OVA
Description
NMSX-1, later named Marine, is a prototypical saber marionette created in New Texas on Terra II. Originally known as the Whirlwind Bandit for a series of thefts around Japoness, she was encountered by Lime, whose kindness prompted a change in her behavior. After returning stolen items and showing remorse, she was welcomed into the group and given the name Marine by Panther. Marine possesses three maiden circuits, which grant her a full range of emotions and a distinct personality. She was designed to withstand and weaponize plasma energy, a power that becomes central to the story. However, this ability comes with a fatal design flaw: as her emotional development progresses, her plasma output grows uncontrollably, leading to a predictable death if she continues to mature. Shortly after joining the group, Marine develops androphobia, an intense fear of men, which Lorelei diagnoses as a form of puberty affecting her circuits. This phobia creates comedic tension but also drives much of her early interactions, particularly with Otaru. Her personality shifts from a remote, kleptomaniacal loner to a loyal, eager-to-please companion. She demonstrates impressive multitasking skills and a strong work ethic, which sometimes irritates the lazier Lime. Despite her artificial origins, Marine actively seeks to understand human emotions and relationships. Her key relationships include a deep friendship with Lime, who first accepted her, and a growing appreciation for Otaru after he risks his safety to protect her from a lightning strike during one of her plasma storms. She also develops a rivalry of sorts with Lime over competence and attention. Over the course of the OVA, Marine matures significantly. When Otaru learns that the recurring catastrophic plasma storm can only be stopped by someone with her tolerance, he refuses to sacrifice her. Marine, having eavesdropped, resolves to fulfill her purpose. She absorbs the storm’s energy at great cost to herself and is gravely damaged, but ultimately survives and is taken to the castle for repair. By the end, she is left recovering, with Lime promising to one day take her to the sea, symbolizing their bond and Marine’s new chance at life. Her notable abilities include plasma energy generation and deflection, superhuman strength, and the capacity to overheat and disintegrate enemies when enraged. Her existence raises questions about the ethics of creating sentient beings as weapons, and her journey emphasizes themes of friendship, self-sacrifice, and the value of individual life.