I am concerned that some of these moves might be a bit, well, lame, and I would like a second opinion. Thanks.
CAVER COMPENDIUM CLASS
When you have successfully mapped an underground cave complex, or been instructed in the techniques of caving by an expert, the next time you level up you can choose to take this move:
When you defy danger to get through a difficult or dangerous passageway, on a 10+, you may also bring one of your companions through with you safely. On a 7-9, you may sacrifice a piece of your gear to ignore the consequences—whichever piece is most readily at hand or makes the most sense. If this is adventuring gear that is still undefined, say what it is now.
Once you have dungeon crawl, these moves count as level 2-5 class moves and you can choose to take them when you level up:
When you make camp in a cave, or undertake a perilous journey through a cave, you do not need to consume any rations. If you act as quartermaster, you automatically succeed as if you had rolled a 10+, and you may take on a second job.
Lynx-Eyed, Like Burning Coals
Your eyes cut through the night and you need bring neither lamp nor torch to see in even Stygian darkness.
When you defy danger in the dark, take +1.
You have perfect recall of the places you have explored. You can always find your way back to an underground location you have been to, without considering it a perilous journey. If anything has changed since your last visit, you spot it right away.
You can feel vibrations echoing through the earth. You can never be ambushed or surprised underground, even in the dark.
Once you have dungeon crawl, these moves count as level 6-10 class moves and you can choose to take them when you level up:
When you use the natural formations of a cave to your advantage, take +1 to defend and defy danger.
When you ask a cave about someone or something else inside it, roll+INT. On a 10+, the cave tells where it is, what it’s doing, and answers any one question you ask about it. On a 7-9, the cave tells you either where it is or what it’s doing.
Requires: Bug Eater
When you have time to gather supplies in a natural cave, you can prepare a poultice that will heal one debility next time you make camp.
If you want to start as a caver at level 1, you can replace one of the following starting moves with dungeon crawl:
Cleric: Turn Undead, but you deity’s domain must be knowledge and hidden things or what lies beneath.
Ranger: Called Shot.
Thief: Backstab or Poisoner.
Wizard: Spell Defense.
If you start as a caver at level 1, you may choose one of the following race options instead of those offered by your class:
Only the darkest and most violent of elves would willingly seek their fortunes underground. Choose a weapon. In your hands, weapons of this type have the precise tag, just as if you were the fighter.
You know how to take advantage of your small size underground, where you get +1 armour when you’re at all able to defend yourself.
Lynx-Eyed, Like Burning Coals is a starting move for you, not an advanced move.