Table of Contents

Races | Culture | Buildings & Organizations

MEDICAL STATION OF FIRETOWN

Overview

Commissioned in 2626 under the Human Settlement Plan, the Medical Station of Firetown served as the settlement’s principal general‑care facility. Aside from a single Chief Physician, all diagnostics, triage, and routine treatments are performed by Medical Bots — residents trust the same automated care they once had aboard the Last Frontier. Services run from basic check‑ups and inoculations to emergency trauma stabilisation and nano‑therapies.

After the Peace Treaty with the Alliance of Native Tribes in 2631, the newly founded Federal Confederation reformed its health‑care system. The Medical Station was closed and replaced by a Federal General Practitioner’s practice operating under the new Federal Health Agency, emphasizing low‑power diagnostics, herbal‑nano hybrid therapies, and community‑based visits due to energy constraints and native‑medicine influences.

Architectural Significance

Building Structure

Ground Floor

Second Floor

Look and Feel

Outside, the building blends into Firetown’s dense industrial streetscape: stacked containers, heat pipes, cable bundles, floodlights, and drifting steam press in from all sides. Snow on the ground is trampled flat and stained with ash and grit. The entrance canopy glows harsh white against the permanent night, reflecting off frost-rimmed steel.

Inside, the air is warm and dry, held in place by constant mechanical effort. Medical lighting is bright but narrow, focused where it needs to be and nowhere else.

The Butler Bot’s voice is calm and neutral as patients queue in heavy coats, breath fogging briefly before the heat curtain disperses it. Medical Bots move with precise, economical motions, their servos humming softly beneath the louder rhythm of ventilation fans and pressure valves.

This is a place that keeps people alive — amid the noise, vice, and desperation of Firetown’s streets.

Roles and Responsibilities

Human Staff

Automated Staff

Public Access, Operating Hours and Operational Rhythm

Available Treatments and Prices

Unlike the Hospital of New Kourou, which includes full in-patient wards and surgical recovery units, the Medical Stations across the Free State are strictly outpatient facilities. Treatments are designed for stabilization, diagnostics, and short-term recovery. Even overnight emergency care is limited to temporary trauma bays, and patients are either discharged or transferred to New Kourou for extended observation or post-op care.

Treatment Description On-Table Effect Typical Conditions Treated Cost (Kourou)
Basic Medical Check‑Up Standard health exam and vitals monitoring Removes one level of fatigue; +1 to next Constitution check Routine health checks, fatigue from work shifts, low hydration, pre-mission assessments 25 K
Emergency Trauma Stabilization Field surgery performed by Medical Bots in the trauma bay Restores 3d6 HP; stabilizes dying characters Severe bleeding, blunt trauma, Beast mauling, stab wounds, crushed limbs 50 K
Nano‑Therapy Boost Injection of programmable nanites for enhanced healing Regain 2d8 HP and remove one minor condition (e.g., poison or mild infection) Mild infections, cuts and bruises, food poisoning, strained muscles 80 K
Full Nano‑Flush High-grade nanite sweep for pathogen cleansing and toxin breakdown Cures disease or severe poisoning; +2 to Constitution saving throws for 24h Radiation sickness, toxic gas exposure, bloodborne illness 120 K
Genetic Pathogen Screening Deep scan for mutagenic illnesses, chronic infections, or latent DNA markers Identify illness; advantage on related saving throws for 48h Fever, settler DNA instabilities, nano-allergic reactions, 35 K
Vaccination Series Standard immunization package using hybrid nano-herbal carriers Grants resistance to one common illness for 30 days Seasonal viruses 20 K
Limb Fracture Reset Local bone realignment with surgical frame and nanite support Restores function to broken limb; removes movement penalty Treefall fractures, mining accidents, crossbow bolt damage, ladder falls 60 K
Post-Trauma Neural Support Cognitive nanites assist with post-shock recovery Removes frightened or stunned condition; +1 Wisdom save for 24h Battle trauma, emotional shock, laser-gun flash effects, freezing fear from beast encounter 40 K

Security Measures

Legal interactions:

Illegal interactions:

Tactical Advice for Dungeon Masters

The station offers tension between life-saving tech and scarce resources.

Adventure Hook Example

Healthcare institutions of the Free State of Settlers: