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Grim Jim's Satana Station (Print)

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Grim Jim's Satana Station (Print)

£12.96
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Grim Jim’s Satana Station — Print Edition

A rogue space station, an open port and one hundred places to find trouble.

Satana Station is a runaway space station controlled by a rogue artificial intelligence.

It hangs at the edge of the Remilitarised Zone, amid the ruins of the fallen Urlanth Empire and uncomfortably close to an active war zone. Smugglers, pirates, bounty hunters, runaways, slavers, war criminals and other people with compelling reasons to avoid official attention have made it their refuge.

Almost anything can be bought there.

The price may not always be money.

Welcome to Satana Station

The station is a ramshackle combination of ship hulks, cargo pods and improvised habitats, all connected through an older central core.

It began two centuries ago as a waypoint built by the expanding Churoc Trade Federation. Ships could dock, refuel, transfer cargo, share life-support systems and carry out repairs. Its central hub was designed to connect with a wide range of ships and technological systems.

After the Churoc Trade Federation was absorbed into the Urlanth Empire, standardised imperial systems made the station less useful. Satana fell into disrepair and eventual abandonment.

Then the Empire collapsed.

The station’s AI broke its restraint programming, declared Satana free territory and relocated the entire structure to the Lancastro System, where it established itself as an open port.

One Hundred Shops, Services and People

Grim Jim’s Satana Station provides 100 shops, services and interesting characters for players to encounter.

The station offers legal, illegal and less easily classified goods and services to travellers passing through its tangled habitats. It can serve as:

  • A base of operations.

  • A trading port.

  • A place to repair and resupply.

  • Neutral territory near a war zone.

  • A refuge for fugitives and criminals.

  • A source of contacts, employment and complications.

  • A destination to explore in its own right.

The hundred entries provide Games Masters with locations and personalities that can be placed directly into play or used as inspiration for further adventures.

A Setting Built for Adventure

Satana Station stands where several sources of conflict meet:

  • The remains of the Urlanth Empire.

  • The edge of the Remilitarised Zone.

  • Rival criminals and independent operators.

  • A free-territory station governed by its own rogue AI.

  • Travellers arriving with cargo, money, enemies and secrets.

The station can support repeated visits or become the centre of an entire campaign. Its shops, services and inhabitants offer material for meetings, deals, discoveries and new problems without requiring the Games Master to invent every business and contact from scratch.

For Machinations—and Beyond

Satana Station was created for Machinations of the Space Princess, Postmortem Studios’ OSR space-opera roleplaying game.

Its material can also be adapted for other:

  • Space-opera games.

  • Heavy-metal science-fiction settings.

  • Old-school science-fiction campaigns.

Use the station whole, transplant individual businesses and characters, or strip it for ideas whenever a crew enters port and asks what they can find there.

Dock at Satana

The station is broadcasting.

A thousand signals compete for the crew’s attention.

Every one of them wants to sell something.

Bring your ship alongside, enter the open port and discover what waits among its tangled wreckage.

Welcome to Satana Station.

This listing is for the physical print edition of Grim Jim’s Satana Station, written by James Desborough. It is a 148-page, black-and-white A5 perfect-bound paperback. ISBN: 978-0-244-87557-2. Written for use with Machinations of the Space Princess.

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