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Mar Characters

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Summary Plot Characters

* Ginta Toramizu: The main character of the series. A fun-loving, care-free boy who uses Babbo as his ÄRM. Being originally from another world (Japan) he was originally weak and nerdy (a stereotypical otaku) until he arrived in MÄR-Heaven, where he gained superior physical ability, and, rather more like destiny, the ÄRM of legend Babbo. Later he encounters Alviss - the one who called him to this fantasy world, and learns of his true role in his journey: to defeat the calamitous Chess Pieces Army which 6 years ago laid waste to MÄR-Heaven, despite once having been subjected to defeat with the death of its commander, now has once again returned to the throne of power, stronger and seemingly indestructible than ever, especially when the leader of Cross Guard - defenders of MÄR-Heaven, is no longer alive. Following this hero named Danna's footstep to bring an end to the reign of the Chess Pieces, Ginta forms a team consisted of seven youths - prophesied to be the ones to save the world - goes by the name of MÄR. Ginta is Danna's son.

* Babbo: The only ÄRM in MÄR-Heaven with a human soul - which is actually the magic kingdom Kaldea's former Elder's, and therefore the only one able to talk without being activated. Once the weapon of the exceptionally powerful Chess Pieces Knight Phantom, it now is wielded by Ginta, and serves as both a friend and a weapon. Babbo is known for his oversized ego and love of himself, constantly referring to himself as an "elder" (in the English versions, a gentleman, comically in contrast to his typical shape, which is in default form an oversized kendama. The ÄRM is able to alter his appearance, size {although his weight remains constant}, and abilities by the use of eight Magical Stones - the most a single ARM has ever held - to transform into and from these following versions, created by Ginta's imagination:

* Snow: The only princess heir to the crown of MÄR-Heaven's biggest kingdom Lestava, first rescued by Ginta from the hunting hand of her step-mother Chess Pieces' Queen Diana, being imprisoned in a layer of ice in a solitary fortress where the boy had his first real fight with the Chess Pieces, against the Rook members Ian and Loco. Snow is fun-loving and easy-going but can be serious in battle situations, and is notable for the fact that she looks and acts exactly like Koyuki, Ginta's crush in the real world - her own alternate versions, with whom she shares views of each other's world, and an affection toward Ginta. An user of ice-themed ÄRM, and later water-themed.

* Nanashi: Captain of "Luberia," a group of thieves who steal other people's ÄRMs, this major playboy joined Team MÄR to fight against the Chess Pieces in order to get revenge for the comrades murdered by the Knight Peta. Nanashi has a mysterious past which he holds no memory of, and his consciousness only started after being saved from fatal wounds by Galian - Luberia's former leader, the very faction whose leading role was finally entrusted to him when Galian left for the Chess Pieces. Beside an empty memory, there are also two other thing suspicious about Nanashi: the same scent of another world's resident like Ginta, and a slim figure inadequate to his superhuman strength. He uses lightning-based Nature ÄRM.

* Jack: A farm boy that meets Ginta early in his adventure and after the boy helped him beat the Rugaru brothers, a pair of werewolves that were terrorizing Jack's home, the two becomes best friends. Loud-mouthed and clumsy, Jack is the weakest of Team MÄR, however not by any means the least resolute, if not the most, as he never misses a chance on training to get stronger, first not to be a burden to others, and second, to avenge the death of his father Jake - a former soldier of the Cross Guard - who died in the first War Game at the hand of one Zodiac Knight, Vidar. He also has a hopeless crush on every cute girl he can lay his eyes on, especially Snow and Dorothy, despite how cruelly they treat him. An user of plant/earth-type ÄRMs.

* Dorothy: A witch of immeasurable power and the younger sister of Diana, Queen of Chess Pieces, who bears the responsibility to put a permanent rest to Diana's actions in accordance to their birthplace Kaldea's rules. Dorothy has an interest in stealing any uncommon ÄRMs she comes across (which is also her other duty on Kaldea's behalf), heaping up into a wide variety for her collection, but she seems to prefer Guardian ÄRMs and Wind-theme ÄRMs in battle. Dorothy met Ginta when he first got to MÄR-Heaven, and since then has developed an one-sided crush on Ginta, therefore always inwardly jealous of Snow, even though they sometimes cooperate. Despite her lovable nature, when in a fight Dorothy can be cruel and deadly, going as far as killing any Chess Pieces members that she can get her hands on, though she later promises Ginta she won't kill her opponents and does not go back on her word. She took Jack on as an "apprentice" and teaches him the ways of maximising his ÄRM's potential. Some of her Guardian ÄRM, like Toto, are plays on characters from the Wizard of OZ.

* Alan: Two characters in one, Edward provides comic relief while Alan is a hardened warrior, the powerful human who participated in the previous MÄR-Heaven War against the Chess Piece, known as the 2nd man, Danna's partner in the Cross Guard. His power level is said to be equivalent to a Knight in the method of power ranking used by the Chess Pieces, and once fought to a draw with the Knight's second in command, the one ranked directly under the No.1 Knight Phantom, Halloween. However, because of a curse set by Halloween's Darkness ÄRM in the same fight, Alan was sealed inside the court guardian and custodian dog of princess Snow, Edward. In order to change back into Alan, Edward has to sleep three times, often forcibly knocking himself out, which is too risky and inconvenient for heaven's sake that Ginta has to use his Holy Guardian Alice to seperate the two. A Dimension ÄRM user.

* Alviss: The cold figure of MÄR, Alviss is the one who brought Ginta into MÄR-Heaven. He joined the Cross Guard in the 1st War Game and grew fondness toward their leader, Danna, with whom he shared the very same goal for which they put their lives at risk, to fight the Chess and protect MÄR-Heaven. This pure courage, however, got Alviss further than he could ever have expected even in his wildest dream: Phantom also chose him as one who would reside in the dreary future of MÄR-Heaven...in the form of a Zombie-tattooed undead. For years Alviss lives under the looming shadow of this most unwanted tomorrow, and recluses from opening his heart for others. However after meeting with Ginta, the boy starts to change and finally, stands up facing destiny in full height in order to realize his lifelong wish, the banishment of his hated enemy Phantom, riddance of the curse Tattoo, and peace attained for MÄR-Heaven. A Guardian ÄRM user.

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