The rules for spending 2d12 like this are on OM39 in the basic rulebook:<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">As the Watcher, you can always cut the Scene early--before the problem or conflict has been resolved--by spending 2D12 out of the doom pool and handing out 2 XP to each affected player. If you do this when the heroes are looking good and the villains are on the ropes, ask the players how they want to wrap it up. Ask questions just like you do at the beginning of a Scene. If a major villain's involved, present a tough choice to the heroes, though make it clear that they're won something even if the villain's presence colors it somewhat.<br/><br/>If, on the other hand, you spend the 2D12 when the Scene is going against the heroes, or they're struggling against insurmountable odds, you can bring the Scene to a close and invite the players to describe how they lost or what they had to sacrifice.<br/><br/>Bringing the players in on this underscores how important they are as the writer/artist of their heroes, while still making it clear that the doom pool brought this about.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Making the scene chaotic would probably be a good way to setup a tough choice for everyone to make.  I know that I'm thinking Ace will probably exit the scene while shaking her fist impotently at the heroes and shouting out threats about how she'll get them next time, and then she'll have to swim naked back to where she left her clothing and get dressed again, but that was the only thought I had for how she'd end things.