
GREEN SOUL
[NAMES OF CURRENT GREEN SOULS WILL BE FOUND HERE.]

CW: ABILITIES FOR GREEN SOULS INCLUDE DISCUSSIONS OF INSECTS.
00
ABILITIES
• Bug Shield. The user is no longer affected by unprovoked insect or arachnid bites or attacks.
• Limitations: The user cannot influence insects.
• Root Tracer. The user can detect the depth and density of roots in plants.
• Limitations: The user must be touching the plant.
• Animal Mimic. The user can make, distinguish, and begin to learn the creation of calls of common fauna.
• Limitations: Fauna may approach out of territorial aggression or simple curiosity, but cannot be manipulated or influenced.
• Overall Limitations. Cannot yet manipulate or grow flora or influence fauna.
01
ABILITIES
• Sprouter. The user can begin to produce seeds within their pelt or paws and designate what kind of plant it will produce (flower, herb, tree, etc).
• Limitations: The user cannot determine the species of the seeds (ie. thyme), only the overall type (ie. herb). The user cannot grow these seeds with powers.
• Plant Detection. The user can determine if a plant has medicinal or flavor uses.
• Limitations: The user cannot tell what these purposes are (unless they have previous knowledge) only that they are useful.
• Immune System. The user is less prone to effects of infection, viral illness, or poisons.
• Limitations: The user is not completely immune.
• Overall Limitations. Cannot yet influence fauna nor grow or manipulate flora.
02
ABILITIES
• Animal Watcher. The user can interact with other animals and insects without risk of being attacked.
• Limitations: Fauna cannot assist or be manipulated by the user.
• Growth. The user can instantly grow a plant to maturity.
• Limitations: The user can only grow two (2) plants at a given time, and it can only be plants they have grown themselves, or plants grown by another Green Soul.
• Soothing Touch. The user can attempt to mentally soothe a target with a single touch.
• Limitations: The target must be living, and feline in nature.
• Overall Limitations. Cannot yet influence fauna.
03
ABILITIES
• Bramble Shield. The user can generate a small and dense shield of thorns of nettles.
• Limitations: The shield can only protect two (2) average-sized felines completely, and will fall apart after a critically successful melee attack from an enemy. Will not block elemental attacks (ie. fire, lightning, water, shadow).
• Fauna Friend. The user can call upon fauna, or a cloud of insects, to assist with a task.
• Limitations: Can only call upon one (1) animal at a time, which must be an herbivore (ie. deer). Can only call upon one (1) species of insect at a given time (ie. wasps). Animals will not fight for the user, but may assist with other tasks (such as delivering herbs, knocking down or chewing through objects) or enemy distraction. They will disperse if struck.
• Healing Balm. The user can begin to sprout plants from their paws or pelt that are healing in nature.
• Limitations: The user can only sprout two (2) plants at a time of medium size. They will not heal an injury completely, but may stop pain and immediate bleeding.
• Seed Bearer. The user can generate seeds out of their paws or pelt and designate the exact type of plant it will be.
• Limitations: The user can only generate medium-sized plants, such as flora that can grow to 3 ft (1 m) tall.
• Overall Limitations. Cannot grow plants larger than three (3) feet tall.
04
ABILITIES
• Thorn Volley. The user can fire off sharp and piercing thorns from their pelt or paws that can pierce multiple targets.
• Limitations: The thorns fire off up to 20 feet (6.09 meters) in a radius around the user.
• Grapple. The user can grab a target with roots or vines.
• Limitations: The target must be flesh. Enemies of a larger size or higher level will easily be able to break free.
• Herb Keeper. The user can make plants grow instantly, and use them for healing or as fighting aids.
• Limitations: The user can only sprout up to three (3) plants at a time, and no more than a medium size. These plants can only heal an injury twice as quickly, but will stop pain and immediate bleeding. Fighting aids assist with pain tolerance and energy only.
• Battle Buddies. The user can call upon fauna to assist in tasks and in fighting. Larger herbivore animals will allow the user to use them as a mount.
• Limitations: The user can only call upon two (2) different herbivore (ie. a pronghorn and an elk) or insect species (ie. wasps and cicadas) at a time, or one (1) predator of a similar size to a feline (ie. badger, fisher, otter, fox, small coyote) at a time. Fauna will disperse from battle when they take substantial damage.
• Overall Limitations. Cannot create flora as large as trees.
05
ABILITIES
• Tree Tender. The user can immediately grow a large plant sturdy enough to hold their body weight.
• Limitations: Can only grow one (1) small-sized tree (ie. fruit trees, dogwoods, etc) or large plant at a time. They are strong enough to hold up to three (3) felines, or creatures of a similar weight and size, at a time.
• Friend of All. The user can summon a stampede of animals and/or infestation of insects or other fauna that will fight to the death or complete dangerous tasks.
• Limitations: The user can summon a small herd (up to eight) hooved animals, or a massive swarm of insects in a variety of their choosing. They may summon a small family (up to three) of predator animals up to the size of wolves.
• Boon or Bane. The user can choose to encourage or mentally unsteady a target with anxiety or anger via touch.
• Limitations: If wishing to bring some encouragement or inflict negative emotions to a teammate, the other Player must be willing. If a Boon or Bane fails on an enemy target, it will immediately target the user with aggression.
• Healing Touch. The user can grow plants with strong healing properties.
• Limitations: The user can only grow two (2) medium-sized plants at a time. Each plant can completely mend serious wounds (aside from lethal/mortal injuries) in a quarter of the time and immediately stop bleeding and block out pain.
SIDE EFFECTS: For Green Souls, they are guided usually by a meekness; a tender heart, a kind soul, or a desire to sacrifice self for the betterment of the world or others, they are sometimes uniquely naive and overly trusting in a way that can be detrimental. They are also more prone to laying themselves down to their own detriment, even if it affects their own overall health.