Aquanauts are environmentally adapted for underwater activities. They have seen a revival on exoplanets with habitable seas and oceans. Their heart rate slows while underwater, their skin includes a layer of blubber that retains heat, they store oxygen in their muscle tissue, and they do not suffer negative health effects from pressure changes. Additionally, their eyes have nictitating membranes and their corneas adjust to counter underwater refraction. Their hands and feet are webbed and they possess a transgenic swim bladder for controlling buoyancy. They can safely descend to about 200 meters depth (roughly 6 atmospheres of pressure) without suffering narcotic effects or other diving problems.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Gills, Sonar, Swim Bladder, Temperature Tolerance (Improved Cold), Toxin Filters
Aptitude Maximum: 30
Wound Threshold: 8
Advantages: +5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, +10 Swimming skill
CP Cost: 50
Credit Cost: Expensive
Skinwalker: Though they don’t have the depth range of a selkie or synth, aquanauts are great whenever you need to function both underwater and on land. It takes some time acclimating to the transition from water- to air-breathing and vice-versa, though.
Plasmid: A small hypercorp called ParaLife has made some interesting progress with an aquanaut strain that is completely amphibian: ectothermic, can breathe through their skin, and so on. Drawback is that they’re slimy: they have specialized glands to keep their skin moist out of water.
Moxie Harper: Last proxy I had that sleeved me in an aquanaut told me the immunity to nitrogen narcosis also would prevent me from getting drunk. Well I can personally attest, that’s a ﬂat-out lie.