Mosurane Clan

## Background

The Mosurane are native to the Land of Fire. Though they never had a relevant role in political or military history. Instead, their beginnings and so too will be their end, have been humble and quiet. Or so it’s believed.

Keeping to the outskirts of the Land of Fire, they are the Night Guard, keeping watch while the rest of the Nation sleeps. However, due to the Nocturnal nature of the clan in addition to the growth of the nation, the memory of the existence of such a clan has been all but forgotten, except by the Clan themself.

## Skills & Abilities

Each member of the Mosurane Clan will possess a range of abilities, all sharing **Silk Threat, Bomb Threat, Thick-Skinned, and Pixie Dust.** However, depending on the *branch* of the Mosurane clan they're in, their skills and specialties may vary.

* **Silk Threat:** All clan members possess the ability to produce threads from their fingertips. What makes it unique is that it’s coated in a sort of slick material, combined with their saliva, and can become acidic. In addition to this, the threading itself is often moistened - and upon exposure to air, it will harden and strengthen the threads at a molecular level and become more durable than standard moth threads.
	+ **(The user can produce Con Modifier number of threads. These threads are considered Natural Weapons, dealing 2d6 Acid Damage per thread.)**
* **Bomb Threat:** Speaking of their saliva, it holds a nitroglycerin-like agent that if combined with sunlight, can become combustible.
	+ **(DC against AC = 10 + Character Level + Con Modifier + Highest Level of Jutsu. This can be projected towards a target as a Ranged Touch Attack or immediately combusted into a 30ft cone in-front of the user. In either case, the explosion deals 1d10 Fire Damage per Character Level.)**
* **Thick-Skinned:** Every Mosurane has the ability to harden their skin and create what is essentially armour made of their own exoskeleton. **(Mosurane can harden their skin as a Free Action. This grants them ⅓ of their Character Level as a Natural Armor bonus. Similarly, the Mosurane also gains DR/- of the same amount.)** However; like authentic armour, the weaknesses lie around the joints; where it’s less protected because of mobility issues. This also makes the body heavier, resulting in difficulty flying. **(While a Mosurane’s skin is hardened, their flight speed is halved.)**
* **Pixie Dust:** The wings of a Mosurane tend to produce a certain type of dust that protects the wings from wear and tear in addition to exposure to light, and water. However, the dust itself can be used as a smokescreen - and lit alight by excess heat and cause a small, temporary explosion.
	+ **(Through this a Mosurane can establish up to a 60ft + 5ft/Character Level area of smoke. Creatures within this area are considered to have Total Concealment. As a Standard Action, the smoke can be ignited into a small explosion, dealing 1d4 Fire Damage per Character Level.)**

### Sasu - Stingers. { +8 Str, +8 Dex, +4 Int, +4 Wis - 120 Fly speed (perfect) }

The Stinger branch of the Mosurane family specializes in speed and damage. They will have the ability to produce singers through their fingertips in addition to it being an extension from their spine that is fluid like a muscle with the strength of bone and hardness of metal. Their wings tend to be slimmer - like that of Wasps to allow for proficient speed.

* The venom can be injected in targets. Once it’s inside the body, it will travel through the blood and attack the central nervous system.
* **Probiscis:** Their tongues are prehensile and can reach up to 10 feet. That being said, the tips are barbed - and can puncture organs. They can also be used similar to straws to inject the venom into their targets.
	+ The stinger uses the highest BaB and is considered a secondary attack. It deals 1 point of damage to its targets, on a successful hit. In addition, it applies a single dose of venom to its target. The Stinger venom is less potent, dealing 1d6 points of con damage per dose affecting the target, in addition to a chance at paralysis. The DC for this poison is equal to 16 + the con modifier of the stinger who applied it. A successful save negates the con damage as well as the paralysis. The target must make this check at the start of every round, and it needs 3 successful saves to cure this poison. The poison lasts for a number of minutes equal to the HDd of the stinger who produced it.

### Ansatsu - Assassins. { +8 Dex, +4 Con, +8 Int, +4 Wis - Fly Speed 100 (good) }

The branch of Mosurane that have the superior potent venom. This class has the most potent saliva in the Clan. **{ DC against Fort.= Highest BaB  + Dex Mod.  }** Affected targets will incur a -1D10 Attack Roll per CL penalty.

* This clan specializes in poisons and alchemy itself. They have taken the time to produce antitoxins to their own venom and poison.
* They can exhale a gaseous form of their venom - and can reach a greater area of effect. Direct contact to biological material may achieve a ‘melting’ effect.
	+ **Range: 30ft. + 5 per CL. Strong winds will disperse it.**
	+ **To resist would be DC vs. Fort. = 10 + Character Level + Int Modifier + Highest Level of Jutsu.**

### Neru - Sleepers. { +8 Dex, +8 Con, +4 Int, +4 Wis - Fly Speed 100 (good) }

Sleepers will be able to use their moth dust to put their targets to sleep. Their wings are the largest of the classes, granting them a larger area of effect. **{ 60 ft. +5 per CL }**

* This clan happens to specialize in Genjutsu. More specifically, of the fear variety. So while they sleep, the target’s mind will be affected by nightmares - and that will result in damage done to the target’s mental stats.
	+ **DC against Will = 10 + Wis Mod. + Character Level**
		- **Failure: 2d8 to determine how many turns they will be asleep. Each round, the target will get the chance to roll to awaken. Failure to do so will result in damage { 1d6 } to their mental stats.**

### Miryoku - Charmers { +8 Dex, +4 Con, +4 Int, +8 Cha - Fly Speed 80 (good) }

This branch of the Mosurane possesses the ability to produce pheromones that will charm both male and female targets. This has the same effect as a charm monster spell. ***Charmers are able to blanket an area of 30 ft + 5 ft per CL with their pheromones, affecting all creatures within.***

A successful Will Save (DC against Will = 10 + Character Level + Cha Modifier + Highest Level of Jutsu) negates this.

* Charmers’ wings tend to be a lot larger to aid in the airborne distribution of their pheromones. They may also have more ‘hypnotic’ designs centered around their eyes or even in the eyes themselves. The reason for such is to aid in rendering their target into a hypnotic stupor.

#### Mosuaizu

The Kekkei Genkai for the Mosurane clan that from their wings, they absorb light from any natural source { sun and moon } - and become able to see completely around themselves { 360 degrees } - and gain the ability to shoot concentrated beams of light at their opponents.

* **{ 30 ft. + 5 per CL } for range.**

* **DC against Reflex = 10 + CL + Int. Mod. + Highest Level of Jutsu.**

* **When it comes to damage, it will be 1D8 per CL + an additional damage die per 5 character level.**

However, because Mosurane are still moth-like in nature; they run the risk of becoming distracted by their own light. To that end, the player will need to perform an additional roll. This is simply a percent roll. Upon first use, it will be a 15% chance. If you succeed, the next time you use the ability, it will increase by five. Once the player becomes dazed, the percent will reset, no matter how high or low the percentage was previously.

* ***{ Example:  First time use is 15%. Requires anything above a 15. Makes next time use 20%. Requires anything above a 20. Get anything lower, the player becomes dazed for the round. }***

## Characteristics

* Moth people have anatomically larger eyes than humans do. They’re extremely photosensitive because of it, and as a result, have difficulty seeing during the day.  They have low-light vision out to a distance of 120 feet, able to see in partial darkness (like night time, but not in a cave fully sealed off to light).
	+ ***During the daytime they usually keep their eyes closed, or they will be dazed for 1d4 rounds with no save.***
* Their skins can reach unnatural shades. Pink, purple, blue, green, etc.
* Their ears are long and pointed - usually growing up to four or five inches.
* Every moth has a set of antennae. These are how they have what is called blindsight. With them, they are able to gather information through air-transmitted vibrations. Contrary to the name however, they cannot see a lot. They can really only make out general shapes - and movements.
	+ ***Blindsense 120.***
* A set of wings that tends to vary in size depending on body type - but each pair dons a pair of ‘eyes’ that are attached to their Mosuaizu. The designs and colourations all tend to depend on the individual.
* Their body may also be covered in fur or fuzz - the volume of such also depends along with the colouration.