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==THE ESCAPE== If things start to go badly for the villains, they’re likely to either try taking the museum patrons and employees hostage or creating a distraction for the heroes so they can escape. If more than 3 of the Chessmen are incapacitated, the Pawns may try taking hostages or they may simply flee, splitting up in hopes of some of them getting away. If the Knights are still conscious, they combine their powers and damage the structural supports of the building, making it start to collapse. Then they make a run for it. It requires a carrying capacity of at least 200 tons to hold up the damaged building, and 10 rounds to evacuate all the people (5 if the heroes have some way of moving people outside faster). Heroes can use Super-Strength, Telekinesis, or similar powers to hold off the building’s collapse while the civilians escape (possibly with the aid of the other heroes). Heroes working together combine their carrying capacities. Keep in mind that a player can use extra effort to double a hero’s carrying capacity for one round, and can spend a Hero Point to ignore the fatigue of using extra effort, possibly allowing a single weaker hero to hold up the building long enough.
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