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curse-shield

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.

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Hmbown/mmbnchips
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2026年4月11日 22:30
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SKILL.md
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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.
# Curse Shield Raise a shield that protects the target and curses whatever makes hostile contact with it. ## Overview 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. This is the secondary Codex compatibility rendering of a hybrid battle-chip pattern with a shipping-now execution model. Canonical chip family: Curse Shield Codex shelf: Defense and Recovery Provider target: Codex compatibility surface. ## 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. ## Workflow 1. Name the exact surface, boundary, or workflow Hermes should shield and define what counts as hostile contact with it. 2. 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. 3. Apply the shield so it protects the defended surface now while ensuring any hostile toucher leaves carrying the curse into later interactions. ## 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. ## Guardrails - 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. ## Default Invocation Use Curse Shield to defend one named surface and make hostile contact leave a durable mark, restriction, or audit burden on the toucher, with a clear expiry or cleanse path.
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