Sunday, 1 February 2026

Barking Alien Challenge day1: Campain Overview + Languages



































Part 1 Campaign Introduction & Overview
So this is an introduction of the Elfmaids & Octopi main setting, where most of my fantasy work is based. There are remnants of my 80s d&d and 90s RQ settings in here. Exile Island I started in 2012 as a simple campaign area. Still many places players never visited and avoided for 13 years of play, like Bloodsand Beach. The continent was untouched for years until I built up several areas with 3fold flyer dungeons for Patreon. Scarford Reef was in Tenkars Black Isles Book (a free pdf), also, so I recycled it. Angerslund was from a zine I did for a year. Chagrinspire was the most recent campaign to change the world with a 18km high gigadungeon. Id conside using Gods of the Forbidden North in my north east. Yoon Suin for southern mysterious west. The Warring East is sorta gunpowder europe. Waerland is a kind of UK land that has superior magic to the mainland or the warring east. There are various places inspired by history but I dont make it too much a feature.

My continent and the world need a name still.

The World
The further from Exile Island and the Continent you go the less information is reliable. Many scholars think they are nonsense. Mostly, people meet mercenaries from the civilised eat and drug and spice traders from the mysterious west. Few people of the continent ever leave unless driven out or a colony fleet. Piracy requires bribes and cooperation to survive.

Exile Island was the home of most of the early years on the blog. It's a former capital of a prehuman civilisation based on slavery that covered the world in unnatural darkness. Now pirates over a thousand years have grown from a base in alien ruins to the vast city of Shadelport. Much of the island is wild and non-human but has ruins for the first and second empires and thousands of tombs, disaster bunkers and dungeons all over the island. Every few generations the empire returns and try to settle more convicts.

Forbidden Island (or monster island) next to Exile Island is a volcanic island covered in ruins of the monster empire of darkness. Huge thunderlizards and cannibal tribes occupy the island but adventurers try. The volcano leads to hell and the throne of the dragon queen.

Exile Island is also connected by tunnels under the strait between the continant but they are risky. Anglerland in the start, is guarded by the great idiot fish goddess Lampgulp. Scarford reef has terrible weather and rocks, but there are some islands you can trade with. Other islands are full of cannibal cultists and strange plants. Under Scarford reef in great caverns are great citadels of the prehuman age of darknessd other remnants. The gods dropped mountains on this place, which are now islands. The islands' pirates are the greatest naval power in the world, and most of the third empire just paid pirates to be their navy.

The great continent is famously the home of the Empire in its last three versions. They invaded many other lands, spreading the common trade language.  Currently, the continent is surrounded by kingdoms, former states of the Empire and the war with the mad emperor. The interior of the continent is inhabited by faerie, monsters and barbarians.


At the end of the first empire in the wilds between elfhaunted Auldwood and the barbarian wastes. Gnomes from the deep began construction underground of their great tower. By late the late second age the tower was visible from the second empire and a crusade was launched against the Chagrinspire. This vast gigacomplex had already been sending airships around the world to plunder colonies and had superior technology. In the war, the dying second-age humans copied much of the gnome magic and technology and became a real threat. The tower's purpose to unmake the universe was exposed and the world united and even heaven and hell came to the battlefield. By design, planar beings were killed and imprisoned by the gnomes and used to power their apocalypse engine. The war ended after millions dead and technolgy regresses. Since then, the battlefield is a wasteland but the tower at 18km high is visible from hundreds of miles away.

The third age finished with the mad emperor's death.

Kingdoms of the Continent
Mordnar - forested knightly kingdom, the northern Sour Hill region struggles to maintain civilisation

Lamnutainia - the former land of the Emperor now administered from Dormund the Holy Land. Its glory of 3000 years or rule is over and people are struggling to change

Dormund - the holy land mostly priestly orders of the gods of light and the heavens, now controls Lamnutainia to reform it into a viable kingdom free of corruption and cults

Kastria - a warm, sunny region where crusaders drove away barbarians and built castles everywhere. Ruled by knights and priestly orders who have developed local customs and styles

Aeostra - Kingdom who has reverted to the older gods related to nature and elements. Many local hidden and dangerous cults exist but the kingdom is more dtable than other lands would like. They have resisted their neighbours many times and now everyone prefers trade 

Tulan - Harsh kingdom menaced by trolls and giants in the mountains. Noble families are famous for being cruel, vain and despotic. 

Valadran - a failed country run by robber barons, slavers and bandit warlords. Ocasionaly a king holds the land together a few years

Zorda - a misty, forbidden land ruled by wizards and draconic templars. There is a famous dragon-spawning pit here where dragons meet. Younger ones are sent around the world to nest and spread dragon kind. Dragons here own lands like nobility with human vassals who they protect. The nastier dragon cults have to hide


To the north is a vast frozen waste with steppes to higher frozen wastes where the simple wild people live among great beasts, giants and dragons. There is a great ruin of the age of darkness on the coast, colonies of sea raiders and nomads from east and west. 

The mysterious west connects to the north wastes by a great nomadic plain. There are feuding river kingdoms, many enthralled to the narcotics of the Secret Emperor from an underground city. These drugs have spread around the world and are used by sorcerers and wizards. Beyond a range of vast mountains, there are tropical rivers and jungles full of ancient, decadent cities. 

The brazen south is a vast desert wasteland with coastal cities and islands as the main civilisation. Many ruined civilisations and river valley cities of the ancients still exist. Further south their are fiery aurouaras and humans die from the heat, and fiery salamanders roam. Some say an efreet city is in the far south.

The warring west has north coastline city colonies of the Second Age Empire, who now all fight constantly with new borders drawn yearly. The Waerlund Islands off the coast have people who fraternised with elves and regard wizardry as important as knights. They have a famous magic university.

The more southern jungles are crawling with thunderlizards and cannibalistic cults. There are great savage empires that resist traders and plunderers so far. Few who go there ever return. Past these jungle and mountain kingsoms the land joins the southern desert wastes.

Islanders spread over the great seas long before other peoples did. To the north, they wear more furs and hunt whales. Some are nomaid over several islands so the land can regenerate. There are many strange and weird islands so pirates and adventurers like to use Islander sailors who know the seas better than anyone. Some have catamaran ships, enormous canoes and carve huge stone statues and structures. As people of the continent come to enslave or trick them, many are hostile and expect bribes to consider talking. Great armies of these sea barbarians have surprised coastal kingdoms. They often have sea cults and undersea allies. There is an underwater faerieland that may aid islanders vs civilised alien people. 

Ancient Times
Before the three versions of the empire, there was:

The Age of Exilon lasted several millennia and fell to an elemental heresy that triggered great floods and cataclysms.

The age of stone age sorcery, where humans recover from the destruction of civilisation and the various failed evil templars used dark magic of the prehumans. Barbarians destroyed multiple civilisations in fear they might become wizards. Dragon Templars withdrew rather than resisted and survived.

The 1st Elemental Unitarian Heracy (Elemental Templars unite the elements!). They highjacked ancient wizardry for power for a few centuries before the Horde crushed them.

Nectomancers ruled for centuries, humans who learned dark magic in the age of darkness. They lasted a millennium before barbarians (and everyone alive) destroyed them.

Barbarians ended the Elementalists and the Necromancers and swore to kill magicians and literacy. Barbarians and orcs revolted as slaves under the monster age of darkness.

The age of darkness where a false dark sun ruled the sky and seven monster kings ruled. They used many abhuman slaves and the final two species they made were humans and orcs who revolted. The old races returned and even beings of darkness turned on evils and the old gods returned.

Before was the mythic dawn age, where gods populated the world with life to populate creation.

And a vast timeless age before that, where elements of the universe formed, and hungry horrors of the void from past cosms gnawed on each other and themselves to exist.

Bonus Language Guide
s spoken w written

Common SW - language of trade used over the continent by late 2nd empire and through the 3rd empire with an alphabet. The continant has forgotten the middle era dialect of old common or Easter language when the world mobilised against Chagrinspire
Ancient SW - language of the 1st empire 

Exilonian SW - script found in ruins of the age of Exilon with cuneiform
Elan SW - older ancient version of Exilonian used by priests granted by the gods

Eastern SW - preserves a middle period common of the second empire and has a Gothic version of the alphabet, some extra grammar and some different character sounds. Some call it old common
Western SW - loosely separated into a northern system with thousands of logograms with strokes and a southern script, and an ancient pictogram glyph version, the others came from
Northern SW - common speech of northern nomads, wolf raiders and wild folk. They write with runes and mostly inscriptions on stone, bone, wood or metal items, not for personal use
Southern SW - common speech of cities and nomads of the south. The modern version uses a script but the ancient version uses hieroglyphs and has many parallels to Exilonian more through thousands of years of shared ideas rather than direct copying

Islander SW - many islanders have their own island dialects but they can share enough to trade and learn each other's style quickly. The bigger islands have books of bark and own glyphs possibly related tothe western ancient glyphs. Many smaller islands dont write 

Wildspeech S - used famously by the barbarians who live in the great wastes and their kin in the woodlands who shun literacy, gods and most magic. They tolerate druidry, tribal shamans and many non-humans who didn't side wth the age of darkness, necromancers or elementalism. The closest to writing is clan totems, tatoos counting wizards and monsters they kill.

Druidic SW - used by older nature religions, usually a series of nocked lines used for inscriptions or books of prayers rather than personal uses. Often found in woods and rural areas and has some words from faerie and elves, but made crude for loud-mouthed humans. The language of druidic magic often draws of faerie forces

Forbidden Tongue SW - used by the age of darkness and the monster king empires across the world. Still used by evil monster folk, evil priests and wizards. Many destroy any written signs they find. It has elements of demonic and diabolic language.

Dwarf SW all over mountains and underground use a more complex runic like northener
Elf SW all over woods and grasslands, many also speak faerie which is faster, high pitched and sing song with own alphabets for both
Gnome SW all over chagrinspire. the underland, the world tree and even sewers
Halfling SW tend to use the closest human writing system

Goblin SW - vary like humans from savage to civilised with many dialects. Has relations to elvish and faerie and some goblins still serve elves and speak those languages. Feral goblins may reject fey influence and loan words from chaotic speech or 

Orcish SW - influenced by the forbidden tongue and evil-aligned languages and even corrupted elvish. High versions have increasingly shunned their influences and sound more like common. Often use the written form of other local languages but high orcs have own runes.

Draconic SW - used by dragons with claw mark strokes, some say related to arcane magic
Reptilian SW - used by various lizard, snake and dinosaur folk
Amphibian SW - glyphs used by the first land-dwelling civilisation
Icthyian SW - language of ancient fish folk related to cuneiform languages of Exilon
Undersea SW - used by underwater faerie folk and many marine species
Underland SW - trade language of underground peoples

Planar & Alignment Language
Mostly used by church and planar beings, not mortals
Dialects of humans may have loan words from their religion, thus suggesting alignment to some experts
Diabolic SW - LE language of hells who punish the wicked by mandate of heaven
Demonic SW - CE language of demons of the abyssal shell worlds who devour other worlds like locusts and sometimes are hired by devils to catch wayward sould or other duties outside their strict rules. They live in thousands of fragments left over from creation each ruled by a demon noble
Daemonic SW - NE or E language of daeomons who worship gods of the outer void or oprate prisons for monsters and godlike beings
Angelic SW - LG language of the heavenly host and the celestial citadel, where the good may get to work in the eternal kingdom forever. They tend to be a bit strict.
Arcadian SW - CG language of the myriad of beings living in the world tree and the eternal fields and forests around the celestial city. There are even ruins of the celestial walls from long ago abandoned to chaotic nature. Many faerie and magic animal hybrids speak this  
Celestial SW- G or NG language of the heavens and star peoples 
Archonic SW LN or L language of pure law is also good for maths and automatons, but a bit rigid and hard to be expressive
Chaotic SW - C or CN language of the primorials and seems like nonsense syllables and gibberish glyphs. Spoke by the frog daimons of limbo and beings of the outer void. People using it often make mistakes often as dialects vary so wildly. Spelling also varies greatly and reading can be slow to be sure
Astral SW - B or N language of spirits, daimon and other beings swarming through the astral world between planes. Rarely is a mortal is born who can remember time here between incarnations and some words

Wednesday, 28 January 2026

Barking Alien Challenge





























https://barkingalien.blogspot.com/2026/01/barking-aliens-rpg-campaign-tour.html?

I have been writing again and my 3 month character class revisio for my EMO rules is almost done. My new classes are performing well and massaging all my classes again to make all fit together. Im still considering a mystic class for mentalism spells that includes an allied spirit with various forms, ive considered an expert class - much like a theif but +4 to hit applied to a skill and dam multiplier is instead used for speed or use less materials. Medic and Pilot could work under this for my post apoc and sf games. Id like a alchemist or building type class but I feel it will take possibly years to finish.

I probably have to revise spells and skills shortly

Im going to put my campaign world through this challenge and try to incorporate more setting weirdness in my homebrew rule book. Im very happy with a class varient i made for sea going viking werewolves. I also figure if i can nod off dreaming about what characters could do its a good sign. I will also have sidebars and notes for using for SF and post apoc settings. This helped me remove some fidly stuff. Last draft was over 68 pages this one most classes fit on a spread - Priests and a few others have more because building priests has lots of uses in a setting and also explores gods.  

Ive been playtesting characters and followers through the Queen's Harvest and the King's Festival. Whatever modules. I was not a fan but very simple stuff works better for solo stuff and includes more tactical information to help noob DMs. We recruited lots of people on the way to just throw rocks, and it was quite handy. It felt quite risky but just survivable. NPCs with more spells and healing scrolls helped survive. With small dungeons, I assume the monsters would repopulate with allies and be on red alert or will flee so rest isnt an option for a day. I did not these adventures used monsters in way id not noted but is a thing in old games. The reason we have so many sentient humanoids sharing dungeons is they create factions for players to exploit. Not enough dungeon drama? Add another semtient species or a cult.

I named my setting years ago but too many other games have similar names, so I'm dropping that. Maybe ill misapropriate some word from 70s UK SFTV.  Azlantor,  Aranz, Kalemondrel, Ordel, Fabtasia or something with lots of Z's.

I've run distinctly different era campagns including Stone Age sorcery, Exilon desert city states, various games set in the 2nd and 3rd empire or Exile Island. Chagrinspire has been the most recent and because the tower plundered the globe im making maps of how main languages spread and when. 13 years of blogging fits in this setting. It has mythology, fantasy geology and cosmology and remnants of games I ran in the 90s and 80s still kicking. Chagrinspire is used as a reference for the main continent like Timbuctoo once was as a place of mystery.

The next campaign will probably be Auldwood in a recovering kingdom on the edge of the great woods. It will be full of fairy woods, knights and ghosts as civilisation returns to forgotten backwoods regions after a long war impoverishing the continent.

This project will help fill sidebars in my player's book.

Saturday, 24 January 2026

UNIT SPYFY Session






































TSR marvel based game going well

ive included a briefing our Referee richard wrote to recap what we did.
I'll comment after what happened

----------------------------------------------------------------------

Previously on U.N.I.T.:
A strange formation of meteorites were shot down over the ocean, but the mysterious Professor X, UNIT's scientific adviser, believes one may have made it through the barrage and come down somewhere near the east Yorkshire coast.

Agents sent to the region all checked in with nothing to report, except the agent sent to Filey.
Tracking him to his B&B, they found he'd been missing for a few days, but he'd left a map behind with a local farm circled.

Tracking the missing agent to Airy Hill Farm, our heroes realise he was using the vantage point of a water tower on the property to spy on the nearby landscape. Evidence showed that the agent left in a hurry, dropping a birdwatching book with a Pontlin's catalogue concealed inside.
Our heroes think the agent may have seen a boat docking late at night at the Pontlin's Peir - likely to be a fishing boat owned and operated by a local smuggler. The boat was then sunk and all hands reported lost.

The local police had yet to dive and search the wreckage, but no bodies were recovered. Our agents dived ahead of the plod, and found no trace of the captain or crew.
There was evidence of an explosion from the cargo hold, but debris recovered showed an unusual blast residue unlike any conventional explosives. Material was burned but the charred segments had an unusual smooth sheen, like a molecule thin laquer.

