"I will probably still attack people who look villainous and watch a crime unfolding without doing jack about it. The stunbolts are nonlethal, you know."
Stalker does that sometimes, she likes to see if the victim is going to fight back. It's messed up. She does go in eventually either way, though. At least every time I've seen."
"Well. Yeah, that's messed up. This is faint praise, but at least she doesn't go around attacking people to see if they fight back, just failing to rescue them. Still. Even if nobody got hurt because she waited, probably dozens of them had a traumatic event last longer than it needed to."
"Didn't get to pick my teammates before. You gotta make do with what you have, yeah?"
"Yeah. No fun for us, but it beats having her as a vigilante as far as the city's concerned."
"I helped track down a vigilante who liked turning criminals into animals, once. No fun for anybody involved. She got off relatively light, ten years plus a gaes, after undoing all the ones who were still alive. Irritating, but at least she can't hurt people anymore."
"A gaes. A binding. She swore to never again turn someone into anything, and then she literally couldn't. There's a few, ah, capes who can do gases on my world."
"That kind of power exists here, sometimes, but never that neatly and there's always something else that can mess with it. I don't think they'd trust it over regular prisons even if some master volunteered to help."
"They're pretty ironclad from what I hear. But I understand the sentiment - anyone who manages to get around a geas gets put away, or put down, for good."
"It's a lot more conventional here, most of the time. Anyone who isn't put in the Birdcage for good gets treated as much like any normal criminal as they can manage."
"It'll be a change to fight nonlethally most of the time. You don't have to hold back against literal, city-burning monsters. I Hope I can find the balance between too much and too little."
I can't wait until you join us in the field."
"I have at least one definitely non-lethal thing. Stunbolts. Made a special trip just to copy them from someone. I don't have any bolts between stun and lightning though. Yeah, fieldwork with new powers should be fun. The two of us could probably be almost excessively mobile if you ride along while I fly."
Before any actual cape business, the PRT has to take care of some setup. The costume, of course. It's finished in short order, complete with gold and gems. (Smaller quantities than Coil supplied.) Aside from that, there's further power and basic combat training, and of course PR. Don't threaten people, don't swear in public, don't give away important information, don't conspicuously display destructive might unless the point is to display destructive might, the point is never to display destructive might, and so on. It boils down to "talk less, smile more" being a safe option to start out with.
Eventually she's cleared as ready for duty.
The first charge of Dauntless's power gets put into a particular amulet, one with a large citrine set into the middle. So does the second. It'll probably be a while before this has any useful effects.
Her official unveiling speech was mostly written by someone else, but she manages to deliver it with reasonable amounts of sincerity.
Dauntless has yet to get accustomed to the staring.
She doesn't actually need to stare at Dauntless to keep his power up anymore. She does figure out that she can pour extra mana into his power to generate charges faster - fourteen to sixteen hours if she does nothing else with a particular day's mana supply. She makes sure her stored mana is full before doing that, though.
After two weeks, the thing is starting to become noticeably better at holding mana. It retains it without excess effort, doesn't leak out slowly like it used to, and lets her call on more at once without feeling strained.
But after two weeks, the Endbringer attack is imminent. Yvette still thinks Brockton Bay will be the site of the attack. The UDF has gathered a large list of Witches who would like to volunteer for the defense, flyer and brute and blaster all, plus a wide variety of specials and no less than eight healers. They work out transport and temporary lodging with the Protectorate.
In the weeks remaining until the attack, presumed to be Leviathan, the city gets gradually emptier. Cape crime goes down steeply, since everyone including the various villain factions expects to be on the same side very soon. (Non-cape crime continues as ever, at least proportionately to the number of people present.) And as the scheduled day approaches, heroes start arriving, including the biggest of guns.
Battery is interesting and potentially useful. Working with Mouse Protector's power improves her ability to teleport. Brandish meshes well with Knight's crystal spear. She can't copy Cache's ability to store away living things, but he makes her pocket dimension easier to access.
Bastion, Lady Photon, Glory Girl, Laserdream and Shielder are not very mana-efficient on their own, but after a few hours of work she combines the whole lot into one smooth and elegant force-field and laser power. Parian isn't too useful in direct terms, but her clothamancy is a nice break from all the simple, brutal powers that tend to show up in this world.
But Eidolon is completely uncopiable... And getting weaker. She can smell the telltale decay, the subtle degrading feeling that all Witches have. Food for thought.
For once everyone involved is fully briefed. Normally minutes of pre-battle speech is a lot, and here there is plenty of time to inform the newcomers. Leviathan is scary: powerful, strong, and smarter than he looks. When he's in the water he's faster than any speedster they have on record, according to a cape with no known upper limit. Those who aren't familiar with Leviathan can find video footage of him in action.
His hydrokinetic powers operate on a larger scale than almost any other powers; Brockton Bay can expect periodic tidal waves and catastrophic damage to or from the aquifer beneath the city.
Visibility will be poor. Armbands get distributed; when activated they'll keep track of capes' identities and positions. Everyone knows where to report, based on whether they can take a hit and get back up, blast from a distance, merely search and rescue downed capes, and so on.
Most of the Witches (and there are a lot of them, almost a hundred) plan to do a few minutes of blasting, then move to search-and-rescue or ferrying less mobile capes around. They fly machines similar to Gren's, carry lots of jewelry, and few of them are wearing masks. Only three Witches are confident enough in their durability to tank on the front lines.
When the time comes, Chatterbox establishes and holds a link with as many people as possible. If something happens to the armbands and she hasn't been knocked out, they might still be able to communicate.
The hour approaches, with as many people as possible ready and waiting to beat back Leviathan.
The clock ticks down, but the skies aren't darkening with storm clouds.
At some point, "Dragon, how sure are we that it's Leviathan, and not Behemoth or the Simurgh? And why are we sure of that?"