AquanautBiomorph [Genotype, Econiche Parahuman]The aquanaut genotype is one of the oldest genotypes in the Verge and Bleed, and is possibly one of the first econiche genotypes humanity has ever engineered. The first aquanauts emerged during the mid-to-late Interplanetary period as ways to colonize the oceans of Earth, although historians and those who study archaeogenetics suspect that the genotype existed before then. The first true aquanauts were likely androids, but once the kinks in the genotype had been hammered out, the governments and private entities behind the development turned towards producing children with the genotype. From there, the genotype spread to other worlds in the solar system, with their unique adaptation making them useful for exploring and even partially colonizing the outer system. By the time of the First Interstellar Period, the genotype had become very common, and with the wealth of water worlds throughout the Verge and Bleed giving them a variety if places to call home.
The genotype, contrary to popular misconception, does not make use of genetic material from dolphins and cetaceans. Rather, artificial genes sequenced from pinnipeds - seals and walruses - are used instead, with some slight gross morphological changes. The most obvious of these changes is the absence of any body hair, along with the webbing between the toes and fingers, along with a nictitating membrane. Their skin also feels slightly thicker than average, owing to a thin layer of insulation that is part of the integumentary system and more collagen to protect the skin from damage due to salt water exposure. All of the major changes for the genotype, however, are internal: augmentations to the respiratory system serve two purposes; they can collapse their lungs at deep pressures, and they can store oxygen inside of their liver and red blood cells. This allows them to perform dives that last for an hour at least without the need for SCUBA gear or rebreathers; if they hyperventilate on pure oxygen, they can last for much longer. Their lungs are collapsed unconscious, triggered by a combination of the mammalian diving reflex (which has been enhanced in their genotype), as well as feedback from modified inner ear, which gives them an innate sense of depth as well as improved hearing underwater. Lastly, their blood has been slightly modified so it produces an anti-inflammatory compound, which ensures that their lungs don't suffer inflammation during re-oxygenation after having collapsed. All these modifications taken together mean that they can withstand decent pressures without having to worry about pressurized gasses, since they don't take pressurized gasses with them underwater. However, aquanauts that use a rebreather or SCUBA gear while underwater still suffer from these issues, so use of rebreathers and SCUBA gear is not recommended for Aquanauts. Interesting facts
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Aquanaut 52 points
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Disadvantages Quirks Skills Features |
ST +1 [10]; HT +1 [10]
Basic Move +1 (Water only, -50%) [3] Acute Hearing +2 (Underwater only, -50%) [2]; Appearance (Attractive; humans only, -20%) [2]; Doesn't Breathe (oxygen storage x100, -30%) [14]; Nictitating Membrane 1 [1]; Pressure Tolerance 1 [5]; Temperature Tolerance 1 [1]. Unusual Features (see text) 1 [-1]. Slightly Unusual Biochemistry [-1]. +1 to Breath Control [2], +2 to Swimming [4]. Extended Lifespan; Longevity; Taboo Traits (Genetic Defects, Mental Instability); Unaffected by SAD. |
Aquanaut Variants and FAmily
In addition to having a number of different clades, there are a handful of different variants of the Aquanaut, as well, as one might expect from the oldest and most reliable of the various parahuman lineages.
Android Aquanaut (+26 points)
Cybercore Aquanaut (+45 Points) Merfolk (+20 points): Pod Aquanaut (+55 Points): |
These are aquanauts that are produced as androids, often for customer-facing or people-facing jobs. Add Android Body [-4] and Basic Biomods [30]. 78 points.
These are a bioshell version of the Aquanaut, engineered for digitals who want the Aquanaut as a biological body. Add Bioshell Body [9], Basic Biomods [30], and Cortical Stack [6]. 97 points. Merfolk are a superclade of Aquanauts, Aquamorphs, Selkies, and Tritons that undergo extensive re-engineering of the lower body, including the reproductive system, waste elimination system, and the like to fuse the legs together, producing a long, flipper like tail. This tail, which is made of skin (although can be biosculpted to resemble any material), boosts the capability to move in water, although it removes their a capability of moving on land without assistance (however, most report a high degree of comfort when moving around in microgravity). They are always parahumans. Add Enhanced Move 1 (Water) [20] and No Legs (Aquatic) [0]. 72 points. These are pod Aquanauts. They're among the most common of the pods, since having a pod that is adapted to working underwater is useful. Add Basic Biomods [30], Basic Mesh Inserts [26], Cortical Stack [6], and Pod Body [-7]. 107 points. |
Aquamorph [Econiche Parahuman] |
53 Points |
The aquanaut does not have the full suite of modifications that enable full-speed movement underwater. The Aquamorph goes all the way in achieving this goal, and in the process, represents a large overhaul of gross morphology. They tend to have slightly pronounced mandibles, which give them the appearance of having a muzzle. They also totally lack hair and have skin that features extensive transgenic alterations borrowed from cetaceans. Similarly, females do not have visible mammary glands, while males have internal genitalia; there is very little difference between the two sexes on first glance (although it is still visible in silhouette). All these modifications, along with the standard modifications, gives them full freedom of movement under the water, in a way that the aquanaut does not. They are much less common than aquanauts, although like aquanauts, they are capable of operating on both land and under water. While the genotype doesn't precisely stutter, the alterations to the mandibles makes it rather hard for them to talk, giving them a growling, rough speech pattern that produces similar results.
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Disadvantages Quirks Skills Features |
ST +1 [10]; HT +1 [10]
+1 FP [3]; Basic Move +2 (Water Only, -50%) [5]. Acute Hearing +2 (Underwater only, -50%) [2]; Amphibious [10]; Doesn't Breathe (oxygen storage x100, -30%) [14]; Nictitating Membrane 1 [1]; Pressure Tolerance 1 [5]; Temperature Tolerance 1 [1]. Unusual Features (see text) 3 [-3]; Stuttering [-10]. Slightly Unusual Biochemistry [-1]. +1 to Breath Control [2], +2 to Swimming [4]. Extended Lifespan; Longevity; Taboo Traits (Genetic Defects, Mental Instability); Unaffected by SAD. |
Nemo [Android] |
101 Points |
The Nemo-series is the first major series by Ecowave-Symphonia following the rollout of their Gillmorph a half-decade ago. These are very new androids, with the oldest barely pushing 6 years old, but Ecowave-Symphonia played it safe and copied many of the genetics native to the Selkie and the result is an android that is very similar to a Selkie, can operate in much the same environments, and is augmented so it resists the problems associated with inhaled toxins and gas narcosis. The Nemo-series are the first in a line of potential aquatic androids that ES wants to roll out to compliment the Gillmorph, letting them corner a relatively untapped market for aquatic androids in many corners of the Verge and Bleed.
The Nemo looks like the Selkie; the skin is black and white with no hair on their head or body, along with webbed fingers and toes. While not designed to look attractive - they're workers and ES is not Skinthetic - they don't look as alien as the Selkie can sometimes look, either, and so it isn't unusual for a Nemo to have a few levels of Appearance appended by Humans Only (-20%).
The Nemo looks like the Selkie; the skin is black and white with no hair on their head or body, along with webbed fingers and toes. While not designed to look attractive - they're workers and ES is not Skinthetic - they don't look as alien as the Selkie can sometimes look, either, and so it isn't unusual for a Nemo to have a few levels of Appearance appended by Humans Only (-20%).
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Perks Disadvantages Features |
ST+1 [10]; HT+2 [20].
HP+1 [2]. Amphibious [10]; Basic Biomods [30]; Doesn’t Breathe (Oxygen Storage x50, -40%) [12]; Enhanced Move 1/2 (Water) [10]; Nictitating Membrane 1 [1]; Pressure Support 1 [5]; Resistant to Gaseous/Inhaled Poisons (+3) [3]; Temperature Tolerance 1 [1]. Immunity to Gas Narcosis. [1] Android Body [-4]. Aquatic Adaptations (Smooth mottled gray or black skin; webbed fingers and toes); Unaffected by SAD. |
Nemo "Odysseus" (-16 Points): The Odysseus is the next leap that ES plans to take with the Nemo, and that's to give it gills like the Triton. However, this design is still experimental, and while they are using the Triton as a guide, that means the Odysseus suffers from all the flaws of the Triton - and then some from compromises that designers made and that have yet to be discovered. Known problems include heat loss caused by the gills, which means they require warm oceans (between 72° to 90°F) and a weakness to the wrong salinity, as per the Triton. There may be other problems, as well. Any Odysseus encountered in the wild is likely to be at year old at maximum and is either a trial run or an escapee. Add (Gills, -50%; Maximum Duration, 20 minutes, -25%) [5], Weakness (Immersion in water of “wrong” salinity, Common; 1d per 5 minutes) [-20], and the quirk Very temperature sensitive when in water [-1]. 85 points
Sea Wolf [Android] |
133 Points |
One of the many combat androids that Praxis puts on the market, the Sea Wolf won't be winning awards for its appearance, but it isn't designed to. Most humans tend to find something vaguely unsettling about the android, which strongly resembles a Selkie but has a much-more canine-like visage, giving it the appearance of a humanoid orca with a dog face. Sea Wolfs are frequently employed by the various independent and contract navies of the Verge and Bleed, and so it isn't unusual to encounter one that left its unit for green grass. They have no preferred temperature range and so can be comfortable in a wide range of temperatures. While Praxis licenses the model out to various sources, the vast majority work for the Australis Union Naval Forces.
