ACROBABE, the Tumbling Pokégirl
Type: Very Near Human
Element: Fighting/Psychic
Frequency: Uncommon
Diet: Human style food
Role: Performance Artist
Libido: Average - often spiking to High
Strong Vs: Fighting, Ice, Normal, Poison, Rock, Steel
Weak Vs: Flying, Ghost
Attacks: Bicycle Kick, Leap, Confusion, Performance, Quick
Enhancements: Enhanced Agility (x6), Superior Balance, Enhanced Speed (x2)
Evolves: None
Evolves From: Trixie (Shield Stone), Amazonkapoeraa (Psi-Crystal)
The Acrobabe is, at present, a rather unknown Pokégirl breed. Although often quite common in various circus performances and similar entertainments, the few Tamers of the Acrobabe that evolved one are often unwilling to talk about how the Pokégirl evolved. This is possibly because the evolution method required to produce one may involve the usage of an item that's easier to find in a 'less than legal' market.
Either way, all Acrobabes tend to be taller than the average very near human Pokégirl types, with short brightly colored hair and a slim body build. They tend to be rather hyperactive and rarely spend any length of time in a motionless state - even when sleeping outside of a Pokéball.
They love putting on performances for audiences of any size, their specialty being such things as high wires, trapeze and horizontal bars. They are quite possibly more fond of being airborne than most Flying-type Pokégirls. This presents it's own set of problems, as Acrobabe will get progressively more depressed the longer they stay grounded and, after a period of such a state, will often try the most daring airborne acrobatics stunt they can dream up when they get the chance. This, unfortunately, has led to the untimely deaths of several well-known Acrobabe entertainers.
The libido of the Acrobabe grows as the Pokégirl performs more and more breathtaking stunts - however, it lowers during times in which they are grounded. Tamings are recommended as soon as possible after and major display of acrobatic skill. Acrobabes have varied tastes in Tamings, but most prefer to give their Tamer a private 'performance' prior to the act of Taming and tend to feel a little upset when this performance is denied.
The Acrobabes main benefit from their psychic heritage is that they have a 'presence' of a sort all good performers strive to have, the kind that makes people sit up and actually watch them perform. Whilst a few other Pokégirls can perform some of the stunts that a Acrobabe can, none can do so and match the sheer natural stage presence of one (at least, without having a lot of practice beforehand).
In combat Acrobabes, unfortunately, fare rather badly unless supported by a Pokégirl that is more solid and reliable. This is mostly due to the Acrobabes rather frail body being unable to take too much damage. When supporting another, however, they have a somewhat better effect - using their acrobatics and attacks to distract an opponent for their teammate to deliver the final blow.
At present it has been confirmed that at least one Tamer has and Acrobabe somewhere in their ancestry - this individual has shown to be a rather annoying boy who appears unable to do anything without showing off, nevertheless, seems to attract people with his incredible charisma.
There have been, at present, no confirmed sightings of this Pokégirl in the wild. Although, there have been reports of a Pokégirl that moves too quickly through the treetops from branch-to-branch to be identified clearly - this may, or may not, be the signs of Feral Acrobabe.back to the master index
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AMACHAMP (aka GOLEM), the Super Strength Pokégirl
Type: Near Human
Element: Fighting
Frequency: Rare
Diet: Human style but with heavy mineral requirements
Role: Physical Labor and Tank Equivalent
Libido: Low to Average
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
>b>Special Weaknesses: Can't swim, requires special diet
Attacks: Dynamic Punch, Mega Punch, Pummel, Body Slam, Toss, Crushing Punch, Pose, Focus, Gatling Punch, Super Move, No Sell
Enhancements: High density (x2), Enhanced Strength (x20), reinforced musculoskeletal structure, high efficiency cardiovascular system, dermal plating, high efficiency respiratory system, Secondary ribcage with second set of arms and breasts as well as some internal organs.
Evolves: None
Evolves From: Amachoke (normal)
The final evolution of the Amachop appears far more human than the Amachoke. Her body becomes more slender than either of her previous forms, and her height remains what it was as an Amachoke.
However, she weighs over 900 pounds.
Her strength is sufficient to lift and carry several times her own weight and her speed is similar to that of a normal human, but stopping becomes a problem because of their incredible mass.
Of course, the biggest difference between an Amachamp and her lesser forms is her doubled chest and extra set of arms. She has four breasts, each pair between a set of arms, and she has two sets of lungs and two hearts to keep her larger body active. Her second heart is actually on the right side of her lower chest while her original heart remains on the left side of her upper chest. Some physiologists believe this is to prevent the two hearts from synchronizing and doing serious damage to her body, as was seen in the earliest gasoline engines when the valves were synchronized.
Amachamps do not suffer from the arrogance of their previous forms. Most feel satisfied with their final level of strength and while they may work out to keep in shape, they are not as driven as their previous evolutions are. Then again, most of their former workouts were found to be too easy or too difficult to accomplish with four arms. Some may even grow to fear their own power, as few opponents are much of a challenge when the Amachamp's four arms can completely immobilize them.
Some researchers feel that it's the lower number of workouts coinciding with the increase of libido that prove the theory that the workouts were a form of masturbation. Of course, Amachamps are more prone to backaches, so a tamer who knows massage will find themselves being "appreciated" quite often.
Despite their increased control, restraints are still a must when taming.
Amachamps do not suffer a drop in intelligence if they go feral, but they do become more aggressive. Because of this, any tamer who abandons an Amachamp or lets her become feral will usually face punishment. back to the master index
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AMACHOKE (aka WRESTLER), the Muscle-Bound Pokégirl
Type: Humanoid
Element: Fighting
Frequency: Uncommon
Diet: Human style with mineral supplements
Role: Physical Labor, Particularly in construction
Libido: Low
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Special Weaknesses: Can't swim, prone to narcissistic behavior
Attacks: Body Slam, Toss, Crushing Punch, Takedown, Tackle, Pose, Headbutt, Focus
Enhancements: Enhanced density (x2), Enhanced Strength (x16), Armored Skin
Disadvantages: Low speed
Evolves: Amachamp(normal)
Evolves From: Amachop (normal)
When the Amachop evolves into an Amachoke, she gains roughly three to four feet in height, more muscle mass and has an increase of one to two breast sizes. Their increased muscle mass keeps them from being able to swim, meaning they should avoid deep water at all costs. Because of her massive increase in height and muscle, she is actually slower as an Amachoke than when she was an Amachop, though overtime, as she adjusts to the massive difference in height, she will slowly regain some of her speed, but she will remain slower because of her new size.
An Amachoke is often very arrogant. Most feel that her great strength and hard body make her superior to all other Pokégirls. Some may even feel that those weaker than themselves are unworthy of taming them. Because of this incredible arrogance, it's during this evolution that many tamers will abandon or try to trade away the Amachoke. Others will push their Amachokes along in an attempt to get her to evolve into her final form. Some tamers have tried to bring the Amachoke's arrogance down by denying them the ability to work out, but this is considered a very hazardous technique to try and is likely one of the major reasons why those tamers wind up in intensive care.
In fact, some researchers have postulated that the reason an Amachoke requires so little taming is because working out may be a form of masturbation for them. Of course, a tamer who knows massage techniques and has strong enough fingers may find their Amachokes more willing than others.
Amachokes are less dangerous than most other feral Pokégirls, as they have a very mild feral state, which only lowers their intelligence a bit. Otherwise, their personality is almost completely unaffected.
Of course, there is a loophole to this arrogance: if her tamer gained her trust when she was an Amachop, an Amachoke is far more likely to respect them and allow them to continue taming her. And if the tamer was training alongside her, she's also going to be just as loyal as she was before.
Amachokes have big appetites. Not as monstrous as a Snorlass, but large nonetheless. This is because an Amachoke's body burns through calories at an accelerated rate. In fact, it's quite possible that an Amachoke cannot actually become fat, regardless of how little she trains, even though she loves training so much that such an occurrence is an impossibility.
Unless a tamer knows that they have a comparable strength, restraints are a MUST when taming an Amachoke.back to the master index
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AMACHOP, the Tough Pokégirl
Type: Humanoid
Element: Fighting
Frequency: Uncommon to Rare
Diet: Human Style
Role: Physical Labor, Particularly in construction
Libido: Low, often more interested in testing her strength
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Special Weaknesses: Can't swim
Attacks: Body Slam, Toss, Crushing Punch, Low Kick, Focus
Enhancements: Enhanced Density (x2), Enhanced Strength (x8), armored skin, reinforced musculoskeletal structure
Evolves: Amachoke (normal)
Evolves From: None
Amachops are very short, standing roughly four feet in height. They have grey skin which is quite tough and their breast size varies, but is usually A to B-cup. Despite their short stature, they tend to eat as much as a larger Pokégirl and because of their muscles, weigh over two hundred pounds. Their skin's density is such that small arms fire was ineffective against them.
Amachops are not favored for their appearance, but rather their great strength. An Amachop is easily one of the most popular strong Pokégirls, though whether this is because their short stature doesn't threaten ego-driven tamers or because they make a nasty surprise for hot-headed opponents is uncertain.
Amachops love to get stronger. Some will simply body build, but most wind up studying the martial arts. Amachops stuck with tamers who either won't let them pursue their goal of getting stronger will generally become unruly and will likely abandon the tamer before long.
To prevent this, tamers who get Amachops are advised to take up the same habits as their Amachops.back to the master index
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AMAZONCHAN, the Fist Fighter Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon, mainly found in Jozetsuzoku Preserve
Diet: Any human style food except alcoholic beverages and milk
Role: Fighters, Craftswomen
Libido: Low (High with a master they like/trust)
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Pummel, Dynamic Punch, Uppercut, Comet Punch, Gatling Punch, Chi Blast
Enhancements: Enhanced Strength (x5), Enhanced Agility (x3), Enhanced Speed (x4), Durability
Evolves: Herochan (normal), Armsmistress (special training; works on it's speed), Heroine (works on her kick attacks, Delta Bonded)
Evolves From: Tyamazon(battle stress; special)
Amazonchans are usually not much taller than their previous evolution as a Tyamazon, and are usually between a B or C-cup. Bigger breasts are not entirely unheard of, but they are very uncommon to say the least. Amazonchans also tend to have hair colors which are not normally in the human color palette, such as dark green or neon pink. Stripes of other colors in their hair are also seen, though like large breasts, these aren't very common. Amazonchan are more commonly found than any of the other Amazon-types, due to the Jozetsuzoku Preserve. Although Tamers wanting an Amazonchan from the preserve must prove him or herself to the elders of the preserve, they find that these Amazonchans are more dedicated to their training than ones that were evolved from fully-feral Tyamazons.
The Amazonchan are stronger but slower than their sisters, the Amazonlees, and slower still when compared to Amazonkapoeraa. They are also more human in appearance than the Amachop or Amachoke. They are quite skilled at fighting hand-to-hand, but focus largely on punches and other hand-skills over kicks. Amazonchans usually study Tae Kwon Do, Boxing or other largely upper-body based styles. Some may even study Sumotori, though they study the principles and moves, and do NOT seek to gain the often-associated body weight. Amazonchans have a strong almost cat/dog-like rivalry with Amazonlees. And like Pre-Sukebe Era cats and dogs, only those who've grown up together will lack this animosity. This animosity will reassert itself if the Amazonchan meets a different Amazonlee, but it will be directed entirely towards the other Amazonlee. However, when the Amazonkapoeraa are considered, the Amazonlee and Amazonchan have been known to work together grudgingly to deal with the annoying Amazonkapoeraa before resuming their own feud.
Amazonchans usually enjoy activities that involve using their hands, such as whittling, sculpting, sewing and such, making them a bit more popular with tamers on a budget. They tend to be more patient and careful than Amazonlees, except when around their leggy-kin. Amazonchans also like lifting weights to build up their arm muscles and can sometimes be workout partners for Amachops. It is recommended that Amazonchans not spar with any rock or steel type Pokégirls, as sometimes they have difficulty regulating their strength during training sessions. Tamers are advised to procure a Titapod or a Damsel whenever they obtain an Amazonchan- they are perfect sparring partners, as the former has defenses that are difficult to overcome and the latter cannot feel pain.
Amazonchans have a peculiarity when it comes to foods, alcohol will make an Amazonchan ill while milk products will actually act as an intoxicant. Some Amazonchans have been known to join a Milk Anonymous program while in large towns. This one week, crash-course program teaches Amazonchans how to avoid milk and keep from becoming addicted later on in life. Often, this program will take the place of the Amazonchan's standard training. Tamers have noticed that their Pokégirl’s libido spikes whenever they take time off for training... some can never seem to wait for the program to be finished after getting only a few days into it.back to the master index
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AMAZONKAPOERAA, the Acrobatic Fighter Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon, known to be found only in the southern rain forests
Diet: Vegetarian
Role: None known except to fight
Libido: Average (High with a master they like/trust)
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Flying Kick, Hurricane Kick, Chi Blast, Leg Sweep, Super Jump Tackle
Enhancements: Enhanced Agility (x6), Enhanced Stamina (x5), Enhanced Strength (x2)
Evolves: Herokapoeraa (normal), Acrobabe (Psi-Crystal)
Evolves From: Tyamazon (battle stress; special)
Easily to identify by their always-tanned skin and dark hair, Amazonkapoeraa is a recently discovered Pokégirl that has been found to live in the unexplored sections of the southern rain forests. And like all Fighting-types, they have a rivalry with other Fighting-types Pokégirls as to which one is the best fighter. Unfortunately, their contribution to the inter-Amazon rivalries is the worst of the bunch.
While the Amazonchan and Amazonlee are like cats and dogs, the Amazonkapoeraa are more like the annoying mosquitoes that would get the cats and dogs to ignore each other in order to swat first. The Amazonwu, on the other hand, just ignores the Amazonkapoeraa as if they were Neo Iczels and Demon-Goddess'.
While Amazonchans are strong and Amazonlees are fast, Amazonkapoeraa are more acrobatic. They do all sort of jumps and rolls during a fight, looking almost like they were dancing. This dancing is something that annoys almost any Pokégirl, but once they get started it's almost impossible to land a hit unless their opponent is faster and stronger. Their movements are designed to keep the Pokégirl’s attacking options open, as well as to keep from being struck by any attacks. If struck, they can usually roll with it to keep from getting hit with the majority of the attack's power.
Like other Amazon-subtype Pokégirls, Amazonkapoeraas have an odd dietary quirk: carbonated beverages are alcoholic to them. The more soda they drink, the more drunken they become, until they finally pass out. They often are found, when hungover, with at least half a dozen sodas around. Being defeated often depresses these Pokégirls to the point that they will drink sodas until they pass out, and the hangover just doesn't help. Being defeated by another Amazon-type, however, will cause a week-long soda-drinking binge that Tamers have complained that they couldn't get her to do anything else at all.
One thing that these Pokégirls hate is to be ignored. Their antics towards the 'chan and 'lee aside, they try to impress the Amazonwu... or at least, attempt to be noticed by them. The Amazonkapoeraa's attitude of chastising their opponents in battle is something that the Amazonwu hate, and the 'chan and 'lee can't stand- but while the 'chan and 'lee will turn their attention to the 'kapoeraa, the 'wu will just simply ignore them. It is considered the mark of a good Tamer to get both a 'wu and a 'kapoeraa to work together, which is considered almost as difficult as getting an Amazonchan and an Amazonlee to do the same.back to the master index
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AMAZONLEE, the Kicking Fiend Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon, mainly found in Fight City
Diet: Any Human style food except high sugar foods
Role: Scouts, Fighters
Libido: Low (High twice a year)
Strong Vs: Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Gatling Kick, Double Knee, Hurricane Kick, Chi Blast, Leg Sweep, Low Kick, Dodge, Drill Kick, and one of the following: Fire Kick, Water Kick, or Lightning Kick.
Enhancements: Enhanced Strength (x4), Enhanced Agility (x3), Enhanced Speed (x5), Flexibility
Evolves: Herolee (normal), Armsmistress (special training; works on it's strength), Heroine (Works on her fist attacks, Delta Bonded)
Evolves From: Tyamazon (battle stress; special)
Amazonlees are usually much taller than they were as Tyamazons. They generally stand an extra foot or so in height, and they have a habit of frequently bouncing, rocking or otherwise keeping their legs active. They don't like sitting unless it's to eat, rest, relax or go to the bathroom. If it's for any other reason (such as waiting or reading), they prefer to be on their feet. Like Amazonchans, Amazonlees often have unusual hair colors, but Amazonlees are more likely to have larger breasts, usually C- to D-cups.
Amazonlees are faster than Amazonchans, and love to lord their speed over their stronger, but slower sisters. Their flexibility allows them to do rather incredible dodges, which only serve to raise their counterparts' ire. However, Amazonlees are not quite as quick on their feet as the Amazonkapoeraa is. Amazonlees study leg-and-aerial-based martial arts, primarily Wu Shu and various forms of Kung Fu (no, not Matrix-like Kung Fu). Some also study kick-boxing, although many Amazonlee consider this a lesser form of martial arts and eschew this in favor of the more Edo-based forms of martial arts. Most Amazonlee Pokégirls may also learn one of three elemental kicks, but find that once mastering one of them, the others become too difficult to practice, as their abilities attune to using this element over any others. Evolving seems to correct this issue, however, as Herolee Pokégirls have been known to utilize a range of elemental kick attacks.
Amazonlees have a strong almost cat/dog-like rivalry with Amazonchans. And like Pre-Sukebe Era cats and dogs, only those who've grown up together will lack this animosity. This animosity will reassert itself if the Amazonlee meets a different Amazonchan, but it will be directed entirely towards the other Amazonchan. When dealing with Amazonkapoeraa, the Amazonlee will always attempt to defeat her as quickly as possible- the Amazonkapoeraa are more annoying than the Amazonchan, and both Amazonlee and Amazonchan have been known to ignore their differences to deal with the Amazonkapoeraa opponent first. To these two breeds, their rivalry is more important than the one they have with the Amazonkapoeraa.
Amazonlees enjoy various activities involving their legs, such as jogging, dancing or gymnastics. They can even learn various Dance Techniques. However, they tend to be more eager for action (or movement at least) than Amazonchans, and as such, are oftentimes viewed as impatient. As such, an Amazonlee's tamer had best be in into travel or at least have a lot of "running" errands for her. Some Amazonlee are used for courier services after they are given an ident-tag and/or collar, due to their speed, to give the Pokégirls a good way to exercise and train while doing something important, such as delivering packages. In some large cities throughout the world, some can be found as what's called Slowtit mail-girls: physical letters sent via the league's postal service.
Due to a peculiarity of their endocrine system, Amazonlee who eat high sugar foods grow torpid very quickly until they've had a chance to digest it and recover. Tamers running across wild Amazonlee have used this to capture the Pokégirl without exhausting her in a battle.
Once every six months, the Amazonlee take a two-day break from their training to meditate and relax, often referring to this period as their holiday. However, also during this time, their libidos spike from low to high. This has led researchers to the conclusion that the Amazonlee actually has a rather high libido normally, but is so focused on training during the rest of the year that it never has a chance to show itself otherwise. Any researchers or tamers that have attempted to get their Amazonlee to stop training for a day outside the holiday usually winds up with the Amazonlee ducking all their attempts to make them stop, or even to the point where the Amazonlee will disappear for the rest of the day in order to continue her training without her owner.back to the master index
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AMAZONWU, the Weapon-Using Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon
Diet: Human style foods, heavy on rice
Role: Warriors, Bodyguards
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Weapon Use, Distance Attack, Chi Blast, Parry, Deflect, Bonk, Mirror of Equity
Enhancements: Enhanced Strength (x3), Enhanced Agility (x3), Enhanced Speed (x3), Endurance
Evolves: Herowu (normal), Gunnm (nanotech alteration), Kishi (Dragon Scale + Training)
Evolves From: TyAmazon (battle stress; special)
A cousin of the Amazonlee, Amazonchan, and Amazonkapoeraa. While the `lee specializes in kicks and footwork, the `chan specializes in punches and strength, and the `kapoeraa specializes in tumbles and acrobatics, the `wu specializes in the use of a single weapon. Most often this is a sword, although some Amazonwus are beginning to choose more esoteric weapons to try and distinguish themselves from other sword-fighting Pokégirls. Like the `chan, `lee, and `kapoeraa, Amazonwus also have an odd dietary problem. In the case of the `wu (not to be confused with the Wu) this is a fondness for coffee. When a `wu gets coffee it tends to mellow them out instead of giving a caffeine buzz, the more coffee the more mellow until a torpor is achieved.
The Amazonwu has a bit of a problem with other weapon-wielding Pokégirls, especially other fighting types. Especially Armsmistresses and Samurai. The problem is simple, according to most researchers- the Amazonwu wants to be able to obliterate them with their own skills. However, to date, no Amazonwu has ever managed to defeat either an Armsmistress or a Samurai, in any league and under any circumstance, despite the effectiveness of her attacks. The Amazonwu is never without a weapon- she usually carries several with her, and even in bed is never without some sort of blade or projectile.
How the Tyamazon evolves into a Amazonwu is simple: she simply trains with weapons, rather than on her speed, with her agility, or with her strength (which are the trademarks of the Amazonlee, Amazonkapoeraa, and the Amazonchan, respectively). However, she must be put to an extreme test during battle, at which time she will evolve into an Amazonwu. Although considered to be a 'Jill of all trades', and therefore never specializing in anything in particular, that is perhaps her greatest strength until her evolution into a Herowu.
Tamers also enjoy working with Amazonwu, as they can actually train with her at times depending on the weapon and type of training she decides on with it.back to the master index
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ARMSMISTRESS, the Ultimate Fighting Pokégirl
Type: Very Near Human
Element: Fighting/Steel
Frequency: Uncommon (Normal, and in all Leagues) to Very Rare (Winged) (Gold Continent)
Diet: any human style food
Role: Can Adapt To Almost Anything
Libido: Low (High with favored master)
Strong Vs: Bug, Dark, Dragon, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground, cat Pokégirls
Attacks: Pummel, Roundhouse Kick, Sword Dance, Meteor Punch, Chi Blast, Master Blow. (And Feather Shuriken, Thunderbolt, and Whirlwind if the winged-type of Armsmistress).
Enhancements: Enhanced Strength (x12), Enhanced Agility (x4), Enhanced Durability (x8), Enhanced Speed (x4), Weapons Knowledge, Armored
Evolves: Seraph (Valkyrie-based winged Armsmistress only; Angel Stone), Warrior Nun (Amazonchan/Amazonlee-based Armsmistress only; Angel Stone)
Evolves From: Amazonchan (works on it's speed), Amazonlee (works on it's strength), and Valkyrie (Dawn Stone)
Amazingly human in appearance; only distinguishing feature that sets them apart from ‘normal’ humans are the fact that the vast majority of all Armsmistresses have red hair and green eyes, barring regional variances. Their busts do increase from their previous forms, but usually only by a half-cup at most.
The Armsmistress is a hard-to-attain evolved form of the Amazonchan and the Amazonlee. They come from either form since it seems to be when an Amazonchan and Amazonlee balance their speed and strength.
They are more human appearance than the three stages of the Amachop (Amachop, Amachoke, Amachamp) and often better fighters than Herochans and Heroines. This is because Armsmistresses are incredibly skilled fighters, ranging from hand-to-hand to fighting with any form of weapon. (Preferably swords).
Armsmistresses are unparalleled armorers, and each creates her own armor shortly after evolving. The armor of an Armsmistress is also highly sought out by Tamers. The combination of intricately molded steel and leather is incredible in its quality. Few attacks can barely even scratch it. This armor typically reflects the personality of the Armsmistress who crafted it, though armor created for others can be created with their tastes in mind. Few Armsmistresses will ever craft armor for anyone but themselves, however, making these extremely rare.
Even then, the armor is never quite as effective for another as it is for the Armsmistress herself.
Armsmistresses will only remove their armor for Taming. They are perfectly comfortable sleeping in their armor, and tend not to favor post-Taming cuddling, preferring to get back into their armor as quickly as possible. An Armsmistress outside of her armor loses a considerable amount of her strength, and is generally safe to tame without restraints. They become paranoid about attacks when unarmored, however, partially accounting for their low libido. They are more willing to "let down their guard" with a Tamer they trust, which can raise their libido significantly. Armsmistresses will only bathe if dirtied by outside conditions, such as mud and the like, and still prefer to do so while armored, if possible. Armsmistresses have an unusually efficient internal cooling mechanism, allowing them to engage in strenuous physical activity without sweating. They do tend to breathe heavily during these activities, as their circulation system is similar to that of pre-Sukebe cheetahs, though more refined.
Armsmistresses that evolve from Valkyries, called Malakim in some Leagues, are extremely rare. In the wild one can tell if an Armsmistress evolved from a Valkyrie from a simple fact. They have wings, and can learn Flying-type attacks. (This however, has caused many Tamers to mistake an Armsmistress for a Valkyrie and visa-versa).
How to evolve an Armsmistress from a Valkyrie however, is still a complete mystery.
Due to a peculiarity on the part of an Armsmistress' maternal instincts, they cannot fight feline-like Pokégirls. Instead they show great maternal affection towards the feline-types. This is believed to be related to their cat-like circulation system, indicating that Sukebe may have used trace amounts of cheetah DNA in their creation, resulting in unforeseen feelings of kinship with feline Pokégirls.
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ATELESIA the Agile Monkey Pokégirl
Type: Near Human Animorph (Primate)
Element: Fighting Frequency: Uncommon (Forest and Slot Leagues) Rare (All other Leagues)
Diet: Omnivorous but loves bananas
Role: Guerilla Warfare Specialists
Libido: Average
Strong Vs: Steel, Rock, Dark, Bug, Normal, Ice
Weak Vs: Flying, Psychic
Attacks: Pounce, Blur, Hurricane Kick, Double Kick, Backhand, Mega Punch, Gattling Kick, Thunder Tail, Banana Penetration
Enhancements: Prehensile Tail, Enhanced Speed and Reflexes (x5), Dexterous Hand-like Feet
Evolves: Atelesona (Battle Stress), Wukong (Mana Stone)
Evolves From: Pri-mate (Battle Stress)
When their natural agility and speedy attacks are not enough to win a battle, a loud screech will come from the Pri-Mate and it will then evolve into Atelesia. In terms of looks Atelesia is similar to Pri-mate but her bust size has grown to a large B-Cup and at the at the most a small C-Cup. After evolving an Atelesia’s height tend to stay close to their previous form and they at most grow four inches, while their tails lengthen about six inches on average.
When it comes to battle an Atelesia is one of the more aggravating opponents to go up against due to them using their impressive speed, reflexes, and agility to dodge attacks, while tiring out their opponent at the same time they also tend to use the surrounding environment quite well to their advantage. After their opponent is open they tend attack with a surprising amount of ferocity, commonly using Gattling Kick and Mega Punch and then retreating and applying the same strategy continuously occasionally using attacks with their tails to mix things up a bit. During the Revenge War these tactics were also used in forest terrain battles, leaping in out of nowhere and suddenly attacking and then returning to the trees. This strategy was amazingly effective against the former human forces, this “hit and run” tactic won many battles for Sukebe prompting him to look into the potential of these girls more…thoroughly.
When it comes to taming Atelesias are quite flexible and will try almost anything, but all Atelesias have a fetish for giving their tamer’s a tailjob to quickly bring their tamers to orgasmic bliss. The only thing they will not do is bondage for some unexplained reason, leading them to detest Domina and the majority of her evolutions with a passion.
Atelesias are quite coveted by numerous tamers in both the Forest and Slot Leagues due to their genuinely friendly attitude while still maintaining a small amount of mischievousness. Even when feral Atelesias are quite good-natured and maintain most of their intelligence, though not enough to speak. Although this makes feral Atelesias less dangerous to people and quite calm, it also makes them difficult to capture as they can apply the same tactics, as they would while tamed on those who attempt to capture them. Unlike their previous evolutions Atelesias tend to keep to themselves when feral usually keep to themselves.
Thresholding into an Atelesia is quite rare unless a girl’s family has a very strong simian ancestry...
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ATELESONA the Untouchable Monkey Pokégirl
Type: Near Human Animorph (Primate)
Element: Fighting
Frequency: Very Rare (Forest and Slot League) Extremely Rare (Everywhere Else)
Diet: Omnivorous but loves bananas
Role: Elite Scouts
Libido: Average
Strong Vs: Steel, Fighting, Normal, Bug, Dark, Ice, Rock
Weak Vs: Psychic, Flying
Attacks: Mach Punch, Speed Storm, Chain Throw, Tempest, Vortex, Tornado Run, Extremespeed, Whirlwind Counter*, Tornado Fist*
Enhancements: Enhanced Speed (x10), Enhanced Reflexes (x9), Enhanced Strength (x3), Prehensile Tail, Dexterous hand like feet, Wind Affinity
Evolves: None
Evolves From: Atelesia (Battle Stress)
Even an Atelesia has its limits when it comes to evading attacks, and when they reach those limits against an opponent beyond their current capabilities and an Atelesia will then evolve into Atelesona. Atelesona does not differ much in terms of looks although their fur turns either beige or white and covers her arms and legs, near their hands will turn black though as well as their tails will also turn black and will remain unchanged otherwise. In regards to height Atelesona grow an average of three inches maxing out at around 5”6 and their busts are never larger than a D-cup.
The Atelesias' performance against the human forces intrigued Sukebe greatly in regards to their potential, and so he created the first Atelesona. Atelesona did not participate in battles very often, but when they did they devastated their enemies both quickly and efficiently. Most of the time Sukebe sent a pair of Atelesonas to scout out many different forests and eliminate entire enemy squads, which they excelled at until the human forces caught on to what they were up against and focused on getting rid of their new foe.
In combat Atelesonas are quite deadly using their impressive reflexes and speed to evade many of the attacks thrown at them, often using Speed Storm to add to their foe’s problems. If in trouble of taking a debilitating blow they will use Whirlwind Counter to protect themselves from harm's way. Even though Atelesonas are built for evasion they are defiantly no slouches when it comes to attacking, commonly using Mach Punch and Tornado Run to quickly deal damage. Atelesonas always favor their Tornado Fist among all of their other attacks but seldom use it unless their opponent has gained their respect or it is absolutely necessary and this is true even more so for their “Double” Tornado Fist. Due to having a wind affinity Atelesona’s also have a few flying attacks though they like the Tornado Fist are rarely used with the exception of Speed Storm. Even though Atelesonas are weak against flying due to their wind affinity the damage is not as severe, but psychic attacks are extremely effective at holding an Atelesona in place destroying her greatest asset of her speed completely and leaving her susceptible to attack.
Similar to its prevolution an Atelesona have a very mild feral state and is quite calm unless she is challenged or deliberately attacked. The chances of catching an Atelesona are even smaller than the chances of finding a feral one. In the few cases of feral a Atelesona being located, most of them escaped capture using their extraordinary speed and reflexes but the few that were usually were usually caught off. Most Atelesonas are loners while feral unless they meet up with another of their kind and forming duos as they once did in the Revenge War.
An Atelesona is a very nice addition to anyone’s harem because of their kind fun-loving personalities. When being tamed they are quite passionate and they enjoy being on top, but they hate bondage with a passion because it makes them feel "caged", leading them to dislike Domina and her evolutions. As with Atelesias, Atelesona’s love giving their tamer a “tailjob” as a sort of foreplay and those that have female tamers often use their tail as a certain appendage to pleasure their tamers making them a favorite among female tamers as well. As one male tamer once said about taming an Atelesona the first time "That was the wildest ride of my life."
Due to their rarity there have been no recorded thresholds directly into an Atelesona and currently it is speculated to be impossible
Whirlwind Counter (DEF) - This technique creates a small tornado like wind around the Pokégirl. In general this attack is used to deflect small projectile weapons and some low power attacks, strangely electric attacks have no effect on this barrier whatsoever. This technique is exclusive to Atelesona but it can be taught to flying Pokégirls or Pokégirls with a wind affinity.
Tornado Fist (ATK 95(if it misses 30) - By moving their arm(s) in a circular motion at an extreme speed, and focusing their chi and the wind element into their fist, a Pokégirl is able to create the Tornado Fist, a close range attack that creates a miniature tornado around the Pokégirl’s arm past the elbow. Even if the opponent is able to dodge the attack, the wind encircling the Pokégirl’s fist(s) will still hit the opponent and knock them spinning away, albeit with less power. This technique can be used with both arms. This technique is exclusive to Atelesona but it can be taught with a to other fighting Pokégirls who know Gust Punch...
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ATMUFF, the Legendary Warrior Pokégirl
Type: Near Human
Element: Fighting
Frequency: Extremely Rare (Unique; Deceased)
Diet: any
Role: supreme warrior
Libido: Unknown (Low to Average speculated)
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel, Fighting
Weak Vs: Flying, Psychic
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, Chi Healing
Enhancements: Enhanced Reflexes (x10), Enhanced Speed (x5), Enhanced Strength (x40), Legendary Qualities, Legendary Salient Qualities, Thick Hide, Endurance
Evolves: Neo-Atmuff (raw determination, possible/unconfirmed), Cyber-Atmuff (cybernetic attachments, possible/unconfirmed), Dark Atmuff (mechanism unknown, possible/unconfirmed)
Evolves From: None
Atmuff was one of the fiercer Legendary Pokégirls created by Sukebe before the war began. Unlike some other Legendaries, who chose to hit supply lines and communications to help lower resistance, Atmuff took the fight directly to her enemies, targeting population centers and places of strong resistance. She apparently lived for combat, and eschewed more subtle forms of confrontation.
Atmuff was physically imposing. Her skin tone was a lighter pink than a normal human’s. Her back legs were reversed-jointed like a cat’s, and had sharp but thick claws on her toes. Her hands had claws also, and she was obviously just as comfortable on all fours as she was on her back legs only. A large, thick tail waved behind her, though she would often curl it up over herself in a scorpion-like manner, despite its lack of a stinger. Her breasts were smaller than most of her sister Legendaries, being a fairly moderate B-cup. Her hair was dark but cut short, not even reaching her shoulders. Her pussy was naturally hairless. When standing on her back legs, she stood almost seven feet tall. She was never observed to wear clothing on any occasion.
Atmuff was a very grim Pokégirl. She never smiled or relaxed, taking everything with what seemed to be extreme seriousness. Her tactics, while brutal, were rigidly controlled. She always killed her opponents, never offering nor showing mercy. She cared nothing for anyone who got between her and her targets, eliminating such nuisances without a thought. This led to the deaths of other Pokégirls early on, and everyone in Sukebe’s forces rapidly learned not to ever come between her and whoever she was fighting. She was very taciturn, only speaking on the battlefield. When she did talk, her musings were cryptic and menacing, speaking of the nature of life and death, matter and energy, time, and other esoteric matters, usually in relation to herself. While some researchers today argue that she was in possession of mystic knowledge, most simply believe she was insane. A few have put forth that she simply went Feral and never recovered from the state. Almost everyone denies this argument for several reasons though. First, Feral Pokégirls, even Legendaries, tend to run wild, but for years during the war Atmuff fought in a controlled, disciplined manner. Secondly, she was able to say more than just her name, on those rare occasions when she did speak. Thirdly, it would have been the height of folly, the researchers say, for Sukebe to allow such a mighty Pokégirl to run wild. Some speculate that Sukebe himself Tamed her to keep her in line.
Whether she was insane or not, she was a holy terror on the battlefield. While she was quicker to react and faster than almost anything else, it was her strength that was truly frightening. Her physical might was exceeded only by Titania the Stone Titaness. Atmuff would simply wade into direct melee with soldiers, ignoring their attacks while shredding them like wheat with her own physical attacks and throwing bolts of chi, which she seemed to have a nigh-unlimited supply of, at enemies out of reach, all the while relying on her Thick Hide ability to turn aside most small projectiles, such as bullets. Stronger forms of weaponry, such as the particle beams that were being used at the time, were Dodged thanks to her incredible dexterity. Between battles, she would simply return to base, presumably for new commands, or would simply remain sedentary on the battlefield, occasionally taking time to eat. Atmuff could apparently consume anything to keep going. She was known to consume meat, vegetation, and even minerals.
Atmuff met her end though when she refused to cool her tactics down. Ironically, her merciless assault led her to meet her end not at the hands of the humans she had fought, but at those of her fellow Legendaries. After the (presumed) death of Sukebe, the war took a sharp turn for the worse for Pokégirls. Even as the humans were devastated by viruses of their own creation, they Tamed greater numbers of common Pokégirls, turning the tide, and worse, their ultimate weapon, the warship Langoud, was finally completed. When the mighty ship brought low two Legendaries, canny observers knew the war was lost for the Pokégirls then. Atmuff, however, either didn’t realize this or didn’t care, and continued to wreak devastation in her wake. Eventually, it was too much. Three other Legendary Pokégirls, Articunt, Zapdass, and Moltits, decided that Atmuff was going too far. In her apparent madness, she refused to lessen her assaults, drawing more and more ire to herself. Having seen that the humans could indeed kill them, the three Legendary bird Pokégirls knew that if she continued on, it would only be a matter of time before the humans decided that all the Legendaries had to die. Atmuff was threatening them all with the havoc she was unleashing, so they came to the difficult decision to kill her.
In 9 A.S., the three Legendaries confronted Atmuff in what was then southern Africa. The fight was long and fierce, and no one witnessed the battle, since the devastation it unleashed was paralleled only by Typhonna years before, killing all those foolish enough to remain nearby. In the end however, all of southern Africa sank. Atmuff was never seen again, while the three Legendary bird Pokégirls were, leading almost everyone to assume, correctly, that Atmuff did not survive the conflict. Her lifeless body, broken and battered, now lies at the bottom of the sea. One of her last recorded sayings however was “That which is not dead can eternal lie; and with strange eons, even death may die.” This ambiguous statement, which seemed to hint that she knew about, and perhaps was prepared for, her death, was popularized on the hit show “The Pokédex-Files,” which had several episodes about an Atmuff cult.
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 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, Atmuff has No Weakness (Level 99). If she were to face a Flying type or a Psychic type Pokégirl, or anything else that was considered Strong vs. Fighting, at or below level 99, 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 Atmuff’s array of special attributes:
Environmental Resistance: This ability allowed 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 gave Atmuff no need for air. She could hold her breath for any length of time and not be affected by it. Together with the Environmental Resistance power, this let her fight almost anywhere without worrying about the consequences of a particular location.
Energy Immunity: This quality let Atmuff ignore up to two types of energy at once. Various types of energy include heat, cold, sound, sonic, electricity, etc. She could 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 could not resist was psychic energy, since that power was totally beyond her. Between this and her other Salient Qualities, Atmuff was able to survive in virtually any local condition, even in space or in molten lava. She changed which two energies she was resisting several times when facing Articunt, Zapdass, and Moltits, but since there were three of them (and because they were able to fly, outmaneuvering her), she eventually fell to their combined might.
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BABEOON, the Violent Monkey Pokégirl
Type: Near Human to Not Very Near Human Animorph (Primate)
Element: Fighting/Plant
Frequency: Uncommon (Forrest and Slot) Rare (Everywhere Else)
Diet: Omnivorous with a preference for Meats
Role: Jungle Assaults
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Bite, Flower Kick, Counter, Hurricane Kick, Flying Kick, Stone Palm, Giant Toss, Rose Whip, Wood Tower, Lance
Enhancements: Enhanced Senses (x2), Enhanced Agility, Balance, Reflexes, and Flexibility (x3), Enhanced Strength (x3), Enhanced Speed (x3), Prehensile Tail (Ferals only) and Feet
Evolves: Unknown
Evolves From: Pri-mate (Leaf Stone)
Aggression. That is the word that comes to mind when one mentions a Babeoon. With the application of a Leaf Stone the Pri-Mate seems to trade in her curious nature for a more aggressive one. The Babeoon gains anywhere from six to eight inches when she evolves, her bust gaining very little, a half cup at most. The most prominent change to them when they evolve is that their ass swells, giving them a 'bubble-butt' appearance. Their rumps are much firmer than what people think. Their fur turns either white or some off color of white that always has a slight green tint to it. Feral Babeoons tend to have a slight muzzle instead of a mouth, and all Babeoons have elongated canines. Most Ferals tend to be slightly more animalistic in appearances.
Babeoons are fierce fighters. One of the breed's major drawbacks are their quick tempers, able to go from calm and loving to raging like a Gynadose in about the same span of time. Because of their tempers it isn't recommended for any beginning tamer to have one in their harem. They attack with everything in their arsenal at once. They strike hard and fast in short bursts. One minute they're attacking with everything all at once in a confusing rush, and the next you allowed a quick breather before the assault begins again.
The first discovery that Babeoons are an evolution of the Pri-Mate was by accident, before they were just considered a stand alone Pokégirl. An E-stone merchant had a Pri-Mate in his harem that usually wore gloves while helping to avoid any chances of evolving on accident. While they slept one night there was an attempted robbery and the Pri-Mate, in her hurry to protect the stones, forgot to put her gloves on. While fighting off several of the offenders' Pokégirls the Pri-Mate accidentally grabbed hold of a Leaf Stone and evolved. She managed to fend off the intruders and recover all of the stones except for the one that caused her evolution.
The Babeoon is very proud of her luscious ass. They enjoy anal as much (possibly even more) than a Mini-Top and share the Excessively Violent bunny's dislike of any jokes, comments, or remarks pertaining to her lack of a chest. The skin on their asses become sensitive, and if a Tamer knows what he's doing, he's capable of getting a Babeoon off playing with her ass alone. No one knows why the Babeoon has a love for spankings, but Babeoons often act up with favored tamers just to give them an excuse to 'spank their Monkey'. Because of their canines most tamers will only let a Babeoon pleasure them orally if they truly trust in her. While there is no chance of being poisoned, as with the Arachnae, most tamers admit that they still find it slightly uncomfortable allowing their dick to be placed into the mouth of a Pokégirl with a short temper and sharp teeth.
The Feral state of the Babeoon is something that puzzles researchers. They can't seem to figure out why a girl that shows aggression when she's tamed becomes much more laid back when feral. This torpid state as often allowed researchers to wonder right into the middle of a Babeoon troop. They tend to stick with their own kind and can be very territorial to unwanted company, but they can be found in charge of Pri-Mate troops and frequently on the move. When company has over stayed their welcome the troop bands together and drives the unwanted guests out, biting and clawing. The time periods vary, but most seem to allow a week or two grace periods. They show no signs of provocation before attacking, so caution should be used when dealing with these feral Pokégirls. While they are more passive when Feral, they are still no Pokégirl you'd want to run into in a dark alley.
As of right now, while possible, Thresholding into a Babeoon is unlikely. Most girls that do Threshold into a Babeoon have a heavy combination of monkey Pokégirls and plant types in their heritage. Thresholding into a Babeoon is similar to the thresholding process of a Pri-Mate, although an early sign is that the young girl will generally become more violent and hostile. Another sign is that the girl tends to go through all of the discomforts and pains that the rest of the Ape types go through, including the painful foot cramps as the bones reposition themselves.
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BHOOTY, the Phantom Fighter Pokégirl
Type: Very Near Human - Not Very Near Human
Element: Ghost/Fighting
Frequency: Very Rare
Diet: Human standard
Role: Trainer, Combat
Libido: Average
Strong Vs: Bug, Ice, Normal, Rock, Steel, Poison
Weak Vs: Flying
Attacks: Lick, Night Shade, Dream Time, Seismic Toss, Body Slam, Legsweep, Titan Crush, Ogre Crash, Soul Fist, Bear Hug, Headbutt, Ghost Blade
Enhancements: Solid Ether Body, Enhanced Strength (x8), Enhanced Speed (x5), Enhanced Endurance (x3), Enhanced Durability (x3)
Weaknesses: Can no longer become incorporeal, Looses Possession ability, Weakness to sonic attacks
Evolves: None
Evolves From: Ghostly (Dusk Stone)
Dangerous fighters rarely seen during the Great War, this breed of Pokégirl quickly became known for their strange tactics and style of fighting. After the war this breed became known as one of the better Pokégirls to train with in hand to hand combat. This breed was kept in low numbers after the Great War, but gained a surge in population shortly after the discovery of the Dusk Stone. These Pokégirls, in temperament and lifestyle, closely mirror the beliefs and ways of tribes of 'Native Americans' in the pre-Sukube areas of Indigo, Jhoto, Crescent, and the Sunshine Leagues. From what pre-Sukube historians have gathered, these Pokégirls are a mix of many of the different styles of those tribes of humans.
Physically, most Bhooty appear Very Near Human upon birth, threshold, or evolving from Ghostly, however, at their soonest opportunity (which usually means upon becoming a Pokégirl for most Pokékits of the breed though earlier instances have been noted), most Bhooty will find the time to enter into a trance-like state. Compelled by an urge to seek out what the breed deems as 'a piece of them that was lost', these solid ghost types seek out their Spirit Guide in the spiritual realm. These guides without exception have taken the form of animals, even those that have long gone extinct since the Great War. Upon discovery of their guide, some Bhootys will retain their very near human looks. These Pokégirls range within human the human range, though tend to be on the tall side at an average of 5' 10''. They have bronzed, almost 'red' skin and athletic builds with busts that range from B to D cups. The majority of the breeds hair is a uniform black, and usually worn long. Others of the breed go through a slow transformation, much like threshold, that combines the traits of their Spirit Guide into their outward appearance, ranging from animal ears and/or tails to full anthromorphs. One notable Bhooty named Kat, actually looked identical to a Tigress. It should be noted that any animal, including fish and insects have been found as spirit guides, even notable menace look alikes that take on the forms of praying mantises.
A Bhooty's spirit guide is personal, though through the help of the breed's unusual ability to use Dream Time, she can share her experiences with her Harem sisters or other interested parties. These mysterious spirits are speculated to be a manifestation of the breed's inner self, though this doesn't seem to be the case as sometimes the guide and Bhooty don't seem to get along very well. Other than guidance, and an alteration to the breeds appearance, these Spirit Guides don't seem to lend any amazing abilities to the Bhooty breed (though some that have Guides with claws often manifest real claws).
Bhooty are proud and fierce fighters when faced hand to hand, usually only able to be bested by other stronger fighting types, flying types, or a mixture of the two. Oddly, if beaten in fair combat, their respect for their foe only increases. If allowed to spar later with the same opponent, these girls consider it an honor and attempt to learn enough to best their foe. If allowed by their tamers, the breed regularly practices 'Counting Coup', which involved rushing into battle and being able to tap their opponent in a called spot without getting hurt. Rarely, coup involves capturing their opponents weapons or other trinkets, though also extends the breed into supporting salvage battles. Even if the Bhooty gets salvaged herself, she looks on this as an opportunity to learn from her betters. Much of the breed remain silent, though they are canny at observation and will point out important thoughts that are often kernels of wisdom. This quiet, teach by example method works well for even stubborn or lazy breeds, and has been known to inspire even Bunnygirls to do their very best (though with bunnygirls this isn't a vast improvement usually). Due to their diligence and quiet ability to inspire, many Bhooty are found in Beta positions, if not the Tamer's Alpha.
Bhooty are highly adept at hand to hand fighting, usually rushing in when least expected to grapple their opponents into submission. If pressed, they blast their opponent with an up close Nightshade, and switch to using Ghost Blade. This technique is vastly different when used by these Pokégirls, as it normally forms an axe instead of a sword. Some Bhooty have been known to grasp the handle and attack with it in melee. However, in addition to their natural ability at hand to hand combat, these ghost Pokégirls can also readily learn weapon attacks when in Harems with Amazonwu or Slicers (though most choose the axe as their favored weapon) and even firearm use from OfficerJennys and other gun using Pokégirls. Another interesting facet of the breed is that they pair up quite well with Ponytaur or other tauric Pokégirls used for mounts, and many of these teams make quite the mounted combat duo. Because of their solid ether bodies, they are weakened by sonic attacks, but this also grants them the ability to fight incorporeal ghost types physically.
The feral state of these Pokégirls is one where they constantly go into a trance, only coming out of their state if attacked, and then only to defend themselves. As such many ferals trade for taming, or go on raids should they start slipping into feraldom. Many cluster together in small groups known as tribes, named after their biological basis from before the Great War. Most Bhooty tribes are nomadic in nature, pitching tents of Kattle hide as they hunt and forage for food. Some settle around or follow rivers or coastlines, as fish are often plentiful enough to support large tribes. Rarely, Bhooty tribes will settle down and farm, though this often happens when individual tribes come into contact with Elf Queendoms. Overall, however, finding a Bhooty tribe is a hard thing to do considering the breed's rarity.
Thresholding into a Bhooty is only a possibility with ancestry of this breed with the Pokégirl’s skin tone changing as her body shifts physically into solid ether. Shortly after threshold, many new Bhooty will try to go into their trance in order to contact their Guide for the first time. As these Pokégirls are fairly rare, they are often sold to nearby ranches for a profit.
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BLAZICUNT, the Blazing Glory Pokégirl
Type: Near Human (bird)
Element: Fire/Fighting
Frequency: Rare
Diet: hot spices and peppers
Role: dancers, blacksmiths, fire-rescue
Libido: High
Strong Vs: Bug, Dark, Fire, Ice, Normal, Plant, Steel
Weak Vs: Flying, Ground, Psychic, Water
Attacks: Scratch, Fire Punch, Fire Kick, Burning Uppercut, Ignite, Napalm, Flamethrower, Focus Energy, Warm Embrace, Burning Hands, Preen
Enhancements: Heat Aura, Bulk Up
Evolves: None
Evolves From: Combusticunt (normal)
The main (and often only) reason a Tamer continues to put up with the constant bad attitude of a Combusticunt is so that she evolves into her final form: a Blazicunt.
A Blazicunt’s eyes are now completely red; no other features or color are present. Her bust size increases even more than it did during the last evolution, usually to a full C-cup. They grow reddish-orange down-like feathers all over their body and the feathers poof more predominantly between their breasts. Comparatively, the feathers on her breasts themselves are small and leave her nipples uncovered. Likewise, the feathers at her crotch are also smallish, leaving her pussy on display. Her hands and feet become more birdlike in appearance, now having only four digits on each hand and foot. As in their previous form, Blazicunts tend to eschew clothing.
A Combusticunt that evolves leaves behind her excessive anger, while retaining their fiery spirit in combat. Combined with her new fire attacks, Blazicunts are a force to be reckoned with. A Blazicunt has a strong tactical understanding, and almost always begins combat by laying down Napalm, followed by Flamethrower attacks to move her opponents into positions advantageous to her. A Blazicunt then uses her Bulk Up enhancement, which allows her to increase her muscle mass to heighten her physical attacks at the cost of making her slower, and closes in for close combat. While not the quickest combatant when using her Bulk Up enhancement, a Blazicunt has usually backed her opponent into a heated corner by this time, negating this disadvantage. Between this and her Ignite, Fire Punch, Fire Kick, and Burning Uppercut attacks, most opponents don’t last long. When fighting a pokesex battle, Blazicunts tend to use a Warm Embrace, followed by Preen and then the sex-version of Burning Hands.
Blazicunts are as pleasant to have in a Harem as their previous form was unpleasant. They tend to be magnanimous and outgoing, and are quick to offer to Tame their Harem-sisters. One particular quirk they have is a love for dancing, something researchers say is a very faint subconscious desire to fly that she has because of her avian nature. One constant from her previous forms is how horny she remains, and Blazicunts never miss an opportunity to get it on with her Tamer or Harem-sisters. The loyalty she felt as a Torch Chick returns in full force in this evolution, and Blazicunts, save for pokesex battles, have no interest in being Tamed by anyone beyond her master and his Pokégirls.
Blazicunts have the same Taming preferences as they did as Torch Chicks, save for that they enjoy petting and stroking since they now have feathers all over. They still dislike being put in cool water beforehand, but understand that some Tamers have become accustomed to it since using the procedure on them as Combusticunts.
Feral Blazicunts are relatively passive creatures, mostly sticking to their Scratch attack unless seriously threatened, in which case they unleash Flamethrower and Ignite on their enemies.
Threshold girls almost never become Blazicunts directly. When such a rare Threshold does occur however, the family of the girl tends to make a hefty profit on selling her to a pokeranch, since Blazicunts are very strong (and thus valuable) Pokégirls.
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BRONZE, the Metal Statue Pokégirl
Type: SemiHuman
Element: Steel/Fighting
Frequency: Extremely Rare (All Leagues)
Diet: special
Role: ambush, surprise attacks, defense
Libido: Average
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic, Fire (does double damage)
Attacks: Power Drive, Counter, Flake, No Sell, Bronze Fist, Giant Toss
Enhancements: Higher stamina, greater defense, self-body sculpting
Evolves: None
Evolves From: Jade (Round Stone)
While the previous forms of the Bronze were Rock-types, the Bronze is a Steel/Fighting-types. They lose the ability to change colors and become a metallic color, though with special dyes applied by Ar-Tits or their evolutions can allow them to regain different hair or body colors. The initial dyes take effect within one day. These dyes are permanent until the Bronze requests an Ar-Tits (or one of their evolutions) to change it. These changes, however, can take days or even weeks to take effect, depending on how different the color is or if the original dye used was black.
Originally, Bronzes were going to be called 'Golds', as they appear gold for the first week or two after they evolve, but then they briefly appear silver (for about three to four days) before settling into the appearance of Bronze. During these early adjustment periods, if she uses Flake, her 'flakes' are Gold and Silver, respectively. As such, the first few weeks of being a Bronze can be quite profitable for her tamer, but like a Jade's tamer, she can still provide a steady stream of money with her Bronze "Flakes".
Despite their name, their skin is as hard as steel and they have almost no sense of touch, save for when they are warm. Bronzes are extremely susceptible to heat, to the point that it is almost like a sexual caress to just be near anything that is hot.
However, Bronzes are also more dangerous when they are warm, as they, like actual metal, do not cool quickly, and in fact, continue to grow warmer in sensitive areas. Any tamer without some form of heat resistance should NEVER attempt sexual penetration with a 'hot' Bronze, as they are likely to receive first to second degree burns. Only female tamers using a ceramic or otherwise heat-resistant dildo, or any tamer with a natural heat-resisting blood gift should attempt such actions with a Bronze.
Bronzes tend to be quite a bit like Iron Maidens, and in fact, they may have been prototype Iron Maidens. However, if they use Power Drive or otherwise are near a source of strong heat and have no intention of sexual intercourse, they grow more and more aggressive. When they are angry, a Bronze's memory actually improves, and she has a mean streak a mile long. So, it's suggested that a tamer who wants to remain on their Bronze's good side keep a water or ice Pokégirl in their harem as well.
The most unique "ability" that a Bronze has is Conduction. Any electric, fire or ice attack on a Bronze gives the Bronze that element for the next two rounds, meaning her attacks deal additional elemental damage. She can gain Fire and Electric or Electric and Ice at the same time, but she cannot gain Fire and Ice at the same time as the elements cancel each other out, so she would gain neither. However, it is not listed as an attack, an advantage or a disadvantage, as she cannot willingly activate or deactivate this "ability", nor can she utilize attacks from those elements. It is a side effect of her body and may be beneficial or a detriment based on each situation.
No thresholds directly into Bronzes have ever occurred.
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CALAMITYJANE, the Gorgeous Gunslinger Pokégirl
Type: Very Near Human
Element: Poison/Fighting
Frequency: Uncommon (Indigo, Johto, Sunshine Leagues), Rare (All other Leagues)
Diet: Human-style diet
Role: vigilante, criminal
Strong Vs: Bug, Dark, Ice, Normal, Poison, Rock, Steel
Weak Vs: Flying, Ground, Psychic
Libido: Average
Attacks: Manifest Weapon (S&W Handgun), Needleshot, Pistol Whip, Whip, Binding, Poison Lash, Leg Lasher, Chain Throw, Counter, Evade, Legsweep, Tomahawk Toss, Serpent's Bite (Lv. 50), Master Blow (Lv. 65)
Enhancements: Enhanced Agility (x5), Enhanced Strength (x5), Toughness, Poison Resistance, Internal ‘Ammunition’ Generator
Evolves: Ghostrider (Killed by a high level Infernal Pokégirl)
Evolves From: None
While the Post-Sukebe Pokégirl species of NurseJoy and OfficerJenny became understandably popular and accepted breeds thanks to their usefulness, the art of making nearly-identical Pokégirls en masse would eventually become a lost art-form. The cause of such would be blamed on the dismal failure of the third series, the MaidYvettes, (barring the Yvettes' evolutions) however such is simply not the case. Realistically, many of the Leagues secretly shelved such projects in the hope of keeping another War of Revenge from ever happening. Many League Officials came to view the groups of scientists and researchers that were easily making new Pokégirls quickly, as a genuine cause for concern. No one wanted another Sukebe, someone whom could just pump out a small army of Pokégirls from a lab in minimal time. Although there was some outcry from the scientific community against the decision to end it with some protesting that they should at least be allowed to continue to create more of the Joys and Jennys, operations were shut down completely around 40 AS. The job of keeping the numbers of these Pokégirls up would be regulated over to the Breeders.
While things had remained quite for a long while, it would be proven over two hundred years later that there was genuine cause for concern. The Leagues' fears from centuries earlier would come true. Appearing in 268 AS, there would be a breed of Pokégirl that would make the scene that was created in the similar vein of the Joys and Jennys, and worse, they were produced by the criminal element! This breed of initially-villainous Pokégirl would be known as the CalamityJanes.
The CalamityJane, also simply referred to as `Janes', were designed and produced by none other than Team Rocket. The criminal organization used the DNA of the Domina, Goth, Gun-Bunny, and Armsmistress Pokégirl breeds for this nefarious plot. With such a deadly genetic cocktail to create them, the Janes were meant to be the anti-thesis of the OfficerJennys. Team Rocket hoped they could create a Pokégirl breed that would scoff at the law and commit any and all crimes commanded of them to perform. They would be a loyal partner to Team Rocket operative and follow any and all orders without hesitation, to be free of conscience and morals.
While technically a G-Splice, Team Rocket made the CalamityJanes through the same science and procedures which had been used to create the other breeds of Post-Sukebe Pokégirls so long ago. With all Janes being made exactly the same and in mass numbers thanks to the research of early League scientist, they are easily in the same class as the very Pokégirls they were created to fight: the OfficerJennys. However, this later fact that they were made like the original mass-produced Pokégirls is what would be Team Rocket's undoing. To mass-produce the Janes, they used a minor trace of OfficerJenny DNA as a vehicle to attach the rest of the genetic cocktail to, making it easier to produce numerous identical copies. Although the percentage was minor, the OfficerJenny DNA would give the CalamityJanes a genetic quirk that went against everything Team Rocket sought when they created this Pokégirl.
Janes would actually respect the law.
True, they can choose to ignore it, but CalamityJanes have a complete knowledge of all laws. However, they are aware of the difference between ‘what is right’ and ‘what is realistic.’ As such, Janes possess a sense of balance concerning law and disorder, where they feel that law does have its place in the world it's just not the only thing. This dubiousness would lead to the breed initially being exactly what Team Rocket wanted, with a number still acting in such a role today. However, by the early 280's a number of the Janes finally started to disband from Team Rocket, rebelling against the criminal element that they had worked with for so long, leaving their Tamers behind to start new lives elsewhere.
Today, CalamityJanes are understood as filling a vigilante role, doing what they can to help the community, normally by taking their own spin on the rules to get whatever job needs to be done finished. While the Leagues have accepted such with relief, Janes are still often viewed with mistrust in a lot of areas. After all, not all CalamityJanes turned over a new leaf and a number of the breed are still working with Team Rocket or over in other criminal organizations and Teams. Still, there are a number of CalamityJanes that have found their way into the harems of wandering Tamers and even the occasional police officers, as there are a few policemen that realize the Janes’ potential to aid in upholding the law. However, it's next to impossible to keep an OfficerJenny and a CalamityJane in the same harem. The two greatly differ on philosophies concerning law and order, which make the basis for a lot of verbal in-fighting between the two. Janes and Joys tend to be indifferent to one another.
Having been created via the same procedures used to create the OfficerJennys and NurseJoys, CalamityJanes have the same genetic anomaly of commonality of appearance. Janes always have pale white skin, similar facial appearances, ice-blue eyes, and hair that is a bright shock of red like an Armsmistress', although they use different hairstyles with a number of them using feathers in their hair for decoration. Their busts are usually around a C-cup and they're always proportionate to their height, usually 6' tall. All Janes also have a Feral state that is considered `light'. While they may become considerably aggressive with a lack of Taming, they still retain their intelligence. Some Team members often purposely forgo Taming a Jane to make the Pokégirl a more blood-thirsty and battle-ready opponent.
While they try to find ways to look different from one another, Janes have taken a universal liking for the color black, the material of leather and styles of dress akin to a Cowgirl or Western wear. Black shirts and denim jeans with leather chaps worn over them and a brightly colored bandanna or large neckerchief around their neck that has multiple uses from mopping up sweat to masking the face from dust storms or for disguise are the staple of their outfits. Black leather gloves with matching high-heeled leather boots with high tops to protect the lower legs with pointed toes and spurs are also popular with the Janes. Often, the overall look is topped off with either a leather vest or even a long coat. However, no Jane is without a cowboy hat; a hat with a wide brim to protect from sun, overhanging brush, and the elements. There are many styles and designs blending elements of the Mexican sombrero and both Union and Confederate Cavalry hats of the Civil War period.
While vigilante Pokégirls may have a horrendously bad reputation thanks to their history and origin, one cannot deny that Janes simply shine when it comes to Pokébattle. While a CalamityJane may not have the innate knowledge of using any weapon like an Armsmistress, she will know how to use a whip intimately. The whip becomes the Jane's favorite weapon to take on an opponent from a medium distance, using it to inflict damage or knock opponents off their feet. While their close-quarters combat and long distance combat skills are limited, they do have a few solid moves. Legsweep and Chain Throw help with an opponent that gets close or manages to get their hands on the Jane, while Tomahawk Toss and their manifested weapon can hurt an opponent that is beyond the reach of her whip. Interestingly, the Handgun doesn't fire bullets but is a tool for the CalamityJane to use the technique Needleshot. It should also be noted that although it takes time, Janes that grow in level will learn the powerful whip-technique of Serpent's Bite and eventually, the awe-inspiring Master Blow.
Taming a CalamityJane is a surprisingly soulful experience. While one would think the Jane would be dominant and overall aggressive with the leather and whips, this Pokégirl breed is pretty obsessive about intimacy. They are uncomfortable sharing Taming sessions and when they are being Tamed, show a submissive nature to their Tamer as well as try to keep as much body-contact as possible. Janes also like being outdoors when they're being Tamed, often during night in areas of nature, be it the middle of a forest, a grassy field, or a desert plain. It is unsure what aspect of the Janes' genetic make-up brought on that desire, but it is speculated to have come from a simple culmination of what made them what they are.
A case of a woman changing into a CalamityJane through Threshold is currently unheard of at this point in time, due to the breed’s relatively new existence.
Manifest Weapon (S&W Handgun) - (EFT) The CalamityJane concentrates, making a handgun styled after a Smith & Wesson Volcanic appear in her hand. The handgun is connected to her palm via a wire, giving them ‘ammunition’ from their internal generator.
Pistol Whip - (ATK 15) A weaker version of Cold Cock, yet wields first strike with its superior speed. The CalamityJane takes the hilt of her Smith & Wesson and strikes her opponent in the head with it. Has a 20% chance of causing Stun.
Tomahawk Toss - (ATK 60, 20) A Rock-type technique exclusive to the CalamityJane. The Pokégirl summons and throws a tomahawk at the opponent. There is a 25% chance of the weapon arcing back to strike the target again.
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COCKADIDDLE, the Penis-Obsessed Fowl Pokégirl
Type: Humananoid
Element: Fighting
Frequency: Very Uncommon
Diet: Semen, berries or grains
Role: Unknown
Libido: High
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic, Cat Pokégirls
Attacks: Slash, Power Break, Fiery Passion, Quick Hit
Enhancements: Ambidexterity, "Male Sense" (can sense a male within 50 feet), good jumping ability (can leap over 25 feet with a single standing jump)
Evolves: CockadiddleDeux (Normal; Level 25)
Evolves From: None
Cockadiddles stand roughly 5'8 to 6'1", and tend to have B to C-cup breasts. Their eye color is often blue, gray or green. They appear largely as humans, though there are three things they often separate them (quite obviously) from being human.
The first is their small wings, usually twice as large as their shoulder blades, but not useful for more than slow their descent or helping change their trajectory. They cannot be used for flying at all.
The second is the brown feathers covering a majority of their bodies. Their faces, breasts and vaginas have extremely short well-groomed feathers that are never known to move out of place.
The third and most obvious is their legs. Just like a bird, their legs below the thigh are scaly and their knees are reverse-jointed. These legs, however, allow them to jump incredible distances, and combined with their sword-fighting capabilities, can make them terrifying opponents.
Cockadiddles are capable swordswomen, and oftentimes have skill comparable with a Slicer. Cockadiddles often use European-style long-swords or European-style bastard swords. They can use other types of swords, but are not nearly as comfortable in handling them. Cockadiddles are obsessed with men, to the point that they have an instinctive "male sense". They can detect the presence of a man, not matter how well-hidden, even by magic, and will seek him out. They absolutely love the taste of semen, even cumming at the taste of it, and will go to great lengths to become part of a male tamer's harem. Dildo Queens are also acceptable, but Cockadiddles view them as a bronze medal to the gold medal of an actual man.
Of course, male tamers should beware of having a Cockadiddle, since her high libido means she will oftentimes try to "suck the well dry". Full penetration with an actual cock will often send the Cockadiddle into multiple orgasms, but tamers should save this for last, as a fully rested Cockadiddle will become almost sexually insatiable.
If no males are around, Cockadiddles will often masturbate using their sword's hilt. Cockadiddles will only have sex with other females out of boredom.
Cockadiddles cannot stand to be around cat Pokégirls, and will either attack or flee if a cat Pokégirl is in the area, even if she is with a male tamer.
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COCKADIDDLEDEUX, the VERY Penis-Obsessed Fowl Pokégirl
Type: Humananoid
Element: Fighting
Frequency: Rare
Diet: Semen, berries or grains
Role: Unknown
Libido: High
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Sentinel, Assault, Slasher, Spincut, Sword Dance
Enhancements: Improved "Male Sense" (can sense a male within 150 feet), great jumping ability (can leap over 50 feet with a single standing jump)
Evolves: CockadiddleMe (Normal; Level 50)
Evolves From: Cockadiddle (Normal; Level 25)
CockadiddleDeux do not change much in height, and only get an almost imperceptible boost in bust-size, but their wings grow to twice their normal size (still cannot be used for actual flight) and their feathers will change to varying shades of red.
In terms of fighting skill, CockadiddleDeux are more powerful, since they not only remain ambidextrous, but many will often pick up a dual-wielding style. They can also jump further and with their wings, can even manage a weak glide.
CockadiddleDeux's are often more brash and demanding if they are added to a harem after they've evolved, as opposed to having been in a harem prior to evolution. CockadiddleDeux are oftentimes headstrong, and tend to butt head figuratively with any other strong-willed Pokégirl, though they will always at least consider their tamer's words, as they often view their tamer in the same way a thirsty person views a tank of clean water in the middle of a desert.
CockadiddleDeux's will oftentimes go out of their way to show off their superiority, especially if they think it will get them laid more often. Feral CockadiddleDeux's are rather dangerous, as they may seek to remove all obstacles to their target in a vicious manner. However, not all will go so far as to intentionally kill, keeping them, as a group, off the bounty charts.
CockadiddleDeux's love a male tamer who is willing to finger or lick them while they're sucking the tamer off.
Like Cockadiddles, they don't really care for other women or Pokégirls unless they're bored of masturbating with their swords. CockadiddleDeux's don't like cat Pokégirls, but will tolerate their presence if it lets them stay by a virile tamer.
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COCKADIDDLEME, the Excessively Penis-Obsessed Fowl Pokégirl
Type: Humananoid
Element: Fighting
Frequency: Very Rare
Diet: Semen, berries or grains
Role: Unknown
Libido: Moderate
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Slasher, Hero Blade, Slash Wave, Confuse, Miracle Slash, Demi Blade, Keen Blade
Enhancements: Improve "Male Sense" (can sense a male within 300 feet), impressive jumping ability (can leap over 100 feet with a single standing jump)
Evolves: None
Evolves From: CockadiddleDeux (Normal; Level 50)
CockadiddleMes do not change much, except for a full jump in bust size, another doubling of the size of their wings, and their feathers turning an violet-tinged black.
CockadiddleMes are the most calm and rational of the Cockadiddle evolution chain and also the most reasonable. Though they do still want men, if they are added to a harem, most do not cause the same disruptions that their former evolutions do. They view the others in a harem as herself, wanting their tamer all to themselves, but being forced to share him.
CockadiddleMes enjoy sex just as much as their prior evolutions, but they are more open to sharing and will have relations with women or Pokégirls to satiate her desires.
In combat, CockadiddleMes are even more dangerous than before, as with her Keen Blade, her sword can attack further; with her Miracle Slash, she can heal herself, and with her Demi Blade and Hero Blade, she can deal devastating damage. Add in her now impressive jumping ability, she can attack most enemies before they realize they within her range of attack.
Her wings are now large enough to let her glide, but she still cannot truly fly. If she jumps straight up, she can glide much farther than she can jump, but obviously, she is not as quick while gliding and she is at the mercy of wind currents to keep her up and going where she wants.
CockadiddleMes have no issues with cat Pokégirls, and will even have a threesome with one.
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COYOTITS, The Brawling Bitch Pokégirl
Type: Near Human to Not Very Near Human
Element: Fighting/Magic
Frequency: Rare (Sunshine League), Unknown (All other Leagues)
Diet: Raw Fish, Raw Meat whenever they can get it; will accept finer brands of Pokéchow
Role: Front Line Fighter
Libido: Average (Very High during Full Moon)
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel, Cat-types, Rabbit-types.
Weak Vs: Dragon, Flying, Ghost, Psychic
Attacks: Drill Kick Gatling Punch, High Kick, Magic Fist, Phoenix Down, Dazzle, Exorcism, Sketch
Enhancements: Enhanced Strength (x6), Enhanced Hearing (x3), Enhanced Smell (x3), Natural Fighting Skill, Magic Affinity
Evolves: Lickario (Anubust’s Blessing [Evolution Method Classified])
Evolves From: None
During the War of Revenge, when the Western portion of the formerly United States of America was physically separated from the rest of the continent thanks to the Legendary Pokégirl Typhonna’s Ebony Void technique, it came under siege of many Pokégirl forces. While Nevada and Oregon got hit badly, California was one of the areas worst off. The cities of Sacramento, (currently Golden Poppy) San Diego, (Windy Shores) and Los Angeles suffered some of the heaviest casualties at the time, with the later of the cities being wiped from the face of the map. However, the cities managed to come back with time thanks to the eventual Domestication of a breed that had been inflicted upon them, a Pokégirl that, while rough around the edges, could be made into a hard worker and faithful companion: Coyotits.
The Coyotits are an interesting breed of Pokégirl that are their own branch of Canine-type that exists alongside the Growlie and Hound evolutionary lines. However, what has interesting about this breed is that while the other two have spread about the Leagues in solid numbers, the only known Feral population of Coyotits is within the borders of Sunshine League. While the Ursine is the official Pokégirl of the League, the Coyotits breed enjoys a level of popularity that not only surpasses it, but even excels beyond that of that of the Bunnygirl and Kittens breeds within the Gold Continent.
While nowhere near as human as some Bunnygirls and Kittens are, (with the exception of a few Domestic Near-Human specimens) Coyotits are unusual as unlike most canine Pokégirls, the Not Very Near Human variation has a face that is more human-like then canine. With a set of delightfully large C-Cup breasts, and a coat of fur that has a natural sheen, (while normally brown or tan, there are members with white, silver or black fur) some fans of the breed have compared the Coyotits to Angels for their unnatural beauty, despite the rather rough and tumble lifestyle most of the breed follows.
When it comes to the population of the breed within the Gold Continent, the Feral Coyotits are far more common and more dangerous, depending on straight forward combat to deal heavy blows to anything they target. They roam the land in search of a good fight and the bare necessities of life. It’s interesting to note that Feral Coyotits will follow a Tamer to the ends of the earth if they defeat her in battle, yet do not capture her. They will stalk their target for however long it takes to challenge again, just to fight and prove she’s the better combatant. Feral specimens and only recently Tamed Coyotits are noted for having a Not Very Near Human appearance.
Although they’ve been Tamed and used for centuries, Domestic Coyotits are generally rarer to come across. Noted for being Near Human, they generally tend to devote their magical abilities to become healers and work in Pokécenters rather than fighters; they excel greatly in the areas of Faith and White Magic. It should be noted though that many of the higher-ranking members of the All-Pokégirl Army that took Stockton during Mao’s Rebellion were Domestic Coyotits. Such an event had a negative backlash on this variation of the Coyotits popularity within the Gold Continent, which has lead to the majority of Sunshine League Tamers to prefer to capture Feral Coyotits over depending on Domestics.
The Coyotits are notorious as combatant Pokégirls, who are blessed with not only a natural instinct for fighting, but a natural prowess for magic; when they apply themselves, they can add quite a variety to their already solid plethora of combat-oriented skills. However, the Coyotits is considered one of the more ‘grab bag’ Pokégirls. Because even though she has the capability to learn, she does so to her preferences rather than what is ‘best’. Coyotits who prefer to learn from their various opponents will develop more skills in that vein, while Coyotits who prefers to heal, will have more support abilities and techniques.
However, regardless of whatever variation of fighting-style or preferred magical abilities they possess, Coyotits are Pokégirls that live for the fight and a challenging opponent. Oddly enough, when they face another Fighting-type Pokégirl, they prefer to use their strength and tactical intelligence to over-power an enemy rather than any fancy martial arts moves. For other Pokégirl opponents, the Coyotits are not above using powerful magic or dirty tricks, especially if either her strength or intelligence isn’t enough to give her the edge she needs against her adversary.
When it comes to Taming, Coyotits are noted for wanting to entertain Tamers they like with exotic dancing. With erotic movements and a level of sensuality, Coyotits with tease and entice their Tamers as they dance for his pleasures. They especially are fond of the Strip Tease techniques and dancing out in the open, especially when under the light of a full moon. Unfortunately, despite the creativity and energy they put into dancing, they are surprisingly unimaginative when it comes to the actual Taming! For them, the only ‘true’ position of Doggy-style. When a Tamer tries anything else, it’s surprisingly easy to get them off with how ‘erotic’ they feel any variation is. (How a Pokégirl can see the Missionary position as one of the greatest heights of eroticism is something that Researchers are still baffled over to this day).
Although unheard of outside of the Sunshine League, within the borders of the Cold Continent, there are cases of girls going through Threshold becoming Coyotits. While the numbers of Near Human Coyotits are prevalent as the outcome for a Threshold Coyotits, a Not Very Near Human appearance as an end result is not unheard of.
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CYBER-ATMUFF, the Legendary Cybernetic Warrior Pokégirl
Type: Near Human
Element: Fighting/Steel
Frequency: Extremely Rare (Unique)
Diet: any
Role: supreme warrior, unknown
Libido: Average (controlled)
Strong Vs: Bug, Dark, Dragon, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Growl, Slash, Bite, Scratch, Kick, Block, Pummel, Headbutt, 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, Steel Spikes, Explode
Enhancements: Enhanced Reflexes (x20), Enhanced Speed (x10), Enhanced Strength (x45), Legendary Qualities, Legendary Salient Qualities, Thick Hide, Endurance, Sensors
Evolves: None
Evolves From: Atmuff (possible/unconfirmed, cybernetic attachments)
When Atmuff died at the hands of Articunt, Zapdass, and Moltits, she was left at the bottom of the ocean, dead and forgotten. Not everyone forgot however. Someone, a brilliant scientist or group of scientists, either acting alone or, more likely, at the behest of another, went down and retrieved her body recently. They were quite surprised to find that a large portion of her flesh was still intact. Decay had yet to seriously set in, despite centuries of languishing on the bottom of the ocean; in fact, the only major wounds on the body remained those inflicted in on her in her final battle. After years of study, it was determined that her body could, in fact, be repaired and altered, using new state-of-the-art mechanical implants to replace the damaged parts of her, thus restoring her to a state of life. The go-ahead was given, and the experiments began. It took several more years, but eventually, the tests bore fruit: Atmuff was awakened and activated as Cyber-Atmuff.
It is obvious on sight that Cyber-Atmuff is a cybernetic organism. Patches of steel cover various portions of her body where she was wounded so many years before. This does not detract from her beauty though. The scientists that repaired her shattered form considered her to be a work of art as much as an experiment, and eschewed the “exoskeletal” look popularized in cheap books and movies, instead doing their best to make the steel look like natural grafts, albeit metallic ones. The result is that her pinkish body is now covered in odd patches of steel, giving her a very exotic, almost futuristic look.
Her martial abilities have improved, the result of wiring added to her brain to give her new techniques. Her blows pack a greater force behind them now, and are even more precise and controlled than before. Surprisingly, she still uses her chi, although it has gone from being colorless to being a sickly-looking yellow-green color. She apparently can see attacks coming even from behind, and it is suspected that she has some sort of special sensor array installed. One other improvement made to her design is that she can release a pair of small, steel spikes from the back of her left hand, which was damaged in the fight that killed her. This technique has been dubbed, creatively enough, by her scientists to be the Steel Spikes attack.
Cyber-Atmuff appears to still be under the control of whoever is pulling her strings. She is never observed to eat on the battlefield, nor speak, instead performing various missions, always to destroy certain key installations or facilities, or sometimes people, and then leaves. One eyewitness report says leads experts to believe she is aware of her state and fighting it though. A young man who was watching Pokégirls near a town with a pair of high-powered binoculars says that after destroying several buildings, she left the town, only to stop outside it, her body shaking slightly as if experiencing some sort of seizure, her limbs apparently frozen. After a few moments of this, she fell to all fours and began trembling again, this time in what looked like a series of powerful orgasms, as her juices began flowing generously down her legs. After a few minutes of that, having never once touched herself, she got up and proceeded away. It seems that whoever is controlling her is using some sort of programming to make her orgasm heavily at their will to keep her from fighting them. As a final measure to insure that should she break free their tracks could be covered, they installed a small but powerful bomb in her. The bomb can be remote detonated by them at any time and is accessed through her neural implants, meaning that if Cyber-Atmuff ever got free, she could detonate the bomb of her own free will. The bomb is chemically reactive, meaning that no outside force or explosion could inadvertently detonate it. However, even the scientists who installed it don’t realize how strong the explosion would be.
The shadow group that is currently controlling Cyber-Atmuff is unknown. It could be anyone, SEELE, Gendo Giovanni, the so-called Doctor Deviance, or someone entirely unknown. Or perhaps Cyber-Atmuff has already broken free of her controllers and is simply acting under permanent behavior modification as a result of her new form. There is, in the end, no way to be sure.
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 Cyber-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, Cyber-Atmuff has No Weakness (Level 101). If she were to face a Fire type or a Ground type Pokégirl, or anything else that was considered Strong vs. Fighting or Steel, at or below level 101, 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 Cyber-Atmuff’s array of special attributes:
Environmental Resistance: This ability allows Cyber-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 Cyber-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 Cyber-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, Cyber-Atmuff is able to survive in virtually any local condition, even in space or in molten lava. Since her transformation, Cyber-Atmuff virtually always keeps on of her immunities set against electrical energy, so as to protect her cybernetic systems.
Massive Explosion: Explode is not a power many Pokégirls have, especially Legendaries. However, when a Pokégirl does use Explode, the radius and power of the blast are determined by how much energy she naturally has. For Cyber-Atmuff, this is a huge quantity. The scientists knew that installing a bomb in her would give her the Explode attack, but even they didn’t realize that her Legendary status would grant her the Massive Explosion quality. With this quality, whereas using Explode would ordinarily destroy everything in a few dozen feet, it now utterly annihilates everything within one mile of the exploding Pokégirl. The Pokégirl with this quality cannot choose to have the explosion be anything less powerful. This quality is found only in Legendaries who already have the Explode attack. The only other Legendary known to have (and have used) this power was Kary the Volcano Mistress, now long dead since using it.
(Creator’s Note: This is one of three possible resurrections of Atmuff; the others are Neo-Atmuff and Dark Atmuff.)
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DAMEOSAUR, the Swift Dinosaur Pokégirl
Type: Animorphic/Metamorph (Velociraptor )
Element: Rock/Fighting
Frequency: Extremely Rare (Dark Continent only)
Diet: Carnivorous
Role: Primary strike force for Sanctuary, personal companion and bodyguard
Strong Vs: Bug, Dark, Electric, Fire, Ice, Normal, Poison, Rock
Weak Vs: Ground, Plant, Psychic, Water
Libido: Average (increases to high two months out of the year)
Attacks: Headbutt, Tail Slap, Mega Kick, Takedown, (normal mode only) *Acid Spit, Ki Blast, (battle mode only) Bite, Crunch, *Ripclaw Kick, Double Kick, Flying Kick, Rolling Kick, Bicycle Kick
Enhancements: Limited Metamorph, Armored skin, Enhanced Speed (x14), Enhanced Leaping (x6), Enhanced Strength (x8 in battle mode, x5 in normal mode), Chameleonic abilities, Can secret an acidic substance from their jaws in normal mode
Evolves: Pterodame (Angel Stone), Nessidame (Water Stone), Tyrannodame (Dawn Stone)
Evolves From: None
FILE DATA IS CLASSIFIED. HIGHEST LEVEL CLEARANCE NEEDED TO VIEW.
The Dameosaur is one of the projects Sukebe abandoned over the years. Thankfully enough. Somehow, through means we aren’t sure of, Sukebe managed to acquire DNA from several breeds of dinosaur. In captured notes from his laboratories, he spoke of them being shock troops and enforcers, however the closest he ever came to making them was the Dodongo breed.
It was thought that the dinosaur DNA was lost when one of his labs were destroyed. That it wouldn’t be a threat. However recent evidence has arisen through various means that show that the dinosaur DNA was not lost at all. It was all found and confiscated by a single party many years later, who then proceeded to create several breeds of dinosaur Pokégirl.
Unfortunately for all of us, the party that claimed all of Sukebe’s dinosaur DNA samples was Sanctuary.
Sanctuary after their founding primarily made use of the Cheetit breed of Pokégirl. However because the breed was almost entirely heterosexual, this made for a potential hole in their security. They had discovered a laboratory that had been abandoned by Sukebe, which contained all the various dinosaur DNA samples, and proceeded to make their new land-based soldiers. They created a base type using the velociraptor as a template, creating the Dameosaur and unleashing them in the year AS 214. Later on came the first two evolved forms of Dameosaur, the Pterodame and the Nessidame.
We remained in the dark about the existence of the dinosauric breeds for a long time after their unleashing, until Elder Zanza of the Terminatrix tribe made First Contact with us, giving us all the information she had on Sanctuary. This included the technical specifications of the breed and what they were first used for. Apparently, although Sapphron Hirosaki and a few others on the Sanctuary’s ruling council voted against this decision, the Dameosaurs were first employed to eliminate Cheetits, driving them into confined areas and outright slaughtering and eating them. This led Sexmet to take direct action against the breed, forcing Sanctuary to abandon and erase two of their satellite colonies, leading to a pseudo Cold War between Sexmet and Sanctuary.
Dameosaurs to this day remain as Sanctuary’s primary foot soldiers and sentries. All Sanctuary Goths that journey outside of Sanctuary’s borders have at least one Dameosaur partner. The two act as teammates, the savagery inherent in the breed complimenting the magic and Aura abilities of the Sanctuary Goths. Packs of them, supervised by small squadrons of Sanctuary Goths, protect the satellite colonies and work farms within the Dark Continent, as well as the fields used for the growing of food. They normally wouldn’t be suited for such things due to their aggressive nature, but the Aura abilities of Sanctuary Goths can keep them in line.
Dameosaurs are a welcome sight in Sanctuary proper. They are respected and honored as conquering warriors, and their mentality fits this. They love to fight, Dameosaurs sometimes having friendly brawls with one another when they have nothing else to do. They are also have an inborn genetic disposition to obey unquestioningly anyone they regard as their master, and in many cases have been shown to be submissive to their masters. The breed as a whole has low intelligence, being best suited for fighting, bodyguard, and enforcer roles and little else. Another psychological quirk they have is that they will never harm children thirteen years and younger, even male children, for any reason. Not even self-defense. This had made them surprisingly popular with youngsters within Sanctuary. Spies within the primary Sanctuary colony report that Dameosaurs are sometimes seen giving rides to children in their battle form.
Dameosaurs are large Pokégirls. In their normal form, they resemble large, athletic humanoid females with greenish-scaled skin and smallish breasts, usually around seven and a half feet tall on average. They have thick , lightly prehensile tales and their eyes range in color from golden to dark red. Their teeth are sharp, meant for tearing of meat, and instead of hair they have a light coating of feathers. Their feet are reptilian in appearance, their hands bearing sharp, semi-retractable claws. They are fierce fighters in this form. In addition to having strong claws for attacking, they also have the ability to spit generate and spit an acid-like chemical that can dissolve most inorganic materials, such as guns or swords. They can’t use their acid in their battle mode, however.
In their battle mode, they turn into an exact replica of a velociraptor, a large, bipedal lizard with long, crushing jaws and razor-sharp teeth. The big toe of a Dameosaur’s foot in battle mode extends into a long, curved, thick, razor-edged claw that is well suited for ripping and gutting. There are even some instances of the toeclaw being able to seriously injure even Steel-type Pokégirls. They have light chameleonic abilities in this form, able to briefly blend in with their surroundings while hunting prey. Their tails become thicker, making their tail strikes deadlier. They gain tremendous leaping ability in their powerful legs, making them capable of catching low-flying Pokégirls and using them as food. Their legs are surprisingly flexible in this state, allowing for many dangerous kicking attacks.
Dameosaurs are dangerous opponents to be sure. They are savage and unrelenting fighters, and will not stop until they eat their opponent or their Sanctuary Goth handler calls them off. However our spies within Sanctuary report that there has been some evidence of Dameosaurs showing interest in the few human males allowed within the confines of the central city. This may mean that they can possibly be turned to human interests, although they are so closely guarded by their handlers in Sanctuary that acquiring one may be tricky. As Dameosaurs have only had female lovers so far and are confined to female lovers, no Threshold cases have been discovered as of yet.
Ripclaw Kick (ATK 60) – The Dameosaur does a flying kick with their toe blade extended.
Acid Spit (ATK 40 + EFT) – The Dameosaur spits a semi-acidic chemical that has a 40-50% chance of temporarily inducing the Blind status effect.
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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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DRACASS, the Dragon Guardian Pokégirl
Type: Very Near Human Metamorph
Element: Human Form: Fighting
Dragon Form: Dragon
Frequency: Rare
Diet: Human Food with a preference for meat
Role: Heavy Artillery
Libido: Low
Strong Vs: Human Form: Bug, Dark, Ice, Normal, Rock, Steel
Dragon Form: Dragon, Electric, Fire, Plant, Water
Weak Vs: Human Form: Flying, Psychic
Dragon Form: Ice
Attacks: Human Form: Aura of Cute, Punch, Kick, Quick Attack
Dragon Form: Slash, Roar, Tail Slap, Dragon Rage, Hyper Beam
Enhancements: Human Form: Youthful, Enhanced Strength (x2), Enhanced Agility (x2)
Dragon Form: Youthful, Enhanced Strength (x10), Armored, Enhanced Senses (x8), Flight
Evolves: Dronza (hatred of humanity), Warvern (battle stress; special)
Evolves From: None
Created near the end of Sukebe’s Revenge, the Dracasses were intended as heavy assault platforms to assist in the defense of Sukebe’s more important installations, while at the same time not being a heavy drain on increasingly limited resources.
Unfortunately, by the time the Dracasses were sent out into the field, the war was almost over. In a desperate, last ditch attempt to save their creator, the small numbers of Dracasses already created attempted to breach the enemies line in their human forms and destroy their headquarters, hopefully buying enough time for their master to escape.
The plan couldn’t have gone more wrong. The Dracasses were ambushed before they ever made it to the enemy HQ, and ninety percent of this Pokégirl breed was wiped out. With this success in one hand, the attack on Sukebe’s lair went ahead of schedule, catching the mage/scientist unaware. The few Dracasses remaining fought as hard as any other Pokégirls on the field, but weren’t enough to turn the tide of battle.
Normally remaining in their human form, they are nearly indistinguishable from pure blood humans, save that physical aging stops somewhere in the teen years, usually immediately after puberty. While this lack of physical aging keeps a Dracass in her prime combat condition, it comes with a steep price, as no Dracass has ever been recorded as becoming a pokewoman, and thus never having had children outside of parthenogenesis.
While considered to be Fighting-types, Dracasses are not very powerful when compared to other Fighting-type Pokégirls. They are, generally speaking, not as fast, strong or durable as other Fighting-types.
In their Dragon forms, Dracasses gain a foot in height, and grow a layer of armored scales over their previously soft flesh. Wings sprout from the Dracass’s back, enabling her to fly, though she must be trained, preferably by a Flying-type, before she can fly effectively. In addition, the Dracass gains a long tail, three quarters as long as she is tall, tipped either with a solid bone bludgeon, or a spear like point.
The Dracass can maintain this Draconic form for only a short time, usually measured in minutes when the Pokégirl is still young, but increasing as she gets more experience.
It is rare for a girl to Threshold to Dracass, although it is not completely unknown. A Threshold Dracass will likely be a danger to those around her however, as it takes some time before she will be skilled enough to control her Draconic half without losing control and destroying everything around her.
Despite an inherent desire to help those weaker than her, a Dracass does have a bit of a problem with authority figures, especially Tamers. While she won’t go out of her way to refuse a Tamers orders, a Dracass is likely to take the easy way out, at least until her Tamer has proven that he actually cares for her in some way. This has caused Dracasses to be regarded as more trouble than they're worth by many researchers and Tamers alike, but, once a Dracass’s respect has been earned, they are without a doubt, one of the most loyal Pokégirls to have.
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DROIDO, the Demon Soldier Pokégirl
Type: Very Near Human to Near Human
Element: Magic/Fighting (Infernal)
Frequency: Rare
Diet: special
Role: combat
Libido: Average
Strong Vs: Normal, Rock, non-elemental attacks
Weak Vs: elemental attacks, Flying
Attacks: Negative Aura Burst, Burst, Reflect, Glare, Leer, Resist, Kick, Imitate, Tackle, Stonepalm
Enhancements: Enhanced Reflexes (x4), Strength (x4), Speed (x4), Endurance (x4)
Evolves: Lemure (Dream Stone)
Evolves From: Daimon (Moon Stone)
Droidos were the officer class in the Legions of Terror, commanding the Youmas, Cardians, and Daimons beneath them. Despite that however, they were still front-line soldiers, going in when the lesser Legionaries couldn’t handle something.
Droido’s appearance is usually quite close to human, and can often hide among humans, although they still tend to look like rather wild girls with their hairstyles. Other Droidos are unable to pretend to be human due to odd skin coloration. As with other Youma-types, it’s very rare for a Threshold girl to become a Droido. At this point in their evolutionary process, most Droidos have the listed attacks above with little variations, the continued evolutions working to standardize their repertoire.
Droidos are humorless, lacking the passion for fighting and life in general that lesser Youma-types have. They act like soldiers, being cool, calm, and collected even when things are falling apart around them. This is usually used as a barometer for how attached they are to their Tamer. The better the Tamer, the more of a rise he can get out of them, either in bed or out. Emotional attachments are hard for a Droido to form, but when she does, little else matters to her.
Being both Fighting and Magic types, Droidos are strong in combat. They tend to consider anything less than an Amachoke to be beneath their skills, and their combination of quick reflexes, strength, speed, and magic make this a claim that they can back up.
Unlike other types of Youma evolution, Droidos don’t seem to actually need to eat to stay alive. They don’t absorb life energy or nightmares or fear, or seemingly anything to keep them going. However, they periodically must release bursts of negative energy. Every few days, they must use their Negative Aura Burst attack, even if not in combat. This attack makes everyone around the Droido feel as though they caught a mild cold, with headaches and stomach aches being the major symptoms. The afflicted people also become moody and irritable. It’s for this reason that Droidos aren’t very popular choices, despite their combat prowess. It is unknown what happens when a Droido cannot release her negative energy, since after a few days she’s generally willing to risk her Tamer’s wrath, due to feeling so “bloated” by then.
Feral Droidos are terrors to come across alone. They tend to try and fight anything that moves, preferentially attacking humans over other Pokégirls. However, since they don’t know when to quit a fight, if surrounded by greater numbers of competent fighters, they can usually be worn down to the point where they can be captured.
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DROIDO, the Demon Soldier Pokégirl
Type: Very Near Human to Near Human
Element: Magic/Fighting (Infernal)
Frequency: Rare
Diet: special
Role: combat
Libido: Average
Strong Vs: Normal, Rock, non-elemental attacks
Weak Vs: elemental attacks, Flying
Attacks: Negative Aura Burst, Burst, Reflect, Glare, Leer, Resist, Kick, Imitate, Tackle, Stonepalm
Enhancements: Enhanced Reflexes (x4), Strength (x4), Speed (x4), Endurance (x4)
Evolves: Lemure (Dream Stone)
Evolves From: Daimon (Moon Stone)
Droidos were the officer class in the Legions of Terror, commanding the Youmas, Cardians, and Daimons beneath them. Despite that however, they were still front-line soldiers, going in when the lesser Legionaries couldn’t handle something.
Droido’s appearance is usually quite close to human, and can often hide among humans, although they still tend to look like rather wild girls with their hairstyles. Other Droidos are unable to pretend to be human due to odd skin coloration. As with other Youma-types, it’s very rare for a Threshold girl to become a Droido. At this point in their evolutionary process, most Droidos have the listed attacks above with little variations, the continued evolutions working to standardize their repertoire.
Droidos are humorless, lacking the passion for fighting and life in general that lesser Youma-types have. They act like soldiers, being cool, calm, and collected even when things are falling apart around them. This is usually used as a barometer for how attached they are to their Tamer. The better the Tamer, the more of a rise he can get out of them, either in bed or out. Emotional attachments are hard for a Droido to form, but when she does, little else matters to her.
Being both Fighting and Magic types, Droidos are strong in combat. They tend to consider anything less than an Amachoke to be beneath their skills, and their combination of quick reflexes, strength, speed, and magic make this a claim that they can back up.
Unlike other types of Youma evolution, Droidos don’t seem to actually need to eat to stay alive. They don’t absorb life energy or nightmares or fear, or seemingly anything to keep them going. However, they periodically must release bursts of negative energy. Every few days, they must use their Negative Aura Burst attack, even if not in combat. This attack makes everyone around the Droido feel as though they caught a mild cold, with headaches and stomach aches being the major symptoms. The afflicted people also become moody and irritable. It’s for this reason that Droidos aren’t very popular choices, despite their combat prowess. It is unknown what happens when a Droido cannot release her negative energy, since after a few days she’s generally willing to risk her Tamer’s wrath, due to feeling so “bloated” by then.
Feral Droidos are terrors to come across alone. They tend to try and fight anything that moves, preferentially attacking humans over other Pokégirls. However, since they don’t know when to quit a fight, if surrounded by greater numbers of competent fighters, they can usually be worn down to the point where they can be captured.
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DRYDER, the Gentle Widow Pokégirl
Type: Tauric Animorph (Black Widow spider)
Element: Bug/Fighting
Frequency: Extremely Rare
Diet: Omnivorous with raw minerals to supplement
Role: Living Myth, Scientific Anomaly
Libido: High
Strong Vs: Bug, Grass, Fighting, Ice, Normal, Steel
Weak Vs: Flying, Fire
Attacks: Bite, Drain, String Shot, Web, Tackle, Takedown, Wrestle, Stomp, Harden
Enhancements: Enhanced Strength (x12), Enhanced Speed (x15), Multi-limbed, No time limit, Moderate Feral state
Evolves: None
Evolves From: Widow (special; ejecting all poisons from itself)
Confirmed capture: 3,685,000 SLC (Ferals Only)
Confirmed kill: 1,575,000 SLC (Ferals Only)
Reporting sighting & Getting out alive: 84,000 SLC (Ferals Only)
For almost 200 years since the first Widow attack, rumor and legends abound about a ‘Gentle Widow.’ Rumors about some strange Pokégirl with the body of a Widow, but far less dangerous than others of her breed. In the year of 299 AS, Young Ben Valentine, better known as the Widow Slayer met face to face with one of these creatures, he dubbed her, the Dryder.
Dryders are extraordinarily rare, even compared to Widows themselves. No one is sure what to make of them. Evolution into one is only possible during the Second Phase of a Widow's life cycle, when the Widow regains the knowledge and intelligence they had before. If they are aware of their limited lifespan and are capable of controlling their breeding instincts, they can forcibly rid themselves of all their poisons, ejecting them all at once through their various stingers. Once this is done, the Widow evolves.
The Dryder's evolution doesn't happen in a flash of light or a flare of darkness, but in the toxic cloud created by the lethal toxins and acids seeping from her body. A controlled recording had shown that the armor covering the Widow literally melts, breaking down and flowing off of the Widow's body, revealing the Dryder from underneath. The Dryder herself stands between 5'9" and 6'4" on average, their skin now pitch black all over, plump breasts, an upper C-cup most often, bounce from their now soft chests. Their eyes, now only two, since their others vanished upon evolution, replaced by flowing locks of hair, give off a hauntingly beautiful glow, the colors varying from Dryder to Dryder. Their second arms, once deadly scythes, are now normal hands. Their lower torso, once fully tauric, now resembles more humanoid legs and rumps, plural for a reason. Upon close inspection, while they only have one vagina, the Dryder's lower legs are built more like those of a Cheetit, strong, smooth, and sensual. Where the vagina on the second buttocks would be, connected to the first, comes the spider-like abdomen, which has also gone through a transformation. Gone is the hairy form of the widow's abdomen, the Dryder's is almost always smooth, and the red hourglass shape once prominent on the abdomen has changed, it's new shape and color varying based on the Dryder's personality, one Dryder, known as Gwen, even had a neon green infinity symbol.
If they're not taught new techniques to use, Dryders will often fight using their environment, often moving around the battlefield with nigh frightening speed and using triplies and webs to move off of the ground. They like to set traps, both in official combat, and to capture prey to feed on. When the battle gets serious and escape isn't an option they'll use Harden liberally to boost their defenses before charging in at full speed with Tackle or Take down. An odd fact about Tamed Dryders is that they seem to learn new techniques rather easily, some finding a type of technique easier than others.
A Dryder's harem mechanics are surprisingly smooth, aside from combat they'll often find a duty of their own that they're good at and will enjoy doing, often making getting them something to do rather easy. They also seem to enjoy working around Pokékits for some strange reason.
