The rule base for this game is D6 challenge. A challenge is any task that is challenging for a character to complete, a challenge is resolved with a dice roll against the relevant Stat of Physique, Intelligence or Charisma. A challenge is successful if the roll is equal to or lower than the Stat it's rolled against.
For example, a Physical challenge would be running fast through a difficult path, jumping a gap, attacking or defending oneself. If an attacking character has an improvised weapon that wouldn't offer a modifier, a decent weapon might offer a +1 or maybe +2 for a devastating weapon, if an enemy is wearing armour that would be a -1 etc. Similarly if a character is attempting to pick a lock, this is an intelligence challenge, modifiers would be appropriate tools, experience, urgency etc, a charisma challenge might be trying to convince someone of something, picking up at a bar, or bartering a lower price.
In addition to Stats, player characters have skills and attributes. These could be general or specific and will be influences on relevant challenge rolls. More importantly skills and attributes can generally be learned or developed easily, in the right circumstances, whereas Stats take a long time to develop. If many skills and attributes relative to a Stat are obtained, the GM roll over the skills and attributes and increase the Quality by 1.
For example if a character reads self help books and practices conversation techniques and body language with a coach, it'll take months to raise charisma by 1 point, however they could learn a few tips from a salesman and be able to get a salesman skill that would offer a modifier when attempting challenges involving trade.
The challenge roll. Once the modifiers are established, roll the challenge, a roll of 1 always succeeds even if the negative modifiers would make it impossible, a roll of 6 always fails, even if the positive modifiers would make it possible.
Traumas are caused by challenge failures, the GM will generally interpret traumas unless they would be obvious. Traumas could range from frustration, cuts and bruises to injury or temporary insanity, they may add negative modifiers to challenges, until they are resolved which takes time and most likely treatment. Treatment examples may be seeing a psychologist or getting a broken limb splinted etc
Equipment, as in real life, will deteriorate if not maintained, so don't be reckless. Furthermore, new equipment, will come at the GMs discretion, if player characters are searching for something in particular the GM will decide when and where they get it, this process can be guided by players.
Hint: don't look for a baseball bat in a lingerie store, look in the sports store.