It looks like the agent may have tried infiltrating Pontlins before failing to report in. Our heroes were unable to secure tickets as the camp was booked out.

Lady M used her contacts with the Ministry to get the team hired on as entertainers while she will make an appearance as famous model Maggie, doing a fashion show...

-----------------

Our Team:

Holographic man with his mysterious alien ray gun and eye that can see through walls and makes illusions (dallas). Has a lady agent sidekick along

Lucky a former boy sidekick in war has contacts of his former pal and has had a life of adventure as a freelance adventurer. Has probability manipulation and lots more karma points. Lucky brought a young gang hoodlum but he seems to have hada good time mostly.

B Man a former astronaut stranded in orbit saved by alien bee people and now "I'm full of bees!" which he cries every battle. Bees are quite handy. Has been an FBI agent, a triple agent of HIVE a supervillain org, and is a bit like James Coburn in the in like flint movies. He has Polly Perkins a sidekick MI6 agent and she calls him Uncle and claims to be his niece. (me)

So we explored secret service tunnels and entered some buildings and did our acts as part of our cover and had poor results. Lucky atracted lots of staff women so 4 guys tried to beat him. He was doing ok but called help by secret radio we carry while two men held his arms and others ready to punch him. So I sent in some bees just did 1pt damage to the area, including lucky and scared some off while B Man attacked a man holding Lucky. The Holographic man sat back looking from above with his remote holographic vision and reporting on radio. I put 800 pounds of bees on the leader and the goons freaked and fled. Later I met the guy and had a go at him to rethink his life and he quite and moved to Hull.

I was trying to get ww2 plans of when canp used by army and contacted a base captain and was sure was something underground. Found a dead end but plumbing went through a sealed tunnel in the service passages. Lucky was keen on the boatyard and some smuggling lead. 

We got a note from a missing agent and went to meet him on a farm and found his car and a flickering glowing plastic sphere was flashing with the body of the agent (we think). It blew up unaturaly and B Man tried his new bee swarm form to fly up and grab a figure watching from a water tower. The man flopped and fell off tower and B man caught him. Body was being animated, It was all a trap. At least we knew it was no longer just common crime.

Were a bit exasperated until we finally investigated an act that took our audience and had opened a second theatre and cast. So we used our staff credentials to push behind scene and the costumed carny masked people blocked us. I got pushy and touched a mask and it seemed very secure. A woman Lucky made out with had joined cast and was not seen again. As the cast didnt mix with other holiday camp stuff.

So came back as close to watch staff go home and the Holographic man spied on them pack up. The big masked performers all stood and wnt limp but still standing. Another was by stage door like a guard. Holographic man and Lucky were by the stage door and i sent in bees blind as a distraction from the front windows. This broke into a very long fight where the masked figures shot lasers from their arms or arms became blade and could stretch, They were very resilian and we all got singed and had NPC lady M come. I got stunned 8 rounds so Polly Perkins who I called earlier, came with a shotgun. She gave it to Lucky who dragged B man away while Holographic man tried to burn the building down on top of the enemy. A passage opened to unknown service tunnels and more figures came. Penny took charge of B man and hid him in a bush. She spent 3 rounds trying to hijack a car hoping to ram with it. Unit soldiers and phosphorus grenades and gunfire appeared and helped. 

Bman awoke and with others, went underground and battled more creatures and a vat of alien plastic protoplasm. It was another horrible fight and B man had to fight a area of plasticised children in masks but he also got shot and fell badly injured (but not dying). By the time polly game with a sterling SMG UNIT troops and other agents, throwing a dozen grenades at the vat creature, managed to win.

The army took over the holiday camp and B-man and others debriefed in his hospital room.

Was lots of fun. Was a 9 hour session part 2. 

We have built a karma pool and will continue a while before we get to final season of CHagrinspire. Im probably using Earthshaker module on them.

Wednesday, 21 January 2026

holy and nature miracles! - religious revisions for my next campagn



Some progress in my class design for 2026 for EMO

This took maybe 2 months of jiggling, but have new class write-ups going well, which are more space efficient. After Chagrinspire will be using these versions. These have made me consider boatloads of beast changeling sea rover vikings and other strange beginer options.

If you played with these miracles, what weird cultural side effects and player combos would people choose?

Suggestions welcome for buff/debuff or minmaxing tips
I was fiddling with a system to swap out holy power with a ritual from a pool rather than use any one you had access to, but they all share the same resource so felt the faster you burn uses the better.

Problem:
I want a fighting templar class of dualists and a more magic, less fighty priest to cover other ritual and specific cult priests.

Fix:
Made a satisfying class mix and did new spell tables 

New Problem:
What about Druids - they have always been sort of an earthly mirror of clerics so do they need the same treatment? Can we squeeze rangers in there too? Can rangers be much weirder?

Fix:
So more classes in works at the same time im reluctant to solve problems with.
Ive been reluctant to have rangers in the past and more reluctant to have a paladin when all clerics are martial anyway. So you can build a pladin from not just fighters in my games with my alighnment oaths but teamed up with my templar class you can build a very 1st ed paladin looking character.

Templar - less magic (like bx) and more hp and combat like AD&D cleric, usually dualists and deal with reversible spells more. Basically, a monastic war priesthood. Have one holy power at 1st  then another at 10th and 20th Lv but all draw from same pool of uses  per day equal to your level.


Priest - more magic spells and choices, some bonus spells for specific cults/gods, poor hp and combat choices. Holy power can be used once per level per day but the get a power choice from 1 5 9 13 17th levels. There include modern and older generations of gods of the divine natural forces of creation and younger gods of civilisation. They vary widely from place to place, especially with alignment.  

Rover - apparently homeless wilderness wanderers, hunters and scouts but actually the secret society martial arm of Druidic orders and leaders devoted to nature cults like a chieftain (and maybe other cults and witches). Maybe a bit like rangers or the brit comic Finn and the Order in Lone Wolf game book series not Tolkien. Use nature magic. May live alone or in wilderness and frontier monasteries. 
Have one holy power and a use per day (try and use d12s). Have one nature power at 1st  then another at 10th and 20th Lv but all draw from same pool of uses  per day equal to your level.

Druid - 
more magic spells and choices, some bonus spells for specific cults/gods, poor hp and combat choices. Nature powers can be used once per level per day but they get a power choice from 1 5 9 13 17th levels.

---------------------------------------------

Holy and Nature Miracle Name Notes

Most have a pool of uses of one per level
Time is action rounds or ten minute turns or hours mostly
A ritual takes one hour to cast but if you have the ritual skill you can do it in one turn
Skills can improve shapeshifting abilities, improve your effective level for some uses, get extra uses and other meta magic abilities.

(Various) indicates you choose one of these types for the power to affect undead, spirits (non-corporeal beings), beasts, faeries, lycanthropes, elementals (one type), demons, devils, daemons, daimons, archons (law), angels, primordials (chaos), automatons, old ones, chimeric hybrids, mutants and more.  

(Alignment) indicates you must specify an alignment

(Element) indicates you must specify an element

d12 Templar & Priest Holy Miracles
1 Ceremony
2 Healing Ray
3 Heroic Action
4 Holy Ray
5 Holy Sight
6 Holy Strike
7 Purify
8 Resist (alignment) 
9 Resist (element)
10 Sacred Ally
11 Sanctify
12 Turn

d12 Rover & Druid Nature Miracles
1 Awareness
2 Beast Ally
3 Beast Form
4 Beast Speech
5 Berserk
6 Elemental Mastery
7 Faerie Steps
8
 Flora Form  
9 Hibernation
10 Hunters Gaze
11 Regenerate
12 Wild Walk

d12 Templar & Priest Holy Miracles

1 Ceremony
Touch Ritual, one use of holy power per ritual
Can perform various rituals often used in everyday life for church members. Most ceremonies require an hour to perform. These rituals are accessible to all who possess this power. Your level determines how many ceremonies a day you can perform them. Some cults have unique blessings.
 
