How balanced are my inventions?
I made a post yesterday asking about balancing inventions and thanks to the advice I recieved I cobbled together a list of things I think are balanced. What's you feedback?
Invention Upgrades:
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Upgrade Weapon damage nd6+1 (or +2. exceptions: grenades, rockets)
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Remove a single -1/-2 penalty (eg: -2 MOVE, -2 REF, -2 DEX into -2 REF, -2 DEX)
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Reduce moderate penalties in half (eg: -2 MOVE, -2 REF, -2 DEX into -1 MOVE, -1 REF, -1 DEX)
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Reduce heavy requirements/penalty by -2 (BODY 8 to BODY 6)
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Increase skill bonus for chips to +4
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Increase Overcap for Skill Chips. Skill chips give +1 even if skill level is higher than 4
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Increase skill bonus for cyberware by +1 (if cyberware gives a skill, upgrade gives it +1. Non-combat)
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Grant items +1 to a related skill (Camera; +Photography)
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Grant items +n to a related skill in exchange for -n for an equally important skill (eg +4 Conceal; -4 Stealth. Non-combat)
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Increase DV+2 for skill checks for enemies (EMP, Flashbang grenades, Poison)
Weapon Inventions:
- “Cycling drum mag Shotgun” - Quality? (Maybe an Exotic with non-basic ammo access?)
Can hold different types of ammo in a single magazine
Ammo Max 8 (or 6?), mag size permanent
The user can choose any of the loaded ammo type at will, in exchange for half(?) MOVE.
Every drum must be loaded (ammo types chosen) beforehand.
- “Heavy Duty Electric Stungun” - Exotic - Standard Quality
Deals 2d6(? 1d6?) damage directly (through armor).
Max range 5 MOVE.
Doesn’t kill the target
If the target is below 1 HP it falls unconscious
On Critical Hits the target must roll DV 15 Cybertech Check (DV cannot be modified). If they fail, the GM chooses 2 pieces of their Cyberware or carried electronics to become inoperable for 1 minute.
Weapon type: Very Heavy Pistol (ROF 1)
Ammo: 8 (Cost: None, 1 hour recharge), Extra magazines 50$
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“Very Heavy Revolver” - Excellent Quality
VHP with Power/Tech module, permanent mag size (6) and 2 attachment slots.
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“Tri-Modular Assault Rifle/Sniper Rifle” - Quality? (Exotic? If Exotic, allow for non-basic ammo types?)
Can choose between Tech/Power/Smart module in exchange for 1 action and all MOVE during a single turn.
Can always see though Thin Cover
Mag Size: ???
Weapon/Item Invention:
“Superhero Grappling Gun”
Can instantly reposition user for 5 MOVE in any direction
Must be aimed like a Handgun
Single Use (Requires 10$ pressurized gas recharge)
Ammo Invention:
- Fast Hardening Foam (Grenade)
Creates a 2x1, 7 HP thin barrier at the point of impact that can be used as cover, barricade or an obstruction for the line of sight.
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“High Precision Ammo” (Bullets/Slugs)
Reduce the DV for ranged attack by -1 (OR more if it stays balanced)
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“High Velocity Penetrator Rounds” (Upgraded AP rounds)
Ablate armor by 2 if the target takes damage. (similar to RAW)
Ablate armor by 1 if the target tanked the shot.
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“AP Shotgun Shells”
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“Delayed Burst Shotgun Shell”
Pellets spread at 3 MOVE distance.
Behaves like Basic Shotgun Shell with Tech/Power/Smart modules
- “Poisoned Shotgun Shell”
Deals 2d6 (or 2d6-3 or ???) damage directly if the hit targets fail DV13 (or DV 15) Resist Torture/Drugs
(Arrows have DV15. Is DV13 too little?)
Item Invention:
- “Grenade bandolier” (Concealable, -4 to Conceal/Reveal Object)
Can carry 6 grenades. Equipped grenades do not take Action to draw (ready to be thrown without expending Action)
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“Totally unsuspicious suitcase”
Can hide unconcealable weapons on the streets, does not require action to draw.
Indoors must make a Persuasion or Acting Check, DV 17
Some places will not allow it even if the user passes the check.
Armor Invention:
“Baggy Trenchcoat” (Light Armorjack Body - 11 SP)
\+4 Conceal/Reveal Object, -4 Stealth
Cyberware Invention:
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“Advanced Bio-Monitor”
-1 DV for Death Saves, +2 for Critical Injury, Stabilization Checks
(Is it an Upgrade or an Invention?)
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“Action Star Sandevistan”
+2 Initiative, +2 MOVE upon Activation
Duration 1 turn
(To me it looks barely useful but I haven’t seen Sandy with +MOVE yet so I decided to make it)
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“Static Popup Shield”
10 HP, Can use both arms, Shield stays in place
Posted Jul 5, 2025, 1:25 PM UTC