By Alik S. Widge (alik.s.widge@dartmouth.edu)
The Lure of Flaming allows the user to become a master of all forms of network. At lower levels, it provides only minimal power, but masters of the art can easily gain dominion over whole realms of cyberspace with simple words. The power of the magic woven into their messages achieves the effect they desire.
System: The caster ignores one rule per success.
System: See the rituals below. One scathing insult per success.
System: Target sinks into depression for days equal to successes. More than three days' depression drives the target away from the group for good.
System: Damage from the flame is equal to successes gained, in Aggravated Health Levels.
System: One post is destroyed per success. Also, use of this level for damage does 3 x Successes in Health Levels.
* Knowledge of the Foe: This allows the flamer to know everything about his target, especially the target's inferior intelligence, obvious inferior sexuality, and service to the Commie hordes. Even if the target is perfectly innocent of such accusations, the ritual twists them and makes them true.
** Slay Thread: The flamer may, by his irrational ranting, remove all semblance of rational discussion from a thread, so that nobody posts to it and it dies. Each success drives away one of the posters involved.
** Generate Thread: The flamer may post a "troll" message, which will be responded to immediately by hordes of clueless yahoos. A huge thread of useless screaming back and forth will balloon, mucking up the target group completely before it finally peters out. The thread may later resurface, like a malignant cancer. Three idiots are drawn to reply for each success gained. This ritual requires the material component of a n00d GIF of Sandra Bullock or some kewl warez, d00d.
*** Skin of Teflon: The flamer may ignore one logical fallacy his opponent points out per success on the roll. The fallacy will be forgotten by all, and the flamer may proceed to bash his opponent at will.
*** Ego Inflation: The flamer may create fictitious achievements to improve his standing in a dispute. All who see the claims will believe them to be true, and will believe the flamer to be incredibly smart. Readers will believe the flamer to have Intelligence equal to the number of successes gained.
**** Perfect Stupidity: The flamer may contradict any and all natural laws in an assumption, and nobody will challenge him. It will be seen as perfectly logical, and the flamer will be deemed very smart for pointing it out. Successes are applied to a sliding scale based on ST judgement. One success to contradict some obscure quantum physics fact; five for something like "The sky is orange." "Cthulhu does not exist" is a three.
***** Pompous Popeosity: The flamer may declare himself Pope of a newsgroup or mailing list. All other authorities are rendered null and void. The flamer is now the ultimate law. This ritual involves ridiculing everyone and anyone who posted to the group before the switch, forcibly ejecting them from their space. The Pope and his friends can now take over. The new order will be recognized by all, and cannot be overthrown except by a casting of Popeosity which gains more successes than the previous takeover. Other than this, successes on the casting roll are not counted. One is sufficient to become Pope. Five will pretty much ensure Popedom until the Pope gets sick of it.
The casting roll is (5 - Int) + Path Rating. The dumber you are, the better a flamer you make. And the more experience, the better you are. Difficulty is 6, modified if the ST feels like it. Petulance rules (whine if your roll sucks) apply.