I can give you anything you need pretty much, even super ridiculously detailed headcanon'd things for Kazooie, so feel free to ask! But I'll give a short rundown on all her skills. o/`
Solo: Since I expect everybody will be split up into groups most of the time, Kazooie will generally be relying on her solo abilities - i.e. ones she can perform without being in her backpack on someone else's back.
Egg-Firing: This is something she can do whether she's in a backpack or not. Kazooie has a choice of several varieties of Eggs, each decreasingly limited as they increase in power. She carries them "internally", using a kind of cartoon hammerspace where carrying the maximum amount is exactly the same as carrying none of them (no weight increase or anything). She has the ability to multi-fire the weaker varieties of Eggs; stronger varieties are less flexible and usually can only be fired one at a time. There's a cool-down period between her volleys of Eggs.
The varieties are as follows:
Blue Eggs: 'Generic' ammunition. They do only minor damage and would probably be better off used as a distraction, but Kazooie can repeatedly pelt enemies with them (up to three at a time) to rain down blows. They burst into shell fragments when they strike something, with a cracking noise... that noise could act as a decoy if necessary. She can carry up to 100 of them without any cheats on.
Fire Eggs: Fire-elemental ammunition. They do more damage than the Blue counterparts, and set enemies and certain objects on fire - in her game that doesn't really do anything, but setting organics on fire tends to hurt. They have the ridiculous property of working fine underwater and in other places where the fire would naturally be extinguished (and they still set things on fire there, too). Kazooie can fire two at a time. She can carry up to 50 of them without any cheats on.
Ice Eggs: Ice-elemental ammunition. They're weak - even low-level enemies don't die when they're hit - but they have the unique property of completely immobilizing what's hit for several seconds in a cartoony chunk of ice. Think of it as a total suspension of motion - even if the enemy would fall in that position, it will stay exactly in place. This allows for follow-up attacks that are slower but more powerful. Additionally, the Ice Eggs can freeze parts of the environment and prevent them from moving, as well as put out fires. Kazooie can fire two at a time. Like the Fire Eggs, she can carry up to 50 of them without any cheats on.
Grenade Eggs: Powerful, heavy-duty ammunition. These are one of the deadliest weapons on Kazooie's arsenal, but they have a wide splash damage and range of effect, which means they won't be as useful in close combat unless there's a way to prevent the damage reflection. They're cartoony, somewhat-contained explosions, but on organics this should still prove to be deadly. Besides being used to blast enemies, including enemies that take no damage to anything else (such as Tintops and other metallic enemies), they're also used to destroy parts of the environment; they could easily be used to blow up walls. Kazooie can fire only one at a time, and she can only carry 25 of them at once without cheats.
Clockwork Kazooie Eggs: Also powerful, but more tactical. Clockwork Kazooie Eggs are unusual in that the egg itself doesn't do the damaging. Rather, the egg will break open, and a tiny, mechanical, explosive Kazooie-shaped robot deploys from it. Kazooie has the ability to "control" the motion of this little robot (walking around and limited jumping capability) for twenty seconds before it's forced to detonate. It is tiny (probably less than eight inches tall) but just as potent an explosion as the Grenade Eggs; its main use is in getting into tiny crevices. It can "grab" items for Kazooie in-game, though I'm not sure how that translates into Luceti. It will also detonate if it hits liquids or if Kazooie is attacked - as she can't move while using it due to having to concentrate on manipulating it from beyond the fourth wall (pretty much), someone will have to protect her to make sure it gets where it needs to go. Kazooie can only use one at a time, and she can only carry 10 without cheats on.
Breegull Blaster: This is related to Egg-Firing in that... well... it allows someone to utilize Kazooie as a living weapon. Picking Kazooie up and holding her similarly to how one might hold a rifle is totally acceptable, though she'll find it a bit awkward considering she doesn't know anybody here. She's capable of using a stabbing Beak Bayonet when held like that, to break through barriers and damage objects without having to use her Eggs.
... That was tl;dr alone, but... hey.
Physical Attacks: Kazooie isn't defenseless without her Eggs, either. As noted here, she has a wide range of physical attacks, with or without being in a backpack (though generally when she's in a backpack she has a bigger variety of moves, and the added weight makes them more effective). Of these, the Wing Whack stands out, both for being a multidirectional spinning attack and letting Kazooie travel in mid-air. She can't quite pull off the ones that require a backpack without assistance, though; they'll be much weaker or won't work properly, so she'll generally stick to Wing Whacking and using her Eggs. If necessary, though, she can improvise; her talons and beak are both pretty sharp, and in close combat she can use them to good effect.
General Maneouvrability: Kazooie is light, fast and unencumbered by heavy equipment. Her cartoony body means she's ridiculously flexible and isn't restricted by situations a normal organic body would be restrained by. As a result, she'll be an effective scout and will generally be able to fit in places that the others can't without any real problems. This, plus her ability to spit Grenade Eggs and other Eggs to clear paths, means she's a good candidate for being sent ahead to check things out. It's worth noting that by herself, Kazooie can't swim underwater (she can only tread on the surface) and can't pull off defensive moves like the Wonderwing, but as she's small and hard to hit these might not be huge detriments.
Partnered: If Kazooie is allowed to be in a backpack, her speed slows down and she becomes less maneouvrable, but in exchange she becomes far more versatile. Most of what's up there applies, but a few other things to note:
Talon Trot: Her namesake move, this allows Kazooie to ascend steep or slippery surfaces with little to no issue, while toting whoever's wearing the backpack on her back. (While she's outside of a backpack, she does this by default.) She's pretty darn quick even like this, though noticeably slower than she is solo. Whoever she's carrying is free to attack whatever is visible above, since they're probably not restricted by video game logic, but Kazooie herself can't do anything else without exiting the Talon Trot.
Bill Drill: Performed in the air (and jarring to anybody who isn't Kazooie), this moves makes Kazooie drop and literally drill objects open with her beak, complete with... a loud drilling noise. This is generally used to break certain rocks in her game, but it can be repurposed here for breaking through floors and the like.
Wonderwing: Arguably the most useful move but also one of the most limited moves Kazooie has. The Wonderwing is used to generate an almost-perfect invincibility that lasts two seconds per Gold Feather Kazooie has. As Kazooie can only carry a maximum of 10 Golde Feathers usually, that means a hard limit of 20 seconds of invincibility altogether - but that can often be enough. Most enemies in her canon die instantly when touching the Wonderwing (not always true, though) and it also makes the pair invulnerable to dangerous terrain like sharp brambles and superheated water, lava, or quicksand, as well as most crushing traps and similar death pits. It's worth noting it does not protect against being poisoned by smog in the air (Kazooie has to breathe). Also, in Banjo-Tooie, enemies flee at the sight of the Wonderwing, so it's more of a deterrent than an actual attack in those circumstances. Still, this isn't a cartoon world and it might take the monster by surprise.
... Uh... unless we can bring in outside items, I think that's it for her abilities? Hit me if you need any more information.
As for who I want Kazooie to work with? I have no preferences and she doesn't know anybody so it's all good to me. She's probably best suited for hit-and-run tactics, and scouting; also, she's probably the best candidate for going into dangerous areas, because she's the least likely to be affected by anything in it. (She'll still need a breathing mask in toxic gas-filled areas, though.)
I apologize for this tl;dr
Solo: Since I expect everybody will be split up into groups most of the time, Kazooie will generally be relying on her solo abilities - i.e. ones she can perform without being in her backpack on someone else's back.
Egg-Firing: This is something she can do whether she's in a backpack or not. Kazooie has a choice of several varieties of Eggs, each decreasingly limited as they increase in power. She carries them "internally", using a kind of cartoon hammerspace where carrying the maximum amount is exactly the same as carrying none of them (no weight increase or anything). She has the ability to multi-fire the weaker varieties of Eggs; stronger varieties are less flexible and usually can only be fired one at a time. There's a cool-down period between her volleys of Eggs.
The varieties are as follows:
Blue Eggs: 'Generic' ammunition. They do only minor damage and would probably be better off used as a distraction, but Kazooie can repeatedly pelt enemies with them (up to three at a time) to rain down blows. They burst into shell fragments when they strike something, with a cracking noise... that noise could act as a decoy if necessary. She can carry up to 100 of them without any cheats on.
Fire Eggs: Fire-elemental ammunition. They do more damage than the Blue counterparts, and set enemies and certain objects on fire - in her game that doesn't really do anything, but setting organics on fire tends to hurt. They have the ridiculous property of working fine underwater and in other places where the fire would naturally be extinguished (and they still set things on fire there, too). Kazooie can fire two at a time. She can carry up to 50 of them without any cheats on.
Ice Eggs: Ice-elemental ammunition. They're weak - even low-level enemies don't die when they're hit - but they have the unique property of completely immobilizing what's hit for several seconds in a cartoony chunk of ice. Think of it as a total suspension of motion - even if the enemy would fall in that position, it will stay exactly in place. This allows for follow-up attacks that are slower but more powerful. Additionally, the Ice Eggs can freeze parts of the environment and prevent them from moving, as well as put out fires. Kazooie can fire two at a time. Like the Fire Eggs, she can carry up to 50 of them without any cheats on.
Grenade Eggs: Powerful, heavy-duty ammunition. These are one of the deadliest weapons on Kazooie's arsenal, but they have a wide splash damage and range of effect, which means they won't be as useful in close combat unless there's a way to prevent the damage reflection. They're cartoony, somewhat-contained explosions, but on organics this should still prove to be deadly. Besides being used to blast enemies, including enemies that take no damage to anything else (such as Tintops and other metallic enemies), they're also used to destroy parts of the environment; they could easily be used to blow up walls. Kazooie can fire only one at a time, and she can only carry 25 of them at once without cheats.
