Showing posts with label Fainting Goat Games. Show all posts
Showing posts with label Fainting Goat Games. Show all posts

Thursday, February 26, 2026

Superpowered! Supplement for The Quantum Engine rpg & The Pulp Hero The Master of Men The Spider.

 


So lately I've been looking into Quantum Engine's Superpowered! to possibly pull off a Pulp era heroes campaign. And one of the my all time favorites is The master of men aka The Spider. I became aware of the Spider through reading the magazines from my uncle. I inherited the original Pulp magazines. According the Spider's Wiki entry, ' The Spider stories often involve a bizarre menace to the country and a criminal conspiracy. They were often extremely violent, with the villains engaging in wanton slaughter of thousands as part of sometimes nationwide crime sprees. Pulp magazine historian Ed Hulse noted that "Spider novel death tolls routinely ran into the thousands".If the Black Bat is a shadow, The Spider is a hurricane. Created by Harry Steeger and primarily written by Norvell Page (under the house name Grant Stockbridge), The Spider (Richard Wentworth) is widely considered the most violent, intense, and borderline-unhinged hero of the pulp era. Can  Superpowered  a supplement for the Quantum Engine pull off the attitude and grit of the Pulps?! 
This blog entry picks right up from Superpowered! Supplement for The Quantum Engine rpg & The Pulp Hero The Black Bat!



While Batman captures criminals and the Black Bat might kill if necessary, The Spider waged a total war of extermination against the underworld.


### The Alter Ego: Richard Wentworth

Richard Wentworth is an ultra-wealthy, world-traveling playboy and decorated WWI veteran. Unlike other pulp heroes who are cool and detached, Wentworth is a man of extreme emotions—often portrayed as being on the verge of a nervous breakdown from the sheer weight of the slaughter he carries out to "save" New York.

The Costume and Persona

  • The Disguise: To distance himself from his high-society life, he wore a slouch hat, a black cape, and a hideous mask consisting of a wild wig, fang-like false teeth, and facial prosthetics. He wanted to look like a literal monster to terrify his superstitious prey.

  • The Spider’s Seal: He used a specialized ring to stamp a blood-red spider symbol onto the foreheads of his victims (often while they were still dying).

  • The Scale of Action: The Spider’s stories weren't about simple bank robberies; they involved "Master Villains" who would gassify entire city blocks or release plagues. Wentworth responded with dual-wielding .45 automatics and zero mercy.


### The Spider in Superpowered (Quantum Engine)

In a Superpowered campaign, The Spider is the ultimate "Glass Cannon"—high offense, high intensity, and constantly risking his own sanity.

Power Tier: Street-Level (High Lethality)

Archetype: The Avenger / Gadgeteer

Attributes

  • Agility: 5 (Incredible acrobatics and speed)

  • Brawn: 3 (Lean and wiry)

  • Coordination: 5 (Master of the "Twin .45" hail of lead)

  • Intellect: 4 (Master of disguise and chemistry)

  • Awareness: 4 (Battle-hardened instincts)

  • Willpower: 5 (Unshakeable, fanatical drive)


### Powers & Stunts

The Spider’s "powers" come from his equipment and his sheer, terrifying intensity.

AbilityMechanics (Quantum Engine)
The Spider's WebEquipment: A thin, nearly unbreakable silken cord used for swinging through Manhattan or strangling enemies. (Agility + Athletics).
Hail of LeadCombat Stunt: Spend 3 successes to attack every enemy in a "Zone" simultaneously with his dual pistols.
Master of DisguiseUtility Power: Can mimic almost anyone with 1d6 minutes of preparation. Enemies must roll Intellect vs. his Coordination to see through it.
The Red SealReputation Stunt: Killing a high-level lieutenant and marking them grants The Spider a +2d6 bonus to Intimidate any of that villain's remaining henchmen.

### The "Spider-Family" (Allies)

Wentworth rarely worked alone, and his allies were as dedicated as he was:

  • Nita van Sloan: His fiancée and equal. She often donned the Spider costume herself to provide Wentworth with an alibi.

  • Ram Singh: A fierce Sikh warrior and Wentworth’s most loyal bodyguard, deadly with a tulwar (sword) and throwing knives.

  • Ronald Jackson: A former soldier who served under Wentworth in the war.


### Comparison: The Spider vs. The Black Bat

In a crossover game using the Quantum Engine, these two would likely clash before they cooperated.

FeatureThe Black BatThe Spider
VibeNoir Detective / StealthHigh-Octane Action / Horror
MethodJustice and Legal IntelUrban Warfare and Execution
SensesSupernatural Night-VisionPeak Human / Intuition
TacticsUses the Dark to scareUses Body Count to scare

### Plot Hook: "The Crimson Blight"

If you were running a session for The Spider, you’d want a high-stakes scenario:

  • The Threat: A villain called The Fly has poisoned the city's reservoirs with a chemical that turns citizens into mindless, violent rioters.

  • The Task: The Spider must fight his way through a city tearing itself apart to reach the villain's zeppelin.

  • The Moral Choice: Does he stop to save civilians (Willpower check), or does he stay focused on the "Greater Good" of killing the mastermind?

Gemini said

In the world of The Spider, Ram Singh is much more than a "sidekick." He is a fierce Sikh warrior, a veteran of the British Indian Army, and Richard Wentworth’s most lethal and loyal companion. While Wentworth is a whirlwind of gunfire and nervous energy, Ram Singh is the calm, terrifying blade in the dark.

In a Quantum Engine: Superpowered campaign, Ram Singh serves as the ultimate "Protector" or "Infiltrator" archetype.


### Ram Singh (The Lion of the Punjab)

Power Tier: Street-Level (Elite Human) Archetype: The Martial Artist / Specialist

Attributes

  • Agility: 4 (Fluid, cat-like movement)

  • Brawn: 4 (Physically imposing and incredibly strong)

  • Coordination: 5 (Master of the blade and throwing knives)

  • Intellect: 3 (Tactical mind; speaks multiple languages)

  • Awareness: 5 (Impossible to surprise; "Danger Sense")

  • Willpower: 5 (Unbreakable loyalty to Wentworth)


### Powers & Stunts

Ram Singh doesn't have "superpowers" in the traditional sense, but his mastery of traditional combat makes him a nightmare for street thugs and master villains alike.

AbilityMechanics (Quantum Engine)
The Tulwar StrikeMelee Power: His signature curved sword ignores 1 level of Armor. On a Critical Success, the target is disarmed or maimed.
Kukri / Throwing KnivesRanged Stunt: Can hit targets at medium range with Coordination + Athletics. He can throw 2 knives as a single action without penalty.
The Lion’s GuardDefensive Power: If Ram Singh is within "Near" range of Richard Wentworth, he can spend a success to take a hit intended for The Spider.
Pressure Point StrikeCombat Stunt: Spend 2 successes to paralyze an opponent’s limb or knock them unconscious instead of dealing lethal damage.

### Edges & Hindrances

  • Edge: Unflappable: Ram Singh is immune to "Fear" effects or Intimidation rolls from anyone of a lower Power Tier. He has seen the worst of humanity and does not blink.

  • Edge: Stealth Master: Despite his size, he can move with +2d6 to Stealth rolls in urban or wilderness environments.

  • Hindrance: Code of Honor: Ram Singh follows a strict warrior's code. He will not attack a helpless foe unless they pose a direct threat to Wentworth or Nita van Sloan.

  • Hindrance: Wanted: As a known associate of the "terrorist" known as The Spider, Ram Singh cannot move freely in high-security areas without a disguise.


### Roleplaying Ram Singh

In a Superpowered session, Ram Singh is the "Fixer." While The Spider is busy having a dramatic standoff or monologuing with a villain, Ram Singh is the one silently clearing the room of snipers or disarming the bomb.

  • His Voice: He often refers to Wentworth as "Master" or "Lallah," but he speaks with the authority of a seasoned soldier. He is often the moral "anchor" when Wentworth begins to lose his grip on sanity.

  • In Combat: He uses Awareness to spot traps before they spring. In the Quantum Engine, he excels at "Counter-Attacking"—using his high Coordination to turn an enemy's miss into a lethal riposte.


### Scenario Hook: "The Blade and the Web"

The Setup: The Spider has been captured by a cult in Chinatown. They have him strapped to a "Death Engine." The Mission: You play as Ram Singh. You must infiltrate the temple. Quantum Engine Challenge: Use a series of Stealth (Agility) checks to move through the rafters. If spotted, you must use The Tulwar Strike to silence guards before they can raise the alarm.

Pro-Tip: If playing a duo game, one player as The Spider and one as Ram Singh creates a perfect "Hammer and Anvil" dynamic. The Spider creates the chaos (The Hammer), and Ram Singh ensures no one escapes the perimeter (The Anvil).

 In the brutal world of The Spider, Nita van Sloan isn't just a love interest—she is the "Spider-Woman" of the pulp era. While Richard Wentworth often spirals into dark, violent obsessions, Nita is his tactical equal, a master of disguise, and a crack shot who frequently saves his life.

In a Quantum Engine: Superpowered campaign, Nita is the ultimate Infiltrator/Support character who can hold her own in a firefight.


### Nita van Sloan (The Red-Haired Goddess of War)

Power Tier: Street-Level (Elite Human)

Archetype: The Infiltrator / Marksman

Attributes

  • Agility: 4 (Graceful and fast; a skilled dancer and athlete)

  • Brawn: 2 (Relies on technique over raw power)

  • Coordination: 5 (Expert with a rifle and small-caliber pistols)

  • Intellect: 5 (The "Brains" of many operations; brilliant strategist)

  • Awareness: 4 (Keen social intuition and sharp eyes)

  • Willpower: 5 (The only person capable of standing up to Wentworth’s madness)


### Powers & Stunts

Nita’s "powers" are her versatility. She is often the one who does the heavy lifting in investigations while Wentworth is busy being a vigilante.

AbilityMechanics (Quantum Engine)
The Proxy SpiderSpecial Power: Nita can don the Spider costume perfectly. Spend 1 success to grant Wentworth an "Alibi"—enemies believe they saw the Spider elsewhere.
Precision ShotCombat Stunt: Spend 2 successes to "Disarm" or "Pin" a target rather than killing them, using her Coordination + Firearms.
Social ChameleonUtility Power: Nita gains +2d6 to any roll involving Deception or Persuasion when interacting with High Society or Underworld figures.
First Aid / Field MedicTechnical Stunt: In a world of high lethality, Nita can use Intellect to stabilize a dying ally (like Wentworth or Ram Singh) in 1 round.

### Edges & Hindrances

  • Edge: Wealth & Status: As a socialite, Nita has access to restricted areas, high-level galas, and expensive equipment that the "wanted" Spider cannot reach.

  • Edge: Iron Will: Nita is resistant to any "Mind Control" or "Hypnosis" powers (common in pulp villains) due to her mental fortitude.

  • Hindrance: The "Damsel" Trap: Villains frequently target Nita to get to Wentworth. If she is captured, Wentworth often suffers a penalty to all rolls due to his reckless rage.

  • Hindrance: Wanted (Secret): While she has a public face, the police suspect she is "The Spider's Woman." She is frequently under surveillance.


### Playing Nita in a Session

Nita is for the player who likes to play the "Long Game." While Ram Singh is the sword and The Spider is the gun, Nita is the plan.

  • The "Double Life": In a typical session, Nita might spend the first half of the game undercover as a lounge singer or a wealthy donor to plant a bug or steal a ledger.

  • Tactical Support: In combat, she doesn't rush in. She finds high ground. Using her Coordination 5, she provides "Covering Fire," which in the Quantum Engine can be used to add dice to her allies' defense pools.

  • The Emotional Anchor: She is often the one rolling Willpower vs. Willpower to talk Richard Wentworth down from a lethal ledge or a mental break.


The "Spider-Family" Synergy

If you have a full party, the synergy is perfect for a Superpowered team:

  1. Nita gathers the intel and sets the stage (Intellect/Social).

  2. Ram Singh secures the perimeter and handles the "heavy" thugs (Brawn/Melee).

  3. The Spider strikes the heart of the operation in a whirlwind of lead (Agility/Gunplay).


### Scenario Hook: "The Gilded Cage"

The Setup: A corrupt Governor is holding a charity ball, but he’s actually working with a Master Villain to release a toxin into the city's air vents.

Nita's Role: She attends the ball as herself. She must use her Social Chameleon edge to get the Governor’s keycard and find the gas release valve.

The Twist: If she fails a roll and is discovered, she has to fight her way out using a hidden "Derringer" pistol before the boys (Wentworth and Ram Singh) crash through the skylights.





Superpowered! Supplement for The Quantum Engine rpg & The Pulp Hero The Black Bat!

So I've been reading the Cross Planes blog & the author slid back into 2d6 Quantum Engine's Superpowered! So I've 
 Superpowered is a supplement for the Quantum Engine—the streamlined, d6-based ruleset that powers the Quantum Black RPG. Published by Fainting Goat Games, this supplement is designed to pivot the system’s focus from cosmic horror and investigation toward high-octane superhero action. 



Here is a breakdown of how it integrates with and expands the core system.


### Core Philosophy: "Quantum" Superheroes

The Quantum Engine is known for being lightweight and cinematic. Superpowered maintains this by avoiding the "math-heavy" character creation found in systems like Mutants & Masterminds. Instead, it focuses on narrative flexibility and quick resolution.

Key Mechanics

  • The D6 Pool: Like the base game, you roll a pool of d6s based on your Attributes and Skills. You're looking for "Successes" (usually 4s, 5s, or 6s).

  • The Power Scale: The supplement introduces "Power Tiers," allowing the GM to scale the game from street-level vigilantes (think Daredevil) to cosmic-level paragons.

  • Stunts: Characters can use their successes to trigger specific "Stunts," which allow for creative uses of powers beyond simple damage—like knocking an enemy through a wall or creating a temporary shield.


### Character Creation & Powers

Instead of a rigid list of hundreds of individual powers, Superpowered uses a Modular Power System.

FeatureDescription
Power ArchetypesTemplates like Brick, Blaster, or Speedster to get you started quickly.
Power SourcesDefines where your powers come from (Magic, Tech, Mutation), which affects how they interact with the world and "Nullification" zones.
Edges & HindrancesClassic traits that add flavor, such as having a "Secret Identity" or a "Vulnerability" to a specific element.

### What’s Inside the Supplement?

  1. Expanded Combat: Rules for collateral damage, lifting massive objects, and high-speed chases.

  2. The "Super" Setting: While it can be used for any homebrew world, it provides hooks for a world where "super-powers" are a known, often terrifying, variable.

  3. NPC Gallery: A collection of pre-made heroes and villains to use as immediate allies or antagonists.

  4. Gadgetry: Rules for "Tech-Heads" to build power suits and utility belts without breaking the game's simple math.


### Why Use It?

If you enjoy the Quantum Engine’s speed—where you can explain the rules to a new player in five minutes—but want to move away from Quantum Black's "men-in-black vs. Cthulhu" vibe, Superpowered is the bridge. It’s particularly good for "One-Shots" or short campaigns where you want to get straight to the action.

Note: You generally need the core Quantum Engine rules (or the Quantum Black core book) to use this supplement effectively, as it builds upon the foundational mechanics rather than replacing them entirely.


The Black Bat is one of the most fascinating "shadow" archetypes of the 1930s pulp era. While he shares striking similarities with Batman, he actually debuted around the same time (1939), leading to a famous legal standoff between DC Comics (then National Allied Publications) and the pulp publisher, Thrilling Publications.



Here is the breakdown of the man behind the mask and his unique place in pulp history.


### Origins and Alter Ego

The Black Bat is Tony Quinn, a brilliant and wealthy District Attorney. His life changed forever during a courtroom trial when a criminal threw acid in his face, blinding him and scarring his features.

  • The Secret Recovery: While the world believed he was a broken, blind man, Quinn underwent a secret, experimental surgery. A mysterious woman (whose father had been murdered by the same gang) arranged for a cornea transplant from a deceased policeman.

  • The "Super" Vision: The surgery was too successful. Not only did Quinn regain his sight, but he gained the ability to see in total darkness like a bat.

  • The Double Life: Quinn maintained the public ruse of being blind—using a cane and dark glasses—to gather information as a DA that he would later use to take down criminals as the Black Bat.


