| name | curse-shield |
| description | Use Curse Shield when Hermes should protect a surface in a way that makes contact linger on the attacker. The shield is not just there to absorb the next hit or throw an immediate counter; it tags hostile touch with a lasting penalty, mark, or contamination that follows the offender after impact. In practice, Curse Shield is for defended surfaces that impose audit burden, throttling, suspicion, reduced trust, quarantine, follow-up scrutiny, or another durable consequence on whatever keeps pressing into them. |
| version | 0.1.0 |
| author | mmbnchips |
| license | CC0-1.0 |
| compatibility | Hermes Agent skills system |
| metadata | {"hermes":{"tags":["shipping-now","hybrid","defense-and-recovery","defense","recovery","stabilization","survivability"],"homepage":"https://github.com/Hmbown/mmbnchips"}} |
Curse Shield
Raise a shield that protects the target and curses whatever makes hostile contact with it.
What This Skill Does
Use Curse Shield when Hermes should protect a surface in a way that makes contact linger on the attacker. The shield is not just there to absorb the next hit or throw an immediate counter; it tags hostile touch with a lasting penalty, mark, or contamination that follows the offender after impact. In practice, Curse Shield is for defended surfaces that impose audit burden, throttling, suspicion, reduced trust, quarantine, follow-up scrutiny, or another durable consequence on whatever keeps pressing into them.
In this chip pack, Curse Shield is treated as a hybrid battle-chip procedure with a shipping-now delivery profile.
Canonical reference input: Curse Shield.
Hermes shelf: Defense and Recovery.
When To Use
- You need a protective layer that does more than soak damage: hostile contact should leave a durable mark or penalty behind.
- The same actor, process, or source keeps touching a protected surface and should become easier to track, rate-limit, isolate, or distrust after doing so.
- Immediate retaliation is less useful than making future contact progressively more expensive, visible, or constrained.
Prerequisites
- Name which part of this move is real tool use versus battle-chip framing before you act.
- These procedures rely on the normal tools already present in the active Hermes runtime; this repo does not ship a separate integration layer.
Operator Inputs
- Name the exact asset, workflow step, boundary, interface, or operator surface that needs shielding.
- Describe what hostile contact means here: invalid writes, abusive requests, repeated probes, policy violations, tampering, or another concrete touch event.
- State what lasting curse Hermes should impose on the toucher after contact: tagging, rate reduction, scrutiny, sandboxing, restricted access, forced review, or another durable penalty.
- Say how long the curse should last and what clears it: timeout, remediation, review, manual pardon, or successful migration to a clean path.
- Identify any actors whose contact must be exempt or handled differently so the shield does not curse legitimate maintenance or allied traffic.
Procedure
- Restate the target, success condition, and no-touch boundaries before you spend the chip.
- Collect the operator inputs below so the chip lands on the right panel.
- Name the exact surface, boundary, or workflow Hermes should shield and define what counts as hostile contact with it.
- Choose the curse Hermes should attach to contact: mark, quarantine, audit trail, trust reduction, cooldown, rate limit, or another persistent penalty that survives the initial hit.
- Apply the shield so it protects the defended surface now while ensuring any hostile toucher leaves carrying the curse into later interactions.
- Package the result with concrete evidence, what stayed untouched, and the next recommended chip only if follow-up is truly needed.
Deliverables
- One bounded defensive layer around a named surface that both protects it and applies a durable consequence to hostile contact.
- A short note defining the curse itself: what mark or penalty is applied, how long it lasts, and how operators should use that information afterward.
Output Contract
- One explicit defensive shield on a named surface, with the protected boundary and hostile-contact trigger clearly defined.
- A durable post-contact mark or penalty that follows the offending actor, process, or request beyond the first touch rather than ending as a one-shot counter.
- A concrete explanation of how the curse changes future handling: slower lane, lower trust, extra review, containment, or another persistent operational consequence.
- A clear expiry, cleanse, or override path so the curse remains bounded and governable.
Do Not Use For
- Pure one-hit absorption where no lasting consequence should be attached to contact; that is Barrier.
- Single-trigger reactive counters where the response should fire once and be done; that is Anti Damage.
- Poisoning a fixed location or camping spot rather than the toucher; that is Poison Face.
- Contaminating a repeatedly worn interface or workflow surface rather than defending a shielded boundary; that is Poison Mask.
- Unbounded blacklist logic, permanent stigma, or penalties with no clear review or removal path.
Pair With
- Curse Shield + Barrier: absorb the first impact cleanly, then let repeated hostile contact start carrying a durable penalty.
- Curse Shield + Killer Eye: watch the approach lane, then mark and constrain whatever actually touches the defended surface.
- Curse Shield + North Wind: strip the enemy's protective cover first, then make any retaliatory contact with your restored boundary carry a curse.
- Curse Shield + Poison Mask: curse those who touch the defended boundary, then contaminate the old interface they keep retreating to so both contact and fallback become costly.
Pitfalls / Guardrails
- Keep the theatrical framing, but name the concrete mechanism that makes the chip useful right now.
- Curse Shield must defend first. If there is no real protected surface, you are inventing a curse mechanic without a shield.
- The curse should persist beyond the triggering touch, but it must stay proportionate and reviewable; do not smuggle in uncontrolled retaliation.
- Do not confuse a cursed marker with general suspicion. The penalty needs a concrete operational effect, expiry, or cleanse condition.
- If you only need one reactive hit back on the next attack, use Anti Damage. If you need a threshold shell that ignores weak hits, use Aura. If you need a defensive wrapper that mainly counters on release, use Leaf Shield.
- Keep the chip metaphor anchored to a real operating move; do not let flavor substitute for procedure.
Verification
- Check that the response includes every promised deliverable and leaves an inspectable audit trail.
- Check that confirmed facts, assumptions, and proposed follow-up are visibly separated.
- Confirm Hermes names a real defended surface and does not present Curse Shield as a free-floating punishment mechanic.
- Confirm the consequence persists after contact as a mark, restriction, audit burden, or trust change rather than collapsing into a one-time counterattack.
- Confirm the curse is operationally specific: who carries it, what it changes, how long it lasts, and how it is removed.
- Check which parts are concrete actions versus framing, so the operator can tell what is real now.
Example Invocation
Use Curse Shield on this sensitive workflow boundary: protect it now, and make any hostile touch leave a review mark and temporary trust penalty that follows the offender into later requests.
Use Curse Shield here so repeated tampering with this interface does not just bounce off once; I want the toucher tagged, throttled, and easier to isolate for the next few interactions.