Reiki 2 of the Mirrored Moment

by

in

Slot: Waist

Tags: Reiki, Movement, Speed, Utility, Worn Item, Common, Tier 1, Waist Slot, Echo, Duality, Echo, Misdirection, Balance, Synchronization, Illusion, Urban

Lore: In the sprawling, multi-level megacities of Saṃsāra, time and position are everything. For the couriers of the Silver Wind guild, who carry sensitive messages and valuable parcels through the crowded and dangerous streets, being in two places at once is not just a fantasy, but a professional necessity. The guild’s founding masters, who were practitioners of a meditative form of Reiki, developed the Mirrored Moment sash not as a weapon, but as a tool of unparalleled utility and misdirection. They learned to channel their internal Reiki energy, not just to soothe or heal, but to project a fleeting, tangible echo of their own life force. This allowed a courier to, for example, hand off a package to a contact while their “double” was simultaneously seen creating a diversion a block away, confusing pursuers and ensuring the delivery’s success. These common sashes are now widely copied and used by messengers, spies, and even stage magicians who appreciate the art of being in two places at once.

Description: The Mirrored Moment is a wide, practical sash made of thick, durable, dark-brown leather designed to be worn around the waist. It is entirely unadorned except for its unique buckle. The buckle is forged from a silvery, lightweight metal and is cast in two distinct, interlocking halves. When separated, each half is an abstract, stylized representation of a humanoid figure in motion. When the buckle is fastened, the two figures appear to be reaching for or mirroring one another. The metal is cool and smooth to the touch. When the sash’s magic is activated, the surface of each buckle half momentarily shimmers, displaying a faint, silvery-blue silhouette of the wearer before the magic is discharged.

Detailed Stats

  • Tier: 1
  • Rarity: Common
  • Attunement Requirement: The wearer must fasten the sash and stand perfectly still for several minutes, meditating on their own center of gravity and the concept of duality. The two buckle halves will feel as though they have fused into a single, warm piece of metal when attunement is complete.
  • Magic Capacity: The sash holds a small amount of personal Reiki energy, enough for a few activations. It recharges slowly as the wearer moves, or more quickly when the user spends time in meditation.
  • Durability: High. The leather is tough and meant for daily wear and tear.

Passive Magic

  • Centered Core: A constant, subtle flow of Reiki from the sash helps to stabilize the wearer’s core muscles and their connection to the ground. This provides a tangible improvement to their sense of balance, making them less likely to be tripped, shoved, or knocked prone.
  • Preternatural Readiness: The sash keeps the wearer’s own life energy in a state of poised readiness. This hones their reaction time, allowing them to move from a standstill to a full sprint with surprising speed and helping them react more quickly to sudden events or ambushes.
  • Flickering Afterimage: When the wearer is moving at high speed, they sometimes leave a faint, silvery-blue afterimage that lingers for a fraction of a second. This echo has no physical substance but can be just enough to cause an observer or an attacker to misjudge the wearer’s exact speed and position.

Activable Magic

  • Echoing Dash: This is the item’s primary function. The user performs a quick movement or “dash.” As they do, they can activate the sash to project a tangible, momentary “Echo” of themselves, formed from their own Reiki energy. This Echo instantly performs a second, different, simple action at the same time. For example, the user can dash across a room to grab an item off a table, while their Echo simultaneously appears at their starting point and flips a light switch before vanishing. The Echo cannot attack or perform complex sequences, but it can manipulate a simple object, create a sound, or provide a compelling, physical diversion. This drains a moderate amount of the sash’s energy.
  • Mirrored Action: The user can perform a single, simple, non-combat action. Upon activating the sash, their Echo appears adjacent to them and perfectly mirrors this action on a second, nearby target. For instance, the user can offer a waterskin to a thirsty companion, and the Echo offers a second waterskin to another ally. The user could pull a lever, and the Echo pulls an identical lever next to it. This allows for perfect synchronization of two simple tasks, making it a powerful tool for puzzles and cooperative actions. This drains a small amount of the sash’s energy.

The Sash of the Mirrored Moment, as a tool of utility and misdirection, is sold in a variety of establishments, ranging from discreet professional outfitters to open-market gear shops across the world of Saṃsāra.

The Guild Outfitter

In the winding backstreets near the headquarters of a major courier guild or a “company” that specializes in information gathering, one can often find a discreet outfitter. This is not a public shop. The windows are blacked out, and the door is reinforced and bears only a small, subtle sigil. Access is granted only to members or those with a specific, verifiable reference. The interior is spartan, clean, and functional, smelling of oiled leather and waterproof canvas. The shopkeeper is typically a retired, tight-lipped guild member who values efficiency and discretion above all else. They sell specialized, high-quality gear: sound-dampened boots, waterproof document cylinders, multi-tool kits, and practical enchanted items.

Here, the Mirrored Moment sash is a standard piece of equipment. It would be kept in a simple wooden drawer alongside other belts and sashes. The transaction is swift and professional. The price is fixed, as haggling would be an unprofessional waste of time. The outfitter knows its exact capabilities and may offer a curt nod of approval to a buyer who understands its tactical value.

Cost: A standardized guild price of 30 Gild. They rarely trade for goods but would be highly interested in bartering for valuable, practical information: updated maps of the city’s sewer system, the patrol schedule of the city watch, or intelligence regarding the movements of a rival organization.

The Urban Adventurer’s Emporium

In the bustling market districts of large, vertically-stacked cities, there are shops that cater to those who make their living navigating urban dangers—explorers of old ruins, bodyguards, and adventurers for hire. These emporiums are organized and packed with practical gear. Walls are lined with climbing ropes, grappling hooks, and collapsible poles, while a locked glass case displays a variety of common-rarity magical utility items.

The Sash of the Mirrored Moment would be in that glass case, displayed next to items like “Gloves of Sure Grip” or a “Never-ending Waterskin.” The proprietor is a savvy merchant who understands the practical application of every item they sell. They would likely market the sash to would-be dungeon-delvers or acrobats, demonstrating its faint after-image effect and explaining its usefulness for bypassing traps or creating diversions.

Cost: Approximately 45 Gild. The price is higher here due to its availability on the open market and the merchant’s markup. The shopkeeper is a shrewd businessperson and expects to haggle. They would be interested in trading for rare materials recovered from city ruins, intact technological components from the industrial age, or monster parts that can be sold to alchemists and artisans.

The Stage Magician’s Supply Store

Tucked away in the theater district of a major metropolis is a far more niche establishment: a supply store for illusionists and stage performers. The shop is a quirky and mysterious place, filled with trick boxes with false bottoms, collapsible props, vials of colored smoke, and strange, intricate devices. The air smells of dust, old paper, and chemical flash powder.

In this context, the Sash of the Mirrored Moment is sold not as a courier’s tool but as a clever prop for a stage act. The proprietor, likely a magician themselves, would be secretive about the item’s true magical nature, preferring to present it as a masterpiece of mechanical ingenuity. They would demonstrate the “Echoing Dash” as a way to create an “impossible” transposition on stage, or the “Mirrored Action” as a tool for a synchronized routine with a hidden assistant.

Cost: The price here can be surprisingly high, perhaps 60 Gild or more. The cost is not based on its components, but on the uniqueness of the illusion it can create. A magician would pay a premium for a trick no one else can replicate. This vendor would be most interested in trading for other magical secrets, blueprints for new illusions, or rare alchemical substances that produce dramatic visual effects.

The Dockside Pawn Broker

Near the noisy, bustling docks of a port city, amidst the taverns and shipwrights, one can find pawn shops. These establishments are often grimy, cramped, and secured with heavy iron bars. They are the last resort for sailors, smugglers, and adventurers who are down on their luck and need to sell their possessions for quick coin. The pawnbroker is typically a gruff, suspicious individual who has seen everything and can spot value in the strangest of items.

A Sash of the Mirrored Moment would end up here after its previous owner had to pay for passage on a ship or settle a gambling debt. It would be hanging unceremoniously on a hook on the wall, mixed in with dozens of other mundane belts and sashes. The pawnbroker would not know its specific function but would have recognized the feel of magic in the buckle. “Got this off a courier in a hurry,” they might grunt. “Got a funny weight to it. Seems special.” The onus is on the buyer to recognize the item’s true worth.

Cost: The pawnbroker likely acquired it for a pittance and would try to sell it for a significant profit. They might start the price at 40 Gild but could be haggled down to 25 Gild by a persistent and knowledgeable buyer. They deal almost exclusively in hard currency and have little interest in trades for other goods.

The Sash of the Mirrored Moment is a tool of utility, speed, and misdirection. Its application in offense and defense is a creative exercise in manipulating position and perception, turning a single avatar into a two-person team for a crucial second.

In a Trap-Filled Ruin or Secure Vault

This environment is static and predictable, with dangers that are often mechanical or magical puzzles. Success relies on bypassing obstacles that are designed to stop a single person.

Defensive Roleplay: The avatar finds themselves on a pressure-sensitive floor plate that must remain weighted to prevent a hail of poison darts from firing across the only exit. A security patrol is approaching, and staying put means being discovered. The avatar uses Echoing Dash. They physically dash from the pressure plate towards the safety of a dark alcove. As they leave the plate, their tangible Echo simultaneously appears directly on top of it, maintaining the pressure for a critical second. The avatar safely reaches the shadows. The Echo then dissipates, the pressure is released, and the trap fires harmlessly into the empty corridor. The sash was used to be in two places at once, defending the user from both the trap and discovery.

Offensive Roleplay: The avatar is trying to access a vault sealed by a door that requires two large levers, located on opposite sides of the room, to be pulled at the exact same instant. The mechanism is a security measure designed to require two people acting in perfect unison. The avatar stands in the center of the room, equidistant from both levers. They activate Mirrored Action. As they lunge to the right and grasp one lever, their Echo instantly appears on the left and grasps the other. The user pulls, and the Echo pulls in perfect, simultaneous harmony. The heavy door grinds open. The offense here is not an attack on a person, but a direct assault on a complex security system, allowing one person to bypass a defense meant for two.

During a Chaotic Street Brawl or Ambush

This environment is fluid and unpredictable, defined by multiple combatants, obstacles, and the need to react in a split second.

Defensive Roleplay: A hulking brawler swings a massive club in a wide, powerful arc, intending to crush the avatar. A normal dodge might not be fast enough. The avatar uses Echoing Dash. They physically throw themselves backwards, out of the club’s path. At the same time, their Echo appears exactly where they were standing and performs the simple action of crumpling to the ground. The brawler sees their weapon pass through the space, sees the shape of a body fall, and believes their attack was a success. For a fatal moment, the brawler turns their attention away from the “dead” avatar to face another threat. This moment of misdirection is the defense, saving the user from the blow and creating a critical opening for an ally to exploit.

Offensive Roleplay: The avatar’s companion is locked in a tense duel with a highly skilled sword-master. The enemy is focused, their defense flawless. The avatar, standing off to one side, wants to create an opening without entering the fray directly. They use Echoing Dash. The real user remains perfectly still. Their Echo appears for a split second directly behind the sword-master and performs the simple action of shouting the duelist’s name. The duelist, hearing their name called from an impossible direction, flinches involuntarily, their eyes darting away from their opponent for a fraction of a second. This is all the opening the avatar’s companion needs to bypass their perfect defense. The offense is a perfectly timed, supernatural feint.

In a Bustling Factory or Industrial Zone

This environment is full of loud, moving machinery, catwalks, control panels, and opportunities to use the industrial landscape to one’s advantage.

Defensive Roleplay: The avatar is being pursued by armed guards along a narrow catwalk high above the factory floor. The only path forward is a straight line, and there is no cover. Seeing a junction with a control panel up ahead, the avatar uses Echoing Dash. They continue to sprint straight along the catwalk. Simultaneously, their Echo appears at the control panel twenty feet away and yanks a large lever marked “Emergency Steam Vent.” A massive, harmless cloud of pressurized steam erupts from pipes over the catwalk, completely obscuring the avatar’s escape and blinding their pursuers. The defense was using the sash to manipulate the environment from a distance while maintaining their own momentum.

Offensive Roleplay: The avatar needs to sabotage a critical piece of factory equipment to create a diversion. The machine has a main coolant valve that must be shut off before its primary access panel can be safely opened, but the valve and the panel are on opposite sides of the massive, churning machine. The avatar activates Echoing Dash. They physically run towards the access panel. As they are running, their Echo appears on the far side of the machine and turns the coolant valve wheel. The moment the valve is shut, the real avatar slides to a halt in front of the access panel and pries it open. The sash was used to compress a two-step, two-person job into a single, fluid action, turning a lengthy sabotage into a swift, offensive strike against the factory’s operations.

Perception of Activation:

Sight

  • User’s Perspective: For a fleeting moment, the user’s vision splits, experiencing a dizzying double-perspective of their own location and the location where their Echo appears. They see their Echo form as a translucent, shimmering duplicate of themself, glowing with a soft, silvery-blue light before it dissolves into motes of energy less than a second later.
  • Observer’s Perspective: An observer first sees a flash of silvery-blue light from the sash’s buckle. Immediately following, a translucent, shimmering blue afterimage of the user springs into existence, performs one swift, solid action, and then vanishes into a brief, sparkling mist. The entire event is incredibly fast, often leaving an observer questioning what they just saw.
  • Positives: The visual effect is an excellent feint or diversion, as it is confusing and difficult for an enemy to process in the heat of the moment.
  • Negatives: The momentary split-vision can be disorienting and nauseating for an inexperienced user. The flash of magical light, however brief, is an undeniable giveaway that a supernatural ability was just used.

Sound

  • User’s Perspective: The user perceives a sharp, resonant “snap” that seems to originate from their own core. It is not an external sound but an internal one, like the sound of a bowstring being plucked and released, representing the splitting and returning of their own life energy.
  • Observer’s Perspective: The activation is nearly silent. A very attentive observer might hear a faint, high-frequency fizz or the sound of displaced air, similar to a whip-crack but much quieter. In any noisy environment, it would be completely missed.
  • Positives: The extreme quietness of the ability makes it suitable for stealthy operations, creating a diversion or manipulating an object without drawing auditory attention.
  • Negatives: While quiet, the high-frequency sound may be irritating or distinctly noticeable to creatures with hypersensitive hearing, potentially betraying the user’s actions to non-human guards.

Touch

  • User’s Perspective: The user feels a bizarre, momentary sensation of bi-location. They feel the solid ground beneath their own feet, but for a split second, they also feel a phantom pressure of the ground where their Echo has appeared. This is accompanied by a sudden feeling of weightlessness, as if half of their spiritual presence was momentarily elsewhere.
  • Observer’s Perspective: An observer might feel a sudden, brief gust of wind or a change in air pressure as the Echo manifests and dissipates. If the Echo itself touches them to perform an action (like tapping their shoulder), it feels solid, but unnaturally smooth and cool.
  • Positives: The feeling of lightness can be exhilarating. The solid, tangible nature of the Echo makes it effective for physically interacting with the environment.
  • Negatives: The sensation of having one’s physical presence split, even for an instant, is deeply unnatural and can cause vertigo, disorientation, or a brief sense of panic in a user not accustomed to it.

Smell

  • User’s Perspective: The user perceives a sharp, clean scent of ozone or static electricity, like the air in the instant before a lightning strike.
  • Observer’s Perspective: Someone standing very close to the activation point will notice the same fleeting, electric smell.
  • Positives: The smell is clean and dissipates almost instantly, leaving little trace.
  • Negatives: The scent is distinct and clearly magical in nature. To a wary individual or a creature with a keen sense of smell, it is an obvious clue that a supernatural event has just occurred.

Taste

  • User’s ‘s Perspective: A sharp, metallic tang on the tongue, like briefly touching it to a battery terminal. The taste appears and vanishes in the same instant as the Echo.
  • Observer’s Perspective: An observer has no perception of this sense.
  • Positives: It serves as another layer of immediate, personal feedback for the user, confirming the activation.
  • Negatives: The sudden, sharp taste can be a minor jolt or distraction, especially during a delicate or stressful operation.

Extra-Sensory Perception: Empathic Duplication

  • User’s Perspective: The user’s sense of self momentarily doubles. For an instant, they don’t feel another’s emotions, but their own consciousness existing in two separate places at once. It’s a profoundly strange feeling of perfect self-awareness from two distinct but identical perspectives.
  • Observer’s Perspective: An empathic observer perceives the user’s emotional signature, normally a single point, suddenly “blink” to exist in two locations simultaneously before collapsing back into one. It is not two different minds, but one mind with two points of presence.
  • Positives: For a disciplined user, this can be a powerful meditative experience, offering a unique perspective on the nature of self and presence.
  • Negatives: For almost anyone else, the sensation of having one’s consciousness momentarily fractured is deeply terrifying and can trigger a profound sense of unreality or an identity crisis.

Extra-Sensory Perception: Aura Projection

  • User’s Perspective: Through their Mind’s Eye, the user witnesses their own aura, their personal field of life energy, stretch like elastic. A significant portion is projected outwards, where it coalesces for a second into a perfect, solid-looking duplicate of their aura before snapping back violently into themselves.
  • Observer’s Perspective: An observer with Aura Sight sees the user’s aura flare brilliantly. A thick stream of this vital energy then flows out from the user at impossible speed, instantly forming a solid, temporary “clone” of their aura a short distance away. This aura-clone interacts with an object, then implodes, its energy instantly retracting back into the original user.
  • Positives: Provides a clear visual understanding of the mechanics, showing how the user is projecting their own vitality to create a physical effect.
  • Negatives: Watching your own life force be stretched and externalized, even in a controlled manner, is a frightening concept. An observer with this sight would know the user is expending their personal energy, not external magic, which could reveal a tactical weakness.

Extra-Sensory Perception: Magical Resonance

  • User’s Perspective: The user feels a sharp “rebound” against the fabric of ambient magic. It feels less like drawing upon magic and more like forcefully pushing against it, creating a “bubble” of their own energy that becomes the Echo. It is a feeling of brief, intense, and perfectly balanced opposition with the world’s natural state.
  • Observer’s Perspective: A magically-aware individual perceives a unique signature. It’s not a spell being cast. Instead, they sense a sudden, localized “void” of ki at the user’s location, and a corresponding, identical “spike” of that same ki where the Echo appears. A second later, the two points neutralize, and the world’s magical field snaps back to normal.
  • Positives: The feeling of balanced opposition can be centering and empowering for a skilled user who understands the mechanics.
  • Negatives: The signature is bizarre and does not conform to the principles of standard spellcasting. Any skilled magic-user who detects it would be instantly intrigued and suspicious of the user’s abilities and the nature of their power.

Courier’s Formula: The Sash of the Twin Step

This manuscript details the process for artisans to recreate a functional Mirrored Moment sash, a vital tool for those who value speed, misdirection, and utility. The process blends fine craftsmanship with a focused application of internal Reiki energy.


