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Looking for a System to run InFamous
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<blockquote data-quote="Umbral_Magmus" data-source="post: 9890092" data-attributes="member: 7037903"><p>I’m interested in running a tabletop game set in the world of <em>InFamous</em>. 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.</p><p></p><p></p><p>I’m looking for a system that can support a few very specific design goals:</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3><strong>1. Resource Management (Core Mechanic)</strong></h3><p></p><p>This is the most important piece.</p><p></p><p>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.</p><p></p><p>Key ideas:</p><ul> <li data-xf-list-type="ul">Energy sources (neon signs, generators, smoke stacks, etc.) have limited capacity and only partially refill a character.</li> <li data-xf-list-type="ul">Once drained or destroyed, those sources are gone.</li> <li data-xf-list-type="ul">Positioning and mobility should matter heavily—players need to move to stay effective.</li> <li data-xf-list-type="ul">Encounters should be shaped by the availability and placement of these energy sources.</li> </ul><p></p><p>I’m also considering a meta-layer where players can spend points to introduce or define energy sources on the battlefield.</p><p></p><p></p><p><strong>Example:</strong></p><p>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.</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3><strong>2. Morality System (With Mechanical Weight)</strong></h3><p></p><p>I want morality to be more than flavor—it should directly affect gameplay.</p><ul> <li data-xf-list-type="ul">Actions like killing vs. incapacitating enemies should shift morality.</li> <li data-xf-list-type="ul">Non-lethal approaches should be possible, but more difficult and precise.</li> <li data-xf-list-type="ul">Morality should provide tangible benefits and drawbacks, not just narrative consequences.</li> </ul><p></p><p><strong>Example:</strong></p><p>A Neon Conduit can easily kill by firing center mass, but non-lethal takedowns require precision (like targeting legs), making them riskier in combat.</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3><strong>3. Progression (Zero to Hero + Horizontal Growth)</strong></h3><p></p><p>Conduits start relatively limited and grow into powerful forces over time.</p><ul> <li data-xf-list-type="ul">Early progression should feel grounded and constrained.</li> <li data-xf-list-type="ul">Power growth should be noticeable and impactful.</li> <li data-xf-list-type="ul">In addition to vertical power increases, I want horizontal progression through gear, techniques, or unique upgrades.</li> </ul><p><strong>Example:</strong></p><p>An Electricity Conduit uses a weapon like the Amp to channel power into melee attacks, complementing their ranged abilities and expanding their playstyle.</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3><strong>What I’m Hoping to Find</strong></h3><p></p><p>A system that:</p><ul> <li data-xf-list-type="ul">Strongly supports resource-driven powers tied to the environment</li> <li data-xf-list-type="ul">Encourages movement and tactical positioning</li> <li data-xf-list-type="ul">Can handle morality with real mechanical consequences</li> <li data-xf-list-type="ul">Supports both vertical and horizontal character growth</li> </ul><p></p><p>If nothing fits perfectly, I’m also open to systems that could be adapted or hacked to achieve this.</p></blockquote><p></p>
[QUOTE="Umbral_Magmus, post: 9890092, member: 7037903"] I’m interested in running a tabletop game set in the world of [I]InFamous[/I]. 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: [HR][/HR] [HEADING=2][B]1. Resource Management (Core Mechanic)[/B][/HEADING] 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: [LIST] [*]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. [/LIST] I’m also considering a meta-layer where players can spend points to introduce or define energy sources on the battlefield. [B]Example:[/B] 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. [HR][/HR] [HEADING=2][B]2. Morality System (With Mechanical Weight)[/B][/HEADING] I want morality to be more than flavor—it should directly affect gameplay. [LIST] [*]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. [/LIST] [B]Example:[/B] A Neon Conduit can easily kill by firing center mass, but non-lethal takedowns require precision (like targeting legs), making them riskier in combat. [HR][/HR] [HEADING=2][B]3. Progression (Zero to Hero + Horizontal Growth)[/B][/HEADING] Conduits start relatively limited and grow into powerful forces over time. [LIST] [*]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. [/LIST] [B]Example:[/B] An Electricity Conduit uses a weapon like the Amp to channel power into melee attacks, complementing their ranged abilities and expanding their playstyle. [HR][/HR] [HEADING=2][B]What I’m Hoping to Find[/B][/HEADING] A system that: [LIST] [*]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 [/LIST] If nothing fits perfectly, I’m also open to systems that could be adapted or hacked to achieve this. [/QUOTE]
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