But, fwiw, that particular role-playing game was very much based on trendy at the time occult beliefs in things like chaos magic, so it's not completely off the wall.
Such a setting would seem like the perfect backdrop for a cult that claims "we have the power to subtly influence reality and make improbable things (ie. "magic") occur".
Like christians are very flexible in following 10 commandments, always been.
I’ve never played, but now I’m kind of interesting.
The magic system is very fun and gives players complete freedom to come up with spells on the fly. The tl;dr is there aren't pre-made spells, you have spheres you have learned, and you can combine those spheres of magic however you want. So if someone has matter and life, reaching into someone's chest and pulling out their still beating heart would be a perfectly fine thing for a brand new character to be able to do. (Of course magic has downsides, reality doesn't like being bent and it will snap back with violent force is coerced too hard!)
The books are laid out horribly, there isn't a single set of tables to refer to, you have to post it note bookmark everything. Picking up and playing the rules are really simple, the number of dots you have in attributes + skill is how many d10 dice you get to roll for a check. 8+ is a success, and you can reroll 10s. 90% of the game is as simple as that, but then there are like 5 pages of rules for grappling including basically a complete breakdown of wrestling moves and gaining position, but feel free to just ignore those.
Most rationalists wouldn't know either, except for the five members of the cult.