ABSLUT, the Darling Disaster PokéGirl
Type: Not Very-Near Human
Element: Dark
Frequency: Very Rare (Edo and Sunshine Leagues), Extremely Rare (All other Leagues)
Diet: sunlight and moonlight, but can digest human style foods.
Role: Early warning system
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Quick Attack, Scratch, Leer, Double Team, Razor Wind, Crunch, Dark Blade, Future Sight
Enhancements: Foresight, Enhanced Speed (x3)
Evolves: None
Evolves From: None
Never before, has there ever been a Pokégirl that has been as misunderstood as the Abslut. Even when they were created back during Sukebe's War, they were a species of Pokégirl that found themselves the target of dislike and mistrust by those that were considered their betters, since the Abslut were in a very niche role while other species were on the front-lines fighting against humanity. The reason was that the Abslut's claim to fame, (or infamy, depending on the observer) is that the species would appear whenever a natural disaster was about to happen.
An Abslut uses her sharp senses to detect subtle changes in the land, sea, and air. Couple that with her knowledge of natural balance, and an Abslut can predict oncoming natural disasters, (she may also be able to use her `Future Sight' technique in a similar way to sense dangers to her Tamer). The Absluts apparently have concern for the safety of not only Pokégirls, but humans because once an Abslut detects an oncoming disaster, she goes off to the nearest human settlements to give warnings to the people.
Although the Abslut has an attractive, athletic build, standing at around 5'8" with soft and generous C-Cup breasts, there is no way an Abslut could be confused with a normal human girl. What flesh isn't covered in a snowy-white coat of fur that is very soft to the touch, is the color of dark blue: her face, her bat wing-like tail, the gem in her forehead, and a scythe-like growth on the right side of her head, (some believe this to be an abnormal development of the Abslut's right ear).
Despite its appearance, this `scythe' is actually very soft to the touch, particularly whenever Abslut is neither tense nor angry; when she does become so, the `scythe' lights up with a dark light and becomes dangerously strong and sharp, though an Abslut will not use this to actually harm her instigator. Because of this, the Abslut's way if hearing is similar to that of a Hooter's, as with having one ear point upward, and one point downward, thish supposedly helps an Abslut to hear the exact location any sound is coming from.
Interesting, although the Darling Disaster Pokégirls are a Dark-type, which are notorious for being moody loners, Absluts are very gentle-natured Pokégirls, be they Domestic or Feral, that go out of their way to warn people of up-coming disasters by appearing before them. When they are not warning people in nearby cities or being part of a Tamer's Harem, most Absluts will spend their time up in mountainous areas, or lack there of, they will go to where the altitude is highest.
Absluts today are popular as pets in earthquake-prone areas like the Eastern Islands of the Edo League, and the Sunshine League's Magma Islands because they'll warn their owners of when one is coming. In addition an Abslut's cry easily resembles a warning siren. Unfortunately, over the course of the past three-hundred years, people have developed a misunderstood view of the Pokégirl; they pertain a superstitious belief towards Absluts, pointing towards them having a cause-and-effect relationship with disasters like earthquakes, hurricanes, or Widow attacks, which attributes to the species' "bad luck" image. However, concerning the people who have come to understand the Pokégirl, Absluts are quite popular as pets and as a Pokégirl for a Tamer's Harem in areas prone to natural disasters since they can warn their owners of large-scale danger. This makes the Abslut a significantly valuable Pokégirl for any Tamer to have when facing the many dangers in the wilds of the world.
When it comes to fighting, an Abslut is all about prevention. The Future Sight is a technique that allows the Pokégirl to have her Tamer and Harem avoid the oncoming battle should it clearly be too dangerous. Prevention is even something Feral Absluts follow, which makes them a rare find in the wilds when a disaster isn't occurring. And if a battle should take place, the Future Sight technique, mixed with use of Double Team, makes the Abslut a difficult Pokégirl to actually afflict damage upon, while she bites down with Crunch, before turning to techniques which would now attain a more powerful punch.
However, one should be warned about the reason an Abslut is all about preventing herself from being placed in a PokéBattle if she can help it. While Absluts have quite a bit of strength to their attacks, their defense rating is terribly poor. Their bodies are noticeably weaker than a lot of other Pokégirls, and damage really adds up on them, especially if a Fighting-type technique should hit. Also, if an Abslut encounters faster Pokégirls like Cheetit or Chocoboob, she could easily become confused. Combine a strong attack with poor defense, and an Abslut will end up inflicting a great deal of damage upon herself, possibly even take herself out during battle.
When it comes to Taming an Abslut, there's nothing more she likes better than having her small `scythe' played with. Nipping, licking, or kissing the growth will make an Abslut wet between the legs incredibly fast. Top this off with playing with her soft white breasts and dark-nipples, and you'll have a Pokégirl begging for a long, harsh Taming session. There seems to be no favored position, as long as their Tamer has access to their `scythe'. Interestingly enough, Absluts are a favored Pokégirl for female Tamer, as that Scythe becomes particularly useful for fun between the sheets.
Currently, there have been no occurrences of a girl Thresholding into an Abslut. However, if it were to occur, it would most likely be in the Edo League or Sunshine League, where the species has proven quite popular.
· Future Sight - (EFT) A Psychic-based technique that allows the Abslut to briefly view into future events anywhere from a mere twenty-second to a full five minutes into the future. The clarity of the vision depends on the state of the Abslut. One at rest could get the full use from the technique, while during battle and duress, one could only tap into the technique for only a minimal amount of time. back to the master index
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CERBERASS, the Hell Hound Pokégirl
Type: Inhumanoid Anthropomorphic - Canine
Element: Dark/Fire
Frequency: Very Rare
Diet: Raw meat, hot peppers, spicy foods
Role: guard dog, fierce hunter
Libido: High (Very High monthly)
Strong Vs: Ghost, Ice, Plant, Psychic, Steel
Weak Vs: Fighting, Ground, Rock, Water
Attacks: Body Slam, Pummel, Takedown, Howl, Bite, Crunch, Fire Blast, Flame Tower, Warm Embrace
Enhancements: Reinforced Muscular and Skeletal Structures, Enhanced Strength (x6), Enhanced Olfactory Sense (x10), Enhanced Endurance (x3)
Evolves: None
Evolves From: Hound (Anubust’s Curse)
NOTE: UNTIL FURTHER NOTICE ALL INFORMATION BELOW IS TO BE CLASSFIED TOP-SECRET. NO ONE IS TO READ THIS FILE WITHOUT PROPER AUTHORIZATION.
With the revelation of Anubust, slowly more information comes forth related to the Legendary Horus Hound Pokégirl. And it would now seem that the impressive and loyal breed of Pokégirl, the Hound is linked to Anubust. It appears that Sexmet isn’t the only one whose ‘blessing’ and ‘curse’ can have the effect of incredible evolution.
Hounds are already an impressive and intimidating Pokégirl species, standing at nearly six and a half feet with strong, muscular builds, generous C-Cup tits, and intimidating black fur and dark eyes. Anubust has brought them to a whole new level of intimidation.
As it is well known, Hounds are a notoriously territorial breed. And while normally untraceable in any sense of the way, Anubust allowed herself to appear before a Hound that caught her attention with the protective nature she had of her Tamer. However, the Hound instantly took offense to this intruder on that land she was currently using and tried to use Bite on the Legendary. Of course, in her spiritual state, such an attack didn’t even phase her, and a now annoyed Anubust cursed the Pokégirl.
When the Hound’s owner was roused from slumber by all the noise, he was greeted by the sight of what his Pokégirl had become. No longer was she like a hound, instead she was more like a truly imposing canine creature. Standing at an intimidating 7’7” in height, the fur of her muscular frame was now a white underside and otherwise covered in bright red with splashes of black in set patterns, her tail, once very lithe, becomes longer with thick fur. She had become imposing beyond belief, comparable to an Amachamp, really. A large pair of E-Cup breasts that were situated between two sets of arms, and then to top it off, three heads like a Chimera! She was now what would be called a Cerberass!
The species, despite having three heads, is one person, and so one personality controls all three heads. This is believed to be an effect from the fact a Cerberass comes from a Pokégirl of single species lineage, unlike the Chimera, which came from the Griffon, (which was already a mix of feline and bird). Many people are surprised about this fact when they meet a Cerberass, but most do admit that being able to hold three different conversations with three different people all at once can be quite useful.
Although the looks are a bit hellish, the Cerberass are surprisingly not Infernal. They retain aspects from their previous evolution that are sought after in the Canine-type breeds; loyalty and a loving personality. However, now with a Sub-type of Fire, a Cerberass’ affection leads to a more amorous nature... and with their newfound strength and power, they can easily get what they want from their Tamer.
When it comes to Pokébattle, a Cerberass is more than willing to throw herself one-hundred percent into any conflict, using her intimidation factor to its fullest! Unfortunately, this can lead to trouble as, even with all her strength and fiery might she now possesses, she can still be easily felled by a Water-type Pokégirl. Nothing is more heartbreaking that seeing a Cerberass whimper in defeat with her tail between her legs after she had her butt handed to her by a Magikunt of all things.
Taming is a very solid part of the Cerberass’ attitude now. The three-headed Canine, for one thing, definitely puts all three heads to use when in the throws of passion with her Tamer; definitely granting the term ‘Giving Head’ a new meaning. However, it cannot be stressed enough that with her newly increased mass and strength that a Tamer start using Heavy Restraints on the Cerberass for the first few months of owning a Cerberass. They can get very active and aren’t necessarily knowledgeable about the full extent of their capabilities. It really is a safety issue that should be addressed. Still, after all is said and done, a Cerberass will look after her Tamer all night as he sleeps, guarding him from any possible perils.
At this point in time, it is completely unheard of for a woman to Threshold into a Cerberass. There are only a number of Domestic Hounds that have been cursed by the Legendary Anubust, and none have been bred as of yet. Although the breed as a whole certainly seems to be looking forward to it when the time comes...
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CHARRED (insert name here), the Ashen (insert title here) Pokégirl
Type: As Base Type
Element: As Base Type plus Dark
Frequency: Very Rare
Diet: as base type
Role: as base type, fascinated with fire
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 Flame Sword Mark II, Ignite, Blur, Strength Drain, Shadow Strike
Enhancements: as base type plus Shadowless, Infravision
Evolves: As Base Type
Evolves From: Base type
A Charred Pokégirl is a Fire-type who has experienced the true power of fire. The Pokégirl has been in a fire that is so powerful that even she was scorched, and her shadow was burned into an impression on a nearby surface. Only a base type Pokégirl who is a Fire-type Pokégirl can become Charred, because only they can withstand the intense heat and flames that would kill most other beings.
Charred Pokégirls look just like they did before they were caught in an inferno, with one difference: they are now a scorched black. Whether their natural body state is fur, skin, chitin, etc, it is now black from the flames that made them into a Charred Pokégirl. No amount of scrubbing or washing can restore the Pokégirl’s natural color.
A Charred Pokégirl acts mostly the same as she did before. However, she has a newfound respect for fire in all its forms. She tends to stare at open flames raptly, remembering their power from when they burned her. Fire, in all its forms, becomes a very serious thing for her, not to be taken lightly. Some have compared a Charred Pokégirl’s feelings for fire to the way other people feel about religion. This may or may not have something to do with the fact that a Charred Pokégirl no longer has a shadow. The fires that made her a Charred Pokégirl were so hot that her shadow was burned onto a surface. For some reason, after this, she never again casts a shadow, which Researchers claim gives her partial access to Dark-based powers, albeit through heat. Needless to say, the effect is very disconcerting for most people. A Charred Pokégirl is now so accustomed to heat that she can sense it in other beings and things. She has the ability to shift her vision to the infra-red spectrum at will, an ability called infravision, though doing this makes her eyes glow red.
Because they were a Fire-type to start with, being scorched so badly and surviving has unlocked new powers for the Charred Pokégirl. She is able to set herself on fire again at a go, gaining the Ignite power. So hot are her natural flames that she can even wreathe any weapon she wields in flames, giving her the Flame Sword Mark II attack. She also gains a few other powers of a more esoteric nature. She can use her natural heat to create a modified heat shimmer around her, making her appearance waver and blurry, resulting in a modified form of the Blur technique. Similarly, she can lay her hand on an opponent, and take body heat from them, making them colder, and thus weaker, while using the stolen heat to increase her strength, in her own version of the Strength Drain attack. Her most fearsome power somehow relates to her having her shadow burned off, allowing her to strike at the shadow of a foe, and damage the foe as though she had struck them directly.
A Charred Pokégirl remains Charred even if she evolves. The only way for her to lose her Charred status (regaining her shadow in the process) is for her to evolve to a form that does not have the Fire element. Should this happen, the Pokégirl loses her Charred state, even if she again evolves into a Fire-type Pokégirl.
Feral Charred Pokégirls become very aggressive, and run around setting things aflame, making them very dangerous. Threshold girls don’t become Charred Pokégirls normally, unless they’re in the requisite inferno as they change into a Fire-type Pokégirl..
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Chickpotle, the Dark Chinchilla Pokégirl
Type: Animorph (chinchilla)
Element: Dark
Frequency: Rare
Diet: herbivore, pokechow, fruits
Role: pets, guard animals, spies, ghost hunters
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Tackle, Fade, Dark Attack, Teleport
Enhancements: Enhanced Senses (x3), Nightvision, Enhanced Speed (x3), Enhanced Agility (x3), Attacks can affect Phased Ghost-types
Evolves: None
Evolves From:Chichi (Dark Stone)
Chickpotles change little from their pre-evolved state, gaining roughly 6 inches in height and a cup size. Their body fur, still luxuriously soft, becomes jet black, with a white speckling pattern that resembles a clear night sky. They tend to keep to themselves, avoiding predators using Teleport rather than rely on a group, and always seem to be brooding about something. Unsurprisingly, they are nocturnal. Chickpotles in the wild often share a den with other Chichi evolutions, sleeping during the day when the others are out and active, and leaving at night for their own activities. Tamers tend not to favor the Chickpotle, since it is very difficult to break them of this cycle, making them largely useless during the day, when most Tamers are active.
One reason Chickpotles do still find their way into Harems is a discovery by a researcher named Egon Splengler. During a late-night observation for his study of Ghost-type Pokégirls, a wild Chickpotle attacked and aggressively pursued a Groaner, eventually defeating it, and seemingly destroying it. Further research into the subject revealed that this was not an isolated incident. Chickpotles are extraordinary ghost hunters, even more so than other Dark-type Pokégirls, and seem to be instinctually driven to destroy Ghost Pokégirls. Some believe that this at least partially accounts for their perpetual brooding, as they seem most enthusiastic during battle with a Ghost.
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COCKATRIX, (aka COCKATRYST) the Evil Chicken Pokégirl
Type: Not Very Near Human
Element: Rock/Dark
Frequency: Rare
Diet: Omnivore, Light mineral intake
Role: Nighttime livestock guardian, Fine Mineral Filtration, Urban Myth
Libido: Average
Strong Vs: Electric, Fire, Flying, Ice, Poison, Rock, Ghost, Dark, Psychic
Weak Vs: Fighting, Ground, Plant, Steel, Water
Attacks: Petrification Gaze, Dark Bomb, Harden, Quake, Stone Kick, Dark Kick, Headbutt
Enhancements: Enhanced Intelligence, Enhanced Strength (x2), Enhanced vision and hearing (x3), Enhanced speed (x3), Night Vision, Mineral Eggs
Weaknesses: Not immune to her own gaze attack or the gaze attacks of others, sometimes uses her gaze attack when under stress.
Evolves: None
Evolves From: Chicken Little (Moon Stone)
Legends from the first century after the great war tell of an evil beast capable of freezing helpless victims in their tracks, one that lurked deep in caves and would only come out to devour little children that stayed up too late. This of course was waved off as myths and legends until one tamer brought in a strange looking Pokégirl in for identification in 137 AS. According to the tamer's story, he discovered the Pokégirl by surprise in a cavern while searching for ground and rock types. The Pokégirl had been drinking from a pool of water, and when a light shone upon her, she started and froze, staying unmoving until the tamer Pokéballed her. Research continued into breeding this oddity, until in 168 AS when the first captured Cockatrix birthed a Chickenlittle Pokékit. Stunned, research began to discover any possible evolutions that were overlooked in the Chickenlittle, though it didn't take long for one of the Chickenlittle test subjects to be exposed to a Moon Stone and evolve.
This was a stunning introduction into the Cockatrix breed, this odd mixture of avian and reptile held the ability to freeze her opponents in their tracks with a single look. Physically, a Cockatrix looks close to her unevolved form, though there are several major differences. Cockatrix have large, red combs that grow from the top of their heads. This comb parts their feather 'hair' neatly in the middle and ends at the crown, but the lobe of the comb often grows further back, making the comb look much like a Mohawk. This comb is made of hard stone, unlike the fleshy comb of pre-Sukube cockerels, and using her harden ability she can make the points quite dangerous considering the breed can use the Headbutt attack. The feathers atop the Cockatrix's head are a bit longer, and usually a different color than the sparse coat of feathers running down her back to end at her tail.
Instead of feathery bird-like wings, Cockatrix have wings more akin to bat Pokégirls, supported by two elongated digits. This leaves the bird/lizard Pokégirl a thumb and two fingers on each arm to manipulate objects, unlike her unevolved form. The lower half of the Pokégirl’s body is an odd mixture of lizard and bird, a long lizardlike tail sprouting from her back. This long, somewhat prehensile tale is tipped on the end with large feathers, giving the Pokégirl the ability to control her short flights. Her legs are much like a Chickenlittles, human until the knee, then becoming scaly and digitgrade, ending in three large toes with a single reverse toe. Unlike a Chickenlittle, these scales are often more reptilian in nature, and colored similarly to the Cockatrix's tail. This Pokégirl also gains an impressive bust for her slight stature, a full C cup. Oddly, Cockatrixs have no body hair, and no feathers replace where the hair around her snatch should be.
Cockatrixs may have earned the moniker 'the evil chicken Pokégirl' though this is more due to the myths surrounding them than it is their actual attitude. Tamed Cockatrix are more mischievous than dangerous, typically playing good natured pranks on any who will fall for them. However, their sense of humor is somewhat off, and sometimes their puns are groan worthy. They share somewhat of a 'fangirl' relationship with the Trixie line and Cheshires, much to the other Pokegirl's embarrassment. Cockatrixs are easily amused however, and tend to laugh at most things (though a rare few laugh inappropriately). Given their awful puns at times, the Jokette breed actively hunt down Cockatrix when they can, and the poor Cockatrix usually don't stand a chance unless backed by a very powerful harem. Other than their bad jokes and pranks, Cockatrixs are friendly and sociable Pokégirls, if somewhat immature.
In battle, Cockatrixs are usually enthusiastic but somewhat erratic, as stress and surprise often causes them to use their Petrification Gaze attack unintentionally, which makes them a liability in grand melee or team style battles. The breed often use awful puns to help keep their stress levels low, and rely on their physical attacks to help defeat their opponents. Occasionally, they'll riddle the area with Dark Bombs, followed with a pun dealing with bombardment. Most tamers can break their Cockatrixs of this habit, and train their Pokégirls into formidable fighters. One thing to note as well, is that if a Cockatrix is sharing a harem with a Gorgon, they are able to learn the Stone Gaze attack. This should be at the tamer's own peril, as Cockatrixs are still prone to using either gaze attack unintentionally under stress. There are two oddities to the breed, though one has proven to be a blessing to some thresholders.
When a threshold Chickenlittle evolves into a Cockatrix, their previous memories return as well as their intelligence. Some girls who realize they're undergoing threshold into Chickenlittles tend to try to get a hold of a Moonstone in order to reclaim what little of their humanity they have left upon their threshold. As threshold directly into a Cockatrix is very rare, and Moon Stones are usually in high demand, some threshold girls are doomed to the mental oblivion that is a Chickenlittle.
Cockatrixs are also known to eat some minerals, such as dirt and various rocks, in order to help them use their hardening ability. The excess minerals, however, are processed and somehow purified in her system and produced as small mineral eggs. These eggs are the size of Pre-Sukuebe chicken eggs, and usually made up of quartz than any other mineral. However, researchers and miners have experimented by feeding Cockatrixs mining dross, which has been proven to produce on rare occasions, eggs of gold, silver, emerald, or other precious minerals. This only happens once enough of a certain mineral is taken in to excess however, as most of the minerals that a Cockatrix eats are used to help keep her skeleton strong as well as for her to use her harden ability. One miner recorded that keeping his Cockatrix on a supplemental diet of excess from his gold mine produced a gold egg every three months, though research has shown that this is closer to six months even under optimum circumstances.
Feral Cockatrix are rarely seen, as tactics from the Pokégirl are to freeze foes with her petrification gaze before fleeing. They are known to attack lone rodent types, however, and sending one in to lure out this odd breed is a good tactic to capture them. When not hungry, rarely feral Cockatrix are known to scare those that wander into their caves, though this can be dangerous, as often the scare involves freezing their victim and looking menacing. This leaves those frozen prone to attacks from other cave dwelling ferals.
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CUNTA-RATCHA, the Supreme Pest Pokégirl
Type: Near Human (Cockroach Animorph)
Element: Bug/Dark
Frequency: Common (Feral), Uncommon (Domestic)
Diet: Anything organic
Role: Sewage Cleanup, Garbage Disposal, Seen in harems rarely
Libido: Low
Strong Vs: Dark, Poison, Ground, Plant, Psychic, Ghost
Weak Vs: Fire, Flying, Rock, Fighting
Attacks: Itchy Dust, Sleep Powder, Dark Bomb, Quick Attack, Air Recovery
Enhancements: Speed x7, Can survive major body damage –including decapitation, irradiation, up to the destruction of several major body organs at once. Slow regeneration
Weaknesses: Small size (3.5-4.5’), Frail, Cannot recover from fire or acid.
Evolves: None
Evolves From: None
Cunta-Ratcha are not one of the most popular Pokégirls out there, though this is not because of their looks. These insect Pokégirls have an impressive (for their frame) B cup. Their hair ranging from browns to black, though the rest of their body remains hairless. In general, they look almost as cute as a Cutiepie, and are only just slightly taller than their Cutiepie cousins. They are most definitely insects though, with a pair of antennae sprouting from their foreheads just inside their hairline. Their feet, while darker in coloration than the rest of their light skin, have small clinging claws on the soles of their feet, allowing them to walk normally or perform such feats as walking up walls (though they cannot stick to slick surfaces). Their eyes are compound eyes, colored a uniform brown and a little wider than a normal human’s. On her back is what seems to be a brown or black colored cape, but is actually a set of wings. The Cunta-Ratcha can glide easily with these wings, but can only fly for short bursts or from high drop off points. These bug Pokégirls only have an endoskeleton, made up of hard chitin instead of bone material, which makes her bones somewhat stronger and a bit more flexible than that of an average human. Their skin ranges in the human norm, but is often pale due to their nocturnal nature.
Cunta-Ratcha are found feral in almost every city across the world, but oddly their feral numbers drastically decrease when outside of cities. This is speculated to be due to predation from other ferals in the wilds. They usually occupy places like sewers with other wild Pokégirls like Titmice, but can often be found in abandoned or poorly kept buildings. Many cities use some form of ‘pest Pokégirl control’ type Tradesman to keep the numbers of Cunta-Ratcha down to manageable levels. It is fortunate that these Pokégirls are not prone to similar fecundity of the insects they were based off of, and only produce 1or 2 Pokékits per litter, otherwise, their numbers would be that much more difficult to maintain.
Cunta-Ratcha are very active, hustling about and looking –and getting- into everything. This is a problem, since a Cunta-Ratcha’s are indiscriminant about what they eat, including spoiled foods, and diseases can easily be spread by this Pokégirl’s comings and goings. Domestic Cunta-Ratcha are rare, since even when domestic they are still indiscriminate about what they eat. Many Cunta-Ratchas are aware that this is considered disgusting, and will curb or hide their eating habits from their owners or Tamers. Only threshold Cunta-Ratcha seem to avoid eating the more disgusting forms organic material entirely, though many have odd craving combinations of regular food. Both domestic and threshold have submissive personalities, and enjoy being with others. These crowd loving Pokégirls often find work at stores when owned as pets, as their mathematic skills are near that of a living calculator.
In a Tamer’s Harem, Cunta-Ratcha are more suited to a support role than a fighting role since they have very few offensive moves. Their strongest attack is Dark Bomb, though few Cunta-Ratcha have enough energy to use this technique more than once per day, especially when feral. They do possess one incredible trait that is similar to the Trollop line of Pokégirl. They have a slow regenerative ability that allows them to heal from even decapitation. This ability is no where near as fast as a Trollop’s, taking around a week for the regeneration of an arm, and in one documented case of a decapitated survivor of a Panthress attack it took a month to regenerate her head (she was fed via a stomach tube during the time her head was missing). This may seem like a well sought after Pokégirl, but with such a frail body it is easy for her to get beaten to need this ability –as a few documented cases of pitting a Cunta-Ratcha against other second tier evolutions resulted in the Cunta-Ratcha needing to be rushed to the Pokécenter.
Cunta-Ratcha are generally submissive in taming, though very energetic and eager to please. They often enjoy group sessions, claiming ‘the more the merrier’, and are not adverse to lying on their backs, as their wings are somewhat pliable. Threshold Cunta-Ratcha usually come from a background with insect types, though mainly from Cunta-Ratcha. These girls are usually bemoan their loss of humanity, but tend to find jobs in mathematical areas like accounting. One of the usual signs of thresholding into a Cunta-Ratcha are incredibly strange food cravings, which can sometimes be confused with pregnancy in late thresholders.
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DAIMON, the Schemin’ Demon Pokégirl
Type: Near Human
Element: Magic/Dark (Infernal)
Frequency: Uncommon
Diet: Fear
Role: Tactical planning
Libido: Average
Strong Vs: Normal, Psychic, Ghost, Dark
Weak Vs: Celestial, Fighting, Bug
Attacks: Energy Drain, Sucker Punch, Fear Aura, Energy Blade, Heart Of Darkness, Fury Swipes, Burst
Enhancements: Enhanced Strength (x3), Enhanced Speed (x3), Enhanced Endurance (x3), Enhanced Durability (x2), Night Vision
Evolves: Droido (Moon Stone), Lemure (Dream Stone), Demoness (Mana Crystal), Succubus (Dusk Stone)
Evolves From: Youma (Normal, Battle Stress, or Orgasm)
Most definitely the preferred evolutionary choice for Youma, Daimon have, amusingly, become more common than their pre-evolved forms due to popularity. This is due in part to their tremendous versatility; with four possible confirmed evolutions that cover a wide range of specialties, they are a starter of choice amongst those who desire an Infernal component to their harem. They're also generally far more attractive than their pre-evolution and lack any genetic loyalty to Sukebe, thankfully. As such, they are the second most popular of Infernals, being second only to the Succubi. It should also be noted that the method by which a particular Youma will evolve into a Daimon is somewhat random, although almost all recorded evolutions have been from Battle Stress, normal evolution, or Orgasm.
Physically, Daimon are much less bestial than Youma, generally taking the forms of quite exotic women. However, they still don't usually appear quite human; as well as keeping strange hair and eye colors from their prior evolutions, most Daimon have small claws on their hands and many possess strange tints to their skin. The latter are often unnatural, but rarely actually unattractive; a significant portion could pass for vampires under low scrutiny, whilst the rest are much more evenly distributed around the spectrum. As one might expect, these skin tones generally reflect their elemental typing as Youma, and can often be a source of pride in situations involving multiple Daimon.
In personality, Daimon are, as a whole, more pleasant than Youma. Rather than foul tempers, they instead have a generally aggressive mindset that, whilst sometimes annoying, is fairly easy to deal with. It does, however, make them come off as rather childish at times, especially taken in combination with the fact that most individuals of the breed have an obsession with needlessly complex plans for even simple affairs. These plans, although prone to failure simply due to the number of steps involved, are actually sound for the most part, and any tamer who can convince a Daimon that less can be more will have an excellent tactical mind at his disposal. However, it should also be noted that most Daimon-conceived plans will be offensive, likely owing to their aggressive natures and the fact that their diet is primarily comprised of ambient fear. In fact, many have speculated that the latter is responsible for their aggressive natures in the first place, as scaring or cowing others is akin to a snack for a Daimon.
Also, although the change is less noticeable than with many other Infernals, a Daimon whose tamer has earned her respect will changed in attitude slightly. Although still aggressive, it will generally not be towards him (outside of the bedroom). Instead, she will generally take up an advisory role, doing her best to make her tamer more aggressive towards others, and also trying to get him to use her plans. She will also be much more open to suggestions on said plans, though, which can lead to a wise tamer convincing her to make them less elaborate and more effective. As such, they make decent betas, but are not particularly well-suited to being alphas because of their excessive aggression and general preference for advisory roles.
In combat, though, a Daimon's aggression can be put to excellent use, whether or not she's subservient towards her tamer. With a decent variety of physical attacks, Daimon generally prefer combat close-up, moving in and hacking away at their enemies with a frightening intensity (one that's often aided by the use of Fear Aura). However, the real surprise usually comes when she starts throwing out elemental techniques; most Daimon retain a good number of these from their elemental variety of Youma, making them somewhat unpredictable. This works to their advantage greatly, as surprise and even momentary fear from their opponents not only gives the Daimon an energy boost, but a morale boost. Their attacks also tend to be planned out so as to have the most frightening effect possible, and one ought to watch one's back if an opposing Daimon gets too regular or predictable, as sometimes the plans can be extremely complex and require a very long battle to execute. However, this does make them more prone to failure, and those Daimon who have been taught to use simpler, more effective strategies will often fare better.
Their aggression also translates well into bed, and many Daimon have been said to act as if their libidos were high instead of average, and the fact that they prefer to plan things out often results in very dragged-out taming sessions within which the Daimon does her best to execute a systematic "attack" on her partner's erogenous zones. This generally works well, especially when combined with light bondage, but also makes them poor sex-battlers, as they generally do not like to disrupt their plans' intricate workings for speed. Though whose plans are more concise are able to overcome that limitation, it should be noted, but they're also noted not to be as good of lovers in normal circumstances, as they tend to want to "win" too quickly, an affliction that has vexed many Daimon tamers over the years.
Finally, when feral, Daimon tend to fall into what is considered a very embarrassing state; they lose the ability to think tactically or logically. As such, they will act very randomly and the weaker ones can be captured or killed without too much effort. A feral Daimon who's been tamed will, it should be noted, usually be extremely grateful to her savior, but refuse to admit to anyone else that she was ever feral due to how embarrassing the state is considered. Threshold cases are also becoming more common, but remain at a lower level then those to Youma, unfortunately. Common early signs of a Daimon threshold are the development of uncharacteristic aggression and/or a love for needless complexity.
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DARK ATMUFF, the Legendary Dark Warrior Pokégirl
Type: Near Human
Element: Fighting/Dark
Frequency: Extremely Rare (Unique)
Diet: any
Role: supreme warrior, unknown
Libido: Low (variable)
Strong Vs: Dark, Ice, Rock, Normal, Steel, Ghost
Weak Vs: Flying
Attacks: Growl, Slash, Bite, Scratch, Kick, Pummel, Dodge, Fury Swipes, Tail Slap, Counter, Pose, Stone Palm, Backhand, Resist, Gatling Kick, Gatling Punch, Chi Blast, Hurricane Kick, Quick Attack, Leg Sweep, Sabre Claw, Headbutt, Mirror, Nightshade, Energy Drain, Chi Barrage
Enhancements: Enhanced Reflexes (x15), Enhanced Speed (x15), Enhanced Strength (x45), Legendary Qualities, Legendary Salient Qualities, Thick Hide, Endurance, Chi Aura
Evolves: None
Evolves From: Atmuff (possible/unconfirmed, mechanism unknown)
Atmuff met her death at the hands of the three Legendary bird Pokégirls, but that was not her end. Recently, she has resurfaced, alive again and stronger than ever before. Somehow, someone or something brought her back.
Dark Atmuff, for that is what she calls herself now, looks similar to how she was before. Her build hasn’t appreciably changed, nor have smaller features like her hair length or color. What has changed though is that her body now bears dark stripe-like patches. These patches are scars covering where she was injured. The injuries have healed, but the scars are colored wrong, being a deep black instead of a healthier-looking hue. The Tigress-like effect makes Dark Atmuff look like even more imposing than she was in her previous incarnation, especially when she treads on all fours.
What power brought Atmuff back from beyond death is unknown, since even the greatest of psychic or magic powers by various Pokégirls have always fallen far short of resurrection. The questions of who brought her back, for what purpose, and if she is being controlled, are questions that even she herself may not know the answer to. Even if she does though, it’s doubtful that anyone else will ever be privy to such knowledge. Her mind seems to have been warped by the process; she will now attack random targets, including non-combatants, something she never did before unless they were between her and a combat target. Her esoteric phrases are even odder than usual, often times being contradictory and making no sense at all. Her body seems to have been altered on a fundamental level by the resurrection also. Her chi, which was colorless before, is now a deep purple. Whereas before she only manifested her chi when she was in battle, Dark Atmuff now tends to keep her chi aura flowing around her more often than not. While her martial arts are still incredibly powerful, she now uses more mystic attacks, such as Nightshade, to devastate her enemies. She also uses Energy Drain quite frequently, almost as if she needs to take energy to survive. Both of these attacks are the same purple as her chi, apparently indicating she is using it to fuel these new attacks. She also can use the Chi Barrage technique, which allows her to release multiple Chi Blasts at once at a single target. When she manifests her chi as a visible aura of power around her, she is using the Chi Aura enhancement. This superior version of Resist, allows her to not only shrug off Burn, Freeze, Poison, Paralyzation, Sleep, or Confusion, since her high chi flow instantly defeats such weak attempts to alter her system, but also increases her strength, speed, and reflexes, all without sacrificing any health. When her Chi Aura is active, Dark Atmuff is considered to have Enhanced Reflexes (x17), Enhanced Speed (x18), and Enhanced Strength (x48). Her chi seems to be almost damaging to others around it, but this can’t be confirmed since she has a tendency to kill others around her anyway. Occasionally, she will take a downed foe and force herself on him for a quick Taming, but this rarely happens. Even when it does, she usually kills him after her climax. This, along with the rest of her behavior, could possibly change if whatever it was that altered her mind can be undone. Or possibly not. It’s impossible to know.
What Dark Atmuff’s agenda is remains a mystery. She doesn’t seem to be seeking her killers to obtain revenge. Rather, she will appear in various locations around the world, attack mercilessly, and vanish. While this is similar to what she did during Sukebe’s Revenge, this time she isn’t targeting military powers. Indeed, her targets now seem almost random. What she desires may be a question that is answered too late…
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 Dark Atmuff’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, Dark Atmuff has No Weakness (Level 102). If she were to face a Flying type Pokégirl, or anything else that was considered Strong vs. Fighting or Dark, at or below level 102, 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 Dark Atmuff’s array of special attributes:
Environmental Resistance: This ability allows Dark Atmuff to shrug off damage that could be done to her from extremes in her surroundings, letting her continue to fight. With this quality, natural extremes of temperature or atmosphere do not hinder her. The key word is “natural.” Special elemental powers from other Pokégirls could still affect her (although she could still resist them, see below) since they tended to be more extreme than most natural environments. This ability does not remove the need for air, so breathing is still necessary.
Breathless: This ability is what makes Dark Atmuff have no need for air. She can hold her breath for any length of time and not be affected by it. Together with the Environmental Resistance power, this lets her fight almost anywhere without worrying about the consequences of a particular location.
Energy Immunity: This quality lets Dark Atmuff ignore up to two types of energy at once. Various types of energy include heat, cold, sound, sonic, electricity, etc. She can change which two she was unaffected by at will, and did not need to concentrate to maintain her resistance. The energy resisted was total, with no affect on her at all. The only type of energy she can not resist was psychic energy, since that power was totally beyond her. Between this and her other Salient Qualities, Dark Atmuff is able to survive in virtually any local condition, even in space or in molten lava.
Warped Chi: The process that brought resurrected Atmuff altered her life force, changing her into Dark Atmuff. This is most prevalent in her chi, which has been warped. One of the most significant effects of this is that when she manifests her chi aura, anyone touching physically touching her takes damage as her warped chi interacts violently with a person’s normal chi, which every living thing has. The damage isn’t too severe, but repeated damage from contact between normal chi and her warped chi can add up eventually, especially on when the physical contact is in the form of being punched or kicked by her. Dark Atmuff does not take damage from the contact. When her chi field is not manifested, this power does not take effect.
(Creator’s Note: This is one of three possible resurrections of Atmuff; the others are Neo-Atmuff and Cyber-Atmuff.)
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DARK MAIDEN, the Pitch Black Pokégirl
Type: Very Near Human
Element: Dark/Magic
Frequency: Rare
Diet: Omnivorous
Role: Assassin, Manipulator of darkness
Libido: Medium (Prefers Nighttime hours)
Strong Vs: Psychic, Ghost, Poison
Weak Vs: Bug, Fighting
Attacks: Double Throw, Instant Toss, Mana Break, Dark Bolt, Dark Blade, Dark Shield, Shroud of Darkness, Shadow Teleport, Black Sky
Enhancements: Enhanced Speed(x4), Enhanced Dexterity(x5), High Intelligence, can see without difficulty in natural or magical darkness
Evolves: Magic Knight (Dawn Stone)
Evolves From: None
While some of Sukebe's Legions learned to strike from the shadows, the Dark Maiden brought the shadows with them. While most Dark-Types specialize in dealing Dark-Type damage, the Dark Maiden is also a master of magic that brings about darkness and snuffs out light, and are proficient, silent assassins. Capable of seeing perfectly in the absence of light, these Pokégirls do not fear the night – they embody it.
Dark Maidens tend towards, ironically, pale white skin and jet black hair, with styles varying from individual to individual. If the hair color does vary, it is nearly always of a dark shade. A small number of Dark Maidens, however, may be found with various elven traits, such as the signature ears, or possibly skin tones. This is believed to be because Sukebe used small amounts of elven DNA with the Dark Maiden's creation, which can sometimes manifest itself in these individuals.
It is because of this trait that the Dark Maidens were long thought to have some sort of evolutionary link with the Elf lines, however, no such evolution has occurred to date.
Confident masters of the dark, Dark Maidens carry themselves with pride, even as they render their foes helpless and move in for a kill. They have an elegant presence, and they like it that way, tending to get annoyed if they are forced to abandon that elegance.
A strange quirk, often to the annoyance of those who own Dark Maidens, is their tendency to pick an individual they see with some regularity, often a harem sister, and to raise hell at their expense. Researchers aren't sure if Dark Maidens see them as a sort of rival or if they just bug the Dark Maiden that much, but regardless, the result can be quite a hassle, and is one of the reasons why the breed is not incredibly popular.
Dark Maidens are rarely spectacular at straight-up combat. They are not particularly tough or strong, but they are light on their feet and have excellent coordination, making them excellent at wielding finesse weapons, such as their weapons of choice, daggers and throwing knives. They typically take full advantage of their ability to blanket an area in darkness, and then of their opponent's disorientation, using Shadow Teleport to strike from behind, or their high speed to quickly rack up hits. They also can fight either up close, with their daggers or Dark Blade, or from a distance, using throwing knives, Dark Bolts, or the mighty Black Sky.
It's important to note that Dark Maidens cannot summon weaponry like some breeds can, and so must rely on purchased weaponry. Those who are willing to cash out for an enchanted dagger (or whatever the individual's preferred weapon is), will typically make their Dark Maiden a very happy girl, and, should the Dark Maiden be pleased with her master, treat the weapon well and with utmost respect. (One should be cautious, however, if they don't.)
Despite their usual, naturally 'dark' roles, Dark Maidens are not inherently sadistic, even to those they choose to trouble, and indeed are quite variable in their personalities. They are quite capable of kindness and generally get along well with other breeds, so long as one can get used to her noble airs. Those Dark Maidens whose elven heritage has manifested itself can sometimes be seen in elven courts, generally fitting right in, and often taking up a role as bodyguard to the Queen. Despite the name, such Dark Maidens are fully considered elves, including for the purposes of an Elf Queen's ability, and, though they do not have the Longevity of a true elf, often gain Slow Aging as an enhancement.
Dark Maidens are highly intelligent Pokégirls, and are fairly popular among League officials and researchers as assistants. They are also prized for their ability to see during the night, making them perfect for acting as nighttime guards, a role that both officials and tamers are thankful for.
Feral Dark Maidens have an instinctual dislike of bright lights, particularly the sun, and so are rarely found active during the day, much preferring to act during the nighttime hours. They rarely can be found alongside Vampires, using their abilities to protect them from light-based attacks...assuming they can stand being the likely target of their mischief. Tamed Dark Maidens can operate normally day or night, but find that they prefer the darkness best.
During the Revenge War, Dark Maidens were used less for their assassination abilities and more for their ability to blanket areas in darkness, blinding whole enemy squads while they and other Pokégirls hammered them with attacks from a distance. This often had a powerful effect on the morale of the enemy forces who were able to witness these attacks, watching as their comrades flailed about aimlessly in the darkness before being picked off.
Because of their opposed natures, Dark Maidens have a natural dislike of Light Maidens, and will do their damnedest to knock the lights out of them at the first opportunity. Often, but not always, this rivalry will continue even as Magic Knights. Ironically, as both Maidens possess a method to conceal themselves from the other's sight, such fights are often awkward affairs, neither opponent really sure where the other is...
· Shroud of Darkness - (Effect) The Dark Maiden surrounds the area around her or a specific point in space in complete darkness. If she is the center of the effect, the effect follows her as she moves. Otherwise, it stays centered on the original point. From outside the area of effect, the ability appears as a slightly darkened bubble of space - one can still see through it, but once one steps inside the effect, the spell completely blankets vision. The initial radius of the effect starts at around ten feet, but can grow to around fifty or possibly higher. Dark Maidens may choose to darken the 'bubble' caused by the ability to pitch black even from outside vision, preventing others from seeing what occurs within - or beyond - the shroud.
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DARK QUEEN, the Queen-Behind-the-Scenes Pokégirl
Type: Very Near Human Metamorph
Element: Magic/Ghost/Dark (Infernal)
Frequency: Extremely Rare
Diet: Human Style (only the best), some Life Energy
Role: Manipulators, dark rulers.
Libido: High
Strong Vs: Psychic, Fighting, Normal, Poison
Weak Vs: Celestial, Sonic attacks.
Attacks: Call Me Queen, Energy Drain, Night Shade, Ghost Blade, Fear Aura, Energy Blade, Power Bolt, Teleport, Ensnaring Kiss, Enslaving Kiss, Dark Blade, Dark Shield, Cocoon of Darkness, Dark Bomb, Grisly Wing, Shadow Scythe.
Enhancements: Enhanced Strength (x2), Enhanced Speed (x6), Enhanced Endurance (x6), Enhanced Healing (x5), Night vision, Wingless Flight, High Intelligence, Limited Metamorph Solid Ether Body, Longevity
Evolves: None
Evolves From: Demoness or Succubus (Dark Ritual)
It is (fortunately) a very rare occurrence to find, even in the harem of a strong-willed tamer, a group of powerful Infernals who are willing to place enough trust in one of their number of elevate her even further in power. When such an event does come to pass, however, the result is quite awe-inspiring. Evolving from a Demoness or Succubus through a special Dark Ritual, a Dark Queen is just that; a Queen of all that's Infernal.
Physically, the evolution generally entails the loss of her previous "off" characteristics, such as claws, wings, et cetera, leaving a Dark Queen almost identical to a human woman, albeit a tall, imposing one. The average height for a Dark Queen is 6' even, with variation of up to several inches in either direction being known to occur, though this is sometimes augmented by high-heeled shoes. Her eyes, if not already, will usually become a shade of red, violet, or gold, and her hair tends towards something baroque, with jet-black being seen most commonly. A Dark Queen's skin also generally becomes lighter (tending towards pale), although some seem to prefer to tan to a lesser or greater degree.
For the most part, however, this true appearance is rarely seen, even relative to the rarity of the breed itself. This is due to one of the Dark Queen's most useful (and perhaps unique) abilities; she is capable of metamorphosing a "shell" of her previous body around her true form. Whilst this shell is in place, the Dark Queen will generally fight and act as if it was her actual body, and most of her physical enhancements are reverted to the previous state. However, if she reaches the limit of her previous body's capacities and does not revert to her true form, then she can also be defeated as if she were a Demoness or Succubus. Regardless, this "shell" is seen far more commonly than her true form, and can stand up to all but the newest, most advanced 'dex scanners as of 300 AS. Considering this and the recent flurry of activity in the Celestial community, it is apparent that this kept even the Megami "in the dark" about the true nature of Dark Queens until very recently.
Insofar as personality goes, the average mentality is not at all what one would expect from the Queens of Infernaldom. Rather than the haughty, arrogant, bitch that would generally be imagined to hold such a role, the average Dark Queen has an aura of regal grace and nobility around her that could put the greatest of Elfqeens to shame. It is, in fact, almost unheard of to encounter a rude or otherwise overly unpleasant Dark Queen when in her true form, although they are certainly capable of acting as such when metamorphosed into the shell of a Demoness or Succubus. That is also, of course, not to say that they are not proud or ruthless; au contraire, a Dark Queen will kill (or, more likely, order the death) an enemy as quickly as any other Infernal-type. She will simply be polite and generally calm about doing so.
The likely reason for the loss of a Dark Queen's overt viciousness is the requirement of at least four fairly powerful Infernals to assist in her evolution. Since convincing such self-serving, opportunistic, and untrusting Pokégirls to support her in gaining more power and in becoming their Queen is understandably very difficult, only the most cunning and manipulative Demonesses or Succubi ever manage it. As such, those who ever hope to must learn to control their natures in the process, and the evolution further catalysts this mentality further, although one ought to note that that key word is control....
In any case, the other primary point of note about the mentality of the Dark Queens is that they are, as a rule, manipulative enough to make the most devious of Killer Queens look amateurish. However, this is partially negated by the fact that, in order to be so successful, they do not try to control everything. Rather, by only exerting her influence when it would forward her goals, a Dark Queen precludes her influence being easily discovered and gaining the stigmata that Bondage and Killer Queen have earned. It should be noted, also, that the actions taken to advance said goals are not necessarily negative in and of themselves; they have been known to range from the truly heinous to the heroic; from arranging massacres to ensuring that her tamer is in the right place at the right time to intercept a team attack. Unfortunately, such manipulative tendencies are actually more active when a Dark Queen is acting in her Demoness/Succubus "shell," unlike most of her other characteristics.
Naturally, considering the aforementioned, the dynamics of having a Dark Queen who freely admits to be such are extremely difficult to study, especially since a tamer with such a Dark Queen is generally loathe to lose her goodwill by subjecting her to such scrutiny. However, on the condition of anonymity, several tamers have, with the revelation of the breed's true nature, come forth with some information in this regard. As such, it is known that Dark Queens are very free with their dark blessings, and most harems that they are found in are composed of primarily Fiendish-template Pokégirls, with notable exceptions being those Pokégirls whose evolutionary arc hasn't brought them to what the Dark Queen considers their most useful form and other Infernals. This tendency, combined with her natural charisma, manipulative abilities, and inclination towards leadership, means that almost never is an admitted Dark Queen found in any position but alpha. Unlike other manipulative types, however, a Dark Queen will normally submit to her tamer's desires on issues not instrumental to her ambitions, and simply ensure that his desires are the same as hers of said issues. This, of course, makes her a deceptively attractive option...until one considers how her ruthlessness plays in; a Dark Queen has few inhibitions about what she will do to ensure that said desires coincide.
Generally, however, this insurance is not carried out by the Dark Queen herself. In a further ploy to avoid their manipulation becoming known, most Dark Queens develop a network of lesser Infernals and Fiendish templates who are loyal to her. If referred to at all, the network is usually called a "Covenant," and the exact method or methods through which the members of a Covenant communicate is still unestablished, although magic is considered the most likely. In any case, the Covenant will generally include those Infernals that participated in the ritual that created the Dark Queen and any Fiendish templates created by the Dark Queen or members of the Covenant. Other members aside from the Dark Queen have been known to use the Covenant for their own plans to an extent, but generally refrain from doing so as to avoid becoming dependant upon their sisters, as being willing to trust the Dark Queen does not equate to trusting each other. Inter-Covenant relations are, as of 300 AS, an unknown quantity.
When a Dark Queen must do things herself, however, and opts not to battle in her shell, she is nothing to scoff at. Yes, her strength enhancement is very low, but for good reason; the Dark Queen is not a physical, front-line fighter. Rather, in keeping with her nature as a Queen, almost all of her abilities are ranged, and getting in close to her is nigh-impossible; with her wingless flight ability, she is able to not only remain out of the range of land-based foes, but above them whilst she rains down dark bombs and power bolts. If an enemy does get too close, however, she will generally still be able to hold her own with an Energy or Dark blade, assuming she doesn't just teleport away from them.
Considering the impressive array of powers and connections available to a Dark Queen, going feral is generally almost absurd. However, when it does happen (usually through being left in a Pokéball for too long), the resulting state is quite suited to the 'girl. In essence, she becomes "trapped" in her shell form, losing herself within the illusion of her previous form. As such, it is naturally quite difficult (if not impossible) to identify a feral Dark Queen as anything other than a feral Demoness or Succubus. In fact, the self-deception extends through feral shock; until her personality and higher mental functions have returned to a good degree, she will use "Succubus" or "Demoness" when referring to herself. However, this does have one beneficial effect; the best time to identify a Dark Queen is during taming shock. Once her higher mental functions begin to return and she rerealizes her identity, it is extremely easy to make a slip and refer to herself as "Dark Queen." Should this occur, she should be Pokéballed and turned in to the local authorities. Failure to do so may result in criminal charges.
Another interesting note is that a tamer who tames a Dark Queen out of her feral state will generally win a great deal of gratitude from her. Apparently, due to their regal and proud natures, Dark Queens become extremely embarrassed over their loss of self whilst feral. As such, the tamer who restores her is somewhat of a savior, and unless he displeases her strongly, the Dark Queen may even consider revealing herself to him. In these cases, said tamer usually ends up quite pleased with his "new" Pokégirl; Dark Queens, especially those evolved from Succubi, tend to be highly experienced and unselfish lovers, doing their best to sate their partners' desires so long as said desires do not conflict with her own. In that respect, her sexual attitude mirrors that of her overall attitude when in a harem, except that avoidance of conflicting desires is likely to prove much more... pleasurable to the tamer.
In closing, it is imperative to note that, whilst Dark Queens may seem to be highly appealing Pokégirls... they should be avoided if at all possible. They might not be overtly hostile, bestial, blatantly sadistic, arrogant, or otherwise unpleasant as many of their sisters are, but they are by far the most dangerous of Infernal Pokégirls. After all, even a Mazouku can be curbed of her vile tendencies in the hands of a powerful, noble force... but a Dark Queen's brand of evil is immutable. No amount of humiliation, excessive taming, or respect will ever cause a Dark Queen to truly turn from her path; rather, those who discover the truth and are not fooled into believing her to be innocent or evil enough to join her are generally found dead, if at all. So, no matter how enticing she might sound, do not, for any reason, attempt to gain possession of a Dark Queen!
Classified:
Information beyond this point is on a need-to-know basis and must never reach the public.
We do not need every would-be evil overlord trying to create a Dark Queen!
Urgent Notice to all Security and Law Enforcement Personnel:
An eliminate on sight order has been put into effect for Dark Queens in all PLC-affiliated Leagues. Caution is advised in carrying it out, however, as there is the potential that her tamer will prove hostile to the attempt, and Dark Queens are difficult to defeat without the assistance of a powerful Celestial or a Pokégirl capable of sonic techniques. The Tamer must not be allowed to dictate policy and should be detained or eliminated if necessary.
It has recently been discovered that the "Dark Ritual" used to transfigure a Demoness or Succubus into a Dark Queen is actually an E-stone Ceremony.
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Ceremony Description
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Elemental Stones Needed: Dark Stone (x2), Dusk Stone (x2)
Area & Time Conditions: Night and seclusion.
Ceremony itself:
The E-Stone Ceremony used to evolve a Demoness or Succubus into a Dark Queen is better known as The Dark Ritual, and for good reason. Generally preformed with much more "ceremony" than is required, the exact process long ago merged with the myth. Insofar as has been ascertained, however, the base requirements are a Demoness or Succubus powerful enough to bestow the "blessings" that result in a Fiendish template, at least four Infernals Pokégirls of decent power, two dark stones, two dusk stones, and a magic circle. In order for the Demoness or Succubus to ascend, she must have convinced the four or more supporters (who generally need to be more powerful than a Daimon and cannot be Fiendish templates) to truly trust her and wish her ascent. Considering the nature of powerful Infernals, this is truly a Herculean task, but it is possible, as evidenced by the existing Dark Queens.
Once the four (or more, presumably) supporters have assembled in a secluded area at night, a magic circle must be etched into the ground. It may be as simple or complex as the creator wishes, so long as there is a central position connected by spokes to four surrounding, equidistant positions. The supporters then each must take a Dark or Dusk stone and stand in one of the surrounding positions, whilst the Dark Queen-to-be should stand in the center, not directly facing any of her supporters. At this point, the supporters should place their stone in the center of the markings designating their positions, then begin to focus their thoughts on the ascension of their new Queen. If their trust in her as their Queen is true, then the power of all four stones will be drawn into the circle, then focused through the spokes towards the center. If any of the supporters' trust is false, however, her stone will instead explode, and the entire ceremony will not only fail, but require an entirely new set of stones.
Assuming that the four stones are assimilated successfully, though, the central position will be flooded with power as the entire circle glows a purple-black. Regardless of the weather, black lightning will then strike at four points upon the perimeter of the central position, and an explosion of magical darkness will follow, lasting a few seconds. Once it has cleared, the circle will be broken in four placed (presumably where the lightning struck) and the new Dark Queen will stand in the midst of what is now her Covenant.
It should be noted that this is simply what has been deduced to be the very basic required ceremony. In all documented cases, more gloss and embellishment were present. Such embellishments often include (but are not limited to) ceremonial attire, chanting in Latin or other dead tongues, much more elaborate magical circles, a ring of magical fire between the supporters and the Dark Queen candidate, a sacrifice or sacrifices, et cetera. So long as they do not interfere with the core ceremony, such additions are not problematic and definitely contribute to the aesthetic effect of the transformation.
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DEMONESS, the Greater Demon Pokégirl
Type: Near Human
Element: Magic/Dark/Varies (Infernal)
Frequency: Very Rare
Diet: Special
Role: Commanders, schemers.
Libido: Average
Strong Vs: Infernal, Normal, Magic, Psychic, Ghost (others vary by type).
Weak Vs: Celestial, Fighting, Bug, (others vary by type).
Attacks: Negative Aura Burst, Energy Drain, Nightshade, Energy Blade, Hypnotic Gaze, Teleport, Dominate, Call Me Queen, (others vary by type).
Enhancements: Enhanced Reflexes (x5), Enhanced Strength (x4), Enhanced Speed (x4), Enhanced Endurance (x4), Longevity, (others vary by type).
Evolves: Dark Queen (Dark Ritual), Demon-Goddess (E-Stone Ceremony).
Evolves From: Daimon (Mana Crystal), Fallen Angel (Further Trauma + Dark Stone)
Proud, cunning, vindictive, ruthless, and unrelentingly intense, Demonesses were perhaps the ideal commanders in the Legions of Terror during the war. Their strategic abilities combined with their commanding natures and somewhat cold reasoning when dealing with those under their command allowed them to direct the Legions to many victories during the war, and made them rather infamous after it. As such, to this day, despite their many advantages, a stigmata against Demonesses remains, even when those against many of the other Infernals (such as Daimon and Succubi) have faded.
In appearance, Demonesses are generally mostly human, but with enough "off" characteristics to ensure that they are rarely mistaken as such. Such "off" characteristics differ from Demoness to Demoness, but some common examples are glowing eyes, clawed hands, and fanged canines, with others varying widely, usually in accordance with the Demoness's variable element. Aside from these "off" characteristics, Demonesses can vary widely in their looks, though most are between five and six feet, and their appearances are often somewhat related to those they had as a Youma or Daimon if they evolved up.
The mindset of the Demoness breed, on the other hand, is much easier to present an average for. As a whole, Demonesses are very proud and very intense, a fact which leads them to often tend towards being very easily insulted. This has lead to Demonesses developing somewhat of a reputation for being short-tempered, because even small (or perceived) insults can set them off, and very rarely will they forget an insult of any kind. On the flip side, however, they are also very easy to flatter, taking compliments almost as seriously as insults... which has problems of it's own; woe be unto the fool who idly flatters a Demoness, for false compliments are generally taken as high insults.
This isn't particularly problematical in and of itself, of course, until one takes into account the fact that Demonesses are also ruthless, cunning, and extremely vindictive. As such, they will often go to very great lengths to extract revenge upon those who insult them, a tendency which has added greatly to the stigmata against them. However, again, this sort of extreme intensity in pursuit of a goal does have a positive aspect, if the Demonesses goal's can be brought into line with her tamer's.
In fact, assuming that her loyalty is won by a tamer (via whatever means), a Demoness will generally be quite an excellent addition to his harem. Not only does she bring her extreme intensity with her, but a Demoness's level of devotion to a tamer is just short of a Dark Lady's... although less slavish and more imaginative. As such, the Demoness will often seek the betterment of her master and his harem, even at the expense of other harem members and especially outsiders. This means that she is a good alpha choice, but also a dangerous one; unless she can be convinced of her harem sisters' worth, she will often be willing to sacrifice them for what she considers an overall gain, a tendency that is based in her Commander Mentality. It should be noted also that few Demonesses ever lose this tendency entirely, and that even those who have been convinced not to do so within the harem will still often sacrifice outsiders for the harem's gain.
In keeping with their Commander Mentality, when it comes to combat, Demonesses prefer to let others do their fighting for them. In battles that allow more than one combatant, she will generally hang back and attempt to direct the actions of the other 'girls. If a Demoness is forced to battle, however, her tactics are usually quick, efficient, and brutal; with elemental powers developed over the course of several evolutions, most Demonesses are not a force to be trifled with. Most are, in addition to this, able to utilize teleportation, making it easy for them to strike at any point they preceived the opponent's defense to be lacking at. Beyond these general guidelines, though, tactics vary, especially considering the breed's scheming nature and the planning skill most Demonesses retain from their time as Daimon.
There is, however, one major exception to the rule of Demonesses preferring not to fight, and that is when their opponent is a Succubus. Whether it's due to a historical feud involving the fact that the Succubi left the Legions of Terror en masse soon after their induction (an insult that few Demonesses have forgotten) or simply to the ardently different approaches to life that the two breeds have is uncertain, but, regardless of the reason, meetings between Demonesses and Succubi almost always result in a battle. As such, only the most foolish, cunning, or intrepid tamer will attempt to keep the two breeds in the same harem. On a related note, should the Demoness win, she will generally become extremely amorous, and so taming accommodations should be readily available if one intends to pit a Demoness against a Succubus.
In any case, aside from after defeating a Succubus (or, to a lesser extent, another powerful opponent), a Demoness's sex drive is fairly reasonable. Her intensity does transfer into her attitude during taming, however, and many Demonesses will be quite passionate in bed. But, as with other areas, a Demoness's Commander Mentality does bring some preferences of its own to taming; mainly, that she usually prefers to be in control. This drive is hardly as strong as that of many other breeds, however, and a loyal Demoness will generally be willing to let her tamer dominate her without too much of an argument.
Like Droidos, Demonesses do not require physical sustenance (although many enjoy eating anyway, just for the taste) or even negative emotions as food. Instead, they must periodically release bursts of negative energy that cause those around the Demoness to feel mildly ill. However, she has more control of this ability than her fighting-type cousins, and can generally designate people (usually only her tamer) to be immune, so long as at least one living, sentient creature is affected. It should also be noted that this ability (or even a somewhat more intense version) can be used in combat as a weakening technique, and is thusly listed in the Demoness's attacks as "Negative Aura Burst."
Finally, feral Demonesses can be quite problematical, often turning other ferals in the area into something of a "personal army." Thankfully, though, they do oft lose fine control over their elemental abilities in the feral state, and often become even further susceptible to flattery. Still, those not exercising caution in their dealings with a feral Demoness and her 'legions" tend to wind up either dead or a slave to keep the Demoness sane. As of 300 AS, threshold into a Demoness is considered impossible due to very few having yet become Pokéwomen.
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Ceremony Description
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Elemental Stones Needed: Angel Stone, Dark Stone, Metal Jacket, Mana Crystal
Area & Time Conditions: Any time, with at least one previously wronged harem sister and her tamer present.
Ceremony Itself: Should a Demoness experience some life-changing revelation or humbling experience and lose her willingness to freely sacrifice others, then she gains the potential to evolve into a Demon-Goddess via an E-Stone Ceremony. The ceremony itself is a fairly simple process; the Demoness must, with the evolutionary items fairly close to her, freely and earnestly apologize to those of her harem sisters that she has wronged in the past, and to her tamer form any who are no longer in the harem. So long as these apologies are actually meant and believed by her tamer, the Ceremony will be complete, catalyzing her evolution to Demon-Goddess.
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DIRE WOLF, the Queen of the Battlefield Pokégirl
Type: Anthropomorphic (lupine)
Element: Magic/Psychic/Dark/Ghost (Celestial)
Frequency: Extremely Rare (Blue Continent), virtually unknown elsewhere
Diet: mostly human style, more protein than a human
Role: Battle Commander, personal bodyguard
Libido: High
Strong Vs: Psychic, Ghost, Poison , Rock, Fighting, Infernal,
Weak Vs: Bug
Attacks: Energy Blade, Power Bolt, Magic Fist, Shield, Teleport, Tectonic Slam, Fissure, Bestow Luck, Thunderbolt, Energy Drain, Phase, Lure, Invis 3, Imitate, Absorb, Agility, Telekinesis, Dream Time, Hypnotize, Spell use (unavailable until level 40)
Enhancements: Defense, Enhanced Endurance (x8), Enhanced Strength (x19), Enhanced Speed (x4), Enhanced Senses (x10), Wingless flight, Extremely high psychic and magical abilities, Eidetic memory, precognitive abilities, telepathy
First discovered in 298 AS, the Dire Wolf is a blend of Megami-sama, Neo Iczel and Esper. The first one was created by Sukebe in the final stages of the Revenge War when he realized that Pokégirls led by a Tamer were far more efficient than Pokégirls who led themselves. The Dire Wolf was created to be his general's bodyguards and advisors.
Due to their highly variable nature, Dire Wolves stand between 1.5 and 2.1 meters tall (5ft to 7ft). While they normally have anywhere from a C to an E cup, occasionally larger specimens have been documented. Standard bust size information will become available as the numbers of this Pokégirl grow.
With their blue fur and bushy tail, from a distance they look like a type of fox Pokégirl, however closer examination shows they are actually derived from wolves. All are strong animorphs with a distinctly lupine skull, much heavier and broader than their vulpine cousins and capable of a powerful bite. They are digitigrade and have heavy claws on their hands and feet. Their tail is heavily furred and quite powerful, capable of knocking a human off his feet with a casual swipe.
Sukebe designed the Dire Wolf to be able to use her precognitive abilities to determine where the points of greatest threat existed, often before they become viable threats. Then they would use their other powers to determine what resources were necessary to defeat the threat, assemble these resources and turn their general loose to win the battle. Because they were intended to be teamed only with powerful mages, they can only function like this if their Tamer is a powerful mage or if they are in the presence of an Ocelolita, Cheshire, or Shadowcat. They claim that in the presence of any of these Pokégirls they have access to, believe it or not, chaos magic that allows them to see further into the future, often to the detriment of their Tamers. If you have one, your circumstances are dire indeed.
If a Tamer doesn't have one of the above mentioned Pokégirls and isn't a powerful mage, the Dire Wolf becomes an outstanding tactician and strategist, capable of orchestrating fantastic battles under almost any condition and in any environment. They make the best use of the surrounding resources, including the other Pokégirls in a Tamer's harem, blending their knowledge of their harem sister's strengths and weaknesses to get the most out of them in combat or in training. They've even been known to impress DragonQueens with their ability to motivate the other members of their harem.
With a powerful array of techniques available, the Dire Wolf should be a very popular Pokégirl. However, the truth is that Tamers are wary of them for the simple reason that they have a singular issue: extreme loyalty.
The Dire Wolf is a celestial Pokégirl and because of this is almost never found in an oppressive harem and is never found in one for long. They don't care for Infernal Pokégirls and while usually unwilling to confront them directly unless they become a threat to their Tamer, tend to put them into situations where they get used up quickly, often to the point of death. However, the Dire Wolf will not needlessly squander them; instead she will ensure their sacrifice benefits the harem in some fashion.
They can make good Alpha's for their Tamer, but tend to be a little hard on the harem members because she knows they could be just that little bit better if they tried. And she wants them to.
A Dire Wolf that alpha bonds to a Tamer exhibits loyalty levels comparable to a delta bonded Growltit or Samurai. If a Tamer manages to delta bond one, he's got her for life. She'll escape from anyone else and return unerringly to her bonded partner. Leagues tend to take a dim view of this behavior when she's lost to a salvage battle and for some reason tend to blame the Tamer. In circumstances such as this the Dire Wolf is usually never blamed for what has transpired. This has had a negative effect on their popularity.
No one has ever had more than one Dire Wolf in their harem. The few Tamers that tried were stopped by the one already present in their harem. In one instance, the Dire Wolf released her newly captured relative and covered her escape. Afterward her behavior indicated no remorse and she immediately reverted to obeying her Tamer's orders.
So far all are domestic born and it is theorized that Feralborn specimens would exhibit the same characteristics as the domestics. Only a double handful is known to exist, located around the island of Caomh Sith in the Blue Continent.
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DRAGONQUEEN, the Disciplined Training Pokégirl
Type: Near Human
Element: Dragon/Dark
Frequency: Extremely Rare
Diet: Meat
Role: This Pokégirl makes a good Alpha as she knows how to bring out the best in others with training
Libido: Average
Strong Vs: Dark, Dragon, Electric, Fire, Ghost, Plant, Psychic, Water
Weak Vs: Bug, Fighting, Ice
Attacks: Tail Whip, Rage, Dragon Rage, Harden, Blur, Shadow Shot, Wingover, Gust
Enhancements: Enhanced Strength (x9), Enhanced Speed (x9), Prehensile Tail, Enhanced Hearing (x15), Armored Form
Evolves: None
Evolves From: Domina (Dragon E-Medal)
The DragonQueen is one of the newly discovered E-medal evolutions. She has pure black skin with long flowing hair that comes in reds, greens, blues and pinks. Their lower arms and legs are covered in hard scale like armor that matches their hair. Their tails tend to be about 5ft long and they stand at 6ft tall. Their breasts tend to be between large B cups to a small D cup. They have more of the armor like scales along their spines and coming around to cup their breasts. They can summon or dismiss their powerful wings at will. Their fingers end in powerful claws they can use for slashing damage. They also have the power to armor up, making their scales cover their bodies like a suit of armor leaving only their eyes to be seen.
DragonQueens tend to be less into S&M then they were as Dominas but they understand using both pleasure and pain in training Pokégirls for combat. They tend to be able to figure out the limits of any Pokégirl and help them reach those limits then move beyond them. They are loyal to their Tamer and always obey him or her in battle.
They like to use their Dragon Rage attack to weaken enemies and then move in and use Tail Whip on them.
They enjoy spending time with their Tamer and when they feel in need of a Taming then tend not to care where they are or who might be watching.
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EBONY TIGRESS, Mao Reborn?
Type: Anthropomorphic (Tiger)
Element: Psychic/Dark
Frequency: Extremely Rare (Unique)
Diet: unknown (possible diet includes meat, milk, human style foods)
Role: historian, living monument to a black mark on Pokégirl History…
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: Scratch, Slash, Pummel, Bite, Dark Bomb, Backstab, Psychic, Telekinesis, Barrier, Heal
Enhancements: Enhanced Olfactory Sense (x3), Enhanced Hearing (x3), Enhanced Agility (x4), Enhanced strength (x5), functional claws, night vision, and Quick Recovery
Evolves: None
Evolves From: Tigress (mechanism classified)
For the past forty years, there have been sightings of a unique Tigress that once thought to be only a rumor, that have proven the existence in the past decade. While her build is what would expect of an anthropomorphic tigress, standing 6' with a generous D-Cup chest, all other aspects very. Not only for her coat, which while still striped is a dark blue instead of orange, or with eyes that have red sclera instead of the usual green, yellow, or light blue... from hearing her speak she may possibly be a very well known figure from Pokégirl history.
Mao Shin Mao.
Still, this is something that has to be taken with a grain of salt. After all, Mao Shin Mao was executed after her forces' defeat at the Battle of Pine Ridge. There is no way that this could possibly be the same Mao... can it?
Still, the fact remains that this is one unique Tigress. She never comes into human populated areas and has only appeared briefly from time to time, usually to people that are alone; that means a Tamer's Pokégirls have to be in their Pokéball. While sometimes, it is a need for Taming, it is often a chance for her to tells a tale of sadness and grief, if the person is willing to listen. These stories revolve around her feelings about being `betrayed' by her Tamer as he took on another Pokégirl as his Alpha, and the psychic bond she had with him. When she gets onto speaking about the rest of her life, she talks in riddles and jargon, but it all specifically revolves around Mao's Rebellion from 248 to 257 A.S.
Such an example includes…
"What was the start of all of it? What was it that caused the wheels of fate to begin to turn? Perhaps... just perhaps... that answer is impossible to grasp now. But for a certainty back then... we had loved so many, yet hated so much. We hurt others and were hurt ourselves. Yet even then, we fought like a roaring hurricane... while the screams of horror echoed underneath the blood-red skies of the battle field that day..."
What the point of all of this is, what she's after, one can't say. The Ebony Tigress just seems to look for secluded people to talk to. There have even been reports of her leading men astray from the edge of cities and then Taming with them. These reports helped confirm the Ebony Tigress' existence by the fact she has an M.O. She always leaves a very light cut along the throat of the person, that, in viewing photographs from Mitchell Kurgan's autopsy in 247, is not in the exact spot that Mao had slit the throat of her original Tamer, but the same length.
This ritual of cutting her current lover's neck seems to be a profound experience for the Ebony Tigress. While the people that have Tamed her said that she was very gentle about it, she would then lick their neck clean and place small kisses while tears would be in her eye, softly repeating the phrase, "I'm sorry" over and over again.
Over time, capturing the Ebony Tigress has proven downright impossible, even with the use of a fabled Master Ball! Whenever a Pokéball of any type of thrown at her, it just deactivates. The `ball is fine afterwards, but it just suddenly malfunctions for a moment, losing all power when it comes within her. Indeed, her ability to repel Pokéballs could make a Unicorn jealous.
But still, all of this leaves questions. Is she Mao? If so, then how could she possibly be alive? Mao was killed, her execution broadcast on live television. She certainly seems to know so much, and yet seems to also not be `quite there' in the head.
Whatever the case may be, this is a very odd Pokégirl, but one that seems to know quite a bit. If you see her, you might want to listen to what she has to say…
WORD OF WARNING: FROM THIS POINT FORWARD, INFORMATION IS CLASSIFIED TOP SECRET EYES ONLY. VIEWING WITHOUT AUTHORIZATION WILL RESULT IN PUNISHMENTS NOT LIMITED TO BUT INCLUDING: TOTAL MINDWIPE VIA MAGIC, THEN CONVERSION INTO A POKÉGIRL, A LEVEL 5 PROGRAMMING TO FOLLOW IMMEDIATELY AFTERWARDS. FULL DATA ON THIS POKÉGIRL MUST NOT BE VIEWED EXCEPT FOR A SELECT FEW. NO DATA MUST BE LEAKED TO THE PUBLIC POKEDEX, THE EBONY TIGRESS MUST BE PROTECTED.
It was by complete chance that we found out more about the Ebony Tigress. Mostly because while she has chosen a route of avoidance when it comes to all other Pokégirls, there is one species that she is not hesitant about being around, and in fact, seems to help add a bit of clarity to her thoughts by just being in their presence.
Surprisingly, while this is the one species she enjoys contact with, they scare the crap out of everyone else.
The Terminatrix.
One of the rare Terminatrix Tamers happened to be in a secluded area with only his Terminatrix out, (since she doesn't like her Pokéball). They were setting up camp for the night when from the darkness of the forest, the Ebony Tigress slowly came into the clearing with them. Interestingly enough, she didn't go to the man first, but walked right up to the Terminatrix, looking her in the reptilian eyes and making direct contact without even flinching, (a feat not even one Terminatrix Tamer has yet to manage).
After a moment, she finally greeted the Terminatrix with, "So, the Goths cursed you with the Ebony Stone as well?"
While all Terminatrix have outright refused to comment on the words of the Ebony Tigress, (and outright beating down more persistent people soundly) the Ebony Tigress was glad to answer questions which gave light to her origin. Born under the name of Kiera, the Ebony Tigress says she has claim to be the first birth in the village of Crest Hills in the Dark Continent, a Domestic Tigress. She grew up helping her mother, (another Tigress) running the area's first resort, as this would become a vacation spot for a number of Sanctuary Goth. She would pander to their whims for little in return, always giving it her all as to please the women who gave them `freedom'. Finally, it seemed like her loyalty and hard work paid off when, on her eighteenth birthday, she was summoned to Sanctuary itself to undergo the ascension ceremony and become a Sanctuary Goth with the others of her generation chosen. The ceremony itself would be held three days later on August 12th, 257 AS.
The day of Mao Shin Mao's execution.
It is understood that the creation of Mao Shin Mao, the very thing that had warped her, was psychic backlash. Mao had a latent but very powerful extrasensory perception within her subconscious, and upon accidentally killing her Tamer, was hit over the Delta Bond she had with him with sensations she could not possibly hope to handle. When she was killed, she was finally released, her sixth sense sending out one last psychic scream as she joined oblivion...
A psychic scream that was picked up over Ebony Stones for a moment as the cry went out. It lasted for so little time, on such an insignificant level of power it would have been ignored as all Ebony Stones that picked it up would eventually burn through it.
Unfortunately, not one Sanctuary Goth could have predicted what a Tigress' psychic outcry would do to another Tigress.
Needless to say, Kiera did not become a Sanctuary Goth. She was warped and filled with feelings of intense rage, pity, fear, and confusion. She had uncontrolled power and literally flew off from Sanctuary, where it would take her many months to finally come to mental terms with what happened. She would come to call herself the Ebony Tigress after the Evolution Stone that had warped her existence.
The only term close to explaining the Ebony Tigress would be schizophrenia, except that the personalities of Kiera and Mao Shin Mao seem fused at certain points, turning the once peaceful Pokégirl into a more hard-edged individual whom seems stuck in a state of confusion ninety percent of the time.
Also during this time, the Ebony Tigress has revealed her other reason for staying away from human civilizations. The Sanctuary Goth are actively hunting her down. They see has as a threat to their existence, as she serves as physical proof Sanctuary exists should anyone be able to pry the information from her. Worse, they know that the Ebony Tigress is also immune to all of their Aura attacks and that only hastens their need to eliminate a threat before she becomes violent towards them. And the sad fact remains is that agents of Sanctuary are numerous and everywhere. The Ebony Tigress has even hinted that the famed Chikage Hirosaki of the Edo League has strong ties to Sanctuary... and that she likes peach mango smoothies with a shot of chocolate syrup.
With this new information, we have decided to allow the Ebony Tigress to live as she has, to not give the Sanctuary Goths any hint we have made not only contact, but gotten such a comprehensible conversation and information from her. We are having her path of travel monitored as closely and accurately as we can to protect our ally.
It is EXTRAORDINARILY IMPORTANT that NONE of this enclosed secondary information be released to the public. The Ebony Tigress is a victim of circumstance that is being targeted by Sanctuary simply because she lives. None of this more in depth information of the Ebony Tigress must leave the inner circle, and all public Pokédexes must maintain only the previous information available.
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FALLEN ANGEL, the Troubled Angel Pokégirl
Type: Near Human Metamorph
Element: Magic/Dark
Frequency: Rare
Diet: human style foods, meats are common
Role: Aerial scout and shock trooper
Libido: Average to High
Strong Vs: Magic, Psychic, Ghost, Rock
Weak Vs: Fighting, Bug, Ground (when not flying)
Attacks: Dark Blade, Shadow Shot, Gust, Shield, Dazzle, Feather Shuriken, Energy Drain, Lure, Illusion
Enhancements: Limited Metamorph - can manifest wings or dismiss them at need, Efficient digestive and immune system, Night Vision, Enhanced Reflexes (x4), Enhanced Strength (x3), Enhanced Speed (x4)
Evolves: Demoness (additional trauma and a Dark Stone), Archangel (Combat Variety Only: Return of Emotional closeness + Dawn Stone)
Evolves From: Angel, Seraph, and Warrior Nuns (major trauma/bad experiences; Dark Stone will greatly increase the chances, but isn't needed), Ophanim (normal; shown mercy after battle on field of honor)
Angels, Seraph, and even Warrior Nuns usually evolved into Fallen Angel either after believing they have completely failed their Tamers or by seeing a brutal and often bloody battle. In the case of a Warrior Nun, however, this also includes being unable to save the lives of the innocent during some sort of altercation. While any and all of these factors can make an evolution into a Fallen Angel, the chances tend to be rather low unless a Dark Stone is present: at which point there is a good chance the Pokégirl will evolve into a Fallen Angel. A Fallen Angel looks, physically, much like they were before their 'evolution,' with the main physical changes being their wings, hair, and eyes often changed to a dark purple or black color, otherwise, are identical to their non-Fallen counterparts. Clothing, if left to them, can vary widely, but is usually of colors reflecting their troubles and the ones with high libidos usually wear sultry and sometimes revealing clothing as well. Almost every Fallen Angel prefers to wear clothing of some sort, however.
Behavior depends on how they became a Fallen Angel in the first place. Those who became Fallen Angels by believing they have failed their masters often have a depressing demeanor, have low confidence in their ability, and are often very submissive towards their masters. Fallen Angels of these types are often willing to go many lengths to earn their master's approval. If the Pokégirl became a Fallen Angel via some major trauma, on the other hand, they tend to take solace in battle, taking out their aggression and frustration against anything that her tamer pits her towards. This is the kind of Fallen Angel that needs to be watched carefully by others, lest they kill their opponent. In Harems, they tend to be passive and are easily dominated by other Pokégirls unless they believe doing so would lose favor with their master. Combat ability is hampered by their low self confidence, but winning a number of battles and/or the encouragement of their masters can overcome this problem. If the Tamer is able to restore her confidence (being made Alpha has been seen as the quickest if not easiest way), then she will likely take on a less depressing attitude and will be very affectionate (and often times aroused) towards their Tamer while having a friendly or indifference towards others. However, the event that made her believe that she failed her master can still cause great guilt within any Fallen Angel.
Fallen Angel traumatized by intense combat will be cold/indifferent towards people (including her Tamer) and will try to avoid making friends as they feel everyone going to die anyway. In combat, they are often brutal in fights and need to be restrained as they may end up killing their opponent. On the other hand, they most often have high libidos and can be very passionate in bed. It is believed that they find relief from their trauma in sex. Although it's difficult and take a long time, a Tamer can earn the love of these Fallen Angels. However, this love is often reserved in front of others and when they are alone with their Tamer in which case they will openly display care and love towards their Tamer. Earning their love usually involves a long process of caring for their well-being and overcoming their emotional barriers. Thus, these types of Fallen Angels are popular with Tamers due to their combat ability and libidos and don't need to have their confidence be rebuilt. They are also very popular with Tamers who don't want the emotional attachments.
When fighting, they will often try to throw their opponent off balance with long range attacks, Lure, Illusion, and/or Dazzle to allow them to close in. Once up close they will use their Dark Blade along with other attacks that are effective at that range and use Energy Drain to make sure they can keep going. The Dark energies they now have seem to amplify their physical abilities allowing them to better able to fight up close. Although not a flying type, when their wings are manifested they may utilize Gust and Feather Shuriken techniques to attack with. However, unlike the normal techniques of these types, Fallen Angels imbue their Flying-attacks with their magic, which somehow makes them much more effective against Rock-types than they otherwise would be.
Fallen Angels are rare mainly due to the fact that the situation for them to evolve into one doesn't come up very often, although they do 'evolve' from three different celestial Pokégirls. Feral Fallen Angels are even rarer as all Feral Fallen Angels are the ones traumatized by combat and lost their Tamer (either by death or by separation) and weren't able to get Tamed. Caution is strongly recommended as Feral Fallen Angel will try kill you if provoked and sometimes goes to the ends of the world to do so. Threshold girls may become a Fallen Angel if they fulfill the requirements that an Angel has, but it is believed that it would be very unlikely with some arguing that it isn't possible. It is rumored that if a Fallen Angel can get over her troubles, she may become an Angel again. However, if they suffer more trauma while being exposed to a Dark Stone, they may evolve into a Demoness.
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FEARLEADER, the Goth-Cheerleader Pokégirl
Type: Very Near Human
Element: Dark
Frequency: Uncommon
Diet: Human Norm
Role: Professional Killjoy, Support, Human Resources
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Enhancements: Enhanced Agility (x3), Enhanced Speed (x2), Enhanced Flexibility, Claws, Night vision, Aura of Fear
Weaknesses: Social Aggressors, Drama Queens, Fear/despair fetish
Attacks: Snarl, Smirk, Air Recovery, Cry Wolf, False Praise, Scratch, Anti-Cheer, Dodge, Taunt, Dance Techniques
Evolves: Scareleader (Normal)
Evolves From: None
Long thought to be an advancement on the Goth line, research has shown that Fearleaders and their evolved form, Scareleader, have little if nothing to do with the Goth line –aside from looking very similar. Fearleaders are more human-looking Pokégirls, despite their numerous distinctive traits. They have extremely pale skin, often crossing over into a pale white that is close to Ice Pokégirls. Their hair is typically black, though some individuals have streaks, highlights, or other sections of their hair that is another color, typically red, blue, or purple. These streaks are natural, and often individual Fearleaders will accessorize their clothes along with their hair, their choice of clothing is nearly always a cheerleading outfit. Since the only hair that grows on their bodies is on their head, they have no need to shave, which is a disappointment for the tamers who enjoy fuzzy types. They have black lips, and long, sharp black fingernails which are easily hidden by their pom-poms –another item the breed is nearly never without. Their leggy, lithe builds, make even their modest B cups stand out perfectly.
Fearleaders are often described as mean-spirited, sarcastic, and possessing a dark sense of humor. They rarely smile, and then only when witnessing someone else being humiliated or injured. Indeed, most of the breed has a fear or despair fetish, with humiliation being a close second. Some Fearleaders and their evolved forms enjoy being around any of the Domina line, and as a duo the two breeds can indulge themselves in various forms of sexual role play. For the Domina line, this is a trade off, as their partners enjoy switching off between submissive and dominant fairly often. However, most Fearleaders do not care so much for dominating and humiliating their victims as they do for inspiring fear and despair in them. The other half of the breed are opposed to domination, and will do their very best at every opportunity to thwart a Domina’s ‘fun’ and often turn the tables on the plant type.
There are the rare types of Fearleaders, who all who have known to have blonde hair, that are rather perky and cheerful instead of the breed norm. These ‘Buffy’ Fearleaders have similar accents to Bimbos, and are not as socially vicious as their normal tempered counterparts. They tend to be no less witty with their insults and jibes, but treat their tamer and harem mates with more respect. Oddly, these types tend to work out more, and on average are stronger than the normal Fearleader. Other differences come to light when faced with Vampire and Vampira Pokégirls, as these perky Fearleaders have none of the normal Goth-like acceptance and kinship with them as other Fearleaders. They use their wit and dry sarcasm to drive the vampire types into a rage, and will attempt to fight them. It is a very bad idea indeed to have both of these types in a harem.
Despite the social viciousness of Fearleaders, they make surprisingly excellent leaders, because it is the same quick wit that they use to demoralize their opponents that makes them able to exploit both the weaknesses of their opponents and the strengths of their Master’s Harem. Many tamers find that those Fearleaders who are Alphas of their Harem can often inspire their Harem-Sisters to victories they didn't think themselves capable of. However, their primary motivating tools are insults and threats, goading even their ‘friends’ to strive ever harder to prove themselves to be strong, worthy of their Tamer's affection, and especially to prove the Fearleader wrong. The only time a Fearleader is ever known to be gentle is when those threats and insults prove to be too much for a harem-sister –so much that she breaks under the pressure. As socially aggressive as Fearleaders are, they are equally socially intelligent, and can easily tell if their victim in question is truly broken or has just hit a slump. But to broken spirits, these Pokégirls can actually be downright nice, encouraging them and helping them heal. This trait is shown to the extreme on the rare occasion that Fearleaders come into contact with a Penance.
While not especially strong combatants themselves, Fearleaders are masters at demoralizing their opponents. They taunt their foes mercilessly, combining that with distraction causing attacks like Smirk and Cry Wolf before moving in for high-speed scratch and dance attacks. When in a support role, they use Anti-Cheer, which has exactly the same effect as the Cheer technique, but functions by shouting insults and jibes at the supported Pokégirl, spurring her aggression in battle or by demoralizing their opponents by picking out just the right insult to get them down. Fearleaders particularly enjoy Taunting opponents until they charge at her, allowing her teammate to come at them from behind. In sex battles, Fearleaders are all but useless, but they are a very good counter for a Domina as they can dish out whatever a Domina can give.
Threshold into a Fearleader is relatively common, especially among girls with strong Dark-type ancestry, and those girls who are already socially vicious. Many Thresholders are able to hide this fact by makeup, but always fall prey to Pokédex scanners. Once found out, many of the Fearleaders are brazen enough to back talk those who’ve discovered them with their usual insults and jibes directed at their discoverer’s intelligence.
Feral Fearleaders are rare, as their feral state renders them around Bimbo intelligence. Many of these Pokégirls are found near high school and college football games, mimicking the cheers of one side or the other until they are noticed and caught. Quite often, a threshold Fearleader attempting to hide her change into a Pokégirl goes feral, which surprisingly makes her much more popular –though now at the bottom of the social pecking order.
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GAR-GAL, the Guardian Pokégirl
Type: Near Human to Not Very Near Human
Element: Fighting/Dark
Frequency: Rare
Role: Protectors. Highly respected by law enforcement.
Libido: Low normally, High on the night of the Hunter’s Moon
Strong Vs: Normal, Ghost, Psychic
Weak Vs: Bug, Fighting, Rock
Attacks: Bite, Sonic Wave, Crunch, Harden, Dark Goggles, Rock Throw, Dark Blade, Dyna Wave, Dark Blade Mk 2, Mega Wave, Dark Holy, Shock Spike, Dark Redemption, Quake, Black Sky, Stone Healing
Enhancements: Enhanced Durability (x4), Enhanced Strength (x6), Enhanced Endurance (x3), Enhanced Vision (x3), Enhanced Olfactory Sense (x2), thick skin, thick claws on hands and feet, horns (some Gar-Gals do not have horns, but simply ridged foreheads), wings for gliding, thick prehensile tail, can transform to stone to heal themselves
Evolves: None
Evolves From: None
“Gar-Gals protect. We protect like we breathe.”
That statement sums up the personality of a Gar-Gal to the letter. They are loyal, courageous Pokégirls, with large, batlike wings, powerful claws on their hands and feet, thick, strong, prehensile tails, and thick, durable skin. Sometimes Gar-Gals have beaklike muzzles and horns, although usually their faces are human in appearance, save for ridges on their forehead, which can range in appearance from simply a slightly thicker forehead to small, hornlike growths. Sometimes the ridges extend all around a Gar-Gal’s head, leaving them bald. Their breasts are usually DD-cup in size, and almost always their choice of clothing is a loincloth and tank-top, as they find other clothes too uncomfortable due to their wings and tails. Another physical feature of the Gar-Gal, one of the rare commonalties each member of the breed has, is, when they are feeling a strong emotion of any kind, their eyes glow a bright, fiery red.
As mentioned before, Gar-Gals are protectors. When they are in a harem, they will defend their Master and harem sisters (whom they refer to as their ‘Clan’) no matter what, even if it means their own death. Sometimes a Gar-Gal will stay up all night, watching over the harem. The breed as a whole has a strong sense of warrior’s spirit and honor and cannot abide by betrayals whatsoever. They also discourage trading of Pokégirls, as they are very protective of their ‘clan mates’ and view trading as a form of betrayal. They will also try to encourage their Tamer to take in single Pokégirls. To a Gar-Gal, being alone, without a ‘clan,’ is far worse than death.
There is a story, almost an urban legend of sorts, about a Gar-Gal who’s harem encountered a Widow. The Gar-Gal, through sheer luck and berserker fury, managed to kill the Widow, but not before her Tamer and harem sisters were butchered. In her sadness over her failure and loneliness, she committed suicide by taking up one of the Widow’s stringers and drinking the Hyper Venom still leaking from it.
A Gar-Gal makes an excellent Alpha, as they will always take everything they can think of into account to do what’s best for the ‘clan,’ whether it be in things as mundane as sleeping arrangements and petty arguments to fast, life-and-death decisions in battle. Feral Gar-Gals, normally nocturnal, usually group together in clans, taking up residence in a building or town and defending it religiously. If a Tamer wishes to catch a Feral Gar-Gal, they must first prove themselves worthy of the ‘clan’s’ trust. These tests can range from a Tamer being forced to put himself or herself against a warrior of the ‘clan’ or a test to see how well the Tamer can satisfy the Gar-Gal they want.
One thing unique to Gar-Gals is their ability to become solid stone at will during the day, healing themselves from almost any injury. They are quite vulnerable to being shattered during this state, and must count on their Tamer and Harem sisters to protect them while healing. They cannot be put into Pokéballs while in this state, and can only come out of it after the sun sets. Once they become flesh and blood again, they are completely rested and refreshed, healed up from injuries they may have received before changing. Due to how vulnerable a Gar-Gal is in this state, they rarely use it unless they absolutely have to or are among people they trust implicitly.
Thresholding into a Gar-Gal rarely occurs, but it does happen. When it occurs, it’s fairly obvious, as the girl undergoing threshold into a Gar-Gal will change into solid stone, emerging two weeks later as a full Gar-Gal. It’s reported to be a very unnerving experience, although among the less painful kinds of Thresholds to occur.
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GOLBUTT, the Batty Pokégirl
Type: Near Human Animorph (bat)
Element: Flying/Poison/Dark
Frequency: Rare
Diet: life energy
Role: night guide, predator, leader of Zubutts
Strong Vs: Dark, Ghost, Plant, Poison
Weak Vs: Electric, Ice, Rock
Attacks: Drain, Energy Drain, Mega-Drain, Bite, Lick, Lure, Poison, Gust, Wingover
Enhancements: Sonar, Night Vision, Darkvision
Evolves: Vampire (knocked out by draining attack, or infected through bite)
Evolves From: Zubutt (normal)
Golbutts are Zubutts that won enough fights and got Tamed enough that they were able to evolve. Their evolution leaves them taller, usually around five foot four inches or so. Their fur becomes slightly darker, and their bust grows larger to a full B-cup. Their eyes grow much sharper, and they are able to see in virtually any dark or low-lighting condition (though bright light blinds them easily, and even sunlight makes their eyes ache), as well as use their echolocation ability. For this reason Golbutts are greatly preferred among explorers, especially spelunkers, since they can scope out terrain with great accuracy.
In the wild, most Golbutts are found leading packs of Zubutts. With their ability to use Lure to bring prey to them, Poison to weaken it, and Lick to paralyze prey, a Golbutt is by far a more dangerous hazard than a mere Zubutt. When a Golbutt is facing multiple foes, or when she perceives a single foe is too strong, she has her Zubutts fly in as a group, and she then darts in to deliver stronger attacks against the biggest threat. Golbutt-led Zubutt packs are the number two hazard in cave exploring (the number one being falling). When prey are taken back to the caves, a Golbutt is the first one to get to have her way with the male in question, and the first to drink his energy before passing him around.