### Characteristics and Equipment

Unlike the gadget-heavy heroes of today, the Black Bat relied on atmosphere, terror, and raw skill.

  • The Costume: He wore a black hood, gloves, and a dark suit, often accompanied by a flowing black cape with ribbed edges to mimic bat wings.

  • The Symbol: His calling card was a small sticker of a black bat, which he would leave on the foreheads of the criminals he captured or killed.

  • Weaponry: While he was a master of hand-to-hand combat, he was a product of the pulps—meaning he was not opposed to using dual .45 automatics to deal with unrepentant killers.

  • The Aides: He was supported by a small "Bat-Family" of his own, including Carol Baldwin (the woman who arranged his surgery), Butch O’Leary (the muscle), and Silk Kirby (his valet).


### The "Batman" Controversy

In 1939, Black Bat Detective Mysteries and Detective Comics #27 hit the stands within weeks of each other.

FeatureThe Black Bat (Tony Quinn)Batman (Bruce Wayne)
DebutJuly 1939 (Black Book Detective)May 1939 (Detective Comics)
PersonaBlind DA by day, Vigilante by nightPlayboy by day, Vigilante by night
AbilityNight vision / Peak humanPeak human / High-tech gadgets
Legal OutcomeBoth publishers agreed to coexist as long as their mediums (Pulp vs. Comics) stayed separate.Eventually became the global icon we know today.

### Legacy in Modern Media

While the Black Bat faded from the mainstream, his influence is everywhere. Many historians argue he was a primary inspiration for Marvel’s Daredevil (the blind lawyer with enhanced senses) and his aesthetic heavily influenced the darker, noir versions of Batman seen in the 1990s Animated Series.

Fun Fact: Because the original pulp stories have entered the public domain, the Black Bat has reappeared in modern comics from Dynamite Entertainment, often teaming up with other pulp legends like The Shadow and Green Hornet. 

Since Superpowered uses the Quantum Engine, we can translate the Black Bat (Tony Quinn) into a character sheet that emphasizes his dual life as a blind District Attorney and a terrifying night-stalker.

In the Quantum Engine, we focus on Attributes (usually rated 1–5) and Skills, while Power Tiers define his superhuman edge.


### The Black Bat (Tony Quinn)

Power Tier: Street-Level (Low-to-Mid Power)

Archetype: The Shadow / Vigilante

Attributes (Sample Distribution)

  • Agility: 4 (Acrobatics and gunplay)

  • Brawn: 3 (Solid, but not superhumanly strong)

  • Coordination: 4 (Expert marksman and driver)

  • Intellect: 4 (Legal mind and detective skills)

  • Awareness: 5 (Boosted by his "super-vision")

  • Willpower: 4 (The drive for justice despite his injury)


### Powers & Stunts

In Superpowered, Tony’s "Blindness" is handled as a Hindrance that provides a bonus to his actual Supernatural Senses.

Power / AbilityMechanics (Quantum Engine)
Night-SightPassive Power: Ignores all penalties for Dim or Total Darkness. He "sees" perfectly where others are blind.
The Bat’s FearMental Stunt: Spend successes on an Intimidation roll to leave an enemy Shaken or Paralyzed with fear.
Dual .45 AutomaticsEquipment: High damage rating. He can split his dice pool to attack two targets simultaneously (Coordination + Firearms).
Peak Human ReflexesDefensive Stunt: May use Awareness instead of Agility to dodge, representing his ability to "feel" movement in the air.

### Edges & Hindrances

  • Edge: Secret Identity (Tony Quinn, DA): This provides him with legal resources and information, but if compromised, his career is over.

  • Edge: Sidekicks (The Bat-Family): Tony can occasionally call upon Butch (The Muscle) or Carol (Information) for a bonus die on specialized tasks.

  • Hindrance: Publicly Blind: While in his civilian identity, Tony must roll at a massive penalty for any task requiring sight to maintain his ruse.

  • Hindrance: Code of the Pulp (Optional): Unlike Batman, the Black Bat is willing to kill, but doing so recklessly might draw too much heat from the police, affecting his "Reputation" stat.


### Roleplaying the Black Bat in a Session

When playing Tony in a Superpowered campaign, focus on the Investigation Phase.

