Except for Teenagers from Outer Space. And unlike most “humor” games I’ve found, this one is more fun to play than it is to read the rules. (Tales from the Bar, I am looking in your direction. And I have an autofire boy/girl gun . . .)
Fusion did it first. 
I tend to rate RPGs in how many house rules I need to like the system. D&D 3 : 40-odd pages. Cyberpunk: 12 pages (mostly fixing the horribly broken martial arts system, and fixing three very basic and obvious problems in the core damage/armor/stat systems) Fusion: 15 pages. (Estimated) Hero: 3/4ths of a page.
D&D 3 is far from perfect, (Who designed the weapons? A flail with a striking ball at BOTH ENDS?!?!? Who designed the Druid and Monk?) but it’s not bad. (Unless you start going into the horribly overpowered supplements. Which seem to be almost all of the supplements, actually) I’d put it more or less at average, about on the level of GURPS, somewhat above the Runequest/Cthulu family.
And I actually like what they’ve done with stats a LOT. Not because they’re all the same, but because they spread the bonuses around, things are both more realistic and discourage min-maxing. In second edition, anything between 8 and 15 was generally exactly the same, with HUGE bonuses, far more than you could get by any other means, near the extremes. Which seems as good a means of encouraging min/maxing as I can think of. (Well, except for the ‘buy at cost, buy up at much much higher cost’ thing that White Wolf and GURPS use) Now you can be “above/below average” and have the system actually reflect it.
And Rouges are SO much better designed than the laughably underpowered Thieves, that would be worth the trouble for changing over all by itself.
Speaking of GURPS, I finally played it recently, and was underwhelmed. It’s not bad, certainly well above average for the time it came out, but its not nearly as generic as I’d been led to believe, and it’s one of the least balanced systems I’ve ever seen, despite the fact every third page bragged about how balanced it was. And most of the good stuff was inspired by Hero anyway. 
I’ve figured out why “real roleplayers” like it so much, though. Kick up your dex and int, (What did they call their “mental” stat?) and you can buy a zillion esoteric skills at 14- for half a point each. 
Hero’s reputation for being over-complex is exaggerated. (Character creation is very complex. Which is a GOOD thing) It has a high learning curve, but once you get the basics down, it’s VERY straightforward. Everything works in basically one of three ways . . . While you can learn the basics of AD&D in half an hour, your going to be looking things up every five minutes for at least five sessions, and going to have at least 4 cases of “Well, if I’d known how that worked/that that existed, I’d have taken it.”
It’s battles arn’t much longer than average either, unless the GM makes the horrible, horrible mistake of including more than 12 or so combatants. And honestly, they’re so much more satisfying than any other system I’ve found, its a small price to pay. D&D was made for mass battles, and as a result, one-on-one fights are dull. Hero is the other extreme, and in practice, the battles don’t seem to take significantly longer than D&D 3, GURPS, or White Wolf. With, generally, MUCH less arguing about how the system works.
God, I HATE White Wolf. The gameworlds aren’t bad, if you like that sort of thing (though they’re not great) but the system rivals Paladium for the Worst System Ever award. And no, the fact that “The storyteller is supposed to ignore the rules when things don’t work out” is NOT a valid excuse.
You want to see a battle go on forever? Sit in on a Rolemaster game sometime. 
I’ve heard good things about the mechanics for the furry game Albedo. Anyone know about that? A furryverse doesn’t interest me much, but good mechanics can be applied to anything.
Fallout D20
Well, though you could do it better and easier in Hero, (Actually, Interlock would probably work very well, too, considering how touchy the one-hit-kill criticals made FO combat) but if you must … 
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However, a good rule of thumb is not to balance mechanical advantages with role-playing disadvantages. Otherwise players will simply try to build workarounds.
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As a Hero GM, I can’t disagree more. They’ll try to build workarounds anyway, and properly done psychlims encourage more interesting characters. Though characters who EXCLUSIVELY use psychlims/social disads are usually ones to look out for.
But charisma isn’t supposed to represent “likablity” anymore, it’s supposed to represent willpower and force of personality. Which makes wisdom, theoretically, less of a kludge. Not that you’d know it or that that lessens the “band of wandering assholes*” syndrome much, but it might if the game followed up on it.
+4 str is a lot, though, you might want to drop it to +2, (That’s a size class bonus, right? And mutant’s arn’t big enough to be Large) Though actually, just making them Large, and giving them the bonuses and penalties for that might work out. Maybe with a dex penalty, no small weapons and limited armor (in a real RPG, it’s not unreasonable for a player to try and get some giant armor made, after all, at least a leather jacket . . .) and human social penalties on top of that. I wouldn’t go for an Int or Wisdom penalty, though. Mutants weren’t changed mentally by dipping, from what the game seemed to imply.
If you actually enforce them, social penalties are NOT trivial. Just make sure the player knows that when the group finds a village, he might as well go watch TV until the rest of the players leave. Depending on your game style, that could be 3/4ths or more of the game.
And depending on how romantic (in the realistic vs. romantic sense) you’re making the campaign, the fact that he’s going to eat 5 times as much as everyone else could be a REAL problem. (And remember that Super Mutants are immune to disease. :))
Also, a human can get 50% cover from a curb and 90% from a car engine. A mutant is going to learn the joys of being the only guy out in the open very soon . . . and very painfully. (I wouldn’t give them a bonus to hit with large weapons, either)
Your average AD&D party, full of Cha in the 6 to 8 range.
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“Yeah, when they’re not off writing lines of code, they’re off doing this crap . . .”