Dispel Water (Action Powers)

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Main article: Powers (Action)

Calm Seas

Limit Break

Age of
Effect
Minimum
Difficulty
One Day 12
One Week 14
One Month 16
One year 18
A decade 20
A century 22
A millennium 24
Ten millennia 26
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

You can momentarily calm waves, currents, and other violent water action. The difficulty is the strength of the water in action (measured as Body. You can also dispel any power of the Water form, any power affecting a water elemental or aquatic creature, or which affects liquids.

Fluid Speech

Inherent

You understand any spoken language, including recordings.