Viewing profile - Professor Wednesday Sanngetall

Username:
Professor Wednesday Sanngetall
Groups:
Age:
39
Gender Identity:
Female
Race:
Human
Nationality:
City of Vale
Character Picture:
https://cdn.discordapp.com/attachments/ ... d01850.png
Personal Emblem Image:
https://cdn.discordapp.com/attachments/ ... 032693.png
Height:
6’3”/193.3 cm
Aura Color:
Midnight Blue
Physical Description:
Ash blonde hair lacking in a lustrous sheen, but not rough or dry as to be hay-like flowing from her head. It retains a softness seemingly in contrast to the person it is attached to. Organized, yet tousled bangs fall over the right side of her face in angular cuts, framing the left side of her face with sweeping curves. Wednesday keeps much of the left side short while the back is constrained in a knotted sort of style, keeping its lower back length up in a low fashion while draping freely on the right. Her ivory skin tone continues the pale palette from the top of her head to the base of her feet. Wednesday has grown and aged out of the smooth skin of a young maiden. It has weathered the years with grace, all the same, still holding the glow of life despite what time and hardship has done to her.

The beginnings of stress lines can barely be noticed on her face, giving her a matronly quality from which her other features shine through. Slightly darker eyebrows than her blonde hair arch beneath her brow, topping a fine, straight nose. Thin lips are glossed with a rare application of cosmetics. A single chartreuse green eye pairs to long lashes. The scar that marks Wednesday’s face tells the tale of a Grimm attack that gouged out the right eye, the healed tissue marring otherwise blemish-free skin. The damage was fairly localized with the majority of the scarring easily being covered by her eyepatch, but a few parts extend from beneath with the largest cutting down in a jagged edge down towards her cheek. Her favorite party trick is to flare her Aura through it to make the empty socket glow ominously. She isn't adverse to showing it as it serves as a potent reminder of what can happen to her students that underestimate Grimm. Seeing as how off-putting it is, Wednesday is courteous enough to keep it covered in the company of others. That, and the draft she can feel if left exposed.

Wednesday has some tattoos on her strong back leading over to her right arm. A dark blue, knotwork pattern closely resembling tree branches in vaguely animal forms stretches over the right shoulder broken up by a jagged crescent along the back compounded by other signs of mauling from claw and tooth running up either side over the trapezius and deltoid. Continuing from the roots of the tree are solid bands encircling her bicep of alternating widths from thin, to wide, and back where small runes made from the absence of ink line their base. Below them and closer to her elbow are larger runes lengthened to just above the joint where another knotwork pattern is worked into a band of ink and its absence. The sleeve stops short of her forearm.

There's a nasty-looking scar on her abdomen, the result of taking a stab and the messy recovery period immediately following it. Of all the other wounds she has endured from the nicks and scratches to even her eye, the one on her abdomen is of greatest significance in how much more than the flesh it affected.

Physically imposing with a feathery brick build, Wednesday’s long legs make up the majority of her statuesque figure where evenly distributed muscle offers well-toned definition to her feminine frame. Neither end from the top or bottom is imbalanced with a modest chest and hips fitting a faint hourglass figure carried with an air of poise contrasting a violence in posture. ​It’s quite apparent that she has the physique of a seasoned Huntress still well in her prime that maintains a rigorously active lifestyle. She's, quite frankly, a big woman coming in at a middleweight class. The buffed shine to the rugged material keeps Wednesday’s gentler points from being lost to the obvious qualities she emphasizes.
Outfit Description:
Differences in dress between day-to-day activities and combat wear are only minimal for Wednesday as every piece of clothing worn by the woman is informed by a sense of practicality. Nothing is on her person that lacks a purpose or detracts from ease of movement. She dresses professionally and in a manner that pays respect to her heritage and station nowadays compared to what she wore before coming to Vale. Now there's hardly a thread out of place while radiating a beastly nature beneath the tidy trappings.

Wednesday typically dons a black body glove top encompassing her arms and torso overlaid with a sharp, low-cut blue dress shirt trimmed in gold at the cuffs and hem. The handsomely tailored double-breasted black coat is similarly trimmed in gold buttons with its lapel undone, creating a diamond opening to her chest. Pinned to the left breast is a delicate brooch richly detailed at the head of the pin in interlacing panels on the ring and filigree sections at the ball terminals. The coat's sleeveless design allows for the dress shirt's blue sleeves to come through where an armband is added on to each bicep twice secured in gunmetal grey pins. The left armband has the Beacon Academy coat of arms emblazoned in a charcoal silver decal. Encircling the brim and bottom of the band are knotting lines like branches. Wednesday's slim black, wool-blend performance suit pants end at the suede high-heeled combat boots on her feet furnished in golden filigree worked into the back of the heels and trimming the edge of the soles. The heels are far from being flimsy as they are as durable as any combat boots with their metal plating.

A pair of knuckle-studded half gloves are sported covering the top portion of her hands while the fingertips are left exposed. The studs’ pointed design is not only tremendously harmful when inflicting a good punch that cracks into durable material similar to sintered alloy chisels, but also safety enabled to flatten down into standard studding about the knuckles. The material has been rated for use against the bone-like armor of Grimm, aiding Wednesday’s hand-to-hand combat against the creatures or other reinforced entities.

Wednesday's fur trim, deep blue mantle has matching leather belts crossing her chest to secure it at her back. The intricate gold buckles are fashioned in the shape of angular feathered wings. The mantle slopes from the right shoulder to the left bicep with thick black cloth on top of which her emblem is proudly embossed in a metallic silver at a large, skewed position over the high back. The right side of it is fitted with an ornate golden pauldron consisting of a solid cap for the shoulder resting on top of another engraved layer that goes down over the upper arm. A large tassel hangs at just above the elbow down to her hip.

A fold of fabric covering her right eye affixed to a broad band around her forehead constitutes Wednesday's dark eyepatch. The fold is somewhat form-fitting, matching the vague contours of her face like a silhouette.

On occasion, Wednesday wears a slim necklace to go with her earrings. Simple emerald numbers to match the color of her eye. Making sure her students only see her in professional wear reinforces her image of authority as their instructor as it is a useful tool to leverage to keep order. The times she wears the comfy grey turtleneck sweater or plain dress shirt and jeans in her closet are the times when she's off the clock and doesn't mind keeping appearances up. Students shouldn't assume that just because she's in comfort wear that she isn't still their professor even outside of Beacon. Wednesday is quite attached to how she dresses professionally as it's a style her work friends helped pick out when she accepted a teaching position.
Personality Description:
Wednesday is what many people would expect of a woman born and raised in the beating heart of a culture that valued not only strength of limb, but also the strength of character such a society tempered in its people. She fashions her image as a tried and tested warrior displayed in a rugged appearance and aggressive fighting style. Every bit is a reflection of the fiercely determined woman whose ambitions have since been shifted from her own fulfillment to the care and development of others. Wednesday has a deep love for those who are close to her and a loyalty that extends past her immediate circle of family and friends to those she considers allies. It is precisely her strong sense of camaraderie and tenacity to foster a community that aided Wednesday in uniting her clan and kin under the same banner after they had spent so long fighting amongst each other and continues in her tenure as an educator. Honor, fidelity, and loyalty to one’s friends are cornerstones to her cultural and personal ethics.

Wednesday seeks to look past a person's faults to bring out the best kind of person that they can be. This often comes into play even against her opponents as she doesn't distinguish adversaries as enemies unless she perceives them as having wronged her. The wrath she indulges in has become slower to draw out as she matured, but not without hard lessons taken to heart. Years spent fighting her own kin developed a keen understanding that every slain combatant was a family losing a piece of itself and a former brother in arms she would no longer share tables with. Although this can be seen as a positive quality, Wednesday could also be said to focus on the group as a whole and overlook the individual. Taking a life has heavy consequences, but if victory is not achieved, then the goal she set out to accomplish would not be achieved. This facet tends to distance people from her once they realize the grim reality Wednesday sees the world in. This is especially true for strangers looking at her from the outside as bloodthirsty and cold.

Wednesday can easily come off as uncaring or callous when it's quite the opposite, albeit in a warped sense. For as much as she is empathetic, she is just as, if not more so, deeply fatalistic and oftentimes submits to her interpretation of the will of fate. The strength of her faith lends an unshakeable assurance that manifests in a calm and collected demeanor in any circumstance. In spite of, or rather, because of these deep-seated beliefs, Wednesday is a very loving person even if she does not show it. The setting matters for what side of Wednesday someone can see as situations where she doesn’t have to lean as heavily in her role as leader or educator lifts the weight of expectations she carries. It’s just her, then. Making merry with drink and cheerful company are the delights of the day. A dry wit and sarcastic sense of humor colors her dialogue bountifully. The situation more often than not calls for her to express a controlled response having not fully shaken off many of the habits and afflictions received from her past. Evident in how she won’t stop at half-measures when teaching her students and actively encourages them to exercise their own initiatives and not relying on her for answers.

Her status as a Huntress and, more specifically, a warrior, has her life revolve heavily around combat. During the years of clan conflicts and Grimm skirmishes, Sanngetall relied on her Semblance to get an edge, and the mental toll it put on her left its mark. At the time, she’d only known about one effect of Hrist, and sustaining the anger needed to channel that effect gave a host of issues still present in her. It’s because of this condition that Wednesday takes great care to measure herself unless she does something that sets off a deeper consequence. Clan politics and living so close to Grimm made her grow up fast to survive. Every movement is another piece of the bigger picture she’ll need to account for and weigh its significance. She’ll not sit still when she could be doing something productive, even leisure activities are rituals to achieve balance and sustenance instead of mere indulgance. This connection grounds her to the present and keeps her from dwelling too deeply in the past as it, along with other processes, are tangible exercises in improving herself.

A noticeable trait is how old-fashioned Sanngetall is in mannerism; how she speaks, for one, is like something out of old Remnant. She accentuates syllables in staccato to an almost sing-song effect. It is an accent of the people of Jörmunborg and identifies her as one raised outside of the Kingdom of Vale from frontierland. Others usually don’t pick up on it considering it only asserts itself when Wednesday is truly heated and remains faint for the most part as a result of how long she's spent in Vale. Her vernacular still doesn't help her image of being a wizened grandmother from how olden time it sounds given its sentence structure at times.
Backstory Highlights:
Wednesday came into the world with weapon in hand. Metal ore was given to the children of her clan on the day of their birth as a gift; a charm to protect them as well as a promise that the child would give back to the community as future defenders, turning the ore into weapons, armor, or tools. Life on the frontier necessitated the people to be as hardened as the land they sought to live on. By the time she could walk, Wednesday already knew how to hold a spear.

Hailing from Jörmunborg, it was a fairly secluded strip of island located near Sanus’ southern coast featuring snowy mountains stretching outwards from its center and heavily forested areas to grassy valleys across the eastern and western points. Wednesday’s people occupied the more hospitable western lands. Crops took to the soil quite readily and farming generally got them by while making a living. Animal herding and agriculture were foundation occupations, but another trade they built a reputation on, and what they became most recognized for, were the ships they sailed. Their people became well known sailors and excellent ferrymen capable of traveling unconventional channels for trade routes at a reliable consistency. Something that played an important role for the community’s relationship with the rest of Remnant. Any undergoing these trips were skilled warriors that assured highly esteemed protection services. It was their defining feature in the frontier before being displaced. Their distance from the kingdoms and close proximity to the near lawless Vacuo endowed them with a great deal of freedom to enjoy and a buffer that kept their warrior skills sharp. Infamously, the job description was a hair’s separation from mercenary work. Despite their strengths, a harsh winter forced them to abandon their island settlement and pushed them onto the mainland. The wilderness of Sanus was unaccommodating to the newly displaced people, but they were a hardy and proud bunch, her kin.

Life on Jörmunborg was not exactly easy as living outside of a kingdom’s protection was prone to being, but Wednesday hardly wanted for much. She was born to a family that raised sheep for use of their wool and meat. Textiles were a staple product, but Wednesday had other interests that pointed her gaze across the sea. Naturally restless and curious were a combination that fed into her early interests. She loved learning about what the rest of Remnant had to offer and frequently made the ports her hangout to hear all the travelers had to tell of their journeys. This interest pushed her to train herself up for the rigors of the open sea as she wanted to make the crossing herself someday and have her own wild exploits meeting new people in foreign lands to learn what else there was to know. What stories and knowledge to be had beyond Jörmunborg’s rocky shores was tantalizing beyond anything her home had to offer.

Wednesday was still young, so the thought of letting their child out onto the waves didn’t sit well with her parents. Less so when her Huntsman uncle kept telling her about his adventures to all corners of Remnant and filling her head with ideas. To a little girl who had only heard stories of the other far-off places of Remnant, her uncle was probably the coolest person on the island. Being one the best fighters she knew definitely cemented that position in her young mind. His stories of life outside of Jörmunborg intrigued her and fed her curiosity. Much of her upbringing was a combination of her community's ideals and what her uncle would teach her, distilling into a very impressionable and self-reliant young woman. Letting their only child cruise around their well-established sea routes was one thing, but having her traversing the globe far away from their island was another matter. Despite her parents’ concerns, Wednesday’s effort continued in training for when she could someday cross the sea and join a voyage. Her efforts would eventually convince her father to cave a little in the way of a concession, asking his brother, Wednesday’s uncle, to train her as there wasn’t any convincing her to stay as a farmhand tending sheep and weaving wool. The only caveat that he imposed was that he not train Wednesday to become a Huntress. The prowess of Remnant’s elite warriors reached far and wide, as did the kind of monsters they faced and the conflicts they participated in. Word of the dangers, and their exploits, would undoubtedly prove too tempting a life for Wednesday to resist as her father accurately predicted. If her uncle was to teach their daughter to become a Huntress, then that would mean potentially losing Wednesday in a far-off land to some soulless beast or criminal. Keeping an eye on her if she remained a warrior of Jörmunborg was much easier than her being loose in who knows what corner of the world, after all. Her uncle agreed and kept to his vow. Wednesday, however, did not make such promises.

Wednesday already had plans to strike out on her own after turning of age and weaning off of her parents’ care. She was 17 years old and that meant she was pretty much an adult. There might have been some years yet remaining before then, but she was still old enough to enroll into a huntsman academy. It was the tipping point that got her making serious steps towards becoming independent regardless of what others had to say. She had dreamt of becoming a Huntress ever since her uncle shared stories of the life they lived. Wednesday wanted to prove that she had what it took to not only be accepted, but excel as one of the greatest warriors on Remnants. Everyone knew Huntsmen as such, and the appeal of freedom and the kind of access such a privilege came with meant no more restrictions or having to be a second-hand recipient of stories. She’d be the one whose hand would discover and share the mysteries and knowledge of Remnant.

This innocuous enough desire would have far reaching consequences later on in her life that she couldn’t have anticipated. Pursuing it so vehemently with little regard for herself was what would increase the worry her parents had and played a deciding factor in her father’s change of occupation from farmer to sailor. Being a warrior of the people placed him among those that would lead a clan in raiding to survive during their fractured period. Eventually leading to a schism of ideals and pit father and daughter against each other. As it was, nature’s wrath would be the second instrumental part of her nurturing mind.

The Great Winter

The harsh winter that befell them caused the surrounding waters to freeze over and locked them from being able to continue sea faring along with their main trade. It had become so severe that the decision was made to evacuate for the mainland in fear that they’d become isolated and run out of their stockpiles before the winter let up. It was a consequence everyone had dreaded coming to pass the longer the winter went on, and such visceral emotion attracted the Grimm. As they were fleeing, the creatures converged on the settlement after the defenses weakened from the exodus. The desperation to escape compounded the already dire circumstances. Those that made it to Sanus established settlements where they could. Most weren’t established enough to support large populations, and ended up fracturing off into different clans when the stores were stretched thin from all too many mouths. Raiding increased in frequency when they vied for scarce resources against surrounding towns and amongst each other as an easy means of securing provisions. The issue aggravated itself when some began to offer their services as mercenaries, often resulting in disaster when opposing interests would pit them against one another. Escalation eventually attracted the creatures of Grimm and the Grimm in turn drew Huntsmen into the conflict. In the end, her clan fractured as it did before. For Wednesday, these are the broad strokes that color the saga of her early life and how she eventually came to Vale.

As lovely as Jörmunborg was, the harshest cold slowly taking over the island was pushing them out from their home. Plans were already being enacted to evacuate inland where free land was up for grabs to provide the much-needed resources to survive. Others had already formed a vanguard to secure a forward settlement to welcome later incoming members. Ferrying them across was bottlenecked by the design of their boats not being intended for large numbers of passengers. A slow retreat that fended off what was quickly becoming inevitable as the fewer remained on the island meant an increasing shortage in the force holding back the Grimm. Many were now needed over on the mainland to protect the bulk of their people which meant there would be little reinforcement given to those maintaining a guard on Jörmunborg, a guard that dwindled the longer they stayed. Concerns of the waters freezing over had accelerated the exodus beyond what they could accomplish, and the fear of being locked on a dying island to freeze or starve to death forced many to hurriedly flee or be trapped. A steady move of the people was the original plan, but the rapid migration worsened an already dire situation. The Grimm, naturally, sensed the weakened population and became more aware of the precarious position the inhabitants were in as the winter advanced.

Among the final batch to be shipped off, Wednesday and her parents were about to board when the distant horn signaling a push from the creatures prompted her into action, slipping off as it left the harbor and heading back where her uncle was right in the thick of it. Getting there had her greeted with a less than pleased man, but one whose unit very much welcomed the extra hand. Fighting continued well into the next day with Grimm swarming the position. Their numbers weren't as bad as the initial days, but that just meant the cannon fodder had been whittled down enough that the more experienced of creatures felt confident in entering the battle. They only needed to hold off long enough for them to fall back to the remaining ships to make their own trip away from the doomed island when their ranks started to crumble.

While the final stand consisted of weary combatants depleted of rest and food, the Grimm had a tireless wave left to assault the remaining natives. As well as her uncle had trained her, Wednesday was not a Huntsman like her uncle and inevitably received an incapacitating injury breaking through her Aura and taking her out of the fight. Her uncle slayed the Grimm before it could completely run her through and she was carted away from the hot zone towards the base set up just outside the harbor. The near disemboweling was plugged by the slowly dissipating spike her uncle had lopped off of the creature and kept her from bleeding out. A small blessing. Wednesday was drifting in and out during all of this and was only faintly aware of being treated and moved over some indeterminate amount of time. Long enough for her Aura to have recovered and begin healing. By the time Wednesday became lucid, she was being thrown on a small fishing boat and pushed out to sea. A realization that while she was under, their defenses had become completely destroyed and whatever forces remained had fled on what ships were still around. She knew there weren't that many that hadn’t already made the crossing.

Grief had yet to set in when a storm rocked the boat. Its intensity was so that Wednesday had to bind herself to a support to make sure she wasn't thrown overboard, the wrappings also doubling to keep her guts inside from the still healing cut. It was only fortunate enough that the wound healed to the point that reopening it was the biggest concern aside from what else could have been cut inside of her. Time would pass in a blur where days would blend together from the mixture of exhaustion and blood loss, delirium setting in with the only thing keeping her remotely rooted in reality being the dull pain of her stab wound and the swaying of the wind and waves felt all too well strapped to the mast. Wednesday didn't know how long she was adrift. All she had were her thoughts replaying everything that had occurred up to when she was placed on the vessel. Grief and loss dominating her mind. The only distraction came from having to remove her stitches when infection became a concern days in. It was a novel experience learning how to manipulate her Aura in certain areas while poking around in her insides to take out the sutures as the cuts closed slowly on her voyage. The ones keeping her closed had to be reapplied after a time once she was finished. While it was something that she didn’t want to repeat, the pressure such a situation wrought did bring with it previously unknown insight to Aura control and the beginnings of her Semblance as a result. Self-surgery proved the only notable event before slipping back into monotonous drear.

It was only after coming out of the fugue that she realized that the boat had stopped moving at all. Still waters were probably one of the worst signs to people of the sea as it meant a stranded ship incapable of going anywhere. If the boat still had oars and Wednesday in better health… A desperate situation that almost made her give up that last bit of hope she had clung to, but only just. Wednesday had time to think, and what she clung to was the hope of surviving and finding her family. A hope that rewarded her when she looked over the bow and saw land. Joy at making land brought a burst of energy to her that Wednesday couldn't help but release in a victorious shout that shook her bones and the wooden planks beneath her! That was how she was found washed up on shore by some helpful strangers that took her in and offered her a place to rest and recover. When Wednesday next awoke, her wounds were tended to. It would be in this village that she would regain her strength before setting off to find her family and clan.

Wednesday knew before their mass exodus where her clan had intended to establish a new settlement. Mended of wounds and restored to good health, she traveled there and would find the settlement, but not her family. The lost days at sea had deprived her of knowing that the settlement did not have the means of supporting everyone during the harsh season and so some had set off in their own groups to find resources more inland. Wednesday contented herself waiting in the settlement in the hopes that they would return, but neither her parents or clansmen would return.

During her stay, Wednesday would come to know of Lopt, a thief that plagued the village. She’d personally have a confrontation with him when he robbed her of her dagger that she’d forged from her birth ore. Following this, Wednesday would set up a clever scheme to corner Lopt and get her dagger back. A complication would see the two come to respect each other and eventually consider each other blood-brothers. Lopt was still a mischievous sod and pulled pranks constantly on her and the other villagers. Some pranks went too far at times, but Lopt always made up for it, such as the time he cut off Wednesday’s hair. To make amends, Lopt would get her a wonderfully crafted spear. Where the spear came from and those he had angered by taking it was soon discovered. Wednesday’s clan that had splintered from the settlement had forged the spear and come for retribution on the thief that stole it. Lopt would have lost his head had her father not recognized Wednesday. Lopt’s punishment was lessened for returning his daughter, but those that Lopt had stolen from had demanded some form of punishment for their grievances. Her father allowed them to sew Lopt’s mouth shut as a compromise. They had remembered how mouthy he had been in his theft, and accepted it as satisfactory. His lips still bore the scars of that day. Lopt insisted he follow through on the punishment despite how Wednesday protested.

Following her reunion with her family and clan, Wednesday would come to learn that they had become mercenaries and raiders. She put it out of her mind usually as she was just happy to be with her community again, but the evidence persisted as did her growing conscience. It was like this for several years until Wednesday could not take it any longer and confronted her father about it when fighting began between her clan and another splinter clan. She could not condone the killing of kin even separated as they were. Her father explained how the only reason the clan had survived was because of raiding from those that had resources and accepting work from undesirable sources. Like it or not, this was how their clan survived. Much time had passed since Wednesday was with them and a rivalry had grown in turn with tension between the clans. Besides just the clans, alliances pulled them into conflict and to refuse the call would mean to bring the wrath of those forces onto them. Wednesday and her father would reach an impasse. The shadow of an inevitable conflict between father and daughter loomed ever so heavily that day.

The events that transpired after Wednesday reconnected with her family and clan are left in the dark by the woman. It was a period that would set her down the path she walked in life and continues as something she’d rather leave in the past. What she related to those close to her was how passing years revealed the descent into a seemingly endless conflict not just with the Grimm, but fellow man and kin. Her father was heading them into raids and plundering from settlements and transports whereas Wednesday wanted a return to how they once were. Her father’s faction heavily went into raids and mercenary work and Wednesday’s wanted to settle and build a new town so as not to rely on raiding anymore. The forces they had would be enough to set up a defensible position to live, but raiding had simply become too profitable for some to consider returning to being just farmers. Glory of riches and battles won were enticing to a simple life raising sheep and grain. Her father could only do so much with his hold over them. It was a schism of ideals and entanglement of alliance that would see Wednesday and her father at odds which ended in the latter’s death.

Wednesday and her father fought. And her father died.

“Complications” arising from the duel, apparently. Hindrance of injury from their fight slowed her father’s movement when they were attacked and cost him dearly. Wednesday’s mother blamed her for the death of her husband and love. Although she lived, Wednesday’s relationship with her mother was cold and distant from then on for having killed her husband and love. Wednesday didn’t make any excuses. Her grief was shared. Mourning was not long as she had to focus on clan relations and their tenuous situation in the frontier as well as the Grimm.

Whether directly by her own hand or through the result of her actions, Wednesday had played a role in her father’s death. The grief spilled over as mother and child mourned the loss of family. Despite losing both blood ties, one by the blade and the other by sorrow, Wednesday’s thoughts could not linger long when clan and kin suffered need of leadership in the face of looming threats and fragile unity. Burdened with weighty expectations and fleeing to duty to cope, Wednesday threw herself into responsibilities to think of anything but the lives she affected, and how her actions, no matter what justification, led to. Burying the sorrow, Wednesday would begin a campaign to unite all clans. She'd taken up the name of her uncle as a reminder of that aim as well as a to keep her on the path to avoid what her father had fallen into. Sanngetall, the truth seeker. Unlike intentions, the coming wars shaped her and how she would be known.

Conflict became Wednesday’s identity thereon, moving from one fight to the next as needed by her people. This compounded in years of quilling instability in her region to outright conquest to unite the splintered clans under her banner as they had once been before the great winter divided them. The Grimm were naturally an ever-present danger Wednesday grew accustomed to dealing with, the memory of their devastating relentlessness a constant from her youth in burning clarity. Ways to combat and repel the monstrous threat was something she heavily invested in for both the wellbeing of clan and kin, but also out of a morbid curiosity for the virtually enigmatic creatures. They were unlike anything else on Remnant and fought like no other. Respect and fascination of equal measures to her trepidation and hatred for the loathsome things.

Wednesday recalls a specific turning point that would turn her blood-brother, Lopt, against her. Nearing the end of these conflicts and reunification of the splintered clans, one that could rival Wednesday’s own united force had set up at a Dust vein, a valuable resource contributing to any who controlled it considerable power over the region. Diplomacy was attempted to forge an alliance with them, but Wednesday's actions across the frontier had garnered a reputation for one of conquest to bring many into her fold. Some would speak of the cold tyrant while others would regale the security and prosperity under her alliance provided. Dust proved a mighty hand to play as the rival clan felt comfortable in denying Wednesday's request. They had not known how war had changed her.

Stars ascended and fell following the talks where the clans were at least neutral towards each other and trade was established for both to benefit from. More time passed, after Wednesday left with her forces. A sense of victory for the rival clan for having defied the Sanngetall. Then the Grimm set upon them in numbers they had never before faced. Their weakened forces became surrounded as messengers sent to call for aid remained unanswered on the brink of total annihilation. It would be at this key moment that salvation would present itself in Wednesday's forces, a small one, but one she led personally. A close victory was possible, and their two forces tied themselves together in blood and camaraderie. As Wednesday had planned. Both had lost people to the monsters, and it created the perfect opportunity to once again propose an alliance, one where the rival would be in a submissive position in their weakened state. Wednesday completed her goal of creating a truly unified clan at the same time as creating what would be the end of everything.

Lopt and Wednesday had grown distant from how their lives were leading them. Especially when she had sent him away for a crime she could not ignore.

It made it hurt all the more to see him again on the day where she would lose everything.

His army would meet hers as the fragile state of alliances would truly reveal themselves that day and brothers in all but blood would fight.

Lopt and Wednesday would engage in a final war that nearly destroyed all she had built, and yet, Wednesday could not be more at peace. It was the reckoning building up since her sin of patricide that she'd known was coming for her some day. All around her were the dead and dying. The Grimm coming to once again trample them underfoot. In the midst of the chaos were Wednesday and Lopt, both weary of the bout and who they were to face. She did not want to kill one of the last family members she had. Every opportunity to go in for a strike was one she let slip by, even when their Auras broke. From Lopt’s unease, it didn’t seem like her blood-brother wanted to kill her either. When her clan member went to stab Lopt in the back, she forced him out of the way and stopped it. It was then that Lopt’s ally would attack and disable her arm. Her clan’s man, angered by the assault on their leader, would attack her assailant. The fight continued.

Lopt was gone, his fate unknown to her. Wednesday hardly knew where even her own men had gone. Fleeing the creatures? Getting slaughtered by them or the enemy forces? It didn’t matter. She had a feeling she was going to die here anyway. Her right arm was unmoving and pained, a Beowolf having gotten her shoulder in its fangs. She’d gotten her spearhead between its teeth and sliced its jaw enough to release her, and it reeled enough from the pain to give her an opening for plunging the point into its throat and end it. She’d lost her right eye in the previous bout with a Beowolf, but she still had sight in the left. Wednesday’s feet were still under her holding strong as they could be. Although Wednesday had accepted her fate, the least she could do was prove a tough morsel to chew. She did not think to run and maybe live another day. She could still fight. If that was all she could do, then that was what she would die doing. She'd only known how to do so for a while now. That was how the Huntsmen found her, drawn in by the conflict. Signs of a fight and dead Grimm decaying away. She passed out from blood loss and exhaustion on her feet against a tree, spear snapped in half, but still in bloody hand.

Huntsmen were a common feature to the frontier, and Wednesday knew of them well from her uncle's stories and what she experienced facing them. Raiding and mercenary work under her father's leadership had put the clan in constant contact with the greatest warriors of Remnant who had taken protection details for settlement and shipments. Grudging respect had to be given for repelling their attacks. It came as no surprise that they would appear during a most bloody conflict. What was surprising to Wednesday would be the mercy they showed to the leader was such a savage and bloodthirsty group of barbarians, going so far as to bring her back from the brink. Her wounds were too severe to leave as they were and she was transported along with some survivors to Vale for proper medical attention. Not one to look a gift horse in the mouth, Wednesday was wary of seemingly free aid. Some of her companions were under their care, so she demanded to know what they wanted from her in exchange for their generous hospitality. There were worse fates to be had, like some bounty on her head, but what Wednesday did not expect was their honest kindness.

Not one to leave a debt unpaid, Wednesday did insist that she do something at least as thanks for sparing her. A numbness had set in since waking up and she was simply going through the motions of living. One of the Huntsmen that had found her had told her how a friend of theirs wanted to meet her and make an offer. This meeting would place her as a teaching assistant at Beacon given her experience. The then professor of Grimm Studies had heard of her exploits in the frontier and had become curious of what she learned, asking specifically to speak with her when Wednesday had become interned at Vale. They liked what they heard after conversing with the woman and before Wednesday knew it, she had begun offering her knowledge and experience to the students of Beacon while she was rehabilitating. This arrangement went on for about a year as she was fully recovered enough to not need to sling for her arm, but the eye was too damaged to save and had to be removed. Wednesday had no intention of replacing it. "Another reminder."

Wednesday's position at Beacon was little more than a consulting representative they hired. The alternative was a cell, so Wednesday had little qualms with them strong-arming her to use as a resource to raise Remnant's finest warriors. If anything, she grew to respect them for that. They were already keeping tabs on her as soon she had entered the kingdom, so it wasn't like she had complete freedom anyway, more of an extended parole of sorts. Being officially licensed as a Huntress was a formality to help legitimize her position within the academy. Wednesday was qualified for it, no doubt there. The license made her laugh at the irony, how life gave it to her after she had given up on reaching for it and after all the loss and bloodshed that led up to it. Wednesday continued to help and offer guidance when she was asked, all the while fostering an attachment for Vale and for teaching. It was an opportunity to contribute to something and not simply destroy. The staff member that took her in was grooming her as the next professor to take their position, but Wednesday was unsure. Where her fellow clan members would recover and return to their home, Wednesday would spend a full year traveling around Remnant trying to find herself before returning to where it all began.

Wednesday found her clan and people had recovered, starting again. She had still left her mark on them as a legend. She met her mother again as an old woman. The closure it gave her was the push she needed to move on. Her mother had forgiven her daughter and their relationship had begun to mend after so many a year of separation and guilt. Wednesday returned to Vale and accepted her position at Beacon, but told her friend to “keep it warm for her” while she prepared. No half measures. Wednesday spent the next five years getting dual degrees for Grimm studies and Military Science over roughly a decade to earn her credentials to officially be taken on as Beacon Academy’s Professor of Grimm Studies and Military Strategy.
Occupation:
Education:
Sanngetall was taught and trained at a young age by her family and their associates that descend from a long line of warriors. Her uncle's tutelage played a major role in her upbringing, bestowing a Huntsman mindset early on even without the skillset to go with it.

A lot of practical combat experience and strategic "exercise" was gained during the years of conflict within clan and Grimm skirmishes where death was all too readily a consequence.

Supplementary education was received from Beacon Academy during her stint as an aid and teaching consultant. The resources available were used to get her up to speed with Remnant at large. Further educational endeavors had Wednesday pushing herself to achieve degrees in her fields of expertise, mainly Grimm Studies and Military Science, both of which she spent some time in Atlas for doing a dual degree. It was mostly a formality to be officially credited before taking on her position as a professor at Beacon, but gave Wednesday invaluable knowledge and experience.
Semblance Name:
Hrist
Semblance Description:
Hrist is a Semblance that amplifies the intensity of vibrations. It does not produce vibrations itself, but affects ambient ones to increase their frequency and strength using her own Aura as the medium. Channeling her Aura catalyzes the vibrations traveling within reach to affect single targets or a widespread area. The effective range that Hrist operates in isn't confined to how far her Aura reaches due to the nature of vibrations, although control improves the closer the vibrations are to their source. There is a maximum distance that her Aura can reach, being a radius of about five meters around Wednesday. The distance has to be covered by her Aura for its abilities to take place, so there are factors of time and concentration when Wednesday is channeling her Aura, albeit not much. Increasing the power of vibrations will draw from her reserves so while small-scale use won't drain much over time, making an entire room shake will induce a bigger drain. Channeling Aura over the desired range will not drain it and neither does damaging the medium it infuses, unless of course Wednesday herself is damaged. Her overall pool of Aura is drawn from, so the less she has in general, the lesser the area she can spread it over and in turn the strength she is capable of outputting. The matter of drain varies as larger surface area demands a higher initial cost, but the amount needed to maintain the effect becomes minimal. Desired outputs can still be hefty draws if the area of effect pushes Wednesday’s limits. It should also be noted that losing contact when channeling her Aura to act as a medium will prematurely end Hrist’s influence, immediately lessening the effect until returning things to their neutral state.

A simple enough Semblance, but one that Wednesday has explored to the fullest extent of its applications and turned it into a powerful asset even when used passively. When she first experienced Hrist, it only seemed to function when she channeled her aggression to access the active qualities, transforming the beating of her heart into the epicenter of shock waves and anything with an edge into a high frequency blade capable of cutting through stone and metal as if they were water. The fixation on negative emotions like anger and rage fed into her berserker style early on in its development and turned into a reliance that caused a narrow view of what Hrist could achieve. Not only that, but such wild ferocity wore away at her to the point where Wednesday couldn’t consider her own ability as anything other than one that quaked with rage. The loss of her eye gave her a new perspective in how to use Hrist beyond straightforward melee as her impaired vision made her aware of what she had neglected. A new feeling dominated her mind during the period of rehabilitation. One that shook her when realizing that she might not ever be able to perform as she once did. The strength she had desperately relied on was gone. This sensation of loss brought on instead a quaking in fear in her depression, but also allowed for the introspection needed to break free of past crutches. When not focusing on the force she radiated, Wednesday instead realized that other senses could be enhanced, leading her to discover the "other half" of her Semblance's abilities. Not only could Hrist affect the vibrations she produced and manipulate how to emit it, but external vibrations could also be received and enhanced to the point where Wednesday could gain a near complete awareness of her surroundings by "feeling" the vibrations traveling through the air and ground. Movement and her environment were indicated through her Semblance more accurately than Aura’s extrasensory perception, granting a complete 360° awareness of her surroundings. It’s a similar concept to echolocation that’s more dependent on vibrations rather than sound and is a little less accurate or more so in some respects. Wednesday’s own skills would still need to respond, but it opened a whole new way of perceiving the world.

The limitations that come with using this type of perception is that smaller entities may not cause enough feedback to be registered in the face of larger objects or signals. Wednesday can miss these tiny signals and reception can be drowned out if there is an all encompassing signal to muffle others. In those situations, Wednesday’s finer control with Hrist comes into play to mitigate disadvantages or turn to applications that work under them regardless of interference.

Constant experimentation and exploration furthered the growth of both sides of Hrist into a more complete understanding of her own abilities. Offensive vibrational manipulation was made more efficient with the better emotional control Wednesday had maturing and passive applications garnered a greater perspective of herself and the world around her. The finest feat she manages is "sound-proofing" a room by vibrating the walls in such a way so as to cancel incoming and outgoing noise. It's great for gaining a moment of peace and quiet for privacy or for disrupting a rowdy classroom by turning everything into white noise. Channeling sound is also possible by confining her Aura to specific dimensions to act as a "landline", the same principle as two cups connected by a string. An advanced example of control would be creating different zones that amplify and nullify vibrations, such as causing the ground to shake for unstable footing while keeping the ground that Wednesday is standing on perfectly still.

Wednesday cannot channel her Aura through something that already has an Aura being actively infused in it, preventing her from the weapons of others. The effect of the vibrations she causes can carry over to things not in contact with her Aura, so she can grab someone's head and rattle their skull by vibrating her hand or amp up a sound to make it ear splitting. Collapsing a building isn't too far from possibility given Wednesday affects the right points, although investing that much Aura is a hefty cost given the size of the target. Another detail to note is that stifling vibrations takes an active effort, so splitting her focus can affect her control. The clear limits are affecting more than three instances with the level of control Wednesday currently has. One large area of effect only requires one “input” that’s barely above a conscious thought while fine control of three instances demands concentration that won’t hinder in live combat at least. Most broad techniques of Hrist have become second nature, as is the case with its sensory ability that can be kept passively in effect.

Dust interactions are tricky for Wednesday. The way her Semblance works makes control a bit easier in a sense, but not any more than regular mastery of the art can provide. If anything, Wednesday needs to concentrate more in order to make sure doesn’t isn’t just set off by anything other than the vibrations she intends to make use of. She much prefers sticking to physical weapons, but Dust is not a field she refuses to engage in. Knowledge is valuable, especially for something that particularly vexes her. As a professor of Beacon’s Grimm Studies, neglecting the very resource that equalized the battle for Mankind against the creatures would be idiotic. Wednesday can manipulate Dust elements by leading the effects with her Aura channeling and Hrist’s mechanics, but the outcome is quite standard to what can be achieved through conventional means. Some Dust types have proven exceptionally receptive to Hrist, such as Wind and Lightning Dust whose inherent properties synergize well with its abilities.

Concerning Wednesday’s mastery of her Semblance, there are very few applications that she has not already become well acquainted with. The relatively new perspective of her Semblance was the discovery of an atrophied field of its abilities that opened many new considerations, albeit not many more. What Hrist’s other half did was make her consider things outside of what Wednesday thought was its domain to include ways external influences could broaden its applications. The core concepts have already been firmly grasped, it’s now that some extras have caused her to reinterpret the implications of its capabilities. An almost anathema approach to combat in having to mold movements from those of an opponent instead of her usual approach of intimate close quarters made this new side difficult to reconcile with her nature and has made headway in mastering it difficult. It is a far more technical style, something that both vexes and intrigues Wednesday to no end.
Weapon Name:
Valföðr and Gungnir
Weapon Description:
Valföðr is a tool of grim design; clear purpose Wednesday honed to whet its edge and temper its spirit to mesh as one with her up-close and personal fighting style. The axe is capable of shifting between multiple forms in combination with her spear, Gungnir. The two coming together form a halberd or a bayonet affixed trench gun. They have evolved much throughout Wednesday's considerable warrior life, going through multiple design changes before coming into their current states. The way they are now is what she believes best represents her current self.

Valföðr and Gungnir combined function as a halberd, but its form is more accurately described as a “hewing spear” with Valföðr’s melee form being a two-handed axe of long beard design. Gungnir is a spear or dagger depending on the configuration. The two weapons can function independently from each other, being wielded as standalone implements, or dual-wielded as Wednesday often one-hands Valföðr alongside Gungnir in her other hand in its dagger mode. However, both need to be configured together to form the bayoneted trench gun or halberd. For instance, the barrel of the trench gun is Gungnir’s body. Once separated as its own entity, the chamber mechanism collapses forward into the axe blade and the outer shell of the stock encloses it from beneath while extending behind around the magazine tube. The stock, acting as the axe handle, continues to facilitate the weapon’s channeling of Dust through the housed cartridges.

Valföðr’s axe head houses the main components responsible for shooting where the chamber is housed in the heel of the bit, the trigger just beneath it, and the muzzle pointed opposite of the blade’s edge toward the back at an angle. These components are enclosed from what is the stock of the trench gun, enabling the blade to be elementally empowered with the stored Dust. The magazine tube shifts to become the handle of the axe, holding a max capacity of 12 rounds. Valföðr shifts into a sawed-off shotgun in terms of profile when Gungnir cannot form the full barrel where the magazine tube/handle saddles parallel with the barrel, racking rounds into the chamber. Its Dust channeling unit acts as the shorter grip in this form using the same control scheme to select quantity and typing. It is this same functionality that enables Wednesday to use Valföðr as a portable Dust supply for enhancing attacks carried out by her Aura and Semblance. The shortened barrel cuts down on its accuracy, so it’s focus is more for close quarters engagements. The recoil in this mode isn’t dampened by Gungnir’s gravity infusion, hindering or enhancing some of Wednesday’s movements. Taking advantage of it is generally something she has gotten a firm handle on.

The trench gun and sawed-off configuration feature an iron sight. Some ingenuity with Hard-Light Dust enables certain other types of optics to be incorporated. These include holographic sights, variable scope, and even night vision. The preset prism matrix arranges Hard-Light Dust to interact with light in such a way that allows these functions. At the shoulder stock is a Dust compartment that connects to the chamber and blades for elemental infusion of the ammunition and melee attacks. Cartridges are slotted into internal apertures to replenish and cycle through Dust elements. The specific types loaded in are limited to Dust that can be expressed in a non-solid state, such as Burn, Lightning, and Wind. Some exceptions are possible, like using the Earth element for rock shrapnel. When handling the trench gun, Wednesday has a few options to work with. The stock 8-gauge magnum shells she totes are adept at dealing with crowds and individual threats, especially in confined areas where the spread can dominate the field of engagement. Other specialized rounds besides the standard fare of slugs or buckshot can be loaded in manually through the loading port on the side, such as armor piercing, ferret, and even bolo rounds. The Dust infusion system allows a wide variety of elemental enhancements on top of this. The system readily provides pure explosive firepower by feeding the chamber from the Dust compartment in order to produce an elemental blast at the pull of the trigger similar to incendiary fire. Alternating between solid rounds or something with a spread without having to manually load in the specific ammunition is streamlined this way. Loading it more than once via the pump action will pack more power into the shot once it’s fired, so contrary to normal shotgun usage, the next shot will hit harder the more it's pumped. Operating controls on the handle dictates the loading of Dust or ammunition with the pump-action. Valföðr’s shells are characterized by animalistic "barks'' reminiscent of wolves; shells whistling through the air like howling.

Gungnir is the most complicated construct between Wednesday’s two weapons. Its lozenge-shaped spear head is divoted on both of the edges at either side of a thick central rib. The head tapers smoothly to a sharp edge on either side of the rib that makes it suitable for cutting, thrusting, and hewing. The “wings” flanking the base of it prevent the spear from over penetrating, acting as a cross guard, and has uses for parrying and disarming. In dagger and bayonet form, the spearhead retracts to 15 cm in length while being fully extended as a spear puts it at 25 cm. It is also viable as a sword when the haft is retracted. The spearhead itself becomes the bayonet fixture while the haft acts as the trench gun 's barrel.

The main feature of the weapon is how it is imbued with Gravity Dust through a series of internal conduits that grant Gungnir greatly enhanced responsiveness to Wednesday’s inputs in addition to its speed, acceleration, and torque. The slightest twitch can be accelerated to the point where the damage output is drastically increased. Further inputs can lead to a positive feedback loop that translates into faster and more powerful melee attacks. Shots from the firearm aspect can benefit from the conduits where conventional bullets gain augmented punch and range travelling through the Gravity Dust imbued barrel, similar to rifling. Selective fire ensures shots won’t automatically be accelerated by this by switching between firing modes, controlling which ammunition is used. Having Gungnir incorporated as the barrel also provides the added benefit of in-built recoil dampening. Anyone other than Wednesday that lacks the expertise and proper knowledge of the weapon’s capabilities is likely to snap their fingers and break their arms attempting to wield Gungnir because of the input acceleration feature. Supplementary security measures are in place that can disable the system by disconnecting the Dust channels from the weapon’s surface, isolating the system from external signals. Useful for making sure an opponent can't take advantage of it. The security feature takes “frequency codes”, something that would require Wednesday’s Semblance or a special device that can replicate it, to work properly. The amount of effort needed to manipulate the system generally forces Wednesday to use the acceleration sparingly to conserve stamina. It will mostly be used in bursts for that reason and kept hidden for maximum effectiveness when accessed.

A secondary conduit system apart from the input accelerator allows for other Dust elements to be channeled either from inserting Dust directly into it or transfered from Valföðr's store. Gravity is the default choice when no other types are present, producing miniature repulsion fields in melee to push against objects for openings or deflection if so desired. The imbued Gravity Dust also works in tandem with the force of a throw to mitigate outside influences acting on Gungnir’s trajectory, making it highly accurate even at long distances. A design choice inspired from concepts she’s learned of “fire-and-forget” technologies from Atlas. Gungnir’s faculty in target acquisition is said to be unerring thanks to that. However, it does not “home in” on targets, but Wednesday’s skill in throwing as well as the speed at which it travels makes it seem as though that were the case. In the event that Gungnir is in a position where manual retrieval is difficult, Wednesday can recall it at a range using the Gravity Dust to pull it back towards her using the paired device. If it's out of range, this method will not work.

As its combined form, the weapons share the best of both Valföðr and Gungnir, becoming the perfect instrument to Wednesday’s excursions on the fighting fields. In its halberd form, Gungnir’s haft would extend through Valföðr’s axe head, interlocking to function as the shotgun barrel and chamber mechanism respectively. The magazine tube and stock would rotate to lock on the head of the halberd, thereupon sliding along the compacting spear haft to form the trench gun stock. Firing the weapon in its unified melee configuration allows Wednesday to utilize the force to create bursts of increased range, power, and speed in her attacks. She uses the same concept on a lesser scale with Valföðr in its axe form. Adding in her Semblance’s abilities increases the deadly potential exponentially at the cost of some efficiency with Dust channeling. The weapons are usually carried in their separate forms: Valföðr at the right of her waist, hung on a belt, and Gungnir slung on her back over the left shoulder.

The broad sides of the weapons are both rendered in a touch of intricate knotting lines , aesthetics of her people she proudly displays as well as indicators of the Dust channeling pathways. Valföðr's muzzle is discolored, revealing the base metal from the coating as a testament to the heat generated from its firepower. Gungnir has runes engraved into the flat of its blade. Besides that, the weapons are different shades of dark metal with the exception of the lighter coloration at the blades. They have an overall rough and worn appearance that adds to their air of refined savagery.
Fighting Style:
Wednesday’s fighting style is a complete brand of martial arts encompassing hand-to-hand techniques centered around the hand positions and attack applications of weapons for self-defense and combat. For Wednesday, her expertise is in the axe and dagger disciplines, making the implementations of the actual weapons seamless. As a system of self-defense and combat developed in actual battle, it contains throws, strikes, kicks, chokes, joint locks, pain, and weapon techniques stressing grappling. It is a compact and practical system with maneuvers that branch into each other, allowing mix ups of its techniques at high interchangeability. Wednesday employs fast executions as the style is meant for multiple adversaries in a given scenario, requiring things to be done quickly and efficiently. She’ll enter encounters bearing this and keep things close, hardly ever over extending and specializing in employing the hard points of her body to strike and counter blows. A straight-up brawl is how she prefers things to be and hardly keeps her hands clean for it. Cleaning up, however, incentivizes Wednesday into ending a fight quickly.

The defensive style available to Wednesday is the use of her forearm as a shield that can both block and redirect attacks to minimize or deflect damage. It’s an unorthodox addition to the base martial arts, but one that works well as a branch to its weapon applications. Her Aura, on top of her own physical endurance and durability, reliably sees her through most fist fights without incurring considerable injury to herself. The execution is flawed in that an actual shield should be used for the weapon techniques to be fully realized, but Wednesday’s personal choice forgoes it. Valföðr fills in for that vacant role in most instances, as much as a square can fit into a circular hole.

At its base, it is advanced street fighting that encompasses an unyielding mentality to shake off whatever damage is dealt in favor of unrelenting attacks. A core part of the style’s response to attacks is deliberately moving into the attacker’s space to execute its various techniques. It was contact with her uncle and the huntsman world at large that Wednesday started adopting and adapting other martial art concepts into her arsenal while simultaneously codifying and structuring her own form of fighting arts. The spirit of a relentless warrior continues to burn, but she’s harnessed the crude aggression to be calculated and lethal.

There is a distinct characteristic of Wednesday’s fighting style in that she will avoid taking a fight on the ground. Fighting on the ground just puts someone at more risk on the battlefield where enemies can crush or stab them while they're vulnerable. Much of her experience has in that regard has primed her against being put on her back. Wednesday will take advantage of such a condition herself by throwing others to the ground and trained to avoid being put in that situation. The recreational version of her style used in sport has techniques for escaping holds on the ground, so she does have some countermeasures for when things get to that point and isn’t completely defenseless against ground fights. It’s techniques’ overall usefulness are against humans or Faunus in general, so Wednesday reserves the anti-personnel techniques for them and modified variants against Grimm. Supplexing Grimm never loses its charm for her. For that reason, Wednesday is generally a very grounded fighter that is quick, but not faster than most Huntsmen. She’s a fighter whose staying power is her greatest strength, best fielded for short and medium range engagements.

Hrist takes Wednesday’s fighting style beyond simple means of offense and defense, melding the two together in a seamless union where both become a means of putting pressure on the opposition. Applying high frequency vibrations to her limbs, Wednesday transforms blunt appendages into cutting edges. An application of this technique involves rotating her fists to swipe the knuckles against her opponent where the hard angles would act like a serrated blade. Glancing blows become much more dangerous when she chooses to use Hrist in this way when fighting in melee.

When dual-wielding Valföðr and Gungnir, the dagger serves as a parrying tool where the axe takes up the primary role of landing powerful blows to end the engagement. Gungnir is the main weapon used to probe and create openings where Valföðr would come in to exploit the gap. Applying pressure and deceiving the opponent into making a response are a few ways she accomplishes this and is not limited to Gungir as the axe can hook onto things and drag out openings for the dagger to strike. Wednesday is skilled in using either weapon on their own depending on the conditions, selecting the most effective fighting style and combination of weapons.

Spacing is performed differently where weighty arcs of Dust attacks that cover more space in terms of their lasting occupancy and not in terms of the distance they cross are done through the use of Valföðr. Gungnir is better suited in that regard for precision strikes and wider arcs at a thinner value for better distance. This is the same process of how Wednesday usually uses each weapon: Valfodr as the slower, heavy hitter and Gungnir, for fast precision. The former excels at heavy punishes and the latter in critical strikes. Both have options to affect defensive measures. Gungnir is usually held in her left hand, the side where her remaining eye is for finer movement (depth perception) with Valföðr in her right hand. She can use them interchangeably, but this setup is what she’s most comfortable handling.

At a range, Wednesday is at an obvious disadvantage having only the one eye. This just makes it difficult to hit a target, not impossible for her. Using a shotgun does help in landing hits on whatever she's aiming at. However, Wednesday wouldn't be a professional huntress if she let herself be hampered by something like a missing eye. Mental adjustments need to be done to compensate with instinct filling in, but her marksmanship is nothing to discount after years of training. She was throwing spears ever since she could walk and possessed a bloodline carved by warriors. There is still only so much a shotgun can do for her.

Dust isn’t a focus of Wednesday’s fighting style as it’s treated as an enhancer rather than being a discipline she uses on its own. She’s accumulated knowledge of many applications over the course of her Huntress career as well as long before. There are some concepts she’s explored of Dust and its synergy with her Semblance, but she doesn’t consider herself a skilled practitioner, only fairly competent and well-read. Gungnir wouldn’t function nearly as well as it does if Wednesday didn’t grasp the underlying mechanics of the substance, after all.

Wednesday is at her strongest when only using Gungnir.
Strengths:
- Martial prowess as a fighter and strategist
- An inquisitive mind open to new perspectives
- Sociable and easy to approach
- Reliable confidant and comrade
- Can hold her drink like nobody else, even without her Aura
- Decisive
- Passionate
- Structured
- Observant
Weaknesses:
- Fatalistic
- Often overlooks the individual for the whole picture
- Quick to anger if under stress
- Set in her ways
- Competitive
- Overly aggressive
- Opening up about her personal baggage. Wednesday is usually reserved, but given time, she’ll open up when ready. She’s more likely to deal with it herself as a first action before sharing with others.
- Letting things go. Grudges, but also things that could have been resolved.
- Depth-perception
Likes:
- Craft brewing
- Wine, but honey mead is also enjoyable.
- Singing
- Gift giving
- Nature walks
- Good fights
- Her ravens, Hue and Moon
- Boating and sailing
- Slaying Grimm
Dislikes:
- Beowolves
- Idleness
- Paperwork
- Staying indoors
- Ignorance, deliberate ignorance more so
- Disrespect
- Having to vocalize winks
- Bad hygiene
- Perfidity
Recent Events:
Wednesday is a veteran of many conflicts ranging from single combat duels to open warfare with groups and Grimm. She is now a Professor of Grimm Studies and Military Strategy at Beacon Academy.
Alternate Characters:
Nishiki Showa

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