Characters and Equipment
How equipment is represented in cards is often one of the hardest aspects for players to grasp.
As with any other type of card, an equipment card represents an advantage the character can capitalise on. However, the lack of a card does not mean that the character does not have that equipment. The clearest example of this is clothing. A character without an equipment card for clothing is not naked. Their clothes are simply unremarkable and will never give them an advantage. On the other hand, a character who has invested CP into a clothing card can use it in social actions to influence other people or in survival situations to stay warmer and drier than their companions.
It is always assumed that a character has the mundane equipment, such as clothes and food, needed for their situation. What this covers depends on the setting and the character. For a fantasy adventurer mundane equipment will include horses, tents, ropes, 10' poles and assorted other tools-of-the-trade. However, a 21st century accountant accidentally transported through a wormhole into the same fantasy world would not have that equipment available. Instead they would have pens, a calculator, a mobile phone and (somewhere) a house complete with mortgage.
Over time, as the story of the character progresses, the nature of a character's mundane equipment will change. Characters tend to grow richer over time and can afford to stay in better quality inns, but ultimately it makes no difference. Without spending CP on a card, the fine food and better equipment offer no advantage to the character.
For some actions, a character will need a specific piece of equipment. For example, shooting someone requires a gun, connecting to the internet requires some form of computer. Without them, the actions are impossible.
If the item of equipment is mundane the character can perform the action, but unless they have spent points on a card the equipment offers no additional advantages. The fact that the character can perform the action at all is advantage enough. For equipment such as guns with specific capabilities and keywords such as Range, it is assumed that the character is using the most basic type of equipment that is appropriate.
When a character uses another character's equipment it works the same way. A character who has a piece of mundane equipment can pass it to another character but it is still mundane. It offers no particular advantage to the recipient.
However, if a character passes over a piece of equipment with a CP value, i.e. something that is part of the character, the recipient can use that card as if it were their own, taking full advantage of its dice and capabilities. This can go on indefinitely but the card can only be in one character's deck at once. By passing over the card, the owner is depriving themselves of its advantages.
What Is In My Hands?
Does an equipment card in the character's dynamic pool automatically mean that it is their hands? No, though it often does.
The dynamic pool represents what the character is giving their attention to. Using a magic ring does not prevent someone from holding a torch in one hand and a sword in the other. An item can be in the character's hand but ignored (i.e. not in the dynamic pool) or it can be foremost in the character's mind (i.e. in the pool) but not in their hands.
The 6d6 RPG largely ignores issues about the weight and encumbrance of whatever the character is carrying. Descriptive keywords such as Two-Handed are used to indicate larger, more cumbersome items but it is still conceivable for a character to have two of them in their pool at once (e.g. if the character has four arms). It is left to the group and common sense to discuss these issues. A character attempting to place three pistols in their dynamic pool should be asked how they are planning to use them; a player insisting on carrying large statues out of a dungeon should have situation bonuses against their movement actions.