From the Game's Introduction:
Irradiated Fur is a furry post-apocalypse game; any game of Irradiated Fur should have elements of both in about equal quantaties. With that in mind, here's a pile of spare parts that should give GMs ideas to work with.
Ancient catacombs that turn out to be sewers/military bases/an amusement park, bar brawls, coming to terms with one's partial humanity, discovering ancient caches of technology, fighting for the pack, "Doesn't anyone here speak English?", highwaymen threatening the town, howling for the hell of it, "It's gonna blow!", lonely artificial intelligences, lost love, near-death experiences, overcoming one's biases, radiation-poisoned children, ray guns -- on the other side of the battlefield, rescuing ancient tomes from dilapidated libraries, robots with emotional problems, quips and puns to go with thrusts and ripostes, racial languages, religion instead of bread, searching for home, seccessionist survivalist groups, secessionist survivalist groups who think the war is still going on, self-appointed guardians of history and technology with shitloads of cool tech, social maneuvering, spiritual self-searching, stealthy escapes by the light of the full moon, subtle discrimination on multiple levels, vaults that just opened up and released hundreds of people blinking into the sunlight, warlords who are threatening everything in their path, water that glows in the dark, "You're outta bullets," your-species-here supremacist churches.
Characters have five attributes: Agility, Charm, Health, Intelligence, Strength. There are additionally three secondary areas: Equipment, Race, Skills. Each of these is assigned a die from a range of varying sizes (d4 to d12).
Conflict resolution is performed by rolling the appropriate dice for the task with any adjustments, with high results being beneficial. A limited pool of additional "Save Your Ass Dice" is available to each player, each session.