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The Vorlon Race:
Background information is excepted from Voltayre's Encyclopia
Xenobiologica
after repeated attempts, the author of this Race Conversion has been unable to
get any response from the author of the site.
"As to his head he was a god, as to his wings he was Imdugud." -
King Gudea describing Ningirsu, city-god of Lagash, 2150 B.C.E.
NPC ONLY:
The Vorlon race is NPC only because of two reasons. The race is very powerful
and due to their motivation is virtually impossible to be played correctly.
Their motivations and actions are truly alien, and very hard to describe, let
alone play on a regular basis, without the player becoming to "Human" in his
actions and motivations.
The Author has only met one player in Role Playing Games EVER that the Author
considers able to properly play a Vorlon. The author for this conversion himself
feels that he is unable to properly play a realistic Vorlon.
Legend of the Vorlon:
Very few humans have had contact with a Vorlon outside of its encounter suit.
Even less have seen what they truly look like. Because of this mystery, Humans
have created a legend regarding the appearance of the Vorlon. According to said
legend, the last human to see a true Vorlon was a pilot who crashed, off course,
on a Vorlon colony world. The human became the first to set eyes upon a Vorlon
sans encounter suit, and was turned to stone.
Not every legend is true.
PSI ABILITY: The Vorlons have very strong telepathic abilities.
Distance and dimensional location (in real space or hyper space) are not a
hindrance to them. At its most basic level, the Vorlon can communicate by
sending images directly to a recipient's brain in a form of pictorial
communication utilizing forms and experiences from the subject's mind. A more
advanced form of direct communication usually occurs when the Vorlon chooses
from the mind of the recipient a person that is important (and an authority
figure) to that person. Using the memories of that figure, the Vorlon can
communicate with the recipient in that form; utilizing direct manipulation and
the emotional weight of the figure. Psychic communication between a Vorlon and
another usually occurs when the person's mind is in a different state: asleep,
exhausted, in a
heightened state of awareness. This has led to the association
of Vorlons with dream imagery. At its most powerful level, the Vorlons can alter
a being's conscious perception of themselves to a limited number of observers
(in effect, a psychic cloak). The use of this power requires a certain amount of
previous manipulation on the subjects -- in effect, programming a preset
perception almost at a genetic level, that the Vorlons know how to activate.
When appearing before a single subject, the effect is an automatic autonomic
reflex and does not strain the Vorlon. The most difficult and physically
demanding use is when the observers are of different races since each race will
perceive something different (or even a race like the humans who have a
multitude of religions). The overall effect is that all present sees their own
version of a Being of Light masked over the true form of the Vorlon -- even
those with beliefs that are post-Vorlon influence since the programming is very
deep.
In addition to telepathic powers, Vorlons are highly adept in the use of
Telekinesis and some forms of psychometry. Recorded telekinetic effects include,
but are not limited to, physical violence ranging from the "Darth Vader"
choke-hold to full body restraint and manipulation. While some speculate that
Vorlons have the physical ability to fly, it may be that they simply levitate
themselves. The psychometric powers of a Vorlon seems to be useful in seeing the
shadows generated by the release of a large amount of energy that are "painted"
on nearby surfaces.
PSYCHOLOGY: Time does not mean to the Vorlons what it means to most of
the galaxy's species. They perceive reality, time, and space differently than
most. It is said they take no interest in the affairs of others, however they
appear to have taken a marked interest in the Minbari and the Humans, and even
the Narn. Vorlons speak of themselves in the plural. They also view each
individual Vorlon as part of a whole; with each Vorlon being or having an
element of every other Vorlon.
Being one of the few remaining First Ones, they are powerful and
self-righteous. Peculiarly, they are also insecure about that power. The death
of one of their number is taken hard by the whole race.
Toward their servants, the Vorlons expect nothing but perfection. Failure is
rarely tolerated with gentility.
RELIGION: The Vorlons worship no one but themselves.
LANGUAGE: Vorlon "names" (i.e. Kosh Naranek, Vorlon Ambassador on
Babylon 5) are actually a description; with the words being the closest we can
come to the original Vorlonese. They speak through a series of musical/
tonal/atonal chords, almost a chorus of voices.
HISTORY: The Vorlons are members of an ancient group of races called
the First Ones, of which they are the youngest. The Vorlons are held in contempt
by some of the First Ones (most notably the Walkers). After the defeat of the
Shadows in the last Great War circa 7,740 B.C.E., most of the First Ones left.
The Vorlons were among the few to stay behind.
