player: margot character: wanda maximoff role preferences: winters' group, defense, lookout relevant skills: wanda would work well in the team getting the line rigging all the way to the goal of the lighthouse - her levitation powers include lifting objects the size of watchtower buildings at airports and much larger, although given how powers are treated here, it will take more out of her afterward. she can also use her telekinesis at the molecular level to repair objects that are broken, should they need that skill inside the lighthouse (or heal an injured keeper if she has wounds?).
she can pull these elements up with her while flying beside them, so as to be less vulnerable to ground enemies - OR, if we want to play with vulnerabilities, we can tweak that.
her powers also work well for defense if she's assigned to her second choice, as she can create psionic shields against evil forest entities and send psionic blasts to blow them back from the company, on ground or in the air. she's also been highly trained by this point in hand to hand combat, with the added oomph of her powers giving her hits extra force. if the mods said it were possible, she could also get a read on an enemy approach to warn the others of an oncoming attack, given that they seem to be somewhat organic - but if not, all the same, she can protecc.
lookout would work similarly - she has keen intuition and pays close attention to detail. since most characters may not be comfortable with a telepathic warning if something were approaching, she could always send a blast signal into the sky - it wouldn't be bright, but it would have sound and a dim scarlet color.
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character: wanda maximoff
role preferences: winters' group, defense, lookout
relevant skills: wanda would work well in the team getting the line rigging all the way to the goal of the lighthouse - her levitation powers include lifting objects the size of watchtower buildings at airports and much larger, although given how powers are treated here, it will take more out of her afterward. she can also use her telekinesis at the molecular level to repair objects that are broken, should they need that skill inside the lighthouse (or heal an injured keeper if she has wounds?).
she can pull these elements up with her while flying beside them, so as to be less vulnerable to ground enemies - OR, if we want to play with vulnerabilities, we can tweak that.
her powers also work well for defense if she's assigned to her second choice, as she can create psionic shields against evil forest entities and send psionic blasts to blow them back from the company, on ground or in the air. she's also been highly trained by this point in hand to hand combat, with the added oomph of her powers giving her hits extra force. if the mods said it were possible, she could also get a read on an enemy approach to warn the others of an oncoming attack, given that they seem to be somewhat organic - but if not, all the same, she can protecc.
lookout would work similarly - she has keen intuition and pays close attention to detail. since most characters may not be comfortable with a telepathic warning if something were approaching, she could always send a blast signal into the sky - it wouldn't be bright, but it would have sound and a dim scarlet color.