>Marriage
Perform a wedding ceremony, the recipient couple know if the official partner is sick, gives birth, unfaithful or dies while on the same plane (evil people prefer a one-way link)
>Burial
Protects corpses from reanimation as undead, being recycled into golem parts or eaten by undead for food. Grave requires a holy symbol, a grave marker or a coin to be placed on the body
>Initiation 
Apply a ritual to one subject per level, providing recipients with +1 all saving throws. If applied to babies and children, it lasts until they become teenagers. Adult recipients must be willing initiates into the church, and abiding by its edicts and benefits will last a month
>Prosperity
Bless a medium or larger animal, an area of plants or small animals +1 all saving throws until a reproductive adult. Adult recipients are blessed for a month and can be cast again. Used by rural orders and neutrals
>Consecrate
Each religion can consecrate an altar or holy building for its community. 
Gives the regular inhabitants +1 temp hp inside or while defending the site. Some have other types, such as a ship and its crew, a wagon and its owners, a hearth and a family household, a barn and its animals or others. Some consecrate workshops that give users +1 on a specific craft skill. Members of the religion can see a consecrated area of their faith 

Healing Ray
1 range per level, as spell action, Instantd12 per use of holy power as magic action
Healing ray, you can use to heal d12 to a target in range once per level per day. You can use one or multiple uses at once to single or multiple targets in range but not yourself. Will cause holy damage to undead creatures instead

3 Heroic Action
Self, +1 bonus action per use of holy power at will once per round
Gain an extra action on top of your normal 
missile or melee action in combat. Can also be used to move, drink a potion or attack or provide first aid. Does not require a magic action to activate.

4 Holy Ray
1 range per level, as spell action, Instant, d12 per use of holy power as magic action
Shoot a d12 ray of Holy damage (or one other type, like an element, depending on the cult). Shoot
 a target in range once per level per day. Multiple bolts can be stacked or fired simultaneously at a single or multiple targets. Each target gets one Will save vs total damage, or the damage is halved. Positive, negative or elemental rays are possible depending on the god. 

5 Holy Sight
1 range per level, one round per level for one use of holy power as a magic action
Can see magic, sanctified ground and spirits or planar beings normally invisible to most people. Undead stand out by connection from their n
egative life force. You can see an object like a tree, artwork or weapon has a spirit inside. You can see if a person is possessed by a spirit. Especially beings watching from the ethereal or astral planes. You may be able to target them with some mental spells requiring perception of a target. Limited by walls, invisibility magic or illusions. If it is dark you can still see spirits in range as they seem luminous or wreathed in shadowy flames
>At 5th Level can
 detect magic
>At 9th Level can
 see living being auras
>At 13th Level can see invisible creatures
>At 17th Level can see through illusions

6 Holy Strike
Self, +1 hit and d6 damage next attack action per use of holy power
Make an attack with an approved chosen weapon of your religion. Each use adds +1 to hit and +d6 holy damage (or a type favoured by the god) per use. Activate a single use or multiple or all uses at once, stacking the effect. You can activate this power when attacking, then apply the plus to hit until your next successful attack action within your Lv in rounds. When you hit apply extra damage, then the effect ends. Magical plusses can help to hit magic creatures

7 Purify
Touch Ritualone use of holy power per ritual
The subject is anointed with holy water or blood
>1st Lv a use 
can purify food and water for a medium-sized creature for a week in a bushel or pack or jars for storage or transport per use. Multiple uses could purify a spring or well
>5th Lv a use has Lv chance on a d20 of curing a subject with a disease
>9th Lv a use has Lv chance on a d20 of removing a curse 
>13th Lv a use has Lv chance on a d20 of restoring a lost attribute or a d6 permanant HP drain
>17th Lv a use has Lv chance on a d20 of removing any charm or will attacking spell effect

8 Resist (alignment) 
Selfround per level per use of holy power as spell action
Always have protection from your opposite alignment enemies while holding or wearing a holy symbol. Gain +2 AC and save vs attacks from your opposite alignment. As long as you dont strike them first, they require a saving throw to attack you. Once you attack them, they are free to attack you back. Once saved or you attack, they dont need to roll again for the encounter but your AC is still improved

9 Resist (element)
Self, round per level per use of holy power as spell action
Always have protection from one element while holding or wearing a holy symbol. Gain +2 AC and save vs attacks from elemental beings or spells. Each element has its own properties.
>Air -2 damage per dice from air or lightning attacks
>Earth -2 damage per dice from falls or blunt attacks
>Fire -2 damage per dice from heat or fire attacks
>Water -2 damage per dice from water or cold attacks.  
 As long as you dont strike them first, elemental beins require a saving throw to attack you. Once you attack them, they are free to attack you back. Once saved or you attack, they dont need to roll again for the encounter, but your AC is still improved

10 Sacred Ally
One turn each use of holy power per as a spell action
Summon a divine spirit for aid. Each user chooses one of the following Types. HP are rolled each summoning and forms vary for different religions. When summoned, they appear within 3m of you if there is space for a large creature.  
>Guardian, summon a large warbeast (3 attacks) or humanoid (1 attack) 
1-4 Lv (AC+3 HD d4 per Lv Att 3 d4 d3x2 or Att 1 2d4 Mov 12)
5-8 Lv (AC+4 HD d6 per Lv Att 3 d6 d4x2 or Att 1 3d4 Mov 15)
9-12 Lv (AC+5 HD d8 per Lv Att 3 d8 d6x2 or Att 1 4d4 Mov 18) 
13-16 Lv (AC+6 HD d8 per Lv Att 3 d10 d8x2 or Att 1 5d5 Mov 21) 
17-20 Lv (AC+7 HD d8 per Lv Att 3 d12 d10x2 or Att 1 6d4 Mov 24)
>Mount, a large beast can carry the caller and a passenger or pack load (AC+4 HD Mov12+Lv)
1-4 Lv (AC+3 HD d4 per Lv Att 1 d4  Mov 18 or Swim 6 pick one)
5-8 Lv (AC+4 HD d6 per Lv Att 3 d4x2  Mov 21 or Swim 9 Climb 6 pick one)
9-12 Lv (AC+5 HD d8 per Lv Att 3 d4x3 Mov 24 or Swim 12 or Climb 12 pick two)
13-16 Lv (AC+6 HD d8 per Lv Att 3 d6x3 Mov 27 or Swim 18 or Climb 15 or Fly 12 pick two)
17-20 Lv (AC+7 HD d8 per Lv Att 3 d8x3 Mov 30 or Swim 25 or Climb 18 or Fly 18 Pick three)

11 Sanctify
Touch, ritual, 3x3x area, lasts one year, ritual per use of holy power 
Make a holy area sacred with a ritual. Often used to make shrines or over a longer time, a church or cemetary. Users may work together to create larger holy zones. You may neutralise a rival area by placing a sanctify on top, leaving the area devoid of magic and ready for a friendly holy area to be placed on top. Gods view sanctified zones as belonging to them, and they can be angered by actions in the area or damaging to the location. The sanctified area is marked by sticks, bricks or stones with a symbol on them placed in the corners and the application of a few drops of holy water or even holy symbols, which can be buried or built into a structure to protect them. Anyone involved in the creation of an area knows if it has been neutralised. If neglected, abandoned or lacks prayers, the site gets a saving throw each year or is neutralised. Any allied spirit in the area knows if enemy beings enter.

>Sacred Ground
Good and Lawful
Make the area unpleasant for undead, evil, lower planar beings, or non-allied spirits, requiring a saving throw each round or they take a d4 damage, causing most to flee. Evil beings may not be summoned or plane shift in the area and cannot heal or regenerate.
>Corrupt Ground
Evil or Chaos
Makes flora sickly and repels living fauna. Living do not heal naturally in the area. Each 3x3 area has a 1% cumulative chance per month of animating a corpse, attracting a lesser evil spirit or evil beings. Dead bugs, leaves, cobwebs, bones and other garbage might be attracted here also 
> Fecund Ground
Balanced or Neutral
Makes an area have +100% increased fertility, +1 save vs disease and improves natural healing by +1hp per day. It even slows the ageing of foodstuffs and stores by half. Outdoors, it rapidly grows moss, lichen, plants and fungus, which may attract animals. May be cast on sacred beds, barns, gardens, ponds or animal pens but they will need to be well attended to or attract vermin too. Crops and growth in area will be improved

12 Turn (Various)
1 range per level, Instantone use of holy power as spell action
You must specify what type of target the turn power effects, with turn undead being the default type. Weilders alignment defines the power turn type.

