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.
Here is the information required to include the DC context while running the module, should you wish. This also means that "Quiet Places and Forgotten Things" can serve as an example of the conversion.
One reason this wasn't included in the core module was that some elements required enough explanation that it was close to railroading both the players and the GM. As such, this is all entirely optional.
Be warned: If you have not read "Quiet Places and Forgotten Things," then this section will contain definite spoilers.
NEMESIS as she is currently known is an excellent fit for
running Dark Conspiracy games. They are both modern, both deal with
investigation and the supernatural, and I believe that the ORE does a better job of conveying the
gritty tone than DC's native one.
Here's a couple of Mundane Traits for Nemesis that may or may not be adapted from other popular RPG's. NOTE: Whenever a Trait confers a bonus to width, this only applies
when a match would normally occur. It cannot increase a width of one.
The Area (Width X Height) can be used as a function for the overall
"Story Impact" of an action. So a character is creating a work of art.
The roll comes up with a 2x5 and a 3x4. The character could make the
higher quality artwork (2x5) or the faster art piece (3x4)... but
looking at the area you have a 10 and a 12... the 3x4 art piece would
have a bigger impact (e.g. be better recieved, fetch a higher price,
etc.) than the 2x5.
It's sometimes tough to get players immersed in role-playing.
Self-consciousness is compounded by OOC joking around. While always
good-natured the joking makes it tough to sustain a serious RP mood, even when the joking
isn't directly about the RP in question. Here is a good way to encourage roleplaying in the ORE system.
I use a rule called "The Prop Department" for most of my games. What
it boils down to is that any bit of equipment that's necessary or
useful for the story is there, somewhere.
If a character is killed, but only by a very narrow margin - say, 1
or 2 hit points above his total, the player can save his character from death (in
other words, you may bring the character back to 1 hp) provided the
player can come up with a convincing rationale as to how his character could
have survived.Any time the player do this, he uses up a "fortune point."