Materials Needed

  • Tanned Wyvern Hide: A single, large piece of durable yet flexible leather. Wyvern hide is preferred for its natural resilience and light weight.
  • Matched Quartz Crystals: A pair of small, clear quartz crystals, cut from the same geode to ensure they share a near-identical resonant frequency.
  • Silver-Steel Ingot: A small ingot of a lightweight metal alloy, prized for its strength and ability to be finely cast.
  • Spool of Silver Wire: A spool of very fine, pure silver wire, to be used as a magical conduit.
  • Vial of Meditative Breath: A magically sealed glass vial containing the crafter’s own breath, exhaled and captured during a state of deep, focused meditation on the concept of self.

Tools Required

  • Leatherworker’s Complete Toolset: Includes cutting knives, stitching awls, edge bevelers, and hole punches.
  • Small-Scale Forge and Casting Molds: A forge suitable for jewelry-making and a set of custom molds for the two interlocking halves of the buckle.
  • Metal Finishing Tools: A set of fine files, burins, and polishing cloths for refining the cast metal buckle.
  • Crystal Faceting Machine: A precise tool for grinding and polishing the matched crystals to be perfectly identical in shape and facet pattern.
  • Enchanter’s Pliers: A set of delicate, non-ferrous pliers for handling and embedding the fine silver wire without disrupting the flow of energy.

Skill Requirements

  • Master Leatherworking: The ability to craft a durable, load-bearing leather sash that is also comfortable for constant wear.
  • Fine Metal-Casting and Engraving: The skill required to cast intricate metal shapes and refine their details with precision.
  • Reiki (Internal Projection): The crafter must be able to focus their internal life energy, their personal Ki, and project it into an object, specifically imbuing it with their unique energy signature.
  • Sympathetic Enchantment: A niche magical skill focused on linking two or more objects so they act in unison or as mirrors of one another.

Crafting Steps

  1. Fashioning the Sash: The process begins with the mundane foundation. The wyvern hide is cut to the desired width and length. The edges are beveled for comfort, and the ends are prepared for the attachment of the buckle halves. This requires careful measurement and skilled leatherwork.
  2. Casting the Buckle: The silver-steel ingot is melted in the forge and poured into the two custom molds, creating the raw forms of the interlocking, stylized figures. Once they have cooled, the artisan uses files and burins to refine the details, ensuring the two halves are perfect mirror images and fit together seamlessly.
  3. Harmonizing the Crystals: This step is critical. The two raw quartz crystals are placed in the faceting machine. They must be cut and polished simultaneously, ensuring that every angle and facet on one crystal is perfectly identical to the other. This creates a sympathetic link between them.
  4. The Imbuement: The crafter must now enter a meditative state, holding the two matched crystals. They unseal the vial of their own captured breath, letting the essence within wash over the stones. The crafter then channels their personal Reiki into the crystals, not focusing on healing, but on their own unique identity and presence, filling the crystals with their signature.
  5. Weaving the Conduit: With the enchanter’s pliers, the fine silver wire is carefully embedded into the inner lining of the leather sash, creating a hidden circuit that runs from the point where one buckle-half will attach to the other.
  6. Final Assembly: The two enchanted crystals are carefully set into the prepared sockets on their respective buckle halves. The buckle halves are then securely riveted to the ends of the leather sash. The hidden silver wire is connected to the back of each crystal setting. The moment the circuit is complete, the personal Ki stored within the crystals becomes linked. The sash is now a functional conduit, ready to project an echo of its attuned wearer.

Parable of the Twin Messengers

It is written on the wind-worn stones that in an age before the great ships sailed, two kingdoms stood with their backs to each other, ready to make a war. The cause was a lie, a whispered word that had grown into a sharp sword between them. Only a message of truth, carried with great haste, could prevent the spilling of much blood.

The King of the first kingdom had in his service twin brothers. Let it be known that one was called the Runner, for his feet were as the wind that skims the plains. The other was called the Watcher, for his heart was as the stone of the mountain, steadfast and strong. They were two halves of a single whole. The King gave to them a sealed message of truth, and also two keys of ancient design. He told them, “You must carry this message to the Sunken City before the moon is next full. The road is long, and it is guarded by the Twin-Serpent Gate. It has not been opened since the world was young.”

The brothers made great haste. The Runner’s feet did not tire, and the Watcher’s spirit did not fail. They came at last to the Twin-Serpent Gate. It was a great wall of stone that spanned a canyon of terrible depth. In the middle of the wall was a gate, and on either side of this gate was a lock, one for each of the two keys. But between the two locks was a great chasm where the bridge had crumbled to dust long ago. The distance was too great for a man to cross.

Behold, they saw the truth of the trial. The two keys must be turned in the two locks at the very same moment for the gate to open.

The Watcher, who was strong, stood at the first lock. The Runner, who was swift, took his key and ran with the speed of the wind along the canyon’s edge, seeking a path to the other side. But there was no path. He returned, his breath heavy. They tried many plans. The Runner would give a great shout, and the Watcher would turn his key, but the sound arrived too late, and the timing was always wrong. The hour grew late, and the moon began its climb, and the fate of two kingdoms rested on this impossible task.

