Attributes
Strength | STR | 2D6-2 (min. 1) |
Agility | AGL | 2D6 |
Constitution | CON | 2D6-2 (min. 1) |
Intelligence | INT | 2D6-1 |
Education | EDU | 2D6-1 |
Personality | PRS | 2D6-1 |
Psionic Ability | PSI | As usual (2D6-1D20 in my campaign) |
Vargr Charisma/Dominance | VCD | 1D6 |
The six primary attributes for Vargr characters are Strength (STR), Agility (AGL), Constitution (CON), Intelligence (INT), Education (EDU), and Personality (PRS).
The sixth attribute is called Personality
to distinguish it from the new pseudo-attribute
Vargr Charisma/Dominance (see below).
Personality is used in place of the usual
attribute Charisma (CHR) in all ways.
All Charisma-based skills are instead based
on Personality for Vargr.
Vargr Charisma/Dominance
The pseudo-attribute Vargr Charisma/Dominance
replaces Social Standing (SOC)
for Vargr characters in all ways.
All references to SOC instead refer to VCD
for Vargr characters.
Vargr Charisma/Dominance is very fluid;
it can change (either increase or decrease)
quite frequently.
Vargr Charisma/Dominance can change as a result
of career resolution.
Whenever rolling for a Commission in a career,
succeeding the Commission roll by 2+ points
results in a +1 to VCD,
while failing that same Commission roll
by 2+ points costs the Vargr character
a -1 to VCD.
Whenever rolling for a Promotion in a career,
succeeding by 2 or 3 points gives a +1 to VCD,
while succeeding by 4+ points gives a +2 to VCD;
failing the Promotion roll by 2 or 3 points
costs the Vargr character
a -1 to VCD,
while failing the Promotion roll by 4+ points
costs the Vargr
a -2 to VCD.
Finally, whenever rolling for a
Special Adventure in a career,
succeeding gives the Vargr character +1 to VCD.
Vargr Charisma/Dominance can also change
as a result of adventuring.
At the end of an adventure,
when awarding experience points (XP),
the player rolls a Difficult test
of the Vargr character's Leadership asset
opposed by the Vargr character's
current Vargr Charisma/Dominance score.
An Outstanding Success
gives +1 to VCD.
A (regular) Success
or Failure
does not change VCD.
A Catastrophic Failure
gives -1
to VCD.
In summary:
Reenlistment
Vargr characters do not suffer the usual
DM -2
when changing careers.
Instead, apply the total number of points of VCD
gained or lost within the term of service
just finished
as a bonus or penalty to the Reenlistment roll
(a net gain is a bonus; a net loss is a penalty).
Skills
Observation
Unarmed Martial Arts
Default Skills
All Vargr characters have the default skills
Leadership 0,
Observation 0,
and
Unarmed Martial Arts (Infighting) 0.
These are in addition to whatever other
default
skills the character would be entitled to
(due to the character's
homeworld).
Careers
Vargr characters may choose
any career listed in TNE,
plus any of the new careers
listed below.
Any career from TNE
that appears below
must be used
as modified herein.
Aristocrat (aka, Wealthy Traveller)
Leader (aka, Manager)
Loner (New; Civilian)
Remember that a Vargr has a better
sense of smell and hearing than a human does.
However, a Vargr's sensitivity to color
is not as acute as that of a human's
(but the Vargr is not color-blind).
Vargr characters have an additional cascade
within this skill: Infighting.
The Infighting cascade covers the use of a Vargr's
claws and teeth.
This cascade is usually the default cascade
of Unarmed Martial Arts for Vargr characters;