Gift Rules
- The person running the lotto is considered an ADM.
- A PC may have no more than 5 magical “Gifts” at a time. This includes, among other things, lotto items and x-mas gifts.
- All “Gifts” take one of the following three forms: (1) a one-use magic item, activated as a standard action with the effect of a CL1-1st level Core or Woldian spell; (2) a permanent magic item (subject to the expiry period below), activated as a standard action once per day with the effect of a CL1 cantrip; or (3) a non-magical item equivalent to a Core equipment item with a value of no more than 40 gp (non-magical gifts do not expire or count towards the 5 item limit).
- All magical “Gifts” have a 12 month expiry date and must be labeled on the PC sheet with the date they were received. When magical gifts expire, they do not disappear, but turn into mundane non-magical items [as described above]. PCs can still keep them as non-magical items for sentimental/RP value.
-Non-magical gifts do not expire and you may keep as many as you want.
- All “gifts” must be approved by the PTB before they may be given out. It is suggested that the “gifter” send in at least 20 at a time for approval to simplify the process.
- If a gift is received by a player with more than one PC, they must declare which of their characters receives the gift. If a PC is lost due to death, or remission of DM-status, the gifts assigned to that particular PC are also lost and cannot be transferred to the player's other PC.
- Once a gift is won, it may be re-gifted to another PC in the same party. The PTB reserve the right to adjudicate cases where such gift-giving is for the purpose of avoiding the cap of 5 gifts per PC.
- Gifts may be re-gifted from a PC to another PC in a different game only during special events held in the Giggling Ghost such as the Yule Party or Dragon Elevation Parties. This gifting cannot violate the above rule on gifting between two PCs owned by a single player.
- Examples:
- A monocle that when looked through provides the user with the benefit of the Identify spell (CL1) before breaking and being rendered non-magical after one use.
- A forked stick that when thrown in the air always lands pointing to the north. Usable once per day (CL1 per the bard spell Know Direction).
- A finely bound book chronicling the great halfling kings. Both pages have already been colored in.
- A set of worn brown, leather suspenders. The kind used to keep ones pants from falling down. There’s even room for your thumbs to fit in quite snugly by your proud chest.