Tradition: Swarmfighting

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Swarmfighting is all about dealing as many hits, weak or not, as fast as possible. Such aggressive pressure makes the user feel like a one-person crowd. Both maneuvers and spells of this tradition always leave its user in a better position than when they started, giving others no ability to escape or think. Charging, Distant closing measures, and splitting focus are the bread and butter of Swarmfighting.

 

Swarmfighting has its roots in traditional fighting, rather than swords and sorcery. It comes from the (take a guess) the Swarmer style of boxing in particular, with its application focusing on applying pressure through initiating engagement, and crowd control via crowding the enemy with speed and aggression. In this regard, swarming becomes a trade of resources that always favors the swarmer, and is often a hard counter to styles of play that Outcombat promotes. That said, it (and the abilities on this list) are all-or-nothing affairs, with more precise blows (from, say, Warfare) leaving the swarmer reeling.

 

List of Abilities

 

0th Rank

 
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1st Rank

 
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2nd Rank

 
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3rd Rank

 
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4th Rank

 
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5th Rank

 
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6th Rank

 
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7th Rank

 
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8th Rank

 
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9th Rank

 
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Xth Rank

 
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