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How long to come out of cold sleep?

How long, do you think, does it take a person to come out of cold sleep--from the moment the med-tech touches the controls to the moment the sleeping character is walking again?
 
How long, do you think, does it take a person to come out of cold sleep--from the moment the med-tech touches the controls to the moment the sleeping character is walking again?
 
Less than the length of one HG combat turn, since IIRC one can revive the frozen watch and they are ready to go the next turn. Of course in these emergency situations the guys may be on all sorts of stimulants and the Navy probably trains in this sort of thing.

There is also a consideration if the cold sleep is basic grade, medical grade or some other. I view the higher grade cold sleeps as allowing a faster revival time.
 
Less than the length of one HG combat turn, since IIRC one can revive the frozen watch and they are ready to go the next turn. Of course in these emergency situations the guys may be on all sorts of stimulants and the Navy probably trains in this sort of thing.

There is also a consideration if the cold sleep is basic grade, medical grade or some other. I view the higher grade cold sleeps as allowing a faster revival time.
 
I found a good article on it in Traveller's Digest 21.

Depends on TL.

The article gives these time increments (MT 3D x time increment).

Chill Berth (Hibernation berth)

TL9 30min
TL10 5min
TL11 1min


Cold Berth

TL9-10 1hr
TL11-12 30min
TL13-14 20min
TL15 10min


Emergency Cold Berth: 1hr
Medical Cold Berth: 30min
Frozen Watch: 30sec
Livestock Cold Berth: 10min per 100kg of animal weight.
TL10
 
I found a good article on it in Traveller's Digest 21.

Depends on TL.

The article gives these time increments (MT 3D x time increment).

Chill Berth (Hibernation berth)

TL9 30min
TL10 5min
TL11 1min


Cold Berth

TL9-10 1hr
TL11-12 30min
TL13-14 20min
TL15 10min


Emergency Cold Berth: 1hr
Medical Cold Berth: 30min
Frozen Watch: 30sec
Livestock Cold Berth: 10min per 100kg of animal weight.
TL10
 
Ah, very good. I had this nagging feeling that I had read something about that somewhere, but I didn't have the time to check.

Nice to know where that was.
 
Ah, very good. I had this nagging feeling that I had read something about that somewhere, but I didn't have the time to check.

Nice to know where that was.
 
Frozen Watch 30 sec! Man I can't even wake up from normal sleep faster than that.


What's the difference between chill berth and cold berth? Is this in LBBs 1-8 and I just missed it?
 
Frozen Watch 30 sec! Man I can't even wake up from normal sleep faster than that.


What's the difference between chill berth and cold berth? Is this in LBBs 1-8 and I just missed it?
 
Originally posted by WJP:
How long, do you think, does it take a person to come out of cold sleep--from the moment the med-tech touches the controls to the moment the sleeping character is walking again?
I figure the character is ambulatory in about the same time it takes to cold-start a fusion powerplant, i.e., a few minutes.

However, IMTU I wanted low berths to be 100% reliable, and so to balance that, I halve all characteristics and skills for one full day (the "low hangover") after revival -- which makes Frozen Watches less appealing, among other things... YMMVIYTU, of course...
 
Originally posted by WJP:
How long, do you think, does it take a person to come out of cold sleep--from the moment the med-tech touches the controls to the moment the sleeping character is walking again?
I figure the character is ambulatory in about the same time it takes to cold-start a fusion powerplant, i.e., a few minutes.

However, IMTU I wanted low berths to be 100% reliable, and so to balance that, I halve all characteristics and skills for one full day (the "low hangover") after revival -- which makes Frozen Watches less appealing, among other things... YMMVIYTU, of course...
 
Originally posted by Ptah:
Frozen Watch 30 sec! Man I can't even wake up from normal sleep faster than that.
That's a time factor used in MT. 30 sec is 10% of the time it takes to get the dude out and ready from the Frozen Watch.

To figure time, you'd roll 3D (minus DMs for skill and stat), then multiply the result by 30 sec.

So, to a character with Medical-2 EDU-7 (under the MT task system) would pull a Frozen Watch out of cold sleep in 3D -3 x 30 seconds.

So, if he rolled a 10, he'd do it in 3.5 minutes.

Still...that's damn quick.

The Frozen Watch section of the article addresses drugs and what-not about the Frozen Watch. Those dudes are pretty chemical-ed up.

What's the difference between chill berth and cold berth? Is this in LBBs 1-8 and I just missed it?
It's from the article.

Chill Berths are the early versions of cold berths. They are more like hibernation modules. Some use Fast Drug to slow metabolism. Electric current must be continually piped through to the brain. Sometimes, a character is immersed in a tank of liquid and "chilled" to an almost death-like state.

Cold Berths are what you normally think of in Traveller. The low tech ones aren't much better than Chill Berths. The high tech ones don't require special fittings--it's just a tanning bad that the character lies down in wearing his street clothes.
 
Originally posted by Ptah:
Frozen Watch 30 sec! Man I can't even wake up from normal sleep faster than that.
That's a time factor used in MT. 30 sec is 10% of the time it takes to get the dude out and ready from the Frozen Watch.

To figure time, you'd roll 3D (minus DMs for skill and stat), then multiply the result by 30 sec.

So, to a character with Medical-2 EDU-7 (under the MT task system) would pull a Frozen Watch out of cold sleep in 3D -3 x 30 seconds.

So, if he rolled a 10, he'd do it in 3.5 minutes.

Still...that's damn quick.

The Frozen Watch section of the article addresses drugs and what-not about the Frozen Watch. Those dudes are pretty chemical-ed up.

What's the difference between chill berth and cold berth? Is this in LBBs 1-8 and I just missed it?
It's from the article.

Chill Berths are the early versions of cold berths. They are more like hibernation modules. Some use Fast Drug to slow metabolism. Electric current must be continually piped through to the brain. Sometimes, a character is immersed in a tank of liquid and "chilled" to an almost death-like state.

Cold Berths are what you normally think of in Traveller. The low tech ones aren't much better than Chill Berths. The high tech ones don't require special fittings--it's just a tanning bad that the character lies down in wearing his street clothes.
 
Originally posted by boomslang:
However, IMTU I wanted low berths to be 100% reliable...
Note that, in the article, the highly dangerous roll for cold berths listed in the CT rules ("Why would anyone ever risk their life to that degree on purpose?") is considered appropriate to the first appearance of the Chill Berths.

Then, other rolls, safer rolls, are provided for higher-tech cold berths.

This article makes them quite safe--especiall compared to what they are in CT.
 
Originally posted by boomslang:
However, IMTU I wanted low berths to be 100% reliable...
Note that, in the article, the highly dangerous roll for cold berths listed in the CT rules ("Why would anyone ever risk their life to that degree on purpose?") is considered appropriate to the first appearance of the Chill Berths.

Then, other rolls, safer rolls, are provided for higher-tech cold berths.

This article makes them quite safe--especiall compared to what they are in CT.
 
IMTU:
There are two "modes" of Cryosleep, depending on how you get frozen and/or thawed.

Standard "freeze" takes an hour, requires the supervision of a Medic (skill of 1 atleast) per 10 low passengers and involves slow reduction of lifesigns and temperature and several measures introduced to reduce the chance of a cryo-shock.

Emergency "freeze" takes a minute, requires no medic, and is activated by entering a cryotube (or being placed in it) and pressing the "emergency" button, either from within or from without. The tube injects the subject with fast-acting cryodrugs (and anti-ice-crystal nanites, similar to those used in the standard procedure but in a larger dose) and drops the temperature and the lifesigns quickly. Emergency Low Berths always use this method for "freeze", but could still use the standard method for "thawing".

Standard "thawing" takes an hour, requires the supervision of a Medic (skill of 1 atleast) per 10 low passengers and involved a slow increase in temperature and lifesigns. Afterwards, the subject suffers from 1d6 hours of an extremely unpleasant "hangover", i.e. having all of his stats functioning at half their value.

Emergency "thawing" is commenced by either activating the cryotube's emergency deactivation sequence or by it losing external power. It takes 2d6 minutes, in which a very large dose of post-cryo drugs is injected into the subject, combined with a rapid increase in temperature. The near-OD level of drugs delays the "hangover", allowing the subject to function normally immidately for 24 hours, but after this time the drugs wear off and the subject suffers from an extreme "hangover" (all stats functioning as if they were 1) for 1d3 days.