While Dryders are safer and more friendly than Widows, they're still extremely dangerous Pokégirls, mainly because the have the memories of the things they did as Widows, and many, if not all feel remorse for their actions and fear retribution from the survivors of their attacks. This has caused the Dryder to be generally violent and skittish while without a Tamer, it's known that their Feral state is fairly mild, since they seem to be able to better assess threats along wit most consequences. A good example of this is the first officially recorded Dryder faced the Widow Slayer, she didn't seem like the brightest Pokégirl on the battlefield, but she was smart enough to know that she was outclassed and would likely die, she promptly ran with high hopes that he'd be too surprised that she could speak to chase her. She was right. Rumors and hearsay of them having a poison equal to or more lethal than HyperVenom haven't helped their outlook, and clearly irritates those out there who've become fans of the breed. Harmless compared to the Widow, the Dryders are still a major threat, thanks to their power, speed, and tendency to make a meal of anything stuck in their web, have a steady bounty and a ranking among the Alpha Level Menaces for the sake of safety and a fair warning to be cautious around them.
Recently, scientists employed by the WAPL announced that they were doing a year-long research study on Dryders and their potential usefulness. Ten Combat Tamers volunteered to take a Dryder into their harem and be their Tamer. After three months, no problems have been reported, and one Tamer and his group report that they are getting along with their Dryder, whom has been named Gwen, quite well. Still the warning stands for Dryders found in the wild, as the research-study Dryders were captured and calmed by powerful dragon, fighting, and psychic-type Pokégirls in the League's employ. One of the major things that they've discovered is that it's completely IMPOSSIBLE for a Dryder to evolve, or to relapse into a Widow.
Due to the circumstances of their evolution, and their sheer rarity, it's completely impossible to threshold into a Dryder.
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GARDELFWHOR, the Sexlestial Pokégirl
Type: Near Human
Element: Fighting/Magic/Electric
Frequency: Rare
Diet: Fruit, fish, vegetables. Omnivore but prefers to avoid red-meat products.
Role: Heavenly Warriors
Libido: Average to High
Strong Vs: Water, Rock, Steel, Normal, Dark
Weak Vs: Ground, Dragon, Poison
Attacks: Mystic Bolt, Thunderbolt, Thunder Wave, Lightning Kick, StonePalm, Double Kick, Drill Kick, Spank, Sexy Hug, Rapid Stroke
Enhancements: Enhanced Speed and Agility (x5), Enhanced Strength (x3), Enhanced Senses (x5), summon and dismiss armor as needed.
Evolves: Elf (Shield Stone + Thunderstone)
Evolves From: None
Around the northerwestern parts of the Ruby League, as well as in the Blue League, there have been increasing signs of a new elf evolution that has recently been discovered. In several Elfcourts, reports say, an unusually powerful elf has been seen. One researcher reported that the Pokégirl wore armor, had long pointed ear like an elf normally does, and was looked up to by all but the Elfqueen. All reports that have depicted this Pokégirl shows that they stand around five and a half feet tall, though several have been seen that are shorter or taller by several inches either way. They braid their hair, which is normally of a lighter shade, such as blonde, platinum, or a gentle brown color (which has been seen on only one Gardelfwhor). The main difference is the fact that they are physically much stronger, and it seems that battles between Elfcourts are decided by a champion- which is often done by either the Elfqueen or the Gardelfwhor. The other difference is in the fact that they have larger breasts than most elf-types, normally in the solid C-to-D cup range. As such, many elves are searching for a means to evolve into this Pokégirls, and researchers believe that if news of this evolution gets out to the rest of the world, they may become Uncommon within a few years.
The Gardelfwhor are a militant type of elf, although they are rather lusty. They hint at being a Celestial type, though this has been unconfirmed as of the time of this entry. Megami, Seraph, and Angels are unsure what to make of them, but the fact that the Gardelfwhor is loose with their tongues (and their bodies) when it comes to things of a 'celestial' nature makes them disown the elf-type. The Gardelfwhor just ignore them, since they consider the 'other' celestial types to simply be prudes in all things, including and not limited to the truth and sex. Indeed, the Gardelfwhor enjoys sex almost as much as a Succubus might, minus the need for life energy. When they wear armor, it is usually a loose leather armor, with very few of their kind willing to wear metal. As such, most use only bokken as weapons, though some use a quarterstaff as well when they feel a need to be armed. The armor they wear, although they don't create it magically, can be summoned and dismissed with their magic. It's unknown why they cannot make it with magic, but it has been speculated that their magic is only combat oriented and not useful for more mundane tasks.
When not out on Champion-challenges or having sex, these Pokégirls often patrol the forests that the Elfcourt calls home, dealing with feral Pokégirls as best she can. In battle, her unusual combination of using Fighting and Electric techniques often make her very versatile. The fact that she can cast spells as well also leads to greater versatility, usually allowing more poweful Gardelfwhor to be able to combat her weaknesses. However, there are a few things that Gardelfwhor are loathe to deal with. To begin with, they hate any type of red-meat and will avoid it with a passion. They also tend to try and finish off an opponent using Sex attacks rather than standard attack techniques. They don't enjoy fighting unless it's necessary, although once in a battle they fight with a passion that is, according to them, equal to their libido. Gardelfwhor do, however, love sex battles and will urge their Elfqueen or Tamer to allow them to fight in one at least once a month, if not more often than that. When wih a Tamer's harem, Gardelfwhor are not known for being overly aggressive other than to be alone with her tamer for a taming session. They also still hate Domina, but enjoy turning the tables on them thanks to their armor and new attacks.
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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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GLADIATRIX, the Arena Fighter Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Very Rare
Diet: Largely meat, bread and potatoes (body can't handle strong spices)
Role: Warriors
Libido: Low to Average
Strong Vs: Normal
Weak Vs: Psychic
Attacks: Slash, Slasher, Sword Dance, Focus Energy, Confuse, Mirror of Equity, Broken Castle, Weapon Repel, Firm Plate, Miracle Slash
Enhancements: Enhanced Speed (x4) Enhanced Stamina (x2), ambidextrous, cannot be sunburned, can summon a weapon once per day (if said weapon is broken, once per week)
Evolves: None Known
Evolves From: Slicer (Round Stone)
Unlike the Slicer, a Gladiatrix is never thin (unless starved) and usually has a few scars, though most have at least fifteen or more. The Gladiatrix often tans by coincidence, not desire, and to the envy of many tanning aficionados, they never get sunburned. Their tan simply deepens until she has a deep bronze tan. After that, her tan simply lasts longer.
A Gladiatrix is hardly concerned about her appearance, unless it's how fierce she appears. She loves the look of scars won in battle and when she's itchy for a fight, she'll often rub one of her larger scars. Anything that can make her appear more fierce is a turn on.
The most she'll do for her hair is wet it down so it doesn't get in her face. Other than that, she doesn't care about it so long as it can't be used against her. Of course, if she's busy sharpening her weapons, cooking or something else that requires her to be immobile, she'll allow others to groom her hair for her.
Bathing is far more important to a Gladiatrix than grooming her hair. Since Gladiatrixes tended to work hard, they will often sweat and the stink of sweat is perhaps the only thing she does not allow on herself or others. Most tamers of Gladiatrixes usually keep a water Pokégirl on hand to keep the cost of bathing a Gladiatrix down. Others stay by bodies of water.
When it comes to actual fighting, a Gladiatrix is not picky about weapons, so long as she has decent ones, and being ambidextrous, she can wield two just as efficiently as one. She actually prefers to have two weapons. She can summon one a day, but what shows up is often random and it can't be a weapon that is in the possession of anyone else. If she can have her pick, she'll usually pick a sword and shield, two swords or even a trident and net. If a weapon that a Gladiatrix has summoned that day breaks, no more can be summoned until the next week, though whether this is a psychological restraint is uncertain.
The Gladiatrix is not a very pleasant Pokégirl to face in combat. When she isn't sparring, she is brutal, relentless and merciless, and will not stop until their opponent is unconscious or deceased, or she is. Luckily, she considers any PokeBattles, Gym battles or Tournament battles to be "sparring". However because of their brutal habits, any tamer who wants to use a Gladiatrix in legal PokeBattles or use a Gladiatrix for any Gym or Tournament battles must have her weaponry enchanted to deal non-physical damage. In these battles, she is automatically disqualified if she attempts to summon weaponry, though surprisingly, 99% of all Gladiatrixes have enough self-control to refrain from summoning weaponry when warned.
Gladiatrixes like unseasoned food, largely meat, bread and potatoes. Tamers sometimes believe that it's because a Gladiatrix likes to live without luxuries, but it's actually because a Gladiatrix's body can't process strong spices well. Too much sugar, salt pepper or any other flavoring spice (such as Garlic or Sapphron) makes a Gladiatrix physically ill.
It seems preposterous for such a powerful Pokégirl, but a Gladiatrix can be left bedridden for days because of too much salt on her food, and as such, she treats anyone who attempts to pull pranks like loose salt caps with open contempt. A Gladiatrix should NEVER eat any complex foods, like cake or anything else that has more than one form of spice or seasoning, and as it should go without saying, they should refrain from eating in fancy restaurants, as any number of spices may be on the food. If she needs to resort to eating Berries, she will seek out ones that don't have a strong flavor.
Because of her nastier nature, Gladiatrixes have been rather popular in illegal battle rings and tournaments throughout the years. As such, any tamer with a Gladiatrix is randomly monitored for any suspicious activities or sudden influxes of cash.
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GRIZZLAR, the Fighting Bear Pokégirl
Type: Near Human, Animorph(bear)
Element: Fighting/Normal
Frequency: Very Rare
Diet: omnivorous; requires high intake of food
Role: hand-to-hand endurance fighter
Libido: Average (unbonded) to High (bonded to a Tamer)
Strong Vs: Bug, Dark, Ghost, Ice, Normal, Rock, Steel
Weak Vs: Fighting, Flying, Psychic
Attacks: Gust Punch, Speed Punch, Takedown, Vice Grip, Body Slam, Bear Hug, Counter
Enhancements: Enhanced Strength (x7), Enhanced Olfactory Sense (x6), Enhanced Endurance (*5), Enhanced Durability(*4)
Evolves: Polar Lass (Ice Crystal)
Evolves From: Snorlass after several months of diet and heavy exercise(combat)
The Grizzlar was discovered around 220 AS, when a retired Tamer had been putting his Snorlass through a rigors combination of dieting and battle training for an exhibition match, wanting her to be stronger and look a little better. The night before the match though, his home was broken into by a couple of thieves and he and his Snorlass engaged the pair in combat, during which she evolved into a Grizzlar, catching both thieves off guard...but not before the newly evolved Pokégirl’s Master was killed by one of the opposing Pokégirls. The police never did find all the remains of that Pokégirl.
The change of appearance between a Snorlass and a Grizzlar is one of the most striking images many tamers will ever see, should they be lucky enough. The once rotund and more that a little obese Snorlass changes into the muscular and solidly built Grizzlar. Still standing at the 8ft range, they are more muscular as much of the fat stored on the Snorlass' body is changed into muscle, though she still retains some 'padding' on her body, mainly her chest in the form of DD breasts or larger. She is covered in a layer of short fur that ranges from a deep brown to an almost gold color, and her eye color tends to follow in the same range, though sometimes other colors have appeared. Apart from her circular ears atop of her head, the above mentioned fur, and her stubby tail, a Grizzlar is almost human in appearance.
Despite their evolution, the legendary Snorlass appetite still lives on in the Grizzlar, though now she actually tends to consider what she eats, preferring foods that will fuel her more athletic role, rather than just anything that will fit in her mouth. Though this is a boon to a tamer, since she won't eat things indiscriminately anymore, the food bill doesn't tend to drop, sometimes it might increase as a Grizzlar might discover some muscle building protein foods or something similar. Also, despite the image as one of the ultimate muscle Pokégirls, the Grizzlar has an interesting quirk in that many of them will fall in love with books, they have a voracious appetite for reading should they be exposed to such an activity, and become very attached to a Tamer that teaches her to read and provides the books. Most of their reading is recreational rather than educational, but they will read through anything put in front of them. Taming wise the breed has no real preferences, and are open to most things so long as the Tamer remembers to utilize proper restraints. Afterwards, she tends to be very cuddly, and likes to lounge around after a Taming holding her Tamer close, which causes many Tamers with Grizzlars to refer to them as 'Giant Teddy Bears'.
In combat, the Grizzlar is very much a hand-to-hand fighter. With her toughness and durability, she can wade into most melees with ease and start utilizing her impressive strength to do some damage to her opponents. But on top of her raw physical power, she has an impressive array of other abilities. Her Gust Punch allows her to strike an opponent at range with the sheer force of air her fist can generate while her Speed Punch utilizes her ability to run at near Cheetit speeds for very short durations to cross the distance between herself and an opponent, and strike them with the force of her momentum.
When feral, most Grizzlars will attempt to locate a cave, or some other shelter, and from there seek out other Pokégirls, or even Tamers, to challenge as she follows her instinct to fight. Although dangerous is this state, they are usually easy to deal with, with most Tamers happy to take her either into her harem, or for selling.
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GUNNM, the Haywire Pokégirl
Type: Typically Near Human
Element: Steel/Fighting
Frequency: Extremely Rare
Diet: Normal human diet when young but as they age they only require small amounts of foods high in sugars, typically candy or chocolate suffice
Role: Experiment
Libido: Varies from Low to Extremely High
Strong Vs: Bug, Dark, Dragon, Ghost, Normal, Plant, Poison, Psychic
Weak Vs: Ground, Electric, Ice, Rock
Fighting Style: Primarily hand to hand combat, to date no long range or projectile attacks have been observed
Enhancements: Capable of choosing to enhance speed, strength, dexterity, or computer interface ability but trade offs must be made for space and power consumption.
Evolves: None
Evolves From: Alteration of Amazonwu
One of the last trips Sukebe made through his dimensional gate yielded what was potentially a tremendous boon to the scientist and his efforts. On an Earth that had made great strides in nano-technology Sukebe was able to obtain a sample of nano-machines called nanites, though they were the size of a human blood cell the machines were able to accomplish amazing feats of biological repair, improvement, and augmentation. With these nano-machines he planned to make his Pokégirls nearly indestructible and even stronger then they already were. Sukebe immediately set about experimenting with the machines by injecting them into an injured Amazonwu named Yoko. Within a matter of minutes the girl's mortal wounds were stabilized and within an hour she was completely healed. Sukebe immediately set about broadening the experiment by instructing the nanites to begin augmenting the girl's body. However before the experiment could be carried to fruition the final attack on Sukebe's lair began two weeks later. In the resulting chaos it was assumed that the lab and everything in it was destroyed, however Yoko's new body served her well and she was able to survive but she disappeared. The first Gunnm was identified in AS 81 in the Forest League.
Gunnms appear to be a normal Amazonwu when born, however the nanites that infest their systems begin to change their bodies even before birth. Initially the nanites enhance the girl's biological body doubling to tripling her strength, enhancing her reflexes, and making her faster, even more so then a normal Amazonwu, a process that is completed between the ages of nine and eleven. After this the nanites begin to use materials the girl ingests to being constructing artificial implants. These implants primarily augment the girl's senses, mental functions, and glandular system, this process is completed around the age of thirteen. The final stage of the transformation is nothing less then the complete replacement of the girl's biological body, a process that continues throughout the rest of the girl's life. Usually the only biological components left by the time the girl is twenty years of age are her brain, heart and a portion of a lung, even these are heavily altered. Consequently all Gunnms are born pathogenically, and early in their mother's life. The girl's reproductive organs, ovaries and womb, are removed to make way for the S^2 organ that powers the mechanical parts of her body, and her external sexual organs are usually replaced with a more durable synthflesh, conventional reproduction after their second puberty is impossible. It is impossible for a human girl to threshold into a Gunnm and it is impossible to alter another Pokégirl into a Gunnm even with an injection of Gunnm nanites, the nano-machines seem to be encoded to Yoko's genetic make up and modern technology is completely incapable of working with machines on the nanite's scale. To date there have been only twenty-one confirmed Gunnms.
While it would seem that all Gunnms would have an identical appearance due to their method of reproduction, there is actually an incredible amount of variation between individuals. While all the initial changes they go through are beyond their control one of the last implants added to their brain is a nanite interface. This interface allows the Gunnm a great deal of control over the changes that occur to her later in life, allowing her to determine her own physical appearance, and even what she is capable of doing. Some girls emphasize physical strength and speed, others focus on their abilities with weapons, or computers, the girl is quite capable of altering her body to her whim. However, there are limits to this ability. The nanites will refuse to increase the girl's physical dimensions or weight by more then +/- 8%; this requires that the girls make tradeoffs in other areas when they desire to improve themselves in another. Also, while the girl is capable of creating simple hand to hand weapons for herself, the nanites do not seem to be programmed with the knowledge necessary to facilitate the construction of anything more complex then a sword. Whenever a Gunnm is altering herself, repairing herself, or while she is in her initial transformation her normal diet will alter to foods rich in the necessary materials for the nanites to continue their work, in extreme cases Gunnms have been observed to consume rings, coins, and even small utensils to obtain the nutrients they need. Once the necessary work has been done their diet returns to normal.
One of the few consistent augmentations between girls besides their nanite interface is a libido controller, depending on the situation the girl can alter her libido anywhere from extremely high to low however they lack the ability to remove their need for taming all together. Generally Gunnms keep their libido reduced however research has been shown that in the presence of a tamer they like they will begin to increase it subconsciously. Gunnms traditionally don't have a taming preference as the modifications to their bodies allow them to make any part of their body an erogenous zone. Oral, vaginal, and anal taming can all easily bring them to orgasm as can many other types, it's really only limited by the tamers willingness to try and the Gunnms willingness to alter her body, though few Gunnms have been known to refuse anything that might make taming more pleasurable. It is necessary to use restraints to tame a Gunnm as they are all quite strong even by Pokégirl standards.
The nanites also give the girls another ability as demonstrated with Yoko, the ability to sustain horrific injuries and still make a quick recovery. While still mostly biologic the girls can easily survive the loss of entire limbs or internal organs. When an injury is detected the nanites and the girl's implants work in concert to staunch any blood loss and ease her pain before they go about the process of crafting a new artificial replacement, something that can take a few days in the case of an organ or a week for a limb. Once the girl's normal body is replaced with an artificial one she becomes even tougher and while it hasn't been confirmed through experimentation it is general accepted that a Gunnm could survive and make a complete recovery so long as her brain case is intact and a single nanite remains.
Gunnms are extremely hard to identify due to their wide variations in appearance and function, generally they all tend to stand approximately 160 cm. tall and weigh approximately 150kgs, also there are a few small implants that they all posses. Some girls cover their bodies with a layer of synthflesh and can pass themselves off as very near humans, others only cover a portion of their bodies in order to facilitate taming, and still others prefer no synthflesh at all. They are usually misidentified as another steel type and only the girls themselves are able to clear things up. The majority of what's known of the type is due to the efforts of Dr. Kurosawa in the Mountain League and his Gunnm Alita.
While on the surface Gunnms seem to be a powerful and useful Pokégirl type they have one problem that precludes their safe use. All Gunnms have an implant that monitors their emotional state, originally it was meant to make the girls more aggressive in combat; however a problem with Sukebe's design causes the implant to radically amplify any emotion the girl feels. A Gunnm can fly from a happy calm to a killing rage in seconds over a tiny infraction; it's not uncommon in even a friendly match for a Gunnm to kill her opponent. This extreme emotional volatility combined with the type's tremendous strength and homicidal tendencies has landed them on the restricted from combat list in every league and the outlawed lists in several. Few tamers outside of the underground leagues will even consider a fight with a Gunnm. Of the twenty-one confirmed Gunnms in the last two hundred and twenty years sixteen have caused the death of at least one opponent or tamer and nine have killed multiple times. Of the thirty-four tamers who have owned these girls twenty-eight have been hospitalized, three lost limbs, two were paralyzed, and ten were killed. Most Gunnms are quiet and withdrawn, they are well aware of the problems with their species and the biases against them. They will typically claim to be another type of Pokégirl until they are satisfied that their tamer isn't going to ditch them. A Gunnm can become quiet open and happy if she feels safe and accepted with her tamer and harem-sisters, however the potential for rage still exists. There is some evidence that as a Gunnm ages she gains better control over her emotions and impulses but to date there hasn't been enough research to confirm this. Also, the six tamers who have owned a Gunnm without sustaining severe bodily injury have also had a psychic type in their harem. Since Gunnms are able to exert a modicum of control over their libido's they are rarely encountered as ferals, however when they are found extreme care must be taken. If any overt hostility is shown the Gunnm is likely to attack with intent to kill, however if a tamer offers the girl food she is likely to accept happily. Often feral Gunnms will assault lone humans in an effort to be tamed but so long as the human obliges them and the Gunnm enjoys it they have nothing to fear. All tamers are advised to avoid the type if encountered and to turn one into the nearest league facility if captured.
Gunnms should be treated with the same caution as a Wolf Queen, Amachamp, or Panthress as they tend to be approximately as strong as one of these types. If combat with a Gunnm is unavoidable it is recommended to engage her with a team containing at least one electric type. Gunnms seem especially vulnerable to electrical attacks; it appears to interfere with their systems though not to the point of shutdown. While the electric type continues to distract her a group of fighting types should move in to subdue her. Extreme caution should be taken as a Gunnm is typically as strong and tough as an Amachamp and will fight with a reckless abandon. If a tamer has no electric types another strategy is to try to wear the Gunnm out, a Gunnm is only capable of running at her maximum efficiency for five to ten minutes, more then adequate for most battles but insufficient for a drawn out one. Once the girl is subdued she should immediately be either captured with a Pokéball or tamed.
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HEROCHAN, the Punching Heroic Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare
Diet: human diet
Role: champions
Libido: Average to High
Strong Vs: Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Chi Blast, Comet Punch, Uppercut, Hyper Punch, Evade, Counter, Lightning Punch, Fire Punch, Ice Punch
Enhancements: Enhanced Strength (x15), Enhanced Speed (x6), Enhanced Agility (x7), Durability, Endurance
Evolves: None
Evolves From: Amazonchan (normal)
Herochans usually grow in height, though this can vary between one inch to a foot and a half. Their breasts do increase in size, but usually don't grow larger than a low D-cup, as it can throw off their sense of balance. Other than these changes, Herochans do not appear much different than their Amazonchan evolution. It is an odd habit that most Herochan prefer that their hair be cut short, and usually it is no longer than their shoulders in length. Most Herochan, when asked about this, say that it helps with keeping their hair from getting in their eyes. They become much more powerful than they were before and even gain an increase in speed and agility.
However, they are quite different mentally. Herochans are much more levelheaded than their previous evolution and have a much greater control over their power. They are also much more friendly in their competition with their counterparts, the Herolees. They enjoy stroking and caressing during foreplay and during sex. Whether this is because an increase of sensitivity in their hands or because of a fetish is unknown, but it is known that they show great intimacy with their hands. Seemingly small gestures for humans, like holding hands or intertwining their fingers with those of their partners during sex, have much greater meaning for a Herochan, and it is ill advised for the Herochan's partner to ignore these gestures or consider them meaningless. However, Herochan dislike it when this increased sensitivity interferes with their battles, and often wear some type of glove to allow them to better focus on the battle at hand (no pun intended).
One famous Herochan is Cologne of the Rainbow League Council and the Amazonchan Preserve. She is rumored to be the very first Amazonchan/Herochan, but whether these claims to age are true or not is still up for questioning. Regardless, she is the oldest living Herochan in the world, and as such, all other Amazonchan and Herochan call her "Great-Grandmother" or by similar terms. Since she advocates being nicer to Amazonlee and Herolee, Herochans attempt to restrain themselves and get over the prejudice that they had over styles while they were Amazonchans. In fact, most Herochan dislike other Herochan that still feel a need to be prejudiced against the Amazonlee-breed, and encourage them to give it up as quickly as possible.
Herochans still have the same distaste for alcohol, but they can handle milk byproducts (cheese, yogurt, etc.) a bit better. However, they still cannot handle straight milk any better than their previous form. One thing that should be noted is that Herochans are easily addicted to milk-based products (especially ice cream), and as a result there are several groups held in large cities and towns where Herochans and Amazonchans get together to try and divulge themselves of a dependency, called Milk Anonymous (M.A.).
This is often just a one-week program, as the Pokégirls will force themselves to stop training for that length of time in order to get the program over with ASAP, and often will force their tamers to remain in town long enough to complete their 'special training.' To say the least, traveling tamers dislike getting their Herochan or Amazonchan any sort of milk-based products, as it usually cuts into travel times.
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HEROINE, the Heroic Prodigal Pokégirl
Type: Very Near Human
Element: Fighting/Psychic
Frequency: Very Rare
Diet: human diet
Role: Martial Art masters
Libido: Average
Strong Vs: Fighting, Ice, Normal, Poison, Rock, Steel
Weak Vs: Flying, Ghost
Attacks: Comet Punch, Gatling Punch, Crescent Kick, Legsweep, Hypnotize, Telekinesis, Psychic, Psycho Crusher, Counterstrike, Double Team, Foresight, Final Strike
Enhancements: Enhanced Strength (x10), Enhanced Agility (x6), Enhanced Speed (x8), Enhanced Endurance (x5), Telepathy
Evolves: None
Evolves From: Loner (Works on martial arts, attempts to open up, Delta Bonded), Amazonchan (works on her kick attacks, Delta Bonded), Amazonlee (Works on her fist attacks, Delta Bonded)
When a Loner, Amazonchan, or Amazonlee gain a close enough bond with their masters, and devote themselves to mastering their untapped martial abilities, a startling transformation can occur. The Heroine is a powerful blend of martial arts and psychic attacks. They are equally adept at attacking with their hands or feet, and are capable of striking out with their very will, making her a dangerous opponent to face. Heroines find their mastery over mind and body to be a tremendous edge over many foes.
Very little can be said of the Heroine's physical appearance, for it is highly variable, with no known trends in skin tone, hair or eye color, or bust size. They tend to prefer more flamboyant outfits, but exceptions are known. Some people have noted mysterious fluttering of the Heroine's clothes, as if they were pushed by a light wind – regardless of whether there is a source of wind in the area or not – but this, too, is not universal.
The Heroine's abilities depend somewhat on her evolutionary part. Those that evolved from Loners tend to be more proficient in using their Psychic attacks, and those evolved from Amazons tend to focus more on their physical skills. On the average, however, the Heroine is capable of using both skillfully regardless of path. Unfortunately, though keeping (or in some cases, gaining) the Psychic type, the Heroine does not possess the Teleport technique, even if it possessed it before. While this is can be a source of frustration for those who were once Loners, most come to accept it, reveling in their new strength.
Heroines tend to be very social, enjoying the company of others. They are energetic and gung-ho, and love a challenge. Those who evolved from Amazons may yet enjoy the company of the Amazons, though those not yet evolved to the 'Hero-' level may balk at her strange fighting style and 'weird' psychic abilities.
Heroines do, however, have to be treated with some care, as they are perhaps too eager. They think little of putting themselves in harms way if it will protect someone else, even if a simpler and less-injury-prone solution could be found, and in particularly intense battles, it doesn't hurt to remind them that killing themselves to accomplish a task isn't such a good idea.
Researchers are curious as to how the Loner, evolved from a human-designed Pokégirl, can evolve into the same Pokégirl that the Amazonchan and Amazonlee can. However, like the Goth's ability to evolve into a Megami, they cannot deny, however strange, that it works.
There has only been one recorded instance of Thresholding directly into a Heroine, when in 283 AS a girl who was undergoing threshold with strong Goth ancestry Recognized with a wandering Tamer. There is still some debate over if she simply thresholded into a Loner then evolved into a Heroine or not. Feral Heroine's are unheard of, because – while bonds between Ferals is not unheard of - the path to becoming a Heroine would require a feral to go directly counter to her base instincts – an unlikely event indeed.

Final Strike - (ATK 260) A powerful series of physical and telekinetic attacks, ending with a devastating, explosive chi strike. Deals full damage only if all hits connect, making it of little use on slippery opponents. Tends to be very draining on the user, and so is considered a move of last resort.
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HEROKAPOERAA, the Heroic Acrobatic Fighter Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare
Diet: vegetarian
Role: arrogant combat champions
Libido: Average to High
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Flying Kick, Hurricane Kick, Chi Blast, Leg Sweep, Super Jump Tackle, Bicycle Kick, Crushing Punch, Reverse Crescent, Backhand, Dodge, Quick Attack
Enhancements: Enhanced Strength (x7), Enhanced Speed (x6), Enhanced Agility (x12), Enhanced Reflexes (x3), Endurance
Evolves: None
Evolves From: Amazonkapoeraa (normal)
A Herokapoeraa is the natural evolution of Amazonkapoeraa that comes about after being Tamed enough and winning enough victories in combat. Like their pre-evolved forms, Herokapoeraas have darkly tanned skin and dark hair. They aren’t any bustier than they were as Amazonkapoeraas, but their breasts are much firmer than they were before, enough so that they don’t jump around prohibitively when the Herokapoeraa is using her fluid fighting style, and become rather sensitive. Some tamers cut holes around their nipples so that their increased sensitivity doesn't arouse them in a battle that they should be taking very seriously. Most Herokapoeraas prefer to cut their hair short, so it doesn’t get in their face during combat.
While most Fighting-type Pokégirls have a rivalry with each other about their combat skills, a Herokapoeraa tends to get into more fights than most over this rivalry due to her arrogance. She’s quick to point out the flaws in another Pokégirl’s fighting style, preferably while dancing around attacks from the one they’re taunting. This is especially true when they are facing other Amazon-subtype Pokégirls, such as an Amazonlee or Amazonchan. They don’t take this arrogance too far though. While a Herokapoeraa may taunt and tease their opponent, they’re still considerate enough to shake hands afterwards and tell them to keep on trying. Still, most Fighting-type Pokégirls tend to roll their eyes and groan when they see they’re about to fight a Herokapoeraa.
Herokapoeraas are extremely graceful Pokégirls. They enjoying using nothing but the Dodge attack over and over early on in the fight, lithely swaying out of the way of oncoming attacks, looking for all the world like they are dancing and not even paying attention to the fight. As the fight goes on, she’ll begin to launch attacks in the middle of her dancing, such as swinging an arm out and “just happening” to have it be a Backhand attack to her opponent’s face. When hit, they tend to roll with blows, keeping moving with the momentum so their dancing isn’t interrupted. They only use heavier moves, such as Crushing Punch and Chi Blast, when it looks like not doing so would cost them the fight. If their dancing is interrupted somehow, or if the Pokégirl is knocked down, it can take a round or two before she can get back into her rhythm- an amount of time that could cost the match for her, actually.
Like their pre-evolved forms, Herokapoeraas still have a weak spot for carbonated drinks, growing intoxicated as they drink them and swaying around in a tipsy dance. While they tend to dance to a quick rhythm when in combat, they like to do more slow, sensuous (and non-combative) dancing for their Tamer when they get in the mood, stripping down slowly until they’re dancing naked, luring their, by now very aroused, Tamer to them for some loving. Between dancing and her sensitive nipples, Herokapoeraa are known to get off before even getting onto her tamer's lap to physically even touch her tamer. Feral Herokapoeraas are graceful even in their animalistic state, but not nearly to the same extent they are when they are thinking clearly. They are still damnably hard to capture however, but most Tamers consider it worth the effort. Threshold girls usually don’t transform directly into a Herokapoerra, but those that do enjoy how light on their feet they’ve become, finding it to be the single good note in the horror of having become a Pokégirl.
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HEROLEE, the Kicking Heroic Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare
Diet: human diet
Role: champions
Libido: Average to High
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Chi Blast, High Kick, Low Sweep, Hyper Kick, Rolling Kick, Jump Kick, Lightning Kick, Fire Kick, IceBlade Kick
Enhancements: Enhanced Strength (x8), Enhanced Agility (x8), Enhanced Speed (x12), Superior Jumping, Flexibility
Evolves: None
Evolves From: Amazonlee (normal)
Herolees are a bit taller than their Amazonlee evolution. They grow another three to six inches in height. Their breasts usually don't increase much in size, generally maxing out at around a high D-cup (although reports of Herolee Pokégirls with larger breasts have been confirmed). Many Herolee prefer to keep their hair long, usually allowing their hair to fall to their knees in length, and it is normally kept in braids or a ponytail. Their strength, speed, and agility increases and the muscles in their legs change somewhat to allow the Pokégirl the ability to make amazing leaps and jumps. Herolee are also excellent climbers when it comes to mountain climbing, and many are known to be used for Avalanche rescues along with an accompanying Fire-type.
Like their Herochan counterparts, Herolees are much more friendly in their rivalry. They, more than any others, are far more likely to admonish their Amazonlee sisters for any cruelty or otherwise unwarranted aggressive actions towards Amazonchans. However, the two do have a teasing relationship when it comes to pantyshots or cleavage peeks towards one another, just a possible way to goad one another into a greater intensity of a match than before. The Herolee will, however, apologize for any uncalled for remarks immediately afterwards. They feel a need to be comrades to their Amazonchan and Herochan counterparts.
Herolees adore massages based around their legs and buttocks and are likely to demand a taming mid-massage. Their inner thighs are particularly sensitive and soft strokes can oftentimes 'stoke their fires' almost as much as a massage. A Herolee's legs are often flexible enough for many enjoyable positions, and a Herolee will often urge tamers to take up positions that take advantage of her legs. As a result of this increased sensitivity, these Pokégirls rarely ever wear panties and dislike wearing tight pants- instead, loose, baggy pants, shorts, or skirts are their favorite things to wear from the waist-down. Some tamers have taken to giving their Herolee pantyhose or fishnets when needing to correct them or to punish them- although the sensations for the Pokégirl are incredible, there is not one recorded instance of a Herolee ever being able to attain release due to those sensations.
Like Herochans, Herolees have various gestures that, while humans may consider them small, have much greater meaning for the Herolee. Brushing legs or rubbing their feet up against their partner is a great sign of affection and woe to those who ignore the powerful significance of these seemingly innocuous actions. Tamers that keep Amazonlee or Herolee in their harem are encouraged to learn just what these Pokégirls like to do when feeling amorous, or else may find themselves left alone on nights when they would otherwise be taming them. It's also suggested that the tamer's harem also learn the signs, or else the Herolee may not react kindly to certain actions... such as foot-stompings or playful slaps on the buttocks.
Herolees do not react as greatly as Amazonlees do to sugary foods or snacks, but still react poorly to actual sugar or things that high concentrations of sugar (sugar donuts, Pixie Stix, cake icing, etc). A Herolee that ingests a large amount of sugar will need several hours of either rest or simple activities before the effects will wear off and she can move about normally again. A favorite trick of the Herokapoeraa is to feed a Herolee coffee that have high doses of sugar in it, and then tease them about it while the Herolee attempts to defend herself. Unfortunately, the Herolee doesn't seem too capable of doing such, most of the time, while she is feeling torpid.
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HEROWU, the Heroic Weapon-Using Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare
Diet: human style foods, especially rice
Role: warriors, bodyguards, weapons masters
Libido: Average (High with a Tamer they like)
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Chi Blast, Parry, Punch, Kick, Deflect, Bonk, Sword Dance, Swordwave, Flame Sword Mark II, Electric Blade Mark II, Ice Blade Mark II
Enhancements: Enhanced Strength (x7), Enhanced Reflexes (x7), Enhanced Speed (x7), Enhanced Agility (x7) Endurance, Weapon Proficiency, Summon Weapon
Evolves: None
Evolves From: Amazonwu (normal, choose a signature weapon)
When an Amazonwu is Tamed enough and wins enough fights, she is able to make the jump to becoming a Herowu. Other than gaining enough experience and tamings, the Amazonwu must choose a weapon to specialize in. A Herowu likes to consider herself the epitome of her chosen weapon, and all Herowu claim that the weapon she has chosen is actually an extension of her own body. She is literally never without it, keeping it with her when she eats, sleeps, bathes, is being tamed, or whatnot. Her dedication to her weapon is so great that it becomes more than a focus of battle for her. Experienced Tamers know that using a Herowu’s weapon to help Tame her turns the Herowu on greatly, whether it is a sword, a mace, a polearm, or anything else she may have chosen. This fetish never becomes a painful one though. No Herowu enjoys being cut or beaten with their weapon, much to the disappointment of Pokégirls that enjoy domination. Herowu may use other weapons in combat as well, but only projectile weapons if she has chosen a melee weapon as her signature weapon.
In combat, a Herowu always uses her weapon to attack and defend. Even if her weapon isn’t a sword, she is still able to use all of the listed attacks with it, despite many of them having the word “sword” or “blade” in them. They usually use the most appropriate technique with their weapon when fighting an opponent that is weak versus that element. Should they ever be disarmed, the Herowu will utilize an innate ability to summon her signature weapon back to her hands. A smart Tamer withdraws his or her Herowu from battle if the Herowu's weapon is somehow broken or destroyed.
Herowu are not full of themselves, despite their superb skills with their chosen weapons. They don’t rise to challenges and baiting as easy as some other Fighting-types, although they still do rise to them if persistently sent at them. Should they lose their weapon, they seek to recover it if possible, but they aren’t obsessive over this. To them, having a new one bought/made for them serves just as well, as long as it’s the exact same type of weapon. However, if the weapon is one that they've had ever since they were a Tyamazon, the Herowu will likely wish to keep the remains of the weapon as a memento. A tamer that actually uses the pieces of the broken weapon in forging a new one will have a completely loyal Pokégirl in his or her Herowu for a long time to come, and woe to those who would try to take her away.
Like their pre-evolved forms, coffee slows a Herowu down, making her tired and sluggish, until she collapses. Most Herowus prefer a sip of coffee after Taming to help insure a good night’s sleep. Feral Herowus are an odd sight. They still instinctively understand that they need their weapon, but they don’t have the skills to use it that well, being unable to use anything besides Bonk and Parry with it. They tend to be very embarrassed about how inept they become when Feral, and try very hard not to regress to that state. An excellent method of capturing a Feral Herowu is to take her weapon, since she will ignore almost everything else to focus on getting it back, practically letting herself be attacked. Threshold girls virtually never evolve into a Herowu directly. Only one case has been confirmed in the last twenty years, with the victim, seemingly arbitrarily, choosing a weapon that from then on became her signature weapon.
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HUN, the Ice Warrior Pokégirl
Type: Very Near Human
Element: Ice/Fighting
Frequency: Rare (Edo League, former Mongolia area), Very Rare (other Arctic Regions)
Diet: Human-style
Role: Arctic warriors, hunters
Libido: Above Average
Strong Vs: Rock, Plant, Flying, Dragon
Weak Vs: Fire, Electric, Psychic
Attacks: Snow Storm, Slash Wave, Ice Wall, Spincut, Ice Blade, Sentinel, Ice Blade Mark II, Assault, Heat Drain, Mirror of Equity, Cold Snap, Cry of the Fallen, Ice Armor, Broken Castle, Snow Blind
Enhancements: Enhanced Strength (x4), Enhanced Endurance (x4), Enhanced Durability (x4), resistance to cold, natural hunting ability
Evolves: None
Evolves From: None
Huns are tall, muscular Pokégirls, about 6'9" with D-Cup breasts and long, black hair. They have skin the color of stone, with eyes that are black in the sclera and gold in the iris. They usually wear leather clothing, hoods, and cloaks, and usually wield scimitars, although some have been known to use spears. They are also expert marksmen and very skilled with a bow and arrow.
Huns were one of the most deadly problems the Edo League faced during the Revenge War, made for coordinating the efforts of Ice-type Pokégirls in that area. For the old Chinese Empire, they were a nightmare reborn, as they and the other Pokégirls teamed with them tore down the Great Wall and invaded, tearing through city after city before the remaining army of the nation began to rally. Many lives were lost just from the blizzards created, as they were frequently teamed with Snow Queens, the Snow Storm power both Pokégirls had bolstering each other and creating intense, gusting snowstorms and thick snowfields. Huns consider themselves to be the best of the ice-type and fighting-type worlds, but they will not be overbearing about it, only stating their view if asked.
Huns are brave, courageous fighters, and will fight endlessly for their masters until defeated or victorious. They make good Alphas, but if they aren't, they won't try for the position. However, if the chosen Alpha is not a good fighter or strategist, or if the Hun views her as incompetent in general, they will speak up and try to get the position of Alpha for themselves. They also function as hunters, finding food for their Tamer and Harem sisters, capable of finding edible items in places most other Pokégirls wouldn't think to look. Due to their ice-type nature, they radiate cold a great deal of the time, and seek out battles and taming to keep warm. Although their need is not as extreme as a Shaguar's, it is still very intense.
The Feral state of a Hun is light, similar to that of a Fighting type, although due to the fact that Huns keep together in tribes, they are very group-oriented and very protective of their 'warrior sisters.' Tamers that want to catch a Feral Hun usually have to earn the tribe's respect, showing that they value their Harem and are brave before they allow a Tamer to claim one of their own.
Huns, due to the Pre-Sukebe history associated with the name, were very unpopular at first. But when a tribe of nomadic, Tamerless Huns were seen attacking Madame Arctica of the Limbec Pirates, it caused the stigma surrounding the breed to fade. The leader of that tribe was questioned by the authorities, and she told her that Madame Arctica was there to try and recruit the various tribes that wandered the area. Hers was the fourteenth tribe to turn her down, as they viewed the Limbecs to be dishonorable, an insult to true warriors everywhere. Still, while in most of the world, the stigma surrounding Huns has faded, those of Chinese descent in the Edo League still possess a distrust of them, almost like a genetic memory.
No Threshold cases of becoming a Hun have been reported.
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JUGGUAR (aka JUGG-U-LAR), the Jolting Jaguarundi Pokégirl
Type: Animorphic with cases of Near-human – Jaguar
Element: Electric/Fighting
Frequency: Very Rare (Sunshine, Capital Leagues), Extremely Rare-Unknown (Other Leagues)
Diet: human-style foods, heavy on meats; has a special liking for alcoholic drinks
Role: lightning combatant, battery charger
Libido: High
Strong Vs: Bug, Dark, Electric, Steel, Ice, Normal, Water
Weak Vs: Dragon, Ground, Psychic, Plant
Attacks: Quick Attack, Tail Slap, Low Kick, Uppercut, Focus Energy, Electric Blade Mark II, Lightning Punch, Thunder Bolt, Static Barrier, Kaiser KRASH
Enhancements: Enhanced Strength (x6), Enhanced Hearing (x5), Enhanced Smell (x3), Nightvision, Semi-Prehensile Tail, Functional Claws
Evolves: None
Evolves From: Shaguar (Thunder Stone+Electric Attack)
For a solid decade, the rumor which circulated throughout the Sunshine League was that a Shaguar could become something greater in physical appearance, a true beauty unlike any other. The Jugguar, (also known as the Jugg-u-lar) was to be the pinnacle of everything that Shaguar’s wanted to be. This form was fabled to be taller, more curvaceous, filled with refined grace and beauty, and to be especially bustier than the current form of Shaguar. Most Researchers and Tamers thought this to be merely a pipe-dream though, as nothing came remotely close to getting a Shaguar to evolve into anything besides a Kool Kat; another rare feline Pokégirl species that was known of before the Shaguar was discovered.
This dream is now reality.
In 299 AS, Tamer Justin Drakes and his Shaguar Catalan were running an errand for the his uncle, the owner of the Girls of Gold Pokégirl Ranch in Cunnilingus Town, transporting some Evolution Stones across the city to some purchasers down at the town’s PokéCenter. The two were attacked by the members of the local chapter of Night Watch, the cache of Evolution Stones being broken open. As Justin and his Shaguar were trying to gather up some stones quickly so they could try and run off without having lost them all, a Night Watch member ordered his Ria to attack with Thunder, playing on the Pokégirl’s weakness. The Electric-technique hit the Shaguar as she’d pick up the Thunder Stone and that’s when it happened. The evolution stone exploded with energy, the Shaguar becoming enveloped in a glowing light as she evolved into something other than a Kool Kat. With his new Pokégirl, Justin was able to repel the members and save the shipment of stones, minus one.
Although many Pokégirl Breeders and Researchers were baffled on how this evolution occurred when many other tries with various stimuli failed, it wasn’t until similar circumstances were set up in a controlled environment that the truth behind the evolution was discovered. Shaguars are known to have a peculiar weakness to Electric attacks due to the clash of the elements of Fighting and Ice, that defect was actually the indicator to something greater. Thunder Stones on their own do nothing to a Shaguar, however, the catalyst was brought forth from an Electric attack. The energy from the technique reacted with the Evolution Stone, forcing the mystical properties of the elemental mineral into the feline Pokégirl. The trauma is just enough to force the Shaguar’s body to evolve, adapting to the power that she’s being subjected to. In short, the often-rumored Jugguar is an actual Pokégirl.
No longer is she the short and flat-chested Pokégirl she was before; the Jugguar lives up to the rumors. Shooting up in height considerably, a Jugguar stands at around 7’ in height, comparable to a Cheetit. The Pokégirl’s fur, even if only tanned before, becomes a dark brown dappled with the color of honey, with solid black ring patterns that travel along the expanse of her backside; her inner-fur becoming more of a golden tan coloration. However, what most Tamers and the Pokégirls themselves enjoy is that the moderate A shoots up to match the height increase and then some to become a startlingly bountiful E-Cup! Needless to say, Researchers still aren’t sure who grabs the Jugguar’s breasts more that first week, the Tamer of the Pokégirl herself!
While they may lose a number of the exclusive Ice/Fighting-type combo techniques the Pokégirl once has as a Shaguar, she’s not lacking in any battle capabilities. The Jugguar boasts a solid plethora of Electric-elemental attacks and techniques at her disposal, with a few useful Fighting-type techniques to supplement that. The Jugguar even has one solid technique that is exclusive to the breed, possibly an evolution/adaptation of Ice KAPOWIE known as Kaiser KRASH, a startling powerful Electric-type attack technique. However, Tamers should be warned, that this technique has a startling backlash on the Pokégirl herself, due to her sensitive hearing.
Although the Pokégirl’s more well-rounded as a Jugguar, she still has one quirk she had as a Shaguar: alcohol. Where before the Cat-type Pokégirl drank it because it gave her body a sensation of warmth as she consumed it, the Jugguar continues to drink because she can. It’s easy for drinking to become a simple pastime for them, but it more easily becomes an addiction. An alcoholic Jugguar is not something that’s fun to deal with. It may make them easier to handle, but they can hardly retain control over their electric powers, and that can lead to problems.
Also, one should be warned that the Jugguar, who could once boast domination over Dragon-type Pokégirls as a Shaguar, will now be at their mercy. It’s also safe to assume that there probably won’t be any given, especially if the two knew each other beforehand. As the old saying goes, revenge is a bicth!
When it comes to Harem Dynamics, there are quite a few odd sights to see with the new Pokégirl. Oddly enough, due to their mutual love of alcohol, Jugguars and Mini-Tops can become good drinking buddies. Nogitsune, who are known to despise Shaguar, will tolerate a Jugguar. Tolerate, not like; the two will often trade nasty remarks to one another, but it never goes further beyond that. However, it is suggested that one should put a Jugguar in the same harem as an Electrocat. When these two get together, they make a well-balanced Electric-type tag-team. It’s a sight that has to be seen to be believed when these two breeds of electric feline fight alongside one another.
When it comes to Taming a Jugguar, nothing gets the Cat-type off faster than playing with her tits. They absolutely love to tit-fuck their Tamer, and can get off from the act without any direct stimulus to their own genitalia. Even with the simple promise of playing with her tits, a Jugguar will bow to a Tamer’s whims. It’s also suggested that a Tamer should play with her breasts as he couples with her, as the combination of sex and stimulation to her breasts can leave the Jugguar multi-orgasmic. This helps take care of a Pokégirl that’s considered to have a high libido rather easily.
No case of Threshold into a Jugguar has been recorded as of yet as this is a recent evolution. There are, however, a number of Pokégirl Breeders that have interest in increasing the numbers of the Jugguar in the meantime.
Kaiser KRASH - (ATK 250): An Electric attack exclusive to the Jugguar. The Kaiser KRASH draws forth the wind and humidity around the air, collecting it overhead where it condenses within atmospheric pressure. Positive and Negative charges are forcefully combined and then unleashed in a display of electrical might that strikes down on the intended target. If the opponent is still standing after struck, they are automatically afflicted with status-ailment of Paralysis that could last from 1-15 rounds, regardless of any defenses. The Jugguar herself is left dizzy for 6 rounds.
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JURIMI, the Fighting Hedgecat Pokégirl
Type: Near Human, Animorph (hedgehog/cat hybrid)
Element: Fighting
Frequency: Very Rare
Diet: Fish, milk
Role: Combat
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Fury Swipes, Stone Palm, Tail Whip, Seismic Toss, Focus, Focus Energy, Needle Spray, Buzzsaw
Enhancements: Enhanced Strength (x5), Enhanced Agility (x2), Enhanced Endurance (x3)
Evolves: None
Evolves From: Sonica (Cat E-Medal)
The Jurimi was discovered in 287 AS by retired researcher Andrew Verres when his son's Sonica was recovering from crashing into a wall while sprinting. While the Sonica's Tamer was getting a drink for her, she was resting in the kitchen, near some of Andrew Scruidae's work. She spotted a Cat E-Medal on the counter and picked it up, curious, promptly changing form as soon as she did. She was mildly depressed at the loss of her speed, but she got over it quickly, loving her new strength.
The fur of a Jurimi changes to a more natural color (tans, blacks, whites, grays), as their body becomes catlike in appearance. Their spines multiply and grow shorter, going from their foreheads down to the tips of their tails, which are very thick and strong, the spines changing color to match that of the Jurimi's hair. The personality of a Jurimi changes from that of a Sonica, becoming more focused and dedicated, leaving behind the jocular, free-wheeling persona of their previous form. They are not without a sense of humor, though, and possess a dry, almost biting wit. They get along extraordinarily well with Goths (although you'd never get a Goth to admit it), and strangely enough, even when the Goth doesn't like them, it doesn't bother the Jurimi in the slightest. They simply keep cuddling the Goth in question until they warm up to her. They are very strict about schedules and become irritable when something does not happen at the exact time it is expect to, such as being fed, and are always working on ways to keep an organized schedule for the Harem. For some people this is considered a blessing, but for other, more laid-back Tamers, it's a pain in the butt.
The fighting style of a Jurimi is a straightforward one. They will attack quickly and ferociously, using the spines on their backs to great effect, trying to end the match as quickly as possible. Sometimes, though, they become too ferocious and attack even without a Tamer's orders. The Tamer must then call out for the Jurimi to use Focus to calm herself down.
Feral instances of Jurimis are rare due to how recently they were discovered and due to the nature of their evolutions. Ferals usually are seen relaxing in the sun, usually near a source of water, where they can easily get something to eat. No instances of someone Thresholding directly into a Jurimi have been reported yet, but again, that's attributed to the newness of the species.
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KISHI, the Armored Amazon Pokégirl
Type: Very Near Human
Element: Fighting/Dragon
Frequency: Rare
Diet: human style foods, especially rice
Role: warriors, bodyguards
Libido: Average
Strong Vs: Plant, Water, Fire, Electricity, Dragon, Rock, Steel, Dark
Weak Vs: Dragon, Psychic, Flying
Attacks: Parry, Chi Blast, Deflect, Twister, Takedown, Hurricane Kick, Dragon Dance, CrossShield, Draconic Aura
Enhancements: Enhanced Strength (x9), Enhanced Reflexes (x8), Enhanced Endurance (x8), Weapon Proficiency, Armored
Evolves: None
Evolves From: Amazonwu (Dragon Scale + Training)
Unlike the Amazonchan and the Amazonlee, who evolve into the strangely common Armsmistress, the Amazonwu evolves from a Amazonwu with help from a Dragon Scale and extended training. The result is the Kishi Pokégirl. Originally, this Pokégirl was teamed with Armsmistress' during the war and was used to great effect in destroying just about anything that came across their path. However, when Atmuff went out of control in her urge to fight the strongest, many of the Kishi and Armsmistress breeds were killed in her quest. Information about this breed became little more than hearsay and legend until around 209 AS, when a tamer made the re-discovery of the breed in the Opal League. Physically, they remain much as they were as an Amazonwu, save for the extra six inches or so that they grow and the half-cup size that they gain.
The Kishi is compared to the Armsmistress in several ways, but is certainly much different. Physically not as strong, the Kishi in battle relies on her endurance and reflexes to avoid and outlast her foes. Using Dragon Dance and several delaying tactics such as Parry, Deflect, and CrossShield, this Pokégirl does well with this tactic. Those who have trained her since being an Amazonwu explain that their Pokégirl was never as strong as her sister types, specializing in no particular attribute, and yet not failing in any either. These tamers are especially proud of this evolution of their Pokégirl, as she becomes more powerful and is especially useful against most common Pokégirl types throughout the world. In sex battles, they are not so useful, although their endurance allows them to play the same game in these types of matches as well.
Like their pre-evolution and their sister evolution, the Herowu, the Kishi become proficient weapon users. However, their knowledge extends to many weapons, and they do not enjoy choosing only one weapon (unless it is the same one that they have used since they were an Amazonwu) to utilize. Any given Kishi will carry between 4-8 different weapons: most commonly, a pole arm, a sword, a dagger, and some sort of projectile weapon (most commonly a bow and arrow, or a number of Kunai or throwing daggers). Whether taming, sleeping, or bathing, she always has at least some weapon with her, and this is most likely the same weapon she's used since she was an Amazonwu. During taming, the Kishi are not overly interested in using their weapons for stimulation, although some do develop a fondness for a certain weapon that they use that is close in passion to that of what a Herowu enjoys when her tamer uses her weapon.
The Kishi doesn't care for clothes- instead, they can form their scales into armor with just a thought, allowing them instant defenses without needing much notice. Their bodies are not extraordinarily sensitive, unlike their previous form was. These Pokégirls have a slight feud with the Armsmistress, mostly a simple rivalry and nothing more, as they enjoy pitting their skills against the Armsmistress' strength. The Kishi also rather dislike Amazonkapoeraa and Herokapoeraa, and will go out of their way to defeat them if they are crossed by such Pokégirls somehow. Researchers highly recommend not having both a Kishi and either of the 'Kapoeraa breeds in the same harem at the same time, as the Kishi will never sit idly by while the 'Kapoeraa teases them. This has led, in some cases, to one or the other either leaving entirely or actually asking to be Pokéballed instead.

Draconic Aura (EFT): This technique allows the user to stare down her opponent. Although not always successful against higher level Pokégirls and other dragon-types (only half as effective in these situations), a successful use of this technique causes the victim to be unable to attack or defend against the user of this technique for two rounds. A fully effective use of this technique also lowers the victim's Defense rating somewhat as a result as well.
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KUNG-EWE, the Champion Sheep Pokégirl
Type: Anthromorphic (sheep)
Element: Fighting
Frequency: Very Rare
Diet: Vegetarian
Role: frontline fighter
Libido: High
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Chi Blast, Hurricane Kick, Evade, Giant Toss, Counter, Focus, Hyper Kick, Mega Punch, Bicycle Kick, Flying Kick, Rolling Kick, Super Jump Tackle, The Calm Soul, Super EX Combo Move, No Sell, (above level 50) Chump Change, Master Blow
Enhancements: impervious to weather conditions, Enhanced Strength (x7), Toughness
Evolves: None
Evolves From: Lambchop (battle stress)
Kung-Ewes, compared to their previous form, are incredibly powerful. They gain a much more serious demeanor, gaining a better ability to focus on their tasks. They also gain a lot of toughness and power, becoming much better fighters. They, alongside their previous forms, were frontline fighters during the Revenge War, and are among the few who can learn the potent Fighting technique, the Master Blow. This has made them very desirable to Tamers and to Lambchops, many of whom strive for this form to please their masters. This, however, has lead to bad situations where some Lambchops ended up challenging far more powerful Pokégirls in their desperation to prove themselves and evolve. In the year 90 AS, after a tragedy involving a Widow, one which was chronicled into a movie which remains popular to this day, all Leagues, even ones like Indigo, came out with rules that forbade Lambchops and their Tamers from deliberately going into stressful situations. Due to these rules and the movie, appropriately called "Desperate For Success," incidents like that have become extraordinarily rare, mainly occurring amongst wicked Tamers or Tamers who find themselves in confrontations with Team Rocket-style groups. Lambchops instead keep themselves ready at all times should a situation capable of evolving them arises, which in turn makes them even better fighters, which in turn made them more popular amongst Tamers.
Kung-Ewes grow taller by a foot and a half and more developed, gaining a curvier, more muscular figure, larger breasts, and slightly thicker wool, which grows black markings on it as well. They grow yellow-and-black horns from the side of their heads, and the skin on their faces and hands turns black. They lose a lot of their cuteness, but with their other gains, most regard it as a relatively minor loss.
So far, no cases of Thresholding directly into a Kung-Ewe have been reported.
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LAMBCHOP, the Fighting Lamb Pokégirl
Type: Anthromorphic (sheep)
Element: Fighting
Frequency: Uncommon in Sunshine and Edo Leagues, Rare elsewhere
Diet: Vegetarian
Role: front line fighter, excellent Domestics
Libido: High
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Tackle, Wrestle, Stone Palm, Uppercut, Backhand, Counter, Evade, Pose, Super Move
Enhancements: impervious to weather conditions
Evolves: Kung-Ewe (battle stress)
Evolves From: None
Lambchops are an interesting type of Pokégirl. They are incredibly cute in appearance, with wide eyes and youthful looks, even amongst older Lampchops. Their skin is pale, almost white, and they have smallish, lamblike muzzles and lamblike ears, short, stubby tails, as well as a light, fur-like coating of wool on their whole bodies, save around their hands and around their feet, which are hooves. This coating of wool allows them to be warm and comfortable no matter what the weather conditions are, essentially negating the need for clothing. Instead of hair, they have a thicker coating of wool. The wool on their bodies tends to grow thick every month, and can be harvested for use in clothing.
Lambchops are very affectionate and loyal, very even tempered and friendly towards others. They make excellent bodyguards, being very devoted to their duties, and are a good choice for starting Tamers who want a Fighting element Pokégirl and can't get a hold of an Amazon-type.
Lambchops are very passionate about their work, and that carries over into Taming. They love being taken 'doggie-style' and being on the bottom, as the skin on their rump is very sensitive and easily stimulated.
The Feral state of a Lambchop is similar to that of most animal-type girls, although not as violent. They become very docile and slow-witted, going on all fours and eating grass, letting out the occasional bleating noise.
Thresholding into a Lambchop is rare, but not unheard of.
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LAWFOXX, the Foxy Cop Pokégirl
Type: Near Human/Metamorph (vulpine)
Element: Electric/Fighting
Frequency: Rare, usually found at police stations
Diet: Omnivorous with strong leanings towards carnivorous
Role: Law enforcement
Libido: Average
Strong Vs: Water, Steel, Rock, Ice, Normal
Weak Vs: Ground, Dragon, Psychic, Plant
Attacks: Tackle, Takedown, Pummel, Handcuff Bondage, Wrestle, Thundershock, Thunder Wave, Rolling Spark, Thunderbolt, Thunder, Static Barrier, Zap Ring, Mag Bomb
Enhancements: Enhanced Agility (x3), Enhanced Strength (x4), Enhanced Senses, Electrical affinity & generation ability, encyclopedic knowledge of all laws, photographic reflexes, incorruptible, strong leg muscles, can produce handcuffs from nowhere
Evolves: None
Evolves From: OfficerJenny (Fox E-Medal)
For the longest time, it was believed that OfficerJennies had no evolution. After the NightNurse and Moonmaid were discovered, people began to wonder about OfficerJennies once more. For years after their creation it seemed that they were incapable of evolving. It was only until after an OfficerJenny accidentally came into contact with a Fox E-Medal. The resultant evolution produced a rather interesting result.
LawFoxxes go from being Very Near Human to Near human upon evolution, sprouting a long, fluffy-furred tail, their hair changing to a darker shade of blue. Their ears become pointed fox ears, and their leg muscles grow much stronger, their legs growing slightly longer as well. But the biggest changes they go through are gaining the ability to generate and manipulate electrical energy and the ability to morph into a more animalistic ‘battle form.’ In this form, their leg strength and electrical prowess is at its maximum. Their faces become more vulpine in appearance, becoming a muzzle, their bodies sprouting a coat of reddish-orange fur, a lighter streak of yellow-orange going from the underside of their tails to their lower jaws. Their bust size actually increases in this form as well.
The change from OfficerJenny to LawFoxx is a fairly painless one, occurring quickly as the energy of the medal is absorbed into the Pokégirl. The mental changes are a bit slower, as the LawFoxx must adjust to new sensory input as well as the addition of animal instincts to their mental processes. It can take a while for some LawFoxxes to adjust, but it can be done.
LawFoxxes become much more useful in frontline combat due to their electrical abilities as well as their legs, which allow for much higher and longer jumps, making them capable of keeping up with faster flying Pokégirls. Their jumping ability improves so much, that their jumps have become their trademark, some trainers working on ways to make their jumps into a form of attack. In terms of battle, LawFoxxes tend to start out fights with paralyzing attacks, like Thunder Wave, allowing them to use their amazing jumps to get in close and slap the cuffs on their opponent, limiting their movements. LawFoxxes retain their love of the law, as well as their strategic and leadership abilities, plus their intelligence and problem solving skills.
Something that’s both puzzled and infuriated researchers is the LawFoxx’s tendency to fixate on a perp that they’re unable to catch after a few tries. They become anxious if that perp’s name is mentioned, and become hostile if taunted about their inability to catch her target. Their obsession can be controlled, but its best to make sure the perp they’re fixated on isn’t in the area when they’re on a mission, as most LawFoxxes, usually inexperienced ones, sometimes forget their mission and go track their target. At times they’ll work with the perp if it’s for the greater good, but they’ll always try to arrest them afterwards, their dedication to the law and what’s right being endless.
Rarely are LawFoxxes found in the harems of wandering Tamers, as they tend to prefer to work for law enforcement agencies. They’re fairly valuable, and E-Medal production is limited, so it’s difficult to get one at times. Due to their animalistic nature and electrical powers, letting a LawFoxx go feral carries harsh punishments. There have been three known cases of a LawFoxx going feral, due to their Tamer dying in the field and the LawFoxx being unable to find taming in time. LawFoxxes act like animal-types, but in addition to just saying their breed name, LawFoxxes have also been known to say ‘Yer unner arrest,’ and ‘crimnal!’ when they find something or someone they find interesting and/or arousing, which is usually followed by tackling and the producing of handcuffs.
There have been only a few cases of Thresholding into a LawFoxx recorded. It’s not a regular occurrence to the nature of their evolution and is so far only known to happen in families with heavy Jenny ancestry. The process is a fairly steady process, neither excessively fast nor excessively slow, and causes some discomfort, ranging from numbness to sharp pains as their bodies alter.
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LAYER ANGEL, the Battle Area Pokégirl
Type: Very Near Human/Metamorphic
Element: Fighting/Magic
Frequency: Extremely Rare
Diet: Human-style
Role: Combat, Competition Fights
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel, Varies
Weak Vs: Psychic
Attacks: Angel Fight, Quick Attack, Mana Bolt (high level), Flight (high Level), varies
Enhancements: Psychic Link, Shrink, Enhanced Strength (Varies min x3), Enhanced Speed(Varies min x3), Enhanced Endurance(Varies min x3)
Evolves: None
Evolves From: FairyCute (E-Stone Ceremony, strong bond with tamer or compatible enough to create one)
The Layer Angel is a powerful evolutionary form derived from the FairyCute.
No less than five evolution stones are required for this Pokégirl, making her a very expensive evolution. However, many leagues have begun financing such Pokégirls for their power.
A Layer Angel fights in a unique way. Ordinarily they appear just like a pretty human girl but they can shrink like a FairyCute. A further transformation comes over them when they do this, appearing completely different and more like a Pokégirl. (Enhanced bust, appearance, etc…)
Their clothes are replaced with a battle outfit that fits them perfectly and can be modified by them if their Tamer wishes but this is a slow and difficult process. Damage done to this outfit does not carry over with their full sized clothing. They are also much more powerful physically than a FairyCute, pound per pound, in this state but this is not their strongest ability.
What a Layer Angel can do is create a fighting arena of their own creation in a sort of sub-space pocket and draw their opponent into this space.
In this space they are of a normal height and can fight with other Pokégirls at a more equal standing but in an environment that puts their opponent at a disadvantage. The fact that the sub-space field can allow spectators to watch has made this Pokégirl very valuable for they can allow two other Pokégirls to fight inside their sub-space field while they sustain it. The more experienced a Layer Angel is the more complex the environment can be.
Initial polls at the first trails of this newly discovered Pokégirl at the championship matches has shown this type of Pokébattle to be wildly popular.
Given the complexity and requirements of the evolution a tamer who can create a Layer Angel is virtually guaranteed employment in the Championship committees.
While a Fighting/Magic-type the Layer Angel can create a strong psychic bond with their Tamer that can be used to remotely control the Pokégirl, giving the Tamer unprecedented control over the fight. This is the only psi ability they have. Physical abilities vary from Layer Angel to Layer Angel, making some stronger or faster or agile or able to take more damage than others. A Layer Angel also gains an elemental resistance of a random type that most fits their physical type and they will take advantage of this fact by creating an environment that they can thrive in and preferably hinder their opponent. The Pokégirl type is very tough thanks to the Heavy Metal component of the Ceremony.
Unfortunately, they lose the ability to fly until they become much more experienced and then are able to create wings that enable them to fly. At this point they also gain the ability to release a chi blast.
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Ceremony Description
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Elemental Stones Needed: Psi Crystal, Mana Crystal, Dream Stone, Heavy Metal, Angel Stone
Area & Time Conditions: None specific are needed.
Ceremony Itself: A full sized FairyCute and her Tamer, while sitting down on the ground or at a table, must face each other. The listed five evolution stones are arranged in a line between them to the Tamer’s right.
The Tamer then takes the Psi Crystal, placing it between them, and still touching the Crystal asks the FairyCute if she wishes the Tamer’s control over them to be even stronger. When the Pokégirl agrees of her own free will she must touch the Psi Crystal as well. The Crystal will begin to glow, signaling that Tamer and FairyCute are compatible and that the ceremony may continue.
Then the Tamer asks the Pokégirl if she would become stronger to please them. The Pokégirl agrees that this is her dream and the Tamer takes the Dream Stone in his left hand. The Tamer declares that they will accept their dream and places the Stone in front of them on their left side.
The next question is the PokéGirl’s to ask to the Tamer as to what their master wanted them to become. The Tamer replies that they would want them to be strong as steel to fight for them and so that they would not be harmed themselves. The Pokégirl picks up Heavy Metal with her right hand and places it to her right before her. Once this is done the Tamer will add that they would also want them to be as beautiful as the angels as well. The FairyCute will select the Angel Stone with her left hand and place it before her on her left.
Next, the Pokégirl asks her Tamer if they could make this wish come true for her. The Tamer responses that if they had the magic then they would do so. With their right hand they take the Mana Stone and place it to their right hand side.
Finally, once all the stones are glowing, the Tamer must ask the FairyCute:
“Will you be my Angel?”
When the Pokégirl gives an affirmative answer the stones will evolve her into a Layer Angel.
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LEOPARDESS, the Sexy Spotted Pokégirl
Type: Near Human, felinoid (Leopard)
Element: Fighting/Normal (feline)
Frequency: Very Rare
Diet: human standard, though heavy on fish
Role: living embodiment of love
Strong Vs: Fighting, Plant, Dark, Ice
Weak Vs: Magic, Psychic, Flying
Libido: very High (with their Tamer)
Attacks: Slash, Bite, Tail Slap, Earlobe Nibble, Tongue-in-ear, Ear Blow, Cuddle, Sex Attacks 1, 2, 3, Sexy Hug, Go Down, Purr Vibrations
Enhancements: Semi-Prehensile Tail, Enhanced Hearing (x3), Enhanced Olfactory Sense (x3) Enhanced Vision (x3), Clawed Fingers and Toes
Evolves: Snow Leopardess (E-Stone Ceremony, strong bond with Tamer)
Evolves From: Cheetit (loss of speed and unconditional love from a Tamer)
It is always a tragedy when a Cheetit loses her speed. Usually through an injury that’s too great to be fully healed, a Cheetit will never attain her speeds again. It is these times that Cheetits begin thinking of themselves as dead… For the Cheetits live by the singular belief that, “Speed is life”, and to them, they feel that if they have to go without their speed, then their life isn’t worth living…
However, this does not have to be the end of the Cheetit’s existence. If the Cheetit’s Tamer takes the time to help his Cheetit; to show her the care and love she needs at this critical time and manages to make his Cheetit understand that she is still special to him, then she will evolve once more, into Leopardess.
A Leopardess looks similar to a Cheetit. Their coats become a full golden furred coat with dark spots, instead of being golden furred with a white underside. Their eye stripes change so that only the bottom half of their eye stripes remain.
A Leopardess is also more sex oriented than other cat-types, due to the fact that a Leopardess feels she owes her life to her Tamer now, and that her Tamer is the only person for her. This is quite evident that Leopardesses has a very high libido and constantly showers her Tamer with affection, as saying ‘thank you’ to their Tamer for giving them reason to live.
Also, it is impossible for Tamer to trade their Leopardess. When a Tamer would try to trade, the Leopardess would prefer to kill themselves then be taken away from the Tamer that gave them reason to live again. This is why the majority of Leagues have laws against trading Leopardesses.
Basically, if you have a Leopardess, you have a Pokégirl for life.
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LICKARIO, the Orgasmic Oracle Pokégirl
Type: Anthropomorphic - Jackal
Element: Fighting/Steel
Frequency: Extremely Rare (Sunshine League), Unknown (All other Leagues)
Diet: Human-style foods, with preference for raw meat
Role: Anubust’s avatar, oracle
Libido: Average (Very High during the Full Moon)
Strong Vs: Bug, Dark, Dragon, Ice, Plant, Normal, Rock, Steel
Weak Vs: Electric, Fire, Flying, Psychic
Attacks: Backhand, Drill Kick, Gatling Punch, Evade, Focus, Iron Punch, Iron Defense, Meteor Mash, Future Sight
Enhancements: Foresight, natural fighting skill, enhanced strength (x8), inner focus
Evolves: None
Evolves From: Coyotits (Anubust’s Blessing)
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. It would now seem that the rather rare breed of Pokégirl, the Coyotits of the Shunshine League is linked to Anubust. It appears that Sexmet isn’t the only one whose ‘blessing’ and ‘curse’ can have the effect of incredible evolution.
Aaron Cameron, a professor in chi studies at Sunshine League’s Diversity U, was teaching his class the ways of aura manipulation when Anubust came onto the scene, literally possessing his assistant, his Alpha Pokégirl, Maria. The Coyotits turned into a physical representation of Anubust, with the Legendary forewarning Aaron that his Pokégirl and teachings were vitally important, and that he should take good care of her and continue to train her, not just his students.
When Anubust left the Coyotits, the Brawling Bitch Pokégirl began to glow with a bright light as she evolved. When it was over, her magical essence, seemingly taken from her by Anubust, was replaced with the armored nature and raw power of steel. She was now what would become known as a Lickario. Since then, more and more Lickario has popped up, as it seems that Anubust has an affection for this species of Pokégirl. While still rarer than the Coyotits breeds, this canine species is becoming more of a sight in the Sunshine League. As one can surmise, keeping information about Anubust secret has become difficult in the Sunshine League as the rumor mill has already churned.
When it comes to look, the Lickario is considered awe-inspiring like her source. While before, one could say the Coyotits were borderline anthropomorphic, the Lickario definitely is. Once released of Anubust, a Lickario retains many of the Legendary’s features, however, her pelt is far more varied, and she has a number of additions. A creamy colored torso with CC-Cup breasts and a steel spike between her cleavage, thighs and upper arms a beautiful blue, and her legs from the knees down and forearms being complete black, with a steel spike on the back of her hands, (which enhance the attack Backhand). Her head, while mostly blue furred, has black fur throughout her face that gives her a mask-like look. Also, it seems to be a preference for Lickario to fix their hair into dreadlocks as soon as possible, a nod to Anubust whom had blessed them.
When it comes to battle, a Lickario loves what has been done to her. While their magical potential is gone, the species come to embrace how they’re something akin to an Armsmistress now. They can damage a lot more elemental Pokégirls due to their Steel sub-type, and because it is a sub-type, they are still on equal footing with other Fighting-type Pokégirls, just now harder to hurt and hitting back much harder. Iron Punch becomes their absolute favorite attack.
Amazingly however, a trademark of the Coyotits, resorting to dirty fighting, is no longer an aspect to their tactic skills... at least on the outside.
Thanks to the Future Sight technique, the Lickario has a form of precognition; allowing her to easily feel when and where an attack is going to come from, especially when she uses Evade and Focus in tandem with it. A Lickario will use this trio of techniques to keep ahead of her opponent as much as possible.
Still, with all these incredible aspects, one has to wonder if there are any downsides. Sadly, there are. While her physical defense is now astounding, the Lickario is surprisingly lacking with special defense. A solid hit from an attack like Flamethrower or Thunder could easily K.O. a Lickario in one hit.
Also, Taming is a bit limited in positions and practices when it comes to the fact that the Lickario has a steel spike coming out from the center of her sternum!
As one can guess, Doggy-style is going to be the safest way to Tame a Lickario from now on thanks to the trio of spikes coming out of her body. Thankfully, while they don’t mind that, they do want
some attention on their breasts now and again. It’s advised for a Tamer of a Lickario to be careful.
At this point in time, it is completely unheard of for a woman to Threshold into a Lickario. There are only the few Domestic and numerous Feral Coyotits that have been blessed by the Legendary Anubust, and none have been bred as of yet. Interestingly, the Domestic Lickario blush when such a concept is brought up to them.
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LIONESS, the Royal Cat Pokégirl
Type: Animorph Anthropomorphic Cat
Element: Ground/Fighting
Frequency: Uncommon (Crescent Moon League; prides of 3-12 individuals), Very Rare (All other Leagues)
Diet: carnivorous
Role: wilderness survivalist (plains and deserts)
Libido: Average, seasonal peaks
Strong Vs: Bug, Dark, Electric, Fire, Normal, Poison, Rock, Steel, Mouse-type Pokégirls
Weak Vs: Flying, Plant, Psychic, Water, Certain Canine Pokégirls
Attacks: Pride Claw, Slash, Stomp, Growl, Call Pride (available only to Feral-born), Lioness' Roar (Lv. 30), Legendary Lioness' Roar (Lv. 70)
Enhancements: Enhanced Olfactory Sense (x3), Enhanced Strength (x10), Reinforced Claws, Enhanced Agility (x3), Nightvision (x5), Pack Hunters
Disadvantages: Arrogance, Pride Mentality, Poor Single Fighters
Evolves: Womanticore (Shadow Stone applied at night + Sexmet's Blessing; this is unknown to any Pokédex or tamer outside of Sexmet's Preserve)
Evolves From: Merrowl (battle stress)
Like their sister species of the Pumara, back during Sukebe's War, the Lioness was created as a regiment of guerilla troops for certain environmental terrains. While the Pumara were meant for the rather rocky and mountainous areas where human troops hoped to gain the high-ground, the Lioness were meant to survive in desert and plains with great ease, taking out troops whom were either trying to reach that destination, or thought to get away from other Pokégirls in normally unforgiving terrain.
While one would think that Pumara and Lioness are interchangeable, what with Pumara being a Fighting-type with Ground-type Sub-attributes, and Lioness being the reverse, (not to mention the fact they're both evolved from Merrowl) one should realize that they are completely different in not only looks, but their personalities, battle potentials, and behavioral habits.
Where the Pumara tend to be short with multi-colored fur with black splotches on their tails, the Lioness' fur tends to be uniform in color, normally a tan to a dirty yellow coloration, with tails ending in a tuft of fur. It should also be noted that Lioness are taller than Pumara's by a few inches, usually putting them in a range of a solid 6' up to 6'4". With this height comes a stronger build. While their cousin species of Pumara are sleek and speedy, the Lioness is definitely more muscled and physically stronger. And of course, a sticking point is that the Lioness has a larger set of breasts with a full cup-size, putting her into a solid D-Cup range.
Personality-wise, the Lioness is a 180 from the Pumara. Where the Pumara tend to be mischievous and playful in nature, the Lioness prefers to remain poise and stoic. They prefer to exude an air of regality about them, hence the title of `Royal Cat' that the Lioness have been given. This feeling of pride that the Lioness has gotten them a reputation of being a rather overconfident species, (though not as bad a stigma as the Neo-Iczel has gotten).
What really puts them apart from their cousin species is that while Pumara tend to be solitary hunters, the Lioness species have a pack mentality, and thus will pull together into Prides of other Lioness, ranging from a minimum of three, but no larger than a dozen. This pack mentality will also translate over to Harems, though they aren't found in too many Tamers' Harem. They work best when they are in pairs or with other Lionesses.
In Battle, a Lioness' forte is the Pride Claw, which they will depend on more than any other attack, (which unfortunately, can make them predictable in battle). Still, once the Lioness' Roar becomes available, they will make great use of it, using the roar first before going in with their powerful claw strike, or even using Stomp on their opponent if it's weak to Ground Attacks. Teamed up with another Lioness however, and they become a different story, with the two managing an alternation of their different techniques to put their opponents down quickly and effectively.
If in the Harem of a Tamer, a Lioness' superiority complex will come to the fore, and she will want to be in a dominant role over all the other Pokégirls, taking charge of the Harem and making it submissive and cohesive as she sees fit. While this may not necessarily be a bad idea, the fact is that a Lioness believes that to do this, she has to be given the Alpha position in the Harem, and will settle for nothing less; she will challenge the current Alpha outright for it. Unless the Tamer already has a strong Plant, Psychic, or Water-type Pokégirl as their Alpha whom can beat down the Royal Cat Pokégirl and put her in her place, one can expect the Lioness to remain rather unruly until she gets the position of Alpha for herself.
Lionesses are only submissive to their Tamers, the only one whom they consider are above them in the Pride, (they do not call it a Harem). They are especially submissive during a Taming session, and while they will normally get onto all fours, allowing their Tamer to do as they please, the fact is, whatever the Tamer says, goes. Those Tamers that have loyalty from their Lioness will find they can get away with doing a lot of different things to the Pokégirl, be it positions or other sexual practices.
When the Seasonal Heat for the Pokégirl comes up, forget it. The Lioness becomes so easy to get off, that one would think they have a pleasure threshold lower than a Titmouse's. Still, they can get off dozens of times in this state...
While not a common end to Threshold, those who have a strong Lioness history in their family can come to this as the result of their Threshold into a Pokégirl. There is no sign that this is the end result, as the looks that come in are generically feline, although their personality will change one of two ways. Either the girl Thresholding becomes submissive, recognizing someone else as the dominant in the household, or they will start to become dominant themselves, trying to feel like the head of the home, even if they're not sure why.
Pride Claw - (ATK) A Claw technique exclusive to the Lioness. By focusing all of her confidence and strength into her claws, the Pokégirl will use a slashing technique that's capable of tearing through metal with ease. One very high-level and overconfident Lioness, (Lv. 85) was able to tear through the skin of a Giantess with one strike of this attack.
Call Pride - (EFT) A technique exclusive to Feral Lionesses. While not an actual attack, the fact is, her voice is recognizable to the rest of her Pride. As soon as she cries out for them, they will come charging to her aid, and there is superiority in numbers.
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LOVE DOVE, the Loving Bird Pokégirl
Type: Near Human
Element: Flying/Fighting
Frequency: Very Rare
Diet: vegetarian
Role: aerial combat, singing sweet melodies, cooking
Libido: High
Strong Vs: Bug, Dark, Fighting, Ground, Normal, Plant, Steel
Weak Vs: Electric, Flying, Psychic
Attacks: Sing, Typhoon, Flying Kick, Crushing Punch
Enhancements: Enhanced Strength (x3), Enhanced Speed (x5), Enhanced Sight (x5)
Evolves: None
Evolves From: Tomboy (Bird E-Medal )
When a Tomboy is given a bird E-medal she evolves into the beautiful and playful Love Dove. Love Doves tend to stand around 6 feet tall with long flowing hair the same color it was when they were a Tomboy. Their breasts increase to about a large C cup. They now enjoy prolonged Taming sessions with their Tamers and tend to wear as little as they can to show off their bodies. They are quite strong when they do battle in the air against land-bound Pokégirls as they tend to use close range combat such as punches and kicks. This works against them when fighting other Flying types however, making them a bad choice for an aerial battle. Love Doves are also amazing cooks and they can take the simplest foods into amazing meals.
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LUPINA, the Werewolf Pokégirl
Type: Near Human Metamorph – Canine/Lupine
Element: Normal/Fighting
Frequency: Rare (Blue and World Champ Leagues), Very Rare (All other Leagues)
Diet: omnivore, with carnivore tendencies
Role: nighttime guardians, hunters
Libido: Average, High on full moon nights
Strong Vs: Bug, Dark, Ice, Rock, Steel, Cat-types
Weak Vs: Flying, Psychic, Magic-types
Attacks: (Only in attack mode) Bite, Slash, Tackle, Takedown, Leg Sweep, Low Kick, Reverse Crescent, Concentration, Growl, Yowl
Enhancements: Enhanced Strength (x6) Enhanced Hearing (x4), Enhanced Olfactory Sense (x6), Good night vision, Minor regenerative capabilities.
Evolves: Wolf Queen (Moon Stone)
Evolves From: Mynx (Moon Stone)
One of the original species to appear during the War of Revenge, in modern day, Lupinas are a considerably rare and very popular species of Pokégirls that, like Griffons and the like, has two modes. The passive, (or normal) mode and the attack mode.
When in their Passive Mode, a Lupina looks like any normal Very Near Human type Pokégirl, usually slightly tanned and gently muscled, standing anywhere from 5'8" to a solid 6' in height and usually with breasts that are around a generous C-Cup with only a few exceptions of her looks hinting to what her true species is. While the only outward physical trait that points to what she truly is are the Lupina's slightly pointed ears, one should know that in her Very Near Human mode, a Lupina has a very good sense of smell, hearing and night vision. This is the form that is preferred by Domestic and Threshold Lupina.
When in her Attack Mode, a Lupina increases in both her size and muscule-mass, ranging anywhere from an impressive 6'10" anywhere up to 10'!!! As she becomes a perfect anthropomorphic wolf, a Lupina's whole body becomes covered in fur, normally the same color as her hair, (common colors being brown, black, gray, and white, with some being red or silver) and her hands and feet gain an impressive set of claws. It is understandable that in this mode, Lupinas are very strong and dangerous, becoming an excellent fighter in battle. Understandably, Feral Lupina and Lupinas evolved from a Mynx prefer to stay in their Attack Mode.
Appearing in the latter half of Sukebe's war on humanity, it was theorized that Lupinas were created as a secondary, if not replacement Dog-type for the Growlie. As found after the war had ended and Pokégirls started to become domesticated, Lupinas are an incredibly strong-willed Pokégirl and won't just bend to the will of another. The Lupina is not submissive type of Pokégirl, no matter how much they're sweet-talked, trained, or dominated, which makes for a Pokégirl that is not easily turned against her kindred. Truly, it was an aspect that Sukebe's forces would have benefited from.
However, it is not impossible to turn the Werewolf Pokégirl to one's own cause. It takes a considerable amount of hard work and effort on the part of a Tamer to get on a Lupina's good-side. Still, because they ARE a Dog-types, Lupinas does have that basic drive to show loyalty and concern for someone they care about like other canines.
That is why those that do become bonded are very loyal to a Tamer that they like and will often show submissive behavior to them, albeit only in private. It is this loyalty that has given the Lupina a startling level of popularity; a loyalty where they would literally give their life to keep their master safe. Interestingly, the Feral Lupinas have been the easiest to turn and make loyal to a Tamer, albeit not without other troubles.
Feral Lupinas travel in packs, normally ranging in numbers between eight to a full dozen. These packs are a more common sight over in the Blue Continent and regions of the World Champ League. It should be also warned that until taken from their pack sisters, a Feral Lupina gives all of her loyalty to them, and if one is attacked, all will defend one another with ferocity.
When it comes to battle, a Lupina is a very serious force to reckon with. While a Fighting-type, it is not their primary element, and so their battle style is a mix of modes. A Lupina's upper-body attacks seem to be more like an animal, biting and clawing with abandon, and using her voice to cause ill-effects to an opponent Pokégirl.
However, when it comes to her legs, a Lupina is almost as dependable as an Amazonlee, and can cause some serious damage, especially with her clawed feet. Top it off with the fact a Lupina also regains health over time, (15 HP every 3 minutes) and the Lupina as a Pokégirl for traveling Tamers that don't have the money for potions on hand or carry a PPHU.
However, one should be careful about pitting them against a Pokégirl of the Magic-type. Due to the nature of their transformative abilities, Lupinas have a clear weakness against magical attacks. It interferes with their healing abilities, and causes greater damage then most attacks, and that will add up over time.
Taming a Lupina is usually done while the Pokégirl is in her Passive Mode, as it is easier for a Tamer to take control of the Pokégirl, and allows for equal participation from the get-go. However, some Tamers prefer to Tame a Lupina while she is in her Attack Mode, which understandably, can be seen as a more exotic and tantalizing. To do this safely, a Tamer should start off with using higher-end restraints until they've trained their Lupina how to restrain themselves during Taming. It is also suggested a Tamer use toys for the larger Lupinas, as to better sexually please them. No matter the form they're in, Lupinas prefer Doggy-style the best.
The form of Lupina is not a common occurrence for a girl going through Threshold. However, it is certainly not unheard of, and is becoming more of a common occurrence to this date. It is speculated in the next decade, the frequency of a Lupina might be lowered to Uncommon in the Blue and World Champ Leagues as their numbers grow.
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MARMOTTE, the Marmoset Pokégirl
Type: Humanoid Animorph
Element: Fighting/Normal
Frequency: Very Rare
Diet: berries, nuts, pokechow
Role: guard animals
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Quick Attack, Tackle, Leap, Double Kick, Reflect, Agility, Counter, Backhand, Uppercut, Body Slam, Leg Sweep, Low Kick, High Kick
Enhancements: Enhanced Strength (x5), Enhanced Speed (x4), Enhanced Agility (x3)
Evolves: None
Evolves From: Eva (battle stress or Round Stone)
The Marmotte is the battle evolution of the Eva. Until recently Marmotte were considered only a fairy tale, mainly because very few Tamers would allow their Eva to stay in a fight until the evolution became a possibility. Even now, there are only a few Marmotte known to exist because the amount of damage needed to trigger can also be the cause of death for an Eva.
The Marmotte is the least petite of the Eva Evolutions. She gains height and size during the evolution reaching an average height of 5'6". Her arms and legs both gain a good deal of muscle density while her hair will become shorter (claimed to be the work of split ends or some such nonsense.) reaching generally no more than shoulder blade length. This Eva breed will tend to have black to dark brown hair and generally green eyes. Her tail will loose a bit of its fluffiness and become a bit shorter. The cup size of her Eva form will be the same, though her hips will flare a bit due to the excess muscles.
Despite how much a Marmotte trains herself she will never reach the fighting prowess of an Amazonchan per say but she will still be able to duke it out fairly well against types that have a weakness to fighting or are unaffected by fighting. Her preferences for taming carryover from her previous form which tends to be a relief for most tamers. However if one were to undergo a level five taming program, the tamer would be more or less starting from scratch. The Marmotte tends to enjoy vying for dominance with her tamer. If the tamer can overpower her (or for most out maneuver her) then she will serve them faithfully and enjoy being taken roughly. However if the tamer is unable to do this fear not, unlike most fighting types she won't snub the weak tamer, she will feel an over whelming need to defend and protect said tamer. In this event a Marmotte will tend to tell the tamer when the taming will begin, but will remain gentle during the process.
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MILKMOUSE, the Mouseketeer Pokégirl
Type: Animorphic - Mouse
Element: Normal/Fighting
Frequency: Extremely Rare
Diet: milk, dairy products, nuts, bread
Role: unique
Libido: High
Strong Vs: Bug, Dark, Ghost, Ice, Normal, Rock, Steel
Weak Vs: Fighting, Flying, Psychic
Attacks: Focus, Backhand, Hyper Kick, Resist, Rage
Enhancements: Enhanced Strength (x3), Enhanced Agility (x3), Enhanced Enduranced (x3), Enhanced Reflexes (x3), Enhanced Speed (x2)
Evolves: None Known
Evolves From: Titmouse (only known trigger: milk from Milktit, unknown if massive amounts of sex or multiple orgasms beforehand were required as a stimulant)
Recently discovered by two Tamers, Yuka and Ben, this new Pokégirl is roughly seven feet tall and has physical attributes that put a Amachoke to shame. It does, however, have two major desires, sexual intimacy and milk, preferably fresh and produced by a Pokégirl. It does NOT like soy milk.
Trainer Ben is the owner of the Pokégirl, though he admits that she could not have evolved without Tamer Yuka's assistance.
The reason the discovery of this Pokégirl has been so recent is because of the fact that it is very rare for a Tamer to have both a Milktit and a Titmouse. Usually any Tamer who might have had such a combination has already evolved his Titmouse, has lost/given away his Titmouse, or has lost his Milktit.
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MIMICALL, The Master Storage Pokégirl
Type: Near Human, Metamorph
Element: Ghost/Fighting
Frequency: Very Rare
Diet: Human-style diet, some times blood (few Mimicalls will openly say this)
Role: Storage manager, Bodyguard, Thief, Assistant engineer
Libido: Average, High with a bonded tamer
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark, Psychic, flying, in some cases a fear of Tats
Attacks: Phantom Blade, Teleport, Phase, Dazzle, Hypnosis, Bad Breath, Illusion, Nightshade, Parry, Slash, Haunted, *Junk Creation, Swallow, Spit Up
Enhancements: Night vision, Enhanced Reflexes (2x), Enhanced Strength (2x), Telepathy, Longevity, Enhanced Senses (if possessing an object)
Evolves:none
Evolves From: Mimica (normal, high level, earlier if their Tamer is Delta Bonded to them and in extreme danger)
This Pokégirl was discovered in 263 AS in the same temple where archaeologists found the first three recorded Mimica. It was a few days past the new year when archaeologists discovered a hidden chamber under the temple using sonic scanning equipment. The archaeologists went back to the temple to speak with the Pokégirls who had been guarding it if they new any thing (the four Pokégirls they found had taken the temple as their home in return for letting the archaeologists explore the place fully). When the Bandame was asked she said she knew nothing of the chamber.
How ever, when the three Mimica were asked they clammed up, said they knew nothing and wanted to drop the subject. This peeked the interest of both the archaeologists and the Bandame. After getting the three Pokégirls to speak they were told the chamber was where a sarcophagus was kept but they would have nothing to do with opening the door to it. The archeology team left to where the chamber was while the Bandame dealt with the three Pokégirls for not telling her there was some thing else to protect. After a few hours the team was able to open the door to the chamber which had been hidden behind a wall. Inside was shelves of jewelry, books, statues and a sarcophagus in the center. Most of the team thought it would be a good idea to get the temples Pokégirls before going in but one of them went. A few seconds later the team member was hit with a bad breath attack and dropped to the floor. The archeology team reached for their Pokéballs but when no threat came they agreed to get the Pokégirls. When they showed up a loud voice yelled at them for letting intruders in. When the archaeologists looked back into the chamber the sarcophagus was gone and in it's place was a Pokégirl.
Mimicall look like their pre-evolved sisters with but a bust size larger and a few more inches in height if they're not possessing an object. If they are then the similarities stop because a Mimicall's skin appearance and color will change and they will gain light weight armor based on what they're possessing. One example is a Mimicall who possessed an urn. With the armor off she had porcelain white skin, hair and eyes with blue iris. On her skin was the same sea blue patterns as the urn (even though her skin looked like porcelain it felt like normal skin. In one case a trunk a Mimicall was possessing had vines carved into it and while it looked she her self had the same carvings to peoples fingers it felt like normal skin). Her amour looked like the urn had been enlarged, segmented and turned into amour. Scientists confirmed that the armor was indeed porcelain but it was hard and solid like steel. Because their skin takes patterns of what they possess some tamers like them because they could imagine they were taming a different Pokégirl because they may have the same skin pattern. Any Mimicall who posses a white object will stay away from Ar-tits and their evolved forms because they don't want to be painted believing that their skin should be the same color as the object their possessing. A Mimicall will greatly appreciate possessing an enchanted object as they may gain enhancements from it (Example: A Mimicall possessing an object that has been enchanted to survive a 5 story drop may gain an increased defense against flying types). While a Mimicall still posses the same abilities as a Mimica in object form she'll prefer walking around in her real form feeling that she'll be better able to project her tamer that way. She'll go into object form if ordered to by her tamer, if there is no threat or if she feels that she'll be better able to serve her tamer that way.
A Mimicall still has the same abilities she did as a Mimica but has gained much more control of her ESS. Where a Mimica can hold up to 20 items a Mimicall can hold up to 50. This has made them more liked by weapon carrying Pokégirls as they can also keep more weapons, replacement parts and repair tools. The size of the Mimicall's common ESS is about 10ft in height and 40x40 in size.
Their control of their ESS is controlled enough that she can open a portal about 6ft in diamiter to her ESS with out needing to be in object form. The Mimicall can have the portal be stairs or a ladder if she wants. The insides of the ESS remain the same except that the pocket dimension is larger and has more shelves. It's possible for a Mimicall to open their ESS portal one place, let some one in and reopen it again some where else to let the person out. If they open the portal and go in them shelves the portal can not be opened some where else. It is because of these reasons a Mimicall is not allowed into museums, banks, etc. unless they are a member of the buildings security or police. Like the Mimica, they can not use their ESS when possessing Poképacks or clear objects. They also wont say why. A Mimicall also no longer needs an object to possess as she can make her own and customize it to her own tastes (even though it's not needed a Mimicall will appreciate it if her tamer buys or makes her some thing). While it's not confirmed it's suspected that a Mimicall changes the air in her ESS in a similar way to a Starlightxpress.
It is possible for a Mimicall to pull objects out of her ESS using her mouth but the object has to be small enough to fit. Most small sword/dagger wielding Pokégirls won’t give a Mimicall their weapons if the Mimicall says they want to do the sword eater trick. There's always the chance they won’t get it back. Tamers who abuse their Mimicall shouldn't kiss them or receive oral from them (only a moron abuses their Mimicall and lets them hold onto needles, small daggers, etc when kissing them or receiving oral sex). A Mimicall also has the ability to designate an object to open up to her ESS for her tamer or harem sisters to use. When this is done various symbols appear around the opening of the object and she can remove the objects connection to her ESS when ever she wants. Her ability to levitate possessed objects is more controlled and can lift objects of 160 pounds up to 10 feet.
Their personalities wont differ as much as their pre-evolved forms except they act a bit more serious about their duties. Like Bandames they will protect the living and inanimate objects. Upon evolution Mimicalls pick up a habit of messing around with machinery and small objects. It’s unknown if this is some sort of instinct to inspect things around her for better use and defensive purposes or out of curiosity. Some times it's either or both.
The Mimicall has found use in labs as assistants because they enjoy working on things and make good inventory managers. Due to their Junk Creation ability they can make models to give an idea of how an object will look or work. The fact she can posses objects means she can stay in a lab and keep an eye on experiments/projects to make sure things don't break or keep an eye out for people who want to steal them.
While they no longer play tricks on people as much as they used to if they're asked to join in on playing pranks they will. They no longer randomly take objects while in stores with jewelry stores being an exception. No tamer should take their Mimicall into a jewelry store because she WILL take some thing. In one report that wasn't released one Mimicall stole every piece of jewelry in a store and refused to give them back (she was reported screaming as she ran from the cops ‘It's mine, it’s all mine and I’m not giving it back’). If a Mimicall takes some jewelry she will not give it back unless she is traded some thing of equal value or defeated in a fight. From a known case a Mimicall will not take jewelry if she is delta bonded with her tamer (she won’t do it because she knows it'll embarrass her tamer).
The rumor of them and their pre-evolved form drinking blood is true. If given blood their bodies can heal from wounds faster. There are a few who drink blood because of the taste but normally don't admit to it. It's advised that they not drink blood from Sugar Kittens or their evolutions as they may get addicted and in their version of a sugar high, bounce/hop around in object form and bite people on their arms, legs or their rears. No one's sure why but it's believed that they taste how much sugar a Sugar Kitten eats.
A Mimicall will not take her armor off unless she is cleaning it or getting tamed. While taming preference hasn't changed from their pre-evolved form some prefer getting tamed on all fours. As of yet only one tamer has stepped forward to give information about being delta bonded to his Mimicall so the following information comes from him. A Mimicall still has the ability to manifest her self in her ESS for her delta bonded tamer. If a Mimicall is not in object form her eyes will gain a glazed over look and she will be distracted while her tamer is taming the manifestation. It is possible for a Mimicall to be in her ESS at the same time of the manifestation. If both the Mimicall and her manifestation can be tamed at once is unknown because the tamer is not willing to tell (his response to any who ask is 'I will not deny nor confirm what people think. If you want to know get your own Mimicall and become delta bonded' ).
A feral Mimicall will be distracted as she wonders about the area picking up stuff she finds interesting to put in her ESS (this had led to tamers catching feral Mimicalls and getting free evolution items). It's rare to find a feral Mimicall as most feral Mimica will normally run away rather than stay and fight. If there is a feral Mimicall around you can tell because random objects from her ESS might start popping out all over the place with in a 10 foot radius of her (this has led to a few tamers getting hit in the head by rocks and in one case, a hammer). As of yet no threshold cases have been reported.
Junk Creation (EFT): Some people would consider this a useless move while some others actually find it useful. The Mimicall takes the objects in their ESS and creates various objects ranging from cooking utensils to tents. Some even create walls to block attacks. Structures created range in different sizes but the largest recorded are about 12x12 feet and 11 feet in height. Dom types like this move as they can have various tool of different designs and sizes to play with their tamer/harem sisters. Fighting types also like this move for similar reasons but because they can have training dummies made out of different materials. While this is useful it is limited. Should the materials that make up the object be struck or come in contact with some thing capable of destroying it (fire, acid, etc) the object will return to the ESS and the Mimicall will take some damage. While Pokéballs can be used ones with a Pokégirl inside can not.
