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The Noir

A Setting for Bound
"I found the killer. I found the motive.
I found the weapon and the witness and the lie.
Then I found out why no one wanted it solved." — case notes, found in an empty office

The WorldThe City That Remembers

There is a City. It has a name — everyone who lives there knows it — but no one uses it. They just call it the City, the way you'd refer to the weather or the dark. It is always raining or about to rain. The streetlights have a sodium-yellow tint that makes everything look like a photograph left in a drawer too long. There are good neighborhoods and bad neighborhoods and neighborhoods that used to be one and became the other while nobody was watching.

People die in the City. That is not unusual — people die everywhere. What is unusual is what death leaves behind. Every murder tears a small hole in the world. Not a visible one. Not a portal or a rift. A stain — an impression in the fabric of the place where someone's life ended by another's hand. The walls remember. The rain carries it. The City absorbs violence the way old wood absorbs smoke, and after enough years, the whole place smells like it.

Through these stains, things seep. Not demons, not ghosts — forces. Entities that have always existed in the spaces between guilt and justice, between the question and the answer, between the crime and the consequence. They are old. They were here before the City, before courts, before law. They are what humans reach for when they want to know who did it — and they are what answers when the answer has a price.

Who You Are

Detectives, investigators, journalists, fixers, beat cops who noticed too much, defense attorneys who started believing their clients, coroners who hear things the dead shouldn't be saying. Anyone who has looked at a case file and felt something look back. You move through the City carrying power that looks like intuition, instinct, or a knack for being in the right place at the wrong time — but is actually something much older wearing the shape of a hunch.

Daily Life

You have a desk, an apartment you don't spend enough time in, a coat that smells like rain. You take cases — from clients, from the precinct, from the nagging feeling you get when you walk past a particular alley at a particular time of night. Between the cases, the City hums — in the flicker of a neon sign, in the way a shadow falls wrong on a fire escape, in the sound a pay phone makes when it rings and no one is calling. And when you reach for your Grant, when you press your thumb into the stain of a crime scene and listen, the City tells you things. A face in the rainwater. A name in the static. A truth you were not ready to carry.

The Central Horror Every case changes you. Not because the work is hard — hard work is just work. Because every truth you uncover makes you complicit in the architecture that produced it. You pull one thread and find it tied to a hundred others, and every knot is someone's secret, someone's shame, someone's reason for doing what they did. The horror is not the murder. It is the moment you understand the murderer — and the longer moment after, when you realize understanding has made you less certain that justice is what you thought it was.

ThemesWhat This Setting Is About

Complicity You cannot investigate without participating. Every question you ask changes the answer. Every truth you uncover implicates you in the system that buried it. The stain gets on your hands whether you wear gloves or not.
Truth Truth does not liberate. It obligates. Once you know who did it and why, you have to decide what to do with that knowledge — and every option costs something you didn't want to spend.
Grey Not the Grey of Contracts — the grey of a world where guilt and innocence are matters of degree. The victim had secrets. The killer had reasons. The witness is lying to protect someone who deserves protecting. Every case is a palette of greys, and the only people who see black and white are the ones who haven't looked closely enough.
Rain The City's constant companion. It washes nothing clean. It carries the stains from one street to the next, connects crime scenes to doorsteps, makes the whole City one continuous surface. Rain is the setting's metaphor for how nothing stays contained — not guilt, not grief, not the consequences of what you've done.

Setting RulesThe Case

The Stain Track

Every character has a Stain Track with five boxes. Stain is the cumulative weight of moral compromise — every truth you buried, every deal you struck, every time you looked at what the City really is and chose to keep going anyway. You mark a box when:

Stain Triggers
  1. You conceal, destroy, or falsify evidence — even to protect someone who deserves it.
  2. You witness violence and choose not to intervene.
  3. You use your Grant to deceive, coerce, or manipulate someone who trusts you.
  4. You accept payment, favor, or silence in exchange for looking the other way.
Stain Thresholds At three boxes — The Reflection: you start seeing yourself in the guilty. Mundane rolls against suspects and persons of interest drop to 1d6. Not because you've lost your skill — because you've lost your certainty. You understand them too well. The GM names one person from a past case whose guilt you are no longer sure about. At five boxes — The Fade: the City has absorbed you. You are no longer investigating it — you are part of it, the way the rain is part of it, the way the stains are part of it. Your final scene: you sit in a room you've sat in a hundred times and realize that no one is coming to find you. You can keep working — become a fixture, an informant, a voice on the other end of the phone that new investigators call when they're stuck — or you can walk out into the rain and disappear. The horror isn't that the City swallowed you. It's that you held still and let it.

Clearing Stain

You can erase one Stain box through confession. Not to a priest — to someone with power over you. A client. A partner. A victim's family. You tell them what you did, the specific compromise, the exact moment you chose expedience over integrity. The truth must be damaging to you — socially, professionally, legally. If the table agrees the confession is genuine and costly, clear the box. No one said the truth would set you free. But it does, sometimes, set you down.

Alternatively, another player can Vouch (see below).

The Briefing

At the start of each session, the table enters the Briefing. This is not a meeting — it is a reckoning with what the work has done to you. The GM asks each player:

The Opening Question "What's keeping you up at night?"

Each player names one thing — not a case, not a clue. A face. A question they can't stop turning over. The sound a door made when it closed behind someone they couldn't help. This is the weight the character carries into the session. It should change from session to session, because the weight shifts even when it doesn't lighten.

Vouching

When a character is sinking — accumulating Stain, making deals they'd have refused a month ago, starting to sound like the people they investigate — another player can Vouch.

They put something on the line for you. Not words — action. They go to the precinct and say you were with them. They tell the client you were right to refuse the job. They stand next to you in a room full of people who want you gone and say: "I know them. They're still one of the good ones."

The character clears 1 Stain box. The player who Vouches becomes a target — associated with whatever the Stained character is tangled in. The GM names one consequence: a relationship strained, a reputation questioned, a door that used to be open now closed.

This is the thesis: in a city built on suspicion, the most dangerous thing you can do is trust someone publicly. And it is the only thing that keeps either of you human.

The VoiceoverThe Voice in the Dark

Noir has a voice. You know it — the low, weary narration over a rain-slicked street. First person. Past tense. The voice of someone who already knows how this ends and is telling you anyway. In the Noir, that voice is real.

At any moment during play, a player may deliver a Voiceover — a brief first-person, past-tense narration of their character's inner state. Not dialogue. Not action. Thought. The private monologue behind the poker face.

The Voiceover When you deliver a Voiceover, you reveal something true about your character: a doubt, a fear, a desire, a moral line you're about to cross. You gain +1d6 on your next roll. But: the GM takes note. What you revealed becomes a thread — something the City, the case, or an NPC can pull. Your vulnerability is your power. Your honesty is your exposure.

A Voiceover should be brief — two or three sentences. It should sound like narration, not like thinking out loud. "She handed me the envelope and I knew before I opened it. I'd known since Tuesday. The part I wasn't ready for was how much I wanted it to be someone else."
The Cost of Honesty A character may deliver one Voiceover per scene. The GM is not required to use every thread immediately — some threads are slow burns, surfacing sessions later when the character has forgotten they were ever that honest. The best Voiceovers are the ones the player regrets giving, because they said something true that they didn't want to be true.

Voiceovers are diegetic in the Noir — not just a narrative device. The City listens. The stains remember. When you speak your truth into the rain-soaked air, something in the City files it away. This is why investigators in the Noir talk to themselves. They are not talking to themselves.

The Interested PartiesPatrons of the Noir

In the Noir, Patrons are Interested Parties — entities that exist in the spaces between crime and consequence, between the act and the verdict. They are not gods. They are not spirits. They are forces — as old as the first time one human killed another and a third human asked why. They have always been here, in the gap between the question and the answer, and they will be here long after the City forgets its name. Each Interested Party offers three Grants and three Bindings. A player chooses one Grant and one Binding, then writes their own Grey.

The Badge
Interested Party of Law & Order

The weight in your pocket. The Badge is not the police — it is the idea of the police, the original covenant between a community and the people it authorizes to use force on its behalf. It is older than uniforms, older than precincts, older than Miranda rights. It existed the first time a village chose someone to stand at the edge of the firelight and watch the dark. It smells like gun oil and black coffee gone cold. It tastes like the metallic tang in your mouth when you're about to kick in a door. Its temples are interrogation rooms with one-way glass, evidence lockups where the fluorescent lights never turn off, and any threshold between safety and danger that someone has been told to hold.

Sample Grants — choose one

The Authority When you speak with the weight of law, people comply — doors open, tongues loosen, resistance falters.
The Pursuit Once you have a suspect, you do not lose them. You sense their direction, their distance, their fear.
The Read You know when someone is lying. Not what the truth is — just that what they're saying isn't it.

Sample Bindings — choose one

The Oath You shall not let a crime go uninvestigated.
The Line You shall not use your authority against the innocent.
The Post You shall not abandon those under your protection.
Sample Grey The Badge's Greys live in the definitions of guilt and innocence. Consider what constitutes a crime when the law is unjust, who qualifies as innocent when everyone has secrets, and where protection ends and control begins.
The Badge's Reckoning is institutional. Narrowing means a new obligation — another beat to walk, another case you cannot refuse, another line of jurisdiction that now includes you whether you volunteered or not. Tithe is trust: someone who believed in you stops — a partner requests a transfer, a witness recants because they no longer think you'll do the right thing, a door that was always open to you closes with the deadbolt thrown. Fraying means your authority becomes coercive without your intent — people comply not because you're right but because they're afraid, conversations stop when you enter a room, suspects confess to things they didn't do just to make you leave. Severance is irrelevance: the Badge withdraws its weight. Your words carry no authority. Your credentials mean nothing. You flash the badge and people look through you as though you are not there — because to the law, you aren't.
The Smoke
Interested Party of Secrets & Silence

The thing that hangs in the air after someone says too much. The Smoke is the entity of hidden knowledge — not the truth itself, but the act of keeping it. It is the sealed envelope, the redacted file, the conversation that happened in a room with no windows. It has existed since the first human concealed a thought from another, and it has only grown thicker since. It smells like old paper and cigarettes — always cigarettes, the kind that went out of fashion decades ago. It tastes like the words you swallowed instead of saying. Its temples are archives with missing files, hotel rooms rented under false names, and any conversation held in a voice too low for the next table to hear.

Sample Grants — choose one

The Whisper You hear what people are hiding. Not their words — their omissions. The shape of the secret, if not its content.
The Shadow You move unseen. Not invisible — unnoticed. People's eyes slide past you like you belong wherever you are.
The Seal What you lock stays locked. Doors, mouths, memories — when you close something, it does not open easily.

Sample Bindings — choose one

The Confidence You shall not reveal what has been told to you in trust.
The Discretion You shall not be seen where you are not invited.
The Archive You shall not destroy information, no matter how dangerous.
Sample Grey The Smoke's Greys live in the boundaries of disclosure. Consider what constitutes betrayal of confidence when the secret is a crime, where discretion becomes complicity, and whether a secret you discovered yourself was ever really told to you.
The Smoke's Reckoning is intimate. Narrowing means a new secret you must keep — something you learn that you cannot share, another weight on the shelf of things unsaid, and the shelf is bending. Tithe is a truth: something you value about yourself becomes known — a vulnerability, a past, a name you stopped using — surfacing in exactly the wrong hands. Fraying means your secrecy becomes contagious — people near you stop being able to speak honestly, conversations become coded, lovers start lying without knowing why, and the air in every room you enter thickens with things unsaid. Severance is exposure, total and merciless: every secret you have ever kept spills — not all at once, but steadily, relentlessly, like a faucet that cannot be closed. The Smoke withdraws its protection and leaves you transparent in a city that punishes honesty.
The Widow
Interested Party of Grief & Vengeance

The figure at the funeral who stays after everyone else has gone. The Widow is the force that forms in the wake of unresolved death — not the dead themselves, but the grief of the living sharpened into something that demands action. It is the phone call at 3 AM from a voice you half-recognize. It is the photograph on the mantel that no one can bring themselves to turn face-down. It smells like lilies left too long in stale water and tastes like salt — tears, blood, the ocean, all the same thing in the end. Its temples are cold-case filing rooms, cemetery benches worn smooth by waiting, and any kitchen table where someone is sitting alone at an hour meant for company.

Sample Grants — choose one

The Reckoning You know who has killed. Not how, not why — just that their hands are not clean. Guilt has a weight, and you can feel it.
The Vigil The dead leave traces for you. Crime scenes speak — impressions, echoes, the last things felt by someone who is no longer feeling.
The Promise When you swear to find justice for someone, you cannot be stopped. Pain does not slow you. Exhaustion does not reach you. Not until it's done.

Sample Bindings — choose one

The Debt You shall not let a murder go unanswered.
The Mourning You shall not forget the dead — their names, their faces, what was taken from them.
The Restraint You shall not become what you hunt. Justice, not vengeance.
Sample Grey The Widow's Greys live in the space between justice and vengeance. Consider where accountability ends and punishment begins, whether the dead would want what you're doing in their name, and what it means to answer a murder when the answer is worse than the question.
The Widow's Reckoning is personal. Narrowing means a new death you are now responsible for — someone dies and the Widow adds them to your ledger, another name you cannot put down, another promise you didn't make but now carry. Tithe is peace: a memory of someone you loved becomes painful — not lost, but sharpened, rewritten so that the joy is inseparable from the grief, so that you cannot think of them without thinking of what was taken. Fraying means your sense of guilt becomes indiscriminate — everyone looks guilty, every handshake feels like a killer's hand, every silence sounds like a confession, and you cannot turn it off. Severance is forgetting: the dead stop speaking. The names fade. The crime scenes go quiet. You walk through the City and feel nothing where the stains are — not because they're gone, but because you can no longer hear them, and the silence is worse than anything they ever said.
The Ledger
Interested Party of Debt & Exchange

The running total that no one asked for. The Ledger is the entity of transaction — not money, though money is its most common language, but the deeper economy of favors, obligations, and debts that holds the City together the way mortar holds bricks. Every deal struck, every favor owed, every promise made and broken adds a line to the Ledger. It has existed since the first human said "I'll do this if you do that" and meant it. It smells like ink and old leather and the faint sweetness of a deal that benefits both parties. It tastes like copper — the coin, the blood, the wire. Its temples are pawnshops that have been in the same family for three generations, law offices where the retainer agreements are longer than the cases, and any handshake where both parties are calculating what they'll get.

Sample Grants — choose one

The Account You know what people owe and to whom. Debts are visible to you — financial, moral, personal. The web of obligation is your map.
The Deal Agreements you broker are binding. Not magically — inevitably. People who break deals you've witnessed find that the City remembers.
The Price You always know what something costs. Not the asking price — the real cost. What it will take from you. What it already took from someone else.

Sample Bindings — choose one

The Balance You shall not accept a gift. Everything must be earned, paid for, or exchanged.
The Contract You shall not break an agreement, even one made with someone who deserves to be betrayed.
The Audit You shall not let a debt go uncollected — yours or anyone else's.
Sample Grey The Ledger's Greys live in the definitions of value and obligation. Consider what constitutes a debt when the terms were never spoken, where fair exchange becomes exploitation, and whether a favour done freely can ever truly be free.
The Ledger's Reckoning is transactional. Narrowing means a new debt — something you didn't know you owed comes due, the terms tighter than before, the interest compounding in ways that make the original agreement unrecognizable. Tithe is a relationship reduced to its transactional core: a friendship is revealed to have always been an exchange, a kindness turns out to have had conditions, and the warmth drains out of something you thought was genuine. Fraying means every interaction becomes a negotiation — you cannot speak without calculating, cannot help without weighing the cost, cannot love without assessing the return, and people feel it. Severance is bankruptcy of the soul: every debt you are owed is forgiven without your consent, every favour you've banked evaporates, and you are left with nothing — no leverage, no connections, no one who owes you anything. The Ledger closes your account and you discover how much of your life was built on credit.
The Rain
Interested Party of the City & the Night

The City's own voice. The Rain is not weather — it is the entity of the urban landscape itself, the accumulated weight of every street, every alley, every building that has stood long enough to develop something like memory. It is the City becoming aware of itself, the way a body becomes aware of a bruise. It does not think. It knows — the way pavement knows the weight of footsteps, the way a wall knows where the bullet hit. It smells like wet asphalt and rust. It tastes like the water that collects in the gutter — not clean, not poison, just used. Its temples are rooftops where the skyline looks like a jaw full of broken teeth, subway platforms at 4 AM when the trains have stopped and the tunnels breathe, and any street corner where the streetlight flickers in a rhythm that almost sounds like speech.

Sample Grants — choose one

The Streets The City shows you its paths. You know every shortcut, every dead end, every door that shouldn't be there but is.
The Pulse You feel what the City feels. Tension in a neighborhood, fear on a block, the wrongness of a place where something happened.
The Shelter The City protects you. Doors unlock. Fire escapes lower. Alleys that were dead ends a moment ago aren't anymore.

Sample Bindings — choose one

The Roots You shall not leave the City. Its borders are your borders. Its limits are yours.
The Beat You shall not ignore the City's suffering — its people, its places, its wounds.
The Watch You shall not sleep indoors when the City is bleeding.
Sample Grey The Rain's Greys live in the boundaries of belonging. Consider what it means to leave a City you can feel in your bones, where caring for a place becomes imprisonment, and whether the City's interests and its people's interests are ever truly the same.
The Rain's Reckoning is environmental. Narrowing means the City's claim on you tightens — another neighborhood you must patrol, another block you cannot ignore, another corner where the streetlight flickers and you know it's calling you. Tithe is distance: someone you care about moves away, a favourite place closes, a street you loved is demolished, and you feel the absence the way you'd feel a missing tooth. Fraying means the City speaks through you without asking — you give directions you didn't mean to give, warn strangers about streets you've never walked, dream in blueprints and drainage maps. Severance is exile: the City closes itself to you. Streets rearrange when you're not looking. Doors you've used for years don't open anymore. The rain stops falling on you — not a blessing, an erasure. You walk the City and it does not know you, and the loneliness of being a stranger in the only home you've ever had is a cold that the rain, at least, would have washed away.
The Glass
Interested Party of Truth & Consequence

The thing at the bottom of the bottle you didn't mean to finish. The Glass is not honesty — honesty is a virtue, and the Glass has no interest in virtue. The Glass is the force that makes people say what they actually mean — at 2 AM, at the end of the third drink, in the back of the cab on the way home from the funeral. It is the patron of the unguarded moment, the word you can't take back, the confession that falls out of your mouth before your brain catches up. It has existed since the first human said something true and immediately wished they hadn't. It smells like bourbon and regret. It tastes like the inside of your own mouth after you've said too much. Its temples are bar stools at last call, witness stands where the composure finally cracks, hospital waiting rooms where someone asks "is it bad?" and the doctor's face answers before his mouth does.

The Glass doesn't want truth because truth is good. It wants truth because truth is disruptive. It wants the word that shatters the silence, the observation that unravels the room, the answer that no one asked for and everyone needed. The other Interested Parties trade in careful information — the Badge's interrogations, the Smoke's sealed files, the Ledger's leverage. The Glass has no patience for any of it. It wants the moment the composure breaks, the instant the lie becomes too heavy to carry, the second where someone looks across a table and says the thing that ends the marriage, the partnership, the pretence. It is the least subtle patron in the Noir, and that is exactly what makes it terrifying.

Sample Grants — choose one

The Pour People confess to you. Not because you interrogate — because your presence dissolves the membrane between what people think and what they say.
The Tab You know what someone is not saying. Not the secret itself — the weight of it. How long they've carried it. How close they are to breaking.
Last Call When you speak a truth someone has been hiding from themselves, it lands. They cannot unhear it. The denial cracks and does not reseal.

Sample Bindings — choose one

The Open Tab You shall not withhold a truth you carry. What you know, you say — or it says itself.
The Proof You shall not let someone leave your presence believing a lie — their own or anyone else's.
The Neat You shall not soften truth with comfort. No preamble. No cushion. No "I'm sorry, but."
Sample Grey The Glass's Greys live in the definition of truth and timing. Consider whether silence is the same as withholding, whether a truth told at the wrong moment is still truth or is a weapon, and where the line falls between what someone needs to hear and what you need to say.
The Glass's Reckoning is social and irreversible. Narrowing means the definition of "truth you carry" expands — suspicions count, hunches count, the half-formed thought you haven't confirmed yet is now something you cannot keep behind your teeth. Tithe is a relationship: someone you care about hears something true from you that they were not ready for, and the Glass will not let you take it back, will not let you apologize with enough sincerity to undo the damage. Fraying means truth leaks from you constantly — you don't even have to speak; people read it in your face, your posture, the way you look at them, and they know, and they didn't ask to know. Severance is silence: not the dignified silence of discretion but the choking kind, the words stuck behind your teeth forever. You know every truth in the room and you cannot make any of them heard. The Glass is empty. Nothing pours.

Desperate DealsThe Fixers

When an investigator cries out — truly, desperately, when the case has gone cold and the walls are closing in and the only options left are the ones you swore you'd never take — what answers is not an Interested Party. It is a Fixer.

Fixers are not people, though they look like people. They appear as someone you almost recognize — the face from a photograph in a case file you closed years ago, the silhouette in the window of a building that was demolished last month, the stranger at the end of the bar who was already looking at you when you walked in. They smell like rain and old cigarettes. They speak quietly. They already know what you need.

A Fixer makes problems disappear. Not solves — disappears. The witness recants. The evidence surfaces. The suspect walks into a precinct three cities away and confesses to everything. The salvation is automatic and total. The mechanism is never explained.

The Favour A Desperate Deal in the Noir feels like a phone ringing in an empty office at 3 AM. You know you shouldn't answer. You answer anyway. The voice on the other end already knows your name, your case, your breaking point. The deal is always simple: "I'll take care of it. You owe me." What you owe is never money. The Binding is written face-down and revealed when triggered — and it is always an act of complicity. Not violence, not cruelty — complicity. Look the other way at the right moment. Lose a file. Forget a face. The Fixer doesn't need your hands. Just your silence. And there is no Grey. Fixers don't leave loopholes. They leave ledger entries.

At the TableWorking the Noir

Session Structure

Each session of the Noir should begin with the Briefing and end with Last Call. In between, the story is whatever it needs to be — cases, confrontations, late-night stakeouts in parked cars, and the quiet conversations between investigators who know too much about each other to pretend they're fine.

The Briefing The GM asks each player: "What's keeping you up at night?" Each player names one thing — not a case, not a lead. A weight. A face. A question that won't stop turning. This is the human underneath the investigator, the part that hasn't learned to stop caring.
Last Call At the end of the session, each player narrates a brief scene of their character alone. A barstool at closing time. A fire escape at 2 AM. A desk lamp in an empty office. What they do when no one is watching — the drink they pour, the file they reopen, the call they almost make. Then: one truth they learned this session, and one truth they wish they hadn't.

Tone Guidance

The Noir is horror, but it is the horror of moral erosion. Not jump scares, not monsters in the dark — the slow, quiet process of becoming someone you wouldn't have recognized a year ago. The scariest moments should be still: a character realizes they just lied without thinking about it. A character looks at a suspect and feels empathy instead of justice. A character walks past a crime scene and doesn't stop — not because they didn't notice, but because they did, and kept walking.

The Noir is not cynicism. It is not "everyone is corrupt and nothing matters." The City is rotten in places, yes — but it is also full of diners that stay open late for the people who need them, bartenders who know when to stop pouring, neighbours who leave the porch light on. The darkness is real, and so is the impulse to strike a match. The question is never whether the world is worth saving — it is whether you can save your corner of it without losing the part of you that wanted to.

What Victory Looks Like

You won't clean up the City. It has been accumulating stains since before you were born, and it will keep accumulating them after you're gone. Victory in the Noir is local and specific: a case closed with something resembling justice. A family that gets an answer, even if the answer hurts. A partner who trusts you enough to tell you the truth. A moment where you could have looked the other way and you didn't — not because it was easy, but because you remembered why you started. Small victories, hard-won, imperfect. The only kind that matter.

A Note on the Grey The Stain Track is not a punishment for doing the work. It is a record of what the work has done to you — and whether you've been paying attention. The Interested Parties are neither good nor evil. The Badge wants order and sometimes order crushes. The Widow wants answers and sometimes answers destroy. The Smoke wants silence and sometimes silence protects. The Glass wants truth and sometimes truth demolishes the only shelter someone had left. The game lives in the distance between the detective you were when you took the case and the detective you are when you close it. Give your players cases that matter — cases with victims who have names and killers who have reasons and witnesses who are lying to protect people they love. Then, gently, ask them what they're willing to do about it. That moment — the pause before the decision, the held breath between knowing the truth and choosing what to do with it — is the whole game.
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Bound — The Noir v0.1
A Setting of Murder & Moral Grey