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Races | Economy | Buildings & Organizations

SCHREDER PHARMA INC. (BETA AGE)

Overview

Schreder Pharma arose in the chaos following the crash-landing, when fire destroyed most shipboard medical stores and hundreds of settlers required antibiotics, analgesics, and nano-injectables. Backed by personal capital and salvaged lab gear, Dr. Schreder constructed a two-line plant in the Industrial Ring and, for his risk-taking, received a seven-year exclusive licence from the newborn Free State of Settlers. Throughout the entire Beta Age, Schreder Pharma remained the only legal drug maker of the Exohumans on VOI 700 D.

History

Aboard the Last Frontier

Medicine was free and plentiful; production ran entirely on shipboard Manual-Labor Bots inside zero-contamination pods.

Post-Crash Supply Crisis (2624–2625)

With most Manual Labor Bots melted in the fire and emergency stockpiles gone, infection rates soared. Dr. Schreder salvaged intact bioreactors, rebuilt them in New Kourou, and began small-batch synthesis using volunteer chemists.

Beta Age Monopoly (2625–2630)

The Free State’s licence shielded Schreder Pharma from competition.

  • Key outputs: broad-spectrum antibiotics, pain-management nano-vials, antitoxin kits.
  • Exohuman Workforce: Lacking spare Manual-Labor Bots (those surviving were rerouted to agriculture and Trade-Route megaprojects), the factory adopted human-run lines supported by semi-automated QFB-driven rigs—setting a low-energy template for later industries.

The company supplied ~80 % of all prescriptions filled at the Pharmacy of New Kourou and outpost dispensaries.

Gamma Age Nationalisation (2631)

After the Great War the Federal Confederation revoked Schreder’s charter, seized its factory, and folded assets into the Federal Pharma Manufactory — a state-run entity aligned with Communard energy quotas.

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)

Legacy & Impact

  • Crisis Bridging: Schreder Pharma’s quick start-up prevented a post-crash medical collapse.
  • Human-First Workflow: Its hybrid lines proved that Exohuman labour plus limited automation could meet demand while conserving QFB power—an operational blueprint copied by the Federal Pharma Manufactory.
  • Monopoly Debate: The seven-year licence sparked the Free State’s first economic-ethics arguments over private patents vs. communal need.
  • Cultural Footprint: Pill bottles with the yellow SP logo became a Beta-Age icon; in the Gamma Age they fetch black-market premiums as “pre-ban” collectibles.

Tactical Advice for Dungeon Masters

  • Formula Heist: Players may infiltrate old Schreder data cores to steal legacy nano-drug recipes outlawed under Communardism.
  • Gray-Market Dose Run: Firetown smugglers hire the party to move antique SP vials past Federal checkpoints.
  • Work-Force Revolt: Line workers protest renewed QFB ration cuts—do PCs side with labour or state inspectors?
schreder_pharma_inc.1752812380.txt.gz · Last modified: 2025/07/18 04:19 by admin

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