First Vault World Compendium Class; any suggestions for better/more interesting moves, or move names?
First Vault World Compendium Class; any suggestions for better/more interesting moves, or move names?
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GLOWING ONE
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When you are a ghoul and experience a truly immense amount of radiation (from direct nuclear blast, spending a few months inside a reactor or at ground zero, spending days inside of a functioning reactor, etc.), the next time you level up you may choose this move:
RAD-SINK
When you are exposed to radiaton, roll 2d6+CON. On a 10+, hold 3. On a 7-9, hold 2. On a 6-, hold 1, and the GM will tell you what happens. You may spend this hold, one for one, to do the following:
>Heal yourself of 1d4 damage
>Cause 1d4 points of radiation damage to everything within reach
>Contaminate your immediate area with radiation
If you have Rad-Sink, these count as optional moves for you; you can choose from them when you level up:
MELTDOWN
You may spend a hold from Rad-Sink to create a hand-sized burst of energy, hot enough to melt steel, causing 1d10 damage.
EMP
You may spend a hold from Rad-Sink to blast an electronic machine with EMP; choose whether it loses 1d10 hit points or malfunctions (the GM chooses the malfunction).
RAD-SPONGE
When you use Rad-Sink, you may choose to take one extra hold to deplete the ambient radiation from your surroundings, affecting an roughly equal to your level in meters.
FOLLOWERS OF THE GLOW
When you use the Recruit move, you may declare that you’re only looking for ghouls to gain +1 to the roll.
MUTUALLY ASSURED DESTRUCTION
You may spend a hold from Rad-Sink to create an intense burst of heat and energy, dealing 1d12 damage to everything within reach, but you lose an equal amount of hit points.