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Max11

Age: 17Edit

Weapons: Celtic Combat Sword (celestial bronze), Military Kinives (steel), Her Body (martial arts)Edit

Max enjoys fighting in general and likes to use all sorts of weapons; the above are just the ones she carries.

StrengthsEdit

  1. Due to the sheer amount of violent things she's done and witnessed, Max has no problem becoming an embodiment of war, unless she is already too drained.
  2. She's spent lots of time honing her skills and testing her limits, which has resulted in her being extremely endurant, even in high-stress activities--which only adds to the fact that she will fight until she wins or cannot--absolutely cannot--fightany longer.
  3. Max, though she is not the most outgoing person, is a good leader who can step back from a situation and analyze it quickly. She always listens to what her team has to say.

WeaknessesEdit

  1. Because of the things she's experienced she sometimes has trouble turning off her aura or violence and war, which sometimes has nasty consequences.
  2. She likes to win, but she's not going to cheat to do it. She has a code and she sticks to it, even if it costs her the battle.
  3. She's extremely loyal to her comrades and is sometimes too ready to give her life for them, even if she doesn't particularly care for them.

HistoryEdit

Sarah Grey worked as a spy for the CIA. Her specialty are assassinations and diversions. One time, on a mission in Rome (to assassinate the ringleader of an illegal weapons dealing business called "The Ring"), Sarah was captured by the enemy. While in custody, she was interrogated by many people. None could get her to crack. Then they decided to bring out the big guns: aka a very tall, very muscular, very handsome man known in "The Ring" as the The Destroyer. The moment Sarah saw him, she knew she was in trouble. Why? Because she fell in love (I know that sounds corny.). Anyway, this guy had some new tactics to try. Instead of torching Sarah and shooting her up with truth serum, he decided to make a deal with her. After she was able to walk again (don't ask why she can't--it's gruesome), she would fight him. He would fight with no weapons, and she with one non-gun-or-poisoned weapon of her choice. If she won the fight, she would be let go peacefully, no further harm done. If he won the fight, she had to tell him why she was in Rome. Now Sarah, having beast skill with blades, chose the Celtic combat sword of her ancestors (on her mom's side.). Long story short, she lost, and, being a woman of honor, she held up her end of the deal, saying she was in Rome on a business trip for her company (CIA = The Company) and had gotten caught up in some nasty business. Not a lie, but not the whole truth. The Destroyer told her he'd let her rethink her answer overnight. (~ominoussss~) But, due to a relatively stupid mistake on the part of one of the guards, Sarah managed to escape and get back to Washington D.C.. Exactly one month later, while on a mission in Russia, Sarah ran into The Destroyer. This time though, he was an ally. He helped her find, capture, and interrogate an enemy who had been blacklisted (interrogated, then killed). And you know what happened afterwards? He took her to dinner and told her his name was Mark (derived from his roman name.). Things progressed from there, leading to dates & lots of time spent together back in the States. But after Max was born, and after Mark revealed to Sarah his true identity, he left her without another word. (But he did leave her the sword he fought him with.)

Sarah fell into a bit of a rut after Mark left her. She became even more ruthless and quick to bite (and to cry), but she always took good care of her daughter, despite being overseas a lot.

Ever since she was five, Max has loved skateboards. She's a total skateboarding pro. One night (Max was 13 at the time) she and some of her buddies were at the skate park. An unearthly howling filled the surrounding woods. At first, Max thought it was only stray dogs, or maybe wolves (she's obsessed with wolves.) But it wasn't. Oh, boy, was Max wrong.

It was a pack of hellhounds.

Max, not knowing that it wouldn't really work, pulled a handgun from her bag (the gun is her mom's. Sarah forces Max to take the gun with her to the skate park) and began firing at the hounds. Her friends (a word about her friends: they, like Max {their ringleader}, are pretty bad@$$. a lot of them come from rough places, but they're all good people. They've formed their own little 'gang' {aka group of friends. they don't do bad stuff.} and call themselves the Wolves. It's all for one and one for all. No girl left behind {they're sexist--pro-female}) Anyway, Max and her friends tried taking on the beasts, but upon seeing how badly they were being beaten, they took cover under the concrete skating ramps and shut the doors. Max called her mom (backup!!!!) and asked her if she knew what these giant, unkillable, black dogs were. Sarah told Max to take cover and stay; she'd be there in a few minutes. After being hung up on in the midst of telling her mom that coming might not be such a good idea, Max told her friends backup was on the way (if you missed it: backup = Sarah Grey.). When Sarah got there, she dashed from her car to the door with a long,thin package in her arms. Once safely inside the underbelly, Sarah unwraps the package to reveal a Celtic combat sword. Its blade is a faintly glowing bronze. Sarah hands it to Max and tells her its time for her to prove herself; that maybe... (she trails off here, but she means that maybe Mark will come back. Unlikely.) Max, after getting over the fact that her mom may have finally lost it, goes out and takes down the two hellhound sentries (the rest left.)

Skip some. there are an increasing number of monster attacks from this day on. at one point they get so bad that Sarah won't let Max go anywhere without the sword. After a really nasty hellhound attack (Max is 16) that leaves Max hospitalized for two weeks (full recovery, though.), Sarah, after breaking all her china in a fit of rage, screaming profanities to the sky (namely Mark), crying for hours while holding Max so tightly she can barely breathe, Sarah helped Max pack a bag and took her to the wolf house.

PersonalityEdit

fiery, loyal, compassionate (only to her friends), crazy smart, vicious and ruthless when angered or otherwise filled with some strong emotion.She has a lot of attitude and is very confrontational (not to mention her dark, gory side). She enjoys a fair fight (ex.: she never attacks from behind, fights with a weapon of equal stature to her opponents, etc.) Max always tries to keep her emotions in (as in sadness, love, etc.), but when she is extremely mad or extremely sad, they show. Despite her bad@$$ facade, she really has a kind heart. She loves kittens and puppies and going to the movies with her mom.

PowersEdit

OffensiveEdit

  1. Children of Mars can decrease an opponent’s strength and combat abilities for a short time, leaving them vulnerable to attack.
  2. Children of Mars are able to clap their hands so hard and fast due to their enhanced strength that it sends a small shock-wave out. The shock-wave generates enough force to knock an opponent off their feet and possibly leaves bruises on their skin.

DefensiveEdit

  1. Children of Mars can become resistant to all types of physical attacks for a short time.
  2. Children of Mars have the ability to call forth civil justice onto the battlefield for a short time, making all opponents lose the will to fight if their actions are unjust. However, if the actions of the opponent are justifiable the power becomes redundant, and if the user attempts to attack the opponent while the power is in use it immediately wears off.

PassiveEdit

  1. Children of Mars are innately proficient in all forms of combat.
  2. Children of Mars are stronger and faster than the average human. Their skin is also capable of enduring more injuries.
  3. Children of Mars are always emitting an aura of violence and war, which makes people around them more likely to attack each other and start fights. They can shut it off for a long time.

SupplementaryEdit

  1. Children of Mars have the inhuman ability to leap great distances at once which can be used to dodge or attack. Upon landing, a small tremor is unleashed which causes anybody within a few feet to lose their balance.
  2. Children of Mars have the ability to empower strength upon nearby allies and instil fear upon nearby enemies with a deafening war cry.
  3. Children of Mars have the ability to enchant nearby weapons with either a positive effect or negative effect for the duration of a weapon; some examples would be increasing the sharpness of a blade or dulling it.
  4. Children of Mars are sometimes able to cause a small (3-5) group, to turn against each other by inducing a lust for violence and victory in combat. The targets would become irrational and fight among themselves determined to be the last warrior standing, causing chaos for a short time. The more affected the more energy is drained.

3 Months After a Character is MadeEdit

  1. Children of Mars can create an illusion of massive bloodshed, destruction and devastation on a battlefield, instilling everyone around them with cowardice and terror, causing them to panic and be routed for some time, until it wears off and they return to battle. Similarly, they can also do the opposite, causing everyone nearby to go into a battle frenzy, in which they recklessly fight the enemy. This power drains them significantly.


6 Months After a Character is Made[1]Edit

  1. Since their father has command over dead soldiers on the losing side of every war in history, children of Mars have the ability to summon a large group of armed skeletal soldiers, up to seven, which can then be controlled by the mind of their summoner. The longer the period of time for which they are summoned, the more the summoner is drained. Ex: The user can summon skeletal red coats, confederate soldiers, Nazis etc. Dead Soldiers who belonged to the winning side of the war cannot be summoned.

9 Months After a Character is Made[2]Edit

  1. Children of Mars can draw power from all the violent actions and desires they’ve seen, felt, or committed in their lives and become an embodiment of war for a short time, in this state they are as twice as strong and fast than before and are immune to all attacks. They emit a powerful aura which somewhat makes enemies think they are weak and doomed for failure. Once the transformation subsides and the user reverts to normal, they are immensely drained, cannot move and could possibly faint.

TraitsEdit

  1. Children of Mars are usually more courageous than most, especially when facing danger.
  2. As Mars is the god of civil order, his kids are often adept at creating order when there is chaos and fighting around them
  3. Children of Mars tend to love the thrill of battle and fighting, feeling natural when partaking in combat.
  4. Children of Mars often love the chance to show off their abilities, they’re often somewhat arrogant and hotheaded.
  5. Children of Mars typically have the potential to become great soldiers, agents or generals. Able to perform remarkable feats within the Military.

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