Reflection (item)

*This article is for the item. For the show, see Reflection (show).*

Reflections are a notable phenomena in the world of Reflection. Taking the form of stained glass portals, Reflections allow their wielders to summon incredibly powerful incarnations of legendary artifacts, events, and even people.

## Abilities

Each Reflection has a unique power and appearance drawn from their source legend. 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.

### ESP Granting

Reflections, alongside their core function, also by default grant their wielders some form of ESP . 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.

Certain Reflections grant more potent or unique ESP than others. This scale is represented by the "Anima" stat in a Reflection's file.

## History

The first Reflections were created by Destruction, and all current Reflections are still made using her power as a Tormented.

### World Twelve

Following 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. During a confrontation with a Demon, agents Willow Wisp and Ruth Galatine mysteriously bound to Reflections, allowing them to defeat the Demon with ease. 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.

After 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. These differ from most other Reflections, which are found in the Coda and represent legends from previous worlds lost to the Coda. Some artificial Reflections can even come from stories that are unfinished, such as the Reflection "Singlehanded Savior", which represents the organization of OPIA itself.

## Nature

### Appearance

A Reflection takes the form of a floating shard of a glass-like substance. Reflections are usually small, only around the size of a human hand. Reflections constantly emit light from an unknown location, which can be a variety of colors. 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.

### Creation

Reflections are created upon the death of a "legendary hero", their subsequent abilities and forms being based on the life of that hero, the influence of nearby Flame, and certain greater concepts that that hero tapped into. For unclear reasons, a person's status as "legendary" causes their Elements to become so dense as to keep their Flame trapped in their body upon death, causing a phenomenon superficially similar to the creation of a black hole in which the Flame enters space that "doesn't exist", forming a hole to somewhere else, allowing a Reflection to be pulled through.

OPIA has devised several methods to simulate this process and create "artificial Reflections". Their current method involves funneling large amounts of Pureflame into an uninhabited Ridill Arondite corpse while Treble uses her ESP to make the body's Elemental composition perfectly equal. The Ridill Arondite corpse is then "killed", simulating the process of death. Because the body has perfectly equal Elements, the Flame is unable to leave, forming a new Reflection by the process described above.

### Function

Left alone, a Reflection will simply float in space, not interacting with the world around it. However, a human being can interact with a Reflection by "binding" to it. 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.

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. When the hand is pulled out, it will be followed by a flash of light and usually materialize into some kind of item. Additionally, the Elemental composition of the wielder will be suddenly aspected to a kind of "pseudo-Element" that will cause their form to slowly change based on the Reflection's Feedback. A wielder can now freely interact with their Reflection and its abilities. In many cases, people besides the wielder can carry a manifested Reflection, but this will depend on the specifics of the Reflection in question. Reflections can be freely de-manifested at will. Re-manifesting a Reflection only requires its wielder to put their hand back into the Reflection and pull it out again.

It is implied reflections can "reject" their wielders, leading to an improper binding. While a failed Reflection wielder has yet to be seen, the process is implied to be painful and requiring of immediate medical attention. Additionally, in almost all cases, binding to a second Reflection after already having bound one will kill you almost instantly.

Once bound, a wielder of a Reflection will begin to experience periodic flashbacks to the initial legend of the Reflection as well as to times it was wielded as a Reflection in previous worlds. If the wielder deeply explores these flashbacks, they may be able to further commune with their Reflection on a fundamental level and unlock new and powerful abilities that the Reflection did not previously possess. Reflections are known to possess consciousnesses of their own, and by using specialized ESP or growing alongside their wielder, it is possible to communicate with them directly.

For many Reflections, their exact form is extremely variable and will differ based on the personality and intentions of the wielder.

#### Non-Standard Reflections

While the vast majority of Reflections shown onscreen operate as described above, a decent amount have also been shown to operate uniquely. They are described below.

##### Connecting Reflections

These Reflections act almost entirely like standard Reflections, except for the fact that the item created by the Reflection, while created the same as any other Reflection's, are additionally bound to an already existing person, place, or item that exists at the current time and not within the realm of information from where Reflections are usually drawn.

Reflections of this type include the Reflections Vaultwatcher and All Eyes, Everywhere. In Vaultwatcher's case, while the ring created by binding to it is an ordinary Reflection able to summon weapons from Vaultwatcher's eponymous Vault, the Vault itself alongside Vaultwatcher is a real place, and Vaultwatcher is a real person, who still exists sealed in the Vault somewhere in space. In All Eyes, Everywhere's case, the eye-like constructs created by the Reflection also act like an ordinary Reflection, but in addition to that, this Reflection creates a portal behind the user, from which an unknown female entity who exists somewhere in the real world watches the wielder from afar.

##### Sealing Reflections

While most Reflections lead to an unknown location that stores information about their source legend, some Reflections seem to connect to pocket dimensions that can act as prisons for what or whoever is put inside. The only confirmed example of this is the Reflection "Cluster Ego" which, barring its non-standard origin, operates like a standard Reflection otherwise, granting its wielder ESP and inducing Feedback.

##### Harmful Reflections

A "harmful reflection" is described as a Reflection that is not bindable and does not grant its wielder any sort of item or ability, but is rather implanted within a person's body and mangles their inner Flame, which can cause pain, disability, and possibly death. These Reflections can be removed, but in some cases it requires the amputation of the body parts affected by the Reflection's Flame manipulation. Reflections of this type were implanted into Colt and Charybdis by GEIST. Compulsion is able to use specialized Reflections to control people's minds and warp their bodies.

##### Transport Reflections

These Reflections act as true portals, allowing someone with access to them to travel from one point in space to another. The only example of this Reflection was wielded by a powerful, unaligned Demon against the agents of FLOW Wave Two, in which it used it to travel short distances, implying it had the power to choose where the endpoint of its Reflection would be before going through it.

## Categorization

Ridill Arondite has developed a variety of methods for categorizing collected Reflections.

In terms of organization, each Reflection is given a chronology number and a description by Ridill.. They are also each given an Attribute color that the wielder is granted upon choosing that Reflection. There are separate chronologies of Reflection, for example the Reflection "Oblivion Salve" is numbered "X043", making it a part of a separate "X-Series" of Reflections compared to ordinarily numbered ones like "The Sword of Hope", which is numbered "002".

In order to help guide a possible wielder as to a Reflection's properties, each Reflection is ranked according to six stats, which are explained below. Each stat is ranked along a scale from F to EX, with EX being the best, higher than even an A rank. The stats are as follows:

**Power**: A reflection's destructive force.

**Defense**: How well a reflection protects its wielder or others.

**Tech**: How complex a reflection may be to handle, a higher ranking means this reflection rewards technical mastery.

**Anima**: The strength of the ESP granted by the Reflection.

**Special**: The potency of a Reflection's ability.

**Feedback**: Less of a power ranking and more of a warning. Represents how deeply a reflection will change its wielder. Low feedback will limit a reflection to whispers or noises, while high feedback could alter ones physical shape or even replace segments of one's personality with a new identity.

#### Known Series

* ERROR series - These Reflections have no number.
* Demon Arm Series - Originating from the demonic courts of the Coda, each Demon Arm is listed with a Greek letter rather than a number
* T-Series - These Reflections are numbered with a TX-Y system. For example, the Reflection "The Many" is numbered T6-3.
* D-Series - These Reflections are numbered with a DX-Y system. The "X" number is associated with its Demonic Court of origin. For example, "D1" means the Reflection was created by or based on a legend from the Court of Beasts.
* Normal Series - These Reflections are listed with an ordinary series of 3 numbers, such as 001, 027, or 103
* A-Series - These Reflections are numbered with an A in front of a series of 2 numbers
* X-Series - These Reflections are numbered with an X in front of a series of 3 numbers. Being in the "X" series signifies that a Reflection comes from a legend that occurred after the destruction of a world.
* ??? Series - These Reflections are artificial and have no number.

## List of Reflections

Note: Fio entered these stats by herself, and they are likely innacurate.

## References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Above and Below
2. ↑ Neon Sparks
3. ↑ No Options
4. ↑ 4.0 4.1 4.2 Night Ride
5. ↑ 5.0 5.1 Forgotten Hero
6. ↑ Dig Deeper
7. ↑ 7.0 7.1 7.2 https://www.youtube.com/watch?v=1I\_K7joagYQ&t=11121s
8. ↑ For Tomorrow
9. ↑ 9.0 9.1 Dear Sweetest Me
10. ↑ Beachside Burn
11. ↑ Light Inside
12. ↑ 12.0 12.1 Tumbling Down
13. ↑ 13.0 13.1 Sum of Experiences
14. ↑ Bedside Manners
15. ↑ Superhero
16. ↑ 16.0 16.1 Lock And Key
17. ↑ [1]
18. ↑ [2]
19. ↑ Faded Flame
20. ↑ I'm Still Alive