Newter dropped from the ceiling.  The main part of the mall had only the one level to it, but the roof was arched slightly, and he was dropping from one of the higher points.  I was bad at estimating distances, but what was that?  Fifty feet? Sixty?

He’ll be alright. I bet resistance to fall damage comes with his power.

Also, same when it comes to estimating distances.

He landed in a crouch, a hair behind the girl who was carrying the vial down the pile of rubble to the base of the platform.

Cape landing! Only thing missing is a shockwave.

As she turned, dust, papers, cigarette butts and fragments of rock stirred around her.

Hm. Windy power? I forget if this girl was stated to be one of the Merchant capes.

They moved in a counterclockwise orbit, rising, increasing in intensity over a span of one and a half seconds.

Okay, yeah, this is definitely a power at work. Maybe her power has to do with whirlwinds?

Whatever her power did, Newter stopped it, smacking her in the forehead with his palm, almost gently.  She stepped back, as if she’d lost her balance.  The building whirlwind around her dissipated into a billowing cloud of dust and her legs turned to rubber beneath her as she tried to step back once more. She fell.

Nice work! I guess that’s the element of surprise for you – if she’d had time to build up the whirlwind, it might end up being a lot harder to tag her out of the battle.

Spit might work, though, if Newter got lucky with where it landed. At least the whirlwind could help take out a bunch of other Merchants.

Infestation 11.7

Howdy, Krixwell here!

Uh, hi. It’s time to–

–yeah. No need to be so ominous about it, though. Anyway, I’m here to read some more Worm!

No, I said read.

Who’s even putting these… anyway.

Last time, things got really interesting. We learned more about the tesseractids, or dandelions, or karahindibas, or whatever I should call them, as a new parahuman got his power – a quite deadly one – and the brawl swiftly drew to an end. Then Faultline’s crew showed up and removed the exits… I like the direction this is taking.

This time, we’ll get to watch as the Crew confronts the Merchants and tries to keep anyone else from drinking the super juice (Seriously, it makes very little sense that Taylor wouldn’t even think about trying to do something about that. She’s genuinely lucky the Crew presumably are.), while Taylor & co. try to avoid getting swept up in it all without revealing their identities to Faultline’s Crew. That sounds like it’ll be–

…fun. I was about to say “fun”. But yeah, “cool” works too.

So yeah, how are they supposed to get out of this? I suppose laying low might be the best chance they’ve got, but if it’s at all possible–

…yeah. That probably won’t be easy, though.

So without further ado–

Yes, yes, I’m getting to it!

Without further ado or reaction images in this post, let’s see what the Crew has in store!