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Hailey Harper and the Racist Rifleman
Hailey's first mission to stop an assasination
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She appears just outside the Lorriane motel's parking lot, a leather tote bag sitting sealed on the ground just in front of her. The cut of the suit is fairly modest, but there's a certain pressed fineness to it that makes it a joy to wear. Her trusty wand thrums with the faint crackle of thunder at her hip, slotted into a faded leather holster concealed by the cut of her overcoat. It's a mostly cloudy, comfortably slightly cool day fading into dusk out, the sort that's a joy to walk in, with the barest touches of wind ruffling through her hair. 

It's time for her mission to begin.  

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She looks around, taking in the view for a moment, and cracks a smile. Here she is, in her body finally, with magic and the power to fix things for people.

It's a pretty great feeling.

Okay, time to get to work.

She quickly checks her pockets for a wallet, and failing that her tote bag for petty cash. She won't open the tote bag very wide though, because there may be things she shouldn't show off in there.

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There's a wallet at her hip, with nothing inside it but 40 dollars in cash.

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That'll do. She just needs enough to have a room where she can check her kit discreetly. What were rooms back then, like ten quid? Dollars?

Off to the motel clerk she goes.

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The clerk is a congenial black haired woman with a slight tired smile. 

"How may I help you, miss?"

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Hailey smiles back at her. "How much for a room for the night, ma'am?" The British accent might be a little unexpected in Memphis, but that's fine.

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"12 dollars, miss." 

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"Thanks much." She pulls out her wallet and pulls out a tenner and a pair of ones — bloody hell Yank money is different — handing it to the probably-overworked clerk.

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"Thank you." 

She fusses with her desk, and pulls out a clipboard. 

"And your name, miss?"

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"Hailey Harper."

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She nods dutifully, and scribbles it down, and hands her a her room key. 

"Hope you have a good stay." 

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"Thanks, ma'am. Hope your shift is easy."

She's worked customer service shite enough to know it won't be, but the well-wishes help.

Off to her room she goes. Is she on the first floor, or the second like Dr. King?

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She nods appreciatively with a faint worn smile. 

It's a room on the first floor, most of the way down the hall opposite the hotel. 

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That'll do. She lets herself in, locks the door, then sets her bag on the bed to unpack it.

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There's quite a number of things in there - two wand dowels, precut - one the same blackthorn wood as the wand at her hip, the other a stem of red oak. There's two copies of her outfit neatly folded up, a map of the city, a radio, a modest first aid kit, a pair of binoculars, a thermos, an unloaded handgun with a clip of ammunition set aside, a rod of a modestly red lipstick and a midsized towel.  

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She laughs fondly at the towel, then packs the bag back up, leaving the radio out and turning it on. Can she get local police bands on that?

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It's marked - though there's nothing particularly interesting going on there. 

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She leaves it on in case of surprises and rifles through her added memories for local-area divinations, revelio and similar... 

Hm. She has seven to ten meters of detection radius through walls and such, fifty out in the open. Scouting time. She looks out her window, across the street. The tallest building on that side of the street is the fire station. Hm.

Okay, start with a wider outdoor divination.

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Hailey drops her left hand down to her holster and draws her wand.

Magic rushes through her, warming her veins light a summer breeze, crackling across her fingers and in her hair like playful lightning.

Bloody brilliant.

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First order of business, not drawing attention. She silences the walls, door, windows, and vents of the room, to prevent sound from escaping. Next, she casts a cushioning charm and a muffling charm on the soles of her boots. She follows that up with a disillusionment, tapping atop her head and feeling the cold rush down her body.

Finally, she looks out and memorizes the area just above the fire station's roof.

She lets the curtain close, stepping back to the middle of the room.

Time for her first apparation.

She pictures that spot, just above the roof, loosens her knees a bit so she can land softer, and twists through nowhere.

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There's a pop as she reappears, a faint wrung out feeling running through her skin as the 'pressure' releases, then her feet quietly clatter against the roof. It's a little disorienting, but it's easy enough to just turn into a rush. It's a little hard on her ankles, but that's not too much of a problem, either. 

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Bloody hell she loves it. It's uncomfortable, it's cramped, but it's point to point and so fast. No one seemed to notice her, either.

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Okay. Divination time. She carefully swishes her wand through a complex pattern, casting once from each corner of the building.

What guns are there around her?

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There's two guns in the police unit, and a hunting rifle in over in the direction of the motel's parking lot with a muffled return.

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Hm. The police unit having guns is to be expected, but the gun in the motel's parking lot is worth checking. First, though, she needs to cover more area.

She pops across to the US Fixture Company at the other end of the block, and casts from each corner of their roof on their two buildings.

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There's a few rifles close together in one of the rooming houses. 

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That's concerning. She looks down at the building from a few angles, then apparates down near the back door. Another round of divination, this time for humans in view of the door, or bells hooked up to it.

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There's a few people milling about inside, but there's no one right by the door. There's electric doorbells on most of the units, but nothing mechanical that'd make a sound if the door opens. 

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A quick alohomora to take care of the door lock, a silencer to the hinges, and then she'll step very quickly inside, closing the door behind her.

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It's a fairly ordinary looking place, with wooden flooring and eggshell white walls. The entry hall is nestled with a space for shoes and a coat hanger, with a sitting room just past it, and halls leading to a number of bedrooms. 

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Carefully, quietly, grateful for her silenced boots, she steps closer to the middle of the house, then casts again. Where in the house are the rifles?

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They're in a cabinet in one of the unoccupied bedrooms. 

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That's rather more rifles than she'd expect one person to have. Possible suspect?

She heads up to that bedroom, steps in, closes the door, and then casts a tracking spell, carefully containing the generated vestiges to just the room she's in. Who's been fiddling with that cabinet?

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Looks like just the person who's been using the room. 

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Tch. Any sign of information about Dr. King's schedule or movements in here? She makes sure to carefully levitate things out of the way, to avoid leaving prints in the room, and then put everything back exactly where she finds it.

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There's nothing incriminating at a look around - just the guns, stored in cases, with the ammunition set aside in a different area. 

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No certainty, no clear indications.

She'll just have to take precautions.

This'll be fiddly, but she delicately casts an alarm paling (like a ward but smaller and temporary) on the cabinet, set to give her a distinctive mental nudge if anyone opens it.

She lets out a breath at the rush of magic it takes, the delicate focus a bit mentally tiring.

Worth it, though. She can come back here in a trice if this boarder turns out to be the shooter.

A quick silencing charm to the room — underpowered so it'll fade in a few minutes — and then she apparates to the motel parking lot to look for the hunting rifle she sensed.

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It's in the back of a Ford Thunderbird, it looks like. 

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That'll need another alarm paling. And then she's popping back to her motel room to grab her thermos, fill it with water, grab some ice from the ice machine at the end of the hall, and lean against the wall outside Dr. King's door under a fresh disillusionment and a supersensory charm to increase her field of view, enhance her senses, and provide additional angles of perception. 

Stakeout time. Anyone points a gun in this direction, she'll see it. Anyone touches one of those alarmed guns, she'll know.