Gulm pyrates

lichenoids

Headcount

3d10

Vitals

com
d8
mov
d8
rea
d10
wil
d10
cha
d8
hea
16
grt
18
DR
4
(biological cerasteel vest, greave and gauntlets)

Habits

  • Holding an almost silent tall-tale-telling battle
  • Swabbing the photoscissor registry truss (repairing the comms)
  • Divvying up "sunlight chits" after successfully taking down a Co. installation

Dogma

  • Pyrate articles (contractural tyranny) Filled Pip Filled Pip Filled Pip Pip Pip Pip

Attacks

  • Chromatophore rifles, d8 +d6 +d4 damage
  • Living chainswords, (one fourth of the pyrates wield these), d20+d6 damage

Powers

  • Astrogate CRB045
  • Backstab CRB110
  • Disarm CRB111
  • Explode CRB111
  • Jack CRB045
  • Slay CRB111
  • Steal CRB061
  • Tack CRB043

Gear

  • One ship per group, which requires knowledge of advanced bio- or bug-stratum archaetech to use
  • Gulm weapons, which requires knowledge of advanced bio- or bug-stratum archaetech to use. The living weapons are dangerous to use for non-fungi, requiring REA and perhaps CHA checks at first. (You have to make friends with the fungal dynamos and chasses, avoiding accidental self- inoculation.)
  • A few random captives—probably duul-duul.
  • Gear is collectively worth 400 gl per gulm but smells powerfully off, like ammonia.

Story notes

These lichenoids live aboard a retrofitted mi-go exploration vessel. Unlike their kin, the mulg, many gulm are unemotional and calculating. Unlike the mi-go, many gulm are venal and petty. They will not make a deal with you unless you prove terrifying to them, in which case they will attempt to double-cross you later. These gulm are probably not after you specifically, but some bigger proverbial fish.


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