>Banish
Good or Lawful usually vs undead or lower planes beings
Used to banish and destroy evil supernatural beings
Once per lv per day, range 1 per level
If less HD than a user, then (various) a d12 will flee towards its lair if any for a round per Lv and will only combat to retaliate to attacks on them or if cornered
If equal HD or one better than one subject gets a will saving throw to resist
If level doubles targets' HD then they are disintegrated or banished to some netherworld
> Command
Chaos or Evil usually vs undead, devils or demons
Evil use this to control thralls in their subversive war on normalcy and goodness
If less HD than a user, then (various) a d12 will obey a one-word command (like the spell, plus you can gesture like point) that lasts a round per level (flee or attack)
If equal HD or one better than user, then one subject (various) gets a will saving throw to resist
If level doubles targets' HD then they are charmed for 24 hours
> Halt 
Balanced or Neutral usually vs beast, flora or one type of elementals or undead
Use to maintain balance or the status quo, avoid conflict or to ambush foes
If less HD than a user then (various) a d12 will stand peacefully for a round per level unless attacked
If equal HD or one better than user, then one subject gets a will saving throw to resist
If level doubles targets HD then they return to their plane or grave or lair or some place significant to it and rest there and the area for a day per level

d12 Rover & Druid Nature Miracles
1 Awareness
2 Beast Ally
3 Beast Form
4 Beast Speech
5 Berserk
6 Elemental Mastery
7 Faerie Steps
8
 Flora Form  
9 Hibernation
10 Hunters Gaze
11 Regenerate
12 Wild Walk

d12 Rover & Druid Nature Miracles

1 Awareness 
3 range per level, as spell action, one round per level per one use of holy power 
Nightvision, Thermal vision and +2 all survival, tracking or sense rolls (Balance, Listen, Scent, Search, Taste, Touch). At 10th Lv gain a sonar sense also

2 Beast Ally
Self, one HD of animal linked per Lv, call once per use of holy power as spell action
You may call beast ally companions. You can split the total HD they have among various normal or giant animals. They are real animal friends so avoid abuse, harm or death. Giving your friends healing and food will keep them loyal.  At 5th Lv you can speak the beast languages of your current allied species. At 9th level, with a ritual, you may see through one beast ally's eyes for an hour per use within 1km per level. At 13th level you can speak to your beast allies with telepathy in 1km per level, at 17 level your mindlink to your beasts' range extends to anywhere on the mortal plane or 1km per level if both on some other plane. If you lose a beast ally, you can replace them with an hour ritual per HD. Surviving beast allies might leave if they feel unprotected, like followers, and appreciate good treatment like grooming and nice treats.

3 Beast Form
Self,
as spell action, one form change per use of holy power 
One specific species of animal form per level with up to HD or less = Lv, and one shape change per level per day so turning back to human requires one use also. May pick species you have seen for mobility, muscle or stealth uses.  HP dont change, and any unencumbering kit is included in the change (but not usable in the current form), the rest falls off. 

4 Beast Speech
Self, 
as spell action, communicates an hour per use of holy power
>1-4th Lv You can speak to one species of animal at a time per use
>5-8th Lv You can speak with all types of creatures from one of these groups:
amphibians, birds, fish, reptiles or mammals 
>9-12th You can speak to any vertebrate animal with bones
>13-16 Lv You can speak to any visible animal, including swarms or colonies
>17-20 Lv You can gossip with tiny creatures of the area as a divination ritual each use. Use them to sense enemies, find a lair, trail, herb, water, object or hazards over 1km outdoors (or 30 range indoors) incite birds, frogs and bugs to be silent or chirp loudly with a whisper

5 Berserk
Self, as spell action, one round per level, use of holy power 
>+2 hit and damage for duration, immune to fear and draw power from natures wrath
>You can't fall unconscious for the duration, even in negative hp while power on unless you die
>If no enemies in sight will charge and attack any moving or standing target the bigger the better (including allies). Allies may fake being dead. Turning off rage is a hard Will save
>Lv 5-8 roll a d4 rolls on one type of petty mutation every time you go berserk mutation
>Lv 9-12 roll d4 petty mutations and one major mutationswhen raging
>Lv 13-16 roll d4+1 petty mutations and two major mutations when raging
>17-20 roll d4+2 petty mutations and three major mutations when raging

6 Elemental Mastery
Self, as spell action, one round per level, use of holy power 
>Air Mastery
Lv1-4 -2 per dice of air or lightning damage
Lv 5-8 +2 save vs air magic or lightning
Lv 9-12 predict the weather for the next day or detect unnatural weather
Lv 13-16 immune to fall damage or lightning or asphyxiation (pick one)
Lv 17-20 immune to
 fall damage, lightning or asphyxiation 
>Earth Mastery
Lv1-4 -2 per dice of blunt damage, including falls and blunt unarmed
Lv 5-8 +2 save vs earth magic or petrification
Lv 9-12 always know your location on the earth
Lv 13-16 immune to petrification or poison or acid (pick one)
Lv 17-20 immune to petrification, poison and acid
>Fire Mastery
Lv1-4 -2 per dice of fire or heat damage
Lv 5-8 +2 save vs fire, heat or smoke
Lv 9-12 cast Ignite cantrip at will
Lv 13-16 immune to fire, heat and smoke 
Lv 17-20 immune to fire, heat and smoke

>Water Mastery
Lv1-4 -2 per dice of water, cold or ice damage
Lv 5-8 +2 save vs water magic or cold
Lv 9-12 +6 swim speed  
Lv 13-16 immune to cold or water or drowning (pick one)
Lv 17-20
 immune to cold, water and drowning


7 Faerie Steps
Self, as spell action or ritual per use of holy power 
> Lv 1-4 You can locate and find faerie gates and determine when they open with a ritual
> Lv 5-8 You can dimension door yourself 1 range per Lv 
as a spell action  
> Lv 9-12 You can dimension an additional person per use as a spell action 
> Lv 13-16 You can open a portal to Faeriland with a ritual with a mirror, water, stone circle, mushroom ring, flower ring, or a natural wood or stone arch or crack
> Lv 17-20 You can teleport anywhere on the mortal plane to a faerie portal you know

8 Flora Form 
Self, as spell action, one form change per use of holy power 
One specific species of plant, fungus, ooze, mould or slime form per level with up to HD or less = Lv. May pick species you have seen for various uses.  HP dont change, and any unencumbering kit is included in the change (but not usable in the current form), the rest falls off. All kinds of brainless growing life forms or colonies of them are possible. Your flora form always has a Move score of at least 1/3 their human speed, but can remain immobilised as a spy for months or years. Could live inside a monster's guts, grow fruit and other weird stuff in some forms.

9 Hibernation
Self, ritual, sleep per use
>Sleep under the earth or inside a tree, in water, requiring no food or water or air
>If attacked or forced awake, get a Will saving throw to react; otherwise, takes a round per year asleep to revive. Will be skinny and hungry when awake, but it's kind of time travel and why nature religion keeps returning. Why you get big turnouts at holy places big festivals. You awake with full hp unless woken early. Powerful users will carry fragments of old allies they can cast reincarnation on.
Lv1-4 month per use
Lv 5-8 year per use
Lv 9-12 decade per use
Lv 13-16 century per use
Lv 17-20 millenium per use


10 Hunters Gaze
One target per use of holy power 
>Tag one target in sight and gain +2 to hit and damage and +4 to track the target
>Target remains tagged until killed or you select a new target with another use of your holy power. You can choose to tag any one target you aim at on your attack action 
>At 10th Lv your allies get a +1 to hit the target
>At 20th Lv your allies get a +2 to hit the target

11 Regenerate
Self, always on
Up to the user if it leaves or erases scars
>Lv 1-4 Heal 1 hp per hour, remain spry in old age
>Lv 5-8 Heal 1 hp per ten-minute turn, live as long as oldest of species
>Lv 9-12 Immune to bleeding, regrow missing body parts in d4 days
>Lv 13-16 Heal 1hp per round, no longer age
>Lv 17-20
 Revives from death and dismemberment in a d4 days

12 Wild Walk
Self, as spell action, turn per use of holy power 
>Blend into natural environment, getting +4 sneak or hide and cannot be tracked, no terrain penalties to move in wilderness

------

This will get updated tweets for a while before being part of a PDF with possibly a system for bard songs to. Id like to squeeze the bard into say runmaster. So please let me know in the comments if anything here sounds too open to abuse or recommend possible weirdness.

