TEXT: Gregorius21778: 
  25 Possible Side-Effects
  of Cryostasis
  Version 1.0; written by Kai Pütz
  (c) 2016
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2016
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Page background by the Knotty-Works, used with permission. 
  Mutant Future(tm) is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future(tm)  and
  Mutants & Mazes(tm) are trademarks of Daniel Proctor. These trademarks are used under the Mutant
  Future(tm) Trademark License 1.1 
  Got no copy of MutantFuture(tm)? Get it for free!: 
  http://www.goblinoidgames.com/mutantfuture.html
  How to use this supplement:
  25 Possible Side-Effects of Cryostasis provides you with a little assortment of lemons to hand to your
  player characters (or your NPC) when they arise out of long, cold, future-style slumber or in a
  weird series of games where the PC are not hired or coerced to do mission buts are simply forced
  back into cryostasis in between sessions (“you don´t want that murder-machine to idle around in
  peace-times, do you?”). You can use them  in scifi-games where cryostasis is used in interstellar
  travel, you make use it as a gimmick in a one-shot game or just as a one-shot gimmick at the start
  of post-apocalyptic campaign, where all starts with the tubes opening up and the PC stumbling
  out. 
  As some of the effects are lethal, GMs are encouraged to pick effects instead of rolling for them.
  Those who insist to roll find a d100 table at the end of the supplement. All of the ill-effects could
  be standard (they DO happen, cryostasis is serious business), they could be something that
  happens to people that were not fit enough for cryostasis (mentally or physically), it could be
  something that happens if the preliminary medication is no applied correctly, if the tubes are not
  calibrated correctly, if there is a power-flux during the cryostasis or a mix of all of the reasons.
  All entries have Mutant Future(tm) compatible rules, everybody familiar with OSR-games should
  be able to adept them. If the term “sleeper” is used in the text, it refers to the person who was in
  cryostasis. 
  
  01# Frostbite
  The character was not protected as well from the detrimental effects of the cold as the stasis pod
  should have, and thereby suffers 1d8 points of damage (half that much on a successful Saving Throw
  vs. Death).
  02# Coma
  The reawakening process did not worked and the character is still in coma as she leaves the
  cryostasis. The GM rolls a d6 to determine the number of days that the coma lasts, a result of “6”
  means that the character will not wake up without medical care. A successful Saving Throw vs. Death
  halves that time, but will not negate a coma with an indefinite duration. 
  03# Death
  Tragic accidents do happen. A  Saving Throw vs. Death is rolled for the character. If the roll is
  successful, the character will suffer 1d8+2 points of damage from frostbite. Otherwise the character
  has been frozen to death during cryostasis.
  04# Nightmares
  Cryostasis is supposed to be dreamless, but not for this character. The nightmare that she had to
  endure during her deep sleep leads to a (-2) penalty to all mental Ability Tests for the next 1d6+1
  days (half that duration after a successful Saving Throw vs. Stun). 
  05# Stasis-Lag
  Cryostasis screws up the biological rhythm more than any jet-leg ever could. For the next 1d4 days
  the character will suffer a (-2) penalty in all situations but actual combat. 
  06# Insomnia
  “I have slept enough for a while” is a common statement from those who have been in cryostasis for
  a while, and some simply cannot fall asleep for 1d3 days. A sleep deprived character suffers a
  cumulative (-1) penalty (per missed night of sleep) to all rolls. 
  07# Claustrophobia
  According to the cryo-technicians a sleeper is not aware of her surroundings while being frozen. A
  small number of sleepers, however, say that they somehow have felt where they were. Those suffer
  from a mild to sever claustrophobia for days to come. Whenever the character wants to enter a very
  narrow (or otherwise limited) space, the GM may call for Saving Throw vs. Stun. If the roll is failed, the
  character cannot enter the situation (or is paralyzed if trapped in it), but the Saving Throw may be
  re-rolled once every hour. 
  
