A-BRA, the Psychic Snoozer Pokégirl
Type: Near Human
Element: Psychic
Frequency: Uncommon
Diet: human style food
Role: Security, Research Assistants, Emergency Rescue
Libido: Low
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Teleport, Foresight, Confusion, Fade
Enhancements: Telepathy
Evolves: Ka-D-Bra (normal), Ishtar (Dusk Stone)
Evolves From: None
Known as the premier psychic type throughout the world, the A-bra was originally used as Sukebe's first psychic types. Unfortunately, though he managed to create a psychic human-like Pokégirl, he had no way to anticipate the stresses that using her powers would create in her mind. As a result, and fortunately for the human race, the A-bra Pokégirls require upwards of twelve hours of sleep everyday, and even up to 18 hours if she uses her stronger psychic abilities. It was this unfortunate tendency that allowed numerous Pokégirls of this breed to be captured after the war, and even during it- their unfortunate need for sleep after using their powers makes them so tired that not even a retreat order directly from Sukebe himself could rouse an A-bra. Although initially killed on sight (typically while asleep) by human soldiers and by the first tamers as being too powerful to control, soon after the war the A-bra were captured instead and information on psychic types was finally gained. They were among the first psychic types to be captured and brought to the human side.
The A-Bra is a small Pokégirl, rarely exceeding 5'4 in height. Their skin is a goldenrod yellow, though their hair can be any color. Bust size, as their name suggests, is a mere A-cup. Their other defining feature is a pair of "antennae", similar in structure to catfish whiskers, positioned just above their eyebrows. Research strongly suggests that these structures, rarely more than a few inches long, act like conductors for psychic signals, and are used mainly to pick up brain waves and as a way to focus her psychic abilities. Oddly enough, these antennae are also observered in two of her higher evolved forms: the Ka-D-bra and the Alaka-Wham. Most A-bra do have hair, although a small percentage are bald for some odd reason that researchers are unsure of even today. It is generally assumed to just be some genetic quirk, although tamers seem to suggest that the bald members of this breed are actually stronger than the A-bra who do have hair. Tests have shown inconclusive evidence of this, however. Though they are known to sleep between 12-18 hours a day, the A-Bra remains fairly useful even amongst anti-Pokégirl leagues. They have the ability to read minds, teleport, and have a danger sense. They are also quite intelligent, often having just the answer her trainer needs in any predicament, provided he can rouse her to consciousness long enough to give her thoughts. However, A-Bras are physically frail, and lack the powerful Psychic attacks of their more evolved forms, making them a poor choice in a fight. Feral versions are very rare. It is far more common to find them at a breeding center, such as the famed Tendo Ranch. A-Bras, while not common by any means, are one of the more likely outcomes of Threshold for a girl with strong Psychic ancestry.
It is very rare to see an A-bra in a harem, since most tamers would rather skip the pain of trying to raise a sleepy A-bra when they could have the powerhouse that is a Ka-D-bra instead, or some other psychic type that doesn't require so much slumber every day. Because of their requirements, no A-bra has been documented as an Alpha or a Beta in any harem other than a coordinator's. This breed was not originally meant for fighting, and it shows in the battles that one is in. The ones that they do participate in, however, are often won through intellect and strategy rather than brute strength, using teleport to escape and then mundane attacks as well as Foresight to do some damage and avoid being attacked. Outside of harems, they are often used in any number of non-physical occupations, as well as transports- using Poképacks to carry a fair amount of material, the A-bra can convey a large amount of supplies over amazing distances without the need for Pokéball transfer systems. This makes her a very useful emergency rescue Pokégirl, though they are susceptible to the elements compared to other Pokégirls often used for the same role.
It has been noted throughout different harems that A-bra are very wary when Dark-type Pokégirls are around. This is attributed to the possibility that as they sleep most of the day, they are easy prey for dark type Pokégirls moreso than most other psychic-types. Another little quirk is that they dislike being compared to bug-type Pokégirls, including Spidergirls and Spiderwomen. This is a little more difficult to pin down, but is typically considered to have something to do with their antennae, a feature that mostly only bug-type Pokégirls possess. In a battle, Bug-types and Dark-types are often their first targets (even ferals share this odd sense of strategy, and this behavior has yet to be fully studied), as they are the Pokégirl-types that seem to resist their psychic abilities the most. Using Confusion, and then Foresight, the A-bra can even use Teleport as long as no one or nothing else is touching her in order to get away or get closer to her opponent. Fade is used to give her the ability to escape when needed, a technique used to great effect during the war and in more modern times to assist with capturing criminals and to trail others.back to the master index
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ALAKA-WHAM, the Psychic Powerhouse Pokégirl
Type: Near Human
Element: Psychic
Frequency: Very Rare
Diet: human style food
Role: security, often with administrators or researchers. Also make excellent Alphas
Libido: Average (higher with high-Empathy Tamers)
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Teleport, Telepathy, Telekinesis, limited Precognition, Healing, Barrier, Psychic, Psywave
Enhancements: High psi capabilities, Enhanced Intelligence (x15), highly developed nervous system
Evolves: None
Evolves From: Ka-D-Bra (normal)
Alaka-Whams continue the growth begun when they became Ka-D-Bras, gaining a few inches in height for a maximum height of 6'0. Their skin (once again sans antennae) darkens to a deep red, and their antennae max out at nearly a foot in length. Many Alaka-Whams keep their antennae back, flat against their head, unless actively wielding their psychic powers. Their bust also increases, usually upwards on an E-cup. Their breasts are so large, in fact, that their frail bodies can't support the weight without assistance. Alaka-Whams rely on constant, low-level telekinesis to help support the weight of their massive chests.
Their powers also increase dramatically, giving them a wide variety of Psychic attacks, defenses, and support abilities. Using Telepathy and Precognition to stay one (or more) steps ahead of their opponents, they use Barrier and Teleport to avoid any attacks their opponent conceives of throwing at them. They usually overwhelm their opponents fairly quickly using a combination of Telekinesis, Psychic, and Psywave.
Though always viewed with some suspicion, it wasn't until Mao's Rebellion that active distrust was a factor in modern times. The baseline mistrust comes largely from jealousy of their extreme intelligence. Their typical IQ is about 500, though some exceptional individuals can be even higher. This intelligence leads them to a rivalry of sorts with the Supe-Bra Genius, who they view as intellectual equals. However, the Supe-Bra Genius's wide assortment of mental instabilities is a point of contempt, with the Alaka-Wham seeing them as erratic and inefficient.back to the master index
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AMACHAMP (aka GOLEM), the Super Strength Pokégirl
Type: Near Human
Element: Fighting
Frequency: Rare
Diet: Human style but with heavy mineral requirements
Role: Physical Labor and Tank Equivalent
Libido: Low to Average
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
>b>Special Weaknesses: Can't swim, requires special diet
Attacks: Dynamic Punch, Mega Punch, Pummel, Body Slam, Toss, Crushing Punch, Pose, Focus, Gatling Punch, Super Move, No Sell
Enhancements: High density (x2), Enhanced Strength (x20), reinforced musculoskeletal structure, high efficiency cardiovascular system, dermal plating, high efficiency respiratory system, Secondary ribcage with second set of arms and breasts as well as some internal organs.
Evolves: None
Evolves From: Amachoke (normal)
The final evolution of the Amachop appears far more human than the Amachoke. Her body becomes more slender than either of her previous forms, and her height remains what it was as an Amachoke.
However, she weighs over 900 pounds.
Her strength is sufficient to lift and carry several times her own weight and her speed is similar to that of a normal human, but stopping becomes a problem because of their incredible mass.
Of course, the biggest difference between an Amachamp and her lesser forms is her doubled chest and extra set of arms. She has four breasts, each pair between a set of arms, and she has two sets of lungs and two hearts to keep her larger body active. Her second heart is actually on the right side of her lower chest while her original heart remains on the left side of her upper chest. Some physiologists believe this is to prevent the two hearts from synchronizing and doing serious damage to her body, as was seen in the earliest gasoline engines when the valves were synchronized.
Amachamps do not suffer from the arrogance of their previous forms. Most feel satisfied with their final level of strength and while they may work out to keep in shape, they are not as driven as their previous evolutions are. Then again, most of their former workouts were found to be too easy or too difficult to accomplish with four arms. Some may even grow to fear their own power, as few opponents are much of a challenge when the Amachamp's four arms can completely immobilize them.
Some researchers feel that it's the lower number of workouts coinciding with the increase of libido that prove the theory that the workouts were a form of masturbation. Of course, Amachamps are more prone to backaches, so a tamer who knows massage will find themselves being "appreciated" quite often.
Despite their increased control, restraints are still a must when taming.
Amachamps do not suffer a drop in intelligence if they go feral, but they do become more aggressive. Because of this, any tamer who abandons an Amachamp or lets her become feral will usually face punishment. back to the master index
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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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ANNT QUEEN, the Industrial Queen Pokégirl
Type: Near Human (insectoid)
Element: Bug
Frequency: Rare (one per Annt colony)
Diet: Omnivorous
Role: Commanding Annts, industrial (Illegal to own without Tradesman’s License)
Libido: Extreme
Strong Vs: Electric, Psychic
Weak Vs: Rock, Steel, Fire
Attacks: Aura of Command (Annts only), Sweet Scent
Enhancements: Command of Annts, ability to evolve new Ant Queens, wings, antennae
Evolves: None
Evolves From: Annt (selected for greateness by previous Queen)
The evolution of an Annt into an Annt Queen is a beautiful thing to see. The Queen chooses her successor, embraces and kisses her, then turns and begins to fly away-- this is one of two times an Ant Queen ever uses her wings. The other is when the selected Annt grows her own set of wings and flies after her Queen to Tame her in mid-air. Once the original Queen reaches orgasm, the Annt finishes her evolution and takes command of the colony she once belonged to. Usually, selecting and evolving her successor is the last thing an Annt Queen does, as she is so weak either from age or from battle or from the Taming flight that she falls to her death upon orgasm.
Feral Annt Queens simply direct their colonies this way and that, ordering the Annts to deconstruct or eat whatever they come across and build burrows in their place, or to protect her when something menaces her (like a Tamer or predatory ferals). Tamed Annt Queens are not the most intelligent of pokegirls, but they can give and take orders and show some small amount of initiative in solving problems presented by their owners.
Annts are very unappealing and rather creepy, but Annt Queens are quite lovely. Their hair has grown back, and their bodies fill out into the bodies of curvy young women (regardless of the age of the Annt, a newly-evolved Annt Queen is always physically 20 years old). Their insectile features are reduced to the antennae of their previous form, and the wings grown during the evolution process, which are vestigial unless they seek to evolve a successor. The exoskeleton softens to a velvet feel when groomed correctly. Feral Annt Queens are constantly bulgingly pregnant and laying eggs to keep the numbers of their colonies up, and it is understandable if no one wants to Tame a newly-captured Annt Queen. -- who, unfortunately, needs to be Tamed extremely often, since she is being Tamed on behalf of her hundred or more subordinates as well.
Unique among the hiveminded Pokégirls, Annt Queens retain control over their colony when captured (though the capturing process usually drastically reduces the colony’s numbers). Which means that someone who captures and Tames an Annt Queen suddenly has an army at their command-- but an army that they are wholly responsible for feeding, housing, and directing toward more useful purposes than they are otherwise inclined to do. It is extremely illegal to own an Annt Queen except under an industrial Tradesman’s License, as only a Tradesman has the resources necessary to keep the colony and the work to keep them useful. Penalties for unauthorized possession of an Ant Queen range from confiscation and a fine or community service to prison time.
As a previous Annt Queen’s presence is necessary for her to evolve from Annt, there are no instances of a Threshold Annt Queen. There is one recorded instance of a Threshold Annt (identified by a permanent ink marking upon her exoskeleton) who was selected to evolve into Annt Queen by her predecessor, and she recovered her memories of being human (and then asked for a Level 5 Taming Cycle... such it goes).
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ARBUST, the Curvy Cobra Pokégirl
Type: Near Human /Animorph (reptile) Metamorph
Element: Poison
Frequency: Uncommon
Diet: small animals, usually eaten whole and/or live
Role: medical research to counter-act poisons
Libido: Low
Strong Vs: Bug, Fighting, Plant, Poison
Weak Vs: Ground, Psychic
Attacks: Bite, Wrap, Wrestle, Venom Bite, Venom Spit, Sex Attack 2, Glare, Hypnotize, Leer
Enhancements: Hypnotic gaze that only works on specific types, (mainly Mouse, Bug, or Bird Pokégirls) of Pokégirl, mildly poisonous scales, carbon and calcium bone structure, limited morphing abilities, antidote synthesis
Evolves: Basilisk (E-Stone Ceremony), Seduca (Delta Bond + Orgasm), Kissitalcoatl (Angel Stone)
Evolves From: Naga (normal)
For those Tamers whom take the time to work with the Naga, the snake-like pokégirl will eventually come to what is seen as the ‘natural’ evolutionary path: Arbust.
The Arbust, as one can come to expect from Pokégirl evolutions, is a step above the pre-evolved form of Naga. She grows a bit in height/length, as even if difficult to determine, it is obvious that there is more mass to her overall body, especially the lower snake half. What Tamers can expect to see is that her breasts will grow in size, changing up to a full size, be it a medium C-Cup to a large D-Cup.
Without argument, the most noticeable change is that the Arbust gains a fold of intricately muscled skin connected from the back of her head to her shoulders that she can spread like a cobra's hood. This hood has big warning markings arranged on either side in a face-like pattern that varies from region to region, and serves to frighten away timid foes at the mere sight of it. There are at least nine distinctive variations of Arbust's hood pattern, each one apparently indigenous to a different region. Unlike the cobras of old, an Arbust cannot retract her hood.
Noticably, Feral Arbusts use this hood pattern to their advantage. When a Feral Arbust encounters something she considers an enemy and/or food, she will raise her head and use Glare to frighten it. If the enemy is too afraid to run, the Arbust will then switch to Hypnotize. With her target secured, she will bind and poisons it, before taking it off to eat and/or fuck.
Physical appearances, however, are not the only changes in the Arbust. The few internal enhancements the Arbust gains over Naga makes is so that a Tamer can make more use of her. First of all, the Arbust's skeletal structure changes. While Naga had a very cartilaginous internal structure, a numberof her cartilage now changes into true bone matter, most noticeably with her skull and mandible, her ribcage with collar bone and scapula, and the number of vertebrae in spinal column that connected the two major areas together. Understandably, it is the fact that an Arbust has actual bone-matter for her head that makes her attack `Venom Bite' possible.
The second new capability also doubles as a physical feature. The Arbust gains slight morphing capabilities. Where a Naga is left with the lower half of a snake, the Arbust can shift between having her bottom half remaining as tail, (which Researchers have noted is more like a Lamia's than a Naga's) or she can have a set of legs with a length of tail behind her. Arbusts in this form have been actually been measured, and are noted as standing from between 6' to 6'8" in height.
The final and most dangerous enhancement to the Tamer and most Pokégirls in general is that the Arbust's entire body becomes mildly poisonous. This in turn makes most wrestling moves used on Arbust ineffective, as the opponent Pokégirl will become poisoned. This also makes Taming an Arbust quite challenging, since the Arbust has no control over her poisonous nature, (leaving her in a state that is like a constant use of the technique `Poisonous Coat') and her Tamer must take careful steps to Tame her by using `adult' toys, or use a higher level Ground or Psychic-type pokégirl to Tame her. However, this same poison coating the Arbust's skin can be used to make antidotes for most known poisons.
Overall, an Arbust has been a mostly overlooked evolution. It's not difficult to attain at all, but without the ability to truly please her on his or her own, this is Pokégirl that really doesn't have beneficiary use in a Tamer's Harem outside of PokéBattles. They are, however, used by a number of Researchers and Pharmaceutical Chemists. An Arbust might not make for the intelligent conversation that most educated individuals enjoy, but her venom can be used to make antidotes for most poison attacks.
Like the Naga, there has never been any case of Threshold into an Arbust. However, there have been cases of Pokékits being born that were Arbusts from the start rather than Nagas. This has left Researchers to theorize that the genetics that make up the Snake-type Pokégirls are so potent, that it will manifest while maturing in the womb rather then coming to the surface later in the child's life via Threshold.
Venom Bite - (ATK 25 + EFT) An poisonous version of bite. The Pokégirl sinks her teeth into the target, injecting her with her poison. The opponent is injured and left poisoned by the end of the turn.
Venom Spit - (ATK 10 + EFT) An enhanced projectile version of Poison. The Pokégirl spits a sharp poisonous blob of venom at her opponent. Unlike Poison, which just poisons the opponent by the end of the turn, Venom Spit deals minor damage on contact.
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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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ARTICUNT, the Legendary Freezing Bird Pokégirl
Type: Near Human
Element: Ice/Flying
Frequency: Extremely Rare (Unique)
Diet: unknown
Role: mistress of frost
Libido: Low
Strong Vs: Bug, Dragon, Flying, Ground, Plant
Weak Vs: None (Electric, Fire, Rock, Steel)
Attacks: Mist, Snow Storm, Ice Wall, Ice Punch, Ice Kick, Heat Drain, Cold Snap, Diamond Dust, Heavenly Strike, Feather Shuriken, Feather Blizzard, Wingover, Typhoon, Hurricane, Dive
Enhancements: Legendary Qualities, Legendary Salient Qualities, Improved Respiration, Endurance, Freejoints (hips and knees), Prehensile Feet, Atmospheric Comfort, Enhanced Vision
Evolves: N/A
Evolves From: N/A
Articunt is one of the three Legendary bird Pokégirls, with her two sisters being Moltits and Zapdass. The three of them were among the first Legendaries created by Sukebe. They covertly targeted supply lines and communication in human strongholds to help weaken defenses while other Legendary Pokégirls attacked the humans more directly. Articunt’s usual tactic during the war was to keep high above the battlefield and use her natural powers to make blizzards engulf enemy camps, burying them under deep layers of snow, a strategy she used many times to great success.
Articunt’s body is covered in beautiful light blue short feathers that hug her closely, save for her breast feathers, which are white and a bit larger. Her hair is also the same blue as her body, with a little of it also hanging white near the front of her head. Her hair falls long and straight down to below her shoulder blades. She is the tallest of her sisters, standing one inch over six feet. Unlike other bird Pokégirls, Articunt’s wings are separate appendages from her arms. Her feet are clawed, with a back-toe that allows her to grip the ground solidly when she lands. Her nipples are a deep navy blue against her C-cup breasts. Her cunt is naturally smooth and hairless. Articunt never wears clothing at any time.
Articunt is a paragon of both Flying and Ice-type Pokégirls. Her large, powerful wings release snowflakes every time she flaps them, and she is able to soar high into the atmosphere, at altitudes where other Flying-type Pokégirls wouldn’t dare to venture. Her incredibly sharp vision allows her to spot prey from miles above, letting her use her Dive attack to deadly precision. Her natural cold aura (see below) allows her to venture into warmer climes than most Ice-type Pokégirls would feel comfortable with.
Of the three Legendary bird Pokégirls, Articunt is the most cautious. She feels that the best options in anything are those that present the least risk, even if it means waiting longer. This policy guided her movements during Sukebe’s Revenge, during which time she never actively fought the humans, instead staying well out of harm’s way as she let her icy powers do the trick slowly instead of using her combat abilities for a quicker solution. Articunt was against the entire idea of killing their fellow Legendary, Atmuff, and argued heavily in favor of a waiting action, hoping Atmuff would come to her senses. It was due to Articunt’s influence that the three sisters waited as long as they did before they made their move. In hindsight, this turned out to be very fortunate. While she was ultimately unable to talk her sisters out of the idea that Atmuff needed to die, Articunt’s debating delayed them so long that another Legendary, the vicious Hy-bra, made her own move. Although she died at Atmuff’s hands, Hy-bra’s attack weakened Atmuff enough that not only did Articunt and her sisters win the fight (something that might not have happened otherwise), they did so without any major losses. Articunt’s caution is not cowardliness however; she pulled her own weight in the battle with the Legendary Warrior. She recognizes that sometimes there are situations where risk is inevitable, and when that happens she acts with her whole heart.
Articunt is ruthless in a battle. Her preferred tactic is to remain high above the field, directing cold weather to wear down her foe gradually, letting them freeze. If necessary, she’ll use a variety of her attacks from on high, never coming within a foe’s reach. Her combination of Heat Drain and Cold Snap have been known to flash-freeze open flames, and using Typhoon and Hurricane can create deadly arctic storms around her foes. She usually uses Heavenly Strike as a warning, or a coup-de-grace on foes that have particularly annoyed her. If physical combat is unavoidable, Articunt will use Dive as often as possible, and will fall back on Ice Punch, Ice Kick, and Wingover while Mist and Ice Wall help to keep her opponents confused.
Since the slaying of Atmuff, Articunt has left the company of her sisters. The Watchers have confirmed that she is somewhere on the Tyroon continent, either in the northern ice fields, or the ice wall between the Slot and Silver River Leagues. Opinion amongst the Watchers is divided on what to do though. By all accounts, no one has been attacked or hurt by Articunt, and even the number of people who make reliable claims to have had sex with her are particularly small. Articunt appears to be trying to stay out of sight, and many in the Watchers suggest letting her do just that, lest her icy ire be roused.
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 Articunt'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, Articunt has No Weakness (Level 75). If she were to face a Fire or a Rock-type Pokégirl, or anything else that was considered Strong vs. Ice/Flying, at or below level 75, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Articunt's lexicon of special attributes:
Queen of Cold: Articunt is the iciest of Ice-types. Her temperature is so cold that she actually radiates an arctic chill around her. For five hundred yards in every direction from her, the temperature around Articunt plunges far below zero, to around negative one hundred. Effects on the environment dissipate thrice as quickly as they formed if Articunt leaves the area, i.e. if she were to spend three weeks in an area, after she left it would take a week for it to return to its natural condition, no matter how dry or hot that condition may have been. It is for this reason that Articunt can maintain such a cold haven in the warm climate of Tyroon. By concentrating, Articunt can lessen her aura; the more she concentrates, the less cold it is. She rarely does this however, and has never been known to make her range above zero degrees (if she even can negate it that much).
Center of Sub-Zero: All of Articunt’s non-ice attacks inflict additional cold damage. For example, Feather Shuriken does not only stabbing damage, but also cold damage since the feathers are frozen. Typhoon not only hits opponent with harsh winds, but those winds are freezing. Further, all of Articunt’s ice attacks inflict heavier damage than they would if they came from another Ice-type Pokégirl, representing how Articunt is truly the coldest being alive.
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ATMUFF, the Legendary Warrior Pokégirl
Type: Near Human
Element: Fighting
Frequency: Extremely Rare (Unique; Deceased)
Diet: any
Role: supreme warrior
Libido: Unknown (Low to Average speculated)
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel, Fighting
Weak Vs: Flying, Psychic
Attacks: Growl, Slash, Bite, Scratch, Kick, Pummel, Dodge, Fury Swipes, Tail Slap, Counter, Pose, Stone Palm, Backhand, Resist, Gatling Kick, Gatling Punch, Chi Blast, Hurricane Kick, Quick Attack, Leg Sweep, Sabre Claw, Headbutt, Mirror, Chi Healing
Enhancements: Enhanced Reflexes (x10), Enhanced Speed (x5), Enhanced Strength (x40), Legendary Qualities, Legendary Salient Qualities, Thick Hide, Endurance
Evolves: Neo-Atmuff (raw determination, possible/unconfirmed), Cyber-Atmuff (cybernetic attachments, possible/unconfirmed), Dark Atmuff (mechanism unknown, possible/unconfirmed)
Evolves From: None
Atmuff was one of the fiercer Legendary Pokégirls created by Sukebe before the war began. Unlike some other Legendaries, who chose to hit supply lines and communications to help lower resistance, Atmuff took the fight directly to her enemies, targeting population centers and places of strong resistance. She apparently lived for combat, and eschewed more subtle forms of confrontation.
Atmuff was physically imposing. Her skin tone was a lighter pink than a normal human’s. Her back legs were reversed-jointed like a cat’s, and had sharp but thick claws on her toes. Her hands had claws also, and she was obviously just as comfortable on all fours as she was on her back legs only. A large, thick tail waved behind her, though she would often curl it up over herself in a scorpion-like manner, despite its lack of a stinger. Her breasts were smaller than most of her sister Legendaries, being a fairly moderate B-cup. Her hair was dark but cut short, not even reaching her shoulders. Her pussy was naturally hairless. When standing on her back legs, she stood almost seven feet tall. She was never observed to wear clothing on any occasion.
Atmuff was a very grim Pokégirl. She never smiled or relaxed, taking everything with what seemed to be extreme seriousness. Her tactics, while brutal, were rigidly controlled. She always killed her opponents, never offering nor showing mercy. She cared nothing for anyone who got between her and her targets, eliminating such nuisances without a thought. This led to the deaths of other Pokégirls early on, and everyone in Sukebe’s forces rapidly learned not to ever come between her and whoever she was fighting. She was very taciturn, only speaking on the battlefield. When she did talk, her musings were cryptic and menacing, speaking of the nature of life and death, matter and energy, time, and other esoteric matters, usually in relation to herself. While some researchers today argue that she was in possession of mystic knowledge, most simply believe she was insane. A few have put forth that she simply went Feral and never recovered from the state. Almost everyone denies this argument for several reasons though. First, Feral Pokégirls, even Legendaries, tend to run wild, but for years during the war Atmuff fought in a controlled, disciplined manner. Secondly, she was able to say more than just her name, on those rare occasions when she did speak. Thirdly, it would have been the height of folly, the researchers say, for Sukebe to allow such a mighty Pokégirl to run wild. Some speculate that Sukebe himself Tamed her to keep her in line.
Whether she was insane or not, she was a holy terror on the battlefield. While she was quicker to react and faster than almost anything else, it was her strength that was truly frightening. Her physical might was exceeded only by Titania the Stone Titaness. Atmuff would simply wade into direct melee with soldiers, ignoring their attacks while shredding them like wheat with her own physical attacks and throwing bolts of chi, which she seemed to have a nigh-unlimited supply of, at enemies out of reach, all the while relying on her Thick Hide ability to turn aside most small projectiles, such as bullets. Stronger forms of weaponry, such as the particle beams that were being used at the time, were Dodged thanks to her incredible dexterity. Between battles, she would simply return to base, presumably for new commands, or would simply remain sedentary on the battlefield, occasionally taking time to eat. Atmuff could apparently consume anything to keep going. She was known to consume meat, vegetation, and even minerals.
Atmuff met her end though when she refused to cool her tactics down. Ironically, her merciless assault led her to meet her end not at the hands of the humans she had fought, but at those of her fellow Legendaries. After the (presumed) death of Sukebe, the war took a sharp turn for the worse for Pokégirls. Even as the humans were devastated by viruses of their own creation, they Tamed greater numbers of common Pokégirls, turning the tide, and worse, their ultimate weapon, the warship Langoud, was finally completed. When the mighty ship brought low two Legendaries, canny observers knew the war was lost for the Pokégirls then. Atmuff, however, either didn’t realize this or didn’t care, and continued to wreak devastation in her wake. Eventually, it was too much. Three other Legendary Pokégirls, Articunt, Zapdass, and Moltits, decided that Atmuff was going too far. In her apparent madness, she refused to lessen her assaults, drawing more and more ire to herself. Having seen that the humans could indeed kill them, the three Legendary bird Pokégirls knew that if she continued on, it would only be a matter of time before the humans decided that all the Legendaries had to die. Atmuff was threatening them all with the havoc she was unleashing, so they came to the difficult decision to kill her.
In 9 A.S., the three Legendaries confronted Atmuff in what was then southern Africa. The fight was long and fierce, and no one witnessed the battle, since the devastation it unleashed was paralleled only by Typhonna years before, killing all those foolish enough to remain nearby. In the end however, all of southern Africa sank. Atmuff was never seen again, while the three Legendary bird Pokégirls were, leading almost everyone to assume, correctly, that Atmuff did not survive the conflict. Her lifeless body, broken and battered, now lies at the bottom of the sea. One of her last recorded sayings however was “That which is not dead can eternal lie; and with strange eons, even death may die.” This ambiguous statement, which seemed to hint that she knew about, and perhaps was prepared for, her death, was popularized on the hit show “The Pokédex-Files,” which had several episodes about an Atmuff cult.
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Atmuff’s shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below), nor her learned skills. They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Atmuff has No Weakness (Level 99). If she were to face a Flying type or a Psychic type Pokégirl, or anything else that was considered Strong vs. Fighting, at or below level 99, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Atmuff’s array of special attributes:
Environmental Resistance: This ability allowed Atmuff to shrug off damage that could be done to her from extremes in her surroundings, letting her continue to fight. With this quality, natural extremes of temperature or atmosphere do not hinder her. The key word is “natural.” Special elemental powers from other Pokégirls could still affect her (although she could still resist them, see below) since they tended to be more extreme than most natural environments. This ability does not remove the need for air, so breathing is still necessary.
Breathless: This ability is what gave Atmuff no need for air. She could hold her breath for any length of time and not be affected by it. Together with the Environmental Resistance power, this let her fight almost anywhere without worrying about the consequences of a particular location.
Energy Immunity: This quality let Atmuff ignore up to two types of energy at once. Various types of energy include heat, cold, sound, sonic, electricity, etc. She could change which two she was unaffected by at will, and did not need to concentrate to maintain her resistance. The energy resisted was total, with no affect on her at all. The only type of energy she could not resist was psychic energy, since that power was totally beyond her. Between this and her other Salient Qualities, Atmuff was able to survive in virtually any local condition, even in space or in molten lava. She changed which two energies she was resisting several times when facing Articunt, Zapdass, and Moltits, but since there were three of them (and because they were able to fly, outmaneuvering her), she eventually fell to their combined might.
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BABEOON, the Violent Monkey Pokégirl
Type: Near Human to Not Very Near Human Animorph (Primate)
Element: Fighting/Plant
Frequency: Uncommon (Forrest and Slot) Rare (Everywhere Else)
Diet: Omnivorous with a preference for Meats
Role: Jungle Assaults
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Bite, Flower Kick, Counter, Hurricane Kick, Flying Kick, Stone Palm, Giant Toss, Rose Whip, Wood Tower, Lance
Enhancements: Enhanced Senses (x2), Enhanced Agility, Balance, Reflexes, and Flexibility (x3), Enhanced Strength (x3), Enhanced Speed (x3), Prehensile Tail (Ferals only) and Feet
Evolves: Unknown
Evolves From: Pri-mate (Leaf Stone)
Aggression. That is the word that comes to mind when one mentions a Babeoon. With the application of a Leaf Stone the Pri-Mate seems to trade in her curious nature for a more aggressive one. The Babeoon gains anywhere from six to eight inches when she evolves, her bust gaining very little, a half cup at most. The most prominent change to them when they evolve is that their ass swells, giving them a 'bubble-butt' appearance. Their rumps are much firmer than what people think. Their fur turns either white or some off color of white that always has a slight green tint to it. Feral Babeoons tend to have a slight muzzle instead of a mouth, and all Babeoons have elongated canines. Most Ferals tend to be slightly more animalistic in appearances.
Babeoons are fierce fighters. One of the breed's major drawbacks are their quick tempers, able to go from calm and loving to raging like a Gynadose in about the same span of time. Because of their tempers it isn't recommended for any beginning tamer to have one in their harem. They attack with everything in their arsenal at once. They strike hard and fast in short bursts. One minute they're attacking with everything all at once in a confusing rush, and the next you allowed a quick breather before the assault begins again.
The first discovery that Babeoons are an evolution of the Pri-Mate was by accident, before they were just considered a stand alone Pokégirl. An E-stone merchant had a Pri-Mate in his harem that usually wore gloves while helping to avoid any chances of evolving on accident. While they slept one night there was an attempted robbery and the Pri-Mate, in her hurry to protect the stones, forgot to put her gloves on. While fighting off several of the offenders' Pokégirls the Pri-Mate accidentally grabbed hold of a Leaf Stone and evolved. She managed to fend off the intruders and recover all of the stones except for the one that caused her evolution.
The Babeoon is very proud of her luscious ass. They enjoy anal as much (possibly even more) than a Mini-Top and share the Excessively Violent bunny's dislike of any jokes, comments, or remarks pertaining to her lack of a chest. The skin on their asses become sensitive, and if a Tamer knows what he's doing, he's capable of getting a Babeoon off playing with her ass alone. No one knows why the Babeoon has a love for spankings, but Babeoons often act up with favored tamers just to give them an excuse to 'spank their Monkey'. Because of their canines most tamers will only let a Babeoon pleasure them orally if they truly trust in her. While there is no chance of being poisoned, as with the Arachnae, most tamers admit that they still find it slightly uncomfortable allowing their dick to be placed into the mouth of a Pokégirl with a short temper and sharp teeth.
The Feral state of the Babeoon is something that puzzles researchers. They can't seem to figure out why a girl that shows aggression when she's tamed becomes much more laid back when feral. This torpid state as often allowed researchers to wonder right into the middle of a Babeoon troop. They tend to stick with their own kind and can be very territorial to unwanted company, but they can be found in charge of Pri-Mate troops and frequently on the move. When company has over stayed their welcome the troop bands together and drives the unwanted guests out, biting and clawing. The time periods vary, but most seem to allow a week or two grace periods. They show no signs of provocation before attacking, so caution should be used when dealing with these feral Pokégirls. While they are more passive when Feral, they are still no Pokégirl you'd want to run into in a dark alley.
As of right now, while possible, Thresholding into a Babeoon is unlikely. Most girls that do Threshold into a Babeoon have a heavy combination of monkey Pokégirls and plant types in their heritage. Thresholding into a Babeoon is similar to the thresholding process of a Pri-Mate, although an early sign is that the young girl will generally become more violent and hostile. Another sign is that the girl tends to go through all of the discomforts and pains that the rest of the Ape types go through, including the painful foot cramps as the bones reposition themselves.
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BALEENA, the Whale Warrior Pokégirl Type: Near Human Animorph (Whale)
Element: Water
Frequency: Rare
Diet: small fish (lots), shrimp, plankton
Role: Aquatic heavy assault, used in undersea mining and farming post-War
Libido: Low
Strong Vs: Fire, Ground, Rock, Water, Ice (Special)
Weak Vs: Electric, Plant
Attacks: Tackle, Water Gun, Pummel, Water Spear, Takedown, Water Sword, Tail Slap, Mirror Image, Hip Drop, Water Floor, Body Slam, Bubbler, Backhand, Crushing Punch, Geyser, Super Move, Tidal Wave, Hydro Pump
Enhancements: Enhanced Strength (x10 on land, x20 in water), amphibious, Enhanced Durability & Endurance (x5), Enhanced Speed (x3 in water), has immunity to cold other Water-type Pokegirls do not
Evolves: None
Evolves From: None
During the Revenge War, the Baleena was created to take the fight to the navies of the world. Underwater combat specialists, even at their relatively small size compared to the human ships that were being capsized (compared to the humans on the ships, however, she is rather large. (More info below.) Though they devastated opponents while underwater or on the water, humans were quick to realize that they were one of the only Pokégirls to have two weaknesses that they could exploit. These Pokégirls are much less devastating when on land (or beached, as the first human armies called it when they trapped them) and were still vulnerable to human weaponry. Although the human armies and navies managed to trap the first Baleena in this fashion, the Pokégirls soon realized what was going on. Smaller, more maneuverable and versatile Pokégirls (namely the Boobfin, Whoresea, Laplass, and Selkie) were quickly assigned to aid Baleena forces, creating entire task force groups that proved so effective that about 85% of all combat worthy naval vessels were destroyed by late 2000 AD (-2 AS).
After the war, the Baleena were found living peacefully among whales and dolphins. On several occasions, the Baleena were recorded as protecting the animals that they lived among from other predators, including Pokégirls. Though not essentially territorial creatures, as they migrate on paths that whales cruise around the oceans on, they are fiercely protective of any that they deem to be family. Often, these Pokégirls lead their animal-cousins to feeding grounds along their migratory journeys. Although a few fishermen after the war attempted to continue the ways of whalers of centuries past, this practice was discontinued as soon as Pokéballs became generally available. Even feral, the Baleena are intelligent enough to create traps, and even to use their pods as bait for Pokégirls or other natural predators.
Although a pokegirl, the Baleena are certainly not one of the many breeds well known for their beauty. Instead, the Baleena are stocky, tall individuals. They have been known to stand as tall as seven and a half feet, although there are a few rare pokegirls of this breed that are taller. Very few are shorter than seven feet tall. They do not have hands, but their arms are like the Harpy's in that they are flippers that sprout from her shoulders and upper arms. Unlike the Harpy, however, the Baleena still has forearms and hands, making her even more versatile in and out of water. Pokégirls of this breed have wide and webbed feet that allow her to walk on land and swim even better in the water. Like many Pokégirls, the Baleena has a tail. It is thick, and about 3/4 as long as their body is tall. This tail is one of their main defenses, and ability to move quickly while underwater. Their size and weight make running a bit of a chore for the breed, but they are just as capable of running as they are of walking. Their skin and eye coloration tend to vary, although many have darker skin color than they do eye color. Their skin covers the blubber that their body stores, however, and helps to insulate her from extreme cold temperatures and ice techniques. These Pokégirls do not often have hair anywhere on their bodies, although threshold and domestic Baleena have been documented as having short hair.
One thing that does tend to make other Pokégirls envious is the fact that their muscles do not show as obviously as most Pokégirls who are as strong as they are do. They are extremely strong Pokégirls, especially in water, and tamers are cautioned to utilize restraints if they wind up taming one. Strangely, the Baleena as a breed are especially observant of the fact that humans are much weaker and will always lay down for a taming, or swim on their backs instead. A taming while swimming is a treat to the Baleena, as are Tamers who are as gentle and loving with them as the Baleena is with her tamer.
Despite their strength, this breed is generally gentle when they or their family isn't threatened. They do make wonderful transport over short distances in water, however, and are capable of holding their breath for hours at a time if not forced into a battle. Battling uses up a Baleena's oxygen stores much more quickly than if she were just diving, eating, or doing some other non-strenuous activity. As a result of her loyalty and defense of those she considers family, which often extends to he tamer, a Baleena will very often be used as a bodyguard. She may even be given the Alpha position within a harem if the tamer stays near the ocean or some other large body of water. Baleena also enjoy singing, and it is often quite a surprise to many tamers when they listen to a Pokégirl of this breed sing for the first time. On several known occasions, those of this breed have won singing contests in various places around the world. One of the main drawback to this breed is the fact that they are not as versatile as other Pokégirl types. Also, they are not especially attractive, considering that their blubber tends to make them look 'well-rounded' (this researcher was forced to describe them in such a manner after a particularly annoyed Baleena threatened to sit on him). They are also difficult to keep fed at times, as they tend to eat nearly as much as a Snorlass every other day.
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BALLISTICUNT, the Incoming! Pokégirl
Type: Near Human
Element: Steel/Ground
Frequency: Rare
Diet: Omnivore
Role: Long-range combatants, projectile weapon maintenance
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Fighting, Water
Attacks: Arc Shot, Rapid Fire, Silver Fist, Plasma Crusher, Dodge, Counter Burst, Resonate, Metal Sound
Enhancements: Enhanced Accuracy, limited metamorphosis (left and right arms only), summonable/dismissable body armor, Enhanced Agility and Speed (x6), Increased Durability (x4), Enhanced Stamina (x5)
Evolves: None
Evolves From: Guntit (Diamond Stone)
When a Guntit comes into contact with a Diamond Stone, the Pokégirl evolves. No matter what they looked like before, their breasts increase in size by one-to-two cup sizes (which would generally place the breed's size between a C-cup and a DD-cup) and they increase in height by 6 to 14 inches (generally, they are taller than five and a half feet in height, though there have been one or two known to be shorter). They gain a natural armor that does not interfere with their maneuverability which can be summoned and dismissed. The armor covers most of their body, but doesn't protect her lower arms or her legs at all. However, their armor is lighter than that of her sister-evolution, the GunValkyrie, and as such she is not as vulnerable or slow as a result. The armor itself can be of just about any color, but generally is gray to begin with and can be painted. The design of the armor differs per region, with those in Edo sporting a mostly more traditional samurai or ninja-style look to them, just to name an example- the armor tends to take a style that is influenced by the Pokégirl’s local cultural history. A major difference between the Guntit and the Ballisticunt is that the Ballisticunt can now change both of her arms at once into her plasma cannons, allowing her access to the Plasma Crusher techniques.
With the evolution comes a better sense of self for the breed. Although they do enjoy working with projectile weapons, the Ballisticunt do manage to discover a world away from them, escaping their tunnel vision of Mission, Taming, and Weapons. With an entirely new world opened to her, the Ballisticunt are known for trying to find just about anything interesting to them- their curiosity knows few bounds, save when it conflicts with their natural strategic sense. This often makes them good Alphas and Betas, though Tamers with a combat harem rarely use them as Alphas due to how difficult it is to get certain other Pokégirl types to follow the orders of a Pokégirl that rarely fights on the front line of a battle. A peculiar thing for tamers to keep in mind is that these Pokégirls do not make good cooks, and tend to criticize recipes as they do not like doing things by 'approximate' values if they can at all help it. Ballisticunts, as a result, make for good assistants to Supe-Bra Genius Pokégirls- they are intelligent enough to be useful, and durable enough to survive the latter's possible experiments.
While the GunValkyrie is better known and more popular, the Ballisticunt is also known, though for a different reason. She is one of the fastest and most agile (if not the most in both cases) ground types known to exist. Although she's not as variable a weapons-platform as the GunValkyrie (and certainly not as flashy), the Ballisticunt is more human-like and capable of defending herself at point-blank ranges. In battle, the Ballisticunt is used for fire support, although she often begins with Counter Burst, followed by Resonate if she expects to be facing a psychic-type Pokégirl, or she may begin with Resonate instead. If she finds herself somehow in hand-to-hand combat, she'll often use her Rapid Fire (which uses the same plasma that the Guntit's Plasma Blasts used, minus the usage limitations) to make her opponent back off, or get in close to use her Silver Fist technique. At extreme ranges, a Ballisticunt prefers to use her Arc Shots instead. If facing a particularly intense threat, the Pokégirl will use Metal Sound or even her signature Plasma Crusher technique.
This breed is known for her strategic capabilities in battle, and even out of battle. Few human players manage to beat a Ballisticunt in any sort of strategic game, whether it be something as ancient as Chess or Risk, to a video game with the latest and newest innovations. In battles, the Ballisticunt has shown herself to be resilient and a steady asset. In the several Widow confrontations in which these Pokégirls have been confirmed participants, it has been recorded that the Ballisticunt was the most common Pokégirl survivor due to her staying out of the main battle and picking away at her target. Of course, this means that among front-line Pokégirl combatants, they are viewed poorly until they find themselves in the heat of battle with one. However, the only way to truly gain respect from an Amazon-type or a Ama-type is through sparring, and the Ballisticunt will usually accept any challenge that comes her way.
Arc Shot (ATK+80): A long-range only attack (at any closer than 80ft, the Arc Shot only has a 25% of hitting it's target). This is considered a Steel-type attack. This weapon arcs in mid trajectory, much as mortar shells from pre-Sukebe days do, to allow for such long range strikes. This allows for indirect firing, and this attack can reach up to one mile away before losing it's potency (maximum range is two miles for indirect fire, at which point the ATK rating decreases to ATK+10). This attack can be launched from either of the pokegirl's cannons, and inexperienced pokegirls (under level 25) have their maximum range reduced to 1.5 miles. The attack can also decrease the Defense of any/all pokegirls it strikes by a single stage per strike. Attacking with this technique requires two rounds- one to aim and range, and the next to fire after the aiming has been completed.
Plasma Crusher (ATK+100): A stronger version of Plasma Blast that is capable of being used any time. However, it can only be used once for every two levels that the Ballisticunt is in experience (at level 30, she can use it up to 15 times). This is considered a Steel-type attack. This attack requires the pokegirl to use both arm plasma cannons at once to utilize the attack fully.
Counter Burst (EFT): This technique reduces the effectiveness of any single strike to 25% and increases the pokegirl's speed by two stages. After the strike that hits is reduced, the technique must be used again before it can have the same effect, although subsequent speed increases are only one stage each (up to a maximum of five stages).
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BANDAME, the Mummy Pokégirl
Type: Near Human
Element: Ground/Ghost
Frequency: Very Rare
Diet: She needs heavy amounts of liquid, but can eat a human-style diet.
Role: Vault guardians. Frequently employed by banks and the rich to guard their vault.
Libido: Average
Strong Vs: Poison, Rock, Steel, Fighting, Magic
Weak Vs: Flying, Psychic, Water, Ice, Plant, Dragon, Fire (Special weakness)
Attacks: Tackle, Pummel, Sand Attack, Dig, Drill Strike, Resonate, Snake Bandage,* Cobra Bandage,* Bronze Fist, Silver Fist
Enhancements: Ground affinity, Enhanced Durability (x2), Enhanced Endurance (x2), Trap affinity
Evolves: Phawhore (High level + Battle stress)
Evolves From: None
Bandames were first discovered in the old Egypt area of the Dark Continent, in one of the few expeditions that returned successfully from there, in the year 260 AS. They were found guarding several old tombs, and assumed to be regular mummies as in the old legends. However when the Water-types and Cactora accompanying the researchers unleashed their attacks, the mummies softened, turning from dried-up husks to sexy, exotic women wrapped in bandages. The mummies also became much more receptive and friendly, accepting Tamings and showing the researchers around once they were convinced that they just came to look and not loot. Lord Henshingly Croft, a famous Blue League researcher, did the most intensive studies on these Pokégirls, which eventually came to be known as Bandames. He eventually began to import the Pokégirls out of the Dark Continent, as their skill at guarding treasure and their relative ease of maintenance made them potentially very useful.
Bandames, when not dried out, are beautiful, elegant Pokégirls. They are tall, busty Pokégirls that look Egyptian in appearance, with dark, sand-colored skin and with stylized markings around their eyes. Their bodies are covered partially in silk bandages that wrap around most of their body, leaving their midriffs and cleavage bare, along with most of their faces. They have a telekinetic control over the bandages, and can remove them easily at their Tamer’s request. Their primary attacks involve unraveling their bandages to tie up the opponent, leaving them open for their stronger attacks. They move smoothly and quickly, and are fierce fighters, especially if they are defending something. Interestingly enough, they have an instinctual knowledge of traps, both how to build them and how to avoid them. This has made some security companies want to recruit Bandames for their businesses.
Bandames are superb guardians of treasure. Even better, the ‘treasure’ they guard can be defined however you want, be it gold and valuables or a beloved child, or anything similar. They will defend the treasure no matter what, and not let it fall into the hands of enemies.
In terms of taming, Bandames are not picky. They like to be tamed in any way their Tamer desires, just so long as they have a lot of skin contact. Bandames do not like being alone, having an almost pathological fear of solitude. Even when placed as a guard, they will not stay in place unless they have at least one other living, breathing person to stay with them. This was first noted when they were discovered in the tombs, as all Bandames were encountered in packs of at least two.
Bandames are fairly easy to maintain. They can eat human food, however they need lots and lots of liquid to drink. Partnering a Bandame with any liquid-producing Pokégirl, such as a Milktit or a Water-type with their own internal well, is ideal, as it allows them to maintain their moisture level and stay gorgeous. If a Bandame does not regularly intake fluid, they will start to dry out, becoming like a desiccated husk in appearance. This can also be exacerbated by Fire, which can dry out Bandames quickly and burn their bandages away. However, bandages can be regenerated magically after being burned away.
There have been only three known cases of Thresholding into a Bandame, each one marked by the girl in question consuming massive amounts of water or other fluids.
*Snake Bandage – (ATK 30) The Bandame flings out the bandages on her arms, sending them coiling at the opponent to wrap them up. The bandages are surprisingly strong, and can hold all but the strongest of opponents. If need be, the Bandame can also use this attack with the bandages on her legs.
*Cobra Bandage – (ATK 70 + EFT) The Bandame flings out the bandages on her arms, only this time they coil around themselves and form a massive, hissing cobra, which lashes out and bites the opponent before returning to the Bandame’s arm. Has a 30% chance of poisoning the opponent.
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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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BEACH BUNNY, the Bouncy Bunny Pokégirl
Type: Near Human Animorph
Element: Normal/Water
Frequency: Uncommon
Diet: vegetarian
Role: pool lifeguards, swimming instructors
Libido: High
Strong Vs: Fire, Ghost, Rock, Water
Weak Vs: Electric, Fighting, Ice, Plant
Attacks: Tackle, Kick, Leap, Water Gun, Bubbles, Slick Stroke, Go Down, Wet Jet, Sexy Hug, Talk Sweet, Cuddle
Enhancements: able to hold breath for up to half an hour, Enhanced Speed (x2), Enhanced Hearing (x4)
Evolves: Mini-Top (abuse or witnessing excessive violence)
Evolves From: Bunnygirl (Water Stone)
When a Bunnygirl is given a Water Stone, she evolves into a Beach Bunny. The transformation gives her a form that is slightly closer to human than previously; her feet and legs now look human. She keeps the long ears and cotton tail though. Additionally, her breasts grow at least a cup size, usually more, and for some reason they become very sensitive to motion, bouncing from even the slightest movement. Running is something most Tamers delight in having their Beach Bunny do. A Beach Bunny’s nipples are quite sensitive; just rubbing them won’t bring her off, but it puts her very close to orgasm.
Beach Bunnies are at their happiest near water. Just being in sight of a pool or other body of water animates their personality. A Beach Bunny kept away from water becomes depressed. Beach Bunnies prefer not to go naked, but they always wear swimsuits, unless the weather is extreme (snowing, etc). These swimsuits can be either one-pieces, or bikinis, but either way they tend to be tight and leave little to the imagination. While they are still rather ditzy and short on attention, they develop an exception to this, that being swimming. A Beach Bunny can tell you exactly how to do a perfect back stroke, swan dive, etc. They make excellent swimming instructors. Beach Bunnies prefer to do the breast stroke before any other kind of swimming, for some reason. Beach Bunnies are good choices for teaching children how to swim, since they are very friendly and know so much about their favorite hobby. Beach Bunnies enjoy sunning themselves near open bodies of water for a while and then going for a dip, delighting in how chilly the water is at first. They prefer to develop tan lines, finding them quite erotic.
Beach Bunnies look sexy and they know it. They usually make sure any swimsuit they’re wearing is one size too small to show off their tits, which they’re usually quite proud of. They prefer being taken in the water, and enjoy having their breasts played with while being Tamed. They, like most Water-type Pokégirls, are good at orally pleasuring their master since they can hold their breath for so long.
Beach Bunnies aren’t anything special in combat. Most Tamers send them to fight pokesex matches, since they have more sex attacks than martial attacks. Considering their High libido however, it’s usually a poor idea to send a Beach Bunny into a sex match against a Pokégirl known for being a strong sexual fighter.
Feral Beach Bunnies tend to gravitate to nearby sources of water, and spend most of their time on coasts, usually along the beaches they’re named for. They tend to be easy captures. Threshold girls who become Beach Bunnies will spend more and more of they’re time at a local beach or pool if they can, otherwise they tend to take long baths.
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BEAVER, The Wood-Loving Pokégirl
Type: Near Human (Beaver Animorph)
Element: Water/Plant
Frequency: Uncommon
Diet: Herbivore (Wood pulp and plants)
Role: Carpentry, Engineers
Libido: Average
Strong Vs: Ground, Rock, Water
Weak Vs: Bug, Flying, Poison, Ice
Attacks: Wood Tower, Lance, Water Gun, Bubble Beam, Thunder Tail, Mud Slap, Muddy Hand, Take Down, Tail Slap, Crunch, Bite, Tackle
Enhancements: Enhanced Speed (x7-Underwater only-), Enhanced Strength (x5), Enhanced Lung Capacity, Strong Front Incisors
Evolves: Whorerat (Round Stone)
Evolves From: None
'Busy as a Beaver' is common statement used by mothers to their children, because when you think about the Pokégirl in question it is quite the accurate statement. Whether a Beaver is tamed or feral it is one of the busiest Pokégirls in existence.
Beavers have curvaceous bodies, with a small layer of fat around their stomach areas. They are usually of a variable height between five to six feet. They're breasts usually stay in the range of a Mid C-cup to a high D-cup, with rare cases having B cups or DD cups. They're always brown furred Pokégirls though the shade of brown may vary. It has been noted that domesticates, ferals and thresholders all share something about their fur patters, the front of their bodies, upper chest to her mid inner thighs are completely bare of fur and/or hair. Beavers prefer slightly warmer climates as their fronts are completely void of insulating fur. They have webbed feet and slightly webbed hands, with a large flat tail. Beavers always have very large incisors, usually protruding out of their mouth even when closed. It is not wise to make fun of a Beaver over their teeth, if you do, they will show you exactly how dangerous they are. Beavers have below-average eye-sight; most of them need some kind of eye-wear or contacts.
All Beaver Pokégirls suffer from being obsessively compulsive about any goal. When a Beaver has a goal, she will work her hardest to complete the goal, consequences be damned. Add the fact that they're perfectionists and you have a very bothersome girl at times. A Beaver might drag her Tamer along with the project, and if he agrees to help he may be subjected to her harshness, and attitude to make sure everything is done perfect, any less, annoys her and makes her feel unfulfilled. Despite multiple taming cycles to a Beaver, she will not lose her OCD and perfectionist traits as the traits are genetic and incapable of being wiped out, even by a level 5 Taming cycle. Beavers do not like being made fun of because of their appearance at times, as they try their best to look perfect.
Beavers were known during the Revenge War to destroy wooded areas and build dams, they used to rob human encampments of water, and fiercely defend the dams. They were on the battlefield afterward, planting seeds to re-grow the trees they tore down. Tamed Beavers are actually good companions for forest rangers and forest restoration. The dam building ability of theirs is used now by smaller communities without all the technology the other larger cities have to help deal with water and regulate it. The dams mainly being used to help with flood control, and restoring water quality.
Beavers are good underwater swimmers, capable of holding their breath for over an hour. They are fast swimmers using there webbed feet and large tail propelling them through the water. Their tail is used with most of their fighting, usually blasting the opponent with a Mud-slap then using Tail Slaps on their arms, busting out a Thunder Tail on foe to finish him off. Ferals fight the same way, but are actually more likely to run off or using Wood Towers to push them away.
Ferals are very apt at using Wood Tower, having an innate knowledge of the move, and using it when the area is scarce of trees for them to chew and eat, and also so make dams. They patch these dams in with mud, making these dams nearly as strong as concrete. Feral Beavers work hard constantly maintaining the dam and chewing wood to get more limbs to strengthen it, as well as giving it a fresh coat of mud every week. Ferals build lodges inside these dams to keep predators out, and to rest during the winter month when food is scarce. They store food in these lodges and eat them from the inside out over the winter months.
Ferals can be found in surplus out in the wild, seeing as if it is a large enough body or water; they will create multiple lodges and live together in a giant community. These communities can be somewhat of an annoyance as they will build dams that have a chance of messing with water flow, and cause water shortages. They also have a sense of togetherness, as if one Beaver spots a predator or a hazard, it will slap her tail unto the water’s surface to alert the other Beavers who will take to the water and protect the dam and the community.
Beavers have relatively simple taming habits, liking to be on their backs, as the tail is rather uncomfortable to have pressed against the back for anyone and being in an upright position for too long. Word to the wise though, Do not let a previously feral Beaver perform oral at least on a male, they have a tendency to bite into hard things that are put in their mouths, don't do it!! They know better however to not bite down on breasts or other objects. Researchers have a hypothesis that the penis when put into their mouth reminds them of a large stick and makes them want to bite down. Thresholders and Domesticated Beavers can control this trait, though, letting a Beaver perform oral to a male should always be practiced with a good amount of precaution.
Thresholding into a Beaver is uncommon, usually seen in girls with rodent-type ancestry with aquatic ancestry as well. A Beaver thresholding is usually categorized by the front teeth growing in length and their fingers becoming webbed as well as their feet. Some thresholders even noticed a loss of vision, where everything began to blur slightly.
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BELLE AWESOME, the Blooming Flower Pokégirl
Type: Near Human
Element: Plant
Frequency: Uncommon in Sunshine League, Rare elsewhere
Diet: sunshine and soil
Role: Pokesex fighter, cheerleader, sometimes used as spokes models and pop-idols
Libido: High
Strong Vs: Electric, Ground, Rock, Plant, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Attacks: Attraction, Sing, Dodge, Solar Beam, often learn Song, Dance, and Sex techniques
Enhancements: Solar Rejuvenation
Evolves: None
Evolves From: Gloomy (Leaf Stone), Rosebreasts (Sun Stone)
This beautiful Pokégirl has long slender leaves, similar to palm fronds, that grow from her waist in the form a skirt. She also has two large flowers growing from her head. Their green skin is nearly flawless, and their figures, unlike that of their pre-evolved form, are completely balanced (and sometimes even a little "top-heavy").
This causes a significant burst of self-confidence, with the Belle Awesome finally considering herself attractive, and a significant change in demeanor. They become very outgoing, and often refuse to wear tops, since they're so proud of their new busts. Belle Awsomes love receiving the attention their previous forms avoided, and develop a love of singing and dancing. They are also VERY affectionate, with their normally suppressed libidos shifting into overdrive. Also of note is their shift from moonlight to sunlight, which most researchers believe is a side-effect of the Leaf Stone used in their evolution.
Others believe that the switch to sunlight stems from their new disposition, and their lack of desire to "hide in the shadows", though serious researchers scoff at this notion.
Belle Awesomes avoid combat, only using the Solar Beam technique in absolute emergencies, when a life is on the line, be it theirs, their Tamer's, or their Harem-sister's. Many, however, eagerly take to learning a variety of Sex and support techniques, with Belle Awesomes being a popular choice in Pokesex battles across the Sunshine League.
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BESHEMOTH, the Mountain Ruler Pokégirl
Type: Near Human Anthropomorphic (Ungulate)
Element: Rock/Electric
Frequency: Very Rare (mountainous regions)
Diet: Stone, fruits and vegetables
Role: Guardian, heavy assault force, Mountain combat
Libido: Low
Strong Vs: Electric, Flying, Bug, Fire, Ice, Poison, Rock
Weak Vs: Dragon, Plant, Rock, Fighting, Ground
Attacks: Harden, Unmoveable, Quake, MegaWave, Shock Spike, Rage Shock, No Sell, Thunderbolt, Thunder, Spark, Lightning Bolt, Lightning Punch, Lightning Kick, Luminaire, Thunderclap
Enhancements: Enhanced Strength (x7), Enhanced Balance (x5), Enhanced Durability (x17), Enhanced Leaping (x10), Enhanced Olfactory Senses, Electrical affinity, Rock affinity
Evolves: None
Evolves From: Billie (struck by lightning while at 2500 feet or higher above sea level, charged Thunder Stone, other evolutionary methods currently being researched)
Beshemoths are a rare type of mountain-dwelling Pokégirl. So rare are they, that it’s presumed they existed long before, but simply were not discovered until recently. Still, it is considered a sign of bad fortune to see a Beshemoth while travelling a mountain. For that means you have entered the territory of a very powerful, very hard-to-hurt Pokégirl.
Beshemoths are towering Pokégirls. Nine feet in height, they are also heavily muscled, to the point where they can make an Amachamp look as slender as an Acrobabe. They retain the goatlike faces of Billies, but there is a fiercer look to them, their incisors becoming thick fangs. They gain a large, fin-like crest on their backs which is flexible enough to bend up against their backs when they lay down. The crest acts as a lightning rod of sorts, allowing them to send charges of electricity to their horns, tails, or fists. Their tails become thicker, the end swelling up and growing spikes. They are brutal Pokégirls in battle, using headbutts and lashing out with their horns, using their electricity like a bludgeon to defeat their opponents. They are very territorial, and don’t like it when someone is in home. They will assault anyone they perceive as an intruder until they leave or are killed. Whichever comes first.
Beshemoths were a mystery for years after their discovery. No one knew where they came from, people just knew that they were dangerous. They would attack travelling parties and drive them down the mountains, chasing them away from the peak. Aerial surveys were attempted to see what Beshemoths were protecting so ferociously, and after several attempts, a lone Pidgey was able to slip through and get past the Beshemoth she and her harem sisters were fighting to the top of the mountains.
What was discovered was counted among the greatest post-Sukebe discoveries of all time: several mountaintop fortresses apparently used by Sukebe himself during the Revenge War. Several of the Beshemoths guarding the fortresses were captured and Tamed, making them more willing to cooperate with the Tamers wanting to investigate the fortresses. Especially after they were given fruits and vegetables, which Beshemoths apparently adore and consider the finest of treats. A Beshemoth named Edwina, in the harem of famous female tamer Nina Valerosa, was known for her love of anything with potatoes in it.
Inside the labs were several teleporters, the technology being reverse engineered to create the earliest known transporters. In addition to this, there were detailed reports of the actions of several early breeds of Pokégirls during the Revenge War, including the Beshemoths. The ancestors of the Beshemoths that had been Tamed were created by Sukebe to guard the mountainside fortresses. During this expedition, the pre-evolutionary form of the Beshemoth was discovered when a storm on the mountain produced a lot of lightning, two of the Billies being used as guides getting struck and evolving. Since then, other methods of evolving Billies into Beshemoths are being researched. The electrical surge of a lightning bolt serves to galvanize and harden their bodies, creating the change from ground-type to rock-type, so after some testing, a Thunder Stone super-charged with electricity was found to evolve a Billie into a Beshemoth as well. Other possible methods are being researched.
Beshemoths are ferocious fighters, especially when feral. They are hard to control when infuriated or protecting something they have been assigned to guard. But amazingly, when Tamed, they are surprisingly gentle, quiet Pokégirls outside of battle. So gentle are they when not fighting, that even Pokékits feel relaxed around them. When they start growling and sparking, however, it’s best to clear the area and just let the Beshemoth fight. Beshemoths and Hounds have a great respect for each other and will cooperate in protecting shared territory. Other mountain based Pokégirls, such as Mountain Cats, brown Chocobos, and Pumaras, get along well with Beshemoths as well. In some cases, packs of Feral Hounds or other mountain-based Pokégirls have been seen working with a Beshemoth when attacking mountain travellers.
The only real exception to the rule of mountain-based Pokégirls working well with Beshemoths is the Giantess. The two breeds have an intense rivalry, and will fight any time they see one another. So intense are their battles that they sometimes cause avalanches. Because of the threat Giantesses pose, most Tamers in mountainous areas actively seek out the protection of a Beshemoth. Ferals, surprisingly, can be bargained with for Taming & protection by being given large amounts of fruits and vegetables, enough for a full meal. Beshemoths do not retain their previous form’s need to wear climbing gear, as they are strong enough now to simply dig their fingers into the side of a mountain to climb up it.
In terms of Taming , Beshemoth’s retain a Billie’s love of bondage. Because of their strength, it’s also a practical necessity. They enjoy Tamers who can dominate them without the use of a Domina-type, and have great respect for Tamers who can Tame them with as little use of toys as possible.
So far, no cases of Thresholding into a Beshemoth have been recorded. People are actually rather grateful for this, as Beshemoths, while powerful additions to any harem, are rather difficult to bring down due to their astonishingly high endurance. Very few people actually want more of them, and some mountainside travel agencies have placed high rewards for anyone who can flush out and drive a Beshemoth from the area. It’s assumed that with their strong connection to mountains, Thresholding into a Beshemoth might happen in mountainous regions, but it has not happened yet.
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BILLIE, the Mountain Climbing Pokégirl
Type: Near Human
Element: Ground
Frequency: Uncommon
Role: Sherpa and rock climber and rescue
Libido: Average (High when at higher altitudes)
Diet: omnivore. Prefers food with high energy concentration.
Enhancements: Enhanced balance (x4), strengthened finger and toe muscles, enhanced dexterity (x2), enhanced strength (x3), endurance
Attacks: Rock Throw, Fissure, Ground Grip, Leap, Go Down, Cuddle
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Evolves: Beshemoth (struck by lightning while at 2500 feet or higher above sea level, charged Thunder Stone, other evolutionary methods currently being researched)
Evolves From: None
Billies were created by Sukebe not for rampant destruction, or for other devious uses like many of his Pokégirls, but rather to be used to aid his armies in other areas. They were designed to be experts at rock climbing and thus the perfect Pokégirls to make up squads of rescue workers specializing in hazardous terrain such as mountains, cliffs, dilapidated buildings and deep valleys.
Their most striking feature are a pair of curved horns sprouting from their foreheads, which generally curve backwards towards their skull, and many older Billies' horns complete a 360-degree arc so they point back out away from their faces. In creating these girls, Sukebe used the DNA of mountain goats from the Himalayas and other ranges to give these girls amazing balance capabilities, though the ram-like horns are the only feature carried on from the goat DNA. It was rumored that the human DNA that Sukebe used to first create the Billie were that of gymnasts, circus performers and ballerinas, due to their inherit balancing and dexterity skills.
Though their bodies tend to be thin and fragile, with only an A-cup sprouting from their chests, Billies are strong enough to carry many times their own weight while scaling the side of a sheer cliff without even breaking a sweat. When they are in the mountains, climbing their way atop a mountain, they tend to only wear a bra and panties along with their climbing harness, which is one article of clothing they will never go without wearing for extended periods of time. (The only noted cases are while bathing and Taming sessions.). Even when forced to wear dresses, many Billies insist on wearing a simple crotch-harness under their garment.
When a Billie is forced into a battle, they tend to love getting down and dirty by using grappling-type moves on their opponent, making use of their enhanced grip. On numerous occasions it has been noted that a Billie, even at a low level, was able to take down a high-level Fighting-type such as an Amazonchan, forcing their opponent to submit defeat, while locked in grapple-holds. Though they prefer close-combat grappling, a Billie generally uses other attacks such as Rock Throw and Fissure to distract their opponent long enough to close in on them.
It should come to no surprise that when it comes to Taming, Billies thoroughly enjoy a particular fetish: Bondage. Nothing turns a Billie on more than the thought of being tied up in their own rope and climbing gear, while their Tamer has their way with them. Some Billies are so resourceful and agile, that they are able to tie themselves up in unique ways at the thought that they might get Tamed. One favorite 'position' for a Billie is being hog-tied, with a bar spreading their thighs wide, and suspended from a ceiling. As for being a suitable Pokégirl for an Alpha, Billies, though they can come up with ingenious ideas when needed, prefer to follow someone else's command (perhaps part of their love of bondage, being the submissive-type), and being able to be relied on when there is a need for a tough situation to be figured out. They are great at coming up with strategies, and a few Billies have been made Alpha, but on occasion these Billies ask for another girl or two to help make a decision for the Harem.
Feral Billies tend to be hard to capture. This isn’t so much due to their own capabilities, as it is that they tend to instinctively head for high ground, thus making even finding one a rather difficult trek. Threshold girls who evolve into Billies aren’t too uncommon, though they aren’t the most common Threshold type either. They tend to handle their depression by climbing to higher altitudes to find solitude.
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BLASTITS, the Humping and Pumping Pokégirl Type: Near Human
Element: Water
Frequency: Uncommon to Rare
Diet: vegetarian, seafood
Role: firefighting, hydration
Libido: Average
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Water Gun, Glare, Leer, Scratch, Withdraw, Bubbles, Slick Stroke, Flash Flood, Go Down, Wet Jet, Quickturn
Enhancements: Increased Lung Capacity, Increased Water Capacity, Armored Shell, Purify Water, Vaporous Aura
Evolves: None
Evolves From: Whoretortle (normal)
Blastits is the final evolution of a Squirtitty. Once a Whoretortle receives enough Taming and combat experience, she will evolve to her final form. The changes from Whoretortle to Blastits aren’t as pronounced as her previous evolution. Her chest expands to a generous D cup, all the better to hold water with. Her shell becomes stronger, and is now able to turn aside most projectile attacks. One notable instance of this was when a Blastits covered her Tamer to protect him from Pokégirl thieves who were using some sort of forbidden tech gun that fired small projectiles.
A Blastits’ Water Gun attack is highly compressed, and can pump out a lot of water before she runs out. Water Gun attacks from a Blastits have been known to be able to knock down bolted doors, and can easily stun or even kill most other beings it hits. Many cities have a few Blastits on hand to fight fires that break out. A small squad of Blastits can easily quench all but the mightiest of infernos.
A Blastits is able to use more subtle water manipulations now also. When using her Go Down attack, she can use her Wet Jet technique to spit a small but concentrated stream of water at her opponent’s sensitive areas. Combined with her Slick Stroke attack as well, a Blastits is a strong pokesex fighter. Her martial prowess is also greater than before. She can use her Quickturn attack to easily spin around and then use Withdraw to let her shell absorb enemy blows, and then use Quickturn again to turn back around to fight back. Her Flash Flood attack is when she uses Water Gun from her mouth and both of her breasts at once. The resulting deluge of water is strong enough to literally wash opponents away, and can quickly flood enclosed spaces.
A Blastits can clean a modest sized lake of pollution in an afternoon by using her own body as a filtration system. Any larger than that takes days or even weeks, and can result in the Blastits becoming ill. A Blastits can also use Vaporous Aura, releasing some of her body’s moisture as water vapor. This humidifies the air, and while it can raise how hot it feels on a warm day, any nearby water Pokégirls will feel relaxed and more comfortable, and won’t need as much water to stay hydrated. This makes Blastits a very popular choice among Water-type Pokégirl Trainers, who will keep her around the rest of the Harem while they are inland and away from abundant water to slow the effects of dehydration. A Blastits herself doesn’t benefit from her own aura, since she's releasing her own water to create it. However, a Blastits still can easily go over a week without needing to be submerged in water.
Feral Blastits are dangerous more to a local ecosystem than people. While she can cause modest property damage with her Water Gun attack, repeated uses of Flash Flood will flood fields and turn the surrounding area into a large mud pit in short order. It’s rare for a Threshold girl to become a Blastits, but a few such cases are known.
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BLAZICUNT, the Blazing Glory Pokégirl
Type: Near Human (bird)
Element: Fire/Fighting
Frequency: Rare
Diet: hot spices and peppers
Role: dancers, blacksmiths, fire-rescue
Libido: High
Strong Vs: Bug, Dark, Fire, Ice, Normal, Plant, Steel
Weak Vs: Flying, Ground, Psychic, Water
Attacks: Scratch, Fire Punch, Fire Kick, Burning Uppercut, Ignite, Napalm, Flamethrower, Focus Energy, Warm Embrace, Burning Hands, Preen
Enhancements: Heat Aura, Bulk Up
Evolves: None
Evolves From: Combusticunt (normal)
The main (and often only) reason a Tamer continues to put up with the constant bad attitude of a Combusticunt is so that she evolves into her final form: a Blazicunt.
A Blazicunt’s eyes are now completely red; no other features or color are present. Her bust size increases even more than it did during the last evolution, usually to a full C-cup. They grow reddish-orange down-like feathers all over their body and the feathers poof more predominantly between their breasts. Comparatively, the feathers on her breasts themselves are small and leave her nipples uncovered. Likewise, the feathers at her crotch are also smallish, leaving her pussy on display. Her hands and feet become more birdlike in appearance, now having only four digits on each hand and foot. As in their previous form, Blazicunts tend to eschew clothing.
A Combusticunt that evolves leaves behind her excessive anger, while retaining their fiery spirit in combat. Combined with her new fire attacks, Blazicunts are a force to be reckoned with. A Blazicunt has a strong tactical understanding, and almost always begins combat by laying down Napalm, followed by Flamethrower attacks to move her opponents into positions advantageous to her. A Blazicunt then uses her Bulk Up enhancement, which allows her to increase her muscle mass to heighten her physical attacks at the cost of making her slower, and closes in for close combat. While not the quickest combatant when using her Bulk Up enhancement, a Blazicunt has usually backed her opponent into a heated corner by this time, negating this disadvantage. Between this and her Ignite, Fire Punch, Fire Kick, and Burning Uppercut attacks, most opponents don’t last long. When fighting a pokesex battle, Blazicunts tend to use a Warm Embrace, followed by Preen and then the sex-version of Burning Hands.
Blazicunts are as pleasant to have in a Harem as their previous form was unpleasant. They tend to be magnanimous and outgoing, and are quick to offer to Tame their Harem-sisters. One particular quirk they have is a love for dancing, something researchers say is a very faint subconscious desire to fly that she has because of her avian nature. One constant from her previous forms is how horny she remains, and Blazicunts never miss an opportunity to get it on with her Tamer or Harem-sisters. The loyalty she felt as a Torch Chick returns in full force in this evolution, and Blazicunts, save for pokesex battles, have no interest in being Tamed by anyone beyond her master and his Pokégirls.
Blazicunts have the same Taming preferences as they did as Torch Chicks, save for that they enjoy petting and stroking since they now have feathers all over. They still dislike being put in cool water beforehand, but understand that some Tamers have become accustomed to it since using the procedure on them as Combusticunts.
Feral Blazicunts are relatively passive creatures, mostly sticking to their Scratch attack unless seriously threatened, in which case they unleash Flamethrower and Ignite on their enemies.
Threshold girls almost never become Blazicunts directly. When such a rare Threshold does occur however, the family of the girl tends to make a hefty profit on selling her to a pokeranch, since Blazicunts are very strong (and thus valuable) Pokégirls.
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BOMBSHELL, the Grenade Pokégirl
Type: Near Human
Element: Steel
Frequency: Very Rare
Diet: Rocks, Dirt, Metal
Role: Demolition
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Punch, Kick, Uppercut, Backhand, Tackle, Takedown, Self-Destruct, Explosion
Enhancements: Enhanced Endurance (x3), Enhanced Durability (x4), can rebuild herself from Explosion & Self-Destruct, can control her explosions, cannot feel pain
Evolves: Unknown
Evolves From: None
Bombshells were among the first 'tech' Pokégirls to be discovered. The majority of them have camouflage-colored skin that feels like a flexible ceramic, and dark green, metallic, almost chitinous shells around their waists, D-cup breasts, forearms, hands, feet, and lower legs. Their spine is visible through their back and looks like a series of metal panels. They have only one ear, and in place of the other one is a small lever with a removable pin in it. Very little can actually hurt them, although Bombshells tend to be nervous around fighting types and tend to make sure that they don't leave their spines facing a fighting-type. They are VERY protective of their spines, as it contains the magnetic aura that allows them to pull themselves back together after blowing up, and don't like to be on their backs at any time as a consequence. The metallic panels of their spines cause stress on their backs, and a Tamer can easily earn the affections of their Bombshell by giving them a back rub, paying special attention to the area exactly around the panels that make up the spine. The breed as a whole has red eyes and blonde hair, leading some to nickname them 'Blonde Bombshells.'
No one really knew what to make of Bombshells at first. They were a tough breed of Pokégirl, rather attractive for those who liked Steel-types, and very fun-loving. (Although they tended to overdo it to the extreme on explosion-related puns.) The problem was that they tended to blow up a lot. Literally.
Bombshells are one of two Pokégirls known to be capable of surviving the Self-Destruct and Explosion Pokégirl attacks. Their bodies explode with concussive force, sending shrapnel everywhere. They can then remake their bodies quickly, in under five minutes for a single limb exploded, up to twenty for any larger detonation, using an internal magnetic charge to piece themselves back together. They can even rebuild themselves from almost total destruction, although his takes a lot out of them, regeneration taking forty minutes, leaving them dizzy and weak for a couple days. They can also explode just a part of their body for a pseudo-projectile attack, making them more useful that just regular bombs. They can fully detonate themselves or simply shoot off their hands or feet for a long range attack, or simply explode a limb to destroy bonds that are holding them. (This, consequently, has made Domina-types HATE them with a passion, as they simply keep blowing up any bonds they tie them with.) To explode their entire bodies, they remove the pin that is in place of one of their ears. However, they don't do that as much as one would think a living explosive would do, as it leaves them incredibly dizzy. They are VERY careful to retrieve their pin after rebuilding themselves from an explosion, as they would detonate almost instantly after reforming if they didn't hold the locking handle down constantly.
Bombshells do not feel pain, so all exploding does is make them aroused, sending a rush of sensation through their bodies. (Fortunately for Tamers, being aroused seems to act as a catalyst against a Bombshell's ability to explode themselves, so there is little worry of a Bombshell blowing up mid-Taming.) They can control the intensity of their detonations to a point, making the damage range from only enough to knock down a normal human, to powerful enough to destroy a heavy vehicle such as a tank from Pre-Sukebe times. Bombshells usually just keep their explosion levels at just enough to knock out an attacking Pokégirl, as the stronger the explosion, the longer their recovery time. It's been confirmed that Bombshells can use an explosion stronger than that, but just suggest that to them and they will become very fearful and panicky, starting withdraw into themselves so much that it makes a Shy Maiden seem like a Wildcat by comparison. However if the subject of pushing the limits of their detonations is avoided, Bombshells remain happy, bubbly Pokégirls that love to be useful in any means they are allowed to be.
It was eventually discovered that Bombshells could be reformed in a much quicker fashion. Either by chance or a limited form of control over the way they explode, the spine of a Bombshell always remains intact and lands near the Bombshell's Tamer. By running their fingers along the detached spine of a Bombshell creates a magnetic surge that reforms the Bombshell completely within seconds. This, however, is not recommended, as the Bombshell will be incredibly dizzy for however long it would have taken them to normally repair from an explosion of a part of their bodies, a full body explosion causing the longest recovery time. It's best, if this method of reforming a Bombshell is used, to put them in their Pokéball and let them recover, or place them on a bed and wait for them to get their bearings.
After a couple years of hesitant study, it was discovered that Bombshells could be very useful in land reclamation and demolitions work. They could also test the quality level of soil by eating a handful of it, although mostly Bombshells stay in construction and League law enforcement groups. They are, sadly, frequently found in Team Rocket-style groups, leading some more conservative Leagues to make heavy regulations against ownership of them. They also have hearing problems due to the fact that they have only one ear.
Feral Bombshells are extremely rare, but they do exist. They tend to be very jumpy and skittish, and will explode at random if startled. In terms of Taming, it's best to have a psychic-type or a plant-type to help the Bombshell relax and make them almost totally incapable of exploding. A Milktit creating milk with a relaxant affect will suffice as well. If a Tamer allows his/her Bombshell to become Feral, they will not only be derided as a moron by their peers, they will also be fined heavily for their irresponsibility.
No Threshold cases of turning into a Bombshell have been reported. Some assume that this may be because during the early stages of Threshold, the Bombshell might not be able to control her explosion powers and be unable to reform herself. However this is just a theory, and has not been proven as fact.
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BOOBCAT, the Agile Cat Pokégirl
Type: Near Human
Element: Normal
Frequency: Rare
Diet: omnivore, preference for fish, eggs, milk, and similar products.
Role: acrobats, scouts
Libido: Average, seasonally can be Extreme
Strong Vs: Ghost, mouse Pokégirls, bird Pokégirls
Weak Vs: Fighting, canine Pokégirls
Attacks: Scratch, Bite, Slash Leap, Tackle
Enhancements: Night Vision, Enhanced Reflexes (x5), Enhanced Strength (x3), Enhanced Speed (x4), Enhanced Senses (x4)
Evolves: None
Evolves From: Wildcat (normal)
The Boobcat is the "standard" evolution of the Wildcat, requiring only the requisite number of victories and tamings to evolve. The physical differences between the Boobcat and it's pre-evolved form are significant. The Wildcat always has a coat of fur, and most other cat-types can have fur, or only a tail and ears depending on whether they are Feralborn or Domesticated. The Boobcat, however, can have fur or the "catgirl configuration" with no regards to their origins. Those that have fur can have any pattern found among pre-Sukebe housecats.
The increase in height often associated with an evolution is notably absent. The increase in bust, however, is significant, with no Boobcat having less than DD-cup breasts (most are even larger). These namesake tits, however, do not interfere with movement, combat, or their acrobatic abilities.
On the subject of acrobatics, Boobcats are both fast and agile, relying on superior mobility to overwhelm their opponent in combat. To this end, Boobcats prefer to take advantage of natural obstacles and other deleterious terrain whenever possible, relying on their own maneuverability to prevent it from effecting them. Unlike most cat Pokégirls, many Domesticated Boobcats also pursue martial arts training to further supplement their combat options, combining acrobatic kicks and strikes with their natural claw and bite attacks.
Their speed and mobility also makes them excellent scouts, especially in forested terrain, which was their primary purpose (on both sides, eventually) during Sukebe's War. Like the other Wildcat evolutions, Boobcats remember the sexual exploits and experimentations they engaged in as a Wildcat, and may develop individual preferences based on that. Every three months, for roughly one week, a Boobcat will go into "heat", during which time they are nearly insatiable. It is ill-advised to plan any gym battles during that time, as both harem and tamer will be too exhausted to put up much of a fight. It is, however, an ideal time for Sex League battles, or for capturing Feral Boobcats.
Displaying more intelligence than their Wildcat cousins, feral Boobcats tend to stay in forests, or other terrain that gives them an advantage. Some Boobcats have even been known to make "nests" high in trees to avoid more aggressive predators (and tamers), especially when about to have kits. These nests are also used as platforms for ambushes, diving down to pounce on unwary prey (both for food and for tamings).
Threshold into a Boobcat is hardly common, but more likely than the other two Wildcat evolutions.
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BOOBGONG (aka MERMAID), the Sexy Seal Pokégirl Type: Near Human Metamorph
Element: Water
Frequency: Uncommon
Diet: seafood
Role: fishing assistant, deep water diving
Libido: Average (High in the spring)
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Water Gun, Scratch, Tackle, Headbutt, Tail Slap, Slick Stroke
Enhancements: Breathe water, Enhanced Flexibility, subcutaneous insulation layer, Enhanced Olfactory Sense (x4), Enhanced Hearing (x3)
Evolves: None
Evolves From: Selkie (normal)
Boobgong, the evolution of Selkie, gains several new abilities. Most important among these is her ability to metamorphose her lower body between her natural long flipper, and a pair of humanoid legs. This can be done at will painlessly by the Boobgong, who is able to venture ashore much more ably now. While a Boobgong can walk however, doesn’t mean she’s good at it. Since they only develop their legs after their evolution, they spend quite a long time learning how to walk without tumbling over. When they finally perfect it, they can be quite a sight to witness, with their alabaster skin and smooth figures. Greater degrees of podiatric manipulation will always be beyond them however; for example, no Boobgong can dance. Boobgongs are often seen lounging by rocks near caves at the mouth of the sea, a habit which led to them being called Mermaids for a long period after Sukebe’s Revenge. Like their pre-evolutionary form, the Selkie, a Boobgong in her nautical form still has her cunt visible, it having moved a bit more forward on her body so as to be still accessible from the front.
A Boobgong is now truly able to breathe water, instead of just hold her breath for long periods of time. This, combined with her ability to hear things with a greater degree of accuracy and her ability to withstand colder climes well, makes her extremely able to navigate safely at deeper depths, where light and heat cannot reach. Due to their lack of proficiency with their legs, Boobgongs tend to do poorly against land bound foes, much preferring to fight in the water where they are quicker. A Boobgong forced to fight on land will try and use her Slick Stroke ability to bring her opponent to orgasm quickly.
Feral Boobgongs are a danger to themselves more than to other people. Like other water Pokégirls, they are likely to venture ashore in their Feral state. Unlike most water Pokégirls though, while they do realize that they shouldn’t stray too far from the water, they tend to have a hard time getting back since they cant use their legs very well at all when Feral. More than a few Tamers have had the good fortune to find a Boobgong near a beach, desperately trying to crawl back to the water. It’s rare for Threshold girls to become Boobgongs. Those that do often have a hard time adjusting, since they’ll actually lose finer motor control of their legs, and spend a lot of their time frustrated and upset that they trip much more often than usual.
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BOOBISAUR, the Busty Plant Pokégirl
Type: Near Human
Element: Plant/Poison
Frequency: Common
Diet: sunlight, water, nutrients through soil
Role: Farming, Gardening, Soil Regeneration, Libido boosters.
Libido: Average
Strong Vs: Electric, Plant, Water, Rock, Fighting
Weak Vs: Psychic, Fire, Flying, Ice
Attacks: Tackle, Vine Whip, Razor Leaf, Leech Seed, Lust Dust, Vine Bondage
Enhancements: Solar Rejuvenation, Seasonal Camouflage, Nature's Senses, Enhanced Durability (x3), Enhanced Strength (x4, Vines Only)
Evolves: Ivywhore (normal)
Evolves From: None
The Boobisaur is widely known almost worldwide as the classic Plant-type Pokégirl.
This Pokégirl looks less human than other commonly seen "starting" Pokegirls. Her skin and hair colors vary with the seasons and local plant life, usually both a deep green during spring and summer months, red, browns and yellows during fall months, and paler light greens during wintry conditions. In all seasons, her skin is has small darker patches of skin patterning her skin in a Cheetit-like manner. The real oddity of this Pokegirl, however, is the large plant bulb growing on her back. It's usually small, about the size of a wreckball, situated on her lower back. Because of this, a Boobisaur will never sleep or lie on her back, always preferring to lie face-down, and is usually Tamed doggy-style, or with her being on top. Most Tamers don't mind any of this at all though, instead focusing on the most notable feature a Boobisaur has: huge breasts. No Boobisaur has ever been reported with anything less than a generous C cup, and many are larger than that. Despite their size though, they never sag, nor give a Boobisaur problems with back pains.
Not being particularly strong, Boobisaurs prefer to fight from a distance. Whether it's tossing a parasitic seed at them, flinging razor sharp leaves, or using her vines as whips, Boobisaurs will generally wait until their opponent is down to close, usually finishing them off with Vine Bondage, where they use their vines to immobilize and forcefully pleasure their foe, or Lust Dust to drive them into a sexual frenzy. The two attacks together are a devastating combination.
A Boobisaur's Lust Dust attack is its signature move. Any female hit by this attack experiences a temporary but drastic surge in her libido, desperately craving intense sex. The lust is so powerful that pretty much anything else is dropped to have a quick tussle with whoever is nearby. Some lucidity does remain, since she can still choose preferred partners over strangers, but most conscious thought is gone when this technique hits home. Curiously, though the dust does affect males, its effects aren't as great. A male hit with Lust Dust does become aroused, but not to the point of forgetting all else like a female does. Researchers are still trying to figure out why. Regardless, this attack remains very popular, both for capturing new Pokégirls and for having an intense bout of Taming.
Boobisaurs are Plant-types, and as such need almost no special care to be kept alive. As long as they can get plenty of fresh water, bask in the sun for a little while, and can spend some time laying on the ground (real ground, not pavement or the floor), they're healthy. If she is injured, a Boobisaur can slowly heal herself by spending several hours just lying in the sun and not moving. This heals her wounds faster than a normal person could heal themselves, but still much slower than any real form of regeneration. A byproduct of this process is that the soil she is laying on will become very healthy, and is great for growing plants. Many gardeners own a Boobisaur, and will have her lay on their flowerbeds for hours or even days before planting to ensure that the soil is nutrient-rich. Even patches of badland can be made fertile again through this process.
Another pleasant side-effect of this is that, although when enjoying the sunshine they seem languid and almost drowsy, when they are finished, they are full of energy, and are quite enthusiastic to have sex. Having a Boobisaur release her Lust Dust attack on the rest of her Harem-sisters at this time will usually result in a very exhausting but enjoyable night for a Tamer.
It is important to note that, although constant exposure to sunshine can leave a Boobisaur seem languid and almost drowsy, when they are finished, the Boobisaurs are full of energy, and almost guaranteed to be horny, as sunlight has a strong effect on a Boobisaur's sexual desires and will amplify them over a period of time.
Boobisaurs (and their evolutionary forms) all have the ability to connect with the plant life around them, which lets them learn of nearby pokegirls or humans and to sometimes track 'girls that otherwise would leave no trail. This, unfortunately, makes catching a Boobisaur something of a tricky endeavor, as, unless removed from the flora-rich environments they thrive in, they will rarely be caught unawares.
Boobisaur is one of the more common types for a Threshold girl to turn into. Feral Boobisaurs tend to run around tossing Lust Dust at random to get someone to screw them quickly.
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BOOBLEAF, the Erotic Arboreal Pokégirl
Type: Near Human
Element: Plant
Frequency: Uncommon in Johto and Opal, Rare in all others.
Diet: vegetarian
Role: horticulture
Libido: Average to High
Strong Vs: Electric, Rock, Ground, Plant, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Attacks: Whip, Razor Leaf, Catnip Kiss, Solar Beam, Tackle, Leaf Shield, Vine Bondage
Enhancements: Strong skin, Florakenisis, immune to pollen and spore based attacks, pleasing aroma
Evolves: Driad (Leaf Stone), Scarecrow (Dusk Stone), Juganium (Normal)
Evolves From: Chikotit (normal)
While most ‘girls go through changes when they evolve, few have changes as drastic as those of an evolving Chikotit. Whereas a Chikotit before evolution is a perfect example of a “Plain Jane”, after becoming a Boobleaf everything changes. She becomes, in a word, stunning.
Boobleafs generally gain about 5-7 inches of height, putting them around 5’6” usually. Her skin retains the light green coloration it had before, though in some cases it deepens into an olive color. Her bust increases by anywhere from one to two full sizes. However, the biggest changes taking place are not on her body, but her face.
Gone are the plain looks that were the defining feature of the Chikotit. In their place is a face that would make a tamers jaw drop. Flawless skin, full lips, sharp chin, and perfect eyebrows all make for a stunning girl, but again it is her eyes that define this breed. When one looks into a Boobleaf’s eyes, one sees a kaleidoscope of shades of green ranging from bright emerald to deep moss. Looking at these eyes for the first time can be compared to ones first taming, and many tamers have been left breathless after seeing a Boobleaf for the first time.
Another prominent change that takes place is the seeds around their wrist sprout into small leaves. These leaves have a soothing aroma, and are often harvested to be sold for use in aromatherapy or tea. Harvesting these leaves doesn’t hurt the girl in any way, though it takes a few days for the leaves to regrow. During this time, the ‘girl is unable to use any skills that require leaves as a medium (i.e. Razor Leaf, Leaf Shield, etc).
Another set of seeds grow around her neck, but there are unusable for any techniques and do not sprout until the next evolution.
However, looks are not the only things that change when a Chikotit evolves. After evolution, the Boobleaf gains a mild form of florakinesis that allows better control over her attacks. What this means is that her vine whip and razor leaf attacks very rarely miss, and often hit it in vital or weak areas of the opponent’s body. This special ability also grants her access to the Leaf Shield technique, a powerful defensive technique that makes feral Boobleaves hard to catch. When using this technique, the leaves on her body (either those on her wrist or those growing in her hair) separate from, and then begin to rotate around her body. They then rapidly grow and stiffen until they are around 3x3 feet and are as hard as boards. When using this technique, the Boobleaf must focus all of her attention on maintaining control over the leaves; because of this the girl is unable to do any other attacks until she drops the shields. This does not mean that the Boobleaf is unable to attack, as some seem fond of using the giant leaves to attack and distract opponents. A common technique used by tamers is to have a fire type ignite the leaves, and then have the Boobleaf use these leaves to inflict horrible burns on the opponent.
To researchers, the Boobleaf’s other abilities (those beside her looks and battling skills) are what make this breed so interesting. Boobleaves are very affiliated with plants. While other plant types are invigorated and strengthened by the sun, the Boobleaf actually gains vital nutrients just by being in direct sunlight. While this doest not completely remove the need to eat, a Boobleaf has a very, very small appetite.
When it comes to taming, Boobleaves are fairly compliant. Like their previous form, if they are doing it with someone the love and respect then they will be utterly submissive and willing to do anything to please their tamer. Female tamers are especially fond of Bobleaves, as the control the now have over their vine allows them to use the Vine Bondage technique, as well as some others not recognized by the Sex League Battling Officials. Said officials are still trying to get information on the Tenticoo Wape game Boobleaves like to play with female tamers. No such tamer has willingly come forth with information.
In the wild, Boobleaves can be found sunbathing or tending to the grove of trees they often “adopt”. The generally don’t attack travelers, unless the area of the forest under their control is directly threatened that is. For this reasons, logging companies are highly recommended to send surveying teams to determine if the area they want to cut down is under to protection of a feral Boobleaf, or worse, feral Juganium. Said companies take Feral Boobleaves very seriously, as more then one group of loggers has mysteriously disappeared. It is no surprise that Elf Queens are very fond of his breed.
Catching a feral Boobleaf can be a difficult task, as they often use the Leaf Shield technique at first sign of danger. It is suggested that you surround the ‘girl with the rest of your harem, cutting of any avenues of escape. Pound the girl, and then ball her as soon as the shields drop.
Thresholding into a Boobleaf is not an uncommon event in the Johto league. When it does happen, it is generally taken well as the girl is usually just relived she didn’t turn into a Chikotit.
ADDENUM BY PROF. GABBY E. SPOT OF THE JOHTO LEAGUE
There appears to be a hiccup in the genetic makeup of this breed. A small but growing number of discolored girls have been discovered in the wild as well as in tamers harem. While there is always a variation of colors in any breed, I have never seen something to this extent. Nick-named “Autumn Boobleaves” the first thing noticed is the skin color. Unlike a normal plant type, these girls have a drab brown coloration, muck like the bark of a tree. Their leaves likewise are discolored, though to a much greater extent. All the leaves on her body (wrist, hair, and those used for the Razor Leaf and Leaf Shield attack) are in shades of red or gold in coloration, much like the leaves on a tree in the fall. When using the Razor Leaf attack, the visual effect is akin to a swirling cone of flames rushing at you. The most stunning change however, is her eyes. Unlike the normal kaleidoscope of greens, the eyes of an “Autumn Boobleaf” are a storm of red, orange, yellow, and gold. This gives them a more fierce appearance visually, though these girls seem more timid and bashful then the normal Boobleaf. It is important to note that although these girls are drastically different visually, they are no stronger or weaker then a normal Boobleaf. This change has not been seen in any Chikotit or Juganiums, though it is not an impossible occurrence.
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BRA-ER RABBIT, the Witty Garden Bunny Pokégirl
Type: Near Human (Rabbit)
Element: Plant
Frequency: Rare
Diet: Vegetarian
Role: Farmers, Park Rangers/Attendants, City Greenscape Maintenance
Libido: Average (Spikes to High after a day in the sunlight)
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Attacks: Vine Whip, Leech Seed, Command Plants, Regenerate, Flower Kick, Thorn Cutlass; After Level 30: Solar Beam, Vine Bondage, Grass Floor
Enhancements: Can sense the attributes of any plant, Enhanced Speed x4, Enhanced Hearing x3, Retarded Aging, Hammerspace, Potion and Herbal Remedy creation
Evolves: None
Evolves From: Bunnygirl (Sun Stone and Leaf Stone)
Bra-er Rabbits were discovered a few years after the advent of the Sun Stone, when a research assistant's Bunnygirl tried to help her master pick up a tray of spilled evolution stones. She scooped up the closest two, which happened to be the Sun Stone and Leaf Stone that the Researcher was studying. On a positive note, afterwards the Researcher had an entirely new evolution to the Bunnygirl to study.
Physically, Bra-er Rabbits loose their fur in favor for an overall green skin tone, their faces becoming less animalistic (if they were that way in the first place), and their long ears now have very thick 'fur' of grasslike plants that tend to sprout flowers in the late spring. These flowers vary in color from Bra-er Rabbit to Bra-er Rabbit, though very few have more than two colors of flowers to grow on their ears at any time. Even though these plantlike growths are part of the Pokégirl, it does not hurt her to cut the grass or flowers, though plucking them is much like plucking out hairs for other Pokégirls. Bra-er Rabbits sometimes cut their ear-flowers and weave them into a garland as a gift for their special someone.
In terms of personality, Bra-er Rabbits are much more intelligent than their previous evolution, becoming quick thinkers and excellent problem solvers. Unfortunately, their plant nature makes them slow to pick up on anything involving technology (unless it's things like farm equipment). This seems more from a lack of interest on the Bra-er Rabbit's part than a lack of intelligence, however. One thing that Bra-er Rabbits excel at is gardening, able to increase crop yields just as much as an Elf, without the drawbacks of becoming sickened in polluted areas making them great for cities. Bra-er Rabbits have a fondness for many of their cultivated plants, but their favorite by far is the growth and care of carrots. They obsess over their carrot patch, can somehow grow carrots year round in all but the most harsh environs, and are very cunning in protecting it from thieves. Sneaky traps, hidden alarms, and a VERY pissed off Bra-er Rabbit awaits any Pokégirl or human that attempts to steal from their beloved carrot patch. However, this plant-type Pokégirl isn't without a heart, and will gladly give even her precious carrots away to the needy.
When in a Harem, Bra-er Rabbits turn their protection of carrot patches to good use, coming up with escape and battle plans for the Harem, adapting well to the strengths and weaknesses of the individual Harem members as well as the whole group. Though they do keep a small potted 'mini garden' of a herb or a carrot or two. They do very well in Pokébattles, their quick wit allowing them to come up with plans on the fly to give themselves an edge. In sex battles, they do poorly, not learning any sex attacks until after level 30, when they learn Vine Bondage which is the only sex attack they learn. They retain their taming preferences from their previous evolution, though they get very randy when left out in the sun too long and like most grass types enjoy being tamed outside.
When found feral, most Bra-er Rabbits live near meadows and have cultivated part of the land near them to grow a garden with a majority being carrots. They tend to attack other Pokégirls who come into their garden, though many seem to instinctively know when there are more dangerous Pokégirls about and will flee instead of killing themselves. The presence of a cultivated garden in the middle of nowhere is a good indication of a Bra-er Rabbit.
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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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BRASS, the Bold Pokégirl
Type: Near Human
Element: Steel/Fire
Frequency: Very Rare
Diet: special
Role: ambush, surprise attacks, defense
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Steel
Weak Vs: Electric, Fighting, Ground, Water
Attacks: Punch, Harden, Quake, Headbutt, Body Slam, Toss, Seismic Toss, Fireball, Ignite, Flame Sword Mark II, Warm Embrace
Enhancements: Toughness, Enhanced Strength (x16), Statuesque Manner, Extremely High Density, Slow
Evolves: Iron Maiden (Heavy Metal)
Evolves From: Titto (Fire Stone)
This Pokégirl is known for her bravery in otherwise-harrowing situations (usually due to their powerful defenses), leading to the expression "bold as a Brass" to mean someone who is remarkably courageous. This Pokégirl can be acquired by using a Fire Stone on a Titto, making her congeal and solidify as she evolves.
Brasses tend to be taller than other Pokégirls, usually standing around six feet tall. They're entire coloration, skin, hair, everything, is the same deep bronze color, making them seem like metallic statues if they stand still. They tend to have short hair, since their hair grows much slower than most other Pokégirls', and similarly don't have much hair between their legs as well. Brasses tend to have generous breasts, around a moderate C-cup. They prefer to go naked, since it allows them to pose as statues in an instant.
A Brass's skin and bones are solid metal, and her great weight, indicated by the Extremely High Density enhancement, reflects this. Most Brasses weigh in at around a ton. Given that, they are virtually always on the bottom during Taming. Despite looking like living statues, Brasses are organic beings, and if wounded they react as such, not like a broken piece of metal. Their enhancements make it hard for anything to cut them enough to make them bleed though, let alone seriously injure them. Forbidden Tech projectile guns have been known to have their shots ricochet harmlessly off a Brass's skin. A Brass tends to eat minerals of all sort, preferring gems the way humans prefer candy. The finer the grain of a rock or jewel, the tastier it is to her.
A Brass is lacking in speed, as reflected in the Slow enhancement. A jogging pace for them is a brisk walk for humans and most other Pokégirls, and when they run all out, almost anything can outdistance them soon, although the shaking ground tends to slow them down. Despite their metallic nature, these Pokégirls have no special endurance abilities. Being a combination Fire and Steel-type, these Pokégirls have some characteristics of each. Their libido is lower than a normal Fire-type's would be, yet higher than most Steel-types, balancing out to a happy medium. Most Tamers use their strongest restraints when its time for a Brass to be Tamed.
Despite these drawbacks, Brass is a good choice for many Harems. Her Statuesque Manner enhancement allows her to stop moving instantly, holding a pose to such a fine degree that it becomes extremely hard to tell she isn't a statue. This includes slowing her breathing so it isn't obvious her chest is rising and falling. An examination by touch can tell however. A Brass's scent is that of the same metal as her name, so any Pokégirl with a keen nose won't be able to tell she's anything but a statue. This makes her ideal to act as a spy, observing an opponent's plans without him realizing she's a Pokégirl. Alternately, she can lie in wait for an unsuspecting target and then ambush them. A Brass can hold a pose for up to two days without moving before hunger and arousal make her abandon it. Brasses given a Heavy Metal stone evolve to Iron Maidens, and can hold a statue pose even longer since they lose their Fire element.
In combat her Toughness enhancement and her Harden attack allow her to soak up damage like a sponge and not blink. Her incredible strength makes combat with her end fast unless the opponent is similarly endowed. Few opponents can stand up to a Brass using Punch or Headbutt on them. Those that can usually get an Earthquake directed at them by the Brass, knocking them over so she can then use either Toss or Seismic Toss on them. For foes that fight at a distance, she tosses Fireballs at them until she can get closer. Due to her Fire-type nature, a Brass can heat herself at will, becoming very hot all over her body. This allows her to heat any weapon she's holding to the point where it becomes outlined in flames. A Brass heating herself does not manifest fire on herself, but can otherwise still use the Ignite attack by making herself sizzling hot to the touch. A more controlled heat is used when her Warm Embrace attack is utilized. In the dark, a Brass glows a dull red, illuminating (and often igniting) things a very short distance from her.
Feral Brasses are still slow, so a well-prepared Tamer can have his Harem easily outmaneuver one. They usually head towards population centers, dimly recognizing someone there can help them. They usually get caught very quickly by a Tamer who recognizes how strong they are. The best tactic for capturing a Feral Brass is to having a fire-resistant Pokégirl draw her Fireballs towards her while other Pokégirls attack with Electric and Water techniques. There have been no known cases of a Threshold girl becoming a Brass directly.
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BRATINI, The Reclusive small Dragon Pokégirl
Type: Near Human
Element: Dragon
Frequency: Rare Ruby League, Extremely Rare anywhere else
Diet: Human-like Diet
Role: Support, cleaning, Defending
Libido: Average
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Attacks: Scratch, Tackle, Glare, Tail Slap, Recover, Dragon Dance, Timid Stroke, Spirit Slash
Sex Attacks: Go Down, Probing Tongue
Enhancements: Tough skin, High Endurance, Lung Capacity, Prehensile Tail, Enhanced Senses (x2)
Evolves: Dracair (Battle Stress or by Dragon E-Medal), Dronza (Human Cruelty/Intense hatred of humans), Bramage (Mana Crystal + Dream Stone)
Evolves From: None
A recently discovered Pokégirl that was found in the Southern reaches of the Shelaya Mountain Range in the Ruby League. Bratini was discovered by a Tamer as it was in the process of taming his Whoresea, and proceeded to join in. It has been found that the Bratini stands at an even 5ft tall, and has a purplish skin color. They are not quite human, instead preferring to walk on all fours than stand upright due to the weight of their tail. Bratini's have small, A-cup breasts that look proportionate to their size. Bratini are very curious, about equal to a Kitten or CatGirl in this regard, and can therefore wind up in trouble often when in a place they are not familiar with.
However, their curiosity obviously has boundaries, as they are only curious about things or people that are in their immediate vicinity. Bratini have a long tail that equals their height in length, and it is prehensile. They have claws instead of fingernails and toe nails, and know several useful attacks to take advantage of this fact.
It's speculated that Bratini live in submerged mountainous caverns, due to their Lung Capacity enhancement, and are defensive rather than offensive in nature. A Bratini is a meek Pokégirl, about as much so as a Titmouse, and has little confidence in itself. One reason thought to be why it took so long to discover Bratini was the fact that the first person to Tame one was someone with a low Empathy Rating and thought abusing it would turn it into a better fighter. It did- once it evolved into a Dronza, it promptly killed its tamer, and the Pokégirls that had been with him.
Bratini do not get along with Dominas- Bratini may have thick skin, but the Pokégirl cannot stand being picked on for any reason, let alone dominated. This may even hasten and increase the chance of the Bratini evolving into a Dronza, and it is recommended that all Domina-types in a harem are kept away from a Bratini at all costs. DragonQueens are the only exception to this, as they are both Dragon-types and a DragonQueen knows when to stop. Bratini may not be a match to defeat a Domina, but they will not give in before they have sustained major injuries.
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BUNNYGIRL, the Ditzy Pokégirl
Type: Near Human Anthropomorphic (Rabbit)
Element: Normal
Frequency: Common
Diet: Vegetarian
Role: typically used in industries where high intelligence or strength is not required such as cleaning
Libido: High (Extreme)
Strong Vs: Ghost
Weak Vs: Fighting, dog Pokégirls, bird Pokégirls
Attacks: Tackle, Kick, Leap, Splash, Dumb Luck, Trample, Double Edge, Helping Hand, Love N’ Affection, Double Kick
Enhancements: Enhanced Speed (x4), Enhanced Hearing (x3), Retarded Aging, Luck Factor
Evolves: Beach Bunny (Water Stone), Play Bunny (evolves during orgasm - rare), Moon Bunny (Moon Stone), March Hare (rare, mechanism unknown), Snow Bunny (Ice Crystal), Mini-Top (abuse or witnessing extreme violence), Ingenue (evolves during stress), Cabbit (Cat E-Medal), Gun Bunny (Shiny Stone), Blade Bunny (Wabbit Virus), Easter Bunny (uncertain if actual evolution), Mist Bunny (Mana Stone), Snuggle Bunny (mechanism unknown), Bra-er Rabbit (Sun Stone and Leaf Stone)
Evolves From: None
Bunnygirls were another Pokégirl that was thought to be a mistake on Sukebe’s part, although in terms of intelligence, they’re just a few steps away from being furry Bimbos. They’re cute, they’re adorable, they’re VERY friendly and helpful, they’re fun-loving and affectionate, they have short attention spans, and are just flat out ditzy. Useless in a fight, they are more popular with college students, high school boys, and anyone fond of domestics or who just wants a lot of taming from a friendly Pokégirl. On finding a Master who responds well to their affectionate advances, their libido tends to get a bit higher with a corresponding rise in attention span.
Bunnygirls, like Kittens, are mostly human in appearance, save for a light down of fur on their skin, which is thicker around their rabbit-like hands and feet, small whiskers on their faces, as well as long rabbit ears instead of normal ears. Their legs are longer than most Pokégirls, and are more muscular and well defined, signifying their tremendous leg strength. More animalistic Bunnygirls also have slight rabbit-like muzzles.
Bunnygirls are among the more commonplace Pokégirls in the general market. Due to their lack of fighting potential, they are not usually found among a journeyman Tamer’s harem, unless they’re trying for an evolution. Typically, Bunnygirls are found usually as the Pokégirls of an owner who needs someone who can be trained to basic proficiency in a single set of skills, usually cooking or other basic domestic work, or in a sex battle harem. Although due to the tendency Bunnygirls have to be distracted, clumsy, and flaky, seeing a Bunnygirl cook is a very rare thing, and is usually only done with a T2 machine. (Some Ranches that carry Bunnygirls also sell uses of a Cooking T2 machine with them, as teaching Bunnygirls normally is usually very difficult.) They can be taught basic stuff in terms of cooking, and with training can be good with instant foods (so long as someone else takes it out of the microwave, as the Bunnygirl is likely to trip and drop it on themselves), but it’s considered extremely unwise to give them any pointy objects. More often they are used for keeping things neat, as like Titmice they are generally clean Pokégirls. Their most common use is that of a friendly, loving sexpet that will eventually evolve into something better.
Bunnygirls are very loving, trusting, innocent Pokégirls. They aren’t violent in the least, save for friendly sparring and cuddling. They do not respond well to violence, so much so that witnessing extreme amounts of it will actually cause them to evolve into the vicious Mini-Top. Once that happens… Er… Well… It was nice knowing you. Very rarely does a Bunnygirl become a Penance, as they usually morph into a Mini-Top first.
Due to their sheer, unadulterated cuteness, Bunnygirls have fan groups and enthusiasts similar to those that exist for other ‘cute’ Pokégirls, such as Kittens, Titmice, and Mermaids. Like Cabbits, Bunnygirls simply ADORE carrots, having been known to eat them by the basketful and occasionally using them as dildos during Taming. Using a carrot as bait is almost guaranteed to catch you a Bunnygirl.
Bunnygirls are among the most common results of Threshold.
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BUTTSPROUT, the Toxic Flower Pokégirl
Type: Near Human
Element: Plant/Poison
Frequency: Rare (Uncommon as Domesticated, Common around the Magma Isles and desert regions)
Diet: carnivorous (but can live on sun, water, soil)
Role: gardeners, grounds keepers, predators
Libido: Average (High after prolonged periods in sunlight)
Strong Vs: Electric, Fighting, Plant, Rock, Water
Weak Vs: Fire, Flying, Ice, Psychic
Attacks: Vine Whip, Vine Bondage, Buttsprout
Enhancements: Solar Rejuvenation, High Poison Resistance (any except Hyper Venom)
Evolves: Weepingbutt (normal)
Evolves From: None
Buttsprout is another Plant-type Pokégirl, but where the others are modeled on flowers or similar, this one is based on the Venus flytrap and sundew...this one is carnivorous. Her design allows her to survive in poor environments, such as deserts, by allowing her to digest meat. If sufficient sunlight, water and soil nutrients are available, a Buttsprout is fine, but she prefers meat in her diet even when she doesn't -need- it.
Her appearance is similar to a full-sized Sexycute, with a more normal skin tone and a grass skirt (yellow/tan color, like dried grass). The only green is on the undersides of these leaves, which she will expose to sunlight if she wants to get some serious photosynthesis going, such as for healing, and on her vine whips, which emerge from under her skirt, and can be used both as normal vine whips and as roots, whether for anchoring herself or to reach nourishment at a distance (although she doesn't -yet- have a draining attack). Her breasts are okay (unlike Oddtits) averaging around a C-cup, and are quite in proportion to the rest of her.
As far as sex is concerned, Buttsprout is very aggressive, mainly due to her carnivorous nature. While her libido is generally average (although like most Plant-types prolonged exposure to sunlight can correct this) her preference is for being the aggressor, almost exactly like a Domina. In general, her approach to sex is hard to distinguish from her approach to lunch. Her first general action is to immobilize her “prey” and once said “prey” is aroused, she mounts her partner. What makes this a little scary (even with Tamed Domestics) is this is how she feeds, as her Root/Vines are under her skirt. In the wild, she normally kills her prey and buries them and sends her roots in for what amounts to a very slow 'leech' attack (totally not usable in combat). However, also like a Domina, if a Tamer can turn the tables on her, and “defeat and devours” her (sexually speaking) s/he will have a very loyal Pokégirl, who tends (at least to him/her) to be very submissive...although occasional reminders are a good idea. In a Harem setting, Buttsprout tends to want the Alpha position unless the current holder can stomp her flat (or if the 'Sprout is a Domestic is shown solid reasons why the other girl has the position). While they are both Plant/Poison types, it is not recommended to have both a Domina and a Buttsprout in the same Harem unless the Tamer has a -very- forceful personality or has an Alpha that can kick -both- their butts in a two on one match.
Buttsprout is very limited in combat, having only her Vines and Buttsprout, rather than the normal collection of pollens/powders commonly associated with Plant/Poison-types. If facing an opponent she can't defeat (for whatever reason) she tends to flee after using Buttsprout to attempt to immobilize them. Against a poison Pokégirl she is devastating, as she can ignore almost any poison around...the only one she has to worry about is Hyper Venom, and even that she -might- by able to survive (but like anyone with more sense than a Feral Titmouse will avoid if at all possible). She likes high places, her vine/roots allowing her to climb otherwise sheer hill/mountain sides, but also for another reason...her signature move will work on just about anyone, even normally immune Pokégirls (although only in temporary mode) and this includes herself. Using her pollen on herself, she can inflate her bottom (which unlike normal or permanent buttsprout pollen makes the posterior tougher and less sensitive) and handle a landing equal to twenty feet times her current level (so a fifth level Buttsprout could drop one hundred feet and not be harmed) or block almost any blunt attack similar to a Milktit's Busting Out attack...although against an edged or piercing attack, her defense isn't nearly as great.
Domestic Buttsprout are used like many Plant-types in the horticulture area, and are not too dangerous, but Feral Buttsprout are lethal, as they will hunt, kill and eat other Pokégirls and humans. If Tamed (or raised domestically) they can be taught not to look at people/other-Pokégirls as potential food, but in the wild are considered a Class Four hazard (Class Three in poor soil/water environments where they have to supplement their diets)...so it is recommended not to let your Buttsprout go feral.
As a note, Buttsprouts are among the best at producing the pollen that is their namesake, and can make permanent applications as often as once every three days, and this includes while Feral (larger rump roasts for dinner).
Cases of Threshold girls becoming Buttsprouts are rare, but do occasionally happen, but only to girls in (or long-term residents of) badlands areas not really suited for normal plants.
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BUZZBREAST, the Swarm Warrior Pokégirl
Type: Near Human (Insect)
Element: Bug/Poison
Frequency: Common
Diet: Vegetarian
Role: Fodder Soldiers
Libido: Average (becomes High seasonally)
Strong Vs: Bug, Dark, Fighting, Plant, Poison
Weak Vs: Fire, Flying, Rock
Attacks: Sting, Double Sting, TriSting, Rapid Sting, Air Recovery, Honey, Sweet Honey, Honey Syrup, Stop Sting, Berserk Sting, Hot Sting, Silence Sting, Blur, Quickturn, Dash
Enhancements: Exoskeleton and endoskeleton, Enhanced Endurance (x2 human), Enhanced Durability (x3 human), Wings for flight, Stinger tail, stingers mounted in breasts, Status effect venoms, can generate wax for entrapment and building of honeycomb hives
Evolves: Buzzqueen (mechanism unknown; only occurs in the wild when attended by a full hive), (special ceremony from queen), Killerbreast (special ceremony from queen), Assasara (Heavy Metal)
Evolves From: None
Buzzbreasts were one of the soldier Pokégirls Sukebe created during the Revenge War. Easy to make and considered expendable, they became one of the most commonplace Pokégirls in existence upon War’s end. Once the War was over, Buzzbreasts took to the wild and became known as the first Pokégirl pests, due to their tendency to swarm people and other Pokégirls invading their territory, carrying them off to be converted into new swarm mates. They were fairly easy to drive off with various bug sprays, however, so their threat level was never upgraded to beyond ‘pesky.’ They also became a mostly favored prey animal for more powerful Feral Pokégirls, as they were fairly easy to catch.
Buzzbreasts are a bit more attractive than their rarer cousins, the Wasps, having very feminine faces, curvaceous bodies with C-Cup breasts, and hair that’s usually striped black and yellow, or in some cases, lavender. They have light chitinous armor on their arms, legs, and torsos, mainly around the underside of their breasts. They have long, gossamer wings that are surprisingly durable, and have a stinger tail on their backs, the stinger a hollow pointed tip that cannot be retracted. Unlike the stinger of a normal bee, the tail stinger of a Buzzbreast can be used repeatedly without being fatal. A Buzzbreast’s internal structure is more insectile, and her major organs are protected by a thick chitinous shell that protects her from most normal blade or bullet damage. Their eyes are compound, and they have stingers mounted in their breasts in a hollow, flexible tube just above their nipples. This makes any sexplay involving their breasts risky, but some Tamers enjoy the challenge. Buzzbreasts are generally favored by beginning Tamers as they are easy to catch and train (provided one can get away from the swarm after catching one). Their threat level upgrades somewhat when the Buzzqueen enters her ‘heat,’ signifying the beginning of her Mating Season, as they become more ferocious in battle, and more inclined to attack.
Buzzbreasts have no sense of individuality, their mind little more than a drone for their hive. Their will is that of their ‘Queen,’ be it a Tamer and an Alpha Pokégirl or a Buzzqueen. However due to this lack of will, they are easy to gain the loyalty of once Tamed. When solidly bonded to a ‘Queen’ and ‘hive,’ however, they become ferociously loyal and are hard to turn. During Mao Shin Mao’s attacks, several Buzzbreasts that could not be turned back towards loyalty from Pokégirls only were assassinated. Some Buzzbreasts, if separated from the hive long enough, do begin to grow in intelligence and gain a will and personality of their own.
In the wild, Buzzbreasts reproduce by finding a Pokégirl or human that is alone or has come too close to the hive, using their Stop Sting to immobilize them or, failing that, entice them back with their Honey, and then bringing him/her back to the hive. The Buzzqueen then forms a cocoon around the victim and places it in her chamber, the chemicals inside the cocoon turning the victim into a Buzzbreast drone within a few weeks time. Buzzbreast Pokégirls or Pokéwomen cannot have kits of their own unless they evolve to Buzzqueen.
Buzzbreasts have a small variety of abilities. While not inherently poisonous, like their species-cousins, the Wasps, they do have the ability to emit venoms of varying status effects, such as Silence or Berserk. They also can generate the various ‘Honey’ techniques, although these aren’t used as much by Ferals. They can also, after collecting enough pollen, generate a sticky wax on their limbs, which they use to maintain and build their hives, as well as trap potential victims for their ‘Queen.’
Thresholding into a Buzzbreast is extremely rare, due to the nature of how they are formed, but not unheard of. The first sign that a girl is Thresholding into a Buzzbreast is that they stop questioning anything they are told.
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BYTE BITCH, the Techie Canine Pokégirl
Type: Near Human (Canine)
Element: Electric/Psychic
Frequency: Uncommon (Rare as Feral)
Diet: omnivore, preference for meat
Role: Data processor, Hacker, Mechanic
Libido: Low to Average
Strong Vs: Electric, Fighting, Flying, Poison, Psychic, Water
Weak Vs: Bug, Dark, Dragon, Ghost, Ground, Plant, Rock
Attacks: Bite, Snarl, Shield, Psi-Blast, Teleport, Thunder Shock, Thunder Wave
Enhancements: High intellect, Enhanced Smell and Hearing, Machine Affinity, Enhanced Memory
Disadvantages: Low combat potential, Human equivalent stats (speed, strength, constitution etc.), Canine behavior
Evolves: Data Dog (Normal)
Evolves From: None
Byte Bitches are one of the most common tech savvy Pokégirls, typically being used alongside other computer able Pokégirls such as G-Poindexters, Hand Maids and Pussycoms. However, many of the breed also use their machine affinity to become unparalleled mechanics and technicians. This perhaps what the breed was originally created for, as both Byte Bitches and their evolved forms Data Dogs have a knack for working with anything mechanical, including some of the more Tech based Steel Pokégirls.
Byte Bitches have a reputation for having bitchy attitudes, but research has found that this is because many of the breed do not respond to stress well and become defensive and snippy quickly. Indeed, it was once rumored that the more animalistic in appearance, the more bitchy the Byte Bitch was, which has been disproved as each individual Byte Bitch has different levels of stress tolerance. Also it has been noted that the breed overall has something of a lazy streak, preferring to sit and tinker or type than to run or train. This is due to their bodies being similar to humans in terms of strength, endurance, and speed. With very little speed or strength, Byte Bitches make poor combatants. They also have very little in terms of attacks, knowing only a few low grade psychic and electric attacks. They fare well as support for other Pokégirls however, but tend to be highly stressed and bitchy after battles regardless of winning or losing.
It is in terms of intelligence where Byte Bitches shine, easily being on par on G-Poindexters (and often being called ‘furry G-Points’) and many share a rivalry with the Supe-bra Genius line when their specialty lies with computers. As stated above most Byte Bitches are 'Hacker' types, focusing their skills solely within the realms of computers and most often vie for similar roles with Pussycoms and Cyber-nymphs (and due to the Byte Bitch's nature, she often clashes with her rivals). A few Byte Bitches are known as 'Generalists' specializing in general machine work. They often dabble in many different fields, including computers, but enjoy the more physical aspect of machine work more than the technical nature of computers. These types of Byte Bitches often don’t quite have as fierce a rivalry as computer specialist Byte Bitches do with tech oriented Pokégirls, indeed, they are often sought after assistants to a Supe-bra Genius and aid them in their inventions.
Byte Bitches are more variable physically than the average canine Pokégirl, many leaning to the more human looking side of the appearance scale, usually with only a tail, ears, and claws to denote them as Pokégirls. It seems that the canine genes crop up more in behavior than appearance, as many Byte Bitches have several purely canine quarks, such as a chasing reflex or sensitivity to high pitched noises and other traits that they shared with pre-Sukube dogs. These behaviors are very hard for the Pokégirl to control, and despite their intelligence, the breed finds it difficult to fight off the instincts when they are triggered. It should be noted that unless the Byte Bitch is raised around cat, mouse, or bunny types she will usually have a hard time seeing them as anything more than a lesser being; and with the exception of a few cat types (such as the intimidation factor of Mountain Cats, or War Cats, or outright fear in the case of the Panthress) will automatically give the Pokégirls a hard time, and unless the 'prey' Pokégirls are particularly brave, they are naturally intimidated by Byte Bitches.
Threshold cases of Byte Bitches are uncommon, but generally happen to family lines of the Pokégirl or canine lines mixed with psychic and electric lines. Generally the threshold is marked by an increased attention to electronics and machines in general, followed by mild flu like symptoms as the Pokégirl genes come to fore. Feral cases of Byte Bitches are rare, as the breed in general has very little chance to survive fights against other ferals.
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CACTORA, the Prickly Pokégirl
Type: Near Human (cactus)
Element: Plant
Frequency: Rare (desert areas, primarily Indigo League)
Diet: Sunshine, soil, water
Role: Water storage
Libido: Average
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison, bondage attacks
Attacks: Tackle, Needle Spray, Root, Bear Hug, Backhand, Water Gun, Regenerate, 1000 Needles
Enhancements: Retractable needles, can store water inside her body, Enhanced Speed (x7)
Evolves: None
Evolves From: None
Cactoras are short, around 5'5", green-skinned Pokégirls with flower petals on their head instead of hair. Their breasts are usually a C cup, their eyes always green, and their bodies are lined with small, bumpy ridges, one along each arm, four on each hand leading up to their knuckles, four along the belly and just above the breasts (looking vaguely like pinstripes), and three lining her legs, the one on the side of her legs going up her hips. From these ridges a Cactora can sprout long, sharp needles that she can launch out as projectiles. They are desert dwellers, and most people that encounter them consider them a great boon, as they have one very unique ability: they are a plant-type that can store water inside themselves like a water-type.
Cactoras can absorb moisture from the air and store it inside their bodies as water, needing only marginal bits for themselves to sustain them and occasionally taking root to restore themselves. They can offer their stored water by drawing it into their breasts (which grow enticingly large) and letting a thirsty Tamer or Pokégirl drink from them, the water always coming out cool and pure. After that, however, if the Cactora is Feral, they will quickly run off, not wanting to stay for any longer than needed.
Feral Cactoras tend to spook easily and run quickly from battle. They are non-confrontational, and, to the aggravation of Tamers who want to try and catch them, almost as fast as a Cheetit or Sonica. Sometimes, if they feel cornered, they will attack with Needle Spray or worse, 1000 Needles (an Ancient Blue Magic spell used like a normal Pokégirl attack, something that has caused much controversy amongst the people of Vale), in an attempt to ward off their pursuer and make their escape. It's best to try and use bondage attacks against a Cactora before she can run away and bring her to orgasm quickly. It's best to use Lust Dust on the Cactora as well, as their spikes retract into their bodies when aroused, making for easy Taming.
Once Tame, Cactoras undergo a slight personality shift. They become more playful, taking a liking to doing somersaults and handstands and other general goofiness. They also drink a lot of water so as to be at the ready should their Tamer or Harem sisters need a refreshing drink. Threshold cases who have recovered from Feral state have reported feeling silly about their skittishness and desire to run away.
A very small, but growing number of Thresholding into Cactora cases have been reported.
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CAMELTOE, the Desert Metamorph Pokégirl
Type: Near Human/Inhuman (Tauric Metamorph)
Element: Ground/Water
Frequency: Rare (Uncommon in desert regions)
Diet: Vegetarian
Role: Desert Messengers, Water Reservoirs
Libido: Low
Strong Vs: Fire, Rock, Electric, Steel, Poison, Water
Weak Vs: Plant, Ice
Attacks: Dig, Stomp, Sand Attack, Water Gun, Rain, Mud Slap, Glue Spit
Enhancements: Enhanced Speed (x3), Enhanced Strength (x5), Enhanced Endurance (x7), Low Water Needs, Large Water Storage Capabilities, Water Absorption, Metamorph capabilities
Evolves: None
Evolves From: none
The Cameltoe was developed when Sukebe discovered that the Ponytaur wasn’t adequately suited to desert maneuvers. Just like how the Ponytaur resembles the horse, the Cameltoe resembles the pre-Sukebe camel in their equine form, with a human-ish torso emerging from a camel body complete with a large hump for water storage. Cameltoes also have the ability to transform into a human form, but it is far more conspicuous than the Ponytaur’s. The skin tone is more tan, a small hump remains on the back, their hands have three fingers instead of five. They usually have brown toned hair color that ranges from light, sandy brown to dark, near black brown. In animal form they stand at around 7-8 feet tall, but in human form this shrinks down to around 6 feet tall. The breast size can range from B-cup, if their breasts are empty of water, to F-cup if their breasts are full. Though large, their breasts always remain firm to the point of hardness due to the extreme compression of water.
The Cameltoe’s hump, in either form, has the ability to store up to 30 gallons of water, and can expand and contract as necessary. For this reason, these Pokégirls would accompany legions in the deserts, and supply the water required, or use their water reservoir for their water attacks. This water can be emitted from the mouth for various water attacks, from the breasts, which in addition to providing water, can also store it (Cameltoe's fat cells are capable of expanding to store water), or from expandable pore on the top of the hump. The Cameltoe's breasts can become extremely full, but unlike a Milktit which just keeps producing milk, once all the water possible has been stored, the rest is just urinated out, which keeps breasts from becoming overfull and painful. The skin around the breasts is surprisingly stretchy, will expand and contract as necessary, so stretch marks do not show until very advanced age. Cameltoes are among the fastest Pokégirls in the desert, and are excellent for long term desert recon, desert messengers, and desert transport. In battle they are more suited to support roles, using sand attack and mud slap to distract and blind enemies, and rain to revitalize their allies. Cameltoes have the peculiar ability of using a plant type attack, Glue Spit, despite not being plant types. They achieve this attack by excreting a set of proteins into their spit that, when exposed to air, becomes extremely sticky.
Cameltoes are not Alpha material, but they do work well in a harem, and are very sociable Pokégirls. However, be warned, Cameltoes are stubborn creatures and, if they decide they dislike an Alpha or her orders they will likely ignore any order given to her unless from her Tamer. In the same vein, Cameltoes hate being pushed around, and will respond to aggression by being even more stubborn. Though they are not quick to judge or form opinions, Cameltoes once the have made up their mind, are very reluctant to let it go, so first impressions make quite an impact on this Pokégirl.
One of the most remarkable qualities of the Cameltoe is its ability to absorb and retain water. They can literally soak it up through the skin (and in humid regions from the air itself) which renders any water attack not only useless, but beneficial to the Cameltoe, and usually end up with the Cameltoe spitting these water attacks right back. In addition to the hump on the back, this Pokégirl also possesses a super-efficient respiratory system and urinary system that reabsorbs up to 90% of the water back into the body. These Pokégirls are capable of lasting months in the desert on only a few glasses of water, and usually get all the water they need from the food they eat.
Despite being desert creatures, Cameltoes have been known to exist on frozen tundras or cold deserts. These Pokégirls adapt to these condition by growing out a thick coat of fur, similar to the Pre-Sukebe camels that lived on the tundras of Mongolia.
Though their overall speed is slower than their Ponytaur counterparts, their endurance is far higher. They are able to maintain their top speed for six to eight hours, fully loaded with gear in the desert. Unfortunately, there is very little variation in top speeds in sand and on hard ground. On average Cameltoes show higher intelligence than the Ponytaur breed, but are less popular. Feral Cameltoes have a large cut in intelligence, but are very docile. These pokegirls rarely attack when Feral and will flee danger before confronting it. When annoyed they tend to spit and run, and many a Tamer has been covered from head to toe by an annoyed Feral Cameltoe. Despite this Tamers find Cameltoes a blessing when lost in the desert, as they are more often than not better than oases. Cameltoes prefer being on top during coitus, or being Tamed doggy-style, as the hump makes it uncomfortable to lie on their back.
Thresholding into one is common for girls in desert regions with ground ancestry, and is quick, usually lasting less than a day, but reports indicate that it is extremely painful, and the girls must get used to the weight and feel of the hump. Some unlucky girls become two humped camels or Bactarians they are known. This far more painful, and it becomes harder for them to retain a human form, however these girls can store an extra 100 gallons of water, allowing them to retain up to 60 gallons.
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CAPHOOCHIE, the Freeze or Burn Pokégirl
Type: Near Human (Capuchin Monkey)
Element: Fire/Ice
Frequency: Uncommon
Diet: Human Norm
Role: Limited Weather Control (heating or cooling), Storm Generation
Libido: Average
Strong Vs: Bug, Plant, Dragon, Flying
Weak Vs: Fighting, Rock, Water
Attacks: Ember, Fireball, Flamethrower, Fire Punch, Fire Kick, Imitate, Taunt, Ice Punch, Iceblade Kick, Ice Beam, Ice Slide, Iceball
Enhancements: Enhanced Hearing and Vision (x2), Enhanced Reflexes, Balance, Flexibility, and Agility (x3), Aura of Calm, Aura of Rage, Prehensile tail
Weaknesses: Cannot use her ice and fire attacks simultaneously. Obsession with Balance.
Evolves: None
Evolves From: None
Discovered shortly after the Great War, the Caphoochie breed was a startling discovery, a Pokégirl of conflicting elements that seemed to balance out in harmony with each other. This odd Pokégirl seems to be a study in the tenuous balance of two elemental extremes, though held together by a mostly cheerful disposition.
At a glance, most Caphoochie resemble human females, though these Pokégirls have larger ears than any human would, even though they're similar in shape and position on the Caphoochie's head. They have long dark furred prehensile tails that usually match their hair. Caphoochies tend to have at least some white in their hair however, be it only their bangs or sometimes their entire head of hair. Rarely, their lighter hair is golden to red instead of white. Feralborne Caphoochie tend to have body fur that ranges from fur along the tops of their hands and feet that end at the elbows and knees to full body fur. This fur tends to be a pattern of black and cream/white or the rare golden to red. A Caphoochie's feet are more like hands, able to grasp and manipulate objects with the same ease as using her actual hands. Caphoochie are sometimes short, ranging in height from an even four feet to a tall six feet in height. Their bust ranges from a B to D cup, with the larger cup sizes usually being found on the taller individuals. Despite how 'fuzzy' the breed is, their loins are usually hairless.
Caphoochie are a breed that devote themselves to the concept of balance, many making this a spiritual and philosophical point of view. They follow the tamers rule, but buck against their tamer occasionally, only to point out that chaos and order are something to be equally respected. They respect nature as a whole, but also point out that without forest fires there could be no rebirth of the forest. At times their moods are mercurial, shifting from passionate and boisterous to calm and serene within the span of the day. However, this is not to say that Caphoochie are unpredictable, as there is a pattern, an ebb and flow if you will, of the breed's extremes and most tamers can often count on the Caphoochie's shifting almost like the tides. Being deeply spiritual Pokégirls, most Caphoochie have a hunger for learning about various philosophical views and religions, and approach the subject enough patience and wisdom to actually calm the more volatile individuals down into rational discussion. Many tamers can trust their Caphoochie to offer kernels of wisdom, even if it is at the most inconvenient time.
While Caphoochie are a Fire/Ice element Pokégirl, the breed cannot control both elements at the same time. Research into this oddity has shown that this is because the Caphoochie's ability to control her opposing elements hinges on the respective fire or ice energies not colliding. Using both of her elements at once causes the skin of her body to split and steam to violently escape, injuring the Pokégirl severely. However, it only takes a few seconds for a Caphoochie to trade off her conflicting elements, and some well trained Caphoochie can take this time down to almost one second without injury. Thanks to their ability to use either fire or ice attacks however, Caphoochie are formidable opponents, able to blast her foes with fireballs, only to switch to an Ice Beam for a finishing move.
Caphoochie are surprisingly loving and cuddlesome Pokégirls, maintaining the view that 'love is fleeting and should be done with one's whole heart'. If treated affectionately by her Tamer, they will find that they have an almost literal 'love monkey' on their back, who often pulls in her harem sisters to share the love as well. Caphoochie can be found in sex battles infrequently, as they do not naturally know sex attacks, but can learn them. They are willing to try most forms of bedroom fetishes and kinks, though they tend to avoid the more harsh BDSM play. Luckily for Tamers, Caphoochie are neither too hot nor too cold, their body temperatures being within the human norm, though they're never bothered in cold climates thanks to their innate fire abilities. Feral Caphoochie tend to gather into social groups, usually just to play, tame, or otherwise interact before and after they forage for food. They tend to be curious and playful around strange situations, though they can put up quite a fight when harassed or threatened as well as making quite a mess by getting into trashcans, buildings, and other human made places. Ferals of the breed are considered dangerous however, and should never be approached without the aid of a Pokégirl, preferably a Rock, Water, or Fighting type to help tilt the odds in the human's favor. Threshold Caphoochie happen infrequently, as unless the girl in question's ancestry included Caphoochie, she would need to have both fire and ice types in her family tree. The first sign of thresholding into a Caphoochie are prolonged foot cramps, followed by the ears growing in size and manifesting her fire and ice abilities. Fur growth, if any, usually happens during the same stage as the ears enlarging. Many thresholders are sold to ranches, but some run away to join Shrines, Churches, or Temples.
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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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CATNIP, the Flowery Feline Pokégirl
Type: Near Human
Element: Plant
Frequency: Uncommon
Diet: carnivorous; prefers fish, chicken, and milk. Usually finds finer brands of pokechow acceptable.
Role: jungle predator
Libido: Average
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Attacks: Bite, Scratch, Slash, Wrap, Tackle, Razor Leaf, Leaf Shield, Leech Seed, Cuddle, Catnip Kiss
Enhancements: Enhanced Hearing (x3), Enhanced Reflexes (x3), Enhanced Sight (x3), Enhanced Speed (x2), Night Vision, Disguise Scent
Evolves: None
Evolves From: Merrowl (Leaf Stone)
Merrowls who come into contact with a Leaf Stone evolve into Catnip. As a Catnip, her coat of fur becomes patches of greens and browns of all shades, helping her to blend in better with natural foliage. She is at home in the jungles and forests, leaping from tree to tree in search of prey. Catnips have breasts that are a bit larger than their previous form, usually about a half-cup size bigger. Catnips dislike urban environs, preferring to be somewhere with a lot of plant life.
Catnips are somewhat defensive in their fighting techniques. They usually toss a Leech Seed at opponents, then hide behind their Leaf Shield while the seed does its work. If that fails, she’ll toss the Leaf Shield at her opponent, and then soften them up with Razor Leaves before closing in and using her other techniques. Despite being weak against poisons and Poison-type Pokégirls, a Catnip is totally immune to the Catnip Kiss attack, and can also use the attack herself. She usually uses her Cuddle sex attack to get close to her opponent, and then will coat her lips and tongue with essence of catnip before kissing her foe deeply. This attack only works in other cat Pokégirls, but when subjected to this attack, they grow rather woozy, as though drunk, making their combat abilities fall and their lust grow. It’s usually easy for a Catnip to bring her foe to orgasm after using this attack on her. Catnips also have the ability to change her natural scent to any kind of flower or plant she has ever smelled. This makes Catnips popular in the perfume industry. Catnips are also popular with thieves for this reason, since she can lay down a floral odor over her trail to make sure that tracking by scent isn’t possible.
The one thing Catnips don’t have that most other Plant-types do is natural vines. They hate to admit it, but they are jealous over this, and badly wish they could use the Vine Whip and Vine Bondage techniques. This envy has given them something of a bondage fetish, and Catnips like being tied up during Taming, pretending that they’re wrapped in vines. A Catnip also tends to release very sweet floral scents during sex, and a Tamer who just pleasured his Catnip usually ends up smelling like a rose.
Feral Catnips are lazy things, basking in the sun all day. They use their Disguise Scent enhancement to make sure they smell like flowers so they don’t get bothered during this time. Tamers who try to capture one generally have a somewhat difficult time getting by their Leaf Shield, but it’s not too hard. Threshold girls generally don’t evolve directly into a Catnip, but it can occur, albeit not often.
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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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CHARMELONS, the Hot ‘N’ Heavy Pokégirl
Type: Near Human
Element: Fire
Frequency: Uncommon
Diet: Plants, small animals, pokechow
Role: igniting things, combat
Libido: Average
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Fireball, Fire Spin, Flame Thrower, Ember, Warm Embrace, Burning Hands
Enhancements: Endurance, Heat Resistance
Evolves: Whorizard (normal)
Evolves From: Charamanda (normal)
Charmelons are Charamandas who have been Tamed enough and have won enough battles. As with most Pokégirl evolutions, perhaps the most immediately notable effect is a more pronounced bust. A CharMelons still bears strong resemblance to her previous form however, retaining the scales and tail. She can still make the flame on her tail appear or vanish at will, but the flame is now larger, burning brighter than before. A curious development is that all CharMelons have reddish-blonde hair that stands up and waves agitatedly. The effect is that it looks as though they have flames atop their head. The appearance is just an illusion though, their hair is still just hair.
A CharMelons can use her attacks to a greater degree, releasing larger gouts of flame with her attacks. She also gains some sex attacks with this form. Warm Embrace lets her hug the opponent to her body, mimicking the feeling of afterglow to lower her foe’s mental defenses. Burning Hands can be used as either a sex attack or a normal attack. Using this technique, a CharMelons can make her hands pleasant warm and then begin stroking her opponent’s sensitive areas, or she can make then burning hot, and close to grapple her foe with them painfully. With their increased fire abilities comes an additional resistance to damage from fire. CharMelons have been known to enter burning buildings to save their Tamer or other members of their harem, taking no damage from the flames around them.
Unlike most Fire-types, a CharMelons is still well behaved. She may grouse if unhappy, but she doesn’t tend to act out unless her Tamer is mistreating her in some way. Another oddity is that she isn’t as lustful as most Fire-types are, being content with only being Tamed once or twice a day, although if more Taming is offered she certainly won’t turn it down. Tamers having sex with their CharMelons need to be careful, since when aroused her already-hot pussy grows even warmer, and her juices are heated as well.
Unless proper precautions are taken, such as heat-resistant cream applied, nasty burns can be the result. Like their previous form, CharMelons enjoys stroking and cuddling before, during, and after Taming.
Feral CharMelons are dangerous, being quite unrestrained in their use of their attacks. They tend to be quickly subdued by concerned individuals who don’t want their loved ones and property set aflame. Threshold girls rarely skip straight to this form, but it isn’t unknown.
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CHEETAH, the Quick Kitten Pokégirl
Type: Near Human, felinoid (cheetah)
Element: Normal
Frequency: Uncommon (Crescent, Crescent Moon, Crimson Leagues), Rare (All Other Leagues) [Classified] Uncommon around the territory of Sexmet’s Lair. [Classified]
Diet: Omnivore, preference for fish and meat
Role: full of surprises
Libido: Low
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Quick Attack, Tackle, Tail Slap, Rocket Dodge and Tackle, Rocket Lunge and Tackle, Growl
Enhancements: Enhanced Speed (x8), Enhanced Hearing (x2), Enhanced Smell (x2), Enhanced Eyesight (x2), Nightvision, Semi-Prehensile Tail
Evolves: Cheetit (normal)
Evolves From: None
Like the Pia and Vulvixx, the Cheetah was recently discovered thanks to breeding Pokéwomen, in this case, Cheetits. While it’s always been known that it took a Cat E-Medal to evolve a Catgirl into a Cheetit, it would turn out that the Fast Cat Pokégirl is possibly her own breed of Pokégirl and not just another branch of the Kitten breeds. Originally, these Pokékit children were thought to be Domestic Cheetit kits, it would turn out after research conducted by a number of Pokégirl Breeders that the Cheetahs are a genuine breed of young Pokégirl.
Like all Pokékits, Cheetahs tend to be very playful. They are noted for their good reflexes, but the control over their speed tends to be lacking as they crash into many things while they learn to use their speed and ability. Cheetahs can only safely move at 40 mph, (64.4 kmh) easily, any faster is not only difficult to control, but also tends to drain them. The fastest Cheetah ever recorded managed to hit 270 mph, (434.4 kmp) but she fainted shortly afterwards and did not recover for several days. Understandably, many Cheetahs look forward to evolving and becoming that much faster, the ‘speed is life philosophy ingrained in their psyche.
In appearance, Cheetahs are much like underdeveloped Cheetits. Unlike the 7’ tall, generously D-Cupped adults they can become, Cheetahs are more human in size, never taller than 4’ when children and then only growing up to around 5’5” when teenagers, yet still not not Pokégirls. They also tend to be embarrassed about their bustline since they’re only a minimal A-Cup. Understandably, their physical presentation is comparable to a Titmouse or fellow feline Pokégirl, Shaguar.
Although they’re not entirely suited for battle, Cheetahs aren’t slouches either. Despite not having the claws or the full speed of the Cheetit, they are very capable of protecting themselves should another Pokégirl try to pick a fight with them. They are naturally small, agile, and quick, and the Cheetahs know to use these skills to their advantage. Should they actually come into contact with an aggressive Pokégirl that’s either too powerful for them, or a Fighting-type, the Pokékit will choose the better part of valor, and run away from danger. They accredit this to the tactic of it being better to simply run away and live to fight another day.
Understandably, most Cheetah are too young to be Tamed. However, once they hit true puberty they automatically evolve, changing into Cheetit after they come to Taming age. They grow to the full height and develop the curvy nature expected of their breed. As young kits, they are simply not interested in Taming whatsoever. It is noted that once they get closer to the age where they become Pokégirls that Cheetahs start to notice things about the world around them, including sex.
Due to this being a Pokékit-only evolution, it’s more than likely that this won’t be an outcome of Threshold easily, especially since it wasn’t until recently that Cheetits themselves started to appear via Threshold. It should also be noted that Cheetahs have not been known to come from Feral upbringing. When a Feral Cheetit gives birth, it’s normally true parthenogenesis and even the few cases where the Feral was a Pokéwoman, it’s once again Cheetits or human children that end up dying in the wilds.
[Classified] While not the most exciting or important information, it should be noted that the Legendary Pokégirls Bastit and Sexmet absolutely adore Cheetah Pokékits. A few of them have been noted to live in Sexmet’s Lair, the daughters of Sexmet’s Cheetit guards. They’re normally the playmates to the Sphinx kits and are trained as part of the Lair’s security as they get older. [Classified]
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CHEETIT, the Fast Cat Pokégirl
Type: Near Human - Animorph (Cheetah)
Element: Normal
Frequency: Uncommon (Crescent Moon, Crimson Leagues), Rare (Crescent League), Very Rare (All Other Leagues) [Classified] Common in the Dark Continent North of the Sanctuary Colonies and its Frontier territory including Sexmet's Lair. [Classified]
Diet: human standard, though heavy on meats, fish and proteins
Role: ultra-fast strike troops and range-hunters
Libido: Average (Unbonded) to High (Bonded to a Tamer)
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Bite, Slash, Tail Slap, Double Kick, Rocket Dodge and Tackle, Rocket Lunge and Tackle, Speed Punch, Tornado Run, Hyper Kick (Lv. 35), Iron Tail (Lv. 60)
Enhancements: Enhanced Speed (x15), Enhanced Endurance (x3), Enhanced Hearing (x3), Enhanced Smell (x4), Enhanced Eyesight (x2), Nightvision, Semi-Prehensile Tail, Functional Claws, Ability to shift the length of her hair at will and can heal at twice the rate of Rock Pokégirl's so long as they aren't damaged with Fire or Magic-type attacks. Very strong leg muscles to support her speed runs, the Cheetit is said to be the fastest runner on the planet, but her endurance pales against a Grizzlar [Classified] or a Dameosaur [Classified].
Evolves: Cheetaura (normal), Leopardess (loss of speed and unconditional love from a Tamer)
Evolves From: Catgirl (Cat E-Medal), Cheetah (Normal)
The Cheetit is one of the original Sukebe-created Pokégirl breeds and has existed since the very beginning of the War of Revenge. Cheetits were a specialized version of Catgirl breed, obviously meant for quick in-and-out strikes against lone targets, and often acted as support for Lioness Prides out in open areas. After Sukebe vanished and the war ended, Feral Cheetits found their way to the Dark Continent and Crescent League territories, their numbers expanding to cover the ancient home range of their genetic templates, the cheetahs. Their species had remained the only viable reason for a Tamer to visit the fringes of the forsaken Dark Continent until around the early 200's when the majority of numbers have migrated from beyond the Dark Continent territory to the neighboring Crescent Moon League.
Cheetits are prized for their outstanding speed and fighting prowess. This has made it that Cheetits are often the target of visiting Tamers from afar who travel to the Crescent Moon or Crimson Leagues to get their hands on one. Cheetits are the fastest ground- runners of all Pokégirl breeds. On a level road, they've been clocked up to 350 mph, (563 km/h). Sadly, they can't maintain such speeds for long; like the cheetahs of old, the Cheetit can only use her speed for short periods, (in the prime of health, a Cheetit could maintain her top speed for thirty minutes before fatigue sets in).
[Classified] In comparison, Dameosaurs can reach 250 mph, (402 km/h) in a dead sprint, but they could maintain it for two hours on average. [Classified]
When it comes to Pokébattle, a Cheetit puts her speed to great use, highlighting the fact it is the basis for the majority of her attacks. If the area allows, a Cheetit first chooses to run rings around their opponent, sending them into a state of confusion before choosing to attack. However, if there isn't considerable room, the Cheetit will often open with Tornado run. It keeps them closer to the opponent where they could be injured, but as this is an actual attack it will damage the opponent Pokégirl. The Cheetit has numerous attacks all with a certain flair to mix things up, and as they grow in levels, can learn a couple of devastating Attacks: Hyper Kick and Iron Tail.
When it comes to their place in a Harem, it should be noted that while most Cheetits think, "speed is life", they can slow themselves down for their Tamer or their Harem-sisters. Cheetits tend to want the Alpha position, but even they will admit it may not be a good idea; they just want the chance to be out of their Pokéball more often and stretch their legs, run around. They will be subservient to their Tamer and even the Alpha Pokégirl, whom is the only one that a Cheetit will have sex with out of respect for the Pokégirl’s position in the harem, otherwise lesbian sex makes them cringe, (making them a breed that annoys Psi-Dykes).
While Cheetits get along with a number of Pokégirls, there are a few they coexist with outstandingly, since the Cheetit is a caring species overall, even if they aren't into sex with other Pokégirls. They're are fast-friends with Charlie Angel Breeds for the most part, and nearly all feline Pokégirls, especially the Lioness.
[Classified] It should also be noted that a pattern has been revealed among all Tamers that have a Terminatrix. Those that are chosen to serve with the Terminatrix have a Cheetit in their Harem from before the Demon Dragon joined. Even more surprising is that the two species get along very well. [Classified]
Keeping a Cheetit in the same Harem as either a Ninjanezumi or a Lupina Pokégirl is highly discouraged. Ninjanezumi as a whole are simply terrified by the species and get nothing done with the exception of curling up into a fetal position and whimpering. Young Lupinas often develop a rivalry with Cheetits. While not as bad as the fabled rivalry between the Neo Iczel and Demon-Goddess, it can be quite annoying for the Tamer and the rest of the Harem. Lupinas that have gone through their second puberty and changed into Pokéwomen, however, are able to override base instinct and work cohesively with a Cheetit that is in the same Harem as them.
Cheetits are very, VERY passionate lovers, especially when their fur is petted while being Tamed. Although Cheetits are very dominant and aggressive when the Taming initially starts, as soon as things become hot and heavy, they become more submissive to their Tamer. With a Tamer they genuinely care for, a Cheetit will do anything he wants, even acts that might appall a JigglySlut! However, they have extreme difficulty deriving any pleasure from being Tamed by another female. It takes time, trust and genuine care before a Cheetit can relax with another Pokégirl during Taming, and longer still before the feline Pokégirl can derive any actual pleasure from the act.
For over two-hundred years, there had never been a recorded case of a girl going through Threshold to become a Cheetit. It is in the past forty years that a very few cases have popped up. For awhile it was thought that the overall feline power afforded to Cheetits via the Cat E-Medal was what was needed to make them. With the percentage of feline Pokégirl blood rising in family histories with each generation, it may not be long before Cheetit becomes a more likely outcome of a girl's Threshold.
It is said in the Crescent League that if you make a Cheetit purr during Taming, you will have very good luck in the near future.
WORD OF WARNING: THIS INFORMATION IS CLASSIFIED TOP-SECRET EYES ONLY! VIEWING WITHOUT AUTHORIZATION WILL RESULT IN PUNISHMENTS NOT LIMITED TO BUT INCLUDING: BEING WRAPPED UP IN SUSHI SEAWEED AND HAND-DELIVERED TO SEXMET, FOR FURTHER, MORE EXCRUCIATING TORTURE. CLASSIFIED DATA ON THIS POKÉGIRL MUST NOT BE VIEWED EXCEPT FOR A SELECT FEW. NONE OF THIS DATA MUST BE LEAKED TO THE PUBLIC POKEDEX, THE CHEETITS MUST BE PROTECTED!
The Cheetits had maintained their Feral Coalitions all throughout the Dark Continent from the end of the War right up until Sanctuary's founding in PS 196/CE 2188. At first, Feral Cheetits were captured and forcefully Tamed by the Sanctuary Goths to fill the role of Frontier-range Guardians. However, since Cheetits were heterosexual breed, it was easy enough for an adventuring Tamer to Pokéball a Cheetit and then Bond her to himself through Taming, thus potentially opening a hole in Sanctuary's defenses. Sanctuary eventually fixed their problem with the creation of the Dameosaurs in 214 AS/2206 CE. To ensure their Frontier was kept safe, Dameosaurs were ordered to hunt down and kill all Cheetits, driving them to the Northern-reaches of the Dark Continent while the Cheetits that were already within Sanctuary's borders continued to live an enslaved existence, making- up the backbone of Sanctuary's forced labor that was only matched by the number of Dolls; a ratio of workforce that still exists today within the walls of Sanctuary.
The Cheetits would have been hunted to extinction if it weren't for Sexmet getting involved. The Legendary Dark Lioness already had a dislike of Sanctuary when the Goths had initially started out by capturing and enslaving the Cheetit breed for their own personal gain. Her annoyance escalated into anger with the audacity the Sanctuary Goths had to issue an invitation for Sexmet to join them in a subservient role, to turn her land into a Satellite colony and allow them access to the Sphinx. But once Sanctuary turned on the Cheetits and began to slaughter the species en masse for simply being genetically coded to prefer men over women, Sexmet was fully enraged! She felt nothing but outright hatred for Sanctuary after that, and for good reason.
Sexmet and Bastit made a trek into the depths of Dark Continent where they liberated as many Cheetits as they could, either through breaking up work camps or saving them as they were attacked by Dameosaurs. Thanks to Sexmet's actions Sanctuary lost not only two of their satellite colonies, (which the Goths have erased the existence of in their official records) but the lives of numerous Dameosaurs and Sanctuary Goths that had been killed by the angered Legendary Pokégirl. Sanctuary would eventually order the Dameosaurs to desist from their current actions and leave the Cheetits alone in an effort to avoid further conflict with Sexmet. However, the damage was already done. Sexmet REFUSES any alliance with Sanctuary to this day and does whatever she can to hinder any progress the Goths try make to further their goals.
The Cheetits that were saved were offered choice by Sexmet. She knew they'd suffered enough and offered them either the chance for a peaceful existence and training at her home as to help care for the Sphinx or the choice to be teleported to another League where they could continue to live in the wilds or at least have the chance of finding a good Tamer. Many Cheetits chose to be sent to another League, (although a number ended up in the Crescent League since they didn't specify Crescent MOON) but those that stayed have become an incredible fighting force and the primary guards of Sexmet's Lair, which has become their home.
It is EXTRAORDINARILY IMPORTANT that NONE of this enclosed information be released to the public. Cheetits are victims of Sanctuary and information being released could lead to Sanctuary harming the breed further. None of this information about the Cheetits must leave the inner circle, and all public Pokédexes must maintain only the publicly available information. If we don't, Sexmet is going to have our asses on a silver platter!
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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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CHERUB, the Goodwill Pokégirl
Type: Near Human Metamorph
Frequency: Rare
Element: Psychic (Celestial)
Diet: Human-style food
Role: Pets, psychic screeners
Libido: High
Strong Vs: Fighting, Psychic
Weak Vs: Infernal, Dark, Bug
Attacks: Agility, Aura Of Cute, Psi-Blade*, Psi-Blade Mk. II*, Psychic, Mental Feel-Up, Psychic Illusion, Barrier, Telekinesis
Enhancements: Youthfulness, Pristine Innocence, Enhanced Eyesight (x4), Enhanced Agility (x3), Enhanced Speed (x3), Intentions Affinity
Evolves: None
Evolves From: None
In light of the recent rise in skepticism toward Celestial Pokégirls, the Cherubim stand out quite a bit in that their popularity continues to grow. Initially an Extremely Rare breed developed to ensure loyalty amongst Sukebe's top commanders, they were discovered later than many breeds and were initially unpopular, but the breed's fanbase has been steadily growing since then, a fact which accounts for the gradual shift in their rarity to Rare status as of 300 AS. One of the only Celestial breeds without a magic typing or any innate magical skills, the Cherub is definitely an oddity, but an adorable, amiable one.
Physically, Cherubim resemble Cardcaptors or Chibi-template Pokégirls; that is to say, they almost never look older than teenagers, and often younger, and no documented cases have had breasts over a modest B-cup. This combined with the pristine innocence enhancement that is seen in blessed template Pokégirls leads to the breed being almost unanimously adorable in the extreme, and although not appealing to everyone, many of those in their fanbase find it a refreshing change from the parade of big-chested, perfectly beautiful 'girls who are so predominant. But, aside from these traits, the only other which all Cherubim have is wings; all others will tend to vary, and there is no noted tendency toward unusual hair and eye colors nor toward more 'natural' ones. Not even the wings, though, are set in stone; although they cannot be dismissed like those of Angels or Valkyries, the exact length, size, shape, and color of them are metamorphic traits that can adjusted by the Cherub within reason, allowing a range from adorably tiny (and easy to hide) white chibi wings or dark, fluffy, inclosive wings almost as big as the owner. The sight of a smiling Cherub wrapped adorably in such huge wings and using her psychic nature to float is not at all uncommon.
But, it is not their appearance which has gained them such favor, it is their demeanor and mindset, even if the two match. The breed is typically amiable and adorable--a bit childlike, at times--if rather lusty. They seem to have an optimistic worldview and, because of the strange variant of their psychic powers, they almost always judge on intention rather than on result. Some recent Philosophers have suggested that Sukebe had studied Immanuel Kant when creating the breed, in fact, but whether or not he was, he seems to have seen this as a good way of keeping an eye on his generals. Thus, they can come off as a bit naive in who they like, and perhaps seem gullible; when judging based on the good or bad intentions perceived through their psychic powers, many ignore external factors. Of course, there are more practical Cherubim who have decided--or been trained--to use that perception as only part of their view of a person, but due to the popularity of the default nature with their proponents, this does not happen often. It is also important to note that they tend to be extremely uncomfortable with Dark-types and those with the Blank Mind bloodgift, since the intentions of these individuals are hidden.
In any event, Cherubim aren't, as one might guess, overly skilled battlers, but they do seem to possess innate skill in archery that is only enhanced by telekinetic direction and boosting, with some carrying physical longbows--telekinetics allow for heavier draws than their frame and strength would suggest--and others preferring to manifest psychic arrows much as other breeds would create blades. This affinity for a primarily ranged weapon, combined with a fairly average constitution and the psychic nature of the breed, makes them best for support, though they can manage a decent defensive battle if needed; Their ability to read intentions, with some work, can be used to predict and avoid--or telekinetically deflect--many attacks. Of course, this only works with enough distance to avoid being overpowered or outsped. It is also of note that significant effort can bring the ability to read intentions up to full-fledged mind reading, but doing so can be detrimental to the combat utility, as there are more thoughts to process before a prediction can be made.
Sexually, Cherubim are an interesting breed; as stated, they're quite lusty in most cases, and quite easy to please... as long as their tamer wants to please them. Due to their ability to read intentions, they react quite strongly to even unskilled touches that are aimed at pleasing them, but will often have extreme difficulty becoming aroused or releasing under even the most skilled affection of a tamer who seeks only his own gratification. This has made the breed much more prominent in Pro-Rights leagues, as tamers in others often become frustrated and insulted by this, quickly disposing of the offending Cherub. But, aside from that, almost anything will be erotic to a Cherub as long as her tamer intends it to pleasure her, and so even strange or painful fetishes are usually taken in stride.
With all of that said, Cherubim are quite popular in a variety of fields for their abilities. Police have been known to use them in the interrogation of suspects, many companies employ them in the screening of prospective employees, and even leagues will make use of the breed occasionally in the psych examination process. Because of this usefulness and the fact that their population has been mostly domestic from the start and only increased by ranches, they are definitely not often found as ferals. In those rare cases that they are, though, Cherubim will shy from those seeking to capture them in most cases, but be drawn toward those whose intent is more focused on taming them than the actual capture. But, despite their popularity, they aren't that common of a threshold, presumably because the breed is a stand-alone in terms of evolution. Some have tried to draw links to the Psilady line, but as of 300 AS, the Cherub is isolated and so ranches continue to supply the growing demand.
*(As noted in paragraph four, rarely are these techniques used to manifest actual blades, but rather bows and arrows in the same fashion.)
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CHESHIRE, the Mischievous Cat Pokégirl
Type: Near Human Animorph (feline)
Element: Psychic
Frequency: Rare
Diet: human style foods
Role: spy/courier used in various League agencies
Libido: Average/High
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Fade, Teleport, Scratch, Kitty Litter, Fury Swipes, Lick, Disable, Confusion, Double Team, Dream Time
Enhancements: Psychic talents (Chameleon, Teleport, Aura Sight), Enhanced Speed(x2), Enhanced Hearing(x3), Night vision, Flexibility
Evolves: Shadowcat (Dark Stone)
Evolves From: Catgirl (Psi Crystal), Kunoichi (Cat E-Medal)
Cheshires are mischievous feline Pokégirls who like to be mysterious and play pranks, and thanks to their Fade and Double Team abilities, this is rather easy to accomplish. Despite their pranks or perhaps because of their powers, it is infuriatingly difficult to pin anything on a Cheshire. In fact, some people refer to Cheshires as the "Spic'N'Span" Pokégirl as their public reputation is always clean; though a more popular and apt nickname is the "Teflon" Pokégirl, as she may stick to something, but mysteriously, nothing can stick to her.
If she evolves from a Catgirl, she is usually more prone to pranks, while a Cheshire evolved from a Kunoichi is more likely to act mysterious.
Cheshires have catlike ears on their heads and very long prehensile tails, usually 15" to 18", though some tamers swear that their Cheshire's tail has been much longer than that. Most domesticates will grow fur in patterns that cover most of their bodies, save their breasts, groin, hands and face. This fur is usually either pin- or tiger-striped, and many tamers swear that the Cheshire can change her pattern from one to the other when they aren't looking, but these are dismissed as irrational as the claims that a Cheshire's smile can remain in midair long after she's left or been returned to her Pokéball.
Cheshires usually retain the same hair and eye color they had in their previous evolution, though sometimes, their hair color changes to purple or blonde while their eye color may turn red. Their height may change, but only slightly and these changes are generally mild, only one to two inches taller than before.
In stark contrast to their otherwise mischievous nature, Cheshires also have a charitable nature, as they've been seen helping abused or mistreated Pokégirls with Dream Time. Some have even gotten their own tamers into trouble by kidnapping or freeing said Pokégirls; though most take a more legal route and have their tamers challenge the offender for the Pokégirls.
Though their skills do allow them to evade attacks rather well, Cheshires don't do well in direct combat. Most work better as couriers, spies, decoys or as saboteurs for the enemy. Not surprisingly, this caught them a bit of flak following the Sukebe War, but like all accusations leveled at them, the blame couldn't stick for long. When a Cheshire does fight, she usually lets her opponent wear herself out and uses Disable and Confusion against opponents who cannot be easily tired.
Cheshires have an ongoing rivalry with the Kunoichi as their area of expertise is similar. Whenever a Cheshire or a Kunoichi notice the other in hiding, they will do their best to scare the crap out of the one hiding. Oddly, if they meet openly, they will remain openly civil, but will usually slip in a few snide comments about the other. If both are working towards a common goal that is not competitive, they will work together incredibly well, but once the goal is achieved, their antics will return to normal. One female tamer, Miyuki Chang, even became notoriously good at accomplishing everything she set out to do because she had both a Cheshire and a Kunoichi in her harem.
Cheshires have a unique trait: Taming cycles above Level 2 affect them as if it were only a Level 2. This can be quite frustrating for the more despicable tamers who want to "wipe the slate clean" by using a Level 5 Taming Cycle. There are some theories about why they are immune to the higher taming cycles, though the strongest theory is based on their access to the Dream Time ability.
Whether it's because of their immunity to the higher taming cycles, because most aren't actually evil or perhaps because of their Fade ability, Cheshires haven't been seen in anti-league organizations like the Limbec Pirates or Team Rocket, and though the accusations of such do exist, they just don't stick.
One surprising fact that came to light only through time was that a Cheshire's tail indicates her affections more than her words. Those she finds appealing will find her tail rubbing against them, while those she is in love with or bonded to will find her tail wrapped around their waist or draped over their shoulders.
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CHICKENLITTLE, the Egg-Layer Pokégirl
Type: Near Human
Element: Normal
Frequency: Common
Diet: simple grains
Role: egg producer
Libido: Low
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Scratch, Kick, Preen
Enhancements: None
Evolves: Hot Chick (normal)
Evolves From: None
When Sukebe unleashed the Pokégirls upon the world to have his revenge, he made all sorts of them. Some were made to unleash a rain of fire, others took the humans by surprise by swimming through the oceans, but some had more mundane roles, such as the Chickenlittle. Chickenlittles were created to make sure Sukebe’s armies would have plenty to eat.
Chickenlittles are short things, usually just under five feet tall. Their bodies are covered with short white feathers, but they completely lack the ability to fly, even for short distances. Their feet have short claws that give them a mild ability to defend themselves if attacked, but they almost always just run if there’s danger. Their breasts are small, usually not even a B-cup, and their cunt is too loose for most Tamers’ liking.
Chickenlittles have one useful function: to lay eggs. Every four days or so, a Chickenlittle will lay a clutch of eggs of about a half-dozen. The eggs are the size of an orange, and are very delicious and healthy however they’re prepared. These eggs are never able to be fertilized; pregnant Chickenlittles oddly bear their young live. Chickenlittles are usually kept by farmers in large groups, harvesting their eggs to sell. They’re easy to keep Tamed, since they don’t need sex very often. Being a farmer of Chickenlittles requires a league license.
Chickenlittle eggs are laid out of her cunt, not her ass. Because she so regularly lays so many large eggs from there, a Chickenlittle’s pussy is rather loose and baggy, and anyone who has regular access to another Pokégirl for Taming will find the feel of a Chickenlittle’s cunt is rather lacking. Chickenlittles themselves don’t have much of a libido, only needing it every few weeks or so. Most people who are in charge of Taming a Chickenlittle prefer to take them anally, since it’s tighter and more pleasurable there.
Chickenlittles are not very smart at all. Most make Bimbos and Bunnygirls look intelligent by comparison. Not only do they not know much, they are completely lacking in anything even remotely resembling ambition. They have no desire to learn, or even to go anywhere or do anything. They sometimes become aware that they want sex, but even then a Chickenlittle will just stand there and let herself go Feral before she goes off and tries to find someone to have sex with. Left alone, a Chickenlittle will sit in one place all day and cluck to herself. Chickenlittle farmers will put food and water and facilities virtually right next to them to make sure they stay relatively healthy, usually bringing them out to exercise them every two or three days. Tamers virtually never have a Chickenlittle in their Harem, unless they’re going to be out in the deep wilderness for a long time and want a steady food source.
A Chickenlittle who goes Feral is, intelligence-wise, probably smarter than her domesticated counterpart, but only by a slim margin. Feral Chickenlittles will actually do things like get up to go look for food, although they still will run in fright if attacked. A Threshold girl who becomes a Chickenlittle will lack the intelligence to be upset by the transformation, and is usually sold to the nearest Chickenlittle farm for a decent price.
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CHIKOTIT, the Plant Pokégirl
Type: Near Human plant
Element: Plant
Frequency: Common in Johto league, Uncommon in Opal League, Rare in other leagues
Diet: vegetarian based diet
Role: gardeners
Libido: Average with high tendencies
Strong Vs: Water, Poison, Cat types
Weak Vs: Fire
Attacks: Vine Whip, Bullet Seed, Leach Seed, Catnip Kiss, Solar Beam, Tackle
Enhancements: Strong skin, invulnerable to the effects of spores or poison attacks
Evolves: Boobleaf (normal), Driad (evolved Boobleaf; normal)
Evolves From: Nymph (Leaf Stone)
Common starter Pokégirls in the Johto league, the Chikotit is a great ‘girl for those looking for a “pure” plant type. Extremely loyal to those that have shown them kindness, the Chikotit can serve a wide verity of functions. Recent studies have found that the Chikotit is nearly immune to all spore and pollen based poisons.
Chikotits, like nearly all other plant Pokégirls, has a light green shade to her skin. Around each wrist are five bumps, looking like bracelet from a distance. They usually wear their hair long, and often have leaves and vines woven into it.
Chikotits are very self aware, and many have low self-esteem. This is often caused by the fact that they are rather plain in the looks department. Short by Pokégirl standards (most barely hit 5’) and with A-cup breasts, the Chikotit is never going to beat a Succubus in a beauty contest. To make matters worse, their faces are rather flat and plain, though their eyes do seem somewhat large on their small bodies. Those same eyes though, cause many tamers to lie awake in the night reflecting on the love and trust they found there.
One famous poet, William Wankspear, actually wrote a full play about the trouble caused when a young tamer looked into the eyes of a Chikotit. Because he was from an anti-Pokégirl family, he couldn’t be seen with his lover in public. The forbidden love is the main plot of the play until the final scene in which the two lovers kill themselves so they could be together in the afterlife. The play, Ted and Chikotit, is considered to be one of Wankspear’s greatest works.
In battle, Chikotits have similar powers to those of a Boobasaur. However, Chikotits are unable to create poison, and have to rely on other means of fighting. From the bumps on her wrist come the majority of her attacks. Her vines come out of the bumps, though at lower levels she can only make one on each hand. The higher her level, the more vines she can manifest until she has five on each hand. The bumps are also used to forcibly expel seeds, granting her access to the Bullet Seed attack. The bumps also act as a focal point for her Solar Beam attack.
When charging the Solar Beam, the bumps will begin to glow until white. At that point, the Chikotit will do what seems to be a double palm thrust, and the Solar Beam will shoot out from her palm.
During taming, a Chikotit will act very shy and submissive at first. Once they have found a tamer they has shown them plenty of affection and proven their looks don’t matter to them, their personality does a total 180. Fond of getting drilled from behind, Chikotits also enjoy using their Vine Whip skills in other ways, though noting like Dominas (Chikotits have a hard time understanding why any one would want to be hurt during such a pleasurable time). While they will grope and stroke their tamer if he it male, they are especially fond of playing a game with female tamers. This game is only known as Tentacool Wape, as no female tamers have commented on what it entails.
In the wild, Chikotits can often be found sunbathing in the nude (they cant be sunburned and they gain vital nutrients from the light). While sunbathing, they are easily captured.
Thresholding into a Chikotit is a rare occurrence in most leagues, but has become more common in Johto. When this happens, it is usually taken poorly as the girls often drop in height while their looks become plain and bland.
A large number of Chikotits has been sent to the newly formed Opal league to become starters for their growing tamer population.
Bullet Seed - (ATK) Several seeds are shot at high speeds at the opponent. Dose the same damage as Razor Leaf.
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COMBUSTICUNT, the Pyro Pokégirl
Type: Near Human (bird)
Element: Fire
Frequency: Rare
Diet: anything spicy
Role: hothead, smith
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Scratch, Ignite, Napalm, Flamethrower, Warm Embrace, Burning Hands, Evade, Focus Energy, Rage
Enhancements: Heat Aura
Evolves: Blazicunt (normal)
Evolves From: Torch Chick (normal)
A Torch Chick that gains enough experience (both in combat and in the Taming room) evolves to a Combusticunt. Most Torch Chicks who are owned by local smithies never reach this evolution, since they know that they’d be trading loyalty for bitchiness.
A Combusticunt’s looks are enhanced from when she was a Torch Chick, and more birdlike. She retains the deeply tanned skin and fiery-colored hair, but around her collarbone, and stretching down to between her breasts are soft, small feathers of red and orange. These feathers are downy soft and warm, not course like a bird's feathers. A Combusticunt’s claws are stronger now, allowing her to use them in combat. The irises and pupils of her eyes are now a single, uniform red against the white of the rest of her eyes, giving them a slightly disturbing look. A Combusticunt's bust increases a cup size, becoming a B-cup, and lose none of their nipple sensitivity. Combusticunts tend to shamelessly present themselves without clothing most of the time, reveling in their new looks and enjoying the attention they get.
Combusticunts are known for their short and explosive tempers and are often compared to angst-ridden teenagers (and look much like them also). Their bodies, like other Fire-types, are quite warm, but when angered, their body temperature skyrockets, causing them to use their Ignite attack. Since Combusticunts have such explosive tempers, they become belligerent and unpleasant with everyone, even their Tamer. While they don’t desire sex any less, they tend to become pushy, making a scene unless they’re Tamed when and how they want. Combusticunts do still obey orders given to them, but tend to need to be told two or three times, and even then tend to bitch about it while obeying. Given that the notable loyalty they held as a Torch Chick is now missing, more than one Tamer has exasperatedly referred to a Combusticunt as almost being more trouble than their worth.
The “almost" refers to a Combusticunt’s battle ability. Though their powers are nothing special, a Combusticunt’s fiery spirit makes them determined combatants. Nothing short of unconsciousness (and orgasm) makes them quit the field…sometimes even not even orders from their Tamer can make them withdraw. Combusticunts in a pokebattle hurl themselves at their opponent, slinging flames at every opportunity. Combusticunts are smart enough to use their Napalm attack to try to maneuver enemies into positions where they can’t escape being hit by a Flamethrower, preferably after it’s been enhanced by Focus Energy. Should they find themselves losing, however, a Combusticunt tends to Rage, relying on pure, unquenchable will to carry the day when nothing else seems to be working.
When being Tamed, Combusticunts still prefer to be in full-body contact with their Tamer. However, they now prefer to be on top whenever possible, grinding their sensitive nipples against their Tamer’s chest to bring themselves to a heady orgasm. Many Tamers prefer to have their Combusticunt soak in cool water prior to Taming (or even Taming them while in the water), despite the fact that a Combusticunt’s pussy, while hot, isn’t painful. This is mostly so it enervates a Combusticunt to the point where she’s pleasantly passive during the Taming instead of acting like a needy bitch. However, this technique has been known to backfire, as sometimes a Combusticunt would grow so pissed that they accidentally used Ignite, and caused the water to boil!
Feral Combusticunts are as ornery as when they’ve been Tamed. They tend to use Ignite on themselves at even the first sign of danger to deter potential attackers.
Threshold girls usually don’t directly become Combusticunts, but those who do tend to be pissy about almost everything, and their families tend to be glad to see them go by the time they fully become a Combusticunt.
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CORALA, the Coral Pokégirl Type: Near Human
Element: Water/Rock
Frequency: Rare
Diet: Rocks, silt, water, plankton
Role: Reef gardeners, waterfront protectors, underwater combat
Libido: Low
Strong Vs: Bug, Fire, Flying, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel
Attacks: Water Gun, Harden, Unmoveable, Water Spear, Rock Throw, Water Tower, No Sell, Water Floor, Rock Cube, Geyser, Rock Boulder, Bubble Cross, Spiked Rock Boulder, Hydro Pump, Spike Cannon
Enhancements: Enhanced Strength (x15), Advanced Regeneration, Enhanced Durability (x30), Enhanced Endurance (x10), Density control, Precious coral generation
Evolves: None
Evolves From: None
Corala were one of the more surprising discovers in the past few decades. For years after the Revenge War, there were reports of mysterious crashes of sailing ships in tropical areas of the world, the hulls torn to shreds by an unknown substance. It took several years of careful investigation, but the source was eventually discovered to be a new type of deep sea Pokégirl. The interesting thing about them is that their bodies were composed almost entirely of coral.
The first colony of these coral Pokégirls, dubbed quite simply the Corala, were discovered by a specialized undersea investigation device inside one of the deepest undersea trenches. Theories about their origins have been tossed about for years, but no conclusive evidence has been found one way or another. There are two theories that seem to be the most popular. The first is that Sukebe simply dumped some of his magical runoff into the water, mutating coral reefs into Pokégirls. The second is that Sukebe created them deliberately to help maintain the coral reefs, the Pokégirls a living expression of his disgust with humanity.
Corala are elegant Pokégirls, slim and slender with curvaceous bodies and firm rumps and breasts. They have silky hair that feels like polished, flexible precious coral. Their bodies are primarily formed from calcium carbonite structures of precious coral, most of their organic internal organs protected by their armor-like outer shell. They can generate spikes of precious coral from their outer shells, which can be broken off to use for jewelry, or which can be by the Corala themselves as projectiles in their Spike Cannon attack. They have complete control over their coral armor-body’s density, allowing themselves to be soft enough for Taming or hard enough to take tremendous amounts of punishment. Their armor-body regenerates quickly when damaged, and is always growing at a slow but steady rate, causing the formation of their trademark spiky armor. Canny Tamers can harvest and sell the spikes for a profit.
Corala are surprisingly strong, durable Pokégirls. They can take large amounts of punishment, and have strength equal to some of the more powerful combat-oriented Pokégirls. They have powerful Rock-type and Water-type abilities at their command as well, their primary attacks being strikes and projectiles of spikes of ultra-hardened precious coral. This, combined with their regeneration and beauty, make them desirable to Tamers. This is not to say that they are not without a downside.
Corala have some of the lowest intelligence levels any Pokégirl out there. They aren’t as dumb as a Trollop, but they tend to take things too literally. If a Tamer sarcastically says ‘give me a break,’ then they will break a bone on the Tamer’s body. If a Tamer tells them to ‘go fuck themselves’, they will immediately go off and masturbate somewhere. They don’t understand metaphors or sarcasm. The only things they seem good at is maintaining coral reefs and fighting, although a patient, canny trainer can teach them to do more. They just have to explain the task they want done VERY CAREFULLY and in EXACT DETAIL.
Coralas are fairly easygoing in terms of Taming. Like most tasks, they are somewhat dim on it until taught. Then they enjoy it greatly, becoming willing to try anything their Tamer wants after the first few times. It’s best not to do too much bizarre Taming with them at first, as they could very easily become disturbed by it and not allow themselves to be Tamed, despite their body’s need for it. Due to their strength, it’s best to tame them with heavy restraints, which are available at most retailers for semi-reasonable prices. No known Threshold cases that have resulted in a Corala have been recorded.
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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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CUNTA-RATCHA, the Supreme Pest Pokégirl
Type: Near Human (Cockroach Animorph)
Element: Bug/Dark
Frequency: Common (Feral), Uncommon (Domestic)
Diet: Anything organic
Role: Sewage Cleanup, Garbage Disposal, Seen in harems rarely
Libido: Low
Strong Vs: Dark, Poison, Ground, Plant, Psychic, Ghost
Weak Vs: Fire, Flying, Rock, Fighting
Attacks: Itchy Dust, Sleep Powder, Dark Bomb, Quick Attack, Air Recovery
Enhancements: Speed x7, Can survive major body damage –including decapitation, irradiation, up to the destruction of several major body organs at once. Slow regeneration
Weaknesses: Small size (3.5-4.5’), Frail, Cannot recover from fire or acid.
Evolves: None
Evolves From: None
Cunta-Ratcha are not one of the most popular Pokégirls out there, though this is not because of their looks. These insect Pokégirls have an impressive (for their frame) B cup. Their hair ranging from browns to black, though the rest of their body remains hairless. In general, they look almost as cute as a Cutiepie, and are only just slightly taller than their Cutiepie cousins. They are most definitely insects though, with a pair of antennae sprouting from their foreheads just inside their hairline. Their feet, while darker in coloration than the rest of their light skin, have small clinging claws on the soles of their feet, allowing them to walk normally or perform such feats as walking up walls (though they cannot stick to slick surfaces). Their eyes are compound eyes, colored a uniform brown and a little wider than a normal human’s. On her back is what seems to be a brown or black colored cape, but is actually a set of wings. The Cunta-Ratcha can glide easily with these wings, but can only fly for short bursts or from high drop off points. These bug Pokégirls only have an endoskeleton, made up of hard chitin instead of bone material, which makes her bones somewhat stronger and a bit more flexible than that of an average human. Their skin ranges in the human norm, but is often pale due to their nocturnal nature.
Cunta-Ratcha are found feral in almost every city across the world, but oddly their feral numbers drastically decrease when outside of cities. This is speculated to be due to predation from other ferals in the wilds. They usually occupy places like sewers with other wild Pokégirls like Titmice, but can often be found in abandoned or poorly kept buildings. Many cities use some form of ‘pest Pokégirl control’ type Tradesman to keep the numbers of Cunta-Ratcha down to manageable levels. It is fortunate that these Pokégirls are not prone to similar fecundity of the insects they were based off of, and only produce 1or 2 Pokékits per litter, otherwise, their numbers would be that much more difficult to maintain.
Cunta-Ratcha are very active, hustling about and looking –and getting- into everything. This is a problem, since a Cunta-Ratcha’s are indiscriminant about what they eat, including spoiled foods, and diseases can easily be spread by this Pokégirl’s comings and goings. Domestic Cunta-Ratcha are rare, since even when domestic they are still indiscriminate about what they eat. Many Cunta-Ratchas are aware that this is considered disgusting, and will curb or hide their eating habits from their owners or Tamers. Only threshold Cunta-Ratcha seem to avoid eating the more disgusting forms organic material entirely, though many have odd craving combinations of regular food. Both domestic and threshold have submissive personalities, and enjoy being with others. These crowd loving Pokégirls often find work at stores when owned as pets, as their mathematic skills are near that of a living calculator.
In a Tamer’s Harem, Cunta-Ratcha are more suited to a support role than a fighting role since they have very few offensive moves. Their strongest attack is Dark Bomb, though few Cunta-Ratcha have enough energy to use this technique more than once per day, especially when feral. They do possess one incredible trait that is similar to the Trollop line of Pokégirl. They have a slow regenerative ability that allows them to heal from even decapitation. This ability is no where near as fast as a Trollop’s, taking around a week for the regeneration of an arm, and in one documented case of a decapitated survivor of a Panthress attack it took a month to regenerate her head (she was fed via a stomach tube during the time her head was missing). This may seem like a well sought after Pokégirl, but with such a frail body it is easy for her to get beaten to need this ability –as a few documented cases of pitting a Cunta-Ratcha against other second tier evolutions resulted in the Cunta-Ratcha needing to be rushed to the Pokécenter.
Cunta-Ratcha are generally submissive in taming, though very energetic and eager to please. They often enjoy group sessions, claiming ‘the more the merrier’, and are not adverse to lying on their backs, as their wings are somewhat pliable. Threshold Cunta-Ratcha usually come from a background with insect types, though mainly from Cunta-Ratcha. These girls are usually bemoan their loss of humanity, but tend to find jobs in mathematical areas like accounting. One of the usual signs of thresholding into a Cunta-Ratcha are incredibly strange food cravings, which can sometimes be confused with pregnancy in late thresholders.
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CUNTNAW, the Attractive Alligator Pokégirl Type: Near Human Animorph - Alligator
Element: Water
Frequency: Uncommon (Johto League), Very Rare (Other Leagues)
Diet: omnivore, with carnivore tendencies (preference: fish)
Role: Firefighter departments, water-based security. Sometimes used as fishermen assistants.
Libido: Average
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Bite, Tackle, Tail Slap, Takedown, Bubblebeam, Tidal Wave, Water Gun, Water Spear, Growl
Enhancements: Enhanced Endurance (x4), Enhanced Strength (x5), Strong jaw and sharp teeth, hard scaled skin, Atlantis Man swimming technique
Evolves: Feraligarter (normal)
Evolves From: Titodile (normal)
Where Titodiles were often paired with Squirtitty during the War of Revenge to make them a balanced Water-type fighting force, the Cuntnaw could act as a single operative. Rather aggressive and very brutal with their tactics for dealing with perceived enemies, their strengthened jaws, thicker hides, and wider arrange of skills were put to use when dealing with the forces of humanity. Like their previous form, they would stick by rivers, stalking human-controlled forces, however unlike the Titodile, they would allow their prey to get into the water. The Cuntnaw would then launch their attack when they had their prey when they wanted them. It’s difficult for a human to move, let alone run in water but not for a Cuntnaw to swim. Indeed, they were an overall vicious improvement over the already solidly skilled Titodile.
In modern time day, these aspects of the Cuntnaw which made her so feared have been Tamed and put to use for humanity. Because of their now thicker hide and larger array of water capabilities, Cuntnaw, (and their next level of evolution, the Feraligarter) are well suited to fighting fire, where they can rescue people trapped in burning buildings with little worry concerning their surroundings. After all, the protective and often leathery skin of a Cuntnaw is universal across the species, allowing them to keep moving in dangerous situations, whereas Squirtitties, (and their evolutions) only have strong shells for protection, forcing them to retreat into said shells when danger is present. And the fact that Cuntnaws and Feraligarters are stronger than Squirtitties, (and their evolutions) means that they can lift and move heavier objects in a dangerous situation. It’s also said that they’re able to hold their breath much longer, it is rather comparable as they’re highly active when underwater. It should be noted that while they’re very good at fishing, their takes are often smaller than they ought to be due their habit of snacking on their catches while they work.
Upon evolution, the physical differences between the Ferals and the Domestic breeds of Titodile are gone. Both types of Cuntnaw stand roughly 6’ in height, but their total length can be almost double that as their tails will extend considerably, often gaining another 3’ to 4’ feet in length. Their somewhat bumpy scales begin to smoothen out yet become more patched between, almost like a texture of leather. One of the most startling changes is to that of the ridges along the length of their spine. This scaly ridge increases a bit in size and whereas their scaled skin is a blue coloration, the ridge becomes a bright crimson. There is, however, very little change in their breast-size, especially if they were already a C-cup as they will only expand to a larger end of that size rather than become a D-Cup. Fortunately, despite their breast size, they are still quite fast in the water thanks to their natural enhancement of the Atlantis Man swimming technique.
In PokéBattle, a Cuntnaw puts her newfound powers and build to great use. True, the Cuntnaw loses a bit of land-speed with this evolution, but that is the only downside. They are blessed with a plethora of Water techniques to allow them to put the hurt on many Fire and Rock-type Pokégirls, while their natural strength and swimming speed allows them to stand up to most other Water-types, even a Gynadose will find herself hard-pressed against a skillful group of Cuntnaw. However, this same set of strengths and skills means that Feral Cuntnaws make for an especially dangerous opponent. They’ve sometimes been noted as attacking fishing ships that make the unfortunate mistake of being in the Cuntnaw’s territory. Most Feral Cuntnaws will attack intruding boats, seeking to damage or sink them, heedless of the fact that damaging our outright sinking a boat will cause it to stay in her claimed area longer.
When it comes to Taming a Cuntnaw, one cannot deny that they are enthusiastic about sex, surprising considering their average libido. However, like the Titodile, this Pokégirl has problems with anatomy getting in the way of their pleasure. However, due to their new muscular state and tougher skin, some Tamers find that their Cuntnaws will allow for some aspects of S&M to come into play. With the proper supports and chains, a Cuntnaw can be supported or possibly hung in certain ways which will allow the tail to be kept out of the way and allow for a Tamer to get right to work! Because of this, Cuntnaws don’t mind sharing their turn Taming with one of the Domina breed. It is also still advised for a Tamer to NOT allow a Cuntnaw to give them head unless they don’t mind the nickname of ‘Stubby’.
Although Cuntnaw is a considerably rare outcome for girls going through Threshold, those in the Johto League with a strong Water-type ancestry can find themselves as easily becoming Cuntnaw as they could Titodile. However, turning into Cuntnaw is not something most families look forward to. Unlike a Titodile that evolves into Cuntnaw, a human girl Thresholding into one will find a sudden decrease in their intelligence. It’s not that they become animalistic, but they tend to act upon the more simpler needs. Their new instincts will take over, letting the reptile brain override common thought. It’s not surprising that those girls that Threshold into Cuntnaw find themselves quickly shipped off to the nearest Ranch.
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CUTIE CHARLIE ANGEL, the Smart 'N’ Sassy Harpy Pokégirl
Type: Near Human, with bird-like appendages
Element: Flying/Psychic
Frequency: Uncommon (Gold Continent), Rare (other continents)
Diet: Vegetarian -nuts, berries, breads, pretzels
Role: spying, flight troopers, mechanics
Libido: Average
Strong Vs: Fighting, Ground, Plant, Poison, Psychic
Weak Vs: Dark, Electric, Ghost, Ice, Rock
Attacks: Tackle, Gust, Cheer, Once More, Feather Shuriken, Psybeam, Cry, Armor, Fade, Reflect, Teleport, S.E.P., Divert Attention, Confusion
Enhancements: Flight, Aura of Cute, Telepathy, Speed x7
Weaknesses: Loss of Magical Abilities
Evolves: Fallen Charlie Angel (Venom Stone)
Evolves From: Charlie Angel (normal), Fallen Charlie Angel (Hit by Royal Curse)
Cutie Charlie Angels are quite a step above their pre-evolved form of Charlie Angel. While they lose the ability to perform magic, all Cutie Charlie Angels gain intelligence, most rating above average human intelligence. This, combined with her new psychic abilities, allow for a well rounded fighting or support pokegirl. Usually, with both an increase in intelligence and the development of psychic abilities, most ‘Cuties’ tend to loose their passion for cooking and delve into other areas of interest. A few have even delved back into magical study, attempting to regain the magical prowess they’d lost.
Despite the name, a Cutie Charlie Angel is just as cute as her pre-evolved form, but the Cutie Charlie Angel can often get the edge with her Aura of Cute. Most tamer’s prefer calling the Pokégirl’s look ‘badass’ as opposed to cute. They look more like an elf than a human, with pointed ears, and a myriad of hair colors ranging any color –though mostly in lighter colors. Their hands and feet end in three digit talons, with the scaling on them usually a metallic color. Their wings are still separate appendages from their arms, but now have a large difference. From the joint that connects the wing to the Cutie’s back to their second wing joint, a Cutie Charlie Angel’s feathers are mostly metallic in color -usually gold, making a pattern of three diamonds of color –usually a royal blue- on each of the Pokégirl’s wings. These diamonds are said to glow when the Cutie Charlie Angel uses her power. From the second wing joint to the end of the Pokégirl’s wing, the feathers are the same color as the Cutie Charlie Angel’s Hair.
It should be noted that Cutie Charlie Angels still get along wonderfully with Cheetits. However, a Cutie Charlie Angel is no longer head-over-heels for them. This is most likely due to the Cutie’s increase in intelligence. There is however, an understanding between the two species; as a Cutie Charlie Angel doesn’t ‘suffocate’ a Cheetit with as much attention as a Charlie Angel does. So the two Pokégirl types get along quite well when in the same Harem and in many ways can make a devastating high speed ground and aerial tag team. In battle alone, Cutie Charlie Angels are powerhouses in their own right, able to use their impressive speed in addition to their teleporting and other attacking abilities to wear down their opponents.
Feral Cutie Charlie Angel are known for their distraction and running tactics, and many Tamers have been frustrated that a mock charge merely allowed the Cutie Charlie Angel to attempt an escape from getting captured. While mostly non-violent, when cornered, a Cutie Charlie Angel can be just as dangerous as her cousin the Harpy. Threshold into a Cutie Charlie Angel directly usually happens to girls with both flying and psychic types in their ancestry, and is usually marked by picking up surface thoughts and dreaming of flying.
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CYBER-ATMUFF, the Legendary Cybernetic Warrior Pokégirl
Type: Near Human
Element: Fighting/Steel
Frequency: Extremely Rare (Unique)
Diet: any
Role: supreme warrior, unknown
Libido: Average (controlled)
Strong Vs: Bug, Dark, Dragon, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Growl, Slash, Bite, Scratch, Kick, Block, Pummel, Headbutt, Dodge, Fury Swipes, Tail Slap, Counter, Pose, Stone Palm, Backhand, Resist, Gatling Kick, Gatling Punch, Chi Blast, Hurricane Kick, Quick Attack, Leg Sweep, Sabre Claw, Headbutt, Mirror, Steel Spikes, Explode
Enhancements: Enhanced Reflexes (x20), Enhanced Speed (x10), Enhanced Strength (x45), Legendary Qualities, Legendary Salient Qualities, Thick Hide, Endurance, Sensors
Evolves: None
Evolves From: Atmuff (possible/unconfirmed, cybernetic attachments)
When Atmuff died at the hands of Articunt, Zapdass, and Moltits, she was left at the bottom of the ocean, dead and forgotten. Not everyone forgot however. Someone, a brilliant scientist or group of scientists, either acting alone or, more likely, at the behest of another, went down and retrieved her body recently. They were quite surprised to find that a large portion of her flesh was still intact. Decay had yet to seriously set in, despite centuries of languishing on the bottom of the ocean; in fact, the only major wounds on the body remained those inflicted in on her in her final battle. After years of study, it was determined that her body could, in fact, be repaired and altered, using new state-of-the-art mechanical implants to replace the damaged parts of her, thus restoring her to a state of life. The go-ahead was given, and the experiments began. It took several more years, but eventually, the tests bore fruit: Atmuff was awakened and activated as Cyber-Atmuff.
It is obvious on sight that Cyber-Atmuff is a cybernetic organism. Patches of steel cover various portions of her body where she was wounded so many years before. This does not detract from her beauty though. The scientists that repaired her shattered form considered her to be a work of art as much as an experiment, and eschewed the “exoskeletal” look popularized in cheap books and movies, instead doing their best to make the steel look like natural grafts, albeit metallic ones. The result is that her pinkish body is now covered in odd patches of steel, giving her a very exotic, almost futuristic look.
Her martial abilities have improved, the result of wiring added to her brain to give her new techniques. Her blows pack a greater force behind them now, and are even more precise and controlled than before. Surprisingly, she still uses her chi, although it has gone from being colorless to being a sickly-looking yellow-green color. She apparently can see attacks coming even from behind, and it is suspected that she has some sort of special sensor array installed. One other improvement made to her design is that she can release a pair of small, steel spikes from the back of her left hand, which was damaged in the fight that killed her. This technique has been dubbed, creatively enough, by her scientists to be the Steel Spikes attack.
Cyber-Atmuff appears to still be under the control of whoever is pulling her strings. She is never observed to eat on the battlefield, nor speak, instead performing various missions, always to destroy certain key installations or facilities, or sometimes people, and then leaves. One eyewitness report says leads experts to believe she is aware of her state and fighting it though. A young man who was watching Pokégirls near a town with a pair of high-powered binoculars says that after destroying several buildings, she left the town, only to stop outside it, her body shaking slightly as if experiencing some sort of seizure, her limbs apparently frozen. After a few moments of this, she fell to all fours and began trembling again, this time in what looked like a series of powerful orgasms, as her juices began flowing generously down her legs. After a few minutes of that, having never once touched herself, she got up and proceeded away. It seems that whoever is controlling her is using some sort of programming to make her orgasm heavily at their will to keep her from fighting them. As a final measure to insure that should she break free their tracks could be covered, they installed a small but powerful bomb in her. The bomb can be remote detonated by them at any time and is accessed through her neural implants, meaning that if Cyber-Atmuff ever got free, she could detonate the bomb of her own free will. The bomb is chemically reactive, meaning that no outside force or explosion could inadvertently detonate it. However, even the scientists who installed it don’t realize how strong the explosion would be.
The shadow group that is currently controlling Cyber-Atmuff is unknown. It could be anyone, SEELE, Gendo Giovanni, the so-called Doctor Deviance, or someone entirely unknown. Or perhaps Cyber-Atmuff has already broken free of her controllers and is simply acting under permanent behavior modification as a result of her new form. There is, in the end, no way to be sure.
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Cyber-Atmuff’s shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below), nor her learned skills. They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Cyber-Atmuff has No Weakness (Level 101). If she were to face a Fire type or a Ground type Pokégirl, or anything else that was considered Strong vs. Fighting or Steel, at or below level 101, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Cyber-Atmuff’s array of special attributes:
Environmental Resistance: This ability allows Cyber-Atmuff to shrug off damage that could be done to her from extremes in her surroundings, letting her continue to fight. With this quality, natural extremes of temperature or atmosphere do not hinder her. The key word is “natural.” Special elemental powers from other Pokégirls could still affect her (although she could still resist them, see below) since they tended to be more extreme than most natural environments. This ability does not remove the need for air, so breathing is still necessary.
Breathless: This ability is what makes Cyber-Atmuff have no need for air. She can hold her breath for any length of time and not be affected by it. Together with the Environmental Resistance power, this lets her fight almost anywhere without worrying about the consequences of a particular location.
Energy Immunity: This quality lets Cyber-Atmuff ignore up to two types of energy at once. Various types of energy include heat, cold, sound, sonic, electricity, etc. She can change which two she was unaffected by at will, and did not need to concentrate to maintain her resistance. The energy resisted was total, with no affect on her at all. The only type of energy she can not resist was psychic energy, since that power was totally beyond her. Between this and her other Salient Qualities, Cyber-Atmuff is able to survive in virtually any local condition, even in space or in molten lava. Since her transformation, Cyber-Atmuff virtually always keeps on of her immunities set against electrical energy, so as to protect her cybernetic systems.
Massive Explosion: Explode is not a power many Pokégirls have, especially Legendaries. However, when a Pokégirl does use Explode, the radius and power of the blast are determined by how much energy she naturally has. For Cyber-Atmuff, this is a huge quantity. The scientists knew that installing a bomb in her would give her the Explode attack, but even they didn’t realize that her Legendary status would grant her the Massive Explosion quality. With this quality, whereas using Explode would ordinarily destroy everything in a few dozen feet, it now utterly annihilates everything within one mile of the exploding Pokégirl. The Pokégirl with this quality cannot choose to have the explosion be anything less powerful. This quality is found only in Legendaries who already have the Explode attack. The only other Legendary known to have (and have used) this power was Kary the Volcano Mistress, now long dead since using it.
(Creator’s Note: This is one of three possible resurrections of Atmuff; the others are Neo-Atmuff and Dark Atmuff.)
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CYBER-NYMPH, the Techie Nymph Pokégirl
Type: Near Human
Element: Electric/Psychic
Frequency: Rare
Diet: human type foods; high in electrolytes
Role: Information technology services, sex, data management, sex...
Libido: High
Strong Vs: Electric, Fighting, Flying, Poison, Psychic, Steel, Water
Weak Vs: Bug, Dark, Dragon, Ghost, Ground, Plant, Rock
Attacks: Lust Virus, Zap Ring, Foresight, Armor, Thundershock, Agility, Confusion, Static Barrier, Future Sight (*attacks vary with the Cyber-Nymph, see description for details)
Enhancements: Computer interfacing ability, Enhanced Intelligence, Total Recall
Evolves: None
Evolves From: Nymph (Thunder Stone + Pokéball transporter)
Only discovered recently as a result of the need to have a Thunder Stone equipped to a Nymph that is sent through a Pokéball transporter, the Cyber-Nymph is, as her name suggests, a tech-based Nymph form with moderate electric and psychic abilities, and the ability to upload or download data to and from any computer. However, her convoluted evolution requirements make her difficult to come by, and most people looking for a computer-savvy Pokégirl will go with the more common Pussycom and Byte Bitch. Cyber-Nymphs are usually found in the company of Watchers, who find their ability to upload data to a Pokédex just by touching it to be useful in the field, or computer technicians for similar reasons in the office or lab.
A Cyber-Nymph is distinctive, with gold or silver circuit-like patterns flaring out from around her eyes to cover her skin and ending at her fingertips and toes. Usually either the Cyber-Nymph's hair or her eyes matches the color of her circuitry, but not always and sometimes both. Her bust increases by one size from her previous form.
Cyber-Nymphs are very lusty, but they like logic games almost as much as they do Taming, and naturally enjoy working with computers and other technology. Their high intelligence makes them very very good at tactics and strategy, but they are clever enough to be comfortable outside of the Alpha position. Cyber-Nymphs do NOT get along well with the Byte Bitch line of Pokégirl, presumably because they compete for the same kinds of roles.
Despite her more obvious uses in technology-related fields, a Cyber-Nymph is a fairly formidable opponent on the battlefield. Her affinity for electronics and high IQ make her abilities extremely easy to customize with T2s for almost any situation, so it's hard to establish a standard attack list for the breed; some Cyber-Nymphs favor their Electric powers, others prefer Psychic techniques. Her Psychic subtype and genius-level intelligence also result in a ready capacity for on-the-spot strategizing, allowing a less tactically-brilliant Tamer to simply give her a vague goal (winning a battle) and then let her work out the details herself. She's also reasonable at sex combat, with a Lust Virus attack that acts like Lust Dust but is transferred through a low-current electrical shock, but she does fall prey to the typical Nymph weaknesses of high libido and low pleasure threshold.
As far as Taming goes... she's a Nymph form. Anything goes in the sack, so long as she gets some and she gets it often. If she does go Feral, it's usually a very staticky state of Bunny-esque distraction-- which, since most Cyber-Nymphs are employed around computers, can be devastating.
Since Cyber-Nymphs need to go through a Pokéball transporter to evolve, they do not happen in the wild or result from Threshold.
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CYNDACUNT, the Fiery-Tempered Pokégirl
Type: Near Human
Element: Fire
Frequency: Common in Johto League, Rare in other Leagues
Diet: Vegetarian-based diet
Role: Firefighting duties (due to resistance), creating fire breaks
Libido: Average
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Flame Floor, Fireball, Rage, Fire Punch, Fire Kick, Power Drive, Flame Tower, Fire Scythe
Enhancements: Enhanced Agility (x4), High Flexibility, Heightened Fire Resistance
Evolves: Magmammary (Fire Stone)
Evolves From: Hottits (orgasm)
When a Hottits evolves into a Cyndacunt, she undergoes a number of changes. The most obvious is her hair. It becomes black in back and blonde in front with a peppering of each color in between. Her eyes turn grey, but as she grows angry, they'll start turning red. Her breasts and height may increase, but usually not more than a cup-size for her bust and half a foot for height.
Not so obvious are strange circles that form on her body, which are edged in black with a deeper red in the middle. One on each knee and elbow, and six on her back. As her temper wears thin, these circles begin flaring as if on fire, giving the Cyndacunt a very menacing appearance. The flaring, however, is not actual flame, so she can still wear clothing without fear of having it burned off. It's uncertain why, but she is highly self-conscious about them and she seems to be more relaxed and comfortable when all of her 'circles' are covered.
Cyndacunts are generally foul-tempered for the first week after their transformation. During this time, she is more likely to become violent when provoked. Afterwards, she slowly regains some to most of the positive traits that she had as a Hottits, but she takes offense to anyone who badmouths her or her lover(s).
Cyndacunts are similar to Gynadoses in that they expect the same treatment they got as Hottits, and they are more prone to getting angry if they don't. They are more rational than Gynadoses, but it's generally best to explain any required changes before she gets angry. Once their trust in someone has been damaged, it is never repairable, so it's best to keep her in mind before doing anything that may affect her. A Cyndacunt remembers all who crossed her. Only a Level 5 taming cycle can remove this memory, but she'll still have an instinctual distrust.
A Cyndacunt enjoys any position where the circles on her body are covered. The most easily attainable position is doggy style, though if their partner doesn't mind them wearing clothing during sex, she can enjoy other positions just fine. It's very difficult for a Cyndacunt to enjoy sex when her 'circles' are exposed, so much so that it may actually make her violently nauseous.
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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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DALMATIAN, the Firefighter Pokégirl
Type: Near Human/Not Very Near Human (Canine Animorph)
Element: Water
Frequency: Uncommon
Diet: Omnivorous
Role: Fire Safety and Control
Libido: Average
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Bubble, Water Gun, *Sealant Foam, Tackle, Takedown, Water Tower, Water Floor
Enhancements: Internal Water Well, Enhanced Olfactory and Auditory Senses (x5), Heat Resistance, Internal Foam Well, Water Detection, Enhanced Durability (x2)
Evolves: None
Evolves From: Doggirl (Water Stone)
When exposed to a Water Stone, a Doggirl’s fur starts to change color, going from whatever it was before to a whitish hue, black speckles appearing in random patterns around their bodies. If the Doggirl was Near Human, she become more animalistic in appearance, gaining the white fur and spots. They gain a few inches in height and a slight bust increase as well.
Dalmatians were among the earliest evolutions of the Doggirl discovered, and quickly became one of the most popular. They have the loyalty common to nearly all canine breeds, which made them popular with Tamers, and once Tamed, quickly proved themselves useful to firefighters, especially in more inland areas where water types are not as common.
Dalmatians were first discovered near the end of the Revenge War, working in Sukebe’s laboratories as assistance. Their role in the labs was quickly discovered when they kept putting out the flames of flamethrower troopers they encountered, not to protect the labs (which, after Taming, many admitted they were creeped out by), but because they were created to do just that: put out fires.
The breed’s inborn need to put out fires made them invaluable to firefighters after the war, when Ferals began to become a greater threat. To say nothing of their resemblance to the classic breed of dog normally associated with firehouses, which made them even more popular among firefighters. However, as times calmed down, the genetic need Dalmatians have to put out any fire they see started to become problematic. Dalmatians would constantly try to put out harmless fires, including matches for lighting cigarettes, campfires, or even the tails of CharAmandas, leading to difficulties and much unnecessary wetness. This problem was not insurmountable, however, and a method of training Dalmatian Pokégirls to only put out fires that needed to be put out was quickly developed. Upon training, for a while they’ll still be uncomfortable around fires that haven’t been put out yet, but will eventually be able to not react to harmless blazes. (Although they may end up staring at the flame for a long while.)
In terms of genetic quirks, there are occasions when Dalmatians go deaf. Some Dalmatians are born deaf. This trait is assumed to be a carryover from the breed this Pokégirl is based on. This is also shown in Dalmatian Pokékits, who are born with pure white fur and only get their spots after their third year.
Dalmatians mainly have uses in maintaining fire safety. They have a passion for learning methods of fire safety and control, and most firehouse Dalmatians make it a point to memorize any information they come across relating to the subject. They take it very seriously and become worried when someone is casual about fire in any way. Despite this, they still manage to be very friendly, helpful, and upbeat Pokégirls. When on the job, they use their enhanced hearing and sense of smell to track down victims trapped in a blaze, their heat resistance and enhanced durability giving them extra protection against flames in their efforts to make a rescue.
Dalmatians are difficult to deal with in situations involving prescribed burns. They aren’t allowed near those areas until they are well-trained enough to not automatically try to put out the fires. They are generally used to help set-up the deadfall areas for the burns, and if trained, are used to help keep them under control until they are finished.
Dalmatians are very oral creatures. They express most of their physical affection through their mouths, through kisses, and licks, and greatly enjoy oral sex as well. In terms of eating, they place a greater emphasis on taste, their tongues being very sensitive. This goes into their Taming habits as well, as Dalmatians tend to do a lot more with their mouths than most Pokégirls.
Dalmatians have an ability that’s unique to them: Sealant Foam. In addition to their water attacks, Dalmatians can spray a foamy substance from their mouths similar to the kind used in fire extinguishers. It’s useful in containing blazes, although most Dalmatians don’t like to use this ability except as a last resort. The primary reason for this is that, by all accounts, the stuff tastes HORRIBLE. Many Dalmatians carry hard candy with them to suck on in case they have to use the foam, so as to avoid having to deal with the aftertaste for any length of time. Thankfully, the taste doesn’t induce nausea unless the Dalmatian in question as a very weak stomach, it’s just a horribly foul taste to them.
Dalmatians, when Feral, became more frisky and mindlessly playful, blowing bubbles and watching them float around. As with most Dog-types, sure sign a Dalmatian is going feral is if their tongue hangs partially out of their mouth even when closed. If disturbed or frightened, Feral Dalmatians become trigger happy with their water attacks, splashing everything around them before running away. Threshold cases are not that uncommon, and usually happen if the Thresholder has both canine and water-type DNA in their veins.
· Sealant Foam – (ATK + EFT) The Pokégirl sprays a fire retardant foam from her mouth in a wide arc.
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DARK ATMUFF, the Legendary Dark Warrior Pokégirl
Type: Near Human
Element: Fighting/Dark
Frequency: Extremely Rare (Unique)
Diet: any
Role: supreme warrior, unknown
Libido: Low (variable)
Strong Vs: Dark, Ice, Rock, Normal, Steel, Ghost
Weak Vs: Flying
Attacks: Growl, Slash, Bite, Scratch, Kick, Pummel, Dodge, Fury Swipes, Tail Slap, Counter, Pose, Stone Palm, Backhand, Resist, Gatling Kick, Gatling Punch, Chi Blast, Hurricane Kick, Quick Attack, Leg Sweep, Sabre Claw, Headbutt, Mirror, Nightshade, Energy Drain, Chi Barrage
Enhancements: Enhanced Reflexes (x15), Enhanced Speed (x15), Enhanced Strength (x45), Legendary Qualities, Legendary Salient Qualities, Thick Hide, Endurance, Chi Aura
Evolves: None
Evolves From: Atmuff (possible/unconfirmed, mechanism unknown)
Atmuff met her death at the hands of the three Legendary bird Pokégirls, but that was not her end. Recently, she has resurfaced, alive again and stronger than ever before. Somehow, someone or something brought her back.
Dark Atmuff, for that is what she calls herself now, looks similar to how she was before. Her build hasn’t appreciably changed, nor have smaller features like her hair length or color. What has changed though is that her body now bears dark stripe-like patches. These patches are scars covering where she was injured. The injuries have healed, but the scars are colored wrong, being a deep black instead of a healthier-looking hue. The Tigress-like effect makes Dark Atmuff look like even more imposing than she was in her previous incarnation, especially when she treads on all fours.
What power brought Atmuff back from beyond death is unknown, since even the greatest of psychic or magic powers by various Pokégirls have always fallen far short of resurrection. The questions of who brought her back, for what purpose, and if she is being controlled, are questions that even she herself may not know the answer to. Even if she does though, it’s doubtful that anyone else will ever be privy to such knowledge. Her mind seems to have been warped by the process; she will now attack random targets, including non-combatants, something she never did before unless they were between her and a combat target. Her esoteric phrases are even odder than usual, often times being contradictory and making no sense at all. Her body seems to have been altered on a fundamental level by the resurrection also. Her chi, which was colorless before, is now a deep purple. Whereas before she only manifested her chi when she was in battle, Dark Atmuff now tends to keep her chi aura flowing around her more often than not. While her martial arts are still incredibly powerful, she now uses more mystic attacks, such as Nightshade, to devastate her enemies. She also uses Energy Drain quite frequently, almost as if she needs to take energy to survive. Both of these attacks are the same purple as her chi, apparently indicating she is using it to fuel these new attacks. She also can use the Chi Barrage technique, which allows her to release multiple Chi Blasts at once at a single target. When she manifests her chi as a visible aura of power around her, she is using the Chi Aura enhancement. This superior version of Resist, allows her to not only shrug off Burn, Freeze, Poison, Paralyzation, Sleep, or Confusion, since her high chi flow instantly defeats such weak attempts to alter her system, but also increases her strength, speed, and reflexes, all without sacrificing any health. When her Chi Aura is active, Dark Atmuff is considered to have Enhanced Reflexes (x17), Enhanced Speed (x18), and Enhanced Strength (x48). Her chi seems to be almost damaging to others around it, but this can’t be confirmed since she has a tendency to kill others around her anyway. Occasionally, she will take a downed foe and force herself on him for a quick Taming, but this rarely happens. Even when it does, she usually kills him after her climax. This, along with the rest of her behavior, could possibly change if whatever it was that altered her mind can be undone. Or possibly not. It’s impossible to know.
What Dark Atmuff’s agenda is remains a mystery. She doesn’t seem to be seeking her killers to obtain revenge. Rather, she will appear in various locations around the world, attack mercilessly, and vanish. While this is similar to what she did during Sukebe’s Revenge, this time she isn’t targeting military powers. Indeed, her targets now seem almost random. What she desires may be a question that is answered too late…
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Dark Atmuff’s shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below), nor her learned skills. They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Dark Atmuff has No Weakness (Level 102). If she were to face a Flying type Pokégirl, or anything else that was considered Strong vs. Fighting or Dark, at or below level 102, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Dark Atmuff’s array of special attributes:
Environmental Resistance: This ability allows Dark Atmuff to shrug off damage that could be done to her from extremes in her surroundings, letting her continue to fight. With this quality, natural extremes of temperature or atmosphere do not hinder her. The key word is “natural.” Special elemental powers from other Pokégirls could still affect her (although she could still resist them, see below) since they tended to be more extreme than most natural environments. This ability does not remove the need for air, so breathing is still necessary.
Breathless: This ability is what makes Dark Atmuff have no need for air. She can hold her breath for any length of time and not be affected by it. Together with the Environmental Resistance power, this lets her fight almost anywhere without worrying about the consequences of a particular location.
Energy Immunity: This quality lets Dark Atmuff ignore up to two types of energy at once. Various types of energy include heat, cold, sound, sonic, electricity, etc. She can change which two she was unaffected by at will, and did not need to concentrate to maintain her resistance. The energy resisted was total, with no affect on her at all. The only type of energy she can not resist was psychic energy, since that power was totally beyond her. Between this and her other Salient Qualities, Dark Atmuff is able to survive in virtually any local condition, even in space or in molten lava.
Warped Chi: The process that brought resurrected Atmuff altered her life force, changing her into Dark Atmuff. This is most prevalent in her chi, which has been warped. One of the most significant effects of this is that when she manifests her chi aura, anyone touching physically touching her takes damage as her warped chi interacts violently with a person’s normal chi, which every living thing has. The damage isn’t too severe, but repeated damage from contact between normal chi and her warped chi can add up eventually, especially on when the physical contact is in the form of being punched or kicked by her. Dark Atmuff does not take damage from the contact. When her chi field is not manifested, this power does not take effect.
(Creator’s Note: This is one of three possible resurrections of Atmuff; the others are Neo-Atmuff and Cyber-Atmuff.)
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DASH, the Supersonic Pokégirl
Type: Near Human Animorph
Element: Steel
Frequency: Very Rare
Diet: pokechow, fruits, anything high in protein
Role: super speed attacks
Libido: High
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Dash, Sonic Punch, Sonic Wave, Blur, Buzzsaw, Sonic Field, Quickturn, Needleshot, Rapid Stroke
Enhancements: Enhanced Speed (x10), Enhanced Stamina (x10), Enhanced Reflexes (x10), Ignore Environment, Breach Incorporeality
Evolves: None
Evolves From: Sonica (battle stress)
When a Sonica finds herself in a situation where she absolutely has to do something beyond her abilities, where she is in a fight she cannot afford to lose and the chips are down, she evolves into Dash.
As a Dash, she is now covered in a light metallic coating. Despite her being a Steel-type, the metallic coating can be of any hue. An evolved Sonica gains in speed, being able to run and react to things faster, as well as push herself harder. Like her previous form, she is capable of very short bursts of intense speed. Her combat prowess and overall power take a marked upswing. She is now coordinated enough to use the Quickturn maneuver, where even if she bypasses her foe, she can spin around to face them again. She also gains the ability to toss stiffened, metallic body hairs from her fur coating at her foe at will. This attack only works at short range before the metal hairs lose their momentum and fall to the ground. A Dash’s favorite combination attack is to use Blur to bypass her opponent, Needleshot to hit them with her metal-hairs, and Quickturn to face them again, ready for more. Her most powerful attack though is her Sonic Field. This technique can be used no matter what speed she is using at. It forms a glowing, visible bubble of concussive force around her, protecting her from harm. A Dash will usually charge a foe with this field up, doing serious damage to them. She can only use this field when directly concentrating on it though, and cannot use any other attacks with it. Dashes are good choices to use against Ghost-type Pokégirls, since their ability to move so fast somehow lets them use the Breach Incorporeality enhancement, allowing them to strike a Ghost-type even when it is phased out. A Dash also has one sex attack, the Rapid Stroke technique, where she can rapidly piston her fingers in and out of her foe’s cunt to bring them to a quick orgasm. Many Tamers enjoy having this technique used on them as well, where the Dash will give them a quick but intense hand job.
Due to her metallic coating, a Dash can use the Ignore Environment enhancement. This enhancement lets her temporarily ignore the effects of a hostile environment, including temperature extremes, pressure extremes, and a lack of air. However, this isn’t the same as the ability to complete resist those environments (such power is of a Legendary quality), rather, she can only ignore them for roughly five minutes before it becomes too much to handle. This enhancement doesn’t protect from special attacks, working only to let her work around ambient environmental extremes. A Dash usually uses this enhancement to charge into what would otherwise be a deadly situation and take care of something very fast. This power kicks in automatically whenever a Dash is in an environment that would seriously damage her. There have been rumors that a few Dashes have gained the ability to teleport, but so far these remain unconfirmed.
Feral Dashes tend to be easy to capture if a Tamer can keep up with them, since they lose enough of their mentality that they can’t fight effectively. A Feral Dash can sometimes pose a danger to herself, as she may wander into an extremely hostile environment, and not realize that she needs to leave in five minutes before it kills her. Threshold girls virtually never evolve directly into a Dash.
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DATA DOG, the Dog ex Machina Pokégirl
Type: Near Human
Element: Electric/Psychic
Frequency: Rare
Diet: omnivore, preference for meat
Role: Network Admin, Hacker, Mechanic, Custom Machinist.
Libido: Average
Strong Vs: Electric, Fighting, Flying, Poison, Psychic, Water
Weak Vs: Bug, Dark, Dragon, Ghost, Ground, Plant, Rock
Attacks: Bite, Snarl, Reflect, Shield, Psi-Blast, Teleport, Thunder Shock, Thunder Wave, Zapring
Enhancements: Enhanced Memory, High intellect, Network Interface, Enhanced Smell and Hearing (x3), Machine Affinity, Strength x2
Disadvantages: Low combat potential, Canine behavior
Evolves: None
Evolves From: Byte Bitch (Normal)
When a Byte Bitch has gone through enough life experiences, they evolve into the much calmer Data Dog. When not found employed, many Data Dogs enjoy a place in a Watcher or Tamer's Harem, often being viewed as almost parallel to Cyber-nymphs in their ability to run networks though without the Cyber-nymph's unique ability to upload data just by touching electronic objects. However some Data Dogs that have dabbled in areas other than computers find that they shine in other chosen areas, making them unparalleled machinists or mechanics that are able to build hoverbikes from spare parts. These Data Dogs are almost always found employed at dealerships and R&D departments alongside other tech enthusiasts.
Their appearance changes little from their previous form, bust increasing slightly and adding on more muscle mass since Data Dogs are no longer as weak as humans, but comparable to other common Pokégirls in strength. Most often this comparison is to the Catgirl, though a Data Dog's strength is mostly in her upper body and not her legs. The Data Dog still prefers to tinker or type however, but this is usually due to her increased skill level and interest in her area of choice than any physical deficiency. Data Dogs loose their bitchiness due to stress, as their newfound ability to view any situation under a cheerful pragmatic view comes to light. Most of the breed has been found to try and make the best out of any situation, though some Data Dogs use their practicality for personal gain more than anything else. Overall, Data Dogs have the canine loyalty that is found in most canine types. Many enjoy games of intellect, chess, shogi, and other tactical or trivia games are a great way to earn a Data Dog's affection.
There are a few horrific tales of Data Dogs slowly taking over the Alpha's loyalty and running the Harem of a tamer (and eventually the tamer) by proxy. These tales have been proven, but research has shown that the two recorded instances were from Data Dogs that had actually teamed up with Dominas instead of butting heads with the Pokégirls as they normally do. As such it isn't recommended for any Data Dog to be placed in a Harem with aggressive Pokégirls, since the Data Dog may be calmer now, but they do not tolerate being pushed around. The Domina line and other 'pushy' Pokégirls are bound to get told off in almost all of the cases (with the exception of a few, as noted above) and not even the good natured Celestials are taken as an exception. They can, however get along better with mouse, bunny, and cat Pokégirls (in spite of still being intimidated by the stronger cats). Though in battle, they can use what they refer to as an instinctive advantage and intimidate the 'prey' Pokégirls.
Data Dogs still have the weakness of their canine instincts taking over, and many are embarrassed that they are no better able to control these urges than when they were Byte Bitches. Still unable to fight their triggers, Data Dogs make a point to telling new owners what sets them off to insure that there are no accidents. Many Tamers can use this to their advantage as well, as the mere threaten to set off a Data Dog's trigger is usually enough to keep them in line. Thanks in part to their bulking up, Data Dogs are now able to fight better than their previous form, however they are still considered weak for an evolved Pokégirl. A Data Dog's favored tactic is to use their shield and teleportation abilities to formulate the best possible counter attack, though this tactic is sometimes changes in order to prevent the Data Dog from becoming predictable. They still shine as a support Pokégirl, able to better defend and attack their front line partner and whittle their opponent down from the sides.
Threshold cases of Data Dogs are rare, the best evidence of threshold into a Data Dog is ears migrating to the top of the skull and picking up random static electricity. Feral cases of Data Dogs are more common than their pre-evolved from, since they are better able to defend themselves from stronger Pokégirls.
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DEMONESS, the Greater Demon Pokégirl
Type: Near Human
Element: Magic/Dark/Varies (Infernal)
Frequency: Very Rare
Diet: Special
Role: Commanders, schemers.
Libido: Average
Strong Vs: Infernal, Normal, Magic, Psychic, Ghost (others vary by type).
Weak Vs: Celestial, Fighting, Bug, (others vary by type).
Attacks: Negative Aura Burst, Energy Drain, Nightshade, Energy Blade, Hypnotic Gaze, Teleport, Dominate, Call Me Queen, (others vary by type).
Enhancements: Enhanced Reflexes (x5), Enhanced Strength (x4), Enhanced Speed (x4), Enhanced Endurance (x4), Longevity, (others vary by type).
Evolves: Dark Queen (Dark Ritual), Demon-Goddess (E-Stone Ceremony).
Evolves From: Daimon (Mana Crystal), Fallen Angel (Further Trauma + Dark Stone)
Proud, cunning, vindictive, ruthless, and unrelentingly intense, Demonesses were perhaps the ideal commanders in the Legions of Terror during the war. Their strategic abilities combined with their commanding natures and somewhat cold reasoning when dealing with those under their command allowed them to direct the Legions to many victories during the war, and made them rather infamous after it. As such, to this day, despite their many advantages, a stigmata against Demonesses remains, even when those against many of the other Infernals (such as Daimon and Succubi) have faded.
In appearance, Demonesses are generally mostly human, but with enough "off" characteristics to ensure that they are rarely mistaken as such. Such "off" characteristics differ from Demoness to Demoness, but some common examples are glowing eyes, clawed hands, and fanged canines, with others varying widely, usually in accordance with the Demoness's variable element. Aside from these "off" characteristics, Demonesses can vary widely in their looks, though most are between five and six feet, and their appearances are often somewhat related to those they had as a Youma or Daimon if they evolved up.
The mindset of the Demoness breed, on the other hand, is much easier to present an average for. As a whole, Demonesses are very proud and very intense, a fact which leads them to often tend towards being very easily insulted. This has lead to Demonesses developing somewhat of a reputation for being short-tempered, because even small (or perceived) insults can set them off, and very rarely will they forget an insult of any kind. On the flip side, however, they are also very easy to flatter, taking compliments almost as seriously as insults... which has problems of it's own; woe be unto the fool who idly flatters a Demoness, for false compliments are generally taken as high insults.
This isn't particularly problematical in and of itself, of course, until one takes into account the fact that Demonesses are also ruthless, cunning, and extremely vindictive. As such, they will often go to very great lengths to extract revenge upon those who insult them, a tendency which has added greatly to the stigmata against them. However, again, this sort of extreme intensity in pursuit of a goal does have a positive aspect, if the Demonesses goal's can be brought into line with her tamer's.
In fact, assuming that her loyalty is won by a tamer (via whatever means), a Demoness will generally be quite an excellent addition to his harem. Not only does she bring her extreme intensity with her, but a Demoness's level of devotion to a tamer is just short of a Dark Lady's... although less slavish and more imaginative. As such, the Demoness will often seek the betterment of her master and his harem, even at the expense of other harem members and especially outsiders. This means that she is a good alpha choice, but also a dangerous one; unless she can be convinced of her harem sisters' worth, she will often be willing to sacrifice them for what she considers an overall gain, a tendency that is based in her Commander Mentality. It should be noted also that few Demonesses ever lose this tendency entirely, and that even those who have been convinced not to do so within the harem will still often sacrifice outsiders for the harem's gain.
In keeping with their Commander Mentality, when it comes to combat, Demonesses prefer to let others do their fighting for them. In battles that allow more than one combatant, she will generally hang back and attempt to direct the actions of the other 'girls. If a Demoness is forced to battle, however, her tactics are usually quick, efficient, and brutal; with elemental powers developed over the course of several evolutions, most Demonesses are not a force to be trifled with. Most are, in addition to this, able to utilize teleportation, making it easy for them to strike at any point they preceived the opponent's defense to be lacking at. Beyond these general guidelines, though, tactics vary, especially considering the breed's scheming nature and the planning skill most Demonesses retain from their time as Daimon.
There is, however, one major exception to the rule of Demonesses preferring not to fight, and that is when their opponent is a Succubus. Whether it's due to a historical feud involving the fact that the Succubi left the Legions of Terror en masse soon after their induction (an insult that few Demonesses have forgotten) or simply to the ardently different approaches to life that the two breeds have is uncertain, but, regardless of the reason, meetings between Demonesses and Succubi almost always result in a battle. As such, only the most foolish, cunning, or intrepid tamer will attempt to keep the two breeds in the same harem. On a related note, should the Demoness win, she will generally become extremely amorous, and so taming accommodations should be readily available if one intends to pit a Demoness against a Succubus.
In any case, aside from after defeating a Succubus (or, to a lesser extent, another powerful opponent), a Demoness's sex drive is fairly reasonable. Her intensity does transfer into her attitude during taming, however, and many Demonesses will be quite passionate in bed. But, as with other areas, a Demoness's Commander Mentality does bring some preferences of its own to taming; mainly, that she usually prefers to be in control. This drive is hardly as strong as that of many other breeds, however, and a loyal Demoness will generally be willing to let her tamer dominate her without too much of an argument.
Like Droidos, Demonesses do not require physical sustenance (although many enjoy eating anyway, just for the taste) or even negative emotions as food. Instead, they must periodically release bursts of negative energy that cause those around the Demoness to feel mildly ill. However, she has more control of this ability than her fighting-type cousins, and can generally designate people (usually only her tamer) to be immune, so long as at least one living, sentient creature is affected. It should also be noted that this ability (or even a somewhat more intense version) can be used in combat as a weakening technique, and is thusly listed in the Demoness's attacks as "Negative Aura Burst."
Finally, feral Demonesses can be quite problematical, often turning other ferals in the area into something of a "personal army." Thankfully, though, they do oft lose fine control over their elemental abilities in the feral state, and often become even further susceptible to flattery. Still, those not exercising caution in their dealings with a feral Demoness and her 'legions" tend to wind up either dead or a slave to keep the Demoness sane. As of 300 AS, threshold into a Demoness is considered impossible due to very few having yet become Pokéwomen.
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Ceremony Description
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Elemental Stones Needed: Angel Stone, Dark Stone, Metal Jacket, Mana Crystal
Area & Time Conditions: Any time, with at least one previously wronged harem sister and her tamer present.
Ceremony Itself: Should a Demoness experience some life-changing revelation or humbling experience and lose her willingness to freely sacrifice others, then she gains the potential to evolve into a Demon-Goddess via an E-Stone Ceremony. The ceremony itself is a fairly simple process; the Demoness must, with the evolutionary items fairly close to her, freely and earnestly apologize to those of her harem sisters that she has wronged in the past, and to her tamer form any who are no longer in the harem. So long as these apologies are actually meant and believed by her tamer, the Ceremony will be complete, catalyzing her evolution to Demon-Goddess.
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DIGTIT, the Digging Pokégirl
Type: Near Human
Element: Ground
Frequency: Common
Diet: rocks, dirt, plants
Role: underground infiltration, maintenance
Libido: Low
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Dig, Slash, Mud-Slap, Earthquake
Enhancements: Tough Skin, Enhanced Speed (x2), Nightvision
Evolves: DigTitTrio (orgasm)
Evolves From: None
DigTits are very slender Pokégirls, usually with light brown skin and very dark, almost black, eyes. They prefer to wear loose, casual clothing and their overall attitude tends be laid-back and relaxed. They are friendly enough, but they have difficulty dealing with Pokégirls with a high libido. They recognize that sex is a very nice activity, but there are other things in life that they simply enjoy a lot more. They simply cannot comprehend the fact that there are Pokégirls out there who are interested in sex all the time. Taming sessions with DigTits tend to be nice and can last quite long, but are nothing spectacular. Tamers specializing in sex battles usually have a DigTit on their team to exhaust the opposition - while a DigTit won't give anyone else an orgasm in a hurry, they are very slow to arouse and therefore won't lose very quickly either.
DigTits are very quick and agile and they easily learn several very powerful ground-based attacks. This makes them handy combatants for beginning Tamers, but their lack of real physical strength seriously hurts them in higher tier competitions.
Like all pure Ground Pokégirls, Digtits have an easy time moving through soil. Although other Pokégirls usually have to dig to get around, DigTits can swim through the earth like a human might swim through water. This fact has puzzled researchers, because DigTit bodies do not appear to have any features allowing them to do so. However, to the DigTits themselves (and, indeed, to all Ground Pokégirls) the ease with which they move through the ground isn't a source of amazement. It's just one of those things they do, so why worry about it?
Because DigTits don't actually dig, they aren't used very often for tunneling efforts. Instead, DigTits are often employed maintaining dunes ensuring that beaches aren't swept away by the oceans, constructing dikes and maintaining roads. Farmers also often hire them from Tamers to plow their fields.
Feral Digtits are rarely seen, spending most of their time underground. However, if you find one feral DigTit, you're bound to find a lot more since feral DigTits tend to seek each other out and band together. Research is still ongoing trying to find out why this is exactly.
DigTits are also the most common Ground Pokégirls for girls to threshold into. The transition is usually tough, since the girls basically keep looking human and because their sex drive doesn't suddenly increase (in some cases it actually decreases). Threshold DigTits don't understand why they should suddenly be treated so differently and often flat-out refuse to seek out or accept a Tamer because they don't really need a constant source of sex. They also tend to buy colored contact lenses to hide their very dark eyes.
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DIGTITTRIO, the Odd Digging Pokégirl
Type: Near Human
Element: Ground
Frequency: Uncommon
Diet: Rocks, Dirt, Plants
Role: underground infiltration, maintenance
Libido: Normal
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Dig, Slash, Earthquake, Fissure
Enhancements: Enhanced Strength (x4)
Evolves: None
Evolves From: DigTit (orgasm)
DigTitTrios look very much like their unevolved sisters, the DigTits. They have slender frames, a tanned skin and very dark eyes. The most significant and striking difference is that every DigTitTrio has three breasts. Like DigTits, they like to wear loose-fitting clothes and they take life as it comes. It should be noted that DigTitTrios don't wear baggy clothes to hide their third breast, since they see do not consider it strange. Humans have two eyes, Pidgies have wings, Nymphs are horny, DigTitTrios have three breasts. It's not a big deal to them.
During Taming, however, it does become a big deal. Their breasts are a DigTitTrio's primary erogenous zone and no other part of the body can compare. While they can enjoy other forms of intercourse, nothing excites them more than people playing with their breasts. DigTitTrios love to be titfucked and when they are, they usually experience multiple very powerful orgasm. In fact cases of DigTitTrios passing out with sheer bliss simply from someone fondling their breasts are not unheard of. DigTitTrios often try to persuade their Tamer to a threesome with another man or a Dildo Queen because having two cocks between their three breasts is the ultimate form of sex to them (unless the DigTitTrio in question happens to be a lesbian, in which case she wants to have as many breasts rubbing against as many other breasts as possible).
No DigTitTrio is truly straight. 99% is bisexual, with the remaining 1% being lesbian. They have a great appreciation for the female form with special interest going to breasts. All breasts. Big, small, pert, sagging, it doesn't matter to a DigTitTrio: they love them all. Because of this, DigTitTrios are also useful to have on Ranches or in Harems with lots of Threshold girls. Friendly, kind, understanding and knowing when to back off when they need to, DigTitTrios are good at helping other Pokégirls see that being with another (Poke)girl can be just as pleasurable as being with a man, which usually helps keep the peace in a large group of Pokégirls since they stop competing with each other for a single person's attention and come to appreciate each other's company. And because the typical confused, yet interested Pokégirl considers a bit of groping at breast level a lot more innocent than anything going on 'down there', a DigTitTrio who knows what she's doing will soon have the other Pokégirl right where she wants her - with an exposed chest, crying with pleasure. A Tamer who want his Pokégirls to only have interest in him is strongly advised not to have a DigTitTrio. Any Harem with a DigTitTrio is sure to become very friendly very soon, unless it's filled with Pokégirls who are totally, completely, 150% straight.
Although DigTitTrios are stronger than DigTits, their physical strength still leaves something to be desired and many Tamers looking for an offensive Ground Pokégirl usually look elsewhere. As with DigTits, DigTitTrios primary role in society is the maintaining of dunes, dikes and roads.
Feral DigTitTrios are rare and their behavior is mostly undocumented. They are usually found among groups of DigTits, but are rarely in control of the group. Why this is unknown.
Girls very rarely threshold directly into DigTitTrios, but when they do they have an incredibly easy time adjusting. While girls are totally freaked out with their sudden new breast, they usually can't resist poking it. This will always lead to the new DigTitTrio becoming aroused and start a very long masturbation session (which, not surprisingly, only involves stimulation of their breasts). Afterwards, the Threshold girl is very likely to conclude that having three breasts is the best thing that's ever happened to them.
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DING-HO, the Plague Puppy Pokégirl
Type: Near Human (Canine)
Element: Psychic/Poison
Frequency: Rare
Diet: Carnivore
Role: Disease Research, Nursing assistant, Bioterrorist
Libido: Average
Strong Vs: Fighting, Poison, Plant
Weak Vs: Dark, Ghost, Ground
Attacks: Infection*, Telekinesis, Fade, Heal, Psywave, Disable, Poison Mist, Spice, Bloom, Buttsprout, Anti Bloom, Anti Buttsprout, Love -N- Affection
Enhancements: Telepathy, Enhanced Strength (x3), Enhanced Senses (x3), Enhanced Memory, High Intellect
Weaknesses: Has human standard weakness to viruses and parasites, Loss of Teleport ability
Evolves: None
Evolves From: Byte Bitch (Venom Stone)
Most people would assume that trying to evolve a Byte Bitch with a Venom Stone would prove disastrous, given the attitudes of most poison types and the overall attitude of the Byte Bitch breed. However, when evolved into a Ding-ho, the former Byte Bitch looses her attitude problem; becoming a friendly and helpful Pokégirl. Ding-hos change little from their pre-evolved forms, their bust increasing to a generous D cup and perhaps a more curvy figure. They still keep their perky or floppy dog ears and tails of varying lengths and fur styles and colors, though the breed still remains mostly human looking. It seems that with this evolution, most of the changes were in powers and personality.
Ding-hos gain control over their canine behavior, able to ignore the urges to chase or sniff crotches in greeting. Instead, these perky Pokégirls strive to help others, using their unique bacterial control abilities to help patients through illnesses, or assist researchers in disease research. Only rarely have Ding-hos ever been recorded as working on the other side of the law, their mild nature usually at odds with the terrorist and criminal activities of the various teams and outlaws. Most Ding-hos are known as excellent support Pokégirls, as they take to domestic chores like cooking and cleaning with the same cheerful, sunny attitude as they do anything else.
Oddly, these Pokégirls are rarely seen upset, as the breed tends to be eternally optimistic. This lends most of a Ding-hos harem sisters to become dependent on her, and a crying Ding-ho is usually followed by a beat-down from several of her harem sisters on the offender. Despite their pleasant attitude, many tamers skip over the Ding-ho, usually because of their pre-evolved form's reputation, though many are also put off by her ability to control bacteria. This does make a Ding-ho potentially dangerous, though not much more so than the average powerful Pokégirl. Those tamers that do accept Ding-hos into their harems find them friendly and eager to please Pokégirls, and despite the breed not being very powerful, they still have useful abilities. Some tamers use them as all around support Pokégirls, letting them use telekinesis to carry camping gear as well healing her harem sisters after a battle.
When pressed into a battle, most Ding-hos use their telekinesis to take to the air and spread their poisons in the air, or alternately, use Fade and use their telekinesis offensively or a psywave. The breed as a whole usually aims to disable their opponent into submission without actually harming them, however and this has lead to her being placed further into a non-combatant status. Due to the breed's inability to teleport however, speedy Pokégirls can usually get under their guard. A Ding-ho's most powerful attack is Spice, and as such the breed is at an advantage when plants are around. Threshold into a Ding-ho is very rare, but not unheard of, though it seems that a mixture of canine, psychic, and poison in their heritage, or having a Ding-ho or three in their ancestry.
Feral Ding-hos make their homes in forested areas, usually around swamps or other areas where the difficult walking terrain would give them an advantage thanks to their telekinesis. They are still crafty for a feral, and have been known to place pitfalls and traps around their den. These traps are never lethal in an immediate sense, but hobble most Pokégirls effectively. Ding-hos are only slightly territorial however, and will flee if outclassed, usually using Fade to an added effect. It has also been recorded that feral Ding-hos will aid others that are truly in distress, using their psychic abilities to determine if the situation is legitimate before hand. Unfortunately, this has lead to some instances of feral Ding-hos falling prey to dark types, as the Pokégirl’s kind nature wins out when she can't get a read on the distressed party.
Infection (EFT) Exclusive to the Ding-ho, this attack allows this Pokégirl to control a slow acting bacterial infection usually similar to the bubonic plague, though also allows her to take control of bacteria already attacking a host. With this, the Pokégirl can slow the spread of the an infection, or speed the spread of her own bacteria. While this attack allows the Ding-hos to effectively fight bacteria, viruses and parasites still have a normal human chance of attacking her.
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DODONGO, the Big Bombardier Pokégirl
Type: Near Human (reptilian)
Element: Rock/Fire
Frequency: Very Rare
Diet: Meat, large amounts of rocks
Role: Mortar troopers, Grenadiers
Libido: Low
Strong Vs: Normal, Plant, Electric, Flying
Weak Vs: Fighting, Water (severe), Ground
Attacks: Tackle, Rollout, Tail Whip, Smoke Bomber*, Micro Bomber*, Rock Throw, Headbutt, Flamethrower, Fissure, Bomber*, Big Bomber*
Enhancements: Enhanced Durability (x10), Enhanced Strength (x10), ability to create 'bombs' from consumption of rocks smelted in her body's internal furnace
Limitations: Slow in both speed and thought, vulnerable to her own bombs if swallowed
Evolves: Unknown
Evolves From: None
Dodongos are tall (usually 7') lizardlike Pokégirls with hard, rocklike skin that resembles grayish-green scales, save for a smooth, dark white streak down their belly and breasts, which are C-Cup. They are heavily muscular in appearance, similar to Amachokes (although not as strong), but are for the most part more intelligent and strategically minded. On their foreheads is a pair of long, pointed horns that curve up over their heads. Their eyes glow like lava, and can snort smoke when angry. They are also possessed of a thick tail that grows from their hips and is as thick and strong as their massive arms.
To make their 'Bombs,' they consume large amounts of rocks, which is why they prefer to be in mountainous areas. The rocks are smelted inside the Dodongo's second stomach, which is essentially an internal furnace, shaped into spheres and filled with lava, disgorged back up and out of the Dodongo's mouth with intense force and range. They are VERY accurate with this, able to calculate wind resistance, range, and other targeting related stats quickly, even when Feral.
Originally started out as a line of defense for Sukebe's Pokégirl encampments during the Revenge War, occasionally they also acted as long-range assault troopers, weakening human forces before the main force of Pokégirls would attack. They would fire their bombs deep within human encampments, taking out soldiers and vehicles and weakening fortresses for assault, frequently being teamed with Rhynowhores to take down military installations, leaving them open for a ground assault. Once produced in high numbers due to how effective they were, the majority of them were killed when Atmuff went rogue, reducing the number of Dodongos in the world considerably. Only the Sphinx is worse off than Dodongos are right now. Dodongos still live today, mainly keeping to themselves in deep, dark caves, firing small, non-lethal bombs off to drive away any attackers and simply eating their way out if they themselves are buried in bigger blasts. Hard to capture, they make excellent support fighters in team matches, both as defenders and bombers. Dodongos prefer not to be Alphas, but are not submissive in the slightest, making them natural enemies of Domina-types. (Killer Queens are noted as saying that they hate Dodongos with a passion.) They are stubborn and obstinate towards Tamers and their harems until the Tamer earns a Dodongo's respect, and Ferals are downright hostile to trespassers. This has led to many laws being passed that allow Dodongos to keep to themselves, and force Tamers who catch a Dodongo to submit to several psychological tests to see whether or not he or she can keep the Dodongo. (The psyche-tests are in place only in Indigo and Johto, where League officials involved in SEELE do NOT want explosive-users in ANYONE'S Harem that might go against them for whatever reason.)
As an interesting quirk, a Dodongo's greatest weakness seems to be to their own bombs. In a famous WAPL match in 314 AS, a Dodongo was engaged in an intense fight with the Amachamp Sheeva, who was the Alpha Pokégirl of then-champion Goro deShokan. The Dodongo fired a large bomb at Sheeva, who, in desperation and on the verge of losing the match, caught the bomb and threw it back at the Dodongo, who hadn't closed her mouth yet and swallowed it. The bomb exploded inside her and she collapsed, knocked unconscious from the force of the blast, but otherwise unhurt.
There have been no reports of a human girl ever Thresholding into a Dodongo.
(*) - Smoke Bomber (ATK 10 + EFT) Creates a lot of sound and smoke, but doesn't do much damage. Best used for spooking Pokégirls and humans unused to sudden sounds.
(*) - Micro Bomber (ATK 60) A very weak bomb, but damages everyone as if it were a Fire attack using Cross Splash. 5% chance of inflicting Burn.
(*) - Bomber (ATK 120) A moderately powerful bomb, damages everyone in a 3-5 foot radius. 10% chance of inflicting Burn.
(*) - Big Bomber (ATK 160) More powerful than the Bomber and far more explosive, this damages everyone in a 10 foot radius. Has a 25% chance of inflicting Burn.
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DOGGIRL (aka INUMIMI), the All-Purpose Loyal Pokégirl
Type: Varies from Near Human to Animorph
Element: Normal
Frequency: Common
Diet: Omnivorous
Role: Various domestic roles
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Tackle, Bite, Takedown, Pummel, Snarl, Dig, Rock Throw
Enhancements: Enhanced Olfactory & Auditory Senses (x2), Claws, Enhanced Endurance (x2), Enhanced Reflexes (x2)
Evolves: Lapdog (normal, high level), Hymena (Diamond Stone), Dalmatian (Water Stone), Growlie (Fire Stone), Lupina (Moon Stone), Hound (Orgasm), Boxer (Battle stress)
Evolves From: Puppy (Normal)
What Catgirls are to cat types, Doggirls are to dog types.
Doggirls are not that much of an improvement over Puppies. Like Catgirls, it’s very strongly suspected that Doggirls may have been among the very first evolutions ever designed into a Pokégirl. As such, it’s not that really spectacular a change, though very few people would complain, given that Doggirls (called Inumimi in Edo and Opal areas) definitely are slightly more physically attractive than their pre-evolution form.
Doggirls gain roughly half an inch to an inch in height, as well as a quarter of a cup-size in their breasts. Their leg and arm muscles grow stronger, as does their sense of smell and hearing, and their tail size usually increases as well, unless they were a tailless breed of Puppy beforehand. Most Doggirls seem a bit more grown up in terms of maturity, but it’s an irritatingly difficult quality to define and doesn’t really change their overall persona. Some actually become more emotionally mature, and display a bit more calmness and self-control than when they were Puppies.
Because their arm and leg muscles are stronger, Doggirls are usually a third faster than when they were Puppies, although this can go as high as two times as fast. Their endurance is often quite a bit better and it’s believed that their longer tail may help them maintain their balance better, although like many things about them, it’s inconclusive. One of the only conclusive things about Doggirls and canine-types in general is the strong sense of loyalty they have. This helped canine-type breeds retain a lot of favor after Mao Shin Mao’s attacks.
The average Doggirl will find that they can learn punch-based attacks much easier than most others. As such, a Doggirl can sometimes be a good training partner for an Amazonchan (though rarely a Herochan), and are often good friends with them. This, in turn, can make them feel slightly disdainful against Amazonkapoeera, but it’s never that pronounced, as the friendly, amiable nature common to most Doggirls makes it hard for them to hold a grudge. The closest they come to this is the friendly rivalry Doggirls seem to have with Catgirls, but as good-natured as Doggirls are, they may forget about this rivalry in a moment of excitement.
Aside from their endurance and punching techniques, about the most impressive thing about Doggirls are their ability to use Dig naturally, their digging speed outmatched only by Digtits and a tiny handful of others. They can use this ability in battle, although they don’t use it as the Digtit line does, mainly using it to dig up dirt and fling it at the opponent in a blinding attack. Stronger Doggirls can use Dig to dig up larger, heavier clumps of dirt for a more powerful projectile attack. They can even use this ability offensively, digging up large rocks for Rock Throw. They tend to prefer front line fighting and direct hand-to-hand. In sex battles they’re about average, although there have been some recorded instances of Doggirls proving their mettle in a sex match. And as with all canine-type Pokégirls, they retain the ability to use Puppy Dog Eyes.
Feral Doggirls, like most canine-types, tend to run in packs in the wild. They frequently scavenge for food around cities, and will act to defend each other should they be attacked. They aren’t as easily scattered as Puppies are, and are more vicious in a fight than their previous form. Ferals and Domestics tend to be protective of Pokékits and infant humans.
Doggirls often get very randy around the Full Moon for some reason. Researchers are still trying to find out the answer to this question, although until now, nothing conclusive has been found out. Doggirls are among the most common Thresholds out there, happening just as frequently as Kittens, Puppies, and Catgirls, and almost as frequently as Ingenue, Bunnygirls, Titmice, and Bimbos. It’s a somewhat painful Threshold result due to the physical changes, especially if the subject in question turns into a tailed breed of Doggirl, but not unbearably so. The changes are usually quick, depending on how much fur they grow.
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DRACONA, the Gliding Dragon Warrior Pokégirl
Type: Near Human
Element: Dragon/Flying
Frequency: Very Rare
Diet: Human like Diet
Role: Multi-Role Fighter, Ambusher
Libido: High (drops to Average if traded, or caught wild)
Strong Vs: Bug, Dragon, Fighting, Fire, Ground, Plant, Water
Weak Vs: Ice, Rock
Attacks: Gust, Whirlwind, Dragon Rage, Slash, Cut, Scratch
Enhancements: Wings, Enhanced Strength (x5), Enhanced Speed (x4), Enhanced Endurance (x4), Tough skin
Evolves: Dragoness (Shiny Stone)
Evolves From: Draco (orgasm or battle stress)
When a Draco evolves into the Dracona, there is very little change in the way of physical appearance apart from the growth of a pair of wings that spring from the nubs on the Draco’s back and average about 4 to 8 ft in span, generally of the same color scheme of the rest of their body. Although far too small to support her weight in flight, they are mainly used for low level Flying attacks, and gliding down from ambush positions above an enemy. They cannot ride thermal currents or attain any level of altitude and they must take a little time to prepare themselves to glide by stretching their wings, making impulsive attempts difficult and dangerous. They can also grow a few more inches and increase their bust size slightly (generally they average a generous C cup).
During the War the Dracona served a purpose very similar to the Draco, often acting as heavier support to their ground based sisters. They also spent a great deal of time laying ambushes in cleared out bases and buildings, waiting for humans to return and try to reuse or salvage them.
The evolution to a Dracona also tends to mellow out the temperament of the Pokégirl towards her tamer, often making even more affection and loyal as he has proven himself by making her evolve. However if she is traded to another tamer at this point (or if by slim chance one is captured in the wild) she will backslide into her previous stand-offish attitude until the new Tamer manages to prove himself.
Their feral state is similar to their Draco sisters, and more often than not the two breeds will be found mingling together in a pride like group of usually no more than 15 or 20 members, sometimes led by a Dragoness.
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DRAGONESS, the Dragon Pokégirl
Type: Near Human
Element: Dragon/Flying
Frequency: Extremely Rare
Diet: Human-Like Diet
Role: Air Superiority, Ground Reinforcement, Field Commander
Libido: Very High
Strong Vs: Bug, Dragon, Fighting, Fire, Ground, Plant, Water
Weak Vs: Ice, Rock
Attacks: Fly, Seismic Toss, Mirror Move, Sky Attack, Gust, Whirlwind, Dragon Rage, Slash, Cut, Scratch
Enhancements: Wings, Enhanced Strength (x12), Enhanced Speed (x9), Enhanced Endurance (x10), Tough Skin (x4), longer tail
Evolves: None
Evolves From: Dracona (Shiny Stone)
The Dragoness is the rare and powerful evolution of the Dracona. She gains nearly a foot in height, her breast can grow up to a full cup size if not a little more and her wing span grows to an average of 14ft (which are able to be summoned and dismissed at will by some unknown means). Her ears also lengthen to an average of three inches while her tail grows to an average of three to four feet with a spear-like tip; she also sprouts a set of horns from her head, though the style varies from ‘girl to ‘girl. Her body also tones ups, adding some muscle and becoming a very powerful, and sleek combatant. The all around result is a powerful, and impressive, Pokégirl considered to be one of the fastest flying types in existence.
The rarity and power of these Pokégirls makes scientific interest in them quite intense, but most tamers are reluctant to allow the scientific community any long-term access to them for adequate study, much to that community’s chagrin. One interesting note that has been gleamed about the Dragoness is her increased sexual appetite and openly flirtatious nature with her Tamer and Harem sisters even during battles, something which even the affectionate Dracona isn’t known to do.
If, by some incredible chance, a Dragoness is allowed to grow feral, or managed to evolve by a series of coincidences, she will generally stake out a territory as her own, either along a mountain range, or similar rocky terrain and begin attracting other Dragon-type Pokégirls to her side. She will take the role of leadership, defeating any other ‘girls who challenge them in non-lethal combat.
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DRAGONQUEEN, the Disciplined Training Pokégirl
Type: Near Human
Element: Dragon/Dark
Frequency: Extremely Rare
Diet: Meat
Role: This Pokégirl makes a good Alpha as she knows how to bring out the best in others with training
Libido: Average
Strong Vs: Dark, Dragon, Electric, Fire, Ghost, Plant, Psychic, Water
Weak Vs: Bug, Fighting, Ice
Attacks: Tail Whip, Rage, Dragon Rage, Harden, Blur, Shadow Shot, Wingover, Gust
Enhancements: Enhanced Strength (x9), Enhanced Speed (x9), Prehensile Tail, Enhanced Hearing (x15), Armored Form
Evolves: None
Evolves From: Domina (Dragon E-Medal)
The DragonQueen is one of the newly discovered E-medal evolutions. She has pure black skin with long flowing hair that comes in reds, greens, blues and pinks. Their lower arms and legs are covered in hard scale like armor that matches their hair. Their tails tend to be about 5ft long and they stand at 6ft tall. Their breasts tend to be between large B cups to a small D cup. They have more of the armor like scales along their spines and coming around to cup their breasts. They can summon or dismiss their powerful wings at will. Their fingers end in powerful claws they can use for slashing damage. They also have the power to armor up, making their scales cover their bodies like a suit of armor leaving only their eyes to be seen.
DragonQueens tend to be less into S&M then they were as Dominas but they understand using both pleasure and pain in training Pokégirls for combat. They tend to be able to figure out the limits of any Pokégirl and help them reach those limits then move beyond them. They are loyal to their Tamer and always obey him or her in battle.
They like to use their Dragon Rage attack to weaken enemies and then move in and use Tail Whip on them.
They enjoy spending time with their Tamer and when they feel in need of a Taming then tend not to care where they are or who might be watching.
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DRIAD, the Woodland Pokégirl
Type: Near Human
Element: Plant
Frequency: Rare
Diet: Soil, sunlight and water
Role: Protectors of the Forest
Libido: Average to High
Strong Vs: Rock, Water
Weak Vs: Bug, Fire, Ice
Attacks: Vine Whip, Leaf Shield, Razor Leaf, Regenerate, Command Plants, Lance, Teleport, Solar Beam(Level 40), Fruit Juice, Probing Tentacles, Lure, Lust Dust, Buttsprout, Bloom
Enhancements: Immortality(Limited), Plant Empathy, Plant Telepathy, Strength x2, Endurance x3
Evolves: None
Evolves From: Boobleaf (normal)
Physically, the Driad assumes a more dominant plant-like association in their appearance. Their skin shifts in coloration, with differing possible variations having been recorded, among them a dark-brown coloration, like well-worn bark, a pale white, like freshly split-open wood, and differing shades of green from pale green to a dark green akin to black. Their hair often lengthens, gaining leaves and flower buds growing from the mass. Hair coloration has been noted as being anywhere from the previous bark-like brown to green to pale-white to gold to a vibrant, fire-red. Bust size is often variable, though most recorded evolutions tend to gain at least one cup size.
Researchers, through study, have given the Driad two sub-classifications, Sessile and Non-sessile. Non-sessile refers to the majority of Driads typically found in most Tamer's Harems. Sessile refers to whenever a Driad has bonded with a tree, effectively limiting the Driad's distance of travel. When bonded to a tree, the Driad in question gains a number of benefits, among them the ability to fuse with said tree, rendering them bodiless until they un-fuse, effective immortality as long as the tree itself survives, a high-level of regeneration, up to an including regrowing dismembered limbs, and the instinctive ability to teleport back to their tree, rendering capture almost impossible.
The drawback, however, quickly becomes clear, in that the Driad is no longer able to travel very far from the tree, becoming severely dependant on it. Because of their deep instinctive preference for old-growth forests to make their home in, most Driads rapidly dissolve into feraldom without loosing any of their previously noted abilities, due to the lack of on-hand taming to be had. In addition, the tree is also a severe weakpoint. If it is destroyed, the Driad, while sometimes being able to survive the trees destruction, is often left in a severely traumatized and physically damaged state, rendering her easy to kill or capture, depending on a Tamer's preference. Cunning Driads further prefer isolated groves where few dare wander, and more than a few old growth stands are rumored to be haunted, but are, in fact, resident of a Driad who's previous tree was destroyed by malicious or simply ignorant people, and harbor a severe grudge because of this. Another drawback, some thought designed, is that the Driad, when linked to a tree, can no longer undergo parthenogenesis, relying on normal pregnancy with a male tamer in order to propagate any offspring.
When Non-sessile, however, they loose all the above advantages and drawbacks, but nevertheless remain powerful Plant-type Pokégirl fighters. Sexually, they are omnivorous, preferring a partner of either sex with equal enthusiasm, and are noted in being very affectionate of other plant-type Pokégirls. Clothing, for a Driad, is typically regarded as 'extremely optional'. Socially, they are rather friendly and open, though they exhibit a strong, deep psychological pull toward forested areas, and can suffer under a lull of depression whenever pulled away from such areas by travel. Having gained a surprisingly nurturing aspect due to their evolution and urge to take care of their tree and it's surroundings, however, this depression can be averted by giving them tasks to perform, such as looking over the well-being of other pokegirls, and can be surprisingly efficient administrators and alphas because of this.
ElfQueens have a special liking for Driads, recognizing a kindred spirit, and will often go to great lengths to have a Driad move herself to near the ElfQueen's court for mutual defense and taming. Elfs are similar, and a number of Tamers with Elfs in their harem have been convinced from time to time to stop by a particular grove of trees for 'a surprise.'
A rare few Driads have been noted to not seclude themselves in isolated old-growth forests. At least one college in the Cresent League is infamous for having a Driad in residence in an old-growth oak, and has come to the defense of the college a number of times while having herself the choice of Taming partners.
While possible to undergo threshold directly into a Driad, the number of threshold victims doing so is recorded as rare. Some Researchers postulate the recorded number is low due to the victim regressing to a near instinctive level, meaning they willingly leave civilization behind in order to find a tree to bond with.
Leaf Shield (DEF 50) - The Driad devotes an entire round of combat to concentration, in order to fashion a moveable shield out of an enlarged leaf petal. If they continue to do so, the Driad will eventually be protected by a sheltering cocoon of layered Leaf Shields, but renders them effectively immobile and unable to respond to the attack. Fire attacks count this defense as only half.
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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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EASTER BUNNY, the Easter Egg Giving Pokégirl
Type: Near Human
Frequency: Seasonal. Even in season, Rare.
Diet: Same as Bunny
Role: Easter egg source
Libido: Extremely High
Strong Vs: Same as Bunny
Weak Vs: Same as Bunny
Attacks: Same as Bunny PLUS: Eggs-plosions!, Easter Egg Barrage, Basket Bash, Egg in the Face, Egg Up the Ass.
Enhancements: Same as Bunny PLUS: Sugar High Speed, Mania Energy, Energizer Endurance.
Disadvantages: Seasonal. They all seem to disappear after Easter.
Evolves: None know.
Evolves From: Probably Bunny, if at all.
The Easter Bunny is one of those Pokégirls that have achieved mythical status in part of the controversy of whether or not the Easter Bunny Pokégirl actually exists at all or is merely a product of bunnies with a strange sense of humor and various props.
Whatever the case, Easter Bunnies are usually a welcome sight during the Easter Holiday, and whatever religious significance this may imply is usually lost in the mad scramble Easter Bunnies engage in to indiscriminately give away gifts of brightly colored eggs, candy and other assorted gifts.
Good, kind hearted children in particular, have been known to have received their own body weight in chocolate from overly affectionate Easter Bunnies.
While only one is usually spotted in a given area, enough have been observed in hindsight to acting in some organized covering pattern to lead to some speculation as to the existence of a force behind the Easter Bunny or if they are a genuine Pokégirl species, the existence of a common Easter Bunny instinct.
The rather indiscriminate orgy of Mass Taming that is instigated when an Easter Bunny finishes giving away her gifts have made them especially popular with Tamers as well as children, who despite repeated attempts to Pokéball, always seem to disappear as if by magic only to reappear (rarely the same Easter Bunny though) again next year.
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ELECTROCAT, the Excitable Electric Cat Pokégirl
Type: Near Human
Element: Electric
Frequency: Uncommon
Diet: prefers fish, chicken, milk, and rice. Usually finds finer brands of pokechow acceptable.
Role: home security
Libido: Average
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Attacks: Bite, Scratch, Slash, Spark, Static Barrier, Thunder Shock, Thunder Wave, Needle Spray, Jolt
Enhancements: Enhanced Hearing (x3), Enhanced Reflexes (x3), Enhanced Sight (x3), Enhanced Speed (x2), Night Vision, Body Spikes
Evolves: None
Evolves From: Merrowl (Thunder Stone)
When a Merrowl is given a Thunder Stone, she evolves into an Electrocat. Electrocats usually have yellow coats of fur, though white patches in it are not uncommon. Very rarely there are Electrocats with deep blue fur. Their bust size remains the same as it was as a Merrowl, something they are usually disappointed about. The hairs on their coat of fur can be consciously made to stand up with their own static electricity, making it so that opponents who physically strike them take damage from the needle-hairs. These hairs can also be flung at enemies a short range away. Electrocats are usually found in cities, disliking wilderness areas where there are lots of plants and Ground-type Pokégirls that ground her natural electricity.
Electrocats have been recently touted as the new Pokégirl to have for home security. Their basically lazy nature, common to almost all cat Pokégirls, means that they are unlikely to try and run away or even leave home, so they’re likely to be around when someone tries to break in. Using their Thunder Wave and Static Barrier to stop thieves without hurting them too badly, as well as their own natural body hairs as needles, Electrocats are fast becoming the pet Pokégirl of choice for people to adopt. If this keeps up their Frequency rating may soon shift from Uncommon to Common.
Electrocats are decent fighters, and fight better from a distance. They like to use Spark and Thunder Bolt to try and electrocute their enemies before they can close, minimizing risk to themselves. If they feel that their foe is making a serious attempt to get close for hand-to-hand combat, they’ll use Static Barrier to keep them at a distance and Thunder Wave to try and paralyze them. Should close combat be unavoidable, an Electrocat will flare out the hairs on her coat of fur for defense and begin using her physical attacks, trying to use Needle Spray to open more distance between her and her enemy. They have one sex attack, Jolt, where they deliver a small shock to their opponent’s sensitive areas, the jolt exciting them the same way a pinch or a slap would.
Electrocats enjoy being on the bottom during Taming. Their basic lazy nature leads them to want their Tamer to do all the work. They do their fair share though, knowing that a dissatisfied Tamer is one who won’t work as hard to please them. They also make sure to never flare out their hair into needles when being Tamed, no matter how much ecstasy they’re in, since doing so would seriously damage their Tamer’s willingness to Tame them again.
Feral Electrocats become more rowdy than they would be ordinarily. They tend to use their electricity more often, giving small shocks to anyone around them. They also tend to wander somewhat in this state, usually venturing further abroad than they would care to if they had all their wits. Even in this state though, they won’t wander too far, and will usually stay in the same general area. Threshold girls don’t usually become Electrocats. Thanks to the recent propaganda campaign about the uses of Electrocat pets though, girls who do become Electrocats are finding their families to be slightly more understanding than they usually would, although that isn’t saying too much. Still, Electrocats are now considered one of the better types of Pokégirls to become if Threshold is unavoidable.
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EMPRESSLOVE, the Anti-Dragon PokéGirl
Type: Near Human - Avian
Element: Ice/Steel
Frequency: Very Rare (Scarlet League), Extremely Rare/Unknown (All other Leagues)
Diet: seafood, preference for fish
Role: Anti-Dragon-type, Leader
Libido: Low
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic
Weak Vs: Electric, Fighting, Fire
Attacks: Ice Beam, Ice Wall, Mist, Glare, Leer, Scratch, Slice, Stab, Head-Butt, Peck, Gust, Harden
Enhancements: Increased Lung Capacity, Water Purifier, Cold Resistance, Armored
Evolves: None
Evolves From: PrimpLove (normal)
It takes time, effort, and a lot of patience to keep a PrimpLove... well, not happy, but content for the time being. Such is a truly Herculean task considering the demanding nature of the PrimpLove and it is understandable that not all Pokégirl Tamers are up to the challenge. However, those who manage to keep it up and not kill the goddamn bitch will be rewarded with the reason people picked up a PimpLove in the first place if the intention is to evolve her. The third and final evolution: EmpressLove.
Now in her evolved state, it should be noted that while an EmpressLove unfortunately loses her elemental abilities for water, for reasons unexplained, gains the sub-element of steel! However, this despite her new harder body and loss of water-based powers, this does not diminish the fact an EmpressLove is still able to swim at incredible depths and speeds. The reason for loss of water powers while she still retains her ability to purify water, is that an EmpressLove no longer has the ability to retain any water in her body, hence her loss of the water-based attacks and tricks that made up her prime abilities in her previous forms.
The EmpressLove gains considerable height in this new stage, reaching up to 6', not counting facial horns, and loosing all traces of fat and becoming QUITE muscular, with her bustline jumping another cup to become a firm C with perky white nipples. She gains metallic edges along her wings and three steel-claws underneath. This allows the EmpressLove to handle and hold items within her grasp and perform more tasks with better precision than she could have with just flippers, but she will still have some troubles due to lack of opposable thumbs. The appearance of an EmpressLove's body gives the impression that she is wearing a tuxedo, having lost nearly all blue coloration and taking on black and white. On her face, an EmpressLove has three distinct horns resembling a trident. The length of the three horns extending from the beak symbolize an EmpressLove's strength. Generally, the longer the horns are, the stronger the pokégirl is, (with horns usually ranging between 7"- 1'4"). The tips of her wings are so strong that they can cut through entire slabs of drift ice.
The personality of an EmpressLove is also different from her pre-evolved form. Where a PrimpLove wanted all the attention and was, for lack of better terms, an annoying spoiled brat, the EmpressLove is understanding that not everything will go her way. She's calmer than before and very quite, almost withdrawn, something one would expect from an Ice-type. Calm, cool, collected, an EmpressLove is a joy to have in a Harem for those who can get through to the PokéGirl's heart.
With the greater ice-power of the new evolution, plus a body that is now stronger and tougher due to her Steel-type nature, an EmpressLove is correctly associated with the thoughts of being a PokéGirl that could stand up to a Dragon-type. Ice and Steel are the only two elements that have ever had a chance of hurting Dragon-type pokégirls, and with the EmpressLove being a balanced culmination of the two, it is understandable that this is the one pokégirl that could make a normally superior Dragon-type hesitant if not actually balk at having to fight in PokéBattle. However, just because and EmpressLove is the defacto Anti-Dragon pokégirl does not make her invincible. A strong Fire or Electric-type pokégirl can give the powerful penguin pokégirl a run for her standard league credits!
When it comes to Taming, the EmpressLove is different from her forms in that it is not something she has any particular say in the matter. She can go for far longer stretches without being Tamed, and has no specific preference for position of style of fucking. However, from the few EmpressLoves that their Tamers allowed to be studied, it would seem that the icy pokégirl reacts well to harsh Tamings: being rammed from behind and spanked, as is sensing it was something she deserved from earlier in her life. There have neither been cases of human women Thresholding into EmpressLoves, nor has there been any cases of Feral EmpressLoves in the wild. It seems the love and discipline of attaining this form requires effort that a PrimpLove doesn't have naturally when left alone in the wild and can only be pushed towards attaining by an outside source, such as a Pokégirl Tamer.
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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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FALLEN CHARLIE ANGEL, the Angered Harpy Pokégirl
Type: Near Human
Element: Flying/Poison
Frequency: Rare (Gold Continent), Very Rare (Other Leagues)
Diet: Carnivore
Role: berserkers, scavengers, scourges upon humanity
Libido: Average
Strong Vs: Bug, Fighting, Plant, Poison
Weak Vs: Electric, Ice, Rock, Psychic
Attacks: Growl, Quick Attack, Sabre Claw, Hurricane, Dive, Venom Bite, Venom Claw, Poison Mist, Gust, Feather Shuriken, Mega Drain
Enhancements: Natural Poisons (Exhausting Venom, Vertigo Venom, Paralyzation Venom, Sleep Venom, Gender Dust), Speed x7, Strength x3, Enhanced eyesight x3
Weaknesses: Intelligence Drop (Bimbo Level or lower), Short temper
Evolves: Cutey Charlie Angel (Hit by Royal Curse)
Evolves From: Cutey Charlie Angel (Venom Stone* Not absorbed)
While a Fallen Charlie Angel is considered a third tier evolution for the Charlie Angel line, there are very few tamers who actively choose to have their Cutey Charlie Angel go through this evolution due to the problems that arise. First and foremost, her intelligence can best be described as animalistic. All her mental prowess as Cutey Charlie Angel goes to pot, and she now relies heavily on instinct for her actions. A true fall from what she was before. Many Tamers are hard pressed to bring a Fallen Charlie Angel's skills in anything mental back up to even the level of a Charlie Angel. At most, a Fallen Charlie Angel will obey a Tamer's commands and perhaps be able to speak in a few simple word sentences. Another large problem is that coupled with her lack of intelligence, the Fallen Charlie Angel has a temper the size of a Tomboy at a Hentai convention. Anything that she views as an insult to herself or her Tamer is game to a Venom Claw or Venom Bite attack. Of course, with the drop in intelligence, there's also the loss of the Pokégirl’s spell casting and/or psychic abilities that made the Cutey Charlie Angel so useful before.
For some reason, Fallen Charlie Angels seem to attack Supe-bra Geniuses without provocation, though it is assumed that these attacks are due to the Pokégirl’s high intelligence. But most researchers are baffled at why the Fallen Charlie Angel seems to ignore other high intelligence Pokégirls in favor of attacking a Supe-bra Genius. It should also be noted that Fallen Charlie Angels no longer get along well with Cheetits like the pre-evolved forms of Charlie Angel and Cutey Charlie Angel. Most research seems to collaborate with the theory that the Fallen Charlie Angel sees the Cheetit as 'competition' and instinctively tries to drive off her ‘competition.’
The Fallen Charlie Angel's appearance seems to also take on a darker, more intimidating look as well. Fallen Charlie Angel's still look more elf than human with their pointed ears, but now their hair and corresponding wing colors come in a variety of dark shades, from deep purple to black or a dark rust brown. The scaling on their hands and feet turn into darker shades as well, usually a rust brown or tarnished silver as if the metallic color was corrupted by their poison nature. Occasionally instead of a metallic color, their hands and feet will be a vibrant green or purple, which seems to mark them visually as poisonous. Their wings are still separate from their arms, but from the joint that connects her wing to her back to the second wing joint, a Fallen Charlie Angel’s feathers have changed to a rust or tarnished metallic color. The diamond pattern is now a vibrant green or purple (though these diamond sections no longer glow anymore). A final change is the Fallen Charlie Angel's teeth, once human like, are now pointed with prominent upper and lower canine teeth. This also notes the Fallen Charlie Angel’s change in diet, going from Herbivore to Carnivore. Their eyesight enhances as well, allowing the Pokégirl to hunt by sight easily.
It should be stated again that a Fallen Charlie Angel is also a very difficult Pokégirl to control. Her aggressive attitude is very well known, though perhaps it's because of this that some tamers do choose to have their Cutey Charlie Angel experience this evolution. Once hit with the Royal Curse spell, a Fallen Charlie Angel with 'de-evolve' back into a Cutey Charlie Angel. There are a few Tamers who claim that experiencing this evolution and then reverting a Fallen Charlie Angel makes the Pokégirl a tougher fighter, though no conclusive evidence has been found to support this rumor. One thing is for certain, however, that once evolved into a Fallen Charlie Angel and then 'de-evolved' back into a Cutie Charlie Angel, the Pokégirl looses any magic talent she had before, though she can retain her poison using abilities. It seems that there is a small group of Tamers who are willing to live with this trade off in order to possibly increase their Pokégirl’s fighting poweres.
Like the Sharptits, the Venom Stone isn't used up in a Cutie Charlie Angel’s evolution into a Fallen Charlie Angel, but fortunately, feral Fallen Charlie Angels are not a bounty level threat as the feral Pokégirl can easily be outwitted in battle. This flaw also holds with tamed Fallen Charlie Angels, since intelligence-wise, there is not that much difference between the two. Feral Fallen Charlie Angels are known to pick off unsuspecting prey, which does make them a significant threat to the unwary and unprepared.
Thresholding into a Fallen Charlie Angel directly is extremely rare, though the mitigating circumstances behind the few thresholds that did happen did have some similarities. The girls who thresholded directly into Fallen Charlie Angels had a family history with Charlie Angels, and most lived near polluted sites.
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FERALIGARTER, the Gorgeous Gator Pokégirl Type: Near Human Animorph - Alligator
Element: Water
Frequency: Uncommon in Johto league, Very Rare in other leagues
Diet: omnivore, with carnivore tendencies (preference: fish)
Role: Extremely favored in firefighter departments
Libido: Average
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Bite, Crunch, Takedown, Bubble Cross, Tidal Wave, Water Spear, Growl, Thunder Tail, Hydro Pump (Lv. 60)
Enhancements: Enhanced Endurance (x4), Enhanced Strength (x6), Strong jaw and sharp teeth, hard scaled skin, Atlantis Man swimming technique
Disadvantages: One-track mind
Evolves: None
Evolves From: Cuntnaw (normal)
Unlike the previous evolutions of Titodile and Cuntnaw, the Feraligarter didn’t see as much action during the War of Revenge. However, that’s not to say that they weren’t put to use. Rather than being used for defensive purposes and traps, Feraligarters were often on the front lines when attacking cities, being a dangerous Water-type Pokégirl for anyone, let alone trained soldiers to have to face. Their increased strength, tough skin, imposing form, powerful jaws, and a few rather devastating attacks would have made them Sukebe’s Water-type soldier of choice, had they been able to maintain focus on more than a couple of goals at once during the thick of battle. Instead, that distinct honor goes to the powerful and often easily angered Gynadose. Still, they were a powerful and often terrifying force to be reckoned with, that much could be guaranteed.
Today, the power and skill of the Feraligarter breed has easily put to humanity’s use once they’d been Tamed over the past three hundred years. With their hide at its thickest state possible and a vast array of techniques and water capabilities, Cuntnaw are viewed as the premiere fire fighting Pokégirl. Their protective thick hide allows a Feraligarter to ignore all but the most potent blazing inferno and Fire-attacks, allowing them to keep moving, (albeit slowly) in areas and situations that are far too dangerous for humans. Feraligarters are stronger than most Pokégirls, meaning that there is little they cannot lift and move out of the way. Indeed, they are a god-send for when wildfires are started, especially those that learn Hydro Pump. However, while they exceed in one of their former skills, another declines to nonexistence. Where they were once useful for aides to fisherman, those who make their life by the sea wash their hands of the breed. Feraligarters, even the Domestics, are notorious for making a quick meal of anything they catch, leaving nothing for their master to make a living off of.
Upon the former Cuntnaw’s evolution, this third tier Pokégirl reaches the apex of her capabilities and physical transformation. The Feraligarter shoots up a solid two feet, putting her at a good 8’ in height. As with their previous form, their total length can be double that as their tails will extend considerably, often matching their standing height with a length of 8’, making them a truly gigantic gator! Their scales retain a their texture of leather, however, with a sudden increase in thickness, the surface finally gains a rough texture, which, while less pleasant to rub, is still useful. The scaly crimson ridge which had traveled along their spine remains the same size as before, making it look ascetically pleasing to look at rather than oversized as it had on the Cuntnaw. Their breast size, if not a D-Cup before will finally expand into the range, and the high range at that! Fortunately, despite their suddenly increased bust their natural enhancement of the Atlantis Man swimming technique makes them quite fast in the water. Unfortunately, because of their sudden increase in size and muscle, the Feraligarter actually loses some of her land-speed.
As one can surmise, PokéBattle is where a Feraligarter really shines, putting her newfound strength and power to her benefit. True, the Water-type Pokégirl not only loses a few of her former attacks but even more land-speed with this evolution, she is still a more capable fighter than she was as a Cuntnaw. Most of the techniques she lost, while useful for her old forms, are too inferior for her to handle as a Feraligarter, her body enhancing beyond the capability of being able to use such attacks. They even gain a physical attack all their own, Thunder Tail; their strength and size no longer allowing them to use Tail Slap. With a larger plethora of powerful Water techniques, they can put the pressure on not only Fire and Rock-type Pokégirls, but other Water-types as well. This means that Feral Feraligarters are as dangerous as their Domestic cousins, however, they have a higher Feral intelligence that other Water-types. They are even ingenious enough to protect territory they claim, knowing to that to keep intruders away means damaging boats, but in ways that will oftentimes lead the humans onboard to leave the area rather than simply sinking the vessel. However, like Feral Cuntnaw, even they will make direct attacks if the humans are persistent in their intrusion into her home. As a side note, it should be warned that Feral Feraligarters are very territorial when other Water-types come into their domain. They especially hate Gynadose and Sharptits above all others; this dislike even flows over into the Domestics.
There is, however, one odd aspects to the Feraligarter. They are of average intelligence, however, when the going gets tough, the tough get confused. Where they are okay with minimal multi-tasking, when it comes to the heat of PokéBattle or some other emergency, The Feraligarter tends to focus on possibly two or three things, and that normally includes ‘attack’. Feral Feraligarters will become a true one-track mind. While this mostly includes protecting territory, it can go to include something else. A case in point includes the late Tropic League Gym Leader, Captain James Hook. Once a Feraligarter got a taste for his hand, she wanted the rest of him. Since he specialized in Fire-types, Captain Hook found himself stalked by that Pokégirl for years, the only saving grace he had to her sneaking up on him was the sound of an alarm clock he got her to swallow. Sadly for that Gym Leader, the clock’s spring did eventually wind down, and so did the Captain’s luck.
Taming a Feraligarter is possibly one of the most demanding and challenging aspects of owning this Water-type Pokégirl. However, due to the overall use the Feraligarter has to Tamers and Firefighters, there are those that will go to lengths to keep this gator gal satisfied. Again, there are problems with the Pokégirl’s anatomy that make it difficult to Tame the Feraligarter, her size and weight make it near impossible to Tame her any way BUT in missionary position. Even S&M, which had been something the Water-type enjoyed as a Cuntnaw, will be limited in use. Heavy Restraints are especially a must to put to use not just for the Pokégirl’s pleasure, but for her owner’s safety as well. She could easily do some damage without meaning to. And please, PLEASE! Don’t try to tempt fate by asking a Feraligarter for some head. No, it’s not just your dick that would be endanger, she may take your head!
Although a very rare Threshold outcome for girls that change at puberty, it is not unheard of for those women in the Johto League that come from strong family like of Water-type Pokégirls. Fortunately for the families of said girls, Threshold Feraligarters tend to be rather docile, allowing the families to help see the girl through her physical transformation, and then handling her upkeep as they
Thunder Tail - (ATK 80 + EFT) A technique exclusive to the Feraligarter; an enhanced version of Tail Slap, the pokégirl turns around in place, striking her opponent with her lengthy and thick tail. Has a 35% chance of afflicting the Status-Ailment of Paralyze.
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FIRECAT, the Hot Pussy Pokégirl
Type: Near Human
Element: Fire
Frequency: Uncommon
Diet: prefers fish, chicken, rice (all with hot spices), and milk. Usually finds finer brands of pokechow acceptable.
Role: Heat Source
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Bite, Scratch, Slash, Ember, Firespin, Flamethrower, Warm Embrace, Burning Hands
Enhancements: Enhanced Hearing (x3), Enhanced Reflexes (x3), Enhanced Sight (x3), Enhanced Speed (x2), Night Vision, Heat Aura
Evolves: None
Evolves From: Merrowl (Fire Stone)
A Merrowl given a Fire Stone evolves into a Firecat. Firecats have short fur that hugs their body closely. Between their legs the fur is quite short, giving their cunt an appearance of being hairless. Their breasts are a fairly generous B- to C-cup, making them nicely chesty, but not the bustiest Pokégirl around by far. This fur is usually bright red, though yellows, oranges, and even patches of black have also been known. Their hair is almost always blonde, with redheads being rarer. They are more active than most cat Pokégirls, and like to run and hop around places where most other Pokégirls would just walk.
Firecats have the trademark High libido that most Fire-types do, and tend to constantly paw her Tamer in suggestive ways, hoping for a quickie. When she is being Tamed, she has no real preferences for any particular position, just so long as she’s getting rough and fast. Firecats are not a Pokégirl with a deep appreciation for foreplay. A Firecat’s cunt is hot, but not so much so as to be painful, so no special precautions are needed to Tame her. She is a screamer however, and tends to yowl loudly as she’s getting it. Tamers in cooler climates enjoy having a Firecat around due to her Heat Aura enhancement. This ability lets a Firecat emanate her natural heat to a greater degree, making everyone within ten feet of her feel as warm as if they were snuggling close to her. This power isn’t useful for combat though, as a Firecat has to readjust her internal heating powers to a point where they don’t make flames as well when doing this.
A Firecat is relatively competent in combat. She prefers to toss flames at her enemies with Firespin and Flamethrower before for hand-to-hand combat. Her most-used technique is to cloak her paws in flames using Burning Hands, and then use Scratch or Slash, delivering cutting and burning damage to her foe. When she’s especially upset at her enemy, she’ll grab onto him or her with paws of fire and start using Bite ferociously. If she’s feeling playful though, she’ll use the sex attack version of Burning Hands, where her paws only become warm, and start stroking her opponent’s sensitive areas, moving in to then use Warm Embrace.
Feral Firecats are quick and playful. They tend to dart at anyone nearby, using their sex attacks liberally in a playful fashion. They don’t usually use their flame-based attacks when Feral unless provoked. Threshold girls don’t become Firecats too often, but those who do are noted for losing their inhibitions, and enjoy flaunting their bodies now, making suggestive comments to others. This usually tends to hasten their shipment to a Pokégirl ranch by an embarrassed family.
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FLAREA, the Fiery Eva Pokégirl
Type: Near Human
Element: Fire
Frequency: Rare
Diet: human diet, nuts and berries
Role: bodyguards
Libido: Average to High
Strong Vs: Grass, Ice
Weak Vs: Water, Rock
Attacks: Flamethrower, Fire Spin, Ember, Focus, Fire Blast, Power Drive
Enhancements: Enhanced Strength (x5), Enhanced Endurance (x4), Elemental Abilities, High Body Temp
Evolves: None
Evolves From: Eva (Fire Stone)
A Flarea has numerous advantages over its unevolved state. A higher strength capacity, more endurance and its fiery abilities are just some of those advantages. They also gain a stronger sense of smell and a more combative mindset, which Evas sometimes lack entirely. Flareas are sometimes considered slightly less affectionate Growlies. While they don't go well out of their way to show their affection, they do still show a lot more than most Pokégirls with lower libido.
Most Flareas have an internal organ that acts as the source of their fire abilities. This Fire Sack (as some have come to call it) has an active temperature when the Pokégirl is at rest of near 1000 degrees. Therefore it has been suspected that they have a means of cooling themselves. Researchers speculate that their bloodstreams act as a cooling system since the ‘Fire Sack" is located near the heart. The blood travels past the organ picking up a small amount of heat after leaving the heart. Then as it goes on its way the blood slowly releases some of the heat into the body, this is thought to be a reason why Flareas maintain such a high overall body temperature.
While it would be thought that having fur would cause a great deal of discomfort to a Flarea it has been found that the fur helps in the dispersing of heat drawing heat from within and venting it. However as a Flarea gets excited or worked up (though battle, taming, etc) their internal temperature steadily rises. In times of great duress a hazy aura will seem to envelop the girl due to so much heat being released through the fur. While this may worry some potential tamers it is believed that the amount of taming needed for this heat to reach dangerous levels (for the tamer) is pretty much unheard of, (speculated at approximately 14 hours).
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FLAREBRA, The Haughty Dragon of Flame Pokegirl
Type: Near Human
Element: Dragon/Fire
Frequency: Extremely Rare
Diet: Human foods
Role: Ranged and Close Support, Ambush, Crowd Control
Libido: High (but drops to low if wild or traded)
Strong Vs: Dragon, Electric, Fire, Plant, Bug, Plant, Steel
Weak Vs: Ground, Rock
Attacks: Slash, Fireball, Flame Sniper, Fire Spin, Dragon Rage, Rage, Agility, (Higher levels only) Hyper Beam, Fire Blast
Enhancements: Tough skin, Enhanced endurance (x7), Enhanced speed (x9), Enhanced Agility (x8), Longevity
Evolves: None
Evolves From: Pyrona (normal)
After winning enough battles, the Pyrona will evolve into a striking new pokegirl, the Flarebra. Upon evolving, she gains anywhere from six inches to a foot in height and her breasts increasing up to a mid C-cup. Her scales change color, losing the long gamut of colors that the Titrona had before, instead she now has scales that are yellow, orange, red or gray, and running from pale to dark in tint. They also grow a pair of horns, about three inches long at the smallest, but no longer than seven inches, and the horns vary from one Flarebra to the next.
Their lithe build from the Pyrona finishes filling out, giving them the same sexy look of a Dragoness, but lacking the wings. Her body is perfectly muscled, and not an extra ounce of flesh. Her body is a teenager’s dream, full hips, shapely legs, and an hourglass shaped figure.
Personality wise, the problems of the Pyrona have lessened, as she is less judgmental than her previous evolutions, and not as likely to point out faults in others. But she has a new quirk. She is vain.
Now, when we say vain, we do not mean that she spends hours making herself look perfect. She naturally does look perfect. What this means is that opponents who use attacks that cover her in mud, or, god help them, actually say they are not perfect, will get a face full of fire elemental attacks, and that is if they are feeling forgiving. However, with a tamer that they are fond of, they are a bit more forgiving to him and their harem sisters, but insults still mean that they are going to give you a burn.
Their attacks branch out, now able to handle a wider range of situations, as well as becoming a bit more capable for melee combat, able to use her speed to balance out her lack of extraordinary strength and staying power. One thing that Flarebras love to do, even more than their previous evolution, is dance. With their natural agility and endurance, they can dance the day away, and most of the night too.
The Flarebra, in contrast to the Pyrona's softer taming habits, seems to prefer hard, fast sessions, with her tamer dominating her and loves being beneath her tamer. The more 'helpless' the tamer has her, the harder and more often she climaxes. She is similar to Randysnatch in that she is ready for her tamer, any time and any where, a marked contrast to her previous evolution.
Threshold resulting in a Flarebra is almost unheard of. It is almost as rare a Threshold result as the Dragoness.
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FLOOZIE, the “head in the clouds” Pokégirl
Type: Near Human
Element: Flying
Frequency: Very Rare
Diet: human style foods
Role: aerial tactics, stunt flying
Libido: Very High
Strong Vs: Bug, Fighting, Plant, Dark, Ghost
Weak Vs: Electric, Rock, Ground, Steel
Attacks: Taunt, Tempest, Vortex, Super Cyclone, Glorious Sun*, Speed Storm, Mach Breaker, Gravity
Enhancements: Petite Build, Wind Mastery, Flight, Enhanced Agility (x12), High Flexibility, Enhanced Lungs
Evolves: None
Evolves From: Flirt (orgasm while airborne)
A Flirt evolves into Floozie by being Tamed especially well mid-flight. Taming a Flirt while flying is a risky proposition, since breaking their concentration (for instance by causing them to orgasm and evolve) may result in the Tamer getting dropped, possibly from a dangerous height. As a result, most Tamers with Floozies suffered massive injuries and broken bones while getting them. To fans of this rare breed, though, it was well worth the pain. A Floozie has gained the confidence from her Tamer’s trust to master her wind and flight powers completely and no longer needs to concentrate even if carrying someone else. She can fly at any altitude she wants, provided there is air enough for her to breathe and support herself with.
Floozies are lovely to look at. They have cloud-white skin and hair that is as soft as a breeze and either as sky blue or stormy gray as their eyes-- some Tamers claim to see clouds in their Floozie’s eyes and hair, but this is probably just wishful thinking. Their bodies are still small, but beautifully curved, and they usually favor loose but clingy clothes to draw attention to their figures.
In fact, Floozies are generally show-offs all around. They love flaunting their bodies, and they love flaunting their wind and flight powers (they don’t ever want to land if they can help it!). But most of all, they love flaunting the Tamer who trusted them enough to go through the risk of evolving them. Floozies are some of the most devoted Pokégirls in existence, right up there with the Leopardess and the Dark Kitsune. Floozies may strive for the Alpha position so they can spend more time with Master, so a Tamer with one must take care not to let her become jealous of his other Pokégirls. Frequent orgies are suggested by most Floozie enthusiasts as the answer, as they will help satiate the Floozie’s high libido while keeping her relationship with her harem-sisters on good terms.
On the battlefield, a Floozie is a force to be feared. Most ranged attacks either miss because of her speed and flight or are deflected/redirected by the gale-force winds she surrounds herself in with her Super Cyclone ability. If she gains enough altitude, she can combine Mach Breaker and Gravity to perform devastating dives, though she’d rather not resort to close combat if she can help it. A Floozie who spends enough time above the clouds during the daytime can also store sunlight and later release it in an attack called Glorious Sun, which works much like the Plant technique Solarbeam and can scatter Dark and Ghost Pokégirls who shun the sunlight (and has also been known to revitalize allied Plant Pokégirls, since it is sunlight). If opposing one, chose Rock and Steel Pokégirls to shrug off her attacks, a Ground Pokégirl to burrow beneath them, or an Electric Pokégirl whose attacks aren’t so easily deflected by her wind powers.
Floozies love attention, and they love their Tamers, and they love their Tamers’ attention. Unfortunately, they share that failing with their line... they can bring too much of a good thing. Orgies with the harem are usually a good answer, since they help to keep the peace within the harem as well as keep this Nymph form satisfied. Having had a little already, Floozies also crave airborne Taming, which is less of a risk now that she’s attained full mastery over her powers and can carry her lovers aloft with her without fear. The world record for an airborne Floozie orgy is 20 members and one Floozie Pokéwoman with lots of practice.
Feral Floozies, like their Domestic kin, love to show off, and are aware enough to use their wind powers to protect themselves. One might fly directly over a crowd of Tamers and never get caught. If one wants to catch a Floozie, the suggestion is to use an Electric Pokégirl to stun her out of the air with an attack she can’t defend against, then use the Pokéball immediately while her defenses are still down.
Threshold girls never become a Floozie directly.
Glorious Sun - The Floozie releases all the sunlight she's gathered at high altitudes into a blinding burst of light. Super Effective against nocturnal Dark and Ghost Pokégirls, and those with sensitive eyes. May be used once a month under normal weather, once a week if the Floozie has been spending several hours every day above the clouds.
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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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FOXXSEA, the Water Fox Pokégirl Type: Near Human - Animorph (vulpine)
Element: Water
Frequency: Rare
Diet: omnivore, preference for fish and meat
Role: calm and relaxing influence, antithesis to the Vixxen
Libido: Average
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Quick Attack, Scratch, Bubbles, Water Gun, Water Barrier, Cry, Disable (Lv. 30), Teleport (Lv. 40)
Enhancements: Enhanced Hearing (x4), Enhanced Olfactory Sense (x4), Enhanced Agility (x4), Minor Psychic Capabilities, Hydrokinesis, Constant Aura of Calm
Evolves: None
Evolves From: Kitsune (Water Stone)
It is certain that a Tamer that trains and Tames a Kitsune regularly will see definite improvement in her capabilities and overall strength. However, most Tamers aren't patient enough and want a big bang as fast as possible. This normally means the Tamer would acquire a Fire Stone as soon as possible to Evolve the Kitsune into a more powerful form. However, not everyone wants a Pokégirl that are after and ready for Taming anytime, anywhere, under any conditions with anyone at the drop of the hat. For those Tamer, there is hope. With the use of a Water Stone, an incredible change comes over the Kitsune and she evolves into a much calmer and surprisingly less horny vulpine pokégirl: Foxxsea
The Foxxsea is indeed a rare evolutionary path of the Kitsune, what with the Vixxen being considered the default evolutionary path, not to mention that the majority of Tamers prefer the flash and raw power that comes with owning a Fire-type Pokégirl. Still, even without as large a fan-following, the presence of a Foxxsea is nothing to sneeze at.
While she is not a Psychic-type, a Foxxsea has an unusually high intelligence and E.S.P. ratings, allowing her to tap into a number of Psychic-type techniques as she grows in levels of power, allowing her to support her solid repertoire of water-based techniques. And even better, these psychic powers even strengthen her primary element as the first thing that develops is Hydrokinesis, allowing the Foxxsea access to a nearly limitless amount of water anywhere on the planet.
One of the most important psychic capabilities of the breed is that the Foxxsea has a calming effect on her Tamer thanks to the constantly generated technique Aura of Calm. Thanks to this psychic rapport, a Foxxsea can allow her Tamer to never be surprised or incapacitated by fear or anger. This also allows her to calm more easily agitated and excitable Pokégirls, including their sister species of Vixxen.
When it comes to the looks of a Foxxsea, one should understand that the build is very similar to a Vixxen. 4'10" to 5'8" in height, bust ranging from a large B-Cup to a solid C-Cup, and a large fluffy and incredibly soft tail. However, unlike the Vixxen, the coloration of the Foxxsea is either blue or sea-green, with the fringes of her hair giving the coloration and effect of looking like white sea-foam. Eye color correlates to the color of her fur, albeit a shade or two darker.
When it comes to Taming, one shouldn't be surprised that it is often a gentle experience. Where the Vixxen can handle sex any which way possible with great enthusiasm, a Foxxsea initiates Taming in a more reserved, yet definitely intimate way. No one that has Tamed a Foxxsea can say anything bad about the experience, and some say they've even found it surprisingly refreshing. The Aura of Calm is a definite blessing in this case and neither the Tamer nor the vulpine Pokégirl are pushed hard during their time Taming together, finding themselves just going with the flow.
There has yet to be a single recorded case of a girl going through Threshold to become a Foxxsea. It would seem that the more common branches of vulpine Pokégirls, the Vulvixx, Kitsune, and Vixxen will remain dominant for quite some time until more Foxxsea are bred and bare children via natural sexual reproduction than through parthenogenesis.
A word of warning for Tamers and Pet Owners that decide to keep a Foxxsea. It is suggested to keep them away from any alcoholic beverages. As for what happens when they drink some... you really, REALLY do not want to know.
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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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FRANCINESTEIN, the Grave Guardian Pokégirl
Type: Near Human
Element: Electric/Ghost
Frequency: Extremely Rare
Diet: Electricity
Role: Scientific assistants, bodyguards, undertakers
Libido: Low
Strong Vs: Flying, Steel, Water, Fighting, Psychic
Weak Vs: Dark, Dragon, Ground, Rock, Plant
Attacks: Mega Punch, Lightning Punch, Shock Spike, Lightning, Thunderbolt, Static Barrier, Lesser Thunderclap, Thunderclap, Greater Thunderclap, Fissure
Enhancements: Enhanced Endurance (x10), Electric affinity, Enhanced Strength (x10), Enhanced Durability (x10), Enhanced Intelligence
Evolves: None
Evolves From: Special Circumstances
Francinesteins are tragic Pokégirls, as to be created, first you have to have a lot of other Pokégirls die. They are massive Pokégirls, with muscles grown large from electrical stimulation. Their necks bare two large bolts holding them together, and their bodies are very varied in appearance, bearing stitches where their component parts are stitched together. Some Francinesteins bear mechanical parts, as when they were created, they didn’t have the parts needed. Their skin takes a slight greenish or gray tint.
The first known Francinestein was created by a scientist named Alexander Shelly, born in 200 AS and died shortly after the Francinestein’s creation, in 242 AS. His Pokégirls, all Very Near Human-types, were all butchered in a Mantis attack. Alexander Shelly, a historian who was studying old ForbiddenTech and descendant of the author of the novel Frankenstein, Mary Shelly, went mad from grief and salvaged what he could from the six Pokégirls stitching them together into a human form. Then, defying all scientific logic, he perfectly replicated the supposedly fictional process used by Victor Frankenstein in the novel, reviving his construct as a new Pokégirl. It had no abilities of the Pokégirls used to construct her, and none of the original memories, save for a few vague flashes. Alexander named her Mary, after his ancestor, and named her breed type Francinestein, after his mother, and the two lived a relatively happy life together.
Unfortunately for Alexander and Mary, they lived in a very anti-Pokégirl league, next to a very superstitious town. Once they discovered what Mary was made out of, they burned down the castle Alexander had taken residence in, and tried to kill Mary as well. She slaughtered the villagers, but would have been killed by the League officials who came to confront her if she hadn’t worked out a deal, becoming a caretaker for a Pokégirl graveyard in the Blue League, given a castle to live in.
It was thought that Mary would be the only Francinestein in existence, but somehow the creation process got leaked and other Francinesteins came into existence. Some were made via Rocket groups, others via lonely scientists who lost their Harems. There was a crackdown, and a talk of exterminating the breed, but when Mary and a few other Francinesteins were publicly shown to fight agents of Mao Shin Mao during her Rebellion, the talk died down. Francinesteins have been shown to prefer solitude, however there are at least two Tamers known to have Francinesteins in their harems. Francinesteins seem to be most relaxed when in a graveyard, and are surprisingly gentle with children. They are known to be very respectful of life and death, and get along well with Vampires, Celestial Pokégirls, and other Ghost-types. They also have a pathological fear of fire. With Mary this can easily be explained by the fire used to kill her master, but the reason other Francinesteins have this fear is unknown.
Francinesteins have trouble speaking, however the electrical stimulation in their brains makes them very intelligent. They can learn other systems of conversation to communicate with others. Francinesteins are slow, powerful fighters, using brutal attacks and electrical strikes. They have a strong resistance to psychic attacks, as something about their minds makes them impossible to probe even by the strongest psychic Pokégirls. They do have trouble fighting speedy Pokégirls, and are somewhat clumsy when compared to fighting-types, despite their durability. Their fighting strategy usually involves going for a quick knockout with power strikes, as their running speed is rather slow compared to others.
Francinesteins, despite the fact that they are made from corpse portions, have fully functioning bodies, including a need for taming, albeit a low need. Their bodies are dense, possibly from rigor mortis in their component parts, but they are not Zombabes, so Taming them is not like taming a corpse. It is rather creepy, though. No cases of Feral Francinesteins have been reported.
Due to how they are formed, Thresholding into a Francinestein is impossible.
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FROZENARE, the Icy Mare Pokégirl
Type: Near Human, Metamorph (horse)
Element: Ice
Frequency: Rare (Edo League, former Mongolia area), Very Rare (other Arctic Regions)
Diet: Vegetarian
Role: Arctic Scouts, Pokégirl Transports, frequent partners of Huns
Libido: Low
Strong Vs: Dragon, Flying, Ground, Plant, Ice
Weak Vs: Fighting, Fire, Rock, Steel
Attacks: Stomp, Takedown, Ice Floor, Ice Beam, Ice Wall, Heavenly Strike, Quick Attack, Trample, Blizzard, Mist, Ice Punch, Ice Sword, Cold Snap, Heat Drain
Enhancements: Shapeshifting, Enhanced Strength (x5), Enhanced Endurance (x10), Enhanced Durability (x4), Enhanced Senses (x3), resistance to cold, ability to maintain speed in snow and icy conditions
Evolves: None
Evolves From: Ponytaur (Ice Crystal)
Frozenares (last syllable pronounced like 'mare') are a powerful breed of horse Pokégirl. They have icy blue skin, glowing white eyes, muscular bodies in both their human and tauric form, long, flowing white hair, C-cup breasts, and snow-white hooves. They are also physically incapable of smiling, making them opposite in that respect to NightMares, who are physically incapable of NOT smiling.
They are easier to get than Unicorns and Rapitaurs, however they aren't that popular compared to the other two. They are not as fast, being more bulky and muscular, making up for their speed loss in sheer attacking power. Their bodies radiate cold, like most ice types, and they aren't as concerned with being the fasted thing alive, feeling it to be nothing more than an amusing diversion when there isn't anything else important to do. Their inability to smile combined with their statuesque builds are intimidating to some trainers, although horse-type Pokégirl trainers like to have them, balancing out the Rapitaur's fire with the Frozenare's ice.
One major thing people have against them is the role they played during the Revenge War. Frozenares were frequently seen as the steeds of Huns, and the leaders of several prominent tribes of Huns rode Frozenares into battle, their ice abilities doing massive damage. Shortly after the Revenge War came to a halt, Frozenares and Huns drifted apart, although many stayed with them. Frozenare herds attacked the homes of people trying to live in that area, stealing food and moving on, earning them a bad reputation that for the most part has faded. Still, many remember that Frozenares were a deadly force in the Revenge War, and those of the former Chinese Empire have forbidden Tamers from having Frozenares and Huns.
Frozenares, in battle, charge in like tanks, firing ice beams and wielding ice swords, trampling anything that gets in their way. Feral Frozenares are more likely to do this, as they tend to be more savage than most ice types. They are difficult to Tame from a Feral state due to their nature and a strong fire-type is recommended to be a part of the attempt at Taming one, as they will automatically revert to their two-legged form if they are too hot.
No Threshold cases have been confirmed.
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GALEM, the “Tough As A Mountain” Pokégirl
Type: Near Human
Element: Rock
Frequency: Uncommon
Diet: Pokéchow, rocks & pebbles with high mineral content
Role: mining
Libido: Low initially, but can be higher with a tough Tamer
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Attacks: Harden, Takedown, Body Slam, Heavy Punch, Roll Out, Seismic Smash, Earthquake, Stone Spray/Spike, Stone Shield
Enhancements: High Density and Toughness (x15), Earth Affinity, Enhanced Strength (x12)
Evolves: Golina (Water Stone)
Evolves From: Gravelgal (battle stress)
This form of Geogal is quite a force to be reckoned with. With a much greater capacity to store minerals, and more efficient use, the Galem can last much longer in combat. Her skin is naturally tougher, resistant to most small attacks, and she follows the Gravelgal’s example by fighting naked.
In addition, she gains the use of her most powerful techniques. Creating enough stone skin to form a more rounded shape, the Galem uses Roll Out becomes a giant rolling boulder. The souped up earthquake destabilizes any ground-based Pokégirl, leaving them open to a flying Body Slam. For defense, the Galem can generate a slab of stone skin to use as a barrier, to shield both her, her Tamer, and the girls of her Tamer’s Harem from harm. It is said that the most skilled Galems can create an empty-shell replica of themselves with their skin, using it to deceive opponents. Though this requires much practice and concentration, and is a very rare skill.
There is a infamous story about Galem’s, that during the Great War, a force of these rock Pokégirl’s ambushed the American 38th armored tank division by rolling downhill, smashing through machinery and men alike. Bullets merely bounced off their thick shells, and segments of rock that were blown away by heavy shells and bazookas, were quickly healed. In a matter of minutes, the 38th division was completely wiped out.
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GARDELFWHOR, the Sexlestial Pokégirl
Type: Near Human
Element: Fighting/Magic/Electric
Frequency: Rare
Diet: Fruit, fish, vegetables. Omnivore but prefers to avoid red-meat products.
Role: Heavenly Warriors
Libido: Average to High
Strong Vs: Water, Rock, Steel, Normal, Dark
Weak Vs: Ground, Dragon, Poison
Attacks: Mystic Bolt, Thunderbolt, Thunder Wave, Lightning Kick, StonePalm, Double Kick, Drill Kick, Spank, Sexy Hug, Rapid Stroke
Enhancements: Enhanced Speed and Agility (x5), Enhanced Strength (x3), Enhanced Senses (x5), summon and dismiss armor as needed.
Evolves: Elf (Shield Stone + Thunderstone)
Evolves From: None
Around the northerwestern parts of the Ruby League, as well as in the Blue League, there have been increasing signs of a new elf evolution that has recently been discovered. In several Elfcourts, reports say, an unusually powerful elf has been seen. One researcher reported that the Pokégirl wore armor, had long pointed ear like an elf normally does, and was looked up to by all but the Elfqueen. All reports that have depicted this Pokégirl shows that they stand around five and a half feet tall, though several have been seen that are shorter or taller by several inches either way. They braid their hair, which is normally of a lighter shade, such as blonde, platinum, or a gentle brown color (which has been seen on only one Gardelfwhor). The main difference is the fact that they are physically much stronger, and it seems that battles between Elfcourts are decided by a champion- which is often done by either the Elfqueen or the Gardelfwhor. The other difference is in the fact that they have larger breasts than most elf-types, normally in the solid C-to-D cup range. As such, many elves are searching for a means to evolve into this Pokégirls, and researchers believe that if news of this evolution gets out to the rest of the world, they may become Uncommon within a few years.
The Gardelfwhor are a militant type of elf, although they are rather lusty. They hint at being a Celestial type, though this has been unconfirmed as of the time of this entry. Megami, Seraph, and Angels are unsure what to make of them, but the fact that the Gardelfwhor is loose with their tongues (and their bodies) when it comes to things of a 'celestial' nature makes them disown the elf-type. The Gardelfwhor just ignore them, since they consider the 'other' celestial types to simply be prudes in all things, including and not limited to the truth and sex. Indeed, the Gardelfwhor enjoys sex almost as much as a Succubus might, minus the need for life energy. When they wear armor, it is usually a loose leather armor, with very few of their kind willing to wear metal. As such, most use only bokken as weapons, though some use a quarterstaff as well when they feel a need to be armed. The armor they wear, although they don't create it magically, can be summoned and dismissed with their magic. It's unknown why they cannot make it with magic, but it has been speculated that their magic is only combat oriented and not useful for more mundane tasks.
When not out on Champion-challenges or having sex, these Pokégirls often patrol the forests that the Elfcourt calls home, dealing with feral Pokégirls as best she can. In battle, her unusual combination of using Fighting and Electric techniques often make her very versatile. The fact that she can cast spells as well also leads to greater versatility, usually allowing more poweful Gardelfwhor to be able to combat her weaknesses. However, there are a few things that Gardelfwhor are loathe to deal with. To begin with, they hate any type of red-meat and will avoid it with a passion. They also tend to try and finish off an opponent using Sex attacks rather than standard attack techniques. They don't enjoy fighting unless it's necessary, although once in a battle they fight with a passion that is, according to them, equal to their libido. Gardelfwhor do, however, love sex battles and will urge their Elfqueen or Tamer to allow them to fight in one at least once a month, if not more often than that. When wih a Tamer's harem, Gardelfwhor are not known for being overly aggressive other than to be alone with her tamer for a taming session. They also still hate Domina, but enjoy turning the tables on them thanks to their armor and new attacks.
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GAR-GAL, the Guardian Pokégirl
Type: Near Human to Not Very Near Human
Element: Fighting/Dark
Frequency: Rare
Role: Protectors. Highly respected by law enforcement.
Libido: Low normally, High on the night of the Hunter’s Moon
Strong Vs: Normal, Ghost, Psychic
Weak Vs: Bug, Fighting, Rock
Attacks: Bite, Sonic Wave, Crunch, Harden, Dark Goggles, Rock Throw, Dark Blade, Dyna Wave, Dark Blade Mk 2, Mega Wave, Dark Holy, Shock Spike, Dark Redemption, Quake, Black Sky, Stone Healing
Enhancements: Enhanced Durability (x4), Enhanced Strength (x6), Enhanced Endurance (x3), Enhanced Vision (x3), Enhanced Olfactory Sense (x2), thick skin, thick claws on hands and feet, horns (some Gar-Gals do not have horns, but simply ridged foreheads), wings for gliding, thick prehensile tail, can transform to stone to heal themselves
Evolves: None
Evolves From: None
“Gar-Gals protect. We protect like we breathe.”
That statement sums up the personality of a Gar-Gal to the letter. They are loyal, courageous Pokégirls, with large, batlike wings, powerful claws on their hands and feet, thick, strong, prehensile tails, and thick, durable skin. Sometimes Gar-Gals have beaklike muzzles and horns, although usually their faces are human in appearance, save for ridges on their forehead, which can range in appearance from simply a slightly thicker forehead to small, hornlike growths. Sometimes the ridges extend all around a Gar-Gal’s head, leaving them bald. Their breasts are usually DD-cup in size, and almost always their choice of clothing is a loincloth and tank-top, as they find other clothes too uncomfortable due to their wings and tails. Another physical feature of the Gar-Gal, one of the rare commonalties each member of the breed has, is, when they are feeling a strong emotion of any kind, their eyes glow a bright, fiery red.
As mentioned before, Gar-Gals are protectors. When they are in a harem, they will defend their Master and harem sisters (whom they refer to as their ‘Clan’) no matter what, even if it means their own death. Sometimes a Gar-Gal will stay up all night, watching over the harem. The breed as a whole has a strong sense of warrior’s spirit and honor and cannot abide by betrayals whatsoever. They also discourage trading of Pokégirls, as they are very protective of their ‘clan mates’ and view trading as a form of betrayal. They will also try to encourage their Tamer to take in single Pokégirls. To a Gar-Gal, being alone, without a ‘clan,’ is far worse than death.
There is a story, almost an urban legend of sorts, about a Gar-Gal who’s harem encountered a Widow. The Gar-Gal, through sheer luck and berserker fury, managed to kill the Widow, but not before her Tamer and harem sisters were butchered. In her sadness over her failure and loneliness, she committed suicide by taking up one of the Widow’s stringers and drinking the Hyper Venom still leaking from it.
A Gar-Gal makes an excellent Alpha, as they will always take everything they can think of into account to do what’s best for the ‘clan,’ whether it be in things as mundane as sleeping arrangements and petty arguments to fast, life-and-death decisions in battle. Feral Gar-Gals, normally nocturnal, usually group together in clans, taking up residence in a building or town and defending it religiously. If a Tamer wishes to catch a Feral Gar-Gal, they must first prove themselves worthy of the ‘clan’s’ trust. These tests can range from a Tamer being forced to put himself or herself against a warrior of the ‘clan’ or a test to see how well the Tamer can satisfy the Gar-Gal they want.
One thing unique to Gar-Gals is their ability to become solid stone at will during the day, healing themselves from almost any injury. They are quite vulnerable to being shattered during this state, and must count on their Tamer and Harem sisters to protect them while healing. They cannot be put into Pokéballs while in this state, and can only come out of it after the sun sets. Once they become flesh and blood again, they are completely rested and refreshed, healed up from injuries they may have received before changing. Due to how vulnerable a Gar-Gal is in this state, they rarely use it unless they absolutely have to or are among people they trust implicitly.
Thresholding into a Gar-Gal rarely occurs, but it does happen. When it occurs, it’s fairly obvious, as the girl undergoing threshold into a Gar-Gal will change into solid stone, emerging two weeks later as a full Gar-Gal. It’s reported to be a very unnerving experience, although among the less painful kinds of Thresholds to occur.
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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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GIRLRILLA, the Great Ape Pokégirl
Type: Near Human
Element: Rock/Plant
Frequency: Uncommon
Diet: Minerals, Rocks, Bananas, some plants
Role: Construction, Environmental restoration
Libido: Low
Strong Vs: Electric, Rock
Weak Vs: Fighting, Steel
Attacks: Harden, Sonic Wave, DynaWave, Mega Wave, Shock Spike, Go Down, Command Plants, Flower Kick, Lance, Banana Penetration*, Breast Drum*, Wind up Punch*
Enhancements: Enhanced Strength (x5), Endurance (x5), Enhanced Durability x5, Enhanced Senses x2, Instinctive knowledge of nature
Evolves: None
Evolves From: None
Officially listed in the Pokédex in 30AS, not much is recorded about this Pokégirl during the Revenge War other than the Girlrilla worked with construction of the various Pokégirl forts and facilities. It is easy to say that given their demeanor, they weren’t used in the war front in any large number at all. Girlrillas are normally gentle overall, and their personalities vary from carefree to laid back, making them a pleasant Pokégirl. Physically, the Girlrilla looks close to human, but very apelike in appearance. She stands on average at an even 6’ with a decent C to D cup bust, but her muscle mass makes her body twice as heavy as a regular human of the same size. Her body is sometimes covered in fur ranging from browns to blacks, with the occasional blond mixed in, though more human looking individuals are noted especially during threshold cases. She has prominent ears, and feet that are built like a second pair of hands that are very dexterous, able to pick up an manipulate objects with ease. The hair that sometimes partially or completely covers their body is soft and short, making a nice cushion for their rock hard muscles, otherwise her skin is soft and ranges in the human norm of colors.
While Girlrillas may not seem too eager to battle, they can hold their own in either poke or sex battles, and usually are favored in a Tamer’s Harem in lieu of the more rocky looking Rock type Pokégirls. A Girlrilla will only take a battle seriously when angered, which includes having her master or harem sisters in danger. Otherwise, she tends to tease her opponent and laugh at her own mistakes. While a Girlrilla is a secondary plant type, she has an oddity of being unable to produce vines. This sometimes puts her at a disadvantage when facing opponents, though Girlrillas in general don't seem to mind. Due to their duel nature, this breed has no particular difficulty facing water or fire types, unlike most rock or plant types. Some tamers choose this breed for that very reason, as being both a rock and plant type helps give tamers a balanced harem in terms of elements.
Feral Girlrillas are known to inhabit mountainous regions, and what an elf is to a forest, a Girlrilla is to a mountain range. It seems that these Pokégirls instinctively know how to make hilly and mountainous terrain thrive, and they do their best work cleaning up after natural or man made disasters. These girls work with other ground, rock, and plant types, to help heal the land after earthquakes, floods, tornadoes and even strip mining. It has even been documented that they assist other plant types with reseeding the local flora in the cases of forest fires.Feral Girlrillas roam in family groups, usually with a head Girlrilla and several of her parthogenic daughters. The head Girlrilla's hair often gains a streak of gray or the fur on her back turning gray should she have any. These 'Silverbacks' are very protective of their other charges, and normally are the first to be captured should a tamer go hunting for the breed. Generally, however, Girlrillas are peaceful if left alone, making their way through the hills foraging for rocks and sweet berries or bananas, while occasionally planting trees. Occasionally, Girlrillas will be found tamed alongside Elf Queendoms, their strength and plant affinity making them good honor guards for the Elf Queen.
The breed's ability to reforest areas doesn’t only extend to ferals, domestics and thresholders have something of a ‘green thumb’ when it comes to mountainous terrain as well, being able to point out where the best places for plants to grow. Thanks to their duel element, Girlrillas are hardy to the cold, unlike most other plant types. Ice attacks only affect them normally, and some of the early researchers were surprised to find Girlrillas romping in snow filled forests. Farmers in Mountainous terrain will sometimes choose Girlrillas over other types because of their hardy to cold nature and their ability to help keep a hilltop farm in working condition.
Girlrillas are enthusiastic about taming despite their low libido, and will try anything once, even the more risqué BDSM type bedroom games that Domina love so much. She will, however, let those involved know if she enjoys it or not. It is not wise to press the issue either, as Girlrillas will resist with as much enthusiasm as she tried the act with. It is not wise to allow a Domina to try and ‘break’ a resistant Girlrilla either, as they become listless in everything they do, and either evolve into a Penance or suicide. When in sex battles, Girlrillas tend to have a playful teasing attitude and due to their low libido they are quite the contenders.
Thresholding into a Girlrilla is rare, but not unheard of. Mostly coming from a family line of Girlrillas or other rock types. The most startling clue for some thresholders is that their hair will start growing rapidly and spreading from their armpits and lower legs. Often though, a thresholder will only experience foot cramps and slight headaches as their ears and feet realign, followed by incessant hunger and cravings for minerals as their body changes in composition and increases in mass.
Banana Penetration (Sex ATK 60) Exclusive to monkey type Pokégirls, a random banana in the pokegirl’s possession is used in much the same manner as a dildo. Obviously, this sex attack can’t be used too roughly or there will be quite a mess.
Breast Drum (ATK/EFT 50) This sonic attack sends out a rhythmic sound that damages the opponent and may cause stun them for up to three rounds. It is produced when a rock type Pokégirl of a C cup or better smashes her fists against her breasts. Needless to say, those who know this move are immune to the technique Nipple Cripple.
Wind up Punch (ATK50-130) This rock type attack is unleashed after the Pokégirl ‘winds up’ or swings her fist, either at the elbow or at the shoulder in a circular motion for at least 5 rotations. The more rotations, the stronger the attack, as this technique somehow stores the kinetic energy of the rotations and unleashes it into the punch.
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GLACE, the Ice Cold Eva Pokégirl
Type: Near Human Animorph
Element: Ice
Frequency: Rare
Diet: Some human foods, plants that grow in cold climates, common Pokéchow
Role: Cold Weather Support
Libido: Low (Average with a tamer she likes)
Strong Vs: Dragon, Ice, Grass, Ground, Flying
Weak Vs: Fire, Fighting, Rock, Steel
Attacks: Ice Beam, Quick Attack, Slash, Mirror Coat, Reflect, Snowball, Hail, Faint Attack, Ice Fang, Last Resort, Icy Wind, Tickle, Charm, Chilled Arousal
Enhancements: Cold Weather Endurance, Silent Movement, Snow Cloak, Enhanced Speed (x6), Enhanced Durability (x2)
Evolves: None
Evolves From: Eva (Ice Crystal in cold conditions)
Glaces are not a well-known Eva evolution for the simple fact that the Ice Crystal evolution will not occur unless the Eva is surrounded by snow and ice as well (However, it must be natural snow and ice, some experiments have been done in large freezers with no success).
Glaces are much the same in basic size and shape as most of the other Eva evolutions, gaining a little bit of height and a slight bust increase over their previous form. A Glace is covered in soft light blue or white fur, which will become coated with a thin layer of ice after a short time in an area that has ice and snow on the ground in order to better retain body heat. This layer of ice will of course melt in warmer areas, allowing the Glace to remain cool.
Glaces are not typically cold, but in fact are usually quite warm to the touch underneath their ice-coating. They still prefer to live in colder areas, but otherwise have little problem with warmer climates unlike most other Ice-types.
In cold areas, the Glace’s light coloration aids in blending in with the ice and snow, making them difficult to spot, even for Pokégirls with enhanced vision. During Snowstorms, their coloration makes them nearly impossible to see clearly, particularly in battle. This is only made worse by their ability to move in complete silence on ice and snow (and most other terrain as well).
Glaces love to cuddle close to their tamer when sleeping (though a harem sister will do if their tamer is otherwise occupied), regardless of weather.
Glaces are fairly passionate when taming, a trait somewhat at odds with their low libido. When being tamed, they enjoy pairing their body warmth with their chilled arousal technique to play exquisite havoc with their tamer's sense of touch. Especially if they have an ice-coat formed (which will likely melt during taming, increasing the effectiveness of their Chilled Arousal technique, unless the tamer is one capable, and willing, to perform outdoors in cold weather). If the Glace does have an Ice-coat formed, it is advised that taming not take place on anything that would be damaged by the resulting water as it melts.
No known cases of Thresholding into a Glace have been reported, though it would be likely that if one did happen it would occur in a snow-covered area.
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GLOOMY, the Unhappy Flower Pokégirl
Type: Near Human
Element: Poison/Plant
Frequency: Rare
Diet: sunlight (small doses), water (loves mineral water), nutrients from soil
Role: arousing other Pokégirls, soil regeneration, subduing Feral Pokégirls, attracting Feral Pokégirls
Libido: Average to High (moonlight-based)
Strong Vs: Electric, Fighting, Plant, Rock, Water
Weak Vs: Fire, Flying, Ice, Psychic
Attacks: Leech (roots), Lust Dust, Buttsprout, Sleep Powder, Poison Powder, Leaf Shield, Sweet Scent
Enhancements: Lunar Regeneration, Night Vision
Evolves: Vile Blooms (Venom Stone), Belle Awesome (Leaf Stone), Vinebra (Lack of taming + Dark Stone)
Evolves From: Oddtits (normal)
The next stage of Oddtits, Gloomy has a slightly improved bust, however she still is a bit out of proportion (if a proper figure eight would require a D cup, she would be a C cup). Like her earlier form, Gloomy dislikes direct sunlight, although she can tolerate it better than Oddtits.
In addition to an improved (if not perfect) bust, her petals grow larger (now covering her hair-roots completely) but only a little longer. If she hasn't been in direct sunlight (or at least not for long) her petals actually glisten with a liquid sheen...this is actually overspill of her Lust Dust, but the sap that holds the pollen makes it more of an attractant than an attack. Any one in the area (nearby or downwind) will notice a pleasant odor, but for females it causes mild arousal and can actually lure Feral Pokégirls, which can make a Tamer's life difficult if they aren't good at combat (but a skilled Tamer can definitely use this). While her skin color doesn't change, her face does have a peculiarity. If her face is in direct light (can be any type of light, but it must be -directly- on her face) she seems to have a “depressed” look about her regardless of expression, but in normal lighting her face seems to in the shade (similar to Oddtits, only more pronounced)...the exception to this is moonlight, in which she looks completely normal.
Sexually Gloomy is better off than Oddtits, but still prefers being taken from behind, although a truly caring Tamer can get her to accept (especially if the light is down or under moonlight) other positions, particularly if he lets her know in no uncertain terms that he enjoys her breasts. Such a Tamer can actually get her to orgasm from attention to her breasts alone...not because they are particularly sensitive, but from her pleasure at his “'proving” she is neither “deformed” nor “ugly” with her lack of proportionate breast-size. Like her earlier evolution, Gloomy can take or leave the Alpha slot, and now that she actually has a bust, isn't nearly as sensitive (but excessive TT jokes will get on her nerves).
Gloomy doesn't gain new attacks over Oddtits, but she can use them more often. Officials don't consider her “lure” ability an attack, since it has no effect in either martial or sex combats. Given her ability to quickly heal if exposed to moonlight (which is anytime the moon is visible in the sky, not just at night), researchers have tried Moon Stones, but the results are very odd...the Stone is absorbed, but the only change is now Gloomy can light up with a slightly sparkling glow, identical to a full moon (but not bright enough to blind anyone) and can no longer evolve.
Gloomy is no better at nourishing soil than Oddtits, and still prefers a nocturnal or diurnal schedule, but she can adjust to a normal schedule more easily. Her improved light tolerance means she no longer needs shades during the day, and has no extra vulnerability to flash-style attacks, but her ability to see in low-light conditions remains.
Feral Gloomys are a bit more of a problem, as they not only spread Lust Dust and temporary Buttsprout, but their Sweet Scent increases, drawing other Feral Pokégirls, including Buzzbreasts and Wasps. One interesting fact...whether she is Feral or Domesticated, unless she is attacking (in which case they will defend themselves) Buzzbreast and Wasps will -not- attack her, even during mating season. They will swarm around her and taste her nectar, but they will -not- attack her, although her Harem-sisters and Tamer aren't so lucky. No one knows exactly why, and artificially produced Sweet Scent doesn't have this effect, but study continues.
It’s not very common for a girl to Threshold into Gloomy but it does happen often enough to be note. Normally they become Oddtits.
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GOBLINA (aka GREMLINA), the Crafty Cavern-dwelling Pokégirl
Type: Near Human
Element: Ground
Frequency: Uncommon to Rare (assumed)
Diet: Cooked Meat, Tubers
Role: Miners, Pranksters, Ambush and Trap specialists
Libido: Average
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Sand Attack, Concentration, Whistle, Can’t Touch This, Stone’s Throw, Thump, Stomp, Dig, Mud Slap, Earthquake, Resonate,
Enhancements: Night Vision, Endurance x2, Strength x2, Lowered Feral State
Evolves: Hotgoblina (Fire Stone)
Evolves From: None
Goblinas were Sukube’s response to the mountainous guerrilla warfare that some armies took up during the War of Revenge. Known for their brilliant trap making, the Goblinas were a good counter to the entrenched troops when paired up with Murkunts and other dirty fighters. That is, until they began defecting and striking out into their own pursuits. Thought to have been eradicated by the monster flu, they were rediscovered when mining was reinstated a few years after the end of the war.
Physically, Goblinas aren’t very intimidating, standing only 4’ on average with no documented cases of over 5’. They’re not the prettiest of Pokégirls either, having rust to sickly yellow skin, long features and spindly arms and legs. Their bust is usually an A to B cup with rare cases of a busty looking C. While looks alone make them not as popular in most Tamer’s harems, their tunnel making skills make many miners overlook their plain features.
As stated above, Goblinas are capable of coming up with traps, pitfalls, and entrenchments that make the more tactical pokegirls nod in appreciation. Their major drawback is that they tend to only take three things seriously: sex, money, and food. Even Goblinas under the most cruel and totalitarian of tamers will have a cache of money –or three- that he doesn’t know about. Pairing a Goblina up with a Merrowl or a Mistoffeles amuses them to no end and will cause most of them to come up with schemes that really can get rich quick. Just like the Mistoffeles though, this has caused most Goblinas to be banned from gambling establishments.
The feral state of the Goblina is fairly low, as feral Goblinas have been documented as speaking a pidgin common language within their clan. Most Goblinas form into Clans, tending to mine out homes for themselves in hilly or mountainous regions and horde shiny objects (including any precious or semi precious stones they may find). They riddle the area with traps to discourage raiders, which seems a bit hypocritical, since most Goblinas tend to go on raiding parties when their food supplies are low. The raids usually occur in the winter months making more mountainous villages enlist the help of local water or plant type pokegirls to thwart the raiders.
Thresholding into a Goblina is rare, but usually comes from the mining industry, in which case the girl is then given to a fellow miner.
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GOJILLI, the Wannabe Doomsday Pokégirl
Type: Near Human
Element: Dragon
Frequency: Extremely Rare
Diet: Fish...lots of fish(Also likes Chocolate...but who doesn't?)
Role: City Defenders, Demolition, Movie Monster
Libido: Average
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Attacks: Quick Attack, Fury Swipes, Sabre Claw, Dragon Claw, Dragon Dance, Dragonbreath, Dig, Surf, Charming Look
Enhancements: Enhanced Strength (x3), Enhanced Speed (x7), Razor Sharp spikes, Claws, Enhanced swimming/digging/climbing ability (x4), Enhanced Senses – All (x2)
Evolves: None
Evolves From: None
They say big things come in small packages. Whoever first said it must hae been referring to the Gojilli. A small and cuddly breed of Dragon Pokégirl known for something very unusual... they’re very powerful for their size!
Standing about five feet tall on average with modestly large C-cup breasts the Gojilli is a proud and yet very cuddly breed of Dragon-type Pokégirl. Their tails are about half the length of their bodies. They weigh in at around 140 pounds. They’ve got bluish-gray scales running along their backs and sides with light glossy red across their chests and bellies. They usually have iridescent gold hair that grows little bit beyond shoulder length, as well as amber yellow eyes that give off a faint glow. This often makes it difficult to notice their pupils. From the shoulders down to the tip of their tail is a crimson sail, lined with slender spikes. On the shoulders and on the back these spikes are long, about a foot at the longest, and curved backwards, but once they reach the tail they quickly get short, topping off at jus about a half of an inch.
In combat a Gojilli is best known for their ability to out maneuver their opponents. They like to dig, swim, and climb at high speeds, making their movements erratic in battle and hard to predict. Specializing in instinctive tactical combat they're different from most other dragon-types in this style. As a minor side note, a Gojilli’s Dragonbreath attack, for some strange reason, is green, and their spike-plates glow electric blue and their eyes glow bright yellow when the attack is used.
A Gojilli’s harem dynamics are...unique, to say the least. They often consider their harem-sisters and Tamer their “Team.” When it gets to that point, expect nothing short of a Widow to keep her from being extremely protective of you. Combine this with their odd tendency to look up to the long-missing Typhonna as some form of ‘spiritual guide,’ and you have one very strange Pokégirl on your hands. Some of them tend to claim to be Typhonna’s offspring, but DNA typing has proven this incorrect.
Gojillis are extremely territorial and that fact is dragged in to their harem dynamics, making them think of their friends, family, and harem-sisters as part of their ‘turf’, and they'll protect them to the bitter end. They are also easily distracted by their two most favorite foods, fresh, live fish...and chocolate. Another thing to know, though they'll still accept Taming from a Tamer, they tend to view the Tamer as a parent-figure, often referring to them as Papa or Mama, much to the embarrassment of already married Tamers.
A Feral Gojilli is unusual to say the least. Their feral state isn’t violent, but it's far from mild. Often they pick a spot near the ocean, regardless of climate, and call it their home. They’re unwilling to leave it, but will make friends with current residents as long as none of them make themselves a threat, and often are willing to protect them along with their homes from any violent intruders. They usually limit their friends to those who they can trust, they tend to react violently to anyone who treats them disrespectfully or that comes off as dangerous to the Gojilli and their home.
As noted before, Feral Gojillis can wind up in some of the most unexpected places if there’s deep water nearby. At least one has been noted in the frigid Scarlet League and two more on a volcanic island out near the Crescent League.
As of Today, thanks to their being a rather recent discovery presumed to be the creation of Cocooner, Tthresholding into a Gojilli is impossible, for now.
Warning! All of the following information is classified to the highest level!! All data henceforth is restricted to only those of the highest security clearance and those who actually have a Gojilli in their Harem. Any attempt to leak this information will be dealt with extreme prejudice!
The actual origins of the Gojilli breed are as follows: They’re not a new breed made by Cocooner. Rather, they’re an attempt by Gendo Giovanni, a Team Rocket official and high-ranking member of SEELE, to mass-produce copies of Typhonna that were smaller, not as blatantly destructive, easier to control, and easier to tame. He wasn’t foolish enough to try a direct clone, as that would involve the extreme risk of accidentally to wake her up to try and collect her DNA. And since no one was even sure that she was organic to begin with, it all could have been a fruitless effort to begin with. We may not like the fact that Gendo has such a powerful Pokégirl in his command, but so long as he doesn’t know that we’re aware of it, we can let him off easy.
SEELE wanted to use the breed as an extermination weapon against the Amazonchan and Icemaiden Preserves, and to use them to help get more pro-Pokégirl leagues in line with more ‘acceptable’ policies and actions. However they didn’t take into account a few personality factors in making the Gojilli. After around 100 of the Pokégirls were created, they teamed up and dug their way out of the laboratory that they were being held in, destroying it in the process. Most Leagues have them employed Gojillis in whatever their equivalent of a S.W.A.T. team is. Frequently, they are employed to use in dealing with dangerous Pokégirls.
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GOLBUTT, the Batty Pokégirl
Type: Near Human Animorph (bat)
Element: Flying/Poison/Dark
Frequency: Rare
Diet: life energy
Role: night guide, predator, leader of Zubutts
Strong Vs: Dark, Ghost, Plant, Poison
Weak Vs: Electric, Ice, Rock
Attacks: Drain, Energy Drain, Mega-Drain, Bite, Lick, Lure, Poison, Gust, Wingover
Enhancements: Sonar, Night Vision, Darkvision
Evolves: Vampire (knocked out by draining attack, or infected through bite)
Evolves From: Zubutt (normal)
Golbutts are Zubutts that won enough fights and got Tamed enough that they were able to evolve. Their evolution leaves them taller, usually around five foot four inches or so. Their fur becomes slightly darker, and their bust grows larger to a full B-cup. Their eyes grow much sharper, and they are able to see in virtually any dark or low-lighting condition (though bright light blinds them easily, and even sunlight makes their eyes ache), as well as use their echolocation ability. For this reason Golbutts are greatly preferred among explorers, especially spelunkers, since they can scope out terrain with great accuracy.
In the wild, most Golbutts are found leading packs of Zubutts. With their ability to use Lure to bring prey to them, Poison to weaken it, and Lick to paralyze prey, a Golbutt is by far a more dangerous hazard than a mere Zubutt. When a Golbutt is facing multiple foes, or when she perceives a single foe is too strong, she has her Zubutts fly in as a group, and she then darts in to deliver stronger attacks against the biggest threat. Golbutt-led Zubutt packs are the number two hazard in cave exploring (the number one being falling). When prey are taken back to the caves, a Golbutt is the first one to get to have her way with the male in question, and the first to drink his energy before passing him around.
Golbutts are strong combatants, even without a Zubutt pack. After Luring a foe in, they prefer to use Gust to knock it down, and then either Bite, Wingover, or Lick on it to soften it up, and hopefully paralyze it. Stronger enemies are avoided in the air, using Gust and Poison to weaken them. When an enemy is brought low or paralyzed, a Golbutt will swoop onto it, cover it with her wings, and begin using one of her draining attacks. She'll use either Drain or Energy Drain depending both on how hungry she is, and how much energy the opponent has left. She'll only use Mega-Drain if she was seriously injured in the fight and needs to heal herself.
Feral Golbutts are those found in the wild, described above. Tamers attempting to capture a Feral Golbutt are advised to try and get her away from her Zubutt pack before making their move. Threshold girls don't usually become Golbutts, but it is possible. The family of such a girl would be quick to send her away, since it would be only a matter of time before she began to feed on friends and family, and doesn’t yet know how much drained energy is enough and how much is too much.
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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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GRAVELGAL, the Rock-Solid Pokégirl
Type: Near Human
Element: Rock
Frequency: Common
Diet: some human foods, Pokéchow, rocks & pebbles with high mineral content
Role: mining
Libido: Low initially, but can be higher with a tough Tamer
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Attacks: Harden, Takedown, Stone Punch, Seismic Smash, Quake, Stone Spray, Rock Slide, Tackle
Enhancements: High Density and Toughness (x10), Earth Affinity, Mineral Finding, Enhanced Strength (x8),
Evolves: Galem (battle stress)
Evolves From: Geogal (normal)
Geogal is one of those types that doesn’t change a whole when it evolves. When she becomes Gravelgal with enough battle experience, she becomes tougher and stronger, gaining access to a few more techniques. She also loses all of the pink tint of her normal skin, becoming completely covered in the camouflage-like patterns of tan, brown, and/or gray. In this way, her type is easily identifiable by sight alone.
The most notable change after their skin color, is that she becomes a bit larger. While Geogals top out at about 5'5" Gravelgal can gain anywhere from 3-8 inches in height, though Gravelgals above 5'10" are quite unusual. Gravelgal is also even weaker against water depending on the mineral concentrations of her body, unsurprisingly she doesn't swim very well. Her increased mass also leads to a general reduction in speed though Gravelgal can move quickly in short bursts when she needs to.
One of the more potent techniques she gains is Stone Spray, in which she fires off different size pieces of her hardened skin. This can be shot off in a concentrated spray, or in all directions at once. However, this uses up her internal mineral supply at a much quicker rate, and when it is depleted, her skin reverts to it’s normal state, leaving her without her greatest advantage. While this also reduces the mass of her body making a depleted Stone Spray Gravelgal a little bit more nimble, the speed increase is slight, on the low end of average at best. Because they are more dependant on their skin, Gravelgals usually fight naked, as clothing merely hinders them--but as their skins are quite tough even "soft" a Gravelgal does not worry about getting cut outside of battle.
A Gravelgal's primary use is in mining. While they have a general Earth Affinity, most Gravelgals also are able to have a vague sense of where concentrations of minerals are when those minerals are present in enough quantities in their bodies. While this usually manifests as shards, or more conventional minerals like those in the sulfate and silicate families, in theory if you feed a Gravelgal enough evolutionary stones they would be able to find an area where the same stones are located. However the imprecise nature of the ability, combined with the value of the stones makes such a use wasteful. They can however, prove useful to mining companies in a dowser-type capacity.
Because of their experience mining, most Gravelgals also learn the Rock Slide move fairly quickly as they learn to judge which rocks are likely to come loose with enough force. While in certain areas this is used as an avalanche against a Gravelgal's enemies, a Gravelgal can also "slide" over the falling rocks to achieve fairly high speeds in limited situations. Feral Gravelgal usually do not have this move unless they were once domesticated as it requires an energy and precision they often lack--something that like Geogal, Gravelgal does not have, being just as rock-like in her feral mode as her more base form.
Like Geogal before her, Gravelgal generally has a lower-level libido but a tough tamer (meaning physical endurance as opposed to attitude) can often bring out Gravelgal's more earthy instincts especially after her skin is softened after depleting Stone Spray. This comes into play when encountering feral Gravelgals who often use the move as a defense mechanism triggered by proximity. A Tamer will use this behavior to exhaust and weaken the Gravelgal making them more easy to tame and dominate though care should be taken due to their great strength and density regardless.
During the War, Gravelgals lacking the power of later evolutions were used mainly in mining, or defensive and tactical roles. They were often deployed in groups at key points on the battlefield to create obstacles for enemy infantry most likely as battlefield obstructions (boulders) forcing enemy forces to go around them and straight into the teeth of a Pokégirl onslaught. With their tough skin, and ability to stand still even shooting at them didn't give them away. After enemy forces had been defeated or demoralized, the Gravelgals would move in from the flanks cutting off escape themselves or by creating more rugged terrain.
While less common than Thresholding into a Geogal, Thresholding into a Gravelgal is not considered unusual, especially in towns located near large mineral deposits such as those found in mountains or quarries. While only a few of these girls ever ate dirt while growing up, prevailing theory indicates that the minerals are ingested via their presence in the local water supply. Most threshold girls who do become Gravelgals initially show a marked preference for hanging around areas with large amounts of exposed gravel, sand and rocks, claiming it makes them feel peaceful and they often experience a reduction in the intensity of emotional responses becoming naturally stoic.
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GRIZZLAR, the Fighting Bear Pokégirl
Type: Near Human, Animorph(bear)
Element: Fighting/Normal
Frequency: Very Rare
Diet: omnivorous; requires high intake of food
Role: hand-to-hand endurance fighter
Libido: Average (unbonded) to High (bonded to a Tamer)
Strong Vs: Bug, Dark, Ghost, Ice, Normal, Rock, Steel
Weak Vs: Fighting, Flying, Psychic
Attacks: Gust Punch, Speed Punch, Takedown, Vice Grip, Body Slam, Bear Hug, Counter
Enhancements: Enhanced Strength (x7), Enhanced Olfactory Sense (x6), Enhanced Endurance (*5), Enhanced Durability(*4)
Evolves: Polar Lass (Ice Crystal)
Evolves From: Snorlass after several months of diet and heavy exercise(combat)
The Grizzlar was discovered around 220 AS, when a retired Tamer had been putting his Snorlass through a rigors combination of dieting and battle training for an exhibition match, wanting her to be stronger and look a little better. The night before the match though, his home was broken into by a couple of thieves and he and his Snorlass engaged the pair in combat, during which she evolved into a Grizzlar, catching both thieves off guard...but not before the newly evolved Pokégirl’s Master was killed by one of the opposing Pokégirls. The police never did find all the remains of that Pokégirl.
The change of appearance between a Snorlass and a Grizzlar is one of the most striking images many tamers will ever see, should they be lucky enough. The once rotund and more that a little obese Snorlass changes into the muscular and solidly built Grizzlar. Still standing at the 8ft range, they are more muscular as much of the fat stored on the Snorlass' body is changed into muscle, though she still retains some 'padding' on her body, mainly her chest in the form of DD breasts or larger. She is covered in a layer of short fur that ranges from a deep brown to an almost gold color, and her eye color tends to follow in the same range, though sometimes other colors have appeared. Apart from her circular ears atop of her head, the above mentioned fur, and her stubby tail, a Grizzlar is almost human in appearance.
Despite their evolution, the legendary Snorlass appetite still lives on in the Grizzlar, though now she actually tends to consider what she eats, preferring foods that will fuel her more athletic role, rather than just anything that will fit in her mouth. Though this is a boon to a tamer, since she won't eat things indiscriminately anymore, the food bill doesn't tend to drop, sometimes it might increase as a Grizzlar might discover some muscle building protein foods or something similar. Also, despite the image as one of the ultimate muscle Pokégirls, the Grizzlar has an interesting quirk in that many of them will fall in love with books, they have a voracious appetite for reading should they be exposed to such an activity, and become very attached to a Tamer that teaches her to read and provides the books. Most of their reading is recreational rather than educational, but they will read through anything put in front of them. Taming wise the breed has no real preferences, and are open to most things so long as the Tamer remembers to utilize proper restraints. Afterwards, she tends to be very cuddly, and likes to lounge around after a Taming holding her Tamer close, which causes many Tamers with Grizzlars to refer to them as 'Giant Teddy Bears'.
In combat, the Grizzlar is very much a hand-to-hand fighter. With her toughness and durability, she can wade into most melees with ease and start utilizing her impressive strength to do some damage to her opponents. But on top of her raw physical power, she has an impressive array of other abilities. Her Gust Punch allows her to strike an opponent at range with the sheer force of air her fist can generate while her Speed Punch utilizes her ability to run at near Cheetit speeds for very short durations to cross the distance between herself and an opponent, and strike them with the force of her momentum.
When feral, most Grizzlars will attempt to locate a cave, or some other shelter, and from there seek out other Pokégirls, or even Tamers, to challenge as she follows her instinct to fight. Although dangerous is this state, they are usually easy to deal with, with most Tamers happy to take her either into her harem, or for selling.
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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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GUNNM, the Haywire Pokégirl
Type: Typically Near Human
Element: Steel/Fighting
Frequency: Extremely Rare
Diet: Normal human diet when young but as they age they only require small amounts of foods high in sugars, typically candy or chocolate suffice
Role: Experiment
Libido: Varies from Low to Extremely High
Strong Vs: Bug, Dark, Dragon, Ghost, Normal, Plant, Poison, Psychic
Weak Vs: Ground, Electric, Ice, Rock
Fighting Style: Primarily hand to hand combat, to date no long range or projectile attacks have been observed
Enhancements: Capable of choosing to enhance speed, strength, dexterity, or computer interface ability but trade offs must be made for space and power consumption.
Evolves: None
Evolves From: Alteration of Amazonwu
One of the last trips Sukebe made through his dimensional gate yielded what was potentially a tremendous boon to the scientist and his efforts. On an Earth that had made great strides in nano-technology Sukebe was able to obtain a sample of nano-machines called nanites, though they were the size of a human blood cell the machines were able to accomplish amazing feats of biological repair, improvement, and augmentation. With these nano-machines he planned to make his Pokégirls nearly indestructible and even stronger then they already were. Sukebe immediately set about experimenting with the machines by injecting them into an injured Amazonwu named Yoko. Within a matter of minutes the girl's mortal wounds were stabilized and within an hour she was completely healed. Sukebe immediately set about broadening the experiment by instructing the nanites to begin augmenting the girl's body. However before the experiment could be carried to fruition the final attack on Sukebe's lair began two weeks later. In the resulting chaos it was assumed that the lab and everything in it was destroyed, however Yoko's new body served her well and she was able to survive but she disappeared. The first Gunnm was identified in AS 81 in the Forest League.
Gunnms appear to be a normal Amazonwu when born, however the nanites that infest their systems begin to change their bodies even before birth. Initially the nanites enhance the girl's biological body doubling to tripling her strength, enhancing her reflexes, and making her faster, even more so then a normal Amazonwu, a process that is completed between the ages of nine and eleven. After this the nanites begin to use materials the girl ingests to being constructing artificial implants. These implants primarily augment the girl's senses, mental functions, and glandular system, this process is completed around the age of thirteen. The final stage of the transformation is nothing less then the complete replacement of the girl's biological body, a process that continues throughout the rest of the girl's life. Usually the only biological components left by the time the girl is twenty years of age are her brain, heart and a portion of a lung, even these are heavily altered. Consequently all Gunnms are born pathogenically, and early in their mother's life. The girl's reproductive organs, ovaries and womb, are removed to make way for the S^2 organ that powers the mechanical parts of her body, and her external sexual organs are usually replaced with a more durable synthflesh, conventional reproduction after their second puberty is impossible. It is impossible for a human girl to threshold into a Gunnm and it is impossible to alter another Pokégirl into a Gunnm even with an injection of Gunnm nanites, the nano-machines seem to be encoded to Yoko's genetic make up and modern technology is completely incapable of working with machines on the nanite's scale. To date there have been only twenty-one confirmed Gunnms.
While it would seem that all Gunnms would have an identical appearance due to their method of reproduction, there is actually an incredible amount of variation between individuals. While all the initial changes they go through are beyond their control one of the last implants added to their brain is a nanite interface. This interface allows the Gunnm a great deal of control over the changes that occur to her later in life, allowing her to determine her own physical appearance, and even what she is capable of doing. Some girls emphasize physical strength and speed, others focus on their abilities with weapons, or computers, the girl is quite capable of altering her body to her whim. However, there are limits to this ability. The nanites will refuse to increase the girl's physical dimensions or weight by more then +/- 8%; this requires that the girls make tradeoffs in other areas when they desire to improve themselves in another. Also, while the girl is capable of creating simple hand to hand weapons for herself, the nanites do not seem to be programmed with the knowledge necessary to facilitate the construction of anything more complex then a sword. Whenever a Gunnm is altering herself, repairing herself, or while she is in her initial transformation her normal diet will alter to foods rich in the necessary materials for the nanites to continue their work, in extreme cases Gunnms have been observed to consume rings, coins, and even small utensils to obtain the nutrients they need. Once the necessary work has been done their diet returns to normal.
One of the few consistent augmentations between girls besides their nanite interface is a libido controller, depending on the situation the girl can alter her libido anywhere from extremely high to low however they lack the ability to remove their need for taming all together. Generally Gunnms keep their libido reduced however research has been shown that in the presence of a tamer they like they will begin to increase it subconsciously. Gunnms traditionally don't have a taming preference as the modifications to their bodies allow them to make any part of their body an erogenous zone. Oral, vaginal, and anal taming can all easily bring them to orgasm as can many other types, it's really only limited by the tamers willingness to try and the Gunnms willingness to alter her body, though few Gunnms have been known to refuse anything that might make taming more pleasurable. It is necessary to use restraints to tame a Gunnm as they are all quite strong even by Pokégirl standards.
The nanites also give the girls another ability as demonstrated with Yoko, the ability to sustain horrific injuries and still make a quick recovery. While still mostly biologic the girls can easily survive the loss of entire limbs or internal organs. When an injury is detected the nanites and the girl's implants work in concert to staunch any blood loss and ease her pain before they go about the process of crafting a new artificial replacement, something that can take a few days in the case of an organ or a week for a limb. Once the girl's normal body is replaced with an artificial one she becomes even tougher and while it hasn't been confirmed through experimentation it is general accepted that a Gunnm could survive and make a complete recovery so long as her brain case is intact and a single nanite remains.
Gunnms are extremely hard to identify due to their wide variations in appearance and function, generally they all tend to stand approximately 160 cm. tall and weigh approximately 150kgs, also there are a few small implants that they all posses. Some girls cover their bodies with a layer of synthflesh and can pass themselves off as very near humans, others only cover a portion of their bodies in order to facilitate taming, and still others prefer no synthflesh at all. They are usually misidentified as another steel type and only the girls themselves are able to clear things up. The majority of what's known of the type is due to the efforts of Dr. Kurosawa in the Mountain League and his Gunnm Alita.
While on the surface Gunnms seem to be a powerful and useful Pokégirl type they have one problem that precludes their safe use. All Gunnms have an implant that monitors their emotional state, originally it was meant to make the girls more aggressive in combat; however a problem with Sukebe's design causes the implant to radically amplify any emotion the girl feels. A Gunnm can fly from a happy calm to a killing rage in seconds over a tiny infraction; it's not uncommon in even a friendly match for a Gunnm to kill her opponent. This extreme emotional volatility combined with the type's tremendous strength and homicidal tendencies has landed them on the restricted from combat list in every league and the outlawed lists in several. Few tamers outside of the underground leagues will even consider a fight with a Gunnm. Of the twenty-one confirmed Gunnms in the last two hundred and twenty years sixteen have caused the death of at least one opponent or tamer and nine have killed multiple times. Of the thirty-four tamers who have owned these girls twenty-eight have been hospitalized, three lost limbs, two were paralyzed, and ten were killed. Most Gunnms are quiet and withdrawn, they are well aware of the problems with their species and the biases against them. They will typically claim to be another type of Pokégirl until they are satisfied that their tamer isn't going to ditch them. A Gunnm can become quiet open and happy if she feels safe and accepted with her tamer and harem-sisters, however the potential for rage still exists. There is some evidence that as a Gunnm ages she gains better control over her emotions and impulses but to date there hasn't been enough research to confirm this. Also, the six tamers who have owned a Gunnm without sustaining severe bodily injury have also had a psychic type in their harem. Since Gunnms are able to exert a modicum of control over their libido's they are rarely encountered as ferals, however when they are found extreme care must be taken. If any overt hostility is shown the Gunnm is likely to attack with intent to kill, however if a tamer offers the girl food she is likely to accept happily. Often feral Gunnms will assault lone humans in an effort to be tamed but so long as the human obliges them and the Gunnm enjoys it they have nothing to fear. All tamers are advised to avoid the type if encountered and to turn one into the nearest league facility if captured.
Gunnms should be treated with the same caution as a Wolf Queen, Amachamp, or Panthress as they tend to be approximately as strong as one of these types. If combat with a Gunnm is unavoidable it is recommended to engage her with a team containing at least one electric type. Gunnms seem especially vulnerable to electrical attacks; it appears to interfere with their systems though not to the point of shutdown. While the electric type continues to distract her a group of fighting types should move in to subdue her. Extreme caution should be taken as a Gunnm is typically as strong and tough as an Amachamp and will fight with a reckless abandon. If a tamer has no electric types another strategy is to try to wear the Gunnm out, a Gunnm is only capable of running at her maximum efficiency for five to ten minutes, more then adequate for most battles but insufficient for a drawn out one. Once the girl is subdued she should immediately be either captured with a Pokéball or tamed.
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GUNTIT, the Markswoman Pokégirl
Type: Near Human
Element: Steel
Frequency: Uncommon
Diet: Omnivore
Role: Mid-range combatants, projectile weapon maintenance
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Shot, Plasma Blast, Plasma Charge
Enhancements: Enhanced Accuracy, limited metamorphosis (left or right arm only)
Evolves: GunValkyrie (Ceremony Evolution; see below), Ballisticunt (Diamond Stone)
Evolves From: None
A Pokégirl that was once considered extinct, she was originally used alongside Tank Vixxen types during Sukube’s War in order to provide ranged support until their partners could successfully breach human weapon platforms, such as APCs and Tanks, and turn them against the humans. After the war, because of their success during it, humans hunted them down until none could actually be found anywhere in the world. It wasn't until around 88 AS that the first Guntit Pokékit was born, to the surprise of her mother, who was a GunValkyrie. Since then, and ever since the tech-type Pokégirls have been breeding, this breed has come back into existence. Breeding program in most leagues have resulted in almost an over-saturation of these pokegirls, and by 220 AS the Guntit had become Rare. By modern-day (300 AS or so), they are now Uncommon throughout the world. Researchers believe that the main reasons for this is that the Guntit is amazingly adept at the creation of projectile weapons, and many today are used in the manufacturing, repairs, and maintenance of such weapons throughout the world. Even on pirate ships, they have been documented as taking care of the cannons that are mounted on them.
These Pokégirls are being introduced into police forces throughout the world as a result of their capacity with projectile weapons. Like their evolved state, the Guntit possess energy weapons, but only one, and are also are very competent with handguns, rifles, shotguns, and other weapons that the police use. Most police stations employ at least one Guntit in a maintenance role, if not several in active duty roles that also include what was once known as SWAT teams in pre-Sukebe times. This breed get along well with OfficerJennies and Growlies, although for the most part are embarrassed at how touchy-feely a Growlie can become towards them, especially in the midst of a mission.
The Guntit look much like human females, though they prefer to wear skin-tight armor over their bodies. However, their left or right arm, depending on which hand they favor, can change into an energy weapon that is akin to the pulse weapons humans used during the Revenge War. This energy weapon extends from their elbow to where the tips of her fingers might reach, and look like a gun-barrel. However, Researchers have discovered that the weapon is actually a plasma cannon that gets its power directly from the Pokegirl’s small plasma reactor core. Using this often wears the Guntit out unless they train often, and so they tend to use standard projectile weapons instead until they manage to train enough to be able to use their plasma cannon as often as needed. Until that point, a Guntit can fire her Plasma Blast technique three times for every four levels that she is (so at level 20, she can fire her Plasma Blast attack up to 15 times) before needing to rest. With training, the Pokégirl can double that capacity.
Guntit make for completely lousy sex battlers, and instead they focus on their normal combat skills, which are far greater in capacity. They can even power up their main technique, the Plasma Blast, using the Plasma Charge technique without using any additional stores of their energy, although while charging she cannot use any other technique. She can also reload any weapon within seconds, assuming that she has the ammunition required to do so. However, because of her reliance upon her projectile weapon skills, the Guntit do not normally bother learning hand-to-hand combat skills... And as such, are completely at any martial artist Pokégirl’s mercy. Some human martial artists have even been known to defeat Guntits that don't wear armor, which have led to rumors throughout the world that humans are gaining on Pokégirls in terms of capabilities.
This researcher suggests that any tamers that think that they can take on any average pokegirl be sent to a psychiatrist for a mental evaluation ASAP.
Plasma Blast (ATK+25): A single shot of energy that is blasted from deep within the Pokégirl’s plasma generator. Can only be used three times for every four levels that the Guntit is in experience.
Plasma Charge (ATK+50): This technique adds its power to the Plasma Blast. However, no other technique or attack may be used in the turn that this one is used. The barrel of the Guntit's weapon will glow when the charge is ready to be fired. An attack of any type that this Pokégirl is weak to will disperse the Plasma Charge.
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Ceremony Description
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Elemental Stones Needed: Two Thunder Stones
Area & Time Conditions: Anytime and anywhere where it is raining.
Ceremony Itself: The Guntit must fast for a week- no food, no sleep, only drinking water. No tamings. All she can do is meditate, while wearing her plasma generator slowly down to dangerous levels On the seventh day, it must be raining. The Pokégirl must hold both Thunder Stones in her hands, one in each and pressed against each other until the rain ends, whether this is a few minutes or days, and the Pokégirl cannot move from where she is. If successful, the stones will be absorbed and the Guntit will evolve into a GunValkyrie. If unsuccessful, the Pokégirl must try again after recovering from the ordeal. The stones will still be usable.
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GYPSY MOTH, the Flying Music Pokégirl
Type: Near Human
Element: Bug/Flying
Frequency: Rare (Blue League, Noir League), Very Rare (elsewhere)
Diet: Vegetarian, will accept Pokéchow. Has a fondness for flowers and spider-silk
Role: Entertainers, Cartographers, Guides, Escape Artists, Aerial Scouts
Libido: Average
Strong Vs: Bug, Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Electric, Fire, Flying, Ice, Rock, bird Pokégirls
Attacks: Tackle, Takedown, Sing, Dance techniques, Dodge, Honey, Sweet Honey, Honey Syrup, Maple Syrup, Wing Buffet, Gust, Wind, Mach Breaker
Enhancements: Wings for flight, Enhanced Durability (x2), Enhanced Agility (x2), Enhanced Strength (x2), Enhanced Speed (x2), Photographic memory, Trap affinity
Evolves: None
Evolves From: Gypsy (Sun Stone)
Gypsy Moths are a growth from Gypsies in every possible way. Aside from the common evolutionary growths of becoming a bit taller and gaining somewhat in the bust, they also gain a soft coating of grayish fur over their bodies. Their antennae extend, and their compound eyes widen. A pair of elegant, silken-furred wings with a black-striped pattern on them grows from their back, giving them the advantage of flight. When folded up, these wings give the impression that the Pokégirl is wearing a very elegant cape. They retain their escape artistry talents, but now also gain greater strength in combat, making them more useful in harems.
Gypsy Moths didn’t appear en masse until after the Revenge War had ended, leading some to assume that they were a separate species for years, one created by Cocooner. Some researchers suspected that they were an evolution of the Gypsy, however most simply assumed that they were a partner breed, like the Plussy and Miboobsy which came later. It was only after the discovery of the Sun Stone years later that Gypsy Moths were discovered to be an evolution of the Gypsy.
Gypsy Moths can generally be found with Gypsy caravans, acting as bodyguards for the group should a band of roving Tamers come along. As Gypsy Moths are more powerful than their pre-evolved form, some Tamers actually do this deliberately so they can catch Gypsy Moths with limited interference.
In terms of personality, Gypsy Moths retain their claustrophobia and love of travel, but are able to control them better. They also almost totally lose their fear of being alone, as flying in the sky alone is one of their greatest joys. Although if a Tamer is willing to come with them and even Tame them in midair, then Gypsy Moths will be even more affectionate than normal. Their recreational interests remain mostly the same, although they tend to like ‘dancing’ in midair more often. They also tend to go nude more, as they like the feel of wind of their sensitive fur. However, with their increased battling ability, their interests shift somewhat from making merriment to having a good fight, especially in midair. Unlike fighting Pokégirls, however, they are not as concerned about coming out victorious in a fight. Instead, they want to make the fight something beautiful to watch. They are never satisfied with a match unless it is something they can consider a work of art.
Most fighting types, who have problems with the breed to begin with because of their flying type, consider this to be a sign of insanity.
In harems, Gypsy Moths tend to be playful with their harem sisters. They love playing good natured pranks, trading stories and songs with one another. Like their previous form, they get along famously with Bardesses, Divas, and Moogirls. They like to be on top when taming, as their wings make things uncomfortable when they lay on them. Very few Threshold cases have been recorded, and even then only in the Noir and Blue leagues.
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HAMTITS, the Hamster Pokégirl
Type: Near Human
Element: Normal
Frequency: Common
Diet: primarily vegetarian, prefers nuts (no not that kind of nut, damn perverts)
Role: acting cute
Strong Vs: Ghost
Weak Vs: Fighting, weasel Pokégirls, cat Pokégirls
Libido: Average (may rise to High if highly attached to Tamer)
Attacks: Bite, Cheer, Scratch, Dodge, Quick Turn, Tackle, Quick Attack, Cuddle, Aura of Cute, Agility
Enhancements: Enhanced Speed (x6), Enhanced Agility (x4), Enhanced Hearing (x3), Enhanced Olfactory Sense (x3), Enhanced Stamina (x3), Cuteness.
Evolves: None
Evolves From: None
Hamtits are quite often mistaken as Titmice by inexperienced people as they look almost just like them without a tail and their fur is a lighter color in shades of orange to tan. They are agile and have a tendency to be hyper at almost any occasion. Their size is quite small standing around 4' 5" on average. Their teeth are comparable to a human's but are bucked on the two front teeth on the top, which they use to crack nuts (Don't worry men not that nut.). They have short stubby tails and they are very cute in any way of explaining them.
They have a fairly high IQ for deductive reasoning (how to get the banana from the top of the shelf) but only for deduction, they often act somewhat dumb when it comes to plain knowledge (what the term Tamer stands for) often getting the wrong idea on what the facts are. That, however, is made up for her great cheerful personality that often cheers people up or gives encouragement to others during battles.
They of course have their weaknesses, they unfortunately very scared of weasel and cat Pokégirls, and would do almost anything to runaway from them. They are also somewhat too curious for some as they are usually caught by Tamers because they wondered who the man with the fighting Pokégirls were. They also are fairly fragile creatures physically because of their fairly small frame built for speed and agility and not hard back breaking work. They are also fragile creatures both physically and mentally. They can be let down in to a slump easily when they experience something that is against what they thought was the truth or when someone else becomes angered or miserable because of her actions.
When a Hamtits meets with a cat Pokégirl or a weasel Pokégirl she will not even assess her situation and run away from the opposing Pokégirl. Even if the Hamtits is superior strength wise she will not even try to find out whether she is stronger or not, she will simply run. The only time a Hamtits will stop running is if she is either tired out, or her Tamer sternly orders her to face it. If a Hamtits and a cat or weasel Pokégirl are in the same Harem the Hamtits may eventually become accustomed to them but, training them not to fear them will take time, patience, and lots of aspirin.
Hamtits live in dens in the wild. They are like small caverns carved from soil. The entrances can usually be found under small alcoves of soil or at the bottom of cliffs. They are carved out by a pack of them who live together. All dens are about the size of a regular human apartment room consisting sleeping quarters and a main room for them to meet and go about on their daily activities.
Packs of Hamtits usually consist of 5 to almost 20 Hamtits depending on how strong the leader is. Each pack consists of a leader and other members that carry out her tasks.
A leader is the strongest Hamtits in the pack. They of course have the same amount of cheerfulness and are quite nice but are usually responsible for getting her entire pack in trouble because of either boasting or curiosity. When a Hamtits leader is captured one of three things will occur depending on how the leader acts to being caught. One, if her pack is especially aggressive or there are large number of them, then others they may try to rescue their leader by storming the Tamer who caught the leader. Two they might just elect another one if there are many in the pack. Three, the entire pack may decide to follow their leader on her travels with the Tamer (very rare). The rest of the Hamtits will simply follow their leader loyalty and otherwise live happily amongst themselves.
In short Hamtits are kind and fragile creatures that will be happy to go along with the one they consider the leader. They are small and cute and irresistible to most people, but approach with caution if a Tamer finds a Feral one for they will attack to defend themselves when provoked.
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HARPY, the Savage Sky Fighter Pokégirl
Type: Near Human (avian)
Element: Flying
Frequency: Uncommon
Diet: Fish, eggs, small insects, milk
Role: Combat
Libido: Average
Strong Vs: Bug, Fighting, Ground, Plant
Weak Vs: Electric, Ice, Rock
Attacks: Dive, Mach Breaker, Tackle, Scratch, Fury Swipes, Gust, Tempest, Feather Blizzard, Feather Shuriken, Speed Storm
Enhancements: Claws, wings, Enhanced Endurance (x3), Enhanced Strength (x3)
Evolves: Harpy Lady (2 Dream Stones)
Evolves From: None
A relatively well-known breed. They are human-looking for the most part, save for their lightly-feathered legs, claw like hands and feet with sharp talons, and the thickly-feathered wings on their arms. They also have much sharper than normal incisors, allowing them to cut through even the thickest-scaled fish. They are a decent, tough breed, but are relatively unpopular.
Harpies are temperamental Pokégirls, that fight viciously and savagely. Feral flocks, the most commonly seen type of Harpy, also tend to be relatively ugly looking, with twisted, hag like faces that make them look older than they usually are, Harpies having little concept of personal hygiene save to keep their teeth clean and occasional washing when their odor gets too much even for them. Their hair is almost always unkempt and tangled. It takes a patient Tamer to deal with a Harpy, in keeping them clean and dealing with their short tempers.
As stated earlier, Harpies tend to be ugly, being some of the least beautiful Pokégirl breeds. However, there are some exceptions. The most basic one is a Domestic or Threshold Harpy. Obviously, human-raised Pokégirls have a better concept of taking care of themselves, although they retain the same short tempers.
The most drastic exception to the rule of Harpies being ugly are the Harpies produced at the Kujaku Ranch and Breeding Center on the edge of the Indigo/Johto/Capital continents. The Kujaku family are famous world-wide for producing beautiful Pokégirls, having the policy that 'Inside everyone is a beautiful person waiting to emerge.' More liberal Leagues, such as the Crimson League or the WAPL, favor them due to their compassion towards Pokégirls. And the Pokégirls they produce there are nothing short of breath-taking, in many cases their beauty being surpassed only by the Legendaries themselves. Their Harpies, in particular, are stunning, some going so far as to call them 'Harpy Ladies.' Raising beautiful Harpies has been a personal project of the Kujaku Ranch ever since their opening, and the breed has become something of a flagship species for their Ranches, their 'Harpy Ladies' having the added benefit of being more in control of their violent tempers than their Feralborn sisters. Some members of the Kujaku Ranch brag that they could make even a Widow look beautiful if they could get away with it.
PokeSalons all over the world use Kujaku Ranch techniques.
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HEADLESS WHORESGIRL (aka DAMEHAN), the Headhunter Pokégirl
Type: Near-Human (Metamorph)
Element: Ghost
Frequency: Very Rare (due to the ritual to create them)
Diet: Human style diet (though how the food gets to the stomache is a mystery)
Role: Assassins, bounty hunters, hunters, executioners
Libido: Average (high if able to have trophies)
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark
Attacks: Energy Drain, Slash, Swordwave, Deflect, Counter, Stomp, Take Down, Tackle, Agility, Ecto Blitz, Nightmare Syndrome, Pumpkin Bomb, Beheading Stroke, can be taught other weapon techniques
Enhancements: Enhanced Agility x6, Enhanced Endurance x6, Enhanced Speed x8 (in centaur form), Enhanced Strength x5, Enhanced Durability x6, Metamorphic ability, Head acts independently of body, Automatic Delta Bond if not already present
Evolves: None
Evolves From: Slicer line (Decapitation plus necromantic E-Stone Ceremony)
Some tamers cannot bring themselves to part with their Pokégirl even in death. When those Tamers have even the slightest understanding of necromancy, this takes on a whole new, and to some, disturbing, facet. When Journeyman tamer Ian Crane's Slicer was beheaded in battle, most people would have assumed it was over for them. However Ian, a graduate of the H.P. Lovecraft Memorial Institute for the Dark Arts (located in the Capital League township of Dunwich) and inspired by the legends surrounding his family, turned his necromantic knowledge to find a way to resurrect his girl, imbuing her with new strength. He succeeded, creating the first Headless Whoresgirl.
Physically, Headless Whoresgirls (known as Damehan in some areas, such as the Blue and Ocean Leagues) look a lot like they did when they were Slicers, only bearing a larger cup size in their breasts, and a sealed, scarred up wound on their necks where their heads used to be. Their heads themselves revive, gaining the ability to act independently of the body, floating alongside them. The heads can never be fully re-attached, save for with specially rigged collars, and quite literally cannot travel beyond a 20 foot radius of the Pokégirl. Strangely enough, although the head is technically a separate entity from the body, this does not impair the body's ability to see or hear, a trait chalked up to the sorcerous ritual that created them. Also, similar to other centauric Pokégirls, they can assume a four-legged, horse-like form with their lower body, usually with fur in some shade of black. Most Headless Whoresgirls prefer to wear knightly armor or cavalry officer uniforms, the few sighted in Edo bearing samurai-like armor, and like to wear clocks with high collars on them. In terms of weaponry, they tend to favor axes, sabers, scimitars, katanas, or basically bladed weapon suited to lopping off heads. Personality-wise the handful of Headless Whoresgirls that have been created show a handful of noticeable similarities too common to be chalked up to personal eccentricity.
First, and most noticeably, Headless Whoresgirls are ruthless opponents in battle, going for the deadliest strokes possible. Most will prefer to try to kill their opponents, usually with their Beheading Stroke attack over anything else. When queried, the interviewed Pokégirls' tamers answered for them by saying, "She has experienced death and merely wishes to share the magic." This is a strong preference for them, although due to the strong bond they have with their Tamer they will easily refrain from it if he/she so wishes. Those that are forbidden from taken heads will frequently taunt the opponent, making false strikes at their neck without even touching it. However if a Headless Whoresgirl is allowed to take the heads of her opponents as trophies (something not recommended by most authorities), their libido spikes tremendously. Headless Whoresgirls love being tamed while surrounded and watched by their collection of heads. In addition to her sword attacks, the head can attack as well. It floats around mid battle, focusing dangerous attacks such as Nightmare Syndrome and the head's trademark move, the Ecto Blitz.
Less noticeably, but quite logically, since they have quite literally been brought back from the dead by their Tamer, a deep bond develops between them, a delta bond forming if there wasn't already one in place. This bond has two general effects, the first allowing the Tamer to understand what his Whoresgirl is thinking, ranging from a preternatural understanding of their body language, to outright telepathy in some cases. Second is that the Headless Whoresgirl is, well, whorishly devoted to their Tamer, acting as if their libidos were high to very high towards their Tamer. This loyalty and love is highly understandable, considering the lengths the Tamer went through to reunite her with him/her.
(A side note for Pokégirl thieves: Seperating a Headless Whoresgirl from her tamer is tantamount to committing suicide. Once, a Team Rocket-style group called Team Madcap stole a Headless Whoresgirl and put her through a Level 5 Taming cycle at a Pokécenter on their payroll under fake identification, hoping to wipe her memory for resale. Because of the strong bond that existed between her and her Tamer, the program glitched and malfunctioned, releasing the Pokégirl from her Pokéball. The Whoresgirl slaughtered the Team, their Pokégirls, and nearly every living thing in the Pokécenter, mainly people on the take and anyone unfortunate enough to get in the way of her escape, before leaving to find her master. This has led many to start studying the nature of bonds, wanting to know how so strong a bond could defeat a Level 5 cycle. No one is really insane enough to try again and see if they can produce the same results. Finally, Whoresgirls can sense where their Tamer is. Their reanimated heads gain a strong psychic imprint of their master, allowing her to know where she is at all times. This has definitely surprised scientists and mages, leading them to become very interested in this Pokégirl's nature.
Headless Whoresgirls have very unusual harem dynamics. They get along well with other Ghost Pokégirls, having a strong empathy with Francinesteins, who were revived through similar eldritch means. They also, however, have a difficult time in staying calm around Celestial or Infernal Pokégirls. In many cases, Headless Whoresgirls sometimes panic around them. No one is really certain why, but it's assumed they are nervous around them because they represent an `after,' which they have avoided due to their resurrection. They never question their Tamers and become very angry with Harem sisters who complain about being in their master's harem. In terms of Taming, Headless Whoresgirls have similar tastes to their previous form, but also like to experiment with taming in their centauric bodies. They are unique in that they can pleasure two Tamers at once, the head pleasuring one Tamer while the body takes another one. They also have a strong voyeuristic streak, and like to set their heads down on a shelf while their body is Tamed. Both the head and body feel the same thing, which in battles can sometimes lead to problems. Like most `undead' Pokégirls, save for the rotted Zombabe, it is not considered taboo to tame one, just a little on the unnerving side. Ferality in a Headless Whoresgirl is an unknown so far, and no one is daring enough to actually look for a feral Headless Whoresgirl. As Headless Whoresgirls are formed through a Pokégirl dying, thresholding into one is considered to be totally impossible.
Special Attacks:
Pumpkin Bomb (ATK 100): The Headless Whoresgirl generates in their hand a large, flaming jack-o-lantern with a menacing face carved into it and throws it. The jack-o-lantern explodes on impact, with a five percent chance of inflicting Stun. This is a ghost element attack.
Ecto Blitz (ATK 10 repeating): The Headless Whoresgirl's eyes startsshooting a rapid-fire barrage of eyeball shaped energy projectiles made of ectoplasm. The damage of each individual burst isn't much, but adds up quickly. This is a ghost element attack.
Beheading Strike (ATK 200): The Headless Whoresgirl takes careful aim and strikes at the opponent's neck, trying to behead them. The attack has a very low accuracy rating, as most Headless Whoregirls tend to wind up for it by charging at the opponent directly, arm upraised.
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Ceremony Description
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Elemental Stones Needed: 2 Dusk Stones, 1 Shade Stone, 1 Moon Stone
Area & Time Conditions: Night, near midnight, in an open area.
Special Conditions: Tamer must have at least a rudimentary knowledge of necromancy. Slicer has to have been killed via ONLY a decapitating blow. The Tamer or any Pokégirl connected to him/her can NOT have been the one to kill her, and must sincerely want the Pokégirl to come back to life.
Ceremony Itself: The Tamer first lays out their Pokégirl's body, placing it laying straight, with the hands crossed on the chest. The severed head is placed near the neck, a Shade Stone laying in between head and the neck. The Dusk Stones must be placed on the Pokégirls chest, one on either hand, while the Moon Stone must be placed over the stomach. The Tamer must then sit and chant a self-written revival spell seven times, and after the seventh time, directly state their need to have the Pokégirl come back to life, placing a drop of their own blood on each elemental stone.
If all has gone well up to this point, a mist will have formed around the Slicer's body. To finish the ritual, the tamer must place a drop of the Slicer's blood on their lips and kiss her forehead, not removing it from where it is placed. If this is done right, the mist will become a thick, obscuring fog that swirls high up into the air, the Slicer glowing as her body changes into a Headless Whoresgirl. Her head will always be the first to revive.
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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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HOT CHICK, the Clucking ‘N’ Fucking Pokégirl
Type: Near Human
Element: Normal
Frequency: Very Rare
Diet: simple grains, vegetables
Role: bringing prestige to her Tamer, guarding other Chickenlittles
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Scratch, Kick, Leer, Preen, Cuddle
Enhancements: None
Evolves: None
Evolves From: Chickenlittle (normal)
Someone who managed to evolve a Chickenlittle to a Hot Chick has serious bragging rights, since only the best and most determined Tamers can evolve a Chickenlittle. Although it’s only classified as a normal evolution, evolving a Chickenlittle is very hard to do. Normal evolutions entail Taming the Pokégirl enough, and having her win enough battles. While it’s not too hard, although certainly nothing special, to Tame a Chickenlittle over and over, getting one to win fights is extremely hard. Chickenlittles have no aggressive instincts, and virtually any Pokégirl is stronger than them. Most Tamers who want them to evolve have to coerce, threaten, plead, and coax them battle Damsels over and over, and over and over and over and over and over, until she finally evolves.
A Hot Chick is taller than her previous form, standing around five-foot-five. Her feathers are now a bright yellow, and her figure fills out some, with her ass rounding a little more and her breasts growing larger to a mid-range B-cup. A Hot Chick can no longer lay eggs, and her pussy tightens nicely. A Hot Chick has a higher libido than before, finding her new body much better equipped to enjoy sex. Hot Chicks also gain some intelligence, now being about as smart as a Bimbo. She gains enough ambition to be able to make small decisions for herself, such as feeding herself and moving around without being told to do so.
For all their attributes, Hot Chicks are still largely useless to a Tamer, being mostly valued as showpieces. There are other Pokégirls who are better in bed, and have much better skills in battle, both sexual and martial. Most Hot Chicks are kept as pets by whoever evolved them, usually a Chickenlittle farmer, and are displayed at Pokégirl shows, where various Pokégirls are showed off and judged (something of a cross between beauty pageants and pre-Sukebe dog shows). Hot Chicks make good choices to watch over a Chickenlittle coop, as she is smart enough to keep everything running smoothly and lusty enough to Tame her charges every so often, although she still prefers to be Tamed properly, since Chickenlittles are hardly the best lovers.
A Hot Chick who goes Feral usually doesn’t last too long in the wild against stronger Pokégirls. Only a fool lets such a prestigious Pokégirl go Feral though, since someone else could find her and take her as their own. Hearing about a Feral Hot Chick in the area usually brings the Tamers out in force to catch her. Threshold girls virtually never evolve into Hot Chicks, but if it did happen she’d find herself seriously popular, and would probably be captured before the day was through if her transformation became known.
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HOTGOBLINA, the Fire Chief Pokégirl
Type: Near Human
Element: Rock/Fire
Frequency: Rare (assumed)
Diet: Molten rocks, Charred Meat or plants, Anything ‘extremely well done’
Role: Deep mining, Feral Leader, Supervisory positions over other pokegirls
Libido: Average
Strong Vs: Bug, Fire, Ice, Electric, Flying, Poison
Weak Vs: Ground, Fighting, Water* *Triple Damage
Attacks: Ignite, Rage, Warm Embrace, Napalm, Fire Punch, Fire Kick, Quake, Sonic Wave, DynaWave, Magma Throw*
Enhancements: Night Vision, Endurance x3, Strength x5, Lowered Feral State.
Weaknesses: Damaged when submerged or drenched in water (including rain)
Evolves: None
Evolves From: Goblina (Fire Stone)
When a Goblina is exposed to a Fire stone, she evolves into a Hotgoblina, her Ground element ‘hardening’ into the Rock element and gaining the element of fire. Physically, Hotgoblinas are a bit better looking than Goblinas, with skin tones in rust to orange colors and hair any shade of red to black. Their spindly features bulk up to over the human norm, making most Hotgoblina’s appear stocky or ‘big boned’. They gain almost a foot in height, placing them anywhere from a solid 4.5’ to 6’ and their bust size jumps accordingly. Their skin can be classified as ‘very warm’ to the touch, as a Hotgoblina is in constant use of the Warm Embrace technique –in fact, she can’t turn it off. This is because the inside of the Hotgoblina is something close to molten rock, but many researchers have not been able to discover why she appears flesh and blood when her insides are like that of a Marble on fire. When drenched or submerged in water, this Pokégirl experiences something close to extreme muscle cramps as her molten insides solidify. If placed in water for a long enough period of time, these cramps turn into organ failure and can kill the Pokégirl.
Domestic Hotgoblinas are normally found in secondary leadership positions in the mining industry, overseeing other Pokégirls while still being under the command of a miner. Their leadership abilities shine in this position, appointing other Ground and Rock types to effective positions with precision and ease. This almost militaristic fashion extends to almost every aspect of the Hotgoblina’s life, as they like ‘having all their stones in a row’ so to speak. They get along well with most other Pokégirls, but have an innate unease around Water types, since they have an extreme weakness to water. They are particularly good at regimenting the training, taming, and sleep/watch schedules of any group they are in, be it a Harem or a Tradesman’s team of Pokégirls. This of course makes them excellent for either the Alpha or Beta position on skill alone, never mind that they are decent battlers when not faced with water attacks.
Luckly for many tamers, the magma portion of a Hotgoblina does not extend into their pussy, and salves or bloodgifts aren’t needed to tame them. However, it is highly recommended that some form of lubrication be present, since they continually remain dry. Any non-water based lube will do, since water based lubes tend to cause the Hotgoblina some discomfort. A Tamer shouldn’t worry about their Hotgoblina becoming smelly either, their inability to sweat combined with their ignite technique can literally burn off any material, effectively bathing the Pokégirl in fire.
Feral Hotgoblinas employ a similar position within a Goblina clan, since most fill the leadership roles. Like their pre-evolved form, they can speak a pidgin language, but can’t seem to regiment things at all. They also become somewhat cowardly, never leaving their cave and sending out parties to raid or hunt and gather. Some Feral Hotgoblinas leave the clannish lifestyle, and instead choose some volcanic area to make their homes, swimming in the magma alongside other highly flame resistant pokegirls. These ‘Hermit Hotgoblinas’ seem to show a more relaxed lifestyle once tamed, despite the militaristic attitudes that their breed is known for.
Thresholding into a Hotgoblina is very rare, but usually comes from the mining industry and a strong Goblina and Fire type ancestry. Many thresholders who become Goblina usually try to get a hold of a Fire stone to make themselves more valuable.
Magma Throw – (ATK 100): This technique is a Fire/Rock move that is essentially Rock Throw combined with a Fire attack. The Pokégirl picks up a Rock and super heats the rock until it melts, the hurls the blob of molten rock at her opponent.
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HOTTITS, the HOT HOT HOT Nymph Pokégirl
Type: Near Human
Element: Fire
Frequency: Uncommon
Diet: vegetarian-based diet
Role: menial jobs, fire-related
Libido: High
Strong Vs: Bug, Ice, Plant, Steel
Weak Vs: Rock, Water
Attacks: Warm Embrace, Ignite, Ember, Flame Shot, Fire Kick, Power Drive, Dodge, Evade
Enhancements: Enhanced Agility (x5), Increased flexibility
Evolves: Cyndacunt (orgasm)
Evolves From: Nymph (Fire Stone)
Nymphs undergo three major changes when they become Hottits. First, their skin turns a deep tan or sometimes an orange-bronze, their hair turns either fire red or charcoal black, and their irises turn green. When angered, their eyes turn a more solid green. Otherwise, their basic form doesn't change much. Any differences are usually minor.
Hottits enjoy being naked, but they enjoy skin-tight outfits as well, feeling the eroticism of 'almost' can be more arousing than simply being naked.
Feral Hottits become quite environmentally minded, though, since their main sources of food are vegetables, it's entirely not surprising. Hottits will also partner up with Driads whenever a fire Pokégirl gets out of hand.
But Hottits got their name from the fact that their passions burn as hot as their fiery techniques. Whenever a Hottits chooses a goal for themselves, they stick with the goal until they _can accomplish it or until it's proven to be beyond them (though the latter is rare). They love making new friends, intimate or otherwise, and often make up strange but effective customs to build relationships.
Of course, this has led people to wonder if all the heat hasn't somehow affected their brains, since FarFuck'Ds aside, Hottits are the most likely to naturally develop a whole language and series of jokes that few but themselves and those they are frequently around will get.
When it comes to sex, it's as wild as with Nymphs, though many partners enjoy the afterglow of orgasm longer. In battle, Hottits frequently use primarily straight forward attacks. They often leap up to get a clear view of their opponent and hurl Embers and Flame Shots. In close quarters, they rely on amplifying themselves with Power Drive, Dodge and Evade, then striking with Fire Kick. Against opponents who grapple or stay close-in, they'll frequently use Ignite to drive their opponent away.
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IGGLYRUNT, the Little Softy Pokégirl
Type: Near Human
Element: Normal
Frequency: Common
Diet: fruits and liquids
Role: singing, cheering
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Sing, Slap, Screech
Enhancements: Enhanced Lung Capacity, Minor Flexibility, Minor Stretch ability, Light Feral
Evolves: Jigglyslut (normal)
Evolves From: None
Igglyrunts are the pre-evolved form of the better-known Jigglysluts. They’re skin is pinkish, but unlike they’re later form, not immediately distinguishable as being that different from human skin. They do have the trademark pinkish hair though. The major way they differ from their later forms is that an Igglyrunt isn’t very chesty at all, having A-cup breasts. Their cunt has no hair whatsoever. Igglyrunts are more flexibly than the average human, but nothing major, as though every joint in their body is double-jointed. They can’t stretch very much, gaining around six to eight inches if tugged hard. Most Igglyrunts are short, being around five feet tall. Unlike later forms, they tend to wear clothes.
Igglyrunts are generally whimsical and care-free Pokégirls. They enjoy the simple things in life, such as sunny days, fresh air, and regular Tamings. They’re most favorite activity is singing. Igglyrunts frequently feel moved enough that they burst into song, using “Igglyrunt” as a filler for any necessary lyrics if they don’t know them or need to make something up. Oddly, music itself doesn’t hold any more value for them than anything else. It’s only when they themselves are singing that an Igglyrunt is at her happiest. The one thing that sets an Igglyrunt off though is her small chest size. They know they get bustier later once they evolve, and are impatient to reach that stage. Making a comment about how small an Igglyrunt is up top is likely to get the speaker Slapped or Screeched at.
Igglyrunts in battle usually try to sing their opponent to sleep, hoping to win by default. Failing that they’ll continually Sing them to sleep and then Slap them or Screech at them until they win. While simplistic, the tactic works more often than most Tamers might think.
Igglyrunts like to be Tamed deeply. More than most Pokégirls, they appreciate well-endowed Tamers, loving the feeling of being so full. They also enjoy having their tits rubbed during the act of Taming, though this is only a minor turn-on for them.
Feral Igglyrunts have a lighter Feral state, like an Ingenue, save that they just wander around Singing. This tends to make them rather hard to capture, since any nearby Tamers and their Pokégirls tend to be put to sleep before they can get close enough to capture the Igglyrunt. A Tamer is advised to plug his ears and those of his Pokégirls before going after the Igglyrunt. They lose this when they evolve however, having a normal animalistic Feral state in their evolved forms.
Igglyrunt is one of the more common types of Pokégirl for a Threshold girl to become. Most of them feel sad over transforming initially, but tend to recover well from it since they become flighty enough to be cheered up with relative ease later.
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IRON MAIDEN, the Hard Pokégirl
Type: Near Human
Element: Steel
Frequency: Very Rare (Crimson League)
Diet: unknown
Role: immovable guards
Libido: very Low (Average during mating cycle)
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Harden, Gaze, Rock, Throw, Mega Punch
Enhancements: Nigh impenetrable skin, Enhanced Strength (x18), Endurance
Evolves: None
Evolves From: Brass (Heavy Metal)
During the war, if something needed to be guarded by the perfect guard, one needed an Iron Maiden on the job. Iron Maidens are never distracted to the point that they forget there given task. Most take things very seriously. The Damsel only matches their level of invulnerability and they were, as it was proven, only mildly irritated or unsettled by even Plasma Cannons. Flamethrowers were the only effective weapon against them, but few were ever actually used Against Iron Maidens because of the previous rational thinking: A plasma cannon can do everything a flamethrower can, but faster. However Plasma Cannons cannot keep up the stream of Fire, necessary to do effective damage against Iron Maidens. Iron Maidens are not common for Tamers to take in for the simple fact that few can actually bring pleasure to an Iron Maiden. Iron Maiden have a very dense layer of skin which prevents both pleasure and dampens the Iron Maidens capacity for feeling anything via touch. However, there are those that can entice, excite and bring an Iron Maiden to orgasm, all of whom either have a Fire blood gift or have studied martial arts for years. What relegated Iron Maidens to their current jobs of security or law enforcement was the fact that Iron Maidens have almost no sex drive outside of their mating cycle, which only occurs for one month every five years after puberty, thus allowing them to remain undisturbed where other more randy Pokégirls need leave for Taming. There are no more than fifty Iron Maidens currently in the Crimson League.
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ISHTAR, the Fusionist Pokégirl
Type: Near Human
Element: Ghost/Psychic
Frequency: Very Rare
Diet: Omnivore
Role: Item maker, system combiner
Libido: High
Strong Vs: Fighting, Normal, Poison, Psychic
Weak Vs: Ghost, Dark
Attacks: Teleport, Telekinesis, Dominate, Aura Barrier, Disable, Night Shade, Energy Drain
Enhancements: Enhanced senses (x3), Enhanced Agility and Durability (x6), Dual Prehensile Appendages (aka duphra), Increased Sensitivity (x2), Flexibility, Material Fusion
Evolves: None
Evolves From: A-Bra (Dusk Stone)
An unusual evolution of the A-Bra, though one sought after by those within industrial fields rather than by tamers. There are two main differences between the Ishtar and the A-bra's standard evolution, the Ka-D-bra. The first is that the Ishtar's breasts do not grow as large, without modifications, as a Ka-D-bra's, averaging somewhere between a mid B-cup to a large C-cup. Secondly, the Ishtar possesses dual prehensile appendages that connect to the back of her head, rather than the antennae that the A-bra and her other evolutions possess. These duphra (as they are popularly known) are often as long as one of the Pokégirl’s arms and are completely prehensile. Each one ends in a dull tip, much like the tail of a Kitten's is. Although prehensile, it is rare that the Ishtar show them to be such, instead preferring to make others think that they are more or less just a physical feature. In private with her tamer, however, the Ishtar enjoys using her duphra in sensual acts. These 'head-tails', as a few tamers call them, are very sensitive to the touch and can cause the Ishtar to feel great pain and pleasure, depending on what is inflicted to them. The Pokégirl does grow taller, however, although few reach more than 5'10" in height. One thing that often changes is their skin color, which often ranges through many different colors. Light green, pale blue, red, orange, and black have all been reported and confirmed.
Perhaps the greatest change is that of the Pokégirl’s perception of spiritual definitions and her reliance upon her mind for her power. While still a psychic type, the Ishtar is much more attuned to the spiritual facets of the mind and body. They are capable of changing things with her psychic powers- unlike most psychic powers, which are blunt and direct, this Pokégirl’s powers are more refined and subtle. Capable of becoming incorporeal for short periods of time, like most ghost types, this breed is not fully such all the time, unlike most ghost types. While incorporeal, the Pokégirl can inspect the inner workings of just about anything that is not alive (humans, Pokégirls, animals, and plant-life are beyond the breed's abilities), and then using her psychic powers, can deconstruct and then reassemble them. Usually, this requires the use of her hands and duphra as foci, but more experienced Pokégirls of this breed are capable of this act without such focus points. Distractions or bad material combinations often result in unusual and unwanted elements, in design, function, or effect.
In a battle, this breed prefers to inflict her opponent with some sort of ailment before striking out with her psychic attacks. If she can't keep a distance, the Ishtar tends to rely on her Energy Drain technique to keep her strength up and to weaken the opponent at the same time. For the most part, this Pokégirl’s attack strategy is to defeat her opponent using strikes that are aimed at critical areas of the target, rather than going all out. To this effect, she often utilizes Dominate to stun her opponent before going in to attack. As she is more defensive in nature than offensive, she can usually outlast an enemy if she can't outright defeat her thanks to her amazing capacity to take punishment, as well as to avoid being struck. However, the Ishtar does have a weakness that she attempts to hide- her duphra are not as strong as her arms are, and with their sensitivity she feels more pain than normal from attacks that strike them.
Few of these Pokégirls have ever been found feral, but the few that have are not very intelligent and can no longer utilize her fusion powers. In a harem, the Ishtar are very detail oriented Pokégirls and many will nitpick plans, schedules, and certainly decision-making that takes place. They will often, if given the chance, chime in with their own thoughts and advice. Tamers who recognize this initiative and willingness to assist, though in sometimes a condescending manner, may find the Ishtar to be a good choice for an Alpha or a Beta. The fact that they have high libidos furthers the reasoning behind those positions. Tamers who are not patient, however, almost always sell these 'girls off to tradesmen, who find her capabilities to be very useful in almost any field. There has only been one documented threshold case, which shows that it is possible, but very unlikely. There is one little thing about the Ishtar, however, that tamers should remain aware of: when they are around 27 years old, the Ishtar will undergo her second puberty and become a Pokéwoman. Another thing for tamers, owners, and tradesmen alike to realize is the simple fact that the Ishtar have been known to commonly give birth to twins more often than single babies. Research is ongoing as to why this happens, though nothing conclusive has been discovered yet.
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IVYWHORE, the Floral Pestilence Pokégirl
Type: Near Human
Element: Plant/Poison
Frequency: Uncommon
Diet: Sunlight, water, nutrients through soil
Role: arousing other Pokégirls, soil regeneration, subduing feral Pokégirls, body modification
Strong Vs: Electric, Plant, Water, Rock, Fighting
Weak Vs: Psychic, Fire, Flying, Ice
Libido: Average
Attacks: Tackle, Vine Whip, Razor Leaf, Leech Seed, Lust Dust, Vine Bondage, Sleep Powder, Bloom Powder, Leaf Shield.
Enhancements: Solar Regeneration, Seasonal Camouflage, Nature's Senses, Enhanced Durability (x5), Enhanced Strength (x8, Vines Only)
Evolves: Venuswhore (Normal, daytime only.)
Evolves From: Boobisaur (Normal)
After a Boobisaur has acquired enough experience, she will evolve into her next form: Ivywhore. The Ivywhore is much more combat-suitable than her previous form, retaining all of her previous form's attacks and abilities, and gaining several useful techniques for both inside and outside of combat. The most noticeable change is the increase in the size of both the Ivywhore's flower bulb and her bust. Upon evolution, the bulb on the Ivywhore's back grows noticeably, the first layer of petals opening up. As a result of the bulb's growth, Ivywhores may use several new Powder Attacks: Sleep Powder, Bloom Powder, and Sap Powder.
Sleep Powder makes anyone hit by it fall into a deep slumber, a very convenient way to capture new Pokégirls or aquire the upper hand in battle. The Bloom Powder, which only works on females, be they human or Pokégirl, will make the bust of any female it hits grow; how much larger is dependent on how much they are hit with. This does not affect only other Boobisaurs, Ivywhores, and Venuswhores, as well as those who can easily withstand poisons. An Ivywhore can make two different types of Bloom Powder; temporary and permanent. Temporary Bloom Powder is much easier to make, and can be created virtually at will. She usually tosses large amounts at opponents, letting their suddenly awkwardly gigantic breasts interfere with their movements, and – sometimes with help from a hearty sampling of Sap Powder - eventually pin them down completely. Temporary Bloom powder rarely lasts more than an hour. The permanent variety of Bloom powder is much more difficult to synthesize, limiting applications to roughly once a week. Ivywhores have an instinctual knack for knowing just how much powder to use when trying to increase a girl's bust by a specific amount. Naturally, this technique is popular to use, especially among those who prefer chestier girls. Lastly, Sap Powder drains strength uselessly from the muscles of any Pokégirl it affects, dramatically reducing their physical power. Any Pokegirls with the Enhanced Strength enhancement will find the enhancement effectively halved or worse for the duration of the effect, and Pokégirls without Enhanced Strength may find it much harder to move effectively.
Upon evolution, the Ivywhore's breasts tend to grow a cup, with D cup breasts being the lowest recorded for the breed – E cups are considered average. Most of the deeper green markings fade away with this transformation as well, though sometimes they remain. Most Ivywhores, if they haven't done so already during their Boobisaur days, tend to eschew most clothing, as it gets in the way of their abilities to absorb sunlight.
The Ivywhore's Solar Regeneration abilities are improved significantly over her pre-evolved form. An Ivywhore that bathes in the direct sunlight heals rapidly, letting her heal all but the most grievous damage after roughly 8 hours of rest. Of course, like her unevolved counterpart, resting in a natural location also nourishes the soil to a great degree.
Feral Ivywhores are considered a great annoyance to surrounding Pokégirls and human women, since in addition to tossing Lust Dust at random, they also use Bloom powder liberally. Most of the time its temporary, but every now and then there are stories of women who permanently developed mammoth mammaries due to a feral Ivywhore (or Venuswhore). It’s very uncommon, but not unknown, for a Threshold girl to become an Ivywhore directly.
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JIGGLYSLUT, the Air-Headed Pokégirl
Type: Near Human
Element: Normal
Frequency: Common (Crimson League)
Diet: fruits and liquids
Role: morale boosters
Libido: Average to High
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Sing, Slap, Double Slap, Screech, Hyper Slap
Enhancements: Improved Lung Capacity, Flexibility, Stretchability
Evolves: Wigglymuff (orgasm)
Evolves From: Igglyrunt (normal)
Jigglysluts are singers by profession. Much like Divas, their songs are very effective and can induce a mood. Most, if they don't want to fight or if they don't want to be caught, usually lull people to sleep. Unlike Divas, Jigglysluts are fairly useful in combat, even when they are unable to sing, although most would rather be involved in sex battles instead. Jigglysluts have a mean slap that has a 25% chance of stunning the victim. Jigglysluts are occasionally sought after because they have soft stretchable skin and are very flexible in bed. Feral Jigglysluts like to sing almost all the time, but are known for inducing sleep in those who are dumb enough to get too close. Fortunately, when feral, Jigglysluts are easily startled and when they are they stop singing. They are also curious, but usually flee before tamers attempt to catch them. This lasts about two seconds before they do get caught, as Jigglysluts are as likely to run towards the tamer than to run away. Although not as stupid as a feral Bimbo, they are sometimes mistaken for one by many tamers.
Jigglysluts regain a good portion of their intelligence after a taming, however, and this seems to extend to domestic Jigglysluts as well. Rather common throughout the world, the Jigglyslut enjoys a decent reputation as both pet and Pokégirl in a combat harem. However, Jigglysluts are not very effective standard battlers, but are instead much more useful in sex battles and support roles. One thing that marks them as well rounded sex battlers is their flexibility. While not quite as flexible as their evolved form (Wigglymuff), the Jigglyslut can easily twist her torso around almost 180 degrees and her limbs and even her entire body can stretch several inches. Ambidextrous and doublejointed in almost any possible way, some Pokégirls find it very difficult to keep a Jigglyslut down, and Dominas find it very difficult to keep a hold on them. Jigglysluts can even increase their proportions by up to 15% by breathing deeply, which allows them to hold their breath for up to 10 minutes before needing to exhale and breathe again.
There are often talent competitions that Jigglysluts, Divas, and Bardess are banned from joining, at least as singers, as their normal songs are considered far too encompassing and effective to allow for sufficient competition among most any other breeds. Jigglysluts can have any range of hair color but often have colors that are the human norm. Their skin is slightly more pink than the 'caucasian' human skin is, but this is easily hidden. Jigglysluts hate wearing anything more than tight-fitting clothes, and refuse to do any menial labor if they can avoid it. These Pokégirls often reach a height of around five feet tall, although this can range from six inches taller or shorter as well.
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JUGANIUM, the Blossom Warrior Pokégirl
Type: Near Human
Element: Plant
Frequency: Rare
Diet: N/A
Role: horticulture, forest combat
Libido: Average to High
Stong Vs: Electric, Rock, Ground, Plant, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Attacks: Hypnotic Gaze, Vine Whip, Wood Tower, Seed Bomb, Razor Leaf, Leaf Shield, Petal Armor, Catnip Kiss, Solar Beam, Vine Bondage, Lure, 10000 Cherry Blossoms
Enhancements: Endurance, Pollen/Spore Immunity, Longevity (if a Forest Guardian), Pleasing Aroma, Complete Florakinesis, Nutrition via Photosynthesis
Evolves: None
Evolves From: Boobleaf (Leaf Stone)
The final evolution of the Chikotit line, the Juganium is truly a sight to behold. Standing between six and seven feet tall, the Juganium retains much of the physical characteristics of it previous form. She still has a noticeably green coloration to her skin, her bust looks proportionally the same on her larger form (though technically it did increase in size), and she is still drop dead gorgeous. However, there have been some changes.
One of the most noticeable changes is the absence of the leaves that decorated her form when she was a Boobleaf. Replacing the leaves on both her wrists, as well as ringing her neck, are flower petals. Petals also replace the leaves woven into her hair and garment, as well as her attacks. It is interesting to note, that very few Juganiums have the same kind of leaves. Location, mood, and personality all seem to be taken into effect when the girl evolves, and there have been reports of Juganiums with rose petals, sunflower, and even pre-Sukube Hawaiian lei. Each Juganium’s petals are as unique as a humans fingerprint, it seems, as the only instance of identical petals were on a pair of genetic twins that thresholded straight into a Juganium. It is not genetic however, as Juganiums born via pathogenesis don’t have the same petals as their mothers.
The next thing that stands out with the Juganium, and all girls of the Chikotit line, is of course her eyes. Rather then love and trust (Chikotit), or a reflection of the Pokégirl’s soul (Boobleaf), a Juganium’s eyes seem to reflect the soul of whoever is looking at her at the time. Because of this, no one is really sure what color her eyes actually are.
People who look a Juganium in the eye often find themselves becoming hypnotized by the shifting colors. After a while they seem to break out of the hypnotism, and claim to have seen their true self, and know what it is they were put on this earth to do. This is of course untrue, and most people quickly forget about the incident and return to their daily lives within a week.
Her eyes can also be used in battle, as feral Juganiums often trap foes with Vine Whip, then soothe them by staring deep into their eyes. After the assailant has been hypnotized, the Juganium flees deeper into the forest. It should be noted, that should a Juganium be damaged enough, they will gain access to the 10,000 Cherry Blossoms attack. When using this technique, all the petals on the Juganiums body fly off and begin to spin and multiply rapidly around the Pokégirl’s body. Very quickly, the girl is surrounded by a veritable storm of razor sharp petals that she can control with her mind. However, when using this technique, which is only available when the Pokégirl is in critical health, all her focus must be on maintaining control over the attack and the Pokégirl is unable to move or the control will be broken.
When it comes to taming, Juganiums are much like their pre-evolved form when it comes to preferences. Though each may have their own likes and dislikes, the breed in general is more driven to please her master then demand special accommodations are made for her. Again, Tentacoo Wape is a game that they enjoy playing with female tamers in the bedroom. As of this writing, no tamers have come forth with information on the subject.
When feral, Juganiums are very interesting Pokégirls. Seeming to behave more like the Dryad branch of this breed, the Juganium will find a grove or copse of trees and become its protector. In exchange for cultivating the seedlings, keeping ferals away, and preventing natural damages, the Juganium seems to gain some form of longevity. This longevity seems to last until the Juganium cases to be the guardian of that place, be it because of capture or destruction of her grove. A note to all loggers reading this entry, NEVER attempt to cut down the grove of a feral Juganium. Intentional damage against her grove seems to be the only thing that causes the Juganium to change from a mild-mannered gardener to a rampaging engine of destruction. When enraged, a feral Juganium also seems to have access to the 10,000 Cherry Blossom regardless of her health level.
A closing note to any owners, Juganiums don’t eat. They derive all the nutrients in their body via photosynthesis, and eating is a sign of depression. Should your Juganium actually start to eat, seek medical help immediately.
10,000 Cherry Blossoms – (ATK) A cloud of razor sharp petals surround the pokegirl. These are controlled by the girl via limited florakinesis, and can be used as both an attack and a defense. Can only be used when the Pokégirl is in critical health. Pokégirl cannot move when using this attack.
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JURIMI, the Fighting Hedgecat Pokégirl
Type: Near Human, Animorph (hedgehog/cat hybrid)
Element: Fighting
Frequency: Very Rare
Diet: Fish, milk
Role: Combat
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Fury Swipes, Stone Palm, Tail Whip, Seismic Toss, Focus, Focus Energy, Needle Spray, Buzzsaw
Enhancements: Enhanced Strength (x5), Enhanced Agility (x2), Enhanced Endurance (x3)
Evolves: None
Evolves From: Sonica (Cat E-Medal)
The Jurimi was discovered in 287 AS by retired researcher Andrew Verres when his son's Sonica was recovering from crashing into a wall while sprinting. While the Sonica's Tamer was getting a drink for her, she was resting in the kitchen, near some of Andrew Scruidae's work. She spotted a Cat E-Medal on the counter and picked it up, curious, promptly changing form as soon as she did. She was mildly depressed at the loss of her speed, but she got over it quickly, loving her new strength.
The fur of a Jurimi changes to a more natural color (tans, blacks, whites, grays), as their body becomes catlike in appearance. Their spines multiply and grow shorter, going from their foreheads down to the tips of their tails, which are very thick and strong, the spines changing color to match that of the Jurimi's hair. The personality of a Jurimi changes from that of a Sonica, becoming more focused and dedicated, leaving behind the jocular, free-wheeling persona of their previous form. They are not without a sense of humor, though, and possess a dry, almost biting wit. They get along extraordinarily well with Goths (although you'd never get a Goth to admit it), and strangely enough, even when the Goth doesn't like them, it doesn't bother the Jurimi in the slightest. They simply keep cuddling the Goth in question until they warm up to her. They are very strict about schedules and become irritable when something does not happen at the exact time it is expect to, such as being fed, and are always working on ways to keep an organized schedule for the Harem. For some people this is considered a blessing, but for other, more laid-back Tamers, it's a pain in the butt.
The fighting style of a Jurimi is a straightforward one. They will attack quickly and ferociously, using the spines on their backs to great effect, trying to end the match as quickly as possible. Sometimes, though, they become too ferocious and attack even without a Tamer's orders. The Tamer must then call out for the Jurimi to use Focus to calm herself down.
Feral instances of Jurimis are rare due to how recently they were discovered and due to the nature of their evolutions. Ferals usually are seen relaxing in the sun, usually near a source of water, where they can easily get something to eat. No instances of someone Thresholding directly into a Jurimi have been reported yet, but again, that's attributed to the newness of the species.
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KA-D-BRA (aka PSIKICK), the Telepath Pokégirl
Type: Near Human
Element: Psychic
Frequency: Rare
Diet: human style foods, especially sushi
Role: commonly used for peacekeeping
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Telepathy, Confusion, Teleport, Telekinesis
Enhancements: High psi ability (teleportation, telepathy, telekinesis), high intelligence
Evolves: Alaka-Wham (normal)
Evolves From: A-Bra (normal)
Nothing summarizes the evolution from A-Bra to Ka-D-Bra so much as "growth". She grows taller, usually only a few inches, with the tallest seen being 5'7. Her bust size increases dramatically, becoming the D-cup she takes her name from. Her "antennae" double in length, usually 4-6 inches in length. Their skin darkens to a medium orange, though their antennae remain yellow. They also become more active, requiring less sleep, and more regular Tamings.
With their physical growth, and especially the increase in the size of their antennae, Ka-D-Bras experience significant growth in their psychic powers. Their ability to teleport and powerful telekinesis more than makes up for their physical frailty, giving them an edge in combat that their previous form lacked, and their augmented intelligence gives them a grasp of tactics that allows them to make the most of their attacks.
Ka-D-Bras tend to make people nervous. Many Ka-D-Bra sided briefly with Mao in her Rebellion, only to break away after Pine Ridge.
Unfortunately, the taint of associating with Mao continues to follow this once more plentiful and valued breed. Fear and distrust make Ka-D-Bra nervous or report feeling sickened, while those who have found a Tamer who trusts and likes them find a staunch ally in the near humans.
One peculiarity of the Ka-D-Bra still has researchers puzzled. A Ka-D-Bra will eagerly bend any spoons she comes across with her telekinesis, almost to the point of compulsion. While this urge is not intense enough for Tamers to use it as bait to capture Feral Ka-D-Bras (which are as rare as their unevolved form), most Tamers who have a Ka-D-Bra in their Harem quickly learns to eat with chopsticks.
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KELPIE, the Seaweed Pokégirl Type: Near Human
Element: Water/Plant
Frequency: Uncommon
Diet: Photosynthesis
Role: sea farmers, wetland farmers, protectors of the sea
Libido: Average
Strong Vs: Rock, Ground, Water
Weak Vs: Ice, Bug, Flying, Poison
Attacks: Command Plants, Command Fish*, Bubblebeam, Vine Whip, Regenerate, Water Gun, Razor Leaf, Vine Bondage, Watery Tentacles Seize, Above level 60 Hydro pump, Solar Beam
Enhancements: Plant Empathy, Gills, Fish Empathy, Photosynthesis
Weaknesses: Starvation when kept from sunlight/artifical sunlight.
Evolves: None
Evolves From: None
Though Kelpie are often thought to be cousins to the Flowergirl, they are by no means the attack-less sex battle tanks that their land bound cousins are. Kelpie do have quite a few attacks they can utilize and within their kelp forest homes they can be a challenge to any Tamer. Kelpie are very territorial about the plants under her protection, using their advantage against water types to keep all but the most persistant or sneaky out of their kelp forests. Despite this territorial nature, Kelpie are still prized by fishermen as kelp forests are productive seafood areas. Many small scale fishermen exchange fishing rights of a Kelpie's forest for taming, and as such it is hard to find many feral Kelpie near fishing villages. Indeed, many Kelpie have their favorites, fishermen who always seem to catch the bigger better fish from her own forest. Kelpie can also sometimes be found on the fringes of a Wet Elf Queendom, usually as gardeners or servants to the Wet Elves, Wet Lasses, and Wet Queens.
Kelpie at first seem to be blue-green skinned human females, but upon closer inspection, they are found to have gill slits running in between their ribs on their sides. Their ribs act as protection and support for their modified lung system, allowing the Kelpie to breathe on both land and underwater. A Kelpie usually has actual seaweed for hair and uses this in photosynthesis, though occasionally this 'hair' will be torn off partially or wholly from fights only to regenerate in the weeks following. Kelpie also has webbed hands and feet, to assist in swimming, but these advantages also limit what the domesticated Kelpie can wear. The need to keep their gills free almost always makes the Kelpie choose simple clothing that leaves the rib area free. Backless swimsuits and dresses that expose the rib area and tie at the neck are almost always favored over anything else. Many type of shoes are also uncomfortable, but some Kelpie can find ones they will wear. Tamed feral Kelpie often forgo wearing much more than a short skirt or loin cloth.
Kelpie rely on photosynthesis through their skin and hair to supply their bodies with needed energy. Though they -can- eat and derive enjoyment from the tastes of foods, they do so for the essential nutrients their bodies needs. Tamers and Pet Owners are advised to give an active Kelpie multivitamin supplements and let her have at least 4 hours nude or mostly nude in the sunlight each day, or the Pokégirl will start suffering the effects of malnutrition and eventually starve to death. Tamers need not worry about their Kelpie becoming dehydrated, as they are very apt at keeping their water levels in check. A landbound Kelpie only needs roughly twice the amount of water that a normal human needs.
While all Kelpie are territorial, Kelpie that find themselves in a Harem setting tend to view jobs as territory, and usually compartmentalize jobs when placed in an Alpha or Beta position. As such, even when not in an Alpha or Beta position, a Kelpie tends to find an area to call her own, be it finding food, cooking, or navigating and hold claim on that position. In battle, they tend to use what they have to their advantage, attacking foes at a distance and hindering them with Command Plants or her own unique attack Command Fish.
Feral Kelpie are often found lounging on isolated beaches where they can make a quick escape into the water should they be harassed as well as keep and eye on their nearby kelp forest. When found in their kelp forest, they tend to harass offenders until they leave, though they rarely kill outright (unfortunately, most feral Kelpie do not understand that some beings can't breathe underwater). Thresholding into a Kelpie is common around fishing villages, as many times Kelpie mothers give human children over to their fishermen favorites. One of the first signs of threshold into a Kelpie is webbing growing in between the digits of the hands and feet.
Command Fish (ATK EFT) – A water type Pokégirl calls upon the surrounding marine life (fish, crabs, eels, any aquatic life that is not sentient such as another water Pokégirl) and commands them to hinder the movement and visual range of an opponent. This move only works in aquatic environments where aquatic life can be found, otherwise this attack has no effect.
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KOOL KAT, the Sexy Snowcat Pokégirl
Type: Near Human
Element: Ice
Frequency: Very Rare
Diet: chilled fish
Role: covert operations, arctic rescue missions
Libido: Low (Average after being heated)
Strong Vs: Dragon, Flying, Ground, Plant, Ice
Weak Vs: Fighting, Fire, Rock, Steel
Attacks: Snow Storm, Mist, Ice Punch, Ice Wall, Snow Storm, Agility, Chilled Arousal, Sex Attack 1
Enhancements: Enhanced Strength (x7), Night Vision, Enhanced Hearing (x4), Enhanced Reflexes (x3), Enhanced Speed (x2), Arctic Invisibility
Evolves: None
Evolves From: Shaguar (orgasm)
While Shaguar is known as the Cool Cat Pokégirl, Kool Kats adopt this title as their name (albeit with a slight alteration). A Kool Kat is a Shaguar who was Tamed so much and so well that her body reacted, becoming colder as her Ice-type nature fought to regulate her internal temperature against the intense heat from both her Tamer’s body against hers, and her own temperature rising from the sex. A Kool Kat thus loses her Fighting-type status, since she’s now comfortable in the cold, and no longer feels the need to fight so much to keep her internal temperature up.
A Kool Kat has fur over her entire body. It usually remains the white of her previous form, although the rings all disappear, leaving her a solid white (even her hair). Very rarely, a Kool Kat will have fur that is very light blue or teal green. Either way though, her body is very hard to see against the pure white background of the arctic climes, making her an excellent stalker in those environments. Her body doesn’t change too much beyond that, with her bust neither gaining nor losing any size. A Kool Kat has the trademark Low libido of most Ice-types. She rarely if ever initiates Taming sessions, but still enjoys them. A hot bath will increase her libido to Average, but will make her tire quicker than she would otherwise. Since she cools off after her evolution to her new form, a Kool Kat has a very cold cunt, making hot baths or special protection for her Tamer a virtual necessity for every Taming.
While Kool Kats don’t feel the need to up their fighting skills anymore, they still benefit from all the combat experience they had before. The only attack they lose is their Ice Kapowie, since they don’t keep up their training enough to be able to use this powerful move. They do, however, gain the Chilled Arousal sex attack, which only somewhat mitigates the loss of their strongest physical attack. She often uses this in preparation for using Sex Attack 1 on her opponent. She usually only tends to use her sex attacks when her physical ones have failed however, preferring to use tried-and-true combat techniques.
Feral Kool Kats will become sluggish and sleepy. They don’t defend themselves very well in this state, and would be easy to capture if they weren’t so hard for Tamers to see in the first place. Threshold girls rarely evolve into Kool Kats directly, with less than a half-dozen cases ever being reported.
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KUNIMITSU, the Vulpine Ninja Pokégirl
Type: Near Human, cases of Animorph (Vulpine)
Element: Normal/Dark
Frequency: Very Rare
Diet: omnivore, prefers human style food
Role: spy, sex-pot
Libido: High
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting, sex attacks
Attacks: Scratch, Bite, Pummel, Leap, Tackle, Slash, Dark Blade Mark II, Smoke Screen, Vanish, Dart Toss (shuriken), Fox Fire
Enhancements: Enhanced Stealth, Enhanced Hearing (x3) and Enhnaced Olfactory Sense (x3)
Evolves: None
Evolves From: Kunoichi (Fox E-Medal), Ninjette (Fox E-Medal)
Kunimitsu is a special animorphic variation of the Kunoichi. When a Kunoichi is given a Fox E-Medal, a transformation comes over her. She becomes similar to a Kitsune, but with greater variation. A Kunimitsu’s fur will be a creamy white, or a light blonde. They also have a tendency to wear clothing of their pre-evolved form, with tight cloth, and shawls around their muzzle. They find the tight clothing excellent for gaining high-speeds while running, AND they get a kick out of the feeling of tight clothing pressing against their bodies.
It should be noted that while a Kunimitsu does not have the levels of stamina or endurance that Kitsunes and Vixxens are known for, (which some Tamers are thankful for, as some have trouble with over-affectionate Vixxens) a Kunimitsu is far more dexterous, and can slip into tight places that Kitsune usually can’t. Some are known to even have slightly collapsible bone-structures, like a Titmouse, letting them get into places that are a tight squeeze.
There is also a special historical event behind the Kunimitsu that makes them slightly more revered than their pre-evolved form of Kunoichi. In 249 AS, a year after Mao’s Rebellion had begun, the Edo League was endangered when a shadow group of a Kunoichi had threatened to overthrow the League in the name of Mao Shin Mao. One Kunoichi, however, stood in their way. While the shadow group was raiding a rich man’s estate, the noble’s Pokégirl, a Kunoichi, tried to pull her injured master to safety, hiding him in the basement, where she accidentally came into contact with a case of her master’s E-Medal collection, specifically, a Fox E-medal. The change that overcame her seemed to have changed her perception on the situation, filling the Pokégirl with more bravado and courage. Using her skills and new techniques to actually over-take most of the rebellious Kunoichis, the one major Pokégirl anarchist group was taken down before they reached the main part of the Edo League on it’s Eastern-most island. The Edo League flourished a lot more easily than other Leagues were able to during the timeframe because of that. As such, that one Kunimitsu was highly revered, and other Kunimitsu are given more respect when in the Edo League than the pre-evolved form of Kunoichi.
Fighting wise, a Kunimitsu tries to be sneaky, and hit hard from a distance, like other Kunoichi. However, when the situation calls for it, a Kunimitsu can change her tactics to more traditional hand-to-hand combat. Her technique of “Fox Fire” (a flame technique that vulpine Pokégirls in the Edo League can learn) seems to be her favorite move in its assortment of techniques to use for close-up combat.
During Taming, a Kunimitsu is quite different from what one would expect from a vulpine Pokégirl. Shy, quiet, and demure are all good ways to describe how the Pokégirl acts. The Kunimitsu will not beg her master for Taming if he does not want it. And during Taming sessions, a Kunimitsu is more passive, allowing her master to do with her as he would please. This leaves a Kunimitsu open to take in all sorts of pleasure. Unfortunately this can be used against her, as her threshold of pleasure seems diminished. In a sex battle, a Kunimitsu almost becomes almost as poor a choice as a Titmouse, because of a need to submit to pleasure.
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LAPLASS, the Swift Swimming Pokégirl Type: Near Human Animorph
Element: Water/Ice
Frequency: Uncommon in the Ruby, Opal, and Scarlet Leagues, Extremely Rare elsewhere
Diet: Omnivore; eats about the same amount as a human, prefers fish. Cannot stand meat other than fish
Role: Fishing, underwater destroyers, living torpedo, babysitter
Libido: Low to Average (Annually peaks to High, usually in spring)
Strong Vs: Ground, Flying, Fire, Dragon
Weak Vs: Electric, Fighting
Attacks: Water Gun, Tackle, Ice Beam, Hydro Pump, Tail Slap, Takedown
Sex Techniques: Go Down, Rapid Stroke, Long Tongue
Enhancements: Enhanced Speed (x10 water only), Enhanced Durability (x8), Amphibious Lung capacity, Subcutaneous insulation layer
Evolves: None
During the war, these Pokégirls were quickly developed after the human armies began to trap and kill Sukebe’s Baleena warriors. Alongside the larger Pokégirls, they proved themselves as scouts and quick-strike attackers, assisting the larger Pokégirls and others in their force (commonly Selkie, Boobfin, and Whoresea) in hulling the various naval forces throughout the world. However, by 3 AS, the Laplass had mostly retreated to arctic waters and away from the rest of the fighting that took place throughout the world. They were very rarely ever encountered anywhere outside of the Ruby, Opal, and Scarlet Leagues. Until around 284 AS, this Pokégirl was rarely observed in any harem. After the incident in this year along Ruby’s shoreline where three Laplass rescued human children during a feral attack, Researchers in the Ruby League have been taking a closer look at the Laplass and their increasing numbers. Though one of the three died, the two Laplass Pokékits survived and were taken to be raised and domesticated. Much information was learned through autopsies and personal observations of all three as a result.
A peaceful Pokégirl even when feral, this breed can be found assisting shipwrecked crew or passengers even when they are feral. They tend to travel in pods that range from half a dozen to three-dozen for safety, and are territorial only towards Pokégirls that are carnivorous (Sharptits, Titacruel, and Gynadose among those numbers). When feral, Laplass have been observed to take on migratory patterns that intersect with the Baleena and their whale or dolphin companions, and those days that they might meet are often filled with play and good eating all around. However, when in a battle, the Laplass prefers to go all out to begin with, striking with her strongest attacks whenever possible to save themselves or others in her pod from harm. They do prefer to end confrontations with their Takedown technique, and it is assumed that this is how the Laplass managed to breach the hulls of human ships during the wars. The Laplass are especially protective of their Pokékits and children in general, making them nearly perfect lifeguards and babysitters in a civilized setting.
Laplass are generally about five and a half feet tall, and have a tail that is usually about three to four feet in length. This tail is slimmer than most water type's tails, and is prehensile like a Slowboob’s. Their skin is a blue color with a pale white underbelly that reaches from between their thighs and up to encompass their chin. Only domestic or threshold Laplass have hair, otherwise their head is completely bare. Their breasts are usually a firm C-cup at best, though B-cups are known as well. They are capable of remaining underwater for quite a long period of time, and are accomplished deep-sea divers. Their small size but powerful tail and swimming abilities allow the Laplass to swim faster than most anything else underwater- which was why they were used like living torpedoes during the war. They are also quick on land, but not as fast as they are underwater. They do not have gills, instead needing to breathe as humans and other mammals do, although they are capable of holding their breath for up to an hour and a half before needing to resurface.
As a Water/Ice type, this breed is unique in that they are warm-blooded and prefer to live in warmer areas. However, it seems to be instinctual for these Pokégirls to migrate through the more temperate zones rather than live in them, although researchers are attempting to determine if there is more of a reason behind this. Some have suggested that it is a survival instinct from the days of the end of the Revenge War, while others say that it is genetic in origin. Also unlike other ice types, this breed does not gain a spike in their libido or a decrease in their intelligence in proportion to how warm they become. Instead, the Laplass becomes much more relaxed and calm, less likely to respond to danger as quickly as they normally do. For ferals, this is possibly very fatal, and it is during their migration throughout the world outside of the cold of the ice caps that the largest number of Laplass lose their lives. Domestic Laplass, however, do not have this worry. Domestic ones do, however, become much more loose-lipped and can often end up talking much more and reacting more vocally than at any other time, whether their tamer wants them to or not.
In a harem, the Laplass tends to get along with most Pokégirls. However, they have an instinctual dislike of fighting types that makes it difficult to get the two to train with one another. Because this breed is known for being caring, they tend to work together with just about any harem, although they are not especially good at being a harem's Beta at all. Some tamers have taken to making the Laplass the Alpha of their harem, as their water and land versatility is on par with the Whoresea and they can take quite a bit of punishment in a battle. They love to be partnered with Boobfin or Baleena, strangely, perhaps a result of their creation and the intention to have the Laplass grouped with those Pokégirls in the beginning of the breed’s life.
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LAWFOXX, the Foxy Cop Pokégirl
Type: Near Human/Metamorph (vulpine)
Element: Electric/Fighting
Frequency: Rare, usually found at police stations
Diet: Omnivorous with strong leanings towards carnivorous
Role: Law enforcement
Libido: Average
Strong Vs: Water, Steel, Rock, Ice, Normal
Weak Vs: Ground, Dragon, Psychic, Plant
Attacks: Tackle, Takedown, Pummel, Handcuff Bondage, Wrestle, Thundershock, Thunder Wave, Rolling Spark, Thunderbolt, Thunder, Static Barrier, Zap Ring, Mag Bomb
Enhancements: Enhanced Agility (x3), Enhanced Strength (x4), Enhanced Senses, Electrical affinity & generation ability, encyclopedic knowledge of all laws, photographic reflexes, incorruptible, strong leg muscles, can produce handcuffs from nowhere
Evolves: None
Evolves From: OfficerJenny (Fox E-Medal)
For the longest time, it was believed that OfficerJennies had no evolution. After the NightNurse and Moonmaid were discovered, people began to wonder about OfficerJennies once more. For years after their creation it seemed that they were incapable of evolving. It was only until after an OfficerJenny accidentally came into contact with a Fox E-Medal. The resultant evolution produced a rather interesting result.
LawFoxxes go from being Very Near Human to Near human upon evolution, sprouting a long, fluffy-furred tail, their hair changing to a darker shade of blue. Their ears become pointed fox ears, and their leg muscles grow much stronger, their legs growing slightly longer as well. But the biggest changes they go through are gaining the ability to generate and manipulate electrical energy and the ability to morph into a more animalistic ‘battle form.’ In this form, their leg strength and electrical prowess is at its maximum. Their faces become more vulpine in appearance, becoming a muzzle, their bodies sprouting a coat of reddish-orange fur, a lighter streak of yellow-orange going from the underside of their tails to their lower jaws. Their bust size actually increases in this form as well.
The change from OfficerJenny to LawFoxx is a fairly painless one, occurring quickly as the energy of the medal is absorbed into the Pokégirl. The mental changes are a bit slower, as the LawFoxx must adjust to new sensory input as well as the addition of animal instincts to their mental processes. It can take a while for some LawFoxxes to adjust, but it can be done.
LawFoxxes become much more useful in frontline combat due to their electrical abilities as well as their legs, which allow for much higher and longer jumps, making them capable of keeping up with faster flying Pokégirls. Their jumping ability improves so much, that their jumps have become their trademark, some trainers working on ways to make their jumps into a form of attack. In terms of battle, LawFoxxes tend to start out fights with paralyzing attacks, like Thunder Wave, allowing them to use their amazing jumps to get in close and slap the cuffs on their opponent, limiting their movements. LawFoxxes retain their love of the law, as well as their strategic and leadership abilities, plus their intelligence and problem solving skills.
Something that’s both puzzled and infuriated researchers is the LawFoxx’s tendency to fixate on a perp that they’re unable to catch after a few tries. They become anxious if that perp’s name is mentioned, and become hostile if taunted about their inability to catch her target. Their obsession can be controlled, but its best to make sure the perp they’re fixated on isn’t in the area when they’re on a mission, as most LawFoxxes, usually inexperienced ones, sometimes forget their mission and go track their target. At times they’ll work with the perp if it’s for the greater good, but they’ll always try to arrest them afterwards, their dedication to the law and what’s right being endless.
Rarely are LawFoxxes found in the harems of wandering Tamers, as they tend to prefer to work for law enforcement agencies. They’re fairly valuable, and E-Medal production is limited, so it’s difficult to get one at times. Due to their animalistic nature and electrical powers, letting a LawFoxx go feral carries harsh punishments. There have been three known cases of a LawFoxx going feral, due to their Tamer dying in the field and the LawFoxx being unable to find taming in time. LawFoxxes act like animal-types, but in addition to just saying their breed name, LawFoxxes have also been known to say ‘Yer unner arrest,’ and ‘crimnal!’ when they find something or someone they find interesting and/or arousing, which is usually followed by tackling and the producing of handcuffs.
There have been only a few cases of Thresholding into a LawFoxx recorded. It’s not a regular occurrence to the nature of their evolution and is so far only known to happen in families with heavy Jenny ancestry. The process is a fairly steady process, neither excessively fast nor excessively slow, and causes some discomfort, ranging from numbness to sharp pains as their bodies alter.
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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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LEOPARDESS, the Sexy Spotted Pokégirl
Type: Near Human, felinoid (Leopard)
Element: Fighting/Normal (feline)
Frequency: Very Rare
Diet: human standard, though heavy on fish
Role: living embodiment of love
Strong Vs: Fighting, Plant, Dark, Ice
Weak Vs: Magic, Psychic, Flying
Libido: very High (with their Tamer)
Attacks: Slash, Bite, Tail Slap, Earlobe Nibble, Tongue-in-ear, Ear Blow, Cuddle, Sex Attacks 1, 2, 3, Sexy Hug, Go Down, Purr Vibrations
Enhancements: Semi-Prehensile Tail, Enhanced Hearing (x3), Enhanced Olfactory Sense (x3) Enhanced Vision (x3), Clawed Fingers and Toes
Evolves: Snow Leopardess (E-Stone Ceremony, strong bond with Tamer)
Evolves From: Cheetit (loss of speed and unconditional love from a Tamer)
It is always a tragedy when a Cheetit loses her speed. Usually through an injury that’s too great to be fully healed, a Cheetit will never attain her speeds again. It is these times that Cheetits begin thinking of themselves as dead… For the Cheetits live by the singular belief that, “Speed is life”, and to them, they feel that if they have to go without their speed, then their life isn’t worth living…
However, this does not have to be the end of the Cheetit’s existence. If the Cheetit’s Tamer takes the time to help his Cheetit; to show her the care and love she needs at this critical time and manages to make his Cheetit understand that she is still special to him, then she will evolve once more, into Leopardess.
A Leopardess looks similar to a Cheetit. Their coats become a full golden furred coat with dark spots, instead of being golden furred with a white underside. Their eye stripes change so that only the bottom half of their eye stripes remain.
A Leopardess is also more sex oriented than other cat-types, due to the fact that a Leopardess feels she owes her life to her Tamer now, and that her Tamer is the only person for her. This is quite evident that Leopardesses has a very high libido and constantly showers her Tamer with affection, as saying ‘thank you’ to their Tamer for giving them reason to live.
Also, it is impossible for Tamer to trade their Leopardess. When a Tamer would try to trade, the Leopardess would prefer to kill themselves then be taken away from the Tamer that gave them reason to live again. This is why the majority of Leagues have laws against trading Leopardesses.
Basically, if you have a Leopardess, you have a Pokégirl for life.
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LICKINGTONGUE, the Tantalizing Tongue Pokégirl
Type: Near Human
Element: Normal
Frequency: Rare
Diet: human foods, (nothing sour)
Role: pleasure and assassination
Libido: High
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Lick, Buttwiggle, Tongue Lash, Tongue Wrap, Kiss of Death (normally not used)
Enhancements: Increased Physical Attributes, Enhanced Tongue
Evolves: None
Evolves From: Unknown/None
One of the most devious pokégirls in existence, the LickingTongue at first glance, is a seemingly harmless Very Near Human Pokégirl, often modestly-dressed in blouse and knee-length skirt and with solid shoes. However, it should be remembered that during Sukebe's War of Revenge, the species of LickingTongue were deadly and literally-cold blooded assassins.
The Lickingtongue would often go into human-populated areas and pass themselves off as human where the LickingTongue would seduce their targets, usually high ranking officials, with their beautiful looks. They would then entice them into having sex with them, and then when they had their target in private, they would paralyze them with the Lick attack before killing the marked person with their Kiss of Death technique, (a rather messy maneuver to be sure).
LickingTongues look just like a normal human women for the most part, averaging around 5'7" to 6' in height, with a nice and jiggly C-Cup chest, and normal colored eyes and hair, the later being done up in a style the LickingTongue prefers. Except for a slight pinkish tint to their skin which is barely discernable, the LickingTongue has no outward appearance to being a Pokégirl... with their clothing on, that is.
Once undressed from the very modest clothing they wear, the LickingTongue's anatomy starts to show just how much of a Pokégirl she is. The LickingTongue has four cream-colored crescent markings across her torso, with a crescent over each of her breasts with the nipple in the center of the crescent, the third atop stomach, and the final one In place over her pubic area. The LickingTongue also has similarly colored circles on her knees. Finally, without any shoes, one can see that instead of toes, a LickiTongue has three small claws.
A LickingTongue's most important feature however, is her tongue. The tongue of a LickingTongue is extendable to great lengths, usually between 3'5"-5' in length. However, with proper training, the tongue can manage double that, reaching up to somewhere along 10' in length. The LickingTongues can put their tongue to many uses. They can extend it like a chameleon's to get a hold objects and attack its enemies by wrapping it around them, often crushing them, (some of the original assassins would wrap their tongues around men's necks and crush). She also enjoys putting her tongue to use during oral-sex, probing a woman's depths, or wrapping a man's penis with her rather lengthy, prehensile appendage.
It should be noted that the LickingTongue's tongue is always covered in rather viscous, sticky saliva, which originates from a set of small sacks inside her cheeks. This saliva however, is a known irritant and allergen to most people and Pokégirls, causing symptoms that range from a tingling sensation to full-out paralysis. A LickingTongue is immune to her own saliva.
When introduced to something new and unknown, a LickingTongue's first reaction is to lick it. By gathering tactile and gustatory stimuli about an object, a LickingTongue forms her mental image and memories of it. However, the species as a whole display an adverse reaction to sour tastes; often left in a nauseous state and feeling very irritable afterwards.
When it comes to Taming, as stated before, a LickingTongue feels absolutely ecstasy from oral sex, in both giving and receiving. The feel of a tongue is something the LickingTongue most thoroughly enjoys, and loves having her Tamer or Harem Sisters lick about her body, as well as returning the treatment. If their Master or Harem Sister does take an adverse effect to the licking, they can settle themselves with just caressing and kissing.
While rather rare, it is not unheard of for a girl to Threshold into a LickingTongue. The first sign to this being the result of their Threshold is the rather disturbing event of her current tongue slowly swelling over a number of days before physically disconnecting from their mouth and falling out. While very distressing and understandably traumatic, it takes no more than three days for the new tongue to grow in, which the LickingTongue usually spends days getting used to, such as extending, tasting, and talking with it, until it eventually becomes second nature.
Kiss of Death - (ATK) A technique exclusive to the LickingTongue, the Pokégirl probes her target's tongue with her mouth for a moment before spearing her tongue up into the upper posterior spot of the mouth, literally puncturing a hole in the back of her target's head, instantly killing them. This Technique has been banned from PokéBattle Tournaments and Gym Battles.
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LOVEBUG, the Lovely Insect Pokégirl
Type: Near Human; Metamorph
Element: Bug/Flying
Frequency: Uncommon
Diet: Generally anything, although they prefer sugary drinks and sexual fluids
Role: Protector, Guard
Libido: Average
Strong Vs: Bug, Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Electric, Fire, Flying, Ice, Rock
Attacks: Tackle, Lust Dust, Enlarge, Reduce, Fury Swipes, Quick Attack, Harden
Enhancements: Enhanced Durability (x2), Enhanced Vision(x3), Flight, Size Alteration, Weak Feral state
Disadvantages: A bit single-minded at times, poor multi-tasker
Evolves: None
Evolves From: None
The Lovebug is a Pokégirl that had gone more or less unnoticed until recently, when a small nest of them was located within a forest near Nice Peaks.
Their general appearance is mostly human, with a striking difference in a partial exoskeleton covering various parts of their body. Even to the untrained eye, the different Lovebugs’ exoskeletons are markedly different, both in coloration and in the amount of covering that they provide. Most of the time, their hair color will match the color of their exoskeleton, but not always. Some have wings, some don't. Others sport mandibles, while others don't. Some have a minimal exoskeleton, generally forming only around their neck, wrists and ankles, while others are nearly covered from head to toe. This was first believed to be based on the Pokégirl's age, but that was proven untrue. The human part of them is generally slender, with breast sizes varying greatly, often between a slim A cup, all the way to full DD cups.
The Lovebug is a possessive Pokégirl, generally finding something or someone to protect almost by instinct. Whether it be the nest they share with other Lovebugs, or their Tamer, they seem to need something to protect. Once they have chosen this person or place as that which they wish to protect, they are loyal to a fault. Though they were never tested as sorely as a Growlie, they are just as willing to risk their lives protecting what they love. Perhaps because of this, they do feel a sense of rivalry with Growlies, only made worse by Growlies’ type advantages. They take this task of protecting what they love very seriously, generally staying slightly suspicious of any intruding outsiders, unless put at ease by their Tamers. This has led to several mishaps where a surprise appearance by a Tamer's friend has ended in a battle, the Lovebug believing they were protecting their Tamer from an enemy. Even so, once a person or Pokégirl is declared a friend, the Lovebug will warm up to them quickly, becoming rather affectionate.
Lovebugs generally don't need frequent Tamings, although they love regular sessions, especially oral. Sexual fluids are a large source of their nutrition, so they will go out of their way to convince others to allow them to use their mouths whenever possible. They are especially fond of ApplePies, Cunnydews and Sugar Kittens, loving the particular tastes of those Pokégirls' fluids. They love to be licked, as well, the sixty-nine position being their absolute favorite. They are prone to using their Lust Dust attack fairly often, to lead to others being more willing to let the Lovebugs have access to another meal. Their Feral states aren't particularly dangerous, as they usually use Lust Dust for a meal before realizing they need a Taming, making it very easy for them to be captured. In Sex Battles, they enjoy taking the initiative, following a predictable course of action by focusing on oral sex, doing their utmost to taste whatever they can get out of their opponents.
Lovebugs are somewhat skilled in combat, although prone to taking the defensive. They seem to think the best offense is a good defense, and try to wait out an enemy's attacks, waiting for just the right moment to unleash a counterattack. Their instincts are pretty good at telling them the right time. Most of the time, when they finally attack, it's the only attack they need to make. Other than that, they can often be overwhelmed if attacked forcefully, or in larger numbers.
While Thresholding into a Lovebug is possible, there haven't been any reported cases of it yet. With more people finding out about Lovebugs, however, it is likely just a matter of time.
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LOVE DOVE, the Loving Bird Pokégirl
Type: Near Human
Element: Flying/Fighting
Frequency: Very Rare
Diet: vegetarian
Role: aerial combat, singing sweet melodies, cooking
Libido: High
Strong Vs: Bug, Dark, Fighting, Ground, Normal, Plant, Steel
Weak Vs: Electric, Flying, Psychic
Attacks: Sing, Typhoon, Flying Kick, Crushing Punch
Enhancements: Enhanced Strength (x3), Enhanced Speed (x5), Enhanced Sight (x5)
Evolves: None
Evolves From: Tomboy (Bird E-Medal )
When a Tomboy is given a bird E-medal she evolves into the beautiful and playful Love Dove. Love Doves tend to stand around 6 feet tall with long flowing hair the same color it was when they were a Tomboy. Their breasts increase to about a large C cup. They now enjoy prolonged Taming sessions with their Tamers and tend to wear as little as they can to show off their bodies. They are quite strong when they do battle in the air against land-bound Pokégirls as they tend to use close range combat such as punches and kicks. This works against them when fighting other Flying types however, making them a bad choice for an aerial battle. Love Doves are also amazing cooks and they can take the simplest foods into amazing meals.
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LUGIASS, the Legendary Water Bird Pokégirl
Type: Near Human
Element: Flying/Water/Psychic
Frequency: Extremely Rare (Unique)
Diet: seafood
Role: assassination of her sisters
Libido: Average
Strong Vs: Fighting, Fire, Ground, Poison, Psychic, Water
Weak Vs: None (Dark, Electric, Ghost, Ice)
Attacks: Gust, Wing Buffet, Wingover, Hurricane, Dive, Bubbles, Water Spear, Water Tower, Water Punch, Water Kick, Psychic, Armor, Flash, Disable, Psi-Blade
Enhancements: Enhanced Vision (x15), Legendary Qualities, Legendary Salient Qualities, Improved Respiration, Endurance, Freejoints (hips and knees), Prehensile Feet, Atmospheric Comfort, Toughness, Darkvision, Water Breathing, Superior Hydraulic Resistance, Subcutaneous Insulation
Evolves: N/A
Evolves From: N/A
Lugiass is the fifth Legendary bird Pokégirl. However, she hates her three more famous sisters, and feels nothing but contempt for the fourth, Whore-oh. She has based her life around this enmity, and it continues to drive her to this day.
Lugiass stands five and a half feet tall. Unlike her sisters, she has no feathers, instead having very smooth skin, akin to a Selkie, that is a whitish-blue color. Her wings are separate appendages from her arms, and are likewise featherless, having long flaps of skin at the ends that allow them to double as powerful flippers when she is submerged. Her feet are clawed, with a back-toe that allows her to have a sure grip on a surface. The only hair on her body hangs from her head down to just past her shoulders, the same color as her skin. Lugiass has patches of a deeper navy blue color over her eyes, giving her face an exotic look. The nipples of her C-cup breasts are this color also. Lugiass is equally at home flying high above the earth or swimming deep underwater, although she spends more of her time in the latter environment.
Although Whore-oh was, to Sukebe, a dismal failure, he wasn't quite ready to stop making new Legendaries just yet. The considerable power vacuum left by Typhonna's disappearance needed to be filled, and thus Sukebe tried one last time to create another Legendary bird. This time he had more success. Lugiass not only had the ubiquitous flying abilities of her sisters, but also had control over water, and, to ensure her might, was also given strong psychic abilities as well. However, when introduced to her sister Legendary birds, Lugiass's reception was cool at best. Although they didn't work together very often at all, the three Legendary birds still considered themselves something of a group in and of themselves, and viewed Lugiass as an outsider, partially because she was new, partially because she was so different from them, and partially because Whore-oh had soured them on the idea of new Legendary birds one year previous. They politely but firmly excluded Lugiass as much as they could. Although Lugiass did meet Whore-oh on one occasion, that was all it took for her to come to the same conclusion as the other Legendaries: she was a deluded fool. Lugiass left her fourth sister in disgust, not considering her worth her time or attention. As for her other sisters, she developed a dislike for them, and as time went on it grew stronger and stronger. Although she scored some impressive victories, her performance never outshone what Articunt, Zapdass, and Moltits had done earlier in the war, and she heard about it often from Sukebe and her fellows. By the time Sukebe died, she had developed a hatred for them that was startling in its intensity.
Until her creator's death, she never actually tried to harm or disparage her sisters, fearing Sukebe's wrath. After his demise though, she began to plot in earnest against them, imagining causing them humiliation, and, as time went on, death. She started to keep tabs on her sisters with her psychic abilities, using them from a distance to spy in them. It was in this way that she learned about their plans to slay Atmuff, including where and when it would happen once the three of them made up their minds. Although she didn't think they would be able to defeat the Legendary Warrior, she wanted to make sure they died in the conflict, and were not merely defeated. To this end, she contacted the most ruthless Legendary she knew of, one who was known to be willing to attack her fellows: Hy-bra. Lugiass guessed that the likely end to the battle would be her sisters retreating in defeat from Atmuff, and when Lugiass told the Legendary Multi-Headed Pokégirl of their plans, it was her hope that Hy-bra would arrive as the Legendary birds tried to retreat so she could drain them to death. Lugiass underestimated both Hy-bra's arrogance and her lust for power though. Even she didn't expect Hy-bra to use her wings to fly to the battlefield and attack Atmuff before the Legendary birds arrived, getting herself killed and weakening the Legendary Warrior. Lugiass could do nothing but watch from afar and seethe in impotent rage as her machinations backfired, granting her sisters the victory they likely wouldn't have achieved otherwise.
Lugiass doesn't like to battle, since conflict attracts attention, and she prefers to maintain a low profile, all the better to scheme undisturbed. When she does fight though, she usually tries to cripple her opponent's capabilities first, using attacks such as Wingover, Gust, and Disable to put her foe off-balance and at a disadvantage. She'll then use her Armor before using her more serious powers, such as Psychic and Water Kick. She usually reserves her Psi-Blade for foes she considers particularly dangerous. Lugiass is obsessed with bringing down her sisters, and is unwilling to die in a conflict since it would leave them alive and unharmed. Thus, she flees from a battle where it looks like she'll be defeated, usually using Flash to cover her escape.
Lugiass still spends her time dreaming up schemes to get her sisters. She is reluctant to face them in personal combat herself. They don't yet know she is out to get them, and she wants to keep it that way. She feels she could overcome one of them in a fight, but not without word of her actions spreading, since such a battle would draw massive attention, alerting the other two who would come to help their embattled sister. Worse, she is having trouble locating where her sisters went in the aftermath of the fight with Atmuff. She has discovered Articunt's location, and made sure the Watchers found out as well, and now spends her time traveling the seas and skies of the world, trying to locate the other two. She usually works through proxies, mostly young men who are motivated by her promises of Taming after they do her bidding. She keeps these promises, but mind-wipes them after the sex is over so they forget about having met her. In this way, she slowly but surely moves closer and closer to achieving her dream of revenge.
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 Lugiass’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, Lugiass has No Weakness (Level 85). If she were to face an Electric or a Ghost-type Pokégirl, or anything else that was considered Strong vs. Flying/Water/Psychic, 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 Lugiass’s array of special attributes:
Watery Chaos: Having incredible command over both psychic and water powers, Lugiass is able to use one to make the other. She has the ability to psychically splice ambient molecules in the area to form them into hydrogen dioxide, water, at will. She can only use this on ambient molecules present around her, not on anything more solid, such as building or people, but can use this to a virtually limitless degree, creating water in massive amounts. If Lugiass wanted to, she could probably flood a desert in little time.
Forceful Personality: Being an extremely powerful Psychic-type allows Lugiass to pack an extra punch in her attacks. All of her psychic attacks do considerably greater damage than they would if they came from another Psychic-type due to her incredible power. Also, all of her non-psychic attacks are kinetically enhanced to be stronger. Gust and Hurricane, for example, have the winds pushed faster by psychokinetic force, and attacks such as Water Spear and Water Kick are enhanced by force to hit extra hard.
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LUPINA, the Werewolf Pokégirl
Type: Near Human Metamorph – Canine/Lupine
Element: Normal/Fighting
Frequency: Rare (Blue and World Champ Leagues), Very Rare (All other Leagues)
Diet: omnivore, with carnivore tendencies
Role: nighttime guardians, hunters
Libido: Average, High on full moon nights
Strong Vs: Bug, Dark, Ice, Rock, Steel, Cat-types
Weak Vs: Flying, Psychic, Magic-types
Attacks: (Only in attack mode) Bite, Slash, Tackle, Takedown, Leg Sweep, Low Kick, Reverse Crescent, Concentration, Growl, Yowl
Enhancements: Enhanced Strength (x6) Enhanced Hearing (x4), Enhanced Olfactory Sense (x6), Good night vision, Minor regenerative capabilities.
Evolves: Wolf Queen (Moon Stone)
Evolves From: Mynx (Moon Stone)
One of the original species to appear during the War of Revenge, in modern day, Lupinas are a considerably rare and very popular species of Pokégirls that, like Griffons and the like, has two modes. The passive, (or normal) mode and the attack mode.
When in their Passive Mode, a Lupina looks like any normal Very Near Human type Pokégirl, usually slightly tanned and gently muscled, standing anywhere from 5'8" to a solid 6' in height and usually with breasts that are around a generous C-Cup with only a few exceptions of her looks hinting to what her true species is. While the only outward physical trait that points to what she truly is are the Lupina's slightly pointed ears, one should know that in her Very Near Human mode, a Lupina has a very good sense of smell, hearing and night vision. This is the form that is preferred by Domestic and Threshold Lupina.
When in her Attack Mode, a Lupina increases in both her size and muscule-mass, ranging anywhere from an impressive 6'10" anywhere up to 10'!!! As she becomes a perfect anthropomorphic wolf, a Lupina's whole body becomes covered in fur, normally the same color as her hair, (common colors being brown, black, gray, and white, with some being red or silver) and her hands and feet gain an impressive set of claws. It is understandable that in this mode, Lupinas are very strong and dangerous, becoming an excellent fighter in battle. Understandably, Feral Lupina and Lupinas evolved from a Mynx prefer to stay in their Attack Mode.
Appearing in the latter half of Sukebe's war on humanity, it was theorized that Lupinas were created as a secondary, if not replacement Dog-type for the Growlie. As found after the war had ended and Pokégirls started to become domesticated, Lupinas are an incredibly strong-willed Pokégirl and won't just bend to the will of another. The Lupina is not submissive type of Pokégirl, no matter how much they're sweet-talked, trained, or dominated, which makes for a Pokégirl that is not easily turned against her kindred. Truly, it was an aspect that Sukebe's forces would have benefited from.
However, it is not impossible to turn the Werewolf Pokégirl to one's own cause. It takes a considerable amount of hard work and effort on the part of a Tamer to get on a Lupina's good-side. Still, because they ARE a Dog-types, Lupinas does have that basic drive to show loyalty and concern for someone they care about like other canines.
That is why those that do become bonded are very loyal to a Tamer that they like and will often show submissive behavior to them, albeit only in private. It is this loyalty that has given the Lupina a startling level of popularity; a loyalty where they would literally give their life to keep their master safe. Interestingly, the Feral Lupinas have been the easiest to turn and make loyal to a Tamer, albeit not without other troubles.
Feral Lupinas travel in packs, normally ranging in numbers between eight to a full dozen. These packs are a more common sight over in the Blue Continent and regions of the World Champ League. It should be also warned that until taken from their pack sisters, a Feral Lupina gives all of her loyalty to them, and if one is attacked, all will defend one another with ferocity.
When it comes to battle, a Lupina is a very serious force to reckon with. While a Fighting-type, it is not their primary element, and so their battle style is a mix of modes. A Lupina's upper-body attacks seem to be more like an animal, biting and clawing with abandon, and using her voice to cause ill-effects to an opponent Pokégirl.
However, when it comes to her legs, a Lupina is almost as dependable as an Amazonlee, and can cause some serious damage, especially with her clawed feet. Top it off with the fact a Lupina also regains health over time, (15 HP every 3 minutes) and the Lupina as a Pokégirl for traveling Tamers that don't have the money for potions on hand or carry a PPHU.
However, one should be careful about pitting them against a Pokégirl of the Magic-type. Due to the nature of their transformative abilities, Lupinas have a clear weakness against magical attacks. It interferes with their healing abilities, and causes greater damage then most attacks, and that will add up over time.
Taming a Lupina is usually done while the Pokégirl is in her Passive Mode, as it is easier for a Tamer to take control of the Pokégirl, and allows for equal participation from the get-go. However, some Tamers prefer to Tame a Lupina while she is in her Attack Mode, which understandably, can be seen as a more exotic and tantalizing. To do this safely, a Tamer should start off with using higher-end restraints until they've trained their Lupina how to restrain themselves during Taming. It is also suggested a Tamer use toys for the larger Lupinas, as to better sexually please them. No matter the form they're in, Lupinas prefer Doggy-style the best.
The form of Lupina is not a common occurrence for a girl going through Threshold. However, it is certainly not unheard of, and is becoming more of a common occurrence to this date. It is speculated in the next decade, the frequency of a Lupina might be lowered to Uncommon in the Blue and World Champ Leagues as their numbers grow.
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LYNX, the Mountain Kitty Pokégirl
Type: Near Human
Element: Normal
Frequency: Rare
Diet: human style foods; meat preferred
Role: mountaineer, mountain rescue
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Tackle, Leap, Agility, Scratch, Growl, Dance, Bite, Kitty Litter, Sex Attack 1
Enhancements: Enhanced Speed (x2), Enhanced Reflexes (x2), Enhanced Hearing (x2), Enhanced Vision (x2), Night Vision, Superior Climbing Skills, Atmospheric Comfort
Evolves: None
Evolves From: Mynx (orgasm; mechanism unknown)
It isn’t exactly known how a Mynx evolves into Lynx. All reported cases have had her evolve during orgasm, but controlled experiments to evolve them during Taming have always failed, with the Mynx evolving into Furrite instead. One theory is that environment plays a factor, and a Mynx won’t evolve into Lynx unless she climaxes while around the mountains a Lynx loves so dearly. Most Pokégirl researchers scoff at this view.
A Lynx has some advantages and disadvantages over her previous form. She loses some of the agility she had as a Mynx, but her lungs become much stronger, and are now able to deal with even thin atmospheres comfortably. She doesn’t gain the fur coat that most other cat Pokégirls have. Instead, she gains a cat ears and tail, as well as paws where her hands and feet once were. These paws have soft, tawny fur on them, as well as functional claws, letting her climb better. Lynxes love the mountains deeply. If they can’t be in an area where they can at least see mountains in the distance, they quickly begin to suffer from ennui, losing their will to go on. This fact alone makes them a poor choice for Tamers who don’t live in mountainous areas. Tamers that do live on or near mountains though find that a Lynx is the Pokégirl of choice. She enjoys roaming around nearby mountains, and usually has the lay of the land around them memorized very well. She loves to be Tamed openly, letting the sights and smells of her favorite environment washing over her as her Tamer pleasures her. The combination of the two usually makes her orgasm heavily in a relatively short amount of time.
A Lynx isn’t a very good fighter. While is fast and nimble, other cat Pokégirls are more so, and she lacks any real strength. Likewise, her sex attacks are limited to the generic Sex Attack 1, making her a poor choice for a pokesex battle. Still, they can generally hold their own as long as they aren’t up against a powerful fighter. Their primary area of expertise though remains simple mountaineering.
Feral Lynxes will always try and head for the nearest mountain range if they aren’t in one already. Those that are already there are relatively non-aggressive, preferring to only interact with others to hunt for food. They tend to be pretty easy to capture, although most Tamers have quite a hike in front of them first to even find one. Threshold girls who become Lynxes tend to become restless, and ask to be sent to mountain Pokégirl ranches.
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MAGGIEMITE, the Floating Bipolar Pokégirl
Type: Near Human/Metamorph
Element: Steel/Electric (Tech)
Frequency: Uncommon
Diet: Electricity
Role: Technicians, Power Sources
Libido: Average
Strong Vs: Bug, Dark, Flying, Ghost, Ice, Normal, Poison, Psychic, Steel, Water
Weak Vs: Fighting, Fire, Ground
Attacks: Spark, Steel Claw, Lightning Punch, Takedown, Satellite, Yoink!
At L30: Sat Cannon
Enhancements: Magnetics Control, Magnetic Levitation, Enhanced Endurance (x3), Enhanced Durability (x3), Enhanced Strength (x3), Satellites, Heavy
Evolves: Maggieton (Drastic Change to Magnetic Field or Thunder Stone)
Evolves From: None
Maggiemite's are a very unique breed of Pokégirl. She is a 'Tech' Pokégirl, but in fact is one that blurs the lines between the Tech and the normal. Maggiemites are nearly human in form, but can hardly be mistaken for human – their skin, a form of pliable, living flesh-like metal that solidifies upon hard contact – is always a shade of non-reflective gray, the shade varying from girl to girl. A Maggiemite's skin almost always feels cool, unless it is significantly warmed or chilled by the local temperatures. The only inside of her is there any sign of body heat. Their hair is always red and blue, split between the two colors right down the middle, and often, but not always done up in symmetric ponytails to a magnet design. Their 'hair' is not actually hair, but a sort of soft plastic-like fiber that does not conduct electricity and thus is not affected by proximity to electricity. Their pupils are universally a pale white, usually giving, to the casual viewer, the impression that they have no pupils at all. On the back of a Maggiemite's hands are two translucent half-spheres about an inch and a half wide, one red, and the other blue. Similar half-spheres appear on both feet, just below where they meet the leg. The red spheres are always on the same side of the body as their red hair, and vice versa. They are younger in appearance that most Pokégirls, around 5 feet tall, with slim figures and with B-cup breasts at best. Despite this, they are surprisingly heavy, weighing roughly 220 lbs.
A Maggiemite's body has minor morphing qualities. They can shift their arms and legs, which normally appear human standard, into more solid gloved and heavy boot-like forms, giving them a solid base during combat. Their strength does not change when this happens, only the Maggiemite's own resistance to damage(which nevertheless allows the Maggiemite to exert more force without fear). Maggiemites may also morph their fingers into sharp claws, which can be used to cut things with ease or to perform various attacks. When a Maggiemite's body is subjected to heavy force, her skin reacts automatically, hardening to steel-like resilience against the attack and then softening as soon as the pressure is removed. This occurs even when the Maggiemite creates the force herself, such as when she is striking a heavy object. Despite this, Fighting and Ground-type techniques are very effective against the armor-like skin, and Fire attacks are not only effective but unless they hold some sort of other physical element (like Fire Punch) the skin's special properties don't even trigger at all, not that it has much effect at all.
One of the most interesting facts about the Maggiemite is that she is a girl with serious mental issues. This does not at all mean that Maggiemites are not intelligent - rather, their minds naturally tend towards rapidly changing moods, reactions, and extremes. One minute she may be as shy as a mouse, and the next she just can't have enough taming, not even caring if she's in a room full of other people. Even the most 'stable' of Maggiemites are like this, though their extremes tend towards emotional extremes. It is because of their randomness and great difficulty to keep up with that they are unpopular among tamers.
The Maggiemite's other bizarre trait are the four spherical satellites (each about the size of a baseball, having two small magnets on each side and one blank so-called 'eye' in the center), that hover around them at all times. These spheres can be controlled directly by the Maggiemite, but when not being directly manipulated, they move around almost as if they had a mind of their own, sometimes staying still and calm, other times moving around in a wild dance. The movements of the spheres in fact unconsciously move to mirror the Maggiemite's mood. Those skilled at recognizing the different patterns can determine a particular Maggiemite's mood, even from a distance. Even when a Maggiemite is sleeping, the satellites hover about on their own. The satellites are moved around by magnetic force, and can act as release points for the Maggiemite's electrical power. The half-spheres on a Maggiemite's hands and feet actually provide the connection to the four satellites, and if a satellite is destroyed, a replacement will be generated from them to take its place, at the cost of some energy.
Maggiemites were created by Sukebe to help assaults on enemy fortresses. Their offensive power was not spectacular, but their resistance to many forms of attack let them take a great deal of abuse, ideal for the brutal assaults. Their wild mentality, originally a design flaw that nearly made Sukebe abandon the line, proved surprisingly useful during the war where their unpredictability and extreme emotions made them a terror to face on the battlefield, despite their relative lack of power. Once inside of the enemy bases, where heavy metals could be found in almost every direction, they became a nightmare, using their magnetic movement to increase their maneuverability and move in ways that seemingly defied gravity. Their other saving grace was the Magnetic control unique to the line, which, among many other uses, helped give Maggiemites a surprisingly strong advantage over her fellow Steel-Types (though not against other Maggiemites).
Maggiemites are fairly versatile Pokégirls, capable of attacking at close range with powerful steel claws and strikes, electric attacks at both melee, short, and eventually medium ranges. Maggiemite's offensive abilities can, like the girls themselves, be a little unreliable, becoming dangerously inaccurate or inconsistent in power if the Maggiemite's mood is poor. They are not very fast Pokégirls, instead relying on their toughness and ability to strike both up close and at a distance to win the day.
In an area where there is solidly emplaced metal in all directions, however, like the indoors of some buildings, a Maggiemite can use it's Magnetic Levitation ability on a whole new level, 'repelling' itself from any given direction, letting it move much faster and in ways that otherwise would be much too ungainly to do, like suddenly change directions mid-air during a jump (by pulling themselves towards a wall in the desired direction), walk along ceilings, and other unexpected forms of movement. Levitation speed doubles in such an environment.
All Maggiemites have the natural ability to levitate, effectively repelling themselves away from the Earth's own natural magnetic field and using that to maneuver. The levitation is not very fast nor capable of complex maneuvers, however, though it improves as the Maggiemite evolves.
In the wild, Feral Maggiemite's are a truly unpredictable sight, especially in battle. They could fight their opponents to the death or lay down and spread their legs, waiting to be tamed. Or both. They are rarely found Feral anymore, however, except in unusual locations, as their electrical diet usually means they must stick close to urban civilization in order to eat – which makes them relatively quick to be captured.
Thresholding into a Maggiemite is quite rare, but when it happens the girl in question tends to push away her family and friends, not wanting them to deal with her sudden drastic changes in behavior and form.
One of the greatest mysteries about the Maggiemite is how she is able to control and manipulate multiple magnetic fields simultaneously, and get them to do exactly what she wants, even when being affected by many other magnetic fields - some of them very strong. Researchers are still studying this, and some are convinced that discovery of that method could lead to an industrial revolution, should that power be tapped. So far, no progress has been made.
Unique Attacks:
Yoink! (EFT): Targeting a metallic object, the Maggiemite attempts to draw it to her via magnetic fields, violently wresting weapons from enemies hands, bursting open metal panels, destroying computers, etc. If it is successful, the object either fall to the ground or shoots into the Maggiemite's hands.
Sat Cannon (ATK 100, EFT): Hovering one of her Satellites in place in front of her fist and charging it up tremendously, the Maggiemite launches the Satellite at maximum speed with a powerful punching motion. Because the attack practically telegraphs itself, and only hits in a straight line, it is very very easy to see this attack coming and simply sidestep it, making the attack very inaccurate. If it hits, however, the enemy is Paralyzed without fail.
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MAGGIETON, the “Three in One” Pokégirl
Type: Near Human/Metamorph
Element: Steel/Electric (Tech)
Frequency: Rare
Diet: Electricity
Role: Technicians, Power Sources, Heavy Steel-Type Counter
Libido: Average
Strong Vs: Bug, Dark, Flying, Electric, Ice, Normal, Poison, Psychic, Steel, Water
Weak Vs: Fighting, Fire, Ground
Enhancements: Magnetics Control, Magnetic Levitation, Enhanced Endurance (x6), Enhanced Durability (x6), Enhanced Strength (x5), Satellites, Heavy, Multiple Personalities, Magnetic Buffer
Attacks: Spark, Steel Claw, Lightning Punch, Lightning Body, Takedown, Satellite 2, Iron Defense, Thunder Shield, Mag Bomb, Yoink!, Get Over Here!
At L30: Sat Cannon
At L40: Thunderbolt
At L50: Thunder
Evolves: Mechdoll (Tamer's understanding & Unison of all personalities)
Evolves From: Maggiemite (Drastic Change to Magnetic Field OR Thunder Stone)
When a Maggiemite experiences a drastic change in her magnetic field, normally caused by close proximity with another Maggiemite (As few other magnetic sources are powerful enough to mess with a Maggiemite’s magnetic control) or by close contact with a Thunder Stone, she undergoes the evolution into Maggieton.
Upon evolution, she loses much of her immature appearance, gaining roughly a foot in height (putting her at about six feet), a much more curvy and alluring form, and a significantly bigger bust (anywhere from C-D cups). Her combat and magnetic field manipulation abilities increase in power and control as well, capable of moving several hundred pounds of metal at one time with magnetics alone. The Maggieton's physical appearance does not otherwise change, retaining the flexible metal skin, hair, control spheres, and Satellites of her pre-evolved form, though she is now even heavier than before, roughly 320 lbs on average.
Unfortunately, this power comes at a price, as the once simply Bipolar Pokégirl becomes effectively insane. The Maggieton retains the same personality as her previous form – keeping the rapidly changing mood swings, but in addition, she now must contend with two new personalities, likewise hard to predict, that vie for dominance over the Maggieton’s body and her Master’s favor. A tamer that wishes to be effective with a Maggieton must learn to recognize the habits of each individual personality and what they’re best at, to ensure that they give effective orders in battle.
The Maggieton, in general, still cares for her harem sisters, and is much more determined to impress and be useful for her tamer, but the rivalry between the three personalities can sometimes become the cause of trouble. Some people report Maggieton acting like the other Pokégirls whose field changed hers, gaining traits and knowledge she didn't show before.
Like their pre-evolved form, Maggieton's are a terror to face in battle.
Maggietons are tanks, capable of taking enormous amounts of punishment and dealing it out in turn, though they are not particularity fast, unless, like their predecessor, they are in a metal-entrenched environment. Predicting them is difficult, as their personalities and combat styles can change on a whim. This can, however, work to the enemy’s advantage, as the three personalities do not always agree on how to approach combat, sometimes leading to situations where the personalities will conflict, reducing efficiency on combat.
Just as the Maggieton is a combination of three different personalities, the Maggieton combines a lot of her attacks, such as using Lightning Body to grant her melee attacks extra bite, or using Get Over Here! to set up a particularly vicious Satellite barrage. Though not quite as fear-inducing as a Widow or a Mousewife on a rampage, heaven help the foe that faces a Maggieton whose personalities have set aside their differences and become united in objective, as they are relentless and devastating.
The Maggieton gains one ability to put her above her lesser sisters, however – the ability to create a constant defensive magnetic buffer around her. Steel-Type attacks and attacks from metal weapons (swords, bullets from guns, etc.) are repelled from this field, making them incredibly inaccurate and reducing damage done from those attacks. This, combined with her innate resistances and high Durability rating, makes them one seriously tough opponent to take down.
Because of her multiple personalities, the Maggieton is often confused and requires much more looking after then an evolved Pokégirl should, leaving many tamers to trade her or release her. They are hard to please, as each personality wants her own time and attention from the tamer, making her almost as difficult to placate as three separate Pokégirls! Good things await the few tamers with the patience and determination to earn the undying loyalty and respect of all three personalities, however, as when all three minds unite, the Pokégirl will evolve into the powerful Mechdoll.
Feral Maggietons should almost never be approached without a strong Ground-type Pokégirl on hand, and should always be taken seriously. Unlike their pre-evolved sisters, however, it is not advisable to take up a feral Maggieton’s offer to tame them outright, as there is no telling when of if her personalities will change and decide to be less friendly. In addition, it is highly advisable that you do not combat them with other Steel types or Pokegirls who rely on metal weapons.
There have been only a few recorded cases of girls thresholding into Maggietons, almost all of them devastated by the change before one of their other personalities takes over.
• Get Over Here! (ATK 150 + EFT): An attack exclusive to Maggieton and the Mechdoll, it only works on Steel-Type Pokégirls and Armored Pokégirls (and not against any of the Maggiemite line). Generating a tremendously powerful magnetic pull, the Maggieton reaches towards the target with one arm and jerks it back, as if pulling an invisible chain, forcing the target Pokégirl off her feet and into a position where the Maggieton can deliver a devastating punch. Only works within a short (less than 20ft) distance, and is very strenuous, due to the sheer power involved. This technique can also be used on metal objects, and is considered a Steel attack.
• Thunder Shield (ATK 30): Three of the Maggieton’s Satellites form into a triangular formation, and generate a powerful defensive field between them. The Maggiemite can move the Thunder Shield as she wills to defend against attacks. However, while this defense is up, the Maggieton has only one Satellite available for attacking. If a Pokégirl comes into direct contact with the shield (such as with weaponless close-combat attacks), she takes a light amount of electric damage.
• Lightning Body (ATK 30): The Maggieton shrouds her body with electricity, doing the listed Electricity damage to her opponent every time she hits her opponent with an attack or when the opponent directly hits her. This damage is in addition to the damage her attacks would normally do (but does not increase the damage of Electric attacks)
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MAGMAMMARY, the Lava Pokégirl
Type: Near Human
Element: Fire
Frequency: Rare (Crimson League; unknown all others)
Diet: unknown (assumed only needs lava or fire to survive)
Role: unknown, not discovered until after the Sukebe War ended
Libido: High
Strong Vs: Bug, Fire, Ice Plant, Steel
Week Vs: Ground, Rock, Water
Attacks: Fireblast, Flamrethrower, Barrier, Dissolve
Enhancements: Enhanced Strength (x5), Endurance, High Heat Tolerance
Evolves: None
Evolves From: Cyndacunt (Fire Stone)
Magmammarys (or Magmarys are they're sometimes called) are Pokégirls whose entire skin (save for the bottoms of their feet) is continually ablaze with a special flame so long as they're alive. Even when doused with water or even encased in ice, these flame do not go out, the flames of a Magmammary can only extinguish when they're dead. Because of their flames, their body temperature is roughly 337 degrees Fahrenheit (or 169 degrees Celsius). While their flames will not set anything on fire, their body heat alone will cause things to grow quite hot after a while. This means that they are often forced to stay in places that are resistant to heat.
If their body temperature is ever below 330 degrees Fahrenheit (or 166 degrees Celsius), it's often a clear sign that she is not healthy. Oddly, her body temperature normally doesn't change up or down more than one or two degrees, regardless of weather conditions or the climate; but her temperature may go up to 377 degrees Fahrenheit (or 192 degrees Celsius) during sex. This makes it virtually impossible for any tamer who does not have an ice or fire affinity to become intimate with her. Regardless of these facts, most Magmammarys do not like to be in areas that are not hot.
Magmammarys generally stand roughly 4'2" to 5'8", though taller or shorter is not entirely unknown. Their eyes are generally ash grey or deep red, but the rare "albino" of the species have had blue eyes. Magmammarys with blue eyes almost always have an important destiny in store for them. Their hair is never curly, though their flames can make it appear so, and most hate having their hair beyond shoulder length.
Magmammarys have special secondary eyelids that allow them to swim through lava as if swimming through water, and thanks to their incredibly high heat tolerance, they can swim virtually unharmed through lava. They do, however, avoid going so deep as to encounter magma, though. They don't seem to eat, but are frequently seen around flames and lava, which is currently assumed to be their actually food, and it's been ascertained (though details as to _how this was discovered are rather sketchy) that Magmammarys cannot feed on their own flames.
Magmammarys are generally rather unfriendly to (sometimes even openly snide towards) any non-fire Pokégirls, though they do have respect for Ice Pokégirls and any human who can ignore the heat they generally live in. Researchers believe this may be due to the fact that they either can't respect anyone who cannot take the heat or they simply don't want to hurt anyone.
Because of their rarity, domesticate Magmammary are rare, and threshold girls are, as of yet, unheard of.
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MAHAVI, the Highly-Knowledgable Pokégirl
Type: Near Human
Element: Normal
Frequency: Very Uncommon
Diet: Omnivore
Role: Teacher, Ranch Assistant, Sex Battler
Libido: Average to Extreme (varies per individual)
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Counter, Backhand, Quadra Pummel, Dodge, Petrification Gaze, Rapid Stroke, Helping Touch, Long Tongue, Angel Eyes, Quadratouch
Enhancements: Enhanced senses (x3), Additional Arms (x2), Enhanced Endurance and Sexual Endurance (x4), Quadra-dextrous, Flexibility
Evolves: None
Evolves From: Soixante-Neuf (Lack of Taming for a week + Dream Stone)
A somewhat unknown Pokégirl, though not because she has been recently discovered. Instead, it is highly unusual to find any Soixante-Neuf that can, will, or has gone an entire week without being tamed by her tamer or her tamer's harem. For an entire week, the Soixante-Neuf must be left alone with a Dream Stone nearby, or held, or used like a dildo for the Pokégirl as she suffers from a lack of taming. Due to the fact that most often she is about to go feral at the end of the week, however, the evolutionary requirement is triggered the moment before she loses her mind and goes feral. The Dream Stone becomes a light that envelops the Pokégirl, and the result is the Mahavi. Gaining anywhere between six inches to a foot in height, the Mahavi's breasts gain only half a cup in size from what they once were. Though this sometimes disappoints the Mahavi given what the Soixante-Neuf normally evolves into (a true sex machine of a pokegirl, mind you), they do not mind their evolution once they realize one major truth.
They can actually outlast a Menage-a-Trois in a sex battle, with enough training. And the main reasons for this are three-fold. The first is that their sexual endurance becomes much greater than it had been before, their pleasure threshold amazingly high and this makes them very difficult Sex Battle opponents. Most Mahavi also know the tricks that a Menage-a-Trois know as well, allowing them to defend against them. And the last, perhaps just as important, reason is that they have an extra pair of hands to work with. She can use all four of her arms and hands just as well as someone who is ambidextrous can use their hands. As such they have an amazing advantage in sex battles using even only two of her hands to hold her opponent in place, while the other two work on the target using their extensive sexual knowledge to win. If that wasn't enough, they even gain bodies that are as flexible as a Jigglyslut’s, and a tongue like a Laplass’ that can extend up to a foot outside of her mouth. (More, if she learns the more advanced tongue techniques, which can be done in less than half the standard time to learn them thanks to her training habits).
Fortunately, tamers of the Mahavi seem to be a bit happier with their new Pokégirl once they realize that they don't actively attempt to bring the Tamer off as quickly as possible. Instead, when delta-bonded with her tamer, their Mahavi prefers to take things slow, building up to an orgasm after an hour or more of sexual stimulation for them both. When in a Taming session with more than one partner, on the other hand, she enjoys actually enjoying the time she spends with the others, and doesn't feel a need to rush into anything. Their endurance often plays the deciding factor when it comes to taming, and she will often spend time teaching her tamer, and the other Pokégirls in the harem, how to build their endurance as well. Tamers who keep a Mahavi in their harem usually keep them as teachers that can assist them with taming and their own endurance training. As such, they make decent Betas, but are completely unsuited as Alphas.
In normal battles, they are not quite as effective but are still useful. Using their signature Quadra Pummel technique, they can do a fair amount of damage to unarmored Pokégirls that aren't strong against their attacks. These pokegirls are very strong-willed, and have been known to utilize Petrification Gaze in battle to stop their opponents in mid-attack. However, their defenses are lacking, and most Mahavi go down after only a few hits land upon them. Outside of battles, Mahavi enjoy, of all things, reading and learning new things. Many Mahavi are actually used as judges, as their knowledge of different subjects allow them to become quite respected in many circles. Some are known to become Research Assistants, and some are even teachers at Ranches. Some few human girls have been known to threshold into a Mahavi, though this is a very rare thing. Feral Mahavi tend to go after any male or female, human or Pokégirl alike, in search of a taming, and those that threshold into a Mahavi have been known to be the instigators of an orgy within a park or a department store. Families are urged to send the Thresholding girl to a Ranch before she finishes the process, if at all possible, to avoid such a thing. When feral, a Mahavi can speak a few words at most but their instincts to be tamed cannot be resisted by her body. This has also led to a few unfortunate moments on Sadie Poken’s Days throughout the world.
Quadra Pummel (ATK 15 + EFT): An attack where the Mahavi uses each of her arms in a piston-like punching action. For each hit that lands, there is a 10% chance of stunning the opponent, which is doubled with each hit that connects with the target (up to a 40% chance after the fourth strike).
Quadratouch (S.ATK 60 + EFT): Uses all four hands to stimulate her target at the same time, on different parts of the target's body in most cases. Has a 30% chance of inucing Attraction upon their target, as well as a 20% chance of causing her target to orgasm.
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MANTIS, the Man-Eater Pokégirl
Type: Near Human Animorph/Metamorph (Insectoid)
Element: Bug
Frequency: Not Rare Enough (Extremely Rare)
Diet: Live, wriggling meat (Mainly human males, but also bird, lizard, frog, and bug-type Pokégirls)
Role: Assassins, Torturers, Executioners
Libido: Very High
Strong Vs: Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Fire, Flying, Rock
Attacks: Slash, Carve, Cut, Parry, Deflect, Sword Dance, Megaton Kick, Slash Wave, Spincut, Confuse, Broken Castle, Weapon Guard, Weapon Repel, Zanmato
Enhancements: Enhanced Strength (x10), Enhanced Endurance (x5), Enhanced Speed (x7), Enhanced Agility (x6), 2 extra arms with razor sharp serrated sickles on them, light shape-shifting, wings for high velocity jumping
Evolves: None
Evolves From: None
Bounty (for confirmed kill): 4,000,000 SLC
Bounty (for reporting sighting & getting out alive): 500,000 SLC
Recommendation if you see one: Have a strong warrior-type or fire-type ready to fight. Otherwise, evacuate at once if at all possible, where there’s one there's almost always more.
We all know Sukebe took ideas for his Pokégirls from both old legends and pop culture in his era. However, there was one old series of Legends that we all wish he'd never heard about, the legends of the Tang-Yin. For it was from these grim tales that the most dreaded Pokégirl ever was birthed, they were meant to be the bane of the men who aided women like Linda McKenzie...the Mantis.
The Manti were the most dreaded Pokégirls that any soldier had ever faced in the Revenge War. However, any of the few survivors would have told you, it had nothing to do with their looks. Standing a towering 7 feet tall at the on average, the Mantis Pokégirls were veritable giants. They appeared as attractive humans at first, with long flowing hair coming in a veritable rainbow of colors. Their eyes were often a hauntingly beautiful red, their hair dark as the night, a starch contrast to their pale skin with plump C-D cup breasts. However, they were limited metamorphs. When their prey would get close enough, they sprang, twin lethal scythe-arms sprouting from their shoulders in a flash, they'd skewer, slice, and slash their target without mercy. These scythe-arms are double jointed, allowing them to be moved freely with surprising speed and precision and are usually held in a position of prayer when active, yet not in use. Extending from the base of their spine was a short insectoid ‘tail’ with a solid stinger on the end, from the shoulders down to the tip of this ‘tail’ were hardened wings. They are not strong enough for true flight, but more than enough to allow the Mantis to leap incredible distances at amazing speeds. They hard two primary forms, their ‘normal’ form, which they could only be in while Tame, something that's become nigh impossible now.
Their other form, however, was truly a terror to behold. Their once dainty feet replaced by strong and lethal talons, beautiful and prominent breasts shrunk and replaced by muscle, velvety skin hardened into potent armor. The Mantis' 'Battle mode' is truly something to fear. They could kill a platoon alone normally, in this form it'd take a battalion just to take one down and have a survivor. Now 7 feet tall is the smallest recorded sighting of one in her battle mode, they become as terrifying as they acted. Their eyes become a solid color and 'bug out' to a disturbing size, long antennae growing from their foreheads, and their wings also taking on a hardened blade-like quality.
In combat Manti like to make the best of their surroundings. They liked to sneak attack their quarry, often attacking from the treetops above or sneaking in via the use of their metamorphic techniques to give them a sort of ‘mobile camouflage.’ In battle their scythe-arms were their key weapons, whether a sneak assault or a front-line charge they always preferred to rely on their scythe-arms and sword-based attacks. They would often leap straight into heavy close-combat with their intense long-range jumps and dive in fighting, swinging their scythe-arms with a fervor rarely seen in even the most violent of a Gynadose’s rages. What made this grim sight even worse was that Manti almost NEVER fought alone. Wherever they went, litter-mates of Manti always fought as a team, often making a particularly enjoyable battle a ‘family outing’ for them.
While their combat style was vicious, what they were most famous for was their sexual appetites. Frequently, they would take victims off and rape them, forcing them to erection with their human hands and taking what they wanted from them. And then once they had gotten off, the Mantis would then start eating their victim alive, usually starting with the genitals, the victim screaming in agony as the Mantis stripped his body of all his flesh. It’s said that the only way to know if a Mantis had bonded to you from one of these incidents, is that she'd either let you live, or kill you quickly. No one’s been willing to test which of these is the true outcome of bonding to a Mantis.
The soldiers of the Revenge War learned the hard way on a Mantis' Feral State. The mantis' Feral state is mild enough so that they'd know to hide from the potential threat that humans and Tamed Pokégirls now represented, thus they went into hiding and tried their best to keep their movements secret. A few were found shortly before the first Widow was sighted, and the first Pokégirl bounties were made. That bounty was subsequently increased, as Manti seemed to have developed a taste for bird, insect, frog, and lizard-type Pokégirls as well, great piles of bones being found in Manti lairs. However, it should be noted that Manti rarely, if ever, stay in one area for more than a year, two at the longest. The reason is because they apparently know that if they're in the same spot long enough, then sooner or later they'll be discovered.
As if things couldn't get worse about these deadly Pokégirls, it seems more and more are working for the Limbec Pirates. Information revealed by a Pirate who went legit revealed that Mephaesta, who'd grown fond of the vicious man-eating warriors, had begin to recruit them en-masse to work as torturers, executioners, and Assassins for the Limbec Pirates. Apparently both sides of this arrangement enjoy it greatly. This caused the already high bounty on Manti to increase even further for the sake of safety.
In recent a raid on a Limbec Pirate lair, a particularly fat, Snorlass-sized Mantis was found in the base's dungeons, alongside several hundred bones. DNA testing later revealed that these were all Tamers, Pokégirls, and civilians who had disappeared in the last few months. Before the Mantis was put down, a psychic probe revealed that all those she had eaten were somehow connected with anti-Threshold and anti-Feral research. The Mantis knew nothing more than that, she simply ate whom she was sent. This has led security to be increased around those facilities and for the family members of those involved.
There’s rumors of a sub-breed of Mantis, commonly called the ‘Praying Mantis’ by those few who’ve seen one. There’s little to go on other than they seem to be more intelligent and in control of their instincts than the ‘normal’ Manti.
Thanks to the obvious facts, as there's no confirmed cases of Taming a Mantis Pokégirl and surviving, let alone capturing it, thresholding into one, whether naturally or by force, is impossible. Thank the gods above.
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MARCH HARE, the Confusing (Confused?) Pokégirl
Type: Near Human animorph
Element: Psychic/Normal
Frequency: Very Rare
Diet: vegetarian. Also has a strong liking for tea for some reason
Role: No one can make sense of them to figure this out
Libido: Medium
Strong Vs: Fighting
Weak Vs: Dark
Attacks: Confusion, Displace, Amnesia, Disable, Dumb Luck, Metronome
Enhancements: Strong luck factor, Enhanced sense of hearing and taste
Evolves: None
Evolves From: Bunnygirl (Unknown mechanism)
The March Hare is a distinct oddity. No one knows exactly how a Bunnygirl evolves into one. No one knows what their purpose was during Sukebe's War. And no one knows just why they have such an obsession with drinking tea.
Physically, the March Hare remains mostly the same as they did previous to evolving. They gain a size or two to their bust, and grow a short but thick layer of fur all over their bodies.
Mentally, however, they change a great deal. While Bunnygirls were never known for their minds, the March Hare goes far beyond that.
The problem is not so much a lack of intelligence (despite their possession of the Dumb Luck attack), but that they make no sense whatsoever. They constantly talk in nonsense rhymes and riddles, which not even the smartest Alaka-wham has been able to make sense of (Indeed, many of that breed as well as other psychic Pokégirls complain of strong headaches when a March Hare is nearby). The only time they even begin to make sense is when the subject turns to tea, which they can go on and on about for hours at a time. Tea is actually a main part of March Hares' daily routines, and become sullen if not allowed or able to have some on a regular basis.
Feral March Hares have even been known to show up where tea is being brewed, and can be lured in (or away) with the drink. March Hares are not recommended for Harem Tamers, as they display little value in either regular or sex battles. The only reason someone might want to have one is the serendipity factor that follows them around. It should be noted that that there are some people who hold to a theory that March Hares are actually the most intelligent beings in the world, and are merely hiding this from everyone. These people are ignored.
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MECHDOLL, the Servant for Life Pokégirl
Type: Near Human/Metamorph
Element: Steel/Electric [Tech]
Frequency: Extremely Rare
Libido: Very High
Strong Vs: Bug, Dark, Flying, Ghost, Ice, Normal, Poison, Psychic, Steel, Water
Weak Vs: Fighting, Fire, Ground
Attacks: Lightning Punch, Lightning Body, Takedown, Satellite 3, Satblade, Iron Defense, Thunder Shield, Mag Bomb, Mag Throw, Yoink!, Get Over Here!, Thunderbolt, Thunder
Enhancements: Magnetics Mastery, Magnetic Levitation, Enhanced Endurance (x10), Enhanced Durability (x10), Enhanced Strength (x8), Satellites, Heavy, Magnetic Buffer
Evolves: None
Evolves From: Maggieton (Tamer's Understanding and Support)
If the owner of a Maggieton is able to restore her sanity, through persistent kindness and patience towards her multiple personalities and quirks, the three personalities will eventually undergo a dramatic metamorphosis, fusing into a single, complete mind. This fusion of the three personalities acts as the trigger for the breed's final evolution into the much-desired Mechdoll.
When a Maggieton evolves into Mechdoll, the Pokégirl’s mind finally becomes a whole, single, and normal mind. The three personalities that she had as Maggieton combine into one, leaving a girl much more experienced, capable of using knowledge that all three personalities had known. Usually, one of the three personalities will be dominant in the fusion, with the other personalities secondary, but on occasion, they will all fuse evenly, with an end result that none can predict.
Upon transformation, the Mechdoll’s body changes dramatically, becoming much more human in appearance and losing the metallic skin, replacing it with a soft, synthetic flesh that is resistant to damage, easily healed, and highly conductive of electricity. Powerful, wiry metallic muscles on a heavy metal frame provide the Mechdoll with tremendous strength and durability, and only enhance her magnetic control abilities. The Mechdoll's body is slightly morphic, capable of changing in size and build to her master's desire, though within reasonable limits. Some Mechdolls kept figures similar to when they were Maggiemites, others became taller and much more voluptuous. The Mechdoll’s hair loses it’s twin colors and shifts to a random hue, which the Mechdoll can change at will. Because of this, no two Mechdolls look alike.
Despite the changes, Mechdolls still retain a slightly artificial feel to them, due to things like the texture of the skin, the shifting mechanical eyes, etc. This is generally considered to be minor, however, and, if anything, gives the breed something of an empty, 'doll-like' quality.
Mechdolls, to the tamers who evolved them, are the epitome of dedication and loyalty. Nothing is beyond their dedication, for good or for ill. Mechdolls aren't known as the 'Servant For Life' Pokégirls for nothing, as they will under no circumstances willingly leave their tamer, even if it means death, and are capable of breaking out of Pokeballs to this end. There is not a single recorded instance of a Mechdoll willingly leaving or abandoning their master, rivaling breeds famous for their loyalty, such as the Growlie. Mechdolls are nearly obsessive in pleasing their masters, to the extent that they will tailor themselves to their tamers likes. If her tamer has a schoolgirl fetish, The Mechdoll will often don revealing schoolgirl clothing so as to please and entice her master. Many Mechdolls have expressed a love of playing dress up, becoming quite literally a living doll for their tamers, a thought which excites them terribly.
The Mechdoll is by far the strongest of the Maggiemite line. Her strong electrical attacks and powerful physical attacks can deal tremendous damage to foes in short order, but her real weapon now lies with magnetic manipulation and use of her satellites. With her increased powers, she can accelerate her satellites to blindingly fast speeds, deflect virtually any metal-based weapon or Steel-Type attack through their magnetic buffer, and with effort, can throw heavy metal objects weighing hundreds of pounds through magnetic propulsion. Though not quite as heavy as other steel types, or her previous evolutions, another strategy the girl uses is to take to the air with her levitation and then rapidly accelerate herself with magnetics, amplifying her force and dropping onto the battlefield - and hopefully her opponent - with a thunderous crash.
Perhaps as a side-effect of their love of dressing up, Mechdolls have a particular love of role-playing before and during a taming session. Despite the Mechdoll's great strength, they have complete control over their strength and can lower their strength down to human standard for safe taming. They get along well with most Electric-Types, as well as some tech-types and are particularly fond of the Seamstress, seeing her as an endless font of new outfits to wear.
Feral Mechdoll are almost unheard of, due to the fact that mainly for the amount of work it takes to create one as well as the unlikelihood that any tamer to earn a Pokégirl that is willing to please their every whim will ever give it up. The few ferals sighted, however, are regarded with fear and awe when provoked into attack. Otherwise, they tend to stay far away from all others, be they Pokégirl or human. Those that are caught are not automatically loyal to their captor - the infamous loyalty must still be earned in this instance, but once it is earned, it is earned forever.
Because of their powerful and fine magnetics control, Mechdolls are prized by the construction and electronics industries, as well as League militaries.
Like the Maggieton, the Mechdoll has four satellites which she can summon and use in combat. The techs Satellite 3, Satblade, and Thunder Shield all rely on these satellites - if they are all being used, then the Mechdoll cannot use these techniques again until the sats are free for use again.
Thresholding into a Mechdoll is considered impossible, due to their rarity.
• Satblade (ATK 90): Projecting a metal blade from a satellite, the Mechdoll attacks her foe with the high-speed flying projectile. This is considered a Steel-Type attack.
• Mag Throw (ATK Varies): This attack is the Mechdoll's ability to fully use her magnetic powers in combat, throwing or manipulating metal objects at a range. Because of this, the attack value of this attack is left variable.
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MIMICA, the Storage Keeper Pokégirl
Type: Near Human
Element: Ghost
Frequency: Rare
Diet: Human diet, blood (rumored), none if possessing an object
Role: Thief, storage manager
Libido: Average (high if bonded and under a certain circumstance), non existent if possessing an object
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark
Attacks: Lick, Dazzle, Teleport, Phase, Nightshade, Haunted, Illusion, Swallow*, Spit Up*
Enhancements: Night Vision, Enhanced Reflexes (x2), Short range telepathy, Ability to possess objects, Longevity (if possessing an object), Expanded storage capacity, Enhanced Senses (when possessing an object)
Evolves: Mimicall (normal, high level, earlier if their Tamer is Delta Bonded to them and in extreme danger)
Evolves From: None
These Pokégirls where discovered in 262 AS. A team of archaeologists were examining an abandoned temple in the Dark Continent and found three treasure chests along with a dried Bandame. Even though they had the keys to the treasure chests the locks wouldn’t open. After much deliberation the archaeologists decided to awaken the Bandame. An hour later after the Bandame was woken up she explained that even with the keys they would need permission from the treasure keepers to open the chests. When the archaeologists asked for an explanation it was revealed that the Bandame was referring to Pokegirls.
