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exohuman_legal_drugs_and_medicine_in_the_beta_age

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LEGAL DRUGS & MEDICINE IN THE BETA AGE

Overview

During the Beta Age ExoHumans on VOI 700 D could visit a local Medical Station or the Hospital of New Kourou free of charge — but every vial, pill, or patch had to be purchased.

All medicinal production was monopolised by Schreder Pharma, whose factory supplied state-owned pharmacies and field dispensaries. A valid prescription (issued by a Medical Bot or the Chief Physician) was mandatory; no price discounts were offered for chronic care.

Medication on the Last Frontier (Alpha Age)

  • Universal, free, bot-dispensed.
  • Produced entirely by Manual-Labor Bots in sterile pods.
  • Wiped out when the ship crashed and the cargo-bay fires spread.

Re-Establishing Supply (2624 – 2626)

  • Dr Dennis Schreder salvaged intact bioreactors and, with a seven-year state licence, built the Industrial-Ring factory.
  • Early output focused on broad-spectrum antibiotics, trauma sealant, and pain nano-vials to stop post-crash infections.
  • Lack of spare Bots forced Schreder to create human-run production lines, a low-energy model later copied by other Beta-Age industries.

Prescription & Payment Rules

  • Prescription-Only: Butler Bot at each pharmacy scans the script and charges the patient.
  • No Subsidy: Patients pay full price in Kourou; only military or Guarding-Trooper depots received free stock.
  • Black-Market Danger: Counterfeit labels or diluted nano-vials became common in fringe settlements—risk of paralysis, organ failure, or inert placebo.
  • SP-AMP Broad-Spectrum
  • Format: 10-tab blister
  • Primary Use: Bacterial infections
  • Dose / On-Table Effect: Restores 1 HP per hour for 6 h; advantage on disease saves
  • Avg. Price: 10 Kourou
  • Note for DMs: Supply staple; scarcity during outbreaks is a great plot hook
  • NeuroCalm Nano-Vial
  • Format: 2 mL auto-injector
  • Primary Use: Moderate pain & field anaesthetic
  • Dose / On-Table Effect: Cancels pain penalties; –2 Perception for 6 h
  • Avg. Price: 12 Kourou
  • Note for DMs: Often diluted for resale — check authenticity or risk inert doses
  • DeepSleep-X Anaesthetic
  • Format: 20 mL IV vial
  • Primary Use: Full surgical knock-out
  • Dose / On-Table Effect: Target unconscious (save DC 14) for 1 h
  • Avg. Price: 80 Kourou
  • Note for DMs: Valuable to heist crews for silent take-downs or hostage extractions
  • Hemobond Trauma-Seal
  • Format: 30 g paste tube
  • Primary Use: Rapid clot & wound sealing
  • Dose / On-Table Effect: Stabilises a dying PC; heals 1d4 HP instantly
  • Avg. Price: 35 Kourou
  • Note for DMs: Counterfeit versions have a 50 % failure chance — great tension hook
  • OncoSolve Nano-Agent
  • Format: 5 mL suspension
  • Primary Use: Early-stage tumour reduction
  • Dose / On-Table Effect: Removes one “disease” condition after three weekly doses
  • Avg. Price: 120 Kourou
  • Note for DMs: Kept under lock at the Hospital of New Kourou — ideal objective for a stealth mission
  • RegenPatch-D Dermal Matrix
  • Format: 15 cm sterile patch
  • Primary Use: Accelerated burn & laceration healing
  • Dose / On-Table Effect: Heals 2d4 HP over 24 h; halves scar chance
  • Avg. Price: 30 Kourou
  • Note for DMs: Loses efficacy if applied in dirty environments (apply at disadvantage)
  • BioShield Vaccine Set
  • Format: Five-shot card
  • Primary Use: Immunisation vs. Terran & local pathogens
  • Dose / On-Table Effect: Advantage on saves vs. listed disease for one year
  • Avg. Price: 50 Kourou
  • Note for DMs: Cold-chain sensitive—ruined if kept > 8 h unrefrigerated
  • RespiraClear Inhalant
  • Format: 250 mL nebuliser
  • Primary Use: Dust-lung & smoke inhalation relief
  • Dose / On-Table Effect: Removes choking/suffocation; advantage on Con saves vs. smoke for 1 h
  • Avg. Price: 20 Kourou
  • Note for DMs: Common barter item in mining towns — can substitute for cash in Firetown
  • NanoClean Anti-Toxin Kit
  • Format: Dual-chamber auto-injector
  • Primary Use: Venom & fungal toxin neutralisation
  • Dose / On-Table Effect: Cures “poisoned” condition; neutralises venom (one use)
  • Avg. Price: 60 Kourou
  • Note for DMs: Fake kits deal 1d6 poison damage instead—nice twist for shady dealers
  • ShockStop E-Boost
  • Format: 1 mL stab-pen
  • Primary Use: Cardiac-arrest bailout / anaphylaxis
  • Dose / On-Table Effect: Revives target to 1 HP; target gains one level of Exhaustion
  • Avg. Price: 75 Kourou
  • Note for DMs: Guarding Troopers carry two — stealing them invites official retaliation
  • Serenica Neuro-Stabilizer
  • Format: 20-tab blister (slow-release nano-caps)
  • Primary Use: Anxiety, panic attacks, mild depression
  • Dose / On-Table Effect: Removes “Frightened” condition; grants advantage on Wisdom saves vs. fear for 8 h — but inflicts -2 Initiative while active
  • Avg. Price: 40 Kourou
  • Note for DMs: Highly sought in frontier settlements; black-market fakes produce hallucinations (roll DC 12 Wis save or suffer Confusion for 1 h)

*Price in Kourou at state pharmacy (Beta Age). Black-market markup 1.5–2× in frontier settlement.

Tactical Advice for Dungeon Masters

  • Prescription Hunt: PCs need OncoSolve but the hospital is out; tracking a rogue shipment into bandit territory can anchor an adventure.
  • Counterfeit Crisis: Fake NeuroCalm floods Morningstar, causing overdoses. Players must trace the source before panic spreads.
  • Vaccine Convoy Escort: A BioShield batch bound for a plague-hit reservation requires protection against raiders or energy ration riots.
  • Surgical Time-Bomb: Player must hold a location for 8 in-game hours while a DeepSleep-X operation occurs—defend the ward, power the QFB line, stop sabotage.
exohuman_legal_drugs_and_medicine_in_the_beta_age.txt · Last modified: 2025/07/19 04:08 by admin

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