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LOUDMOUTH 

You awake in the middle of the night in your tent. The rustling wind you fell asleep to has been 
overcome by a cacophony of grotesque noise. Tornado sirens, radio transmissions, and harsh static echo 
throughout the woods. A deep sense of discomfort fills your body, and you know that you need to run 
from this. 
 
Loudmouth is a game about fighting inevitability. You and your party will become isolated, 
overstimulated, and tempted by the noises that surround you. Scramble to survive and make it out of 
the woods, at whatever cost necessary. 
 
RULES 
When you do something in question, roll a d10 - this is the measure of your ​Sense​. If you roll above a 
number determined by the Game Facilitator, you succeed at what you’re attempting. With every failed 
roll, you lose clarity and your ​Sense​ degrades - from a d10 to a d8, d8 to a d6, and so on. If your ​Sense 
die is a d4 and you would downgrade it, you are instead lost to the woods. 
 
As your ​sense​ degrades, you fall into ​Turmoil​. You are drawn closer to the source of the Noise, and 
overcome by a frenzy to take it down - and everything in your path. When a roll fails, you gain one 
turmoil​ for every time your ​sense​ haS DEGRADED. ​Turmoil​ can be spent to make a roll automatically 
succeed, but doing so will trigger a consequence as determined by the Game Facilitator. While you have 
Turmoil​, you will feel tempted to random acts of violence and cruelty towards others. 
 
 
Thanks 
To Trever Henderson (@slimyswampghost on twitter) for the concept of sirenhead, Grim (@grimoirtua on twitter) for hosting the 
cryptid jam, and my lovely playtesters. 

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