Table of Contents

Races | Economy | Buildings & Organizations

FEDERAL PHARMA MANUFACTORY

Overview

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:

Architectural Significance

Building Structure

Perimeter

Factory Hall

Control Mezzanine (Level 2 Catwalk)

Look and Feel

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.

Roles and Responsibilities

Public Access, Operating Hours and Operational Rhythm

Products of the Federal Pharma Manufactory

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)

Security Measures

Illegal Interactions:

Tactical Advice for Dungeon Masters

Federal General Practitioner Practices in the Federal Confederation: