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Gifting

STANDARD power-ups including Trailworn Boots, a Turf Tag and a Route Pack, all of which can be gifted
STANDARD power-ups, consumables and cosmetics travel between campmates. TURBO and better gear never moves.
A dark map with two glowing supply crates pinned to real streets
A Secret Stash sits on the street where you left it until someone walks, runs or rides past to collect it.

Gifts, goodwill and Secret Stashes

You can pass a spare on to a campmate, paid for with goodwill: a small weekly allowance you earn by getting outside, never something you buy. You cannot trade, sell, or ask for anything back, and you never will be able to.

There is no marketplace here. No listings, no offers, no power-up values, no wish lists, and no leaderboard for giving. Credits never move between players at all.

Goodwill

Goodwill is the allowance that gifting spends. It is separate from the power-up itself: having a spare boots you could send is not enough on its own, you also need goodwill in the bank to send it.

  • What it is. Two goodwill a week, full stop. There is no way to earn more of it in a single week.
  • How you get it. Goodwill only unlocks in a week where you completed at least one drop-eligible activity, the same bar an activity has to clear to earn you a prize drop. You cannot gift from the sofa: a dormant account gets none, however much it has stockpiled from doing nothing.
  • What it is spent on. Sending a gift costs 1 goodwill, so your weekly two cover two gifts. Acts that consume one of your own power-ups to help somebody else, like placing a shield on a campmate’s street, cost no goodwill at all: only the power-up leaves your stash.
  • When it resets. Every Monday. It does not bank: whatever is unspent when the week turns over is simply gone, and you cannot save up for a bigger week later.

Goodwill sits next to your charges at the top of your stash, so you can always see what you have left before you send anything.

Who you can gift to

Campmates only, and not straight away. A campmate link carries an ordinary gift after 7 days, and gear after 28 days. New links start those clocks the moment they are made.

How much anyone can receive

  • At most 3 gifts a week, from any number of people.
  • At most 1 gift a week from any one person.
  • At most 30 gifts a season.

These are caps on receiving rather than on giving, on purpose: a ring of ten spare accounts still yields three gifts a week, so farming is not worth anybody’s time by construction rather than by policing.

Bound power-ups

Three rules, and between them there is no laundering route:

  • Bound on receipt. Anything gifted to you is yours to use forever and yours to pass on never.
  • Bound on merge. The output of a merge is bound, so three gifted STANDARD power-ups cannot become a giftable BONUS one.
  • Bound on levelling. Only level 1 copies move.

The published policy

Every power-up carries a gift policy, and the default for anything new is “bound”. This is the whole list, and it is the same configuration the server enforces.

Power-upWhat it isGifting
Patch KitConsumableCan be gifted
ShieldDefenceCan be gifted
Second WindBoostCan be gifted
HatchCosmetic fillCan be gifted
Comet TrailCosmetic trailCan be gifted
Trailworn BootsSTANDARD bootsCan be gifted
Surveyor's BootsBONUS bootsCan be gifted
Turf TagSTANDARD ground markerCan be gifted
Route PackSTANDARD packCan be gifted
Line BeaconTURBO ground markerBound to you
Campaign PackTURBO packBound to you
Pathfinder's BootsHYPER bootsBound to you
Cartographer's KitHYPER kitBound to you
Founder High ScoreCollectableBound to you
EmberlightHI-SCORE fillKeepsake, not yet

Everything TURBO and above is bound. Emberlight is a keepsake: one cosmetic will be passable per season when that lands, and nothing else of that tier ever will be.

Gifting an unopened prize drop

A field find you have not opened can be passed on. The roll happens when they open it, against their own pity counter, so what you hand over is a possibility and never a prize. Prize drops you earned another way (the first of the day, a loop, a takeover) stay yours.

Secret Stashes

A Secret Stash is a field find left out in the world. Instead of sending it, you can leave it pinned to the street you found it on, addressed to a campmate or left on an open link. Whoever it is for has to go and get it: collecting needs a qualifying activity that passes within 150 metres of the pin.

  • Pins are coarsened to about a 110 metre grid, so a stash is a street and never a doorstep.
  • You cannot leave one within 250 metres of your own home area.
  • One stash out at a time, and 3 open-link stashes a season.
  • Stashes last 14 days, and you can take yours back at any point before somebody collects it.

Messages

A gift carries one of four set lines and nothing else. There is no free text anywhere in gifting and there are no direct messages in the product, which is deliberate: it removes the whole category of harm that comes with strangers being able to write to each other.

If a gift is not taken

A gift waits 7 days and then goes home by itself. Nobody is chased, nothing counts down at you, and the recipient’s weekly allowance is given back when it returns. The sender’s goodwill is not refunded, so sending is a real decision.

The red line

We will never build trading. No marketplace, no escrow, no counter-offers, no listings, no published power-up values, and no transfer of credits. Power-ups are earned by going outside, and the only thing that ever moves between players is a spare, one way, with a cap on it.