Mirror Master (Sam Scudder)
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Mirror Master is the name of several fictional supervillains appearing in comic books published by DC Comics. He is a recurring foe of the Flash with considerable technical expertise and skills involving the use of mirrors. Three individuals have donned the guise of Mirror Master (with a couple being members of the Rogues at different times). In 2009, Mirror Master was ranked as IGN‘s 79th Greatest Comic Book Villain of All Time.
Both incarnations of Mirror Master have made several appearances in DC-related media, with Sam Scudder being portrayed in live-action by David Cassidy in the 1990 The Flash series and by Grey Damon in the 2014 The Flash series, while Efrat Dor portrayed a gender-swapped version of Evan McCulloch, renamed Eva McCulloch / Mirror Monarch, and reimagined as a CEO of her own company in the 2014 series.
Fictional character biography
Sam Scudder is a simple convict, but he has the goal to learn how to get inside the reflection of a mirror. Stumbling into a hall of mirrors, he experiments and discovers a way to get in his own reflection. He uses this power to become the criminal Mirror Master. He battles the Flash several times. Scudder died around the same time that his foe Silver-Age Flash did, alongside the Icicle during the Crisis on Infinite Earths. Later, Captain Boomerang briefly assumes Scudder’s identity, becoming the second Mirror Master. He uses this as an alternate identity with which to commit crimes, thus not alerting his teammates in Suicide Squad to his extracurricular activities.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Sam Scudder, Mirror Master | |
Medium humanoid | |
Wounds | 14 WP, 131 VP (17d8+34) |
Initiative | +6 |
Speed | 35 ft. |
AC | 12 (+2 Dexterity) touch 12, flat footed 10 |
Base Attack/Grapple | +12/+15 |
Attack | Mirror gun +16 ranged touch (2d6) or unarmed strike +16 melee (1d6 + 3) |
Full Attack | Mirror gun +16/+11/+6 ranged touch (2d6) or unarmed strike +16/+11/+6 melee (1d6 + 3) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Mirrors |
Special Qualities | displacement 50% |
Saves | Fort +10, Ref +12, Will +12 |
Abilities | Strength 16, Dexterity 15, Constitution 14, Intelligence 18, Wisdom 15, Charisma 18 |
Skills | Bluff +19, Craft (glass working) +24, Diplomacy +18, Disguise +29, Escape Artist +17, Gather Information +16, Intimidate +16, Listen +12, Move Silently +12, Knowledge (physical sciences) +24, Knowledge (streetwise) +14, Knowledge (technology) +24, Sense Motive +12, Spot +22 |
Feats | Ability Focus (mirrors), Brawl, Combat Reflexes, Dash, Improved Initiative, Quick Draw |
Climate/Terrain | Central City |
Organization | Solitary (Unique) or with Rogues Gallery |
Challenge Rating | 14 |
Treasure | Equipment |
Alignment | Lawful Neutral |
Mirrors: Scudder possesses many skills with mirrors. Below is a list of several commonly used tricks he has accomplished.
Disguise: Scudder can use a mirror as a standard action to completely alter his appearance to that of another being. This grants him a +20 bonus on Disguise checks to impersonate another specific person, and a +20 circumstance bonus on Hide checks when performed unobserved in a crowd.
Displacement: Scudder’s mirrors constantly alter his true position, causing attacks against him to suffer a 50% miss chance.
Enchantment: Scudder may use his mirrors to hypnotize people or remove their memory. When used as to hypnotize, victims who fail a Will save (DC 24) must obey Scudder’s orders, even those that are suicidal. Scudder may implant up to one hundred words of instruction into his victims’ heads.
When used to remove memory, victims that fail their Will save lose the ability to remember the events surrounding the point in time at which they suffered the mirror’s effects. This can be used with a precision of 1d4 minutes, up to a maximum of 1d4 hours.
Entrapment: This mirror ability is generally used as a trap, although it can be incorporated into an active weapon. Creatures who fail a Reflex save (DC 24) are trapped within the Realm of Mirrors, a small demiplane filled with savage monsters created entirely from glass. If this power is used directly on a victim (requiring a ranged touch attack), the victim takes a -10 penalty on their save. If this is not used directly, the victim must come within 15 feet of the entrapping mirror to activate it.
Imagery: Scudder can utilize mirrors to produce perfect illusions of objects, creatures, or other images. These images are stored in his mirrors until he needs to activate them. These illusions can be continuous, show movement and even reaction with foreign stimuli.
Mirror Image: As a swift action, Scudder can create 20 images of himself. These figments separate from him and remain in a cluster, each within 5 feet of at least one other figment or Scudder. He can move into and through a Mirror Image. When he and the Mirror Image separate, observers can’t use vision or hearing to tell which is the real Mirror Master. The figments may also move through each other. The figments mimic Scudder’s actions.
- Enemies attempting to attack Scudder must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is Scudder or a figment. Any successful attack against an image destroys it. An image’s AC is 12. Figments seem to react normally to area effects (such as looking like they’re bleeding or dead after being hit by a grenade).
- While moving, Scudder can merge with and split off from figments so that enemies who have learned which image is real are again confounded.
- An attacker must be able to see the images to be fooled. If an attacker shuts his or her eyes, the trick has no effect. (Being unable to see carries the same penalties as being blinded.)
Mirror Realm: Scudder possesses the ability to enter the Realm of Mirrors. This functions similar to a planeshift effect, and is a standard action for Scudder to activate. Scudder must have a reflective surface in order to access the Realm of Mirrors. Use of the Realm of Mirrors allows Scudder to travel vast distances in relatively short periods of time.
Paralysis: Another trap, this mirror forces a Reflex (DC 24) save to avoid being held. An Escape Artist check (DC 40) can be made to free one’s self if caught.
Possessions: Scudder possesses a large variety of mirrors, some tactical and some weapons. He receives a +2 bonus to attack rolls made with any mirror based weaponry.