So school starting up again has thrown something of a monkey-wrench into my hopes of getting the Engines & Empires Core Rules written in a timely fashion. I'm taking Special Relativity, Nuclear Physics, and Discrete Math this semester (along with a couple of labs) and could graduate this December (but I'm probably better off tacking on one more semester to finish a mathematics minor, alongside taking the GRE and applying for grad schools). Anyhow, that means that all of my me-time is once again reduced to nil, and so I can only do a bit of game writing when I can squeeze a few minutes between work and class.
Work… oy vey… have I mentioned that I'm a pollster, and this year Donald friggin' Trump is running for president? No? Okay, well, we'll just leave it at that then. Suffice it to say, I used to have faith in humanity. Not so much these days.
Where was I? Ah, yes—game book. So now that my game has bona fide robot stats governing what kinds of atomata techs can build (and this is way easier than a mage making a golem, naturally), the tech class and its inventions are well and truly complete, and pretty darned cool if I do say so myself. So now it's onto the Fae category, which is always interesting. And confusing. Which is good, because you don't want to impose too much order and classification on what are essentially Chaotic spirits. But who knows how long this chapter will take?
Faes, Humanoids and Giants, Planars and Elementals, Plants and Oozes, the Undead. Of all these categories, Humanoids is a pretty big one, but Planars/Elementals is positively huge. Plants are easy; Undead, there's only like a dozen of those. Fae are sort of a middling-sized category, depending on how deep into the lore I want to go here. (Honestly, not that deep… yeah, I'm going for a general sort of "fairy tale"/English and Celtic folklore vibe, but that's another argument for not directly statting up too many specific kinds of faeries—they need to be mysterious.)