Table of Contents

Races | Economy | Buildings & Organizations

PHARMACY OF HOPE

Overview

The Pharmacy of Hope was the primary dispensary for the settlement of Hope. 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 nearby Medical Station. Roughly 80 % of its stock — capsules, nano‑vials, vaccine cards, and more — came straight from Schreder Pharma Inc. in New Kourou. 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 hospitals.

Architectural Significance

Building Structure

Look and Feel

The Pharmacy of Hope feels more like a sealed machine than a shop.

Under the settlement’s perpetual twilight, cold white task-lighting spills from the open container wall, cutting a sharp rectangle into the muddy Seedway. Rain beads on the scorched hull plates and drips from the folded metal canopy, tapping steadily onto the wooden street planks below. Faded warning glyphs and pharmaceutical stencils glow faintly where light catches chipped paint.

Inside, everything is tight, precise, and metallic. Steel dispensing rails, sealed chutes, and alloy drawers line the container walls from floor to ceiling. The Butler Bot moves with minimal motion — efficient, silent, almost clinical — scanning prescriptions and sliding medication packs through reinforced slots without ceremony. The air is cool and dry, deliberately stripped of scent: no herbs, no antiseptic haze, just filtered air and the faint hum of climate units buried beneath the floor plates.

Outside, patients wait shoulder to shoulder in the narrow strip of street, boots sunk into damp wood and mud.

Roles and Responsibilities

Human Oversight

Automated Staff

Public Access, Operating Hours and Operational Rhythm

Products and Prices

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)

Security Measures

Legal interactions:

Illegal activities:

Tactical Advice for Dungeon Masters

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.

Adventure Hook Example

Healthcare institutions of the Free State of Settlers: