ANGEL, the Angelic Pokégirl
Type: Near Human Metamorph/Very Near Human
Element: Flying/Magic (Celestial)
Frequency: Rare (Avenger variety), Very Rare (Elysian variety)
Diet: Human style foods, vegetarian
Role: Aerial scouts and emergency medics
Libido: Average
Strong Vs: Bug, Fighting, Normal, Dark
Weak Vs: Electric, Poison, Rock
Attacks: Gust, Divine Blade, Mana Bolt, Shield, Dazzle, Summon Weapon, Cure
Enhancements: Magical Affinity, Enhanced Speed (x3), Enhanced Durability (x2), Enhanced Reflexes (x3), Aura of Healing
Evolves: Fallen Angel (major trauma/bad experiences, Celestial sub-type) or (moral corruption, Infernal sub-type), Archangel (Shield Stone)
Evolves From: Any Blessed Pokégirl (Angel Stone)
Angels are something of a mystery. Beautiful winged girls with pure hearts and kind demeanors, they are popular both among tamers and the general populace for their abilities and selfless demeanors.
Physically, Angels are a generally a very similar group, though they are not without their variations. The most common Angel is a little over 5 feet tall, with pale skin and long golden blonde hair flowing down almost to their feet. All angels also possess very soft and large white feathered wings, though they are sometimes magically dismissed for convenience or to let them blend in with society easier while they do their work. The Angel's flawless beauty often seems like that of a statue - perfect, but almost surreal. Some Angels have been known to have their hair cut short or to have different colors, but in all cases the Pokégirl's inner radiance shines through. Angels eat a vegetarian style diet, and have very efficient digestive and immune systems, making them strong against naturally occurring poisons. Interestingly however, they are still weak against poison-type attacks.
Although Angels make fine warriors, they dislike violence. They will gladly fight if they believe the fight to be justified in order to protect others from harm, but they consider violence inspired purely out of base emotions such as anger or hatred to be evil acts and will not participate in them. Despite their dislike of violence, many Angels have no compunctions against training, stating that it strengthens the body and spirit for the times when their beliefs will be challenged and their services will be needed.
Angels are not particularly strong Pokégirls, but are swift and graceful, both in and out of combat, using their flight to keep opposing foes at bay, while striking from either a distance with spells or fighting up close with their summoned weapons. Angels are rarely armed, but at the same time are rarely far from their weapon – they may summon a simple, unenchanted sword (or other melee weapon), or a bow and arrows, depending on the angel's personality. These weapons are made of condensed magical ether and are not particularly special or durable. Each individual angel may summon weapons of only one type, and only one such summoned weapon may exist at one time. As an exception, if an Angel possesses and has blessed a unique individual weapon, she may dismiss or summon that weapon at will, similar to her wings, though if that individual weapon is broken, it cannot be so easily replaced. Angels commonly enchant their summoned weapons with Divine Blade, granting them extra combat power and the Celestial attack sub-type.
There are currently two known Angelic 'Orders'. The first and most common is that of the Avengers. Avengers tend to be aloof and quiet Pokégirls, only speaking when they feel there is something that needs to be said. They have great difficulty with such things as "small talk" or "chatting". All Avengers wear clothes and, in fact, insist upon it. Any tamer who tries to force an Avenger to be naked outside of taming can count on a very lengthy argument about the inherent immorality of public indecency. Taking away their clothes doesn't help either, as they can summon up new clothing as easily as they can summon up their chosen weapon.
Elysians are a very different matter indeed. Elysians are humble, yet often open girls. Elysians follow a creed to 'protect life while it lives, and to enjoy life while it lasts'. To an Elysian, one's body is a gift to be cherished, and so find nothing inherently evil or immoral with nudity or expressing one's feelings through sex. They often wear little to nothing at all, and both take pride in their appearance, and encourage others to feel confident with themselves as well. Elysians are relatively few in number, but are held in higher esteem among most humans for various reasons.
Because of their differences in opinion, the Avengers and Elysians rarely get along with each other. The Avengers tend to think of Elysians as impure whores, while the Elysians consider Avengers overly serious and prudish. The schism between the established Avengers and the small but growing ranks of the Elysians is a considerable one. It is almost unheard of for the disagreements to devolve into violence, however it has happened before, and likely will happen again.
All of the Angelic Orders are very caring and prone to sudden displays of affection, which can sometimes catch their tamers off guard. Even when they are not given the Alpha position, Angels look after their harem-sisters, making excellent Betas. Their Aura of Healing accelerates the natural healing rates of living creatures around them, helping to soothe pains and allowing for easier recoveries, which, coupled with their minor talents with healing magic, can make them the difference between life and death in the wilderness.
Angels will almost universally rebel against cruel, abusive tamers, often resulting in the death of either the Angel or the tamer. Should great trauma fall upon an Angel, it is possible that they may evolve into a Fallen Angel (Celestial). On even rarer occasions, an Angel can find herself corrupted by a particularly exceptional individual or extreme circumstances, evolving into a Fallen Angel (Infernal).
Recently, certain sections of the Church of a Thousand Gods are trying to spread the belief that Angels aren't 'just' Pokégirls with wings, but messengers from the Divine. Such priest or priestesses claim that their dislike of violence, their protection of the weak and the defenseless and their almost indiscriminate care for life are examples the Divine wants all to follow. So far, no Avenger has commented on these beliefs one way or the other, although they do tend to smile whenever they hear about them. Elysians, on the other hand, softly deny the claims in their entirety, a point which has both the Avengers and the Church a bit miffed.
Divine Blade - (ATK 80) This technique imbues a weapon with Celestial energy, either acting as an attack on it's own right or adding half of it's damage to attacks using that weapon. The enchantment lasts for several minutes before fading. All attacks with the enchanted weapon count as Celestial attacks in addition to their normal type.back to the master index
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ANGELMAID, the Air Support Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Very Rare
Diet: normal human foods
Role: cleaning, maintenance, high altitude rescue, battle support
Libido: Average to High
Strong Vs: Fire, Ghost, Rock
Weak Vs: Fighting, Magic, Psychic
Attacks: Glare, Capture, Sexual Domination, Dodge, Quick Attack, Feather Blizzard, Edge of Delight, Reflect, Burst, Barrier, Teleport
Sex Attacks: Sexy Hug, Spank, Phantom Touch
Enhancements: transparent second eyelid, subdermal markings are actually heat/pressure sensors, enhanced immune system, highly enhanced digestive system, sense of smell is mildly acute, wings, lung capacity, Limited Metamorph - can manifest wings or dismiss them at need
Evolves: None
Evolves From: Maid Yvette (Orgasm + "Mile High Club" + Mana Crystal)
The once maligned Maid Yvette breed has a third evolution that was only found recently by rather 'inventive' Tamers while riding in an Airship over mile off the ground. Now an AngelMaid, these Pokégirls stand about 5'4" and have B-to C-cup breast sizes (None with D-cups have yet been documented). Because of the evolution, AngelMaids now have a pair of wings, much like those found on a Valkyrie. Their wings are each at least 50% larger than the height of their bodies, often giving them a wingspan of around 14ft. These AngelMaids are much more intelligent than their predecessors, and are commonly used for even complicated procedures. They have distinct personalities now, and much prefer a 'real' name compared to being called by the name of their breed.
AngelMaids have been known to be used to repair ski lifts and fly in terrible weather in order to save human and Pokégirl alike that are stranded in the mountains. Due to their magical nature, and the new attacks (Magic, yes, and Flying attacks thanks to their wings) that are at an AngelMaid's disposal, they can often harass an opponent or feral Pokégirl to the point that the Pokégirl finally leaves. In battle, these techniques are useful, but the AngelMaid does not have the strength or attacks necessary to win outright. Instead, the try to wear their opponent out as much as possible. This evolution has sparked much interest in AngelMaids, some researchers have even come out and said that this evolution is the proof needed to say that Maid Yvettes are not failures in the slightest. This evolution fulfills the reasons that the Maid Yvettes were created for.
Tamers with AngelMaids have often found that the AngelMaids have a high sense of loyalty to their masters, thanks to the fact that the Tamer found them worth keeping long enough as a Maid Yvette to give them the chance to evolve into this form. It is speculated (but unknown) that a Delta Bonded Maid Yvette, in similar circumstances without an Angel Stone, will produce an AngelMaid as well.
AngelMaids are not fond of Domina breeds at all, and will attempt to gain the upper hand momentarily over any Domina to keep them from doing what they do best. As such, Dominas dislike AngelMaids and relish the chance to dominate them. No AngelMaid will allow this to continue for any length of time, and will use Sexual Domination and Capture to stop the Domina, if given the chance. Despite knowing some Sex Attacks, AngelMaids do not care to use them unless with those she cares for, which makes her a terrible choice for Sex Battles. It is unknown as to why the AngelMaid knows the same attacks (Sexual Domination and Capture) that a ParisMaid knows, but it is assumed that these attacks may be known by any evolution of a Maid Yvette.
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ANIMA, the Angel of Suffering Pokégirl
Type: Semihuman (Metamorphic)
Element: Magic/Ghost/Psychic (Celestial)
Frequency: Extremely Rare
Diet: Carnivorous
Role: Living Tragedy
Libido: Variable
Strong Vs: Normal, Magic, Psychic, Fighting
Weak Vs: Sonic attacks, ‘Toxifying’ Magic
Attacks: Heaven’s Arrow, Transcendant Sword, *Pain, Soothing Mist, Highway to Heaven, Withdraw, No Sell, Feel the Burn, Dark Bomb, Dark Shield, Dark Matter, *Oblivion
Enhancements: Loses ultra-dense skin, Body spikes, Telekinesis, Telepathy, Emotion manipulation, Sensation control, Enhanced Regeneration (x6), Limited Metamorph, Solid Ether Shell, Manifest Weapon: Chains
Evolves: None
Evolves From: Penance (Further abuse)
As hard as it is to believe, an evolution for the Penance has been discovered. When Penances go through even more abuse, at least a week’s worth in all known cases, they undergo a horrifying evolution. They become the most twisted, distorted vision of a Pokégirl ever. And, to people’s dismay and surprise, they are Celestials.
Upon evolution to Anima, Penances lose their ultra-dense skin, trading it in for normal skin and a series of spikes lining their arms and going across the tops of their heads. Their skins become darker, more mottled and scarred, as the leather straps that once covered them become ragged bandages that cover precious little. Their teeth become razor sharp, and one eye vanishes from its socket if it hadn’t already been removed by the torture. Two halves of a grayish-blue shell of solid ether surround them, one that they can close and open at will for protection. And around their chest, binding their arms in a position where they are covering their breasts, are a pair of thick chains. Around her wrists and ankles are metal clamps. These ‘accessories’ may symbolically suggest that the Anima is now trapped in her pain. Which is certainly close to true, as their body spikes constantly hurt them. Blood can be seen running down their arms and faces at regular intervals, despite their regenerative powers.
This Pokégirl is a tragedy made flesh. The fact that even one exists is horrifying, but there have been at least six recorded cases of an Anima being created throughout history. Animas are to be pitied. But they are also not to be taken lightly, either. They possess tremendous psychic ability, and are constantly broadcasting a low-level pulse of psychic energy. That pulse contains a constant projection of the pain and madness they suffer. Most psychic-type Pokégirls that encounter an Anima suffer from dementia and nightmares for weeks afterwards. They have tremendous telekinetic prowess, and have a long ‘reach’ with their telekinesis. They can take all the pain they are suffering and use it as a concentrated psychic attack, infusing it with magical energy for a 50% chance of inducing a random status effect.
They have two abilities, however, that are more frightening than most attacks out there.
The first ability is the chains. Animas can summon chains spiked chains with hooks on them from anywhere. They have the ability to manipulate these chains as if they were extensions of their own limbs, frequently using the hooks on the end of the chain to mutilate their victims, tearing off ragged chunks of meat and eating them. These chains have almost become the trademark of the breed, and are feared.
Their most frightening ability is their exclusive attack, a Celestial/Dark-element move called Oblivion. Bloody chains shoot out of dark portals in the ground, wrapping around the legs of an opponent and dragging them back down into the portal. What happens has never been personal witnessed by researchers, but one of the few Pokégirls who’ve been struck with the attack has come forward with a full description of the chilling move, which will be listed below. Suffice to say, it’s an unpleasant move.
Animas, mentally, are completely insane. Because of the abuse they’ve suffered as a Penance, they’ve lost hold of any grip on reality. Their personalities range from constantly terrified to the point of violent hostility towards anything in their vicinity, to vicious, cruel sadists that delight in pain and take a perverse pleasure from torturing and raping their victims.
Against all logic, Animas do seek out Taming. They wander around, the frightened ones kidnapping people in secret and taking what they need from them by pinning them down with their chains and forcing them to arousal with their tongues, taking what they need from there and brutally murdering them afterward. The sadists cruelly torture their victims, bringing them to the edge of pleasure and pain as they destroy them mentally and physically.
Disturbingly, in two of the six known cases of an Anima existing, in two cases the Anima had an active Tamer.
One case is that of Seymour T. Guado, known member of Team Rocket. Early in Seymour’s life, he was strongly connected to his mother. His father, Jyscal, was a cruel, heartless man who abused his Pokéwoman wife until she became a Penance. Infuriated and concerned that the discovery would ruin his standing in the community, he kept his wife locked up and beat her daily, trying to actively kill her. She became an Anima, but before she could kill Jyscal, her son did the deed for him. He took in his own mother, eventually Taming her and making him the Alpha of his own personal harem. He and his Pokégirls, due to the constant exposure to the maddening psychic waves drove them made. They joined Team Rocket, but were all killed by a Tamer named Tidus Zanarkand and his Harem during a raid on the Viridick Gym shortly after the arrival of the alternate universe visitor, Ranma Saotome.
The second case is also the only known living Anima, as all others have been put out of their misery. A sadist type, this particular Anima was taken in by former Blue League military tamer Captain Elliott Spencer. Captain Spencer was known for his own cruelty, as well as his bloodgifts of regeneration and durability due to his Steel-type ancestry. This made it easy for him to both relate to the Anima and tame her. The two have since become an infamous duo, an embarrassment to the Blue League, and a high bounty is out for their capture and execution. Caution is advised in confronting them, as Captain Spencer is known for his cleverness, depravity, and vicious creativity.
What is strangest about these girls is that in every recorded incidence of an Anima being created, every Celestial Pokégirl within a 100-mile radius of the Anima suffers a tremendous bout of psychic pain that lasts for several minutes. Those that were willing to come forward after feeling the attack claim that the feeling is like having electrified acid poured over their whole bodies…
A kill-on-site order is in effect for any and all Animas in existence in the present or future. Not just because they are dangerous, but because they are also in constant pain. It’s a mercy killing… Incidentally, for anyone who creates an Anima, a far worse punishment has been approved for general use. Creating things like a Penance, Panthress, or Hyperdoll is bad enough. But this is beyond unforgivable and will not be tolerated. UNDER ANY CIRCUMSTANCES.
There has been a seventh Anima. The very first one, to be precise.
After the Athena Incident ended, some of Athena’s bases were raided by Crimson League officials, many of Athena’s personal journals being found. They were turned over to the PLC and other interested parties, the shocking discovery of the reason behind Athena’s madness being discovered at last. Along with that, the fate of the missing General Pokégirl, Artemis, was discovered as well.
Apparently, near the end of the Revenge War, Artemis was captured by human forces and tortured ruthlessly in her interrogation. The techniques used on Artemis were relentlessly brutal. Athena led a squadron of Celestial Pokégirls to rescue Artemis, but they were all captured and held prisoner by the humans. The torture of Artemis continued, and she eventually turned into a Penance right before Athena’s eyes.
The horror on Athena’s face apparently made her captors realize that she and Artemis were lovers. They continued to brutalize Artemis, who had been crippled before her evolution and was unable to run away.
Things got bad when Artemis evolved from a Penance into an Anima.
Athena’s writings stopped after a point, detailing her plans for a rescue, and resume after her escape. Apparently the shock of the evolution startled her captors enough that Athena was able to break free and slaughter them. Artemis was too weak to move from the torture she had suffered, and had said only three words to Athena.
“Kill me. Please.”
Athena had to kill her own lover. With further research done into the topic today, it’s believed that Artemis was Athena’s Recognition partner. Add into that the psychic trauma the Celestials under Athena’s command suffered by the Anima evolution and the physical torture they suffered under their inquisitors, and it becomes less of a mystery as to why the Bloody Angels unit was formed. The Bloody Angels, comprised of all the Celestials that were under Athena’s command, committed acts of cruelty so great that some Mazouku still speak with jealousy of them today. They were all killed, but some, such as Hild, hold the unit in high regard. Athena was the only survivor, a once wise General become a mad seeker of vengeance.
The intense feelings generated in Celestials who have experienced the backlash Anima evolution, in many cases, have led those who experienced it to believe that humanity that humanity needs direction. This fact that has, unfortunately, to much backlash against Celestials in general because it manifests itself in many, ranging from gentle kindness that can exceed even that of their more altruistic, unaffected kin to outright busy-bodyness, and the latter, although only affecting a fairly small minority, has been greatly capitalized on by their detractors. Regardless, though, these 'affected' Celestials, in general, feel a need to keep solid control of things and create order in their world. This has led these Celestials, moreso even than the normal variety, to conflict with Macavity many times. However that is an unrelated topic.
If you’ll forgive this researcher for saying so, but the fact that the Anima exists at all makes me wonder if Sukebe wasn’t right in the first place…

Pain (ATK+EFT) – The Anima focuses all of the mental and physical pain she is suffering, concentrates it, and fires it as a psychic/magic element projectile. Has a 50% chance of inflicting a random status effect.

Oblivion (ATK 300) – The Anima’s lower body morphs into a twisted column of flesh and stone, embedding itself into the ground. Chains appear out of a portal underneath the opponent, wrap around the opponent’s lower body and drag them back down into the portal, the Anima’s shell closing around her body. Underneath the portal is a dark, empty void and the new form of the Anima’s lower body. The shell surrounding it unwraps, looking like skin opening up, revealing a monstrous, skeletal, vaguely female creature. The creature ruthlessly pummels the opponent for several hits, and then literally blasts them back to reality by creating an explosion of energy that knocks them out of the pocket dimension. The Anima’s lower body returns to normal afterwards.
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ARCHANGEL, the Angel of War Pokégirl
Type: Near Human Metamorph
Element: Flying/Magic (Celestial)
Frequency: Extremely Rare
Diet: Human style foods.
Role: Aerial Commanders.
Libido: High
Strong Vs: Bug, Fighting, Normal, Dark
Weak Vs: Electric, Poison, Water
Attacks: Double Edge, Air Recovery, Seismic Toss, Hurricane Kick, Crescent Kick, Reverse Crescent, The Calm Soul, Feather Shuriken, Gust, Wing Buffet, Tempest, Energy Blade, Dazzle, Power Bolt, Rune Chain, Artemis' Bow.
Enhancements: Limited Metamorph - can manifest wings or dismiss them at need, Efficient digestive and immune system, Night Vision, Enhanced Reflexes (x4), Enhanced Strength (x6), Enhanced Speed (x3), Enhanced Flight Speed (x2).
Evolves: None
Evolves From: Fallen Angel (Combat Variety Only: Return of Emotional closeness + Dawn Stone)
One of the rarer Pokégirls, even in this day and age, it is speculated that the existence of Archangels might not have ever reached beyond a -very- select group of tamers had it not been for Rosa Celestia. Although details of the discovery remain unknown, rumor has it that the Archangels and the Cherubim were both discovered by a member of Rosa Celestia's Society of Knowledge during experiments to test the plausibility of Fallen Angels being able to return to their previous forms. Regardless of the circumstances of its discovery, the Archangel breed has proved to be a great help to many of Rosa Celestia's wandering Knights.
Once having emerged from her self-hewn emotionless shell, a Combat-type Fallen Angel gains the potential to evolve into an Archangel, but the actual change can only be brought about by simultaneous contact with a Dawn Stone. Once this is achieved, the evolution occurs. As far as physical changes go, they vary from case to case. Some Archangels' hair returns to the original blonde, others' stays its fallen color, and still others' becomes a new color all together. Eye color has a similar change, but it tends to slide most often towards staying the same. Many times, an Archangel's skin will also become more tanned, but this varies a tremendous among, with the very uncommon case actually growing lighter. The only real physical change shared by all Archangels is the development of a second set of wings, usually matching the first pair, but being placed lower on the back. The two sets of wings can be summoned and dismissed separately, allowing Archangels to pass for Angels or Fallen Angels if they so desire.
Insofar as combat goes, Archangels tend to be mistresses of aerial combat, especially close-range. Having gained the fighting type, increased strength, and improved aerial speed and agility, she tends to fight at nearly point blank. But the techniques available also allow slight ranged combat abilities, mostly used in the event that the Archangel needs a moment to recover her breath and suchlike, and some magic attacks allow for challenging those Pokégirls upon whom physical attacks are weak or ineffectual. The Archangel's wings, both sets, are also significantly more durable than her previous evolutions,' allowing them to be used as a limited shield.
Having previously Fallen due to overexposure to violence of combat, but then having been redeemed by becoming willing to care about another again and acknowledging that maybe not everyone is going to die immediately, the evolved Archangel will be similar in mentality to the 'redeemed' combat-type Fallen Angel she evolved from, but with a slight difference in that she now tends to find joy in battling, so long as it is with the Master. Also, so long as she remains with the Tamer who redeemed her, the Archangel will be more overtly loving, even in public, and will tend to have a libido in the 'high' range. Rosa Celestia researchers believe that the libido increase is more mental than physical, as Archangels do not tend to go feral much faster than Fallen Angels, if faster at all.
When it comes to the actual subject of taming, Archangels are generally very un-Celestial about the subject, likely as a holdover from being a Fallen Angel. As such, they tend to be fairly open about it, though that isn't to say an Archangel is going to try to get in her tamer's pants in public; she still has a sense of decency in public. Also, some (perhaps 60% of documented cases) seem to develop, if they do not already have such, an enjoyment for somewhat rougher sex. Of course, this is only true with the tamer who redeemed them (and possibly his/her harem); if they somehow end up in the harem of another, they will tend to act more like a garden-variety Celestial. Thresholding, due to the nature of their creation, is likely impossible, although their rarity makes this very hard to confirm. No cases exist on official records, however, even those released by Rosa Celestia with the opening of the Scarlet League.
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ARCHMAGE, The Sorceress Supreme Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Extremely Rare
Diet: Human standard (x2)
Role: Sages, Long-range bombardment, and everything in between.
Libido: High
Strong Vs: Magic, Psychic, Fire, Lightning, Ice
Weak Vs: Ghost, Normal(!), Fighting, Rock
Attacks: Force Bolt, Megido, Teleport, Dispel, Runic, Gravitation, Barrier, Hypnotic Gaze, Angel Eyes, Rune Chain, various magic spells
Enhancements: Magical Affinity, Improved Concentration (x3), Enhanced Dexterity (x4), Enhanced Sensitivity (x4), Enhanced Reflexes (x4), Mana Efficiency, Slow Aging, Item Creation, Perfect Magical Analysis
Evolves: None
Evolves From: Sorceress/Enchantress (E-Stone Ceremony @ L50+)
If a simple Witch represents untapped potential, the Sorceress represents power, and Enchantresses represent creation, then the Archmage is truly the apex of all three. Although no longer explicitly identified as the most powerful breed of spellcasting Pokégirl, thanks to the recent discovery of the Hild, Archmages are still certainly what are commonly considered the pinnacle of spellcasting Pokégirls. Evolving from the most skilled Sorceresses and Enchantresses, they represent the highest accomplishments in magical ability from the primary magic-type evolution tree, and it would not be an exaggeration to say that they rank amongst the most powerful breeds of Pokégirl known today.
Not only do Archmages possess considerable magical reserves, but they also become, upon evolution, more efficient with their spellcasting, allowing them to cast spells with greater frequency and with less strain upon themselves. They can easily channel magical energy from ley lines or other magically intensive locations, and they cab absorb the energy from spells cast at them from all but the most overwhelming sources using their Runic technique – and there are few who can hope to overwhelm an Archmage with magic. They can cast more powerful spells than just about any other spellcasting Pokégirl and can cast lesser spells with almost no effort at all. Among spellcasters, only an Elementalist, using their chosen element, or the rare Hild breed, can outmatch an Archmage's spellpower, and rarely can they match the Archmage's range of learning and flexibility.
Archmages are a physically unimpressive breed and have no universally defining traits. Their appearance varies dramatically from individual to individual, and sometimes even from her previous evolutionary form, due to the effects of the evolution ceremony upon their body. Tall or short, busty or flat-chested, the entire range exists among Archmages. However, the breed is often fond of smooth, flowing clothes, due to the sensitivity of their skin, and individuals often wield staffs of their own creation as focuses for their power.
Though they are very dexterous and good with their hands, a necessity to perform certain complex casting rituals, they are otherwise only marginally tougher than a normal human, and are in fact surprisingly vulnerable to physical attacks of many kinds. Naturally, countering this weakness is a high priority for many Archmages, leading them to surround themselves with layers of magical protection, intended to keep their greatest threat as far away from them as possible. While they do not naturally come with the ability, many Archmages choose to create and use various spells to facilitate flight, to further distance themselves from danger. Archmages are, however, one of the rare breeds gifted with powerful abilities of concentration, enabling them to retain focus on whatever they are doing even if they were to take painful hits.
Only the bravest and most stubbornly reckless Archmages bother with close combat on any regular basis, preferring to attack from as far away as possible with spells, attempting to exploit any elemental weaknesses they can, and through careful use of their magical techniques.
Like the Sorceress breed, Archmages tend to have beyond healthy appetites, requiring roughly twice the amount of nutrition that a human would per day to stay in top magical form. They can survive on considerably less, but it is a tremendous drain on their ability to generate magic and concentrate, and thus Archmages try to avoid that at all costs. Considering their advantages, keeping your Archmage contentedly well-fed is well worth whatever the expense.
Archmages tend to shake their heads internally whenever they see a Magic Knight, considering them both silly and violent, but nonetheless tend to respect the breed greatly, as Magic Knights, while among the rarest Pokégirl breeds, are also one of the best prepared to take an Archmage down, capable of defending against their spells and forcing the Archmage into close-quarters combat.
Inheriting the Enchantress's item creation capabilities, all Archmages have the ability to enchant magical items for themselves or for their Tamer. This can make an Archmage's Tamer a very rich man. As far as tamings go, Archmages are as variable as they are in appearance. No longer ticklish (usually!), they tend to take after the Enchantress in them, wanting it as often as they can get it. As they are so sensitive, it is a rare Archmage that doesn't have a spell or two to enhance their – or their tamer's – ability to keep going until the Archmage is satisfied.
Feral Archmages are practically unheard of, as they cannot arise normally in the wild, but should one unfortunately fall into the feral state, Archmages become much more violent and extreme, much like the original Witch. Considering the power at one Archmage's disposal, this is a very bad thing, and should be avoided at all costs. It should be noted, however, that most Witch evolutions can recognize an Archmage on sight, and it is not unheard of for that intimidation factor to cause Feral Witches to consent to capture rather than fight an impossible battle.
Archmages were unseen until the later half of the Revenge War, when a small number of elite Sorceresses survived the ceremony and began making coordinated attacks upon military bases and supply camps, inflicting heavy casualties and disrupting enemies supplies. It is presumed that, due to the timing, Sukebe himself had been unaware of the Archmage evolution until that point, but the truth remains lost to history.
Dispel – (EFT) This ability creates a magical 'burst' of energy which, while it does no damage, has a high chance to disrupt any spells currently active in the area.
Runic - (EFT) By focusing their energies, the Archmage may absorb any magical attack or offensive spell striking them, instead converting the spell back into usable energy for themselves. Because of the concentration needed to perform this ability, no spell can be cast nor can the Archmage use any of her magical attacks while this ability is active. She may still move or use already-active movement spells, such as Flight.
Gravitation – (EFT) Magically increasing the relative force of gravity in an circular area (around 30ft in radius), the Pokegirl slows down those passing through the area and increases the effort needed to do so.
Megido – (ATK 150) Generating a violently roiling sphere of contained magical energy, the Pokegirl launches the sphere towards an opponent or group of opponents, causing it to explode in a 15 ft radius. Damages everything in the area of effect, including the caster. Deals Non-Elemental (Pure Magic) damage. May upgrade over time to Megidola.
Megidola – (ATK 200) A more powerful version of Megido, exploding in a 20 ft radius for greater damage. Deals Non-Elemental (Pure Magic) damage. May upgrade over time to Megidolaon.
Megidolaon – (ATK 250) The most powerful Megido variation, it deals damage in a 25 ft radius for massive damage. Deals Non-Elemental (Pure Magic) damage.
Ceremony Description
Elemental Stones Needed: Mana Stone x3
Area & Time Conditions: The night of a full moon at midnight. Area can be anywhere.
Ceremony Itself: In order to perform the ceremony, the Archmage must acquire three Mana Stones, and spend at least 20 minutes a day channeling her personal energies into the stone, 'charging' it. This must be repeated for at least one month for each Mana Stone. This process cannot be sped up, or the Mana stones will break. Once the Pokégirl has three charged stones, and the circumstances are right, she may attempt the ceremony.
At the time of the ceremony, the Sorceress must place one of the Mana Stones to either side of her, and hold the third clasped in her hands. The Sorceress must then attempt to draw out completely all of the magical energy that she can, from within herself and from the environment around her. The Mana stones will slowly orbit the Sorceress, resonating with the accumulated energy. At the peak of this, the Pokégirl must shatter the Mana Stones by crushing the one she holds, releasing the stored power in all three stones, and then must forcibly intake the entire accumulated mass of magical power within her at once, driving it through her body in an attempt to forcibly awaken it's true potential.
Handling amounts of magic beyond one's control, however, is a very dangerous risk. If the Pokégirl lacks the control and focus necessary to accomplish this feat, she is, at best, knocked out cold for several days due to a magical overload, and often will find using magic very painful for a few weeks to come. At worst, a Sorceress can die from the magical overload, and indeed, many Sorceresses have lost their lives attempting the ceremony over the years, which is one reason for the breed's great rarity despite the ceremony's relative 'simplicity'. If she fails and wishes to try again, she must again re-acquire and charge three Mana Stones over another three month period (and should probably wait longer than that to improve her skill and chances of success). If she is capable of handling the intense surge of energy however, her body transforms and evolves into an Archmage (though she is still often sore for some time afterwards).
A few Witches and Sorceresses claim in hushed whispers that the dreaded 'Red Witch' was the first Pokégirl to discover this evolution, all the way back during the Revenge War, partly explaining their fearful reverence of this seemingly mythical figure.
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AR-TITS, the Artist Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Uncommon
Diet: human-style diet
Role: domestic, police artist, artwork in general
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark, Fighting
Libido: Average to High (if she has a loving or caring Tamer)
Attacks: Cheer, Smile, Cry, Easel (similar to Hammer), Tackle, Paint Splatter, Sketch, Painted Fantasy
Enhancements: Enhanced Dexterity (x4), high empathy, good sense of someone's inner self, can summon any artistry implement they need, can summon other Pokégirls magically
Evolves: Tatfir (Fire Stone), Tatmon (Moon Stone) Tats (normal, Lvl45)
Evolves From: None
Ar-Tits first appeared twenty years after the War, in small Ruby League communities that were just starting to become accepting of Pokégirls. They would simply sit in the center of town with their sketchpad, or canvas, or whatever their art implement was that they preferred using, and sketch whatever they felt was interesting. When people started taking notice, they would offer to draw someone in exchange for food or water. When they started asking for Tamings as well, people realized they were Pokégirls. They were a little nervous at first, but since they seemed to be gentle Pokégirls who just wanted to draw, people quickly grew accepting of them.
Ar-Tits are short, cute Pokégirls, never going above six feet in height, with smooth skin, hair that is always two-tones of very bright color (such as pink with green streaks, or silver with blue streaks, or yellow with orange, and so on). Their eyes are always a range of bright colors, normal colors such as brown or blue being rare. More often, the eyes of an Ar-Tits are colors such as purple, red, indigo, neon pink, or even rainbow colored. Their breasts are usually smallish, around B-cup at the largest, and they have a loving, quiet personality. They are seemingly incapable of feeling angry, always remaining calm, save for expressing things through drawing or painting, and are always seen wearing a painter's smock and beret (save for when Taming, of course). Any other clothes they wear varies from Ar-Tits to Ar-Tits.
Ar-Tits are among the more peaceful breeds of Pokégirls. An excellent day to an Ar-Tits is sitting in a quiet, beautiful spot and making a picture of someone they love, getting in some Taming in between. Their mystical eyes have the ability to see into someone's heart and soul, and they can draw exactly what they see on their chosen canvas. They can tell immediately what someone's true self is just from looking into their eyes and show it. An ugly person with hideous scars and a malformed face could have a pure, innocent heart, and the Ar-Tits would draw them as a being of pure beauty. A handsome man with flawless features could have a dark, wicked heart, and the Ar-Tits would draw their true self as a hideous demon. This has led to some Ar-Tits being attacked and brutally beaten, their art torn to shreds. Ar-Tits are very protective of their art and art supplies, and if they are menaced, they will use an attack called Painted Fantasy, in which their will use their paint to bring to life an image of a powerful Pokégirl, usually a Widow, Panthress, a Legendary or something similar, to fend off an opponent until they can escape, the paint illusion melting and evaporating once the Ar-Tits is out of range of mental command.
Ar-Tits are nonviolent Pokégirls, and don't like seeing anyone hurt. They will work with police, using their art to show if someone is lying, or to provide a sketch of a perp for the police to use. They also make excellent domestic helpers. They aren't that good for taking care of large groups of children, as they have trouble keeping up with playing with youngsters, favoring more quiet pursuits, like their art, or music, which they view as another kind of art. They do, however, like children and will do what they can within their abilities.
An Ar-Tits loves art of all kinds, and is capable of knowing when someone has artistic potential . To mock art as something useless is one of the only things that can get an Ar-Tits to show an emotion other than serenity, happiness, or sadness.
Ar-Tits, despite the fact that there are a great deal of them, surprisingly are a rather rare Threshold.
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AVARIEL, the Winged Elf Pokégirl
Type: Very Near Human
Element: Flying/Magic
Frequency: Uncommon
Diet: vegetarian
Role: scout, ranged combat, glass artists
Libido: Average
Strong Vs: Rock, Dark
Weak Vs: Electric, Fire
Attacks: Gust, Light Arrow, Steel Wing, Magic Bolt
Enhancements: Enhanced Eyesight (x4), Darkvision, Wings, Hollow Bones Weakness: Claustrophobia
Evolves: None
Evolves From: Elf (Angel Stone)
The Avariel is a uncommon type of Pokégirl an only found in the wild in places such as high in the mountains or deep in the forests away from civilization. They appear even more delicate then their land bound sisters, their facial features even more chiseled and angular. The characteristic of the Avariel that is most stunning, however, is their beautiful, soft wings. Although these wings are generally white, Avariel have been seen with wings whose colors range to black, though the white winged Avariel positively have a minor disdain towards the black winged Avariel, regarding them as outcasts, while tolerating the other Avariel that have other colors beside black or white.
An Avariel’s eyes tend to be a little larger then a Elf’s, although they are the same color that they were before they evolved. Their hair is most often white or black, but there have been numerous exceptions, though for some reason, those who have blonde, brown or platinum blonde hair are widely respected in Avariel society. Probably because it reminds them of their former forms, and those who evolve naturally into ElfQueens, usually have those hair colors.
Avariel have a tendency to adopt a far-off look in their eyes when their immediate attention is not required. They are very much at home in the outdoors, and they appear out of place indoors or underground, but for some reason, they like to refine pieces of glass into works of art, making exquisite glass vessels that would fetch a high price in the market. Due to this ‘shaping’ quirk in Avariel, they have a slight rivalry with Pinielves, though it isn’t very fierce, and they get along with Glass, since the Glass in question usually loves the way that their pieces are shaped into some form of artwork.
Avariel clothing is most reminiscent of togas, for other types of clothing often snag on their wings. Togas and their like wrap easily around the Avariel’s body and wings. Avariel prefer to attack from the air using their Light Arrows or Magic Bolts, only using Steel Wing if there are no other options.
Avariel tend to be very vain when it comes to their wings spending hours cleaning each feather and making them look their best. Tamers with an Avariel get used to always having her on top during Tamings as they hate the thought of dirt getting on their wings. Although the occasional Avariel might allow their Tamer to tame them doggy style, they will almost never allow their Tamers to cum on their back, for it will also get their wings dirty. Strangely enough, the small feathers on the junction of her back and her wings are extremely erogenous zones, second only to their ears, and stroking them gently will almost always bring them in the mood for Taming.
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BASTIT, the Legendary Sex Kitten Pokégirl
Type: Near Human (Feline)
Element: Magic (Celestial)
Frequency: Extremely Rare (Unique)
Diet: human style foods, particularly fish and cream and energy drawn from sex
Role: morale booster, “Goddess of Pleasure”
Libido: Extreme
Strong Vs: Rock, Fighting, Psychic, Poison
Weak Vs: None (Ghost, Dark)
Attacks: Tail Slap, Double Slap, Hyper Slap, Tackle, Scratch, Kitty Litter, Fury Swipes, Sing, Roar, Agility, Smile, Reflect, Mana Bolt, Mystic Bolt, Recover, Heal, Teleport, “Call me Queen”, Earlobe Nibble, Tongue-in-ear, Ear Blow, Cuddle, Sex Attacks 1, 2, 3, Sexy Hug, Go Down, Purr Vibrations
Enhancements: Legendary Qualities, Legendary Salient Qualities, High libido, High Stamina
Evolves: N/A
Evolves From: N/A
Bastit is one of the very rare Legendary Pokégirls. Made by Sukebe in the most interesting of fashions…
Bastit is the FIRST G-Spliced in Pokégirl history. A cross between a Catgirl and a Megami-sama. She is a powerful, loyal, and free-spirited Legendary who is helpful to all forms of life, be they human of Pokégirl.
Sukebe had created her basically for one thing. Sex, sex, and then even more sex! To accomplish this goal, Sukebe had modeled Bastit after the ancient Egyptian Goddess of Pleasure, (among other things) so that Bastit would be well versed in forms of pleasure. This is quite evident, as the few times Bastit was seen fighting; she used a wide-range of sexually stimulating attacks. However, she is not limited to just sexual techniques, she has quite an array of powerful magic attacks and effects. She also has quite a few healing techniques as well.
Another strength of Bastit is she has a sweet smelling pheromone that her body releases naturally. No human or Pokégirl could stand up to her when she releases her pheromones at full strength. Her pheromones cause a person to calm down quite a bit, to the point that they would do anything for her. Bastit is also known as the “Mother of Cat-types”, since she always loves to ‘baby’ other cat Pokégirls, treating them as if they were her own children.
Because of her heritages, Bastit can take two forms, all depending on her mood. One is of a woman of 5’7” in height, with tanned skin, emerald eyes, long black hair, golden-furred cat ears, and wearing a thin white tunic, sandals, and gold jewelry of different sorts, including necklaces, bracelets, rings, earrings, and a gold tiara with a sapphire gemstone in the center with a relief of a cat sitting on its hind-legs, and Egyptian hieroglyphs adorn all the pieces of jewelry she wears.
Her other 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 golden fur covering her from head to toe, she gains a tail, claws where her fingernails were, and her height increases to 6’ exactly.
An interesting note is that Bastit was not meant to be a Legendary. In fact, she was originally just meant to keep Sukebe company, a favored ‘pet’ you could say… To this day, no one is sure how Bastit’s done it, but she is actually one of the most powerful Magic-types around; more than likely coming from the Megami-sama DNA in her.
To this day, Bastit is still seen from time to time. It’s speculated she keeps a low-profile for the most part, staying in her more human form and pretending to be just a plain-old Megami-sama… She seems to appear to those with strong cat Pokégirl ancestry, and those with high empathy.
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 Bastit’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, Bastit has No Weakness (Level 65). If she were to face a Ghost or a Dark-type Pokégirl or anything else that was considered Strong Vs Magic, 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 Bastit’s lexicon of special attributes:
Temptress: Being that Sukebe had modeled Bastit after the ancient Egyptian Goddess of Pleasure, (among other things) Bastit is very well versed in all forms of ‘pleasure’, both carnal and otherwise. She can seduce, tempt, or mislead people with her wiles.
Pleasure Pheromones: Bastit has a special pheromone she releases that can cause a person to feel good about themselves… It also leaves them wanting pleasure, which Bastit is more than happy to help them with.
Mother Cat Syndrome: When Sukebe created Bastit he ended up emulating many parts of Bastit’s supposed personality. Some considered Bastit the protector of children. This translates to the fact that Bastit tends to have a motherly attitude towards other Pokégirls, unless they tend to be aggressive and, well, jerks! Bastit doesn’t like Pokégirls into dominating during sex. She has a bit of Catgirl DNA in her, which reflects in her appearance, personality, and attitude. Bastit is also considered the ‘mother’ of all cat-types.
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BONDAGE ELF, the Sinister S&M Pokégirl
Type: Very Near Human
Element: Poison/Magic
Frequency: Rare
Diet: omnivore, tend to lean towards meat diet
Role: discipline/oversee other Pokégirls, hunters, combat
Libido: Average to High, changes with mood will get higher with a trusted Tamer
Strong Vs: Ghost, Poison, Psychic, Dark
Weak Vs: Steel, Electric, Ground
Attacks: Levitation, Bondage Attacks, Poison Whip, Mystic Bolt, Mirror, Aura Barrier, Energy Drain, Dream Eater
Enhancements: Longevity, Night vision, and a high threshold for pain Bondage Affinity and reduced Feral
Disadvantages: Light attacks tend to disorient and in rare cases cause temporary blind ness or light-headedness
Evolves: Bondage Queen (normal)
Evolves From: Dark Elf (normal)
The Bondage Elf is a Dark Elf that has taken on more ‘sexual appetites’… The Bondage Elf is rarely found in the wild because in the wild she does not get the ‘constant victim’ to practice out her techniques on, (unless she can find and keep another Dark Elf alive). In fact, Feral Bondage Elves are usually mistaken for Dominas when seen, for they have the same tastes in ‘clothing’, basically anything leather.
The Bondage Elf is overall, a product of a Dark Elf being in charge of another person, (in most cases a Harem or even her Tamer). The constant attention allows the Dark Elf to immerse herself in her dark appetites of S&M that she can evolve into a form that is even more of an S&M lover than her pre-evolved form of Dark Elf.
It should be known that Feral Bondage Elf leather is a highly sought item. The quality of the leather is very fine… It is unknown what animal, Pokégirl, or possibly human it is made from, but it is thought to be a matter of matting different leathers together into one sheet of dense leather.
It should also be known that unlike Dark Elves the Bondage Elves love having an Elf and its evolutions (especially Elfqueen) in the same Harem. For unlike Dark Elves who can’t stand the presence of their ‘lighter’ cousins, a Bondage Elf just loves to Tame and dominate the ‘good’ Elves.
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BONDAGE QUEEN, the Evil Mistress Pokégirl
Type: Very Near Human
Element: Poison/Magic
Frequency: Very Rare
Diet: Omnivore, but likes a meat-based diet
Role: Discipline, Leadership
Libido: Average (High when wet)
Strong Vs: Ghost, Poison, Psychic, Dark
Weak Vs: Steel, Electric, Ground, Water (*)
Attacks: Love Sting, Poison Mask, Enslaving Kiss, Erotic Kiss, Hydra Whip, Catapult of Hell, Shin Lasher, Lashings of Love, Aura Barrier, Barrier, Magic Kick, Insulate, Teleport (Level 55)
Enhancements: Lower Libido, higher self-restraint
Evolves: None
Evolves From: Bondage Elf (normal)
At first, the Bondage Queen doesn't seem evil. That's probably the first sign of trouble. She only gains a few inches in height (varies between 1/8th of an inch to 4 inches), and may or may not gain any breast enlargements (varies greatly, bust could not grow or could grow three cups sizes).
However, she is evil. Her subtle psychological influences, usually either through chemical, verbal or emotional persuasion or a combination of the three, can create various degrees of psychological changes in the victim from subtle changes to drastic ones. In the more drastic changes, the tamer and their harem may begin noticing themselves doing evil things, like skipping out on a bill or stealing items from a store. Eventually this will build to larger crimes, like stealing Pokégirls from tamers and openly robbing banks.
The more subtle changes are the ones to truly watch out for, as the tamer and their harem may not even notice themselves becoming as evil as the Bondage Queen desires. In many ways, the subtle Bondage Queen acts no different from a Dominatrix. She wants everyone loyal to her, but she is generous in her "rule", satisfying those who please her.
The difference in these styles of manipulation and the gradual progression of the harem into evil acts are what list the Bondage Queen as "the Evil Mistress" Pokégirl. Very few tamers are good enough to resist this psychological corruption, and even then, it isn't for long without a countering element, like a Celestial Pokégirl or strong-willed Alpha. At some point, they will submit to the commands of the Bondage Queen.
The Bondage Queen has the aura of a natural born leader, but their leadership skills will vary, based largely on how intelligent she is. The smart Bondage Queens can make every suggestion they make seem like the very best one.
Ironically, one of the best counters for a Bondage Queen is a Dominatrix. Dominatrixes have the natural will and resistance to poison necessary to resist the Bondage Queen's control, but it means that a tamer must make the Dominatrix their Alpha. Celestial Pokégirls do almost as good, but depending on their intelligence and will, they too may falter.
If a tamer should find themselves with Bondage Queen, and lacking either a Dominatrix or a Celestial Pokégirl, the last way to keep a Bondage Queen in line is to get her wet.
Strangely, a Bondage Queen will have a mass increase in her sex drive when wet, as if she's been afflicted with an Attraction status ailment, rendering most of her "evilness" moot. Water Pokégirls and water-based sex techniques are each doubly effective at this (meaning that a water Pokégirl using a water-sex technique is four times as effective) It should be known that constant exposure will lower the effectiveness of this tactic, so it should only be used when the tamer believes the Bondage Queen is manipulating them. And at random, just in case.
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BRAMAGE, the Never-Forgets Pokégirl
Type: Near Human
Element: Dragon/Magic
Frequency: Very Rare
Diet: Omnivore
Role: T2 Encyclopedia, Teachers
Libido: High
Strong Vs: Fire, Water, Electric, Plant, Ground, Dark
Weak Vs: Rock, Ice, Dragon, Psychic
Attacks: Mimic, Dream Time
Enhancements: Perfect Recall, Longevity, Telepathy
Evolves: None
Evolves From: Bratini (Mana Crystal + Dream Stone) A Pokégirl that is rather rare and kept secret by most companies that create T2 devices, the BraMage is a Dragon-type unlike all other Dragon types. Whereas most Dragon-type Pokégirls boast enhanced strength, speed, endurance, and things like that, Sukebe must have been thinking of the exact opposite things when he created this breed. It's been suggested by researchers that the BraMage was created as a Dragon-type prototype. No super strength, no armor, no scales... Only dark gray skin and pointed ears differentiate this Pokégirl from looking like the normal human girl. Although her skin barely deflected bullets, they couldn't do anything much better than a normal human girl. Also unlike the more widely known Dragon types, the BraMage cannot fly without using magic, as she has no wings or even a tail.
However, the techno-mage did give the BraMage several distinct signatures to be known and feared by. Mimic was the first, allowing the Pokégirl to learn any technique that she was exposed to. The second is Perfect Recall. This enhancement allows the BraMage to reproduce any attack she has used Mimic to recreate, allowing the Pokégirl to utilize almost any attack, as long as they have the physical capacity to do so.
It was this enhancement that made them especially deadly, after watching only a few Pokégirl battles the BraMage could have access to well over two or three dozen attacks! These abilities, combined with their Telepathy enhancement and Dream Time, allow them to teach any number of techniques to other Pokégirls. These abilities all added up to a single thing- the fact that they are living T2s, capable of replicating any technique seen and teaching it, either physically or telepathically, to a student.
Most of this breed were killed throughout the war. Their lack of defenses made them vulnerable, but their versatility were unrivaled. And with having elemental defenses that made the more common Pokégirl types less effective against them, it's no wonder that at least a few had survived. Now, most BraMage survive on Ranches that are dedicated to one company or another. It's said that the first of the BraMage breed still lives, although to this day no researcher knows for sure. Most BraMage are well-cared for by the corporations who use them to transfer Pokégirl Technique knowledge into T2 machines for use by other Pokégirls everywhere.
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CAMERAGIRL, the Photojournalist Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Rare (Uncommon in WAPL-controlled areas)
Diet: Human-style, has a weakness for sweets
Role: Used during the Revenge War to film battles and spy on enemy troop movements. Now used in places such as the WAPL and the Slot League to film battles for TV. Excellent for news crews and documentary work.
Libido: Low
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Invis, Flash, Tackle, Wrestle, Teleport, Pummel, Phase, Staccato Punch (while in Fast-Forward & Repeat only), Hammer, Hell Canon (only if possessing the Infernal Template)
Must be learned from a Tick-Tock: Rewind, Slow Motion, Repeat, Fast Forward, Freeze Frame
Enhancements: Manifest Item (Camera), Internal Universal Transmitter, Attack Adaptation
Evolves: None
Evolves From: Shudder Bug (normal)
Camera Girls are among the more offbeat types of Pokégirls. They usually aren't the best in a fight, and the combination of a low libido and a penchant for voyeurism make them ill suited for Sex Battles. They are best suited for documenting various events, and some Tamers have made them available for birthday parties and anniversaries.
Camera Girls are Very Near Human Pokégirls who’s only real inhuman feature are their hands, which look like they are gloves made of white metal. Their hands are the focus of their powers, allowing them to summon their cameras. They can manifest any type of camera they need for the situation, but it has to be a brand that they have encountered before and held in their hands. Other than that, they are fairly close to the Ingenue in terms of appearance.
Camera Girls, surprisingly, were actually very useful to Sukebe’s side during the Revenge War. They could use their abilities to turn invisible and phase through walls to get into choice positions for recording conversations and information from human encampments and then Teleporting back to their commanders to report it. They do not like combat, and try to avoid it, but will not hesitate to use what limited abilities to their advantage if they have to.
In more recent times, Camera Girls are used to film Pokégirl matches for television, the highest concentration of them being in WAPL-controlled areas. Their ability to broadcast their camera signals to any device capable of picking them up makes them very useful. In addition, should fights take to the air, Camera Girls can give themselves unlimited long range vision to follow the action. Among other Pokégirls, the Camera Girl has proven to be the best for photojournalism. Two international publications currently employ tamers with Camera Girls for photo ops. They also let Camera Girls film Taming sessions, as they have highly voyeuristic tendencies. Watching an especially passionate Taming session can get a Camera Girl so aroused they can barely hold onto their cameras. And considering that Camera Girls are uncomfortable without some kind of camera within a 3 foot radius of themselves, that’s saying something. They aren’t good Alpha Pokégirls, but are always willing to offer advice and be helpful, if that’s what their Tamer wants.
Recently, the Camera Girl was found to possess two unique qualities. If a Camera Girl is in the same harem as a Tick Tock, they can learn five time-related attacks. One is Rewind, which reverses time back for up to a minute and allows Camera Girls to avoid attacks that would have hit them otherwise. Another is Slow Motion, which briefly slows the flow of time around her in a wide radius, allowing the Camera Girl to get a better view of an attack that’s coming at her. One is Fast Forward, which briefly speeds up time around the Camera Girl, allowing for much faster movement. Another is Repeat, which allows the Camera Girl to repeat the last few seconds of what they had just done. Their final time-related attack is the Freeze Frame. By focusing Time magic through their camera, they can temporarily freeze someone for a moment in time.
The second unique quality the Camera Girl possesses is the ability to blend learned attacks to create exclusive techniques. In one legendary encounter, a Camera Girl defending her Tamer from a Team Rocket attack defeated an Iron Maiden by using Repeat while in Fast Forward to pound much more powerful Pokégirl over and over until she collapsed. This technique was named the Staccato Punch. Even more recently, a Fiendish Camera Girl was able to beat a Valkyrie with a sneaky combination of Flash with Hell Fire. This combination temporarily blinded the Valkyrie before the Hell Fire finished her off. This new technique has been dubbed Hell Canon, after the camera used as a focus for the attack.
Camera Girls that learn these time tricks from Tick Tocks develop a greater confidence in battle, and tend to use the battle cry “HENSHIN A GOGO, BABY!” whenever their Harem sisters enter a fight. To this day, no one has any clue what it means. Camera Girls that gain the Fiendish template are also noted as having an average libido, rather than their normal low libido. This is typically heightened in the midst of voyeuristic activities, even more than such activities usually do. Researchers currently assume that the Infernal side of them makes them more sexually excitable.
Another unusual personality quirk that Camera Girls have is that they have a great fondness for Cardcaptors and their evolved forms, as well as MysticKats and MysticAngels. As with their battle cry, this is unexplained so far.
Camera Girls are a relatively rare Threshold, however it is more commonplace in WAPL-controlled areas.
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CANDY CATGIRL, the "Minty Fresh" Pokégirl
Type: Not Very Near Human
Element: Plant/Magic
Frequency: Rare
Diet: Omnivorous, but greatly prefers sweet things
Role: Pastry chefs, candy makers, bakers assistants, sugar farmers
Libido: Average
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Attacks: Tackle, Mystic Bolt, Teleport, Agility, Sweet Honey, Maple Syrup, Fruit Juice, Wood Tower, Lance, *Manifest: Food, *Manifest: Food Weaponry, *Sugar Rush, *Induce Hunger
Enhancements: Enhanced Dexterity (x4), Enhanced Senses (x4), Instinctive cooking ability, Increased Magical Affinity, Enhanced Speed (x4), Enhanced Agility (x4), Enhanced Strength (x2), Increased capacity for violence
Evolves: Sweet Pussy (Mana Crystal+Venom Stone)
Evolves From: Sugar Kitten (Normal)
In terms of appearance, Candy Catgirls change only slightly. Their hair, eyes, and fur can become a greater variety of colors, including blue, green, indigo, and violet, and they become a few inches taller. They gain a cup-size from their previous forms, and their features become slightly more animalistic.
Candy Catgirls still have a need for high amounts of sugar in their diets, however their tastebuds have developed more, allowing them to enjoy a greater variety of foods (although they still love sweet things more than anything else). Because of this, most Candy Catgirls tend to gain a liking for minty flavors in addition to sweet ones. No real reason for this is assumed aside from some psychosomatic need. This changes their scent slightly as well, as Candy Catgirls gain a slight minty scent in addition to their already sweet one. Their cum retains its sweet flavor, although now it also has a slight taste of mint to it as well.
Candy Catgirls, in terms of abilities, are stronger all around than their previous forms. Their magical ability has been increased, although their limits are still fairly low, making them unable to cast spells. They can manifest larger portions of food, as well as greater varieties of it, have greater energy manipulation powers, and manifest a greater variety of food-based weaponry. The food weapons are more durable in this form, although it still doesn’t take much to break them, and the risk of infection from injuries is still there.
What’s very strange is their sudden change from Normal-type to Plant-type. This has given them access to two new attacks, however in keeping with the theme of their powers and the line in general, they are slightly different. Candy Catgirls can use Wood Tower and Lance, although in this instance they produce sugar cane instead of the usual result of using the attack. Some Candy Catgirls, because of their abilities, have gained an interest in farming to help cultivate their sugar cane abilities.
Candy Catgirls become more confident than their previous forms, and are better suited to battling than Sugar Kittens. Their improved food weapons, plus new sugar cane abilities, make them better for use in combat. Some Candy Catgirls have been seen using thick sugar canes as bo staves in practice sessions. Despite their improved combat abilities, there are still better choices for a fighting Pokégirl.
High amounts of sugar and now mint can affect their libido in the same way as their previous forms. They love to stuff themselves on sweets either before or after a good Taming, and as before they become placid and very relaxed after an especially good taming. They become more amorous even without sugar than their previous forms, and become more likely to try and start an orgy amongst her Tamer and harem sisters.
Feral Candy Catgirls are generally more vicious than Sugar Kittens, and more likely to attack Tamers in their path. They retain their pack mentality, although they don’t completely loose their magical abilities when feral. Feral Candy Catgirl prides also sometimes barter with Trollop packs to get sweets, trading food for Taming. This has led some to believe that they the ones most likely responsible for the rare groups of feralborn Trollops who survive beyond their normal obscenely short lifespan.
Like Sugar Kittens, Candy Catgirls have the strange genetic quirk that makes the taming cycles in Pokéballs painful to endure. It’s recommended that you either keep Candy Catgirls out of their Pokéballs, or even better, trade it in at a Pokécenter for a Premier Ball.
Like their previous form, Candy Catgirls can learn the tongue-based sex attacks. Candy Catgirls are a somewhat rare Threshold, but they do occur from time to time.
Manifest: Food – (EFT) The Pokégirl magically manifests a portion of food. They can do this via summoning or simply willing the food into existence.
Manifest: Food Weapon – (EFT) The Pokégirl magically manifests a weapon made entirely out of an edible substance.
Sugar Rush (EFT) The Pokégirl kisses a teammate, temporarily endowing them with (x5) their normal speed. The Pokégirl briefly suffers the Exhaust status effect once the Sugar Rush ends.
Induce Hunger (EFT) The Pokégirl hypnotizes her opponent, making them feel extreme hunger to the point where they become too distracted to do anything but eat.
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CARDCAPTOR, the Card Wielding Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Rare
Diet: Omnivore
Role: Variable Range Magical Assault and Support
Libido: Average to High
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Draw[*], Baton Hit
Enhancements: Enhanced Dexterity x4, Increased Sensory Perception, Enhanced Magic Attenuation, Youthful
Evolves: CardMaster[**] (2nd Tier), ClowMystic (3rd Tier), StarMystic (Final), Duelist (battle stress, Duel Monsters deck nearby)
Evolves From: None
[*] This attack is dependant upon the list of Cards the CardCaptor has acquired.
Most pokegirls are assumed to be the result of Sukebe's war of revenge, the actions of the legendary Cocooner, or large groups of scientists working for good or ill. The CardCaptor breedline, however, is not such a creation. The CardCaptor and it's resultant evolutions(barring the Duelist) are considered the direct result of the efforts of one individual. Clow Reed, birth date unknown, a magical researcher and scientist of Chinese decent, is regarded by most as the creator of the CardCaptor and it's breedline evolutions. Others claim otherwise, saying that Clow Reed was a fraud whom simply claimed the work of another, or took the discovered results of Sukebe as his own. Regardless of these accusations, Clow Reed did in fact possess a CardCaptor, StarMystic, MysticAngel, and MysticKat in his harem before his death and destruction of his lab in 67 AS.
The CardCaptor, despite it's flexibility and potential power inherent in the magical system it utilizes, is not often regarded as a popular pokegirl. One reason is it's appearance; The CardCaptor, CardMaster, and ClowMystic all have similar appearance, that of a young teenage girl, feasibly anywhere from twelve to fourteen years of age, with little indication to display that they are a Pokégirl at all, unless performing their magics.
The second reason is a psychological one. CardCaptors are surprisingly independent pokegirls. While they do not display any traits that give any of the more strict Pro-Control Leagues an excuse to make them illegal or restricted, it's an acknowledged fact that CardCaptors have an inherent mental urge to seek out new cards to capture and add to their magical arsenal. This urge is so powerful that it's almost unheard of to find a CardCaptor in the harem of a settled Tamer, and there are several instances of a CardCaptor quietly, sadly, yet firmly leaving a Tamer's harem whenever it became clear that the Tamer in question had no interest in catering to the CardCaptor's need to seek out new Cards. Still, CardCaptor's are, almost as a rule quick thinking, sure to action, and surprisingly innovative. As long as their need to travel is met, they are surprisingly loyal to their Tamer, though they do not react well to cruelty.
A noted psychological quirk among the CardCaptor breed is their tendency to react favorably to expressed mercy or kindness from a Tamer. For example, one of the CardCaptor's weaknesses is their store of magical energy to power their Cards. Once wasted, the CardCaptor becomes severely weakened, and can fall into unconsciousness. Whenever found in this state, if the Tamer declines capture and instead heals the CardCaptor, the CardCaptor will express an almost fervent desire to join that Tamer's harem, with an increased chance that the CardCaptor will immediately bond with that Tamer. More than one rural individual, unsure, untrained, and completely unfamiliar with proper Pokégirl handling has found themselves delta-bonded to a CardCaptor and becoming a Tamer because of this.
Despite their near pre-pubescent appearance, CardCaptor's have a surprisingly healthy libido, with little shame in acknowledging this fact. They also enjoy dressing in clothes to accentuate their sexuality. Due to the CardCaptor's unusual appearance, this has gotten more than one Tamer in trouble until the specifics of the Pokégirl's breed was cleared up.
A CardCaptor has two implements to focus their unusual magical abilities through; their Baton, and the Cards themselves. The design of the Baton varies from CardCaptor to CardCaptor, and is often a reflection of the Cardcaptor's attitude and personality. Where this item comes from or how it is created is unknown, beyond that it's intrinsically summoned by a CardCaptor upon thresholding.
The source of the CardCaptor's power, her Cards, are unknown and widely contested. Some say the CardCaptor intrinsically crafts the cards subconsciously as she grows in power before letting them loose to 'test' herself. Others say the Cards are actually contracted spirits the CardCaptor tracks down and captures with a source independent of the Pokégirl. Others say all the Cards a CardCaptor can capture are created and let loose the instant the CardCaptor thresholds. Despite the years of study, it's never been proved conclusively one way or another.
The Cards themselves can manifest in three separate forms; Card form, it's resting state, 'attack form', which resolves itself into whatever raw elemental attacks or abilities the Card in question can actualize, and Spirit form, a Pokégirl-like copy of the CardCaptor herself, albeit with stylized differences that can vary in any feasible way, depending on the Card in question. Most Tamers whom do not have a CardCaptor mistakenly think that this means a CardCaptor guarantees a literal horde of available Poképower. The reality is quite different. Even when manifested in Spirit Form, a captured Card still draws power from the CardCaptor herself. A CardCaptor with the willpower or capability to manifest more than two Cards at a time during battle is rare indeed. Even manifesting three to four Cards in Spirit Form to partake even such a casual activity as traveling can quickly leave a CardCaptor tired and helpless. It's worth noting that the Cards can occasionally manifest desires and actions independent of their mistress, though at worst it simply means a Tamer will occasionally have another girl to satisfy.
While the following list is, disturbingly, not complete, those Tamers whom have had CardCaptor's evolve into a CardMaster have consistently documented this listing of Cards on hand; Big, Change, Cloud, Create, Dark, Dash, Dream, Earthy, Erase, Fiery, Fight, Float, Flower, Fly, Freeze, Glow, Healer, Hope, Illusion, Jump, Light, Little, Lock, Loop, Lovers, Maze, Mirror, Mist, Move, Power, Rain, Return, Sand, Shadow, Shield, Shot, Sleep, Silent, Snow, Song, Sweet, Sword, Thunder, Time, Twins, Voice, Watery, Windy, Wood.
[**] The CardCaptor is unusual in requiring the above set of Cards before evolving to their next evolutionary stage, a potentially long process indeed. At some point whenever the necessary requirements are met, a mysterious event that CardCaptor's refer to as 'The Final Judgement' occurs. What this event entails is unknown, as CardCaptor's refuse to speak of it, but after the event, the CardCaptor usually evolves into their next stage, the CardMaster. A rare few, for whatever reason, do not, and are forced to remain as CardCaptor's, unable to increase their abilities as a Pokégirl and left with an unsatisfied wanderlust that they will never able to completely fulfill.
Most CardCaptor's arise from Thresholding incidents. Only a hint of Magical Pokégirls in a girl's family history is apparently needed for this to occur. It's been rumored, though unproven, that a year after Clow Reed successfully created the first CardCaptor, that several threshold events occurred that had the girls in question develop into CardCaptors. Unlike most Pokégirls, CardCaptors undergo threshold at around twelve years of age, though this can be difficult to tell initially, as no outward changes occur. Despite undergoing threshold, taming can still be put off without any ill side-effects until the Pokégirl fully 'matures', typically around the normal age of other Pokégirls(fourteen to sixteen).
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CARDIAN, the “Touch of Life and Death” Pokégirl
Type: Near Human to Not Very Near Human
Element: Magic/Plant (Infernal)
Frequency: Uncommon
Diet: Life Energy (Plants)
Role: Legions of Terror scouts, Saboteurs, Gardeners
Libido: Average
Strong Vs: Normal, Rock, Water, Ground, Plant
Weak Vs: Celestial, Fire, Ice, Flying, Bug
Attacks: Leech Seed, Wood Tower, Seed Bomb, Command Plants, Razor Leaf, Bullet Seed, Vine Whip, Vine Bondage.
Enhancements: Enhanced Reflexes (x2), Enhanced Agility (x5), Enhanced Speed (x5), Plant Affinity
Evolves: None
Evolves From: Daimon (Leaf Stone)
A true anomaly amongst plant types, Cardians are almost more destructive to the environment than constructive. This is probably primarily a result of their original role as saboteurs for the Legions of Terror. With their speed, agility, and camouflage, they could easily scout ahead of a Legion's lines and use their abilities to damage crucial bridges or the foundations of enemy installations. A favored tactic was to dispatch Cardians to drain the life from a forest where the battle was to be fought, then light the newly created deadwood ablaze around the human forces as the Legions pulled a hasty retreat. However, the Cardians' role in this was not immediately apparent--the idea of a plant-type destroying a forest seemed absurd to many early researchers due to the number of precedents--and so their defeat was never truly a priority during the war. In the modern era, the dual nature of their plant affinity is usually put to work in large-scale gardening ventures.
Physically, the breed is greatly varied in appearance, but all fall within a general category of being human-esque girls who have some form of vegetation upon their bodies. In near human cases, this can mean simply grassy hair and perhaps green skin, but up the scale there're far more drastic possibilities, such as vines naturally growing from parts of the body or flowers upon the skin. Sometimes, rocks or other inanimate objects will become lodged in as well, and many of the first Cardians purposefully let this happen and their bodies overgrow to, giving them a form of natural camouflage, and this is a trait that many feralborn Cardians will exhibit as well, if allowed. Domestics and thresholders, though, are generally seen with neatly trimmed and well-planned plants upon their bodies, often enhancing their appeal rather than detracting from it in the fashion that the excesses of their wilder sisters do. Still, many would say that finding Cardians attractive is a acquired taste.
Despite this, though, Cardians are definitely the most commonly seen of the Youma line, and that is because, aside from their powers, they're one of the easier--if more annoying--evolutions to manage. Mentally, the breed follows the dual nature of their powers in that they're quite moody. They aren't quite to the bipolar level of the Maggiemite, but Cardians tend to change moods quite easily, not always bouncing from one extreme to another but still being quite volatile. But, most have the sense not to be overly disrespectful, even in bad moods, and so although the plants around them or their harem sister--they tend to end up at odds with other plant-types, for obvious reasons--may suffer when a Cardian's Master causes her mood to go south, it's rare that he'll have too much of a problem. Alpha bonding also helps in this regard, as it inclines the Cardian to view her master's actions positively and so they usually induce good moods.
Even so, it's unlikely that this annoyance--minor as it is, when compared to certain other Youma evolutions--would be often put up with were it not for the fairly unique powers afforded to the breed. Although they're capable of using many basic plant-type techniques from the vegetation upon their bodies, that is not truly exceptional. No, instead it is the aforementioned variant of their affinity with plantlife that makes them exceptional, often romanticized as "The Touch of Life and Death." In effect, this ability allows a Cardian to drain life from plants and store it within herself, killing said plant and often whithering or drying it as though it'd been dead for some time. The energy stored within may then be regurgitated later and infused into another plant, inspiring exceptional, rapid growth that, if desired, can be partially guided by the Cardian's will. This has many applications, obviously, from the aforementioned forest-fire tactics to growing powerful roots in places they would be detrimental to foundations to... gardening. In the modern day, Cardians are most commonly found in large estate's gardens or otherwise with those who seek to craft plants to perfection, for what hardener would not appreciate the ability to drain life from weeds and infuse it into a weak plant that is desirable? This practice is most famous in the Noir League, as it is the driving force behind the perfection of the Gardens of Versailles Nouveau, a reproduction said to be far grander than the original, pre-War site.
But, as functional as this ability is, it can only really be used in certain combat situations. Without significant flora to both take energy from and manipulate, most Cardians are limited to normal plant-type tactics--razor leaves, leech seeds, perhaps wood towers if they've got a good bit of life energy stored--in battle, which primarily amounts to manipulating the flora on their own bodies. Of course, those who have more Not Very Near Human appearances have an edge here, since with even a little stored energy, they can do a great deal with that.... But, beyond that, there are a few Cardians who seek--or are ordered to--become better combatants, and the most common way of doing this is to carry as much stored life energy with them as possible as well as a variety of seeds of plant samples. By doing this, they can create an environment which suits them for the battle with said seeds, and grow it to their specific needs. This may not sound too threatening, but when a wild rose is grown to the point that its thorns are several inches wide... well, that idea is proved to be foolish.
As far as sexual situations go, the only single thing of any real note is that their moodiness can be an obstacle at times, but considering that they are Pokégirls, it isn't much more than a minor thing. Tastes vary a great deal, although though with more floral components to their bodies will sometimes wish to use them in taming; it's not unheard of for a Cardian with vines to tie herself up with them as an offering to her master if he declines being restrained. Other times, the environment and the plants around will be substituted for those who aren't able to summon vines from their own bodies, but the variety of such practices is far too great to give a decent idea of how it proceeds here. It generally is enough to make up for the mood issues, however, and some tamers have pointed out that they're as likely to randomly get into the mood as out of it.
Feral Cardian can normally be found in forests, and as stated they tend to be overgrown and unkempt in general, making them dangerous surprise attackers. However, a decent sign of a feral Cardian is to find an area of forest that is devoid of other plant-types. For obvious reasons, the feeding and fighting habits of Cardians tend to drive them away, particularly sense feral Cardians rarely show any restraint as to what they drain or grow, be it beautiful or horrendously ugly. Thus, such unnatural growth patterns can be another decent clue, particularly if they're marked by signs of battle. Capturing them can be a bit of a challenge, though, considering said environs, and so ice-types are an excellent choice to hunt with. Threshold Cardians are rare, but still more common than those from other Youma evolutions above Daimon.
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CARD MASTER, the Powerful Card Wielding Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Very Rare
Diet: human style food
Role: long range attacks/magi
Libido: Average to High
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Draw, Baton hit
Enhancements: Increased sensual perception, mind tuned to magic
Evolves: Clow Mystic (mechanism unknown)
Evolves From: Cardcaptor (special, captures all cards and passes "Final Judgment")
Once a Cardcaptor captures all of her cards she must undergo a ceremony called "The Final Judgment." Exactly what this entails is unknown since no Pokégirls have ever spoken about it and a Cardcaptor must face it alone. If she passes this test then she will evolve into a Card Master. It is impossible to tell a Cardcaptor and a Card Master apart without a Pokédex since they undergo no physical changes when they evolve. However a Card Master will be tougher than before, able to absorb more damage before being knocked unconscious, and she will have more magical energy and is thus able to use her cards for longer before exhaustion sets in.
One thing that has been noted is that if a Cardcaptor has any natural magical talent, she will lose it when she evolves since she now relies totally on her cards to create her magical effects. All Card Masters gain one new talent, however, the ability to create new cards other than those which Cardcaptors can use. This can make battling Card Masters tricky since they may have unexpected abilities. Creating a new card usually takes at least a month and the more powerful the card the longer it takes, although there have been occasions in which Card Masters have spontaneously created new cards in times of great stress.
Card Masters can evolve into ClowMystics, although what triggers this is unknown. However researchers have noted that all Card Masters who evolved had a Mysticangel and a Mystickat in the Harem with them.
There has never been a reported case of a human girl thresholding into a Card Master and it is believed that it is impossible for this to happen. In fact, every known Card Master evolved from a Cardcaptor. Even inducing parthenogenesis in a Card Master will result in the birth of a Cardcaptor. This has led to the belief that the only way for a Card Master to come into existence is for a Cardcaptor to pass her "Final Judgment" and evolve.
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CHARLIE ANGEL, the Magical Harpy Pokégirl
Type: Near Human, avian
Element: Flying/Magic
Frequency: Common (Gold Continent), Uncommon (other continents)
Diet: nuts, pretzels, berries (Vegetarian)
Role: spying, homemakers, morale boosters
Libido: Average
Strong Vs: Normal, Fighting, Plant
Weak Vs: Rock, Electric, Psychic, Dragon
Attacks: Gust, Dissolve, Tackle, Cheer, Speed Storm
Enhancements: Flight, Cooking Knowledge, Enhanced Speed x7
Weaknesses: Inept at Magic, Low Intelligence
Evolves: Cutey Charlie Angel (normal)
Evolves From: None
Charlie Angels were originally made by Sukube, so he could have decent cooks, as well as his own army of magic wielding harpies. Besides their one attack of Dissolve, Charlie Angels have the ability to learn any magic attack through artifical means. However, they cannot learn magic on their own. They seem to have problems with tutoring as well, and only learn magic from another magic pokegirl at half the speed of other magic pokegirls. For this reason combined with their almost Bimbo level intelligence, Charlie Angels were considered a failure during the War, and only the first and second production lines were produced. Luckily for that breed, their flight ability and tendency to run when feral lead to an ever increasing number that lead to the Commonality of the Breed today.
Despite this Breed’s drawbacks, they excel at cooking, and it is the one area of knowledge that the Charlie Angel is known for. In fact, before the discovery of the Iron Chef pokegirl, Charlie Angels were recognized at THE penultimate chef pokegirl. As such, it’s not recommended to allow Charlie Angels around an Iron Chef, as the two have a rivalry instigated by the Charlie Angel –who often tries to ruin the Iron Chef’s cooking. They also have the ability to learn any magical TM or T2 without any of the problems that they have as tutors. This means, that while expensive, Charlie Angels can become magic wielding powerhouses in their own right.
While Charlie Angel’s have the name Angel, they have more in common with Harpies than the celestial pokegirl. On average, a Charlie Angel stands a 4 ft, and typically has hair either blond, red, brown, or black in color, sometimes with opposing colors layering into the hair. Their wings are separate from their arms, one easy way to tell them apart from the Harpy breed, usually colored White or varying shades of gray or brown. They are rather busty for their height, filling out at a generous C to D cup, and have the four toed talons and duel jointed hips and knees of most bird types. Feralborn Charlie Angels tend to have body feathering on their backs and below their waist, with the exception of their pussy, which is hairless. Domestic Charlie Angels have feathers only on their wings, but also tend to have hair on their pussies. As a breed, Charlie Angels also tend to be better looking in general than Harpies, but less effective fighters than their more vicious cousins.
It should be noted that Charlie Angels get along wonderfully with Cheetits. This appears to be due to feline DNA encoded into the Charlie Angel, that, like an Armsmistress gives the two pokegirls a rapport with the Cheetit breed. Unlike an Armsmistress, however, a Charlie Angel’s encoded DNA allows her to reach incredible aerial speeds the highest recorded at 200 Mph (320Kph). These are short bursts, however, as the Charlie Angel tires quickly as well as loosing a lot of her maneuverability when reaching these high airborne speeds. Their average speed is still an impressive 100 Mph (160Kph). With such a love for speed, it’s easy to see why a Charlie Angel is nearly worshipful of a Cheetit. Any Tamer with both a Charlie Angel and a Cheetit in their Harem is sure to find their Cheetit gets ‘smothered’ with attention from the Charlie Angel.
In battle a Charlie Angel isn’t very effective, relying on her high speed to the point that if she is slowed down, even her tackles and gusts are less effective. But in lower level battles, they manage to hold their own. Feral Charlie Angels tend to flee from battles, and will only fight if forced. Thresholding into a Charlie Angel isn’t common, but tends to happen to more ‘air-headed’ girls with strong flying type ancestry.
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CHERRY, the Tropical Pokégirl
Type: Near Human
Element: Plant/Magic (Celestial)
Frequency: Uncommon (Tropic League), Very Rare (elsewhere)
Diet: fruits
Role: flighty virgins, tropical guardian
Libido: Average
Strong Vs: Electric, Rock, Plant, Water
Weak Vs: Fire, Flying, Ice, Dark
Attacks: Heal, Teleport, Insulate, Regenerate, Leech Seed, Vine Whip, Fruit Juice, all others vary
Enhancements: Healing milk, Longevity, no feral state until evolved
Evolves: Thorne (orgasm), Thorne Slut (normal), Cherry Blossom (Sun Stone), Megami (mechanism unknown)
Evolves From: None (Unknown)
Cherry were one of the last Pokégirls created by Sukebe and because of this he had no time to finish modifying Cherries. Unlike what was previously documented, Cherries have been found to be capable of being Tamed without evolving immediately. The confusion stemmed from the fact that the first Cherry to be captured and tamed was tamed thoroughly by her tamer. Subsequent studies with other Cherries and other Tamers have shown that only a very thorough taming will cause a Cherry to evolve into a Thorne. However, due to the rarity of the Cherry Pokégirl and the information provided in previous Pokédex information, the Cherry remains a very unusual sight within a harem.
A Cherry often has hair that is the same color of just about any flower- most commonly blue, red, orange, or yellow, although other colors like purple have been documented. Their breasts lactate something similar to milk but it is sweeter and can heal. Pokégirls who drink milk from a Cherry's breasts do not lactate themselves.
From the back of the head grows a single vine that can be used to attack or grapple, and Cherries have been seen using this vine to travel through forests quickly, out of the reach of most grounded Pokégirls. The vine is normally the same length as the Pokégirl is tall, though it can be retracted or extended at will.
They are considered similar to Megami in a lot of ways the only real difference is that instead of makings they have flowers in their hair. A popular rumor among Tamers is that the longer a Cherry remains free the more powerful they become over time, so uncaptured Cherries are always a prize to be sought. There is no known truth to this, however, although the few tamers that have a Cherry in their harem seem to swear by it. When asked about how long the Cherry was feral, however, no Tamer could provide a time.
Cherries are affectionate when with someone she trusts. Other than this, an uncaptured Cherry usually shies away from any contact with Pokégirls or tamers, in order to remain a Cherry. They are also not prone to battling, making a bad choice as a fighter in either standard or sex battles. Cherries are much better at menial tasks, such as caring for gardens, babysitting, cooking, or taking care of others. It has been speculated by researchers that if a Cherry could find work at a hospital, and -not- evolve, then it would do well thanks to her healing milk and abilities. Strangely, unlike most other Celestial Pokégirls, Cherries do not mind giving straight answers to most questions.
In battles, although weak to several common types of Pokégirls, Cherries are still difficult to defeat. This is due to their unique strategy- survive. Cherries have several healing attacks, including Regenerate, Heal, and Leech Seed, which allow for different ways to recover her health and others in the harem at the same time. This management of regaining her strength almost makes up for her weaknesses, despite only having one or two attacks (commonly) that actually inflict damage upon her opponents. Cherries are not well versed in tactics either, which means that they play a supportive role more than anything. As such, and since they have no desire to become competitive, a Cherry never aspires to become a Tamer's Alpha.
Cherry Blossom is an evolved form of Cherry. How it evolves into a Cherry Blossom has not been recorded or observed until the recent revelation of the Sun Stone, but all tamers, watchers, and researchers warn everyone to avoid Cherry Blossom Pokégirls at all costs, for unspecified reasons. Cherries may also evolve into Megami, although the reason for this evolution and cause of it are both unknown. Only one Cherry has been known to evolve into a Megami, and her current tamer refuses to let the Megami to be studied. Thorne Sluts are the most common evolution of a non-feral Cherry, since it evolves into one normally. Cherries also evolve into Thornes, although this requires a very thorough taming. Strangely, Cherry have been known to form Delta-bonds with their Tamer during the act of her first Taming, which is quite unusual but is often considered a side-effect as a result of the Cherry's magical nature.
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CHERRY BLOSSOM, the Unbalanced "Beautiful" Pokégirl
Type: Near Human
Element: Magic
Frequency: Extremely Rare
Diet: Dreams (& bathing?)
Role: Unknown
Libido: High (masturbatory)
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic, Poison
Attacks: Fire, Water, Blizzard, Thunder, Double Slap, Nightmare Syndrome, Teleport
Enhancements: Unnatural beauty, Extreme narcissism
Evolves: N/A
Evolves From: Cherry (Sun Stone)
Cherry Blossoms are very beautiful. They stand just under 6' tall, with long gorgeous hair that always sparkles as if it's just been permed and is drying is sunlight. Her eyes are blue and her hair is normally silver, but turns blue when she enters water.
Cherry Blossoms are VERY VERY beautiful. The kind of beauty that pulls anyone even remotely interested in the female figure to her, and she frequently caught bathing in a stream or lake.
Cherry Blossoms are solitary. Psychic Pokégirls have found that it's mostly because they want to be, not because they have to be. They are highly narcissistic and masturbate frequently.
However, if anyone attempts to come near enough to her to tame her, she will sense them and either attack or flee. Those who've claimed to see them often have large welts on their faces. Even most Pokégirls who attempt to get close to her will often come away worse for wear, despite being 10 levels higher.
There is, however, a problem with the Cherry Blossoms. A very small percent grow increasingly more violent until they begin killing those drawn to them. Some theorists speculate that when the Cherry Blossom only becomes violent when she is interrupted before or during masturbation sessions. When she draws blood from anyone else (cutting her does not create this change), her hair will begin changing to pink.
This change is faint at first, and only temporary... to begin with. However, the more blood she draws, the more red her hair becomes, until finally, if she murders someone, her hair will remain red, regardless of where she goes or what she does.
Any tamer who encounters a red-haired Cherry Blossom is instructed to flee from the scene. There is a bounty of 10,000 credits on any Cherry Blossom with deep red hair. To date, no Cherry Blossom has ever been found in a tamer's harem.
On a side note, one researcher found an ancient legend in Edo about cherry blossom trees that claimed that a body was buried beneath the very first tree, and subsequently turned the once pure white petals red.(*) The researcher has openly commented that it is possible that the Cherry Blossom Pokégirl might be somehow related to this legend, but does not know how.
(*) - Like many myths and legends, this story has many iterations. Some myths say that cherry blossom trees remain pure white only if they aren't a soldier's grave. Others say that the blossoms turn red if a person murdered in cold blood is buried beneath it. Still others claim exactly what this did: that it was the very first tree that was involved in the legend.
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CHIBI (insert name here), the Lolita (insert title here) Pokégirl
Type: As Base Type, plus Metamorph
Element: As Base Type, gains Magic-Type
Frequency: becomes Extremely Rare
Diet: as base type
Role: as base type, being cute
Libido: as base type
Strong Vs: as base type
Weak Vs: as base type
Attacks: as base type, plus Cheer, Sleep, Form Change. While in Chibi-form: Gains Aura of Cute, Aura of Innocence
Enhancements: as base type, plus Auto-Resize. While in Chibi-form: Gains Enhanced Agility (x3), Enhanced Balance (x3)
Evolves: As Base Type
Evolves From: None
All Pokégirls go through three distinct stages of life: the immature Pokékit stage, when they have yet to feel any sort of sexual desires, Pokégirl, when they go through puberty and develop a powerful set of hormones, and become capable of parthenogenesis, and Pokéwoman, when their hormones ease up and they are able to have children normally. The Chibi template is perhaps one of the least understood of Sukebe's creations, as it blurs the lines between the three.
Chibi Pokégirls are metamorphs, capable of shifting between two forms – a young, pre-adolescent 'normal' body, and an older, 'adult' form whose appearance matches the Chibi Pokégirl’s true age. This younger form becomes for all intents and purposes the Chibi Pokégirl’s natural form, and it takes effort to return to the original adult form. While in their younger form, however, the Pokégirl becomes more agile and balanced, giving them a sense of ease in movement that their original bodies lacked.
Chibis also gain some minor magical abilities. The chief of which is the ability to naturally adjust whatever they happen to be holding or wearing in one form to perfectly fit them in their other form whenever they undergo a Form Change. This includes clothing, armors, and anything they happen to carry, such as Poképacks, though anything stored inside of the packs remain their normal size. The effect lasts indefinitely and is not entirely controlled by the Chibi's will – if a Chibi Pokégirl is ever in adult form and knocked unconscious, reverting her to chibi form, the effects still take place, though Chibis may adjust things manually or choose to forego the adjusting, should they choose.
All Chibi Pokégirls were originally – and for the most part, still are – the result of a pregnant Pokégirl or Pokéwoman being affected by certain magical spells or certain Powder-based attacks, such as time-manipulating Haste or Slow effects or overabundant exposure of the mother to Bloom or Buttsprout Powders (or the Anti-versions thereof). Though the exact means is not understood, there is a small chance when this occurs that this will trigger the activation of a repressed gene – naturally present in all Pokégirls - inside the unborn child, awakening the Chibi template.
The first time a Chibi Pokégirl is tamed, the effects of the gene triggers, causing the Pokégirl’s appearance to revert back to around 10 to 12 years of age. The Pokégirl retains all of her physical and mental abilities (though adjusted to her new size), and usually tend to follow the same patterns that a normal Pokégirl of her breed would in combat.
The genome mutation gives the Chibi Pokégirl a measure of control over her body's age, letting them shift back and forth between appearing like a child and their 'true' age. In order to shift back to the older, more adult form, however, it requires a passive form of concentration. Things that take up their entire mindset, such as an extremely tense fight, or heated Taming, can cause her to shift back to her younger form. Shifting into their younger form when sleeping is common as well. Markings, such as tattoos or wounds, remain as normal in either form.
Strangely, a small number of 'busty Chibis' have been recorded, whose bust only partially diminishes during the transformation to chibi form, making them their chibi forms that of an incredibly busty – yet otherwise undeveloped - child. It is unknown if there is any cause of this, as it seems to be completely random. Surprisingly enough, these variants are in high demand by the rich.
It should be noted that because most Chibi Pokégirls all but perfectly resemble Pokékits (at least in appearance) they can sometimes be mistaken for being one. Tamers of Chibi Pokégirls have, in the past, sometimes been arrested or lynched as pedophiles when, in truth, they were innocent of the accusations. Even those who are consciously aware of the template's differences can often feel uncomfortable with Chibis, making them generally unpopular save for an avid minority. Most who own Chibi Pokégirls are either wealthy, so-called ‘high-blood’ Tamers, breeders, or the occasional lucky Tamer who found one.
However, in recent ages, as the knowledge of the Chibi template becomes more commonplace, they have become slightly more acceptable, and can sometimes be seen openly, though they are still not particularly popular due to the negative attitudes they often bring upon the owner. A simple demonstration of their ability to change back and forth between forms is usually enough to prove a Chibi Pokégirl’s validity for most League officials, and it is becoming increasingly common, particularly in Pro-Pokégirl leagues, for there to be laws against discriminating against Chibi owners, though their effectiveness is still variable.
Chibi Pokégirls continue to age normally in their adult form, becoming Pokéwomen, and then becoming old. As they age, however, usually around the time they become Pokéwomen, gain greater control over their transformation abilities, slowly allowing them to take the appearance of any age between around ten, and their true age. While transformed into any given age, the Pokégirl feels as vibrant as if it were their real age, though, while that form doesn’t feel the aches and pains of old age that her adult form would, when a Chibi Pokégirl’s time is up, she still dies of natural causes, no matter what form she is in. Chibi Pokégirls with the Longevity trait work as normal, however, their 'adult' forms likewise age much slower than normal Pokégirls due to their extended lifespans.
Intentionally breeding Chibi-template Pokégirls is a fairly tricky process. They can only have one parthenogenic birth in their entire lifespan as a Pokégirl, while they return to human standard while Pokéwomen. The theory is that because of the genetic anomaly in their bodies that allows them to shift between a younger-seeming form and an older-one, their reproductive system is forcibly limited. Their bodies tend to shrink down while giving birth and their body can’t handle more than one baby at a time. As such, and surprisingly enough, breeding Chibi Pokégirls tends to be a profitable business. It isn’t all that reliable however, due to the difficulty of finding one.
Chibi Pokégirls’ ability to bear offspring is regulated by their true age. After their first puberty, they are subject to possibly undergoing parthenogenesis, whatever form their in. Though, as stated, it will only happen once. Once they undergo their second puberty, they are capable of giving birth to children, again, in either form. Shifting forms doesn’t cause complications with the pregnancy, but it is less painful for the Chibi Pokégirl to remain in her larger form during this time. Since they naturally revert to their child form during sleep, a pregnant Chibi Pokégirl tends to stay up for days at a time. Giving birth is sometimes so painful that they lose their concentration and shift back to their child form, causing even more pain for them as they struggle to bring their young into the world.
Feral Chibi Pokégirls revert to their smaller form because they no longer have the ability to concentrate on maintaining their adult form. This naturally causes them to look like an immature Feralborn Pokékit of their type. Since immature Feralborn Pokékits are usually cared for by their mother until they hit puberty, finding one alone may be a clue that it is, in fact, a Feral Chibi Pokégirl. Most people don’t realize that the young Pokégirl they’ve found though is legally Tamable, and Feral Chibi Pokégirls tend to stay Feral for a long time since no one wants to risk Taming a Pokékit. To date there are only a small number of cases recorded of a girl thresholding into a Chibi Pokégirl of any form.
It is theorized that the potential to become a Chibi exists in all Pokégirls as a part of the basic code. No one is sure why – some say Sukebe was drunk at the time, and decided to seal the template thereafter, or that, suiting to his name, his perversity knew no bounds and he wanted all of his creations to be capable of the transformation. Why he chose against using it for all but a few select purposes during the Revenge War is also unknown, but afterwards the template was all but lost until it was accidentally rediscovered some time later.
It is unknown exactly why, but Pokégirls with the Youthful enhancement, such as Shadowgirls or Dracasses, have never been recorded to become a Chibi Pokégirl. It is believed that some feature of the Youthful genome overrides the effects of the template, preventing it from ever taking form.
To some's dismay, Chibi Pokégirls are neither better nor worse at Sex Battles than before. This, combined with the fact that the Pokégirl’s libido remains unchanged in either form, can make for some very strange encounters..
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CHIMERA, the Dark Child Of Hy-Bra Pokégirl
Type: Inhuman
Element: Flying/Magic
Frequency: Very Rare
Diet: Human-style
Role: Warfare
Libido: Low
Strong Vs: Bug, Fighting, Plant, mouse Pokégirls
Weak Vs: Electric, Ghost, Psychic
Attacks: Crushing Punch, Mega Punch, Crunch, Takedown, Wingover, Flame Breath, Thunder Breath, Ice Breath, Poison Breath
Enhancements: Flight, Elemental breath powers, Enhanced Strength (x26), Enhanced hearing (x3), Night vision, Enhanced Stamina (x7), Awareness of surroundings
Limitations: Unstable multiple personalities; most Chimeras go insane
Evolves: None
Evolves From: Griffon (Hy-Bra's blessing or Sexmet's curse)
Bounty (for successful capture & taming): 900,000 SLC (applies to ferals only)
Bounty (for confirmed kill): 855,000 SLC (applies to ferals only)
Bounty (for reporting sighting & getting out alive): 300,000 SLC (applies to ferals only)
Recommendation if you see one: Try to have a strong psychic-type Pokégirl on hand to knock out the Chimera. Otherwise evacuate the area at once. Note: If it is found out that the Chimera was a tamed one allowed to go Feral on purpose, punishments will be SEVERE. (applies to ferals only)
For the light there is always darkness, so too is it with Pokégirls.
Chimeras can easily be considered the dark sisters of the Sphinx, as they shared both element-type and strengths and weaknesses, and both appeared at around the same time, sometimes working together. Frequently they were seen with the mad, multi-headed Hy-Bra, and were employed as her retainers. Rumors persist that Sukebe created the Chimeras solely to divert Hy-Bra's attention from usurping him by giving her servants/lovers that were similar to her, Hy-Bra discovering soon after that she could change Griffons into Chimeras with her powers. However with Hy-Bra's rapidly declining sanity as well as their own, Chimeras degenerated into savage, vicious fighters that attacked both human settlements and Pokégirl encampments. In the end, Legendaries such as Macavity, Titania, and Atmuff took direct action against the Chimeras, reducing their numbers greatly, Atmuff doing far more damage to the breed than anyone else. Some have theorized that this is one of the reasons Hy-Bra was foolish enough to attack Atmuff directly.
Chimeras were massive, frightening Pokégirls. Their bodies were very muscular, being 7 feet tall and possessing large, bat like wings, FF-cup breasts, wide shoulders thick claws, grayish-red fur, and multiple heads. And those heads were the true fear factor of the Chimera.
The primary head was similar to that of a Lioness. It was in the center, between the other two primary heads, and was the lead personality the majority of the time. It could breath fire. To the left of the Lioness head was a head similar to a Dragoness. That head possessed the most violent personality and, if the Chimera was left unchecked, the personality that took control most often. It possessed a lightning breath weapon. To the right of the Lioness head was a goat like head, similar to a Billie. This head possesses a cold, emotionless personality and has an ice breath weapon. The persona of the goat-head rarely took over, save for when the Chimera was suffering from severe emotional distress or after the Chimera went fully insane. The final head was actually part of the tail. A Pre-Sukebe snake functions as the tail of the Chimera, but also acts as a fourth head, complete with another persona (a cunning, wicked one), and a breath weapon, a poisonous one. They are massive, powerful Pokégirls and among the most dangerous out there, seconded only by the Widow and Mantis, mainly because the Chimeras are more controllable than the other two.
The four personalities of a Chimera are usually in great conflict, the four heads sometimes seen arguing with each other, but a patient Tamer can keep control of them, usually with the help of a Domina-type Pokégirl. They are best Tamed using Amachamp-level restraints, which are thankfully becoming cheaper. Some of the very rare Chimera tamers even report having a long, healthy relationship with their Chimeras, lasting many years, although they admit that it took a lot of love and a lot of patience to get as far as they have. Tragically, however, Chimeras are also employed by Team Rocket-style groups, who purposely abuse them into insanity and use them in gladiatorial combat.
Chimeras, after Hy-Bra's death, slowly disappeared, the damage Atmuff doing seemingly having driven them into extinction. However Chimeras experienced something of a resurgence after an incident involving Sexmet. A year after the first Widow attack, several Team Rocket members, half of them with Griffons in their harem, attacked Sexmet and Bastit. The Rocket Tamers and the majority of their Pokégirls were slaughtered by Sexmet, but not before Bastit was severely injured. In a rage, Sexmet cursed the Griffons, turning them into Chimeras. Since then, their numbers have risen so that they are in less danger of extinction than Sphinxes, but not by much.
No threshold cases of turning into a Chimera have been reported.
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CLOWMYSTIC, the Little Mage Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Very Rare
Diet: human standard
Role: card collecting, performing magic, being cute
Libido: Average
Strong Vs: Normal, Fighting
Weak Vs: Bug, Dark, Ghost
Attacks: Bonk, Card Shuffle, Dodge, Parry
Enhancements: Youthful
Evolves: StarMystic (normal; trigger unknown), MysticKat (mechanism unknown,) MysticAngel (mechanism unknown)
Evolves From: Cardcaptor (unknown), Card Master (unknown)
The first Clowmystics were created by the noted Pokégirl researcher Clow Read, presumably by experimenting on Cardcaptors, given the similarity of the two breeds. He also created the first examples of the Clowmystic's evolved forms, the Starmystic, the Mystickat and the Mysticangel. The exact date of this breeds creation is unknown, because when they initially appeared they were mistaken for Cardcaptors, but it is generally believed to be about 50 AS.
Most Clowmystics evolve into Starmystics since it is very hard to get a Clowmystic to evolve into a Mystickat or a Mysticangel unless certain triggers are used in a certain way and only Clow Read knew what these triggers were. Unfortunately Clow Read was killed in 67 AS in an attack on his lab by an unknown organization and his research data on these Pokégirls was destroyed at the same time. Although there have been rumors about his research notes turning up either in a storage cache or in the hands of an individual or organization, but these have all proven to be false so far.
Whilst Clowmystics can use their staff as a weapon in an emergency their main attack is card shuffle which relies on using their cards to create various magical effects. When the Clowmystic wants to use her magic a card appears in her hands, exactly what effect occurs depends on the card that she uses, for example the fire card might result in a flamethrower attack, whilst the healer might heal the injuries of one of her harem sisters.
This is similar to the Cardcaptor and resulted in them initially being mistaken for that breed of Pokégirl, but there are a couple of differences. First the Cardcaptor's cards are contracted spirits which she releases to cause her magical effects, the Clowmystic's cards are simply magical items which she uses to focus her magic and guide it to create the desired effect. Second a Cardcaptor must capture new spirits to get new cards whereas the Clowmystic creates new cards as she goes up in level. The exact card that a Clowmystic gets when she levels up is apparently random and this makes battling Clowmystics tricky since two Clowmystics of similar levels can have widely varying capabilities.
Clowmystics are human in appearance but they do not age normally, they tend to look like a girl of around 12-13 even if they are older. This has led to more than one tamer who owns one being accused of underage taming, fortunately a simple Pokédex scan can reveal the truth. Most Clowmystics like to take advantage of their youthful appearance by dressing in cute clothes that suit their apparent age whilst still appearing sexy. They will always be carrying a staff which as well as acting as an emergency weapon is sometimes used in their magic, such as using the sword card to turn it into a sword. Despite not being particularly strong Pokégirls Clowmystics are talented gymnasts which makes them very capable at dodging attacks.
Despite their apparent age Clowmystics are as enthusiastic about taming as any other Pokégirl. Should she find herself in a harem with either a Mysticangel and/or a Mystickat she will insist that she be tamed with them.
Feral Clowmystics are extremely rare since most Pokégirls of this breed are either domesticated or threshold Pokégirls. A Clowmystic has a low feral state where they find that their card shuffle attack produces a random card rather than the one that they intended to use.
Girls who threshold into Clowmystics tend to do so at an early age, usually about 12-13 years old, and this can be difficult to detect since they undergo no physical changes. Those girls who go through threshold later will always end up appearing as they did at the age of 12-13.
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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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DAIMON, the Schemin’ Demon Pokégirl
Type: Near Human
Element: Magic/Dark (Infernal)
Frequency: Uncommon
Diet: Fear
Role: Tactical planning
Libido: Average
Strong Vs: Normal, Psychic, Ghost, Dark
Weak Vs: Celestial, Fighting, Bug
Attacks: Energy Drain, Sucker Punch, Fear Aura, Energy Blade, Heart Of Darkness, Fury Swipes, Burst
Enhancements: Enhanced Strength (x3), Enhanced Speed (x3), Enhanced Endurance (x3), Enhanced Durability (x2), Night Vision
Evolves: Droido (Moon Stone), Lemure (Dream Stone), Demoness (Mana Crystal), Succubus (Dusk Stone)
Evolves From: Youma (Normal, Battle Stress, or Orgasm)
Most definitely the preferred evolutionary choice for Youma, Daimon have, amusingly, become more common than their pre-evolved forms due to popularity. This is due in part to their tremendous versatility; with four possible confirmed evolutions that cover a wide range of specialties, they are a starter of choice amongst those who desire an Infernal component to their harem. They're also generally far more attractive than their pre-evolution and lack any genetic loyalty to Sukebe, thankfully. As such, they are the second most popular of Infernals, being second only to the Succubi. It should also be noted that the method by which a particular Youma will evolve into a Daimon is somewhat random, although almost all recorded evolutions have been from Battle Stress, normal evolution, or Orgasm.
Physically, Daimon are much less bestial than Youma, generally taking the forms of quite exotic women. However, they still don't usually appear quite human; as well as keeping strange hair and eye colors from their prior evolutions, most Daimon have small claws on their hands and many possess strange tints to their skin. The latter are often unnatural, but rarely actually unattractive; a significant portion could pass for vampires under low scrutiny, whilst the rest are much more evenly distributed around the spectrum. As one might expect, these skin tones generally reflect their elemental typing as Youma, and can often be a source of pride in situations involving multiple Daimon.
In personality, Daimon are, as a whole, more pleasant than Youma. Rather than foul tempers, they instead have a generally aggressive mindset that, whilst sometimes annoying, is fairly easy to deal with. It does, however, make them come off as rather childish at times, especially taken in combination with the fact that most individuals of the breed have an obsession with needlessly complex plans for even simple affairs. These plans, although prone to failure simply due to the number of steps involved, are actually sound for the most part, and any tamer who can convince a Daimon that less can be more will have an excellent tactical mind at his disposal. However, it should also be noted that most Daimon-conceived plans will be offensive, likely owing to their aggressive natures and the fact that their diet is primarily comprised of ambient fear. In fact, many have speculated that the latter is responsible for their aggressive natures in the first place, as scaring or cowing others is akin to a snack for a Daimon.
Also, although the change is less noticeable than with many other Infernals, a Daimon whose tamer has earned her respect will changed in attitude slightly. Although still aggressive, it will generally not be towards him (outside of the bedroom). Instead, she will generally take up an advisory role, doing her best to make her tamer more aggressive towards others, and also trying to get him to use her plans. She will also be much more open to suggestions on said plans, though, which can lead to a wise tamer convincing her to make them less elaborate and more effective. As such, they make decent betas, but are not particularly well-suited to being alphas because of their excessive aggression and general preference for advisory roles.
In combat, though, a Daimon's aggression can be put to excellent use, whether or not she's subservient towards her tamer. With a decent variety of physical attacks, Daimon generally prefer combat close-up, moving in and hacking away at their enemies with a frightening intensity (one that's often aided by the use of Fear Aura). However, the real surprise usually comes when she starts throwing out elemental techniques; most Daimon retain a good number of these from their elemental variety of Youma, making them somewhat unpredictable. This works to their advantage greatly, as surprise and even momentary fear from their opponents not only gives the Daimon an energy boost, but a morale boost. Their attacks also tend to be planned out so as to have the most frightening effect possible, and one ought to watch one's back if an opposing Daimon gets too regular or predictable, as sometimes the plans can be extremely complex and require a very long battle to execute. However, this does make them more prone to failure, and those Daimon who have been taught to use simpler, more effective strategies will often fare better.
Their aggression also translates well into bed, and many Daimon have been said to act as if their libidos were high instead of average, and the fact that they prefer to plan things out often results in very dragged-out taming sessions within which the Daimon does her best to execute a systematic "attack" on her partner's erogenous zones. This generally works well, especially when combined with light bondage, but also makes them poor sex-battlers, as they generally do not like to disrupt their plans' intricate workings for speed. Though whose plans are more concise are able to overcome that limitation, it should be noted, but they're also noted not to be as good of lovers in normal circumstances, as they tend to want to "win" too quickly, an affliction that has vexed many Daimon tamers over the years.
Finally, when feral, Daimon tend to fall into what is considered a very embarrassing state; they lose the ability to think tactically or logically. As such, they will act very randomly and the weaker ones can be captured or killed without too much effort. A feral Daimon who's been tamed will, it should be noted, usually be extremely grateful to her savior, but refuse to admit to anyone else that she was ever feral due to how embarrassing the state is considered. Threshold cases are also becoming more common, but remain at a lower level then those to Youma, unfortunately. Common early signs of a Daimon threshold are the development of uncharacteristic aggression and/or a love for needless complexity.
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DAMSEL, the Invincible Dainty Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Uncommon (Crimson League, Blood League), Rare (elsewhere)
Diet: Human-style diet
Role: Sexual exploration, Ego-stroking, Domestic roles, Target Practice
Libido: High
Strong Vs: Ghost
Weak Vs: …Technically Fighting, but in practice, nothing.
Attacks: Sing, Cheer, Cry, Dodge, Once More, Helping Touch, Cure, Cura, Overwhelming Attraction
Enhancements: Enhanced Endurance (x6), Enhanced Durability (x60), Advanced Regeneration, Pheromone release
Evolves: Matron (Must be Pokéwoman, giving birth or gaining permanent custody of children in some way)
Evolves From: Ingenue (orgasm)
Perhaps no Pokégirl is quite as strange as the Damsel. Damsels are well known for two things – their incredibly submissive demeanors, and their near-indestructible bodies. Formed from the common Ingenue via orgasm evolution, they have had their share of controversy over the years. Some say Damsels were made to insult women. Others say it was to fill a sense of need for females of this type, since the vast majority of Pokégirls have personalities that are the polar opposite of this breed. Others say that Sukebe was so fucking nuts by the end of things he had little idea of what he was making.
Damsels are generally slender, dainty Pokégirls that have very curvaceous bodies, with slender waists, breasts averaging an E-cup in size (with D-cups being the recorded minimum), flawless features, and long, silky hair. Damsels have a very submissive mind-set, to put it mildly. They will submit to almost any will stronger than her own - which is just about anyone who isn't a Damsel – with or without a Bond of any sort. Thankfully, Damsels that have Alpha level bonds or higher can resist commands and orders of people who would give Damsels orders that her master would not approve of, and Delta-bonded Damsels can resist the orders from anyone but her master and those her master approves of.
Damsels are very loving, affectionate Pokégirls, always ready with a compliment or kind word. They get stressed out easily, and are easily frightened as well. Researchers are unsure of how or why Damsels are content to be so submissive or selfless – the current theory is that acting in that manner actually helps calm and relax Damsels, which may account (in part) for why they so quickly become stressed under some conditions and why it is so difficult for them to act contrary to thier usual manner. It is important to note that, whenever so stressed or afraid, Damsels emit a powerful pheromone that draws Ferals towards her and makes her a priority target. If the Damsel is also aroused, the pheromone changes, and acts as a powerful aphrodisiac instead.
Damsels have almost invulnerable flesh and can take damage that would otherwise maim, kill, obliterate, and generally destroy anything short of (and sometimes, beyond!) a Widow. Unfortunately, they are totally inept at battling, having a powerful mental-block against aggressive behavior or harming others, on top of the natural stress such action would place upon them. For years, the remaining scientists in the world were at a loss as to why Damsels were so overwhelmingly hard to kill, until they discovered that Damsels, in addition to having no sense of pain, and a heightened sense of pleasure, had an incredibly advanced cellular regeneration ability, letting them recover from obscene amounts of damage. It is theorized that they cannot become Penances, but no one is willing to test this theory. Dominas and their evolutions adore them, as they can do whatever they want to them and get a reaction that pleases them. Conversely, Pokégirls such as Psi-Dykes hate Damsels with a passion for their submissiveness.
People saw little use for the breed at first, but many uses began to arise for them. Damsels are immensely popular in domestic roles and as Pets, as they are entirely non-threatening, willing to please (both sexually and not), possess minor healing talents, and are not clumsy, ditzy, or cranky like many other commonly domestic Pokégirls. Even in the more hard-line Anti-Pokégirl leagues, this is one of the more acceptable Pokégirls to keep as a pet, though some will still question the owner's character.
Damsels are not commonly seen in a Tamer's harem for several reasons, not the least of which is that they are pointless in battle. They are not, however, without their uses. As mentioned earlier, they can be used for keeping Dominas busy and getting their focus away from dominating the harem. Some Tamers use Damsels as training targets for weaker Pokégirls, as they can take a lot of punishment before getting tired out. Still others keep them around for their healing talents, finding them useful in a pinch. Another favorite use for Damsels is tying them up and using them as bait for randy wild Pokégirls. This use is generally discouraged, but efforts to put a stop to it were quickly abandoned, as finding the Tamers doing it proved to be a pointless endeavor. Because of the Damsel's heightened sense of pleasure, they are poor sex-battlers, though their endurance means that – even if they do orgasm - they can keep going for long afterwards.
Capturing a Damsel, should one somehow stumble upon one in the wild, it truly a joke. If the Damsel doesn't have a bond or is Feral, simply telling her that you're her master now and that she should hold still while you capture her works. If not, find a way to hold her down and attack her, as Damsels are not very strong, and hope that the Damsel will get exhausted before your Pokégirls do.
Thresholding into Damsels is rare, but not unheard of.
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DARK ELF, the Mystic S&M Elfgirl Pokégirl
Type: Very Near Human
Element: Poison/Magic
Frequency: Rare
Diet: Omnivore. Tends to lean toward a meat-heavy diet.
Role: Trackers and Hunters. Good tacticians, but better in urban and enclosed environments.
Libido: Average. Up to High with a trusted/favored tamer.
Strong Vs: Ghost, Poison, Rock, Psychic, Dark
Weak Vs: Steel, Electric
Attacks: Levitation, Bitch Slap, Erotic Kiss, Nipple Cripple, Spank, Needleshot, Toxic Sword, Vine Bondage, Vine Whip, Power Bolt, Shield, Hypnotic Gaze, Glare, Rune Chain (Lv. 20), Hydra Whip (Lv. 35) Enslaving Kiss (Lv. 55)
Enhancements: Longevity, Magical Affinity, Poison Affinity, Night-vision, Enhanced Speed, Agility, and Reflexes (x4), Intuitively learns Bondage Attacks
Disadvantages: Light attacks tend to disorient and in rare cases cause temporary blindness or to become light-headed
Evolves: Dark Lady (Moon Stone), Bondage Elf (normal), Bondage Queen (evolved Bondage Elf; normal), Enchantress (Mana Crystal)
Evolves From: Elf (Dark Stone), Drow Zee (Dark Stone)
Common tamer wisdom says, "You may be able to mistake a Drow Zee for a Dark Elf, but you'll never mistake a Dark Elf for a Drow Zee."
Most Dark Elves share common physical traits with the Drow Zee. Nearly all have obsidian-black skin and pointed ears from their elf heritage. The majority express blood red eyes and bone-white hair done up in various styles from elaborate to simple, depending on the amount of personal power a Dark Elf has (or just personal preference, in some cases). Occasionally, there are aberrations, and hair color will have a light purple or light blue hue, or even a startling blood red, with eye color running the gamut from amethyst to blue to golden (green has never been documented), but these are the exceptions, not the rule. Body type varies in height, and Dark Elves typically have larger busts than their Elf cousins, much to the Elf's dismay, varying from a healthy C cup to the occasional overlush double-Ds. There have been only one or two documented Dark Elves with breasts that are smaller than the average. Although much more rare than the Drow Zee evolved Dark Elves, those of this breed that evolve from an Elf typically have lighter colored skin, often ranging from a gray to a light blue, all the way up to a chocolate brown color. Their eyes become light-sensitive, and many threshold or domesticated Dark Elves resort to wearing sunglasses to assist with their vision during the day. However, physical similarities is about the only way that any tamer may mistake a Dark Elf for a Drow Zee, and the reasoning behind this is simple.
A Dark Elf's personality differs drastically depending on their environment. Among other Dark Elves, they fall into the typical habits of their known 'society', becoming ruthless, conniving, power-hungry, vicious and unforgiving. Having two Dark Elves in a harem is typically asking for trouble, unless one of the two is willing to accept the other as the more powerful of the pairing. Even then, the conflict never really ends. It merely subsides, picking the occasional moment for the subservient Dark Elf to test the dominant one's defenses. This, needless to say, can be very damaging during a pitched Tamer battle. This attitude amongst other Dark Elves is the reason this Pokégirl breed is so rare. When amongst themselves, without an external threat, they turn on each other, dominating and killing in displays of power. Older Dark Elves are respected, not, per se, for their personal power(which is typically impressive), but because they have lived for so long, and are considered to have the title 'Matrons'. This does not save them from normal power plays and betrayals, they just have enough sense and power to survive these trials with little problem. When outside the societal structure that occurs whenever Dark Elves congregate, they do a complete about-face in terms of personality. Dark Elves are typically proud and noble, holding themselves with great pride to be what they are. Their power-plays and betrayal never express themselves among groups of Pokégirls that -aren't- Dark Elves, beyond normal harem dynamics. When questioned, Dark Elves seem to imply that such things, when not amongst other Dark Elves, aren't worth their time. It has been noted by several researchers, however, that some Dark Elves simply do not care for such political maneuvering amongst their own kind, although this is typically found in those that evolve from Elves. So far, there is no evidence to support why this is the case, although there are some researchers looking into the matter.
One surprising trait that all Dark Elves share is a specific weakness towards males. This is what makes them so valuable to Tamers. A Dark Elf rarely, if ever, attempts any type of dominating powerplay against a Tamer. When bonded, they are almost whorishly slavish and faithful to their Tamer and/or Owner, offering themselves no matter the time or the place, making helpful suggestions and overall being very, very useful and protecting. Nothing is so amazing to watch than a Dark Elf successfully keep a Domina from having any effect on their mutual Tamer. This trait is so universal among Dark Elves and so ingrained in their psyche that it's nearly impossible for a female tamer to keep a Dark Elf in their harem. Unless the female tamer psychologically manipulates the Dark Elf to see the female as falling into the role of her 'Matron' - a tricky, and troublesome effort at best. Most Female Tamers don't bother, instead viewing Dark Elves as very valuable trading Pokégirls. All in all, it's this quirk of the breed that makes them universally distrusted by all Anti-male organizations, and viewed with some amusement by such groups as the Amazon Preserve. Initial research into Dark Elf pack dynamics was met with some skepticism when first documented. Most Researchers claimed that such viciousness would have the entire breed dying off in quick order.
They were right, but the solution to this problem wasn't documented for many years to come. Every so often(the specific trigger is unknown, but speculated to occur whenever the year is what was once called a 'leap year', a group of Dark Elves will undergo a Breeding Frenzy, their libidos ramping up to 'Extremely High' as they mate with themselves, other Pokégirls, and any Tamer that happens to come along. Despite having a normally low-level feral state, during their Breeding Frenzy, they fall into a near mindlessness. Typically lasting a week, once past, all Dark Elves that were triggered undergo parthenogenesis. This population boom is what keeps Dark Elves as a breed from dying out. Notably, they are NOT easier to capture during this frenzy, but a smart tamer can successfully lure a powerful Dark Elf away from the group and capture (or bond) her once the frenzy passes.
For many Dark Elves, being captured within bonds is a close, intimate thing that can enhance pleasure by extracting a small amount of pain at most- hurting the one she is with is something that she tries to avoid. It's the intimacy that she truly enjoys. The ability to not fight back, to trust her partner, is a thrill that a Dark Elf loves. This is a fairly sharp contrast to the Domina's line of thinking, and having one of both breeds in the same harem is not suggested, as the Domina breed will often attempt to break the Dark Elf and mold her to her ways in many known and reported cases. In any case, Dark Elves rather dislike the Domina breed, and Domina view them as if they were apprentices (whether or not the Dark Elf agrees with them). Often, this leads to fights that lead to a taming session at some point, as each will attempt to maneuver the other into some sort of bindings. It seems that neither breed is willing to let it go, however, hence the suggestion that no tamer should have a Domina-breed or a Dark Elf in the same harem at the same time.
Every so often, a Dark Elf will be born that does not express the typical glee and hunger for the cut-throat social dynamics of the Dark Elf society. Instead, they find it tragic, lamenting their sisters bloodlust and escaping their society as soon as possible. Normal Dark Elves refer to these individuals in a mixture of contempt and humor as 'Drizzlings', and most Tamers get the impression normal Dark Elves are having a very good laugh at their 'reformed' sisters expense. These 'Drizzlings' often have a sweet-as-sugar attitude when among humans and Pokégirls, making them even more valuable among Tamers. These 'Drizzlings' are often accepted by Dark Elves that evolved from elves, and are often found in their own little colonies away from any contact with what are considered 'typical' Dark Elves. Strangely, Dark Elves that evolve from Elves that follow this attitude are considered 'normal' amongst those that are typical Dark Elves. Researchers speculate that this is due to the fact that they can be identified easily (their skin coloration is most commonly lighter than the typical Dark Elf has), though this has been neither confirmed nor debunked.
Dark Elves, while not making a good Alpha, often make an excellent Beta, as they are willing to submit to another Pokégirl that expresses more power or intelligence than them. They make excellent mothers to human males, but terrible ones to human females, viewing them with contempt that they were born with such a weak body, and often urge them to undergo threshold as soon as feasible. Dark Elves claim that they typically get along well with other Pokégirls, including other elf breeds. Elf-type Pokégirl would claim otherwise, citing the Dark Elf's normally superior and noble attitude resulting in a number of conflicting incidents. However, other than the obvious attitudes towards Domina and most other Elf-type Pokégirls (other than Drow Zee, it seems), the Dark Elf's claim seems to be the most prominently supported amongst tamers and harem studies that have been polled.
During the end of the war, when Dark Elves became somewhat more common in Sukebe's army, they were found in small groups of four to six Pokégirls that would track and hunt down human survivors trying to escape the cities that the Pokégirl armies had overrun. However, their numbers remained small for reasons unknown to humans until the first Tamers came into being, at which point it was learned that Dark Elves, despite their origins, seem to be independent as a whole, despite found in groups. After the war, the Dark Elves were not often found or captured, and they were a relatively unknown breed until 87 AS or so, when the first recorded instance of an Elf evolved into a Dark Elf. It wasn't until 93 AS that a Drow Zee was found to evolve into one as well. Since then, they have been found in harems throughout the world. Feral Dark Elves, however, are difficult to find, although they have been recorded to live underground and among the remains of old city ruins from pre-Sukebe times. Ferals of this breed are a very individualistic bunch, with some living with others in groups of around half a dozen, while others hunt and live in pairs or singly. Semi-feral dark elves are found more commonly in city ruins than in caves, scratching a living off of the what they can find to eat in and around their territory. Often, it's the ones that live in caves that manage to get along better than most Dark Elves that live together, though there have been some documented times when small groups of Dark Elves manage to live together in peace. When in larger groups, however, is when their dislike towards one another gets completely out of hand.
In battle, Dark Elves are a fearful type to behold, as they prefer to fight from afar rather than up close, and they are equally useful in standard battles as they are in sex battles. Their speed and magical attacks allow the Dark Elf to outmaneuver many opponents, and if not, can use several attacks that can wither down her opponent at any given range. Their levitation technique allows them to not be hampered by terrain like other elves might be, a major advantage against other Pokégirl types that are land-bound. However, their strength is something left to be desired, although most tamers do not mind this problem if they can train the Pokégirl enough. In a sex battle, their magical abilities give them several advantages, the least of which being their Rune Chain technique to bind the opponent. With this in use, there's little that the opponent can do until the Dark Elf releases her. This is a favored technique of all Dark Elves, even while being tamed by her tamer or in any battle- a bound target is easier to hit and deal with, and in taming it just excites a Dark Elf more. And combined with the Dark Elf's natural intelligence when it comes to strategy, these Pokégirls are often considered for an Alpha or Beta position within any harem. Towards the others in her Tamer's harem, a Dark Elf is perhaps a little condescending towards those who are weaker, but rarely is it taken out of control. She does enjoy being allowed to assist her tamer with taming other Pokégirls, however. There is one thing to note about Dark Elves, however, that a tamer that uses her in a combat harem should be aware of: they are easily blinded by sudden flashes of light, thanks to their light-sensitive eyes.
Unlike normal Elves and the typical Elf breeds, Dark Elves can survive and thrive easily in a much wider range of environments, and are not limited to non-polluted areas. They typically prefer underground areas, such as naturally formed caves, but a number have professed a liking toward the more run-down urban structures when properly reconditioned.
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DARK LADY, the Seething Bitch Pokégirl
Type: Very Near Human
Element: Magic (Infernal)
Frequency: Very Rare
Diet: human foods
Role: Murderess, Arcane Powerhouse, Celestial-Killer
Libido: Low
Strong Vs: Magic, Normal, Psychic, Poison, celestial Pokégirls (Angels, Megami, etc)
Weak Vs: Fighting, Dark, Dragon
Attacks: Reflect, Absorb, Burst, Energy Blade, Aura Barrier, Power Bolt, Teleport, Bitch Slap, Dominate, Call Me Queen, Aura of Fear, L25 Force Bolt*, Rune Chain, L30 Agility, L40 Door to the Abyss*, L50 Void Aura*
Enhancements: Magical Affinity, Enhanced Strength (x3), Enhanced Endurance (x6), Natural Levitation, Darkvision, Amplified Laughter
Evolves: None (We hope!)
Evolves From: Dark Elf (Moon Stone)
Bounty (For Kill or Successful Capture): 100.000 SLC
Bounty (For Successful Capture While Feral): 50.000 SLC
Bounty (For reporting sighting & getting out alive): 25.000 SLC
Fine (For releasing Dark Lady under any circumstances): 200.000 SLC
Recommendation when you see one: Bring out any Dark-Types if you have them, or if you must, a Pokégirl with elemental attacks. In an open area, ranged attack capabilities are a must! RELEASE ANY CELESTIAL POKEGIRLS AT YOUR OWN PERIL. If a Dark Lady is after you, do not simply run away, they have Teleport capabilities and will simply laugh as you wear yourself out!
Dark Ladies are one of those evolutions that are almost universally reviled worldwide, usually used only by the most stubborn, self-centered, or spiteful of Tamers. To the Celestial-loving public, these Pokégirls are all but the embodiment of Sukebe’s desire to steal away the happiness that the world stole from him.
Dark Ladies are evolved from Dark Elves when brought into contact with a Moon Stone. They stand taller than their previous form, usually an inch or two over five and a half feet tall. Their breasts are generous but not huge, a modest C-cup, and are quite firm, with sensitive nipples. Their nails are always painted and well-manicured/pedicured, even after marching about the wilderness for days on end. Dark Ladies always prefer to have long hair, and will never cut it unless it’s in danger of dragging on the ground. Even then, they'd rather braid it or style it to raise it just enough that it doesn't quite reach the ground. They are very vain about their hair and will go to great lengths to care for it and enhance it. A Dark Lady will always try to dress in an outfit that is provocative and arousing without looking slutty, such as dresses with long slits to show off her legs, or low-cut tops that show off the upper portions of her breasts.
Despite their allure, Dark Ladies are not often found in Harems, for several reasons. First is because, although they are very beautiful, they are consumed with intense rage. They seem to have nothing but fiery hatred for everyone and everything, with a special place being reserved in their dark hearts for Pokégirls of a celestial nature, such as Angels, Megamis, and Megami-samas. The best known example of this was when a kindly Angel rescued a Dark Lady, not knowing what type of Pokégirl she was, from drowning and took her back to her Tamer to nurse the half-dead Dark Lady back to health. When the Dark Lady awoke to seeing an Angel watching over her and tending to her, she immediately flew into a screaming fit of rage and attacked her rescuer, killing the poor Angel, who didn't even have a chance to defend herself. She then slaughtered a third of the Tamer's Harem, who were shocked into inaction, before being brought down. After another incident when a Dark Lady went berserk during a Sadie Poken’s celebration at seeing so many Celestials about. The breed became the first to be universally banned from Sadie Poken’s celebrations and denied the right to choose her own master (as they are not likely to pick masters they respect, but rather, ones that they can manipulate and control).
Dark Ladies are not subtle combatants. They while they have the capacity for patience and subterfuge, they consider most foes to be beneath them and much prefer to simply beat their foes into the ground with their tremendous arcane might. They typically open a fight with their Magical Levitation enhancement to remain away from any sort of physical fighting, and hide behind magical defenses such as Aura Barrier while they rain down Power Bolts and various spells, along with insults and taunts of great variety. When the fighting does get physical, they use Energy Blade until they can get more distance between themselves and their opponent. And if worse comes to worst, they Teleport away, although they are loathe to quit a battle, and have an annoying tendency to return for rematches at the least convenient times. During battles, Dark Ladies verbally as well as magically assault their foes, mocking things they believe in, telling them how weak and pathetic they are, and how she will torment their surviving friends/lovers/Pokégirls. Above all, however, Dark Ladies laugh, be it sadistic giggles as they watch their foes squirm below them or peals of maniacal laughter as they rip their foes apart. Dark Ladies are not fools however, and their anger and zeal is calculated. They know when to retreat, and won't throw their lives away in an attack unless they perceive there to be no escape. Against a foe that has proven themselves to be a worthy opponent, Dark Ladies will open up full force, attacking with every spell, dirty trick, and insult that they know, weaving together a pattern of attacks at which’s end lies the inevitable defeat of their opponent. Dark Ladies are surprisingly durable, capable of laughing off hits that would incapacitate lesser Pokégirls, and countering the insult in kind.
Dark Ladies are dangerous spellcasters, capable of using many offensive, defensive, and boosting spells. They are masters of flashy, unsubtle offensive magic, and with time can create new offensive spells of their own. They are, however, completely unable to learn White Magic spells, though they possess enough skill in defensive arts and health draining techniques that they rarely need it.
No one is really sure why Dark Ladies are so sadistic. They seem driven to cause pain and anguish to anyone they can, for reasons even they don't seem to understand. They hate celestial Pokégirls, and those who would associate with them, above all else, and will target them in preference to others. Some have suggested that Dark Ladies are upset because they have lost their Longevity enhancement that they had as a Dark Elf, and feel cheated of their long lives. Other theories postulate that they hate Celestial Pokégirls because they seem to radiate the peace and serenity that Dark Ladies lack so much in their own lives. Or that they simply derive pleasure through the anguish of others and hate those that live a life so alien in thought to her own.
Despite all this, it is possible to Tame and control a Dark Lady, though difficult. Dark Ladies don't respond well to kindness, nor to appeals to reason. Raw power, however, and the willingness to use it, are some of the very few things that gets through to them. A Tamer who shows himself to be her skilled and strong of will can earn a begrudging acceptance, but to fully earn her respect and unflinching obedience, a tamer must force a harsh lesson upon her. Since a Dark Lady, given the opportunity, will naturally satisfy her carnal lusts on helpless victims, a Tamer who forces himself on her in such a manner can make her submit to him. Generally, this requires her to be heavily bound and gagged - to prevent her from casting spells - while the Tamer rapes her harshly, bragging about his ability to do so and her own weakness and inability to stop him. Simply restricting her movements during a normal taming is not enough – the taming must be done on the Tamer’s terms alone, and against the Dark Lady's wishes. The more harshly she is taken, the quicker and better the results will be, and more exotic or degrading forms of intercourse, such as anally or tit-fucking, are known to work better.
After successfully Taming and subduing a Dark Lady, she will behave very differently towards her Tamer. She becomes completely obedient to him, and appears to revel in her new position. Her loyalty to her new Tamer is unshakable, and she would gladly die before abandoning or betraying him. She is almost obsessive in her desire to please her new owner, calling him "Master" whenever she can, whorishly servicing his every desire, volunteering to be the first to fight pokebattles, to run even the most menial of errands, etc. She regards her Tamer almost as a god, and will talk long and almost lovingly about him to anyone who is willing to listen. Such rants are hardly love-driven poems however. Dark Ladies that have been won over by their Master tend to view their Tamer almost as some sort of evil overlord, telling others things such as "my Master is more powerful than you can possibly imagine!" and "my Master finds you displeasing, begone!" A Dark Lady in a Harem will always work her hardest to be the Alpha, seeing as naturally the most worthy for the position. But ironically, they will accept and obey the orders of other Alphas without complaint, though she will still do her very best to prove herself worthy of the position.
Feral Dark Ladies are beings of pure rage and spite, attacking anything that moves with a mindless fury. They are too distracted to use their magic or their Magical Levitation ability, however, and always resort to just using their strength to tear their opponent limb from limb, laughing madly all the while. In this state they aren't much of a fight, and they know it, making sure to find some poor soul every few weeks to force themselves on. Such experiences are never pleasant memories for the one they use. However, it is because of this and their powerful magical capabilities that they are considered so dangerous, as Dark Ladies are almost NEVER found feral, and thus are mobile, dangerous opponents that will all but guarantee a painful and extended rape-fest if they prove the stronger.
No Threshold girl has ever been known to become a Dark Lady, for which everyone is thankful.
Force Bolt (ATK 80): Forcing magical energy into a super-condensed bolt, the Dark Lady fires of a powerful and quick magical attack with minor homing qualities.
Door to the Abyss (ATK 40, EFT, Infernal): Placing herself at the center of a swirling vortex of Infernal energy, the Dark Lady drains energy from all foes around her, restoring health and vitality to herself as she takes it from others. Has a 35% chance of inflicting Exhaust. Celestial-Sub Type Pokegirls are especially vulnerable to this technique, taking double the Life Drain and a 70% chance of Exhaust.
Void Aura (DEF 50): The literal embodiment of a Dark Lady's smug superiority, this spell generates a defensive aura of whispy, greasy darkness nullifies the damage from any attack with an attack rating of less than 50 points. Only when hit by an attack with and Attack Rating greater than 50 will the Aura collapse, against which the aura only reduces damage by 25%. The Dark Lady must wait 3 rounds before she can use the Void Aura again.
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DARK MAIDEN, the Pitch Black Pokégirl
Type: Very Near Human
Element: Dark/Magic
Frequency: Rare
Diet: Omnivorous
Role: Assassin, Manipulator of darkness
Libido: Medium (Prefers Nighttime hours)
Strong Vs: Psychic, Ghost, Poison
Weak Vs: Bug, Fighting
Attacks: Double Throw, Instant Toss, Mana Break, Dark Bolt, Dark Blade, Dark Shield, Shroud of Darkness, Shadow Teleport, Black Sky
Enhancements: Enhanced Speed(x4), Enhanced Dexterity(x5), High Intelligence, can see without difficulty in natural or magical darkness
Evolves: Magic Knight (Dawn Stone)
Evolves From: None
While some of Sukebe's Legions learned to strike from the shadows, the Dark Maiden brought the shadows with them. While most Dark-Types specialize in dealing Dark-Type damage, the Dark Maiden is also a master of magic that brings about darkness and snuffs out light, and are proficient, silent assassins. Capable of seeing perfectly in the absence of light, these Pokégirls do not fear the night – they embody it.
Dark Maidens tend towards, ironically, pale white skin and jet black hair, with styles varying from individual to individual. If the hair color does vary, it is nearly always of a dark shade. A small number of Dark Maidens, however, may be found with various elven traits, such as the signature ears, or possibly skin tones. This is believed to be because Sukebe used small amounts of elven DNA with the Dark Maiden's creation, which can sometimes manifest itself in these individuals.
It is because of this trait that the Dark Maidens were long thought to have some sort of evolutionary link with the Elf lines, however, no such evolution has occurred to date.
Confident masters of the dark, Dark Maidens carry themselves with pride, even as they render their foes helpless and move in for a kill. They have an elegant presence, and they like it that way, tending to get annoyed if they are forced to abandon that elegance.
A strange quirk, often to the annoyance of those who own Dark Maidens, is their tendency to pick an individual they see with some regularity, often a harem sister, and to raise hell at their expense. Researchers aren't sure if Dark Maidens see them as a sort of rival or if they just bug the Dark Maiden that much, but regardless, the result can be quite a hassle, and is one of the reasons why the breed is not incredibly popular.
Dark Maidens are rarely spectacular at straight-up combat. They are not particularly tough or strong, but they are light on their feet and have excellent coordination, making them excellent at wielding finesse weapons, such as their weapons of choice, daggers and throwing knives. They typically take full advantage of their ability to blanket an area in darkness, and then of their opponent's disorientation, using Shadow Teleport to strike from behind, or their high speed to quickly rack up hits. They also can fight either up close, with their daggers or Dark Blade, or from a distance, using throwing knives, Dark Bolts, or the mighty Black Sky.
It's important to note that Dark Maidens cannot summon weaponry like some breeds can, and so must rely on purchased weaponry. Those who are willing to cash out for an enchanted dagger (or whatever the individual's preferred weapon is), will typically make their Dark Maiden a very happy girl, and, should the Dark Maiden be pleased with her master, treat the weapon well and with utmost respect. (One should be cautious, however, if they don't.)
Despite their usual, naturally 'dark' roles, Dark Maidens are not inherently sadistic, even to those they choose to trouble, and indeed are quite variable in their personalities. They are quite capable of kindness and generally get along well with other breeds, so long as one can get used to her noble airs. Those Dark Maidens whose elven heritage has manifested itself can sometimes be seen in elven courts, generally fitting right in, and often taking up a role as bodyguard to the Queen. Despite the name, such Dark Maidens are fully considered elves, including for the purposes of an Elf Queen's ability, and, though they do not have the Longevity of a true elf, often gain Slow Aging as an enhancement.
Dark Maidens are highly intelligent Pokégirls, and are fairly popular among League officials and researchers as assistants. They are also prized for their ability to see during the night, making them perfect for acting as nighttime guards, a role that both officials and tamers are thankful for.
Feral Dark Maidens have an instinctual dislike of bright lights, particularly the sun, and so are rarely found active during the day, much preferring to act during the nighttime hours. They rarely can be found alongside Vampires, using their abilities to protect them from light-based attacks...assuming they can stand being the likely target of their mischief. Tamed Dark Maidens can operate normally day or night, but find that they prefer the darkness best.
During the Revenge War, Dark Maidens were used less for their assassination abilities and more for their ability to blanket areas in darkness, blinding whole enemy squads while they and other Pokégirls hammered them with attacks from a distance. This often had a powerful effect on the morale of the enemy forces who were able to witness these attacks, watching as their comrades flailed about aimlessly in the darkness before being picked off.
Because of their opposed natures, Dark Maidens have a natural dislike of Light Maidens, and will do their damnedest to knock the lights out of them at the first opportunity. Often, but not always, this rivalry will continue even as Magic Knights. Ironically, as both Maidens possess a method to conceal themselves from the other's sight, such fights are often awkward affairs, neither opponent really sure where the other is...
· Shroud of Darkness - (Effect) The Dark Maiden surrounds the area around her or a specific point in space in complete darkness. If she is the center of the effect, the effect follows her as she moves. Otherwise, it stays centered on the original point. From outside the area of effect, the ability appears as a slightly darkened bubble of space - one can still see through it, but once one steps inside the effect, the spell completely blankets vision. The initial radius of the effect starts at around ten feet, but can grow to around fifty or possibly higher. Dark Maidens may choose to darken the 'bubble' caused by the ability to pitch black even from outside vision, preventing others from seeing what occurs within - or beyond - the shroud.
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DARK QUEEN, the Queen-Behind-the-Scenes Pokégirl
Type: Very Near Human Metamorph
Element: Magic/Ghost/Dark (Infernal)
Frequency: Extremely Rare
Diet: Human Style (only the best), some Life Energy
Role: Manipulators, dark rulers.
Libido: High
Strong Vs: Psychic, Fighting, Normal, Poison
Weak Vs: Celestial, Sonic attacks.
Attacks: Call Me Queen, Energy Drain, Night Shade, Ghost Blade, Fear Aura, Energy Blade, Power Bolt, Teleport, Ensnaring Kiss, Enslaving Kiss, Dark Blade, Dark Shield, Cocoon of Darkness, Dark Bomb, Grisly Wing, Shadow Scythe.
Enhancements: Enhanced Strength (x2), Enhanced Speed (x6), Enhanced Endurance (x6), Enhanced Healing (x5), Night vision, Wingless Flight, High Intelligence, Limited Metamorph Solid Ether Body, Longevity
Evolves: None
Evolves From: Demoness or Succubus (Dark Ritual)
It is (fortunately) a very rare occurrence to find, even in the harem of a strong-willed tamer, a group of powerful Infernals who are willing to place enough trust in one of their number of elevate her even further in power. When such an event does come to pass, however, the result is quite awe-inspiring. Evolving from a Demoness or Succubus through a special Dark Ritual, a Dark Queen is just that; a Queen of all that's Infernal.
Physically, the evolution generally entails the loss of her previous "off" characteristics, such as claws, wings, et cetera, leaving a Dark Queen almost identical to a human woman, albeit a tall, imposing one. The average height for a Dark Queen is 6' even, with variation of up to several inches in either direction being known to occur, though this is sometimes augmented by high-heeled shoes. Her eyes, if not already, will usually become a shade of red, violet, or gold, and her hair tends towards something baroque, with jet-black being seen most commonly. A Dark Queen's skin also generally becomes lighter (tending towards pale), although some seem to prefer to tan to a lesser or greater degree.
For the most part, however, this true appearance is rarely seen, even relative to the rarity of the breed itself. This is due to one of the Dark Queen's most useful (and perhaps unique) abilities; she is capable of metamorphosing a "shell" of her previous body around her true form. Whilst this shell is in place, the Dark Queen will generally fight and act as if it was her actual body, and most of her physical enhancements are reverted to the previous state. However, if she reaches the limit of her previous body's capacities and does not revert to her true form, then she can also be defeated as if she were a Demoness or Succubus. Regardless, this "shell" is seen far more commonly than her true form, and can stand up to all but the newest, most advanced 'dex scanners as of 300 AS. Considering this and the recent flurry of activity in the Celestial community, it is apparent that this kept even the Megami "in the dark" about the true nature of Dark Queens until very recently.
Insofar as personality goes, the average mentality is not at all what one would expect from the Queens of Infernaldom. Rather than the haughty, arrogant, bitch that would generally be imagined to hold such a role, the average Dark Queen has an aura of regal grace and nobility around her that could put the greatest of Elfqeens to shame. It is, in fact, almost unheard of to encounter a rude or otherwise overly unpleasant Dark Queen when in her true form, although they are certainly capable of acting as such when metamorphosed into the shell of a Demoness or Succubus. That is also, of course, not to say that they are not proud or ruthless; au contraire, a Dark Queen will kill (or, more likely, order the death) an enemy as quickly as any other Infernal-type. She will simply be polite and generally calm about doing so.
The likely reason for the loss of a Dark Queen's overt viciousness is the requirement of at least four fairly powerful Infernals to assist in her evolution. Since convincing such self-serving, opportunistic, and untrusting Pokégirls to support her in gaining more power and in becoming their Queen is understandably very difficult, only the most cunning and manipulative Demonesses or Succubi ever manage it. As such, those who ever hope to must learn to control their natures in the process, and the evolution further catalysts this mentality further, although one ought to note that that key word is control....
In any case, the other primary point of note about the mentality of the Dark Queens is that they are, as a rule, manipulative enough to make the most devious of Killer Queens look amateurish. However, this is partially negated by the fact that, in order to be so successful, they do not try to control everything. Rather, by only exerting her influence when it would forward her goals, a Dark Queen precludes her influence being easily discovered and gaining the stigmata that Bondage and Killer Queen have earned. It should be noted, also, that the actions taken to advance said goals are not necessarily negative in and of themselves; they have been known to range from the truly heinous to the heroic; from arranging massacres to ensuring that her tamer is in the right place at the right time to intercept a team attack. Unfortunately, such manipulative tendencies are actually more active when a Dark Queen is acting in her Demoness/Succubus "shell," unlike most of her other characteristics.
Naturally, considering the aforementioned, the dynamics of having a Dark Queen who freely admits to be such are extremely difficult to study, especially since a tamer with such a Dark Queen is generally loathe to lose her goodwill by subjecting her to such scrutiny. However, on the condition of anonymity, several tamers have, with the revelation of the breed's true nature, come forth with some information in this regard. As such, it is known that Dark Queens are very free with their dark blessings, and most harems that they are found in are composed of primarily Fiendish-template Pokégirls, with notable exceptions being those Pokégirls whose evolutionary arc hasn't brought them to what the Dark Queen considers their most useful form and other Infernals. This tendency, combined with her natural charisma, manipulative abilities, and inclination towards leadership, means that almost never is an admitted Dark Queen found in any position but alpha. Unlike other manipulative types, however, a Dark Queen will normally submit to her tamer's desires on issues not instrumental to her ambitions, and simply ensure that his desires are the same as hers of said issues. This, of course, makes her a deceptively attractive option...until one considers how her ruthlessness plays in; a Dark Queen has few inhibitions about what she will do to ensure that said desires coincide.
Generally, however, this insurance is not carried out by the Dark Queen herself. In a further ploy to avoid their manipulation becoming known, most Dark Queens develop a network of lesser Infernals and Fiendish templates who are loyal to her. If referred to at all, the network is usually called a "Covenant," and the exact method or methods through which the members of a Covenant communicate is still unestablished, although magic is considered the most likely. In any case, the Covenant will generally include those Infernals that participated in the ritual that created the Dark Queen and any Fiendish templates created by the Dark Queen or members of the Covenant. Other members aside from the Dark Queen have been known to use the Covenant for their own plans to an extent, but generally refrain from doing so as to avoid becoming dependant upon their sisters, as being willing to trust the Dark Queen does not equate to trusting each other. Inter-Covenant relations are, as of 300 AS, an unknown quantity.
When a Dark Queen must do things herself, however, and opts not to battle in her shell, she is nothing to scoff at. Yes, her strength enhancement is very low, but for good reason; the Dark Queen is not a physical, front-line fighter. Rather, in keeping with her nature as a Queen, almost all of her abilities are ranged, and getting in close to her is nigh-impossible; with her wingless flight ability, she is able to not only remain out of the range of land-based foes, but above them whilst she rains down dark bombs and power bolts. If an enemy does get too close, however, she will generally still be able to hold her own with an Energy or Dark blade, assuming she doesn't just teleport away from them.
Considering the impressive array of powers and connections available to a Dark Queen, going feral is generally almost absurd. However, when it does happen (usually through being left in a Pokéball for too long), the resulting state is quite suited to the 'girl. In essence, she becomes "trapped" in her shell form, losing herself within the illusion of her previous form. As such, it is naturally quite difficult (if not impossible) to identify a feral Dark Queen as anything other than a feral Demoness or Succubus. In fact, the self-deception extends through feral shock; until her personality and higher mental functions have returned to a good degree, she will use "Succubus" or "Demoness" when referring to herself. However, this does have one beneficial effect; the best time to identify a Dark Queen is during taming shock. Once her higher mental functions begin to return and she rerealizes her identity, it is extremely easy to make a slip and refer to herself as "Dark Queen." Should this occur, she should be Pokéballed and turned in to the local authorities. Failure to do so may result in criminal charges.
Another interesting note is that a tamer who tames a Dark Queen out of her feral state will generally win a great deal of gratitude from her. Apparently, due to their regal and proud natures, Dark Queens become extremely embarrassed over their loss of self whilst feral. As such, the tamer who restores her is somewhat of a savior, and unless he displeases her strongly, the Dark Queen may even consider revealing herself to him. In these cases, said tamer usually ends up quite pleased with his "new" Pokégirl; Dark Queens, especially those evolved from Succubi, tend to be highly experienced and unselfish lovers, doing their best to sate their partners' desires so long as said desires do not conflict with her own. In that respect, her sexual attitude mirrors that of her overall attitude when in a harem, except that avoidance of conflicting desires is likely to prove much more... pleasurable to the tamer.
In closing, it is imperative to note that, whilst Dark Queens may seem to be highly appealing Pokégirls... they should be avoided if at all possible. They might not be overtly hostile, bestial, blatantly sadistic, arrogant, or otherwise unpleasant as many of their sisters are, but they are by far the most dangerous of Infernal Pokégirls. After all, even a Mazouku can be curbed of her vile tendencies in the hands of a powerful, noble force... but a Dark Queen's brand of evil is immutable. No amount of humiliation, excessive taming, or respect will ever cause a Dark Queen to truly turn from her path; rather, those who discover the truth and are not fooled into believing her to be innocent or evil enough to join her are generally found dead, if at all. So, no matter how enticing she might sound, do not, for any reason, attempt to gain possession of a Dark Queen!
Information beyond this point is on a need-to-know basis and must never reach the public.
We do not need every would-be evil overlord trying to create a Dark Queen!
Urgent Notice to all Security and Law Enforcement Personnel:
An eliminate on sight order has been put into effect for Dark Queens in all PLC-affiliated Leagues. Caution is advised in carrying it out, however, as there is the potential that her tamer will prove hostile to the attempt, and Dark Queens are difficult to defeat without the assistance of a powerful Celestial or a Pokégirl capable of sonic techniques. The Tamer must not be allowed to dictate policy and should be detained or eliminated if necessary.
It has recently been discovered that the "Dark Ritual" used to transfigure a Demoness or Succubus into a Dark Queen is actually an E-stone Ceremony.
Ceremony Description
Elemental Stones Needed: Dark Stone (x2), Dusk Stone (x2)
Area & Time Conditions: Night and seclusion.
Ceremony itself:
The E-Stone Ceremony used to evolve a Demoness or Succubus into a Dark Queen is better known as The Dark Ritual, and for good reason. Generally preformed with much more "ceremony" than is required, the exact process long ago merged with the myth. Insofar as has been ascertained, however, the base requirements are a Demoness or Succubus powerful enough to bestow the "blessings" that result in a Fiendish template, at least four Infernals Pokégirls of decent power, two dark stones, two dusk stones, and a magic circle. In order for the Demoness or Succubus to ascend, she must have convinced the four or more supporters (who generally need to be more powerful than a Daimon and cannot be Fiendish templates) to truly trust her and wish her ascent. Considering the nature of powerful Infernals, this is truly a Herculean task, but it is possible, as evidenced by the existing Dark Queens.
Once the four (or more, presumably) supporters have assembled in a secluded area at night, a magic circle must be etched into the ground. It may be as simple or complex as the creator wishes, so long as there is a central position connected by spokes to four surrounding, equidistant positions. The supporters then each must take a Dark or Dusk stone and stand in one of the surrounding positions, whilst the Dark Queen-to-be should stand in the center, not directly facing any of her supporters. At this point, the supporters should place their stone in the center of the markings designating their positions, then begin to focus their thoughts on the ascension of their new Queen. If their trust in her as their Queen is true, then the power of all four stones will be drawn into the circle, then focused through the spokes towards the center. If any of the supporters' trust is false, however, her stone will instead explode, and the entire ceremony will not only fail, but require an entirely new set of stones.
Assuming that the four stones are assimilated successfully, though, the central position will be flooded with power as the entire circle glows a purple-black. Regardless of the weather, black lightning will then strike at four points upon the perimeter of the central position, and an explosion of magical darkness will follow, lasting a few seconds. Once it has cleared, the circle will be broken in four placed (presumably where the lightning struck) and the new Dark Queen will stand in the midst of what is now her Covenant.
It should be noted that this is simply what has been deduced to be the very basic required ceremony. In all documented cases, more gloss and embellishment were present. Such embellishments often include (but are not limited to) ceremonial attire, chanting in Latin or other dead tongues, much more elaborate magical circles, a ring of magical fire between the supporters and the Dark Queen candidate, a sacrifice or sacrifices, et cetera. So long as they do not interfere with the core ceremony, such additions are not problematic and definitely contribute to the aesthetic effect of the transformation.
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DEMONESS, the Greater Demon Pokégirl
Type: Near Human
Element: Magic/Dark/Varies (Infernal)
Frequency: Very Rare
Diet: Special
Role: Commanders, schemers.
Libido: Average
Strong Vs: Infernal, Normal, Magic, Psychic, Ghost (others vary by type).
Weak Vs: Celestial, Fighting, Bug, (others vary by type).
Attacks: Negative Aura Burst, Energy Drain, Nightshade, Energy Blade, Hypnotic Gaze, Teleport, Dominate, Call Me Queen, (others vary by type).
Enhancements: Enhanced Reflexes (x5), Enhanced Strength (x4), Enhanced Speed (x4), Enhanced Endurance (x4), Longevity, (others vary by type).
Evolves: Dark Queen (Dark Ritual), Demon-Goddess (E-Stone Ceremony).
Evolves From: Daimon (Mana Crystal), Fallen Angel (Further Trauma + Dark Stone)
Proud, cunning, vindictive, ruthless, and unrelentingly intense, Demonesses were perhaps the ideal commanders in the Legions of Terror during the war. Their strategic abilities combined with their commanding natures and somewhat cold reasoning when dealing with those under their command allowed them to direct the Legions to many victories during the war, and made them rather infamous after it. As such, to this day, despite their many advantages, a stigmata against Demonesses remains, even when those against many of the other Infernals (such as Daimon and Succubi) have faded.
In appearance, Demonesses are generally mostly human, but with enough "off" characteristics to ensure that they are rarely mistaken as such. Such "off" characteristics differ from Demoness to Demoness, but some common examples are glowing eyes, clawed hands, and fanged canines, with others varying widely, usually in accordance with the Demoness's variable element. Aside from these "off" characteristics, Demonesses can vary widely in their looks, though most are between five and six feet, and their appearances are often somewhat related to those they had as a Youma or Daimon if they evolved up.
The mindset of the Demoness breed, on the other hand, is much easier to present an average for. As a whole, Demonesses are very proud and very intense, a fact which leads them to often tend towards being very easily insulted. This has lead to Demonesses developing somewhat of a reputation for being short-tempered, because even small (or perceived) insults can set them off, and very rarely will they forget an insult of any kind. On the flip side, however, they are also very easy to flatter, taking compliments almost as seriously as insults... which has problems of it's own; woe be unto the fool who idly flatters a Demoness, for false compliments are generally taken as high insults.
This isn't particularly problematical in and of itself, of course, until one takes into account the fact that Demonesses are also ruthless, cunning, and extremely vindictive. As such, they will often go to very great lengths to extract revenge upon those who insult them, a tendency which has added greatly to the stigmata against them. However, again, this sort of extreme intensity in pursuit of a goal does have a positive aspect, if the Demonesses goal's can be brought into line with her tamer's.
In fact, assuming that her loyalty is won by a tamer (via whatever means), a Demoness will generally be quite an excellent addition to his harem. Not only does she bring her extreme intensity with her, but a Demoness's level of devotion to a tamer is just short of a Dark Lady's... although less slavish and more imaginative. As such, the Demoness will often seek the betterment of her master and his harem, even at the expense of other harem members and especially outsiders. This means that she is a good alpha choice, but also a dangerous one; unless she can be convinced of her harem sisters' worth, she will often be willing to sacrifice them for what she considers an overall gain, a tendency that is based in her Commander Mentality. It should be noted also that few Demonesses ever lose this tendency entirely, and that even those who have been convinced not to do so within the harem will still often sacrifice outsiders for the harem's gain.
In keeping with their Commander Mentality, when it comes to combat, Demonesses prefer to let others do their fighting for them. In battles that allow more than one combatant, she will generally hang back and attempt to direct the actions of the other 'girls. If a Demoness is forced to battle, however, her tactics are usually quick, efficient, and brutal; with elemental powers developed over the course of several evolutions, most Demonesses are not a force to be trifled with. Most are, in addition to this, able to utilize teleportation, making it easy for them to strike at any point they preceived the opponent's defense to be lacking at. Beyond these general guidelines, though, tactics vary, especially considering the breed's scheming nature and the planning skill most Demonesses retain from their time as Daimon.
There is, however, one major exception to the rule of Demonesses preferring not to fight, and that is when their opponent is a Succubus. Whether it's due to a historical feud involving the fact that the Succubi left the Legions of Terror en masse soon after their induction (an insult that few Demonesses have forgotten) or simply to the ardently different approaches to life that the two breeds have is uncertain, but, regardless of the reason, meetings between Demonesses and Succubi almost always result in a battle. As such, only the most foolish, cunning, or intrepid tamer will attempt to keep the two breeds in the same harem. On a related note, should the Demoness win, she will generally become extremely amorous, and so taming accommodations should be readily available if one intends to pit a Demoness against a Succubus.
In any case, aside from after defeating a Succubus (or, to a lesser extent, another powerful opponent), a Demoness's sex drive is fairly reasonable. Her intensity does transfer into her attitude during taming, however, and many Demonesses will be quite passionate in bed. But, as with other areas, a Demoness's Commander Mentality does bring some preferences of its own to taming; mainly, that she usually prefers to be in control. This drive is hardly as strong as that of many other breeds, however, and a loyal Demoness will generally be willing to let her tamer dominate her without too much of an argument.
Like Droidos, Demonesses do not require physical sustenance (although many enjoy eating anyway, just for the taste) or even negative emotions as food. Instead, they must periodically release bursts of negative energy that cause those around the Demoness to feel mildly ill. However, she has more control of this ability than her fighting-type cousins, and can generally designate people (usually only her tamer) to be immune, so long as at least one living, sentient creature is affected. It should also be noted that this ability (or even a somewhat more intense version) can be used in combat as a weakening technique, and is thusly listed in the Demoness's attacks as "Negative Aura Burst."
Finally, feral Demonesses can be quite problematical, often turning other ferals in the area into something of a "personal army." Thankfully, though, they do oft lose fine control over their elemental abilities in the feral state, and often become even further susceptible to flattery. Still, those not exercising caution in their dealings with a feral Demoness and her 'legions" tend to wind up either dead or a slave to keep the Demoness sane. As of 300 AS, threshold into a Demoness is considered impossible due to very few having yet become Pokéwomen.
Ceremony Description
Elemental Stones Needed: Angel Stone, Dark Stone, Metal Jacket, Mana Crystal
Area & Time Conditions: Any time, with at least one previously wronged harem sister and her tamer present.
Ceremony Itself: Should a Demoness experience some life-changing revelation or humbling experience and lose her willingness to freely sacrifice others, then she gains the potential to evolve into a Demon-Goddess via an E-Stone Ceremony. The ceremony itself is a fairly simple process; the Demoness must, with the evolutionary items fairly close to her, freely and earnestly apologize to those of her harem sisters that she has wronged in the past, and to her tamer form any who are no longer in the harem. So long as these apologies are actually meant and believed by her tamer, the Ceremony will be complete, catalyzing her evolution to Demon-Goddess.
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DEMON-GODDESS, the Heaven-or-Hell Pokégirl
Type: Very Near Human
Element: Steel/Magic
Frequency: Very Rare
Diet: 1/2 Human Intake plus various amounts of sex
Role: special strike units
Libido: Low (Changes to Average or High after Battle Stress)
Strong Vs: Ice, Rock, Poison, Bug, Psychic, Plant, Dragon, Normal, Flying
Weak Vs: Fighting, Fire, Ghost
Attacks: Iron Punch, Ice Beam, CrossShield, Metal Sound, Quickturn, Teleport, Absorb, Imitate, Aura Barrier, Power Bolt(all others vary).
High Levels only: Hyper Beam
Enhancements: Wingless flight, photographic memory, Enhanced Strength (x3), Enhanced Senses (x5), Enhanced Endurance (x3), Enhanced Agility (x5)
Evolves: Unknown
Evolves From: Mechanisms unknown but may evolve from any of the following: Megami, Demoness, or Succubus, Kamichu (if frequently alternating between somewhat kind and somewhat temperamental)
Demon-Goddesses are usually between 5' to 6'4" tall. They often have silver or platinum hair, although domestic ones tend to have unusual colored hair compared to the human norm (blue seems to be common). Although most have dark colored eyes, this also varies. Other than these common traits, everything else about a Demon-Goddess is random, from their bust size to their personality to their maximum lifespan. One known Demon-Goddess has lived for over a hundred and fifty years, and has been passed down from male tamer to male tamer within the same family ever since being captured.
The Demon-Goddess is always on a razor's edge, morally speaking. Demon-Goddesses are usually a little bit bad and a little bit good. Every Demon-Goddess feels a great moral burden until they've firmly established their moral ground. Depending on how they develop over their lives, they can be either powerful menaces to all life in general or equally powerful saviors. Because of this, Demon-Goddesses can't be classified as Infernal or Celestial as a group, but can be classified as such individually. Indeed, there are several Demon-Goddesses who were listed as each, causing humans to look upon each member of the species with a fair bit of suspicion. Celestials may often attempt to influence a Demon-Goddess into becoming one of them, but this attempt, more often than not, backfires on them. Demon-Goddesses have a number of powers that are universal. All of them can use Absorb, Mimic and Aura Barrier. It's Imitate that has made the Demon-Goddess a powerful opponent, since combined with her photographic memory, she can hold onto memories of attacks much longer, and unlike the normal limitations of the technique, she can use any attack she's seen within the last four to five days.
Demon-Goddesses sometimes have a staff which is usually described as looking like some sort of key. The exact design of this "key staff" varies from Pokégirl to Pokégirl, but it's generally seen with the Demon-Goddesses who are calm and collected. Demon-Goddesses need only half the food of a human, but they require sex rarely, although they need it more if they've just had an intense battle. In fact, the more they fight, the more sex they need. The "key staff" also serve as an extension of the Demon-Goddess' own body, just like another limb. She will not allow another to use her staff unless it is someone she absolutely trusts (such as a Tamer she is Delta Bonded with). The "Key Staff" is normally used to fire any projectile attacks that she Imitates or learns, but can also be used in close quarters.
Demon-Goddesses have a feral state, but unlike normal feral states, she is rendered largely helpless, with little strength to fend for herself. Because of this, almost no Demon-Goddess can go very long without a sexual partner, even if it is a temporary one. Fortunately, it can take a long time for a Demon-Goddess to go feral, depending on their energy level. If they can go without fighting after their last taming, they can keep from going feral for up to five years. However, if they have a challenging battle, this immediately diminishes to a maximum of a month. Speaking of sexual partners, a Demon-Goddess prefers monogamous relationships to a harem setting, though unlike a Neo-Iczel who will try and keep partners out, most Demon-Goddesses will not resist to having extra partners in her bed. However, the less attention given to her, the more jealous she will become. How she reacts to jealousy varies greatly: Some will leave, some may begin growing increasingly temperamental, and others may even attack her partner and the new lovers. Although useful in sex battles despite their low libido, most Sex Leagues frown on the use of them in their leagues due to the fact that Imitate is far too advantageous, right up there with the Lunar Caress technique and the Manage-a-Trois Pokégirl. Fortunately, due to their rarity, they are not banned.
Although certainly not the best idea to have a large harem while keeping a Demon-Goddess, it varies with the Pokégirl’s attitude and personality as to just how bad an idea it is. Researchers and tamers say that no more than four Pokégirls other than the Demon-Goddess should be kept at any time, or else the Demon-Goddess may feel slighted. The wrath of an angry Demon-Goddess is something that no one, tamer, Pokégirl, or otherwise, ever wants pointed in their direction. Strange though it may be, a Demon-Goddess will show bond-level loyalty to any partner she chooses to be permanent, even if she has not bonded. Even odder is the fact that a Demon-Goddess will not let her partner's moral choices influence her own. One Demoness is even said to have wound up with a Demon-Goddess partner who was nigh-saintly.
Neo-Iczels and Demon-Goddesses have an intense rivalry. Something about the Neo-Iczels having a great amount of power, yet seemingly unburdened by moral issues, irks Demon-Goddesses greatly. Once a Demon-Goddess notices a Neo-Iczel, if they don't immediately begin name-calling and subsequently wind up attacking each other; they will do everything they can to ignore the other and will cold-shoulder even their partner if they happen to ask the Demon-Goddess to be polite to the Neo-Iczel. The few times they will remain even remotely civil to each other is either when the Demon-Goddess has chosen her own moral compass; or when they're both fighting the same opponent, but even then, they will verbally bash the other at every given opportunity. And no tamer should ever try and get them both in the same harem. There are no known reports of a tamer having survived keeping both in his or her harem at one time- the last known tamer that did died over fifty years ago, about five miles outside of a small town in Indigo. There is now a small lake there that formed in the crater that is that tamer and his harem's final resting place.
In battle, a Demon-Goddess is likely to use CrossShield in order to reduce damage that they take from any attack, and then get a hit on their opponent while learning the use of the attack that was used against her. Then, she will usually use that attack to fight right back (especially effective against Dragon-types that are weak against their own element). The Demon-Goddess, after around a dozen uses of any particular attack, will learn that attack permanently, and become just a small part of her arsenal. One unusual thing to note is that a Demon-Goddess has access to several elemental attacks, such as Ice Beam, Power Bolt, and even Teleport- a Tamer may never know just what attacks his or her Pokégirl has until she's in the heat of battle.
Only two thresholds into a Demon-Goddess have occurred, one in 186 AS, and the other in 257 AS.
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DIRE WOLF, the Queen of the Battlefield Pokégirl
Type: Anthropomorphic (lupine)
Element: Magic/Psychic/Dark/Ghost (Celestial)
Frequency: Extremely Rare (Blue Continent), virtually unknown elsewhere
Diet: mostly human style, more protein than a human
Role: Battle Commander, personal bodyguard
Libido: High
Strong Vs: Psychic, Ghost, Poison , Rock, Fighting, Infernal,
Weak Vs: Bug
Attacks: Energy Blade, Power Bolt, Magic Fist, Shield, Teleport, Tectonic Slam, Fissure, Bestow Luck, Thunderbolt, Energy Drain, Phase, Lure, Invis 3, Imitate, Absorb, Agility, Telekinesis, Dream Time, Hypnotize, Spell use (unavailable until level 40)
Enhancements: Defense, Enhanced Endurance (x8), Enhanced Strength (x19), Enhanced Speed (x4), Enhanced Senses (x10), Wingless flight, Extremely high psychic and magical abilities, Eidetic memory, precognitive abilities, telepathy
First discovered in 298 AS, the Dire Wolf is a blend of Megami-sama, Neo Iczel and Esper. The first one was created by Sukebe in the final stages of the Revenge War when he realized that Pokégirls led by a Tamer were far more efficient than Pokégirls who led themselves. The Dire Wolf was created to be his general's bodyguards and advisors.
Due to their highly variable nature, Dire Wolves stand between 1.5 and 2.1 meters tall (5ft to 7ft). While they normally have anywhere from a C to an E cup, occasionally larger specimens have been documented. Standard bust size information will become available as the numbers of this Pokégirl grow.
With their blue fur and bushy tail, from a distance they look like a type of fox Pokégirl, however closer examination shows they are actually derived from wolves. All are strong animorphs with a distinctly lupine skull, much heavier and broader than their vulpine cousins and capable of a powerful bite. They are digitigrade and have heavy claws on their hands and feet. Their tail is heavily furred and quite powerful, capable of knocking a human off his feet with a casual swipe.
Sukebe designed the Dire Wolf to be able to use her precognitive abilities to determine where the points of greatest threat existed, often before they become viable threats. Then they would use their other powers to determine what resources were necessary to defeat the threat, assemble these resources and turn their general loose to win the battle. Because they were intended to be teamed only with powerful mages, they can only function like this if their Tamer is a powerful mage or if they are in the presence of an Ocelolita, Cheshire, or Shadowcat. They claim that in the presence of any of these Pokégirls they have access to, believe it or not, chaos magic that allows them to see further into the future, often to the detriment of their Tamers. If you have one, your circumstances are dire indeed.
If a Tamer doesn't have one of the above mentioned Pokégirls and isn't a powerful mage, the Dire Wolf becomes an outstanding tactician and strategist, capable of orchestrating fantastic battles under almost any condition and in any environment. They make the best use of the surrounding resources, including the other Pokégirls in a Tamer's harem, blending their knowledge of their harem sister's strengths and weaknesses to get the most out of them in combat or in training. They've even been known to impress DragonQueens with their ability to motivate the other members of their harem.
With a powerful array of techniques available, the Dire Wolf should be a very popular Pokégirl. However, the truth is that Tamers are wary of them for the simple reason that they have a singular issue: extreme loyalty.
The Dire Wolf is a celestial Pokégirl and because of this is almost never found in an oppressive harem and is never found in one for long. They don't care for Infernal Pokégirls and while usually unwilling to confront them directly unless they become a threat to their Tamer, tend to put them into situations where they get used up quickly, often to the point of death. However, the Dire Wolf will not needlessly squander them; instead she will ensure their sacrifice benefits the harem in some fashion.
They can make good Alpha's for their Tamer, but tend to be a little hard on the harem members because she knows they could be just that little bit better if they tried. And she wants them to. A Dire Wolf that alpha bonds to a Tamer exhibits loyalty levels comparable to a delta bonded Growltit or Samurai. If a Tamer manages to delta bond one, he's got her for life. She'll escape from anyone else and return unerringly to her bonded partner. Leagues tend to take a dim view of this behavior when she's lost to a salvage battle and for some reason tend to blame the Tamer. In circumstances such as this the Dire Wolf is usually never blamed for what has transpired. This has had a negative effect on their popularity.
No one has ever had more than one Dire Wolf in their harem. The few Tamers that tried were stopped by the one already present in their harem. In one instance, the Dire Wolf released her newly captured relative and covered her escape. Afterward her behavior indicated no remorse and she immediately reverted to obeying her Tamer's orders.
So far all are domestic born and it is theorized that Feralborn specimens would exhibit the same characteristics as the domestics. Only a double handful is known to exist, located around the island of Caomh Sith in the Blue Continent.
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DOLLMASTER, the Master Manipulator Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Extremely Rare
Diet: human style diet, tea
Role: Tacticians, Squad Leaders. Like a Witch, may vary based on spell selection.
Libido: High
Strong Vs: Magic, Ghost, Fighting
Weak Vs: Fire, Dark, Flying
Attacks: As previous form, plus: Dominate, Rune Chain, Wires of Control, Summon Doll, Doll Bomb, Repair, Return
Enhancements: Enhanced Concentration (x4), Enhanced Dexterity (x4), Increased Intelligence, Manipulate Dolls, Magical Affinity, High Spatial Awareness, Mental Schism, Magical Levitation Major Doll Enhancements: Enhanced Strength (x8), Enhanced Speed (x4), Enhanced Durability (x4), Magical Levitation
Evolves: None
Evolves From: Puppeteer (Normal, L65)
Dollmasters vary much more in appearance than Puppeteers, capable of changing almost hardly at all during their evolution or changing completely, gaining anywhere from no height at all to 1 ˝ feet in height and varying wildly in terms of bust. Their clothing choices also vary, though many continue their old habits. Because the breed may or may not gain a respectable bust size from evolving, a intra-breed rivalry has formed between the more and less well-endowed of the breed, those having it lording over those that do not, who are often as touchy, if not more so, than ever.
When a Puppeteer evolves into a Dollmaster, the most curious change, however dramatic their physical change might be, is mental. Firstly, they gain the Psychic type, the Puppeteer's desire to maintain the sanctity of her mind negating their Psychic weakness at the cost of Dark weakness. More interestingly, upon evolution, the Dollmaster's mind splits in two, creating a second personality within them. This personality, unlike the Maggieton's extra personalities, never surfaces in the Dollmaster herself. Instead, it takes direct control of any one (and only one) of the Dollmaster's dolls, controlling it with seemingly no effort or control from the Dollmaster herself. This second personality is naturally subservient to the Dollmaster, though in rare occasions they may not always get along. She also 'sees' only from the perspective of the controlled doll, and in some respects is considered a separate entity, entirely reliant on the Dollmaster.
Like her previous forms, the Dollmaster is typically divided into two main groups – those that use numerous smaller dolls, and those that use a single, complex human-sized doll. Upon evolving, the choice becomes more profound as the pokegirl's abilities specialize permanently. Summoner-type Dollmasters, those that use multiple dolls, become able to control roughly six at once and can use the dolls as focal points for casting more powerful spells or as mobile weapons. They also become able to create and summon dolls through magical power, replacing destroyed dolls on the fly or even using them in explosive 'suicide' attacks. Tag-team Dollmasters, those that use a single, powerful doll, become able to enhance their doll to greater levels, repair damage to it quickly, and support it with attacking spells from the ground or the air. Their secondary personality takes direct control over the doll, freeing the main personality to focus on supporting it from afar, and allowing the doll itself to grow in skill and learn without hindering the Dollmaster.
Dollmasters also gain the ability to use their magical wires – that they use to control their dolls – offensively, latching onto opponents to bind them or to control their movements. To do this, they must first latch onto an opponent with a Rune Chain attack, and attempt to assert her will over the snagged pokegirl. This begins battle of wills between the two pokegirls, much like a domination attack, and if successful, the Dollmaster becomes able to manipulate the target as if she were one of her puppets. This is not without difficulty, though: the battle of wills is a constant Dollmaster must maintain constant effort to maintain it, and the effectiveness of the ability varies wildly from target to target and even sometimes from moment to moment. The stronger willed the opponent, the greater the resistance to the effects. In many cases, while this ability is being used, the Dollmaster cannot control any of her dolls, so much of her concentration is taken up by the mental battle, and casting new spells is likewise impossible (with the exception of the partitioned personality, which is not affected and may cast very low-level spells).
In terms of sheer spellcasting, the Dollmaster is nothing special, roughtly equivalent to a Sorceress, with much of the rest of her magical ability focused on maintaining her dolls. However, the average Dollmaster's spell selection varies wildly, and the Dollmaster's powers of concentration are almost unrivaled in the pokegirl world, capable of maintaining focus and discipline through both pain and distraction.
Dollmasters are no easier to control than their previous forms, and sometimes can be even more complex, as both personalities come into play. Thankfully, the split personality tends to view her master in a similar light to the Dollmaster herself, but sometimes rifts can form. Those who own Dollmasters are suggested to keep a close eye on them, as they are typically good judges of character and sometimes will attempt to manipulate people and events around them in their favor, and this may or may not align with the tamer's (or league's) interests.
Dollmasters hate defeat just as much as their previous forms, however, they rarely hold back any longer, giving every battle their all to ensure their victory. Despite not being quite as vulnerable to psychics as they once were, their dislike of Psychics also has not lessened, ironic as it is.
Dollmasters are no less experimental than their pre-evolved form, though by the time they've evolved most have a good idea of what they do like and what they don't like. They do, however, tend to become more assertive and dominant when having sex with other pokegirls, using their magical wires to bind their partner or force them to move as she wishes, though this is typically reversed where their master is concerned. Regardless, the Dollmaster typically requires and wants taming more than her previous form did, so enterprising tamers should keep that in mind.
To date, no girls have ever been known to threshold directly into a Dollmaster, though some researchers speculate that it may become possible over time.
Return (EFT - Magic) – Similar to Teleport, except it brings one or all of the spellcaster's dolls to the caster. Activates automatically when the caster loses consciousness or enters a pokeball. Wires of Control (EFT - Magic/Psychic) – After latching onto her foe with Rune Chain, the chains transform into the Dollmaster's control strings, and attempts to force the target to move to her will. A foe that has completely resisted Wires of Control cannot be affected by the ability for at least 1 hour thereafter. Summon Doll (EFT - Magic) – The Dollmaster creates a temporary replica of a (Minor) doll she has previously created, lasting for roughly a half-hour. Used exclusively by Summoner-Types. Repair (EFT - Magic) – The Dollmaster quickly repairs any damage her Major doll has sustained, even reforming limbs and matierials according to the original designs. Only complete destruction of the doll can prevent the repairs, though the greater the damage done, the more energy is needed to repair it. Doll Bomb (ATK 100 - Magic) – The Dollmaster triggers the energy within her summoned dolls to violently disperse, resulting in a powerful explosion dealing pure Magic damage to all withing five feet of the doll. Because summoning dolls repeatedly (along with spellcasting) can be a heavy drain on the Dollmaster's energy reserves, this move is typically used in moderation.
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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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DROW ZEE, the Elf Variant Pokégirl
Type: Near Human
Element: Psychic/Magic
Frequency: Rare (Indigo) to Uncommon (Crimson)
Diet: Near Human Diet (Omnivore)
Role: originally strike squads, but excellent at surveillance, strategic strikes
Libido: varies (usually Low to Average)
Strong Vs: Psychic, Poison, Fighting
Weak Vs: Bug, Dark, Ghost
Attacks: Water gun, Ember, Spark, Hypnotic Gaze, Shadow Teleport, Backstab, Shadow Possession, Low to Moderate Magical Spells
Enhancements: Infravision, Enhanced Agility (x4), Enhanced Hearing (x3), immunity to poison, Longevity
Disadvantage: Highly susceptible to Attraction effect
Evolves: Elf (Sun Stone), Dark Elf (Dark Stone), Golden Elf (Angel Stone)
Evolves From: None
The Drow Zee is a very interesting Pokégirl. They were originally meant to be part of a group organized into a strike force. Their low level Elemental Attacks, would be used in devastating combination, however alone, they were meant as strategic strike Pokégirls. They would infiltrate enemy bases, and use shadow teleport to enter into a strategic possession, sometimes they would take a powerful poison Pokégirl along with them. Then they would either kill their target or perform some act of sabotage, and take out a key position.
Drow Zees stand at a maximum of 6’2 and at a minimum of 4’3. Their skin tone varies from a moderate tan to a dark black. They have the typical pointed ears of the elves, and surprisingly they have the ability to see in the infrared range. Their ears are capable of hearing much better than most humans. All these traits make them excellent spies and secret agents, however not so good battlers. They are susceptible to sonic attacks, and they are relatively weak. In a physical battle, most would be outmatched by a human. They are usually at a disadvantage unless they are in a shadowy area. They can the use shadow teleport to confuse the enemy and avoid attacks. Their immunity to poison makes them excellent against poison types. In a pinch they can use Shadow Possession to gain a quick advantage. A Drow Zee’s magic ability allows her to grow into a capable battler, but she isn’t powerful enough to perform any of the higher level attacks.
A Drow Zee is a very introverted Pokégirl. They have a hard time showing any love and prefer not to get attached to one person. However, should you win one’s affection; they will slowly come out of their shell, showing more and more affection. When hit by Lust Dust, or other attraction inducing status effect, a Drow Zee will become incapacitated. Thus a Drow Zee makes a terrible Sex Battler. Occasionally, Drow Zees will be seen in Elf Courts, however most Elf evolutions look on them with disdain. Because of they don’t have the same connection to the forests as other Elves, Drow Zees are seen as inferiors, and are treated as a servant class, however more and more often, intelligent Elfqueens treating Drow Zees fairly so that they can use them to defend against poison. For this reason, Drow Zees usually come together in Drow Covens, looking after each other and keeping each other Tame. Should one evolve, the resulting evolution will be asked to leave the Coven because of the resentment between the species. The only exceptions to this are Dark Maidens and Dark Elves. Dark Elves choose not to stay with the Coven, but may ally themselves with one because the two breeds work so well together. Dark Maidens usually, though reluctantly, take up leadership roles of the Covens.
Drow Zees and Drow Covens prefer Dark woods and caves as their natural habitat. They can use the shadows to travel better and protect themselves. A Drow Coven has surprisingly good teamwork, so be careful not to provoke one. They will often emerge from the shadows, attack and return making a Coven hard to defeat. The best way to make peace with a Coven is to expose it to an airborne poison attack as their immunity to poison actually causes the resulting scents to be calming.
Drow Zees have a relatively high feral state. They will occasionally act distracted and disoriented. However, they are still more than capable, but because they are so weak, they are often easy to capture. Thresholding into a Drow Zee is uncommon but not unheard of. It usually occurs when one has known Psychic/Magic or Elf ancestors
Shadow Possession – (EFT) The Drow Zee extends her shadow to the enemy. When the connection is made the Drow Zee has complete control of the enemy as long as she has the stamina to hold it. Most Drow Zees don’t have the stamina to hold it for a few seconds making it a distraction technique at best. Unfortunately, any pain felt by the target will also be felt by the Drow Zee, further limiting this technique.
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DUELETTE, the Advanced Card Gamer Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Rare
Diet: Omnivore
Role: Card-player extraordinaire
Libido: Average to Extreme
Strong Vs: Ghost, Rock
Weak Vs: Fighting, Ground, Sex Attacks
Attacks: Draw, Sex Realm, Glare, Taunt, Concentration, Heart of the Cards, Shadow Realm, Drive to Win, Mind Crush, Summon, Parry, Recover, Futa Trap Card, Gauntlet Strike
Enhancements: Use Duel Monster cards as 'weapons', Enhanced Speed (x2), Enhanced Endurance (x2), Enhanced Strength (x2), Decreased Constitution (x3)
Evolves: None
Evolves From: Ingenue (Become competent in Duel Monsters games/win a tournament), Tomboy (holding a Mana Crystal + win a Duel Monsters Duel)
Story this Pokégirl appears in: Ruby Adventures
A Pokégirl that was recently discovered via an unusual means. How an Ingenue managed to win a Duel Monsters tournament is beyond most Tamers (and most players of the game as well) most vivid imagination, but it happened. She evolved immediately upon winning the tournament. A few months later, it was reported that a specially trained Tomboy also evolved into a Duelette.
Upon evolution, the Pokégirl gains no less than one foot in height (never shorter than five and a half feet tall, more commonly around six feet tall), and becomes much curvier than before. All Duelette Pokégirls possess C-cup sized breasts at the smallest, which delight the ones that evolved from a Tomboy. Unlike the Duelist Pokégirls, their hair color remains the same as their previous forms'. Duelettes that evolve from an Ingenue prefer to wear somewhat loose and yet possibly revealing clothes- most often wearing something like a trenchcoat, and little else. Those that evolve from a Tomboy prefer to wear very tight and extremely revealing clothes, if they wear anything at all, in order to flaunt their new assets.
The strategic capabilities of a Duelette increases, allowing the new Pokégirl to take advantage of the many different cards for the game in order to gain a better understanding of it. This Pokégirl’s mind is amazingly adept at analyzing problems and situations, all while coming up with strategies that take into affect many different variables. Some Duelettes are even able to apply this cunning to a Tamer's harem, and some have even become Alpha due to their strategic senses. A Duelette that is an Alpha, although used to being able to plan ahead, needs to be able to vent the added stress regularly. This often leads to an increased libido for the Duelette. Strangely, upon receiving additional responsibilities, Duelettes become more effective when taming the other Pokégirls within the harem.
All Duelettes, upon evolution, gain a Duelist Gauntlet. However, unlike the Black Gauntlet that a Duelist uses, or the red one that human players use, a Duelette gains a Silver Gauntlet. This Silver Gauntlet is actually made out of a light-weight metal that is as strong as steel, and allows the Pokégirl to utilize the gauntlet outside of a Duel Monsters battle as a weapon or shield. Many Duelettes attempt to gain new cards as often as possible in order to increase their Deck's offensive and defensive capabilities. Some Duelettes have been known to create up to half a dozen different decks, and even assist their Tamers in creating good decks to duel against them.
An unusual bit of information only made recently available is that Duelette's are suckers for being tamed by a Fighting-type Pokégirl. It has been proven that Duelettes that are tamed by a Fighting-type are somehow very effective for the Duelette. Instead of only being half effective compared to a taming by her tamer, a taming with a Fighting-type is actually 75% as effective as normal. However, this extends only until her next taming, which must be with her tamer, or else the Duelette may immediately go feral. A feral Duelette acts just like a feral duelist, except worse- A Duelette often has more cards that going flying when she tosses them all over the place.
-Futa Trap Card: A card that is only made with permission from her Tamer, a Duelette is capable of using this card only once per month. Though the effects last only for one taming session, the Pokégirl target of this attack grows a magical cock just above her own sex. Although the Pokégirl can feel sensations with it as a male might, it does not produce sperm. It is, however, just as effective in taming as if it was being done by the Tamer him/herself. This 'Attack Card' cannot be used in battle.
-Gauntlet Strike (ATK+50): Using the blade-like outer portion of the 'card field' of the Gauntlet, the Duelette can inflict some damage or even block certain attacks using it. This is a Steel-type attack.
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DUELIST, the Summoner Mage Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Extremely Rare
Diet: Human-style
Role: Combat, strategic planning
Libido: Average
Strong Vs: Psychic, Ghost, Poison
Weak Vs: Bug, Fighting,
Attacks: *Card Conjuration, Call Me Queen, Taunt, Smirk, False Praise, Aura Sensation, Soothing Voice, Relaxing Gaze, Foresight
Enhancements: Enhanced reflexes (x2), always optimistic
Evolves: None
Evolves From: CardCaptor (battle stress, Duel Monsters deck nearby)
Until the first known Duelist evolved in 245 AS, nobody had expected that anything that predated Sukebe could cause a Pokégirl evolution.
Jacob Scott was more of a hobbyist than a dedicated Tamer. His interests ran to much more than just Pokégirls. One of his loves was playing collectible card games or CCGs, which had experienced a renaissance in 220AS. He had several different CCGs in his collections, but his pride and joy was his Duel Monster cards, of which he had an extensive collection. He'd even gone to the trouble to teach several members of his harem to play so that he had opponents available while on the road.
One evening, while his Pokégirls and he were playing Duel Monster, his camp was assaulted by a large force of Wasps. Quickly his entire harem was incapacitated, except for his Cardcaptor, who had left her wand in their tent. Unable to reach it, and seeing that her Tamer was about to be dismantled, her terror caused her magic to run wild and when it subsided, she had evolved into a new Pokégirl, the Duelist. She summoned Scott's Duel Monster's deck to her and drove off the Wasps with a number of fire based monsters and spells.
Duelists change little from their Cardcaptor form, often gaining a couple of inches in height and assuming a more athletic build. They tend to dress like a Tamer and often the only way to determine if they are a Pokégirl is to scan them with a Pokédex.
The Duelist is always optimistic about her chances of victory and this optimism carries over into her entire existence. She is not stupid, however and tempers that optimism with a broad dose of pragmatism. She is a master strategist and often uses foresight to determine what her foes will do and what cards to use to best neutralize them.
When the Duelist evolves, her wand vanishes to seek out a newly born Cardcaptor. Her cards disappear as well and mystical research indicates they become free and must be captured by another Cardcaptor.
The Duelist gains the ability to summon any Duel Monster cards that either she personally owns or that her Tamer has given her permission to use. Only with her deck can she reach her true potential, using card conjuration to summon the items and creatures to do her bidding. The things she summons become real and she can allocate her life energy into them as she sees fit. If she dismisses them, that life energy returns to her. If they are destroyed, however, that energy is lost and she must be heal to get it back. A Duelist can pour so much of her life energy into her cards that she has none left for herself and several have sacrificed themselves in this fashion to save others. However, they will only do such a thing for truly loved ones, and often the other members of a harem do not meet that requirement.
Any creatures or items summoned are not alive and last for a maximum of twenty four hours before vanishing. They do not respire, eat or reproduce. They are only under the control of the Duelist, although another Duelist, with the right cards, can take control of one or more of them. Effects, such as healing, augmentation, or protection may be used on the summoned creatures, other Pokégirls, humans, or even the Duelist herself.
It is an interesting note that when a Duelist faces another Duelist, they must compete using the rules for Duel Monsters. They instinctively know what cards are currently restricted or banned and will take half an hour to reformat their decks before battling. Duels between Duelists are rather hard on their surroundings and many gyms and towns have forbidden Duelists to battle within their confines. Some communities have banned Duelists in battles at all.
Feral Duelists are fortunately quite rare as they have a tendency to surround themselves with four or five rather powerful monsters for protection and foraging. These creatures can be difficult to defeat, however, a feral Duelist often will exhaust herself without considering flight and thus can be captured.
Threshold into a Duelist is very rare; the few girls who threshold will become a Cardcaptor instead.
Card Conjuration (ATK, EFT): The Duelist uses her life energy to summon creatures and effects from cards. While usually Duel Monster cards, she can activate any card except Cardcaptor cards. It is unknown if these can be activated as all Duelists categorically refuse to do so. These effects or creatures can last for up to 24 hours. If dismissed the life energy returns to the Duelist. If the effect or creature is destroyed, the life energy is lost and can only be regained by healing, be it natural, technological or magical. Creatures summoned take on the attribute of their card as their type, with the corresponding strengths and weaknesses.
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ELEMENTALIST, the Magical Specialist Pokégirl
Type: Very Near Human
Element: Magic/Varies
Frequency: Very Rare
Diet: usually human style diet, just lots of it
Role: Spellcasting, exact role depends on spells known
Libido: Average
Strong Vs: varies (see below)
Weak Vs: varies (see below)
Attacks: Mystic Bolt, Shield, elemental attacks of the appropriate types
Enhancements: Affinity for magic, affinity for their element
Evolves: None
Evolves From: Witch (Angel Stone, Dark Stone, Diamond Stone, Fire Stone, Heavy Metal, Ice Crystal, Leaf Stone, Mana Crystal, Psi Crystal, Thunder Stone, Venom Stone or Water Stone)
Elementalists are restricted in the spells that they can learn, 50% of their spells must be in their specialty, and they can never learn spells from their barred elements, even if tutored in such magic it is simply too alien to their natures for them to grasp. If they knew such magic when they were a Witch then it will be immediately forgotten upon their evolution. However, when casting a spell from their specialty it is half-again as powerful as the same spell when cast by a Sorceress of the same level.
Elementalists are also more capable of using their magical knowledge, since they can now create new spells although only spells in their particular specialty. They are however much quicker than a Sorceress would be when creating such a spell. They are also capable of enchanting magical items although again only with magic related to their element, and unlike an Enchantress they must obtain a suitable item since they lack the skill to make one themselves. However because the Elementalist is so in tune with her element there is no chance of the enchantment process failing.
One weakness that all Elementalists share is carried over from their previous form, they are very ticklish. This makes taming one easy but makes them unsuitable for sex battles. Elementalists of the same element always have the same hair color and tend to be similar in personality. Their breast size can vary considerably although C-cup seems to be the average. Like Sorceresses runes appear on an Elementalist's body when they use their magic, and these runes are always the same color as the Elementalist's hair.
Feral Elementalists live near their element, and are peaceful unless attacked or their home is threatened. Threshold girls rarely become Elementalists, and those that do either live near, or have a strong connection to their element. Often once the initial shock and the resentment at the loss of their humanity has worn off these girls revel in the power of the magic that is now at their command.

Air Elementalist, evolved with an Angel Stone, Magic/Flying element.
Strong Vs: Bug, Fighting, Ground, Plant
Weak Vs: Electric, Ice, Rock
Barred from learning: Earth, Plant Magic.
Air Elementalists have sky blue hair and are often easily distracted from the task at hand by anything which catches their attention unless their Tamer watches them at all times. Air Elementalists are often found on ships where their ability to provide a steady wind is most prized. They do not get along with Earth Elementalists who they consider to be boring and to have no desire for fun. Air Elementalists enjoy being Tamed outdoors on their backs where they can look up and see the sky. Feral Air Elementalists usually live in mountains where they can hear the wind whistling through canyons.

Druidess, evolved with a Leaf Stone, Magic/Plant element.
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Barred from learning: Fire, Ice, Poison magic.
Druidesses have green hair and usually braid flowers into it. They are very aware of the changing of the seasons and have a limited ability to predict the weather for the next few days. They are very fun loving and go barefoot whenever possible so they can feel the grass beneath their feet, also any Druidess with a permanent home will seek to cultivate as many plants in the area as they can. They do not get on with Poison Elementalists finding their bitter attitude and love of destruction disgusting. Obviously Druidesses prefer to be tamed outdoors preferably on a bed of grass. Feral Druidesses live deep in the woods often with elves and other plant Pokégirls.

Earth Elementalist, evolved with a Diamond Stone, Magic/Ground element.
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Barred from learning: Air, Thunder magic.
Earth Elementalists have brown hair and are very focused on whatever task they are performing often to the exclusion of all else. Earth Elementalists are often found in construction and landscaping where their ability to move vast quantities of earth and rock makes them an excellent worker. They do not get along with Air Elementalists seeing them as flighty and frivolous. Earth Elementalists enjoy being outdoors and on the bottom where they can feel the earth during their Taming. Feral Earth Elementalists live in caves.

Fighting Mystic, evolved with a Mana Crystal, Magic/Fighting element.
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Additional Enhancements: Enhanced Strength, Enhanced Toughness
Barred from learning: Any spell which affects the mind.
A Fighting Mystics hair is black at the roots paling to white at the tips, strangely this remains true even if she has just had a haircut. They were the last of the Elementalists to be discovered partly because during the war they were usually mistaken for other fighting Pokégirls and partly because no one considered evolving a magic Pokégirl with a Mana Crystal until a Witch was asked to hand one to her tamer and evolved. Fighting Mystics have learnt to channel their magic internally enhancing their strength and toughness (the level of enhancement increases as the Fighting Mystic increases in level). Magical researchers theorise that the Mana Crystal opens pathways in their bodies so that as well as channeling their magic externally into spells it can be channelled internally. In combat Fighting Mystics prefer to rely on their martial arts rather than use magic. Only if they are clearly losing a fight will they use their magic and then they prefer to use their specialty, magic that effects a persons body rather than any direct damage spells that they may know. The fighting style of individual Fighting Mystics varies greatly, some use weapons while others fight unarmed, some specialise in one weapon or martial arts discipline seeking to become true masters of it, while others seek to learn multiple disciplines. When they are not engaged in combat Fighting Mystics are constantly training either to improve their bodies natural strength, endurance and agility or practicing their martial arts. Fighting Mystics can also use their mana to increase their bodies ability to heal by concentrating it in injured areas, this does however require concentration. Fighting Mystics can cast spells from their speciality, spells that affect the body such as strength or healing magic, at 150% of normal power but due to their focus on training in martial arts rather than magic, they cast all other magic at only 50% effectiveness and they can never cast spells which affect their opponents minds. Fighting Mystics do not get along with Mind Mages seeing them as weaklings who win through trickery rather than relying on their own strength. Feral Fighting Mystics are constantly traveling either to find new opponents to spar with or new masters to learn from.

Fire Elementalist, evolved with a Fire Stone, Magic/Fire element.
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Barred from learning: Ice, Plant, Water magic.
Fire Elementalists have red hair, and are very passionate, especially about Taming, also they often argue with their Tamer about the right course of action to take in a given situation. Fire Elementalists are rarely found outside of a Tamer's Harem since other Fire-types are easier to obtain and usually just as effective in performing other roles. They do not get along with Water Elementalists seeing them as being too submissive and they consider Earth Elementalists to be boring although they don't actively dislike them. Fire Elementalists often act as though their libido is high rather than average, seeking as much Taming as possible and they enjoy new experiences, a Fire Elementalist will be willing to try just about anything once. They prefer their food hot and Feral Fire Elementalists live near active volcanos and hot springs.

Ice Elementalist, evolved with an Ice Crystal, Magic/Ice element.
Strong Vs: Dragon, Flying, Ground, Ice, Plant
Weak Vs: Fighting, Fire, Rock, Steel
Barred from learning: Fire, Plant magic.
Ice Elementalists have white hair, and never act without thinking through their actions. They dislike Thunder Elementalists seeing them as acting rashly by not thinking through their actions. Ice Elementalists are popular among tamers since they give all the benefits of having an Ice type in their harem without drawbacks such as low body temperature or inability to handle high temperatures. Ice Elementalists prefer their tamings slow and enjoy it when their tamer take the time to "seduce" them. Ice Elementalists prefer cold food and feral Ice Elementalists live in artic areas.

Mind Mage, evolved with a Psi Crystal, Magic/Psychic element.
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Barred from learning: Any spell which affects the body.
Mind Mages have hair which is white at the roots darkening to black at the tips, this will remain the case even if she has just had a hair cut. Mind Mages specialise in magic that effects the mind, and prefer to win battles using their intelligence and trickery to outsmart their opponent rather than outright violence. Because they focus on the mind, Mind Mages are some of the most intelligent Pokégirls around and as such are popular as assistants to researchers. However this focus on the mind means that Mind Mages have neglected the body and can't cast any spells which affect it, except healing spells which function at only 50% of their normal effectiveness. Mind Mages are hungry for knowledge and when not fighting will be studying, some focus on one particular area of study while others are generalists. Mind Mages do not get on with Fighting Mystics seeing them as barbarians who think with their fists. Feral Mind Mages are constantly travelling in search of new knowledge.
Poison Elementalist, evolved with a Venom Stone, Magic/Poison element.
Strong Vs: Bug, Fighting, Plant, Poison
Weak Vs: Ground, Psychic
Barred from learning: Earth, Plant magic.
Poison Elementalists have purple hair and a bitter attitude, and enjoy viewing things that others would consider ugly such as dying plants or destroyed buildings, especially if they're responsible for it. Obviously they enjoy destroying things from buildings to plants and those in legitimate occupation usually wind up in the demolition industry. Poison Elementalists are popular among thieves because their acidic spells are an ideal way of quietly dissolving locks, safes and other such obstacles without damaging the contents. Poison Elementalists do not get on with Druidesses due to their habit of growing beautiful plants. Feral Poison Elementalists live in areas of high pollution.
Shadow Elementalist, evolved with a Dark Stone, Magic/Dark element.
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Special Weakness: Vulnerable to attacks which create bright flashes
Barred from learning: Any spell which creates light.
Shadow Elementalists have black hair and are sometimes mistaken for Goths. Shadow Elementalists enjoy poetry and can usually be found reading a book of it or even writing some whenever they have a free moment, they also enjoy philosophy. Shadow Elementalists usually act as though any other activities, and that any but the most urgent conversations, are a needless waste of their time. The only people that they are willing to make time for are poet sub-type Goths who they like exchanging poetry with and other Shadow Elementalists who they enjoy having philosophical discussions with, when they are not reading each other their poetry. Shadow Elementalists don't get on with Steel Alchemists Seeing them as too focused on physical matters and not enough on matters of the spirit. Shadow Elementalists are sometimes found working for criminals who use their spells to black out large areas and so cover their escape. Unlike other Elementalists, Shadow Elementalists are nocturnal and don't like to be active during the day, feral Shadow Elementalists usually have a cave or other dark place that they can use to hide from the sunlight. They are not harmed by sunlight, but their eyes are sensitive and any Shadow Elementalist will need to wear dark glasses should she be active during the day. This is a clue to their greatest weakness, any attack which creates a bright light will blind and disorientate a Shadow Elementalist for a few moments. This also means that a Shadow Elementalist can't cast any spells which create light, even if that light is a secondary effect such as the flash that accompanies a fireball or lightning bolt.
Steel Alchemist, evolved with a Heavy Metal, Magic/Steel element.
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Barred from learning: Thunder, Water magic.
Steel Alchemists have grey hair with a metallic sheen. Steel Alchemists are capable of constructing devices that they call mechanicals, these mechanicals then fight for them in battle. In order to create a mechanical a Steel Alchemist must first forge all the parts and then assemble them inside a magic circle, they must then go through a day long ritual to activate it and bond it to their control. Once a mechanical has been activated it appears to be constructed of living metal since it can heal from damage although only at the same rate as the Steel Alchemist would, but it can benefit from healing magic and techniques just as the Steel Alchemist would. Initially a Steel Alchemist can only control one mechanical but as she levels up the number increases to a maximum of three. These mechanicals are roughly human in size but can be whatever shape the Steel Alchemist desires, some are humanoid while others might be shaped like a giant crab or a giant cat, although because of their weight no mechanical can fly or swim so ones shaped like fish or birds are unlikely. In combat mechanicals have strength x8 and toughness x6 and they can be fitted with weapons, initially a mechanical might have only a simple blade or a grasping claw but as the Steel Alchemists level increases she can add more weapons. Examples of weapons found on mechanicals include flamethrowers, net launchers, shuriken throwers, poison gas dispensers and shields. A Steel Alchemists can imbue her mechanical with spells which it can then cast so long as she has enough mana to power the spell, initially a mechanical can have only one spell imbued but as a Steel Alchemist levels up she can imbue more spells into a mechanical. The spells that a Steel Alchemist has imbued in a mechanical can be changed, but it takes one hour per spell that she wishes to change to do so. When she is not using them a Steel Alchemist stores her mechanicals in a pocket dimension, and this is also where she stores the toolkit which all Steel Alchemists seem to have from birth. Mechanicals are not without their weaknesses, first they share the same elemental strengths and weaknesses as the Steel Alchemist. Second the Steel Alchemist must concentrate to control them which means that she is virtually defenseless herself. Third any damage to her mechanicals is also inflicted on the Steel Alchemists spirit and it is a rare Steel Alchemist that can remain concious if all her mechanicals are rendered non-functional. Finally Steel Alchemists cast spells at 100% effectiveness only if they have imbued them in a mechanical, they can cast spells normally without using a mechanical but then the spell is at only 50% of its normal effectiveness. Some Steel Alchemists replace one or more of their limbs with mechanical prostheses, this is done either to replace a lost limb or deliberately to increase their combat power since these prostheses do not count against the number of mechanicals that a Steel Alchemist can control. However due to their small size they can only have one weapon and one spell stored in them. As might be expected Steel Alchemists are among the best metal workers and engineers in the world and many find themselves working in these fields. Steel Alchemists are very practical and they don't get on with Shadow Elementalists seeing them as being too interested in matters that have no practical bearing on life. Feral Steel Alchemists live near junkyards or other areas where they can find metal to construct their mechanicals.

Thunder Elementalist, evolved with a Thunder Stone, Magic/Electric element.
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Barred from learning: Earth, Water magic.
Thunder Elementalists have blonde hair and tend to act on instinct rather than think things through. They dislike Ice Elementalists seeing them as wasting their time thinking about problems rather than doing something to solve it. They are sometimes employed by people who may need an emergency source of electricity. Thunder Elementalists like their tamers to get on with it during taming rather than having them attempt a slow seduction. Feral Thunder Elementalists are the ones that people are most likely to encounter since they often live near power stations and lines, those in wilder areas live in places that have frequent thunder storms.

Water Elementalist, evolved with a Water Stone, Magic/Water element.
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Barred from learning: Fire, Thunder magic.
Water Elementalists have sea green hair and are calm and usually content to go with the flow. They despise Fire Elementalists for their tendency to argue with their Tamer and it would take extreme circumstances for a Water Elementalist to argue with or disobey her Tamer. They tend to frown on how flighty and undependable Air Elementalists are, though they don't actively dislike them. They are often found working on farms, particularly in arid areas where their ability to conjure large quantities of water is much prized. Like most Water-types they enjoy being in the water during Taming, they are also slightly submissive and are particularly excited by a Pokégirl who can use the Vine Bondage attack. Feral Water Elementalists live near large bodies of water.
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ELF, the Mystic Woodsgirl Pokégirl
Type: Very Near Human
Element: Plant/Magic
Frequency: Uncommon
Diet: Omnivore. Leans toward a vegetarian diet.
Role: Groundskeepers, gardeners, farmhands. Elves tend to make poor heavy laborers but excel when working with plants. Crop yields are 120% when Elves are used. However they make poor pets in an urban or polluted setting.
Libido: Low to Average. (Can be High to Extreme when emotionally attached to a partner.)
Strong Vs: Plant, Water, Psychic, Rock
Weak Vs: Ghost, Steel, Poison
Attacks: Leap, Command Plants, Sleep, Mystic Bolt, Shield
Enhancements: Longevity, Plant Affinity, Magical Affinity, Enhanced Senses, Enhanced Arm Musculature(x2), Flawed Constitution, Reduced Feral State
Disadvantages: Takes Double-damage from Poison Attacks. Takes 1.5 damage from domination attacks. Especially sensitive to sonic attacks. Low pleasure threshold.
Evolves: Grandelf (Mana Crystal), Elfqueen (orgasm), High Elf (normal), Avariel (Angel Stone), Dark Elf (Dark Stone), Gardelfwhor (Shield Stone + Thunderstone)
Evolves From: Drow Zee (Sun Stone)
Physically, the Elf Pokégirl is petite. They average a height of 4 foot 5", with any Elf edging toward 5 foot being exceptionally tall. They possess slender, athletic bodies with long legs and subtle albeit pleasant curves, with the majority falling in the A-cup range, with a few edging toward B. Most tend to be especially sensitive regarding the size of their chest, reacting poorly toward any criticism yet and expressing a good deal of shame when having to compete against other Pokégirls whom possess larger bosoms than their own. The classic physical feature of the Elf Pokégirl, their ears, can vary from being almost normal looking with a slight pointed edge, allowing them to pass for a human girl at times (though their height and natural grace makes this difficult), to some whom possess pointed ears that extend a good foot outward from the side of their heads. Despite whatever form their ears take, they are universally an extreme erogenous zone for the Elf Pokégirl.
All Elf Pokégirl possess creamy, pale skin, with hair typically worn long and with colors ranging from green to pale-ice blue to blonde to brunette, redhead, and black, but the breed average color is platinum blonde, and the one they're most famous for. Eye colors range the usual Pokégirl gamut, with blue and green being the average.
Athletically, Elf Pokégirls move with inhuman grace, expressing excellent dexterity and capable of swift running speeds. Their arm muscles are unusually powerful for their typical frail appearance, allowing the Elf Pokégirl ease of use with a bow and arrow, with a few capable of learning sword-style attacks. Despite their good running endurance, Elves make poor up-front combatants, their frail and tiny bodies not allowing for much in the way of protection from the more damaging attacks other Pokégirls are capable of. Almost universally, the Elf Pokégirl is a distance fighter, preferring magical assaults or their natural athleticism and maneuverability for those occasional, rare, dart-in strikes.
Personality wise, Elf Pokégirls run the typical gamut, but all as a rule express a love and powerful empathy in regards to natural settings and their environments. All Elves try to relocate to such areas whenever possible, and tend to yearn for such when in a traveling Harem that takes them away from the massive, old-growth forests Elves typically prefer to call home.
Sexually, all Elves suffer from a low-pleasure threshold, making them poor sex-battlers. With a libido of low to average, some elves can come across as almost prudish, a few stubborn Elves even going so far as to actively refuse an offer of taming when aggravated.
Despite this seeming unwillingness, however, the low pleasure threshold means that it's relatively easy enough to seduce an Elf Pokégirl into Taming, though they typically express further aggravation with their Tamer afterwards. Others tend to simply regard taming as any other Pokégirl would. An Elf Pokégirls libido, whether starting out low or average, can become high to extreme whenever they forge an emotional bond of some sort with their Tamer (typically, while sharing an alpha or delta bond), making them very, very greedy for tamings with that specific partner, and willing to go to lengths that would have made them recoil in shame and embarrassment previously to get that taming. Additionally, Elf Pokégirls possess an odd feral state, making them prone to falling into a sort of torpor/hibernation until they can be tamed again. Because of this, Elf Pokégirls have an extreme anxiety about being alone, knowing that this could lead to them falling into torpor, only to be caught and tamed by any wandering Tamer, or, worse, a Feral Carnivorous Pokégirl, whom may have little qualms about making a meal out of their recent taming partner.
Socially, Elves get along with all plant-type Pokégirls, though eschew and are actively fearful of Poison-type. They also express an in-built deference to all Elf-type evolutions, barring the Dark Elf, which no Elf ever gets along with, no matter what a Dark Elf might claim.
Due to the Elf's sensitivity to their environs, it is almost impossible for them to be kept in a city, as they react poorly to the host of chemicals that are present in an urban center, making them a poor choice for Pet Owners living anywhere near civilization. They are insanely popular with Farmers and other individuals whom prefer the wilderness to the comforts of a major urban location. It is not unusual to walk onto a farm and find numerous Elf Pokégirls and their evolutions being kept by a single Farmer and his family, the Elves doubling as both workers and protectors for the Farm itself.
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ELFQUEEN, the Regal Forest Queen Pokégirl
Type: Very Near Human
Element: Plant/Magic
Frequency: Rare
Diet: Vegetarian
Role: Caretaker of forests, ruler among elves. Lands an ElfQueen and a team of Elves cultivate have a 220% crop yield, however they make poor pets in urban areas and rapidly sicken in polluted regions.
Libido: Average to High (can become Extreme with Tamers they are emotionally attached to)
Strong Vs: Psychic, Plant, Ground, Rock, Water
Weak Vs: Fire, Dark, Fighting
Attacks: Power Bolt, Dazzle, Reflect, Heal, Command Plants, Summon (Elf-types save for Dark Elves, Bondage Elves, and Bondage Queens), Rose Whip, Wood Tower, Grass Floor, Lance
Enhancements: Longevity, Plant Affinity, Magic Affinity, Gardener, Enhanced Hearing (x4)
Disadvantages: Takes double damage from Fire attacks.
Evolves: None
Evolves From: Elf (orgasm)
ElfQueens evolve from Elves who experience intense orgasms, most often from one they are Delta-bonded to. When this occurs the Elf gains two feet in height and usually one to two cup sizes (maxing out at around six feet and a D cup). Their skin becomes pale and their hair (if not already this color) typically becomes shades of red, brown, or blonde, though bright blue, silver, or even white are not unheard of. For some reason all ElfQueens can be found in flowing, low-cut gowns that match the colors of the local trees (silver if there are no local trees) and change colors with the seasons.
Feral ElfQueens claim forests, or large sections of forests, as their domains, sending out a mystical call that attracts Feral Elves to them. Typically the Queen forms a colony of twenty to a hundred Elves, with Avariel Elves, Dark Maidens, Drow Zees, High Elves, and occasionally the odd Golden Elf or Grandelf mixed in. Within her domain the ElfQueen claims absolute authority, but practically this is usually limited by the amount of other Pokégirls and humans in the area. Once a colony is established the Queen has her subjects start making natural-seeming modifications to the lands about them, to provide for better food, defense, and plant growth. Forests under an ElfQueen's care experience rapid growth but ElfQueens are cautious enough to know both when to stop planting and when to trim back the woods to maintain ecological balance. Somewhere within the woods the ElfQueen will establish her Court. Oftentimes the Court might be situated in a grove though some ElfQueens have been known to have large trees made into their palatial homes. It seems to be a matter of taste. When two Feral ElfQueens cross paths one of two things happens. Either the "defending" Queen plays gracious hostess to her fellow royalty or (if one or both are of the arrogant, snobbish persuasion) a fight breaks out. These battles are rarely to the death. Usually the loser is forced to concede her domain to the winner and become a servant of the victor.
Tamed and Feral ElfQueens share a few common traits. First is their love of nature, especially plant life. ElfQueens always carry some token of the plant world with them, be it their traditional flower-wreaths, flowers sewn into their clothes or woven into their hair, or even vine bracelets, chokers, or anklets. They both hold Dark Elves, Bondage Elves, and Bondage Queens in nothing but the lowest of contempt, openly ridiculing them as mockeries of Elvenkind. Tamed ElfQueens will not usually start attacks on Dark Elves, Bondage Elves, or Bondage Queens they run across, but they will loudly encourage their Tamers and Harem-sisters to avoid such Pokégirls or drive them away. Feral ElfQueens have an attack-on-sight policy. Putting an ElfQueen and a Dark Elf, Bondage Elf, or Bondage Queen in the same harem is a very bad idea. The ElfQueen will likely lash out, provoking battles until one or the other is dead or otherwise removed. Finally, both Tamed and Feral ElfQueens have a very odd deference to Grandelves. They become meek and quiet in the presence of Grandelves, and tend to rely on them for advice. Also, both kinds of ElfQueens get along well with High Elves.
In battle ElfQueens take on a field commander position. They direct their subjects (and for Tamed ones their sisters) into strategic positions. Because an ElfQueen gets to know her subjects (or Harem-sisters) early on they generally know the strengths and weaknesses of what and who they have to work with and lay out their plans accordingly. Weaker subjects or sisters are directed towards where there is the least risk while others are deployed as best as the situation will allow and the ElfQueen provides support from a distance with her attacks. While the ElfQueen doesn't like to fight herself, she will to protect her subjects or Harem-sisters. They often get quite protective of other Elf-types in a Harem, as well as smaller and physically or emotionally weaker Harem-sisters, and have been known to put themselves in danger to protect those Sisters. When they do directly battle it's from long-range, using their power to control plants to twist the environment to their benefit and lashing out with Rose Whip and Power Bolt, often after dazzling a foe.
ElfQueens generally have average to high libidos. Although they only need Taming twice in a month, they are happy to receive it whenever. When it comes to Taming an ElfQueen loses her air of detachment from the world and can become very blunt with her desires, but only in private. In public they are prim ladies when the subject is brought up. With Tamers they are emotionally bonded to (or Delta-bonded with) an ElfQueen's libido rapidly increases to Extreme and they become very demanding of their lover's time and attention. They don't like to share their partners and they don't like being kept waiting either.
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ENCHANTRESS, the Sexy Sorcery Genius Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Very Rare
Diet: human style diet
Role: sex-slaves, retainers, spies, magical item artisans
Libido: High to Extreme
Strong Vs: Dark, Fighting, Poison
Weak Vs: Fire, Ghost, Bug
Attacks: Power Bolt, Mana Bolt, Reflect, Shield, Smile, Sing, Glare, Yell, Cry, Hypnotic Gaze, Backstab, Rapid Stroke, Angel Eyes, Rune Chain
Enhancements: Magical Affinity, innate ability to craft and enchant items of many kinds, Enhanced Sensitivity (x4), Enhanced Senses (x3), Enhanced Reflexes (x3), Longevity (for Dark Elf evolved Enchantresses)
Evolves: Archmage (E-stone Ceremony; see Archmage entry for details)
Evolves From: Witch (Moon Stone), Dark Elf (Mana Crystal)
An Enchantress is quite the opposite of her most common pre-evolved form, which was a Witch. An Enchantress fills out more, becoming quite shapely, her breasts growing out to a nice C-cup and a thin waist and lithe frame. They usually tend to be dressed like Harem girls, or even similar to Domina. Though both styles of clothing have a crescent moon pattern printed somewhere. Usually near the waist, on one of the breasts, or shoulders. Though rarer than others, Enchantresses that evolve from Dark Elves often have darker skin (often the same color as when they were Dark Elves) and enjoy their longevity as well. These Pokégirls retain their pointed ears, although they do not keep the same level of sensitivity to sound that is normally associated with elf-types. Their longevity seems to lessen, however, and there have been known Pokéwoman Enchantress' Pokégirls that evolved from Dark Elves by the time they reached 40 years of age. Research is ongoing as to why this is, but this type of Enchantress is rather rare and there has been little headway made in this research so far.
Be warned though, Enchantresses are known for being quite jealous, though this is because they can become quite loyal to their Tamer… Almost bordering obsession. Enchantresses' obsession with their Tamer is quite evident, since they can be very competitive with any and ALL amorous or lustful Pokégirls that are in the Tamer's harem. An Enchantress can also become quite jealous when a Tamer begins to show other Pokégirls of his harem more affection. Put simply, an Enchantress is a sex fiend and an attention hog. It is highly recommended that any tamer that has an Enchantress be sure to put some time aside every day to spend with her, or else she will become very moody. And getting her out of this mood can take a great deal of effort. Lazy tamers should NOT keep an Enchantress in their harem, as this breed will never target another Pokégirl with their obsessive loyalty. However, they do get along well with Pokégirls that do not have high libidos, but are still far too selfish to be useful as an Alpha or a Beta within any harem. This breed also seems to enjoy all sorts of sexual acts and picks up on sexual techniques rather easily, although they do prefer a one-on-one taming with their tamer than to be in a group all at once. However, their bodies are extremely sensitive to touch, and although this can be negated with training to some extent, the Enchantress usually requires spells to deaden their senses to the point where they will be most useful in sex battles. This sensitivity does come in handy for their tamers, however, who may otherwise have a difficult time with their needs.
An Enchantress is also more of a tricky Magic-type of Pokégirl to handle when in battle. Not only are her spells weaker than a Sorceress of the same level (an Enchantress' magical strength is about 75% the overall strength of a Sorceress' at the same level), and she has a few attacks that are useful for damage, but her true strength is in her wide range of status effect attacks. This is also the area that her psychic powers are prevalent, since she has many Psychic-based Status Effect attacks. In general an Enchantress is best used in a support role or in sex battles rather than as a frontline combatant, although she can be used successfully to capture many types of Pokégirls, as long as they are not too fast to avoid her techniques. These Pokégirls do well in such positions, and other than supporting roles they are found commonly for their real benefit to a tamer.
The true benefit of evolving a Witch into an Enchantress (other than lots of sex) is their unsurpassed ability to make magical items ranging from potions to permanently enchanted items. All other mages when they wish to create a magical item must first obtain the item to be enchanted (usually at great expense and/or difficulty) an Enchantress instinctively knows how to fabricate such an item and if provided with the correct tools and materials can make one of sufficient quality to withstand enchantment. Note this applies only when creating a magical item, so an Enchantress will only know how to make a sword if she is seeking to create a magical sword and will forget how to make swords once she has forged one for enchanting. Also note that Enchantresses are perfectionists when creating items for enchantment and will demand the best materials and tools unless the need for the item is urgent.
Also unlike other mages they need not cast the spells with which an item is to be enchanted themselves. Another magic user will suffice so long as the Enchantress casts the enchant item and permanence spells and scribes the magic circle to be used for the enchantment. However only if an Enchantress is 100% involved in the enchantment process, from constructing the item to casting the spells, will there be no chance of the enchantment process failing. However, despite their proficiency with enchanting items and creating all sorts of magical objects, they find it extraordinarily difficult to craft new spells. Although they can learn new spells quickly enough, creating new ones take four to five times longer than most other magic-casting Pokégirls do. This may seem a deficiency, but considering the lack of tamers and magic teachers able or willing to teach their Pokégirls magic, this is usually a very much forgotten facet of the Enchantress.
Feral Enchantress, though very rare, are found near what mages call 'ley lines'. These ferals likely can sense the greater magic in the area, but are unable to use it at all due to their feral state. In this state, they lose almost all use of their magical abilities and tend to run away from anything not male, or possessing a male appendage. Research shows that where one finds a feral Enchantress one will find, with a fairly high chance, a Dildoqueen (or some evolution of such) in the vicinity as well, the two often spending much of their time foraging for food or Taming, for the little good that it does them. When approached by a male, feral Enchantress often prefer to make themselves available for a taming rather than fight or run away, unless the tamer is obviously abusive or threatening her.
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ESPER, the Aeon Pokégirl
Type: Varies
Element: Magic/varies
Frequency: Very Rare (All Leagues)
Diet: varies
Role: varies
Libido: varies
Strong Vs: varies
Weak Vs: varies
Attacks: varies
Enhancements: varies
Evolves: None
Evolves From: None
Espers were supposed to be Sukebe's ultimate weapon, seconded only by the Legendaries. Thirteen were created at first, each one of a different elemental type, some differing from the normal Pokégirl classifications. But for some reason, they rebelled against Sukebe's forces and left for another dimension near the end of the War. They left no trace behind, no means of following them to wherever it was they had gone.
They were thought to be lost at first, but a few years later, a powerful Pokégirl was seen speaking to a Shrine Maiden. Shrine Maiden's Tamer, a young man named Incaros, scanned the Pokégirl, which registered as an Esper. Soon after, the Esper appeared again, summoned by the Shrine Maiden via the contract that she had made with her. This was the first recorded instance of a Shrine Maiden's summoning ability.
Espers are among the most chaotically arrayed Pokégirl types ever, capable of having nearly any elemental type possible. (There was even one rather ridiculous incidence of an Esper who's magical powers were based entirely on food.) Very few Espers have been recorded as being native to this dimension throughout history, those that remain being mistaken constantly for other Pokégirl types. Fewer still have occurred through threshold, no more than 1% of all Espers occuring from it. Some Espers have been known to take advantage of this fact, acting in a manner similar to Farfuck'ds, pretending to be delusional to hide their identities.
No one knows if Espers will return en masse to Earth one day, as they left on very bad terms with their fellow Pokégirls. There is a growing belief that they may return to Earth one day, should Parity become a reality.
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FAIRYCUTE, the Fairy Pokégirl
Type: Metamorph
Element: Flying/Magic
Frequency: Uncommon (Crimson League)
Diet: berries, pokechow
Role: spying
Libido: Average
Strong Vs: Ground
Weak Vs: Rock
Attacks: Enlarge, Reduce, Spark, Burst
Enhancements: Flight, size alteration
Evolves: FairyCuter (normal), SexyCute (mechanism unknown), HentaiCute (orgasm), Spitfire (Fire Stone), Nixie (Water Stone), Pixie (Thunder Stone), Layer Angel (E-Stone Ceremony, strong bond with tamer or compatible enough to create one), Psifey (Psi Crystal)
Evolves From: SexyCute (mechanism unknown)
FairyCute are born as full size Pokégirls, but they can shrink themselves up to a sixth of their original height, which is generally a foot tall, though the exact height can vary by two inches. They keep this size because it is much easier to move around unnoticed and it's also easier on their environment when they don't need to eat much. At any desired time, they can re-enlarge themselves back to their original height, which they do for bathing, sex and breeding.
The Fairy Cute was devised as the best possible light mobile Pokégirl ever. Their main purpose was to shrink themselves and sneak into facilities where the ventilation shaft was too small for normal Kunoichi and security was too tight for a Drow Zee to Shadow Teleport.
It should be noted that FairyCutes are less magically active than their other fairy brethren, such as the Titfairy or the elemental Pixies.
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FAIRYCUTER, the CUTER Fairy Pokégirl
Type: Metamorph
Element: Flying/Magic
Frequency: Rare
Diet: Berries, pokechow
Role: Spying
Libido: Average
Strong Vs: Ground
Weak Vs: Rock
Attacks: Enlarge, Reduce, Spark, Burst, Sleep Powder, Poison Powder, Aura of Cute
Enhancements: Greater stamina, strong mana reserves
Evolves: HentaiCute (Orgasm), Psifey (Psi Crystal)
Evolves From: FairyCute (Normal)
FairyCuters live up to their names. While FairyCutes are cute, FairyCuters are much cuter, though it's hard to define how they become cuter. Their physical attributes rarely change much, but most tamers often feel as though they're compelled to hug the FairyCuter and squeal with girlish glee... sometimes the most harden of male tamers might find themselves doing so, even if it's only a "momentary relapse".
FairyCuters only show a less-than-cute side when there's a CutiePie nearby. FairyCuters and CutiePies who notice each other find themselves unable to stop from having a "Cute-Off", where they race around a city, verbally tallying indications of reactions to their "cuteness". During this time, they find themselves unable to lie, and the one who loses will generally burst into tears, hurrying to their tamer or nearest lover for consolation (if they don't have one yet, generally the first person to try and console them is chosen). This is, perhaps, one of the only instances that most CutiePies will not be shy.
FairyCuters often have a high libido after a "Cute-Off" (provided they win). No one is quite certain WHY FairyCuters and CutiePies have this innate competition, yet FairyCutes and CutiePies do not, though some suspect it may have to do with something in their "Aura of Cute".
Feral FairyCuters seem downright arrogant about their cuteness, openly teasing those who are 'less cute', and sometimes pulling cruel pranks. Though these pranks may seem simply childish, some carry an almost palpable malevolence, though these FairyCuters are mostly those who've been abandoned by tamers when they were merely FairyCutes.
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FALLEN ANGEL, the Troubled Angel Pokégirl
Type: Near Human Metamorph
Element: Magic/Dark
Frequency: Rare
Diet: human style foods, meats are common
Role: Aerial scout and shock trooper
Libido: Average to High
Strong Vs: Magic, Psychic, Ghost, Rock
Weak Vs: Fighting, Bug, Ground (when not flying)
Attacks: Dark Blade, Shadow Shot, Gust, Shield, Dazzle, Feather Shuriken, Energy Drain, Lure, Illusion
Enhancements: Limited Metamorph - can manifest wings or dismiss them at need, Efficient digestive and immune system, Night Vision, Enhanced Reflexes (x4), Enhanced Strength (x3), Enhanced Speed (x4)
Evolves: Demoness (additional trauma and a Dark Stone), Archangel (Combat Variety Only: Return of Emotional closeness + Dawn Stone)
Evolves From: Angel, Seraph, and Warrior Nuns (major trauma/bad experiences; Dark Stone will greatly increase the chances, but isn't needed), Ophanim (normal; shown mercy after battle on field of honor)
Angels, Seraph, and even Warrior Nuns usually evolved into Fallen Angel either after believing they have completely failed their Tamers or by seeing a brutal and often bloody battle. In the case of a Warrior Nun, however, this also includes being unable to save the lives of the innocent during some sort of altercation. While any and all of these factors can make an evolution into a Fallen Angel, the chances tend to be rather low unless a Dark Stone is present: at which point there is a good chance the Pokégirl will evolve into a Fallen Angel. A Fallen Angel looks, physically, much like they were before their 'evolution,' with the main physical changes being their wings, hair, and eyes often changed to a dark purple or black color, otherwise, are identical to their non-Fallen counterparts. Clothing, if left to them, can vary widely, but is usually of colors reflecting their troubles and the ones with high libidos usually wear sultry and sometimes revealing clothing as well. Almost every Fallen Angel prefers to wear clothing of some sort, however.
Behavior depends on how they became a Fallen Angel in the first place. Those who became Fallen Angels by believing they have failed their masters often have a depressing demeanor, have low confidence in their ability, and are often very submissive towards their masters. Fallen Angels of these types are often willing to go many lengths to earn their master's approval. If the Pokégirl became a Fallen Angel via some major trauma, on the other hand, they tend to take solace in battle, taking out their aggression and frustration against anything that her tamer pits her towards. This is the kind of Fallen Angel that needs to be watched carefully by others, lest they kill their opponent. In Harems, they tend to be passive and are easily dominated by other Pokégirls unless they believe doing so would lose favor with their master. Combat ability is hampered by their low self confidence, but winning a number of battles and/or the encouragement of their masters can overcome this problem. If the Tamer is able to restore her confidence (being made Alpha has been seen as the quickest if not easiest way), then she will likely take on a less depressing attitude and will be very affectionate (and often times aroused) towards their Tamer while having a friendly or indifference towards others. However, the event that made her believe that she failed her master can still cause great guilt within any Fallen Angel.
Fallen Angel traumatized by intense combat will be cold/indifferent towards people (including her Tamer) and will try to avoid making friends as they feel everyone going to die anyway. In combat, they are often brutal in fights and need to be restrained as they may end up killing their opponent. On the other hand, they most often have high libidos and can be very passionate in bed. It is believed that they find relief from their trauma in sex. Although it's difficult and take a long time, a Tamer can earn the love of these Fallen Angels. However, this love is often reserved in front of others and when they are alone with their Tamer in which case they will openly display care and love towards their Tamer. Earning their love usually involves a long process of caring for their well-being and overcoming their emotional barriers. Thus, these types of Fallen Angels are popular with Tamers due to their combat ability and libidos and don't need to have their confidence be rebuilt. They are also very popular with Tamers who don't want the emotional attachments.
When fighting, they will often try to throw their opponent off balance with long range attacks, Lure, Illusion, and/or Dazzle to allow them to close in. Once up close they will use their Dark Blade along with other attacks that are effective at that range and use Energy Drain to make sure they can keep going. The Dark energies they now have seem to amplify their physical abilities allowing them to better able to fight up close. Although not a flying type, when their wings are manifested they may utilize Gust and Feather Shuriken techniques to attack with. However, unlike the normal techniques of these types, Fallen Angels imbue their Flying-attacks with their magic, which somehow makes them much more effective against Rock-types than they otherwise would be.
Fallen Angels are rare mainly due to the fact that the situation for them to evolve into one doesn't come up very often, although they do 'evolve' from three different celestial Pokégirls. Feral Fallen Angels are even rarer as all Feral Fallen Angels are the ones traumatized by combat and lost their Tamer (either by death or by separation) and weren't able to get Tamed. Caution is strongly recommended as Feral Fallen Angel will try kill you if provoked and sometimes goes to the ends of the world to do so. Threshold girls may become a Fallen Angel if they fulfill the requirements that an Angel has, but it is believed that it would be very unlikely with some arguing that it isn't possible. It is rumored that if a Fallen Angel can get over her troubles, she may become an Angel again. However, if they suffer more trauma while being exposed to a Dark Stone, they may evolve into a Demoness.
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FARFUCK'D, the Delusional Pokégirl
Type: Very Near Human
Element: Magic (Functionally Insane is not an element, despite what most people would like to think)
Frequency: Rare
Diet: Near Human Diet (herbivore)
Role: Force Multiplier
Libido: Average
Strong Vs: None
Weak Vs: None (Technically)
Attacks: Reflect, Absorb, Imitate, Counter, Sketch
Enhancements: Highly Advanced Learning Ability, Intuitive Analysis Skills, Enhanced Memory, Enhanced Reflexes (x5)
Disadvantages: Delusional, Distorted Reality Perception
Evolves: None Known
Evolves From: Shadowgirl (Moon Shard)
FarFuck'Ds are insane. This is a constant, consistent, unshakeable belief held among the Research Community, Tamers, and Breeders.
Several theories among researchers hold that Sukebe was, at certain points in the war, pressed to bring to bear assets that were not initially combat ready, nor having gone through any field trials or testing. They cite occurrences that are obviously 'fail states' or errors in the taming and bonding process, such as feral shock, personality inversion, dependency syndrome, and other symptoms.
They also cite FarFuck'Ds as clearly damaged products.
Salvaged lab records do offer the original intent of what the FarFuck'D was meant to do. The original breed's specifications was a planned force multiplier, allowing them to be paired up with powerful, rare Pokégirls and imitate their assault attacks, effectively doubling the firepower output of a Pokégirl assault force while not being limited in Pokégirl rarity or needing to know the attacks beforehand. Recovered battle records from the Revenge War, while sketchy, have confirmed that this same tactic was used successfully at least once, where a high-level Sphinx and what was later confirmed as a FarFuck'D successfully held off an entire battalion of human ground forces by employing high level magical attacks. Due to this documented success, researchers have theorized that the first production run of FarFuck'Ds were initially perfect, fulfilling the role they were designed for.
Whatever the case may be, whenever official documentation and study of the breed from captured parthenogenesis specimens from the wild (and, disturbingly, several threshold cases) began, a specific trend was noted among all observed FarFuck'Ds. They were completely, and utterly delusional as to what they were. Worse was what the FarFuck'Ds in question thought they were. Several of them thought they were normal human woman, discounting Pokéball capture and time spent therein entirely and claiming that the scanners employed were obviously defective. Others admitted that they were indeed Pokégirls, but could not agree on the breed, thinking themselves another type of Pokégirl. Worst were the ones picking up their mental cues from popular culture, such as manga, B movies, or more powerful, infamous Pokégirl personas. (One sad case in AS 278 claimed to be Mao Shin Mao herself, and was swiftly killed shortly thereafter.)
All of this would be easily discounted if it weren't for the worrying and disturbing fact that the FarFuck'D's spread of abilities, enhancements, and attacks are uniquely suited to supporting this delusion. Using Imitate, Absorb, Reflect, and Sketch, a FarFuck'D in the throes of battle assuming a role can be very impressive to watch as they subconsciously let loose a flurry of attacks and status modifiers to make reality conform to what they think it should be. They can even learn attacks at an accelerated rate, often times being capable of mastering an attack after witnessing it being employed only once. All this, taken together, would make FarFuck'Ds a very useful breed in battle, if it weren't for the slight problem of their delusions. When thinking themselves a Pokégirl, they are completely involved in the role, assuming all weaknesses of said Pokégirl type - made all the more annoying by the fact that FarFuck'Ds -have- no weaknesses. A few even go so far and are so convincing that they actually fool others into thinking they really are that Pokégirl... until the Pokédex is employed, and the scanning function reveals just what type Pokégirl they are.
As mentioned before, FarFuck'Ds are clearly and utterly delusional. In almost two hundred and fifty years of documentation, no recorded incident or technique has ever been documented to shake this delusion. Only massive psychic trauma has been noted to have any effect on a FarFuck'D, and typically then, once recovered, all it does is shift said delusion slightly. There is only one case of a FarFuck'D admitting that she -is- a FarFuck'D on record, and those knowledgeable of that freak occurrence consider it a dismal failure. While the FarFuck'D in question readily admitted what she was, she was also stuck in a half-feral state, unable to speak normally half the time and easily stressed out, with a tendency to rapidly dissolve into a complete feral state unless tamed at a more than regular interval. Most researchers are of the opinion that this FarFuck'D was clearly brain damaged, but no autopsy reports are on file to confirm this.
Having a FarFuck'D in a harem is considered a complete and utter crapshoot. Oddly enough, FarFuck'Ds whom consider themselves to be human women have found to be rather useful as harem Alphas and Betas, perhaps understanding on a subconscious level that they still require taming, and responding to the psychological cues that indicate an actual bond is in place. It's worth noting that they often consider their 'Tamer' their 'boyfriend' instead, leading to some occasional misunderstandings. Despite this one useful trait a FarFuck'D can display, most Tamers and Researchers flat out refuse to have anything to do with them. As a result, they are typically let back out into the wild(often illegal in most places), euthanized (in the more pro-Pokégirl control leagues), or cycled into long-term storage.
Physically, FarFuck'Ds run the typical gamut of human woman in terms of appearance with no set average, and tend to go to great lengths to assume what they view is the ideal 'body type' for their role, often times without realizing it, investing in body-modification powders and transformative magics to do so. A number of FarFuck'Ds have been known to subconsciously pick up on learned spellcasting to further enhance the illusion, leading a number of well-known Researchers to remark in worry over just how far this breed will go in order to keep up with their view of reality. A number of Mages have advocated making it illegal for someone to teach FarFuck'Ds regimented spell casting, fearing what the end result might be.
Most Breeders absolutely refuse to breed FarFuck'Ds, and the majority of these cases, sadly, come from threshold incidents. A few Ranches worldwide pride themselves, however, on having a FarFuck'D or three on hand to satisfy those Tamers whom are seeking Pokégirls for completion sake.
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FLOWERGIRL, the Blossom Pokégirl
Type: Near Human
Element: Plant/Magic
Frequency: Uncommon
Diet: Vegetarian
Role: Farmers, plant caretakers, Sex battle `tanks'
Libido: High
Strong Vs: Rock, Water, Sex attacks
Weak Vs: Fire, Ice, Bug
Attacks: Command Plants, Leech Seed, Regenerate, Antitoxin, Root, Virus, Anti-Virus, Petal Armor, Lure, Fruit Juice, Grass Floor, Lust Dust, Bloom, Buttsprout, Gender Dust, Paralyzation Powder
Enhancements: High Sexual Endurance, Plant affinity, Magical Affinity
Evolves: Moonflower (Moon Stone)
Evolves From: None
Flowergirls are among the more `acceptable' types of Pokégirl, mainly due to the fact that they quite literally cannot learn direct offensive techniques. Try to teach them something like Solar Beam or Mystic Bolt and it will not take at all. They are caretakers, gardeners and farmers, completely gentle souls that cannot bring themselves to harm someone physically. They are generally used to help keep farm yields high so that there is always enough food for everyone. They have an instinctive knowledge of plant needs, and at least one can be found in any farming community or city park or greenhouse. In addition, Flowergirls can increase the flower/fruit/vegetable yield in the area they call home by 20%.
Plants under the care of a Flowergirl are more resistant to parasites and diseases, although the Flowergirl must be kept in contact with them daily. Otherwise the benefit of their touch vanishes quickly. Flowergirls, have light green skin, dark, glass-like eyes, and hair that is actually vegetation typical of the area. This `hair' is studded with beautiful flowers (again, those that are common to the area) that have an intoxicating scent. In addition, their clothes, no matter what the material, always change into garlands of flowers, leaves, and vines. Flowergirls can control the intensity of the scent of their hair-flowers, ranging from just sweet smelling to inducing a dizzying effect on any human or Pokégirl nearby. This scent affects Buzzbreasts and Buzzqueens to a greater degree, and has a 100% chance of inducing the status effect Attraction in them. Another advantage Flowergirls have over Buzz breeds and, as recently discovered, Wasp breeds, is a total immunity to their transformative poisons.
One major thing that sets Flowergirls apart from most plant types is their astonishingly high sexual endurance. They are not immune to their own Lust Dust, and that, combined with their Regenerate ability, give them the ability to withstand a lot, sexually speaking. They can quite literally go for hours, although they also are understanding and tolerant of any Tamer who can't keep up with them. They usually just turn their attentions to another Pokégirl in the harem. While in sex battles involving the first one to orgasm being the loser they are useless, in endurance matches they are unbeatable. This sexual endurance has made them very useful in towns near Buzzbreast hives.
Due to the fondness Buzzbreasts have for Flowergirls, they tend to swarm them, taking to their hives for Taming orgies. This arrangement works out fine for Flowergirls, who also have a great fondness for Buzzbreast honey.
Flowergirls are among the more common types of Thresholds. In towns frequently plagued by Buzzbreast attacks, girls that Threshold into Flowergirls are held in high regard. In turn, they are well taken care of by the villagers.
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FOXYMAIDEN, the Hot or Cold Vulpine Pokégirl
Type: Near Human
Element: Fire/Magic or Ice/Magic
Frequency: Very Rare
Diet: hot spicy foods or chilly cold foods
Role: puzzle solving, having fun
Libido: Average
Strong Vs: Bug, Fire, Ice, Magic, Plant, Steel or Dragon, Flying, Ground, Ice, Magic, Plant
Weak Vs: Dark, Ground, Rock, Water or Dark, Fighting, Fire, Rock, Steel
Attacks: (Hot) Firestorm, Firesword, Warm Embrace, Fireblast
(Cold) Mist, Ice Blade, Snow Storm, Chilled Arousal
Enhancements: Enhanced Hearing (x3), Enhanced Olfactory Sense (x2), Enhanced Sight (x2), Heat Aura or Cold Aura
Evolves: None
Evolves From: Fire Maiden ('hot' Foxymaiden; Fox E-Medal), Ice Maiden ('cold' Foxymaiden; Fox E-Medal)
Foxymaidens are a fairly recently discovered Pokégirl type. They come in two varieties based on the Pokégirl they are evolved from. In the above stats, the first listings are for 'hot' Foxymaidens, and the secondary listings (coming after 'or') are for 'cold' Foxymaidens.
A Firemaiden will become a Foxymaiden with fox like ears and a tail covered in bright red fur with black fur in the tips. Their hair is always some shade of red, and they prefer to wear it long. Their eyes tend strongly towards green, though other colors are not unheard of.
An Icemaiden who evolves into a Foxymaiden will have long blue hair and her ears and tail with be covered in white fur with dark blue fur at the tips. Their eyes tend to be light blue.
One peculiarity of the breed derived from its dual nature is that the personality traits normally equated with their elements have been switched. "Cold" Foxymaidens tend to be friendly, boisterous, and chatty, whereas "Hot" Foxymaidens tend to be more passive and aloof, rarely initiating conversation without a pressing reason, or when in private with their Tamer.
In combat, their personalities shine through into their fighting styles. "Hot" Foxymaidens prefer to conserve motion, striking with the fewest number of attacks necessary to end the fight quickly, while "Cold" Foxymaidens will enthusiastically cover the area with Snow Storms to defeat a foe (and likely follow the battle with an attempt to start a snowball fight).
Foxymaidens of both types are very affectionate and enjoy spending time with their Tamers. They particularly enjoy cuddling of all kinds, especially after a Taming. They are also very intelligent and enjoy puzzles, riddles, and novels of all sorts.
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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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GEL BELLE, the Sticky-Skin Pokégirl Type: Near Human
Element: Water/Magic
Frequency: Rare
Diet: Herbivore
Role: Spy, Scout
Libido: Average
Strong Vs: Bug, Rock, Steel, Psychic, Ground
Weak Vs: Plant, Electric, Ghost
Attacks: Takedown, Water Spear, Slick Stroke, Water Sword, Rain, Snake Tongue, Eternal Softness, Absorb, Entrapment
Enhancements: Enhanced Endurance (x4), malleable physiology, camoflauge skin, recoil absorption
Evolves: None known
Evolves From: Eva (after three tamings with a Slimette)
Taming a Slimette requires a patient Tamer. Fortunately, tamers that also have an Eva in their harem are almost always patient to begin with, to deal with such a skittish Pokégirl. But it takes an unusual tamer to have taming sessions with both at once, which was how the Gel Belle was discovered. After several taming sessions, the Eva evolved, much to the surprise of her tamer. The Slimette, on the other hand, almost didn't notice a thing. Unlike the Slimette, the Gel Belle retains her intelligence from her previous form, while losing some of her actual physical structure at the same time. More humanoid in that they don't look like a lump of mud from the waist down or anything like that, the Gel Belle has no true specifications to her body size, as they can alter their shape to some degree. These Pokégirls can change the size of their breasts, can make themselves taller... but doing so requires more energy, and as a result they need more food to eat until they manage to maintain their chosen form. As such, they can become as large as a Snorlass after eating a comparable amount of food that they would eat, but would require doing so until they choose to change to another form. However, shedding the additional size and bulk can take months of exercise to do. The average Gel Belle, however, loses their hair and possess B-cup sized breasts, and few are taller than five and a half feet in height. Their skin color changes often, enabling the Pokégirl to blend in like the pre-Sukebe lizard known as a chameleon against objects around her... when she's nude.
These Pokégirls are known for their well-rounded usefulness, in both battles and sex battles. One thing that marvels researchers and Tamers alike is the Gel Belle's ability to use their Takedown attack without suffering the recoil that most Pokégirls deal with after the attack connects. After some studies, however, it was realized that it is due to their unique genetic structure, and strangely, their body does not react to outside attacks in quite the same way as it does with attacks that she makes. Just as unique is how the Gel Belle can only transform up to half of her body at any given time, and seems unable to alter anything above her shoulders from what could be considered normal for her. The Gel Belle is often looked down upon by Tittos, as they aren't quite as capable as the Titto is, and Gel Belles sometimes look up to the Tittos for being what they aren't. However, just as many hate the Titto for showing them up with their complete transformation capabilities. They do, however, tend to get along with Slimettes, Slimette Princesses, and Slimette Queens, and tend to lead those Pokégirls into battles or makes sure that they understand what is needed of them by their tamer.
Something that can annoy some tamers is the way that a Gel Belle's skin, when she's hot, becomes sticky rather than smooth and soft. Gel Belles hate getting too warm, and some have even refused a taming when a fire-type is present. This is often the case when the Gel Belle's tamer is allergic to the slightly more acidic nature of her skin as a result, opting instead to wait until she is cool or until the fire-type is no longer around. Using an Anti-Burn cream will alleviate this danger, and render the acidic skin to a state where it will not bother tamers. It also is absorbed harmlessly into the Gel Belle and will remain present in her system for a week on average, usually keeping her skin safe from harming her tamer for that length of time.
During the war, Sukebe used these Pokégirls as scouts and spies, as well as thieves and lock-picks thanks to their abilities. Although not as useful as the Titto, they were documented as unlocking many a locked door into human strongholds and military bases with their malleable physiology. After the war, many escaped persecution, though it wasn't until 142 AS that the first Eva evolved into one. It is more common to find these Pokégirls feral, or as threshold cases, rather than to find a tamer willing to put up with a Slimette and an Eva long enough for the Eva to evolve. It should be noted that Gel Belles hate Slutge, and can't stand to be near them due to a 'stench' that they claim is kept around them. They also hate contaminated areas and especially water- Gel Belles are often used for quality control when it comes to water filtration systems in this day and age.
In battle, Gel Belles enjoy utilizing both standard attacks and sex attacks to get the win. Using Water Spear from a distance until they can close with their opponent, a Gel Belle will then attack with either her Water Sword or Takedown when close enough to wear them down further. When she feels the time is right, the Gel Belle will even utilize her entrapment technique to latch onto her opponent and proceed to attack using myriad sex attacks. This is a favored tactic in Sex Leagues, where there are few Pokégirls that are capable of combating this strategy. Not even Menage-a-Trois have managed to find a constant and easy way to bring a Gel Belle to orgasm, which makes them favored lovers of any Menage-a-Trois Pokégirl. One final note for tamers is the fact that she is also a Magic type, and learns Magic spells easily, despite not knowing any naturally.
Entrapment (S. ATK 50 / ATK 50 + EFT): Utilizing the lower half of her body (from the waist down), the Gel Belle encircles part of the target with her mass. It is illegal in any League for the body part targeted to be the head, but any other body part is fair game. This technique lasts anywhere between 3-7 rounds and allows her to use any other technique she knows within this time. This technique has a 60% chance to stun the opponent every round, and the opponent cannot effectively use the part of her body against the Gel Belle that is trapped until she is freed from it.
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GENERAL, the Commander Pokégirl
Type: Varies
Element: Varies/Magic?
Frequency: Extinct (God, we hope so…)
Diet: Varies
Role: Leading Pokégirl Armies
Libido: Varies
Strong Vs: Varies
Weak Vs: Varies
Attacks: Can use any and all attacks of their elemental type.
Enhancements: Can exert mental influence over any Feral Pokégirl except Legendaries, Elemental Mastery, Enhanced All-Around (x5)
Evolves: None (Athena doesn’t count)
Evolves From: None
We have uncovered frightening evidence of some of Sukebe’s deadliest creations: The Generals. Twelve ungodly powerful Pokégirls, seconded in strength only by the Legendary Pokégirls. They are brutal, vicious creatures all. They are Sukebe’s Generals, each one named after a goddess from ancient mythology. The only good thing about them is that they are all dead. We only discovered this fact recently, after raiding one of Sukebe’s many hidden installations and finding data we had not found before.
When Sukebe’s forces grew too numerous, and the Legendary Pokégirls became too unruly, Sukebe needed something to help control them. He created sixteen Pokégirls with varying abilities, each one capable of commanding an entire element type of Pokégirl by just mental command. Any Pokégirl untamed by a male in the range of their voice had no choice but to obey them. But during the early parts of the Revenge War, before true Ferality became an issue, most Pokégirls didn’t even think to resist them, as they believed in Sukebe’s cause. The Generals were a real threat during the War, each one of them proving to be a menace as feared and hated as Sukebe himself.
One by one they all died during the Revenge War or after it, killed by the Legendary Pokégirls, destroyed by their own forces after they were Tamed, defeated by humans, or, in one case, killing each other off. Athena the Mad lived the longest, only to be killed in the infamous ‘Athena Incident’ by the Widow Slayer.
Data on the individual General Pokégirls follows.
General Name: Danu the Burning
Type: Anthropomorphic (canine)
Element: Fire/Magic
Diet: Carnivorous
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Danu the Burning was a vicious creature. A tall Pokégirl with red fur and wolven features, she led her fire type forces in many vicious battles. She loved to set her victims on fire and just stand around, watching them burn. Afterwards, she would eat whom she killed. She also developed a tendency to rape whomever she had set on fire while they were still burning. The flames didn’t hurt her, she got her pleasure, and got a snack as well. She got careless near the end of the War, and was killed by human forces who set an ambush for her.
An interesting thing to note about Danu was her tremendous ego. She called herself the Sun Queen, and delighted in burning and smashing. She was also known to get very nervous in the dark, something that she was teased relentlessly about by Mórrígan. This may have contributed to her cruel nature, as she might have done some of her acts to vent her frustrations about Mórrígan’s taunts.
General Name: Hera the Flood
Type: Near Human
Element: Water/Magic
Diet: Water, small fish
Libido: Low
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Hera the Flood was infamous for her efficiency. Tall and elegant, her skin was lined with bluish scales and her eyes were like that of a deep-sea fish. She did not associate with the other Generals as much, preferring to remain at sea, although she would come to group meetings when called. She was only seen having sex three times during the course of the Revenge War. She died at Scylla’s hands when the Legendary decided that Hera had offended her.
Hera was not an especially egotistical Pokégirl, a rarity among the generals. She fully believed that Sukebe would win the war and that Pokégirls would take over, and looked ahead to make things better. In a recent raid on a Revenge War Pokégirl base, several blueprints were found, with notes written in Hera’s handwriting, of underwater cities with easy connection to the land. Also found were several notes on cultivating and cleaning the ocean. These plans have since been adopted by the PLC, with discussions on how to implement them. The WAPL, the Ocean League in particular, have shown interest in using them…
General Name: Amaterasu the Shining
Type: Anthropomorphic (canine)
Element: Electric/Magic
Diet: Electrical energy
Libido: High
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Amaterasu was named the Shining for her tendency to lead her forces into battle while radiating intense electrical energy. A wolf-like Pokégirl, similar in appearance to Danu except with whitish fur, Asian eyes, and reddish markings on her body, she was also more merciful that her fire-type counterpart. But she was merciful only in the fact that she believed in killing in one shot. She would start battles by unleashing a powerful electromagnetic pulse, shorting out electronic equipment and dazzle-blinding every soldier she encountered. She eventually was assassinated while looking over a battlefield by a human sniper. It was later revealed that this sniper was a human soldier she had kidnapped weeks ago and kept as a sex toy.
Surprisingly, Amaterasu had a creative side to her. She was one of the few General Pokégirls to actively use magic, although hers took an interesting turn. She used an enchanted paintbrush called the ?kami in conjunction with an enchanted scroll to create powerful spell effects during battle. But she would also use the ?kami to create beautiful artworks after a battle. The few records of her personal thoughts have shown that violence tended to inspire her. These works were collected and hidden until anti-Pokégirl hysteria had died down after the War. Since then they have been placed in the Louvre, which was rebuilt after the Revenge War.
General Name: Demeter the Healing
Type: Semihuman
Element: Plant/Magic
Diet: Vegetarian
Libido: Average
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Demeter was one of the few General Pokégirls that did not directly take the field. She was a short Pokégirl, with green, leaf-colored skin, multiple-vine like tendrils emerging from her back, and hair that looked and felt like grass. The primary activities she performed was the healing of Pokégirl soldiers, a role Sexebi was meant to fill before the gentle Legendary abandoned Sukebe’s cause. Demeter herself was a cold-hearted Pokégirl that believed in an assembly-line methodology to medicine. She was eventually killed by a squadron of Fire-type Pokégirls that had been Tamed.
Despite her cold-heartedness and occasional cruelty, she was also a medical genius. She created several ultra-efficient medical techniques that have since been adopted by League officials and adapted to human DNA. She still is ill regarded by those in the medical profession. The few that still remember her existence, that is.
General Name: Gaia the Mother
Type: Near Human
Element: Ground/Magic
Diet: Sand and water
Libido: Low
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Gaia the Mother was a powerful general. The tallest of the Generals, at 9’4,” with a body seemingly made of sand, quartz, and chalk. She towered over other Pokégirls, commanding them with authority and intensity. She was also unique in that she was the kindest of the Generals. She loved her troops as her own children, and treated them as such. She also was the only General Pokégirl to see any goodness in humanity. She was beaten to death by Mary the Merciless after arguing with her on what to do about humanity. Her body was then publicly displayed in Mary’s fortress as a warning to anyone who doubted Sukebe and his cause. After the War, Icarod Mathers was sighted with his Harem, taking down her body and giving Gaia the Mother a proper burial.
General Name: Freya the Unrelenting
Type: Near Human.
Element: Rock/Magic
Diet: Various stones and minerals.
Libido: Average
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Surprisingly, Freya was the smallest and the quickest of the Generals. A slender Pokégirl, only around four feet in height, with a body made of polished obsidian and diamonds. She was one of the more active field commanders, with the ability to increase her body’s mass to massive levels. Her favorite thing to do was have her Onyx throw her like a cannonball at human encampments, increasing her mass so that she did lots of destruction upon landing. She never stopped a battle until she was certain that everything she was targeting was leveled, dead, or both.
Sadly, this overzealous approach to battling led to her death. She was the Pokégirl sent after Atmuff after her first attack on a unit of Sukebe-controlled forces. Atmuff destroyed her in seconds.
General Name: Frigg the Cold
Type: Very Near Human
Element: Ice/Magic
Diet: Water
Libido: Very, Very Low
Strong Vs: Dragon, Flying, Ground, Ice, Plant
Weak Vs: Fighting, Fire, Rock, Steel
Frigg, in name and nature, was cold. An elegant Pokégirl with blue skin covered in frost and a body temperature so low that ice formed under her feet with every step. She didn’t care for anything. Not her troops, not Sukebe’s cause, not herself, not anything. She simply did as she was told, leading her forces to victory after victory. She was brutal in her ways, literally slaughtering whomever she was told to kill. So bloody were her victories, than Mórrígan actually fell in love with her. She, as was her nature, didn’t care. She would make tremendous sacrifices of her troops, coldly sending them to their destruction just to accomplish a goal. She also thought little of love, thinking it simply foolishness that led the Tamed Pokégirls to betray Sukebe. Such concepts made her coldly ignore her troops complaints about her methods. It was this coldness that led to her death.
Her troops, demoralized, complained to Sukebe. He responded by having the recently created Shiva fight Frigg. In a battle that created the arctic area now known as the Icemaiden Preserve, Frigg died. Not even in death did she understand why her troops turned against her.
General Name: Izanami the Grinning
Type: Near Human
Element: Flying/Magic
Diet: Insects, Fish
Libido: High
Strong Vs: Bug, Fighting, Ground, Plant
Weak Vs: Electric, Ice, Rock
Izanami was… not exactly right in the head. Called the Grinning because of her ever-present, never-ending smile, she was a sight to behind. The most buxom of the Generals, she was also known as the Rapist, mainly because of her tendency to steal any man she found attractive and quite literally fuck them to death. Her eyes were like that of a hawk. Light streaks of feathers adorned her legs and arms. And large, bird-like wings grew from her back.
She was among the more reviled of the Generals, because in addition to being a rapist, she was also a pedophile, her preferred victims being young boys. She was shot down by human forces and beaten to death, her body torn apart by dogs.
General Name: Aphrodite the Toxic
Type: Inhuman
Element: Poison/Magic
Diet: Anything she can absorb
Libido: High
Strong Vs: Bug, Fighting, Plant, Poison
Weak Vs: Ground, Psychic
Aphrodite was the most inappropriately named of all the Generals, as she was an ugly, only vaguely female mass of sentient toxic waste. Forces in pre-Sukebe Edo called her Hedorah, naming her after a movie monster with similar abilities. To get Tamings, she would simply take troops her forces captured and rape them, absorbing them into herself afterwards. She led her poison forces on several victorious campaigns before being destroyed by Titania, whom Aphrodite made the mistake of attacking when the Legendary cost her a victory.
General Name: Kali the Wild
Type: Anthropomorphic (dragon)
Element: Dragon/Magic
Diet: Meat
Libido: Average
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Kali was a brutal General, a tall, muscle-bound, green-scaled and massive-winged Pokégirl who was one of the only ones who lived up to her namesake goddess’s reputation. She wielded a massive broadsword in battle, and was well known for her wild, trilling battle cry. After watching a certain television show after a successful supply raid, she began to use a chakram in battle as well. Since her elemental type of soldier was more rare than the others, she confined her unit’s tactics to guerilla maneuvers.
Kali was a proud, savage fighter. She was ruthless and unrelenting in battle, never backing down. She loved battle, she loved the smell of blood. That personality quirk led to her being slaughtered by Hy-Bra when she confronted the Legendary shortly before her death.
General Name: Artemis the Huntress
Type: Very Near Human
Element: Psychic/Magic
Diet: Human-style
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Artemis was a powerful Pokégirl, a tall, elegant woman with long, ebony colored hair and runes marking her entire body. Her mind was a deadly weapon, which she used to great effect. So powerful a psychic was she, that she could break through any mental defense, ferret out any secret that lay in human minds. If it were not for the efficiency of Mary the Merciless, she would have been Sukebe’s chief interrogator. Instead, she let hunting missions, looking for human officials to capture and torment.
An interesting note about Artemis, aside from her honorable nature and strong sense of fair play, is that she and Athena were lovers. The units of Pokégirls under the command of the two would often be seen working together as the numbers of Pokégirls steadily grew. Eventually, Artemis disappeared. No one knows what happened to her, all we know is that she died in a manner so horrible that it caused Athena the Wise to go completely insane, becoming the deadly Athena the Mad…
General Name: Athena the Wise/Mad
Type: Very Near Human
Element: Fighting/Magic
Diet: Human-style
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Regarded by many as the greatest of the Generals, Athena was a powerful warrior. Her long, white hair was always seen bound up in a bun, her body as muscular as iron. She was a calm, calculating leader, a superb strategist, and a brilliant scientist. She was a genius both in the lab and in the battlefield, called the Wise because of her ability to always make the choice that would lead to victory. She also had Artemis’s sense of fair play and honor. While she didn’t agree with Gaia the Mother’s viewpoint on humanity at first, after the abandonment of the Espers, Athena began to show mercy more and more often. It was said that she would have eventually opposed Sukebe’s campaign.
Then something happened to Artemis that made the whole thing go to hell.
Athena changed, becoming crueler and crueler in her ways. She led a unit of Celestial Pokégirls, a group unlike any of their time. This group of Athena’s became known as the ‘Bloody Angels,’ mainly because they committed acts of cruelty that made Mazouku look as harmless as Titmice. Eventually the Bloody Angels were all killed, and Athena disappeared. She went underground for years, her insanity steadily growing worse. She was rumored until recently to be behind the creation of some of the more reviled Pokégirls, such as the Giantess, Widow, Mantis, and Panthress, rumors which were eventually debunked. She eventually resurfaced in the Crimson League, as commander of a splinter faction of the Limbec Pirates. She created three extremely powerful Clonetoos that almost perfectly replicated the Legendary Pokégirls Scylla, Kary, and Titania, and unleashed them. Fortunately, the three retained their dislike for each other and chose to do battle with one another instead.
However the three Clonetoos had a more sinister purpose. Once one of them died, their life energy would fuse with their killer, evolving them to a more powerful form. Eventually, once Athena’s body was destroyed, the General Pokégirl’s own soul merged with the super Clonetoo, becoming the godlike Omega Athena (see separate entry). Thankfully, Omega Athena, with the help of the Widow Slayer and several others, was destroyed completely.
General Name: Nephthys the Glutton
Type: Very Near Human
Element: Ghost/Magic
Diet: Life energy
Libido: Low
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark
Nephthys was a hated Pokégirl. Almost as insane as Izanami, but as coldy cruel as Aphrodite, she had very few forces to command. A ghostly woman with pale-blue skin and a fat, bulging body, she would command her sparse forces to gather victims for her to feast upon. As she had no physical form, she would devour their life essence, glutting herself so much that her spectral mass would expand. Despite her sickening diet, she also managed to remain out of the spotlight.
She died after making the mistake of devouring the life of a human Macavity had become fond of. The Chaos Kitty then recruited Hild, who tore Nephthys to bits, her soul shredded beyond repair. She was the first of the General Pokégirls to die.
General Name: Mary the Merciless
Type: Very Near Human
Element: Normal/Magic
Diet: Human-style
Libido: High
Strong Vs: Ghost
Weak Vs: Fighting
Of all the Generals, none were more hated and feared than Mary the Merciless. Sukebe actually did not know what to name her at first, but when he learned of her cruel nature, his sick sense of humor led him to name her after Mary, the mother of Jesus in the old Abrahamic religions. Mary, a rather plain, average-looking woman otherwise, reveled in the sheer irony of the name, dressing up as her when performing her primary role, that of chief interrogator.
Mary was cruel, and worse, she was creative. She enjoyed her work, knew how to take her time in extracting the information she needed, and she never failed. Mary’s name became feared amongst human forces, stories of her horrid interrogation techniques demoralizing troops left and right. Not all of the stories were true… at least at first. She would have spies listen to the stories and then add them to her long list of techniques, kept in a journal she called Pain’s Bible.
Mary was a sadist of the worst order. She also lived the longest out of all the Generals, save for Athena of course. When they finally caught her, she was crucified on the spot. She died, laughing at her captors, who celebrated after the last breath left her body.
We have been unable to recover Pain’s Bible and are scared to death that the Sanctuary Goths have it in their lair. WE MUST RECOVER IT AND DESTROY IT.
General Name: Selket the Swarm
Type: Anthropomorphic (scorpion)
Element: Bug/Magic
Diet: Grain, fruits
Libido: Average
Strong Vs: Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Fire, Flying, Rock
Selket the Swarm was actually one of the few General Pokégirls that made no active attacks against humanity. A tall, insect-like Pokégirl, with red, chitinous armor, four arms, the top two larger and bearing pincher claws instead of hands, and a long, armored tail with a poison-dripping stinger. She commanded all legions of insect Pokégirls, but only those involved in construction. She had a hand in building all of the known, and probably unknown, Pokégirl fortresses in the world. She eventually was killed by Atmuff, who desired to test the General Pokégirl’s strength. The battle was infamous for one event, something no Pokégirl since has been able to copy; Selket left a scar on Atmuff, her stinger lashing across her chest to create a thin, stripe-like scar.
Selket actually kept records of her construction techniques, which were found in her primary base, a temple-like structure in Egypt. She had apparently collaborated with Hera in the designs of her underwater home idea. As before, these have been adopted to the League, the most profound contribution being the durable, sturdy designs used to build Pokécenters.
General Name: Mórrígan the Bloody
Type: Very Near Human
Element: Dark/Magic
Diet: Blood, Organs
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
The last of the Generals, she was the most aptly named of her breed. A pale, vampiric Pokégirl with muscles like corded steel and short hair stained permanently red from blood, she was the spitting image of the goddess she was named after. A violent Pokégirl with a love of battle, she led her forces to many gory victories, her axe and mace crushing her foes. She had little patience for the meetings she had to go through with the other Generals, and was always the first to leave. She never felt comfortable unless there were dead things around her.
This led to a bit of a problem, as in the heat of a battle, after Mórrígan had turned on her own troops in bloodlust, she found herself abandoned by the survivors, left alone on the battlefield as humans and their arsenals bared down on her.
New information about the General Pokégirls has arisen, information we had not even realized existed. While searching Sukebe’s various bases, we have discovered high-tech puzzle spheres that, when solved, reveal tremendous amounts of technological and biological data. Anything from Pokégirl biological information and medicine to newer, more efficient energy source data have been found. We’ve discovered four of these puzzle spheres, and have discovered that Sexmet has five, all unsolved, the Sapphron Hirosaki of Sanctuary has three, again, all unsolved, and Elder Zanza of the Terminatrix clan has four. Again, all unsolved. We questioned each, and discovered something shocking: They were horrified that we’ve actually solved ours.
When asked why, they all said the same thing: “Not all the Generals are dead.”
General Name: Dizzy the Innocent
Type: Very Near Human
Element: Magic (Celestial/Infernal?)
Diet: Apparently human-style
Libido: Unknown
Strong Vs: Unknown
Weak Vs: Unknown
Gods above, how could we have missed this? For years, sightings of a mysterious, angel-like Pokégirl had circulated. We simply dismissed her as a rogue Pokégirl, and didn’t think any more of it. But with the revelation of the spheres, we investigated further.
This Pokégirl has many Dark-type and Ice-type powers, her wings and tail apparently possessing minds of their own. The Pokégirl herself, Dizzy, is quite friendly and amiable, willing to be Tamed by kind persons. However the wings and tail are very protective of Dizzy, and will lash out against her wishes if they feel she is in danger. In recent months, she has been seen in both Edo and the Orange Islands. She has picked up a guardian since then, a slender, effeminate man that also has powerful necromantic magic. The man apparently has lived for many years, and is named Testament. We know nothing else about him.
What worries us is this: In one of the rare moments Testament allowed PLC officials near her, she was visiting the sight of the Evangelion Advent. She said just six words: “Mother’s honor guard was born here.”
This, naturally, was disturbing to us. We began to study her closely, only to find out the worst. She is a General Pokégirl. AND SHE IS THE DAUGHTER OF A GENERAL THAT WAS STILL ALIVE.
Testament, after realizing that we knew, has since prevented any PLC officials from getting within a hundred yards of her. We tried to enlist the help of others, anyone we could get. But Sexmet flat out refused, the Sanctuary Goths, while agreeing that Dizzy was to be feared, did not trust us enough to get involved, and, to our dismay, the Terminatrix actually seem afraid of Dizzy and what she represents. We have given up trying to deal with Dizzy, and have decided to focus on discovering her mother.
General Name: Justice the Ender
Type: Semihuman
Element: Steel/Magic
Diet: Unknown
Libido: Unknown
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Months of exhaustive research, coming over everything we had taken from Sukebe’s records. We eventually found a single file that had been discarded and locked away almost carelessly in our files. Designs for a robotic Pokégirl, a Steel-element, with massive energy projection capabilities and shape-shifting battle armor was found. More powerful than even Athena at her strongest, the stats we found put her almost at Legendary level.
We found a password in the notes on her creation, and entered it into one of Sukebe’s computers. The following message, taken directly from Sukebe, played.
Sukebe: “Well well well. If you are hearing this, then you have discovered my Justice. But don’t worry. She is semi-dormant right now, in a location I will not reveal, awaiting her time. And how will she know when her time is? Simple: When all sixteen of the puzzle spheres I placed around the world are solved. This will in turn give her the ability to command Pokégirls of ALL elemental types. Now, I know what you’re saying. ‘Sukebe you evil horrible monster, I won’t open the spheres after hearing that!’ Heh. You may change your mind. Each sphere contains one of my discoveries, something that could improve the standard of living of all life on Earth a thousandfold. All of the spheres together contain data that could make the Earth a UTOPIA! Imagine it. Peace and prosperity for everyone. All you have to do is solve my puzzle spheres. Wouldn’t that be lovely? Of course, you run the risk of making Justice’s Advent a little sooner than what I’ve programmed her for, but isn’t the thought of making everything better just TOO tempting?”
He wasn’t lying about the data in the spheres. One can only imagine what the rest contain. Sapphron Hirosaki of Sanctuary, Sexmet, and Elder Zanza of the Terminatrix tribe were all led to the same lab we were by the clues they found. There is a frightening symmetry here that cannot be ignored. However, after learning of how all were led to the same place, some have said that this is actually a trick by Justice, that her intentions are more benevolent and she wishes to see if we have the courage potentially to face her. We are hoping that this may be true, but can we take the chance? This is bad. This is very bad. How could we not have noticed this before, not noticed that there was one element-type missing from among the Generals? And we unlocked four powers for her without noticing...
The only real good news in this is that one of the War Espers, Sol, has gone to seek Justice out and kill her. We wish him well… As for the puzzle spheres… I am loathe to admit this, but we must find a way to destroy them. Despite the wellspring of data they could contain, we can’t run the risk of them falling into the wrong hands. If nothing else, they must be locked away forever, so that no one can activate Justice fully…
This is just so bad…
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GOLDEN ELF, the Radiant Pokégirl
Type: Near Human
Element: Magic
Frequency: Rare (Crimson League)
Diet: human diet
Role: domestic helper or trophy wife
Libido: Average
Strong Vs: Psychic, Magic
Weak Vs: Fighting, Grass
Attacks: Attract, Shield, Magic Missile, Dodge
Enhancements: Magic affinity and knowledge
Evolves: None
Evolves From: Drow Zee (Angel Stone)
Golden Elfs look much like their Drow Zee predecessors. They have dusky brown skin any tanning aficionado would die for. They grow in height, averaging between 4'10 and 6'5, though tending to be around 5'6. Their bust also increases significantly, with few if any Golden Elfs having smaller than a C-cup, and they tend to possess beautiful faces and sexy builds, with curves in all the right places. One can always tell a Drow Zee from a Golden Elf by looking at their hair. A Golden Elf's hair is always golden blonde and if they've bathed within the last hour, any light source will cause their hair to glow with a golden aura. Golden Elfs are often used as the standard of beauty which other Pokégirls are measured by (just as the Milktit is often used for breast size).
This evolution of the Drow Zee loses its psychic powers in exchange for beauty, magical powers and a high resistance to psychic or magical attacks. Indeed, the Golden Elf has much more magical power than most other elves of equal level. Unfortunately, the Golden Elf's increases magical and psychic defense lowers their physical defense drastically. Golden Elves take triple damage from any Fighting attack. Also, they cannot fight plant Pokégirls because of moral reasons.
Personality-wise, Golden Elfs range from shy and demure to flirty and playful. The affectionate nature they had as a Drow Zee remains, and is sometimes even strengthened. When being tamed, they are enthusiastic lovers, always willing to try something new (barring S&M, which they find distasteful).
Threshold into a Golden Elf is rare, but not unheard of, especially if the individual has a strong heritage of Magic and Elf type Pokégirls.
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GRANDELF, the Mystic Elf Pokégirl
Type: Very Near Human
Element: Plant/Magic
Frequency: Rare
Diet: omnivore, tend to lean towards vegetarian diet (only requires 2/3 human average intake)
Role: Librarians, quiet environment maintainers, magic researchers
Libido: Average (can be higher when emotionally attached to their Tamer)
Strong Vs: Plant, Water, Psychic, Rock, Ghost, Ground
Weak Vs: Steel, Flying, Ice, Domination Attacks
Attacks: Leap, Command Plants, Lance, Sleep, Mystic Bolt, Shield, Spellcasting, Cura, Pray, Regen, Absorb, Teleport
Sex Attacks: Charming Look
Enhancements: Longevity, High Magical Affinity, Nightvision, Flawed Constitution, Reduced Feral, Enhanced Agility (x3), Enhanced Hearing (x3)
Disadvantages: Domination attacks cause Elves to physically sicken and are not recommended. Salt also weakens Grandelf.
Evolves: None
Evolves From: Elf (Mana Crystal)
A GrandElf prefers quiet areas and a noncombatant role whenever possible. Slender and delicate, GrandElf often suffers from an affliction particular to Elf types and unevolved Pokégirls – breast envy. GrandElves is also taller than the 4' Elf, averaging 6'0" in height. Their ears extend, on average, to a total length of 5-6 inches, though a few have been recorded to have up to 8-inch long ears (which, tamers have noted, are very pleasure-oriented body parts). However, their breasts never become larger than a small C-cup, although B-cups are much more common. This evolution of an Elf is actually more supportive than anything else, actually preferring to assist with their magical techniques rather than attack. However, some GrandElves do manage to form an affinity for one or two particular magic attacks (most common would be Energy Blade and Flare, with the latter becoming available only to those that are level 25 or higher). GrandElves also develop an interest in learning various sex attacks and are just as good at sex battles as they are in regular battles (after being trained in sex techniques, that is, as they only know Charming Look naturally). However, when facing any Domination attack, it will take an unusually strong-willed GrandElf to not surrender immediately to it. As with most elves, they do enjoy learning new dance techniques, and some actually enjoy training with Amazonlees or Amazonkapoeraa despite their low constitution and endurance.
Unlike most Elf Pokégirls, GrandElves do not suffer a weakness to Poison attacks, despite their Plant-element. However, with their magic much stronger, it negates this weakness and their Fire weakness, but the GrandElf becomes weak to Ice and Flying attacks instead. As a result, many Tamers that have a GrandElf in battle instead makes her the support Pokégirl of any self-respecting team. With her ability to heal others, as well as herself, a GrandElf is considered a high-priority target in any large-scale battle. In fact, it was due to this ability during the war that allowed the Elf-type Pokégirls to survive whenever they came across a landfill or dump station in or near a city, as the GrandElves would be able to heal them enough times to get their forces past the obstacle in question. GrandElves were also rather commonly found throughout any of Sukebe's assault teams to provide additional healing and support to his Pokégirl forces. Oftentimes, outside of elf forces, they were found in groups with fighting types, which researchers suggest may have been the basis for the way that GrandElves and the Amazon-breeds (other than the Amazonchan) get along so well.
In an ElfQueen's court, the GrandElf usually finds herself in a supervisory and advisory position beneath the ElfQueen herself. Giving suggestions and ideas when needed, although this is rare, the GrandElf is also used as a courier between the elf 'queendoms' and as representatives towards the leagues during matters between the two 'governments'. However, there are some GrandElves that manage to subvert the ElfQueen's control, and instead control the Queendom through the Queen herself by using her powerful magic. These Pokégirls are rather rare, being ambitious enough to actually train their magical abilities more in Black Magic than in any other field of Magic, and at least one has been rumored to be in control of a Queendom for so long that she actually replaced the ElfQueen after a while. However, most GrandElves do not seem to abuse their power over ElfQueens, and are often key to keeping different Elf Courts from attempting to absorb one another.
Feral GrandElves have a rather weakened Feral state- although not easily able to speak more than a few broken words, that is still more than most feral Pokégirls are capable of. They also seem a bit dumber than they otherwise would be, but are overall known to be far more intelligent while feral than most other feral Pokégirls ever are.
However, in some cases, feral GrandElves have been found to come up to large breasted Pokégirls or human women (with DD-cup breasts or larger) and begin to poke-handle them until something is done about it. Tamed and domesticated GrandElves can resist this urge with some effort. Researchers are certain that this has something to do with the known breast-envy that is found throughout numerous unevolved Pokégirls and, in particular, almost all the elf-types other than a Golden Elf. Because of a GrandElf's longevity, they do not reach maturity (or first puberty) until the age of 55. A GrandElf usually reaches her second puberty at the age of 300, give or take a few years/decades.
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GUN BUNNY, the Horny Crack Shot Pokégirl
Type: Near Human Anthropomorphic (rabbit)
Element: Steel/Normal/Magic
Frequency: Very Rare
Diet: berries, fruits, grains, most human foods
Role: Bodyguard, hitwoman
Libido: High
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: *Manifest Weapon (Handgun), Knuckle Sandwich, Sucker Punch, Intimidate, *Cold Cock, Iron Punch, Iron Defense, Black Spike Dance, Meteor Mash
Enhancements: Weapons Affinity (firearms), Enhanced Vision (x6), Enhanced Accuracy (x6), Enhanced Durability (x4), Internal ‘Ammunition’ Generator, Cannot be disarmed normally
Evolves: None
Evolves From: Bunnygirl (Shiny Stone)
Gun Bunnies first appeared in the year 260 AS. For years, their pre-evolutionary form was unknown and considered to be non-existent until Professor Stroak disclosed some formerly classified evolution stone data.
Gun Bunnies are ‘tech’ Pokégirls, so their pre-evolutionary form came as something of a surprise. In appearance, they do not vary that much from regular Bunnygirls for the most part, save for their breasts, which are about a cup-size larger than their previous form. Their forearms, eyes, and legs from the knees down, however, are cybernetic in appearance. They are affectionate Pokégirls, although they become deadly serious once their Tamer or Harem sisters are in danger. They have a strong protective streak towards whomever they are bonded to. They also lose the ditzyness and clumsiness of their previous form. However Feral Gun Bunnies regain all of that ditzyness and clumsiness, and also tend to forget that they are armed sometimes. Tamers who let their Gun Bunnies go Feral are fined heavily and stripped of their Tamer’s license.
Their primary power is to manifest any form of handgun or pistol to wield. The ‘ammunition,’ similar to that of their cousin species, the GunValkyire, comes from an internal cybernetic generator. The ‘bullets’ fired from a Gun Bunny’s guns are considered to be magic element attacks. Because of their weapons, Gun Bunnies fight using a handgun martial arts style known as ‘Gun Fu,’ which first appeared in various Pre-Sukebe movies. More advanced Gun Fu practitioners can fight in close with this style. Also, all handguns that a Gun-Bunny forms cannot be removed from their hand except by their own will. A small force shield forms around the hands of an armed Gun-Bunny, ending at the wrist. The only way to disarm a Gun-Bunny is to quite literally disarm them, cutting off their arms or hands.
Amusingly enough, Gun Bunnies become VERY affectionate towards any GunValkyrie or Bombshell they see. Their usual response upon seeing one of these Pokégirls is to do a tackling hug to them and cuddle up affectionately. They never refer to GunValkyries or Bombshells by their names, they always use the nicknames Bang-chan (for GunValkyries) and Boom-chan (for Bombshells). Bombshells enjoy the affection, but GunValkyries tend to get very annoyed. One GunValkyrie Tamer who had an encounter with an overly affectionate Gun Bunny reported afterward that it took all of her GunValkyrie’s considerable mental control not to shoot the bouncy bunny right then and there.
People were wary of Gun Bunny at first. The idea of a gun-wielding Pokégirl wasn’t very popular. However, one incident really helped people start to trust Gun Bunnies as a breed. A PLC test facility was given the task of studying the abilities of Gun Bunnies, and took in twelve for study. A Trauma Team offshoot attacked the facility and began killing people, intent on stealing the data on some Legendary Pokégirls that had been stored there. The Gun Bunnies took it upon themselves to risk their lives in protection of the scientists and guards at the facility, all of whom were nice to them and made sure they got regular Tamings. Three Gun Bunnies were killed, but they did manage to gun down all of the Trauma Team members, their ‘ammunition’ turned up to maximum power and lethality. News of this brave act got out, and Gun Bunnies began to experience a rise in popularity. That grew even more when a Limbec Pirate group attacked a Ranch with a pair of Gun Bunnies in it. The security cameras recorded the Gun-Bunnies, one a Pokéwoman, being offered membership and protection in the Pirates.
Their response was to shoot the Psi-Dyke making the offer in the eyes, and then go out to rescue the Ranch owner and the other Pokégirls.
Most ordinary citizens aren’t exactly sure of the general origins of the Gun Bunny. We, however, have recently found out. All data from this point on until stated otherwise is classified ultra top-secret, and is not to be put in the public Pokédex.
Data on the origins of Gun Bunnies was first discovered by a group of agents recently revealed to be a part of a SEELE-controlled Team organization and two women believed to be Sanctuary Goths that had been exiled from Sanctuary. The data they found was captured by a Terminatrix who killed them all and gave the data to a Researcher she believed she owed a favor to.
Apparently, Gun Bunnies were originally the result of an experiment done on Bunnygirls centuries ago by Sukebe, who wanted to give Bunnygirls a better fighting chance and began installing some enchanted cybernetics in them. The facility he did this in eventually became Jusenkyo. The initial result after the cybernetics were installed showed no result, not even the cybernetics, which seemingly were absorbed into the body of the Bunnygirls he modified due to the enchantment placed on the machinery. The Gun-Bunny project was abandoned, and the modified Bunnygirls escaped into the wild, eventually breeding enough for their genetic material to become a part of the general Bunnygirl lineage.
Not very exciting, I know, but since a Terminatrix was involved, it’s best to keep quiet about where we got the information.
End classified data.
Gun Bunnies have two very prominent qualities to them, aside from the fact that they are very cuddly gunslingers. One quality is Weapons Affinity for any firearm. They specialize and can only manifest handguns, but they can pick up any gun and automatically know how to use it and care for it. Most Gun Bunnies try to specialize, sticking to a specific type of firearm other than their own, but some are known to be proficient in all of them. Another quality, although some dispute this as being a good thing, is the fact that most Gun Bunnies have the psychological quirk of Otaku-ism. Otaku-ism refers to the fact that many become obsessed with something to the point where they imitate it to the best of their abilities. Dressing, speaking, or carrying favored weapons of whoever or whatever they become obsessed with. Some Gun Bunnies occasionally mix their fandoms together. It can be irritating at times, but it’s not dangerous to their owner. Common types of Otaku-ism include Jennies and other police officers, GunValkyries, and pre-Sukebe Hollywood stars such as Clint Eastwood, Tom Wolfe, and John Woo. It’s considered to be a strange side effect of their origins.
Steel Attacks
*Manifest Weapon (Handgun) – (EFT) The Gun Bunny concentrates, making a handgun appear in their hand. The handgun is connected to their palm via a wire, giving them ‘ammunition’ from their internal generator.
*Cold Cock – (ATK 40) The Gun Bunny takes the hilt of her gun and strikes the opponent in the head with it. Has a 20% chance of causing Stun. Note that it’s considered unwise to make jokes about this attack, as Gun-Bunnies are very fond of using it.
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GUYVER, the Dreadnought Armor Pokégirl
Type: Inhumanoid
Element: Magic/Steel
Frequency: Extremely Rare
Diet: Doesn't need to eat unless bonded with a host
Role: Bodyguard, Assassin, Elite Stormtrooper
Libido: Decreases from whatever its host's libido is normally, unless its Libido rating is already Low
Strong Vs: Fighting, Normal, Rock, Steel, Fire, Flying
Weak Vs: Ghost, Dragon, Ice, Psychic, Poison, Ground
Attacks: Manifest* (without host only), Sonic Buster* (with host or in Manifest only), Head Beam* (with host or in Manifest only), Vibro Blades* (with host or in Manifest only), Pressure Cannon* (with host or in Manifest only), Giga Flame* (after absorbing enough heat, with host only), Megasmasher* (Host AND Guyver must be Delta bonded with Tamer), others same as host
Enhancements: (only after binding with host) Enhanced Healing (x4), Enhanced Durability (x4), Enhanced Speed (x3), Enhanced Agility (x2), forearm blades, reduced libido, special energy weapons, others same as host
Evolves: Stays with host upon evolving
Evolves From: Binding to a Host
Guyvers, like their cousins, the Parasytes, are totally Inhuman Pokégirls in their natural states. Unlike Parasytes, their form is solid. A small metal orb with tentacles that allow it mobility, Guyvers, unlike Parasytes, are only partially sentient. They have a slight will of their own, but it only lasts long enough for them to search for a host. They need neither food nor Taming until then, although they do have a self-destruct mechanism built into them. After activation, if they do not find a host within a certain amount of time, usually a month, they will dissolve into water and vanish. After binding with a host, they relinquish control of their physical forms to the host, taking control only if the host is unconscious or too damaged to continue.
After their first appearance, in which a Guyver-bonded Pokégirl and her Tamer confronted a Feral, Parasyte-bonded Hound and captured her, an investigation was conducted that tracked Guyver production to the same island Parasytes were created. The Team Zoanoid scientists were all captured and brought into custody, forced to reveal all data they had on Guyvers and Parasytes to the authorities.
Guyvers, upon bonding with a host, can manifest a strong, powerful, bio-organic armor that gives them the durability of a Steel-type Pokégirl. This armor is hard, but not impossible, to damage, and increases the strength, durability, agility and speed of the Pokégirl. It has a vaguely insectile appearance, and in actuality is formed from a mass of thin tentacles released from the Guyver sphere, which bonds to the Pokégirl's forehead, and reshaped into the armor. The armor retracts by turning back into tentacles and being reabsorbed into the control orb. When not armored up, the control orb turns soft and pliable to the touch, so as not to bump the Tamer during Taming. When not bonded to a host (Guyvers can only bond to Pokégirls, unlike Parasytes, who can bond to both humans and Pokégirls) it can manifest its armored form for twenty minutes to take part in a battle. This, however, shortens the life of an unbonded Guyver by about three days per use.
Guyvers are living war machines, and can turn even Bimbos into combat-worthy Pokégirls. (Although frequently, Bimbos bonded with Guyvers are actually under the control of the Guyver itself…) They have numerous built-in sonic weapon and heat weapons, reinforcing their role as anti-Parasytes, although neither Parasytes nor Guyvers hold any grudges against each other. When bonded to a host or when Manifesting, they can absorb Fire-type attacks to power up one of their best special attacks, the Giga Flame. In addition, when bonded to a host, a Guyver can lower the libido of a Pokégirl. It cannot lower some Pokégirl libidos, however, such as certain Ice-types.
Guyvers, like their cousins, the Parasyte, cannot bond with Legendaries, due to their immense power and force of will, and Widows, because their bodies are more toxic than they can handle. They also cannot bond with certain Ice-types, such as the Ice Empress, due to their extreme cold. This does not prevent them from bonding to Ice-types or to other types they are normally weak against. Also, Guyvers cannot bond with humans.
Three years after the discovery of the first Guyver, a new fact about them was brought to the attention of researchers. Guyvers normally just share in the feelings of their host. But in some cases, the Guyver itself can form an emotional bond with its host's Tamer. When this happens, they can use a tremendously powerful weapon called Megasmasher, which has high destructive potential.
Guyvers reproduce in a fashion similar to Parasytes. When a Guyver's host undergoes their second puberty and becomes a Pokéwoman, they form at least 50 new Guyver spheres from their bodies and shoot them at high velocity in all directions. 5% of this number are guaranteed survival, 15% at the most, which is why the number of Guyvers are still very low. A Growlie on the verge of her second puberty and bonded to a Guyver was captured by another Team Rocket-type group in an attempt to mass produce the Guyver spheres, but she was freed by the authorities and brought back to her Tamer.
Guyvers cannot bond to a host that is already bonded to a Parasyte, and vice-versa. Due to the nature of their reproduction and creation, it is impossible to Threshold into a Guyver.
*Manifest – (EFT) Guyvers can only use this without a host. They manifest their full armored form, although its stats are cut in half, as well as the strength of its exclusive attacks.
*Sonic Buster – (ATK 50) Guyvers can only use this attack when Manifested or when bonded to a host. The Guyver shoot beams of pure sonic energy from orbs on her palms. This is considered a Normal-type attack.
*Head Beam – (ATK 60 + EFT) Guyvers can only use this attack when Manifested or when bonded to a host. The Guyver shoots a beam of intense heat from a small laser mounted underneath their control orb. Has a 60% chance of inflicting the Burn status effect, and is considered a Fire-type attack.
*Vibro Blades – (ATK 60) Guyvers can only use this attack when Manifested or when bonded to a host. Long, thin blades erupt from the elbows and knees of the Guyver, vibrating with sonic energy. This is considered a Steel-type attack.
*Pressure Cannon – (ATK 100) Guyvers can only use this attack when Manifested or when bonded to a host. The Guyver's arms morph into large cannons that shoot an intense stream of sonic energy. This is considered a Normal-type attack. More powerful than the Sonic Buster, but needs more time to be set up.
*Giga Flame – (ATK 200) Guyvers can only use this attack when bonded to a host. A Guyver can absorb Fire-type attacks directed against it and store them up. When the internal heat of the armor reaches a certain point, their morph the mouthpiece of their armor into an emitter and fire a TREMENDOUSLY powerful Flamethrower attack. This cools down the armor instantly. Most Guyver hosts still like to avoid Fire attacks instead of taking them, as not many can actually take the heat. Guyvers bonded to Fire-type Pokégirls can use this attack much more frequently. This is considered, quite obviously, to be a Fire-type attack.
*Megasmasher – (ATK 400) Guyvers can only use this attack when bonded to a host and ONLY if both the host and the Guyver itself are Delta-bonded to a Tamer. The Guyver slams her arms together, morphing the armor around them into a tremendous energy cannon and firing an intense, powerful beam of energy on their opponent. However, this is a last resort attack, as the Guyver host, after using it, loses use of their arms from the shoulders down for two to four days afterwards. This is considered a Normal-type attack.
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HAND MAID (aka CYBER-DOLL) - the 1/6th Scale Maid Pokégirl
Type: Very Near Human
Element: Electric/Magic
Frequency: Uncommon (Mountain League), Unknown Others
Diet: Human Style Food, Milk
Role: Housekeeper, Maid
Libido: Low
Strong Vs: None
Weak Vs: Electric, Water, most Types
Attacks: Smile, Thunder Shock, Thunder Wave, Cheer, Kawaii Look, Slap, Jolt, Whip*
Enhancements: Aura of Cute, Enhanced Agility, Empathy
Evolves: Hand Maid Mk.2 (Dream Stone), Video Girl (Networking stress)
Evolves From: Doll, Maid Yvette (mechanism unknown)
Hand Maids are unusual Pokégirls. In appearance, they look exactly like a human maid or a Maid Yvette, but there is one noticeable difference...they are only 1/6 the size of normal Pokégirls. Unlike other Magic-type Pokégirls that can shrink or enlarge themselves at will, HandMaids remain at their doll-like size. Their bodies are 100% perfect scale, and everything’s fully functional.
One of the reasons Tamers do not like having a Hand Maid in their Harem is the thought of how to go about Taming. Since they are 1/6 their size, Taming the natural way is out of the question, and trying to use other “toys” to complete the job they fear injuring them. This always amuses Hand Maids, since many enjoy seeing their Tamers get frustrated trying to figure out how to Tame them. Hand Maids do not require a lot of Taming sessions to keep them from going Feral. It has been noted that sometimes just being able to make their Tamer’s happy keeps a Hand Maid from going Feral. Hand Maids can wear down their energy supply very quickly, and since they are also an Electric-Type, they can recover this energy by plugging themselves into a Computer/Pokédex via an USB cable, though they tend to want to connect the cable to themselves alone.
Hand Maids always try their hardest to keep their Tamers happy, even if they nearly exhaust themselves doing so. Imagine trying to cook or clean for someone 6 times your size, using their things? Be warned, Hand Maids can easily get sad if they believe that their hard work doesn’t make their Tamers happy. They tend to be always cheerful, polite and helpful, and just being with them for a few minutes can almost make anyone smile.
Due to their size, and usefulness in battle, some Leagues (Like the Mountain League), do not count Hand Maids towards a Tamer’s Harem Limit, since they don’t need to be carried around in a Pokéball when a pocket will do. Most Hand Maids can be seen in Pokécenters or Laboratories helping out, and cleaning what they can.
A recent discovery took place when a Watcher decided to use his Hand Maid as a wireless internet connection to send his materials and documents electronically for a thesis that he had finished. However, the strain of using her energy and internal systems, despite the accessories that she had been using, caused the Hand Maid enough stress to shut down for six hours. Although thought to have been simply out of energy, the tamer proceeded to plug the pokegirl into the expansion port via their accessory 'tail.' When she came to finally, after six hours, the tamer was shocked to find that her body was gone and in her place was an exact holographic duplicate. She had become a Video Girl. Subsequent testing resulted in the same evolution for both Hand Maids and the Hand Maid mk.2s, resulting in both breeds slowly becoming much more sought after.
*Whip Attack - Using their USB Re-charge cable, a Hand Maid can utilize it as a whip, much like a Domina does, but 1/6 the scale and damage.
*CL Notation: Many lab researchers have taken pity on the Hand Maids, famed researcher Washu Hakubi especially, and allow them to work in their labs. Washu has been researching devices to allow the Hand Maids to 'grow' to normal proportions, but she understands that some Hand Maids will not desire to 'grow' and that the chances of the Hand Maids ever learning a technique to enlarge themselves naturally is minimal.
**Extra CL Notation: One high-level Hand Maid has been observed using her USB cable to fire a micro-sized Hyper Beam at a Team Rocket clone group, but fainted immediately after. This brave act has increased the proposed usefulness of the Hand Maid in lab defense, especially if they can develop the reserves necessary to fire multiple shots.
***Extra EXTRA CL Notation: In a bizarre turn of events, Washu has found that the enlarged Hand Maids seemed to have a higher reproduction rate than their unenlarged counterparts, all of them bearing five to ten children, instead of the usually one to two of their normal-sized counterparts.
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HENTAICUTE, the Randy Fairy Pokégirl
Type: Metamorph (usually Near Human)
Element: Flying/Magic
Frequency: Uncommon (Crimson League), Rare (everywhere else)
Diet: Pokéchow, berries, sex
Role: Sex, and massive distraction
Libido: EXTREME!!! (No, that isn't a joke.)
Strong Vs.: Ground
Weak Vs.: Rock
Attacks: Enlarge, Reduce, Lust Dust, Ensnaring Kiss, Enslaving Kiss, Temperature Barrier
Enhancements: Flight, Size Alteration, Minor Telepathic Ability
Evolves: None
Evolves From: SexyCute or FairyCute (during orgasm)
HentaiCute are the unfortunate result of Sukebe's last efforts to keep his army together near the end of the Revenge War. He created them with the express purpose of Taming his army to maintain control. Shortly after their creation, Sukebe discovered a second use for the new Pokégirl: massive distraction. By simply letting a single HentaiCute enter an Tamers encampment, the entire group went into a Taming Frenzy normally associated with a Menage-a-Trois orgy. This allowed a second group of Pokegirls to eliminate the opposing forces. Be thankful that he was unable to implement this strategy on a large scale.
The HentaiCute is indeed the most sex-crazed version of the Sexy/FairyCutes, and that came simply from the mouths of the Sexy/FairyCutes themselves. HentaiCutes are absolutely obsessed with sex. Anywhere, anytime, any position, with anyone. Period. With their Temperature Barrier ability, they can go anywhere for sex. Some HentaiCute have even come forward between bouts of sex to state that they intend on doing every human/Pokégirl in the world. HentaiCute especially loves to play "Living Dildo" with anyone she meets, whether they are willing or not. This has led to some male Tamers retiring after a single encounter with one.
Not surprisingly, they have been classified as having an Extremely High libido. However, the HentaiCute is practically insatiable. There has even been a recorded instance of a Vixxen in full heat backing away from a HentaiCute, whimpering all the way before being dragged back into an orgy by the girl. There has also been evidence that HentaiCute can often be found whenever a Soixante-Neuf evolves into a Menage-a-Trois. They may even have been responsible for the orgy that caused the evolution in those cases.
In a harem, most tamers consider the HentaiCute a true test of their Taming skills. The others call her a “Taming Aid” for when they can't get it up any more. Other than that, the HentaiCute is considered useless for anyone not interested in the Sex Leagues/Gyms. Their range of attacks are only useful for Sex Battles, so they are ill suited for a combat harem.
Recently, it has been found that the HentaiCute possesses a minor form of telepathy. It seems to be only useful to delve into a Tamer/Pokégirl’s mind and dredge out their innermost desires. In some cases, the HentaiCute has used her size manipulation abilities to make her body become as close as possible to her Tamer's deepest fantasy. Those girls even go as far as to make that their default look.
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High Elf, the Noble Fighter Elf Pokegirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Uncommon (All Leagues)
Diet: vegetarian human diet
Role: Strategic thinkers, Snipers
Libido: Average
Strong Vs: Ghost, Magic, Flying
Weak Vs: Fighting, Ice
Attacks: Cheer, V-Splash, X-Splash, Absorb, Power Bolt, Mana Bolt, Mystic Bolt, Dazzle, Shield, Barrier, Arrow Shot*, Affinity Arrow*, Artemis Bow, Balance of Nature
Enhancements: Increased Magic Affinity, Longevity, Enhanced Agility (x3), Enhanced Eyesight (x5), Enhanced Strength (x2), Increased Intelligence, Resistance to Psychic Scans
Evolves: None
Evolves From: Elf (Normal)
If the Elf is the foot soldier and grunt fighter of the elven court, then the High Elf is noble warrior. Magically she becomes much more powerful than before. Though her skill is not on the level of the true mages of the Elf Court, she could certainly hold her own in a magical battle. The High Elf is very similar in appearance to the Elf. They grow about a foot, and become slimmer. Sometimes they may increase a cup size, but this rare. They like having their hair long, but not so long that it becomes a hinderance. High Elves are treated as a Ranger might in pre-Sukebe medieval times. They are far below the queen or her advisors, but well above the regular Elves. Some Elfqueens have them as the royal guard, and others employ them as scouts, having them sweep the area around the Elf Court for intruders.
High Elves are very logical. At first glance they appear to be coldly logical, however should a Tamer break through this shell they will find that, while they are in extreme control of their emotions and are strong proponents of logic, they are extremely loyal, hardworking, and loving pokegirls. High Elves are so strong, mentally, and in such control of their emotions and thoughts, that the stronger ones are capable of resisting psychic probes, though this does not give them any defense against psychic attacks. While Feral, they lose some intelligence and lot of control over their emotions. They will make heavy-handed innuendoes when speaking, a point that is an extreme point of embarrassment. They are devils in bed, the only other time they lower their wall of logic, though they cannot last as long as some other pokegirls.
A High Elf is a long to mid-range fighter, but they can fight up close if need be. They are topnotch archers, almost on the level of Herowu’s, if that is their chosen weapon. Their eyesight allows them to see long distance for their arrow shots. High Elves may magically enchant their arrows with elemental properties, allowing them to strike as an attack of the chosen element. While at first restricted to the elements of Fire, Lightning, and Plant, a willing, experienced Pokegirl may teach a High Elf how to harness an element of thier Type. This usually takes at least one week of hard training to accomplish. They are even capable of imbuing their arrows with either Celestial or Infernal energy, some can even do both, though not at the same time. Their bows are also the focus from which the attacks like Mana Bolt come from. Should they be forced to fight in close combat, their weapon of choice is a pair of long daggers. As a rule, High Elves prefer not to fight, but will do it if ordered. When fighting they will put distance between their enemies, erect a magical barrier and shoot from behind that. They use their intelligence to find out just how much force behind a shot they should put.
High Elves, despite losing the plant element, are still in tune with nature. They know what nature is trying to tell them and are capable of interpreting the signs. They are in fact so in tune, that using Balance of Nature, their grass element lasts twice as long as others who might use it. During the War, High Elves made excellent assassins. Their range could often exceed enemy snipers, and when hiding in the forest, it was very unlikely that they would be found. The High Elf was known for being able to take out an enemy commander the only warning being an arrow growing from the targets head.
Thresholding into a High Elf is rare, but occurs in those who have a very magical and very elven ancestory.
Arrow Shot – (ATK 60) An arrow is fired. If it is imbued with elemental energy, than it will change into a bolt of that energy, i.e. Plant energy = a small bolt of Solar Beam
Affinity Arrow – (ATK 70) An upgraded arrow shot, the arrow is fired with a high concentration of either Celestial or Infernal Energy. The High Elf does not need to be Fiendish or Blessed to use this attack, but must be taught by either a Celestial or Infernal to harness their energy. Most High Elves can only one or the other, but there are some that have been able to successfully use both.
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HILD, the Excelsis Arcana Pokégirl
Type: Very Near Human
Element: Magic/Dark (Infernal)
Frequency: Extremely Rare
Diet: Energy
Role: Supreme sorceresses
Libido: High
Strong Vs: Magic, Psychic, Normal, Dark, Ghost
Weak Vs: Fighting, Bug
Attacks: Nightshade, Greater Energy Drain, Smile, Reflect, Absorb, Imitate, Burst, Energy Blade, Force Bolt.
Enhancements: Enhanced Speed (x3), Enhanced Reflexes (x4), Enhanced Durability (x2), Enhanced Endurance (x3), Magical Affinity, Total Recall, Perfect Magical Analysis, Reduced Sleep Requirements, Longevity.
Evolves: None
Evolves From: Masui (Arcana Magica)
Despite the existence of their pre-evolved form, the Masui, Hild were long assumed to have gone the way of the Sphinx during the Revenge War. Although many reports exist of the havoc Hilds caused, the breed apparently vanished from the face of history near the end of the war, presumably from the effects of the Monster Flu. Whatever the cause of their disappearance, however, the method of catalyzing their evolution had remained unknown since, which has, along with the extreme rarity of Masui, prevented a return of the breed until very recently. However, due to the diligent research of a prominent Infernal Pokégirl Expert of the Celestia Gym in the Scarlet League, the Hild breed has recently made a reappearance, something that has made many glad that very few Masui exist and fewer have made the evolutionary leap. Perhaps one of the few breeds capable of outdoing an Archmage in the field of spellcasting, Hilds are quite a fearsome breed indeed.
Physically, Hinds tend to be slender, lithe very near human types. Their hair and skin colors vary greatly, with no trends discernible from the specimens available as of 300 AS save, strangely, that some possess Megami-like facial markings, and a few specimens have been noted to have a strange pattern of dual-toned skin, generally being one of each side of their body. The former markings markings have lead to occasional confusion of the two breeds, which generally amuses Hilds to no end, whilst infuriating those Megami who're aware of it, and many reports from the Revenge War Era seem to indicate that the latter pattern was prevalent in the original population of Hilds. Beyond these basic traits, however, the breed does not seem to possess many definitive characteristics, a fact that some find to be disappointing, considering the extreme rarity of Hilds.
The most distinguishing feature of Hilds, rather, is their general mindset, which involves a great deal of scheming. In this regard, it has been noted that Hilds are somewhat similar to Daimons or even Demonesses, but although as compulsive as the former, they share the more practical approach to their schemes of the latter; that is, they don't feel any inherent need to make their schemes overly complex, and are more likely to concentrate of the practicality of said schemes. They also are more prone to exploring the long-term ramifications of their schemes, often tying several plots together to achieve a greater effect, as opposed to looking at each on only its isolated short-term advantages. This, along with the ruthlessness that is displayed by many, has led at least one tamer to describe his Hild's ways as "Machiavellian" (a historical reference that was lost entirely on its audience), although others have disagreed, finding the breed to be far less diabolical than Demonesses, a fact that seems to indicate a good degree of individual variance.
However, although their scheming is their most distinguishing feature, it is their combat prowess that they are most known for: to be blunt, Hilds are extraordinarily powerful. Disturbingly powerful, many say; with a command of magical forces that rivals and often exceeds that of Archmages and generally enough life experience to command a vast array of magical powers, a Hild is quite the force to be reckoned with on the battlefield. In addition, the breed's ability to form simple-but-effective plans is often a boon in combat, with numerous cases of a Hild pulling together a win from a set of seemingly unrelated on-the-spot tactics having been recorded. It is also notable that the type-classifications that Hilds are considered weak to, Fighting and Bug, are likely to have difficulty getting close enough to a Hild for their advantage to take effect, which renders said weaknesses semi-void.
Sexually, like with appearances, Hilds are not particularly notable, being a decent choice in sex battles only when armed with erotic magics, and having a fairly normal range of taming preferences. One exception to this, however, is that a decent majority of those observed seem to have an almost paraphiliacal attraction to the clever and cunning, especially when said qualities enable a person to understand and accurately commentate on the Hild's schemes. In general, this means that, for example, if a tamer's commands and strategy in combat are particularly innovative and deceitful, that his Hild will be quite amorous in the aftermath, and has also led to Hilds becoming a much-sought breed amongst politicians. Another off-key quirk that some Hilds have been noted to possess, despite a lack of any preference for female partners, is a strange attraction to and amusement with the Spectra breed, a fact that no reason has yet been discovered for. Feral Hilds are, as of 300 AS, nearly inconceivable, considering the breed's rarity, as is thresholding into one.
Unauthorized Review or Divulgence of Information Beyond this Point is Strictly Prohibited and Considered a Capital Offense in All Leagues.
Although the information in the official "Hild" article is accurate, it must be noted that the breed it describes is not the true Hild breed. Rather, it is a recently synthesized breed that has been devised by the Legendary Demoness as her ultimate attempt to throw us off her trail. As such, it is imperative that she not learn that we are aware of her duplicity, and anyone party to this information will be terminated with extreme prejudice should they be deemed a security risk.
It should also be noted that, although Hild has (thankfully) yet to devise a perfected Superior (de-) Evolution spell, that the item apparently used to create the breed described above is presumed to have been created with an imperfect version of the said spell, and its success can be attributed to her already considerable hold over the Masui breed.
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HILD, the Legendary Demoness Pokégirl
Type: Near Human
Element: Magic/Dark (Infernal)
Frequency: Extremely Rare (Unique)
Diet: Energy
Role: Weaver of many plots, supreme sorceress
Libido: Average
Strong Vs: Magic, Psychic, Normal, Dark, Ghost
Weak Vs: None (Fighting, Bug)
Attacks: Glare, Leer, Nightshade, Greater Energy Drain, Smile, Reflect, Absorb, Imitate, Burst, Energy Blade, Power Bolt, Force Bolt
Enhancements: Enhanced Speed (x3), Enhanced Reflexes (x5), Legendary Qualities, Legendary Salient Qualities, Sleeplessness
Evolves: None
Evolves From: None (note: All documents and Pokédexes list that Masui evolves into Hild through an unknown mechanism)
Hild is the mightiest of all magical Pokégirls made by Sukebe. Her greatest trick was in convincing the world that she doesn't exist.
As one of the first Pokégirls to be around when Sukebe's Revenge began, and one of the most powerful, Hild took to the war with dark glee. Even then, her magical powers were far above the average of common Pokégirls', and this combined with their surprise attack on humanity, and humans' lack of understanding of magic, left Hild virtually unopposed as she wreaked devastation far abroad. However, fully fifteen years after the war began, Hild saw something that changed how she viewed the world. Two of her sister Legendaries, Titania the Stone Titaness and Scylla the Water Fiend, were slain by the humans. Witnessing this shocked Hild profoundly. For the first time, she realized that it was possible for her to die. She knew that the tide had been turning slowly for years now, but she disregarded that information as only applying to common Pokégirls. Seeing the humans' warship, Langoud, actually kill two Legendaries, superior beings like her, Hild realized that the humans they were fighting could actually end her life. Her! Who would otherwise live forever! The knowledge of her own possible mortality scared her deeply, and Hild retreated from the battlefield, never to be seen again.
Luckily for Hild, her attacks had been so swift, thanks to her use of a spell version of Teleport and her lack of a need for sleep, that it was believed that there were more than one Hild, and as everyone suspected by then, and would later affirm, each Legendary was unique. Hild used, and still uses, this misconception to her benefit, since a non-Legendary Pokégirl that no one has sees anymore is rarely thought about by anyone. Most people assume that the Hild Pokégirls were wiped out in the war, so by having a few Masui seen around and by letting people think they will evolve into her, Hild has killed two birds with one stone. First, while most people have forgotten Hild when she was first active in the war, records still remain, usually studied by various Pokégirl researchers. By having people think that she was just another common Pokégirl, Hild has ensured that those researchers will never "rediscover a lost Legendary." Furthermore, should Hild ever be forced to operate openly, no one would think she was a Legendary; they would just think she was the first Masui to make the evolutionary jump to a Hild, and whilst she detests the thought of operating in the open, Hild is at least somewhat prepared now for if that should happen. Even more recently, Hild has apparently taken this deception further still; using Chairman Egurashie of the Scarlet League as a foil, she has increased the circulation of Masui slightly and introduced a faux-breed that has become officially known as "Hild." With this "return" of an "extinct" breed, the world has no reason at all to suspect the existence of the Legendary Demoness as a legendary Pokégirl...
Still extremely afraid of death, however, Hild has spent almost all of her time focusing on increasing her magical powers, and she has made leaps and bounds; her magic is extremely powerful--more so than even the strongest of Magic-type Pokégirls could dream of. Her greatest work to date was completed one hundred years ago, when she made a spell that allows her to evolve or devolve other Pokégirls. The spell itself is incomplete however, not giving her the full range of options she desires, a deficiency she is currently working to correct.
Hild is a very lithe and beautiful Pokégirl. Her entire right half of her body is pure, snow white, while the entire left half is ebon black. Her hair matches this pattern, black on the left and white on the right, with a perfect part so there is no overlap. She prefers to show off her body, despite having virtually no one around to see it, (save sometimes for visiting Masui,) usually wearing something clingy and diaphanous, or sometimes nothing at all. Like all other Pokégirls, she still feels the need to have sex. When this happens, she usually has her servants use a Hypnosis spell on an unsuspecting male, bring him to her lair, and then sates her carnal desires on him, after which time she'll order him to remember nothing and return him. Hild hates doing this, not because she finds it degrading--she enjoys the sex greatly--but because it leaves her somewhat vulnerable, and she knows that any number of things could go wrong with the operation and lead various people right to her. As long as the overpowering lust is there, though, she can't help it and so vehemently despises this weakness. This has caused her to constantly seek a way to overcome it.
Besides sex, Hild's only other physical need is energy, which constitutes her "food." However, this is much less of a problem for her than for other energy-draining Pokégirls, since Hild has the Greater Energy Drain attack. Using this, she can drain energy from almost anything: Heat, light, living creatures, electricity; it doesn't matter where. This makes it very easy for her to feed, a fact she is grateful for, knowing that it would be very hard to stay isolated if she needed to drain life energy exclusively. Hild also possesses the Sleeplessness enhancement, which means she doesn't need to sleep. Instead, she spends all of her time working on new spells or other projects, never letting a moment pass when she isn't moving towards her goals.
When Hild was first starting out, she firmly believed that she would be one of the highest rulers of the world after Sukebe conquered it. This is a desire she has never forgotten. She is very bitter now about having been cheated of what she feels was her birthright, and constantly schemes to get it back. Her ultimate goal is nothing less than world domination, and she doesn't care what she has to do to get it, although she prefers to manipulate others for her ends rather than acting herself. To this end she worked very long and hard on her magic, and her goal seems within reach now that she can make new Pokégirl breeds.
In general, Hild feels nothing but contempt for her fellow Pokégirls. She is disgusted with how they so easily submit to their ancient enemies, the humans, although she doesn't hold this against them beyond a certain point. The need for Taming is a weakness she knows they cannot overcome, as she herself cannot. However, while Hild desperately seeks a means to end the need for sex, if she ever found one, she wouldn't give it to other Pokégirls. Once her plans to rule come into fruition, she intends to be the only Pokégirl free from the need for Taming, making her better able to rule over all others.
While Hild despises humans and feels contempt for other Pokégirls (particularly Moan, whose carefree and benevolent attitude annoy her no end), her greatest enmity is reserved for one place in particular: Sanctuary. Hild is fascinated with how Sanctuary Goths don't need to be Tamed all the time, and desperately wants to know how. All she has managed to gather through divinations and spies so far though is that it has something to do with some of Sukebe's lost technology being found. When she first found this out, she fell into a fit of pique so bad that she immediately sent a Masui to try and kidnap an S-Goth so she could take Sanctuary's secrets from her. She armed her minion well, and it managed to get to the S-Goth when she was alone. Using the new spells Psychic Cell and Psychic Solitude, she managed to stop the S-Goth from teleporting away or telepathically contacting others for help. However, the fight was more difficult than the Masui had imagined, and she was forced to kill the S-Goth and flee rather than take her prisoner. It remains Sanctuary's only unsolved murder of one of their own. After that incident, Hild realized that her own enthusiasm had gotten ahead of her, and has since returned to more subtle dealings to try and capture one of Sanctuary's guardians, just one of her many plans towards eventual world domination.
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Hild's shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below), nor her learned skills, such as her new spells. They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe's Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type's normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Hild has No Weakness (Level 80). If she were to face a Fighting type or a Bug type Pokégirl, or anything else that was considered Strong vs. Magic or Dark, at or below level 80, she wouldn't be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary's No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don't have. Here is Hild's array of special attributes:
Mother of Magic: Hild is a supremely magical being. Because of her inherently sorcerous nature, she can shape spells to her will to a great degree with much greater ease than most. A spell initially being cast as a fireball can become an iceball or be made to explode in a specific pattern without a significant exertion of will, alternation of components, or other time-confusing effort on her part. However, it is difficult to change a spell too drastically with this ability, and, after altering two major aspects, it would generally be economical to simply create a new spell with the desired effect. Spells altered with this ability will generally, when magically analyzed for reuse, appear to retain the qualities of the base spell, making attempting to copy the alterations more trouble than it is worth.
Heavy Magic: When Hild uses magic, she can imbue it with extra sorcerous power without expending much additional energy. Any spell she does this to is considered to be heavy magic, and its effect is generally to multiple the results of a spell. For example, a fireball imbued with heavy magic would explode more ferociously and cause more destruction, or a barrier would become significantly more durable. However, because it is merely the amplification of a predesigned effect, Heavy Magic cannot be imbued into spells that have been significantly altered from their base form via her Mother of Magic ability, and the effects of heavy magic are lost in a spell if it is altered via Mother of Magic. Also, attempts at duplication will fail to replicate the additional power of the spell, merely yielding the base form.
In addition to her special qualities and salient qualities, Hild has a wide variety of spells only she and her Masui know, with several of them being magical versions of Psychic powers. A small fraction of them are listed below:
Sorcerous Teleport: A magical version of teleportation
Sorcerous Hypnosis: A spell to hypnotize the target; a magical version of the psychic power.
Psychic Solitude: This spell is cast on a single target. It makes the target unable to send or receive telepathic messages, effectively isolating them psychically
Psychic Cell: This area-effect spell creates a zone that cannot be teleported into or out of.
Arcane Insight: This divination spell reveals, albeit cryptically, information relating to a single question asked.
Mystic Mask: this spell takes affect on one being, possibly the self if the caster wishes. It blocks attempts to read the affected creatures thoughts. Whereas Psychic Solitude prevents telepathy from making contact but allows intrusive mind-probing, this spell allows "external" mental functions like telepathy, but no form of ESP or mind-reading works.
Greater Mystic Mask: This spell works just like Mystic Mask, with the following additional property: The affected individual's thoughts can not only not be probed, but said individual can put up a wall of false thoughts. To anyone scanning the target's mind, all they pick up are the false thoughts, which seem genuine.
Forced (De-)Evolution: This reversible spell is what Hild used to create the Masui Pokégirls. By using this spell on a Pokégirl, she can either force her to evolve or force it to devolve. Devolving is always just one form down if it has multiple de-evolutions, and evolving is just one form up if it has multiple evolutionary steps. If it has more than one evolutionary or de-evolutionary form possible, the caster can choose which form to have her assume. If the caster wants, they can try to force a totally new evolutionary form, but this is very difficult. Multiple applications of the spell must be cast on the target Pokégirl, and this process is slow and very painful. Furthermore, new evolutions created are always Magic-type Pokégirls, with any other element being lost. This spell cannot force a Pokégirl to devolve into a new form, and the Legendary Pokégirls are immune to this spell, as are humans; it does not force human girls to go through Threshold. Hild is currently working on a new spell she has called Superior Spell (De-)Evolution. She hopes that this spell will work on Legendaries, will be able to add secondary elements, and can be used just once to make new breeds of Pokégirls. However, this spell is still in its research stages, and early reports show that it will go much more slowly than its predecessor spell.
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(insert name here) HUNTER, the Lethal Pokégirl
Type: as per base type
Element: Base Type/Dark/Magic
Frequency: Extremely Rare (1 in 100,000 of a particular Pokégirl species is a Hunter)
Diet: as per Base type plus all show carnivorous tendencies
Role: Assassin
Libido: as per base type
Strong Vs: ?
Weak Vs: ?
Attacks: Dark Goggles, Dark Blade MKII, Dark Shield, Dark Bomb, Dark Mist, Imitate, Absorb, Energy Blade, Power bolt, Teleport, Cure, Night (except for self), Drain, Ingest*, plus as per base type
Enhancements: Longevity, Enhanced Strength (x6), Enhanced Dexterity (x4), Endurance, Recovery, Enhanced vision (x4), Enhanced Olfactory ability (x4) plus any enhancements to the base type. Enhancements are in addition to base type enhancements, so an Amachop Hunter would have Enhanced Strength (x14)
Evolves: As Base Type (All evolutions keep the Hunter template)
Evolves From: As Base Type (All evolutions keep the Hunter template)
Story this Pokégirl appears in: The Harris Saga, written by Kerrick Wolf
It is well documented that Sukebe was a genius and possibly a madman. Few consider the fact that he wasn’t perfect. Sukebe, however, knew this fact quite well. He realized that sometimes his creations wouldn’t be quite what he wanted and that this fact might not become obvious until after some time had passed. Therefore he created the Hunters to eliminate any unsatisfactory Pokégirls that might prove resistant to self-termination.
The Hunters were designed to hunt down and eliminate problematic Pokégirls, whether individuals or groups. They are tireless predators when seeking out their targets and relatively normal Pokégirls otherwise. Hunters can be from any species of Pokégirl that was specifically created by Sukebe.
The loss of Sukebe has left the Hunter types at loose ends. Each responded to this new condition in different ways. Some have kept hunting their previously assigned targets while other have stopped and gone on to seek other pursuits.
All Hunters, regardless of actual libido, are sexually aggressive and do not hesitate to communicate their status to their Tamer or to the members of his harem.
All Hunters eat meat. In fact, to use one of their most potent abilities, Ingest, they must feed off of a target. Once they do this, they gain the ability to shapechange themselves into their target for twenty four hours. This was developed to allow them to take out a member of a group and then assume its identity to infiltrate the rest of the group. They keep their own powers, however, as well as Type, Strengths and Weaknesses. If they ingest brain matter from their target, they gain its memories for the same interval. Note that Hunters with total recall keep the memories forever.
In a harem, Hunters will not necessarily reveal their extra abilities, and so even an approximate idea of the number of Hunters existent is impossible to determine.
They were never produced in large numbers and were deliberately given reduced rates of fertility. As all Hunters have longevity, and as of 300 AS, none have currently become Pokéwomen.
Hunters are ferocious mothers and refuse to be separated from their young. They will kill their Tamer or anyone else who tries to interfere with their offspring and flee with the young if necessary.
Hunters will try to seek out a Tamer before going feral and with their teleport ability have a very good chance of attaining this goal. Feral Hunters are much more sexually aggressive and will seek out a human male to regain their sanity. They will destroy anything that stands in their way of attaining Taming.
It is suspected that a feral Wildcat Hunter was responsible for the destruction of a series of harems in the northwest Indigo Plateau over a six month period. All of the attacks followed the same pattern: the harem was destroyed and then the Tamer was Tamed to death over a period of several days. In each of the cases, evidence indicated that the Tamer frequently accessed his or her Pokédex and other net capable items. It is suspected that the Wildcat Hunter had been hit with an extremely powerful Psychic attack and had become confused about its location and therefore was unable to successfully teleport.
Using a Pokédex on a Hunter will not reveal anything out of the ordinary.
The Hunter class was designed comparatively quickly and so all Hunters show a personality quirk. Personality quirks vary from individual to individual, and even parthenogenic litter mates do not have the same quirk unless the mother’s personality was also included. Some examples of quirks include extreme superstition, various phobias, and various “locked in” speech patterns, such as using the royal we or the inability to use personal pronouns.
Existence of the Hunter is not commonly known and it is suspected that some Hunters are actively working to keep things that way..
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HYPERDOLL, the Easy Fighting Pokégirl (aka the Pokégirl with a MORON for a Tamer)
Type: Very Near Human
Element: Magic
Frequency: Very Rare (thank god)
Diet: human style food
Role: super protector and fighter (if she feels like it)
Libido: Low
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Mega Punch, Mega Kick, Pummel, (elemental swords), Energy Blast, Telekinesis
Enhancements: Enhanced Strength (x10, can take enormous amounts of punishment, telekinetic flight, can use any elemental sword attack)
Evolves: Redeemer (gaining respect for her Tamer)
Evolves From: Bimbo (mistreatment, lack of discipline, lack of Taming, losing 7 battles in a row)
Letting a Tigress become a Panthress is evil and wrong. Letting a Bimbo become a Hyperdoll is just flat-out inexcusable.
Treating a Bimbo badly, not disciplining her when she does something wrong and just yelling at her, not Taming her much, and forcing her into battles she can't win results in one of the most unwanted evolutions of all time.
The Hyperdoll.
Upon evolution, a Hyperdoll gains a lot of intelligence back. As a Bimbo, she could learn things if they were repeated to her enough times, and as a Hyperdoll, she learns that she doesn't have to give a damn about anything. Their bodies gain a cup-size from whatever it was before, their hair turns neon pink, and their bodies become more muscular. Their eyes turn gold. And they also do whatever they want, whenever they want. They will stick with their Tamer due to their need for taming, but they will not obey them except when she wants to. She doesn't care about anything or anyone but herself, and if she fights or protects her tamer or Harem sisters it'll most likely at the very last minute or if it will benefit her in some way. They are indifferent to their surroundings and will happily wreck anything or anyone in their path to a victory.
A Hyperdoll's fighting style is basic brawling mixed in with energy blasts and elemental sword attacks and telekinetic flying. They do not hold back in a fight and several Pokégirls who have fought them have ended up with broken bones. In battle they are always certain they will in and most of the time always do. They go for the fast, easy victory and will always mock and laugh at the weakness of their opponent. They do NOT listen to their Tamers in a fight at all. In the very rare instance that a Hyperdoll loses, they will never admit that it was their fault and usually blame their Tamer or one of their Harem sisters. (Those who haven't left in sheer disgust of being around the Hyperdoll.) Bonding of any kind with a Hyperdoll is assumed to be impossible.
Giving away a Hyperdoll or abandoning it is impossible, as they become angry, abusive, and violent when a Tamer tries that, although many have tried, since they are too much trouble to keep around. Essentially, you have a Pokégirl for life. So, and please forgive this researcher's unprofessional tone, if you have a Hyperdoll, it SUCKS TO BE YOU, DUMBASS. Gyah ha.
For reasons unknown, Hyperdolls don't like to wear clothing that is very revealing. Probably their egos make them think it's undignified.
Interestingly enough, like Neo-Iczels, they become extremely caring around a Penance. No one knows why this drastic contradiction is and the Hyperdolls asked just ignored the questioners entirely. Also related to Neo-Iczels is the fact that they feel incredibly uncomfortable around Hyperdolls (needlessly, as they are more powerful and better fighters besides), and have a tremendous need to prove themselves to their Master in any way possible.
If a Hyperdoll's Tamer dies on them, the Hyperdoll will become more and more violent, becoming hostile to anything with a heartbeat. Psychic-types who scan Hyperdolls who have lost their Tamer detect something akin to mourning in their minds. In this case, it's best to either have the Hyperdoll put down or find a way to isolate it. It's possible to take in a Hyperdoll who's undergone such a loss… but to be honest, no one really wants to.
No cases of Thresholding into a Hyperdoll have been reported. Thanks heavens.
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ICE EMPRESS, the Arctic Ruler Pokégirl
Type: Very Near Human
Element: Ice/Magic (Celestial)
Frequency: Extremely Rare
Diet: Vegan
Role: Arctic operations commander, Arctic farming
Libido: Low (Rises in higher temperatures)
Strong Vs: Dragon, Flying, Ground, Plant, Ice
Weak Vs: Electric, Fighting, Fire, Steel
Attacks: Ice Punch, Cold Punch, Iceblade Kick, Ice Beam, Ice Blade, Ice Wall, Mist, Snow Storm, Ice Blade Mark II, Heat Drain, Cold Snap, Ice Floor, Iceball, Big Iceball, Simulacrum, Ice Armor, Wave of Ice, Temporary Crystal Prison, Ice Form*, Ice Slide*, Icicles, Boulder Ice, Glacier, Heavenly Strike, Diamond Dust, Emotion Bomb
Enhancements: Total immunity to all forms of cold, Body temperature control, Can manipulate temperature in surrounding area, Longevity, Increased Durability (x6), Increased Intelligence (x4), Increased emotional capacity, Absolute Ice Mastery, Self-transmutative ability, Immune to Infernal status effects and Attributes
Evolves: None
Evolves From: Ice Princess (normal, Lvl90)
Ice Empresses are a prized commodity amongst Ice-type Pokégirl Tamers. Their power is incredible, as is their level of control. Where Ice Princesses are almost invincible in an arctic environment, an Ice Empress is TOTALLY invincible in a cold environment!
Granted, a powerful-enough Fire-type can screw all that to hell, but still, an Ice Empress is a force of nature to be reckoned with. They are bustier by far than their previous forms, going up by at least two cup-sizes than before. Their hair lengthens and turns icy white. Their bodies become tremendously cold, their skin painful to the touch and turning a deep shade of frost gray, but they can raise their body temperature to the more manageable levels of an Ice Maiden. They mainly let their natural temperature occur in battle. Ice Empresses, surprisingly enough, also have a light Celestial attribute to them, due to their immunity to Infernal status effects and Attributes. They are the most emotional of the line, and tend to be over-exuberant in expressing their feelings for their Harem sisters and Tamer.
So great is an Ice Empress's mastery of ice, that they can turn their very bodies into a superdense form of living ice that actually has a high resistance to heat attacks. They can also use their ice abilities to generate a slide of sorts that allows them fast movement through the air as they slide along. The ice slide fades quickly after the Ice Empress passes over it. Ice Empresses also have two frightening, powerful attacks thought to be useable only by the Legendary Ice Goddess, Shiva: Diamond Dust and Heavenly Strike. This had led people to wonder if Yukii of the Ice Maiden Preserve, now an Ice Empress herself, has had her people come into contact with the infamous Legendary. There is one disadvantage to Diamond Dust that Shiva doesn't have: Casting Diamond Dust takes away from the Ice Empress's HP.
Ice Empresses are more cunning and intelligent than their previous forms. This makes them excellent Alpha Pokégirls, as well as canny strategists. The Ice Empresses of the Ice Maiden Preserve were the ones who developed a highly successful, surprisingly simple, 100% effective way of producing strong, healthy harvests of fruits and vegetables in frigid environments that would normally make farming impossible. This has led some Researchers to wonder if places like the Scarlet League, formerly Antarctica, could somehow be made habitable under the right conditions.
Due to how high a level an Ice Princess must be to evolve into an Ice Empress, it's assumed that they cannot be a Threshold result. So far, no Threshold case to date has ever contradicted this fact.
*Ice Form (DEF 70) – The Ice Empress transforms her body to living ice, gaining a higher defense rating and surprisingly, a high resistance to fire. It's presumed that her body's cold in this form is enough to counter the heat. Obviously an Ice technique.
*Ice Slide (ATK 30 + EFT) – The Ice Empress creates a bridge of ice underneath herself and moves it forward, sliding on the ice as she moves. This technique can be used to ram opponents, although its primary use is as a fast, easy transport for the Ice Empress. Obviously an Ice technique.
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JENOVA, the Calamity Pokégirl
Type: Very Near Human
Element: Unsure, assumed to be Ghost/Magic
Frequency: Extremely Rare (Unique)
Diet: Presumed human-style
Role: Disasters, general trouble-making, advance scout (Wartime only)
Libido: Unknown
Strong Vs: Normal, Magic, Psychic, Fighting
Weak Vs: Ground, Poison
Attacks: Ghost Blade, Night Shade, Telekinesis, Dominate, Hypnotize, Fade, Heal, Flash, Foresight, Confusion, Disable, Disable Max, Mirror Coat, Metronome, Feel the Burn, Phase, Invis 1, 2, 3, Absorb, Imitate, Steal Luck, Dazzle, Teleport, Temperature Barrier, Aura Barrier, Barrier, Ashen Wings
Enhancements: Magic affinity, Psychic affinity, low-level uncontrollable ability to affect probabilities in a negative fashion, high intelligence, psychotic
Evolves: None
Evolves From: None
If there were no other reason to hate Sukebe, Jenova would be it.
While nowhere near as powerful as the Legendaries and not classified as such despite her seeming agelessness, she is more powerful than most other Pokégirls out there. She’s beautiful, like the vast majority of Pokégirls, with dark grey skin, white hair, firm, a soft, round ass, trim hips that aren’t too wide or too small, DD-cup breasts that don’t sag in the slightest despite her age, and glowing, enchanting white eyes. She moves gracefully, with swift, elegant movements and when seen, she is usually clad in a silken white robe that flows like water when she moves.
That’s about where the attractiveness ends.
Jenova is a wicked Pokégirl, cruel and vicious and loving to cause trouble and chaos. When she shows up, it means something bad is about to happen, no question whatsoever, whether she causes it directly or not. She delights in causing even the slightest kind of trouble, and laughs when she sees someone in pain. During the War, her favorite tricks involved sabotaging vehicles so that they’d explode when airmen tried to start them up.
Needless to say, Macavity adores her.
She was one of the most hated Pokégirls during the War, and the arising Leagues scrambled for ways to try to kill her. Surviving witnesses place her at the site of many Pokégirl-related disasters before they happened, including a horde of Manti invading a Russian fortress and slaughtering several scientists who were working on a device based on psychic energy to try and pacify other Pokégirls. Shortly beforehand, Jenova was seen casually sitting on the roof of the main building in the fortress, whistling softly. Only one woman survived, and that’s because Jenova had captured her and was Taming her.
However, there is a small ray of hope, as her ability to have things go wrong can work against her as well as for her. During one of Atmuff’s earliest rampages, she came across Jenova and nearly killed her, the powerful warrior overwhelming Jenova completely and nearly beating her to death. She went into seclusion for several years after that.
For years, her presence was lost. Then she was sighted investigating the ruins of the first Widow attack, an amused expression on her face. She has shown up a few more times since then, sometimes assisting a cadre of Limbec Pirates. And there are also unconfirmed reports of Jenova being in direct contact with the infamous Athena of the Crimson League. Frequently she has been seen in the company of Macavity, usually with Macavity making Jenova squirm and moan in ecstasy.
Bootleg videos of some of their encounters are available.
As Macavity, despite her chaotic and borderline psychotic tendencies, is one of the easier to find and more ‘amiable’ Legendaries, we were able to convince her to tell us a little about Jenova. Unfortunately, it all related to Taming techniques, as apparently Jenova, while having high endurance, also has a low pleasure threshold. This, however, was taken as good news, as it means that she is potentially controllable.
There are also unconfirmed reports of Jenova’s DNA being used to breed super soldiers. One rumored to have DNA is a tamer who’s only known name is Sephiroth, however he disappeared shortly after murdering his rival, Cloud Strife, and his Pokégirls.
All information on Jenova MUST BE CONCEALED. She is too dangerous a Pokégirl for anyone to try and catch. If Tamers should try to go after her, the body count is practically guaranteed to be enormous. League officials should keep spreading false knowledge, rumors, and lies about her. A cover story based on a mythological society that predates even Pre-Sukebe human society has been included in a separate file. Repeat: The Cetra cover story is the ONLY information allowed within the public Pokédex. Revealing of any true information about Jenova is punishable by having the S-Goths set on your trail, and they are confirmed to be able to have fates worse than death at their disposal…
Recent Update: A friendly within Sanctuary has told us about a legend within the culture of the S-Goths. The earliest S-Goths report having visions of a ghostly, shadowy woman, her face partially masked by a steel helmet, guiding them to a mystical power. This story has led to several distressing theories about the S-Goths, such as the increasingly strong possibility that they may have acquired their power from Jenova herself…
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JOKETTE, the Clown Princess Of Killing Pokégirl
Type: Very Near Human\Limited Metamorph
Element: Magic/Psychic
Frequency: Extremely Rare (Not rare enough in some people's opinion)
Diet: Human-style, presumed also to feed on fear
Role: Killing, Sadistic Acts
Libido: No one wants to know.
Strong Vs: Poison, Psychic
Weak Vs: Fighting, Dark, Ghost
Attacks: Teleport, Tackle, Roar, Confusion, Wrestle, Quick Attack, Flash, Agility, Blur, Slash, Power Bolt, light spell work, Smilex Mist, Killing Joke
Enhancements: Almost totally fearless, Concentration (2x), Highly intelligent, Almost complete insensitivity to pain, longevity, slow regeneration
Evolves: MaryAnn Drew (Angel Stone)
Evolves From: Harlequin (Mana Crystal)
Bounty (for confirmed kill of a Tamed Jokette): 750,000 SLC
Bounty (for confirmed kill of a Feral Jokette): 1,500,000 SLC
Bounty (for reporting sighting & getting out alive): 70,000 SLC
Recommendation if you see one: Do not try to fight a Jokette unless you have a Fighting-type, Ghost-type, or Dark (bat-type) Pokégirl. A Celestial would be good, but Dark types are ideal, however the League understands that both types are a very rare. Also, if Smilex Mist is used, drop whatever you're doing and RUN, making sure not to breathe in the mist. A Jokette is can be considered between a Mantis swarm and a Widow for how dangerous they can be. Seriously, just call in the military and then get the hell away.
Harlequins are problem enough. It's when they evolve that things get nightmarish.
When exposed to a Mana Crystal, the first thing that happens to a Harlequin is that they suffer a massive psychic overload. They suddenly get a mental 'snapshot' of the minds of every person (human or Pokégirl) on the planet at once. This 'searing revelation' as they put it, in turn drives them completely insane at the same time turning them obsessively bitter, viewing the entire world and everyone in it as one gigantic joke. So pathetic a joke, that all they can do is laugh, laugh, and laugh, and make everyone around them die laughing as well. Then the physical changes begin. Their skin turns chalk white, their hair becomes green, and their lips become blood red in color. Their breasts become comically large, although they somehow retain their agility despite this. Their jaws enlarge slightly, making them capable of giving large, frightening grins. They gain a preference for purple clothes, either tuxedos that are modified to reveal a great deal of skin, or bikini suits. Their laughter at times can be used to the same effect as Roar & Confusion combined, and they will do it at the drop of a hat (usually their own). But they especially love to do it in the middle of combat and right in the face of whomever they're dealing with. Only the strongest, tightly focused minds can handle this without temporarily shattering under the strain.
They are not the best spellcasters (something which everyone is grateful for), and can manage only small elemental manifestations at best, with a few personal healing spells. But they don't rely on them, instead preferring to manifest blades in all shapes and sizes from those as small as a pocket stiletto, to comically (no pun intended) huge meat-cleavers that defy all logic in how they are wielded. They simply love anything with a sharp edge. But their one constant is the item they always leave behind after they've become 'bored' with a situation, which is a manifested 'Joker' playing card from a pre-Sukebe Poker deck. Often it's set to explode if touched, a small Smilex mist filled charge will go off in the face of the person holding it, edges are mono-molecular, or sometimes it's just an ordinary poker card. They're that unpredictable.
They love playing lethal practical jokes, and in fact thrive on them, taking the time to set up elaborate schemes to kill someone. When they need Taming, they usually just capture, rape, and kill someone (male or female) that attracts their attention. It's sadly not uncommon for a Jokette to be found 'playing' with a dismembered phallus or an arm that was sawed off at the elbow. One of the (yet another) terrifying things about Jokettes, is their ability to temporarily - never more then a hour - hide ALL traces of their Pokégirl nature and appear as a pure-blood human female of astounding beauty. Along with this is a personal magnetism/charisma that can charm the pants off virtually anyone they come across. Those that are fooled into complacency will likely be found the next morning as a cooling body in a back alley with an insane smile locked onto their face from a kiss laced with Smilex Mist. If not even worse off to the point of being nearly unrecognizable as once being a human being.
On occasion, if the being (human or Pokégirl) that has attracted their attention is interesting enough, they will become fixated on that person. They will do anything they deem necessary to make that person's like a living hell in their own comedic fashion, sometimes even capturing them and attempting to take them under their wing, before eventually driving them insane. Thus one of the worst possible things to do is to become interesting to a Jokette. An interesting twist to this is they are mentally compelled, usually quite willingly, to Dark Types for which they have an unexplained weakness to. Also the higher the level/experience of said Dark types, the more they obsess over them.
To point out how insane Jokettes are, to the point of utter fearlessness, even when dealing with either a type weakness, or simply out of their league, a Jokette vs. Widow battle occurred in 287 AS. A Jokette peppered said Widow with attacks after 'ruining' its torture of a tamer and his harem by showing up and killing/eating them. The entire time the Jokette was laughing like a mad-Pokégirl until she finally ran out of energy to do anything more then stand still. Almost an hour later, and the only slightly damaged (and astonishingly, what appeared to be incredibly annoyed) Widow simply vaporized the Jokette on the spot with a surprise use of a Hyper-beam before continuing on her rampage and being stopped two days later. As the Widow was charging up for the Hyper-beam, the Jokette laughed even louder all the way up to the point she was consumed by the beam.
The most dangerous attack a Jokette has is the Smilex Mist, which is a Poison-type attack. They exhale a cloud of pinkish-purple gas that, if inhaled, causes the victim to have uncontrollable fits of laughter. The fits become so violent that in weaker victims, ribs are broken as the victim literally laughs themselves to death, suffocating while experiencing terrifying hallucinations, and leaving the dead victim with a hideous parody of a smile on their face, similar to that of a NightMare. Normal antidotes can cure the effects of the poison, but it must be administered quickly, within ten minutes of inhaling the gas. Poison-type Pokégirls are NOT immune to this gas; it only takes three times longer for the effects to appear. A second form of this, nicknamed the 'Last Kiss' is one where a Jokette grabs its victims by the side of the head and deeply French kisses them and exhales the Smilex Mist directly into the victim's lungs in concentrated form. The attack is near universally lethal, with only a few Pokégirls - those that don't need to breathe, or any Dark types, having partial immunity. Even Venom Mistresses only have partial immunity - they will become deathly ill for 24 hours, incapable of anything more strenuous then laying in bed & breathing. After 24 hours they will recover fully, without requiring an antidote, if however having nightmares for a few weeks afterward. Pokégirls that do not need air, or a human wearing a gas-mask are only affected mentally as the Jokette uses some of its latent Psychic abilities to briefly overcome their victim's minds, 'injecting' massive numbers of hallucinogenic visions along with making the victim believe they are choking to death.
Jokettes are completely immune to psychic probing, as they are so insane that any attempts to probe their mind results in temporary dementia and the Pokégirl who tried having nightmares for a month. Interestingly enough, a Jokette can be made to back off if confronted with a Celestial or Dark Pokégirl. They don't show fear, but they do seem intimidated by them enough to run away in the case of Celestials. Dark types however, as mentioned above, will cause a Jokette to change focus to them above all else, even more so if the Pokégirl has some Bat-type traits. If that same Pokégirl has Fighting-type traits, the Jokette will utterly drop whatever they are doing (literally, which can get...messy) and attack them on sight. This is highly unusual as in the reverse, Pokégirls with Bat traits utterly -despise- Jokettes. One of the most notorious feuds along the east coast of the Indigo League was between two different Jokettes (Jackqueline Nikelsen, and Helena Ledger, both Trixie threshold cases that were forcefully evolved by a Team Trauma splinter group in a revenge plot) and the harem of Alfredo Creditsworth (mostly made up of Golbutts and Sidekicks). It was he who gave the species its most well known descriptor: "Some Pokégirls can't be tamed, bought, bullied, or reasoned with. Some Pokégirls just want to watch the world burn."
In an even worse twist, Feral Jokettes actually get MORE intelligent, and a semblance of sanity. If you call being able to come up with even more vicious and effective ways to kill people in the most hilarious way possible, from their perspective. A blessing in this is that Jokettes are simply unable it seems to be able to kill anything in this state as they can't seem to find it funny. Sadly, they generally won't stay Feral for very long, as they will use their slight metamorphic ability to disguise themselves as a human, and then have their way with some unfortunate soul before being back to their 'normal' selves. One highly annoying factor about Jokettes is that all of them seem to have longevity, and a means to slowly regenerate from anything less then a lethal wound. Even if you drop a multi-story building on top of them, and several times, people have, never consider them dead until you see the body for yourself, dismember it and bury it in a half-dozen different locations (feeding the remains to Sharptits is also a preferred disposal method in a sense of poetic justice/irony, as its one of the things Jokettes like to do to others). Otherwise they likely will pop up again a few months later, completely healed, and start yet another rampage.
Celestial Pokégirls, however, upset and confuse them tremendously for reasons unknown. Jokettes generally refuse to fight them unless backed into a corner; although that's the place no attacker EVER wants to force a Jokette into, as they are so unpredictable, that they could potentially do anything at that point. They will avoid churches like the plague and seem simply cannot stand being around Angels and Seraphs, those being two of the only types of Pokégirl that can make a Jokette frown. No one knows why this is, but some Celestials who've had encounters with Jokettes have theorized that Jokettes fear them because of what they represent, a goodness that goes against their worldview of the world as one big joke. They're not afraid of Celestial types, just that it 'gives me headaches when they're around' as one Jokette put it, right before decapitating the captured researcher with a large trout she pulled from her pants. We're still trying to figure that one out.
Recent Discovery: Jokettes are comedians, yes, if of the most sadistic kind. All their jokes are artful in some way, and they put a great effort into making each murderous prank actually funny. This has led to the discovery of a severe weakness Jokette's have: they cannot stand bad jokes. They quite literally become physically ill when a bad joke is told, to the point where they are near death if the barrage of jokes is kept. This in turn causes them to become more vicious in an attempt to kill the wanna-be comedian before they reach their weakest points. This effect can also be accomplished by physically copying a Jokette's mannerisms, way of movement, attitudes, etc - they HATE copycats and will fly into an unbelievable rage that makes Gyna-dose ones pale in comparison even as they become acutely physically sick at the same time. Another known weakness is that Jokette's seem to be limited to only being capable of perform harmless practical, if terrifying, jokes during April Fool's Day. This in turn makes it far easier for a Tamer to take one down as they, and their harem, are under no such limitations. Scientists have no explanation for this, they're just grateful that these lunatics actually HAVE some weakness…
No cases of Thresholding directly into a Jokette have been reported, thankfully. It also seems that Jokettes are unable to reproduce via pathogenesis (THANK GOD) and the one surviving Jokette in a secure lock-up has yet to go through second puberty to become a Pokéwoman and is over 150 years old at least. Researchers have concluded that this is known to Jokettes, and also contributes to their murderous insanity. On that note though, a female infant left where a Jokette can get her hands on them has nearly quadruple the chance of thresholding into a Trixie eventually. That is, if the Jokette doesn't throw the baby out a window or worse just for kicks.
Smilex Mist – (ATK+EFT) This hideous mist spray, stored inside a Jokette's modified lymph nodes, is a virus that causes acute Hemorrhagic Dementia Fever that reproduces incredibly fast on contact with a victim's lung tissue and then spreads throughout the body until it reaches the diaphragm and optic nerve. It causes the diaphragm to seize up, making it nearly impossible for the victim to breathe without assistance, and the effort of the victim to breath will cause internal bleeding that comes out as bloody foam from the mouth. It's also accompanied by compulsive laughter - not because the victim thinks this is all funny, but due to the diaphragm's seizure - the more the victim tries to breath, it forces the air through the lungs creating a 'wheezing' sound much like laughter. For all this, the mental side of the attack (with an added Psychic 'push' behind it) is far worse. The mind is subjected to horrific mental images dredged up from the most basic instincts (eaten whole/alive, buried alive, suffocating in the dark alone, dipped in acid, the list is too numerous to count). If the victim can somehow remain calm through all this, their chances of survive nearly triple and with CPR (Helper will not be infected as the virus is not contagious) can survive almost 30min before requiring the antidote & death occurs. If they cannot remain calm, unless the antidote is delivered within 10min, death is a foregone conclusion. This is made worse if the Jokette performs the 'Last Kiss' version, which forces a far more concentrated version of this directly down the victim's throat & into their lungs, and the virus' effects are felt near instantaneously, and death can occur in a matter in as little as a minute or less. Thankfully the attack is only effective if it reaches the lungs.
Pokégirls that do not need to breathe are partially immune and are only forced to deal with the psychological trauma - they can recover from the attack in as little as a minute, if shaken from the experience. Dark types are thankfully near completely immune to the mental attack, which is one reason why they are so effective against Jokettes - they can stay completely calm even as the physical effects hit them, and seek out help or apply the antidote to themselves without much assistance. Psychic types actually are worse off as the mental attacks can put them into a catatonic vegetable state the instant it hits them (either version) and into full body convulsions. While this is less taxing to them physically (as they're unconscious and not struggling), most Psychic types will forever afterward have a psychological fear of ANYTHING to do with Jokettes, if not being driven at least partially insane for the unlucky/weaker ones. Smilex Mist (either version) is completely ineffective against Widows. We know this simply because in the previously mentioned battle, the first thing the Jokette did was teleport INTO the Widow's lap, perform the 'Last Kiss', and teleport away before the Widow could do anything. Needless to say, it didn't end well for the Jokette.
Killing Joke – (ATK + EFT) A sadistic attack that is almost always a one-hit kill technique, the Jokette psychically scans its intended target's mind and then spouts off a one-liner joke that perfectly describes the current situation, moment, whatever. If the victim even THINKS its funny (or worse, laughs) for even a moment, the Jokette will manifest one of its ubiquitous knifes (largest possible is a 4 inch throwing knife) and throw it with perfect accuracy - straight for the victim's heart. It ignores any/all type benefits and cannot be stopped. The only way for it not to hit is for something to interpose itself between the victim & the blade, and be thicker then the blade is long, otherwise it will pass right through. The ONLY exceptions to this are Celestial Types and Dark types (mainly the Bat-trait ones). Jokettes simply cannot use it against Celestials for reasons unknown which frustrates the hell out of them, and while it -can- be used on Dark types, it ALWAYS seems to miss and can do as little as a nick, or at most a partially crippling wound (like severing the spine). This pisses off Jokettes to absolutely no end, and the more they try it against an opponent they already used it on the worse their 'aim' gets, until they can't even hit anymore, or the blade actually 'bounces' off their target without damage. And this 'protection' effect is permanent. Anyone that survives it initially will be immune. Dark types while they will get injured, eventually it becomes totally ineffective against them.
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KAMICHU, the Tiny God Pokégirl
Type: Very Near Human
Element: Magic/Various
Frequency: Extremely Rare
Diet: normal human diet
Role: Unknown
Libido: Varies
Strong Vs: Varies
Weak Vs: Varies
Attacks: Smile, Cheer, Bless, Curse, Bellyflop, Elemental Barrage (*), (all others vary)
Enhancements: Magic Affinity, a random elemental affinity
Evolves: Megami (if very kind-hearted), Youma (if highly temperamental), Demon-Goddess (if frequently alternating between somewhat kind and somewhat temperamental), Neo Iczel (if overconfident), any others vary
Evolves From: None
Kamichu usually result from threshold Pokégirls with a strong magical history, even if it's a long line of Youma. The reason they were not discovered earlier was the fact that most girls who might threshold into Kamichu have strong enough personality traits that they immediately evolve into another Pokégirl.
Kamichu have popped up more frequently in girls who do not have strong enough emotions to immediately evolve them into something else. Because of this and their various possible evolutions, there is not a lot of data that is consistent. Most Kamichu develop an elemental affinity, though most will have to learn with this is through trial and error, or through a visitation to a Shrine Maiden or one of their own evolutions, but this can sometimes be a waste of time since the Kamichu will likely lose these powers if they evolve into a Demon-Goddess or Megami, but conversely, if they become a Youma or a Neo Iczel, their powers will always carry over. Some other magic-types might be able to sense the Kamichu's elemental affinity, but this would not be set to any specific Pokégirl species.
Kamichu do not have a set appearance, other than the fact that they look identical to how they appeared as humans. Spiritually sensitive humans and Pokégirls will notice a rainbow colored swirl of energy surrounding the Kamichu.
Oddly enough, while Pokédexes will read them properly, somehow Pokéballs can never touch them until they evolve into another Pokégirl type, regardless of how close the thrower is to the target Kamichu. Somehow, a strong wind, a small piece of masonry, a human, a laptop, a suddenly erupting hydrant or something similar will always divert the Pokéball from its intended destination.
If the user attempts to press the Pokéball against the Kamichu, they will suffer greater misfortune, ranging from a potted plant landing on their head to knock the user out to an intense vertigo that sends the user to the nearest bathroom to barf out their last three meals. One overly stubborn tamer attempted to capture a Kamichu via contact and spontaneously combusted on his fifth attempt. Another found himself inside said Pokéball although once released he could not be returned to it.
Kamichu can be temporarily swayed one way or another, but inevitably, they will choose their own evolution by their real personality.
Kamichu have a number of odd universal abilities. They, nor their real friends (casual friends don't count), will never go hungry. They personally will rarely suffer a strong misfortune without a compensating good fortune, though they can have small to moderate good fortune without suffering any compensating negative luck.
Kamichu often find themselves being sought after to solve small to moderate problems, though they might not always be able to. Within six months of their evolution to Kamichu, they will begin to attract various Pokégirl servants which will usually relate to their final evolution. These servants are almost never very powerful, but they will usually mesh well with the Kamichu's personality and they will do their best to make the Kamichu smile. Since the Kamichu's personality determines their evolution, its unheard of for them to evolve into something that their servants won't like, and because of that, Kamichu will usually retain their servants even after evolution.
The Kamichu's emotions are perhaps the most dangerous thing about her. When she feels a strong emotion, everything relating to her elemental affinity will begin to react as she does. If a Magic/Steel Kamichu is feeling very angry at someone, various loose metal, some of which might be from that particular area, will begin striking the person. If a Magic/Fire Kamichu is feeling sad, all of the fires in the area will dim and may not even burn. If a Magic/Grass Kamichu starts laughing out of mirth, a large number of plants may enter a prolonged bloom, regardless of the season or the climate. This power is nicknamed Elemental Barrage, and unfortunately, a Kamichu needs to work very hard to use it consciously.
Most Kamichu should never be directly involved in a battle as they are better suited to support roles.
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LADY LUCK, the Double-or-Nothing Pokégirl
Type: Very Near Human
Element: Psychic/Magic
Frequency: Extremely Rare
Diet: human style food
Role: entertainers, gamblers, good luck charms, casino workers
Libido: Average to High
Strong Vs: Psychic, Poison, Fighting, Curses
Weak Vs: Bug, Dark, Ghost
Attacks: Card Trick*, Dice Bomb*, Hand of Fate*, Rolling Slots*, Foresight, Pretty Wink, Blow Kiss, Metronome, Bestow Luck, Disable, Taunt, Whistle, Mystic Stare, Curse, Roulette, Hidden Magic, Second Chance Item
Enhancements: Enhanced Agility, High Psychic and Magic abilities through gambling-based
mediums (Cards, Dice, Slots, etc), Enhanced Hand/Eye Coordination, Aura of Luck, High Empathy
Evolves: None
Evolves From: Harlequins (Dream Stone)
The evolution of a Harlequin into a Lady Luck was only recently discovered by luck, when a Tamer's Bunnygirl happened to randomly stumble on a Dream Stone while the Harem was setting up camp, most likely accidentally left behind by an absent-minded Tamer. Eager to show her Tamer, the Bunnygirl apparently ran a bit too fast, tripping over her own feet and sending the Dream Stone flying right into the Tamer's Harlequin, beaning her right on the forehead. Needless to say, after the ensuing evolution, the Bunnygirl received a spanking and the Tamer received a very affectionate and very fortunate new Pokégirls.
Lady Lucks, upon evolution, lose much of their pranking tendencies along with their dark element and need for heavy make-up, though they enjoy a good laugh and will not get in the way of a prank when they see it as long as it isn't deadly. Instead, they gain the Magic element as well as an intense love and knowledge of games of chance.
Physically, they gain a few inches in height, becoming anywhere from 5'7" to 6'1", as well as becoming half a cup larger in the bust. Hair and eye color may vary, but they do gain a greater appreciation for eye-catching clothing, dressing in form-fitting brightly colored 'dresses' that leave only the breasts and crotch covered along with elbow-length gloves and thigh-high boots and/or stockings. Oddly enough, a symbol appears just below their breasts, taking shape of either a spade, club, diamond or heart. This symbol apparently has no special significance, save that a Lady Luck will almost always do their best to bare it. Some speculate it is the source of their Luck, others a sign of pride that they didn't end up like their poor cousins that ended up evolved into Jokettes.
Like their name suggests, Lady Lucks are immensely lucky for Tamers they like.. and unlucky for Tamers they don't, which usually manifests in a lot of little things happening, like finding money, losing money, being in just the right place at the right time.. or the wrong place at the wrong time. Needless to say, woe be to those fools who would attempt to steal or mistreat a Lady Luck.
In battle, a Lady Luck will use many techniques based on Chance. Metronome, Mystic Stare, Disable and Roulette are all known to her, and unlike most she will not hesitate to use these techniques. By providing a handful of dice, the Tamer has given the Lady Luck access to her Dice Bomb attack, while a deck of cards will bring about the Card Trick attack. At higher levels, Lady Lucks can summon these mediums out of thin air, and usually with a flourish, and will have access to the fearsome Hand of Fate technique and Rolling Slots spell. While all of these techniques are a gamble, Lady Luck wouldn't have it any other way.
It's interesting to note that no matter how much someone may try to cheat at a game of chance, the Lady Luck will always find a way to beat that person, making them ideal for work at casinos. They are also proficient in card tricks and slight of hand, though they never use these skills in a game.
On a side note, Lady Lucks will do their best to destroy a Jokette if they come across one, showing an intensity quite similar to how Vampiras treat feral Vampires. They do this out of a sense of duty, a price to pay for their luck, more than any intense hatred... though many Lady Lucks indeed feel hatred for their poor, misguided cousins.
New Attacks
Card Trick - This technique is similar to Feather Shuriken, allowing the Lady Luck to throw normal playing cards like shuriken, though the cards thrown will have an elemental affinity and chance to do a status effect based on the card number and suit. It starts off at 5% for aces, and moves up the number scale by 5% each, with Jack, Queen and King counting as 11, 12 and 13 respectively.
Spades --- Electric-based Damage, chance of Paralyze
Hearts --- Ice-based Damage, chance of Freeze
Clubs --- Fire-based Damage, chance of Burn
Diamonds --- Rock-based Damage, chance of Dizzy

Dice Bomb - The Lady Luck throws a pair of energy dice at the opponent, causing a series of small explosions that can be anywhere between 2 to a number based on the strength of the attack. A single explosion is similar to a strong Comet Punch, not enough to seriously harm on its own, but when repeated in large amounts, can turn out to be very dangerous. At lower levels, the energy dice thrown are only 6 sided. After level 20, these dice turn to ten-sided dice. After level 35, they become twelve-sided dice. Finally, after Level 50, they become twenty-sided dice, able to do a maximum of 40 hits.

Hand of Fate - By drawing five random cards, Lady Luck can call upon a random effect based on the combination of cards in her hand. Jokette cards are wild, and will help create the best possible hand
Royal Flush --- Lucky Blast! (The Ultima spell will trigger, causing massive damage to the target)
Straight Flush --- Elemental God (Summons an Elemental, similar to the Water God attack, based on the suit generated. Spades will create a Wind God, Hearts will call a Water God, Clubs calls a Fire God and Diamonds call an Earth God. The stats of each god are the same, though attacks vary from element to element)
Five of a Kind --- Jokette's Wild (The Jokette Card shines brightly, before emitting a weaker version of Smilex Mist, affecting everyone except the Lady Luck and Poison Types, causing everyone to fall in fits of laughter. The laughter isn't as strong as a Jokette's Smilex Mist, and wears off after half an hour, though usually this is enough for the Lady Luck to attack and knock out the affected Pokégirl.)
Four of a Kind --- Lucky Beam! (A multicolored beam similar to Hyper Beam will fire from the extended hand in the shape of the number/letter of the cards. The numbers/letters do not dictate the power of the attack)
Full House --- Bad Breath (A green mist emits from the glowing cards, enveloping the target in a poison cloud that deals all sorts of status ailments, leaving only Poison Types unaffected.)
Full House A's and 8's --- Dead Man's Hand (A dark energy builds in the cards, before causing a powerful surge to shock through the Lady Luck's system, dealing 75% damage to her and leaving her paralyzed.)
Flush --- Elemental Golem (Summons an Elemental, similar to the Water Golem attack, based on the suit generated. Spades will create a Wind Golem, Hearts will call an Water Golem, Clubs call a Fire Golem and Diamonds call an Earth Golem. The stats of each golem are the same, though attacks vary from element to element)
Straight --- Lucky Blessing! (Healing light engulfs the Lady Luck, her Tamer and her party, bringing them all to full health and canceling any status ailments they may be suffering from)
Three of a Kind --- Triple Guard (The spells Protect, Shell and Haste are cast on everyone in the Lady Luck's party, even the Tamer)
Two Pair --- Lucky Break! (The hand gets thrown at the enemy, the cards forming an energy sword that slices the target Pokégirl, inflicting a random Break technique based on the suit on the majority of the cards. Spade - Power Break, Diamond - Armor Break, Club - Special Break, Heart - Mental Break. In the case of a tie, the fifth card's suit shall be the Break that occurs. For example, A Lady Luck draws Two Pair, 5's and Q's, both pair with one heart and one diamond, and the fifth card if an Ace of Spade. When the Hand gets thrown, the Sword Break that occurs is a Power Break. If a Jokette is in a place where it is considered the tiebreaker between suits, then the rare Break All will occur, inflicting all four break statuses at once.)
Pair --- Scattershot (The hand gets thrown at the enemy Pokégirl, and the shuriken-cards double to strike the Pokégirl with ten non-elemental blasts)
No Viable Combination --- Junk (Lady Luck takes 20% damage)

In a case where a Jokette appears in a hand, causing it to be one of two or three combinations, the Lady Luck gets to decide which one it can be. For example, a pair of Aces, a Nine, an Eight and a Jokette are in the hand. In this case, the Lady Luck can make it into a Two Pair, to initiate the Lucky Break attack, or Three of a Kind to initiate Triple Guard. Or, in the case of two pair and a Jokette, the Lady Luck can use either the Full House effect, or, if the hand is lucky enough, the Two Pair attack using the Break All effect. In the case of two Jokettes, the Lady Luck gets more control of which attack is which... though there is a low chance of this occurring.
Rolling Slots - The Lady Luck creates a slot machine the same height that she is, bearing three large reels with a button on a device at the top of each reel. The slot machine then emits an aura which forces all combatants to face it, one combatant being chosen at random to act as 'leader.' The chosen 'leader' must then activate all three slots to stop their spinning. One of many results depending on the combination of lined up symbols will occur.
Symbols on Reel 1 - Symbols on Reel 2 - Symbols on Reel 3

Cherry - Cherry - Flower
Flower - Flower - Cherry
Pokéball - Banana - Banana
Banana - Cherry - Cherry
Cherry - Cherry - Cherry
Flower - Flower - Flower
Pokéball - Pokéball - Pokéball
Banana - Cherry - Cherry
Red 7 - BAR - Banana
Cherry - Banana - Pokéball
Flower - Pokéball - BAR
Pokéball - Cherry - Cherry
Banana - BAR - Cherry
Red 7 - Red 7 - Red 7

There are three different 'win lines' and they only work straight across, from left to right. The central win line effects will always happen first, followed by the top win line effects, followed by the lower win line. If only one line has a 'winning' combination effect, only that effect will occur. If multiple win lines have 'winning' combinations, then they shall occur in the stated order of middle, top then bottom. If no win lines have an effect, then the 'Trouble' effect will take place only once.



Slot 1/Slot 2/Slot 3 -- Effect

Red 7/Red 7/Red 7 -- CONGRATS! (Coins rain down from the sky, as the Lady Luck's party finds their money has increased by almost double. Holographic doubles of the Lady Luck applaud the target, as a banner appears in midair with the word CONGRATULATIONS on it! The target is led a safe distance away from the target or targets by the holograms, all targets under the hypnotic suggestion that they've won something grand, allowing for a quick escape by the Lady Luck and her party. If the target has items, they will sometimes fall out of the targets' pockets, allowing them to be picked up by the Lady Luck's party.)
BAR/BAR/BAR -- Lust Romance Dust (All targets are sprayed with an enhanced form of Lust Dust capable of affecting even males. They promptly fall in love with the nearest person and start making out with him/her, becoming readily compliant with his/her wishes. The effect lasts for one day.)
Cherry/Cherry/Cherry -- Vine Tentacles (All targets are trapped by living vines which attempt to violate them.)
Flower/Flower/Flower -- Multi-Dust (All targets are sprayed with Lust Dust, Bloom Powder, Buttsprout, and, if the targets are male, first sprayed with Gender Dust, turning them temporarily female.)
Pokéball/Pokéball/Pokéball -- Summon Esper (A random Esper is summoned and performs a powerful special attack.)
Banana/Banana/Banana -- Banishing Blast (A wave of energy wraps around all targets, lowering their stats by half.)
Cherry/Cherry/anything -- Cherry Bomb (A barrage of cherry-shaped firecrackers spit out of the machine, each one doing slight damage. But it does quickly add up...)
Flower/Flower/anything -- Curagun (5th level Cure spell used on all members of Lady Luck's party)
Pokéball/Pokéball/anything -- Switch sides! (One of the targets becomes trapped in a Pokéball and temporarily brainwashed to fight on the side of the Lady Luck.
Banana/Banana/anything -- Curaja (4th level Cure spell used on all members of target party)
Cherry/anything/anything -- Snacktime! (The favorite food of all targets, the Lady Luck, and her party will appear in their hands.)
No viable combination -- Trouble... (The stats of all targets will be doubled, with power increases happening accordingly.)
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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.
Ceremony Description
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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LEMURE, the Dream Demon Pokégirl
Type: Near Human
Element: Magic/Psychic (Infernal)
Frequency: Very Rare
Diet: Nightmares, anxiety
Role: Strategic support, psychological warfare
Libido: Average
Strong Vs: Normal, Fighting, Poison, Psychic
Weak Vs: Celestial, Ghost, Dark.
Attacks: Absorb, Energy Blade, Hypnotize, Sleepy Eyes, Backstab, Dream Eater, Teleport, Psychic, Psychic Illusion, Foresight, Fade
Enhancements: Enhanced Strength (x2), Enhanced Agility (x8), Enhanced Speed (x5), Enhanced Endurance (x2), Aura of Exhaustion*, Sleeplessness
Evolves: None
Evolves From: Daimon (Dream Stone)
Making up perhaps the smallest component of the Legions of Terror, Lemures might have been an extremely effective weapon during the war had one of their greatest assets not also proved itself to be a liability. Simply put, Lemures are support Pokégirls whose specialty is inducing anxiety and exhaustion in the opponents, then feasting upon the psychic energy generated even as they enhance the effect by manipulating the foe's dreams.
Physically, Lemures were modeled, in the interest of furthering their psychological warfare roles, after their more powerful and vindictive cousins, the Demonesses. Thus, they fall into the category of being almost human, but with a few “off” characteristics (such as red eyes, small horns, claws, or the like) to indicate that they aren't. As such, hair color, skin tone, and eye color vary, usually being directly related to their previous forms' appearances. Height and breast size do sometimes increase slightly also, but rarely more than a few inches and almost never more than a cup size.
The general affect of a Lemure is reminiscent of the person who tells scary stories around a camp fire with a straight face--that is to say that they generally have an unnervingly confident manner with just a hint of ridicule. Becoming, compared to a Daimon, somewhat less overtly aggressive and less tactical, they change their focus to a more subdued enjoyment of making others uneasy. Rather than using a surprise or shock to scare an enemy, a Lemure would sooner plant an insidious suggestion idea in the mind of another, then watch with quiet amusement as they succumb to their own inner demons. Although this makes them appear better-behaved on the surface, this illusion doesn’t last long as those around them begin to grow more and more unsettled over the course of seemingly normal conversation. And they may also notice that exhaustion begins to feel more pronounced as the Lemure’s aura of exhaustion takes effect.
This is all ideal prelude, in many Lemures’ opinions, to the point where their targets doze off (or are forced to sleep by her magic) and she has unrestricted access to their dreams. At that point, even if their anxiety-causing tactics had little effect, it is possible for the Lemure to penetrate into said dreams and mold them as she sees fit, which generally means nightmares. After all, the reason for the breed's enjoyment of anxiety and dark dreams is primarily that such are their ‘food,’ and required for sustenance. However, this does not at all mean that their dream-manipulating abilities are limited to nightmare induction....
Au contraire, in fact, if a tamer should gain his Lemure’s respect (usually through failing to succumb to her tricks and thus not falling under her power), she will become quite useful to have around. Rather than attempting to make him uneasy, she will often become almost reassuring, mocking those who try tactics similar to her own even as she invokes her own against the offenders. Some even feel inspired to master their auras of exhaustion, making it more of an "at will" effect than a constant one. But, perhaps the most striking of the changes in a Lemure of this variety is that a new facet of her powers is opened. She will often utilize her dream manipulation powers to not only ward off nightmares, but provide pleasurable dreams, and some tamers with Lemures have found their fantasies coming true in dreams. Which is generally a fun experience for the Lemure too if she chooses to insert herself into the dream (usually in a guise that makes her a part of the fantasy).
In battle, however, Lemures revert to use of their psychological tactics with a vengeance. Aside from looking and acting somewhat like the much more feared Demonesses, they will often speak and act with a quiet confidence rather than arrogance, suggesting much more faith in themselves than they might actually have. However, when it comes down to actually fighting, most Lemures prefer not to fight. Utilizing abilities such as fade, teleport, and foresight, they will allow their enemies to tire out with the help of Aura of Exhaustion, then drain the unfortunates energy with dream eater and absorb, a very effective combo in most cases. They also have a moderate affinity for sex battles, using Aura of Exhaustion to make opponents tire more quickly, but few truly excel in that area.
Similarly, Lemures are generally not noted to be the best lovers during taming, especially those who’ve failed to master their auras of exhaustion. The latter type have been noted often to prefer quick, intense tamings that tire their masters out so as to allow for them to move to the realm of dreams, wherein they can be as skilled as they (or their tamers) wish and physical limitations are not a problem. However, it should be noted that this sort of pseudo-taming isn't enough to keep them out of feral, and a Lemure must be physically tamed as often as any other average libido'd breed.
Feral Lemures are generally very sedimentary creatures, lazing around in the wilds and generally causing those that would attack them to succumb to sleep and give the Lemure the access to dreams that she needs to survive. And, since they themselves are sleepless as well as psychic types, it requires very careful planning and generally a good dark-type 'girl to capture one. Thresholding into a Lemure is extremely rare, but has been documented on a few ocasions.

• Aura of Exhaustion – (ATK+EFT) The name given to an ambient effect that surrounds most Lemures. In effect, the Aura of Exhaustion is a strong catalyst for exhaustion and tiredness, acting to amplify the effects of these afflictions in those around the Lemure. However, it is a double-edged sword, as very few Lemures take the time and effort required to develop a conscious control of it, and its area of effect is not limited to the enemies of its owner, though she herself is immune. It was for this reason that they were not as popular in the Legions of Terror as their abilities might have otherwise merited.
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LUCARDA, the No-Life Queen Pokégirl
Type: Very Near Human
Element: Ghost/Magic (Infernal)
Frequency: Extremely Rare (Thank the thousand gods!)
Diet: Blood, Souls
Role: Hunters
Libido: High (Very High during a full moon)
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock, Celestial
Weak Vs: Dark, Fire, Celestial
Attacks: Blood Blade, Dark Thunder, Ghost Blade, Mega Drain, Night Shade, Vampire Bite, Invis 1-3, Illusion, Phase, Aura of Doom, Hypnotize, Shadow Walk, Devour, Summon Familiar
Can only be learned after Lvl 40: Grisly Wing, Evil Touch, Blood Veil, Summon Undead
Enhancements: Enhanced Speed (x4), Enhanced Strength (x8), Enhanced Endurance (x5), Darkness Affinity, Psychic Affinity, Constant Dark Goggles effect, Regeneration, Self-Mutation, Solar Resistance, Can use certain T2 techniques naturally
Evolves: None
Evolves From: Vampire (Zalera’s Blessing)
Bounty (for reporting sighting & getting out alive): 100,000 SLC (applies to Ferals only)
Bounty (for successful capture & taming): 180,000 SLC (applies to Ferals only)
Recommendation if you see one: You know the Widow drill. Run. Just run. Don’t try and be a hero! If there is no hope of escape, try and get on the Lucarda’s good side. If you’re lucky you might get her as a member of your harem or she’ll decide you’re not worth the effort. If she’s Feral and you don’t have a high-level Celestial on hand, stick your head between your legs and kiss your ass goodbye!
The fourth and most hated Esper to come to our realm of existence, Zalera, is a creature who only respects Death in all forms and is understandably feared, even by those whom choose to summon her. Surprisingly the respect the darkest of the Espers has for death is transferred over to one Pokégirl, the Vampire. From her study of old texts, Zalera understood that Vampires of old legend were considered to be undead beings that continued their own existence through taking the life-blood of others. Needless to say, the Esper of Death was intrigued enough that the next time she was summoned by a Tamer that owned a Vampire Pokégirl, she struck a deal different from her usual cost of a portion of or an entire soul. She commanded to the Summoner that if he wanted her to fight on his behalf, that he allow her to bless his Vampire.
The deal was struck. Once Zalera finished with her opponent, she made sure that she received her end of the bargain. The Vampire was changed into a new breed of Pokégirl from the dark power bestowed upon her, and was dubbed by the Esper as Lucarda, the No-Life Queen Pokégirl. Since that first Blessing, there have been a few more that have come into creation, and none are pleasant.
A Lucarda’s appearance remains similar to that of a Vampire with pale skin and pointed canine teeth, but they are definitely more intimidating than their previous form. They shoot up a solid foot in height, normally putting them over at 6’. If not already, their bust increases to small D-Cup. Their hair grows out to considerable length, and becomes a pure jet black, (although a few cases report short blonde). Most intimidating however, is their eyes; now changed to a blood red but can shine with a bright crimson light with powerful emotions, such as anger, lust, or ravenous hunger for blood.
The scariest, most intimidating aspect however, is the change in their biology. By becoming a Lucarda, the Pokégirl loses the enhanced durability she had as a Vampire, her defense comparable to a regular human’s. However, this is offset by the Lucarda how having true Regeneration rather than enhanced healing, allowing them to come back quickly from blows that would be fatal to most. This Regeneration also makes it so Lucarda are free from the pains of sunlight. One even went on record as saying, “For us, sunlight isn’t some great enemy. We just despise it!” As one can guess, during night, especially with full moon when their powers are at their strongest, a Lucarda is a most dangerous creature.
In other, more terrifying uses, a Lucarda can use Infernal energy to twist the aspects of her Regeneration into a truly terrifying attack, often reserved for those she may feel is unfit for her to deal with personally. With a mix of her body and blood, her Infernal power, and perhaps the souls she has stolen, a No-Life Queen can summon creatures known as ‘familiars’. They can appear in a variety of forms that either sprout from the Lucarda’s mutated body or they could even swarm about her freely as an army that could number from dozens to hundreds; the free forms are especially prevalent when she is in a completely darkened area or during night. Luckily, it has been determined that this ability leaves a Lucarda relatively vulnerable, as it releases the blood and lives of others that she uses to sustain herself.
Through study of this ability and the summoned Esper, it has been determined that the Summon Familiar technique is possibly a gift from the Death Esper. The end result of what makes up a ‘familiar’ is an ectoplasmic energy that has been condensed into glowing black liquid which has been further refined into a desired semi-sentient shape by the No-Life Queen. Without a doubt, this is the same energy that makes up Zalera’s exclusive attack, Condemnation. With this connection, it is thought possible for Zalera to teach her faithful Lucardas the technique of Condemnation, but NO ONE wants to know if this is true or not!
However, this use of powers does not come without another price. Reliance on Regeneration and Self-Mutation can often leave a Lucarda with inhuman features. One No-Life Queen that had her left arm severed now produces a solid shadowy substance which she can manipulate into various shapes: a wing for flying, blunt or bladed weapons for combat, even shadows which can slither along the ground and trip up or simply render an opponent immobile. Of course, she can revert it into an arm-like shape, but it remains a complete form of darkness, showing the more true extent of the inhuman being the Pokégirl has become.
Lucarda are truly the most devious of Infernal Pokégirls, retaining a majority of her fearsome abilities she had as a Vampire and then some. As they are close to immortal and nearly invincible, they are a considerably egotistical breed. A Lucarda will freely taunt and belittle her opponents, often allowing them to inflict seemingly fatal wounds before healing herself and obliterating her target. One of the preferred tactics is to allow herself to be literally torn to pieces by her opponent’s attacks before simply flowing back together. It could accurately be said that rather than defeating her opponents, a Lucarda breaks them, cruelly showing other Pokégirls how ineffective they are against her magnificence before finally finishing the battle, either through knocking her opponents out, or assimilating all they have to offer; blood and soul.
Those whom she takes the life of completely, she can use later through a technique bestowed upon her by Zalera, Summon Undead. Still, one should realize that the desire for Souls is not a dietary need, and is a compulsion that is instilled in them by the Esper of Death’s Blessing. Blood will suffice, but it has shown that those Lucarda that don’t get to partake in even a portion of a soul often become more aggressive, as the demand to supply power to this technique is firmly part of their being; such is the influence of Zalera within them.
Despite the terrifying presence this Pokégirl projects, it should be pointed out that they aren’t as entirely as immortal as they may seem. Dark and Fire attacks can afflict damage, Dark techniques managing to retain enough force to push them back and Fire burning them as fast as they regenerate, giving them a wound which can last longer than the initial hit. While they are able to hurt Celestial Pokégirls, Lucarda do take damage in return. Oddly enough, they tend to be highly amused by or infatuated with Celestial Pokégirls, and look forward to fighting them. There is one breed of Celestial Pokégirl in particular that the Lucarda simply love battling more than any other: the Warrior Nun. With a similar regenerative power, when these two opposing powers go toe-to-toe, it makes for a Pokébattle unlike any other!
When it comes to the breed’s weaknesses, it has also been proven on one occasion that not even a No-Life Queen can defeat a Widow alone. One encounter recorded between the two breeds ended up with the Lucarda expiring, succumbing to the numerous wounds she received during the battle the arachnid Pokégirl. However, it is still a remarkable feat in that the Widow sustained heavy injuries as well and was forced withdraw from the area to lick her wounds. One has to wonder if Cocooner knew what she was doing when she created that Celestial.
The majority of Lucarda are already owned in Harems by Tamers that had summoned Zalera and made the pact with her, and are often fiercely loyal to that Tamer. However, there have been exceptions. One Lucarda that had her original master killed wandered around, eventually becoming a Feral beast that roamed the wilds until she was captured and Tamed, since it had proven near impossible to kill her; giving reason that there is no kill bounty on the breed. Another No-Life Queen ended up getting transferred to another Tamer, whose blood was sweeter than that of her current Master at the time. It seems that Lucarda have a taste for virgin blood, an incredible rarity in this world. One should never lie about being a virgin to a Lucarda, since once they taste your blood, they’ll know, and they won’t be happy.
Those Tamers with Lucarda have yet to fully come out with an amount of detailed information concerning Taming a No-Life Queen. However, what can be understood is that they are quite dominant and a decent amount of blood and possibly the loss of a small portion of their soul. It is thought their inability to come forward with a decent amount of information is due to a hold that the Pokégirl has over them, possibly during the act of Taming or in their life in general. One thing is certain: while their libidos do correlate to the phase of the moon, they seem to remain high by default.
There has never been a case of human girl becoming a Lucarda through Threshold, and it is considered impossible due to what is needed to create one. Most people rejoice because of this fact.
Summon Familiar - (EFT) An Infernal Summoning technique exclusive to the Lucarda. When performed, the vampiric Pokégirl summons forth creatures that are physical manifestations of the Lucarda’s inner darkness; her evil mixed with the souls she has taken. Numerous capabilities can include spiders, mutated dogs, huge bats, floating eyeballs, all the things that could give anyone nightmares for months on end.
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MAGIC KNIGHT, the Elemental Knight Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Extremely Rare
Diet: human food
Role: hero
Libido: Average to High
Strong Vs: Fire, Ghost, Rock, Water
Weak Vs: Dark, Fighting, Magic, Psychic
Attacks: Slash, Go Down, Parry, Deflect, Bonk, Imitate, Heal
Enhancements: Magical body armor, special gauntlet which contains a sword
Evolves: None
Evolves From: Firemaiden (Dawn Stone), Watermaiden (Dawn Stone), Airmaiden (Dawn Stone)
A Magic Knight is an extremely rare Pokégirl, there have only been three reported cases of a Pokégirl evolving into a Magic Knight. The three Pokégirl types that were reported to evolve into Magic Knights were: a Firemaiden, an Airmaiden, and a Watermaiden. Exactly how these evolutions are catalyzed remains unknown. One researchers hypothesizes some sort of new evolution stone that he has dubbed “Escudo” but so far this appears to be nothing more than a pet theory with no evidence whatsoever, and virtually all of the Pokégirl research community has disdained the idea.
Reportedly, when the three Pokégirls evolved into Magic Knights, their physical appearance did not alter, though their wardrobe was supplemented by magical armor consisting of shoulder guards, a breast plate, boots, and gauntlets which contained a magical stone from which the Magic Knight was able to draw a sword. Each of the Magic Knights has gained powerful new attacks, including some sword attacks and some magic attacks.
Though the reports claim that though these Pokégirls were Tamerless, they were not Feral. No one knows when or why they disappeared, but to this day, there have been no other credible reports of any Pokégirls evolving into Magic Knights.
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MAGICUNT, the Magical Fish Pokégirl
Type: Animorphic (Fish)
Element: Magic/Water
Frequency: Uncommon to Rare (usually mistaken for other types)
Diet: kelp and some fish
Role: spellcaster (especially water)
Libido: Average
Strong Vs: Fire, Psychic
Weak Vs: Electricity, Plant, Ice
Attacks: Punch, Spells
Enhancements: Spellcraft
Evolves: Boobfin (Dark Stone), Gynadose (orgasm + level)
Evolves From: None
Magicunt's look basically like Mermaids, except that along with the normal vagina at the bottom of their abdomens, there is a second, much larger vagina spanning from the sternum and terminating at the start of the normal one. This vagina is anatomically complete, including a fist sized clitoris, a urethra (used mostly for water-spells), and vaginal canal. But instead of connecting to a Uterus, the vaginal canal terminates in a pocket dimension (who's size depends on the level of the Magicunt.) early in life, there is only enough space to hold a few small items in it, but it may grow large enough to carry passengers. The reverse side of the pocket dimension, once it reaches sufficient is a spherical type room made of the Magicunt's own flesh, and filled partially with clean, fresh water. There also is a sort of reflection of the Magicunt, attached to the wall. That Magicunt's cunt forms the only exit to the room.
Because of this pocket dimension, Magicunt's are very valuable as a means of transport across and into water.
It is also believed that this pocket dimension is the source of a Magicunt's magic. But like all magic type Pokégirls, this is poorly understood.
There is also a rumor that if a Magicunt enters the "magic cunt" of another Magicunt, then their pocket dimensions become intertwined, and they end up sharing a joined pocket dimension. This is as yet untested.
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MARYANN DREW, the M.A.D. Pokégirl
Story/Series This Pokégirl Is From: Fossils
Type: Very Near Human
Element: Magic/Psychic/Dark
Frequency: Extremely Rare (Who's nuts enough to slap an Angel Stone on a Jokette)
Diet: Human-style, presumed also to feed on laughter
Role: entertainers, clowns, expert victims
Libido: Average to High
Strong Vs: Ghost, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: Cry, Teleport, Tackle, Telekinesis, Wrestle, Quick Attack, Flash, Blur, Slash, light spellwork, Permeable, S.E.P., Breasts of Steel
Enhancements: Enhanced Hearing and Eyesight (x8), Agility, almost totally fearless, intelligent
Evolves: None
Evolves From: Jokette (Angel Stone)
MaryAnn Drews are perhaps the reason Jokettes are so nervous around Celestials. Like a Harlequin's exposure to a Mana Crystal, a Jokette's exposure to an Angel Stone opens her mind to a life-changing, cosmic revelation. She suddenly realizes that the Universe is a vast, uncaring place. The difference is the MaryAnn Drews do not want to share this information. They cherish others' ignorance of the Truth, and will do much to distract others with humor. They retain the Jokette's love of practical jokes, however they prefer humiliation and degradation to killing. Unlike the other tricksters, they don't trust others to appreciate their jokes, they are their own favorite `victim`, with Harlequins and Jokettes as a close second. E.g., A dozen people will walk through a door, the MaryAnn Drew will be the one who gets the bucket of whitewash on her head, the one she secretly put there. And they can look absolutely miserable better than any other Pokégirl. They will often use the Cry technique when they fall victim to their own or another's joke, people will either immediately go to comfort her, or laugh cruelly at her predicament. This is fine with a MaryAnn Drew. Physically, they still have the chalk-white skin, green hair, and blood-red lips. A notable difference is the appearance of black teardrop-shaped marking under one or both eyes, as if they were eternally crying. They are still capable of the large, frightening grins, they also can frown pathetically to nearly the same extent. They retain the comically large breasts and revealing, purple clothes, they often add to their costume top hats or elaborate headdresses that they cannot release. While they can take them off their heads, the hat won't stop touching some part of their body unless physically wrenched off by someone else. Even then, it will be a struggle, easier to tear her arm off, rather than the hat sitting on her palm.
MaryAnn Drews will use their abilities to defend their Harem-sisters and Tamer, they prefer to use Permeable in preference to other defenses and attacks, and will often leap into the middle of an enemy formation and release their stored attacks. They also enjoy using Breasts of Steel, enticing a foe in with their huge, soft breasts, then grabbing and slamming a foe's head against her suddenly rock-hard breasts.
The MaryAnn Drews has an unusual Feral state. When Feral they often sit in one place, and watch the world go by. Without physically attacking them, getting them to react is almost impossible. In Harems, they have one serious drawback, they will attach themselves to the biggest 'stick-in-the-mud' in the Harem, a Pokégirl who takes herself or the world too seriously. The MaryAnn Drew will try desperately to convince that Pokégirl to assist her in her pranks, driving their convert to distraction. She will also share the blame for pranks with this target, even if the other Pokégirl had nothing to do with the prank. Like the other evolutions, April Fools Day is a day of insanity, but she will seek out and prank any Trixies, Harlequins or Jokettes she can find, in preference to other breeds. It can be safely said, the other prankster Pokégirls are not fond of being one-upped, or being the victim, rather than the victimizer.
Permeable: An odd variant of Phasing. When the using Permeable, the attack strikes the target and remains `stuck` within the target, without damaging them or delivering any effect, other than walking around with an arrow through her head or a firebolt through her chest. The effect lasts for five (5) minutes and the user can either dissipate the attacks safely, or hold them at full force. After this five minute period, she can take three minutes to harmlessly dissipate any `retained` attacks, without them going off, or she can release them to let them fly off in random directions, or she can let them affect her normally.
No attacks of any kind are possible while this defense is active, nor during the dissipation time, and the released attacks cannot be reaimed. Nor can it be activated again for five minutes after shut down, although the three minute dissipation period counts as part of the recycle time.
All forms of attacks can be `restrained` this way, except a physical blow (punch, kick, etc.) Weapons can be held, e.g., A Magic Punch could be retained, a Comet Punch could not, however, Elemental Blades and Elemental Blades Mk II can be retained, as can any other weapon from swords to gunfire.
The danger in punching or kicking a MaryAnn Drews using this technique, is that breaking her concentration will result in a random release of the attacks she has restrained, like punching a live grenade, it doesn't aim, but you're closest. Likewise, if the MaryAnn Drew is still in the radius of a released attack, she will be affected normally.
Typically, the only thing a MaryAnn Drew will do when using this technique is stagger around, intercept more attacks, and proclaim her impending demise. She cannot use any other attacks and will rarely use other abilities or defenses. It should be noted that any Pokégirls engaged (enemies or allies) who are given the choice in their targets, will shoot her in preference to anyone or anything else on the field.
Therefore this technique is banned in League-sponsored matches, unless the MaryAnn Drews is actively participating in the match (as combatant, not a bystander or reserve) and the judges typically suspend any time-limits restrictions for the duration.
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MASUI, the Demon Sorceress Pokégirl
Type: Very Near Human
Element: Magic (Infernal)
Frequency: Extremely Rare
Diet: Magic
Role: infiltration, spying, defense against magic
Libido: Average
Strong Vs: Magic, Normal
Weak Vs: Fighting
Attacks: Glare, Leer, Smile, Reflect, Power Bolt, Imitate, Magic Leech
Enhancements: Enhanced Reflexes (x2), Enhanced Strength (x2), Enhanced Speed (x2), and Enahnced Endurance (x2), Longevity
Evolves: None (note: all documents and Pokédexes list that Masui evolves into Hild through an unknown mechanism)
Evolves From: Mazouku (by Hild only)
Masui is the evolved form of Mazouku, and as such, is extremely rare. No more than seven Masuis have ever been sighted, and it is suspected that some of these may be the same ones seen more than once. The first sighting of this extremely rare Pokégirl was well over two hundred years after the end of Sukebe’s Revenge. There have only been three cases of a Masui being in a Tamer’s harem in all of post-Sukebe history, and in all cases they outlived their Tamer and vanished shortly after he died. Bits of recorded conversations with them reveal that they are evolved Mazouku, however, in all cases, their Tamers admit that they didn’t personally catalyze nor witness the evolution, instead finding the Masuis as they were. No conversation with a Mazouku has ever mentioned a Masui. Two Masui in separate conversations mentioned that they can be evolved into their ultimate form: Hild. This type of Pokégirl has been confirmed by sightings of a few Pokégirls named Hild during the Revenge. However, they haven’t been seen since. It is generally believed by the various Pokégirl Leagues that the Monster Flu unleashed in –2 PS/2000 AD weakened various Mazouku, Masuis, and Hilds enough that they were at the time completely killed off, and are only now very slowly being restored through evolutions of lower-class Youma-type Pokégirls. Masui have no real distinguishing features, save for the fact that when hungry, their eyes tend to begin to glow a pale yellow. The amount of luminescence is directly proportional to how badly they need to feed.
Masui is a Magic-type, and this is reflected in her spell selection. The above Magic-type attacks listed are merely those officially recorded by the Leagues of the Tamers who had a Masui in their harem, but it is known that they have used spells seen nowhere else, both very destructive and very versatile. So much is magic in their being that they need it to survive. When they defeat a Magic-type Pokégirl in combat, they use their Magic Leech attack, which apparently is some form of magical version of the Energy Drain attack, on their fallen foe. The Pokégirl this is used on isn’t physically harmed, but for days thereafter is completely unable to use even the smallest of spells. This is often more damaging to the drained Pokégirl than a beating would have been, since their uselessness leaves them feeling worthless to their Master, wreaking emotional havoc on them. If a Masui can’t fight a Magic-type Pokégirl after roughly half-a-week, she begins looking for any Magic-type to drain, even other harem members. Masui prefers to use her Magic Leech attack on a Pokégirl while taming her, finding the combination of sex and magic to be much more stimulating than either would be alone. However, because Masui are so magically-oriented, their physical skills are somewhat lacking, and high-level Fighting-type Pokégirls that can deal with their spells usually can pummel them into submission, with the key word being “usually.” No feral Masuis have ever even been rumored to have been seen, nor have any Threshold girls ever evolved into one. Masui remains one of the most mysterious Pokégirls to date.
The truth about Masui, however, is far more sinister. The real reason they were only seen recently is because Masuis only came into existence recently. A Mazouku does not naturally, under any circumstances, evolve into Masui. Instead, Masui is the creation of Hild, the Legendary Demoness Pokégirl, in order to throw off suspicion of her existence, and as use of a covert network of spies. The Masuis are her first real success to create a new Pokégirl type to date, being a much lesser version of herself. They need magic almost as bad as they need sex, and being a supremely magical Pokégirl, Hild knows that they will always depend on her. However, Masuis still require Taming along with magic, and still are prone to going feral if they don’t get it, making them less than perfect, and that is unacceptable to Hild. There are, in actuality, only five Masuis existing, all of them forcibly evolved by Hild’s magic up from Mazouku. Using them, Hild has spread lies about herself to confuse and mislead everyone about her true nature and status.
Hild is no fool however and deliberately made her servants weaker than their pre-evolutionary form so there was no chance that they could dare to expose or defy her. She now uses them to gather information about what is happening in the world, letting her plot her next move. Masuis, for their part, serve their Mistress loyally, since when she lets them feed from her, they gain more magic than they could in a year from other Magic-type Pokégirls. Masuis wander the world, keeping up to date on current events and trends, occasionally letting themselves be “captured” to find out more information and/or confirm that they are indeed a natural evolution, and that Hild is just their next evolutionary step that hasn’t been reached yet, all the while laughing inside as their Mistress slowly moves closer to her dark goals.
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MAZOUKU, the Devil Pokégirl
Type: Varies
Element: Magic/Ghost (Infernal)
Frequency: Extremely Rare
Diet: negative emotions, primarily fear and pain, living meat
Role: Bringers of chaos, destruction, and general unpleasantness.
Libido: Low, near S-Goth in level
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock, Infernal
Weak Vs: Dark, Celestial
Attacks: Grisly Wing, Shadow Scythe, Devour, Evil Touch, Evil Wind, Evil Charm, Noxious Wind, Hell Claw, Hell Wisp, Hell Heart
Enhancements: Infernal Affinity, Enhanced Durability (x7), Enhanced Magical Capacity (x7), Occasionally wings for flight and tails (varies from Mazouku to Mazouku)
Evolves: Masui; by Hild’s magic only (all documents and Pokédexes list Mazouku evolutions as being Masui (mechanism unknown) and Hild, Masui’s evolved form (mechanism unknown))
Evolves From: Succubus or Demoness (mechanisms uncertain)
Mazouku are evil. This isn’t an exaggeration or a way of saying that they are mischievously playful, they are outright and unrepentantly evil. They are like Bondage Queens, only a billion times more blatant about it and without the weakness to water. If a Tamer has a Mazouku in their harem, then they are either the slave of the Mazouku, as evil as the Mazouku, or good and righteous enough to keep the Mazouku’s evil tendencies under control. More often than not it is the former two.
During the Revenge War, Mazouku were among the worst, most feared members of the Legions of Terror. Slaughter, pain, and fear were their stock and trade, and they dealt it out in vast amounts. One particularly nasty pack of Mazouku, in an incident only recently discovered by historical researchers, captured the population of a small, relatively obscure town, and drained all the blood from their bodies into an empty swimming pool, having themselves a pool party in the bloody mess. It’s unknown what happened to this group, as the last thing anyone saw of them was Jenova following them on a mission. They are not missed.
Mazouku have no real body. Their true form is a shapeless astral form that they use to stay in contact with Hild and report their actions to her. They are vicious, yes, but are of human intelligence. They never show it in public unless under certain circumstances. Mostly, Mazouku portray themselves in public as being animalistic monsters, walking on all fours and whipping their tails about beastially. Their physical forms are so wildly different from one another, ranging from fully human in appearance to near beastial, that there is no common feature to ascribe to them other than no matter what form their physical body has, it still retains enough sexiness to be arousing to a Tamer. Their physical body can take a lot of punishment, although they are nowhere near invincible.
Mazouku are evil, treacherous creatures. They are cruel, sadistic, secretive, guileful beasts of great power and cunning. Taming a Mazouku is considered to be one of the greatest challenges a Tamer can face, and very few survive the attempt with their minds and souls intact. However, Mazouku do have one redeeming quality that surprised everybody: They are the most loyal Pokégirls alive. If a Mazouku gives their loyalty to someone, they will follow that person and ONLY that person without question.
No cases of Thresholding into a Mazouku have been reported, and it’s speculated that it cannot occur. Mazoukus can allow their physical bodies to breed, however the baby produced will always be a ghost-type of some sort.
Mazouku Tamers are to be watched carefully. We cannot be sure of what they are up to. Daily reports of observations on their movements should be procured so we can better learn how Mazouku think and what they may report to Hild. Also, make sure to put lots of warnings in the public Pokédex about Mazoukus. The less hot-headed Tamers getting their dumb asses enslaved or killed the better.
Hell Claw (ATK 40 (80 against Celestials)) – The Mazouku coats her claws in Infernal energy and slashes at the opponent.
Hell Wisp (DEF + EFT) – The Mazouku sacrifices some HP and creates a tiny orb of black light. The orb can float around them and expand into a shield-like state to totally protect from attacks. The wisp is very fast and can inflict the Confused status on lower level Pokégirls. The orb lasts for ten turns before vanishing.
Hell Heart (ATK 90 + EFT) – The Mazouku jams her claws into the opponent’s chest, near the heart, in a non-fatal but very painful attack. She then channels pure Infernal energy through her hands that, in addition to being extremely painful, has a 50% chance of turning the opponent into a Fiendish-type Pokégirl. This move is banned universally by the Leagues.
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MEGAMI, the Goddess Pokégirl
Type: Very Near Human
Element: Psychic/Magic (Celestial)
Frequency: Unknown (all leagues)
Diet: human style diet
Role: varies
Libido: varies
Strong Vs: Poison, (Varies)
Weak Vs: Sad faces, crying, (Varies)
Attacks: Smile, Cry, Aura Barrier, (all others vary)
Enhancements: Unnatural Beauty (or Cuteness), (all others vary)
Evolves: Demon-Goddess (E-Stone Ceremony), Megami-sama (Angel Stone, several conditions must be met)
Evolves From: Cherry (mechanism unknown), Drag King (mechanism unknown), Goth (by Sarcastic Goth sub-type only; mechanism unknown), Rooder (Passing the Trial), Kamichu (if very kind-hearted), (others possible)
Megami are the most mysterious of the Pokégirls. The number that exist is unknown as the number seems to change every time there's a poll. It is not recorded if there are feral Megami or not. There is no set description for a Megami, as they come in all shapes and sizes.
However, all Megami tend to be very attractive or cute, if not outright beautiful. No information exists to answer the question, "Do other females spontaneously evolve INTO Megami?"
Not much is known about Megamis because few people understand how they even GOT a Megami when they think about it logically and those who do have a Megami either don't ask or don't think it's a big deal. When a Megami shows up, they are acknowledged as if they had always been there. However, it is when a Pokégirl that is already a part of a harem evolves into a Megami that there are many questions from the Pokégirl's Tamer and other Pokégirls to be answered. Unfortunately for them, it is rare that any Megami give any straight-out answers to such questions. It is the mystery that compels people to ask, but it's the sly smile of the Megami that is given that is the only answer.
The only consistent numbers of Megami are from Pokécenters and hospitals, where Megami are often found with various other nurse-type Pokégirls. However, even these numbers tend to fluctuate somewhat when disasters occur, and Megami from who knows where flock to the area to help tend the wounded and assess the situation. And the few times that this has been seen, it was soon found that some sort of Infernal Pokégirl, Widow, or dark plot was involved in the same area. It is assumed by most researchers that many Megami will only gather in one place if it is a supreme event, and few wish to ever see such an event.
Megami can only be assessed as individuals when it comes to their own strengths and weaknesses. Statistically speaking, they have no average stats when compared to other Pokégirls. They are either excellent at something, or lousy. As such, their skills, attacks, defenses, and most enhancements are unknown until they are studied. And as no Megami allow themselves to be studied by anyone other than their Tamer, obviously one can only take a Megami at face value. As Celestial Pokégirls, Megami excel in vague remarks and keeping secrets, although only some of them consider it necessary to be completely vague in most anything of true import to them. The only way it has been found to get a straight answer from a Megami when regarding events to come, or something that they know but she is unwilling to speak of, is to trick them. This can be difficult, or simple, depending on the individual. Some Megami don't worry so much about this, however. Still, a number of Megami that have been reported show that they enjoy being vague.
There are, however, some standards among the Megami that have evolved from certain other Pokégirls. For example, Megami that evolve from a Cherry still lactate, but may use their enhanced magical abilities to change the effect of their milk from simple sweet and nutritious to act as a sedative, to induce lust, act as a healing drink, or other such effects. Megami that evolved from a Drag King may sometimes be mistaken as men, at times of their own choosing. Megami that evolve from a Rooder show a preference to drinking Lavender Water and creating Holy Water. Those that evolve from a Sarcastic Goth tend to retain their penchant for snide or biting comments when dealing with others, including her own tamer. These Megami also retain most, if not all of their attacks from their previous evolution. Researchers are attempting to discover if they can trace a Megami's previous evolution through this knowledge, but no progress has been made as of yet.
Ceremony Description
Elemental Stones Needed: Angel Stone, Dark Stone, Metal Jacket, Mana Crystal
Area & Time Conditions: Any time, with at least one respected individual in attendence.
Ceremony Itself: This ceremony is quite simple. When the Megami feels the time is right, she will admit her selfish ways are stronger than her need to follow the greater good. Her witnesses, an individual or individuals, whom she respects greatly (or even a legendary in attendance, perhaps) must hear her and believe in the truth that she speaks. When her mind and being believes her words fully, and with all four different evolutionary items placed nearby, the evolution items will activate and the Megami will evolve into a Demon-Goddess. Wearing an Everstone does negate this, however.
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MEGAMI-SAMA, the Unpredictable Divine Pokégirl
Type: Very Near Human
Element: Magic/Psychic (varies) (Celestial)
Frequency: Extremely Rare
Diet: human style food
Role: Megami-sama's of retired Tamers can be found in public service facilities serving in caregiver or advisory positions
Libido: varies from Low to High
Strong Vs: Ghost, Dark, varies
Weak Vs: Dark, Magic, varies
Attacks: most attacks vary (with angel call being the exception). Common are: Bestow Luck, Lightning, Teleport, Triple split, and Heal (Other)
Enhancements: Extremely high psychic or magical abilities
Evolves: None
Evolves From: Megami (Angel Stone, several conditions must be met)
The Megami-sama is the evolved form of the Megami. Not much is known about this species due to the fact that they only evolve when attached to a Tamer and few no Tamer will let their Megami-sama be studied. Like Megami all Megami-sama are unique and can have wildly different powers. When a Megami evolves to a Megami-sama several conditions must be met: First, the tamer must have a Delta-bond with his Megami. Third said Megami-sama must be between the ages of 23 and 30. When these conditions are met all the tamer must do is have his Megami come in contact with an Angel Stone then evolution will occur.
After evolution their physical form matures further and power increases exponentially. The increase in power in a Megami-sama is so great compared to a Megami that most leagues require tamers to buy higher quality limiter earrings with the Angel Stone in order to prevent dangerous accidental magic discharge. Many Megami-sama also require moonstone bracelets to prevent excessive power drain from over-exertion. It has also been suggested that the fading "the Megami, Megami-sama equivalent to going feral" is due to them being such an empathic species literally they need the comfort and love of others to survive not so much the taming sessions. This would show these species to be emotional symbionts, needing support and love from others to live, and in turn returning and encouraging its growth.
Angel Call: The technique Angel Call is often learned 24 hours following evolution. When learned a floating sphere out of which an Angel or Cherub hatches, the Cherub is in fact a reflection of the Megami-sama's true heart, will only respond to its name, and possesses an affinity with the element Rock, Fire, Water or Electric. This technique can be used for attack, defense (create a temporary shield), or effect (amplifying the Megami-sama's powers for a short time).
This technique though power full does have its weaknesses. An angel can be banished by causing it to faint, which the weaknesses of its elemental affinity can help. Also when an Angel is banished the Megami takes a drop in health anywhere from 1/4 to 1/2 and cannot use the technique until they have rested or been healed.
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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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MISTOFFELES, the Conjuring Cat Pokégirl
Type: Near or Very Near Human
Element: Magic
Frequency: Rare
Diet: human style foods, particularly milk and fish products (fish paste being their favorite)
Role: anywhere entertainment is involved, gambling
Libido: Average
Strong Vs: Fighting, Ground, Psychic
Weak Vs: Poison, Dark, Ghost
Attacks: Scratch, Tail-Slap, Mana Bolt, Power Bolt, Dazzle, Hypnotize, Illusion, Mirror, Reflect, Summon, Smile, Teleport
Enhancements: Enhanced speed (x3), Enhanced Agility (x4), High hand eye coordination, Night vision, Enhanced senses (x3), Magical knowledge, Telepathy
Evolves: Nekomata (Tatmon runic tattoos applied)
Evolves From: Catgirl (Mana Crystal)
Although they had been originally thought to have been a more recent breed of Pokégirls, unearthed records have shown that Mistoffeles were around back in the War of Revenge and were originally to be used in the War in similar stations like Cheshires and Shadowcats were entrusted with. However, unlike these two other cat Pokégirls the Mistoffeles were too helpful, too "nice". They could never bring themselves to kill people when necessary, and so Sukebe ended up using them as couriers instead of labeling them as failures and ending production of the species.
Still, with such great magical prowess within them, it's easily understandable how even the greatest of Vale's Guild have something to learn, from the Mistofeles species' conjuring turns. Never was there ever a cat as clever as the magical mistress Mistoffeles. It must be understood that a Mistoffelees is an evolved form of the Pokégirl Catgirl, whom exposed to a Mana Crystal. Upon contact and reacting evolution, the Catgirl is not only given high magical potential but her intelligence is exponentially increased, allowing her to tap into more common techniques known to Psychic-types, even if she isn't one. That latter fact is what causes her to be treated as a Psychic-type, as Magic-type Pokégirls, as a rule of thumb, don't have any naturally set elements they're at advantage or disadvantage with.
Besides her new aptitude with mystical and mental forces, there is actually little to distinguish a Mistoffeles from her pre-evolved form, as her build will stay exactly the same. The one physical difference for the species is that their fur, if not such before, will become completely black; as one Tamer described, "from her ears to the tip of her tail". This dark coat seems to be a nod how the Mistoffeles' name is derived from a demon in the scriptures of the Thousand Faiths known as Mephistopheles. However, the species as a whole is not as sinister as the name implies.
Another note is that unlike some cat Pokégirls, a Mistoffeles prefers to wear clothing, usually either a tuxedo vest or jacket and white dress shirt with bow tie, or she'll wear a Bunnygirl outfit. When it comes to Pokébattle, a Mistoffeles' strength lies in her magical ability to combine the use of illusions and inflicting status-ailments along with interwoven attack spells when possible. A Mistoffeles will usually make an illusion or use Dazzle or Smile to offset her opponent, giving her the time to perform a more powerful magical attack, like Mana Bolt if her ether is still in high reserves, or Power Bolt. Mirror is reserved for if the opponent is resistant to Status-Ailments, to send the attack back at her. However, if a Mistoffelees is set against an opponent she knows she is outclassed by and will get her cute little black-furred butt kicked, she will resort to using Summon.
It should be noted, a Mistoffeles will only summon Espers for a serious threat, otherwise she will result to summonable Pokégirls. Two favorites seem to be Arvia the Pegaslut, and Mashiro the Espea. If there is a beautiful Water-type Pokégirl in the harem, or they think their Tamer is a very handsome man, a Mistoffeles will conjure up Harietta the Rhynodame. Indeed, the sheer conjuring powers of the Mistoffeles are something that have to be seen; one was even recorded as once having produced seven Kittens right out of her Tamer's hat!
It should be noted that in a Harem, a Mistoffeles will tend to be helpful to other cat Pokégirls, doing what she can to make her feline Harem-sisters more comfortable. They will offer an ear to listen, a hug to comfort, and are even willing share a Taming session if it will help their Harem-sister.
In fact, successfully Taming a Mistoffeles is a bit of a chore without another pokégirl around. It's not that Mistoffeles don't like males, they absolutely adore them. Unfortunately, they tend to be quite mischievous when it's her turn; and can be near impossible to find. She might very well be curled up in a tent while a Tamer looks in the surrounding area, and then in a tall plain of grass when he goes back to the tent. This game for her lasts around ten minutes before she finally settles. Only when there's another Pokégirl involved will she forego this merry chase and get straight to hot and heavy sexing.
Also with Harem dynamics, a Mistoffeles will become fast friends with a Merrowl if one is in a Harem with them. A Mistoffeles is incredibly skilled with card games and dice tables and when they pair that up with a Merrowl's Pay Day technique, it's possible for the two to amass a small fortune for their Tamer after a few days. Some casinos have taken to only employing Mistoffeles at their card tables and dice stations, while others have forbidden Mistoffeles in their establishment.
It is also thought by some that the Mistoffelees have a connection to the Legendary Chaos Kitty Macavity, yet it is still unknown what connection the Mistoffeles have to her, or even if that rumor has any validity to it at all. Still, there is the fact that the species had once still served amongst the ranks of Cheshire and Shadowcats, two species of Pokégirls that are known to have close ties to the Legendary.
While not unheard of, it is extremely rare for a girl to Threshold straight into a Mistoffeles. Those that do normally don't realize at first, thinking themselves to be turning into a Cat-type Pokégirl with black fur. As soon as she starts feeling the emotions and thoughts of others, and finds she's proficient with cards and dice will she realize that there is something more to what she's becoming than she realized initially.
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MISTRESS, the Chained Pokégirl
Type: Very Near Human
Element: Steel/Magic (for chains)
Frequency: Very Rare (though not for lack of trying!)
Diet: Mostly Human
Role: Professional Interrogator/Capturer
Libido: High
Strong Vs: Poison, Bug, Psychic, Weak Willed
Weak Vs: Fire, Ground, Fighting
Attacks: Rune Chain, Chain Throw, Metal Sound, *Quake with Fear (lvl 50) *Chained Pleasure, *Chain Whip, *Chain Smash, *Link Shower
Enhancements: Loss of pain center, Increased Healing, Enhanced Endurance (x5) Enhanced Toughness (x10)
Evolves: None
Evolves From: Dominatrix (via multiple orgasms during bondage sex)
The Mistress is a rather unique evolution of the Dominatrix. Getting her to evolve appears to be nice and simple, in theory that is, until one tries to get a Dominatrix to consent for her to be the bound one. Should a tamer get his/her Dominatrix bound, gagged and gets her to orgasm multiple times, she will evolve into a Mistress.
Mistresses are a curious breed of Pokégirl. Nearly all of them wear no clothes, just strategically placed chains to cover up the bare essentials, if that. Sometimes they were what can only be called 'chain bikinis' that leave nothing to the imagination. She does not mind being leered at; if anything, she revels in the lewd attention. It helps that cold steel is constantly rubbing up against her most private areas most of the day. Watchers have proven that all Mistresses are part voyeur, part exhibitionist; like watching and being watched during tamings.
In bed, Mistresses are very submissive to their tamer. They concede the fact that their tamer is the dominate one in the relationship, and enjoy being bound and gagged. They get very turned on when they are held fast by their own chain clothing. A Mistress is only submissive to her tamer. If the tamer brings in another Pokégirl, the Mistress will lord over her like some evil emperor. For this reason, Mistresses make good Alphas and horrible betas.
These Pokégirls have been called ‘Combat Damsels’ and people tend to agree once encountering them. The complete loss of her pain center, increased healing, and very tough and durable skin makes her a very sturdy combatant. She would be considered a masochist if she could feel any pain, but the thought that she should be feeling pain arouses her.
Aside from her fetish of chains, her looks can vary. She typically looks how she did as a Dominatrix, just lacking clothes. She may gain or lose some height or breast size, but this is rare.
One word can describe her personality: Sado-cruel. The method of her evolution has messed with her psyche…well more so anyway. Domina types love one thing more than anything, and that is control. Since she evolved because her tamer was able to take that away from her, and make her enjoy it, she now has a near fanatical desire to take it back; usually from any Pokégirls she comes across. With her loss of her pain center, she no longer fully understands others pain. This leads her to simply reminisce on past pain, which she most likely enjoyed, and wants to visit it upon others. She simply does not understand why others don’t enjoy it as much as she did.
In a battle, she fights exclusively with chains, usually the ones she was previously using for clothes. This leads more randy Pokégirls to be slightly distracted before they take a weighted chain to the side of their head. Though she is a magic type, she can only spread her influence over her chains, but that does not weaken her in the slightest. Her power and control over her chains is limited only by her imagination. She can lengthen them, shorten them, add spikes or weights at the end, even link them together as a noose at will.
Her tactics usually focus on binding and restraining her opponents. Having a Pokégirl bound and gagged, wriggling at her feet turns her on immensely. If she does not then tame said Pokégirl, she will likely jump her tamer after the battle. Should it be physically impossible to bind a Pokégirl, she will focus on sniping at her. Liberally using Link Shower, she will send spiked and weighted links at key points of the body. A large metal ball to the side of the head is usually enough to knock anyone unconscious.
Strangely enough, for such a sado-cruel Pokégirl, a lot of them are employed by local governments and police. Her abilities with chains make her perfect for capturing and bringing in criminals. Many criminals only remember a rattle of chains before blacking out. They are also the next best thing to a psychic Pokégirl for interrogation. She still has her forceful personality and determination from when she was a Dominatrix, and can use her chain abilities to some rather sadistic extents. A body can only handle so much weight hanging off of rather personal parts before stuff starts tearing.
There are no records of wild or feral Mistresses, and no one has thresholded into one as of yet.
• Chain Whip - (ATK 40) A steel type attack. It is similar to rose whip in which she lashes out with a length of chain. The chain can be a varying length, have spikes or weighted balls at the end of it.
• Chain Smash - (ATK 50) A steel type attack. Similar to Chain Whip, she lashes out with 2 to 3 chains at once. Each chain will end in very heavy weights, and she smashes them into her opponent like a hammer.
• Link Shower - (ATK 75) Using her magical connection to her chains, the Mistress levitates a multitude of chain links around her. They may be normal links, be spiked, or be extra heavy. She can then shoot them at her opponents at high speeds, peppering the pokegirl with steel.
• Chained Pleasure - (S. ATK) A Mistresses unique sex attack. She first binds a pokegirl with chain then uses this attack to link her breasts and other erogenous zones with chain. Any movement causes them to tug and pull at them, causing pain and pleasure the Mistress loves so much.
• Quake with Fear - (ATK 180) The Mistresses most powerful attack. Empowering a length of chain with as much magic as she can, she hurtles it towards the ground. Once embedded in the earth, the magic in the chain bursts. Hundreds of spiked chains erupt from the ground, covering a large area. Should her opponent(s) not be skewered from the beginning, the chains have an eerie tendency to encircle the neck, strangling anyone not killed outright.
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MOON BUNNY, the Star Gazing Bunny Pokégirl
Type: Near Human
Element: Magic
Frequency: Rare
Diet: Human Diet, though prefers veggies and sweets
Role: Caretaker, Writer, Other (Varies with affinity)
Libido: High (Peaks at Full Moon)
Strong Vs: Ghost, Demonic Pokégirls
Weak Vs: Dog Pokégirls, Bird Pokégirls, Fighting
Attacks: Smile, Reflect, Phoenix Down, Cry, Kick, Takedown, Leap
Sex Attacks: Go Down, Phantom Touch, Lunar Caress
Enhancements: Increased Intelligence, Affinity (Varies), Knowledge of Stars and planets, Enhanced Hearing (x5), Aura Of Grace
Evolves: None
Evolves From: Bunnygirl (Moon Stone)
Without a doubt, the Moon Bunny is the smartest of all the Bunnygirl evolutions, though it's still considered slow and dimwitted when compared to other smart Pokégirls such as Supe-Bra Genius and Alaka-wham. Though none of her fighting skills improve with her evolution, the Moon Bunny can now actually focus to where she can be taught some complex moves. A few unusual aspects about the Moon Bunny is that after evolving, a Moon Bunny will become as proficient as she can in a subject of her choosing. This can be anywhere from fighting to sexual pleasure to accounting! They also have a rather lengthy knowledge of the night sky.
The most dramatic aspect would have to be their Aura of Grace. While a Moon Bunny is less clumsy then her cousins, she will still trip over her feet now and again. But when she doesn't, her Aura of Grace gives her ladylike poise and a beauty that even a Psidyke could see. A Moon Bunny has milky-white skin and a matching fluffy tail just above their ass. Their hair color is either a near-platinum color or dark black, though these colors are simply average for this Pokégirl. A Moon Bunny's breasts only reach to an average D-cup in size, and they grow only a few inches taller, if at all. Their breasts also increase in sensitivity to movement, somewhat like a Beach Bunny, but not quite to the same extent. Moon Bunnies enjoy tight clothing, though not necessarily revealing.
A Moon Bunny is often found near or with Dark Maidens in the wild. With their Libidos a near-even match, and both of these Pokégirl's libidos peaking at a full moon and at night in general, these Pokégirls become a rather useful force both in Taming and in Sex Battles. However, unlike Dark Maidens, a Moon Bunny's body becomes about 20% more sensitive to touch during a Full Moon. With training, however, this can be nullified and even completely reversed, which would make the Moon Bunny much more useful during Sex Battles than they normally ever would be. They also obtain a few Sex Attacks with the evolution, including the exclusive Lunar Caress sex attack.
Aura of Grace: Every movement that the Moon Bunny makes causes those who watch her to think that she is always moving fluidly. Even when she trips, falls, etc.
Lunar Caress (S.Atk 200+EFT): An attack only usable during a full moon. This attack creates 4 phantom clones of the Pokégirl that proceed to tease and pleasure the target independently. The phantoms last only until the end of the night, but will last throughout the night. Each phantom manifests physically, and is the ultimate diversion to allow a Moon Bunny to become almost unbeatable in a Sex Match. Some Pokégirls may be able to learn this attack, but only the Moon Bunny knows it automatically (any other Pokégirl must practice this attack and be capable of using magic). This attack has a 50% chance of causing attraction and stunning the Pokégirl's opponent.
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MYSTICANGEL, the Judgment Pokégirl
Type: Near Human
Element: Flying/Magic/Water
Frequency: Extremely Rare
Diet: Lunar Energy, Vegetarian
Role: Trainers, Sentries
Libido: Low
Strong Vs: Bug, Dark, Fire, Flying, Ground, Psychic, Magic, Water
Weak Vs: Electric, Ghost, Steel, Attacks which use light
Attacks: Barrier, Icicles, Lunar Blade, Recover, Shadow Walk, Wind Slash, Wing Buffet
Enhancements: Elemental Affinity Air, Elemental Affinity Water, Limited Psychic Abilities
Evolves: None
Evolves From: Clowmystic (unknown)
This Pokégirl was created by Clow Read, unfortunately only he knew the necessary triggers to cause a Clowmystic to evolve into a Mysticangel so they are an extremely rare Pokégirl. There have been attempts by researchers to discover the triggers to evolve a Clowmystic into a Mysticangel but all they have discovered is that for a Clowmystic to evolve into a Mysticangel she must possess both the Air and Water elemental cards. Mysticangels have long silver hair, pale skin and large white wings. They also have an eight pointed star on their foreheads which they use to draw in lunar energy.
They often serve as their tamers alpha since they are very skilled at judging the strengths and weaknesses of both their harem sisters and their opponents. They need very little sleep, no more than an hour a day and because they get most of their energy by absorbing lunar energy they need very little food. When she does eat a Mysticangel will mostly eat plants and water, they will not eat meat. Because they need very little food and sleep and rarely need taming, Mysticangels have lots of free time. Being very dour Pokégirls who take their role seriously they prefer to use this time to train either themselves or their harem sisters, and they seem to have a knack for improving the combat abilities of any Pokégirl. Because they need so little sleep Mysticangels prefer to spend their nights outside keeping watch, as well as allowing them to serve as sentries this allows them to absorb the moonlight which is their major source of energy. Whilst a Mysticangel doesn't need to spend every night absorbing energy if she is preventing from bathing in moonlight for an extended period she will grow progressively weaker.
Mysticangels which are not in a tamers harem are usually found at Pokégirl gyms where their ability to identify the strengths and weaknesses of Pokégirls and their ability to train them to improve their combat skills is much prized. Mysticangels are also sometimes found serving as sentries, usually at night, because of their nocturnal nature and excellent night vision.
They dislike entering their Pokéball, and unless they are injured or unconscious, will only do so voluntarily for a very good reason. They are immune to the capture fields of Pokéballs, including illegal Pokéballs, but are very loyal to their tamer. There is one exception to this loyalty though, should she find herself in the same harem as a Starmystic a Mysticangel will be unwilling to part from her, even going so far as to leave her current tamer so as to stay with the Starmystic should she be traded or sold.
Whilst they are bisexual Mysticangels have a slight preference for lesbian sex and most male tamers find that it is easier to arouse them if they have another Pokégirl assist in any taming session. If a Mystickat or Starmystic is in the same harem then the Mysticangel will insist that she be tamed with them. They prefer to encounter Starmystics over Mystickats since a Mystickat will try to initiate taming sessions as often as possible, which cuts into the Mysticangels training time. Should a Mystickangel, a Mystickat and a Starmystic all join the same harem then they will prefer group taming sessions with or without their tamer.
Researchers have determined that should a Starmystic, a Mystickat and a Mysticangel all join the same harem then a psychic link is formed between them which bonds the three Pokégirls together for life. While this bond has been compared to a Delta bond since it allows them to sense each others location and emotions at all times, it actually goes much deeper since they can communicate over it telepathically. This allows all three Pokégirls to co-ordinate their attacks making them an almost unbeatable team, which most researchers believe was Clow Reed's intention. They have also determined that if a tamer has a Delta Bond or later forges a Delta Bond with one of the Pokégirls then he automatically gets a Delta Bond with the other two.
Mysticangels are fierce fighters who are very protective of their tamers, they also seem to feel a need to protect Clowmystics, but a Mysticangel defending a Starmystic is something that only a madman doesn't fear. In battle they can Shadow Walk with up to four others and will often use this to launch a surprise attack. Their most powerful attack is Lunar Blade which they can use as a normal sword or fire as a blast of energy. However this attack requires a large amount of energy so they prefer to use their other attacks when possible. They do have one weakness, attacks which use bright lights disorientate them for a short period, although they are unaffected by normal sunlight.
No feral Mysticangels have ever been encountered so the feral state of this Pokégirl is unknown. Also only one case of a girl thresholding into a Mysticangel has ever been reported.
Icicles (Atk) The Pokégirl creates several crystals of ice which she then fires at her opponents. The higher the Pokégirls level the more crystals she creates. This is, unsurprisingly, considered an Ice-type technique.
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MYSTICKAT, the Guardian Cat Pokégirl
Type: Humanoid, Animorph Cat
Element: Fire/Ground/Magic
Frequency: Extremely Rare
Diet: Solar Energy, Meat
Role: Bodyguard
Libido: High
Strong Vs: Bug, Electric, Fire, Ground, Magic, Plant, Psychic, Steel, Bird and Mouse Pokégirls
Weak Vs: Dark, Ghost, Water
Attacks: Fissure, Flamethrower, Flare, Recover, Shield, Slash, Solar Beam
Enhancements: Elemental Affinity Earth, Elemental Affinity Fire, Limited Shapeshifting, Limited Psychic Abilities
Evolves: None
Evolves From: ClowMystic (unknown)
Like the other evolved forms of the Clowmystic this Pokégirl was created by the Pokégirl researcher Clow Read. Since only he knew the triggers necessary to cause a Clowmystic to evolve into a Mystickat instead of a Starmystic this Pokégirl remains extremely rare. Researchers attempting to rediscover these triggers have only been able to determine that a Clowmystic must have both the Fire and Earth elemental cards in order to evolve into a Mystickat.
When she evolves a Mystickat leaves behind a lot of her human looks becoming a six foot golden furred cat girl with large golden wings and on her forehead an eight pointed star that they use to draw in solar energy. Mystickats have two forms, passive and combat, in their combat forms their arms and legs become more catlike and their hands and feet become paws with powerful claws.
Mystickats get most of their energy from absorbing sunlight and so have little need to eat, when they do eat they are strict carnivores and will only eat meat. Mystickats do not need to absorb sunlight every day but being prevented from absorbing sunlight for an extended period will cause them to grow weaker. When she is not sleeping or eating a Mystickat will seek to have fun, they are as playful as kittens, and very enthusiastic about getting as much taming as possible. They will not however let their attempts to have fun jeopardize their self appointed role of bodyguard to their tamer.
Those few Mystickats not in tamers' harems usually find themselves working as bodyguards, a job they excel at, partly because of their protective nature and partly because they are always aware of their surroundings and even when they are asleep they are quick to respond to any threat.
Mystickats are immune to the capture fields of Pokéballs including illegal Pokéballs. They dislike entering their own Pokéballs for any reason, partly because it makes it harder for them to guard their tamer, partly because it prevents them from absorbing solar energy, but mainly because it prevents them from taking any opportunity to have fun or jump their tamer. Mystickats are very loyal to their tamers unless they find themselves in a harem with a Starmystic, in that case a Mystickat will leave her current tamer to stay with the Starmystic should she be traded or sold.
While Mystickats are enthusiastically bisexual they have a slight preference for men and prefer either, a one on one taming with their tamer or, that their tamer join them while they have some fun with a harem sister or two (or three or four). Should a Mysticangel or Starmystic join her harem then a Mystickat will insist on being tamed with them. This can prove especially trying for a Mysticangel since they prefer as little taming as possible.
Should a Starmystic and a Mysticangel join her harem then a Mystickat will be overjoyed and all three Pokégirls will prefer group taming sessions with or without their tamer.
Researchers have determined that should a Starmystic, a Mystickat and a Mysticangel all join the same harem then a psychic link is formed between them which bonds the three Pokégirls together for life. While this bond has been compared to a Delta bond since it allows them to sense each other’s location and emotions at all times, it actually goes much deeper since they can communicate over it telepathically. This allows all three Pokégirls to co-ordinate their attacks making them an almost unbeatable team, which most researchers believe was Clow Reed's intention. They have also determined that if a tamer has a Delta Bond or later forges a Delta Bond with one of the Pokégirls then he automatically gets a Delta Bond with the other two.
In battle Mystickats live up to their guardian name, they seek to protect their harem sisters and are especially protective of Clowmystics, Starmystics and their tamers. In battle a Mystickat likes to take advantage of her agility, and is equally at home fighting hand to hand or at a distance.
No feral Mystickats have ever been encountered but researchers speculate that because she is an animorph her feral state would be much more animalistic than a Clowmystics. Threshold Mystickats are very rare with less than half a dozen reported cases.
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NEKOMATA, the Two-tailed Spellcat Pokégirl
Type: Near Human
Element: Magic
Frequency: Very Rare
Diet: omnivore, preference for fish and meat
Role: Magic-user, mage assistant
Libido: Low (High seasonally)
Strong Vs: Fire, Steel, Ghost
Weak Vs: Water, Bug
Attacks: Fira, Thundara, Blizzara, Power Bolt, Scratch, Leap, Dodge, Agility, Teleport, Hypnotize, Illusion, Reflect, Smile, Summon, Tail Whip, Dazzle High Levels only: Ultima
Enhancements: Enhanced Speed and Agility (x6), spellcasting abilities, night-vision, Enhanced senses (x3), Magical knowledge, Telepathy
Evolves: None
Evolves From: Mistoffeles (Tatmon runic tattoos applied)
Though originally the Mistoffeles always had dark fur, head to tail to toe, this newly discovered evolution has all colors available to her fur, though it seems the darker brown to black remains rather common amongst them. However, most of these Pokégirls also have runic symbols emblazoned on their fur, usually 'written,' it seems, by a Tatmon onto her body. The Mistoffeles evolved an hour later as she admired the tattoo-work that her harem sister had done. Less mischievous, more serious, although still rather nice towards those she cares about, the Nekomata's personality barely changes from what she once had been like. Her physical attributes, on the other hand, do change. With no Nekomata found with less than a low C-cup in way of breasts, most seem to possess larger breasts than that. Her fur becomes shorterd, and her skin much more sensitive- no Nekomata will wear clothes unless it's absolutely necessary, for some reason. In the dark, a Nekomata's runic writings upon their fur glows a soft color that seems to be different depending on the individual Nekomata. So far, there have been very few Nekomata reported, and none that have happen to have the same color of glowing runes. The one thing that startles most Tamers is that their new Nekomata has two cat-like tails, each the exact same as the original had been, that is about two and a half feet or so in length and are both prehensile.
Unlike the Mistoffeles, the Nekomata rarely cares to call upon Summoned Pokégirls - they have their own lives, after all, and the Nekomata is conscientious about interfering with others lives in such matters. They have access to their own powers, and gain several powerful elemental spells to assist them rather than ask for assistance from other Pokégirls. In battle, the Nekomata hate to take orders, instead preferring on their own judgment. As such, Tamers that try to tell them what to do must be Delta-bonded with the Pokégirl, or else it is likely that he or she will simply be ignored rather than follow the Tamer's command. Delta-bonded Nekomata trust their Tamer's choices, because that allows them to think it through together. The average Tamer just doesn't think fast enough on their feet for the Nekomata's taste. Although she can use Telepathy with any Tamer or Pokégirl, they are not empathic, and cannot read minds- it works like a radio, in that it's one-way communications until a Delta Bond has been formed.
These Pokégirls also dislike gambling, considering it mostly a waste of time, unless her tamer and harem are in dire straights and require a quick amount of income. Their aptitude for games of chance only increase with their evolution, and this in turn often forces casinos to either set a time limit for how long a Nekomata is allowed in their doors or to ban them from their buildings upon sight. They get along well with Catgirls and Kittens, but not so well with most of the other common feline-types that she might come across. In a harem setting, Nekomata don't actively attempt to become an Alpha: they believe it's too much work to bother with. Instead, they often go for a Beta position in a large harem, which they feel is a better fit for their laid back and studious lifestyles. Nekomata are often bored with mundane tasks, and only taming, battles, or research truly gains their attention for any length of time.
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NEO-ICZEL, the Super Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Very Rare (Crimson League), Extremely Rare (Elsewhere)
Diet: human-style diet
Role: individual striking units
Libido: Average (High seasonally)
Strong Vs: Magic, Water
Weak Vs: Psychic
Attacks: Energy Blade, Power Bolt, Reflect, Burst, Magic Fist, Magic Kick, Shield, Dazzle, Teleport, Phoenix Down, Tectonic Slam, Fissure
Enhancements: Defense, Enhanced Endurance (x8), Enhanced Strength (x19), Flight
Evolves: None
Evolves From: Kamichu (if overconfident)
Neo-Iczels were among the most powerful fighters during the Revenge War. They were single fighting units and among the strongest Pokégirls in existence. Neo-Iczels are human in appearance, usually pale-skinned and muscular, built like gymnasts, with hair colors in bright extremes, be it bright black, bright brown, bright red, bright blonde, bright white, etc. They are superhumanly strong, seconded in strength only by girls like the Amachamp, and capable of flying and firing blasts of powerful energy. They are also capable of taking a lot of punishment, making them ideal for combat harems.
Neo-Iczels would be among the most desired Pokégirls if it weren't for one little problem: they are EXTRAORDINARILY arrogant.
In the wild, they are aloof, and will not allow themselves to be captured unless they are defeated utterly, and only if the Tamer takes part in defeating her via means other than just ordering his or her girls around. Tame Neo-Iczels are also cold to their Harem sisters, and encourage their master to rely on only them for their pleasure and for battles. They WILL NOT accept other partners unless they are equals or superior, and will insist on occasionally battling with her harem sisters to see if they are worthy. This has inspired many Tamers to either trade away the Neo-Iczel, give up their Pokégirls in favor of the Neo-Iczel (an action frowned upon by the majority of Leagues and illegal in the Crimson League and WAPL), or train up their Pokégirls to get the Neo-Iczel to accept them. A determined, patient, and caring Tamer who gets their Pokégirls strong will not only have a powerful Harem, but a dedicated, completely loyal ally in a Neo-Iczel.
Those that break through the shell of arrogance of a Neo-Iczel, be they human or Pokégirl, and manage to Bond with her, will find their power increasing alongside the Neo-Iczels. In an amusing irony, the less arrogant a Neo-Iczel becomes, the more powerful they become. Although this is a rare occurrence, as the Neo-Iczel has a genetic predisposition to be arrogant and it's rare that a Tamer has enough patience to work to win the affection of this arrogant breed of Pokégirl. It is also rare that they experience humbling through humiliation, as they are incredibly powerful.
In an interesting side note, Neo-Iczels do not become angry when witnessing the evolution of a Penance, as most other Pokégirl breeds do. They instead become focused on taking care of the Penance, showing their rarely displayed kind, caring sides as they try to win the trust of the skittish young Pokégirl.
It is a wise thing to note that Neo-Iczels have an intense rivalry with Demon Goddesses. The two breeds were both created to be heavy assault units, and a strong competitive streak developed between the two breeds. This rivalry, near the end of the war, developed into an intense hatred that neither breed has been able to shake (or explain, for that matter, since records of exactly what happened during the war are few and far between, and no one knows how the rivalry started). A Neo-Iczel, when coming within twenty feet of a Demon Goddess (or vice versa), will immediately seek out a battle. And only a fool would try and keep a Neo-Iczel and Demon Goddess in the same harem.
No cases of Thresholding into a Neo-Iczel have been reported, something which many people are very grateful for.
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NIGHTMARE, the Night Bringing Pokégirl
Type: Not Very Near Human, Metamorph
Element: Dark/Magic
Frequency: Extremely Rare
Diet: Omnivore, also consumes life energy
Role: Nocturnal Combatant
Libido: Average (Extreme at equinoxes and solstices)
Strong Vs: Normal, Psychic, Ghost, Electric
Weak Vs: Fighting, Bug, Ground
Attacks: Dark Goggles, Dark Blade, Dark Blade Mk II, Dark Shield, Cocoon of Darkness, Dark Bomb, Door to the Abyss, *Darkness, Force Bolt, Energy Drain, Hypnotize, Phase, Fear Aura, Cry Wolf, Double Edge, Quick Attack
Enhancements: Enhanced Speed (x15), Enhanced Dexterity (x3), Enhanced Strength (x3), Enhanced Endurance (x3), Enhanced Reflexes (x4), Wingless Flight
Evolves: None
Evolves From: Unicorn (Dark Stone)
While known to exist during the Revenge War, reports of them afterwards were considered largely anecdotal until a Unicorn was accidentally evolved into one in 76 AS.
Upon evolving, Nightmares become a solid black with crimson eyes and hair, including all body hair. They stand between 5 ft and 6 ft in height in their human form and are athletic in build, however they retain the figure they had while a Unicorn. While in their humanoid form, their enhanced speed is reduced to only four times human normal and they cannot fly. In their tauric form the tuft of their leonine tail and cloven hooves are also crimson. They also grow in size and no Nightmare has been documented as being less than 15 hands (5 feet) at the equine shoulder. No matter their size, all tauric Nightmares are built like thoroughbreds and are very agile and quick. While tauric, Nightmares can fly by the simple expedient of galloping on the air. They can turn and maneuver as they could on the ground, making them very agile, but still somewhat poor combatants against other flying pokegirls who can climb and dive much more easily.
In either form the Nightmare has the ability to instantly create a chitinous armor that covers her entire body, moves with her and does not impede her in any way. This armor is covered by tiny points that are razor sharp and will injure any unarmored opponent who contacts them. In battle, Nightmares often use this with Double Edge to leave their opponents a bleeding mess.
During the Revenge War, Nightmares were used as fast strikers both on the front lines and in assaults on strategic rear targets and supply lines. With their ability to fly fast at very low altitudes and their use of phase to avoid terrain obstacles and walls, they could go almost anywhere without the fear of being intercepted. Those abilities translate well into Pokégirl combat and today the Nightmare fills almost the same role in Pokégirl battles, maneuvering quickly to outflank her opponent and then hitting her hard with a series of attacks that pulverizes her.
Nightmares are strong individualists with a serious personality and are always planning the best ways to complete their objectives. They feel they are well suited to being alpha, although in most cases their almost complete focus on themselves means they are terrible at it. Still, they will maneuver to gain their Tamer’s favor and become the alpha whenever possible. To this end, Nightmares will adopt the sexual fetishes of their Tamer as their own. It is unknown if they have a personal preference since they always say that whatever their Tamer likes is their favorite position and/or technique.
Feral Nightmares are always encountered in their tauric form. Even though they lose the Unicorn’s ability to block Pokéballs, feral Nightmares are hard to capture because they remain aware enough to phase before a Pokéball can strike them and with their speed a Tamer seldom gets two chances. In almost every capture, the Nightmare had to be rendered unconscious before she could be caught.
There is no record of a human thresholding into a Nightmare.
· Darkness: (Dark) EFT: This technique generates darkness in a seventy foot sphere around the user that moves as she does. Anyone (including the user) inside the sphere is completely blind unless using the Dark Goggles technique. As this technique is at least quasi-magical, it fills the entire space around the user, including water, sealed rooms, or any other void. This technique can cause extreme terror in anyone not used to it.
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NOGITSUNE, the Can’t Get Any Tail Pokégirl
Type: Animorph (vulpine)
Element: Dark/Magic
Frequency: Rare
Diet: omnivore, preference for fish and meat
Role: illusionist, avenger
Libido: Average (can become High depending on the Tamer’s Harem)
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting, dog Pokégirls
Attacks: Scratch, Bite, Pummel, Leap, Tackle, Hypnotize, Dream Eater, Illusion, Smile, Mana Bolt, Mystic Bolt, Shadow Shot, Teleport
Enhancements: Quickness, Enhanced Hearing (x5) and Enhanced Olfactory Sense (x5), Undetectable Aura
Evolves: Dark Kitsune (redemption, love or Shiny Stone)
Evolves From: Kitsune (personal dishonor; loss of tail), Vixxen (Dark Stone+Dusk Stone)
It seems that whenever a Kitsune does something that goes against her personal code, a form of honor unknown to any other being, a Kitsune loses her tail and becomes Nogitsune.
With the loss of her tail, the Kitsune’s body seems to unleash a high amount of dark energy, changing the Kitsune into a new Pokégirl. Though it is unknown how it happens, perhaps it is the work of a natural mechanism in a Kitsune, perhaps it is not.
By becoming a Nogitsune, there are many changes to the Kitsune being besides the loss of her tail. The Kitsune’s fur changes to a pattern of black and white, almost similar to a Skunkette or Mephitits. Also, with the loss of tail, more magical properties of the Kitsune are unleashed, making her a somewhat powerful Magic-type.
It should be known however, that a Nogitsune is quite a difficult Pokégirl to maintain in a Tamer’s Harem. The Nogitsune becomes very conceited, as she sees herself as having nothing to lose, so that train of thought makes two traits about the Nogitsune stand out. The first, and hardest for the Tamer is that since the Nogitsune sees herself as having nothing, she wants all she can get from her Tamer, wanting more time with him during Taming sessions or as the second trait shows, wanting to be used in battle.
The need to fight within a Nogitsune however can be a mixed blessing as with the want to be in battle, a Nogitsune is ruthless, using Hypnotize to put her opponent first, then draining her with Dream Eater. Should a Nogitsune’s opponent be able to shake off her Hypnotize, the Nogitsune will tend to use Mana Bolt or Mystic Bolt, depending on the level of mana, then follow up with Shadow Shot while the opponent is stunned. It should also be stated that it is NEVER a good idea to have a Nogitsune and a Shaguar in the same Harem. The two Pokégirls seem to have a rivalry that is up to the ferocity of the Kunoichis and Cheshires or the Demon Goddesses and the Neo-Iczels.
It is thought to be possible for Nogitsune to evolve, however, what she can evolve into is unknown at this time.
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OCELOLITA, the Little 'Chaotic' Kitty
Type: Not Very Near Human to Near Human (Feline)
Element: Magic/Psychic
Frequency: Uncommon
Diet: Omnivorous, favors meat
Role: Mostly scouts, hunting, and patrol detail
Libido: Average, Monthly peaks
Strong Vs: Fighting, Poison, Mouse and Bird Pokégirls
Weak Vs: Bug, Dark, Ghost, Canine Pokégirls
Attacks: Scratch, Slash, Pounce, Teleport, Aura of Cute, Reflect, Metronome, *Hang Time, *Magic Use
Enhancements: Enhanced Olfactory Sense (x3), Enhanced Strength (x2), claws, Enhanced Agility (x4), Nightvision (x5), Improved Balance, Magic Affinity (‘Wild Magic’)
Disadvantages: Trouble Magnet, ‘Wild Magic’ User
Evolves: None
Evolves From: Merrowl (Mana Crystal)
One thing to remember if you are ever the owner of an Ocelolita: Expect the unexpected.
Ocelolita are perhaps the most interesting of the Merrowl evolutions, as no two Ocelolita are alike. Their looks, personalities, and magical abilities can vary greatly from Pokégirl to Pokégirl, as the breed as a whole seems to demonstrate their nickname of the ‘chaotic kitty’. Generally, however, Ocelolitas tend to be short and slender, with at least rounded feline ears and a tail covered with alternating black splotches, stripes, and rings with the fur being anything from a golden tan to white. Many of the breed look rather young, some of the furrier types being mistaken for Cheetah Pokékits. Even the most human looking Ocelolita has functional claws, allowing them to climb trees with ease. Along with their acrobatic skills, Ocelolita are unparalleled in the trees, even amongst other cat types.
Unlike other forms of magic, Ocelolita use a unique form of chaotic magic dubbed ‘Wild Magic’ by the various magic schools. Wild Magic, compared to normal magic, is much messier, drawing incredible magical power in but not focusing it at all while casting a spell. As such, each time an Ocelolita uses her magic for a particular spell; it may work doubly well, normally, not at all, or cause an array of effects that wouldn’t normally happen with the spell. One well documented case that circulated around the internet for some time was a video recording of an Ocelolita who attempted to magically summon a contracted Pokégirl, but caused the weather to rain string cheese and tuna for three days in the town of Prick. Luckily, their teleport ability is psychic in nature.
The average Ocelolita doesn't mind showing off her powers. In fact, she enjoys getting her Tamer into trouble, then using Teleport to rescue him in the view of a crowd. She's as playful as a Tick-Tock and as cunning as her similarly-magical cousin the Mistoffeles, with whom she shares a friendly rivalry. It's all a game to her. Whatever disaster happens (or she causes), Ocelolita generally laugh things off, as surprisingly, no ally or bystander has ever been seriously injured by a spell gone wrong with the exception of the Ocelolita herself. Many Tamers who own an Ocelolita simply have her focus on her other attacks in battle, since most of her magic attacks are too much of a dice roll for many tamers to trust them. However, Ocelolitas are excellent at using their psychic talents to cling to surfaces and get more out of their already powerful leaping and climbing abilities, so only terrains on which one would be bad at fighting are water and flatlands. Favored tactics are using Aura of Cute to charm an enemy into slowing down, then Teleporting and Slashing them to bits from behind, or, if facing a bird-type, simply Pouncing and Slashing. They work well with speedy Pokégirls like Sonica. Sex combat doesn't come nearly as naturally, but they can be taught. When not in a league sanctioned match, their favorite move is one the breed claims to have invented, Metronome, which seems much more powerful when wielded by Wild Magic.
Overall, Ocelolitas are loyal, affectionate, slightly submissive and somewhat nymphomaniac Pokégirls. For such a speedy Pokégirl, it's a bit of a surprise that Ocelolitas prefer to be Tamed slowly, and with as much foreplay as possible. They like being petted and stroked at all times, but especially during sex. Their personalities are varied but tend toward outgoing and friendly with a bit of an adventurous/mischievous streak.
Feral Ocelolitas loose enough intelligence to make spell casting impossible, but they still tend to be craftier than the average cat-type. Feral Ocelolitas are usually found in forested areas of the Slot League, the Silver River League, and southern parts of the Orchard, Indigo, Johto, and Sunshine Leagues. They use their agility and climbing abilities to hunt bird- and rodent-type Pokégirls, and are a true pain in the ass to catch. Try using a bird- or rodent-type as bait, then switch them quickly with a Dark Pokégirl or a Ghost Pokégirl when the Ocelolita appears.
Threshold into an Ocelolita is rare, though a good sign of threshold is extremely strange happenings and the life of the girl in general becoming more chaotic. Threshold Ocelolitas have a hard time adjusting to their new lives and the urge to climb and hunt. Most of their families use mild sedatives to keep them from becoming too jittery, popping off wild magic, or chasing the household Mousewife while they line up prospective buyers or contact the nearest Pokégirl ranch.
Hang Time (Psychic EFT) - Using a low level telekinesis field, a leaping Ocelolita seems to slow, and can literally change her course in midair. Also can be used by a falling Ocelolita to soften her landing and make sure she lands on her feet.
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OMEGAN, the Loving WarBeast Pokégirl
Type: Near Human Metamorphic (Squirrel)
Frequency: Extremely Rare
Diet: Nuts, fruits & vegetables. Will accept Pokechow, but LOVES candy
Role: Combat, cuddling
Libido: Average
Strong Vs: Poison, Psychic, Fire
Weak Vs: Fighting, Rock
Attacks (Human form): Smile, Cry, Aura Of Cute, Telekinesis
Attacks (WarBeast form): Bite, Spirit Slash, Tail Whip, Telekinesis, Crunch, Fury Swipes, Dark Shield, Sabre Claw, Cocoon Of Darkness, Timid Stroke, Blessed Soul, Super Claw, Ashen Wings, Dark Bomb, Barrier, Shield, Mystic Bolt, Phoenix Down, Ankoku
Enhancements: Telekinetic abilities, Enhanced Strength (x6), Enhanced Endurance (x2), Enhanced Agility (x2)
Evolves: None
Evolves From: Eva (Dark Stone & Mana Crystal)
Omegans are among the more recently discovered Eva evolutions. Research into the evolutionary process of Evas was mostly halted after the Orange Islands Incident, but that has not stopped new forms from being found. A young Tamer who helped with stopping an evolution stone scam run by a Team Rocket variant was given five real evolution stones as a reward. His Eva accidentally came into contact with a Dark Stone and Mana Crystal at the same time (she was reaching down to pick them up after her Master accidentally dropped them), and evolved. After some experimentation, it was confirmed that the two stones have to be touched at EXACTLY the same time, so an Eva could pick up a Dark Stone first and then a Mana Crystal without evolving.
Omegans have two forms. Their first form, which is much preferred by them, is an almost totally human body with dark skin, wide eyes, long, dark brown hair, C-cup breasts, and a very cute face. They also possess two long, very flexible antennae, which are wrapped in long locks of hair, acting as a focus for their telekinetic ability. This antennae are very flexible and animated, tending to mirror what the Omegan is doing, frequently nuzzling friends or Harem sisters that come near enough.
An Omegan's second form, which most tamers have dubbed a 'warbeast' form, could best be described as a demonic squirrel. Their bodies become furry, the fur surrounding the face with scar-like highlights, and their hair and antennae grow longer. They sprout horns on the sides of their heads, and their claws on their hands and feet grow larger. They gain a lot of muscle mass, along with a cup-size in their breasts. They also grow three flexible, bushy, spiked tails which are very strong and good for hitting. Omegans do not like taking this form AT ALL, viewing it as frightening, and only take it as a last resort, or if they want to end a battle quickly.
Omegans are very friendly, loving, cuddly Pokégirls, but also, amazingly enough, are a little prudish when it comes to Taming, although they do like going nude a great deal of the time. They don't try to seduce their masters, but take advantage of their cute natures to get the Tamings they need, which always embarrass them despite themselves. They always try to get everyone in the Harem to get along, and become very sad if someone is angry. They take a lot of blame onto themselves, and try to make everyone happy. Many Tamers report it as being impossible NOT to smile when Omegans are around, as they are just that pleasant and bubbly. Omegans are also naturally curious, and like to learn new things.
It's rare that an Omegan gets angry. So kind-hearted are they that it's very hard for them to get angry or hold grudges. But when one does, it's a dangerous event. Omegans are powerful Pokégirls, and when they become angry, they lose all control, becoming totally savage and going all out in their warbeast form. The only thing that can really get through to them when they go ballistic is fire. For unknown reasons, all Omegans have a pathological fear of fire, although this weakness is mental rather than physical. They are sent into a tremendous panic when they see large blazes, and are very nervous around smaller flames. (Interestingly enough, they don't mind fire-type Pokégirls, it's the element itself they fear. Although if the Pokégirl has an active flame with them at all times, like a feral CharAmanda, they will become very nervous and try to avoid them.)
It's rumored that some Omegans have found an 'in-between' of their forms, where they just end-up looking like an animorphic squirrel, with none of the warbeast form's more intimidating features. But so far, this has yet to be confirmed.
No Threshold cases have been reported yet, but that's simply been attributed to the rarity of Omegans. Some have also theorized that it may not be possible to Threshold into an Omegan due to the nature of their evolution...
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OPHANIM, the Calming Angel Pokégirl
Type: Near Human Metamorph
Element: Magic/Dark
Frequency: Very Rare
Diet: Omnivore. Only 1/4 comparative intake required (prefers meat).
Role: Caretaker, mediator, counselor
Libido: Low
Strong Vs: Magic, Psychic, Ghost, Dark, Poison
Weak Vs: Ground, Electric, Bug
Attacks: Dark Bomb, Energy Drain, Lure, Hazy Vision, Dark Shield, Blessed Soul, Ankoku, Dark Spear
Enhancements: Aura of Tranquility, Limited Wings and Armor metamorph, Night Vision, Blind Sight, Enhanced Reflexes (x8), Enhanced Speed (x8), Enhanced Strength (x6), efficient immune and digestive system.
Evolves: None
Evolves From: Fallen Angel (normal; shown mercy after battle on field of honor)
When an Angel becomes a Fallen Angel, it is often a result of some sort of major event in that Pokégirl’s life that not even a level 5 conditioning cycle can take away from her mind. For the rest of the Fallen Angel's life, there were but two paths that could emerge from such a conflict- losing herself, or regaining herself. Many remain as they are and stay limited by their memories and experiences. Others are found by tamers who evolve them along some other path. Rare are those tamers who would be willing to assist the Pokégirl, to attempt to change her ways, her thinking, and who she is. For those that have attempted this, it can take years, and fewer still are those who decide to even continue the attempt. These few are mainly Watchers or Researchers who have the time, patience, skill, and desire to see the change through. Those that do can find themselves rewarded with the evolution of the Fallen Angel to the Ophanim.
Originally seen during the Revenge War, only one of this species had ever even been seen and during the centuries that followed, the picture faded to obscurity even as human civilization spiraled downwards. The picture led to stories, and the stories led to fables and myth, and by the mid 200s the Ophanim myth was used to show children in bedtime stories that not all bad things come to an evil end. For despite the ferocity of Sukebe's forces, despite his driving need to express his revenge, the Ophanim appeared shortly before Atmuff's death. She was reportedly the only Pokégirl that would assist injured forces on both sides of the conflict, going as far as to assist injured humans to their nearest outposts that were not overrun. Though she could do no more than the average human medic, there were many accounts of the time, of which more than a few survived the tests of time to reach the present day, where the wounded soldiers, orphaned children, and others gave such reports to the people that had been left in charge. A picture was taken of her one time when she flew in with a pair of children to a human outpost somewhere within the Edo League, and then disappeared. Although her death was never confirmed, it is highly speculated by Researchers that at some point the Pokégirl commanders learned of what she did and killed her sometime shortly after the war ended.
These Pokégirls have four feathered wings- one pair that is retained from her previous form as a Fallen Angel, while the other is more golden or golden-brown in color, of which both pairs may be dismissed just as Angels and Fallen Angels are capable of. Their appearance rarely changes much, save for the fact that they grow several inches, and it has been recorded in a few instances that their breasts actually get smaller as a result of the evolution (they may lose up to half a cup size as a result of evolution, although smaller or larger changes have been recorded. The reason for this is still unknown). The Ophanim do gain a natural armor that may be dismissed in the same manor as their wings- although the styles vary with each individual, the color of the armor are predominately green or black. One odd quirk of this breed is the fact that they often fight without the ability to see, wearing a helm with no openings for their eyes. When questioned, the Pokégirls state that they can see perfectly with or without the helmet being worn. Most Ophanim have a strange liking for the color pink, and will wear clothes in that color when possible. Pokégirls with pink hair are also fawned over. It is considered by some tamers that perhaps the league's Nurse Joys were originally drawn from the Ophanim myth, although some details might have been lost along with time.
Though the original Ophanim had never been witnessed in a battle, Ophanim that have been evolved as recently as of the mid-200s have shown no qualms with battling, though none have been known to ever kill, on purpose or by accident. Using their Shadow Shot technique and Hazy Vision from afar, they surround themselves with Cocoon of Darkness and Dark Shield while bolstering their abilities with the Blessed Soul technique. When her defenses are to her satisfaction, the Ophanim will then often utilize Energy Drain and Lure to weaken and bring their target within range of their Dark Spear technique. Although she is not more than mediocre in one-on-one combat, the Ophanim shows her usefulness better in Grand Melees and multiple Pokégirl matches, where her Aura of Tranquility can be used to keep her harem sisters calmed down during the battle, allowing a more tactical Pokégirl or tamer to control and coordinate them better. This makes her even more useful in a sexbattle arena- despite the Ophanim's limited prowess (and lack of inherently known sex-techniques), her aura can cause her opponents to not realize when they are nearing an orgasm until she reaches it, or nearing exhaustion until it's too late. However, the Ophanim do prefer to remain at peace, not wishing to cause combat but rather to end it quickly and without casualties on any side. Using her Revival Song (which varies in length and words with each individual), the Pokégirl can revive a nearby 'target' from unconsciousness.
Within a harem setting, Ophanim have been found to get along with just about every type of Pokégirl known in the world. Their aura of tranquility makes her a universal Beta in any harem- capable of dealing with harem dynamics, disputes, and conflicts just by being nearby. However, those with stronger emotions do require other techniques, which most Ophanim attempt to learn, master, and utilize upon an individual basis. The breed in general does have a slight problem when it comes to their own stronger emotions, often being confused by them and why she has them. In a taming, this often leads to various spikes of their personality coming to the fore- one time, she may become as timid as a Titmouse and just as sensitive. At others, she may seem like a Tigress or a Succubus in bed (relative terms only, of course), or as unresponsive as a Rock-type can be. More experienced Ophanim do eventually manage to understand those feelings enough to be able to act upon them without losing sight of who or what they are. Because of their inherent randomness during a taming, tamers are urged to utilize restraints for the strong Pokégirls of this breed.
Aura of Tranquility: This subtle aura allows the Pokégirl to calm down sentient lifeforms within a 15ft radius of her presence. Though this only works upon weaker emotions, it does assist with cutting down with fear, hate, lust, and confusion. This aura is not active while the Pokégirl is asleep or KO'd, however. This makes Confusion and Lust-inducing techniques 50% less likely to work upon those affected by the Aura, but the Ophanim herself does not recieve any such additional resistance against such techniques.
Dark Spear (ATK 150 + EFT): Like the Dark Blade 2 technique, but manifests a spear instead of a sword. This weapon remains physically manifested as long as the Ophanim is holding it- if she releases the weapon, it will immediately disintegrate and the technique must be used again. It can be used twice in a row, allowing the pokegirl to utilize a spear with both hands, though the strength of the weapons are cumulative rather than added (the ATK value remains the same, and does not stack when the Pokégirl uses two instead of just one).
Revival Song (EFT): By singing a song important to the Pokégirl, she may sacrifice some of her energy and restore around that amount to a knocked-out ally.
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PEGASLUT, (aka PEGASUS) the Mythical Horse Pokégirl
Type: Near Human, Metamorph
Element: Magic/Flying
Frequency: Very Rare
Diet: near human diet, preferably vegetables
Role: used as scouts and excellent Alphas
Libido: Average to High (when with Tamer)
Strong Vs: Normal, Fire
Weak Vs: Electric, Magic, Psychic
Attacks: Feather Shuriken, Whirlwind, Mach Breaker, Agility, Stomp, Takedown, Charm, Gust, Aero Blast
Enhancements: Enhanced Speed (x7), Enhanced Hearing (x6), Enhanced Stamina (x5), Enhanced Dexterity (x4), Metamorphing, Flight, Elemental Affinity: Wind, Danger Sense, minor psychic talents
Evolves: None
Evolves From: Unicorn (Bird E-Medal)
Pegasluts are one of the more recently discovered type of Pokégirls. They can be identified with the single horn growing out of her forehead and for her feathered wings sticking out of her back which is visible in both forms but they can make it disappear at will. They retain their appearance evolving from the Unicorn, their breast size is now a very healthy D cup, and the dramatic change would be their looks, before you would consider them cute or beautiful, now they can be considered as stunningly gorgeous.
They are one of the fastest flying Pokégirls around. In flight, they can easily reach speeds of 50-60 mph in just a matter of seconds and unlike other fast Pokégirls can maintain this speed for even 15-20 minutes at a time. The fastest recorded flight was 152 mph and was maintained for 30 minutes. They usually take on their human form when entering cities and towns so not attract to much attention to their tamers and themselves, and also when in need of taming. When taking human form all their abilities are halved until they return to their horse form. They lose the ability to repel Pokéballs after evolving from Unicorn to Pegaslut.
Feral Pegasluts can usually be found near mountainous regions where they make their home safe from wandering tamers and away from dangerous Pokégirls. But from time to time they would sometimes go down from her mountainous retreat to mingle with Pokégirls living beneath or when in need of Taming. Though Feral a Pegaslut can be considered as quite intelligent, though they are wary of humans and careful around them especially wandering tamers, fearing they might be captured. Trying to capture a Pegaslut is a hard feat but quite worth it. Gaining their trust and later their respect, you can gain a Pokégirl who's very willing to join you and your Harem. Evil Tamers can't hope to gain their trust.
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PLOT BUNNY, the Muse Pokégirl
Type: Near Human Anthropomorphic (Rabbit)
Element: Magic
Frequency: Varies wildly, from too common to virtually extinct
Diet: Human style, mostly vegetarian
Role: Muses, inspiration of all kinds, distractions
Libido: High
Strong Vs: Fire, Psychic, Ghost, Dark
Weak Vs: Water, Flying, Ground, Electric
Attacks: Teleport, Recover, Burst, Absorb, Temperature Barrier, Smile, Pretty Wink, Inspire
Enhancements: Magic affinity, Can provide mental stimulation to new ideas in addition to obvious physical stimulation their sexy bodies provide, distractions, flat out fun
Evolves: SnuggleBunny (simultaneous orgasm with Tamer)
Evolves From: Bunnygirl (Unconfirmed)
Plot Bunnies were a truly surprising discovery. Generally similar to Bunnygirls in some ways, they also have WILDLY varying characteristics and behavior. Personalities are so different between each individual Plot Bunny that no commonality has ever been recorded. In this they are similar to Megamis, as no two are exactly alike and trying to anticipate what one can or will do or where one will lead you is nearly pointless. However, despite all this there is an inexplicable recognition to those who bother to look that this is, indeed, a Plot Bunny.
Plot Bunnies are vaguely similar to Bunnygirls in appearance. They have fluffy tails, like Bunnygirls, and bunny-like muzzles. Their hands are more human, while their feet are only slightly rabbit-like in appearance. Their legs are muscular and well-defined, again something they share with Bunnygirls. However, what stands out the most about them, and is one of the few commonalties noticed between individual members of the breed, is their faces and ears.
Plot Bunny faces are adorable and very expressive. However there are strange markings around their faces, which make it seem like they are wearing a mask. They VERY RARELY let people touch these markings, and a good way to get a Plot Bunny mad at you (which by and large is considered to be as stupid as letting a Bimbo become a Hyperdoll) is to try and pick at the markings. They become very defensive and angry, use their 'inspirational' mental abilities to implant several dangerous and utterly stupid ideas in the Tamer, and disappear, never appearing before that Tamer again. Around their ears are similar markings. Aside from those strange markings, their faces and ears appear entirely organic. A sign of ultimate trust from a Plot Bunny is when they let their Tamer not just touch, but caress those markings.
Plot Bunnies aren't that useful in regular Pokébattle, but that isn't their primary purpose. Plot Bunnies, and this is a direct quote from one of them, "Exist to inspire." Plot Bunnies have a unique ability to give psychic stimulation during Taming, allowing for the Tamer to gain new ideas, or be able to complete old ideas that they were never able to before. The risk, though, is that not all the ideas they give are good ones. The most infamous of which being an idea a Tamer got from Taming a Plot Bunny that involved him taking on Jenova directly. The results were predictable, and somewhat messy. They are intelligent Pokégirls, and seem to be wise beyond their apparent years, as well as being a little mischievous. Plot Bunnies are also among the favorite Pokégirls of writers, artists, dancers, and musicians.
They have a low tolerance for abuse, and have been known to steal from abusive Tamers as well as implant ideas in their head which will make them look foolish. Also, as they tend to disappear when a Tamer starts mistreating them, it's unknown if they can become a Mini-Top or Penance. Otherwise, they are very friendly, affectionate, and somewhat silly Pokégirls. They also tend to respond to violent situations by throwing Lust Dust-laced banana cream pies at everything in the surrounding area of the fight. It's presumed they keep the pies in the same place as the hammer from the Hammer attack is kept in.
One of the stranger abilities Plot Bunnies have is their ability to quite literally fight off writer's block. They summon a square-shaped giant monster from inside the Tamer's head, pull a sword and shield out of seemingly nowhere, and engage in an utterly silly battle which always ends with either a clean victory or the Plot Bunny cheating to win. With the writer's block destroyed, the Tamer finds they can write again. But not before the Plot Bunny gets her reward…
No one really understands how Plot Bunnies breed. One hasn't been seen going through parthenogenesis, and there have been no recorded Pokéwoman Plot Bunnies since they were first discovered. Many have been questioned about it, and while some Plot Bunnies have shown the ability to make themselves SEEM pregnant, according to their Tamer's fetish, there has been no confirmation or even general clue as to why their numbers vary so wildly, sometimes from day to day. The only real clue we've gotten is from the Legendary Pokégirl Macavity, who, when asked about them, began giggling uncontrollably before teleporting away, taking a tied-up and whimpering Jenova with her.
No cases of Threshold have been reported.
A popular phrase has arisen about Plot Bunnies: "A word of warning: When you chase a Plot Bunny into her hole, be prepared for a wild ride."
The reason the following data is classified isn't because it's such a dramatic secret, but because it's because the Plot Bunnies that were willing to come forward about this wish to keep it secret. As they have proven to be loyal and loving (especially the Plot Bunny belonging to this researcher), we have agreed to classify it.
The reason a Plot Bunny's face looks mask-like is because it's just that: a mask. An enchanted mask that can act as and feels like their real face, but a mask nevertheless. Same with their ears. They can remove their face and replace it with either a cat face and ears, which changes their remaining rabbit-like attributes to cat-like, or a puppy face and ears, which changes their remaining rabbit-like attributes to puppy-like. In their cat-like form, they are called Distraction Kitties. In their puppy-like forms, they are called Vorpal Puppies. In either of their three forms, they maintain the same inspiration abilities, they just change species attributes. As they want their full natures kept secret for now, they have allowed data to be released on their other two forms as separate Pokégirls, but with almost exactly similar entries. The amusement they get from seeing Tamers try to figure out why the entries are so similar is near endless. Their type of inspiration also changes depending on what they are at the moment. Plot Bunnies are passive/aggressive in what they inspire. Distraction Kitties are passive in what they inspire, and Vorpal Puppies are aggressive in what they inspire.
As for their 'real' face, the face behind the mask, that…

That defies all verbal description.
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PSIFEY, the Tactical Fairy Pokégirl
Type: Metamorph
Element: Psychic/Magic
Frequency: Rare
Diet: Berries, Pokéchow, smaller human-style foods
Role: Strategist
Libido: Average to High
Strong Vs: Poison, Fighting
Weak Vs: Plant, Fire
Attacks: Foresight, Aura Barrier, Double Team, Psychic, Hypnotize, PsyVibe
Enhancements: Flight, Size Alteration, Speed (x4 in small form, x2 in standard size), Enhanced Agility (x3), Enhanced Eyesight (x2), Temperature Tolerance
Evolves: None
Evolves From: FairyCute (Psi Crystal), FairyCuter (Psi Crystal)
Good things do sometimes come in small packages. Of course, such packages are always better, in most tamers opinions, when the package can shift sizes to become more human-sized in general. Originally designed to lead Fairy-type Pokégirls and coordinate their sabotage with their larger and stronger Pokégirl sisters during the Revenge War, the Psifey was then produced in fairly large numbers to support large numbers of the Pokégirl troops against the human soldiers. Their smaller stature made it almost impossible to attack at any range, but most especially from the ranges that human snipers typically worked at in order to pick off the leaders of the Pokégirl troops, who were mostly human-sized and therefore easier targets. After the war, the Psifey were lost to attrition as more and more went feral and were killed by other, more aggressive feral Pokégirls. Others were killed by humans while in their more human-sized body, in an attempt to try and stave off going feral. In 62 AS, this breed was discovered as a viable Pokégirl for tamers and for defenders of surviving towns and villages. Using their psychic abilities to coordinate the defenders and their magical techniques to detect not only their opponent but also their likely battle choices, the Psifey quickly became known for their innate powers to assist and lead, rather than fight in the forefront of battle. Using Foresight to gain knowledge of what her target will do next, the breed is known for using her magical abilities and other techniques to strike back or wear her opponent down, until an ally can arrive to finish the target off.
Other than the Pokégirl’s typically (and trademark) small size as a fairy type and her fairy-style pair of wings, the breed looks remarkably like human females. The Pokégirl’s skin color is often of human-standard shades, though some rare few have skin in various shades of gray. Likewise, the eye color for the breed are all human standard, though the possibility of heterochromia iridium (a condition where one of the Pokégirl’s eyes is one color, and the other eye is a completely different color) are for some reason much higher than with any other human or Pokégirl breeds known (studies show that about 1 in 1,000 of this breed have this condition). Though somewhat curvier than either of their pre-evolutionary forms, no Psifey has been recorded with breasts larger than a modest B-cup while in their human-size. Their wings, normally insect like, are merely a pair that extend to a length of twice the length of the Pokégirl’s height per wing. Because of their wings, but mostly due to the breed's seemingly overwhelming urge to not be bothered with such fuss, most of this breed tend to refuse to wear much, if anything, if they can get away with it. Their temperature tolerance allows a Psifey to survive in extreme cold and heated temperatures alike, all without the need of 'outside' assistance.
As a Psi-crystal induced evolution, this breed is almost impossible to find in the wilderness, and are practically always domesticated at some point. The Psifey, when feral, is quite paranoid and always looking for a hiding spot while trying to keep herself safe- to the extent of forsaking contact with any other Pokégirls or humans in general. It's only when they must eat, or must flee, that one might be found outside of some safe hiding spot. They do retain some intelligence, however, in that they can recognize potentially dangerous Pokégirls or humans, and respond accordingly. In a harem setting, this breed excels as a Tamer's Beta, her strategically-oriented mindset giving her an edge over many other Pokégirls and assisting her tamer in various ways, such as taming schedules, taking care of conflicts, and mediating arguments. There have been no known threshold cases of this breed, leaving researchers to believe that the only way to obtain the Pokégirl is by luck or by evolving one of her two pre-evolutionary forms into a Psifey.
This breed adapts to almost any type of taming, though the breed in general dislikes certain types of taming. Anything anal, for instance, is something that according to studies that no Pokégirl of this breed willingly allows. There are of course exceptions to most rules, and so it is likely that some Psifey may loosen their morals for the right tamer. Other than this peculiarity, the breed enjoys a good taming with both males and females, not particularly choosy for the most part. However, Dildoqueens tend to scare the breed, especially the ones that possess very large genitalia. Each season, save for winter, a Psifey's body becomes extremely sensitive for a span of two days, during which she may attempt to entice her tamer and/or her harem-sisters into taming as much and as long as possible. One thing to keep in mind also is that like a HentaiCute, Psifey enjoy playing the same game of 'Living Dildo' with her various partners during a Taming Session. Whereas a FairyCute and her other evolutions utilize the Living Dildo as a basic sex attack at best, the PsiFey has evolved this capability with the use of her own psychic powers to derive enjoyment for both herself and her partner while taming.
PsyVibe (S.ATK 85, EFT): This attack can be used one of two ways. The first is when the user is only 1/6 of her standard size. At this size, the Pokégirl's body itself can be used as a living dildo. The Pokégirl creates a telekinetic field around herself which causes the very air around her to vibrate. In effect, this attack turns the Pokégirl’s body into a living vibrator. The second way this attack can be used is when the Pokégirl is her full size and is being tamed (rather than being the one taming). She can use the same technique at full size, though obviously cannot be used as a living dildo at this particular size. Has a 50% chance of causing Attraction and increases chance to bring target to orgasm (male and female) by 30%.
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PUPPETEER, the Doll Tactician Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Very Rare
Diet: human style diet, tea
Role: Tacticians, Squad Leaders. Like a Witch, may vary based on spell selection.
Libido: Average
Strong Vs: Magic, Ghost, Fighting
Weak Vs: Fire, Psychic, Flying
Special Weaknesses: Tendency to hold back if intimidated.
Attacks: Aura of Cute, Aura Bolt, Barrier, Cheer, Concentration, Dispel, Pretty Wink, +Known Spells
Doll-Only Attacks: Slash, Parry, Spincut, Throwing Star, Levitation(Small Dolls Only), Blur, +Learned Fighting/Weapon-Specific Techniques(Large Dolls Only), L40: Weapons Carnival
Enhancements: Enhanced Concentration (x3), Manipulate Dolls, Magical Affinity, High Spatial Awareness
Evolves: Dollmaster (Normal L65)
Evolves From: Witch (Battle stress, Dolls in combat area)
The Puppeteer was a late discovery, discovered when the Witch daughter of a toy shop owner came under attack when a foolish tamer's nearly Feral Slicer got loose and went on a rampage. Unable to harm the Slicer with her own magic and having no other defense, she used her magic to animate the dolls around her and arm them, evolving into a Puppeteer and bringing the wrath of the entire shop upon the Slicer, who quickly learned to prefer targets that weren't a foot tall and armed with sharp pointy objects.
The puppeteer is a generally petite Pokégirl that rarely goes beyond 4 1/2 feet tall and an A-cup, very similar to a Littletit, though Puppeteers are almost always have an adorable, doll-like quality to them. They tend to wear elaborate, frilly, and often colorful outfits, hoping to draw attention away from their poor chests (which is a rather sore spot for them).
This Pokégirl’s trademark ability, naturally, is the ability to control a number of dolls and manipulate them to do her bidding. Imbuing them with magical power, and linking herself to them by means of faint strings of magic, she turns them into her own personal servants and soldiers.
Puppeteers are generally divided into two categories - those that use numerous smaller dolls, or those that control a single human-sized doll. The number of dolls a puppeteer can control is dependant on the size/complexity of the doll and the puppeteer's level. At lower levels, a puppeteer can generally control up to two smaller dolls (up to 1 1/2 ft in height or so max), with one hand controlling each one, or a single human-sized doll, controlled with both hands. (Smaller dolls, when controlled float through the air at the puppeteer's will, while the larger doll is land-locked unless the Puppeteer enhances it with a flight spell of it's own.) As the Puppeteer rises in experience she learns to control more dolls at one time - there is no hard set number, but by the time a Puppeteer is near evolving into a Dollmaster, they are generally able to control 4 smaller dolls. The number of human-sized dolls a Puppeteer can control at once time does not increase.
Puppeteers gain only a mediocre amount of spellcasting power from their Witch form - they are roughly equal to the Enchantress in this respect. Instead of raw power, or the ability to create enchanted items, the Puppeteer learns alternate ways of channeling her magic, doll manipulation, and above all, incredible concentration. While manipulating her dolls, for example, the dolls themselves act as both focal and release points for the Puppeteer's spellcasting. For example, if the Puppeteer wants to cast a series of Fire Bolts at her opponent, she casts the spell through the strings and the spells are released towards the target as if the dolls were firing them. A favorite tactic of Puppeteers is to fire off numerous quick, cheap spells towards her opponent from multiple shifting angles, forcing her opponent to concentrate on dodging, and giving control of the match to the Puppeteer. Another tactic, often used against melee opponents, is to have some of the dolls hang back with the Puppeteer, generating a mobile barrier to intercept attacks, while the rest strike at the foe whenever her opponent leaves herself open to attack. Because of her high levels of Concentration, Puppeteers have a better chance to continue their spellcasting after taking damage than most spellcasters, though they are loathe to take that damage in the first place.
The strategies of a Pokégirl that chooses to use a single human-sized puppet are very different. Not needing to split her focus on maneuvering several dolls at once, she can hone her ability to manipulate a doll to greater lengths, turning it into a skilled melee combatant, capable of learning both Fighting and Weapon Specific techniques, supported by the Puppeteer herself lobbing spells from the rear. Such Puppeteers heavily reinforce their doll with magic, but require no less focus and skill, as they are effectively controlling two people at once. Therein lies the Puppeteer's greatest strength - they fight with both might and magic, and they are the only Pokégirl type that can legally fight her opponents 'two on one'.
Despite one might think when they see them, most Puppeteers are incredibly intelligent and cunning Pokégirls (though not nearly to the level of Supe-Bra Geniuses), designed to take the role of tactical squad leader even when they are controlling their dolls. They love to learn and to read, hunting down books to increase their knowledge. Puppeteers also love tests of the mind, especially Chess. Chess is one of their favorite games to play, and they often take it very seriously. When two Puppeteers enter battle, they almost always prefer to have a chess match to decide the more cunning of the two, and will look very poorly on any master that would dare interrupt such a match in hope of a 'quicker solution'. Because of this, it is rare for two Puppeteers to ever face each other in tournaments.
Unfortunately, Puppeteers aren't always the easiest Pokégirl to work with. They are very individualistic, preferring to think on their own rather than let their tamer call the shots for them, and because they are quite competent on their own, a tamer that wants his Puppeteer to obey him without hesitation must prove to her that he knows what he's doing. In general though, they aren't a bitchy species, and can be rather pleasant to be around when they don't feel insulted. In fact, they crave attention, and when they have a master they like, they will do anything they can to win his affections. When they don’t receive what they consider to be enough attention, they will become withdrawn, spending more time simply being attended to by her dolls, having them give her the ‘attention’ she desires. (They don’t complain, after all)
Puppeteers think very highly of themselves and their abilities, and, above all things, HATE to lose. Ironically enough, they hate losing so much that some Puppeteers were known to purposefully hold back during their fights, just so that they would not ever suffer the humiliation of losing a fight at full power - a fact that has cost more than one Puppeteer matches she could have won had she truly tried.
Following closely behind their hatred of failure is their hatred of Psychic types. Puppeteers pride themselves on their mind, and the concept of a being that can just waltz though their head, stealing their secrets or screwing with their perceptions drives them nuts. While they can eventually learn to deal with working alongside psychics on an individual basis, rarely do Puppeteers and psychic types ever get along.
Puppeteers are excellent crafters, fully capable of creating all manner of elaborate dolls and puppets, clothing for either their dolls or themselves (and sometimes others, though it is always created to the Puppeteer's taste), among other items. They get along surprisingly well with Ar-tits in creative endeavors, so long as the Ar-Tits can keep their hands of her dolls.
When it comes to taming, Puppeteers like to experiment. Many Puppeteers are widely read, which gives them exposure to a number of different ideas which most Puppeteers will want to try at least once. Tamers are encouraged to go along with the their Pokégirl’s experimenting, as it helps keep the Puppeteer happy and loyal. A Puppeteer is usually satisfied as long as some of her requests are met, so turning down ideas one *really* doesn’t care for doesn’t offend them(thank god). A Tamer that either can appreciate her small bust size, or a Tamer that offers to arrange for an Ivywhore to sprinkle her with some permanent Bloom Powder, will quickly earn the Puppeteer’s enthusiastic adoration. (Because using her puppets in a sexual manner is a means of masturbation, it does not help her avoid a feral state, though she is not above using her dolls to help achieve *some* measure of satisfaction if she gets bored.) It is important to note that Puppeteers are no longer ticklish, and so last much longer during sex than their pre-evolved form.
While Puppeteers are a domestic breed not known to have Feral populations, those ones that to reach a feral state quickly lose much of their prided sense of reason, becoming incredibly clumsy and ditsy. Feral Puppeteers can still manipulate dolls, however the Doll’s movements seem awkward, almost drunken in effect (which can make fighting one off that much more interesting).
Strangely, all Puppeteers love well-made tea, which relaxes them greatly, both mentally and physically. An especially well-brewed cup will even make them slightly aroused and horny, making it a great lead-in to a taming.
The magical strings a puppeteer uses to manipulate her dolls are not physical, but can in fact be cut, though only by other magic. If this ever happens, it is not a permanent loss, but it still takes a puppeteer a second or so to recover her connection to the doll, a time that only improves with practice. If a doll she is using is ever destroyed, it is a small matter to replace it with another, assuming one is available. This is true even for the human-sized dolls, though spares of such things is something much less likely to have on-hand, as they are much rarer and take far more time and effort to create. Because the strings are not physical, they can not entangle with each other.
It is rare, but not unheard, of to have a girl threshold directly into a Puppeteer. When it happens, it usually is a girl of Magic-type heritage with either an intense obsession for dolls, or an unusually sharp mind. Thresholds usually are gloomy and short-tempered after the change, upset at losing much of their sexiness and size (both in height and bust). They usually recover fairly well, however, as they learn to appreciate their sharp mind and new abilities.
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PUSSYWILLOW, the Magicflower Cat Pokégirl
Type: Animorph
Element: Plant/Magic
Frequency: Rare
Diet: Life energy, sunlight & water
Role: Predators, Lovers
Libido: Average
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Attacks: Leech Seed, Wood Tower, Seed Bomb, Catnip Kiss, Regenerate, Command Plants, Lust Dust, Bloom, Buttsprout, Gender Dust, Root, Root System, Virus, Anti-Virus, Grass Floor, Lance, Petal Armor, Solar Beam
Enhancements: Enhanced Senses (x6), Natural armor, claws, Enhanced All-Around Defenses (with blossom closed, x9), Advanced Regeneration, Enhanced Metabolism, Plant Manipulation, Magical Affinity
Evolves: None
Evolves From: Kitten (Leaf Stone)
Pussywillows are a major change from Kittens. Upon being given a Leaf Stone and evolving to Pussywillow, they gain at least a foot and a half in height, their bust increasing in size slightly. Pussywillows turn more animalistic in appearance than their previous form, their bodies covered in fur that is various shades of green, a large star-shaped mark in yellow on their backs. Their hair turns bright green and leafy. It grows hip-length and stays that way, regenerating to that length no matter how bad the damage in moments. It can be styled into different forms, however.
What also occurs is that a gigantic flower blossom appears around them. It's wide enough to hold a Snorlass, and is constantly floating. The type of blossom varies depending on the Pussywillow, and acts as a floating platform and means of transportation. It also makes a very comfortable makeshift bed as well. When the blossom is closed, it can act as a very powerful defensive shield.
The most unusual thing about this is that the Pussywillow quite literally cannot leave the blossom. Ever. The blossom and the Pokégirl share a mystical connection. If caught in a Pokéball, both the Pussywillow and the blossom will be sucked into the same Pokéball. If a Pussywillow is separated from their flower blossom somehow, their bodies will shrivel up and die quickly. A Pussywillow must remain in contact with their blossom at all times to maintain their heath. Most observed Pussywillows, Ferals especially, never stand up once in their lives.
Pussywillows are very relaxed, easygoing Pokégirls when not hungry. They tend to spend the day laying around in their blossoms, floating from here to there until they start to need to feed again, which, if they have plenty of sunlight and water to sustain them in the meantime, is only twice a week. When they become hungry, they become very vicious and will attack anything in their way, shooting Lances and creating Wood Towers. Once they find suitable prey, fanged mouthed tentacles will sprout from the bottom of the flower blossom, affixing themselves to the target. They will absorb a portion of life energy from the target, generating a form of mystical energy pollen from the blossom itself that the Pussywillow will inhale, replenishing herself. The mouths secrete a form of toxin similar to Lust Dust, that has the double effect of also numbing the pain of the bite. On willing targets, such as harem sisters or a Tamer, the tentacles will not have teeth.
Pussywillows are very sensual in nature, and very open about their Taming habits. If their Tamer wants to Tame them in the middle of the street, then they will gladly help them up into her flower blossom right then and there. They love to try new things, especially after a feeding, as the pollen has a partial Lust Dust effect upon them.
There have been only a tiny handful of Threshold cases reported of becoming a Pussywillow. The first noticeable sign that appears is the flower blossom itself, which manifests in a swirl of magic. All reported cases have soon after snuck off towards the woods
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RACK-SASHA, the Psychic Copycat Pokégirl
Type: Humanoid Metamorph
Element: Magic/Psychic
Frequency: Extremely Rare
Diet: Special
Role: Infiltrator, deep cover operative
Libido: Average
Strong Vs: special, Rock, Steel
Weak Vs: special, Dark
Attacks: Telekinesis, ESP, Eidetic Memory, Telepathy, Transform, Aura Drain
Enhancements: Special, Psychic ability and resistance
Disadvantages: limited energy
Evolves: None
Evolves From: None
Rack-sasha were part of a special arm of Sukebe's Pokégirl army. Charged with the early infiltration and destabilization of key points in the human forces, their combination of mind reading, Eidetic Memory and transformation made them the ultimate infiltrators. Knowledgeable of human military structures and cunning in their own right, most Rack-sasha's avoided the high ranked officers of the human armies, instead preferring to impersonate and replace lower ranking officers, usually the aides or assistants of the higher-ups, and then carefully manipulating events from there. Given enough time, a skilled operative could eliminate the subject while take on his appearance and memories, infiltrate the base and quickly reduce it into a state of absolute chaos and paranoia usually by creating a divide between the rank and file, and command officers. This made it easier for other Pokégirl forces to engage and destroy the heavier fortified bases and installations. Some agents were skilled enough to actually turn the two sides against each other in open mutiny before the assault forces actually arrived, practically leaving the base defenseless.
The biggest weakness in the Rack-sasha's abilities is the amount of energy they have to use to adopt and maintain a form. This means that under normal circumstances she can only keep a form up for approximately 12 hours before need to revert to her natural state for anywhere from 4 to 8 hours, plus needing to consume a large amount of energy. This meant that the Rack-sasha's had to locate and drain personnel of portions their life aura while the target was asleep or extremely tired and the person's natural defenses were low. The drain tended to leave the target lethargic and fatigued for approximate 24 to 48 hours. Later towards the end of the war, any signs of extreme fatigue in a significant number of personnel were seen as signs to a possible infiltration by a Rack-sasha and extensive DNA scanning was implemented to try and expose the infiltrator. Though these methods were hit or miss, many Rack-sasha lost their lives when exposed in this manner, making them even more rare then they already are. An extreme hatred for this breed was common during the wars, as some of these infiltrators will take their namesake too far, and would dispose of their targets by consuming the bodies, some even believing this actually improved amount of information they had for the impersonation.
In their natural state the Rack-sasha appear to be genderless humanoids with below average builds. They tend to be quite slim and posses little or no feminine features. They might even be able to pass themselves off as young boys if it weren't for the fact that they posses long pointed ears like an elf. They also have a pair of small pointed horns that curve towards the back of the head and up, much like the Antelope from pre-Sukebe history but only a inches in length. Many Rack-sasha have a appreciation of dance, especially the more sensuous and graceful forms, and either like to make an effort to attend such performances or practice the form themselves, mainly the latter. A Rack-sasha's personality is rather varied. Some are rather malicious and cruel and use their abilities to sow chaos and confusion as they travel about with or without a Tamer, others can be rather kind hearted and generous and try to help others out the best they can. Whatever the personality some things are always true. All Rack-sasha are cunning creatures, their minds constantly working to see how they can shift and twist things in the favor of themselves or their Tamer, also it is rare to find a Rack-sasha who doesn't enjoy good conversation, riddles and wordplay. A Tamer who can do any one of these even half well can expect to have a rather contented Rack-sasha, if they can do all three the Pokégirl will become rather enamoured with him. Rack-sashas also tend to be planners and strategists, usually centering their plans on diversion and stealth rather than a frontal attack or application of power. They can be good Alphas, but will only accept the position for a Tamer they feel a great deal of affection for. They are also more than eager to assist in helping their tamer keep the Harem fully tamed, seeing as they can feed at the same time, and sometimes will help out by either adopting a male form or impersonating their Tamer. Although they prefer not to assume a male form as it feel too unnatural for them. They will also assist in helping the Tamer with new harem members by scanning them and assuming their form in a Taming session, giving the Tamer a `dry run' so they can figure out the best methods to please the girl. This has also made the Rack-sasha a hot commodity for Ranches and Breeders.
Rack-sashas are carnivores and supplement their meals with milk and small amounts of other foods. These meals grant them little in the way of energy and are more for show and they're own enjoyment of the flavors present. They main staple of the Rack-sasha's diet is the life aura of humans and Pokégirls. How often they need to feed depends on how much they've had to use their shape shifting abilities. If a Rack-sasha has used little, or none, of her abilities then she can get away with feeding once every couple of weeks at the most. Many just take small `meals' after a taming with either her Tamer or a harem sister, these small doses leaving the target only mildly fatigued and is recoverable after a good nights sleep. After a long battle, or extensive use of their abilities, a sizable amount of energy is needed quickly and many Tamer's will encourage all the members of their harem to help out. Usually this leads to a multi-girl taming session during which the Rack-sasha drains a little as possible from each member in order to keep the fatigue to a minimum for everyone. Many feral Rack-sashas have taken to using their ESP to scan members of a harem at camps in the wild. They then approach members that are separated from the rest in the guise of either one of the Pokégirls or the Tamer and engaging them in a taming session, then feeding on the exhausted prey after leaving them completely drained but otherwise unharmed.
Combat wise, Rack-sashas will never rely on their natural form, they are simple not a match for any of the more physical Pokégirls. Unless they have been trained in other psychic or magical attacks, a Rack-sasha's first and only line of defense will be her shape change ability, there Telekinesis too weak to used for any actual attack and more for fine manipulation of small objects, many are skilled pickpockets using that power. Rack-sashas will enter the battle already metamorphed, usually into something innocuous or weak looking like a Titmouse or Kitten. This usually leaves them enough time to use their telepathy to delve into the opponents mind while their guard is down. There they shift through the memories of the opponent looking for the toughest battle they've had and then assume the shape of that opponent. A Rack-sasha's favorite choice of memories tend to be ones that are traumatic and/or nightmarish for their opponent giving them another advantage in battle. They have all the strengths, weaknesses and can use any techniques their opponent experienced during that particular battle, though not exactly at full strength. Most can only muster about 75 to 90% of the actually attack based on the information present in the memory unless the Rack-sasha herself has experienced the same attack. Against targets that they can't read with their Telepathy, they drawn upon their own experiences and memories to metamorph into an appropriate form to battle in.
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REDEEMER, the Redemption Pokégirl
Type: Very Near Human
Element: Magic (Celestial)
Frequency: Extremely Rare
Diet: human style
Role: Holy Warrior
Libido: Average
Strong Vs: Poison, Psychic, Infernal
Weak Vs: Bug, Infernal
Attacks: Transcend Sword, Life Shield, Angel Wings, Fist of Fate, Soothing Mist, Cocoon of Darkness, Teleport, Confusion, Dark Holy, Dark Shield, Memory of the Dark, Dark Redemption, Dark Mist, Telekinesis, Heal, Flash
Enhancements: Enhanced Senses (x4), Enhanced Strength (x10), wings for Flight, Celestial affinity, Low-level shape-changing, Celestial Armor, can manifest Celestial-elemental swords, immune to hypnosis, Celestial attacks stronger than normal.
Evolves: None
Evolves From: Hyperdoll (gaining respect of their Tamer)
Hyperdolls were for the longest time assumed to be a dead-end evolution. Whoever gained one was doomed forever to have a powerful Pokégirl that treated him like crap but wouldn't let go of him no matter what. People who had Hyperdolls were universally derided as being the ultimate loser, because quite frankly letting a Bimbo evolve into one is flat out inexcusable.
Amazingly enough, however, there is a ray of hope.
A man who had let his Bimbo become a Hyperdoll out of sheer carelessness had since then undergone a great change in nature. He had worked to become a better person, improved his way of life, made himself better all around. So much did he change, that his Hyperdoll publicly showed him affection, giving him a kiss and a compliment that wasn't sarcastic. Before the shocked eyes of several witnesses, his Hyperdoll evolved, undergoing evolution into a powerful Celestial Pokégirl. People were stunned by this, as well as the amount of affection the evolved Pokégirl displayed. Research was done on this Pokégirl with the Tamer's permission, and it was eventually discovered that the reason the Hyperdoll evolved was because she regained respect for her Tamer, something long thought to be impossible for Hyperdolls to do.
Since then, there have been at least 10 cases of a Hyperdoll evolving into a Redeemer, each time the Tamer having regained the respect of their Pokégirl. This is regarded as astonishing and nothing short of miraculous.
Redeemers, upon evolution, grow two feet taller, becoming more muscular in appearance, and gain glowing white eyes. Their breast size goes up a cup-size as well. Any clothing they wear changes, becoming form-fitting lightweight armor that they can summon or dismiss at will. Coloring varies from Redeemer to Redeemer, but one constant is that with their armor comes a full facemask with a cross-like symbol on the front, a line of spikes starting from the forehead and going down the back. A pair of large, glowing wings grow out of their back, which, like their armor, can be summoned or dismissed at will. They also gain the ability to summon a pair of golden, Celestial-element swords.
Deep within the psyche of a Redeemer, immediately after evolution, is a need to do something special for their Tamer, to reward them for making so drastic a turnaround. (And yes, earning a Hyperdoll's respect is that drastic a turnaround.) As such, before they can truly rest, they have a strong need to complete a task of some kind, usually a fight against a powerful Pokégirl in their Tamer's name, or helping a Tamer win a championship, or even going to acquire a powerful Pokégirl to add to their Master's harem. They won't insist their Tamer help them on this quest, however they will ask. Either way, they will not rest until they have completed this mission and returned to their Tamer alive. If the Tamer and the Redeemer's harem sisters agree to help, they will find that the Redeemer will love them all the more, becoming more passionate in Tamings. They also become a little protective of their Tamer, not wanting them to relapse into their old ways before the Redeemers evolution. So far, no Tamer has shown any sign of relapsing. As an interesting note, once the evolution of the Redeemer became public knowledge, a couple experiments were conducted in which Tamers known for their well-treatment of their Pokégirls took in a Hyperdoll that had lost their Tamer to death. There was a long period of tensity as the Hyperdoll adjusted to being owned again, but once they got used to the fact, they reverted to their old arrogance, albiet without the physical abuse. Each Hyperdoll evolved to Redeemer after just a few months.
Redeemers are powerful Pokégirls and strong fighters. They are unrelenting in battle, with a tendency to proclaim the glory of their Tamer as they fight, as if he was a powerful Kami. This makes them similar in mannerisms to Dark Ladies, whom Redeemers are known to despise tremendously.
Redeemers are fairly gentle with those they care about, although strangely enough they are usually at a loss if they find themselves taking care of children. For a reason that escapes researchers at the moment, Redeemers have proven to be almost entirely inept at child-care, frequently having panic attacks and blanking on what to do in a crisis. They won't hurt the child, not intentionally at any rate, but they aren't very good at taking care of one. This is rather tragic, considering their great love of children. This ability flaw is presumed to be a holdover from their Hyperdoll self, although it can be surmounted a little with patience and education from motherly types such as a Neko Cenneco or the Denmother. Redeemers are generally more suited to battle at any rate.
Due to the nature of their evolution, no cases of Thresholding into a Redeemer have been reported.
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SANCTUARY GOTH, the Ebon Soul Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Rare (Dark Continent), Extremely Rare (Elsewhere)
Diet: Human-style foods
Role: Would-be saviors, busybodies.
Libido: N/A
Strong Vs: Fighting, Poison
Weak Vs: Ghost, Bug, Dark
Attacks: Aura of Danger*, Aura of Menace*, Aura of Love*, Aura of Command*, Aura of Fear, Aura of Doom, Call Me Queen, Aura Barrier, Aura Sensation, Teleport, S.E.P.
Enhancements: Suppressed Pack Mentality, Gift of Sight**
Evolves: None
Evolves From: Almost Any (Ebony Stone)
Classified: Information beyond this point is on a need-to-know basis and must never reach the public. Unlawful disclosure of said information is punishable as a capital offense in all leagues.
For years, rumors have circulated the leagues about a breed of Pokégirls who do not require taming, and who live independent of humans. Although such rumors have continuously found their way into tabloids and bar room gossip, they have never been substantiated, and most dismiss them as idle fantasy. Unfortunately, they are wrong. The Sanctuary Goths, as they have dubbed themselves, are the culmination of the leagues' worst nightmares. Living in secret on the Dark Continent, these Pokégirls, if one can still call them such considering that they need neither taming nor master, are the greatest danger to world peace since the Revenge War.
Although the details are unknown, it is generally agreed that the creation of the first Sanctuary Goths (or S-Goths, as they shall henceforth be referred to) occurred in 196 AS. Purportedly, twelve Pokégirls of various breeds discovered a laboratory of Sukebe's. Therein, they were exposed to some manner of "enhancement" device that suppressed the subconscious need for a master to stave off the feral state, and thus the need for taming to stay sane. Their bodies were also physically transformed into Very Near Human types, similar in appearance to the "Goth" breed, but generally retaining hair and eye color from their previous forms.
Since that time, a pseudo-evolutionary stone, the "Ebony Stone," has been identified as being able to, unfortunately, catalyst the creation of more S-Goths from almost any other breed. Upon this "evolution," a Pokégirl loses any animalistic or otherwise inhuman traits, becoming almost identical to a human female in form. Her hair and eyes, however, remain their original colors, and change of breast size is proportionate: although rarely do S-Goths have larger than a D-cup, those who were more well-endowed before evolution will end up around D, whereas those with the D range or so may end up with a generous C and so on. This trend seems to reverse at the lower extremes, however, with A's rounding upward towards a moderate B. The skin of S-Goths also generally becomes pale, although some specimens have been observed to prefer a tan, and a series of tattoos that reflect the S-Goth's personality and background appear on her arms. Although generally black or another dark color, the color of these markings can vary greatly as well.
In addition to these innate traits, however, the vast majority of S-Goths share many other traits. Although these are considered cultural and would normally not be included herein, the circumstances of S-Goth existence dictate that such information be treated as pertinent. In addition to the natural tattoos that appear upon evolution into an S-Goth, many individuals have been known to add additional markings to their skin, often on the legs, but full-body tattooing isn't unknown. A penchant for dark, moody attire also appears to be a common characteristic, one which is often accompanied by similar hairstyles; this is (combined with their shadowy tactics) what has earned them the nickname of "Dark Angels." Many of these tastes are, however, somewhat affected by holdovers from the previous evolutionary form when applicable and so this is by no means the last word on the subject.
In mentality, on the other hand, there is actually very little innate change after evolution to an S-Goth. The only notable aspect in this regard is that which has already been mentioned; their bodies no longer require a tamer to remain tame, and so the ability to form alpha bonds is suppressed under most circumstances. However, the evolution itself does nothing to destroy the existing loyalty of a pokegirl to her master, and it is for this reason that few harem Pokégirls are evolved by Sanctuary. Rather, the evolutionary jump is generally induced in those who have been saved by Sanctuary and indoctrinated in the views and ideals that are ostensibly the base for Sanctuary society. As such, the mindset that will be detailed as "average" herein would likely not be found in an S-Goth evolved outside of that influence.
Regardless of why, however, the general S-Goth mindset is insanely liberal. Officially, the majority believes in "parity," or a theoretical state of equality between humans and Pokégirls. In actuality, however, this belief is somewhat euphemistic; Sanctuary's policies advocate a hideous role-reversal, in which S-Goths may chose a "good" tamer and make him her "pet." Under this system, the S-Goth is considered the dominant member of the relationship, and would be permitted by Sanctuary law to treat him almost in the manner which a human may treat a Pokégirl. The ostensible purpose of this policy is to allow a parthenogenic breed to reproduce, but this has long since been antiquated.
It should be noted, however, that most continue to express an almost fanatical belief in parity and equally due to their indoctrination, despite their blatant lack of its practice. As such, terms such as "tamer" and it's variants, or even "master" too a lesser degree are social taboos and most S-Goths find them almost impossible to say. The exceptions are, unfortunately, those who venture into the world at large, however. Due to the ambitions of Sanctuary, many of its daughters have done their best to quietly infiltrate league governments around the world, although they've been more successful in some places than others. They have also been known to pose as female tamers on occasion, but thankfully they do not possess the ability to tame Pokégirls out of feral or to form the same type of alpha bonds with them as a human would, although delta and recognition are still within the realm of possibility and the Aura of Command (see below) is often substituted for a bond. It is also important to note that denizens of Sanctuary will never refer to it as such outside of its confines; rather, it "should" be referred to as "You-know-where." This practice is also popular among its supporters, and even with some of its adversaries.
Perhaps the biggest reason for an S-Goth to pose as a tamer is that, interestingly, they are very unsuited to combat. None of the breed's default techniques are offensive, and their bodies aren't at all enhanced in the way that most breeds are. This means that they're surprisingly fragile, and usually can't take more punishment than a human. As such, they are generally not the best combatants on their own, although they do have a fairly decent potential to cast magic, being partially of that typing.
This has lead to, as stated, the adaptation of tamer roles in the outside world, as well as the creation of several "Guardian" breeds for Sanctuary itself, both of which are very unfortunate. However, when an S-Goth does involve herself in a battle, the signature "aura" attacks in her possession are excellent for a supporting role. One known technique is to combine "Aura of Menace" and "Call Me Queen" with the effects of "Aura of Command" to totally dominate an opponent and take control of her for the duration of the battle. Aura of Danger, Aura of Fear, and Aura of Menace are also useful in preventing direct attacks against the S-Goth herself from non-dark types. It has also been noted by some that, when an S-Goth utilizes her "aura" techniques (aside from Aura of Love), she seems to gain dark "wings" of psychic energy.
Finally, when it comes to taming (or whatever euphemistic term you might prefer), the only real distinction the S-Goth possess is a Sex Attack known as "Aura of Love." This technique allows them to reinforce feelings of lust and attraction that those around her feel towards her, as well as making her own actions appear more enticing than they actually are. Other than this, their preferences generally carry over from their previous forms, and thus are very hard to get an average for, although most of those indoctrinated in Sanctuary's ways prefer to be the dominant partner.
Addendum - Further Classified: Information beyond this point is on a need-to-know basis and must never reach any government known to sympathize with Sanctuary.
A breakthrough! Data has recently been obtained to illustrate that Sanctuary Goths are not quite as impervious to the group mentality that allows for alpha bonds to be formed as was originally believed. It appears that, under the proper conditions, it is in fact possible to properly bond an S-Goth as with any other Pokégirl. However, the proper conditions are very difficult to synthesize, and extreme caution should be exercised. The primary requirement for the formation of an alpha bond, however, is submissiveness on the part of the Sanctuary Goth to be bonded. This does not simply mean that she must accept a submissive role in taming, but that she must accept a human's dominance in a more general sense, such as another Pokégirl might.
Although it is possible to generate this state via mundane means, that is only barely so. Not only does one face the challenge of preventing her from escaping, something that is very possible with teleport, but one must avoid repercussions from Sanctuary, as it does not appreciate attempts to abduct it's daughters, never mind to corrupt them. Thus, although this method was used in the original discovery of S-Goth bonding, a more expedient method was sought to make it of practical use.
Naturally, a Level 5 conditioning cycle is capable of inducing such a state, but doing so removes most of the value from the acquisition. As such, further research has yielded that is possible for a high-level psychic type to invade the mind of an S-Goth and temporarily remove the suppression on her pack mentality. However, as S-Goths themselves are quite apt at escaping and often have substantial mental defenses (being psychic types), it is rare that a psychic alone will be enough. As such, a powerful magic type is generally also required to prevent teleportation and to facilitate the connection between the psychic-type and the S-Goth. Once the suppression is released, a window of opportunity within which she may be alpha bonded by a thorough taming will open.
As a further addendum, it should be noted that there is increasing evidence to suggest that the true breed name is something other than "Sanctuary Goth." Unfortunately, however, aside from the suggestion of the name "Grimgoth," which is likely a slur from those "in the know" who dislike the S-Goths, no hints as to what it might be have arisen. However, it is possible that the sorcerers of Vale, the individual in Capital known as "the Undertaker," or the select few who have alpha-bonded an S-Goth may know.... If so, however, they are being exceptionally tight-lipped.
* Aura Techniques (Psychic):
Aura of Danger (EFT) - Projects a aura that generates a sensation comparable to a "gut feeling" of danger to those within a certain radius of the user.
Aura of Menace: (EFT) - Projects an aura around the user that makes them appear more menacing or fearsome.
Aura of Love (S.ATK +EFT) - Projects an aura that strongly reinforces feelings of lust and affection towards the user in those around her, as well as making her actions appear more provocative and enticing than they are.
Aura of Command (EFT) - Projects an aura that reinforces the desire to obey the user in those around her.
** The Gift of Sight: A spell-like ability that allows a Sanctuary Goth, whilst in a state of deep meditation, to observe things that pertain to her, but are out of her physical sight. However, these visions are often cryptic and sparing, giving only glimpses or symbolic representations.
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SEAMSTRESS, The Cosplay Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Uncommon
Diet: Human Style, leans towards vegetarian.
Role: Tailor, Showgirl, Mimic
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Quick-change, Imitate, Strike a Pose!
Enhancements: Enhanced Dexterity (x3), Enhanced Endurance (x3), Magic Closet
Evolves: None
Evolves From: None
Created somewhere around the time of 50AS, the Seamstress is a Pokégirl that rapidly gained popularity worldwide outside of harems for reasons vastly different than most Pokégirls. Seamstresses are master tailors, clothiers, and designers. They are to cloth what an Ar-Tits is to the brush, creative masters. They can quickly create new clothing of many types r11; so long as they have access to the materials r11; and create it so that it is both more durable and of higher quality than any others. They still need funds, for raw materials and the like, if they are to let their creative skills fly, but if you can imagine it, a Seamstress can probably make it.
A Seamstress’s height varies from around 5-6 feet, with a bust averaging a C-cup. They typically have short hair, which lets them use wigs without great difficulty.
In combat, Seamstresses are completely out of their element. Should danger befall one of them, they will usually try to get out of sight to use it's Imitate skill and mimic a different Pokégirl, at best making the aggressor ignore her or intimidating them away. Should that fail, they try to use Strike a Pose! to delay her attacker while she finds help.
In addition to normal clothes, Seamstresses can make other things, such as wigs and shoes.
As would be expected from such creative 'girls, they love flaunting their work, wearing different outfits of their own creation every day. Multiple Seamstresses typically hold competitions to see who's work is superior, though rarely do such things end in trouble r11; though anyone that owns a Seamstress in such a competition should probably vote for her...just to be safe.
Seamstresses love putting on shows for their masters, modeling in sexy outfits and lingerie of their own devising, ending the show with a strip tease or when either of the two are just too worked up to care.
The Seamstress is a fully domesticated breed, though on the rare occasions that one does become feral, the state is rather light, making them both rather irritable and giving them absolutely *terrible* taste in clothes.
Quick-change (EFT): Nobody knows how they do it, but Seamstresses are able to change into different outfits and costumes in the blink of an eye, dramatically changing their appearance even when they don't seem to have the outfits on them. This includes wigs, contacts, shoes, makeup, and even underwear! It's suspected that Seamstresses have access to a pocket dimension similar to Hammerspace, which they use to store their clothes collection, which, for even the average Seamstress, can be quite tremendous.
Imitate (EFT): A Seamstress using this skill can attempt to make onlookers think she is a different Pokégirl. The Seamstress attempts to mimic the imitated Pokégirl’s style and mannerisms, tricking others into thinking she is something else. Because of the nature of this skill, it only works if the Pokégirl she's mimicking is one with a fairly recognizable clothing style, or one with features that are relatively minor and easy to duplicate via disguise. (Some common possibilities are, but not *necessarily* limited to, Divas, Buttaneers, Witches (and their evolutions), Vampires, various Elves, Dark Ladies, Ronin, Samurai, Megamis, Damsels, Bimbos, Goths, and Fearleaders)
Strike a Pose! (EFT): A Seamstress using this technique poses dramatically in any outfit dramatically appropriate to the situation, drawing attention to her and interrupting attacks that require concentration.
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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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SEXEBI, the Legendary Mistress Of Time Pokégirl
Type: Very Near Human
Element: Plant/Magic
Frequency: Extremely Rare (Unique)
Diet: Vegetarian, mainly fruits and nuts
Role: Mistress of Time, Emergency evacuation
Libido: Average (assumed)
Strong Vs: Electric, Ground, Plant, Rock, Water, Poison
Weak Vs: Bug, Fire, Flying, Ice
Attacks: Smile, Reflect, Absorb, Agility, Aura Of Cute, Reduce, Enlarge, Teleport, Dissolve, Illusion, Power Bolt, Vine Whip, Leech Seed, Wood Tower, Command Plants, Leaf Shield, Catnip Kiss, Antitoxin, Sleep Powder, Lust Dust, Bloom, Buttsprout, Solar Beam
Enhancements: Enhanced Speed (x10), Immunity to all poisons, Wings, Ultra light body, Legendary Qualities, Legendary Salient Qualities
Limitations: Exceedingly shy, Body is extremely fragile against physical attacks, easily frightened
Evolves: None
Evolves From: None
A smaller Legendary that her sisters, Sexebi was of the original thirteen Legendaries to make an appearance during the Revenge War. Short, around 4'4", with light green skin, wide, blue eyes with black rings around them, short green hair that curls up in a crest, two small antennae on her brow and fairy-like wings, she also wore no clothing on her slender, petite body.
Initially, Sexebi's role was as a rescue worker for Sukebe's forces. She would stop time, freezing only her human attackers and allow badly injured Pokégirls to escape the battlefield. Sukebe tried to get her into a more active fighting role, but she constantly refused, drawing the ire of her more violent sisters, especially Atmuff, the only thing saving her from the warrior Pokégirl's wrath being her Aura Of Absolute Cuteness, which enhanced her already cute appearance to the point where even Atmuff couldn't bring herself to hurt her.
Consequently, Atmuff decided to spend more time away from her sister after that.
As the Revenge War wore down, Sexebi was seen less and less, usually seen chatting with one of the Legendary Birds or healing someone who had been attacked by a Feral Poison-type Pokégirl, the most notable time being in the year 200 AS, when she used her Antitoxin to heal completely someone who had been infected almost to the point of death by a Widow's bite, healing even the acidic damage caused by the attack.
Sexebi hated all the fighting, especially the in-fighting between various Legendaries, and tried to no avail to get them to get along. Her last officially noted appearance was shortly after the fight that slew Atmuff was in the Capital Continent, where she was seen talking to both Moan and Whore-Oh.
Since then, reports of her activities have been scarce, mostly rumors and innuendo. The primary rumor is that Sexebi has started to explore time, traveling in and out of the future and past, learning what she can. She is said to have made her primary residence deep with a forest glen, surrounded by beautiful plants and blossoms of all kind, set deep within a ring of trees and guarded by many Plant-type Pokégirls. She sometimes is found by a kind-hearted Tamer and is Tamed by him or her. Those who have Tamed her are the ones who tell tales of her, speaking of the grand and glorious adventures through time that they and their harem were taken on. Although when pressed to reveal where Sexebi is located, they quickly 'forget' what they were talking about and change the subject. If pressed further, a fight usually ensures that is quickly broken up by local law enforcement.
Sexebi is the epitome of sweetness and innocence, and loathes violence of any kind, being one of the primary supporters of Whore-Oh's dream. The few times she's been found by a Tamer wanting to capture her she's panicked, either throwing out clouds of Sleep Powder, Bloom, Lust Dust, and Buttsprout, or launching leech seeds, or creating an illusions, or manipulating plant life into thick barriers to help delay her pursuers before teleporting away, in a few instances suffering a severe injury from a lucky attack that got through to strike her small, fragile, and ill-suited for combat body. But she is capable of violence, and, like all Legendaries, is extremely powerful.
Once, in the year 250 AS, a Team Rocket member known only as Iron Mask caught Sexebi in an experimental Pokéball that he called a Nightmare Ball, which had the ability to bring out the most violent aspects of a Pokégirl's personality. When he unleashed Sexebi, it cost him his life as she immediately killed him by making a tree grow THROUGH his body, shredding him completely. She went on a brief rampage, demonstrating that she knew Solar Beam, Vine Whip, and Power Bolt, attacks which she had NEVER displayed before, even in the rare times she was forced to fight before then, as well as using her time powers in horrifying ways, making people seemingly age into ancients or revert back to childhood. Several Tamers and Pokégirls died before Whore-Oh and Moan, putting aside their negative feelings for each other, fought her down and helped her to come back to herself. Since then sightings of her have become extremely rare, as she seemed ashamed of what she did after Moan's powers helped suppress and disperse the artificially induced rage in her, although Tamers seeking an adventure still seek her location, the latest rumors of her hidden grove's location being in the Johto area, although only kind-hearted and highly empathic Tamers have any real chance of finding her...
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Sexebi's shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below). They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Sexebi has No Weakness (Level 60). If she were to face anything that was considered Strong vs. Plant/Magic, at or below level 60, 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 Sexebi's lexicon of special attributes:
Time Control: Sexebi had absolute and total control over time itself. She could travel into the past or future, stop time for herself and others, and even move people's bodies forward or backwards through time in a fashion that altered their ages. This last ability she's horrified of and never ever uses it, save for the time she was under the influence of the Nightmare Ball.
Antitoxin Ultimate: Sexebi's body was immune to all poisons. And because she is a plant-type Pokégirl, she is able to synthesize this immunity into a powder that is capable of healing ANY kind of poison, including the infamous Hyper Venom used by Widows.
Mistress Of Plants: Sexebi, in addition to control over time, was engineered by Sukebe to have control over plant life as well. She mainly uses this ability to create gardens of such beauty that the more artistically minded are brought to tears by her masterpieces.
Aura Of Absolute Cuteness: Anyone who's even seen a PICTURE of Sexebi could tell you that she's a cutey. But this ability allowed her to seem even more adorable, gently nudging the sensibilities of whomever she uses this minor psychic power on to view her as completely, utterly, ultra-sugary cute. An excellent defense tactic against types capable of doing her great physical harm...
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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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SEXYCUTE, the Hoola-Skirted Pokégirl
Type: Metamorph
Element: Poison/Magic
Frequency: Uncommon (Crimson League)
Diet: berries, pokechow
Role: spying
Libido: Average to High
Strong Vs: Ground
Weak Vs: Rock
Attacks: Enlarge, Reduce, Sleep Powder, Hypno Dance, Passionate Feet, Hyper Dance, Hugs'N'Kisses
Enhancements: Flight, size alteration
Evolves: SexyCuter (normal), FairyCute (mechanism unknown), HentaiCute (orgasm)
Evolves From: FairyCute (mechanism unknown)
SexyCute look relatively the same as they did as FairyCutes, but they lose their wings, tend to have mild to moderate tans, and always wear hoola skirts, save during sex or bathing. SexyCutes are usually a few inches taller and gain a curvaceous set of hips that are excellent for dancing.
It's believed that this "booty upgrade" may be the source of their hypnotic dance techniques, but that has yet to be proven, as most researchers generally can't keep their eyes off the SexyCute for long once she starts dancing.
SexyCutes are so good at dancing that they tend to be less magically active than FairyCutes. SexyCutes also have a tendency to stay in their larger state, especially when dancing or traveling. They do, however, use their smaller form when it comes to eating. Ferals also use their smaller forms to get access to areas that would otherwise be too small, generally for sleeping or hiding from tamers.
SexyCute usually use Dance Techniques, making them excellent support Pokégirls, but terrible frontline fighters. They can also learn to use and control poisons, which can be helpful for tamers seeking to capture other Pokégirls.
Both Fairy Pokégirls can transform into HentaiCute, the extremely perverted Fairy. However, the SexyCute's main evolution, the SexyCuter, has become a problem, one that the leagues are not entirely happy about.
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SEXYCUTER, the SEXIER Hoola-Skirted Pokégirl
Type: Metamorph
Element: Poison/Magic
Frequency: Uncommon
Diet: Berries, pokechow
Role: Spying, Taming
Libido: High
Strong Vs: Ground
Weak Vs: Rock
Attacks: Enlarge, Reduce, Slow Dance, Hustle Dance, Dance of Revolution, Sleep Powder, Lust Dust, Erotic Kiss
Enhancements: Enhanced Stamina (x3)
Evolves: HentaiCute (Orgasm)
Evolves From: SexyCute (Normal)
Reward for Capturing a Feral SexyCuter: 1,000,000 SLC
Reward for Keeping a SexyCuter: 50,000 SLC a week
Fine for Abandoning or Releasing a SexyCuter: 400,000,000 SLC
SexyCutes usually don't gain much height when they evolve, but their bodies do become more curvaceous, making SexyCuters even more appealing. If they don't already have tan skin, they will seek to tan themselves, but most will keep themselves from becoming sunburned.
SexyCuters gave a nearly unquenchable sexual appetite and Ferals will latch onto those who can sexually satisfy them, even if it's an entire harem. Ferals who cannot find anyone to satisfy them will use her Lust Dust generously and start massive orgies to satisfy her libido.
Because of this, SexyCuters have a stronger tendency to eventually evolve into HentaiCutes if their sexual appetites aren't sated at least once every lunar cycle.
It's obvious to anyone looking at her attack list that a SexyCuter is TERRIBLE for fighting. Her skills are better suited to capturing and taming other Pokégirls, and it's quite likely that she and the HentaiCutes were originally intended to keep the libidos of Pokégirls in check during the Sukebe War so they didn't turn to aid humans.
In fact, most researchers believe that she may have originally been intended to counter the subversion of the Pokégirl ranks caused by humans during the war. It would certainly make sense, considering the Psidyke and Dildoran's existence.
Feral SexyCuters can become quite a problem, especially with their access to Lust Dust and Erotic Kiss. With their tendency towards extreme sexual proclivity, they certainly do not seem to understand the concept of "tone it down" or "moderation". For a tamer seeking to catch a Pokégirl using a SexyCuter, this can be a minor problem. However, after several instances where a SexyCuter had enraptured feral grass-types into using Lust Dust in a town, which resulted in a wild orgy that stopped businesses for three days and led to hospitals being swarmed with dehydration and starvation victims, some Leagues have offered rewards for tamers to capture and keep feral SexyCuters.
However, like all things, some tamers tried to ruin a good thing. They attempted to capitalize on the initial reward by releasing their SexyCuter or abandoning her for a few weeks and then recapturing her.
League Officials quickly modified the law to add a massive fine for anyone who released or abandoned the SexyCuter, but neither the fine (nor the initial reward) apply if the SexyCuter is traded, and the reward for keeping her goes to the new tamer.
The fine is split between both tamers if the SexyCuter abandons the new tamer, so leaving a SexyCuter at a Pokécenter or a Breeding Ranch is the only advisable recourse for the tamer who cannot handle her. The initial reward is also not given if a SexyCute evolves while in the tamer's harem, but they do receive the maintenance reward at the end of the first week. This last part was added to the SexyCuters entry because many tamers believed that their feralborn SexyCutes would provide them a burst of income by evolving.
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SHE-CAPTAIN, the Commander Pokégirl Type: Very Near Human
Element: Water/Magic
Frequency: Rare
Diet: Human-style diet
Role: Sea Admiral, Troop Commander, Strategy & Tactics, Heavy Assault
Libido: Average to High
Strong Vs: Bug, Dark, Fire, Normal, Rock, Steel, Water
Weak Vs: Electric, Flying, Plant, Psychic
Attacks: *Manifest Weapon (singular), *Manifest Weapon (double), Water Gun, Gust, Squall, Wind, Mirror Image, Tempest, Hydro Pump, Water Tower, Vortex, Water Floor, Typhoon, Whirlpool, Geyser, Bubbler, Tidal Slide, Teleport, Super Cyclone, Insulate, Hurricane
Enhancement: Enhanced Strength (x2), Enhanced Speed (x2), Enhanced Agility (x2), Enhanced Dexterity (x2), Enhanced Endurance (x2), Increased Intelligence, Weapons Affinity, Elemental Affinity (Water/Wind), Amphibious, Can instinctively pilot any and all aquatic vehicles, can teleport from ship to ship, Specialized olfactory senses
Evolves: None
Evolves From: Buttaneer (normal, high level), Piratit (normal, high level)
Buttaneers and Piratits are fine Pokégirls. They make a superb navy for either actual pirates or League naval forces, or even for a singular Tamer near the sea. Some even use Buttaneers and Piratits to crew luxury liners, the sea warrior Pokégirls serving as excellent crew members and protection against actual pirates on the open sea. It’s when they become She-Captains that their value goes through the roof.
She-Captains take the natural ferocity of the more animalistic Buttaneers and the grace and natural skill of the Piratits, combining them into a total package that makes for one of the most formidable Pokégirl breeds in the world. If they evolved from a Buttaneer, they lose almost all of their animalistic appearance and become completely human, although they still retain the human equivalent of whatever unique features they had. The only animalistic part of them that remains is some scales on their neck which has their gills on it, allowing them to retain their amphibious nature. Aside from gaining a foot in height and a cup size in bust, there is little to distinguish them from your average Very Near Human-type Pokégirl in terms of appearance, their hair usually hiding their scales if left long.
She-Captains, in terms of personality, become much more calm and collected than their two previous forms. They gain an increase in intelligence and the ability to better calculate strategies and tactics in battle. They make excellent Alphas for harems on either land or sea, although they are most effective when on the open ocean. Like their two previous forms, they can be used readily on land, although they will be somewhat melancholy and depressed unless they are on the open ocean.
She-Captains have a lot of powerful abilities. They retain/gain the ability of Piratits to manifest any one of three weapons their choose to master (but ONLY those three) in either singular or double form. However, like the Piratit, they have to write a mystic rune on the weapon they want to be able to summon and/or replicate. They also retain/gain the ability to control wind and water magic that Buttaneers have, only on a much more powerful scale. She-Captains also gain the ability to teleport from one seagoing vessel to another by melting into the hull of one ship and emerging through the hull of the other. What makes them especially valuable to both Naval and Pirate forces is their ability to pilot any sea-going vessel, be it an old pirate galleon, a luxury cruise liner, a high-tech submarine, or even a tiny dinghy. (As an amusing side note, ‘a tiny dinghy’ is also favorite insult most She-Captains like to use on most Tamers they do not like. They think it’s funnier when the Tamer DOESN’T get the joke.) So skilled are She-Captains at piloting sea vessels that the only real way to sink one when a She-Captain is at the helm is to attack it.
She-Captains are best suited to the Alpha position. Their strong, domineering personality makes it extraordinarily difficult for them to accept leadership from anyone else other than their Tamer, whom they refer to/think of, as their ‘Admiral.’ She-Captains in the Navy tend to be better able to keep their crews in line than Pirate She-Captains, although both work well together, just in different ways. They are very protective of their Harem-sisters and/or crewmates, and are usually found in the thick of battle with them, barking orders around. She-Captains near or in a Feral state are usually twice as aggressive and rarely give orders that make sense. Their preferences in Taming do not change from their previous form, although they tend to start preferring clothing ‘more suited to their rank.’ An odd personality quirk common to most of the breed is that they all want a big hat of some kind and are somewhat edgy about letting people touch their hat.
As a side note, the warning about putting Pirate Pokégirls and Ninja Pokégirls in the same harem applies even more in this case. While Piratits and Buttaneers hate most ninja breeds (a feeling which is returned), She-Captains refuse to tolerate their presence at all unless their Tamer can give them six DAMN good reasons why. (They ask for six because it’s less likely they’ll get the reasons and get to attack.) This rivalry between the pirate breeds and ninja breeds is so intense that only Taverngirls are allowed into certain areas of the Ruby League and Edo League, due to high ninja breed concentrations. Taverngirls are the only evolution of pirate Pokégirls that can tolerate the presence of ninja Pokégirls, due to their generally mellow nature. (Covered further in the Taverngirl entry.) No cases of Threshold into a She-Captain have been reported.
Manifest Weapon (Singular) – (EFT): She-Captains, through use of a magical rune they place on any three weapons they choose, can summon that weapon to their hands from anywhere in the world.
Manifest Weapon (Double) – (EFT): She-Captains, through use of a magical rune they place on any three weapons they choose, can summon that weapon to their hands from anywhere in the world and replicate it, allowing for double-weilding.
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SHIVA, the Legendary Ice Goddess Pokégirl
Type: Very Near Human
Element: Ice/Magic
Frequency: Extremely Rare (Unique)
Diet: unknown
Role: bringer of winter
Libido: Low
Strong Vs: Dragon, Flying, Ground, Plant, Ice, Magic
Weak Vs: None (Fighting, Fire, Rock, Steel)
Attacks: Ice Beam, Boulder Ice, Glacier, Boulder Snowball, Mist, Snow Storm, Snow Blind, Snowball, Ice Wall, Ice Blade, Cold Snap, Heat Drain, Diamond Dust, Heavenly Strike, Chilled Arousal, Wave of Ice, Iceblade Kick, Little Cloud Mk II, Little Cloud Mk III, Icicles, Arctic Attack, Avalanche
Enhancements: Legendary Qualities, Legendary Salient Qualities
Evolves: N/A
Evolves From: N/A
Shortly before Sukebe’s death in the War of Revenge Shiva appeared, apparently one of Sukebe’s more successful attempts to make a new Legendary to hopefully turn the tide of the war. Not much is known about the Ice Goddess as few survived her attacks. What is known comes from clues discovered at ruined labs of Sukebe. Shiva had once been a human woman who had been betrayed by those she cared for and devoted herself to her studies. When Sukebe was attacked by the press she was one of the few who tried to fight back and clear his name for all the good he had done. Nowadays, this has sparked many rumors about Sukebe’s relationship with that woman (whose name has woefully been lost to time), with some saying she was a close friend, a lover, or in some cases, even a relative. She then disappeared for a time only to return during the early days of the war leading people into traps set by Pokégirls. Until one day she was injured by some soldiers and she was taken to Sukebe. It is unknown just what happened but when she reappeared she was Shiva the Ice Goddess and she began her attacks on mankind on the behalf of her new master.
While there have been many tales since of humans who became Pokégirls, Shiva is the only case of a human being transformed into a Legendary. There are few Researchers today who wouldn’t give all they hold dear to know how Sukebe accomplished this. However, no notes found in any of Sukebe’s old bases even hint at the process used to turn the former human woman into Shiva, and even repeated forays into Jusenkyo Spell Dump have yielded nothing but tragedy. The few records of that time state she was mainly known for the arctic winds that blew around her at all times, and that she appeared as an ordinary human woman, save for having ice-blue hair, and that she almost always dressed in very “cold” colors, such as light blues and teal greens.
During the last days of the war some Tamers tried to destroy her in what was to become northern Tyroon but she unleashed her Ultima Heavenly Strike on them and the very earth itself, dropping mountains of ice from the sky. It's believed after this that she sought a place to rest and is now where she has been since the War: sleeping in an ice cave in the Ice Fields of Tyroon under the Ice Blade gym.
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 Shiva'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, Shiva has No Weakness (Level 70). If she were to face a Fighting or a Rock-type Pokégirl or anything else that was considered Strong Vs Ice/Magic, at or below level 70, 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 Shiva's lexicon of special attributes:
Ultima Heavenly Strike: Shiva can use the Heavenly Strike attack to a much stronger degree than any other Pokégirl. Instead of just creating a ball of ice above her opponent and dropping it on them, she can make the temperature high above them drop so much so fast that in the sky, a sheer glacier begins to form, held aloft by arctic winds until it’s of huge size, at which point she can release it to drop on her opponent, crushing them in an icy tomb. Because it severely depletes the moisture in the surrounding atmosphere to do this, this attack can only be used once a week in a given area.
Cold Construct: A power vaguely similar to the Simulacrum attack, this allows Shiva to magically shape a quantity of ice into a form of her choosing, and then animate it. The size of the construct is limited only by how much ice she has at hand. She may either directly or passively control whatever construct she makes. Passive control is where she gives her constructs simple orders to follow, such as “let no one except me pass” or “guard this room.” Constructs given such orders follow them until she gives them new orders, or they are destroyed. These passive constructs are maintained by her will, but keeping them formed is easy enough that she needn’t concentrate on it, and they remain animated no matter how far from them she is. Shiva may have up to a dozen passively controlled constructs at any time. A construct that is being directly controlled is one that she is actively concentrating on, and thus she can make it do whatever she commands it to do. Such direct control is daunting however. She must be within a hundred feet of her construct to directly control it, all orders must be verbalized, and the mental concentration needed to keep it together is such that she cannot use any of her other attacks or Legendary Salient Qualities while directly controlling it. Furthermore, directly controlling an ice construct of hers takes so much concentration that any other passively controlled constructs of hers are rendered inanimate until she stops concentrating on her directly-controlled construct. A construct that she ceases to directly control becomes passive, continuing to carry out the last orders she gave it. Although created and given movement by Shiva’s magic, her constructs do not have any special protection from the elements, and when taken out of an arctic clime, begin to melt normally.
Cold Sleep: Shiva has the power to regulate her internal coldness to the point where she can put herself into a state of suspended animation. While in this state, she has no need for water, food, or even Taming. She can decide beforehand how long she wants to sleep, and awaken at a predetermined time, but once she goes into her sleep, she will remain in it until the pre-arranged time to awaken. She can, however, be awoken by any sort of rough outside stimulus, such as very loud noise, rough handling, pain, etc. Even while her Cold Sleep, though, she can still have passively controlled constructs operating for her.
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SHRINE MAIDEN, The Amateurish Summoner Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Rare
Diet: human-like diet (likes strawberries and cheesecake the most)
Role: Summoners
Libido: Average (High after Summoning)
Strong Vs: Fire, Water, Grass, Poison, Ghosts
Weak Vs: Dragon, Rock, Flying, Ice, Normal
Attacks: Twister, Dragon Dance, Summon Esper, White Wind, Exorcism, Shield, Summoning Contract (*)
Enhancements: Low Sleep Cycle, Natural Summoning Ability
Evolves: Shrine Priestess (normal, Level 30)
Evolves From: None
Shrine Maidens appear to be no different than normal human women at first glance. Their height ranges from 4'3" to 5'2"; their breasts sizes usually start small (A to B-cup) when they're young, but grow steadily until they're 18-22, when they're larger (C to DD-cup); their eyes are usually blue, grey or red; their hair color tends to be black, but is sometimes pink. Their hair is rarely any other color. The Shrine Maiden's skin is quite smooth most of the time, but shifts to become tough and more like sandpaper when she is angered (which, Tamers should note, occurs ALL OVER, even in their vagina, so DON'T piss her off during taming sessions). If a Pokégirl transforms into a Shrine Maiden, they _USUALLY_, but not always, lose any blemishes or 'defects'.
Shrine Maidens traditionally wear a scarlet red hakama, either pants or skirt; a white kimono shirt with swinging sleeves; and white socks (known as Tabi). She can decide to add ribbons or ornaments at her own discretion. Undergarments are entirely by their preference.
Shrine Maidens have occurred in low, but steady numbers, since 198 AS. All that is known about Pokégirls evolving into a Shrine Maidens is that it's never quite the same Pokégirl nor is it the same stimulus. The few theories that exist that cannot be entirely denied usually indicate that a Pokégirl may be spiritually selected to become a Shrine Maiden when another Shrine Maiden is about to pass on or has already passed on; OR the Pokégirl may have reached some point of spiritual enlightenment that wasn't apparent prior to evolution.
Shrine Maidens only need 5 hours of sleep to be at tiptop shape, but require an additional 2 hours of meditation in order to use her summoning ability; another hour of pray, preferably at a shrine of their chosen faith, though she can use the symbol of her chosen faith for prayer (she just prefers a shrine); and at least twice a month, she must make an offering to her chosen faith, either in the form of food or money. Their partners are strongly encouraged to do the same, but it is not a requirement.
Shrine Maiden should not leave the shrines of their faith for prolonged periods of time, or else they will begin losing their powers (though they never lose access to their Summoning Contract ability because of this). There are two methods to sidestep this problem.
The first method is a lengthy ritual involving cleansing her body of bad luck and wicked thoughts, meditation, and drinking a special herbal tea. The ritual is only effective for up to two months, meaning that she must return to the temple before then or face the degradation of her powers until she does make it back.
The second method is for prolonged journeys which may go well beyond two months. Either the Shrine Maiden or their partner must bare a miniature shrine. The mini-shrine is specially made to resists all normal forms of damage, but is generally between 50 to 150 lbs. This is to symbolically represent the burden that the Shrine Maiden bears in leaving the temple, and their partner must understand the depths of the Shrine Maiden's faith. Tamers have found that the mini-shrine can also act as an early warning system as it magically lightens when trouble is within fifty feet, but only remains light so long as danger is around. The shrine is enchanted so that it cannot be lost and returns to the Shrine Maiden's side the next night, but the Shrine Maiden must pray to it as soon as she is able.
Some tamers may think to use the shrine as a shield, but doing so deliberately will incur the wrath of the Shrine Maiden, who will always instinctively know if the shrine is attacked. Unlike most other Pokégirls, it is deemed perfectly acceptable if a Shrine Maiden ditches an irresponsible tamer to head back to her home/shrine if she had proper provocation and few Leagues will even attempt to help a tamer try to get their Shrine Maiden back as it will result in a massive battle. The Indigo League attempted to return a Shrine Maiden to an irresponsible Tamer in 243 AS only to find two hundred badly injured tamers and five hundred sleeping Pokégirls on the battlefield.
The Shrine had only three Shrine Maidens and one Shrine Priestess to defend it, yet not one was injured or tired.
Since then, it's been a universal taboo for Leagues to interfere with a Shrine Maiden's business.
Perhaps the most useful ability of the Shrine Maiden is her natural ability to summon Pokégirls. This ability tends to grab the nearest Pokégirl, but if a Shrine Maiden spends an extra round (or even 2) on the summoning, she can choose from a variety of Pokégirls to summon rather than just grabbing the nearest available one, though it seems to stop at a radius in miles equal to her level, so 5 miles at Level 5, 15 miles at Level 15, etc. If an appropriate one isn't found, she has expended the energy fruitlessly, so she must be careful. She can also cut any summon short, but this automatically occurs if she is rendered unconscious, either through exhaust or damage. A strong-willed Pokégirl can stay upwards of a turn after her summoner has fallen unconscious. Any summoned Pokégirl is generally willing to fight for the summoner, though any Pokégirl summoned via the Summoning Contract ability (more on that below) will always fight for the summoner.
Initially, she can only summon use Summon Esper once per day, but as she grows in power and skill, she can summon more often. At Level 15, she learns Summon Type, and at Level 30, she can learn Summon Pokégirl. It's important to note that summoned Pokégirls, even the ones summoned via her summoning contract, cannot be captured, even with a master Pokéball, nor do they 'die' if slain. If a fatal blow is about to strike them, the magic of the summoning dispels, healing them and teleporting them back where they had come from. A skilled Shrine Maiden can even have the dispelling create a shockwave to disrupt the attack.
Shortly after using a summoning, a Shrine Maiden becomes aroused. She can summon (or maintain a summon) a Pokégirl to help satisfy her, but a tamer who satisfies her after a summoning is guaranteed a wild ride. She prefers any position where both she and her partner can equally gain pleasure and likes to ensure that neither of them is 'benefiting' too greatly for any position. She is often a very patient and understanding lover.
Most Shrine Maidens will become a genuinely nice Pokégirl, though some may take longer than others to become as nice as Shrine Priestesses and may require some 'verbal prodding' to correct their behavior. Once she's grown into her final personality, she can get along easily with most other Pokégirls and only the most hardened can resist at least becoming a good friend. She strongly dislikes violence, focusing heavily on her healing and defensive arts and will only fight for the sake of an innocent, herself or her loved ones.
She is extraordinarily strong against Ghost-type Pokégirls with her Exorcism ability, but through strange circumstances, Normal attacks do more damage than they really ought to. Perhaps it's a peculiar side effect of her genetics.
Evil Shrine Maidens, though a minority amongst the already rare Shrine Maidens, will never allow themselves to tolerate being corrected, regardless of punishment. They often flock to religions that allow them to be as wicked as they want to be and are usually seen accompanied by Vampires or Mazoku. Surprisingly, at least to those ignorant enough to confuse darkness with evil, most dark-type Pokégirls instinctively loathe evil Shrine Maidens and will do what they can to disrupt the evil Pokégirl's activities.
Evil Shrine Maidens never manage to live long enough to evolve into Shrine Priestesses as they always seem to make a lethally stupid move, either by challenging a Shrine Priestess for power; trying to make a contract with a very dangerous Pokégirl; or by pissing off all of their summons (who invariably come hunting for the evil Shrine Maiden in question on the summon is done).
One of the most unique abilities is the Summoning Contract. Tamers are not normally privy to the secrets of the contract, but most know it requires the Shrine Maiden to serve at the shrine for a year and one day to even get one (and no, her apprenticeship doesn't count towards this requirement); a pilgrimage to see a Pokégirl (usually one of a great power or standing); and the act of actually making an arrangement with said Pokégirl. The arrangement usually benefits the 'summon' Pokégirl in some way (it varies based on what the 'summon' Pokégirl wants), and allows the Shrine Maiden to call on the 'summon' Pokégirl in times of crisis. The Shrine Maiden may not abuse the 'summon' Pokégirl or break her trust, or else the contract will be broken and she can never summon that Pokégirl ever again, even with the other summoning magics. In order to activate Summoning Contract, the Shrine Maiden must bite her thumb and place at least one drop of her own blood on a stable surface (such as the ground, a wall, etc.) which then creates a magical portal through which the 'summon' Pokégirl will appear.
Summoning Contract allows the 'summon' Pokégirl to last as long as the summon Pokégirl has health. She cannot be put to sleep, rendered unconscious by normal means (other than health loss), stunned, paralyzed or frozen, though she can be affected by any other status ailments, both good and bad. The 'summon' Pokégirl, depending on her personality, will either extract payment before each summoning or afterwards.
If her trust or the contract is broken mid-summon, she can cancel a summons of her own will. The 'summon' Pokégirl can even refuse a summons, but without a valid excuse (such as a violation of the contract, her conditions for being summoned not being fulfilled, or if she is pregnant and/or giving birth), she faces dire possibilities, which are outlined in the Summon Contract. Of course, she cannot be summoned if she is dead, but the summoner is instantly made aware of their death. The summoning contract turns completely black ONLY when there is no chance of revival. A summon Pokégirl with a contract can refuse a summon from an Pokégirl who does not have a contract with her.
A Shrine Maiden can make as many Summoning Contracts as she can effectively manage. It is not entirely impossible for a Shrine Maiden to have as many contracts as a tamer has Pokégirls, though she would likely be thirty years older before she had that many.
One unique thing to note about the summoning: The summoner cannot, in turn, be summoned while she is actively summoning. This means, that two Shrine Maidens cannot summon each other at the same time, though they could feasibly trade off. Researchers believe that is because the summoner becomes akin to a ship that has dropped anchor while the summoned is like a lifeboat. As such, it's impossible to get the summoner 'summoned' without negating or breaking her current summon.
When it comes to combat, Shrine Maidens will usually follow the style that their Shrine uses, but some will branch out and develop a unique style. If they learn a martial art or weapon style, it will usually be the one taught at the shrine or temple they serve at, though exceptions are allowed if the style or the instructor doesn't directly go against their religious beliefs. Pacifistic religions will often take up Akido or weapons that cause minimal lasting damage. Evil Shrine Maidens will seek out devastating or vicious styles.
Perhaps some of the kinkier aspects of Shrine Maidens is once they come of tamable age, they can choose to engage in a Ritual of Womanhood, where she is introduced to sex by any Pokégirl at their shrine. After she is no longer a virgin, she can join in ritualistic orgies which occur on special days to their chosen religion.
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SHRINE PRIESTESS, The Master Summoner Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Very Rare
Diet: human-like diet (likes strawberries and cheesecake the most)
Role: Summoners
Libido: Unique (see below)
Strong Vs: Fire, Water, Grass, Poison, Ghosts
Weak Vs: Dragon, Rock, Flying, Ice, Normal
Attacks: Gaze, Glare, Smile, Twister, Dragon Rage, Dragon Dance, Summon Type, White Wind, Cura, Exorcism, Shield, Foresight, Summoning Contract (*), Soothing Voice (**)
Enhancements: Low Sleep Cycle, Natural Summoning Ability, Longevity, Minor Shapeshifting
Evolves: None
Evolves From: Shrine Maiden (normal, Level 30)
Shrine Priestesses are generally taller and more elegant than their Shrine Maiden sisters. Their height ranges from 5'3" to 6'4"; their breasts sizes usually bigger (ranging from C to G-cup); but their eyes and hair don't change. The Shrine Maiden's skin is tantalizingly soft and smooth, but retains the 'Turn To Sandpaper When Pissed' ability.
Shrine Priestesses carry an ethereal glow around them, which is made all the more potent on any night where moonlight is visible. They move with a grace and elegance that makes it seem as though they are gliding, even though they aren't. Their voices delight all listeners when she's happy and can terrify any intended recipient when she is angry or 'displeased'.
Shrine Priestesses were once thought to be of the Dragon Element. This only partly understandable because of her ability to use Dragon-type attacks, and when she's angry, people believed that the supposed "dragon" half of her became noticeable, as they can silence even those with the bloodcurse "Insanely High Stupidity" with a single word. Thus, one of the stupidest things one can to is piss off a Shrine Priestess. Supposedly further showing her "dragon" side, her hair will begin to levitate and her eyes become slitted as she becomes angry. Few can meet an angry Shrine Priestess' gaze when she is mad.
It's a commonly told rumor that a Hild once flinched at meeting a Shrine Priestess' angry gaze and fled shortly thereafter.
Despite all of this speculation, though, the Shrine Priestess has been thoroughly proven to NOT be of the Dragon element.
A Shrine Priestess still does not like violence, but resorts to it when necessary. She determines the best way to resolve the conflict, either it is through an endurance battle or through a quick fight. Her perception is impeccable, allowing to discern those who could be stopped without violence from those who will only be stopped with it. It is not entirely uncommon for a Shrine Maiden to ask a Shrine Priestess to be her first Summon Contract, though Shrine Priestesses often discourage that in favor of urging the Shrine Maiden to see the world.
Unlike many ambitious Shrine Maidens, Shrine Priestesses don't feel the need to make a ton of summon contracts. They are content in finding good summon partners who they can rely on and ensuring that their relationship with their summons remains on good terms at all times. They will still retain any summon contracts they made prior to evolution, though.
Shrine Priestesses are good Alphas for those few lucky tamers who helped the Shrine Maiden evolve and they are perhaps the best-received as such. While not necessarily the best strategists or fighters, they don't gloat or have an overbearing ego, and they are fairly good at keeping other Pokégirls in line (though not necessarily keeping them out of trouble).
A Shrine Priestess genuinely enjoys more tender intimacy, making her a good first partner for timid Pokégirls. Their Soothing Voice technique calms nervous, anxious or otherwise timid lovers while simultaneously exciting them. However, their libido is a curious thing. Their sex drive grows as they grow bored or feel relaxed, and goes down as they feel excitement or stress. This means that a Shrine Priestess at a popular shrine will require few Tamings, while a Shrine Priestess at a less than popular shrine will become far more randy.
Some will note that the Shrine Priestess, unlike the Shrine Maiden, does not require lengthy rituals or a shrine to carry when she leaves her temple or shrine for extended periods of time. This is because the Shrine Priestess is more of a representative of her religion, and as such, can do her prayers anywhere at any time.
Those visiting unpopular shrines with Shrine Priestesses may find a bunch of brand new rituals or ceremonies that invite newcomers in. These rituals and ceremonies are often created on the spot to relieve the Shrine Priestess' boredom and/or sexual tension. Few complain about these brand new rituals or ceremonies, save when they are more weird and confusing than sexual in nature.
In some cases, Shrine Priestesses have been known to completely alter the religion they follow to satiate themselves, but eventually get around to telling their followers that she wasn't being serious. Eventually.
(**) - Soothing Voice (S.ATK 50 + EFT) - The user must be within an armslength of the target to use this technique. The Soothing Voice first calms the target, and as the user approaches the target, it has an 80% chance of inflicting the status ailment Attraction. After the first two rounds, Soothing Voice acts like a sexual 'attack', driving the target closer and closer to orgasm. It is entirely possible for a skilled user of Soothing Voice to bring a target to orgasm with the sound of their voice alone. Shrine Priestesses know this technique naturally, but other Pokégirls can learn this technique.
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SHY MAIDEN, the Shy Pokégirl
Type: Semi-Human
Element: Magic/Water
Frequency: Uncommon (Rare away from bodies of water)
Diet: Fish, Salt
Role: Tactical advisor, long range support
Libido: Average
Strong Vs: Fire, Ground, Rock, Bug, Ghost
Weak Vs: Electric, Plant, Fighting, Sex Attacks, Avian Types
Attacks: Goo Cannon, Mystic Bolt, Ice Beam, Withdraw, Spike Cannon
Enhancements: Hard shell (defense x5), Shell Enlargement/Reduction, slick skin, color changing 'hair'
Disadvantages: Low HP, Low pain tolerance, low speed
Evolves: Shy Princess (normal: Level 30), Shy Queen (Shy Princess Evo; mechanism unknown)
Evolves From: None
The average Shy Maiden is roughly 4'6" to 5'1" tall. However, since she lives largely in her shell, which is generally much bigger, some believe her to be roughly 8'3 or taller. Their eye colors vary, but are generally blue or dark grey. They have fine hair-like antennae that extend from the top of their heads. These antennae are quite beautiful and change color based on the Shy Maiden's mood, but because of their bashful nature, few see more than a few colors. Their skin color ranges from a bone white to a deep pink. Their shells are generally dark grey and look like typical clam shells.
For the most part, a Shy Maiden has a human form, but from roughly mid-thigh down, her body is almost like a gelatinous blob that is bound to the shell. Part of this blobby section binds the two halves of the clam shell together and allows her to open it. She can turn freely inside the shell, but cannot separate herself from it.
The Shy Maiden was named as such because of her tendency to slam her massive clam-like shell around herself to keep attackers at bay. Shy Maidens have, despite their own wishes, quite a few attributes that make them popular with humans and Pokégirls alike.
The first is their natural oils. The oil secreted by a Shy Maiden when they're aroused makes the skin of most humans and other Pokégirls more sensitive, allowing for greater sexual pleasures. This oil is known for it's cleansing and enriching properties when applied to skin or fur, and adds a nice shine to either. It is highly sought by the vain.
The second is their smooth skin, which causes arousal in virtually any sexual partner.
The third is the shell that the Shy Maiden lives in. Many tamers and Pokégirls discover that a Shy Maiden can enlarge her shell to virtually any size, and since it's porous enough to always allow fresh air in, it can be a fairly useful makeshift tent. In order to keep out rain, though, a tarp needs to be draped over the top of the shell. Of course, a Shy Maiden's ability to increase the size of her shell is proportional to her level. It isn't until roughly level 20 that she can enlarge her shell enough to accommodate another person.
Shy Maidens do have a lot of disadvantages, though. Because of their soft bodies, they cannot tolerate pain much, and thus, should be kept out of the hands of any abusive or domineering tamers or Pokégirls. If such tamers or Pokégirls try and abuse a Shy Maiden, she may shut her shell permanently, refusing to come out even if it means starving to death.
Shy Maidens also cannot move very well on their own. Some can manage jumps, but are much slower than even children in a potato sack race. Even underwater, while she can move farther and control her movements better, she remains slow and not very maneuverable.
The diet of a Shy Maiden is perhaps one of the main reasons why most tamers who wind up having one stay near oceans, lakes and streams, as seafood is the only sort of food they can tolerate. Oddly, they love to suck on salt. They love it like other Pokégirls love sugar. In fact, salt can sometimes be the best offering to a Shy Maiden, probably because it helps their bodies retain water better.
In battle, she generally uses her jumping ability to stay away from other Pokégirls and fires attacks from long-range. She fears close combat, as it is one of her body's main weaknesses.
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SHY PRINCESS, the Introvert Pokégirl
Type: Semi-Human
Element: Magic/Water
Frequency: Rare (Very Rare away from bodies of water)
Diet: Fish, Salt
Role: Tactical advisor, long range support
Libido: Average
Strong Vs: Fire, Ground, Rock, Bug
Weak Vs: Electric, Plant, Sex Attacks, Avian Types
Attacks: Goo Cannon, Power Bolt, Ice Beam, Withdraw, Spike Cannon, Whirlpool, Water Golem, Cupid's Bow, Artemis' Bow
Enhancements: Harder shell (defense x2)
Evolves: Shy Queen (Shy Princess Evo; mechanism unknown)
Evolves From: Shy Maiden (normal: Level 30)
When a Shy Maiden evolves, her shell changes into a large conch-like shape, and it appears have roughly three layers. The outermost is the hardest and has numerous spines to allow her to remain stable on most ground. The inner most two are similar to her former clam shell. She can now enlarge any of these layers (the outermost layers MUST be enlarged first) up to ten times their original size, but she cannot move at all at this size and has great difficulty opening or closing her outer shells without shrinking them, changing their position and then re-enlarging them.
Shy Princess' now have a full body, but some part of it MUST remain merged with the gelatinous blob that controls the body at ALL times. For this reason, she generally chooses her feet or back.
Shy Princess', both domesticate and feral, HATE meeting new people. If she does not already have a steady lover (either a tamer or a Pokégirl), she haphazardly seek one using her Cupid's Bow technique. Feral Shy Princesses often use Whirlpool to pin their targets in place and shoot them with Cupid's Bow until satisfied that the target is sufficiently in their control. They will then use Water Golem to bring the target to them.
The Shy Princess is perhaps the only Water Pokégirl who must rely on a gained technique for mobility. A Shy Princess will use Water Golem to move about on land. She will also use it in the water to maneuver. The sheer weight of her shell makes it otherwise impossible to move on her own while on land, and makes even jumps in the water quite difficult. Because of this, most Ferals will generally stay underwater to grant them the most mobility.
Cupid's Bow - (S.ATK 40 + EFT) This unique attack creates an "arrow" of soft pink energy that flies at the intended target. If struck by the "arrow", the victim immediately becomes aroused and feels pleasurable sensation in the affected area. If struck in an erogenous zone, these sensations are even more powerful. These "arrows" do not do physical damage, but have a 30% chance of inducing Heat and Attraction. This is considered a 'magic' technique.
Artemis' Bow - (ATK 80 + EFT) A arrow of white energy that strikes the victim and knocks them down. This is also considered a 'magic' technique.
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SHY QUEEN, the Shy Noble Pokégirl
Type: Semi-Human
Element: Magic/Water
Frequency: Very Rare (Extremely Rare away from bodies of water)
Diet: Fish, Salt
Role: Tactical advisor, long range support, negotiator
Libido: Average
Strong Vs: Fire, Ground, Rock, Bug
Weak Vs: Electric, Plant, Sex Attacks, Avian Types
Attacks: Goo Cannon, Mystic Bolt, Ice Beam, Withdraw, Spike Cannon, Whirlpool, Water God, Eros' Bow, Artemis' Bow, Slick Stroke, Shell Shield, Great Shell Shield, Ultimate Shell Shield
Enhancements: Firm body, greater shell manipulation
Evolves: None
Evolves From: Shy Maiden (normal: Level 30), Shy Princess (mechanism unknown)
Shy Queens are perhaps the most extroverted of the Shy-sisterhood. This isn't saying much, though. She remains bashful and does not like confrontation, and will seek to solve problems peacefully. Shy Queens have one large difference from their Shy-sisters. They are able to leave their shells. They can also shrink and change their shells into any form they choose, but cannot manipulate the shells of other Pokégirls. Many Shy Queens primarily use their shells as faux-clothing, changing their shells into the shapes of gowns or bikinis.
Shy Queens, no longer held back by the limitations of their shells, can move freely, but depending on how long they've lived in their shells, they are clumsy and awkward.
A major misconception about the Shy Queen is that she can no longer make her shell into the protective shape it had as a Shy Princess. This is false. She can revert her shell into the form of a Shy Maiden or Shy Princess' shell at any time, but she no longer has to connect her body to said shell. BUT, all Shy Queens hold onto their shell, as they've grown emotionally attached to it.
Another misconception is that a Shy Queen no longer seeks companionship. If she did not find a permanent lover as a Shy Princess, a feral Shy Queen will use Eros' Bow and Slick Stroke to "encourage" targets to become her lover. The more feral she becomes, though, the more aggressive she will become, using Water God to grab targets. However, once she has found a regular lover, she will return to her more docile state.
Magic Technique
Eros' Bow
- (S.ATK 80 + EFT) An upgraded version of Cupid's Bow. Constant and repeated exposure to Eros' Bow can induce a subservient attitude in the victim. Has a whopping 75% chance of causing Attraction and a 80% chance of inflicting Heat.
Shell Shield - (DEF 50) This technique creates a shell-like shield to protect the target. The shell negates all damage from direct attacks with an attack power less than it's defense rating. Any Pokégirl can learn this technique.
Great Shell Shield - (DEF 100) This technique creates a shell-like wall to protect the target. The shell negates all damage from direct attacks with an attack power less than it's defense rating. Any Pokégirl can learn this technique.
Ultimate Shell Shield - (DEF 180) This technique creates a shell around the target to protect them. The shell negates all damage from direct attacks with an attack power less than it's defense rating. Only Queen types Pokégirls and Pokégirls devoted to defense can learn this technique.
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SNOW QUEEN, the Blizzard-Creating Pokégirl
Type: Very Near Human
Element: Ice/Magic
Frequency: Extremely Rare
Diet: Vegetarian
Role: Sneak attacks, Arctic operations
Libido: Low (increases in high temperatures)
Strong Vs: Dragon, Flying, Ground, Ice, Plant
Weak Vs: Fighting, Fire, Psychic, Rock, Steel
Attacks: Blizzard*, Snowball, Big Snowball, Boulder Snowball, Slushball, Big Slushball, Cold Snap, Heat Drain, Ice Wall, Little Cloud MkII, Little Cloud MkIII, Kick, Punch, Snow Golem*, Snow Storm, Snow Blind
Enhancements: Elemental affinity ice, Immune to nonmagical cold, Limited weather control (colder weather only), Low feral
Evolves: None
Evolves From: Ice Maiden (mechanism unknown), Glacia (Ice Crystal)
Snow Queens change a lot when they evolve. Their skin is now brown, their hair pure white and their eyes are blue, they also have C-cup breasts. They are still difficult to tame since they retain the Ice Maiden's low body temperature, and the same techniques which work on Ice Maidens such as hot baths or a Fire element Pokégirl are still needed for most tamers to be able to effectively tame a Snow Queen.
They also retain the Ice Maidens biggest weakness, problems operating in high temperatures. The higher the temperature the higher the Snow Queens libido but the lower her intelligence, a Snow Queen in a very hot room would be a giggling sexpot and tamers often take advantage of this fact either during taming sessions or to capture Snow Queens.
Snow Queens are the rarest of the three evolutions of the Ice Maiden mainly because no one has yet discovered exactly what triggers an Ice Maiden to evolve into one. They are also considered by most Tamers to be the least popular evolution of the Ice Maiden, because their most powerful attacks, Blizzard and Snow Golem have some limitations to when they can be used. They are however popular with criminal organizations who use them to provide cover during their illegal activities. They do however make excellent Alphas because they retain the coldly logical personality of an Ice Maiden, and this combined with their own low libido means that they are very capable at ensuring that every Pokégirl in the harem gets enough time with their tamer.
During the war they were used to lead squads of Ice-type Pokégirls whose primary role was attacking fortified positions. A Snow Queen would shield an area with Ice Wall, and then summon Snow Golems to aid her troops in the attack. They were also sometimes used as scouts in arctic areas, since they are capable of sensing everything one of their Snow Golems sees or hears as if they were there themselves.
Snow Queens have a low Feral state in which they retain most of their intelligence but find it impossible to concentrate for more than a few minutes and can be easily distracted by just about anything that occurs around them. They also have no need to rest after using their Blizzard attack before using it again. This means that Feral Snow Queens will often start a blizzard for no apparent reason only to stop it within a few minutes, only to start another one a little later. Fortunately this generally doesn't cause problems due to the fact that most feral Snow Queens live in artic areas, but needless to say most leagues will seek to capture any Snow Queen that gets too close to a populated area.
Threshold Snow Queens are extremely rare with no more than a dozen reported cases. They handle the change well due to the changes in their personality although there have been problems with new Snow Queens who are not yet in full control of their abilities.
(*) - Blizzard (EFT) Only usable outdoors, this attack, which is unique to the Snow Queen, causes a large blizzard to form within a radius of 2km around the Pokégirl. This blizzard can last up to 2 hours although the Pokégirl can end it at anytime. Any none Ice-type Pokégirl caught in the blizzard will be blinded. This attack can only be used once every 8 hours. Obviously an Ice technique.
(*) - Snow Golem (EFT) Only usable by a Snow Queen in an area where Blizzard is in effect, this attack allows the Pokégirl to form up to 3 human sized golems from the snow in the area. These golems are only capable of using Kick, Punch and Tackle but they have four times normal human strength. The Pokégirl must concentrate to use this attack and if her concentration is broken the golems will immediately disintegrate. Obviously an Ice technique.
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SORCERESS, the Magical Generalist Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Rare to Very Rare
Diet: human style diet, just lots of it.
Role: magical powerhouses. Depending on their available spells they can be found in many different roles.
Libido: Average
Strong Vs: Ghost, Fighting
Weak Vs: Psychic, Magic, Water, Fire
Special Weaknesses: Ticklish, requires large amounts of food.
Attacks: Mystic Bolt, Shield, others vary
Enhancements: Magical Affinity
Evolves: Archmage (E-Stone Ceremony)
Evolves From: Witch (normal)
Physically a Sorceress changes little when she evolves, perhaps gaining a few inches in height and a slightly bigger bust, if she changes at all. Temperamentally a Sorceress changes greatly from a Witch. While they still have a temper they can be calm and unflappable when the situation requires a cool head. The big change though is in their magical power, a Sorceress's spells are more powerful than a Witches and she is capable of channeling more magical power before she becomes exhausted. The last change that they undergo is the most obvious one, the runes which appear on her skin when she is casting a spell, the more runes that appear the more magical power she is channeling.
Sorceresses retain the biggest weakness of their previous form, they are very ticklish and so just as easy to tame and just as useless in a sex battle. They also require large amounts of food, far more than would appear necessary for a Pokégirl their size. In fact most people seeing a Sorceress eat for the first time will ask where she puts it all.
Sorceresses are capable of learning and casting spells from any element or magical school. Sorceresses seem to focus on flashy spells which can be used to directly damage their opponents rather than subtler magic that can be used to assist her harem sisters in combat. Although any Sorceress worth her salt will have some defensive spells available as well as some healing magic and a flight spell.
Sorceresses have an insatiable thirst for new spells and most will seek to pump any magic user they meet for any new spells that they might know. They are also capable of creating new magic spells, either by witnessing a spell in action and creating their own version of it or by creating a spell which is entirely new to them (although this obviously takes longer than recreating a spell that they have seen). The amount of time it takes to create a new spell varies depending on the level of the Sorceress and the level of the spell but usually even a high level Sorceress will take at least a week to come up with even a low level spell.
The price that Sorceresses pay for their magic is that by being a jack of all trades rather than a master of one they lose the ability to create magical items beyond basic one-shot items such as potions and salves.
Thresholding into a Sorceress is not unheard of but most girls will become Witches.
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SPHINX, the Aerial Warlord Pokégirl
Type: Animorphic, Metamorph (feline/avian)
Element: Flying/Magic
Frequency: Extremely Rare
Diet: human styled foods, leaning towards carnivore
Role: anti-tank, anti-artillery, military officers
Libido: above Average
Strong Vs: Bug, Fighting, Plant, mouse Pokégirls
Weak Vs: Electric, Ghost, Psychic
Attacks: Feather Shuriken, Gust, Sabre Claw, Whirlwind, Wing Buffet, Slice n' Dice, Fury Swipes, Reflect, Barrier, Teleport, Mana Bolt, Mystic Bolt, Healing, spell work (above Lvl40)
Enhancements: Enhanced Strength (x7 human, x27 battle), Enhanced hearing (x10), Night vision, Enhanced Stamina (x6), Flight, Psychic abilities (TK, Healing, Aura Sight, Teleport), Spell work
Evolves: None
Evolves From: Griffon (Sexmet's blessing)
The Sphinx is one of the rarest, most powerful, most sought after Pokégirls of all time. In the Revenge War, they were high commanders of many Pokégirl forces, leading them to stunning victories over human forces. Based on a huge statue in the Pre-Sukebe empire of Egypt, these aerial warlords were considered to be amongst Sukebe's deadliest, finest creations. They are considered the light to counteract the darkness of the Chimera.
Like their pre-evolved forms, the Griffon, Sphinxes have two forms which they can assume. One is a normal, humanoid form and the other is an animal-like, quadrupedal battle form. Each one has different abilities, making the Sphinx a versatile, powerful warrior.
The humanoid form of a Sphinx is the one they were most seen in during the Revenge War. Standing at a statuesque 6'5", their appearance is that of a mixture of a lioness and human. They possess short, tan or brown-colored fur, black hair which is usually kept long and in a ponytail, D-Cup breasts, and mounted on their back is a large set of immense, feathered wings, sharp claws, a long, thick tail, and thick feet in the shape of paws, with an impressive wingspan of 14 feet. They can fold their wings around themselves like a cape. And on their foreheads is a marking, a black tattoo in their fur of the "Eye of Ra." It gives the impression of a Sphinx having a third eye, and unnerves most people that see it. The only clothing they wear is a golden chain around their neck with a pendant in the shape of an Ankh. In this form, Sphinxes are intelligent, cunning warriors who are excellent planners and strategists. Higher level Sphinxes can also learn magical spells, adding to their destructive potential. They love to learn, and study everything they can, a personality trait that aided them well during the war. They were well-respected by those they commanded, and in turn respected those underneath their command. They have an unusual personality and speech pattern, in that almost everything they say comes out as a riddle or a question. This, in turn, caused people to have to answer these riddles or questions, encouraging warriors to think, or intellectuals to utilize instinct, all around making those under their command better at what they do by getting them to bring out their own strength.
The quadrupedal 'battle form' of a Sphinx is when they are at their deadliest. They become almost totally catlike in appearance, with the body of a lioness and a still vaguely human face, with the "Eye of Ra" tattoo on the flanks of each of her hind-legs. Her wings stay on her shoulder blades, morphing slightly to compensate for the new body structure. In this form, they stand at a height of 5'1" and have a length of 9'7" from head to tail. Their jaws and claws become thicker and sharper and stronger, becoming capable of tearing through metal. They become more savage and animalistic in this form, still capable of speech, but more inclined to roar and rend their foes. They cannot use spell work in this form
Sphinxes, as said before, were meant to be the warlords and generals of Sukebe's army. Rare even then, they would lead strategic strike forces into human encampments, tearing into their forces with spell work to protect their legions and assuming battle form, flying in and taking out large pieces of military equipment with their teeth and claws. They were among Sukebe's greatest creations, capable of taking on any potential opponent!
The Sphinx, however, almost met their end during the War of Revenge. In the year 2002 AD, the Chinese government released what became known as the Monster Flu. The majority of Pokégirls just gained a nasty flu for two days, however the Sphinx proved to have a genetic weakness against the disease. The vast majority of them died horrible, agonizing deaths, nearly obliterating the species, dropping their numbers down to the teens! An effort was made by the remnants of the Chinese government to destroy the last remaining Sphinxes, but before the effort could be completed, Sexmet showed up. She stole the Kwan Do a soldier was using and used it to slaughter the soldiers, offering the surviving Sphinxes her protection, which they accepted readily.
Today there is publicly known to be less than a dozen Sphinxes still alive. All of those are known to be in a hidden place in the infamous Dark Continent, living under the care of Sexmet and Bastit. After some research, it was discovered that a Sphinx can evolve from a Griffon being 'blessed' by the legendary Dark Lioness, Sexmet. The nature of this blessing is unknown, as there is only one confirmed case of a Tamer receiving it, and he disappeared shortly afterward. Attaining this blessing, however, is hard to attain for two major reasons. Sexmet, since the War, has only been sighted in the Dark Continent. She lives in seclusion with Bastit and the remaining Sphinxes. (Some speculate that the Tamer who's Griffon she blessed moved in with her.) The hiding place of Sexmet and Bastit is one of the most well-kept secrets in the world. The second reason is simple: Sexmet doesn't like people. She's more than likely to use the Kwan Do she took from that Chinese soldier so many years ago to tear apart an intruder that to allow them anywhere near her sister or her charges. No one knows why Sexmet is so protective of the last remaining Sphinxes, but it's assumed that, since she, like all other Legendaries, is sterile, she views them as her daughters and protects them with a mother's ferocity.
These two daunting reasons have yet to deter Tamers from wanting a Sphinx, however. Rumors have arisen that in Sexmet's sanctuary there is not only the Sphinxes and the two Legendaries, but a vast trove of treasure, including not only gold and jewels by the horde, but a wealth of knowledge, books of LostTech and ForbiddenTech, libraries of information and stories preserved for years in a vast library. Many a journeyman has traveled into the depths of the Dark Continent, seeking fame and fortune, never to be seen again. And thus the rumors grew...
The reason for the disappearances is twofold. One, some of the more liberal Leagues, Crimson League and the WAPL in particular, are secretly working with Sexmet, under her total supervision, to help increase the number of Sphinxes in the world. Second, the Dark Continent is home to the Goths of Sanctuary. Sexmet hates them with a passion, and is known to have brutally murdered the emissaries they sent to offer her their assistance in caring for the Sphinxes, sending their heads back to Sanctuary in a box with a warning written in hieroglyphics to leave her and her adopted family alone. She despises the Sanctuary Goths for their betrayal of the Cheetits years ago in favor of the Dinosaur-type Pokégirls. Sexmet also is known to try and convince known allies of Sanctuary to abandon them, as she doesn't trust them in the slightest.
The work of rebuilding the Sphinx breed of Pokégirl is very carefully done, ensuring maximum comfort for the Sphinxes and supervised in total by Sexmet, who treats them all like a loving, moderately overprotective mother. Efforts have been successful so far, doubling the number of Sphinxes in a few short years, but it's very meticulous work, as the kits born must be raised as well. It is very likely that it will be many dozens of years before the Sphinxes are back at the numbers they were before the Monster Flu, which thankfully a vaccine has been developed for, should someone be stupid enough to try unleashing it again.
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STARLADY, the Blood Royale Pokégirl
Type: Very Near Human
Element: Magic/Dark
Frequency: Extremely Rare
Diet: Blood
Role: Nobles, stylists
Libido: High
Strong Vs: Psychic, Ghost, Poison
Weak Vs: Bug, Fighting, Fire
Attacks: Ghost Blade, Shadow (All Levels), Illusion, Dark Bomb, Dark Shield, Cocoon of Darkness, Dark Blade, Dark Blade Mk. II, Blood Blade, Black Sky, Call Me Queen, Mach Breaker, Vampiric Touch, Vampire Bite
Enhancements: Enhanced Speed (x6), Enhanced Strength (x4), Enhanced Endurance (x5), Enhanced Durability (x3), Enhanced Healing (x4), Longevity, Constant Ashen Wings and Dark Goggles effects, high illusionary capacity, immutable form.
Evolves: None
Evolves From: Vampire (Dawn Stone)
Although a vampire is a ferocious and vicious fighter in many cases, she will also often be inclined to play the role of an elegant, noble lady when tame. Should she come into contact with a dawn stone, however (a highly irregular occurrence), this inclination will become fully realized. Evolving into a Starlady, a vampire loses most of her more primal vicious tendencies, instead becoming fascinated with the elegant and beautiful.
Physically, this can be reflected by drastic change... or none at all. The primary deciding factor is what her feelings in relation to her own appearance are; if she feels that her breasts are too small or large, then they may gain or lose up to one cup size. If she is displeased with the color of her hair, then it may gain highlights or change to a different color. If she feels that she isn't tall enough (or that she is too tall), she may grow or shrink by a few inches, et cetera. Such changes can affect almost any part of her body, but never to an extreme degree with limitations along the lines of the given examples. One aspect that will not change, however, is that her fangs must remain (sometimes to the extreme annoyance of the Starlady) so that she may feed. Interestingly enough, she also gains an immutable form enhancement that prevents techniques such as Bloom powder or Buttsprout from having any effect on her now "perfect" body.
Mentally, the changes are less variable, however. Be it her wardrobe, which is most definitely not suited to the budget of your average tamer, her fighting style, or even taming, elegance is central to a Starlady's life. Of course, as with her appearance, this elegance is not something that is standardized between members of the breed; each Starlady will generally have her own idea of what is elegant. For example, one Starlady might find roses to be the ultimate in elegance, and so base her attire, hairstyle, etc entirely around roses, whilst another might imagine that no attire could possibly add to the elegance of her body, and so she might prefer to go unclothed.
When it comes to the fighting style of a Starlady, her obsession with elegance translates into a philosophy that is nearly opposite to that of her evolutionary counterpart, the Lucarda. Whilst a member of the latter breed will often allow herself to be hit many times, only to regenerate, a Starlady prefers to never let herself get hit even once. To this end, she will generally fight using illusions, speed, flight, and the "Shadow" techniques to avoid taking a hit, while counterattacking with sword techniques of her own (a form of combat that most Starladies consider to be the most elegant, and one that is very useful in conjunction with Shadow). Despite her numerous enhancements that would theoretically negate a great deal of damage, however, if a Starlady does take a hit, especially one that has an obviously inelegant effect on her body, her fighting prowess will often decline as she becomes distraught and sidetracked. As such, although the first hit is quite hard to get in, the odds are that the more you hit, the more likely you are to be able to hit again.
On the subject of harem dynamics, a Starlady can be a bit troublesome. Although not generally insistent, she will often attempt to subvert the fashion senses of the other members in a way that brings them closer to her image of elegance, and this is doubly true for the tamer. Resisting this is not a particularly wise course, but it will not generally drive too much of a rift between her and the harem... unless her tamer refuses to allow the Starlady her elegance or she finds another 'girl on the harem particularly inelegant. Whilst the first is not often a problem, since the Starlady's idea of elegance will often develop parallel to that of her tamer while she is a vampire, on the rare occasion that it is, she will generally act extremely cold to the tamer, even to the point of risking feraldom, and little short of a Level 5 taming cycle will make her relent. In the latter cases, she will generally attempt to undermine said 'girl, or find some way to change her into a more elegant form. As such, as long as a tamer doesn't object to having a highly elegant harem, a Starlady is a decent alpha choice, and any tamer willing to give her this power will have earned an extremely elegant "consort" whose loyalty knows few bounds.
In addition, since what a Starlady considers to be elegant varies greatly, so do what sexual positions she will find acceptable. As such, it is impossible to accurately enumerate any breed-standard preferences, and, despite their generally high libido, a Starlady can be as prudish as a Seraph or as amorous as a Succubus. However, it might be noted that some Starladies derive a thrill from being forced to deviate from what is elegant, although figures on how many are sketchy. In any case, if you are going to forbid her to be elegant, this is one place that it might not end badly, since a Starlady's feral state is not at all elegant by her normal standards. Similarly, most Starladies will be willing to overcome any feeling about their method of feeding being inelegant, because starving to death is much more so.
Finally, a Starlady's feral state something of a parody. Feral Starladies still believe that they are elegant, but their idea of elegance is somewhat comical, often taking the form of clashing, mismatched clothing, hair worn in an amusing style, clumsiness, et cetera. They will normally avoid people, however, finding most of them to be "inelegant" by her new standards. When one attacks her, though (especially a well-dressed person, who is ironically her most probable hunter), she can become quite the threat, and extreme caution is advised. Threshold is generally considered impossible as of 300 AS, due to no Starlady having yet achieved her second puberty.
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STARLIGHTXPRESS, the Starship Pokégirl
Type: Near Human
Element: Magic/Psychic
Frequency: Extremely Rare
Diet: lives on mystic energy but has a weakness for carrots
Role: used for faster then light travel
Libido: Average
Strong Vs: varies
Weak Vs: varies
Attacks (Form 1): Sexy Hug, Dance, Bite, Scratch, Rabbit Kick, Double Team, Phase, Teleport
Attacks (Form 2): Multi-Laser, Force Field, Crystal Spike, Beam Teleport
Enhancements: They have the power to create and extend around themselves up to a half mile a crystal shell and shape it to how they want. They can use this to make the body of a spacecraft an then, using their Beam Teleport, they bring people and things inside the shell with them. They use cosmic energy to travel at faster than light speeds and they can produce in the shell fresh air.
Evolves: None
Evolves From: Cabbit (Angel Stone, Psi Crystal, Mana Crystal, Delta Bond with Tamer, be of high level, orgasm)
StarlightXpress Pokégirls were recently discovered when a domestic Cabbit belonging to a well-liked and well-respected World Pokégirl League government official evolved. His Delta-bonded Cabbit, a longtime friend and companion, was being Tamed in his bedroom, an Angel Stone, Psi Crystal, and Mana Crystal mounted in the headboard for decoration. When the Cabbit reached her climax, she was surrounded in a bright light and evolved. Once news of this hit, several who had kept the evolutions of their Cabbits a secret came forward and allowed their StarlightXpress to be studied.
StarlightXpress Pokégirls have two forms. The first form is essentially a sexier Cabbit, taller than before and a little more buxom. The secondary form of a StarlightXpress is that of a humanlike girl with pure white skin, glowing white eyes, and no hair on their body save for on their heads, which converts into crystalline strands. The only feature both girls have is the red crystal in the center of their foreheads. StarlightXpress Pokégirls retain a lot of the friendliness of their original form, gaining a bit of sensuality in their movements. However, they are also mildly aloof, and also can be seen staring off into space a good deal of time. They are very calm, peaceful Pokégirls and seem very wise, acting as if they know a lot more about how the universe works than they are letting on.
The StarlightXpress in their Cabbit-like form have very few attacks, and are better fighters than their previous forms, but not by much. It's their 'crystal-girl' form that has the most power. They can fly via channeling cosmic energy, and can fire barrages of powerful lasers at opponents. They can summon crystal spikes by simply willing them into existence and launching them at foes. They can do mass teleports easily. And they can generate force fields that nothing except the most powerful of attacks can penetrate. In addition, they can generate crystal shells, up to half a mile wide, capable of shaping it however they want and using cosmic energy to propel it. They can house many people inside this 'crystal starship,' which is capable of surviving in space, capable of generating fresh air, food, and water via magic. This very unique ability became known when the League official expressed a desire to explore space, and his StarlightXpress decided to oblige him by creating a starship for him. He has yet to return. Soon after, it became known that several other Tamers who had gained a StarlightXpress had gone into space as well. A few had returned, telling of the wonders of space they had seen. Studies continue on StarlightXpress Pokégirls to this day.
The discovery of the StarlightXpress came as a shock for many. Space travel, once thought to be a lost concept due to Sukebe's War, had become not only a doable possibility again, but one that could be done cheaply. Several StarlightXpress and Cabbit Tamers have volunteered to help League officials experiment in this, however several of these projects have ended abruptly due to corruption being discovered by either the Tamer volunteers or the StarlightXpress themselves. Still, research into this new type of Pokégirl continues. The fact that a Delta bond and high level were required in addition to the evolution stones has researchers trying to see if other Pokégirls could be produced in similar manner, perhaps via special ceremonies involving the evolution stones...
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STARMYSTIC, the Star-Powered Mage Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Very Rare
Diet: human standard
Role: card-collector, magic user
Libido: Average to High
Strong Vs: Fire, Flying, Ground, Magic, Psychic, Water
Weak Vs: Bug, Dark, Ghost
Attacks: Baton Hit, Card Shuffle, Dodge, Mana Bolt, Parry, Star Power Increase
Enhancements: Increase Others' Attacks, Limited Psychic Abilities
Evolves: None
Evolves From: ClowMystic (normal)
Starmystics are the most common evolved form of the Clowmystic, and like their pre-evolved form they were created by the Pokégirl researcher Clow Reed. Unlike the Clowmystic that tend to look around 12 or 13 Starmystics look like women of around 25 and on their foreheads are five pointed stars that are the focus they use to draw energy into their bodies for their attacks. Their hair grows down to their ankles when they evolve but most get it styled or cut so as to avoid it getting in their way during battle.
Like Clowmystics, Starmystics carry a staff but they will only use it in battle if they are out of magical energy, since they use Card Shuffle as their primary attack and rely on Mana Bolt if they lack the time to summon a card or don't have a card appropriate for the situation. Starmystics retain the agility of the Clowmystic and are just as capable at evading attacks. They also have the power to increase the attack of any of their harem sisters for a limited time. Like Clowmystics, Starmystics use their cards to focus their magic and create magical effects. They can use any card that they had as a Clowmystic, plus there are some cards which are unique to Starmystics. Like a Clowmystic a Starmystic gains new cards as she increases in level but unlike a Clowmystic a Starmystic can choose which card she gains. Starmystics are immune to the capture fields of Pokéballs, including illegal Pokéballs, but are very loyal to their tamers.
Starmystics usually have an average libido, unless they find themselves in the same harem as both a Mysticangel and a Mystickat then their libido will become high and all three Pokégirls will prefer group taming sessions with or without their tamer.
Researchers have determined that should a Starmystic, a Mystickat and a Mysticangel all join the same harem then a psychic link is formed between them which bonds the three Pokégirls together for life. While this bond has been compared to a Delta bond since it allows them to sense each others location and emotions at all times, it actually goes much deeper since they can communicate over it telepathically. This allows all three Pokégirls to co-ordinate their attacks making them an almost unbeatable team, which most researchers believe was Clow Reads intention. They have also determined that if a tamer has a Delta Bond or later forges a Delta Bond with one of the Pokégirls then he automatically gets a Delta Bond with the other two.
No feral Starmystics have ever been found so the feral state of this Pokégirl is unknown but researchers have speculated that it is similar to the feral state of a Clowmystic in which her Card Shuffle attack becomes random.
It is incredibly rare for a human girl to become a Starmystic after thresholding.
Baton Hit (ATK) The Pokégirl strikes her opponent with a staff or club. This is considered a Normal-type technique.
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STORM DEMON, Electrical sub-type of ELEMENTAL DEMON , the Electric Demon Pokégirl
Type: Near Human
Element: Magic/Flying/Electric (Infernal)
Frequency: Extremely Rare (Probably Unique)
Diet: as humans, also energy released during sex
Role: Heavy assault troops
Libido: Very Low (to High/Extreme when Bonded to a Tamer they like and trust)
Strong Vs: Electric, Magic (All-types), Flying
Weak Vs: Water, Electric-based sex attacks
Attacks: Dive, Evade, Punch, Kick, Bear Hug, Magic Fist, Magic Kick, Electric Blade Mk II, Absorb (electric attacks only, heals full damage), Static Barrier, Wingover
Enhancements: Enhanced strength (x15), Enhanced speed (x4), Enhanced reflexes (x2), Toughness (x2), Endurance, Psi Immunity (Telepathy/manipulation only)
Evolves: None
Evolves From: Eva (Process Classified) & Bhooty (Process Classified)
Limitations: Incapable of Parthenogenesis (Even w/ Brooding Chamber), Pokéwomen may also be sterile, suffers from short-term Feral Shock after every Taming
In a word, bad-tempered, even Gynodoses and Dark Ladies consider the 'Elemental Demons' horrendously hot-headed. Although people who consistently show them kindness, they may only be snippy towards.
No example of any Elemental Demon has ever undergone parthenogenesis, even when run through a Brooding chamber. It is widely believed that the Pokéwoman form will also be unable to reproduce, although none had ever lived long enough to become a Pokéwoman.
All types of Elemental Demons are attractive and powerful Pokégirls, with good looks and magnificent bodies. They possess large, bat-like wings covered in soft fur; long, deeply colored finger and toe claws, long canine teeth as well as wild hair and eye colors. Their claws and teeth are long and sharp enough to be used in battle. Unfortunately, they often could careless about their appearance and hair, both often being dirty and disheveled, they also tend to smell bad. Their attitude is that they 'don't have to prove anything to anybody'. Their bad attitude and belligerence makes forcing them to be hygienic a constant battle. They have a condescending attitude towards Tamers they don't respect, and won't bother with them.
In combat they will attack seemingly with wild abandon, yet they will stick with a battle plan as long as it appears to be working. They are not subtle combatants, beating down opponents with the minimum amount of fuss and time expended. They favor using weapons and ranged attacks over going tooth and claw with their foes, although they aren't fanatical about it. Unexpectedly, they are not cruel or sadistic towards fallen enemies, they are too busy looking for the next fight. When a plan falls apart, they attack either the weakest, or strongest point they can find, whichever they believe would do the most good, and they unerringly choose right. Why such intuitive strategists want no part of pre-battle planning is unknown.
Manufacture of an Elemental Demon requires an Eva possessed by a Bhooty to be bonded with [REDACTED FOR SECURITY] summoned by dark magic. An Elemental Stone completes the process and fuses the entities together. A Storm Demon is created by using a Thunder stone during the fusion process.
They enjoy sex, as much as they enjoy anything. Although they feed on the energy released by Pokégirls and humans during orgasm, so their enjoyment may just be the cessation of hunger pangs. This being the case, they will avoid Taming sessions with a Tamer they don't respect. Their Feral state is extremely mild, considering how vicious their non-Feral state is, that isn't saying much. Or as one Tamer put it 'How can you tell?'
In short, a failure, while powerful, they are difficult to reliably manufacture and are so foul-tempered and vicious they would be best dropped in their Pokéballs, in the middle of an enemy group, and left to destroy them all.
There are reports of a Tamer in the Sunshine League actually bonding with one. While initial reports that she became helpful and tractable were not confirmed by League officers, who found her highly emotional and difficult for her Tamer to control. The accounts of loyalty and good hygiene were confirmed.
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STORM GAIL, the Legendary Wind Titan Pokégirl
Type: Very Near Human
Element: Flying/Magic
Frequency: Extremely Rare (Unique) (Deceased)
Diet: unknown, has never been seen eating
Role: Oceanic Chaos
Libido: assumed None
Strong Vs: Bug, Fighting, Ground, Plant
Weak Vs: Electric, Ice, Rock
Fighting Style: Storm Gail did not use any attacks which could be classified and named, she simply summoned various weather phenomenon to do her bidding.
Enhancements: Enhanced Toughness (x100), Legendary Qualities, Legendary Salient Qualities, absolute control of the weather
Evolves: None
Evolves From: None
When the Revenge War began, there were four immensely powerful Legendary Pokégirls that made an appearance. One was Typhonna. Another was Storm Gail.
Storm Gail was the most human of the four 'first generation' Legendaries. A statuesque, eight-foot tall woman with dark brown skin, long, bright white hair, DD-Cup breasts, and glowing white eyes, she struck an imposing figure. She wore no clothes save for a celestial robe, which made her seem even more goddess-like in appearance. Her role was disrupting sea travel, and is responsible for devastating the Navy of China and Japan. Storm Gail was never seen on land, always flying in the air over the sea. She had a powerful, frightening ability: Absolute mastery over the weather. With a mere thought she could control winds, rain, and lightning, summoning massive hurricanes, her arrogant laughter echoing even over her thunder. She enjoyed her work greatly. But her arrogance was her downfall, many say, as she was the first of the four 'first generation' Legendary Pokégirls to disappear.
One day, Typhonna was seen wandering into a massive hurricane that had popped up a few miles out of the southern cost of what is now the Orange Islands. A massive beam of light was seen shooting out at an angle from the top of the hurricane, which quickly disappeared. Typhonna appeared unhurt by the hurricane, and moved on after looking around curiously. Researchers assume that Storm Gail was completely obliterated by a Hyper Beam from Typhonna. Scylla appeared shortly afterwards, performing Storm Gail's role in more efficient fashion. Two years later, Typhonna disappeared.
Update as of 240 AS: Researchers discovered in one of Sukebe's abandoned labs evidence that confirms the fate of Storm Gail and Mountaintide. The recordings, taken by satellites that Sukebe commandeered, show clearly that Storm Gail was indeed destroyed by Typhonna after Storm Gail took offense to Typhonna simply walking through her hurricane as if it weren't there. She struck Typhonna in the nose with a massive lightning bolt, which caused an angered Typhonna to respond with a Hyper Beam, completely obliterating her.
In addition, evidence that Sukebe planned to make a fourth Titan, a monstrous Ice-element creature named Frigida, to act as a counterpart to Infernus, was discovered. Notes on the project indicate that after Typhonna destroyed the other three 'Titans' as he called them, he scrapped the project in favor of the more human-sized Legendaries which still exist today. Notes on how he intended to make Frigida were destroyed, although data on the final fate of Storm Gail and Mountaintide were added to the publicly accessible information in the Pokédex.
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 Storm Gail's shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below). They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Storm Gail has No Weakness (Level 200). If she were to face anything that was considered Strong vs. Flying/Magic, at or below level 200, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Due to the fact that she lived for only a couple months, only one Legendary Salient Quality could be tentatively identified:
Goddess Of Weather: Storm Gail could, with a thought, command any and all weather patterns around her, manipulating and intensifying them to her will.
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SUCCUBUS, the Sexy Soul-Sucking Pokégirl
Type: Near Human
Element: Magic/Ghost/Flying (Infernal)
Frequency: Rare
Diet: Life Energy
Role: Combat, Taming Support
Libido: High
Strong Vs: Bug, Fighting, Ground, Ghost, Magic, Plant, Poison, Psychic
Weak Vs: Celestial, Dark, Electric, Ice, sonic-based attacks
Attacks: Energy Drain, Shadow Blade, Soul Fist, Possess, Go Down, Call Me Queen, Backhand, Wing Buffet, Night Shade, Spank, Butt Wiggle, Nipple Cripple, Rapid Stroke, Caress, Ensnaring Kiss, Enslaving Kiss, Kiss In The Dark.
Enhancements: Enhanced Strength (x4), Enhanced Endurance (x8), Enhanced Speed (x4), Constant Ashen Wings, Flexibility, Longevity, Solid Ether Body
Evolves: Dark Queen (Dark Ritual), Mazouku (Mechanism Classified)
Evolves From: Daimon (Dusk Stone)
Succubi are perhaps the most popular of the Youma line, and indeed, of Infernaldom in general, a fact that their classification as "rare" despite the fact that their evolutionary requirement (which was only very recently confirmed) would suggest "extremely rare" is a great testament to. It is also a fact that makes a great deal of sense; with bodies sculpted almost to perfection, almost ungodly sexual skill, and respectable combat powers to boot, only the general opinion of Infernals and the attitude of Succubi towards those they don't respect has stopped them from replacing the Tigress as the Pokégirl that “every tamer wants.”
Physically, Succubi are, as stated, designed to be almost perfect. Their heights are somewhat variable, usually owing to the un-uniform appearance of their previous evolutionary forms, but whatever it is, their breasts will almost always be perfectly proportioned on the resulting frame, not looking ridiculously large, but never being small enough to be considered lacking by any normal standards. Hair and skin colorations will also often vary from Succubus to Succubus, although the two are generally complementary and also go well with her eye color. However, aside from normal human attributes, two things distinguish a Succubus from an extremely attractive human female; their wings, which are somewhat bat-like, and a second “off” characteristic, the exact nature of which is difficult to pin down, though a set of vestigial wings on the head or small horns are two of the more commonly seen manifestations.
The former are, interestingly enough, not at all suited to flying, generally being used for entrapment (they're surprisingly strong, despite the almost velvety texture) or as slashing weapons via a charge of Infernal energy, a technique which is known as “Shadow Blade.” Succubi are still considered flying types, however, as they are capable of magical flight, though, strangely, they cannot seem to sustain it without their wings going through the motions of flapping. It should also be noted that the span of these wings isn't particularly standardized, and so tend to vary, though most tend towards being proportionate to (and not greater than) the Succubus's height.
However, in spite of their physical appeal (or perhaps because of it?), Succubi have been noted to, by and large, have very bad attitudes. More specifically, they're almost unbearably condescending towards anyone or anything that hasn't earned their respect, especially those who are easily taken in by the allure they extrude. Despite their uppity attitudes, the dress and manner of a Succubus is almost always provocative, and revealing attire is quite common (with corsets being especially favored), making them seem very inviting at a glance. However, once someone has failed to impress her, she generally turns rather vicious, sadistically pounding on the "offending" person verbally (and sometimes physically) even as she flaunts her superiority to them further.
This doesn't mean she'll turn down an offer of taming, though; the Succubus's reputation as a sex fiend is well deserved, and few people who approach one looking for taming are actually turned away... though some do try to run away once they realize what they're in for. A Succubus's condescending attitude extends to the bedroom, and rare is the Succubus who will choose to be submissive. This attitude especially extends to her tamer and harem sisters in most cases; until the former earns her respect, she'll generally turn any encounter he attempts to initiate into a session of dominating him thoroughly enough to put even a member of the Domina line to shame whilst the latter will have nothing but her contempt for submitting to him. As such, Succubi get along cordially enough with dominating Pokégirls, at least until the latter fail to impress....
In any case, as with those of most Infernals, there is a more appealing side to the Succubus's attitude. Should her master manage to earn her respect (generally through forcing her to submit in the bedroom), the Pokégirl's world view shifts to place him above herself, and so far above her contempt. Naturally, though, she will still look down on others, and, if not carefully watched in public, will often instigate conflict by glorifying her master further through ridiculing others. Still, this is to be considered a sign of extreme loyalty, and a growing number of tamers seem to be willing to endure the dangers of attempting to win the respect of Succubi, considering such loyalty and the promise of wonderful sex worth the risk. It should also be noted that, since the revelation that Succubi evolve from Daimon through Dusk Stones, the market for said stones has exploded, as those who respect their tamers prior to evolution are generally much easier to bring into line.
Another incentive, however, is that, although sexuality is their true forte, Succubi are not at all bad fighters. Not only are they fairly fast, capable of learning a wide array of techniques, and generally apt with magic, but the same endurance that sustains them for hours on end in intimate affairs also allows them to last quite some time in combat, and their flight abilities are nothing to scoff at. As far as actual battling style goes, however, there isn't really a norm to speak of except perhaps that they are as sadistic on the battlefield as they are towards those they feel contemptuous of, and will often attempt to end a fight with a humiliating technique such as Energy Drain or Backhand. Also, it is interesting to note that Succubi, by virtue of being comprised of “solid ether,” are able to touch ghost Pokégirls, even those who're “phased out.” This would make them highly prized as guards if they didn't generally look down on such mundane work.
On a related issue, Succubi and Demonesses do not get along well, and both breeds tend to be extremely passionate about such fights in their own ways. In the case of the Succubi (who not only see Demonesses as annoyingly serious, but as inferiors who need to learn their place), this is generally manifested as attempting to turn the fight into a sex battle, which both allows them to use their abilities more effectively and effectively humiliates the Demonesses. As such, should the Succubus win the fight, an immediate taming will generally be initiated, regardless of circumstances, and their distraction in such situations would make them optimal for forcing them to submit...if such encounters were common enough to be readily available. If the Succubus loses, however, she will generally become sulky and more vicious than usual (presumably trying to reaffirm her superiority), and most of the very few recorded cases of depressed and/or humble Succubi occurred after such losses.
In any case, as one might expect, it would be almost impossible to create an accurate description of the Succubus breed's taming style without having several volumes of material when one was finished, so a much shortened version much be presented here. To drastically understate the case, Succubi are sex fiends, sex experts, and perhaps even sexual connoisseurs, and even their bodies are designed to accommodate this. As such, aside from having an impressive array of innate sexual techniques and insanely high flexibility, Succubi literally require sex to live.... or rather, the energy it creates. Using a somewhat modified version of the energy drain technique, a Succubus then takes in during taming to sustain herself, which is likely one of the reasons that they are so fond of the act. In any case, this draining isn't at all detrimental to the drainee, and the extraction generally only results in them being a bit more tired than normal the next morning.
Finally, Feral Succubi are almost unheard of. Not only are they quickly snapped up by tamers (to sell or keep) when they appear, but they actively seek out taming to attain their needed energy, and since they can be a bit brutal towards those preventing it, it is recommended that tamers encountering feral Succubi simply tame them and capture them once they go into taming shock. Thresholding into a Succubus is considered an impossibility as of 300 AS, as none have yet become Pokéwomen.