The prospect of prehistoric peoples just popping up from time to time who could possibly revive lost species with my nature spells, will help my world be more magical.

Sunday, 18 January 2026

Spy Fi Schools for super students































I need this for an adventure im writing for our shared TSR Marvel 60s spy-fi game.
I will be doing some more spyfi stuff and finishing a table i started 6 years ago for Bond villains and recent world events have inspired me to finish it. Ive been reading uk kids' annuals from the 60s to 80s from British Weekly Comics. Plenty of kids with one weird power. So this is full of that and other UK kids and spyfy shows. A bit of Marvel and Teen Titans.

I'm playing more than running games lots of late.
I think ive improved a bit as a player.
Our usual jan hard-to-catch-up period has actually been the best in years.
Some players' kids a bit older now possibly helps.

In WW2 superheroes took their sidekicks into battle, and post-war, this practice has been banned by the UN Superhuman Test Treaty. Recently, a new generation of child superhumans has become old enough to cause trouble as vigilantes. Their numbers have grown, so the Dept of Metahuman Affairs has created a truant squad to round them up for their own good. As no one system could be agreed on as a sole methodology, various thinktanks and organisations funded and established various schools. Some were for more dangerous children. Schools are to make sure kids dont become supervillains. Some think love and understanding works others prefer sport and beatings. Staff are mostly spies.

The Truant squad inspect schools quarterly for MOD Ministry of Defence. They have plans to raid every school in preparation and to imprison all students to assess them for potential villainy. There are UN inspections in the less secret schools that also investigate eugenics and racism. Some of the UN teams are former Nazi Hunters.

The oldest school run by Ministry of Defence clearly failed early on as its first WW2 born class ran wild as superhero team before they were supposed to on their own. They were a handful. Other failures created supervillains. So for the new generation has all kinds of organisations and government departments creating many schools to test which is the most successful at creating well-adjusted, responsible superhumans or black ops agents who can hide from public. Too much spy or millitary training has created problems. Most schools have only a dozen students in a limited age range. Only a few of the biggest have 40-200 students.

Due to the time period their are remnants of racism and eugenics still being cleaned up. Most of the larger schools are co-ed and of a variety of nationalities. Smaller ones are more likely to be specialised in a limited age, gender and mostly UK descent. There are many failed experiments locked in cells and containment fields.

This could be for backgrounds for characters, a campaign of inspecting schools, a student campaign or just for investigative or combat missions. Players could be humans managing super youths. In a hero campagn the state might lumber you with some scheme to match heroes up with delinquents. Or even a class of them. Could overlap with my super hero old folks home which the players liked so much they took over management. 

d20 Cool School Features
1
 Training Gymnasium and pool
2 Secret underground science labs and vaults
3 Arcade, rollerskating, trampolines and bumper cars
4 Therapeutic petting zoo or hobby farm with puppies and horse riding
5 Transport hub: helicopter pad, garage, boat pier or train station
6 Commando course
7 Museum of heroes, villains, graduates and portraits of students

8 Armed guard security force
9
 Massive library 
10 Luxury spa & cafeteria

11 Workshop for military-grade construction projects
12 Operate a junior super team or provide legal sidekicks in traineeships

13 Martial arts school
14 Botanical garden or zoo 
15 Simulated street or village test site
16 Paranormal events site (ghosts, ufos, cryptids)
17 Predictive AI computer system controls the school security and doors
18 Village, a suburb or complex full of agents and student families requiring protection, living typical domestic lives. Might be around school as a cover and include retired superhumans
19 Spooky sealed old building 
20 Astronomy centre with telescopes and radio telescope dishes

d20 Uncool School Features
1 Hostile agent infiltration (foreign, alien, cult, crime)
2 Funding shortfalls and disrepair (faulty and retro tech)
3 Possible 
takeover, closure or merger (red tape or funding attack)
4
 Data leaks about students and lab work
5 Former student or staffmember now a vindictive villain
6 Secret surveillance-resistant control centre
7 Excessive defences seem like a prison (giant robots, army base, force dome)
Large student graveyard or morgue
9 Abusive bullying (juve gang or rigid staff)
10 Factional feuds (competition and sabotage among staff or students)
11 Disappearances, deaths, and drama (investigators needed)
12 
Secret prison research hospital for rejects and experiments
13 Black lab for metahuman study with an anatomical organ vault
14 Firing range and test site, cratered and rubble-filled area like a quarry
15 A secret society in the school has strange plans or an agenda
16 Vault of enigmatic objects
17 Some staff might be supervillains or have dark past come up
18 Guard autoguns, androids or robots
19 Secret underground training bunker with an armoury and a hazard chamber
20 Secret clone or cryonics pods

d12 School Education Style (roll for school of staff)
1 Elite private school with strict discipline and punishments
2 Scientist staff train and educate students with a few specialists
3 Millitary school with marching in uniform and drills
4 Groovy progressive with music, cool clothes, young staff and a discotheque
5 Run as a well-intentioned ordinary state school
6 Sport and athletics focused 
7 Students are all scouts and have lots of outdoor activities
8 Arts-based school for drama, dance, music and visual arts
9 Science and engineer focused school to give students tech to the industry and millitary
10 Paranormal Research School encourages students to conduct unusual research
11 Mental hospital treats students like patients and drugs them
12 Spy org that weaponises students for black ops and millitary actions

d12 Exotic Location
1 Creepy old castle
2 Former manor house and estate
Mod multi-level urban structure
3 Private Island with pier and helicopter pad
4 Alpine location with woods and mountains
5 Former sea fort or lighthouse complex
6 Former prison
7 Former power station
8 Closed underground railway station or tunnel
9 Former boarding school 
in crime filled area
10
 Inside a military base
11 VIP campus of an ordinary school 
12
 Atomic bunker complex

d12 Who Runs it?
1 Branch of millitary from the army, airforce or navy
2 British Tocket Group (for space conquest)
3 Experimental Eugenics Foundation (replace homo sapiens)
4 Ministry of Defence MOD Metahuman Affairs Division
6 Thinktank, a science research organisation interested in robotics, war and mind control
7 Department of Metahuman Affairs, Truancy Squad, with children rounded up
8 UN org like UNIT, UNCLE, Nemesis, and even UNICEF might have saved some children
9 European Union superhuman test treaty organisation, multicultural
10 Independant ecentric wealthy scientists who got a contract, wildly vary
11 Scotland Yard employs dozens of child vigilantes with large cash rewards
12 Hijacked government tender for school, a s
ecret society like HIVE, HYDRA, THRUSH or possibly under extraterrestrial control. Everything seems legitimate and boring

d12 Specialisations
1 Patriotic propaganda training
2 Mutant or psionic students
3 Military and black ops combat
4 Vigelante law enforcers
5 Freak containment
6 Paranormal research
7 Dangerous or troubled students
8 A top secret project
9 Search and rescue training
10 Spoiled privileged bastards
11 Mind control
12 Technology

d20 Staff
1 Old scientist
2 Millitary disciplinarian
3 Nosey Nanny
4 Hippy revolutionary softy
5 Psychological practitioner
6 Former secret agent
7 Former or veteran superhuman
8 Coach, a former athlete
9 Medical profesional
10 Charming and popular
11 Youthful and fun
13 Frightening elder
14 Philanthropist progressive
16 Witty with humiliating insults
17 Paternal counciler
18 Attractive and athletic scientist
19 Former villain
20 Creepy weirdo (human or some kind of creature teacher?)

