Evil Clowns

The transient nature of traveling shows such as carnivals and circuses lure all manner of strange characters and mystical entities. lt’s for good reason that carnie folk are highly superstitious; interlopers carry with them a sort of supernatural baggage that flourishes in the soup of sin and innocence that pervades the big top. One of the many types of paranormal denizens of the traveling show are the evil downs.

While not as common in circuses and carnivals as ghosts and specters these creatures are far more dangerous. Commonly, they serve as minions of a powerful spellcaster and come in bands of five to 12, depending on the size of the traveling show. Once simple performers, these clowns are hosts for minor spirits, summoned by the controlling mage, and are used to fulfill the evil schemes of their master.

Aside from the tendency for sadistic behavior, which can be reigned in by the master, these minions can be detected by runes and occult markings inscribed upon their faces. The heavy make-up char the evil clowns wear obscure the markings, requiring a Difficult sight-based Perception check to detect without a detailed inspection. Killing the master can facilitate the release of the minion clowns, bur in some cases, amnesia, madness, and even death have resulted from sudden release from the enchantment

Another type of rain ted clown that is by a malevolent poltergeist of great strength, one that does nor need the help of a spellcaster. It’s sometimes called a solitaire down or harlequin. When bonded, the union of clown and beast becomes a murderous engine for terror that cannot be stopped by mere force. Killing this down, regardless if how much damage is done to the corporeal body, will only put the creature into a torpor lasting 1 D days. After this time, the evil clown rises again at sunset and seeks its revenge.

The only way to end the existence of the solitaire is to remain it with bonds made from its home ground, generally the remains of the carnival, circus, or amusement park it haunts. These bonds must be sturdy enough to contain the creature, as they have no special ability to neutralize his supernatural strength and cunning. Once restrained, on his territory, the evil spirit must then be exorcised from the person.

If the down has been possessed for some time, the man or woman left behind will generally be an insane shell of a person who would require years, perhaps decades, of therapy to rehabilitate. However, as long as the host lives, there’s a chance the angry spirit will re rum to resurrect the vile clown once more …

All evil clowns share a few common traits. Generally, they have comical names, such as Bonzo, Yucks, or Honker, and they find inflicting pain extremely humorous. It fills them with joy to entertain one moment, then to sadistically torture their audience the next. In combat, they use all manner of modified props to cause their opponents as much pain as possible before dealing a lethal blow. These instruments include pies filled with razor blades, poison-spewing plastic flowers, and over-sized guns that shoot plumes of flame.

There have been recorded instances of evil mimes as well, but in the realm of the underworld they are considered the “near-beer” of henchmen.


One type of evil clown is the killjoy. They wear bright, multi-colored outfits, and their faces appear to be covered with red and white makeup, forming a large smile on their face in truth, this is the “natural” coloration of their skin. Killjoys prey upon solitary people or small groups. They tend to stay in the shadow until they spot a victim. They then use their abilities to root the person to the spot. Once this is accomplished, the killjoy performs bizarre and gruesome “tricks,” while the victim is unable to run away.

Examples of tricks include:

  • Reaching behind the victim’s ear and “finding” a large, live, squirming rat.
  • Performing a card trick in which the cards are decorated with drawings of the people being killed in a variety of ways.
  • Hitting the victim in the face with a pie filled with blood.

Though these cricks are terrifying, they are not dangerous. Killjoys will seldom murder lone victims since it is essential that there be a survivor to spread the word of the killjoy. When more than one person is encountered, however, the killjoy usually picks the victim at random, in a drawn-out process designed to instill terror in all of the people present. Once the victim is dead, the killjoy takes a bite our of the corpse with its long, razor-sharp teeth. At this point, its job done, it abruptly turns its back on its victims and walk away. More than one killjoy has fallen to a sudden, furious assault by the frightened, but enraged friends of the victim.

Killjoys never seem to speak, although whether this is voluntary is unknown. They are generally solitary creatures, though they may work with popweasels or one other killjoy. During the day, they hide in deserted buildings and fight furiously if discovered.


Popweasels are vicious horrors used as a tool by killjoys, who normally choose the victim. The killjoy places the popweasel where it can be found.

Popweasels resemble a jack-in-the-box or similar toy. They are usually not more than a meter on a side, and they are usually light enough that a child can carry one. Popweasels function as normal toys in the presence of adults, and even seem -+normal around children for a while.

When it decides the time is right, it will change its appearance the next time it is opened (if there are no adults present). Its former image of a toy clown is replaced by that of a demonic creature. It will tower on its spring, hovering over the child, and strike the child several times before recreating into its box.

At this point, the child will probably want to stop playing with it. Popweasels get around this in two different ways: First, the popweasel can leave its box for a short period of time to steal small items, which it leaves partially sticking out of its box so as to implicate the child. Second, the popweasel eventually starts working the crank on its box from the inside, thus frustrating the child’s efforts to ignore or avoid it.

Eventually, matters come to a head. The child usually confronts his parents and demands that it be removed. Either the parents open the box to refute the child, or the popweasel open the box itself. Ac this point, it appears in monster form and attacks the entire family with the intention of killing everyone. Should the family try to run away, it jumps out of its box and pursue them on foot.

If the popweasel is successful in slaughtering the family, it crawls back into its box and wait for the deed to be discovered. Often, the popweasel is donated to a needy family or orphanage.

Outside of its box, popweasels appear as ugly, grey creatures, about 4D centimeters tall, and vaguely man-shaped, but soft, doughy, and hairless.

Typical Evil Clown

Reflexes 3D: acrobatics 4D, brawling 4D+2, dodge 4D, melee combat 4D

Coordination 2D: marksmanship 2D+2, missileweapons3D+1, throwing3D+1: juggling +2D

Physique 3D

Knowledge 2D+2: scholar: occult 3D+2

Perception 2D+2: artist: face painting 4D+2, hide 3D, search 4D

Presence 2D: charm: comedy 3D+2, intimidation 4D, willpower 4D

Strength Damage: 2D

Move: 10, despite big shoes

Fate Points: 0

Character Points: 3

Body Points: 19

Wound levels: 3

Disadvantages: Devotion (R3), to master; Quirk (R3), comically violent and violently comical

Advantages: none

Special Abilities: Iron Will (R3), +3D to willpower rolls; Omnivorous (R1) with Additional Effect (R2), does not need to eat or drink, and Burn-out(R1), disappears when invading spirit is exorcised

Equipment: dubs, knives, chainsaws, bowling pins, pies, beach balls, pool balls, colorful handkerchiefs, over-sized hammers, or similar items (damage +1D; due to the ludicrous nature, the target has a better chance of getting out of the way and the clown’s attack difficulty is increased by +5)

Note: Solitaires have +1D to all physical skills.

Typical Killjoy

Reflexes 3D: acrobatics 3D+1, brawling 4D, climbing 5D, dodge 3D+2, melee combat 3D+2, sneak 4D+1

Coordination 2U: sleight of hand 5D+1

Physique 4D: lifting 5D

Knowledge 2D+ 1

Perception 3D+1: hide 5D+2, search 4D

Presence3D+l:con 5D, intimidation4D, persuasion 4D, willpower 4D

Psionics 1D: telepathy 6D

Strength Damage: 3D

Move: 10

Fate Points: 0

Character Points: 3

Body Points: 22

Wound levels: 3

Disadvantages: Quirk (R3), comically violent and violently comical

Advantages: none

Special Abilities: Natural Hand-to-Hand Weapon: Teeth (R1), damage+1D; Immortality (R1), ki!Ung it with a prop it used to torture someone else will kill it permanently

Equipment clubs, mallets, bowling pins, blood pies, beach balls, pool balls, colorful handkerchiefs, over-sized hammers, or similar items (damage+ 1 D; due to the ludicrous nature, the target has a better chance of getting out of the way and the clown’s attack difficulty is increased by +5)

Typical Popweasel

Reflexes 3D+ 1: brawling 4D, climbing 3D+2, dodge 4D, jumping 3D+2, melee combat 4D, sneak 4D+2

Coordination 1D+2

Physique 2D: lifting 3D+l

Knowledge 2D

Perception 4D: hide 4D+2, search 4D+2

Presence 3D: con 4D+2, intimidation 4D+l, willpower 4D

Psionics 1D: telepathy 6D

Strength Damage: 2D

Move: 10

Fate Points: 0

Character Points: 0

Body Points: 16

Wound levels: 3

Natural Abilities: sharp teeth (damage +2); box (Armor Value +1D+1); immortal (can only be killed through a damage dealing ritual involving “Pop Goes the Weasel”); small size (scale value 6 scale value 4 when in box)

D6 Adventure Creatures (WEG 51021), © 2005 Purgatory Publishing Inc.
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