Tuesday, May 26, 2026

Survive This!! Vigilante City & New Flesh Rpg = Survive This New Flesh City Campaign Part I

 Yes, they can be played together, and mechanically, they are a surprisingly smooth fit.

  • SURVIVE THIS!! Vigilante City (Bloat Games) is a street-level supers game built on an OSR d20 engine derived from the d20 SRD and classic B/X D&D foundations.



  • New Flesh (The Red Room) is a biopunk body-horror future-noir game built on the Red System, which is inherently designed to be compatible with OSR d20 games.


Because both games share OSR/d20 OGL roots (using the traditional six attributes, classic d20 task resolution structures, and standard OSR compatibility guidelines), you don't need to rebuild either game from scratch to mash them together.



Here is exactly how they intersect, where the friction points are, and how you can combine them for a gritty, Cronenberg-inspired superhero campaign.

1. The Thematic Fit: "Gonzo Street Heroics" meets "Body Horror"

Vigilante City excels at 90s-style street-level campaigns (think TMNT, X-Men, or Batman: The Animated Series). New Flesh leans heavily into Burroughsian transgressive fiction, corporate decay, and flesh-warping biotechnology.

Bringing them together gives you a campaign world reminiscent of Dark Angel, Prototype, or the darker side of Cyberpunk and Rifts. Your "Mega-Human" mutants aren't born with the X-gene; they are the escapees of Takeda Technologies labs, or underworld junkies mutating from illicit street drugs.

2. Character Conversion & Compatibility

Because New Flesh is OSR-adjacent via the Red System, bridging characters between the two systems is straightforward:

Attributes & Saves

Both games use the standard six-attribute layout. Vigilante City adds a 7th attribute called Survival. If you use New Flesh as the base system, you can treat Survival as a specialized saving throw or secondary stat, or map it directly to New Flesh’s internal resilience mechanics.

Classes as "Origins"

  • Vigilante City splits characters into Humans (Gadgeteers, Hardboiled Detectives, Martial Artists) and Mega-Humans (Borgs, Mutants, Psions, Super Soldiers).

  • New Flesh focuses on archetype roles like ZoneSec operatives, corporate scientists, and underworld fixers.

The Hybrid Approach: Use Vigilante City to define the character's physical abilities and powers, while using New Flesh to define their societal role, corporate ties, and fractional alignment within the Interzone. A Vigilante City "Borg" fits seamlessly into New Flesh as a victim of unchecked corporate cybernetic commodity testing.

3. Integrating the Mechanics

While the math aligns cleanly, you will need to establish a hierarchy for a few specific subsystems:

Power Scale vs. Lethality

Vigilante City features "Vigilante Points" (a form of heroic hit points/stamina) to help street-level heroes survive massive brawls. New Flesh treats the human body as fragile and disposable.

  • Verdict: If you want a gritty noir game where powers are dangerous and costly, use the New Flesh HP and damage scales. If you want heroic action with a horrific veneer, import Vigilante City's Vigilante Points.

Magic & Psionics

New Flesh features revised Psionic rules and replaces traditional ritual magic with volatile Chaos Magic. If a player wants to play a "Mystic" or "Psion" from Vigilante City, use the New Flesh rules for their power implementation. This ensures that using supernatural abilities retains the unsettling, reality-distorting themes of the setting.

Cybernetics & Mutations

Vigilante City uses modular independent rules for Mutant Animals, Borg Conversions, and Power Armor. You can lift these options wholesale and drop them into the New Flesh setting as specialized corporate gear or extreme "fleshcrafting" surgeries.

Summary Checklist for the GM

If you are running this crossover, structure your rule hierarchy like this:

System ElementRecommended Source SystemWhy?
Core Resolution / CombatEither (Both use OSR/d20 d&d style math)Seamless compatibility.
Character Powers / MutationsVigilante CityProvides robust, modular class structures for weird abilities.
Setting, Lore, & AtmosphereNew FleshExcellent tools for generating an oppressive, biopunk cityscape (Interzone).
Sanity, Chaos Magic, & StressNew FleshKeeps the thematic horror impactful and prevents powers from feeling trivial.

To merge the superpower toolkit of SURVIVE THIS!! Vigilante City with the high-transgression body horror of New Flesh, you need to inject instability, resource scarcity, and systemic decay into the classic d20 superhero framework.

In Vigilante City, a Mutant is a hero with a reliable power set. In the New Flesh Interzone, that same mutant is a "Chimeric Glitch"—a weaponized corporate project or an underground fleshcraft survivor whose very cells are rejecting their programming.

Here is a ready-to-use OSR-compatible class template that blends the raw mechanics of Vigilante City with the thematic horror of New Flesh.

The Chimeric Glitch (Class Template)

Hit Dice: d8 per level

Weapon/Armor Restrictions: Capable of using any weapons or armor, though heavy physical armor often interferes with organic adaptations.

