Champions: Antrhopomorphic characteristics are usually used to make a non-constant character more memorable and appealing -- see Marvel's Black Cat. Still, they are sometimes encountered. Examples in comics: Cheetah, Ky'lun, varie chimeras in Batman Beyond.
Fantasy Hero: Most fantasy species that are not demihuman, elemental, or goblinoid are "like (extant sapient species X) but with traits of (animal species Y)." Examples: Aaracokra, aranea, badar, coyle, gnoll, hoop, lizard-man (they weren't even trying when they named that one), neko, sleeth, wolfen. Also see Furry Pirates, Ironclaw, and Jadeclaw.
Ninja Hero: Two words: Usagi Yojimbo.
Star Hero: Many systems and settings resort to 'humans with funny skin colors' to describe races; anthropomorphizing animals allows for just a bit more diversity, and requires significantly less time for the players to understand and accept. Then again, you also have series like Albedo and Justifiers, in which the fact that the furry species were created by some external force is a major plot element.
Although each was converted 'by hand', here's some of the guidelines I used:
Attributes: First, adjust the attributes for size (+/- 5 STR, 1 BODY/STUN, per 5 points of Growth or 10 of Shrinking). Subtract 10 (5 in the case of INT, EGO, and PRE), and divide these modified scores by 3, rounding up; this is the racial bonus.
Derived Attributes: For every full three points of bonus or penalty to a derived attribute in a base species, add or take away one point of modifier to that furry race's. Exception: Speed is always at base level.
Size: Attributes are 'unmodified' for Size before calculating species bonuses. All furries are 'Medium' sized.
Claws, Growl: These may be purchased optionally by a character. They are not included in the templates.
Creature Bonus, Density Increase: Always ignored. What's this?
Psychological Limitations: Reduce the value of all Psychological Limitations to Moderate (+0).
Resistant Defenses: For every three full points of rPD in the base animal, buy 1 point in the furry template.
Physical Limitations: Ignore them.
Senses: Retain all sense abilities. Ignore bonuses to Perception (those are generally to counteract a low INT).
Skills: Divide by 3, rounding down, and subtract 3; this is the bonus to that skill. All furry characters have the PS:(Species) Culture as an Everyman skill -- life as a fox isn't the same as life as a tiger, and so on. In a Fantasy Hero campaign, all furry characters also have Language (Species) at 4 points as an Everyman skill.
Badger (18 points): +1 CON (2), +4 EGO (8), +1 PD (1), +2 STUN (2). Ultraviolet Vision (5).
Bat (56 points): -3 STR (3), +3 DEX (9), -2 BODY (4), +2 PRE (2), +1 STUN (1), -1" Running (-2). Active Targeting Sonar (35). +2 Stealth (4).
Bear, Black (12 points): +4 STR (4), +1 DEX (3), +2 CON (2), +2 EGO (4), +1 PRE (1), +1 PD (1). +1 Climbing (2). Sleeps 2 Hours Longer In Winter (Infrequently, Slightly, -5).
Bear, Polar (38 points): +3 STR (3), +3 DEX (9), +3 CON (6), +2 BODY (4), +2 EGO (4), +1 PRE (1), +2 PD (2), +1 ED (1), +1 REC (2), +1 STUN (1). LS: Immune to Environmental Cold (3). +1 Concealment (2).
Cheetah (46 points): +2 STR (2), +4 DEX (12), -2 CON (-4), +2 EGO (2), +2 PD (2), +1 ED (1), +4 Running (8). Tracking Scent (10). +1 Climbing (2), +1 Concealment (2), +1 Stealth (2). x4 Running NCM (10a) with x3 Endurance (-1) (*4/8 total, 5)
Dog, Guard (37 points): +2 DEX (6), +1 CON (2), +1 EGO (2), +1 PD (1), +2 END (1), +2 Stun (2). Ultraviolet Vision (5), Ultrasonic Hearing (5), Tracking Scent (10), Lightsleep (3). (German Shepard, Mastiff, Pit Bull, Rottweiler.)
Dog, Toy (2 points): -3 STR (-3), -1 BODY (-1), +1 PRE (1). Ultraviolet Vision (5), Ultrasonic Hearing (5), Tracking Scent (10), Lightsleep (3). +1 to Stealth (2). (Chihuahua, Poodle, Pug.)
Dog, Work (32 points): +1 STR (1), +1 DEX (1), -1 BODY (-1), +2 PRE (2), +1 PD (1), +2 END (1), +2 STUN (2). Ultraviolet Vision (5), Ultrasonic Hearing (5), Tracking Scent (10), Lightsleep (3). +1 to Stealth (2). (Bloodhound, Collee, Golden Retriever, Labrador.)
Dragon (42 points): +2 STR (2), +2 DEX (6), +2 CON (4), +4 BODY (8), +1 INT (1), +2 EGO (4), +2 PRE (2), +2 COM (1), +4 PD (4), +2 ED (2), +1 STUN (1), +1" Running (2). Ultraviolet Vision (5).
Fox (20 points): -1 STR (-1), +3 DEX (9), +1 CON (2), -1 BODY (-2), +2 COM (1). Ultraviolet Vision (5). +1 Concealment (2), +2 Stealth (4).
Giraffe (22 points): +1 STR (1), +1 DEX (3), +4 CON (8), +1 BODY (2), +1 PRE (1), +2" Running (4). 1" Stretching (5a, No Noncombat Stretching -1/4, Cannot Do Damage -1/2, Limited To Neck -1/4, total *4/8, 3).
Griffin (40 points): +3 STR (3), +4 DEX (12), +3 CON (6), +1 BODY (2), +2 EGO (2), +2 PD (2), +2 ED (2), +1 STUN (1), Running +2" (4), -1 Swimming (-1). Ultraviolet Vision (5). +2 Stealth (2).
Horse, Show (19 points): +1 STR (1), +1 DEX (3), +3 CON (6), +1 BODY (2), +2 PRE (2), +1 PD (1), +2" Running (4).
Horse, Work (18 points): +2 STR (2), +1 DEX (3), +3 CON (6), +2 BODY (2), +1 EGO (2), +1 PD (1), +1" Running (2)
Housecat (25 points): -5 STR (-5), +2 DEX (6), -1 BODY (-2), +2 EGO (4), +1 PRE (1). Ultraviolet Vision (5), Tracking Scent (10). +1 Breakfall (2), +1 Climbing (2), +1 Concealment (2).
Hyena (17 points): +1 STR (1), +1 DEX (3), +1 CON (2), +1 EGO (2), +1" Running (2). Ultraviolet Vision (5). +1 Tactics (2).
Kangaroo (17 points): +1 STR (1), +1 DEX (3), +1 CON (2), +1 PRE (1), +2" Running (4), +1" Leap (1), -1" Swimming (-1). Extra Arms: Pouch (5).
Lion (37 points): +2 STR (2), +3 DEX (9), +3 CON (2), +1 BODY (2), +2 EGO (4) +1 PRE (1), +2 PD (2), +1 ED (1), +1 STUN (1), +1" Running (2). Tracking Scent (5). +1 Climbing (2), +1 Concealment (2), +1 Stealth (2).
Puma (32 points): +2 STR (2), +3 DEX (9), +2 CON (4), +1 EGO (2), +2 PRE (2), +1 PD (1), +1 ED (1), +1 STUN (1), +2" Running (4). +1 Climbing (2), +1 Concealment (2), +1 Stealth (2).
Rat (9 points): -3 STR (-3), +1 CON (2), -1 BODY (-2), +2 PRE (2), +2 END (1), +2 STUN (2). Ultraviolet Vision (5). +1 Contortionist (2)
Skunk (23 points): +1 STR (1), -2 CON (-4), -1 BODY (-2), +3 EGO (6), +4 PRE (4), -2 END (-1), -2 STUN (-2), -1" Running (-2). Skunk Spray (1d6 Drain PRE (20r), Delayed Return (Daily, +1 1/2), NND (baking powder and peroxide) +1, Ranged +1/2, *12/4 total, 30a; Charges: Six, -3/4; Concentration (-1/2 DCV) -1/4, *4/8 total, 15r).
Tiger (60 points): +3 STR (3), +3 DEX (9), +4 CON (8), +2 BODY (4), +2 EGO (4), +3 PRE (3), +2 PD (2), +1 ED (1), +1 STUN (1), +2" Running (4). Ultraviolet Vision (5), Tracking Scent (10). +1 Climbing (2), +1 Concealment (2), +1 Stealth (2).
