>SELECTED: “Cain! Cain! Cain!” Rawhide whip, strung with broken glass and crushed seashells edges. Civilized Cantǒnian folk view the practice as barbaric, even for a pilgrim to have others in turn inflict the wicked nine-tails on your bare skin is considered zealous in the extreme. You will bleed, and possibly scar if you remain conscious enough to reach the end. But Cain welcomed this worst of public Cathagi punishment before his supposed execution, and so shall you. [Idealist] Hoo boy, kniggas got no chill. All results except 3 success will see your well being reduced to wounded. Entirelt possible that whip marks will join Andrei’s stigmata scars.If you rolled on the previous set of rolls, please do not roll for this test of will.
<span class="mu-s">The Long Walk: Cain on the Cross</span>
>0DC>16 Steps on His Path: +16DC>2 Steps on the Path of Thorns: -2DC>37 marks added to Cain’s Tally: +37DC>Cain! Cain! Cain! (Harshest): Any roll that is not a double or a crit may be re-rolled. But only once.https://www.youtube.com/watch?v=o-QGw6BcPeE&ab_channel=MurderKing-Topic – Cain Catechism (okay not really, but get your rage knight hype on)Crit-Pass = Angelic Vision
Double Pass = Call of Cain.
3 = At first the pain is blinding, you cannot help but flinch at every crack of the cruel barbed whip. But after the third or fourth street, your mind enters another state above that of the physical. Separate from the pains of the mortal body, you reach your destination bloody… but standing proud and upright. Your followers seek to tend to your wounds, but you turn them aside. You are not yet finished. Gain INJURED trait.
2 = Your skin is raw and bloody, and you could not possibly stifle every moan of pain at the punishment that you called upon yourself. But you reach the station of the Cross, crawling on your hands and knees when your legs cannot carry you any longer. You do not think you have anything left in you. Gain WOUNDED trait.
1 = You reach the cross, delirious with pain and blinded by the blood that has dripped from your brow. Your companions beg that you relent, they wish for nothing but to take you to a healer to see to your wounds. But at your command, or desperate pleas, they carry your ruined body on their shoulders for that final leg of the Long Walk. Gain WOUNDED trait.
0 = You only go a short distance before passing out, unable to endure the horrific pain any longer. Even then, the damage is done. You’ll not be able to complete the Long Walk properly, your companions have taken your scarred body back to the healing sisters such is their concern. While any but the pettiest pilgrim would still consider your pilgrimage complete, you regret not being able to keep your strength to the final leg of the journey. Gain WOUNDED trait.
Double Fail = Call of Agony.
Crit-Fail = Mutilation. Permanent -5DC Persuasion. 3 rolls of 1d100. You have one re-roll EACH.
<span class="mu-s">CAIN IN THE RE-ROLLS!</span>