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Meteorologist

Mentality Jack

Mark Description

"In a moment the fog in my dream cleared, the sky became blue, and I was hit by the aroma of spring flowers. It turned out to be the most calming dream I had experienced in months."

Overview

The Meteorologist controls the weather and elements in the dream. They often need to find creative solutions to problems that draw from their elemental abilities. 

Passives

Level 1

Level 2

Level 3

Level 4

Level 5

The Meteorologist slowly learns how to manipulate and control the elements of earth, fire, water and air. 

Pick an element from earth, fire, water and air to learn every level. The Meteorologist may only use the effects of an ability linked to the learned elements. Dream Weaving related to learned elements are one difficulty easier and ignore the difficulty caused by a dream being orderly.

Dream Weaving is a decisive roll that is made when a Jack tries to do anything that would not be normally possible in the real world.

The Meteorologist easily removes elemental conditions from themself. 

Remove a chosen elemental condition each round from the Meteorologist. 

The Meteorologist Chooses a favoured element out of earth, fire, water, and air.

Pick a favoured element from, earth, fire, water and air. Once per round the Meteorologist can turn one of their abilities into a 

Quick Ability as long as they choose their favoured element for the abilities effect.

Quick abilities can be used as an extra ability each round. Only one quick ability can be used per round.

Weather calms around the Meteorologist.

The effects of extreme weather are reduced to the effects of the basic weather of the matching element for the Meteorologist and anything adjacent to them. 

Additionally, the Meteorologist can make the weather more aggressive.  

Choose from any weather option when changing the weather using the meteorologists second ability.

The Meteorologist becomes an expert with all elements.

All elements are considered favoured. Additionally the Meteorologist doubles the uses of all of their abilities. 

Abilities

Level 1 - Elemental Blast

Level 2 - Change Weather

Level 3 - Elemental Wall

Level 4 - Elemental Spirit

Level 5 - Meteor

The Meteorologist channels an element towards a target.

Apply a condition to a target and all those adjacent as well as the environment around and beneath them. Once per scene

The ground cracks trapping the targets, or a large rock is hurled at the targets.

Earth - Apply Pinned, Broken or Grounded

The area is warmed or the ground bursts into flames.

Fire - Apply Hot or Burning 

The area is splashed with water or the area cools drastically.

Water - Apply Wet, Cold or Frozen

Wind blows the targets away/towards/downwards or an electrical charge hits the area.

Air - Apply Pushed, PulledZapped or Charged

​

All base move distances increase by half. Applies Burning if already Hot. Apples Pained if Wet. Cancels Cold.

Burning applies a random Basic Condition per stack at the end of each round. Cancels one Frozen stack. Cancels Wet. Stacks. Fades.

Cannot move. Stacks can be removed by using an interaction during a round. Stacks.

When making weapon attacks, use a die one size smaller for each stack of broken. Shatters Frozen or Petrified Occupants. Stacks

Cannot be Pushed or Pulled. Removes Flying. Applied Pinned if already Grounded. Fades. Removes Charged.

Cancels Burning. Applies Loose Footing while moving.

All base move distances increase by half. Applies Burning if already Hot. Apples Pained if Wet. Cancels Cold.

Can't move, attack or use abilities that require movement. Frozen things can target themself with attacks and abilities. Stacks only effect the duration.

Move 25DU away from the direction of the condition source. Applies Prone if Loose Footing.

Move up to 25DU towards the direction of the condition source, stopping when it is reached. Applies Prone if Loose Footing.

Applies Charged if Flying or Loose Footing or already Zapped. Applies Paralysed if Wet or Mechanical. Fades.

Charged applies 1 Shaken per stack at the end of each round. Stacks. Fades.

Chaos Effect

The wrong element was used.

Roll a d4 to determine the used element, still choose the condition.

Order Effect

A clean hit.

Do not apply the condition to the environment around the target.

The meteorologist has figured out how to change the weather. 

Change or add to the weather of a scene choosing from the basic weather list. It lasts till the scene ends.

Chaos Effect

The weather is harsher than expected. 

Rain becomes torrential rain.

Blazing sun becomes fire storm.

Wind becomes a sand storm.

Snow becomes a snow storm.

Order Effect

The weather persists throughout the dream. 

The weather remains for the whole dream.

The Meteorologist creates a wall of elemental energy.

Create a wall of elemental energy up to 50DU long, 5DU thick and 10DUs tall for 5 rounds. Note that the wall needs to be created in empty space.

A stone wall rases from the ground.

Earth - Cannot be moved through. 

A line of fire makes the wall.

Fire - Applies Burning to anything that moves through it.

A wall of ice forms

Water - Cannot be moved through and applies cold to those adjacent to it but it is destroyed by the broken or melted conditions. 

Wind rushes down to the ground.

Air - Prevents ranged attacks from passing.

​

Burning applies a random Basic Condition per stack at the end of each round. Cancels one Frozen stack. Cancels Wet. Stacks. Fades.

