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Third Eye Games Launches ‘Amp: Year One’ on Kickstarter

Amp: Year One PreviewOur pal Eloy Lasanta launched a new project earlier today on Kickstarter, Amp: Year One. This marks the first superhero roleplaying release from Third Eye Games. The title will introduce the DGS-Combo System to bring your four color adventures to life. The project is running through March 8th and has already reached nearly a third of its funding goal in the initial day of the run.

From Third Eye Games:

Third Eye Games is back with an awesome new RPG entering a new genre we’ve not done before… supers. Yes, AMP: Year One is our brand new game of super-powered individuals, steeped in widespread conspiracy with a darker modern feel. Players take the role of people who are developing seemingly random superpowers and explore the ramifications that occur in the world due to such a grand event. AMP: Year One tells the story of the early days (the first year, if you hadn’t already guessed) and how these people survive their new world of danger and wonder. It brings the feeling that these characters aren’t “heroes” or “villains”, but whole people in their own right with powers that could allow them to go in either direction. It becomes each character’s choice what to do with their new abilities. Inspirations include movies like Push and Wanted, shows like Heroes, Alphas or Misfits and obviously comics like Gen 13 and Teen Titans. The X-men, in all its iterations, is also a huge inspiration from all three media sources.

AMP: Year One is powered by our brand new DGS-Combo system. Those familiar with other versions of the Dynamic Gaming System already know it to be a highly flexible system that uses only 1d20 and is great for intense drama/action. The DGS-Combo takes it one step further and fully integrates powers and character Loyalties into almost every die roll, bringing your character to life in many different ways.

The backstory for AMP: Year One is in-depth, mostly involving government experiments that have lead to nine different categories of superpowers, called Strains (after the DNA serums used to created them). Each Strain gives characters access to certain powers, but also possible side-effects. With these customizable and combinable powers, players can create many of their favorite supers from pop-culture or create their own fleshed-out super-powered individual to take on the world.

For more information on AMP: Year One, check out our In Brief PDF.

Jeff McAleer

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