According to Dr. Straczynski, "There has never been a survivor of a Vorlon
War," but then goes on to say "the Vorlons have never fought a war with any
other race. (At least none has ever been recorded.)"
The Vorlons actively manipulated the genetics of a multitude of races (the
Minbari, Pak'ma'ra, Drazi, Narn, Human, Markab, among others) to respond to
their psychic cloak that disguises their true form. This allows the Vorlons to
control the perceptions of these races, allowing them to manipulate them with
ease since they always impersonate the messengers of that race's main deity.
They are users and puppeteers who use their powers so the younger races will
react properly. To the Drazi, a Vorlon would appear as Droshalla, a Narn would
see G'Lan, the Minbari, Valeria, and the Humans would see (generally) an Angel.
Each race who sees them, sees something out of their own past, their own
legends, religions, faiths: a being of light. With the exception of the
Centauri, who see nothing. While the Vorlons may have originated supernatural
belief among some races where none was present, most belief systems were
manipulated to conform to the Vorlon template on some level.
It is known that the Vorlons were on Earth in the 1880's, and that they
gained a new Inquisitor at that time -- effectively stopping Jack the Ripper's
rampage.
The Earth Alliance had been courting the Vorlons to make first contact since
2247. In 2257 the Vorlons responded by sending an ambassador, Kosh Naranek, to
Babylon 5. Immediately upon arrival, Kosh was poisoned. After exiting his
transport, Kosh revealed a portion of himself to a Commander Sinclair
look-alike. The assassin slapped a skin tab to Kosh's "hand." The assassin was a
member of a radical military caste clan which was against Minbari involvement in
the Babylon Project, and hoped to sabotage the whole thing from within. Against
the Vorlon directive of letting Kosh die rather than having Humans see him
outside of his encounter suit, he was operated on by the station's doctor (now
transferred to Earth) and scanned by Lyta Alexander. The poison was identified
and the murderer was thought to be the commander of the station. During the
trial of Commander Jeffrey Sinclair, the Vorlons wished for him (if guilty) to
be tried on their Homeworld. They sent a small battle fleet to collect him. Upon
discovering that the attempted murderer was a Minbari renegade and that Kosh was
fine, they left. The entire affair is still puzzling. It involved a tech
smuggler, named Del Varner, who sold a Changeling Net to the renegade Minbari.
The Minbari was aided by the Narn. In addition, the Earth Alliance officer
Laurel Takashima (now transferred to the Rim) had an active hand in framing
Sinclair.
In 2258, a Vorlon ship destroyed the Dilgar Jha'Dur's craft as it was heading
to Earth. She had invented an anti-agathic serum. The ship fired two shots, one
of them destroying her craft. There have been rumors that the other shot did not
miss its mark. When asked why this was done, Ambassador Kosh replied, "You are
not ready for immortality." The third time the Vorlons let their intentions be
known occurred when the Centauri assaulted the Narn Homeworld with mass drivers,
by voicing a protest along with the Human, Minbari, and League governments.
Near the end of 2259, Kosh let himself be seen to an assembled host of
diplomats on Babylon 5 in order to save Captain Sheridan's life. Each race saw
their holy being (with the exception of the Centauri, who saw nothing) and now
revere the station as a Holy Place. After maintaining so many illusions, Kosh
returned to his ship and rested there for approximately two weeks.
By mid-2260, the Shadow War was going badly for the Army of Light.
Devastating random attacks were destabilizing the minor and major galactic
powers. Knowing that their cause would be lost if a victory were not gained
against the Shadows, Captain John Sheridan confronted Ambassador Kosh. The lowly
human shamed the Vorlon into facing his fear of death; Kosh knew that once the
Vorlons actively engaged the Shadows, he would be the target of a reprisal. A
Vorlon fleet engaged the Shadows and crushed them. Kosh Naranek died soon after.
A show of weakness at this point in the game was unacceptable. Should word
that a race such as the Vorlons could be killed, their foot soldiers would be
shaken. To cover their loss they sent their Ambassador-to-Minbar, Ulkesh, who
was to assume Kosh's identity, to the station.
GOVERNMENT: Vorlon territory is known as the Vorlon Empire. Nothing is
known if there is a Vorlon Emperor, but there is a High Command. The Vorlon
Empire maintains a strict immigration and tourism policy:
* Earth Alliance has sent three expeditions into Vorlon space. None have
returned. The Vorlons said they had met with accidents and suggested they send
no more expeditions into their territory. The Centauri have also sent
expeditions into Vorlon space. The Centauri have many strange stories about the
Vorlon. Even the Minbari loose their expeditionary forces into the Vorlons
territory.
