Vargr (Traveller:
Alien Races 1 p.88)
4
Points
Attribute Modifiers:
ST-1 [-10]; DX+1 [20].
Secondary Characteristic Modifiers:
FP-1 [-3]; SM 0.
Advantages:
Acute Taste/Smell 3 [6]; Acute Vision 1 [2]; Blunt Claws [3]; DR 1
(Fur) [5]; Enhanced Move 1 (Running Fatigue begins after five seconds
-30%) [14]; Fur [1]; Temperature Tolerance 1 [1], Sharp Teeth [1].
Disadvantages:
Cannot Kick [-5]; Chummy [-5]; Curious (12) [-5]; Easy to Read [-10];
Proud [-1]; Reputation -2 (Unreliable, Disloyal) [-10].
Features:
4” Shorter than Human average.
Racial Skills:
Those are the GURPS 4e stats for a Vargr converted from GURPS: Traveller Alien Races 1 (which were 3e stats).
The reason for their unreliable reputation comes from them following whomever has the most "charisma" and if that individual loses sufficient "charisma" that another begins to outshine them, they will change allegiances. Additionally their loyalty is far more attached to their physically present leadership than abstract concepts or remote leadership.
There's some precedent for societies like this in Terran history, notably the Dakota Sioux mentioned in the book, highlands Scotland as well.
There's some precedent for societies like this in Terran history, notably the Dakota Sioux mentioned in the book, highlands Scotland as well.
To a Vargr, it isn't disloyal to abandon a leader who isn't demonstrating the skills and charm required to lead. It isn't traitorous to begin following a new leader whose star shines more brightly. The old leader may have a place in the new order and he might accept it as how things should be. He won't resent it; but he will strive to regain their former station and those who replaced him don't resent that either. It's felt that if they'd been a good leader then they'd not have been supplanted, and the dispossessed tends to accept that, or go slinking off on their own.
The Vargr really don't have a concept of treason and are rather confused at the grudges humans carry about betrayal. It's also very rare for any stigma to follow an individual once they've been punished for a given crime. "They've been punished, it's done." is how they view it.
They are almost hard wired libertarians by nature. Almost, it's a dangerous trap to associate any human ism to Vargr in general.
The thing about the Vargr is that their reputation isn't really all that well earned. The range of behaviors of actual Vargr is well within human norms, it's just that they're, well, alien. They construct their societies and associations differently, but the same functions are created.
The person in charge of the sewage treatment plant is a bit more fluid than either the Imperium or Zhodani would have it, but there is a treatment plant and it does the same job as it would in human space.
Ownership of things past a personal level tends to be by cabals of the employees and there are very few "public" works. Much of what humans would consider government jobs are done by "private" organizations. Strangely it's not ownership, but control that is the motivating force. The sewage plant might be owned by family A, but control over sewage might be held by someone else who then hires the family to run their plant. That someone else is controlling the plant's use doesn't change the ownership or local management of the place. That Mr. Dhell ran the place until that embarrassing spill last week and Ms. Rerdonkhuerrdaerrkha is running it today doesn't affect who owns the plant or necessarily who controls the sewage in an area; but if Ms. Rerdonkhuerrdaerrkha is better at running the plant and makes more money for the joint ownership, she will retain the job longer than the unfortunate Mr. Dhell.
It's alien! It's the similarities between Vargr and Imperials that trip you up.
There are scientists and researchers dedicated to the research, just who they report to is not as fixed.
Their troops are capable of heroism and bravery. Sometimes their small units are much more effective than human troops because effective combat leaders are possessed of high charisma and are skilled in their roles. The nature of Vargr loyalty is a harsh crucible and the incompetent are weeded out mercilessly.
One of the worst things about using the Interstellar Wars era for your Traveller game is the Vargr really haven't been encountered yet.
Edit to add:
While every Vargr say they want a higher position in the pack, there's quite a few status quo archetypes. Socially, Vargr rise to their natural level and no higher most of the time. In most groups you'll have the natural second in command who will fight to stay one step from the top. In nearly every group there's a low-wolf who consoles himself that he's not on the bottom of the pecking order, and will go to extraordinary lengths to prevent it.
Traveller Tuesday officially belongs to Erin, I'm just dangling from her coat tails on the idea.
The Vargr really don't have a concept of treason and are rather confused at the grudges humans carry about betrayal. It's also very rare for any stigma to follow an individual once they've been punished for a given crime. "They've been punished, it's done." is how they view it.
They are almost hard wired libertarians by nature. Almost, it's a dangerous trap to associate any human ism to Vargr in general.
The thing about the Vargr is that their reputation isn't really all that well earned. The range of behaviors of actual Vargr is well within human norms, it's just that they're, well, alien. They construct their societies and associations differently, but the same functions are created.
The person in charge of the sewage treatment plant is a bit more fluid than either the Imperium or Zhodani would have it, but there is a treatment plant and it does the same job as it would in human space.
Ownership of things past a personal level tends to be by cabals of the employees and there are very few "public" works. Much of what humans would consider government jobs are done by "private" organizations. Strangely it's not ownership, but control that is the motivating force. The sewage plant might be owned by family A, but control over sewage might be held by someone else who then hires the family to run their plant. That someone else is controlling the plant's use doesn't change the ownership or local management of the place. That Mr. Dhell ran the place until that embarrassing spill last week and Ms. Rerdonkhuerrdaerrkha is running it today doesn't affect who owns the plant or necessarily who controls the sewage in an area; but if Ms. Rerdonkhuerrdaerrkha is better at running the plant and makes more money for the joint ownership, she will retain the job longer than the unfortunate Mr. Dhell.
It's alien! It's the similarities between Vargr and Imperials that trip you up.
There are scientists and researchers dedicated to the research, just who they report to is not as fixed.
Their troops are capable of heroism and bravery. Sometimes their small units are much more effective than human troops because effective combat leaders are possessed of high charisma and are skilled in their roles. The nature of Vargr loyalty is a harsh crucible and the incompetent are weeded out mercilessly.
One of the worst things about using the Interstellar Wars era for your Traveller game is the Vargr really haven't been encountered yet.
Edit to add:
While every Vargr say they want a higher position in the pack, there's quite a few status quo archetypes. Socially, Vargr rise to their natural level and no higher most of the time. In most groups you'll have the natural second in command who will fight to stay one step from the top. In nearly every group there's a low-wolf who consoles himself that he's not on the bottom of the pecking order, and will go to extraordinary lengths to prevent it.
Traveller Tuesday officially belongs to Erin, I'm just dangling from her coat tails on the idea.
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