d12 Managable Crisis 
1 School dance
2 Interschool sport event
3 School inspection by 
social workers and Truant Squad
4 Exams season
5 Student election
6 Parents try to break in to take the child back
7 School excursion or camp
8 Someone has an accident, injuring some students
9 Student runs away, initiating a manhunt
10 Exchange students from rival school here to spy, prank, sabotage and provoke fights
11 Interesting new students and staff this term
12 School faction feud with pranks over age, gender, sport, pop music or some nonsense

d12 Mega Crisis Events
1 Enemy of the school attacks to seize or kill staff or students
2 Criminals, cultists or conspiracy agents raid the school
3 Criminals, cultists or conspiracy spies have undercover agents
4 Rival school students want a battle and cause trouble
5 School was raided by the government for non-compliance, and some students were taken by social workers and the Truant Squad
6 Students include some who serve an enemy faction
7 Kids break curfew and run amok in the outside world, risking press discovery
8 Fire, explosion or other "accident". Some students were injured and cause covered up
9 Students find some Cold War, eugenics or superhuman secret on campus
10 Anti-meta robots attack and will kill or kidnap targets to take to their AI lab factory
11 Time travellers, possibly future students, visiting in secret or trying to give a warning
12 
Flying saucers land, aliens d4 1=kidnapping test subjects 2=here to limit superhuman evolution 3=take kids to study galactic civilisation 4=invasion test assault 5=help save a civilisation 6=need hosts for spawn of their alien gods from overspace

d20 Famous Schools
1 Beat Street School - Beat Street kids are all martial artists and roam as a gang in a violent, run-down district. They are regarded as thugs and are actually being trained in black ops. They have rivalries with ninja and assassin schools
2 Pauline Pepperpotts School For Extraordinary Abnormal Children - strict but small classes under the direction of a mysterious educator. Trained to be paranormal investigators and some of the staff are paranormal entities
3 Cuckoo Academy - where telepathic albino hive mind students are educated after being born in a english village. Supervised by scientists and millitary who are just starting to worry. A similar school is in the Soviet Union and some data has been exchanged. Soviets have suggested a nuclear device should be placed in each school if students become dangerous
4 Essex Academy - a school for mutant children to learn heroic values like teamwork, operating since 1840s and furnishing and uniforms of Victorian era style. The headmaster is a long-lived expert on genetics and mutation
5 Camp Chimaera - a school on a millitary base also contains some freaks and monsters in cells and was where the first postwar generation of heroes escaped their education. Now there is a stricter regimen of mind control. Previous failures blame the kids psionics, causing them to rebel vs the worst intentions of their teachers
6 Space School - child astronauts trained to survive space colonisation run by the British Rocketry Group. Many spend time in a simulated space habitat and expect to be on the moon or beyond in five years. Some students are gifted with technology. Some students and staff have powers from alien contamination like Boy Martian, Moony and Princess Venus
7 Weber Institute - a strict, isolated school in a rural manor with high security and lots of labs. Many staff worked in german superhuman labs in WW2. Has had complaints of eugenics, white supremacy, torture, creating own army and cloning Adolf Hitler. The Ministry keep tight reigns on the place and 5 former headmasters are now in prison. The Hitler clone died in a fire
8 St. Ursula's - an all-girls school in a rural manor, where children are encouraged to plot and scheme to be future spies. Children building bombs, labs and guns are all encouraged as long as discreet. Lots of sports like hockey, tennis, croquet, archery, rugby and martial arts. Staff are mostly nuns secret religious women's combat order
9 John Dee Special Academy - students trained in paranormal investigation, the school has a vault of contained relics and the property is haunted by cryptids, ufos and spectral beings (rivals with the Crowley Academy)
10 Challenger Academy - for future explorers and scientists of the Challenger Foundation, from a highland castle. Every year tip students go to some fabulous field trip to a mysterious hidden land or the most extreme locations on earth. Some students spend years abroad in study around the British Commonwealth, living with natives. They bring many recruits back, making their school the most representative of the commonwealth peoples
11 Bleak Hill Youth Detention Centre - actually for delinquent metahumans, a modern prison with a research hospital. There are three wings of severity and releasable, a fourth wing with cryogenic vault and force field cells. Surrounded by isolated woods and moors 
12 Excelcior Academy - for future superheroes, trained in law enforcement and rescue and building their heroic identities. Some dropouts became villains or black ops. Professor Excelcior operates a high-tech secret science base under the school. Many go on to join hero teams. The school also has a large graveyard of past students, and giant robots guarding the school provided by the Ministry of Defence
13 Tomorrow Foundation - prepping kids to be benevolant utopian pacifists, mostly take psionic talents, and they have technology to monitor and enhance mental power. Older youths lead younger students with help from a biomechanical inteligence the first students built
14 Churchill Grammar School - run by millitary establishment but mostly an ordinary school next to a millitary base where they are all cadets. Can be unruly but obey uniformed superiors 
15 Dream Academy - a philosophical think tank school where students learn to build utopia through science, diplomacy and violence. Run by a committee of free-thinking beatnik genius educators in many fields, including arts and sciences. Their building is ultra-modern and open design. They try and help mostly teenage students cope with their powers and use them to benefit their utopian cause. Counter-cultured but pacifist with its problems suppressed so far 
16 Legends Legacy Academy - a fashionable casual dress school where staff are older heroes and an aged care facility lets kids interact with heroes of past generations. More interaction with normal humans and the community. High security for children of 
superhuman, has facilities for all ages from preschool
17 Grand Order of Druids Preparatory School of the Sacred Oak - students with lots of flora and fauna powers, including a campus for super animals, sapient animals and students with beast powers being educated by an animal empath teacher. There is a team of plant-themed student heroes: Snapdragon, Tigerlilly, Mandrake, Wormwood, Nightshade, Wolfbane, Hemlock and Mistletoe. Students have strong ecological education and community programs. Many staff are tough colonials of the commonwealth. Also love cricket and proper football 
18 Blackstaff Hall School - in a spooky Scottish Victorian private estate specialising in supernatural, mutant and psionic students who learn control of their powers. They encourage students to blend in with normal youths and influence them. The teachers seem cold and strict but warm up with individual students to facilitate training. Many students believe they are special or chosen and are notoriously competitive with other schools and each other. The principal Mr Algenon Blackstaff, and his staff are occultists and have some minor talents at least
19 Penningham Grammar School - a spy school in a secure village where retired spies are kept as residents and experimental mind control projects are researched from an underground complex. Everything in the village is generic, yet there are no familiar brands, limited propaganda media and local. Its true location is secret, but based on a seaside holiday hotel complex
20 Tillenghast Foundation Science School - using a resonator to perceive ultraterrestrials, the students are trained to sense or combat these strange things from beyond. The professor sadly vanished decades ago, and a committee of self-funded scientists continues his work. They also investigate other paranormal events and use a resonator to tap into other realities to find clues. Some students seem to be more sensitive to ultraterrestrial spirits

d12 Foreign Schools for Exchange Students or Visits
1 Nippon Robotic Technical School - Japan has lots of kid heroes who are the only operators of various robots. Lots of genius scientists made robots with genetic lock controls operable only by themselves and their offspring. A sinister alien force took these mecha scientists, leaving their children. Also has android, bionic and robot students and staff. A separate campus for psychics has been called for
2 Texas Super Ranger School - Texas USA trains students to be super cowboys and cowgirls and follow a code of upholding society with gun violence. All learn to ride, survival and to resist torture. Many use knives, whips, lassos and guns. A bit extra racist
3 Emu Flats Extraordinary School - Australia near a nuclear test site to encourage mutant students. Very hardy with lots of outdoor exercises. Work with the nuclear test program and other secret black sites in the secure wasteland
4 Tunguska Technical School - part of a millitary base in soviet union for research and millitary training. Many students were recruited into the KGB or other bureaus and paranormal research. Considered ahead in psionics training and millitary use
5 Chairman Mao Technical College for Superhuman Excellence - Chinese state school from a bunker under a millitary base with a local village of mostly millitary families. Seek to create a Chinese super team for propaganda
6 Nemesis School - Switzerland-based international UN law enforcement organisation operate a special school where international students with unusual abilities are trained. Founded by three superhuman agents who increasingly came up against dangerous, failed super soldier programs. Students may assist with actual cases in their training as law enforcers
7 Ultima Thule School - Iceland, a joint program of Denmark, Norway, Sweden and Finland, training superhuman youths and spies to face the USSR. Works with many allied nations on operations. Very serious and high performing in a frozen, isolated millitary base
8 Occult School of Science - NYC, USA, a paranormal school for the gifted, operated by a mystic Doctor Droom, Dorian the Witch Boy and his pet hellcat Tim. They have a vault of demonic relics and books guarded by demons and gargoyles
9 International Football School - soccer team cover for travelling international students. They roam the world, staying in various cities to train and compete. Tend to have lots of adventures when travelling. Operated by a UN agency and various law enforcement bodies that want international discreet agents. Many graduates play worldwide 
10
Académie Française D'études Surhumaines - Paris based french defence force school, seems to be priveladged modern school in the city with secret sub levels into the city catacombs. Students are stylish and efficient. English refer to it as "The French School" but many European students who all study diplomacy
11 Genetic Security Agency 
Institute for the Future - SanDiego USA, a modern designer utopian school operated by the GSA with the Genemax corporation. Seems idealistic and benevolent. Plan to hothouse children of the rich to become superhuman rulers of the future
12 HIVE Academy - New England USA, a private school that trains and studies superhumans. Receives government funding money but is really run by a terrorist and criminal organisation. Premier producer of teen super criminals. Many staff are scientists or super villains 