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MINI-TOP (aka BUN-BUN), the Excessively Violent Pokégirl
Type: Very Near Human
Element: Normal/Fighting
Frequency: Very Rare/Rare (on the rise in some areas)
Diet: alcoholic (mostly beer)/vegetarian (mostly alfalfa)
Role: discipline, assassination, intimidation, wanton violence and destruction
Libido: High (demanding-often the ones doing the Taming)
Preference: Bi-sexual
Attacks: Slap, Double Slap, Hyper Slap, Backhand, Nipple Cripple, Pummel, Headbutt, Uppercut, Bicycle Kick, Mega Punch
Enhancements: Enhanced Strength (x5), Enhanced Speed (x5), Enhanced Hearing (x5), Retarded Aging, High Intelligence
Weaknesses: increased susceptibility to electrical attacks, and to attacks from Dominas
Evolves: None
Evolves From: Bunnygirl, Beach Bunny, PlayBunny, MoonBunny, March Hare, Snowbunny (all evolve by emotional trauma caused by abuse, or witnessing highly frequent and/or extremely excessive acts of violence)
Woe the Tamer who unexpectedly finds himself with one of these in his Harem, for Mini-Tops are an excessively violent and aggressive breed, second only to a Mousewife defending her master's life. Upon reaching this stage the Pokégirl goes not only through the standard physical change but also a marked personality change. Physically, the Pokégirls breasts become noticeably smaller, the ass becomes rounder and firmer, and the ears become longer(down to about knee level) and rather "floppy." Personality-wise the change is much more extreme. The Pokégirl becomes highly interested in switch-blades, .45 caliber Glochs, Tripod-mounted chainguns, high-yield explosives, and causing pain. Mini-tops are highly aggressive and dominating; this combined with a markably increased sexual appetite makes for an extremely demanding Pokégirl who refuses to take "No! God No! Somebody Help Me! PLEASE!!!!" for an answer. The foolish Tamer who refuses the Mini-Top's advances is typically beaten and battered into helpless submission and ridden for all he's worth. Those tamers who accept their advances are treated in much the same way. Mini-tops will use any excuse to perform acts of violence, cruelty, or (their favorite) violent cruelty. Being highly aggressive and competitive they constantly seek the position of Alpha. Because of this, they have a strong rivalry with those of the Domina family. Add to this the Mini-top's lack of concern for the lives of others(save for their master's) and this provides for an extremely dangerous and potentially lethal rivalry. It should also be noted that Mini-tops have a particular "dislike" of Electric types; causing them to focus on abusing, torturing, trying to kill, and (oddly enough) trying to bite electric types(in particular, trying to bite the tails of those that have them) Despite their thin, frail, and cute appearance; the Mini-top is surprisingly strong. All in all a very combat oriented breed. An increased level of intelligence means that this breed is also very sneaky and conniving, one should not place much trust in the words of a Mini-top, unless of course they happen to be threats against your life. They are a verbally cruel, abusive, and insulting breed; and they will constantly point out the faults of their master and insult him, "nerd-boy" being a particular favorite insult of theirs.
Yet for those brave (or stupid) tamers who wish to master the Mini-Top, there is hope. Because of a peculiar quirk of their metabolism, Mini-Tops become easily inebriated(drunk). When in this state, the Mini-Top is a much more laid-back and friendly Pokégirl. Often expressing their strong affection for those around them, and being all-around a very sociable breed; but only when drunk beyond human comprehension. One should also mention that Mini-Tops hate breast jokes of all kinds(for obvious reasons), and will severely "punish" anyone who utters such jokes in their presence. Also, Mini-Tops hate telemarketers (not that we blame them but...) to the extent of hunting them down and killing them, also bombing their office buildings, and doing all-round slaughters of such individuals on sight, and using their victims' spleens to decorate the walls. The reason for such violent animosity is as of yet unexplained, the research team investigating this were all found mysteriously disemboweled with shampoo in their eyes.
It must also be noted that only domesticated Bunnies can evolve into a Mini-Top, the reason for this is as of yet unknown.
Despite their being discovered only recently, Mini-Tops enjoy a large and avid following. Their fans affectionately refer to them as Bun-Buns, an obvious reference to their well-shaped derrieres and a slight preference for anal intercourse. There is debate as to whether this following has sprung up out of love for the breed, or out of fear for it.
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MINOTAURA, the Strong Cow Pokégirl
Type: Animorph
Element: Fighting/Rock
Frequency: Uncommon
Diet: Vegetarian
Role: Construction
Libido: Low to Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Psychic, Water, Plant
Attacks: Headbutt, Ki Blast, Stomp, Seismic Toss, Bronze Fist, Gold Fist, Harden, DynaWave, Rock Cube, Shock Spike, Tail Whip
Enhancements: Enhanced Strength (x7), Enhanced Endurance (x4), Thick Skin
Evolves: None
Evolves From: Milktit (battle stress)
Despite how common a Milktit is, it's rare to find one commonly in a Tamer's harem. This isn't because of the fact that Tamers don't bother with the Milktit, however- the bountiful flesh of a Milktit and their ability to give milk are two reasons why they are found in a Tamer's harem. No, it is well and thoroughly documented in almost every league in the world that 70% of all Tamers wind up with a Milktit in their harem at some point. However, the truth of the matter is that in 95% of all these cases, their Milktit evolves into a Minotaura within one or two battles due to Battle Stress. Tamers tend to forget in the heat of battle that a Milktit wasn't quite designed to be a fighting Pokégirl, and so become stressed in battle easily. In the remaining 5% of these cases, the Tamer has the foresight to actually purchase an Everstone before the Pokégirl goes into any battles.
After evolving, the Minotaura look somewhat like the Milktit, but are much different otherwise. Rather than having muscles that do not stand out, the Minotaura actually have very large muscles all over their body, often looking a lot more like an Amachoke in muscular build than they would their previous form. Their breasts tend to shrink, as Minotaura do not lactate unless she is pregnant, and are often only as large as a mid-B to a mid-C cup. Minotaura do not change physically at all, save for the muscles that seem to have burst out from where they'd been hiding from her previous form. Tamers find that they now need to use restraints for this breed, to some Tamer's delight and some Tamer's displeasure- their strength grows to about seven times from that of what they had while a Milktit. Tamers find it easier to tame a Minotaura now, however, as they are unusually sensitive after a battle and can orgasm quickly after only several minutes of stimulation.
It's said that two Minotaura could have created the Pyramids of the pre-Sukebe world, with their enhanced endurance and strength. As such, no Tamer is safe taming a Minotaura without proper restraints or two Amachamps holding the Minotaura down. The Minotaura has a pair of horns which normally appeared like two tiny cones on its head, but when the Minotaura chooses, they can extend and shape their horns up to two feet in length, though many Minotaura complain of headaches if they extend their horns beyond a foot in length. These horns are often used to increase the power of the Minotaura's Headbutt attack, which is quite often followed up with one of her 'Fist' attacks. A Minotaura does lose her capacity for learning as easily as a Milktit does, however, and many may have trouble operating smaller, delicate items as a result of their strength. Many has been the time when the phrase "Oops" is uttered by a Pokégirl of this breed after evolving, immediately after something crashes, gets crushed, smashed, or broken. It is recommended that a Minotaura never be left in a place where there is very little room- claustrophobia seems to be an almost innate problem with the breed, although the severity of the problem varies for each Pokégirl, and they get frustrated when they can't find the door. With that said, it is highly recommended to keep this breed under close observation when used underground.
Feral Minotaura are known to travel in herds, leading a few other vegetarian Pokégirls in her herd (most often other Milktit, but sometimes Ponytaur as well) as they wander around. Most commonly, they might be found in forested areas or on plains, and are fairly commonly found throughout the world. Most Tamers should be warned that attacking her herd is considered an attack on her, and should be prepared to battle any Minotaura in a herd should her ire be roused. Often, it is suggested that the Minotaura be taken down first, if one must fight, because they do retain most of their intelligence even when feral.
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MIST BUNNY, the Magic Forest Rabbit Pokégirl
Type: Near Human Anthropomorphic (Rabbit)
Element: Magic/Fighting
Frequency: Very Rare
Diet: Vegetarian
Role: Hunting, Foraging, Long-range combat, Magic detection
Libido: Average
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Burst, Mana Bolt, Quickening*, Magic Fist, Magic Kick, The Calm Soul, Focus, Focus Energy, Pose, Evade, Counter, Resist, Spellwork
Enhancements: Increased Accuracy x5, Increased Senses (Sight, Scent, Hearing) x10, Increased Agility x6, Increased Strength x5 (x9 when Beserked), Increased Intelligence x5
Evolves: None
Evolves From: Bunnygirl (Mana Stone)
In terms of personality, Mist Bunnies are an almost total 180 from their previous form. They become far more serious, and much calmer in manner. They gain a great deal of intelligence in this evolution, although that intelligence is geared more towards magic, forest knowledge, and natural remedies rather than scientific knowledge. They are also taller, being around 6'11" in height without the ears standing up. Mist Bunnies all have dusky brown fur and long, silvery hair, although they vary among hairstyles. Their faces all sport very slight muzzles, and their feet are paws. However, due to the shape and small size of their feet, they have a hard time walking unless they are wearing high-heeled shoes of some kind.
Mist Bunnies love the forest. Feral Mist Bunnies congregate in treetop warrens, using their excellent jumping ability to move from tree to tree. Tamed Mist Bunnies are generally treated as non-entities by Ferals, as if they regard Mist Bunnies with Tamers to be unworthy of even existing. This does not dissuade Mist Bunnies with Tamers from going into forested areas, as their love of the woods is strong. They are excellent survivalists, and can make do even on extremely limited resources.
Feral Mist Bunnies are an unusual sort. They have a relatively high Feral intelligence, as their Feral state essentially a combination of an animal-type Pokégirl's Feral state and the Feral state of more human-type Pokégirls. Their speech becomes limited severely, and they become more skittish of outsiders. They are animalistic in mannerisms, but are capable of fashioning simple clothes and footwear. When observed from a distance, Feral Mist Bunnies can be seen, when not hunting or Taming each other, can be seen sitting in a treetop nest, meditating or simply staring out with a smile at the forest. Some even sing, a soft, wordless song that is growing in popularity among Watchers, due to how peaceful and relaxing it is. Tamed Mist Bunnies still sing this, usually after a particularly good Taming.
The high heels that all Mist Bunnies require, whether Tame or Feral, confuse most Researchers. To the surprise of several Watchers, Feral Mist Bunnies could be observed fashioning makeshift high heels out of wood and a thick spike, sometimes made of metal. It appears that even while Feral, Mist Bunnies recognize the need for these shoes. The practicality of this was in question for a while until a wandering Tamer fought a pack of Feral Mist Bunnies. In his report, the Mist Bunnies used the metal spiked 'heels' of their shoes to cling to the sides of trees, digging their heel's spikes in just enough to stick. The awkward position of the Mist Bunnies made it difficult for the Tamer's Flying-type Pokégirls to properly get a bead on them, and easier for the Mist Bunnies to dodge the attacks. All Tamed Mist Bunnies are known to have metal spiked heels as well, some strong enough to allow the Mist Bunny to cling to stone walls if need be. Later observations by Watchers show that Feral Mist Bunnies can use the spikes on their shoes to literally 'walk' up high trees to get to fruit in the branches.
Mist Bunnies are primarily used as hunters, gathering food for their Harem sisters and Tamer. In terms of combat, while they can hold their own in hand-to-hand, they are best served by being given ranged weapons, such as a bow or crossbow. They also, because of their magical nature, possess the ability to quite literally smell magic within 50 feet of themselves. This has made Mist Bunnies popular amongst Tamers and teachers in Vale. Mist Bunnies perceive magical auras as a mist, hence their name. With time and a strong bond, a Tamer can perceive the 'Mist' as well.
However, these bunnies are not entirely immune to the Mist's effects on them. If they are exposed to too much Mist, they will become agitated, and then nauseous. Further exposure will force the afflicted Mist Bunny into a berserk state, where they attack everything they perceive as an enemy with incredible viciousness and savagery. So vicious are their berserked rampages, that there was one report of a Mini-Top being frightened by what she saw. The most recommended thing to do when a Mist Bunny goes on a rampage is to let them tire themselves out and keep yourself, your friends, and your harem out of the way.
Mist Bunnies have a potentially very powerful ability called a 'Quickening.' They harness the Mist, or magical energy, inside of themselves and exhale a crystalline mist in the opponent's face. If they inhale, the opponent becomes frozen in place, unable to move while the Mist Bunny performs a totally original, powerful attack exclusive to them. There are three 'levels' of power to a Quickening attack, depending on how much internal mist is harness. A level three Quickening can leave weaker Mist Bunnies drained and barely able to perform more complex maneuvers. Quickening can be taught to other Magic-type Pokégirls, or even to Tamers. However the Pokégirl or Tamer in question must earn the Mist Bunny's respect. If they are a Feral Mist Bunny, then it becomes that much harder to win it, as first the Mist Bunny must be caught and Tamed before Quickening can be taught.
*Quickening – (ATK 50/100/300) The Mist Bunny harnesses their internal magical energy, or Mist, as they call it, and exhale a crystalline cloud of mist into the opponent's face. If they inhale, they are frozen in place as the Mist Bunny performs an original attack, one completely exclusive to them. They can have up to three different attacks, each one varying in power depending on the amount of 'Mist' used to create the attack. This is considered a 'magic' technique.
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NEO-ATMUFF, the Legendary Dragon Warrior Pokégirl
Type: Not Very Near Human
Element: Fighting/Dragon
Frequency: Extremely Rare (Unique)
Diet: Any
Role: Supreme warrior, revenge
Libido: Average
Strong Vs: Bug, Dark, Rock, Normal, Steel, Fighting, Dragon, Electric, Fire, Plant, Water
Weak Vs: Flying, Psychic
Attacks: Growl, Slash, Bite, Scratch, Kick, Pummel, Dodge, Fury Swipes, Leap, Tail Slap, Counter, Pose, Stone Palm, Backhand, Resist, Gatling Kick, Gatling Punch, Chi Blast, Hurricane Kick, Chi Healing, Quick Attack, Leg Sweep, Sabre Claw, Headbutt, Mirror, Slice n’ Dice, Rage, Wing Buffet, Wingover, Agility
Enhancements: Enhanced Reflexes (x20), Enhanced Speed (x15), Enhanced Strength (x50), Legendary Qualities, Legendary Salient Qualities, Thick Hide, Endurance, Regeneration
Evolves: None
Evolves From: Atmuff (possible/unconfirmed, raw determination)
Atmuff did not die when the three Legendary bird Pokégirls were finished with her. Though her body was torn and tattered, as she sank beneath the waves along with the shattered landscape they had fought on, she still clung to life by a thread. Lying there on the ocean floor, she used her Salient Qualities to keep herself alive. Even under the cold of the deep water and the hydraulic pressure, with no air to breathe, she refused to die. She ate the sand off the bottom of the ocean floor to keep her body fueled. Having no special affinity for water or any special healing abilities, she simply laid there for centuries, letting her body’s natural healing processes take over.
What her body did though was extraordinary. In a manner that isn’t quite understood, she somehow became stronger than before, evolving in a manner that isn’t like any other known Pokégirl evolution. The only explanation that makes sense at all for how she became a Dragon-type is that Sukebe already had some Dragon-type Pokégirl genes in her to begin with, but the sheer stress placed on her body for such a long period of time finally forced it to come to the fore. There has never been such an occurrence with any other known Legendary Pokégirl in all of history.
Regardless of how it happened though, her body altered. Large, leathery wings grew from her shoulder blades, letting her fly through the air as well as push against the water. Her new body also developed the ability to regenerate, finally closing the wounds that had smashed her before. Her muscles grew stronger from being under such heavy pressure for so long, making her faster, stronger, and quicker to react.
Neo-Atmuff, as she now calls herself, finally burst forth from the sea, alighting into the air powerfully as she left her watery prison. Save for her wings, her body looks much the same as before, with a few small changes. Her body is leaner, more feline looking now. Her skin is a soft indigo instead of the pink it was before. In contrast to that are pale white patches on various parts of her, scars that were only relatively recently closed and healed by her new regenerative powers. The overall effect is quite exotic, with the white areas seeming almost like stripes against her body.
Neo-Atmuff has lost little of her personality though. She is still grim, humorless, driven, and quite arguably mad. Her purpose has changed though, to something more understandable to humans. Whereas before she sought to simply fight humans as her primary directive, she now seeks revenge. This is more a matter of prudence than any personal vendetta. Neo-Atmuff simply knows that it stands to reason that those who saw fit to kill her before would certainly try to do so now that she has returned. Since she has always believed in taking the fight to her foes directly, she is now searching for the three Legendaries who almost killed her before, hoping to find them and dispatch them alone. Finding them though is proving harder than she had initially hoped. At present, she has been forced to adopt guerilla tactics, staking out a small lair for herself in an out-of-the-way area. She will periodically leave her lair to do sweeps for clues to her enemies’ whereabouts, as well as snatching an unsuspecting human for Taming, taking the poor victim back to her lair where she will thoroughly have her way with him before disposing of him.
Her combat abilities have lost none of their edge for all her centuries spent under the water. She is still efficient and brutal. She has learned how to incorporate her wings into her combat routines, and uses them effectively. She is still a novice at flying however, and experienced flyers would still be able to out-maneuver her, and possibly even out-fight her in the air. Her strength, speed, and reflexes are even greater now than they were before, making her a virtually unstoppable killing machine, especially her regeneration works tirelessly to repair her wounds. Especially dangerous is when she is using her Rage attack. Her Rage is a terrifying thing to behold, since her anger is visible on her face and in her eyes, but her movements remain cold and methodical. One oddity though is that her chi, which was colorless before, now is a brilliant reddish-orange. What exactly this means is unknown.
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 Neo-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, Neo-Atmuff has No Weakness (Level 105). If she were to face a Flying type or a Psychic type Pokégirl, or anything else that was considered Strong vs. Fighting or Dragon, at or below level 105, 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 Neo-Atmuff’s array of special attributes:
Environmental Resistance: This ability allows Neo-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 Neo-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 Neo-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, Neo-Atmuff is able to survive in virtually any local condition, even in space or in molten lava.
Hyper-Regeneration: This ability is the penultimate form of regeneration. If Neo-Atmuff should be dealt a wound that kills her even despite her regeneration, her hyper-regeneration kicks in. This quality is a form of regeneration ten times stronger than it normal. This power will completely heal her in less than a minute, restoring her to full strength with one exception; once Hyper-Regeneration has finished, her body’s healing has overtaxed itself, and Neo-Atmuff will not be able to regenerate, either normally or through Hyper-Regeneration, for twenty-four hours, after which time her body has rested enough to be able to start it’s self-repair functions again. If she is killed during this twenty-four hour period, she is permanently dead. Neo-Atmuff knows this, and will try and retreat once she has been Hyper-Regenerated.
(Creator’s Note: This is one of three possible resurrections of Atmuff; the others are Dark Atmuff and Cyber-Atmuff.)
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NESSIDAME, the Water Dinosaur Pokégirl
Type: Animorph (elasmosaurid)
Element: Water/Fighting
Frequency: Extremely Rare (Dark Continent only)
Diet: Omnivorous, with heavy focus on fish
Role: Naval soldier for Sanctuary, Guardian of water sources
Strong Vs: Rock, Steel, Fire, Poison, Electric
Weak Vs: Plant, Flying, Ice
Libido: Low to Average (when it comes to mating season)
Attacks (normal mode): Tail Slap, *Tail Grapple, Crunch, Water Gun, *Water Jet Blade
Attacks (battle mode): Tail Slap, *Tail Grapple, Flipper Slap, Crunch, Water Gun, *Water Jet Blade, Hydro Pump, Takedown, Headbutt, Tsunami, Whirlpool
Enhancements: Limited Metamorph, Enhanced Strength (x3 on land, x7 in water), Enhanced Speed (x7 in water), Thick skin, Prehensile tail, Amphibious, Water resistant skin, Natural insulation, Enhanced Durability (x8), Can alter skin surface (normal mode only)
Evolves: None
Evolves From: Dameosaur (Water Stone)
FILE DATA IS CLASSIFIED. HIGHEST LEVEL CLEARANCE NEEDED TO VIEW.
Sanctuary, at its founding, had many issues with defensibility at first. Sexmet, who had taken up residence at the opposite end of the continent, had some issues with them that would eventually devolve into utter hatred. Plus, their efforts to help others drew unwanted attention from several sources, including Arashi Giovanni (father of Gendo Giovanni) of Indigo, and Vince McMahon Senior of the Northern Ice League (later renamed the Capital League). To make matters worse, the Pokégirls that they primarily made use of to defend their borders, the Cheetits, were easily being caught and Tamed by humans making their way to the Southern parts of the continent, where Sanctuary and its various colonies lay.
This resulted in the creation of the Dameosaur breed. Brutal, vicious Pokégirls that could be more easily controlled in defending Sanctuary’s borders. Almost right away Sanctuary realized that a land-based breed wouldn’t be enough, so they set about almost immediately to see if they could create an air-based and aquatic-based breed using the simplest of tests: Random usage of evolution stones. Well aware of what happened with the Evangelion Advent, Dameosaurs were placed in circles filled with various forms of excess energy siphons, mystical and otherwise, and exposed to several different evolutionary stones.
Almost immediately, they got two good results, and for now were satisfied with what they had gained. Air support in the Pterodame, and aquatic assault in the Nessidame.
Nessidames, like Dameosaurs and Pterodames, have two different forms, one more suited for battle in their primary environment than the other. Nessidames are different in that they actually are fairly decent battlers in both forms. They are naturally stronger in water, but are capable of combat in both forms, moreso than the Dameosaur and Pterodame.
Their ‘battle mode’ form is essentially that of a large elasmosaurus, but one that is only a third of the size of the original beast, about 15 feet in length. They have large, rounded midsections with four powerful flippers, long, prehensile tails, and long, prehensile necks with elongated heads and razor sharp teeth. They can snap their heads as fast a snake and their water-based ranged attacks hit with tremendous pressure, especially if their necks are straightened out. These forms are large enough for Sanctuary Goths to use as mounts. Their strength is much greater in this form.
While they have less access to attacks in their ‘normal mode,’ that does not change the fact that they can take on most lesser opponents and have a good chance of winning. In this form they have the ability to temporarily coat their skin with slippery oil that can make most blunt physical attacks slide off. It’s useless against other water-types, as it can be washed off fairly easily. However they retain a level of strength and agility in this form, allowing them better combat capability than their breed sisters, the Dameosaur and the Pterodame. Nessidames in normal mode are tall, usually 6’9” at the minimum, thickly built women with dark green skin and a ridged armoring along their heads instead of hair. Their breasts are around the B-cup range at max, and their midsections usually have a soft coating of fat to help keep them warm when swimming in deep water. They have long, prehensile tails and webbing between their fingers and toes, with number four and three respectively.
Nessidames are more solitary than other dinosauric breeds of Pokégirls. Primarily this is because of feeding needs, as they are larger and require greater portions of food to satisfy their nutritional needs, making staying in groups impractical. This is also because Nessidames have a fierce territoriality that makes it difficult for them into interact with one another. They will tolerate their S-Goth tamer and, if she has them, her other Pokégirls, but will generally attack anything she views as entering her ‘territory.’ As this trait is useful in guarding Sanctuary from intruders by sea, little to no effort has been made to trying to correct this in some manner.
Water-stone creation and breeding of Nessidames is closely guarded, due to how valuable they are. Their willful nature tends to make them difficult to control for inexperienced Sanctuary Goths, but their usefulness as water-based guardians makes the positives outweigh the negatives. Because of the Pterodame’s curiosity about men, Nessidames are encouraged to think of men as food and fucktoys only. It’s important to Sanctuary that their dinosaurs never think of men in any meaningful way…
Which makes the following update on Nessidames quite amusing. In the biggest botch in Sanctuary’s history, a single Nessidame kit was allowed to escape Sanctuary’s territories and move upward. She was eventually tracked to the Blue League, where, to locals, she had become the current incarnation of the Loch Ness Monster. It was only recently that she was identified as a Nessidame after consulting reports of men who claim to have encountered ‘Nessie.’ In these reports, they say that ‘Nessie’ comes up on land, turning into a beautiful woman, singing a haunting melody and seducing them into her clutches. It was later verified that the ‘haunting melodies’ were actually being sung by Sirens who were amusing themselves by messing with the heads of hapless travelers. Still, this is an important discovery. The possibility of Nessidames proliferating in the wild is too good an opportunity to pick up. Blue League officials in the know have been informed and are making efforts to monitor Nessie, making sure Sanctuary agents do not assassinate her.
Tail Grapple (ATK 20 repeating) – The Nessidame wraps her tail around the opponent’s neck and chokes them repeatedly.
Water Jet Blade (ATK 75) – The Nessidame fires a heavily condensed, high-pressure stream that’s capable of cutting through solid materials such as metal or stone. It can hurt flesh, but not cut 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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OFFICERJENNY, the Police Pokégirl
Type: Very Near Human
Element: Fighting/Normal
Frequency: Uncommon. Not found in the wild.
Diet: Human-style diet
Role: Law enforcement of all kinds
Strong Vs: Bug, Dark, Ghost, Ice, Normal, Rock, Steel
Weak Vs: Fighting, Flying, Psychic
Libido: Average
Attacks: Tackle, Counter, Evade, Pose, Headbutt, Takedown, Body Slam, Toss, Stone Palm, Focus, Focus Energy, Resist, Gatling Punch, Gatling Kick, Mirror, Throwing Handcuffs
Enhancements: Enhanced Agility (x2), Enhanced Strength (x2), encyclopedic knowledge of all laws, photographic memory, incorruptible
Evolves: LawFoxx (Fox E-Medal)
Evolves From: None
OfficerJenny was the second breed of Post-Sukebe Pokégirls to be created, right after the NurseJoy. And like the NurseJoy, they quickly became well-regarded by the rest of the world, with the obvious exception of the criminal element. They are good fighters, focusing mainly on grappling and takedown maneuvers, and are incapable of being bought off or bribed in any way. The scientists who made the first of the breed wanted a breed who could counteract police corruption, and found that in the creation of the OfficerJenny. In addition, the Leagues wanted a policeman capable of taking other Pokégirls, the OfficerJenny (called Jenny for short), fit that bill superbly. Unlike the ineffective tactics of human police forces before the Revenge War, these Pokégirls are far more capable of fending for themselves. Most often, however, they are teamed up with another Pokégirl, such as a Growlie or a Hound.
When confronted by corruption in their fellow officers, they will automatically try to correct the situation, confronting them with their Tamer and either getting them to fix their ways or turning them in. OfficerJennies regard the so-called ‘blue wall’ as an insult to honest cops everywhere. If their TAMER is the one that turns out to be corrupt, they will be hurt on a spiritual level, suffering great emotional pain and regarding their Tamer’s corruption to be a failure on their own part. But despite this, they will NOT hesitate to turn their Tamer in if they cannot change his corrupt ways, although their methods of change will be far less harsh than the methods they would use on someone not connected to them so deeply.
OfficerJennies are loyal to the law almost completely. But they are also aware that at times there is a difference between ‘law’ and ‘what is right.’ If at all possible, they will let some things slide (such as the stealing of food to prevent starvation, the emasculation of a severely abusive Tamer, etc.), pretending they didn’t witness it. But more often than not they will follow the law and arrest the person involved. Jennies possess a strong belief that without law, chaos will reign. As such, they as a breed entire PASSIONATELY hate Macavity and Jenova.
OfficerJennies make good Alphas, not because of their fighting skills, but because they tend to think great strategies for combat and are great at keeping other Pokégirls in line. They have a high level of street smarts and cunning, and can easily be trained as detectives, possessing a great capability for reasoning and common sense decisions.
OfficerJennies, or Jennies, as they are usually called, are almost always found amongst the harems of police officers, rarely being seen with wandering Tamers and NEVER being seen in the wild. Their feral state is similar to that of an Ingenue or Bimbo, and usually results with them being trapped in their own handcuffs, usually in an uncomfortable position. They always have green eyes, similar facial appearances, and hair that is some shade of blue, although they use different hairstyles. There is more various to their appearance if they have DNA in them other than OfficerJenny or human DNA, but the commonality of appearance is unusual. NurseJoys have a similar genetic anomaly. Considered an oversight, this was never corrected in subsequent batches. Both breeds manage to find ways to look different from one another, so this was considered a non-issue. Their bust is usually a B or C cup without Bloom Powder, and is always proportionate to their height, usually 6 feet tall.
Thresholding into an OfficerJenny is not unheard of, and commonly occurs amongst the families of retired police officers. It never occurs in the wild, however, as mentioned earlier.
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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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PANTHRIDUCIA, the Rejuvenated Paladin Pokégirl
Type: Near Human (Animorph)/In-humanoid Metamorph (Black Panther)
Element: Fighting
Frequency: Extremely Rare
Diet: Carnivorous (Can tolerate vegetables, but meat is mandatory)
Role: Paladin, Avenger, Grey Guard, Keeper of Order
Libido: High
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Pounce, Fury Swipes, Saber Claw, Crushing Wrap, Gust Punch, Stone Palm, Megaton Punch, Night Shade, Dark Shield, (Panther form only) Extreme-speed
Enhancements:
Human Form: Enhanced Claws, night-vision, Enhanced Strength (x8), Enhanced Olfactory Sense (x4), Enhanced Hearing (x4), Enhanced Durability (x3), Enhanced Agility (x3), Regeneration(x2), Stealth (can blend in with shadows), Prehensile Tail
Cat Form: Enhanced Claws, night-vision, Enhanced Strength (x4), Enhanced Speed (X5) Enhanced Olfactory Sense (x4), Enhanced Hearing (x4), Enhanced Durability (x3), Enhanced Agility (x3), Prehensile Tail
Evolves: None
Evolves From: Evolves from Tigress (Successful Dark Redemption & Emotional Healing)
The Panthriducia is an unusual Pokégirl. They're evolved from a tigress via emotional healing, however it only works on those De-evolved from the dreaded Panthress through the Dark Redemption technique.
The Panthriducia's appearance 'balances out' between the Berserker-type and Fiend-type Panthresses. They're usually in the 6' area as far as height goes. Their breasts are usually within the D-cup area with the occasional ones that are larger or smaller than that area. Black is the most commonly reported coloration for hair but, there are some known variants, including one with bright pink fur, and at least two who's fur is a solid metallic yellow, almost like gold. Their eyes are most often reported as yellow, violet, or blood red, with some other extremely unusual variants. The main physical feature of the Panthriducia is their tail. It's almost twice the length of their bodies and is surprisingly strong and whip-like. What's more, it's prehensile, meaning it works as a third arm for the Panthriducia, a little fact that has caused them to incorporate it into their varies selection of techniques. As far as attire goes, they end to prefer dark clothes that are easy to move in and accentuate their breasts.
However, when speed is the need of the moment, a Panthriducia can temporarily banish her clothing and gear to a pocket dimension and transform into a large Black Panther. In this form they're almost 8 feet long from nose to rump, with their tail still twice as long as their body. But what's most noticeable, is when the traces of celestial powers from the angel stone used to evolve them activates. Their eyes, mouth, and claws glow like white fire, the force of this glow is directly proportional to their rage. While they're in this form the Panthriducia is built for speed, capable of toppings speeds upwards of 110 MPH in a full 5 minute sprint. Their usual known speed ranges vary between 60 MPH at a steady loping, and a top speed of 120 MPH at a full burst sprint. Not nearly a Cheetit's speed, but more than enough to catch up to most targets. The purpose of this form is to chase down a target, often her eyes literally glowing with celestial fury. While she can use it for an escape, the main purpose is to catch an opponent that's too fast for her normal form. She loses the ability to do most of her attacks, but can easily catch most enemies in her jaws, claws, or tail.
In combat a Panthiducia's 'styles' vary from Panthriducia to Panthriducia. It's common for those that used to be Fiend-type Panthresses, referred to by the breed as 'FiendBorn', tend to prefer more intellectual methods of combat, such as magic, more psychological martial arts like Zui Quan or Ninjutsu, and still more take a preference towards Mind Games, making their enemy defeat themselves. Their preferred attacks are those like Night Shade, Dark Shields, and Pounce. Those that once were Berserker-type Panthresses, known as BerserkBorn, are known to take preference in more power focused combat, such as Wrestling or Savate, they also are more commonly noted to take up some form of weapon. They'll often use Stone Palm, Gust Punch, or Megaton Punch in battle.
A Panthriducia's usefulness in a Harem is known only to a few, though it will be expounded upon rather soon. The breed is hard to come across, with only a few known throughout history since the first of the breed had been seen. What the few who've kept them in harems state clearly that it's pleasurable...most of the time. A Panthriducia, while not impossible to keep in a Harem, is more than a handful and only those who are either gutsy or stubborn would be willingly keep one.
They're very paranoid at times and, at best, will likely try and keep a distance from the Harem and Tamer. When it comes to Tamers they don't trust, they'll often remain silent to avoid having to worry about a Taming cycle, or worse, as some form of punishment. They were punished enough to have become a Panthress, they prefer to avoid 'heaping it on' now that they've regained 'sanity'.
As far as their purpose in a Harem, they make excellent protectors. Their natural paranoia and tendency to go overkill on anything they do is what makes them so useful. At least one of the more recent Panthriducia's is known for her famous, or is it infamous, quote. "There's no such thing as Overkill, just just hit 'em hard and hit 'em harder." Because of this, leagues that allow ownership of Panthresses, what few there are, like to bring out Pokégirls to use Dark Redemption on her immediately, so that her Tamer may begin the long healing process. Luckily they're able to curb that rather odd tendency in sanctioned battles, though still going in for a win, they'll do their best not to kill a rival in battle, preferring to save such a fate for those who deserve it.
Panthriducia that have grown accustomed to life in a Harem are also known to be extremely open, if a bit emotional, with those they trust. It's said that if a Panthriducia's willing to speak openly about her feelings, then you've got a friend until death. Sadly, the breed has it's own downside beyond it's previous form. The breed has an almost instinctual desire for order. Not just any order, total order. This has caused them some problems, as they have a tendency to act like judge, jury, and executioner when dealing with criminals of all kinds, sometimes they may let a hostile Pokégirl go because they've yet to break any true crimes, they don't consider being of a specific breed as a crime, while viciously pulverizing human criminals for everything from killing an innocent to child molestation, shortly before hauling them to the 'proper authorities'. It should best be noted that the Panthriducia can, and will, tow in the line on such activities when told to by their Tamer, and in front of officials. Once again, this is to keep from getting in trouble and, thus, avoid death, or a fate worse than it. It should be noted that you can easily tell the difference between a black-furred Catgirl and a Panthriducia by their expression. Panthriducia almost NEVER smile. They only smile when their Tamer makes them happy, or when taking down a criminal who'd caused a Dark evolution, such as Panthress, Dronza, or a Penance. Those people she despises greatly, but knows that it's best to simply bring them to justice than to try and punish the villain themselves.
As far as Taming goes, Panthriducia are as varied as their combat styles. Anything goes with a Panthriducia in bed, and they'll almost always gladly experiment with new positions, techniques, and toys. No feral Panthriducia are known. As of 300 AS, it's believed to be impossible for a girl to threshold into a Panthriducia due to their rarity and the way they evolve. But, you never know, miracles have happened.
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PINCHIT, the Hot Headed/Horned Pokégirl
Type: Animorph
Element: Bug/Fighting
Frequency: Not Very Uncommon
Diet: Sap, Sweet Fruit, Small Animals
Role: Forest Attack Force
Libido: Low
Strong Vs: Dark, Normal, Ground
Weak Vs: Fire, Ice, Flying
Attacks: Seismic Toss, Horn Attack, Takedown, Glare
Enhancements: Hardened Armor, Strength(x4), Sharpened Horns
Evolves: None
Evolves From: None
While the Herakunt were created for forest combat, the Pinchit were made for all out attacks in a forest terrain. They are usually covered in dark brown armor to help them blend into their surroundings. The Pinchits’ main weapon are a pair of horns which grow from their heads. The horns have studs on them which help grip their quarry. While they cannot control the length of their horns, they can control how sharp the studs on them are. The horns a Pinchit wields are usually long enough to wrap around a fully-grown man's waist. During the War of Revenge, the Pinchit would usually snap their victims in half at the waist. Their strength makes the task quite easy. These days the Pinchit only use their horns in territory battles or against Pokégirls they don't like. Given their attitude, the list can be quite long.
The Pinchit can qualify as omnivores, however they prefer meat as compared to sap their more peaceful counterparts the Herakunt would eat. They are somehow able to tell when the population of prey is getting low, which makes them switch to tree sap, letting the population return. No one is specifically sure how the Pinchit knows this, but the study is ongoing.
Pinchit are territorial and aggressive, which leads them to try and steal territory for themselves if they feel they are strong enough to get it. They always try to steal the territory of Herakunt since the Herakunt in question always flee despite being strong enough to fight back and possibly win. Despite the aggression that Pinchit possess, they are still capable of living in swarms with the strongest in control of the others.
Taming a Pinchit is surprisingly easy. Once a Tamer captures one, the Pinchit in question is subservient. They acknowledge that the Tamer is stronger and will defer to them. During the taming session, the Pinchit will try all they can to please their Tamer. Seeing themselves as a true servant of the one who is stronger than them. Most researchers believe this was programmed into them by Sukebe as a means of controlling their aggression.
Pinchit are naturally aggressive and will see any kind of aggressive action as a challenge. To them, a Tamer is one of the larger challenges they can face. Some of the more aggressive ones will actively search out opponents to fight just for the sake of fighting. If they beat a strong opponent, they calm down for a while to enjoy the taste of victory and whatever they had gained from the victory be it food, territory, or a Tamer they can get a taming from.
Working with a Pinchit in a Harem can be difficult. They will initially try to place themselves as above the other members of the Harem while showing respect for the Pokégirl who defeated them and allowed their Tamer to catch them. The problem is easy enough to solve by letting the other members of the Harem fight the Pinchit and win. Any new members past the Pinchit will face this problem.
In battle, Pinchits prefer to overpower their opponents and lord a victory over them, provided they stay conscious after whatever wounds they suffer. Their low libido gives them some stamina in the the realms of sex, but they do not like to learn sex techniques since they like battle rather than sex.
Thresholding into a Pinchit is always recorded. Either because of proper registration, or the police reports regarding a newly thresholded Pinchit on the rampage with her uncontrolled aggression.
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PINIELF, the Elven Shaper Pokégirl
Type: Near Human
Element: Psychic/Fighting
Frequency: Extremely Rare
Diet: Omnivore.
Role: Wandering Fighting Apothecary
Libido: Average to High
Strong Vs: Ice, Normal, Rock, Steel, Poison
Weak Vs: Dark, Ghost, Flying
Attacks: Comet Punch, Uppercut, Hyper Punch, Evade, Counter, Telepathy, Psychic, Heal, Dreamtime, Psi Blade, Barrier, The Calm Soul (Lvl 30), Master Blow (Lvl 50)
Enhancements: Enhanced Agility (x4), Enhanced Strength (x2), Enhanced Endurance(x2), Enhanced Vision (x3), Enhanced Olfactory Sense (x3), Longevity, can intuitively learn Fighting Attacks, Body/Flesh Crafting Abilities, no longer susceptible to hibernation tupor
Disadvantages: Low pleasure threshold.
Evolves: None
Evolves From: Elf (mechanism uncertain)
The evolutionary catalyst that shifts a normal Elf Pokégirl to a Pinielf is a hotly contested debate among researchers. Some have claimed that the Fire Stone is a necessary trigger, while others have theorized orgasm, while some have postulated that a simple psychological shift is all that's needed to cause the Evolutionary step.
Physically, there are no specific gross changes between an Elf and Pinielf. Their height remains similar, their breast size doesn't grow or shrink, their hair and skin color remains unchanged. Two primary changes, however, can tell a Pinielf apart from a normal Elf-type. One, their muscles undergo development, giving the previously smoothly and delicately curved elf the appearance of a rough and tumble kickboxer, with their muscles clearly defined, making for a rather impressive sight as they kick, move, and show off. Second, their eye colors shift from whatever previous coloration to a shining gold, almost luminescent in it's intensity.
Pinielves undergo a psychological shift that matches their new capabilities. Pinielves, as a rule, are rough, aggressive, passionate, eager individuals with little patience to spare and a happy grin on their face. Among Elf groups, they are often a serious disruption, having none of the urge to seek out a calm, stationary, secure lifestyle that most Elf-types prefer. While outwardly, no side-effects show due to this forced isolation among colonies of Elf-types, a number of Pinielves have been seen to express severe depression when observed at a distance. Because of this, most Pinielves, no longer possessing the feral trigger that might leave them helpless for any wandering Tamer or Feral Pokégirl wanting a taming and a meal, break away from their previous home and/or Elf Colony and become a lone traveler, if they are unable to locate a suitable Tamer than can keep up with them. Accurate numbers of this breed are hard to guess due to this psychological isolation that leads to random travel. Many Watchers have witnessed a lone Pinielf from afar, garbed in the ideal fashion of a wandering barbarian and wielding a weapon of choice, obviously non-feral, before disappearing from the Watcher's sight.
Psychological and Physiological shifts aside, the primary value of this Pokégirl lies in the development of an odd psychic discipline often times referred to as Body Sculpting, or 'Shaping'. Using this, the Pinielf can not only heal a person from several injuries up too and including the loss of a limb (albeit taking several weeks to accomplish this, depending on the limb in question), but also repair the damage left by old injuries. Afflictions such as scarring, crippling deformities, weakening caused by the stress of aging, all thought to only be cured by the more powerful celestial healing magics can be repaired using the Pinielf’s body-sculpting capabilities. Some Pinielves go even beyond that, making further body modifications, such a hair and eye color shifts, metabolic altercations, and the like. A few events of note indicate that this body sculpting ability can come into play subconsciously, making for a number of amusing developments for those whom a Pinielf can take a serious liking too. It should be noted, however, that this ability, despite it's power, is not quick nor blatant... if the Pinielf wishes to keep the altercation painless. Most choose to keep the altercation as painless as possible, but, if rushed, the Pinielf can do so... and have the target of their ministrations suffer corresponding pain as their flesh is forcibly reshaped and coerced into a new form.
Because of this primary ability of their evolutionary tier, a number of Pinielves have been seen to develop a monkish, wandering healer-like ethic, healing individuals that they believe have great worth in their eyes. This sets them apart from Celestials and NurseJoys, whom heal for the sake of healing. Pinielves instead only heal those whom they believe deserve it, giving them an erratic reputation among some groups. There are even rumors of a Pinielf delivering crippling injuries to individuals she believed desperately needed them. Most League Officials are quick to quash such rumors. After all, why would the League sanction a Pokégirl with that level of volition to her actions?
Sexually, Pinielves are aggressive, no-nonsense Pokégirls. They're clear in what they want, when they want it, how they want it, without displaying the more lewd and vulgar traits associated with most high-libido Pokégirls. Bisexual in nature, they, like most Elves, express a leaning toward male Tamers. Despite their no-nonsense, freshly blunt attitude to taming, they still, like the majority of Elf-types, suffer from a low pleasure threshold, making them a rather pleasant albeit easy-to-please partner in bed.
All in all, these traits lead up to a very valuable Pokégirl that most Tamers actively seek to have in their harems. News of a wandering Pinielf sighting has called settled Tamers out of retirement, and tends to bring a heavy number of them to whatever region the rumor started in. Like the majority of Pokégirls, Pinielves can be forced into one's harem via taming, but their urge to wander due to lack of a 'family' and their strong sense of personal justice tends to mean that few Tamers can keep a Pinielf permanently without impressive measures. However, kinder, more ‘liberal’ Tamers have been known to actively capture a Pinielf’s heart, inducting her into the Harem Family at large and giving her a sense of belonging she was unable to find in her previous, long-lost home.
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PIRATIT, the Swashbuckling Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon
Diet: Human style
Role: Ship’s crew, Warriors, Treasure hunters
Libido: Average
Strong Vs: Bug, Dark, Normal, Rock, Steel, Water
Weak Vs: Electric, Flying, Psychic
Attacks: Various sword and gun techniques
Enhancements: Weapons Summon/Replicate (x1), Enhanced Speed (x2), Enhanced Dexterity (x3), Enhanced Agility (x2), sword proficiency and knowledge of sword techniques, Double wield, Specialized olfactory senses
Evolves: She-Captain (normal, high level), Tavernmaid (Ice Crystal + Drunk)
Evolves From: Slicer (Water Stone)
Piratits are one of the four breeds generally called ‘pirate’ Pokégirls. They are more human in appearance than their ‘cousins,’ the Buttaneer, but despite that they work well together. It was a surprise to many researchers when it was discovered that Piratits, who had been around for years, were actually an evolutionary form of the Slicer. This was a minor note, however, as Piratits had been around for years beforehand.
They are better suited to land-based combat than Buttaneers, being more humanoid in appearance and more agile besides. While Buttaneers in combat are best suited as the first wave of attack, meant to break the enemy’s front line, Piratits are best suited to making sure the line stays broken, using skill and finesse to keep the enemy from regrouping. They are skilled in both swordfighting and gunfighting, and can use two weapons at once, either double of one weapon or a gun and a sword, all with equal skill. And on a completely bizarre note, Piratits have the ability to ‘sniff out’ treasure, their noses capable of finding any gold or jewels they catch the scent of. This is an ability which carries over to their evolved form, She-Captain. Sukebe made use of this ability to acquire precious metals and stones for various metaphysical projects and deals.
Piratits are totally human in appearance, with any regional variations appropriate for whatever region they initially hailed from. Like all Very Near Human types, they can come in any body type and size, the only real sign that they are different being that they have a slight ‘piratey’ accent in their voice. This can range from being slight to a full on pirate dialect. It was later found that this ‘twinge’ to their voice is something genetic. It’s their own choice, however, if they go for the full pirate dialect, as the accent is naturally slight, credited to an error in their vocal cords during the initial creation of the breed.
In terms of abilities, they are far more elegant than their bestial counterparts, the Buttaneer. They are more limited in full-out assault, being more focused on one-on-one fighting rather than the crowd clearing abilities of the Buttaneer, but they nevertheless are dangerous opponents to fight, being naturally capable of using two weapons at once where for many Pokégirls it takes a great deal of training. They have the ability to magically manifest their weapons in singular or double forms, so long as it bears their ‘mark.’ Piratits have the ability to leave a small ‘rune’ of sorts on any three weapons they chose to master, giving them the ability to summon that weapon from anywhere in the world and replicate it once if they so choose. If the weapon is destroyed, they have to find a new one. If the replica is destroyed, it can be replicated again, however it just vanishes if the original is destroyed. This has led some Piratits to stockpile weapons and keep the hidden in case of emergencies, complete with a ‘treasure map’ of sorts so that they always know where their weapons cache is hidden. Enchanted weapons, strangely enough, cannot be marked.
Piratits are social creatures, similar to their ‘cousins’ the Buttaneer, but they don’t relate as well to ‘land-lovers’ while on shore, which leads a great many Piratits feeling alienated in crowds when far ashore. They can handle it better if a Buttaneer is with them, as the beast pirates get along with everybody. They aren’t a very good choice for Alphas, as while they are good team players, they are horrid team leaders. They’re follows, cogs in the machine that keeps the ‘ship’ working properly. Feral Piratits are like most very near human types in their feral temperament, only more vicious and prone to attacking without reason. They love the sea, and love being on the sea, but they don’t get as depressed as Buttaneers while away from the sea. They can develop leadership skill if need be, however, and as the Piratit becomes more experienced and more people look up to her, their evolution to She-Captain can accelerate.
Thresholding into a Piratit is fairly uncommon, and usually only happens in families with both fighting and water typing in their ancestry. The process is fairly painless, barring headaches as the new abilities take hold. The evolution from Slicer was actually discovered several years after their first appearance, coming as a complete and total surprise to researchers. This discovery made researchers believe that Sukebe used a general template for some girls, which allowed for evolution to occur from these breeds.
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PIROUETTE, the Trained Under the Raging Sea Pokégirl
Type: Very Near Human
Element: Fighting/Water
Frequency: Uncommon
Diet: Human diet, preference for seafood,
Role: Contests, Combat
Libido: Average
Strong Vs: bug, fire, water, ice, steel, rock,
Weak Vs: Electric, flying, psychic, plant, dark,
Attacks: Water punch Water Kick, Slick Stroke, Water Floor, Pose, Focus Energy, Hyper Kick, Reverse Crescent, Mirror, Glare, Call Me Queen, Recover, Dash, cant touch this, Super Move.
Enhancements: Enhanced Lung Capacity (x5), Enhanced Speed(x2), Enhanced Agility(x3 ), Enhanced Ki Recharge (x1.5), Enhanced Swim Speed (x3), Self-hydrating Skin.
Evolves: None
Evolves From: Tomboy (devotion to martial arts, dream stone) For whatever reason, a Pirouette is a martial artist to the core. Her ki itself is a whirlpool, as if to draw in all the energy and experience around her. Feral pirouettes are often found challenging the mighty undefeatable sea to simply increase their skills, and are interesting in that they seem to loose their intelligence, but not their thirst for competition. As such, they often wander around, searching for Pokégirls to challenge and hone their skills against. Although not particularly common, Pirouettes are highly prized because they serve as excellent part of a team for those who want to challenge the leagues or other contests, as their motivation and determination are difficult to match.
Physically, Pirouettes are like humans; it can be difficult to tell them apart without contact. Their bodies, however, are almost always damp to the extent that dry skin is usually a sign of ill health. They usually have blue-gray eyes, but oceanic blue or green aren’t uncommon either, and the hair of a Pirouette has an almost silky quality to it due to her dampness. The actual colors of this hair vary, but blue and black are the most oft-seen.
Because of the wetness that surrounds her body, the touch of a Pirouette’s skin has often been compared to the effects of the “Eternal Softness” technique. It also doesn’t usually take much effort to arouse a Pirouette enough to make penetration comfortable, but the breed as a whole tends to be skittish about intimate affairs. They can be quite submissive unless they view the act as part of some challenge (which is not uncommon), in which case the Pirouette will become much more sexually aggressive. For the most part, they are inclined enough to bisexuality to be suitable for tamers of either gender.
Pirouettes are almost never found feral, likely due to the fact that most come from threshold Girls who have an ancestry of water and fighting. It is also possible for a Tomboy to evolve into a Pirouette with enough dedication to Martial Arts and a Dream Stone. However since Pirouettes will do near anything to win a challenge or sharpen her skills, It's rare to find a tomboy who is willing to humiliate herself just to get a little bit better. Dream stones are also hard to come by, making this evolutionary route relitivley traveled.
The ki inside of a Pirouette flows in a special pattern, seeming to ignore the actual body and form a whirlpool around her. This special feature is distinct, and it can be sensed by someone who can sense ki, but is otherwise unnoticeable. It's form allows Pirouettes to draw in ki in a more efficient manner so that they recharge their reserves, making recovery much quicker for them.
