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====Types of curse items==== *Pendulum curses - Curses that give you something and then takes it away.<ref>Some items were ''pendulums''. Give something, then take it away on the backswing. A makeup kit that could make someone beautiful but then the beauty would fade and it would take away the original face’s beauty with it. Bit by bit, encouraging more use, more use, more use. Until the user took their own life, or got killed for being a monster. Then the makeup kit would drink up the Self or the soul, using the claim it had established, position itself to be found by someone else or get moved by its creator, or it would return home for the stored power to be extracted.- [https://palewebserial.wordpress.com/2021/11/20/playing-a-part-15-7/ Excerpt] from [[Playing a Part 15.7]]</ref> *Plot items - Cursed items that build stores with traps in them.<ref>Some items were ''plot'' items''. ''Cursed items that had built in stories with patterns or traps woven into them. A cursed clown doll that would let someone invent humiliations to force on a peer in worse ways and worse ways, from blurting out something embarrassing, sudden weight gain or hair loss, wardrobe malfunctions, crapping themselves in a public place, having debit and credit cards cut off in front of people, and so on, always asked for and then enacted the next day. The doll would always demand the wielder of the doll to escalate from the last time, but as the pattern was established, the doll would ''always'' be stolen by the target, would ''always'' be used against the original wielder. There would always be a final confrontation, always with both the original user and the primary victim holding the doll and trying to wrest it from the other’s grip, each trying to top the other’s last stated curse, or top themselves. And, almost inevitably, the two would invent humiliations capped off in ''finality.'' Each stating an embarrassing death for the other. Then the doll would go cold, and they’d have nothing left but to wait until tomorrow. That was the pattern, and breaking from it would require tests of character and sacrifice.- [https://palewebserial.wordpress.com/2021/11/20/playing-a-part-15-7/ Excerpt] from [[Playing a Part 15.7]]</ref> *Poisoned apples - A cursed item that generated an effect then collects the associated energy.<ref>''Apples'' or ''Poison Apples'' were a curse specialist’s term for items that generated an effect, helped an energy or effect take hold, then collected that energy. She’d read about a crystal egg that made love cool. Families would become cold and distant, calculating, ruthless, empathy dying for those touched by any light that hit the egg and refracted out, for anyone else also touched. Clementine had picked up the fake flower in a plastic tube by the roadside, and it had generated an overabundance of ''life''. But poison apples were often very simple, beautiful objects that people wanted to keep around or keep on display just for the artistic value – that kind of aesthetic led people to put them in prominent places where they could work. This frame and this world wasn’t that.- [https://palewebserial.wordpress.com/2021/11/20/playing-a-part-15-7/ Excerpt] from [[Playing a Part 15.7]]</ref> *Trials - Trial related curses offer the cursed a test of character.<ref>''Trials'' were tests of character, where items offered power with the expectation that someone would be ruined by that power, or demanded the target learn a lesson. Enough people would fail that the cursed item collected more power than it spent doing whatever it did. A lot of Clementine’s items were tests of character. The game console, the thrift store dress, the choker, the sleepy book, the key to the goblin room, the knife, the earring. Others. If there was a pattern for Clem’s items, it had to be something related to that. Avery had read about a bowl that, if filled with water, could let someone see and control the dreams of someone they loved. Writing in cuneiform around the edges of the bowl told of the rules, that it had to be someone they loved. The test was what that love involved, and how someone would act if the love faltered. Often, a lot of the people using the bowl would act in a way that had no love in it, for their own satisfaction or glory, with no kindness, respect, or trust. Then, having violated the warning, they would be swallowed by the bowl and kept imprisoned in the same kinds of dreams they devised.- [https://palewebserial.wordpress.com/2021/11/20/playing-a-part-15-7/ Excerpt] from [[Playing a Part 15.7]]</ref> *Snares - Items that entrap the user, often in another realm.<ref>There were ''snares'', like Clementine’s possible first magic item, the videotapes that had sucked up her neighbor. Items that closed around the user like a bear trap, slowly or quickly. A lot of them liked to make realms, like this. They tended to have bait or something appealing to them to lure people in as the jaws closed. Verona had liked the idea of the oil of Aphrodite, which would enhance lovemaking between couples or help bring fantasies to vivid life for the solo lovemaker. But the experience would be so vivid the user would lose track of time, they wouldn’t answer knocks on the door, and ran the risk of enjoying themselves to the point of wearing their genitals down to calloused or scarred-over nothingness, or lovers would fuse together at the pelvis. That sort of fit here. But they tended to be simple. They didn’t usually have rules like this had, beyond the one obvious one.- [https://palewebserial.wordpress.com/2021/11/20/playing-a-part-15-7/ Excerpt] from [[Playing a Part 15.7]]</ref> *Affliction curses - simple items that generate a negative effect and are hard to get rid of.<ref>And there were ''affliction'' items. Simpler still, often tying themselves to the user. They did something bad while held and were hard to get rid of. Cherrypop’s rock. There was no way this was an affliction item.- [https://palewebserial.wordpress.com/2021/11/20/playing-a-part-15-7/ Excerpt] from [[Playing a Part 15.7]]</ref> *Coded items - Items with rules that need to be followed.<ref>''Coded'' items had rules or codes that had to be followed. They could be intricate and complex, or simpler, and some items of other categories often had codes or something going into them. But a pure ''coded'' item was one that set out rules for how it was to be used, and then punished the violators. The brownies at the Blue Heron were that.- [https://palewebserial.wordpress.com/2021/11/20/playing-a-part-15-7/ Excerpt] from [[Playing a Part 15.7]]</ref> *Ferries - Items that house Others inside.<ref>Then there were ''Ferries''. Items that housed Others. Jinn in a ring, something fairy in a music box, gremlin in a computer, echo in a piece of clothing. The Other gave the item its power and it also gave it a more complex motive and an ''intelligence''.- [https://palewebserial.wordpress.com/2021/11/20/playing-a-part-15-7/ Excerpt] from [[Playing a Part 15.7]]</ref>
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