Carnivals have always exuded a faint fetor of menace. Itinerant strangers come to town, some of them dressed as clowns, and try to trick you or exploit the basest depths of your curiosity. They exist to break down boundaries, give you permission to indulge, and then move on, leaving you, the seemingly innocent townsfolk, to reckon with what you got up to under the garish light of the midway.

When you set a scene in a Fear Itself, Trail of Cthulhu, or Esoterrorists scenario at a sideshow or circus, the players know to expect creepiness.

You know what the real story is. But what are the rumors the investigators encounter before parting the wrong curtain and finally beholding that terrible truth?

Here are 7 rumors for townsfolk and carnies to spout at the PCs before the real horror surfaces.

  1. “They did a test on the corn dogs and found that 1% of the contents were human flesh.”
  2. “Last year when the carnival came by Mamie Jones just up and vanished. The sheriffs caught up with them down in Dixville but they said they’d never laid eyes on her.”
  3. “Before the authorities clamped down on the freak show, they had an alligator man who was a little too real, if you know what I mean.”
  4. “Some of the most prominent people in our town worship the devil. And their high priest and priestess are the owners of this carnival, who travel from place to place renewing the vows of apparently ordinary folk to Satan himself.”
  5. “They stopped using their old Ferris wheel. Ten years one of the cars came loose and a girl fell to her death. That old ride was haunted. People who rode by themselves would sometimes look over and see her, weeping gluey tears from her faceless head. I don’t suppose a ghost could transfer from an old Ferris wheel to a new one, could it?”
  6. “Last year one of the roustabouts lost an eye in a bar fight. Guys from the local mill started it. I wouldn’t be surprised if some bloody revenge broke out later tonight.”
  7. “A friend of my cousin’s went into that hall of mirrors back in the 90s. He stepped outside and he coulda sworn he was in the 1890s! He turned around and ran back in and says he can’t even look at a mirror nowadays.”

And as always, if the players care more about a tall tale than they do about the main plot line, why maybe it’s not so untrue after all…

Mario Bava’s final film, 1977’s Shock, offers up exactly the dreamlike take on the psi-horror cycle of the period you’d hope for from him. Ultimately it goes in a more supernatural direction than more pseudoscience-oriented titles like Carrie, The Fury, Firestarter, or Scanners. That’s just one of the ways in which it prefigures Kubrick’s The Shining. Seven years after her first husband’s death, a woman moves her son and current husband into the old house. It doesn’t take long for the kid to turn into both a psychokinetic and psychosexual menace.

Psi-horror picked up in the 70s as the demon horror cycle initiated off by The Exorcist trailed off. The Omen can be seen as a transitional title, with a definitively demonic kid killing from a distance in a decidedly psionic way.

Our current demonic horror cycle, which has merged with the haunted house movie and is typified by the Paranormal Activity series, has now gone on longer than the original 70s wave. I keep wondering if a psi revival will follow it. Certainly attempts have been made, like Beyond the Black Rainbow, but so far they’ve been more about evoking retro influences than tapping into the current zeitgeist.

The most popular property to draw on this imagery lately has been “Orphan Black”, though it’s more on the thriller side of the fence than an example of pure horror.

For a psi-horror one-shot or limited series, I’d use Fear Itself, dropping the supernatural trappings of the Outer Dark for weird pseudoscience. The straight up version would have the group of ordinary people at first menaced by the TK or firestarting powers of a pint-sized GMC relative or charge. Then they have to get the kid to safety as the evil corporation or government research agency responsible for the forgotten experiment. You could steal some Night’s Black Agents mechanics for the ensuing chase scenes, especially if you then bring in elements of the spy genre, the way “Orphan Black” does.

Or you could start out that way, going for Bourne-meets-Scanners, with adult experimental subjects waking up to their new powers (borrowed from Mutant City Blues), then having to figure out who did this to them before they get captured and packed off to the vivisection lab.


Fear Itself is a game of contemporary horror that plunges ordinary people into a disturbing world of madness and violence. Use it to run one-shot sessions in which few (if any) of the protagonists survive, or an ongoing campaign in which the player characters gradually discover more about the terrifying supernatural reality which hides in the shadows of the ordinary world. Will they learn how to combat the creatures of the Outer Black? Or spiral tragically into insanity and death? Purchase Fear Itself in print and PDF at the Pelgrane Shop.

Night’s Black Agents by Kenneth Hite puts you in the role of a skilled intelligence operative fighting a shadow war against vampires in post-Cold War Europe. Play a dangerous human weapon, a sly charmer, an unstoppable transporter, a precise demolitions expert, or whatever fictional spy you’ve always dreamed of being — and start putting those bloodsuckers in the ground where they belong. Purchase Night’s Black Agents in the Pelgrane Shop.

Mutant City Blues is an investigative science fiction roleplaying game by Robin D. Laws where members of the elite Heightened Crime Investigation Unit solve crimes involving the city’s mutant community. Purchase Mutant City Blues in print and PDF at the Pelgrane Shop.