. Anteaters, template, 26. Emergence hybridization, 12. 30.
Anthropomorphics, definition, 4. Extensible Tongue advantage, 12. Hyenas, template, 25.
Armor, scaling, 20. Extra Arms advantage, 12; Long modifier, Hypersensory limitation, 12.
Audacious quirk, 14. 12; see also Tail. Indestructible character ability, 33.
Avians, martial-arts style, 19; templates, 22, Extra Head advantage, 12. Innate Attack skill, 15.
23, 34. Features, definition, 15; new traits, 15; Inspiration for furries, 5-7.
Back Spray technique, 17, 18. visible racial, 14. Irritable quirk, 14.
Back Tail Strike technique, 17, Felinoid racial template, 25. Jag template option, 23.
18. Bad Sight disadvantage, 13. Flight, martial-arts style, 19; templates with, Jaguars, template, 23.
Beak and Tongue advantage, 12. 22, 23, 25. Kitsune racial template, 31-32.
Bears, templates, 22, 29. Fly-Whisk perk, 13. Lamia racial template, Oracular, 32-33.
Beast fables, as inspiration, Folf racial template, 30. Lapine racial template, 26.
6. Beavers, template, 25. Formicarius racial template, 26. Leg Loop technique, 17,
Bibliography, 35-37; general sources, 5-7. Four-Fingered feature, 15. 18. Legends, as
Big Cat racial template, 23-24. Foxes, templates, 29-32. inspiration, 5. Leo
Binding advantage, 11. Frog Prince racial template, 30. template option, 24.
Birds, see Avians. Front Tail Strike technique, 17, 18. Leopards, template, 23, 24.
Bite, combat option, 16; feature, 15; see also Funny animals, bibliography, 36, 37; Limitations, new, 12.
Mouth. carnivory, 10; definition, 4; indestructible Limited Arc modifier, 14.
Blending racial traits, 12. option, 33; inspiration, 7; new features Lions, template, 23, 24.
Born Biter feature, 15. (traits), 15; realism, 11; scaling gear, 20; Lizards, Draconid, 25; martial-arts style, 20;
Campaigns, 8-9; number of species, size, 11; templates, 33-34; Unnatural template, 28.
8. Canid racial template, 24. Features, 14. Locking Horns technique, 17, 18.
Canine Police Combat style, Furries, animals vs., 4; as allegories, 9; as Long Neck advantage, 12.
19. Carnivory, 10. artistic genre, 4; cultures, 21; definition, Low Resolution Bad Sight variant, 13.
Cartoon characters, see Funny Animals. 4-5; inspiration, 5-7; other animals Lupine racial template, 26.
Castor racial template, 25. and, 4; sources, 5-7; see also Character Lutrid racial template, 26.
Cat-girls, 7. Creation, Templates, specific animals. Martial arts, 16-20.
Cat/Dog racial template, 29. Gear, scaling, 20. Medved racial template, 22.
Cats, Big Cat template, 23-24; templates, 25, Giraffes, template, 27-28. Mephitid racial template, 26.
29. Good and Bad Angel feature, 15. Mice, template, 34.
Character creation, advantages, 11-13; Good Grip advantage, 13. Mighty Mole racial template, 32.
culture considerations, 21; disadvantages, Gracile feature, 15. Modifiers, for traits, 14.
13-14; features (traits), 15; hybridization, Grapple combat option, mouth, 16; Moles, template, 32.
12; individuals, 21; modifiers, 14; technique, 17; torso, 16. Mouse racial template, 34.
signature traits, 15; size modifier, 11; Grasping Feet advantage, 12. Mouth, combat options, 16; perk, 13;
skills, 15; visible racial features, 14; see GURPS, 3, 4, 10, 11; Basic Set, 3, 10, 16, techniques, 17-19; see also Bite.
also Templates. 21; Bio-Tech, 3, 10, 22, 23; Bunnies & Multicultural furries, 21.
Children’s stories, as inspiration, 6. Burrows, 3, 37; Low-Tech Companion Neck Snap (Teeth) technique, 17.
Chimpanzee racial template, Educated, 2: Weapons and Warriors, 20; Martial Neodog racial template, 22.
21-22. Arts, 3, 15-19, 29; Martial Arts: Yrth Opportunistic quirk, 14.
Chisel Teeth perk, 13. Fighting Styles, 19; Power-Ups 2: Otters, template, 26.
Clawed Grapple technique, 17, 18. Perks, 3, 20, 21; Power-Ups 6: Quirks, Ounce template option, 24.
Claws, combat option, 16; martial-arts style, 3, 21; Powers, 3, 8, 31, 33; Powers: Pard template option, 24.
