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)
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.