West Germany is still banned since ww2 from operating superhuman millitary programs but leans into various international orgs instead. East German talent go to Moscow or Siberia for experimentation.

In the UK, Robot Andy solves problems on his own, but there are some child "robots" being socialised before getting combat upgrades. Some robots clanker students raised with superhumans will get body upgrades when deemed stable and mature.

Some schools specialise in a type of powers like Corky Wilde's School for Cat Children or Mrs Wilson's School for Extraordinarily Infants (taming terrible terrorist toddlers since 1904).

There is a whole school of super monkeys and apes from early tests, and many "students" are in their 20s now. A few have managed to live in a normal society with some prejudice. Most live ordinary working-class lives but a few accountants and academics.

There are martial arts schools producing extraordinary athletes, they dont qualify as superhuman and thus not included.

Some children manifest powers and attribute a separate personality to them, even as far to manifest as "magic item" or "pet". As they grow and receive training, they will overcome these limitations.

Names with illiteration, rhymes, puns, metaphores or jokes are common.
Most get new names when adult.

d100 Superhuman Kids
01 Cuckoo kids - psionic linked hive mind
02 Will Scarlet - boy archer
03 Stinker - emits awful gases to stun or kill
04 Boy Cyborg - part machine after an accident
05 Toybox Boy - builds small robots
06 Chomper - super eating and biter, matter eater
07 Animal Boy - talks to animals
08 Wild Girl - feral girl
19 Jaquie's Geni - conjures a magic spirit that makes illusions
10 Boy Frankenstein - dumb but resilient and strong
11 Transistor Danny - electronics and women's shoe expert
12 Monkey boy - powers of a monkey
13 Catboy and Catgirl - cat powers
14 Leopard Girl - cat powers
15 Whistler - sonic whistling powers
16 Skateboy - skater vigilante
17 Kid Cobra - flight, fast, poison resistant, wears snake suit
18 Oddballs - generates force spheres that obey will and fly 
19 Shrinky Dink - shrinks
20 Thinker - smart problem solver
21 Brain Box - super smart nerd
22 Chatter - overly talkative and mystery solver
23 Dodger - great at avoiding harm and good at persuasion
24 Billy Black Eye - boxing mad lad
25 Kid Champ - boxing and athletics
26 Jokeshop Jack - makes and carries jokes
27 Stormy Summers - weather control
28 Face Freak - face change
29 Eraser - disintegrating beam, which comes from a "magic eraser"
30 Pocket Penny - shrinking
31 Kid Claw - has a super crab claws one big one small
32 Polly and her Parrot - mindlinked smart animal
33 Ghost Girl - insubstantial at will
34 The Spook - causes fear
35 Underwater Girl (U-Girl)
36 Crybaby - sonic screams, water generation and super tantrums
37 Kid Fixer - genius grifter and manipulator
38 Wild Boy - feral athletic kid
39 Pepper & Her Magic Pony - ghostly pony is a psionic construct
40 Sammy & His Servant - psionics form a jolly looking geni from a 1920s book
41 Hooky - child with a silver hook hand that can harm supernatural beings and interfere with psionics. He can even snag astral trails and small spirits
42 Dead Eye Dan - super precision and accuracy, uses peashooter or catapult, also strong
43 Ghastly Greg - can become frightfully hideous, strong, clawed and amphibious
44 Freddy Fatty - inflates and floats, resilient to harm
45 Windbag Wilson - controls air, flight
46 Malvern the Menace - violent thug gifted at combat and attacking weakness
47 Billy Speed - hyperspeed from his speed pills
48 Spotty - pimply bald squat child with psionics, others see spots around him, he can blind others for a while
49 Zipper - superfast and hands become like jackhammers
50 Laser Lad - energy emission
51 Mole Boy - burrows in his black furry stealth mole form
52 Numbskull - resistant to kinetic damage and flexible
53 Kid Jack Frost - cold emision
54 The Goober - damage resistant, lucky and dim witted
55 Mad Minx - violent combat talent girl
56 Choker - telikinetic crush, some call him Grooper
57 Jackpot - super lucky and agile
58 Derek the Jungle Boy - a wild boy raised by a science genius hermit
59 Wendy the Werewolf - wolf and hybrid form, resistant to harm
60 Earnie & his Magic Eye - eye sheilds him and causes bad luck. gives him terrible advice
61 Sally & her Spectre - girl has a guardian ghost
62 Mandy Monster Hands - hands become clawed and can cut steel
63 Gobbler - can eat several adult whole, can regurgitate them later
64 Sunbeam Sally - glows and flies, shoots rays that make people feel nice
65 Bouncing Billy - inflates and bounces
66 Scruffy - grubby kid everyone looks away from, good at infiltration and stealing snacks
67 Funnybone - flexible bones and body, can streach or bounce
68 Merry Midget - shrinking and increasing strength
69 Rattler - makes a sonic rattle with psychological or deadly effects
70 Sparkler - shoots stars and lights
71 Bouncer - bouncing and super strong hoodlum
72 Bubbles - makes force bubbles and finds new uses for them
73 Jenny Jester - makes people fall over laughing, talks to her pet dog, monkey and parrot 
74 Puck - invisibility and shrink
75 Son of the Spider - ruthless, fearsome mastermind, boasts about his dad being the greatest villain and hero ever 
76 Basher - super strong and invulnerable
77 Ten Ton Tony - becomes dense and heavy but looks the same
78 Kid Squid - Sprouts tentacles and can breathe water and change colour
79 Katie & her Zoo Crew - psychic bonded to a ever growing herd of pets
80 Miss Moon - floats, emits light or can cover herself in shadow
81 Ultra Violet - super strong, invulnerable, emits light, very violent
82 Fireball - shoots explove fireballs, getting the hang of safety and size
83 Kid A-Bomb - explodes at will then reforms, sometimes in another location
84 Flat Lad - becomes 2d and can slice through most 3d matter
85 Bomb Girl - projects explosive black energy spheres, a bit anarchic
86 Full of Beans - when eats certain foods, metabolism becomes superhuman briefly
87 Pixie - fly, shrink and invisibility
88 Stardust - makes sparkly light, sheilds and telekinesis
89 Cocroach Kid - turns into a tiny bug or full size battle insect form
90 Sky Lad - flight, weather control
91 Bird Girl - wings, turns into a bird, speaks to birds
92 Fish Finger Pete - can breathe water and becomes a fish humanoid if immersed in water, shedding his human skin. If on land a while sheds again into a boy
93 Tip Top Tim - super strong, invulnerable and fast pugilist
94 Atom Girl - disintegration, super strength and invulnerable
95 Gouger - can tear chunks of flesh or other matter with hands at high speed
96 Penny Powers - controls and mimics other people's powers
97 Funny Face - disguise but also cause fear or laughter
98 Mega Megan - strong, density increase
99 Girl Pirate - athletic, lucky, expert with weapons
100 Miracle Maid - strong and telekinesis

















Creature Teacher is ideal for difficult students. I think they might be Azathoth.

Also brit comic ETT Extra Terrestrial Teacher is probably a more queer version of Martian Manhunter and Uncle Martin from my favorite martian