MILITARY: Their starships are living creatures. The fighters are the
most primitive ships with rudimentary evolution abilities. Their war cruisers
often carry a full crew of Vorlons.
HOMEWORLD: Vorlon
COLONIES: Vorlon territories are rarely trespassed without severe
consequence. While no one has mapped the Vorlon Empire, its borders are well
known.
A Few of the known Vorlon Holdings:
DM+ 45 2505
This system is accessible through the Centauri jumpgate at Batain, but travel
here is not recommended.
TECHNOLOGY: Ultratech
Alignments: Any (maybe even Not Applicable), the Vorlons have very
unusual motivation and are very hard to define according to palladium game
alignments
Attributes: IQ: 30, ME: 25, MA: 22, PS: 20, PP: 20, PE: 25, PB: 30
(outside of encounter suit), SPD: 44 (30 mph / 48 kph maximum)
Hit Points: 8200 (That is 82 MDC)
SDC: 80,000 (That is 800 MDC)
Average P.P.E.: 2D6x10
Occupational Character Classes (OCC & RCC): None, the race has many
special abilities and set skills
Skills: Vorlons are adept in Biology and Technology, They rarely study
other skill areas. In Biology, the are at about the same technological level as
Gene-Splicers and would be able to achieve anything Gene Splicers could.
In game terms, Other skill areas would be most Communications, most Electrical,
some Espionage (Such as Intelligence), most Mechanical, most Medical (result of
Biology), most Pilot (No Animal Riding Skills), Most Science (Especially
Astronomy & Biology), and Technical. Game masters must decide what skills do not
fit a Vorlons. Any skill that involves heavy physical activity or would be
considered domestic would not be likely to learned. Remember that Vorlons are
million + year old race.
Horror Factor: 16
Physical Appearance & Biology: The Vorlons are made up out of almost pure
energy, with a semisolid
crystalline matrix. This makes them nearly invulnerable to physical attacks, and
even attacks with most energy weapons will do little damage. Their only known
weakness in this respect is to a certain rare poison, which disrupts their
crystalline matrix.
Their appearance is that of a brightly luminous ovoid cloud of energy, floating
upright a few feet of the ground, with almost solid seeming strands of energy
woven through. Normally four to six of these strands extend almost tentacle-like
out of the cloud, and these are used for physical manipulation, or fighting. In
such cases it has been shown that despite their lighter than air appearance,
Vorlons are actually quite strong. When the Vorlon moves quickly, it is slightly
stretched out, with the "tentacles" streaming behind it like long pieces of
string. There is a hint of wings when it moves like this, but this may very well
be a illusion, because they move by levitation. It has no real length or size,
because of its almost cloudlike nature. There are no discernable sensory organs,
and to a non-Vorlon, all Vorlons look alike, with no difference in appearance,
or color.
Height: Variable, Vorlons are mostly amorphous that can adjust their
height accordingly
Weight: Unknown, being that Vorlons are mostly energy, it has been
suggested that they would have a very low weight to size ratio (Perhaps less
than 100 lbs / 45 kg)
Average Life Span: Believed to be Immortal
Natural Abilities: Immune to Vacuum and Cold. Fire, Lasers, and
Electricity inflict half damage (Vorlons take full damage from MDC Fire such as
Heavy Plasma and Fusion Weapons). Physical attacks inflict no damage to the
Vorlon itself but do inflict damage to their encounter suit. Magic weapons (If
available) will inflict full damage.
Vulnerabilities/Penalties: Magic and Psionics inflict full damage
(Vorlons save against psionics as a Master
Psionic). Vorlons are vulnerable to
some poisons.
Magic: None, In a magic rich environment it is unknown if Vorlons could
become magic wielder.
Psionics: Master Psionic I.S.P.: 5D6x10 + 85 (Restores ISP twice as fast
as a human) Abilities: Treat all abilities as if the Vorlons are 15 th
level. Physical: Alter Aura, Deaden Senses, Death Trance, Ectoplasm,
Float, Impervious to Cold, Impervious to Fire, Impervious to Poison, Levitation,
Mind Block, Night Vision, Resists Fatigue, Resist Hunger, Resist Thirst,
Spontaneous Combustion, Summon Inner Strength, Telekinesis, Telekinetic Leap,
Telekinetic Lift, Telekinetic Punch, Telekinetic Push, Teleport Object;
Sensitive: Astral Projection, Clairvoyance, Commune with Animals, Commune
with Spirit, Dispel Spirits, Empathy, Intuitive Combat, Mask I.S.P. & Psionics,
Object Reading, Presence Sense, Remote Viewing, See Aura, See the Invisible,
Sense Evil, Sense Time, Sixth Sense, Speed Reading, Telepathy, Total Recall;
Super: Advanced Trance State, Bio-Manipulation, Catatonic Strike, Cause
Insanity, Cure Insanity, Electrokinesis, Empathic Transmission, Group Mind
Block, Hydrokinesis, Hypnotic Suggestion, Induce Nightmare, Insert Memory,
Invisible Haze, Mental Illusion, Mentally Possess Others, Mind Block Auto
Defense, Mind Bolt, Mind Bond, Mind Wipe, Psychic Omni-Sight, Psychosomatic
Disease, Pyrokinesis, Radiate Horror Factor, Telekinesis (Super), Telekinetic
Force Field.
