Having read the message about the merchant crew with a Vargr captain, and the
request for help with characters, here are my views on Vargr.
Rules for playing Vargr
Rule 1. No wimps.
The key Vargr characteristic is Charisma. A high charisma Vargr will
dominate any situation (or try to, if non-Vargr are involved). Other Vargr will
follow him, regardless of skill or other qualifications. A mid-charisma Vargr
will attempt to do glorious things to gain charisma. A low charisma Vargr can
be treated like dirt, as he will feel like it. Vargr have egos to match their
charisma.
Rule 2. I don't want to catch anyone NOT breaking any laws or rules when they
can get away with it.
Vargr have little or no respect for formal authority. They respect a
high charisma leader whom they can see and follow; they do not respect an
isolated leadership, with whom they have no direct contact. Which is why
Vargr society is so unstable.
Rule 3. No wimps.
Charisma is often backed up by physical strength and size, and disputes
of leadership are settled with a form of unarmed duel, Infighting, which is a
little more ritualised than a simple punch-up. The Vargr Alien Module covers
this quite well.
Rule 4. No maltreatment of lower life forms (while anyone's looking).
Vargr are highly racist, because of the fact that they alone of the
major races were given their sentience, instead of evolving it. Some believe
the Ancients created them to rule the universe; chief among these are the
Church of the Chosen Ones.
Rule 5. No wimps.
Vargr are touchy, easily insulted, and likely to react swiftly and
violently to any perceived insult. The insult may not be meant as such, if it
is given by a non-Vargr. NEVER call a Vargr "cunning as a wolf", "sly as a fox"
etc., even though you may think those are complements. If the Vargr in question
doesn't have an extremely high Liaison skill, you'll have your head in your
hands to play with.
Rule 6. There is no rule 6.
There are no other rules governing Vargr behaviour, either individually
or as nations. Vargr are highly individualised. If anyone thinks they have any
other rules, apply rule 2 above.
The Vargr Alien Module is full of errors (my copy is, anyway). For one thing,
in the advanced Corsair generation rules, it says that you can't enter the
Technical department without going through Technical school. What it doesn't
say is how to get into technical school. Also, the rule on variable charisma
is, if the character achieves a major success and throws 2D less than his
charisma, he gets 1 added on. Which means a low charisma character has little
or no chance of advancement, and a high charisma character can't stop getting
higher. I suspect that should be, throw 2D higher than charisma for an increase
with a natural 12 always yielding an increase.
Coming soon: the story of Aerrghkunun, warlord and now a major force within
Gvurrdon sector.
"Keyboard? How quaint!" - M. Scott
Adrian Hurt | JANET: [email removed]
UUCP: ..!ukc!cs.hw.ac.uk!adrian | ARPA: [email removed]