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

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