A small, rather ornate locket in the design of a door, on a short chain that will adjust to fit snugly upon anyone willing to wear it. If placed upon an unwilling person, the chain's clasp will odly refuse to lock and the locket itself refuse to open.
Any time it is opened, the opener will find a random picture of someone that previously opened the locket inside (this picture cannot be removed) and the opener's own image will be added to the collection. Once per season, when opened, it will release the chaos built-up within (it triggers powers under Power Group 3).
The locket will 'lift its skirt' for anyone brave (or stupid) enough to use it. Ownership is an immaterial concern to the fortune and chaos the locket has to offer.
Powers
Neutrality is a wonderful thing. It allows merchants to trade in war zones, generally to both sides. It lets the banker enforce peace and calm in his bank. It allows the glass maker to create beautiful works of art while the world rages around them. This ability takes that to an extreme, however, as it allows the wearer to pass through any conflict without either side noticing them. However, this ability only works so long as the wearer remains absolutely neutral. Favouring a side of a conflict will render this ability null. It also doesn't prevent the wearer from any of the side effects of a conflict, such as thrown pots, boiling oil, or stray arrows.
Making physical contact with the locket while wearing it and willing your own good fortune into being, allows the holder to affect the odds of things like dice rolls and card draws, or anything of a similarly small nature so that they fall in the holder's favor. The power can be used as many times in a row as the holder desires, but each consecutive use is less likely to succeed than the one before it, though going a whole Trial without using the ability will reset it.
Once a season, when the Locket is opened, the chaos within is released!
When this happens, small sprites, familiars, and/or wisps poor out of the locket. These summoned beings might aid, heal or hinder those around, they might just be here to watch the plot twist unfold or whatever purpose they see fit, but unless the wearer of the necklace breaks the effect of Neutrality, they will likely ignore the wearer for the most part. The summoned creatures may act according to their will and what they see as right or wrong. They will remain until they choose to re-enter the locket, or until a trial has passed. The creatures are neither angelic of malevolent, they simply are (the mod decides what happens to best fit the theme of the Major Plot Twist, perhaps they don't appear at all).
Once a season in anything up to a global thread, the opener may contact the mod for a "Major Plot Twist,". This effectively allows a change in the narrative of the story. The plot twist is decided by the mod and will become part of the thread. It allows a surprise turn of events in a story, centred on the opener of the locket, but may not nececerilly be entirely beneficial, i.e. the opener cannot be confident they will benefit from the change in plans, but who knows? Perhaps a pot of gold will fall from the sky.
Power Group 1
* Signature Item (Primary) - Favorable Outcome - Level: Favored
Based uppong "Favorable Outcome - Level: Favored" from wiki/index.php?title=Category:Rusalkis
Significant deviations from the above basis: None
Activation: Making physical contact with the locket while wearing it and willing your own good fortune into being, e.g. clasping it in your hand, kissing it, rubbing it, etc.
Power Description: An ability that allows the holder to affect the odds of things like dice rolls and card draws, or anything of a similarly small nature, so that they fall in the holder's favor. The power can be used as many times in a row as the holder desires, but each consecutive use is less likely to succeed than the one before it, though going a whole Trial without using the ability will reset it.
Power Group 2
* Signature Item (Secondarry) - Pass Unnoticed - Level: Favored
Based uppong "Pass Unnoticed - Level: Favored" from wiki/index.php?title=Category:Sombran
Significant deviations from the above basis: None
Activation: This is a passive ability that is simple active while wearing the locket.
Power Description: Neutrality is a wonderful thing. It allows merchants to trade in war zones, generally to both sides. It lets the banker enforce peace and calm in his bank. It allows the glass maker to create beautiful works of art while the world rages around them. This ability takes that to an extreme, however, as it allows the wearer to pass through any conflict without either side noticing them. However, this ability only works so long as the wearer remains absolutely neutral. Favoring a side of a conflict will render this ability null. It also doesn't prevent the wearer from any of the side effects of a conflict, such as thrown pots, boiling oil, or stray arrows.
Power Group 3
* Signature Item (Secondarry) - Chaotic Spirits (Minor) - Level Favored
Based uppong "Protective Spirits (Minor) - Level Favored" from wiki/index.php?title=Category:Sevrath
Significant deviations from the above basis:
* It can only be used once a season, so that it falls in line with the main power.
* Multiple summoned creatures would come out (rather than just one).
* This differs from "Protective Spirits" in so much as its intended to embody a little of 'the box is opened and chaos sometimes poors out'. So the summoned things appear to come from (or out of) the locket and might heal, help or hinder, but really they are 'the light show' before the main act (see Major Plot Twist). It is really ALMOST just fluff, to support the actual power, which is the Plot Twist.
Activation: Once per season, when the locket is opened.
Power Description: Once a season, when the Locket is openned small sprites, familiars, and/or wisps poor out of the locket. These summoind beings might aid, heal or hinder those around, they might just be here to watch the plot twist unfold or whatever purpose they see fit, but unless the wearer of the necklass breaks the affect of Neutrality, they will likely ignore the wearer for the most part. The summoned creatures may act according to their will and what they see as right or wrong. They will remain until they choose to re-enter the locket, or until a trial has passed. The creatures are neither agelic of malevolent, they simply are (the mod decides what happens to best fit the theme of the Major Plot Twist, perhaps they don't appear at all).
* Signature Item (Tertiary) - Major Plot Twist - Level: Exhalted
Based uppong "Major Plot Twist - Level: Exhalted" from wiki/index.php?title=Category:Sojourn
Significant deviations from the above basis: None
Activation: Once per season, when the locket is opened.
Power Description: Once a season in anything up to a global thread, the opener may contact the mod for a "Plot Twist". This effectively allows a change in the narrative of the story. The plot twist is decided by the mod and will become part of the thread. It allows a surprise turn of events in a story, centered on the opener of the locket, but may not nececerilly be entirely beneficial, i.e. the opener cannot be confident they will benefit from the change in plans, but who knows? Perhaps a pot of gold will fall from the sky.