The Guts, The Balls, The Heart
This said, the ability to send someone to the Morgue is not entirely in the player or the character’s hands. Remember: choosing to send someone to the Morgue or the Hospital is a choice available only when a character succeeds in a Conflict through the use of Violence dice. Succeed but not on Violence dice? It’s a scuffle, punches are probably thrown — but everyone walks away. A little bloody, a little bruised, but everyone walks away. Succeed on the Violence dice? Everything goes pear shaped. Too far. Depravity. To send someone to the Morgue: when you succeed on the Violence dice, you must also in the same dice pool roll lower than your current Depravity. Take note: with Depravity ranked 0 or 1, you cannot send someone to the Morgue. Even if you really wanted to, even if it made perfect sense to save your family. You can’t bring yourself to do it. You care too damn much. Sorry if you agreed to do a hit to get your Brother the cash he needs; you won’t be able to go through with it. Should probably find a way to resolve that.

So, the only way to send someone to the Morgue is to get your Depravity up. Remember, that means Moments of Violence, or picking Fights and winning them on your Violence dice — but if your Depravity is 0 or 1, you’ll only have 1 or 2 Violence dice in a fight… what’re the odds you’ll increase your Depravity? Ya know… if you wanted to, that is (because of course you don’t). More generally: how can you increase your chances of sending someone off to the Hospital, just to get them out of the way for a while? There’s a reason for weapons. Makes violence easier, turns out.

A History of Violence
So, an NPC or a brother is doing something that your character takes issue with. Something he doesn’t want to happen. Something that you, the player, would rather not occur in the story that is being played out. You could raise your voice slightly and request ever so sweetly that the story not go that way, or you could deal with it and resolve it like so (actually, that’s a lie. You don’t have a choice. This is how to do it). You may start a Conflict to get your way. Each participant states their Intention in the Conflict; you likely state something different than what the NPC just proposed, while the NPC probably just restates their original point… it’d make sense, wouldn’t it?

  • If the Conflict is an immediate threat to one of your Ties in the scene, or if it is not an immediate threat and the Tie is not in the scene: you receive a number of dice equal to the full Point value of the Tie.
  • If the Conflict is not an immediate threat to one of your Ties in the scene, or is an immediate threat and the Tie is not in the scene: you receive a number of dice equal to half the full Point value of the Tie, rounded up.
  • If the Conflict is important enough to you, you may bring additional dice into play: you receive a number of dice dependent on Compromising, Fighting, and Committing Ultraviolence.
  • If the Conflict does not involve your Ties in anyway: you receive 0 dice and must go along with the conflict, unless you bring dice into play.
  • If you participate in a Conflict: you may not initiate an identical conflict in the same scene; something in your die pool must change.

Dice brought into play by your Ties are, essentially, Humanity Dice. They’re dice there for the betterment of those around you, because you care about them — they represent a willingness to stand up for them, what you think is right; a force of presence, confidence, and intention that may help you get your way. Humanity Dice aren’t 100% friendly. These dice still represent lying, cheating, stealing, intimidation, kidnapping, and extorting as much as they represent persuasion, requests, confidence, and other positive influences. The point is that these dice are fueled by you doing it for what matters to you. You roll these dice in defense of your Ties. If these dice — for all the discussion, debate, screaming, and plate throwing they represent — do not get you your way, you have options.

Your character may try to Compromise if they wish. Decrease a Tie the character possesses by 1 Point in order to roll a number of dice equal to it’s Point total before you Compromised. You try to get what you want, but you sacrifice the integrity of one of your Ties in the process… you offer the money from hawking parts of Pa’s car, you offer money from the bar’s cash till, you beg and plead in the name of your lover; you try to better your chances of getting your way by putting up something else’s worth in your own place. If you get your way, it has nothing to do with you. It will only be because of the Compromise. The Point spent is lost regardless of success or failure. The dice earned persist for the whole scene. The character may Compromise in defense of his Ties, his brothers, or for an unrelated Conflict.

The character may also try to Fight if they wish. Add to your pool of dice a number of Violence Dice equal to 1 + your Depravity rank in order to Fight. You try to get what you want, and you’re willing to throw a punch to get it. Willing to scuffle, willing to swing, willing to kick and scream and bite and bleed — but it’s all for her (or him… we don’t judge!) and you don’t forget that; you try to better your chances of getting your way by throttling the skulls of the people who disagree. If you get your way, the philosophers in the audience might question if it was worth it (hint: you should too). If you succeed on the Violence Dice, then you increase your Depravity by 1 rank, and you also take a Trauma — as does your victim. The character may Fight only in defense of his Ties and his brothers.

The character may also, if he chooses, Commit Ultraviolence. Add to your pool of dice a number of Violence Dice equal to 1 + twice your Depravity rank in order to Commit Ultraviolence. You get what you want. This is not about protecting any of your Ties. This is you, and only you. Your character can never make the claim that he did this for anyone but himself — and he knows it, whether he admits it or not; your character gets his way by putting himself first and damn everyone else. He get’s the mob boss to trust him, but only by shooting you in the gut; he get’s that goon to put his gun down, but only after stomping his hand to mush; he sets you up to take the fall, and the police take you down — he saves you from the fire, but immediately turns around and throws the arsonist into it. Someone gets hurt. Someone will always get hurt. The character may never Commit Ultraviolence in defense of his Ties — he may Commit Ultraviolence when he could otherwise use a Tie, but it’s an admission that he is doing it for himself. The character may Commit Ultraviolence in defense of his brothers.

Stay tuned for Part 6