20; technique, 17. Enhanced Senses, 3, 13; Powers: Parrots, template, 22.
Combat options, 16. Totems and Nature Spirits, 3, 5, 8; Partial limitation, 12.
Comic strips, as inspiration, 7. Template Toolkit 2: Races, 3, 11, 33; Particulate inheritance of racial traits, 12.
Confident quirk, 14. Traveller, 7; Underground Adventures, Perks, new, 13.
Crocutid racial template, 25. 32; Uplift, 6; see also Transhuman Pigs, template, 27.
Cultures, 21. Space. Polynesia racial template, 22.
Curls Up perk, 13; related technique, 18. Hawks, template, 23. Porcid racial template, 27.
Damage Resistance advantage, 12. Head Butt combat option, 16. Potential Form feature, 15.
Danger Sense advantage, 12. Hedgehogs, template, 29. Prehensile Tail advantage, 12.
Digitigrade feature, 15. Procyon racial template, 27.
INDe 5
Pythons, template, 32-33. Skunk Spray ability, 27; under the hood, Templates, 21-34; cinematic, 23-31; creation,
Qilin racial template, 27-28. 27. Skunks, template, 26-27. 11-15; exotic, 29-31; funny, 33-34;
Quirks, new, 14.
Snakes, template, 32-33. furry superior, 31-33; hybridization, 12;
Rabbits, template, 26. Snow leopards, template, 23, 24. individuals and, 11; realistic, 21-23, 30-
Raccoons, template, 27. Social Stigma disadvantage, 14; 32; table, 5; uplifted, 21-23; visible racial
Raptor racial template, 34.
in companion campaigns, 8-9; features, 14.
Rats, template, 23.
uplifted characters and, 21. Thumper (Skill) perk, 13.
Realism levels, 10-11. Tigers, templates, 23-24, 31.
Sources, 5-7; bibliography, 35-37.
Rearing Kick technique, Tigricentaur racial template, 31.
Spines advantage, 13; Rolling Slam
18. Recommended books, Tigris template option, 24.
technique, 18.
3.
Spray, Innate Attack skill, 15; Tools, scaling, 20.
Reptiles, templates, 25, 28, 32-34.
related ability, 27; technique, 17, 18. Toon characters, see Funny Animals.
Resistant advantage, 13. Torso combat option, 16.
Squirrels, template, 28-29.
Restricted Diet disadvantage, 14;
Stamp technique, 18. Transhuman Space, 6, 8, 21, 37; Bioroid
cinematic furries and, 23. Bazaar, 9; Transhuman Mysteries, 9.
Strike combat option, tail, 16.
Retraction perk, 13. Trunk advantage, 12.
Striker advantage, 13; combat options,
Reversed Arc modifier, 14. 16; Long modifier, 12; modifiers, 14; Turtle racial template, 34.
Rivalrous quirk, 14. Unkillable advantage, 33.
techniques, 17-19; see also Horns, Tail.
Robust feature, 15. Styles, martial arts, 19-20. Unnatural Features disadvantage, 14.
Rolling Slam technique, 18. Uplifted, campaign, 8-9; definition, 21;
Supernatural Features disadvantage, 14.
Samebito racial template, 30-31.
Sweep combat option, tail, 16. racial templates, 21-23; Social Stigma,
Saur racial template, 28; martial-arts Sweep (Horns) technique, 18. 14, 21.
style, 20. Sweep (Tail) technique, 19-20. Urchin racial template, 29.
Sauromachia style, 20. Tables, cinematic scale, 11; weapon Ursinoid racial template, 29.
Science fiction, as inspiration, 6- and armor scaling, 20. Velociraptors, template, 34.
7. Shapeshifters, 7. Vulpid racial template, 29.
Tail, combat options, 16; feature, 15; perk,
Sharks, template, 30-31. Wardog racial template, 33.
13; Prehensile, 12; techniques, 17-19.
Shekru racial template, 28-29. Waterproofing perk, 13.
Tail Slap perk, 13.
Shove combat option, horns, 16. Techniques, martial arts, 17-19; racially Way of the claw style, 20.
Sign Language feature, 15.
learned, 15; under the hood, 18. Weapons, scaling, 20.
Signature traits, 15.
Teeth, see Bite, Mouth. Wolves, templates, 26, 30.
Size Modifier (SM), 11; adjusting gear, 20;
Tek-Rat racial template, 23. Wrench (Limb) (Teeth) technique, 19.
cinematic scale table, 11. Temperature Tolerance advantage, 13. Zoomorph (Species) feature, 15.
Skills, 15; racially learned, 15.