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
- 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.
- 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.
- Win: Unlock the Exit Gate with all 3 tickets and escape.
- 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.