Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
There are guilds where alchemists fabricate gold and living things are
born and stir in glass cylinders. There are cults of assassins with the
very shadows themselves stir to turn on their masters. There are
viziers who summon the spirits of the wind that hear all and speak with
the serpents of the earth that have lived for millennia. There are
colleges where the wisest and sagest of men and women go forth to share
their wisdom with the regents of the world. Magic is a force unto
itself.
Magic is an optional Quality which functions as a wild card for Company
Actions. It represents the priests in their temples, the mages and
their colleges, the shadowy network of necromancers, or the songsmiths
or druids of the deep woods.
Magic is employed as a substitute for another Quality. When a Company
Action is carried out, the Company can employ its magical resources
instead of the more conventional Qualities. In any given Company
Action, Magic can be used as a substitute for one of the two Qualities.
However, Magic is not an exact substitute and the value of the Magic
Quality can not be higher than the other Quality. So if during an
Attack with a Might of 3 and a Treasure of 2 and the Magic of 4 is
employed as a substitute for the Treasure, the Magic caps out at “3” as
it cannot exceed the other Quality being rolled.
The Magic Quality is not intended to simulate a few hedgewizards in a
region or even some wizards attached to the army, it is designed to
simulate large institutions rich in knowledge and power.
Quality: Example 1: Powerful & established guild of spell casters in a
town or a regional branch of a powerful religion, or a small but
powerful cabal of spell casters with access to terrible magics. 2: Powerful and influential guild of spell casters in a large
city who conduct original research or the core of a priesthood for a
country. 3: A state-sponsored college where the brightest are trained
in magic to serve the nation or a wildly popular and evangelistic
religion headed by a prophet capable of miracles. 4: An ancient order controlling the secret of magic or an
isolated but powerful group of oracles or seers with the power to see
the future, even the end of the world. 5: A world-wide guild of mages with a sole monopoly on the
use of magic, a large and entrenched religion able to call upon demons
or angels. 6: A sprawling Empire ruled by a Magocracy, a dead continent
ruled by Lich-Kings millennia old, powerful monotheistic religions
where the One God walks the earth.
Temporary Raises for Magic:
Recovery or the destruction of ancient artifacts
Manufacturing of an artifact
Performing ancient rituals or rites such as stopping the sun or time
Summoning of Angels, Demons, or Demi-Gods
Breaking open of ancient seals and portals to allow access to magic
Sacrificing a person for the temporary appearance of an avatar of an arcane or divine being
Mass Ritual Sacrifices of sentient beings or the parasitic draining of energy from the area itself
Attempting a special pilgrimage or undergoing a rite of ritual stigmata
Releasing hundreds of monstrosities grown in vats
Optional Rule: The Unpredictable Nature of Magic
Magic is power, a power that can be used and misued, gathered and lost,
but seldom mastered. Wielding immense power in a great ritual can stop
hearts, burn minds, and leave behind lifeless husks. Calling upon the
gods is the height of desperation or hubris and might result in
damnation and punishment rather than miracles. To represent the
unpredictable and unreliable nature of magic, the following rule can be
used when Magic is available as a Quality.
Magic is used to replace another Quality in an action and the value of
the Magic score being used cannot exceed the original value of the
Quality being replaced.
When Magic is used and rolled in the pool, a different color set of dice are used to represent Magic.
When the dice are rolled, if none of the magic dice contribute to any
sets (regardless of whether or not the sets are “gobbled” up), the
Magic Quality is exhausted and cannot be used any more this month for
any Company Actions.
In the event that there were no sets at all and the Action is a failure
something catastrophic has happened: a gate opened and demons ran amok
among the ritual practitioners, the priests were struck blind and dumb
or the Thaumaturgical College burned in an alchemical conflagration.
When the result is a failure and no sets were rolled at all, the Magic Quality is permanently reduced by 1.