Then the Runner, whose feet were as the wind, spoke to his brother. “The path is not on the stone, but in the will. I will run so fast that my spirit may outpace my body. When you see me touch the far lock, turn your key.” The Runner wore a simple sash of leather, a gift from his brother, and its buckle was made of a strange, silvery metal from a star that had fallen to the world.

The Watcher stood at the first lock, his heart heavy with doubt but full of love for his twin. The Runner took his key and stood at the edge of the chasm. He took a great breath and began to run, not along the edge, but straight, as if the bridge of stone was still there. He ran upon the empty air, and his speed was a marvel. His great need, and the deep bond he shared with his twin, and the strange magic of that ancient place all came together. The sky-metal buckle of his sash began to glow.

From the Runner’s side, a shimmering form of silvery-blue light pulled away. It was a perfect echo of the Runner, a double made of speed and will. The real Runner, his feet now finding purchase on the far side of the chasm, ran to the second lock. His Echo, a ghost of motion, arrived at the first lock where the Watcher stood in amazement.

At the very same instant, the real Runner put his key in the lock. At that same instant, the Echo put its hand over the Watcher’s key. As one, they turned.

There was a great groan of ancient stone. The Twin-Serpent Gate swung open. The Echo, its purpose served, dissolved into a peaceful light. The Runner, his own life force nearly spent by the great effort, stumbled through the open gate. He completed his journey. He arrived at the Sunken City as the moon touched its peak, and he delivered the message of truth to the other King. With his duty done and his strength gone, he fell to the floor, and his body also faded into a soft, silvery light. The war was prevented.

The sash he had worn fell to the ground. Its buckle had been changed by the great magic. It was now two figures of silver, reaching for each other, a perfect mirror of the two brothers in their one, shared moment.


Moral of the Story: A bond between two hearts can create a bridge where there is none.

Suggested conversions to other systems:

Dungeons & Dragons 5th Edition

Sash of the Fleeting Echo Wondrous item, uncommon (requires attunement)

This wide sash is made of tough, dark leather, fastened by a unique, two-part silver buckle. The buckle is stylized to look like two abstract figures mirroring one another.

This sash has 4 charges and regains 1d4 expended charges daily at dawn.

Centered Core. While wearing this sash, you have advantage on any saving throw made to resist being knocked prone.

Echoing Step. As a bonus action, you can expend 1 charge to create a magical Echo of yourself in an unoccupied space you can see within 15 feet. The Echo is a translucent, silvery image of you and it lasts until the start of your next turn. During your turn, you can use your action to have the Echo perform one of the following actions: Use an Object, Help, or Search. The Echo uses your statistics for any ability checks it needs to make. The Echo vanishes after it performs the action or at the start of your next turn, whichever comes first.

Call of Cthulhu 7th Edition

The Doppelgänger’s Belt Strange Item

A heavy leather belt with a peculiar silver buckle cast in two interlocking, stylized human forms. The item is cool to the touch and feels strangely energetic, as if vibrating at a frequency beyond normal perception. It is rumored to be a relic from a place where physical laws were suggestions, not rules.

Split Presence. The wearer can attempt to project a momentary, tangible duplicate of themself. This requires an action and a successful Hard POW roll. If successful, the wearer spends 3 Magic Points and creates the duplicate in any spot they can see within 10 yards. The duplicate lasts for one round. On the Investigator’s next turn, they can have the duplicate perform one simple physical action (open an unlocked door, pull a lever, shout a single word) while the Investigator performs a different action. The duplicate cannot attack or perform complex tasks. Using this ability forces a Sanity roll (0/1d2) as the user’s sense of self is momentarily fractured.

Flickering Evasion. When an Investigator would be hit by a physical attack they are aware of, they may attempt to use the belt defensively. This requires a successful Dodge roll. If successful, the Investigator not only avoids the attack but the belt projects a confusing afterimage. This costs 1 Magic Point, and the attacker is disoriented, suffering one penalty die on their next action.

Blades in the Dark

The Ghost-Twin Girdle Worn Item, Occult, Strange

A thick leather girdle fastened by a silver buckle shaped like two figures reaching for one another. It hums with the energy of the ghost field, allowing the wearer to briefly pull a spiritual echo of themselves into the physical world.

Be in Two Places. When you attempt an action that is complicated by your position (such as trying to Attune to a ghost while also needing to bar the door), you can use the girdle. Describe how your ghost-twin appears to handle one part of the task. You suffer 2 Stress, but you ignore the positional penalty to your roll (you do not suffer reduced Effect or a worse Position). The GM will ask how this blatant display of supernatural power complicates the situation or draws unwanted attention.

Synchronized Setup. When you perform a Setup action for a teammate, you can use the girdle. Your ghost-twin appears and helps with the action, creating a more significant advantage. Your teammate gets the usual +1d to their roll, and you can also grant them Potency for their action. Take 1 Stress.

