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The Likansu Character Class

by Sean Meaney

Lik-Ansu (proto-indoeuropean term meaning ‘having the body or form of the Ancestors’), these tribes of humans are considered the foundation for the myth of Lycanthropy and Berserkers. The Likansu are larger, faster, and more powerful in all ways than ordinary men.

Amongst these tribes are the Jotunns and the Gutans (Goths – Mountain Tribes), The Vig and the Vik (Visigoths – currently dwelling on the Edge of the Eis Plane), and the H’uns (Huns – Forest Tribes).  They are perpetually in battle for control of the Plain of Vigr (Eis-The Ice Plain where Wat meets them in Battle that they may fight him to the death).

Character Generation: Constitution, Strength, and Dexterity must be 9 or greater when the character is rolled up. Likansu may use any large weapon they make themselves or take in battle and may wear only Hides and skins as protection (AC7). As a tribal chieftain the PC is obliged to challenge other tribes for dominance. There are no wizards, priests, or thieves amongst the Likansu.

LIKANSU EXPERIENCE PROGRESSION TABLE

  
Experience Hit Dice Title Level Morale Bonus*** #At Height AC Bonus
  2d8-2 Child   +2 2/1 -3
2,000 2d8 Warrior 1 +3 2/1 -4
8,000 4d8 Tribal Hero** 2   2/1  
32,000 6d8 Tribal Chieftain 3   2/1 10’  
120,000 6d8+4   4   2/1 10’ 1”  
360,000 6d8+8   5   2/1 10’ 2”  
600,000 6d8+12   6 +4 3/1 10’ 3” -5
840,000 6d8+16   7   3/1 10’ 4”  
1,080,000 6d8+20   8   3/1 10’ 5”
1,320,000 6d8+24   9   3/1 10’ 6”
1,560,000 6d8+28   10   3/1 10’ 7”  
1,800,000 6d8+32   11   3/1 10’ 8”  
2,040,000 6d8+36   12 +5 4/1 10’ 9” -6
2,280,000 6d8+40   13   4/1 10’ 10”  
2,520,000 6d8+44   14   4/1 10’ 11”  
2,760,000 6d8+48   15   4/1 11’  
3,000,000 6d8+52   16   4/1 11’ 1”  
3,240,000 6d8+56   17   4/1 11’ 2”  
3,480,000 6d8+60 Chief of all Tribes* 18 +6 5/1 11’ 3” -7

*The challenger having destroyed all other tribal chiefs in combat will be attacked in battle by Wat the Mad, Chief of all the Tribes (an immortal whose avatar will be at maximum possible stats) to personal combat. If Wat the Mad can be overcome – the challenger will be adopted as Wat’s son – or wife/daughter and granted immortality of the lowest rank.

** The Tribal Hero must leave the tribe before reaching 3rd level or challenge the current Tribal Chieftain to combat – to the death for control of the tribe. Any Combatant fleeing after the challenge is made will be deemed a tribal outcast and experience an alignment shift from neutral to chaotic.

***Roll 2d6 ML for each new foe entering combat and add ML bonus to check. If ML is 12+ the Likansu will be Berserk (attacking friend and foe alike at +2 to hit). Wat is considered perpetually Berserk.

LIKANSU SAVING THROW TABLE

Level Death Ray or Poison Magic Wands Paralysis or Turn to Stone Dragon Breath Rod, Staff, or Spell
0 12 13 14 15 16
1 12 13 14 15 16
2 10 11 12 13 14
3 10 11 12 13 14
4 8 9 10 11 12
5 6 7 8 9 10
6 6 7 8 9 10
7 6 6 7 8 9
8 5 6 6 7 8
9 5 6 6 7 8
10 5 5 6 6 7
11 4 5 5 5 6
12 4 5 5 5 6
13 4 4 5 4 5
14 3 4 4 3 4
15 3 4 4 3 4
16 3 3 3 2 3
17 2 2 2 2 2
18 2 2 2 2 2

LIKANSU HIT ROLL TABLE

  To Hit Armour Class
Level 9 8 7 6 5 4 3 2 1 0
0 9 10 11 12 13 14 15 16 17 18
1 8 9 10 11 12 13 14 15 16 17
2 7 8 9 10 11 12 13 14 15 16
3 6 7 8 9 10 11 12 13 14 15
4 5 6 7 8 9 10 11 12 13 14
5 4 5 6 7 8 9 10 11 12 13
6 3 4 5 6 7 8 9 10 11 12
7 2 3 4 5 6 7 8 9 10 11
8 21 2 3 4 5 6 7 8 9 10
9 22 21 2 3 4 5 6 7 8 9
10 23 22 21 2 3 4 5 6 7 8
11 24 23 22 21 2 3 4 5 6 7
12 25 24 23 22 21 2 3 4 5 6
13 26 25 24 23 22 21 2 3 4 5
14 27 26 25 24 23 22 21 2 3 4
15 28 27 26 25 24 23 22 21 2 3
16 29 28 27 26 25 24 23 22 21 2
17 210 29 28 27 26 25 24 23 22 21
18 211 210 29 28 27 26 25 24 23 22

1 - kill on natural 20
2 - kill on natural 19-20
3 - kill on natural 18-20
4 - kill on natural 17-20
5 - kill on natural 16-20
6 - kill on natural 15-20
7 - kill on natural 14-20
8 - kill on natural 13-20
9 - kill on natural 12-20
10 - kill on natural 11-20
11 - kill on natural 10-20