Cryopacks
Cryopacks are a standard piece of emergency equipment for high tech travelers, explorers, law enforcement officials -- and criminals.
Once a Cryopack is activated, it uses advanced nanotechnology to biosuspend or "freeze" the user. The exact process involved has evolved through time, and early Cryopacks from the mid Twenty-first century are primary cryonic. More advanced models use nanites to both freeze and begin to repair users. Extremely advanced units use quantum dampers to effectively "stop time" for the user.
In all cases, the goal is to maintain an injured user in a more or less stable form until advanced medical technology becomes available.
|
Stage
|
Process
|
Encountered
|
|
Prototype
· Freeze
|
· Cryonic only
· Nanites to reduce tissue damage
· No safe way to unfreeze
· Transfer to long term storage
|
· Early 21st Century Earth
|
|
Generation 1
· Freeze & Biosuspend
|
· Cryonic and nanites to prevent tissue damage
· Easy to safely unfreeze
· Long term storage only for very serious injury or incurable disease
|
· Mid 21st Century Earth
|
|
Generation 2
· Biosuspend and Repair
|
· Nanites biosuspend without cryonics
· Biosuspension nanites are mixed with medical nanites
· Recovery is possible without outside intervention
· Long term storage or trauma expert intervention for serious cases
|
· Post 21st Century Earth
· Zyan
· CURBIT
· Nanotinkers
|
|
Generation 3
· Quantum Damper
|
· Quantum damper is used to place user in stasis
· Variety of revival approaches: times, artificial intelligence controlled, external only, etc.
· Can be combined with Generation 2
|
· Post 27th Century Earth
· Aliens
· Akashites
|
Cryopacks come in many forms. They may be worn on belts or harnesses, or incorporated into vacuum suits. They can be manually or automatically activated. Cryopacks are also included in advanced first aid kits, where they can be used by responders or medical personnel. Cryopacks can also be incorporated in vehicles, where they can automatically deploy during an accident.
Once somebody is cryopacked, most injuries (even fatal injuries) cease doing damage. A dangerous environment can continue to harm a cryopacked user however.
|
Stage
|
Damage While Cryopacked
|
|
Prototype
· Freeze
|
· Damage (often fatal) is common. even when care is taken
· Quick transport to cryonic chamber is necessary
· Body is brittle and fragile
|
|
Generation 1
· Freeze & Biosuspend
|
· Damage is uncommon
· Body is not brittle or particularly fragile
· Susceptible to radiation
· Susceptible to weapons designed to attack the Cryopacked
|
|
Generation 2
· Biosuspend and Repair
|
· Damage is rare
· Body is very durable
· Recovery is possible without outside intervention
· Susceptible to radiation (But shielding or armor is available)
· Susceptible to weapons designed to attack the Cryopacked (But countermeasures are available)
|
|
Generation 3
· Quantum Damper
|
· Damage is almost impossible until revival
· Body can only be affected by other quantum-scale attacks
· Body can potentially be hidden, buried, lost in space, etc.
· Once revived, any effects of damage resume (unless Generation 1 or 2 suspension has also been used -- it usually is on injured users).
|
|