TAMALE, the Hot Chinchilla Pokégirl
Type: Animorph (chinchilla)
Element: Fire
Frequency: Rare
Diet: herbivore, pokechow, fruits
Role: pets, domestics, desert farming, furry Sidekick
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Libido: Average
Attacks: Scratch, Kick, Flamethrower, Ignite, Agility
Enhancements: Enhanced Senses (x4), Enhanced Speed (x6), Enhanced Agility (x4), Nightvision,
Evolves: None
Evolves From: Chichi (Fire Stone)
Tamales change little from their pre-evolved state, gaining roughly 6 inches in height and a cup size. Their body fur, still luxuriously soft, changes to a bright red color. They are the hardest Chichi to nail down personality-wise, with few common traits between individuals. Some Tamers use Tamales and their Chichi-spawned cousins as a furry alternative to the Sidekick. This is particularly common among Tamers who absolutely can't stand to have Pokégirls without fur in their Harem. Tamales are decent combatants, though not on par with other Fire-types. They can learn, though, and can become fairly strong with proper training.
Wild Tamales, like most of their brethren, dwell in dry desert-mountainous regions, when given a chance. They love prickly pears, burning off the spines with their flame powers. For some reason, the seeds of the fruits become extremely fertile after passing through the Tamale, which usually translates to unexplained oasis, especially if there are Aguamiels in the area. An unexpected twist to this is a common point among Tamales: they all adore Plant-type Pokégirls. Tamales in a Harem are quick to befriend any and all Plant-type Harem Sisters, and often follow them around when not needed by their Tamer. Those in the wild have even gone so far as to stalk Plant-types in the hopes of getting a Taming. Most Plant-types are scared out of their wits having a Fire-type so interested in them, and even the most hardened and confident Plant-types get unnerved after being shadowed by a Tamale for long enough.
back to the master index

TANK VIXXEN, the Firearms Fox Pokégirl
Type: Animorph (vulpine)
Element: Fire/Steel
Frequency: Rare (Crimson, Sunshine Leagues), Very Rare (All Other Leagues)
Diet: omnivore, has preference for chocolate
Role: militant group soldiers, saner domestics can work with police forces
Libido: High (and scary!)
Strong Vs: Bug, Dark, Dragon, Fire, Ice, Plant, Psychic, Steel
Weak Vs: Electric, Fighting, Ground, Water
Attacks: Manifest Weapon (Flamethrower) Tackle, Wrestle, Sex Attack 1, Breasts of Steel, Flame Sniper, Napalm, Iron Defense, Metal Sound, CrossShield (Lv. 45)
Enhancements: Enhanced Durability (x5), Enhanced Hearing (x2), Enhanced Olfactory Sense (x4), Mechanics Aptitude, Flash Fire
Evolves: None (we hope!)
Evolves From: Vixxen (Heavy Metal+Battle Stress)
During the War of Revenge, there was a group of specialized Vixxens that were said to be on par with the majority of humanity's military might. They were recorded as attacking and taking over human-controlled military strongholds and then scavenging the technology and weaponry left over; often using it with a high level of competency. Some reports indicate that in a sense, this breed of specialized vulpine Pokégirls was more or less Sukebe's equivalent of human army, possibly both for purposes to not only aide his forces but to mock those of humanity, to show them how to do it right. While some of the stories left behind might make a number of people skeptical, the stories are indeed fact, as a number were made by the survivors whom managed to live and spread tales of the ‘sheer depravity’ of these creatures.
Historians and Pokégirl Researchers would spend over the next two centuries trying to figure out how a Pokégirl could use a toilet scrubber and chunky peanut butter on a man's ass as had been recorded in one event and wonder if a number of the stories weren't merely exaggerated. It was obvious that the reports were genuine, but there hadn't been an occurrence of such a Pokégirl since the beginning.
Sadly, it would be proven that these Pokégirls were all too real. Heavy Metal, a decidedly defensive tool is also an item that has been known to trigger evolution in certain Pokégirls, and the Vixxen, a rather common and gentle species does benefit from the protective properties. However, if a Vixxen goes through an intense battle while wearing the steel jacket known as Heavy Metal, it unlocks an evolutionary branch that turns the Vixxen from a sweet, easy-going fuck-toy into an ultimate, take-no-nonsense soldier of fortune. Tank Vixxens are very similar to their pre-evolved form, keeping the slight muzzle, slender frame with long bushy tail and busts that range anywhere from a full A-Cup to a full D-Cup. However, their pelts can be various shades of red now, some of the species are even recorded as having colors outside the norm, varying from brightest white to being the deepest black. Also, unlike their previous form, Tank Vixxens prefer to be clothed, often something of a definite military motif with one article of the outfit being made from leather or at the very least, sturdy PVC.
The greatest change though, is personality. Intelligence comes to a Tank Vixxen swiftly, often in ways that revolve survival and modern warfare, especially heavy tech. A Tank Vixxen could be given numerous pieces of scrap and be able to fashion some sort of weapon from what is available. While their libido is still high, her preference for what happens is changed as well. While their pre- evolved form was easily a switch-hitter, Tank Vixxens for the majority, (nearly 80%) are lesbian in taste, with only a minimal amount, (20%) still retaining a bisexual nature. This was thought to have been programmed into them so that when a regiment of Tank Vixxens clashed with human soldiers, it would continue to be a true battle than an orgy. This base dislike for men the majority of the species pertains is also why many men that have fallen prey to the Tank Vixxen are often left psychologically-scarred.
In the wilds, Feral Tank Vixxens are a rather peculiar bunch in that their minds stay rather regimented and logical. Although they'll wear less, they'll still wear their clothing, and they still communicate verbally in human speech. Make no mistake in thinking that this is a good thing. In the wilds, these Feral Tank Vixxens band together, almost acting like a Team Group. They attack Tamers and transports, especially ones which may be holding more building materials. The attack on such targets is because Feral Tank Vixxens become single-minded and try to live up to their title. And that means riding around in a tank...
Fortunately, most Tank Vixxens never get to such a stage, thanks to the rarity of such things, and a lot of items being lostech or Forbidden tech. However, one should never underestimate the instinctual knowledge these Pokégirls contain concerning the operations and maintenance of heavy technology. The results could be catastrophic if such a thing were to pass.
Tamed Tank Vixxens, (normally bisexual domestics) normally put this militant attitude, technological knowledge, and overall zealousness to good use. A number of them often end up working with police groups, and they treat the written law as the highest priority, albeit they tend to get a little carried away, often resulting in major property damage should a chase or hostile situation go on for too long. To try and cut down on damages, it's encouraged for the police to teach the Tank Vixxens to build stunning, rather than killing weapons, as that will minimize the damage they can potentially cause.
Although they truly can be considered a wild card, these domesticated Tank Vixxens make an excellent foil to OfficerJennys; true basis of the Good Cop, Bad Cop idea. Oddly enough, the Jennys DO like them, even if they are left exasperated by the vulpine Pokégirls at times. After all, the Tank Vixxens may endanger civilians at times, but their actions are still within guidelines of the law. Domesticated Tank Vixxens that end up in the hands of Tamers rather than with police officers find themselves to be the perfect complement to Gun-Bunnies. There was even one famous duo known as Team Dirty Pair comprised of the Gun-Bunny Kei, and the Tank Vixxen Yuri which showed just what the two are capable of when they work together: maximum carnage.
When it comes to battle, a Tank Vixxen is quick to abuse fire- techniques, especially when facing another Fire-type. She is quite resistant to fire damage, despite having Steel as her sub-type, since the Tank Vixxen has a special capability known as ‘Flash Fire.’ Possibly an upgrade of the Fire Resistance enhancement, Flash Fire not only makes it so the vulpine Pokégirl takes no damage, but that she also gains an increase in the strength to her own Fire-type techniques. If she is facing an opponent that would be strong against her, she will fall back to steel techniques to try and put the fight in her favor, the technique Iron Defense being used repeatedly in such cases.
Taming a Tank Vixxen is a truly mind-blowing experience, since the Tank Vixxen takes a dominant role as soon as possible. Often, bondage is implemented by the Tank Vixxen on the Tamer, rather than the reverse, with the vulpine Pokégirl taking control of what is done; needless to say, the Domina species enjoy working with a Tank Vixxen during Taming. However, one of the biggest turn-ons for a Tank Vixxen is to manifest her Flamethrower and point it at their lovers head as they have sex, often the show of dominance and the fear from their partner adding to the adrenaline rush the Tank Vixxen feels. Only those that a Tank Vixxen come to trust implicitly are allowed to wield any form of dominance over the vulpine Pokégirl. To this date, there has never been a single case of Threshold where the girl became a Tank Vixxen at the end of the transformation. People the world over rejoice.
Manifest Weapon (Flamethrower) – (EFT) The Tank Vixxen concentrates, making the firing trigger and igniter of a flamethrower appear in her hand. The flamethrower is connected to the wrist via a thick rubber-like hose, giving the weapon `ammunition' from her internal Fire-elemental abilities.
back to the master index

TANUKI (aka RACKOON), the Playful Raccoon Pokégirl
Type: Near Human – Anthropomorphic (raccoon)
Element: Normal
Frequency: Common (Edo, World Champ Leagues), Uncommon (All other Leagues)
Diet: omnivore, preference for fruits and sweets
Role: Domesticated Pokégirl, sticky-fingered friend
Libido: Average
Strong Vs: Ghost, Mouse-type pokégirls, Bird-type pokégirls
Weak Vs: Fighting, Cat-type pokégirls
Attacks: Bite, Leap, Quick Attack, Scratch, Tackle, Image, Smoke, Turn Stone
Enhancements: Enhanced Olfactory Sense (x4), Enhanced Hearing (x5), Enhanced Agility (x3), Limited Transformation Abilities (can transform into stone-like statue at will)
Evolves: None Known
Evolves From: None
One thing can be said about Sukebe. As crazy a madman as he was, the mad doctor was definitely someone that sought to keep balance in nature with all the various species of Pokégirls that he brought into the world. There are the obvious breeds that serve outright purpose to either humanity, nature, and obviously the whim of an insane genius. The Tanuki, (or Rackoon as she's known in certain regions outside of Edo) is a rather peculiar breed of Pokégirl that definitely covers all three segments to a tee.
While it is true that none of the Legendary Pokégirls ever made their way to the Eastern-most regions of the Edo League then known as Japan, Sukebe made certain that they knew he didn't forget about them. Many a specialized breeds that would become indigenous to the Edo League would be unleashed upon the masses of humanity; Slicer and Ronin, Kunoichi, Tengal, (or Murkunt) numerous Kitsune, and of course, the Tanuki. By 2001, most of humanity in the region to either walled themselves into cities or mock-forts if their homes had already fallen due to Pokégirl attack or the neighboring China's release of the Monster Flu, which mutated into the Red Plague. With the loss of human life, their way of life, and with viable chance of winning a battle against the Pokégirls in general, all looked lost for the Japanese.
However, the first chance to fight back and restore their honor came in the domestication of Tanuki. The Tanuki were a rather inquisitive breed of Pokégirl and while normally cautious, were a species that held difficulty being regimented in a military fashion. The Tanuki over time developed curiosity for the people that they'd been created to fight against and soon numbers would just break off from their group and their investigative nature lead them into the human outposts, where a number practically fell right into the hands of people. Although it took time, the Tanuki became the first domesticated breed of Pokégirl in the Edo League, and it was with them that the country would once again be unified.
And to think that such a turning point all started because they were interested in eating out of people's trash...
For the most part, Tanuki are a perfect animorph of raccoon, although there have been cases of Near-Human Tanuki. Standing around 5' to 5'5" with a modest B-Cup, a Tanuki is covered from heard to toe in a pelt of fur that is distinctive to the pattern of the pre-Sukebe creature they are based on, and with a perfectly-proportioned ring- patterned furred tail to match. It should also be noted that although all Tanuki have a facial pattern of black fur around their eyes that looks like a mask, and that each and every Tanuki has a distinctive look to them.
When it comes to their personalities, it should be noted that Tanuki hold a slight rivalry with Kitsunes, since they share similar abilities and tendencies. Unlike Kitsunes, which are very mischievous and equally clever creatures, a Tanuki's nature is more about being playful, if a bit troublesome. Like Kitsunes, Tanuki are that way without any sort of malicious intent whatsoever. One would think this would make the two different Pokégirl species get along, but it just won't happen. While their actions are friendly with one another, the two Pokégirl species try to outdo one another when in the same harem with tricks and gags, which can often lead to the annoyance to the rest of the harem. It is suggested to evolve a Kitsune immediately if the vulpine Pokégirl ends up in the same harem as a Tanuki.
It should also be noted that Tanuki get along incredibly well with Merrowl. However, this had lead to an interesting personality quirk, as the two will work in a partnership easily enough. Where a Merrowl is skilled at finding money or a treasure of some sort, the Tanuki compliments her by having the physical capability of actually attaining the bit of money or valuable item. This has caused the raccoon Pokégirl to gain something of a negative stigma, especially in recent years where various Team groups have been employing use of the Tanuki.
When it comes to battle, a Tanuki is of average fighting ability and below-average strength. However, a Tanuki's strength lies not in her capability to actually battle, but to wear her opponent out. Blue and Smoke are techniques that a Tanuki puts to great use along with her special ability of Turn Stone. Once transformed into a stone-like state, a Tanuki cannot be hurt by any form of attack, including the Widow's Hyper Venom, making Turn Stone a truly incredible ability. Unfortunately, a Tanuki can neither attack nor be healed in this state, making it only good for causing the opponent to lose interest in her until her attacker finally moves on. Interestingly, they CAN be Pokéballed in this state, making Feral Tanuki an easy capture should they try to use this technique in the presence of a wandering Tamer.
When it comes to Taming, Tanuki have quite an oral fixation and absolutely adore being on the giving end of foreplay. They love groping a man's penis, feeling it, caressing, licking, gently nipping. One Tamer even stated, "fuck with them being called sticky-fingered, they got magic fingers". When they finally get done with foreplay, the Tanuki have fascination with including food-play into Taming. Any types of foods brought into bed are fun, though they have a weakness for sweets, such as certain fruits, sugary syrups, and whipped cream.
The Tanuki is a rather common end form for girls going through Threshold, especially in the Edo League and the region of World Champ League that encompasses the area that had once been France. Pokégirl Researchers are still baffled over the reason to the occurrence to that phenomenon.
Turn Stone - (DEF + EFT) A Defense/Status-Effect Technique available to Tanuki. The Raccoon Pokégirl can transform her body into a stone, looking very much like a statue. In this form they are more resistant to damage than a Damsel, and take no damage when attacked, even if hit by Water or Plant-type techniques. However, the Tanuki cannot move or attack until she transforms back into her true form.
back to the master index

TARANTELLA, the Dancing Spider Pokégirl A.K.A. the Upside-Down Spider Pokégirl
Type: Very Near Human
Element: Bug/Fighting
Frequency: Rare (Domestic in Golden, Tyroon and Amethyst Continents), Extremely Rare (Domestic elsewhere and Feral)
Diet: Human-style foods, insects, silk
Role: Domestic/Industrial and light combat
Libido: Low, High with a favored master or after eating masses of silk
Strong Vs: Dark, Normal, Steel
Weak Vs: Fire, Flying
Attacks: Dance, Leer, Sing, Scratch, Sword Dance, Sting, String Shot
Enhancements: Enhanced Agility (x3), Enhanced Strength (x2), Web Spinners, Poison Sacs, Can adjust Poison type, Retractable claws
Evolves: Wolf Spider (orgasm), Xerablondi (battle stress)
Evolves From: None
Called the 'upside-down spider' because their retractable ‘fang’, more of a stinger, located where most animal-types would have the base of their tails, and the spinnerets in their head produce their luxurious and silky hair. For this reason, their hair is usually long and either loose or in a single braid. The Tarantella appears as a human girl with an athletic figure about 5.5 - 6 feet (166 - 184 cm) with a B to C cup size, both height and bust tending towards the lower end of their ranges. The major difference is the rich and vibrant color of their hair. Their hair can change color as the Tarantella produces different colored silk for weaving, although they have a ‘natural’ or default hair color, which is often unusual. Their ‘fang’ is usually retracted and thus almost invisible. Therefore, they are easily confused with Megami, Ingenues, or any almost human-looking Pokégirl. Almost all are skilled weavers and make their own clothes, equipment and home furnishings/decorations out of silk of their own or their sisters' manufacture. They weave their products by hand at a very rapid rate. They are exceedingly haughty about this and are very competitive with other silk manufacturing methods: Arachnae, Spinnertit, Spidergirl, silkworms, other spiders. They enjoy eating such 'inferior products', from damaged silk clothing even the occasional spider web, and use the food to make a 'much superior product'. Tamers should be aware, if the silk available is more than two to three square yards/meters, the first thing the Tarantella will want to make is a cocoon to enclose herself, her Tamer and possibly a Harem mate or two for some . . . quality time together.
The Tarantella can adjust the venom she uses initially only Sleep Venom, Poison Sting, and the venom that gives the Pokégirl her name. This Tarantism venom is a modification of the Paralysis Venom, except the victim dances wildly and uncontrollably, unable to attack or defend until the poison wears off. Other venoms may be learned. The Tarantella loves to sing and dance, preferably with others. (Don't let them near the wallflowers at the dance!)
In combat, she will use her Tarantism venom first, if possible. They do not use their silk for webs, although some use string shot with a prepared line. The claws in her fingers and toes are retractable, but too weak to be suitable for the more advanced claw techniques. Feral Tarantellas will line their dens with silks and retain enough intelligence (and pride) to use their silk products as a lure. Domesticated Tarantellas are often used to manufacture silk items as home industry or in larger facilities, with large groups of Tarantellas or their evolved forms happily working on projects together. Tarantellas and their evolved forms are both haughty and extremely anxious, approaching a full-blown Inferiority Complex, regarding their spider origins and people's attitudes in general. (Although they agree, the feelings towards Widows are totally justified). When encountering other spider-type Pokégirl, who are 'letting down the side', their insecurity manifests itself as an intense effort to get the other spiders to live up to a higher standard: in combat, taming and especially making silk products. While this makes them a good choice for Alpha, Tamers need to monitor this, to keep it from becoming too grating for them and their harem. Also of concern to the Tamer is the aftermath of the Tarantella failing to meet her own or another spider-type's high standards. A supportive Tamer, particularly at such times, will earn the Tarantella's complete loyalty.
There are rumors that the Tarantella and its evolved forms have a venom that combine the effect of Recovery+ and Stamina drinks and Love Sting (with full rather than half effect on a bonded Tamer). The rumors cannot be confirmed, neither the Tarantellas nor their Tamers are talking. Some references to a pre-Sukebe dance called 'the horizontal bop' have been made, but research remains inconclusive. [Author's note: I know the spider is spelled tarantula, but the dance is spelled Tarantella]
back to the master index

TATFIR, the Tattooed Furry Fireball Pokégirl
Type: Near Human (canine/feline mix)
Element: Fire/Magic
Frequency: Very Rare
Diet: Human-style
Role: Tattoo artists for furry Pokégirls, morale booster
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Tattoo Seal, Tattoo Strike, Tattoo Curse, Tackle, Bite, Fury Swipes, Ember, Ignite, Fire Floor, Fire Scythe, Napalm, Exorcism, Flame Shot, Warm Embrace
Enhancements: Animal senses and features, dexterity, fire affinity, durability, artistic ability, can manifest brushes with endless ink supply
Evolves: None
Evolves From: Ar-Tits (Fire Stone)
Tatfir's are similar in many ways to Tats. They love putting tattoos on themselves, just starting out with one, their bust-size goes up a cup from their previous form, their eyes and hair are rainbow colored, love to be outside and feel the air on their bodies, and are willing to give tattoos to their harem sisters and tamers, which have similar powers to the tattoos a Tats make.
There are some major differences though.
For one thing, Tatfirs gain a coat of silky, paper-white fur, gaining animalistic features that are an appealing mix of canine and feline, long tails, and animal claws, so they don't have to use their needles for attacking. Their tattoos are more fire-based (but still very colorful), allowing for attacks like Ignite, Fire Scythe, and Flame Shot, among others. They don't like clothes, like Tats, but for different reasons (the materials make their fur incredibly itchy). They are much more affectionate than their previous form, tending to act much more seductive in an attempt to get tamed more often. If a taming is interrupted before they can climax, they will become angry and frustrated, firing a low-powered Ember to chase off the one who interrupted them and trying to get back into the rhythm she had going with her tamer. The Tatfir can be taught not to do this, however they will be still be incredibly frustrated if interrupted during a taming.
In battle, they are much more direct, filling the field with rainbow-colored fire to try and end the battle fast and hard, trying to cripple the opponents with intense heat before overwhelming them with flame attacks. They will rarely use their status affliction tattoos, feeling that their fire is more than enough.
Tatfirs, unlike Tats, can quite easily put tattoos, permanent or temporary, depending on the Pokégirl's wishes, on fur and in hair, creating colorful body art that flows with the Pokégirl's hair or body movements. They, ironically enough, aren't as good with tattoos on bare skin, since they use brushes rather than needles. They cannot make a permanent tattoo on bare skin, and their temporaries can be washed away with water. It's frustrating to a Tatfir, although they aren't jealous of Tats Pokégirls because their weakness is opposite that of the Tats. Tats and Tafir get along well with each other, comparing tattooing techniques and artistic styles, sometimes getting outsiders involved in these surprisingly intelligent discussions.
back to the master index

TATMON, the Runic Swordswoman Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Extremely Rare
Diet: Human-style
Role: Mystical warriors
Libido: Low
Strong Vs: Fighting, Psychic, Dark, Ghost
Weak Vs: Steel, Rock, Ice, Flying
Attacks: Slash, Carve, Ashen Wings, Confuse, Phantom Blade, Sentinel, Excalibur, Hero Blade, Broken Castle, Recover, Runic Blade, Blood Blade, Zanmato
Enhancements: Strong magic affinity, sword fighting ability, dexterity, durability, low feral, can summon elemental energy around her sword
Evolves: None
Evolves From: Ar-Tits (Moon Stone)
The transformation from Ar-Tits to Tatmon is much more drastic than the transition to Tats and Tatfir. Once exposed to a Moon Stone, the Ar-Tits is surrounded by a column of light. Arcane, glowing runes appear on the Pokégirl's body, lining her arms and legs, as well as appearing on her face, back, and torso. Her muscles bulge out to the point where she looks like a fighting-type. Her hair changes, becoming short and coloring itself in metallic colors, copper, silver, gold, and platinum. Whatever clothing they wear becomes bikini-like armor bearing a rune that represents their Tamer appearing on the codpiece and chest plate. A longsword bearing runes appears in the column of light, and the Pokégirl takes it, the column of light fading, revealing that their eyes are now glowing.
Tatmons are skilled warriors, trading in artistic ability for sword fighting ability that is surpassed only by Samurai and Herowus with sword fighting ability. They can use the mystical runes on their bodies to give their swords a coating of elemental energy (although not powerful enough to be considered an Elemental Blade attack), and can use their runes to give themselves temporary status enhancements, although this ability costs the Tatmon some life-force. If used five times within a twenty-four hour period, the Tatmon must sleep for twenty-four hours non-stop to recover that lost life-force.
Tatmons do not display their emotions publicly, fighting battles slowly and patiently, waiting for a mistake to be made, taking quick, light cuts before unleashing a more powerful attack. They are immune to taunts and insults, tuning out all outside stimulus, even a bond with their tamer, focusing on the opponent or opponents and how she can win the battle. They have low tolerance for arrogance, and cannot abide by RoseBreasts, Neo-Iczels, or Dark Ladies unless given very good reason to.
While Tatmons lose a lot of artistic talent, they still maintain an appreciation for it, and enough ability to draw runes on the bodies of their Tamer, for increased stamina during taming, or on their harem sisters, to heal damage or increase their own stamina. These take longer to draw and use, since the Tatmon must focus their magical energy into the rune, remember what rune to use, and so forth, and cannot be used in battle. This matters little, since the runic tattoos already on their bodies can have the same effect, although they take time to use.
Like all Ar-Tits evolutions, no Threshold cases have been reported.
back to the master index

TATS, the Tattooed Exhibitionist Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Rare
Diet: Human-style
Role: Tattoo artist, dancer, morale booster
Libido: Above Average
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark
Attacks: Cheer, Glare, Leap, Agility, Sketch, Tackle, Scratch, Fury Swipes, Tattoo Seal, Tattoo Strike, Tattoo Curse, dancing techniques
Enhancements: Durability, dexterity, can summon tattoo needles with endless ink supply, artistic ability, low feral
Evolves: None
Evolves From: Ar-Tits (normal)
When an Ar-Tits becomes a Tats, they undergo few physical changes. Their hair and eyes become totally rainbow-colored, and they gain a cup-size in their breasts, but other than that and a simple tattoo of their name on their leg, they don't change all that much. They gain a more balanced, but still fairly high libido, and have the same preferences for Taming as their previous form.
It's in their personality and abilities that change drastically.
Firstly, the focus of a Tats changes from their previous form. They go from paintings and drawings to body art. They only have one tattoo at first, but that will not last, as the Tats will cover their body almost entirely with tattoos, of their harem sisters, of their friends, and even of interesting Pokégirls or things they've seen. They will offer to give their tamer and harem sisters tattoos, being capable of making them permanent or temporary, but will not press the issue if they refuse. Most will accept these tattoos, however, as due to the magic inherent in the Tats, the tattoos will have beneficial effects. That, and mostly, the tattoos just look good, making the tamer or Pokégirl stand out a little. (Although a Tats in incapable putting a tattoo on fur, making them more prevalent amongst Tamers who have few Pokégirls with fur on them, although if the furred Pokégirl wishes it, the Tats will make the best effort they can to give their harem sister a tattoo somewhere on their body. No failure in this effort has been reported to this date, although all Tats who have done this report that it took quite an effort to find a viable spot for the tattoo.)
Some tattoos can increase a Pokégirl or tamer's stamina, allowing them to last longer during taming. Some can increase elemental strengths, or all-around fighting ability. For humans, the tattoos can give light elemental affinity, making them capable of minor elemental play, or more able to withstand Pokégirls that would normally be hard to tame (like Poison or Ice types, or a strength enhancing tattoo to help in taming something like an Amachamp or a Snorlass). In battle, a Tats can use a temporary ink to quickly draw sealing spells on an attacking Pokégirl to inhibit their ability to move or use their powers and abilities. They can also use their needles like claws for a slashing attack. They can also will their tattoos to life briefly to attack the opponent, or draw a tattoo that can inflict a negative status effect.
In terms of their personality, they become very outgoing and friendly, trading in their serenity from their previous form for a love of excitement, loving the world around them and wanting to experience it in every way possible. They love traveling, and will not wear clothes under any circumstances, wanting to expose their skin to the air at all times. Some Researchers have theorized that this is because Tats need to have their tattoos exposed to the air for them to work. They love to dance, feeling the air on their bodies as they move, and get along very well with musical Pokégirls like the Bardess, Diva, and especially the Moogirl. Some Tamers have reported that a Tats tattoos seem to move as well during their dances, independently of their creator.
back to the master index

TAVERNMAID, the Kegger Cutie Pokégirl
Type: Very Near Human
Element: Poison/Ice
Frequency: Rare
Diet: Human-style diet
Role: Bartender, living keg, entertainment, bouncer, all-around party girl
Libido: Average
Strong Vs: Dragon, Flying, Plant, Bug
Weak Vs: Psychic, Fire, Rock, Steel
Attacks: Tackle, Drunken-style fighting, *Tray Smash, *Booze Mist, *Furniture Flip, *Intoxicate, *Booze Gun, *On the Rocks, *Mug Smash, *Daiquiri Beam
Enhancements: Enhanced Strength (x2), High attention span, superior drink mixing, high patience, can internally create alcoholic beverages in a way similar to lactation, can mix poisons to greater effectiveness, cannot get drunk.
Weaknesses: Constantly tipsy
Evolves: None
Evolves From: Buttaneer (Ice Crystal + Drunk), Piratit (Ice Crystal + Drunk)
The Tavernmaid came as a surprise to a lot of people. But it was nevertheless a very pleasant surprise. Buttaneers and Piratits have a legendary tolerance for alcohol, and it takes a lot to get them truly falling-down drunk. On the rare occasions this occurs, if they are exposed to an Ice Crystal, they change, becoming a more land oriented Pokégirl and the best friend of anyone who enjoys alcohol in any way, shape or form.
Also called Bar Maids or Taverngirls, they are a well-liked breed of Pokégirl, although with something of a negative reputation amongst the authorities both for the breed they come from and for the trouble their beverages can cause. Upon evolution, the Buttaneer/Piratit looses any inhuman features they may have had, turning completely humanoid in appearance, with regional differences depending on the original home of the Tavernmaid. Their bodies thicken and soften a little, losing their hard-seeming, almost Tomboyish musculature, gaining sensual curves that add to their physical appeal. And to top all that off, Tavernmaids also gain a great deal in terms of breast size, going to a minimum of D-Cup, which is to be expected considering the abilities they gain. Their skin takes almost a glittery sheen, although they often are seen with bags under their eyes, giving them the appearance of human women who’ve partied rather excessively throughout their lives.
The first Tavernmaid was discovered when a sea-faring Tamer settled down to the life of a bartender in the Tropic League’s Salsaroa Island. Formerly a Buttaneer, she settled into the life on shore, occasionally going out at her master’s request to go fishing or simply to experience being on the water. Business was good, the Tamer giving the Buttaneer an Ice Crystal necklace as a gift. One evening after they had closed, they celebrated their good fortune together, settling into drinking as they sometimes did, although the Buttaneer did most of the drinking that evening, the two of them watching a Wreckball game. Their favored team was winning, and she was taking a shot for each point scored, eventually becoming thoroughly drunk on the imported rum. Shortly afterward, the Ice Crystal glowed and disappeared, the Pokégirl evolving from Buttaneer into a Tavernmaid. While E-stone evolutions weren’t unusual in any fashion, the evolution was.
Business tripled after her evolution occurred. The lucky old sea dog made the report to League officials about the evolution, and eventually retired, starting a family with his Tavernmaid.
Tavernmaid’s are considered to be dynamic sexpots, albeit ones with a little bit of wear to them, and a set of breasts that most guys would kill to get a hold of. The most peculiar thing is that instead of secreting milk, a Tavernmaid’s breasts fill up continuously with a brand of alcohol she’d learn to mix in her former life. With time and training, a Tavernmaid can mix two separate brands at once. Frequently Tavernmaids are noticed to have ready supplies of whisky, rum, and other brands of alcohol on hand..
Tavernmaids are also highly popular, in many cases being considered more valuable than their previous form. Their ability to produce alcohol from their breasts and the breed’s natural exuberance and friendliness makes them great entertainers. They are in high demand in cities.
Tavernmaids have an unusual metabolism. Since alcohol was part of the requirements of their evolution, it has become part of their bodies as well, which is why the breed has the poison elemental typing. A Tavernmaid’s blood has a very high alcohol content, which causes a constant state of inebriation. Even their cum is alcoholic, many Tavernmaids enjoying having others ‘drink from the tap,’ be it their breasts or their womanhood. Another oddity of the breed, assumed to have been gained from the Ice Crystal, is their ability to chill the alcohol that they make within their breasts. Research has proven than this breed has control over their alcohol production, allowing them to consume the raw ingredients need and produce almost any conceivable alcoholic beverage, up to and including frozen wine coolers.
Tavernmaids utilize a form of drunken fist, incorporating it into whatever fighting style they had before evolving, making them agile opponents. In addition to this, plus several attacks that cause direct physical damage, Tavernmaids also have attacks designed to get people drunk. They tend to use Booze Mist liberally at the start of a fight, disorienting the opponent and making them vulnerable to attack. They follow this up with Booze Gun, along with Intoxicate, although if their opponent proves resistant to getting drunk, they start using physical attacks to soften them up, also using On The Rocks and Daiquiri Beam to try and freeze their opponents. It is ill advised to pit a fire-type against this breed of Pokégirl, as the unintentional collateral damage to the surrounding area can mount quickly due to the flammable nature of alcohol. (Tavernmaids also frown on the old dare of trying to drink a drink flambé, as they view it as disrespectful to the drink and personally dangerous.)
Few Tamers have these girls in a harem, although the few that do usually are or are believed to be alcoholics. They get along well with pretty much everybody, although they do attempt to get their harem sisters intoxicated at every opportunity. This combined with their love of celebrations and partying in general makes them ill-suited for either the Alpha or Beta position. They tend to want to party first and solve problems later… usually after the next part.
In spite of this Pokégirl’s alcoholic nature, this Pokégirl can have normal human children as a Pokéwoman. Research has shown that this is due to a filtering mechanism of the womb on the Pokégirl’s blood, and unless the Tavernmaid drinks alcohol not made by her body (which is not caught by the womb’s natural filtering mechanism), she will have healthy children and babies. (Who ironically will have a strong tolerance for alcohol. This was proved after some rather alarmed testing on a Tavernmaid who had recently given birth and her child. The Tavernmaid was producing milk, although it had light alcoholic content in it. Surprisingly, the child was not affected by it at all, the research showing that the comparatively light amount of alcohol in the breastmilk wasn’t affecting him in the slightest.)
The feral state of Tavernmaids are even more peculiar than their inherent keg creation capacities. While no Tavernmaid can ever become truly drunk, they are almost constantly in a moderate state of inebriation. This changes once feral. The Pokégirl becomes stone sober, unable to produce her beloved booze. (Making this the only known case where a Pokégirl’s mental capacity IMPROVES upon ferality, although you’d get a great deal of argument and most likely a mug upside the head from any Tavernmaid you asked about it.) She becomes moody, depressed, and often complains about having a hangover. While Tavernmaids can function as feral, they do pose a slight danger to those around them in the form of tantrums, usually involving many thrown objects and flipped pieces of furniture. It is recommended that any Tavernmaid who starts complaining of a headache be Tamed immediately. This is fairly easy to do, as Tavernmaids greatly enjoy almost everything when it comes to Taming.
Thresholding into a Tavernmaid is nearly unheard of, the handful of recorded cases involving late thresholders and a lot of cold alcoholic beverages in addition to being the child of a Tavernmaid. As it is illegal for most girls of threshold age to drink, this method is unethical to test and is heavily penalized.
· Booze Mist (EFT) The Tavernmaid uses the Mist attack as a vector, making an inhaleable alcohol as well as chilling the area and lowering visibility.
· Tray Smash (ATK 30) The Tavernmaid produces a tray out of seemingly nowhere and strikes the opponent with it.
· On the Rocks (ATK 30) Grabbing the closest freezable liquid or actual ice itself, the Tavernmaid attacks with pelting ice cubes against her opponent.
· Daiquiri Beam (ATK 50 + EFT) Chilling the booze in her system to the max, the Tavernmaid uses this modified version of the Booze Gun to attack her opponent, either resulting in freezing or intoxication but rarely both.
· Furniture Flip (ATK + EFT) Attack strength varies depending on the furniture being flipped. This attack cannot be used without a piece of furniture nearby, otherwise all that happens is a low damage shockwave being produced. The Tavernmaid punches the ground HARD, creating a small shockwave that literally flips furniture into the air. This is usually followed up with a powerful kick that sends the furniture flying off in the direction of the kick. A variant of the attack, mainly used for rowdies who are just lazing about and causing trouble, involves the Tavernmaid physically picking up the furniture and flipping it on top of the person or person’s using it.
· Intoxicate (EFT) The Tavernmaid strikes several pressure points on the opponent’s body, the end result having a high chance of causing the Dizzy status, making it seem as if the affected opponent is VERY drunk.
· Booze Gun (ATK 40) The Tavernmaid fires a jet of alcohol. Similar in function to the Water Gun attack, although it has a 30% chance of causing the Dizzy status.
· Mug Smash (ATK 60) The Tavernmaid produces a thick glass mug out of nowhere and strikes the opponent with it. Has a 10% chance of causing Dizzy. Can also be used as a projectile. If the mug breaks, the damage is increased from the glass shards.
back to the master index

TENEBROUS (insert name here), the Sinister (insert title here) Pokégirl
Type: As Base Type
Element: As Base Type plus Dark
Frequency: Extremely Rare
Diet: as base type
Role: combat obsessive, wielder of the Shadow Force
Libido: as base type
Strong Vs: as base type plus Dark, ghost, Psychic
Weak Vs: as base type plus Bug, Fighting
Attacks: as base type plus Focus Energy, Blur, Dark Punch, Dark Kick, Shadow Shot, Shadow Shield
Enhancements: as base type plus Wakefulness, Endurance, Ignore Poison, Enhanced Speed (x3; added to base type’s natural Enhanced Speed, if any), Enhanced Reflexes (x3; added to base type’s natural Enhanced Speed, if any), Enhanced Strength (x5, added to base type’s natural Enhanced Strength, if any)
Evolves: As Base Type
Evolves From: Base type
For some Fighting-type Pokégirls, no matter how good they get, it’s never enough. They keep pushing themselves harder, wanting to reach the next level of ability, to understand and further master the principle of chi, which empowers them. Some Pokégirls, someway, somehow, in their obsession to become better at what they do, stumble onto something that is like chi, but fundamentally different: the Shadow Force. These are the Tenebrous Pokégirls.
Only a Fighting-type Pokégirl can become a Tenebrous Pokégirl, since only they have the understanding and implicit use of chi that enables them to make the connection to the Shadow Force. Exactly what the Shadow Force is still unknown, since the only ones who understand it very well are those who use it, and they are very reluctant to speak of it. It is like chi, but somehow corruptive, taking the user to new and greater heights before leaving them burned out and broken when it’s consumed them totally.
A Tenebrous Pokégirl looks no different than she would from her base type. Her attitude is much different though. A Tenebrous Pokégirl is sullen and withdrawn, becoming taciturn and disdainful of almost everything around her. Those who can sense auras (such as most Psychic-types, some Magic-types, and a few Fighting-types with high chi control) can detect that something is fundamentally wrong with the Tenebrous Pokégirl, but not what. Tenebrous Pokégirls don’t get along well with their Tamer or other members of their Harem. They tend to spend their free time doing nothing but practicing or meditating, regarding all else, such as eating or sleeping (which they don’t need much of thanks to their Wakefulness enhancement), as a waste of time. Even during Taming they try to just finish it as quickly as possible, being mechanical and unaffectionate during the sex. Most Tamers would get rid of a Tenebrous Pokégirl rather fast except for one thing: they are powerhouses in combat.
In addition to the techniques and abilities of the Pokégirl type they evolved from, a Tenebrous is faster, stronger, and more alert than she was before. She is able to keep her energy up for longer periods of time thanks to her Endurance enhancement, and any sort of poison that gets into her system can be ignored for a short while, which is typically all she needs to end the fight, before it affects her. A Tenebrous Pokégirl can use the Focus Energy maneuver to power-up her attacks to a greater degree than she could before as well. She also gains a plethora of attacks from the Shadow Force. She is able to call upon its power to make her image shift and waver, making her harder to hit. She can literally grab any nearby shadow and pick it up, holding it before her to partially block incoming attacks. She can take the raw power of the Shadow Force and coat her hands and feet with it to do extra damage when striking her opponent. The signature move of her new status however is the ability to collect part of the Shadow Force in her hands and throw it at her opponent, much in the manner of a Chi Blast, except with dark energy.
While it may seem like the Shadow Force is superior to the chi that most Fighting-type Pokégirls normally use, in the long run it tends to drain its users. One clue to this is that a Tenebrous Pokégirl, unless her base type is one that is strong against Fighting-types, will be weak against other Fighting Pokégirls. This is a subtle indication that the Shadow Force is not a direct match for chi energy. Most Tenebrous Pokégirls try their best to compensate for this with their wide variety of stealthy combat maneuvers, and can overcome this weakness to a degree, but in the end using chi is still the more worthwhile path to follow. Presumably, any Pokégirl who realizes this can give up on using the Shadow Force and un-become a Tenebrous Pokégirl again, but to date, the few known Tenebrous Pokégirls have never done this. The only other way for a Pokégirl to stop using the Shadow Force is to lose the fighting edge that led her to it in the first place, which means to evolve to a form that doesn’t have the Fighting element. This makes the Pokégirl un-become a Tenebrous Pokégirl, and if she later becomes a Fighting-type, she may again seek out the Shadow Force at will.
A Feral Tenebrous Pokégirl has never been known, but the very idea of one is frightening to those who know of this kind of Pokégirl. They would most likely be uncontrolled engines of devastation that would be very difficult to bring down. No Threshold girl evolving to a Fighting-type has ever been known to become a Tenebrous Pokégirl, and expert Researchers maintain it is probably impossible. Still, even they admit they aren’t totally sure..
back to the master index

TERMINATRIX, the Assassin Dragon Pokégirl (aka the Anti-Sanctuary Goth)
Type: Anthromorphic (dragon)
Element: Dragon
Frequency: Extremely Rare
Diet: Omnivore
Role: Black Ops Missions (such as assassinations and infiltration), Hunting, Counter Sanctuary Goths
Libido: Low
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Attacks: Dragon Claw, Sabre Claw, Shadow Blade, Energy Drain, Invis 3, Shadow 3, Nightmare Syndrome, Phase, Dragonbreath, Dragon Rage, Dragon Dance, (above Lvl 60) Hyper Dragon Rage, Dragon Torture, Hyper Beam, Mega Flare
Enhancements: Enhanced Senses (x8), Enhanced Durability (x4), Enhanced Strength (x12), Capable of using Shadow element and Ghost element abilities, Wings for flight, immunity to S-Goth Auras, capable of controlling emotions, high intelligence, light shapeshifting abilities, Aura Ability to fool Pokédexes
Evolves: None
Evolves From: Doll (Ebony Stone)
Not for nothing is the word ‘Terminate’ a part of the name of this Pokégirl.
Terminatrix are among the more recent breeds of Pokégirl. They are consummate stalkers and hunters, capable of blending in with the shadows and not being detected. Their bodies are durable, but very lightweight, allowing them to move without making a sound, using their claws discreetly when they find their prey. In the rare instances they have to engage an opponent in direct combat, they are also very fierce, unrelenting fighters who battle with constant attacks. They are born killers, and will not hesitate to slay anyone who challenges them unless told otherwise and given a damn good reason not to.
Terminatrix are generally possessed of dark black scales and a semi lizard-like face. Their hair, usually a dark gray in color, is kept short so as not to get in their way while sneaking about on missions. Their wings are large, but are unusually flexible and can be folded up completely against their backs. Their tails are long and ridged with spines at the tip, allowing them to use it for deadly flailing attacks. Their eyes are a coal black, and they have a distinctive marking in a stylized white skull on their foreheads.
Terminatrix are cold, very unfriendly Pokégirls. They do not like making emotional bonds with anyone, and they can only be found in a Harem if they put themselves in it. So opposed are Terminatrix to forming emotional bonds, that most of them have taught themselves to use Shadow element attacks. Frequently in the rare instances a Terminatrix is spotted, can be seen using Shadow Blade, the energies allowing them to repress their emotions entirely and focus on their missions. Some Megami think that Terminatrix avoid emotional bonds because they are deathly afraid of them, of what might happen if someone they have come to care about is hurt. What is known that all Megami feel a great swell of pity and sadness whenever they encounter a Terminatrix, and that Terminatrix seem afraid of and very respectful of Megamis and Megami-samas. This is not to say that a Terminatrix is not averse to forming a different kind of bond. While nowhere near the level of, say, a Widow or even a Dronza (they are Mantis-level in strength at best), what they lack in great strength they make up for in great intelligence. Sometimes, a Terminatrix will find themselves to have an intellectual affinity with someone. They will visit that person often, asking for advice or simply to talk with someone on their level.
Terminatrix normally do not show any kind of emotions, the closest they come being the passion they show during missions. However there is one thing that can make a Terminatrix feel tremendous anger: A Sanctuary Goth.
The first Terminatrix sighting is rumored to have occurred shortly after the first Sanctuary Goth sighting. Very little information has been found, information so minute that no one is really sure of the specifics. The general consensus on the story is that a high ranking League official was caught in a crossfire between a Sanctuary Goth and a strange, dragon-like creature believed to be a Terminatrix. The S-Goth was slaughtered after the Terminatrix proved to be totally immune to her Aura powers. No further details are known, save for what is revealed later.
Information on the Terminatrix breed of Pokégirl is frustratingly low. So quick, deadly, and efficient are these Pokégirls, that they have become a living nightmare to the Goths of Sanctuary. Just mentioning their name will result in nervous shudders and angry glances from any S-Goth. So secretive are they, that they have become something of a fearful legend in Sanctuary. Their skills and powers are exaggerated to a tremendous extent, S-Goth mothers invoking the name of the Terminatrix to get disobedient children to behave. No S-Goth in Sanctuary mentions them out loud save in hushed, frightened whispers. Terminatrix play on this fear, waging a cold war against Pokégirls they were quite literally designed to be the enemies of. Never do they let the S-Goths learn anything more than what the Terminatrix want them to know.
All Terminatrix, whether working with evil Tamers or for good Tamers, share a combined loathing that is intense to the point of unreason. They do not trust S-Goths and despise them with a passion, and will IMMEDIATELY try to disrupt the plans of any S-Goth they find, utilizing whatever resources on hand to sabotage and disrupt whatever they’re doing at the time. They never kill, except when there is no other choice. They do not wish to tip their hands in any way, as that would allow the S-Goths to wage open war on them. A point of frustration for all Terminatrix, Feral or Tamed, is that they have been constantly unable to disseminate information on Sanctuary, the home of the S-Goths. But it is believed by League officials that should they learn enough about Sanctuary, the Terminatrix will go on a genocidal killing spree. League spies within SEELE have confirmed that the various leaders of the organization are making plans towards that end, and rumors about that the Terminatrix have drafted those leaders in on the plan.
The Taming habits of Terminatrix are still relatively unknown. Tamers known to have them have been frustratingly unforthcoming with information to this end. What is known is that they have low libidos and do not need as much taming as most Pokégirls do. The nature of a Terminatrix Feral state is mostly unknown, as they do not say much even when Tamed and act in similar manners.
No Tamer ‘catches’ a Terminatrix. Tamers that do have a Terminatrix simply wake up to find one in their Harem, and that they have been drafted to serve their purposes. The punishments for disobedience are quickly made clear. Most obey the orders of the Terminatrix readily, especially after their first missions against S-Goths. Only one person on record has openly defied a Terminatrix.
All the pieces of he and his Pokégirls have yet to be found.
Terminatrix have the ability to shapeshift into any other dragon-type Pokégirl and emit an aura to convince even the most advance Pokédexes that they are that breed, although they maintain their normal stats and abilities.
Due to their rarity and their behavioral habits, no cases of Thresholding directly into a Terminatrix has been reported.
It is EXTRAORDINARILY IMPORTANT that NONE of this information be released to the public. The Terminatrix have entrusted us, the only ones they are certain that aren’t under the influence of the S-Goths, with information on them and their abilities. We must be able to act when the time comes. But no information on the Terminatrix breed must leave our inner circle.
back to the master index

TESLADAMA, the Stormy Blitzer Pokégirl
Type: Very Near Human
Element: Electric/Fighting
Frequency: Very Rare
Role: Guard Commander, Sniper Hunter, Blitz Striker
Diet: Omnivore
Libido: Average to Above Average
Strong Vs: Bug, Dark, Ice, Normal, Electric, Steel, Water
Weak Vs: Psychic, Dragon, Ground, Plant
Attacks: Attacks: Arc Shield*, Disarm**, Arc Blade***, Arc Cannon****, Zapring, Spark, Thunderclap, Thunder Wave, Rolling Spark, Rolling Spark Mark II, Electric Blade, Mega Punch, Megaton Punch, Mach Punch, Gatling Punch
Enhancements: Summon Armor, Enhanced Speed x8, Enhanced Stamina x4, Enhanced Strength x5
Evolves To: None Known
Evolves From: Tesslass (Normal)
The evolved from of a Tesslass is a Tesladama. The Tesladama takes the Tesslass' defensive mindset and takes it to the logical conclusion: The best defense is a good offense. During the Revenge War, Tesladamas were in charge of 'base' security for Sukebe's forces, organizing and leading their younger sisters the Tesslasses. Their usual preferred tactic was to use the Tesslasses as a defensive line, blitz the enemy lines, kill or incapacitate any command structure they could find, then use their speed to retreat before they could be over-run, letting other Pokégirls take advantage of the chaos they had just caused. The Tesladama had a similar level of control over a Tesslass that a Ballisticunt did. Tesslasses tended to obey and defer to the older, more powerful Tesladama during the war, and this degree of respect appears to be genetic predisposition, as a Tesslass will hold a Tesladama in awe and respect as the perfect example of their breed...as long as the Tesladama isn't a threat to their own harem or Tamer.
A Tesladama is far more dangerous than a Tesslass. While she still has access to her Arc Shield, her evolution has both enhanced electric capacity and electric control. In addition to that, a Tesladama's musculature and armoring increases exponentially, making her extremely fast and strong while wearing her heavier armor. The Arc Shield also gains functionality, and can be formed into two other 'weapons' by the Tesladama. The first is the Arc Blade, a crackling blade of energy that the Tesladama wields as a melee weapon. The blade forms along the same forearm mount as her Arc Shield. It lacks the defensive capabilities as the Arc Shield, but can still be used with her Disarm technique. While reports are spotty, the blade is known to be able to penetrate through steel armoring, as one damaged report from the time mentioned a Tesladama assaulting a mobile command center through the APC's wall. The second alternate form is the Arc Cannon. This modification allows for the Tesladama to form and charge an extremely powerful bolt of pure electricity, which can then be discharged as a crackling beam attack. The Tesladamas usually used this during the War of Revenge to charge forwards and pick off snipers or observers that were posing a threat to the artillery 'girls the Tesladama were in charge of protecting. The attack is draining, however, so a Tesladama cannot rapidfire their Arc Cannon, requiring time to recover before using it again. She can switch her weapon modes at will, although the recharge time on the Arc Cannon still applies.
Feral Tesladama, while rare, do exist. They tend to claim a large chunk of territory in the wilds, especially if it's defensible or near food supplies, and may undergo parthenogenesis. If they do, the offspring are always Teslasses. Any Feral Tesslasses in the area will also instinctively rally under the command of a Tesladama, adding their numbers to those of her offspring. A Feral Tesladama is extremely intelligent for a feral, and anything she or her 'troops' cannot defeat in a fight will often find itself the victim of various traps, ambushes, and hit and run attacks. They share a Tesslass' disinterest in humans, preferring to drive them off if they get too close, but will not go out of their way to attack them otherwise. However, they are a bit more dangerous for a travelling Tamer, as their electric powers are greatly increased, making their ability to paralyze and search a Tamer for anything edible or interesting much more dangerous. They also share the Feral Tesslass' relative fearlessness, as they can outrun most Ferals they can't decimate in a fight. If captured, the Tesslasses that they once commanded will scatter if retrieval seems impossible, dividing up or retreating from their territory to something they can hold.
A Tesladama is much more strong-willed than a Tesslass. If they find the current Alpha to be unacceptable for the continued success of their Tamer, they will challenge her until either they win or the Alpha improves. They are also much more willing to disagree or criticize their Tamer's decisions if they believe he is making a mistake. This also means that, if their Tamer is making a move that they see as suicidal, the Tesladama will threaten to shock and paralyze their Tamer, then retreat to safety with him. Tesladama are not known for their tendency to bluff or threaten if they don't plan to back their threats up. Most wise Tamers will accept that warning for what its worth and adjust accordingly. When dealing with other girls in the harem, the Tesladama will tend to try to play nice and polite with her harem-sisters, unless she sees them as a threat to her Tamer. At that point, a Tesladama will bring the point up with her Alpha, and, if nothing changes, take matters into their own hands. They are also a bit more arrogant than the Tesslass, since they know they're beautiful, tall, dangerous, and right about whatever it is people are arguing about.
They tend to act like they are the benevolent older (And wiser) sister to any non-hostile Tesslasses or Guntits they encounter, and will treat a Ballisticunt as an equal, albeit one who needs to be watched out for. Other than that, Tesladama are serious when working, party animals when not. They have few inhibitions, although they do tend to dislike any Pokégirl that tries to impose their will on them, often making that displeasure known via electric shock.
The Tesladama doesn't change a huge amount from her previous evolution when it comes to looks. Most Tesladama gain about two to five inches in height and a moderate increase in bust size. Their hair also tends to grow out a bit more, usually ending around or just past their nicely muscled ass. The Tesladama's muscle mass increases a lot from her previous evolution, making her far stronger, although she doesn't change too much from the outer view. They still prefer to dress in skintight outfits, although a Tesladama may supplement this with any clothing she finds both attractive and easy to get out of, in case there's a fight. Tamers are advised that a Tesladama will shred any clothing they can't shuck off in an instant while shifting to their battle armor.
There are no cases of someone thresholding into a Tesladama. Pokégirl offspring of a domesticated Tesladama are always Tesslasses or males with strong electrical affinities.
Arc Shield: The same as a Tesslass' Arc Shield, albeit larger and capable of blocking more damage. A Tesladama's Arc Shield can be used to release a burst that paralyzes enemies in the area of effect and interrupts projectiles
Disarm: A technique used by the Tesladama with her Arc Shield or Arc Blade, it involves charging the blade with electricity and slamming or slashing an opponent's weapon in an attempt to blast it out of their hands, leaving them open for a follow up attack at point blank range.
Arc Blade: A refinement of the Tesslass' Arc Shield technique, the Arc Blade takes the form of a long, crackling blade of energy that starts at one of the Tesladama's gauntlets and extends several feet beyond it. The blade is highly dangerous, and while the voltage and lethality can be modified by the Tesladama, it is quite strong enough to, if need be, cut through steel or rock. A Tesladama will use their Arc Blade in combination with a variety of fighting techniques, in addition to attacking with it alone.
Arc Cannon: Originally used by Tesladama's to destroy snipers or artillery observers, or simply to crack large, heavy targets, the Arc Cannon resembles that of a Guntit's hand held plasma blaster. It enfolds the armor on the Tesladama's hand, and usually crackles with barely contained lightning. When used, the Arc Cannon compresses and fires a bolt of energy at the Tesladama's target, often punching through hard cover or armor to reach it. This technique is rarely used in any sort of friendly match, since it is quite dangerous to be on the receiving end, and it isn't something the Tesladama can easily 'pull' down to a nonlethal level. It also takes some time to recharge between firings, and most Tesladama prefer to charge, fire, then retreat until they can fire again if they are using it in a fight.
back to the master index

TESSLASS, the Static Defender Pokégirl
Element: Electric/Fighting
Type: Very Near Human
Frequency: Rare
Role: Defensive Line, Bodyguard, Sentry
Diet: Omnivore
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Electric, Steel, Water
Weak Vs: Psychic, Dragon, Ground, Plant
Attacks: Arc Shield*, Disarm**, Zapring, Spark, Thunderclap, Thunder Wave, Rolling Spark, Mach Punch, Backhand
Enhancements: Summon Armor, Enhanced Speed x3, Enhanced Stamina x2, Enhanced Strength x2
Evolves To: Teslaladama
Evolves From: None
During the War of Revenge, Sukebe's forces made good use of Guntits and their evolution, the Ballisticunt. Those Pokégirls were mobile, heavily armed, and more than a match for human forces...as long as they were at range. In closer combat, however, the Pokégirls were more vulnerable. To fill this gap, Sukebe created the Tesslass. Designed along the lines of the Guntit-line as a midrange defender and Bodyguard for the artillery-type Pokégirls, Tesslasses served quite well during the War, being well prepared to engage any opponent, either at close quarters with hand to hand skills and their Arc Shields, or at range with a variety of electric attacks (With a tendency towards attempting to pin opponents, so that other 'Girls could finish them). They share the Ballisticunt's ability to summon a set of armor to wear, although the Tesslass has heavier armoring than the Ballisticunt and isn't as bothered by the weight, having the strength to move as if they were wearing nothing at all.
The breed didn't survive the war very well. Bred for loyalty, especially to their usual Ballisticunt commanders, the Tesslasses were usually quite reluctant to flee, and so most of the breed was wiped out along with Sukebe's forces. Still, enough survived, through various means, for the breed's numbers to slowly rebuild, although they are still a rare Pokégirl to encounter.
Feral Tesslasses, while losing some of their intelligence, are still quite cunning. They also become extremely territorial, claiming an area they find ideal and patrolling it regularly against intruders. Within their claimed territory, a Tesslass is quite aggressive, as they have a type advantage over most other aggressive Ferals, or the speed to run away if they feel outclassed. They tend to prefer areas that are near large bodies of water, as their proficency with electric techniques makes fishing a snap. Feral Tesslasses also develop an obsession with shiny objects. While not overtly hostile towards humans as a whole, Tesslasses are known for paralyzing an intruding human in their territory, then rummaging through his belongings and stealing all of his food and shiny objects. Of course, since this means that it can leave a Tamer unconscious or paralyzed in Feral territory...
Once domesticated, a Tesslass makes an excellent addition to a harem. A feral, once over Taming shock, transfers her territoriality onto her Tamer, and will listen to him quite obediently. Domestics tend to treat their Tamer as a superior officer rather than a piece of territory. Both strains, however, do reach a point where they will disagree with or even refuse a Tamer's orders. That point comes once they think their Tamer is putting himself in undue danger, at which point the Tesslass will attempt to convince him to make a different decision, using almost any means at their disposal. Other than that, Tesslasses tend to be quite pleasant most of the time. They are quite serious when 'on duty', as they call it, having little time for jokes or pranks while patrolling their Territory (IE, the area around their Tamer or his possessions, or an area he's ordered her to secure) but also tend to shift to being extremely wild once they are 'off duty' and somewhere they can feel is safe with their Tamer and his Harem. They are showy Pokégirls when not on duty, enjoying showing off their bodies. The rest of the time, a Tesslass will tend to be in her armor, usually near her Tamer as a bodyguard against threats.
As for inter-harem dynamics, Tesslasses don't particularly seek any position in the harem. All they require is to be near their Tamer and to have him in good health. They tend to be wary of Pokégirls they are elementally inclined to be weak against. They still have their genetic predisposition to obey and protect Pokégirls from the Guntit's evolutionary line, however, and will naturally defer to any such 'girl in the Harem, acting as their subordinate. If placed as an Alpha over a Ballisticunt, the Tesslass will request that the Ballisticunt be put in charge instead. They also tend to become overprotective of those breeds, sometimes to the annoyance of the Pokégirl being protected.
Most Tesslasses stand around five and a half to six feet tall and have a tendency towards extremely long hair, up to around waist length, of which they are quite proud. Said hair is usually either blond or black, although some girls have a mix of both, or have hair that moves from one color to the other. While long, the hair usually doesn't get in the way during combat, as it partly acts as a ground and static collector for their powers, making grabbing it a very bad idea. Their bodies have generous curves and busts, usually around a generous C-cup or smaller D-cup. They dislike wearing clothing that isn't skintight, as it not only lets them show off their bodies, but loose clothing also gets rumpled up and feels quite uncomfortable when they summon their armor.
Thresholding into a Tesslass is quite rare, but relatively more likely if the mother was a Tesladama.
Arc Shield: The Arc Shield is a natural technique innate to the Tesslass, focused on their dominant arm. It allows them to cause a crackling plane of energy to spring into existence. The Tesslass tends to use this shield in a passive fashion during combat most of the time, but they can also supercharge the Arc Shield with an electric blast, causing an area of effect wave of electricity. While not particularly damaging, the Arc Shield technique does tend to inflict paralysis on opponents, as well as interrupt incoming projectiles.
Disarm: Disarm is a pointblank refinement of the Arc Shield technique. The Tesslass, upon being attacked in melee, will charge her arc shield and attempt to slam it into the attacker's weapon, usually sending the weapon flying from contact with the charged shield, leaving their opponent open for a follow up strike.
back to the master index