Chaos Effect

The wall is stronger than expected.

Fire - applies Melting instead of burning.

Earth - has spikes that apply Pained to those adjacent.

Water - applies Frozen instead of cold

Wind - applies Pushed to those that try to move through. 

Melting applies a random physical condition per stack at the end of each round, these conditions are Deafened, Blinded, Broken, Severed Arm, Severed Leg, Executed and can be determined by rolling a d6. Removes all Frozen Stacks.

Apply Pained to adjacent things that attack these occupants.

Can't move, attack or use abilities that require movement. Frozen things can target themself with attacks and abilities. Stacks only effect the duration.

Move 25DU away from the direction of the condition source. Applies Prone if Loose Footing.

Order Effect

The wall persists for longer.

Lasts for 10 rounds.

The Meteorologist has figured out how to condense the elements into a sentient mass of elemental energy.

Create an elemental creature controlled by the Meteorologist with 10 stacks of a primary condition. It loses one of these stacks each round and has some conditions that can affect these stacks that wouldn't usually do so. The elemental lasts until it no longer has any of that primary condition. The elemental can only be affected by conditions that effect that primary condition.

A creature made of loose stone and earth crumples into being. It can be pulled apart but benefits from being compacted. It smashes enemies with its stony fists and has stoney spikes that scratch attackers.

Earth - Grounded primary condition. Remove one Grounded stack instead of being Pushed, Pulled or Broken. Gain a Grounded stack instead of being Pinned, Wet or Petrified. d8 Blunt attack with Bludgeoning and Expansive augments. Applies Pained to adjacent attackers.

A creature or fire erupts from a small ember. It can be dampened by water and the temperature but thrives on wind and extra fuel. It shoots fire bolts at enemies and leaves a trail of fire.

Fire - Burning primary condition. Remove one grounded instead of being Wet, Cold or Frozen. Gain a Burning Stack instead of being Pushed, Pulled or Hot. d8 Fire attack with Red Hot and Ranged augments. leaves a trail of fire that applies Burning to anything that moves through it. 

A creature of ice solidifies out of the air. It can be melted by heat but thrives on cold and extra layers of ice. It breaths frost onto enemies and freezes the ground they walk on.

Water - Frozen primary condition. Remove one Frozen instead of being Hot, Burning, Broken or Melted. Gain a Frozen stack instead of being Wet or Cold. d8 Water attack with Freezing and Chaining. Applies Pinned to anything adjacent to it. Note that the water elemental ignores the Frozen conditions effects.

A creature of swirling wind gusts into being. It can be restrained by being slowed and revitalised by being sped up. It lashes out at enemies with whips of wind and electricity before drawing them in again. 

Air - Loose Footed primary condition. Remove one loose footing instead of being slowed, cold, pinned or grounded. Gain Loose Footed instead of being pushed pulled, hot, or quickened. Two d4 Lightening attacks with Pushing and Cleaving augments. At the beginning of the round nearby objects and enemies are Pulled to the elemental.

​

Cannot be Pushed or Pulled. Removes Flying. Applied Pinned if already Grounded. Fades. Removes Charged.

The weapon replaces 3, 5 and 7 with Broken on the weapon table.

The weapon also applies conditions to all that is adjacent to the target.

-1 Lucidity. Removed when rounds stop.

1. Shaken
2. Hazed
3. Pained
4. Broken
5. Pained
6. Wounded
7. Broken
8. Paralysed
9. Wounded
10. Executed

Burning applies a random Basic Condition per stack at the end of each round. Cancels one Frozen stack. Cancels Wet. Stacks. Fades.

1. Pained
2. Hot
3. Hot
4. Burning
5. Hot
6. Wounded
7. Burning
8. Melted
9. Melted
10. Executed

The weapon replaces 3, 5 and 7 with Burning on the weapon table.

The weapon can now hit things as long as they can been seen and are not far (further than 300DU). Ranged weapons use a die one size larger than your weapon's, the two highest rolls on this new die are now misses. EG a d4 becomes a d6 and missed on 5 and 6.

1. Hazed
2. Wet
3. Wet
4. Cold
5. Wet
6. Glazed
7. Cold
8. Frozen
9. Frozen
10. Executed

Can't move, attack or use abilities that require movement. Frozen things can target themself with attacks and abilities. Stacks only effect the duration.

The weapon replaces 3, 5 and 7 with Frozen on the weapon table.

The weapons also applies conditions to another target nearby the original target.

Burning applies a random Basic Condition per stack at the end of each round. Cancels one Frozen stack. Cancels Wet. Stacks. Fades.

Cannot move. Stacks can be removed by using an interaction during a round. Stacks.

1. Shaken
2. Zapped
3. Zapped
4. Charged
5. Zapped
6. Panicked
7. Charged
8. Paralysed
9. Paralysed
10. Executed

The weapon replaces 1 and 2 with Pushed on the weapon table.

