Umbral_Magmus
Villager
I’m interested in running a tabletop game set in the world of InFamous. For anyone unfamiliar, it’s a video game series about street-level superhumans called Conduits who can absorb and manipulate elements like Electricity, Smoke, Neon, or even Video from their surroundings.
I’m looking for a system that can support a few very specific design goals:
This is the most important piece.
I want powers to consume a finite energy resource that must be actively replenished from the environment. Conduits shouldn’t be able to go long without recharging—refilling should happen multiple times during a single combat encounter.
Key ideas:
I’m also considering a meta-layer where players can spend points to introduce or define energy sources on the battlefield.
Example:
A Neon Conduit holds out in an area full of neon signs. As long as those signs remain, she can keep recharging and fighting. Once they’re destroyed, she quickly becomes vulnerable.
I want morality to be more than flavor—it should directly affect gameplay.
Example:
A Neon Conduit can easily kill by firing center mass, but non-lethal takedowns require precision (like targeting legs), making them riskier in combat.
Conduits start relatively limited and grow into powerful forces over time.
An Electricity Conduit uses a weapon like the Amp to channel power into melee attacks, complementing their ranged abilities and expanding their playstyle.
A system that:
If nothing fits perfectly, I’m also open to systems that could be adapted or hacked to achieve this.
I’m looking for a system that can support a few very specific design goals:
1. Resource Management (Core Mechanic)
This is the most important piece.
I want powers to consume a finite energy resource that must be actively replenished from the environment. Conduits shouldn’t be able to go long without recharging—refilling should happen multiple times during a single combat encounter.
Key ideas:
- Energy sources (neon signs, generators, smoke stacks, etc.) have limited capacity and only partially refill a character.
- Once drained or destroyed, those sources are gone.
- Positioning and mobility should matter heavily—players need to move to stay effective.
- Encounters should be shaped by the availability and placement of these energy sources.
I’m also considering a meta-layer where players can spend points to introduce or define energy sources on the battlefield.
Example:
A Neon Conduit holds out in an area full of neon signs. As long as those signs remain, she can keep recharging and fighting. Once they’re destroyed, she quickly becomes vulnerable.
2. Morality System (With Mechanical Weight)
I want morality to be more than flavor—it should directly affect gameplay.
- Actions like killing vs. incapacitating enemies should shift morality.
- Non-lethal approaches should be possible, but more difficult and precise.
- Morality should provide tangible benefits and drawbacks, not just narrative consequences.
Example:
A Neon Conduit can easily kill by firing center mass, but non-lethal takedowns require precision (like targeting legs), making them riskier in combat.
3. Progression (Zero to Hero + Horizontal Growth)
Conduits start relatively limited and grow into powerful forces over time.
- Early progression should feel grounded and constrained.
- Power growth should be noticeable and impactful.
- In addition to vertical power increases, I want horizontal progression through gear, techniques, or unique upgrades.
An Electricity Conduit uses a weapon like the Amp to channel power into melee attacks, complementing their ranged abilities and expanding their playstyle.
What I’m Hoping to Find
A system that:
- Strongly supports resource-driven powers tied to the environment
- Encourages movement and tactical positioning
- Can handle morality with real mechanical consequences
- Supports both vertical and horizontal character growth
If nothing fits perfectly, I’m also open to systems that could be adapted or hacked to achieve this.