Waking up someone from cryosleep using the standard procedure is a Routine (Medic/INT) UGM task rolled by the medic; DM -2 if only one medic per 50 people (rather than 10) is present, -2 if an Emergency procedure was used to freeze the subject, +1 if TL 10-11, +2 if TL 12-14, +3 if TL15+, -1 if the subject's END is 6-.

Waking up from cryosleep using the emergency procedure is a Standard (END only) UGM task rolled by the subject; DM -2 if n Emergency procedure was used to freeze the subject, +1 if TL 10-11, +2 if TL 12-14, +3 if TL15+, -1 if the subject's END is 6-.

In all cases the task is rolled only when "thawing".

In the standard "thawing" procedure, a normal failure causes an "Hangover" of 1d6 days, a Spectacular Success prevents the "Hangover" entirely, and a Spectacular Failure causes a moderate cryo-shock, causing 1d6 standard (fully healable) damage per attribute (except for SOC); treat this damage as per normal CT combat rules.

In the emergency "thawing" procedure, a normal failure causes a moderate cryo-shock, causing 1d6 standard (fully healable) damage per attribute (except for SOC), a Spectacular Success reduces the Hangover to 4d6 hours only, and a Spectacular Failure causes a severe cryo-shock, causing 2d6 standard (fully healable, if the subject survives) damage per attribute (except for SOC); treat this damage as per normal CT combat rules.
 
IMTU:
There are two "modes" of Cryosleep, depending on how you get frozen and/or thawed.

Standard "freeze" takes an hour, requires the supervision of a Medic (skill of 1 atleast) per 10 low passengers and involves slow reduction of lifesigns and temperature and several measures introduced to reduce the chance of a cryo-shock.

Emergency "freeze" takes a minute, requires no medic, and is activated by entering a cryotube (or being placed in it) and pressing the "emergency" button, either from within or from without. The tube injects the subject with fast-acting cryodrugs (and anti-ice-crystal nanites, similar to those used in the standard procedure but in a larger dose) and drops the temperature and the lifesigns quickly. Emergency Low Berths always use this method for "freeze", but could still use the standard method for "thawing".

Standard "thawing" takes an hour, requires the supervision of a Medic (skill of 1 atleast) per 10 low passengers and involved a slow increase in temperature and lifesigns. Afterwards, the subject suffers from 1d6 hours of an extremely unpleasant "hangover", i.e. having all of his stats functioning at half their value.

Emergency "thawing" is commenced by either activating the cryotube's emergency deactivation sequence or by it losing external power. It takes 2d6 minutes, in which a very large dose of post-cryo drugs is injected into the subject, combined with a rapid increase in temperature. The near-OD level of drugs delays the "hangover", allowing the subject to function normally immidately for 24 hours, but after this time the drugs wear off and the subject suffers from an extreme "hangover" (all stats functioning as if they were 1) for 1d3 days.

Waking up someone from cryosleep using the standard procedure is a Routine (Medic/INT) UGM task rolled by the medic; DM -2 if only one medic per 50 people (rather than 10) is present, -2 if an Emergency procedure was used to freeze the subject, +1 if TL 10-11, +2 if TL 12-14, +3 if TL15+, -1 if the subject's END is 6-.

Waking up from cryosleep using the emergency procedure is a Standard (END only) UGM task rolled by the subject; DM -2 if n Emergency procedure was used to freeze the subject, +1 if TL 10-11, +2 if TL 12-14, +3 if TL15+, -1 if the subject's END is 6-.

In all cases the task is rolled only when "thawing".

In the standard "thawing" procedure, a normal failure causes an "Hangover" of 1d6 days, a Spectacular Success prevents the "Hangover" entirely, and a Spectacular Failure causes a moderate cryo-shock, causing 1d6 standard (fully healable) damage per attribute (except for SOC); treat this damage as per normal CT combat rules.

In the emergency "thawing" procedure, a normal failure causes a moderate cryo-shock, causing 1d6 standard (fully healable) damage per attribute (except for SOC), a Spectacular Success reduces the Hangover to 4d6 hours only, and a Spectacular Failure causes a severe cryo-shock, causing 2d6 standard (fully healable, if the subject survives) damage per attribute (except for SOC); treat this damage as per normal CT combat rules.
 
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