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Sophont Review: Vargr

robject

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WHAT THIS IS. This thread is to discuss sophont creation data for a major "race". Your input will help me fine-tine and correct the draft sophont cards. In turn, I'll then refresh the cards on this forum, and also submit them to Marc et al for consideration.

The Vargr Character Creation Card is attached.

Ojno's suggestion about using CT characteristic mods is noted.
 

Attachments

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One thing to consider: the Classic Traveller rules modify Vargr strength, dexterity and endurance regardless of gender. We could capture the spirit of this by simply making gender mods the same for male and female.
 
One thing to consider: the Classic Traveller rules modify Vargr strength, dexterity and endurance regardless of gender. We could capture the spirit of this by simply making gender mods the same for male and female.

Yes, this would be easy to do. The hard part, in the past, was getting that past Marc.
 
Aside from Ojno's suggestion, are there any more comments?

NEXT STEPS:

(1) I'll attach the most current sophont creation card to the Original Post.
(2) I'll bundle the Aslan, Bwap, Droyne, Hiver, K'Kree, and Vargr cards and send them to Marc.

Office hours are posted on my door...
 
I finally had an occasion to use this to create a Vargr. Sorry for the delay. Most of my suggestions below are nit-picks. The actual specs look pretty good.

Senses are listed as VHSTP, but there is no P-string.

Genetic string is listed as SDEIEC, but it looks like you are using SDVIEC.

The T5 rules have a dash following the initial character in the sense strings (V, H, S, or T), and your strings don't.

It appears that you have an extra slash in the hearing string.

Skeleton should be Bony Interior instead of Internal Rigid Skeleton (to match table S-11-B).

Skin should be Furry Pelt instead of Fur (to match table S-11-B).

Cheers,

Baron Ovka
 
I can't contribute to the OP's question, I'm sorry.* I'm only shouldering in to say that I think it would be great if T5 re-introduces the idea of Vargr subspecies, which appeared in Vargr & Vilani. The prospect of widely scattered and demographically minor (= unexpected) kinds of Vargr, with different capabilities and orientations, enriches the game (IMO).

Let's say that one of the conceits of the OTU is that humans are, as a species, as just mutable in the hands of the Ancients as dogs have been to RW humans here on Earth. (Which I think is actually a really cool element of the OTU). Then I don't think that must mean that the Ancients couldn't apply the same ingenuity to the canines they picked up there, too.

(* Still a passionate Traveller fan and an OTU fan, but I've been using Forgotten Futures and/or Heroquest for the fiddly bits for well over a decade now.)
 
it would be great if T5 re-introduces the idea of Vargr subspecies
According to Marc, there are two known Vargr subspecies (according to the Imperium around the Barracks' Emperors period), so the answer is Yes, T5 has multiple Vargr species, so yes, we should cook up separate cards for them.

I finally had an occasion to use this to create a Vargr. Sorry for the delay. Most of my suggestions below are nit-picks.

None of them are nit-picks to me. What you did is what I call doing the job of a good editor. I appreciate those comments.
 
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