Table of Contents
Races | Economy | Buildings & Organizations
SCHREDER PHARMA INC.FACTORY
Overview
- Location: Industrial Ring, New Kourou
- Address: SE Industrial Ring Road 4
- * Surroundings: Shares a manufacturing corridor with the New Kourou Relay Station to the west and the New Kourou Robotics Syndicate to the east, forming a critical-infrastructure triangle for the settlement.
Erected from salvaged Last Frontier plating, the Factory of Schreder Pharma Inc. became the only medicines plant in the Free State of Settlers, covering everything from basic antibiotics to nano-vial injectables.
Fire damage during the crash destroyed a large share of the Manual Labor Bots, and the surviving units were reassigned to high-priority farming in the Hope Region and to Trade Route construction projects. As a result, production here relies mainly on Exohuman line workers, supported by semi-automated rigs powered by scarce Quantum Fusion Batteries. Despite private ownership, the plant is classed as critical infrastructure.
After Communardism’s rise in 2631, Schreder Pharma Inc. was nationalized and reorganized as the Federal Pharma Manufactory under the Federal Allotment Agency, with Dr. Schreder appointed as the Manufactory’s Director.
Architectural Significance
- Construction Material: Crumple-straightened hull beams, cargo-bay girder kits, and med-lab wall panels from the Last Frontier.
- Floors: 2 in the main factory hall + single-storey warehouse.
- Design Aesthetic: “Scrap-yard high-tech” — patch-welded cladding, exposed conduit cages, and gleaming stainless bioreactors side-by-side.
- Power Source: Two QFB stacks in a shielded annex
Building Structure
Perimeter
- Security Fence: 3 m alloy mesh topped with salvage-blade spikes, one monitored main gate.
Factory Hall
- Raw-Compound Feed Zone: Drum off-loading, solvent tanks, and reagent hoppers.
- Synthesis Lines (3): Automated mixers, temperature-controlled vats, and nano-filter columns overseen by human technicians.
- Tableting & Encapsulation Row: Semi-automated presses; manual quality spot-checks every 100 units.
- Nano-Vial Clean-Room: Gloved ports, laminar-flow hoods, and precision filling arms powered by QFB micro-cells.
- Locker Room & W.C.: Personal lockers, decontam shower, and two AuroraSan toilets.
- Break Room: Recycled shuttle-galley benches, hydration dispenser, and nutrient bar rack for 12 workers.
- Control Mezzanine (Level 2 catwalk): Plant Manager’s console, reactor readouts, QFB status panel.
Warehouse & Logistics Wing
- Finished-Goods Racks: Colour-coded totes for antibiotics, analgesics, and nanite cartridges.
- Courier Loading Bay: Roller track to the New Kourou Courier Service dock; Butler Bot scans outbound crates.
Look and Feel
Inside is a clash of eras: dented bulkhead walls spattered with bright hazard paint; overhead, spot-LEDs flicker from power dips. Chemical vapour hisses through repurposed life-support ducting, mixing with the oily scent of lubricated piston presses. Workers in mismatched ship-era smocks thread between gleaming reactor columns, while Guarding Bots click past on fixed patrol intervals, servos humming quietly.
Roles and Responsibilities
Exohuman Staff
- Plant Manager (1): Oversees output, safety, and QFB allocation
- Process Engineers (3): Calibrate synth lines, troubleshoot nano-fillers
- Line Workers (20): Manual loading, quality checks, packaging
- Safety Officer (1): Monitors chemical handling, emergency drills
Automated Staff
- Guarding Bots (3): Continuous perimeter & interior patrol, armed with Stun Guns.
- Butler Bot – Warehouse (1): The Butler Bot scans barcodes, prints manifests, guides courier crews.
- Cleaning Bot – Clean-Room (2): Maintains ISO-grade sterility between nano-vial batches.
Public Access, Operating Hours and Operational Rhythm
- Access: Authorized personnel only; visitors require Plant Manager escort.
Shifts:
- 6:00 AM – 2:00 PM — Primary synthesis & packaging run
- 2:00 PM – 10:00 PM — Secondary run & QA sample pulls
- 10:00 PM – 6:00 AM — Maintenance, low-power batch incubation
- Courier Schedule: Outbound trucks depart 11:00 AM and 5:30 PM.
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
- Guarding Bot Patrols: Three Guarding Bots rotate between the perimeter fence, factory hall, and warehouse loop, each armed with Guarding Trooper Stun Guns.
- QFB Vault Protection: Access to the shielded battery annex requires triple authentication — Plant Manager biometrics, a Guarding Bot pass-key, and a daily rotating code.
- Inventory & Tracking System: All finished-goods crates are RFID-tagged; any pallet that leaves an authorised zone without a valid manifest triggers an instant shutdown of loading-bay doors and a Bot alert.
- Plant Lockdown Protocol: A security breach or QFB anomaly cues the control mezzanine to seal fire doors, cut power to synthesis lines, and page the Guarding Troopers.
Player Interaction Possibilities (Legal and Illegal)
Legal interactions:
- Escort a high-value nano-vial shipment to the Pharmacy.
- Diagnose a reactor-control fault threatening a production shutdown.
- Negotiate emergency anti-viral batch production during an outbreak.
Illegal interactions:
- Sneak through the fence to steal QFB cores or experimental meds.
- Bribe a Line Worker to mis-label contraband stimulants.
- Upload malware to the Butler Bot to divert crates to the black market.
- Disable a Guarding Bot’s patrol routine for a timed break-in.
Tactical Advice for Dungeon Masters
The factory offers layered security, chemical hazards, and moral gray zones:
- A QFB overload could explode, forcing players to balance evacuation vs. saving priceless medicine.
- Workers plan a strike over exposure risks—do players aid them or the corporate guards?
- A rival faction wants Schreder’s nano-formula; infiltration can be stealth, social engineering, or full assault.
Related Pages and Further Information
- Federal Pharma Manufactory (successor, Gamma Age)
Healthcare institutions of the Free State of Settlers:
- John Hickensaw's Practice (private & temporary)