Table of Contents

Races | Economy | Buildings & Organizations

PHARMACY OF NEW KOUROU

Overview

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.

Architectural Significance

Building Structure

Look and Feel

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.

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: