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Loudmouth
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.