I pulled the pin free, then dropped it straight down. 

Easy as, uh, dropping a grenade!

Wind carried the grenade further than I expected.  It landed somewhere a few feet behind Cache, rolled, then detonated.  The car that had been propped up against Cache was thrown off, rolling onto its roof.

I think that’s a success!

How did Weld and Mannequin take that?

The other debris scattered.

I felt a wave of relief that I hadn’t managed to hit them with the grenade just as they came out of stasis.

That would be… less of a success.

Mannequin backed away from Weld to stare up at me.  Weld, for his part, had absorbed the metal of the chains and disconnected the excess from his body.

Oh, so he did get stuck to the chains. Fair enough, that settles my concerns on that front! That just leaves the question of why the cars don’t get stuck on his blades (or vice versa).

When he reshaped his hands into weapons, it was faster than I’d seen him do it during our attack on the PRT headquarters.

Hm. Practice? Holding back before? Or perhaps this situation has put him in a state of mind similar to his trigger event somehow and that made the shapeshifting more powerful and thus faster?

There’s making obscure references and then there’s invoking year-old Discord liveblogging community memes.

Yeah… I’m not sure how my parents were ok with that. Pretty sure you need to be 16 for an in-joke meming license

Weld had undone much of Mannequin’s setup, but there was still one flaming truck leaning against Cache.

I believe that makes it a firetruck.

It was heavy enough to crush Legend’s teammate beneath it if Clockblocker wasn’t quick enough to reach out and freeze it.

It occurred to me a few minutes ago that if he were alone, Clocky would be mostly safe. As far as we know, he’s unfrozen inside his costume, which means he can hear that there’s reason to refreeze immediately the moment it wears off. But because Cache is there and needs help, he can’t just do that.

Carefully, I positioned myself, noted the wind, and then grabbed a grenade from the sash that hung around my neck.

Just make sure Weld doesn’t think you’re attacking him and the other heroes.

I really shouldn’t be using this without any training, I thought.

Yeah… I’m not sure how her parents were ok with that. Pretty sure you need to be 16 for a grenade license

There were crunching sounds and the noise of metal striking metal.  I directed the beetle around one particularly thick cloud of black smoke and saw Weld hacking the cars to pieces, his arms a pair of oversized blades.

Nice. That does kinda give Mannequin a lot of ammo to work with, but it’s smaller ammo that’s slightly less dangerous for the time-frozen heroes, as it’s harder for Mannequin to stack the weight of it all on top of them.

Mannequin threw a car at him, and Weld lunged forward to slam it down into the ground with both hands.  Mannequin used the opening to leap forward, his feet momentarily resting on Weld’s shoulders, before he hopped down to the ground.

Weld is being pretty cool in this fight.

Meanwhile, Mannequin is… doing something.

Spools of chain unfolded in Mannequin’s wake, and he bound Weld, dragging him away from his allies.

Well, shit.

Okay, seriously, did I misinterpret the bit about Weld’s clothing? Is he not basically topless here, his metallic chest exposed?

Because it really seems like both the cars and the chain should be sticking to him. Especially the cars, which he’s definitely touching with exposed blade-shaped arms.

Hmm. Did they cover Weld in some sort of organic oil or something? (Zinc, while appropriate as a covering for him, wouldn’t work because it’s a metal.)

I hurried back to the scene of the fight.  Clockblocker’s power lasted anywhere from thirty seconds to ten minutes.  Weld had been on the defensive when I’d left, and the Wards were relying on pure chance to determine if they’d make it out of this okay.

That might be a good idea if your name is Matrim Cauthon, but I don’t think he’s on the team.

…I’ve been on a Wheel of Time kick lately.

I could hear the fight before I could make anything out through the smoke.  The fires were still burning, but most seemed to have burned through whatever fuel sources they’d found. Beyond what was in the bombs themselves, anyways.

The fires are barely a threat compared to what’s coming down next.

It was probably dangerous to be taking in too much smoke, both for me and for the beetle, but I had to be close.

Which is not to say that the fires aren’t dangerous. Just less dangerous. Much less.

I frowned and suppressed that instinct.  As it stood, it was dangerous.  If he was flying and I got knocked out, he might keep flying.

…that’s exactly what I pointed out!

The same might apply if I was turning, or adjusting to compensate for my weight and got distracted partway through.

Suddenly you’re going in circles.

Also, if you get knocked out while calling for Bailey to come to you, but the others get you out and to a doctor, John Cleese might not be happy.

Even less so if you ask Bailey to stay close and defend you.

No, after testing it I didn’t like how slippery it made the navigation feel.  I’d only use it on a case-by-case basis.

Hey, at least you can toggle it, so if it does come in handy sometime, it’s available.

Besides, it was something I could do with my power anyways, with greater effect and nuance.  I’d been knocked out once, and my power had continued directing insects by my last given order.

Hm. Might that still happen with Bailey even with this instinct suppressed, or even before Amy added this feature?

Irritating.

If it’s Amy you’re irritated at now, please cut her some slack. She was trying.

Now, where were we…

Ah, right, Taylor was flying off to help Weld, Clocky, Cache, and everyone Cache has in store, on a Bailey with a little more autopilot than before.

And probably getting herself trapped by a rain of Bakuda bombs. Though I suppose the PRT might be saving those until all the good guys are out of the blast zone. Which would be a good tactic considering that Bakuda’s bombs might be among incredibly few things that could bypass Clocky’s power, and even if they don’t, some of the effects can linger until the freezing wears off. Or cause it to never wear off. 

Let’s try not to get anyone blown up or crushed by cars, okay? Unless they’re members of the Nine, of course.

I just rewatched The Incredibles in preparation for seeing the sequel at the cinema when it finally comes here in about a week (no spoilers for that, please).

While watching the early parts of the movie, I kept silently comparing the movie’s setting/premise to Worm, more specifically Emily Piggot.

For those unfamiliar with Incredibles backstory: In the 40’s, superheroes were fairly common, but after a 1947 incident involving a suicidal man suing the hero who rescued him (“I saved your life!” “You ruined my death!”), many collateral damage lawsuits cropped up. Public opinion of the supers dropped so hard that the government chose to force them into hiding, abandoning superheroics (though some heroes still did their thing in secret) and living normal lives like normal people. The movie’s main plot is set in 1962 and follows a family of two retired supers and their kids.

This can’t happen in the Wormverse, because supervillains are much more common there and there’s the Endbringers (and a bigger future threat) to contend with. As things stand, no one with any sense would suggest that getting rid of superheroes (just the heroes) would be a service to the greater good of the mundanes.

If not for those things, it does seem like a future Jirector Piggot would appreciate. Letting the parahumans keep their abilities to themselves and out of the mundanes’ lives, aided and restrained by the government, sounds like a dream for her.

But because that’s not an option, she does the next best thing, which ironically is to make sure the government-controlled superheroes’ PR stays positive, and do her best to help them get rid of the supervillains by all means necessary. She can’t help the mundanes be free of all parahuman influence, but she can help the more lawful parahumans free them of the most detrimental of it.

If she could finally put an end to supervillains and Endbringers somehow, then her focus might change.

I’m not sure how clear I’ve been about this so far, but I think the perspective shown in Interlude 13 turned Director Emily Piggot into a very interesting spanner to throw into this story’s conflicts.