~ The Rusher ~

For more information on the Rusher, check out the
Animal Companion page of the Library.
A tall and powerful
bird-like omnivore, perfectly made for running, the Rushers rule the grasslands of Haurah. In the wild, their need to run
and test themselves is exercised continuously. While yet unknown, it is assumed
that the Rushers have predators, and racing each other is an important part of
their daily lives and mating rituals. Like the pronghorn antelope of Earth, the
Rushers seem to enjoy racing anything that moves quickly enough, even in the
wild.
Rushers are miserable creatures in captivity, unless given ample
chance to run and race. It is only by letting themselves indulge in this
instinct and tire themselves out that their healthy herding instinct, and
natural docility, come out. Otherwise they are irritable, disloyal, and
dangerous. Their thunderous kicks and tremendous pecking ability make them a
deadly enemy to cross.
Though they are omnivorous, their running ability is not for
hunting. They survive on a widely varied diet of seeds, shoots, roots, and
fruit, as well as hunting insects and small vertebrates, and even feasting on
carrion if the opportunity arises. These runners need large amounts of energy to
fuel them, and travel over their vast territories to find it.
Rushers are utterly built for running, completely specialized
for the task. They have no extra frills or appendages that might slow their
speed, and are covered in hard aerodynamic scales. They have no forelegs of any
kind, only a pair of short and durable shoulder spikes that they can use with
deadly accuracy even while at a full run. Their hind legs have only one
hoof-like claw, much like the horses of earth. Their tails are fitted with large
fans that not only act as fantastic rudders and help balance the bipedal
creatures while they run, they are also each uniquely colored and it is assumed
that they play a role in helping the rushers identify one another at a distance.
While normally fairly quiet most of a time, Rushers are capable
of loud vocalizations that carry far across the valleys and fields where they
roam. Their hoots, howls, shrieks, whistles and warbling cries are some of the
loudest of any Hauran creature.
Though mainly used for racing, being nearly completely useless as a food source
or beast of burden, some Murrah venture to keep Rushers as simple pets. And,
really, most Rushers start out this way, before they get their racing
certificate.
When slots open to certify Rushers for racing, Murrah must pay a certification
fee to vie for a slot. This fee is to pay for the inspection that takes place,
where the skills and health of the animal is assessed for the first time, and
its information is logged in the racing database at Solace city. This way, a
record of its points, genealogy, and owner can be safely kept.
The most details and carefully organized records the Murrah ever keep, are those
that involved racing.
Once the Rusher is registered and has a racing ID, it is allowed to participate
in any official race.
While most of the stats rarely--if ever--change, there are
occasional opportunities to raise a Rusher's stats through the use of items,
special events, etc. These stat changes can be permanent or temporary, depending
on the boost.
The stats detailed on the Rusher's certificate are as follows:
Str -- Strength -- Basic measurement of a Rusher's
muscle power and physical strength. Like speed, it comes into play at almost
every stage of a race.
Spd -- Speed -- Extremely important stat. Basic
measurement of the speeds that the Rusher is capable of running at. Vital for a
winner, but reliant on other stats for ultimate success.
Acc -- Acceleration -- Measurement of how quickly a
Rusher can pull ahead, reach top speeds, and regain composure after a mistep.
Most important during the first stretch of a race.
Sta -- Stamina -- Without high stamina, a
Rusher tires during the second stretch. Often, when it comes down to it, stamina
decides a winner.
Agr -- Aggression -- Rushers with high aggression
have a better chance of pecking someone and moving ahead a place during either
of the turns in a race.
Dex -- Dexterity -- Rushers with high dexterity are
rarely pecked back a place during a turn. Those with low dexterity are not so
lucky.
Fit -- Fitness -- Measurement of training and
improved health. All Rushers, regardless of generation or origin, start with a 1
rating of Fitness, and must be worked to raise this stat.
PP -- Place Points -- How many points a Rusher has
won during its racing career. Determines what level of race to compete in.
----- Breeding --
When two Rushers are bred, each of the offspring's stats fall somewhere between
their parent's numbers, with a 50% chance of being modified further. If the
stats are modified, then it could be anywhere from -2 to +2.
So, in the end, most of the stats will end up falling between the parents'
numbers, with a very small chance that they end up slightly more or slightly
less.
----- Starters --
Rusher starters always start off with 38 points, with no one stat over 10
points.
©2007 - Shannon Legler