Hack
Gender: Female
Rank: Suspect
Joined: Wed Feb 29, 2012 10:32 am
Posts: 6
So my friends and I wanted to celebrate the new movie coming out with some good ol' fashioned pen and paper style roleplay. Thing was, as far as we knew, none existed for Phoenix Wright and company. So we worked out rules for our own! We decided to go minimalist with them, as we figure, with the ace attorney series, it's always best to have the most amount of creative freedom! I present those few rules now to you, court-records, as you seem the most logical place to, well, place them.
Oh yeah, and feel free to help adapt this concept into something more formal. While my friends and I don't mind loose rules and creative breathing room, we're also PnP RP veterans from back when D&D only had a 3 at the end of it. For us, a lot of rules just go unspoken and mostly unthought about.
Game Play RulesThe GM needs to decide what timeline the game will take place in (we chose after the AJ games because we wanted to play with the Jurist system) and if canon characters will be playable.
There are two modes of play. Investigation and Court. This is an Ace Attorney game, after all.
On Investigation days the players are encouraged to collect evidence, but could piddle it away at a bar or the movies if they really want to. The idea here is to have plenty of freedom to run about developing your character or finding fun and colorful NPCs to interact with.
On Court days the DA and prosecution characters are limited to the courthouse. Other characters are free to roam about, maybe even continue the investigation, but need to understand that the GM's focus will be on the court case. The game also shifts from free form to turn based on these days.
Character Creation RulesThe player can make anything under the sun, but at least one DA and/or prosecutor needs to be in the game. (After all, things would be pretty boring of the GM has to play both sides of a court case.)
After you've decided on your character(s) for the game, choose their special item (like Phoenix's magatama, Apollo's bracelet, Miles' common sense, etc.) The player only gets one of these and it can do either one major thing (magatama/bracelet) or several smaller things (common sense).
The DA or prosecutor can also have an assistant (preferably played by another player or the GM) who can perform a secondary special task when called.
Ex. Maya can summon the dead, but only once per case. Assistants are also available to other characters if it makes sense for them to have one.
Sample CharactersName: Apollo Justice
Job: Ace Defense Attorney
Special Item: THE TRUTH (via his bracelet)
Assistant: Trucy Wright - Magic Panties (can "magically" produce one missed evidence item during any court day once per game)
Name: Lawrence Faveo
Job: Assistant in Defense
Other Info: Wears hideous ties, hangs out with police, and wants to be a judge someday.
Special Item: SORT-OF- MAGIC PAPERCLIP (nifty for lock-picking and has the ability to keep papers together)
Name: Rankin File
Job: Prosecution
Other Info: He's very generic in a lot of ways apart from his unprecedented win streak. Wears Grey because he looks good in it.
Special Item: Brief case full of ACTUAL LEGAL DOCUMENTATION
Name: Phil N. DeBlanks
Profession: Reporter
Other Info: Talks to the point that doctors believe he was born with two mouths.
Special Item: Microphone.
Name: Joe King
Profession: Poker, grease-monkey, and stand-up womanizer.
Other Info: A big talker when it comes to betting, but when cards are on the table, he's nowhere to be found.
Special Item: His Motorcycle (seriously, how does he carry that thing around?)
Name: Bloody Mary
Profession: Victim
Other Info: Very, very dead.
Special Item: Autopsy report + empty bottle of scotch.
Last edited by Serenity Frost on Thu Mar 01, 2012 2:29 pm, edited 1 time in total.