The Vargr are the only Major Race to have been uplifted by the Ancients, a fact that the Vargr are extremely proud of. They are typically seen by other species as aggressive pirates and scavengers but the Vargr actually have a diverse culture that is deeply rooted in their pack mentality and the desire for companionship and loyalty. Their constant struggle for leadership results in a culture fuelled by conflict and change.
The Vargr are descended from carnivore/chaser stock; genetically engineered by the Ancients circa -300,000 from the genus Canis. The carnivores were transplanted from Terra to Lair/Grnouf in the Provence sector. The Vargr bear a close resemblance to their canine ancestry, as can be seen by their muzzle, tail and fur, although several anatomical modifications were made by the Ancients to the canine body structure. Vargr adopt a digitigrade stance (putting their weight on their toes rather than the soles of their feet) and many have a slight stoop.

Vargr Travellers follow the same procedures and concepts as human Travellers, as detailed in the Traveller Core Rulebook.
STR-2, DEX +1, END-1
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.
Vargr characters begin their careers at 18 years of age.
Travellers may wish to use Vargr Names (if so, they are encouraged to pick relatively pronounceable ones!). There is no necessity for doing so, although it adds flavour and atmosphere to a campaign.
Vargr do not have titles of nobility as humans of high SOC do. Like most aspects of Vargr society, there is no consistent system for titles and different packs and cultures will use their own arbitrary methods of assigning titles, if at all.
Those Vargr born and raised in the Imperium will take one of the careers detailed in the Traveller Core Rulebook, as if they were human.
Skills are determined as normal but all Vargr Travellers automatically receive Melee (natural) 0. This represents the natural infighting ability of all Vargr.
Vargr Travellers have the same psionic potential as humans and the same rules apply. The primary factor holding back the wide ranging use of psionics amongst Vargr is the lack of organised research and training facilities. As a result of this, Vargr psions are uncommon.
Vargr attitudes towards psionics vary – many worlds are indifferent but some governments have outlawed the use of psionics, some encourage it and to other cultures such abilities are blasphemous.
Vargr have access to a specific Catalog of gear. CENTRAL SUPPLY CATALOGUE: VARGR

The Vargr are a bipedal species created from early canid (ie wolf) stock by the Ancients around 300,000 years ago, and spread to a number of sites across the universe in the same way as protohumans. Physically, Vargr are a little smaller and slighter than humans, but within human norms.
Intellectually, Vargr have similar drives to humans, though they are much more strongly influenced by a leader's "charisma" and persuasiveness than humans – Vargr are rarely interested in what the rules or some bureaucracy say should be done, but they will respond quickly and well to identical instructions from a Vargr they respect or admire.
Humans often see Vargr societies as chaotic, and while there is some justice in this, it is not the whole truth. Vargr can be very loyal to a leader and maintain that loyalty through hard times, so long as they continue to believe in the leader. However, if they lose confidence in the leader or a more charismatic one comes along, they will regard it as perfectly normal to transfer their loyalty.
Vargr are much more comfortable with direct loyalty to a leader, and thus it is hard for them to build large scale societies – if subordinate leaders lack charisma then Vargr will not follow them, but on the other hand, subordinate leaders with lots of charisma are easily able to strike out on their own with their immediate followers rather than remain subordinate. There is thus no single Vargr state, and the "Vargr Extents" contain a bewildering array of governments and organisations whose power and territory can endure for many years, or shift abruptly.
Similarly, Vargr are unlikely to be especially loyal to abstract concepts – a Vargr would find nothing odd in a career that started out as a police officer, turned pirate when the opportunity presented itself, and moved back to law enforcement if the leader who had inspired them to turn pirate was killed – neither occupation makes them "good" or "bad" Vargr; they were just doing what seemed best at the time.
Vargr, of course, would say that this is exactly what humans do when they are conscripted into the military; serving a term as (say) a soldier doesn't mean that human is especially likely to kill other humans in future, as they were just doing what was needed during the war and changed back when their circumstances changed.
Vargr are often stereotyped as "Corsairs" by human media, and while some of this is xenophobia and propaganda, just as much is simply because those Vargr who do become corsairs are much more visible to human news-crews. Billions of Vargr within the extents live perfectly normal lives as factory workers, accountants and shopkeepers, but their activities are rarely newsworthy or visible to humans within the Imperium.
Historically, the Vargr have generally been Zhodani allies, though this is merely an alliance of convenience against the Imperium. The borders between the Vargr and the Imperium are turbulent, since any state the Imperium signed a pact with might or might not be long-lasting, but would have only limited control over the Vargr living within it even while it did last – any charismatic leader who could talk a group of Vargr into following them and can buy or steal a ship can lead a corsair expedition at any time, without feeling bound by "state policy".

STR-2 | DEX +1 | END-1