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Table of Contents
Races | Economy | Buildings & Organizations
SCHREDER PHARMA INC. (BETA AGE)
Overview
- Founding Year: 2625
- Founder: Dr. Dennis Schreder — former pharmacology PhD at Last Frontier University, expert in shipboard biochemistry.
- Headquarters & Plant: Factory of Schreder Pharma Inc., Industrial Ring, New Kourou
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.
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.
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, the factory adopted human-run lines supported by semi-automated Quantum Fusion Battery-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 seized the 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?