Kat Samcelot (
shootfirst) wrote in
drakenet2012-04-16 09:54 pm
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[ drakenet search engine ]
DRAKENET SEARCH ENGINE
[ One of the handy features of your specially issued Drakenet phone is access to the Knight's digital archives anywhere, anytime, on the go. As long as your character knows how to operate a search engine* they may submit informational queries about people, places, species, deities, organizations, businesses, locations, objects, creatures, etc. etc. and receive relevant information here.
To use the search engine, simply leave a comment below using the following code, replacing the "search terms" with whatever you want to research, and replacing the # with your Research (INT) skill check roll:
[ This can be used at any time, either in addition to or as a replacement for actual threading out research on any topic. ]
*and even if they don't, a successful Computer Use (INT) check of 10 or above will allow them to use the program
[ One of the handy features of your specially issued Drakenet phone is access to the Knight's digital archives anywhere, anytime, on the go. As long as your character knows how to operate a search engine* they may submit informational queries about people, places, species, deities, organizations, businesses, locations, objects, creatures, etc. etc. and receive relevant information here.
To use the search engine, simply leave a comment below using the following code, replacing the "search terms" with whatever you want to research, and replacing the # with your Research (INT) skill check roll:
[ This can be used at any time, either in addition to or as a replacement for actual threading out research on any topic. ]
*and even if they don't, a successful Computer Use (INT) check of 10 or above will allow them to use the program
no subject
Research Check 18
no subject
"Curse" is a broad term that can apply to a wide scale of magical enchantments that bestow some sort of undesirable result upon the afflicted. The difficulty of lifting such a curse depends on the magic used to bestow it, and the power of the caster in question.
Some curses can be removed with simple spells, while others might require a more complicated enchantment-breaking spell. Still others may require elaborate rituals, with specific components that may range from the mundane to the nearly impossible to obtain.
The most difficult curses to break are those put in place by divine or primordial beings, or the very potent 'dying curse'. No known mortal magic can permanently dispel such curses.
Curses often carry a cruel and poetic 'justice' for the afflicted, who the bestower sees as having committed a transgression of some kind. Many of these curses exist to remind the offender of his or her transgressions every time they manifest.
Often, the only means of breaking very powerful curses of this nature lie in some kind of 'escape clause' that relates to the reasons why the afflicted was cursed in the first place. Escape clauses tend to take one of two forms: 'avoidance' or 'redemption'. Avoidance clauses allow the accursed to stop the curse from manifesting by avoiding the conditions that trigger it. A warrior cursed to lose her strength whenever she wields a sword might switch to another weapon, for example.
Redemption clauses offer a way for the accursed to permanently break the curse. Consider the curse of an accused witch who predicted that seven children would die each winter in a village for seven years, after which the invoker would return to destroy the village. If the villagers could disrupt the pattern of deaths, the curse may be broken.
Wording of a curse is very important in determining the escape clause of a curse, as is the motivation of the bestower in inflicting it in the first place.