How balanced are my inventions?

2070's Discussion

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:

  1. Upgrade Weapon damage nd6+1 (or +2. exceptions: grenades, rockets)

  2. Remove a single -1/-2 penalty (eg: -2 MOVE, -2 REF, -2 DEX into -2 REF, -2 DEX)

  3. Reduce moderate penalties in half (eg: -2 MOVE, -2 REF, -2 DEX into -1 MOVE, -1 REF, -1 DEX)

  4. Reduce heavy requirements/penalty by -2 (BODY 8 to BODY 6) 

  5. Increase skill bonus for chips to +4

  6. Increase Overcap for Skill Chips. Skill chips give +1 even if skill level is higher than 4

  7. Increase skill bonus for cyberware by +1 (if cyberware gives a skill, upgrade gives it +1. Non-combat)

  8. Grant items +1 to a related skill (Camera; +Photography)

  9. Grant items +n to a related skill in exchange for -n for an equally important skill (eg +4 Conceal; -4 Stealth. Non-combat) 

  10. Increase DV+2 for skill checks for enemies (EMP, Flashbang grenades, Poison)

Weapon Inventions:

  1. “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.
  1. “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$

  1. “Very Heavy Revolver” - Excellent Quality

    VHP with Power/Tech module, permanent mag size (6) and 2 attachment slots.

  2. “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:

  1. 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.

  1. “High Precision Ammo” (Bullets/Slugs)

    Reduce the DV for ranged attack by -1 (OR more if it stays balanced)

  2. “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.

  3. “AP Shotgun Shells”

  4. “Delayed Burst Shotgun Shell”

    Pellets spread at 3 MOVE distance.

Behaves like Basic Shotgun Shell with Tech/Power/Smart modules 

  1. “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:

  1. “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)

  1. “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:

  1. “Advanced Bio-Monitor”

    -1 DV for Death Saves, +2 for Critical Injury, Stabilization Checks

    (Is it an Upgrade or an Invention?)

  2. “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)

  1. “Static Popup Shield”

    10 HP, Can use both arms, Shield stays in place

Posted Jul 5, 2025, 1:25 PM UTC

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