  08# Hypnophobia
  While the deathlike sleep of the stasis is not actually experienced (or so the technicians say), some
  still develop an irrational fear about sleep afterwards. Right after cryostasis, the character is so
  afraid of falling asleep again that she will do anything to avoid it, till she finally loses conscious due
  to exhaustion. Afterwards, the fear ebbs enough to return to a normal sleep rhythm. 
  09# Psychic Awakening
  Sometimes, the induced sleep and suppressed conscious triggers something deep inside a sleepers
  mind. In Mutant Future(tm) this means a roll on the table for Mental Mutation, in any other game
  the GM will determine a weak, uncontrollable psychic power (like telekinesis, psychometry or
  precognition) that now manifests.
  10# Mind Numb
  The character is not feeling quit right. She fells exhausted, also her vital functions show physical
  reason for this. But somehow her mind has not completely switched out of stasis. For the rest of the
  adventure the character suffers a (-2) penalty to all Saving Throws vs. Stun/Paralyses. 
  11# Under Temperature
  The character feels cold and a physical check shows that her body temperature is lower than it
  should, a side-effect of the chemicals used to bring the body into hibernation . The result is a
  lowered health, leading to a (-2) penalty to all  Saving Throws vs. Death/Illness  for the rest of the
  adventure or until the condition was treated by a physician or med-technician. 
  12# Atrophied Muscles
  During stasis, certain supplements and electronic stimuli are meant to prevent the muscles from
  atrophying. But sometimes, this does not work. The character suffers 1d3 points of Ability Damage
  (Strength) that regenerates with a rate of 1 point per day of normal activity. 
   
  13# Stiff Joints
  It is not uncommon that people who underwent cryostasis complaint about stiff joints after the re-
  awakening. While this  condition usually  lasts only a  few  hours, some  have to  deal with the
  symptoms far longer than that. The character suffers 1d3 points of Ability Damage (Dexterity) that
  regenerates with a rate of 1 point per day of normal activity.  
  14# Sleeping-Beauty-Syndrom
  The comatose sleep of cryostasis is not only created by temperature reduction and the preliminary
  medication of the patient. Subtle changes in the light and certain subsonic frequencies are used to
  make the mind receptive for sleep. Sometimes, the mind becomes too receptive and falls back into
  deep sleep much to easy. Every time the character falls asleep a Saving Throw vs. Stun is rolled. On a
  failure, she falls into deep sleep and will stay asleep for 12 hours. Nothing short of shaking the
  character violently will wake her up. 
  
  15# Overdose
  The preliminary medication is as delicate a part of the cryostasis process as is the calibration of the
  tubes. While these steps are usually conducted by trained medical personal (or robots their equal), it
  still happens that a dosage crosses the line from beneficial to harmful. The character suffers 1d8
  points of damage (half that much on a successful Saving Throw vs. Poison).
  16# Vulnerable to Cold
  In order to make freezing survivable, a few natural reactions of the human body that are meant to
  fight the cold are suppressed before entering cryostasis. Sometimes, these stay suppressed far
  longer than intended. For the next 1d3 days the character has to re-roll any successful Saving Throws
  made to negate the effects of cold and gains an additional point of damage (per die) from cold-based
  attacks.
  17# Vulnerable to Heat
  In cryostasis, the human body is transferred into a state that is optimized to endure cold. While this
  usually changes back to normal through the re-awakening process, it does happen that a body takes
  longer to get back to normal and thereby has troubles to deal with higher temperatures. For the
  next 1d3 days the character has to re-roll any successful Saving Throws made to negate the effects of
  heat and gains an additional point of damage (per die) from heat-based attacks.
  18# Sedatophobia
  While the deathlike sleep of the stasis is not actually experienced (or so the technicians say), some
  develop an irrational fear of silence after cryostasis. Whenever the character is confronted with
  silence, she needs to pass a Saving Throw vs. Stun or will either become paralyzed for a turn or start to
  make some sounds herself (by whistling nervously, humming a tune, drumming her fingers onto a
  metal surface, etc.) This condition will fade after 1d6 days.
  19# Over-Calm
  Some people subconsciously reach a ruminant, trance-like state in cryostasis that stays with them
  during the first days after the re-awakening process. During the next 1d6 days the character may re-
  roll every failed Saving Throw vs. Stun once, but her Initiative is halved. 
  20# Zone-Out
  A  known  mental  side-effect  that  may  occur  after  cryostasis  is  called  “Zone-Out”:  in  dull  or
  uneventful situations , the person begins to zone-out and her mind wanders away without herself
  even noting. When alone and with no urgent task at hand, the character must pass a Saving Throw vs.
  Stun or will spend a turn doing nothing.  This condition will last 1d6 days.
  21# Numbness
  While every sleeper experiences a numb feel after the reawakening process, some suffer it far longer
  than it usually lasts. For 1d3 days the characters sense of touch is impaired, and all tests that are
  based on it fail automatically. 
  
  22# Dyspnea (Air Hunger)
  An uncommon side-effect of the prolonged, artificial sleep is a reduction of the bloods ability to
  transport oxygen. As a result, persons that left cryostasis might experience a form of Dyspnea and  a
  feel of not getting enough air, also their lungs function normally. For the next 1d3 days, the
  character has to roll a  Saving Throw vs. Death after any strenuous effort (and after 10 rounds of
  combat). On a success the character fights for breath and suffer a (cumulative) -1 penalty to all rolls
  for the next 1d3 turns. On a failure the character will lose conscious all of a sudden. 
  23# Narcolepsy
  Sometimes the body of a person kind of adepts the comatose condition of the cryostasis, together
  with an unfortunate tendency to switch back to it for no apparent reason. For the next 1d3 days the
  character suffers from a form of narcolepsy. Every 1d8 hours the character needs to pass a Saving
  Throw vs Stun. On a failure, the character will drop into a deep sleep for 1d6 hours all of a sudden.
   
  24# Brain Damage
  Errors and accidents during the preparation of cryostasis or certain health problems of the sleeper
  can lead to serious complications, including brain damage. The character suffers 1d3 points of
  Ability Damage (Intelligence). A Saving Throw vs. Death determines if this damage is temporary (and
  regenerated with a rate of one point per day) or permanent.
  25# Cardiac Arrest Risk
  There is not one aspect of Cryostasis that is not strenuous to the body, and even fit and healthy
  individuals may suffer a dramatically increased risk for cardiac arrests during the first days after the
  reawakening process. For the next 1d3 days, the character has to roll a Saving Throw vs. Death after
  any strenuous effort (and after 10 rounds of combat). On a success, nothing happens. On a failure the
  character must repeat the Saving Throw. Another failure means a lethal cardiac arrest while success
  indicates that she merely loses 1d4 hit points and is stunned for one round per lost hit point.  
  #
  Side Effect
  #
  Side Effect
  #
  Side Effect
  01 - 06 01# Frostbite
  40 - 43
  11# Under Temperature
  82 - 85 21# Numbness
  07 - 11 02# Coma
  44 - 48
  12# Atrophied Muscles
  86 - 89 22# Dyspnea
  12
  03# Death
  49 - 53
  13# Stiff Joints
  90 - 93 23# Narcolepsy
  13 - 17 04# Nightmares
  54 - 57
  14# Sleeping-Beauty-Syn.
  94 - 95 24# Brain Damage
  18 - 21 05# Stasis-Lag
  58 - 61
  15# Overdose
  96 -00 25# Cardiac Arrest Risk
  22 -26
  06# Insomnia
  62 - 65
  16# Vulnerable to Cold
  27 - 30 07# Claustrophobia
  66 -69
  17# Vulnerable to Heat
  31 - 34 08# Hypnophobia
  70 - 73
  18# Sedatophobia
  35
  09# Psychic Awakening
  74 - 77
  19# Over-Calm
  36 - 39 10# Mind Numb
  787 - 81 20# Zone-Out
  
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