TEXT: EONS MAGAZINE  |  FDrahzik
  DRAHZIK
  writing Russ Morrissey
  color art Savage Mojo
  W
  HEN IT COMES TO
  warrior cultures, the 
  fearsome Drahzik can
  make the most ferocious of species 
  look like cowards. To the 6'-7' tall 
  Drahzik, combat isn't just about 
  warfare - it is a sport which is part of 
  their DNA going back millenia. The 
  Drahzik do not value life at all - 
  indeed, they are incapable of 
  understanding the importance other 
  species put on what they consider a 
  disposable concept. That's not to say 
  they are boorish or aggressive - they 
  can be unfailingly polite, even to 
  their most despised foes. They are, 
  however, merciless to those they 
  fight or hunt; anyone declared as 
  prey by the Drahzik can expect no 
  quarter.
     This article presents a new alien 
  species for the WOIN system 
  suitable for player characters.  PC 
  Drahzik can work alongside other 
  species towards a common goal, and 
  while they may not value life itself, 
  they do have an understanding of 
  loyalty.
  
  Drahziks | | EEONS MAGAZINE
  Hunters
  The Drahzik have a culture of hunting. Indeed, it 
  is so ingrained into their makeup that most 
  Drahzik found outside Drahzik space tend to be 
  trophy seekers or bounty hunters, although many 
  take up gladiatorial combat.
     There is only one criminal penalty in Drahzik 
  culture, and that is to be declared prey. Once 
  designated as such, Drahzik will hunt their target 
  down methodically and doggedly; there is nothing 
  which will deter them from this task. 
     The Drahzik hunting genes are so powerful that 
  Drahzik find it difficult to eat food they have not 
  killed themselves. Doing so is - in their eyes - 
  extremely distasteful.
  Language
  Drahzik find it difficult to speak the languages 
  that humans use, and their words are grunting 
  and guttural. Their own language sounds like 
  clicks and snarls, and is very difficult for humans 
  to replicate.
  Technology
  Drahzik firearms are plasma-based, and they 
  greatly favor traditional bladed weapons, 
  including swords and spears. Many Drahzik wear 
  arm-mounted swords made of sharpened 
  duranium. Drahzik cloaking technology is also 
  very advanced, and their traditional armor is able 
  to render them almost invisible to the naked eye.
     Drahzik Plasma Emitter. These weapons are 
  mounted on a Drahzik's shoulder. While they 
  require an action to fire just like a normal firearm, 
  they leave both the Drahzik's hands free for other 
  activities. This weapon is considered a rifle for the 
  purposes of skill choices.
     Drahzik Wrist Blade. This 2-3' blade protrudes 
  from a wristguard; it is not subject to disarm 
  attempts, and can be used with the brawling skill.
     Drahzik Wrist Flechette. Also mounted on a 
  wristguard, this small plasma weapon is suitable 
  for close-range combat, firing an energy blast out 
  to about 30 feet. This weapon is considered a 
  pistol for the purposes of skill choices.
  DRAHZIK
  Size: Medium
  Attributes: STR +1, INT +2, END +1, REP+1
  Skill Choices: hunting, tracking, stealth, rifles, spears, 
  brawling, climbing.
  Exploits
  Scent. A Drahzik's tentacles, which cover the lower 
  portion of its face, contain highly receptive scent 
  glands. A Drahzik gains +1d6 to all perception checks 
  as long as scent can be a factor.
  Fast Healing. Drahziks heal faster than 
  many 
  races, gaining double the normal healing for an 
  overnight rest.
  Cold-blooded. Drahzik's do not operate well in cold 
  environments and are vulnerable 1d6 (cold). In arctic 
  environments, or environments of a similar 
  temperature, they move at half SPEED (treating all 
  terrain as difficult terrain) and do not heal naturally.
     Drahzik Spear Gun. This vicious weapon launches a 
  barbed metal spear, 2-3 feet in length, with incredible force. 
  The weapon has been known to pin a human to a wall with 
  ease. This weapon can use either the rifles or spears skill.
     Drahzik Hunting Armor. Engraved with tradiitonal 
  Drahzik symbols, this medium armor is designed for 
  flexibility and durability. Drahzik hunting armor is always 
  camouflaged (each has its own suitable terrain type), 
  granting the wearer +1d6 to stealth attempts.
     Drahzik Ceremonial Amor. "Ceremonial" is something of 
  a misnomer, as this armor is very, very functional. 
  Advanced stealth technology helps the Drahzik hunt its 
  prey. Drahzik Ceremonial Armor is rare, and very 
  expensive; any non-Drahzik found using this armor is 
  immediately declared prey.
     This armor renders the wearer almost invisible, 
  discernible only by a slight shimmering. The wearer gains 
  +3d6 to hiding attempts. The armor also contains a number
  of spikes which cause anybody attempting an unarmed
  attack at the wearer 1d6 piercing damage.
    The armor includes a Drahzik Wrist Flechette and Wrist 
  Blade.
  
