Don't pity them too much, the moths diving into the fire. They might know exactly what they're doing.

The world is always just a breath away from something going terribly wrong, and accidents always seem to follow in a Calamitist's wake. Maybe they cause them, maybe they're just hapless victims of circumstance- it ultimately doesn't matter. Though their calamities tend to harm everyone (both friend and foe) a strategic Calamitist can easily turn them to their own advantage more often than not, and run off with victory while leaving utter chaos in their wake.

Calamitist Things go very wrong.
caret-right Culling Destroy the weak.
caret-right Echoes Calamities recur.
caret-right Gatecrasher Something comes.
caret-right Survivor Go untouched.
caret-right Upheaval Mess up the terrain.

Calamitist

Utility plus-circleThat Damn Kid is Back on the Escalator Again: You have a way of making everything more dangerous just through your mere presence. Whenever Escalation increases during battle, you have the option of causing it to increase by an additional +1 point. This effect is optional, but stacks when multiple Calamitists are present.
Offense plus-circleCalamity: At any time during your turn as a free action, you may request a calamity to happen. Calamities deal unreduceable damage to every single creature in the same node as you are (including you and your allies) equal to the current Escalation. Escalation is always considered to be 1 if you're not actively engaged in anything dangerous.

minus-circleLevel-Gated: Creatures whose levels are higher than your own take half damage from calamities you invoke (round fractions down). Creatures whose levels are at least double yours are completely immune to your calamities.

plus-circleConditioning: Every time you invoke a calamity, roll a random standard condition. Every creature who took damage from the calamity also gains that condition.

minus-circleCooldown: Calamities happen much more frequently around you than they would of their own accord, but still not absolutely all the time. You may invoke a calamity a maximum of once per exploration turn.

doubledElemental Calamity: If you also have levels in an elemental-type archetype, you can choose to infuse any calamities you invoke with matching elemental energy. Such calamities inflict the matching elemental condition instead of a random standard condition.
Sidebar: Random Calamity Ideas
1. Earthquake.
2. Freak windstorm.
3. Flash flood.
4. Gas explosion.
5. Mechanical failure.
6. Structural collapse.
7. Deoxygenated air.
8. Angry insect swarm.
9. Brown note.
10. Stampeding beast(s).
11. Avalanche.
12. Meteors.

Culling

Offense plus-circleMow the Lawn: Creatures whose level is equal to or less than your own that take damage from one of your calamities must roll a trigger die. If they roll equal to or higher than the current Escalation, they're fine. Otherwise, they die instantly (reduced to 0 Flesh).

plus-circlePersonal Immunity: You cannot die from this effect and do not need to roll. You still take damage/conditions from the calamity as normal. Your allies are not immune to instant death from this effect.

minus-circleMassassination: This is considered an assassination effect and any ability that evades or negates assassination effects will also negate Culling.

Echoes

Utility plus-circleEncore: Your calamities are not done in a flash. At the beginning of your next turn after invoking a calamity, you may roll a trigger die. If the result is 7+, then you may invoke the calamity again. This deals more damage to everyone in the node and applies a new random standard condition, but does not repeat other calamity effects (such as those from the Gatecrasher ability).

plus-circleShit Rolls Eternal: If you successfully echo a calamity, you can attempt to echo it again on your next turn. There is no limit to how many times in a row you can echo a single calamity except your willingness and luck.

Gatecrasher

Utility plus-circleWake the Dragon: You may choose for your calamities to draw the worst kind of attention. After you invoke a calamity, the referee chooses the most dangerous thing in the vicinity/on the local random encounter chart. It shows up at the beginning of the next enemy phase, and it is hostile to everybody that was present when the calamity went off (friend and foe and you alike).

plus-circleOptional: You don't have to draw a Gatecrasher every time you invoke a calamity. They only come when you want them to.
caret-right Alternative plus-circleDelayed Arrival: You can choose to delay the arrival of a Gatecrasher by 1 round.

minus-circleMojo: Delaying a Gatecrasher's arrival costs 1 Mojo. You can delay a Gatecrasher's arrival by additional rounds by spending more Mojo each time.

Survivor

Protection plus-circleIshmael: You are immune to damage from your own calamities- through seemingly miraculous coincidence, they leave you untouched.
caret-right Alternative plus-circleGimme Shelter: Your allies can also choose to be immune to the effects of your calamities.

minus-circleMojo: Immunity to a single calamity costs 1 Mojo, paid by either you or the ally in question.

Upheaval

Utility plus-circleRend the Earth: You can choose for your calamities to make quite a mess. When you invoke a messy calamity, every space in the node becomes difficult terrain, and the node itself requires a full procedure to pass through despite being mapped.
caret-right Alternative plus-circleCutoff: You can choose for your calamity to not only mess up the map node they're invoked in, but to destroy those nodes entirely. Nobody can enter or pass through a destroyed node (at least not without putting in a LOT of manual labor to clear the way), and everything that node holds becomes inaccessible.

plus-circleShunted Out: Any creatures occupying a destroyed node are moved to a neighboring node of your choice.

minus-circleDangerous Game: Destroying a node must be done cautiously and strategically to avoid horrible consequences. It is entirely possible to entomb yourself with no escape if you destroy your only exit.

minus-circleMojo: Destroying a node with a calamity costs 1 Mojo.