Clockwork Kazooie Eggs: Also powerful, but more tactical. Clockwork Kazooie Eggs are unusual in that the egg itself doesn't do the damaging. Rather, the egg will break open, and a tiny, mechanical, explosive Kazooie-shaped robot deploys from it. Kazooie has the ability to "control" the motion of this little robot (walking around and limited jumping capability) for twenty seconds before it's forced to detonate. It is tiny (probably less than eight inches tall) but just as potent an explosion as the Grenade Eggs; its main use is in getting into tiny crevices. It can "grab" items for Kazooie in-game, though I'm not sure how that translates into Luceti. It will also detonate if it hits liquids or if Kazooie is attacked - as she can't move while using it due to having to concentrate on manipulating it from beyond the fourth wall (pretty much), someone will have to protect her to make sure it gets where it needs to go. Kazooie can only use one at a time, and she can only carry 10 without cheats on.
Breegull Blaster: This is related to Egg-Firing in that... well... it allows someone to utilize Kazooie as a living weapon. Picking Kazooie up and holding her similarly to how one might hold a rifle is totally acceptable, though she'll find it a bit awkward considering she doesn't know anybody here. She's capable of using a stabbing Beak Bayonet when held like that, to break through barriers and damage objects without having to use her Eggs.
... That was tl;dr alone, but... hey.
Physical Attacks: Kazooie isn't defenseless without her Eggs, either. As noted here, she has a wide range of physical attacks, with or without being in a backpack (though generally when she's in a backpack she has a bigger variety of moves, and the added weight makes them more effective). Of these, the Wing Whack stands out, both for being a multidirectional spinning attack and letting Kazooie travel in mid-air. She can't quite pull off the ones that require a backpack without assistance, though; they'll be much weaker or won't work properly, so she'll generally stick to Wing Whacking and using her Eggs. If necessary, though, she can improvise; her talons and beak are both pretty sharp, and in close combat she can use them to good effect.
General Maneouvrability: Kazooie is light, fast and unencumbered by heavy equipment. Her cartoony body means she's ridiculously flexible and isn't restricted by situations a normal organic body would be restrained by. As a result, she'll be an effective scout and will generally be able to fit in places that the others can't without any real problems. This, plus her ability to spit Grenade Eggs and other Eggs to clear paths, means she's a good candidate for being sent ahead to check things out. It's worth noting that by herself, Kazooie can't swim underwater (she can only tread on the surface) and can't pull off defensive moves like the Wonderwing, but as she's small and hard to hit these might not be huge detriments.
Partnered: If Kazooie is allowed to be in a backpack, her speed slows down and she becomes less maneouvrable, but in exchange she becomes far more versatile. Most of what's up there applies, but a few other things to note:
Talon Trot: Her namesake move, this allows Kazooie to ascend steep or slippery surfaces with little to no issue, while toting whoever's wearing the backpack on her back. (While she's outside of a backpack, she does this by default.) She's pretty darn quick even like this, though noticeably slower than she is solo. Whoever she's carrying is free to attack whatever is visible above, since they're probably not restricted by video game logic, but Kazooie herself can't do anything else without exiting the Talon Trot.
Bill Drill: Performed in the air (and jarring to anybody who isn't Kazooie), this moves makes Kazooie drop and literally drill objects open with her beak, complete with... a loud drilling noise. This is generally used to break certain rocks in her game, but it can be repurposed here for breaking through floors and the like.
Wonderwing: Arguably the most useful move but also one of the most limited moves Kazooie has. The Wonderwing is used to generate an almost-perfect invincibility that lasts two seconds per Gold Feather Kazooie has. As Kazooie can only carry a maximum of 10 Golde Feathers usually, that means a hard limit of 20 seconds of invincibility altogether - but that can often be enough. Most enemies in her canon die instantly when touching the Wonderwing (not always true, though) and it also makes the pair invulnerable to dangerous terrain like sharp brambles and superheated water, lava, or quicksand, as well as most crushing traps and similar death pits. It's worth noting it does not protect against being poisoned by smog in the air (Kazooie has to breathe). Also, in Banjo-Tooie, enemies flee at the sight of the Wonderwing, so it's more of a deterrent than an actual attack in those circumstances. Still, this isn't a cartoon world and it might take the monster by surprise.
... Uh... unless we can bring in outside items, I think that's it for her abilities? Hit me if you need any more information.
As for who I want Kazooie to work with? I have no preferences and she doesn't know anybody so it's all good to me. She's probably best suited for hit-and-run tactics, and scouting; also, she's probably the best candidate for going into dangerous areas, because she's the least likely to be affected by anything in it. (She'll still need a breathing mask in toxic gas-filled areas, though.)