Cost: 0 Points
Rikchiks look like large green spheres (~2 ft diameter) with a single large
circular eye set in the center. The sphere is supported by 42 tentacles
(~6 ft length), some subset of which (usually 7) are also used for
manipulation. 7 smaller tentacles in the front are used exclusively for
their language, a sort of logographic sign language.
Rikchiks are deaf and mute, but have an extra sense of emotion-seeing:
they can see the background emotional state of the area, and can make out
the emotions of an individual after a second of concentration.
The sphere is hard and hidelike (which gives it 1 point of Damage
Resistance). The central eye looks very similar to human eyes (aside from
the constricting circular eyelid), but is in fact not nearly as fragile:
it has no damage bonus. A mouth is hidden on the bottom of the sphere,
among the tentacles. The position of this mouth and their large weight
and density mean that rikchiks are unable to swim.
Their strong, flexible legs allow them to carry large weights at the expense
of their height and speed. Consider a rikchik to be 1-2 ft shorter for
every level of encumbrance above None. Their legs can also jump well:
the average rikchik can make a 46 inch high jump or a 16 foot standing
long jump with no roll required. They do get in the way for walking,
however: the average rikchik has a Move of 3.
Rikchiks prefer warm, humid climates. They react to cold as in the
Cold Blooded disadvantage. If they are not in a humid area, they must
shower at least once a day, or begin taking damage as their skin dries
Rikchiks are unable to eat meat. They are able to eat metals, glass,
and plastics, and in fact require small amounts of minerals in their
Rikchiks are group-bonding creatures: they react at +2 to each other and
other recognized sentient races, and are so unhappy when alone and out of
contact with others that they suffer a -1 penalty to Mental skills.
They are non-gendered: every other rikchik is a potential partner. They
marry into groups of 2-7, and consider marriage very important: single
rikchiks have a -1 Social Stigma (Second-Class Citizen) and could not
hold political office or vote until TL5.
Rikchiks occasionally wear hats (fighters will often wear helmets or
the traditional wide flat "war-hat") and will wear metal or
wood shoes on unpleasant ground. They wear sleeves on the rare occasions
when they go into cold areas. They usually decorate themselves with
body paint, which is applied to the sphere. The back of the sphere is
reserved for a family symbol, painted by a spouse. The presence or
abscence of this symbol is the easiest way of
differentiating a married rikchik from a single one.
Rikchiks are, as a race, interested in strange and new things, to a point that
would be considered dangerous or foolish by other races (treat as the
disadvantages Curious and Xenophilia). Their emotional sense makes it
easy for them to imagine the feelings and motivations of others (this is
Responsive), and their deafness and single eye combine to make them difficult
to distract when they are working on a long task (this is Attentive).
Their jungle evolution has left them fond of trees: this is similar to
humans' affinity for views and lawns. They dislike owning or using animals:
pets and work animals are unknown, and animal products are uncommon.
There are multiple regional languages spoken by rikchiks, but a global
"Rikchik Language" (M/E for rikchiks) spread through priests during TL3 and
was widespread by TL5. (Rikchik languages are M/VH for humans; Human
languages are M/VH for rikchiks.) This is just one of the strange turns
that rikchik technology has taken: see Rikchik
Technology for details.
DX and HT normal. The average rikchik stands 6 feet tall unburdened,
and weighs 200 pounds. Setting strength 11 to those values, the
standard GURPS height and weight tables can be used. Remember that eye
level is 1 foot below head height, and that the more a rikchik carries
the shorter it gets.
3 Extra Tentacles [+15], Long arms with no attack at distance [+0],
Extra Flexibility [+10]; Injury Tolerance: No Neck [+5];
Emotion Sense (as Knack: Sense Emotion with no Fatigue) [+26],
7+ Legs [+15], Ambidexterity [+10], Damage Resistance +1 [+3],
Super Jump +1 [+10], Extra Encumbrance [+5],
Can Eat Metals, Glass, and Plastics [+0].
No Depth Perception (One Eye) [-10]; Deafness [-20];
Reduced Move -2 [-10];
Less Peripheral Vision [-15]; Dependency (Humidity or Shower, Daily) [-15];
Cold-Blooded (65 degrees) [-10];
Chummy [-5]; Curious [-5]; Xenophilia [-5]; Responsive [-1];
Attentive [-1]; Cannot Swim ; Cannot Eat any Meat [-0].
Likes to be near trees [-1]; Dislikes owning/using animals [-1].
- Body Painting: M/E, Defaults to IQ-4, Painting-3
- This is the skill of applying rikchik body paint. It requires
some knowledge of rikchik culture to do well. Most rikchiks wear
straightforward designs: no roll is required unless something
special is being attempted (such as fancy paint for a party,
or attempting to mimic the paint of someone else as a disguise).
Taboo traits, skills
Anything involving sound, of course, such as Singing. Dancing is
available, as are communication-based skills such as Fast-Talk or
Bard. Cooking (rikchik food) is as normal: Cooking (human food) is M/H,
and has no safe default, since it requires some extra study, to know
that (for instance) humans don't like ground quartz in their bread!
- A rikchik can do with 2 tentacles most of what a human
can do with one hand. Any weapon larger than a large knife will
be held by 2 tentacles, and punches must use 2 tentacles for
full damage. Therefore, tentacles cost 5 points each, half
the cost of an extra arm, and 4 are "free". Rikchik tentacles
can reach as far as "long" arms, but they are so weak
at that distance that they can't attack, so this length is
counted as a special effect.
- Emotion Sense:
- Rikchiks can detect emotional radiation given off by all emoting
beings. To see the emotions of a particular person (instead of
the general background emotions of the area), they must
look for a moment (equivalent of Concentrate). This ability
is priced as a Knack, based on a magic item with the Sense Emotion
spell and 2 points of power, for a total of 1300 fatigue for the
item and thus 26 points for the Knack.
- Less Peripheral Vision:
- This is by analogy with the 15 point Peripheral Vision advantage.
Rikchiks can only see a narrow (compared to humans) area
in front of them.
- Somehow, the rule (in Fantasy Folk and Aliens) about Dexterity
with Extra Arms got left out of Compendium I. The rule is this:
half of your arms are dextrous for free. Rikchiks use their
manipulating tentacles interchangeably, so they have
Ambidexterity. However, a rikchik may learn to use more of its
tentacles for manipulation: this is a 5-point advantage that may
be gained after character creation. If at least 21 tentacles are
used for walking, there's no speed or encumbrance penalty:
that lets rikchik characters buy extra dexterity in up to 14
- In the campaign that rikchiks are designed for, most action is
either in rikchik-designed areas or joint human-rikchik areas.
In a more traditional GURPS Space campaign, where human or
humanoid creatures are the norm, Inconvenient Size might be