THORNE, the Tropical Sorceress Pokégirl
Type: Near Human
Element: Plant/Magic
Frequency: Very Rare
Diet: Fruits
Role: Superior tropical guardian
Libido: High
Strong Vs: Electric, Ground, Rock, Plant, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Attacks: Fruit Juice, Command Plants, Power Bolt, Cura, Half Revive, Esuna, Protect, Absorb, Vine Whip
Enhancements: Increased magic affinity
Evolves: N/A
Evolves From: Cherry (orgasm)
Thornes are 5'3"-5'8" tall girls with silvery hair. They also retain the head-vine that they had as a Cherry. Oddly, Thornes more than most other Pokégirls are more likely to have "heterochromia iridum", a condition that causes each iris of their eye (the only part not white or black) to have a different colors. Thornes tend to be tactical thinkers, seeking the defeat of their opponents with as little effort as possible. However, Thornes are more often known for escaping confrontation instead of confronting it, unlike their Thorne Slut sisters.
Thornes seek warm sunny areas or large bodies of water whenever possible. However, Thornes hate extremely hot weather, and so prefer to be near bodies of cool, fresh water as often as possible. When this isn't possible, Thornes will often command the local plants to increase greatly in size and growth rate to create her own small shelter from the heat until it has cooled down again.
Thornes aren't the best fighters, mostly because they don't want to be. They see fighting as a waste of time and energy that should be avoided unless necessary. As such, they tend seek to the claim the less violent position of healer. Thornes also have little motivation to do anything other than in their own best interests, even in a Harem-setting. This makes a Thorne a poor choice as an Alpha as a result. Strangely, Thornes lose the ability to use several healing techniques. Researchers are puzzled as to this, though some have considered it to be due to the fact that a Thorne is not a Celestial Pokégirl, unlike the Cherry.
They are quite competent in the role of a healer, as they know how irritating it can be to be so uncomfortable and will do their best to speed up the process. In fact, they are their most active when they're dealing with injuries. However, their healing ability has a flaw that drains away their vitality the more they use it, making them tire more easily. Some of the Thornes with a "The Ends Justify The Means" sort of attitude will use Absorb on healthier bystanders to keep themselves going.
Thornes love being on bottom during taming as, for some reason, various points on her body, that can only be activated be when her body is pressed in front and from behind at the same time, maximize her pleasure. Studies have shown that Thornes enjoy being sandwiched between a tamer and another Pokégirl even more, however, leading some researchers to conclude that the Thorne has pressure and heat sensors on certain parts of her back that fully accesses the various extra nerve endings that allow her pleasure center to react strongly to the stimuli.
back to the master index

THORNE SLUT, the Tropical Fighter Pokégirl
Type: Near Human
Element: Plant/Fighting
Frequency: Very Rare
Diet: Fruits
Role: Superior tropical mage
Libido: High
Strong Vs: Rock, Water, Dark, Normal, Steel
Weak Vs: Bug, Fire, Poison, Flying, Psychic
Attacks: Fruit Juice, Petal Armor, Thorn Cutlass, Slasher, Sword Dance, Deflect, Swordwave, Agility, Vine Whip
Enhancements: Sword-Fighting skill equal to Thorne's Magic Affinity, Enhanced Speed (x3)
Evolves: None
Evolves From: Cherry (normal)
Thorne Sluts are very tall, generally 5'11" to 6'4", and tend to be slender, making their sword-fighting that much more potent. Because they evolve usually from experience with Tamers, they need to develop fighting skills to protect themselves and their tamer. However, as a result of the evolution and the change in typing, Thorne Sluts lose their healing techniques and the healing properties in their milk in the process. Thorne Sluts retain the one vine-like appendage that dangles from the back of their head that they had as a Cherry. Feral Thorne Sluts will protect their more skittish Cherry sisters, as well as their harem sisters that she believes require her protection. Thorne Sluts are not like Thornes. They understand the Thornes' desire for non-violence, but do not believe that it can be avoided as much as Thornes hope/believe. This innate change in their beliefs make a Thorne Slut much more dangerous in a fight than a Cherry or a Thorne. In fact, Thorne Sluts enjoy the act of fighting and love to practice their skills against others, even in sparring matches. As such, it's highly suggested that any tamer who has one gets a fighting Pokégirl (preferably a sword-wielder) to keep the Thorne Slut happy.
In battle, a Thorne Slut has various tactics, most of which center around speed and light strikes, though if their opponent is clearly not a match for them in speed, they will lunge in and unleash Slasher. Against hard-armor Pokégirls or those non-fire Pokégirls she considers a major threat, she will use Petal Armor to help protect her.
Thorne Sluts become more attached to tamers who allow them to be on top as they can burn off a lot of their energy. Some Thorne Sluts also try different positions with their Tamer as often as they can, to better try and enjoy the Taming as well as to exercise more. One Thorne Slut has been noted as being tamed while riding a bicycle. Upon orgasm, both she and the Tamer crashed off to the side of the road they were on. Neither were badly injured, but learned a most important lesson in the process- the Thorne Slut should always keep her eyes on the road.
Feral Thorne Sluts are more common than ones in harems as their presence often provides comfort for their lesser evolved sisters. However, in the Tropic League, there are many Tamers who have both Cherries or Thornes and a Thorne Slut in their harems. The combination of the different strategies when the two or three different Pokégirls are in a battle at the same time often can spell doom for anyone that they are battling against.
A strange note about the Thorne Slut is that she may experience orgasm just prior to collapsing in exhaust, whether she was engaging in sexual activities or not. This even occurs during training sessions, and usually sets in after a prolonged sparring session with another fighting-type or even a rock-type Pokégirl. Tamers that can cause this to happen multiple times with their Thorne Sluts find that the Pokégirl becomes very proud of her tamer and will insist on sparring or training with her tamer as often as possible.
back to the master index

THUNDERCUNT, the Stormy Protector Pokégirl
Type: Animorph (Avian)
Element: Electric/Flying
Frequency: Rare
Diet: pokechow, fresh meat, fish
Role: literal Storm Trooper
Libido: Average
Strong Vs: Electric, Flying, Water, Bug, Fighting
Weak Vs: Ice, Rock, Magic
Attacks: Vortex, Double Needle, Thunder Bolt, Thunder Wave, Agility, Zapring Mk III, Satellite Mk II, Thunderclap, Static Barrier, Spark, Phoenix Down
Enhancements: Enhanced Speed (x7), Enhanced Stamina (x4), Heals from Electric
Evolves: None
Evolves From: Thundrix (battle stress)
Thundercunt is generally between 5'4" and 5'10". Her breasts may increase in size, but usually, there is no change. Her hair remains black, but their eyes are generally brown or green. Compared to her sisters, the Thundercunt's golden feathers are almost bland. Though she can use them to reflect light into her opponent's eyes, they don't seem that special.
Thundercunts generally have a personality like the sky. Once insulted, their anger grows like a storm as she selects a proper retribution, then like a lightning bolt, she takes it in one fell swoop. The retribution is generally the same caliber as the insult. The greater the insult, the greater the retribution. So, it goes without saying that crossing a Thundercunt is among the stupidest things you can do, right next to pimp-slapping a Gynadose or taunting a feral Whorizard. So long as you avoid that, she's generally a very nice Pokégirl to have.
In combat, Thundercunts should be listed among the fastest Pokégirls around. Unlike land Pokégirls, like the Chocoboob, Cheetit or even the Rapitaur, a Thundercunt is not held back by terrain, meaning she can cross greater distances in shorter amounts of times. Combined with her array of defensive, offensive and speed-enhancing techniques, she is undoubtedly one of the most powerful non-Legendary Pokégirls around, able to hard, fast or even snipe, she can vary her attack patterns to meet her needs.
Feral Thundercunts are actually quite friendly, even if they don't join the tamer they help. It's rumored, though, that the Limbec Pirates use feral Thundercunts to attract new members.
back to the master index

THUNDERMAIDEN, the High Altitude Pokégirl
Type: Very Near Human
Element: Electric
Frequency: Very Rare (Extremely Rare when Feral)
Diet: Bird types and Rainwater when Feral, Human Style otherwise
Role: Thunderstorms, Generators, Weather creation
Libido: Average
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Attacks: Thundershock, Thunderwave, Thunderbolt, Agility, Static Barrier, Lightning Punch, Lighting Kick, Thunderclap; After Level 50: Thunder, Luminaire, Greater Thunderclap
Enhancements: Electromagnatic Flight, Enhanced Speed x5, Enhanced Strength x3, Enhanced Lung efficiency
Evolves: None
Evolves From: None
Previously thought to be feral Oni that had strayed to far up and ignored, Thundermaidens were originally discovered by WAPL controlled Video Girls. Several Tamers were called in to investigate after closer satellite imagery showed a distinctive eye glow and lack of horns, and a group sporting several girls with flying abilities managed to capture a few of these newly-discovered Pokégirls. More research was conducted, and it was found that these Pokégirls cannot turn off their electromagnetic flight when feral, and spend all of their lives in the upper and lower atmospheres, thanks in part to their lung's ability to more efficiently pull oxygen out of the thin air. They seem to subsist on rainwater (or melted ice particles) and flying type Pokégirls who stray too far up. Even Pokékit Thundermaidens (born one at a time instead of multiple births like most pathogenesis cases) are born using their flight ability.
Thundermaidens are very attractive girls, very near human in appearance with a bust size in the solid D cup range. Their hair is solid white, with a few rare instances of electric blue or yellow. Their eyes, normally blue or gold, turn white while the Pokégirl is using her electromagnetic flight or her attacks. This is due to her intramuscular electric bands, which, while cannot be seen since they are far underneath the skin, cause the eyes (due to their opaque nature) to glow. This fortunately causes no damage to her eyes. Many Thundermaidens vary in personality, but their most common traits are stoicism and self-discipline, and many are very serious about their abilities and passions. Many learn to speak very quickly after being tamed out of their feral state, and can quickly learn many tasks thanks to their diligent nature.
In battle, Thundermaidens are almost on par with the more famous Peekabu and Ria, able to actually manage Static Barrier twice in one day at higher levels. Because most Thundermaidens were born feral, they tend to sling about large volts of electricity in a battle. They tend to lean toward overkill, and often have to learn to use lower attacks on weaker opponents like water or flying types. Their serious nature tends to help them when in a sex battle, allowing them to get an edge on their opponent. One of their major downfalls is their slight fetish getting shocked during taming, and if faced with an electric user in a sex battle, they’re most likely to loose.
Since most of the Thundermaiden population is feral and fairly hard to capture, it will be some time before these girls are readily available for widespread distribution. It is suggested that if a Tamer really wants to capture one, he use several magic type girls that have the flight ability (such as the Neo-Iczel) or psychic type girls with telekinetic flight as true flying types are at an extreme disadvantage when facing a Thundermaiden. To date, no threshold into a Thundermaiden has been recorded so far, and it is suspected that many generations will be needed before a threshold into a Thundermaiden will occur.
back to the master index

THUNDNAGA, the Shocking Snake Pokégirl
Type: Not Very Near Human, Animorph (Snake)
Element: Electric/Poison
Frequency: Rare
Diet: Omnivore (Prefers Raw Meat)
Role: Combat Support
Libido: Average
Strong Vs: Flying, Water, Bug, Fighting, Electric, Poison, Steel
Weak Vs: Dragon, Ground, Rock, Psychic, Ice
Attacks: Wrap, Bite, Thunder Wave, Thunder Shock, Thunder Bolt, Venom Bite, Lust Bite, Paralyzing Poison, Sleep Poison, Greased Lightning*
Enhancements: Enhanced Speed (x3), Enhanced Agility (x6), Enhanced Reflexes (x4), Poisonous Bite
Evolves: None
Evolves From: Naga (Thunder Stone)
Thundnagas are quick, lightweight Pokégirls that have the upper body of a woman and the lower body of a snake. Sukebe created the Thundnaga breed to support his tougher troops in combat. Often times helping to disable opponents from behind before enemies even knew she was there. Thundnagas were often sent as support for other more frontline fighters. While their enemies were busy fighting their partners, the Thundnaga would hit their enemies from behind with a combination of electric and poison attacks. After the war this Pokégirl has seen popularity amongst both electric and poison enthusiasts in most leagues with warm climates, due their good support capabilities. Like most other snake Pokégirls she is cold blooded and as such is weak against the cold, including ice attacks.
When a Naga comes into contact with a thunder stone she will evolve into an electric Pokégirl, the Thundnaga. Thundnagas have long snake-like bodies that range from 15-20 feet long. Their lower snake half is covered in smooth, bright yellow scales. Some individuals may have black stripes going down their backs to the tips of their tails. Thundnagas are one of the few Pokégirls whose breast size actually decreases after going though an evolution leaving this Pokégirl with a slender, petite body and small A-cup breasts. This is most likely to make her as streamline and agile as possible. A Thundnaga’s eye color is almost always a bright green color, but others have been reported. Most Thundnagas have dark black hair but blue has been seen in some individuals. Thundnagas like to keep their hair long, often times their hair reaches below their waist. Unlike her previous form the Naga, the Thundnaga has no metamorphic qualities. Her snake-like lower body starts just under her human-like vagina. A Thundnaga’s skin is a very light pale, resisting tanning and burning, even after being exposed to the sun all day. Most researchers are unsure of why this is.
Thundnagas shine best when supporting their harem sisters through the liberal use of thunder wave to try to disable their opponents. For extra defense against melee opponents the Thundnaga will often spread her special attack, greased lightning, on the ground around herself in order keep them away from melee range. Against flying foes the Thundnaga will usually rely on her enhanced agility and reflexes to keep away from danger while trying to disable her opponents from a distance. She will only use her stronger electric attacks against an opponent if her harem sister's life is in danger. Researchers say this is because the Thundnaga is only able to produce a minimum amount of electricity in her small body at a time, but those that have been close to a Thundnaga say it is also because this Pokégirl dislikes causing excess pain to others and will instead try to disable her opponent as quickly and painlessly as possible. If put into a situation where they need to fight alone they will often start off with thunder wave and then try to fully immobilize their opponents with their paralyzing or sleep poison.
On the surface the Thundnaga seems like a somewhat moody Pokégirl, quick to offer judgment and criticism to people they don’t know, acting like they are better than most humans and Pokégirls. Most tamers with a bonded Thundnaga say that they don’t mean most of what they say but unless they are familiar with the person or Pokégirl in question they have trouble saying nice things. Researchers say this is most likely because they are uncomfortable around people they don’t know and like to hide this discomfort with a false mask of arrogance. According to a tamer with a delta bonded Thundnaga "once they are comfortable with their tamer and the harem they are in, they are in fact very kind and helpful". In a new harem situation a Thundnaga will often be rude and cold to the other members of the harem. Once she gets used to her new master and her new harem sisters she will start to open up and show her true feelings. A Thundnaga once she gets used to the harem dynamics of her new family can make a good choice for alpha, changing her usual arrogance into a kind and confident manner that is perfect for leadership. While this Pokégirl gets along well with most breeds once she gets to know them, the Thundnaga is often times wary around the Domina breed or any breed that enjoys causing excess pain to others. Strangely enough due to this evolution she is almost entirely bisexual, with very few individuals being completely strait or lesbian. This is a plus for those male tamers that have always wanted a Naga, but going from a predominantly lesbian species to a male tolerant one is rather unnerving for some freshly evolved Thundnagas. If evolved from a previously lesbian Naga by a male tamer, by means of a thunder stone, she may have trouble adapting to this sudden change in her feelings. It can take days to even weeks, even the threat of going feral, before she will approach her new tamer willingly for a taming. This uncomfortable transition period doesn't usually apply to thresholders, unless she was strongly lesbian in sexual orientation as a human.
Most Thundnagas like to wear clothes at all times unless they are alone with their trusted tamer or other member of her harem that she trusts. When asked about this most Thundnagas say that this is because they get cold easily due to their cold-blooded nature. Most researchers suspect that this is also just another facet of their discomfort around strangers. It is safe to tame a Thundnaga without protection from her electricity as, unless she is going feral, she has full control over her poison and electricity. When a Thundnaga is tamed by someone she is uncomfortable with she will be often submissive making her tamer do all the work, but this changes once she becomes comfortable with her tamer and starts to open up. During a taming session with a tamer she is comfortable with a Thundnaga will be very passionate if not a little dominant. Most Thundnaga like to be on top when taming and after taming most Thundnaga will wrap their coils around their tamer and the other members of his or her harem that participated in the taming session to snuggle.
A Thundnaga's feral state is relatively mild. When her mind starts getting clouded she will often start discharging extra static electricity, shocking those around her. This causes no permanent harm but does hurt a little. They also will start acting out by yelling at those around them, including their fellow harem members. Thresholding into a Thundnaga is fairly common amongst families with both electric and poison pokégirl ancestry. This threshold, strangely enough, tends to be relatively painless as far as most thresholds go. Most thresholders will first notice a numb tingling sensation around their fingertips, which quickly develops into a full body paralysis due to the build up of electricity in her body. As the poison she begins producing starts building up in her body most thresholders will, within days of the start of threshold, fall into a poison induced coma only to awaken one to two weeks later as a fully developed Thundnaga. Fortunately during this time she is unaware of the changes going on in her body such as her legs fusing together. Eventually she will shed the skin that covered her former legs leaving her with a, fully developed, snake-like tail.
Greased Lightning - (ATK 50 + EFT) Thought by most to only be available via TM, this move is native to the Thundnaga. Using a method similar to the technique water floor, she can spread a thick layer of grease on the ground that produces static electricity. This grease will shock any opponent Pokégirl that comes into contact with it.
back to the master index

THUNDRIX, the Shocking Pokégirl
Type: Near Human; Animorph (Avian)
Element: Electric/Flying
Frequency: Uncommon
Diet: pokechow, fresh meat, fish
Role: Air-to-Air assault fighter, Air-to-Ground strike fighter, Fast response unit
Strong Vs: Water, Bug, Fighting
Weak Vs: Ground, Rock, Magic
Libido: varies (Low to High according to the weather)
Attacks: Thunderwave, Thundershock, Thunderbolt, Thunder
Enhancements: Enhanced Vision (x8), Electrical Resistance
Evolves: Thundercunt (battle stress)
Evolves From: Rack (Thunder Stone)
Historians consider Sukebe's development of the Thundrix (as well the Rack's other two "first level" evolutions) to be one of the most effective uses of psychological warfare during the entire War of Revenge. By developing a breed of Pokégirls that seemed - due to both their physical appearance, and their abilities - to be weaker versions of one of his fearsome Legendary Pokégirls (in this case, Zapdass), Sukebe most likely hurt his enemies more than any single Phoenix did during the entire war. The thought that Sukebe possibly had hundreds of Pokégirls that could eventually become Legendaries damaged morale in ways that simply could not be calculated.
During Sukebe's War of Revenge, the Thundrix were normally used against airborne targets, although they were also used against "harder" ground-based targets. Of the three possible evolutions of a Rack, the Thundrix has both the best flying speed and the worst endurance (even though a Thundrix's endurance is still superior to a Rack's). Due to the nature of her powers, the Thundrix was also the best anti-armor evolution for a Rack. Pilots quickly came to fear the speed and elemental attacks that a Thundrix had access to. Ground troops, on the other hand, quickly came to fear the Thundrix for both her elemental attacks and, strangely enough, her (relatively speaking) weak endurance. This was due to the fact that when a Thundrix was used against a ground-based target, it was general a fast strike to soften the target just before an attack by other Pokégirls.
Upon evolving from a Rack to a Thundrix, several physical changes occur. One of the more obvious ones is the increase in height. A Thundrix will be between two inches under, and two inches over, five feet tall. The most starting change, from a Rack to a Thundrix, has to be their feathers. Almost all of Thundrix's feathers change from brown to jet black, except for the ones on her breasts and wings which switch to a bright yellow instead. A Thundrix's hair is straight and jet black. Their nipples, like their hair, are now black, while their eyes are bright yellow. They are even less fond of clothing than they were as Rack. They still enjoy using dyes on their feathers, but now prefer to use shades of yellow and black. A Thundrix is just as fond of high heeled shoes as they were as a Rack, but now feel that they should be reserved for special occasions.
A Thundrix's internal changes are somewhat more extensive, due to their elemental powers, and their superior aerial capabilities. Of special note is the changes to their eyes. According to notes recovered in 115 AS from one of Sukebe's labs, Sukebe was originally just looking to develop a Thundrix's eyesight to deal with the possibility of being temporarily blinded by their own elemental attacks. However, he quickly discovered that the changes introduced allowed the Thundrix's eyes to see further (and better) even when they were not looking down. This was a key factor in Sukebe's decision to use the Thundrix against airborne enemies. In all other respects, including the fact that their clawed toes are still unsuitable for combat, a Thundrix's physical state (baring adjustments for proportion) remains much like it was as a Rack.
In regards to her personality, a Thundrix is generally considered to be much more "intense" then she was as a Rack. If a Thundrix is going to do something, she wants to do it right now, and she wants to get it right the first time. Tamers who have a Thundrix in their harem, will almost always admit (although, depending on the Tamer it can take some time and effort) that their Thundrix has fewer skills than the other members of their harems. However, these same Tamers will then go on to state that, when it comes a skill their Thundrix does have, no other Pokégirl in their harem comes close to equaling a Thundrix's ability. There have never been any reliable reports of a Thundrix that could be considered a "Jack of All Trades, Master of None". Some claim that part of the reason why a Thundrix is happier in larger groups (including harems) is because of an instinctive understanding that her tendency to specialize means that her survival is improved by belonging to a group that can cover the gaps caused by this tendency. A Thundrix's libido is normally tied into the weather of the area she's in. More specifically, unless there's a storm (with the exception of snow storms) in the area, her libido will remain "Low". For a Thundrix's Libido to reach a point where it can be considered "High", there has to be quite a bit of thunder and lightning. The other way to "warm up" a Thundrix involves having her being hit by electrical energy. The strength, and duration, of this spike in a Thundrix's libido is directly tied into how much electrical energy hits her.
Of the three possible evolutions of a Rack, a Thundrix was the most likely to directly charge at - and attack - her targets. While a Thundrix looses the amazing airborne dexterity she had as a Rack, she improves significantly when it comes to speed. Due to this fact, strafing runs are a commonly used tactic among the Thundrix. A Thundrix does not believe in toying with a target; if at all possible, a Thundrix will use what she feels is an attack that is powerful enough (and, normally, even slightly more powerful than necessary) to take out her target on the first strike. An ancient pre-Sukebe combat philosophy - one strike, one kill - seems to be as much a part of a Thundrix as her elemental powers. There is a potential downside to this drive, since a Thundrix will not willingly switch to a new target until her first one is no longer a threat. This attitude, and her relatively weak endurance, explains why it is extremely rare to find a solitary Thundrix. In fact, a feral Thundrix will seek out members of the more "social" breeds of Pokégirls (including another Thundrix) in an instinctive desire to belong to a group.
back to the master index

TICK-TOCK, the Time Mage Pokégirl
Type: Very Near Human
Element: Magic/Fighting
Frequency: Very Rare
Diet: Human-style
Role: Combat, comedy
Libido: Average
Strong Vs: Normal, Rock, Ice, Steel
Weak Vs: Fighting (sword-users), Psychic, Ghost, people with no sense of humor
Attacks: Magical spells (time-based), Mystic Bolt, Chi Blast, Hurricane Kick, Crushing Punch, Last Dance, Slow Dance, Hyper Dance
Enhancements: Magical affinity (time), comedy affinity
Evolves: None
Evolves From: Witch (Dream Stone)
Tick-Tocks are an unusual type of magical Pokégirl. They made limited appearances during the Revenge War, and people barely remember them being a part of it. Their primary role was manipulating time in favor of Sukebe's forces, and frequently acted as backup for Sexebi, who was visibly fond of them. They were also reasonably capable fighters, but any other type of Fighting element Pokégirl was capable of flattening them easily in a serious martial-arts contest, which brings to light the primary reason Tick-Tocks disappeared from the war: they thought it was far too serious.
Tick-Tocks strive to stay happy. They are jovial, friendly Pokégirls who love games and jokes, and the majority of them generally behave in a manner similar to Pre-Sukebe comedian Curly Howard, famous for his comedic antics with his friend Larry Fine and his brother, Moe, known collectively as the Three Stooges. Their clothes always have clock designs on them, and they love dancing, getting along famously with musical Pokégirls and sharing a friendly rivalry with Moogirls. (They always lose, but they like dancing anyway so they keep the rivalry up.) They also enjoy artwork and frequently color their hair wild colors. (Tatfirs generally adore Tick-Tocks, as they get to try wild color experiments with their hair.)
Ferals very rarely involve themselves in major crises, and never attempt to cause more than minor pranks and annoyances with their time tricks, as they don't like seeing anyone else unhappy as well. Thresholds and Tamed Ferals will help out in times of need, but you can expect them to make jokes about it the whole way. They would like nothing better than for everyone to get along (or "Be excellent to each other," as the Tick-Tock of one Bill S. Preston esq. said at one point), but better understand the need for fighting than their Feral sisters.
Tick-Tocks are not as powerful as some other magical Pokégirls. Their spell work centers around the manipulation of time, controlling how it flows for various people and objects. They would slow down bullets and plasma blasts during the Revenge War, allowing ample time for other Pokégirls in their units to dodge the attacks and do their work. Manipulation of time, however, requires effort, and repeated use of their time magic causes severe stress on the Tick-Tock's heart. As such, they have taught themselves basic fighting abilities so that they do not become useless mid-battle.
Thresholding into a Tick-Tock is extremely rare, but not unheard of. Girls that do go through the change are generally accepting of it, since all they gain is magical powers and a fun-loving personality.
back to the master index

TIGERMOUSE, the Frisky Mouse Pokégirl
Type: Near Human Animorph
Element: Normal
Frequency: Extremely Rare
Diet: human standard
Role: sex, sex, and more sex
Libido: Extreme
Strong Vs: Ghost, bird Pokégirls, mouse Pokégirls
Weak Vs: Fighting, dog Pokégirls, sex attacks
Attacks: Scratch, Bite, Fury Swipes, Tail Slap
Enhancements: Enhanced Senses (x3), Enhanced Speed (x3), Enhanced Strength (x2), Enhanced Agility (x2), claws on her fingers and toes
Evolves: None
Evolves From: Titmouse (Cat E-Medal)
The Tigermouse is an amazing Pokégirl to own if the Tamer is able to keep up with her. She has the high sensitivity of a Titmouse and the sexual appetite of a Tigress. This means that during any given Taming session, it’s easily possible to bring a Tigermouse off over a dozen times. They are poor pokesex fighters because of this though. They are, however, adequate in a martial battle. They stand about 5'6” with long hair on their heads and their bodies covered in shorter softer fur. Their fingers and toes end in sharp claws and their teeth are now sharp save for the front two that remain slightly bucked. Their ears remain mouse-like but now taper to a point slightly with tuffs of fur at them. Their tails becomes a little longer and the tips are covered in fur to match their hair.
back to the master index

TIGRESS, the Fighting Feline Pokégirl
Type: Animorph (Tiger)
Element: Fighting
Frequency: Uncommon
Diet: meat, milk, human style foods
Role: Combat, security, adult entertainment
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Bite, Pummel, Scratch, Slash, Super Claw, Uppercut, Growl, Pose, Puff Puff
Enhancements: Enhanced Olfactory Senses (x6), Enhanced Hearing (x5), Enhanced Agility (x3), Enhanced strength (x5), Quick Recovery time, Claws, night vision
Evolves: Panthress (mistreatment), Ebony Tigress ([Classified] Ebony Stone [Classified]), Titter (mechanism unknown), Sabretooth Tigress (Diamond Stone (eaten), Round Stone (does NOT have to be eaten), White Tigress (E-Stone Ceremony, high level, strong bond with Tamer), Romanticide (Shiny Stone)
Evolves From: Catgirl (battle stress)
One of Sukebe’s original Pokégirl breeds, the Tigress was one of the primary front-line fighter of Sukebe’s forces during the War of Revenge. A deadly warrior thanks to enhanced senses, strength and agility, not to mention the attributes given to her by her tiger genetics base, such as claws and night vision, this was a Pokégirl breed was highly adaptable to most given situations. There are many newscasts and articles produced before the new age that exist today that best show the ferocity and cruelty this breed was capable of. Ironically, this was also among the first Pokégirl species that were turned to humanity’s side. They were a very sensual breed and it was easy for soldiers to turn captured Tigresses to their side with a satisfying Taming. In the end, this was the many Pokégirl breed that made the majority of Tamer forces that attacked Sukebe’s stronghold at the battle of San Bay, and making them popular amongst Tamers even today. Their willingness to do hard work and the intense, near Growlie-level loyalty they can posses makes them an ideal Pokégirl for both Tamers and as partners to Police Officers.
Physically, the Tigress breed has strong genetic association with their namesake. The breed is built with muscled, sleek feline frame, having furred tail and cat ears and normally covered in reddish-orange fur with black stripes, covering their bodies entirely. The breed is noted for their healthy breast-size, which hovers around a large C-Cup. Although there are members of the breed noted with larger cup sizes, larger breasts can often impede their fighting skills. Most Tigresses stand at a height between 5’5” and 6’, all of which is well toned, sleek muscular forms that are capable of some impressive flexibility which can be used in combat or the bedroom. All of these physical traits are what make the Tigress so highly sought after.
Almost universally the Tigress Pokégirl species possesses a very passionate nature, both within a combat arena as well as in bed. Their battle-lust keeps them ready for battle anywhere, anytime, even against opponents that they would be considered weak against. Fighters to the core, they will throw themselves into battle, always pushing their limits to the max. Simply pointing them in the direction of their opponent is all a Tamer needs to do to get the results they want as most enemies are often intimidated by the ferocity with which Tigress fights with in combat. However, such is not advised, considering the damage that can be incurred during a Pokébattle with a wild-running Tigress. Instead, Leagues have put out educational material for educating Tamers on properly handling and training their Tigresses, made free upon request at most Pokécenters. A Tigress, even if Domestic, is a wild being and Tamers that don’t help their Pokégirl properly channel her skills can meet with some disastrous results, often very lethal to the Tamer.
Equal to if not surpassing their love of battle, Tigresses are imbued with an insatiable appetite for sex and act with a wild manner, making this Pokégirl a wild one in bed. During Taming, the Tigress breed are extremely passionate always pushing the limits of both Pokégirl and Tamer to the limits. Feline flexibility, sleek muscles and an insatiable appetite all come together for a Taming with Tigress that is a memorable event for even the most experienced of Tamers. They are very sensual, loving any attention paid on them, particularly having their fur stroked with their tail being particularly sensitive. Despite all they’re capable of in bed, Tigresses are Average Libidoed Pokégirls, however, they only require the average and are more than willing to go for the extremes. Indeed the phrase, “like a Tigress in bed” refers to all this, setting a standard that all other Pokégirls are judged by.
However, not everything concerning the Tigress is a bed of roses. The breed has taken some serious hits in its popularity over the years, especially in the past century. Due to the intense loyalty, if not fanaticism surrounding one Tigress had for her master and the events that lead to his death, saw the rise of Mao’s Rebellion in 248 AS, sealing the fate of Pokégirl Rights and leaving humanity to face factions of her Rebellion to this very day; the Limbec Pirates included as such. And then the discovery of the Panthress Pokégirl breed only a couple of decades later has caused people to look at Tigress breed in a new light, leading them to realize that while they have the potential to aid humanity, their same versatility can also be used to cause great harm; a true double-edged sword. Nevertheless, despite the shortcomings and hits to their reputation, the Tigress remains among the most highly sought after Pokégirl breeds.
Although a rare outcome for girls to change into when they hit Threshold, it is not a surprise that women with a strong feline ancestry to have a solid shot at becoming a Tigress. Especially if they were many felines of the Catgirl branch rather than the Merrowl in their family tree. The families of said girls are advised to be careful, as the onset of the girl’s new instincts cause her to become rather wild. Although it may be dangerous, it’s best to give the girl company as she goes through this trying state, lest the invading animal mindset be allowed to take over completely, causing the Threshold Tigress to take flight. Once she’s fully Thresholded, it’s then safe for the family to sell her off to a Ranch or a private party.
back to the master index

TITACOOL, the Jellyfish Pokégirl Type: Animorph/Not Very Near Human
Element: Water/Poison
Frequency: Common
Diet: carnivore (preys on Pokégirls and Tamers alike)
Role: ambushes unlucky Tamers or Pokégirls that nears riverbanks or streams, scavengers
Libido: Low to Average
Strong Vs: Fire, Rock, Ground, Fighting
Weak Vs: Electric, Grass, Psychic
Attacks: Poison Sting, Constrict, Bubble Beam, Paralyze Sting, Wrap, Tentacle Restraints
Enhancements: extra appendages (tentacles on its back), fast swimmer, enhanced digestive system, can breathe underwater, enhanced sensitivity in their tentacles
Evolves: Titacruel (normal), Titakren (Water Stone + Battle Stress)
Evolves From: None
Titacools are freshwater Pokégirls that live in rivers and streams. Like all Water-type Pokégirls they have blue/green colored skin that is transparent looking. They have tentacles on their backs, which they primarily use for catching prey. The tentacles are quite sensitive, it is able to detect slight movements in the water which alerts Titacools if their are prey nearby. They just float around underwater conserving energy until they spot or detect some prey. And they are also fast swimmers when the need arises. They use the tentacles in their back to snare any unwary Pokégirls and tamers then use their paralyze sting so their prey will not struggle, once paralyzed they drag their victims underwater to drown before consuming them. They are also known for eating dead bodies when they can't find live ones.
Because they are much weaker than their evolved form they tend to live in pairs, helping each other hunt for prey especially if it's a big prey and even Taming each other when needed. A Titacool has small breasts that are rather sensitive, but for a Titacool, she becomes much more aroused by using her tentacles during the act of Taming. Titacool are only a few inches over four feet tall on average, and do not have hair. Domestic Titacool, however, may have hair, though usually it is kept either short or extraordinarily long in comparison to other Pokégirl's hairstyles. Titacool possess only a pair of tentacles, one that attaches to their back just behind their shoulders that can extend up to six feet in length. Each tentacle is about as strong physically as their arms are.
Titacool enjoy males and females to Tame them, though prefer only one or two partners at any given time to increase their ability to process the feelings. However, their tentacles are overly sensitive during taming, and so Titacool are of little use during sex battles at all.
It is also another reason as to why Titacool are found in pairs- to defend themselves. Titacool cannot survive long out of water, only about four hours before needing to be hydrated. However, Titacool are a bit faster in and out of water compared to their evolved forms thanks to their smaller sizes and more streamlined shape.
It has been speculated that a Titacool can evolve into something other than a Titacruel by many Tamers, as Titacool that have been Tamed become rather loving Pokégirls once bonded. However, no alternate evolution has ever been documented by any Tamer, and it is nothing more than a speculation that often seems to drive various Tamers to at least try. Feral Titacool pairs enjoy setting up ambushes with other Titacool that allow for an advantage for all the Titacool involved to eat well for once. However, feral Titacool have shown enough intelligence to stay away from human territories unless they need to be Tamed, and do not go after humans unless starving or needing to be Tamed.
Tentacle Restraints (EFT): Both Tentacles are used to restrain the target, binding the hands and feet of the target in place... or other parts. The tentacles can be used for other reasons, but as so many Pokégirls are much stronger than a Titacool, it really does take another Titacool to make this attack at all effective against most Pokégirls.
back to the master index

TITACRUEL, the Scavenger Pokégirl Type: Animorph/Not Very Near Human
Element: Water/Poison
Frequency: Uncommon
Diet: carnivore (usually preys on Pokégirls and tamers alike)
Roles: scavengers, captures any unwary Pokégirls and tamers for food
Libido: Low
Strong Vs: Fire, Rock, Ground, Fighting
Weak Vs: Electric, Grass, Psychic
Attacks: Wrap, Bubble Beam, Supersonic, Acid, Paralyze Sting, Poison Sting, Tentacle Bondage Attack
Enhancements: Enhanced Strength (x6), extra appendages (tentacles on its back), fast swimmer, enhanced digestive system, can breathe underwater, enhanced sensitivity in their tentacles
Evolves: Octopussy (Water Stone)
Evolves From: Titacool (normal)
Titacruel is the evolved form of Titacool. They prefer being a loner unlike their counterparts who are always in pairs, because they are much stronger than Titacools they can live alone unless seeking mates or needs Taming. Titacruels have more numerous tentacles on their back unlike Titacools who only have few, which makes it easier for Titacruels to grab their prey. If their tentacles are cut, new ones easily grow and replace the cut ones. They prefer live prey than dead ones, but they are also known to eat dead bodies for nourishment like their brethren when there is no live prey around. Titacruel are about two feet taller than Titacool, and have small breasts that are only A-cup sized, not gaining any larger breasts since evolving from its basic form.
These Pokégirls are almost completely lesbians. Titacruel are hunt often for their meals, and are known to stalk beaches all over the world for human and Pokégirl prey alike. Titacruel are amazing in battle, using their tentacles to bind their opponent or multiple opponents with paralyzing and poisonous stingers. Titacruel, unlike their earlier evolution, are capable of surviving both in fresh and salt water. When looking for a Taming, they prefer to take on multiple Pokégirls at once, rather than try for a one-on-one Taming with a single Tamer or Pokégirl. Titacruel that were caught as a Titacool, or Threshold directly may still enjoy only one partner, but she may be left with a dull feeling of being unfulfilled. Titacruel are slower than their earlier evolution, due to the now compromised streamline that they once possessed with the numerous tentacles that emerge from their back and waist. However, even with the loss of mobility on land and in water, they are capable of launching themselves quickly underwater, thanks to their ability to use their many tentacles to provide propulsion. A Titacruel appreciates strength, to the point where she enjoys a wrestling match before a Taming to get her blood 'boiling'.
However, even her strength gives out when not in water for extended periods of time. A Titacruel can survive outside of a Pokéball or water for up to six hours before needing to become submerged again. They also dry up quickly in hot or extremely cold weather, and become exceedingly lethargic as they become more and more dehydrated. Titacruel rarely are caught for a Harem due to their nature of preferring Pokégirls over humans, as well as because of their fully evolved form being unable to move on land and being fully lesbian in orientation. Some Tamers have decided to attempt to tame them in hopes of possibly finding a different evolution than Octopussy by making their Titacruel to become more interested in the Tamer than in multiple partners (much the same way some Tamers attempt to do the same with Dildoran Pokégirls). Any and all attempts have been unsuccessful, so far.
back to the master index

TITAKREN, the Kraken Pokégirl Type: Near Human/Animorph
Element: Water
Frequency: Rare
Diet: Carnivore (prefers fish)
Role: Small naval vessel hunter
Libido: Average
Strong Vs: Fire, Ground, Steel
Weak Vs: Electric, Plant
Attacks: Constrict, Lust Sting, Paralyze Sting, Water Spear, Whirlpool, Quick Attack, Recover, Tentacle Frenzy, Tentacle Dance
Enhancements: Enhanced Lung Capacity, Enhanced Speed (x6 in water, x3 on land), Enhanced Strength (x3), Enhanced sense of Touch (x3), extra appendages
Evolves: None
Evolves From: Titacool (Water Stone + Battle Stress)
This rare evolution of a Titacool was first discovered around 90 AS, after an experimental fishing expedition. When pulling up their nets, the fishermen found a single specimen of this species that had been caught in it while eating her fill of the net's fish that had been captured. At first, they thought it was just another one of the Titacool that had been washed out to sea, but soon realized, as she attacked with half a dozen flailing tentacles, that this was a different species altogether. The Pokégirl didn't have enough tentacles to be considered a Titacruel, and certainly not as many as an Octopussy (and the fact that she had legs and feet killed the possibility of her being an Octopussy). And when four of her tentacles extended to a reported length of fifteen feet in an effort to bat away her captors, it was only when one of the spare Pokéballs was thrown by the captain that saved his crew and, likely in turn, his ship as a result. Since then, these unusual Pokégirls have been called Titakren, in tribute to the ancient days when some sort of animal called a Kraken supposedly ruled the seas.
Feral Titakren have been found all over the world, though in rather low numbers and always in a group. They are territorial, often attacking any fishing boats that stray into their area by using Whirlpool or attempting to capsize them using their numerous powerful tentacles. According to the researchers who manage to survive such attacks, inquiries into the location of the Titakren colonies underwater have shown surprising numbers of Water Stones in the vicinity of their territory, leading to speculation as to how the Pokégirl came about from a Titacool. Under controlled tests, however, no researcher, nor tamer, breeder, or field researcher has been known to replicate the evolutionary process that the ferals manage, leading some to believe that this is a naturally feral-only occurence. Some Tamers, however, claim that their Titacool evolved into a Titakren, although none of these claims were ever supported by evidence from a Pokédex. Researchers in the Ocean, Edo, and Silver River Leagues have ongoing research on the matter.
Unlike their previous form, the Titakren have half a dozen tentacles that sprout from along her back, three underneath each shoulderblade vertically down her back. Each one can extend up to fifteen feet, on average, though some have reached twenty feet with plenty of training. Each one is fully prehensile and ends in a slight tip, though not pointed nor with stingers like a Titacool might have. No Titakren have been found to have breasts larger than a small C-cup, and most commonly they have been found to possess a firm B-cup, allowing the Pokégirl to swim easily underwater with such a streamlined body. Only Titakren that have evolved from a domestic Titacool have any hair, and these often are green, blue, or white in color. Titakren have varying shades of skin color, most often a pale blue but some have been found with pale orange skin as well. These Pokégirls also grow about six-to-nine inches in height on average, but few ever manage to meet the six foot mark.
In battle, Titakren attempt to overwhelm their targets using their half dozen tentacles, while also attacking with her various other attacks to strike from many different angles. Their tentacles are very tough and are capable of crushing almost anything within their grasp, and can also inflict two different kind of stinging attacks. Paralysis Sting is an attack that she retains from her previous form, but when the Titakren became a pure Water-type, their Poison Sting was changed into Lust Sting. Tamers who keep a Titakren often find their Pokégirl battles becoming a sex match as a result, and it is rather rare that they lose once the battle swings in their favor. Using their Tentacle Frenzy technique, between 2 and all 6 tentacles lash out at her target, just like other Pokégirls that use Tail Whip might. In sex battles, Tentacle Dance is used instead, with all six tentacles utilized to stroke, tease, squeeze, probe, and just about any other thing that one might imagine a tentacle being used to do. Female Tamers tend to enjoy this, while most male Tamers are not so interested, despite the fact that Titakren would never actually take advantage of them... unlike the Dildoqueen, which Titakren are not especially fond of.
In a harem, the Titakren are not especially useful as an Alpha or a Beta, instead being far too territorial for either assignment. Some few have been found as Betas, as they are very protective of her tamer and the harem she is a part of, and so gets along well with, surprisingly, Growlies. They also get along well with Domina-type Pokégirls, able to go tentacle to whip with them rather well (and they can even outdo Dominas, most of the time). Titakren dislike being teamed with Octopussy Pokégirls, since the lesbians are overbearing and tend to dominate them completely- this evolution of the Titacool are bisexual, and only a few are actually lesbian.
Tentacle Frenzy (ATK 50): All the Pokégirl’s tentacles are used to attack with whip-like motions.
Tentacle Dance (S.ATK 30 + EFT): All of the Pokégirl’s tentacles are used to entice, excite, and to enhance the pleasure of her target. Has a 20% chance of causing her opponent to orgasm, utilizing all of the Pokégirl’s tentacles.
back to the master index

TITANIA, the Legendary Giant Stone Pokégirl
Type: Not Very Near Human
Element: Rock/Ground
Frequency: Unique
Diet: Rocks, Minerals
Role: Legendary Pokégirl
Libido: Unknown (presumed low)
Strong Vs: Fire, Bug, Flying, Ice, Poison, Rock, Electric
Weak Vs: Fighting, Ice, Plant, Water, Flying
Attacks: Grow, Shrink, Rock Throw, Quake, Harden, Megawave, Shockspike, Rage Shock, No Sell, Chump Change, Stomp, Fissure, EarthQuake, Resonate, Tectonic Slam, Diamond Fist
Enhancements: Can grow to huge size (30 feet tall), heals when she eats earth or minerals
Evolves: N/A
Evolves From: N/A
In her smaller form, she stood 8'9", had long dark hair, light grey skin, violet eyes and looked very much like a Marble Pokégirl. In her larger form, she appeared much the same, but her body appeared more 'blockish', as if she were using boulders as makeshift armor.
Believed to be the first rock or ground Pokégirl, and the progenitor of many of the current Rock and Ground-type Pokégirls, Titania was not a overly violent Pokégirl. Though she did cause massive amounts of damage, very few deaths were attributed to her attacks. Titania's behavior became less violent following Sukebe's death, and she often wandered with Marble Pokégirls, exploring the land, and only fighting when attacked.
Following her battle with her 'sister' Legendary, Hy-Bra, which left a scar that remained on her body until the day she died, Titania changed. Many believe that it was misplaced frustration towards her 'sister' or perhaps a side effect of the Omega Drain, but Titania became increasingly more violent following that battle.
Unfortunately, she timed her last rampage poorly, destroying a port town near where Scylla had died, only hours after her water sister had been destroyed by the Langoud's cannon.
The shot struck the enlarged Pokégirl, tearing her apart and disintegrating most of her, and sending large chunks flying miles away, one of which landed in the town of Twin Peaks.
back to the master index

TITAPOD, the Knock Around Pokégirl
Type: Animorph (insect)
Element: Bug
Frequency: Common
Diet: vegetarian, though they enjoy sugar treats
Role: punching bag
Libido: Typically Low, can be raised by feeding her sugar
Strong Vs: Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Fire, Flying, Rock, bird Pokégirls
Attacks: Tackle, String Shot, Dodge, Cry, Harden
Enhancements: Enhanced exo and endo skeleton, very efficient digestive system, small size (3'2"-3'4" tall), and low metabolism
Evolves: Buttitsfree (normal)
Evolves From: Cutipie (normal)
Titapods are the normal evolution for Cutipies, requiring very little effort to attain. It usually only requires a handful of battles. Titapods gain a few inches in height and lose the delicate antennae on her head. Her exoskeleton is much more noticeable and expands to cover her entire body when using Harden.
A Titapod's exoskeleton is much stronger then her unevolved form, and she is able to take an incredible amount of punishment for such a small Pokégirl. She only gains one new attack, Harden, but she makes very good use of it. By using String Shot to slow an opponent down, a Titapod can rapidly use Harden multiple times until her exoskeleton becomes near invincible to physical blows. During the war, groups of Titapods were known to sneak up on enemies and immobilize them with string shots, their exoskeletons easily handling most infantry weapons. They would then leave as larger Pokégirls would move in to finish the job. With her small size making it that much harder for an opponent to hit her, a fully hardened Titapod can easily wear down many Pokégirl types simply by waiting for them to exhaust themselves trying to hurt her.
Fighting-types both love and hate Titapods. They hate trying to fight one, since all their attacks tend to do (when they actually manage to hit her) is send the little Pokégirl flying, which is usually ended by using String Shot to attach herself to any available object, sometimes the attacking Pokégirl. This has lead to cases where a Titapod has managed to knock a Pokégirl out using the energy of their own attack, as she bounces back like a yo-yo. When in the same Harem however, Titapods tend to get along well with Fighting-types. The Pokégirl is often used as a training device for the fighting girls. Titapods will often string themselves up from a tree and hang there, letting themselves be used as a punching bag. Titapods are very easy to take care of, requiring little food or attention. They tend to be lethargic and only move when they need to. Their mood, and libido, can be raised however with doses of sugar, which they greatly enjoy.
Taming a Titapod, just like with a Cutipie, is a bit tricky, since their small size means non but the least endowed tamers would be able to fit. It tends to be a job best done with special toys or the Tamer's fingers instead. Titapods tend to approach Taming like they do everything else; with as little effort on their part as they can get away with.
Feral Titapods are a challenge to find, as they tend to only move around at night, spending the day in hiding. However if found during the daylight hours, they tend to be one of the easiest Pokégirls to capture. Due to their ability to withstand damage, they have little fear of anything and rarely even try to run away. It is rarely required to weaken a Titapod before capturing her, since her standard response to any perceived threat, such as a Pokéball, is to just wait it out.
Threshold girls occasionally turn straight to Titapods. Unless she was already laid back before hand, most people tend to find the girl's new personality depressing by comparison.
back to the master index

TITMANIAN DEVIL, the Wild Pokégirl
Type: Animorph
Element: Fighting
Frequency: Rare (In Orange League), Unknown in other leagues (Extinct)
Diet: carnivorous (They'll eat anything that was at one time alive)
Role: shock troops
Libido: High
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel, Dark
Weak Vs: Flying, Psychic
Special Weakness: Once they are engaged in battle they will not listen to commands
Attacks: Berserk, Whirlwind, Dig, Furry Swipes, Scratch, Slash, Bite, Eat, Screech
Enhancements: Enhanced Strength (x2/x8), Enhanced Agility (x4/x16), Enhanced Toughness (x2/x8), When berserker those abilities increase 4 fold
Evolves: None
Evolves From: None
Titmanian Devil's are some of the craziest Pokégirls around. With a slight muzzle and a thin layer of black fur over their entire bodies they can never be mistaken for humans. They tend to range from 4'10" to 5'6" and are thickly built. All Devil's have a patch of white fur resembling a collar on their necks and when they get angry, their ears turn red. They also have a thick tail that reaches to their feet, but is generally not as graceful as a feline's. They also tend to have cantaloupe size breasts covered in a lighter gray fur that reaches down to their belly. Few Devils develop any level of self control and will quickly berserk if made angry. Generally speaking, no matter how intelligent they are originally, when berserker they tend to grunt and spit while whirlwinding in every direction. They also tend to eat everything they can get their hands, though only one case reports a Devil actually eating a portion of their opponent (who happened to be a Bunnygirl, and there was no permanent damage). Only a very powerful attack can even slow them down as they can burrow right through solid rock as if it were paper mache. Any Pokégirl who comes within arm's reach is pretty much a write off unless they are very powerful fighters. Their biggest weakness is that if can manage to think of a trap to stop them, they will fall for it every time. The psychological effect against all but a highly disciplined or powerful Pokégirl is the biggest effect. Many opponents will simply run outside the ring and hide behind their masters. While they don't fall victim to the same mindless violence during their Tamings as they are usually very happy, Devil's are, as expected, wild in bed. It's impossible to drug them, but for some odd reason, they are extremely susceptible to milk and will become almost normal relative to other Pokégirls. Most Devil's remain in the wild in a feral state unfortunately as they are difficult to catch. They are only found in the southern reaches of the Orange Islands. No threshold case has been recorded
back to the master index

TITMOUSE, the Clean Pokégirl
Type: Animorphic - Mouse
Element: Normal
Frequency: Common
Diet: herbivore, mainly nuts and fruit
Role: frequently domesticated Pokégirl
Strong Vs: Ghost
Weak Vs: Fighting
Libido: Average
Attacks: Scratch, Kick, Tackle
Enhancements: Enhanced Hearing (x3), Efficient Digestive System, nightvision.
Evolves: Mousewife (normal), Pool Mouse (Water Stone), Vesta (Fire Stone), Tigermouse (Cat E-Medal), Woodmouse (Leaf Stone+Diamond Stone)
Evolves From: None
"What was the first Pokégirl you remember meeting?"
That phrase is quite often followed by the answer of this breed- the Titmouse. Extraordinarily common both domesticated and in the wild, this particular breed enjoys popularity within almost every league in the world, even the ones that lean towards anti-Pokégirl rights. The reasoning for this is simple by anyone's standards, as the Titmouse is comparatively speaking one of the weakest Pokégirls known to have survived the Revenge War. Used mostly for cooking meals and cleaning up after the more powerful Pokégirls during the Revenge War, large numbers of Titmice were the order of the day while the others were out fighting the human forces. When Sukebe's forces lost, however, and the humans closed in, Titmice were also among the first to break from their creator's side and disperse into the wilds before the humans could draw the noose around his neck. After the war, the Titmouse breed was among the most commonly seen... killed or otherwise, by other Pokégirls going feral, or perhaps attempting to raid human foodstores and farmlands in the aftermath. They were also one of the first breeds tamed and bred in captivity, and that along with their feral tendencies to have parthenogenetic litters of four or more offspring at once, their numbers went through the roof within three generations. Despite feral predation, which couldn't keep up with the numerous litters of Titmice that expanded their numbers, they thrived.
As described by the name given the breed, the Titmouse is a mouse-type Pokégirl breed reminiscent of the little mammal that also survived the Revenge War. Most often covered with short but thick fur, many looks quite a bit like a human except for the fur, the somewhat larger ears, and the long thin tail that emerges from just above the Pokégirl’s posterior. Both of her ears, and her tail, are quite sensitive, though their ears are even more sensitive to sounds. In fact, it is because of this sensitivity to sound and touch that makes the Titmouse quite timid and jumpy all at the same time. The breed is known for being somewhat paranoid, though each individual certainly has their own level of paranoia, which makes them unable to truly keep her attention on any one thing for too long. However, practice does come easily to them as long as they do not have to learn everything in a single sitting. This makes the breed decent cooks, at least as far as more simplistic dishes, and it has been noted that the breed excels mostly with vegetarian dishes more than anything else.
Though the breed is quite numerous throughout the world, and enjoys its fair share of popularity as a result, the Titmouse is never a serious choice for any tamer, unless they need a Pokégirl that is simple to evolve. Instead, their popularity is as pets and workers for tradesmen all over the world. The Titmouse is a poor choice for any battle- in possession of perhaps the weakest pain and pleasure thresholds of any Pokégirl breed, they are rarely found as a part of any Tamer's harem as a part of a battle harem. The few that are used by tamers are often evolved into one of her more wanted forms or are used as a non-combatant, depending on the league they are found in. In a harem setting, Titmice get along well with many Pokégirls... but are simply terrified of just as many. Dominas, felines, snake-type Pokégirls, and avian Pokégirls are among the large number of Pokégirl breeds that the Titmouse breed is known to have trouble dealing with at any given time. They do, however, tend to enjoy many kinds of music and make for excellent assistants to musically inclined breeds such as the Moogal, Diva, and Bardess. The Psidyke breed is one that no Titmouse ever wants to be near- something about their eating habits is all that a Titmouse will tell any researcher that asks why.
The Titmouse is possibly the most common threshold breed, along with being one of the most numerous breeds in the world. A typical threshold case takes about a week to finish and is in quite a lot of pain as a result of her newly sensitized skin, the addition of a tail and the increased size of her ears. Some may even grow short muzzles, like the rodents have. They are, however, amongst the most accepted threshold cases, and many families make gifts of their thresholded daughters to neighbors and friends (since getting a Ranch to take them may actually cost them money, compared to less numerous and more useful breeds).
back to the master index

