After the historical horror of the amazing Achtung! Cthulhu I think we could all use a little break from the bleakness and try out something different.
Thankfully, I was fortunate to have received a review copy of AMP: Year One from prolific game designer Eloy Lasanta of Third Eye Games. Rather than just stick with a single review post, I figure I might as well give it the full Let’s Study treatment like I did Wu Xing: the Ninja Crusade.
For those curious, here’s the blurb for AMP: Year One
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.
Eloy’s games have always had an interesting take on cinematic combat, with Wu Xing being particularly focused on it. I’m curious to see what his take on supers combat is like with AMP: Year One, and a part of me is hoping that it will be as easy as advertised.
As with all Supers games, character creation (and power selection) is of particular interest so I’ll be trying my hand at character creation as well, definitely excited to see what AMP: Year One brings to the table given the resurgence in popularity of supers thanks to the Marvel and DC movies.