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==PURSUIT==
 
==PURSUIT==
Rather than confronting the villains inside the museum, the heroes may choose to wait until they leave, then pursue them.  The Pawns use two escape hover haulers - a hero with 4 or more ranks of a movement power and the super-movement power stunt. The haulers are hardness 10, but their hover vents are only hardness 3 and taking one or more of them out stops a hauler.  The Pawns shoot at any pursuing heroes and those Chessmen with Telekinesis may use her powers to cause heroes to careen off into buildings or to crash into the street (where they may get run over, DC 15 Reflex save to avoid, DC 25 Damage save if that fails). If a hauler is stopped, the villains try to flee on foot, although most Chessmen will stand and fight if the heroes confront them.  Finally, the heroes may try to follow the villains to their lair, an old estate home in Wharton Forest, with higher powered security. This requires three successful Spot checks (DC 13, though you may modify this up or down to reflect traffic at your option) to keep the haulers in sight or the use of appropriate powers (or perhaps a means of tracking the villains at a later time, like a tracer planted). The heroes can then confront the villains in the estate without any civilians around.
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Rather than confronting the villains inside the bank, the heroes may choose to wait until they leave, then pursue them.  Overtaking the villains’ two escape vans isn’t difficult for a hero with 4 or more ranks of a movement power and the super-movement power stunt. The vans are hardness 10, but their tires are only hardness 3 and taking one or more of them out stops a van.  The thugs shoot at any pursuing heroes and Rave may use her powers to cause heroes to careen off into buildings or to crash into the street (where they may get run over, DC 15 Reflex save to avoid, DC 25 Damage save if that fails). If a van is stopped, the villains try to flee on foot, although Rant and Rave will stand and fight if the heroes confront them.  Finally, the heroes may try to follow the villains to their lair, an old warehouse building in the Greenbank neighborhood of the city. This requires three successful Spot checks (DC 13, though you may modify this up or down to reflect traffic at your option) to keep the vans in sight or the use of appropriate powers (or perhaps a means of tracking the villains at a later time, like a tracer planted on one of their vans). The heroes can then confront the villains in the warehouse without any civilians around.
  
 
==MODIFYING THE ADVENTURE==
 
==MODIFYING THE ADVENTURE==

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