Table of Contents

Races | Culture | Buildings & Organizations

MEDICAL STATION OF HOPE

Overview

Commissioned in 2626 under the Human Settlement Plan, the Medical Station of Hope 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

Under Hope’s perpetual twilight, cold-white task lighting spills from the container cut-outs, painting sharp rectangles across the muddy Seedway planks outside. Rain beads on scarred hull plates and runs along welded seams, dripping steadily into shallow grooves worn into the street .

Inside, the contrast is immediate. Timber floors creak softly beneath footfall, but every treatment bay is framed in steel, alloy rails, and sealed panels reclaimed from shipboard med-decks. Medical Bots glide between stations with quiet precision, their movements efficient and unhurried. Screens flicker with vitals and diagnostics, reflected faintly in shuttle-glass skylights above.

There is no antiseptic sting in the air — only filtered coolness, machine oil, and the faint mineral scent of wet stone. The Butler Bot at reception speaks calmly, almost gently, while deeper inside the station the steady hum of nano-calibration and bioscanners never fully fades. This is not a place of comfort — it is a place of function, trust, and survival.

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 Stabilisation 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: