Lore: In the opulent courts of the Central Islands and the tribal councils of the Deep Jungle alike, image is power. The Ancestral Connections Hand-Mirror 293 is a grooming tool that serves a higher purpose: it reminds the bearer that they are the masterpiece of a thousand years of survival. Crafted originally by the “Artisans of the Polished Bone,” these small, oval mirrors are framed in material harvested from the dwelling places of the user’s ancestors—be it stone from a castle wall or petrified wood from a sacred grove.
The magic of this item is fueled by “Admiration.” It does not just reflect the user’s face; it superimposes the most noble features of their lineage upon their reflection. When a warrior looks into it, they might see the scar of their legendary great-grandfather or the steely gaze of a matriarch who saved the village. It is a source of infinite confidence. To own one is to say, “I am worth admiring because I carry the blood of legends.” It is commonly given to young diplomats, performers, or heirs who need to project an aura of infallibility and grace.
Detailed Stats
- Tier: 1
- Rarity: Common
- Slot: Held / Belt Pouch (Takes 1 Slot)
- Weight: 0.5 lbs
- Value: 95 Silver (Prices may vary by region)
- Attunement: Required (1 minute; involves staring into the mirror and complimenting one’s own lineage).
- Material: Silvered Glass, Ancestral Bone or Wood, Gold leaf inlay.
Passive Magics
- Passive Activation – Inherited Glory: The wearer carries themselves with the subconscious posture of their most impressive ancestor. This grants a natural resistance to verbal humiliation or insults. When someone attempts to mock or belittle the user, the user feels a wave of “Admiration” from their ancestors, making the insult feel petty and insignificant.
- Passive Activation – The Golden Angle: The mirror subtly magically alters the lighting around the user’s face during social interactions, ensuring they always catch the “best light.” This provides a minor, constant boost to the user’s initial likeability, making strangers more prone to view them with admiration rather than suspicion.
Activable Magics
- Active Activation – Face of the Legend:
- Action: The user looks into the mirror and concentrates on a specific trait (Bravery, Wisdom, Beauty).
- Effect: For the next 10 minutes, the user’s face subtly shifts to resemble an idealized ancestor known for that trait. This acts as a magical “makeup,” granting an advantage on the next Persuasion or Performance check. The user isn’t lying; they are simply revealing the truth of their bloodline.
- Cooldown: 1 Hour.
- Active Activation – Reflected Valor:
- Action: The user catches the sun or a light source with the mirror and flashes it into the eyes of an ally.
- Effect: The ally does not see a blinding light, but a brief vision of themselves as a hero, admired by the spirits. This surge of ego grants the ally a temporary bonus to their next attack roll or saving throw, driven by the desire to live up to that image.
- Cost: 1 Charge (Item holds 3 Charges, recharges at dawn).
Tags: Tier 1, Held, Vanity, Social, Light, Buff, Lineage, Inspiration, Common, Admiration, Charisma, Performance, Psychological, Visual, Reflective, Artistic, Confidence, Status, Illusion, Ceremonial, Focus
In the aesthetics-obsessed and lineage-proud societies of Saṃsāra, the Ancestral Connections Hand-Mirror 293 is a staple commodity. It bridges the gap between a cosmetic luxury and a psychological aid. Because it is a Tier 1 Common item, it is found almost everywhere, from the vanity tables of the high-born to the packs of wandering bards, though the buying experience shifts dramatically based on the venue.
The Steam-Salon & Haberdashery In the industrial metropolises and floating cities, where image is social currency, these mirrors are sold in high-end beauty parlors. These establishments are filled with the hiss of steam-powered curling irons and the scent of alchemical perfumes. The mirrors are displayed on velvet cushions under magical lights designed to make them sparkle. The shopkeepers here are stylists and gossips who sell the item as a necessity for “making an entrance.”
- Buying Experience: Flattering and manipulative. The clerk will hold the mirror up to the customer, activating the “Golden Angle” passive to show them how magnificent they look. They emphasize that the mirror is not just for grooming, but for “intimidating the competition” at the next ball or guild meeting.
- Cost: 11 Gold (110 Silver). The markup is for the atmosphere and the promise that this specific mirror frame is the latest fashion from the capital.
The Traveling Bard’s Wagon On the roads between the 73 Island nations, usually traveling by airship or caravan, are the entertainers. These vendors sell instruments, costumes, and props. The Hand-Mirror 293 is sold here as a “Performer’s Aid.” The wagons are colorful, chaotic, and loud. The vendor is likely a retired actor who demonstrates the item by shifting their own face to look like a famous hero of old.
- Buying Experience: Theatrics. The vendor will challenge the buyer to a “duel of faces,” seeing who can project the most “Admiration.” It is a fun, low-stakes transaction. The vendor might warn that the mirror reveals the truth, so if your ancestors were ugly, that is what you get—though this is usually a joke to drive the sale.
- Cost: 9 Gold (90 Silver). A fair price for a tool of the trade.
The Ancestral Artisan’s Workshop In the indigenous villages or the historic districts of the older island nations, these mirrors are crafted and sold by the artisans who make them. These shops are quiet, smelling of sawdust, bone dust, and varnish. The mirrors here are not flashy; they are framed in raw materials like driftwood, volcanic stone, or scrimshawed bone. The artisan sells the item as a spiritual tool for self-respect.
- Buying Experience: Solemn and personal. The artisan may ask the buyer to recount a story of their lineage before selling the item. They want to ensure the buyer has an ancestor worth admiring. If the buyer is an “Isekai” soul with no local ancestors, the artisan might craft a special frame using materials that resonate with the “multiverse” or “void,” allowing the user to see their past life’s self.
- Cost: 8 Gold (80 Silver). The price is lower because there is no middleman, but the artisan may refuse to sell if they find the buyer vain or shallow.
The Antiquities Estate Sale In the “Somewhat Safe” walled towns, when a noble house falls into debt or a line dies out, their goods are sold off. These mirrors can be found in dusty crates or laid out on long tables in a drafty manor hall. The frames might be tarnished silver or chipped gold leaf.
- Buying Experience: A treasure hunt. The buyer must use their Mind’s Eye to sort through piles of non-magical mirrors to find the one that glows with “Admiration.” The seller is usually an auctioneer who doesn’t know the history of the specific item and just wants it gone. There is a melancholy air to buying these, as one is literally purchasing someone else’s family pride.
- Cost: Variable. A savvy buyer with a high Mind’s Eye roll could snap one up for 5 Gold (50 Silver), while a bidding war could drive it up to 15 Gold.
The Dark Market Vanity Vendor In the “Unsafe” areas or the underbellies of the megacities, there are shops that cater to those who need to change their face. Spies, thieves, and fugitives buy these mirrors not for admiration, but for the “Face of the Legend” ability to slightly alter their features or boost their charisma to talk their way past guards. These shops are dimly lit, hidden behind heavy curtains.
- Buying Experience: Paranoia. The vendor assumes you are on the run. They don’t care about your ancestors; they care if the magic works. They might demonstrate the mirror’s ability to blind an ally (“Reflected Valor”) as a way to signal a getaway.
- Cost: 10 Gold (100 Silver). The price includes the “no questions asked” policy.
Defense: The Armor of Ego
The Ancestral Connections Hand-Mirror 293 transforms defense from a physical act into a psychological stronghold. In the world of Saṃsāra, where morale can be as fragile as glass, this item weaponizes self-worth against fear and manipulation.
In the Courtroom or Guild Hall (Social Combat)
- The Unbreakable Face: Defense here is roleplayed as absolute, maddening poise. When a corrupt magistrate or a rival guildmaster launches a blistering verbal attack, the user glances into the mirror. The “Inherited Glory” passive kicks in. The player describes their character’s posture straightening imperceptibly, their expression shifting from worry to a look of “amused tolerance.” They are not ignoring the insult; they are simply too “large” (metaphorically) to be hurt by it. The defense is dismissing a critical threat with a laugh because their ancestor faced dragons, not bureaucrats.
- Deflecting the Spotlight: If the user is being interrogated or pressured to reveal a secret, they use the “Golden Angle” to distract. They turn their head, catching the light perfectly, and answer with a charming anecdote instead of a fact. The roleplay involves using their own charisma as a dazzling shield, making the attacker feel awkward for pressing the issue against someone so radiant.
In the Dungeon (Facing Horrors)
- Reality Check: When facing an eldritch horror or a creature that causes fear effects, the mirror becomes a grounding tool. The user holds it up not to see the monster, but to see themselves. The roleplay is: “I look into the glass. I see the face of my grandfather who held the line at the Rift. I am not food; I am his blood.” This snaps the user out of the fear condition. It defends the mind by reaffirming identity when the environment tries to erase it.
Offense: The Inspiring Flash
Offense with the mirror is about projection. It uses light and image to buff allies and confuse enemies, turning the battlefield into a stage where the user directs the emotional current.
In Combat (Skirmishes, Boss Fights)
- The Hero’s Spotlight (Buffing): The “Reflected Valor” ability is roleplayed as a cinematic moment. In the chaos of battle, the user spots the barbarian or the paladin struggling. They angle the mirror to catch a stray beam of magic or sunlight, flashing it directly into their ally’s eyes. The player yells, “Remember who you are!” The ally doesn’t just get a +1; they get a visual hallucination of themselves in gleaming armor, striking the killing blow. This offensive support turns a missed attack into a critical hit by supercharging the ally’s confidence.
- The Blinding Ego (Distraction): While not a laser, the user can use the mirror to catch the enemy’s eye. They use “Face of the Legend” to momentarily look like the enemy’s own fears or a legendary hero the enemy respects. The roleplay is a moment of hesitation: the goblin pauses because for a split second, the user looks like the Goblin King of old. That split second is the opening the party needs to strike.
In Diplomacy and Trade (The “Charm Offensive”)
- Weaponized Beauty: Offense in a shop or a treaty negotiation is aggressive charm. The user activates “Face of the Legend” to adopt the features of an ancestor known for being a ruthless merchant. They don’t threaten; they smile. The roleplay describes the shopkeeper becoming flustered, feeling an inexplicable need to impress this “noble” customer. The user attacks the shopkeeper’s resolve, whittling down the price not with logic, but with the sheer pressure of their “Admiration.”
- The Mirror Trap: If the user is an “Isekai” character, they might use the mirror to show an NPC something impossible—a reflection of a world that doesn’t exist (their home world). This offensive move stuns the NPC with awe and confusion (“What manner of clothing is that?”), allowing the user to bypass a guard or gain access to a restricted area while the NPC is questioning reality.
Universal Roleplay Mechanic: The Preen
- Visuals: The user is often seen checking their reflection in the middle of danger. This isn’t vanity; it’s “reloading” their magic. Cleaning a smudge off the glass is the equivalent of sharpening a sword.
- Attitude: The user treats the battlefield as a backdrop for their legend. Even when retreating, they do it with style, using the mirror to ensure their hair is perfect while running for their life.

Perception of Activation:
Visual Perception (Sight)
- User’s Perspective: When looking into the glass, the reflection is never dull or dirty. Even in pitch darkness, the user sees their face illuminated by a soft, flattering “stage light” that doesn’t exist in the real world. When “Face of the Legend” activates, the user sees their features morph—a jawline sharpens, eyes brighten, scars fade or rearrange into “noble” battle wounds. It is like looking at a painting of oneself rather than a reflection.
- Observer’s Perspective: To an onlooker, the user appears to be perpetually standing in a “Golden Hour” sunset. Shadows fall perfectly across their cheekbones to emphasize symmetry. When “Reflected Valor” is used, the flash of light from the mirror isn’t white; it is gold and amber. For a split second, the observer sees a translucent overlay of a legendary warrior standing where the ally stands, superimposing heroism over reality.
- Positives: The user always looks their absolute best, creating an immediate psychological advantage in negotiations. The “Golden Angle” allows for non-verbal communication of status.
- Negatives: The unnatural lighting makes stealth difficult; the user literally stands out. The morphing face can be jarring if the user forgets who they currently look like.
Auditory Perception (Sound)
- User’s Perspective: Upon activation, the user hears a low, swelling sound, like the distant roar of an approving crowd or the sharp, synchronized stomp of a legion saluting. It is a “white noise” of validation that drowns out self-doubt. When the mirror is angled perfectly, a faint shing sound (like a sword being drawn) resonates in the user’s inner ear.
- Observer’s Perspective: Those standing close might hear a delicate crystalline hum, like a wet finger rimming a wine glass, whenever the mirror catches the light. If “Reflected Valor” is used, the target hears a sudden, booming “THUD” of a heartbeat—not their own, but the rhythm of courage.
- Positives: The internal auditory cues act as a metronome for confidence, keeping the user calm. The “heartbeat” sound can snap an ally out of a daze.
- Negatives: The “roar of the crowd” can be distracting, making it hard to hear whispers or stealthy footsteps.
Tactile Perception (Touch & Somatic)
- User’s Perspective: The handle, whether bone or wood, feels warm and slightly vibrating, like a purring cat. It fits the hand perfectly, correcting the user’s grip. When “Inherited Glory” is active, the user feels a phantom hand between their shoulder blades, physically pushing their posture upright and lifting their chin.
- Observer’s Perspective: If an observer touches the user, they feel a subtle static field, similar to the tension in the air before a thunderstorm. The user feels physically solid and unyielding, even if they are slight of frame.
- Positives: The posture correction prevents fatigue and signals dominance. The warmth is comforting in cold environments.
- Negatives: The forced posture can be exhausting over long periods, leading to back stiffness once the magic fades.
Olfactory Perception (Smell)
- User’s Perspective: The mirror emits the scent of the user’s specific lineage’s “peak.” This might be the smell of old parchment and ink (scholars), polished steel and leather (warriors), or exotic spices and sea salt (merchants). It smells like “success.”
- Observer’s Perspective: A waft of expensive, high-quality scent surrounds the user, masking the typical smells of sweat, blood, or dungeon mold. It smells expensive and authoritative.
- Positives: Grants a bonus to first impressions; the user smells clean even if they haven’t bathed in weeks.
- Negatives: The scent is distinct and can be tracked by hounds or beasts with keen noses. It is impossible to smell like “nothing” while holding it.
Extra-Sensory Perception: The Mind’s Eye (Magic Sense)
- User’s Perspective: A rush of dopamine and serotonin—pure, unadulterated ego. The user feels a profound sense of “Rightness,” a conviction that they are the main character of the story and that failure is narratively impossible. They sense a golden thread connecting them to a long line of faceless figures standing behind them, all nodding in approval.
- Observer’s Perspective: Through the Mind’s Eye, the user glows with a blinding, golden aura of Charisma. They appear larger than they actually are, their spirit projecting outwards to fill the room. The mirror itself appears as a lens focusing ley lines into a single point of brilliance.
- Positives: The morale boost is potent enough to resist magical fear. The aura of importance makes the user a natural focal point for allies.
- Negatives: The “Main Character Syndrome” can lead to recklessness (Hubris). The user might underestimate danger because the magic makes them feel invincible.
Extra-Sensory Perception: Emotional Resonance
- User’s Perspective: Admiration. It is the feeling of looking at a masterpiece art installation, but directed inward. It is the absence of impostor syndrome.
- Observer’s Perspective: A subtle compulsion to please. Observers feel a tug of “Wanting to be liked” by the user. It triggers the instinct one feels around a celebrity or royalty.
- Positives: Smoothes over social faux pas; people want to forgive the user.
- Negatives: Can trigger jealousy or resentment in NPCs who are insecure, causing them to target the user out of spite.
Recipe: Ancestral Connections Hand-Mirror
Tier: 1 Category: Enchanted Vanity / Social Focus Time to Craft: 1 Week (The silvering process requires slow curing) Success Chance: Difficulty Rating (DR) 12
Materials Needed:
- 1x Pane of Flawless Crystal: Sand for the glass must be gathered from a site of historical significance (a battlefield won, a coronation site, or a grand stage).
- 1x Vial of Quicksilver (Mercury): Mixed with Crushed Pearl dust to ensure the reflection is brighter than reality.
- 1x Ancestral Frame Material: A piece of hardwood planted by a forefather, or a fragment of bone/horn from a beast slain by the lineage.
- 3x Sheets of Sun-Gold Leaf: Extremely thin gold used to border the glass, essential for the “Golden Angle” passive.
- 1x Drop of “Liquid Pride”: A rare alchemical reagent distilled from the sweat of a victor or the tears of a joyful reunion.
Tools Required:
- Woodcarver’s Chisels: For shaping the handle and frame.
- Gilder’s Tip and Cushion: Delicate tools for applying gold leaf without tearing it.
- Polishing Chamois: Must be made from the leather of a creature that preens (like a peacock or high-bird).
- Glazier’s Table: A perfectly flat surface for setting the silver.
Skill Requirements:
- Crafting (Glassblowing or Carpentry): Level 1.
- Artistry (Painting or Gilding): To apply the gold leaf perfectly.
- Performance (Or Charisma check): The crafter must “perform” for the mirror during creation to teach it how to admire.
Crafting Steps:
- Sculpting the Legacy: Carve the Ancestral Frame Material into an oval shape. The handle must be balanced not for fighting, but for holding aloft. While carving, you must recite the deeds of the lineage the material comes from. If the wood/bone splits, it rejects the history, and you must start over.
- The Silvering Bath: Lay the Flawless Crystal on the Glazier’s Table. Pour the Quicksilver and Crushed Pearl mixture over the back of the glass. This process must be done in absolute silence so the glass does not “learn” the sound of a mistake. Let it cure for three days and nights.
- The Gilded Halo: Once the silver is set, apply the Sun-Gold Leaf to the edges of the glass using the Gilder’s Tip. You are creating a magical aperture—a lens that filters out shadows and bad angles. The gold serves as the physical anchor for the light-bending magic.
- The Anointing of Ego: Mix the Liquid Pride into the varnish used for the frame. Paint the handle. As the varnish dries, it seals the “feeling” of victory into the object.
- The First Reflection (The Awakening): This is the most dangerous step. When you flip the mirror over for the first time, it must see something beautiful. If it reflects a dirty workshop or a tired crafter, the magic will be dull (cursed). You must dress in your finest clothes, stand in perfect lighting, and flip the mirror to face you while declaring, “Behold the masterpiece.” If the reflection smiles back (even if you aren’t smiling), the item is complete.
Parable of Unbroken Reflection
(Transcribed from the Singing Scrolls of the High-Caste, 2nd Era)
In the Age of the Hollow Crown, when the islands were ruled by those with loud voices and small hearts, there lived a girl named Syla of the Reed-People. Syla was of a lineage that had once moved mountains, but time and poverty had worn her people down until they were as dust under the sandals of the Merchant-Lords. Syla walked with her head bowed. She spoke in whispers. She believed herself to be a shadow, for the world had told her she was nothing, and she had listened.
The Warlord-King, Voros the Gilded, came to her island. Voros was a man who feasted on the shame of others. He demanded not gold, but submission. He summoned the elders of the Reed-People to his Hall of Mirrors—a room of glass where a man could see his own inadequacy reflected a thousand times. He intended to break them, to make them kneel so low they would never rise again.
Syla was sent to plead for her people, for she was the only one small enough to slip through the crowd unnoticed. She carried with her the only treasure her grandmother had left her: a hand-mirror, framed in the bone of a sea-drake, old and clouded.
Syla stood before Voros in the Hall of Mirrors. The Warlord laughed, a sound like grinding stones. “Look at you,” he bellowed, pointing to the walls. “Look at the thousand reflections of a mouse. You are small. You are weak. Your blood is water.”
Syla looked at the walls, and she saw a thousand frightened girls. She felt the crushing weight of his scorn. She prepared to kneel.
But her hand brushed the bone handle of the ancient mirror in her pocket. It felt warm, like a hand holding hers.
Look, the mirror whispered—not with a voice, but with a feeling. Look at who stands behind you.
Syla drew the mirror. She did not look at the Warlord. She looked into the glass.
At first, she saw only her own pale face, terrified and stained with tears. But then, the light shifted. The glass shimmered with the Golden Fire. The reflection changed.
Behind her own eyes, she saw the eyes of Kaelen, the First Voyager, who steered his ship through the boiling seas. In the set of her jaw, she saw the iron resolve of Mara the Shield-Breaker, who held the pass against a legion. In the curve of her brow, she saw the wisdom of the Star-Readers.
They were not dead. They were in her blood. They were looking at her, and they were proud.
Syla stood straighter. The Warlord stopped laughing.
He looked at the girl, but he no longer saw a mouse. The light caught the mirror and cast a golden glow upon her face—the Golden Angle of queens. To Voros’s eyes, the shadow behind the girl grew tall and terrible. He saw a legion of kings standing at her shoulder, their hands resting on her small frame, their swords drawn in her defense. He felt the weight of a thousand years of glory crushing the air from his lungs.
“Who are you?” Voros whispered, stepping back, shielding his eyes from the brilliance of her confidence.
Syla lowered the mirror. She did not shout. She did not draw a weapon. She simply looked at him with the borrowed eyes of a giant.
“I am the summit of the mountain,” she said, her voice ringing off the glass walls. “I am the end of the line. And I do not kneel.”
Voros, the man who feasted on shame, found no food there. Overcome by the sudden, terrifying admiration of a creature far nobler than himself, he bowed. He granted the Reed-People their freedom, not out of kindness, but out of the fear that comes when a mortal meets a god.
Syla returned to her people. She never walked with her head down again. She knew that when she walked, she carried a thousand ghosts, and every one of them thought she was beautiful.
The Moral of the Story: A diamond does not lose its value because it lies in the mud; true nobility is not given by the crown one wears, but by the blood one carries and the courage to admire oneself when the world refuses to look.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: The Looking-Glass of the Gilded Lineage
Description: A heavy, oval hand-mirror framed in scrimshawed bone and gold leaf. When gazed into, the reflection seems sharper and more vibrant than reality, often smoothing over lines of worry or exhaustion. It is an artifact of “social armor,” allowing the wielder to project an aura of unassailable confidence derived from their ancestry.
Stats & Mechanics:
- Cost: N/A (Unique Artifact)
- Era: Any (Gaslight or 1920s preferred)
Powers:
- Inherited Glory (Passive): The Keeper gains a Bonus Die on all Credit Rating checks and Charm rolls when meeting someone for the first time. The mirror ensures the user always makes a striking first impression.
- The Golden Angle (Active): By spending 4 Magic Points and gazing into the mirror for a full round, the user can temporarily overwrite their own self-doubt with the “memory” of a heroic ancestor. This restores 1D4 Sanity points (this cannot exceed the user’s starting SAN). This ability can only be used once per game week; overuse leads to megalomania (a form of Indefinite Insanity).
- Reflected Valor (Combat Action): The user can flash the mirror to catch the light and direct it at an ally. That ally gains a Bonus Die on their next Power (POW) or Will roll to resist fear or mind-affecting spells, as they are filled with a sudden, supernatural sense of worth.
Blades in the Dark
Name: Vanity Frame
Description: A finely crafted mirror that seems to catch light even in the smog-choked darkness of Duskvol. Popular among Grifters and Slide archetypes who use reputation as a weapon.
Stats & Mechanics:
- Load: 1 (Item)
- Tier: I (Common / Fine Quality equivalent for social tasks)
Abilities:
- The Perfect Lie (Passive): When you make a Sway or Consort roll based on impressing someone with your station, lineage, or appearance, you have Potency. The target feels an inexplicable desire to please you.
- Armor of Ego (Resistance): You may mark this item’s load box to resist a social consequence (e.g., Humiliated, Dismissed, or Lose Status) without spending Stress. The mirror “takes” the insult for you; looking into it later reveals the reflection is briefly cracked or ugly.
- Flash of Legend (Active): During a conflict, you can use the mirror to flash a blinding, golden light in an enemy’s eyes. This counts as a Skirmish or Finesse setup action, granting an ally Improved Position for their follow-up attack.
Dungeons & Dragons (5th Edition / 2024 Rules)
Name: Mirror of Ancestral Grace Wondrous Item, Common (Requires Attunement)
Description: This hand-mirror is framed in material significant to your family history (bone, iron, or ancient wood). When you look into it, you see the most noble version of yourself.
Mechanics:
- Inherited Glory: While holding this mirror, you have Advantage on Charisma (Performance) and Charisma (Persuasion) checks made to interact with nobility, royalty, or anyone who respects lineage.
- Face of the Legend: As a Bonus Action, you can gaze into the mirror to adjust your features. You cast the Disguise Self spell, but you can only adopt the appearance of one of your ancestors (or a slightly idealized version of yourself). The DC to discern the disguise is 13.
- Reflected Valor: The mirror has 3 charges and regains all charges at dawn. When a creature you can see within 30 feet of you makes an attack roll or a saving throw, you can use your Reaction and expend 1 charge to flash the mirror. The target gains a +1d4 bonus to the roll. This represents a surge of inspiration from seeing a “vision” of their own potential.
Knave (2nd Edition)
Name: Narcissus Glass
Description: A gold-rimmed mirror. The reflection always smiles, even if you do not.
Stats & Mechanics:
- Slots: 1
- Durability: 3 (Fragile glass)
Traits:
- Golden Angle: As long as you are holding the mirror and it is intact, you gain a +2 bonus to Reaction Rolls when encountering intelligent creatures. They view you with admiration rather than hostility.
- Flash: You can use an action to angle the sun or a torch beam into an enemy’s eyes. Make a STR or DEX check (to aim). On a success, the enemy is blinded for one round.
- Ego Shield: If you fail a save against a fear effect or morale check, you can choose to have the mirror crack (lose 1 Durability) instead. You succeed on the save as your vanity protects you from terror.
Fate (Core / Condensed)
Name: Mirror of Ancestral Vanity
Description: A polished hand-mirror framed in bone or driftwood. It reflects not just the face, but the potential of the bloodline, granting the wielder an aura of unearned but effective confidence.
Aspects:
- High Concept: Heirloom of Idealized Reflection
- Trouble: Fragile Ego, Fragile Glass
Stunts & Mechanics:
- The Golden Angle: You gain +2 to Rapport when you are attempting to make a good first impression or diffuse a hostile situation using charm and status.
- Face of the Legend: Once per session, you can create a Situation Aspect called Visage of the Hero on yourself with a free invoke. This aspect represents you physically resembling a legendary ancestor.
- Reflected Valor: You can use the mirror to perform a Create an Advantage action using Rapport or Presence to “flash” inspiration at an ally. On a success, you give them a free invoke on one of their own Aspects (like Knight of the Realm or Strong-Willed), representing a sudden surge of self-belief.
Numenera & Cypher System
Name: Glory-Projection Mirror
Level: 3
Form: A handheld device with a recursive light-bending glass pane and a bio-synth handle.
Effect:
- Passive: The user has an Asset on all social interaction tasks involving charm, persuasion, or etiquette. The mirror subtly adjusts lighting to make the user look trustworthy and noble.
- Active (Intellect cost 2): The user flashes the mirror at an ally within short range. That ally gains an Asset on their next action (attack or defense) as a holographic overlay of a legendary hero superimposes over them, boosting their morale.
- Active (Intellect cost 3): The user activates the “Archetype Mask.” For one hour, the user’s facial features shift to match a stored database of “noble visages.” This functions as a disguise but specifically grants an Asset to tasks involving impersonating authority figures or nobility.
Depletion: 1 in 1d20 (Check each time an Active ability is used).
Pathfinder (2nd Edition)
Name: Mirror of the Gilded Lineage Item 3 Price: 55 gp Usage: Held in 1 hand; Bulk: L Traits: Common, Enchantment, Visual, Magical
Description: This oval hand-mirror is framed in petrified wood or bone with gold inlays. When held, it projects an aura of ancestral pride.
Passive Effect: While holding the mirror, you gain a +1 item bonus to Diplomacy checks to Make an Impression.
Activate [>] Interact (Visual, Light); Frequency once per hour; Effect You catch the light and flash it into the eyes of an ally within 30 feet. The ally sees a vision of their own potential. They gain a +1 status bonus to their next Attack Roll or Will Saving Throw made before the start of your next turn.
Activate [>>] Interact (Visual, Illusion); Frequency once per day; Effect You gaze into the mirror and command it to show your “True Face.” For the next 10 minutes, you gain the effects of Humanoid Form (1st Level), but you can only transform into a visibly idealized version of yourself or a specific ancestor. This grants a +2 circumstance bonus to Deception checks to Impersonate a noble or person of high status.
Savage Worlds (SWADE)
Name: Ancestor’s Vanity
Type: Enchanted Item Weight: 1 lb Cost: $600 (Adjust based on setting economy)
Description: A finely crafted mirror that makes the user appear more symmetrical, cleaner, and more heroic than they actually are.
Mechanics:
- Inherited Charm: While holding or wearing the mirror visibly, the user gains +1 to Persuasion rolls. The user always appears in “perfect lighting.”
- Flash of Glory: The user can use the mirror to perform a Support roll for an ally up to 12″ (24 yards) away using Persuasion instead of a combat skill. On a success, the ally gains +1 to their next Trait roll (or +2 on a raise) as they are inspired by the “reflection of their true self.”
- Blinding Ego: The user can use the mirror to perform a Test of Wills (Intimidation or Taunt) against an enemy within 6″. If successful, the enemy is Distracted (-2 to attacks) as they are overwhelmed by the user’s sheer presence and glowing aura.