TITODILE, the Crocodile Cutie Pokégirl Type: Near Human Animorph - alligator
Element: Water
Frequency: Common (Johto League), Rare (Other Leagues)
Diet: omnivore, with carnivore tendencies
Role: Most common in watershed maintenance and firefighter departments. Sometimes used as fishermen assistants
Libido: Average
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Bite, Tackle, Quick Attack, Bubblebeam, Water Gun, Growl
Enhancements: Strong jaw and sharp teeth, hard scaled skin, Atlantis Man swimming technique
Evolves: Cuntnaw (normal), Feraligarter (evolved Cuntnaw; normal)
Evolves From: None
During the War of Revenge, Titodiles were a fearsome force to be reckoned with. These bipedal crocadilian-like Pokégirls were quite troublesome for soldiers to have to face. Despite what the soft-scaled bodies may suggest, they are quite limber in or out of water, allowing them to move with quickness that one might not think they possessed. Often, they would stick by rivers, denying human forces to move goods or soldiers along the bodies of water. Those that tried found out that the being hunted by a Titodile didn’t end at the river banks. They were quite the holy terrors, being far more aggressive than the Squirtitty breed which they were often paired with.
Still, despite the problems that the Titodile breed offered humanity initially, this was one of the first Pokégirl breeds humanity turned to their side. One of the most common breeds in the then Mid-Western portion of the United States, Titodiles were captured, Tamed, and used to protect their new human masters from other Pokégirl threats. Today, the breed enjoys a level of popularity in the Johto League, where the numbers are abundant more than anywhere else. As such, the Titodile is often the most commonly available Water-type Starter Pokégirl for the Johto League and is even considered part of its ‘golden trio’, along with the Chikotit and Hottits.
An interesting aspect of this Pokégirl breed is that the domestication process has had a strong influence on the outward appearance of the Titodiles, allowing people to understand at a glance if they’re Domestic and Threshold breeds or if they’d originally been Feral. Feralborn Titodiles are easy to identify because of their sharp teeth held within a snout-like mouth, a 2’ long reptilian tail with small ridges along the spine, and somewhat bumpy yet smooth blue-scaled skin. Their average height is usually only 4’ to 4’6”, and their breasts normally don’t grow any larger than a B-cup. Their eyes are also a dead giveaway, being yellow with vertical slit pupils.
Domesticate Titodiles are easier to identify thanks to many specific traits. They are generally close to the human average height of 5’7” with a 3’ length of tail trailing behind them that lacks ridging. While they generally can be in the B-Cup range, there are a number that have breasts that are a full C-cup. While their Feral cousins have pupils that are shaped as a vertical slit much like the animals they were based off of, a Domestic’s eyes tend to be more human-like, the colors often green, yellow, or even silver. Their scales are smoother as well, giving the appearance of soft flesh while still maintaining the thickness of the traditional Titodile skin.
However, when a Titodile lacks Taming, the line between the two is blurred, as even Domesticate Titodiles will physically shift to an appearance of a Feralborn. Domestics try very hard to keep from going feral, as the transformation into an appearance closer to the Feralborn cousins is a one-way street. They will retain their eye color, height and breast size, but their scales will remained ridged and bumpy, and their teeth sharp. While this may make them more fearsome in appearance, Domestics feel they’ve lost a bit of their human-nature once this transformation has occurred.
When it comes to PokéBattle, Titodiles are best at close combat, using their powerful jaws to bite their opponent, and putting the pressure on with Water Gun should the target Pokégirl try to run. Titodiles are also versatile for where they can battle as they are one of the Water-type Pokégirl breeds that can move as well on land as they do in water, making them a popular amongst Tamers who prefer Water-types. They are however, especially useful in water thanks to their enhancement of the Atlantis Man swimming technique; water resistance is minimized and movement amplified, requiring minimal effort on the Titodile’s part to speed through water. This enhancement is retained in their later evolutions, which explains how the Cuntnaw and Feraligarter can move so fast despite their increased height and cup-size.
Taming a Titodile is an interesting challenge to undertake. It’s not that they’re rambunctious Pokégirls that don’t enjoy Taming, it’s just difficult TO Tame them. Their tail can often get in the way of a Tamer that wants to do his Titodile from behind. The missionary is the suggested position for maximum Taming pleasure and compatibility. A Titodile is capable of laying flat out on her back, tail straightening out flat as it follows the spinal column. Finally, a word of warning: while her tongue is very skilled, DON’T allow a Titodile to give you head unless you have a high-level Pokégirl with healing capabilities.
While around the world, Titodile is a rather uncommon outcome in Threshold for girls who have a strong Water-type ancestry, the numbers for Threshold cases in the Johto League is simply staggering. In Johto, it just may be THE most common Threshold for girls of Water-type families. Not surprisingly, it’s partially because of the sheer number of Threshold cases that the Titodile is the one of the three most common Starter Pokégirls in the Johto League.
back to the master index

TITTER, the Spring Loaded Pokégirl
Type: Animorph (tiger) to Near or Very Near Human
Element: Fighting
Frequency: Very Rare
Diet: meat, milk, human style foods
Role: mischief maker, daycare worker, courier
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Bite, Scratch, Slash, Pummel, Tackle, Super Tackle
Enhancements: Enhanced Olfactory Sense (x5), Enhanced Hearing (x5), Enhanced Agility (x8), Enhanced Strength (x5), Quick Recovery, Ultra bouncy tail and behind allows for long distancing hopping, and so far no damage from falling, Functional claws, night vision
Evolves: None
Evolves From: Tigress (mechanism unknown)
Titters are a very rare evolution of the Tigeress. The first recorded evolution to Titter was a daycare worker who evolved after falling off a building while caring for some children. She bounced off the ground and right back up to the roof with a dramatically changed demeanor.
A Titter looks much like a Tigeress, but had bright orange stripes along with the regular black ones. Breast size hovers around a C-Cup. A Titter's tail becomes much thicker and is filled with muscle and cartilage that acts as a super spring. Her behind and legs also become stronger, allowing her to bounce to amazing heights and lengths.
Titters enjoy being Tamed as much as regular Tigeresses and love cuddling and petting beforehand. They usually are on top since their tail gets in the way otherwise. A smart tamer keeps a good hold on them, lest they bounce away in the heat of passion.
Titters are very playful and don't like fighting or hard work, much different from Tigeresses. They are more then willing to just bounce away from fights unless there is no other choice or are defending their Tamer/friends. When forced to battle, Titters prefer to tackle their foes and sit on them while pummeling and slashing furiously. They also can use their bouncing ability to ram targets, and, if able, to grab hold and drop them from super-high bounces. Titters love children and make good nannies, playing, singing and reading to their charges.
back to the master index

TITTO, the Copycat Pokégirl
Type: Near-Human Metamorph
Element: Magic
Frequency: Very Rare
Diet: liquid. Due to digestive problems, Tittos have trouble eating solid food
Role: a very adaptable Pokégirl, unfortunately not many are known to exist.
Libido: Average (with seasonal peaks)
Strong Vs: None
Weak Vs: Rock, Psychic
Attacks: Transform
Enhancements: shapeshifting
Disablities: Low Strength
Evolves: Glass (normal), Brass (Fire Stone), Marble (Diamond Stone), Paperdoll (Leaf Stone)
Evolves From: Statue (Water Stone), Marble (de-evolved with Water Stone), Psivamp (mechanism unknown), Firemaiden (special evolution stone), Airmaiden (Sky Crystal)
Titto is a rare Pokégirl with a single powerful ability. She can transform into a number of other forms, duplicating the abilities of other Pokégirls. However, in exchange for this capacity, the Titto is only as strong as humans are when in her normal form, and only half as strong as the Pokégirl she changes into when using Transform. One thing she cannot do is transform into vapor, gas, water, or anything that is insubstantial (like a ghost Pokégirl). Other than for these limitations, Titto are the perfect pre-Sukebe chameleons, right down to scent.
It is more common for the Titto to partially transform, changing her legs to a Mermaid's tail for swimming, or manifesting an Angel's wings for flight, or changing a hand into a Warcat's claw. Titto full body transformations can only manage a range of 75% to 125% of her usual mass. The smaller the mass changed, the greater the control the Titto has over the end result. Because of her ability to shapeshift, Titto Pokégirls are quite likely the Pokégirl that is most responsible for the largest number of human casualties during the Revenge War (some researchers debate this, however).
Titto are also vulnerable to sonic attacks. The most peculiar problem of Tittos is that when in their season, their drive to mate with a male that they have a psychic bond with is irresistible and frantic. If there is no such male, the Titto must be forcibly restrained or she will bond with any suitable male, which is a difficult proposition considering her shapeshifting capabilities. Titto are never found near any routes or roads that are lined by anti-Pokégirl sonic barriers, and some complain of being affected by them even when they're inside a Pokéball.
back to the master index

TITUNDRA, the Arctic Ecosystem Pokégirl
Type: Inhumanoid/Metamorph - Turtle
Element: Ice/Plant
Frequency: Rare (Capital, Ruby, Scarlet Leagues), Extremely Rare - Unknown (Other Leagues)
Diet: photosynthesis, water
Role: soil regeneration, mobile garden, habitat for Feral pokégirls
Libido: Low
Strong Vs: Dragon, Electric, Ground, Plant, Water
Weak Vs: Fighting, Fire, Poison, Steel
Attacks: Ice Beam, Icicles, Snow Storm, Razor Leaf, Seed Bomb, Solar Beam, Crunch, Cold Snap, Ice Armor, Mist, Wave of Ice, Catnip Kiss, Absorb, Regenerate, Synthesis
Enhancements: Ice Affinity, Enhanced Strength (x6 [Combat]), Enhanced Toughness (x12[Combat]), Strong Jaws, Solar Rejuvenation, Cold Resistance, Water Absorption
Evolves: None
Evolves From: Grotitle (Normal)
Unknown of during the War of Revenge, it would turn out that there was a stage of being that a Grotitle could evolve into, an evolution only discovered after humanity started Taming the pre-evolved breeds. In a remarkable twist, the evolution of this turtle-pokégirl retains her elements but in effect flip-flops them when she turns into a Titundra: the third tier form of the Turtwat evolutionary line. Becoming primarily an Ice-type in nature with Plant-type aspects, the Titundra is a peculiarity in that despite this change, she is still not only very capable of her previous role in soil regeneration but also becoming a mobile garden herself, plant-life thriving on her despite a body chemistry that seems it should be killing it off. Indeed, she is a pokégirl that had turned head and found herself very useful to humanity’s continued survival in colder climates. Understandably, unlike their previous forms, a Titundras actually gains strength against Dragon-type pokégirls as they finally gain an array of offensive Ice-elemental techniques.
When it comes to her appearance, a Titundra is an awe-inspiring sight to behold in that she goes from a very animalistic approach... to something Near Human. She gains metamorphic capabilities which can lead her to a surprisingly attractive physical appearance. A Titundra comes to resemble a tall, (6’) athletic, pale-skinned human woman with patches of greenish-scaled skin along her elbows, knees and between her shoulders, pert B-Cup breasts and thighs. Their hair is similar in consistency and color to that of her previous forms, an icy blue dappled with ice crystals... which upon tactile contact, one finds IS a cold, ice-like substance. While peaceful by nature, a Titundra’s eyes are intimidating: encircled by a black ring and bearing small red pupils that give their gaze a deepened, almost dastardly look. Still one can take relief in the fact that such is not in their nature.
However, when she takes her combat form, it’s a whole other story. A Titundra in full out battle-capable preparedness possesses a giant, flat-looking shell that, in a way, resembles that of the ancient and extinct dinosaur, ankylosaurus. Growing to a massive height of 7’4” with D-Cup breasts and weighing in at a massive half ton, the Ice/Plant-type pokégirl is an awe-inspiring sight to behold. The rim of the shell is made of a very dense ice with a diamond-shaped extension of the rim that settled around the neck and capping the back of her head like a collar and crown. The Titundra’s body is also bulkier in this form and seems to be too big for the shells. While the bulked up frame no longer allows a Titundra to withdraw into this form’s shells as easily as she could as Turtwat, it still gives her a sufficient amount of protection from foes. A Titundra’s beaked mouth is jagged and at the end of their snout is shaped into a firm beak, cementing the appearance and affirming the genetic ancestry as being that of a snapping turtle. Their thick, tree trunk-like legs and arms are massive and powerfully muscled in order to hold up their enormous, heavy bodies. A Titundra in this form bares three toes on each foot and three claws on each hand that appear as if they were made of thick shards of ice.
However, the shell of her battle mode itself is the most amazing aspect of the pokégirl. On the back grows an enormous, blue-leaved tree from the soil that makes up the shell, along with three large shards of ice; similar to those that make up a Titundra’s claws and toes. The tree is noted for being able to grow numerous kinds of berries at once, (particularly Hot Tomatoes) making the breed popular for culturing such fruits for potion ingredients. Truly, the shell is a sight that gives one the impression that they are looking at a landscape from a distance. Understandably, it’s the shell that is the basis for the breed’s classification as the, “Arctic Ecosystem Pokégirl” a befitting title not only for their shell’s appearance but also for the size of Titundra’s body when she is in her battle form. This pokégirl breed, with her perfectly blended mix of both the Ice and Plant elements make her a species of pokégirl that lives in perfect symbiosis with her preferred frozen environment, bringing and sustaining life where it shouldn’t be possible. Forgive this researcher for saying such but if Sukebe hadn’t known about this evolution, if it were intentional... then he was indeed a genius. Insane but a genius nonetheless...
Being a rather peaceful species of pokégirl, PokéBattle is not something that a Titundra excels at. It’s not that they don’t have the potential, far from it. Titundra, Domestic or Feral, are one of the most easy-going species of pokégirls on the planet. They are more apt to attack only as a form of self-defense than anything else and even then, they would prefer to let the opponent tire themselves out as they attack the turtle pokégirl’s thick hide with minimal results. This lax attitude towards life and battling has seen to it that the breed is primarily used by Tradesman, (farmers in particular) rather than in a traveling Tamer’s harem. However there are still Tamers that use and battle them effectively. Often, the Titundra that are battle-ready are the ones that were in a Tamer’s harem since they were Turtwats and with their past experiences, are likely trained combatants that know what is expected of them by their owners. Slow physical speed but with strong jaws, great strength and a variety of special attacks that can reach a distance faster than they can on their feet, (Ice Beam and Solarbeam being a prime examples) the Titundra is a sight to behold in battle. They can hold their own against most pokégirls in battle thanks to their large size and elemental might with the exception of Fire-types, who can give them quite a hard time as the heat has tremendous effects on both the Titundra’s Ice and Plant natures.
Thanks to their easy-going nature, Titundra is a breed of pokégirl that takes very well to a Harem setting. They are very peaceful, (almost to the point of ignorance) pokégirls and get along with various kinds of pokégirls, especially ones that need something from them or can give them something in return. Blastits and Feraligarter are a grand compliment to a Titundra but the Ice/Plant-type finds itself very popular with Cat-type pokégirls. Titundra can use the technique Catnip Kiss almost indefinitely and the leaves on the tree growing on her back seem to have the same oil-compound coating found on the leaves of a nepeta cataria plant. It’s the main reason why of all the Feral pokégirls that exist, there is often a bond between Feral Titundras and various Feral Cat-types, (primarily Kool Kats). Titundra’s give a source of pleasure if not food and Cat-types can aid their home in warding off other Feral pokégirls in return. Oddly enough, Elf Queens turn their backs of Titundras, which is peculiar, considering the good that pokégirl can do for nature. When asked, most Elf Queens talk about how their nature has changed, making them incompatible with their needs. Oddly enough, the Ice Maiden breed picks up a fondness for this pokégirl where the Elf-line leaves off. Ice Princesses and Ice Empresses often love to use Titundras as a living throne; the Hot Tomato Berries that they can grow only serving to entice the pure Ice-types to live in peace with the turtle pokégirls.
During the course of Taming, a Tamer is very thankful for a Titundra’s Near Human form. Oddly enough, unlike many pokégirls, the Titundra prefers to remain still during Taming; the preferred style of doing it has the Ice/Plant-type on all fours, bracing herself so her Tamer can slam deeper inside her from behind. While sex is rather mechanical with the pokégirl because of this, Titundra do appreciate any Taming they get and it keeps them very loving and loyal to their owner. As with a Titundra’s previous forms, this is their main method for regenerating soil, hence they will prefer to be Tamed outside. Her hands and knees will dig into the earth beneath her, keeping her still as she’s pounded into by her Tamer. When finished, the Titundra will pull her limbs free from the environment and not only is the surrounding area revitalized but there will be flowers growing where her hands and feet had dug into the earth. Often, this “four-flower” pattern is how Tamers and Breeders go hunting for Feral Titundras that are on the march as one does not normally find patches of green and flowers amidst a blanketed plain of ice and snow.
When it comes to Feral Titundras, it’s amazing that one can find them in such a state, especially since it was a breed of pokégirl that was only discovered once their previous forms had been Domesticated, there is something one needs to understand. This is possible due to the ever-present threat of Parthenogenesis. Pokégirls are often released by the Tamer on purpose or their Tamer ends up killed and the girl going Feral inside her PokéBall until she breaks free. It’s more than likely such has happened to a couple or more of Titundra, leading them to be the founding mothers, as it were, of the various Titundra that are found in the wild. At least it can be said that as stated before, Feral Titundra are rather harmless pokégirls, despite them constantly being in battle form and it takes a lot to aggravate them into taking an offensive position. Feral Titundras prefer to be with other pokégirls of their own kind, relaxing for hours, days or even weeks on end as they go into a semi-hibernation state, basking in sunlight and storing energy before going on the move again. When immobile, one looks as if she were part of the ground upon which she rest, not as though she were a sleeping pokégirl. Because of this appearance, there are occasions when smaller Feral pokégirls will gather and build nests around or right on the shell of a stationary Titundra. When a Feral Titundra does move, she will often move with a herd in search of water, often dragging any nesting or territorial Feral pokégirls with her. It’s suggested that if one wishes to break a Feral Titundra off from their herd that they should use a Water-type pokégirl as a lure.
Finally, Threshold directly into a Titundra is completely unheard of. Considering what is involved with a Titundra’s biology and what it took to make such a pokégirl, it is considered impossible for a human woman to Threshold into one. Such thought process comes from study into Threshold girls of this like. Statistically, it is more likely that a girl that Thresholds into a Turtwat to have a chance of eventually evolving into a Titundra from Grotitle faster than a girl who Thresholds directly into a Grotitle. It’s hypothesized that this is because there is a greater expansion of time and personal biology that is in contact with earth or the winter seasons for than ones that spend time going through the entire evolutionary line rather than skipping the first step.
back to the master index

TOCA, the Stoned-Out Pokégirl
Type: Very Near Human
Element: Plant/Normal
Frequency: Very Rare
Diet: anything that fits into her mouth
Role: none
Strong Vs: Rock, Water
Weak Vs: Bug, Flying, Ice, Poison
Libido: Low (High when not stoned, which is rarely)
Attacks: Tackle, Takedown, Wrestle, Punch, Kick, Command Plants, Pot Cloud, Munchies, Vertigo
Enhancements: ability to eat anything and still be hungry, loyal, pleasant demeanor even when not stoned, strong sense of 'most righteous justice'
Evolves: Pot-Cunt (normal)
Evolves From: Any Plant element Pokégirl after inhaling smoke from burning hemp
This strange Pokégirl was accidentally discovered when a Tamer and his harem, fleeing from a Trauma Team attack that had set a building ablaze, were crossing through a farmland. The fire spread to a nearby field of hemp, creating a great deal of smoke. The Tamer and his girls were dazed by the smoke, but the Plant-type Pokégirl he had with him evolved, becoming a Toca. After taking her to a researcher and doctor to try and figure out what happened, he continued on with her as before, being fond of her despite her change.
Upon evolution into a Toca, a Pokégirl loses any plantlike or animalistic features they may once have had, becoming almost human in appearance. The one distinctive feature of this breed is that their eyes are constantly bloodshot. They also have a preference for wearing baggy clothes. Research, mainly on curious volunteers, has concluded that only Plant element Pokégirls that do not have a sub-type (such as Poison or Magic) can become Tocas.
Tocas, while relatively easy to maintain, are not very popular Pokégirls. They have a tendency to use their Command Plants ability to grow more hemp to smoke, and the smoke they emit, while unable to evolve Plant-types (only hemp grown in a field can do that, for some reason), tends to stone out other Pokégirls as well, meaning that the majority of Tamers who want Tocas are stoners themselves. Officials in some Leagues have talked about banning hemp from being grown, but fears of illegal drug trafficking, as well as memories stirred up after reading about the results of Prohibition in the old American Empire have quashed these thoughts.
However, Tocas do have some saving graces.
As mentioned before, they are easy to maintain, capable of eating pretty much anything given to them. They also have low libidos, meaning that they don't have to be tamed as often as some Plant-types. In addition to this, they are also very friendly and good-natured, quickly making friends and even capable of getting along with regular Plant-types, who are for the most part very uncomfortable around them. Tocas also have an interesting personality quirk in that they will not, under any circumstances, work for a cruel or evil Tamer. If captured by one, they will wait for a chance and escape, more than likely taking as many of the Tamer's Harem as they can along. They will give what girls they have to a Pokécenter and report what happened before heading off on their own. Sometimes a NurseJoy will convince them to stay for an examination and basic checkup, although this usually leads to a taming session between the Toca and NurseJoy. (NurseJoys have a genetic quirk in them. Marijuana smoke, like the smoke a Toca emits, makes them incredibly aroused.)
In addition, they are surprisingly capable fighters, although nothing compared to a fighting type Pokégirl. They are straightforward fighters, fighting with quick tackles, dirty tricks, and blowing Pot Clouds in their face. Pot Clouds are essentially marijuana smoke, capable of dazing the opponent, dulling their senses and making them more susceptible to attacks. Tocas also have to minor psychic abilities, Munchies and Vertigo. Munchies makes whatever Pokégirl they use it on incredibly hungry, and can distract a Pokégirl from the fight, and Vertigo is essentially an advanced version of the Pot Cloud's effect. It makes a Pokégirl incredibly dizzy and unable to stand up.
One prominent case of a Toca being useful is the Alpha of a Tamer named Silent Bob. Her name was Jay, and she was famous for her seeming inability to SHUT UP. Silent Bob, who was never recorded speaking and preferred to let Jay to the talking, only ever had one Pokégirl, as Jay's constant chattering about whatever was on her mind at the time drove off whatever girls Silent Bob captured. However, this didn't deter him, as he was happy with just Jay in his harem. The two went through a series of what could only be called 'misadventures,' culminating in an encounter with Zapdass, the defeat of a Team Rocket variant, and the winning of the WAPL championship. Silent Bob and Jay held the title for almost a year before their defeat, the two retiring a year later, Jay evolving to Pot-Cunt and having three children.
No Threshold cases of becoming a Toca have been reported so far.
back to the master index

TOMBOY, the Uncute Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Uncommon, Very Rare (feral)
Diet: Human Norm
Role: Construction, Heavy labor, Bodyguard
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting, Domination Attacks and pokegirls
Attacks: Hammer Time, Yell, Smirk, Takedown, Counter, Headbutt, Body Slam, Leg Sweep
Enhancements: Enhanced Strength (x3), Enhanced Durability (x3),
Evolves: Oni (Thunder Stone), Ogress (Normal), Love Dove (Bird E-Medal), Drag King (forced evolution), Duelette (holding a Mana Crystal + win a Duel Monsters Duel), Pirouette (devotion to martial arts, Water Stone)
Evolves From: None
One of the least beautiful Pokégirls to have been discovered, throughout the last three hundred years the Tomboy has existed. The only problem is that researchers just can't tell when they were first created, or by whom. There are no records of them fighting alongside Sukebe's forces during the Revenge War, but critics are quick to point out the possible reasons why. They aren't amazingly beautiful or curvaceous, they don't have any super-natural abilities. They are, for lack of a better term, as near human as a Pokégirl can get without being an Ingenue. The most outstanding physical feature of a Tomboy is simply the lack of any outstanding physical features. Though they are not, according to most humans, ugly, or built oddly, they are simply what they are. Mostly flat-chested compared to just about any other Pokégirl her size (no Tomboy has ever been recorded with larger than a low B-cup in breast size without the use of bloom powder), this is the source of several issues that the breed is much better known for. Their more masculine appearance (this varies with each individual, though commonly they can be seen with an Adam’s apple or a broad chin. Some tamers claim to see them growing facial hair). Despite the fact that the Tomboy evolves into several popular forms, this part of her evolution is quite unpopular. One trend that tamers have noticed is that Tomboys prefer to wear clothes that are like a male tamer's, though why this is is simply unknown.
The reason is the bipolar-like personality that most Pokégirls of the breed exhibit. They seem just like any human girl might be, complete with simple mood swings and enjoyment of many simple and more complex things. Some even enjoy the idea of learning with their tamer and harem sisters, and the breed gets along well with Pokégirls weaker than her. But just like every human, this breed has a trigger that seems to be genetically programmed into them that causes them to lash out verbally towards any that trigger it. Sweet and calm one minute, after the trigger is pulled, the Pokégirl seems to change instantly, like a bullet fired from a gun. The trigger is simply the introduction of anything that could be construed as perverted, whether this be public tamings, jokes, or even innuendo. The backlash from these triggers varies, as a matter of course, depending upon just how perverse the action is in the mind of the Tomboy herself.
Just why this is is a mystery to researchers and tamers alike. Some researchers have speculated that after his Pokégirls started going over to the human's side, he designed the Tomboy to try and convince them to return, to denounce humans and wage war once more upon them. Others say that it was just Sukebe's madness gaining further hold. Or, perhaps, the breed is just a result of random genetic chance that forged into a personality war between that of a normal human girl and that of a Pokégirl with a libido that cannot be stopped. No matter the cause, the fact remains that when a Tomboy assumes that a taming is the topic of anything, she simply cannot stand it, either exploding or shutting up and responding how one may have read a girl from before the Revenge War might. The very breed as a whole may be quite perverted, but it is that part of themselves that they lock away, never to allow it to come out to be shown to even a tamer that they delta bond with. Their mind decries the body's passion. Over time, and with enough exposure to the subjects in question, it is estimated that their resistance to the modern taming situations will crumble. This theory has yet to pan out, however, as many Tamers evolve their Tomboy at some point, rather than be patient enough to see what could happen, as their anger towards what she considers 'perverse behavior' can quickly erode any basis for patience that a tamer might have with her.
Conditioning Cycles are recommended to enforce mental programming, and have been known to lessen a Tomboy's anger. However, this method of 'fixing' a Tomboy lasts merely a few weeks to a month or two at the most before her 'issues' arise once more. NOTE: This method has been known to evolve a Tomboy into Drag Kings, and is not recommended for repeated uses as a result, unless this is a desired outcome. During an actual taming between a human and a Tomboy, it's a known preference among many of the breed that they wish for it to be done as quickly and with as little fanfare as possible. However... this is merely a facade that the breed is known for. In numerous psychic scans, most Tomboys love it when their Tamer plays with them, teasing them, and making them enjoy the taming. Romance is something that the Pokégirl breed adores and secretly wishes for, though most would rather die than admit it. Forced submission has a myriad of responses from Tomboys, from denied enjoyment to deep depression, humiliation, and/or rage. However, it is an effective counter to the Tomboy, as it puts the girl off balance and makes her easy to defeat. The Domina species tend to enjoy testing their skill on the Tomboy as a result, as they do with any spirited breeds they can get their whips on.
Tomboys are known to be very good battlers and enjoy it more than almost anything in the world. It is one of those ways that she can truly express herself, her feelings, without thinking about it as she does with just about anything else. When a Tomboy is ready to battle, she is ready to go into battle completely, often capable of giving fighting type Pokégirls a run for their SLC. Sexual battles, on the other hand, are almost always ignored and considered a waste of time by the Pokégirl- ever since the creation of the Sex Leagues, there has never been a single Tomboy sex battler registered for any tamer, ever. In standard battles, this can be a major weakness to exploit in many leagues, which allow sexual techniques to be used in normal battles. The sudden switch in tactics may be too fast for a Tomboy to guard herself against completely, and so tamers must be constantly ready to warn her Pokégirl before it's too late.
Feral Tomboys are very rare, and are a sight to behold. Since their conscious mind holds the psychosis that prevents them from being highly sexual, once that portion of their mind is gone -all bets are off. Sadly truly feral born Tomboys are an extreme rarities, as most of the feral cases are abandonment issues or runaways who've gone feral. There are no true Feral Tomboys that have ever been found, however, leading to a consensus that she is indeed a result of Pokégirl breeding. Those that go feral become sluggish, losing the ability to think very well, and so become little more than food for the more intelligent and aggressive feral breeds.
back to the master index

TORCH CHICK, the Blazing Pokégirl
Type: Very Near Human (bird)
Element: Fire
Frequency: Uncommon
Diet: human food, generally with hot sauce
Role: pets, blacksmiths
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Ember, Flamethrower, Warm Embrace, Burning Hands, Evade, Focus Energy
Enhancements: Heat Aura
Evolves: Combusticunt (normal)
Evolves From: None
Torch Chicks are among the Pokégirls that tend to be used more in industry than in Tamers’ Harems. This is due, not only to their natural skill at smelting metals, but also because they possess a degree of loyalty beyond that of most Fire-type Pokégirls, if not less energy.
All Torch Chicks have deeply tanned skin with blazing red hair that nearly seems on fire. Their eyes have red irises to match her hair and do seem to blaze when she gets angry. Torch Chicks always have a small bust, usually a modest A-cup, but their nipples are especially sensitive. Torch Chicks never grow over about 5' and look like pre-teen human girls just coming into puberty but with short, hooked talons on the tips of their fingers and toes rather than nails. These talons are too short and too fragile to use in combat, however. Attempting to do so can result in painful breaks and tears of their talons that are slow to grow back. Torch Chicks usually wear clothing below their waist, since they prefer that only their Tamer and Harem-sisters see their goodies. However, their nipples are so sensitive that they have to go topless; a shirt or bra rubbing against their nipples tends to quickly leave them too aroused to do anything but rut wildly. Torch Chicks tend to be somewhat grumpy over this, since it shows their lack of substantial breasts to everyone in sight.
Torch Chicks have modest combat skills. They prefer distance combat, since they can project their flames with Ember and Flamethrower, using Evade to make sure return fire doesn’t make contact with them. If they have time, a Torch Chick that uses Focus Energy, followed by Flamethrower, can release a jet of flames hot enough to cause serious damage. When their opponent closes to touching range, Torch Chicks are better inclined to use Burning Hands if the combat stays martial; a smart Tamer however will instruct his Torch Chick to use sex attacks when in close. Torch Chicks are slightly better at pokesex battles than at hand-to-hand martial battles, given that they can use both Burning Hands and Warm Embrace.
Torch Chicks enjoy having their nipples played with when being Tamed. More than one Tamer had compared their nipples to their clit in terms of how much it arouses a Torch Chick. Torch Chicks, being Fire-types, love feeling the body heat of their Tamer against them during Taming, and prefer it when their Tamer uses a full-contact position when Taming them. They enjoy snuggling afterwards for the same reason. A Torch Chick’s cunt is pleasantly warm, and doesn’t cause damage even when a Torch Chick is in the throes of orgasm.
Torch Chick is a high energy Pokégirl that is very affectionate with her Tamer. As high as her libido is, she would only accept Taming from the Tamer that caught her or one from his Harem, even at the risk of going Feral. A Torch Chick's Flamethrower attack, when enhanced with Focus Energy, and used in a single, sustained jet, becomes hot enough to melt metal. Torch Chicks good choices for venturing into climates that can be chilly, since their Heat Aura enhancement allows them to project their natural body heat to ten feet around them. Doing so, however, renders them unable to use Ember or Flamethrower, since they are putting their energy towards spreading their internal heat already.
Feral Torch Chicks have none of the loyalty they do when in full possession of their senses. Other than using a high-level Taming Cycle, this is the only way to get a Torch Chick to shift her loyalty to a new master. Capturing a Feral Torch Chick tends to be easier than most Tamers think, since when Feral they prefer to use their Heat Aura enhancement all the time, naturally disabling their distance-based fire attacks.
Threshold girls who become Torch Chicks tend to quickly shed their clothes, along with their inhibitions, since their nipples become too sensitive for clothing above the waist. Instances of accidentally setting things they touch on fire are rarer than they tend to be for other kinds of Threshold Fire-types, since Torch Chicks have marginally better control over themselves.
back to the master index

TOXICAT, the Poison Pussy Pokégirl
Type: Near Human, Animorph (feline)
Element: Poison
Frequency: Uncommon
Diet: fish, chicken, milk, organic refuse. Usually finds finer brands of Pokéchow acceptable.
Role: garbage dump guardians
Libido: Average
Strong Vs: Bug, Fighting, Plant, Poison, Bird Pokégirls, Mouse Pokégirls
Weak Vs: Ground, Psychic, Dog Pokégirls
Attacks: Bite, Fury Swipes, Scratch, Love Sting, Paralyzation Venom, Sleep Venom, Vertigo Venom, Venom Bite
Enhancements: Enhanced Olfactory Sense (x3), Enhanced Hearing (x3), Enhanced Agility (x2), Functional Claws, Night Vision, Poison Resistance
Evolves: None
Evolves From: Merrowl (Venom Stone)
During the War of Revenge, some cities took to building walls or refuse by the shores or city limits, the whole area being turned into a dump. It was hypothesized early on that due to the animalistic nature of some of Sukebe’s creations, that they might be able to build a rudimentary defense if they could create a barrier that would repel Pokégirls by attacking their olfactory senses. While this may have worked for some Pokégirls, (Hounds especially) there were others that were just attracted to such things. Buttsprout, Slutge, Smokey, and of course, Toxicat. These breeds of Pokégirls thrived with garbage and pollution, and often eradicated these barriers by making a MEAL out of them. This let other, more dangerous breeds into civilian-populated areas.
Because of this role they played once upon a time, Toxicats are not a highly looked upon Pokégirl. In fact, for years, they held the stigma of being considered the ‘most useless evolution’ for Merrowl; people would say they preferred the pre-evolved form, as the breed of Toxicat happens when a Merrowl comes into contact with a Venom Stone. Toxicat were viewed as little more than nuisances, especially since the diet of the Ferals consisted mostly of eating the organic garbage out of people’s trash cans. They were considered the Western equivalent of Tanuki; annoying freeloaders.
It wasn’t until Mao’s Rebellion that Toxicats finally gained a level of recognition. A group of Droido were attacking Mahogany Town over in the Johto League and burned a good portion to the ground, dragging many innocent people to the town’s dump to execute them since they weren’t worth much more to the Infernal Pokégirls’ than garbage. Their undoing came from this choice for their slaughtering ground. Many Toxicats had made their area their home, despite how often they’d been chased off. Having their territory invaded by these dark Pokégirls was more than enough to get the Feral Toxicat population roaring mad. A fight ensued with the Poison-types overcoming the Droido who were weak to various elemental attacks. Since then, Toxicats were viewed in a whole new light; that they were battle capable and could be used to protect humanity. And it didn’t hurt that they COULD be Domesticated rather easily when properly taken cared of.
Tamers that have Toxicats in their Harems that would swear by them as the all-purpose poison Pokégirl. They still retain a lot of the agility they had as Merrowl and can be quite speedy. It’s also noted to take little effort on the Tamer’s part to make them into formidable fighters, and the variety of Poisons the Toxicat can produce is rather useful. These poisons are also used rather effectively since the poison feline Pokégirl sprays her venoms through a pair of ducts that are in the corners of her mouth located at the base of her tongue. Wherever the Pokégirl look towards becomes the targeted areas. However, because of this biological set-up the Toxicat has for using her powers, it should be warned that the Poison-type usually sprays her poisons whenever she hisses.
The other reason why Tamers use Toxicats in their Harems is that the Pokégirl offers the same benefits a Tamer often looks for in the Naga, considered one of the best combat-oriented Poison-types. However, the vast majority of Nagas are lesbian in their tastes, with very few being bisexual. Understandably, that in turn makes it difficult for male Tamers to Tame and use them in combat. However, in comparison, Toxicats are quite heterosexual in their sexual preferences. Plus, it doesn’t hurt that Toxicats can get into places and buildings that the Nagas normally aren’t allowed in.
Besides a slight slimming down of the pot-belly, Toxicats are very similar to Merrowls in body structure, including the height and bust measurements. In fact, they might have been able to pass themselves off as Merrowl if it wasn’t for one specific trait that stands out. Toxicats’ fur is in shades that are anything BUT found in nature. Dark shades are what are primarily seen; violet and dark green make up the majority, with some Toxicats noted as having deep navy blue fur. There are also members of the Poison-type feline breed noted for their fur being pale or ‘sickly’ color; beige, sky blue, or lime-green. Many Tamers andPokégirl Breeders agree that this aspect of unique fur coloration just makes the Toxicat breed all the more exotic.
In the wild, Toxicats are usually found around areas that suffer from high-degrees of pollution, especially if it was man-made. They are comfortable in such areas and the contaminants have no negative effect on them. Usually on the outskirts of factories and in garbage dumps is the place to normally find Ferals and even a few Domestics. A number of the employees of a town’s Sanitation Department ovften have Toxicats as their Pokégirl of choice. She’s not inhibited by the environment they work, she’s a lot cuddlier than a Slutge or Smokey, and they don’t have to go to any great lengths to keep her fed. Truly, a low maintenance Pokégirl for the job they work.
When it comes to Taming, besides being fiercely heterosexual, this Poison Pussy Pokégirl is rather open to whatever positions or practices a Tamer likes. To a Toxicat, sex is a wonderful thing and shouldn’t be inhibited in any way between two partners. However, it is advised to not let a Toxicat orally please a Tamer. Poison sometimes leaks through the ducts at the base of her mouth as she gives her Tamer head, and that can lead to some rather nasty reactions. Even if she simply uses Lust Sting, things can become very hectic for the Tamer. On the flip-side, a Tamer can give the Toxicat cunnilingus. Despite her title, she isn’t poisonous there!
Although they were a Pokégirl breed that had been around since the beginning, it wasn’t until recently that Toxicats started to truly appear as an end-result to Threshold. Those that it did happen to were because they had both a high ancestry of Merrowl and Posion-types in their lineage. However, now that the breed’s popularity has finally started to take off, it shouldn’t take too long for Toxicat to become a common end.
Venom Bite – (ATK 25 + EFT) An poisonous version of bite. The Pokégirl sinks her teeth into the target, injecting her with her poison. The opponent is injured and left poisoned by the end of the turn.
back to the master index

TRIXIE, the Jester Pokégirl
Type: Very Near Human
Element: Normal/Psychic/Dark
Frequency: Common to Uncommon
Diet: human style food
Role: entertainers, practical jokers
Libido: Average to High
Strong Vs: Ghost, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: Sex Attack 1 & 2, Quick Attack, Foresight, Flash, Blur, Cry
Enhancements: Enhanced Hearing (x2), Agility
Evolves: Harlequin (normal), Acrobabe (Shield Stone)
Evolves From: None
The Trixie, or Jesters as they are sometimes called, are very strange Pokégirls. Usually wearing flashy, colorful clothing and heavy make-up, it’s easy to spot one in a crowd. Trixies tend to be very active Pokégirls, always moving around and interested in particularly everything in sight.
The main reason for this interest is their love for practical jokes. A Trixie will always look for, and usually take any opportunity to play jokes on others, even her Harem-sisters. Many of these jokes are harmless fun, but some Trixies tend to go too far, causing minor injuries for the sake of a good joke. If their Tamers demand that they do not play any jokes, they will still look for opportunities, but grumble about not being able to pull it off.
All Fools’ Day is the worst time to have a Trixie in your Harem. No matter what a Tamer tries to do to stop them, all Trixies have a inner calling to cause as much mischief and chaos as they can on that day. There have even been reports of Trixies placed in storage for the duration of the day, spontaneously escaping from the Pokécenters and running amok of the town they are in.
In battle, Trixies are clever opponents. They always try to find some weakness of their opponent to take advantage of, and they exploit this weakness to no end. If they cannot detect any weakness, they tent do enjoy dodging their enemy’s attacks, while ridiculing them, as well as their ancestors. Many times this tactic works to cause the opponent’s girl, and sometimes even the Tamer, to get so upset, that they go crazy trying to stop the Trixie’s insults, and providing a good opening for a attack.
back to the master index

TROLLOP, the Ugly-As-Sin Pokégirl
Type: Near Human (or so they claim)
Element: Ground
Frequency: Uncommon to Rare (at least, that's assumed)
Diet: Omnivore/Scavenger
Role: Cheap labor
Libido: Average
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Thump, Gut Punch, Bronze Fist, Lancet
Enhancements: Enhanced Endurance (x6), Regeneration. Wounds heal at an incredible rate, can even reattach severed limbs. Massive damage and severing of the head is not repairable.
Evolves: Giant Trollop (battle stress)
Evolves From: None
The Trollop isn't pleasing to look at. Feralborn Trollops have green skin, overly long noses, most tend have several or more warts on their body, and are tall (usually between 6'4" and 7'3"), wiry and stupid. Most feralborn also have a horrid odor which usually comes from having recently digested a decaying corpse. In fact, she looks better as a Giant Trollop, as she loses the warts and no longer eats old corpses. They are so stupid, in fact, that their libidos can actually be fooled. Many tamers have gotten away with tricking a Trollop into helping them, then telling them they had sex and it was pretty good. These Trollops have been monitored and their libidos do reset once told they've had sex.
Only about 1-in-30 or so develops an IQ higher than what has been dubbed "Trollop level intelligence", and only 1-in-3000 develops an intelligence that could be construed as average for a human. These rare "smart" trollops are believed to be the ones that leave their sisters.
Most Trollops travel in groups of 3-7. They don't seem to live long either: the average lifespan for the dumb ones are 5-8 years, but intelligent ones can live upwards of 20-35 years. This is very likely because despite being listed as scavengers, they don't seem to have the same digestive endurance necessary for scavengers, meaning that when eating a corpse, they will usually become ill and develop digestive problems.
If it weren't for their penchant to replant berries after raiding a berry bush, most feral Trollops likely would died off ages ago.
Oddly enough, Trollops take orders very well. They seem to have an instinctive intelligence which is higher than their natural ones, because when a tamer asks them to do something, so long as she can physically manage it, she will perform the task exactly how the tamer desired.
The very few domesticate Trollops don't have a feral state, have an average or higher intelligence and usually don't have warts; but still suffer the limited age. Most don't live past 30 years of age.
back to the master index

TSAREVANNA HARPY, the Flying Princess Pokégirl
Type: Very Near Human (avian)
Element: Flying
Frequency: Extremely Rare
Diet: Fish, eggs, milk, rodents
Role: Alphas, Betas, Guards
Libido: High
Strong Vs: Plant, Fighting, Ground
Weak Vs: Rock, Electric
Attacks: Mach Breaker, Speed Storm, Feather Shuriken, Feather Blizzard, Super Cyclone, Vortex, Sonic Shot, Absorb, Dazzle, Sleep, Pretty Wink, Charming Look
Enhancements: Claw, Wings, Enhanced Endurance (x8), Enhanced Strength (x4), Enhanced Speed (x10), Enhanced Stamina (x4), Temperature Barrier, Limited Metamorph: Can dismiss wings and claws, and manifest them as needed.
Evolves: Unknown
Evolves From: Harpy Lady (Mana Crystal used between midnight and 1:00am on the night of a full moon)
A Pokégirl that evolves from the newest known evolution of the Harpy, the Tsarevanna Harpy is starting to make herself known throughout the entire world. Increasing in height by a few inches at most, her most prominent change is with her wings and claws. Although still a part of her arms, the Harpy Princess' wings can now be dismissed as needed, as can her claws. The Tsarevanna Harpy's breasts also increase in size, usually by half a cup to an entire cup size (numbers of this Pokégirl are low, however, and so this demographic may not reflect the most accurate median). Their hands become more like a human's, thanks to their body's limited capacity for metamorphosis.
Perhaps the most important change, other than the simple increase in her physical abilities is the fact that she can dismiss her wings, giving her arms and hands just like a human has. With a flying magic user that is a bit more common than Angels, and more useful in battles than Avariel or Fairycutes, although still not quite as powerful as the Sphinx or even a Griffon. The tamer that learned of the requirements for evolving his Harpy Lady said that he was told how to evolve his Harpy Lady in a dream, in which he reportedly was taming Moan. Whether or not that is true is completely unknown (and unlikely), but it does seem as if the information that he was given was accurate at the least.
More useful in battle simply by way of evolving, the Tsarevanna Harpy replaces several of her previous attacks with more powerful techniques. This includes the exclusive Sonic Shot attack, which has tremendous range and power. The ability to confuse and cause sleep has helped the Harpy Princess become much more useful in battle, while her speed, endurance, and stamina have only become greater than they once had been. However, this has come at the cost of an increased libido, which the Tsarevanna Harpy enjoys but their tamers may not so much, if they already have high-libido Pokégirls. These Pokégirls love to be tamed while flying, and will almost always try to entice their tamers into the sky with them for a Taming or two every week or so. However, with the few safe practices of such, many of this breed are stuck with only the dreams and fantasies.
The fantasy of midair taming is not the only one that they have. Another is the fact that if a Tsarevanna Harpy is exposed to it, the breed as a whole seems to be enticed and intrigued by martial arts, and as such there have been several of this breed paired with fighting types to learn how to fight hand to hand. Ninjutsu seems to be a widely accepted form of combat that the breed loves to practice, and pairing one with another Pokégirl that can teach her often leads to effective combat combinations that their opponent may not be ready for. This variety often makes the Tsarevanna highly valued in combat harems as a result. Just as when she was a Harpy Lady, the Tsarevanna Harpy works well with Dragon-types; however, she now gets along with them, rather than just being demanding in battle. It is speculated that a Tsarevanna Harpy will be a great team with a Dragon-type Pokégirl, but neither have been known to exist in the same harem. Information on this possibility will be provided in future updates, if it ever happens.
The main problem when it comes to Tsarevanna Harpies is that they cannot stand to be underground, and suffer from an almost extreme sense of claustrophobia. Though this does not apply to Pokéballs, but any building that she is in must have mirrors or a large window that gives the illusion of making the place larger. Even in tents, she will very nearly go into what could amount for shock. When indoors or underground, a Tsarevanna Harpy may last for a minute, maybe two, but will almost immediately afterwards attempt to flee to the nearest open space. Being unable to see the sky, in the case of being underground or in a building, is a psychological shock that will break her down and it may take days or several visits to a therapist to get over. Even to go through hallways, she must be Pokéballed, and even being in a restroom can cause some major problems if the feathers start to fly. The only time she functions in an enclosed area well is if she is in an arena- her attention is diverted, and usually the arena is fairly large in and of itself, even if it is indoors.
Sonic Shot (ATK 200): A Flying/Magic-type attack that creates a condensed gust of wind and accelerates it to a speed of approximately Mach 2. This attack takes two turns to use- one to accumulate and condense the air, and then the next to launch the strike. This attack cannot be taught to non-flying type Pokégirls. The maximum range for this attack is five miles, although it is recommended to be used within less than a mile for better accuracy (the attack dissipates after hitting its target, which hints at the Magic-element in use). Using this attack in any city limits, outside of a Pokégirl gym or training ground, is therefore expressly forbidden and fined accordingly due to possible property damage. Tsarevanna Harpy seem to use this attack when it seems as if they can't get away from being in an enclosed space as an escape mechanism.
back to the master index

TURTWAT, the Icy Turtle Pokégirl
Type: Near Human Animorph - Turtle
Element: Plant/Ice
Frequency: Common (Blue, Capital, Ruby, Scarlet Leagues), Uncommon (Other Leagues)
Diet: photosynthesis, water
Role: soil regeneration
Libido: Average
Strong Vs: Electric, Ground, Plant, Water
Weak Vs: Fighting, Fire, Poison, Steel
Attacks: Tackle, Razor Leaf, Bite, Smirk, Snarl, Synthesis, Heat Drain, Mist, Withdraw
Enhancements: Strong Jaws, Solar Rejuvenation, Cold Resistance, Water Absorption
Evolves: Grotitle (Normal)
Evolves From: None
As noted in the research community on many occasions, while Sukebe was a madman, he was still someone that sought to keep balance in nature despite all the various species of Pokégirls that he was introducing into the planet’s ecosystem. Yes, there were the obvious breeds that either served an outright purpose to humanity or the whims of someone that obviously wasn’t quite all there in the head but with all that was happening he didn’t forget nature. The numerous Elf breeds were the de facto pokégirl in this regard but they weren’t alone in their mission. While most of the Plant-type breeds were given active and passive battling capabilities, there was one species that would be sent in after the fighting was done and humanity chased out of the territory: the Turtwat. However, unlike other Plant-types given a similar role, this was a pokégirl that could travel where they dare not tread. A very simple breed of pokégirl, this breed was especially designed to withstand cold environments thanks to their Ice sub-element. Given their ability to withstand the colder reaches of the planet, they could rejuvenate the vacated frozen earth back to a nutrient-rich state, perfect for growing new plant-life. When an end came to the War of Revenge, Turtwat was one of the most easily domesticated breeds what with their inability to effectively defend themselves against Pokégirls owned and commanded by a Tamer. While they had minimal battle potential, they could be trained to efficiently fight on humanity’s side.
Today, this breed of Plant-type is often seen more domesticated than not, especially in farming communities where they have found a place with the agricultural sciences. Their use of photosynthesis and refurbishing the soil around them through their shells has made them very popular with those who wish to continue to work with one type of vegetation or ‘cash crop’ in their land acreage rather than set up crop rotation schedules; this first-tier pokégirl has especially found a level of popularity in the Blue League where they are able to aid potato farmers not only yield tremendous crops but keeps any extra fresh in a state of cold storage thanks to their dual nature. They also find themselves popular with tree nurseries in colder climate areas, where they can maintain cold-climate timbers and sustain their growth, increasing the material for paper-products and other goods. While Turtwats are not often a pokégirl one will find in the harems of traveling Tamers, it’s not unheard of. There are Tamers that realize the usefulness of breed outside of their traditional domestic uses and are willing to Tame and train their Turtwats to attain their Pokégirls’ evolved, more battle-capable forms.
A Turtwat’s appearance is characteristic to that of a 4’ tall animorphic turtle or tortoise with the prominent jawbone denoting a possible genetic relationship to the snapping turtle of old; this face framed by short, normally curly pale blue hair. A peculiar characteristic is that a small, blue-leafed seedling grows atop her head, similar to the plant bulb on Boobisaur’s back or the large leaf on a Chikotit’s head that stands out above her hair. This sprout growing from her head is a prominent indicator to her Plant-type nature. Her green and yellow body is covered by a shell with the underside wrapping around her stomach, ending just beneath her A-Cup breasts and just above her waist. A rather interesting aspect of this natural body armor is that the shell on her back is made up of thickly packed dirt and ice crystals; the later shimmering amidst the brown of the shell when light hits it in a certain way, often making a rather delightful prismatic effect. It should be noted that unlike the turtles of old is not part of their spine. This soil-based shell can grow stronger when it absorbs and freezes water and should it be damaged to the point where it cracks or outright breaks, the Plant/Ice-type pokégirl can regenerate it through use of her natural abilities. However, while this rock-hard shell provides great defense, it reduces the Turwat’s speed.
As noted before, Pokébattle is not a Turtwat’s forte but that doesn’t mean they are completely inept at it like Chickenlittles or Damsels. Their strong jaws can be used to deliver one powerful bite and their can send volleys of Razor Leaf flying one after another rather quickly. Still, they are limited in their offensive techniques and one should depend on their status-effects to see the pokégirl through to victory. The use of Snarl and Smirk should be employed at every chance and Synthesis used to try and replenish her health when she can get some distance between herself and her opponent. Tackle is rather ineffective for inflicting damage on an opponent pokégirl and should be relegated to the purpose of attaining distance when tactically sound. One should also keep their enhancement of Water Absorption in mind, as it makes the Turtwat immune to pure, (single-element) Water-type attacks and allows them to regain health. If their opponent does not use Water attacks, then a Tamer should have their pokégirl use the technique Mist to try and strengthen any weakening spots in their shells. The fact such a technique inflicts light damage on all non-Ice-type opponents is only the literal icing on the cake.
When it comes to a harem, this Plant/Ice-type is rather easy-going and gets along well with most Pokégirls, even Fire-types, (although they are wary around them). They feel at ease with most Plant-types with a few exceptions. Turtwats get along VERY well with the evolution line of the Elf, (who are able to stand colder temperatures when around the Turtwat) while they are very wary of the Weepingbutt breeds and feel a bit of envy of the closely-related Boobisaurs, whom don’t seem to have as much of a bust problem as they do. They absolutely love Water-types, enjoying the chance to get hydrated when possible. Of all Water-types, (if not of all Pokégirls in general) this Plant/Ice-type gets along incredibly well with the Squirtitty line. There is a noted kinship between the breeds of turtle Pokégirls and they are excellent tag team partners. They’ll also be noted to happily share Taming sessions and enjoy the threesome immensely.
Taming a Turtwat is a very naturalistic experience as this is their main method for regenerating soil. They prefer to be outside, especially in surroundings with dense vegetation, (such as forests) as it allows them to catch sunlight while being Tamed, keeping them going longer and in effect, more effectively freshen the soil where they’re getting it on. Often, this process is done with the pokégirl lying on her back. Her shell will soften and flatten against if not outright form into the surrounding earth, keeping her from rocking back and forth as she’s pounded into by her Tamer, allowing them to go deep into the turtle pokégirl. They especially love when their Tamer plays with the clits while doing this which was their primary way of rejuvenating the soil; masturbation. When done, the Plant/Ice-type will get up and not only is the formerly frozen surrounding area revitalized but her shell will be back to a perfect state.
Feral Turtwats are somewhat scarce in the wild but they can be found living along lakes, (frozen or otherwise) in dense forests along the northern reaches of the planet where permafrost is a present factor. Their nature is very calm and they’re generally not an immediate threat to wandering Tamer or pokégirl unless continuously provoked or simply attacked, otherwise they will lightly nudge anyone entering their chosen home towards the boundaries before going back. They might not be the best of battlers or go out of their way to chase off Pokégirls and people but they will defend their territory and themselves from intruders that take the offense against them first, using Razor Leaf again and again. Interestingly enough, tossing a Pokéball at them often doesn’t trigger an attack/defense response from a Feral Turtwat and may allow a Tamer to capture them without much of a hassle if the pokégirl isn’t strong enough of will to fight off the containment unit’s capture process.
While they are not a common outcome throughout all Leagues, it is regular outcome for Threshold girls with a strong Plant-type ancestry in the Crescent League become Turtwats. Girls that are in the process of becoming Turtwats will find themselves dazed and lethargic as their biology changes from pure hematological to a more chlorophyll-based orientation. They will finally come out of said daze when the process is complete and their bodies can start photosynthesizing. Often, this is seen as a blessing as the girls will rarely remember the process of the changes taking place and won’t physically be able to upset themselves over what is happening.
back to the master index

THOSE WHO ARE UNKNOWN (aka TWAU), the Neo-Legendary Mystery Pokégirls
Type: Near Human
Element: Unknown (assumed to be Dark/Magic)
Frequency: Extremely Rare (only 26 per grouping are assumed to live in each league)
Diet: Unknown
Libido: Unknown
Role: Unknown
Strong Vs: Unknown (assumed to be Poison, Psychic)
Weak Vs: Unknown (assumed to be Bug)
Attacks: Hidden Power, Teleport, Invis 3, Phase, Beat Up, Dark Goggles, Hazy Vision, Dark Blade, Memory Of The Dark, Dark Shield, Cocoon Of Darkness, Blessed Soul, Ashen Wings, Dark Redemption, Shadow Dash, Farewell, Dark Bomb, Dark Mist, Dark Matter, Ankoku, Black Sky, Dark Holy, Abyss
Enhancements: Twaus can psychically link with other Twaus to perform more powerful attacks.
Evolves: Unknown (sensing a pattern yet?)
Evolves From: Unknown (one theory is that they evolve from Sanctuary Goths)
The only name for these strange Pokégirls is "Those Who Are Unknown." They're called Twau for short, and at first some went so far as to call them Twats.
Usage of that particular name stopped after the mangled, mutilated, warped corpses of those who used that vulgar nickname were found.
Twaus are strange Pokégirls that first appeared after the rumors about Sanctuary Goths started flying around. They are tall Pokégirls, almost eight feet high, possessing midnight black skin, DD-cup breasts, long, black hair, no hair on their cunts, no toes (their feet just in a flat surface that looks like a boot) and eyes that are black in the sclera and iris, but white in the pupil. The only way to tell the difference between them is that each one is that each one bears one of 26 different symbols on their chest, white markings just above their breasts that looks vaguely like a letter of the old English alphabet. They stay in groups of twenty-six, no more, no less, and no Twau in these 'covens,' as they are called by some, has the same symbol on their chest. When seen, they are usually clad in black leather robes that hide their bodies completely, and usually they have their heads bowed so that their aquiline faces cannot be seen.
Twaus are quite literally living mysteries. No one knows why they first appeared, or what their purposes are. When first discovered in the Slot League, they were seen observing the aftermath of a Widow attack. Police on the scene tried to investigate, but the three Twau just stared at the officers and vanished without a trace.
Their Taming habits are odd. When they need Taming, they appear in groups of five around a Tamer that has caught their attention for whatever reason. They force his or her Pokégirls back into their Pokéballs and swarm the Tamer, slowly stripping him/her of his clothes and teleporting away with the Tamer and his/her Pokégirls to their coven to be Tamed. There, the Tamer is first claimed by the Alpha of the coven and then he/she and his/her girls are given to the rest for Taming.
What happens after all the Twau in the coven are satisfied is unknown. The Tamer and his/her girls are found a few days later, seemingly in a trance, their faces covered with white markings, launching an attack on a criminal or criminal group. The Tamer, while in the trance, seemingly has the ability to use Dark Blade, possessing more than human strength, endurance, durability, speed, and agility. When the spell was broken and the Tamer and his/her girls stopped, he/she unable to think straight for a couple days as they recover from the spell, their added powers fading.
Twaus, in the rare times they are seen, are usually found in groups, ranging from one alone to never more than five at a time. In battle, they are quick and to the point, and can use almost every dark-type attack. When in danger, they can summon other Twaus or an entranced Tamer and his/her Pokégirls to their aid. They can link minds and increase their power, speaking in a collective voice. When they are in groups of five, they can use a VERY potent attack called Hidden Power, which allows them to summon pure chaos magic and distort reality in a wide, ten foot radius around themselves. This can leave things warped, misshapen, and distorted into horrible shapes. It's assumed that if all twenty-six used this power together, they could tear a hole in what's left of the world.
No one knows why they are here. No one knows how they were made. No one knows much of anything about them except for rumors, conjecture, and the occasional Tamer willing to come forward on conditions of anonymity and the data being kept secret.
Twaus are classified as Neo-Legendary because of the raw power that they have.
Recently, some new information has come to light about Twaus. They apparently have the ability to see the future, leading some researchers to call them 'Dark Megamis.' They also have a blinding, seething hatred for Sanctuary Goths, due to a vision they have of a great tragedy set to occur in the next couple centuries, one made worse due to the Goths.
The frightening part is that this came from a Tranced Tamer who broke into the World League Council HQ at the command of a coven of Twau who wanted us to know.
It is the final decision of the World League Council that ALL information discovered on Those Who Are Unknown, save for basic attack and appearance data, be restricted from public access. The Twau are too much of an unknown element, and any leaks regarding what we find out might cause a public panic. These Legendaries are unlike anything Sukebe created, and we have to be very cautious in dealing with them.
back to the master index

