The year of fear has begun. In 2015, people with Accelerated Mutant Potential (AMPs) began emerging from every corner of the world. As their presence becomes more widely known, the realization that super-powered people can be dangerous has begun to sink in. Now it’s 2016 and the decisions we must make in light of these new truths are going to be harder than ever.
AMP: Year Two continues the story begun in AMP: Year One, Third Eye Games’ modern Supers RPG. It advances the storyline into 2016 and introduces four new Affiliations—organizations your characters may be part of… or may find themselves fighting against. This new supplement also expands on the world outside North America and details what has been happening around the globe.
In addition to advancing the game’s meta-plot, AMP: Year Two introduces one new power for each Strain and rules for Gadgeteering, a power available to both AMPs and Saps (regular people). There’s something for everyone in this sourcebook.