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Marta


 

[There's nothing here yet, but you expect there to be.]

-- [Quote source]

 

 

Marta is the main protagonist of the personal project Spellbroom, a young witch who ventures into dangerous supernatural areas in search of her mother.  In Summer Leagues, Marta is competing for a wish she keeps locked up in her own heart.

 

 

Table of Contents
  1. Backstory

  2. Personality

  3. Abilities

  4. Strengths

  5. Weaknesses

  6. Gallery

  7. Author's Notes

 

Backstory


Before Summer Leagues:

Having woke up one day to find a note left by her mother telling her she'd be gone for a while, Marta had began to worry until she had decided to find her own.  Each time she'd think she gotten closer, there was only a hint that her mother was at each place she explored. 

 

During Summer Leagues:

Marta had arrived at a snowy cliff, ready to take a plunge, when a messenger fox had interrupted her with a strange letter.  After she had took notice of it, the fox took off through a nearby magic door, which had happened to belong to her old acquaintance Dee.  Dee had explained the fox's purpose, a messenger for a multi-dimensional tournament, and that she was a former champion.  Offering her invitation to Marta, Dee encouraged her with the promise of a wish for anything if she had won, while Marta eyed the invitation nervously.


 

Personality


 

Marta is a quiet girl at heart, never feeling the need to say much that her actions can't get across.  She tends to keep her own worries and problems to herself, letting few outside her know them, sometimes losing herself in whatever she is currently doing in an attempt to distract herself from them.  Despite this, she has a kind heart and can be counted on to do the right thing even at a cost to her own goals.  She can be rather naive when it comes to human culture, despite finding it fascinating, often finding things normal people do or say confusing.

 

 

 

As a teenager specifically, Marta has become more crestfallen and somber for reasons she only keeps to herself, not even telling her concerns to her trusted close few anymore.   She has grown tired from her adventuring as a child, the end result having traumatized her and leaving her feeling empty.    Her gentle soul can still shine through her clouded mind, with the right amount of prodding. 


Marta
marta wiki pic.png

Aliases/Nickname(s)

None

Profile Data

Race

Witch

Pronouns/Gender/Sex

She/Her

Age

16

Weight/Height/Build

Weight: She's not gonna tell!

Height: 5'5"

Build: Average, falling on skinnier side

B/W/H Size

No!

Hair/Eye/Skin Colour

Hair: Green
Eye: Dark orange
Skin: White

Distinguishing Marks

  • [entry 1]
  • [entry 2]
Abilities
  • Able to channel her elemental magic through almost any item she gets ahold of
  • Double jump/wall jump

Strengths

Pragmatic thinking, determination on whatever her current goal is at the time, natural prodigy with magic.

Weaknesses

Must be holding something to use her magic, rusty/out of practice from lack of recent fighting,  cannot use certain magic types.

Preferences

Weapon(s)

  • Whatever she can get her hands on, used her favorite broom as a child

Likes

Ice cream, classical music and literature, flowers

Dislikes

Canned meat, needles, scary movies

Creator
Kite


Abilities


Ability 1

As a witch, Marta can channel magic through almost any object she can get a grasp on.  Due to her rustiness in fighting, she is only limited to her elemental magic, primarily fire, water, air, and earth.  However, her creative thinking with this allows her to use anything on hand as a weapon with these four elements.  For example, wadded paper balls to channel fire through, making impromptu fireballs, or a vacuum enchanted with air to pull opponents closer with strong gusts.  If push comes to shove, she can always just fight with a melee weapon using her enchantments through it.  Boring, but practical.

Ability 2

After receiving an enchantment when she was younger, Marta gained the ability to jump again in the air naturally, or "Air Step".   This ability also lets her jump/kick off a wall mid-air. This can be used in several ways: to maneuver an arena, to evade an attack, or to continue an offense mid-air.  Think of it like a mix between a wall jump and a double jump in video games.

Ability 3

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Strengths and Weaknesses

Marta's main strengths lie in her ability to adapt to just about any situation.  Years of adventures as a child have had her naturally develop the aptness needed to survive in dangerous situations.  Whereas when she was a child, she would usually only use her broom to channel her magic, as a teenager she's shed the idea of sticking to just a broom and has the imagination to use just about anything as a weapon to channel her elemental magic through.  Having a few adventures under her belt has given her the experience and skill with her magic to labeled a prodigy, becoming very familiar with her type of magic and how to use it.  Another strength of hers is in her determination, as when Marta has put her mind to something it is hard to talk her down or keep her from trying to see it through. 

In spite of her pragmatism and determination, Marta also has a few weaknesses, in both fighting and her emotional state.  Her magic is entirely reliant on having hold of something to use as a catalyst, depriving her of anything she can grab a hold of leaves her vulnerable to her opponent, as she is not a trained fighter.   What fighting she does know she is rusty with, as by the time of Summer Leagues she has not fought in several years.  Despite her talents with magic, magic users in her home universe are only limited to certain kinds of magic each, leaving her only with elemental magic.  Finally, due to trauma in the past she is not entirely emotionally stable, switching between her usual determination and hesitation to fight quickly.


SL23 Marta ref.jpg

Reference

crown marta design 2 wip.png

Concept art

SL2 marta concepts.png

Concept art

Marta, in her SL2 appearance.

"Reveal" render, without background



Author's Notes


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