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===== Equip ===== Before [[Gear|Gear]] can be used, it must first be equipped. Gear can be equipped outside of [[scenario|scenarios]] or within an [[entity|entity's]] [[Strategy Phase|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 Chapter 7#slots|Player's Guide]] for more information on slots and Gear. In [[combat|combat]] and [[exploration|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|Clothing]] and [[armor|Armor]] usually cannot be equipped or unequipped within scenarios. The DM may permit exceptions to this, particularly in many exploration scenarios. Some Gear have [[level|level]] requirements. A [[PC|PC]] must be at the required level or higher in order to equip the Gear. Some Gear can be equipped by anyone, while other Gear requires training. Training is provided by [[role|Roles]]. The following Gear does not require training to equip: * [[Accessory|Accessories]] * [[Augment|Augments]] * Clothing * [[Item|Items]] * [[Mount|Mounts]] * [[Ritual|Rituals]] * [[Tool|Tools]] Other types of Gear require training and are broken down into subcategories. === Weapons === [[Weapon|Weapons]] are classified as light, heavy, [[melee|melee]], [[range|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 === Armor is classified as light, medium, or heavy. Training entries will specify which classification or classifications are granted. === Shields === [[Shield|Shields]] are classified as light or heavy. Training entries will specify which classification or classifications are granted. === Implements === [[Implement|Implements]] come in a variety of classifications, such as Focuses and Talismans. Training entries will specify which classification or classifications are granted. === Expertise === [[Expertise|Expertise]] is split into the set of [[interaction|Interaction]] Expertise and [[exploration|Exploration]] Expertise. [[Craft|Crafts]] grant training in Exploration Expertise types, while [[Profession|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|Player's Guide Chapter 7: Gear and Wealth]].

equip.1557344889.txt.gz · Last modified: 2019/05/08 12:48 by triptycho