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Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Mar 28, 2011 10:44 am


The Siege Master
Adjustment Passive
Requires Glancing

This is a skill that will come depending on your target. The more you miss while using this the more accurate you are in the next shot, you are adjusting yourself to your opponent's dodges. This is if you can still see them and if you miss. If they block your attack or get hit by it the effect of adjustment wont take place. There is however a side effect, since you are focused on shooting at them you are not quite capable of dodging. Adjustment is a solo skill it cannot be used in conjunction with other skills except for reloading skills until Expert rank. It must reset when you stop shooting, so you have to constantly lay a reign of fire on a target for it to stack over posts. By the third post, them dodging alone wouldn't be good enough if you don't lose your lock on them.

Perfect Timing D
1 Bullet
Requires Novice or above to learn. Must be adept or above to use in battle.

Perfect Timing uses energy to slow down or speed up the movement of the bullet as it leaves the gun. While the basic concepts are simple enough for a novice to use, the calculations and such are much more complex and require the skill of an adept to use this skill with pinpoint exactness in the midst of battle.

Disarm C
Using careful aiming you can actually shoot off someone else weapon before they get a chance to use it. If they are not holding the weapon at all, this is instant AKA the sword is still in their sheath, the bow and arrow are on the person's back. However if they are holding it then you have to roll a 10 sided dice if its 4, 6, 10 you successfully disarmed them. If your bullet can break their weapon lets say you shot a wooden bow and you break it.

Ricochet Shot (bullet-bullet) C
1 or 2 Bullets
Must be adept or above to learn.

An advanced version of the Ricochet Shot, instead of bouncing a bullet off of a stationary object like a wall, this version bounces the bullet off of another bullet that was shot a split second earlier. The two bullets are timed perfectly and set at just the right speed with energy so that they bounce off of each other and shoot at a perpendicular angle from their angle of collision. This skill can also be used with only one bullet if there is already a projectile (ex: arrow, shuriken) to bounce the bullet off of. However, this method is riskier and not as accurate due to the fact that the first projectile was not aimed for the purpose of the skill.

The Five D's C
If the user is ever under any kind of fire, they can dip duck dodge dive or dip out of the way far easier than normal, because they gain a speed modifier of plus 4 for the next 2 posts, but only when avoiding an attack.

Dread Chase C
The user will charge their next shot with energy, and fire a bullet that, upon leaving the barrel turns into a small missile that flies at the users speed +2 and hunts down a target, rounding corners and going over stationary cover to deliver a harmful explosion. Unlike a bullet, however, this shot does explosive damage in stead of piercing.

Bang Bang Bang Bang Bang B
This skill is quite iconic. With energy in addition to the bullets released, this skill fires two energy based copies of the bullet that flies forth beside it, effectively tripling the intended damage, and is usable with any gun based skills as well.

Lay Waste A
This skill causes every shot fired for the next two posts to deal an additional post of damage, that can stack up to four instead of the WM limit of three. This damage, in addition, is done in a five feet aoe around the impact zone.

BFB A
This skill summons a rather large missile, almost like a bomb with a face on it, from the sky that comes down rather quickly and deals massive area damage. The target is marked by a shot of the gun like a flare, like Ballistic, and the bomb rains down in the next post, dealing a single point of explosive damage in a 20m radius.

Ballistic A
This skill fires a flare from the weapon of energy, and from the air a hail of missiles come down in the next post, dealing damage in a 20m area.

Duel S
Requires Master rank adjustment and Glancing Shot

This attack was never used by Zeran because he never had an opponent that used a gun, to be more accurate no opponent that actually can use the gun on his level. This was the mythical "I shoot you attack out of the air" ability. Though this should be used wisely, you can only knock off the attack if its from a ranged attack and it always costs S rank even if that attack is only a E rank skill, it is because you slow things in your mind so much so you can react to the attack by shooting it. Keep in mind that if the enemy has more bullets shot than you can shoot back then you will loose and get hit.
 
PostPosted: Mon Mar 28, 2011 10:45 am


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Revolver skills


      Strengths
      • More skills than the handgun
      • Less recoil than other handguns
      • More power to them

      Weaknesses
      • 6 Bullets before having to reload.
      • Slower reload (1 entire post you cannot attack during the reload post)
      • The gun is fairly heavy and takes a bit more to aim and get off a good shot.


▰ ▰ ▰ SKILLS

• Pistol Whupping E
The Gunslinger will flip the gun while their finger is still in the trigger guard, grabbing hold of the barrel. They will then use the grip of their gun to bash the face of the enemy.

