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==== Brawl of Cthulu - High-Action ==== Of course, it's not a requirement that members of the Tribe keep to the shadows. While they have many enemies, a Leviathan remains rather solidly at the top of the food chain in comparison to most of the antagonists. The Marduk society, rival cryptids, and obsessed hybrids all rely on the fact that most Leviathans are isolated and anxious. A Cohort composed of player characters doesn't have to take it lying down. A single Leviathan has considerable power, and a group working in concert is more than a match for all but the most dire of threats. In this campaign style, the potential to fight back is embraced. The Cohort takes a proactive view towards its enemies and attempts to bring the fight to them. There are a couple ways to run with this. One practical method is to place the Cohort in a location, and throw threats at them. Perhaps there's something about the region that's attracting people and things "in the know" about the Tribe - some newly-discovered ruin or offshore breach into the Rift. Another possibility is that the Cohort comes into conflict with a well-established Legion, whose plans for the area the Cohort opposes, and whose diverse resources (Cults, lahmasu, other Leviathans, etc.) present a lot of options for threats. A more mobile option is to unite this campaign style with "werid archeology," and divert focus from weird and horrific locales to more straightforward threats - in place of an insular cult of cannibals, for instance, the characters might be faced with something sealed inside a temple, or a clan of hybrids that still guards it after millenia. That's not to say that a high-action game can't be subtle or mysterious - merely that the basic assumption in this play style is that the characters have a hammer and they're going to make nails out of anyone that opposes them. Thematically, this plays with the typical approach to violence in Leviathan and the World of Darkness as a whole. The assumption in most other campaign styles is that the Tribe's ability to do violence is equal parts attractive and repulsive - that attention will be paid to matters of guilt and that violent acts will be presented as having a mixed effect on characters. The mechanics for recovering Ichor through destruction are intended to highlight the ways in which a Leviathan will be both instinctually satisfied by violence while competing with the intellectual comprehension of his or her actions. In this campaign style, it might be better to downplay that element - it's directly at odds with the action-movie approach to problem solving. In its place, the characters might be more preoccupied with morality and drawing boundaries - finding ways to establish identities of "heroic" stature, using their divine blood to accomplish great feats. In this case, the primary focus becomes the concern with reclaiming the Tribe's legacy and purging past evils - either by righting ancient wrongs or, more literally, by taking down ancient and monstrous remnants of the Progenitor's world. A hopeful atmosphere wouldn't be out of place - a lot of Leviathan focuses on the anxiety of change, but it's also a source of promise and wonder.
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