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| schreder_pharma_inc [2025/05/10 08:02] – [Related Pages and Further Information] admin | schreder_pharma_inc [2025/07/18 04:38] (current) – [Related Pages and Further Information] admin |
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| * **Core Purpose:** Restore the shattered medicine supply after [[day_zero|Day Zero]] and guarantee settlers access to the proven drug formulations of the [[the_alpha_age|Alpha Age]]. | * **Core Purpose:** Restore the shattered medicine supply after [[day_zero|Day Zero]] and guarantee settlers access to the proven drug formulations of the [[the_alpha_age|Alpha Age]]. |
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| Schreder Pharma arose in the chaos following the crash-landing, when fire destroyed most shipboard medical stores and hundreds of settlers required antibiotics, analgesics, and nano-injectables. Backed by personal capital and salvaged lab gear, Dr. Schreder constructed a two-line plant in the Industrial Ring and, for his risk-taking, received a seven-year exclusive licence from the newborn [[free_state_of_settlers|Free State of Settlers]]. Throughout the entire [[beta_age|Beta Age]], Schreder Pharma remained the only legal drug maker of the [[the_humans|Exohumans]] on [[the_planet_voi_700_d|VOI 700 D.]] | Schreder Pharma arose in the chaos following the crash-landing, when fire destroyed most shipboard medical stores and hundreds of settlers required antibiotics, analgesics, and nano-injectables. Backed by personal capital and salvaged lab gear, Dr. Schreder constructed a two-line plant in the Industrial Ring and, for his risk-taking, received a seven-year exclusive licence from the newborn [[free_state_of_settlers|Free State of Settlers]]. Throughout the entire [[beta_age|Beta Age]], Schreder Pharma remained the only legal drug maker of the [[the_humans|Exohumans]] on [[the_planet_voi_700_d|VOI 700 D]]. |
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| | After [[communardism|Communardism’s]] rise in 2631, Schreder Pharma Inc. was nationalized and reorganized as the [[Federal Pharma Manufactory|Federal Pharma Manufactory]] under the [[federal_allotment_agency|Federal Allotment Agency]], with Dr. Schreder appointed as the Manufactory’s Director. |
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| ===== History ===== | ===== History ===== |
| The Free State’s licence shielded Schreder Pharma from competition. | The Free State’s licence shielded Schreder Pharma from competition. |
| * **Key outputs:** broad-spectrum antibiotics, pain-management nano-vials, antitoxin kits. | * **Key outputs:** broad-spectrum antibiotics, pain-management nano-vials, antitoxin kits. |
| * **Exohuman Workforce:** Lacking spare Manual-Labor Bots (those surviving were rerouted to agriculture and Trade-Route megaprojects), the factory adopted human-run lines supported by semi-automated QFB-driven rigs—setting a low-energy template for later industries. | * **Exohuman Workforce:** Lacking spare [[manual_labor_bots|Manual-Labor Bots]], the factory adopted human-run lines supported by semi-automated [[quantum_fusion_batteries|Quantum Fusion Battery-]]driven rigs — setting a low-energy template for later industries. |
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| The company supplied ~80 % of all prescriptions filled at the [[pharmacy_of_new_kourou|Pharmacy of New Kourou]] and outpost dispensaries. | The company supplied ~80 % of all prescriptions filled at the [[pharmacy_of_new_kourou|Pharmacy of New Kourou]] and outpost dispensaries. |
| ==== Gamma Age Nationalisation (2631)==== | ==== Gamma Age Nationalisation (2631)==== |
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| After the [[great_war|Great War]] the [[federal_confederation|Federal Confederation]] revoked Schreder’s charter, seized its factory, and folded assets into the [[Federal Pharma Manufactory|Federal Pharma Manufactory]] — a state-run entity aligned with [[communardism|Communard]] energy quotas. | After the [[great_war|Great War]] the [[federal_confederation|Federal Confederation]] seized the factory, and folded assets into the [[Federal Pharma Manufactory|Federal Pharma Manufactory]] — a state-run entity aligned with [[communardism|Communard]] energy quotas. |
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| | ===== Products and Prices ===== |
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| | | Name | Primary Use | Format | Dose & On‑Table Effect | Avg. Price | Note for DMs | |
| | |--------------------------|------------------------------------------|-------------------------|------------------------------------------------------------------------------|------------|------------------------------------------------------------------------------------------------| |
| | | SP‑AMP Broad‑Spectrum | Bacterial infections | 10‑tab blister | Restores 1 HP per hour for 6 h; advantage on disease saves | 10 K | Supply staple; scarcity during outbreaks is a great plot hook, available via [[frontier_quickdraw_network|Frontier Quickdraws]] | |
