Mulg
moldfolk space-junkers
Headcount
d4 (trapped on a rock), 2d10 (in their ship)
Vitals
- com
- d10
- mov
- d6
- rea
- d6
- wil
- d6
- cha
- d6
- hea
- 20
- grt
- 12
- DR
- 0
Habits
- Arguing in Yuggothi about whose heap-like body is most swole
- Arguing in Yuggothi about the merits of two very similar labor policies
- Arguing in Yuggothi about the most obvious reason not to trust Co. voidminers
Dogma
- Piratic honor code
Attacks
- Battle axe, d8+1, damage.
- Laspistols, (possessed by d6 of these scavengers), 2d8 damage.
- Saber, d10 damage.
- Tactical olfaction weapons, (carried by d4 of these scavengers) no damage; sapients within 10 M of its point of impact who can smell must make a 5+ WIL check every round on the mulg’s initiative or be consumed with gagging and vomiting to the point that they cannot act otherwise; each firing adds a cumulative −1 penalty to targets’ WIL checks
Powers
- Astrogate CRB045
- Backstab CRB110
- Con CRB060
- Jack CRB045
- Steal CRB061
Gear
- Utterly bizarre stolen goods worth 3d100 gl.
- Laspistols sell for 250 gl, charged.
- Tactical olfaction weapons sell for 3600+d100 gl but are illegal to possess.
Story notes
The mulg are escaped mi-go experiments, possibly in hybridizing sapient fungi and humans. These mulg, like most of their species, are space bandits or refugees, depending on your outlook. They are typically hostile to outsiders but can be reasoned with. Some of them speak very basic Spin phrases.