The Pharmacy of Firetown was the primary dispensary for the shadowed settlement of Firetown. Fully automated with no Exohuman staff, it relied on Butler Bots to verify prescriptions, process payments, and dispense every vial and tablet.
It served both private patients (B2C) and institutional clients (B2B), including the Firetown Medical Station. Roughly 80 % of its stock — capsules, nano‑vials, vaccine cards, and more — came straight from Schreder Pharma Inc.’s regional plant. All products were strictly prescription‑only, with each script scanned and approved by the on‑duty Butler Bot.
After the establishment of the Federal Confederation in 2631, all medicine production and distribution were nationalized under the Federal Pharma Manufactory and supervised by the Federal Allotment Agency. Former pharmacies were phased out in favor of direct drops to clinics and the Firetown Central Hospital.
Single‑Storey Layout
The Pharmacy of Firetown feels like a machine that dispenses medicine.
Cold air presses in from the street as the counter window stands open, protected only by the lowered security grid and the steady presence of automation. The light is clean and white, optimized for accuracy rather than comfort.
A Butler Bot operates behind the dispensing bay with quiet precision, scanning prescriptions, retrieving doses, and passing sealed packs through the grid without pause or conversation.
Outside, snow gathers along the base of the wall and melts where geothermal warmth leaks through seams in the stone. Patients come, collect what keeps them alive, and leave quickly. In Firetown, the pharmacy is not a place to linger — it is a point of survival, efficient, impersonal, and trusted precisely because it does not care who you are.
Human Oversight
Regional Pharmacology Officer (off‑site): Audits inventory and approves special orders.
Automated Staff
Daily Flow:
| Name | Primary Use | Format | Dose & On‑Table Effect | Avg. Price | Note for DMs |
| SP‑AMP Broad‑Spectrum | Bacterial infections | 10‑tab blister | Restores 1 HP per hour for 6 h; advantage on disease saves | 10 K | Supply staple; scarcity during outbreaks is a great plot hook, available via Frontier Quickdraws |
| NeuroCalm Nano‑Vial | Moderate pain & field anaesthetic | 2 mL auto‑injector | Cancels pain penalties; –2 Perception for 6 h | 12 K | Often diluted for resale — check authenticity or risk inert doses, available via Frontier Quickdraws |
| DeepSleep‑X Anaesthetic | Full surgical knock‑out | 20 mL IV vial | Target unconscious (save DC 14) for 1 h | 80 K | Valuable to heist crews for silent take‑downs or hostage extractions |
| Hemobond Trauma‑Seal | Rapid clot & wound sealing | 30 g paste tube | Stabilises a dying PC; heals 1d4 HP instantly | 35 K | Counterfeit versions have a 50 % failure chance — great tension hook |
| OncoSolve Nano‑Agent | Early‑stage tumour reduction | 5 mL suspension | Removes one “disease” condition after three weekly doses | 120 K | Kept under lock at the Hospital of New Kourou — ideal objective for a stealth mission |
| RegenPatch‑D Dermal Matrix | Accelerated burn & laceration healing | 15 cm sterile patch | Heals 2d4 HP over 24 h; halves scar chance | 30 K | Loses efficacy if applied in dirty environments (apply at disadvantage) |
| BioShield Vaccine Set | Immunisation vs. Terran & local pathogens | Five‑shot card | Advantage on saves vs. listed diseases for one year | 50 K | Cold‑chain sensitive — ruined if kept > 8 h unrefrigerated |
| RespiraClear Inhalant | Dust‑lung & smoke inhalation relief | 250 mL nebuliser | Removes choking/suffocation; advantage on Con saves vs. smoke for 1 h | 20 K | Common barter item in mining towns — can substitute for cash in Firetown |
| NanoClean Anti‑Toxin Kit | Venom & fungal toxin neutralisation | Dual‑chamber auto‑injector | Cures “poisoned” condition; neutralises venom (one use) | 60 K | Fake kits deal 1d6 poison damage instead — nice twist for shady dealers |
| ShockStop E‑Boost | Cardiac‑arrest bailout / anaphylaxis | 1 mL stab‑pen | Revives target to 1 HP; target gains one level of Exhaustion | 75 K | Guarding Troopers carry two — stealing them invites official retaliation |
| Serenica Neuro‑Stabilizer | Anxiety, panic attacks, mild depression | 20‑tab blister | Removes “Frightened” condition; advantage on Wis saves vs. fear for 8 h; –2 Initiative | 40 K | Highly sought in frontier settlements; black‑market fakes produce hallucinations (DC 12 Wis save or Confusion for 1 h) |
Illegal activities:
Illegal activities:
The Pharmacy is perfect for stealthy thefts, moral quandaries over medicine scarcity, or hostage‑style standoffs when someone needs drugs the system won’t dispense.
Healthcare institutions of the Free State of Settlers: