Vargr

Vargr are the only major race to have been uplifted by the Ancients, a fact the Vargr are extremely proud of. They are often seen by other races as aggressive pirates and scavengers but Vargr have a diverse culture deeply rooted in pack mentality and the desire for companionship, charisma and loyalty. Their constant struggle for leadership results in a culture fuelled by conflict and change.
  Governments in the Vargr Extents (the area of space dominated by Vargr) continually rise and fall, borders move and allegiances change. Life here is turbulent and dangerous – the Imperium considers all worlds in the Extents to be Amber Zones unless proven otherwise, with many designated as Red Zones.
  There are few human worlds in the Extents and few Vargr worlds within the Imperium but both races coexist in these regions of space. Humans and Vargr have had a chequered history – a number of wars have been fought with these two races fighting against, as well as alongside, each other. However, most conflicts between them occur on the border worlds where Vargr empires seek to expand their borders and corsair raiders attack indiscriminately.
  It has been nearly 500 years since the last major conflict occurred between humans and Vargr. Although relations since then have been relatively peaceful, the Vargr are an unpredictable race that embraces conflict; it is perhaps inevitable that these traits will one day lead to new hostilities.  

PHYSIOLOGY

Vargr are descended from carnivore/chaser stock; genetically engineered by the Ancients circa –300,000 from the genus Canis and transplanted from Terra to Lair/Grnouf in the Provence sector. Although Vargr were artificially developed, a certain amount of evolution and natural selection took place as the species adapted to the conditions on Lair without further manipulation by the Ancients.
  Male Vargr typically are 60 kilograms in mass and stand 1.6 metres high. Females tend to be smaller and average 1.5 metres in height and 55 kilograms in mass.
  Vargr bear a close resemblance to their canine ancestry, as can be seen by their muzzle, tail and fur. The latter covers their entire body and can be found in a variety of colours. The most common colour is grey but it is not uncommon to see Vargr with brown, black or even red fur. Fur colour is partly determined by climate with those from colder regions displaying a greater variety of colours than those from warmer areas. Parents from different climates will see offspring having patterned fur with the stronger bloodline being the most dominant colour. Tail characteristics such as length and bushiness also vary greatly between Vargr from different ethnic backgrounds.
  Several anatomical modifications were made by the Ancients to the canine body structure, the most significant being stance, forepaws and muzzle. Vargr adopt a digitigrade stance (putting weight on their toes rather than the soles of their feet) and many have a slight stoop although most Vargr would call it a ‘relaxed stance’. Vargr hands are similar in size and functionality to human hands but the internal structure is quite different and unique to Vargr. Muzzles are shorter than that of their canine ancestors, largely due to dietary considerations.
  Three hundred thousand years of evolution on Lair resulted in the Vargr adapting to the 26 hour rotation of their homeworld and this circadian rhythm is shared by all Vargr. However, Vargr remain extremely flexible in their sleeping habits, adopting a polyurnal sleep pattern where they prefer to sleep several times a day for short periods rather than one single long sleep period. Vargr will adapt their sleeping habits to their circumstances but will typically sleep after meals or through particularly hot or cold periods in the local climate.
  The Vargr gestation period is usually four months. Most litters have two young but litters with as many as five pups have been known. Pups are born blind and deaf, completely reliant on their parents to care for them for the first four months until their senses develop. Vargr females are able to conceive soon after giving birth but will rarely do so until their pups are old enough to take care of themselves, around the age of six.
  Vargr share the same senses as humans but they tend to be more acute. Olfactory receptors develop very quickly to compensate for a pup’s lack of sight and sound, resulting in a keen sense of smell that Vargr use to recognise each other. Vargr hearing is also much better than a human’s, able to detect a greater range of frequencies over longer distances; humans are more sensitive to low frequencies and Vargr are able to hear high frequency sounds that are inaudible to humans. Vargr eyesight is sharp but less sensitive to colour than human eyes and less effective in dark conditions.  

Lifespan

Vargr living in industrial areas usually live for 65 to 75 years. Pre-industrial Vargr have a shorter lifespan due to poor living or environmental conditions and lack of medical advances. The lifespan for Vargr in higher technological cultures increases with advancements in anagathics and medical treatment.  

Diet

Vargr are a carnivorous species with the bulk of their diet being fresh, raw meat. Uncooked fruits and fruit- based drinks are also popular amongst Vargr but lack the nourishment needed for a healthy lifestyle. Vargr metabolism is faster and more efficient than the human digestive system, meaning that Vargr eat more frequently but are able to fast for longer periods if necessary.
  Although Vargr adapted to conditions on Lair and the indigenous wildlife was edible, it was not as appetising as the meats that canines had become accustomed to on Terra. Vargr chefs spent much time and effort to find herbs, spices and seasoning that make food on Lair more appealing and gourmets developed these into sauces and dressings to further enhance Vargr meals.
  Selective breeding of livestock was undertaken to improve local food and make it more appetising. This practice continues today on many Vargr worlds and comprises much of the interstellar trade within the Extents.

Characteristics

Vargr Travellers have the following modifiers applied to their characteristics:
  • STR-2 
  • DEX+1
  • END-1
 

Traits

Vargr Travellers all possess the following traits:
  Bite: All Vargr possess pronounced canines, which make for a nasty close combat weapon. This bite uses the Melee (natural) skill and does 1D+1 damage.
  Heightened Senses: Vargr have better hearing and sense of smell than humans. All Vargr receive DM+1 to any Recon and Survival checks they have to make. However, their eyesight is worse in darkness and they suffer DM-1 to any skill check requiring sight in dark conditions.

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