  1. By Day: Use your high Intellect and Willpower to navigate the courtroom and shake down informants as the "helpless" blind DA.

  2. By Night: Use Awareness as your primary combat stat. Lead enemies into dark alleys or cut the power to a building. In the Quantum Engine, being in total darkness gives you a massive tactical advantage (extra dice or lower difficulty) against foes who can't see.


Combat Cheat Sheet

  • The "Shadow Strike": If attacking from darkness, add +2d6 to your stealth/attack pool.

  • The "Bat Mark": After defeating a villain, you can spend a "Plot Point" (if your GM uses them) to ensure that villain’s organization is permanently intimidated by your reputation.

  • Gemini said

    To give The Black Bat a proper challenge in the Quantum Engine, we need a villain who contrasts his shadow-dwelling, precision-based style.

    In the original pulps, Snorky was a grotesque, visually distinct underworld boss. For a Superpowered campaign, we can elevate him into a "Brute" archetype—someone who can take the hits Tony Quinn doles out and force the Bat to use his brains over his dual .45s.


    ### The Villain: "Snorky" (The Scourge of the Underworld)

    Power Tier: Street-Level (Tank/Enforcer) Archetype: The Brute / Crime Lord

    Snorky represents the "ugly" side of the pulp era—a ruthless mobster with a physical deformity (a twisted, snout-like nose and scarred face) that fueled his hatred for the "pretty" elites of the city. In a Superpowered setting, we give him supernatural toughness to match his mean streak.

    Attributes

    • Agility: 2 (Slow and methodical)

    • Brawn: 5 (Massive frame, deceptive strength)

    • Coordination: 3 (Heavy-handed brawler)

    • Intellect: 3 (Cunning street-smarts, but prone to rage)

    • Awareness: 2 (Easily distracted by his own ego)

    • Willpower: 5 (Stubbornness that borders on the supernatural)


    ### Powers & Stunts

    Snorky isn't fancy; he’s built to survive the Black Bat’s ambushes.

    Power / AbilityMechanics (Quantum Engine)
    Thick SkinPassive Armor: Reduces incoming damage from small arms (like the Bat’s .45s) by 2 Successes.
    Bull RushBrawn Stunt: Spend 2 successes to knock the Black Bat Prone, forcing Tony to waste his next move standing up.
    Meat ShieldReaction: Snorky can pull a nearby henchman into the line of fire, transferring an attack's damage to the lackey.
    The SnarlMental Attack: An Intimidation roll (Willpower + Presence) that can temporarily drain the Bat’s Action Pool.

    ### Edges & Hindrances

    • Edge: Underworld Ties: Snorky always starts a scene with 1d6 "Thugs" (Level 1 Mobs). The Black Bat has to fight through them to get to the boss.

    • Edge: Dirty Fighter: Snorky ignores "Fair Play" penalties. He’ll throw sand in eyes, use hidden blades, or threaten civilians to gain an advantage.

    • Hindrance: Short Fuse: If the Black Bat successfully taunts him (using Intellect or Willpower), Snorky loses his Armor bonus for one round as he charges blindly in a rage.


    ### The Encounter: "The Blind Justice Trap"

    To make this a classic Superpowered session, set the scene in an abandoned meat-packing plant:

    1. The Hook: Snorky has kidnapped Tony Quinn’s assistant, Carol Baldwin. He knows Tony is "blind" and wants to gloat before he kills her.

    2. The Environment: Large metal hooks (potential Brawn stunts), steam pipes (Coordination stunts for cover), and—crucially—circuit breakers.

    3. The Tactic: The Black Bat should use his Night-Sight power to cut the lights.

      • The Twist: Snorky knows the Bat is coming. He has outfitted his thugs with "Flare Guns." If they light up the room, the Black Bat loses his darkness advantage and might even be temporarily "Dazzled" (Awareness penalty).


    Comparison: Bat vs. Snorky

    • The Bat's Goal: Stay in the shadows, pick off the thugs, and use Intellect to lure Snorky into a trap (like a high-voltage wire).

    • Snorky's Goal: Flush the Bat into the light and turn the fight into a Brawn contest where he can crush the vigilante with his bare hands