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;padded (5 CP): padded weapons do all stun instead of half damage and half stun. Padding a weapon so that it only does stun damage is difficult and actually increases the weapon's CP value by 5 CP.
 
;padded (5 CP): padded weapons do all stun instead of half damage and half stun. Padding a weapon so that it only does stun damage is difficult and actually increases the weapon's CP value by 5 CP.
  
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;two-handed (-10 CP): Two handed weapons are normally used with two hands. It is possible to wield a two-handed weapon in one hand, but then there is some penalty: If the weapon has the ''control'' or ''offense'' advantage, it loses those advantages. If the weapon does not have ''control'' or ''offense'' then it's heft is increased by 50% when wielded in one hand, possibly making the weapon unwieldy. This feature is worth -10 CP.
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;two-handed (-10 CP): Two handed weapons are normally used with two hands. It is possible to wield a two-handed weapon in one hand, but then the weapon loses it's ''grapple'' or ''reach'' advantage. This feature is worth -10 CP.
  
 
;shots (up to 20 CP): Shots describes a weapon's rate of fire. Weapons without the shots feature, such as hand weapons and most thrown weapons, never need reloading. ''Not having the shots feature is worth 20 CP.'' This feature has two numbers. The first number is the number of times a character can fire the weapon without reloading (shots before reloading.) The second number is the number of turns required to reload a weapon after all of it's shots have been fired (reload time.) Each shot can represent a single bullet, a burst of bullets or a full turn of continuous automatic fire.  
 
;shots (up to 20 CP): Shots describes a weapon's rate of fire. Weapons without the shots feature, such as hand weapons and most thrown weapons, never need reloading. ''Not having the shots feature is worth 20 CP.'' This feature has two numbers. The first number is the number of times a character can fire the weapon without reloading (shots before reloading.) The second number is the number of turns required to reload a weapon after all of it's shots have been fired (reload time.) Each shot can represent a single bullet, a burst of bullets or a full turn of continuous automatic fire.  

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