Cryosleep ("Low Passage")
Cross-posted from
this thread.
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.