MK.III Relic Hunter (New Skeleton Race)
Lore
An exceedingly rare and highly specialized variant of the ancient Skeleton race, the MK.III Relic Hunter remains shrouded in mystery.
While they share the deep sentience, hidden emotional capacity, and dry humor of their standard peers, these elusive wanderers have taken their survival and evolution into their own hands.
Driven to unearth lost technology, they extensively self-modify using highly experimental and scavenged Old Empire components.
These custom retrofits replace standard Skeleton parts with volatile, specialized mechanics.
Acoustic-dampening chassis plating, micro-tuned servos, and overcharged optical arrays grant them stealth capabilities, movement speed, and visual acuity far surpassing a normal Skeleton.
Rarely seen by the volatile organic races, they operate as unseen phantoms in the wastes—making for brutally effective, silent operatives with absolutely no fear of death.
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Custom Game Start:
The Relic Hunter
Difficulty: Hard
Jump straight into the lore with a tailor-made, high-stakes starting scenario.
Starting Location: World’s End (The independent mountain headquarters of the Tech Hunters).
Starting Gear: You begin your journey equipped with nothing but Drifter’s Leather Pants, a Rusty Long Cleaver strapped to your back, a single Skeleton Repair Kit to keep your experimental chassis running, and 1,000 Cats to your name.
Wanted Dead or Alive: Your highly advanced Old Empire chassis has attracted the wrong kind of attention.
You start with a massive 50,000 Cat bounty on your head and completely hostile relations (-100) with the Holy Nation.
Escaping the mountains means sneaking or sprinting through miles of hostile Paladin territory.
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Gameplay & Stats
The MK.III trades raw durability and armor slots for extreme speed, unparalleled vision, and highly specialized utility.
Anatomy & Hitpoints
To accommodate their experimental internal mechanics, their core and limbs are slightly more fragile than a standard Skeleton:
Head / Chest / Legs: 200 HP
Stomach: 185 HP
Arms: 180 HP
Sensory & Mobility Enhancements
Overcharged optics and micro-tuned servos make them supreme scouts.
Vision Range: 1.4x multiplier
Movement Speed: 85 (Min) to 125 (Max)
Skill Experience Modifiers;
Their hardware is hyper-focused on infiltration and technical recovery, but they lack the programming for basic menial tasks or organic biology.
Bonuses (+):
Stealth, Athletics, Robotics, Engineering
Penalties (-): Labouring, Field Medic
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Special Thanks
A massive thank you to Cattrina-without her help and guidance, this mod would not have been possible!
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