[] MS-13 mooks
Maskless 6.11
The city blurs beneath you as you rush to the intersection where this disaster is going down. «
Where should we focus our firepower?» you ask your Guardian Beast. «
Cadejo or the grunts? Or should we go after Winter Hill? MS-13 might be more vicious, but Winter Hill has more capes and honestly the better publicity. Philly doesn't need them entrenching themselves like the Empire did back home.»
«
One tiny problem with that,» comes Samantha's reply. «
With this Truce in play, going after Winter Hill would be a good way to bite off more than we can chew. Not to mention that it sounded like our dear Irish mobsters are on our side for once. No reason to pick fights with people who are offering help.»
Reaching Greene Avenue, it doesn't take long to find the fight. All you need to do is follow the gunfire. The black PRT transport bus lays on one side, the road next to it and the front of the vehicle a mangled mess. The troopers who were inside either the back or the cab are crouched down behind the roof, using the thick metal bus as cover from the bullets coming from a building on the opposite side of the street. An ambush, then.
It nearly worked, too, until capes got involved. All four of Winter Hill's combat capes and the three Protectorate members must have arrived at about the same time for them to coordinate the way they have. The Irish foot soldiers are split into two groups, one led by Cailleach and the other apparently being led by Miss Militia, though the pyrokinetic Solaire is with that group as well. Together they are providing covering fire and the occasional flaming sword for the pinned troopers, shooting assault rifles whenever they see a glint of metal peeking out from the shattered windows of MS-13's perch. While the Maras duck down, Pounce comes out to play. All you see is a white blur that resolves into a dark-skinned woman in a backless catsuit – complete with tail and fluffy ears on her hood – before she grabs one of the troopers and zips back over to safety down an alleyway. You can't help but notice that the villainess has to lean against a wall immediately afterwards. A limitation to her powers' duration, or is it just because she carried someone else with her? You file that question away in the back of your mind.
Cadejo's appearance made things more complicated, but watching him, you decide your help really is not needed there. Chevalier and Jotunn have him well in hand. Most of his bodies might be intangible, but his teeth and claws still need to be real to do any damage, and they are no different in shape or size than in a normal dog. Chevalier is taking advantage of the former fact, enlarging his cannonblade to an otherwise absurd length and skimming it along the ground to send the ghostly canines flying. Jotunn, on the other hand, has taken a more masochistic approach. Impossibly sharp Cadejo's weapons might be, but they are no more than splinters to the ten-foot-tall giant, and they give the leader of Winter Hill a good grip with which to hurl them down the opposite street and away from the battlefield.
Poor Sere, bereft of easy targets to dehydrate, is stuck watching over the rescued troopers.
Should you throw up Recursion Field? That has become one of your go-to spells, and it would let all the capes focus on Cadejo. But… You run through the list of capes in your head. Going by what Perfect Storm has catalogued the times you used Recursion Field around capes, most of the capes you see would get sucked up. The only one you aren't sure about is Pounce, and if she is as fragile as you expect she is, you really do not want to risk the only available means of getting the PRT out of the line of fire.
Blue glitter swirls around one of the broken windows of the Maras' perch for a few seconds, and then it explodes into a flower of ice. Cailleach's construct stays there for not much longer than it took to make it before its own sheer weight rips it off the wall. You thought she could make her ice bombs appear wherever she wanted them, but it looks like she is limited to line of sight. You are learning just all sorts of useful information about your enemies today!
"Storm, hook into the Protectorate's channel," you order your Device. Useful information or no, your fellow heroes called you over to help, not make notes. "Miss Militia, it's Calamity Witch. Where do you need me?"
The gunslinger startles, but she forces back the reaction to look around for you.
"Whatever you can do to help would be good. If you can get these guys to back off, that'd be better."
A Mara takes the opportunity your conversation provides and shoots a couple of bullets at Cailleach's group before the answering fire from Miss Militia's forces him to duck back into cover. Drifting above his target group, you size up your opponents' defenses and nod. Philadelphia has a dearth of flying heroes – the same problem that plagued the Protectorate back home, come to think of it, although they had New Wave to call on if they needed more air support – and MS-13 chose their placement with that in mind. They have the high ground against anyone stuck on the street.
Too bad you're above them in turn.
"This is going to sound crazy, but I need you and Winter Hill to stop shooting at them when I give the word."
"You're right. That does sound crazy. We still have men pinned down there!"
"I know that, Miss Militia. I do. But right now, you need to trust me on this. I can't do anything with them turtled up in there."
Silence, and then,
"…On your signal, then. This better work."
Oh, it'll work, all right. You slide your hands up Perfect Storm's shaft until they are near the cylindrical slide sitting beneath its head. "Ready for this?"
The Device makes no sound in response, but the slide slips back to reveal a revolver's chamber.
You focus your attention on Perfect Storm's storage dimension, the same place it shoves your clothes every time you transform into your Barrier Jacket, and a glow fills your left hand before it resolves into two bullets. These aren't normal bullets, though, for all that you made them out of empty shell casings. At the ends where metal slugs normally sit are instead oblong shells of orange amber, the crystalized form of the magic you shoved into these cartridges. Three days' work trying to get the process right, and these are so far your only successes. Thankfully you have better hopes for the next batch now that you figured out where you had gone wrong all those other times.
You push the cartridges into the waiting slots and flip the mechanism closed. The real problem isn't the gang members in the building; it's the guns they carry. Lethal Flare Shooters would destroy the guns, but they also throw out heat and radiation. Explaining the latter is not something you want to deal with right now. Rust Shooter works just fine against metal, but the mana needed for that spell is sufficiently different that normally you can only manage one bullet at a time, two if you push yourself.
In this case, 'normally' is the operative word.
A casting sigil spins into life beneath your feet, and two pops emanate from the chamber. Magic surges through your body. A wave of your hand, and you have not one or two but seven Rust Shooters hovering in front of you. "Now!"
The gunfire from Winter Hill stops. It takes a second for the Maras to catch on, but then they shove their own guns through the windows to begin shooting at either the transport truck or the opposing fighters. Big mistake. Your magic bullets zip through the air and smash into the centers of the assault rifles, steel and copper dissolving like spun sugar in their hands.
"Take that!" you can't help but laugh. Rust Shooter is not one of your more common spells, but there is a reason it was one of the first spells Perfect Storm taught you. When it is the right tool for the job, it really shines.
A wave of fatigue hits for you a moment, and you drop a foot or two before regaining control of your flight spell. Right, Perfect Storm said that would happen, something about your Linker Core having trouble handling sudden influxes of mana like the one spending cartridges causes. It passes quickly, and now you're ready for the hard part: getting close and hitting the remaining gangers with Flare Shooter. Too bad for them that you got rid of most of their weapons…
Something glints in the window, and a white trail streaks at your oh fuck missile—
xxxxxxxxxxxxx
"…cking Brut…"
A groan. A twinge in your head. A giant knife in your chest.
"…up. Come on, get up!"
"Uuuuuuuhhhhhhhh."
"About time. Wake up, witchy."
The streetlight stabs your eyes when you try to open your eyes, and you groan again before the lights dim down to something tolerable. A swarm of people in blue bodysuits buzz around you and hold up their hands. "How many fingers do you see?" they demand.
What…? "Sixty-nine?"
"
Greaaat. 'Cause things can't be easy." The swarm is starting to come together, and one of the women pulls you into a sitting position. Is it Ca… Cal… the ice girl? And now you're propped up against her chest. Her, Tattletale, Pounce. Stupid sexy villains and skintight spandex. "Now's not the time to flirt. You need to call off your gal pal before she gets bored with the Maras and comes after us."
Your gal? Samantha? «
Saaaam.»
A loud crash comes from somewhere in front of you, and Ice Girl moves a little when a thing thuds close by. Samantha runs over, her suit looking a little ragged and splattered with ketchup. Did she get food? You're not hungry. "Get away from her," the raccoon growls.
"H-Hey, I'm the only reason she's upright. She's got a nasty concussion. Just woke up."
"
Move."
You scream when Icee tries to push you towards Samantha and something grinds in your side. Skittering, and then you're in her arms. "Where does it hurt?" Samantha asks normal-ish. Then she pokes something and you scream again. "Broken rib. At least two," she adds when she gets another scream out of you.
"RPG to the face, and she's knocked out and busts up a couple of ribs. Fucking Brutes," mutters Ice Pack.
Samantha tries to move you into a comfortable position. She almost succeeds. «
All right, Taylor. Time to get you home.»
«
Home? Sleep?» That sounds good. Good plan.
«
No, you need to stay awake for me. Taylor. Wake up!»
«
No. Sleep time. Night night.»
You close your eyes, and everything goes away.
I finally get to use Battle Frenzy, and you aren't awake to appreciate it. Typical.
Oh, well. That's the end of the fight, and the end of the week.
- Vote for a spell to learn.
- Secret Santa, Part 3 – You spent some time thinking about Epoch's offer, and you need more information before you make a final decision. Give him a call and meet the rest of the Adepts.
- Back in the Saddle, Part 3 – How many monsters does Typhon have at his disposal? No one knows, but if Miss Militia is worried, maybe you should be, too. The Protectorate may even need to call in the local villains to help out. Move out in force and stop this evil Tinker.
- Fishies! – Dragon can't make heads or tales of the books on magic Perfect Storm sent her, and she's tired of it. She rented an exploratory ship and has built several deep-water ROVs to explore the wreck of the Agharti. Head to see with her.
- A Whole New World – You've always lived in a small corner of New England, but now you have powers that really let you get around. Take a little time to see the world around you.
- Spatial Translocation: Write-in
- Dimensional Translocation: Random or Write-in
- Back to Our Scheduled Programing – Go on patrol and look for trouble. You can write in to go along with somebody/somebodies.
- Hanging Out – Take a little time to yourself and spend some time with somebody/somebodies. Preferably doing something that doesn't involve burninating people. Write in the person, place, and thing.
- Nose to the Grindstone – Spend a free period training in the simulator. May be chosen twice. Write-in for which spell to practice.
What's that, a 24 hour moratorium? Surprise, surprise. And just so you know, I WILL answer questions, but there will be a delay. On a bunch of planes today.