You can use these Properties on any item in the game, not just weapons, armour and vehicles. Also note that some Properties are required, like Encumbrance.
Every item possesses the Availability Property, which usually starts out at 50%. The GM may decide to increase the availability of an item by a given percentage, in which case the cost is reduced by the same amount (%). Conversely if the GM wishes to make an item harder to find by a set percentage, the cost will go up by the same amount (%).
Cost: $10 – Encumbrance value
Smaller items are generally a little more expensive, due to the convenience of having something so small. Therefore an item with Encumbrance 0 (like a ring for instance) would cost a minimum of $10 before other Properties are applied. Items with Encumbrance values over 10 will reduce the overall cost of the item.
A character’s Physical Strength must equal or exceed a weapon’s Encumbrance value in order to use it effectively. For each point of Encumbrance above a character’s Physical Strength, there is a cumulative -10 modifier to the TN to use the weapon.
Cost: x 2
This item is extremely well made, using only the best materials and to the most exacting standards. This Property may be purchased more than once, but the price will keep on doubling!
Cost: x ½
This item is either made very poorly, or substandard materials have been used in it’s construction and it is liable to go wrong. Whenever the item is used there is a 10% chance that it will go wrong and be unusable until repaired. This Property may be purchased more than once and while the price will keep halving, the chance of failure will keep going up! An item with the Shoddy Property may not also have the Quality Property.