Attribute Modifiers
Advantages Disadvantages Features |
ST+1 [10]; DX+2 [40]; HT+1 [10].
Acute Taste and Smell 2 [4]; Acute Vision 1 [2]; Amphibious [10]; Basic Biomods [30]; Combat Reflexes [15]; Doesn’t Breathe (Oxygen Storage x50, -40%) [12]; Enhanced Move 1/2 (Water) [5]; Fit [5]; Night Vision 5 [5]; Pressure Support 2 [10]; Temperature Tolerance 2 [2]; Versatile [5]. Android Body [-4]; Unattractive (Non-Sea Wolfs Only, -20%) [-3]; Workaholic [-5]. Aquatic Adaptations (Rubbery black skin; very light fur; webbed fingers); Unaffected by SAD. |
Sea Dog (-35 Points): Where the Sea Wolf is a combat model, the Sea Dog is a civilian model. They are similar to the Sea Wolf but are less prepared for combat, and instead are usually found competing with the Ecowave-Symphonia's Nemo in a relatively under-developed oceanic android market place. Reduce DX to DX +1 [-20] and delete Combat Reflexes [-15]. 98 points
Selkie [Econiche PArahuman] |
56 points |
Selkies are sea-adapted parahumans, likely predating the Aquanaut, although there's no evidence that they do. Although modified for a semi-aquatic lifestyle, they must breathe air. They store oxygen similar to the aquanaut, but look more like the aquamorph, although they lack the more streamlined shape of the aquamorph. Their skin is thick and rubbery, although males still have external genitalia and females still possess mammary glands, and their faces are much more humanoid. Their skin is smooth, gray, mottled, or black with webbed fingers and toes. They are less common than traditional aquanauts, but more common than the aquamorph.
Secondary Characteristic Modifiers
Advantages Disadvantages Quirks Features |
+3 FP [9]
Amphibious [10]; Combat Reflexes [15]; Doesn't Breathe (Oxygen Storage x100, -30%) [14]; Nictitating Membrane 1 [1]; Pressure Support 1 [5]; Resistant to Disease (+3) [5]; Temperature Tolerance (Cold) 1 [1]. Unnatural Features 2 [-2]. Slightly Unusual Biochemistry [-1]. Taboo Traits (Genetic Defects, Mental Instability); Unaffected by SAD. |
Chimeric Selkie (-10 points): A chimeric selkie is any selkie that is achieved by forcibly merging two dissimilar blastocysts to form a single organisms, combining a pinniped, human, and cetacean blastocyst. This process is complicated and requires the germline cells to be engineered ahead of time, and also requires microsurgery and additional engineering to ensure compatibility. Chimeric selkies are far less common than android versions, and tend to have a number of health problems. Add Restricted Diet (Very Common; Substitution, -50%) [-5], Sterile [0], and Unusual Biochemistry [-5]. 46 points.
Classification of the Testudine has always been problematic. Genetic analysis shows that while the Aquanaut forms the basis for its genome - making it a member of the Aquanaut's extended family - the modifications go well beyond that. Most who see the Testudine classify it as a Neo-Animal, and indeed, Neo-Tortoise or Neo-Turtle are often used to describe it. However, it's not technically a neo-animal; neither tortoises nor turtles were ever intelligence enough even for the neo-animal process, which involves uplifting the existing intelligence through limited splicing with human genetics. The Testudine splices extensive turtle genetics into the aquanaut, in much the same way that the Chiropteran splices extensive bat genes into baseline human genetics. So while it is frequently treated like a neo-animal, it technically is not. The usual classification is chimeric organism, which most stick with (this is not the same as a chimera version of the various genotypes; that involves merging two or more blastocysts together of different species. The engineering here is much more subtle and complex).They are also usually called rainths, short for therianthrope.
