AMP has the feel of a 90s RPG, and continues to be supported with awesome supplements since its initial release. This supplement brigs the stories timeline one year further. Together with a section about how the AMP revolution have affected individual states in the US and some countries around the world, this is the biggest chunk of the book.
The themes of year seems to be paranoia and responsibility. The dust has settled from the AMPs initial emergence, and the government and other group is now responding, often hostile. The game has a political slant, but it is surprisingly open-minded and balanced. There are a few “odd moments” where the writing could have been better, but mostly it was amazingly creative and full of ideas.
There are four new factions, fitting the year’s theme. You can play government agencies that fight AMPs, or AMP groups that has taken a deeper responsibility, either by cooperating with humanity or pushing back.
There are several new powers, the most important being gadgeteer, which can be used by humans. It is now possible to play a human character, and still hold your own to the AMPs.
If you purely want mechanics, this book might disappoint you. If you appreciate the setting, this is a highly enjoyable read, and will give you a ton of ideas on how to continue your own game.
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