<span style="font-weight: bold">Alignment</span><br/><br/>I'll be handling alignment a little differently than most games, to keep with the relatively cynical might-makes-right morality of this setting. 'Good vs. evil' will be a bit more like 'law vs. chaos'. "Evil" is more associated with lies, destructiveness and short-sightedness than mere selfishness. "Good" means being honorable, constructive and thinking of the future. "Good" characters will be able to get away with fairly selfish and even cruel acts, not the least of which is vore. For instance, taking an enemy captive to be sold as a gladiator or eaten later is not an evil act.<br/><br/>Attacking a village, eating all the inhabitants and torching the buildings is evil. Likewise, random violence without any justification is evil. Telling your enemy you want to parley and giving him a poisoned cup is evil. All of these things cause harm that goes beyond the immediate victims and contribute to the fragmentation of society.<br/><br/>Good characters are those who try to keep society intact, foster an atmosphere of trust and cooperation, and are loyal to a person, place, cause, or ideal. A good character<span style="font-style: italic">may</span>be merciful to enemies and generous to strangers, but then again she may not.<br/><br/>All that being said, alignments are hard to magically detect, and there is no alignment restriction on characters. Anyone who is evil in a reckless way will probably end up getting devoured by other party members who are tired of their nonsense, but a character who is too much of a goody-two-shoes may be almost as troublesome.<br/><br/>-----<br/><br/>On another note, I'm changing how nutrions work. I realize that they aren't a very attractive option right now, and worse, their non-transferability might lead to the awkward situation of the players carefully subduing all enemies then interrogating them at length about what their nutrions are, then engaging in a lengthy debate among themselves as to who should eat what enemy for the maximum benefit. Therefore,<span style="font-weight: bold">multiple nutrions for the same slot may be stored, like any magic item</span>, and a ritual can be used to transfer them from one being to another without somebody having to get digested. However, digestion is still the only way to take a nutrion from an unwilling target.<br/><br/>Also, I'm introducing<span style="font-weight: bold">one-use nutrions</span>. These work identically to potions, mechanics-wise. I always thought it was rather silly for the characters to be constantly digging these technicolor vials out of their backpacks and chugging them in the middle of a swordfight. So! Nutrion potions.<br/><br/>Finally, as I posted in the other thread, the Dextrous/Robust/Clever/Wise/Alluring Grab feat(s), which let you use a different ability score than strength for your grapple checks. I think this one is pretty straightforward. No prerequisites.