Because I am possibly deranged, definitely perverted, and also because one of my players said to me that you could make a Lamia by applying a synthetic mask to a Slitheroid.
No. No, you cannot. You can make a cheap imitation of a lamia. I have created the real deal.
[h1]Marilith (Pod Biomorph)[/h1]
The Marilith pod is a recent invention of Scum morph engineers, inspired by the snake-bodied women of human myth and originally thought of as a simple Slitheroid variant. Feature bloat quickly necessitated starting from scratch as a Pod, and the opportunity was taken to make it far larger than a slitheroid, along with upgrading it from a two-armed Lamia to a six-armed Marilith, as it had been decided to make it physically buff and vacuum-capable, as well as being designed with a custom set of genetalia which are not easily modified.
The Marilith is a feminine-presenting hermaprodite, with a transhuman female body from the waist up; below the waist begins the roughly eight-meter long tail (9.1m overall length,) which is lined with a huge grip pad on the underside. The upper part of the tail and lower abdomen conceal the vast cavity that is the Marilith’s vagina, within which is found a tentacle-like penis with a total length of approximately three meters. Their internals are complicated and sexy, those who are into such things would say; it was designed to be capable of engulfing an adult-sized transhuman, with the Marilith still capable of slithering whilst so encumbered. It is fully prehensile and capable of emerging to manipulate objects, though obviously it lacks fine manipulating digits.
The Marilith’s tail is a massive, powerful weapon if employed as such; the Marilith may choose to cause damage with any successful subdual roll, and once the target has been successfully grappled in the first place, the grip pad undersurface provide an overwhelming +30 modifier to Unarmed rolls made for the purpose of maintaining the grapple.
[b]Stock Augmentations:[/b] Access Jacks, Basic Mesh Inserts, Basic Biomods, Bioweave Armor (Heavy), Circadian Regulation, Chameleon Skin, Clean Metabolism, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Pheromones, Enhanced Respiration, Enhanced Vision, Grip Pads, Lateral Line, Medichines, Mnemonic Augmentation, Oxygen Reserve, Skin Pocket, Skinflex, Synthetic Mask, Vacuum Sealing
[b]Movement:[/b] Slithering 4/16
[b]Aptitude Maximum:[/b] COG, INT, WILL 30; COO, REF, SAV 35; SOM 40
[b]Durability:[/b] 50 (WT 10, DT 75)
[b]Advantages:[/b] Limber (Level 2), Striking Looks (Level 2); +10 Intimidation, +20 Swimming; +10 SOM, +5 COO, +5 REF, +5 to one other Aptitude of player’s choice; 6 arms, prehensile tentacle, Natural Weapon (3d10 DV, -5 AP).
[b]Disadvantages:[/b] Social Stigma (Pod), Fast Metabolism
[b]Neutral Traits:[/b] Non-Mamamalian Biochemistry, Snake Mobility, Large size
[b]CP Cost:[/b] 85
[b]Credit Cost:[/b] 85,000
[b]Variants:[/b] The Marilith project was comprehensive, not merely an orphaned project. It has produced two recognizable variants of the primary Marilith, and all three have their own Neotenic variants.
[b]Marilith:[/b] The default variant, as above.
[b]Lillend:[/b] Swap the Heavy Bioweave armor for Light Bioweave (trading down from heavy scales to smooth microscales - an option which you can get on a baseline Marilith, too,) swap four of the six arms for a pair of absolutely gi-normous wings.
[b]Lamia:[/b] Remove four of the six arms. Optionally swap the Heavy Bioweave for Light.
[b]Neotenic Sub-Variant:[/b] Step the size down from Large to Medium, reduce tail damage to 2d10 DV, -3 AP, reduce DUR from 50 to 40 (recalculate WT and DT as appropriate,) reduce SOM maximum to 30, and generally reduce the size by about one-third. (Penis length is an exception to this, though. Because Scum.)
Spoiler: Highlight to view
[h1]Creation step-by-step[/h1]
[b]1: Morph Type:[/b] Pod Biomorph
[b]2: Size and Durability:[/b] Large, DUR 50 Real CP Cost: 20
[b]3: Aptitude Maximum:[/b] COG, INT, WIL 30; COO, REF, SAV 35, SOM 40 Real CP Cost: 18
[b]4: Skill Bonuses:[/b] +20 Swimming, +10 Intimidation Real CP cost: 10
[b]5: Augmentations:[/b] Real CP cost: 17
[b]5.1: Trivial Augmentations:[/b] Skin Pocket, (50 Cr)
[b]5.2: Low Augmentations:[/b] Access Jacks, Chameleon Skin, Enhanced Hearing, Enhanced Pheromones, Enhanced Respiration, Enhanced Vision, Grip Pads, Lateral Line, Medichines, Oxygen Reserve (250 Cr)
[b]5.3: Moderate Augmentations:[/b] Circadian Regulation, Clean Metabolism, Cyberbrain, Basic Mesh Inserts, Basic Biomods, Cortical Stack, Bioweave Armor (Heavy), Skinflex, Synthetic Mask (1,000 Cr)
[b]5.4: High Augmentations:[/b] Vacuum Sealing (5,000 Cr)
[b]5.5: Expensive Augmentations:[/b] (None)
[b]5.6: Morph Advantages:[/b] Natural Weapon (3d10 DV, AP -5), 6.5 Limbs, Gigantic Slither Tail Real CP Cost: 30
[b]6: Positive Morph Traits:[/b] Real CP Cost: 40 CP
Limber Level 2 (20 CP), Striking Looks (Level 2) (20 CP),
[b]7: Negative Morph Traits:[/b] Real CP Cost: -15 CP
Social Stigma (Pod) (-10 CP), Fast Metabolism (-5 CP)
[b]7.5: Neutral Traits:[/b] Non-Mamamalian Biochemistry, Snake Mobility System (4/16), Large size
[b]8: Aptitude Bonuses:[/b] +10 SOM, +5 REF, +5 COO, +5 to one other Aptitude Real CP Cost: 213
[b]9: Synthmorph Characteristics:[/b] Real CP Cost: 0 (Not a Synth)
[b]10: Adjusted CP Cost:[/b] 85
Total CP Cost: 254 (338*.25=84.5)
[b]11: No full-price augmentations or traits.[/b] Full CP Cost: 85
[b]12: Clanking Masses Trait:[/b] Not present
[b]13: Final Credit Cost:[/b] 85,000
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