Ro-Fee Filidetiyorarel

Name Ro-Fee Filidetiyorarel (ROW fee filly day tee YOH rah rel)
Gender Hermaprhodite, capable of both siring and laying eggs, Ro (blue/he-him) and Fee (orange/she-her) together they
Homeworld Aperturth, no it's not but...(see below)
Class Junior
Nut Yogurt Covered Cherry Liqueur Filled Coffee Bean (sure, technically not a nut, but you gonna tell them?)
Totem Bipedrak (rwp -3; drive 0/+fly; bonk +5, adult bonk +10)
Smarts 4
Bod/Feet 3
RWP 2
Luck 6
Drive 0 / fly 5
Looks 4
Cool 5
Bonk current 10
Powers

Winged Flight - bold, big wings like these gotta fly! Thankfully Ro-Fee has no issue at all with basic bodily functions and doesn't get confused about what to flap or where to move. They are confident at low altitude and surprisingly adept with moving around urban areas, even indoors if it's a large enough interior, though their wingspan is pretty large as they grow up so it's unlikely they'll be able to do this at full size; in open skies, they love to hover and then zip away, having almost as much control as a hummingbird and at least as much speed - though because of this they have to be careful if they're carrying anything or anyone, because it won't survive two or three zigzag turns; though they are going to be decently large, they prefer to only allow one, perhaps two humanoid riders at most to be carried, and while they can hold on to things with their forelimbs they aren't much for construction lifting or moving stuff around like that, because they have portals...

Portal Creation - interestingly this comes with the weird visual of 'spitting' a portal out, and their caveat to this ability is that both heads must produce a 'side' of the portal for it to 'connect'. Normally whatever portal Ro creates, Fee finishes, and since they can look in many directions at once, even while flying or doing other activities, they're always both looking for just the right spots to connect. Sometimes they cast one very far (line of sight, with a very great distance possible) and one right next to themselves, to zip along even faster than their flight. Other times they spot a clogged area on campus or on a street and decide to open up complimentary walkways for the people needing to move around freely. The portals themselves are variable in size depending on their use: for themselves to move through they are a large oval about 10' at widest, which they can either fold wings down and walk through or adjust their orientation to fit with half-folded wings in flight; for any other purpose it is around 7 feet 'tall' and allows humanoid shaped things to easily pass through though usually one at a time. These portals last either until they 'turn them off' or until they need to change their end location, which they can do indefinitely (Ro opens one, Fee completes the circuit, then Ro changes the original destination to a new one, etc.), though if they must concentrate on other things or it's no longer needed, the portals can just be nullified. These portals have a wavering outline in the color of their head fur and are similar to those found on the Aperture Science Hand Held Portal Device

Fold Space Creation - they must both be on board for a single destination that either they've been to before, or have had telepathically inserted to 'see'; it opens about 20 meters from their body, anywhere (midair, against a wall, etc) and appears to connect to whatever that other place is. This portal is large, around 20' across, and can allow other things to move through it, but it lasts only until Ro-Fee moves through it themselves, then both sides vanish. It has 'edges' but they are visibly white in color on both locations. This power is very draining for them, so they use it only as a last resort, and can only create it about once a week, twice if they absolutely must have a round trip - and they will effectively collapse and sleep for half a day so they want to make sure they have a nice crash spot for that before doing it

Verbal Speech - they can speak English and have a surprisingly large technical vocabulary, and are quite capable of learning other humanoid and draconic languages. They also seem to be able to learn code easily, though typing is a little tough, they can 'hear' data being read or written on live traditional hard drives. Each head does have a more or less specific tone of voice, Ro's being slightly deeper and and quieter, Fee's higher and a bit screechy

Acid Resistance, Spit, Bite - unlike any given Test Subject, they are quite resistant to any kind of substance that might normally harm flesh. They don't necessarily want to take a bath in the stuff, more because tracking it around a school is bad for other people than anything else. However, they can utilize their own extremely potent spit to break down any organic material - bone, wood, flesh, doesn't matter what it is if it has an organic component; also doesn't matter how well protected that wood is, paint, lacquer, whatever, it'll all just fall away into goop if they spit on it. Their bites are very, very dangerous for this reason, so they are careful during lunch break to eat away from any potentially injured items or people

Toxin Immunity - they can eat virtually any substance and not suffer ill effects from poisons, toxins, venom, etc. See also breathing, vision, anything that brings nasty effects to others won't have much if any effect on them at all; though again they are keenly aware of it lingering on or around them, so they don't want to rush through a big wall of rubber-tire-burning-smoke and hang out with the cheerleading squad at the same time...

Clusters Exceptionally Helpful +3 Ro-Fee seems destined to be the one that everyone wants on their team, maybe not the first selection for some things but never picked last on a team roster. If they can assist they definitely will offer, even to the point of learning entire new skill sets to do so. They will still be best at transport and travel, but never let it be said that they shy away from joining in and doing a team effort. The team itself will benefit with a +3 to 'whatever they need to be doing together', so a relay race will go smoothly and fast, a wall will get built well and put up correctly, a flight of flitters trained up with just the best flair to their performance, that kind of thing, just by having Ro-Fee on the team for assistance, this lasts until that activity is done
Skills

Precise Aim +4 Each head does know exactly what it's doing, plus bonus points - it also knows what the other is doing too! Everything from portal placement to trying to play a piano to carefully stepping around students in the halls, they know where to put themselves for best effect or minimal jostling around; this also applies to spitting, biting, placing weight very carefully on floor panels, artistic efforts, etc

Amazing Memory For Places +3 Almost like a list of places to visit, they seem to be able to call up just the right spots for their portal placement, they know all the kids lockers around theirs, and know when one of them has a stink bomb placed inside it after a visit by someone else (though... they won't always stop that visitor from putting it there)

Good With Technology +1 Though they don't necessarily come from a technological background, the places they've been and the things they've done there all revolve around aspects of 'modern' life that include computers, radios, machinery, and the like, and they love dealing with those things. While they're not going to be able to physically manipulate a lot of the small fiddly bits, they can help identify tools, tech, and code pretty well

Knacks

Occasionally Super Snarky +3 Who knows where they got this from, but it does feel very familiar to anyone that's been to Aperture's facilities; they know how best to poke at people, and only sometimes it'll be over the line and they have to apologize. Usually they only truly dig at those who deserve it, taking down bullies a few notches with a single comment, or provoking a shy student into action right when it'll do them the most good socially

Eat Homework +2 If you really need an excuse for not having finished your report on migratory snail behavior in your Marine Biology course, you can actually hand off that half-researched stack of papers and they'll just ... nibble on it a little, and while they can definitely eat it for you, they understand the subtle idea of 'give me another chance Professor Poddie I swear it was done and all I need to do is retype it'... (This skill is also known as 'tolerate huge amounts of gore and still be hungry' as they will definitely be able to 'eat' a badly made chair from woodshop, and help put dents in your Mech to 'prove you did the training course')

Period Class / Instructor / Grade (Failing, Passing, Decent, Excellent, Superb) *difficulty because big
1 Computer Basics / Poddie / Decent*
2 Navigation and Skywatch for Fliers / Dane / Superb
3 Technical Writing / Leland / Decent*
4 Linguistics / Kale-Baah / Excellent
5 Optimism Under Duress / C'thain / Excellent
6 Twoarth Geography / Rands / Superb
7 Chaos Geometry / A Caroline Clone (this time it actually is Caroline Johnson) / Excellent
8 Teleportation Practice / Lane / Superb
Pets none yet
Partners? none yet
Offspring? none yet
   

 
Story
Dragon Info

Name: Rofee Filidetiyorarel
Gender: yes
Size/Shoulder/Length: (adult) Medium 9'6" hip biped (basically same quad) / 36' l / 50' ws
Colors: White body; Ro - light blue fur and wingsails; Fee - burnt orange fur and wingsails; claws light; eyes red
Features: biped hydra drak hybrid, longer forelimbs than most bipeds, 3 fingers+thumb fore, 3 hind; two leathery main wings with 3 visible fingers+elbow strut, and two tiny buttwings with 3 fingers, all with short claws; two heads with marginally separate personalities though they share all thoughts; both heads have large external ears, sharp teeth, and very fluffy manes from face to chest and under belly; long bare tail
Parentage: Unknown sire, dam Night Drak Bipedra Tiyorarel
Origin: Fur and Feathers Frenzy Redux; lines by Dray, colors by Phe
Other Info: they seem to have arrived with several other dragons that are 'young enough to be students' in need of training or social help

Personality Info: though Ro and Fee have distinctive voices and seemingly act independantly of one another at times, able to talk to two different groups or attend to disparate mental activities, they are still 'one' dragon, with one memory and complete cooperation. Basically they have a nervous system that simply split itself into more than 2 eyes/ears, they do not treat 'each other' as different people, but they are fully capable of understanding why people treat them as such. The heads sometimes do complete 'each other's' sentances, and they do have the benefit of 'talking to themselves' in a manner that's actually quite constructive (like when they're trying to figure out a math problem, a shared and larger brain space with a very slightly different 'angle' on the problem gets solved quicker than one angle!). When both heads focus on something together, it can be intimidating, so they're often actively trying to engage in different conversations to avoid scaring people