Showing posts with label Mary Poppins. Show all posts
Showing posts with label Mary Poppins. Show all posts

Tuesday, October 23, 2018

Mary Poppins: The White Witch (Swords & Wizardry)

It is no shock or surprise, but the White Witch has it's roots in Disney as much as it does in D&D.

There is no one character I can point to and say "that is it, that's her!" but a lot that I can take aspects of.  It all gets jumbled up a bit to be honest as the same character can also inspire different interpretations. 

No one is a better example of that than Mary Poppins.
In grade school, I forget what grade, I remember my teacher taking us all out of the classroom and we went out to this atrium area that was large and domed outside of the library and she read Mary Poppins to us.  I remember being very interested in it once she mentioned Mary knew a girl from the Pleiades. 

I have talked about Mary before.  I have even given stats for her as a witch and as a Time Lord.
My good friend and blogger Tim Knight over at Hero Press has a trailer up for the new Mary Poppins Returns and of course, he says she is a Time Lord.  I will admit I am very fond of that idea myself.

The new movie is coming out and I adore Emily Blunt. I can't think of a single thing I have seen her in that I didn't like and think she was the reason it was as good as it was.

So in the case of going back to my roots, here is Mary, as a White Witch.

Mary Poppins
10th Level White Witch Tradition
From Witch for Swords & Wizardry White Box

Strength: 10
Dexterity: 15
Constitution: 14
Intelligence: 16
Wisdom: 17
Charisma: 18

HP: 42
Alignment: Lawful
AC: 7 [12] (coat equal to leather)
Saves Base: 6

Occult Powers
Familiar: Jackdaw (Raven)
4th level: Herbal Healing (with a little drop of sugar)
7th level: Create Magic Items
10th level: Coven* (Mary gets the benefits of a coven when she is with a family)

Spells 
Cantrips: (6) Alarm Ward, Animate Tool, Dancing Lights, Ghost Sound, Object Reading, Warm
First: (4) Analgesia, Animal Friend, Detect Danger, Speak with Animals
Second: (3) Augury, Healing Broth, Raven Spy
Third: (3) Animal Summoning I (Ritual), Calm Animals, Fly
Fourth: (2) Cleanse, Joyous Tidings
Fifth: (2) Animal Summoning III (Ritual), Enchant Item (Ritual)

Equipment
Bag of Holding, Umbrella (serves as staff and witch's broom), Bowtie, Jaunty hat (witch's hat), tea-set.

Using Mary in Your Games
Mary, of course, works best when there are children about. If your game has younger children as the Player Characters then Mary practically, as she often does, invites herself in.
For me, I am planning on using her in various "flashback" episodes with the current characters.

Tuesday, July 29, 2014

Mary Poppins: Witch or Time Lord, Part 2

Mary as a Time Lord

So I explored how Mary could be a witch.  How can she be a Time Lord?



Well in addition to all that we know she speaks a lot of languages including Baby.  Her carpet bag could be a bag of holding or it could be Time Lord science.   She acts both young and wise, much like the Doctor and spends a lot of time with younger companions.  The 11th Doctor even made references to her in "A Christmas Carol" and in the book "Magic of the Angels".  In MotA the Doctor even has a carpet bag that he claims he got back from Mary.

Mary could have avoided the Time War much like the Doctor did.  She could have been The Nanny even.  Heck if that is case maybe she regenerated into Nanny McPhee.

She knows people from other planets such as the girl from the Pleiades.
Supercalifragilisticexpialidocious is almost as bad as Raxacoricofallapatorius.


Mary Poppins
Time Lord
From  Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition
Story Points: 8

Attributes
Awareness 5
Coordination 4
Ingenuity 6
Presence 6
Resolve 5
Strength 3

Skills
Athletics 1
Convince 4
Craft 3
Fighting 1
Knowledge 5
Marksman 0
Medicine 4 (little drop of sugar and all)
Science 3
Subterfuge 1
Survival 2
Technology 3
Transport 1

Traits
Animal Friendship, Attractive, Brave, Feel the Turn of the Universe, Friends (major), Indomitable, Keen Senses, Lucky, Quick Reflexes, Resourceful Pockets, Voice of Authority, Time Lord
Argumentative, Distinctive, Eccentric, Owed a favor to (the family she serves), Selfish (to a degree)

Equipment
Umbrella, Carpet Bag

Home Tech Level: 10 (mostly conforms to 4)

Personal Goal
To protect the Children

The Time Lord known as "The Nanny" (to some, Mary Poppins) fled Gallifrey in the earliest days of the Time War with one goal in mind. To protect those who could protect or help themselves.   She has been known to have encountered the Time Lord known as The Doctor at least once.

She has a number of family members she will mention, but these are all adopted and are world wide.
It is also not too much of a stretch to see her working the Paternoster Row Gang at some point.


Next time I'll cover why Ms. Frizzle of the Magic School Bus is not just a Time Lord but is in fact River Song.

So how about you?  Is Mary a Witch or a Time Lord?

Mary Poppins: Witch or Time Lord?

Mary Poppins is an interesting character.

She is both serious and fanciful. Strict and stern, yet kind and lovable. Old and wise and still young and innocent.  A witch and a Time Lord.

Wait.
What was that last one again?

Certainly Mary has a number of traits that could be considered magical and even witch like.  But there are other times her crazy world could be explained easier if she were in fact a Time Lord.  Both seem as likely as the other to be honest.

Mary as a Witch



Mary has a number of qualities that make her seem more like witch or some sort of magic user.
Indeed a lot of what she does is called magic.  It could be that is just what she is calling it to help explain it to the locals.

Mary Poppins
20th Level Witch Eclectic Tradition
From  The Witch

Strength: 10
Dexterity: 15
Constitution: 14
Intelligence: 16
Wisdom: 18
Charisma: 18

Saves
Death Ray or Poison: 5
Magic Wands: 6
Paralysis: 5
Dragon Breath: 8
Rods, Staffs and Spells: 7

To Hit AC 0: 14

Hit Points: 50
Alignment: Lawful
AC: 7 (coat equal to leather)

Occult Powers
Familiar: Jackdaw
7th level:  Speak to Plants and Animals
13th level: Permanent Magic
19th level: Witch’s Blessing

Spells 
Cantrips: Alarm Ward, Animate Tool, Dancing Lights, Ghost Sound, Object Reading, Warm
First: Comprehend Languages, Everlasting Candle, Fey Sight, Light, Magic Circle Against Evil, Consecration Ritual (Ritual)
Second: Augury, Detect Thoughts, Guard Watch, Mind Obscure, Rite of Remote Seeing, Calling the Quarters (Ritual)
Third: Astral Sense,  Dispel Magic, Scry, Spirit of Albion (Avalon), Imbue Witch Ball (Ritual)
Fourth: Analyze Magic, Divine Power, Ethereal Projection, Remove Curse, Drawing Down the Moon (Ritual)
Fifth: Calm Weather, Dream, Greater Command, Seeming
Sixth: Anchoring Rite, Greater Scry, True Seeing, Legend Lore (Ritual)
Seventh:  Ball of Sunshine, Greater Arcane Eye, Binding Ritual (Ritual)
Eighth: Astral Projection, Discern Location, Mystic Barrier

Magic Items:  Umbrella (works as a Witch's Staff), Bag of Holding (Greater).

Mary Poppins
Very Experienced Master
From Ghosts of Albion

Life Points 44
Drama Points 10

Attributes
Strength 3
Dexterity 4
Constitution 4
Intelligence 5
Perception 5
Willpower 6

Qualities
Attractive 1
Charisma
Contacts (Underground) 3
Contacts (Supernatural) 6
Good Luck 2
Hard to Kill 2
Magic 8
Magical Family
Nerves of Steel
Occult Library (Amazing)
Resources 8
Situational Awareness
Supernatural Senses (the Sight)
Status 4

Drawbacks
Adversaries (Lots) 5
Honorable (Minimal)
Metal Problems (Cruel, mild)
Metal Problems (Intolerance, mild)
Obligation (To the family she serves)
Rivals 2

Useful Information
Initiative +2
Actions 1/2
Observation 1d10 + 11
Lesser Sensing +19
Fear +12

Skills
Armed Mayhem 2
Art 5
Athletics 2
Crime 2
Drive / Ride 2
Engineering 3
Fisticuffs 1
Influence 6
Knowledge 7 (Science, Mathematics, Astronomy)
Languages 7 (English, Italian, Latin, Greek, French, Animals)
Marksmanship 1
Notice 6
Occultism 9
Physician 4
Wild Card

Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry    +2 - Defense Action
Grapple +2 - Defense Action
Punch +2 4 Bash
Magic +23 per spell Usually graphs a horoscope first
- Counterspell +20 Special Magic defense action; dispels spell
- Deflect +23 Special Deflects spell 45 degrees
- Hold +22 Special Magic defense action; delays spell SL turns
- Deflect +16 Special Magic defense action; returns spell to caster

These builds assume that Mary is one of the more powerful witches in your game.  Of course to deal with children she would not need to be this powerful.