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POLAR LASS, the Cold-Weather Rescue Specialist Pokégirl
Type: Near Human, ursinoid (bear-type)
Element: Fighting/Fire/Normal (bear)
Frequency: Extremely Rare
Diet: omnivorous; this Pokégirl will eat next to ANYTHING as long as there is LOTS of food within reach!
Role: cold-weather search and rescue tracker/assistant nurse
Libido: Average (unbonded) to High (bonded to a Tamer)
Strong Vs: Bug, Dark, Fire, Ghost, Ice, Normal, Plant, Steel
Weak Vs: Fighting, Ground, Water
Attacks: Gust Punch (using her strength to create a ball of condensed air), Speed Punch (racing at the target at high speed and hitting it HARD), various Hug attacks (hugging the target and warming it up using her body heat [the Jacuzzi Hug] or a massive pheromone release to subdue it emotionally [the Sexy Hug]), Kawaii Look (giving the target an ultra-cute look with her eyes to overcome the target psychologically).
Enhancements: Enhanced Olfactory Sense (x6), Very strong arm and leg muscles, perfect for swimming or running through rough terrain. White furred skin, circular ears at temples. High Cold Resistance, Though she can produce a lot of heat energy, this Pokégirl cannot use them offensively. A Polar Lass is slower than a Grizzlar, but not by that much. Her body releases a special pheromone which allows her to overwhelm opponents through arousal. However, like Grizzlars, Polar Lasses consume energy VERY quickly, thus need the same amount of food a Snorelass requires.
Evolves: None
Evolves From: Grizzlar (Ice Crystal)
Polar Lasses are one of those VERY rare types who appear in circumstances SO unique that most roving Tamers who operate in cold weather regions of the planet may never encounter one.
According to records, the first Polar Lass appeared in Capital territory sometime around PS 268 when several Pokégirl babies were stranded on an iceberg near Stamford. A Grizzlar working for a local Harem Master volunteered to swim out to the berg towing a boat carrying some Nurse Joys to save the children (no Flying Pokégirl was available). About halfway through the journey, the Grizzlar began to suffer from hypothermia, but hearing one of the babies cry out, refused to get in the boat. Plunging back into the water, she continued to swim -- and then evolved into a white-furred, cold-resistant version of herself! Fortunately for all, the babies were rescued and returned to shore.
Since that time, the World Alliance has pressed research into creating more Polar Lasses to help with civilian search-and-rescue teams. Their numbers are very limited since the numbers of Grizzlars are also limited. Attempts at evolving Snorelasses directly into Polar Lasses have failed.
Polar Lasses, as soon as people hear their history, are automatically grouped with those other Pokégirl breeds (NurseJoys, OfficerJennys, Megami, etc) who earn universal respect by just BEING.
World Alliance policy forbids the insertion of Polar Lasses in any forms of combat. The theft of a Polar Lass by anyone is *severely* punished by the Alliance, as one Team Rocket-copycat group discovered to their regret in PS 296 (the thieves were subjected to Jusenkyou water, then shipped to the Dark Continent and evolved into Dolls). Polar Lasses are normally found in coastal search-and-rescue units, especially in places where inclement weather and lots of ice are prevalent anytime of the year.
Polar Lasses are, for a Normal Pokégirl, excellent swimmers; one was said to be able to keep up with a Selkie for an hour. Their skin is lined with the same type of heat-retaining blubber whales in pre-Sukebe days possessed. Combined with their ability to produce a low-level heat field (which comes into play when they use the Jacuzzi Hug to revive a hypothermia victim), a Polar Lass could survive in freezing water temperatures for up to five hours before being forced out of the water.
On the average, most Polar Lasses are part of the harem of Tamers who possess Blood Gifts granting them the ability to resist intense cold for long periods.
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PRI-MATE the Little Monkey Pokégirl
Type: Near Human Animorph (Primate)
Element: Fighting
Frequency: Common (Forrest and Slot) Rare (Every where else)
Diet: Omnivorous
Role: Forest Messengers and Raiders
Libido: Average to High
Strong Vs: Ice, Steel, Rock, Normal, Dark, Bug
Weak Vs: Flying, Psychic
Attacks: Quick Attack, Tail Slap, Fury Swipes, Quickturn, Taunt, Headbutt, Focus Energy
Enhancements: Enhanced Senses (x2), Enhanced Agility, Reflexes, Flexibility, and Balance (x2), Prehensile Tail, Dexterous Hand-like Feet
Evolves: Babeoon (Leaf Stone), Lemura (Dusk Stone), Atelesia (Battle Stress)
Evolves From: None
The Pri-Mate is a short Pokégirl. The average height for the breed is somewhere between 4'6” and 5' even. There are cases where the girl is shorter or taller, but these are very rare. Pri-Mates can range anywhere from Near Human to Very Near Human, the difference depends on how she was born. Ferals are usually covered with a short coat of soft brown fur, while a Domesticated and Threshold cases can have extra hair ranging from full body fur to having only slightly more pronounced hair growing on their arms and legs. All Pri-Mates have a prehensile tail that is about half as long as their body. They can use their tail almost as well as their hands and feet, the tail is strong enough to support the girl's weight if they decide to hang by it.
Pri-Mates have a thin body with a maximum breast size of a B-cup. They, like the Ocelolita, tend to resemble young girls between the ages of 13 to 16. Pri-Mates all have a curious and playful personality, one that usually leads them into trouble. They like exploring new places and meeting new people, each one wanting to learn about the entire world around them. Pri-Mates can be decent starting 'girls, but their personalities tend to make them a bit hard for new tamers to handle. They do, however, make an excellent opponent for beginning tamers to try their Pokégirls out against. Because of their curious nature they don't make very good Alphas or Betas, preferring to know what's going on rather than trying to help with what's going on.
Their curious nature extends to the bedroom as well. Pri-Mates are willing to try any and all sexual acts at least once. If they're being forced to partake of acts that they don't like they'll make sure that they're heard. They have a tendency to screech loudly when excited, angry, or upset. Tamers tend to stop what they're doing when their Pri-Mate starts chattering in order to get them to stop.
During the War Pri-Mates were used as message carriers in dense jungle and forest settings. When not moving through the treetops delivering messages, a simple task when taking into account their hand like feet and tail, they would amuse themselves by raiding jungle cargo lines. These 'troops' were often accompanied by other jungle assault Pokégirls. In battle they tend to strike in waves. When the first wave retreats a second wave rushes in to continue the assault and so on. Ferals use this method to their advantage, usually rushing in with a small group to attack with Fury Swipes.
The Feral state of Pri-Mates is interesting. They tend to group together in packs, or 'troops', anywhere from ten to fifty or more. Researchers find it interesting because these troops are set up almost like small communities. There are social groups inside of the troop much like those that would be found in any community. The researchers were able to study the behavior for a little more than a week before the troop, annoyed by their presence, chased them away by flinging sticks, stones, and feces at them. On the rare occasions that they are found by themselves Pri-Mates have shown to be much more aggressive than they are when with a group or harem. When introduced into a harem most of the Pri-Mates that were living solitary lives tend to show that they are unable to addapt, trying to do everything by themselves and shunning others, even their tamer.
Threshold cases are well known if the girl's family has a strong history of simian pokegirl ancestry. The first thing that girls undergoing find is that they start growing more hair on their arms and legs that no amount of shaving can take care of. Around the middle of the transformation is the most painful, they begin growing their tails and their feet start to reshape themselves.
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PSIVYX, the Psy-warrior Vulpine Pokégirl
Type: Near Human (vulpine)
Element: Psychic/Fighting
Frequency: Rare
Diet: Fish and meat, primarily
Role: Fortune telling, bodyguards
Libido: Average
Strong Vs: Rock, Steel, Ice, Poison, Normal
Weak Vs: Ghost, Flying
Attacks: Gatling Punch, Gatling Kick, Stone Palm, Chi Blast, Foresight, Agility, Psychic, Heal, Aura Barrier, Teleport, Backstab, Fireball, Fox-Fire, Burning Hands, Mimic
Enhancements: Enhanced Speed (x4), Enhanced Agility (x4), Enhanced Strength (x3), Enhanced Senses (x3), Psychic abilities
Evolves: Unknown, possibly none
Evolves From: Kistune (Psi Crystal)
A Psivyx gains about a foot in height and a cup in breast size, as well as strange white tattoos on their fur, which sometimes change to an unusual color, varying shades of purple, indigo, blue, or green. However, some do retain the same fur color as they had as a Kitsune (typically, brown or red with white mixed in). The Psivyx fur, however, is often a bit shorter than a Kitsune's, for some reason. Another physical change in the Psivyx is that they gain four more tails, each one sprouting behind her body. These extra tails are just like the original, although each tail weighs only 1/5th what the Kitsune's tail does (so altogether, they equal the same weight as their original tail had been). They also gain minor telepathic abilities, allowing them to have limited foresight into the future and light mind-reading and telekinetic abilities. Although they are not nearly as intelligent as an Alaka-wham, their increased mental abilities do often come to light. Upon evolution from a Kitsune to a Psivyx, the Pokégirl loses their mischievous nature in favor of a more disciplined lifestyle. This form is preferred by more mature Kitsunes, who want to get over their tendency to play pranks and because it's a strong fighter form, with a calm, peaceful nature.
In terms of combat, they like to use a staff in conjunction with fists and feet. They are fast-striking, but steady fighters, tending to wait out opponents and play defensively until they have an idea of an opponent's abilities. They then attack as quickly as possible, seeking to disable the opponent with a fast barrage of attacks before a counterstrike could be made. If a staff is unavailable, any weapon with a blunt striking surface (such as a mace in each hand or tonfa) will work well, and some Psivyx do prefer the other blunt weapons rather than the staff anyway, for the ease of use and quicker reaction times.
When it comes to taming, the Psivyx retain their preferences from when they had been a Kitsune. Although not as popular as the Vixxen due to their lower libido, most tamers who keep a Psivyx prefer her for her psychic abilities and increased combat capacity. Capable of using even Fire-type attacks, despite not being a fire type, give her an amazingly rounded capacity in standard battles. This Pokégirl has two unusual techniques available, although only one is actually unique. The first is Mimic, an amazingly useful technique that allows the Psivyx to use any technique used against her within the last few days or so (except for flying and ghost type techniques, as these seem to be beyond a Psivyx's capacity).
Her signature attack is the Fox-Fire technique. Using this requires one round to accumulate energy around the tips of all five of the Pokégirl’s tails, and on the second turn, it unleashes her fiery attack. Although not exceptionally strong, the Fox-Fire is guaranteed to burn almost anything, Pokégirl or object.
Because of her adaptability, however, the Psivyx is often looked down upon by the Foxymaiden or the Vixxen as if she is a lesser evolution of the Kitsune in comparison. The Psivyx, however, works well with even Nogitsune, and have been known to go out of their way to assist a Nogitsune with redeeming themselves in their own eyes. As such, they get along very well with Dark Kitsunes, too.
Fox-Fire (ATK 20 + EFT): An attack that takes a turn to power up along the Psivyx' tails, and then it strikes the target. It burns the opponent or object (or other) 100% of the time, and the burn increases in strength as time continues. This attack is not permitted in cities, towns, or villages for obvious reasons. The ATK of this technique increases by 10 per round that the target is inficted with the Burn condition (second round, ATK = 30, fifth round, ATK = 70, etc).
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PSYCHE, the Archer of Love Pokégirl
Type: Very Near Human Metamorph
Element: Fighting/Flying
Frequency: Extremely Rare
Diet: Human style foods, sexual fluids
Role: Sex & Relationship Counseling
Libido: Very Low (Acts as if High/Extreme)
Strong Vs: Grass, Fighting, Ground, Bug, Dark, sex attacks, domination attacks
Weak Vs: Electric, Ice, Flying, Psychic
Attacks: Cupid's Bow, Eros' Bow, Artemis Bow, Reverse Cupid's Bow, Heal, Sexy Beam, Gust, Leg Sweep, Aura of Cute, Erotic Kiss, Charming Look, Blow Kiss, Heaven's Arrow
Enhancements: Light Feral, Weapon proficiency (bow & arrow), Wings (Butterfly), Keen Eye, Body Measurement Metamorph, Sex Prodigy, Empathic, Diplomacy, Kind Aura, Clothing Repair
Evolves: None
Evolves From: None
The creation of the Psyche is one of the best things ever produced by Cocooner's genetic glue. Something clearly unintentional on her part we're sure.
A Psyche appears completely human, if one ignores the occasional bright hair colors and bright butterfly wings.
They have the unique ability to alter their skin coloration to any shade that is found on a normal human, their eye and hair color to any color at all, and their physical proportions (height, waist, hips, bust, apparent age, etc.) to just about anything they like. A bonded Psyche with a positive relationship with her tamer will usually use her empathy to determine the perfect coloration and proportions so that she can take what her tamer considers the most attractive appearance possible. Some may keep several different pre-prepared forms for different occasions, and a few may simply take whatever appearance strikes their fancy at any given moment.
However, a Psyche cannot greatly alter the appearance of her face, save for basic changes that occur as a result of other changes, and will always be recognizable to those that know them.
They tend to wear white silk (or similar light material), often in the manner of a low-back dress, robe, toga, or other single piece garment that covers everything that needs to be covered for basic modesty while being loose and comfortable, and not impeding their wings in any way. They do not worry about their clothes in a fight, since they have a pair of spells that will allow them to magically clean and repair clothing of any type, even if it is not theirs. This ability makes them highly prized to tamers who like their Pokegirls to wear attractive clothing, but have problems keeping them in decent shape due to their lifestyle.
Psyches love great sex and positive relationships, and not just for themselves either. They want everyone to experience this for themselves, starting with their tamer and harem sisters and then extending to anyone else they think deserves this. They make a point to help others learn how to get, and give, the most pleasure possible out of sex, as well as taking time to mediate arguments between others in as peaceful and fair a manner possible. Their personal goal is often to help their tamer achieve at least a Delta level bond with themselves and all of their harem sisters.
A Psyche is capable of learning just about anything sexually related with incredible speed, and then performing it with similar ability. They are very open about taming in public, and have no problems with attempting to initiate a taming session when others are present, especially if one of their harem sisters is of a similar opinion (such as a Vixxen). They are also happy to try almost anything sexual at least once to see if they might enjoy it.
As astonishing as it may seem to many, Psyches actually have very low libidos. Though, understandably, few would ever be able to tell with the way they act, since they are perfectly willing and capable of being tamed on a schedule that might just make a Nymph say ‘can we take a break, please?’ One of the things they like to do, almost as much as being tamed, is watching their harem sisters get tamed. A Psyche will often, and subtly, shoot her tamer and a harem sister or two (or even just two or more of her harem sisters sometimes) with Cupid's Bow or Eros' Bow and simply watch them go at it.
On a similar note, Psyches, while primarily heterosexual, have little problem having sex with their harem sisters. But only if their tamer is either participating as well, or watching.
Psyches can make fine alphas due to their mediation skills alone, and their ability to arrive at the core problem of an argument using their empathy has allowed them to, eventually, arrive at (mostly) peaceful agreements between individuals who would normally not be able to coexist without coming to blows.
A Psyche is primarily a ranged fighter, capable of manifesting a bow out of thin air, and can shoot her arrow attacks with great accuracy, even through obscuring cover. She is quite weak in close combat unless extensively trained though.
Psyches could potentially be incredible sex battlers, except for one thing. The hate sex combat. So much, that they will usually throw any sex match they are entered into. However, they are more than willing to help train their harem sisters for these matches instead. Due to their ability to pick up and refine sexual techniques and then coach others on how to perform them to maximum effect, most tamers find this an agreeable arrangement.
A Psyche who has a positive relationship with her tamer and harem sisters will be willing to do anything to help them and will never betray them for anything at all. This is something that has led to a great amount of frustration among all but the most patient and determined Dominas and their evolutions that end up with a Psyche for an opponent.
Many individuals call the Psyche breed the most beautiful on the planet. While the breed is indeed quite attractive, they are still a fair ways from this title in terms of physical appearance. However, their kind nature, something that permeates their entire being, including their chi, greatly enhances their beauty to many people. Particularly when they smile.
The Reverse Cupid's Bow, a technique so far unique to the Psyche breed is just as strong as the Cupid's Bow, but has the opposite effects. A strike from this technique fills the target with negative emotions, erasing all traces of the Attraction status and either filling them with despair (in the case of opponents), or with anger (in the case of allies).
When a Psyche goes Feral, it may sometimes take a while to realize what has happened since their feral state is often very similar to their normal state in the early stages. A Feral Psyche becomes perpetually happy, and simply cannot stop smiling under normal circumstances and will frequently giggle at almost everything. They will soon start shooting random people with their Cupid's Bow or Eros' Bow techniques. And they will likely not stop until everyone in the area is engaged in intimate acts (except the children and Pokékits who will be playing with each other happily, mostly oblivious to what is going on around them).
However, a Feral Psyche who witnesses an act she would normally find abhorrent will begin firing her Reverse Cupid's Bow at the offenders in attempts to drive them into crushing despair. Also at other bystanders to fill them with anger towards the offenders and likely cause them to riot against said individuals.
There are some individuals who believe that the Psyche breed may in fact be a Celestial Pokégirl, but no one has ever been able to confirm if this is so. No cases of Threshold into a Psyche have yet been reported, much to the disappointment of many human females approaching Threshold age.
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PUMARA (aka CATAMOUNT, aka COUGROWL), the Mountain Lioness Pokégirl
Type: Anthromorphic Cat
Element: Fighting/Ground
Frequency: Uncommon (solitary to pairs)
Diet: carnivorous
Role: wilderness survivalist (mountains and forests), night-fighter
Libido: average, seasonal peaks
Strong Vs: Bug, Dark, Electric, Fire, Normal, Poison, Rock, Steel, mouse Pokégirls
Weak Vs: Flying, Plant, Psychic, Water, some canine Pokégirls
Attacks: Mountain Claw, Slash, Growl, others
Enhancements: Enhanced Olfactory Sense (x4), Enhanced Strength (x10), Enhanced Agility (x3), Nightvision (x5), Claws
Disadvantages: Rebellious Nature, Wild Streak
Evolves: None
Evolves From: Merrowl (Diamond Stone)
Catamount, Cougrowls, or Pumara. It is all the same. It’s simply a regional variance of the name. (Found in the Johto (Cougrowls), Crescent (Catamounts or Pumara), Indigo (Cougrowls bordering Johto and Catamounts towards Crescent), and Tyroon Leagues (Pumara).) This branch of the Merrowl is similar to Tigresses. That is to say that they are superb fighters and combat Pokégirls. They are not as passionate about loving and fighting as Tigresses are. They prefer causing trouble and exploring; living life to the edge.
Grey to tan fur, white bellies and black markings on the end of their tails, around their muzzle and black spots above the eyes distinguish this cat-type evolution. Strong sleek builds, extra powerful claws capable of harming Rock-types. All are characterized by a wild nature that tends to make domesticating them difficult. Those that are were born domestic and tend to be rebellious trouble-makers, wild cards, and smart-asses. They are more at home in the wild (though this can include certain city areas - like the underground and bad parts of town) than in the city. They don't make very good pets at all. Though if one can gain their loyalties Pumara can be very loyal, affectionate and obedient (most of the time).

QUEENLER, the Ocean Fighter Pokégirl Type: Not Very Near Human
Element: Water/Fighting
Frequency: Uncommon
Diet: Fish, Shrimp, Clams
Role: Ground-to-Ocean Assault
Libido: Average to High
Strong Vs: Fire, Normal, Rock
Weak Vs: Ice, Plant, Electric
Attacks: Crabhammer, Water Wall, Water Gun, Bubble, Uppercut, Backhand
Enhancements: Harder carapace, Strength (x3), Enhanced Pressure Resistance, Enhanced Carapace Manipulation
Evolves: None
Evolves From: Krabbit(Normal)
The Queenler is rather superior to the Krabbit in almost every way. Her carapace takes a deeper brown color and one of her claws nearly doubles or even triples in size. Which claw depends on which hand the Queenler prefers to use. The Queenler has full mastery over her carapace which allows her to cover sections of her body that she wishes. Usually Queenlers prefer to keep as little of their bodies covered as they can since they like to look sexy for everyone to see and show off how they can control their carapace. The Queenler also gain fighting skills in using their large claw in battle, making it a very dangerous weapon. She is also able to withstand deeper pressures in the ocean which means it takes her longer to get to shore, if she comes at all.
Feral Queenler follow many habits of their pre-evolved forms. While they do come to shore to rest, it isn't a guarantee that they will. They sometimes sleep at the bottom of the ocean since they are confident in their fighting abilities to ward of predators. When they do come to the shore, they really don't take great pains to hide themselves since their confidence in their skills with their giant claw remains strong outside water as well as in it. Usually the best way to capture is a Queenler is to first find a way to restrain the claw. It isn't easy since the Queenler has quicker reflexes and can move the claw without any kind of strain despite its weight. Still, the best way to restrain a Queenler is with a Pokégirl with a whip or knows the Vine Whip technique. A solid attack to her body will help wear her down after that.
Taming a Queenler is also like taming a Krabbit. The more aroused they get, the more carapace vanishes. However, the only part that remains is the claw. Queenler love it when their claw is restrained in taming because of the helplessness aspect which can turn them on greatly. Of course, this may not apply to all Queenler. Higher level Queenler can call the armor of the claw inside, but not a whole lot do since it is a great source of pride to them. Only Tamers who have the Queenler's trust, respect, and love will be able to get her to bring the carapace in.
In Harems, Queenler are not as mild-mannered as the Krabbit. They have an opinion and they will let you know about it. Even if you don't want it. Still, once they do voice their opinion in a matter then they will let their Tamer decide. They do keep their quirk of foaming at the mouth when they are unhappy. Of course, the Queenler try to be a little mature about it, but will still sulk when they think no one is watching. They will like to spar to keep their skills with their claw sharp.
In battles, Queenler will rely on their claw and not much else in terms of an attack. If their claw is somehow restrained or too injured to fight, they lose their main weapon and a lot of their confidence in winning. To them, the claw is the beginning and end of all fights. Still, if they do win without it, it comes as a surprise to them since they believe that they only need the claw to win.
Threshold cases into Queenler as rather scarce since most just change into Krabbit. The rare cases of Queenler threshold usually have muscle increase in the preferred arm and a craving for fish, shrimp, clams, and all kinds of seafood being reported before the actual change.
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RONIN, the Sword-Fighter Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare in Edo League, Unknown other leagues
Diet: human style diet
Role: warrior
Libido: Low (increases when they find a Tamer that they like and trust)
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Bonk, Slash, Cut, Sword Dance, Focus Energy
Enhancements: Enhanced Speed (x3), Enhanced Stamina (x2), Can summon weapons.
Evolves: Samurai (Dawn Stone)
Evolves From: Slicer (normal)
Ronins are among the best Pokégirls when it comes to fighting with weapons. The role of Ronins in Sukebe's army was part of a special striking group, it was small in numbers, but very quick and strong, which made them hard targets and excellent fighters at the same time. After the Revenge War, however, the majority of the surviving original team of fighters relocated somewhere in the Edo League.
These Pokégirls were eventually found by the first generation of Edo-league Tamers to go out into the world after the end of the war. Most of these Tamers were found to be unworthy of Taming the Ronin, however, and a few Tamers were killed before the League got the idea. The Ronin dispersed, taking their training and ways to other parts of the league. A few may have even left the Edo league as well, but no matter where they go, Ronin are rare.
It wasn't until sometime in 254 AS that Slicer Pokégirls were discovered by a Researcher to evolve into a Ronin. Even after so many years, few Ronin ever bothered to show themselves to even worthy Tamers. With this revelation about the much more common Slicer's evolution into a Ronin, many Tamers have begun to tame and train their Slicers in an effort to evolve her into a Ronin. The Ronin, being rather legendary when it comes to their training and abilities with bladed weapons, are an honored addition to any Harem.
Depending on the level of the Ronin, it can summon different weapons. From levels 1 to 15, a Ronin can summon a shinai (a bamboo sword). From levels 16 to 30, they can summon a bokken (a wooden sword). From level 31 and up, a Ronin can summon a katana. When they can only use a shinai or a bokken, Ronins don't have access to the slash and cut attacks. A Ronin can only summon one weapon at a time. Ronin do not bother to use anything other than eastern-style medieval swords, finding other weapons to be inferior to any others that they might have used when they used to be a Slicer.
Ronins have an innate rivalry with Kunoichi. It is likely that because the Kunoichi were more successful during the Revenge War that this rivalry exists. However, it is also speculated that the reason is more mindset-oriented than anything else. Ronin live by their own code of honor, and believe that the Kunoichi's more 'sinister' and 'stealthy' ways are more dishonorable than anything else. Kunoichi, on the other hand, don't seem to see anything wrong with doing what they excel at. Ronin are direct, Kunoichi are subtle. The few confrontations between the two breeds have shown that the Ronin actively pursue this rivalry, whereas the Kunoichi try to let it slide. And so, the rivalry goes on.
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ROSEBREASTS, the Noble Grass Pokégirl
Type: Metamorph
Element: Plant/Fighting
Frequency: Very Rare (All Leagues)
Diet: Water, sunlight, soil, sexual fluids
Role: Unknown
Libido: Average
Strong Vs: Dark, Normal, Rock, Steel, Water, Electric, Plant, Bug
Weak Vs: Fire, Ice, Flying, Poison, Psychic
Attacks: Vine Whip, Thorn Cutlass, Root System, Grass Cock, Probing Tentacles, Probing Pods, Grass Floor, Fruit Juice, Petal Armor (*), Assault, Swordwave, Sword Dance, Petal Dance, Hero Blade, Confuse, Sweet Honey, Royal Honey
Enhancements: Enhanced Speed (x4), Enhanced Agility (x3), Enhanced fighting capabilities
Evolves: None
Evolves From: Vinebra (choosing a permanent lover), Belle Awesome (Sun Stone)
When a Vinebra chooses a permanent lover, sometime during the course of a lunar cycle, she will evolve into a RoseBreasts, becoming taller (average between 3 to 7 inches), and her hair will look as if it has been permed. Her bust may also increase, but the amount varies greatly. Her body is generally quite aerodynamic, allowing for faster and more fluid movements.
While the RoseBreasts loses it's immunity to aphrodisiacs, it gains two far more valuable (in the eyes of Tamers) abilities. The ability to create armor and a better ability to fight.
A RoseBreasts Pokégirl is far superior to other plant-type Pokégirls at fighting, capable of using various sword techniques and can even learn to duel at a competent level with other sword-wielding Pokégirls.
Unlike most Pokégirls, who rush in and beat on each other, the RoseBreasts is a graceful fencer, dancing just out of reach, and then dashing past her opponent, slashing a quick but shallow wound, before dancing out of reach of any reprisal.
A RoseBreasts enjoys any battle with a skilled fighter, and will often share her Honey Techniques with any Pokégirl or human who impresses her, but she rarely allows second tastes unless her opponent has defeated her.
Probably the biggest drawback to the RoseBreasts, is that she's got the same attitude as a Neo-Iczel when it comes to other lovers. She's got a good heart and is always respectful (unless insulted first), especially towards those who've defeated her before, but she is haughty and demanding of anyone who wishes to join the bed she shares with her lover, forcing them to get both her permission as well as her lover's before they are fully welcome.
Regardless, a RoseBreasts is a powerful plant Pokégirl.
Petal Armor - (DEF) The Pokégirl creates armor made of hardened rose petals. Though this seems rather feeble, it lessens the damage of any Flying or Ice attacks by one-third. It also lowers the damage of all physical attacks by 1% per level of the Pokégirl (to a maximum of 35%). The only drawback is that it doubles damage from any Fire attacks. The petals soften and fall apart after two combat turns.
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SABRETOOTH TIGRESS, the Flirtatious Fang Pokégirl
Type: Animorph (Tiger) to Near or Very Near Human
Element: Rock/Fighting
Frequency: Rare
Diet: meat, gems
Role: occupations where combat is necessary, construction workers
Libido: Low
Strong Vs: Bug, Dark, Electric, Fire, Ice, Normal, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Psychic, Water
Attacks: Bite, Scratch, Slash, Pummel, Comet Punch, Sabre Claw, Bear Hug, Headbutt, Body Slam, StonePalm, Harden, Rock Throw
Enhancements: Enhanced Hearing (x4), Enhanced Olfactory Sense (x3), Enhanced strength (x6), Enlarged canine teeth on top set of jaws (can be up to 6" long), rocky skin, Claws, Night vision
Evolves: None
Evolves From: Tigress (Diamond Stone (eaten), Dawn Stone (does NOT have to be eaten))
A Tigress that is exposed to a Diamond Stone evolves undergoes no evolution normally. It was only discovered by chance and mishap that a Tigress can evolve to a Sabretooth Tigress by eating (or, more accurately, swallowing) the stone in question! Researchers are still trying to understand why a Ground-type evolution stone adds a Rock-type element to this Pokégirl, but the prevailing theory is that it has something to do with the fact that the stone must be consumed for the Tigress to evolve. Recently, it was discovered that a Tigress could become a Sabretooth Tigress via a Dawn Stone, which thankfully, they didn’t have to eat.
Having gained a Rock-type, a Sabretooth Tigress’s colors become somewhat more muted. While the black stripes on their fur remain black, their orangie colored fur becomes more muted, often fading to a dull mud color. The few who were (Very) Near Human in their Tigress form find that this tends to only affect their hair in their new form. A Sabretooth Tigress’s bust tends to firm up also in this new form. The muscle mass of the Sabretooth Tigress is increased considerably by the evolution, as does her weight. This, in turn, increases her physical might; while still managing to keep looking feminine. Their skin, however, becomes much harder to the touch, nearly rock-like in terms of how tough it is. This doesn’t deaden their tactile nerves any, just makes them somewhat harder to damage.
Now a Rock-type, a Sabretooth Tigress has a natural evasion to water, more so than other cat Pokégirls, (with the possible exception of Mountain Cats).  A Sabretooth Tigress will gladly walk miles along a river to walk around it rather than cross it.
The most noticeable trait is that she gains a set of 'fangs' that could make any Vampire jealous.  However, these fangs’ length alter in correlation with her mood.  When calm, the fangs aren't too large, looking rather cute. As they get angry, the fangs can grow up to an average of six inches.
Though they require less Taming than their pre-evolved form, many Tamers are surprised to find that, during Taming, restraints are unnecessary. Unlike many other cat Pokégirls, Sabretooth Tigresses prefer to remain still during Taming. Their preferred style of doing it is on all fours, bracing themselves so their Tamer can get deeper inside them. The more aroused she grows, the stiffer her body becomes, culminating in virtual paralysis when she orgasms. This is just a kink though, not any kind of physical immobility, and they can move normally should the situation call for it (such as if she’s attacked during Taming). The one other peculiar turn-on for them is that they prefer to be bitten around the neck or shoulder area when their Tamer orgasms. Many Tamers don’t do this however, as a Sabretooth Tigress’s rocky skin can easily damage her Tamer’s teeth.
Considering a Sabretooth Tigress's diet, she tends to like meat, and lots of it.  However, due to her Rock-type nature, she also likes to eat gems, though this is more a desire than a necessity. While this may be expensive, a single gem will last the Sabretooth Tigress numerous days before she needs to eat again. In Battle, A Sabretooth Tigress is one for straight-forward combat, usually rushing Forward with Comet Punch, StonePalm, or Sabre Claw.  However, if the opponent Pokégirl is within range, the Sabretooth Tigress will prefer to use Body Slam or Bear Hug, practically neutralizing the opponent Pokégirl before the battle truly begins. However, it’s worth noting that, due to their new Rock-type, Sabretooth Tigresses have a harder time keeping up with Fighting-types, needing to lug their heavier bodies around. This isn’t nearly as bad as when they face a Water-type though, as this is the one elemental type that tends to make them balk in a fight.
Feral Sabretooth Tigresses tend to not want to be bothered.  They will tend to use Harden more than anything else, making it difficult to hurt and capture them.  And pray for the poor sap who actually pisses one off!  They don't have any real attack pattern, just anything they know that will cause damage. Many a beginning Tamer who thought to capture a Feral Sabretooth Tigress have lost many a good Pokégirls.
There are no reported cases of a Threshold girl becoming a Sabretooth Tigress.
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SAMURAI, the Bodyguard Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Extremely Rare Diet: human style diet, also has high tolerance for alcohol
Role: veteran warriors
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Libido: High, but ONLY manifests if the Samurai is alone with her Tamer
Attacks: Basic sword fighting, Swordwave, Spincut, Slasher, Focus Energy, Fireworks, Mirror of Equity, Weapon Repel, Weapon Guard, Toxic Sword, Dragon Slash, Metal Slash, Demi Blade, Dragon Dance
Can ONLY learn over level 40: Falcon Sword, Miracle Slash, Keen Blade, Cry of the Fallen Can ONLY learn over level 50: Armor Break, Power Break, Mental Break, Magic Break, Zanmato
Enhancements: Enhanced Speed (x6), Enhanced Stamina (x6), Enhanced Strength (x8), Enhanced Durability (x7), Slow aging, Can summon weapons and armour.
Evolves: None
Evolves From: Ronin (Dawn Stone)
Up until the discovery of the Dawn Stone, no one knew how or why a Ronin becomes a Samurai, even though researchers ran test after test, to no avail each time. It was a longtime frustration for researchers everywhere, but it's still regarded as one of the more important research topics out there, and that is for one very special reason.
When the first Samurai was discovered, a Pokéwoman in her 60s that was living in Edo with her Tamer, she slew over 200 Team Shogun agents, tanks included, with a single Zanmato. This was also was how the Zanmato attack was first discovered...
Very little data is available on the Samurai as those who have them tend to be unforthcoming with good reason, seeing as Samurai are among the most powerful sword-type Pokégirls alive.
When a Ronin evolves, they gain a foot and a half in height. Their hair grows up to twice as long as it was before, and their bust size increases. An interesting trend though is the fact that some Samurai appear to age when they evolve, adding about ten years to their looks but not affecting their actual age. Another oddity is some also lose the use of one of they’re eyes (higher chance of the left over the right). The chances of these changes occurring are less than 10%, with sometimes one, the other or both happening if they happen at all.
To a Samurai, their primary duty is the protection of their Master. As such, it is not uncommon for the owner of a Samurai to be found with her constantly following him, almost always on his left side and a step or two behind. When in a harem, the Samurai will gauge her harem sisters carefully, especially of she, or they, are new to the harem. A begrudging amount of respect is initially given only due to the fact that they have the same Master, but until a harem sister proves herself in the Samurai’s eyes, she will not be completely trusted. The only exception to this would be if the Samurai was in the harem prior to her evolution, then she would retain the trust and respect she had for her harem sisters at the time.
For the most part, a Samurai tends to keep to herself. Either practicing katas as part of her daily routine, reading or writing Haiku, or even just conversing quietly with her Master or trusted harem sisters over tea. However, if there is an obvious power vacuum due to the lack of an alpha, or she sees the current alpha fail in her duties to protect the master, the Samurai will contest for the position, usually in a duel that only ends when one or the other is unconscious. Should the Samurai become Alpha, it is said that this is when the breed truly shines. With the power of Alpha, many samurai begin to aggressively train their harem sisters, both as individuals and as a team. Her primary concern is still the protection of their Master, and this is something she tries to in still in the others. Most Tamers find her methods to be both effective and fair, never asking more than an individual is capable off but always pressing them to push further than they believe they can. Another quirk of become Alpha, is that the Samurai will also start planning strategies, either by herself or with her Tamer to maximize the harem’s potential and power.
In public, or in front of the harem, a Samurai is always calm and collected. When certain they have privacy, a Samurai undergoes a 180 degree turn in terms of personality, unable to get their clothes off fast enough in their desire to be Tamed, their libido rising to the point where it could be compared to a Vixxen.
Samurais can summon, a natural magic ability, any sort of Japanese sword they desire in any style and design. Their preferred weapon is a daisho set, a katana and wakizashi. Other weapons have included the Odachi (great sword) and the Kodachi (short sword). They are masterful swordswomen, the best in the world. Ronins will always respect and look up to them, as they consider the evolved Pokégirl as the perfect sword fighter. They also have the ability to summon up their armour of choice. Each samurai have a personal preference to the amount of armour they wear. Some chose to don the complete suit of armour, covering themselves head to toe, while others only use partial sets and some even forgo armour all together in favour of more speed and movement. The actual colours and designs are varied, but one thing is for certain, if the Samurai’s Tamer possess a mon, or personal crest, it will always be proudly displayed either on the shoulders, the chest or on a personal banner on the back of the armour.
The Feral state of a Samurai is very light, much like that of an Ingenue, insomuch they seem, as they are constantly distracted. It's a little more dangerous than that, though as a Samurai will become fascinated by the way the light plays off their sword blade and will move it about randomly to try and get random effects. No reports of a Threshold transformation have been reported, and seeing as it's incredibly rare for a Samurai to appear in some way to begin with, it's unlikely there will be.
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SAYJIN, the Fighting Monkey Pokégirl
Type: Near Human/Not Very Near Human (Monkey)
Element: Fighting
Frequency: Uncommon
Diet: Omnivorous
Role: Demolitionists, Combat Experts, Martial Arts Instructors (Periodically)
Libido: Average, Spikes of High (Post battle and during Full Moon)
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Psychic, Ghost
Attacks: Snarl, Smirk, Counter, Chi Blast, Chi/Ki Cannon, Backhand, Double Kick, Comet Punch, Mach Punch, Bear Hug, Gatling Punch, Gatling Kick
Enhancements: Enhanced Reflexes (x3), Enhanced Speed (x4), Enhanced Strength (x8), Endurance, Strong Constitution, and Chi/Ki-Manipulation
Evolves: Super Sayjin (Battle Stress + High Level + Self Discovery)
Evolves From: None
Sayjins are a fighting type found on the continent of Tyroon, and even there they are uncommon to find outside the Vegeta Valley where they live. They are thought to be one of the strongest fighting types, able to stand against even an Amachoke on even ground thanks to her edge in speed. They look like normal human girls, roughly around 5'4" - 6'2"tall generally, with dark, spiky hair and dark eyes. Most, if not all, have very toned bodies and long, brown monkey tails. Feralborn Sayjins tend to keep their tails loose and free behind them, while Threshold and Domestic Sayjins tend to keep their tails wrapped around their waists. Chest size varies in the Mid B-High C cup range.
Sayjins live for battle, constantly feeling the need to test their mettle against stronger opponents, the valley that is their home tending to look like a war zone thanks to this. On nights of the full moon, when the Sayjin is bathed in the moonlight, she undergoes a slight transformation. Canines shall become elongated, her eyes glowing a rather intimidating red, her hair growing longer (some cases report the Sayjin's hair hitting the ground at times) finger and toenails developing into short claws and fur growing over her arms, legs and torso. The Sayjin also tend to grow anywhere from 5 to 8 inches in height. In this form, the Sayjin enters a Berserk-like state, gaining an increase ins speed, strength, defense and Libido, while being unable to think clearly. While this means they are great in a fight, it tends to mean that, without the help of a Psychic Pokégirl or the aid of a few strong Fighting Types, the Tamer may end up being raped and due to the Pokégirl’s aggression, killed. It's suggested that one restrain their Pokégirl before the moonlight hits them if you wish to Tame them in this state, but more often than not, Tamers tend to keep Sayjins in their Pokéballs at this time. In this state, the Sayjin may not listen, or even hear, a Tamer's commands unless there is a strong Bond between them. If for any reason, the Sayjin's tail is removed in this state, she will revert back to her normal form and fall unconscious.
Unfortunately, the loss of their tail is a sign of dishonor among Sajyins, since it is believed to be a source of their Fighting Strength, and will force the Sayjin to be constantly depressed, if not near suicidal, until it grows back. It is unknown if this is absolutely true, though Sayjins without their tail do show a remarkable lack of strength and speed, as well as a lack of balance, since the loss of their tail causes a shift in their center of gravity. Only the light of the Full Moon can restore a Sayjin's tail, making this a rather difficult process to go through for the more weak-hearted Tamers. The tail is also quite sensitive, if touched properly. Held in the right way, it can cause an inexperienced Sayjin to temporarily lose all strength. This knowledge is what makes most domestic and threshold Sayjin curl their tail about their waist. Tamers should be warned, however, that an experienced Sayjin will learn to control this weakness, and should not rely on grabbing the tail as a means of incapacitating Sayjins in battle. Many a cocky tamer and pokégirl alike have found themselves ill-prepared when grabbing the tail resulted in not only a lack of weakness, but an opening for the targeted Sayjin to turn the tides of battle. Whether or not the weakness is overcome, the tail still retains its sensitivity, and a skilled Tamer can use this to help increase the Libido of a Sayjin. It has even been documented that manipulation of the tail can even bring the Sayjin to orgasm, making them a bad choice for Sex Battles.
Personality-wise, Sayjins tend to be arrogant and obnoxious, respecting strength of body and strength of will. They show this by always wanting to spar with someone, either physically (and usually only against the strongest Pokégirl in the harem aside from herself) or verbally. Oddly enough, Tamers with Sayjins in their Harem say that a Sayjin's insults are a sign of affection, every barb and biting comment their own way of showing appreciation. A Sayjin will usually only say something nice (a compliment or a word of appreciation) if the person is really close to them, and only when no one else can hear, being far too proud and aware of their own reputation to do such a thing in public.
As stated, Sayjin's all have a lust for battle, whether out on the field trading blows or elsewhere trading barbs. A good way to earn the respect of one and have her join your Harem is to defeat her in battle, either on your own or through the use of another Fighting Type. By doing this, not only will said Sayjin see the power of the Tamer first hand, but she will be in the perfect mood to be Tamed, since nothing gets a Sayjin's juices flowing more than a long, hard battle. Luckily, Sayjins can learn how to regulate their strength, and the only taming injuries that have been reported among Tamers are those who tame a Sayjin who has not learned how to control her strength.
Tamers using a Psychic type against them will not only lose the Sayjin's respect, but find that the Sayjin has vanished, finding the battle beneath her notice. Sayjins in Harems will consider the Tamer a complete idiot if they are forced to pair against Psychic type, unless said Pokégirl shows signs of being a powerful fighter, or can be convinced that it is a form of training, to strengthen her against her elemental weakness. A Sayjin's pride is strong, after all, and must be appealed to unless absolute dominance or trust is earned. Aside from battle strength and their tails, a final source of pride amongst Sayjins is their bloodline.
During Sukebe’s War, he had only made a small amount of Sayjins, using them mainly to sneak into cities or encampments moments before a full moon. Suffice it to say, they made little work of large groups in this time, though the tail weakness was soon found and exploited, reducing their already small numbers to only a handful, the strongest of all the Sayjins at the time, and those were Bonded to smart soldiers who had held their own against them long enough to grab their tails. The strongest, the 'Queen' of all Sayjins, was rumored to have golden hair and fur, with eyes that shined like emeralds. It was one of her line that eventually evolved into a Super Sajyin in the now infamous legend, and all Sayjin who can claim to be descended from this line regularly boast that they carry the gene to evolve into one as well. Obviously, these are the most proud of all Sajyins, though tests have shown many of this claim tend to have the highest combat aptitude and energy readings. Only a handful have ever evolved into the Super Sajyin yet, and some of these were not even in the queen's line. That doesn't keep the true heirs from constantly bragging, however. Tamers should do well to avoid these, unless they enjoy being reminded of their proud lineage time and again.
In Battle, the Sayjin will always try to defeat their opponent with physical attacks first, reserving their ki-based blasts for strong adversaries or those they have a weakness against. They will never interrupt a battle unless specifically ordered to by their Tamer (and even then reluctantly unless the Tamer mentions a good reason), and only ever fight one on one. This makes them a bad choice for two-on-two or three-on-three battles unless the Tamer can impress the need for teamwork into the prideful Pokégirl.
On a side note, it is rumored that Sayjins can learn how to use ki-manipulated Flight. There are only a couple of reports of this happening, and the Tamers of these Pokégirls are not telling their secrets on how they are able to do such a thing.
Thresholding into a Sayjin is rare, and only truly happens in Tyroon, or if the Pokégirl's family was either Sayjin or has strong Sayjin genes in her. Girls who Threshhold into Sayjin tend to feel either overwhelming rage, tending to begin breaking things around them until they are knocked unconscious, or a sudden increase in energy and the need to hit things, tending to accidentally break things around them until knocked unconscious or learning how to regulate their strength. When this happens, families usually send their children straight to a Ranch, or have them sent to the Vegeta Valley Pokégirl Center.
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SERAPH, the Heavenly Defender Pokégirl
Type: Near Human
Element: Flying/Magic/Fighting (Celestial)
Frequency: Extremely Rare
Diet: vegetarian
Role: defender of love and justice
Libido: Average
Strong Vs: Bug, Dark, Fighting, Ground, Normal, Plant, Steel, infernal Pokégirls
Weak Vs: Electric, Flying, Psychic, sex attacks
Attacks: Dive, Typhoon, Evade, Punch, Kick, Bear Hug, Focus, Focus Energy, Resist, Double Kick, Dynamic Punch, Reflect, Heal, Magic Fist, Magic Kick, Mana Bolt
Enhancements: Enhanced Strength (x15), Enhanced Speed (x3), Enhanced Reflexes (x4), Toughness, Endurance
Evolves: Fallen Angel (major trauma/bad experiences; Dark Stone will greatly increase the chances, but isn't completely necessary)
Evolves From: Armsmistress (Valkyrie-based winged Armsmistress only; Angel Stone)
Seraphs are the most militant of celestial Pokégirls. They are ever-vigilant to defend good and innocent people from the depredations of those whom they consider evil, which especially includes infernal Pokégirls.
Seraphs don't look much different from their previous form, having long, flowing hair, which may now be of any color, not just red, eyes that can likewise be any color now, and large, feathery white wings. These wings are not part of her arms, allowing her to fly and attack simultaneously. However, doing so is more difficult for her than it would be for a true bird Pokégirl, making the Seraph weak versus Flying-types. Most Seraphs are quite busty, and have breasts that are a generous C cup at least. They are obviously muscled, but their toned form hides an incredible, disproportionate strength. They aren't as strong as their previous form, but what they lose in strength they gain in the way of combat prowess and magic.
Seraphs take themselves and their duties very seriously. They see themselves as having a sacred responsibility to defend people from evil forces. They prefer to look to more preternatural evils than mundane ones though, and are prone to ignore things like robberies and thefts in favor of mystic evils, such as hauntings and dark cults. They regard infernal Pokégirls as the worst sort of evil, and though they don't attack them on sight, any minor provocation is enough to set them off. Seraphs get along well with other celestial Pokégirls, considering Angels and Pokégirls who are Blessed to be like younger sisters. Megamis and such tend to regard Seraphs with a sort of exasperated affection, like how one would treat a slightly crazed younger sibling, since they feel that Seraphs are both too militant and are wrong to ignore the "lesser" evils of the world.
When in a fight, a Seraph's first concern is to get any innocent people out of the way, and will willingly and unhesitatingly place themselves in front of someone to protect them trusting their defensive moves, such as Resist and Reflect, to help them get withstand the assault, along with their Toughness enhancement. Should an innocent be injured, they will immediately use Heal on them. Once any innocents are safe, a Seraph quickly wades into battle, using her various Punch and Kick attacks to pummel her opponents into the ground. Seraphs always use their weakest attacks first and gradually increase their attacking power as the fight goes on, since even on evil creatures Seraphs are loathe to cause unnecessary damage, being defenders and not sadists. This can cause the Seraph to take some otherwise avoidable damage early in a fight, but they tend not to mind this. Seraphs can last a long time in battle, thanks to their Toughness and Endurance enhancements, their defensive moves, and their ability to Heal themselves. Should a Seraph get desperate to win a battle, she will use Focus or Focus Energy to power up a move and then unleash it to devastating effect. Should a Seraph not be able to close the distance between herself and her foe, she relies on Magic Fist, Magic Kick, and Mana Bolt to win the day for her.
While serious, even stern, when fighting or looking for some evil to combat, Seraphs are just the opposite when it comes to Taming. Sex talk makes them blush and lose their composure easily. When about to be Tamed, they tend to blush, giggle, and avert their eyes, acting almost ditzy. Despite their great strength, they never need to be restrained, since never once has a Seraph lost control so much that she injured her Tamer. A Seraph's embarrassment about sex works against them on the battlefield though. They have a hard time resisting sex attacks, and know none themselves. They tend to be very humiliated when defeated by being brought to orgasm, and will be even moodier than usual about it for a while afterwards. For the most part though, Seraphs do well in a Harem. They see themselves as having to guide their Harem-sisters and her master by persuading him to champion the causes of good, and she judges herself based on how well she can convince her Tamer to fight the same supernatural evils that she herself does. She usually doesn't try to be the Alpha, seeing herself more as a guide and mentor than a leader by necessity. However, Seraphs are totally opposed to having an infernal Pokégirl in the same Harem as her, and the two invariably bicker non-stop until one of them leaves, submits to the other (which virtually never happens), or dies.
Feral Seraphs are quite docile, and won't attack anyone unless it's to defend themselves. Even then, they tend to just use Punch, Kick, and Heal when the fight is over. Capturing a Feral Seraph is thus much easier than it would be to otherwise fight a non-Feral Seraph. They do need to be restrained when being Tamed out of Feral though, since they aren't intelligent enough to restrain themselves. There has never been a known case of a Threshold girl becoming a Seraph.
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SEXMET, the Legendary Dark Lioness Pokégirl
Type: Near Human (Feline)
Element: Steel/Magic/Fighting
Frequency: Extremely Rare (Unique)
Diet: human style foods, heavy on meats, and energy drawn from sex
Role: protector/sister of Bastit, soldier
Libido: High
Strong Vs: Ice, Rock, Fighting, Dragon
Weak Vs: None (Water, Fire, Ground)
Attacks: Tail Slap, Tackle, Meteor Punch, Scratch, Pummel, Roundhouse Kick, Roar, Fury Swipes, Agility, Slash, Sabre Claw, Parry, Sword Dance, Deflect, Reflect, Power Bolt, Mana Bolt, Mystic Bolt, Recover, Teleport
Enhancements: Legendary Qualities, Legendary Salient Qualities, Armor
Evolves: N/A
Evolves From: N/A
Sexmet is one of the very rare Legendary Pokégirls. Made by Sukebe for reasons that didn’t necessarily have effect on his war of revenge…
Like her ‘sister’, Sexmet is a G-Spliced. However, where Bastit was made from two different Pokégirls, Sexmet was made from three Pokégirls. A Catgirl, a Demon Goddess, and an Armsmistress. The reason for Sexmet’s existence is because of her ‘sister’ Bastit. Bastit, while a powerful fighter in her own right, would absolutely REFUSE to fight others unless there was no other way, (she’s a pacifist). She’d prefer to make love and make an opponent’s hormones do all the work for her… but that didn’t always work. So, Sukebe made Sexmet to be Bastit’s ‘sister’ and protector. To accomplish this, he had based Sexmet after the goddess Sehkmet, who was a goddess of war and vengeance. As such, she is also has a lower opinion of humanity than her ‘sister’ Bastit.
Because of her heritages, Sexmet can take three forms, all depending on her mood. The first form is of a slightly muscular woman that is 5’9” in height, with dark skin, golden eyes, long black hair tied into a ponytail, black-furred cat ears, and wearing tight hard leather battle-armor, a brown leather weapons belt with a curved sword to the side, sandals, and silver jewelry of different sorts, including necklaces, bracelets, rings, earrings, and a gold tiara with an amethyst gemstone in the center with a relief of a hissing cat, Egyptian hieroglyphs adorn all the pieces of jewelry she wears, and she carries a large silver glaive.
Sexmet’s second form is a near-human Catgirl. She wears the same clothing, but in the second form she is more cat-like, with a layer of short black fur covering her from head to toe, she gains a tail, claws where her fingernails were, her frame becomes more muscular, and her height increases to 6’4”.
Sexmet’s third, and final form is of a huge, black-furred lioness, at a height of 4’ and a total length of 9’5” from nose to the tip of her tail.
Also, like her sister Bastit, Sexmet was not meant to be a Legendary. She apparently gained her status as a Legendary through her fighting prowess, and her ‘victories’ against other sister Legendaries. She was known to have bested the Legendary multi-headed dragon Hy-Bra on more than one occasion to protect her sister Bastit, and she’s survived clashes with the likes of the Legendary Stone Titan, Titania. It is speculated that these ‘victories’ might be due to the fact she is based after a goddess of war…
To this day, Sexmet is rarely sighted. Some speculate she lives in seclusion, and it seems so. This idea is supported by the fact that the only sightings of Sexmet within the past 100 years have all been within the Dark Continent. Though still, some speculate she is rarely seen because she is a roamer. She was made to protect Bastit… There is no reason as to why she would give up ‘protecting’ her ‘sister’.
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 Sexmet’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, Sexmet has No Weakness (Level 65). If she were to face a Water, Fire, or Ground type Pokégirl or anything else that was considered Strong Vs Steel, Magic, or Fighting, at or below level 65, 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 Sexmet’s lexicon of special attributes:
Warrior’s Code: Being that Sukebe had modeled Sexmet after the ancient Egyptian Goddess of War, (among other things) Sexmet is very well versed in all forms of ‘war’, be they on the battlefield, political, and even when it comes to Taming…
Warrior’s Sense: Also referred to as “Eye of Ra”, this acts as a ‘sixth sense’ for Sexmet, making it hard to sneak up on her. It is also very possibly the reason she is rarely seen today, since she can ‘feel’ when anyone or anything is getting close to her.
Lady of Life: When Sukebe created Sexmet he ended up emulating many parts of Sehkmet’s supposed personality. This includes one aspect where Sehkmet could become a carrier, and curer of plagues. Though she is not a poison type, at times, Sexmet can leave a trail of death in her wake without even trying… And other times, a place benefited from her presence. (However, this Salient quality has no effect on Pokégirls over the level of 70). This quality also allows Sexmet to evolve the Griffon into the very rare Pokégirl Sphinx.
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SEXSHREW, the Digging Mouse Pokégirl
Type: Near Human
Element: Ground
Frequency: Uncommon
Diet: mainly fiber enriched foods such as nuts
Role: used by many construction crews
Libido: Low or can be High
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Scratch, Fury Swipes, Slash
Enhancements: Enhanced Strength (x4), Tough hide like skin, digging claws,
Evolves: RandySnatch (normal)
Evolves From: None
Sexshrews are mice-like Pokégirls, although it must be noted that they do not have fur nor typical mouse ears. Their hide is light brown, tough, scaly and leather-like and their tail is little more than a large, slender, stub. The stomach, chest, front of the neck and the lower half of the face is white and slightly softer and more supple, but still doesn't even approach the softness of regular human skin. Many an inexperienced Tamer looks at a Sexshrew's rough exterior and concludes that taming her can't be a pleasant experience, but those who actually work with Sexshrews claim that they're just as soft, wet and hot as any other Pokégirl in the right places. While their hands and feet look quite like those of a human on the surface, they are actually refined for digging. While they cannot swim through soil like other Ground types, Sexshrews are nevertheless excel at tunneling and prefer to spend time underground. As a side-effect of this, their night vision is excellent. Sexshrews prefer not to wear clothes, because it hinders their digging efforts. They also dislike taking showers or bathing since water disorients them and leaves them weakened. It is therefore probably a good thing that it takes a while before a Sexshrew starts to really smell.
Sexshrews are very loyal - usually to their Tamers - but are also loners. Provided she is in a kind and warm harem, a Sexshrew always tries to be friendly and polite to her Harem-sisters, but sometimes the mere presence of the other girls will become too much for her and she'll retreat into a hole in the ground she dug herself. When she is alone with her Tamer, however, her warm, affectionate nature will shine through, her libido can (and usually will) go through the roof and she becomes very passionate during taming. Unfortunately, a Tamer who wants her Sexshrew to open up to the entire Harem has his work cut out for him. If he does manage to succeed, however, he'll find the Sexshrew as warm, passionate and horny with her Harem-sisters as she is with him. She will still have the urge to retreat and be alone from time to time, but it will not nearly be as frequent as before.
There are known cases of Sexshrews placing her loyalty with another Pokégirl in the Harem rather than with her Tamer. Such cases are very, very rare, but they usually cause problems. Being in the continued presence of her Tamer will make her uncomfortable and she'll often retreat to be alone. She will submit to taming, but she will gain little enjoyment from it and in the worst cases will just lie there waiting for her Tamer to finish. Interestingly enough, if the Sexshrew tames with the Pokégirl she became attached to it will be almost as effective to stave off a feral state as taming with her Tamer would be. It is recommended in such cases to only tame a Sexshrew in the presence of the Pokégirl she is intimate with, engage in frequent threesomes and give her plenty of alone time with her Pokégirl. In time, the Sexshrew will usually come around and become as loyal to her Tamer as any Sexshrew. Use of Taming Cycles to correct the problem quickly is discouraged, since only a level 5 Cycle will have the desired effect for any length of time.
Still, because of this peculiarity, Sexshrews are not popular in the more... conservative... Leagues where their dependence on other Pokégirls rather than humans is considered something of a threat.
Feral Sexshrews are rarely seen since they prefer to spend so much time underground. They very rarely cause any real problems unless a lot of people come near their holes at once, in which case they may attack violently to fend off the intruders.
Threshold girls usually have a rough time when becoming a Sexshrew. Not only do they have the usual trouble adjusting, but their suddenly solitary nature often causes them to turn in on themselves. They will keep on their old clothes as much as possible, will often hide underground and will rarely talk to anyone. Given enough time (and the amount of time needed depends on what the girl's personality was before thresholding), the Sexshrew will come to terms with what she is now on her own. Some researchers say that Threshold Sexshrews who are not given this time are more likely to become attached to a Harem-sister rather than her Tamer, but there is no solid proof for this claim.
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SHAGUAR, the Cool Cat Pokégirl
Type: Animorphic with cases of Near-human – Jaguar
Element: Ice/Fighting
Frequency: Rare (Sunshine League), Very Rare (Capital, Orange, Scarlet Leagues), Unknown (Other Leagues)
Diet: chilled fish, alcohol
Role: covert operations, subterfuge, cuddle-pet
Libido: Average (gets higher the colder they get).
Strong Vs: Dark, Dragon, Ground, Plant
Weak Vs: Electric, Fire, Psychic
Attacks: Quick Attack, Scratch, Tail Slap, Agility, Snow Storm, Ice Wall, Aurora Punch, Ice Blade, Blizzard Beam, Ice KAPOWIE
Enhancements: 5x Human Strength, Enhanced sense of smell, Night-vision, and Sensitive Hearing
Evolves: Kool Kat (orgasm), Jugguar (Thunder Stone+Electric Attack)
Evolves From: Catgirl (Ice Crystal)
This ice princess of the feline Pokégirls was discovered completely by accident in the Gold Continent in 289 AS. When Pokégirl Tamer Martin Camero of the Sunshine League was trying to find a way to get a Warcat from the Catgirl branch of the Kitten's evolution, he tried anything at random. As a result of his want for that specific Pokégirl species he was after, he used an Ice Crystal on his Catgirl, and found a then unknown evolution of that breed: the Shaguar.
Normally standing at 5'5" with breasts that range around a large A-Cup, (never higher than a mid-sized B-Cup), one would see at first glance that a Shaguar isn't physically intimidating to look at. Although there are cases of Shaguar with brown pelts with white or tanned undersides, the majority are almost completely white-furred. In colder climate regions, this white fur gives the Shaguar a good measure of camouflage. The only way to keep track of the Pokégirl is the fact that their dark brown or black ring patterns will still show up against the snow if one looks closely enough.
Interestingly, while their pre-evolution form of Catgirl is only average on fighting skills at best, Shaguars are pretty decent fighters, comparative if not superior to Warcat species that Martin Camero had been so interested in getting. Through research of the species, it has been found the reason that Shaguars are such competitive fighters is that they are always searching for new sources of warmth, and so they have a tendency to constantly fight as a means to keep their body temperatures up.
The correlation of a Shaguar's fighting skill and body temperature is a fact that has proven useful to Tamers who specifically participate in PokéBattle circuits. Some Tamers firmly believe that in a colder climate, a Shaguar is almost invincible, as they HATE the freezing temperatures, making them fight even harder as to keep warm. This belief is what has lead the Shaguar to become a popular import into the Scarlet League and the Southern islands of the Orange League from the Sunshine League, as well as the most Northern reaches of the Capital League.
It should also be noted that this same need for warmth is why the Shaguar have a tendency to have considerably furious Taming sessions with their Tamers than a number of other feline Pokégirls. Their bodies are cool to the touch, but feeling into their inner-depths, a Shaguar is far colder. It is this inner-feeling of cold that makes the Shaguar constantly chilled, and Taming usually heats her up from within, which makes her warmer throughout. As such, the Shaguar's need for warmth pretty much allows the Tamer a lot of leeway in Taming a Shaguar. As long as she's getting it hot and heavy, she will put up with a lot of stranger or exotic kinks. Although they do love cuddling afterwards.
The Shaguar isn't without faults though, and has a number of quirks. Although they absolutely hate the cold, the Cool Cat Pokégirl absolutely loves chilled fish. This may be attributed to the fact that they also have a preference for alcohol, (especially ale) as it is known to make them feel `warm' inside, despite what they'd eaten. Another odd facet is that Shaguars are susceptible to Electric-based attacks. It seems that while Ice and Fighting negated a lot of elements that either species was weak or strong against, (Bug, Flying, Rock, Steel) it opened up a specific elemental weak-point for them.
When determining Harem dynamics, a Tamer should be forewarned to never allow a Shaguar and a Nogitsune into their harem at the same time. For reasons unknown, the two species have taken a near automatic dislike for each other, very similar to how Cheshire and Kunoichi feel about each other. This leads to a lot of bickering and in-fighting that often turns physically violent.
As a final note, there is an interesting rumor currently circulating in the Sunshine League. Possibly started by a Shaguar whom wanted a considerably improved figure, the call has gone out to discover what would make the `Jugguar', also referred to as the `Jugg-u-lar' in some regions. While more than likely a hoax, one can never be too certain in this day and age.
No case of Threshold into a Shaguar has been recorded as of yet. As this is a more recent evolution, currently there are only Domestic breeds. As time goes on, thanks to this Pokégirl's popularity, it wouldn't be a surprise for a Shaguar to become more frequently found in the wild or as the end of a woman's Threshold into a Pokégirl.
Aurora Punch - (ATK 120 + EFT) An enhanced version of `Cold Punch', nearly double the regular strength; the fist becoming encased in a sharp corona of ice. Impact forces the opponent to back up to seven steps and may stun them for one round, (three rounds if opponent is Dragon, Ground, or Plant-aligned). Fire-types take half-damage
Blizzard Beam - (ATK 35 + EFT) An enhanced version of `Ice Beam' This attack fires a cold beam at the enemy, freezing what it touches. Unlike Ice Beam, Blizzard Beam causes outright damage to whatever is frozen, be it Pokégirl or surrounding environment.
Ice KAPOWIE - (ATK 200) An attack exclusive to the Shaguar and easily one of the strongest combination Fighting/Ice attacks in existence. The Ice KAPOWIE strikes opponents with an overwhelming uppercut that has been known to K.O. Dragon-types in one hit. However, to use this, the Shaguar must sacrifice 1/2 of her HP before attacking and can only be used once a battle, since afterwards, the needed energy is spent. If the opponent is still standing after struck, they are automatically afflicted with Frozen status-ailment for 1-15 rounds, regardless of any defenses. The Shaguar is then dizzy for 4 rounds.
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SIDEVIPER, the Aggressive Snake Pokégirl
Type: Animorph Metamorph (Snake)
Element: Fighting/Poison
Frequency: Rare (most Leagues)
Diet: Berries, fruit
Role: Hit-And-Run Tactics
Libido: Average
Strong Vs: Grass, Dark, Normal, Rock, Steel
Weak Vs: Psychic, Flying, Ice (double damage)
Attacks: Agility, Silver Fist, Thunder Tail, Wrap, Probing Tongue (*)
Enhancements: Enhanced Stamina (x2), Enhanced Speed (x2), Enhanced Strength (x3), retains most of their intelligence even when feral
Disadvantages: Low HP, very weak to psychic attacks, weak against ice attacks, can't shapeshift if they're feral
Evolves: None
Evolves From: Naga (Battle stress + Feral state)
Sidevipers are very rude departures from the other snake Pokégirls. They often have foul tempers, which only evaporate after they've either won a battle or found a permanent lover (tamer or Pokégirl).
Their hair tends to vary from deep red to hot pink to almost blackish purple; they all have elven ears; and most have blue or grey eyes. Very rarely will any have green or red eyes. Their skin has a golden tint, as do their belly scales. Their other scales, like the Garter, always match their hair, but unlike Garters, does not change if the Sideviper dyes their hair. Their tails are double the length of their human legs.
Most of the ferals will often take advantage of any opponent who's fallen unconscious. Surprisingly, even completely feral, they retain quite a bit of knowledge, and have been seen rummaging through a tamer's pack and Pokéballs for things they like.
Back during the war, Sidevipers were well known for hit and run tactics, brutally attacking the flanks of infantry units, and forcing the enemy to spread their units thin, allowing more powerful and durable Pokégirls to devastate the units further.
Of course, being cold-blooded, they tend to stay away from cold areas. If in a harem, a Sideviper will beg to stay in her Pokéball. No arctic zone League will ever see a Sideviper that's there willingly.
Unfortunately for honest Tamers, no Naga will evolve without becoming Feral and becoming highly stressed in combat.
Those seeking to capture them know that Sidevipers love fruit. Some have been known to enter cities and attack fruit stands when their fruit supplies in the wild run low. Some smaller cities that have had repeated problems either send for a tamer to capture the Sideviper or have a large number of fruit and berry plants planted outside of town.
(*) - Probing Tongue - (S.ATK 135) The user's tongue skillfully finds the most pleasurable points on their partner and stimulates them. Both humans and Pokégirls can learn and enjoy this technique.
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SLICER, the Swordswoman Pokégirl
Type: Very Near Human
Element: Normal/Fighting
Frequency: Uncommon (Crimson League)
Diet: human diet
Role: fencers, frontline fighters
Libido: Average
Strong Vs: Normal, Magic
Weak Vs: Ghost, Psychic
Attacks: Slash, Swordwave, Deflect, Counter
Enhancements: Proficiency with any bladed weapon or anything longer than one foot.
Evolves: Gladiatrix (Round Stone), Valkyrie (battle stress), Ronin (normal), Piratit (Water Stone)
Evolves From: None
Slicers appear to be like normal women with some small deviations. Their average height is between 4'8" and 6'1". Their hair colors are generally a random color, but generally within the primary, secondary or tertiary colors. More common human hair colors like silver, grey, brown and black are actually quite rare among Slicers. Their irises are generally a solid color with the pupils being a slightly darker variant of the iris color. This may throw people off at first, as most people are used to seeking black pupils in eyes.
The main oddity amongst 30% of all Slicers is that their arms and fingers may appear thin and delicate, but remain as strong as normal arms. This can sometimes be quite the surprise to opponents, who believe the thinner arms means they are weak.
Slicers are adept at using any weapon that can be wielded with one or two hands, but most prefer using light-weight swords, such as rapiers, short swords or even daggers. When it comes to sword mastery, they are second to few, save their evolutionary sisters, Herowu and Armsmistresses. Unlike Amazonwus or Herowus, though, they do not lose their fighting skill while feral. Instead, they lose confidence. A Feral Slicer is more likely to run if disarmed or caught off guard.
The difference between the Feralborn and domesticate born is that the Feralborn usually have to find a weapon. Most wind up with a branch, but some have been known to steal weapons from towns. Tamers can sometimes get a feralborn Slicer to join them by offering a sword as a gift. Domesticates generally save up money and buy their own sword, but getting the weapon enchanted can be quite the turn-on for any Slicer.
If a Slicer's weapon of choice breaks, she usually mourns it as most people mourn friends. Most ferals and quite a few domesticates will insist on a proper burial for the weapon. The only times when she does not request a burial is if she believed the weapon to be inferior (i.e. a branch she grabbed simply because it was close, but it only blocked a single attack before breaking).
While their attacks can affect Ghost or Psychic Pokégirls, they take double damage from psychic or ghost attacks.
Once a Slicer (or any swordsman) achieves a certain level of mastery or skill, they can use a Swordwave. This technique is similar to a vacuum cut. In layman's terms, it's a force that can cut or tear without the need of contact between solid matter. Swordwaves can also be used to knock people out. Swordwaves can be used with any weapon the user can swing, even if it is not a sword or even a traditional weapon.
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SONICA, the Speedy Pokégirl
Type: Near Human; Anthropomorphic (Hedgehog)
Element: Fighting
Frequency: Rare
Diet: Pokéchow, fruits
Role: speed attacks, hit 'n' run tactics
Libido: Average to High
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Dash, Sonic Punch, Sonic Wave, Blur, Buzzsaw
Enhancements: Enhanced Speed (x8), Enhanced Stamina (x5), Enhanced Reflexes (x5), Muscle Control
Evolves: Dash (battle stress), Jurimi (Cat E-Medal)
Evolves From: None
During Sukebe's War, Sonica were a rarity to see on the battlefield. This was because most who saw them, died soon after. They were meant for hit and run missions, for which their ability to control their musculature making them ideal. They can get the most out of a single muscle contraction, allowing them to go from a standstill to their max speed (between 200mph and 270mph) in under a second, as well as shift directions with equal precision. Unfortunately, their popularity began to die out when Sukebe realized a flaw, though they were able to command immense speeds within a second, their bodies were not able to take the continuous stress to their muscles, meaning they could only last for several minutes before they needed to rest.
Sonica are small, ranging from 4' to 5' feet in height. Their backs (and sometimes their arms and legs as well) are covered in a soft coating of blue fur (though other colors have been seen) that can lightly harden when feeling threatened. They can have a wide range of hairstyles, their slight abilities allowing more diversity, though it is usually always spiked, whether long or short. Their hair and eye color always matches their fur.
Sonica are hyper, always going for things that can get their blood flowing. They love to engage in things that require speed, especially races, and afterwards can go into a slight "hyper mode" where it appears as if they cant slow down. Everything they do is at a faster speed than normal, whether walking talking or just thinking. It's during this time that they love to be tamed, and their libido jumps.
Threshold cases are rare, though not unheard of. Usually happening to excited or overactive girls.
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SUPER SAYJIN, the Golden Warrior Pokégirl
Type: Near Human - Not Very Near human Metamorph (Ape)
Element: Fighting
Frequency: Extremely Rare
Diet: very large quantities of human food
Role: Combat, Frontline fighters
Libido: Average (becomes High after battles or during full moons)
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Chi Healing, Hurricane Kick, Crushing Punch, Hyper Kick, Gust Punch, Titan Crush, Ogre Crash, Kaiser Wave, Megaton Punch, Megaton Kick, Chi Image*
Enhancements: Enhanced Reflexes (x5), Enhanced Speed (x5), Enhanced Strength (x14), Chi Flight, Enchanced Endurance (x3), Chi/Ki Manipulation
Evolves: None
Evolves From: Sayjin (Battle Stress + High Level + Self Discovery)
According to the legends told by the Sayjins of Vegeta Valley, where the Sayjins there revere the first Super Sayjin with almost godlike awe, the first Super Sayjin, whose name has been lost to time, lived almost two hundred years ago. They say that she and her Tamer lived in Prussian, and were among the few to have managed to escaped from the city when a Widow attacked, killing almost everyone there (although the Sayjins who tell the story say that she “retreated,” not “escaped” and woe to any who disagree with them). The pair fled north into the wilderness, only to find something worse than that which they had left behind: A Dryder nest. The source of the Widow that invaded Prussian had been found. The Dryder directed several of its subservient Widows to kill the pair, and while the Sayjin fought bravely, being of extremely high level, she was eventually overcome. She watched in despair as her Tamer was mortally wounded by the poisonous monsters. Overcome with rage and despair at her lover’s impending death, she spontaneously transformed into the Super Sayjin. Revitalized, she destroyed the Widows around her, and used her Chi Healing to bring her Tamer back from the brink of death, bidding him to run while she fought the Dryder and the remaining Widows. He only reluctantly did so, and after getting far from the nest, he reported a giant explosion destroying the entire place. He later settled in Tyroon and told the story to others, although only other Sayjins believed him and kept the story alive.
Since the original, the Super Sayjin breed has only been seen scantily throughout history, and even the Super Sayjins themselves disagree on what exactly enabled them to evolve. It has also become painfully obvious that the Super Sayjin as a breed could not have single handedly defeated a single Widow, let alone a 'nest' of the monsters. Firstly, historical evidence shows that there was only a single Widow ever in the area, and from records obtained from the Indigo League, there were several bodies of pokegirls around the charred remains of the Widow. Several Sayjins loudly disclaim the new Super Sayjins as nothing more than something similar to a template, and that the first Super Sayjin was in fact a Neo-Legendary that could have defeated Atmuff. This surprisingly, causes a rivalry between two Pokégirl breeds of a single evolutionary path, though it has been recorded that Sayjins who actually meet a Super Sayjin are usually able to be convinced of the breed's existence. Super Sayjins themselves are non-plussed about the entire matter however.
Super Sayjins change little from their unevolved form, their hair on their heads and tails turning golden, and their eyes turning a shade of sky blue. Their bust enlarging only about a half cup size or so while the rest of their body retains their lean and well-toned form. It is their personality that changes significantly, as whatever personal discovery that helped cause their evolution now tempers their personality. Still largely prideful and arrogant, the Super Sayjin now learns to relax and let some slights slide that would have once caused her to start fights. It is unknown how much of change truly happens after the evolution or that causes the evolution itself, but the end result is a very powerful Pokégirl.
Super Sayjins still have a lust for battle, and love to test their mettle against any and all comers, though usually their battle style is to test or play with their opponent before deciding how to best fight. Often, a bored Super Sayjin will battle a much weaker opponent on their level before suddenly ending the battle when they get bored with it. Some kinder Super Sayjin will simply fight any comers, seeing the battle as keeping her skills sharp while helping their opponent to improve. Whatever the battle's reason and whatever the battles outcome, a Super Sayjin comes out randy and ready to tame.
Taming a Super Sayjin is quite an experience, as just like a Sayjin, these powerful Pokégirls can learn to control their strength down to a more human level with time. This allows for any taming positions a Tamer would find enjoyable with a low powered Pokégirl, even mid-flight tamings, as now a Super Sayjin has mastered her own version of flight. Super Sayjins themselves tend to take the taming room by storm. A few of the recorded tamers of Super Sayjins claimed that this breed gives the Tigress a run for her money... while some would only stammer and blush. As there have been so few Super Sayjins as of 300 AS, the possibility of threshold directly into a Super Sayjin is deemed improbable, and there have been no instances of feral Super Sayjin.
Chi Image (EFT) Exclusive to the Super Sayjin. While Sayjin's claim that this was the legendary Super Sayjin's ability to move faster than the speed of light, this 'After Image' move is actually the work of Chi manipulation. The Super Sayjin forms an exact image of herself as she moves, usually to distract or confuse her opponents. A well trained eye can notice that the Super Sayjin keeps moving, however.
Chi Healing (EFT) By utilizing the massive amounts of chi inside of her, a fighting type Pokégirl can heal her wounds in a similar effect to the move Heal. This move cannot heal HyperVenom, unlike the claims of certain breeds, though it can slightly slow it down from near instant death to death within minutes.
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TARANTELLA, the Dancing Spider Pokégirl A.K.A. the Upside-Down Spider Pokégirl
Type: Very Near Human
Element: Bug/Fighting
Frequency: Rare (Domestic in Golden, Tyroon and Amethyst Continents), Extremely Rare (Domestic elsewhere and Feral)
Diet: Human-style foods, insects, silk
Role: Domestic/Industrial and light combat
Libido: Low, High with a favored master or after eating masses of silk
Strong Vs: Dark, Normal, Steel
Weak Vs: Fire, Flying
Attacks: Dance, Leer, Sing, Scratch, Sword Dance, Sting, String Shot
Enhancements: Enhanced Agility (x3), Enhanced Strength (x2), Web Spinners, Poison Sacs, Can adjust Poison type, Retractable claws
Evolves: Wolf Spider (orgasm), Xerablondi (battle stress)
Evolves From: None
Called the 'upside-down spider' because their retractable ‘fang’, more of a stinger, located where most animal-types would have the base of their tails, and the spinnerets in their head produce their luxurious and silky hair. For this reason, their hair is usually long and either loose or in a single braid. The Tarantella appears as a human girl with an athletic figure about 5.5 - 6 feet (166 - 184 cm) with a B to C cup size, both height and bust tending towards the lower end of their ranges. The major difference is the rich and vibrant color of their hair. Their hair can change color as the Tarantella produces different colored silk for weaving, although they have a ‘natural’ or default hair color, which is often unusual. Their ‘fang’ is usually retracted and thus almost invisible. Therefore, they are easily confused with Megami, Ingenues, or any almost human-looking Pokégirl. Almost all are skilled weavers and make their own clothes, equipment and home furnishings/decorations out of silk of their own or their sisters' manufacture. They weave their products by hand at a very rapid rate. They are exceedingly haughty about this and are very competitive with other silk manufacturing methods: Arachnae, Spinnertit, Spidergirl, silkworms, other spiders. They enjoy eating such 'inferior products', from damaged silk clothing even the occasional spider web, and use the food to make a 'much superior product'. Tamers should be aware, if the silk available is more than two to three square yards/meters, the first thing the Tarantella will want to make is a cocoon to enclose herself, her Tamer and possibly a Harem mate or two for some . . . quality time together.
The Tarantella can adjust the venom she uses initially only Sleep Venom, Poison Sting, and the venom that gives the Pokégirl her name. This Tarantism venom is a modification of the Paralysis Venom, except the victim dances wildly and uncontrollably, unable to attack or defend until the poison wears off. Other venoms may be learned. The Tarantella loves to sing and dance, preferably with others. (Don't let them near the wallflowers at the dance!)
In combat, she will use her Tarantism venom first, if possible. They do not use their silk for webs, although some use string shot with a prepared line. The claws in her fingers and toes are retractable, but too weak to be suitable for the more advanced claw techniques. Feral Tarantellas will line their dens with silks and retain enough intelligence (and pride) to use their silk products as a lure. Domesticated Tarantellas are often used to manufacture silk items as home industry or in larger facilities, with large groups of Tarantellas or their evolved forms happily working on projects together. Tarantellas and their evolved forms are both haughty and extremely anxious, approaching a full-blown Inferiority Complex, regarding their spider origins and people's attitudes in general. (Although they agree, the feelings towards Widows are totally justified). When encountering other spider-type Pokégirl, who are 'letting down the side', their insecurity manifests itself as an intense effort to get the other spiders to live up to a higher standard: in combat, taming and especially making silk products. While this makes them a good choice for Alpha, Tamers need to monitor this, to keep it from becoming too grating for them and their harem. Also of concern to the Tamer is the aftermath of the Tarantella failing to meet her own or another spider-type's high standards. A supportive Tamer, particularly at such times, will earn the Tarantella's complete loyalty.
There are rumors that the Tarantella and its evolved forms have a venom that combine the effect of Recovery+ and Stamina drinks and Love Sting (with full rather than half effect on a bonded Tamer). The rumors cannot be confirmed, neither the Tarantellas nor their Tamers are talking. Some references to a pre-Sukebe dance called 'the horizontal bop' have been made, but research remains inconclusive. [Author's note: I know the spider is spelled tarantula, but the dance is spelled Tarantella]
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TESLADAMA, the Stormy Blitzer Pokégirl
Type: Very Near Human
Element: Electric/Fighting
Frequency: Very Rare
Role: Guard Commander, Sniper Hunter, Blitz Striker
Diet: Omnivore
Libido: Average to Above Average
Strong Vs: Bug, Dark, Ice, Normal, Electric, Steel, Water
Weak Vs: Psychic, Dragon, Ground, Plant
Attacks: Attacks: Arc Shield*, Disarm**, Arc Blade***, Arc Cannon****, Zapring, Spark, Thunderclap, Thunder Wave, Rolling Spark, Rolling Spark Mark II, Electric Blade, Mega Punch, Megaton Punch, Mach Punch, Gatling Punch
Enhancements: Summon Armor, Enhanced Speed x8, Enhanced Stamina x4, Enhanced Strength x5
Evolves To: None Known
Evolves From: Tesslass (Normal)
The evolved from of a Tesslass is a Tesladama. The Tesladama takes the Tesslass' defensive mindset and takes it to the logical conclusion: The best defense is a good offense. During the Revenge War, Tesladamas were in charge of 'base' security for Sukebe's forces, organizing and leading their younger sisters the Tesslasses. Their usual preferred tactic was to use the Tesslasses as a defensive line, blitz the enemy lines, kill or incapacitate any command structure they could find, then use their speed to retreat before they could be over-run, letting other Pokégirls take advantage of the chaos they had just caused. The Tesladama had a similar level of control over a Tesslass that a Ballisticunt did. Tesslasses tended to obey and defer to the older, more powerful Tesladama during the war, and this degree of respect appears to be genetic predisposition, as a Tesslass will hold a Tesladama in awe and respect as the perfect example of their breed...as long as the Tesladama isn't a threat to their own harem or Tamer.
A Tesladama is far more dangerous than a Tesslass. While she still has access to her Arc Shield, her evolution has both enhanced electric capacity and electric control. In addition to that, a Tesladama's musculature and armoring increases exponentially, making her extremely fast and strong while wearing her heavier armor. The Arc Shield also gains functionality, and can be formed into two other 'weapons' by the Tesladama. The first is the Arc Blade, a crackling blade of energy that the Tesladama wields as a melee weapon. The blade forms along the same forearm mount as her Arc Shield. It lacks the defensive capabilities as the Arc Shield, but can still be used with her Disarm technique. While reports are spotty, the blade is known to be able to penetrate through steel armoring, as one damaged report from the time mentioned a Tesladama assaulting a mobile command center through the APC's wall. The second alternate form is the Arc Cannon. This modification allows for the Tesladama to form and charge an extremely powerful bolt of pure electricity, which can then be discharged as a crackling beam attack. The Tesladamas usually used this during the War of Revenge to charge forwards and pick off snipers or observers that were posing a threat to the artillery 'girls the Tesladama were in charge of protecting. The attack is draining, however, so a Tesladama cannot rapidfire their Arc Cannon, requiring time to recover before using it again. She can switch her weapon modes at will, although the recharge time on the Arc Cannon still applies.
Feral Tesladama, while rare, do exist. They tend to claim a large chunk of territory in the wilds, especially if it's defensible or near food supplies, and may undergo parthenogenesis. If they do, the offspring are always Teslasses. Any Feral Tesslasses in the area will also instinctively rally under the command of a Tesladama, adding their numbers to those of her offspring. A Feral Tesladama is extremely intelligent for a feral, and anything she or her 'troops' cannot defeat in a fight will often find itself the victim of various traps, ambushes, and hit and run attacks. They share a Tesslass' disinterest in humans, preferring to drive them off if they get too close, but will not go out of their way to attack them otherwise. However, they are a bit more dangerous for a travelling Tamer, as their electric powers are greatly increased, making their ability to paralyze and search a Tamer for anything edible or interesting much more dangerous. They also share the Feral Tesslass' relative fearlessness, as they can outrun most Ferals they can't decimate in a fight. If captured, the Tesslasses that they once commanded will scatter if retrieval seems impossible, dividing up or retreating from their territory to something they can hold.
A Tesladama is much more strong-willed than a Tesslass. If they find the current Alpha to be unacceptable for the continued success of their Tamer, they will challenge her until either they win or the Alpha improves. They are also much more willing to disagree or criticize their Tamer's decisions if they believe he is making a mistake. This also means that, if their Tamer is making a move that they see as suicidal, the Tesladama will threaten to shock and paralyze their Tamer, then retreat to safety with him. Tesladama are not known for their tendency to bluff or threaten if they don't plan to back their threats up. Most wise Tamers will accept that warning for what its worth and adjust accordingly. When dealing with other girls in the harem, the Tesladama will tend to try to play nice and polite with her harem-sisters, unless she sees them as a threat to her Tamer. At that point, a Tesladama will bring the point up with her Alpha, and, if nothing changes, take matters into their own hands. They are also a bit more arrogant than the Tesslass, since they know they're beautiful, tall, dangerous, and right about whatever it is people are arguing about.
They tend to act like they are the benevolent older (And wiser) sister to any non-hostile Tesslasses or Guntits they encounter, and will treat a Ballisticunt as an equal, albeit one who needs to be watched out for. Other than that, Tesladama are serious when working, party animals when not. They have few inhibitions, although they do tend to dislike any Pokégirl that tries to impose their will on them, often making that displeasure known via electric shock.
The Tesladama doesn't change a huge amount from her previous evolution when it comes to looks. Most Tesladama gain about two to five inches in height and a moderate increase in bust size. Their hair also tends to grow out a bit more, usually ending around or just past their nicely muscled ass. The Tesladama's muscle mass increases a lot from her previous evolution, making her far stronger, although she doesn't change too much from the outer view. They still prefer to dress in skintight outfits, although a Tesladama may supplement this with any clothing she finds both attractive and easy to get out of, in case there's a fight. Tamers are advised that a Tesladama will shred any clothing they can't shuck off in an instant while shifting to their battle armor.
There are no cases of someone thresholding into a Tesladama. Pokégirl offspring of a domesticated Tesladama are always Tesslasses or males with strong electrical affinities.
Arc Shield: The same as a Tesslass' Arc Shield, albeit larger and capable of blocking more damage. A Tesladama's Arc Shield can be used to release a burst that paralyzes enemies in the area of effect and interrupts projectiles
Disarm: A technique used by the Tesladama with her Arc Shield or Arc Blade, it involves charging the blade with electricity and slamming or slashing an opponent's weapon in an attempt to blast it out of their hands, leaving them open for a follow up attack at point blank range.
Arc Blade: A refinement of the Tesslass' Arc Shield technique, the Arc Blade takes the form of a long, crackling blade of energy that starts at one of the Tesladama's gauntlets and extends several feet beyond it. The blade is highly dangerous, and while the voltage and lethality can be modified by the Tesladama, it is quite strong enough to, if need be, cut through steel or rock. A Tesladama will use their Arc Blade in combination with a variety of fighting techniques, in addition to attacking with it alone.
Arc Cannon: Originally used by Tesladama's to destroy snipers or artillery observers, or simply to crack large, heavy targets, the Arc Cannon resembles that of a Guntit's hand held plasma blaster. It enfolds the armor on the Tesladama's hand, and usually crackles with barely contained lightning. When used, the Arc Cannon compresses and fires a bolt of energy at the Tesladama's target, often punching through hard cover or armor to reach it. This technique is rarely used in any sort of friendly match, since it is quite dangerous to be on the receiving end, and it isn't something the Tesladama can easily 'pull' down to a nonlethal level. It also takes some time to recharge between firings, and most Tesladama prefer to charge, fire, then retreat until they can fire again if they are using it in a fight.
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TESSLASS, the Static Defender Pokégirl
Element: Electric/Fighting
Type: Very Near Human
Frequency: Rare
Role: Defensive Line, Bodyguard, Sentry
Diet: Omnivore
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Electric, Steel, Water
Weak Vs: Psychic, Dragon, Ground, Plant
Attacks: Arc Shield*, Disarm**, Zapring, Spark, Thunderclap, Thunder Wave, Rolling Spark, Mach Punch, Backhand
Enhancements: Summon Armor, Enhanced Speed x3, Enhanced Stamina x2, Enhanced Strength x2
Evolves To: Teslaladama
Evolves From: None
During the War of Revenge, Sukebe's forces made good use of Guntits and their evolution, the Ballisticunt. Those Pokégirls were mobile, heavily armed, and more than a match for human forces...as long as they were at range. In closer combat, however, the Pokégirls were more vulnerable. To fill this gap, Sukebe created the Tesslass. Designed along the lines of the Guntit-line as a midrange defender and Bodyguard for the artillery-type Pokégirls, Tesslasses served quite well during the War, being well prepared to engage any opponent, either at close quarters with hand to hand skills and their Arc Shields, or at range with a variety of electric attacks (With a tendency towards attempting to pin opponents, so that other 'Girls could finish them). They share the Ballisticunt's ability to summon a set of armor to wear, although the Tesslass has heavier armoring than the Ballisticunt and isn't as bothered by the weight, having the strength to move as if they were wearing nothing at all.
The breed didn't survive the war very well. Bred for loyalty, especially to their usual Ballisticunt commanders, the Tesslasses were usually quite reluctant to flee, and so most of the breed was wiped out along with Sukebe's forces. Still, enough survived, through various means, for the breed's numbers to slowly rebuild, although they are still a rare Pokégirl to encounter.
Feral Tesslasses, while losing some of their intelligence, are still quite cunning. They also become extremely territorial, claiming an area they find ideal and patrolling it regularly against intruders. Within their claimed territory, a Tesslass is quite aggressive, as they have a type advantage over most other aggressive Ferals, or the speed to run away if they feel outclassed. They tend to prefer areas that are near large bodies of water, as their proficency with electric techniques makes fishing a snap. Feral Tesslasses also develop an obsession with shiny objects. While not overtly hostile towards humans as a whole, Tesslasses are known for paralyzing an intruding human in their territory, then rummaging through his belongings and stealing all of his food and shiny objects. Of course, since this means that it can leave a Tamer unconscious or paralyzed in Feral territory...
Once domesticated, a Tesslass makes an excellent addition to a harem. A feral, once over Taming shock, transfers her territoriality onto her Tamer, and will listen to him quite obediently. Domestics tend to treat their Tamer as a superior officer rather than a piece of territory. Both strains, however, do reach a point where they will disagree with or even refuse a Tamer's orders. That point comes once they think their Tamer is putting himself in undue danger, at which point the Tesslass will attempt to convince him to make a different decision, using almost any means at their disposal. Other than that, Tesslasses tend to be quite pleasant most of the time. They are quite serious when 'on duty', as they call it, having little time for jokes or pranks while patrolling their Territory (IE, the area around their Tamer or his possessions, or an area he's ordered her to secure) but also tend to shift to being extremely wild once they are 'off duty' and somewhere they can feel is safe with their Tamer and his Harem. They are showy Pokégirls when not on duty, enjoying showing off their bodies. The rest of the time, a Tesslass will tend to be in her armor, usually near her Tamer as a bodyguard against threats.
As for inter-harem dynamics, Tesslasses don't particularly seek any position in the harem. All they require is to be near their Tamer and to have him in good health. They tend to be wary of Pokégirls they are elementally inclined to be weak against. They still have their genetic predisposition to obey and protect Pokégirls from the Guntit's evolutionary line, however, and will naturally defer to any such 'girl in the Harem, acting as their subordinate. If placed as an Alpha over a Ballisticunt, the Tesslass will request that the Ballisticunt be put in charge instead. They also tend to become overprotective of those breeds, sometimes to the annoyance of the Pokégirl being protected.
Most Tesslasses stand around five and a half to six feet tall and have a tendency towards extremely long hair, up to around waist length, of which they are quite proud. Said hair is usually either blond or black, although some girls have a mix of both, or have hair that moves from one color to the other. While long, the hair usually doesn't get in the way during combat, as it partly acts as a ground and static collector for their powers, making grabbing it a very bad idea. Their bodies have generous curves and busts, usually around a generous C-cup or smaller D-cup. They dislike wearing clothing that isn't skintight, as it not only lets them show off their bodies, but loose clothing also gets rumpled up and feels quite uncomfortable when they summon their armor.
Thresholding into a Tesslass is quite rare, but relatively more likely if the mother was a Tesladama.
Arc Shield: The Arc Shield is a natural technique innate to the Tesslass, focused on their dominant arm. It allows them to cause a crackling plane of energy to spring into existence. The Tesslass tends to use this shield in a passive fashion during combat most of the time, but they can also supercharge the Arc Shield with an electric blast, causing an area of effect wave of electricity. While not particularly damaging, the Arc Shield technique does tend to inflict paralysis on opponents, as well as interrupt incoming projectiles.
Disarm: Disarm is a pointblank refinement of the Arc Shield technique. The Tesslass, upon being attacked in melee, will charge her arc shield and attempt to slam it into the attacker's weapon, usually sending the weapon flying from contact with the charged shield, leaving their opponent open for a follow up strike.
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THORNE SLUT, the Tropical Fighter Pokégirl
Type: Near Human
Element: Plant/Fighting
Frequency: Very Rare
Diet: Fruits
Role: Superior tropical mage
Libido: High
Strong Vs: Rock, Water, Dark, Normal, Steel
Weak Vs: Bug, Fire, Poison, Flying, Psychic
Attacks: Fruit Juice, Petal Armor, Thorn Cutlass, Slasher, Sword Dance, Deflect, Swordwave, Agility, Vine Whip
Enhancements: Sword-Fighting skill equal to Thorne's Magic Affinity, Enhanced Speed (x3)
Evolves: None
Evolves From: Cherry (normal)
Thorne Sluts are very tall, generally 5'11" to 6'4", and tend to be slender, making their sword-fighting that much more potent. Because they evolve usually from experience with Tamers, they need to develop fighting skills to protect themselves and their tamer. However, as a result of the evolution and the change in typing, Thorne Sluts lose their healing techniques and the healing properties in their milk in the process. Thorne Sluts retain the one vine-like appendage that dangles from the back of their head that they had as a Cherry. Feral Thorne Sluts will protect their more skittish Cherry sisters, as well as their harem sisters that she believes require her protection. Thorne Sluts are not like Thornes. They understand the Thornes' desire for non-violence, but do not believe that it can be avoided as much as Thornes hope/believe. This innate change in their beliefs make a Thorne Slut much more dangerous in a fight than a Cherry or a Thorne. In fact, Thorne Sluts enjoy the act of fighting and love to practice their skills against others, even in sparring matches. As such, it's highly suggested that any tamer who has one gets a fighting Pokégirl (preferably a sword-wielder) to keep the Thorne Slut happy.
In battle, a Thorne Slut has various tactics, most of which center around speed and light strikes, though if their opponent is clearly not a match for them in speed, they will lunge in and unleash Slasher. Against hard-armor Pokégirls or those non-fire Pokégirls she considers a major threat, she will use Petal Armor to help protect her.
Thorne Sluts become more attached to tamers who allow them to be on top as they can burn off a lot of their energy. Some Thorne Sluts also try different positions with their Tamer as often as they can, to better try and enjoy the Taming as well as to exercise more. One Thorne Slut has been noted as being tamed while riding a bicycle. Upon orgasm, both she and the Tamer crashed off to the side of the road they were on. Neither were badly injured, but learned a most important lesson in the process- the Thorne Slut should always keep her eyes on the road.
Feral Thorne Sluts are more common than ones in harems as their presence often provides comfort for their lesser evolved sisters. However, in the Tropic League, there are many Tamers who have both Cherries or Thornes and a Thorne Slut in their harems. The combination of the different strategies when the two or three different Pokégirls are in a battle at the same time often can spell doom for anyone that they are battling against.
A strange note about the Thorne Slut is that she may experience orgasm just prior to collapsing in exhaust, whether she was engaging in sexual activities or not. This even occurs during training sessions, and usually sets in after a prolonged sparring session with another fighting-type or even a rock-type Pokégirl. Tamers that can cause this to happen multiple times with their Thorne Sluts find that the Pokégirl becomes very proud of her tamer and will insist on sparring or training with her tamer as often as possible.
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TICK-TOCK, the Time Mage Pokégirl
Type: Very Near Human
Element: Magic/Fighting
Frequency: Very Rare
Diet: Human-style
Role: Combat, comedy
Libido: Average
Strong Vs: Normal, Rock, Ice, Steel
Weak Vs: Fighting (sword-users), Psychic, Ghost, people with no sense of humor
Attacks: Magical spells (time-based), Mystic Bolt, Chi Blast, Hurricane Kick, Crushing Punch, Last Dance, Slow Dance, Hyper Dance
Enhancements: Magical affinity (time), comedy affinity
Evolves: None
Evolves From: Witch (Dream Stone)
Tick-Tocks are an unusual type of magical Pokégirl. They made limited appearances during the Revenge War, and people barely remember them being a part of it. Their primary role was manipulating time in favor of Sukebe's forces, and frequently acted as backup for Sexebi, who was visibly fond of them. They were also reasonably capable fighters, but any other type of Fighting element Pokégirl was capable of flattening them easily in a serious martial-arts contest, which brings to light the primary reason Tick-Tocks disappeared from the war: they thought it was far too serious.
Tick-Tocks strive to stay happy. They are jovial, friendly Pokégirls who love games and jokes, and the majority of them generally behave in a manner similar to Pre-Sukebe comedian Curly Howard, famous for his comedic antics with his friend Larry Fine and his brother, Moe, known collectively as the Three Stooges. Their clothes always have clock designs on them, and they love dancing, getting along famously with musical Pokégirls and sharing a friendly rivalry with Moogirls. (They always lose, but they like dancing anyway so they keep the rivalry up.) They also enjoy artwork and frequently color their hair wild colors. (Tatfirs generally adore Tick-Tocks, as they get to try wild color experiments with their hair.)
Ferals very rarely involve themselves in major crises, and never attempt to cause more than minor pranks and annoyances with their time tricks, as they don't like seeing anyone else unhappy as well. Thresholds and Tamed Ferals will help out in times of need, but you can expect them to make jokes about it the whole way. They would like nothing better than for everyone to get along (or "Be excellent to each other," as the Tick-Tock of one Bill S. Preston esq. said at one point), but better understand the need for fighting than their Feral sisters.
Tick-Tocks are not as powerful as some other magical Pokégirls. Their spell work centers around the manipulation of time, controlling how it flows for various people and objects. They would slow down bullets and plasma blasts during the Revenge War, allowing ample time for other Pokégirls in their units to dodge the attacks and do their work. Manipulation of time, however, requires effort, and repeated use of their time magic causes severe stress on the Tick-Tock's heart. As such, they have taught themselves basic fighting abilities so that they do not become useless mid-battle.
Thresholding into a Tick-Tock is extremely rare, but not unheard of. Girls that do go through the change are generally accepting of it, since all they gain is magical powers and a fun-loving personality.
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TIGRESS, the Fighting Feline Pokégirl
Type: Animorph (Tiger)
Element: Fighting
Frequency: Uncommon
Diet: meat, milk, human style foods
Role: Combat, security, adult entertainment
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Bite, Pummel, Scratch, Slash, Super Claw, Uppercut, Growl, Pose, Puff Puff
Enhancements: Enhanced Olfactory Senses (x6), Enhanced Hearing (x5), Enhanced Agility (x3), Enhanced strength (x5), Quick Recovery time, Claws, night vision
Evolves: Panthress (mistreatment), Ebony Tigress ([Classified] Ebony Stone [Classified]), Titter (mechanism unknown), Sabretooth Tigress (Diamond Stone (eaten), Round Stone (does NOT have to be eaten), White Tigress (E-Stone Ceremony, high level, strong bond with Tamer), Romanticide (Shiny Stone)
Evolves From: Catgirl (battle stress)
One of Sukebe’s original Pokégirl breeds, the Tigress was one of the primary front-line fighter of Sukebe’s forces during the War of Revenge. A deadly warrior thanks to enhanced senses, strength and agility, not to mention the attributes given to her by her tiger genetics base, such as claws and night vision, this was a Pokégirl breed was highly adaptable to most given situations. There are many newscasts and articles produced before the new age that exist today that best show the ferocity and cruelty this breed was capable of. Ironically, this was also among the first Pokégirl species that were turned to humanity’s side. They were a very sensual breed and it was easy for soldiers to turn captured Tigresses to their side with a satisfying Taming. In the end, this was the many Pokégirl breed that made the majority of Tamer forces that attacked Sukebe’s stronghold at the battle of San Bay, and making them popular amongst Tamers even today. Their willingness to do hard work and the intense, near Growlie-level loyalty they can posses makes them an ideal Pokégirl for both Tamers and as partners to Police Officers.
Physically, the Tigress breed has strong genetic association with their namesake. The breed is built with muscled, sleek feline frame, having furred tail and cat ears and normally covered in reddish-orange fur with black stripes, covering their bodies entirely. The breed is noted for their healthy breast-size, which hovers around a large C-Cup. Although there are members of the breed noted with larger cup sizes, larger breasts can often impede their fighting skills. Most Tigresses stand at a height between 5’5” and 6’, all of which is well toned, sleek muscular forms that are capable of some impressive flexibility which can be used in combat or the bedroom. All of these physical traits are what make the Tigress so highly sought after.
Almost universally the Tigress Pokégirl species possesses a very passionate nature, both within a combat arena as well as in bed. Their battle-lust keeps them ready for battle anywhere, anytime, even against opponents that they would be considered weak against. Fighters to the core, they will throw themselves into battle, always pushing their limits to the max. Simply pointing them in the direction of their opponent is all a Tamer needs to do to get the results they want as most enemies are often intimidated by the ferocity with which Tigress fights with in combat. However, such is not advised, considering the damage that can be incurred during a Pokébattle with a wild-running Tigress. Instead, Leagues have put out educational material for educating Tamers on properly handling and training their Tigresses, made free upon request at most Pokécenters. A Tigress, even if Domestic, is a wild being and Tamers that don’t help their Pokégirl properly channel her skills can meet with some disastrous results, often very lethal to the Tamer.
Equal to if not surpassing their love of battle, Tigresses are imbued with an insatiable appetite for sex and act with a wild manner, making this Pokégirl a wild one in bed. During Taming, the Tigress breed are extremely passionate always pushing the limits of both Pokégirl and Tamer to the limits. Feline flexibility, sleek muscles and an insatiable appetite all come together for a Taming with Tigress that is a memorable event for even the most experienced of Tamers. They are very sensual, loving any attention paid on them, particularly having their fur stroked with their tail being particularly sensitive. Despite all they’re capable of in bed, Tigresses are Average Libidoed Pokégirls, however, they only require the average and are more than willing to go for the extremes. Indeed the phrase, “like a Tigress in bed” refers to all this, setting a standard that all other Pokégirls are judged by.
However, not everything concerning the Tigress is a bed of roses. The breed has taken some serious hits in its popularity over the years, especially in the past century. Due to the intense loyalty, if not fanaticism surrounding one Tigress had for her master and the events that lead to his death, saw the rise of Mao’s Rebellion in 248 AS, sealing the fate of Pokégirl Rights and leaving humanity to face factions of her Rebellion to this very day; the Limbec Pirates included as such. And then the discovery of the Panthress Pokégirl breed only a couple of decades later has caused people to look at Tigress breed in a new light, leading them to realize that while they have the potential to aid humanity, their same versatility can also be used to cause great harm; a true double-edged sword. Nevertheless, despite the shortcomings and hits to their reputation, the Tigress remains among the most highly sought after Pokégirl breeds.
Although a rare outcome for girls to change into when they hit Threshold, it is not a surprise that women with a strong feline ancestry to have a solid shot at becoming a Tigress. Especially if they were many felines of the Catgirl branch rather than the Merrowl in their family tree. The families of said girls are advised to be careful, as the onset of the girl’s new instincts cause her to become rather wild. Although it may be dangerous, it’s best to give the girl company as she goes through this trying state, lest the invading animal mindset be allowed to take over completely, causing the Threshold Tigress to take flight. Once she’s fully Thresholded, it’s then safe for the family to sell her off to a Ranch or a private party.
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TITMANIAN DEVIL, the Wild Pokégirl
Type: Animorph
Element: Fighting
Frequency: Rare (In Orange League), Unknown in other leagues (Extinct)
Diet: carnivorous (They'll eat anything that was at one time alive)
Role: shock troops
Libido: High
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel, Dark
Weak Vs: Flying, Psychic
Special Weakness: Once they are engaged in battle they will not listen to commands
Attacks: Berserk, Whirlwind, Dig, Furry Swipes, Scratch, Slash, Bite, Eat, Screech
Enhancements: Enhanced Strength (x2/x8), Enhanced Agility (x4/x16), Enhanced Toughness (x2/x8), When berserker those abilities increase 4 fold
Evolves: None
Evolves From: None
Titmanian Devil's are some of the craziest Pokégirls around. With a slight muzzle and a thin layer of black fur over their entire bodies they can never be mistaken for humans. They tend to range from 4'10" to 5'6" and are thickly built. All Devil's have a patch of white fur resembling a collar on their necks and when they get angry, their ears turn red. They also have a thick tail that reaches to their feet, but is generally not as graceful as a feline's. They also tend to have cantaloupe size breasts covered in a lighter gray fur that reaches down to their belly. Few Devils develop any level of self control and will quickly berserk if made angry. Generally speaking, no matter how intelligent they are originally, when berserker they tend to grunt and spit while whirlwinding in every direction. They also tend to eat everything they can get their hands, though only one case reports a Devil actually eating a portion of their opponent (who happened to be a Bunnygirl, and there was no permanent damage). Only a very powerful attack can even slow them down as they can burrow right through solid rock as if it were paper mache. Any Pokégirl who comes within arm's reach is pretty much a write off unless they are very powerful fighters. Their biggest weakness is that if can manage to think of a trap to stop them, they will fall for it every time. The psychological effect against all but a highly disciplined or powerful Pokégirl is the biggest effect. Many opponents will simply run outside the ring and hide behind their masters. While they don't fall victim to the same mindless violence during their Tamings as they are usually very happy, Devil's are, as expected, wild in bed. It's impossible to drug them, but for some odd reason, they are extremely susceptible to milk and will become almost normal relative to other Pokégirls. Most Devil's remain in the wild in a feral state unfortunately as they are difficult to catch. They are only found in the southern reaches of the Orange Islands. No threshold case has been recorded
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TITTER, the Spring Loaded Pokégirl
Type: Animorph (tiger) to Near or Very Near Human
Element: Fighting
Frequency: Very Rare
Diet: meat, milk, human style foods
Role: mischief maker, daycare worker, courier
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Bite, Scratch, Slash, Pummel, Tackle, Super Tackle
Enhancements: Enhanced Olfactory Sense (x5), Enhanced Hearing (x5), Enhanced Agility (x8), Enhanced Strength (x5), Quick Recovery, Ultra bouncy tail and behind allows for long distancing hopping, and so far no damage from falling, Functional claws, night vision
Evolves: None
Evolves From: Tigress (mechanism unknown)
Titters are a very rare evolution of the Tigeress. The first recorded evolution to Titter was a daycare worker who evolved after falling off a building while caring for some children. She bounced off the ground and right back up to the roof with a dramatically changed demeanor.
A Titter looks much like a Tigeress, but had bright orange stripes along with the regular black ones. Breast size hovers around a C-Cup. A Titter's tail becomes much thicker and is filled with muscle and cartilage that acts as a super spring. Her behind and legs also become stronger, allowing her to bounce to amazing heights and lengths.
Titters enjoy being Tamed as much as regular Tigeresses and love cuddling and petting beforehand. They usually are on top since their tail gets in the way otherwise. A smart tamer keeps a good hold on them, lest they bounce away in the heat of passion.
Titters are very playful and don't like fighting or hard work, much different from Tigeresses. They are more then willing to just bounce away from fights unless there is no other choice or are defending their Tamer/friends. When forced to battle, Titters prefer to tackle their foes and sit on them while pummeling and slashing furiously. They also can use their bouncing ability to ram targets, and, if able, to grab hold and drop them from super-high bounces. Titters love children and make good nannies, playing, singing and reading to their charges.
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TYAMAZON, the Martial Artist Apprentice Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare (Uncommon in Edo League)
Diet: any human style food, with vegetarian tendencies
Role: a Tyamazon's purpose is to fight. It will be at some tournament or at a martial arts dojo.
Libido: Average
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Pummel, Punch, Kick, Chi Blast, Super Jump, Tackle
Enhancements: Enhanced Strength (x3), Enhanced Speed (x2), Enhanced Endurance (x3), Fast Learning of combat styles
Evolves: Amazonchan (battle stress; special), Amazonlee (battle stress; special), Amazonkapoeraa (battle stress; special), Amazonwu (battle stress; special) (depends on their training)
Evolves From: None
The Tyamazon is a rare Fighting-type Pokégirl, their only purpose in life is to become stronger and learn all the martial arts she can.
Often found at dojos through the different leagues of the world, not as teachers but as students, once a Tyamazon has learned all that she could, she will move to a different location to start her training anew.
The potential of a Tyamazon is that, depending in what training they had, they can evolve into an Amazonchan, an Amazonlee, an Amazonkapoeraa, or an Amazonwu. Once they evolve, they stop thinking as a Tyamazon (meaning that they stop the intense quest in learning martial arts) since they consider that they have stopped being an apprentice.
Usually, it depends on where the Tyamazon had been living to what type she will evolve. If in the Edo League, a Tyamazon usually evolves into a Amazonlee or an Amazonchan, and sometimes into an Amazonwu, but never into an Amazonkapoeraa. But in the southern continents, a Tyamazon has more chances of evolving into a Amazonkapoeraa than an Amazonchan, Amazonlee, or Amazonwu. Usually, the evolution of a Tyamazon happens after a battle (if the Tyamazon won).
When in a Tamer's Harem, a Tyamazon will try to learn as much as she can from each fight that she has, and will eventually evolve in time.
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VALKYRIE, the Northern Swordmistress Pokégirl
Type: Very Near Human Metamorph
Element: Fighting/Flying
Frequency: Very Rare
Diet: human-style diet
Role: Capture and rescue
Libido: Low to Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Slash, Double Slash, Cut, Sword Dance, Focus Energy, Wingover, Dive
Enhancements: Enhanced Speed (x6), Enhanced Strength (x7), Enhanced Endurance (x4), Can summon weapons and armor. Can make wings appear and disappear.
Evolves: Armsmistress (Dawn Stone)
Evolves From: Slicer (battle stress), Airmaiden (battle stress)
Valkyries bear a resemblance to Angels in appearance, and are often mistaken as such. They are tall and athletically built. They aren't as muscled as some types, and still possess softness and curves, but one can easily see the strength in their limbs and the dangerous grace of a warrior. Their hair is usually golden blonde (occasionally silver, and other shades of blonde), and almost always kept long, though it is usually tied in braids or pigtails. Eye color is light, either blue or green. Skin color is pale. Valkyries typically appear with a breastplate, a helm with wing motifs, greaves, longsword, and in the off-hand either a shortsword or a shield. Some Valkyries have been known to use a spear instead. Finally, they have a pair of white feathered wings, separate from their arms, much like an Angel. These wings can be summoned or dismissed by touching a jewel on her chest. Valkyries usually insist on wearing some clothes, though they need not be terribly modest, and will rarely take off their armor outside of taming or bathing.
Valkyries have an ingrained habit of searching battlefields for powerful, defeated Pokégirls, and rescuing or capturing them. This should be noted, since if a Valkyrie can access a tamer's Pokégirls after a tough battle, a tamer can suddenly find themselves out of spare Pokéballs and with an extra handful of Pokégirls added to their harem. They will also consider getting a downed harem sister out of the battlefield to be of higher priority than defeating their enemy. However, they will stop all this behavior (begrudgingly) at their tamer's insistence. It is sometimes considered a bad omen to see a flock of feral Valkyries in flight, as it can suggest that a large battle with many injured or dead is, has, or will soon occur. The phrase "flight of the Valkyries" is sometimes used as a euphemism for war in literature.
Valkyries are excellent fighters with their weapons, on par with all the other Slicer evolutions. They are also brilliant at evaluating the strength of a fighter. They tend to fight defensively, economizing movement, warding blows away with armor and shield while they wait for an opening. With great strength and precision, they seek to end the fight quickly with as little effort on their part as possible, so that they have the energy to evacuate any allies from the fight, if needed. A Valkyrie often uses her wings to quickly charge her foes, either for hit and run attacks or to quickly get into a defensive position. Valkyries usually only use their wings for movement, however, and dismiss them once in the melee. She can also use them for distance attacks against ground targets. It should be noted that in aerial combat, a Valkyrie will usually prove inferior to other flying types, especially birds.
Resembling Angels in more than just appearance, Valkyries are polite but serious and aloof, at least in public. The only exception to this is if she is drunk, which will prompt very different behavior, namely: loud merrymaking, singing, boasting, and much more friendly behavior towards her tamer. While sober, a Valkyrie won't publicly show her tamer affection; or at least nothing more than a smile and holding hands. Though, if her tamer initiates affectionate behavior with her, she will not push them away unless they try for more than a lip kiss. In a private setting, a Valkyrie is much more open and loving, though mildly bashful. Feral Valkyries are fairly docile, and do not commonly attack humans. However, they will defend themselves from direct attack, and will resist capture to the best of their abilities. Once captured, they do not provide much, if any trouble to their new masters. If any battles occur near them, feral Valkyries will take any unconscious Pokégirls a safe distance away from the fight.
Valkyries will often concern themselves with the safety of their harem sisters. They make fine alphas for this reason, though generally they are content in any position as long as the harem is in good health. Valkyries may have problems with infernal Pokégirls, but likely will not get violent with them unless attacked or unless they are doing something actively evil.
There is little to note in regards to taming Valkyries. There is, of course, the standard advice for all flying types. When their wings are out, most do not like positions where weight is put on the wings (e.g.: the missionary position), and it is best to tame them in the open air, as they sometimes beat their wings during orgasm. Finally, as with many flying Pokégirls, a fair few may entertain fantasies about mid-air taming.
To date, there have been no reported cases of thresholding directly to a Valkyrie.
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WARCAT (aka BATTLECAT), the Powerful Pussycat Pokégirl
Type: Near Human
Element: Fighting
Frequency: Rare
Diet: carnivorous
Role: protecting her Tamer and Harem-sisters, tracking opponents
Libido: Average (seasonally becomes High)
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Growl, Bite, Glare, Slash, Scratch, Tackle, Leap, Fury Swipes, Slice ‘n’ Dice, Sabre Claw, Counter, BearHug, Resist, Head Butt, Tail Slap
Enhancements: Enhanced Olfactory Sense (x5), Enhanced Speed (x2), Enhanced Reflexes (x3), Enhanced Strength (x12), Enhanced Hearing (x3), Enhanced Sight (x3), Toughness, Endurance, Night Vision
Evolves: None
Evolves From: Wildcat (battle stress)
Every so often, a Wildcat will meet a foe that sex attacks don’t work against. There are some opponents that are just either too tough to let her get that close for as long as she needs, or are disciplined enough to shake her off before she can bring them to orgasm. Usually when this happens, the Wildcat is just defeated, her confidence obviously falling when she meets such a foe. Sometimes however, she can’t afford to lose. When such a situation happens, when a Wildcat is in a match that she absolutely has to win and sex attacks won’t win the fight, she evolves into Warcat.
As a Warcat, she gains several inches of height, and quite a bit of muscle mass. Her breasts don’t gain any size, but do firm up a little, bouncing less when she moves. A large majority of all Warcats have lime green fur, with yellowish-green horizontal stripes across their back. Exceptions to this rule are not unknown however. Warcats prefer to have short hair so it can’t be grabbed easily in combat. All of her previous form’s sex attacks are lost, given up so she can use more punishing moves. She becomes less playful as well, her personality more resembling a soldier on leave than anything else. A Warcat has learned the hard way that there is more to life than just sex (although sex remains a significant part of it), and that she can’t afford to focus on that part to the exclusions of all else. Warcat’s have a very large ability to hold a grudge, and can track enemies by scent to give them what they deserve.
Whereas her sister type, the Boobcat is made for speed and agility, a Warcat is built to both absorb damage and dish it out. She doesn’t have any long-range attacks, relying on Leap to help her close the distance to her opponents. When that happens the match is usually over, since she uses her prodigious strength to begin raining heavy blows down on her opponent. Few foes can last long against a Warcat in battle.
In bed, a Warcat usually has to be laden with heavy restraints to make sure she doesn’t injure or kill her Tamer with her powerful muscles. Warcats don’t mind this at all, and rather enjoy being in a position where they can let their guard down. Beyond that, they have few real preferences for Taming, although individual Warcats remember all the positions and techniques they tried as Wildcats, and may have developed a personal favorite from among them.
Feral Warcats tend to leave other people alone if left alone themselves. Tamers trying to capture one are advised to send in several strong Flying and Psychic Pokégirls to take advantage of the Warcat’s natural weaknesses. There are virtually no known cases of Threshold girls becoming Warcats, with only two being reported in the last century. Both cases resulted in accidental death of family members because the Threshold Warcat didn’t know her own strength. Needless to say, if a Threshold girl were to become a Warcat, she would most likely be quickly sent away to a Pokégirl ranch for the safety of others.
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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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WARRIOR, the Early Martial Arts Pokégirl
Type: Very Near Human
Element: Steel(?)/Fighting(?)
Frequency: Extinct
Diet: Unknown
Role: Guerilla troops
Libido: Unknown
Strong Vs: Ice, Rock, Dark, Normal, Steel, Poison
Weak Vs: Fire, Flying, Psychic
Attacks: Unknown
Enhancements: Ability to create weapons (swords), ability to grow stronger with relationships, hardened skin, natural martial talent
Evolves: None
Evolves From: None
The Warrior race is one of the many that briefly popped up during the Sukebe War and was only discovered through intensive study of the past. It is believed that this breed may have been the predecessor to the Ronin and the Slicer, as well as many of the non-amazon based fighting Pokégirls.
Records show that intelligence was not high amongst this particular breed, as the last one wound up being exterminated just shortly before Kary the Volcano Mistress died.
However, study in Vale has also shown that this breed was one of the two primary elements to the War Esper breed. Their ability to become more powerful (and gain more abilities) as they began relationships with others was no doubt one of the primary reasons behind the awesome might that the War Espers were known for.
It has been discovered by Vale that Artemis, an infamous Pokégirl general, and lover to Athena, that operated in the former southern United States of America and Mexico, was of this species.
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WARRIOR NUN, the Crucifix Crusader Pokégirl
Type: Very Near Human
Element: Fighting/Steel (Celestial)
Frequency: Very Rare
Diet: human style
Role: defender of the Church of a Thousand Faiths, demon hunter
Libido: Low, High during a hunt
Strong Vs: Bug, Dark, Dragon, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Basic sword fighting techniques, Sacred Scripture, Sword Dance, Heaven's Arrow, Sword Wave, Slasher, Transcend Sword, Blessed Bayonets, Slash Wave, Hero Blade, Spincut, Confuse, Quick Hit
Can ONLY Learn Above level 40: Angel Wings, Soothing Mist, Excalibur, Assault, Runic Blade, Cry of the Fallen, Weapon Carnival, Metal Slash, Toxic Sword, Miracle Slash, Keen Blade
Enhancements: Enhanced Strength (x10), Enhanced Speed (x7), Enhanced Reflexes (x5), Celestial affinity, access to unlimited supply of scripture pages and weapons, Regeneration
Evolves: Fallen Angel (major trauma/bad experiences; Dark Stone will greatly increase the chances, but isn't completely necessary)
Evolves From: Armsmistress (Amazonchan/Amazonlee-based Armsmistress only; Angel Stone)
The Seraph is the most militant of Celestial Pokégirls. The Warrior Nun is the most dangerous.
When an Armsmistress of the Amazonchan/lee-evolved variety receives an Angel Stone, a dark evolution occurs. The evolving Pokégirl is struck with intense visions of demons, suffering tremendous psychic pain. Once their evolution concludes, they lose interest in fighting for the sake of fighting and lend their abilities to a new goal: Religion and protection of the innocent.
With her new interest in religion and the gods, the Warrior Nun begins an intense study of the old scriptures of various religions. Finding solace and comfort in the church, she decides then and there to use her skills only in the service of the Church of the Thousand Faiths. Donning either priestly garb or a nun's habit, along with a cross pendant around her neck, the Armsmistress becomes a Warrior Nun in mind as well as body.
Warrior Nuns are normally passive Pokégirls, very dedicated to their faith and ministering to those in need, speaking of the church and its belief systems to those in need, or those who have been 'to the bottom' and whom she believes have a chance at redemption. They are also very good with children, and can frequently be seen running orphanages, as the rapid healing factor they gain also renders them completely and totally sterile, making them seek out new ways to experience motherly feelings. They are also very justice-oriented, believing in the spirit of the teachings and not the law, openly defying the law if they see an injustice in it, either through peaceful bargaining or, as a last resort, outright battle.
However, they do have a dark side.
The visions they have at the start of their evolution change their mindset greatly. They relish the chance to do battle with Ghost Pokégirls and Infernal Pokégirls, abandoning all pretense of being calm and collected, going into a berserk battle lust as they do everything in their power to banish Ghost Pokégirls back to where they belong, or destroy Infernal Pokégirls outright, believing both to be unclean heathens that menace the living simply through their existence. More often than not, during battle, they will can be seen laughing madly, quoting scripture or screaming 'hallelujah' or 'amen' at the top of their lungs.
This is a popular quote among Warrior Nuns, especially when facing a Tamer utilizing Infernal Pokégirls: "And now O kings, be ye wise. Be admonished, ye judges of the earth. Serve the Lord with fear and rejoice with trembling. Kiss the Son lest He grow angry, and ye perish in the way for His wrath may quickly kindle."
They have a particular aversion to Succubi and Vampires, and delight in fighting them above all. Their libidos are normally low, but during a hunt it skyrockets, the thrill of battle arousing them greatly. The only way to prevent them from going insane in the presence of a Ghost-type or Infernal-type is to have children present, as their love of children will prevent the Warrior Nun from fully unleashing her rage. In rare occasions, Ghost-types can earn the trust of a Warrior Nun, although this only happens if the Warrior Nun is close to her second puberty and above level 50, having aged enough to know that there are shades of gray in the world.
Warrior Nuns retain their knowledge in swordplay, capable of backing it up now with an intense knowledge of holy magic. She does not keep up the strict training regimen she had as an Armsmistress, preferring to instead focus her attention on doing good works. This does not mean, however, that they are any less of a competent fighter. Their greatly increased speed and their increased rate of healing allow them to go all out in battle.
This is not to say that Warrior Nuns are without weakness. Their more powerful attacks cannot be learned until they are very high in level. And when in their 'righteous fury' berserker mode, they suffer from a completely one-track mind: Kill the target into little bitty pieces. Introduce anything to distract them, either a new opponent, a threat against the young they protect, and they need to take at least up to 30 seconds, more than enough for almost any opponent, to reorient themselves and straighten out their thoughts. They are intensely protective of all children, being unable to have any of their own even through pathogenesis, and can easily be blackmailed by merely threatening their charges.
More volunteer for this transformation than one would think, as the power increase is enough and Celestial status is enough of an enticement to help make the costs seem not as bad, some volunteering after having bad experiences with Infernal Pokégirls. Due to the Warrior Nun's sterility, however, they cannot have children of their own, thus making Threshold impossible.
Blessed Bayonets - (ATK 50) A pair of bayonets appear in the hands of the user, allowing for weapon attacks. The blades are sanctified and do double damage to Infernal and Ghost Pokégirls. With a magic spell, they can also be summoned en masse for a brutal projectile attack.
Sacred Scripture - (ATK + DEF + EFT) A holy book appears, and various effects can occur. A seemingly unlimited number of pages can fly out to form a magical barrier around the caster, bind an opponent, attach themselves to walls to create a field of holy energy to null special abilities and prevent the escape of Infernal and Ghost Pokégirls, wrap around the caster and teleport them, or the book can simply fly at the opponent like a projectile.
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WARVERN, the Hidden Dragon Pokégirl
Type: Very Near Human
Element: Dragon/Fighting
Frequency: Extremely Rare
Diet: Human-style foods, Preference for meat
Role: Combat, Heavy Assault
Libido: Average (high with bonded tamer)
Strong Vs: Bug, Dark, Dragon, Electric, Fire, Normal, Plant, Rock, Steel, Water
Weak Vs: Flying, Psychic
Attacks: Kick, Tackle, Pummel, Quick Attack, Slice 'n Dice, Fury Swipes, Sabre Claw, Dragon Rage, Dragon Torture, Hyper Beam, Outrage, Dragon Claw, Mega Flare
Enhancements: Enhanced Strength (x12), Enhanced Agility (x5), Enhanced Senses (x8), Youthful, Can summon and dismiss wings and claws
Evolves: None
Evolves From: Dracass (battle stress; special)
The human form of the Dracass is widely regarded as one of the weaker examples of fighting-type Pokégirls, being outclassed even by Amachops in many cases. When faced with such a match, the average Dracass will switch to her dragon form, but there are some who prefer to fight with what speed and skill their human forms give them rather than fall back on raw power. These rare dragons work themselves to the bone, training night and day to make up for the shortcomings of their human forms, and eventually learning more advanced fighting techniques. Eventually, some of these even forget how to use their shapeshifting abilities.
Yet despite their training, there are many battles a Dracass simply cannot win without the power provided by her dragon form. When a Dracass encounters such a fight and is unable to transform, her desperate need for the power of her dragon form triggers an evolution into Warvern.
The dedication to her human form's skills pays off big time with this evolution, as the Warvern is very much the best of both worlds, combining the speed and training of the Dracass's human form with all the power of her dragon form, allowing her to fight on even ground with all but the most powerful fighting-type Pokégirls. The Warvern's ki levels explode upwards to heights undreamed of by the typical Dracass, enabling the Warvern to utilize attacks such as Dragon Rage and Mega Flare as dragon-element ki attacks. A Warvern in flight can utilize her ki to alter her course by using it to 'push' herself in one direction or another, but when not using her wings along with her ki, a Warvern cannot fly at any speed faster than a slow walk.
Physically, Warverns look identical to the human forms they were so proud of as Dracasses, and until it comes time to battle, it is impossible to tell the difference between a Warvern and a human-form Dracass. When a Warvern enters a battle serious enough to warrant her full power, a pair of dragon wings emerge from her back, her hands morph into vicious talons, and the skin on their arms up to the elbow becomes covered by a layer of scales, which--along with her wings--can be any color in the visible spectrum.
A Warvern's personality changes little from that of a Dracass. They still have problems with authority and they still enjoy helping the weak. The biggest difference is that they are now supremely confident in their abilities (with good reason), and greatly enjoy using their newfound strength in battle. There are no known cases of Threshold into a Warvern.
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WHITE TIGRESS, the Mystic Grandmaster Pokégirl
Type: Very Near Human/Animorphic
Element: Fighting/Magic
Frequency: Extremely Rare
Diet: Normal
Role: Combat, Teaching
Libido: Above Average
Strong Vs: Ghost, Dark, Normal, Bug, Poison, Fighter, Stone, Steel, Electric
Weak Vs: Flying
Attacks: Absorb, Chi Blast, Chi Healing, Counter, Energy Blade, Focus, Focus Energy, Magic Fist, Evade, Mirror, Saber Claw, Smile, Stone Palm, plus 4 other random fighter or magical attacks/defenses
Enhancements: Functional claws, nightvision, enhanced strength (x6), enhanced speed(x6), enhanced senses of smell and hearing (stronger than a Tigress), enhanced agility and recovery time, enhanced stealth, Aura of Calm, resistant to poison, longetivity
Evolves: None
Evolves From: Tigress (E-Stone Ceremony, high level, strong bond with Tamer)
Story this Pokégirl appears in: Slated to appear in Hopper Chronicles
It has been known that a Tigress could become a powerful but uncontrollable Panthress due to mistreatment but it follows that the opposite should be true as well. The White Tigress is all this and more.
A Tigress who evolves to a White Tigress becomes Very Near Human if she was not of that type before, gaining a bust size from the change. Her hair becomes pure white and appears completely human but she can morph into a Near Human at will. This form has cat ears, tail, eyes, and retractable claws. The form resembles that of a Tigress but with white coloration, enhanced beauty, and unusual grace beyond any normal Tigress.
The Pokégirl is also able to eat human food instead of just meat. She has become less animalistic and more mystical in nature plus less prone to fall victim to her passions. That does not mean that she will be any less loving or passionate but she will desire spiritual love as well as just the physical.
Taming will be less of an issue as her new self control and Aura of Calm will greatly lessen the need for taming. This can be an incredible asset for Tamers with many Pokégirls that require frequent attention and make a White Tigress very valuable.
A Tigress is wild and a White Tigress is that wildness channeled, making her an even more dangerous opponent. Her inner control is great and makes her impossible to have her mind read by psychics. In combat the White Tigress is a point of calm in a storm, normally unruffled by anything their opponent does. That does not, however, prevent her from trying to fluster her opponent if she thinks it to be more efficient to enrage them. Her preferred style is to Evade, conserving her energy until a time comes where she can deliver a special attack to maximum effectiveness. Combined with her ability to Absorb energy attacks this makes her a difficult opponent to pin down.
This Pokégirl possesses a wide range of fighter techniques and some magical that make her a difficult opponent to beat.
The White Tigress appears to have little difficulty against Ghost or Dark types, being very resistant to the negative energies those kinds of Pokégirls have, and those who try to hunt her will more likely become the hunted. Should a Panthress be discovered this Pokégirl would be the one most likely to handle her best.
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Ceremony Description
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Elemental Stones Needed: Dream Stone, Mana Crystal, Diamond, Moon Stone
Area & Time Conditions: A place of spiritual enlightenment, like a temple, or a respected Pokedojo that has produced many skilled Pokégirls, preferably in a mountainous region but not necessarily. When is not really important as long as it is night but the sky must be clear and the stars shining down—if the moon is full and the night calm will improve the possibility of evolution.
Ceremony Itself: In a flat area that has some access to view the night sky and/or moon, the four stones must be placed on four pedestals or stands that bring the stones around three to four feet. The pedestals most be arranged in a square with them at the corners, Dream Stone opposite Moon Stone, and Mana Crystal opposite Diamond.
With no one but her Tamer watching, the Tigress will go to the middle of the square and wait for her Tamer’s command to begin. She may wear a gi or nothing at all according to the Tamer’s wishes. Once the Tamer orders her to begin the Tigress must silently practice her martial arts fighting skills in the evolution stone arena. Neither Tamer or Pokégirl can speak during this time.
If the evolution happens it will occur no less then one hour after starting and no more than three hours. The stones erupt into four pillars of pure white fire that arc down to surround the Pokégirl. All the stones are of course consumed when this happens. Once the fires fade the Tigress will have become a White Tigress.
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WOLF QUEEN, the Warrior Werewolf Pokégirl
Type: Near Human Metamorph - Canine
Element: Fighting/Magic
Frequency: Very Rare (Blue and World Champ Leagues), Extremely Rare (All other Leagues)
Diet: omnivore, with carnivore tendencies
Role: nighttime guardians, stalkers, hunters
Libido: Low (Very High on full moon nights)
Strong Vs: Bug, Dark, Ice, Rock, Steel, Cat-types
Weak Vs: Fire, Flying, Psychic, Magic-types
Attacks (only in attack mode): Bite, Quick Attack, Slash, Tackle, Growl, Yowl, Reverse Crescent, Burst, Magic Kick, Lunar Bolt, Absorb, Smile
Enhancements: Enhanced Strength (x8) Enhanced Hearing (x4), Enhanced Olfactory Sense (x6), Good night vision, Minor regenerative capabilities.
Evolves: None
Evolves From: Lupina (Moon Stone)
While Lupinas are a popular species, Wolf Queens are a Canine-type enthusiast's wet dream. An incredibly powerful and armored fighter with magical potential, Wolf Queens have proven to be more vicious fighters and hunters than their previous form, yet hold that same favored quality that most people want in a Pokégirl: unshakable loyalty. Wolf Queens are very loyal to a Tamer that they like; often putting themselves in jeopardy if they are protecting a favored Tamer; whom they see as their `Beta'. Also like their pre-evolved form of Lupina, the Wolf Queen has two modes: the normal Passive Mode, and their armored Attack Mode.
A Wolf Queen's Passive Mode only slightly differentiates from that of her Passive Mode when she was a Lupina. Their looks continue to be those of a Very-Near Human type, with some variation in gaining an inch or two in height, and a solid jump in bust-size, bringing them to a solid D-Cup. Still, there is some slight variation that should be pointed out, such as a Wolf Queen's ears and canine teeth becoming more prominently pointed, as well as a preference for growing their hair out to a considerable length. Wolf Queens also maintains all of their enhanced senses in this form, with only a marginal decrease in this form.
A Wolf Queen's Attack Mode, is where the true differences between A Wolf Queen's previous form and her new evolution become understood. There is a greater increase in both her size and muscle-mass, ranging anywhere from an impressive 7'5" with E-Cup Breast, anywhere up to an amazing 14' with G-Cup as seen with the Wolf Queen Sarah, owned by the Pokégirl Tamer Peter Stubbe. What makes this form really interesting from that of her previous evolution is that the Wolf Queen also summons pieces of thick leather armor, (normally brown, but there are cases of white and black) that appear on her forearms, shins, torso, and often and accompanying loincloth piece. She also has a set of natural tattoo that are apparent through her fur; that of a crescent moon overlapping a full moon, which are prominently on her back and forehead. Understandably, these tattoos are magic in nature.
When it comes to battle, the Wolf Queen has preference to hit hard and brutally, trying to end the battle before it even begins. Powerful kicks and scratching with their claws are favored, with Absorb to heal them when energy-based attacks are used against them. They do however, have an attack that is, for the most part, exclusive to her species, (there have been a few Werecats have managed it) known as the Lunar Bolt.
Lunar Bolt is a very powerful attack, similar to the Plant-type attack Solar Beam. It comes from the ability of the Wolf Queen to absorb moonlight and store it in their bodies like a battery. When released, the Lunar Bolt a huge burst of lunar energy, which can rival the aforementioned Solar Beam. Since it is magic based in nature, it can hurt most species of Pokégirl. There are, however, two downsides. While during a Full Moon, this technique can be used time and again, otherwise, a Wolf Queen can only do this once a day, then she has to `recharge' by staying outdoors during night to take in more lunar energies. Also, the same lunar energy that they use for Lunar Bolt can be circumvented and used to enhance their Burst attack.
Despite how useful they seem, Wolf Queens are a very rare Pokégirl, with the majority being Domestic, having already been in their Tamer's Harem as a Lupina. It is nearly impossible to find a Feral Wolf Queen in the wild, since Lupinas usually do not go out to search for Moon Stones on their own. Still, there have been cases of Feral Wolf Queens, and they tend to forgo the use of their leather armor; tattoos glowing with a bright light.
When it comes to Taming, Doggy-style remains the favored position of the Wolf Queen, with the Passive Mode being treated as she would be when she was a Lupina. However, what really changes things is the Attack Mode. The Heaviest restraints are needed for a Wolf Queen, and atop of that, a Male Tamer may need to use toys, as most Tamers are not properly `equipped' to satisfy the much larger Wolf Queens. They especially get a kick out of vibrators.
There has never been a record of a girl Thresholding into a Wolf Queen.

Lunar Bolt - (ATK 250 + EFT) An attack similar to Solar Beam in execution, but Magical in nature. This attack draws in energy from moonlight and fires it in a concentrated beam of lunar energy, with a 30% chance of sending the target into a state of confusion. The user is then left unable to attack for the next round. Interestingly, Pokégirls that are evolved via Moon Stone that are hit with this attack are healed 100 HP.
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WOLF SPIDER, the Amorous Spider Pokégirl
Type: Very Near Human
Element: Bug/Fighting
Frequency: Rare (Domestic in Golden, Tyroon and Amethyst Continents), Extremely Rare (Domestic elsewhere and Feral)
Diet: Human-style foods, insects, silk
Role: Domestic/Industrial and light combat
Libido: High, Very High with a favored master or after eating masses of silk
Strong Vs: Dark, Normal, Steel
Weak Vs: Fire, Flying
Attacks: Dance, Leer, Sing, Scratch, Sword Dance, Needle Shot, String Shot, Honey
Enhancements: Enhanced Agility (x4), Enhanced Strength (x2), Enhanced Endurance (x2), Variable Pleasure Threshold, Poison Generation, Can adjust Poison type, Retractable claws
Evolves: None
Evolves From: Tarantella (from orgasm)
The major physical change during evolution is the loss of the poison stinger and gaining the ability to hurl fine body hairs containing their poisons, and to break off short segments of their head hair to poison and throw. The variable Pleasure Threshold allows them to set at Low (as a Titmouse) to 'get started', to Extremely High so they can last longer, synchronize their climax with their partner's (s') or win pokesex battles.
With the spinnerets in their head, they produce long, luxurious, and silky hair. For this reason, their hair is usually long and either loose or a single braid. The Wolf Spider also appears as a human girl or virtually human Pokégirl like the Amazonchan or Ingenue. The Wolf Spider appears as a human girl with an athletic figure about 5.5 - 6 feet (166 - 184 cm) with a C to D cup size, both height and bust tending towards the upper end of this spectrum. Their dress is more flamboyant than a Tarantella's and shows off more of their bodies. As they produce silk for projects, their hair color changes. They have a default hair color, although it is more likely to be multiple colors or shades. They are even more skilled weavers than their unevolved sisters, and even more proud of their skill. They eagerly make her own, her Tamer's and their Harem-mates own clothes, equipment and home furnishings/decorations out of silk of their own intricate and delicate manufacture. They weave their products by hand at a very rapid rate. Because of their skill and pride, they are as competitiveness with other silk manufacturing methods as their Tarantella sisters. They enjoy eating such 'inferior products', from damaged silk clothing to the occasional spider web, and use the food to make a 'much superior product'. Tamers should be aware, if the silk available is more than two to three square yards/meters, the first thing the Wolf Spider will want to make is a cocoon to enclose herself, her Tamer and possibly a Harem mate or two for some . . . quality time together. The Wolf Spider will be much more persistent about getting this time together than a Tarantella. Wolf Spiders like tying up their partners almost as much as they enjoy being tied up in their own silk lines.
A Wolf Spider can adjust the venom she uses initially only Sleep Venom, Poison Sting, and the Tarantism venom which acts as a modification of the Paralysis Venom, except the victim dances wildly and uncontrollably, unable to attack or defend until the poison wears off. Other venoms may be learned. The Wolf Spider loves to sing and dance, preferably with many others. (Definitely don't let them near the wallflowers at the dance!)
In combat, she will use her Tarantism venom first, if possible. They do not use their silk for webs, although some use string shot with a prepared line. Her finger and toe claws are still retractable and still not strong enough for the more advanced claw techniques. Like Feral Tarantellas, Feral Wolf Spiders will line their dens with silks and retain enough intelligence (and pride) to use their silk products as a lure. Domesticated Wolf Spiders are often used to manufacture silk items as home industry or in larger facilities, with smaller numbers of Wolf Spiders often working to keep their Tarantella sisters Tamed and happy. Wolf Spiders are both haughty and extremely anxious, approaching a full-blown Inferiority Complex, regarding their spider origins and people's attitudes in general. (Although they agree, the feelings towards Widows are totally justified). When encountering other spider-type Pokégirl, who are 'letting down the side', their insecurity manifests itself as an intense effort to get the other spiders to live up to a higher standard: in combat, taming and especially making silk products. While this makes them a good choice for Alpha, Tamers need to monitor this, to keep it from becoming too grating for them and their harem. Also of concern to the Tamer is the aftermath of the Wolf Spider failing to meet her own or another spider-type's high standards. A supportive Tamer, particularly at such times, will earn the Wolf Spider's complete loyalty.
There are rumors that the Wolf Spiders have a venom that combine the effect of Recovery+ and Stamina drinks and Love Sting (with full rather than half effect on a bonded Tamer). They rumors cannot be confirmed, neither the Wolf Spiders nor their Tamers are talking. Some references to a pre-Sukebe dance called 'the horizontal bop' have been made, but research remains inconclusive.
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WUKONG, the Monkey Queen Pokégirl
Type: Near Human Animorph (Primate)
Element: Fighting/Magic
Frequency: Very Rare
Diet: Omnivorous but loves bananas and peaches.
Role: Trickster, Daredevil
Libido: Average
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Air Recovery, Comet Punch, Crescent Kick, Double Team, Gattling Punch, Illusion, Legsweep, Reverse Crescent, Sucker Punch
Enhancements: Dexterous Hand-like Feet, Enhanced Agility (x10), Enhanced Reflexes (x5), Enhanced Speed (x5), Enhanced Strength (x3), Prehensile Tail, Summon Staff
Evolves: None
Evolves From: Atelesia (Mana Crystal)
Atelesias are forged in the heat of battle; furthermore, they evolve into the powerful Atelesonas. As such, few researchers or Tamers expressed any interest in researching possible evolutions for the Atelesia. However, in the past decade, while passing a Mana Crystal to her Tamer to put in his collection case, an Atelesia began to glow and, in a burst of light, evolved into a golden-furred beauty: the Wukong.
The Mana Crystal unlocked within the Atelesia hidden magical potential, potential which the Wukong uses to its full extent for battling, Taming… and mischief. Whereas the Atelesia is a cheerful and fun-loving Pokégirl for the most part, without making too much trouble, the Wukong lives to cause mischief and trouble, her chaotic side brought out by the Mana Crystal as much as her magical talents are. To the Wukong, life without excitement isn’t worth living, and she constantly craves adventure and new experiences, and at every opportunity, she will use her newfound powers to do so.
Her primary new power—or weapon, rather—as a Wukong is the mystical staff she gains, the physical representation of her magical ability. This wondrous staff can, at the command of the Wukong who owns it, change its size and length, making it an extraordinarily versatile tool and weapon. Using this in combination with her prehensile tail, dexterous feet, and natural acrobatic skill, she can become a dizzying whirlwind of a Pokégirl in combat, weapon lunging far farther than a normal staff could on a thrust before retracting to a baton that can fit in the palm of her hand the next second. The minimum size a staff can be is typically the size of a sewing needle, and when not using her staff, the Wukong typically shrinks it to this size and tucks it behind her ear. The upper limits of the staff’s size are not known, since the Wukong’s rarely makes the staff grow longer or bigger than she can herself use, which, with an average strength only slightly above human average, typically isn’t too ridiculous. Despite this, whatever size it is, to anyone trying to wield the staff but the Wukong finds it, even in its smallest state, extraordinarily heavy, even for Amachamps (some researchers claim this to be an illusion generated by touching the staff that makes the holder believe it's far heavier than it is, but there has been no conclusive evidence of it thus far). Strangely, this effect never seems to interfere during Tamings, as the Wukong seems to be able to control whether or not this effect takes place. Finally, much like a Herowu with their chosen weapon, if disarmed of her staff she can summon it back to her grasp in an instant.
In addition to this staff, the Wukong gains the ability to use illusion magic. While not nearly as potent in their use as the Kyubi, rather than using them as her primary ability, the Wukong typically uses her illusions to support her staff-based fighting style. These abilities typically see much more use outside of combat, as the Wukong is often pulling pranks and getting into places and situations she shouldn’t (and dragging her Tamer with her), though thankfully her abilities help her get back out almost as easily when her amusement ceases.
The Monkey Queen Pokégirl typically appears as with beautiful, luxurious golden fur. Much like the Pri-Mate, the extent of the fur that covers her varies from Wukong to Wukong, typically reflecting how much fur they had back as a Pri-Mate. Her frame is lithe, toned, and athletic, much like a dancer’s, and, proportionate to this frame, her breasts stay about the same as the Atelasia, maxing out at a small C-cup, averaging in at a healthy B-cup, which keeps them from getting in the way of her acrobatics and staff fighting. Her tail is long, supple, and sinuous, a full 3/4ths the length of her body.
In terms of taming, Wukong are very similar to their pre-evolutions, enjoying Taming immensely, willing to give their Tamer’s all they can handle, and sometimes more with their hands, feet, tails, and orifices. They retain their dislike of bondage and their hatred of Dominas, but beyond that, are very willing to try group Tamings, and especially like it when their Tamer uses their staff on them as a dildo, or allows them to use it on other Pokégirls as a sort of double-ended dildo, and are just as eager to try this with female Tamers.
Using their illusions in conjunction with their other skills, Wukong can prove to be adept sex battlers, as they are difficult to pin down and are very versatile, and tend to be even more motivated in sex battles than in normal battles, as they find them more “fun”, though a rare few say that the competitive aspect takes the fun out of it for them.
In Harems, Wukongs are friendly, carefree Pokégirls and generally enjoy making friends with her Harem sisters. Despite this, she makes a poor choice for Alpha or Beta due to her love of risk-taking and pranks. Beyond her hatred of Domina types, the Wukong also tend to annoy more serious Pokégirls, such as the Samurai and the Gar-gal, who feel that the Wukong places their Tamer in unnecessary danger, though, if the Wukong consistently proves that she can get them out of trouble and that she will put her Tamer’s safety above her own, she may eventually win over even these Pokégirls. Conversely, she gets along quite well with fun-loving Pokégirls and pranksters, and gets along well with Pokégirls like the Ocelolita and the Harlequin, though having even two Pokégirls like that in the same Harem can be too much for all but the most skilled Tamer.
It has been theorized that during the War, the Wukong were sent on covert, often suicidal operations due to their abilities and their mindset, taking on death-defying tasks for the thrill of the challenge. This may also explain their relative rarity, and why the few documented sightings of them during the War were dismissed as other simian Pokégirls.
Feral Wukong are much like the Atelesia, and have a light feral state, allowing them to be quite dangerous, especially since they retain their penchant for pranks, though while feral they tend to be much more mean-spirited.
Given the rarity of thresholding into Pri-mates and Atelesias, Thresholding into a Wukong, already an extraordinarily rare Pokégirl, is nothing more than myth.
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XERABLONDI, the "I'm A Fighter Not A Lover" Spider Pokégirl
Type: Near Human
Element: Bug/Fighting
Frequency: Very Rare (Domestic in Golden, Tyroon and Amethyst Continents), Extremely Rare (Domestic elsewhere and Feral)
Diet: Human-style foods, insects, silk
Role: Industrial/Combat
Libido: Very Low, High with a favored master
Strong Vs: Dark, Normal, Steel
Weak Vs: Fire
Attacks: Dance, Sing, Scratch, Sword Dance, Sting, Needle Shot, String Shot (At high levels: Hyperbeam)
Enhancements: Enhanced Agility (x5), Enhanced Strength (x5), Web Spinners, Poison Sacs, Can adjust Poison type, Retractable claws
Evolves: None
Evolves From: Tarantella (from battle stress)
The name comes from the South American Goliath bird-eating spider: Theraphosa blondi.
The Tarantella's fine hair becomes more ropey, her retractable claws harder and sharper, and new ones appearing at the knees, and elbows as well, the fang/stinger disappears from the back while two appear at the waist. The Xeriblondi appears as a human or completely human-appearing Pokégirl, except for their ropey hair which appears as corn rows or dreadlocks of whatever color the Xeriblondi desires, although they favor lighter shades or darker with streaking. They are more solidly built than their sister Tarantella evolutions, no where near the extent of an Amachoke or Galem, but they are more muscular than they had been. They are typically 6.0 - 6.5 feet (183 - 198 cm) tall with a C to D cup size. They have much less skill and intricacy in weaving, and their silk is more suitable for ropes and nets than garments. Because of this, they lose their intolerance of other silk makers that the Wolf Spider and Tarantella share. She can still adjust the venom she uses and retain the Tarantism venom she shares with the Wolf Spider and Tarantella, this venom is a modification of the Paralysis Venom, except the victim dances wildly and uncontrollably, unable to attack or defend until the poison wears off. Other venoms may be learned. The Xerablondi loves to sing more than they like to dance, they still love to do both, at the same time with others. (You still don't let them near the wallflowers at the dance! Now keep them out of karaoke bars!)
In combat, she will use her Tarantism venom first, if possible. They do not use their silk for webs, although some use string shot and other whip techniques with prepared lines. Her claws are retractable and long and strong enough to learn and use the more advanced claw techniques, even some of the sword techniques. Feral Xerablondi will line their dens with silks, although more like macramé, and retain enough intelligence (and pride) to use their silk products as a lure, although they may just throw a net over a particularly appealing passerby. Domesticated Xerablondi can be used to make silk ropes, nets, and other heavy structures in industry, although they prefer to defend their weaker sisters while they happily make lighter items. Xeriblondis lack much of the haughtiness and anxiousness that so mark the other evolutions. When encountering other spider-type Pokégirl, who are 'letting down the side', they still make an effort to get the other spiders to live up to a higher standard: in combat, taming and especially making silk products. However, they rarely take it to the point of exasperating their Tamers or the rest of the harem. This makes them a better Alpha than their other evolutions. A supportive Tamer will earn the Xerablondi's complete loyalty.
There are rumors that the Xerablondi have a venom that combine the effect of Recovery+ and Stamina drinks and Love Sting (with full rather than half effect on a bonded Tamer). They rumors cannot be confirmed, neither the Xerablondi nor their Tamers are talking. Some references to a pre-Sukebe dance called 'the horizontal bop' have been made, but research remains inconclusive.
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