Unicorn (51 points): +3 DEX (9), +5 CON (6), +3 INT (3), +3 EGO (6), +3 PRE (3), +6 COM (3), +2 PD (2), +2 REC (4), +2 STUN (2), +2" Running (4). Ultraviolet Vision (5). +1 Concealment (2), +1 Stealth (2).
Wolf (40 points): +2 DEX (6), +1 CON (1), +1 EGO (2), +4 PRE (4), +1 PD (1), +4 END (2). Ultraviolet Vision (5), Ultrasonic Hearing (5), Tracking Scent (10). +1 Concealment (2), +1 Tactics (2).
Wolverine (17 points): +1 STR (1), +1 CON (2), +1 EGO (2), +1 PD (1), +1 REC (2), +3 STUN (3). +1 Concealment (2), +1 Climbing (2), +1 Stealth (2).
Not all features are included, as most members of a species vary a little from each other. Suggested ads and disads include:
Atavism. The character reverts to animalistic behavior in certain circumstances. This should be bought as a Social disad. A predator with Atavism might also have Beserk!
Claws. Buy as appropriate.
DC 1 HKA AP: 5b, 8a, 8r.
DC 2 HKA AP: 10b, 15a, 15r.
DC 3 HKA AP: 15b, 23a, 23r.
Hooves. Buy as appropriate.
DC 1 HKA RP: 5b, 4a, 4r.
DC 2 HKA RP: 10b, 8a, 8r.
DC 3 HKA RP: 15b, 12a, 12r.
Howl. Buy as Megascale for Voice! With Voice being worth 20 points, and Megascale being worth +1/4, Howl costs 5 points (but 25 active, so it's 3 END per turn). Congrats, now you can be heard 500 times as far away. Hope you can speak Solresol!
Reputation. Different species might have different prejudices, varying between game worlds. (Tigers might be flighty and unreliable, Cheetahs may be misers, Foxes may be lechers, and so on and so forth.)
To make furry races seem more different, alter that race's Normal Characteristic Maxima. The NCM for any stat is twice the base for that stat. For example, a fox would only have a max of 18 for STR and BODY, but a max of 22 CON, 24 COM, and 26 DEX.
If the character purchases up their Species as an Intellect skill (INT/3/2) rather than a Background skill (INT|11/2/1), call it Species Understanding instead of Species Culture. That character may use his Species Understanding as a Complementary Skill Roll for any tasks in which the base creature would excel at (GM's call); generally, the circumstances should be somewhat similar to the cirumcstances the base creature uses the skill in.
A common (but not ubiquitous) feature in furry comics and stories are the problems of vastly varying sizes. Although you are told to 'buy appropriate Powers' to be at one size all the time, you cannot do that for Shrinking, as no such disad exists for knockback weakness! In addition, Knockback did not take Strength into account, which annoyed me. So, Knockback needed to be fixed to allow for odd-sized creatures with any regularity.
As usual, you roll a certain number of dice to resist the attack; if the amount of BODY done by the attack equals your roll, you are knocked down, and if the amount of BODY done exceeds your roll, you are knocked back. However, the way dice are determined is different:
Basic Knockback Resistance: 1d6 per STR/5 (round in the PC's favor).
Positive Resistance Modifiers:
If the character has exactly 0d6 to roll, it could go either way: roll 1d6-1d6 to determine resistance.
The maximum knockback is (Max BODY dealable by attack - Dice Defender Rolls To Resist + 2) x 2". No matter what, even with a really good hit, a golf club can't knock a hamster into orbit. (The exception is in zero gravity, in which the 'knockback' becomes added to the character's movement in inches!)
Someone smarter than me will eventually figure a 'SIZ' stat for HERO, or perhaps a 'SIZ' and a 'MAS' stat, which will provide a unified way of dealing with physics and adjustment powers for varying sizes. But I don't feel like doing more than this right now.
Knockback Resistance is now also altered. Every 1d6 of extra Knockback Resistance is 3 points; every -1d6 penalty to Knockback Resistance is -3 points. (Effectively, it is buying STR with the -1 Limitation: Only To Resist Knockback.)
Phew! Now that's over. Now that we know how to calculate the value of Reduced Knockback Resistance, we can calculate the value of different 'size classes'. Note that reduced stats are included in Shrinking, for the modification of animals: