Weapon Name: Bite and Frost
Physical Description: Bite is a cane with a sharpened tip at the end, which extends into a whip, threaded with Dust Crystals. For the sake of mitigating the volatility of Dust, only two types of Dust can be used in Bite at a time (one for the shaft of the cane, and the other for the tip), and take a good deal of work to exchange for other types.
Frost is a revolver with a flint-lock firing mechanism that fires Dust Rounds. Pulling back the flint (which is made from Ice Dust), rotates the cylinder to allow the next bullet into the chamber. When Frost transforms, the cylinder partially detaches and straightens into a traditional magazine, while the barrel extends into a much longer one, and the ice flint locks in place. The ice flint is cut in a specific way such that it is able to act as a magnifying glass or, more practically, a sight for the gun. Due to the lack of the flint-lock firing mechanism in the rifle form, Frost trades this for a conventional firing mechanism used by standard guns.
Origin: Frost was designed mostly by Ace, crafted by a professional smith at the expense of his father- a small price to pay for the weapon of the Schnee heir. Bite was a simple cane whip back from the war, which Ace has modified himself to incorporate Dust.
Abilities: Frost's magazine only holds four bullets (one for every suit in cards). Every time Frost fires a bullet, a heart, club, diamond, then spade symbol appears around the barrel in a glyph (one per bullet, in that order). The left over Dust powder in the gun is then manipulated by Ace to create an additional bullet, made of a mixture of the last four bullets fired. Once the fifth bullet is fired, it takes the shape of a playing card. To represent the chaotic nature of Dust combinations, the fifth bullet could either be a catastrophic failure, or an Ace in the hole, so a 15-sided dice is rolled. On a 2-10, the card is face value (which simply represents a scaling severity of the bullet, a five being the strength of an average bullet). On an 11, the card is a Jack, and acts as a special piercing bullet, capable of slicing through the armor of even an Atlesian Knight. On a 12 the card is a Queen, which bursts mid-flight, releasing a wave of shrapnel. On a 13 the card is a King, and amplifies the effect of the Dust 4x greater than that of a normal bullet of it's element. On a 14 the card is a low Ace, and is even weaker than a 2, however on a 15 the card is a high Ace, and erupts madly with so much force that the element of the bullet is completely ignored, and is simply replaced with a raw explosion of power. On a 1, the card is a Joker, and explodes in the chamber. If the suit of the fifth card is Hearts, it is of the Fire element. If it is Diamonds, Ice. Spades-Lightning. Clubs-Air/Wind. The suit of the gun while firing the first-fourth bullets is irrelevant to the type of bullet fired, and only applies to the fifth bullet. While in it's rifle form, Frost can not create more Dust powder to form a fifth bullet, however it can fire an existing fifth bullet, amplifying the effects.
Ace can force the fifth bullet to be an Ace once per thread, however he still has to flip a coin to decide if it's low or high.
Obviously, due to the fact that Frost's flint is made of Ice Dust, the type of bullet used never actually remains the same once fired. For instance, a fire bullet would melt a portion of the flint, causing a steam bullet. Only ice bullets keep their form for obvious reasons.
Because of the use of the flint-lock firing system, the Ice Dust is used up as the flint breaks down, and must be replaced every ten shots. (Fire based shots count as two shots, since they decompose the crystal faster, and ice and water shots don't count as any, so they are used most often.)
The reason the flint-lock system doesn't entirely freeze Frost's barrel, is because Ace controls the Dust reactions with his semblance.