Mouths are the “leaders” of The Hive. They are charismatic and outspoken. Imagine if a politician gained the ability to climb walls and you’ve got a good idea of what Mouths are like.
- 4 (12)
Resists mental effects as level 5, speaks as level 5, leads as level 5.
Mouths are traditionally non-combatants, preferring to bark orders from the back. That said you don’t get to the top without stepping on a few people. When cornered they fight not with their fists but with their minds, the enhanced telepathy that connects them to The Hive can also be used as a weapon.
Most of the time Mouths are too busy to deal with the likes of Explorers and Adventurers. Meeting a Mouth means you’re either advancing their goals, or they’re planning to kill you for opposing them.
A Mouth can either be your games Big Bad or its Dispatch. Either make them your ultimate bad guy responsible for everything happening, or the guy your group goes to for guidance and new adventures. They should not just casually appear in your games.
A mouth typically has an oddity or two, as well as 2d6 cyphers.
One part of the group known as The Hive. See the related article for additional members.