COMPLETE SHOP & ECONOMY SYSTEM
Merchant guide, item catalog, prices, and economy balancing
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ZENNY ECONOMY SYSTEM
Universal currency of the 21XX era
Currency Conversion
1 Zenny: Basic energy unit
100 Zenny: Standard repair cost
1,000 Zenny: Major upgrade component
10,000 Zenny: Experimental technology
Average Zenny Per Session
Level 1-3: 200-400π°
Level 4-6: 400-700π°
Level 7-9: 700-1,200π°
Level 10+: 1,200-2,000π°
Boss Drops: +300-800π°
Economy Basics
β’ Earn Zenny from defeated enemies
β’ Treasure rooms contain Zenny caches
β’ Minibosses/bosses drop significant Zenny
β’ Missions offer Zenny rewards
β’ Sell unused items for Zenny
Reward Formula
Base Zenny per session =
(Avg Player Level Γ 50) Γ (Number of Players)
Example: Level 5 party of 3 =
(5 Γ 50) Γ 3 = 750π° total
SHOP LOCATIONS & AVAILABILITY
Hunter Base Commissary
Location: Hunter Base
Merchant: Automated Vendor System
Stock: Standard items, basic upgrades
Prices: Standard (no markup)
Access: Always available between missions
Field Merchant
Location: Random in Maverick stages
Merchant: Various NPCs
Stock: Limited, situation-dependent
Prices: +20-50% markup
Access: 30% chance per stage (d6 β€ 2)
Black Market
Location: Hidden, requires discovery
Merchant: Shady dealers
Stock: Illegal/experimental items
Prices: +100-300% markup
Access: Find secret in 3 different stages
Maverick Parts Dealer
Location: After boss defeats
Merchant: Scavengers/Technicians
Stock: Maverick-specific components
Prices: Variable based on demand
Access: 50% chance after boss defeat
ITEM SHOP CATALOG
Common items always available at Hunter Base
HEALING ITEMS
| Item | Buy Price | Sell Price | Effect | Stock |
|---|---|---|---|---|
| Med Chip | 20π° | 5π° | Heal 10 HP | β |
| Antidote | 50π° | 15π° | Cure effects of poison and corrosion | β |
| Med Chip Pack | 75π° | 25π° | Heal 10 HP Γ4 | 4 |
| Sub-Tank | 100π° | 40π° | Heal 25 HP | 2 |
| Large Sub-Tank | 200π° | 80π° | Heal 50 HP | 1 |
| Repair Kit | 150π° | 60π° | Heal 15 HP + status | 2 |
| Nano-Repair Gel | 50π° | 15π° | Heal 5 HP/turn (3t) | 3 |
ENERGY ITEMS
| Item | Buy Price | Sell Price | Effect | Stock |
|---|---|---|---|---|
| Energy Tank | 50π° | 15π° | Restore 10 ENG | β |
| Energy Tank Pack | 180π° | 60π° | Restore 10 ENG Γ4 | 3 |
| Energy Plus | 125π° | 50π° | Restore 25 ENG | 2 |
| Power Cell | 75π° | 25π° | Restore 15 ENG | 3 |
| Solar Charger | 100π° | 30π° | +5 ENG/turn (3t) | 2 |
BUFF ITEMS
| Item | Buy Price | Sell Price | Effect | Duration | Stock |
|---|---|---|---|---|---|
| Attack Booster | 150π° | 60π° | ATK +2 | 3 turns | 2 |
| Digital Shield | 150π° | 60π° | DEF +2 | 3 turns | 2 |
| Speed Injector | 120π° | 45π° | SPD +2 | 3 turns | 2 |
| Precision Chip | 100π° | 35π° | +1 Attack roll | 3 turns | 3 |
| Barrier Generator | 200π° | 80π° | Blocks 2 attacks | Until broken | 1 |
| Overclock Unit | 180π° | 70π° | Extra Bonus Action | 1 turn | 1 |
Uncommon Items (Level 3+)
Mega Tank: 500π° (Heal 100 HP)
Hyper Energy: 300π° (Restore 50 ENG)
System Cleanse: 250π° (Remove all status)
Revive Injector: 400π° (Revive at 50% HP)
Stealth Module: 350π° (Invisible 1 turn)
Teleporter: 450π° (Instant room change)
Rare Items (Level 6+)
Sigma Med Kit: 600π° (Heal 150 HP)
Plasma Tank: 550π° (Restore 75 ENG)
Gold Hyperchip: 1,000π°*
Boss Data Chip: 800π° (Learn boss pattern)
Infinite Energy: 2,000π° (ENG doesn't deplete for 3 turns)
*Only available if players missed one
WEAPON & UPGRADE SHOP
RANGED WEAPONS
| Weapon | Buy Price | Sell Price | Damage | Range | Special |
|---|---|---|---|---|---|
| Standard Buster | 300π° | 120π° | 1d6+ATK | 5 | Can charge |
| Long Rifle | 450π° | 180π° | 1d6+ATK | 8 | Ignores 2 DEF |
| Shotgun | 400π° | 160π° | 1d4+ATK | 3 | Hits 2Γ2 area |
| Launcher | 600π° | 240π° | 1d8+ATK | 6 | 3Γ3 area, 5 ENG |
| Needle Gun | 350π° | 140π° | 1d4+ATK | 4 | Hits 3 times |
| Beam Cannon | 700π° | 280π° | 2d6+ATK | 7 | Pierces, 8 ENG |
| Axl Dual Guns | 550π° | 220π° | 1d4+ATK Γ2 | 4 | Rapid fire, hits twice |
| Shoulder Cannon | 800π° | 320π° | 2d4+ATK | 6 | Piercing, 6 ENG |
| Laser Swords (Twin) | 900π° | 360π° | 1d8+ATK each | Melee | Two attacks per action |
| Ride Armor Minigun | 1,200π° | 480π° | 3d4+ATK | 5 | Area 2Γ3, 15 ENG |
| Copy Shot Module | 1,000π° | 400π° | Variable | 5 | Copies enemy weapon for 3 turns |
| Saber Beam Module | 700π° | 280π° | 1d8+ATK | 6 | Projectile from melee weapon |
ELEMENTAL CONVERSIONS
| Element | Buy Price | Effect |
|---|---|---|
| Fire Converter | 400π° | +2 fire damage, Burning chance |
| Ice Converter | 400π° | +2 ice damage, Chilled chance |
| Electric Converter | 400π° | +2 electric, Stun chance |
| Plasma Converter | 600π° | +3 hybrid damage |
| Wind Converter | 450π° | +2 wind damage, pushes enemies 1 square |
| Plasma Converter+ | 750π° | +4 hybrid damage, chance to chain to nearby enemies |
| Copy Element | 600π° | Matches target's elemental weakness |
| Gravity Converter | 500π° | +2 gravity damage, slows enemies |
X Upgrades
Buster Upgrade: 500π° (ATK+2, Level 3+)
Body Armor: 600π° (HP+10, Level 4+)
Helmet Upgrade: 550π° (DEF+2, Level 4+)
Leg Upgrade: 500π° (SPD+2, Level 3+)
Hyper Buster: 1,200π° (ATK+3, ENG+10, requires all previous)
Ultimate Armor: 2,500π° (HP+15, ATK+5, DEF+4, SPD+3, Level 8+, defeat 4 Mavericks)
Zero Upgrades
Saber Upgrade: 550π° (ATK+3, Level 3+)
Zero Armor: 600π° (HP+8, Level 4+)
Speed Boost: 500π° (SPD+3, Level 3+)
Energy System: 550π° (ENG+10, Level 4+)
Black Zero: 1,500π° (HP+12, ATK+4, DEF+3, SPD+4, requires all other upgrades)
Genmu Zero: 1,800π° (ATK+5, SPD+5, Level 8+)
Axl Upgrades
White Axl Core: 1,400π° (+3 ATK, +2 DEF, +3 SPD for 3 turns, Level 6+)
Copy Shot Upgrade: 800π° (Store 3 abilities, Level 4+)
Rapid Fire System: 600π° (Attacks hit 3 times, Level 3+)
Stealth Module: 900π° (Invisible 2 turns, Level 5+)
Plasma Grenade System: 700π° (3d6 area damage, Level 4+)
Axl Copter Unit: 1,000π° (Flight for 1 turn, Level 6+)
Final White Axl: 2,000π° (+5 ATK, +3 DEF, +5 SPD, all abilities enhanced, Level 9+)
Vile Upgrades
Ride Armor Frame: 1,800π° (Summon 100 HP armor, Level 7+)
MK-II Conversion: 1,500π° (+10 HP, +2 ATK, +1 DEF, Level 6+)
Multi-Missile System: 900π° (4 homing missiles, Level 5+)
Fortress Mode: 1,200π° (DEFΓ2, ATK+3, Level 6+)
Gatling Gun Upgrade: 1,100π° (5d4 damage, Level 5+)
Ground Pound System: 800π° (AoE shockwave, Level 4+)
Ultimate Vile: 2,500π° (All systems enhanced, Level 10+)
Prototype Plus Upgrades
Protocol System: 1,600π° (Switch combat modes, Level 7+)
Double Saber Fusion: 1,300π° (2d10 damage, Level 6+)
Tactical Scanner: 700π° (Reveal weaknesses, Level 4+)
Speed Protocol Unit: 950π° (SPD+4, 2 bonus actions, Level 5+)
Defense Matrix: 1,000π° (Blocks 25 damage, Level 6+)
Quantum Slash System: 1,500π° (Teleport attack, Level 7+)
Omega Protocol: 2,200π° (All protocols active, Level 9+)
Gold Armor Components
Gold Hyperchip: Not purchasable normally (boss drops)
Gold Armor Frame: 2,000π° (if you have 4 chips)
Gold Energy Core: 1,500π°
Total Gold Armor Cost: 3,500π° + 4 Gold Hyperchips
SPECIAL SERVICES & BLACK MARKET
SERVICES AVAILABLE
Repair Services
Minor Repair: 100π° (Heal 25 HP)
Major Repair: 250π° (Heal 60 HP)
Full Restoration: 500π° (Full HP & ENG)
Status Removal: 150π° (Remove all status effects)
System Diagnostic: 50π° (Reveal hidden damage/issues)
Upgrade Installation
Basic Install: 100π° (Install purchased upgrade)
Advanced Install: 250π° (Install + tune for +10% effect)
Expert Install: 500π° (Install + unlock hidden potential)
Emergency Install: 200π° (Install during mission, risky)
Training Services
Combat Training: 300π° (+100 XP)
Special Training: 600π° (+250 XP)
Boss Simulation: 500π° (Practice vs hologram boss)
Tactics Seminar: 400π° (Learn enemy weaknesses)
Special Character Services
Copy Data Extraction: 400π° (Extract ability from defeated enemy for Axl)
Ride Armor Tuning: 500π° (+10% Ride Armor stats for next summon)
Protocol Optimization: 450π° (Extend protocol duration by 1 turn)
White Axl Calibration: 600π° (Reduce White Axl ENG cost by 5)
Saber Technique Training: 350π° (Learn one basic saber technique)
Transformation Stabilization: 550π° (Reduce transformation side effects)
BLACK MARKET ITEMS
| Item | Buy Price | Risk | Effect |
|---|---|---|---|
| Sigma Virus Amp | 1,500π° | High | ATK Γ2, may corrupt user |
| Stolen Tech | 800π° | Medium | Random Maverick weapon |
| Experimental Buster | 1,200π° | High | 2d8 damage, may explode |
| Cloaking Device | 900π° | Low | Invisible 3 turns |
| Overclock Chip | 1,000π° | High | All stats +3, damages user |
| Illegal Mods | 750π° | Medium | +2 to one stat, -1 to another |
| Combat Drugs | 400π° | Medium | ATK+4, SPD+4, then ATK-2, SPD-2 |
| Bootleg Repair | 200π° | High | Heal 40 HP or take 20 damage |
| Illegal Copy Chip | 1,200π° | High | Permanently copy enemy ability (may corrupt) |
| Ride Armor Blueprints | 1,600π° | Medium | Build custom Ride Armor (requires parts) |
| Prototype OS | 1,400π° | High | Gain tactical protocols (may overwrite personality) |
| White Axl Code | 1,300π° | Medium | Unlock White Axl transformation (unstable) |
| Saber Techniques Scroll | 1,100π° | Low | Learn Z-Saber techniques (requires training) |
Black Market Risks
High Risk: 50% chance of complication
Medium Risk: 25% chance of complication
Low Risk: 10% chance of complication
Complications may include: item fails at critical moment, Hunter Base discovers illegal tech, item has hidden malicious code, merchant betrays/sets up ambush
SELLBACK & TRADING SYSTEM
Sellback Pricing
General Rule: 40% of purchase price
Damaged items: 20% of purchase price
Rare/unique items: 50% of purchase price
Illegal items: 60% (black market only)
Item Condition:
β’ Pristine (unused): 40% value
β’ Used (once): 30% value
β’ Damaged (in combat): 20% value
β’ Broken: 10% value or cannot sell
Maverick Parts Trading
Chill Penguin: Ice Core (150π°)
Spark Mandrill: Lightning Orb (150π°)
Armored Armadillo: Armor Plating (200π°)
Launch Octopus: Aqua Gem (150π°)
Boomer Kuwanger: Space Crystal (175π°)
Sting Chameleon: Venom Sac (150π°)
Storm Eagle: Wind Stone (150π°)
Flame Mammoth: Magma Rock (175π°)
Copy Data Crystal: Axl-specific (200π°)
Ride Armor Core: Vile-specific (300π°)
Protocol Chip: Prototype-specific (250π°)
White Axl Fragment: Axl-specific (275π°)
Bartering Mechanic
Persuasion check: d20 + CHA modifier
DC 10: 10% discount
DC 15: 20% discount
DC 20: 30% discount
Natural 20: 50% discount (once per merchant)
Natural 1: Price increases 20%
Crafting with Parts
2 Ice Cores + 200π° = Shotgun Ice (copy)
3 Armor Platings + 300π° = DEF +3 upgrade
1 of each part + 1,000π° = Special composite weapon
Full Set (8 parts): 1,400π° value
3 Copy Data Crystals + 500π° = Copy Shot Module
Ride Armor Core + 3 Armor Platings + 800π° = Basic Ride Armor
2 Protocol Chips + 600π° = New tactical protocol
White Axl Fragment Γ4 + 1,200π° = White Axl Core
Full Maverick Set + 2,000π° = Ultimate Weapon (character-specific)
SHOP EVENTS & RANDOM ENCOUNTERS
SHOP ENCOUNTERS (d20 roll when visiting shop)
1-3: Normal Business
β’ Standard prices and stock
β’ No special events
4-6: Sales Event
β’ 20% off one category
β’ Limited time offer
β’ May have increased stock
7-9: Limited Stock
β’ Only 1-2 items available
β’ Prices normal
β’ May have rare item
10-12: Increased Prices
β’ +25% prices due to demand/scarcity
β’ Full stock available
β’ Sellback prices also increased
13-15: Special Merchant
β’ Different merchant than usual
β’ Unique/rare items available
β’ May have unusual payment demands
16-18: Distressed Merchant
β’ Merchant needs help
β’ May offer items/discount for assistance
β’ Could lead to side mission
19-20: Maverick Attack
β’ Shop under attack during transaction
β’ Defend merchant for rewards
β’ Items may be damaged/stolen
Field Merchant (d12 in stage):
β’ 1-2: Wandering Merchant
β’ 3-4: Scavenger
β’ 5-6: Hunter Supplier
β’ 7-8: Black Market Dealer
β’ 9-10: Injured Merchant
β’ 11: Mysterious Stranger
β’ 12: No Merchant
MERCHANT NPCs
Auto-Vend 3000
Location: Hunter Base
Personality: Robotic, efficient
Greeting: "Welcome, Hunter. Select your purchases."
Special: No bargaining, always fair prices
Stock: Standard catalog
Barter Bob
Location: Field Merchant
Personality: Greedy but friendly
Greeting: "Hey there, Hunter! What can old Bob do for ya?"
Special: Will bargain, 30% markup standard
Stock: Variable, often has "rare finds"
Tech-Tess
Location: Upgrade Specialist
Personality: Nerdy, precise
Greeting: "System diagnostics complete. Upgrade options available."
Special: Knows all about Reploid tech
Stock: Upgrades, installation services
Shady Sam
Location: Black Market
Personality: Paranoid, untrustworthy
Greeting: "Psst... over here. Got the good stuff."
Special: Illegal goods, high risk
Stock: Experimental/illegal items
Copy-Trader Carl
Location: Random (Axl-related areas)
Personality: Nervous, data-obsessed
Greeting: "Shh! I've got... special data. Interested?"
Special: Sells Copy Shot enhancements and stolen abilities
Stock: Copy-related items, data chips
Armor-Mech Mike
Location: Industrial zones
Personality: Gruff, mechanical genius
Greeting: "Need something heavy? I build heavy."
Special: Ride Armor parts and heavy weapons
Stock: Vile upgrades, heavy weapons, armor parts
Protocol-Patricia
Location: High-tech labs
Personality: Analytical, precise
Greeting: "System analysis complete. Optimization protocols available."
Special: Tactical and protocol-based upgrades
Stock: Prototype Plus upgrades, scanner tech, protocol chips
ECONOMY BALANCE GUIDELINES
Golden Rules
1. Players should afford 1-2 useful items per mission
2. Major upgrades require saving for 2-3 missions
3. Never make players choose between healing and progression
4. Always provide SOME way to earn needed Zenny
5. Balance scarcity with availability
Adjusting for Party Size
Solo player: +50% Zenny drops
2 players: +25% Zenny drops
3 players: Standard economy
4 players: -10% Zenny drops
5+ players: -20% Zenny drops, more group items
Difficulty Economy Modifiers
Easy: +40% Zenny drops
Normal: Standard economy
Hard: -20% Zenny drops
Expert: -40% Zenny drops, no sellback
Player Economy Issues
Too Much Zenny:
β’ Introduce expensive must-have items
β’ Add maintenance costs
β’ Offer investments
β’ Have merchants robbed
Too Little Zenny:
β’ Add bonus Zenny missions
β’ Increase enemy Zenny drops
β’ Have merchant offer credit
β’ Find abandoned caches
QUICK REFERENCE PRICE CHARTS
Quick Price Guide (Level 5)
Healing:
Med Chip: 20π° (Sell: 5π°)
Sub-Tank: 100π° (Sell: 40π°)
Large Sub-Tank: 200π° (Sell: 80π°)
Mega Tank: 500π° (Sell: 200π°)
Energy:
Energy Tank: 50π° (Sell: 15π°)
Energy Plus: 125π° (Sell: 50π°)
Power Cell: 75π° (Sell: 25π°)
Hyper Energy: 300π° (Sell: 120π°)
Quick Price Guide (Level 5)
Weapons:
Basic Weapons: 250-400π°
Elemental Conversions: 400-600π°
Special Weapons: 600-800π°
Advanced Weapons: 800-1,200π°
Character-Specific: 1,000-1,600π°
Upgrades:
Basic Upgrades: 500-600π°
Advanced Upgrades: 1,200-1,800π°
Ultimate Upgrades: 2,000-2,500π°
Character Systems: 1,400-2,200π°
Services:
Repairs: 100-500π°
Installation: 100-500π°
Training: 300-600π°
Special Services: 350-600π°
Sellback Rates
Standard: 40% of buy price
Damaged: 20% of buy price
Rare: 50% of buy price
Illegal: 60% (black market only)
Character-Specific: 55% of buy price
Discount Opportunities
β’ Bartering: 10-30% off
β’ Sales: 20% off category
β’ Loyalty: 10% after 5 purchases
β’ Bulk: Buy 5 get 1 free (consumables)
β’ Hunter Discount: 15% at Base Commissary
β’ Character Loyalty: 5% for same-character upgrades
Player Budget Planner
Expected Zenny per mission: (Level Γ 50) Β± 20%
Recommended allocation:
β’ 40%: Healing/Energy consumables
β’ 30%: Upgrades/permanent items
β’ 20%: Buffs/special items
β’ 10%: Savings/emergency fund
Shopping Checklist
SAMPLE TRANSACTIONS
Example 1: Basic Shopping
Player has: 500π°
Buys:
β’ Med Chip Γ2: 40π°
β’ Energy Tank Γ1: 50π°
β’ Attack Booster Γ1: 150π°
Total: 240π°
Remaining: 260π°
Sells: Old weapon (bought for 300, sells for 120)
New total: 380π°
Example 2: Character Upgrade
Player (Axl) saves for 4 missions:
Mission 1: Earn 350π°, save 250
Mission 2: Earn 400π°, save 300 (550 total)
Mission 3: Earn 450π°, save 350 (900 total)
Mission 4: Earn 500π°, save 400 (1,300 total)
Buys: White Axl Core (1,400π°)
Also gets: Copy Shot Upgrade (800π°) with extra funds
Result: Axl transforms for +3 ATK, +2 DEF, +3 SPD
Example 3: Black Market & Crafting
Player (Vile) finds Armor-Mech Mike:
Needs: Ride Armor Frame (1,800π°)
Player has: 1,000π° + parts
Crafts: Ride Armor Core + 3 Armor Platings (worth 1,100π°)
Trades: Parts + 800π° for frame
Saves: 200π° from original price
Risk: Custom armor may have flaws
Example 4: Party Shopping
Party of 3 (X, Zero, Prototype Plus):
Total Zenny: 2,200π°
Buys:
β’ Group Healing Pack: 300π°
β’ X: Buster Upgrade (500π°)
β’ Zero: Saber Upgrade (550π°)
β’ Prototype: Tactical Scanner (700π°)
Total: 2,050π°
Remaining: 150π° emergency fund
Result: Each character gets one major upgrade
SHOP SYSTEM COMPLETE
Complete merchant guide with all items, prices, and economy rules