Classified:Information beyond this point is on a need-to-know basis and must never reach the public. We don't need people creating more Mazouku or Dark Queens.
When it was confirmed in 299 AS that Succubi evolve from Daimons through the use of Dusk Stones, further research was conducted with said stones to determine if further evolution was possible. Unfortunately, it is; application of two more Dusk Stones to a Succubus evolves her into a Mazouku. This information must not spread to the public or criminal elements; Succubi are an acceptable evil, but Mazouku are not and their population must not be allowed to expand!
It is also known that Succubi may be evolved into Dark Queens, but the exact means for the facilitation of this evolution must not be released. Those with the clearance to read this, however, may find further details in the Dark Queen entry.
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SUGAR KITTEN, the "Sugar Me" Pokégirl
Type: Near Human
Element: Normal/Magic
Frequency: Rare
Diet: Omnivorous, but greatly prefers sweet things
Role: Pastry chefs, candy makers, bakers assistants
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting, Magic
Attacks: Tackle, Mana Bolt, Teleport, Fruit Juice, Honey, Honey Syrup, *Manifest: Food, *Manifest: Food Weaponry
Enhancements: Enhanced Dexterity (x3), Enhanced Senses (x3), Instinctive cooking ability, Magical Affinity, Enhanced Speed (x3), Enhanced Agility (x3)
Evolves: Candy Catgirl (Normal)
Evolves From: None
Sugar Kittens were a surprise to a lot of people. Discovered in the early 100s, they were considered to be an unusual if mostly harmless new Pokégirl. Slender Pokégirls with vaguely feline features, they most resembled Kittens. When their magical ability and fondness for sweets were discovered, the breed was named Sugar Kitten. It’s assumed that they are the creations or the children of the Esper Chandra, who’s magical abilities were all food-related.
Sugar Kittens are almost completely human in appearance, save for the fact that they have cat ears and furry tails. Their eyes are usually some shade of pink, white, gold, or brown, and their hair and fur is usually some shade of light brown, pink, white, or a mix of all of the above. They are generally flat-chested, with B-Cups being the largest known size for Sugar Kittens, and are for the most part between four to five feet tall.
Sugar Kittens have an unusual metabolism in that they actually need to intake a greater amount of sweets than other Pokégirls. Their sense of taste is not as intense as other Pokégirls,’ and is generally more focused on the ‘sweet’ area of the tongue, the other tastebuds being duller. Their metabolism requires more sugar than most to function properly, although this need is offset by their ability to manifest food through their magic. Sugary foods also act as a moderate aphrodisiac for Sugar Kittens. They become much more affectionate and amorous, more willing to do whatever their Tamer wishes. Some Sugar Kittens have been known to try and start orgys within their harems, while those who can’t find partners within a short amount of time will content themselves to masturbation.
Feral Sugar Kittens tend to stay in small prides, usually ranging from two to five members, pilfering sweets from local towns. Their magical ability, limited as it is, fades when feral, making them more like normal Kittens in mannerisms, save for their obsession with finding sugary foods to eat. Without high doses of sugar, Sugar Kittens become very weak and slow-witted, losing the ability to focus on any task.
Sugar Kittens have a strange genetic quirk in them in that Taming Cycles in Pokéballs affect them negatively. It gives them tremendous headaches and makes the normally cheerful and perky Pokégirl irritable. So much so that this will threaten any bond created between the Sugar Kitten and her Tamer. Fortunately, most Pokécenters will willingly trade in the Sugar Kitten’s regular Pokéball for a Premier Ball, which has no Taming cycle, so it shouldn’t be too much of an issue.
Sugar Kittens tend to become very passive after a good Taming. They become indifferent to all their surroundings unless it involves danger or another Taming. If they detect danger, they will come out of their languid, passive state faster than normal to react to it. If their Tamer wants more Taming, they will remain passive, but willingly accept what their master desires.
Interestingly enough, Sugar Kittens can always differentiate between a random passerby feeling angry from someone actively directing hostility. It’s assumed that this is a sixth sense of some kind, but no conclusive evidence has been found one way or another.
Sugar Kittens, quite frankly, smell nice. Their bodies smell like sweet candies, fruits, or pastries, and their cum tastes like whatever sweet they had been eating most recently. Add into that their ability to use the Honey and Syrup techniques, plus Fruit Juice if they’ve eaten enough sweet fruit, and they tend to be targets of amorous Feral Pokégirls a lot. Buzzbreasts, Annts, and Wasps in particular seem fond of them, Queens sending out drones to retrieve them for their own personal use.
Sugar Kittens, being gentle, loving Pokégirls, are not really suited for combat. They are better suited for helping out bakers or makers of sweets. They can also learn the various tongue techniques, improving their viability for Sex league competition, however they aren’t as good at Sex battling as other Pokégirls are. This is not to say that Sugar Kittens are helpless.
They have only limited magical ability. They cannot cast spells and have limited energy projection and an extremely short-distance teleportational ability. However they can use their magic to manifest portions of food for themselves to eat, although only in small portions per manifestation. For example, Sugar Kittens can manifest only four cupcakes at a time, while their more evolved forms could manifest larger amounts of cupcakes. In addition, they can manifest small weapons made out of food, such as razor-sharp swords made of hard candy, or edible handguns that fire gumballs. Due to their gentle nature, however, Sugar Kittens tend to run from combat more than partake in it. They usually will only fight if someone they care about is in danger or they can’t see another way out.
In addition, the food weapons are rather fragile. They can be recreated but tend to break after a few uses. Also, it should be noted that these weapons tend to cause infections due to their nature and thus, wounds created by them should be treated more readily than they would otherwise require.
Sugar Kittens are a relatively rare Threshold result. However it does occur. So far all known cases have occurred in the former Switzerland area of the world.
Manifest: Food – (EFT) The Pokégirl magically manifests a portion of food. They can do this via summoning or simply willing the food into existence.
Manifest: Food Weapon – (EFT) The Pokégirl magically manifests a weapon made entirely out of an edible substance.
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SWEET PUSSY, the "Hot, Sticky, Sweet" Pokégirl
Type: Animorph (feline)
Element: Poison/Magic
Frequency: Very Rare
Diet: Omnivorous, but mainly high in sugar and carbohydrates
Role: Pastry chefs, Candy makers, Bakers assistants, Diet ruiners, Feeders
Libido: Average
Strong Vs: Bug, Fighting, Plant, Poison
Weak Vs: Ground, Psychic
Attacks: Tackle, Power Bolt, Teleport, Agility, Barrier, Reflect, Puff Puff, Spice 1, Spice 2, Spice 3, Lust Dust, Royal Honey, Royal Syrup, Fruit Juice, *Manifest: Food, *Manifest: Food Weaponry, *Sugar Rush, *Induce Hunger, Magic Fist, Magic Kick
High Level Attacks: Poison, *Food Golem, *Forcefeed
Enhancements: Enhanced Dexterity (x6), Enhanced Senses (x5), Instinctive cooking ability, Advanced Magical Affinity, Enhanced Speed (x5), Enhanced Agility (x5), Enhanced Strength (x3), Increased capacity for violence, Magical hovering ability
Evolves: None
Evolves From: Candy Catgirl (Mana Crystal+Venom Stone)
Bounty (for successful capture and Taming of a Feral Sweet Pussy): 900,000 slc
Sweet Pussies take the ‘cat-like’ state of their previous form and take it all the way. Their features become fully feline in appearance, their bodies becoming coated in fur, their hands gaining catlike claws, their faces becoming more like muzzles. Their mannerisms also become more catlike and affectionate, they become taller, and their bust size increases as well. The colorings of their fur, eyes, and hair become far more variable than their previous forms, including all colors of the rainbow and varying shades thereof.
Their metabolism has stabilized by this point. They no longer need to intake great amounts of sugary foods, although they do still greatly enjoy them and eat a lot of them just for simple pleasure. Sweet Pussies also develop a great love of foods with heavy carbohydrates. They greatly enjoy pastas, breads, rice, and other such things. If they can combine their various loves, such as in sweet breads or cinnamon rolls, generally noted to be a favorite food of most members of the breed, they can be made greatly happy. This leads their cum to taste like cinnamon rolls or other similar pastries. Their tastebuds develop fully, allowing them to enjoy greater varieties of foods aside from sweets, mint, and carb-heavy foods. Because of this new balance in their metabolism, they no longer gain an aphrodisiac effect from sugar, and become much more layed back in terms of taming habits.
In terms of magical ability, Sweet Pussies still retain the oddball habits of their previous forms but now take it to an even greater level. They can hover off of the ground almost constantly if they so choose, although full-on flight seems to be beyond them. They gain greater magical prowess, finally gaining the strength to cast spells, and also gain greater magical energy manipulation ability. They can summon a far greater variety of foods with their magic, as well as a greater variety of food-based weaponry. Their food weapons are far more durable than their previous forms, and can take a great deal more punishment before coming apart. Infection risks for injuries inflicted by food weapons remain the same. What’s more, however, is that high level Sweet Pussies gain the ability to manifest a type of elemental golem, only one made entirely out of food. (See notes below for description of attack.)
Researchers have flat out given up trying to explain the bizarre typing in the Sugar Kitten line. Upon evolution to Sweet Pussy, Candy Catgirls gain Magic Fist and Magic Kick along with some poison element attacks, but lose Wood Tower and Lance. After observation, it was determined that they are Poison/Magic types, another bizarre change in a bizarre evolutionary line.
Sweet Pussies are by far the best battlers of the line, their bizarre and unconventional attacks making for a challenging battle against those unprepared for her attacks. They become fond of using thick, sticky caramel or thick noodles to bind their opponents and batter them with energy attacks. Sweet Pussies gain tremendous confidence, as well as a tendency towards showmanship. They fight using wands made of peppermint candy, creating over-the-top attacks to use against their opponents.
Sweet Pussies, depressingly, still maintain their genetic quirk that makes the Taming cycles in Pokéballs painful to bear. Only in Sweet Pussies, its far more pronounced. Something about the Taming cycles causes them tremendous pain. It is HIGHLY recommended to get a Premier Ball to contain Sweet Pussies, as the pain will drive them into Ferality at an accelerated rate.
Feral Sweet Pussies, unlike their previous forms, seem to prefer solitude. This is seen as a benefit, as Sweet Pussies have actually proved to be enough of a threat to result in a low-level ‘menace’ rating. Feral Sweet Pussies are somewhat difficult to find in the wild. A sure sign that one is in the area is finding Feral Pokégirls that are much fatter than normal. Feral Sweet Pussies seemingly love to make people gain weight, feeding them as much as they can stand if not more. Caution is recommenced in dealing with them, as while they aren’t as dangerous as other menace-types, they do tend to be somewhat of a pest. They prefer to strike from concealment when tracking someone they want to feed, making fighting them somewhat difficult. Thankfully, encounters with Feral Sweet Pussies are extremely rare, as the vast majority of them are domestic-born Pokégirls.
So far, there are no recorded instances of a girl Thresholding into a Sweet Pussy. Because of their rarity and the requirements to evolve into one, it’s assumed to be impossible. This is unconfirmed however, as researchers are still studying this quirky breed of Pokégirl.
As a moderately amusing note, unless they have grown used to each other before the ‘girl’s evolution, it is considered unwise to have a Snorlass in the same harem as a Sweet Pussy. Snorlasses take surprising interest in Sweet Pussies and their food manifestation ability, to the point where they spontaneously gain the ability to use the attacks Dominate and Call Me Queen when in proximity to a Sweet Pussy. It is… somewhat frightening to see…
Manifest: Food – (EFT) The Pokégirl magically manifests a portion of food. They can do this via summoning or simply willing the food into existence.
Manifest: Food Weapon – (EFT) The Pokégirl magically manifests a weapon made entirely out of an edible substance.
Sugar Rush (EFT) The Pokégirl kisses a teammate, temporarily endowing them with (x5) their normal speed. The Pokégirl briefly suffers the Exhaust status effect once the Sugar Rush ends.
Induce Hunger (EFT) The Pokégirl hypnotizes her opponent, making them feel extreme hunger to the point where they become too distracted to do anything but eat.
Forcefeed (ATK 10 repeating) Used usually after binding an opponent. The Pokégirl creates a funnel that lodges itself into the opponent’s mouth. A cornucopia forms over the funnel and forcibly shoves food down the funnel and into the opponent’s stomach, making them eat until they are sick.
Food Golem (EFT) The Pokégirl creates a large, monstrous being made out of food items. The creature has the following stats: Enhanced Strength (x9), Enhanced Durability (x9), Enhanced Endurance (x9). This requires a lot of energy, however, and the Pokégirl must do nothing else save maintain the creature. The technique also drains HP from the Pokégirl, so they can only maintain it for a brief period, making the technique more of a desperation move.
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TATFIR, the Tattooed Furry Fireball Pokégirl
Type: Near Human (canine/feline mix)
Element: Fire/Magic
Frequency: Very Rare
Diet: Human-style
Role: Tattoo artists for furry Pokégirls, morale booster
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Tattoo Seal, Tattoo Strike, Tattoo Curse, Tackle, Bite, Fury Swipes, Ember, Ignite, Fire Floor, Fire Scythe, Napalm, Exorcism, Flame Shot, Warm Embrace
Enhancements: Animal senses and features, dexterity, fire affinity, durability, artistic ability, can manifest brushes with endless ink supply
Evolves: None
Evolves From: Ar-Tits (Fire Stone)
Tatfir's are similar in many ways to Tats. They love putting tattoos on themselves, just starting out with one, their bust-size goes up a cup from their previous form, their eyes and hair are rainbow colored, love to be outside and feel the air on their bodies, and are willing to give tattoos to their harem sisters and tamers, which have similar powers to the tattoos a Tats make.
There are some major differences though.
For one thing, Tatfirs gain a coat of silky, paper-white fur, gaining animalistic features that are an appealing mix of canine and feline, long tails, and animal claws, so they don't have to use their needles for attacking. Their tattoos are more fire-based (but still very colorful), allowing for attacks like Ignite, Fire Scythe, and Flame Shot, among others. They don't like clothes, like Tats, but for different reasons (the materials make their fur incredibly itchy). They are much more affectionate than their previous form, tending to act much more seductive in an attempt to get tamed more often. If a taming is interrupted before they can climax, they will become angry and frustrated, firing a low-powered Ember to chase off the one who interrupted them and trying to get back into the rhythm she had going with her tamer. The Tatfir can be taught not to do this, however they will be still be incredibly frustrated if interrupted during a taming.
In battle, they are much more direct, filling the field with rainbow-colored fire to try and end the battle fast and hard, trying to cripple the opponents with intense heat before overwhelming them with flame attacks. They will rarely use their status affliction tattoos, feeling that their fire is more than enough.
Tatfirs, unlike Tats, can quite easily put tattoos, permanent or temporary, depending on the Pokégirl's wishes, on fur and in hair, creating colorful body art that flows with the Pokégirl's hair or body movements. They, ironically enough, aren't as good with tattoos on bare skin, since they use brushes rather than needles. They cannot make a permanent tattoo on bare skin, and their temporaries can be washed away with water. It's frustrating to a Tatfir, although they aren't jealous of Tats Pokégirls because their weakness is opposite that of the Tats. Tats and Tafir get along well with each other, comparing tattooing techniques and artistic styles, sometimes getting outsiders involved in these surprisingly intelligent discussions.
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TATMON, the Runic Swordswoman Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Extremely Rare
Diet: Human-style
Role: Mystical warriors
Libido: Low
Strong Vs: Fighting, Psychic, Dark, Ghost
Weak Vs: Steel, Rock, Ice, Flying
Attacks: Slash, Carve, Ashen Wings, Confuse, Phantom Blade, Sentinel, Excalibur, Hero Blade, Broken Castle, Recover, Runic Blade, Blood Blade, Zanmato
Enhancements: Strong magic affinity, sword fighting ability, dexterity, durability, low feral, can summon elemental energy around her sword
Evolves: None
Evolves From: Ar-Tits (Moon Stone)
The transformation from Ar-Tits to Tatmon is much more drastic than the transition to Tats and Tatfir. Once exposed to a Moon Stone, the Ar-Tits is surrounded by a column of light. Arcane, glowing runes appear on the Pokégirl's body, lining her arms and legs, as well as appearing on her face, back, and torso. Her muscles bulge out to the point where she looks like a fighting-type. Her hair changes, becoming short and coloring itself in metallic colors, copper, silver, gold, and platinum. Whatever clothing they wear becomes bikini-like armor bearing a rune that represents their Tamer appearing on the codpiece and chest plate. A longsword bearing runes appears in the column of light, and the Pokégirl takes it, the column of light fading, revealing that their eyes are now glowing.
Tatmons are skilled warriors, trading in artistic ability for sword fighting ability that is surpassed only by Samurai and Herowus with sword fighting ability. They can use the mystical runes on their bodies to give their swords a coating of elemental energy (although not powerful enough to be considered an Elemental Blade attack), and can use their runes to give themselves temporary status enhancements, although this ability costs the Tatmon some life-force. If used five times within a twenty-four hour period, the Tatmon must sleep for twenty-four hours non-stop to recover that lost life-force.
Tatmons do not display their emotions publicly, fighting battles slowly and patiently, waiting for a mistake to be made, taking quick, light cuts before unleashing a more powerful attack. They are immune to taunts and insults, tuning out all outside stimulus, even a bond with their tamer, focusing on the opponent or opponents and how she can win the battle. They have low tolerance for arrogance, and cannot abide by RoseBreasts, Neo-Iczels, or Dark Ladies unless given very good reason to.
While Tatmons lose a lot of artistic talent, they still maintain an appreciation for it, and enough ability to draw runes on the bodies of their Tamer, for increased stamina during taming, or on their harem sisters, to heal damage or increase their own stamina. These take longer to draw and use, since the Tatmon must focus their magical energy into the rune, remember what rune to use, and so forth, and cannot be used in battle. This matters little, since the runic tattoos already on their bodies can have the same effect, although they take time to use.
Like all Ar-Tits evolutions, no Threshold cases have been reported.
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TATS, the Tattooed Exhibitionist Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Rare
Diet: Human-style
Role: Tattoo artist, dancer, morale booster
Libido: Above Average
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark
Attacks: Cheer, Glare, Leap, Agility, Sketch, Tackle, Scratch, Fury Swipes, Tattoo Seal, Tattoo Strike, Tattoo Curse, dancing techniques
Enhancements: Durability, dexterity, can summon tattoo needles with endless ink supply, artistic ability, low feral
Evolves: None
Evolves From: Ar-Tits (normal)
When an Ar-Tits becomes a Tats, they undergo few physical changes. Their hair and eyes become totally rainbow-colored, and they gain a cup-size in their breasts, but other than that and a simple tattoo of their name on their leg, they don't change all that much. They gain a more balanced, but still fairly high libido, and have the same preferences for Taming as their previous form.
It's in their personality and abilities that change drastically.
Firstly, the focus of a Tats changes from their previous form. They go from paintings and drawings to body art. They only have one tattoo at first, but that will not last, as the Tats will cover their body almost entirely with tattoos, of their harem sisters, of their friends, and even of interesting Pokégirls or things they've seen. They will offer to give their tamer and harem sisters tattoos, being capable of making them permanent or temporary, but will not press the issue if they refuse. Most will accept these tattoos, however, as due to the magic inherent in the Tats, the tattoos will have beneficial effects. That, and mostly, the tattoos just look good, making the tamer or Pokégirl stand out a little. (Although a Tats in incapable putting a tattoo on fur, making them more prevalent amongst Tamers who have few Pokégirls with fur on them, although if the furred Pokégirl wishes it, the Tats will make the best effort they can to give their harem sister a tattoo somewhere on their body. No failure in this effort has been reported to this date, although all Tats who have done this report that it took quite an effort to find a viable spot for the tattoo.)
Some tattoos can increase a Pokégirl or tamer's stamina, allowing them to last longer during taming. Some can increase elemental strengths, or all-around fighting ability. For humans, the tattoos can give light elemental affinity, making them capable of minor elemental play, or more able to withstand Pokégirls that would normally be hard to tame (like Poison or Ice types, or a strength enhancing tattoo to help in taming something like an Amachamp or a Snorlass). In battle, a Tats can use a temporary ink to quickly draw sealing spells on an attacking Pokégirl to inhibit their ability to move or use their powers and abilities. They can also use their needles like claws for a slashing attack. They can also will their tattoos to life briefly to attack the opponent, or draw a tattoo that can inflict a negative status effect.
In terms of their personality, they become very outgoing and friendly, trading in their serenity from their previous form for a love of excitement, loving the world around them and wanting to experience it in every way possible. They love traveling, and will not wear clothes under any circumstances, wanting to expose their skin to the air at all times. Some Researchers have theorized that this is because Tats need to have their tattoos exposed to the air for them to work. They love to dance, feeling the air on their bodies as they move, and get along very well with musical Pokégirls like the Bardess, Diva, and especially the Moogirl. Some Tamers have reported that a Tats tattoos seem to move as well during their dances, independently of their creator.
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THORNE, the Tropical Sorceress Pokégirl
Type: Near Human
Element: Plant/Magic
Frequency: Very Rare
Diet: Fruits
Role: Superior tropical guardian
Libido: High
Strong Vs: Electric, Ground, Rock, Plant, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Attacks: Fruit Juice, Command Plants, Power Bolt, Cura, Half Revive, Esuna, Protect, Absorb, Vine Whip
Enhancements: Increased magic affinity
Evolves: N/A
Evolves From: Cherry (orgasm)
Thornes are 5'3"-5'8" tall girls with silvery hair. They also retain the head-vine that they had as a Cherry. Oddly, Thornes more than most other Pokégirls are more likely to have "heterochromia iridum", a condition that causes each iris of their eye (the only part not white or black) to have a different colors. Thornes tend to be tactical thinkers, seeking the defeat of their opponents with as little effort as possible. However, Thornes are more often known for escaping confrontation instead of confronting it, unlike their Thorne Slut sisters.
Thornes seek warm sunny areas or large bodies of water whenever possible. However, Thornes hate extremely hot weather, and so prefer to be near bodies of cool, fresh water as often as possible. When this isn't possible, Thornes will often command the local plants to increase greatly in size and growth rate to create her own small shelter from the heat until it has cooled down again.
Thornes aren't the best fighters, mostly because they don't want to be. They see fighting as a waste of time and energy that should be avoided unless necessary. As such, they tend seek to the claim the less violent position of healer. Thornes also have little motivation to do anything other than in their own best interests, even in a Harem-setting. This makes a Thorne a poor choice as an Alpha as a result. Strangely, Thornes lose the ability to use several healing techniques. Researchers are puzzled as to this, though some have considered it to be due to the fact that a Thorne is not a Celestial Pokégirl, unlike the Cherry.
They are quite competent in the role of a healer, as they know how irritating it can be to be so uncomfortable and will do their best to speed up the process. In fact, they are their most active when they're dealing with injuries. However, their healing ability has a flaw that drains away their vitality the more they use it, making them tire more easily. Some of the Thornes with a "The Ends Justify The Means" sort of attitude will use Absorb on healthier bystanders to keep themselves going.
Thornes love being on bottom during taming as, for some reason, various points on her body, that can only be activated be when her body is pressed in front and from behind at the same time, maximize her pleasure. Studies have shown that Thornes enjoy being sandwiched between a tamer and another Pokégirl even more, however, leading some researchers to conclude that the Thorne has pressure and heat sensors on certain parts of her back that fully accesses the various extra nerve endings that allow her pleasure center to react strongly to the stimuli.
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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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TITTO, the Copycat Pokégirl
Type: Near-Human Metamorph
Element: Magic
Frequency: Very Rare
Diet: liquid. Due to digestive problems, Tittos have trouble eating solid food
Role: a very adaptable Pokégirl, unfortunately not many are known to exist.
Libido: Average (with seasonal peaks)
Strong Vs: None
Weak Vs: Rock, Psychic
Attacks: Transform
Enhancements: shapeshifting
Disablities: Low Strength
Evolves: Glass (normal), Brass (Fire Stone), Marble (Diamond Stone), Paperdoll (Leaf Stone)
Evolves From: Statue (Water Stone), Marble (de-evolved with Water Stone), Psivamp (mechanism unknown), Firemaiden (special evolution stone), Airmaiden (Sky Crystal)
Titto is a rare Pokégirl with a single powerful ability. She can transform into a number of other forms, duplicating the abilities of other Pokégirls. However, in exchange for this capacity, the Titto is only as strong as humans are when in her normal form, and only half as strong as the Pokégirl she changes into when using Transform. One thing she cannot do is transform into vapor, gas, water, or anything that is insubstantial (like a ghost Pokégirl). Other than for these limitations, Titto are the perfect pre-Sukebe chameleons, right down to scent.
It is more common for the Titto to partially transform, changing her legs to a Mermaid's tail for swimming, or manifesting an Angel's wings for flight, or changing a hand into a Warcat's claw. Titto full body transformations can only manage a range of 75% to 125% of her usual mass. The smaller the mass changed, the greater the control the Titto has over the end result. Because of her ability to shapeshift, Titto Pokégirls are quite likely the Pokégirl that is most responsible for the largest number of human casualties during the Revenge War (some researchers debate this, however).
Titto are also vulnerable to sonic attacks. The most peculiar problem of Tittos is that when in their season, their drive to mate with a male that they have a psychic bond with is irresistible and frantic. If there is no such male, the Titto must be forcibly restrained or she will bond with any suitable male, which is a difficult proposition considering her shapeshifting capabilities. Titto are never found near any routes or roads that are lined by anti-Pokégirl sonic barriers, and some complain of being affected by them even when they're inside a Pokéball.
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THOSE WHO ARE UNKNOWN (aka TWAU), the Neo-Legendary Mystery Pokégirls
Type: Near Human
Element: Unknown (assumed to be Dark/Magic)
Frequency: Extremely Rare (only 26 per grouping are assumed to live in each league)
Diet: Unknown
Libido: Unknown
Role: Unknown
Strong Vs: Unknown (assumed to be Poison, Psychic)
Weak Vs: Unknown (assumed to be Bug)
Attacks: Hidden Power, Teleport, Invis 3, Phase, Beat Up, Dark Goggles, Hazy Vision, Dark Blade, Memory Of The Dark, Dark Shield, Cocoon Of Darkness, Blessed Soul, Ashen Wings, Dark Redemption, Shadow Dash, Farewell, Dark Bomb, Dark Mist, Dark Matter, Ankoku, Black Sky, Dark Holy, Abyss
Enhancements: Twaus can psychically link with other Twaus to perform more powerful attacks.
Evolves: Unknown (sensing a pattern yet?)
Evolves From: Unknown (one theory is that they evolve from Sanctuary Goths)
The only name for these strange Pokégirls is "Those Who Are Unknown." They're called Twau for short, and at first some went so far as to call them Twats.
Usage of that particular name stopped after the mangled, mutilated, warped corpses of those who used that vulgar nickname were found.
Twaus are strange Pokégirls that first appeared after the rumors about Sanctuary Goths started flying around. They are tall Pokégirls, almost eight feet high, possessing midnight black skin, DD-cup breasts, long, black hair, no hair on their cunts, no toes (their feet just in a flat surface that looks like a boot) and eyes that are black in the sclera and iris, but white in the pupil. The only way to tell the difference between them is that each one is that each one bears one of 26 different symbols on their chest, white markings just above their breasts that looks vaguely like a letter of the old English alphabet. They stay in groups of twenty-six, no more, no less, and no Twau in these 'covens,' as they are called by some, has the same symbol on their chest. When seen, they are usually clad in black leather robes that hide their bodies completely, and usually they have their heads bowed so that their aquiline faces cannot be seen.
Twaus are quite literally living mysteries. No one knows why they first appeared, or what their purposes are. When first discovered in the Slot League, they were seen observing the aftermath of a Widow attack. Police on the scene tried to investigate, but the three Twau just stared at the officers and vanished without a trace.
Their Taming habits are odd. When they need Taming, they appear in groups of five around a Tamer that has caught their attention for whatever reason. They force his or her Pokégirls back into their Pokéballs and swarm the Tamer, slowly stripping him/her of his clothes and teleporting away with the Tamer and his/her Pokégirls to their coven to be Tamed. There, the Tamer is first claimed by the Alpha of the coven and then he/she and his/her girls are given to the rest for Taming.
What happens after all the Twau in the coven are satisfied is unknown. The Tamer and his/her girls are found a few days later, seemingly in a trance, their faces covered with white markings, launching an attack on a criminal or criminal group. The Tamer, while in the trance, seemingly has the ability to use Dark Blade, possessing more than human strength, endurance, durability, speed, and agility. When the spell was broken and the Tamer and his/her girls stopped, he/she unable to think straight for a couple days as they recover from the spell, their added powers fading.
Twaus, in the rare times they are seen, are usually found in groups, ranging from one alone to never more than five at a time. In battle, they are quick and to the point, and can use almost every dark-type attack. When in danger, they can summon other Twaus or an entranced Tamer and his/her Pokégirls to their aid. They can link minds and increase their power, speaking in a collective voice. When they are in groups of five, they can use a VERY potent attack called Hidden Power, which allows them to summon pure chaos magic and distort reality in a wide, ten foot radius around themselves. This can leave things warped, misshapen, and distorted into horrible shapes. It's assumed that if all twenty-six used this power together, they could tear a hole in what's left of the world.
No one knows why they are here. No one knows how they were made. No one knows much of anything about them except for rumors, conjecture, and the occasional Tamer willing to come forward on conditions of anonymity and the data being kept secret.
Twaus are classified as Neo-Legendary because of the raw power that they have.
Recently, some new information has come to light about Twaus. They apparently have the ability to see the future, leading some researchers to call them 'Dark Megamis.' They also have a blinding, seething hatred for Sanctuary Goths, due to a vision they have of a great tragedy set to occur in the next couple centuries, one made worse due to the Goths.
The frightening part is that this came from a Tranced Tamer who broke into the World League Council HQ at the command of a coven of Twau who wanted us to know.
It is the final decision of the World League Council that ALL information discovered on Those Who Are Unknown, save for basic attack and appearance data, be restricted from public access. The Twau are too much of an unknown element, and any leaks regarding what we find out might cause a public panic. These Legendaries are unlike anything Sukebe created, and we have to be very cautious in dealing with them.
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UNICORN, the Extremely Hard To Capture Horse Pokégirl
Type: Near Human, Metamorph
Element: Magic
Frequency: Very Rare
Diet: near human diet, preferably vegetables
Role: excellent Alphas
Libido: Average to High (when with Tamer)
Strong Vs: Normal, Electric, Fire
Weak Vs: Magic, Fighting, Psychic
Attacks: Takedown, Stomp, Agility, Mach Breaker, Teleport, Charm, Taunt, Quick Attack
Enhancements: Enhanced Speed (x8), Enhanced Dexterity (x7) Enhanced Stamina (x10), Enhanced Hearing (x8), Danger Sense, Telepathy, Metamorphic ability, minor psychic talents
Evolves: Pegaslut (Bird E-Medal), NightMare (Dark Stone)
Evolves From: Ponytaur (Dawn Stone)
Unicorn is the other evolved form of the Ponytaurs. They can be considered as quite human except that they have a horn sticking out of their forehead. This can usually be seen in both their human and horse form. They can be also be considered as one of the more beautiful Pokégirl breeds. Their human form can be quite a sight to behold, they have long blond hair that reaches down to their waist. They have creamy white skin. Their breast size range from B cup to C cup. And their appearance range from extremely cute to absolutely beautiful.
Feral Unicorns are usually found in thick secluded forests where they can easily hide from humans and those wandering tamers. They are extremely shy and quite reclusive only mingling with feral Pokégirls native to their homes. They usually band together with other Pokégirls especially plant types in taking care of their forest, driving away evil humans and caring for the plant life and other Pokégirls, and trying to make it a more safer home for them to live in.
They are a careful breed, very wary of humans and seldom seen interacting with humans, with their powers they can quite easily escape roving tamers quickly, returning to their havens.
Capturing them is extremely hard, they are highly intelligent even the Feral ones, add their danger sense and teleporting can easily beat a hasty retreat. Researchers also cannot explain Pokéballs malfunctioning or failing to activate after being thrown at a Unicorn even the illegal ones, making them quite elusive to your average Tamers.
Gaining their trust or their gratitude would be the most effective way of capturing one, they will lose their ability momentarily to repel your Pokéball just so you can capture them. This ability is quite useful, other tamers can't capture your Unicorn, and it saves money buying those anti-capture devices for your Pokégirl.
They are really quite affectionate and competitive against other fast Pokégirls, joining races or contests of speed to prove their prowess. And they especially love being Tamed after a long satisfying race specially if they win. They also like to compete against your other Pokégirls for your attention and trying to earn extra Taming sessions.
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VAMPIRE, the Bloodsucking Pokégirl
Type: Very Near Human
Element: Ghost/Magic
Frequency: Rare
Diet: Blood
Role: Hunters
Libido: High
Strong Vs: Bug, Fighting, Ground, Ghost, Magic, Plant, Poison, Psychic, Infernal
Weak Vs: Dark, Electric, Ice, Celestial, solar-based attacks
Attacks: Vampire Bite, Drain, Invis (all levels), Night Shade, Phase, Illusion, Fear Aura, Mega Drain, Dark Shield, Cocoon of Darkness, Dark Mist, Dark Matter, Blood Blade, Blood Bullets, Vampiric Touch, Ghost Blade, Nightmare Syndrome
Enhancements: Enhanced Speed (x4), Enhanced Strength (x4), Enhanced Endurance (x4), Enhanced Durability (x4), Enhanced Healing (x3), Darkness affinity, Constant Ashen Wings and Dark Goggles effect, light transformation and illusionary capabilities
Evolves: Psivamp (Moon Shard), Lucarda (Zalera’s Blessing), Starlady (Dawn Stone)
Evolves From: Humans, Dark-type Pokégirls or Amazon-type Pokégirls (infected through bite)
Bounty (for confirmed kill): 200,000 SLC (applies to Ferals only)
Bounty (for reporting sighting & getting out alive): 57,000 SLC (applies to Ferals only)
Bounty (for successful capture & taming): 57,500 SLC (applies to Ferals only)
Recommendation if you see one: Before anything is done, be certain that the Vampire is indeed a Feral one. Observe it, trying if at all possible to stay out of its way. The difference between a Feral Vampire and a Tamed Vampire is very subtle. If the Vampire seems even remotely animalistic in nature, then evac immediately, making sure to have a fighting-type Pokégirl at the ready if you are spotted. If you are spotted, be prepared to kill the Vampire as its bite is potentially lethal and has the potential to infect you or your Pokégirls, resulting in a transformation into a Vampire. (applies to Ferals only)
Vampires were one of the few species of non-Infernals that campaigned with the Legions of Terror during the war. Their presence alone was enough to inspire fear in the populace, and since Sukebe’s research had yielded that humans could be converted to Vampires and forced into service with the Legion, they were considered to be even more terrifying. Human in appearance, save for their pale skin and more pointed than normal canine teeth, they were easily capable of blending in with humanity.
While sunlight didn’t kill them, as it normally would with vampires in the old stories, they were weakened severely by the sun and generally stayed inactive until nighttime. This made it easier to catch and tame Vampires, however doing so guarantees that the Vampire will never have any respect for you. Catching a Feral Vampire at night, and especially at a full moon, when their powers are at their strongest, and you guarantee a loyal, cooperative Vampire in your harem.
Vampires have a variety of fearsome abilities. They can transform into pre-Sukebe creatures such as rats or bats, more powerful Vampires being able to change into swarms of these creatures. They can also transform into mist for silent movement through an area, remaining aware of their entire surroundings when transformed and capable of reforming at any time. They can pass through walls and turn invisible, and manipulate dark energy to their own ends. They are fierce, savage fighters when Feral, losing all of their complex abilities except for much lessened invisibility powers and natural flight. When Tame, their tactics change, as they tend to favor a combination of intimidation and evasive tactics, using illusions and trickery to basically terrify the opponent into defeating themselves. They can turn up to one other person invisible as well, as well as phase them through a wall, but only if they are completely tangible and/or visible before grabbing someone and using the ability.
Having a Vampire in your Harem is not recommended, but doing so shows that you have the patience, diligence, and willingness to do what is necessary for your girls to be happy. Vampires need only one thing to survive: blood. If a Tamer is willing to let their Vampire feed from them, just enough for the Vampire’s needs to suffice, then they guarantee loyalty from their Vampire. It’s best to let them stay in their Pokéball until nighttime, as they become severely weak during the day and cannot take pleasure from any sort of physical act, making Taming useless. In official Pokégirl battles, it is forbidden to use Solar attacks on them, as it is potentially fatal to them.
Vampires can secret a chemical substance through the hollow canines they use to feed. This chemical is what triggers the change into a Vampire. Males turn female before their transformation. To tell the difference from a normal feeding bite and an infected bite, looking for a greenish-yellow foam around the wound. A vampiric infection can be treated and cured within seven days of the bite via white magic and careful medical treatment, but by the eighth day, the effects are irreversible. Due to the nature of how Vampires are formed, no cases of Threshold have been recorded, or are believed to be even possible.
Note that Ferals are FAR more dangerous to travellers than Tame Vampires. Tame Vampires have a strong sense of dignity and are far more likely to be polite to people they meet. They will also NEVER drink more than they need to survive. Ferals are savage, and will drink even when they aren’t thirsty. They also have less control over their bodies and are far more likely to accidentally infect someone with a vampiric transformation virus. Feral Vampires also command Feral Vampira, a breed that Tame Vampires look down on with derision and amusement, as they are moderately useful to their purposes.
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(insert name here) WARMECH, the Guyver-Bonded (insert title here) Pokégirl
Type: as per base type
Element: Magic/Steel/base type
Frequency: Extremely Rare
Diet: as per base type
Role: as per base type, if applicable, plus Bodyguard, Assassin, Elite Storm Trooper
Libido: Decreased from base type
Strong Vs: Fighting, Normal, Rock, Steel, Fire, Flying, plus base type “Strong Vs”
Weak Vs: Ghost, Dragon, Ice, Psychic, Poison, Ground, plus base type “Weak Vs”
Attacks: Sonic Buster*, Head Beam*, Vibro Blades*, Pressure Cannon*, Giga Flame*, Megasmasher* (Host AND Guyver must be Delta bonded with Tamer), plus base type’s attacks
Enhancements: Enhanced Healing (x4), Enhanced Durability (x4), Enhanced Speed (x3), Enhanced Agility (x2), forearm blades, reduced libido, special energy weapons, plus base type’s enhancements
Evolves: Whatever base type evolves into
Evolves From: Guyver bonding to a Pokégirl
If you want a destructive Pokégirl, then look no further. Having a Guyver bond to your Pokégirl is both a blessing and a curse, as they gain a whole host of strengths, some canceling out their original weaknesses, but also gain a host of other weaknesses in return. However, the general consensus is that Warmech-type Pokégirls are welcome additions to any harem.
In addition to providing battle armor and special weapons to the Pokégirl, a Warmech also gets a reduced libido. However it cannot be reduced to a certain point, so most Pokégirls with already low Libidos won’t get it lowered any further. Pokégirls that become Warmechs do not lose their ability to evolve, so they can still change form. Guyvers cannot bond to humans, however, so a Tamer Warmech is out of the question. There are still not that many reported cases of Warmechs, as Guyvers themselves are rather rare and have only been discovered recently.
Warmech is the accepted template name for this type of Pokégirl, as not only is it fitting, but it is what Guyver-bonded Pokégirls call themselves. They gain enhanced healing, enhanced durability, enhance speed and agility, as well as extra sonic and flame weapons that greatly add to the power of the host. The host, upon becoming a Warmech, gains a powerful full-body suit of armor that emerges in the form of amorphous tentacles from the Guyver on the host’s forehead. The armor takes the form of a metallic plate metal bodysuit with organic portions to it, and covers the host’s entire body. This armor can be retracted completely into the Guyver orb or summoned out all at once or just partially, according to the host’s will. The helmet of the Warmech’s armor possesses an advanced HUD with infrared, motion detection, and sonar. Also, due to the morphic ability of the Warmech’s armor, they can reshape their armor into several different kinds of weapons, mostly bladed ones.
Warmechs generally keep the personality of their hosts, but they gain a more violent streak to them. For some, like Bunnygirls or Bimbos, that just translates to them being more forceful in their affection. They gain a greater love of battle, although they aren’t overly obsessive about it. As the Guyver in and of itself is only partially sentient, the host refers to themselves in the singular. Guyvers do not take over their host’s body unless the host is unconscious for reasons other than sleeping or Taming exhaustion. Guyvers do not normally need to eat, however once bonded to a Pokégirl and becoming a Warmech, they share their host’s dietary needs. One thing they have in common with their ‘cousin’ Pokégirl template, the Symbiote, is that the host experiences both her own sensations and the sensations of the Guyver, thus making Tamings more pleasurable.
The primary feature of a Warmech template Pokégirl is their weaponry. Their armor has slight morphic capabilities, allowing them to manifest greater weapons, such as the Pressure Cannon and Sonic Buster, both powerful sonic weapons. They also have a powerful laser attack, which they can shoot from the Guyver-orb on their head, as well as a potent flamethrower, which they can use after absorbing enough fire. A Fire-type Warmech can use their flamethrower attack, the Giga Flame, on a regular basis, as a Guyver has a natural ability to absorb heat and flames. In addition, if both the host and the Guyver become Delta-Bonded to their Tamer, they gain access to their ultimate weapon: the Megasmasher. Their arm armor morphs into a powerful cannon, which fires a highly destructive shot which can easily overwhelm even a Hyper Beam. However, Megasmasher is a double-edged sword, as after a single shot the Warmech loses use of their arms for two to four days afterwards.
Warmechs, and by extension, Guyvers, seem to be the natural enemies of Parasytes. However they bear the breed no malice. Guyver-bonded Pokégirls have been known to co-exist peacefully with Parasyte-bonded Pokégirls. In addition, Guyvers get along splendidly with Battle template Pokégirls. Warmechs can have some of their tentacles temporarily bond with the Battle Pokégirl and increase the power of their weapons by at least double.
Warmechs, all benefits aside, have some major weaknesses. They have a very low tolerance for cold, which means Guyvers cannot bond with a vast majority of Ice-type Pokégirls. Also, their armor has a low tolerance for acidic chemicals, which means Poison-types can Warmechs a problem as well. Some Warmechs prefer to bow out of combat altogether than face stronger Ice-type Pokégirls.
Guyver-bonded Pokégirls cannot become Symbiotes, nor can Guyvers bond with Symbiotes. Their very genetic structures are incompatible, making a combination of a Guyver-bond and Parasyte-bonding impossible.
*Sonic Buster – (ATK 50) The Warmech shoot beams of pure sonic energy from orbs on her palms. This is considered a Normal-type attack.
*Head Beam – (ATK 60 + EFT) The Warmech shoots a beam of intense heat from a small laser mounted underneath their control orb. Has a 60% chance of inflicting the Burn status effect, and is considered a Fire-type attack.
*Vibro Blades – (ATK 60) Long, thin blades erupt from the elbows and knees of the Warmech, vibrating with sonic energy. This is considered a Steel-type attack.
*Pressure Cannon – (ATK 100) The Warmech’s arms morph into large cannons that shoot an intense stream of sonic energy. This is considered a Normal-type attack. More powerful than the Sonic Buster, but needs more time to be set up.
*Giga Flame – (ATK 200) A Warmech can absorb Fire-type attacks directed against it and store them up. When the internal heat of the armor reaches a certain point, their morph the mouthpiece of their armor into an emitter and fire a TREMENDOUSLY powerful Flamethrower attack. This cools down the armor instantly. Most Warmechs still like to avoid Fire attacks instead of taking them, as not many can actually take the heat. Fire-Type Warmechs can use this attack much more frequently. This is considered, quite obviously, to be a Fire-type attack.
*Megasmasher – (ATK 400) Warmechs can only use this attack when bonded to a host and ONLY if both the host and the Guyver itself are Delta-bonded to a Tamer. The Warmech slams her arms together, morphing the armor around them into a tremendous energy cannon and firing an intense, powerful beam of energy on their opponent. However, this is a last resort attack, as the Warmech, after using it, loses use of their arms from the shoulders down for two to four days afterwards. This is considered a Normal-type attack.
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WET ELF, the Unseen Elf Pokégirl Type: Very Near Human
Element: Water/Magic
Frequency: Rare Unknown, thought to be Uncommon in the Blue League and Rare elsewhere
Diet: omnivore
Role: spies, saboteurs,
Libido: Average (Bisexual)
Strong Vs: Fire, Rock, Water
Weak Vs: Ice, Plant, Dragon
Attacks: Fade, Whirlpool, Water spear, Sing
Enhancements: Longevity, Magical Affinity, Underwater Vision, Enhanced Dexterity (x4), Reduced Feral, Water Breathing
Disadvantages: Flawed Constitution
Evolves: Wet Lass (normal), Siren (Dawn Stone)
Evolves From: None
Wet Elves stand from 4'6” to 5'7” tall and are slender of build. Their skin is usually a mottled bluish-gray and their hair color is typically a light brown or blue. Eyes are white, brown or gray.
Although only recently discovered, an interview with the Wet Queen of one kingdom revealed that the Wet Elf has been around since the beginning, only no one has known of them up to this point. Their near constant use of fade has ensured they have remained almost unknown.
During the war they acted as aquatic spies and saboteurs. Often they would stop the arrival of waterborne forces by the simple expedient of using whirlpool to stop the vessels in a convoy and then using water spear to damage or destroy their propellers. If discovered, they would use sing and escape, only to return later using fade to finish off their prey.
These days the Wet Elf lives in quiet communities in the oceans of the world, using their powers to remain undiscovered. Even water Pokégirls don't usually know of their presence, and there is a coming of age ritual common to all of the kingdoms in which a Wet Elf band must track down a Sharptits and return with a handful of scales while leaving the Pokégirl otherwise unharmed.
Wet Elves do not dry out on land, but they prefer to remain in their native habitat and will not voluntarily leave the vicinity of water. When on the surface the always drink three to five times the amount of water that others would.
Wet Elf colonies have not been discovered in fresh water to date, but in the interview the Wet Queen commented that her people were everywhere that they weren't seen and when asked specifically about fresh water merely smiled and repeated her answer.
Wet Elves and their evolutions tame each other just as their landbound cousins do in order to avoid going feral. However, their feral state is one of increased aggression instead of torpor.
The Wet Elf and all of her evolutions have remained in hiding since the Revenge War and therefore were not added to the human genome by interbreeding. There are no recorded threshold cases and none will be expected for at least a couple of generations.
All of the Wet Elf evolutionary line have longevity and thus none have become Pokéwomen as of 299 AS.
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WET LASS, the Powerful Aquatic Elf Pokégirl Type: Very Near Human
Element: Water/Magic
Frequency: Rare Unknown, thought to be Uncommon in the Blue League and Rare elsewhere
Diet: omnivore
Role: spies, saboteurs,
Libido: Average (Bisexual)
Strong Vs: Fire, Dragon, Water
Weak Vs: Ice, Plant, Electric
Attacks: Fade, Bubblebeam, Sing, Hydro pump, Quick Attack, Smile, Magic Fist, Cura, Once More
Enhancements: Longevity, Magical Affinity, Underwater Vision, Enhanced Dexterity (x4), Enhanced Strength (x3), Enhanced Speed (x4 - in water only), Reduced Feral, Water Breathing
Disadvantages: Flawed Constitution
Evolves: Wet Queen (battle stress, Level 31+)
Evolves From: Wet Elf (normal)
The Wet Lass is the evolved form of Wet Elf and is often found in positions of authority in a village or leading a hunting team, the same position they occupied during the Revenge war. These days they also function as elite fighters who battle alongside the Wet Queen and support her if necessary.
Wet Lasses are usually taller than Wet Elves, standing anywhere from 5'6” to 6' tall. They are significantly tougher and faster than the Wet Elf. Cup sizes increase to a C or D cup.
Wet Lasses serve to unify Wet Elves in battle and train constantly in the team tactics that are necessary to defeat their underwater foes. During the Revenge War they took on warships and submarines, using the Wet Elves whirlpool attack to slow or stop them and then using magic fist to punch holes in the hull before using hydro pump to quickly fill any open compartments.
Unlike the Wet Elf, the Wet Lass can use her sing attack underwater as well as on the surface, and this song is loud enough to be effective on the decks of ships while she hovers beneath them. It has been demonstrated that this ability will also work on opponents in gym battles while she hides in a pool of water.
Wet Lasses show the same reduced feral that Wet Elves do, but when feral become positively vicious. Usually at that point they attack something far stronger than themselves and get eaten.
There are no recorded cases of Threshold into a Wet Lass.
All of the Wet Elf evolutionary line have longevity and thus none have become Pokéwomen as of 299 AS.
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WET QUEEN, the Ruling Aquatic Elf Pokégirl Type: Very Near Human
Element: Water/Magic/Electric
Frequency: Rare Unknown, thought to be Rare in the Blue League and Very Rare elsewhere
Diet: omnivore
Role: spies, saboteurs,
Libido: Average (Bisexual)
Strong Vs: Fire, Water, Electric, Flying, Steel
Weak Vs: Plant, Dragon, Ground, Rock
Attacks: Fade, Water Spear, Sing, Tidal Wave, Tidal Slide, Water God, Quick Attack, Smile, Curaga, Cheer Song, Nameless Song, Death's Whisper, Thunder Shock, Agility, Lightning Punch, Imitate, Multiheal, Mighty Guard (All songs may be used underwater and may affect nearby targets on the surface)
Enhancements: Longevity, Magical Affinity, Underwater Vision, Enhanced Dexterity (x6), Enhanced Strength (x8), Enhanced Speed (x8), Reduced Feral, Water Breathing
Disadvantages: None
Evolves: None
Evolves From: Wet Lass (battle stress, Level 31+)
The Wet Queen is the battle evolution of the Wet Lass. She gains three to five inches in height and a more muscular build. Cup size actually decreases to a solid B and the rest of her body slims down proportionally. Hair color becomes a bright red or yellow and most water predators have learned to avoid this display. However, this has no effect on her fade ability and she will not be found unless she wants to be.
Due to the difficulty of survival in the ocean, Wet Queens have evolved a different set of customs in regards to each other. Each Wet Elf kingdom will be ruled by the senior Wet Queen and all other Wet Queens in a kingdom are subordinate to her and willingly accept her orders. Rank is determined by a once-a-decade competition in which all Wet Queens may challenge for status. Battles between Wet Queens are non-lethal, except when challenging the senior Wet Queen for rulership.
Please note however, that the competitions will be halted if intruders appear until they have been dealt with.
Wet Queens rule the Wet Elf kingdoms and their subjects give them unquestioning loyalty, which only ends if they are defeated in battle by another Wet Queen or she is captured by a Tamer. Be warned, however, until that capture light signals she's yours, her Wet Elves and Wet Lasses will do everything in their power to kill you. And if she is a senior Wet Queen, her subordinate Wet Queens will be right in there with everyone else.
Because of this, a Wet Queen in a harem will challenge the alpha regularly for primacy unless strict rules are laid down and if she becomes the alpha she will expect the same kind of loyalty from the harem that she would get in a kingdom. She is likely to become very unhappy with any Pokégirls that she believes are halfhearted in their efforts and has the power to make her displeasure known.
Wet Queens in a harem are constantly trying to get their Tamers to find mages to teach them more spells. One could say they are very demanding about it, almost badgering or nagging.
Wet Queens are very possessive of their subjects and will often send subordinate Wet Queens along with large teams of Wet Lasses and Wet Elves to hunt down and return lost members of their kingdoms. Usually this pursuit will end when the Tamer reaches land. However it must be noted that Wet Queens seem to have a way to know exactly where the captured Pokégirl is even if she is in a Pokéball.
Needless to say, bartering with the ruling Wet Queen for a Wet Lass is preferentially recommended.
This possessiveness translates into harem life as well and Wet Queens often spend a great deal of time urging their Tamer to hunt down and reclaim any Pokégirls lost for any reason, including salvage. There are even a few unsubstantiated rumors of Wet Queens leading harem members on commando style recovery attacks without their Tamer's knowledge. If true, the Tamer would still be responsible for their actions.
There are no recorded cases of Threshold into any of the Wet Elf evolutionary line.
All of the Wet Elf evolutionary line have longevity and thus none have become pokewomen as of 299 AS.
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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.
Ceremony Description
Elemental Stones Needed: Dream Stone, Mana Crystal, Diamond, Moon Stone
Area & Time Conditions: A place of spiritual enlightenment, like a temple, or a respected Pokedojo that has produced many skilled Pokégirls, preferably in a mountainous region but not necessarily. When is not really important as long as it is night but the sky must be clear and the stars shining down—if the moon is full and the night calm will improve the possibility of evolution.
Ceremony Itself: In a flat area that has some access to view the night sky and/or moon, the four stones must be placed on four pedestals or stands that bring the stones around three to four feet. The pedestals most be arranged in a square with them at the corners, Dream Stone opposite Moon Stone, and Mana Crystal opposite Diamond.
With no one but her Tamer watching, the Tigress will go to the middle of the square and wait for her Tamer’s command to begin. She may wear a gi or nothing at all according to the Tamer’s wishes. Once the Tamer orders her to begin the Tigress must silently practice her martial arts fighting skills in the evolution stone arena. Neither Tamer or Pokégirl can speak during this time.
If the evolution happens it will occur no less then one hour after starting and no more than three hours. The stones erupt into four pillars of pure white fire that arc down to surround the Pokégirl. All the stones are of course consumed when this happens. Once the fires fade the Tigress will have become a White Tigress.
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WHORE-OH, the Legendary Love Goddess Pokégirl
Type: Near Human
Element: Flying/Fire/Magic (Celestial)
Frequency: Extremely Rare (Unique)
Diet: human standard
Role: self-proclaimed goddess of love and love-making
Libido: High
Strong Vs: Bug, Fighting, Fire, Magic, Plant, Psychic, Steel
Weak Vs: None (Electric, Ghost, Rock, Water)
Attacks: Fireball, Flamethrower, Fire Spin, Flame Tower, Flame Sword, Feather Blizzard, Gust, Wing Buffet, Wingover, Mach Breaker, Smile, Absorb, Shield, Heal, Teleport
Enhancements: Enhanced Vision (x9), Legendary Qualities, Legendary Salient Qualities, Improved Respiration, Endurance, Freejoints (hips and knees), Prehensile Feet, Atmospheric Comfort, Toughness, Darkvision
Evolves: N/A
Evolves From: N/A
Whore-oh is the fourth Legendary bird Pokégirl. However, neither the Legendary birds nor any other Legendary claim any sort of special relationship with her. Among her fellows, she is the least-respected Legendary.
After Typhonna's disappearance during Sukebe's war, he decided to bring more Legendaries into play to help counteract the loss of Typhonna's sheer power. Since Articunt, Zapdass, and Moltits had already done so well, he decided to create a new set of Legendary birds, stronger than the originals. Whore-oh would have been the first of them, but her mentality was, as far as Sukebe and the other Legendaries were concerned, completely deranged. She refused to fight at all except in self-defense. Worse, she would speak long and eloquently that humans and Pokégirls should make love, not war, that they should abandon their differences and focus on pleasuring each other in peace and love. Needless to say, this view did not go over well at all. Most of the other Legendaries (and, apparently, Sukebe himself), found this notion to be too ridiculous to warrant any serious reply at all, and either ignored Whore-oh or showed her derision. Even the kinder Legendaries, save for Sexebi, found little value in her philosophy of sexual healing. Moan preferred real acts of succor to ease people's sufferings, and Bastit was known to have once remarked that "her lovey-dovey attitude really takes the excitement out of fucking." Discouraged but undeterred, Whore-oh left the company of her contemporaries, seeking to spread her message to the people and Pokégirls of the world.
Whore-oh isn't very tall, standing five feet four inches. She her wings are separate appendages from her arms, unlike other bird Pokégirls. Her hips and knees can bend ways a normal human’s can't, allowing her to land easier from a fast flight. Her feet are clawed, with a back-toe to aid in gripping rough ground. Unlike the other Legendary birds, her feathers are not a uniform color. Her breasts and belly down to her crotch are covered in short, off-white feathers of a cream color. Her arms, torso, face, back, and the back of her wings are a covered with light reddish feathers, and her legs, as well as the inside of her wings and the feathers hugging her ass, are covered with soft yellow feathers. Her hair hangs down to her shoulders, a golden blonde. Her breasts are a large C-cup, and her cunt is surrounded by very short feathers that hug her skin closely, giving it an unshaven appearance. Whore-oh never wears clothes.
Whore-oh still wanders the world today, undeterred by how little success she has had. She seems to have sunk deeper and deeper into a fantasy world of her own creation as the centuries have gone by. She now refers to herself as a goddess of love and light, offering to make love to any she comes across, so that they "may seek purity in the heat of her passion" as one person who had met her put it. While it may sound like the opportunity of a lifetime to have sex with a Legendary, people who have been with Whore-oh have said the experience was almost frightening in its intensity. Whore-oh refuses to perform any carnal act except straight sex, no tit-fucking, no oral or anal playing, or anything else. She further insists on only the standard missionary position (ironic since she's on a pilgrimage), usually with her on top. During the actual act, she doesn't allow talking dirty or anything except soft kissing, almost always while staring into her partner's eyes intently, even during orgasm. The way she seems to insist on intimacy, almost demand it, is rather frightening to most of the people she's been with. None could deny that the experience was very profound though, or that they came very hard.
Whore-oh has powers that allow her to carry out her "holy mission," which is odd, since Sukebe certainly didn't bestow her with such abilities. It would seem that she somehow altered her own abilities to suit her new purpose. One person claims to have asked her about this, to which she supposedly only replied that as a goddess, she was not bound by the work of mortals. When facing a hostile force, she prefers to use non-confrontational moves such as Absorb and Gust to keep her foe down, only resorting to her stronger fire attacks to defend herself. If worse comes to worst, she will just teleport away. It usually doesn't come to that though, since she is generally able to down a foe long enough to calm her foe (see below) and make love to them, trying to "heal them with her purity."
Whore-oh has a severe dislike for those who would use sex as anything other than a deep expression of intimacy. She doesn't regard Tamers and other Pokégirls as wicked, merely misguided. Pokégirls who use sexual domination as a way of life, however, and others who use sex as a weapon, draw her ire, since she views them as clouding the true path to enlightenment. She continues to wander the world over, trying to create a paradise of parity and sex, one person at a time. Whore-oh's ultimate dream, one she hasn't told anyone about, is a world where everyone is truly connected…Recognition of everyone, everywhere. It is this hope that keeps her going, believing that once she has done her duty and brought the entire world together as one, she will finally be allowed to join them.
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Whore-oh’s shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below), nor her learned skills. They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Whore-oh has No Weakness (Level 85). If she were to face a Rock or a Water-type Pokégirl, or anything else that was considered Strong vs. Flying/Fire/Magic, at or below level 85, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Whore-oh’s array of special attributes:
Soothe Feelings: Despite not being a Psychic-type, Whore-oh can use her magic to soothe the hearts and minds of others. Without giving any overt signs, she can concentrate on someone within line of sight, making whatever they're feeling lessen. This works as long as she can concentrate as least partially on someone, and she can use it on multiple people at once. She tends to use this on someone to pacify them before she seduces them, and maintains it during sex if the person would otherwise become rowdier than she would like. After the effect ends, the manipulated person doesn't know their emotions were tampered with.
Forced Bond: If Whore-oh sees two or more people having sex, she has the ability to make a Delta-Bond between them. She cannot use this ability on herself however. Beyond that though, anyone who doesn't have the Mentally Isolated Blood Curse is subject to be Bonded to another by Whore-oh's manipulations. She tends to use this rather liberally, Bonding people who are already nice couples, as well as those who don't feel intimacy for their partner, her way of "teaching" them how wonderful such intimacy can be. Thusly, to many a Bond is indeed a curse, since they somehow end up having one to someone they otherwise don't care for.
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WITCH, the Magic Abuser Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Uncommon (Most of the world), Very Rare (Edo League)
Diet: Human-style
Role: Amateur magic-users
Libido: Average mainly, gets High when they're excited
Strong Vs: Ghost, Fighting
Weak Vs: Psychic, Magic, Water, Fire
Special Weakness: Ticklish, green-skinned witches have severe water allergy
Attacks: Spellwork, Witch's Curse, Barrier, Aura Barrier, Mystic Bolt, Mana Bolt, Power Bolt, Reflect
Enhancements: Magical Affinity
Evolves: Sorceress (normal), Enchantress (Moon Stone), Elementalist (Angel Stone, Dark Stone, Diamond Stone, Fire Stone, Heavy Metal, Ice Crystal, Leaf Stone, Mana Crystal, Psi Crystal, Thunder Stone, Venom Stone or Water Stone), Tick-Tock (Dream Stone), Puppeteer (battle stress… with dolls?)
Evolves From: None
Witches are how almost every magic-user Pokégirl starts out. They can use only low level spells and Magic Techniques, but they are generally useful for those wanting to start out with magic Pokégirls. Witches are low in all-around power, but they are usually attuned to a particular sort of magic. They have little in the way of magical strength but can usually be counted on to have some minor tricks that make them useful in day-to-day affairs.
This is not to say that there are not risks in having a Witch Pokégirl.
Witches tend to be extreme in everything. Whether it's being pissed, battling, or Taming, they go at it with gusto and THEN SOME, encouraging their Tamer and Harem sisters to do the same. Most Tamers tend to want a more mild-mannered girl, but the growing few able to cope, though, find witches to be very useful, their powers capable of defeating Pokégirls that most would consider to be out of their weight class. Because of their tendency to overcompensate in, well, everything, a proverb has arisen. It goes: "Only a Witch could want to kiss you and kill you at the same time." This is most certainly true, as Witches sometimes find themselves frustrated with their Tamer's inability to keep up with them.
Their Witch's Curse attack causing completely and totally random things to happen, and not always for the Tamer's benefit. Fortunately, the effects are low-level and amount to nothing more than light slapstick humor for the most part.
There are rumors, though, of a Witch who wears scarlet, a Witch whose powers are strong enough to change the world entirely. All Witches scorn this rumor, however discreet observations have noted that the vast majority of them, especially older Witches, are afraid of the color red…
As an interesting side note, a Witch's Magical Affinity makes their skin much more sensitive, making them very ticklish and easily satisfied during Taming. It also makes them near useless in Sex Battles, but as they will state (very loudly, especially after being defeating by a Sex Attack), "That's not the kind of battles we're meant for, dammit! RRAGH!"
Also, never EVER accuse them of being Infernal. Doing so will get you a firecracker down the front of your pants. Most Witches have an almost instinctual hatred of Infernals, possibly stemming from a mystically-induced race memory of pre-Sukebe Salem. Frequently, when around an Infernal, they can be heard grumbling and occasionally muttering the words 'insult' and Salem.
Witches are a relatively common Threshold for the children of magic-type Pokégirls.
Side Note: Sometimes a Witch will be born with green skin. They usually have shorter tempers and meaner dispositions than their normal-colored comrades, and tend frequently to be found in Team Rocket-style groups, leading some to term them 'Wicked Witches.' They have a SEVERE skin allergy to water, as in being exposed to too much of it will result in severe rashes and painful boils growing on their skin. They can still drink it, however, as the allergy is just on their skin. Those affected describe the effect as feeling like they are melting. As such, 'Wicked' Witches quickly learn spells to keep themselves clean, as they don't have any other means of bathing…
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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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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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YOUMA, the Default Demon Pokégirl
Type: Not Very Near Human - Inhumanoid
Element: Magic/Various (Infernal)
Frequency: Rare
Diet: special: energy consumption, various
Role: Soldier of the Legion of Terror
Libido: Average
Strong Vs: Normal, (Everything else varies)
Weak Vs: Celestial Pokégirls, (Everything else varies)
Attacks: Absorb, Dream Eater, Energy Drain, Shadow Scythe (Lv35), (Everything else varies)
Enhancements: enhanced reflexes (x3), enhanced strength (x3), enhanced speed (x3), enhanced endurance (x3), (everything else varies although Sleeplessness is more common than others)
Evolves: Cardian (Leaf Stone), Daimon (stress, orgasm or battle), Hellcat (Cat E-Medal (Magic/Fire type Youma only) or Cat E-Medal and Fire Stone (All Youma except for Magic/Fire types))
Evolves From: Kamichu (if highly temperamental)
Back during the war of revenge, the Youma, the first and most basic of Infernal Pokégirls was what made up the original Legion of Terror. They were the oncoming wave of unholy nature that struck against human populace and armed opposing forces. With their various strengths and powers, there was more than enough variety to handle any situation; any opposition they faced was squashed thoroughly. Although over the years they became more of the grunt soldiers as they were joined by more dangerous Pokégirls, (such as the Vampire) and more powerful, more fiendish Pokégirls, (the Mazoku) the Youma still made up the vast majority of the Legion of Terror (a solid 68%). They kept the fight going right up until its disbanding in 4 AS.
It is understandable that with such a history, Youma aren't really popular, despite the vast variety of powers and abilities. And it doesn't help their case that most of the species aren't attractive... to begin with. The only exceptions are often the domesticated Youma, but there are, on occasion, moderately attractive feral Youma found in the wilds, (and are often captured on the spot if possible). The other problem is that there is a genetic memory, some coding deep down that lets them remember, makes them just know on an instinctual level that they used to be the main stay of Sukebe's Legions of Terror. Despite the Legion's dissolution long ago, roughly half of all Youma retain a level of fidelity to the Creator, and often they'll only give a show of their foul temper to all other humans. Fortunately, this instinct of loyalty to a madman is lost upon evolution.
However, there are Pokégirl Tamers that continue to Tame and domesticate the Youma species. One of the main reasons is that with every evolution, there's a good chance (60% to 70%) that the Youma will become more physically attractive than before. And of course, every Youma tend to become considerably more powerful with every evolution. One Daimon was known to have the strength of an Amachamp. Unfortunately, for those Tamers that choose to try and work with Youma will discover that they are very difficult to maintain because of their wildly different food requirements. Youma and Cardians often need to drain health from other life forms, Lemures need to cause nightmares, Droido and Demonesses need to release negative energy. But many of these are merely standards. Youma and its evolutions can vary in their dietary needs. Even thought energy consumption has been the norm, the Youma has not had a base diet established.
In Pokébattle however, is where a Youma really shines. They have such versatility and can handle numerous roles depending on their elements, but there is always a few techniques that will always be present in the Infernal Pokégirls. Techniques that drain their opponent of energy are their staple, and when they get to a high enough level, they gain a solid Infernal technique to their repertoire: Shadow Scythe. Whatever attack capabilities are available to them, a Youma will certainly attack any opponent, (and sometimes innocents) with gusto.
With Taming, it should be noted that for a lot of Youma, this is actually their feeding time. Those that feed on energy often give their Tamer a level of control; the more he exerts himself, the more energy he's giving off for them to feast upon. However, the Youma who don't need energy as much as the others will often be a demanding lot. As one can guess, preferred sexual fetishes and positions are as varied as the kinds of capabilities that the Youma have.
There have, surprisingly, been a number of cases where girls going through Threshold became Youma. In all these cases, no one realized at first that the girl was becoming one. Due to the wide variety of physical traits that Youma posses, they're often thought to be turning into another kind of Pokégirl. However, once they start become rather hostile to former loved ones and begin making out-and-out declarations that `The Creator shall win', `Humanity will taste my wrath' and `Legion of Terror FOREVER', it's a little more than obvious what's going on to her, and the girl will often find herself shipped off to a far-away Ranch ASAP!
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