• Snap Shot D
Again another shared skill with the normal handgun. You aim the gun sideways depending on where you think the enemy will run to or where the rest of the enemies are. Upon pulling the trigger the recoil will move your arm for you to aim at another opponent or follow the direction of where the enemy is running off too. Much better with the revolver due to its natural high recoil.

Rapid Revolver Reload D
Requires: Master Rank

Using this skill not only can you Attack, reload and then attack again in the same post but you also show off. It depends on you how you show off to reload but you have to. You may only use this skill if you have not used it in the previous post. Though this will seem like you actually reload slower the thing is you do it so quickly that it happens in only a matter of a second.

Dual Dance C
Requires Glancing shots

One of the many skills for the revolver that can also be done with the handgun and with the sawed off shotgun. This is a chain of Glancing shots till you run out of ammo but there is something special to it. With each shot you take you move by spinning and taking a step towards any direction, ducking is opt

• Ricochet Shot C
Requires Adept rank, Glancing, Coin toss

From the name itself you literally bounce the shot off of an object to hit the enemy. Using coin toss with this is quite effective. Best used when the enemy is hiding behind an object, using the coin toss to see the opponent(if possible) or remembering where they went you estimate where you shoot so that it is possible to make the bullet bounce off another object to hit them. Alternative it may be fired towards an object to hit the enemy from any angle even if you have a clear shot.

• Rapid Chain C
Quite simply this: In a matter of three seconds you fire out all of the bullets in the current Revolver, can be done with both. The sheer rapidity of these shots means you fire all of them at one target stationary target, by this I mean in their last post they are not running around they stood still or they are running at you in a STRAIGHT line. The problem of the enemy here is usually if they get hit by one bullet they get hit by the rest and shields would usually start cracking due to the impact.

• Bullet Shower C
Requires Adept Rank, Rapid Chain

This is a semi-dangerous move for the gunslinger when used with the revolver. You preform a somersault and make sure you pass over the enemy, during the time your head is pointed to the ground right above your enemy you shoot ALL of your bullets in a rapid attack. You cannot reload during this post

• Fireworks B
Though this attack is pretty desperate this does work. With this skill you can fire an extra three bullets out of each revolver, these bullets are made of energy and are as powerful as your own bullets. You simply spin while shooting the bullets in all directions. The chance of an enemy avoiding this attack is slim unless they have cover to hid behind.

• Last Stand S
This is a very interesting skill especially when used with the revolver. You literally send a shower of bullets around you, the difference with just a regular shower of bullets is the fact that for this post even if you are only capable of loading six bullets in the revolver you are capable of firing out double out of each. This is done by actually using your energy as the bullets, though the energy bullets are only as powerful as the bullets you load into the gun this shower of bullets is hard to dodge and almost impossible up close. The rapidity of these shots will turn a target into Swiss cheese in a matter of seconds.
 

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Mar 28, 2011 10:49 am


User Image

Shotgun Skills


      Strengths
      • Push-back for normal shots.
      • Shreds people at pointblank
      • Powerful skills

      Weaknesses
      • Short Range
      • Long Reload for some types (Takes a full post)


▰ ▰ ▰ SKILLS


      • One arm c**k E
      A ability for the pump action shotgun. It takes a certain degree of skill to be able to do this with two pump action shotguns this skill is a gunslinger only skill though other people may still do the one arm pump with one shotgun. This means you may use two pump/lever action shotguns at a time. Passive

      • Bullet Rain D
      3 Ammo

      Shotguns are unique in that each round fired is, in actuality, a number of balls (Shot) that spread out. Bullet Rain uses this unique feature of shotguns by shooting it into the air rather than directly at the target. As the balls flies up into the air, they disperse, and continue dispersing, until they fall back to the ground at the same speed that they were shot but with a much wider range. This rain of bullets is the skill, Bullet Rain, and it will cover a large area around the user (5 meters of dense coverage and several more meters of increasingly sparse coverage as the range increases). The user himself/herself is not harmed thanks to a shield of energy that repels the bullets from him/her.

      • Blowback C
      Simply an insane move you jump onto the enemy's weapon or shield and fire at the arm/arms holding it. This is the alternative of the disarm for the shotgun though this is not meant to simply disarm them but to dismember them.

      • Twosome Time B
      Requires Adept Rank

      This is passive but requires you to at least be of adept rank. Though by simply learning the skill to control two shotguns at a time is easy enough Twosome time is actually the act of whirling around the shotguns as if they were nunchucks and firing of rounds around you. The shots can easily be aimed at the enemy but it will appear to be random, best used against a crowd. You fire off as many shots as your shotgun has.
 
PostPosted: Mon Mar 28, 2011 10:50 am


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Semi-Automatic Skills


      Strengths
      • More bullets
      • Fast reload (attacking, reloading, and attacking is possible without skill)
      • Less Recoil

      Weaknesses
      • Fewer skills than revolver


▰ ▰ ▰ SKILLS


          Pistol Whupping E
          The Gunslinger will flip the gun while their finger is still in the trigger guard, grabbing hold of the barrel. They will then use the grip of their gun to bash the face of the enemy.

          Snap Shot D
          Again another shared skill with the normal handgun. You aim the gun sideways depending on where you think the enemy will run to or where the rest of the enemies are. Upon pulling the trigger the recoil will move your arm for you to aim at another opponent or follow the direction of where the enemy is running off too. Much better with the revolver due to its natural high recoil.

          Rapid Reload D
          Requires Master Rank.

          Using this skill not only can you Attack, reload and then attack again and then reload again in the same post but you also show off. It depends on you how you show off to reload though. Passive

          Dual Dance C
          Requires Glancing Shots

          One of the many skills for the revolver that can also be done with the handgun and with the sawed off shotgun. This is a chain of Glancing shots till you run out of ammo but there is something special to it. With each shot you take you move by spinning and taking a step towards any direction, ducking is optional. A combination of dodging and attacking this is more favored with the handgun because of their larger amounts of ammunition.

          Rapid Chain C
          Quite simply this: In a matter of three seconds you fire out all of the bullets in the current Revolver, can be done with both. The sheer rapidity of these shots means you fire all of them at one target stationary target, by this I mean in their last post they are not running around they stood still or they are running at you in a STRAIGHT line. The problem of the enemy here is usually if they get hit by one bullet they get hit by the rest and shields would usually start cracking due to the impact.

          Bullet Shower C
          Requires Adept Rank, Rapid Chain
          This is a semi-dangerous move for the gunslinger when used with the revolver. You preform a somersault and make sure you pass over the enemy, during the time your head is pointed to the ground right above your enemy you shoot ALL of your bullets in a rapid attack. You cannot reload during this post

 

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Mar 28, 2011 10:51 am



User Image

Cannon

Strengths
• Stronger than rifle and revolver
• Intimidating
• Variety of rounds
• Medium range

Weaknesses
• Heaviest gun
• Slow reload (1 post to reload)
• One shot per fire
• Cannot melee when drawn

▰ ▰ ▰ SKILLS

Frag Shot E
Standard attack for the cannon. The gunner uses a fragmentation round and fires it. Upon impact, the round explodes and sends shrapnel flying in all directions.

Grape Shot C
Fire a canister of grape shot at your enemy. Like a shotgun, the grapeshot fires out around twelve to fifteen small iron balls at your opponent(s) within the blast radius.

Breath of the Dragon C
Using a glass canister of flammable liquid, the cannon will turn into a massive flamethrower, shooting a stream of flames at a distance of 10 meters. The drawback of this skill is that it takes two posts to reload (one post for the weapon to cool down and one weapon to reload.)

Grenade Launcher B
The gunner's cannon now becomes a grenade launcher. Using a delayed fuse canister, the cannon will fire one canister that will land and explode when the fuse detonates the gunpowder. This shell type is fragmentation.

Snake Shot A
This skill uses a round that is two small iron balls connected by a chain. When fired, the shot will spin with the intention to ensnare the opponent or to take off his/her head. The chain length must be specified in custom ammunition. Standard chain shot is foot long.

Aerial Apocalypse S
The most powerful and most terrifying skill for the cannon. Using a pressure sensative round, the gunner fires the shot into the air. When it reaches a certain height, the pressure sensative fuse goes off and the shell explodes, raining down hundreds of shrapnel upon the enemy. This skill takes three posts to reload (2 posts to cool down and 1 post to reload)
 
PostPosted: Fri Feb 21, 2014 5:50 pm


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Gun Kata
"Through analysis of thousands of recorded gun fights, the Gunslinger has determined that the geometric distribution of antagonists in any gun battle is a statistically-predictable element. The Gun Kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents, while keeping the defender clear of the statistically-traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120 percent."


▰ ▰ ▰ STAGE ONE
• Assassin Stance E
The most basic of all firing stances, the user stays in a natural shoulder width stance with his two weapons outstretched directly in front of him. This stance maximizes two handed firing power, as well as balances accuracy in both hands. It covers only one direction, but when is very effective facing a single opponent directly in front of them. The weakness is that any other approachable enemy can flank the user on any unarmed side.

• Slanted Stance E
The user goes from standing at an even footed balanced stance to an elongated side lung stance with both pistols out in front in a standard firing position. This stance is often used to create a zig-zag motion of stepping, working on an arch style movement to avoid up incoming gun fire from one direction. Although effective, this movement can be quickly overcome when used against more than 2 opponents shooting, or 2 opponents shooting from different angles.

• Linear Stance E
This stance is similar to the slanted stance, but differs in the application, situation, and firing position. Still entering the side lunge stance, the user extends the same arm as the extended leg out to his side and hangs the other weapon over his head pointing in the same direction. This stance is used when facing two attackers, or two attackers on opposing sides of his body. Positioning themselves in a bladed, more narrow positioning, the enemies have a greater chance of missing him, as well as hitting their friends on the other side of the now narrowed user. The user is very easily able to transition from side to side in this stance, keeping both his sides covered with fire. There are easily overcome if an enemy fires from his broadened side, as he poses a bigger, more open target from that angle.

• Transition One E
A simple technique that allows the user to transition from one stance to another while keeping themselves cleared of return fire. User essentially stays in one central spot as they transition.
- Only transition to 2 other stances


▰ ▰ ▰ STAGE TWO
• Perpendicular Stance D
Even in stage 2, the basic footing and positioning of the stance doesn't change. Moving his feet into the slanted stance, the user points the weapon on the side of his back leg in-front of him, and points the weapon on his other side straight out on a 90 degree angle. This way can cover 2 separate directions while still avoiding return fire. The obvious weakness is a flank to the unguarded side and from behind.

• Reload Dance D
The user is more accustomed to their weapon of choice, and is thus able to more properly reload his weapon when the energy is low or running out. The user simple drops the power cell, flips the pistol to a hammer grip to free up some fingers, and is able to flick a new power cell into his weapon. The weapon cannot be discharged in the turn that it is reloaded.

• Over-under Shot D
Used while in the perpendicular stance, this simple shot allows the extended side weapon to move under the weapon outstretched to the front, allowing the user to cover the opposite side as well, easily covering one of the weaknesses this stance has.

• Quick Draw 1 D
The User is now adept enough to draw one of his pistols and immediately fire it at the hip with a fair amount of accuracy (aiming for center of mass on the enemy). Although quick, it is rather obvious what the user is trying to do.


▰ ▰ ▰ STAGE THREE
• Over the shoulder C
Instead of making a stance transition, the user is now able to move on outstretched weapon behind him, aiming to cover his back in a quick and brutal motion. The obvious weakness of this style is that one would need to have a way of seeing behind him to make this absolutely effective, but it can also serve as a wonderful suppression technique to deter people from coming up the users flank.
- Only usable in Slanted stance, Assassin’s Stance, Perpendicular Stance, and Circle Stance.

• The Cross Stance C
The user stands in a natural, shoulder width stance with both weapons stretched out to his sides. The weapons form a line of fire power that is easily usable in a hallway (to cover both sides) as well as minimizes the target size and space for return fire to hit.

• Double Trigger C
The user is now adept enough with their choice weapons that they can pull the trigger twice in the time it takes someone else to pull the trigger once. This allows them to add even more fire power to their monstrous all out gun assault.
- Essentially allows the user to have 2 bullets per attack. These bullets do count against ammo count.

• Transition 2 C
The user is now comfortable enough, as well as studied their fire fights, to comfortably transition with higher level, more advanced stances and movements while still able to carefully avoid return fire. This rendition adds in spins and other small movements to move across the battle field.
• Allows for the transition to 3 other stances [exiting the one you were in]


▰ ▰ ▰ STAGE FOUR
• Circle Shot/Stance B
A stance usually used during transition two. The user holds one gun over their head, like a karate high block with the gun facing to their side while the other weapon is across the body like a hook punch aiming for the other side while standing in either a leaning, slanted, or natural stance. This allows the user to effectively shot during a transition as well as maintain fire power and accuracy in constricting situations limiting the user from outstretching their arms.
- Only one trigger pull weapon if this stance is used during a transition.

