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Role Play

Hello everyone. This is the Role Play page. If you do not know what a Role Play is, it is where we play CnR but with a backstory and players have different roles and such. Here you can look at role plays and even post your own ideas. If we get enough we will start playing them on private servers as soon as we can. So if you have one, please follow this template:

Name of RP and creator of
Two Factions involved
Backstory
Things to do (drug deals, hostage, delivery, etc.) Post RP's under line
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zmspartan has made a fun gametype called SW. It is based on a warlike structure and there's one team defending and one attacking. the one attacking must create a plan and attack in 3 waves. I have played this gametype and is fun when every1 knows the rules and doesnt leave the game every 2 minutes.- Spartan~
§W-§chism Wars by ߣ-ZMaster[retired] (aka/ new name) §W-U_ZM [£]
Two Factions involved- Heretics / Upholders
Backstory- Heretics revolt against the Upholders and start their own collection and corruption for energy.
Visit here

Here is a simple one that shouldn't take too much time to set up but will be fun in the long run. - Axe
Guerilla Combat by Axe
Two Factions involved- Military versus Rebels
Backstory- Rebels and Military get into an all out battle. Infinity is most recommended to play on.
Things to do- Drug Runs, Raids on Bases, Hostages (Rebels), Prisoners (Military)
Military can have commanders and various military roles as well as Rebels to keep things interesting.


Name of RP and creator of: Drug Run by: The Hidden
Two Factions involved: Drug Dealers, Robbers, Cops
Backstory: Three people are chosen to be the drug dealer, it is prefered that intaking three people, the Robbers and Cops are even in forces. The current host of the server assign three places to deal drugs. The fcirst one will be easy: somewhere out of the way, where the dealers bury the cocaine and come b ack later to tretriev the money. (Example: Caves in Blood Gulch). The next example is a moderately hard place, which is under fire, and they must meet a certain person and deliver the drugs.(Example: Red base) And the last place will be an extremely hard place, delivered to a cop. (example: Blue Base) The catch is, no one can see the extremely hard deal taking place. The Big catch: the drug dealers only live once. When they die once, they switch to whatever side and begin fighting as usual. It is reccomended the three drug dealers stick together, like, in one warthog. It is also reccomended they use stealth, and do not open fire on cops.
things to do (drug deals, hostage, delivery, etc.)

And....

Name of RP and creator of : Helljumpers by The Hidden
Two Factions involved: Hell Jumpers, Enemies
Backstory A smal lteam of soldiers (it is reccomended that they be outnumbered by at least three sodliers for best enjoyment) is hell dropped into the map (with thier weapons, which means the entire teams get the weapon of thier choosing. No rockets.) Thier orders: Are to wage guerilla war on the enemies, and to capture both bases. The catch: You only live once. If you die, you're out.I reccomend the small team stick together and use guerills tactics liek the military. No motion sensor.
Things to do: Guerilla warfare.

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Name of RP and creator of: Jericho's Past by AvianSoldier/Jericho

Two Factions: Dictator Ghost's Loyalists and UNSC's Freedom's Fighters

Backstory: Commisioner Ghost, a former Cop leader, has effectively taken over all of the Sol System, with Earth as the only planet left who can oppose him. The Seperatists UNSC Cops have resisted for over five decades, but it's only a matter of time before Ghost creates a fleet strong enough to take Earth by storm. With only a few fleets, the army, and the help of a mysterious drifter known only by the alias Jericho, the Cops must strike now, or lose their freedom. But Jericho has a dark past, and the truth about who he is must be revealed.

Info: Two sides: UNSC Seperatists and Ghost Loyalists. No teams however; everyone has to have a certain color to distinguish themselves from the others. People will have to change their names temporarily however, in order to fit the plot. It'll take place on death island, and the cops will have to stay near base at all times. Ghost's loyalist will outnumber them 12 to 4, and the cops will have better technology compared to the loyalist. This will need a few rehersals, as it may be slightly complicated.

Cop armory: Sniper Rifle, Rocket Launcher, Shotgun, Assault Rifle, Plasma Rifle, Plasma Pistol, Handgun
Cop vehicles: Warthog + Rocket Warthog (placed by entrances as gun turrets)

Loyalists arnaments: Fuel Rod Gun, Rocket Launcher, Assault Rifle, Handgun
Loyalist seige vehicles: Scorpion Tanks (fire at base in an endless barrage), Banshees (circles the base + provides aerial support), Warthogs + Rocket Warthogs (additional gun turrets to attack base; will not be driven)

This may be edited if there are any complications.

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Name and Creator: Negotiation by Scott

Hostages, Robbers, and Cops/Negotiators

One of the cops has just been captured by the Reds. The cops come to negotiate terms of freedom with the robbers at red base. The robbers can accept or get angry (but plz PLZ dont kill the hostage (yet) ) . Snipers might be positioned to take out the captors. There might be an assault led on the robbers. Either way, the goal for the cops is the get the hostage free as soon as possible, while its the robbers goal to get what they want. And the hostage, well.. wants to live for Pete's sake. No heavies. Hostage can't kill.
--------------------------------------------------------------------------------------------------------------------------------------------------------Name and Creator: Lockdown Breakout by Scott

Jailed Robber, Robbers, Cops

An important robber has just been booked and is trapped under Maximum Lockdown by the cops. The robbers try to break them out, but all the cops stay at base and guard. Doors are electric and locked and must be broken down by a grenade or two for any1 to pass thru without the key. The jailed robber can't kill. Vehicles can be used to get there, but shouldn't be the main focus. Cops should never leave base. There might be a prep time in which the cops can get the weps they need as well as robbers. Heavies might be allowed depending on map. For instance, no heavies on small maps, as that would just be slaughter. The goal is to get the jailed robber out alive, while the cops try to keep the robber or maybe even capture some more robbers. Time limit of umm.... w/e, as long as it's reasonable for robbers.
Possible good maps: Ice fields, Sidewinder, Death Island, Blood Gulch?, Timberland, Infinity?
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Name and Creator: On the Run by Scott
Runners (3 red), Chasers (any blue) ,Distractors (any other robbers)
Some Robbers are on the run after murdering some people at a bank. The cops are on their tail. Pretty much like a car chase, but people can get out and run on foot. If they in real danger they can call in backup. Once the cops capture all 3 reds or kill all 3, they win. If the 3 reds can kill all cops (with help if needed), they win. If some1 is killed, they don't have to wait at base, but will be marked down as killed. They can still help, but if all the other no death cops are killed then robbers win. As for the runners, if one is killed, he becomes a distractor. If a distractor is killed, they can only help if the runners are near or at red base. The distractors are optional, as there should always be three runners. If there aren't even three red, one blue might have to go red.
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Name and Creator: Hide and Seek by Scott

Hiders(red) Seekrs(blue)

The cops have found major evidence that could imprison every robber forever. All the robbers have gone underground and are hiding out. The cops must seek them out and if possible, capture them. If a robber is killed, it's game over for them, and they must become a seeker. Robbers have two options when found by a cop. They can a) (the prefered choice) surrender and stay in jail for life (or until the game is over), or b) try to fight back, which could result in being killed, therefore seeking out your old allies. If a cop is killed, they can't look for robbers. This gametype will work best on big maps, especially places like Infinity or Ice Fields. It might not be good if all the robbers are the never surrender kind, like Ghost.
--------------------------------------------------------------------------------------------------------------------------------------------------------Name and Creator: Betrayal by Scott

Robbers and Cops

This gametype might not work since it's almost like a constant slayer. Pretty basic here. If your killed, you have to go to the other team. Whichever team goes extinct first is the loser. Suicides, betrays, or falls don't count.
--------------------------------------------------------------------------------------------------------------------------------------------------------Name and Creator: Assault by Scott

Robbers and Cops

This is a two part game. The first part is a little short. The cops are trying to find the location of the secret red hideout. They must get into red base by any means neccesary and then take the flag to a predetermined destination alive. The red may be allowed to flag guard.No scoring.
Now the cops have the location of RED HQ, and can plan an assault. At the same time though, the robbers plan a raid on the Police Station. Do eeny meeny miny moe or coin flip or something to decide who strikes first. The robbers try to get into blue base and plant a bomb, which will take 2 minutes. If they fail or are all killed/captured, it's the cops turn. In the case that robbes have all been captured, they can't defend their base while the cops take the evidence. Evidence might be illegal weps (plasmas? flames? idk) or counterfit (flag) or something that can be picked up. If red are at base, they can guard what they think the cops are after. However, they don't know exactly what the cops are trying to confiscate. If the cops are all killed/captured, then assault shifts to robbers again. First team to accomplish their goal is the winner. It is NOT illegal to retreat to save special things (heavies) from being taken by the enemy, but if all assaulters are out of the area for more than a minute the assault shifts to the other team. Some rules may be edited, like the planting time, retreated time, ect.
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Name of RP and creator of: Hunters by AvianSoldier

Factions: H/K team (all blue) vs. Convict (single red)

Story: A.D. 2557- A suspected mass murder convict has escaped Police HQ, causing massive mayhem

Info: This is a team slayer gametype, on Juggernaut (or Oddball, whatever it's called). A single Convict will have to evade detection for a certain amount of time. The Convict can only use the standard weaponry. The H/K squad can use any weaponry, short of heavy weapons and sniper rifles. Infinite grenades are disabled. The target will only appear on the motion tracker, but the motion tracker will be disabled, making it harder to find the Convict, and giving him a chance. The match will last a while, giving the H/K units a chance as well to find the Convict. The best of the Robbers (the one who survives the longest) will be selected as the Convict. Everyone else is an H/K unit.

Objectives (H/K): Kill the Convict 10 times before the time limit.

Objectives (Convict): Elude the H/K units until the time limit is reached.

Vehicles: Warthog, Rocket Warthog

Weapons: Default
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Name and Creator: Metal Gear Solid by GtRfRk

Factions: Russian Soldiers (All Red) Solid Snake (Single Blue)

Gametype: CTF (If possible, Odd Man Out)

This one's pretty hard for Solid Snake. One player goes blue and the remaining players go red. The red are the Russian Soldiers and blue is Solid Snake. Solid Snake has to sneak over to the Russian Soldiers' base without being caught, and if someone sees him and gets called for back-up, he has to kill everyone. If the person doesn't call for back up, Solid Snake and kill him easily and the person is out without any trouble of alerting the other soldiers. Once a soldier has died, he can't call for back-up. But the main idea is for Solid Snake to take the flag over to his own base.
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Name and Creator: Sticking into Runner by: TBz-D-pro idot

Factions: invisable stickers(blue) Runner(red)

Gametype: Team Slayer (All camo, inf grenade, and all vechile {no banshee}) (no radiar, and reen tag) <--my sugesstion

Most possiable of red team player are 1-4 ppl. They are the runners. All of the runners have to use any vechiles (no banshee). The blue team as the invisable stickers. They have to get you killed by throwing plasma grenade at you and has to stick on you. Best way is to dodge it. Once 1 of the runner are down they have to go to any other hog of there teamate. Soon after there will be 1 hog that is all filled up. Simple way to say, for example: 2 hog runners, 1 dies and have to go to the other 1 then 2 are left in 1, best chance they both die. It well be ready for all to die. Then game over. My sugesstion is they try not to ram blue team because they will get a easy change to stick you. Also the most 1-4 ppl that has highest kills will be it (my sugestion). Blue cannot shoot only grenade plasma. Red cannot shoot only roadkill.
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Name and Creator: MGS Extreme Original by Reed and GreyFox

Factions: Enemy troops red, Fox trot team blue (3 team mates)

GameType/map: CTF, Death Island/ Infinity

Team Fox Trot and Snake work from any position from the water on the map Death Island to the center of the island to retrieve the fuel rod and bring it to the rally point (rally point will be set once game starts. The Enemy troops will try and stop fox trot by setting road blocks, patrols and guards. The rally point as well as the point objective can be changed as well but the map should stay as either Infinity or Death Island (originally made for Death Island). There should always be nearly twice as many Enemies as Fox Trot members. Enemy units can only use the primary weapons + Sniper and Plasma Rifle.
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Infection Delta: A group of Spartans have touched down on sidewinder and are planning to infiltrate a covenant experimental testing facility. It isn't until to late do they find that the tests the covenant has in store are for the Spartans themselves. The covenant have infected there needlers with infection delta, a virus that spreads throughout the body and slowly turns the host into a covenant soldier. The Spartans must then try to survive in the cold snowy waste land without being infected. The only known cure is infection Alpha which can cancel out the delta virus. The Alpha virus is only found in the covenant flag in there base. The objective is to retrieve the flag so the virus can be cured, however, the cure only works once and will have to be retrieved multiple times. Also, all communications have been lost and the only way off the planet is through the single landing craft due to come 3 weeks after the original touch down. In short terms, the Spartan squad has 3 weeks to survive on the planet without being infected or killed. Once hit by a needler while playing this game, you have 5 minutes before you must go blue. Once the 5 minutes are up, you are officially covenant.
Also check out the Infection Delta story by clicking on the link above. -Reed

Common Map: Side Winder
Factions: just blue and red
GameType: CTF
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High Speed Persuit -- Legolum

Two Factions involved:
Cops And Robbers (simple wont take long to set up)

Story:
The robbers have 10 pounds of Coc in the back of there Green Hog but the cops are not going to let them get away.

Gameplay:
1:Same settings as a C'N'R game

2:But the rules are differant i suggest for every 3 cops 1 robber

3:now you set it up on any map with min of 4 hogs and you set the hogs up like a race track

4:then the robber is in the hog thats in frount of the cops hogs

5:after that its pretty simple the robber says go and the cops chase the robber down

6:no one can shoot or be in passanger/turret of any hogs

7:if the robber get away to the point where no cops can see him then the robber wins

8:the cops bump his hog untill the he falls out the turn him to road kill which means cops win.

Things to do:
(Cops,robbers,warthogs & race car line-up.)
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Latest page update: made by Ghost! , Sep 23 2008, 11:40 PM EDT (about this update About This Update Ghost! fixing color - Ghost!


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