Shadowrun (Sixth World / 6e)
Name: Ancestral Facade Focus Category: Magic Item (Social Adept Focus) Force: 2 Karma Cost: 4 Availability: 5R Cost: 3,000 Nuyen
Description: A handheld mirror, often framed in antique ivory or awakened wood. It is a favored tool of the “Face” adept or the shamanic negotiator. The reflection shown is always slightly idealized, smoothing over the stress of the sprawl.
Game Mechanics:
- Bonding: Requires a Bonding Ritual (Cost: 4 Karma).
- Inherited Glory (Passive): The focus adds +2 dice to the wearer’s dice pool for Influence or Con tests when the user is attempting to impress or negotiate with high-status individuals (executives, gang leaders, Mr. Johnson).
- Face of the Legend (Minor Action): The user gazes into the mirror and aligns their aura with a great ancestor. They gain a +1 Edge which must be used on a Social test within the next minute.
- Reflected Valor (Major Action): The user flashes the mirror to catch the ambient light (or astral glow) and directs it at an ally. The ally gains +2 dice to their next Composure or Judge Intentions test, as the flash conveys a subliminal image of heroic success.
Starfinder (1st Edition)
Name: Mirror of the Paragon Level: 1 Price: 250 Credits Type: Magic Item Bulk: L Slot: Held
Description: This small looking-glass is framed in biologically resonant material (bone or xenowood). When held, it projects a weak psychometric field that bolsters the user’s self-image and projects that confidence outward.
Game Mechanics:
- Capacity: None (Magic item, intrinsic power).
- The Golden Angle (Passive): While holding the mirror in one hand, you gain a +1 insight bonus to Diplomacy checks to change a creature’s attitude.
- Reflected Valor (Standard Action): You can flash the mirror at an ally within 30 feet to remind them of their potential. The ally gains a +1 morale bonus to their next attack roll or saving throw made before the end of your next turn. This counts as a sense-dependent effect.
- Face of the Legend (Swift Action): You can check your reflection to center yourself. You gain a +4 circumstance bonus to your next Disguise check, provided the disguise involves impersonating someone of high social standing or noble lineage (shifting your posture and expression to match).
Traveller (Mongoose 2nd Edition)
Name: Psionic Resonance Mirror TL: 8 (Pre-Stellar / Psionic) Mass: 0.5 kg Cost: Cr 1,500
Description: A mirror containing psi-active crystals in the glass. It reflects the user’s “ideal self” back at them, creating a feedback loop of confidence that telepathically influences those nearby.
Game Mechanics:
- Requirement: User must have PSI 1+ or latent sensitivity.
- Aura of Command (Passive): When holding the mirror, the user gains DM+1 to all Social Science (Sophontology) or Persuade checks when dealing with individuals who respect hierarchy or tradition.
- Psychic Preening (Minor Action): The user focuses on the reflection to boost their mental state. They may recover 1 point of temporary characteristic damage to Social Standing (SOC) caused by humiliation or social defeat.
- Flash of Inspiration (Significant Action): The user directs the mirror toward an ally. The ally receives a telepathic “image” of victory. The ally gains DM+1 to their next Leadership or Morale check. Cost: 1 Psi Point.
Warhammer Fantasy Roleplay (4th Edition)
Name: The Looking-Glass of Verena Type: Trapping (Relic / Fine Quality Item) Encumbrance: 0 Availability: Rare Price: 4 Gold Crowns (GC)
Description: A silver-backed mirror often carried by Tilean duelists or Imperial courtiers. It is said that Verena, goddess of wisdom, ensures the mirror shows the truth of one’s potential, hiding the scars of fear.
Game Mechanics:
- Noble Bearing: When wielding the mirror in one hand during a Social Encounter, the user gains +1 Success Level (SL) to Charm and Leadership Tests.
- Reflected Glory: If an ally within 10 yards possesses the Broken Condition, the user can use an Action to flash the mirror at them. The ally must make a Cool Test (+20 Bonus). If successful, they remove 1 Broken Condition as they are reminded of their honor.
- Vanity’s Shield: If the user fails a Cool Test to resist Fear, they may choose to have the mirror crack (rendering it useless until repaired). If they do, the test is considered a marginal success instead, as their vanity refuses to let them show terror.
