Life Support (self-contained [10]; eat/excrete [3]; aging [5]; disease [10])

Base Cost: 28 points

Advantages:

  • Usable Against Others (+1)
  • Uncontrolled (+½)
Active Cost: 70 points (-3 to Skill Roll)

Limitations:

  • OAF: cryo-tube (Immobile; -2)
  • Extra Time: 20 minutes (-1¼)
  • RSR: Paramedic (Easy; -¼)
  • Side Effects #1 (see below [80 active points]; Always Occurs; -2)
  • Side Effects #2 (add "Does BODY (+1)" to Side Effects #1 [20 active points]; -¼)
Final Cost: 10 points (+5 pts. per ×2 units)

Side Effects #1: Drain 2d6 CP vs. STUN

Base Cost: 10 points

Advantages:

  • 2× Delayed Recovery (5 CP every 5 minutes; i.e.: recover 1 STUN per minute; +½)
  • Continuous (+1)
  • Uncontrolled (+½)
  • 0 END and Persistent (+1)
Active Cost: 80 pts.

Cryo-Tubes / Suspended Animation
aka "Low Berths" from Traveller
By Franklin W. Cain

The passenger rests inside the cryo-tube, while the attending physician (ship's doctor) activates the cryo-tube (checking against his "Paramedic" Skill).

If everything works perfectly, the passenger is placed in suspended animation until revived (usually, after arriving at the destination planet at the end of the next jump).

Occasionally, something goes wrong with the cryogenic process (usually because the ship's medic is untrained). In such a case, the passenger could very easily die. (In game terms, if Side Effect #2 occurs, read the BODY pips from the STUN Drain, and take that as BODY damage.)

If the physician is paying careful attention (i.e., he succeeds at a check of his "PS: Physician" or "PS: Medical Technician" Skill), then he notices the error in time (GM's call as to how far along the Side Effect has progressed), and can usually reset the cryo-tube correctly, with the passenger suffering only slight injuries (the BODY lost must be healed normally; it doesn't automatically recover).