TYAMAZON, the Martial Artist Apprentice Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare (Uncommon in Edo League)
Diet: any human style food, with vegetarian tendencies
Role: a Tyamazon's purpose is to fight. It will be at some tournament or at a martial arts dojo.
Libido: Average
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Pummel, Punch, Kick, Chi Blast, Super Jump, Tackle
Enhancements: Enhanced Strength (x3), Enhanced Speed (x2), Enhanced Endurance (x3), Fast Learning of combat styles
Evolves: Amazonchan (battle stress; special), Amazonlee (battle stress; special), Amazonkapoeraa (battle stress; special), Amazonwu (battle stress; special) (depends on their training)
Evolves From: None
The Tyamazon is a rare Fighting-type Pokégirl, their only purpose in life is to become stronger and learn all the martial arts she can.
Often found at dojos through the different leagues of the world, not as teachers but as students, once a Tyamazon has learned all that she could, she will move to a different location to start her training anew.
The potential of a Tyamazon is that, depending in what training they had, they can evolve into an Amazonchan, an Amazonlee, an Amazonkapoeraa, or an Amazonwu. Once they evolve, they stop thinking as a Tyamazon (meaning that they stop the intense quest in learning martial arts) since they consider that they have stopped being an apprentice.
Usually, it depends on where the Tyamazon had been living to what type she will evolve. If in the Edo League, a Tyamazon usually evolves into a Amazonlee or an Amazonchan, and sometimes into an Amazonwu, but never into an Amazonkapoeraa. But in the southern continents, a Tyamazon has more chances of evolving into a Amazonkapoeraa than an Amazonchan, Amazonlee, or Amazonwu. Usually, the evolution of a Tyamazon happens after a battle (if the Tyamazon won).
When in a Tamer's Harem, a Tyamazon will try to learn as much as she can from each fight that she has, and will eventually evolve in time.
back to the master index

TYPHONNA, the Legendary Pokégirl Engine Of Destruction
Type: Inhumanoid Biomechanical Inhuman (Reptilian)
Element: Dragon/Steel (Hesitant classification)
Frequency: Extremely Rare (Unique)
Diet: unknown, has never been seen eating
Role: Destruction
Libido: assumed None (Current theories state that she isn't a true Pokégirl, that she's simply called one because she debuted around the same time, and besides, who'd be capable of actually Taming her?!?)
Strong Vs: seemingly everything
Weak Vs: seemingly nothing
Attacks: Hyper Beam, Tsunami, Fire Blast, Thunder, Earthquake, Fissure, Ebony Void
Enhancements: Enhanced Toughness (x1000), Enhanced Strength (x400), Legendary Qualities, Legendary Salient Qualities, several hundred feet tall
Limitations: Seems to weaken when out of water for long periods of time
Evolves: None
Evolves From: None
An immense, building-sized, lizardlike and not even remotely human monstrosity first unleashed in the Pre-Sukebe year 1992 in Northern Africa, she immediately made a splash by destroying everything she encountered, quite literally shattering the landscape. She wandered around the globe, wrecking everything she encountered, including some Pokégirl encampments, which led some to believe today that Sukebe had lost control of her early on.
In 1994, the ancient Empires tried using nuclear weapons on Typhonna, which succeeded in doing nothing more than getting her attention, causing her to hunt down and destroy her attackers. This in turn drew attention away from the other Legendaries, who did a great deal of damage, but in their own way each time and in a more subtle fashion.
For the next few years, Typhonna wandered the globe, destroying everything she came across and quite literally re-shaping the surface of the earth using her Ebony Void attack, which creates a 'micro black hole' and is infamous for tearing great gouges in what is now known as the Dark Continent, the titanic beast occasionally seen either fighting with or fighting against her fellow 'first-generation' Legendaries, Infernus, Storm Gail, and Mountaintide, all of whom have since vanished, assumed to be killed by Typhonna, who's unimaginable power has never been equaled by any Legendary created since that day.
In 1999, Typhonna vanished quite abruptly, disappearing without a trace. There was no sign of where she went, although theories and rumors abound, the most common one being that she had gone back into the sea to hibernate, having been weakened by the constant attacks on her. Although rumors have arisen that a group of criminals, either a Team Rocket-style group or a human supremacist group, has managed to contain and possibly control her. Heaven help us if this rumor turns out to be true.
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Typhonna's shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below). (Or her sheer height, for that matter...) They can have their base stock altered to be used in the formation of a new Pokégirl type though. (This last comes into question due to uncertainty about Typhonna's status as a Pokégirl...)
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Typhonna has No Weakness (Level 200). If she were to face anything that was considered Strong vs. Dragon/Steel, at or below level 200, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Typhonna's lexicon of special attributes:
No Weaknesses (Ultimate): Typhonna was considered to be the most powerful living being alive. She had no apparent weaknesses at all, and the strongest weapons of the time, nuclear missiles, did nothing more than get her attention.
Ocean Disruption: Typhonna seemed to prefer being in water, the deeper the better. This caused problems, as her very presence in the water created disturbances, including waterspouts, whirlpools, and tidal waves, the worst of which being her Tsunami attack. When Typhonna went up on land, coastal towns were usually devastated simply by her heading towards them.
Ebony Void: Typhonna's ultimate attack. She uses all the power in her body to manipulate gravitational energies, creating a micro black-hole in midair, annihilating everything around it.
back to the master index

TYRANNODAME, The Tyrant Dinosaur Pokégirl
Type: Tyrannoid dinosauroid - Metamorph
Element: Dragon/Rock
Frequency: non-existent outside the Dark Continent (Extremely Rare there)
Diet: meat, preferably swallowing whole bodies in their Battle Mode.
Role: super-weapons of Sanctuary, ultimate terror of Sanctuary
Strong Vs: Dragon, Electric, Fire, Flying, Plant, Poison, Water
Weak Vs: Ice, Plant, Steel
Libido: Low
Attacks (normal mode): Bite, Tail Slap, Dragon Claw, Harden, Roar, Teleport
Attacks (battle mode): Dragon Claw, Hyper Beam, Mega Flare, Diamond Tail, Diamond Tooth, Quake, Harden, Roar, Teleport
Enhancements: Metamorphic capabilities, (normal and battle modes) dense armored skin, enhanced strength (x25), enhanced olfactory sense (x15)
Evolves: None
Evolves From: Dameosaur (Dawn Stone)
When the first Dameosaur came to be functional in 214 AS/2206 CE, the metamorphic reptilian humanoid became the Pokégirl species that the Goths of Sanctuary would pin their hopes and dreams on, the caring lover and loyal servant, the steadfast protector of everything that made Sanctuary what it was. The species proved to be a versatile breed as the numerous DNA schematics that were already predisposed in the Dameosaur's genetic makeup from the surplus left in Sukebe's labs to enhance their usefulness would later come to the forefront in Dameosaur's evolved breeds, the flying Pterodames and the water-borne Nessidames. With protectors of the land, sea, and air, Sanctuary was assured that there would be nothing that could stand against them should they have to battle.
The species had already proven their merit in three Frontier Wars and were poised to become the symbol of Sanctuary's might. Yet still, even with these protectors, all was not right with Sanctuary. There has been a cold war that raged through the heart of Sanctuary since nearly its conception. The often whispered about and incredibly deadly Terminatrix served as the one dark spot on the otherwise spotless record of what it was that made the Goths feel that Sanctuary was a paradise. This was a Pokégirl species that the Sanctuary Goth had no clue as to why they hated them as they did, and the Goths knew that they needed to do something to protect all that was important to them from the Demon Dragons.
Nearly eighty years later, 299 AS/2291 CE it would be Miss Lindi Valiant, member of the Council of Twelve and one of Sanctuary's Founders that would discover a way to fend of the enemies of Sanctuary, known as the Terminatrix.
Using the recently discovered Evolution Stone known as Dawn Stone, Lindi Valiant would devise a ceremony that would allow her to use the Dawn Stone to tap into the genetic potential that was already within Sanctuary's Dameosaur soldiers. As the Dawn Stone was an Evolution Stone that was all about taking the hidden potential of a Pokégirl and turning her into a superior version of what was already there, it was understood that the stone could possibly have an effect on the Dameosaurs.
It did.
What would come to be from using a Dawn Stone on a Dameosaur would be the creation of a Pokégirl of incredible power and rage. Drawing upon the Rock-type element of the Dameosaur, the Fighting-type potential known through the species and their other evolutions would be completely lost and replaced with one of the most powerful elemental types: Dragon. Now such incredibly large and powerful creatures, it was understood which genetics already within the Dameosaurs contributed to the new form they would possess as well as their new name. Sanctuary's newest, most powerful creations would become known as Tyrannodames!
A Tyrannodame in her normal mode would resemble a dark brown almost leather-skinned humanoid around 8' in height with a D-Cup chest and a thick tail above her posterior that is as long as she is tall. The tail is somewhat prehensile; a Tyrannodame can use it for various function, though mostly stabbing with the tip. She possesses long and firm dark gray feathers for hair that branch down from her head, usually just past her shoulders. More importantly however, is that unlike the other species of the Dameosaur and evolutions, a Tyrannodame in normal mode possesses numerous attack capabilities, allowing her to combat threats in areas too enclosed for her battle form.
When a Tyrannodame assumes her battle mode, the Pokégirl takes on the traditional form of a Tyrannosaurus Rex, (the Dragon Claw technique is shifted from hands to feet) that stands 13' in height and is 42' long from snout to tail. In this form they can run around 25-45 mph and possess not only incredible physical might but an enhanced sense of smell. When they start tracking something, they won't stop until they've either caught it or killed it, albeit the latter seems to the prominent choice. Tyrannodames in battle mode are incredibly versatile in battlefield strategy. They can work effectively as lone hunters, in a pair of soldiers, or even small packs of warriors, as long as they're supervised by a Sanctuary Goth.
The Tyrannodames need a Sanctuary Goth to lead them in combat is an important factor as when they are in battle mode, they have trouble thinking for themselves. Even though they are of average intelligence when in normal mode, when a Tyrannodame takes her battle mode, her mental capacity decreases to the same stage of mental development as an average feralborn Pokégirl, making them difficult for anyone but the Tyrannodame's owner to control since on a genetic/subconscious level, they programmed to follow the will of their owner.
Unlike the others of their species of Dameosaur, Tyrannodames, for unknown reasons that boggle and aggravate the Sanctuary Goths, have the capacity for a bisexual nature. This aspect has been kept secret from the male populace of Sanctuary's satellite cities and has made it so that any Dameosaur that are evolved into Tyrannodame are bonded with a female partner immediately so they do not fall into the control of the pets in Sanctuary out some force outside of the Dark Continent. The possibility for destruction should a male get a hold of a Tyrannodame would be catastrophic.
Since their creation, the numbers of Tyrannodames have been low due to the fact that Dawn Stones are the rarest of all Evolution Stones. The Council of Twelve member Lindi Valiant is taking a personal hand in the matter to raise numbers, including using all resources available to Sanctuary to gather these Evolution Stones, as well as practice with artificially-induced Parthenogenesis.
Diamond Tail - (ATK 240 + EFT) A Rock technique exclusive to Tyrannodame; an enormous jump in power over Tail Slap. Upon contact, the tail strike hurls the opponent over sixty feet backwards.
Diamond Tooth - (ATK 200 + EFT) A Rock technique exclusive to Tyrannodame; an enormous jump in power over a regular Bite attack. Has a possibility of instant K.O./kill as the Tyranodame may EAT the offending Pokégirl.
back to the master index

ULTIMATE, The Multi-Elemental Colossus Pokégirl
Type: Not Very Near Human
Element: Rock/Ground/Fire/Water
Frequency: Unique (Deceased)
Diet: Anything
Role: Living Death that walks…
Libido: Unknown
Strong Vs: Fire, Bug, Grass, Steel, Dark, Normal, Dragon, Magic, Flying, Ice, Poison, Rock, Electric
Weak Vs: Fighting, Ice, Water, Ghost, Psychic
Attacks: Used no specific techniques, just powerful use of fire, earth, and water elements.
Enhancements: (before evolution completes) Can grow in size to 150 feet at maximum, can heal herself by eating soil or minerals, creates Flame Floor on any ground she touches, regenerates quickly in water, (added after evolution completes) multiple limbs, serpentine body, tentacles, heat aura, Enhanced Speed (x10), Enhanced Agility (x20)
Evolves: Omega Athena (death of Athena, absorbing Ultimate’s soul)
Evolves From: Super Titania (absorbing the soul of the dead Scylla G-Spliced)
Super Titania was enough of a nightmare. The power of creatures that were different but equal to the combined might of two Legendaries was disastrous to behold. It would have been even worse had she been given a chance to finish her evolution. It was when all three of them merged that things got bad.
After Super Titania killed the Scylla Clonetwo/G-Spliced, her body disappeared and her soul merged with the other two merged souls of her sister. Super Titania evolved again, becoming the aptly named Ultimate. She gained absolute master of the combined elements of her previous bodies, and was a ruthless killer. She was destruction incarnate, and couldn’t be beaten by any conventional means. It’s presumed that even the original thirteen Espers and the three surviving War Espers couldn’t defeat her.
Upon her evolution from Super Titania to Ultimate, she reverted back to her ‘Titania’-esque form. If her evolution would have been allowed to complete, the recovered records tell us that in addition to gaining the serpentine lower body she would have had as Super Titania, she would have also gotten eight massive tentacles on her back, each one impossibly long and flexible. Her skin would have turned a savage mix of dark red, dark blue, and dark brown, her teeth turning into razor-edged fangs.
It is by sheer chance that she was not allowed to finish her evolution. And probably for the best as well. Ultimate would have been far too strong for any army of Pokégirls to fight. Thankfully, it was not possible for the original Titania, Scylla, and Kary to become Ultimate. Which is a very good thing, they were hard enough to kill as it is.
back to the master index

ULUPI, the grass-snake Pokégirl
Type: Near Human Animorph (snake)
Element: Plant
Frequency: Uncommon
Diet: Omnivore, prefers meat
Role: Sentry, scout
Libido: Average
Strong Vs: Water, Plant, Ground, Rock
Weak Vs: Flying, Poison, Ice, Fire, Bug
Attacks: Hypnotic Gaze, Tail Whip, Regenerate, Grass Floor, Lance, Takedown
Enhancements: Hibernative state, cold tolerance, Enhanced Tail Strength (x4)
Evolves: Kadru (Normal)
Evolves From: None
A small, nine to eleven foot long Pokégirl from head to tail, this Pokégirl was presumed to be the precursor to the more well-known Naga breed. Although originally thought to have been extinct after the Revenge War via predation by other Feral Pokégirls, around 87 AS this breed began to come back from extinction from some unknown source. It's assumed that they were in some sort of hibernation, and subsequent tests and studies have shown that when under intense sunlight or artificial light, with enough heat, that these Pokégirls do fall into a hibernative state that lasts even after the heat and light are gone. With this likely, by modern times this Pokégirl grew in numbers and is now uncommon throughout the world. One thing that baffles researchers is the fact that these Pokégirls, although plant-types, can survive easily even in arctic areas thanks to their cold tolerance. It's speculated, but unconfirmed, that this was something that Sukebe had planned- they would be a secondary invasion force, meant to invade and buy enough time for his forces to regroup, should they ever need it. As this never actually happened, Researchers are continuing to study the possibilities but there is no solid evidence at all on the matter.
Only about three or four feet of the Pokégirl is above the waistline, which leads into a Naga-like tail. Unlike the Naga, the Ulupi can move around on this tail easily, and also unlike the Naga, this breed cannot change from tail to legs. The Ulupi do have human arms, but their fingers end in claws that are comparable to a Catgirl's in usefulness. Although this can be useful, it also makes it difficult for her to touch something soft without breaking it, since she cannot retract her claws at all. Clothes, tissue paper, and even squishy human skin, and this normally means that tamers must make sure their Ulupi have well filed and maintained claws (which should be done at least once a week). These Pokégirls usually have some shade of green skin- however, threshold cases (of which the girls are suitably horrified when their legs start to fuse together and their skin sheds, leaving them with a scaly, snake-like tail. The process takes about a week and can be excruciatingly painful) may keep the shade of skin color that they had as when she was a human. Finally, for some reason, the Ulupi have vestigial wings that extend from behind their shoulder blades, and along their back. These wings look much like the hood of the pre-Sukebe snake called a Cobra, and can encompass her torso and perhaps another person. However, these 'wings', as some researchers are reluctant to call them, weigh far too much and are far too small to allow the Pokégirl to glide, let alone fly in any manner of the word. Each wing is, at best, five feet wide and is covered with the same scales that her tail is.
A timid Pokégirl even when feral, Tamers can expect an Ulupi to run away (or slither, rather) than to fight. In battle, they rely on Hypnotic Gaze, Regenerate, and Grass Floor to maximize their strengths, and prefer to attack from afar until their opponent is defeated or gives up. Against flying types, however, a smart tamer will recall the Ulupi, as her attacks just are very unlikely to reach any flying opponent at all without some sort of assistance. In sex battles, the Ulupi does fare better- they can keep their sex sealed up close to the center of where her legs would have been... if she had them. It can take a lot of effort to seduce the Ulupi if she doesn't want to be, and as such many Sex-tamers enjoy using these Pokégirls in such battles to wear out their opponent. Menage-a-Trois find them to be a minor challenge, but learn quickly enough the Ulupi's pleasure points that get them to open up. The tamers that do use this Pokégirl are those who do not like the idea of being poisoned by a Naga or the fact that the male tamers don't want to take a chance on a Naga that may be lesbian. The Ulupi are bisexual, but lean heavily towards men as a group (there have been only three documented lesbian Ulupi known).
In a harem, these Pokégirls make for poor Alphas or Betas, and indeed are not truly fit for any position of authority. They often acquiesce to the stronger willed Pokégirls, although they do get along well with most any other Pokégirls that are not overbearing. Domina tend to find them easy prey, enslaving the Ulupi to her will after only a session or two- only threshold cases might have the will to keep their defiance for much longer than this. Damsels become fast friends to this breed, and in fact it is common to see a Damsel and an Ulupi paired up as pets with pet owners, although Ulupi have been found to be not so good choices for pets thanks to the size of their body. They do have a good mind for household-type chores and skills, despite their size, and among those pet owners who are on a budget, the Ulupi is a rather common and popular choice (they aren't as clumsy and potentially hazardous as a Bunnygirl, and they don't cost as much as a Kitten or Ingenue might).
back to the master index

UMBREA, the Dark Eva Pokégirl
Type: Animorph(fox-squirrel)
Element: Dark
Frequency: Rare
Diet: semi-vegetarian
Role: fighter/scout
Libido: Monthly
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Tackle, Reflect, Dark Attack, Agility, Bite, Memory of the Dark, Dark Bomb, Ankoku
Enhancements: Enhanced Strength (x2), Enhanced Speed (x8), Elemental Affinity: Dark, night vision, psychic shields, Tool Use
Evolves: None
Evolved From: Eva (normal; triggered during the night or Moon Shard)
Umbrea is evolved when Eva has not been artificially evolved through a stone and it reaches an evolution threshold at night. If this occurs during the day, the Eva evolves to Espea. Umbrea is immune to psychic attacks. They do have another ability, Moonlight, but due to the late-night Tamer activities this is not often used. This ability gives the Umbrea an aura of fear that can't be overcome unless the victim is of a substantially higher level.
Umbreas have an affinity for the night, it is said that the rays from the moon are absorbed into her when evolving giving her ‘mystic powers'. It has been proven that while an evolving Eva will absorb the moon's rays it has been shown that the only power it gives one is an ability to make the colored rings and designs on her body glow.
When an Umbrea evolves their hips tend to become a bit more pronounced while their bust will remain similar to their Eva state. Much like her Psychic cousin the Espea she has a fine coat of fur. Though it hasn't been known to be so fine it can predict and opponent's movements. Umbreas will have black fur and hair. Though some tamers and Umbreas may argue that their fur is a dark charcoal color, for all intent and-purposes it's a black. The rings/designs on an Umbrea are actually on their skin, and it's not know why it shows through on the fur (though it is said it has something to do with their absorption of Lunar Rays in evolution) When the fur is removed it will be just as black as the rest of her fur.
The Dark affinity of the Umbrea made her the perfect night patrol/scout during the war. Her attacks allow her to be very well suited in a back-up position. Using Reflect to allow an ally to regain her bearings, or using dark bomb to scatter enemies for a regrouping. Her immunity to psychic attacks along with her speed allows her to cover a fighting type in battle.
back to the master index

UNICORN, the Extremely Hard To Capture Horse Pokégirl
Type: Near Human, Metamorph
Element: Magic
Frequency: Very Rare
Diet: near human diet, preferably vegetables
Role: excellent Alphas
Libido: Average to High (when with Tamer)
Strong Vs: Normal, Electric, Fire
Weak Vs: Magic, Fighting, Psychic
Attacks: Takedown, Stomp, Agility, Mach Breaker, Teleport, Charm, Taunt, Quick Attack
Enhancements: Enhanced Speed (x8), Enhanced Dexterity (x7) Enhanced Stamina (x10), Enhanced Hearing (x8), Danger Sense, Telepathy, Metamorphic ability, minor psychic talents
Evolves: Pegaslut (Bird E-Medal), NightMare (Dark Stone)
Evolves From: Ponytaur (Dawn Stone)
Unicorn is the other evolved form of the Ponytaurs. They can be considered as quite human except that they have a horn sticking out of their forehead. This can usually be seen in both their human and horse form. They can be also be considered as one of the more beautiful Pokégirl breeds. Their human form can be quite a sight to behold, they have long blond hair that reaches down to their waist. They have creamy white skin. Their breast size range from B cup to C cup. And their appearance range from extremely cute to absolutely beautiful.
Feral Unicorns are usually found in thick secluded forests where they can easily hide from humans and those wandering tamers. They are extremely shy and quite reclusive only mingling with feral Pokégirls native to their homes. They usually band together with other Pokégirls especially plant types in taking care of their forest, driving away evil humans and caring for the plant life and other Pokégirls, and trying to make it a more safer home for them to live in.
They are a careful breed, very wary of humans and seldom seen interacting with humans, with their powers they can quite easily escape roving tamers quickly, returning to their havens.
Capturing them is extremely hard, they are highly intelligent even the Feral ones, add their danger sense and teleporting can easily beat a hasty retreat. Researchers also cannot explain Pokéballs malfunctioning or failing to activate after being thrown at a Unicorn even the illegal ones, making them quite elusive to your average Tamers.
Gaining their trust or their gratitude would be the most effective way of capturing one, they will lose their ability momentarily to repel your Pokéball just so you can capture them. This ability is quite useful, other tamers can't capture your Unicorn, and it saves money buying those anti-capture devices for your Pokégirl.
They are really quite affectionate and competitive against other fast Pokégirls, joining races or contests of speed to prove their prowess. And they especially love being Tamed after a long satisfying race specially if they win. They also like to compete against your other Pokégirls for your attention and trying to earn extra Taming sessions.
back to the master index

URSINE, the Big Bear Brawler Pokégirl
Type: Animorph (bear)
Element: Ground
Frequency: Very Uncommon
Diet: Omnivore (prefers fish; requires three times more than normal to prepare for hibernation)
Role: Combat, long-term scouts, body-guard
Libido: Average (High for a month before Winter)
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Scratch, Fury Swipes, Takedown, Roar, Tackle, Bite, Crunch, Dig, Earthquake
Enhancements: Enhanced Strength (x8), Enhanced Endurance & Durability (x4 each), Enhanced Olfactory Sense (x6), Hibernation ability
Evolves: None
Evolves From: None
One of the rarer types of Pokégirls, the Ursine takes after an animal that was once known as a bear (which are now, obviously, extinct). Unlike the Snorlass and their evolutions, this breed is tall and heavily muscular, although one may not notice such given the fur that covers their bodies. The fur ranges from a pitch black to a soft sandy-coloration and anywhere in between. They are known for their strong claws and body, capable of taking a rather large amount of punishment while giving out even more. These Pokégirls are very territorial and will often chase out any intruders, be they ferals, tamers, or even harem sisters. Unlike the animal that the Ursine is modeled after, most of this breed has eyesight that is the equivalent of a humans. However, for some reason, some Ursines do wind up near-sighted. It is because of this that most non-feral Ursines wear glasses, since the breed is more susceptible to having eyesight problems. Most Ursines stand at upwards of six feet tall, though only rarely do any reach seven feet tall. One in history has been recorded at eight feet tall, and is on display in a museum in Viridick City.
All Ursines will stake out a territory and regardless of if this happens inside a harem or not, this breed will defend that territory as fiercely as she can. The first caught Ursine was not by a tamer, but by a Watcher that had lived near her territory for months on end before finally taking the final step of catching her. The result was an Ursine that got along well with him from the start- subsequent captures of an Ursine by wandering Tamers have found many reports from those early days of the tamer being brutally attacked and injured as a result of Taming attempts. In a harem, although the Ursine can learn to work together with others, the breed is known for being independent and stubborn- any item she is given by her tamer is guarded with her life. This breed has shown a remarkable tendancy towards guarding her tamer/owner as well. However, it is this same attitude that makes them unsuitable for any leadership roles within a harem. They do not give in to sharing easily, and all Ursine prefer one-on-one taming sessions.
An odd trait of the Ursine is the ability to hibernate when it comes to winter time. The Pokégirl eats almost as much as a Snorlass or a Grizzlar can and her libido increases to high for a month before her hibernation sets in. For three months out of a year, the Ursine sleeps through it all. Waking the Pokégirl up during this time is considered unhealthy for all involved in the waking of her. In fact, waking her up from normal slumber can be hazardous to one's health as well, though not to the same extent. Waking up to breakfast, on the other hand (especially fish of some sort), will normally appease any pissed off Ursine. This also seems to work on feral Ursine as well.
In battle, Ursine are straight-forward battlers who will charge in and attempt to overwhelm her opponent with her claws and teeth. It is rare that they utilize any strategy that they come up with, but have been known to follow the orders or strategies of a tamer that they trust. They do not tend to trust harem members while in battle, and have been known to harm her own harem sisters by accident or to finish off the opponent. It is also for this same reason that they are not trusted in sex battles, and Ursine as a breed have been counted as inappropriate and illegal combatants in sex battle leagues around the world.
On a side note, this breed was once considered a prototype for the Snorlass. This has been proven false, considering the differences and the fact that no Ursine has ever evolved into a Snorlass or any of her evolutions. Also, at one point the Ursine was considered an evolution for the Mynx. The tamer that had made this claim was probed by a psychic and it was found that the Mynx was actually killed by the Ursine, but was wounded enough for the tamer to catch the Ursine afterwards. This information should become available in the next Pokédex firmware update.
back to the master index

VALKYRIE, the Northern Swordmistress Pokégirl
Type: Very Near Human Metamorph
Element: Fighting/Flying
Frequency: Very Rare
Diet: human-style diet
Role: Capture and rescue
Libido: Low to Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Slash, Double Slash, Cut, Sword Dance, Focus Energy, Wingover, Dive
Enhancements: Enhanced Speed (x6), Enhanced Strength (x7), Enhanced Endurance (x4), Can summon weapons and armor. Can make wings appear and disappear.
Evolves: Armsmistress (Dawn Stone)
Evolves From: Slicer (battle stress), Airmaiden (battle stress)
Valkyries bear a resemblance to Angels in appearance, and are often mistaken as such. They are tall and athletically built. They aren't as muscled as some types, and still possess softness and curves, but one can easily see the strength in their limbs and the dangerous grace of a warrior. Their hair is usually golden blonde (occasionally silver, and other shades of blonde), and almost always kept long, though it is usually tied in braids or pigtails. Eye color is light, either blue or green. Skin color is pale. Valkyries typically appear with a breastplate, a helm with wing motifs, greaves, longsword, and in the off-hand either a shortsword or a shield. Some Valkyries have been known to use a spear instead. Finally, they have a pair of white feathered wings, separate from their arms, much like an Angel. These wings can be summoned or dismissed by touching a jewel on her chest. Valkyries usually insist on wearing some clothes, though they need not be terribly modest, and will rarely take off their armor outside of taming or bathing.
Valkyries have an ingrained habit of searching battlefields for powerful, defeated Pokégirls, and rescuing or capturing them. This should be noted, since if a Valkyrie can access a tamer's Pokégirls after a tough battle, a tamer can suddenly find themselves out of spare Pokéballs and with an extra handful of Pokégirls added to their harem. They will also consider getting a downed harem sister out of the battlefield to be of higher priority than defeating their enemy. However, they will stop all this behavior (begrudgingly) at their tamer's insistence. It is sometimes considered a bad omen to see a flock of feral Valkyries in flight, as it can suggest that a large battle with many injured or dead is, has, or will soon occur. The phrase "flight of the Valkyries" is sometimes used as a euphemism for war in literature.
Valkyries are excellent fighters with their weapons, on par with all the other Slicer evolutions. They are also brilliant at evaluating the strength of a fighter. They tend to fight defensively, economizing movement, warding blows away with armor and shield while they wait for an opening. With great strength and precision, they seek to end the fight quickly with as little effort on their part as possible, so that they have the energy to evacuate any allies from the fight, if needed. A Valkyrie often uses her wings to quickly charge her foes, either for hit and run attacks or to quickly get into a defensive position. Valkyries usually only use their wings for movement, however, and dismiss them once in the melee. She can also use them for distance attacks against ground targets. It should be noted that in aerial combat, a Valkyrie will usually prove inferior to other flying types, especially birds.
Resembling Angels in more than just appearance, Valkyries are polite but serious and aloof, at least in public. The only exception to this is if she is drunk, which will prompt very different behavior, namely: loud merrymaking, singing, boasting, and much more friendly behavior towards her tamer. While sober, a Valkyrie won't publicly show her tamer affection; or at least nothing more than a smile and holding hands. Though, if her tamer initiates affectionate behavior with her, she will not push them away unless they try for more than a lip kiss. In a private setting, a Valkyrie is much more open and loving, though mildly bashful. Feral Valkyries are fairly docile, and do not commonly attack humans. However, they will defend themselves from direct attack, and will resist capture to the best of their abilities. Once captured, they do not provide much, if any trouble to their new masters. If any battles occur near them, feral Valkyries will take any unconscious Pokégirls a safe distance away from the fight.
Valkyries will often concern themselves with the safety of their harem sisters. They make fine alphas for this reason, though generally they are content in any position as long as the harem is in good health. Valkyries may have problems with infernal Pokégirls, but likely will not get violent with them unless attacked or unless they are doing something actively evil.
There is little to note in regards to taming Valkyries. There is, of course, the standard advice for all flying types. When their wings are out, most do not like positions where weight is put on the wings (e.g.: the missionary position), and it is best to tame them in the open air, as they sometimes beat their wings during orgasm. Finally, as with many flying Pokégirls, a fair few may entertain fantasies about mid-air taming.
To date, there have been no reported cases of thresholding directly to a Valkyrie.
back to the master index

VAMPIRA (aka BATGIRL), the Night Flyer Pokégirl
Type: Near Human
Element: Dark/Flying
Frequency: Rare
Diet: human style food, with occasional blood or vitamin supplements
Role: uncommon Pokégirl type, makes an excellent night security guard
Libido: Average
Strong Vs: Bug, Dark, Fighting, Ghost, Ground, Plant, Psychic
Weak Vs: Electric, Ice, Rock
Attacks: Claw, Dark Blade, Dark Bomb, Drain, Kick, Tackle, Wing Attack
Weaknesses: Torpid during the day
Enhancements: Enhanced strength (x4), Elemental Affinity: Dark, Altered digestive system, Night vision, Ability to cling to walls and vertical surfaces, Low melanin level
Evolves: None
Evolves From: Goth(Dark Stone)
Vampira are one of the evolved forms of the Goth Pokégirl. It is hard to tell a Vampira from a Goth since she appears just like the Wanna-Be Vampire or Make-up artist sub-type except she doesn't need make-up to appear pale, since all Vampiras have very pale skin which never tans no matter how much sun she gets.
No matter what else she is wearing a Vampira will always have what appears to be a black cloak. This is in fact a pair of bat wings, and although Vampiras are not the fastest flyers they are maneuverable and their strength allows them to carry a human or Pokégirl for a short time. The other difference between a Goth and a Vampira is her teeth. A Vampira has long canine teeth which she uses to perform her drain attack and to draw the blood which she needs to feed upon.
Vampira mostly eat a normal human diet however they are unable to extract some vitamins from normal food and must consume either vitamin supplements or blood once a week to avoid growing ill. Vampira prefer blood when they can get it but can survive on supplements indefinitely, but a Vampira with a tamer will insist on drinking his blood at least once a month. This is considered an act of great intimacy by the Vampira and will always be the prelude to a taming session.
Vampira can now use Dark Blade, and this combined with their more functional claws, greater strength and the ability to use drain to weaken their opponent and restore their own strength makes them excellent close-in fighters.
Vampira prefer to rest during the day and most spend the day in their Pokéball asleep. They are often used by tamers to guard their camp at night since they have excellent night vision and are much more active at night, this has also led to many Vampira being employed as night security guards.
Vampira have a low feral state becoming even more brooding than normal and almost totally nocturnal, only being active during the day if absolutely necessary. They are usually not dangerous since they are solitary and will only attack a human should they be desperate for blood, and the amount of blood that they will drain in an attack is not life threatening. In fact anyone attacked by a solitary Vampira is advised to not resist and just allow the Vampira to drink their blood since she will become aroused and they can then initiate a taming session and capture her.
There is one exception to this however, feral Vampira who encounter a Vampire will seek to follow her and become her servant. In fact feral Vampira can sense when a Vampire is near and have a rough idea as to which direction she is in. The exact range at which a Vampira can detect a Vampire varies depending on the levels of both the Vampire and the Vampira but is usually between 1-3km. Should the Vampire be a tame one then this causes few problems, with the Vampira joining the Vampires harem. Much more dangerous are those Vampira who encounter feral Vampires, they will seek to serve their mistress, often being used to bring her victims for her to feast upon. A group of feral Vampira is a sure sign that a Vampire is in the area and anyone who is attacked by more than one Vampira is advised to escape and report the attack to the authorities immediately.
Tamed Vampira do not suffer from this weakness and lose the ability to sense when Vampires are in the area. In fact tamed Vampira both fear and despise feral Vampires and will seek to have them captured or killed when they encounter them since they have no desire to be forced to turn feral and become the Vampire's slave. They are not actively hostile towards tamed Vampires but are slow to trust them until they have gotten to know them.
Human girls thresholding into Vampira are very rare and usually handle the change well given the Vampira's somewhat brooding personality.
back to the master index

VAMPIRE, the Bloodsucking Pokégirl
Type: Very Near Human
Element: Ghost/Magic
Frequency: Rare
Diet: Blood
Role: Hunters
Libido: High
Strong Vs: Bug, Fighting, Ground, Ghost, Magic, Plant, Poison, Psychic, Infernal
Weak Vs: Dark, Electric, Ice, Celestial, solar-based attacks
Attacks: Vampire Bite, Drain, Invis (all levels), Night Shade, Phase, Illusion, Fear Aura, Mega Drain, Dark Shield, Cocoon of Darkness, Dark Mist, Dark Matter, Blood Blade, Blood Bullets, Vampiric Touch, Ghost Blade, Nightmare Syndrome
Enhancements: Enhanced Speed (x4), Enhanced Strength (x4), Enhanced Endurance (x4), Enhanced Durability (x4), Enhanced Healing (x3), Darkness affinity, Constant Ashen Wings and Dark Goggles effect, light transformation and illusionary capabilities
Evolves: Psivamp (Moon Shard), Lucarda (Zalera’s Blessing), Starlady (Dawn Stone)
Evolves From: Humans, Dark-type Pokégirls or Amazon-type Pokégirls (infected through bite)
Bounty (for confirmed kill): 200,000 SLC (applies to Ferals only)
Bounty (for reporting sighting & getting out alive): 57,000 SLC (applies to Ferals only)
Bounty (for successful capture & taming): 57,500 SLC (applies to Ferals only)
Recommendation if you see one: Before anything is done, be certain that the Vampire is indeed a Feral one. Observe it, trying if at all possible to stay out of its way. The difference between a Feral Vampire and a Tamed Vampire is very subtle. If the Vampire seems even remotely animalistic in nature, then evac immediately, making sure to have a fighting-type Pokégirl at the ready if you are spotted. If you are spotted, be prepared to kill the Vampire as its bite is potentially lethal and has the potential to infect you or your Pokégirls, resulting in a transformation into a Vampire. (applies to Ferals only)
Vampires were one of the few species of non-Infernals that campaigned with the Legions of Terror during the war. Their presence alone was enough to inspire fear in the populace, and since Sukebe’s research had yielded that humans could be converted to Vampires and forced into service with the Legion, they were considered to be even more terrifying. Human in appearance, save for their pale skin and more pointed than normal canine teeth, they were easily capable of blending in with humanity.
While sunlight didn’t kill them, as it normally would with vampires in the old stories, they were weakened severely by the sun and generally stayed inactive until nighttime. This made it easier to catch and tame Vampires, however doing so guarantees that the Vampire will never have any respect for you. Catching a Feral Vampire at night, and especially at a full moon, when their powers are at their strongest, and you guarantee a loyal, cooperative Vampire in your harem.
Vampires have a variety of fearsome abilities. They can transform into pre-Sukebe creatures such as rats or bats, more powerful Vampires being able to change into swarms of these creatures. They can also transform into mist for silent movement through an area, remaining aware of their entire surroundings when transformed and capable of reforming at any time. They can pass through walls and turn invisible, and manipulate dark energy to their own ends. They are fierce, savage fighters when Feral, losing all of their complex abilities except for much lessened invisibility powers and natural flight. When Tame, their tactics change, as they tend to favor a combination of intimidation and evasive tactics, using illusions and trickery to basically terrify the opponent into defeating themselves. They can turn up to one other person invisible as well, as well as phase them through a wall, but only if they are completely tangible and/or visible before grabbing someone and using the ability.
Having a Vampire in your Harem is not recommended, but doing so shows that you have the patience, diligence, and willingness to do what is necessary for your girls to be happy. Vampires need only one thing to survive: blood. If a Tamer is willing to let their Vampire feed from them, just enough for the Vampire’s needs to suffice, then they guarantee loyalty from their Vampire. It’s best to let them stay in their Pokéball until nighttime, as they become severely weak during the day and cannot take pleasure from any sort of physical act, making Taming useless. In official Pokégirl battles, it is forbidden to use Solar attacks on them, as it is potentially fatal to them.
Vampires can secret a chemical substance through the hollow canines they use to feed. This chemical is what triggers the change into a Vampire. Males turn female before their transformation. To tell the difference from a normal feeding bite and an infected bite, looking for a greenish-yellow foam around the wound. A vampiric infection can be treated and cured within seven days of the bite via white magic and careful medical treatment, but by the eighth day, the effects are irreversible. Due to the nature of how Vampires are formed, no cases of Threshold have been recorded, or are believed to be even possible.
Note that Ferals are FAR more dangerous to travellers than Tame Vampires. Tame Vampires have a strong sense of dignity and are far more likely to be polite to people they meet. They will also NEVER drink more than they need to survive. Ferals are savage, and will drink even when they aren’t thirsty. They also have less control over their bodies and are far more likely to accidentally infect someone with a vampiric transformation virus. Feral Vampires also command Feral Vampira, a breed that Tame Vampires look down on with derision and amusement, as they are moderately useful to their purposes.
back to the master index

VAPORITA, the Water Eva Variant Pokégirl Type: Humanoid Animorph
Element: Water
Frequency: Uncommon (Crimson League)
Diet: fish, pokechow
Role: underwater operatives, surveillance
Libido: Low to Average (Very High during mating season)
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Water Gun, Bubble, Water Barrier, Water Tickle, Slick Stroke, Mirror Image, (in some rare cases) Water Slave
Enhancements: Enhanced Endurance (x4), Enhanced Speed (x3), Elemental Affinity Water
Evolves: None
Evolves From: Eva (Water Stone)
Most Vaporitas are relatively calm, though there are, on occasion, a wild and crazy Vaporita who loves to party. The biggest problem of a Vaporita is that they sometimes suffer from an inferiority complex, resulting in their Fighting skills being diminished. The more fearsome or aggressive their opponent, the more likely a Vaporita may lose due to psychological warfare. It's recommended that most tamers allow their Vaporitas to take on a number of aggressive, but much weaker opponents to build up a Vaporita's confidence.
While gentler than their Fire-based counterparts, the Vaporita is just as passionate (more-so some Vaporita tamers claim) in terms of their taming. Their water affinity allows them a much greater lung capacity increasing their skills in oral sex. The Vaporita looses most of their fur and their skin becomes blue tinted. Their ears become fin-like and their tails become more adapt for use in the water. Their ears and tail remain strong erogenous zones.
Dues to their inability to learn the more powerful offensive moves and their rather high speeds it is believed by many that Vaporitas were meant as reconnaissance troops and coast patrols.
Their skin is very soft and can absorb and filter many types of liquids which can be (and generally are) stored within the girl's body for use later. While in water their skin helps to cut down on surface resistance allowing them greater speed when assisted by their powerful tails. Their ears will tend to act as rudders for greater control of movement, they can also help the girl achieve a sort of sonar when underwater. They can act as an early warning system to a girl about to surface. By putting just her ears above water-level a Vaporita can listen for hostile activity before surfacing. (Like a sound-based periscope.)
back to the master index

VENOM MISTRESS, the Poison Master Pokégirl
Type: Very Near Human
Element: Poison
Frequency: Very rare, Very Very Rare (Crimson League)
Diet: Human diet, poisonous plants
Role: Master of poison, healer
Libido: Average to High
Strong Vs: Plant, Bug, Fighting, Poison
Weak Vs: Psychic
Attacks: Every Poison attack known. Regeneration Tears, Infinity Antidote, Cure, Pray, Multiheal
Enhancements: Immunity to poison. Poison enhancement. Widow Sense
Evolves: None
Evolves From: Dominatrix (compassionate nature and contract with Sexebi)
The Viceroy of Venom, the Princess of Poison, the Titan of Toxins, the Venom Mistress is the pinnacle of everything that is poison. If it involves any sort of fluid or liquid that can break something down, she probably knows it and can make it better.
The Venom Mistress’s first came into being with the help of the legendary Sexebi. The legendary stumbled upon the aftermath of a horrible Widow attack. Searching the ruins of the small town, she found a Dominatrix hunched over her dying tamer in tears. The tamer had been poisoned by the Widow’s Hyper Venom and was starting to slowly change into one of the dreaded creatures. No one really knows what happened between the two Pokégirls, but soon after the Dominatrix evolved into a Venom Mistress and used Infinity Antidote, the only known cure for Hyper Venom.
However, since that day, sensing the good she could do by helping other Dominatrixes evolves, Sexebi had sought out other Dominatrixes to evolve into Venom Mistresses to help combat the fear, despair and agony that Widows cause.
Though the Venom Mistress can use the Infinity Antidote, the only known cure for the Hyper Venom that the Widow possesses, they are the ONLY Pokégirl type who can use the technique and can only use it once a day for every 5 levels she possesses.
It should be noted that the victim must still be alive for the Infinity Antidote to work, thus limiting the usefulness of storing the Infinity Antidote.
With her evolution brings about some dramatic changes. Her personality remains the same, but with any Pokégirl who is directly connected to a legendary, she is very powerful. She now knows every single poison attack known, and their cure. Her power over poison is so acute, she can actually enhance them to effect Pokégirls that would otherwise be immune to them. Steel and Ground types are no longer safe from her deadly liquids.
Her appearance doesn’t change very much. She may tone it down a bit from her usual risqué attire as a Dominatrix, but leather is still her mainstay. She has taken a sudden interest in dark greens and purples. During taming she still likes it rough, but has become more loving and gentle.
Luckily, the fears of a Domina-type Pokégirl with this much power is unfounded. While she retains her forceful and dominating personality, she is also a very compassionate person. She focuses more on her healing then on her poisoning. While not as skilled as NurseJoys, they still remain very good healers and can heal all but the most severe wounds. As well, should she come across any poisoned people or Pokégirls, she will cure them unless given a very good reason. Don’t upset one though, they are not above injecting someone with her most painful poison and curing them only after they are near death.
No Pokégirl likes the fight a Venom Mistress if they can help it. The knowledge that she has made a personal pact with a legendary Pokégirl is very intimidating, and that is not factoring in her past as a Dominatrix. And with her knowledge of all poison attacks makes her very deadly, not even steel and ground types are safe from her. The only Pokégirls not scared of her are psychic types, but they still hold a firm respect of the breed.
All tamers that have a Venom Mistress in their harem are required to report to league authorities. It has been found that all Venom Mistresses have an innate sense of where Widows will strike next. It isn’t an exactly precognition, but they get a bad feeling at times that have proven very accurate. Combined with her ability to cure a previously incurable poison, she has saved many lives.
There is another reason as to why all Tamers are required to report to league authorities upon the evolution of a Venom Mistress. What the leagues have all feared as come to pass. Another Pokégirl knows Hyper Venom, and she is completely sane and in control of her actions. The only reason she isn’t being eaten from the inside out from the acidic qualities of the poison is that she is completely immune to it. No one is to reveal this information. Though it is listed that she knows all poison attacks (because it is true) everyone assumes Hyper Venom is the obvious exception. This must not be proven otherwise. Should any Teams find out that she can produce it, they would capture her and turn the poison into a weapon.
It is illegal for any Venom Mistress to use Hyper Venom in all but the most dire of circumstances, and each case of such happening is subject to military tribunal. Should the tamer be found guilty of excessive force, he will have his license stripped and memory of even having Pokégirls stripped from his memory. If the Venom Mistress herself is guilty, she will be put through a level 5 conditioning cycle, no questions asked. It should be noted that due to the extreme power and potency of Hyper Venom, a Venom Mistress may only use it once per day, for every 20 levels. At the time she uses it, she must concentrate on the ability, preventing her from using any other attack except Infinity Antidote for the next half hour. Should she attempt to use any other attack before the time is up, she will be severely burned internally, despite her immunity to poison. It won't kill her, but she will be in great pain.
back to the master index

VENO-MISS, the Poison Moth Pokégirl
Type: Humanoid Animorph (Butterfly)
Element: Bug/Flying/Poison
Frequency: Rare in tropical climates, Very Rare elsewhere
Diet: Flowers, Honey
Role: Gardeners/combat
Libido: High
Strong Vs: Bug, Dark, Fighting, Ground, Plant, Poison, Psychic
Weak Vs: Electric, Fire, Flying, Ice, Psychic, Rock, Bird Pokégirls
Attacks: Daze, Gust, Lust Dust, Poison, Sleep Powder, Tackle
Enhancements: Butterfly wings, Compound vision, Exo-skeleton, Resistance to Poisons
Evolves: None
Evolves From: Butter-She (normal)
Veno-Miss are one of the more popular bug types because of their beauty and their usefulness in combat. Veno-Miss look more bug like than Butter-She, having compound eyes and antennae. However their true beauty comes from their multi-colored wings, which are covered in random patterns made of bright, shimmering colors. These patterns carry on in the short hairs which cover most of their body except their feet, hands and face. No two Veno-Miss, even those born through pathogenesis, will have the same patterns on their body and wings. Veno-Miss gain about half a foot in height when they evolve, now averaging five and a half feet in height. Their breasts grow slightly, although a small C-cup is about as large as their breasts will get, most not going above a B-cup.
Despite their exo-skeleton, Veno-Miss prefer to fight at a distance since they are not very strong and can easily be overwhelmed physically by most other Pokégirls. Despite this lack of physical strength they are one of the best Bug Pokégirls at battling. This is partly because of the wide range of poisons which they manufacture in their wings, which they can release as a powder into the air simply by flapping their wings. Although they can only release one poison at a time, they can manufacture several poisons at once and switch between them whenever they wish. Their other advantage in combat comes from their antennae. These antennae sample the air flow around a Veno-Miss, and this combined with the greater peripheral vision given by their compound eyes makes a Veno-Miss near impossible to sneak up on. Veno-Miss are immune to their own poisons (although not the poisons of other Veno-Miss) and resistant to all other poisons save for Hyper Venom.
During the war, Veno-Miss were used to soften up defenses before an attack by flying over enemy positions and releasing their poisons to incapacitate or weaken the defenders. They generally weren't used in general combat since their poisons would have affected their allies as well as their enemies. Veno-Miss enjoy having plants around and those that aren't in a Tamer's Harem usually find themselves employed as gardeners, since they have the same natural ability to make plants grow and remain healthy that Butter-She do. Needless to say, like Butter-She, Veno-Miss get on well with plant Pokégirls when they find themselves in the same Harem.
In the wild, most Veno-Miss live in tropical areas, and like Butter-She, they instinctively cultivate the local flora both because they enjoy having plants around and to provide themselves with a good supply of food. They also tend to have Butter-She and possibly plant Pokégirls living around them and assisting them in tending to these gardens.
As with Butter-She, those who live in non-tropical areas are migratory to ensure a good supply of fresh flowers for them to eat.
Veno-Miss eat flowers, preferring fresh flowers over dried examples although they can survive on dried flowers for a short time. This, however, will lead to them growing ill if they are unable to feed on fresh flowers over an extended period. They also enjoy sweet things such as honey, sugar and chocolate but again these are only stopgaps should fresh flowers be unavailable.
Whilst Veno-Miss are not as timid as Butter-She, Feral Veno-Miss are generally peaceful unless they or their gardens are attacked, but there is one exception to this. Veno-Miss greatly enjoy Buzzbreast honey and they have been known to attack lone Buzzbreasts to obtain it. A Veno-Miss will use her poisons to incapacitate the Buzzbreast and will then take great delight in eating her out. Obviously a Veno-Miss who finds herself in a harem with a Buzzbreast will be overjoyed and will take every opportunity to obtain her favorite snack. Buzzbreast honey is the only food other than fresh flowers which a Veno-Miss can live on indefinitely and some researchers speculate that it was specially designed this way by Sukebe to ensure that Veno-Miss would always have a source of food whilst on campaign in areas where fresh flowers would be unavailable.
Veno-Miss are somewhat difficult to tame since their exo-skeleton limits their sense of touch over most of their body. However, most Tamers with a Veno-Miss in their Harem report that their antennae are very sensitive and that they enjoy having them gently licked and caressed during taming. Some Tamers even report that a Veno-Miss can be made to orgasm just by doing this.
It is rare, but not unheard of for girls to threshold directly into Veno-Miss. Most, however become Butter-She.
back to the master index

VENUSWHORE, the Full Bloom Pokégirl
Type: Near Human
Element: Plant/Poison
Frequency: Uncommon
Diet: sunlight, water, nutrients through soil
Role: Farming, Gardening, Soil Regeneration, Status Inflicting, Body Enhancement.
Strong Vs: Electric, Plant, Water, Rock, Fighting
Weak Vs: Psychic, Fire, Flying, Ice
Libido: Average (Desire increases during full Solar Charge)
Attacks: Tackle, Vine Whip, Razor Leaf, Leech Seed, Lust Dust, Vine Bondage, Sleep Powder, Bloom Powder, Leaf Shield, Synthesis, Poison Powder, Sap Powder, Buttsprout Powder, Sweet Scent, Solar Beam
Enhancements: Solar Regeneration, Seasonal Camouflage, Nature's Senses, Enhanced Durability (x6), Enhanced Strength (x12, Vines Only)
Evolves: None
Evolves From: Ivywhore (Normal, Daytime only)
The endpoint in the Boobisaur line of evolutions, the Venuswhore is the preeminent status-inflicting Pokégirl. While the damage she can deal is relatively poor compared to most evolutionary endpoints, as she gains little direct attack power, the chaos and status effects her Powder attacks can inflict can turn the tide of battle, and combined with her strong vines, she is capable of restraining almost any foe.
Unlike the Boobisaur, which evolves normally after a certain amount of time and experience, the Ivywhore also requires a second condition. The evolution will only trigger during high daylight hours, when the sun is able to shine brightest on the Ivywhore's back. When both conditions are met, the bulb on her back will open, and she’ll evolve into her final form: Venuswhore.
As a plant type, the Venuswhore's skin retains it's natural variety, ranging from light to dark greens, pure or mottled, with the colors varying over time by the local climate. A large flower now covers most of her back. This flower has no stem, being directly attached to her back, and having opened is flat enough to let the Venuswhore actually lie on her back now if she so chooses. Her bust gains a little more size, but not nearly as much as her previous evolution granted her; instead, she’ll now be quite firmly in the upper end of the E size category at least, and many Venuswhores are bust size EE or even F. Wearing anything other than loose robes is virtually impossible now, not most girls in this line wear clothes anyway. A fact the Venuswhore will welcome is that her breasts firm up significantly, making it unlikely to ever see them sag, and indeed, they now also seem to be pushed together slightly. The appearance seems to give them even more cleavage, and is quite sexy to look at. Their mammaries also become much more sensitive than they were before. A skillful Tamer can bring a Venuswhore to orgasm simply by playing with her breasts alone. Since a Venuswhore can lie on her back now, many Tamers enjoy using their chest as a very comfortable pillow once Taming is over.
A Venuswhore gains a mastery of bio-poisons and powders now that her flower has fully bloomed. She also acquires a powerful Poison Powder attack that allows her to directly harm her foes at a slow but consistent rate, and the 'Sweet Scent' attack. It is perhaps something of a misnomer, as it is not an attack in any normal sense, however, it is long-lasting and can spread great distances, acting as a useful draw for Feral Pokégirls in the area.
Her sole new direct damaging move is the very powerful Solar Beam, during which the Venuswhore takes sunlight energy she has collected over time and gathers it all in the flower on her back. She then drops onto all fours, her head close to the ground (or as close as she can get, laying on her chest) with her ass in the air, so the flower on her back is at least somewhat pointed towards her foe and then releases the collected energy in a massive blast of power. The move is relatively inaccurate, as it is not hard to dodge out of the way of so obvious and slow-to-set-up of an attack, but if combined with various status effects or binds to incapacitate the foe, it can make for a very effective finisher or team move. Because of the necessary setup, and the fact that she only gets one shot, however, this move should be used with discretion.
She can only do this once before having to bask in direct sunlight for at least several hours to recharge the attack. She can only hold one “charge” of this at a time. Even if she sunbathed for hours, she could still only fire one Solar Beam before having to recharge it.
The Venuswhore's ability to manufacture body-altering powders also increases, giving her access to the Buttsprout attack. This works exactly like Bloom, but affects a female’s ass instead of her breasts. Given that a Venuswhore can photosynthesize energy faster than her previous forms, she can make a permanent application of either Bloom or Buttsprout powder in four days rather than a week. Together, these two attacks let a Tamer maximize his Pokégirls’ assets, making sure he has a supremely sexy Harem.
A Venuswhore left in direct sunlight to heal her wounds can completely cure herself of physical harm in about four hours, and if she gets eight uninterrupted hours of pure sunlight, she can then regenerate for seventy-two hours as the energy floods through her system. The regeneration ceases immediately if she uses her Solar Beam attack.
Feral Venuswhores are quite dangerous, both for the damage they can cause and the body alterations they can throw around, to say nothing of their Lust and Sleep poisons, etc. They are rarely found, but often are the center of a group of Ferals drawn by Sweet Scent, so it is advised to be cautious if you DO see a Feral Venuswhore around, as they can often draw other Pokégirls into the area without notice. It’s very rare for a Threshold girl to become a Venuswhore directly, but cases of just that happening are not unknown.
back to the master index

