The Void-Crew Roster: Engineers of the Ophidian Sin-Tech
By Captain Hedges
If you are launching a vessel into the deep dark, standard mechanics won't cut it. You are running on Ophidian Sin-Tech—ancient, forbidden bio-technology derived from The Void Sin, the specific dimension where the Divine banished its own waste. Because Ophidious is the Deep Shroud manifesting himself in other places, this tech isn't just a choice—it’s a physical extension of a cosmic presence. This tech doesn't just break down; it gets hungry.
The following crew are not slaves; they are isolated innovators who have made no contact with the outside world. They are building their systems with the specific intent of freeing themselves from the manifestation's control.
1. Chief Engineer: Thrum "The Boiler" Hammerhand
Role: Propulsion & Ether-Drives.
Equipment: Wears a heavy blast-shield helmet and carries a "Percussive Wrench" (A Warhammer modified with magnetic coils).
Sin-Tech Specialty: "The Hot Start." Thrum can kick-start a stalled engine or overcharge the shields by rerouting raw Ether through his own bio-suit.
The Cost: If he fails his Saving Roll (SR), he takes 1d6 Feedback Damage as the electricity cooks him inside his armor. He can spend 1 WIZ point to ground this energy and prevent the damage.
Personality: Grumpy. He is in a constant feud with the Ophidian crew members. Being cold-blooded snake-people, the Ophidians keep cranking the thermostat up to "desert heat," making the engine room a literal sweatbox, which Thrum despises, though it keeps the Sin-Tech at peak efficiency.
2. The Fuel Synthesizer: Brog "The Alchemist" Coal-Biter
Role: Bio-Matter Refining & Crystal Fusion.
Equipment: Wears a lead-lined Hazmat Apron and operates the "Fusion Press."
Sin-Tech Specialty: "The Refinement." The fuel for the ship creates a byproduct—the physical "Divine Waste" found floating in The Void Sin. Brog’s job is to scoop up this "cosmic slag" and compress it into usable Energy Crystals.
Autonomy Build: Brog is currently developing Synthetic Sin-Crystals to allow the ship to operate without relying on the manifestation of Ophidious for "pure" waste.
Personality: Possessive. He hoards the pure "Black Crystals" like gold and tries to force the pilots to use the dirty Brown ones so he can keep the good stuff for himself.
3. The Module Master: Varg "Sparky" Iron-Eye
Role: Weapons Systems & Modular Attachments.
Equipment: Insulated gauntlets and a "Calibration Spanner."
Sin-Tech Specialty: "The Fang-Swap." Ophidian Sin-Tech relies on plug-in bio-modules called "Fangs." Varg is the only one crazy enough to swap these modules while the ship is in combat.
The Risk: The Hypno-Gaze Module leaks psychic radiation. If Varg fumbles a swap (failing his IQ Save), he acts irrationally for 1d6 turns as the module scrambles his neural pathways, unless he spends 1 WIZ to buffer the psychic scream.
Personality: Jittery. After years of handling the psychic weapons, he claims the gun turrets hiss at him when he tries to repair them.
4. The Bio-Siphon: Murn "The Leech" Deep-Delver
Role: Void Connection & Parasitic Management.
Equipment: A "Serpent-Gauge" and ritual incense burners.
Sin-Tech Specialty: "The Ancestral Link." Sin-Tech is parasitic; it draws power from the signal of The Void Sin. As the ship moves further from the source, the signal fades. Murn uses ancient rituals to maintain the connection.
The Mechanic (The Battery): Murn can spend her own CON (Constitution) or WIZ (Wizardry) points to boost the ship’s power or shield the crew.
The Hull Link: Since CON = Hull Points, Murn can spend 1 of her own CON to restore 1d6 Hull Points (CON) to the ship.
Personality: Morbid and quiet. She knows that every time the ship jumps to lightspeed, they are burning the life force of the ancients. She is the only one on the crew who truly understands the spiritual cost of their speed.
GM Section: The Mechanics of Ophidian Sin-Tech
(Compatible with Monsters! Monsters! 2.7 and the D6 System)
1. The Lore Translation Guide
The Void Sin: The dimension where Divine Waste was banished.
The Ariel: The spiritual energy required to handle the waste without being corrupted.
Sin Crystals: The solid, crystallized form of the waste, required to power the tech.
CON (Constitution): These are the Hull Points (Ship Hit Points). If CON hits 0, the ship is destroyed.
IQ (Intelligence): The Neural Interface. Used for all activation Saving Rolls.
WIZ (Wizardry): Psychic Shielding. Spent to ground backlashes and prevent feedback damage.
LK (Luck): The Ariel’s Grace. Required to survive catastrophic system failures.
2. The Crystal Matrix (Fuel Rules)
Raw waste cannot power the ship; it must be crystallized and physically slotted into the machine's "Reaction Matrix."
The Slot Mechanic: Every piece of Sin-Tech (Engine, Shield, or Fang Weapon) has a Crystal Chamber. A crew member must spend 1 Action to physically plug a crystal into the chamber.
Crystal Stability Roll (1d6):
Black Crystal (Venom-Grade): Pure power. Adds +2 Dice to Pilot Rolls. (100 EU). Breaks on a 1.
Brown Crystal (Dross-Grade): Dirty power. Creates a smog cloud (-1 to Sensor Rolls). (50 EU). Breaks on a 1 or 2.
Synthetic "Freedom" Crystal: Homemade power. No Die bonuses. (75 EU). Breaks on a 1, 2, or 3.
3. The "Freedom" Activation Roll (Neural Link)
To operate the tech, the character must bond with it using their IQ.
The Roll: Make a Level 1 Saving Roll on IQ.
Success: The device activates.
Failure: The Backlash. The user takes 1d6 Direct Damage. The user may spend 1 WIZ point to negate this damage.
Catastrophic Failure: If the dice roll a 1 and a 2, the "Core Blow" sequence begins.
4. The 50/50 Survival Gamble (The Wild Die)
When a Catastrophic Failure (1 & 2) occurs, the crew is at the mercy of the manifestation.
Luck Spend: The character may spend 5 LK (Luck) points to add a +1 modifier to the Wild Die roll.
The Wild Die Roll:
Result 1-3: CORE BLOW. The ship's CON (Hull Points) hits 0 immediately. The manifestation of Ophidious consumes the vessel. Total Destruction.
Result 4-6 (or higher): STALL. The ship survives but loses 1d6 CON (Hull Points). All systems go dead and require a Technical repair.
5. The "Fang" Modules (Weapons)
The Plasma-Spit: Fires corrosive acid bursts (6d6 Damage). Reduces target Armor on a high roll.
The Storm-Scale: Discharges electrical defense arcs (4d6 Damage). Ignores Shields, hits Hull directly.
The Hypno-Gaze: A psychic weapon. Attacks the enemy pilot's IQ. Stuns the target for 1d6 turns. Fumbles may hypnotize the user's own crew.
6. The Distance Tether (Environmental Rules)
Sin-Tech relies on the signal from The Void Sin.
Zone 1 (Inside The Void Sin): All Tech Rolls are Standard. Regenerate 1 WIZ/turn.
Zone 2 (The Deep Dark): All Tech Rolls suffer a -1 Die Penalty.
Zone 3 (The Severed Zone): All Tech Rolls suffer a -2 Die Penalty. Tech costs double (2 WIZ/CON) to activate. Ships with the "Sovereign Will" build ignore these penalties.
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