Wakanda
Portrait of Wakanda
Portrayed by Cheyenne Gordon
Name: Wakanda
Aliases: Squaw
Heritage: Sioux
Birthplace: South Dakota
Occupation: Medicine Woman
Affiliation: Sioux Nation
deadlands

Background

Only child of her village's shaman she was raised and taught the way of the medicine woman to take her father's place. She was out on a Spirit Quest …

  • Had Worst Nightmare on Quest.
  • Returned to a village raped and pillaged. Scouts camped up on a ridge saw her return. Kidnapped and raped her.
  • Soldiers took her back to the Fort to pass around. Hank Tanner 'saved' her by marrying her.
  • See Hank Tanner's Background for further info.
  • See Bent Verloren's Background on intro to the Party.
  • Wakanda knows that she is pregnant and is joining this journey West to get as far from the Sioux Nation as possible to save them from the destruction she saw in her Vision.

Worst Nightmare

After being raped by a white man, her belly quickly grows and in the most painful and bloody of births she brings forth a monster that quickly grows and she's paralyzed to be forced to watch as the monster lays waste to the Sioux Nation. Dragged around by the cord that still attaches them he saves her to the very last to watch as her people are slaughtered and devours her last.

Sessions

Relationships

{$Name}

{$Name}

{$Title}

{$Relationship}

wildcard_deadlands.png

Wakanda

Attributes

Agility: Dice_Fill-ins_d6.png
Smarts: Dice_Fill-ins_d8.png
Spirit: Dice_Fill-ins_d8.png
Strength: Dice_Fill-ins_d6.png
Vigor: Dice_Fill-ins_d6.png

Languages

  • Sioux
  • Broken English (she understands it well)

Secondary Statistics

Charisma
Add to Persuasion and Streetwise rolls
+0
Pace
Run: +d6; -2 on other actions this round
6
Parry
2 + half Fighting die type
2
Toughness
2 + half Vigor die type
5
Awareness
2 + half Notice die type
2
Grit
1 point per Rank; Add to Fear checks
1

Permanent Injuries

Skills

Driving (Agility): Dice_Fill-ins_d0.png
Fighting (Agility): Dice_Fill-ins_d6.png
Healing (Smarts): Dice_Fill-ins_d8.png
Intimidation (Spirit): Dice_Fill-ins_d0.png
Investigation (Smarts): Dice_Fill-ins_d0.png
Knowledge (Battle) (Smarts): Dice_Fill-ins_d0.png
Notice (Smarts): Dice_Fill-ins_d4.png
Perform (Spirit): Dice_Fill-ins_d0.png
Persuasion (Spirit): Dice_Fill-ins_d8.png
Piloting (Agility): Dice_Fill-ins_d0.png
Repair (Smarts): Dice_Fill-ins_d0.png
Riding (Agility): Dice_Fill-ins_d8.png
Shooting (Agility): Dice_Fill-ins_d6.png
Stealth (Agility): Dice_Fill-ins_d6.png
Streetwise (Smarts): Dice_Fill-ins_d0.png
Survival (Smarts): Dice_Fill-ins_d8.png
Taunt (Smarts): Dice_Fill-ins_d0.png
Thievery (Agility): Dice_Fill-ins_d0.png
Throwing (Agility): Dice_Fill-ins_d4.png
Tracking (Smarts): Dice_Fill-ins_d8.png
Tribal Medicine (Spirit): Dice_Fill-ins_d10.png

Racial Benefits and Drawbacks

  • Adaptive: Humans receive an extra Edge during character creation.

Hindrances

Hindrance Type Description
Old Ways Oath Major This character has decided to forego modern technology to honor the spirits. The character won’t use any modern device (including guns, steel knives/tomahawks, etc.), nor travel in any modern conveyance more complex than a horse-drawn wagon (and is unhappy to do even that).

Edges

Edge Type Description
Arcane Background (Shamanism) Background

Shamans are Indian holy men and women, and keepers of tribal medicine. Their power comes from bargains with the demanding spirits of the natural world.

Appeasing the Spirits: Shamanic “sins” work differently from other miraculous Arcane Backgrounds. The spirits require rituals, performed daily, to appease them so they grant favors. A shamanic ritual takes four hours with a Tribal Medicine of d4. For each die type above d4, the time required is reduced by 30 minutes.

Instead of the usual effects of a “sin,” shamans who do not regularly perform rituals suffer the penalty listed to their Tribal Medicine roll and may regain Power Points slower, as noted below.

Ritual Requirements
Minor: Has not performed a ritual within the prior day. Tribal Medicine –1.
Major: Has not performed a ritual within the prior week. Tribal Medicine –2; Power Points recharge at rate of 1/two hours.
Mortal: Has not performed a ritual within the prior month. Tribal Medicine –4; Power Points recharge at rate of 1/four hours.

The spirits are more forgiving to those shamans who follow the Old Ways; a character with the Minor version of the Hindrance can ignore 1 point of penalties while the Major version ignores 2 points. Power Point recharging is unaffected by the Hindrance, as the spirits only forgive so much.

Tribal Medicine: To use a power, the shaman must also perform some sort of ritual on the spot. At the very least this involves chanting and a Tribal Medicine roll. If the shaman cannot speak, they cannot use any powers.

Bad Medicine: If a Shaman ever rolls a 1 on the Tribal Medicine die (regardless of the result of the Wild Die), the power they were trying to summon fails and they gain a Fatigue level that can only be regained by several hours’ meditation, communing with the spirits in a sweat lodge, or suchlike.

Knack Weird

This character's auspicious birth gives them an ability that can be activated by a Fate Chip (of any color).

  • Breech Birth: Spend a Fate Chip to use the greater healing power with a single success (thus healing one wound). There is no need to roll.

Powers

Arcane Background Power Points Recovery Rate
Shamanism 15 1/hour
{$trappingName}
Power {$power} Rank {$rank} Power Points {$pp} Range {$range} Duration {$duration}
{$trappings}
{$description}
Spirit of the Bear/Wolf/etc.
Power Boost/Lower Trait Rank Novice Power Points 2 Range Smarts Duration 3 (1/round)
The spirit of an appropriate animal (an owl for Smarts, a bear for Strength, and so on) is barely perceptible behind the shaman, but only to others with Arcane Backgrounds.

This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.

The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step; a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.

Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.

Healing
Power Healing Rank Novice Power Points 3 Range Touch Duration Instant
The shaman utters oaths and promises to the spirits.

Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.

For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).

For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78 of Savage Worlds Deluxe). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.

Healing can also cure poison and disease if used within 10 minutes of the event.

Weapons

Weapon Range Damage RoF AP Shots Weight Notes
{$weapon} {$range} {$damage} {$rof} {$ap} {$shots} {$weight} lb. {$notes}

Gear

Wealth and Currency

Savings $
Valuables

Advances

Total XP: 45 Rank: Veteran
XP Rank Advance
5 Novice Notice d4, Throwing d4
10 Novice Power Points
15 Novice New Power: ???
20 Seasoned {$advance}
25 Seasoned {$advance}
30 Seasoned {$advance}
35 Seasoned {$advance}
40 Veteran New Power: Vision Quest
45 Veteran New Power: Greater Healing

Gallery

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