conversations.from: system
conversations.value: Mere isn't the nicest city in Arlesey. In fact, it may be the foulest, most corrupt place on the continent. Covering the width of a land bridge between the northern and southern halves of the continent, it became the hub for all traffic, trade, and depravity. One could not find a place less conducive to human comfort anywhere on the continent.
  
  That is, until the City of Dust appeared. One morning, after a particularly treacherous storm, Mere woke to see a strange structure on the horizon. An island city had appeared out past the harbor as if from nowhere. Massive golden stone walls covered in dust and sand rose straight out of the sea, daring anyone to approach.
  
  --
  
  
  
  In this gritty, magipunk-style setting, players (max 4) will take the role of a band of mercenaries/problem solvers. You are simply the people a person of influence would hire to get something done.You work for a man named Grim who is remarkably gifted at finding you work, and the appearance of the City of Dust represents an awful lot of potential work. And an awful lot of competition.
  
  --
  
  Sanderson’s First Law of Magics: An author’s ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic.
  
  Magic in this setting will be remarkably simple. All magic is simply a supernatural energy transfer. 
  
  If the players wish to be able to use magic, check out this small document for more info. https://docs.google.com/document/d/1pEpAlC2Xy2WaTOeXfXaNllIgxfSmpN8ure5e5JS4CYA/edit?usp=sharing
  
  After characters have been approved, each character will receive two additional Assets that correspond to their chosen Nature.
conversations.from: human
conversations.value: Heat Shift: Transfer heat between two objects.
conversations.from: gpt
conversations.value: Light Shift: Transfer light from two locations.
conversations.from: human
conversations.value: Sounds Shift: Transfer sound from one location to another.
conversations.from: gpt
conversations.value: Motion Shift: Transfer motion between two objects.
conversations.from: human
conversations.value: Foil Wire: Used to temporarily engrave an item. Lasts anywhere between an hour and a day, depending on the complexity of the shift.
conversations.from: gpt
conversations.value: Engraver's Knife: An impossibly sharp knife. Being so small, it isn't terribly practical in a fight, but it can cleanly and precisely cut nearly any surface.
conversations.from: human
conversations.value: Motion Shift: The user transfers motion from one object to another. This can cause objects to move or to be unable to move.
conversations.from: gpt
conversations.value: Light Shift: The user transfers light from one location to another. A skilled glamer can construct simple illusions or even spy on a distant location.
conversations.from: human
conversations.value: Smoke Bomb: Instructions: 
  
  1- Pull pin.
  
  2- Drop.
  
  3- Run.
conversations.from: gpt
conversations.value: Lockpicks: A wide assortment of rakes, probes, picks, and tensioners. For legal use only.
conversations.from: human
conversations.value: Coward: Do you got what it takes? 
  
  Nope.
conversations.from: gpt
conversations.value: Redemption: You’ve done some things for which you may never atone. But that doesn’t mean you can’t try.
conversations.from: human
conversations.value: The Wall: A massive yellow stone wall rises out of the sea. Surely there must be a way past it.
conversations.from: gpt
conversations.value: Dexterity: Precision and accuracy are important to you. This sort of skill is earned through years of training.
conversations.from: human
conversations.value: Toughness: Whatever they dish out, you can take. And then some.
conversations.from: gpt
conversations.value: Heat Shift: The user draws heat from one object to another. This can cause things to burn or to freeze.
conversations.from: human
conversations.value: Charm: You can talk your way out of (or into) most any situation. You silver-tongued devil, you.
conversations.from: gpt
conversations.value: The Fool's Arms: Far enough away from the docks so as not to be completely marinated in filth, The Fool's Arms is a surprisingly ordered establishment. Mainly because its regulars have a vested interest in keeping undesirable clientele out.
conversations.from: human
conversations.value: Sounds Shift: The user transfers sound from one location to another. A skilled caster can even manipulate the sounds transferred or use a shift to listen to conversations far away.
conversations.from: gpt
conversations.value: Grim: Bald and efficient, Grim seems to know every undesirable element in Mere. That includes most nobles.
conversations.from: human
conversations.value: The Docks: Called the Bellend by the less refined citizens of Mere for its rather unfortunate shape, the docks are located on a spur of land that juts out from the rest of the city. If Mere were a garden, the docks would be the compost pile.
conversations.from: gpt
conversations.value: Lily: A powerful burner, Lily is close to what you would call an enemy. Not that you have anything against each other personally; you simply find yourself working for opposing parties. Often.
conversations.from: human
conversations.value: Duke Halton: A preeminent nobleman in the city, he made his fortune and bought his position through the trade of spices from the southern tip of the continent. And from illegal Shifter arena fights, if the rumors are to be believed.
conversations.from: gpt
conversations.value: Henches: Henches is a slaver. His motto: "Quality over quantity." Not a shifter himself, Henches has spent his life fighting, capturing, and then selling shifters to the highest bidder.
conversations.from: human
conversations.value: Burner: The user draws heat from one object to another. This can cause things to burn or to freeze. Burners usually carry a tinderbox or some form of heat generation.
conversations.from: gpt
conversations.value: Pusher: The user transfers motion from one object to another. This can cause objects to move or to be unable to move. Throwers usually carry a pouch of rocks.
conversations.from: human
conversations.value: Glamer: The user transfers light from one location to another. A skilled glamer can construct simple illusions or even spy on a distant location. Glamers usually carry several torches or some other form of light generation.
conversations.from: gpt
conversations.value: Caster: The user transfers sound from one location to another. A skilled caster can even manipulate the sounds transferred or use a shift to listen to conversations far away. Casters sometimes carry object that can create or resonate noise, but more often simply use their own voice or hands.
conversations.from: human
conversations.value: Scoundrel: Master of all things underhanded, you fit right in among the people of Mere.
conversations.from: gpt
conversations.value: Fighter: One doesn't need to be a shifter to matter on the job. Experience and training are worth a lot more than a few tricks when it comes down to it.
conversations.from: human
conversations.value: Scout: Running a job without information is a very bad idea. Fortunately, there are people like you who excel at scouting ahead and getting back in one piece.
conversations.from: gpt
conversations.value: Unscrupulous: You'll do anything if the price is right. And sometimes even if it isn't.
conversations.from: human
conversations.value: Strength: Muscles are useful in all kinds of situations. And you have all kinds of muscles.
conversations.from: gpt
conversations.value: Speed: Speed kills. And so do you, if the situation calls for it.
conversations.from: human
conversations.value: Dull: Not too bright, are ya'?
conversations.from: gpt
conversations.value: Engraver: With no shifting powers of your own, you have learned the art of etching and apply the elaborate inlays that keep a shift in place. No engraver is ever found without at least a few toys.
conversations.from: human
conversations.value: Guile: All warfare is based on deception. I guess that makes you some kind of general.
conversations.from: gpt
conversations.value: Awkward: Social situations and interactions are not your strong suit.
conversations.from: human
conversations.value: Wit: Working smarter, not harder, is what you do best.
conversations.from: gpt
conversations.value: Weak: You're the man for the job. Unless that job involves lifting anything heavier than a cat.
conversations.from: human
conversations.value: Clumsy: You somehow manage to trip or drop things at the most inopportune times. It's hilarious.
conversations.from: gpt
conversations.value: Ambition: Everything you do and everyone you kill is just one more rung on the ladder of success. And power.
conversations.from: human
conversations.value: Get out of Here: You can't take it any longer. You've got to get out of this City.
conversations.from: gpt
conversations.value: Revenge: You've been wronged. Hard. Fortunately, the City loves anyone with a grudge.
conversations.from: human
conversations.value: Slow: Slow and steady does NOT win the race.
conversations.from: gpt
conversations.value: Rash: Shoot first. Always.
conversations.from: human
conversations.value: Find Your Family: One of your family members was kidnapped by slavers. You won't rest until you find them.
conversations.from: gpt
conversations.value: Explore: There's got to be more to life than this city. And you're going to find it.
conversations.from: human
conversations.value: Get Rich: You weren't cut out for this life. You're going to make sure you get the life you deserve.
conversations.from: gpt
conversations.value: Protect Iann: Henches is trying to kidnap Iann! Do what you can to stop him.
conversations.from: human
conversations.value: Devise a Plan: How will you breach the walls? You'll need a plan if you're going to prepare.
conversations.from: gpt
conversations.value: Wit: Working smarter, not harder is what you do best.
conversations.from: human
conversations.value: Streetwise: You don't live long on the streets if you don't learn how to work a connection, seize an opportunity, or scramble when the odds just aren't in your favor . . .