Thursday, February 26, 2026

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


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