Golbutts are strong combatants, even without a Zubutt pack. After Luring a foe in, they prefer to use Gust to knock it down, and then either Bite, Wingover, or Lick on it to soften it up, and hopefully paralyze it. Stronger enemies are avoided in the air, using Gust and Poison to weaken them. When an enemy is brought low or paralyzed, a Golbutt will swoop onto it, cover it with her wings, and begin using one of her draining attacks. She'll use either Drain or Energy Drain depending both on how hungry she is, and how much energy the opponent has left. She'll only use Mega-Drain if she was seriously injured in the fight and needs to heal herself.
Feral Golbutts are those found in the wild, described above. Tamers attempting to capture a Feral Golbutt are advised to try and get her away from her Zubutt pack before making their move. Threshold girls don't usually become Golbutts, but it is possible. The family of such a girl would be quick to send her away, since it would be only a matter of time before she began to feed on friends and family, and doesn’t yet know how much drained energy is enough and how much is too much.
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GOTH, the Nocturnal Near-Human Pokégirl
Type: Very Near Human
Element: Dark
Frequency: Uncommon
Diet: Human-Style Foods
Role: Pets, menial laborers, Swing Shift.
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Spin Kick, Claw Swipe (Wannabe Vampire Sub-type), Heart of Darkness, Teleport (Loner Sub-type).
Enhancements: Enhanced Strength (x1.5), Enhanced Speed (x2), Enhanced Endurance (x2), Enhanced Durability (x.1.5), Night Vision, Enhanced Immune System (x3), Danger Sense (Loner Sub-type only), Emotional Aplification Aura (Poetic Sub-type only), Reinforced Fingernails (Wannabe Vampire Sub-type only).
Evolves: Megami (Sarcastic Sub-type: Mechanism Unknown) , Vampira (Wannabe Vampire Sub-type: Dark Stone), Drag King (Makeup Artist Sub-type: Forced Evolution), Psi-Vamp (Poetic Sub-type: Moon Shard), Loner (Loner Sub-type: Normal)
Evolves From: None
Goths are an oddity amongst the myriad breeds of Pokégirl; although, like 'Joy's and 'Jennies, they are human creations, they seem to serve little actual purpose. In fact, this led, after their creation by a deviant faction who claimed to have found a hidden repository of Sukebe’s unused designs, to heavy laws restricting the creation of new Pokégirl breeds in many leagues. The Goths themselves, though, seeming harmless, were mass produced for a few years before being turned over to breeders when their popularity as pets became apparent. As to the claim of them being designed from Sukebe’s plans, it, combined with some of the strange attributes of the breed and the fact that they were among the first breeds to be kept as pets have caused speculation over the years as to whether they might have been intended more for the benefit of humanity than for the War, if he truly did design them.
Such speculation, although generally refuted by scholars, has its basis in the fact that five distinct sub-types of Goth exist, four of which seem to have little advantage; the Sarcastic Sub-type, the Wannabe Vampire Sub-type, the Makeup Artist Sub-type, the Loner Sub-type, and the Poetic Sub-type. All five tend to share the same physical attributes, however; similar to the trend of pre-Sukebe fashion they were named after, Goths generally have very pale skin, red, black, or violet eyes, and dark hair, with black being the most prevalent. Despite being almost perfectly human beyond that (with height and beast size averaging at 5'5" and B-cup respectively), however, Goths' bodies tend to react badly to sunlight; their skin sunburns extremely easily, their eyes have trouble accommodating the brightness, and panic seems to come easily, causing them to act very unpredictably. As such, it is advisable to keep Goths from direct sunlight if at all possible; umbrellas are a common solution, and one that many Goths appreciate and enjoy.
It is in mentality that the different sub-types diverge, though; Sarcastic Goths are, strangely, the most popular sub-type. As their name suggests, they tend to be rather, well, sarcastic. One would imagine that this would have quickly led to the downfall of the sub-type, as few humans appreciate such behavior, but strangely, many Goth owners claim to find the trait endearing, and many enjoy verbally "sparring" with their Goths. Studies undertaken more recently have indicated that, indeed, the Sarcastic nature of the sub-type is partially playful, but also a defensive mechanism against the world. As such, many Goth enthusiasts feel that getting a Sarcastic Goth to let down her guard is a great achievement and strive to do so. Naturally, like Mini-tops, Sarcastic Goths have fanclubs in many leagues.
Vastly less popular is the Wannabe Vampire Sub-type. Although it is not surprising, in a breed so akin to actual vampires, that such "fangirlism" would occur, but it is nonetheless, to most, an annoying trait. Wannabe Vampires tend to, if allowed, act and dress as if they were the real thing, with many even overdramatising the affair. Elaborate capes, false fangs, claw-like nails, affected accents, and even interest in magic are not uncommon traits among the population of Wannabe Vampires, most of which make them of little interest to all but fellow vampire enthusiasts. Interestingly enough, though, upon meeting actual Vampires, Wannabe Vampires are rarely impressed; some even feel vastly disappointed by the fact that their idols are little like they'd imagined. Perhaps this is why only this sub-type evolves into Vampira on contact with a Dark Stone, but the evolutionary aspect of Goths is something that, even after three hundred years, remains difficult to explain.
The third Goth sub-type, the Makeup Artist, is also the median in popularity; although they aren't as popular as Sarcastic or Poetic Goths, they don't really have any traits negative enough to make them actively disliked. Generally, as their name indicates, Makeup Artist Goths are obsessed with changing their appearances via cosmetics. However, although the average Makeup Artist is likely to prefer expanding upon the default Gothic fashions, it is not unusual to see others who've been subverted into less bizarre styles by their tamers. Such specimens have found a niche in the fashion industry alongside Seamstresses and members of the Artits line, which generally works out well.
Fourth is the Poetic sub-type, the second most popular of the five and perhaps the most useful. Poetic Goths are, in most cases, poets, a fact that is in and of itself unexceptional. However, the poetry written by this sub-type, if read by its author, has an almost insidious effect upon the audience. Research indicates that, despite lacking an official Psychic typing, Poetic Goths subconsciously tap into low-frequency psionic powers when presenting their work. This then causes whatever emotions that the poetry inspires in its audience to be amplified rather strongly, with little variance in magnitude of effect based on subject matter; all types of poetry have roughly equal effect, though the most common themes are dark and depressing. Sadly, however, Poetic Goths do not seem to display any further evidence of Psychic abilities, a fact that saddens many of their fans. Still, it has not stopped the sub-type from becoming extremely popular with politicians...
Finally, the least popular and most...'affected' of the Goth sub-types is the Loner. Loners are generally "free spirited," a fact that compounds with the wanderlust and agoraphobia, leading most to prefer to be alone... even when they have a master. Unlike the sarcasm of the associated sub-type, few find this traveling desire of Loner Goths to be endearing or even acceptable, which has also made Loners the rarest sub-type, with most having died off or gone feral. However, when a master does accept a Loner Goth, he would generally be wise to ensure that she has an anti-capture collar equipped; although most Loner Goths are teleport-capable, there are obvious risks of a Pokegirl traveling alone. The trait does have one useful application, however; due to their teleportation-capabilities, Loner Goths make excellent scouts, and, in some cases, offer lazy tamers a safe, easy way to move between towns/cities.
As one might imagine, none of the known Goth sub-types are particularly good combatants, although any could plausibly be trained into such, but few consider this worth the effort; the only natural advantage they have is a peculiar resistance to poisons and infection. Thus, those Goths who are not evolved into more physically capable forms are found as either pets or in menial/clerical positions, as with Ingénues and Bimbos, barring certain sub-types. They aren't particularly suited to sex battles either, but nor do they have any disadvantages here; the pleasure threshold and taming preferences of an average Goth are nothing out of the ordinary. Goths, like other Very Near Humans, have a fairly light feral state, becoming very depressed, depressing, and morose, but not really dangerous. The breed is also a fairly common threshold result.
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HARLEQUIN, the Trick-Mistress Pokégirl
Type: Very Near Human
Element: Psychic/Dark
Frequency: Uncommon
Diet: human style food
Role: entertainers, practical jokers
Libido: Average to High
Strong Vs: Poison, Psychic
Weak Vs: Bug
Attacks: Foresight, Quick Attack, Flash, Blur, Hypnotic Gaze, Call Me Queen
Enhancements: Enhanced Hearing (x4), Enhanced Vision (x4), Enhanced Agility (x5)
Evolves: Jokette (Mana Crystal), Lady Luck (Dream Stone)
Evolves From: Trixie (normal)
Harlequins are very similar to their pre-evolved form, Trixie. They share their love for practical jokes, and mischief, but go to no ends to pull the best jokes they can. Their clothing remains similar as it as when they were a Trixie, though more sexual, and with less make-up.
Harlequins tend to enjoy watching the chaos caused by Trixies and other Harlequins, often calculating and coming up with bigger jokes than her sisters. It has been reported that Harlequins and Trixies have been seen together rigging up huge practical jokes, with the Harlequins usually ordering the Trixies.
On All-Fools’s Day, Harlequins have been reported to disappear from Harems, generally with the reports of huge jokes, or chaos ensuing moments before their return. In a battle, if two Harlequins face each other, there is no way to tell where the match will lead. In some cases, it has been seen that the two girls go at each other with all the tricks they know, and end up having a huge tickle-fight to end it.
There is only one thing to say about having a Harlequin in your Harem. Your life will never be the same again.
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HILD, the Excelsis Arcana Pokégirl
Type: Very Near Human
Element: Magic/Dark (Infernal)
Frequency: Extremely Rare
Diet: Energy
Role: Supreme sorceresses
Libido: High
Strong Vs: Magic, Psychic, Normal, Dark, Ghost
Weak Vs: Fighting, Bug
Attacks: Nightshade, Greater Energy Drain, Smile, Reflect, Absorb, Imitate, Burst, Energy Blade, Force Bolt.
Enhancements: Enhanced Speed (x3), Enhanced Reflexes (x4), Enhanced Durability (x2), Enhanced Endurance (x3), Magical Affinity, Total Recall, Perfect Magical Analysis, Reduced Sleep Requirements, Longevity.
Evolves: None
Evolves From: Masui (Arcana Magica)
Despite the existence of their pre-evolved form, the Masui, Hild were long assumed to have gone the way of the Sphinx during the Revenge War. Although many reports exist of the havoc Hilds caused, the breed apparently vanished from the face of history near the end of the war, presumably from the effects of the Monster Flu. Whatever the cause of their disappearance, however, the method of catalyzing their evolution had remained unknown since, which has, along with the extreme rarity of Masui, prevented a return of the breed until very recently. However, due to the diligent research of a prominent Infernal Pokégirl Expert of the Celestia Gym in the Scarlet League, the Hild breed has recently made a reappearance, something that has made many glad that very few Masui exist and fewer have made the evolutionary leap. Perhaps one of the few breeds capable of outdoing an Archmage in the field of spellcasting, Hilds are quite a fearsome breed indeed.
Physically, Hinds tend to be slender, lithe very near human types. Their hair and skin colors vary greatly, with no trends discernible from the specimens available as of 300 AS save, strangely, that some possess Megami-like facial markings, and a few specimens have been noted to have a strange pattern of dual-toned skin, generally being one of each side of their body. The former markings markings have lead to occasional confusion of the two breeds, which generally amuses Hilds to no end, whilst infuriating those Megami who're aware of it, and many reports from the Revenge War Era seem to indicate that the latter pattern was prevalent in the original population of Hilds. Beyond these basic traits, however, the breed does not seem to possess many definitive characteristics, a fact that some find to be disappointing, considering the extreme rarity of Hilds.
The most distinguishing feature of Hilds, rather, is their general mindset, which involves a great deal of scheming. In this regard, it has been noted that Hilds are somewhat similar to Daimons or even Demonesses, but although as compulsive as the former, they share the more practical approach to their schemes of the latter; that is, they don't feel any inherent need to make their schemes overly complex, and are more likely to concentrate of the practicality of said schemes. They also are more prone to exploring the long-term ramifications of their schemes, often tying several plots together to achieve a greater effect, as opposed to looking at each on only its isolated short-term advantages. This, along with the ruthlessness that is displayed by many, has led at least one tamer to describe his Hild's ways as "Machiavellian" (a historical reference that was lost entirely on its audience), although others have disagreed, finding the breed to be far less diabolical than Demonesses, a fact that seems to indicate a good degree of individual variance.
However, although their scheming is their most distinguishing feature, it is their combat prowess that they are most known for: to be blunt, Hilds are extraordinarily powerful. Disturbingly powerful, many say; with a command of magical forces that rivals and often exceeds that of Archmages and generally enough life experience to command a vast array of magical powers, a Hild is quite the force to be reckoned with on the battlefield. In addition, the breed's ability to form simple-but-effective plans is often a boon in combat, with numerous cases of a Hild pulling together a win from a set of seemingly unrelated on-the-spot tactics having been recorded. It is also notable that the type-classifications that Hilds are considered weak to, Fighting and Bug, are likely to have difficulty getting close enough to a Hild for their advantage to take effect, which renders said weaknesses semi-void.
Sexually, like with appearances, Hilds are not particularly notable, being a decent choice in sex battles only when armed with erotic magics, and having a fairly normal range of taming preferences. One exception to this, however, is that a decent majority of those observed seem to have an almost paraphiliacal attraction to the clever and cunning, especially when said qualities enable a person to understand and accurately commentate on the Hild's schemes. In general, this means that, for example, if a tamer's commands and strategy in combat are particularly innovative and deceitful, that his Hild will be quite amorous in the aftermath, and has also led to Hilds becoming a much-sought breed amongst politicians. Another off-key quirk that some Hilds have been noted to possess, despite a lack of any preference for female partners, is a strange attraction to and amusement with the Spectra breed, a fact that no reason has yet been discovered for. Feral Hilds are, as of 300 AS, nearly inconceivable, considering the breed's rarity, as is thresholding into one.
CLASSIFIED
ALL INFORMATION BEYOND THIS POINT IS ON A STRICTLY NEED-TO-KNOW BASIS
Unauthorized Review or Divulgence of Information Beyond this Point is Strictly Prohibited and Considered a Capital Offense in All Leagues.
Although the information in the official "Hild" article is accurate, it must be noted that the breed it describes is not the true Hild breed. Rather, it is a recently synthesized breed that has been devised by the Legendary Demoness as her ultimate attempt to throw us off her trail. As such, it is imperative that she not learn that we are aware of her duplicity, and anyone party to this information will be terminated with extreme prejudice should they be deemed a security risk.
It should also be noted that, although Hild has (thankfully) yet to devise a perfected Superior (de-) Evolution spell, that the item apparently used to create the breed described above is presumed to have been created with an imperfect version of the said spell, and its success can be attributed to her already considerable hold over the Masui breed.
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HILD, the Legendary Demoness Pokégirl
Type: Near Human
Element: Magic/Dark (Infernal)
Frequency: Extremely Rare (Unique)
Diet: Energy
Role: Weaver of many plots, supreme sorceress
Libido: Average
Strong Vs: Magic, Psychic, Normal, Dark, Ghost
Weak Vs: None (Fighting, Bug)
Attacks: Glare, Leer, Nightshade, Greater Energy Drain, Smile, Reflect, Absorb, Imitate, Burst, Energy Blade, Power Bolt, Force Bolt
Enhancements: Enhanced Speed (x3), Enhanced Reflexes (x5), Legendary Qualities, Legendary Salient Qualities, Sleeplessness
Evolves: None
Evolves From: None (note: All documents and Pokédexes list that Masui evolves into Hild through an unknown mechanism)
Hild is the mightiest of all magical Pokégirls made by Sukebe. Her greatest trick was in convincing the world that she doesn't exist.
As one of the first Pokégirls to be around when Sukebe's Revenge began, and one of the most powerful, Hild took to the war with dark glee. Even then, her magical powers were far above the average of common Pokégirls', and this combined with their surprise attack on humanity, and humans' lack of understanding of magic, left Hild virtually unopposed as she wreaked devastation far abroad. However, fully fifteen years after the war began, Hild saw something that changed how she viewed the world. Two of her sister Legendaries, Titania the Stone Titaness and Scylla the Water Fiend, were slain by the humans. Witnessing this shocked Hild profoundly. For the first time, she realized that it was possible for her to die. She knew that the tide had been turning slowly for years now, but she disregarded that information as only applying to common Pokégirls. Seeing the humans' warship, Langoud, actually kill two Legendaries, superior beings like her, Hild realized that the humans they were fighting could actually end her life. Her! Who would otherwise live forever! The knowledge of her own possible mortality scared her deeply, and Hild retreated from the battlefield, never to be seen again.
Luckily for Hild, her attacks had been so swift, thanks to her use of a spell version of Teleport and her lack of a need for sleep, that it was believed that there were more than one Hild, and as everyone suspected by then, and would later affirm, each Legendary was unique. Hild used, and still uses, this misconception to her benefit, since a non-Legendary Pokégirl that no one has sees anymore is rarely thought about by anyone. Most people assume that the Hild Pokégirls were wiped out in the war, so by having a few Masui seen around and by letting people think they will evolve into her, Hild has killed two birds with one stone. First, while most people have forgotten Hild when she was first active in the war, records still remain, usually studied by various Pokégirl researchers. By having people think that she was just another common Pokégirl, Hild has ensured that those researchers will never "rediscover a lost Legendary." Furthermore, should Hild ever be forced to operate openly, no one would think she was a Legendary; they would just think she was the first Masui to make the evolutionary jump to a Hild, and whilst she detests the thought of operating in the open, Hild is at least somewhat prepared now for if that should happen. Even more recently, Hild has apparently taken this deception further still; using Chairman Egurashie of the Scarlet League as a foil, she has increased the circulation of Masui slightly and introduced a faux-breed that has become officially known as "Hild." With this "return" of an "extinct" breed, the world has no reason at all to suspect the existence of the Legendary Demoness as a legendary Pokégirl...
Still extremely afraid of death, however, Hild has spent almost all of her time focusing on increasing her magical powers, and she has made leaps and bounds; her magic is extremely powerful--more so than even the strongest of Magic-type Pokégirls could dream of. Her greatest work to date was completed one hundred years ago, when she made a spell that allows her to evolve or devolve other Pokégirls. The spell itself is incomplete however, not giving her the full range of options she desires, a deficiency she is currently working to correct.
Hild is a very lithe and beautiful Pokégirl. Her entire right half of her body is pure, snow white, while the entire left half is ebon black. Her hair matches this pattern, black on the left and white on the right, with a perfect part so there is no overlap. She prefers to show off her body, despite having virtually no one around to see it, (save sometimes for visiting Masui,) usually wearing something clingy and diaphanous, or sometimes nothing at all. Like all other Pokégirls, she still feels the need to have sex. When this happens, she usually has her servants use a Hypnosis spell on an unsuspecting male, bring him to her lair, and then sates her carnal desires on him, after which time she'll order him to remember nothing and return him. Hild hates doing this, not because she finds it degrading--she enjoys the sex greatly--but because it leaves her somewhat vulnerable, and she knows that any number of things could go wrong with the operation and lead various people right to her. As long as the overpowering lust is there, though, she can't help it and so vehemently despises this weakness. This has caused her to constantly seek a way to overcome it.
Besides sex, Hild's only other physical need is energy, which constitutes her "food." However, this is much less of a problem for her than for other energy-draining Pokégirls, since Hild has the Greater Energy Drain attack. Using this, she can drain energy from almost anything: Heat, light, living creatures, electricity; it doesn't matter where. This makes it very easy for her to feed, a fact she is grateful for, knowing that it would be very hard to stay isolated if she needed to drain life energy exclusively. Hild also possesses the Sleeplessness enhancement, which means she doesn't need to sleep. Instead, she spends all of her time working on new spells or other projects, never letting a moment pass when she isn't moving towards her goals.
When Hild was first starting out, she firmly believed that she would be one of the highest rulers of the world after Sukebe conquered it. This is a desire she has never forgotten. She is very bitter now about having been cheated of what she feels was her birthright, and constantly schemes to get it back. Her ultimate goal is nothing less than world domination, and she doesn't care what she has to do to get it, although she prefers to manipulate others for her ends rather than acting herself. To this end she worked very long and hard on her magic, and her goal seems within reach now that she can make new Pokégirl breeds.
In general, Hild feels nothing but contempt for her fellow Pokégirls. She is disgusted with how they so easily submit to their ancient enemies, the humans, although she doesn't hold this against them beyond a certain point. The need for Taming is a weakness she knows they cannot overcome, as she herself cannot. However, while Hild desperately seeks a means to end the need for sex, if she ever found one, she wouldn't give it to other Pokégirls. Once her plans to rule come into fruition, she intends to be the only Pokégirl free from the need for Taming, making her better able to rule over all others.
While Hild despises humans and feels contempt for other Pokégirls (particularly Moan, whose carefree and benevolent attitude annoy her no end), her greatest enmity is reserved for one place in particular: Sanctuary. Hild is fascinated with how Sanctuary Goths don't need to be Tamed all the time, and desperately wants to know how. All she has managed to gather through divinations and spies so far though is that it has something to do with some of Sukebe's lost technology being found. When she first found this out, she fell into a fit of pique so bad that she immediately sent a Masui to try and kidnap an S-Goth so she could take Sanctuary's secrets from her. She armed her minion well, and it managed to get to the S-Goth when she was alone. Using the new spells Psychic Cell and Psychic Solitude, she managed to stop the S-Goth from teleporting away or telepathically contacting others for help. However, the fight was more difficult than the Masui had imagined, and she was forced to kill the S-Goth and flee rather than take her prisoner. It remains Sanctuary's only unsolved murder of one of their own. After that incident, Hild realized that her own enthusiasm had gotten ahead of her, and has since returned to more subtle dealings to try and capture one of Sanctuary's guardians, just one of her many plans towards eventual world domination.
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 Hild'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, such as her new spells. 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, Hild has No Weakness (Level 80). If she were to face a Fighting type or a Bug type Pokégirl, or anything else that was considered Strong vs. Magic or Dark, at or below level 80, 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 Hild's array of special attributes:
Mother of Magic: Hild is a supremely magical being. Because of her inherently sorcerous nature, she can shape spells to her will to a great degree with much greater ease than most. A spell initially being cast as a fireball can become an iceball or be made to explode in a specific pattern without a significant exertion of will, alternation of components, or other time-confusing effort on her part. However, it is difficult to change a spell too drastically with this ability, and, after altering two major aspects, it would generally be economical to simply create a new spell with the desired effect. Spells altered with this ability will generally, when magically analyzed for reuse, appear to retain the qualities of the base spell, making attempting to copy the alterations more trouble than it is worth.
Heavy Magic: When Hild uses magic, she can imbue it with extra sorcerous power without expending much additional energy. Any spell she does this to is considered to be heavy magic, and its effect is generally to multiple the results of a spell. For example, a fireball imbued with heavy magic would explode more ferociously and cause more destruction, or a barrier would become significantly more durable. However, because it is merely the amplification of a predesigned effect, Heavy Magic cannot be imbued into spells that have been significantly altered from their base form via her Mother of Magic ability, and the effects of heavy magic are lost in a spell if it is altered via Mother of Magic. Also, attempts at duplication will fail to replicate the additional power of the spell, merely yielding the base form.
In addition to her special qualities and salient qualities, Hild has a wide variety of spells only she and her Masui know, with several of them being magical versions of Psychic powers. A small fraction of them are listed below:
Sorcerous Teleport: A magical version of teleportation
Sorcerous Hypnosis: A spell to hypnotize the target; a magical version of the psychic power.
Psychic Solitude: This spell is cast on a single target. It makes the target unable to send or receive telepathic messages, effectively isolating them psychically
Psychic Cell: This area-effect spell creates a zone that cannot be teleported into or out of.
Arcane Insight: This divination spell reveals, albeit cryptically, information relating to a single question asked.
Mystic Mask: this spell takes affect on one being, possibly the self if the caster wishes. It blocks attempts to read the affected creatures thoughts. Whereas Psychic Solitude prevents telepathy from making contact but allows intrusive mind-probing, this spell allows "external" mental functions like telepathy, but no form of ESP or mind-reading works.
Greater Mystic Mask: This spell works just like Mystic Mask, with the following additional property: The affected individual's thoughts can not only not be probed, but said individual can put up a wall of false thoughts. To anyone scanning the target's mind, all they pick up are the false thoughts, which seem genuine.
Forced (De-)Evolution: This reversible spell is what Hild used to create the Masui Pokégirls. By using this spell on a Pokégirl, she can either force her to evolve or force it to devolve. Devolving is always just one form down if it has multiple de-evolutions, and evolving is just one form up if it has multiple evolutionary steps. If it has more than one evolutionary or de-evolutionary form possible, the caster can choose which form to have her assume. If the caster wants, they can try to force a totally new evolutionary form, but this is very difficult. Multiple applications of the spell must be cast on the target Pokégirl, and this process is slow and very painful. Furthermore, new evolutions created are always Magic-type Pokégirls, with any other element being lost. This spell cannot force a Pokégirl to devolve into a new form, and the Legendary Pokégirls are immune to this spell, as are humans; it does not force human girls to go through Threshold. Hild is currently working on a new spell she has called Superior Spell (De-)Evolution. She hopes that this spell will work on Legendaries, will be able to add secondary elements, and can be used just once to make new breeds of Pokégirls. However, this spell is still in its research stages, and early reports show that it will go much more slowly than its predecessor spell.
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HOUND, the Hunting Dog Pokégirl
Type: Animorph (canine)
Element: Dark
Frequency: Uncommon
Diet: meat with the occasional plant, an extreme fondness for pizza with extra hot peppers has been noted in most members of the breed
Role: guard dog, faithful companion
Libido: Average (High monthly)
Strong Vs: Dark, Ghost, Psychic, cat Pokégirls
Weak Vs: Bug, Fighting, olfactory attacks
Attacks: Bite, Howl, Pummel, Takedown, Tackle, Crunch
Enhancements: Enhanced Strength (x4), Enhanced Olfactory Sense (x10), Enhanced Speed (x3), Endurance
Evolves: War Hound (battle stress), Cerberass (Anubust’s curse [Evolution Method Classified])
Evolves From: Doggirl (orgasm)
Hounds were among the first type of Pokégirls Sukebe created. They are a tough, sleek breed of Pokégirl, the shortest adult Hound being measured at 6'5" tall. They possess a strong, muscular build, C-cup breasts, and smooth, black fur, with a long stripe of dark brown going from their groin to the bottom of their jaw. Their faces are possessed of dark eyes and canine features, with sharp teeth and a larger than normal nose being their most prominent features. Their tails are medium-sized and very whip like (although younger Hounds sometimes have their ears and tails trimmed into shortness), and their nails are very strong, giving them an appearance similar to the pre-Sukebe dog known as the Doberman.
Hounds are very territorial, and are not good teammates for the average wandering Tamer, as they prefer to stay in one place at all times. However they make excellent guard dogs, as they defend their territories fiercely against intruders or anyone they may think may harm someone they care about or assigned to protect. They are among the most loyal, loving breeds of Pokégirl in existence, although they aren't overly affectionate and amorous like Growlies. They are an intelligent breed, even Ferals showing an ability to learn quickly, although their intelligence is more focused towards practical matters rather than the scientific, meaning that Pokégirls such as the Supe-Bra-Genius and the Alaka-Wham still rank far higher in all-around intelligence. They also have very strong senses of smell, which makes them extraordinarily vulnerable to scent-based attacks, but also allows them to appreciate delicious food when presented with it. As an odd quirk, several Hounds have been observed to have an extreme fondness for pizza topped with extra hot peppers.
During the Revenge War, they frequently were used as hunters for food and supplies that the various Pokégirl armies needed, or as bodyguards for the leaders of various attack squads. However they were also among the first breeds turned to the side of the humans once they realized how to get Pokégirls on their side. They have since become one of the more popular and well-liked Domestic breeds, alongside Kittens, Bunnygirls, Growlies and the like, especially after one particular incident became public knowledge.
A squadron Limbec Pirates invaded a house of a prominent family, killed the men and taking the Pokégirls they had prisoner. One of them, a Hound, was able to withstand the emotional shock of watching her Tamer brutally murdered in front of her and resisted the chemical, psychic, and physical torture the Limbecs inflicted on her in an attempt to get her to join them and turn against her family. The Hound stayed loyal to her Master's memory and even spat in her torturer's face. The Hound was killed, and the Limbec Pirates involved in the crime were arrested, the recorded evidence of the Hound's torture being made public. While horrific, it has been used (in a heavily edited version) frequently in educational settings as an example of the loyalty some breeds of Pokégirl can show, however some feel that this endurance and refusal to be turned under any circumstances makes them loyal to a fault. Since then, even criminal groups such as Team Rocket and all its variants know better than to try and turn a Hound against its masters or even steal them.
Hounds are among the more common forms for a girl to Threshold into.
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(insert name here) HUNTER, the Lethal Pokégirl
Type: as per base type
Element: Base Type/Dark/Magic
Frequency: Extremely Rare (1 in 100,000 of a particular Pokégirl species is a Hunter)
Diet: as per Base type plus all show carnivorous tendencies
Role: Assassin
Libido: as per base type
Strong Vs: ?
Weak Vs: ?
Attacks: Dark Goggles, Dark Blade MKII, Dark Shield, Dark Bomb, Dark Mist, Imitate, Absorb, Energy Blade, Power bolt, Teleport, Cure, Night (except for self), Drain, Ingest*, plus as per base type
Enhancements: Longevity, Enhanced Strength (x6), Enhanced Dexterity (x4), Endurance, Recovery, Enhanced vision (x4), Enhanced Olfactory ability (x4) plus any enhancements to the base type. Enhancements are in addition to base type enhancements, so an Amachop Hunter would have Enhanced Strength (x14)
Evolves: As Base Type (All evolutions keep the Hunter template)
Evolves From: As Base Type (All evolutions keep the Hunter template)
Story this Pokégirl appears in: The Harris Saga, written by Kerrick Wolf
It is well documented that Sukebe was a genius and possibly a madman. Few consider the fact that he wasn’t perfect. Sukebe, however, knew this fact quite well. He realized that sometimes his creations wouldn’t be quite what he wanted and that this fact might not become obvious until after some time had passed. Therefore he created the Hunters to eliminate any unsatisfactory Pokégirls that might prove resistant to self-termination.
The Hunters were designed to hunt down and eliminate problematic Pokégirls, whether individuals or groups. They are tireless predators when seeking out their targets and relatively normal Pokégirls otherwise. Hunters can be from any species of Pokégirl that was specifically created by Sukebe.
The loss of Sukebe has left the Hunter types at loose ends. Each responded to this new condition in different ways. Some have kept hunting their previously assigned targets while other have stopped and gone on to seek other pursuits.
All Hunters, regardless of actual libido, are sexually aggressive and do not hesitate to communicate their status to their Tamer or to the members of his harem.
All Hunters eat meat. In fact, to use one of their most potent abilities, Ingest, they must feed off of a target. Once they do this, they gain the ability to shapechange themselves into their target for twenty four hours. This was developed to allow them to take out a member of a group and then assume its identity to infiltrate the rest of the group. They keep their own powers, however, as well as Type, Strengths and Weaknesses. If they ingest brain matter from their target, they gain its memories for the same interval. Note that Hunters with total recall keep the memories forever.
In a harem, Hunters will not necessarily reveal their extra abilities, and so even an approximate idea of the number of Hunters existent is impossible to determine.
They were never produced in large numbers and were deliberately given reduced rates of fertility. As all Hunters have longevity, and as of 300 AS, none have currently become Pokéwomen.
Hunters are ferocious mothers and refuse to be separated from their young. They will kill their Tamer or anyone else who tries to interfere with their offspring and flee with the young if necessary.
Hunters will try to seek out a Tamer before going feral and with their teleport ability have a very good chance of attaining this goal. Feral Hunters are much more sexually aggressive and will seek out a human male to regain their sanity. They will destroy anything that stands in their way of attaining Taming.
It is suspected that a feral Wildcat Hunter was responsible for the destruction of a series of harems in the northwest Indigo Plateau over a six month period. All of the attacks followed the same pattern: the harem was destroyed and then the Tamer was Tamed to death over a period of several days. In each of the cases, evidence indicated that the Tamer frequently accessed his or her Pokédex and other net capable items. It is suspected that the Wildcat Hunter had been hit with an extremely powerful Psychic attack and had become confused about its location and therefore was unable to successfully teleport.
Using a Pokédex on a Hunter will not reveal anything out of the ordinary.
The Hunter class was designed comparatively quickly and so all Hunters show a personality quirk. Personality quirks vary from individual to individual, and even parthenogenic litter mates do not have the same quirk unless the mother’s personality was also included. Some examples of quirks include extreme superstition, various phobias, and various “locked in” speech patterns, such as using the royal we or the inability to use personal pronouns.
Existence of the Hunter is not commonly known and it is suspected that some Hunters are actively working to keep things that way..
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KUNIMITSU, the Vulpine Ninja Pokégirl
Type: Near Human, cases of Animorph (Vulpine)
Element: Normal/Dark
Frequency: Very Rare
Diet: omnivore, prefers human style food
Role: spy, sex-pot
Libido: High
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting, sex attacks
Attacks: Scratch, Bite, Pummel, Leap, Tackle, Slash, Dark Blade Mark II, Smoke Screen, Vanish, Dart Toss (shuriken), Fox Fire
Enhancements: Enhanced Stealth, Enhanced Hearing (x3) and Enhnaced Olfactory Sense (x3)
Evolves: None
Evolves From: Kunoichi (Fox E-Medal), Ninjette (Fox E-Medal)
Kunimitsu is a special animorphic variation of the Kunoichi. When a Kunoichi is given a Fox E-Medal, a transformation comes over her. She becomes similar to a Kitsune, but with greater variation. A Kunimitsu’s fur will be a creamy white, or a light blonde. They also have a tendency to wear clothing of their pre-evolved form, with tight cloth, and shawls around their muzzle. They find the tight clothing excellent for gaining high-speeds while running, AND they get a kick out of the feeling of tight clothing pressing against their bodies.
It should be noted that while a Kunimitsu does not have the levels of stamina or endurance that Kitsunes and Vixxens are known for, (which some Tamers are thankful for, as some have trouble with over-affectionate Vixxens) a Kunimitsu is far more dexterous, and can slip into tight places that Kitsune usually can’t. Some are known to even have slightly collapsible bone-structures, like a Titmouse, letting them get into places that are a tight squeeze.
There is also a special historical event behind the Kunimitsu that makes them slightly more revered than their pre-evolved form of Kunoichi. In 249 AS, a year after Mao’s Rebellion had begun, the Edo League was endangered when a shadow group of a Kunoichi had threatened to overthrow the League in the name of Mao Shin Mao. One Kunoichi, however, stood in their way. While the shadow group was raiding a rich man’s estate, the noble’s Pokégirl, a Kunoichi, tried to pull her injured master to safety, hiding him in the basement, where she accidentally came into contact with a case of her master’s E-Medal collection, specifically, a Fox E-medal. The change that overcame her seemed to have changed her perception on the situation, filling the Pokégirl with more bravado and courage. Using her skills and new techniques to actually over-take most of the rebellious Kunoichis, the one major Pokégirl anarchist group was taken down before they reached the main part of the Edo League on it’s Eastern-most island. The Edo League flourished a lot more easily than other Leagues were able to during the timeframe because of that. As such, that one Kunimitsu was highly revered, and other Kunimitsu are given more respect when in the Edo League than the pre-evolved form of Kunoichi.
Fighting wise, a Kunimitsu tries to be sneaky, and hit hard from a distance, like other Kunoichi. However, when the situation calls for it, a Kunimitsu can change her tactics to more traditional hand-to-hand combat. Her technique of “Fox Fire” (a flame technique that vulpine Pokégirls in the Edo League can learn) seems to be her favorite move in its assortment of techniques to use for close-up combat.
During Taming, a Kunimitsu is quite different from what one would expect from a vulpine Pokégirl. Shy, quiet, and demure are all good ways to describe how the Pokégirl acts. The Kunimitsu will not beg her master for Taming if he does not want it. And during Taming sessions, a Kunimitsu is more passive, allowing her master to do with her as he would please. This leaves a Kunimitsu open to take in all sorts of pleasure. Unfortunately this can be used against her, as her threshold of pleasure seems diminished. In a sex battle, a Kunimitsu almost becomes almost as poor a choice as a Titmouse, because of a need to submit to pleasure.
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KUNOICHI, the Ninja Pokégirl
Type: Very Near Human
Element: Normal/Dark
Frequency: Common (in Edo League), Uncommon to Rare (all other Leagues)
Diet: omnivore, prefers human style food
Role: spy
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Smoke Screen, Vanish, Throwing Star, Quick Attack, Shadow Dash, Hazy Vision
Enhancements: Enhanced Speed and Agility (x4), Enhanced Senses (x2), Enhanced Strength (x2), Enhanced Endurance and Durability (x2), Stealthy, Night Vision
Evolves: Cheshire (Cat E-Medal), Kunimitsu (Fox E-Medal), Karima (level 40 + Shadow Stone)
Evolves From: Ninjette (Level 15)
Towards the middle of the war, while the human armies were being decimated left and right, Sukebe created this breed. First given the mission of searching out and destroying small encampments and given anti-ambush roles, the Kunoichi graduated as the Ninjanezumi suffered- their Very Near Human state made them much more capable of passing as human women and getting past human guards with ease. Once given their mission to assassinate certain people- human generals, admirals, and even certain actors that Sukebe hated, the Kunoichi were practically the best at their field that the world had ever seen. Or never seen, perhaps, until after the war was over. Information about them was, however, gained during that latter part of the war from disaffected Ninjanezumi that were tamed by the first Tamers, but it wasn't until about 12 AS that the first recorded Kunoichi were captured.
This breed was originally created to fill a niche. Whereas the Ninjanezumi had proven squeamish in comparison to the other Pokégirl types and some had even been captured by the humans before fulfilling their missions, and the Cheshire had been created from Catgirls, the mad scientist himself took it upon himself to create a breed that could blend in with humans, act and talk and physically look like a human woman, but was in all other ways superior. The end result was the Kunoichi. Their actual capabilities, although somewhat less than the Ninjanezumi, ironically made it easier for the Pokégirl to imitate human women. Although not designed specifically for battle, the Kunoichi are also well equipped to fight in one. Their natural stealth capabilities, as well as her enhanced senses, speed, and agility often allow the Kunoichi to evade long enough for an opening to appear, and then to quickly capitalize upon it. Kunoichi prefer to attack from the shadows, and rarely battle straight out in the open in keeping with their style.
Most Kunoichi average in height somewhere between 5' and 5'7." They usually can be found in the same size as equivalent human woman of these heights, but their breasts are most often somewhere between a B-to-C cup in size. However, several have been documented both with smaller and larger breasts regularly, which makes this a rather diverse breed. Although most Kunoichi do prefer to wear tight fitting and not-so-revealing clothes, it has been documented that they do prefer to wear clothes that allow them to blend in with the location that they are in. In modern times, Kunoichi have been well known to get along with Seamstress Pokégirls, and generally prefer to get their clothes from one whenever possible, rather than from a department store. However, even if attempting to pass herself as some other Pokégirl by disguising herself, a Pokédex can pick out a Kunoichi in hiding easily.
Kunoichi have rivalries with two different Pokégirl breeds. One is with the Cheshire. Their areas of expertise are identical, and this rivalry is more often a common friendly rivalry, rather than one where each Pokégirl would want to destroy the other in battle. Researchers suggest that Cheshire and Kunoichi should not ever be in the same Harem at the same time, however, as each one will attempt to out-do the other in all ways, including taming. Taming both at once has only yielded one Tamer who managed it... and he wound up trading both away within a week afterwards, swearing to stick to Low libido Pokégirls from that moment forward. According to research done, Kunoichi can even evolve into a Cheshire through the use of a Cat E-Medal, although very few Kunoichi will allow this.
In the Edo league, Kunoichi also have some rivalry with Ronins. This is likely because of the difference between the two Pokégirl battle ideologies. Whereas a Kunoichi is subtle and more of a supportive Pokégirl, the Ronin are in your face and full out attackers. Ronin actively pursue the rivalry, while the Kunoichi try not to encourage it. This leads to Ronin being annoyed by the lack of participation, and encouraged to try and provoke a Kunoichi at any given opportunity. As a result, Researchers also suggest that Tamers not have both in their harem at the same time, unless the two Pokégirls are used to one another and some semblance of respect between them is obtained.
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LONER, the Wayward Pokégirl
Type: Very Near Human
Element: Dark/Psychic
Frequency: Rare (Crimson League)
Diet: near human diet, enjoys traveling foods (trail mix, jerky, etc)
Role: Last minute reinforcements, Errand runners, Recon
Libido: Low
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark
Attacks: Fade, Teleport, Shield, Psychic, Hypnotize, Foresight, Dark Blade, Ankoku
Enhancements: Psychic abilities increase from Goth state, telepathy, Enhanced Strength (x2)
Weaknesses: Extreme Wanderlust, Demophobia (fear of crowds or crowded places)
Evolves: Heroine (Works on martial arts, attempts to open up, Delta Bonded)
Evolves From: Goth (Loner Goth sub-type; normal)
Once a Loner subtype Goth obtains enough experience, she will naturally evolve into a Loner. Loners are peculiar Pokégirls that enjoy being by themselves as opposed to the normal pack mentality of other Pokégirls. They change little from their previous Goth form, loosing their pale skin and gaining a more varied taste in fashion, with a bust size of around a solid D cup. They also gain the Psychic element as their psychic potential increases greatly from their Goth form.
Loners recognize someone as their official tamer, though many have been known to totally leave abusive tamers in favor of someone else they've met in their travels. When a Loner likes her tamer, she maintains a low-level telepathic bond with him/her at all times, so that she can teleport to them in case of danger. Studies have also proven that Loners use the Foresight ability to avoid being captured while away from their tamers. In regards to personality, some may be aloof, others quiet and introspective, and a few have even been found to be cheerful and friendly, despite their extreme fear of crowds and crowded places. Because of the Loner's Demophobia, they avoid cities unless they can teleport from rooftop to rooftop. If released into a crowd, a Loner will begin to panic and immediately teleport away from the crowd in a random direction, usually to a place the Loner knows to be devoid of others. If this was done on purpose, the Tamer is guaranteed to lose the Loner as soon as she gets the next opportunity. If it was accidental (and there has to be proof for some of the more suspicious Loners), then the Loner is more forgiving, but will now insist on her ball being put into a pocket or backpack when in crowded situations.
Loners are also plagued with extreme wanderlust, and are addicted to the thrill of seeking out new places. While many times a Loner is alone when exploring, their libido can jump to extreme should their tamer be willing to brave a dark cave or cross a desert or forbidden forest with them. Unfortunately, this does sometimes lead to the demise of both tamer and Loner.
Though some recordings of Loners date back to the Revenge War, there are no living Loners from that time since Loners have average human lifespans. One sound theory based on eyewitness reports is that Loners were used to rescue high-ranking Pokégirls in Sukebe’s army when they were grossly outnumbered or near defeat. This would keep from having to remake leaders with experience in battle and free up the labs for more mass production of soldiers.
Thresholding into a Loner directly is rare, but usually comes from strong Goth ancestry. The girl in question will start becoming nervous in crowds and enjoy spending more and more time by herself- usually checking out places she's never been to.
Feral Loners are very rare, since they have a low libido and most come from Goths of the same type. Many Loners will coerce tamings from people who they meet in their travels. Feral Loners tend to become engrossed in exploring one area intimately, such as a cave, and are usually found there by wandering tamers.
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MACAVITY, the Cleric of Chaos Pokégirl
Type: Animorph (Feline)
Element: Dark/Psychic
Frequency: Extremely Rare (Unique)
Diet: Omnivorous
Role: Espionage, Courier, Bandit, Assassin, General Trouble making
Libido: High
Strong Vs: Poison, Psychic
Weak Vs: Bug
Attacks: Teleport, Agility, Backstab, Aura of Cute, Hypnotize, Hypnotic Dance, Telekinesis, Dark Mist, Ashen Wings, Fade, Shadow Dash, Psi-Blade, Dark Blade, Hazy Vision, Memory of the Dark, Dark Shield, Cocoon of Darkness, Confusion, Disable, Double Team, Lock-On, Aura of Doom, Metronome, Psycho Crusher
Enhancements: Legendary Qualities, Legendary Salient Qualities, Enhanced All-Around Senses (x7), Night vision, Constant Dark Goggles effect, Retractable claws, Enhanced Intelligence, Enhanced Strength (x7), Enhanced Agility (x16), Enhanced Endurance (x7), Aura-shifting, Can use Phase and Invis indefinitely
Evolves: None
Evolves From: None
No one is quite sure what to make of Macavity. And more and more researchers and government officials from EVERY league are becoming more and more certain that she greatly prefers it that way. She is the most famous of the Legendary Pokégirls, and the most well-known to the general public.
Macavity got her start during the Revenge War, like all the Pokégirls that came to be known as Sukebe’s ‘Legendaries.’ In truth, she was actually the first of the Second Generation of Legendary girls to make a public appearance, and soon after made herself the most visible. After the deaths of Infernus, Mountaintide, and Storm Gail, Senator Linda McKenzie was making a public speech for reasons that were not in the discovered documents on the day it occurred. Macavity appeared in the center of the crowd, dancing and singing her way up to the stage, disarming Linda’s guards (by ripping their arms off). She grabbed Linda, taunted her mercilessly, and teleported away with her. It’s believed that Sukebe sent Macavity to bring the woman he viewed as responsible for his problems and punished her accordingly. Historians do not wish to speculate what happened to Linda after Macavity brought her to Sukebe…
Macavity is a tall Pokégirl, standing seven feet and six inches in height. Her fur was colored in varying shades and stripes of red and orange, giving her the appearance of being living fire at times. Her hair was kept unkempt, in a wide flowing mane that stretched down to her back. Her tail is longer than her legs, and is very prehensile. Her body is very beautiful, elegant and muscular without overdoing the effect, curving in all the right places, a pair of large, E-cup breasts adorning her chest. Her favored outfit tends to be a black leather halter-top that left little to the imagination and a pair of form-fitting shorts, cut high on the legs to give them maximum freedom of movement.
As mentioned earlier, Macavity was the most ‘visible’ of the Second Generation Legendaries during the Revenge War. She would frequently appear in human encampments, teasing and taunting the soldiers there, stealing their weapons and destroying them before they could be used. She seemed to crave the attention, enjoy having all eyes on her. Yet at the same time, more often than not there was also an incursion of other Pokégirls into the encampments, Macavity’s actions causing a distraction that would prove fatal for the base. There have also been documented after-the-fact accounts of Macavity sneaking in under total anonymity, nobody knowing she was there until after she had completed her task, be it an assassination or theft or delivery of a message. In each case there was only her trademark laughter to mark her presence.
Near the end of the Revenge War, Macavity began to associate with Atmuff. The two were decidedly NOT friends, and Atmuff seemed to detest the other Legendary’s presence. She hung around anyway, as she apparently liked Atmuff’s capacity for causing chaos. Soon after this started, Macavity became the first Legendary Pokégirl to openly oppose Sukebe’s actions. Her quoted reason for this decision: “Humans were too interesting to let die out.” It’s known that she had a hand in the training of the Cheshire breed of Pokégirl, a last remaining bit of sentimentality for her creator, and it’s rumored that she actually created the Mistoffeles breed of Pokégirl herself. Since the end of the Revenge War she has kept mostly to herself, appearing periodically during chaotic events. Most of them ones she has caused to liven things up.
One of the more infamous incidents of events she has caused was the Wreckball Riot of 260 AS. It was a championship match, and the entire city was watching the events unfold in what was regarded by sports fans as the greatest, most intense matchup of all time. Then, in the final seconds of the clock, just as the game winning goal was about to be kicked… the ball vanished, leaving several confused players from both teams lying in the dirt and looking around. Macavity then appeared in the lap of some hapless Tamer, giving him the Wreckball she had just stolen off of the field and shouting ‘Present for Master!’ at the top of her lungs. She then kissed the hapless young man, cuddling him lovingly. Naturally, however, she disappeared when the rioting started, the fans going insane with rage at having so intense a match interrupted by Macavity’s pranks.
In terms of abilities, Macavity has several unique abilities that reflect her rather bizarre nature. Her attack list consists primarily of defensive and disorienting moves, and she can also phase and turn invisible as if she were a ghost type. In fact for years it was suspected she WAS a ghost type. She also seemingly has the ability to defy the laws of physics and science on a regular basis. Her ‘phasing’ is different than others as she seems to able to pass through objects without turning intangible. She also appears to have shape-shifting abilities, as she has been known to appear as an object one minute and then as herself another. However, in the few blood samples collected from her during capture attempts and studied, she was shown to have no shape-shifting or illusionary powers of her own. It’s assumed that she knows magic of some kind, but with Macavity you just never truly know. She has the ability to radiate Auras of differing ability, usually to help her win over a target or just to confuse people. Her Aura of Darkness is known for being able to evolve certain Pokégirls that are exposed to it. Her most befuddling ability is the fact that she seems to be able to ignore the laws of gravity at her own convenience. She can walk up a wall as if she was walking on solid ground, and at times even walk through the air as if there were solid ground under her feet.
Macavity is… unpredictable, to put it in the politest possible terms. She despises the predictable and boring, and takes being called such things as a murder-worthy insult. She lives for herself, although she has been known to occasionally help those who earn her affection, or are interesting enough to attract her attention. Granted, Macavity taking an interest in you is usually a bad thing, as chaos is bound to follow you… Her personality is impossible to pin down, as on some occasions she may be as meek and playfully friendly as a Kitten, on others as sensual and sexually aggressive as a Hentaicute, on others as cruel and cold as the worst of killers, there is no one standard. Her moods are as variable as the weather and can shift in an instant.
Macavity, much to the bafflement of many, has enjoyed a tremendous amount of popularity. Cat-type fanciers adore her, and to some she is the pinnacle of all cat breeds. To others she’s a menace, a trouble-making terrifying monstrosity that should be put down and made into a pelt. Blue League officials in particular would like her head on a platter, as she seems very fond of causing trouble there. One thing that people agree on is that viciously playful nature, her penchant for trouble-making, her raw cunning and intelligence, her desire to be in the spotlight and her sheer elusiveness make her a Pokégirl to be reckoned with. The only good qualities of Macavity’s that people can agree on is her affection for the human race, something which has led her to openly oppose Limbec Pirate raids during the time of Mephaesta, and the fact that she seems to be able to disrupt Jenova’s ability to ‘make things go wrong.’ Every time Macavity encounters Jenova, Macavity becomes very affectionate towards the destructive Pokégirl, always kidnapping her and dragging her off for Taming sessions that last a great long time. Sometimes Macavity has allowed Camera Girls and their Tamers to follow her and record the sessions, which sell for tremendous amounts of money.
There is some knowledge about Macavity that can be verified, however, and we have one person to thank for that. In 262 AS, World-travelling tamer Bellerophon Jones, famous for his various misadventures, encountered Macavity while evading a group of Team Scorcher thugs that were chasing them. He and his pet/companion, a Titmouse named Karen, evaded their pursuers by hiding in the rafters of a warehouse until they gave up the chase. However misfortune came upon him when a rotted beam gave way, Karen falling from a great height and landing on Macavity, who had been in the warehouse looking for something to eat. The Legendary was knocked out by the impromptu landing of the Titmouse, Bellerophon capturing her out of lack of knowledge of what to do with her. (Macavity has since become VERY wary of Pokéballs since then.) Bellerophon took her to the Pokécenter and just barely managed to placate the angered legendary, his insolent, straightforward, and smart-aleck manner appealing to the chaotic Pokégirl. The two had a short-lived alliance, recorded in the various highly popular movies based on his life, Bellerophon’s harem growing to include a Pegaslut, a Chimera, and a Seraph, among other rare breeds, Karen evolving into a Tigermouse.
After Bellerophon’s retirement and Macavity subsequently going off on her own, he let himself be interviewed by PLC officials, who discovered that Macavity has a great desire to become a mother, and tremendously despises Sukebe for leaving her and her sisters barren. This would explain a great deal about some of Macavity’s more bizarre thefts from scientific facilities and magical research facilities. Some have made the suggestion that a possibility of this might allow her to be controlled, but those people are generally disregarded as being very naďve.
One major development from Macavity’s time with Bellerophon Jones is that she now periodically picks a Tamer to focus her attentions on. There’s zero commonality between those she has picked, so her criteria for her choices is unknown. The only common link between them is that soon after Macavity enters their lives, they become MUCH more chaotic and interesting.
Macavity is a dangerous Pokégirl. She cannot be pinned down to a single alignment, and predicting her actions is near impossible to do. She prides herself on her chaotic nature and refers to herself frequently as a cleric of chaos. And considering her history, this may be the most accurate way to describe her…
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 Macavity’s shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below).
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, Macavity has No Weakness (Level 69). If she were to face a Bug-type Pokégirl or anything else that was considered Strong Vs Dark or Psychic, at or below level 69, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirl 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 Macavity’s lexicon of special attributes:
Physics Disruption: Macavity seems to be able to defy all known logic and scientific laws. She can move through walls without seeming to phase, shape-shift without having any genetic shape-shifting abilities, and even ignore gravity.
Auras: In addition to the Aura of Cute and Aura of Doom abilities, Macavity has the ability to radiate several other kinds of Auras that allow her to control the mood of a situation. These Auras include, but are not limited to:
Aura of Fright: Macavity projects an aura around herself that creates a feeling of intense, irrational fear in those in the aura’s radius.
Aura of Darkness: Macavity projects an aura around herself that creates a feeling of numbness, an almost deathlike state, in those in the aura’s radius. This has a 70% chance of causing the Blind status effect in weaker Pokégirls and is known to be able to evolve certain cat-type breeds into other Pokégirls.
Aura of Madness: Macavity projects an aura around herself that creates an intense feeling of dementia in those in the aura’s radius.
Aura of Lust: Macavity projects an aura around herself that creates intense feelings of lust in those in the aura’s radius.
Aura of Backfire: This aura so far is only a rumor, as Macavity is always seen to have a sort of glow about her when she encounters Jenova. Presumably, it causes the abilities of the user caught in the Aura’s effect to, as stated, backfire on themselves.
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MARYANN DREW, the M.A.D. Pokégirl
Story/Series This Pokégirl Is From: Fossils
Type: Very Near Human
Element: Magic/Psychic/Dark
Frequency: Extremely Rare (Who's nuts enough to slap an Angel Stone on a Jokette)
Diet: Human-style, presumed also to feed on laughter
Role: entertainers, clowns, expert victims
Libido: Average to High
Strong Vs: Ghost, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: Cry, Teleport, Tackle, Telekinesis, Wrestle, Quick Attack, Flash, Blur, Slash, light spellwork, Permeable, S.E.P., Breasts of Steel
Enhancements: Enhanced Hearing and Eyesight (x8), Agility, almost totally fearless, intelligent
Evolves: None
Evolves From: Jokette (Angel Stone)
MaryAnn Drews are perhaps the reason Jokettes are so nervous around Celestials. Like a Harlequin's exposure to a Mana Crystal, a Jokette's exposure to an Angel Stone opens her mind to a life-changing, cosmic revelation. She suddenly realizes that the Universe is a vast, uncaring place. The difference is the MaryAnn Drews do not want to share this information. They cherish others' ignorance of the Truth, and will do much to distract others with humor. They retain the Jokette's love of practical jokes, however they prefer humiliation and degradation to killing. Unlike the other tricksters, they don't trust others to appreciate their jokes, they are their own favorite `victim`, with Harlequins and Jokettes as a close second. E.g., A dozen people will walk through a door, the MaryAnn Drew will be the one who gets the bucket of whitewash on her head, the one she secretly put there. And they can look absolutely miserable better than any other Pokégirl. They will often use the Cry technique when they fall victim to their own or another's joke, people will either immediately go to comfort her, or laugh cruelly at her predicament. This is fine with a MaryAnn Drew. Physically, they still have the chalk-white skin, green hair, and blood-red lips. A notable difference is the appearance of black teardrop-shaped marking under one or both eyes, as if they were eternally crying. They are still capable of the large, frightening grins, they also can frown pathetically to nearly the same extent. They retain the comically large breasts and revealing, purple clothes, they often add to their costume top hats or elaborate headdresses that they cannot release. While they can take them off their heads, the hat won't stop touching some part of their body unless physically wrenched off by someone else. Even then, it will be a struggle, easier to tear her arm off, rather than the hat sitting on her palm.
MaryAnn Drews will use their abilities to defend their Harem-sisters and Tamer, they prefer to use Permeable in preference to other defenses and attacks, and will often leap into the middle of an enemy formation and release their stored attacks. They also enjoy using Breasts of Steel, enticing a foe in with their huge, soft breasts, then grabbing and slamming a foe's head against her suddenly rock-hard breasts.
The MaryAnn Drews has an unusual Feral state. When Feral they often sit in one place, and watch the world go by. Without physically attacking them, getting them to react is almost impossible. In Harems, they have one serious drawback, they will attach themselves to the biggest 'stick-in-the-mud' in the Harem, a Pokégirl who takes herself or the world too seriously. The MaryAnn Drew will try desperately to convince that Pokégirl to assist her in her pranks, driving their convert to distraction. She will also share the blame for pranks with this target, even if the other Pokégirl had nothing to do with the prank. Like the other evolutions, April Fools Day is a day of insanity, but she will seek out and prank any Trixies, Harlequins or Jokettes she can find, in preference to other breeds. It can be safely said, the other prankster Pokégirls are not fond of being one-upped, or being the victim, rather than the victimizer.
Permeable: An odd variant of Phasing. When the using Permeable, the attack strikes the target and remains `stuck` within the target, without damaging them or delivering any effect, other than walking around with an arrow through her head or a firebolt through her chest. The effect lasts for five (5) minutes and the user can either dissipate the attacks safely, or hold them at full force. After this five minute period, she can take three minutes to harmlessly dissipate any `retained` attacks, without them going off, or she can release them to let them fly off in random directions, or she can let them affect her normally.
No attacks of any kind are possible while this defense is active, nor during the dissipation time, and the released attacks cannot be reaimed. Nor can it be activated again for five minutes after shut down, although the three minute dissipation period counts as part of the recycle time.
All forms of attacks can be `restrained` this way, except a physical blow (punch, kick, etc.) Weapons can be held, e.g., A Magic Punch could be retained, a Comet Punch could not, however, Elemental Blades and Elemental Blades Mk II can be retained, as can any other weapon from swords to gunfire.
The danger in punching or kicking a MaryAnn Drews using this technique, is that breaking her concentration will result in a random release of the attacks she has restrained, like punching a live grenade, it doesn't aim, but you're closest. Likewise, if the MaryAnn Drew is still in the radius of a released attack, she will be affected normally.
Typically, the only thing a MaryAnn Drew will do when using this technique is stagger around, intercept more attacks, and proclaim her impending demise. She cannot use any other attacks and will rarely use other abilities or defenses. It should be noted that any Pokégirls engaged (enemies or allies) who are given the choice in their targets, will shoot her in preference to anyone or anything else on the field.
Therefore this technique is banned in League-sponsored matches, unless the MaryAnn Drews is actively participating in the match (as combatant, not a bystander or reserve) and the judges typically suspend any time-limits restrictions for the duration.
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MOONFLOWER, the Moonlight Oracle Pokégirl
Type: Not Very Near Human (Flower)
Element: Dark/Ghost/Plant
Frequency: Extremely Rare
Diet: Vegetarian mostly, also needs to consume small portions of life force at least once a week
Role: Plant-life maintenance, Oracles, Haunting
Libido: Low
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: All dust attacks, Command Plants, Leech Seed, Petal Armor, Antitoxin, Root, Virus, Anti-Virus, Lure, Fruit Juice, Vine Bondage, Grass Floor, Dark Holy, Cocoon of Darkness, Dark Shield, Telekinesis, Hypno Dance, Psychic, Moon Blood,* Moon Dance,* Moon Dream,* Moon Storm*
Enhancements: Psychic abilities, precognative abilities, Strong plant affinity, Regenerates while asleep, All-around strength increases depending on the moon’s phase, their Dark-type attacks become much stronger at the New Moon.
Evolves: None
Evolves From: Flowergirl (Moon Stone)
Very many people would be very happy if they had never heard of this Pokégirl. Very very happy indeed, as these oracles have a tendency of knowing things that certain people would rather nobody else know. However, as Moonflowers have proven faithful and in many cases, extremely useful, they are reluctant to find ways to eliminate the breed. Indeed, their pros outweigh their cons in many ways.
Moonflowers are strange and mysterious Pokégirls. Their evolution is considered to be extremely rare, as Flowergirls a vast majority of the time WILL NOT EVOLVE if given a Moon Stone. However, Moon Stones are confirmed to at least partially be the triggering agent for evolution. Studies go on to this day to discover everything about Moonflowers. They aren’t going well, as Flowergirls are apparently not very fond of Moonflowers and as such are being uncooperative.
Moonflowers are slender, green-skinned Pokégirls with curvy figures and large, soft breasts. Their hands and toes are three-fingered claws, and their hair is usually a mass of leaves with a flower stem sticking out of the top of their head. They are very rarely seen with legs, though, as they prefer to keep their legs morphed into a stem leading to their blossom, a gigantic, pink-and white flower with long, tentacle-like petals. Their eyes constantly glow yellow, and they are never without a smile on their face. Even their sex is like flower petals, either in their legged form or their stem form. Their blossom comes with them when they are in Pokéballs, and can take root in almost any ground, excluding some metal areas.
Moonflowers are constantly dancing, save for when they are Taming. They stay awake all night, dancing in the moonlight. But the instant the sun starts to come up, they wrap themselves into their flower and go to sleep, quite literally unable to awaken until the sun is out of the sky. They are always calm, no matter what the situation, and have noted to be the only Pokégirls aside from Legendaries that are not scared in the slightest by Widows, even when the creatures are ripping them apart. Moonflowers rarely speak, and when they do, they only speak in riddles, songs, and rhymes, even moreso than Sphinxes do, since Sphinxes have been known to talk normally once in a while. They always seem to know things, and since Feral Moonflowers can still talk normally, some even go to them to get predictions, if only for amusement, as Feral Moonflowers rarely give accurate forecasts. If a Tamer seriously wishes to get a Moonflower’s favor and, in return, a prophecy, they will Tame the Moonflower until she is satisfied. Some Moonflowers, once Tame, will ask for a favor in return. It’s considered very wise to give them that favor, as if they do not get it, they will go into their bloom and sink into the ground, not answering anything. If they are promised the favor and betrayed, the betrayer shall never know peace until favor has been made, a horse Pokégirl even more nightmarish that most NightMare Pokégirls shall haunt their sleep every night, a demon called Ixion…
Feral Moonflowers are usually found deep within forested areas. The heavier the plantlife, the higher the chance that a Moonflower’s grotto is nearby. Moonflowers are highly attuned to the plants under their care, and become violently protective of them if someone carelessly hacks through them. However they have been known to forgive the offense in exchange for both Taming and a favor.
Feral Pokégirls, with the exception of high level menaces such as the Widow or Leviathaness, are very respectful of Moonflowers. Even the most savage of Panthress will hesitate to attack a Moonflower and eventually back off. Restrictions are placed on Tamers going after Moonflowers due to their potent illusions and tendency to plague people that irritate them with nightmares and horrible, ghost-like illusions, the worst of being the Ixion creature. Very few Tamers actually have a Moonflower in their Harem, but to Leagues, these tiny numbers are more than enough.
Another interesting thing to note is that the power of some of a Moonflower’s attacks increases or decreases depending on the phase of the moon. Their Dark-type attacks are strongest at the New Moon, while their four unique Moon attacks are at their most powerful at the Full Moon.
There is some sort of connection between Moon Bunnies, Mooncalves, Moonmaids, and Moonflowers that has yet to be explained. A Tamer named Marc Spector has one of each in his harem, along with a Fiendish Megami-Sama named Khonshu. The four Moon Pokégirls, in their few recorded appearances, displayed abilities uncommon to ANY Pokégirl, save possibly the Legendaries. Marc Spector himself seemed to have more than human abilities, although those abilities may have been gained from his Fiendish Megami-Sama. There is also evidence of Moonflowers having a connection of some kind to the TWAU, Those Who Are Unknown. Research is still pending.
As the rarity of Moonflowers is so high, no recorded instances of Moonflower as a Threshold result have been recorded.
*Moon Blood – (EFT): The Moonflower offers a Pokégirl or Tamer a drink of their blood. In addition to rapidly healing all wounds inflicted upon the drinker, it also gives the drinker full PP and boosts their strength, speed, durability, and agility for a short time. The boost size varies depending on the phase of the moon.
*Moon Dance – (EFT): The Moonflower dances a psychedelic dance that literally makes the moonlight dance around their bodies. Inflicts several different status effects on whomever is unlucky enough to be watching. Useless during the New Moon.
*Moon Dream – (EFT): The Moonflower lets out a soundless scream, monstrous, feminine creatures forming that are manifestations of the nightmares and fears within her target’s subconscious and conscious mind. Note that if a Moonflower in a Harem uses this attack, she may let the dreams stay around, turning into less frightening forms, and help Tame the entire harem at once. The strength and damage capacity of the creatures varies depending on the phase of the moon. At its most potent, Moonflowers have been known to use this attack to make it seem as if the moon itself is descending from the sky, a demonic grinning face on it. Moonflowers call this demonic creature Majora…
*Moon Storm – (ATK 300 during Full Moon, 50 during New Moon): The Moonflower’s most potent attack, but only at the Full Moon. They form their blossom’s petals around themselves in a partial cage, and focus light energy from each of them into a massive energy ball with a laughing face in it. Even at its weakest, the attack is destructive, the final size of the projectile varying with its power level. As an interesting side note, when the attack is at its strongest, Moonflowers have been known to take their time forming it. While they form it, they softly sing this song in a chilling, high-pitched voice: “You don’t know what you’re messin’ with, you got no idea… You don’t know what you’re lookin’ at, when you’re lookin’ here… You don’t know what you’re up against, no no way no how… You don’t know what you’re messin’ with… but I’m gonna tell ya now…”
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MOONMAID, the Moonlight Warrior Maid Pokégirl
Type: Very Near Human
Element: Dark
Frequency: Very Rare
Diet: human-style foods
Role: Bodyguards, warriors, household maintenance
Libido: High
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Parry, Deflect, Swordwave, Hero Blade, Cry of the Fallen, Moon Flare,* Moon Crash*
Enhancements: Perfect night vision, can absorb moonlight to enhance her stats, Can generate intense waves of flame at max power, can summon an unlimited supply of her primary weapon, Enhanced Strength (x5 pre-enhancement), Enhanced Durability (x5 pre-enhancement), Enhanced Speed (x4 pre-enhancement), natural instinct for household maintenance
Evolves: None
Evolves From: Maid Yvette (battle stress at night)
Maid Yvettes were at first a maligned breed of Pokégirl. Their usefulness was limited, and no one really wanted them. Their popularity rose as more useful evolutions of them were discovered, but still people weren’t quite fond of Maid Yvettes as they were of Nurse Joys and Officer Jennies.
When the Moonmaid was first discovered, all criticisms of the Maid Yvette ceased to exist.
Moonmaids stand at a towering seven feet tall, their bodies turning muscular. Their eyes turn gold and their hair turns a grayish-blue, a strange, X-shaped scar appearing on their faces. In terms of personality, they become fiercer in defense of their Tamers, and far more brutal in battle. They gain the ability to summon blue flames and absorb energy from moonlight to increase their stats by double at the most. They can also manifest a greatsword to use in battle.
The first known occurrence of a Moonmaid evolution was during an attack of the Limbec Pirates on a League Councilman’s home. During the attack, several Psi-Dykes got hold of the child under the Maid Yvette’s care and also proceeded to rape the Maid Yvette, attempting to break her loyalty to her Master. Instead, however, the Maid Yvette fought back, her desperation triggering her evolution. She butchered the shocked Psi-Dykes in seconds and took the child to safety, hacking and smashing her way through the Limbec Pirates to unite with the other Pokégirls in the house, including the Master’s pet Hound, who had evolved to War Hound during the melee. The two teamed up and helped drive out the surviving Limbec Pirates.
In battle, Moonmaids are fierce fighters. Depending on the phase of the moon, they can absorb energy from moonlight to increase their abilities. As they become stronger, though, they tend to fly into near uncontrollable battle rages, attacking anything perceived as an enemy. They use Moon Flare and Moon Crash with reckless abandon, not stopping until everything they perceive as an enemy is unconscious or dead. As they grow in strength, their eyes glow more and more, their hair becoming more and more wild and unkempt. At their maximum strength, during the Full Moon, blue flames dance about their face, frenzied screams erupting from their throat as they fight. As suggested by their power set, they are nocturnal Pokégirls. However they need little sleep, and actually can function during part of the day. During the day, their personality does an almost total 180-degree turn, going from a fierce, dedicated warrior to a charming and cheerful maid, or whatever their personality was before they evolved. They still retain the ability to use their flames and sword, however they cannot charge up and do not lose their cheerful demeanor.
More often than not Moonmaids are employed by League officials wanting someone to help protect their home in addition to working with any Maid Yvettes there to help keep it clean. Thresholding into a Moonmaid, so far, has been unrecorded.
Of note the strange connection between Moonmaids, Moonflowers, Moon Bunnies, and Mooncalves. One of each belonging to the Harem of mysterious Tamer Marc Spector have been seen working in concert and displaying powers unlike anything shown by any Pokégirl before. Another foursome of them have been seen simply standing together, staring at the moon in almost reverent silence before going their separate ways. Research into what connection the four have is still pending, although anyone with information would be well-rewarded if they came forward with it.
*Moon Flare – (ATK 20): The Moonmaid slams her greatsword on the ground, creating a wall-like ring of bluish flame. She can use the attack repeatedly while running.
*Moon Crash – (ATK 100): The Moonmaid leaps up and throws her greatsword down, which explodes in a cloud of blue flame. She can summon another one after she throws it and it explodes. Note that this attack’s power is 100 at its BASE. If you hear a Moonmaid say “Moon, shine down,” then that means the attack is at its strongest, the blast radius being much larger and doing more damage.
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MURKUNT (aka TEN-GAL), the Dark Bird Pokégirl
Type: Animorph (crow)
Element: Dark/Flying
Frequency: Uncommon (usually found in small groups of 2-3 or larger flocks of up to 12)
Diet: berries, fruits, grains
Role: psychic detector
Libido: Average to High
Strong Vs: Dark, Ghost, Ground, Plant, Psychic
Weak Vs: Electric, Ice, Rock
Attacks: Shadow Ball, Gust, Feather Shuriken, Steal, Confusion, Screech
Enhancements: Flight, Psychic sensitivity, Nightvision,
Disadvantages: Arrogant, Mischievous, Physically weak, Distracted by Shiny things
Evolves: None
Evolves From: Pidgy (Moon Shard)
Murkunts (also Ten-gal in the Edo League) are similar to the Pidgy family. Unlike Pidgin which are normal flying types Murkunts are a Dark type. They have the unique ability to detect psychic activity. In the wild Their combat tactics are best described as 'dirty'. They use every trick in the book that they can when an opponent is stronger than they are. From cheap shots, to blinding them with sand to tag teaming, to leading them through bushes into a stream or cliff, you get the idea. Tamed Murkunts on the other hand still fight dirty but are more limited to the conditions of a poke battle. And usually don't have sisters waiting in ambush. Typically found in the harem of crooks, street fighters and similar ilk. They due have some redeeming skills in that they are strong vs. psychics and have various dark type attacks. Aiding in pursuit and capture of wild or a wanted tamers psychic types. Personalities are usually arrogant, haughty, cruel, and such. Though there are occasions when a Tamer has changed there Murkunts personality around, but these are few a far between. Surprisingly enough when confronted with any type situation where a child (Pokéwoman or human) is endangered the Murkunts become doting and protective towards it. And will protect it with their lives going into a frenzy against any who try to harm the child. In one instant a flock of Murkunts saved a group of kits and human children from a rampaging Widow. Of the 14 Murkunts only 1 survived the battle with the Widow. The Murkunts bought the townsfolk enough time to rally against the Widow. After the battle the Murkunt had to be subdued because she would not let any of the villagers near the children. In the end though she was healed and released back to the wild. To this day Murkunt flocks are welcomed into the town and protected from unlicensed Tamers. It requires a permit to catch Murkunts in that town and its surrounding woods.
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NIGHTMARE, the Night Bringing Pokégirl
Type: Not Very Near Human, Metamorph
Element: Dark/Magic
Frequency: Extremely Rare
Diet: Omnivore, also consumes life energy
Role: Nocturnal Combatant
Libido: Average (Extreme at equinoxes and solstices)
Strong Vs: Normal, Psychic, Ghost, Electric
Weak Vs: Fighting, Bug, Ground
Attacks: Dark Goggles, Dark Blade, Dark Blade Mk II, Dark Shield, Cocoon of Darkness, Dark Bomb, Door to the Abyss, *Darkness, Force Bolt, Energy Drain, Hypnotize, Phase, Fear Aura, Cry Wolf, Double Edge, Quick Attack
Enhancements: Enhanced Speed (x15), Enhanced Dexterity (x3), Enhanced Strength (x3), Enhanced Endurance (x3), Enhanced Reflexes (x4), Wingless Flight
Evolves: None
Evolves From: Unicorn (Dark Stone)
While known to exist during the Revenge War, reports of them afterwards were considered largely anecdotal until a Unicorn was accidentally evolved into one in 76 AS.
Upon evolving, Nightmares become a solid black with crimson eyes and hair, including all body hair. They stand between 5 ft and 6 ft in height in their human form and are athletic in build, however they retain the figure they had while a Unicorn. While in their humanoid form, their enhanced speed is reduced to only four times human normal and they cannot fly. In their tauric form the tuft of their leonine tail and cloven hooves are also crimson. They also grow in size and no Nightmare has been documented as being less than 15 hands (5 feet) at the equine shoulder. No matter their size, all tauric Nightmares are built like thoroughbreds and are very agile and quick. While tauric, Nightmares can fly by the simple expedient of galloping on the air. They can turn and maneuver as they could on the ground, making them very agile, but still somewhat poor combatants against other flying pokegirls who can climb and dive much more easily.
In either form the Nightmare has the ability to instantly create a chitinous armor that covers her entire body, moves with her and does not impede her in any way. This armor is covered by tiny points that are razor sharp and will injure any unarmored opponent who contacts them. In battle, Nightmares often use this with Double Edge to leave their opponents a bleeding mess.
During the Revenge War, Nightmares were used as fast strikers both on the front lines and in assaults on strategic rear targets and supply lines. With their ability to fly fast at very low altitudes and their use of phase to avoid terrain obstacles and walls, they could go almost anywhere without the fear of being intercepted. Those abilities translate well into Pokégirl combat and today the Nightmare fills almost the same role in Pokégirl battles, maneuvering quickly to outflank her opponent and then hitting her hard with a series of attacks that pulverizes her.
Nightmares are strong individualists with a serious personality and are always planning the best ways to complete their objectives. They feel they are well suited to being alpha, although in most cases their almost complete focus on themselves means they are terrible at it. Still, they will maneuver to gain their Tamer’s favor and become the alpha whenever possible. To this end, Nightmares will adopt the sexual fetishes of their Tamer as their own. It is unknown if they have a personal preference since they always say that whatever their Tamer likes is their favorite position and/or technique.
Feral Nightmares are always encountered in their tauric form. Even though they lose the Unicorn’s ability to block Pokéballs, feral Nightmares are hard to capture because they remain aware enough to phase before a Pokéball can strike them and with their speed a Tamer seldom gets two chances. In almost every capture, the Nightmare had to be rendered unconscious before she could be caught.
There is no record of a human thresholding into a Nightmare.
· Darkness: (Dark) EFT: This technique generates darkness in a seventy foot sphere around the user that moves as she does. Anyone (including the user) inside the sphere is completely blind unless using the Dark Goggles technique. As this technique is at least quasi-magical, it fills the entire space around the user, including water, sealed rooms, or any other void. This technique can cause extreme terror in anyone not used to it.
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NINJANEZUMI, the Ninja Rat Pokégirl
Type: Very Near Human with cases of Animorphic - Mouse/Rat
Element: Fighting/Dark
Frequency: Uncommon (Edo and Opal Leagues), Rare elsewhere
Diet: cheese, nuts, fruits
Role: covert operations, subterfuge, commonly used by criminal elements
Libido: Above Average (High with favored master)
Strong Vs: Ghost, Ice, Normal, Rock
Weak Vs: Bug, Flying, Cat-types
Attacks: Kick, Tackle, Claw, Kick, Agility, Bite, Dark Blade MK II, Sword Dance, Slash, Carve, Parry, *Healing Meditation
Enhancements: Night-vision, Extremely High Auditory Range (x7), Enhanced Speed and Agility (x5), high flexibility, knowledgeable in sword techniques
Disadvantages: Low endurance or pleasure threshold (depending on build), extremely afraid of cat-types (especially Cheetits)!
Evolves: None
Evolves From: Titmouse (Dark Stone and Shield Stone), Ninjette (mechanism unknown)
In the Edo League, the typical pokegirl that can be found in almost any Tamer's Harem is a Kunoichi. There are other choices, other pokegirls that utilize the art of Ninjutsu. One of the others is the Ninjette, and another is the Kunimitsu. Yet another is the rare Tsaravanna Harpy, though at best she is a novice in comparison to the standard practitioners of the art. However, there is also the Nincadass, Ninjacket, and the Shednobi, though they are only recently gaining any popularity. The last choice is the Ninjanezumi. This is a favored evolution of the Titmouse in the Edo, Opal, and even the Ruby Leagues, although in Ruby the Dark Stone and Shield Stones required to facilitate this evolution are quite difficult to come by. These mouse types tend to have varied builds- some are overly busty (up to a EE-cup) and are tall with enticing curves, while others remain short and have a more Tomboy-like build (with a maximum bust size of around a B-cup, with A-cups being more common). Domestic Ninjanezumi and threshold cases sometimes find themselves in between the two extremes, which can lead to confusion amongst some tamers.
Despite the bodily differences, both are adept at both battles and sex-battles. Tamers often lean their teachings one way or the other, however, and has led to the suggestion that tamers only 'train' a large breasted Ninjanezumi in sex-battle techniques, and just train the more lean, Tomboy-like Ninjanezumi in standard battle techniques. Some tamers switch this tactic around in Leagues other than Edo, and is sometimes a tactic that leads to devastating effects during a battle. The majority of Ninjanezumi tend to have short and soft gray fur, (with some noted as tan, white, or black) although most domestics tend to not grow fur. Both have mouse-like ears, though smaller than most. They are still quite sensitive to sound, however, with their impressive auditory range. This does work against them, however, as sonic attacks are far more painful to them than to any other Titmouse evolution. They also retain long, thin, and lithe mouse-like tails, which are often only half as long as the Pokégirl is tall.
These Pokégirls wear clothing that allows them to blend in with the environment that surrounds them, when given the chance. Though not shy, they did evolve from the Titmouse and hiding is a survival trait to such a Pokégirl. One trait that is new, however, is the fact that they are very wary when without a weapon. The Ninjanezumi prefer to be armed at any given time- even ferals can sometimes be found with a tree branch or a pipe of some sort in their hands while they sleep, and ferals have been known to defend themselves with such makeshift weapons as well. The weapons of a Ninjanezumi are chosen to suit their fighting style. ALL Ninjanezumi use a bladed weapon of some sort, since they want to go for one-hit KOs and most blunt weapons are too heavy and detract from their speed. While the majority use weapons of Eastern Influence such as the kunai, katar, tanto, ninjato, or wakizashi, it's not unheard of for some Ninjanezumi to prefer and use weapons of a more Western styles such as the rondel dagger, stiletto, dirk, or the basilard and gladius short-sword. These alternate weapons are much more commonly used outside of Edo and Opal, however.
Personality-wise, the Ninjanezumi are a naturally secretive and unfriendly type of Pokégirl, which is especially eccentric, considering they are mouse Pokégirls, one of the most skittish yet very friendly types of Pokégirls in existence. They are very quiet too, rarely making any noise, and when they do, it is normally done so to speak. And they will only speak when spoken to by their Tamer. Still, there are Ninjanezumi that become fiercely loyal to their Tamers, and are the ones that do their tasks with a high level efficiency, completing the task almost every time and in record time. It doesn't matter the task given to them, if the Tamer has managed to turn the Ninjanezumi’s loyalty towards them, with the Pokégirl viewing them as their ‘lord’, they will do anything asked of them, even seppuku. The abuse of this loyalty has lead a number of Ninjanezumi to often become employed by Teams and members of the underworld, (especially in the Eastern part of the Edo League) as they are very silent species; reliable to succeed at performing more 'underhanded' tasks then most Pokégirls in general.
In the beginning of the war, Ninjanezumi were utilized as spies and scouts, as well as to sabotage the human's resistence whenever possible. However, despite also being originally used to assassinate humans in the armies, the Ninjanezumi were far too easily caught when their animal-like traits (their ears and tails and sometimes even other rat-like features) were found. As a result, the Kunoichi were quickly created and were used to fulfill the roles of assassins, while the Ninjanezumi were simply relegated to the less proud positions of spies and saboteurs. In 264, notes were uncovered in a set of ruins that had been one of Sukebe’s labs: at one time, in Edo, some Ninjanezumi banded together and thwarted an assassination attempt by one of the best of the Kunoichi of the time. One later that year even went so far as to try and assassinate Sukebe himself, but was cut down by Shiva before the assassin could strike. This information has led some Researchers to propose the theory that this may be why Sukebe created so many cat-type Pokégirls as a way to say, “thanks” to his traitors.
Given proper training, Ninjanezumi are incredibly skilled combatants. While they may lack a number of the ranged attacks of a Kunoichi, they are easily on par with similar breeds of Fighting-types, such as the Slicer or Ronin. However, like most mouse-type Pokégirls, the Ninjanezumi have a special disadvantage against cat-types and are easily startled/intimidated by the feline Pokégirls, especially Cheetits (who are even faster than the Ninjanezumi, something that typically scares the hell out of the mouse-type). This Pokégirl also possesses a technique that is known only as a Healing Meditation and is somehow unique only to the Ninjanezumi. When in a deep meditation, the hurt pokegirl can regenerate and heal themselves up to five times faster than normal. Typically, this is not an issue, but when far from a Pokécenter this can be very useful. However, upon exiting the trance, the Pokégirl will be weak from hunger and fatigue from the increase of their healing processes.
When it comes to Taming, one term suits Ninjanezumi more than others: 'Multi-orgasmic'. These Pokégirls can be made to cum again and again in succession. This is the major weakness of any mouse-type, though the Ninjanezumi that are trained to combat in sex-battles find it a badge of honor and a source of pride to actually win such a battle that otherwise they are constantly in danger of losing almost as soon as it begins. It also makes her tamer easily capable of taming her to exhaustion, a fact that leaves her with a smile on her face and the tamer time to get some likely much needed rest.
While unheard of for well over two hundred years, it is in the past decade that cases of a girl going through Threshold would change into a Ninjanezumi have been recorded. All cases have so far only been in the Edo League, and with the number of occurrences growing every year, it may become a more mainstream threshold well down the line.
Healing Meditation (EFT): Taking the time to sit in one place and meditate for as long as needed, the Ninjanezumi can speed up her natural healing processes to heal even moderate wounds and mend broken bones once they've been set back into place. However, this is a process that cannot be interrupted by movement of the Pokégirl using it, and after using it leaves the Pokégirl exhausted.
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NOGITSUNE, the Can’t Get Any Tail Pokégirl
Type: Animorph (vulpine)
Element: Dark/Magic
Frequency: Rare
Diet: omnivore, preference for fish and meat
Role: illusionist, avenger
Libido: Average (can become High depending on the Tamer’s Harem)
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting, dog Pokégirls
Attacks: Scratch, Bite, Pummel, Leap, Tackle, Hypnotize, Dream Eater, Illusion, Smile, Mana Bolt, Mystic Bolt, Shadow Shot, Teleport
Enhancements: Quickness, Enhanced Hearing (x5) and Enhanced Olfactory Sense (x5), Undetectable Aura
Evolves: Dark Kitsune (redemption, love or Shiny Stone)
Evolves From: Kitsune (personal dishonor; loss of tail), Vixxen (Dark Stone+Dusk Stone)
It seems that whenever a Kitsune does something that goes against her personal code, a form of honor unknown to any other being, a Kitsune loses her tail and becomes Nogitsune.
With the loss of her tail, the Kitsune’s body seems to unleash a high amount of dark energy, changing the Kitsune into a new Pokégirl. Though it is unknown how it happens, perhaps it is the work of a natural mechanism in a Kitsune, perhaps it is not.
By becoming a Nogitsune, there are many changes to the Kitsune being besides the loss of her tail. The Kitsune’s fur changes to a pattern of black and white, almost similar to a Skunkette or Mephitits. Also, with the loss of tail, more magical properties of the Kitsune are unleashed, making her a somewhat powerful Magic-type.
It should be known however, that a Nogitsune is quite a difficult Pokégirl to maintain in a Tamer’s Harem. The Nogitsune becomes very conceited, as she sees herself as having nothing to lose, so that train of thought makes two traits about the Nogitsune stand out. The first, and hardest for the Tamer is that since the Nogitsune sees herself as having nothing, she wants all she can get from her Tamer, wanting more time with him during Taming sessions or as the second trait shows, wanting to be used in battle.
The need to fight within a Nogitsune however can be a mixed blessing as with the want to be in battle, a Nogitsune is ruthless, using Hypnotize to put her opponent first, then draining her with Dream Eater. Should a Nogitsune’s opponent be able to shake off her Hypnotize, the Nogitsune will tend to use Mana Bolt or Mystic Bolt, depending on the level of mana, then follow up with Shadow Shot while the opponent is stunned.
It should also be stated that it is NEVER a good idea to have a Nogitsune and a Shaguar in the same Harem. The two Pokégirls seem to have a rivalry that is up to the ferocity of the Kunoichis and Cheshires or the Demon Goddesses and the Neo-Iczels.
It is thought to be possible for Nogitsune to evolve, however, what she can evolve into is unknown at this time.
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OMEGAN, the Loving WarBeast Pokégirl
Type: Near Human Metamorphic (Squirrel)
Element:Dark/Magic
Frequency: Extremely Rare
Diet: Nuts, fruits & vegetables. Will accept Pokechow, but LOVES candy
Role: Combat, cuddling
Libido: Average
Strong Vs: Poison, Psychic, Fire
Weak Vs: Fighting, Rock
Attacks (Human form): Smile, Cry, Aura Of Cute, Telekinesis
Attacks (WarBeast form): Bite, Spirit Slash, Tail Whip, Telekinesis, Crunch, Fury Swipes, Dark Shield, Sabre Claw, Cocoon Of Darkness, Timid Stroke, Blessed Soul, Super Claw, Ashen Wings, Dark Bomb, Barrier, Shield, Mystic Bolt, Phoenix Down, Ankoku
Enhancements: Telekinetic abilities, Enhanced Strength (x6), Enhanced Endurance (x2), Enhanced Agility (x2)
Evolves: None
Evolves From: Eva (Dark Stone & Mana Crystal)
Omegans are among the more recently discovered Eva evolutions. Research into the evolutionary process of Evas was mostly halted after the Orange Islands Incident, but that has not stopped new forms from being found. A young Tamer who helped with stopping an evolution stone scam run by a Team Rocket variant was given five real evolution stones as a reward. His Eva accidentally came into contact with a Dark Stone and Mana Crystal at the same time (she was reaching down to pick them up after her Master accidentally dropped them), and evolved. After some experimentation, it was confirmed that the two stones have to be touched at EXACTLY the same time, so an Eva could pick up a Dark Stone first and then a Mana Crystal without evolving.
Omegans have two forms. Their first form, which is much preferred by them, is an almost totally human body with dark skin, wide eyes, long, dark brown hair, C-cup breasts, and a very cute face. They also possess two long, very flexible antennae, which are wrapped in long locks of hair, acting as a focus for their telekinetic ability. This antennae are very flexible and animated, tending to mirror what the Omegan is doing, frequently nuzzling friends or Harem sisters that come near enough.
An Omegan's second form, which most tamers have dubbed a 'warbeast' form, could best be described as a demonic squirrel. Their bodies become furry, the fur surrounding the face with scar-like highlights, and their hair and antennae grow longer. They sprout horns on the sides of their heads, and their claws on their hands and feet grow larger. They gain a lot of muscle mass, along with a cup-size in their breasts. They also grow three flexible, bushy, spiked tails which are very strong and good for hitting. Omegans do not like taking this form AT ALL, viewing it as frightening, and only take it as a last resort, or if they want to end a battle quickly.
Omegans are very friendly, loving, cuddly Pokégirls, but also, amazingly enough, are a little prudish when it comes to Taming, although they do like going nude a great deal of the time. They don't try to seduce their masters, but take advantage of their cute natures to get the Tamings they need, which always embarrass them despite themselves. They always try to get everyone in the Harem to get along, and become very sad if someone is angry. They take a lot of blame onto themselves, and try to make everyone happy. Many Tamers report it as being impossible NOT to smile when Omegans are around, as they are just that pleasant and bubbly. Omegans are also naturally curious, and like to learn new things.
It's rare that an Omegan gets angry. So kind-hearted are they that it's very hard for them to get angry or hold grudges. But when one does, it's a dangerous event. Omegans are powerful Pokégirls, and when they become angry, they lose all control, becoming totally savage and going all out in their warbeast form. The only thing that can really get through to them when they go ballistic is fire. For unknown reasons, all Omegans have a pathological fear of fire, although this weakness is mental rather than physical. They are sent into a tremendous panic when they see large blazes, and are very nervous around smaller flames. (Interestingly enough, they don't mind fire-type Pokégirls, it's the element itself they fear. Although if the Pokégirl has an active flame with them at all times, like a feral CharAmanda, they will become very nervous and try to avoid them.)
It's rumored that some Omegans have found an 'in-between' of their forms, where they just end-up looking like an animorphic squirrel, with none of the warbeast form's more intimidating features. But so far, this has yet to be confirmed.
No Threshold cases have been reported yet, but that's simply been attributed to the rarity of Omegans. Some have also theorized that it may not be possible to Threshold into an Omegan due to the nature of their evolution...
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OPHANIM, the Calming Angel Pokégirl
Type: Near Human Metamorph
Element: Magic/Dark
Frequency: Very Rare
Diet: Omnivore. Only 1/4 comparative intake required (prefers meat).
Role: Caretaker, mediator, counselor
Libido: Low
Strong Vs: Magic, Psychic, Ghost, Dark, Poison
Weak Vs: Ground, Electric, Bug
Attacks: Dark Bomb, Energy Drain, Lure, Hazy Vision, Dark Shield, Blessed Soul, Ankoku, Dark Spear
Enhancements: Aura of Tranquility, Limited Wings and Armor metamorph, Night Vision, Blind Sight, Enhanced Reflexes (x8), Enhanced Speed (x8), Enhanced Strength (x6), efficient immune and digestive system.
Evolves: None
Evolves From: Fallen Angel (normal; shown mercy after battle on field of honor)
When an Angel becomes a Fallen Angel, it is often a result of some sort of major event in that Pokégirl’s life that not even a level 5 conditioning cycle can take away from her mind. For the rest of the Fallen Angel's life, there were but two paths that could emerge from such a conflict- losing herself, or regaining herself. Many remain as they are and stay limited by their memories and experiences. Others are found by tamers who evolve them along some other path. Rare are those tamers who would be willing to assist the Pokégirl, to attempt to change her ways, her thinking, and who she is. For those that have attempted this, it can take years, and fewer still are those who decide to even continue the attempt. These few are mainly Watchers or Researchers who have the time, patience, skill, and desire to see the change through. Those that do can find themselves rewarded with the evolution of the Fallen Angel to the Ophanim.