  Drahziks | | EEONS MAGAZINE
  Below is the new Drahzik Hunter origin career. 
  This origin career very closely resembles the 
  basic race, since the hunting tradition is so 
  well-ingrained into the Drahzik makeup.
  DRAHZIK HUNTER (2d6+6 years)
  Prerequisites: Drahzik
  Attributes: STR +1, AGI +1, INT +1, WIL +1 
  Skill Choices: hunting, tracking, stealth, rifles, 
  spears, brawling, climbing.
  You were trained from birth to hunt your prey 
  for honor and glory.
  Exploits
  Traditional Gear. The Drahzik begins play 
  with a suit of Drahzik Hunting armor and a 
  choice of either a Wrist Flechette or a Wrist 
  Blade.
  DRAHZIK MANHUNTER (1d6 years)
  Prerequisites: Drahzik
  Attributes: STR +1, END +1, INT +1, REP +1 
  Skill Choices: hunting, tracking, stealth, rifles, spears, 
  swords, brawling, climbing.
  You continued in the most honorable of Drahzik 
  traditions.
  Exploits
  Seeker's Challenge. A Drahzik Manhunter can bellow 
  out a challenge to a specific foe within 30' it considers 
  honourable and worthy of combat; this takes two 
  actions and is a REP mental attack. The Drahzik can 
  not attack another creature until that foe is defeated - 
  it takes 1d6 psychic damage any time it attempts to do 
  so; however, it does +2d6 damage per attack to the 
  challenged foe.  The target must be able to see and 
  hear the trophy seeker to be challenged in this 
  manner. A challenge, if not resolved, can last for 
  years, and cannot be undone. Only one creature may 
  be challenged at any given time.
  Hunter's Sense (requires Seeker's Challenge). While 
  within one mile of a target designated by Seeker's 
  Challenge, the Drahzik Manhuter can intuitively sense 
  the direction  of its prey.
  Ceremonial Armor (requires Seeker's Challenge). Once 
  a Drahzik has killed at least 10 foes designated with 
  Seeker's Challenge, it is awarded a suit of Drahzik 
  Ceremonial Armor.
  Some Drahzik adopt the hunt as their life, and 
  continue with the Drahzik Manhunter career. 
  Of course, every society needs engineers, 
  farmers, miners, scientists, and so on, and only 
  a tiny percentage of Drahzik actually spend 
  their life hunting prey. Others become bounty 
  hunters, especially in areas like The Cauldron.  
  Nevertheless, even for those who do not 
  become Manhunters, the hunting instinct is 
  strong within them.
  
  Drahzik | | EEONS MAGAZINE
  Fatality (requires Seeker's Challenge) When a Drahzik 
  Manhunter reduces a foe designated with Seeker's 
  Challenge to zero HEALTH, it can instantly kill its 
  target with a spectacular, gory move. This often 
  involves physical dismemberment, and is a free 
  action.
  Infravision. While they cannot do this naturally, 
  Drahzik are able to train themselves through a series 
  of rituals to see in the infrared spectrum. The Drahzik 
  Manhunter gains darksight to a distance of 10' times its 
  INT attribute.
  Immunities. The Drahzik Manhunter can train itself 
  through a series of painful rituals, to withstand acid, 
  fire, or cold. It gains natural SOAK (5) vs. one of these 
  damage types. You can take this exploit multiple 
  times, and select a new damage type each time. If cold 
  is selected the Drahzik loses its racial weakness 
  towards cold environments.
  Hypergland. Drahzik have a gland which releases a 
  powerful hormone into the bloodstream similar to 
  adrenaline, but far more potent. Some learn to control 
  this gland, gaining temporary hyper-aggression. The 
  Drahzik can do this once per day, and enter a 
  battlerage for one minute which grants them +1d6 to 
  physical attribute checks (STR, END, AGI). After the 
  rage ends, however, the Drahzik takes 3d6 damage 
  and moves at half SPEED for one hour. 
  Drahzik Starships
  Drahzik starship technology is distinctive. 
  Their weaponry is plasma-based, and cloaking 
  technology is common. Drahzik prefer shields 
  to point defenses, energy weapons to 
  torpedoes, and agile ships rather than 
  cumbersome dreadnoughts. 
  The Cauldron
  In The Cauldron sci-fi setting, Drahzik space 
  borders the titular neutral region, with the First 
  Union on the other side. The Drahzik exist in a 
  permanent state of cold war with the First 
  Union, and many conflicts are played out by 
  proxy within The Cauldron. The uneasy truce is 
  the result of a treaty signed at Junction, a small 
  agricultural world located at the intersection of 
  the two empires.
  Buying Drahzik Gear
  The costs of Drahzik weapons and armor are 
  the amount it costs a Drahzik to buy this gear. 
  For non-Drahzil, the gear can sometimes be 
  found on the black market, but costs five times 
  the listed amount. 
  *
  *Only one Drahzik Gauntlet may be worn at a time.
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 21 - NEW, Races - Drahzik.pdf