In the offices of Fields & Common, a law firm for, and staffed by, supernaturals, cases are built that strongly affect the rest of the recently exposed supernatural community…and secrets worth killing for are just below the surface…
In the early 1970s, supernatural species ‘came out’. Humanity nearly went ballistic at learning their superstitious horror stories and haunted nightmares were possibly true, but through an extensive and costly marketing campaign (with numerous ‘friendly werewolf’ television shows and ‘glittering vampire’ movies), society came to believe in their right to exist. Through a nearly as expensive government lobbying campaign, they were granted legal personhood status in most countries around the world. Having been around for at least 5,000 years, supernaturals had developed their own court system, which was also granted status as a legally recognized entity within each country’s court system. Most of the important supernatural court cases are heard in one of the numerous Regional Supernatural Courts. The Fields & Common local office often tries cases in the RSC located in Santa Clara, California.
At Fields & Common, as everyone is more than a normal human, everyone plays multiple roles, all according to what is needed at the moment. One could be arguing a case at court in the morning, tracking down a runaway werewolf in the afternoon, and wrestling with a Vampire gang at night.
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Players can be human or one of the following supernaturals, between 20 and 100 years of age. Positions from receptionist to junior partner are up for grabs—your choice.
Mages/Warlocks/Witches, each with one field of expertise: fire; water; air; earth, healing (minor wounds and up to stopping death); teleportation (self plus one).
Skin Walkers are of American Indian descent, sensitive to changes in the environment, be it nature or the urban jungle; able to read the emotions of the most poker faced opponent; able to change into one animal (your first transformation will tell us which one); and possessing some herbal medicinal knowledge.
In our reality, there are many attributes given to the supernatural races, with a lot of conflict between the various fantasists regarding each characteristic. So that we are all talking the same language regarding these beings, I have fairly full descriptions regarding the biological and cultural attributes regarding these races/beings as played in this game on my website at:
We really want to mutually create 2 to 3 scenes a week. We need 6 dedicated creative players.
Hosted and narrated by:
John Portley (Soulvector)
Scenes played: 8
License: Community License