# 22GAME RULES

## Action Description

### Attack

You perform a melee or ranged attack.

### Equipment

You switch any number of equipped items with any number of items in your backpack.

- This action doesn't apply to armor.

### Guard

Only once per turn. Until the start of your next turn:

- You gain Resistance to all damage types.
- You gain a +2 bonus to Opposed Checks.
- You may cover another creature and prevent foes from performing melee attacks against them.

### Hinder

You perform a Check (DL 10) against an opponent. If you succeed, you inflict dazed, shaken, slow, or weak upon them.

### Inventory

You spend Inventory Points to produce and immediately use a consumable item.

### Objective

You work towards accomplishing an objective within the conflict.

- This will require an Attribute Check or Opposed Check.
- Complex goals will often require a Clock.

### Spell

You cast one of the spells you have learned.

### Study

You attempt to gain information about someone or something.

- This will generally require an 【INS + INS】 Open Check.

### Skill

Some Skills require you to spend an action.

### Other

You perform an action that is not covered by any of the above, negotiating its resolution and effects with the Game Master.