Core Stat Priorities: Constitution (for mutation stability) and Dexterity (for street-level survival).

Level   HD     BBA     Saves    Class Features
1       1d8    +0      As Thief  Origin Power,
 1 Bio-Adaptation, Tissue Rejection
2       2d8    +1      As Thief  Bio-Augment, Survival Point Pool
3       3d8    +2      As Thief  2nd Bio-Adaptation
4       4d8    +3      As Thief  Stability Boost
5       5d8    +4      As Thief  3rd Bio-Adaptation, 
Accelerated Grafting

1. The Vigilante City Foundation: Origin Powers

Choose one primary Vigilante City Mega-Human archetype power at Level 1 to represent your core genetic deviation. However, in the Interzone, these powers carry a severe biopunk tax:

  • Biomechanical Borg: You have integrated cybernetics. The Twist: You don't heal naturally. You must consume scavenged raw tech, metals, and specialized chemical fixatives to repair Hit Points during rests.

  • Psionic Outcast: You possess telekinetic or telepathic powers. The Twist: Your brain undergoes massive swelling when you push your limits. Every time you use a major psionic ability, you must check for Interzone Brain-Bleed (Will/Wisdom save or suffer 1 point of temporary Intelligence damage).

  • Flesh-Warped Freak: Classic mutant (super strength, elemental projection, etc.). The Twist: Your appearance is highly unstable. Your Charisma is treated as 3 when interacting with un-augmented corporate citizens unless you actively disguise your tumors, extra joints, or weeping skin pores.

2. The New Flesh Integration: Bio-Adaptations

Instead of standard superhero level-up perks, your character undergoes ongoing cellular mutations or black-market surgeries. At levels 1, 3, and 5, choose one Bio-Adaptation.

To capture the New Flesh aesthetic, these adaptations are driven by Survival Points (from Vigilante City), but fueled by the character's physical toll:

Organic Carapace

  • The Look: Hardened, chitinous plating pushing through your torso, or a dense layer of calloused, scaly hide.

  • Mechanic: Gives +3 to Armor Class. You can spend 1 Survival Point to shrug off a critical hit, turning it into standard damage, as your plating shatters to absorb the blow. Regrowing the plates takes 24 hours and a heavy protein intake.

Glandular Overdrive

  • The Look: Visible, pulsating chemical sacks along your neck or forearms that inject glowing, illicit biotics directly into your bloodstream.

  • Mechanic: Once per encounter, you can trigger a frantic surge of adrenaline. You gain +2 to hit, an extra attack per round, and move at double speed for $1d4$ rounds.

  • The Cost: When the rush ends, you enter an immediate crash, suffering a -2 penalty to all d20 rolls until you rest or inject a fresh dose of New Flesh street chemicals.

Acidic Exudate / Necrotic Spittle

  • The Look: Your jaw is unhinged or your fingertips secrete a highly corrosive, sizzling bile.

  • Mechanic: You can make a ranged touch attack ($1d20 + \text{Dexterity}$) out to 15 feet. On a hit, it deals $1d6$ acid damage per two class levels. The acid melts through standard locks and thin metal doors over the course of 1 minute.

3. The Friction Point: Tissue Rejection & Cellular Glitch

The core balancing mechanic that keeps this class feeling like New Flesh rather than a clean comic book game is Tissue Rejection.

Every time you drop to 0 Hit Points, use an adaptation without spending a Survival Point, or are exposed to heavy industrial radiation/bio-toxins, your DNA begins to fragment.

When this happens, you must roll on the Cellular Glitch Table:

d6 RollMutation Decay Effect
1Necrotic Slough: One of your bio-adaptations rots off. It is useless until you spend $1d4 \times 100$ credits at an underground meat-shop to graft a replacement.
2Neural Tremors: Your nervous system misfires. You suffer a permanent -1 penalty to Dexterity checks as your fingers twitch with phantom signals.
3Chemical Dependency: Your body stops producing essential enzymes. You must consume 1 dose of corporate-grade anti-rejection meds every 48 hours or lose 1 point of Constitution per day.
4Hyper-Tumor: A massive, benign growth forms overnight. It provides +2 hit points but permanently reduces your speed by 5 feet due to the weight and asymmetry.
5-6Violent Adaptation: Your body violently fights off the infection. You gain a random cosmetic mutation (e.g., milk-white eyes, prehensile toes), but your current adaptations stabilize.

Setting the Campaign Scene

When introducing a character like this into your game, bridge the two manuals by using the Vigilante City rules for tactical combat tracking (Initiative, grid movement, and striking rules), but use New Flesh's equipment lists, price economies, and district maps to dictate where they get their fuel. Your hero isn't fighting to save the city from a supervillain's death ray—they're fighting the street gangs and corporate extraction teams just to secure the next batch of immunosuppressants.

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