| Alka History |
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) | Stamina | Land Speed | Water Speed | |
|---|---|---|---|---|---|---|---|
| Homid | normal | normal | normal | normal | normal | normal | half |
| Crinos | +3 | +2 | +3 | +3 | +2 | half | normal |
| Spina | max 3 | normal | max 2 | +1 | +2 | quarter | triple |
| Dytis | max 2 | max 3 | max 1 | +3 | +1 | tenth | double |
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.
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.
| 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 |
Pen Gwyn, the Great Penguin
Antartica
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).
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