Originally seen during the Revenge War, only one of this species had ever even been seen and during the centuries that followed, the picture faded to obscurity even as human civilization spiraled downwards. The picture led to stories, and the stories led to fables and myth, and by the mid 200s the Ophanim myth was used to show children in bedtime stories that not all bad things come to an evil end. For despite the ferocity of Sukebe's forces, despite his driving need to express his revenge, the Ophanim appeared shortly before Atmuff's death. She was reportedly the only Pokégirl that would assist injured forces on both sides of the conflict, going as far as to assist injured humans to their nearest outposts that were not overrun. Though she could do no more than the average human medic, there were many accounts of the time, of which more than a few survived the tests of time to reach the present day, where the wounded soldiers, orphaned children, and others gave such reports to the people that had been left in charge. A picture was taken of her one time when she flew in with a pair of children to a human outpost somewhere within the Edo League, and then disappeared. Although her death was never confirmed, it is highly speculated by Researchers that at some point the Pokégirl commanders learned of what she did and killed her sometime shortly after the war ended.
These Pokégirls have four feathered wings- one pair that is retained from her previous form as a Fallen Angel, while the other is more golden or golden-brown in color, of which both pairs may be dismissed just as Angels and Fallen Angels are capable of. Their appearance rarely changes much, save for the fact that they grow several inches, and it has been recorded in a few instances that their breasts actually get smaller as a result of the evolution (they may lose up to half a cup size as a result of evolution, although smaller or larger changes have been recorded. The reason for this is still unknown). The Ophanim do gain a natural armor that may be dismissed in the same manor as their wings- although the styles vary with each individual, the color of the armor are predominately green or black. One odd quirk of this breed is the fact that they often fight without the ability to see, wearing a helm with no openings for their eyes. When questioned, the Pokégirls state that they can see perfectly with or without the helmet being worn. Most Ophanim have a strange liking for the color pink, and will wear clothes in that color when possible. Pokégirls with pink hair are also fawned over. It is considered by some tamers that perhaps the league's Nurse Joys were originally drawn from the Ophanim myth, although some details might have been lost along with time.
Though the original Ophanim had never been witnessed in a battle, Ophanim that have been evolved as recently as of the mid-200s have shown no qualms with battling, though none have been known to ever kill, on purpose or by accident. Using their Shadow Shot technique and Hazy Vision from afar, they surround themselves with Cocoon of Darkness and Dark Shield while bolstering their abilities with the Blessed Soul technique. When her defenses are to her satisfaction, the Ophanim will then often utilize Energy Drain and Lure to weaken and bring their target within range of their Dark Spear technique. Although she is not more than mediocre in one-on-one combat, the Ophanim shows her usefulness better in Grand Melees and multiple Pokégirl matches, where her Aura of Tranquility can be used to keep her harem sisters calmed down during the battle, allowing a more tactical Pokégirl or tamer to control and coordinate them better. This makes her even more useful in a sexbattle arena- despite the Ophanim's limited prowess (and lack of inherently known sex-techniques), her aura can cause her opponents to not realize when they are nearing an orgasm until she reaches it, or nearing exhaustion until it's too late. However, the Ophanim do prefer to remain at peace, not wishing to cause combat but rather to end it quickly and without casualties on any side. Using her Revival Song (which varies in length and words with each individual), the Pokégirl can revive a nearby 'target' from unconsciousness.
Within a harem setting, Ophanim have been found to get along with just about every type of Pokégirl known in the world. Their aura of tranquility makes her a universal Beta in any harem- capable of dealing with harem dynamics, disputes, and conflicts just by being nearby. However, those with stronger emotions do require other techniques, which most Ophanim attempt to learn, master, and utilize upon an individual basis. The breed in general does have a slight problem when it comes to their own stronger emotions, often being confused by them and why she has them. In a taming, this often leads to various spikes of their personality coming to the fore- one time, she may become as timid as a Titmouse and just as sensitive. At others, she may seem like a Tigress or a Succubus in bed (relative terms only, of course), or as unresponsive as a Rock-type can be. More experienced Ophanim do eventually manage to understand those feelings enough to be able to act upon them without losing sight of who or what they are. Because of their inherent randomness during a taming, tamers are urged to utilize restraints for the strong Pokégirls of this breed.
Aura of Tranquility: This subtle aura allows the Pokégirl to calm down sentient lifeforms within a 15ft radius of her presence. Though this only works upon weaker emotions, it does assist with cutting down with fear, hate, lust, and confusion. This aura is not active while the Pokégirl is asleep or KO'd, however. This makes Confusion and Lust-inducing techniques 50% less likely to work upon those affected by the Aura, but the Ophanim herself does not recieve any such additional resistance against such techniques.
Dark Spear (ATK 150 + EFT): Like the Dark Blade 2 technique, but manifests a spear instead of a sword. This weapon remains physically manifested as long as the Ophanim is holding it- if she releases the weapon, it will immediately disintegrate and the technique must be used again. It can be used twice in a row, allowing the pokegirl to utilize a spear with both hands, though the strength of the weapons are cumulative rather than added (the ATK value remains the same, and does not stack when the Pokégirl uses two instead of just one).
Revival Song (EFT): By singing a song important to the Pokégirl, she may sacrifice some of her energy and restore around that amount to a knocked-out ally.
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ORCUNT, the Fast Defending Dolphin Pokégirl
Type: Near Human Animorph (Dolphin[Orca])
Element: Water/Dark
Frequency: Rare
Diet: Fish and meat, plus seal Pokégirls when feral
Role: Aquatic heavy assault assistance, guarding ports, undersea farming
Libido: Average
Strong Vs: Dragon, Flying, Ground, Grass, Ice, Psychic
Weak Vs: Electric, Steel
Attacks: Tackle, Water Gun, Pummel, Fade, Water Spear, Takedown, Tail Slap, Take Down, Blizzard Beam, Hydro Pump, Ice beam, Whirlpool, Cold Snap, Frost Wave*, Crushing Blow, can learn song techniques
Enhancements: Enhanced Strength (x7 on land, x15 in water), amphibious, Enhanced Durability & Endurance (x5), Enhanced Speed (x2 on land, x6 in water), high intelligence, has resistance to cold surpassed only by the Baleena, ice affinity
Evolves: None
Evolves From: Boobfin (normal)
During the Revenge War, the Baleena was created to take the fight to the navies of the world. Underwater combat specialists, even at their relatively small size compared to the human ships that were being capsized. Though they devastated opponents while underwater or on the water, humans were quick to realize that they were one of the only Pokégirls to have two weaknesses that they could exploit. These Pokégirls are much less devastating when on land (or beached, as the first human armies called it when they trapped them) and were still vulnerable to human weaponry. Although the human armies and navies managed to trap the first Baleena in this fashion, the Pokégirls soon realized what was going on. Smaller, more maneuverable and versatile Pokégirls (namely the Boobfin, Whoresea, Laplass, and Selkie) were quickly assigned to aid Baleena forces, creating entire task force groups that proved so effective that about 85% of all combat worthy naval vessels were destroyed by late 2000 AD (-2 AS).
However, after this time, the humans had learned a few new tricks as well. While they were not as strong as before, the remaining navies quickly began using tactics that separated the Baleena from her escorts, often sacrificing ships to draw off the escort forces long enough for enemy destroyers to get in and depth charge the Baleena’s to death. To counter this, Sukebe devised a Pokégirl whose main purpose was to escort Baleena’s. He built the Orcunts, using Orca DNA that was already included in the Baleena breed to hide their existence until it was too late for the navies to abort the attack.
The Orcunt and the Baleena orca versions are mostly identical, except for a handful of deviations between the two that are not apparent without actually engaging them in combat or extended observation. The first difference is that the Orcunts are usually smaller than their Baleena sisters, normally between the heights of six and seven and a half feet. Though some exceptional individuals have been measured as tall as eight and a half, further confusing observers as to whether they are viewing an Orcunt or a Baleena with orca markings. The Orcunts are a bit leaner than their sister breed, the Baleena’s, but still are well rounded to help deal with the extreme cold temperature’s that they must survive in the depths of the ocean. The Orcunts are also a good deal more aggressive than their Baleena sisters, and tend to want lash out at intruders to protect their pods when feral, even before they know if they the intruder is hostile.
The Orcunts differences from the Baleena were what made them so much more effective against enemy fleets than the mixed escorts that the pods had replied on before. While somewhat weaker than a Baleena, the Orcunts more than make up for that by being much faster than the Baleenas they escorted as well as having a wide range of attacks that could deal with the fleets without risking the more vulnerable Baleenas. The Orcunts would hide amidst the Baleenas inside the pod, letting the mixed escorts be ‘led off,’ before moving forward to destroy the second wave of ships that would try to engage the Baleena’s before the escorts could return.
In combat, the Orcunts prefer fighting like the Baleena does, using her ranged attacks to harass the enemy before getting close enough to use her considerable strength to crush the enemy. When in the water though, the Orcunt’s battling attitude moves from vicious to playful unless fighting water types, in that they whittle away at their opponents, never getting close enough for the enemy to attack them back.
When feral, Orcunts are usually found in a pod with Baleena’s still performing the duty that their creator gave them, aggressively protecting their more benign sisters. The Orcunts within that a pod are led by the most powerful Orcunt, called a Matriarch, who sings to her charges, directing them with a skill that belies the fact she is feral. While the Orcunts can change the Matriarch by defeating her in a non-lethal battle, these changes are rare, and usually only happen when the Matriarch is near death and no longer able to stay up with her sisters in battle. At which point, she often still stays with the pod, but the strongest Orcunts battle each other for the position.
In terms of harem dynamics, the Orcunt is similar to a Baleena, in that she is loyal to a fault to her tamer and that she considers her harem sisters to be her new ‘pod.’ Thresholding into a Orcunt is extremely rare, and often occurs in the same places where Baleena thresholding is likely. Many who go through the change are distraught at first, both by the sudden jump in power, and the loss of her ‘pod’ when her family sells her. But most are quick to form a new ‘pod’ at the ranch, and few of those rare thresholds has ever requested a L5 conditioning cycle, find that their superior looks, attractive markings, and increased power more than make up for their lost humanity.
Frost Wave: (Attack + effect OR effect) The Orcunt channels frost energy into her mouth, and unleashes it in a beam toward the opponent. Out of the water the attack is comparable to an Ice beam, just stronger and less chance to freeze, but in the water is where it truly shines. If used while underwater, the Frost wave quickly freezes the water in a straight line from the Orcunt to a length of 50 to 100ft, creating a wall of ice that can be used to either section off the battlefield, or trap an onrushing opponent. It deals no direct damage this way, and shatters upon the first hard, solid hit into razor edged facets, but even the metals used in Pre-Sukebe Warships would be damaged after running headlong into the wall. The wall will quickly melt from the ambient water temperature after a minute, requiring expert aiming for maximum effect.
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PANTHRESS, the Dark Feline Pokégirl
Type: Animorph (Black panther)
Element: Dark/Fighting
Frequency: Very Rare
Diet: human style foods, extra meat (especially fresh and raw...)
Role: Menace to society, killer, punisher
Libido: Average (High 4 times a year)
Strong Vs: Normal, Ghost, Psychic
Weak Vs: Bug, Fighting, Rock
Attacks: Bite, Crunch, Fury Swipes, Dark Goggles, Dark Blade, Gatling Punch, Gatling Kick, Stone Palm, Saber Claw, Seismic Toss, Body Slam, Chi Blast, Resist, Dark Shield, Dark Mist, Dark Bomb, Super Claw
Enhancements: Enhanced Claws, nightvision, Enhanced Strength (x15[Berserker-type], x5[Fiend-type]), Enhanced Olfactory Sense (x5), Enhanced Hearing (x5), Enhanced Durability (x5[Berserker-type only]), Enhanced Intelligence (x5 [Fiend-type only])Enhanced Agility (x3[Berserker-type], x7[Fiend-type]), Quick Recovery, Stealth (can blend in with shadows)
Evolves: None
Evolves From: Tigress (low discipline, mistreatment, little Taming, and lose 7 battles in a row)
Bounty (for confirmed kill): 800,000 SLC
Bounty (for reporting sighting & getting out alive): 200,000 SLC
Recommendation if you see one: Make sure you have a strong fighting-type Pokégirl on hand to fight. Try to not let yourself become visible to the Panthress as they will try to ignore your Pokégirl to attack you directly.
In all things light there is darkness.
Like the Penance and the Chimera, the Panthress is a dark evolution. Only this walking tragedy is especially sad, as it could have been prevented quite easily.
There are a combination of elements which result in an evolution to a Panthress. One, obviously, is mistreatment, verbal and physical abuse. Normally, this would lead a Tigress to become a Penance. However another factor is a lack of discipline. Treating a Tigress with indifference save for when you want something, not having her train much at all, and other such lackadaisical things add to the deadly mixture. Another, even more inexcusable factor is lack of Taming. Tigresses require frequent Taming for them to function, and not Taming them often leaves them half-Feral, near savage at all. And finally, having the Tigress lose seven battles in a row. This engulfs them in rage and frustration, resulting in a dark evolution and certain death for the Tamer who abused her. They are menaces, yes, but they are also to be pitied.
The first Panthress was discovered completely by accident. A Tamer of the Sunshine League didn't take good care of his Tigress, letting her training slip, rarely taming her, and forcing her into fights against opponents who outclassed her greatly. When the Tigress lost her seventh battle, against a Griffon, she was engulfed in dark light, changing into a monster. She killed her Tamer for the pain and frustration she had suffered under him and murdered the Griffon and her Tamer out of sheer rage. The Panthress was caught and put down, but soon after others began appearing.
There are two known types of Panthress. The most common form is the ‘Berserker’ Panthress. Berserkers gain tremendous amounts of muscle, especially in the biceps and thighs, their breasts expanding into the F-Cup range. Their tails grow thicker, their fur and hair becoming midnight black, giving them the ability to blend in with the shadows. Their eyes become gold, and their faces, if not already close to it, become much more animal-like in appearance, looking almost exactly like the animal they were based on originally. Their claws increase in sharpness and thickness, their senses enhancing just slightly. Berserker-type Panthresses undergo a drop in intelligence, their minds becoming almost constantly angry, lost to the rage over the abuse and neglect they suffered. They are brutally savage in battle, but somewhat clumsy due to their large size. This can be used to the advantage of someone attempting to put the Panthress out of their misery. They cannot stand the prescence of most men for any length of time longer than in takes to get what they need out of them, and consider other Pokégirls helping men to be an act of betrayal.
The second type of Panthress is much more rare, but just as dangerous, this form known as the ‘Fiend’ type. Their faces, if animalistic, become more human, their hair and fur darkening to deep black. Their eyes become golden, their claws sharpening, and like Berserker-types gain the ability to blend in with the shadows. They retain the lithe, slender figure of their previous form, gaining only a slight increase in bust and height. However what they gain is an increase to their intelligence. They become smarter, and in turn crueler, gaining a strong desire to turn the fury at their abuse and neglect outward in various ways. They are just as angry as the Berserker-type, but they turn that anger outward in a different way, in the form of acts of vicious cruelty. Otherwise, they appear as calm as any other Pokégirl. They can stand the presence of men for strong lengths of time, but doing so makes them act out even more. They can accept Tamings from males, but will feel tremendously sullied afterwards for psychosomatic reasons and need to have a Taming with a female or a Pokégirl immediately afterwards to feel better and calm down. Fiend-types are infamous for their cruelty, and are considered by some to be more dangerous than Berserker-types.
It’s unclear so far what causes the variance that makes the two different types of Panthresses. Many theories have been presented, some reasonable, some not. So far, the most acceptable reasoning for the difference is that the type of abuse that created them differs from the Berserker to the Fiend, with Berserkers receiving primarily physical abuse, while Fiends received primarily mental abuse. No one is willing to test this, so studies are being performed on a case by case basis.
Panthresses are vicious, unrelenting fighters. They will not hesitate to kill anyone they find, and when they catch a male Tamer they will torture him to death, forcing them to arousal and violently raping them first. They are considered by some to be embodiments of Mao Shin Mao's frustration and rage. It is known what makes a Panthress, and you are advised NOT to do this under any circumstances! They WILL NOT STOP until they kill their abuser and anyone else in their way. If found in the wild, do not attempt to engage or capture unless absolutely necessary. Evacuate the area immediately and contact local security forces and as many OfficerJennies as you can find. This is not a joke. Failure to do so will result in loss of Pokégirls and Tamers license, as Panthresses are ranked to be an Alpha-class threat and a danger to anyone around them.
There has been some talk of Taming a Panthress for use in a Harem, possibly even rehabilitating them like Penances can be. Research has shown this to be impossible so far, as the ingrown hatred of men Panthresses have makes them unwilling to tolerate the concept of being in a harem. The closest anyone has come is in the Silver Islands League, where the experimental Lockdown procedure has produced at least one known Berserker-type Panthress that will not rape/eat/kill a man on sight. She still despises men, however, and the rage, while more controlled, is still there, making her very difficult to deal with. She wants nothing more than to be left along, and all those involved with the project are inclined to let her be. While SIL officials are considered bizarre by most due to their stance on certain issues, their research into finding ways of making dangerous Pokégirls less dangerous is encouraged. There have been only two known instances of a controlled Panthress besides this one. The first is a Berserker-type reportedly spotted in the Sunshine League that showed signs of possibly being a Battle Panthress. The bonding may also account for why she let the two men spotted with her actively be in her company for so long. The other is a Fiend-type Panthress known to be a member of a Limbec Pirate band in the Indigo League.
Thankfully, there are no instances of Thresholding into a Panthress occurring. Although some have brought up a rather interesting topic. If a Panthress were to occur through Thresholding, would they have the tremendous internal rage that regular Panthresses do? The theory was presented by Silver Islands researchers, and admittedly has given some people pause. This theory has also made law enforcement officials, especially those in-charge of tracking down and eliminating illegal Kit Mills, become more cautious when searching for the illegal facilities…
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PARASYTE, the Symbiotic Pokégirl
Type: Inhumanoid
Element: Dark (hesitant classification due to its attacks)
Frequency: Very Rare
Diet: strong emotions and the resultant pheromones created from said emotions, chocolate, also can eat whatever host eats
Role: Enhancing her host
Libido: Same as host, which always becomes High
Strong Vs: Psychic (near immune. Also gains strengths of host)
Weak Vs: Fire (severe normally, less so if bonded to a Fire type), sonic attacks (also shares weaknesses of host entity, be it human or Pokégirl)
Attacks: Bite, Crunch, *Acid Tongue, *Beast Rush, Fury Swipes, others same as host
Enhancements: Can double strength-level, agility-level, endurance and durability of host
Evolves: None
Evolves From: None
Parasytes are a more recent discovery. Initially, it was created illegally by scientists of a Team Rocket-style group which experimented on the corpse of an alien life form. The experiment, which took place on Rhine Island, resulted in the creation of a new Pokégirl type, the Parasyte. The experiment was broken up by members of the Shadow League, the scientists all being arrested. However, when they confronted the Parasyte, they became concerned and tried to kill it. The Parasyte possessed one of the male Tamers there and used his body to escape. He was eventually found again, but by that point he had been morphed into a female and completely bonded with the Parasyte. She voluntarily surrendered herself for study, but much later it was revealed she was covering for the offspring of the Parasyte that had initially bonded to her.
An unbonded Parasyte is an amorphous, black, liquid-like life form that shifts constantly. It has no real shape unless it bonds with a host, at which point it becomes a full-body, form-fitting suit that accentuates every curve of its host's body. It covers a host head to toe, although at the host's will, it can shapeshift into any type of clothing the user wants. It can take on any appearance the user wishes, looking even like a stylish superhero costume if the host wants, with parts of their body exposed to the air. It can also retract completely into the user’s body, as a Parasyte bonds with a host on a molecular level, and cannot be separated by force without causing severe harm to both the host and the Parasyte. If bonded with a male, it turns them into a female, in extremely rare occasions making them undergo threshold. If bonded with a Pokégirl, the Parasyte increases their abilities all around. The Parasyte is also a fully sentient being, and communicates with its host telepathically.
It's strange that this Pokégirl (and yes, it is a Pokégirl, believe it or not), is called a Parasyte, when actually it's more of a symbiotic life form. It enhances the overall abilities of a Pokégirl, grants them protection from psychic attacks due to the second mind enhancing the first, and in return it feeds off of the strong emotions and pheromones produced by it. (Interestingly enough, Parasytes seem to adore chocolate to the extreme, and will occasionally try to take control of their host to get some if they spot it. Rarely does this actually work, however, as they prefer to try and maintain some trust between themselves and their hosts.) Some could argue that the Parasytes are parasitic in that those who become bonded to a Parasyte become more prone to aggressive behavior, to rushing in without thinking. Some tamers site this as a benefit, however, as Parasyte-bonded Pokégirls also become more passionate and eager for Taming. This is especially prevalent if a Parasyte bonds to an ice-type, as they will seek the warmth of others to counteract the cold of their host. When a Pokégirl that is possessed by a Parasyte becomes Delta-bonded to a lover/Tamer, the Parasyte becomes Delta-bonded as well.
Parasytes share the weaknesses of their host, but their also have two special weaknesses. They have a pathological fear of flames, since it damages their liquid-like bodies severely. Some Parasytes even fly into a panic upon seeing flames and try to flee their host, always to no avail if they are completely bonded. This does not, however, mean that Parasytes cannot bond with Fire-type Pokégirls. They tend to avoid super hot girls like Magmammaries, or girls like CharAmandas, who have open flames on their body, but they can bond to fire-types, and thus lose their severe weakness to fire. Sonic attacks are also a severe weakness of Parasytes. Due to the nature of their bodies, a sonic attack can disrupt their physical structure severely.
Parasytes have some offensive capability of their own, but only when bonded to a host. They can morph their host's jaws into a large, saber-fanged mouth with a long, semi-extendable tongue that can secrete acidic drool. They can also morph the fingers of their host into long, dagger-like claws. These transformations are not permanent, and the host can shift their jaws and hands back and forth between their normal and monstrous forms at will using the Parasyte's abilities.
Parasytes don't reproduce normally. They spawn a new Parasyte by combining their DNA with that of their host and releasing a new Parasyte made from their own mass, which immediately sets out to find a host to bond with. Thresholding into a Parasyte is impossible, although they do enjoy sharing the feeling of a pregnancy with their host. A Parasyte is considered Feral only if it doesn't have a host. When it bonds with a Feral Pokégirl, it can help partially control their host's feral state by forming tentacles to pleasure the host with, simulating the effects that a human Tamer can provide. It won't completely solve the issue, but it will mostly clear the host's mind, allowing for more coherent, less-instinctual decisions.
Recently it has been discovered that there are some breeds of Pokégirl that a Parasyte flat out cannot possess. Legendaries have proven to be too powerful and too desiring of independence to be bonded with. If a host is already bonded to a Guyver, they cannot bond with her. (The same applies to a Guyver trying to bond with someone already bonded to a Parasyte.) And thankfully, Widows cannot be possessed by a Parasyte, as their bodies are too toxic and their minds too filled with rage and pain for a Parasyte to fully bond with them.
*Acid Tongue – (EFT+ ATK 50) The Parasyte host coats her extended tongue with an acidic saliva and spits it at the opponent. This also adds an acidic effect to any licking attacks, and has a 20% chance of poisoning the opponent.
*Beast Rush – (ATK 70) The Parasyte sends a portion of themselves out along the ground in a shadow-thin form. Once underneath the opponent, the Parasyte shoots up and attacks the opponent, turning into a massive tentacle with a fanged mouth and whipping about..
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PENANCE, the "Handle-With-Care" Pokégirl
Type: Very Near Human
Element: Dark/Steel
Frequency: Very Rare (Not rare enough in some people's opinion)
Diet: Human-style, only eats with permission in a Harem
Role: Victim needing rehabilitation
Libido: None, raises if placed with kind Tamer
Strong Vs: Psychic, Flying, Normal, Dragon, Ice, Water, Magic, Steel
Weak Vs: Bug, Fighting, Fire
Attacks: Cry, Scratch, Tackle, Pummel, Claw Slash, Claw Carve, Harden, Midnight, StrengthDrain, Wrestle
Enhancements: Super dense body, obeys without question, fingers, hair, and toes condensed into blades, completely invisible in the dark
Limitations: terrified of everything, cries at random intervals for no visible reason, totally incapable of speaking, skittish and hostile towards anyone they don't know
Evolves: Anima (further abuse)
Evolves From: Pokégirls that have undergone long term mental, physical and spiritual abuse
Abused Pokégirls that are killed or commit suicide are the lucky ones. Those who don't, who stay with their abusive Tamers, accepting berating after berating, beating after beating, taking so much abuse that their very soul starts to wither away, become what is called a Penance. Their body changes, losing any animal, plant, or insectile features, becoming fully human again. Then their body starts to become denser and denser, a 'thick-skin' to protect against physical abuse, their skin and hair turning blood red and their eyes glowing blue. Their fingers and toes atrophy, morphing into bladelike claws, their hair becoming razor-edged strands. Any clothing they wear goes through a transformation as well, becoming form-fitting straps of leather. Their body hardens tremendously, a sign of their withdrawal from reality, and their personality degenerates into a frightened, skittish wreck. They will always run away from their original Tamer and hide in the wild. Any other Pokégirls that witness an evolution to a Penance becomes extremely angry and attacks the one responsible for creating the Penance, usually leading to severe injuries to the one they are attacking.
Finding a Penance is tricky enough, as they run from all contact. It's also uncertain how many Penance may exist, as they're often so skittish that one could very well be sighted in multiple towns, fleeing from city to city. A greater challenge comes from trying to catch one. They have incredible defense with their super dense skin, and fight fiercely to get away. Once captured, the REAL challenge begins, trying to get a Penance to trust their Tamer. They won't run away once re-caught, but they will be very fearful, constantly shivering and crying until a Tamer can convinces the Penance that they can be trusted.
Because they have been so abused, they have to be treated with kindness, gentleness, and above all PATIENCE. They will obey without question, but Taming is impossible due to the dangers of the Penance's super dense body. Eventually, with consistent kind, loving treatment, a Penance's body will start to 'soften,' becoming more light to the touch. The Penance's appearance will not change, save for the hair, toes, and fingers de-atrophying and looking normal again, although the skin/hair color and glowing eyes will remain as before. The Penance, if well-treated enough, will regain part of the personality they had before they became a Penance. (Although they remain totally mute, and cannot change into another form, as Penance is a dead-end evolution.) Tamers who have managed to get their Penance acting like their old self again and not like a skittish, terrified young girl are regarded as saintly.
Once a Penance has been healed from the abuse they had suffered, they become excellent fighters for their Harem. They can manifest their ultra dense skin and bladed digits and hair at will, and shed them once the fight is over, fighting in a more coordinated fashion than before they had been 'softened' by their master's kind treatment.
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PSILADY, the Emotional Psychic Pokégirl
Type: Very Near Human
Element: Psychic/Dark
Frequency: Rare
Diet: Human style foods, Emotions
Role: Confidants, emotional support
Libido: Average
Strong Vs: Psychic, Poison
Weak Vs: Bug
Attacks: Psychic, Confusion, Teleport, Foresight, Dark Blade, Dark Shield, Dark Bomb, Heart of Darkness, Psi-Blade, Double Team, Ecstasy Bond*
Enhancements: Empathetic Aura, Enhanced Empathy (x3), Enhanced Speed (x2), Enhanced Agility (x3), Moderate Telekinetic Capabilities
Evolves: Psiqueen (Delta Bond + Shiny Stone)
Evolves From: Psidyke (Dark Stone)
The discovery of the Psilady was perhaps one of the greatest blessings that evolutionary stones visited upon the world. Evolving from Psidykes via a Dark Stone, ironically, the breed is overall far more pleasant and, thankfully, much less inclined to lesbianism and violence, the latter of which can be attributed to the empathy from which they draw their name. Strange amongst the psychic-types and often considered the antithesis of the more popular Alaka-wham breed, Psiladies' powers are derived from emotions and bonding rather than logic and intellect, making them much more personable, if less useful in some ways.
Physically, only those Psidykes who were allowed to take on their feral appearance change drastically; for the rest, it's a very subtle shift; claws vanish, as do most other inhuman characteristics, and their skin smooths a good bit, becoming almost silky in some instances. Overall, their appearances also tend towards becoming more graceful in subtle ways, making it easy to discern them from their unevolved form, but without one clear distinction sticking in the minds of most beholders. This has led some to speculate that it simply their "better natures" showing through, which is untrue for the most part. However, there is a slight grain of truth in the statement; some Psiladies have been observed to emit a low-frequency psychic "aura" that betrays their feelings by altering the perceptions of others slightly. As such, a happy Psilady may look radiant, whereas an angry one may appear more terrifying that she is physically capable of being.
Mentally, the change is much more drastic, as previously indicated. The instinctive hatred of men ebbs and generally drains off, being replaced by a more accepting viewpoint. However, in many cases, the fact that they no longer dislike men as a rule is difficult to perceive due to the fact that they have trouble interacting with those who restrain their emotions, a group that contains a majority of male tamers. Beyond that, though, they simply become more pleasant in general due to the lack of genetic hatred and because they are now somewhat affected by the emotional states of those around them, particularly those they are close to. As such, most do not like to stir negative emotions in others because said emotions often cause negative feedback towards them. Thankfully, though, they do have the ability to filter this psychic input so that it does not create Slowboob-esque problem, especially from those they don't know the source well/at all.
Beyond making them more pleasant, though, the fact that they can easily perceive the surface emotions of others also makes them fairly good to talk to. It means a Psilady will rarely say the “wrong thing” to someone she holds no animosity for unless said wrong thing would require much deeper awareness to predict or she is purposefully filtering out emotional input from the person. Many, as such, feel extremely awkward around those with Dark-type blood traits. In any case, there is a darker side to the empathetic nature of the Psilady. If she feels animosity towards someone, then the abilities that prevent social faux-pas can easily be turned to triggering negative emotional responses from said someone, an ability that can be useful in battle, but has sometimes been put to less... proper uses.
Aside from that, Psiladies aren't particularly exceptional combatants as far as psychic-types go, but this has been known to vary by temperament in both directions, with some specimens trying to avoid combat altogether whilst others excel in it. Their telekinetic powers, compared to other psychics, are fairly weak, which means that their use is rarely a Psilady's primary offensive tactic. However, the addition of dark-type abilities offers a secondary set of abilities that help greatly, and the aforementioned emotional manipulation is excellent for creating openings in the enemy's defenses. One note, however, is that Delta-bonded Psiladies have almost invariably proved to be superior in combat than un-bonded ones, likely due to the emotional reinforcement that it creates, as well as a secondary perception of her performance based on reading the tamer's emotions through the bond. The phenomenon is still under research as of 300 AS.