Knave 2nd Edition

Sash of the Twin’s Ghost Inventory Slots: 1

A durable leather sash with a two-part silver buckle. The buckle is warm to the touch and has 6 small, faintly glowing blue notches carved into its surface.

Echo Action. As your action, you can create a short-lived, solid echo of yourself in any empty space you can see within 30 feet. This echo can immediately perform one simple, non-combat action that does not require an ability check (e.g., pull a lever, open an unlocked door, pick up an object, shout a phrase). The echo then vanishes. When you use this ability, one of the 6 glowing notches on the buckle goes dark.

Recharge. The notches on the buckle will only relight if the sash is left for a full day in a place where two identical things are found in nature (such as between two twin oak trees, or on a riverbank directly across from its perfect reflection). Each full day of rest in such a place restores one notch.

Fate Core System

The Courier’s Synchronicity Sash An Extra represented by a well-worn leather sash with a buckle of two interlocking silver figures. It feels strangely balanced, as if it is centered in two places at once.

This sash allows its wearer to divide their focus and presence, granting them an edge in situations requiring multitasking and misdirection. It provides the following stunts.

Stunts

  • Two Places at Once: Once per scene, when you take an action, you can describe how a momentary echo of yourself assists you. This allows you to affect two different targets with your action in the same zone. For example, you could use Burglary to work on two different locks simultaneously or use Deceive to create a believable diversion in two places at once.
  • Echoing Feint: You gain a +2 bonus when you use the Deceive skill to Create an Advantage by making a feint or misdirection in a physical conflict. The advantage you create (e.g., Confused Opponent) is considered to have an extra free invocation on it.
  • Shared Effort: When you must overcome a complex physical obstacle that would logically require two people (such as operating a machine with two separate controls), you can spend a Fate Point. If your Athletics or Crafts roll succeeds, you automatically succeed with style instead.

Numenera & Cypher System

The Phase-Echo Belt This appears to be a simple, durable leather belt, but its buckle is made of a silvery, phase-shifting metal. When activated, the two interlocking figures on the buckle shimmer, and a short-lived, solid echo of the wearer is projected from it.

Level: 5 Form: A wearable belt Effect: This artifact allows the user to project a tangible, short-lived duplicate of themself made of solidified energy.

  1. Echo Task: As an action, the wearer can project a solid echo to any point they can see within short range. The echo immediately performs one simple task that does not require a skill roll (pulls a lever, opens an unlocked door, picks up an object of light weight, speaks a single word) and then dissipates.
  2. Reactive Glimmer: When the wearer is targeted by an attack, they can choose to activate the belt as a reaction. The attack check against the wearer is hindered by two steps as a swarm of after-images briefly surrounds them, making their true position difficult to pinpoint. Using this defensive ability triggers a depletion roll. Depletion: 1 in 1d12 (On a roll of 1, the phase-shifting buckle locks into a single, inert state and the item ceases to function).

Pathfinder 2nd Edition

Belt of the Twin’s Path Item 4 [Uncommon] [Illusion] [Invested] [Magical] Price 80 gp Usage worn belt; Bulk L

This practical leather belt is fastened by a clever silver buckle shaped like two stylized figures mirroring each other’s movements. When you move quickly, a faint afterimage seems to trail you.

Passive: You gain a +1 item bonus to Acrobatics checks to Tumble Through an enemy’s space.

Activate [reaction] (concentrate, illusion); Trigger You successfully Stride at least 10 feet; Frequency once per minute; Effect You create a momentary, illusory duplicate of yourself that appears at the start point of your Stride. This duplicate also appears to move, mirroring your path in a different direction (for example, if you move left, it moves right). This can be used to confuse enemies. Any creature that wishes to make a hostile action against you before the start of your next turn must succeed at a DC 18 Perception check to determine your true location. On a failure, they are unable to target you.

Activate [two-actions] (manipulate, magical); Frequency once per day; Effect You touch two identical, non-magical objects that have a simple mechanical function (such as two levers, two buttons, or two ropes). For the next minute, the objects are magically linked. When you interact with one of the objects, the other is manipulated in the exact same way simultaneously by an invisible force.

Savage Worlds Adventure Edition

The Sash of Two Steps A simple leather sash with a unique, two-part silver buckle. It seems to hum with latent energy, making the wearer feel lighter and quicker on their feet.

This magical sash enhances the wearer’s speed and allows them to seemingly be in two places at once through sheer celerity.

Requirements: Novice, Agility d8+ Effects:

  • Quick Step: The wearer is unnaturally swift. They gain a +2 bonus to their base Pace.
  • Two-Fold Action: Once per turn, the wearer may perform two separate simple actions as a single standard action (this does not allow two attacks). For example, they could use Athletics to run and also use Thievery to pick up a dropped item as they pass it, or use Persuasion on one target while simultaneously using Stealth to conceal an object. Both actions are rolled separately, each with a -2 penalty.
  • Burst of Speed: Once per encounter, the wearer can activate the sash’s full power. They immediately gain the benefits of the Fleet-Footed Edge for one round, increasing their Pace by a further +2 and increasing their running die by one step.