The weapon also applies conditions to all those surrounding the Jack wielding this weapon.

Move up to 25DU towards the direction of the condition source, stopping when it is reached. Applies Prone if Loose Footing.

Movement effects move this target double the distance. Removes all Pinned stacks. Stacks duration.

Chaos Effect

"Oops wrong element!"

Roll a d4 to determine the used element.

Order Effect

The elemental is more durable.

Starts with 15 stacks.

The Meteorologist finally lives up to their name calling down a meteor.

Choose a point you can see, after 2 rounds including this one, a meteor hits this point executing all caught within 25 DU of this point and apply 3 Burning and Pushed to everything within 150 DU. Roll the effect the round it impacts.

​

Chaos Effect

The meteor wasn't burning

The Burning condition changes into a d12 Chaos Condition

Chaos conditions are rolled on a list. The die roll determines the elemental condition that is applied.
1. Hot
2. Cold
3. Wet
4. Zapped
5. Grounded
6. Burning
7. Charged
8. Fugued
9. Shifted
10. Frozen
11. Paralysed
12. Petrified

Order Effect

Redirect the meteor at the last minute. Choose a new point for the meteor impact.

Tips for playing as the Meteorologist.

The meteorologist is a Jack with a lot of potential to combo their abilities with other Jacks and can dish out lots of conditions in a small amount of time.

Be creative with your first passive to try to solve puzzles and help with occupant interactions. 

Many of your effects can affect the environment a lot so roll with the chaos you create. 

Basic Weather

Rain

Blazing Sunshine

Wind

Chilly

It starts to rain.

Applies Wet to everything outside every 5 rounds.

Cancels Burning. Applies Loose Footing while moving.

The sun rages.

Applies Hot to everything outside every 5 rounds

All base move distances increase by half. Applies Burning if already Hot. Apples Pained if Wet. Cancels Cold.

The winds pick up.

Applies Loose Footed to everything outside every 5 rounds.

Movement effects move this target double the distance. Removes all Pinned stacks. Stacks duration.

The temperature plumets.

Apply Cold to everything outside every 5 rounds.

All base move distances are halved. Applies Frozen if Wet. Cancels Hot.

Weather Combinations

Sun Shower

Summer Breeze

Wind Chill

Snow

Rain + Blazing Sunshine

Removes on Hazed every round

-1 Mentality. Removed when rounds stop.

Blazing Sunshine + Wind

Removes one Shaken every round.

-1 Empathy. Removed when rounds stop.

Wind + Chilly

Applies Cold to everything Every round.

All base move distances are halved. Applies Frozen if Wet. Cancels Hot.

Chilly + Rain

Reduces dream hostility by 2

Extreme Weather

Torrential Rain

Fire Storm

Sand Storm

Snow Storm

Heavy rain starts to pour.

Applies Wet to everything outside every round. The dream begins to flood. Reduces vision to 1DU.

Cancels Burning. Applies Loose Footing while moving.

Fire rains from the sky.

Applies Burning to everything outside every round. Sets buildings and the environment alight.

Burning applies a random Basic Condition per stack at the end of each round. Cancels one Frozen stack. Cancels Wet. Stacks. Fades.

Sand is whipped up into the air by strong winds. 

Applies Blinded to everything outside each round. Reduces vision to 0.5DU.

All decisive rolls involving vision are one difficulty harder per stack. If the stacks are equal to the effected things eye number, then vision decisive rolls become impossible. Stacks.

Heavy snow falls from the sky.

Applies Cold to everything outside every round. Movement distance is halved. Reduces vision to 1DU.

All base move distances are halved. Applies Frozen if Wet. Cancels Hot.

Electrical Storm

Volcanic Eruption

Cyclone

Avalanche

The sky arcs with lightening.

Applies Zapped to anything outside every 5 rounds. 

Applies Charged if Flying or Loose Footing or already Zapped. Applies Paralysed if Wet or Mechanical. Fades.

An eruption spews ash into the air and lava onto the ground. 

Reduces vision to 0.5DU. Jacks and Occupants cannot breathe outside. Lava makes trails that apply Melting to anything they contacts.

Melting applies a random physical condition per stack at the end of each round, these conditions are Deafened, Blinded, Broken, Severed Arm, Severed Leg, Executed and can be determined by rolling a d6. Removes all Frozen Stacks.

Wind blows wildly. 

Applies Pushed in a random direction to everything outside each round. Fragile buildings and objects begin to collapse randomly.

A mountain of snow starts rolling through the dream. 

A wave of snow moves across the dream applying 2 Broken and 5 Pinned to anything hit by the wave.

When making weapon attacks, use a die one size smaller for each stack of broken. Shatters Frozen or Petrified Occupants. Stacks

Cannot move. Stacks can be removed by using an interaction during a round. Stacks.

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Or perhaps you want to pick this specialisation for your Jack, in that case head straight to the affinities page.

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