Jasonchu

GMing way too much~
When you were very young and still didn't understand why you were so different from most of the other kids, your parents sat you down and explained the truth to you. No religion is true, they are all just sweet fictions. There is no Arcadia, no Heaven, and no Valhalla. When you die, your spirit wanders, rejoins the energy of the world, then is reborn in a new body, with all of your memories lost. Sometimes, when you come back, you are born different from others, like you are now. It's nothing bad, you just are Common, like the other kids, and being Uncommon carries a few complications with it.

Uncommons have physical features, like the green skin forest orcs have, or the horns that quickened succubi have, but Commons don't see these. You can't point them out to them, because their minds just don't accept what's really their. Uncommons also have powers that Commons see differently from how they are. If a Brown Hats uses their power to 'slip' through a tight space, the Common might see it as them not going under the door but just opening it and running in really quickly before closing it, or might forget that they saw anything at all!

Now, it's important to not use your power improperly, or else one of the Rares might take notice of you and punish you for being naughty! But you'd never do something like that. Right?



In Common Worlds, 1% of the population aren't what the rest of the world sees them as. Every Uncommon is similar to the fantasy races you've heard of, but the descriptions you know of are almost never even close to the reality. In addition to that, most popular races like orcs and fairies have many different variations, just like how someone might be told what a "bear" is, but not realize that there are many different species of bears. Rares are not available as playable characters, and make up around 1% of the Uncommon population (.01% of the whole population, or about 3 quarters of a million world wide), and are the closest thing to gods the world has. Rares are beings like True Vampires, or Oracles, and many, if not all, are said to be ageless and immortal.

This game will resolve certain physical, social, or mental conflicts using a dice system (all rolls done by GM). Your attributes are determined with a roll of 7d10, with each one landing on 7 or higher adding 1 to the the stat. This is rolled 7 times to get the 7 numbers you will assign the successes as values to the following stats: Willpower, Charm, Appearance, Strength, Dexterity, Perception, and Wits. Every roll in the game will be 1 stat plus a number 1-3 representing the character's skill in the task and determined by their background.

Characters are put in one of three settings: the local public high school, minimum wage workers, or employees of The Hedrick Group, an company run by Uncommons that only hires Uncommons where you do mostly administrative work but aren't entirely sure what the company even does.

I'm doing some canvasing for interest right now and trying to find which of a handful of premises there's enough interest in for a full game. I have every intention of running all of them if interest is there, but I also want it to be known that this game would consist of lots of 1x1 RP that rarely shifts to group interactions when PCs happen to go to the same places, which happens more often than you'd think since there are spots that only Uncommons go to.
 
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