What normal games might call gear and equipment. We do not provide an equipment list with prices and so forth, for such a thing would be encyclopedic. Instead, just figure out what the character would have and write that down.
You can assume that a cast member can start with anything that the player thinks appropriate, so long as that item would be would be commercially (or otherwise plausibly) available within their origin.
Determine the following about any piece of noteworthy gear:
•Weight
•How it is used
•Particular effects (use the SFX as a guide)
•Does it require any charges or ammo?
•How it is carried?
Write down everything the RCM carries, and keep track of it. In time travel these details can become important at the oddest times.
A player can add a common item that would be plausible within the character’s origin at any time after the start of play, but before the end of that character’s third episode for a Plop. The player must be able to justify both that the newly discovered thing in that character’s pocket (or whatever) is both plausible and does not disrupt existing continuity. After the third episode, the character has what is on the treatment, and that is all, amen.
Props
And because we know how you think: