Alka History
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Alka Systems

The Alka have three breeds as mentioned in the history.

All forms begin with 3 Willpower (2 in live).

Note that Alka have no auspice, and no Rage. However changing forms only requires a Stamina role at difficulty 5 (in live you may follow up any successful test to change forms). Alka, rarely seeing the face of Luna, never made a deal with her, and so have no Rage, Auspice or weakness to silver.

The Alka have four forms (they have no Glabro form).

Strength (land)Strength (water)Dexterity (land) Dexterity (water)StaminaLand SpeedWater Speed
Homidnormalnormalnormalnormalnormalnormalhalf
Crinos+3+2+3+3+2halfnormal
Spinamax 3normalmax 2+1+2quartertriple
Dytismax 2max 3max 1+3+1tenthdouble
Also, Alka have -2 in all Social Attributes while in Crinos form, and -1 while in Spina.

Note that in certain circumstances, both Dytis and Spina forms can toboggan on ice, which lets them move at normal jogging speed in Dytis and a touch faster in Spina, but then they cannot perform any other actions.

Live Rules

All forms except Homid are considered to have half(round up) their physical stats while on land; this applies to comparing for ties and overbids. All Homid form characters are considered to have half their physical stats while in water to a minimum of their swimming ability. While on land, both Spina and Dytis forms can only waddle or toboggan; in combat, Alka may move 2'/r in Crinos, 1'/r in Spina and may move one step/r in Dytis.

In Crinos Alka gain: Brawny*2, Brutal, Energetic, Graceful, Lithe, Resilient and Tough, and the negatives Bestial*2, Dull, Tactless and Oblivious
In Spina they gain: Resilient and Vigorous, and the negatives Bestial, Obnoxious and Oblivious; in water they also gain quick*2
In Dytis they gain: Resilient and the negative Shortsighted, and in water gain Quick*2
Any Homid in the Antartic cold gains the negatives: Decrepit, Lethargic and Sickly.

Gifts

HOMID EUDIS DYTIS ALKA
BASIC Jam Technology*
Paralyzing Stare
Persuasion*
Smell of Man*
Biting Frost
Call the Current*
Mindspeak
Mother's Touch*
Messenger's Fortitude*
Razor Bill*
Speed of Thought*
Spirit of the Fray
Blur of the Milky Eye*
Shed*
Speak with the Water Spirits*
Spirit of the Fish
Surface Attunement
Warmth
INTERMEDIATE Disquiet
Reshape Object
Tongues
Chill of Early Frost
Pulse of the Invisible
Spirit of the Bird
Eye of the Cobra
Roll Over
Speed Beyond Thought
Clarity
Gift of the Porcupine
Luna's Armor
Venom Blood
ADVANCED Reduce Delirium
Spirit Ward
Madness
Spirit Drain
Pen Gwyn's Bite
Pen Gwyn's Curse
Bridge Walker
Circular Attack
Survival

Biting Frost: As Wendigo Gift, Cutting Wind. By spending an extra Gnosis, the Alka can cause all water within 10feet to freeze.
Call the Current: The Alka can at will summon a very light current, such as might drift a small boat. However, this gift may be stacked by combining with others; the cumulative effect can be devastating. Did you know that the Titanic was the first and last combined effort of Wyrm and Weaver?
Mindspeak: As the Galliard gift, except that it only requires one Gnosis to initiate a whole group, as long as they are in range.
Chill of the Early Frost: As the Wendigo gift. It cannot be used underwater.
Razor Bill: As Razor Claws, except that it turns the penguins beak into a deadly weapon. If sharpened on a rock or ice, a Dytis form Alka can do damage with his beak, while the other two penguin forms get extra damage as per Razor Claws.
Pen Gwyn's Bite: As the Get of Fenris Gift, "Fenris's Bite."
Pen Gwyn's Curse: As the Red Talon gift "Dionysus's Curse, except that it turns the target into a penguin. Next time you go to the zoo, look for a penguin trying to pick up fish with his flippers.
Speak with the Water Spirits: As the Wendigo Gift "Speak with the Wind Spirits", except the Alka communes with the equally distracted water spirits. Naturally, they can't see or understand what happens in the air, but they can see/feel a little way into the sky (10 metres or so).
Spirit of the Fish: As the Uktena gift, except that it requires no Gnosis.
Warmth: By spending a Gnosis, the Alka can warm all living creatures within 10 feet, for one hour. This is effectively by 10°C.
Lunar's Armor: As the Children of Gaia gift, except that once learnt, the Alka has an extra health level above bruised.
Bridge Walker: As the Galliard Gift. Known only to Alka Elders, ice allows enhances this gifts, and allows triple the normal movement. It allows Elders entrance to Caerns encased deep in the ice, otherwise unaccessible.

Totems

Pen Gwyn, the Great Penguin
The White Head is a Totem of War, and urges her children increase their strength and to defend her kinfolk, by any means necessary. Children of Pen Gwyn gain one point each of Charisma and Wits, and roll one extra die of damage. Her children also gain an extra Dytis gift.
Live: Gain the Social Trait Commanding and Mental Trait Alert; once per successful attack, a child of Pen Guin may attempt to win a simple test to do an extra point of damage. They also gain an extra Dytis Gift.
Ban: Children of Pen Gwyn must always do their absolute best to prevent any harm to their kinfolk, and must strive to protect all penguin colonies around the world (although obviously all at once is a bit difficult).

Antartica
The Avatar of Antartica resides deep in the heart of his Peninsula, where only the eldest of Elders can go; many who seek out the Avatar don not return. He provides those he cares for great strength and speed in his domain. His pack gain +1 to all physical stats (these may go over the normal limits) and Survival*3; each member of the pack also gains 1 Gnosis.
Live: The physical stats gained are Energetic, Tough and Vigorous which may take the Alka above his trait maximum and may not be lost.
Ban: Antartica will not aid anyone who leaves, or has ever left his peninsula, and may withdraw his aid from a pack who accepts such a one. You must also protect his ice continent from shrinking. If possible you ought to try and expand the ice packs surrounding the continent.

Alka History
Main
Modern Alka