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Reflection rules
Reflection rules








reflection rules

It is implied reflections can "reject" their wielders, leading to an improper binding. Re-manifesting a Reflection only requires its wielder to put their hand back into the Reflection and pull it out again. Reflections can be freely de-manifested at will. In many cases, people besides the wielder can carry a manifested Reflection, but this will depend on the specifics of the Reflection in question. A wielder can now freely interact with their Reflection and its abilities. Most of these particles consolidate basically instantly into the form of whatever weapon, tool, or other entity the Reflection represents. The extent of an intrustion of a Reflection's elements into a person will depend on their "Feedback" stat. When the hand is pulled out, it will be followed by a flood of particles similar to Elements that bind themselves to the wielder's elemental composition, some of them permanently. To summon a Reflection's "manifiested" form, a person needs to stick their hand into the Reflection, upon which it returns to its portal state. At the first stage of binding, a Reflection will simply follow around whoever grabbed it, becoming much more tactile and able to be held on one's hand or stored in objects like drawers or clothes. However, a human being can interact with a Reflection by "binding" to it. Left alone, a Reflection will simply float in space, not interacting with the world around it. The glassy texture is only illusory, however, and Reflections are in truth more akin to holes in the fabric of reality that an object the size of the Reflection or smaller can easily move through. Reflections constantly emit light from an unknown location, which can be a variety of colors. Reflections are usually small, only around the size of a human hand. Nature Appearance Ī Reflection takes the form of a floating shard of a glass-like substance.

reflection rules reflection rules

Some artificial Reflections can even come from stories that are unfinished, such as the Reflection "Singlehanded Savior", which represents the organization of OPIA itself. These differ from most other Reflections, which are found in the Coda and represent legends from previous worlds lost to the Coda. Īfter the founding of OPIA but before the official establishment of FLOW Wave Two, researchers at OPIA's ESP wing found a method to produce artificial Reflections cast from legends of their world. Over the coming months, more and more Reflections were uncovered within the Coda itself, allowing the fighters at Station One to much more efficiently defend themselves. During a confrontation with a Demon, agents Willow Wisp and Ruth Galatine mysteriously bound to Reflections, allowing them to defeat the Demon with ease. World Twelve įollowing the sudden incursion of demons from the Coda, a small cohort of medics and mercenaries established themselves at Station One near the mouth of the Coda. The first Reflections were created by the Second Tormented.

reflection rules

This scale is represented by the "Anima" stat in a Reflection's file. Ĭertain Reflections grant more potent or unique ESP than others. Due to the otherworldly nature of Reflections, the worldview of their wielder is often warped in such a way that the ESP manifested by the wielder falls outside of the traditional ten types of ESP known to GEIST-brand pharmaceutical ESP. Reflections, alongside their core function, also by default grant their wielders some form of ESP. As such, no two Reflections are exactly alike in form or function, although some from the same original world or created from similar legends might have similar abilities. Each Reflection has a unique power and appearance drawn from their source legend.










Reflection rules