Vorlon R.C.C.

Thanks to White Star 2 for this RCC

"Call them 'Lords of Order.'"
"Control freaks."
	- Justin and Morden on Z'ha'dum about the Vorlons
Until 2259, nobody but the Minbari really knew what the Vorlons were, and even most of them weren't too sure. The Vorlons have always been a rather secretive race, and nothing was really known about them until the Final Shadow War, when the Younger Races figured out their secret and collectively attempted to beat the crap out of them. They failed, mainly because the Vorlons and their nemeses, the Shadows, are First Ones with more power and experience than all the Younger Races put together, even the Minbari and the crumbling Centauri Empire.

The Vorlons were old when the Minbari where playing with stone tools, and the Minbari were zooming around in spaceships before Humans were fighting the Crusades. They're that old.

Vorlons are beings of pure energy kept inside of special encounter suits which allow them to interact with other races. Vorlons do not allow anyone to see them without an encounter suit except for very special circumstances, and will not allow a telepath to scan them. Their encounter suit is large, bulky, and generally contains a 'head' with an 'eye' that irises open and closed, and a translator board on the 'chest' which provides the Vorlon with a deep voice that sounds vaguely like wind whistling through caves. The suits are generally green or blue in color, and are large, bulky, but smooth and organic.

The Vorlons' arch-nemeses are a race known to most of the galaxy as the Shadows. The Shadows (whose real name is ten-thousand letters long and probably complete gibberish) are a race that like war. They like it so much that their entire society is based around evolution and blowing stuff up. The Vorlons are so opposed to this that their entire society is dedicated to having everybody organized, rank and file, in perfect harmony.


Abilities & Bonuses:

  1. PPE: The Vorlons are energy creatures. They are living fountains of magical energy. 4D6x100PPE to begin with, plus 1D4x10 per level of experience.
  2. ISP: Vorlons are master psionics. They begin with 4D6x10ISP, and recieve an additional 3D4 per level of experience. They begin with Telekinesis, Sense Evil, Presence Sense, Telepathy, Empathic Transmission, Mentally Posess Others, Mind Bond, Telekinetic Acceleration Attack, Telekinetic Punch, and Telekinetic Push.
  3. Horror Factor (only when out of its encounter suit): 13. The image appering when a Vorlon is outside its encounter suit varies from person to person. When the vorlon wishes, it will appear as the deity or angel of the religion of each viewer. It does this by expanding ISP (3 ISP/per person watching to be affected). 50% of those who fail the saving throw roll will be horrified, the other 50% will be mesmerized by the beauty of the image they see. When the Vorlon does not wish to be viewed as anything other than itself, or doesn't want to expand the energy (usually when in combat), all failed rolls result in shock.
  4. Travelling Out of Body: A Vorlon may travel inside any living host. If the host dies, the Vorlon may leave the body, which becomes useless to it. This is not a posession, as the host is still in control, but it lets the Vorlon travel unnoticed and "see things through a humanoid's eyes."
    Percentages of success entering and leaving whole (roll on percentile):
    Results of a failed roll (roll on percentile):
  5. Other Abilities: A Vorlon speaks its native language at 98%, and English and Minbari at 90%, but never speaks coherently, always in metaphors. It can pilot any bioship and sense the Shadows automatically. Prowls at 80%, and has knowledge of all alien life forms in the B5 galaxy, and extensive knowledge of the First Ones and their technology (75% to recall details).
  6. Other RCC Bonuses: +6 to PB and MA; +2 to IQ, ME, and SPD; +5 to PP, PS, and PE; +5 to Save vs. Psionics; +2 to Save vs. poison; +8 to save vs. Psi; cannot be posessed.


Attribute Requirements: IQ 14, MA 12, PE 10. A high ME and above avarage PB and PS are also reccomended.

Mega-Damage/Hit Points: 1D6x100 MD points, plus an additional 3D6x10 per experience level

Encounter Suit: The Vorlon's encounter suit provides it with an atmosphere with which it is comfortable (even though it is able to breath in almost any atmosphere, and even in the vacuum of space) It also provides an armor, and weaponry.

Damage: Out of its encounter suit, a hostile touch will do 2D6 SDC or MDC.


Vorlons use the Dragon experience table.


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