• Sensory Click B
The user does a simple “noise creation” motion and uses his expertise in the gun kata to be able to map out the immediate room of all bodies, furniture, cover, etc. This map is then able to be used for the next post (after the initiative post) and is then out of date and needs to be redone.
- Essentially allows the user to know where everybody is in the room, but with no knowledge of armament, intent, faction, etc. Similar to echo location. The sound creation could be a click of the teeth, a snap of the fingers, rustle of jewelry, etc.

• Dante Stance B
A combination of the circle stance and the Perpendicular stance. The user places himself in the elongated stance of the perpendicular stance with one weapon outstretched in-front of him. The other weapon is arced over the users head like a karate high block. In fact, the stance is so similar that the user can freely transition between the two stances using the recoil of the gun as the starting motion.
- Can only transition from one stance to the other, but doesn't not count as a new stance if later using a transition technique.

• Recoil Redux B
The user is now adept enough at firing a gun that they can use heavier and more powerful guns as if they were normal sized and strength, compensating for their recoil as another variable.
- Not allowed to use double rifles, or any other traditional two-handed weapons in both hands. Anything else is fair game.


▰ ▰ ▰ STAGE FIVE
• Burst Shot A
The user now has become so adept with his weapons that he can pull the trigger in such a manner that it looks like his pistols have “three shot burst” as a fire selection. This is a pinnacle technique of the Cleric’s really laying the fire power down with a simple use of extreme practice.
- Essentially an increase of dual shot, making three bullets per attack.

• Centering Technique A
The user has dealt with enough fire fights to understand how they operate and work. Through his trial in combat, the user learned a way to center himself, relax, and focus perfectly. This will increase his accuracy, as well as limit other variables that his opponents may have, like cover, shields, suppressing fire, ect. His acknowledgment of the statistics, and his understanding will make him seem to have cat like reflexes, only because he knows the statistical probability of where the next attacker will be coming from. The use will (for one post) concentrate on his breathing, and hold his weapons over each other in front of him, one pointed directly down and the other is directly.
- The user can choose to pay the energy cost to use this technique in combat to eliminate one post quieting. Either way, once that set of combatants are done, the technique ends.

• Quick Draw 2 A
The user is well trained enough in his weapons to be able to pull both of them from their holsters and already be able to have them in firing position, entering and moving his stances. Traditionally, the Clerics prefer to have hidden arm slides to hide the fact that he is carrying a weapon and fully catch his enemy by surprise.
- If this is used, the user may only pull the trigger twice per weapon this post.

• Adrenaline Surge A
The user has been in enough Gun fights, faced enough bullets that they can now force their body into the "fight" of the fight or flight reflex. The user enters the mindset that allows adrenaline to be released into the blood, making time feel like it is moving more slowly to them, allowing them greater accuracy, timing, and perceptual awareness.
- Lasts 5 posts


▰ ▰ ▰ STAGE SIX
• Gun-blade S
The user is now adept enough to actually treat his fire arms as if they were a bladed weapon. Using footwork, stances, and the enemies movement, the user is capable of making his weapons find their target even at close range. This is exceptionally effective against a prisoner escort, or even work for a large squad assassination attempt.

• The Ground Stance S
The user has dealt with and trained with the weapons a very long time now, and through a long time of memorizing and practice is able to perfectly compensate for recoil when firing in awkward positions. The user can now jump to the ground, lay on their back, even fake dead and when they choose to shoot can do so with amazing precision. This is not the most advised stance to use, but when during a transition may be enough of a ploy to make the enemy believe they hit you.
- Lasts 5 posts

• Dance of Stances S
The user, finding himself either surrounded or in a very intense fire fight, is now able to move across the battle field from stance to stance. This method allows him to not just be a singular warrior, but to treat the gun as a total weapon: suppressing fire, flanking, assassin, self-defense. The Cleric can do it all, and now do it in a very fashionable method…while still maintaining their ability to avoid return fire.
- Allows the user to transition using 4 stances, also involving circle shot.

• Sphere of Bullets S
The user burns some energy to move his trigger fingers rapidly while whipping his guns around in a circular motion around him both in-front and behind him. This motion is fast and rapid, and covers the user in a full circle around him. Happening several times, this is a wondrous versatile technique that can work as an all out defense, offense, suppression, or whatever the Cleric needs. The unfortunate part is if the cleric has any friends in the area, they too are easily hit and affected by this technique.
- Treats both weapons as if they are fully automatic. Burns both magazines, and the gunslinger must reload both of them.

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