However, a much more interesting question is why. Looking at the modifications that Testudine are born with, a number very interesting facts becomes immediately clear: they are often much stronger than humans, with bulkier legs, arms, and in general a much stronger skeletal system. Their heart is highly efficient, along with their circulatory system, and they move with a slightly hunched gait. The muscle mass, thick skeleton, and augmented circulatory system and respiratory system are very similar to what's used in the Dvergr, a genotype adapted to high gravity. And sure enough; cross referencing planets that the Testudine are found reveals they are often native to higher gravity water worlds and superearth water worlds. The tree-trunk legs, wide feet, and large arms are just further testament to their high-gravity homes. While they are native to mostly high gravity worlds, they can be found across the Verge and Bleed. Their strength truly excels on normal gravity worlds, where they can perform near superhuman feats. Similarly, the thick shell works to protect things that might fall on them, with their hunched gait ensuring more of their back - and therefore, shell - is exposed to whatever might fall on top of them. Testudine are semi-amphibious, capable of operating inside and outside of water. They are uncomfortable in dry environments and cool environments, preferring warmer and subtropical climates to temperature and colder. |
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Disadvantages Quirks Skills Features |
ST +3 [30]; IQ -1 [-20]; HT +2 [20]
FP +2 [6]; Basic Move -1 [-5]. Acute Hearing +2 (Underwater only, -50%) [2]; DR 5 (Back Torso Only, -20%) [20]; DR 2 (Tough Skin, -40%) [6]; Doesn't Breathe (oxygen storage x100, -30%) [14]; G-Tolerance (0.5G) [10]; Nictitating Membrane 1 [1]; Pressure Tolerance 1 [5]; Temperature Tolerance 1 [1]. Bad-Grip 2 [-10]; Cold-Blooded (60°F) [-5]; Increased Consumption 1 [-10]; Restricted Diet (Vat-Grown Seaweed; Substitution, -50%) [-10]; Unusual Biochemistry [-5]. +1 to Breath Control [2], +2 to Swimming [4]. Early Maturation 3; Extended Lifespan 3; Extreme Transgenic Features (turtle-like appearance); Lays Eggs; Longevity; Taboo Traits (Genetic Defects, Mental Instability); Tail. |
Zitrion (+26 points): An incredibly rare variant of the Testudine, the Zitrion (also the name of several cybershells as well) is a type of Testudine that doesn't have legs; rather, it belongs to the Merfolk superclade, although it differs from other merfolk in a number of key respects, since they incorporate Sonar as well, and possess gills rather than the ability to hold their breathe underwater. This incredibly bizarre genotype has only be observed once, on the planet bearing the same name (a hyper-gravity water world), although it's possible that they exist elsewhere in the Verge and Bleed too. Add Merfolk [20] and Scanning Sense (Sonar, Water; Reduced Range, x1/10, -50%) [10], and replace Doesn't Breathe (Oxygen Storage) with Doesn't Breathe (Gills) [-4]. 80 points.
Triton [Econiche PArahuman] |
16 Points |
The Selkie genotype only goes part of the way there; true aquatic freedom comes with the ability to breathe underwater. And while engineering gills on a human is relatively easy, the trick is in all the alterations to the tissue salinity and metabolism needed to avoid dehydration through osmosis and hypothermia due to the blood-rich gills coming in contact with water, a very good conductor of heat. To achieve the Triton, engineers had to overcome all of these challenges and more, altering the biochemistry significantly by slowing down the metabolism to reduce body temperature and adjusting the salinity of the body tissue; this meant re-engineering the cells from the ground up in a number of ways given how important sodium is in signaling pathways with the cells. The first Tritons were androids, while later attempts to employ the genotype on humans were made, and met with some mild success, although they cannot migrate between fresh and salt water safely. While the genotype does work, it remains relatively limited. Physically, they look like Selkies, but have large gill structures on their chest.
Advantages
Disadvantages Features |
Amphibious [10]; Doesn't Breathe (Gills, -50%) [10]; Nictitating Membrane 1 [1]; Pressure Support 1 [5]; Resistant to Disease (+3) [5]; Temperature Tolerance (Cold) 2 [2].
Cold-Blooded (60°F) [-5]; Unnatural Features 2 [-2]; Unusual Biochemistry [-5]; Weakness (Immersion in water of "wrong" salinity, 1d per 30 minutes) [-5]. Taboo Traits (Genetic Defects, Mental Instability); Unaffected by SAD. |
Chimeric Tritons (-10 points): A chimeric triton, achieved by forcibly merging human, fish, and cetacean blastocysts into a single organism. Since this process is so complex - fish are not even part of the same class as humans and cetaceans are - it's much less common than simply producing an android version, and tends to result in health issues even when done correctly. Add Restricted Diet (Very Common; Substitution, - 50%) [-5], Sterile [0], and Unusual Biochemistry [-5]. 6 points.