Special Psionic Abilities:
- Holy Illusion:
At the expenditure of 1D4x10 ISP per round it can
create the illusion of being a Divine figure in whoever is in visual range.
This will usually be the illusion of a Heavenly messenger, never a true God.
All who do not save versus psionics (is +3 to normal roll, no bonuses for
the victim) are awestruck. They are immobilized and cannot attack the
Vorlon, and they are -5 to parry attacks from him(Surely if an Angel is
attacking you, it must be GOD`s WILL) Everything he says during the illusion
is accepted as totally true, even after the illusion is at an end. 5% chance
of becoming a true believer. (the character may turn into a religious
fanatic).
- Split Essence:
A Vorlon can split hart of their essence away
and use it to possess another. This ability costs 20 ISP to transfer into a
psionic host and 40 ISP to transfer into a non psionic host. The Vorlon can
for an additional 20 ISP make it that the host is unaware that they are
carrying the Essence of a Vorlon inside (In these cases the host must be a
non psionics). The Vorlon can suggest activities and may use its psionic
talents at half effectiveness.
Combat: 4 Psionic attacks per melee and 7 with Physical Attacks
Restrained Energy Tentacle: 2D6 + 10 (P.S.) S.D.C.
Restrained Energy Punch: 4D6 +10 (P.S.) S.D.C.
Full Strength Energy Tentacle: 1D6 M.D.
Full Strength Energy Punch: 2D6 M.D.
Energy Crush: 1D6 M.D.
Energy Body Flip /Throw: 1D4
Enemies: The Shadows and Shadow Minions
Alliances and Allies: The Minbari and Interstellar League.
Equipment: All Vorlons come with an encounter suit and if found outside
of Vorlon space have a cruiser at their call (Another reason they are NPC only)
Vorlon Encounter Suit:
This is a suit that protects the Vorlon and is constructed similarly to Vorlon
starships and appears to be a Bio-Organic Material. These suits appear to be
worn for two reasons. The first is to help protect the Vorlon, the Second is to
hide their actual appearance. The suit does not protect against all poisons. The
head of the suit appears to be some form of a sensor system.
M.D.C. by Location:
| |
Head: |
100 |
| |
[1] Main Body: |
500 |
Notes:
[1] Depleting the MDC of the body will destroy the encounter suit. The encounter
suit can regenerate damage on the suit at the rate of 4D6 MDC per minute but can
only repair up to half the total MDC of a system or the main body.
Speed:
Over Ground: The Vorlon Encounter suit hovers just above the ground and
can reach a top speed of 40 mph (64.4 kph)
Statistical Data:
Length: 4 feet (1.2 meters)
Height: 8 feet (2.4 meters)
Width: 6 feet (1.8 meters)
Weight: 1000 lbs (450 kg)
Power System: Unknown
Cargo: Very small, can stow some small equipment
Market Cost: Unknown. Many races would pay millions to billions of
credits for a working encounter suit to study.
Weapon Systems:
None, although a Vorlon can use their abilities through the suit with no
penalties
Special Equipment:
- Adaptive Surface: The Encounter suit has the ability to adapt to
attacks on it. Once a specific attack has been used against the suit, it
will adapt to that attack and any attack of that type that is encountered
afterwards will only be at half damage in the next engagement. Variable
frequency weapons such as variable frequency lasers can be reset to do full
damage once this is discovered. The adaption takes about 5 days to be
completed.
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium
Books Inc.]
[ Babylon 5 is copyright © Warner Brothers Television. ]
Racial information from Voltayre's
Encyclopia Xenobiologica
By Kitsune (kitsune@addr.com ) and by
Mischa (mischa.campen@tip.nl)
Rifts Conversion Copyright © 1999, Kitsune. All rights reserved.
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