THE PLANETEERSThe Planeteers are a team of five young people from around the world. Gifted with powerful elemental rings by Gaia, spirit of the Earth, they use their powers and their dedication to protecting the sanctity and beauty of Earth in a never-ending fight against pollution and corruption.
Design Notes:Because the Planeteers are all young and human, they only have the one power set, representing their elemental rings. They share certain traits in common, so I am grouping their characteristics listings here for ease of use. If you wanted to play a Planeteer and flesh him or her out in greater detail, it's easy enough to take the E
LEMENTAL R
ING power sets and add in other power sets or traits as needed. You can also adjust the Planeteers to make them minor characters as needed.
Affiliations: All: S
OLO D6, B
UDDY D8, T
EAM D10 (though Wheeler probably would have had "S
OLO D10, B
UDDY D8, T
EAM D6" at first)
Distinctions: Kwame: L
EADER OF THE P
LANETEERS, D
EDICATED TO E
ARTH, V
OICE OF R
EASONWheeler: H
OT-T
EMPERED, S
ENSITIVE T
OUGH G
UY, W
ANNABE A
CTION H
EROLinka: F
REE-S
PIRITED, A
NALYTICAL M
IND, F
IERCE A
S A H
URRICANEGi: B
RIGHT AND B
UBBLY, P
ASSIONATE P
LANETEER, T
EMPERAMENTAL AS THE T
IDEMa-Ti: B
RAVE O
RPHAN, K
EEN I
NSTINCTS, I
NDOMITABLE H
EARTPower Sets:EARTH RINGE
ARTH M
ASTERY D10
SFX:
Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die.
SFX:
Constructs. Add a D6 and step up your effect die by +1 when using
EARTH RING to create earth-based assets.
SFX:
Go Planet! Step up or double an
EARTH RING die for one action. If the action fails, add a die to the Doom pool equal to the normal rating of your power die.
Limit:
All Natural. When you take stress from pollutants or radiation-based attacks, shutdown an
EARTH RING power. Recover the power by activating an opportunity or during a Transition Scene.
Limit:
Gear. Shutdown
EARTH RING and gain 1 PP. Take an action vs. the Doom pool to recover.
FIRE RINGF
IRE C
ONTROL D8, F
LAME B
LAST D8
SFX:
Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die.
SFX:
Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in the pool by -1. Step up physical stress inflicted by +1.
SFX:
Go Planet! Step up or double a
FIRE RING die for one action. If the action fails, add a die to the Doom pool equal to the normal rating of your power die.
Limit:
All Natural. When you take stress from pollutants or radiation-based attacks, shutdown a
FIRE RING power. Recover the power by activating an opportunity or during a Transition Scene.
Limit:
Gear. Shutdown
FIRE RING and gain 1 PP. Take an action vs. the Doom pool to recover.
WIND RINGA
IR C
ONTROL D8, F
LIGHT D6
SFX:
Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die.
SFX:
Burst. Step up or double an A
IR C
ONTROL die against a single target. Remove the highest rolling die and add 3 dice for your total.
SFX:
Go Planet! Step up or double a
WIND RING die for one action. If the action fails, add a die to the Doom pool equal to the normal rating of your power die.
Limit:
All Natural. When you take stress from pollutants or radiation-based attacks, shutdown a
WIND RING power. Recover the power by activating an opportunity or during a Transition Scene.
Limit:
Gear. Shutdown
WIND RING and gain 1 PP. Take an action vs. the Doom pool to recover.
WATER RINGW
ATER M
ASTERY D10
SFX:
Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die.
SFX:
Focus. If a pool includes a
WATER RING power, you may replace two dice of equal size with one die +1 step larger.
SFX:
Go Planet! Step up or double a
WATER RING die for one action. If the action fails, add a die to the Doom pool equal to the normal rating of your power die.
Limit:
All Natural. When you take stress from pollutants or radiation-based attacks, shutdown a
WATER RING power. Recover the power by activating an opportunity or during a Transition Scene.