VESTA, the Fire Mouse Pokégirl
Type: Animorph (Mouse)
Element: Fire
Frequency: Rare
Diet: herbivore, mainly nuts and fruit
Role: cooks, starter fire type Pokégirl
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Flamethrower, Ignite, Agility, Scratch, Kick, Tackle
Enhancements: Enhanced Speed (x4), Fire Elemental Affinity, Fire Elemental Resistance
Evolves: None
Evolves From: Titmouse (Fire Stone)
Vesta is very much like its pre-evolution form, Titmouse. They retain the same short, thick fur, slight muzzle, expressive slightly long ears and long thin tail. The largest difference is that Vesta's fur and hair is always a rich crimson color. Some Vesta's have different shades of fur but all can be classed as crimson red. The fur is highly flame resistant which provides Vesta some protection against hostile fire based attacks, however it does not mean she is immune and can quickly be overwhelmed by a more powerful fire type.
Like Titmice, Vesta also tends to be 'ditzy', lacking the ability to focus and remember complicated sets of instructions or duties, which is disappointing since some mouse types, like its cousin, the Mareen, have impressive memories. Also unlike Titmouse, Vesta is never employed as librarian aides because they are very prone to accidental fire damage by igniting things near to them when startled or excited. They also seem to develop rather disturbing pyromaniac tendencies, loving to watch fires burn; the very presence of fire can be hypnotic for a Vesta.
The few saving graces of Vesta are its increased speed from its Titmouse form and its new elemental affiliation, which makes them not a bad fire type starter Pokégirl for tamers if a more powerful fire type is not available. Indeed a number of tamers have started their careers with Vesta because of the relative ease at which to acquire a Titmouse and then use a Fire Stone on it.
Tamers also find Vesta's useful because they seem to be natural cooks, having an ability to start a fire in almost any conditions, although the tamer will have to be content with vegetarian food as Vesta is an herbivore that predominately eats fruit and nuts. It finds cooking meat to be repulsive and attempts to avoid doing so at any opportunity.
Along with the new fire affinity Vesta gains other common fire type traits, including becoming very amorous, having a much higher libido and increased aggression. Vestas are much more capable in combat than most mouse type Pokégirls. When attacked, Vestas are more hostile than Titmice or Mareen and will stand and fight, using its Flamethrower against the enemy to a fairly decent effect. Most people underestimate Vestas as being weak, often leading to their downfall at the hands of the Vesta. You should remember that whilst not the most powerful Fire type, it is still capable of handling itself in a fight. Like all mouse-type Pokégirls, Vesta has a fear of cat types, however in Vesta's case it just causes it to fight harder unleashing the full force of its fire powers to keep the cat type as far away from itself as possible, much to many Catgirls' chagrin.
As a pet, it is not popular due to their pyromaniac tendencies which can cause a lot of trouble for a pet owner. They have to ensure that their homes are fire proof and all matches are kept well out of reach, therefore Vesta are only really seen as pets to someone who likes or specializes in Fire-type Pokégirls.
Feral Vestas are not a common sight. It is quite rare to even see one due to the fact that its evolution is caused by a Fire Stone, which are rare to find in the wilderness. However, when discovered, you can be sure others are around as they tend to live in small groups of about ten. When one of these groups are found they are usually found in forest locations, far from water sources to minimize the chance of running into a Water-type Pokégirl which could otherwise do serious harm to them.
Threshold girls do occasionally become Vesta. When they do their families are quick to sell them off to ranches, as they have little control over their fire abilities initially and can cause significant property damage with their newfound powers.
back to the master index

VICTORYBUTT, the Butt Kicking Pokégirl
Type: Near Human
Element: Plant/Poison
Frequency: Very Rare (Rare as Domesticated)
Diet: carnivorous (but can live on sun, water, soil)
Role: gardeners, grounds keepers predators (also check on Buzzbreast numbers)
Libido: Average (High after prolonged periods in sunlight)
Strong Vs: Electric, Fighting, Plant, Rock, Water
Weak Vs: Fire, Flying, Ice, Psychic
Attacks: Vine Whip, Vine Bondage, Buttsprout, Vine Leech, Sweet Scent, Acid Spray, Cry, Rose Whip, Razor Leaf,
Enhancements: Enhanced Strength (x2), Solar Rejuvenation, High Poison Resistance (any except Hyper Venom), Command Plants (limited)
Evolves: None
Evolves From: Weepingbutt (Leaf Stone)
Victorybutt is the final form of Buttsprout. Her appearance is similar to Weepingbutt, with further development of her figure (if she had a C-cup as Buttsprout, by now she has at least a D-cup) and wide (and actually fewer) leaves in her “skirt”. As before, the green is on the -underside- of the leaves, and only seen if she chooses to show it.
Sexually her appetites are unchanged, as is her tendency to believe she should be the Harem Alpha...although given her sheer butt-kicking ability this isn't always a bad idea. Her ability to speed-grow thorns (see below) makes her even more on a Dom. Queen's hit list, as Victorybutt is immune to poisons and strong against all the Domina's evolutions -and- has the gall to have the Dom's "signature" attack...not that this will stop them from picking the fight every so often.
Victorybutt has similar tactics to Weepingbutt, but gains three new abilities. She can extrude thorny protrusions on her Vines, giving her the equivalent of the Rose Whip (slightly more damage and enhanced effect of her poisons...including her acid attack). She can fire long, thin, very hard leaves (a cross between normal Razor Leaf and Needleshot) at her opponents. Her most interesting ability though is to somehow command her earlier evolutions, possibly through a command pollen although this isn't completely understood. Similar to the Buzzqueen's ability to command Buzzbreasts, she can command any Buttsprout or Weepingbutt in the nearby area...even (to a very limited degree) Tamed Buttsprouts or Weepingbutts. If a Tamed Buttsprout or Weepingbutt is sent against a Victorybutt, they often refuse to attack (although it's not them being disloyal, researchers speculate the ability is similar to other control tricks employed by Magic-, Psychic- and Ghost-types)...although the Victorybutt can -only- command/control her earlier evolutions, whereas the others (such as the Vampire with her 'mesmerism' gaze) can control -lots- of Pokégirl types. Tamers with only a Buttsprout or Weepingbutt who suspect a Victorybutt is about are advised to -not- attempt to battle unless they have a Delta Bond with their Pokégirl (and even then best to avoid the battle). The addition of Thorns to her mix of tricks allows her to wrap up an opponent and -then- attempt an acid attack, which (if she has time to get it off) becomes as effective as if she had sprayed a full attack on someone.
Victorybutt can only be evolved with an Evolution Stone, so is seldom allowed to become Feral (who would waste such an investment on a Pokégirl and just forget about her?) but a wild Victorybutt is a horror in battle, especially as she will likely have nearby Weepingbutts and Buttsprouts to come to her aid. Tamers encountering wild Victorybutts are advised to exercise caution and are recommended to stay at the best range possible and exploit her weaknesses if they do choose to battle. However, while Victorybutts are very dangerous, they tend to let prey come to them unless rather hungry. In an area like Buggy Woods, they will likely -not- attack a wandering Tamer and their Harem unless provoked as they have good soil and plenty of random prey.
There are no known cases of a girl Thresholding directly into Victorybutt.
back to the master index

VIDEO GIRL, the Digital Sprite Pokégirl
Type: Very Near Human (Virtual)
Element: Electric
Frequency: Rare (WAPL and Crimson League), Very Rare (everywhere else)
Diet: Human-style when solid, in their natural VR form they don’t need to eat
Role: Network coordination
Libido: High (human form)/None (VR form)
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Attacks: Disk Toss, Data Transfer (teleport), Data Stream, Upload, Download, Mag Bomb, Magna Beam, Luminare
Enhancements: No real physical body unless one is created, high intelligence, extremely high data capacity, electronics affinity, can move freely through any network, can fully regenerate body so long as disk survives
Evolves: Video Girl Upgrade (mechanism classified)
Evolves From: Pussycom (normal), Hand Maid (Networking stress), Hand Maid Mark 2 (Networking Stress)
Video Girls were the first ever tech Pokégirls to be discovered. First used by Sukebe’s army during the war, their role was primarily data information, retrieval, destruction and manipulation. After being activated, they would download themselves into a computer system and force their way in by hacking their way through the defenses in what was to them a very literal sense. They would then copy every bit of information they could find and delete the original, leaving armies without important data they needed, or ruining programs meant to help in battle or control weapons systems. They were a devastating force, mainly because at first they were completely undetectable fighting force. They were nearly made extinct when a viral program was introduced into the global net that specifically targeted them, destroying their data bodies.
Fortunately, Sukebe had the foresight to plan for such an event. Video Girls are connected to the real world via a Frisbee-sized disk that can attach itself to any computer. Should their structure inside the Net be destroyed, their data is automatically returned to the disk and recycled, allowing them to take form again. When Sukebe was defeated, the Video Girls gathered together and discussed their future, eventually coming to a decision and surrendering to the human forces, offering their services as network coordinators and data managers. To a trusted few they gave the secrets of their disks, as well as the secret to making more of them. Today, all Leagues have at least thirty Video Girls, their disks hidden in secret, well-guarded locations with Tamers to maintain them, Vince McMahon’s Titan Taming Incorporated and Miranda Jahanna’s Jahanna Corporation controlling fifty, not counting the few that have evolved into Video Girl Upgrade, a scant handful of Video Girls in the hands of wandering Tamers. All Video Girls under the command of wandering Tamers are constantly uplinked to other Video Girls and will refuse any request that may damage the network or any of their ‘sisters,’ no matter the cost to themselves. The only exception to this rule is the few Video Girls that have fallen into the hands of Team Rocket-style groups, all of whom have gone insane from attempts to reprogram them.
Video Girls are among the most intelligent types of Pokégirl out there, and the only Pokégirl that has no biological components to them at all. Even the robotic types, such as the Zeromer or Bombshell, have organic elements in them, but Video Girls do not. Their VR form, as they call the form they are most often in, usually takes the shape of a human female with skin that is most often a shade of green, violet, or blue. Occasionally, a Video Girl’s VR form will have red skin, or midnight black. They ‘wear’ a skintight bodysuit, stylized to the personal tastes the Video Girl developed over their life, which also acts as a summoning focus for their data manipulation tools.
More recently, Video Girls have learned how to manifest themselves in the real world. Video Girls, despite being coldly logical and emotionless a great deal of the time, have a great love of data, and are always seeking new things to experience. They download themselves completely into their lifedisks, and manifest a hologram that can be physically interacted with on the most intimate of levels. To simulate the sensations they wanted, however, they used a HentaiCute’s biological data. So when they manifest physically, their libido skyrockets. This is highly embarrassing to them, but as the sensation data is completely ingrained into the basic programming of a Video Girl, it’s too late to change it. For this reason they do not manifest physically very often, as they sometimes go Feral and begin using magnetic attacks more liberally, as it creates a pleasurable sensation in their physical forms.
Their physical appearance changes little when they manifest in the real world. Their outfits become more revealing, but their skin becomes more cybernetic in appearance, their eyes becoming a visor-like LED display that sometimes shows their emotions or thoughts without their knowing, their limbs and hips containing ports where they can hook themselves up to a computer to do information processing while real. On their back is a mechanical device containing their lifedisk.
When physical, they can use various electric and magnetic attacks, as well as use several attacks exclusive to their breed. Upload is an attack they can use to inflict a random negative status ailment on an opponent. They shoot wires out of a panel on their arm, which attach to the opponent and upload the effect from the Video Girl’s database. Conversely, their Download attack, which also involves wires shooting out of their arm, allows them to mimic one attack of their opponents for twenty minutes. Data Stream is a tremendously powerful beam attack, however since it draws on data from the Video Girl’s own database to be condensed and formed into the beam, they rarely use it. The lifedisk of a Video Girl is unbelievably durable, capable of taking a lot of punishment, so daring Video Girls often use it as a projectile weapon, using a magnetic surge to bring it back to their hands.
The revelation that Pussycoms can evolve into Video Girls came as a shock to the original Video Girls, all of whom are still alive today. When a Pussycom evolves, it generates a small, but effective laptop computer with a lifedisk attached to it and the ability to wirelessly connect to the Internet. The original Video Girls, who were created separately, have begun a side project involving research into Pokégirl evolutionary processes, especially their own.
A very rare type of Video Girl is known as the ‘Virus VidGirl.’ Their bodies consist of virally infected data and their personalities are all destructive in some way. Their appearance varies greatly from that of a normal Video Girl, being almost demonic or angelic in some cases. There have been only three known cases of a Virus VidGirl, a megalomaniacal creature called Megabyte, a self-proclaimed ‘Diva of Destruction’ who called herself Hexa-Decimal, and Daemon, who’s angelic exterior hid a nihilistic persona intent on making the entire worldwide information network destroy itself. All three have been apprehended and isolated in separate computers, unable to link up with the global information network. They would have been destroyed, but scientists and Video Girls insist on studying the three of them, looking for ways to prevent more of their breed from appearing.
As Video Girls reproduce from the creation of new lifedisks, Thresholding into one is impossible.
back to the master index

VIDEO GIRL UPGRADE, the Netmistress Pokégirl
Type: Not Very Near Human - Very Near Human
Element: Electric/Varies
Frequency: Extremely Rare Diet: Electricity (Manifested form)/N/A (Vitual Form)
Role: Data flow management and control
Libido: Customizable
Strong Vs: Electric, Flying, Steel, Water, Varies
Weak Vs: Dragon, Ground, Plant, Rock, Varies
Attacks: Disk Toss, Data Transfer (teleport), Data Stream, Upload, Download, Mag Bomb, Luminare, Magnet Flux, Thunder, All Others Vary
Enhancements: Virtual Form, Wireless Connectivity, Virtual Agelessness, All Others Vary
Evolves: None
Evolves From: Video Girl (Repeated Upgrades)
When a Video Girl undergoes repeated upgrades, to the point that less than twenty-five percent of her original programming remains unaltered, she can be said to have evolved into a Video Girl Upgrade. Much more varied than their unevolved forms, Upgrades are also much rarer due to the lack of programmers with enough skill to successfully upgrade a Video Girl to such an extent without damaging her functionality. For this reason, those that exist tend to be extremely loyal to their "creators," and they're often sought after by those who do not realize the reason for said loyalty. In any case, they usually share the basic abilities of their unevolved form, often taken to a much higher level, and a slew of others that depend on the nature of their customization.
Physically, or rather, virtually, Upgrades differ vastly from Video Girls, in most cases; the avatar data contained within them is one of the easier things to customize, and thus their appearances tend to be in the direction of whatever their programmer likes. Similarly, when physically manifesting (which is another area they tend to be more advanced in than normal Video Girls, creating extremely complex and lifelike physical avatars, though some will look less so than Video Girls, if their programmer is not interested in said avatar), their appearances are hard to assign an average value to, as they depend heavily on what their customization is geared towards, and again, what preferences their programmer has, with forms ranging from quite obvious Not Very Near Human to nearly perfect Very Near Human, sans the projector containing the Lifedisk. The secondary element which some Upgrades gain is also generally reflected by their appearance; an Upgrade who tends toward water might have a blue color scheme, et cetera.
Mentally, the changes are somewhat more consistent, although not a rule by any means. Considering that it normally requires a human programmer of great skill to create an Upgrade, since it's extraordinarily hard for a Video Girl to upgrade herself too drastically without help, most of the breed has, out of necessity, a love for the technologically skilled. Since upgrades to the logical faculties and processing speeds are perhaps the most common changes made to Video Girls, it is rare to see an Upgrade that does not greatly surpass the average Video Girl in both these areas, which makes them seem more intelligent, even if it's actually just working out the answer faster, though many are equipped with vastly more sophisticated computation algorithms. They can also, in cases where their programmers desire such, understand emotions more easily, and even approximate their own emotional responses to situations with far greater accuracy. Again, however, these statements only apply to the average case, and a hugely diverse range of mentalities can be observed in individuals due to varying customization.
In terms of combat, there is a definite difference between real and virtual as far as the breed's prowess goes. On a physical battlefield, they're not particularly great, though hardly inept either; with the achievement of a secondary element, they gain both advantages and disadvantages in this area. Some have been known to shine, and others to dismally fail, which has led to the average being...well, average. Again, what direction her customization is geared is an important factor in determining the aptitude for physical combat that a particular Upgrade will have. They do have the universal advantage of being virtually immortal, though, unless something happens to their Lifedisk, which is extremely rare. It should also be noted that, due to the recompiling process, no changes can be made whilst an Upgrade is physically manifested,
Virtually, on the other hand, most Upgrades are almost invincible. The title "The Netmistress Pokégirl" is not simply for effect; with the faster processing speeds, better logical faculties, more advanced computational abilities, and other technological superiority that sets most individuals well above their preevolutionary form, there is little that can even approach their level. Adding to this, customization leads most to have some further specialty skill(s), resulting in a breed that many League Governments both covet and fear. Needless to say, most Upgrades find themselves in some form of government service, as it's rather difficult for an individual possessing such a potentially powerful breed not to be influenced by either a government or a criminal faction, and those who fall in with the latter thankfully tend to be dealt with quite swiftly because of the extreme security risk they pose. In a similar vein, the possibility of an Upgrade going Viral is feared greatly by many, as such an occurrence could theoretically be as devastating as a Widow attack. However, others maintain that any and all Viral Video Girls would already be considered Upgrades by virtue of their nature.
Sexually, Upgrades are almost as variable as can be, at least when manifested. Naturally, they don't require taming when not manifested, although some have been programmed to tend towards a feral state in that form anyway, for added control. In any case, customization of sexual preferences and the learning of sexual skills is one of the simpler facets of Video Girl programming, and so changes that reflect the owners preferences are almost always made to Upgrades in early stages of programming. This is often done simply to tone down the extreme libido that much of the breed has when manifested under normal circumstances. It should also be noted that said libido can only be adjusted between the thresholds of "Average" and "Extreme" without severely damaging the core of a Video Girl's coding, which is presumably a failsafe put into place by Sukebe. In any case, the breed's feral state can also be adjusted, although not made to be too light or eliminated, which is presumably another failsafe. Since Upgrades cannot physically give birth, Thresholding into one has been deemed impossible.
back to the master index

VIEPRA, the Steel Serpent Pokégirl
Type: Humanoid Animorph (serpent)
Element: Poison/Steel
Frequency: Rare
Diet: Omnivore; eats twice the amount as the average human
Role: Tunneling, Scout, Mining, Construction
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Ground, Fire, Electric
Attacks: Exhausting Venom, Venom Bite, Venom Spit, Metal Claw, Hard Drive, Quickturn, Wrap, Tail Slap, Pneumatic Drill
Enhancements: Enhanced Durability and Stamina (x5), Enhanced Strength and Speed (x3), low pleasure threshold, high flexibility
Evolves From: Mercury (Venom Stone)
Evolves: None
This Pokégirl has an uncertain origin. Some Pokégirl researchers claim to have found mention of them from Sukebe's labs during and after the Revenge War, but though the notes were quite specific, there was not a single recorded case of any humans or converted Pokégirls ever actually seeing one. However, by 55 AS, there were rumors in some parts of the world that a new type of snake-type Pokégirl was found, but one was never actually captured. Not until 120 AS, that is, when the first Viepra was found in the south-western reaches of the Crescent Moon league. First thought to be some evolution of the Naga, testing showed no signs of that breed ever evolving with any of the evolution stones or standard methods known at the time, and as more advances in evolution stone creation became available over the years, there still was no sign of the Pokégirl being evolved from the Naga. However, despite the lack of proven origins, ranches around the world began to parthenogenetically breed the Pokégirl en masse as the Viepra breed enjoyed a swell of popularity. It wasn't until late 260 AS that the mystery of the Pokégirl’s origins was finally solved, when a Mercury touched with a Venom Stone evolved into a Viepra.
Though merely five and a half feet tall from the top of her head to where her thighs meet her serpent-like tail, the longest recorded Pokégirl of this breed was 19 feet long, though 16ft seems to be about average overall. Her entire body has reminded more than one researcher of the Mercury- her previous evolutionary form- in that she retains the same liquid-metal appearance, most commonly silver in appearance but some have gained more colors in their bodies, including gold, platinum, and other colors that look like they came from precious metals. Unlike most Naga-like Pokégirls, she is not scaled but skinned, though unlike most serpent Pokégirls the skin of her body is tough as steel. This makes it difficult for her to feel sensations at times when she is tense, though normally her body is far more pliable and tactile-sensitive than other Steel-types, such as the Iron Maiden. Still, the tension of her skin melts when the Viepra is heated up sufficiently, making her far easier to tame with a fire-type Pokégirl in attendance. The breed does retain the same ability as the Mercury to make their bodies softer at will, however, so a fire-type is not necessarily required when it comes to taming. Feral Viepra rarely have hair, but it seems to be that in general the Pokégirl’s hair color is silver, gold, bronze, or in a few rare cases, colors from gemstones such as emeralds or turquoise. For those who cannot help but to look upon a Pokégirl’s chest, her breasts rarely increase in size, remaining most often someplace around a mid-B cup, though there have been instances of those with larger breasts as well, without the use of Bloom Powder. Researchers have observed that thresholded Viepra, of which there have been several documented cases, tend to have larger breasts than the ferals have.
In a harem setting, the Viepra are, as some tamers have described, a 'thoughtful' addition. Capable of making decisions quickly and accurately, this breed makes for a very useful Alpha or a Beta in most harems. This breed is fairly intolerant of certain other breeds, such as the Naga and the Arbust, whom are not very compatible with others, and most Viepra have a condescending attitude towards Pokégirls that can't seem to get along with one another, or with their tamer. They have been known to recommend other Pokégirls for being traded away for Pokégirls that would benefit the tamer more, and Viepra are always on the search for more knowledge in order to better assist their tamers. While feral, the Viepra are an inquisitive bunch, often sneaking into towns and cities to locate food, prey, or to satisfy their own urges. The breed dislikes the cold, but is not overly bothered by it, instead preferring to remain near warmth. During winters, Pokégirls of this breed can sometimes be found in abandoned houses on the outskirts of various towns in an effort to stay warm. When with tamers, the Pokégirl thoroughly enjoys becoming the bed upon which the tamer rests within, coiling her tail and body around her tamer to keep them both heated whenever possible. The breed gets along very well with most fire-type Pokégirls, and although the breed as a whole seems to prefer men, when heated up enough they often enjoy experimenting, though mostly with fire-types that give off plenty of hot air.
In battles, the breed is known for attempting to exhaust her opponents with various techniques, such as Exhausting Venom and Wrap. It is this combination of techniques, along with her enhanced stamina, durability, and strength, which makes her feared in standard battles. Few Pokégirls can break free from Wrap once injected with the Exhausting Venom, which leaves her arms free to inflict additional harm to her prey using Metal Claw. At a distance, they can use Venom Spit and follow up with Hard Drive to crash into her foe before using her signature combination to attempt to end the fight. In sexual battles, however, the breed does not do so well. When heated up, or aroused, the Viepra has a low pleasure threshold, reminiscent of the Titmouse. Although her stamina is sufficient to let her continue, the breed is known for experiencing multiple orgasms before becoming exhausted. As a result, she is a poor choice for a sex battler, especially when compared to a Garter. Also, she is not a good choice to use against fire types in normal battles, just like most steel type Pokégirls, as their heat and flame attacks can and will wear the Viepra down over time.
Her great flexibility does allow her to be able to fit into spaces that many would think to be impossible for her to fit into, however, and makes her a decent scout or spy for such a large Pokégirl. Used for tunneling underground and cutting through rock with her metal-like body, the Pokégirl is used even more often for assisting in construction and in mining for minerals and other resources. This makes the breed more often used by tradesmen than by Tamers, though she is an often-wanted commodity in both sectors. She is not, however, a good choice for pet owners due to her size, which is quite an issue when dealing with a house or an apartment. Threshold cases, though quite unusual, have been known to happen from time to time. Typically, this is a time of great stress, as over the course of two weeks or so her human-like skin flakes off slowly or in patches, showing off the metallic sheen beneath. Quite often, the result of the threshold becomes apparent as the tail begins to emerge and the family sells her off for a fair amount while the girl is incapacitated by the pain of her transformation.
back to the master index

VILE BLOOMS, the Poison Flower Pokégirl
Type: Near Human
Element: Poison/Plant
Frequency: Very Rare
Diet: Sunlight (small amounts), Water, Minerals and Nutrients from soil
Role: Arousing other Pokégirls, Soil regeneration, Subduing feral Pokégirls, Attracting feral Pokégirls
Libido: Average to High (moonlight based)
Strong Vs: Electric, Fighting, Plant, Rock, Water
Weak Vs: Fire, Flying, Ice, Psychic
Attacks: Leech (roots), Lust Dust, Buttsprout, Sleep Powder, Poison Powder, Leaf Shield, Sweet Scent
Enhancements: Lunar Regeneration, Night Vision
Evolves: None (special – see below)
Evolves From: Gloomy (Venom Stone)
The alternate final evolution of Oddtits is Vile Blooms. Her petals are thicker, and she gains a fourth petal that has to be flipped back or it covers her face. Using her hair-roots, she can actually stand these petals out and provide shade for herself (being thicker, her petals aren't as sensitive to sunlight as they used to be), with an effect similar to a woman's parasol, or those silly 'hat umbrellas'. Her bust is now proportional to her figure, usually a D or larger, and reasonably firm, needing no support (although they don't stand as proudly as a Venuswhore's breasts).
When she evolves to Vile Blooms, she has considerably more confidence, both for a (finally) proportional figure, and the fact that her Tamer thought she was worth going to the trouble/expense of getting her a Venom Stone. With her increased bust size and ability to shade her eyes (she normally has her head-leaves propped up like a parasol) she actually prefers positions that let anyone around see her breasts. Once evolved to Vile Blooms, her sense of self has grown enough that she will actually seek the Alpha spot, although if a competent Alpha already has the slot, she won't necessarily -push- for the slot.
Again, her attacks don't seem to change, just become stronger and/or more useable, and her Sweet Scent is generally always going unless she specifically -want- it to stop. Experiments with Moon Stones give similar results as with Gloomy, the stone is absorbed, and the Pokégirl gains the ability to light up but little else. Given the relative scarcity of Moon Stones and Vile Blooms (not as popular an evolution as the Belle Awesome) research is limited. However, one notable exception exists. The Harem Master, Mistress Erica from Celadon, has a Vile Blooms that has both Moon Light and a Moon Beam (see below). She is the only Tamer to have such a Pokégirl, and will not let researchers have her for study for some reason. The attack seems similar to a Solar Beam, only without heat, and is devastatingly effective to anything hit. It also can be used every other round, so long as enough moonlight (natural or Pokégirl generated) is present and the user doesn't seem completely incapacitated (dodging and such but apparently no attacks) making it considerably better than a Solar Beam under many circumstances.
Like her earlier evolutions, Vile Blooms has some soil nourishment abilities, and faster healing with soil resting, but her lunar regeneration is twice as good as Gloomy's...although she can't heal as fast as a Venuswhore.
Feral Vile Blooms are dangerous, as not only do they draw wild Buzzbreasts and such, and spread Lust Dust and Buttsprout, but they occasionally spread Sleep and Poison powder as well.
No known cases of Thresholding directly to Vile Blooms exist.
(Additional Notes)
The evolved Vile Blooms owned by Mistress Erica of Celadon is a combination of effects, similar to evolving a Venuswhore. The Vile Blooms must have rested in moonlight (for elevated libido), be Tamed (to orgasm), have at least a low-level Delta bond with her Tamer, and must come in contact with a Moon Stone (her Mistress was going to give it to her as a gift afterwards), all while still being in moonlight (either natural or that of a “moonstoned” Gloomy or Vile Blooms, hers was natural moonlight). This evolution basically adds Psychic to the mix, and gives the following mods:
Element: Poison/Plant/Psychic
Strong Vs: Electric, Fighting, Plant, Poison, Rock, Water
Weak Vs: Bug, Dark, Fire, Flying, Ghost, Ice
Attacks: Leech (roots), Lust Dust, Buttsprout, Sleep Powder, Poison Powder, Leaf Shield, Sweet Scent, Moon Light*, Moon Beam**
*Moon Light is just that, light of the same spectra as moon light, roughly equal in strength to a full moon on a clear night, useful as a 'cool' light source, and sufficient for the moon light requirements of a Gloomy, Vile Blooms and/or Moon Blooms. If in combat, this effect lasts three to five turns without maintenance.
**Moon Beam is roughly equal in power to Solar Beam, but is Psychic in nature, giving a nasty surprise to anything other than a Dark or Ghost type it hits, and considering how powerful Solar Beams are, even at half power or quarter power it will still hurt. The only limitations are a moon light requirement, and a one turn build before firing in the second turn...although there may be a 'uses/day' limit, as the only Pokégirl with this ability doesn't use it a lot there is no way of knowing, but such powerful abilities often have similar limits.
back to the master index

VINEBRA, the Naughty Grass Pokégirl
Type: Metamorph
Element: Plant/Poison
Frequency: Rare Unknown (All Leagues)
Diet: Water, sunlight, soil, sexual fluids
Role: Unknown
Libido: Average to High
Strong Vs: Electric, Fighting, Plant, Rock, Water, any Aphrodisiac attacks (such as Lust Dust)
Weak Vs: Fire, Flying, Ice, Psychic
Attacks: Vine Whip, Vine Bondage, Grass Cock, Probing Tentacles, Probing Pods, Grass Floor, Fruit Juice, Lance, Lust Dust, Poison Powder, Poison Mist, Slow Sting, Lure
Enhancements: Enhanced Olffactory Sense (x5), Enhanced Taste (x5), Shapeshifting, New Poisons, improved vine control,
Evolves: RoseBreasts (choosing a permanent lover)
Evolves From: Gloomy (Lack of taming + Dark Stone)
A Vinebra is an evolution that is a lot naughtier than most people expect. Similar to the HentaiCute, a Vinebra's main objective is sex, however, her methods of getting it vary from one Vinebra to another, and it's believed that how often the Vinebra was tamed prior to her evolution will generally determine how violent she will be about getting tamed after evolving. Almost all Vinebras are lesbians, but just as with the Dildoran, male tamers should beware.
Unlike the Gloomy, the Vinebra's appearance doesn't change with lighting, nor does she shy away from sunlight, but she prefers to remain in forests, areas heavy with vegetation, or any place she can get the element of surprise on her chosen target.
One tactic, which was witnessed by a watcher, was rather brilliant: The Vinebra literally transforms into a large flower with it's luring nectar on it's petals. It then spread out a large network of vines through the trees. When several Buzzbreasts came to taste the nectar, the Vinebra's vines immobilized the Buzzbreasts and the Vinebra changed back. She then had sex with the Buzzbreasts until they were all unconscious, then left.
Vinebra's have a rather sour attitude about other Pokégirls and any humans, seeing as they never got tamed prior to their evolution, thus if captured, will likely be cold and distant, or even downright hostile. Since she has an immunity to aphrodisiacs, it will take either a lot of caring or a lot of restraints.
Feral Vinebra's love challenges, and may even seek out Pokégirls that they are weak to, to tame and dominate. She enjoys taming strong Pokégirls and will even allow herself to be tamed if she believes her target to be stronger than herself. Rarely does a Vinebra submit to a human's touch, unless it's in a three-way (or more), and the human has to work quite hard to prove that they care enough to do so.
She should be treated much like a Domina or a Dildoran, with caution, firmness and sincerity.
Because of her ability to transform into a flower, possibly of varying sizes, it's uncertain how many Vinebras might be in the wild, and since almost all Vinebras are ferals hiding in the wild, the number will remain incalculable.
It is certain, however, that the Vinebra needs sexual fluids once every two to three days. But, Vinebras have been witnessed catching prey and then releasing them without taming. It's believed that she can smell her chosen life partner.
back to the master index

VIXXEN, the Fornicating Fox Pokégirl
Type: Animorph (vulpine)
Element: Fire
Frequency: Uncommon
Diet: omnivore
Role: Taming assistant, foundry workers, melting snow off pavement
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Flamethrower, Tackle, Wrestle, Ignite, Burning Hands, Warm Embrace, Flame Sniper
Enhancements: Enhanced Hearing (x4), Enhanced Olfactory Sense (x4), Fire Resistance, Quickness
Evolves: Foxx (Fire Stone), Nogitsune (Dusk Stone+Dark Stone), Tank Vixxen (Heavy Metal+Battle Stress)
Evolves From: Kitsune (Fire Stone)
Horny as a Vixxen goes the saying, and that *is* the most noticeable character feature of a Vixxen. Vixxens are ready: anytime, anywhere, any conditions. They rarely understand why their Tamers are reluctant to engage in sex in some situations, and tend to be very earthy and aggressive. Evolved from a Kitsune by use of the Fire Stone, a Vixxen is the most common of the Kitsune evolutions, and is possibly the most popular Fire-type Pokégirl in any league today. They are no good as pets, however, as their libido tends to wear out pet owners and their fiery nature just means that keeping the Pokégirl in line can be difficult for any tamer, let alone someone who owns pets. The fact that they lack control over their libido, and in some cases, their flames, means that no Pet Owner is going to give a Vixxen the chance to burn their home down. Tamers that settle down eventually wind up trading or selling off their Vixxen to passing tamers or to a Ranch, claiming old age and a lack of income that keeps them from keeping the Pokégirl.
This Pokégirl absolutely enjoys battling, both normal matches and sex matches. She tends to prefer the sex battles, however, as her high libido and pleasure threshold make her a contender in matches against any Pokégirl other than a Menage-a-trois or a Nymph (and some Vixxen have been known to defeat a Nymph). In standard battles, Vixxen prefer to attack from range to wear down her opponent, and then use Ignite before using her Wrestle technique once close enough. Any Pokégirl weak against her fire attacks tend to lose heart once they see their opponent on fire, let alone having to wrestle with her. Vixxen hate dealing with water types, however, as their cool nature obviously conflicts with her fiery one. Tamer's love keeping a Vixxen around for several reasons- high libido, soft fur, affectionate, and the fact that they're capable of working with ice-types rather well. A Vixxen, along with an Ice-type Pokégirl, is a rather common tactic in the Ruby League among many tamers there.
However, there is some resentment towards the Vixxen as a result. Growlies and the Charamanda breeds are not fond of Vixxens, although they have nothing against the rest of the Kitsune-evolutionary forms, that stem from the fact that the Vixxen us so popular. It isn't a complete hatred, but it is simple an annoyance to them. The Vixxen, on the other hand, can't help but to flaunt herself to her tamer and when around other fire-type Pokégirls... or around the Psivyx, another evolution of the Kitsune breed. Because the Psivyx isn't as 'hot' as the rest of the Kitsune breeds are, the Vixxen can't help but to look down upon her. Tamers are urged not to have both a Psivyx and a Vixxen in his or her harem at the same time, or else this in-fighting can cause the destruction of a harem at key times. Vixxen are bad choices for Alphas, as their libido will cause them to forget about her responsibilities and assume that she now has all the time in the world to be with her tamer, at the expense of her harem sisters.
back to the master index

VULVIXX, the Young Vixxen Pokégirl
Type: Animorphic Near Human
Element: Fire
Frequency: Uncommon
Diet: Omnivore, preference for fish and meat
Role: Frequently Domesticated Pokégirl
Libido: Average
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Flamethrower, Scratch, Bite, Leap, Tackle
Enhancements: Enhanced Hearing (x3), Enhanced Olfactory Sense (x3), Quickness
Evolves: Kitsune (normal or Fox E-Medal)
Evolves From: None
Like the Pia, the Vulvixx is a recently discovered young form of Kitsune. Like all wild young Pokégirls, they tend to have good reflexes but the control of their powers tend to be erratic. Vulvixxs naturally evolve into Kitsunes over time when Tamed and battled enough, although this evolution can also be artificially stimulated with a Fox E-Medal.
Vulvixx are not quite as powerful as the other forms of Kitsune, or Vixxen. Of course, that is because this is a younger form, but even so they are not recommended for battling. A Vulvixx is also not especially adept at Sex Battles, knowing only generic Pokégirl Sex Attacks 1, 2, and 3 at best, and even then it does not use them effectively enough. Tamers who do not have a high stamina or heat-related Blood Gift do like Vulvixx, however, as they are a Fire-type that do not have the high libidos that are common among most Fire-type Pokégirls.
Most Vulvixx are too young for taming, however, but they soon evolve into a Kitsune after they 'come of legal age'. Vulvixx, until then, are rather interested in sex, but only in a shy way, and remind many of Seraph in their reactions to talking, hearing, or watching a Taming session. This reaction seems to contradict what they may become in the future, and researchers are spending closer attention on why this is. Vulvixx are not a Feral occurrence.
(Note: Name is made by combining Vulva with Vixxen.)
back to the master index

WARCAT (aka BATTLECAT), the Powerful Pussycat Pokégirl
Type: Near Human
Element: Fighting
Frequency: Rare
Diet: carnivorous
Role: protecting her Tamer and Harem-sisters, tracking opponents
Libido: Average (seasonally becomes High)
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Growl, Bite, Glare, Slash, Scratch, Tackle, Leap, Fury Swipes, Slice ‘n’ Dice, Sabre Claw, Counter, BearHug, Resist, Head Butt, Tail Slap
Enhancements: Enhanced Olfactory Sense (x5), Enhanced Speed (x2), Enhanced Reflexes (x3), Enhanced Strength (x12), Enhanced Hearing (x3), Enhanced Sight (x3), Toughness, Endurance, Night Vision
Evolves: None
Evolves From: Wildcat (battle stress)
Every so often, a Wildcat will meet a foe that sex attacks don’t work against. There are some opponents that are just either too tough to let her get that close for as long as she needs, or are disciplined enough to shake her off before she can bring them to orgasm. Usually when this happens, the Wildcat is just defeated, her confidence obviously falling when she meets such a foe. Sometimes however, she can’t afford to lose. When such a situation happens, when a Wildcat is in a match that she absolutely has to win and sex attacks won’t win the fight, she evolves into Warcat.
As a Warcat, she gains several inches of height, and quite a bit of muscle mass. Her breasts don’t gain any size, but do firm up a little, bouncing less when she moves. A large majority of all Warcats have lime green fur, with yellowish-green horizontal stripes across their back. Exceptions to this rule are not unknown however. Warcats prefer to have short hair so it can’t be grabbed easily in combat. All of her previous form’s sex attacks are lost, given up so she can use more punishing moves. She becomes less playful as well, her personality more resembling a soldier on leave than anything else. A Warcat has learned the hard way that there is more to life than just sex (although sex remains a significant part of it), and that she can’t afford to focus on that part to the exclusions of all else. Warcat’s have a very large ability to hold a grudge, and can track enemies by scent to give them what they deserve.
Whereas her sister type, the Boobcat is made for speed and agility, a Warcat is built to both absorb damage and dish it out. She doesn’t have any long-range attacks, relying on Leap to help her close the distance to her opponents. When that happens the match is usually over, since she uses her prodigious strength to begin raining heavy blows down on her opponent. Few foes can last long against a Warcat in battle.
In bed, a Warcat usually has to be laden with heavy restraints to make sure she doesn’t injure or kill her Tamer with her powerful muscles. Warcats don’t mind this at all, and rather enjoy being in a position where they can let their guard down. Beyond that, they have few real preferences for Taming, although individual Warcats remember all the positions and techniques they tried as Wildcats, and may have developed a personal favorite from among them.
Feral Warcats tend to leave other people alone if left alone themselves. Tamers trying to capture one are advised to send in several strong Flying and Psychic Pokégirls to take advantage of the Warcat’s natural weaknesses. There are virtually no known cases of Threshold girls becoming Warcats, with only two being reported in the last century. Both cases resulted in accidental death of family members because the Threshold Warcat didn’t know her own strength. Needless to say, if a Threshold girl were to become a Warcat, she would most likely be quickly sent away to a Pokégirl ranch for the safety of others.
back to the master index

WAR ESPER, the ‘Pokéboy Experiment’ Pokégirl
Type: Metamorph
Element: Varies
Frequency: Extremely Rare (Only 18 known to exist, only certain that 3 are still alive)
Diet: Genetic anomaly in their system makes them not need to eat. They will, however, eat if offered.
Role: Male replacement, original ‘Pokéboys’
Libido: Varies
Strong Vs: Varies
Weak Vs: Varies
Attacks: Varies
Enhancements: Deathlessness, others vary
Evolves: None
Evolves From: None
Sukebe created the vast majority of Pokégirl kind. However his most vile creations, the sixteen General Pokégirls, created these creatures.
Supposedly the supervisors of the project were Artemis the Huntress and Athena the Mad, then known as Athena the Wise, the project starting after the Espers abandoned the Pokégirl forces en masse shortly after their creation. They were an attempt to create a replacement for human males, something that would be more viable to the cause of Pokégirl-kind. They only partially succeeded, and the idea of replacing human males was dropped. Those that were made, one of each of the known elements, were kept and studied to see what use could be made of them. A shocking discovery was found.
War Espers had a unique ability to become more powerful when they bonded with friendly Pokégirls. The more intimate War Espers became, the more Alpha and Delta bonds they forged, the greater their powers rose. Most became juggernauts of raw power. However, War Espers proved to have an unstable genetic structure. Nearly all became crippled by their own power and eventually self-destructed. Before this mass self-destruction, all survived long enough to produce offspring, but it was always of the Pokégirl species they mated with, never anything remotely resembling a male, or whatever it was that the Generals wanted.
Some believe that War Esper DNA lay hidden throughout the generations, spread throughout the world in the form of the more common Pokégirl types. If so, this could mean that even a humble Bimbo or Ingenue could have the ability to become as strong as some of the Extremely Rare types of Pokégirls. It is uncertain, due to the thinning of the bloodline over the years and the ‘Mutt Syndrome,’ exactly how many people or Pokégirls may be descended from War Espers, but it has been speculated that the unpredictable nature of the bloodline has produced many unique blood gifts. Oddly enough, it’s believed that none of the blood gifts that grant extra fighting power, durability, or endurance are connected to War Esper DNA. No one knows why, but it’s one of the few facts about the breed that we’re certain of.
Only two War Espers are still known to be living, which used to be three until the so-called ‘Athena Incident’ in the Crimson League. Their location is currently unknown and we are making no efforts to find them. Nor will any who value their lives make such an effort. We don’t need the Limbec Pirates finding out about these things and trying to replace mankind with them, or using them against us. And we ESPECIALLY don’t want Sanctuary finding out. Some of them may have noble ideals, but far too many of them are genocidal towards our kind. All data found on War Espers except for this single record are to be deleted, the lab where they are found destroyed.
In terms of abilities and features, they only have a few things in common. They periodically experience tremendous drops in power, accompanied by memory loss and alteration, all of which eventually reverses itself as time passes. This is believed to be due to their unstable genetic structure. Also, all War Espers are masters of whatever element they were created for. Finally, they all have a limited shape-shifting capacity. Each one can assume a completely female form, completely male form, or a hermaphroditic form. One of the survivors has even learned how to assume a fourth form. Each one has assumed many identities over the years, either by choice or by necessity during their memory loss periods, and has specifically requested to be left alone. We’re inclined to do so.
Element: Fire
Libido: Low
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Can use all known Fire techniques. Has three unique techniques, but by his request we are keeping them secret.
Base Level Enhancements: Deathlessness, Flame Mastery, Enhanced Healing (x7), Enhanced Speed (x4), Enhanced Strength (x5)
Current Status: At large
Sol was the first surviving War Esper we found out about. Like all three survivors, he prefers to take a male form. He adopted the nickname ‘Badguy’ at some point, mainly in reference to some of his actions. He is defiant of most authority, and has a great disdain for the Church of the Thousand Gods. He says he knows what went wrong with Athena, but refuses to tell anyone. Known to be searching for two things, someone he calls ‘That Man,’ and another whom he calls ‘the Ender.’ Nobody is certain what this means, except that he means to kill both ‘That Man’ and ‘the Ender.’
Element: Dark
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Can use all known Dark element techniques. Has several unique techniques, but by his request we are keeping them secret.
Base Level Enhancements: Deathlessness, Dark Mastery, Werewolf form, Enhanced Durability (x4), Enhanced Strength (x6), Enhanced Endurance (x3), Enhanced Senses (x6)
Current Status: At large, with possible base of operations in the Capital League.
Jon has been the least active of the War Espers. He kept mainly to the forests and jungles, getting Taming where he could, and eventually settled down in a small cabin in the mountains of the Capital League. His two most noteworthy achievements were creating several T2 techniques and encountering the second known dimensional traveler, the Nendo-kata Tariko Moroboshi. He is known to have a fearsome fourth form, that of a massive werewolf, that he uses to scare people off.
Element: Fighting
Libido: Average
Strong Vs: Electric, Fire, Steel, Dark, Normal, Fighting
Weak Vs: Flying, Ghost, Psychic, Poison
Attacks: Dark Fist, Dark Ball, Can use all known Fighting element techniques.
Base Level Enhancements: Deathlessness, Fighting Mastery, Calm Soul, Enhanced Strength (x2), Enhanced Dexterity (x7), Enhanced Agility (x4), Enhanced Speed (x4)
Current Status: Deceased
The most well known of the War Espers, but thankfully not well known for BEING a War Esper. Like Jon and Sol, he preferred to take a male form. He lived many lives, and had many children, one of which became the father of the Legendary Widow Slayer. In one of the few interviews he gave to PLC officials who knew what he was, he admits that he wishes he could have been a part of his grandson’s life. He was spotted by his son Vincent during the ‘Athena Incident,’ and is the one who confirmed the deaths of both the Widow Slayer and Omega Athena. He recovered his grandson’s body and gave him a proper funeral with his grandson’s friends in attendance. His ashes were subsequently hidden, so no one could possibly extract War Esper DNA from him. He has since taken on his grandson’s name, continuing to wander the earth.
back to the master index

WAR HOUND, the Fighting Dog Pokégirl
Type: Animorph (canine)
Element: Dark/Fighting
Frequency: Very Rare
Diet: meat with the occasional plant
Role: Combat, training other girls to fight
Libido: Average (High monthly)
Strong Vs: Normal, Ghost, Psychic
Weak Vs: Bug, Fighting, Rock, olfactory attacks
Attacks: Bite, Crunch, Counter, Evade, Stone Palm, Focus, Backhand, Uppercut, Resist, Crushing Punch, Gatling Kick, Flying Kick, Legsweep, Crescent Kick, Reverse Crescent, Drill Kick, Chump Change, Calm Soul
Enhancements: Enhanced Strength (x7), Enhanced Olfactory Sense (x8), Enhanced Speed (x4), Enhanced Endurance (x4), Enhanced Agility (x4)
Evolves: None
Evolves From: Hound(battle stress)
War Hounds are a rare occurrence amongst Hounds. Because Hounds are so territorial, they rare end up in a battle situation tense enough for the evolution to occur. When it does occur, however, a strong, powerful ally is gained. War Hounds gain a greatly increased muscle mass, an increased bust-size, short bone-spurs grow out of their elbows and knees (strangely, these do not impede their movements at all), and twin horns grow out of the Pokégirl's head, curving around the top of their skulls.
In addition to becoming better at fighting, they also become more willing to go wandering, as they gain a desire to do battle more often, even in just friendly sparring competitions. They are fierce fighters, and use their new bone spurs to great advantage in battle, most War Hounds adopting a Muay Thai style of fighting without knowing it. In the former Thai Empire area, where the martial art is still actively practiced, War Hounds are popular because of their eagerness to learn the art.
Due to their rarity, they fetch a high price on the black market. However they are very hard to get, as they retain the loyalty and loving nature of their previous forms, and will not let themselves be turned to evil no matter what. There's also the problem of catching a Hound to begin with and forcing it to evolve into a War Hound. They do not make very good Domestics, trading in domestic skills for combat ones, but many still employ War Hounds as guards anyway, sometimes even having them train other dog-type Pokégirls assigned to the area. They are excellent teachers, treating their students firmly and not tolerating lollygagging, but fairly, making sure that everyone learns and everyone gets a chance. Several local police forces in the Thai Empire area of the Ruby League employ War Hounds to train the Pokégirls working with the force.
Due to the rarity of the War Hound, no cases of Thresholding into one have been reported.
back to the master index

(insert name here) WARMECH, the Guyver-Bonded (insert title here) Pokégirl
Type: as per base type
Element: Magic/Steel/base type
Frequency: Extremely Rare
Diet: as per base type
Role: as per base type, if applicable, plus Bodyguard, Assassin, Elite Storm Trooper
Libido: Decreased from base type
Strong Vs: Fighting, Normal, Rock, Steel, Fire, Flying, plus base type “Strong Vs”
Weak Vs: Ghost, Dragon, Ice, Psychic, Poison, Ground, plus base type “Weak Vs”
Attacks: Sonic Buster*, Head Beam*, Vibro Blades*, Pressure Cannon*, Giga Flame*, Megasmasher* (Host AND Guyver must be Delta bonded with Tamer), plus base type’s attacks
Enhancements: Enhanced Healing (x4), Enhanced Durability (x4), Enhanced Speed (x3), Enhanced Agility (x2), forearm blades, reduced libido, special energy weapons, plus base type’s enhancements
Evolves: Whatever base type evolves into
Evolves From: Guyver bonding to a Pokégirl
If you want a destructive Pokégirl, then look no further. Having a Guyver bond to your Pokégirl is both a blessing and a curse, as they gain a whole host of strengths, some canceling out their original weaknesses, but also gain a host of other weaknesses in return. However, the general consensus is that Warmech-type Pokégirls are welcome additions to any harem.
In addition to providing battle armor and special weapons to the Pokégirl, a Warmech also gets a reduced libido. However it cannot be reduced to a certain point, so most Pokégirls with already low Libidos won’t get it lowered any further. Pokégirls that become Warmechs do not lose their ability to evolve, so they can still change form. Guyvers cannot bond to humans, however, so a Tamer Warmech is out of the question. There are still not that many reported cases of Warmechs, as Guyvers themselves are rather rare and have only been discovered recently.
Warmech is the accepted template name for this type of Pokégirl, as not only is it fitting, but it is what Guyver-bonded Pokégirls call themselves. They gain enhanced healing, enhanced durability, enhance speed and agility, as well as extra sonic and flame weapons that greatly add to the power of the host. The host, upon becoming a Warmech, gains a powerful full-body suit of armor that emerges in the form of amorphous tentacles from the Guyver on the host’s forehead. The armor takes the form of a metallic plate metal bodysuit with organic portions to it, and covers the host’s entire body. This armor can be retracted completely into the Guyver orb or summoned out all at once or just partially, according to the host’s will. The helmet of the Warmech’s armor possesses an advanced HUD with infrared, motion detection, and sonar. Also, due to the morphic ability of the Warmech’s armor, they can reshape their armor into several different kinds of weapons, mostly bladed ones.
Warmechs generally keep the personality of their hosts, but they gain a more violent streak to them. For some, like Bunnygirls or Bimbos, that just translates to them being more forceful in their affection. They gain a greater love of battle, although they aren’t overly obsessive about it. As the Guyver in and of itself is only partially sentient, the host refers to themselves in the singular. Guyvers do not take over their host’s body unless the host is unconscious for reasons other than sleeping or Taming exhaustion. Guyvers do not normally need to eat, however once bonded to a Pokégirl and becoming a Warmech, they share their host’s dietary needs. One thing they have in common with their ‘cousin’ Pokégirl template, the Symbiote, is that the host experiences both her own sensations and the sensations of the Guyver, thus making Tamings more pleasurable.
The primary feature of a Warmech template Pokégirl is their weaponry. Their armor has slight morphic capabilities, allowing them to manifest greater weapons, such as the Pressure Cannon and Sonic Buster, both powerful sonic weapons. They also have a powerful laser attack, which they can shoot from the Guyver-orb on their head, as well as a potent flamethrower, which they can use after absorbing enough fire. A Fire-type Warmech can use their flamethrower attack, the Giga Flame, on a regular basis, as a Guyver has a natural ability to absorb heat and flames. In addition, if both the host and the Guyver become Delta-Bonded to their Tamer, they gain access to their ultimate weapon: the Megasmasher. Their arm armor morphs into a powerful cannon, which fires a highly destructive shot which can easily overwhelm even a Hyper Beam. However, Megasmasher is a double-edged sword, as after a single shot the Warmech loses use of their arms for two to four days afterwards.
Warmechs, and by extension, Guyvers, seem to be the natural enemies of Parasytes. However they bear the breed no malice. Guyver-bonded Pokégirls have been known to co-exist peacefully with Parasyte-bonded Pokégirls. In addition, Guyvers get along splendidly with Battle template Pokégirls. Warmechs can have some of their tentacles temporarily bond with the Battle Pokégirl and increase the power of their weapons by at least double.
Warmechs, all benefits aside, have some major weaknesses. They have a very low tolerance for cold, which means Guyvers cannot bond with a vast majority of Ice-type Pokégirls. Also, their armor has a low tolerance for acidic chemicals, which means Poison-types can Warmechs a problem as well. Some Warmechs prefer to bow out of combat altogether than face stronger Ice-type Pokégirls.
Guyver-bonded Pokégirls cannot become Symbiotes, nor can Guyvers bond with Symbiotes. Their very genetic structures are incompatible, making a combination of a Guyver-bond and Parasyte-bonding impossible.
*Sonic Buster – (ATK 50) The Warmech shoot beams of pure sonic energy from orbs on her palms. This is considered a Normal-type attack.
*Head Beam – (ATK 60 + EFT) The Warmech shoots a beam of intense heat from a small laser mounted underneath their control orb. Has a 60% chance of inflicting the Burn status effect, and is considered a Fire-type attack.
*Vibro Blades – (ATK 60) Long, thin blades erupt from the elbows and knees of the Warmech, vibrating with sonic energy. This is considered a Steel-type attack.
*Pressure Cannon – (ATK 100) The Warmech’s arms morph into large cannons that shoot an intense stream of sonic energy. This is considered a Normal-type attack. More powerful than the Sonic Buster, but needs more time to be set up.
*Giga Flame – (ATK 200) A Warmech can absorb Fire-type attacks directed against it and store them up. When the internal heat of the armor reaches a certain point, their morph the mouthpiece of their armor into an emitter and fire a TREMENDOUSLY powerful Flamethrower attack. This cools down the armor instantly. Most Warmechs still like to avoid Fire attacks instead of taking them, as not many can actually take the heat. Fire-Type Warmechs can use this attack much more frequently. This is considered, quite obviously, to be a Fire-type attack.
*Megasmasher – (ATK 400) Warmechs can only use this attack when bonded to a host and ONLY if both the host and the Guyver itself are Delta-bonded to a Tamer. The Warmech slams her arms together, morphing the armor around them into a tremendous energy cannon and firing an intense, powerful beam of energy on their opponent. However, this is a last resort attack, as the Warmech, after using it, loses use of their arms from the shoulders down for two to four days afterwards. This is considered a Normal-type attack.
back to the master index

WARRIOR, the Early Martial Arts Pokégirl
Type: Very Near Human
Element: Steel(?)/Fighting(?)
Frequency: Extinct
Diet: Unknown
Role: Guerilla troops
Libido: Unknown
Strong Vs: Ice, Rock, Dark, Normal, Steel, Poison
Weak Vs: Fire, Flying, Psychic
Attacks: Unknown
Enhancements: Ability to create weapons (swords), ability to grow stronger with relationships, hardened skin, natural martial talent
Evolves: None
Evolves From: None
The Warrior race is one of the many that briefly popped up during the Sukebe War and was only discovered through intensive study of the past. It is believed that this breed may have been the predecessor to the Ronin and the Slicer, as well as many of the non-amazon based fighting Pokégirls.
Records show that intelligence was not high amongst this particular breed, as the last one wound up being exterminated just shortly before Kary the Volcano Mistress died.
However, study in Vale has also shown that this breed was one of the two primary elements to the War Esper breed. Their ability to become more powerful (and gain more abilities) as they began relationships with others was no doubt one of the primary reasons behind the awesome might that the War Espers were known for.
It has been discovered by Vale that Artemis, an infamous Pokégirl general, and lover to Athena, that operated in the former southern United States of America and Mexico, was of this species.
back to the master index

WARRIOR NUN, the Crucifix Crusader Pokégirl
Type: Very Near Human
Element: Fighting/Steel (Celestial)
Frequency: Very Rare
Diet: human style
Role: defender of the Church of a Thousand Faiths, demon hunter
Libido: Low, High during a hunt
Strong Vs: Bug, Dark, Dragon, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Basic sword fighting techniques, Sacred Scripture, Sword Dance, Heaven's Arrow, Sword Wave, Slasher, Transcend Sword, Blessed Bayonets, Slash Wave, Hero Blade, Spincut, Confuse, Quick Hit
Can ONLY Learn Above level 40: Angel Wings, Soothing Mist, Excalibur, Assault, Runic Blade, Cry of the Fallen, Weapon Carnival, Metal Slash, Toxic Sword, Miracle Slash, Keen Blade
Enhancements: Enhanced Strength (x10), Enhanced Speed (x7), Enhanced Reflexes (x5), Celestial affinity, access to unlimited supply of scripture pages and weapons, Regeneration
Evolves: Fallen Angel (major trauma/bad experiences; Dark Stone will greatly increase the chances, but isn't completely necessary)
Evolves From: Armsmistress (Amazonchan/Amazonlee-based Armsmistress only; Angel Stone)
The Seraph is the most militant of Celestial Pokégirls. The Warrior Nun is the most dangerous.
When an Armsmistress of the Amazonchan/lee-evolved variety receives an Angel Stone, a dark evolution occurs. The evolving Pokégirl is struck with intense visions of demons, suffering tremendous psychic pain. Once their evolution concludes, they lose interest in fighting for the sake of fighting and lend their abilities to a new goal: Religion and protection of the innocent.
With her new interest in religion and the gods, the Warrior Nun begins an intense study of the old scriptures of various religions. Finding solace and comfort in the church, she decides then and there to use her skills only in the service of the Church of the Thousand Faiths. Donning either priestly garb or a nun's habit, along with a cross pendant around her neck, the Armsmistress becomes a Warrior Nun in mind as well as body.
Warrior Nuns are normally passive Pokégirls, very dedicated to their faith and ministering to those in need, speaking of the church and its belief systems to those in need, or those who have been 'to the bottom' and whom she believes have a chance at redemption. They are also very good with children, and can frequently be seen running orphanages, as the rapid healing factor they gain also renders them completely and totally sterile, making them seek out new ways to experience motherly feelings. They are also very justice-oriented, believing in the spirit of the teachings and not the law, openly defying the law if they see an injustice in it, either through peaceful bargaining or, as a last resort, outright battle.
However, they do have a dark side.
The visions they have at the start of their evolution change their mindset greatly. They relish the chance to do battle with Ghost Pokégirls and Infernal Pokégirls, abandoning all pretense of being calm and collected, going into a berserk battle lust as they do everything in their power to banish Ghost Pokégirls back to where they belong, or destroy Infernal Pokégirls outright, believing both to be unclean heathens that menace the living simply through their existence. More often than not, during battle, they will can be seen laughing madly, quoting scripture or screaming 'hallelujah' or 'amen' at the top of their lungs.
This is a popular quote among Warrior Nuns, especially when facing a Tamer utilizing Infernal Pokégirls: "And now O kings, be ye wise. Be admonished, ye judges of the earth. Serve the Lord with fear and rejoice with trembling. Kiss the Son lest He grow angry, and ye perish in the way for His wrath may quickly kindle."
They have a particular aversion to Succubi and Vampires, and delight in fighting them above all. Their libidos are normally low, but during a hunt it skyrockets, the thrill of battle arousing them greatly. The only way to prevent them from going insane in the presence of a Ghost-type or Infernal-type is to have children present, as their love of children will prevent the Warrior Nun from fully unleashing her rage. In rare occasions, Ghost-types can earn the trust of a Warrior Nun, although this only happens if the Warrior Nun is close to her second puberty and above level 50, having aged enough to know that there are shades of gray in the world.
Warrior Nuns retain their knowledge in swordplay, capable of backing it up now with an intense knowledge of holy magic. She does not keep up the strict training regimen she had as an Armsmistress, preferring to instead focus her attention on doing good works. This does not mean, however, that they are any less of a competent fighter. Their greatly increased speed and their increased rate of healing allow them to go all out in battle.
This is not to say that Warrior Nuns are without weakness. Their more powerful attacks cannot be learned until they are very high in level. And when in their 'righteous fury' berserker mode, they suffer from a completely one-track mind: Kill the target into little bitty pieces. Introduce anything to distract them, either a new opponent, a threat against the young they protect, and they need to take at least up to 30 seconds, more than enough for almost any opponent, to reorient themselves and straighten out their thoughts. They are intensely protective of all children, being unable to have any of their own even through pathogenesis, and can easily be blackmailed by merely threatening their charges.
More volunteer for this transformation than one would think, as the power increase is enough and Celestial status is enough of an enticement to help make the costs seem not as bad, some volunteering after having bad experiences with Infernal Pokégirls. Due to the Warrior Nun's sterility, however, they cannot have children of their own, thus making Threshold impossible.
Blessed Bayonets - (ATK 50) A pair of bayonets appear in the hands of the user, allowing for weapon attacks. The blades are sanctified and do double damage to Infernal and Ghost Pokégirls. With a magic spell, they can also be summoned en masse for a brutal projectile attack.
Sacred Scripture - (ATK + DEF + EFT) A holy book appears, and various effects can occur. A seemingly unlimited number of pages can fly out to form a magical barrier around the caster, bind an opponent, attach themselves to walls to create a field of holy energy to null special abilities and prevent the escape of Infernal and Ghost Pokégirls, wrap around the caster and teleport them, or the book can simply fly at the opponent like a projectile.
back to the master index

WARVERN, the Hidden Dragon Pokégirl
Type: Very Near Human
Element: Dragon/Fighting
Frequency: Extremely Rare
Diet: Human-style foods, Preference for meat
Role: Combat, Heavy Assault
Libido: Average (high with bonded tamer)
Strong Vs: Bug, Dark, Dragon, Electric, Fire, Normal, Plant, Rock, Steel, Water
Weak Vs: Flying, Psychic
Attacks: Kick, Tackle, Pummel, Quick Attack, Slice 'n Dice, Fury Swipes, Sabre Claw, Dragon Rage, Dragon Torture, Hyper Beam, Outrage, Dragon Claw, Mega Flare
Enhancements: Enhanced Strength (x12), Enhanced Agility (x5), Enhanced Senses (x8), Youthful, Can summon and dismiss wings and claws
Evolves: None
Evolves From: Dracass (battle stress; special)
The human form of the Dracass is widely regarded as one of the weaker examples of fighting-type Pokégirls, being outclassed even by Amachops in many cases. When faced with such a match, the average Dracass will switch to her dragon form, but there are some who prefer to fight with what speed and skill their human forms give them rather than fall back on raw power. These rare dragons work themselves to the bone, training night and day to make up for the shortcomings of their human forms, and eventually learning more advanced fighting techniques. Eventually, some of these even forget how to use their shapeshifting abilities.
Yet despite their training, there are many battles a Dracass simply cannot win without the power provided by her dragon form. When a Dracass encounters such a fight and is unable to transform, her desperate need for the power of her dragon form triggers an evolution into Warvern.
The dedication to her human form's skills pays off big time with this evolution, as the Warvern is very much the best of both worlds, combining the speed and training of the Dracass's human form with all the power of her dragon form, allowing her to fight on even ground with all but the most powerful fighting-type Pokégirls. The Warvern's ki levels explode upwards to heights undreamed of by the typical Dracass, enabling the Warvern to utilize attacks such as Dragon Rage and Mega Flare as dragon-element ki attacks. A Warvern in flight can utilize her ki to alter her course by using it to 'push' herself in one direction or another, but when not using her wings along with her ki, a Warvern cannot fly at any speed faster than a slow walk.
Physically, Warverns look identical to the human forms they were so proud of as Dracasses, and until it comes time to battle, it is impossible to tell the difference between a Warvern and a human-form Dracass. When a Warvern enters a battle serious enough to warrant her full power, a pair of dragon wings emerge from her back, her hands morph into vicious talons, and the skin on their arms up to the elbow becomes covered by a layer of scales, which--along with her wings--can be any color in the visible spectrum.
A Warvern's personality changes little from that of a Dracass. They still have problems with authority and they still enjoy helping the weak. The biggest difference is that they are now supremely confident in their abilities (with good reason), and greatly enjoy using their newfound strength in battle. There are no known cases of Threshold into a Warvern.
back to the master index

WASP, the Swarm Pokégirl
Type: Animorph (insect)
Element: Bug/Poison
Frequency: Rare
Diet: Vegetarian
Role: Swarm Soldiers
Libido: Low (High in mating season)
Strong Vs: Bug, Dark, Fighting, Plant, Poison
Weak Vs: Fire, Flying, Rock
Attacks: Sting, Quick Attack, Whistle, Double Sting, TriSting, Air Recovery, Dash, Blur, Rapid Sting, High Speed, Quickturn, Poison, Poison Powder, Poison Mist
Enhancements: Enhanced Speed (x7), Wings for flight, Stingers on abdomen tail and wrists, Poisonous venom
Evolves: Wasp Queen (normal, death of previous queen), Whorenet (battle stress)
Evolves From: None
Bounty (for confirmed kill of full swarm): 800,000 SLC
Bounty (for reporting sighting of full swarm & getting out alive): 200,000 SLC
Recommendation if you see a swarm: Evacuate the area immediately. If you have a powerful-enough Pokégirl, try to kill the Wasp Queen. The swarm will not pursue you if you do so, as they will stay to watch and find out who their new Queen will be.
Wasps did not start appearing until after the end of the Revenge War, leading some to believe that they were a sort of last hurrah by Sukebe, a final attempt to attack humanity. They were misnamed Locusts at first because of their habits of devouring crops, but a raid of one of Sukebe’s abandoned laboratories yielded the real name of the Pokégirls, even though they did have locust DNA spliced into them in an attempt to increase their aggresiveness. They were reduced to far more manageable, although still numerous, numbers after the War.
Wasps are relatively unattractive Pokégirls. They have all the prerequisite feminine curves, however their faces are highly insectile, with antennae, compound eyes, and mandibles, their hands and feet are chitinous claws, and their abdomen stingers cannot retract. Unlike the Buzzbreast, their second and third stingers are mounted on the underside of their forearms rather than their breasts, making them more effective in fights. They speak with a pronounced, distinct buzz to their voice.
Wasps have no personal grudge against humanity. They have no personal anything against humanity, they simply feel what their Queen feels. They have little to no mind of their own, being totally focused on the needs of the swarm and what their Queen desires. Feral Wasps, usually seen under the command of a Wasp Queen, are especially dangerous. Feral Wasps always travel in packs, swooping down and swarming targets in the wild, either killing them for invading their territory and leaving them to feed other ferals, or sting them and inject them with a strong paralytic venom, taking them back to the queen for conversion into drones.
Capturing and Taming a Wasp is not recommended, as they have a strong loyalty towards the hive and breaking, turning it towards the one who captured them, is hard. Those that actually have the dedication to tame a Wasp and turn it towards there side gain a strong, fast warrior, however the Wasp decides then and there that their Tamer is their new ‘Queen,’ no amount of abuse or convincing otherwise being able to get them to call their Tamer by any other title, even their name. They will be fiercely loyal, defending their ‘Queen’ and ‘swarm sisters’ to the death if need be. And in some cases, if not need be, as Wasps that actually accept someone as their ‘Queen’ are very fast, strong fighters. As it is EXTREMELY rare to find Wasps in Harems, it is unlikely that Threshold cases have occurred, and various studies bear this theory out. There are, however, many cases of Pokégirls and humans being taken back to a Wasp hive to be transformed into Wasps themselves by the special venoms of the Wasp Queen.
back to the master index

WASP QUEEN, the Swarm Warlord Pokégirl
Type: Anthromorphic, insectile, humanoid Element: Bug/Poison
Frequency: Very Rare (One per swarm)
Diet: Vegetarian
Role: Breeder, warlord of the hive
Libido: Average (becomes high seasonally)
Strong Vs: Bug, Dark, Fighting, Plant, Poison
Weak Vs: Fire, Flying, Rock
Attacks: Sting, Rapid Sting, High Speed, Black Sky, Beat Up, Poison Mist, Poison, Poison Mask, Slow Venom, Stop Sting, Paralyzation Poison, Vertigo Venom, Berserk Sting, Blinding Poison, Hot Sting, Sleep Venom, Silence Sting, Itchy Sting, Zombie Poison
Enhancements: Enhanced Speed (x8), Enhanced Strength (x5), More human in appearance, greater intelligence than previous form, flight, poison, stronger armor, arsenal of venoms in tail stinger
Evolves: None
Evolves From: Wasp (normal)
Bounty (for confirmed kill of full swarm): 800,000 SLC
Bounty (for reporting sighting of full swarm & getting out alive): 200,000 SLC
Recommendation if you see a swarm: Evacuate the area immediately. If you have a powerful-enough Pokégirl, try to kill the Wasp Queen. The swarm will not pursue you if you do so, as they will stay to watch and find out who their new Queen will be.
Wasp Queens are considered by most to be a vast step up from regular Wasps, at least in appearance. Their bodies become more humanoid, becoming as curvy as a SexyCute while the insectile features of their faces reduce to antennae on their heads and compound eyes. Their chitinous armor thickens, gaining bladed spikes and turning black and red, but becoming more stylish in appearance, their wings growing larger, taking on the appearance of clear, shimmering silk.
In everything else, however, the Wasp Queen is much more dangerous than their pre-evolution. They gain a great deal of intelligence back, and their poisons become more potent and varied, the Wasp Queen gaining a full arsenal to use on their opponent's. They lead their swarms (usually 15 to 25 Wasps) like armies, defending their chosen territories with the ferocity of a Panthress. They have their Wasps capture tamers for taming, keeping them until they starve to death or die of exhaustion, injecting the tamer's Pokégirls with a special poison to turn them into Wasps and increase their armies. So far, the only ones that have proven immune to this have been Legendaries, Widows, Ghost-types, and Buzzqueens and Buzzbreasts. An antidote exists to this poison but it is totally effective only if administered during the first two weeks.
They have full control over their swarms, carrying a mental link with each Wasp, stronger Wasp Queens' being able to talk through their drones by controlling them psychically.
Wasp Queens are extremely territorial, as said earlier, and would rather die fighting than give up the land they've claimed. They have a natural rivalry with Buzzqueens and become ferociously angry when they encounter one, sending their swarms to invade the Buzzqueen's hive, fighting the Buzzqueen herself so viciously that the usual end result is the death of both queens. Also, if a Wasp Queen senses that another Wasp Queen is in the area, they will lead their entire swarm in an attack on that Wasp Queen, waging a miniature war until only one Queen remains. The survivor then claims all surviving Wasps as members of their swarm.
When a Wasp Queen dies, three Wasps immediately evolve into Wasp Queens and fight to the death, the survivor gaining full mental control over the swarm and moving onto a new area, slaying or transforming any Pokégirls in the area to fill out the swarm if need be, or driving them off.
Actual recordings of a Wasp Queen battling are rare, since they prefer to work through their swarms, but a few years ago, several Watchers with Cameragirls managed to catch several films of a Wasp Queen's battle tactics. They tend to stay high in the air, diving down to sting their opponent's with their special venoms, leaving them paralyzed and unable to move, or leaving them too aroused to fight back before she injects them with her mutagenic venom. In the rare instances they are forced to fight hand-to-hand, they are capable of using their tail stingers like a sword-using Fighting type, extending their stinger's to match the length of the blade they're are up against, slashing and parrying with incredible skill.
Due to the threat Wasp Queens pose, if evidence of a swarm is found, all Tamers are advised to evacuate the area and report to the nearest League officials immediately. No attempts to capture Wasps or the Wasp Queen should be made without support, and if you DO capture a Wasp Queen, you are ordered to turn her in to the nearest League office for disposal or removal to a more remote area, depending on the damage the Wasp Queen has done. Rewards are offered for the extermination of Wasp Queens and their swarms, a reward that has since doubled since a Wasp Queen was seen conversing and shaking hands with a Dronza known to be a member of the Limbec Pirates.
back to the master index

WATERMAIDEN, the Water Elementalist Pokégirl Type: Very Near Human
Element: Water
Frequency: Uncommon
Diet: Human style food with a preference for seafood.
Role: Lifeguards, Water Elementalists.
Libido: Average
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Tidal Wave, Water Tower, Go Down, Water Gun, Bubbles, Water Sword
Enhancements: Aquatic breathing capability, resistance to hydraulic pressure, Water Affinity, Enhanced Swimming Speed (x3)
Evolves: Ice Maiden (Ice Crystal), Magic Knight (Dawn Stone)
Evolves From: None
Watermaidens, although resembling highly athletic human women for the most part, are distinguished from purelines primarily by their hair, which is almost invariably some shade of blue. The exact shade can be anywhere from near-lavender to the blue-green hue of the sea, and it tends to have some relation to the type of water most prevalent in the area that the Watermaiden was born. E.g., a Watermaiden who was born near the sea is more likely to have blue-green hair, whilst one born near a river may have a lighter blue, and should one be born near a holy spring or the like, she has a high probability of possessing blue-violet hair. Interestingly enough, in correlation with the latter, the hair of a Watermaiden who has been Blessed with also tend towards shades of blue-violet.
The eyes of a Watermaiden are also variable shades of blue, but less range has been recorded here. Her skin, although not naturally predisposed to any shades, will usually be found tanned from exposure to the sun, though the original hue can generally be seen when her bikini comes off for taming. Insofar as said swimsuits go, the overall preference of the breed tends towards tight-fitting but not so much so as to interdict displays of her aquatic prowess--most Watermaidens tend to be somewhat of exhibitionists.
The overall personality norm for a Watermaiden is somewhat akin to water, actually. Beautiful, playful, and carefree on the surface, she is generally difficult to roil, and will cheerfully display her beauty and skill, even if it means washing over that of others, which generally makes her come off as competitive... until the offended 'girl confronts her about it or manages to outdo her. In these cases, the Watermaiden will generally shrug the other off, not seeming to care much if other's are better than her and considering those who confront her to be just uptight. This, naturally, makes her almost unfailingly infuriating to passionate and easily angered fire-types. As such, although Watermaidens are fairly good for inexperienced tamers, not having very high expectations, it is unwise for anyone without an Airmaiden to attempt putting one in the same harem as a fire-type, especially a Firemaiden.
This recommendation is not made purely out of consideration for the fire-type, however; if enough stress is built up, a Watermaiden may snap into a mode of extreme intensity, one which only time or unconsciousness can generally remedy. It should be noted, though, that this reaction isn't entirely negative. If it achieved due to sexual stress rather than normal, the resulting intensity makes, from a 'girl normally noted to be a submissive and placid lover, an amorous sex-fiend that could put many fire-types to shame.
During the war, Watermaidens were often used to begin attack ports and other installations that touch upon the water. As such, the battling potential of a Watermaiden can only be taken advantage optimally if a large source of water is available for manipulation. This does not, however, mean that Watermaidens cannot fight elsewhere; drawing water from vapor or out of the ground, they are capable of effecting techniques such as Water Sword and Water Tower in all by the most arid conditions. Due to their generally relaxed style in bed, however, they aren't commonly seen in sex battles...barring those who have been specially trained to take advantage of the "intensity" mode.
A feral Watermaiden isn't a great threat, being too busy showing herself off to bother attacking unless threatened. Threshold cases are fairly common, especially in girls who live near water. They will generally take it fairly well, though, as their appearance doesn't greatly change and they gain rather neat powers.
There have been reports of an unlikely trio of Pokégirls seen in the Mountain League. This trio consists of a Watermaiden, a Firemaiden and an Airmaiden traveling together. Since there is generally a rivalry and mutual between Firemaidens and Watermaidens, researchers are still baffled by these Pokégirls' friendship with one another. Many have speculated that it is due to the presence of the Airmaiden, however; for further information, see the Airmaiden entry.
back to the master index

WEEPINGBUTT, the Lethal Tears Pokégirl
Type: Near Human
Element: Plant/Poison
Frequency: Rare (Uncommon as Domesticated, Common around the Magma Isles and desert regions)
Diet: carnivorous (but can live on sun, water, soil)
Role: gardeners, grounds keepers, predators (also check on Buzzbreast numbers)
Libido: Average (High after prolonged periods in sunlight)
Strong Vs: Electric, Fighting, Plant, Rock, Water
Weak Vs: Fire, Flying, Ice, Psychic
Attacks: Vine Whip, Vine Bondage, Buttsprout, Vine Leech, Sweet Scent, Acid Spray, Cry
Enhancements: Solar Rejuvenation, High Poison Resistance (any except Hyper Venom)
Evolves: Victorybutt (Leaf Stone)
Evolves From: Buttsprout (normal)
Weepingbutt is the evolved form of Buttsprout, and becomes both more and less dangerous at this evolution. In appearance she is slightly more curvaceous than she was, although not drastically so, plus gains a few inches in height (although still in the normal range for humans in her area) and slightly wider leaves in her skirt. She gets her name from the fact that she seems to be crying a lot, although it isn't tears...like a Gloomy she tends to emit a sweet scent irresistible to Buzzbreasts and Wasps.
As far as sexual behavior she is pretty much unchanged from her earlier evolution, acting in a very Dominatrix-like fashion, using her Vines to ensnare her prey before sexually “devouring” them. What makes this tendency even more intimidating than with Buttsprout is her Acid attack (which as a note CANNOT be done accidentally under any circumstances). This attack is normally done from her mouth, but can also be done along her vines...or from her cunt. If done from her cunt (in the case of a Feral Weepingbutt) she -can- use this attack point to speed the decomposition of her prey, and sinking her roots into the dissolving body can drain much more quickly as well as enriching the soil via the Pokégirl-sludge being generated. In a Harem situation, her tendencies are unchanged...she's a predator and will either be Alpha or be given a very good reason (possibly including a thrashing) why not.
Like her previous and future evolution, Weepingbutt has no personal ability to purify the soil, and definitely enjoys meat in her diet. Unlike her earlier form however, she is much more able to acquire meals. She gains four new attacks in this form. The first is a variant on Leech Seed (identical stats) called Vine Leech, as she ties up an opponent and leeches nutrients from them, both immobilizing them and damaging them for two to five rounds. The second is identical to the Gloomy's “bait scent” and is normally visible as tears, but is also extruded under her skirt, and will draw Feral Pokégirls, particularly Buzzbreasts and Wasps, from all around, insuring a steady food source...particularly as until a particular Feral Buzzbreast or Wasp is hit, the others normally don't react. The exception is if a Buzzqueen is involved...even Feral, a Buzzqueen can recognize the danger a Weepingbutt presents, and will order her swarm to attack (although her near immunity to poison makes her a tough opponent); also if the Buzzqueen is attacked, all Buzzbreast are automatically able to attack. Her ability to make “tears” at will allows Weepingbutt to simulate the Cry attack, which is especially potent against Bug-types. The most interesting attack is her ability to secrete/spray a concentrated form of stomach acid (to which she is pretty much immune). This attack is very damaging to any organic, non-Poison-type Pokégirls (so is one that a pure Rock- or Steel-type can almost ignore it), equal in damage to Mega Drain or Toxic and continuing for two to five turns unless washed off (note that Weepingbutt gets nothing from this attack normally, see below). She can also coat her tentacles with this acid, for a binding variant, but the effect is half-strength and negates her Vine Leech (similar damage and effect including drain, different source). The main limitation on this attack is she must power up for one round before she can spray or coat her vines, giving her opponents time to defend. There also seems to be a limit on how many times a Weepingbutt can throw this attack, possibly based on her level, but further research is needed.
While Weepingbutt is more powerful than Buttsprout, her tendency to summon Bug-types, especially Buzzbreasts and Wasps, makes her actually a bit less of a pest, and actually popular in highly infested areas. However, it is still not recommended to allow your Weepingbutt to go Feral, and they still have a Class Three/Four threat rating depending on local conditions.
Almost no cases of a girl Thresholding to Weepingbutt are known, but it has happened on very rare occasion, and all cases were malnourished at the time they underwent Threshold.
back to the master index

WERECAT, the Form-Changing Feline Pokégirl
Type: Very Near Human; Metamorph
Element: Normal
Frequency: Very Rare
Diet: human foods (fish, poultry, and dairy preferred)
Role: infiltration, surprise combat
Libido: Average (becomes High monthly)
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Growl, Glare, Yell, Kick, Leer, Agility, Hammer, Tackle, Dodge, Sex Attack 1, 2, Go Down, (Scratch, Fury Swipes, Tail Slap, Slice ‘n’ Dice, Purr Vibrations)
Enhancements: Enhanced Reflexes (x4), Enhanced Hearing (x2/x3 when morphed), Enhanced Speed (x3), Enhanced Sight (x3), Enhanced Strength (x2/x4 when morphed), Morphing Ability, Night Vision, Endurance
Evolves: None
Evolves From: Wildcat (Moon Stone)
The Boobcat is a fighting catgirl made for speed and agility. The Warcat is a fighting catgirl made for strength and endurance. The third type of Wildcat evolution is the Werecat, which is a little of both, with an element of subterfuge thrown in.
When a Wildcat is given a Moon Stone (one of the rarest of evolution stones), she evolves into a Werecat. This evolution doesn’t look like much initially. The color and pattern of her fur may change (although the white underbelly always remains), but nothing else does. Her attacks and enhancements do change though, but this may not be noticed at first. The only major change is her ability to shift between her cat form and a new, human form. If the Werecat ever was human (that is, if she ever went through Threshold), her human form appears exactly as her pre-Threshold body did, although things like her current breast size, hair length and color, etc. remain as they are. This can be quite a shock for a newly evolved Werecat who doesn’t understand the nature of her new ability yet. In her human form, there are virtually no clues that she is anything but a normal girl, although Pokédexes will still identify her, and any Pokégirls able to track things by smell will still notice that her scent is that of a cat.
The Werecat has abilities roughly between the Warcat and the Boobcat. She is stronger than a Boobcat, but lacks the mighty strength and toughness of a Warcat. She is faster and more agile than a Warcat, but neither her speed nor reflexes are equal to those of a Boobcat. The few Tamers that have a Werecat though say that her balanced nature, as well as her ability to morph, make her very valuable, and that they wouldn’t trade her for either of her sister-types. Her combat abilities do suffer a little from a lack of specialization though, as her generalist fighting skills, as well as her less physically-oriented human form, give her a marked disadvantage in a fair fight against another Fighting-type. A Werecat is made for surprise though, preferring to enter combat with her opponent thinking she is a weak human-like Pokégirl, such as an Ingenue or a Bimbo, and then morphing into her cat-form and rushing forward while her foe is surprised. When morphed, a Werecat can use all the attacks above that are listed in parenthesis.
Werecats don’t have any particular way they prefer to be Tamed, although they remember what they learned of sexual positions and techniques from when they were Wildcats, and may have developed a personal favorite from that. They enjoy shifting forms in the middle of being Tamed, the sudden change in their tactile nerves exciting them. Whenever there is a full moon in the sky, a Werecat’s libido shifts from Average to High. During this time they can’t get enough sex, and seem almost to be a Wildcat again in how lusty they become. They tend to shift forms a lot during this period, as though they can’t make up their mind which shape they want to be in. Studies have proven that Werecats will act like this even when clouds blot out the sky and the moon can’t be seen.
Feral Werecats always stay in their cat form, never changing to their human form until after they have been brought back to a non-Feral state. Threshold girls become Werecats extremely rarely, but those who do always shift into their cat form immediately when Threshold is complete. The shock of it usually prompts them to unconsciously shift back to human form very quickly though, usually leaving the poor girl in denial that she ever went through Threshold. If she can be convinced that she did indeed go through Threshold, most tests results usually mistakenly identify her as an Ingenue or a Damsel or another Pokégirl type that looks totally human. When a Threshold Werecat is exposed for her true nature, she usually requests a Level 5 Taming program be run on her, finding that being so close to human but having such an obvious reminder that she isn’t anymore too painful to bear.
back to the master index

WET ELF, the Unseen Elf Pokégirl Type: Very Near Human
Element: Water/Magic
Frequency: Rare Unknown, thought to be Uncommon in the Blue League and Rare elsewhere
Diet: omnivore
Role: spies, saboteurs,
Libido: Average (Bisexual)
Strong Vs: Fire, Rock, Water
Weak Vs: Ice, Plant, Dragon
Attacks: Fade, Whirlpool, Water spear, Sing
Enhancements: Longevity, Magical Affinity, Underwater Vision, Enhanced Dexterity (x4), Reduced Feral, Water Breathing
Disadvantages: Flawed Constitution
Evolves: Wet Lass (normal), Siren (Dawn Stone)
Evolves From: None
Wet Elves stand from 4'6” to 5'7” tall and are slender of build. Their skin is usually a mottled bluish-gray and their hair color is typically a light brown or blue. Eyes are white, brown or gray.
Although only recently discovered, an interview with the Wet Queen of one kingdom revealed that the Wet Elf has been around since the beginning, only no one has known of them up to this point. Their near constant use of fade has ensured they have remained almost unknown.
During the war they acted as aquatic spies and saboteurs. Often they would stop the arrival of waterborne forces by the simple expedient of using whirlpool to stop the vessels in a convoy and then using water spear to damage or destroy their propellers. If discovered, they would use sing and escape, only to return later using fade to finish off their prey.
These days the Wet Elf lives in quiet communities in the oceans of the world, using their powers to remain undiscovered. Even water Pokégirls don't usually know of their presence, and there is a coming of age ritual common to all of the kingdoms in which a Wet Elf band must track down a Sharptits and return with a handful of scales while leaving the Pokégirl otherwise unharmed.
Wet Elves do not dry out on land, but they prefer to remain in their native habitat and will not voluntarily leave the vicinity of water. When on the surface the always drink three to five times the amount of water that others would.
Wet Elf colonies have not been discovered in fresh water to date, but in the interview the Wet Queen commented that her people were everywhere that they weren't seen and when asked specifically about fresh water merely smiled and repeated her answer.
Wet Elves and their evolutions tame each other just as their landbound cousins do in order to avoid going feral. However, their feral state is one of increased aggression instead of torpor.
The Wet Elf and all of her evolutions have remained in hiding since the Revenge War and therefore were not added to the human genome by interbreeding. There are no recorded threshold cases and none will be expected for at least a couple of generations.
All of the Wet Elf evolutionary line have longevity and thus none have become Pokéwomen as of 299 AS.
back to the master index

WET LASS, the Powerful Aquatic Elf Pokégirl Type: Very Near Human
Element: Water/Magic
Frequency: Rare Unknown, thought to be Uncommon in the Blue League and Rare elsewhere
Diet: omnivore
Role: spies, saboteurs,
Libido: Average (Bisexual)
Strong Vs: Fire, Dragon, Water
Weak Vs: Ice, Plant, Electric
Attacks: Fade, Bubblebeam, Sing, Hydro pump, Quick Attack, Smile, Magic Fist, Cura, Once More
Enhancements: Longevity, Magical Affinity, Underwater Vision, Enhanced Dexterity (x4), Enhanced Strength (x3), Enhanced Speed (x4 - in water only), Reduced Feral, Water Breathing
Disadvantages: Flawed Constitution
Evolves: Wet Queen (battle stress, Level 31+)
Evolves From: Wet Elf (normal)
The Wet Lass is the evolved form of Wet Elf and is often found in positions of authority in a village or leading a hunting team, the same position they occupied during the Revenge war. These days they also function as elite fighters who battle alongside the Wet Queen and support her if necessary.
Wet Lasses are usually taller than Wet Elves, standing anywhere from 5'6” to 6' tall. They are significantly tougher and faster than the Wet Elf. Cup sizes increase to a C or D cup.
Wet Lasses serve to unify Wet Elves in battle and train constantly in the team tactics that are necessary to defeat their underwater foes. During the Revenge War they took on warships and submarines, using the Wet Elves whirlpool attack to slow or stop them and then using magic fist to punch holes in the hull before using hydro pump to quickly fill any open compartments.
Unlike the Wet Elf, the Wet Lass can use her sing attack underwater as well as on the surface, and this song is loud enough to be effective on the decks of ships while she hovers beneath them. It has been demonstrated that this ability will also work on opponents in gym battles while she hides in a pool of water.
Wet Lasses show the same reduced feral that Wet Elves do, but when feral become positively vicious. Usually at that point they attack something far stronger than themselves and get eaten.
There are no recorded cases of Threshold into a Wet Lass.
All of the Wet Elf evolutionary line have longevity and thus none have become Pokéwomen as of 299 AS.
back to the master index

WET QUEEN, the Ruling Aquatic Elf Pokégirl Type: Very Near Human
Element: Water/Magic/Electric
Frequency: Rare Unknown, thought to be Rare in the Blue League and Very Rare elsewhere
Diet: omnivore
Role: spies, saboteurs,
Libido: Average (Bisexual)
Strong Vs: Fire, Water, Electric, Flying, Steel
Weak Vs: Plant, Dragon, Ground, Rock
Attacks: Fade, Water Spear, Sing, Tidal Wave, Tidal Slide, Water God, Quick Attack, Smile, Curaga, Cheer Song, Nameless Song, Death's Whisper, Thunder Shock, Agility, Lightning Punch, Imitate, Multiheal, Mighty Guard (All songs may be used underwater and may affect nearby targets on the surface)
Enhancements: Longevity, Magical Affinity, Underwater Vision, Enhanced Dexterity (x6), Enhanced Strength (x8), Enhanced Speed (x8), Reduced Feral, Water Breathing
Disadvantages: None
Evolves: None
Evolves From: Wet Lass (battle stress, Level 31+)
The Wet Queen is the battle evolution of the Wet Lass. She gains three to five inches in height and a more muscular build. Cup size actually decreases to a solid B and the rest of her body slims down proportionally. Hair color becomes a bright red or yellow and most water predators have learned to avoid this display. However, this has no effect on her fade ability and she will not be found unless she wants to be.
Due to the difficulty of survival in the ocean, Wet Queens have evolved a different set of customs in regards to each other. Each Wet Elf kingdom will be ruled by the senior Wet Queen and all other Wet Queens in a kingdom are subordinate to her and willingly accept her orders. Rank is determined by a once-a-decade competition in which all Wet Queens may challenge for status. Battles between Wet Queens are non-lethal, except when challenging the senior Wet Queen for rulership.
Please note however, that the competitions will be halted if intruders appear until they have been dealt with.
Wet Queens rule the Wet Elf kingdoms and their subjects give them unquestioning loyalty, which only ends if they are defeated in battle by another Wet Queen or she is captured by a Tamer. Be warned, however, until that capture light signals she's yours, her Wet Elves and Wet Lasses will do everything in their power to kill you. And if she is a senior Wet Queen, her subordinate Wet Queens will be right in there with everyone else.
Because of this, a Wet Queen in a harem will challenge the alpha regularly for primacy unless strict rules are laid down and if she becomes the alpha she will expect the same kind of loyalty from the harem that she would get in a kingdom. She is likely to become very unhappy with any Pokégirls that she believes are halfhearted in their efforts and has the power to make her displeasure known.
Wet Queens in a harem are constantly trying to get their Tamers to find mages to teach them more spells. One could say they are very demanding about it, almost badgering or nagging.
Wet Queens are very possessive of their subjects and will often send subordinate Wet Queens along with large teams of Wet Lasses and Wet Elves to hunt down and return lost members of their kingdoms. Usually this pursuit will end when the Tamer reaches land. However it must be noted that Wet Queens seem to have a way to know exactly where the captured Pokégirl is even if she is in a Pokéball.
Needless to say, bartering with the ruling Wet Queen for a Wet Lass is preferentially recommended.
This possessiveness translates into harem life as well and Wet Queens often spend a great deal of time urging their Tamer to hunt down and reclaim any Pokégirls lost for any reason, including salvage. There are even a few unsubstantiated rumors of Wet Queens leading harem members on commando style recovery attacks without their Tamer's knowledge. If true, the Tamer would still be responsible for their actions.
There are no recorded cases of Threshold into any of the Wet Elf evolutionary line.
All of the Wet Elf evolutionary line have longevity and thus none have become pokewomen as of 299 AS.
back to the master index

WHITE TIGRESS, the Mystic Grandmaster Pokégirl
Type: Very Near Human/Animorphic
Element: Fighting/Magic
Frequency: Extremely Rare
Diet: Normal
Role: Combat, Teaching
Libido: Above Average
Strong Vs: Ghost, Dark, Normal, Bug, Poison, Fighter, Stone, Steel, Electric
Weak Vs: Flying
Attacks: Absorb, Chi Blast, Chi Healing, Counter, Energy Blade, Focus, Focus Energy, Magic Fist, Evade, Mirror, Saber Claw, Smile, Stone Palm, plus 4 other random fighter or magical attacks/defenses
Enhancements: Functional claws, nightvision, enhanced strength (x6), enhanced speed(x6), enhanced senses of smell and hearing (stronger than a Tigress), enhanced agility and recovery time, enhanced stealth, Aura of Calm, resistant to poison, longetivity
Evolves: None
Evolves From: Tigress (E-Stone Ceremony, high level, strong bond with Tamer)
Story this Pokégirl appears in: Slated to appear in Hopper Chronicles
It has been known that a Tigress could become a powerful but uncontrollable Panthress due to mistreatment but it follows that the opposite should be true as well. The White Tigress is all this and more.
A Tigress who evolves to a White Tigress becomes Very Near Human if she was not of that type before, gaining a bust size from the change. Her hair becomes pure white and appears completely human but she can morph into a Near Human at will. This form has cat ears, tail, eyes, and retractable claws. The form resembles that of a Tigress but with white coloration, enhanced beauty, and unusual grace beyond any normal Tigress.
The Pokégirl is also able to eat human food instead of just meat. She has become less animalistic and more mystical in nature plus less prone to fall victim to her passions. That does not mean that she will be any less loving or passionate but she will desire spiritual love as well as just the physical.
Taming will be less of an issue as her new self control and Aura of Calm will greatly lessen the need for taming. This can be an incredible asset for Tamers with many Pokégirls that require frequent attention and make a White Tigress very valuable.
A Tigress is wild and a White Tigress is that wildness channeled, making her an even more dangerous opponent. Her inner control is great and makes her impossible to have her mind read by psychics. In combat the White Tigress is a point of calm in a storm, normally unruffled by anything their opponent does. That does not, however, prevent her from trying to fluster her opponent if she thinks it to be more efficient to enrage them. Her preferred style is to Evade, conserving her energy until a time comes where she can deliver a special attack to maximum effectiveness. Combined with her ability to Absorb energy attacks this makes her a difficult opponent to pin down.
This Pokégirl possesses a wide range of fighter techniques and some magical that make her a difficult opponent to beat.
The White Tigress appears to have little difficulty against Ghost or Dark types, being very resistant to the negative energies those kinds of Pokégirls have, and those who try to hunt her will more likely become the hunted. Should a Panthress be discovered this Pokégirl would be the one most likely to handle her best.
Ceremony Description
Elemental Stones Needed: Dream Stone, Mana Crystal, Diamond, Moon Stone
Area & Time Conditions: A place of spiritual enlightenment, like a temple, or a respected Pokedojo that has produced many skilled Pokégirls, preferably in a mountainous region but not necessarily. When is not really important as long as it is night but the sky must be clear and the stars shining down—if the moon is full and the night calm will improve the possibility of evolution.
Ceremony Itself: In a flat area that has some access to view the night sky and/or moon, the four stones must be placed on four pedestals or stands that bring the stones around three to four feet. The pedestals most be arranged in a square with them at the corners, Dream Stone opposite Moon Stone, and Mana Crystal opposite Diamond.
With no one but her Tamer watching, the Tigress will go to the middle of the square and wait for her Tamer’s command to begin. She may wear a gi or nothing at all according to the Tamer’s wishes. Once the Tamer orders her to begin the Tigress must silently practice her martial arts fighting skills in the evolution stone arena. Neither Tamer or Pokégirl can speak during this time.
If the evolution happens it will occur no less then one hour after starting and no more than three hours. The stones erupt into four pillars of pure white fire that arc down to surround the Pokégirl. All the stones are of course consumed when this happens. Once the fires fade the Tigress will have become a White Tigress.
back to the master index

WHORENET, the War Insect Pokégirl
Type: Animorphic, insectile, humanoid
Element: Bug/Poison
Frequency: Very Rare
Diet: Vegetarian
Role: Soldier
Libido: Low (High in mating season)
Strong Vs: Bug, Dark, Fighting, Plant, Poison
Weak Vs: Fire, Flying, Rock
Attacks: Sting, Poison Powder, Needle Shot, Poison, Poison Mask, Spice 1, Spice 2, Spice 3, Sword Dance, Sword Wave, Slasher, Slash Wave, Quick Hit, Spincut
Enhancements: Enhanced Strength (x4), Flight, Poison, Armor, Sword affinity
Evolves: None
Evolves From: Wasp (battle stress)
Whorenets are the warrior evolution of the Wasp. They are vaguely similar in appearance, although their chitinous armor grows thicker and becomes bright gold with black stripes, the armor gains spikes, and their antennae lengthen. Their wings become larger and stronger, and their stingers disappear.
Whorenets are more solitary creatures, as they no longer possess a hive mentality and as such are capable of becoming more intelligent. They are also easier to Tame and are more popular by far than their pre-evolution, as they always refer to their Tamer by their proper gender-related title. (Male Tamers in particular appreciate this.)
During the war, Whorenets were used as field leaders for swarms of Bug-type Pokégirls. Wasp Queens acknowledge Whorenets as seconded only to themselves in the hive, and command their hives to respect them accordingly. Interestingly enough, Whorenets, because they do not have stingers, have a strong inadequacy complex and are offended by the mere presence of Bug-type Pokégirls with stingers. This also causes them to become protective of their weapons, usually a pair of swords, and fly into rampaging panics when someone threatens to destroy their weapons. Heavy fines are placed on people who induce a Whorenet to rampage, fines that usually involve the loss of a Pokégirl as well as a hefty portion of their money.
One very important thing to note is that Whorenets can naturally grow a set of needle-thin poisonous spikes from the chitinous armor on their shoulders and use them as darts. The poison in these needles is concentrated and as such has a 100% chance of poisoning someone.
No cases of Thresholding into a Whorenet has been reported.
back to the master index

WHORE-OH, the Legendary Love Goddess Pokégirl
Type: Near Human
Element: Flying/Fire/Magic (Celestial)
Frequency: Extremely Rare (Unique)
Diet: human standard
Role: self-proclaimed goddess of love and love-making
Libido: High
Strong Vs: Bug, Fighting, Fire, Magic, Plant, Psychic, Steel
Weak Vs: None (Electric, Ghost, Rock, Water)
Attacks: Fireball, Flamethrower, Fire Spin, Flame Tower, Flame Sword, Feather Blizzard, Gust, Wing Buffet, Wingover, Mach Breaker, Smile, Absorb, Shield, Heal, Teleport
Enhancements: Enhanced Vision (x9), Legendary Qualities, Legendary Salient Qualities, Improved Respiration, Endurance, Freejoints (hips and knees), Prehensile Feet, Atmospheric Comfort, Toughness, Darkvision
Evolves: N/A
Evolves From: N/A
Whore-oh is the fourth Legendary bird Pokégirl. However, neither the Legendary birds nor any other Legendary claim any sort of special relationship with her. Among her fellows, she is the least-respected Legendary.
After Typhonna's disappearance during Sukebe's war, he decided to bring more Legendaries into play to help counteract the loss of Typhonna's sheer power. Since Articunt, Zapdass, and Moltits had already done so well, he decided to create a new set of Legendary birds, stronger than the originals. Whore-oh would have been the first of them, but her mentality was, as far as Sukebe and the other Legendaries were concerned, completely deranged. She refused to fight at all except in self-defense. Worse, she would speak long and eloquently that humans and Pokégirls should make love, not war, that they should abandon their differences and focus on pleasuring each other in peace and love. Needless to say, this view did not go over well at all. Most of the other Legendaries (and, apparently, Sukebe himself), found this notion to be too ridiculous to warrant any serious reply at all, and either ignored Whore-oh or showed her derision. Even the kinder Legendaries, save for Sexebi, found little value in her philosophy of sexual healing. Moan preferred real acts of succor to ease people's sufferings, and Bastit was known to have once remarked that "her lovey-dovey attitude really takes the excitement out of fucking." Discouraged but undeterred, Whore-oh left the company of her contemporaries, seeking to spread her message to the people and Pokégirls of the world.
Whore-oh isn't very tall, standing five feet four inches. She her wings are separate appendages from her arms, unlike other bird Pokégirls. Her hips and knees can bend ways a normal human’s can't, allowing her to land easier from a fast flight. Her feet are clawed, with a back-toe to aid in gripping rough ground. Unlike the other Legendary birds, her feathers are not a uniform color. Her breasts and belly down to her crotch are covered in short, off-white feathers of a cream color. Her arms, torso, face, back, and the back of her wings are a covered with light reddish feathers, and her legs, as well as the inside of her wings and the feathers hugging her ass, are covered with soft yellow feathers. Her hair hangs down to her shoulders, a golden blonde. Her breasts are a large C-cup, and her cunt is surrounded by very short feathers that hug her skin closely, giving it an unshaven appearance. Whore-oh never wears clothes.
Whore-oh still wanders the world today, undeterred by how little success she has had. She seems to have sunk deeper and deeper into a fantasy world of her own creation as the centuries have gone by. She now refers to herself as a goddess of love and light, offering to make love to any she comes across, so that they "may seek purity in the heat of her passion" as one person who had met her put it. While it may sound like the opportunity of a lifetime to have sex with a Legendary, people who have been with Whore-oh have said the experience was almost frightening in its intensity. Whore-oh refuses to perform any carnal act except straight sex, no tit-fucking, no oral or anal playing, or anything else. She further insists on only the standard missionary position (ironic since she's on a pilgrimage), usually with her on top. During the actual act, she doesn't allow talking dirty or anything except soft kissing, almost always while staring into her partner's eyes intently, even during orgasm. The way she seems to insist on intimacy, almost demand it, is rather frightening to most of the people she's been with. None could deny that the experience was very profound though, or that they came very hard.
Whore-oh has powers that allow her to carry out her "holy mission," which is odd, since Sukebe certainly didn't bestow her with such abilities. It would seem that she somehow altered her own abilities to suit her new purpose. One person claims to have asked her about this, to which she supposedly only replied that as a goddess, she was not bound by the work of mortals. When facing a hostile force, she prefers to use non-confrontational moves such as Absorb and Gust to keep her foe down, only resorting to her stronger fire attacks to defend herself. If worse comes to worst, she will just teleport away. It usually doesn't come to that though, since she is generally able to down a foe long enough to calm her foe (see below) and make love to them, trying to "heal them with her purity."
Whore-oh has a severe dislike for those who would use sex as anything other than a deep expression of intimacy. She doesn't regard Tamers and other Pokégirls as wicked, merely misguided. Pokégirls who use sexual domination as a way of life, however, and others who use sex as a weapon, draw her ire, since she views them as clouding the true path to enlightenment. She continues to wander the world over, trying to create a paradise of parity and sex, one person at a time. Whore-oh's ultimate dream, one she hasn't told anyone about, is a world where everyone is truly connected…Recognition of everyone, everywhere. It is this hope that keeps her going, believing that once she has done her duty and brought the entire world together as one, she will finally be allowed to join them.
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Whore-oh’s shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below), nor her learned skills. They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Whore-oh has No Weakness (Level 85). If she were to face a Rock or a Water-type Pokégirl, or anything else that was considered Strong vs. Flying/Fire/Magic, at or below level 85, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Whore-oh’s array of special attributes:
Soothe Feelings: Despite not being a Psychic-type, Whore-oh can use her magic to soothe the hearts and minds of others. Without giving any overt signs, she can concentrate on someone within line of sight, making whatever they're feeling lessen. This works as long as she can concentrate as least partially on someone, and she can use it on multiple people at once. She tends to use this on someone to pacify them before she seduces them, and maintains it during sex if the person would otherwise become rowdier than she would like. After the effect ends, the manipulated person doesn't know their emotions were tampered with.
Forced Bond: If Whore-oh sees two or more people having sex, she has the ability to make a Delta-Bond between them. She cannot use this ability on herself however. Beyond that though, anyone who doesn't have the Mentally Isolated Blood Curse is subject to be Bonded to another by Whore-oh's manipulations. She tends to use this rather liberally, Bonding people who are already nice couples, as well as those who don't feel intimacy for their partner, her way of "teaching" them how wonderful such intimacy can be. Thusly, to many a Bond is indeed a curse, since they somehow end up having one to someone they otherwise don't care for.
back to the master index

WHOREPOOL, the Water Devil Pokégirl Type: Near Human
Element: Water/Flying
Frequency: Very Rare
Diet: vegetarian, prefers seaweed but can tolerate all land-based vegetables easily
Role: Aquatic warfare specialist
Libido: High
Strong Vs: Fire, Rock, Bug, Fighting
Weak Vs: Electric, Grass, Magic, Ice
Attacks: Whirlpool, Whirlpool Mk2, Water Spear, Squall, Vortex, Tempest, Wing Attack, Water Tower, Water Floor, Super Cyclone, Geyser, Water Sword, Hydro Pump, Rain, Little Cloud, Draining Rain, Water Slave, Water Golem, Water God
Enhancements: Enhanced Strength (x8), Enhanced Speed (x5), Enhanced Durability (x6), Enhanced Endurance (x6), Improved water affinity, wings for flight, can change wings into tail for swimming, wind affinity, control over temperature of water attacks
Evolves: None
Evolves From: Surfmelon (orgasm + high level)
Whorepools are by far one of the most powerful water-type evolutions. But ONLY if they are near a substantial body of water.
Upon evolution from Surfmelon, the Whorepool changes tremendously. They gain a foot and a half in height, and their bodies become more streamlined and muscular, their breast-size actually going down. (Much to the chagrin of those who prefer the larger bust of the Surfmelon.) Their skin becomes white, save for dark blue from the middle of the biceps down to the fingertips and from the middle of the thighs down to the tips of their toes, and like their previous form, they have no hair on their cunts. Whorepools lose their claws, but gain a pair of wide, powerful wings mounted near their hips that they can use for flight and wrap around their legs, allowing them to morph wings and legs into a powerful mermaid’s tail for swimming, retaining the color pattern of their legs. They lose all their lizard-like features, their faces become aquiline, their hair becoming short, changing into a paler white their skin. Their eyes glow softly, and their voices echo when they speak.
Whorepools are devastating in water. They can spin at incredible speeds, creating massive, sucking whirlpools to trap their opponents, generating massive geysers and rain clouds to devastate their opponents while immobile. They can even use a more powerful version of Whirlpool to do heavy damage to an opponent, forcibly knocking them around. They have tremendous aquakinetic ability, being capable of forming rain clouds out of sheer will, drawing moisture into the air, and summoning servants of water to attack an opponent in hand-to-hand combat. They can drink in several dozen gallons of water and alter its temperature upon exhalation, making it either scalding hot or freezing cold, depending on the Whorepool’s wishes. They can fly for short bursts at incredible speeds, creating massive waterspouts and sending them at opponents with a flap of their massive wings.
Whorepools, while incredibly powerful, do have some major disadvantages, though. They do not have an internal well of water, like most Water-type Pokégirls do, and as such are limited when away from a large body of water in terms of attacks. Their skin also dries out quickly, eventually becoming painfully dry if not re-moistened, meaning they have to stay near water as a rule. A canny and caring Tamer will tame a Whorepool in a lake or ocean, something that makes the highly, almost predatorily passionate Pokégirls very happy and faithful. Failing to have access to either of those, a pool, or even a bathtub will suffice, although Whorepools much prefer the open ocean. It’s generally considered good form not to take a Whorepool out of a coastal area. They are also clumsy on land, their bodies used to more intense pressures, especially Ferals, who normally make their territory in deep waters.
Calling a Whorepool predatorily passionate is not an exaggeration in the slightest. Compared to the HentaiCute by some, they have a tremendous sexual appetite, and enjoy being Tamed roughly. Deep sea observers have catalogued Ferals ambushing weaker water-type Pokégirls and forcing a Taming out of them. In some coastal areas, water-types exhausted from over-taming sometimes wash up on shore after a series of heavy whirlpools appear a few miles off the coast, a sure sign that a Whorepool is there and amusing herself…
Whorepools are still very rare. Because the majority of them stay so deeply below the surface, beyond what most submersibles and spells can protect against, it’s unknown how many Feral Whorepools there actually are. Also, due to the disadvantages Whorepools suffer from being away from heavy bodies of water, it’s rare that Tamers try to evolve their Surfmelon into one. As such, no Threshold cases of becoming a Whorepool have been reported.
back to the master index

WHORESEA, the Walking Water Pokégirl Type: Near Human Animorph
Element: Water
Frequency: Uncommon to Rare
Diet: human foods (seafood preferred)
Role: combat
Libido: Average
Strong Vs: Fire, Rock, Ground, Water
Weak Vs: Electric, Plant
Attacks: Water Gun, Water Tower, Water Punch, Draining Rain, Tackle, Growl, Tail Slap
Enhancements: Enhanced Speed (x2 on land, x5 in water), Enhanced sense of Touch (x2 on land, x5 in water), Amphibious, Tough Skin,
Evolves: Seabra (battle stress)
Evolves From: None
Whoresea, the walking water Pokégirl, is so named because unlike most Pokégirls, she is comfortable being away from her natural element for long periods. Unlike many other water-types, Whoreseas can go about a week before becoming seriously weakened without full submersion in water. This ability is lost when she evolves into Seabra, since the combat-heightened Seabra needs more water to keep her fighting spirit up. Whoresea are very sensitive to touch, capable of sensing movement of objects in water or on land up to 500ft away. This often makes a Whoresea rather skittish, and combined with their territorial ways can lead to misunderstandings. This enhanced sensitivity also leads to a Whoresea not being very useful in sex battles in comparison to standard battles.
Whoresea's natural role is to combat, and she does modestly well. While a Whoresea is never a match for a Fighting-type Pokégirl, she can usually handily defeat any element she is strong against, as well as weaker versions of most other poketypes in a hand-to-hand fight. This is especially useful when considering that she is an even stronger fighter in the water, where her speed and maneuverability take a sharp climb. However, when forced to use her water attacks often, that can drain a Whoresea's ability to remain out of water for days on end before requiring submersion. Whoresea have a somewhat natural distrust for any sort of Titacool or Titacruel, as they are most often their most direct opposition in way of food and territory.
Whoresea has deep blue skin, with two long fins running down her back and three tiny fins on her head. All Whoresea have strong, long tails (one each, of course) that are about as long as they are tall and extend from the base of their spines. The tail is not prehensile, but are perfect for allowing the Pokégirl to maneuver through water and are strong enough to be used for attacking as well. A Whoresea's tail, however, is often coiled up around their waist to keep it out of the way whenever possible. It isn't too uncommon for a Threshold girl with water Pokégirl ancestry to become a Whoresea, since they are very adaptable to life on land, especially in coastal towns. Whoresea evolves into Seabra after having had going through an amazing amount of duress during battle, which may result in the evolution. Feral Whoresea can be found inland just as often as they are found in the water thanks to their unusual out of water capabilities (for a water type).
back to the master index

WHORETORTLE, the Wet ‘N’ Wild Pokégirl Type: Near Human
Element: Water
Frequency: Common to Uncommon
Diet: vegetarian, seafood
Role: hydration of others
Libido: Average
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Water Gun, Glare, Leer, Scratch, Withdraw, Bubbles, Slick Stroke
Enhancements: Increased Lung Capacity, Increased Water Capacity, Armored Shell, Purify Water
Evolves: Blastits (normal)
Evolves From: Squirtitty (normal)
The Whoretortle is the next evolution of Squirtitty. Once a Squirtitty has been Tamed enough and won enough battles, she’ll evolve into Whoretortle. Once she becomes a Whoretortle, her looks improve dramatically. A Whoretortle gains several inches of height, and thins out, loosing the pudgy look she had before. This is aided by how her shell hugs her back more closely, giving her a less rounded appearance. At the same time, the shell material becomes firmer, affording a higher degree of protection, but becomes more flexible, so even with its less rounded shape it doesn’t restrict her movement. Her breasts enlarge, usually to around a C cup, letting her hold that much more water.
A Whoretortle is able to hold much more water than before. How isn’t exactly understood, but she can use her Water Gun attack to a greater degree than she could as a Squirtitty, releasing gallons without slowing down. This holds true for her bust as well, as they won’t grow smaller until she is out of water, her internal water sacs redistributing the water in her body so her breasts stay filled. She can also increase the pressure, enough to the point where a blast from her Water Gun can knock a grown man off his feet. A Whoretortle is a faster swimmer than her previous form, and is able to dive deeper as well as hold her breath longer. Her combat prowess grows also. At this stage, a Whoretortle begins experimenting with how to make fast turns to let attacks bounce off her shell, and then turn again to attack. A Whoretortle can go several days without water with no ill effects, needing to bathe in water around once every five or six days.
The natural process that a Whoretortle uses to purify the water in her body is able to be externalized somewhat in this form. If a Whoretortle can submerge herself in impure water, she can spend several hours moving it through her body, letting herself purify and expel the cleaned water while taking the impure water in. This only works in a small area, usually around the size of a swimming pool. If the impure area is too large, of if the water is thickly polluted, the Whoretortle can become sick, or even die, from letting her body leech out the toxins.
Feral Whoretortles are more of a nuisance than anything else. They tend to blast things around them with their Water Gun, and use their Slick Stroke on anything nearby. Threshold girls don’t usually become Whoretortles, but it isn’t unknown.
back to the master index