In taming too, aside from a few minor quirks, Psiladies aren't particularly exceptional, especially now that most don't have a specific gender-based preference. The first of these is, as mentioned, the ability to subtly alter the perception of her appearance. In regards to taming, this generally means that, when lusty and aroused, a Psilady will usually take on an affect that is conducive to taming and thus help "set the mood." The other is an ability that, although available to most psychic-types, is rarely used by other breeds because its development is not a logical extension to their mindset; to psychically link the pleasure centers of herself and her lover, causing the pleasure felt by each to be felt by both and, thus, generally allowing for perfectly synchronized climaxes. It is due to this that the ability, termed Ecstasy Bond, has been banned in most sex battles, which leaves most Psiladies to preform unexceptionally in them.
Psiladies don’t have a particularly interesting feral state; like many Very Near Humans, it is primarily a state of extreme distraction in which they have trouble remembering complex instructions and have little common sense. The only real wrinkle that the breed has in that regard is that most ferals have a tendency to make, via subconscious use of their powers, very awkward and embarrassing statements about those they encounter. For this reason as well as the breeds desirability, ferals generally do not remain as such long. Thresholding into a Psilady is also unlikely, if only because of the rarity of males with whom Psiladies are likely to have children by, but nor is it unheard of.
Ecstasy Bond - (S.ATK + EFT) A psychic sex technique that allows the user to link her pleasure centers to those of her lover, causing pleasurable sensations experienced by one to be reflected onto the other as well. As such, it is excellent for creating perfectly synchronized climaxes and has been banned in most sex battles
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SCARELEADER, the Scary Cheerleader Pokégirl
Type: Very Near Human
Element: Dark
Frequency: Rare
Diet: Normal human diet
Role: Scare tacticians, Enemy Demoralization, Surprise combatants
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Enhancements: Enhanced Agility (x4), Enhanced Speed (x3), Enhanced Flexibility, Night vision, Claws, Aura of Fear, Enhanced Durability (x2), Enhanced Strength (x3
Weaknesses: Social Aggressors, Drama Queens, Fear/despair fetish
Attacks: Snarl, Smirk, Air Recovery, Cry Wolf, False Praise, Scratch, Anti-Cheer, Dodge, Taunt, Bitch Slap, Sucker Punch, Dance Techniques, Cocoon of Darkness, Dark Shield, Dark Redemption, Pompom Bomb*
Evolves: None
Evolves From: Fearleader (Normal)
With backbiting remarks, witty cut downs, and sarcasm to spare; Fearleaders are usually not very popular with most Pokégirl owners, and upon evolving her attitude changes little, though her looks improve. With the exception of the Buffy subtype, many Tamers prefer to keep this breed from evolving, as they become harder to handle, with strength and abilities on par with most evolved Pokégirls to back up their nasty attitude. There was even a rumor once that Scareleaders evolved into Dark Ladies, though this has been proven false (much to the relief of many Researchers and Tamers).
Scareleaders gain the usual set of upgrades that come with an evolution, their bust size increases usually to a lush C cup. The once slender frame of a Fearleader now becomes athletic, keeping the leggy build but adding several interesting curves to it. Instead of black, their lips and sharp nails change color to match the varying highlights that the Pokégirl had in her pre-evolved form, as her hair now keeps a single shade. Her hair changes to a primarily dark color, but lighter shades are known. The breed as a whole still favors cheerleader outfits as well, but have been known to branch out into other looks.
Harem dynamics of normally tempered Scareleaders are often likened to keeping a nicer version of a Hyperdoll. These socially genius Pokégirls can often analyze a stranger through just body stance and a few verbal exchanges alone. And once a Scareleader has a good idea of what personality a person has, they can easily choose weather to set them off or embarrass them. Indeed, many Scareleaders would be considered narcissistic in the very least, with the more extreme cases being considered true psychopaths. With their social savvy, this makes them dangerous indeed. This ability isn't just used on strangers, as Scareleaders will often keep running mental logs of their own harem, and use all the dirt she has on her harem sisters to get her way. If not the Alpha, Scareleaders often plot to be the Alpha, scheming and using her Harem sisters like pawns to dethrone her current commander. Many Alphas can waylay this fate by giving the Scareleader a position within the Harem, be it training or cooking, as this focuses the Scareleader on a job and turns her attention away from taking over. When asked to train her Harem sisters, a Scareleader truly shines as she is just as useful as her previous evolution in 'inspiring' her Harem sisters to train long and hard and hone their battle skills to deadly effectiveness.
It is truly surprising when confronted with a 'Buffy' subtype Scareleader, named after a Fearleader who then evolved into a Scareleader who routed one of the first feral Vampire nests found in the Sunshine League. This subtype is nearly the polar opposite of a normally tempered Scareleader, socially intelligent while still caring for the welfare of others. These 'Buffies' are normally content with whatever position they have within a Harem, but do make effective Alphas or Betas, as they know how to give compliments and constructive criticism instead of just insults. Like their pre-evolutionary form, they also tend to be stronger than the average Scareleader due to their tendency to work out and train more. The only drawback to this subtype of the breed is their intense hatred of vampiric Pokégirls, followed by a strong dislike of infernals and ghost-types. It is rare for a 'Buffy' type to be in a Harem with a vampiric Pokégirl willingly, and even more unlikely for her to befriend one.
In battle both the normal and the subtype Scareleaders are intense in battle, keeping their concentration and usually acting as if they aren't even trying. Insults and jibes against opponents are common for both as well. Normal tempered Scareleaders do have a preference for staying out of melee and using their dancing techniques for long ranged attacks. 'Buffies' usually prefer close range combat, and tend to learn short range attacks if allowed. Unique to the breed is their Pom-pom Bomb attack, which the breed as a whole develops after evolution. Most normal tempered Scareleaders utilize a psychic and fire combo, while 'Buffies' tend to have an Electric and Ice combo. When in paired battles or grand melee, normal tempered Scareleaders act as a general on the field, commanding her partner or harem sisters while staying out of much of the fighting. 'Buffies' tend to wade into the middle of the fight, attacking foes as well as attempting to protect their Harem sisters and Tamer.
Feral Scareleaders keep the Bimbo level drop in intelligence of their previous evolution, but usually tend to be found out quickly due to their enhanced strength. Ferals also tend to use cheers at the strangest times, getting excited and giving impromptu cheers over random happenings like kattleburger commercials. Thresholding directly into a Scareleader is rare, but is marked by a changed in fingernail color and strength. Thresholders find it easier to hide their change in appearance, but the increased strength takes some getting used to and the accidental breaking of objects is a dead giveaway. Regardless of temperament, however, most Scareleaders are much more accepting of their situation and can be conformed to life in a Harem or other Pokégirl field quite easily.
· Pom-Pom Bomb -- (Atk 50 for each bomb) This attack is unique to the Scareleader. Upon evolution, a Scareleader develops an extra 'affinity' for two other elements, and can manifest these elements in the form of a colored pom-pom in each hand. This affinity only extends to this attack, as no Scareleader has shown the ability to learn other attacks of their chosen affinities through TMs or T2s. This attack is the Scareleaders 'Trump Card' as she can throw one or both elemental pom-poms at once, and these elements are sometimes ones that oppose her weaknesses. Once thrown, these pom-poms cannot be reformed for close to an hour.
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SHADETAURA, the Dark Cheetaura Pokégirl
Type: Animorph (Tauric Cheetah) Metamorph (Near Human)
Element: Dark
Frequency: Very Rare – Unknown
Diet: carnivore (prefers fresh meat) but can handle human-style diet.
Role: courier, racer, speed freak, dark soldier
Libido: above Average (fast!)
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Scratch, Roar, Gatling Punch, Fury Swipes, Tackle, Move By, Dark Attack, Tornado Run, Fade, Night Shade
Enhancements: Enhanced Speed (x12), Enhanced Stamina (x3), High Metabolism, Speed-based Psionic Enhancements, High Erotic Sensitivity, Natural Camouflage
Evolves: None
Evolves From: Cheetaura (Macavity’s Aura of Darkness)
First seen in 262 AS, Shadetaura is a very rare transformation of the Cheetaura. It is not thought to be a natural evolution, as the only reported cases of the evolution occurred when a Cheetaura came in contact with Macavity. The Legendary Chaos Kitty Pokégirl was in the midst of using her Aura Shifting ability to use what she refers to as the “Aura of Darkness”, shifting the elemental feel of the area to that of a Dark-types Aura. Through the use of this, the Legendary can unintentionally evolve a Cheetaura, similar to how she has the power to evolve a Cheshire into a Shadowcat. [Classified] The Legendary Dark Lioness Sexmet has taken an interest in Shadetaura due to their enhanced capabilities over the Cheetaura. However, it frustrates her that she cannot create them with either her Blessing or Curse and introduction of certain Evolution Stones. [Classified]
Shadetaura remains similar in shape and power to that of the Cheetaura. The Shadetaura remains a morphic Pokégirl, having a limited shape-changing ability; switching from Near-Human appearance and having minimal animorphic qualities to that of a Nonhumanoid with a four-legged racing configuration. The build of her Near-Human form remains nearly identical to that of a Cheetaura, often with an inch or two to put her just above six feet in height.
The major cosmetic difference from a Cheetaura is that a Shadetaura’s fur is a complete inverse of the original pelt. Gold is now a shade of electric blue with white spots, and the majority of the fur on her body that had been snow white is changed into deepest ebony. Often, the differences are the eyes. Some Shadetaura have eye-stripes that are inverted as well, becoming white on a now black-furred face, while others have their stripes remain black. Also the colored of their pupils, instead of being the usual green, blue, or yellow, is instead a dark violet tint. The sclera often changes to black, giving the pupils an almost hauntingly beautiful effect.
What’s shocking about this evolution is that while Shadetaura is of the Cheetit branch of Pokégirl, she actually loses a lot of speed. While she is still incredibly fast, her speed is not even close to a Cheetit’s, let alone a Cheetaura’s. She is still a faster than a Chocoboob, and her velocity is comparable to a Rapitaur. Still, as if making up for their lack of speed, a Shadetaura actually gains more physical strength and endurance. This means that when they run sprints, this breed can actually last longer at maintaining their top speed than a Cheetit or Cheetaura could.
Shadetaura are a good addition to a Battle Harem, as they have more capabilities and techniques than their previous form of Cheetaura. In the wilds, they can stalk Feral prey at night with considerable ease thanks to their natural camouflage and then pounce with force. Even in a PokéBattle setting, Shadetaura can hit hard and fast, and even if put against a Fighting-type, they can still hold their own if careful in how they battle. Shadetaura are Dark-types, but they do have a couple Ghost techniques, allowing them to try and evade some attacks while dealing an attack that could deal a bit more damage to the Fighting-type than any of her Dark attacks could.
When it comes to Taming, a Shadetaura is more liberal than her previous evolutions with a definite dominant streak; the Pokégirl. The Dark Cheetaura while still primarily heterosexual in preference, is no longer disgusted by the thought of sex with a female, and will gladly accept a female Tamer or Pokégirl into bed with her. However, while she may want to be able to have some hold over a male partner, when it comes to a female lover, she is adamant about being the one in charge. In either case, a Shadetaura is still rather easy to get off, thanks to her body being like one large erogenous zone.
There has never been record of a girl becoming a Shadetaura through Threshold, and it’s considered impossible by most Researchers.
[Classified] On one of the rare occasion, a PokéGirl Researcher managed to come across the Legendary Chaos Kitty and asked the tall Cat-type how it was that her powers could interact with Cheetauras that it could bring about the creation of the Shadetaura. The answer he got was a devious smile followed by a single sentence. “Every Shadetaura I’ve created was for a purpose.” It is thought best to keep an eye on the few Tamers that have Shadetaura for anything out of the ordinary. [Classified]
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SHADOWCAT, the Fickle Feline Pokégirl
Type: Near Human
Element: Psychic/Dark
Frequency: Very Rare
Diet: human style foods
Role: espionage, spying
Libido: Average to High
Strong Vs: Poison, Psychic
Weak Vs: Bug
Attacks: Fade, Teleport, Scratch, Kitty Litter, Fury Swipes, Lick, Nightshade, Agility, Quick, Backstab, Armor, Spank, Go Down
Enhancements: Enhanced Hearing (x3), Enhanced Reflexes (x4), Enhanced Sight (x3), Enhanced Speed (x2), Aura Sight, Darkvision,
Evolves: None
Evolves From: Cheshire (Dark Stone)
When a Cheshire, already strong with her mental powers, is given a Dark Stone, she evolves into a Shadowcat.
Shadowcats are stronger psychics than their previous forms, and can fight other psychic Pokégirls much more easily, using their new Dark-type status to help protect them from mental attack. Most Shadowcats have deep colors, with blacks and dark purples being the most common, but burnt tan and silver being known, albeit rarely. They prefer subtlety to open confrontation, using their Aura Sight to determine who is the easiest for them to play off of. They can see, albeit in black and white vision only, in the complete absence of light somehow, thanks to their Darkvision enhancement.
Shadowcats are strong fighters, not because of any sheer might, but because they are incredibly sneaky. They prefer to focus on defense first, and try to use Quick as soon as possible in a fight, or before fighting if possible. Once they can act on their Quick, they will use both Armor and Fade. On the next round of combat they will let the Fade do its job, and use Agility to help them dodge any incoming attacks. With her Armor and Agility raised in addition to being hidden by the Fade, it becomes virtually impossible to detect the Shadowcat, let alone hit her. Once these defenses are up, a Shadowcat will usually circle behind her opponent and attempt to use Backstab for a quick finish. Alternately, they’ll use Go Down to bring their surprised opponent to orgasm, or use Spank, taunting their foe.
Shadowcats are vain creatures, and love attention. They’ll often act arrogant, being so confident in their own abilities, but they are usually playful in this, never meaning to hurt another’s feelings. If treated badly, she is standoffish and uncooperative, usually using Fade to disappear right when she’s needed the most. Her favorite activity is to just lay still while her Tamer strokes her body, giving her compliments. A few minutes of this will usually work a Shadowcat into a playful mood, shifting her libido to High, and she’ll pull her Tamer down onto her so she can be Tamed.
Feral Shadowcats are playful hunters, stalking around under their Fade power and pouncing on chosen prey. They never hurt whoever they stalk though, instead just using Lick and lightly pawing them after pouncing them to show she won, and then bounding away to the next “victim” using Teleport to escape if pursued. Capturing a Feral Shadowcat is thusly quite hard. Threshold girls almost never become Shadowcats directly, but those who do enjoy using their newfound powers to tease people a little, and tend to act very haughty when shipped to a Pokégirl ranch, as though she couldn’t care less, no matter how much she’s hurting inside.
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SHADOWGIRL, the Slightly Sarcastic Silhouette Pokégirl
Type: Near Human
Element: Dark
Frequency: Rare
Diet: human food
Role: reporter, information-gatherer
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Dodge, Cheer, Yell, Agility, Slap, Earlobe Nibble, Cuddle
Enhancements: Youthful
Evolves: FarFuck’d (Moon Shard)
Evolves From: None
Shadowgirls, or as they like to call themselves, Kageshoujo (a name Pre-Sukebe Researchers have determined is the old Edo language version of “shadowgirl”), are an odd breed of Pokégirl. They’re entire body is pure, ebon black, so black that they absorb all light that falls on them. Even if you placed a spotlight on them, you wouldn’t be able to make out any features. The only exception to this is their hair, which can be of any color or style, but otherwise is perfectly normal. Despite being living, three-dimensional silhouettes, Shadowgirls are still very much Pokégirls. Touch reveals that all of their features are still there, and that they are definitely female. Shadowgirls oddly always take a name which is a letter of the alphabet with the suffix “-ko” added to it (which the Researchers say means “child,” again in old Edo), i.e. A-ko or D-ko, etc. While there are certainly more than twenty-six Shadowgirls at any given time, no one has ever been known to have met two or more Shadowgirls who have the same first name. However, they always use Kageshoujo as their last name, even if they were Threshold girls.
Shadowgirls have the Youthful enhancement. Because of this, they always appear to be young girls, no matter how old they are. Their bust is never larger than a B-cup, and is usually smaller than that. They do sometimes have hair between their legs, visible like the hair on their head, but they prefer to shave their cunt. They still age normally, they just never show it. Their appearance, what can be seen of it anyway, and their voices are always those of a girl who is roughly fourteen to sixteen. They work to maintain this image as well, usually wearing cute dresses or girls’ school uniforms. Their actions and mannerisms abet this as well (“Hi! I’m F-ko Kageshoujo! Fifteen and in the eighth grade! Pleased to meet you!”), even to the point where they will tell small “fibs” to help out with their look, saying things like they’re in school, what their blood-type is (even if they don’t know it), or their astrological sign, as determined by the Church of the Thousand Faiths (again, whether they know what it really is or not). They never say that their age is anything but how old they look. If a Shadowgirl looks fourteen, she’ll say she’s fourteen, even if she’s really twenty-nine. Shadowgirls also enjoy referring to themselves in the third person; a habit they feel enhances their “cute” image.
Shadowgirls have a biting but subtle sense of humor. They seem to have a knack for picking up on people’s hidden faults and embarrassing secrets, which they tend to hint at (“Ooh! Yuji’s going to go Tame his Pokégirls! Those ‘girls will have to touch each other a lot tonight!”). They seem to enjoy taking things to exaggerated levels, going over the top with their voice tones and body motions to accentuate a point. They especially love doing this in front of an audience, the larger the better. They get along great with CameraGirls because of this, since this way they always have an audience and the CameraGirl always has someone to film. Whether or not Shadowgirls realize they’re going over the top is questionable, since they always do it with everything (hence why they act like cutesy schoolgirls).
Shadowgirls are poor fighters. When in combat, they tend to move around, rhetorically asking what will happen to them, usually in the third person of course. Their tone of voice suggests that they aren’t really taking the situation seriously, but again, it’s hard to be sure with them (“Oh no! Cute little C-ko is in danger! Whatever will this poor little Pokégirl do?”). Their few attacks focus mainly on dodging and discouraging their opponents. Their only physical attack is Slap, and even then this is incredibly weak. The only two effective techniques they know are Cuddle and Earlobe Nibble, both of which can be used to arouse a Pokégirl. Shadowgirls have no special skills in Taming though, and are relatively easy to bring to orgasm, making them poor pokesex fighters as well. They are especially poor choices to send against Bug-type Pokégirls, since they’re afraid of them and will run around shrieking girlishly in fright. The only things to recommend a Shadowgirl are that, even more so than most Dark-types, they have a fantastic resistance to Psychic powers. Most of them just wash over them like they weren’t even there, and those that do affect them only do so minimally. Their other useful skill is that they are very good at gathering information. Give her a few days and the proper resources, and a Shadowgirl can find out pretty much whatever you want to know. They can form plans about various actions with this, but they tend to repeatedly and worriedly remind their Tamer about the chances and consequences of failure, which gets annoying rather fast.
The only known evolution of a Shadowgirl is to FarFuck’d, fitting since this is the only Pokégirl even more overly dramatic than the Shadowgirl. Exactly how this evolution is affected is unknown, and when asked, Shadowgirls themselves just claim ignorance, along with a hope that such a thing doesn’t happen to them. This is pretty much the icing on the cake for why Tamers don’t want a Shadowgirl in their harem. Shadowgirls who go Feral wander around in a distracted state, unable to really focus or do much of anything, like an Ingenue. Threshold girls who become Shadowgirls are perhaps the single best cases of Threshold being accepted, since the personality change is total. Threshold Shadowgirls naturally abandon their old identity completely, name and all, and seem to feel no remorse over their transformation. They always refer to who they were in the third person, as though their old identity was someone else entirely. Between this and their somewhat annoying antics, their old families virtually always send Threshold Shadowgirls to Pokégirl ranches or Pokécenters.
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STARLADY, the Blood Royale Pokégirl
Type: Very Near Human
Element: Magic/Dark
Frequency: Extremely Rare
Diet: Blood
Role: Nobles, stylists
Libido: High
Strong Vs: Psychic, Ghost, Poison
Weak Vs: Bug, Fighting, Fire
Attacks: Ghost Blade, Shadow (All Levels), Illusion, Dark Bomb, Dark Shield, Cocoon of Darkness, Dark Blade, Dark Blade Mk. II, Blood Blade, Black Sky, Call Me Queen, Mach Breaker, Vampiric Touch, Vampire Bite
Enhancements: Enhanced Speed (x6), Enhanced Strength (x4), Enhanced Endurance (x5), Enhanced Durability (x3), Enhanced Healing (x4), Longevity, Constant Ashen Wings and Dark Goggles effects, high illusionary capacity, immutable form.
Evolves: None
Evolves From: Vampire (Dawn Stone)
Although a vampire is a ferocious and vicious fighter in many cases, she will also often be inclined to play the role of an elegant, noble lady when tame. Should she come into contact with a dawn stone, however (a highly irregular occurrence), this inclination will become fully realized. Evolving into a Starlady, a vampire loses most of her more primal vicious tendencies, instead becoming fascinated with the elegant and beautiful.
Physically, this can be reflected by drastic change... or none at all. The primary deciding factor is what her feelings in relation to her own appearance are; if she feels that her breasts are too small or large, then they may gain or lose up to one cup size. If she is displeased with the color of her hair, then it may gain highlights or change to a different color. If she feels that she isn't tall enough (or that she is too tall), she may grow or shrink by a few inches, et cetera. Such changes can affect almost any part of her body, but never to an extreme degree with limitations along the lines of the given examples. One aspect that will not change, however, is that her fangs must remain (sometimes to the extreme annoyance of the Starlady) so that she may feed. Interestingly enough, she also gains an immutable form enhancement that prevents techniques such as Bloom powder or Buttsprout from having any effect on her now "perfect" body.
Mentally, the changes are less variable, however. Be it her wardrobe, which is most definitely not suited to the budget of your average tamer, her fighting style, or even taming, elegance is central to a Starlady's life. Of course, as with her appearance, this elegance is not something that is standardized between members of the breed; each Starlady will generally have her own idea of what is elegant. For example, one Starlady might find roses to be the ultimate in elegance, and so base her attire, hairstyle, etc entirely around roses, whilst another might imagine that no attire could possibly add to the elegance of her body, and so she might prefer to go unclothed.
When it comes to the fighting style of a Starlady, her obsession with elegance translates into a philosophy that is nearly opposite to that of her evolutionary counterpart, the Lucarda. Whilst a member of the latter breed will often allow herself to be hit many times, only to regenerate, a Starlady prefers to never let herself get hit even once. To this end, she will generally fight using illusions, speed, flight, and the "Shadow" techniques to avoid taking a hit, while counterattacking with sword techniques of her own (a form of combat that most Starladies consider to be the most elegant, and one that is very useful in conjunction with Shadow). Despite her numerous enhancements that would theoretically negate a great deal of damage, however, if a Starlady does take a hit, especially one that has an obviously inelegant effect on her body, her fighting prowess will often decline as she becomes distraught and sidetracked. As such, although the first hit is quite hard to get in, the odds are that the more you hit, the more likely you are to be able to hit again.
On the subject of harem dynamics, a Starlady can be a bit troublesome. Although not generally insistent, she will often attempt to subvert the fashion senses of the other members in a way that brings them closer to her image of elegance, and this is doubly true for the tamer. Resisting this is not a particularly wise course, but it will not generally drive too much of a rift between her and the harem... unless her tamer refuses to allow the Starlady her elegance or she finds another 'girl on the harem particularly inelegant. Whilst the first is not often a problem, since the Starlady's idea of elegance will often develop parallel to that of her tamer while she is a vampire, on the rare occasion that it is, she will generally act extremely cold to the tamer, even to the point of risking feraldom, and little short of a Level 5 taming cycle will make her relent. In the latter cases, she will generally attempt to undermine said 'girl, or find some way to change her into a more elegant form. As such, as long as a tamer doesn't object to having a highly elegant harem, a Starlady is a decent alpha choice, and any tamer willing to give her this power will have earned an extremely elegant "consort" whose loyalty knows few bounds.
In addition, since what a Starlady considers to be elegant varies greatly, so do what sexual positions she will find acceptable. As such, it is impossible to accurately enumerate any breed-standard preferences, and, despite their generally high libido, a Starlady can be as prudish as a Seraph or as amorous as a Succubus. However, it might be noted that some Starladies derive a thrill from being forced to deviate from what is elegant, although figures on how many are sketchy. In any case, if you are going to forbid her to be elegant, this is one place that it might not end badly, since a Starlady's feral state is not at all elegant by her normal standards. Similarly, most Starladies will be willing to overcome any feeling about their method of feeding being inelegant, because starving to death is much more so.
Finally, a Starlady's feral state something of a parody. Feral Starladies still believe that they are elegant, but their idea of elegance is somewhat comical, often taking the form of clashing, mismatched clothing, hair worn in an amusing style, clumsiness, et cetera. They will normally avoid people, however, finding most of them to be "inelegant" by her new standards. When one attacks her, though (especially a well-dressed person, who is ironically her most probable hunter), she can become quite the threat, and extreme caution is advised. Threshold is generally considered impossible as of 300 AS, due to no Starlady having yet achieved her second puberty.
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(insert name here) SYMBIOTE, the Parasyte-Bonded (insert title here) Pokégirl
Type: as per base type
Element: Dark/base type
Frequency: Very Rare
Diet: Parasyte feeds on emotions and resultant pheremones, rest of diet varies depending on host. Host gains a great love of chocolate.
Role: as per base type, if applicable, Heavy combat
Libido: Increased from base type
Strong Vs: Psychic, plus base type “Strong Vs”
Weak Vs: Fire, sonic attacks, plus base type “Weak Vs”
Attacks: Bite, Crunch, Acid Tongue*, Beast Rush*, Invis, Invis 2, Invis 3, Fury Swipes, plus base type’s attacks
Enhancements: Strength, durability, endurance, and agility ratings increased by +5, can manifest thick claws and morph jaw into a massive, fang-filled maw with an acid-drooling tongue, can manifest tentacles, plus base type’s enhancements
Evolves: Whatever the base type evolves into
Evolves From: Parasyte bonding to a host
Symbiote is the hesitant classification for a Pokégirl or human bonded to the amorphous Pokégirl known as a Parasyte, since essentially they become a single entity with two minds. A Pokégirl can only become a Symbiote if they accept the Parasyte completely, allowing it to bond with them on a molecular level. Generally it’s only Pokégirls that Parasytes bond with, although humans of both genders can bond with a Parasyte as well. However, humans that bond with Parasytes sometimes become high-libidoed Pokégirls, although this occurs primarily in females, with males being very rare cases. Only recently were Symbiotes added to the official Pokédex, as Parasytes and their hosts are normally secretive.
Symbiote only became the accepted template name for this type of Pokégirl, as studies have shown mutual benefit for both host and Parasyte. One advantage is that the current strength, durability, endurance, and agility ratings of the host are increased by 5, with corresponding increases in muscle size. The host, thanks to the Parasyte’s morphic abilities, can change their Parasyte’s form into regular clothing of any kind or style they wish. Symbiotes also have the ability to turn invisible for brief periods of time, by covering themselves completely with their Parasyte and using its camouflage abilities to blend in completely with their surroundings. Hosts can withdraw their Parasyte completely into their bodies, allowing for removing clothes for Taming to become much easier. Hosts can also morph their hands into long, thick, razor-sharp claws and morph their jaws into massive, fang-filled maws which contain a long, slightly extendable tongue capable of secreting acid. The tongue’s extension range is very short, nothing like that of a LickingTongue. This is usually done while the host completely covered by their Parasyte, although some meaner Symbiotes have been known to do this while their Parasyte isn’t covering them. Symbiotes also can manifest long, thick tentacles, allowing for longer range attacks and for tentacle bondage attacks as well.
Symbiotes are strange Pokégirls, psychologically speaking. Hosts can occasionally be viewed having seemingly one-sided conversations with themselves, when in actually they are speaking with their Parasyte, which is a sentient organism in and of itself. Symbiotes tend to refer to themselves as ‘we,’ referring to their host/Parasyte bond. Higher level Symbiotes studied by Psychic Pokégirls have an almost total mental unity between host and Parasyte. All Psychic-types studying the high-level Symbiotes reported that they had trouble telling the difference between the thoughts of the host and the thoughts of the Parasyte.
Parasytes subsist primarily on strong emotions and pheromones, although they supplement their diets with whatever their host eats. Due to this need for the Parasyte to satisfy her dietary needs, Symbiotes tend to become more outgoing, extroverted, daring, and in some cases, downright rash. Symbiotes LOVE sex, as they are experiencing the sensations of two Pokégirls at once, both the host and the Parasyte. Any Pokégirl host bonded to a Parasyte gains a dramatic increase in their libido. Also, strangely enough, Symbiotes simply adore chocolate of any kind. An offer of chocolate can get a Symbiote to do whatever the person wants, no matter how humiliating it would be normally. Being covered in chocolate and having their partner lick it off of them, or conversely, a partner covered in chocolate and being allowed to lick him or her clean, is a tremendous turn-on for a Symbiote.
Symbiotes, all benefits aside, gain two major weaknesses. They gain a weakness to Fire no matter what their type is normally. This is not to say that Parasytes cannot bond with fire-types, even with Fire-types that have open flames on their bodies (such as CharAmandas), they just have to be very cautious about it. A CharAmanda Symbiote studied show that whenever she used a flame attack, the Parasyte retracted from wherever it was covering that the flame attack came out of. Also, the Parasyte did not take complete shape around the tail of the CharAmanda. They cannot bond with Magmammaries due to their intense body heat. As a side note, thankfully, it’s been discovered that Parasytes cannot bond with Widows due to their extreme body toxicity. This, however, does not mean that Parasytes cannot bond easily with Poison-types.
Another weakness Symbiotes have is sonic attacks. Something about sonics disrupt the molecular bonding a Parasyte has with their host, causing great pain to both. A steady sonic attack can knock out a Symbiote in a few minutes.
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. Although if both a Guyver-bonded or Parasyte-bonded Pokégirl end up in a harem together, they can get along well enough.
*Acid Tongue – (EFT+ ATK 50) The Symbiote coats her extended tongue with an acidic saliva and spits it at the opponent. This also adds an acidic effect to any licking attacks, and has a 20% chance of poisoning the opponent.
*Beast Rush – (ATK 70) The Symbiote sends their Parasyte out along the ground in a shadow-thin form. Once underneath the opponent, the Parasyte shoots up and attacks the opponent, turning into a massive tentacle with a fanged mouth and whipping about..
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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..
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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.
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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.
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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.
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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.
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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.
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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.
***BELOW IS TOP SECRET INFORMATION, NEVER TO BE SEEN BY THE PUBLIC***
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.
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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.
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