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QuickStart

Credits
Published by Third Eye Games in Tampa, FL
ISBN: 978-1-944487-14-0
Written and Created by Eloy Lasanta
Editing by Carol Darnell
Proofed by Robert M. Everson
Layout and Typesetting by Eloy Lasanta
Interior Art by Maxim Lardinois and Daniel Oshouki

Copyright 2017 Third Eye Games


All rights reserved under the Universal Copyright Convention. No part of this book may
be reproduced in part or whole, in any form or by any means, without permission from
the publisher, except for brief quotes for use in reviews or copies of the character sheet.

www.thirdeyegames.net

2
Introduction
People have always wondered about the if the public finds out. It seems some of the
next stage in evolution, and everyone clamors gifted individuals went missing immediately
to be the one to unlock the secret. Finding after sharing their abilities, so the community
the missing link is every scientists dream and at large knows it has a target on its back and
theyd happily step over each others corpses this has created a scare unlike any other. If
to be the one to name such a find. Through- one is lucky enough to have money for pro-
out human history there have been plenty tection, then they can avoid being kidnapped
of instances where scientists went too far or forced to use their abilities to the benefit of
and governments attempted to force such a those more powerful.
change at the barrel of a gun. Of course, they Those with powers are called AMPs, re-
always conduct these shadow experiments flecting both the acronym for people who
behind guarded concrete walls. have Accelerated Mutant Potential and their
AMP: Year One is the result of one such often hyper, excited dispositions. The few
hidden experiment that, without the scien- scientists who have looked at these individ-
tists knowledge, worked almost too well. uals DNA have found traces of the chemical
Introduction

strains used to manipulate their bloodlines


genetic code long ago, meaning these traits
The Story of AMPs were passed down. There is no info on why
only this generation is showing these powers,
Generations ago, the brightest scientists when at least three generations have passed
from around the world were gathered to- since the experiments, but this information
gether for a lofty experiment - to create the will certainly be discovered as time passes.
perfect soldier strong enough to end war Various groups of AMPs have sprung up ev-
altogether. Many of their first attempts failed, erywhere; some are like the Changelings who
and they worked for years injecting hundreds claim AMPs are no longer human and attempt
of test subjects with special serums in hopes to hide away from Saps (normal people), or
of creating their desired effect: people with like the Seekers of Enlightenment trying to
superhuman powers. The experiments contin- gather AMPs into a group to help self-police
ued for almost a decade with no results, until those with their particular condition. Most
a miscalculation turned one batch of volun- AMPs, however, simply go it alone or travel in
teers into rampaging, mutated monsters who small groups and try their best to keep their
destroyed the facilities. A few almost made it identities under wraps. Too bad they have the
to civilization before the combined military constant urge to engage in battle with other
forces guarding the experiments put them AMPs built into their DNA.
down. Due to this accident, they disbanded
the group of scientists and presumably dis-
posed of the experiments.
In the not-too-distant future, the descen-
Mood Summary
dants of the surviving test subjects are waking AMP: Year One follows the first year of peo-
up with peculiar abilities, some beautiful and ple having powers, focusing a lot on a tradi-
others horrifying. People all over the world tional supers theme: the burdens of being a
are displaying amazing traits, but most stay person who has developed astonishing new
under the radar for fear of what may happen abilities. The game is full of amazing powers,

3
strange enemies and epic battles between the
AMPs who have to fight no matter how much
Who Are The AMPs?
they try to resist. The question becomes what Every character is a force to be reckoned
do these powers do to the AMP? Some change with, whether they have animalistic powers,
for the worse, their minds and bodies twisted psychic abilities or powerhouse strength and
into something almost inhuman, while others speed. AMPs have one of nine different Strains,
become heroes and attempt to protect their indicating what serum altered their DNA and
friends, family and communities from the likes which powers they are more inclined to re-
of those who would do them harm. ceive.
There is also an ultimate mystery to the
VV Blasters: AMPs who manipulate energy to
world of AMP: Year One. Unraveling their or-
perform displays like creating shields, blast-
igins and figuring out what the future holds ing enemies or even bringing energy to life.
for them is fundamental to the setting. Not to
mention the organizations who would want VV Bulks: AMPs whose bodies have been en-
to contain or destroy any kind of threat AMPs hanced beyond human limits, gifting them
with powers like superior strength, speed or
might pose. In this way, their fellow man be-
regenerative abilities.
comes their worst enemy.
VV Elementals: Masters of the elements that
surround everyone, giving them control
over Earth, Fire, Air and more.

Introduction
VV Ferals: AMPs whose powers emulate or

4
relate to animals, giving them powers like
claws, venom and beast control.
Inspirations
VV Mindbenders: Those who develop mental The ideas behind AMP: Year One come
powers such as hyper-intelligence, includ- from a variety of sources. Pop culture is the
ing powers like direct mind control, emo- main contributor, so we have included some
tion control or creating illusions. examples below for players to check out and
VV Psychs: AMPs who have developed what get inspired for their game.
most consider traditional psychic powers,
such as telepathy, psychometry and astral Movies
projection.
There are a lot of superhero movies that
VV Shapers: Manipulators of the various things are good inspiration for AMP: Year One, in-
one can see and touch in their environment, cluding Marvels The Avengers and DCs Dark
including powers like transmutation, com- Knight series. However, two others had a more
muning with machines and controlling luck. direct influence on the making of this game.
VV Shifters: AMPs who are now able to twist VV Push: A movie very close to the idea
their bodies to accomplish amazing tasks, behind AMP: Year One. It focuses on
including powers like stretching, growing or the main character who has telekinesis,
shapeshifting into other creatures. learning how to fully harness his abili-
VV Travelers: Those who use their powers to ties. While hes doing that, of course, he
Introduction

travel in a number of ways, such as tele- has bookies, secret agents, and others like
porting instantly, creating long-lasting por- him who could see the future chasing af-
tals or manipulating time itself. ter him. It turns into a story to save their
friend, and fully unleashing their powers.

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It was a major influence on the structure Comic Books
of powers in this game. Obviously, comic books have inspired the
VV Wanted: I love the movie Wanted, showing making of AMP: Year One. Where would this
what some people will do when they have game be without Batman, Superman, Captain
power. These characters dont have super America, Spawn, Youngblood and many other
powers in the traditional sense, but the titles that we all still read today. The way they
mechanics in AMP: Year One can reflect tell stories, the conflicts, the personal struggles
the fate and trajectory bending. It starts and the modern trend of making story lines
with a character new to his powers, who darker and more set in reality is something
eventually learns the people he works for very much appealing for stories like these.
have much more sinister goals for using
their powers than he is willing to back. VV Gen-13: Superheroes trained by the govern-
ment. What could be better? It is great for
showing a range of powers and how char-
TV acters storylines can be interwoven. Many of
Many superhero TV shows have popped up the storylines coming up in the AMP series
lately, bringing the genre to the small screen. will touch on these kinds of characters. Even
Among them is Ultimate Spider-Man or the orig- if AMP: Year One doesnt, the entire series
inal Incredible Hulk TV series. Two more modern was an inspiration nonetheless.
TV shows have gone on to really put their mark VV Teen Titans: Not necessarily the cartoon,

Introduction
on the making of AMP: Year One though. which is full-on awesome but much too
VV Heroes: Its one of the biggest superhero crazy for AMP: Year One, but the comic se-
shows, so Heroes has to be on this list. It ries of Teen Titans has it all. Because all of
follows a group of characters all involved the characters are second-generation he-
in their own personal conspiracies, steer- roes (Robin, Impulse, Superboy, etc.), they
ing clear of people who are tracking them are never at the level of your iconic super-
and trying to make their new powers fit heroes. They are more street-level, deal-
into their already existing lives. Heroes ing with smaller threats, but also covering
also poses the question of what a hero group distrust and everyone having their
is and how a normal person can become own personal goals that do not necessarily
one, powers or not. Its the perfect show mesh. Its a great comic to read if looking
(especially the first and second seasons) for how conspiracies can overlap and cause
for setting the mood for sessions of AMP: problems for all the characters involved.
Year One. Heroes is great for showing
how a character can take a single power The X-Men
and be very effective.
What can be said for the biggest influence on
VV Misfits: Id be remiss if I didnt mention AMP: Year One? The idea of regular people dis-
Misfits in some context. It is the story of a covering strange abilities they never knew they
group of petty criminals doing community had, ones they often cant control and some-
service during a strange storm that gives times dont want, is something very engaging.
them and a lot of others weird powers. It is The love and loss these characters have expe-
more of a comedy than Heroes, but blends rienced is without parallel. The political and
the fun and danger together nicely. It also social messages of this comic are still relevant
shows how people with powers keep be-
today. AMP: Year One picks this idea up and runs
coming involved in each other lives, show-
with it, with each character further being linked
ing the small world effect displayed in
AMP: Year One. Great show! by their shared heritage. Anyone who wants to
play this game would do themselves a favor to
pick to up some X-Men comics today.

6
Two-Skill Check Applying Skills to Combos
Most checks are made by taking the value of two different Athletics For physical activities (jumping, climbing, etc.)
Skills, putting them together and then rolling 1d20 to get
your total check. For instance, Repairing a computer would Beast Handling When a combo interacts with an animal
require Crafts (to show you are fixing it) and Technology (be- Crafts To create art, take things apart or put
cause of what you are fixing). things together
Deception When there is an element of lying
Single-Skill Check Discipline For mental defense or concentration
Sometimes only a single Skill affects the outcome. In this
case, the player receives x1.5 of the value for their Skill to Empathy To sense emotions, tell if someone is
lying or control your own emotions
perform the check. For instance, throwing a straight punch
uses the Fighting Skill only. If the characters had Fighting 4, Fighting Used for close combat fighting, unarmed
they would actually roll 1d20 with a +6 bonus (4 x 1.5). or with a weapon
Fortitude For physical resistance (vs. poison, sleep, etc.)
Difficulty Intimidation When trying to get what you want
The GM sets the difficulty based on how hard the task is to through fear/force
perform. Below are general guidelines: Intuition For tasks utilizing instinct or gut feelings
Simple (10) Basic application of the skill with little Knowledge When its all about what you know
to no fuss. (science, law, etc.)
Moderate (20) Advanced applications of the skill that Marksmanship Used for ranged fighting, either throw-
often require intimate knowledge of the ing or shooting
subject. Medicine When it involves medical knowledge
Tough (30) Complex skill applications that require Might For anything requiring physical strength
more work than usual and usually
Perception To use senses to find or search for something
involve unique problems.
Performance When one is putting on a show for an
Legendary (40) Nearly impossible feats of skill that audience
only a master could accomplish.
Persuasion When trying to get what you want
through negotiation
Ways to Gain Juice Speed For tasks that need to be done quickly
Danger and surprise are both good ways to generate more and with finesse
Juice. Below are examples of events a character would gain
Stealth To hide oneself, sneak around or camouflage
1 Juice from experiencing. If several happen at once, they
stack, but remember most AMPs are limited to a total of 10 Survival For surviving in environments, including
Juice at any given time. navigation and tracking
VV Start of any combat with another AMP Technology When a task involves computers or tech
VV Ambushed or Victim of a Trap
VV Roll a Natural 20 Travel Used for vehicle operation (car, plane, etc.)
VV Roll a Natural 1
VV Reach 1/2 Integrity
VV
VV
Reach 1/4 Integrity (2 Juice)
Exciting Car Chase
Critical Successes and Failures
VV Dangling or falling from a terrible height Critical Succes (1d20 lands on 20): Automatically succeeds at
VV A comrade takes a near fatal/fatal hit task. Character also receives 1 Juice for their awesome check.
VV Enemy reinforcements arrive Critical Failure (1d20 lands on 1): Automatically fails at task.
VV Loyalty comes under harm/threat They receive 1 Juice for their terrible check.
VV Extended Exercise
VV Making an important discovery
VV Sexual Activity
In combat
VV Stimulants (Drugs) Critical Success Critical Failure
VV Successful check against Fear VV Regain 2 Integrity lost in VV Overexert and lose 1 Juice
this fight to normal damage. (no bonus Juice either).
Teamwork VV Regain 1 Juice spent in VV Lose balance and suffer a -3
this fight. penalty to next Reaction.
The character with the highest Level in the chosen Primary
Skill makes the check and other characters (helpers) provide VV Attack deals +2 damage. VV Trip and fall, causing 1 dam-
age and forcing prone.
a bonus based on their own level in that same Skill. VV Deal 1/2 damage, but
now its Brutal damage. VV Character loses Action for
Level 0 No bonus this Round (or next).
VV +3 bonus to their next attack.
VV During a Reaction, Attack- VV Accidentally
Level 1-4 +2 bonus attacks a com-
rade. Reroll attack and a
Level 5-8 +4 bonus er loses 2 Integrity. nearby comrade must React.
Level 9-10 +6 bonus VV Takes +2 damage.
Combat Actions VV Knock Down: Tackles, trips or throwing something in the
targets way to make them stumble. This Action suffers a
VV Inflict Harm (Close Combat): Hand-to-hand attacks deal -2 penalty, but target falls to the ground.
2 damage + Weapon Damage + Boost Damage + Modifi- VV Feint/Distract: Provides a +2 bonus and +1 damage to the
ers. May gain a +3 bonus to attack by dealing -1 damage next attack on the target.
or take a -3 penalty to deal +1 damage. VV Touch: Gets +2 bonus to check, but deals no damage.
VV Inflict Harm (Ranged): Only the attacker makes a check for VV Take Aim: +3 bonus to their next Action against the target.
a Ranged attack: Skill Combo + Weapon Bonus + Modifiers,
but suffers penalties (Cover, Concealment, Range, etc). The VV Change Emotional State: Alter their targets emotional
attacker must beat a Simple (10) Difficulty. If they succeed, state, like intimidation. The GM can give the target either
they deal Weapon Damage + Boost Damage + Modifiers. a -3 penalty or a +3 bonus to their next check.
VV Inflict Pain: Applies a cumulative -2 Pain penalty to the VV Move: Travel up to their (Movement) for Free or (Move-
target, plus an additional -1 penalty per Boost (-10 max). ment x2) with an Action, but suffer a -3 penalty.
A victim who reaches a -10 penalty from Pain loses use of VV Sprint/Rush: Travel at (Movement x15). Followup Action
one of their limbs. Penalties lower by 1 per Round. limited to Inflict Harm, Knock Back, Knock Down, or physical
VV Prepare: Includes standing, drawing a weapon or re- Skills/Powers. Attackers suffer -3 penalty to hit the AMP while
loading. If the character takes another action during the sprinting and the AMP receives +3 bonus to hit and +1 dam-
same Turn, they suffer a -3 penalty to their check. age to next attack. They deal no damage to instead Knock
Back the target with a +3 Strength bonus. If next Action is to
VV Grab: Target suffers a -3 penalty to physical checks for Inflict Pain, they inflict a -2 penalty per Boost (instead of -1).
each opponent restraining them. May add Might as a
Secondary Skill to checks. VV Use Power: Follow power instructions.
VV Break Grab: Make an Opposed Strength check against VV Non-Combat Action: Something outside of the fight.
their opponent to break free of a Grab. VV Retreat: Takes the character out of combat. Opponents with
VV Knock Back: Attack with -3 penalty to deal 0 damage + Speed 5+ higher than the retreater may make a free close com-
Boost damage + Modifiers. The target stumbles back- bat Action against the retreater, inflicting 1/2 normal damage.
ward a number of feet equal to the difference between
their two Strength bonuses. Combat Reactions
Combat Order VV Block: Stopping an attack by parrying. If they Block a Bru-
tal attack, suffer a -4 penalty and take half damage even if
they are successful.
Step One: Each player rolls Intuition + Speed +
VV Dodge: Getting out of the way of an attack, including
Initiative 1d20 to see who goes first. ducking, jumping or sidestepping.
Step Two: The player decides how their charac- VV Grab: Suffers a -4 penalty, but initiates Grab if successful.
Choose Action ter will act. VV Find Cover: If within (Movement/2), cover can be taken
Step Three: If being targeted, the defending and applied normally. If further than that, the attacker
Choose Reaction player decides how they react. suffers a -2 penalty to their attack.
VV Catch: An attempt to catch something (or someone). If
Step Four: Both the attacker and defender catching something with sharp edges, suffer a -4 penalty.
Choose Skills choose which Skills they are using A failure means they take full damage as normal.
for their check and roll their 1d20. VV Resist: Generally resisting some of the less attack-orient-
Step Five: If an attack is successful, deal 2 + ed Actions, like resisting a Feint or having the willpower
Dealing Damage Weapon Damage + Boost Damage for to not have your emotions manipulated.
Close Combat or Weapon Damage + VV Protect: The character gets in front of an attack that is oc-
Boost Damage for Range. curring within (Movement/2), taking full damage instead
of the intended party. If they have already taken an Action
this Round, they suffer a -2 penalty to this Reaction.

Modifier Chart
Armor Piercing: The attack ignores a number of Armor Rating (AR) equal to your AP level.
Assault Round: For 1 round: +1 Action (no penalty), +3 to combat checks, +1 damage. Suffers -4 penalty to Reac-
tions
Blind-fighting: Partial (-5 penalty), Full (-10 penalty)
Description Bonus: Gain up from +2 to +5 bonus based on great scene description
Cover: -2 penalty for 25% covered (behind a plant), -4 penalty for 50% (half-concealed by a wall)
and -6 penalty for 75% (all but their head is hidden)
Improvised Weapons: Crafts Skill becomes the Secondary Skill and wielder suffers a -2 penalty. GM should
decide how many strikes can occur before item breaks.
Knockout: If character takes half their Integrity or more in damage from an attack, they must make a
check vs. Unconsciousness. Difficulty is Simple (10), plus the damage dealt
Range: Short: No modifier, Medium: -2 penalty, Long: -4 penalty and -1 damage
Multiple Actions: Suffer a cumulative -3 penalty to all Actions for each one taken after the first.
Targeted Strikes: An attempt to strike a certain part of the opponents body. Torso (-2), Arm/Leg (-4), Head or
hands/feet (-6), Small (eye, pressure point) (-8)
Boost Strength Chart
For every 5 the player rolls over the Difficulty, they gain an Strength Feat Min Strength
additional bonus effect to the result. When used with Op-
Crush a beer can +0
posed checks, the character receives a Boost for every 5 they
roll over their opponents check. For example, if the character Drag someone your same size +2
rolls a 25 on a Moderate (20) Difficulty check, they gain 1 Break a wooden chair +4
Boost. The following are some of the standard Boost effects:
Drag someone twice your size +6
VV Additional Targets: When using a Skill on a single tar-
get, their influence may spread to more targets with Break down a wooden door +8
each Boost. Break a 2x4 Board +10
VV Bonus Damage: In combat, each boost adds +1 dam- Break open a metal fire door +12
age to the characters attack.
VV Bonus Info: They receive an extra item of interest Throw a motorcycle +14
above what they were looking for. Flip over a small car +16
VV Style: They pull off their tasks (such as Athletics jumps Break a 3 lead pipe +18
or Performances) in a particularly flashy or stylistic
manner, impressing more people with each Boost. Punch through a cement wall +20
VV Streak Bonus: They receive a +2 bonus per Boost to Uproot a lamppost +22
a follow-up task. For example, deciphering a clue so
well that all other clues are much easier to figure out. Throw a station wagon +24

VV Time Crunch: Boosting cuts a bit of time off of the task. Use car as a weapon +26
For instance, if fixing the car engine would normally Throw a truck +28
take an hour, they may cut off 10 minutes per Boost.
Throw a yacht +30

Law of Attraction
Whenever one AMP encounters another, they both make a
Energy Effects
Discipline + Empathy check in order to hold their instincts VV Cold: Cold energy covers target in frost. Natural 18-20,
back. If they fail, however, they immediately confront the other = living targets incur a -2 penalty to physical checks for
AMP in a manner of their choosing, but never in a nice way. (Power level/2) Rounds. -4 for Non-living targets.
Simple (10) Calm surroundings with no paranoia VV Fire: Fire burns with intense flames. Natural 18-20 =
about the other pulling anything funny starts a fire that deals 1B, +1B per Round until put out
or target escapes.
Moderate (20) Loud noises or darkened alleys, along with
strong words or threats VV Force: Force hits like a brick wall. Target Natural 1-3
for Reaction = Knocked back (Power Level + Might) ft.
Tough (30) Seeing another AMP using powers aggres- and Knocked down.
sively or with weapons intending to do harm
VV Electricity: Electricity shuts down the target, but
Legendary (40) Middle of a battlefield or the chaos of a wielders suffer -2 penalty to attacks. Natural 18-20
riot
= target loses next Turn. Mechanical targets are fried
and shut down.
Consequences VV Gravity: Gravity weighs down target. Natural 18-20, =
If an AMP reaches 0 Integrity, they may take Consequenc- targets Movement reduced by 2 for (Power Level/2)
es instead of dying. Spend DP (Drawback Points). Rounds (up -10). Target cannot move at all if reduced
to Movement 0.
0 Integrity 1 DP
VV Light: Energy illuminates a (Power Level) x5 ft. radi-
-1 to -5 2 DP us. Natural 18-19 = target suffers -2 penalty to next
check. Natural 20 = affects everyone within 10 ft.
-6 to -10 4 DP
-11 to -15 6 DP
VV Sound: Sound is effective against objects. Consider
Natural 18-20 a Critical Success against non-living
-16 to -20 8 DP targets (even underwater).

Resisting Powers Power Duration


VV Dodge: Getting out of the way. VV Instant: Occurs and then ends instantly.
VV Dodge/Block: Dodge or target may Block in close VV Scene: Lasts as long as the current Scene.
combat. VV Battle: Power stops when a Battle ends.
VV Dodge/Find Cover: Dodge or the GM may deem the VV Concentration: If they stop concentrating, the power
character needs cover to avoid effects. ends. Taking other Actions creates a -3 penalty.
VV Strength (Might + Athletics): Target uses physical VV Support (X): The power needs another trigger. X
strength to break the powers hold on them. equals how many times the ability can occur before
VV Mental Trauma (Discipline + Empathy): Many things it fades.
that affect the mind can be resisted. VV Reaction: Specifically used as a response to an attack.
VV Other: Target may be asked to resist poison with Fori- VV Permanent: Effect occurs and becomes permanent.
tude or Athletics + Speed to avoid something.
Team Player
Adventure for AMP: Year One
Summary getting together to enjoy a day of fun is an easy
reason to introduce the adventure to them. This
Early in 2015, few truly knew about the AMP excuse can just be the default reason for any-
phenomenon; even those with powers seldom one who cant think of a story-centric reason to
knew what was going on with them before be at the game. Not everyone needs to know
their abilities exploded within them. There are each other, but each character should have a
many ways for powers to manifest, but the first reason to be at the game.
AMPs usually had hard-to-notice powers, keep- Loyalties are an easy way to bring charac-
ing them under the radar for the most part and ters in. Love for ones Community may make
allowing a certain level of normalcy to their the character show up in support of local busi-
otherwise strange lives. nesses who stand to make a pretty penny from
The government has always had an idea of this event. It could be a Comrade or Love of
powered individuals showing up, and have tak- theirs playing, or maybe (if female) they have
en steps to track them down for years. There is a Perfection in Athletics and are playing in the
one young woman in particular who they have game themselves instead.
been tracking for months now, a soccer player
from New Delhi. Her abilities have regularly
proven beyond those of her teammates or any- Scene One: The Game
one they have faced during their ascension to
The characters arrive for a grand day of fun.
the championship. Now, she just so happens to
Team Player

The small stadium doesnt have a roof, so all


be in the US for an exhibition game.
the suns glory shines in on the spectators un-
The characters get caught in the middle of
less they sit in the back seats shaded by the
an attempted kidnapping of this player by those
walls. Of course, at this height, its harder to see
with unknown motives, and her fate is ultimate-
the game itself. The stadium holds about five
ly up to them. It takes place during the Spring/
thousand spectators at full capacity, but there
Summer soccer season, after the Seekers of En-
are barely a tenth that many today, as this is
lightenment has been established and the gov-
a fairly low-stakes game. Concession sellers
ernment is taking steps outside of the fledgling
are still making their way through the rows, so
group to acquire AMPs. It is suitable for two to
buying a hotdog, burger, soda or beer is pret-
four players with specifically beginning char-
ty easy. Tips go a long way on a slow day like
acters. While there is certainly danger in Team
today.
Player, it is early enough in the AMP: Year One
The lush green field is still filled with eager
timeline that characters will not have had time
players, all of them ready to give their all. Team
to train their powers much.
USA is in the obvious red and white tops with
blue shorts, making them easy to spot against
Introduction the gold and green Team India competitors.
A Simple (10) Perception + Knowledge check
It is a beautiful spring afternoon without a means the characters overhear chatter among
cloud in the sky, and the perfect day to attend the crowd or perhaps pick up a flyer talking
a sporting event. Specifically, today is the day of about a feud between the teams. Team USA
the IFX International Futbol Ladies exhibition has Amelia August who once held the record
game between the US and India. Seats are pretty for most goals in a single game, and there is
inexpensive; not only is this essentially a practice an intense rivalry with Savi Dhawan of Team
game with no real stakes, but the IFX is a minor India who more than doubled Amelias record
league and not necessarily on sports medias top in the last game played against Team Belgium.
list of things to cover. In short cheap seats for a Any Psych with the Visions power automatical-
fun afternoon watching some sports. ly senses Team India will be the winner today
If all the characters are friends already, then as well, with the young Savi beating her own

11
record again.
The game begins simply enough, the first Playing in the Game
quarter going by with Savi scoring two goals If it was determined that some of
almost single-handedly. Then, as the heat gets the players characters were playing for
turned up, Savi and her team begin to domi- Team USA, then they have a chance to
nate the field by scoring another five goals in attempt to hold off Savi, but shell ul-
the second quarter. If the group succeeds at a timately win. For each quarter of the
Tough (30) Perception + Intuition check, theyll game, have the player make a Moderate
notice a few people in black suits watching (20) Athletics + Speed check, reflecting
the game from one of the entranceways. Two their ability to keep up with Team Indias
of them are eyeing every move Team India - star player. Each successful check means
specifically Savi Dhawan - makes while a third the character was responsible for taking
seems to be talking to someone on the phone. away one of her scores and for adding +1
An AMP with enhanced hearing (Chimera, to Team USAs. This means succeeding at
Awareness or other powers) can hear the man all four checks stops her from breaking a
relaying the following: record and itll be the players character
the papers are talking about tomorrow.
Im sure shes an enhanced, sir. Affir- If the character also has Acceleration or
mative, we will wait until the end of the Evasion, they may make two additional
game to bring her in for questioning.

Team Player
checks (or four additional checks if they
have both).
The strange-looking people dont seem to
move during the game, but anyone who made
the original Perception check starts to notice
them popping up all over the stadium, each
team of three relaying similar information and
coordinating ways to escape with the girl.
Those simply watching the game are in for
After the Game
It all goes down after the game ends. Both
a treat as Savi makes another ten goals in the
teams have done their celebrating and sulking
third quarter, breaking her own record. In the
out on the field, but then retreat to their as-
fourth quarter her speed and acumen becomes
signed locker rooms. Team USAs is in the east
too much for the rival team to compete with,
wing, whereas Team Indias is in the west wing.
and she scores another seven points for a final
Once the players are all off the field, the char-
score of 15-2, beating her previous record of
acters notice about half the men in black have
12. Team India is overjoyed and celebrate like
vanished, presumably going after Savi. This is a
crazy, but show good sportsmanship by bring-
great place for the group to split up, as each will
ing Team USA into the party as well. It is just an
likely have different ideas of how to proceed. Al-
exhibition match after all.
though the most straightforward approach is to
go to the locker rooms, there are other ways.
VV Find the missing ones: Going after the miss-
ing MiBs is tricky, as they are great at not
leaving a trace. The character can make a
Perception + Survival check to pick up cer-
tain clues that may point them toward sever-
al government-issue vans parked out in the
parking lot. Following this trail brings them
to three vans, each waiting with engine run-
ning and driver ready to take off. Any AMPs

12
Team Player

will immediately notice their powers drain- alternate exit near the group, where they
ing in the presence of the van, suffering a -2 can get the drop of them and save the girl.
penalty to all checks while within 20 ft. Who VV Locker Rooms: Heading straight to the
knows what happens if ones inside the van? locker rooms is easier said than done for
At this point, the characters can ambush the most characters. Travelers can teleport or
driver or stake out the location and wait for phase through walls, sure, but the long ce-
Savi be dragged out to stop her abduction. ment hallways lined with MiBs can prove
Most AMPs have heard the rumors of their too much for others. Here, there are likely
kind disappearing off the streets, so if the two Men in Black per player, making it a
bad guys leave with Savi, shell likely never much tougher proposition to go straight
see the light of day again. to the locker room. The characters arrive
VV Direct Engagement: It isnt a bad plan on the scene as they are blocked by two
to simply attack the men in black who MiBs from proceeding any further down
are still visible in order to possibly draw the hall. Behind them, they can see two
out the others as they come back for re- others dragging Savi Dhawan from the
inforcements. Use the Men in Black stats locker room and heading to an alternate
and there should be roughly one MiB per exit behind them. Fighting through them
player taking this route. If the characters is the only way to get her in this scenario.
are having too easy of a time, add more, After winning, they can escape with Savi.
but also remove some (as they retreat to
report in) if they are having a hard time
against them. Once the fight is done, how-
ever, theyll see Savi being dragged out an

13
Scene Two:
Men in Black Stats Want Some Pizza?
The secretive Men in Black are spe-
cial agents used to locate suspicious After escaping, Savi thanks the characters
persons, such as terrorists or (most re- and urges them to take her to her familys
cently) people with superpowers. They home. The hotel shes staying at is likely not
are named for their requisite black suit safe for her to return to and her family is good
with black tie and sunglasses, making at staying off the grid, so its the perfect place
them as nondescript as possible. They to hide out, at least for a short while. Its not far
have their orders to find AMPs and many from the stadium, but is in a part of town not
of them are equipped to take them down frequently traversed by the law.
and then call in a crew to pick up the They follow Savi up to the third floor of
specimen. They are rarely found alone, her five-story family apartment building and
usually traveling in groups of two (one she knocks on the door, saying Hello, mother,
close fighter and one ranged) or four its Savi in Hindi. Characters who have taken
(two of each) depending on the threat the Linguist Gift and have selected Indian lan-
their target presents. guages can understand her. The door opens to
Integrity: 14, Loyalties: Justice 2, reveal an older woman, obviously Savis moth-
er, who hurries the group inside. She introduc-

Team Player
Truth 2, Humanity 2
Skills (Close): Athletics 3, Crafts 2, es herself as Lakshmi, and it is noticeable that
Deception 5, Discipline 3, Empathy 3, she is mostly covered up. After a few moments
Fighting 6, Fortitude 3, Intimidation 4, of hellos and pleasantries, she asks what Savi
Intuition 4, Knowledge 4, Marksmanship is doing there, as she was not supposed to visit
2, Might 4, Perception 2, Speed 4, Stealth for a few days after the competition. Savi goes
5, Technology 3 on to explain the situation, again in Hindi.
Combat (Close): Initiative +8, Move- Looking around the house, a Simple (10)
ment 12, AR 3/1, Any close combat Perception + Empathy check reveals the house
weapon, Light Pistol definitely has at least five people living there.
Skills (Ranged): Athletics 3, Decep- There are kiddy plates at the table and there is
tion 3, Discipline 5, Empathy 3, Fighting a walker in the corner. They can hear coughing
2, Fortitude 2, Intimidation 3, Intuition 5, coming from a back room and childrens laugh-
Knowledge 5, Marksmanship 6, Medicine ter from another.
4, Might 2, Perception 4, Speed 4, Stealth After calming down her mother, Savi returns
3, Travel 4 to the group and to her well-spoken English. We
Combat (Ranged): Initiative +9, should be fine here. No one knows about this
Movement 12, AR 1/3, Knife, Any ranged place. Thank you so much again for saving me.
weapon (they love rifles) If Savi has seen the characters use powers,
Other Notes: Due to their highly she immediately sees them as comrades. Shell
trained minds, they receive a +5 bonus motion to her mother, who removes her face
to resist any type of Mental Trauma ef- mask to reveal strange scarring on her neck
fects. and jawline. Saris daadaa (grandfather), Divit,
comes out from the back room, an older gentle-
man who speaks only Hindi. He is much worse
off than Lakshmi, however, with large tumors
and uneven legs that make it hard for him to
walk. If they peek in to see Savis little brothers,
neither of them have any physical deformities.

14
She offers the group pizza and they can
take some time to talk if they want.
Scene Three:
Who were those people?
Were We Followed?
Im not too sure. I started developing abilities All of a sudden, everyone hears a crash on
greater than any other athlete on my team. I can the ground floor (no check necessary). Looking
move faster without stressing my body, which allows out the window, there is some kind of riot going
me to make more goals. At this point, Ive been un- on. It looks to be a mixture of soccer enthusi-
derplaying what I can really do. I could technically asts angered by the loss of Team USA who then
run circles around most opponents, but I have heard tangled with the wrong part of town, erupting
the rumors of people with enhanced abilities disap- into a combined clash of blood and screams.
pearing. Similar things happen even in New Delhi, The crash below was someone smashing in
but I hear they are even worse here in America. many of the windows on the ground floor, and
its easy to hear footsteps coming up the stairs.
This is your familys home? Lakshmi gathers up her children, Savi helps
Yes, my mother and father moved all of us here her daadaa to his feet. We need to get out of
to America years ago. Sadly, my fathers income here. Those men didnt find us, but it isnt safe
wasnt enough to support himself, my mother, my right now, Savi yells as she activates her power
grandfather and three kids. I moved back to India of Acceleration to help move her slow-moving
grandfather. Right as they get out to the stair-
Team Player

when I was able to and have been making money


as a football player to help with their bills. I get to well, there is a mob of people looking to fight
travel to the US about twice a year, but I dont like anyone in their way (one for each character)
seeing my family under these conditions. who immediately launch into an attack. Use
stats for Small Time Criminals. If they prove
A Moderate (20) Empathy check reveals Savi too difficult for the characters, they can be
is keeping something secret. If pushed, she downgraded to Average People instead.
tells the group that only her father is a legal
citizen of the US. This is why their home is un- Criminal (Small Time)
known to most their family rarely leaves the A small time criminal is one without much
home for fear of being deported. training, in a lower position in whatever orga-
nization they happen to belong. They are often
This runs in your family, no? hired muscle, thugs and other lackeys sent to
My family has always been marked by the gods, do the jobs the big time criminals dont want.
but we have always kept this secret. My father They are often tougher than other people and
warned me about being so blatant with my gifts, usually driven by money, revenge or just the
and this is what I get for disobeying him. He is the need to break some bones. Few of them are
only one who has no blessings. My daadaa is strong very nice people.
enough to resist bullets, though his body has weak- Integrity: 14, Loyalties: Community 1, Com-
ened through the years. My mother can read others rades 2, Self 2
memories. I can obviously move quickly. My broth- Skills: Athletics 4, Deception 2, Discipline 2,
ers, Aadeesh and Chunmay, have already started Fighting 3, Fortitude 4, Intimidation 4, Marks-
taking after me, though they arent nearly as fast. manship 3, Might 2, Stealth 2, Travel 2
Combat: Initiative +0, Movement 9, AR 1/0,
Will you be ok here? Baseball Bat, Brass Knuckles, Knife, Heavy Re-
Yes, I have nothing to fear here. Ill wait until volver, SMG (Small)
the coast is clear and then get back to my life in Other Notes: Thugs are used to taking every
India. Now that I know they are after me, I should advantage they can in combat and enjoy a dou-
be able to evade them easily. ble bonus from Cover (pg. 179).

15
Going down the stairs is a bad idea, howev-
A Stealthy Retreat er, as even more are coming up with ill intent.
If the GM is interested in upping the There is roof access, however, which will allow
difficulty of their escape, they may ask the group a safe place to be for a moment and
for Athletics + Stealth checks while de- figure out their next move. Getting to the roof
scending the staircases. A failure could and away from the thugs requires opposed
mean they are heard by either more Movement checks. Savi and Divit (and anyone
criminals or even the police who mis- else with Acceleration) can make it quickly and
take them for looters. This can make without trouble, but everyone else must win
things very difficult for characters who the majority of five opposed Movement checks
have the Gang Past Gift or the Prison against the criminals. If they fail, the criminals
Record Drawback, as the cops may even catch up and they have yet another fight. If
recognize them and give them a harder they win, they reach the roof and seal it off be-
time. fore encountering anyone else.
Police Officers
Even AMPs have to follow the law, and On the Roof
thats where the police come into play. Everyone has a moment to relax, gain their
They attempt to bring about peace and bearings and recover any Juice spent in the
are not unlike those AMPs who choose stairwell. Savi again thanks the characters for
their help. You have clearly gone above and

Team Player
to become heroes, yet they often end up
in the crossfire as AMPs battle around beyond what can be expected from complete
them. Some are fit and ready for action, strangers, so lets say Ill owe you a favor when
while others are veterans with a little all this is over with.
weight on them, but all are trained to Most of the alleyways behind the apart-
take on threats in their own way. Some ment building are empty, so if theyre careful,
police are corrupt and others are under the characters can descend the fire escape and
the sway of Typhoon, but the majority of get away pretty easily. Savi says she knows of
them are out there trying to make their another place no one will find her, but gives
homes and communities safer. the characters her number so they can reach
Integrity: 11, Loyalties: Community 2, her any time. At this point, Savi parts ways with
Justice 2, Love 1 the group, leaving with her family to locate a
Skills: Athletics 3, Beast Handling 2, new safe house. Even if the characters protest
Discipline 2, Fighting 3, Fortitude 3, In- and say theyd like to stay with Savi to keep
tuition 3, Marksmanship 5, Perception 3, her safe, she tells them she has taken all the
Persuasion 2, Travel 2 charity she can, but they will meet again. With
Combat: Initiative +3, Movement that, she zips away using her incredible speed
8, AR 1/3 if wearing a vest, Nightstick and that of her brothers.
(Mace stats), Light Pistol, Shotgun Leaving the area through the alleyway is
Other Notes: Through rigorous train- fairly easy, and the characters can then re-
ing, police officers receive a +4 bonus group at their homes or even a hideout. If they
when using a Take Aim Action (instead need to return to the stadium to pick up their
of +3) and gain a +2 bonus to Grab Ac- vehicles or anything left behind, they can be
tions to pin their opponent. allowed to do so without much trouble, as the
riot itself has moved away from the stadium
area and is more in the town proper now.

16
Scene Four: The Offer a discretionary fund that can leave all
of you very rich. There is little we can-
Later the same day, whenever the group not offer, so name your price.
is alone and secluded from anyone else, they
are approached by a three-man team of Men A Moderate (20) Empathy check reveals
in Black. At first it looks like an apparent am- Agent Miller is sincere in her statements, and
bush, but all too quickly, their leader raises her just wants whats best for everyone involved.
badge and removes her glasses to reveal a Some characters might be offended by the
kinder face. She says her name is Agent Miller, idea they can be bought, but others are like-
and she just wants to talk. While she says their ly intrigued. If the player is having a hard
mission is peace, her backup has some very time deciding how their character should act,
heavy guns on them, which can easily kill just they may make a Loyalty check. Helping Savi
about anyone with a single trigger squeeze. counts as either Humanity (helping someone)
or Comrades (helping a friend). This should
be weighed against what they are getting in
ATTACK! return. Money could easily be a selfish thing
The group can attempt to fight them, but
(Self) or it could go toward an investigation in
the battle will be harder than before. The GM
severe need of funding (Truth). They could also
should give these agents a +3 bonus to all the
ask for an innocent relative to get out of jail
normal MiB stats, and they deal an additional
(Justice) or even for a doctor to be called in to
Team Player

+2 damage with each attack.


help out a Love. Use of Loyalties can heighten
the drama and lead to interesting outcomes. Of
Stop and Listen course, they could also return to choice #1 and
If the characters decide to stay away from just attack the agents.
any more fighting and listen to the MiB, Agent
Miller lays out an offer for them. It is important
to note, unless the characters used overt pow-
ers and left the other agents alive as witnesses,
Scene 5 - The Setup
Agent Miller has no clue they are AMPs. She Meeting back up with Savi is easy to do;
just wants Savi. all the characters need to do is call her and
say they have information that can be of help.
The girl you helped today isnt what Her curious nature is enough for her to give
she appears to be. She is different from the characters her location. It is an abandoned
normal people, to the point of being house in the middle of suburbia.
a danger to our national security. We
have it on authority that Savi Dhawan Warning Savi
can run faster than any normal human If theyve decided to stick by Savis side and
at their peak speed, and that others in keep on protecting her, then they can meet up
her family have similar abilities. Find- with her and warn her exactly who is after her.
ing her and bringing her in for testing Fear of the US government is enough for the
may be the key to unlocking this poten- whole family to work towards going back to
tial for others, curing cancer, any num- India, and Savis father, Durapa, goes out to find
ber of revolutionary events. None of some papers that can help them leave ASAP.
that happens if we dont get our hands Unless someone goes with Durapa (who
on her, though. is just a Sap), he never returns to his family.
So, this is where you get the choice. The agents were following the characters and
The US government is willing to pro- expected a double-cross, so they arrive later
vide you with anything you want as to take down the safe house. Durapa is taken
payment, within reason. Our agency has away to a facility and killed silently.

17
These MiBs have heavy weapons, machine a-blazin. Instead, the characters are sent in to
guns and the like, and are ready to take Savi by attempt to lure Savi and her family to a sec-
force if she doesnt surrender herself. The char- ondary safe house, one that is actually a gov-
acters, at this point, mean nothing to the agents. ernment holding pod. As the family feels some-
They could die in the crossfire and all it would what safe where they are, this requires a Tough
mean is additional paperwork. They are deter- (30) Persuasion + Deception or use of some
mined to get Savi, and that is all they care about. kind of power to override their good sense.
Move to Daadaa the Monster. Otherwise, they refuse to give up their place.
If Plan A doesnt work, Plan B is to just bring
Trapping Savi out the big guns and threaten to kill everyone if
If the characters were ready to turn on their they do not surrender. Not the best option, but
new friend, whether because they are dubious the agents are well-versed in subterfuge and
in nature or because a favor from the govern- combat training. Whatever gets the job done.
ment is just too much to pass up, they have Move to Daadaa the Monster.
the full backing of the MiB behind them. The
characters go in wired with microphones and Daadaa The Monster
spy cameras, recording everything they see and Regardless of how the characters proceed,
hear while in the home. Their first step is to during the assault on the house or before Savi
ensure all enhanced people are accounted for. leaves to see this other safe house, her daadaa
Indeed, Savi, her mother, her daadaa and her becomes unsteady and cannot control himself.

Team Player
two brothers are all within the house, along His mutations have been getting worse for
with Savis father, Durapa, who is pacing franti- years, and this is the moment they get the better
cally and cursing in hindi. of him. The old man stands to his feet without
The agents plan is not to go in with guns- a problem, his muscles begin to bulge and he

18
increases three times in size. For all intents and Saved the Dhawans
purposes, Divit is a monstrous creature and no Once again, Savi is indebted to the char-
longer the loving old man his family knew. This acters and thanks them all for their help sav-
eruption of power was his last resort to help his ing her family. Knowing they cant stay here
family, so that remains his first order of business. any longer, they begin making plans to leave
If the characters were trying to trick them, he the country and return to India. Of course, if
instinctually knows and attacks them first. The the characters are Seekers, they can offer the
MiB are there to help, so they are not alone, but Choice to anyone who is interested, or pro-
they are the primary targets. If they were there tection if they want to keep their powers.
to help, Divit jumps out of the front of the house, Changelings say they can teach them to hide
crashing most of the wall, and attacks the MiB their powers and invite them to their camps.
instead. In this case, the characters and Divit can Typhoon members see the obvious power in a
work together to take down the agents. family of AMPs, which makes it very evident (to
Integrity: 30 (AR 3/3), Juice: 9 anyone who didnt already know) that powers
Combat: Initiative +9, Movement 16, Fight- are passed through blood.
ing 6, Speed 6, Fortitude 10, Might 10, Strength In either case, Savi owes her life to the char-
25, Ground Slam deal +2B to everyone within acters and shell likely join whatever organiza-
20 ft. radius; landing on a target deals +4B due tion they offer up as the one they are members
to his size and weight. of. If they are unaffiliated, shell be convinced
Other Notes: Physical attacks are the worst of the true power of heroes and goes on to do
Team Player

way to try to attack Divit. The most effective the same for her people.
attempts are mental attacks, as his mind is not
protected at all. However, anyone who enters
his mind sees only pure rage and suffers a -2
Made the Deal
If the characters made the deal, they have
penalty to all checks for 1 day based on the
traded the freedom of the Dhawans for what-
trauma inflicted.
ever their heart desires. They can also forgo
anything tangible for government connections
Sadly, even after the bad guys have been dealt
that could lead to even greater rewards, espe-
with, Daadaas rage has consumed him and he
cially if they belong to (or go on to help found)
turns on his family. The characters may have to
the United Human Front. If the characters ex-
finish the job themselves or else the Dhawans
hibited any powers during the final fight, the
will meet their end by their grandfathers fists. It
agents are likely to double-cross them and
is a gruesome choice, but the only one that can
capture them as well, taking them for process-
be made if saving Savis family is the goal.
ing if they cannot resist.

Conclusion Experience
When the smoke clears, either Divit is in
pieces all over the front lawn and the family +1 Save Savi from the Men in Black
is being loaded into government vans to be +1 Escape the riot with Savis family
processed or the MiBs have been defeated and
+1 Befriend Savi Dhawan
sent packing.
+1 Defeat Daadaa
+1 Make a deal (or not) with the MiBs

19
Anthem
Annabelle Morris began as a groupie of her favorite band, Choir of Angels, following them around from
town to town and singing along with all her favorite songs. It wasnt long before she began learning to play
the guitar in an effort to achieve her own personal dream of being a rock star. Her band, Bleeding Roses, took
off quickly and began playing the local scene. Her career came to a quick head at her fourth show, when her
powers activated and she blew the speakers, deafening at least three patrons permanently. The authorities
attributed the accident to a speaker malfunction, but Annabelle also didnt book any more gigs after that night.
Falling into a state of depression over having to learn how to speak without blowing people through a wall,
she turned to other things besides music to make her feel alive. Namely, she began stealing from shops, just
daring security to catch her. Even as she continues to master her voice (to a degree) with the help of an AMP
support group, she still thrills in her klepto ways. Finding out she could also make clones of herself helps to
keep it up, using them to distract guards and confuse the situation entirely.
Under the name Anthem, she has begun playing music again, mostly to AMP gatherings who know what to ex-
pect from a performer like her. Shes her own band now and hopes to reach at least some level of stardom one day.

Sap Name: Annabelle Morris


Strain: Blaster, Integrity: 12, Juice: 3
Loyalties: Comrades 4, Humanity 1,
Justice 2, Perfection 1, Self 2
Skills: Athletics 2, Deception 2, Discipline 2, Em-
pathy 2, Fighting 2, Fortitude 2, Intimidation 3,
Intuition 2, Marksmanship 4, Might 1, Perception
3, Performance 5, Persuasion 3, Speed 2, Stealth 4,
Survival 2, Technology 2, Travel 3
Gifts: Connections (3 - Music Scene), Fast Acting
(2), Quick Healing (4), Wealth (3)
Drawbacks: Klepto (2), Emotional Link - Bolt (3)
Other: Initiative +8, Movement 9, Strength +3,
Carry/Lift 75 lbs/150 lbs

Bolt (Sound) - Level 4


Core Ability: Bolt + Marksmanship to deal 3B
damage if attack lands. May spend 1 Juice before
roll to add +2 damage.
Shove (+2 Juice): Target must resist with Strength
or is Knocked Back (Bolt + Might) ft.
Disorient (+1 Juice): Target also suffers -3 penalty
to their next action.

Duplication - Level 2
To Use: Spend Juice to create clones.
1 Juice = 1/4 Integrity and -3 Skills/damage
2 Juice = 1/2 Integrity and -2 modifier
3 Juice = 3/4 Integrity and -1 modifier
4 Juice = Perfect clone of Anthem
Empathic Link (+2 Juice): She may take damage
instead of her clone.

20
Chrome
Erin always had to be strong. It was never in her nature to conform, whether to societys ideas of what a
woman should be or to her parents expectations of what her life was to become. She never settled, working
various jobs - a call center, a moving company, then a daycare - but nothing ever touched her the same way she
felt at the gym. When one of her trainers suggested she actually jump into the ring and fight for cash, it was an
opportunity she couldnt pass up. To date, shes only had one loss on the night everything changed.
Walking home, she saw a mugger attacking a woman quite reluctant to give up her valuables. Erin moved in
between of them right as the mugger pulled the trigger and, miraculously, the bullet bounced off of her skin. In
total shock at the metallic sheen Erins skin had taken on, neither of the women saw where the mugger went off
to, but they looked at each other and knew they were instantly connected. It wasnt long before they fell in love.
Erin has met a few AMPs from time to time, always introducing herself as Chrome and refusing to join any
organized groups. She prefers the rough and tumble of going it alone, though she tends to jump into trouble
when it presents itself. Her winning streak continues on the streets, fighting for whats right and for the win,
and knowing she has Amelia to go home to when shes done.

