# Intro Money is represented by resource die. d4 d6 d8 d10 d12 d20 Whenever you spend a night at a tavern, it costs one roll Whenever you have duplicate dice they get combined into 1 die higher. E.g d8 and d8 combine to d10 Buying things costs x amount of rolls. E.g a legendary sword might cost 3d8 to buy. This means u need at least a d8 or higher, you then roll that 3 times. If at least one or more of those rolls is a 1 the die gets downgraded 1 step but no more. Big rework going to happen. I want to use custom cards instead. Players race card has 2 abilities: Tap to play a card Unique race ability Players can play 1 free card, and can tap any of their cards for free on their turn or in reaction Players have blood tokens. These are flipped when the player takes a killing blow or casts spells. Players die when they are all flipped. Melee attacks subject to a reposte. If you miss your attack the enemy automatically does a reposte if they have one. When using a ranged weapon, you cannot use it to attack any enemy that attacked and hit you with a melee attack since your last turn. ## Types of cards: ### Tarot Cards - These are used as "mana" for abilities and spells. You can choose to draw a card at the start of your turn. You can reshuffle your discard into your deck at the cost of 1 hp. ### Equipment Cards - These are weapons, armours, and clothing. There is a limit to how many you can wear at once. ### Ability Cards - Skills that your character has ### Environment Cards Cover, Equipment, Etc placed in a room that can be used ### Loot Cards Consumable items such as potions, bombs, etc ## Combat(social/physical) Turns Random player goes first, alternates between player and npcs. Goes either clockwise or counterclockwise(random) Players have 3 energy. Cards will show how much energy they cost, if any. You refresh your energy at the end of your turn. You can use items and some abilities as a reaction as long as you have enough energy to do them. Players and Enemies have 4 combat stats: Health, Attack, Riposte, Dodge - Heath: How much damage one can take before being out for the fight. - Attack: How much damage is delivered on a successful roll. - Reposte: Damage you deal when an opponent misses - Dodge: Chance of an enemy missing an attack