Walking in, it's business as usual in High Spirits. Trays of food and drink are floating about, the two staff out front are working away to get people's orders and keep people
in order, and further toward the back, licks of flame and the oohing and aahing of the waiting onlookers mark out the chef's display to today's lucky audience.
Eventually, one of the staff comes forward to greet.
"Hey there! Sorry to keep you waiting, come on."You end up at one of the more out of the way tables, and with a flourish, the man plucks a menu out of the air and hands it off before leaving you to decide what you're after.
You catch something on the side of the menu.
Something comes out a little.
Pulling it out further, you see...
...now what are these...?
OverviewHigh Spirits has a secret menu of sorts, filled with a selection of items Irvine has managed to concoct using some of the things he brought over from his home and the new things he has access to in Junction. Inconspicuous items that for the most part just look pretty, but provide a variety of alternate effects if you know how they're meant to be used.
Items sold at High Spirits primarily focus on elementally based effects, with a secondary niche in ailments.
A few things to remember:
--> All items available thus far are single use.
--> Descriptions provided for items are just meant to be that - descriptive. If you want to attempt to use an item for something based on its described properties rather than the listed mechanical effect, clear it with the GM first. Responsibility for any such things is entirely on the part of the user.
--> The right to refuse service is reserved depending on Irvine's relationship to the purchasing character.
--> You're still going to have to pay for the food you eat if you buy any of this stuff.
WaresStore Rank: 4Pyre Bead | 2200 VC. 5 in stock
"Try one of these out if you need to keep a fire going. Crush it, and then you should find anything you light up burns a little hotter, and a little longer."On use, the target's Fire attacks have an added 10% chance to inflict Searing Burn for the next two turns. This does not stack.
Chill Bead | 2200 VC. 5 in stock
"Sure, use it like an ice cube if you want, but that drink’s not gonna be drinkable after a few seconds. I iced a bucket with that thing."On use, the target's Ice attacks have an added 10% chance to inflict Frost Bite for the next two turns. This does not stack.
Gale Bead | 2200 VC. 5 in stock
"Perfect for keeping the wind in your sails, your kites in the air, and that asshole’s umbrella from staying in his hands."On use, the target's Wind attacks have an added 10% chance to inflict Hindering Gust for the next two turns. This does not stack.
Charge Bead | 2200 VC. 5 in stock
"Took forever to get this working...worth it though. This'll give a little extra juice when you break it - perfect for electronics and doorknobs."On use, the target's Elec attacks have an added 10% chance to inflict Static Shock for the next two turns. This does not stack.
Sunder Bead | 2200 VC. 5 in stock
"This breaks things. It breaks them good. It pulls apart metal and stone and shakes the earth - so be careful with it, dammit!"On use, the target's Earth attacks have an added 10% chance to inflict Debilitating Spike for the next two turns. This does not stack.
Carving Tag | 1250 VC. 5 in stock
"Ever hear about cutting winds? This makes it literal - and you have no idea how long it took to figure out how to do that."For their next three turns, the target's soulbound attacks deal Slash damage.
Mauling Tag | 1250 VC. 5 in stock
"Did you know? Rock is heavy. On top of that, being hit with heavy things hurts!...Yeah, I think you can guess how this goes.”For their next three turns, the target's soulbound attacks deal Strike damage.
Lancing Tag | 1250 VC. 5 in stock
"Piercing cold was too good a gag to pass up. So now we have these, to provide spears of ice of every kind!"For their next three turns, the target's soulbound attacks deal Pierce damage.
Disassociation Sigil | 7000 VC. 5 in stock
"...I made this while finding a way to let people have an out of body experience. Whatever I wanted, I got this...and don't you DARE abuse it."For their next two turns, the target's soulbound attacks have a 20% chance to cause Panic by inflicting a sense of disassociation on the target.
Jarring Sigil | 7000 VC. 5 in stock
"That's literal. You'll send shocks through things with whatever you use this on. Causes havoc on people's bodies, so...don't hit anyone."For their next two turns, the target's soulbound attacks have a 20% chance to cause Poison by disrupting an enemy's body.
Haunting Sigil | 7000 VC. 5 in stock.
"You know all those myths you have of what happens if ghosts pass through you? The sudden chills, the sense of unease? It's so much worse."For their next two turns, the target's soulbound attacks have a 20% chance to cause Distress by channelling a supernatural unease.