Table of Contents

Races | Economy | Buildings & Organizations

SCHREDER PHARMA INC.FACTORY

Overview

Erected from salvaged Last Frontier plating, the Factory of Schreder Pharma Inc. became the only medicines plant in the Free State of Settlers, covering everything from basic antibiotics to nano-vial injectables.

Fire damage during the crash destroyed a large share of the Manual Labor Bots, and the surviving units were reassigned to high-priority farming in the Hope Region and to Trade Route construction projects. As a result, production here relies mainly on Exohuman line workers, supported by semi-automated rigs powered by scarce Quantum Fusion Batteries. Despite private ownership, the plant is classed as critical infrastructure.

After Communardism’s rise in 2631, Schreder Pharma Inc. was nationalized and reorganized as the Federal Pharma Manufactory under the Federal Allotment Agency, with Dr. Schreder appointed as the Manufactory’s Director.

Architectural Significance

Building Structure

Perimeter

Factory Hall

Warehouse & Logistics Wing

Look and Feel

Inside is a clash of eras: dented bulkhead walls spattered with bright hazard paint; overhead, spot-LEDs flicker from power dips. Chemical vapour hisses through repurposed life-support ducting, mixing with the oily scent of lubricated piston presses. Workers in mismatched ship-era smocks thread between gleaming reactor columns, while Guarding Bots click past on fixed patrol intervals, servos humming quietly.

Roles and Responsibilities

Exohuman Staff

Automated Staff

Public Access, Operating Hours and Operational Rhythm

Shifts:

Products and Prices

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 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 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 — 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 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)

Security Measures

Legal interactions:

Illegal interactions:

Tactical Advice for Dungeon Masters

The factory offers layered security, chemical hazards, and moral gray zones:

Healthcare institutions of the Free State of Settlers: