Before Gear can be used, it must first be equipped. Gear can be equipped outside of scenarios or within an entity's Strategy Phase. In order to equip Gear, an entity must have available a slot in which to equip it. If there are no available slots, the entity must first unequip another Gear. See the Player's Guide for more information on slots and Gear.
In combat and exploration scenarios, Gear can be dropped or handed to an ally in the same location for free (no need to spend a Strategy), even if it is equipped. Doing so instantly unequips the Gear. The Strategy Phase must be used to equip new Gear in its place.
Clothing and Armor usually cannot be equipped or unequipped within scenarios (including being dropped while equipped). The DM may permit exceptions to this, particularly in many exploration scenarios.
Some Gear can be equipped by anyone, while other Gear requires training. Training is provided by Roles. The following Gear does not require training to equip:
Other types of Gear require training and are broken down into subcategories.
Weapons are classified as light, heavy, melee, ranged, one-handed, or two-handed. Training entries grant training with any classifications listed by the entry. For example, a training entry for “Heavy Weapons” grants training in all heavy weapons, whether melee, ranged, one-handed, or two-handed. Similarly, a training entry for “Ranged Weapons” grants training in all ranged weapons, whether light, heavy, one-handed, or two-handed. An entry can also be very specific, such as “Light One-handed Melee Weapons.”
Armor is classified as light, medium, or heavy. Training entries will specify which classification or classifications are granted.
Shields are classified as light or heavy. Training entries will specify which classification or classifications are granted.
Implements come in a variety of classifications, such as Focuses and Talismans. Training entries will specify which classification or classifications are granted.
Expertise is split into the set of Interaction Expertise and Exploration Expertise. Crafts grant training in Exploration Expertise types, while Professions grant training in Interaction Expertise types. Within these two sets there exist numerous classifications, such as Survival and Mysticism in exploration and Streetwise and Illusion in interaction. Expertise Gear labeled as generic “Exploration Expertise” or “Interaction Expertise” do not require any training and can be equipped by anyone.
For more information, see Player's Guide Chapter 7: Gear and Wealth.