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Cazar and the Rurirrack

sampson x

Supreme Commander of the Paralytic Army
Dec 21, 2004
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Name: Cazar
Age: 35
Race: Cazar is a Hunter type of the Rurirrack which are a careful mix of Human and Orc races
Height: 7'2"
Weight: 480

Appearance: Cazar is a tall and terrible thing to behold. Though not bulky, Cazar's muscles are extremely well toned and his strength is enormous. His eyes are a sea of yellow with large black pupils that allow him to see well in even some of the cloudiest of nights. Flaring nostrils contribute greatly to his sense of smell. As the rest of his body, the skin on his face is a dark black and sharply defined.

Upon his head Cazar wears a strange looking, but practical black helmet. A single bar of it comes down along his nose line between his eyes. From there the helmet follows the curve of his head until it reaches the back of the head where it curves up and slowly comes to a rounded point above the middle of his head. Cazar's armor is all of a similar black color, made of a specially prepared substance. The breastplate features an upside down triangle with horizontal ripples that radiate outward from there. The rest of his armor is placed sparingly upon his body to decrease interference with movement.

Weapon: Cazar carries a long, black staff. The staff is made from the same specially prepared material as his armor. At each end the staff ends in several small spikes that hold a short, tapering blade. Attached to his armor at each waist, two large black hunting knives also populate Cazar's weapons. Finally, the armor plates on Cazar's forearm each have three protruding razor-sharp curved blades which he will use only in the most desperate times.

Personality: As the rest of his kind, Cazar is of a single intent; to kill Pra Yer. He will stop at nothing for this and pays no attention to anything else unless it interferes with his intentions. Savage, ruthless, and intelligent, Cazar is everything he was bred to be: A Hunter.

History: Cazar was born, as many of the Hunters are, as the elite of his litter in the depths of Anserak. Fighting off and even killing some of his siblings for his survival, Cazar grew to be a feared Rurirrack, even among his own kind. Survival, the first part of his training, being complete, Cazar was then initiated as a Young Hunter for the next fifteen years. Training was rigorous and his life. For fifteen years Cazar was forced to build strength, intelligence, and instinct. Slowly he became a master of his art and was admitted as a full-fledged Hunter.

Travelling with his hunting clan, Cazar learned the pains and rewards of destroying Pra Yer. Attempts were rarely successful, Cazar watched as his entire clan but himself was destroyed by a single Pra Yer. After that, Cazar felt a new, personal hatred for his prey. With a new vigor, Cazar became one of the few Hunters to kill two Pra Yer and live to tell the tale.

Fully confident in his abilities, Cazar has been appointed the Hunter leader of a new Hunting clan that is to be sent to Eyerel where his superiors have heard the call for assisstance against Pra Yer. With their great endurance, Cazar and his clan finally arrived at their destination within the next day.

Cazar's Party:
6 Hunters: Armor nearly identical to Cazar's, except for fire symbol near Cazar's shoulder which signifies he is a leader. Their names are Trask, Racor, Wart, Forzer, Porg, and Gorf. Each is similar to the other, but each has their own weapon. These weapons are Long Sword, two short-handled Scythes, Warhammer, two Short Swords, Battle Axe, and Halberd, respectively.

1 Seer: Aiyuna was specially selected for this mission because of his special training in Mental Warfare and Force Fields.

20 Seekers: These dispensible, deformed, short, weak, but quick beings barely have minds. They are mostly used as bait for Pra Yer. They serve as Aiyuna's eyes at times.
 
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sampson x

Supreme Commander of the Paralytic Army
Dec 21, 2004
5,044
90
36
Indiana
✟5,603.00
Faith
Anabaptist
Marital Status
Single
Cazar's and Hunter's Abilities

Cazar is one of the strongest, most well rounded Hunter to have ever graced the Rurirrack people. Here listed are the abilities and effectiveness with which Cazar can use these abilities. All Hunters have these abilities, but they are at varying levels of effectiveness due to differences in preference and training.

Animal Instinct: Allows Cazar to sense the air around him and whether it is safe or not. If a threat arises within ten feet, Cazar will either attack it or flee from it. Chances for attacking are based on level of threat.

Animal Strength: Gives Cazar incredible strength, speed, reflex time, and stamina. Able to throw an object his own weight up to ten feet. Cazar's reflexes are beyond Cat-like. Think "Spidey Sense" almost.

Animal Sense: Grants Cazar very increased senses of smell and vision. Cazar is able to see in anything but total darkness. He is able to identify objects by their smell and able to follow a scent trail if needed (usually used for hunting of food). Hearing is increased as well, but Cazar has not focused in this area. While using ability, Hunter is very vulnerable to bright light, loud sound, and extremely intense smells.

Recuperation: (magic) Allows Cazar to heal his own wounds. With concentration on the magic, Cazar guides the magic through his body for ten minutes. Able to use twice daily, only on himself.

Wild as the Forest: (magic)Cazar is able to command any animal larger than a squirrel for up to one hour by taking over its functional controls. Often, magic is not released properly and animal will die from shock. Often used to spy on possible paths of Pra Yer or camps where Pra Yer are suspected to be. Can use three times in one day.

Never Weary: In addition to Animal Strength, grants Cazar nearly unlimited stamina. Cazar can march for three days without food or rest and still perform as if perfectly healthy. However, he must still have his daily allowance of half a gallon of water a day.

Cruel Intent: Cazar will stop at nothing to fullfill his quest unless it endangers the Rurirrack as a whole. Therefore, this ability will take Cazar's life if he is forced to answer any questions about his people or if forced to unending imprisonment.

Stop at Nothing: The blind rage that fuels the Hunters. Cazar uses this ability to greatly decrease (almost nullify) the effects of poisons, magics, and mental attacks. Only activated after three minutes of intense fighting, and only three times a day. Effects of nullified poisons, magics, and mental attacks have triple effect for one minute after rage has passed. May not use any other abilities while in rage.

Sustenance: Even Hunters need to eat sometime. This ability allows Cazar to find a small meal for himself almost anywhere. It is nothing appetizing, but enough to hold him over.

Twisted Logic: Mental assault attack. This ability is only for the extremely mentally gifted Hunters. Cazar is not one of them. Allows Hunter to mentally attack another sentient being. On weaker beings, such as Seekers, can be fatal. Primary uses (from least likely to succeed to greatest): Death, Control, Persuasion, Weaken Mental Barriers.

False Fancies: (magical and mental) Cazar is able to cast a spell which will make sudden movement-like light off to the side of the battle in the periphreal vision of the Pra Yer. This has been developing for centuries, and is still in development. Not an extremely high rate of success. Only 50% chance of success. Can be used 3 times in one hour and up to 15 times in one day. Also, Pra Yer may choose to react to this.

Of One Mind: Allows all Hunters to communicate silently, which grants them an unparalleled teamwork. By simply gesturing or looking at one of his companions, Cazar can communicate a complex thought, often commands.

Thus concludes the abilities of the Hunter. Each Hunter in Cazar's pack specializes in a different area. Other areas are to be considered either slightly less efficient than Cazar or greatly less. Greatly less are noted.

Trask (Long Sword): Animal Instincts: Trask has a much greater range of detection (40 ft). Trask has a 90% chance he will automatically attack a threat in order to grant time to the others to escape.

Racor (Scythes): Sustenance:Racor is able to provide a healthy, nutritous meal for all seven of the Hunters once a day.

Wart (War Hammer): Animal Strength: Wart is the bulkiest and strongest of the Hunters. Though not so concentrated on the reflexes as others, his strength far exceeds most. Wart is able to handle his 100 lb Warhammer as if it were a stick.

Forzer (Short Swords): Animal Sense: Forzer percieves the world around him in an amazing way. Able to see for miles even in dim light, Forzer can also see some infra red and ultraviolet light. His sense of smell is like Cazar's. Forzer can hear ultrasonic noises much like a dog. His sense of hearing is also extremely well tuned, able to hear some of the softest of footsteps from up to a hundred yards away.

Porg (Battle Axe): Twisted Logic: Porg has developed this ability so much that he can actually use it as a somewhat effective form of mental attack against his prey (attacks against less mentally developed beings are usually very effective). Though usually not successful, the attack will begin to eat away at the Pra Yer's mental defenses is used enough. 10% chance of succeeding on medium Pra Yer's.

Gorf (Halberd): Recuperation: Gorf has sacrificed much of his physical training for a magical one, which has led to his smaller stature and greater Recuperation and other magic based skills. Gorf is able to guide the healing magic through other bodies as well. He is able to cure three badly wounded Hunters in one hour. Can only use twice a day, though. Able to heal minor wounds easily. Also, False Fancies and Wild as the Forest abilities are slightly increased.
 
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