The Federal Pharma Manufactory (FPM) was the state-run successor to Schreder Pharma Inc., which had held a near-monopoly on pharmaceuticals during the Beta Age. In 2632, Schreder was nationalized under Communardism by the first government of Aisha Patel, bringing all pharmaceutical production under the control of the Federal Health Agency.
While most Gamma Age industries were stripped of advanced machinery due to the Peace Treaty and energy restrictions, the FPM remained an exception. Because it supplied the Medical Station and Federal Hospital of New Kourou — the only institutions still permitted to use cutting-edge medical technologies—the FPM retained Schreder’s advanced tech stack. Its production lines blended human oversight with nano-scale processes, automated reactors, and precision robotics, all powered by Quantum Fusion Batteries (QFBs).
The FPM did not distribute medicine directly to citizens. Instead, it supplied three exclusive channels within the Federal Health Care System:
Perimeter
Factory Hall
Control Mezzanine (Level 2 Catwalk)
Inside, the FPM contrasted sharply with the analog plants of the Confederation. Stainless alloy surfaces reflected sterile white light, while faint hums from QFB-powered filtration systems underscored the facility’s advanced character. Workers moved in smocks, masks, and gloves, their tasks punctuated by the hiss of pressurized valves and the quiet precision of robotic filling arms.
The air smelled faintly of alcohol disinfectants and medicinal herbs. Unlike other facilities, the FPM conveyed not scarcity but control—an enclave of high technology preserved for health care under the watchful eye of the Federal Health Agency.
The FPM inherited Schreder Pharma’s high-tech catalog and continued production under state oversight. All medicines were distributed exclusively through the Medical Station and Federal Hospital of New Kourou, Federal General Practitioner Practices, and the [Faculty of Medicine at Danah Wanah University.
| Name | Primary Use | Format | Dose & In-Game Effect | Notes for DMs |
| SP-AMP Broad-Spectrum | Bacterial infections | 10-tab blister | Restores 1 HP per hour for 6 h; advantage on disease saves | Supply staple; scarcity during outbreaks creates plot hooks; counterfeits appear in Firetown |
| NeuroCalm Nano-Vial | Moderate pain & field anaesthetic | 2 mL auto-injector | Cancels pain penalties; –2 Perception for 6 h | Often diluted for resale — PCs must test authenticity or risk inert doses |
| DeepSleep-X Anaesthetic | Full surgical knock-out | 20 mL IV vial | Target unconscious (save DC 14) for 1 h | Valuable to heist crews for silent takedowns or hostage extractions |
| Hemobond Trauma-Seal | Rapid clot & wound sealing | 30 g paste tube | Stabilises a dying PC; heals 1d4 HP instantly | Counterfeit versions have 50 % failure chance — creates tension |
| OncoSolve Nano-Agent | Early-stage tumour reduction | 5 mL suspension | Removes one “disease” condition after three weekly doses | Kept under lock at New Kourou Hospital — strong objective for stealth missions |
| RegenPatch-D Dermal Matrix | Burn & laceration healing | 15 cm sterile patch | Heals 2d4 HP over 24 h; halves scar chance | Loses efficacy if applied in dirty environments (apply at disadvantage) |
| BioShield Vaccine Set | Immunisation vs. pathogens | Five-shot card | Advantage on saves vs. listed diseases for one year | Cold-chain sensitive — ruined if kept > 8 h unrefrigerated |
| RespiraClear Inhalant | Dust-lung & smoke relief | 250 mL nebuliser | Removes choking/suffocation; advantage on Con saves vs. smoke for 1 h | Common barter item in mining towns; substitute currency in Firetown |
| NanoClean Anti-Toxin Kit | Venom & toxin neutralisation | Dual-chamber auto-injector | Cures “poisoned” condition; neutralises venom (one use) | Fake kits deal 1d6 poison damage instead — shady dealers plot hook |
| ShockStop E-Boost | Cardiac-arrest bailout / anaphylaxis | 1 mL stab-pen | Revives target to 1 HP; target gains 1 Exhaustion level | [ theft invites retaliation |
| Serenica Neuro-Stabilizer | Anxiety, panic, depression | 20-tab blister | Removes “Frightened” condition; advantage on Wis saves vs. fear for 8 h; –2 Initiative | Highly sought in the Ralar Region; black-market fakes cause hallucinations (Confusion 1 h, DC 12 Wis save) |
Federal General Practitioner Practices in the Federal Confederation: