This will of course work a little differently for people who have plot-locked weapons, like something attached to their body or the holy sword Excalibur.
Any item that's relevant to your character and can't be left behind will permanently occupy one slot, but it may become more powerful as the game progresses.
Armor works similarly - you activate it before rolling defense, and it will reduce the damage on a hit, or push the attacker away, or whatever. There are lots of possibilities!
Potion Toss Season 3 Cost: 4 SP You can give an item to someone within five spaces of you. If you have Chemist, you can use an item on anyone within five spaces of you.
Dungeons are divided into Rooms - players will have a chance to scout out rooms to see what's in them before they enter. Challenges, monsters, treasure, window dressing, plot, boss fights, or a Sanctuary.
Oh, even if you don't have a weapon Equipped, you can generally assume you've got a sword or whatever in hand, it just isn't a cool one with special properties
Belated update - I'm scrapping Equipment due to characters having a lot of unique plot weapons, but I'm keeping the mechanics and refluffing them as Materia Slots
Cost: 50 gil
Effect: Restores 50 HP, or 25 HP during combat.
ResistanceMDEF.3850 gil
Ability: Increase the damage of the attack by 20 and deal fire elemental damage.
Season 1
Cost: 6 SP
You can use items on others, provided they are in your Zone of Control.
Season 3
Cost: 4 SP
You can give an item to someone within five spaces of you.
If you have Chemist, you can use an item on anyone within five spaces of you.
STMP after every scene like normal!Prof: /starts including enemies with acid weaknesses and shit