| | | NeuroCalm Nano‑Vial | Moderate pain & field anaesthetic | 2 mL auto‑injector | Cancels pain penalties; –2 Perception for 6 h | 12 K | Often diluted for resale — check authenticity or risk inert doses, available via [[frontier_quickdraw_network|Frontier Quickdraws]] | |
| | | DeepSleep‑X Anaesthetic | Full surgical knock‑out | 20 mL IV vial | Target unconscious (save DC 14) for 1 h | 80 K | Valuable to heist crews for silent take‑downs or hostage extractions | |
| | | Hemobond Trauma‑Seal | Rapid clot & wound sealing | 30 g paste tube | Stabilises a dying PC; heals 1d4 HP instantly | 35 K | Counterfeit versions have a 50 % failure chance — great tension hook | |
| | | OncoSolve Nano‑Agent | Early‑stage tumour reduction | 5 mL suspension | Removes one “disease” condition after three weekly doses | 120 K | Kept under lock at the [[hospital_of_new_kourou|Hospital of New Kourou]] — ideal objective for a stealth mission | |
| | | RegenPatch‑D Dermal Matrix | Accelerated burn & laceration healing | 15 cm sterile patch | Heals 2d4 HP over 24 h; halves scar chance | 30 K | Loses efficacy if applied in dirty environments (apply at disadvantage) | |
| | | BioShield Vaccine Set | Immunisation vs. Terran & local pathogens | Five‑shot card | Advantage on saves vs. listed diseases for one year | 50 K | Cold‑chain sensitive — ruined if kept > 8 h unrefrigerated | |
| | | RespiraClear Inhalant | Dust‑lung & smoke inhalation relief | 250 mL nebuliser | Removes choking/suffocation; advantage on Con saves vs. smoke for 1 h | 20 K | Common barter item in mining towns — can substitute for cash in Firetown | |
| | | NanoClean Anti‑Toxin Kit | Venom & fungal toxin neutralisation | Dual‑chamber auto‑injector | Cures “poisoned” condition; neutralises venom (one use) | 60 K | Fake kits deal 1d6 poison damage instead — nice twist for shady dealers | |
| | | ShockStop E‑Boost | Cardiac‑arrest bailout / anaphylaxis | 1 mL stab‑pen | Revives target to 1 HP; target gains one level of Exhaustion | 75 K | [[guarding_troopers|Guarding Troopers]] carry two — stealing them invites official retaliation | |
| | | Serenica Neuro‑Stabilizer| Anxiety, panic attacks, mild depression | 20‑tab blister | Removes “Frightened” condition; advantage on Wis saves vs. fear for 8 h; –2 Initiative | 40 K | Highly sought in frontier settlements; black‑market fakes produce hallucinations (DC 12 Wis save or Confusion for 1 h) | |
| ===== Legacy & Impact ===== | ===== Legacy & Impact ===== |
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| * **Monopoly Debate:** The seven-year licence sparked the Free State’s first economic-ethics arguments over private patents vs. communal need. | * **Monopoly Debate:** The seven-year licence sparked the Free State’s first economic-ethics arguments over private patents vs. communal need. |
| * **Cultural Footprint:** Pill bottles with the yellow SP logo became a Beta-Age icon; in the Gamma Age they fetch black-market premiums as “pre-ban” collectibles. | * **Cultural Footprint:** Pill bottles with the yellow SP logo became a Beta-Age icon; in the Gamma Age they fetch black-market premiums as “pre-ban” collectibles. |
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| | ===== Distribution Model ===== |
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| | * **Prescription-Only Pharmacies:** All Schreder Pharma products were shipped in bulk from the New Kourou plant straight to licensed pharmacies across the Free State of Settlers. Settlers needed a valid prescription to pick up anything beyond basic first‑aid supplies—no walk‑ins for the high‑grade stuff. |
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| | * **Frontier Quickdraw Availability:** The only exceptions were SP‑AMP Broad‑Spectrum and NeuroCalm Nano‑Vial, which also made their way into [[frontier_quickdraw_network|Frontier Quickdraw dispensers]] run by the [[Frontier Supply Company|Frontier Supply Company]]. Those two could be grabbed on the fly, no prescription required—perfect for miner’s blisters or sudden aches on a long haul. |
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| | * **Logistics & Cold‑Chain:** Shipments to remote outposts went via refrigerated cargo pods of the [[new_kourou_courier_service|New Kourou Courier Service]] and the [[firetown_courier_service|Firetown Courier Service]] to keep cold‑sensitive vaccines and nano‑suspensions stable. Delays over 8 h could spoil BioShield sets, so Quickdraw caches were refilled weekly. |
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| ===== Tactical Advice for Dungeon Masters ===== | ===== Tactical Advice for Dungeon Masters ===== |
| * [[Exohuman Legal Drugs and Medicine in the Beta Age|Exohuman Legal Drugs and Medicine in the Beta Age]] | * [[Exohuman Legal Drugs and Medicine in the Beta Age|Exohuman Legal Drugs and Medicine in the Beta Age]] |
| * [[pharmacy_of_new_kourou|Pharmacy of New Kourou]] | * [[pharmacy_of_new_kourou|Pharmacy of New Kourou]] |
| | *[[frontier_quickdraw_network| Frontier Quickdraw Network]] |
| * [[quantum_fusion_batteries|Quantum Fusion Batteries]] | * [[quantum_fusion_batteries|Quantum Fusion Batteries]] |
| * [[Federal Pharma Manufactory |Federal Pharma Manufactory]] (Gamma Age) | * [[Federal Pharma Manufactory |Federal Pharma Manufactory]] (Gamma Age) |
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