Sap Name: Erin McCormick


Strain: Elemental, Integrity: 22, Juice: 3
Loyalties: Humanity 2, Justice 2, Love 2, Perfection
2, Truth 2
Skills: Athletics 5, Beast Handling 2, Crafts 2, Disci-
pline 2, Empathy 2, Fighting 5 (Boxing), Fortitude 5,
Might 5, Medicine 2, Persuasion 3, Speed 3, Survival 3
Gifts: Natural Warrior (4), Body Builder (2), Pain
Resistant (4), Tough (2)
Drawbacks: Bloodthirsty
Other: Initiative +3, Movement 13, Strength +10,
Carry/Lift 175 lbs/350 lbs

Metal - Level 4
Core Ability: Add +2 to attacks when using close
combat weapons made of metal. Spend 1 Juice
per Size to bend metal to her will.
Magnetized (+1 Juice): Bonus from Core Ability
now applies to ranged metal weapons as well.
Bullet Shield (2 Juice, +1 Reflect): Stop incoming
ranged metallic attacks. Spend +1 Juice to reflect
the attack back.

Invulnerability - Level 4
Core Ability: Spend 1 Juice to negate 2 damage
from any attack.
Punch-Proof (0 Juice): Half damage from blud-
geoning attacks.
Blade-Proof (0 Juice): 1/2 damage from blades

21
Juegar
A good-looking man can go a long way in Spain, open a lot of doors for business and pleasure, sleep with
any partner he longs for and have almost anything he desires. Rafael took advantage of this to procure a grand
life for himself as a premiere bullfighter. During one of his many sold-out shows, an accident on his part left him
gorged on the bulls horn, sent to the emergency room and expected to die within hours. Strangely, they found
the horn had missed all of his internal organs even ones that, by all accounts, were in the way of the horns path.
He recovered in a few days and decided to go traveling with a renewed sense of life. In the US, he found his
accent complimented his good looks and allowed him to pick up men and women of incredible beauty. Then
came the night when he hit on a girl who already had a very jealous boyfriend. As his fist connected with Ra-
faels jaw, spectators at the club saw his neck bend and stretch to absorb the shock that left his neck drooping
down to the ground. The whole place went nuts and someone pulled the fire alarm causing an evacuation.
This was good, though. Rafaels body was changing. He didnt know why, but the increased flexibility and
ability to avoid extreme harm suited him. It would make him an even better performer and lover.

Sap Name: Rafael Pascal


Strain: Shifter, Integrity: 13, Juice: 3
Loyalties: Justice 4, Love 3, Self 3
Skills: Athletics 4, Deception 3, Empathy 2,
Fighting 4, Fortitude 3, Intimidation 2, Intuition
3, Knowledge 2, Marksmanship 2, Might 3, Per-
formance 4, Persuasion 2, Speed 3, Stealth 3,
Survival 2
Gifts: Attractive (2), Wealth (2), Graceful (3), Fast
Acting (2), Linguist (2 - English, French)
Drawbacks: Lecherous (3)
Other: Initiative +10, Movement 13, Strength +8,
Carry/Lift 125 lbs/250 lbs

Elasticity - Level 4
Core Ability: +4 to checks for flexibility/Grab ac-
tions. Ignore 40 ft. of falling damage. Spend 1
Juice to extend up to 20 ft., but suffer -3 penalty
to checks and -1 damage per 10 ft.
Stable Limbs (+1-5 Juice): For each Juice spent,
reduce stretch penalties by 2.
Wiggly Target (2 Juice): His body is constantly
shifting, add +2 to all Reactions.

Biomorph - Level 2
Core Ability: Add +4 to Fortitude resistance
checks. May take 2 damage to create 1 Juice.
Shift Organs (1 Juice): Brutal damage from an
attack is now normal damage. This is reflexive.

22
The Lance
The day Diego discovered his powers was the day he vowed to make a difference. Just one week earlier,
his mother died horribly of cancer and his best friend was killed, shot as a bystander to gang violence in his
neighborhood. In his distressed state, he sunk himself into his work and discovered that he could heal others
with a touch and he cursed himself. A twisted and black period followed before he came to his senses and
made an important choice: never again would he be too late to help someone in need.
He began by saving as many people as he could during his day job as a paramedic, but it just wasnt enough.
He spent the time to develop his fighting abilities, harnessed and practiced his healing ability, first on flies and
then on people, only to discover later his ability to run at incredible speeds as well. Taking back the streets from
the gangs and criminals that plagued the neighborhood became an overwhelming goal. Diego even took on
the name The Lance. Some believe it is short for ambulance, something that is fast and can heal, while others
liken the moniker to his ability to fight with a spear.
The Seekers of Enlightenment approached him, cautioning him to stop his vigilante ways. Diego promptly
denied their request. He had his own goals and they obviously didnt align with those of the Seekers.

Sap Name: Diego Molina


Strain: Shaper, Integrity: 8, Juice: 3
Loyalties: Community 3, Humanity 4, Justice 2, Perfection 1
Skills: Athletics 4, Discipline 4, Empathy 2, Fighting
3, Intuition 3, Might 3, Medicine 5, Perception 3, Per-
suasion 2, Speed 5, Stealth 2, Technology 2, Travel 3
Gifts: Wealth (3), Sprinter (4), Pain Resistant (2)
Drawbacks: Lifesaver (3), Scrawny (2)
Other: Initiative +13, Movement 26 (104), Strength
+7, Carry/Lift 125 lbs/250 lbs

Healing - Level 4
Core Ability: Spend 1 Juice and make a Healing +
Medicine check vs. Simple (10) and heal target for
2 Integrity + 1 Integrity per Boost.
Diagnosis (+0 Juice): Instantly know everything
wrong with the target.
Mend Body (+1 Juice): Also stops any Bleeding, or
mends scarring and broken bones.
Resuscitate (3 Juice): Can bring someone back from the
dead if they died within 4 hours. Make Healing + Med-
icine check vs. Moderate (20). Failure means he takes
Brutal Damage equal to targets maximum Integrity.

Acceleration - Level 4
Core Ability: May spend 1 Juice for x4 Movement.
Automatically wins during Interrupts.
Fast Tasks (+1 Juice): Finish a project in a fraction of the time.
Me First (1 Juice): Act first in the Round.

23
Nymph
Ever since she was a child, people told Antonia she was beautiful. She never had a problem meeting guys
and generally had an easy time getting jobs and keeping them based solely on her looks. When she eventually
became an international supermodel, and even began a modest singing career, it started to grate on her. It
seems she only attracted men and women to her who wanted to use her in one way or another.
Halfway through a world modeling tour, she faked a sickness so she could return to her roots with a vaca-
tion to her family cabin in Great Britain. After a few days in complete comfort, a few men claiming to be from
the Seekers of Enlightenment visited her. They explained people were attracted to her due to her power of
pheromones and that they could remove it if she only said the word. Antonia was incensed at the thought of
removing something so integral to her very being and slammed her kitchen table in anger, which activated
another power she had as she bound the Seekers in vines and moss.
Her trip to the woods did Antonia a lot of good. She was now closer to who she was and attempted to make
her new powers a part of her everyday life, though she understands the need for secrecy. People fear what they
dont understand and shed much rather be loved.

Sap Name: Antonia Jean-Baptiste


Strain: Elemental, Integrity: 13, Juice: 3
Loyalties: Community 1, Humanity 2, Justice 1, Per-
fection 2, Self 2, Truth 2
Skills: Athletics 3, Deception 2, Discipline 2, Empa-
thy 5, Fighting 3, Fortitude 3, Intimidation 2, Marks-
manship 2, Might 3, Medicine 2, Performance 5, Per-
suasion 4, Speed 2
Gifts: Attractive (4), Drug Resistant (2), Wealth (4),
Connections - Model World (3)
Drawbacks: Curious (2)
Other: Initiative +2, Movement 10, Strength +6,
Carry/Lift 125 lbs/250 lbs

Plants - Level 4
Core Ability: +4 to Stealth and Initiative in wood-
ed areas. Can talk to plants. Can spend Juice to
make a plant grow instantly. 1 Juice for a flower to
5 Juice for a towering tree.
Borne Fruit (+1 Juice): Make a plant bear any kind
of fruit you want.
Like a Rose (1 Juice): Grow thorns and vines from
her body. Inflict +1B when unarmed and add +2 to
Grab Actions.
Plucked from the Air (2 Juice): Make a Plants +
Marksmanship check. A vine grabs a flying target
and slams it to the ground for 4 damage.

