Properties can also provide (situational) penalties, such as:
 
Properties can also provide (situational) penalties, such as:
   −
Bulky (Item modification) -  +1 to anyone trying to spot the item in question.
+
Bulky (Item modification) -  +1 to anyone observing to spot the item in question.  
 
Very Bulky (Item modification) - +2 to anyone trying to find or spot the item in question.
 
Very Bulky (Item modification) - +2 to anyone trying to find or spot the item in question.
 
Penalties lower the cost again by a -1 (small penalty) up to a -2 (for a serious penalty).
 
Penalties lower the cost again by a -1 (small penalty) up to a -2 (for a serious penalty).
    
An item will have one or more base properties. Some of these give a general template on which you can build other properties to make a distinctive new item.  Properties will have a cost, the minimum cost of an item is part of its base properties. You can mix and match positive and negative properties to create the item you want without breaking the bank. Try basing it on a real item, if possible, for inspiration!
 
An item will have one or more base properties. Some of these give a general template on which you can build other properties to make a distinctive new item.  Properties will have a cost, the minimum cost of an item is part of its base properties. You can mix and match positive and negative properties to create the item you want without breaking the bank. Try basing it on a real item, if possible, for inspiration!
  −
  −
      
=Weapon Templates=
 
=Weapon Templates=
    
====Typical Properties====
 
====Typical Properties====
* Large caliber (+ 2 Property) : +1 damage, +1 Reload TN
+
* Large calibre (+ 2 Property) : +1 damage, +1 Reload TN
 
* Burst-fire (+2 Property) : Allows burst-fire
 
* Burst-fire (+2 Property) : Allows burst-fire
Exception encountered, of type "Error"