Shadowrun, Sixth World

The “Echo-Runner” Smart Sash A high-fashion, armored-cloth sash from Shiawase’s ‘Mover’ line, popular with high-end couriers and gangers who value style as much as speed. The silvery buckle contains a sophisticated holographic projector and a low-power expert system.

Availability: 9R Cost: 8,500 nuyen Device Rating: 3

Wireless Bonus. When wirelessly connected to the wearer’s DNI, the sash’s expert system provides real-time feedback on footing and environmental hazards. The wearer is considered to have the Acrobatic quality (reroll one die on Gymnastics tests).

Hardlight Echo. As a Minor Action, the user can command the sash to project a simple, silent hardlight echo of themself into an adjacent space. This echo mimics the user’s movements with a slight delay. Until the start of the user’s next turn, any attacker targeting the user must succeed on a Perception + Intuition (3) test. If they fail, the attack targets the hologram and automatically misses. The sash can use this ability 3 times before its dedicated energy cell must be replaced.

Mirrored Interface. If the user needs to operate two linked computer systems or datajacks at once, they can use the sash. The sash projects a hardlight hand that can insert a data cable or tap a key, allowing the user to make a single Electronics + Logic test to affect both systems simultaneously.

Starfinder

Belt of the Phasic Double Level 5 Price 2,900 credits Hands —; Bulk L Type Hybrid Item; Category Worn Item

This durable belt is fastened with a buckle made of two interlocking silvery figures. The buckle contains a small temporal accelerator and a biotic energy projector, allowing it to create a short-lived, physically extant echo of the wearer.

Passive. The wearer gains a +5-foot enhancement bonus to their speed.

Phasic Echo. Once per day as a standard action, the wearer can activate the belt to create a short-lived duplicate of themself. This duplicate appears in an unoccupied space adjacent to the wearer. The duplicate has the same Armor Class and saving throw bonuses as the wearer but has only 1 Hit Point and cannot take any reactions. It acts on the wearer’s initiative count, immediately after the wearer’s turn. It can take a full suite of actions for one round. Any damage it deals is nonlethal. At the end of its turn, the duplicate vanishes.

Mirrored Manipulation. When the user takes an action to manipulate an item or operate a device (such as opening a container or using a computer), they can activate the belt as part of that action. A momentary, translucent echo appears and performs the exact same action on an identical device or object within 10 feet. This ability can be used once every 10 minutes.

Traveller (Mongoose 2nd Edition)

The ‘Duplisash’ Tactical Belt (TL-14) Cost: Cr 200,000 Mass: 0.5 kg

A piece of advanced, likely military-grade, personal equipment. The belt itself is made of a self-repairing polymer weave, while the complex buckle contains a sophisticated holographic projector and a miniature computer running a predictive mimicry program.

Holographic Misdirection. As an action, the user can project a realistic, silent, holographic duplicate of themself to any point they can see within 10 meters. The user can program the duplicate with a simple set of movements (e.g., run from point A to point B, peek around a corner, lie prone). The hologram is visually realistic but not solid and will not fool thermal or advanced sensors. The belt’s power source can sustain 5 minutes of total projection time before needing a new power cell.

Kinetic Echo. Once per day, the user can activate the belt’s more advanced function. It projects a single, tangible “hard light” echo that can perform one simple physical task (push a button, open an un-locked door, carry an object up to 2kg) at a location up to 10 meters away before dissipating. This is a very power-intensive function that drains 1 minute of the projection power source.

Warhammer Fantasy Roleplay, 4th Edition

Sash of the Trickster’s Twin Encumbrance: 5 Price: 20 GC Availability: Rare

A fine leather sash with a strange, silvery buckle shaped like two cavorting jesters mirroring each other. It is said to be an artifact associated with Loec, the trickster god of the Asur, and is viewed with deep suspicion by sensible folk. It is surprisingly popular with certain duelists and spies.

Elusive Nature (Passive). The wearer’s movements are erratic and hard to predict. The wearer gains a +10 bonus to all Dodge Tests.

Now You See Me… (Active). Once per day, when the wearer successfully uses the Move Action, they can choose to activate the sash at the end of their movement. A perfect, illusory duplicate of the wearer appears at the space where they started their move. Any enemy wishing to attack the real character before the start of the wearer’s next turn must first pass a Challenging (+0) Perception Test to determine which one is real. If they fail, they must target the illusion (which results in an automatic miss). The illusion lasts until the start of the wearer’s next turn or until it is struck.

A God’s Jest (Curse). Loec is a fickle patron. Any time the wearer rolls a Critical Failure (an ‘Astounding Failure’ on the roll) on a Stealth or Charm Test, the sash plays a trick on them, creating an embarrassing or inconvenient auditory illusion at the worst possible moment (GM’s discretion).