And today let’s look at the rest of the (non-powered) classes.
- Mentor (Stick, Alfred Pennyworth) – I’m in love with class and requested back when Eric and Josh were writing the original Vigilante City. They can boost many ally rolls based on their Wisdom modifier. Trainers are skill monkeys, Tutor are also, but more intelligence based, and Weapons Masters show you where and how to hit something hard.
- Mutant Hunter (Elsa Bloodstone, Caveboy) – Thematically this one seems more villainous than vigilante. Because of the name my mind goes to the Purifiers or Friends of Humanity in Marvel. That being said this is just vigilante that hunts things that aren’t human. In their own way the Winchester brothers fit this role (though they obviously go for supernatural targets). They get the ability to sense Mutants and other MegaHumans. As they level they get bonuses against these targets. The Annihilator is an aggressive subclass, while the Shadow Sly sticks to the dark corners to get things done.
- The Protégé (Robin, Bucky) – Whatever you do, don’t call them sidekicks. These vigilantes gain the ability to provide hero support and gain benefits for being with their mentor. They are also acrobatic masters. Protégés that have the Rallyist subclass are team cheerleaders that can rally the troops and serve as symbols. Warrior Wards on the other hand are charming combatants.
- Sharpshooter (Deadshot, Best Tiger) – Archers can’t have all the ranged fun. Sharpshooter’s are long range experts that provide great support to vigilante teams. Like the Archer they can add double their proficiency bonus to their ranged Modern weapon attacks. They also get trick shots. Bombardiers are the biggest loose cannons of the mix, being grenade experts. Gunslingers are dual pistol-wielding cool cats. Finally Snipers are experts at making their shots count.
- Street Preacher (Azrael) – Sometimes vigilantes need God (or one of them) to take back thestreets. The good aligned holy men, women, and enbies. They are immune to Madness and have divine aura. Crusaders are combat Street Preachers, Evangelists spread the good work via divine oration, and Spiritual Healers are specialized in channeling their divine power for optimal healing.
- True Vigilante (Clown Hunter, Moon Knight) – These vigilantes fight fire with fire, using chaos and anarchy to fight anarchy and chaos. They are always ready to fight crime and flip off authority. Castigators smite their foes and a Nemesis is a True Vigilante that focuses on facing a certain type of foe.
- Tunnel Shadow (Catwoman, Black Cat) – These vigilantes are your stereotypical roguish types. They are stealthy and have sneak attack. Underworld Fences know how to acquire and sell stolen goods. Underworld Guides are experts at navigating sewers.
- VC Mercenary (Paladin, Deathstroke) – These battle-hardened mercs are elite operators. Like Mutant Hunters, and Nemesis True Vigilantes, they know how to hunt and take down targets. Shadowmark Agents are black-ops types that are straight out of the Iron Age of comics while Guns for Hire specialize in destroying their targets.
Like I said yesterday, if the only classes for the games were these, you’d have more than you need. But no, not counting MegaHuman classes (which will be discussed tomorrow or Friday) there are 17 non-powered classes!


























