Saturday, November 7, 2026

Vigilante City - Part IV - MegaHuman Classes

It's time to look at the super powered options for Vigilante City, the MegaHuman Classes. I'm going to start by saying as much as I love Vigilante City, I really don't like the term MegaHuman. It works and is unique to the setting. I just don't personally like how it sounds. When I get around to running VC I will probably borrow the term Evo from Limitless Adventures. Speaking of which, while it's 5e and not 5.5 the Limitless Adventures Carbide City books play very well with Vigilante City 5e. That's a post for another day though. Now on to the classes

  • Anthropomorph (Detective Chimp, TMNT) - You know you want to be a teenage mutant ninja turtle or duck detective trapped in a world he never made. This class is for you. They are tough characters they gain traits based on their creature. They also gain specific anthropomorph mutantions There's a random animal appearance chart you can roll on when you make an Antropomorph. In addition to everything you can think of it also includes options for cryptids, mythical creatures, dinosaurs, and other extinct animals. Though they are not considered Mutants, than can be Pushed by certain effects.
  • Borg (Deathlok, Robocop) - These fleshbags have been upgraded with cyborg tech. They can truly take a beating (gaining 2d10 hit points per level!). As they level they gain Borg uprgrades. They cost money and a Borg can only have so many per level. Because they are barely human magical healing is not as beneficial to them and they die after one failed Death save. Borg upgrades cost big bucks, so these characters are probably indebted to an organization (which can lead to some great roleplaying opportunities).
  • Mutant (Beast Boy, Cyclops) - This class has the most variation and takes up the most space. Mutant get random abilities they roll on different tables to get. They really come in all types and this is the truest super powered class. You can really emulate more comic characters with this. Like many MegaHuman classes they can Push themselves altering their mutations. Also unlike others than that can Push they can someone control themselves when they do.
  • Mystic (Dr. Fate, Dr. Strange) - This class is for those that want to play a Master of the Arcane Arts. They get spell slots and use the Wizards spell list. To emulate that Kirby cosmic magic they have Rune Tattoos and can tap into the mystic Void. This class does a great job of showing why comic book magic-users aren't the same as traditional D&D ones. While most MegaHumans have choose from shared subclasses, Mystics have a few of their own. Tattoo Masters are can fully utilize their magic ink. Void Masters draw upon the dangerous forces of the Void. The class section ends with a few Mystic spells, many of which are named after songs (which is a Bloat Games staple).
  • Powered Armor Pilot (Hardware, Iron Man) - These are normal humans that have superpowered suits. They can be upgraded and in some ways this class is like the Borg. Unless you are a "genius, billionaire, playboy, philanthropist" like Tony Stark you're going to have a major corporation or government you're working for.
  • Psion (Jean Grey, Martian Manhunter) - Psions are marvelous mind powers that allow them to alter themselves and the world around them. They have to make a roll to activate their psionic powers (which comes with its own nifty chart). Psions get their own subclasses Scion of Psinisis which come from legacy of fighting psions. Psychic Masterminds on the other hand know that the mind is the strongest weapon. There are 14 different psion 
  • Super Soldier (Bane, Captain America) - They strong soldiers (which gain 2d8 HP a level) have their bodies augmented and rely on super drugs and chemicals. I mention Cap as a comic example, but Bane is a better one tbh. They get new ones as they level and can push their luck with boosts. They can permanently alter themselves with overuse.
  • Super Speedster (Whizzer, Flash) - You know what this class does. They are super fast, get the typical monk/rogue dodge abilities, and extra actions. There's a fun Origins which reference classic comics and alter the character a bit. 
I probably won't go into details because they are kind of self explanatory, but here's a list of the MegaHuman classes for non Psion and Mystics:
  •  Assassin
  • Bruiser
  • Burglar
  • Commando
  • Gambler
  • Gumshoe
  • Gutter Rat
  • Leader
  • Medic
  • Scholar 
  • Spy
As I mentioned in the first VC 5e post the MegaHuman classes aren't perfectly balanced. Honestly I think perfect balance takes some of the fun out of supers. It is weird to think about in regard to 5e though, because everything is supposed to be super balanced (pun intended). That being said it's not too crazy and an experience GM can handle it. Come back in the next day or two for Part V of this series, where I will be looking at the Villain's Guide.

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