Moneybags

Moneybags are all about the money, credits to be specific. Whether it is to make more credits or to bribe everyone in order to bend the rules of the game to do their bidding, Moneybags are always connected to the money, abilities actually cost credits to use, but this leads to 0 Stamina active abilities as well as cheap abilities with reasonable power... And even Abilities with the capability of being insanely powerful! Their official colour is money green, obviously.

## Tier-0

Moneybags start the game with a 50% increase to credit gains from combat.

## Tier I

* Bribe the Grim Reaper - When the user's health reaches 0, the user can subconsciously choose to sacrifice credits in order to get 25% of their HP back, nullifying their own deaths. The amount of credits sacrificed at first are 500 credits, but every time this ability is used, the cost doubles (so for example, let's say this user dies on Day 2 and pays 500 credits to come back, then on Day 5 they die again, the cost of this ability is now 1000, then 2000, 4000, etc).
* Panhandle - The user can go beg on the street, becoming... A beggar! That's right, NPCs will toss small amounts of credits at the user just to stop the begging... It's one way to make money, but NPCs won't be too happy about it and might even curse at and humiliate the user for it.
* Pickpocket - Steal money right out of people's pockets in Safe-Zones, random amounts that aren't too big (but better gains than Panhandle). Be warned though, the people will eventually take notice of it and call the cops on the user, or even chase the user themselves... Either way, it might spell trouble for the user as they have to evade the pursuit and beating that might follow, as well as fines and jail.
* Making it Rain - The user can toss out gold coins from their pocket, sacrificing 10 credits, but causing a crowd to suddenly form as they frantically gather the coins on the ground and even fight over it. This causes a commotion, a distraction that can be used to escape any scenario (except Floor Bosses).

## Tier II

* Confidence Man/Woman - The user can now run elaborate cons and scams on NPCs to gain random amounts of money (some of them quite large sums really), but the more money they gain at a time, the more attention they garner for themselves. Angry victims, cops, and even criminal organizations might come after the user after a successful con has been done, so you best leave town and never come back if your notoriety gets too high.
* Silver Tongue - The user has a devil's silver tongue, so charismatic that they could sell ice to an Eskimo. Rather than using this ability to scam others, the user can gain 50% discount from NPC stores by just chatting up the clerk/owner of it. Furthermore, when selling things to NPC, gain an increase in the price by 25%.

## Tier III

* In the Pocket - The user can now bribe NPCs (cops, criminal organizations) to let them be, regardless of what crimes the user has committed, costing 10% of the money the user has pickpocketed/scammed from that town/city/area, though this only lasts a day, needing daily bribes should the user wish to continue scamming and picking pockets in that same area. Additionally, the user can bribe criminals to serve as their bodyguard, with the cost varying depending on the level of risk as well as the physical capabilities of the NPC, and said NPC bodyguard can even aid in combat outside of Safe-Zones (though they might run away scared if the threat is too big, such as taking on overly powerful Bosses).
* Money for Power - The user pays the cost of 3 Stamina, as well as sacrificing as much money as they want. Increase the user's ATK and SPD by the same amount of money sacrificed (50/50 split), with the buff lasting for 2 turns.
* Buy Happiness - Firstly, use 3 Stamina to activate this ability, then sacrifice money to restore HP and Stamina. Every 1 HP costs 1 credit, while every Stamina costs 2 credits.

## Tier IV

* Aura of Money - The user gains an aura always on, permanently around them. Those in the same party as the user will now gain a 50% increase in credits gained from combat. Additionally, the user gains another additional 10% credit increase gained from combat for every person that is in their party (besides themselves).
* Greed Imp - The user is now accompanied by a spirit in the shape of a small Imp, though only the user can see this Imp and no one can touch said Imp, not even the player. Whenever the player wants to buy something, they can just pay the Imp to buy it, and as long as the item is in stock at any of the stores existing in any of the unlocked Floors, the Imp will instantly buy it, with the player having no need to ever use stores again. The same applies to selling items to NPCs. The Imp doesn't even charge anything as it feeds upon the greed of the user. The Imp does not help in combat or in any other way that isn't buying/selling from/to NPCs.

## Tier V

* Mercenary God - The user Summons Yojimbo, the mercenary God, but to summon him, the player must sacrifice any amount of money they want. Yojimbo's size and power varies based on how much money was spent to summon him, being bigger the more was spent, and his stats being equal to the amount of money sacrificed (example, spend 1 credit, Yojimbo has 1 HP, 1 ATK, 1 SPD). Yojimbo will attack in the turn it is summon, and will stay around until it is the user's turn again, or until Yojimbo's HP reaches zero (Yojimbo tanks all the hits for the player so long as he is around). Then, Yojimbo disappears, needing to be summoned once again, with every summon requiring the money sacrifice (any amount) as well as 10 Stamina.
* Screw the rules! - The user can now use any Ability of any Archetype, be it passive or active, even from Archetypes they do not have, so long as they have seen the ability being used before. The user must pay the regular Stamina cost of the used Ability, are subject to any special condition the ability has (such as cooldowns, charging times, health sacrifices, debuffs, etc). On top of that, every time this ability is used, a money cost must be paid, with the price changing depending on the ability used. The price paid is per use in case of active abilities, and per turn in case of passive abilities. Credit cost per ability usage: **Tier-0**: 50 credits. **Tier I**: 125 credits. **Tier II**: 200 credits. **Tier III**: 350 credits. **Tier IV:** 500 credits. **Tier V**: 750 credits.