WHORIZARD, the Sexy Searing Soaring Pokégirl
Type: Not Very Near Human
Element: Fire/Flying
Frequency: Rare to Very Rare
Diet: plants, small animals, pokechow
Role: igniting things, combat
Libido: High
Strong Vs: Bug, Fighting, Fire, Plant, Steel
Weak Vs: Electric, Rock, Water
Attacks: Fireball, Fire Spin, Flame Thrower, Ember, Warm Embrace, Burning Hands, Ignite, Rage, Fire Blast
Enhancements: Endurance, Heat Resistance, Updraft
Evolves: None
Evolves From: CharMelons (normal)
A Whorizard is a CharMelons that has had even more combat victories and Taming, letting her make the jump to her final form. Whorizards are quite different from their previous form, in that they now have large wings from their shoulders. They gain a secondary element, Flying, that negates some of their previous strengths and weaknesses, making their Tamers have to plan their strategies with them differently now. For a long time, many researchers debated over whether or not Whorizard was a Dragon-type, since she could fly and breathe fire. Eventually, they came to the (correct) conclusion that while she seemed to be, she wasn’t a Dragon-type Pokégirl, though a minority still holds this view. A Whorizard’s red-blonde hair seems to dance quicker now, as though it was a crackling flame. When she lets it appear, the fire on the end of her tail burns hotly, large and powerful.
A Whorizard is very powerful in combat. Her Ignite attack is a greater version of Burning Hands, allowing her to set part of herself, usually her arms or upper torso, aflame, and she then grabs her enemy, inflicting heavy damage. Fire Blast is a superior version of Fireball, letting her spit a ball of flame that explodes when it hits something. Her most feared attack though is Rage. When using Rage, her defenses lower, but her attacks are even stronger, her flames burning hotter and her blows more powerful. Many opponents have been known to forfeit the match at the sight of a Raging Whorizard. Indeed, the phrase “like a Raging Whorizard" is used to describe someone with a short temper.
A Whorizard’s ability to fly is very advantageous to her, both in and out of combat, allowing her to cover long distances for scouting and such, while also letting her retain air superiority over land-bound foes. Her Updraft special ability is where she heats the air under her, making a heavy gust of wind push up under her wings. Using this ability, she can lift off from a still position, not needing to run and flap her wings to take to the air. It also can be used in mid-flight to gain more altitude, or to give her wings a rest. Her control over his ability is enough that she can use if on others up to around twenty feet away or so, often relieving tired Flying-types when they can’t stop by letting them rest their wings. This technique is also useful for drying someone off without burning them. A Whorizard will tend to try and use her own natural flames to negate being wet after being hit with a water attack, so she mostly uses this on her Tamer or other non-Fire-type Pokégirls who want to dry off.
Whorizards have the trademark High libido of over Fire-types, and want to be Tamed several times a day. If they don’t get laid often, they tend to become irritable and standoffish, often arguing with their Tamer, hoping for some enjoyable punishment in the bedroom as their Tamer “shows them who’s boss." They do enjoy stroking and cuddling, but not to the extent that their previous forms did. They much prefer fast and furious screwing. Their cunt is even hotter than that of a CharMelons’ though, and only Tamers with a heat-resistant Blood Gift can hope to Tame them without special creams and not have nasty burns down there.
Feral Whorizards are terrors, raining fire down from above. They are usually attacked on sight with intent to capture, since all but the most foolish of humans and Pokégirls realizes just how dangerous, and how strong, a Feral Whorizard is. It’s exceptionally rare for a Threshold girl to become a Whorizard.
back to the master index

WIDOW, the Run For Your Life If You See One Pokégirl
Type: Tauric Inhuman (arachnid monster)
Element: Bug/Poison/Ghost
Frequency: Very Rare (Not Rare Enough)
Diet: Carnivore
Role: Omnicide, Nightmare Fuel, Mass Extinction Engine
Libido: Unanalyzed, appears to be non-existant
Strong Vs: All elements, save for Dragon, Fire, and Electricbr> Weak Vs: Dragon
Attacks: Poison Sting, Paralyze Sting, Poison Bite, Web, Phase, Invis, Acid Spray, Slice, Pneumatic Drill, Hyberbeam, Hyper Venom
Enhancements: Enhanced Strength (x12), Enhanced Speed (x15), Armored chitin exoskeleton and endoskeleton, 360 degree vision, Web spinners, Poison sacs, Multiple varieties of poison and acid, Able to digest any organic material, Extra arms (Bladed Sythes)
Evolves: Dryder (special; ejecting all poisons from itself)
Evolves From: [CLASSIFIED]Arachnae (extreme pain or Tamer's death)[CLASSIFIED]
Bounty (for confirmed kill): 900,000,000 SLC
Bounty (for reporting sighting & getting out alive): 40,000,000 SLC
Recommendation if you see one: RUN FOR YOUR LIFE!!!
Behold a nightmare made flesh.
This is not exaggeration, this is not a mistaken comparison to the Nightmare breed of Pokégirl, this is the truth, plain and simple. Widows are the worst, the deadliest Pokégirl alive that's not a Legendary. They are destruction incarnate, the essence of rage, more so than the Dark Lady or Panthress breeds could ever be, made into spidery chitinous form. They are rage and hate driven creatures, and no one who has encountered them has anything good to say about them, if they've survived at all.
The problem is, no one really knows WHY they appeared. There are several theories that have arisen from this. The most common one is that Sukebe created them. When his original home was destroyed and his first animorphic creatures slain, he created Widows to gain his revenge, creating the more cute and cuddly breeds later on. Another theory, mainly put forward by Crimson League officials, state that the dreaded Pokégirl General, Athena, created them out of her rage against mankind. No one knows for certain, but everyone IS certain that they are among the most reviled of all Pokégirl breeds.
Widows are truly monstrous to behold. From the waist up, they are vaguely humanoid in appearance, however their skin, dark black in color, is laced with a chitinous armor that can take immense damage from nearly every type of attack as well as dish it out due to sharp points protruding from the armor.. They have a total of 8 blood red, compound eyes located all around their head, the back ones sparsely hidden by wisps of hair, allowing the Widow full three-hundred and sixty degree vision in addition to her two human forward facing eyes. Their faces, while human looking ith their mouths closed, tend to have a disturbing expression of manic rage. Their jaws can split open at the chin, revealing razor-sharp mandibles and fangs that drip constantly with saliva. Within their mouths are another set of venom sacs that allow her bite to carry the HyperVenom that she is so feared for, as well as giving her the ability to spray Hydrochloric from their mouths as well.
They have four arms. Two end in normal, five-fingered hands, but the lower pair end in long, curved blades that glisten with poison from the venom sacs located where the blade connects to their chitin armor. Their cunt, just at the base of their waist, is lined with spikes around the labia, which inject a paralytic venom into a victim, making it easier for the Widow to do as she pleases with them. From the waist down, they are spidery in appearance. A massive spider's abdomen serves as a Widow's lower body, supported by four thick, powerful, hairy spider legs. On the back of the spider-abdomen is a prominent red hourglass, standing out clearly against the black fur of the Widow. The spider-legs are long and strong, and a Widow can balance herself on the two back legs to shoot webs or streams of acidic Hyper Venom. All who have reported seeing a Widow and are still alive tell of the nightmares they had for days afterward upon seeing such a horrible creature.
[CLASSIFIED]Widows are horrible monsters of the worst sort, made all the more horrible by how they form. When an Arachnae, a perfectly innocent breed of Pokégirl, suffers extreme agony that turns into terrible rage, or suffers the pain of a Delta Bond or Recognition being broken, she evolves into this despair-bringer.
From research in one of Sukube's labs, we have found that the Widow was one of his initial Pokégirls planned after the raid had destroyed his beloved first Pokégirls. A video blog of his ranting accusations was found alongside a file on the very first Widow. It seems however from the updated addendums that the Widow could not even be controlled by Sukube himself, literally tearing through friend and foe alike. Notes are sketchy on how exactly he had the ‘project terminated,’ but it does state that he'd ‘removed all possibility of this evolution’ from the Arachnae line. This information was baffling, as we still have Widows to this day, however, in 112 AS a document delivered to Professor Heffner of the Indigo League. This document was at first considered dubious at best, as the author claimed to be none other than Sukube himself! Upon Heffner's reading of the document, several things coincided with discoveries from previous labs that were only known to high level researchers.
In this document, Sukube claimed that the Widow evolution was a mistake, something even the genius mage did not foresee, even after he altered the Arachnae’s DNA so that it was not a normal evolution. To fix this, he claimed that he would use a fast spreading retrovirus to help 'fix his mistake' though the text was vague on how this would be fixed. Most Researchers today postulate that the virus enabled the Widow to evolve into a Dryder.
Addendum by Professor Stroak: The knowledge of a Widow's pre-evolutionary form must not, repeat, MUST NOT, under ANY CIRCUMSTANCES be revealed to the public. The backlash against Arachnaes, whose only crime would be a connection to this horrible breed, would be terrible, and many innocents would die. At all costs must the secret of a Widow's pre-evolutionary form be protected.[CLASSIFIED]
Widows in combat are fierce, deadly fighters. Most attacks simply bounce off of their bodies, the only ones capable of affecting them being lightning and fire attacks, and dragon-element attacks, which are the only things which can truly hurt them. Combat against a Widow is to be avoided at all costs if encountered alone. Widows attack anything that moves, even going so far as to spray acid on trees should the wind blow. Their attacks are fast and powerful, using their deadly scythe arms to eviscerate or decapitate and spraying streams of acid from their mouths or from the special glands located near her spinnerets. Widows, like other spider Pokégirls, do have the ability to create webbing, which helps them to immobilize males or any prey they may be interested in. One of their more deadly features is their Phasing ability, making most physical attacks nearly impossible to even hit. Fortunately, most Widows are constantly on the attack, making the trail of destruction an easy way of locating this menace even if they have enough awareness to use Invis.
Seriously, just run away. No matter how good you are, how powerful your girls are, a Widow is stronger, faster, deadlier, and just plain meaner. If you ever see one, your best course of action is to quote the famous line from one of the survivors of the second Widow attack: "Run the fuck away, Dumbass!"
While popular thought assumes that there is no difference between the attitudes of Widows, as the breed attack quite literally anything that moves due to the toxic mixture that occasionally leaks from their poison glands and causes extreme pain.. However, a recent video recording from the Sunshine League shows that a few Widows [CLASSIFIED] particularly those who were tamed Arachnae [CLASSIFIED] seem to be able to ignore non threatening targets to attack more threatening ones first. Case in point was the fact that twin Camera Girls could follow the Widow on the back of a Nightmare and not be attacked. It is believed that eventually, a Widow becomes adjusted to the pain of this glandular leakage enough to regain some semblance of sanity. This ushers in the pokegirl's next life stage.
Thankfully, no Threshold cases of turning into a Widow have been reported. Due to the breed's nature, there are no instances of a Widow actually being tamed. [Classified] However, Widows that were Tamed as Arachne have a greater chance of evolving into Dryders as well as keeping some semblance of control during their rage.[/Classified] There is a hope for a few Widows though, as they have the ability to become Dryders should they act within their second life phase.
Hyper Venom
A Widow's deadliest feature is its Hyper Venom. The worst kind of death in a tiny-little sting. Even the tiniest amount can result in horrifying mutilation, if not death.
Hyper Venom consists of a mixture of Hydrochloric Acid, toxic levels of Nicotine, and various cancer cells coated in a protective shell to protect them from the Nicotine. To keep this deadly mixture from simply cooking the widow, the breed has two separate glands at her mouth and abdomen sprayers. Each of these glands contain either a Hydrogen or Chlorine mixture of Hyper Venom, but the spraying action mixes this chemical into it's most deadly state. However, the blades of the Widow contain a lower potency Hydrochloric Acid, as the high molar concentration of Hydrochloric Acid would melt even through a Widow's scythes. This is a highly potent concentration, because in addition to the melting and acid burns caused by the acid, the toxic levels of Nicotine absorb through the skin, and the shelled cancer cells invade easily through acid burns or even affect the skin where they land. It is the Widows glands that are extraordinary, being able to replace themselves through cell division at a startling rate. Due to this extremely fast production, the entire mass of cells that make up the poison glands are replaced around once every 2-3 days. However, this does not even render the Widow herself immune to Hyper Venom, since cell replication at that rate sometimes miscarries and allows small amounts of her own deadly toxin into her own bloodstream. The pain from the acid burns, delirium from the high amounts of nicotine, and odd effects from whatever the cancer cells create is enough to keep most Widows near insane from pain during their first life phase.
The only known cure is the Infinity Antidote used by Venom Mistresses and the powers of the Legendary Pokégirl, Sexebi. Infinity Antidote is inherently magical, and can heal even the acidic damage of Hyper Venom through regeneration of the limbs. However, Venom Mistresses are rare and encounters with Sexebi are even rarer, making this an unreliable cure. The best way so far to save someone if a Venom Mistress or Sexebi is not on hand is amputation of the poisoned part of the body before the poison can spread and to evacuate from where the infected limb is at, due to the deadly byproducts.
An agonizing death is almost guaranteed upon being poisoned by Hyper Venom. So potent is this chemical mixture, that even Widows eventually are killed by the toxic poison that bleeds through their poison glands slowly into their bodies.
The Life Cycle of a Widow
The life of a Widow is short, agonizing, and violent. Here is a breakdown of the three phases of a Widow's life.
Phase One ][ Transformation
The first phase of a Widow, starting just after transformation, is the most devastating one. The time it lasts varies, recorded as little as a few hours though most are longer, the longest phase has been recorded at a month. In this phase, the Widow rampages around, destroying everything in her path, consuming Pokégirls she meets and generally causing havoc. She is at her most inhuman in this phase, her eyes glazed over with rage as she attacks everything in her way, stopping only to rest.
Phase Two ][ Remembrance
The second phase of a Widow's life, also the shortest phase, occurs after the time of rampaging in its first phase is over. They regain the intelligence they lost upon evolving, in some cases getting their memories back as well. Widows are possessed with a tremendous urge to find a place to make a web and breed, and seek out a suitable place, building their web with studious ease. They will then seek out people to mate with, preferring human males, as they have the best chance of inducing pregnancy, and then kill and eat their mates, taking several days at a time to do it in. Once pregnant, they will go into a hibernation state in their lair, her eggs growing to birth level in mere months.
If the Widow manages to control these instincts, they can also forcibly eject all of the poisons and toxins from their bodies, resulting in evolution to a Dryder.
Phase Three ][ Life and Death
The final phase of a Widow's life occurs after they lay their eggs, two months after they are impregnated. Once the eggs are laid, they organize them in a safe place. By this point, a Widow's body has been infected with the poisons and cancer cells of her now badly leaking poison glands, and her body is wearing down. They will have a haggard appearance, and act almost lethargic in relation to their former speed and strength. At this point, their body is so inundated with poison that their blood is literally flammable, though as their carapace is no less difficult to crack, this is a hard way to kill the Widow. They will die shortly before their eggs hatch into Widow kits. So far, no reported nest of Widow's eggs has been allowed to survive. Researchers believe, however, that should the Widow eggs hatch, the Pokékits will tear each other apart, most likely cutting down their numbers from the world-ending hundreds down to a scant one to five.
back to the master index

WIFERN, the Flying Leafy Lizard Pokégirl
Type: Animorphic (Plant/Lizard)
Element: Plant/Poison/Flying
Frequency: Very Rare
Diet: omnivore (requires sunlight to ease digestion)
Role: soldiers specializing in forest combat
Libido: Average
Strong Vs: Bug, Fighting, Water, Grass
Weak Vs: Electric, Ice, Fire, Magic, Psychic
Attacks: Regenerate, Wood Tower, Seed Bomb, Bite, Tail Whip, Fly, Glorious Sun, Speed Storm, Solar Beam, Command Plants, Lust Dust
Enhancements: Plant Empathy, Agility, Solar Regeneration
Evolves: None
Evolves From: Mossmelon (normal; Level 47)
When a Mossmelon evolves into a Wifern, she grows a set of bat-like wings which she can fold over herself like a cloak, but she loses her ability to become invisible. She might not have intuitive knowledge of how to fly at first, but many become quite agile, and all of them have the ability to fly through forests without injury. Add in the incredibly useful Glorious Sun technique and she is now quite the enduring fighter, even if she is still as terrible as ever when it comes to close-in fighting. The only other difference between a Mossmelon and a Wifern is that a Wifern's hair looks like the leaves of a fern plant.
Feral Wiferns are generally individualists, refusing to stay in the company of others for very long, unless certain requirements are met (see below). Unlike most other Pokégirls, when a feral Wifern undergoes parthenogenesis, most will abandon their children (who are Mossmelons), which might be the reason why Mossmelons are still found in the wild. It's believed that this may be the influence of their reptilian ancestry and may have led to the theory that they were actually reptiles crossed with plants and not Pokégirls at all.
Tamers with Wiferns should try and keep them out during daylight. Wiferns become ill when they do not get enough sunlight, which can lead to digestive problems.
Wiferns usually cow to any Pokégirl who has beaten them, and like Gynadoses, automatically respect any dragon Pokégirl they encounter. Wiferns usually lose confidence if facing any dragon Pokégirl, but will become dangerously overconfident if inspired or cheered on by a dragon Pokégirl.
back to the master index

WIGGLYMUFF, the “Squish Squish” Pokégirl
Type: Near Human
Element: Normal
Frequency: Uncommon
Diet: fruits and liquids
Role: singers, morale boosters, limited levitation
Libido: High
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Sing, Slap, Double Slap, Screech, Hyperslap, Cheer, Rollout, Cuddle
Enhancements: Increased Lung Capacity, High Flexibility, High Stretchability, Impact Resistance
Evolves: None
Evolves From: Jigglyslut (orgasm)
A Wigglymuff is evolved up from a Jigglyslut when her Tamer is taking her so hard and so deep that she orgasms several times in rapid succession.
Wigglymuffs have skin that is a hot pink in color, obviously not human. Their hair is the same color as their skin, and most Wigglymuffs prefer something cute to add to their hair as an ornament, such as a bow or a ribbon. They are very light, weighing in anywhere from forty to sixty pounds when healthy. Like Jigglysluts, Wigglymuffs prefer to go around naked. Their breasts gain a cup size at least during the transformation, and are usually a nice D size, though DD isn’t unknown. They have the ability to take a very deep breath and make their breasts expand, filling with air. This actually makes them rise slowly into the air, as though their tits were two large balloons. They can only do this as long as they can hold their breath though, falling back down when they let breathe back out. Of course, squeezing her breasts when she’s doing this maneuver makes her let the air back out in a loud whoosh immediately. A Wigglymuff’s cunt shrinks quite a bit when she evolves, though it becomes even more pleasantly squishy and stretchy. Like previous forms, Wigglymuffs have no hair between their legs.
Wigglymuffs are surprisingly good in martial battles. Their Impact Resistance Enhancement lets them take less damage than they normally would from blunt impacts, with such hits literally bouncing off them. They gain the ability to curl into a tight ball and roll and bounce around the battlefield, bludgeoning their opponent with quick hits. They gain a single sex attack, Cuddle, and use it surprisingly often, Cuddling their opponent and then Singing them to sleep before hitting them with a devastating Hyper Slap being their preferred tactic.
Wigglymuffs like being Tamed rough, no two ways about it. Their cunt is small enough that anything larger than a grown man’s pinky finger pushes against their inner walls. Wigglymuffs, however, greatly enjoy the feeling of said inner walls being stretched, which causes them no pain whatsoever, and enjoy being taken by very well-endowed Tamers. The bigger they are and the rougher they treat them, the wilder it drives the Wigglymuff. Tamers enjoy this as well since it ensures that the Wigglymuff’s cunt is very tight around them. If a normal Pokégirl’s cunt feel like a warm apple pie, a Wigglymuff’s feels like heated marshmallow mix, except not as sticky.
A Wigglymuff’s chest is just as squishy as her cunt is. She loves the feel of her breasts being groped hard, pulled on, pinched, mashed, and twisted, since all it does it arouse her more. Most Tamers with a Wigglymuff use her chest for a pillow, since her breasts are as soft as marshmallows. Wigglymuffs are also extremely flexible, a trait that is very much valued in Taming. A Wigglymuff lying on her belly can bend her head back and her legs over her enough that she doesn’t even have to strain to be able to lick her own cunt. For all of these reasons, Wigglymuffs are quite popular among Tamers.
Wigglymuffs get along well with others in a Harem. Wigglymuffs can be taught basic domestic skills such as cleaning and even cooking, which they take to happily. They’re fond of simple pleasures and are easy to please; a few compliments now and then and the Wigglymuff spends her days happily humming and singing to herself. They tend not to be too ambitious and usually don’t try for the position of Alpha.
Feral Wigglymuffs tend to bounce around at a hyper pace they don’t exhibit when they have all their wits. They tend to slap attackers silly before using Rollout to get away. They have no fear of jumping off high places to escape attackers since falls, being impacts, don’t hurt them as much as they do other creatures, and they can inflate their breasts as they fall to slow themselves down before hitting the bottom. The best tactic for capturing a Wigglymuff is to have several Pokégirls hit her hard and fast with non-impact attacks, taking her down before she knows what’s going on. Threshold girls only rarely directly become a Wigglymuff, but the few who do tend to feel only mildly depressed until they get a master, at which point most happily accept their new lives.
back to the master index

WILDCAT, the Frisky Kitty Pokégirl
Type: Near Human
Element: Normal
Frequency: Rare
Diet: omnivore, preference for fish, eggs, milk, and similar products
Role: Taming other Pokégirls in a Harem, public sex
Libido: High
Strong Vs: Ghost, sex attacks
Weak Vs: Fighting, domination attacks
Attacks: Slash, Fury Swipes, Tackle, Earlobe Nibble, Tongue-In-Ear, Ear Blow, Spank, Sex Attack 1, 2, 3, Butt Wiggle, Sexy Hug, Go Down, Purr Vibrations
Enhancements: Enhanced Hearing (x3), Enhanced Reflexes (x4), Enhanced Sight (x3), Enhanced Strength (x5), Enhanced Speed (x2), Endurance, Night Vision
Evolves: Boobcat (normal), Warcat (battle stress), Werecat (Moon Stone)
Evolves From: Purrsian (battle stress)
Wildcats are the only known evolution of Purrsian. This evolution tends to happen during an intense battle, when it seems the Purrsian can’t win. The odd thing here is that where most Pokégirls would evolve into a form better suited for combat, the Wildcat that is the result of the Purrsian’s evolution is a strong sex fighter. A Wildcat has large breasts, not quite D-cups but close. Her figure becomes more human, with joints that only bend as a human’s would. Most Wildcat’s are a solid tan color, with soft, tawny fur. Her underbelly has white fur, running in a large patch from her collarbone, down her chest (covering the inner halves of her breasts) to her belly, over her cunt, and ending just under her tail. Her personality changes, making her much more sexually playful. A Wildcat will often rub against others around her, letting her tail just happen to brush against certain areas, and will make teasing comments and innuendos. Wildcats never wear clothing, unless it’s an extremely sexy get-up.
While a Wildcat has the potential to be a powerful fighter with her great strength and resistance to fatigue, she eschews combat, having only a small selection of martial techniques. Instead, she focuses on sex attacks, and virtually always fights to bring her opponent to orgasm. She has very few inhibitions, and is willing to do almost anything to bring her opponent off, something that is possible for her to do with her wide range of sex attacks. Her favorite finishing move to use is Purr Vibrations. After using her Go Down attack to begin licking and sucking her opponent, she will purr, letting it vibrate her rough tongue as she licks their crotch. Most opponents have little hope of fighting off orgasm from this technique. Wildcats tend to throw sex matches against sexually dominating Pokégirls though, and make a bad choice to use against them. The only times a Wildcat will refrain from using sex attacks are when she absolutely loathes her opponent, and cannot stand to give them pleasure.
A Wildcat lives for Taming, and presses for it every chance she gets. She does understand that there are times and places that she shouldn’t try to put out for her Tamer, but she feels that such times and places are very few and far between. She is constantly looking to try new ways of Taming, with only the most outrageous of ideas being beyond what she’s willing to do. Her favorite Taming activity is doing it in public. Little excites her more than having sex where people are watching, and the naughtier the act, the better. She, like most cat Pokégirls, loves attention, and is willing to work to get it. When she is being Tamed, especially in public, she likes to talk dirty, knowing it gets more people to stop and look at her. Wildcats make a great choice to keep a Tamer’s other Pokégirls sexually satisfied when he needs someone to fill in for him.
Feral Wildcats tend to avoid civilization, which is odd, given how lusty they are. They prefer to stay in mountainous areas. They become rather territorial, and will attack trespassers. These attacks are almost always sexual in nature though, so a Tamer who finds himself being assaulted by a Wildcat will usually end up Taming her out of being Feral and adding her to his Harem. Threshold girls generally don’t transform directly into a Wildcat. When that happens though, they have initial trouble dealing with their new, heightened libido as it clashes with their previous moralities about how they should conduct themselves. Their families usually ship them away before their sense of decency completely erodes.
back to the master index

WITCH, the Magic Abuser Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Uncommon (Most of the world), Very Rare (Edo League)
Diet: Human-style
Role: Amateur magic-users
Libido: Average mainly, gets High when they're excited
Strong Vs: Ghost, Fighting
Weak Vs: Psychic, Magic, Water, Fire
Special Weakness: Ticklish, green-skinned witches have severe water allergy
Attacks: Spellwork, Witch's Curse, Barrier, Aura Barrier, Mystic Bolt, Mana Bolt, Power Bolt, Reflect
Enhancements: Magical Affinity
Evolves: Sorceress (normal), Enchantress (Moon Stone), Elementalist (Angel Stone, Dark Stone, Diamond Stone, Fire Stone, Heavy Metal, Ice Crystal, Leaf Stone, Mana Crystal, Psi Crystal, Thunder Stone, Venom Stone or Water Stone), Tick-Tock (Dream Stone), Puppeteer (battle stress… with dolls?)
Evolves From: None
Witches are how almost every magic-user Pokégirl starts out. They can use only low level spells and Magic Techniques, but they are generally useful for those wanting to start out with magic Pokégirls. Witches are low in all-around power, but they are usually attuned to a particular sort of magic. They have little in the way of magical strength but can usually be counted on to have some minor tricks that make them useful in day-to-day affairs.
This is not to say that there are not risks in having a Witch Pokégirl.
Witches tend to be extreme in everything. Whether it's being pissed, battling, or Taming, they go at it with gusto and THEN SOME, encouraging their Tamer and Harem sisters to do the same. Most Tamers tend to want a more mild-mannered girl, but the growing few able to cope, though, find witches to be very useful, their powers capable of defeating Pokégirls that most would consider to be out of their weight class. Because of their tendency to overcompensate in, well, everything, a proverb has arisen. It goes: "Only a Witch could want to kiss you and kill you at the same time." This is most certainly true, as Witches sometimes find themselves frustrated with their Tamer's inability to keep up with them.
Their Witch's Curse attack causing completely and totally random things to happen, and not always for the Tamer's benefit. Fortunately, the effects are low-level and amount to nothing more than light slapstick humor for the most part.
There are rumors, though, of a Witch who wears scarlet, a Witch whose powers are strong enough to change the world entirely. All Witches scorn this rumor, however discreet observations have noted that the vast majority of them, especially older Witches, are afraid of the color red…
As an interesting side note, a Witch's Magical Affinity makes their skin much more sensitive, making them very ticklish and easily satisfied during Taming. It also makes them near useless in Sex Battles, but as they will state (very loudly, especially after being defeating by a Sex Attack), "That's not the kind of battles we're meant for, dammit! RRAGH!"
Also, never EVER accuse them of being Infernal. Doing so will get you a firecracker down the front of your pants. Most Witches have an almost instinctual hatred of Infernals, possibly stemming from a mystically-induced race memory of pre-Sukebe Salem. Frequently, when around an Infernal, they can be heard grumbling and occasionally muttering the words 'insult' and Salem.
Witches are a relatively common Threshold for the children of magic-type Pokégirls.
Side Note: Sometimes a Witch will be born with green skin. They usually have shorter tempers and meaner dispositions than their normal-colored comrades, and tend frequently to be found in Team Rocket-style groups, leading some to term them 'Wicked Witches.' They have a SEVERE skin allergy to water, as in being exposed to too much of it will result in severe rashes and painful boils growing on their skin. They can still drink it, however, as the allergy is just on their skin. Those affected describe the effect as feeling like they are melting. As such, 'Wicked' Witches quickly learn spells to keep themselves clean, as they don't have any other means of bathing…
back to the master index

WOLF QUEEN, the Warrior Werewolf Pokégirl
Type: Near Human Metamorph - Canine
Element: Fighting/Magic
Frequency: Very Rare (Blue and World Champ Leagues), Extremely Rare (All other Leagues)
Diet: omnivore, with carnivore tendencies
Role: nighttime guardians, stalkers, hunters
Libido: Low (Very High on full moon nights)
Strong Vs: Bug, Dark, Ice, Rock, Steel, Cat-types
Weak Vs: Fire, Flying, Psychic, Magic-types
Attacks (only in attack mode): Bite, Quick Attack, Slash, Tackle, Growl, Yowl, Reverse Crescent, Burst, Magic Kick, Lunar Bolt, Absorb, Smile
Enhancements: Enhanced Strength (x8) Enhanced Hearing (x4), Enhanced Olfactory Sense (x6), Good night vision, Minor regenerative capabilities.
Evolves: None
Evolves From: Lupina (Moon Stone)
While Lupinas are a popular species, Wolf Queens are a Canine-type enthusiast's wet dream. An incredibly powerful and armored fighter with magical potential, Wolf Queens have proven to be more vicious fighters and hunters than their previous form, yet hold that same favored quality that most people want in a Pokégirl: unshakable loyalty. Wolf Queens are very loyal to a Tamer that they like; often putting themselves in jeopardy if they are protecting a favored Tamer; whom they see as their `Beta'. Also like their pre-evolved form of Lupina, the Wolf Queen has two modes: the normal Passive Mode, and their armored Attack Mode.
A Wolf Queen's Passive Mode only slightly differentiates from that of her Passive Mode when she was a Lupina. Their looks continue to be those of a Very-Near Human type, with some variation in gaining an inch or two in height, and a solid jump in bust-size, bringing them to a solid D-Cup. Still, there is some slight variation that should be pointed out, such as a Wolf Queen's ears and canine teeth becoming more prominently pointed, as well as a preference for growing their hair out to a considerable length. Wolf Queens also maintains all of their enhanced senses in this form, with only a marginal decrease in this form.
A Wolf Queen's Attack Mode, is where the true differences between A Wolf Queen's previous form and her new evolution become understood. There is a greater increase in both her size and muscle-mass, ranging anywhere from an impressive 7'5" with E-Cup Breast, anywhere up to an amazing 14' with G-Cup as seen with the Wolf Queen Sarah, owned by the Pokégirl Tamer Peter Stubbe. What makes this form really interesting from that of her previous evolution is that the Wolf Queen also summons pieces of thick leather armor, (normally brown, but there are cases of white and black) that appear on her forearms, shins, torso, and often and accompanying loincloth piece. She also has a set of natural tattoo that are apparent through her fur; that of a crescent moon overlapping a full moon, which are prominently on her back and forehead. Understandably, these tattoos are magic in nature.
When it comes to battle, the Wolf Queen has preference to hit hard and brutally, trying to end the battle before it even begins. Powerful kicks and scratching with their claws are favored, with Absorb to heal them when energy-based attacks are used against them. They do however, have an attack that is, for the most part, exclusive to her species, (there have been a few Werecats have managed it) known as the Lunar Bolt.
Lunar Bolt is a very powerful attack, similar to the Plant-type attack Solar Beam. It comes from the ability of the Wolf Queen to absorb moonlight and store it in their bodies like a battery. When released, the Lunar Bolt a huge burst of lunar energy, which can rival the aforementioned Solar Beam. Since it is magic based in nature, it can hurt most species of Pokégirl. There are, however, two downsides. While during a Full Moon, this technique can be used time and again, otherwise, a Wolf Queen can only do this once a day, then she has to `recharge' by staying outdoors during night to take in more lunar energies. Also, the same lunar energy that they use for Lunar Bolt can be circumvented and used to enhance their Burst attack.
Despite how useful they seem, Wolf Queens are a very rare Pokégirl, with the majority being Domestic, having already been in their Tamer's Harem as a Lupina. It is nearly impossible to find a Feral Wolf Queen in the wild, since Lupinas usually do not go out to search for Moon Stones on their own. Still, there have been cases of Feral Wolf Queens, and they tend to forgo the use of their leather armor; tattoos glowing with a bright light.
When it comes to Taming, Doggy-style remains the favored position of the Wolf Queen, with the Passive Mode being treated as she would be when she was a Lupina. However, what really changes things is the Attack Mode. The Heaviest restraints are needed for a Wolf Queen, and atop of that, a Male Tamer may need to use toys, as most Tamers are not properly `equipped' to satisfy the much larger Wolf Queens. They especially get a kick out of vibrators.
There has never been a record of a girl Thresholding into a Wolf Queen.

Lunar Bolt - (ATK 250 + EFT) An attack similar to Solar Beam in execution, but Magical in nature. This attack draws in energy from moonlight and fires it in a concentrated beam of lunar energy, with a 30% chance of sending the target into a state of confusion. The user is then left unable to attack for the next round. Interestingly, Pokégirls that are evolved via Moon Stone that are hit with this attack are healed 100 HP.
back to the master index

WOLF SPIDER, the Amorous Spider Pokégirl
Type: Very Near Human
Element: Bug/Fighting
Frequency: Rare (Domestic in Golden, Tyroon and Amethyst Continents), Extremely Rare (Domestic elsewhere and Feral)
Diet: Human-style foods, insects, silk
Role: Domestic/Industrial and light combat
Libido: High, Very High with a favored master or after eating masses of silk
Strong Vs: Dark, Normal, Steel
Weak Vs: Fire, Flying
Attacks: Dance, Leer, Sing, Scratch, Sword Dance, Needle Shot, String Shot, Honey
Enhancements: Enhanced Agility (x4), Enhanced Strength (x2), Enhanced Endurance (x2), Variable Pleasure Threshold, Poison Generation, Can adjust Poison type, Retractable claws
Evolves: None
Evolves From: Tarantella (from orgasm)
The major physical change during evolution is the loss of the poison stinger and gaining the ability to hurl fine body hairs containing their poisons, and to break off short segments of their head hair to poison and throw. The variable Pleasure Threshold allows them to set at Low (as a Titmouse) to 'get started', to Extremely High so they can last longer, synchronize their climax with their partner's (s') or win pokesex battles.
With the spinnerets in their head, they produce long, luxurious, and silky hair. For this reason, their hair is usually long and either loose or a single braid. The Wolf Spider also appears as a human girl or virtually human Pokégirl like the Amazonchan or Ingenue. The Wolf Spider appears as a human girl with an athletic figure about 5.5 - 6 feet (166 - 184 cm) with a C to D cup size, both height and bust tending towards the upper end of this spectrum. Their dress is more flamboyant than a Tarantella's and shows off more of their bodies. As they produce silk for projects, their hair color changes. They have a default hair color, although it is more likely to be multiple colors or shades. They are even more skilled weavers than their unevolved sisters, and even more proud of their skill. They eagerly make her own, her Tamer's and their Harem-mates own clothes, equipment and home furnishings/decorations out of silk of their own intricate and delicate manufacture. They weave their products by hand at a very rapid rate. Because of their skill and pride, they are as competitiveness with other silk manufacturing methods as their Tarantella sisters. They enjoy eating such 'inferior products', from damaged silk clothing to the occasional spider web, and use the food to make a 'much superior product'. Tamers should be aware, if the silk available is more than two to three square yards/meters, the first thing the Wolf Spider will want to make is a cocoon to enclose herself, her Tamer and possibly a Harem mate or two for some . . . quality time together. The Wolf Spider will be much more persistent about getting this time together than a Tarantella. Wolf Spiders like tying up their partners almost as much as they enjoy being tied up in their own silk lines.
A Wolf Spider can adjust the venom she uses initially only Sleep Venom, Poison Sting, and the Tarantism venom which acts as a modification of the Paralysis Venom, except the victim dances wildly and uncontrollably, unable to attack or defend until the poison wears off. Other venoms may be learned. The Wolf Spider loves to sing and dance, preferably with many others. (Definitely don't let them near the wallflowers at the dance!)
In combat, she will use her Tarantism venom first, if possible. They do not use their silk for webs, although some use string shot with a prepared line. Her finger and toe claws are still retractable and still not strong enough for the more advanced claw techniques. Like Feral Tarantellas, Feral Wolf Spiders will line their dens with silks and retain enough intelligence (and pride) to use their silk products as a lure. Domesticated Wolf Spiders are often used to manufacture silk items as home industry or in larger facilities, with smaller numbers of Wolf Spiders often working to keep their Tarantella sisters Tamed and happy. Wolf Spiders are both haughty and extremely anxious, approaching a full-blown Inferiority Complex, regarding their spider origins and people's attitudes in general. (Although they agree, the feelings towards Widows are totally justified). When encountering other spider-type Pokégirl, who are 'letting down the side', their insecurity manifests itself as an intense effort to get the other spiders to live up to a higher standard: in combat, taming and especially making silk products. While this makes them a good choice for Alpha, Tamers need to monitor this, to keep it from becoming too grating for them and their harem. Also of concern to the Tamer is the aftermath of the Wolf Spider failing to meet her own or another spider-type's high standards. A supportive Tamer, particularly at such times, will earn the Wolf Spider's complete loyalty.
There are rumors that the Wolf Spiders have a venom that combine the effect of Recovery+ and Stamina drinks and Love Sting (with full rather than half effect on a bonded Tamer). They rumors cannot be confirmed, neither the Wolf Spiders nor their Tamers are talking. Some references to a pre-Sukebe dance called 'the horizontal bop' have been made, but research remains inconclusive.
back to the master index

WOMANTICORE, the Dread Lioness Pokégirl
Type: Inhumanoid
Element: Dark/Poison
Frequency: Extremely Rare (Dark Continent), practically Unknown anywhere else.
Diet: human style foods, especially rice
Role: warriors, bodyguards, weapons masters
Libido: Average (High with a Tamer they like)
Strong Vs: Ghost, Psychic, Plant, Bug
Weak Vs: None
Attacks: Sabre Claw, Metal Claw, Timid Stroke, Crunch, Dark Goggle, Dark Shield, Shadow Dash, Ankoku, Mega Drain, Poison Mist, Sludge, Tempest
Enhancements: Enhanced Strength (x17), Enhanced Durability (x7), Enhanced Speed and Agility (x3), Enhanced Senses (x2), Enhanced Endurance (x5)
Evolves: None
Evolves From: Lioness (Shadow Stone applied at night + Sexmet's Blessing; this is unknown to any Pokédex or tamer outside of Sexmet's Preserve)
It is unknown as to when this Pokégirl first appeared, but it is speculated that she is such a recent occurrence that only one has ever been seen. Information is scarce in regards to this Pokégirl, but the strength of her is apparent in the single picture that was taken of her. Although she was not observed standing up, she was almost seven feet long before her tail, which extended another three feet behind her, and was thin just like a feline's tail normally is. Heavily muscular and with dark bat-like wings on her back that are perhaps too small to support her during flight, the Watcher who observed her barely escaped with his life after the Pokégirl noticed him. He could tell that her body was adapted to short, quick bursts of speed, hinting at a lack of endurance, as he managed to escape via Grav Cycle after only a few minutes of the Pokégirl going after him.
No other real information is available at this time, and Researchers and other watchers are attempting to locate the exact location where the original watcher made his discovery. Some researchers are beginning to doubt the accuracy of the picture that was taken, saying that it was just a Griffon in the bad lighting, but the Watcher denies that possibility. His Pokédex was lost on the plains, according to the Watcher, and there is no way to be certain as to that exact location. All attempts to find this Pokégirl has failed. There is no real name given to this Pokégirl yet, as a result, if she even exists.
This Pokégirl was actually created by Cocooner, upon request from Sexmet after she became privy to information about "you-know-where's" newest Dameosaur evolution. The commission was agreed upon, and after Cocooner found enough feral feline Pokégirls her newest cocoons were hidden within Sexmet's preserve. When asked for a feline that was exceptionally strong and versatile, Cocooner fell into a meditative state for an entire day before making her move to create them. Ten Womanticore were born within seven months, and several more were evolved after Sexmet experimented with volunteers from her preserve.
More powerful than a Warcat, and much more durable than any other feline, this bat-winged feline has yet to be released where certain eyes might see them. The one time that the first Womanticore went out for a walk was the last time she did so on her own, as that was when the picture was taken that brought to light this Pokégirl’s existence. These Pokégirls are often moody and nocturnal, but function well both during the day and at night despite their preferring to hunt in the dark of the evening hours. Looking like a Sphinx's battle form, or like the pre-Sukebe animal known as a Lion, they do have some human features. Large D-cup breasts and a human-esque face, with a large mouth which possess many sharp teeth. Each hand still has an opposable thumb, but end in three inch long claws. Their feet also have these claws on their toes as well. Because of how muscular they are, the Womanticore tends to pad around on all fours rather than on their hind legs.
Sexmet never allows her Womanticore to be taken by untrustworthy Tamers, and no Pokédex has any information about this Pokégirl other than the picture and the information given above as to this Pokégirl’s actual existence. No Lioness that has been outside of Cocooner's influence within the last five years is capable of even evolving into a Womanticore, furthering just how unlikely it is that anyone outside of Sexmet's preserve will ever have information regarding the new evolution available to that particular Pokégirl. During taming, these Pokégirls enjoy being on the bottom or being taken from behind... and they love to be in charge, if their tamer can survive such an act. Sexmet herself has noted that they act a lot like a Panthress... although, they do lack the instinctive need to harm their lover that the Panthress has.
In battle, they go all out, and their endurance allows them to fight for a long time before tiring. They use their endurance to their advantage, often using Poison Mist, Sludge, or Tempest at long range to wear out her foes, and then switching to using her claws and other techniques when she gets closer to the opponent. During sex battles, they are useful but not especially adept, and Sexmet figures it is just one problem with her newest acquisitions that she'll just have to accept. When the battle gets tougher, they even have access to the Ankoku attack, just in case they are in trouble, and Mega-Drain, to heal themselves while still dealing with her opponent. The Womanticore are being trained to work in pairs as well as singly, just to be safe, and Sexmet is at this time pleased with Cocooner's work upon them.
back to the master index

WOMBUTT, the Hole Dweller Pokégirl
Type: Animorph
Element: Ground
Frequency: Common (In Orange League), unknown in other leagues (Extinct)
Diet: vegetarian
Role: construction
Libido: Average
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Dig, Furry Swipes, Scratch, Bite, Earthquake
Enhancements: Enhanced Strength (x4)
Evolves: Koalass (Leaf Stone)
Evolves From: None
Wombutt's are like the tit-mice of the Orange Islands. They aren't easy to spot, but that doesn't mean people care to capture them. They live in holes in the wild and cause little trouble when feral. Because of their hole-dwelling nature, they are nearly always covered with dirt, which seems to be reason enough for most potential pet owners to look elsewhere. Though they can learn Earthquake, only the strongest ever do, and it is very taxing even then.
Some have found them to be highly valuable labor in laying foundations, digging tunnels and laying pipes. Civil engineers and construction workers that can afford it often take Wombutts as pets. They seem to be highly adaptable and learn quickly, as long as what they have to do isn't overly complicated. No self respecting tamer would use a Wombutt in a fight as sometimes in the heat battle, they will even do what their opponents tamer tells them to do.
They don't seem to have any qualms when it comes to taming. Wombutt's are very submissive and are happy in any position as long as they get to orgasm. Several cases of threshold have been recorded. In each case, there was little protest as the Wombutt's submissive nature readily accepts any such change. Families are generally more distraught as said nature tends to eclipse their sister/daughter's personality almost immediately.
back to the master index

WOODMOUSE, the Wilderness Survival Pokégirl
Type: Animorphic Mouse
Element: Plant/Ground
Frequency: Rare
Diet: Mainly nuts, fruit, roots. Can also eat meat and fish, but prefer not to.
Role: Forager and scout
Libido: Average
Strong Vs: Rock, Steel, Electric
Weak Vs: Flying, Ice, Bug
Attacks: Drill Strike, Agility, Seed Bomb, Leech Seed, Dodge
Enhancements: Enhanced Hearing (*6), Enhanced Smell (*2), Good Night Vision, Enhanced Speed (*3), Efficient Digestive system, Concealment (See text)
Disadvantages: Low Pain Threshold
Evolves: None
Evolves From: Titmouse (Leaf Stone+ Diamond Stone)
The Woodmouse changes little from the Titmouse, physically. They can gain an average of 4 to 6 centimeters in height and retain their animorphic mouse appearance, but tend to become a little huskier adding on some weight in muscle and their fur darkens to a combination of blacks and browns. This is sometimes accented by the Woodmouse who will optionally dye patches of their fur in various shades of color depending on the season.
Mentally, the Woodmouse changes drastically from their Titmouse cousins. They become slightly more aggressive and their intelligence is boosted to more along human norms, loosing their ‘Ditzy’ mindsets. Complex tasks are more easily understood, but they still cannot master many technical skills. The Woodmouse also loses much of the fear associated with Cat, Bird and Snake Pokégirls, instead becomes an intense wariness. Only constant association can lower this to a reasonable level of acceptance, but they will always be more alert around them, even if they’re Harem sisters.
A Woodmouse tends to prefer clothing that would act as camouflage, sometimes having several sets available depending on the terrain. She will also try and get a hold of a belt or bandoleer that she can attach multiple pouches and small sack to store her findings. One last touch is the acquisition or making of a knife for more utilitarian uses, but she loathes using it for combat, not liking getting that close to threats.
Although a stronger battler than the Titmouse, they are still quite weak compared to other combat oriented Pokégirls. Their main use is as a forager and a scout. They’re naturals at collecting various nuts, fruits and roots for food, and can even hunt out and collect small game and fish, possessing the knowledge of how to preserve the food for long term use…just don’t expect them to cook anything.
Combat wise, they only marginally effective and tend to opt to retreat from combat using their natural stealth skills and concealment ability, their low pain threshold making the concept of putting oneself in danger very unappealing to them. However if forced into combat, they prefer to utilize hit and run strikes, acting more as a skirmisher then an outright combatant. To this end, many Woodmice tend to prefer the use of muscle powered ranged weapons such throwing knives, bows and such for their simplicity and silence (firearms are too complex for them to properly maintain). The main tactic for them is to find an area of heavy concealment, hopefully with lots of plants or trees, and use their Concealment ability, which increase their ability to blend into the foliage. This power is only truly effective if they are completely motionless, or moving at an extremely slow pace. Anything faster than a slow walk will break the Concealment and reveal the Woodmouse. From their hiding place, the Woodmouse will then either lay in wait or snipe at the target when they are not looking, moving to another location using their agility when necessary to quickly cover ground and find a new location and avoid retaliatory attack. If need be, she can resort to her Drill Strike attack, but usually as a last resort…being that close to a potential source of pain is not something she will like.
Despite the lack of combat ability, most Tamers who possess a Woodmouse say their foraging and path finding skills outweigh the negatives, especially if the Tamer travels mainly through a lot of wilderness.
back to the master index

WOOLY MAMMARYTH, the Tundra Tusk Pokégirl
Type: Inhumanoid - Mammoth
Element: Ground/Ice
Frequency: Rare (Capital, Ruby, Scarlet Leagues), Very Rare (All other Leagues)
Diet: Herbivorous
Role: ice transport, provider of clothing material, heavy assault
Libido: Low
Strong Vs: Dragon, Electric, Ground, Ice, Poison
Weak Vs: Fighting, Water
Attacks: Headbutt, Takedown, Wrap, Earthquake, Stomp, Ice Beam, Ice Boulder, Ice Blade Mark II, Lancet, Resonate, Mist
Enhancements: Enhanced Strength (x14), Enhanced Durability (x5), Enhanced Auditory Senses (x2), Enhanced Olfactory Senses (x3), Ivory nails & tusks, Extendable trunk, Impervious to weather conditions
Disadvantages: Decreased Speed
Evolves: None
Evolves From: Elephuk (Round Stone)
Originally rumor for well over a century with Tamers claiming to have spotted sparse herds of ‘fur-bearing Elephuk’ in the furthest reaches of the Northern hemisphere in the Ruby League, it would turn out that such sightings were in indeed fact. The Elemental Cannon is the trademark technique of the Elephuk species, allowing them to fire a powerful beam of energy from her snout related to the element of whatever Evolution Stone she was equipped with. As such, it was thought for a long time that this was a Pokégirl that was incapable of evolution. Then in more recent years, a Tamer decided to experiment with his Elephuk’s technique by giving her one of the more recently discovered/classified Evolution Stones, the Round Stone. A Stone associated with strength, power and Fighting-types in general, thanks to its ability to create such Pokégirls as the Gladiatrix and Sabretooth Tigress breeds, he hoped that by using a Round Stone, his Pokégirl could increase the power of her technique for a really devastating effect. Instead, what he got was the Evolution Stone being absorbed into his Elephuk and the Pokégirl attaining evolution: the Wooly Mammaryth!
Comparable in size to their pre-evolved form of Elephuk, Wooly Mammaryths are indeed massive Pokégirls. Almost as wide they are tall, with massive arms and legs, the mammoth size they possess makes them an awe-inspiring sight when they stand on both legs. Standing within the range of 9’ to 10’ in height, their wide, husky bulks often get them compared to the Snorlass breed. Still it should be noted that as with the Elephuk, this mass is all muscle with their bodies arranged in a manner meant for balancing their weight and bulk so they can move safely on either two legs or all fours. Their noses are a somewhat-round shaped and have the ability to extend out to the length of their waists, giving the elephant-like Pokégirl an extra appendage to work with.
And then come the changes. Their skin, once thick and some shade of gray smoothens out, which not only has the breed lose some of their previous durability but also becomes brown in coloration, often a solid chocolate with few noted as having darker tones. While their floppy ears are still wide, they actual lose some of their size. They still have a better than-average auditory range but it is now limited thanks to this decrease in mass. Their tusks, once retractable, are now a permanent fixture of the Pokégirl’s face and actually increase in size, becoming curved. This shape allows them to push aside snow in a fashion similar to one using a shovel and make for excellent weapons when paired with the Ice Blade Mark II technique. Surprising most, a Wooly Mammaryth, while still a Ground-type, also gains a sub-element of Ice. While it is still studied as to how they gain such an element from an essentially non-elemental Evolution Stone, a conclusion drawn by most Pokégirl Researchers is one that goes back to the Kuno Clan’s initial findings and research of the Round Stone. It is a Stone that brings forth potential that’s hidden deep down within the pokégirl and in this case, it seems to have been Ice.
However, the ability to not only manipulate ice but to survive and excel in an environment beneficial to their new power is what brings the most noticeable physical change in the Pokégirl. Unlike their pre-evolved form, Wooly Mammaryths are covered in a coating of thick, coarse brown hair that has a similar consistency to that of wool. They have numerous sub-dermal glands in their skin which secrete a greasy fat into their hair, improving its insulation qualities, allowing them to keep body warmth and help them stay comfortable no matter what the weather conditions are in their preferred arctic environments. However, for those who wish to keep such a Pokégirl in warmer climates, it’s suggested to shear the hair once a week. This dense hair on their bodies tends to grow thick and once a month can be harvested and treated for use in making insulated-clothing, a practice which started in the Ruby League once the breed was officially discovered. Understandably, many a Tradesman in the clothing industry in Ruby have began employing Tamers to search for herds of Feral Wooly Mammaryths for their businesses as it’s often a cheaper alternative to purchasing Elephuks and Round Stones, both of which have since sky-rocketed in prices in the Ruby League and similar areas. There is a certain sense of irony that Wooly Mammaryths are more sought out for their fur than they are their ivory, despite their shed tusks being far larger than an Elephuk’s. Personally, this Researcher is pleased to see that for once, human survival and necessity actually take precedence over greed.
Unlike their original form as an Elephuk, there is a common thread of personality traits between the numbers of this breed. They are very quiet and rugged creatures, seeming to be simply in preferences for life and interaction with others. Still, they have shown to have a preference for surroundings and that is to be outside and among numbers of their own kind, or at least their Tamer and harem thanks to their herd mentality, rather than staying in-doors. Wooly Mammaryths that were once Elephuks rather than being Feral are often noted as being depressed for the first few weeks of their new existence. While they continue to remember every minuet detail of their lives up until their evolution, the fact remains that once they evolve they lose their Total Recall Enhancement and are perturbed by it. Fortunately, they will eventually accept this and continue to do their best for their ‘herd’. Domesticated breeds still work well with the ‘herd leader’s’ chosen Alpha and Beta pokégirls. Both Domestic and Feral breeds in general are found to enjoy giving rides to their ‘herd leader’, taking pride in being of personal use to the head of their group.
The few herds of Feral Wooly Mammaryths studied by Watchers have brought fourth a plethora of discovery and answers. There is very little difference between a herd of Elephuks and Wooly Mammaryths, both breeds being incredibly large and clumsy. However, when attacked, there is a new tactic involved. While there are still a number of the breed that will back up into a ring formation to protect any of the herd’s kits, the three or four largest members of the herds will then further circle around them, creating a second loose ring formation around the original. This leaves them as the main combatants against and targets of their enemy; their two biggest predators being man and Sabretooth Tigresses. While normally a docile breed themselves, in an environment where there is little food in the wild, groups of Feral Sabretooth Tigresses have taken to predating on the very large and slow pokégirls. While they are often hurt by the elephant-like pokégirl’s ground techniques, (Lancet being a favorite to keep them battling) the Sabretooth Tigresses in turn have learned to gang up on one of the Wooly Mammaryths in the outer ring, using their Fighting-type techniques to eventually fell the large, densely-furred pokégirl; the rest of the herd then continuing on carefully as the muscular feline pokégirls are busy with their meal. It’s thought that this is the reason that Wooly Mammaryth numbers have been so low in the wild that their existence was once thought to be mere rumor.
Taming a Wooly Mammaryth is no longer a job, it’s now an art as one cannot depend on the previous trick of using the elemental weakness assigned to them by use of an Evolution Stone. Heavy Restraints are a necessity thanks to their immense strength and bodies, and it’s even suggested to use a firmly mounted restraint for their tusks as well, lest a Wooly Mammaryth cause damage to the area they’re in by flailing their head about in mid-orgasm. However, through experimentation it’s been found that the aid of a Fire-type pokégirl is most beneficial in calming the breed down. While thanks to the breed being primarily a Ground-type, which causes fire techniques lose a lot of their effectiveness against them, the fact remains that a Wooly Mammaryth’s coating is designed to contain and maintain heat. In essence, a Tamer can over-heat their pokégirl to the point of near-exhaustion, making it possible to safely Tame her while she’s properly restrained.
At this point in time, there has not been one case of Threshold into a Wooly Mammaryth and it likely won’t be possibly until numerous decades down the road after more of the breed in circulation now have been introduced into the breeding population. For now, people will have to depend on Round Stones and captured Ferals if they want one.
back to the master index

WRAITH, the Generic Ghost Pokégirl
Type: Near Human
Element: Ghost
Frequency: Rare
Diet: Emotions
Role: Spectral spy, Search and rescue
Libido: Average
Strong Vs: Bug, Fighting, Ghost, Poison, Rock
Weak Vs: Dark, Normal, Psychic
Attacks: Phase, Nightshade, Go Down, Energy Drain, Drain, Invis (1-3), Ectoplasm, Lick
Enhancements: Incorporeal, Embody, Lifesight, Deathsight, Two minds
Evolves: Pardoner (feeding on higher emotions to excess), Polterkissed (staying in their Shadow Mind for a day OR Dark Stone)
Evolves From: None
Created from the darkness that makes up the space between spaces, referred to by researchers based in Vale as the Shadowlands, these Pokégirls are made up of a sort of ether that theoretically makes up the human soul. Sukebe made these thinking they could act as unseen spies, but when the humans began to tame Dark types, they became ineffectual, and he gave up on them. They disappeared into their own little world until recently, a dark spiritual reflection of the real world.
One of their abilities is to see how alive someone is. This translates into an ability to see the aura of a person or creature which reflects their emotional state. Their Deathsight allows them to see how much entropy exists within a subject. If someone has a terminal disease, the Wraith can see dark markings that signify the symptoms of the disease. It is also possible to see the “Death marks” on a subject a few minutes before their death. If someone is about to get shot, they might develop a dark spot where the bullet will go. If they are about to drown, they may develop black markings on the skin above their lungs. If someone is about to get put through a wood-chipper, they might develop intersecting black marks along their entire body.
These Pokégirls can become visible at will and when they are visible they resemble normal human girls aside from the fact that you can see right through them normally. When they solidify using their “Embody” enhancement, they can interact with the physical world for about an hour at a time, after which they must return to being incorporeal. They have a decent bust, averaging around a C-cup, their features are easily recognizable, as the only colors they have are shades of gray, and their eyes always have large dark rings around them. Some look like corpses, but most resemble the human norm.
When not solid, they feed on human and Pokégirl emotions. They use this energy to fuel themselves and heal damage sustained in combat. If they take enough damage to actually hurt them, they instantly become incorporeal. (This doesn’t happen during Taming, curiously enough, so certain fetishes are still doable.)
Their minds are quite interesting, as they are technically two beings in one. One side of their mind is relatively normal, while the other half is dark and evil. It’s unknown why Sukebe made them this way, but it is known that the darker side is far more destructive. It assumed that he gave them that side in an attempt to give them a better chance in a fight. Wraiths who have allowed themselves to be studied have shown that the dark side of their minds can take over for short periods of time, and if they stay that way for too long they evolve into Polterkisseds.
A Wraith’s disposition often reflects what kind of emotions they “eat.” If a Wraith is raised in a very angry environment, they are usually quite angry themselves. If a Wraith is raised in a caring, loving environment, they will usually be very happy and contented at all times.
The general starting mentality is kind and affectionate. Their diets generally influence this only a little. Anger will usually translate to being more direct in their attempts while Joy will usually amplify their affectionate nature. Their natures are only affectionate to their Tamer. They have a mischevious side, and take great joy in scaring other humans and Pokégirls. Their Harem-sisters only get preferential treatment by the fact that the Wraith will generally think twice about how their Tamer will think of the situation before popping out of Phase right in front of them and scaring them. They get along with Vampires and other ghost types, since they can touch them normally, but they hate psychic types whose power they fear in both their minds.
Their taming preferences will usually reflect that of the people they usually feed off of. If they feed on a Psi-Dyke, their tastes will lean towards women, while if they feed off of a Cockadiddle, their preferences will lean towards heterosexuality. Generally the Wraith will choose a preferred person to feed on, generally one whose usual mood fits with their preferred diet. This diet will generally affect how they evolve.
Their feral state will generally reduce them to a simple apparition. They retain their forms, but only ever become visible, never solid. They generally act like the old ghost tales, saying random things like “Where’s my love?” or “Who has my ring?” or better yet, “Who stole my lover?” They moan and scream in the night and scare the pants off of youngsters. Other ghost types generally think they’re rather pathetic in this state and if feral they will try to destroy them. If they’re tame, they’ll generally ask their tamers to ‘catch and tame the bitches’ so they’ll shut up. Usually, due to their ‘solidity problem’ they’ll have to help their tamer by bringing the Wraith out of their Phase.
Their unique mental make-up makes them extremely resistant to detection by psychics. But this doesn’t help defend against psychic attack, in fact it is a severe detriment. The attack is routed to BOTH minds, doing double damage against them and causing them to loose whatever focus they had on being solid. Being incorporeal allows them to escape, but does not stop a psychic attack from hitting them again if the psychic can sense them.
Their darker minds are often the reason why most tamers don’t have Wraiths or their evolutions in their Harems. The darker mind is quite loyal to the Tamer, but it twists that loyalty into something selfish and cruel. The darker mind will often try to keep the Tamer all to herself without regard to the libido’s of her Harem sisters. Some Wraiths have said that the “Shadow Mind” sometimes tells them to kill their Harem sisters in hopes of getting more attention from their Tamer. One incident that gave these Pokégirls a bad name was of a relatively weak-willed Wraith let her Shadow Mind take over and kill her Tamers favorite Lover in the hopes of getting more Taming from him. She was subjected to two level 5 Taming cycles, one for each mind.
The Shadow Mind can take over only once in a great while, an event which depends on the willpower of the Wraith. If the Shadow Mind manages to keep control for longer than a day at a time, they evolve into a Polterkissed. Efforts are being made by Researchers to try and control the Shadow Mind in an attempt to increase their Harem viability.
Threshold cases are rare, and usually have some ghost-type in their family line.
back to the master index

WUKONG, the Monkey Queen Pokégirl
Type: Near Human Animorph (Primate)
Element: Fighting/Magic
Frequency: Very Rare
Diet: Omnivorous but loves bananas and peaches.
Role: Trickster, Daredevil
Libido: Average
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Air Recovery, Comet Punch, Crescent Kick, Double Team, Gattling Punch, Illusion, Legsweep, Reverse Crescent, Sucker Punch
Enhancements: Dexterous Hand-like Feet, Enhanced Agility (x10), Enhanced Reflexes (x5), Enhanced Speed (x5), Enhanced Strength (x3), Prehensile Tail, Summon Staff
Evolves: None
Evolves From: Atelesia (Mana Crystal)
Atelesias are forged in the heat of battle; furthermore, they evolve into the powerful Atelesonas. As such, few researchers or Tamers expressed any interest in researching possible evolutions for the Atelesia. However, in the past decade, while passing a Mana Crystal to her Tamer to put in his collection case, an Atelesia began to glow and, in a burst of light, evolved into a golden-furred beauty: the Wukong.
The Mana Crystal unlocked within the Atelesia hidden magical potential, potential which the Wukong uses to its full extent for battling, Taming… and mischief. Whereas the Atelesia is a cheerful and fun-loving Pokégirl for the most part, without making too much trouble, the Wukong lives to cause mischief and trouble, her chaotic side brought out by the Mana Crystal as much as her magical talents are. To the Wukong, life without excitement isn’t worth living, and she constantly craves adventure and new experiences, and at every opportunity, she will use her newfound powers to do so.
Her primary new power—or weapon, rather—as a Wukong is the mystical staff she gains, the physical representation of her magical ability. This wondrous staff can, at the command of the Wukong who owns it, change its size and length, making it an extraordinarily versatile tool and weapon. Using this in combination with her prehensile tail, dexterous feet, and natural acrobatic skill, she can become a dizzying whirlwind of a Pokégirl in combat, weapon lunging far farther than a normal staff could on a thrust before retracting to a baton that can fit in the palm of her hand the next second. The minimum size a staff can be is typically the size of a sewing needle, and when not using her staff, the Wukong typically shrinks it to this size and tucks it behind her ear. The upper limits of the staff’s size are not known, since the Wukong’s rarely makes the staff grow longer or bigger than she can herself use, which, with an average strength only slightly above human average, typically isn’t too ridiculous. Despite this, whatever size it is, to anyone trying to wield the staff but the Wukong finds it, even in its smallest state, extraordinarily heavy, even for Amachamps (some researchers claim this to be an illusion generated by touching the staff that makes the holder believe it's far heavier than it is, but there has been no conclusive evidence of it thus far). Strangely, this effect never seems to interfere during Tamings, as the Wukong seems to be able to control whether or not this effect takes place. Finally, much like a Herowu with their chosen weapon, if disarmed of her staff she can summon it back to her grasp in an instant.
In addition to this staff, the Wukong gains the ability to use illusion magic. While not nearly as potent in their use as the Kyubi, rather than using them as her primary ability, the Wukong typically uses her illusions to support her staff-based fighting style. These abilities typically see much more use outside of combat, as the Wukong is often pulling pranks and getting into places and situations she shouldn’t (and dragging her Tamer with her), though thankfully her abilities help her get back out almost as easily when her amusement ceases.
The Monkey Queen Pokégirl typically appears as with beautiful, luxurious golden fur. Much like the Pri-Mate, the extent of the fur that covers her varies from Wukong to Wukong, typically reflecting how much fur they had back as a Pri-Mate. Her frame is lithe, toned, and athletic, much like a dancer’s, and, proportionate to this frame, her breasts stay about the same as the Atelasia, maxing out at a small C-cup, averaging in at a healthy B-cup, which keeps them from getting in the way of her acrobatics and staff fighting. Her tail is long, supple, and sinuous, a full 3/4ths the length of her body.
In terms of taming, Wukong are very similar to their pre-evolutions, enjoying Taming immensely, willing to give their Tamer’s all they can handle, and sometimes more with their hands, feet, tails, and orifices. They retain their dislike of bondage and their hatred of Dominas, but beyond that, are very willing to try group Tamings, and especially like it when their Tamer uses their staff on them as a dildo, or allows them to use it on other Pokégirls as a sort of double-ended dildo, and are just as eager to try this with female Tamers.
Using their illusions in conjunction with their other skills, Wukong can prove to be adept sex battlers, as they are difficult to pin down and are very versatile, and tend to be even more motivated in sex battles than in normal battles, as they find them more “fun”, though a rare few say that the competitive aspect takes the fun out of it for them.
In Harems, Wukongs are friendly, carefree Pokégirls and generally enjoy making friends with her Harem sisters. Despite this, she makes a poor choice for Alpha or Beta due to her love of risk-taking and pranks. Beyond her hatred of Domina types, the Wukong also tend to annoy more serious Pokégirls, such as the Samurai and the Gar-gal, who feel that the Wukong places their Tamer in unnecessary danger, though, if the Wukong consistently proves that she can get them out of trouble and that she will put her Tamer’s safety above her own, she may eventually win over even these Pokégirls. Conversely, she gets along quite well with fun-loving Pokégirls and pranksters, and gets along well with Pokégirls like the Ocelolita and the Harlequin, though having even two Pokégirls like that in the same Harem can be too much for all but the most skilled Tamer.
It has been theorized that during the War, the Wukong were sent on covert, often suicidal operations due to their abilities and their mindset, taking on death-defying tasks for the thrill of the challenge. This may also explain their relative rarity, and why the few documented sightings of them during the War were dismissed as other simian Pokégirls.
Feral Wukong are much like the Atelesia, and have a light feral state, allowing them to be quite dangerous, especially since they retain their penchant for pranks, though while feral they tend to be much more mean-spirited.
Given the rarity of thresholding into Pri-mates and Atelesias, Thresholding into a Wukong, already an extraordinarily rare Pokégirl, is nothing more than myth.
back to the master index

XERABLONDI, the "I'm A Fighter Not A Lover" Spider Pokégirl
Type: Near Human
Element: Bug/Fighting
Frequency: Very Rare (Domestic in Golden, Tyroon and Amethyst Continents), Extremely Rare (Domestic elsewhere and Feral)
Diet: Human-style foods, insects, silk
Role: Industrial/Combat
Libido: Very Low, High with a favored master
Strong Vs: Dark, Normal, Steel
Weak Vs: Fire
Attacks: Dance, Sing, Scratch, Sword Dance, Sting, Needle Shot, String Shot (At high levels: Hyperbeam)
Enhancements: Enhanced Agility (x5), Enhanced Strength (x5), Web Spinners, Poison Sacs, Can adjust Poison type, Retractable claws
Evolves: None
Evolves From: Tarantella (from battle stress)
The name comes from the South American Goliath bird-eating spider: Theraphosa blondi.
The Tarantella's fine hair becomes more ropey, her retractable claws harder and sharper, and new ones appearing at the knees, and elbows as well, the fang/stinger disappears from the back while two appear at the waist. The Xeriblondi appears as a human or completely human-appearing Pokégirl, except for their ropey hair which appears as corn rows or dreadlocks of whatever color the Xeriblondi desires, although they favor lighter shades or darker with streaking. They are more solidly built than their sister Tarantella evolutions, no where near the extent of an Amachoke or Galem, but they are more muscular than they had been. They are typically 6.0 - 6.5 feet (183 - 198 cm) tall with a C to D cup size. They have much less skill and intricacy in weaving, and their silk is more suitable for ropes and nets than garments. Because of this, they lose their intolerance of other silk makers that the Wolf Spider and Tarantella share. She can still adjust the venom she uses and retain the Tarantism venom she shares with the Wolf Spider and Tarantella, this venom is a modification of the Paralysis Venom, except the victim dances wildly and uncontrollably, unable to attack or defend until the poison wears off. Other venoms may be learned. The Xerablondi loves to sing more than they like to dance, they still love to do both, at the same time with others. (You still don't let them near the wallflowers at the dance! Now keep them out of karaoke bars!)
In combat, she will use her Tarantism venom first, if possible. They do not use their silk for webs, although some use string shot and other whip techniques with prepared lines. Her claws are retractable and long and strong enough to learn and use the more advanced claw techniques, even some of the sword techniques. Feral Xerablondi will line their dens with silks, although more like macramé, and retain enough intelligence (and pride) to use their silk products as a lure, although they may just throw a net over a particularly appealing passerby. Domesticated Xerablondi can be used to make silk ropes, nets, and other heavy structures in industry, although they prefer to defend their weaker sisters while they happily make lighter items. Xeriblondis lack much of the haughtiness and anxiousness that so mark the other evolutions. When encountering other spider-type Pokégirl, who are 'letting down the side', they still make an effort to get the other spiders to live up to a higher standard: in combat, taming and especially making silk products. However, they rarely take it to the point of exasperating their Tamers or the rest of the harem. This makes them a better Alpha than their other evolutions. A supportive Tamer will earn the Xerablondi's complete loyalty.
There are rumors that the Xerablondi have a venom that combine the effect of Recovery+ and Stamina drinks and Love Sting (with full rather than half effect on a bonded Tamer). They rumors cannot be confirmed, neither the Xerablondi nor their Tamers are talking. Some references to a pre-Sukebe dance called 'the horizontal bop' have been made, but research remains inconclusive.
back to the master index

YGGDRA, the Celestial Dragoness Pokégirl
Type: Not Very Near Human Animorph (snake)
Element: Plant/Dragon (Celestial)
Frequency: Very Rare
Diet: Omnivore, prefers Vegetables
Role: Crop enhancers, magic staff and wand producers
Libido: High (Extremely Low if Mallorn Seed is being produced)
Strong Vs: Water, Plant, Ground, Rock, Electric
Weak Vs: Infernal, Dragon, Flying, Poison, Bug
Attacks: Hypnotic Gaze, Tail Whip, Regenerate, Lance, Wrap, Twister, Solarbeam, Lust Bite, Rose Whip, Razor Leaf, Leech Seed, Heaven's Arrow, Command Plants
Enhancements: Hibernative State, Enhanced Tail Strength (x8), Enhanced Speed (x5), Enhanced Agility (x5), Ice Tolerance (Ice attacks do standard damage instead of extra due to elemental typing), Solar Flight, Longevity.
Evolves: None
Evolves From: Kadru (Angel Stone)
More in line with the theme of her prevolutionary forms than her Infernal counterpart, the Yggdra is almost a giant among Pokégirls. With her full length close to thirty feet, about five sixths of her body length is comprised of the tail section, and the rest of her is her human-like upper body. Her breasts do not get any larger upon evolution, but her body is now covered with scales, although she does keep her hair (and it's original color from her previous evolution). These scales are small and look just like her skin did, but they seem to change in color with the seasons; blue/white in winter, yellowish in spring, brown in summer, and a deep red in autumn.
The other prominent physical change that occurs involves her "wings." The Kadru's vestigial wings become true wings upon evolving, reaching a good twenty feet for each wing. This gives the Yggdra a solid forty foot wingspan; possibly the largest of any non-flying type Pokégirl in existence. As such, she can now truly fly, but only when the sun is out--the Yggdra gains much strength when absorbing sunlight, and it is needed for her to gain altitude. In addition, the heat and light of the sun react with the musculature of her wings, enhancing their strength while also making her entire body lighter by around twenty percent--just enough to allow her to get airborne. As such, if, whilst in the air, her sunlight is cut off, she can glide and ride on the air currents, but cannot truly fly again until it is regained.
One other thing that happens upon her evolution is the gaining of a seed that grows upon her chest, between her breasts. During the first month after evolving, a Yggdra's libido is nullified, and research has shown that all her energy goes towards the creation of this small seed, little larger than a walnut. Upon the thirtieth day, it is ready, and the Yggdra will choose a place that she would likely call home (or at least someplace that she is somehow attached to) to plant the seed, burying it at least a good ten to twenty feet underground.
The tree that sprouts from this seed is called a Mallorn, and it is filled with the essence of the Yggdra who planted it. It will grow at a rate four times faster than that of other trees, and looks much like a Redwood does (though stronger, heavier, and sturdier than any other tree in the world). This tree is also the tree that gives the Yggdra her longevity enhancement, linking the two with a special bond; Yggdra are loathe to leave their Mallorn tree for any length of time longer a month or two, instead preferring to care for her tree and growing the wild plant life nearby. As such, often, the paths one might take to the tree are carefully watched by the Pokégirl, even as she tends to the tree's needs. The Mallorn Tree blooms year round, and gives off fruit that the Yggdra wishes it to do, all year, as long as the tree manages to stay tended to by the Pokégirl that is bonded to it. When not tending to her tree, the Yggdra may be found meditating or enjoying life nearby, and most especially love the rain.
Another interesting note is that, after the month without taming, a Yggdra will go after her tamer as soon as she's finished planting the seed in the ground, 'christening' the seed with as much as she can. Even when the tree is grown (it takes only ten years for the tree to grow into a large tree that can easily support even a Snorlass' weight), the Pokégirl gets a special thrill of being tamed by her tamer within the branches of her tree. Aside from this, the taming preferences of a Yggdra are inherited from their Kadru form; she have the same difficulties, but in spades. The fact that, as such, she will generally be the "dominant" one in taming has further added to the breed's unpopularity with tamers. However, another thing that the few tamers who do chose to use a Yggdra complain about is the difficulty of obtaining a Delta-bond with her, as a result of the bond that she automatically has with the tree. As such, some Yggdra go their tamer's entire lives without even Delta-bonding, and researchers have concluded that this is most likely an effect of the bond between the Pokégirl and her tree.
As of 300 AS, there have been no accounts of a feral Yggdra; only one was known to be around during the Revenge War, and after it, she was found and tamed by a tamer within the Noir League shortly afterwards. She lives there still, her tamers in subsequent years having been buried near the roots of her Mallorn tree, which is the oldest living tree in existence today, and is still strong. It was from her that some of the Mallorn tree's secrets were revealed to the world: burning, or crushing a Mallorn branch results in a fine powder, and when used to either sprinkle onto the ground or to border the land in some way, all plant life within that area of where the remains of that branch was settled will find it's yield tripled for an entire six months. As such, obtaining fallen Mallorn branches is great business; aside from the agricultural applications, some of the branches are used as wands or staves by those of Vale as ideal magic-conducting items.
It is also a business that should be undertaken carefully, however; the Pokégirls caretakers of the Mallorn tree (especially its Yggdra) dislike ever having to intentionally cut off any branch (with the connection that they have with the tree, twigs that are taken off feel like paper cuts to them, whilst branches are like having her arm twisted into pointing the opposite direction. Not a fun experience.) and prefer to wait until something natural happens to it. As such, attempting to forcibly facilitate such is strongly discouraged, as it may lead the Yggdra to become violent; one tamer who wanted to make money quick attempted to sell the Mallorn tree, only to find his Yggdra turn on him and use her Command Plants and Rose Whip attacks to deal with the people that had come in with chainsaws and other bladed weapons.
In that vein, although Yggdra are generally pacifistic, if they do encounter a situation that requires violence, it is generally resolved easily enough. Aside from retaining a lack of weakness to ice, they gain several powerful abilities that can turn nature itself to their purposes; Command Plants is excellent for restraining an opponent long enough to charge a Solar Beam, and Rose Whip can be used in drawing a foe close enough to be engaged by her tremendously powerful wrap technique. As such, considering the ease with which it may be accomplished, it is suggested that one should avoid angering a Yggdra without a good reason and a strong harem.
On a related note, however, it should be noted that Yggdra and Nidogg have something of a rivalry. Whether it is because they're Infernal and Celestial evolutions of the same Pokégirl or because they're both powerful dragon types with opposing viewpoints, the fact is that the two breeds get along terribly, mostly due to actions taken by the Nidogg. She will often attempt to, in hopes of getting a rise out of the pacifistic celestial, attack the Yggdra's Malorn Tree. This action will stir even the normally calm and giving Pokégirl to anger, and the ensuing clash, however, is generally not an easy one to predict the result of. Both can fly (weather permitting) both are strong against each other, and although Nidoggs are faster, Yggdra are more powerful and far larger.
Overall, though, Yggdra are giving Pokégirls. Unlike other Celestials, they do realize that making life for others nearby is just as important as improving life worldwide. As such, should a town require wood, or any possible foodstuffs that she might be able to grow, a Yggdra will provide as best as she can, regardless of the fact that her tamer may not agree with her decision; she is a Celestial Pokégirl, after all, and researchers remind all tamers with one that they do what they feel is necessary, despite your own wants.
Similarly, in an emergency, a Yggdra may even give up her tree for the betterment of those around her and, if the tree is badly wounded by something, she may opt to have it cut down rather than let it suffer any longer than it has to. Upon the loss of her tree, a Yggdra will begin the cycle of creating a new Mallorn Seed all over again, though she may only be bonded to one tree at a time, and cannot create another seed unless the tree she is bonded to is dead.
Although the percentage found as such is almost so low as to be nonexistent, in a harem, the Yggdra may make for a good Beta, but her need to put her tree above all else other than her tamer and those around her (possibly even at the expense of her own harem sisters) make her a very poor choice for an Alpha. For the most part, however, if her owner is still an active tamer, a Yggdra will generally attempt to convince him to settle somewhere or to trade her away to a farmer/other such Tradesman.
back to the master index

YOUMA, the Default Demon Pokégirl
Type: Not Very Near Human - Inhumanoid
Element: Magic/Various (Infernal)
Frequency: Rare
Diet: special: energy consumption, various
Role: Soldier of the Legion of Terror
Libido: Average
Strong Vs: Normal, (Everything else varies)
Weak Vs: Celestial Pokégirls, (Everything else varies)
Attacks: Absorb, Dream Eater, Energy Drain, Shadow Scythe (Lv35), (Everything else varies)
Enhancements: enhanced reflexes (x3), enhanced strength (x3), enhanced speed (x3), enhanced endurance (x3), (everything else varies although Sleeplessness is more common than others)
Evolves: Cardian (Leaf Stone), Daimon (stress, orgasm or battle), Hellcat (Cat E-Medal (Magic/Fire type Youma only) or Cat E-Medal and Fire Stone (All Youma except for Magic/Fire types))
Evolves From: Kamichu (if highly temperamental)
Back during the war of revenge, the Youma, the first and most basic of Infernal Pokégirls was what made up the original Legion of Terror. They were the oncoming wave of unholy nature that struck against human populace and armed opposing forces. With their various strengths and powers, there was more than enough variety to handle any situation; any opposition they faced was squashed thoroughly. Although over the years they became more of the grunt soldiers as they were joined by more dangerous Pokégirls, (such as the Vampire) and more powerful, more fiendish Pokégirls, (the Mazoku) the Youma still made up the vast majority of the Legion of Terror (a solid 68%). They kept the fight going right up until its disbanding in 4 AS.
It is understandable that with such a history, Youma aren't really popular, despite the vast variety of powers and abilities. And it doesn't help their case that most of the species aren't attractive... to begin with. The only exceptions are often the domesticated Youma, but there are, on occasion, moderately attractive feral Youma found in the wilds, (and are often captured on the spot if possible). The other problem is that there is a genetic memory, some coding deep down that lets them remember, makes them just know on an instinctual level that they used to be the main stay of Sukebe's Legions of Terror. Despite the Legion's dissolution long ago, roughly half of all Youma retain a level of fidelity to the Creator, and often they'll only give a show of their foul temper to all other humans. Fortunately, this instinct of loyalty to a madman is lost upon evolution.
However, there are Pokégirl Tamers that continue to Tame and domesticate the Youma species. One of the main reasons is that with every evolution, there's a good chance (60% to 70%) that the Youma will become more physically attractive than before. And of course, every Youma tend to become considerably more powerful with every evolution. One Daimon was known to have the strength of an Amachamp. Unfortunately, for those Tamers that choose to try and work with Youma will discover that they are very difficult to maintain because of their wildly different food requirements. Youma and Cardians often need to drain health from other life forms, Lemures need to cause nightmares, Droido and Demonesses need to release negative energy. But many of these are merely standards. Youma and its evolutions can vary in their dietary needs. Even thought energy consumption has been the norm, the Youma has not had a base diet established.
In Pokébattle however, is where a Youma really shines. They have such versatility and can handle numerous roles depending on their elements, but there is always a few techniques that will always be present in the Infernal Pokégirls. Techniques that drain their opponent of energy are their staple, and when they get to a high enough level, they gain a solid Infernal technique to their repertoire: Shadow Scythe. Whatever attack capabilities are available to them, a Youma will certainly attack any opponent, (and sometimes innocents) with gusto.
With Taming, it should be noted that for a lot of Youma, this is actually their feeding time. Those that feed on energy often give their Tamer a level of control; the more he exerts himself, the more energy he's giving off for them to feast upon. However, the Youma who don't need energy as much as the others will often be a demanding lot. As one can guess, preferred sexual fetishes and positions are as varied as the kinds of capabilities that the Youma have.
There have, surprisingly, been a number of cases where girls going through Threshold became Youma. In all these cases, no one realized at first that the girl was becoming one. Due to the wide variety of physical traits that Youma posses, they're often thought to be turning into another kind of Pokégirl. However, once they start become rather hostile to former loved ones and begin making out-and-out declarations that `The Creator shall win', `Humanity will taste my wrath' and `Legion of Terror FOREVER', it's a little more than obvious what's going on to her, and the girl will often find herself shipped off to a far-away Ranch ASAP!
back to the master index

YUKI-ONNA, the Cool n' Sexy Pokégirl
Type: Very Near Human
Element: Ice/Psychic
Frequency: Rare
Diet: Omnivore
Role: Seductress, information gatherer
Libido: High
Strong Vs: Dragon, Fighting, Flying, Ground, Ice, Plant, Poison, Psychic
Weak Vs: Bug, Dark, Fighting, Fire, Ghost, Rock, Steel
Enhancements: Enhanced Endurance (x3), Enhanced Durability (x2), Immune to cold, Low Feral-state, Telepathic, Decreased Sensitivity in moderate or lower temperatures.
Attacks: Cold Snap, Heat Drain, Icicles, Chilled Arousal, S.E.P, Dominate, Fade
Evolves: None
Evolves From: Ice Maiden (Orgasm)
During the war, the Yuki-onna excelled at two things: infiltration and information gathering. Unlike the Kunoichi, whom were used to infiltrate quietly and sabotage or assassinate, the Yuki-onna were often dressed up as human survivors of a battle that took place somewhere in the northern or southern reaches of the world. In fact, shortly after the existence of Pokégirls became verified by the various governments throughout the world, the Yuki-onna became the greatest infiltrators of the human survivors. When humans came across their injured comrades (who were actually Yuki-onna in disguise, using their psychic powers to convince the humans that they were injured when they were in fact in perfect health). Once within the human population, this breed would seduce important individuals and go through their minds and plans, to extract the locations of the human armies, weapon stockpiles, and other significant data. This data would be conferred unto other Pokégirls- typically other psychic types, allowing for a system of informants to become knowledgeable of the plans acquired.
After the war, this breed was rarely found, and like a fair number of other breeds, was eventually thought to be extinct until an Ice Maiden evolved during a taming session in 103 AS. Subsequent testing showed that the evolution was a success, and by 200 AS the breed was found to be in the "Rare" category throughout most of the known world after an investigation into the breed. Yuki-Onna are very beautiful, with an average of C-cup breasts (although many in the Edo league have even larger breasts, for unknown reasons) and pale skin, although unlike Ice Maidens their skin tone is within human norms. Their hair is usually a pale blond, sometimes appearing white, but some rare Yuki-Onna have jet black hair. A Yuki-Onna also has a human normal body temperature making them easier to tame than most ice element Pokégirls. Because of their role as seductresses, Yuki-Onna adapt to their tamer's sexual preferences no matter what they might be. Also unlike the Ice Maiden, this breed is considered less-logical and can feel more of the standard human range of emotions. However, this is rather rare, and even then they rarely feel very strong emotions. As a result, there have been very few known delta-bonded Yuki-onna in the world, though a Delta Bond is something that this breed seems to crave, and even envy when they become aware of tamers that are delta-bonded to other Pokégirls.
Although this breed is not very useful in a standard battle, they do have techniques available to them to allow them to hold their own, if only for a short while. Using Dominate to incapacitate the target and then Ice Wall, Cold Snap and Heat Drain in rapid succession is a favored tactic among many of this breed, stalling the battle itself to the point where the opponent collapses due to exposure to the cold temperatures rather than to bodily or psychically-induced harm. However, this technique is often anticipated in battles where the Yuki-Onna's tamer wears his/her own heavy clothing to. Instead, the breed as a whole is more geared towards sexual battles and utilize their various ice-techniques to arouse the opponent. Despite the body of a Yuki-Onna being closer in temperature to human norms, the breed is generally not well-equipped to take pleasure at lower temperatures, or even at moderate ones. This has led to them being oft-tamed within heated buildings as well as being popular in sex battles. Their resistance to all sorts of colder temperatures allow them to be perfect for taming other ice-type Pokégirls that her tamer may have in the harem. The Yuki-Onna breed do retain the strategic and logical senses that the Ice Maiden are known for, though few tamers realize this, and so do become quite capable in any role within a Harem- Alpha, Beta, or just a part of the harem. This breed gets along well with almost every fire-type pokegirl, though the one exception is the Magmammary. Yuki-Onna can't stand the heat that radiates from that breed, and the Magmammary can't stand the cold that the Yuki-Onna emits when one is stressed out and nearby because of the fire-type's heat field. It is a vicious cycle that usually ends with one or the other being set into storage at some point.
There are almost no known feral Yuki-Onna, but history documents them as having a low Feral-state in where their strong libido (especially so for an ice-type) takes over the Pokégirl’s mind and steers her towards the nearest available person for an immediate taming session. The last feral Yuki-Onna was found in 295 AS and was in the pre-Sukebe area known as north-western Mongolia (now located in the Opal League). Though rare, threshold cases are known and are often sent to breeding ranches due to the breed's libido and the fact that if allowed to go feral they would likely seize upon a family member for a taming session. Many threshold Yuki-Onna find it hard to adjust at first due to the changes in their sexual morality. Strangely, the Edo-league boasts a larger number of threshold cases into Yuki-Onna than any other league, a fact that is being investigated but no solid reasons have been found as of 298 AS.
back to the master index

ZAPDASS, the Legendary Shocking Bird Pokégirl
Type: Near Human
Element: Electric/Flying
Frequency: Extremely Rare (Unique)
Diet: herbivore, electrified water
Role: mistress of electricity
Libido: Average
Strong Vs: Bug, Fighting, Flying, Steel, Water
Weak Vs: None (Dragon, Ice, Rock)
Attacks: Thunder Wave, Thunder Bolt, Thunder, Rolling Spark Mark II, Static Barrier, Agility, Lightning, Lightning Punch, Lightning Kick, Feather Shuriken, Feather Blizzard, Wingover, Typhoon, Hurricane, Dive
Enhancements: Enhanced Vision (x8), Legendary Qualities, Legendary Salient Qualities, Improved Respiration, Endurance, Freejoints (hips and knees), Prehensile Feet, Atmospheric Comfort
Evolves: N/A
Evolves From: N/A
Zapdass is one of the three Legendary bird Pokégirls, sister to Articunt and Moltits. All three of them were among the first wave of Legendaries to be unleashed in Sukebe’s war of vengeance. Zapdass’s part in the conflict was to disrupt supply and communication among the humans, and she took to her task with great zeal. Her electric storms shorted out many cities’ power, and deadly thunderbolts rained down from the heavens to strike people and places of import at her bidding.
Zapdass is the shortest of the three Legendary birds, standing at five and a half feet tall. Short yellow feathers cover her form, with some black feathers on the back of her wings, near the tips. Her wings are separate appendages from her arms, unlike most other bird Pokégirls. Her light blonde hair is short to the point that it almost looks Tomboyish. Her feet are clawed, with each foot having a back-toe to help in landings. Her breasts are C-cups that are almost but not quite large enough to be D-cups, something she is mildly sensitive about. Her cunt is naturally hairless. Zapdass never wears clothing on any occasion.
Zapdass is archetypal among Electric and Flying-types both. Like an Oni, she is able to use the earth’s magnetic field to use in flight. Unlike an Oni however, Zapdass is a Flying-type, so instead of just using the Earth’s magnetic field to fly at all, it augments her flying skills, allowing her to soar higher than other Flying-types and perform aerial maneuvers that put them to shame. Her body is rumored to supposedly contain enough natural electricity to power even several leagues steadily for years on end.
Zapdass is a very headstrong being. She is at her happiest when she has a clear-cut goal and is working to reach it. When she has committed herself to a cause, she is virtually impossible to sway. Because Zapdass is so committed though, she often has problems with people who don’t see a situation as she does, and is prone to quarrel until her mind is changed (which is very difficult to do), or until the other person admits to wrong thinking. If a debate is dropped or cut off without conclusion, she tends to bring it up again at a later date. Her regimented mindset doesn’t allow her to let things go. Zapdass is not so stuck in her ways however that she can’t absorb new information or even realize that she’s wrong sometimes. When such a situation occurs, she is mature enough to admit that the other person had a point. When she and her sisters took to the battlefield to fight Atmuff and found the dead form of Hy-bra and a hurt Atmuff there, Zapdass later admitted to Articunt that her idea to wait a while had not been without merit.
Zapdass is as unremitting in a fight as she is in pursuing any other goal, since to her winning a battle, any battle, is a short-term goal unto itself. When in combat, she prefers to unleash a heavy volley of attacks quickly, usually at a distance. She'll observe carefully how her foe deals with the attack, what special attributes and contingencies they have, and adjust her own plans accordingly. She prefers not to close until she feels she can accurately gauge her enemy's abilities, using attacks like Thunder Bolt and Rolling Spark Mark II from behind the safety of a Static Barrier. If her opponent isn’t able to deal with this barrage, then she doesn't consider them much of an opponent, and tends to then finish the fight quickly and decisively. Enemies that are able to cope and adjust to her attacks earn her respect, but with it comes a renewed onslaught, involving Thunder attacks and Feather Shuriken into a mixture of Feather Blizzard and Hurricane. With her natural electricity doing considerable damage on every attack she does (see below), few foes can hope to last too long against Zapdass's might.
Zapdass is usually at a loss when she finds herself without something to strive for. When she has no goals to pursue, she looks for new ones that she can take up. Her want (almost a need) to have something to work towards drives her strongly, although she will not take up a goal she has no faith in. It was this attitude that led her to her stance that Atmuff needed to die. To her, it was crystal-clear that the Legendary Warrior was risking all their lives with her destructive rampages, and she did her best to convince Articunt and Moltits of that. While Moltits didn’t care one way or the other, Articunt counseled patience and caution, which ran antithetical to Zapdass’s desire to charge in and accomplish her new mission. After a couple of years of arguing, Zapdass realized that a wait-and-see policy would be the best she could get out of Articunt by herself, so Zapdass turned her attention to her other sister. Although it took several more years, she finally got Moltits to agree to support her stance on the issue, more to get her to shut up about it than anything else. Together, the two went to Articunt, who had little choice but to acquiesce in the face of her two sisters’ decision.
Zapdass had hoped to keep the three of them united after Atmuff’s death, but this dream fell apart almost immediately once their mission had been accomplished. Her sisters set off in different directions, and Zapdass was canny enough to know when to let them go. Like Moltits, she headed off to the hinterlands that had yet to be claimed by a league. She was last seen in the northwestern portion of the pre-Sukebe lands called Russia. However, that was centuries ago. Since that time, Zapdass has not been seen nor heard from by reliable sources. Since laying low and doing little for so long runs against the grain of Zapdass’s nature, this has given rise to all sorts of rumors. Some say she has died or otherwise befallen some calamity. Others whisper that she has found some sort of new, secret project to undertake, and when it is completed the entire world will be rocked. Still others insist that she willingly lets herself be captured by a Tamer every so often, letting them give her the direction and goals she craves so dearly. The truth remains unknown, although may, particularly the Watchers, would love to know.
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Zapdass's shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below). They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Zapdass has No Weakness (Level 75). If she were to face an Ice or a Rock-type Pokégirl, or anything else that was considered Strong vs. Electric/Flying, at or below level 75, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Zapdass's lexicon of special attributes:
Magnetic Personality: Zapdass exudes a subtle aura of electricity to a distance of five hundred yards in every direction around her. Within this aura, she can control the movement and flow of ions, giving her supreme reign over how electricity flows within the area. She can, at will, make ions cluster around or move away from a target. The result is that, within her aura, she can make anyone or anything either totally immune to electricity, or a magnet for it, or anything in between. She can do this with such precision that a target could be struck by lightening while his backpack is unharmed. Items worn or held by the target are affected though. Electrical items tend to fail or go haywire from the magnetic charge associated with the use of this power, giving the victim (or beneficiary) a clue as to what is happening. Zapdass controls the flow of electricity around her utterly. Shock Therapy: All of Zapdass’s attacks, both elemental and non, inflict extra damage due to a static charge. Electric attacks inflict greater harm than they would if they came from another Electric-type. Her other attacks all have a charge built up in them that shocks the victim, i.e. Hurricane carries crackling electricity on its winds, Dive not only results in being hit, but also in a sharp zap, etc. Zapdass is an incredible battery of electricity, more so than any other Electric-type.
back to the master index

Z-BRA, the Dark Donkey Pokégirl
Type: Very Near Human Metamorph
Element: Ground/Dark
Frequency: Very Rare (Becoming more common with time)
Diet: Herbivore, preference for oats, corn, and apples
Role: Scouts, warriors, Nocturnal Desert travel, Swindlers
Libido: Low to Average
Strong Vs: Electric, Fire, Poison, Rock, Steel, Ghost, Psychic
Weak Vs: Flying, Ice, Plant, Water, Fighting
Attacks: Stomp, Earthquake, Yell, Taunt, Dark Bomb, Dark Shield, Cocoon of Darkness, Ashen Wings, Dark Blade
Enhancements: Enhanced Hearing (x3), Enhanced Reflexes (x4), Enhanced Sight (x4), Enhanced Strength (x3), Enhanced Speed (x2), Endurance, Night Vision
Evolves: None
Evolves From: Dullburro (Dark Stone)
When a Dullburro is given a Dark Stone, she evolves into the fast talking Z-Bra. Her intelligence increases to that of an average human, but her wits increase dramatically. Depending on her personality and the influence of others, a Z-Bra can become an amazing scout, investigator, or in worse cases a swindler capable of selling a Tamer his own Pokédex. Most Z-Bras are either sassy or jaded, depending on the circumstances of their evolution. Sassy Z-Bras tend to have evolved from kinder tamers and are more likely to balk at authority and back talk to those in charge. Jaded Z-Bras have evolved from harsh treatment, usually those within Rocket type gangs and are more likely to do as they're told with little to no enthusiasm (and a lot of complaining under their breath).
All Z-Bras have two forms, just like their previous evolution, the tauric battleform and their very near human taming form. Instead of the usual gray, black, or brown that the Dullburro and her other evolutions have, Z-Bra's are always black and white striped, which carries over into their passive form as black and white hair that grows in vertical stripes. Their bust jumps into a C to D cup, though E cups have been known. Most Z-Bras however, refer themselves as having white stripes on their black bodies, usually out of pride of their new dark element.
When it comes to group dynamics, Z-Bra's generally dislike the more cheerful and flamboyant personalities, and enjoy being alone most of the time (though being alone with their tamer is even better). This isn't to say that they are strictly heterosexual, because they have been found to be mostly bisexual, it's just that they prefer one on one contact to group anything. Due to this quark of the Z-Bra, they dislike the alpha position in a Harem, and if placed in one, they will often do their best while trying their best to get out of it. The distinctive bray still holds true for the Z-Bra, though she's much less likely to use it as it would give away her position in a nighttime setting.
There have been no instances of a feral Z-Bra to date, but that has been suspected to be because of the relative newness of the Pokégirl and should change with time.
back to the master index

ZEROMER, the Armored Robo Pokégirl
Type: Biomechanical Humanoid (robotic)
Element: Steel
Frequency: Very Rare
Diet: human style foods and metal
Role: rarely found. Usually sought by Tamers for combat purposes
Libido: Low
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Rocket Punch, Iron Punch, Metal Claw, Iron Defense, Harden, Nano-Regenerate, Cross Shield, Metal Sound, Repulsor Beam, Uni Blast, Meteor Mash
Enhancements: High density (x5), Armored skin, Enhanced digestive system, Light feral, Adaptive bodies, Flight via jets mounted in either back or boots, self-healing
Evolves: None
Evolves From: None
Zeromers are a mysterious Pokégirl that have appeared in recent years in surprisingly large amounts. They are robotic-seeming, silver-skinned creatures of very feminine appearance, most wearing a form of battle armor. The styles of this armor are far too varied to describe in this single entry, and seem to vary according to the Zeromer's personal taste. Out of their armor they are human in appearance and anatomy, save for their silver flesh, robotic joints, and eyes which look like electronic LED displays.
Zeromers generally appear as observers, scanning the land for reasons seemingly unknown. They rarely stay and fight if confronted, preferring to simply fly away and move to a new location. Occasionally, they will sneak into a human controlled area to seek food and metals to consume, and occasionally to seek Taming. This baffled most researchers at first, who wondered how these robotic girls could be tamed at all, until Zeromers started being caught. They found that they were both mechanical and biological, their skin feeling like smooth metal, but capable of flexing like normal flesh, allowing for Taming. Their hair was also of normal texture and appearance, although their cunts were hairless. Further studies indicated that Zeromers are infested with nanotech, which allow them to heal all but the most severe of injuries, as well as healing losses of limbs in battle. This is theorized to be the reason for their robotic appearance and nature.
Scientists still aren't sure what to make of Zeromers. They are Tamable, having low libidos and light feral states similar to Iron Maidens, capable of parthenogenesis, and they can be captured in Pokéballs, although instances of this are rare due to their tendency to run away rather than fight. However due to the fact that they are so robotic in appearance, and the fact that they seem to be mentally linked to their armor, capable of using it to link up to computers via mental commands and download information into their brains, scientists are hesitant to classify them as Pokégirls, the breed almost seeming to be an entirely different phylum. Still, they are classified as Pokégirls, mainly because most that's the breed they seem most likely a part of.
Some researchers, like Hajime Sorayama of the Edo League, have dedicated themselves to learning more about these mysterious Pokégirls, and has made some interesting discoveries.
Zeromers are relatively emotionless, logical beings, although the more time they spend interacting with humans and Pokégirls, the more of a sense of humor they gain, as well as a basic set of emotions. Those questioned say that the reason they spend a lot of time observing before capture is because they are programmed to learn. They do not know the name of their creator, simply referring to him as 'That Man,' they simply know that after he developed them, he told them to go forth, grow, and learn. Nothing specific was specified in their learning, so they learn EVERYTHING, some Zeromers having recorded intelligence levels near to those of an Alaka-Wham or a Supe-Bra Genius.
In battle, Zeromers are straight-forward fighters, attacking head on with tackles powered by their flight equipment, either jets in their boots or in a pack on their back, as well as powerful punches and energy blasts. They have several Steel-type attacks that are exclusive only to them. The first is Rocket Punch. Their forearm, unarmored or otherwise sprouts mini-jets and shoots out towards the opponent, attached to an extendable piston with a great deal of range. Once the attack hits, the jets reverse direction, the piston retracting back into the Pokégirls arm.
Another attack that Zeromers can do unarmored or armored, is the Repulsor Beam. The Pokégirl holds her hand out palm up, and a small well of energy opens up, shooting a powerful beam of force that can knock back all but the largest and most durable Pokégirls several feet.
The final species-specific attack that Zeromers have is the Uni Blast. They can only do this attack when armored, and only if their armor has the appropriate adaptor on its chest. A Zeromer focuses her Repulsor Beam's energy through this adaptor, creating a strong burst of energy from her chest. This move is very useful in escaping submission holds such as a bear hug.
Some Zeromers, almost always bearing mind-control devices, have been sighted working in Team Rocket-style groups. In these cases, the Zeromers (or their Tamers, none have been caught alive to verify this) appear to have adapted pre-Sukebe weapons and some made during the war into shoulder cannons and arm weapons for their armor, weapons including chain guns, missile launchers, and on rare occasions, plasma weapons. If the Zeromer under the control of these Team Rocket-style groups is in danger of being caught, the one guiding her actions will activate a device on the mind-control gear that overloads it and leaves the Pokégirl brain dead. Laws were soon put into place forbidding Tamers that have Zeromers from modifying these weapons into their Pokégirl's armor.
Professor Sorayama (a professional artist as well as Pokégirl researcher), after a Team Trauma attack on his lab, discovered something else about a Zeromer. If a Zeromer is injured severely enough that they are about to die, they seek out a Pokégirl to bond with. They transfer the majority of their nanotech into that Pokégirl, allowing them to manifest battle armor and gaining the data the Zeromer had learned, the resultant creation being termed a Battle Pokégirl. (More information on this phenomenon can be found in the Battle entry in the Attribute Pokégirl section of the Pokédex.)
No cases of Thresholding into a Zeromer have been reported. Nor has anyone reported siring a child on a Zeromer either, so scientists aren't sure if it's just not possible or just hasn't happened yet.
back to the master index

ZOMBABE, the Carnivorous Corpse Pokégirl
Type: Very Near Human - Inhumanoid
Element: Poison/Ghost
Frequency: Common - Extremely Rare (depends on outbreak)
Diet: living flesh
Role: scourge of humanity
Libido: None
Strong Vs: Bug, Fighting, Ghost, Poison, Plant, Rock, Water
Weak Vs: Dark, Fire, Ice, Celestial Pokégirls
Attacks: Bite, Scratch, Tackle, Wrestle, Growl, Poison Mist, Mega-Zombie Poison, Lure, Sprite
Enhancements: Sleeplessness, relentlessness, poison immunity, constant fear aura
Disadvantages: Fire-weakness, Ice-weakness, low mental capacity, slow movement.
Evolves: None
Evolves From: Any Human females or Pokégirls (constant use of Red Magic Spell: Zombie, infected through breaking of skin)
Bounty (for confirmed kill): 90,000 SLC
Bounty (for reporting sighting & getting out alive): 45,000 SLC
Bounty (for successful stop of plague): 1,000,000 SLC
Recommendation if you see one: Upon seeing a Zombabe although difficult, remain calm. They may seem dangerous due to the constantly generated Aura of Fear, but remember, that Zombabes are a slow and dim-witted bunch and it is easy to outrun them; the suggested route to take when one or more is found. If fleeing is not a realistic option, use a Dark, Fire, or Ice-Type Pokégirl or one with a Celestial alignment to mow down numbers. If you have a pistol, pick them off from a distance – AIM FOR THE HEAD!
It has been said before, and shall be said again. The practice of Magic is not a toy and Vale Officials and Teachers are correct in pointing out that it is an ever growing and changing field, with new practices coming to the fore everyday; nothing is truly set. After the common practice of trial and error, some spells are accepted as part of common Magical practice and are given the Magic Guild’s official seal of approval. Unfortunately, even though all spells that pass through Vale’s halls are put through the proper procedures of testing and experimentation before they achieve acceptance, sometimes the full capacities of a magic spell might not be fully known until it is too late.
Discovered by the Magic Guild of Vale, Red Magic was a field of magic that consisted of all spells that do not have direct effects on their target. It has, understandably been a field of magic that most people have taken to using for support; enhancing Pokégirls and changing the effects of battle. One popular Red Magic Spell in particular is ‘Zombie’. Zombie was a recently discovered and rather strange magic spell that, when used, would reverse the effects of healing spells like Cure, and healing items, so they would damage the afflicted target. Also, Pokégirls under the Status-Effect of Zombie could not be hurt under any regular circumstances, making them into living punching bags. Esuna and other similar remedies could cure this ailment and it was known to wear off on its own in one hour’s time.
It was this later fact about the spell that brought upon the dangers we now know of. Some Magic-adept Tamers or Tamers with Magic-Type Pokégirls that learned this spell would come to use it often in battle. It was great aid for training weaker Pokégirls in their harem and useful for multi-opponent melees, as the Pokégirl with the spell Zombie cast upon her could take all kinds of damage, yet never fall. She could continue to attack randomly on her own, no matter the damage, as most other Pokégirls don’t have the ability to cast healing techniques upon others.
However, the point is there ARE Pokégirls that do have the power to heal themselves and others, (primarily Celestials) and with enough of their tender-loving care, any Pokégirl who is under the effect of the spell Zombie, will go down for the count. Normally, this would revert the Pokégirl back to her natural state, and she would need either potions or a run through a Healing Machine to get the back into fighting condition. Sometimes though, by rare chance, the Pokégirl would remain in her Zombie state, effectively dead. While it is very frustrating and sad for a Tamer to lose a Pokégirl that they had worked so hard with, that wasn’t the problem...
...The problem was the Pokégirl didn’t stay down.
It doesn’t matter what elemental-type the Pokégirl originally was in life. When she dies under these circumstances any powers and advantages she had originally are gone, replaced by a template of simple attacks with definitely disastrous Poison and Ghost elemental techniques. She could come back to ‘life’ anywhere from instantly to three days, but when she did, she would be a creature that seeks only to fulfill the most basic need. The need to feed!
Classified as the Zombabe, the Pokégirl is not a template, but its own separate breed of Pokégirl. They are a living nightmare for League Officials, Law-Enforcement Agencies, Tamers, and civilians to have to deal with. While the sudden appearance of a Zombabe is nowhere near as bad as a Widow attack if handled quickly and properly, even a single Zombabe could easily be the start of a plague that could become a problem that might take the resources of an entire League to quell, as they must be quarantined from the rest of the world; primarily by magic. They could easily cross over water as they could land, since they’d walk across the bottom of any body of water, thus they must be forced to remain in a single area
The reason is that there are numerous problems that make dealing with Zombabes a true difficulty. These creatures are no longer the loyal Pokégirls they were in life, instead they are relentless, slowly rotting, mobile corpses. They cannot be reasoned with and will only attack the nearest living thing to attack and eat, often going for soft tissues. Taking them out has proven difficult as well, as they continually generate the technique Fear Aura without pause, making it difficult for even seasoned Tamers and Police Officers to concentrate on their thoughts. There is also the fact that even with one of the easiest ways to take them out being to shoot them in the head from a distance, they are still cause for danger. When they go down, their head explodes into one last automatic use of the technique Poison Mist, which is made up of their Mega-Zombie Poison.
The Mega-Zombie Poison is a special poison, and the worst aspect of the Zombabe. Normally transferred through a bite or a simple scratch, not even Pokégirls with thick hides or armor-plating are safe from it as the poison can be inhaled when released as a burst into the air. Mega-Zombie Poison has proven to be one of the most versatile toxins, as recent studies have shown that not only is it water soluble, but the poison keeps its potency. That means it is possible for a Zombabe to taint any form of liquid, be it a Water-type Pokégirl’s attack, or a town’s water-shed; even simply coming into contact with a ‘dead’ Zombabe’s bodily fluids may cause risk for infection. The poison itself turns Pokégirls and even human women into Zombabes, increasing the breed’s numbers and therefore the danger of the situation. While Pokégirls can be treated quickly enough with certain Remedies to evade such a problem, human women need a Celestial Pokégirl or one with similar healing abilities to cure their condition. If one is not present, then the human woman will turn into a Zombabe within a half hour of being infected. Interestingly, it has been proven that the only females immune to the poison are the Clonetwo breed. Research is still ongoing as to how they are immune.
Although they cannot be turned into Zombabes, human males are not immune to Mega-Zombie Poison. The horrible poison will kill the person as it denatures their soft tissues, causing them to rot from the inside-out if. The process will continue if they are not healed quickly by the proper remedies or a Celestial Pokégirl. On average, if an infected male isn’t healed within twelve hours of being bitten or infected otherwise, he’s not going to be healed. Instead, he will suffer the most excruciating and debilitating pain as his body continues to slowly shut down over the course of three days. It is suggested to simply end the pain by killing those that are affected beyond healing as once they’re dead and the poison has run its course, the corpse is a carrier of Mega-Zombie Poison and only burning it will get rid of it.
Combat with the breed is a trial in patience and effort. While Zombabes can be stabbed, shot, and clawed, they feel no pain and will continue on towards their target; dismembered, they will wiggle their injured bodies toward the closest warm and living flesh to feast upon. Still, one can take heart in that Zombabes are not invincible. As experimented upon and verified by Officer Leon S. Kennedy, one of the survivors of the Tanuki City plague over in the Johto League, there are a number of effective ways to take the creatures down for good. He’s even joked that Zombabes are the reason that regular bullets will never go out of production.
If there is only one Zombabe and no living beings close by, try to take the girl out with a head-shot. Nothing gets hit by the Poison Mist, and the Zombabe is truly dead. Also, they do have elemental weakness like other Pokégirls. Dark attacks are effective at pushing groups of Zombabes back. Fire attacks will take care of them for good, burning them to nothing, including the poison. Recent study has revealed that Zombabes are also weak to Ice-type Pokégirl, as without blood pumping through them they freeze solid and can be destroyed that way as well, the Mega-Zombie Poison rendered inert. The favored type to use against numerous Zombabes are Celestial Pokégirls; those of a high enough level can use their Celestial attacks, healing powers, and even their aura to free the Zombabes of their current state, allowing the bodies to finally expire for good. And of course, the most important tool for taking down a Zombabe is keeping a calm, level head. As long as one resists the urge to panic due to the Aura of Fear, a person can go about things logically and stay alive as they effectively battle these beasts.
Even with all that has happened, the problems the spell has brought up with the creation of this Pokégirl breed, the Magic Guild of Vale has refused to ban the Red Magic Spell of Zombie. They have cited that Zombie is a perfectly valid and safe spell, and that the circumstances which could create a Zombabe from it are rare. They go onto cite how many Pokégirls have been through similar, if not the same situations before, and they stayed permanently dead when something went wrong. This had led Vale’s Magic Guild to conclude that since the outcome of Zombabe it really more of a rare quirk than any predestined outcome of the spell. They stand by their initial ruling that the spell Zombie is not an outright hazard, and will continue to remain on the list of viable and legal Red Magic Spells.
Zombabes are illegal to own as even alone, they remain a Beta Level Threat and as numbers grow, can increase to an Omega Level state of Emergency. They do not respond to a Tamer and cannot be Tamed; they remain in a Feral state no matter what. Tamers caught trying to Tame a Zombabe are not only sick, sick, SICK fucks, but are also good as dead as the infection will spread from intercourse, leaving them to die in a most horrendous way as they’ve deserved.
[Classified] While a scary concept to accept, there is a startlingly alarming bit of news and research that has slowly come to the fore. While more an exception than it is the rule, the fact remains that some Zombabes can LEARN! Thought to be a possible reemergence of vestigial memories, these Zombabes that exist long enough can learn to manipulate simple tools or even learn to try and escape a possible threat to their continued existence. One of the scariest learned tactics is the waiting game, where they try and blend in with their surroundings, silent and still, and wait for someone to walk by them before they pounce. While most disheartening, we can at least be thankful that the concept of a ‘running’ Zombabe is still only rumor and hearsay. [Classified]
Mega-Zombie Poison - (ATK 25 + EFT) Exclusive to Zombabe. A superior version of Zombie Poison. If successful, the target is inflicted with the Zombie status. If not cured via a potion, (Esuna) within three hours, the target will transform into another Zombabe. Human females turn into Zombabes within a half-hour and males will die a slow and excruciating death that could take anywhere up to three days before they die.
back to the master index

ZUBUTT, the Nocturnal Pokégirl
Type: Animorph (bat)
Element: Flying/Poison
Frequency: Uncommon
Diet: life force of others
Role: Night Guide, Spelunker, nocturnal guard
Strong Vs: Bug, Fighting, Plant, Poison, Ground
Weak Vs: Electric, Ice, Psychic, Rock
Libido: Average
Attacks: Energy Drain, Bite, Lust Sting, Needleshot, Sleep Venom, Gust
Enhancements: Sonar, Flight, Infrared Vision
Evolves: Foxglove (Fire Stone), Golbutt (normal), Vampire (knocked out by draining attack)
Evolves From: None
A short, small-winged Pokégirl that researchers are unsure as to exactly how they are able to fly. With wings that have a combined span of less than their short height, the Zubutt should have no business being in the air for even small amounts of time... unless falling from a higher elevation. But, despite the otherwise obvious limitations of such small wings, the Zubutt is capable of flying for extended periods, even if they cannot attain an impressive altitude. Most feral Zubutt are found in, or around, caves. However, some feral Zubutt do make their homes in the remains of ancient pre-Sukebe ruins as well. Feral Zubutts are known to carry some diseases that they are immune to, but humans are not- fortunately, these diseases are easily dealt with at any Pokécenter, and Tamers are often encouraged to capture any Feral Zubutt they come across in order to remove these illnesses before they are contracted by humans. Though these diseases are curable once transmitted to a human, it is simply easier to prevent before it becomes a problem. Domestic Zubutts don’t have this problem, however, as the poison sacs that are found near the base of their wings never develop to quite the size that the Feral’s does. The poison sacs are the carriers of the diseases, and once the excess of the sacs are dealt with, then even if released, that Zubutt will never grow those excess portions back and become a threat again.
Zubutt has poor vision during the day and at night, but makes up for it with her sonar that allows her to transverse any terrain at night and lead her Tamer through pitch blackness. Fortunately, they have better eyesight at night thanks to their infrared vision, though their sonar is certainly much more useful. Zubutts have wings instead of arms but some Tamers have been noted as saying they loves to feel those wings wrapped around them during a Taming. They always stand about four foot tall with bodies covered in soft dark blue fur and eyes that are nearsighted at best and large ears. They tend to have slim figures and small breasts that help with their flying. Feral Zubutt, rather common in most parts of the world, are just considered a menace that some confuse with Vampires due to their dietary needs. However, they cannot change anyone (human or Pokégirl) into a Vampire or one of their own when they drink from someone. These Pokégirls do need to feed on a daily basis, at least twice a day.
In battle, a Zubutt is not the greatest choice, but is also not the worst choice either. Their vision limitations aside, their Sonar is still too slow to be able to give them the accuracy they need to launch their attacks at their opponent. Their best attacks are done close in, when she can bite her opponent with different kinds of venom attacks. Her Lust Sting is more like a “Lust Bite,” in that she must bite her opponent to inject that venom. When she has to attack from a distance, she can summon up a Gust attack with her small wings. Feral Zubutt like to choose Plant-type Pokégirls for their victims, as they are more susceptible to their Sonar and they are normally slower than the Zubutt is. Strangely, no Succubus can stand being in the same Harem as a Zubutt- the fact that the Zubutt constantly emits their Sonar every few seconds is enough to drive them crazy, since they are so susceptible to high pitched sounds. In a Sex battle, these Pokégirls are of no use- without hands or a tail, their abilities are quite limited and she’s just not capable of doing what's required in such a match. In a harem setting, these Pokégirls never become Alphas... not, that is, until they evolve.
back to the master index