Organization:SuperShop

SuperShop is a vending machine operator which sells Superhuman Ability Modules and roleplay equipment via their signature Gachapon-style machines. They make use of SuperShop's "CAP-10" capsules, with the better-balanced CAP-10 Mk.II and Mk.III currently making up 15% and 80% respectively of SuperShop's inventory as the CAP-10 Mk.I and Mk.II are phased out. The capsule itself is dispensed to the customer, in contrast to competitors only allowing the customer to claim the product they ordered in order to re-use their dynamail tubes. The machines have a larger local storage than Vac-U-Vend machines, with dozens of capsules stored in a clear plastic bubble, giving SuperShop units the appearance of an oversized gumball machine or Gachapon.

There are a few varieties of SuperShop units, but the most iconic variety is the CapSeller units, which resemble a giant CAP-10 capsule with a vending interface that "dispenses little baby capsules" when used.

Suppliers
Most of the stock in any given machine is composed of unpopular or surplus SAMs and smaller items such as daggers, wands, potions, spell tags and shuriken. Despite this, most SuperShop machines have at least one or two capsules containing rare SAMs at any given time, making them a popular spending place among children.

Suppliers of SAMs are limited to Epic Armaments, Lovelace-Turing Research, and the Whimsy Media Company. The metathaumatic division of GASP! Comics was a SuperShop supplier before it was dissolved by its parent company in 12011 GHE.

CapSeller Network
The CapSeller Network was created by SuperShop in 11990 GHE, using dynamail ports purchased when TubularPhone went bankrupt in 11988 GHE. The CSN broadcast by using the dynamail system as a digital radio transceiver, with the decoders being located both in CapSeller machines and in the Dynamail Traffic Control system.

The CapSeller Network was merged into the open source OpenVendor system in 12000 GHE.

Guaranteed Delivery
Due to laws banning gambling in the New Real, SuperShop machines are under a lot of scrutiny, especially due to the demographic. As a result, each machine has a specific payment amount, and prizes in a given unit have a 100% guarantee of matching the value of the COINs put into the machine, a rule that SuperShop employees and law enforcement alike take very seriously.

Furthermore, there are Limited Edition SAMs that are not randomly distributed. Instead, users can buy a special token at toy stores, grocery stores, convinis and petrol stations that, when inserted into a SuperShop machine, will result in the machine going into "Rocket Mode" (known within SuperShop's internal communications as Guaranteed Delivery Mode). In this mode, a timer is displayed and a signal is sent to SuperShop's automated restocking system. The Limited Edition SAM will be delivered via the dynamail system to the SuperShop machine before the timer reaches zero, or the token will be returned to the user when the timer runs out.

If the timer does run out, which is extremely rare, the capsule will be rerouted back to the nearest SuperShop warehouse and the machine will dispense a random free capsule from its local storage, along with returning the token for a future attempt to claim the Limited Edition SAM.

The Capsule
The CAP-10 is the dynamail capsule used by SuperShop. A stroke of engineering genius, the CAP-10 is made of Acrylonitrile butadiene styrene, laced with iron particles arranged in two elliptical rings that run lengthwise around the capsule, and an iron ring embedded in the plastic of the seal around its circumference.

The result is something previously said to be impossible: A dynamail tube with only one iron ring and a front longer than the back. Without the iron particles acting as a translucent magnetic ring, such a design would inevitably jam when traveling through a dynamail pipeline.

The Mk. II was an attempt to improve on the design, as occasionally the capsules would be damaged from scraping against corners in the dynamail tubes. CAP-10 Mk. II's failed to fix the issue that they were meant to solve, and were only in use for a few months before being replaced by the Mk. III, which has iron particles distributed through the plastic evenly to essentially make the entire capsule into one large magnetic lozenge.

Trading
Since the majority of SuperShop's customers are children, trading stuff received from the machines is commonplace. The company requires that SAM developers provide unending software support for SAMs purchased through a SuperShop unit, and that software support obligations persist if a SAM is transferred to a new owner.