Removing Hazards and Status Effects
Because they are semi-permanent or ongoing changes, status and hazard effects are hard for a third party to remove. Hazards effects are even harder to remove because the person under the effect cannot remove them at will.
For status effects, the character with the cards in their pool can remove them at will. This represents the character cancelling the magic spell or simply turning off the anti-gravity belt. In some cases, such as magic or super-powers, the person who activated the effect may remove it at will. This depends on common sense and on the setting. It is left up to the group to decide this depending how the magic or technology works in their game.
Hazard effects cannot be removed at will by the person they are affecting any more than a person on fire can simply wish the flames to disappear. Whether the person who activated the effect can do so depends on the situation and the setting. Once an assassin has poisoned a character, they have no way to remove the effect from the victim. However an evil witch may be able to remove a curse from a victim at will.
An unwanted or opposed attempt to remove an effect, such as a wizard trying to dispel another character's magic spell or a burning character trying to put out the flames, counts as a pool attack. This is a special form of attack that is focused on removing one or more cards from the target's pool.
A pool attack always prompts a resistance action from the target but additionally, the resistance gets a situation bonus. This bonus is equal to the Character Point value of the targeted cards. If a stack is targeted, the CP values of all the cards in the stack are counted. The character does not need to play any cards to receive this bonus but they may play appropriate cards as well to boost the resistance. This may include the targeted cards and all played cards follow their behaviour keywords when played.
Boban the gnome is flying happily above the treetops thanks to the Angel's Wings spell. The spell is worth 1d6+2 plus it is stacked with Arcana worth 1d6+0.
Spying the gnome above, a vengeful wizard decides to bring Boban to the ground with a Dispel Magic card. The attack has 1d6+0 (for the spell) and 1d6+3 for Spell Casting Components plus 1d6+4 worth of Spite. The total attack is 3d6+7.
This is a pool attack targeted at the Angel's Wings stack. The base resistance is 11 because the spell is worth 7 CP and the Arcana 4 CP. Additionally the Game Leader give Boban a 1d6+0 situation bonus due to the range. Not wanting to take any chances, Boban also plays her Dodge card (1d6+1) in an attempt to avoid the wizard's magic. The total resistance is 2d6+1+11.
The wizard rolls well and scores 20 and Boban escapes by the skin of her teeth by rolling eight on the dice to also score 20.
The Angel's Wings stack is unaffected by the magic and stays in Boban's pool. The Dodge card she played returns to the deck as normal.
Trying to remove hazard effects work the same way.
Having missed with his Dispel attempt, the wizard now curses Boban with the Agony spell. Boban fails to resist and is now racked by pain whenever she plays a card with the Body keyword or tries to move.
In her turn Boban tries to shake off the curse. Not having much that is appropriate she calls on her god for help (Faith card worth 1d6+0) as she tries to ignore the pain (Will Power 1d6+1). The group thinks this is appropriate way to fight this sort of curse so the Game Leader allows it.
The wizard's spell is worth just 4 CP but is stacked with his Arcana worth 4 CP. This gives the hazard effect a resistance of eight against Boban's attack of 2d6+1.
On the first attempt Boban scores just six. Next round, she tries again and scores a pitiful four, failing again. As she prepares herself for a third attempt she can hear the wizard moving though the wood towards her.
Other Ways to Remove Hazards
Sometimes, circumstances may present characters with alternative ways of removing hazard effects. For example, a character on fire might be able to jump into a lake to douse the flames. In these circumstances the Game Leader should follow common sense and allow the automatic removal of the hazard. Of course, the character's action may put them at greater risk - the lake may be full of sharks - but the character has dealt with the immediate threat.