Bounty hunter PCs need a space-effective way to transport prisoners. Working on a homebrew for the carbon-freezing we see Mando use. Yes, I know it's technically a bit anachronistic for 20 BBY, but it's a big galaxy and I'm willing to suspend disbelief here.
Slab storage/freezing station: each reusable slab takes up 5 encumbrance. Empty or full. Thus, if you've got capacity for 5, it's 25 encumbrance.
When you unfreeze a prisoner, roll a Challenge die. If it rolls a Despair, the prisoner dies. If the slab has not been treated carefully or the prisoner has been in there for an exceptionally long time, roll the die twice or even three times depending on the circumstances (dropped, shot, rolled downhill, sliding around in the back of the ship).
The main question here is about cost (though I'm open to feedback on the other stuff too).
For the system itself, I'm thinking 7,000 per slab, with a "maintenance" cost of 200 per freeze.
This obviously would not be used for VIP transport missions, but if it's dead-or-alive anyway, it ain't so bad.
What do you think? I thought always rolling a Challenge die would be fair, considering it's an "experimental" system, but is it too harsh?
What I ended up going with:
Slab storage/freezing station: each reusable slab takes up 5 encumbrance. Empty or full. Thus, if you've got capacity for 5, it's 25 encumbrance.
5,000 credits per slab, with a "maintenance" cost of 100 credits per freeze.
The carbon-freeze process:
Freezing non-living objects: depending on the object and it's sensitivity to temperature changes, Simple to Average Knowledge (Education) check.
Living creatures: Hard Knowledge (Xenology) check.
Success:
The subject was successfully frozen with little to no incident.
Failure:
The freezing was done improperly. The subject suffers a Critical Injury. As they are frozen, the critical injury takes place immediately after thawing the subject.
1 Threat can be spent to add Setback to the Resilience check (see below) to recover from thawing.
2 Threat can be spent to upgrade the Resilience check (see below) to recover from thawing.
3 Threat can be spent to cause the target to suffer 1 wound for each day frozen.
Despair: Something important was accidentally thawed with the intended subject.
When thawed, the subject must make a Hard Resilience check, with a Setback for each week frozen (capped at 4) and an upgrade for each month frozen. If the slab has not been treated carefully, upgrade the difficulty at least once more.
Success:
- Suffer Strain equal to half ST
Failure:
- Suffer Strain equal to half ST and take a crit:
Hibernation sickness (Avg):
- Disoriented for remainder of encounter/scene
- Blinded until the critical injury is healed
Suffer 1 Wound for each net Failure.
Suffer 1 Strain for each net Threat.
On a successful check...
2 Threat can be spent to Disorient the subject until the end of the scene or encounter
3 Threat can be spent to temporarily blind the subject
Despair can be spent to inflict a Critical Injury+20 on the subject ("permanent" results may instead be temporary, at GM discretion)
On a failed check...
Despair results in the subject's death.