Pheromones - Level 2
Core Ability: +1 to social Skill checks with those
she touches. May spend 1 Juice to affect someone
within 6 ft.
Attraction (+1 Juice): Makes anyone instantly at-
tracted to the AMP or any two people attracted to
each other.

24
Radiant
Miranda always watched the clouds from the balcony of her parents mansion, forever wishing she could be
anything other than a spoiled rich girl. Dripping in family money and privilege, she wanted for nothing except
for the one thing she found ever unattainable: freedom. During a party at her home, one of many she threw
out of boredom or disparity or both, she secluded herself to her balcony again, but she was not alone. One of
her co-ed friends got handsy and forceful and eventually angry at her rejection, and took his frustration out by
shoving her from the third story.
The story would have ended there if not for her floating through the air. With little control of her gift, her
movements were confused and sporadic, she managed to fly back up to the balcony and tackle the guy who
would have killed her. When she stood up from his twitching body with his blood all over her glowing fists, she
finally felt the power she had longed for in her life. She finally felt like she could do anything.
Excitement filled her every moment as she spent her days an obedient daughter, only to become a vigilante
at night. She needed to use her power to make a change and there were only so many criminals who could
come to her; so Miranda sought them out. Taking the name Radiant, her crusade started with stopping petty
crimes to major drug deals, but eventually devolved into taking her aggressions out on anyone on a whim.

Sap Name: Miranda Ballmer


Strain: Traveler, Integrity: 12, Juice: 4
Loyalties: Justice 3, Self 3, Truth 4
Skills: Athletics 3, Deception 3, Fighting 4, Fortitude
2, Intimidation 3, Intuition 3, Knowledge 3, Might 3,
Perception 4, Performance 2, Persuasion 3, Speed 4,
Travel 4
Gifts: Attractive (2), Wealth (5), Fearless (3), Ex-
treme (4)
Drawbacks: Deep Sleeper (3), Enemy (3)
Other: Initiative +7, Movement 12 (48), Strength
+6, Carry/Lift 125 lbs/250 lbs

Flight - Level 4
Core Ability: Spend 1 Juice to fly at 4x Movement.
Add +4 to Might while in flight.
Faster Flight (+0 Juice): +2 to Reactions while
flying.
Speed of Sound (2 Juice): Launches with a sonic
boom for 1 Action, gaining +5 to attack and deal-
ing +4 damage on impact. But she suffers a -3
penalty to maneuverability checks until her next
Turn.

Flux (Light) - Level 2


Core Ability: Spend 1 Juice. Creates an aura of
light that deals +1 damage in close combat or to
anyone who dares touch her. Acts as AR 2 against
Light attacks.
Blinding Visage (+1 Juice): Bright light makes it
hard to focus on her. Attackers suffer a -2 penalty
to attack checks.

25
Ripley
He simply woke up one day gun in hand. He didnt know who he was, only that there were about a dozen
gang members lying dead around him. Upon further inspection, a single bullet from the gun he held did each
of them in. He instinctually found the nearest mirror, fixed his hair, lit a cigarette and smirked. The shock of not
knowing his true identity fell away, done in by the fact that he was apparently a real badass.
Its interesting, because now everywhere he goes theres always someone trying to kill him. Bullets fly and
bodies drop and he never gets a scratch on him, leading him to take on the name Ripley because his feats
are simply unbelievable. Hes figured it all out, that hes some sort of superhero; everyone must just be jealous
enough to try to murder him, and he just has to murder them first. Ripley aint stupid, of course; he keeps mov-
ing and never stays in one place for too long. He also makes it a point to save anyone who might get hurt in
the crossfire as the various gangs attempt to take him on.
Its only a matter of time before he wises up to who he really is and realizes why hes on someones hit list.
Being a former lover of the Matriarch and trying to steal her secrets to sell to the highest bidder bought him a
wiped memory and a death warrant. Thing is, hes good enough to avoid death for a long time.

Sap Name: Unknown


Strain: Bulk, Integrity: 8, Juice: 3
Loyalties: Justice 2, Perfection 4, Self 4
Skills: Athletics 5, Deception 5, Discipline 3, In-
timidation 2, Intuition 2, Marksmanship 6 (+2),
Might 2, Perception 3, Performance 4, Persuasion
2, Speed 5, Stealth 3, Survival 2, Travel 2
Gifts: Destiny (3), Accurate Eye (3), Quick Draw (3),
Haggler (2), Wealth (2), Untraceable (4)
Drawbacks: Addiction (4 - Cigarettes), Enemy (3)
Other: Initiative +9, Movement 15, Strength +7,
Carry/Lift 100 lbs/200 lbs

Evasion - Level 4
Core Ability: Immune to Surprise Attacks. May
spend 1 Juice to add +2 bonus to all Reactions
for the Battle.
You Missed (1 Juice): An attack simply misses
him, regardless of the attackers roll. Juice is spent
instead of making a Reaction check.
Accurate (+1 Juice): Add +1 bonus to an attack.

Luck - Level 2
Core Ability: May spend 1 Juice to reroll a Critical
Failure. May also spend 1 Juice to give a +2 bonus
or -2 penalty to any check occurring within 10 ft.
Sharp Shooter (1 Juice): Adds +1 damage to his
next 2 attacks or +2 damage to a single attack.

26
Samaritan
Harrison had lived a fulfilling life. He found the love of his life and experienced an amazing 40 years of marriage
with her before she passed away from Parkinson's disease. He had three kids in that time: two girls and a boy, who
all went on to have satisfying careers and families of their own. He even eventually retired from the force with full
decoration and a fancy gold pen. Something funny happened when he looked around at his life he was alone.
Harrison made regular visits to his wife Annabelles grave and received the occasional call from the kids or an old
buddy from the force to catch up, but most days he sat alone in his kitchen without a soul to speak to.
Then one day he stood up, opened his door and walked away. The most amazing thing, however, was that
his front door didnt bring him to his front yard, but to his favorite diner. His realization that something in his
life needed to change sparked his newfound AMP powers to create portals.
The old man is far from homeless and has enough money for a random hotel or a bite to eat, but most of what
he has comes from the kindness of strangers. No panhandling occurs on his part, but there are tales of him saving
a life or two when hes not traveling the world. His most famous save actually granted him the name Samaritan,
which hes fine with. Names dont really matter to him anymore. Its all about the adventure now.

Sap Name: Harrison Wright


Strain: Traveler, Integrity: 13, Juice: 3
Loyalties: Community 2, Humanity 4, Justice 2,
Self 2
Skills: Athletics 5, Beast Handling 3, Discipline 2,
Empathy 2, Fighting 4, Fortitude 4 (-2), Intuition
2, Knowledge 3 (+3), Marksmanship 3, Might 4,
Medicine 4, Perception 2, Persuasion 2, Speed 2,
Survival 5, Travel 2
Gifts: Law Enforcement (3), Defensive (3), Direc-
tional Sense (1), Pet - Sully (2)
Drawbacks: Elderly (4), Paranoia (3)
Other: Initiative +4, Movement 13, Strength +7,
Carry/Lift 100 lbs/200 lbs

Portals - Level 6
Core Ability: For 1 Juice and 1 minute of concen-
tration, he creates a portal between two locations
using existing doorways (door, window, etc.) up to
8 miles away. The portal stays open for 6 minutes,
but he can spend 1 Juice to close it immediately.
From Thin Air (+1 Juice): Instead of needing to
connect a portal to a doorway, the AMP makes a
rip in the fabric of the universe right where they
stand.
Fast Portal (+1 Juice): Takes 1 Round instead of 1
minutes to create the portal.
Disallow (+1 Juice): Refuse entry to the portal
to up to 3 others within sight or by speaking the
targets names.

27
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28

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