The Spooky Signal

Never mind your typical "house of horrors in space" sci-fi, here's a one-shot with clown shoes, four-fingered balloon-hands, and a countdown timer before everyone becomes an extra in the Chuck E. Cheese juggalo revue.

Genre: Carnival Haunted House Sci-Fi

Scene: The USS Cotton Candy, a derelict carnival spaceship. Neon lights flicker, clown animatronics giggle, sticky candy goo everywhere.

Goal: Collect 3 Cursed Carnival Tickets (First Aid Tent, Game Booth, Haunted Garden) to unlock the Exit Gate and escape before the “Grand Finale” (3 scenes).

Factions:

  • Giggling Clown Spirits (Body 1, Mind 1, Charm 1, 3 HP, Gear: Squeaky Hammer +1 damage). Mischievous ghosts that prank.
  • Candy Goo Puddles (Body 2, Mind 0, Charm 1, 2 HP, Gear: Sticky Trap +1 Body roll to escape). Animated goo that transforms players (e.g., balloon hands).

Hooks:

  • Giggly Whispers echo (Charm 8 to resist being spooked, or giggle for a turn).
  • Funhouse mirror in the Funhouse Mirror Room shows a clue (Mind 6 to spot).

Gear: Cursed Popcorn Bucket (+3 to any roll, once per session).

Vehicle: Haunted Carousel Horse (Body 2, Mind 0, Charm 1, 10 HP, Gear: Spinning Charge +1 damage, once per scene).

Deckplan

  • Docking Ring: Entry, sticky caramel, flickering “Welcome!” signs.
  • Ticket Booth (Cryo Bay): Cracked ticket machines spew ghostly tickets.
  • Funhouse Mirror Room (Bridge): Mirrors reflect giggling faces.
  • Staff Break Room (Crew Quarters): Cotton candy machines, clown costumes.
  • First Aid Tent (Medbay): Creaky cots, Cursed Ticket under a clown mask.
  • Game Booth (Mainframe Core): Ring-toss games, Cursed Ticket prize.
  • Haunted Garden (Hydroponics): Candy-cane vines, Cursed Ticket in a jack-in-the-box.
  • Exit Gate (Escape Pod Bay): Locked until 3 tickets are collected.
  • Midway Alley (Maintenance Access): Central hub, balloon-filled paths.
    Notes:
  • Connections: Two-way, roll 2d6 + Body vs. 8 for “Sticky Doors.”
  • Spooky Timer: After 3 scenes, the “Grand Finale” triggers—lights out, music stops, everyone on board turns into a clown animatronic (Total Party Knockout).

Gameplay Loop

  1. Setup: Pick roles (e.g., Daredevil, Magician), assign stats (Body/Mind/Charm, 3 points), create a Special Ability and Gear. Optionally, add the Haunted Carousel Horse.
  2. Scenes:
    • Scene 1: Start at Docking Ring. Navigate to First Aid Tent for the first ticket. Giggling Clown Spirits (3 HP) spook you (Charm 8 to resist).
    • Scene 2: Head to Game Booth. A Candy Goo Puddle (2 HP) guards the second ticket—roll Body 8 to escape its trap.
    • Scene 3: Reach Haunted Garden. A jack-in-the-box pops out (Mind 6 to avoid being startled). Grab the third ticket, then escape via the Exit Gate.
  3. Win: Unlock the Exit Gate with all 3 tickets and escape.
  4. Lose: If everyone’s at 0 HP or the Grand Finale triggers, you become clown animatronics.

GM Tips

  • Keep it silly—exaggerate scares (e.g., a honking clown nose in the dark).
  • Use the timer: “Music slows, lights flicker—hurry!”
  • Spawn more Clown Spirits if players dawdle.
  • Encourage roleplay: No rolls for non-risky actions.

Oh, Right...

Here's the "core rules" for the game mechanics. I knew we forgot something.

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