Run Schedule
Rules Overview
Casting Form
World Background
About The Game...
  " Super-Villain Academy " is a live-action game. Most game actions can be resolved by interacting with other players, rather than going through a Game-Master. However, sometimes carrying out an in-game action in real-life would be impossible, dangerous, inappropriate, or downright embarassing. To cover the first three, we have created (or borrowed) a few rules to simulate those particular game actions. This section contains what you need to know:

Rules You Want to Know

Certain attributes are represented in-game by icons. Here are some of the more common icons you are likely to encounter.

Brain - indicates mental prowess or knowledge.

Fist - indicates unarmed combat.

Gun - indicates armed combat.

Wrench - indicates henchman skills.

Starburst - (various colors/designs) indicates some sort of super-power.

Dark Arts - indicates unnatural abilities. Can be used as any other icon...

Cat - indicates feline abilities.

Squirrel - indicates rodent abilities.

Speaker - Ability that requires some sort of audible sound-effect to produce results.

Padlock- indicates a lock preventing access.

Clock- indicates amount of time an action takes.

These icons might appear in various places:

  • On your Name Badge, indicating you have the corresponding ability
  • On an Ability card, indicating you have the ability (adds to icons on your badge)
  • On an Item card, indicating the possessor has the ability (adds to icons on your badge)
  • On a Room Envelope (see below), indicating you need the ability to enter
  • In a Deathtrap, indicating you can avoid the deathtrap if you have the ability

Room Envelopes
The game takes place in the Function Space on the main floor of Super-Villain Academy. Characters may leave game space and wander the halls and grounds of Super-Villain Academy freely. However, significant and/or restricted areas will be represented by a Room Envelope.

The outside of the envelope will contain the description of the room/area (without entering it) and any entering requirements, e.g., two padlock icons which might require two brain icons to get past.

NOTE: You may always enter your own room(s).

Once a character enters a room, they open the Envelope and follow any instructions inside. There may be further descriptions, there may be items, and there may be a Deathtrap!

Deathtraps & Devices
Deathtraps (and Complex Devices) are represented by special over-sized item cards, which follow this template:

Name Name given to the device/deathtrap by its creator.
Description An explanation of what the device/deathtrap looks like when encountered, and the effects (inflict red dots, lose an item, shrink, genetic mutation).
Survive Icons permitting targets to ignore the effects of the device/deathtrap.
Components Pieces required for proper functioning of device. When all components are present, the device is “live” – devices may be operated by the user, and deathtraps will be triggered by victims (there is no on/off switch). Parts can be destroyed by fist icons, but can only be inserted or removed "correctly" by Deathtrap Experts.

Deathtraps are like devices, but with some additional restrictions:

  • Deathtraps may only be moved or altered by characters who are Deathtrap Experts
    (Devices may only be altered by characters who are Device Experts).
  • All Deathtraps are triggered upon entering the room, unless otherwise specified.
  • All Deathtraps have two minute countdowns, unless otherwise specified.
  • All Deathtraps affect everyone in the room, unless otherwise specified.
  • All Deathtraps reset for the next victim automatically after operating, unless otherwise specified.

Characters encountering and triggering a deathtrap must follow its instructions. Characters may possess the necessary attributes, special abilities, or override codes to protect them. If a character is not protected, he/she is subject to the consequences of the Deathtrap.

Red Dots
Character may take damage from exposure to Deathtraps, or from each other. Each point of damage is indicated by a red dot, placed on the name badge by the recipient. The red dots may be placed anywhere on the front of the badge, avoiding touching or stacking on other red dots unless there is no other choice.

Any badge information completely covered by red dot(s) is nullified. This means it is possible to lose your icon abilities if you take enough damage. In fact, damage sufficient enough to cover your entire name renders you unrecognizable.

Finally, characters receiving a red dot of damage (regardless of the source) must make a loud "Arrrrgh!" sound. You may take the damage silently, but if you do, then the damage is doubled, i.e., take two red dots.

Characters with multiple identities may change name badges at any time. Any red dots of damage on a name badge you are not currently wearing can be ignored.

Characters with blank name badges cannot be perceived, and are effectively not there.

Psychological Profiles
Characters may have adjectives describing their personality on the back of their name badge. This is your "Psych Profile." Please role-play these attributes if possible. Certain special abilities may permit other characters to look at these.

Abilities with an "Audible" Component
Certain ability cards are marked with the following icon:

In order to use such an ability, the character must make a loud verbal sound effect, or read some text aloud. The actual sound required is stated on the ability card. If you don’t make the sound (loudly), the ability does not take effect. In general, these tend to be abilities which inflict red dots of damage.

All cats must be petted when encountered. Please touch the player appropriately.


Super-Villain Academy ©2008-2024 Marc Blumberg.