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.
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.
Human Oversight
Automated Staff
| 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) |
Legal interactions:
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: