[ suck does quake mods ]

Home | Rune Sets | Group Power | Uniform Scoring | Server Impulses
Screen Shots | Downloads | Comments | CB Roster


Suck's Rune Mods

O r i g i n a l   S e t

Resistance
Damage to player's armor and health is halved.
Strength
Player's shots do double the damage they normally would.
Haste
All weapons fire at double speed, discounting the nailguns and the thunderbolt.
Regeneration
Both player's health and armor regenerate at a rate of 5 per second.

M e d i e v a l   S e t

King Arthur
Due to his tremendous skill in battle, King Arthur takes only one-half the normal damage from weapons, but elemental forces such as lava and slime harm him just as much as they would anyone. Arthur was an inspirational leader, one who could rouse his men to battle. So, the bearer of this rune regenerates the health and ammunition of all nearby teammates, including himself. Finally, King Arthur is known for, among other things, having driven the saxons out of England. Therefore, Arthur does tremendous damage to anyone carrying the Viking rune.
Priest
The priest is the vampire's complement in battle. The priest's holy powers grant him a slow but steady health regeneration. The priest is also equipped with an inexhaustible supply of holy water from his flask, which he can wield by selecting the shotgun twice.

Bubbles of holy water spray from the priest's flask, healing his teammates and burning his enemies. The priest's holy water has a fearful effect on the vampire, who can be exorcised if he is drenched in enough of it.

Castle
The powers of this rune harken back to the defensive posture of medieval castles. The castle rune grants its bearer tremendous strength and resistance in the vicinity of his flag, but these powers weaken the further he is from base.
Siege
The siege rune is castle's complement. The bearer of the siege rune is endowed with surprising strength and resistance in the presence of the enemy flag, making this rune very good for base storming.

T h e   D a r k   A g e s

Vampire
The vampire receives one third of the damage he does to enemy players, with a health cap of 150. Additionally, he does 1.3 times more damage than a normal player, and takes 80 percent damage.

The downside is that, when he is not draining the life from others, his own life is slowly draining away, at a rate of two per second. The vampire is identifiable by his characteristic hissing sound and by the green, vampiric liquids which accompany his projectiles. The vampire's axe is his bite, and he can use it to quickly drain the life of enemies at close range.

Werewolf
The bearer of the werewolf rune is capable of jumping very high and very far. Additionally, due to his razor-sharp claws, any enemy player unfortunate enough to come in contact with the werewolf will be shredded by the wolf's claws. The werewolf also always has 100 yellow armor, and a slow health regen.
Witch
The witch has one very simple, but often powerful, ability. By simply shooting an enemy player, the Witch can curse him, causing him to jump and fire uncontrollably. This is very inconvenient if the cursed is in a narrow corridor.
Viking
The Viking's main ability is pillage power: the bearer of the Viking rune can pick items up simply by being near them. This does not apply to all items, however. Additionally, the Viking does slightly more damage than a normal player. Vikings were known for looting monastaries, and as a result, the Viking does tremendous damage to the Priest. Of course, the bearer of the Viking rune should beware of King Arthur, who does an equal amount of damage to the Viking.

H e l l e n i c   S e t

Mars
Mars was the god of war, and for this reason, had tremendous power. However, Mars's secret was that he was, in truth, a weakling. Therefore, the Mars rune imparts its bearer with a permanent quad damage, without the glow, but the player takes twice the damage he normally would.
Hermes
Hermes, or Mercury, is said to have worn winged sandals, which gave him the ability to fly. The bearer of the Hermes Rune has this power as well, but because of the tremendous weight of armor, Hermes carries only half the armor of a normal player.
Vulcan
Vulcan, or Hephaestus, was the god of the forge. Thus, Vulcan is capable of forging weapons out of armor. To make use of this power, simply press the number corresponding to the weapon you would like to have. Vulcan can also forge ammo in the same manner. Vulcan uses 20 armor to produce either 20 shotgun shells, 20 nails, 2 rockets, or 10 cells. Twenty armor is required to forge a super shotgun or a nailgun, 30 for a super nailgun, 50 for a grenade launcher, and 75 for a rocket launcher or a lightning gun.

Because Vulcan had a club foot, he moves slightly slower than other players, but he is at home in lava, where his armor slowly regenerates. Additionally, Vulcan takes one half damage, his skin having been toughened by constant exposure to heat in his forge.

Poseidon
Poseidon is armed with a powerful trident, which is accessed via the thunderbolt. Poseidon's cells slowly charge, until they reach 100. At this point, the player's trident is charged. When he fires, a three second period begins during which the trident does tremendous damage to anything it touches. Poseidon has the added advantage that he can use the thunderbolt underwater, and he swims very quickly.

Finally, Poseidon was the god of earthquakes, and so any enemy players that walk near him will find themselves knocked about uncontrollably by Poseidon's earthquake.

N o r s e   R u n e s

Thor
Thor is surrounded by a glowing field of yellow dots, and is given the thunderbolt and an infinite supply of cells. To balance the tremendous power of a never-ending thunderbolt, Thor's lightning does two-thirds the damage of a normal shaft (or whoremaker, as we like to call the thunderbolt around here).

Thor is additionally capable of using the thunderbolt underwater, with an interesting twist. Wherever the shaft touches water, a small cylinder of water around the shaft heats up and boils rapidly, emitting bubbles of steam and damaging anyone in the region. Thor can even do this when he is outside of the water.

Loki
Loki was the trickster of the Norse gods, tending to flee a battle rather than face it. For this reason, Loki is granted a number of diverse, indirect powers. Whenever Loki does not move or fire, he is invisible.

Also, all of Loki's projectiles are completely invisible, excepting the whoremaker and grenades. Loki has several other powers as well.

Loki can assume the eyes of another player. By simply facing a player, enemy or teammate, Loki can trigger an impulse (impulse 111) which will place him inside the head of the player. He becomes invisible, and sees through the eyes of the player he has possessed. Impulse 111 brings him back to his own eyes.

Ytr
Also known as Odin, Ytr was the head of the Norse pantheon, and is responsible for the existence of all runes, for which I am very grateful. Ytr rode an eight legged horse, and for this reason, Ytr moves very quickly, although his movements can be hard to control at times. Additionally, a strong force is cast out in front of Ytr which blows all enemies out of his way.

Ytr's primary ability was to increase the power of the gods with whom he fought, and for this reason, all of Ytr's teammates within his vicinity will find themselves granted increased strength and resistance.

Balder
Every succesful hit slows down the enemies rate of fire tremendously. Hit consistently with the shotgun, and watch them run.

A r a b i a n   R u n e s

Ifrite
The ifrite, efreet, ifreet, ifreeti, ifriti, etc. is a fire demon from the Arabic tradition. It can be found in the thousand and one nights for those interested. It is often called one of the race of Genie, though those are actually Djinn, a race of wind spirits. However, they share many of the same aspects--they come from a different plane than ours and are alien intelligences, often destructive and demonic. The ifrite's power is centered around mayhem and fire. So, for the game, we give him total invulnerability to his own blast damage, as well as invulnerability to lava. (actually, he regenerates health whenever swimming in a bath of nice molten rock). His blast radii are also much larger than normal. When the ifrite is on your ass, expect to be seared by his malignant flames.

The ifrite rune is pretty uncomplicated, but best used by someone who can really lay it down with the rocket and grenade launchers. Grab it quick on a level with lava.

Kizi
The Kizi (quaddi, kartsa, quazit, etc.) were semi-mythical fanatical bodyguards to the noble familes of Arabia. In mythology, they rode magical ebony horses that allowed them to return to their lord's side in an instant. In historical reality, they were vicious mother-fuckers hopped up on all sorts of now-illegal shit, and the more you hit them, the more they hit you back. In game terms, this means that the more damaged the Kizi is, the more damage he does and the greater his resistance becomes. In addition, to reflect his ability to return to the side of his lord, simply by selecting the axe and swinging, he returns to his home base--except when he has the flag.
Ali Baba
I'm sure all of you know the tale of Ali-Baba and the forty theives, how he managed, through a great deal of thief-like trickery himself to defeat a gang of brutal bandits and make off with all their treasure. It would take far too long to sum up, but suffice it to say that if Robin Hood and this guy teamed up, the rich would be not only be stolen from, but killed on the way out. Arabian stories are so nice 'n' bloody.

Anyway, in game terms Ali Baba steals from those he touches, taking almost all the ammo from their currently selected weapon while stealing a portion of it.

In addition, given his ability to get out of very sticky situations, when he falls into lava he has a chance of teleporting out again, back to his base--except when he has the flag.

This is a good rune for a tactical player who practices using it. If you get it right, you can render an opponent helpless to harm you, while equipping yourself for his grisly demise. Sneak up on 'em, touch 'em, run away and wait for their gun to click dry.

Sandstorm
Those crossing the Sahara desert know full well the danger and power of a sandstorm. Blinding and stinging, the coursing sands can easily bury the unwary. One posessing the sandstorm rune will do a random amount of damage to those in his vicinity every once in a while.

T h e   J a p a n e s e   S e t

Ninja
There is much rumor and bruhaha about what Ninjas actually were/are. There is no absolute answer to this question, because ninjas exist(ed) over a few hundred years, and many widely varying clans and individuals called themselves ninja. However, the art form of the ninja, Ninjitsu, can be defined as "the art of disappearing". The attacks and defenses of this form tend to concentrate on evading the opponents vision and using moves upon them which throw them away from the Ninja, allowing him to continue unimpeded.

With this in mind, we have coded the ninja rune to allow the possessor to move and fire silently, even on elevators. Sneaky bastard could be coming up right behind you, and you'd never even notice until he kindly inserted his dingus into your Calvin Kleins. Also, when the Ninja dies, his corpse and equipment disappear, turning victory to ashes in his enemy's mouth. Lastly, and most powerfully, the Ninja can use his mastery of the art of vanishing in order to teleport. Select the shotgun, and fire. Wherever your shot hits, you will appear. Very good for getting in and out of bases quickly.

Samauri
Samaurai were warriors of noble birth whose dedicated themselves to the service of their lords. Practicing zanshijitsu, the art of martial prowess, they made their blades and arrows into precision instruments, extensions of their ki spirits. We reflect this in game terms by allowing the axe and nailguns resemble their traditional swords and arrows. These three weapons all do double damage to opponents, and the sword has 10 times (ten times, you read that right) the reach of a normal axe. In addition, Samaurai were often Hamamoto, overseeing a small fiefdom whose people were devoted life and soul to the wellbeing of their master. Toiling day and night to keep their master's armor in fine shape to repel the attacks of his enemies, they both raised the art of armoring to an amazing level and allowed him to concentrate on the deaths of his enemies rather than his own. For the game, we have given him an automatic regeneration of 200 red armor every fifteen seconds.

This means that if the Samaurai has followed the teachings of his Shogun well, he will know that a swift attack and a swifter retreat will allow him to marshall his strength and wade into the fray again.

However, the Samaurai's existence was ended by the rise of the middle class and their cursed imported muskets. As a result, his shotgun, double barrel shotgun, and rocket launcher all do only a quarter of the damage they normally do. The Samaurai prefers to seek out single combat or use his precision aim, rather than blasting away with that foolish buckshot. However, the Japanese did use rockets and explosives a great deal in warfare, but mainly to sow confusion, not to massacre. We have translated this into the game by allowing his explosives, although doing little damage, to send his enemies flying like Mormons running from Mark Twain.

The Samaurai is probably the best rune for a fighter who can aim well and seek out one-on-one duels. Remember the armor regen, and that to live to serve your lord is greater than to die when there was no need.

Zen Monk
Japanese Zen monks evolved from the traditions of Shinto, animistic belief in the spiritual forces of nature and ancestors, Buddhism, and Daoism, a belief in a cosmic balance and the importance of the individual within it. As a result, the Zen monks tended to attempt to understand the world around them while training their minds and bodies to epitomize the harmony and strength they observed in the world. Some of the world's greatest martial artists have been Zen, Buddhist, or Daoist monks.

Monks would often spend hours standing (or even exercising!) under waterfalls, in hotsprings, on windy cliff faces, in the depths of winter snows and the blazing heat of summer. As a result, they learned to tap into the Ki, or life force, (an originally Chinese idea) that flows through all things--kind of like the Force, except if you got high you could see it. This meant that when they meditated in certain holy sutric positions, they could withstand physical assault without flinching or even moving. Their bodies had ceased to be bodies, and were simply conduits to a deep energy well.

In game terms, this means that the monk cannot be damaged or moved by any weapons when he stands still and does not fire. When he does fire, after three seconds he has been able to regain his mental balance and has become again totally resistant.

The monk is never damaged by splash damage--his exposure to the elements has made him resistant to such things.

The monks learned to restrain themselves from cupidityd up there in those monastaries, so the monk can only pick up a weapon once... after that, he has to find ammo packets for it.

The monk requires -patience-. If you have no patience, try neither to use nor to kill the monk.

Shogun
The Shogun of Japan was the martial leader of the country--though often this involved leading the armies allied with him against the lords attempting to overthrow him. To be Shogun was to have mastered the art of conquest. In addition, as Shogun one could always count on the legions of samaurai dedicated to the throne of the emperor who you served.

The Shogun is empowered to teleport automatically to his enemy's -base- simply by selecting the axe and swinging it. This is to reflect the omnipresent armies of the Shogun and the swiftness with which he could raise and direct an army. To take into account his samurai servants, his armor degrades at only half the normal rate when he is hit.

The Shogun rune should be used by an expert player who can grab the flag and not lose it. You have a strategic advantage: use it.

M i s c e l l a n e o u s   S e t

Wendigo
The Wendigo is an American Indian legend, something used more to frighten children than as a totem to be revered or respected--but feared, always feared. He is the frozen spirit of the north, the ultimate hunter, fueled by an enternal hunger and an eternal rage. At his behest the winter storms whip their sleety claws across our faces and it is with his spirit in their brains that the starving wolverines launch themselves at bears. His icy arrows freeze those they touch and the land around him turns barren and slippery with cruel ice.

In the game, whenever a shot from the Wendigo hits an opponent, their vectors lock--speed and direction both. This means that if the Wendigo shoots someone running towards a wall, they will be unable to stop themselves from sliding into the wall and getting stuck there briefly--an easy target for the Wendigo to mangle.

However, his eternal hunger knaws at his entrails--the wendigo suffers a slow health degeneration due to his perpetual famishedness. The wendigo is best used by a player who can judge velocity and direction well--knowing when to shoot the enemy to get him stuck in a corner or slipping into that lava pool.

Golom
A golem (golem, gholem, Holom, same indo-european root as Ghoul) is a man-shaped artifact created by a Jewish Cabalist. Powered by the words of the Torah (holiest of Jewish books) which are placed inside its head and having no free will, the Golem lives to serve its creator and the Jewish race. It is made of clay and rock, feels no pain, and has incredible strength. To this end, in the game the Golom takes a quarter damage from all weapons, enabling him to continue his single-minded pursuit of the deaths of the enemies of his masters. However, the totally unintelligent Golom cannot figure out how to use something as complicated as a rocket launcher or grenade launcher, and so is disallowed the use of these weapons.

In addition, the unfleshly body of the Golem takes no damage from slime or lava, nor does he drown without air. To destroy one of this behemoths is a formidable task.

The Golem is best for base-storming or protection. Watch your health--the heady high of taking eight rockets in a row and surving shouldn't delude you into thinking that you're invincible.

Wind Arrows
This magic quiver will enable all of your firepower to be delivered at twice its normal speed--not firing twice as fast, but reaching the target twice as fast. This means that your rockets which were so dodgeable before now angle in like a falling meteorite. Enjoy the screams.
Sargon
Sargon was a king in ancient Babylonia/Assyria who practically invented things like supply lines, the reserve, and the concept of total war. Infamous as the first person in history to practice genocide against the Jews (killing more than a million men, women, and children during his depopulation of Norther Israel) he was nonetheless one of the most brilliant strategic minds in history.

In the game, when Sargon picks up ammunition or health, it gives him twice the amount it would give another. This is to reflect his careful rationing of supplies, the strict discipline in his armies, and his excellent supply lines. To honor his ability to always defend his capital while waging a war (other rulers tended to send their armies out in a huge mob, rather than leaving some to protect the home they were going back to) he does double damage to anyone carrying his team's flag. Lastly, to ironically give credit for his hebricidal tendencies, he does double damage to the Jewish Golom.

E x t r a   R u n e s

Frog
You jump high and forwards, swim faster, and can't drown.
Explosive Something [Infantry]
Rockets and grenades literally bounce back off of you, and explosions do not harm you, except your own.
Ammo Regen [Rune of Plenty]
Every two seconds, this rune produces 10 shells, 10 nails, 1 rocket, and 4 cells which are added to your inventory.
Second Sight
Displays the weapon, armor, health, and name of the enemy in the upper left when you shoot them. Also, a beeping sound acts as a radar to alert you of the proximity of the nearest enemy player.
TeleShotgun
You teleport to wherever your shotgun blast lands. The rune is disabled when you have the enemy flag.
Switch [Reversal Rune]
Shooting an enemy with the shotgun causes you and the enemy to physically switch places.
Force
It does ordinary damage, but it bounces the players you hit around a great deal.
Elemental Impermeability [Golom]
Player is protected against drowning, slime, and lava.
Kamikaze
Firing any weapon arms a five second timer, which, when it expires, triggers the release of a massive explosion of energy, decimating anything in the vicinity, including you. NOTE: This is a silly doomsday-device rune which I implemented as a joke.
Klingon
The player is invisible, except when he fires.
Ghost
The player is put into no-clipping mode, plain and simple (and stupid).
Empathy Shield
Any damage done to the player is reciprocated on the attacker.


Copyright © 1997 Suck | Design by boysen
Quake, stylized Q, sounds, and graphics are trademarks of id Software, and are used with their kind permission.