06-18-2018, 05:20 AM
-Ice Dust, snow drift (300 OM): - requires ranged proficiency, area attack proficiency, debuff proficiency
Weiss slashes upwards with Myrtenaster in a target direction, and rapidly forms a four foot high, six foot long bank of snow. The Snow itself forms roughly into a fattened arrowhead, and sails forward at a relatively slow rate of 40 meters per second in the targeted direction. The move is relatively light on Weiss's stamina - repeated uses will start wearing if she attempts to use it several times in a short period, however. The Damage is quite minor, being comparable to a light jab from the user, and even against someone with lower DEF, it's unlikely to leave anything more than a couple completely superficial boo-boo's unless the stat difference is immense - at least half of Weiss's attack or lower. The knock-back is, however, fairly strong, capable of knocking a prime with equivalent defence off their feet on a direct hit, and disorienting and staggering someone for a brief moment against someone with less than double her ATK in DEF.
Weiss is also limited to using this move no more than once in a five second period, in order to allow her Ice dust chamber time to refill itself, and it's range taps out at only 20 meters.
-Ice dust, Frozen Lake (300 OM) - Requires ranged proficiency, Debuff proficiency, Area attack proficiency
Weiss stabs her sword into the ground, holding the blade firmly into the ground for around 2 seconds. A relatively even, thin square of ice forms across the ground , roughly 15 feet wide, in front of the blade.. The Ice functions like regular ice in every respect, being slippery to walk on, difficult to gain traction on, only mildly durable, translucent, and allowing anyone with the proper grace to slide upon it's surface - and anyone without the proper grace to fall on their butt. The only notable difference is a resistance to ambient heat - it can even withstand the flames of the ashen steppes for a brief period.
The ice is relatively easy to break, but requires effective Area-of-effect moves to properly purge from an area due to it's nature as a sheet of ice covering the ground, and can last for up to a couple minutes. The energy drain on Weiss is moderate, but she is not immune to the effects of her own ice, meaning she has to worry about slipping on her own move just like anyone else would.
-Hierro - Requires physical proficency, (900 OM)
Weiss has learned how to channel her spiritual energy as a hollow well enough to instinctively learn one of the most common abilities of an arrancar. By focusing energy into a specific area of her body, she can temporarily harden the area to feel like steel. Weiss is capable of channeling this energy into 3 Major areas of her body - Her Chest, Her stomach, or her hands. In all cases, this requires roughly two seconds of focused concentration of her spiritual energy into that area, which leaves Weiss capable of basic movement, but little else.
The Protection this move gives is fairly significant - if Weiss were to grab the blade of someone with similar ATK to her DEF, while empowering her hand with Hierro, for instance, it would allow her to do so safely. The energy drain is high, however, making it something to be saved for critical moments - in cases where the damage would be less than fatal, or close to it, it would generally be better to take the attack head-on than utilize this energy draining move to block it. There is technically no time limit to using this move, but it drains her more the longer she uses it, making relying on the move a bad idea.
Additionally, she has to choose which area to cover - Chest, stomach or hands. She may not use Hierro to empower 2 or more of these bodily sections, and she must decide which body part to empower before focusing her spiritual energy, making this move useless against surprise attacks or in chaotic battles.
For those who strike Weiss while empowered with Hierro, the textile feeling and effects are what one would feel striking or breaking solid metal - Sparks may fly off of a blade, for instance, regardless of if the weapon penetrates or not. The sound, reverberation, and General sensation are all similar to striking a metal barrier.
As can be expected, people with ATK above Weiss's DEF are capable of penetrating this barrier to varying degrees, with an ATK more than double Weiss's DEF leaving it's defensive qualities as nearly useless.
Sound Dust - Tier 1 Super Defence
Weiss activates the sound dust hidden in Myrtenaster's revolver and creates a large, golden barrier of sound that expands from the tip of Her blade, that covers her in a protective dome of energy. this ability can stop a single super move of the same tier, or powerful normal moves for a couple seconds, but is heavily draining on Weiss's energy reserves, using up 1 sp.
Weiss slashes upwards with Myrtenaster in a target direction, and rapidly forms a four foot high, six foot long bank of snow. The Snow itself forms roughly into a fattened arrowhead, and sails forward at a relatively slow rate of 40 meters per second in the targeted direction. The move is relatively light on Weiss's stamina - repeated uses will start wearing if she attempts to use it several times in a short period, however. The Damage is quite minor, being comparable to a light jab from the user, and even against someone with lower DEF, it's unlikely to leave anything more than a couple completely superficial boo-boo's unless the stat difference is immense - at least half of Weiss's attack or lower. The knock-back is, however, fairly strong, capable of knocking a prime with equivalent defence off their feet on a direct hit, and disorienting and staggering someone for a brief moment against someone with less than double her ATK in DEF.
Weiss is also limited to using this move no more than once in a five second period, in order to allow her Ice dust chamber time to refill itself, and it's range taps out at only 20 meters.
-Ice dust, Frozen Lake (300 OM) - Requires ranged proficiency, Debuff proficiency, Area attack proficiency
Weiss stabs her sword into the ground, holding the blade firmly into the ground for around 2 seconds. A relatively even, thin square of ice forms across the ground , roughly 15 feet wide, in front of the blade.. The Ice functions like regular ice in every respect, being slippery to walk on, difficult to gain traction on, only mildly durable, translucent, and allowing anyone with the proper grace to slide upon it's surface - and anyone without the proper grace to fall on their butt. The only notable difference is a resistance to ambient heat - it can even withstand the flames of the ashen steppes for a brief period.
The ice is relatively easy to break, but requires effective Area-of-effect moves to properly purge from an area due to it's nature as a sheet of ice covering the ground, and can last for up to a couple minutes. The energy drain on Weiss is moderate, but she is not immune to the effects of her own ice, meaning she has to worry about slipping on her own move just like anyone else would.
-Hierro - Requires physical proficency, (900 OM)
Weiss has learned how to channel her spiritual energy as a hollow well enough to instinctively learn one of the most common abilities of an arrancar. By focusing energy into a specific area of her body, she can temporarily harden the area to feel like steel. Weiss is capable of channeling this energy into 3 Major areas of her body - Her Chest, Her stomach, or her hands. In all cases, this requires roughly two seconds of focused concentration of her spiritual energy into that area, which leaves Weiss capable of basic movement, but little else.
The Protection this move gives is fairly significant - if Weiss were to grab the blade of someone with similar ATK to her DEF, while empowering her hand with Hierro, for instance, it would allow her to do so safely. The energy drain is high, however, making it something to be saved for critical moments - in cases where the damage would be less than fatal, or close to it, it would generally be better to take the attack head-on than utilize this energy draining move to block it. There is technically no time limit to using this move, but it drains her more the longer she uses it, making relying on the move a bad idea.
Additionally, she has to choose which area to cover - Chest, stomach or hands. She may not use Hierro to empower 2 or more of these bodily sections, and she must decide which body part to empower before focusing her spiritual energy, making this move useless against surprise attacks or in chaotic battles.
For those who strike Weiss while empowered with Hierro, the textile feeling and effects are what one would feel striking or breaking solid metal - Sparks may fly off of a blade, for instance, regardless of if the weapon penetrates or not. The sound, reverberation, and General sensation are all similar to striking a metal barrier.
As can be expected, people with ATK above Weiss's DEF are capable of penetrating this barrier to varying degrees, with an ATK more than double Weiss's DEF leaving it's defensive qualities as nearly useless.
Sound Dust - Tier 1 Super Defence
Weiss activates the sound dust hidden in Myrtenaster's revolver and creates a large, golden barrier of sound that expands from the tip of Her blade, that covers her in a protective dome of energy. this ability can stop a single super move of the same tier, or powerful normal moves for a couple seconds, but is heavily draining on Weiss's energy reserves, using up 1 sp.
![[Image: 1403536693-tumblr-mnt768ec7u1qcjxmlo2-r1-500.gif]](http://image.noelshack.com/fichiers/2014/26/1403536693-tumblr-mnt768ec7u1qcjxmlo2-r1-500.gif)