~ 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