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AMP: Year One


Posted on March 17th, by firstoni in Gameline. 10 comments

AMP-KS-Combo-woshare

No Heroes. No Villains. Just Hard Choices.

Become one of the first people in the world to develop superpowers. AMP: Year One tells the story of the first year this new phenomenon, full of secrecy, conspiracy and danger for everyone involved. As humans begin to notice these new and often terrifying people with abilities, not everyone reacts accepting. This is not the supers game of tights and capes, but instead of shadows and choices.

Currently Available

AYOcover-updatedAMP: Year One (3EG601)

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The year is 2015 and the world is getting its first taste of super-powered individuals making their presence known all around the globe. Danger and conspiracy lurk around every corner, be it from government agencies looking for the secret to these power or other AMPs looking to battle in a show of supremacy.

AMP: Year One is an RPG that puts this first year under a microscope, presented as a timeline of events that escalate to its boiling point. Players become AMPs (people with Accelerated Mutant Potential), as is their birthright, but dealing with their power isn’t always what it’s cracked up to be.

Powered by the new DGS-Combo system, every roll of the die is packed with excitement. Players can use the easy-to-learn rules to create their own AMP and pick from over 50 unique powers or choose one of more than 20 pregenerated AMPs and jump right into the action.

9780990531845-cover.inddAMP: Year Two (3EG602)

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The year of fear has begun! Continuing the story into the year 2016, AMP: Year Two is the latest sourcebook for the AMP: Year One RPG. Not only does this book expand the world timeline, but provide full details on how AMPs have begun to affect the rest of the world. AMP: Year Two introduces 4 brand new Affiliations for characters to join, 1 additional powers for each Strain (like Horror for Mindbenders or Immortality for Bulks), and one awesome universal power, Gadgeteering, available for both AMPs and Saps.

 

 

AMP-A-Cover23EGAMP Adventures (3EG603)

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Discover the secrets and excitement waiting for you in AMP: Year One, Third Eye Games’ modern supers RPG. Each adventure (7 in all) highlights the unique aspects that make up both the game’s deep setting and awesome mechanics (even adding new variations on existing powers).

Adventures Included: Team Player,” “Attack of the Buzz” and “The White Knight” by Eloy Lasanta, Scalpel’s Edge” and “Five Days of Asphalt” By Chris Kobbe, Evolution of Apex” by Bill Bodden, and “Academic Conspiracy” by John D. Kennedy

AttackoftheBuzz-CoverAttack of the Buzz (Adventure for AMP: Year One)

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In April 2015, there were bee attacks that ravaged the town of Alice, Texas. Now, the trail of the AMP responsible has lead to a small town in Ohio. Can the characters find the culprit before another terrible event occurs?

Includes:

  • Complete adventure for beginning and veteran players
  • Continues a pivotal story from the AMP: Year One Timeline
  • New Augments for the Leash Power

EvolutionofApex-cover3egEvolution of Apex (Adventure for AMP: Year One)

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After an AMP named Apex goes missing from a corporate medical facility, the players are hired to retrieve her. She was spirited out of the company’s labs by persons unknown, and getting her back is of the utmost importance. Things may not always be as they seem. What happens when your team uncovers the truth about Apex? Do you risk making enemies, or do you sweep things under the rug and hope they go away?

Includes:

  • Complete adventure for beginning and veteran players
  • Amazing Adventure written by Bill Bodden
  • Awesome new art by Tony Gregori and Maxim Lardinois

The WhiteKnight-Cover3EGThe White Knight (Adventure for AMP: Year One)

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Halloween Night 2015 and chaos strikes the city. Two AMPs with the power over the dead have battled for months, but it all comes to a head tonight… with the character in the middle of it all! 

Take your players through the White Knight, Introduce them to brand new characters and scary uses of classic powers. In the end, only the players can save the day! 

Includes:

  • Complete adventure for beginning and veteran players
  • New Augments for the Mediumship Power

AcademicConpsiracy-Cover3EGAcademic Conspiracy (Adventure for AMP: Year One)

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Deep with a school are secrets best kept hidden, with devious plots and nefarious ideals veiled by the appearnace of an all-inclusive school. As the characters become caught in the web, they’ll have to risk life and limb to survive and save the students. No easy choices in this adventure.

Take your players through the Academic Conspiracy and introduce them to brand new characters, both allies and enemies. In the end, only the players can save the day!

Includes:

  • Complete adventure for beginning and veteran players
  • Awesome artwork by Gennifer Bone and Jim Scanlin

5DaysofAsphalt-cover copyFive Days of Asphalt (Adventure for AMP: Year One)

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You might think that escorting a young AMP with no control over his powers across the country sounds pretty easy. You;’d be wrong though, with the addition of headhunters stalking your every move and random eruptions of the kid’s power. The journey is part of the fun, though, right?

Take your players through Five Days of Asphalt and race against time, other AMPs in your way and possible betrayal. Will you get him there in time?

Includes:

  • Complete adventure for beginning and veteran players
  • New augments for Battery and Mnemonics
  • Awesome artwork by Gennifer Bone

ScalpelsEdge-cover copyScalpel’s Edge (Adventure for AMP: Year One)

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A serial killer has been discovered. This killer removes organs from the victims but leaves no other scars. The characters are hired by a local officer to help on the case and hopefully bring them a step closer to finding the killer before he strike again.

Take your players to the Scalpel’s Edge and reveal the deadly truth behind this mystery. What they find will be shocking!

Includes:

  • Complete adventure for beginning and veteran players
  • New augments for Healing, Intangibility and Chimera
  • Awesome artwork by Gennifer Bone and Cassie Henry

TeamPlayer-cover copyTeam Player (Adventure for AMP: Year One)

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It was just a day like any other at the soccer field, when all of a sudden men in black suits start apprehending one of the player. That player who just so happened to have broken every record the league put forth. How will with the players respond to the distress and where will it lead them?

This is your players’ chance to become Team Players and meet Savi and tackle with terrible moral dilemmas. Their choice will not only spell their fate, but set a nasty precedent for future games.

Includes:

  • Complete adventure for beginning and veteran players
  • New Augments for Acceleration
  • Awesome artwork by Mauro Peroni

AffiliationGuide-Changelings_Page_1Affiliation Guide: Changelings (For AMP: Year Two)

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Take a deeper look at the hidden AMPs, those who escape from normal society and no longer consider themsevles human. Theirs is a life of philosphy and endurance, especially since many of them are pacifists. Of course, the arrest and trial of their leader, Conduit, has left a vaccuum, which many vie to fill. At the same time, their safehouses become more and more rare, but the Changelings are nothing if not survivors.

Includes:

  • Detailed breakdown on Changeling hierarchy
  • Info on available safehouses
  • New Character: Triune
  • New Powers: Atavism and Secretions
  • Complete adventure: Heller Highwater

TRAC-coverAffiliation Guide: TRAC (For AMP: Year Two)

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The Federal Tactical Response and Containment Agency (or TRAC) is humanity’s defense force against hostile AMPs. They police neighborhoods and keep everyone safe, also ushering law-abiding AMPs to registration offices safely if needed. They also take down city-destroying AMPs before they hurt too many people. Are you up for the job? Read this Affiliation Guide for TRAC and learn all of the agencies secrets.

Includes:

  • Breakdown on TRAC Recruitment and Training
  • Methods of taking down even the toughest Unhuman
  • New Character: Agent Futterrer
  • New Universal Powers: Arsenal and Tactics
  • Complete adventure: Call of Duty





10 responses to “AMP: Year One”

  1. […] AMP: Year One – If you miss the Heroes television series, or at least its first season, then you may well be interested in AMP. The game is set in the modern day, and characters are “among the first people in the world to develop superpowers.” The base set includes rules for 50 mutant powers, and 20 pregenerated characters. […]

  2. […] AMP: Year One – If you miss the Heroes television series, or at least its first season, then you may well be interested in AMP. The game is set in the modern day, and characters are “among the first people in the world to develop superpowers.” The base set includes rules for 50 mutant powers, and 20 pregenerated characters. […]

  3. […] year marked the release of AMP: Year One, a modern supers RPG much different than anything else on the market. Since then, it has received […]

  4. […] AMP: Year One – If you miss the Heroes television series, or at least its first season, then you may well be interested in AMP. The game is set in the modern day, and characters are “among the first people in the world to develop superpowers.” The base set includes rules for 50 mutant powers, and 20 pregenerated characters. […]

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