The Pharmacy of New Kourou was the largest pharmacy in the Free State of Settlers. It was fully automated — with no Exohuman staff — relying entirely on Butler Bots to verify prescriptions, handle payments, and dispense medication.
Serving both individual patients (B2C) and institutional clients (B2B) like the Hospital of New Kourou and the neighboring Medical Station, it handled everything from routine refills to bulk deliveries. Nearly 80 % of its inventory — capsules, nano‑vials, and more — came straight from Schreder Pharma Inc.’s New Kourou plant. All medicines were strictly prescription‑only, with each script verified by the Butler Bot behind the counter.
After the founding of the Federal Confederation, all medicine production and distribution were nationalized into the Federal Pharma Manufactory under the supervision of the Federal Allotment Agency. Pharmacies were abolished and replaced by a direct distribution network operating through medical practices and the Hospital of New Kourou.
All interaction happened at the counter window cut into the side of a single cargo container. Standing outside, patients faced a dimly lit interior that looked like a small fragment of the Last Frontier preserved behind metal shutters: dull-grey paneling, green emergency strip-lights running along the ceiling, and the faint sterile scent of polymer, antiseptic, and recycled air drifting outward.
Behind the counter, the Butler Bot moved with quiet precision, its servo-arms sliding open coded drawers and retrieving blister packs or nano-vials from orderly metal racks. The interior shelves were tightly packed with colour-banded canisters from Schreder Pharma Inc., each illuminated by the soft glow of emergency lighting. A small viewport screen inside the container cycled dosage diagrams and safety symbols, its image occasionally flickering with ship-era static.
The atmosphere was efficient, transactional, and impersonal — healthcare reduced to a brief exchange between a patient standing in the ring’s dust and a machine operating inside a salvaged med-container. Despite the improvised construction, the Pharmacy projected a sense of reliability: ship-grade machinery still doing exactly what it was designed to do.
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: