Gift Design Principles¶
This note defines how Gifts are designed, purchased, and expanded in Kaernest.
Its purpose is to prevent “Gift Tax,” preserve narrative weight, and ensure Gifts remain meaningful without becoming mandatory advancement tracks.
Core Philosophy¶
Gifts represent commitment, not incremental optimization.
A Gift should change what a character can do, not merely make them numerically better at something they already do.
Most Gifts should be single-level, complete at purchase, and immediately useful.
If a Gift requires multiple levels to feel worthwhile, it should be redesigned.
Single-Level Gifts (Default)¶
The vast majority of Gifts should have only one level.
A single-level Gift should:
- Be complete and functional on its own.
- Unlock new actions, permissions, or narrative capabilities.
- Never exist merely to unlock a “better” Gift later.
Examples include:
- Special combat techniques.
- Sorcery access or supernatural traits.
- Social or cultural permissions not covered by Backgrounds.
- Unique personal talents or transformations.
If a Gift feels mandatory for a certain playstyle, it should be folded into Skills, Backgrounds, or Attributes instead.
When Gifts May Be Leveled¶
Leveled Gifts should be rare and justified by their nature.
They should represent capacity, scale, or legacy, not basic competence.
Appropriate candidates include:
Health¶
Health is the clearest example of a leveled Gift.
Each level represents increased resilience and additional Wounds.
Scaling feels natural and does not create a Gift Tax.
Select Combat Gifts¶
Combat Gifts may have multiple levels, but only if:
- Level 1 is fully functional and worth purchasing on its own.
- Higher levels expand context, frequency, or efficiency, not raw necessity.
Bad pattern:
Level 1 unlocks the ability.
Level 2 makes it usable.
Level 3 makes it good.
Good pattern:
Level 1 does the thing.
Level 2 broadens when it applies.
Level 3 reduces Effort or consequences.
Community or Holdings¶
Community-focused Gifts, such as owning a business, ship, or headquarters, may grow over time.
Whenever possible, this growth should be tied to Spent XP thresholds or narrative developments instead of traditional leveling.
Avoiding Gift Tax¶
“Gift Tax” occurs when players feel forced to buy weaker Gifts solely to access stronger ones.
This should be avoided wherever possible.
Preferred Alternatives¶
-
Fictional prerequisites instead of mechanical ones.
Examples include access, reputation, training, or recognition. -
Skill-based context instead of Gift chains.
Example: requiring a skill at Apprentice or Journeyman level. -
Single prerequisite maximum if one is absolutely necessary.
Never chain prerequisites.
If a prerequisite feels like a purchase tax rather than a story development, it should be removed or rewritten.
Relationship to Backgrounds¶
Backgrounds should carry most social legitimacy and narrative permission.
Gifts should represent personal capability or commitment, not social rank.
Because of this:
- Many RP-focused effects belong in Station or other Backgrounds.
- RP-only Gifts should be rare and high-impact.
When RP Gifts exist, they should often require Spent XP and GM approval.
Examples include:
- Recognition as a guild master.
- Formal land ownership or noble acknowledgment.
- Bearing a sacred title or name.
These Gifts change how the world treats the character, not how many dice they roll.
Gifts and Spent XP¶
Some Gifts should require a minimum amount of Spent XP instead of costing additional XP directly.
This represents changes that come only from lived experience, not training alone.
Good candidates include:
- Attribute increases.
- Major supernatural transformations.
- Permanent enchantments tied to Ka.
- Founding or permanently altering institutions.
Spent XP should never be refunded or reduced.
Once earned, it represents irreversible character growth.
Design Checklist¶
Before adding a new Gift, ask:
- Is this Gift complete at Level 1?
- Would a player feel bad stopping here?
- Does it unlock new actions or just improve numbers?
- Does it belong in a Background instead?
- Does it require fiction to make sense?
If the answer to any of these is unsatisfying, revise the Gift.
Combat Gifts should not gate maneuvers.
They should reduce cost, reduce risk, or expand outcomes.
Any maneuver granted by a Gift must still be attemptable without it, albeit inefficiently or dangerously.
Summary¶
- Most Gifts are single-level and complete.
- Leveled Gifts are rare and represent capacity or legacy.
- Avoid prerequisite chains and Gift Tax.
- Use fiction, skills, and Backgrounds as gates instead of mechanics.
- Reserve Spent XP for irreversible, identity-defining changes.
Gifts should feel like decisions, not chores.