Established in 2626 under the Human Settlement Plan, the Medical Station of New Kourou became the settlement’s principal general-care facility. Except for a single Chief Physician, all diagnostics, emergency response, and routine treatment are carried out by Medical Bots — a workflow settlers already accept without hesitation, having relied on automated care aboard the Last Frontier.
Services ranged from routine check-ups to emergency trauma care, extensive vaccination campaigns, and nano-therapies.
Ground Floor – Reception & Triage
Upper Floor – Diagnostics & Nano Lab
Public W.C. Module (external):
Inside the Medical Station, everything felt improvised and overworked. Narrow corridors were simply the bare interiors of welded cargo containers, the metal walls still stamped with faded serial numbers from the Last Frontier. Patches of mismatched hull plating revealed where med-tech crews had repaired breaches with whatever scrap they could salvage.
Overhead, salvaged cargo-bay fluorescents flickered with a tired hum; coolant lines and cable bundles ran exposed along the ceiling, wrapped in tape or not wrapped at all. The air carried a blend of antiseptic, recycled oxygen, and the metallic tang of ageing machinery.
Medical Bots rolled through the cramped space on chassis repainted from old maintenance droids, their vocalizers occasionally stuttering with leftover shipboard codewords. Diagnostic consoles showed scratches, dents, and chipped paint — relics of the crash — but their indicator lights flickered in reliable green.
Patients waiting for triage sat on threadbare shuttle seats, the fabric worn to the foam. A repurposed cabin viewport mounted over Reception displayed health advisories, often glitching into starship navigation overlays before snapping back. It was a clinic in the truest frontier sense: part starship wreckage, part emergency shelter, part lifeline — a place that kept settlers alive with technology far more advanced than its surroundings suggested.
* Chief Physician (1): Oversees all services, liaises with the Hospital, authorises nano-therapies
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 the Hospital 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 |
Legal interactions:
Illegal interactions:
The station offers tension between life-saving tech and scarce resources.
Healthcare institutions of the Free State of Settlers: