Hannah remained a very steady, rational character throughout Worm, contrary to most other parahumans.
She suspected that her power had taken the angriest parts of her, the most childish parts, the parts of her that dreamed, and those that forgot, and given them concrete form in her power.
Skitter observed that she seemed like a person who followed the letter of the law rather than risk her job. Triumph however noted that she was the leader of the Protectorate because of her unwavering loyalty and willingness to not only abide by the rules but to fight for them. She didn't see any reason to complain about arbitrary difficulties, like having to spell her name a different way, compared to the hardships of her village. She genuinely loved the United States of America, although she recognized it had flaws, like anything touched by human hands.
Miss Militia said that she preferred not to have to be the one to make difficult decisions, preferring to reserve her strength. She didn't want to be forced to take on a leadership role with its extra responsibilities. Despite this Colin said that Hannah was a natural leader.
She remembered what she saw during her vision , but believed she was the only one, having observed that other people would forget even if they briefly realized. She believed what she had seen was God, or possibly an angel, granting her her powers. She had resolved not to mention it to anyone, but she briefly suspected Alexandria or Dragon might remember.
Miss Militia is one of the few capes that can get away with using guns.
Dark haired and olive skinned, Miss Militia wears a scarf and sash around her waist patterned after the American flag, and stylized, fitted army fatigues that accentuated her curves. She has perfectly shaped white teeth, courtesy of American dentistry.
As a Ward, she wore an urban camouflage tank top and a blue scarf, emblazoned with a shield emblem.
Hannah's power is a green and black, semi-sentient blur of energy that can form into ordinary-looking weapons. She can re-summon the weapon at will, collapsing it back into energy.
She can re-summon a weapon if it runs out of ammo, reloading it, or if it jammed. This made it easier to use nonlethal ammunition, such as rubber bullets.
The weapons her power creates vibrate slightly, as if alive. further the energy will flit about, taking the form of various weapons whenever she is on guard.
Her power influences her ability to use the weapons, enhancing her draw time and aim, and subtly adjusting their balance. She was able to accurately shoot a target's head and neck. She claimed that she could re-summon her weapon from someone's hands and shoot the wielder before they could react.
A side benefit of her power is that she doesn't need to sleep,, making her a Noctis cape although she could if she wanted. Even then, she didn't dream, but instead replayed past events over and over in perfect detail. She rarely did so because of her traumatic past.
Hana was one of seven children who were the only survivors of a small Kurdish village attacked in 1985 by Turkish soldiers. She had her trigger event while she was being used as a human minesweeper by said soldiers. Most of the survivors were evacuated to the U.K., but when her power caused problems with the metal detector she ended up being rescued by an American and brought to the United States, where she was fostered and given a place in the Inaugural Wards Team, and her name was anglicized from Hana to Hannah.
She formed lasting friendships with many of her teammates. A few years into her time with the wards, Hannah had a short relationship with Chevalier. Beyond a few dates, however, they drifted apart, both being too busy with where their lives were heading.
When the Undersiders attacked the gallery, Hannah was able to capture Regent but was unable to keep him contained. The Undersiders were able to escape.
Weeks later, Hannah had woken up from her annual sleep, and was reflecting on her trigger event when she talked with Dragon and Armsmaster, learning she would be placed in command of the team and that Brockton Bay was about to be hit by an Endbringer.
↑“[Defiant gives multiple examples of demands on his time as leader of the Brockton Bay Protectorate]
“And in the midst of all that, you’re still trying to find time for you, [...] I may have inadvertently screwed Miss Militia over,” I said.
Defiant shook his head. “She’s a natural leader. I wasn’t.” - Excerpt from Drone 23.1
↑For a cape like Miss Militia, who has a power that allows her to produce any of a variety of guns at will, the path to a trusted reputation was likely met with initial resistance (ie. initially negative) but her strict allegiance to the Wards (and later the Protectorate) and her consistent use of nonlethal ammunition and shots aimed with the intent of being nonlethal earned her a trusted and positive reputation overall. - WD Rulebook: Gameplay Rules, document by Wildbow
↑ 9.09.1Miss Militia – A prominent member of Brockton Bay’s Protectorate branch, wears army fatigues with an American-flag scarf and sash, possesses a semisentient energy that can alter itself to take the form of various weapons. - Cast (spoiler free)
↑ 11.011.111.2Miss Militia – Current leader of Brockton Bay’s Protectorate. Accompanied by a semi-sentient energy that can transform into modern military armaments, including guns, grenades and melee weapons. A side benefit of her power is that she does not need to sleep. Is actually a Kurdish refugee who triggered at a young age when Turkish forces attacked her village and abducted the children to use as bait for landmines and traps. Dark haired and olive skinned, Miss Militia wears a scarf and sash patterned after the American flag, with stylized, fitted army fatigues. - Cast Page (In-Depth)
↑ 18.018.118.218.318.418.5She shifted the position of the rocket launcher on her shoulders, and it dissolved into a blur of green-black energy. The energy lunged and arced around her for a few brief moments, then materialized into a machine gun. It only held that form for a few seconds before it flickered and solidified into a sniper rifle, then a harpoon gun, and finally settled in the form of a pair of uzis, one in each of her hands. She barely seemed to notice, beyond the automatic action of holstering the guns. - Excerpt from Interlude 3
See 11.h for pointers about how Miss Militia's passenger gathered weapons info about conventional arms. It also feeds into her awareness for updates on weapons (ie., as she becomes aware of more modern munitions). Any projectile firing weapon, just about, barring cruder mechanisms like catapults, and any theoretical, (appropriate) projectile (rubber bullets, hollow points, etc). Her attunement to her passenger greatly influences her ability to use the weapons, affecting draw time, and subtly affecting things like aim and weight. It's a power that effectively derives from the 'scraps' left after certain shards were deployed, and where it might normally be split up or combined with other abilities to form tinker oriented shards (think of the aforementioned qualities assisting a gun tinker like Tecton's kinetic sense assists his tectonic tinkering), it's primarily being deployed to collect data in this instance. It isn't an aggressive shard, so it's primarily concerned with being involved (even peripherally) in conflicts, but it gets restless easily - to the point that it's stripped away her ability to sleep as part of its design. - comment by Wildbow on Spacebattles
↑She shifted position, and the black-green energy of her flickered from her right hip to her right hand, appearing in her hand, amorphous and shapeless, as if searching for a form to take. When she didn't grasp it, it darted to her left hip, and the metal of a cutlass clinked against her seat. - Excerpt from Cell 22.3
↑Yes, Miss Militia is Kurdish around the time (loosely; alt history pushed things around a smidge) the separatist Kurdistan Worker's Party (PKK) were involved in a guerilla war with Turkey.
Keep in mind that she was a child, for one thing, and that
the cold war took a slightly different direction thanks to scion, shifting alliances and geopolitical climate, which means it isn't so cut and dry. - Comment by Wildbow on Reddit
↑Capes who are holding their own or who are very on top of their game might start getting pulled away for trips to nearby cities and locations, to bolster numbers or provide backup (or be the tool that another department doesn't have in its toolbox). Or they're left in charge of the team while the team leader is away/off duty. Once this starts becoming regular and they're still proving their mettle, it becomes a sort of informal thing where they end up on a team with Legend or Alexandria or Eidolon, and tackling some real nail-biters. And if they handle their shit then (excuse my French), then their Director calls them into the office and says "The Triumvirate wants to borrow you for a while."
And then they're working as a direct subordinate to other members of the Triumvirate for a short stint each time, which is a final series of checks and balances before they run their own Protectorate team. [...] It's not a hard and fast rule. Some teams find leadership in other ways. But before a cape really gets branded and presented to the nation at large as 'leader of [city]'s Protectorate', they'll be vetted and tested and given time with the Triumvirate. Until then, it'll often be something along the lines of... sure, you're in charge of the team until someone says different, but don't go saying you're in charge and if someone asks you if you're leading the team, deflect or be sure to say it's temporary. - comment by WildBow on Reddit