Limit:
Gear. Shutdown
WATER RING and gain 1 PP. Take an action vs. the Doom pool to recover.
HEART RINGA
NIMAL C
ONTROL D8, E
NHANCED S
ENSES D8, M
IND C
ONTROL D8, T
ELEPATHY D8
SFX:
Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die.
SFX:
Go Planet! Step up or double a
HEART RING die for one action. If the action fails, add a die to the Doom pool equal to the normal rating of your power die.
SFX:
Second Chance. Spend 1 P to reroll when using any
HEART RING power.
Limit:
All Natural. When you take stress from pollutants or radiation-based attacks, shutdown a
HEART RING power. Recover the power by activating an opportunity or during a Transition Scene.
Limit:
Gear. Shutdown
HEART RING and gain 1 PP. Take an action vs. the Doom pool to recover.
"LET OUR POWERS COMBINE!"The Planeteers may combine their elemental energies to bring forth Captain Planet. To do so, shutdown each E
LEMENTAL R
ING power set to immediately bring Captain Planet into the Scene. Recover the E
LEMENTAL R
INGS when Captain Planet is stressed out of a Scene or during a Transition Scene, which also sees Captain Planet leave the Scene. If Captain Planet is stressed out, the Planeteers may not summon him again until he has undergone a recovery action during a Transition Scene.
Specialties:All but Ma-Ti: S
CIENCE R
OOKIE D6
Linka: A
CROBATIC R
OOKIE D6, T
ECH R
OOKIE D6
Wheeler: C
OMBAT R
OOKIE D6
Gi: V
EHICLE R
OOKIE D6
Ma-Ti: P
SYCH R
OOKIE D6
Milestones:PROTECT THE EARTHBecause of your courage, sense of responsibility and love of all Earth's wonders, Gaia herself granted you the power to protect the future.1 XP when you use your power or knowledge to ease environmental tension or rescue a person or animal.
3 XP when you put an end to some corporation's or individual's polluting scheme, or your ring's power is thwarted by a tide of pollution.
10 XP when you defeat and apprehend one of the world's worst polluters, or when your powers combined save the day.
History & Personality:The Planeteers were all drawn from the four corners of the world by Gaia's need. They each come from different walks of life, but all share a strong sense of responsibility and courage and a devotion to the natural beauty of the world.
Kwame hails from Africa and a life with a tribe of people especially in tune with the green, growing earth. He leads the team through his calm temperament and voice of reason. He loves the land most of all.
Wheeler is American, and had a hard life growing up, something which he has in common with Ma-Ti. The son of an alcoholic and abusive father, Wheeler has a temper, but also great courage and street smarts.
Linka comes from eastern Europe, born before the fall of the Soviet Union. She is an avid ornithologist, and like Wheeler, she displays a bit of a temper at times. She is very passionate and outspoken in her love of wildlife.
Gi is from Thailand, daughter of marine biologists and a lover of the ocean's many wonders. While very upbeat and encouraging, she is also prone to acting rashly when the things she cares about are threatened.
Ma-Ti hails from the Brazilian rainforests. His parents were killed in an act of violence perpetrated against their village, but he feels their deaths were not in vain, since it mobilized the country to end the bloodshed. While young and naive, he nevertheless believes in the greater good and inspires those around him to do so, as well.
Abilities and Resources:Each of the Planeteers has their own strengths and skills, but all are brave and dedicated to Mother Earth. They are young, but their beliefs are strong and see them through all kinds of difficulties in their daily struggles.
Gaia granted each of them powerful Elemental Rings, with which they control the elements of the world. These include the four classical elements—Earth, Wind, Water and Fire—but also Heart, which represents hope, compassion and bravery. Kwame commands Earth, Wheeler controls Fire, Linka wields Wind, Gi controls Water and the power of Heart belongs to Ma-Ti.
When their need is greatest, the Planeteers can combine their powers to summon the powerful Captain Planet.