When not possessing an object, Mimicas look like human girls with dark gray skin, and black hair, around 4 to 5 feet in height. They have white eyes with a blue iris, and generally have B-cup breasts. The majority of the breed prefer to wear clothes, with those that prefer to go nude being much rarer. Theose who do prefer clothes will wear outfits that can easily be moved around in and either have large pockets or several of them. Feral Mimicas will possess discarded Pokéballs or boxes. Because of their ability to memorize and keep track of anything they’re holding, they make good storage, vault, and supply manages. This has made them useful at banks or storage facilities. They get along well with Bandames, and even though they don’t like their serious personality, Phawhores as well. They’re also useful to Tamers who forget to get supplies or need help keeping track of their things.
When these Pokégirls were first discovered, it explained some strange events Tamers have come across in the past. The most common among these events being Tamers waking up to find an empty Pokéball kissing or talking to them. (Most authorities simply considered the Tamers to be hallucinating.) Mimicas will possess things from lockets to vaults. In some cases, they will even possess books or dolls/puppets with mouths that can open in clothes. The only pattern in this is that the objects are normally some kind of container with lids. When possessing an object, they can manifest sharp teeth, a tongue, two black, skeletal-like arms with hands and sharp nails, and a single eye to see with, allowing them to increase the range of their ability to sense what’s going on around them from beyond its usual five feet. This ability to sense things around them when they possess an object have made them useful to Tamers, who let them possess their bags, mostly serving as an early warning system for when they’re in danger. Mimicas can move the opening of the object they’re possessing like they were lips. While they cannot talk while possessing an object, they’ll use their telepathic powers to talk to people and move the object’s lid as if they were. If the object is the size of a trunk or smaller, they can make the object float from one to five feet in the air.
Mimicas have the ability to open a pocket dimension, one most Tamers refer to as Expanded Storage Space (ESS), or the Pokégirl Basement. This pocket dimension can hold about 20 separate items. The reason it’s referred to as a Pokégirl Basement is because that’s what it looks like. When a Mimica uses this ability, the insides of the object they’re possessing turns pitch black. If the object is big enough, a person can even go into it. But they first have to have the Mimica’s trust. In inside of the pocket dimension looks like a stone and brick basement with shelves lining it. If the Mimica’s possessing a box-shaped object, the exit of the pocket dimension is a ladder, while if it’s something such as a vault, it’s a set of stairs. The reason only someone the Pokégirl trusts can go in is because she’ll feel whatever they are doing. If they move stuff around, they’ll know. If a sledgehammer is used against the walls, the Mimica will feel pain. One tamer has reported that Mimicas will laugh if the walls of the pocket dimension are tickled. Oddly enough, they can’t open their pocket dimensions when possessing a Poképack or a transparent object. The reason for this is unknown, and Mimicas aren’t talking about it. The pocket dimension of a Mimica has been used by criminals to steal. This is normally done by sending the Pokégirl (usually possessing some sort of box) to a facility/mansion/etc. and having them move around at night, taking objects, or by having them hold onto Pokéballs as they go in, releasing Pokégirls that know Teleport to do the stealing and escape. This pocket dimension is also liked by weapon-using Pokégirls, as they have somewhere to place their extra weapons.
Their personality depends on where they’re found. Those found in the countryside will normally be calm and quiet, while those near cities will be outgoing and give their opinions even if they’re not wanted. It’s not advised to take them into stores, seeing as they may randomly take items from shelves. It should be noted that they love playing tricks. Most cases being that they’ll refuse they wanted, then suddenly agreeing and opening up. When the Tamer reaches for the item, they’ll form teeth and bite down. In some cases the Mimica has bitten down hard enough to pierce the skin, which has led to the rumro that they drink blood. This is why most Tamers try to stay on a Mimica’s good side. On All Fool’s Day, they’ll temporarily leave the object they’re possessing, joining up with Trixie and their evolutions to mess with people.
When it comes to taming, they have no preference in terms of style. When they were publicly announced, the few tamers that had Mimicas came forward and gave what information they knew. One of them was a Tamer with the Tamer’s Disease blood curse who was delta-bonded with his Mimica. He reported that while in the Pokégirl’s pocket dimension, she created a physical manifestation of herself. The manifestation seemed to have an increased libido and was ready to go whenever her tamer was. He spent a week in the pocket dimension taming her (he had food and water in there, and his other Pokégirls reported that he only left the pocket dimension for bathroom breaks and to catch his breath). From his reports it seems that the manifestation likes being tamed against the walls of the pocket dimension and having any objects in it used to tame them. Why this is, no one knows for sure, as it’s hard to find a Mimica delta-bonded to a Tamer. They only become Feral when not possessing an object. You know they’re Feral when they become more violent and aggressive until they possess an object. If someone keeps them from possessing an object then they will beat the person up and go for whatever they can find. A Feral Mimica will use Dazzle or illusion to distract her opponents before escaping.
If the object they’re possessing is about to be destroyed, one of two things will happen. If they’ve become attached to the object, they’ll choose to stay in it and die when it’s destroyed. Otherwise they’ll try to leave it. If you want a loyal Mimica, give them finely decorated gift boxes to possess or objects like jewelry to hold onto. Like the HandMaid, some leagues don’t consider this Pokégirl to be a member of a Tamer’s active combat harem because they seem more inclined for domestic work and don’t need taming as much as other Pokégirls. As of yet, no Thresholds have been reported.
Swallow – (ATK 0): The Mimica swallows objects around her and stores them for later use. These items can include stones, twigs, and so forth. It’s possible for the Mimica to hold projectiles thrown at her, but only for a temporary time. The longest time recorded for this is 15 minutes, with stronger attacks reducing the time. After a certain time passes, the Mimica will have to release the projectiles or take 20% more damage than they would have if they had taken the hit.
Spit Up – (ATK 30/can vary): The Mimica attacls her enemy by spitting stored objects at them. The objects range from the things she’s used Swallow on to the objects she has stored. If she uses projectiles from the enemy, their attack will be half of what it was before but still retain any status-inducing effects. If she uses the objects she has stored, they will need to be recollected afterwards, as they will not go back to what she is possessing or to ESS. Heavier objects will do a high amount of damage but aren’t as accurate, while smaller objects are more accurate but do less damage. Some have taken to holding jars/bags of coins, marbles, or even pebbles to use, seeing as even though the attacks won’t hurt as much, they can do a high amount of damage if given the change to build up. Leagues have stated that Pokéballs, empty or otherwise, are not allowed to be used as projectiles in League-sanctioned battles. However, they are allowed if they are being used against Ferals. Some have argued whether or not this is fair, as it could be seen as a sneaky, underhanded trick.
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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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MOAN, the Legendary Psychic Pokégirl
Type: Near Human
Element: Psychic
Frequency: Extremely Rare (Unique)
Diet: unknown (alpha-waves are speculated)
Role: psychic troubleshooter
Libido: unknown (Average speculated)
Strong Vs: Fighting, Poison, Psychic
Weak Vs: None (Bug, Dark, Ghost)
Attacks: Aura of Cute, Butt Wiggle, Quick, Foresight, Telekinesis, Fade, Teleport, Hypnotic Gaze, Hypnotize, Dodge, Tail Slap, Heal
Enhancements: Enhanced Agility (x10), Enhanced Speed (x7), Legendary Qualities, Legendary Salient Qualities, superior intelligence
Evolves: N/A
Evolves From: N/A
Moan is one of the very rare Legendary Pokégirls. Made by Sukebe to be far beyond normal Pokégirls, Moan is perhaps the ultimate psychic pokewoman, with perhaps only her genetically-engineered daughter, Moantwo, surpassing her.
Moan looks like an A-bra with Amachop style mixed in. She is just under five feet tall, and has light grey skin that is as soft as it looks. Her hair is a darker shade of grey that hangs down to her shoulders, and is the only hair on her body. Her tail is the same grey color as her skin, and is about half-again as long as her legs. It has a small knot at the end, being slightly thicker there for her Tail Slap attack, usually though it just waves behind her carelessly. Her bust is remarkably full, and looks even larger than it is due to her small frame. Moan never wears clothing. She usually tends to curl up when flying through the air, and often times has her eyes closed, despite being awake, apparently using psychic senses to detect her surroundings. She has never been known to speak verbally, but on two separate occasions, people who have seen her have sworn that they heard a soft voice in there heads saying “Moan” a few times. The odd thing about that is that saying nothing but their type is a mark of having gone Feral, but Moan’s behavior is anything but that of a Feral Pokéwoman. Her intelligence is far greater than even that of an Alaka-Wham, and many speculate she may be the smartest being alive. This apparently hasn’t taken away from her playfulness and zest for life however.
Papers and files found in some of Sukebe’s old bases speak of the reason for Moan’s creation. Sukebe knew that during the war situations would arise where his Pokégirls would need reinforcements, but not be able to receive them for any number of reasons. He invented Moan to be able to detect the problems based on the stress and anguish she psychically felt, fly or teleport to the scene, and use her vast powers to aid the Pokégirls there. Moan did all this, but the few records there are of her interfering in a battle all show a remarkable kindness. Moan has never once been known to kill, or even seriously harm her enemies, instead putting them to sleep during battles, allowing the Pokégirls to simply bypass their enemies. Moan was noticeably absent during the end of the war, when things became very bad for both sides. Why is not known.
Moan has rarely been sighted. Usually she is only seen when a cataclysm of huge proportions is about to happen, there to divert it. Old emails mention a creature fitting her description spotted around the once-unified Orange Islands mere days before they were shattered into their present state by an Eva evolved into something by an Angel Stone, and many feel that Moan was there to try and prevent the disaster. Beyond such disaster sightings, Moan is almost never seen, very rarely being glimpsed soaring through the air in a bubble of force, eyes closed, just enjoying herself.
There are other supposed sightings of Moan that are less than totally credible however. Young men around the world have described having dreams were a Pokégirl would fly in through the back room window and float down onto their bed, engaging them in a night of passionate Taming. Such dreams tend to be very lifelike, and the Pokégirl they describe is often a close match for what Moan looks like. Many of these young men became Tamers just to try and find that Pokégirl from their dreams. Scholars on Moan are divided on how seriously to take the idea that some of these “dreams” are of Moan. Almost every young male has at least one sex dream about a Pokéwoman. Furthermore, several accounts are listed as taking place on the same night by young men all over the world. Even for Moan, that would be some very fast teleporting. If some of these dreams are in fact actual encounters with Moan, a lot would be explained though. There are no other reliable accounts, or even rumors, of anyone Taming Moan, so to keep from going Feral (and most agree that, despite her never saying anything other than her name, a mark of having gone Feral, she hasn’t) Moan must be getting some somewhere. Enough of the reported dreams have a common theme that some have put together a sketchy picture of Moan’s Taming likes and dislikes. Reports were the man in question Tamed her quickly and without preamble usually got her off a few times and then she left. But when Moan was petted and stroked, engaged in proper foreplay, and even stroked during the act of Taming, she stayed much longer, climaxing many times before leaving, softly moaning and mewling submissively...It seems she enjoys being appreciated during sex. Moan has also never been seen eating anything. It has been tentatively hypothesized that she doesn’t need food, but instead feeds on alpha-waves. Alpha-waves are waves that the brain emits when happy, pleasured, relieved, etc. If Moan does indeed feed on such waves when they are emanated, it would be a good reason for her to go around helping people and visiting horny young men for Taming at night.
As Moan has never been captured, no one can begin to really guess what it would be like having her in a Harem. It’s likely she wouldn’t take to it well, having been a free spirit for too long. A Tamer she truly cares about though may capture her heart to the point where she would stay with him, only leaving to prevent disasters from occurring, and then returning to him.
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 Moan’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, which is how Moan’s DNA was used to create Moantwo.
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, Moan 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. Psychic, at or below level 65, 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 Moan’s lexicon of special attributes:
Fore-psight: A greatly heightened version of the Foresight attack, this lets Moan sense large, impending disasters before they happen, and the general vicinity of where they will be. Moan doesn’t know what the disaster will be; just that it will be big. Moan will generally sense a coming cataclysm a half-week in advance, and will quickly journey to where it is, trying to stop it. It has to be a large incident to set off her Fore-psight. A house burning to the ground wouldn’t register, an entire city being burnt to ashes would. This ability is automatic, not needing her concentration, and doesn’t require use of her Stabilize Power ability. She simply lets the threads of fate flow through her to sense oncoming disasters.
Mind Over Matter: Most psychic Pokégirls only can use their listed psychic attacks, and maybe one or two other tricks besides. Moan is no ordinary pokewoman though. Sukebe gave her great psychic powers, so great that they don’t have set limits per se. Though she only can do things she had enough power for (which is a lot), the range of what she can do is vast. She can telekinetically fly, and often creates a force-field around herself for protection. She can manipulate raw energy, though she rarely does so. In short, if she can imagine it, she can usually find a way to psionically do it, if she has enough power.
Stabilize Power: Usually, a psychic pokewoman must concentrate actively on her power to use it. Moan need not be so encumbered though. She can set up to three of her powers, not necessarily attacks, which can be relegated to her subconscious, which will maintain the powers for her without her having to actively concentrate on them. Usually, she sets her telekinetic flight, force-field bubble, and ESP with Stabilize Power, but she can change them at will.
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MOANTWO, the Neo-Legendary Psychic Demigoddess Pokégirl
Type: Near Human
Element: Psychic
Frequency: Extremely Rare (Unique)
Diet: Omnivore, 1/4 human standard intake
Role: Tracker, Enforcer
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Elemental-kinesis, Psychic, Telekinesis, Teleport, Hypnotic Gaze, Backstab, Agility, Hypnotize, Dominate, Quick, Foresight, Armor, Fade, Heal, Flash, Psi-Blade, Psi-Blade Mark II, Confusion, Amnesia, Disable, Double Team, Psywave, Psychic Illusion, Dream Time, Mirror Coat, Metronome, Feel The Burn
Enhancements: Enhanced Intelligence (x10), Enhanced Reflexes and Speed (x8 each), Enhanced Strength and Durability (x5 each), Enhanced Mental Endurance (x12), Psychic-flight
Disadvantages: Irremovable implant causes her pain whenever she uses her greatest psychic powers.
Evolves: None
Evolves From: None (cloned from Moan)
Researchers are unsure as to when this Pokégirl was first discovered. Some claim that she was the very last legendary to be released, a final copy, so to speak, of the Legendary known as Moan. However, legends say that she fled the destruction of Sukebe's final hideout rather than die in the battle that ensued and destroyed the base where she fled from. Others say that this Pokégirl was a product of a taming session between Cocooner and Moan about a hundred years ago. Of course, this is all speculation, but sightings of this Pokégirl are numerous enough to be taken seriously by the public at large. Only her physical description has been confirmed, though no photographs have ever been obtained of her. Much like the dreams that Moan is supposedly seen in amongst various people all over the world, the descriptions given are by and large very nearly the same no matter who gives the information, and so is accepted amongst most Tamers and Researchers as fact.
According to reported information, Moantwo stands somewhere close to six and a half feet tall and has large C-cup breasts (barely under D-cups, though some reports have stated that she has larger). Her tail is as long as her body is tall, and is thinner than what might be expected, more like a feline pokegirl's tail. However, the end of Moantwo's tail is shaped much like a medieval mace, about half a foot in diameter for a length of the last foot of her tail. The tail is ambidextrous but not very useful outside of battle as a result of the shape of the end of her tail. Those who claim to have tamed her report that she likes to pin the person down and tease them with her tail, which is far stronger than most would think to be with such a thin appendage. She has short, purple hair that reaches to just above her shoulders, and has eyes that glow at the same color as her hair when using her psychic abilities. No one has ever reported seeing her true eye-color, however, as she seems to always be using her psychic powers. One thing that seems to be constant for this Pokégirl is the fact that she prefers to both be on top and to be in the air when taming. Research suggests that she is using her psychic powers to allow both herself and her partner to hover above the ground (or bed, or what have you) during the taming session.
Unfortunately, this Pokégirl has never allowed herself to be recorded in or out of battle, and as a result there is no information on her battle capabilities available for this Pokédex entry. Researchers, Tamers, and Watchers are working together to try and discover this information, but due to this Pokégirl’s obvious sense of security and great psychic powers, caution is highly stressed when attempting to locate her.
NOTE: ALL INFORMATION BELOW IS TO BE CLASSFIED TOP-SECRET. NO ONE IS TO READ THIS FILE WITHOUT PROPER AUTHORIZATION.
Project M2, codename Moantwo, was the brainchild of Viridick gym leader, Gendo Giovanni. His known connections to nearly every illegal organization on the planet allowed him to get DNA from one of the elusive Legendary Pokégirls, Moan. Cloning of Pokégirls, so far at least, has proven impossible, however Gendo wasn't trying to completely clone Moan. He had her DNA modified and enhanced, turning her into a more powerful counterpart. He tried to contain her using high-tech mechanical restraints, however Moantwo’s psychic prowess proved to be too much for Giovanni and his minions to control. She destroyed her restraints and removed herself from their hands. (She also removed from the scientists several fingers, toes, their skin, their favorite internal organs, and so on...)
All Legendaries are sterile, however in a very real sense, Moantwo is Moan’s daughter. She is similar to her mother in many ways, save that her skin is much darker, almost a steel gray. She is taller, topping off at 6'5", has a larger bust, and has a much thicker and more muscular tail. She keeps her hair short, and her eyes constantly glow with purple light. However, despite her connection to Moan, she has no great love for the elder Pokégirl, and generally views most other Pokégirls and nearly all of humanity in the greatest of contempt. She is not entirely without the ability to care, as she has shown respect for some Tamers. Some Legendaries have earned her respect as well, and Moantwo has backed down when confronted by Moan. It is more likely, however, that she will attack any human she feels is threatening her or is annoying her. She retained a low opinion of humanity from her time in Gendo Giovanni’s care, and has a very difficult time trusting new people. This also may be due to the fact that while she was ‘growing’ inside Giovanni’s testing tube, a device was implanted into her brain that was deemed a prototype psychic enhancer that survived the wars. Although it amplifies Moantwo’s great psychic abilities, it also causes her massive headaches and pain when she uses her stronger psychic techniques.
Moantwo’s battle capabilities are tremendous. She is not very physically strong, although she can bolster herself with her psychic powers, which are the strongest on the planet. So strong are her psychic abilities, she has developed the ability to summon elemental blasts with the force of her mind. The only real things she seems afraid of are ghosts, and she is very wary around Dark-element Pokégirls. She was forced to flee when she was confronted by a group of Twau. However, simply because she is wary around Dark-types doesn't mean she cannot fight them, and she has often confronted Dark-type Pokégirls over any other possible opponent in order to make herself able to deal with her fear. It is assumed that she is working up to Ghost-types, but there is no true evidence of this.
Our spies within Giovanni’s organization were unable to find much data on her dietary and taming needs. The only real data we have is that while she is capable of consuming most human-style foods, she also seems to feed off of negative energy. She was recently spotted at the scene of a Widow attack, her head bowed back as if she was drinking in the suffering of the Widow's victims. It does seem that Moantwo dislikes associating with humans or pokegirls at all. Researchers suggest that she may be hiding in one of the unknown islands within the Pacific Ocean or someplace far from any human habitation, only coming out from such hiding spots when she requires a taming. This Legendary also seems to be unaware of any information regarding the Dark Continent, and it is considered vital that it remains this way: Given her past, it is all too likely that she may sympathize with the S-Goths and their plans, and may even assist them. This is an issue that is all too pressing, and any that may gain contact with her in the future are warned to keep as much knowledge of the Dark Continent away from her as possible.
Further study on Moantwo is recommended. Until then, all data on Moantwo must be kept from the public.
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MOLTITS, the Legendary Flaming Bird Pokégirl
Type: Near Human
Element: Fire/Flying
Frequency: Extremely Rare (Unique)
Diet: fruits, with occasional meat
Role: mistress of heat, self-proclaimed goddess
Libido: High
Strong Vs: Bug, Fighting, Fire, Plant, Steel
Weak Vs: None (Electric, Rock, Water)
Attacks: Firestorm, Ignite, Flame Tower, Flame Scythe, Napalm, Fire Punch, Fire Kick, Fire Blast, Flame Sniper, Feather Shuriken, Feather Blizzard, Wingover, Typhoon, Hurricane, Dive
Enhancements: Enhanced Vision (x20), Legendary Qualities, Legendary Salient Qualities, Improved Respiration, Endurance, Freejoints (hips and knees), Prehensile Feet, Atmospheric Comfort
Evolves: N/A
Evolves From: N/A
Moltits is one of the three Legendary bird Pokégirls, with her two sisters being Articunt and Zapdass. They were among the very first Legendary Pokégirls to be created by Sukebe for use in his war against humanity. Like her sisters, Moltits took a subtle route to sow discord among human society to make it easier for other Pokégirls to attack the humans. She would use her powers of heat and flame to bring droughts and flash-fires to communities, often exhausting them so badly from the sheer, oppressive heat that they couldn’t put up a decent resistance when Pokégirls attacked.
Moltits is two inches below six feet tall, with very short orange feathers covering her body. Like her sisters, her wings are separate appendages from her arms. Her wings are the same color as her body, but she has the ability to sheath them in flames, via Ignite, at will. Her bright red hair is long but wavy almost to the point of being curly, and hangs a few inches past her shoulders. Her feet are clawed, with a single back-toe on each foot. Her breasts are just barely D-cups, with bright red nipples the same color as her hair. Her pussy naturally is hairless. Moltits never wears clothing, and it's likely that any she did would burn off of her anyway.
Moltits is a vision of perfection among both Fire and Flying-type Pokégirls. She soars higher than most others dare to, her natural body heat keeping her warm at the colder temperatures of high altitude. Moltits almost unconsciously stays directly between the sun and those under her, as much for heat as to keep hidden, a tactic she has used since her very first mission.
Moltits is a very self-centered and flighty being. She pays almost no attention to things that don’t concern her, focused solely on what she, and others, can do to make her life easier and more pleasant. Hers was the swing vote on the issue of what they should do about Atmuff, since she really didn’t care one way or the other. Moltits either could not or would not see how the Legendary Warrior’s continued rampages endangered them all, and often abandoned the debate when it arose. Finally, after years of listening to her two sisters bicker about what to do, she surprisingly sided with Zapdass on the issue, agreeing that Atmuff needed to die, and committing them all to the greatest battle of their lives. Once Atmuff had been dealt with, Moltits abandoned the company of her sisters, flying far to the east. Most histories lose track of her at this point, but that is not the end of her story. After flying for a long time, Moltits came upon an island in the ocean that was far from other islands. The people of this place were rustic to begin with, and though they knew of the outside world, the little contact they had with it had been lost years before during the war. However, no Pokégirls had come to the island either, so when Moltits landed there, she was almost immediately revered as a goddess. Knowing this was too good to pass up, she played upon their superstitions, and within a year had all activity on the island centered around her. She remains there to this day, the goddess of the sun to the people of the island. She actively discourages anyone from leaving, and today most people there have forgotten that an outside world even exists. Moltits loves her new home, since the people go out of their way to give her whatever she wants. She keeps a fairly large number of robust young men (and some women as well) as her own harem to choose from. Moltits knows that if word of her existence spread to the outside world, people would seek her out, and the local peoples would soon learn she was just a Pokégirl, albeit a very powerful one, and not a goddess, which would mean the end of her idyllic life. To this end, she tends to have anyone who comes to her island slain, a decision she doesn’t feel totally comfortable with, but her desire to be worshipped and revered has overcome her conscience, especially since the island is already so remote that almost no one finds it.
Moltits hates to battle, since it runs against her hedonistic nature. Her only combat credo is to end the fight as soon as possible, and she will sometimes take foolish risks to do so. This stratagem nearly cost her life in the fight against Atmuff, and she very well might have died had not Hy-bra weakened the Legendary Warrior first. When in battle, Moltits tends to cut loose with her strongest attacks immediately, and often multiple times in a row, hoping to either kill her foes or drive them off, usually resulting in the former. If she is actively trying not to kill her opponents, she’ll use Flame Tower and Napalm to try and force them to retreat from the powerful flames. Moltits fights hand to hand more often then at a distance, usually because being closer allows her to unleash her attacks with more precision, leading to a quicker victory. Although she still remains somewhat reckless in battle, her powers are great enough that it usually doesn’t matter.
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 Moltits'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, Moltits has No Weakness (Level 75). If she were to face a Rock or a Water-type Pokégirl, or anything else that was considered Strong vs. Fire/Flying, at or below level 75, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Moltits's lexicon of special attributes:
Heat Wave: Moltits radiates an aura of heat from her body to a distance of five hundred yards. This heat usually tops out at around two hundred degrees above zero, making it scorching, although there is no accompanying rise in humidity. Moltits has fair control over her aura though, and has been known to lessen it to around one hundred degrees to make people around her comfortable. The effects of this heat pervade over local conditions, and can modify them accordingly, but local weather returns to normal once her aura is gone, usually rather quickly.
Blazing Body: Due to her natural, pervasive body heat, all of Moltits’s attacks inflict additional burning damage. Feather Blizzard releases superheated feathers into the area, Wingover hits the opponent with wings coated in flames, etc. Also, all of her fire attacks do greater damage than they would if they came from another Fire-type Pokégirl. This is due to Moltits being a paragon of heat and flame, even among fire Pokégirls.
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MOOGIRL, the Human-Loving, Fast-Talking, Street-Smart, SLAM-Dancing Pokégirl
Type: Near Human
Element: Normal
Frequency: Uncommon
Diet: human foods
Role: dancer, entertainment
Libido: Average (High with music and/or a Tamer they like)
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Growl, Scratch, Bite, Cheer, Dodge, Agility, Dance, Black Blade
Enhancements: Enhanced Endurance (x3)
Evolves: None
Evolves From: None
Moogirls are a strange breed of Pokégirl. They usually stand around five feet tall, and their entire bodies are covered with short white fur. Their hair is just longer, silkier strands of the fur from the back of their heads. The often style their hair and decorate it with various ribbons and accessories, the only clothing they wear. Moogirls have a small tail just over their backside, not nearly long enough to reach the ground. They have small, crimson wings on their backs, but these are obviously vestigial, and can’t even lift a Moogirl off the ground slightly. They have a single antenna from their foreheads, hanging slightly in front of them, on the end of which is a round, fuzzy tuft. This tuft is an erogenous zone for them. While not quite as sensitive as their clit or their nipples, stroking it in the right manner can arouse a Moogirl quickly.
Moogirls believe that they are the living epitome of what is cool, and they do their best to make sure they can back it up. They are always up to date on the latest slang, and know the right expressions, gestures, and phrases to make. They are also quite vain about their appearance, primping and cleaning themselves whenever possible.
A Moogirl’s most favorite activity though is dancing. For them, dancing is the single coolest thing a person can do. Obviously, these Pokégirls get along great with Divas and Bards and the like, since these Pokégirls can provide them with music to, as they say, “jive” to. Many trendy clubs will have a singing Pokégirl and a Moogirl on stage to dance as entertainment. They enjoy doing seductive and suggestive dances, since it garners them more attention. A Moogirl also knows dances that can be used as attacks, with different elemental powers being used. This makes the Moogirl quite extraordinary, something they take pride in, because they can access different elements while still retaining their Normal type. Moogirls who have a Tamer who appreciates their dancing, and is even willing to dance with them, and has a singing Pokégirl in his Harem, will find that his Moogirl thinks the world of him, and will be unwaveringly loyal. She will also be very lusty towards him, being, as one Moogirl said “aroused by just how damn cool he is!”
Besides some basic attacks and their dancing, a Moogirl has a special attack called Black Blade. They don’t like using this attack though, and tend to only pull it out when they’re near death, or as they say, when they’ve “broken their limit.” This attack is where the Moogirl will rush at her foe and begin just punching rapidly, pummeling them with surprising force. Oddly, the name of the attack doesn’t describe it at all, and when asked about this, a Moogirl will blush, stammer something unintelligible, and change the subject. It’s thought that this might be them having misnamed their own attack, something extremely uncool to do, and now just sticking to the name since they refuse to admit they gaffed.
Feral Moogirls act like normal Feral Pokégirls, save for one oddity. In addition to saying their name, they also say “kupo” or “kupopo.” What this means is still being researched. It’s easy to tell a domesticated Moogirl from one that was born Feral, since Feralborns will still let the occasional “kupo” slip out. They aren’t embarrassed by this though, considering it to be one of the coolest words there is to say. They also refuse to ever admit they were born Feral at all, instead insisting that they were learning to dance and researching new steps during their early years. Threshold girls who become Moogirls are perhaps the only cases of Threshold where the victim isn’t unhappy at all, since she’s just become the epitome of what’s hip.
There has never been a case of anything evolving into a Moogirl, nor have Moogirls ever been known to evolve. One Moogirl was quoted as saying “how could we ever evolve? We’ve already reached the ideal state. You can’t improve on perfection, baby.”
Dances: Some of the Moogirl’s known elemental Dances are as follows. How many dances she has, and which variations she knows, are only known by each particular Moogirl. There doesn’t seem to be any order or system by which they learn them. The more worldly and experienced the Moogirl though, the more dances she knows.
Wind Song: This set of dances is moderate, involving lots of twirling with limbs held out and flowing motions. Wind Slash: This dance sends out a razor sharp burst of wind to cut the enemy.
Sun Bath: This dance calls down light that soothes and helps refresh others.
Plasma: This dance calls down bolts of violent power to hit enemies.
Cockatrice: This quick dance is jarring and throws enemies off balance with its motions, lowering their defenses.
Forest Suite: This set of dances is surprisingly fast and violent, similar to modern dancing. It suggestions aggression.
Rage: This attack conjures up large bits of debris, larger than just dust, and has the wind toss them at foes.
Wild Bear: This dance heals any things like paralyzation or forced sleep on other Harem members.
Elf Fire: This dance starts slow, and slowly goes fast, as though the Moogirl’s arousal was building, it ends when she releases a large burst of flame towards a localized area.
Wombat: This wild break dance has the Moogirl get close to an enemy, letting her flailing limbs hit her.
Desert Aria: This set of dances is slow with outstretched limbs and curling, twisting movements.
Wind Storm: This dance kicks up dirt and debris to blind her opponent.
Wind Slash: This dance sends out a razor sharp burst of wind to cut the enemy.
Antilion: This dance sends a localized but fierce gust of wind to knock one opponent over.
Kitty: This oddly-named dance has such a good beat that it hastens the other members of a Moogirl’s Harem.
Love Sonata: This dance set is slow and sensuous, but has its quick motions as well, suggesting rising passion.
Elf Fire: This dance starts slow, and slowly goes fast, as though the Moogirl’s arousal was building, it ends when she releases a large burst of flame towards a localized area.
Snare: This dance causes the ground under and enemy to become muddy and hard to navigate.
Specter: This dance uses Confuse on the enemy.
Tapir: This dance heals things like paralyzation or forced sleep on other Harem members.
Earth Blues: This dance set is slow, but suggests sadness instead of passion. It has some quick, violent motions representing suppressed anger.
Land Slide: This dance causes small, localized earthquakes, often targeted at nearby debris to bring it down on an enemy’s head.
Sun Bath: This dance calls down light that soothes and helps refresh others.
Sonic Boom: This dance ends with a quick hand motion towards the enemy, letting the compressed sound hit her and do damage.
Whump: A slow dance that ends with a sudden rush forward and a solid hit against the enemy.
Water Rondo: This dance set is lithe and flowing with a moderate tempo. It tends to be to a steady rhythm, with no jarring motions occurring.
El Nino: This dance is slightly disorienting to opponents, making them feel uncoordinated, lowering their attacking power.
Specter: This dance uses Confuse on the enemy.
Plasma: This dance calls down bolts of violent power to hit enemies.
Wild Bear: This dance heals any things like paralyzation or forced sleep on other Harem members.
Dusk Requiem: This set of dances set is slow, more like graceful martial arts practice than dancing, and is obviously indicative of sadness.
Cave in: This dance disturbs the natural “flow” of the earth enough that nearby structures shake, sending down loose items onto enemies.
Elf Fire: This dance starts slow, and slowly goes fast, as though the Moogirl’s arousal was building, it ends when she releases a large burst of flame towards a localized area.
Snare: This dance causes the ground under and enemy to become muddy and hard to navigate.
Poison Frog: This dance seems almost reproachful, and uses Poison on an enemy.
Snowman Jazz: This lively dance set is upbeat without being too violent, great for getting a Moogirl’s blood moving.
Snow Ball: This quick dance forms a cold, thick ball of snow in the Moogirl’s hands, which she tosses at her enemy.
Snare: This dance causes the ground under and enemy to become muddy and hard to navigate.
Surge: Enemies are hit with a sudden barrage of cold at the end of this dance.
Ice Rabbit: This dance sends a cool wind over Harem members and friends, refreshing them.
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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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MOONCALF, the Psychic Cowgirl Pokégirl
Type: Near-Human (Bovine)
Element: Psychic
Frequency: Rare
Diet: vegetarian
Role: Strategist and supply coordinator
Libido: Low to Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Teleport, Hypnotic Gaze, Hypnotize, Hypno Dance, Quick, Aura Barrier, Disable, Moon Beam, Confusion, Psychic Illusion, Mountain Hold
Enhancements: Psychic Abilities, Enhanced Durability (x5), Enhanced Intelligence (x4), Semi-elastic skin, fast recovery, can produce at most 15 gallons of milk per day.
Evolves: None Known
Evolves From: Milktit (Moon Stone)
The Mooncalf is the psychic evolution of the Milktit. A better fighter than the Milktit but not quite as effective as a Minotaura, it does not have the enhanced strength of a Minotaura, but it is often more effective in combat using its psychic abilities. A favored tactic is to trick its opponents into seeing what it wants it to see using Psychic Illusion and then attack. Unless the opponents are aware of the tactic and have psychic defenses they will almost always fall victim to this tactic. They are also slightly more intelligent than they were as a Milktit, possibly rivaling the Ka-D-Bra but not quite as intelligent as an Alaka-Wham.
Although the Mooncalf evolved from a Milktit, there are several visual changes that occur thanks to the evolution. For starters, the Mooncalf does not produce near as much milk as a Milktit does. Instead of the 45 gallons a day that a Milktit produces, Mooncalves can only produce somewhere between 5 and 10 gallons a day at most. This also means that they have somewhat smaller breasts when full, and actually can handle the added weight with ease unlike the Milktit thanks to fine-control over their telekinesis fields (much like the Alaka-Wham have). However, it is still considered neglect if a Mooncalf is unmilked for longer than a few days, as the strain will eventually get to her. Mooncalves are cannot change the composition of their milk and drinking Mooncalf milk will not induce lactation in other Pokégirls. Unlike the Milktits, which can range in appearance, the Mooncalf evolution more regularly looks human-esque in appearance, only having two small horns that protrude a few inches from their foreheads, cow-like ears and a cow tail.
The Mooncalf milk does have one odd side effect. It can help induce a hypnotic state within the drinker, which the Mooncalf can take advantage of. Strangely, this effect does not take hold of Tamers that are even Alpha bonded to the Mooncalf, but will affect non-Dark type Pokégirls and other humans. This is often used to assist with police interrogations, and Mooncalf milk can command a high price on the market as a result. This type of milk seems to be generated only one day a month, however, most commonly on the day of the Full Moon.
Research is underway to deduce whether or not Pokégirls that evolve as a result of drinking Milktit milk will provide a similar effect as those that drink Mooncalf milk. So far, the results have been inconclusive, although some researchers do continue to study the possibilities. Although, one unconfirmed report states that a Maid Yvette was evolved to a Milk Maid by Mooncalf milk. The fact that the tamer that reported this died shortly afterwards along with his entire harem of Pokégirls in a Widow attack makes it impossible to verify the claim.
Mooncalves hold the claim as the only psychic type to have access to a dark type attack in their exclusive Moon Beam technique. Usually, the Mooncalf must be fighting something that is strong against her before she'll use the attack, however. It's not especially strong, but is accurate and powerful enough against those Pokégirls that are weak to the Dark-element.
Moon Beam (ATK 50): Inverting the Mooncalf's psychic power to create a Dark-element attack, the Mooncalf unleases a beam of pale light that looks much like moonlight to strike the opponent. Opponents struck by this attack have a 40% chance of becoming confused due to it. 15% of the time, the Mooncalf will suffer a 5% loss of HP after using the attack. This attack seems to be available to the Mooncalf only in dark places, as it seems that the Moon Beam cannot be generated under direct sunlight.
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MYOBU, the Celestial Fox Pokégirl
Type: Near Human (Vulpine Animorph)
Element: Electric (Celestial)
Frequency: Rare
Diet: omnivore, preference for fish and meat
Role: Defenders of honor, scouts
Libido: Normal
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Attacks: Bite, Fist of Fate, Fox-Lightning*, Illusion, Leap, Pleasure Spark, Pummel, Quick Attack, Scratch, Tackle, Thunder Bolt, Thunder Kick, Thunder Punch
Enhancements: Enhanced Hearing (x6), Enhanced Olfactory Sense (x4), Enhanced Agility (x2) Enhanced Speed (x5)
Evolves: Kitsune (Breaking code)
Evolves From: Kitsune (Extreme stress, faithful to code)
Not all Kitsune go through a situation like this, but Kitsune who manage to follow their code and overcome the situation evolve into something new, unlike a Kitsune who failed to follow their code and evolve into a Nogitsune. This faithful fox evolution is called a Myobu.
Myobu have the same basic color scheme as their cousins the Hoarfoxx. Their fur is one of the varying shades of white (I.e. Cream, off-white, pure white). Their hands, feet, tails and ears are all tipped in a varying shade of yellow. The yellow fur is where most of the girl's electricity is stored. The amount of fur actually varies, with ferals being fully anthromorphic to having a mostly human girl with fox ears, tails and fur on their hands and legs. Their height varies between 5'4" to 5'8" with their body shapes usually described as lean and lithe with breasts in between low A-cups to low C-cups. Myobu have a random number of tails, usually in between 2-5. Researchers speculate the Myobu's number of tails is dependent on their code and the stress caused by the situation in which their code was tested.
Myobu are honorable girls and deeply follow their personal code, showing dislike for girls who blow off their code, or mock it. There have been instances of more extreme Myobu referring to themselves as 'Defenders of Honor' and promptly struck out against the mocking Pokégirl. Due to this trait, Myobu can sometimes be found working in the police force, especially if their code is to always follow the law. In the opposite side of the spectrum, their have been cases of evil Myobu, many researchers were shocked she was still Celestial and other ‘good’ Myobu could be around them describing how they could still be celestial in this statement, “As long as a Myobu follows her code, she’s doing what she must, being Celestial doesn’t mean you’re a ‘good’ guy”. With the said statement, researchers considered this aspect of Celestial and Infernal as being defined as ‘Good’ and ‘Bad’. Their speed allows them to stay in pursuit of running targets, subduing them with their Fox-Lightning attack.
Due to their arms and legs being where a majority of their electricity is stored, these girls have a preference for using quick punches and kicks usually resulting in an Impromptu Thunder Punches and Kicks. They usually stick to being up close and personal. Most Myobu have a tendency to actually take up ‘soft’ martial arts life When they fight from a distance they fire off Thunderbolts and Fox-Lightning to weaken the target before moving in with the punches and kicks.
In a harem setting, Myobu make decent Alphas and Betas, they're not as jumpy and erratic as some of the other electric types, and usually try and keep the harem on the straight and narrow, at least her idea of the straight and narrow. Myobu are one of the few Celestials that Infernals aren’t bothered by, vive-versa for the Myobu. It’s something about how the Myobu ‘Isn’t so up her ass like most of the snooty celestials’ one Daimon said when questioned. It’s been noted that the ‘evil’ Myobu actually become good friends with the Infernal types, which is an oddity in itself.
It is NOT wise for a tamer to have a Nogitsune and a Myobu in the same harem. The Myobu is extremely disappointed and angry at these girls for failing in sticking to their code, rejecting the Nogitsune and treating her less than trash. Though, if a Myobu manages to get past her hate, she can help speed up the process of getting the Nogitsune to evolve into a Dark Kitsune. A Dark Kitsune instantly has a Myobu's respect for having redeemed herself, and gotten back to following the code.
Incidentally, a Myobu will take a leadership role among Kitsune so as to try her best to keep the Kitsune following their paths and not going against it. The Myobu have an instinctual knowledge of what a Kitsune's code is and will not willingly share it with anybody except the Kitsune. In very rare cases of Myobu who have broken their code of honor to the extent of being irredeemable they are ‘evolved’ back into Kitsune to start the process again and capable of regaining the evolution again, or evolving into a Nogitsune.
Tamers of Myobu note that they love to use Pleasure Spark during the act, arousing and relaxing the tamer. Myobu also like having their feet massage and their hands held during taming as those areas are highly sensitive to them along as their tails. Most Myobu keep the same taming preferences they had when they were Kitsune, only with an enhanced focus on their hands and feet.
Feral Myobu can be occasionally be seen around Kitsune, taking a motherly leadership role, or if they’re alone, always seem to be muttering 'Inari' while seemingly praying at random intervals. When approached they will try and run, shooting back weak thunderbolts to cover their path as they bolt away. The muttering of Inari doesn’t happen as often when a Myobu is tamed, though when they manage to get a moment of free time, they can be spotted praying quietly.
There is speculation that a Blessed Kitsune may have an easier time evolving into a Myobu, but this is just a rumor and should be regarded as such. Threshold cases of Myobu have been noticed; these girls usually have the lowest amounts of tails and commonly have electric, celestial or fox ancestry.
Fox-Lightning (ATK 40 + EFT): The tips of a Fox-type’s tails glow slightly as they charge. After a turn of charging, the electricity discharges towards the target, forming what appears to be a small fox that races along the ground. When it strikes it causes damage and paralyzes the foe 90% of the time. (Can be used by Fox-types only)
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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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NEIGIX, the Frosty Pokégirl
Type: Near Human; Animorph (Avian)
Element:
Ice/Flying
Frequency: Uncommon
Diet: snow, pokechow, frozen food, chilled fish
Role: Air-to-Ground support fighter, Airborne scout
Strong Vs: Dragon, Plant, Bug
Weak Vs: Electric, Fire, Rock
Libido: Very Low
Attacks: Mist, Snowstorm, Icewall, Simulacrum
Enhancements: Cold resistance, Enhanced Vision (x6).
Evolves:
Frosttits (battle stress)
Evolves From: Rack (Ice Stone)
Historians consider Sukebe's development of the Neigix (as well the Rack's other two "first level" evolutions) to be one of the most effective uses of psychological warfare during the entire War of Revenge. By developing a breed of Pokégirls that seemed - due to both their physical appearance, and their abilities - to be weaker versions of one of his fearsome Legendary Pokégirls (in this case, Articunt), Sukebe most likely hurt his enemies more than any single Neigix did during the entire war. The thought that Sukebe possibly had hundreds of Pokégirls that could eventually become Legendaries damaged morale in ways that simply could not be calculated.
During Sukebe's War of Revenge, the Neigix were used against ground-based targets. This was mainly due to the fact that, of the three possible evolutions of a Rack, the Neigix was the least capable in air-to-air combat. Despite this, and despite the fact that they have always disliked being in the warmer areas of the world, the Neigix quickly gained the reputation as one of the most dangerous Pokégirls in the areas they fought in. At least part of this reputation was due to the fact that, of the three possible evolutions of the Rack, the Neigix was the most likely to act as airborne support for (preferably cold loving) ground-based Pokégirls.
Upon evolving from a Rack to a Neigix, several physical changes occur. One of the more obvious ones is the increase in height. A Neigix will be between three inches under, and three inches over, five feet tall. The most starting change, from a Rack to a Neigix, has to be their feathers. Almost all of Neigix's feathers change from brown to gray, except for the ones on the ones on her breasts and the ones that grow to near the top of her head. The feathers near a Neigix's breasts turn from brown to dark blue, while the feathers near the top of a Neigix's head change more than their color. These feathers not only change from color, from brown to a clear and almost icy white, but they grown larger and tend to stick "up" past the Neigix' hair. Due these changes, they are often referred to as the Neigix's "crown feathers". A Neigix's hair is straight and a light blue color. Their nipples, like their hair, is a light blue color, while their eyes are a dark blue that matches the feathers on their breasts.
They are even less fond of clothing than they were as Rack. They still enjoy using dyes on their feathers, but now prefer to use shades of blue and white. A Neigix is even less likely to wear high heels than a Phoenix is, although this may be (at least in part) due to the type of environments a Neigix prefers.
A Neigix's internal changes are somewhat more extensive, due to their elemental powers, and their superior aerial capabilities. Of special note is the changes to their eyes. According to notes recovered in 115 AS from one of Sukebe's labs, Sukebe was originally just looking to develop a Neigix's eyesight to deal with the effects of the elemental affects (snow storms and mists) they can create, as well as regular snow blindness.
However, he quickly discovered that the changes introduced allowed the Neigix's eyes to see further (and better) even when they were not looking down. This allowed Sukebe to use the Neigix against airborne enemies with a much higher chance of success than the Rack, even though their powers were mainly developed for dealing with ground-based targets. In all other respects, including the fact that their clawed toes are still unsuitable for combat, a Neigix's physical state (baring adjustments for proportion) remains much like it was as a Rack.
In terms of personality, a Neigix is much more cautious and reserved than she was as a Rack. Part of the reason why the Neigix developed a reputation as a deadly foe was because they preferred to attack with overwhelming force. They also preferred to have developed several different scenarios, and contingency plans, before launching their attacks. A Neigix is generally not the first to finish a task, but she strives to get it right on the first try. This attitude is part of the reason why it isn't uncommon for search and rescue teams, in the colder areas of the world, to use a Neigix.
A non-feral Neigix will generally enjoy games where strategy is important and things like "the luck of the draw" are not. Like most Ice type Pokégirls, a Neigix has much lower libido than normal for a Pokégirl. Whether or not this is a positive, or negative, feature of the Pokégirl depends upon the individual Tamer you ask. Unlike the general stereotype of an Ice Pokégirl, however, a Neigix will normally be most comfortable as part of a group, even if there are no other Ice and/or Flying Pokégirls in the group. They also tend to consider the well-being, and success, of the group they are in as being more important that their own success (and, to a lesser extent, their own well-being). A Neigix's "team attitude" helped to make it a feared foe during Sukebe's War of Revenge, but these days makes her a popular Pokégirls among Tamers interested in either an Ice or Flying type.
A Neigix prefers to fight from a distance, using a style that is often described as "the death of a thousand paper cuts". Like the other potential evolutions of a Rack, a Neigix looses the amazing airborne dexterity that a Rack is famous for, but gains increased speed and endurance. While the Neigix is the slowest of the three potential evolutions of a Rack, it has the greatest amount of endurance of the three, and it knows it. Likewise, a Neigix's powers are well suited for a drawn out engagement against ground-based foes. While a Neigix's (relatively speaking) slower speeds, and her powers, suggests that other Pokégirls (such as the Phoenix) would be better suited against flying foes, she is still more capable in air-to-air combat than a Rack.
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NEKO CENNECO, the Mournful Catmother Pokégirl
Type: Near Human/Anthro (Feline)
Element: Normal/Psychic
Frequency: Very Rare
Diet: omnivore, preference for fish, eggs, milk, and similar products
Role: Nannies for researchers and daycare centers. Takes care of children in some Pokécenters.
Libido: High (Almost Non-existent during anniversary of Evolution)
Strong Vs: mouse-types, bird-types
Weak Vs: dog-types
Attacks: Scratch, Bite, Pummel, Leap, Tackle, Cry, Flash, Barrier, Psywave, Psychic Illusion, Psychic
Enhancements: good night vision, Enhanced Reflexes (x5), Superior noise tolerance
Disadvantages: Loses most fighting strength
Evolves: None
Evolves From: Housecat (Delta bond with tamer, death of child before birth, must be Pokéwoman, unconditional love from father of lost child)
A relatively new breed, the Neko Cenneco has been considered a blessing to many ranchers and researchers.
This breed's rarity stems from a long and unusual set of evolution requirements it has. The housecat it evolves from must have a delta bond with its tamer and be a pokewoman. The final catalyst for this evolution is the death a child before birth. The anguish she feels would overwhelm her. The only thing that has prevented these Pokégirls from joining many in ranches or those who are out right killed for disobeying their masters, is the unconditional love she receives from both her tamer, who gave impregnated her, and her harem sisters. The love gives her another reason to live and she under goes the evolution.
Whatever the looks before her evolution, all documented specimen have had pure white fur, long legs and bright green eyes.
Their build is usually similar to that of their previous form. Their cup sizes jump up one but that's all for the changes in their build.
The one truly identifying quality of this species is the small, white, Pre-Sukebe cat on their left shoulder. This little cat always seems to have a similar expression to that of its "mother."
It's rumored that it holds all her grief and sadness. None of this has been proven yet.
They tend to lose most their pure physical power and gain more psychic abilities. Most notably amongst these are the additions of psychic and psychic illusion. The white cat on her shoulder seems to be the key to her powerful psychic powers. One unnamed researcher noted when Neko Cenneco use their psychic attack, the cat on their shoulder has it's mouth, wide open. Ranchers and researchers love have a Pokégirl like this in their midst's because they are such good nannies. They love to watch and care for children. They'll defend what they consider ‘their' children to the death. Many researchers believe this love for children also accounts for their unusually high libido. Some have compared it to that of younger Wildcats and most fire-types. The love of children makes them want to produce as many as possible. Tamers who don't like children or don't want large (6-10) amounts of children should avoid this breed.
Less than fifty of these girls have ever been reported. Most (about 24) have been reported in the Indigo League and less than half a dozen in each other league.
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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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ODDTITS, the Nocturnal Flower Pokégirl
Type: Near Human
Element: Poison/Plant
Frequency: Uncommon
Diet: sunlight (small doses), water (loves mineral water), nutrients from soil
Role: arousing other Pokégirls, soil regeneration, night watch
Libido: Average to High (moonlight-based)
Strong Vs: Electric, Fighting, Plant, Rock, Water
Weak Vs: Fire, Flying, Ice, Psychic
Attacks: Leech (roots), Lust Dust, Buttsprout, Sleep Powder, Poison Powder, Leaf Shield
Enhancements: Lunar Regeneration, Night Vision
Evolves: Gloomy (normal)
Evolves From: None
While most Plant-types love sunlight, and would happily bask in enough sunlight to cook a normal person, Oddtits actually avoids direct sunlight, preferring partial to heavy shade. Like Boobisaur, the Oddtits is a Poison/Plant combination...unlike the Boobisaur though, Oddtits is considered Poison-type first, Plant-type second.
The Oddtits gets her name from her unusual shape. Where most Pokégirls have a shape passing for normal (even a Tomboy with no volume has symmetry), Oddtits has a large, firm bottom perfectly at home on the curvier Pokégirls, while upstairs she is as flat as a Tomboy. Her head is adorned with fine hair-like vines topped with large petals, often a dark red (some variation exists, but the colors are always 'dark' in tone) that lay down to the sides and back (similar to some hairstyles) to the shoulders. For some reason her face is always shadowed, as if slightly smudged or shaded although lighting conditions and wash-cloths don't affect this. For a Plant-type, the most unusual note of her appearance is her skin...where most Plant-types have green skin, hers is normal skin tones according to her parentage.
Like Boobisaurs, the Oddtits isn't a strong fighter, so prefers to avoid melee. However, Oddtits lacks most “normal” plant offensive moves (Razor Leaf, Vine Whip, etc), making her apparently helpless...even though she isn't. Her collection of powders/pollens is very impressive, especially considering she is the lowest of four evolutions. Lust Dust and Buttsprout, Sleep and Poison, plus her Leaf Shield are a solid group of attacks, but her most devastating attack hides under her petals. The fine hair-like vines are actually roots, and at close range can be sunk into a target to initiate an attack equal to Mega-Drain (and on Ground/Rock Pokégirls is possibly better). This attack can be either momentary (on a mobile target) or continuous (on a stationary/unconscious target). On a stationary (Sleep Powdered) Pokégirl, a common trick (especially in a multi-opponent battle) is to put up her Leaf Shield around -both- herself and her target. While it appears to be a variant on Wrap or Vine Bondage, any active Pokégirl can break free without any difficulty, but combined with Sleep Powder is frighteningly effective. The only danger is her hair-roots are fragile, and if hit -directly- with a Sword or Fire attack can be severed, rendering this ability useless for 1-3 days. One thing that Oddtits -hates- is her complete invulnerability to Bloom (and incidentally Buttsprout), which precludes a proper bust until her evolution.
Sexually, Oddtits tends to prefer being taken from behind for two reasons...outside she will sink her hair-roots into the soil for more enjoyment (and to keep the light out of her face both outdoors and in) but her main reason for being taken from behind is so she can lay on her chest and try to conceal her complete lack of a bust (a very sore topic with her...'tiny-titty' jokes do -not- go over well with her for obvious reasons). In a Harem situation, Oddtits has no major preferences and will accept any half-way competent Alpha unless said Pokégirl is a -very- busty Pokégirl that likes poking fun at less-endowed 'girls...in which case Oddtits will likely challenge (repeatedly if she doesn't win) unless stopped by her Tamer. If placed in the position of Alpha, she will do her best (unlike some self-conscious Pokégirls Oddtits has little problem being in charge, she just doesn't seek out the slot).
Like other Plant-types, Oddtits is easy enough to care for. A little sunlight (partial to heavy shade preferred), soil and water, and she is fine. If injured, Oddtits can rest on natural ground and will boost her healing to almost double that of a normal human (although this doesn't count as regeneration), which will nourish the soil in exactly the same manner of the Boobisaur. However, if bathed in moonlight, an Oddtits heals at the rate of an Ivywhore, but how this works is unknown. Moonlight also controls an Oddtits' libido, given a few hours of moonlight, an Oddtits becomes very energetic and frisky, and tends to give off small amounts of Lust Dust whether desired or not. Unlike most Plant-types, Oddtits suffers from vision problems in bright light (effectively twice as bright to her as to normal people), and takes double the effects from Flash-style techniques, but in low-light (starlight for instance) they can see almost as well as a normal girl during the day. While preferring a nocturnal or diurnal schedule, an Oddtits can adjust to a normal pattern with the help of her Tamer. Note that when an Oddtits is resting on the ground, they always lay their heads on the ground so their roots can get to the soil.
Feral Oddtits aren't too much trouble, as they tend to spread Lust Dust to get laid quickly, but they can and will use Buttsprout as well, although while Feral they seem to be unable to make the permanent version (takes about a week to make one good dose, and an Oddtits always seems to know how much is needed for what enhancement level...if they have a dose prepared and then go Feral...look out).
It isn't as common for girls to Threshold into Oddtits as for Boobisaur, but it does happen. When it does, new Pokégirls tend to be rather unhappy over the odd appearance and take some time to adjust...although Threshold girls who were completely undeveloped do enjoy the larger rump.
Recent findings of Oddtits and her evolutions deep in completely unlit caves, when combined with her unusual ability to absorb moonlight, has suggested that this Pokégirl either doesn't -need- sunlight, or doesn't need it very often, but further analysis is required. One interesting note however...Oddtits and all evolutions except Belle Awesome (which evolves with a Sun Stone) have -never- been seen to use Solar Beam, a “staple” Plant-type attack.
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OMEGAN, the Loving WarBeast Pokégirl
Type: Near Human Metamorphic (Squirrel)
Element:Dark/Magic
Frequency: Extremely Rare
Diet: Nuts, fruits & vegetables. Will accept Pokechow, but LOVES candy
Role: Combat, cuddling
Libido: Average
Strong Vs: Poison, Psychic, Fire
Weak Vs: Fighting, Rock
Attacks (Human form): Smile, Cry, Aura Of Cute, Telekinesis
Attacks (WarBeast form): Bite, Spirit Slash, Tail Whip, Telekinesis, Crunch, Fury Swipes, Dark Shield, Sabre Claw, Cocoon Of Darkness, Timid Stroke, Blessed Soul, Super Claw, Ashen Wings, Dark Bomb, Barrier, Shield, Mystic Bolt, Phoenix Down, Ankoku
Enhancements: Telekinetic abilities, Enhanced Strength (x6), Enhanced Endurance (x2), Enhanced Agility (x2)
Evolves: None
Evolves From: Eva (Dark Stone & Mana Crystal)
Omegans are among the more recently discovered Eva evolutions. Research into the evolutionary process of Evas was mostly halted after the Orange Islands Incident, but that has not stopped new forms from being found. A young Tamer who helped with stopping an evolution stone scam run by a Team Rocket variant was given five real evolution stones as a reward. His Eva accidentally came into contact with a Dark Stone and Mana Crystal at the same time (she was reaching down to pick them up after her Master accidentally dropped them), and evolved. After some experimentation, it was confirmed that the two stones have to be touched at EXACTLY the same time, so an Eva could pick up a Dark Stone first and then a Mana Crystal without evolving.
Omegans have two forms. Their first form, which is much preferred by them, is an almost totally human body with dark skin, wide eyes, long, dark brown hair, C-cup breasts, and a very cute face. They also possess two long, very flexible antennae, which are wrapped in long locks of hair, acting as a focus for their telekinetic ability. This antennae are very flexible and animated, tending to mirror what the Omegan is doing, frequently nuzzling friends or Harem sisters that come near enough.
An Omegan's second form, which most tamers have dubbed a 'warbeast' form, could best be described as a demonic squirrel. Their bodies become furry, the fur surrounding the face with scar-like highlights, and their hair and antennae grow longer. They sprout horns on the sides of their heads, and their claws on their hands and feet grow larger. They gain a lot of muscle mass, along with a cup-size in their breasts. They also grow three flexible, bushy, spiked tails which are very strong and good for hitting. Omegans do not like taking this form AT ALL, viewing it as frightening, and only take it as a last resort, or if they want to end a battle quickly.
Omegans are very friendly, loving, cuddly Pokégirls, but also, amazingly enough, are a little prudish when it comes to Taming, although they do like going nude a great deal of the time. They don't try to seduce their masters, but take advantage of their cute natures to get the Tamings they need, which always embarrass them despite themselves. They always try to get everyone in the Harem to get along, and become very sad if someone is angry. They take a lot of blame onto themselves, and try to make everyone happy. Many Tamers report it as being impossible NOT to smile when Omegans are around, as they are just that pleasant and bubbly. Omegans are also naturally curious, and like to learn new things.
It's rare that an Omegan gets angry. So kind-hearted are they that it's very hard for them to get angry or hold grudges. But when one does, it's a dangerous event. Omegans are powerful Pokégirls, and when they become angry, they lose all control, becoming totally savage and going all out in their warbeast form. The only thing that can really get through to them when they go ballistic is fire. For unknown reasons, all Omegans have a pathological fear of fire, although this weakness is mental rather than physical. They are sent into a tremendous panic when they see large blazes, and are very nervous around smaller flames. (Interestingly enough, they don't mind fire-type Pokégirls, it's the element itself they fear. Although if the Pokégirl has an active flame with them at all times, like a feral CharAmanda, they will become very nervous and try to avoid them.)
It's rumored that some Omegans have found an 'in-between' of their forms, where they just end-up looking like an animorphic squirrel, with none of the warbeast form's more intimidating features. But so far, this has yet to be confirmed.
No Threshold cases have been reported yet, but that's simply been attributed to the rarity of Omegans. Some have also theorized that it may not be possible to Threshold into an Omegan due to the nature of their evolution...
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OPHANIM, the Calming Angel Pokégirl
Type: Near Human Metamorph
Element: Magic/Dark
Frequency: Very Rare
Diet: Omnivore. Only 1/4 comparative intake required (prefers meat).
Role: Caretaker, mediator, counselor
Libido: Low
Strong Vs: Magic, Psychic, Ghost, Dark, Poison
Weak Vs: Ground, Electric, Bug
Attacks: Dark Bomb, Energy Drain, Lure, Hazy Vision, Dark Shield, Blessed Soul, Ankoku, Dark Spear
Enhancements: Aura of Tranquility, Limited Wings and Armor metamorph, Night Vision, Blind Sight, Enhanced Reflexes (x8), Enhanced Speed (x8), Enhanced Strength (x6), efficient immune and digestive system.
Evolves: None
Evolves From: Fallen Angel (normal; shown mercy after battle on field of honor)
When an Angel becomes a Fallen Angel, it is often a result of some sort of major event in that Pokégirl’s life that not even a level 5 conditioning cycle can take away from her mind. For the rest of the Fallen Angel's life, there were but two paths that could emerge from such a conflict- losing herself, or regaining herself. Many remain as they are and stay limited by their memories and experiences. Others are found by tamers who evolve them along some other path. Rare are those tamers who would be willing to assist the Pokégirl, to attempt to change her ways, her thinking, and who she is. For those that have attempted this, it can take years, and fewer still are those who decide to even continue the attempt. These few are mainly Watchers or Researchers who have the time, patience, skill, and desire to see the change through. Those that do can find themselves rewarded with the evolution of the Fallen Angel to the Ophanim.
Originally seen during the Revenge War, only one of this species had ever even been seen and during the centuries that followed, the picture faded to obscurity even as human civilization spiraled downwards. The picture led to stories, and the stories led to fables and myth, and by the mid 200s the Ophanim myth was used to show children in bedtime stories that not all bad things come to an evil end. For despite the ferocity of Sukebe's forces, despite his driving need to express his revenge, the Ophanim appeared shortly before Atmuff's death. She was reportedly the only Pokégirl that would assist injured forces on both sides of the conflict, going as far as to assist injured humans to their nearest outposts that were not overrun. Though she could do no more than the average human medic, there were many accounts of the time, of which more than a few survived the tests of time to reach the present day, where the wounded soldiers, orphaned children, and others gave such reports to the people that had been left in charge. A picture was taken of her one time when she flew in with a pair of children to a human outpost somewhere within the Edo League, and then disappeared. Although her death was never confirmed, it is highly speculated by Researchers that at some point the Pokégirl commanders learned of what she did and killed her sometime shortly after the war ended.
These Pokégirls have four feathered wings- one pair that is retained from her previous form as a Fallen Angel, while the other is more golden or golden-brown in color, of which both pairs may be dismissed just as Angels and Fallen Angels are capable of. Their appearance rarely changes much, save for the fact that they grow several inches, and it has been recorded in a few instances that their breasts actually get smaller as a result of the evolution (they may lose up to half a cup size as a result of evolution, although smaller or larger changes have been recorded. The reason for this is still unknown). The Ophanim do gain a natural armor that may be dismissed in the same manor as their wings- although the styles vary with each individual, the color of the armor are predominately green or black. One odd quirk of this breed is the fact that they often fight without the ability to see, wearing a helm with no openings for their eyes. When questioned, the Pokégirls state that they can see perfectly with or without the helmet being worn. Most Ophanim have a strange liking for the color pink, and will wear clothes in that color when possible. Pokégirls with pink hair are also fawned over. It is considered by some tamers that perhaps the league's Nurse Joys were originally drawn from the Ophanim myth, although some details might have been lost along with time.
Though the original Ophanim had never been witnessed in a battle, Ophanim that have been evolved as recently as of the mid-200s have shown no qualms with battling, though none have been known to ever kill, on purpose or by accident. Using their Shadow Shot technique and Hazy Vision from afar, they surround themselves with Cocoon of Darkness and Dark Shield while bolstering their abilities with the Blessed Soul technique. When her defenses are to her satisfaction, the Ophanim will then often utilize Energy Drain and Lure to weaken and bring their target within range of their Dark Spear technique. Although she is not more than mediocre in one-on-one combat, the Ophanim shows her usefulness better in Grand Melees and multiple Pokégirl matches, where her Aura of Tranquility can be used to keep her harem sisters calmed down during the battle, allowing a more tactical Pokégirl or tamer to control and coordinate them better. This makes her even more useful in a sexbattle arena- despite the Ophanim's limited prowess (and lack of inherently known sex-techniques), her aura can cause her opponents to not realize when they are nearing an orgasm until she reaches it, or nearing exhaustion until it's too late. However, the Ophanim do prefer to remain at peace, not wishing to cause combat but rather to end it quickly and without casualties on any side. Using her Revival Song (which varies in length and words with each individual), the Pokégirl can revive a nearby 'target' from unconsciousness.
Within a harem setting, Ophanim have been found to get along with just about every type of Pokégirl known in the world. Their aura of tranquility makes her a universal Beta in any harem- capable of dealing with harem dynamics, disputes, and conflicts just by being nearby. However, those with stronger emotions do require other techniques, which most Ophanim attempt to learn, master, and utilize upon an individual basis. The breed in general does have a slight problem when it comes to their own stronger emotions, often being confused by them and why she has them. In a taming, this often leads to various spikes of their personality coming to the fore- one time, she may become as timid as a Titmouse and just as sensitive. At others, she may seem like a Tigress or a Succubus in bed (relative terms only, of course), or as unresponsive as a Rock-type can be. More experienced Ophanim do eventually manage to understand those feelings enough to be able to act upon them without losing sight of who or what they are. Because of their inherent randomness during a taming, tamers are urged to utilize restraints for the strong Pokégirls of this breed.
Aura of Tranquility: This subtle aura allows the Pokégirl to calm down sentient lifeforms within a 15ft radius of her presence. Though this only works upon weaker emotions, it does assist with cutting down with fear, hate, lust, and confusion. This aura is not active while the Pokégirl is asleep or KO'd, however. This makes Confusion and Lust-inducing techniques 50% less likely to work upon those affected by the Aura, but the Ophanim herself does not recieve any such additional resistance against such techniques.
Dark Spear (ATK 150 + EFT): Like the Dark Blade 2 technique, but manifests a spear instead of a sword. This weapon remains physically manifested as long as the Ophanim is holding it- if she releases the weapon, it will immediately disintegrate and the technique must be used again. It can be used twice in a row, allowing the pokegirl to utilize a spear with both hands, though the strength of the weapons are cumulative rather than added (the ATK value remains the same, and does not stack when the Pokégirl uses two instead of just one).
Revival Song (EFT): By singing a song important to the Pokégirl, she may sacrifice some of her energy and restore around that amount to a knocked-out ally.
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ORCUNT, the Fast Defending Dolphin Pokégirl
Type: Near Human Animorph (Dolphin[Orca])
Element: Water/Dark
Frequency: Rare
Diet: Fish and meat, plus seal Pokégirls when feral
Role: Aquatic heavy assault assistance, guarding ports, undersea farming
Libido: Average
Strong Vs: Dragon, Flying, Ground, Grass, Ice, Psychic
Weak Vs: Electric, Steel
Attacks: Tackle, Water Gun, Pummel, Fade, Water Spear, Takedown, Tail Slap, Take Down, Blizzard Beam, Hydro Pump, Ice beam, Whirlpool, Cold Snap, Frost Wave*, Crushing Blow, can learn song techniques
Enhancements: Enhanced Strength (x7 on land, x15 in water), amphibious, Enhanced Durability & Endurance (x5), Enhanced Speed (x2 on land, x6 in water), high intelligence, has resistance to cold surpassed only by the Baleena, ice affinity
Evolves: None
Evolves From: Boobfin (normal)
During the Revenge War, the Baleena was created to take the fight to the navies of the world. Underwater combat specialists, even at their relatively small size compared to the human ships that were being capsized. Though they devastated opponents while underwater or on the water, humans were quick to realize that they were one of the only Pokégirls to have two weaknesses that they could exploit. These Pokégirls are much less devastating when on land (or beached, as the first human armies called it when they trapped them) and were still vulnerable to human weaponry. Although the human armies and navies managed to trap the first Baleena in this fashion, the Pokégirls soon realized what was going on. Smaller, more maneuverable and versatile Pokégirls (namely the Boobfin, Whoresea, Laplass, and Selkie) were quickly assigned to aid Baleena forces, creating entire task force groups that proved so effective that about 85% of all combat worthy naval vessels were destroyed by late 2000 AD (-2 AS).
However, after this time, the humans had learned a few new tricks as well. While they were not as strong as before, the remaining navies quickly began using tactics that separated the Baleena from her escorts, often sacrificing ships to draw off the escort forces long enough for enemy destroyers to get in and depth charge the Baleena’s to death. To counter this, Sukebe devised a Pokégirl whose main purpose was to escort Baleena’s. He built the Orcunts, using Orca DNA that was already included in the Baleena breed to hide their existence until it was too late for the navies to abort the attack.
The Orcunt and the Baleena orca versions are mostly identical, except for a handful of deviations between the two that are not apparent without actually engaging them in combat or extended observation. The first difference is that the Orcunts are usually smaller than their Baleena sisters, normally between the heights of six and seven and a half feet. Though some exceptional individuals have been measured as tall as eight and a half, further confusing observers as to whether they are viewing an Orcunt or a Baleena with orca markings. The Orcunts are a bit leaner than their sister breed, the Baleena’s, but still are well rounded to help deal with the extreme cold temperature’s that they must survive in the depths of the ocean. The Orcunts are also a good deal more aggressive than their Baleena sisters, and tend to want lash out at intruders to protect their pods when feral, even before they know if they the intruder is hostile.
The Orcunts differences from the Baleena were what made them so much more effective against enemy fleets than the mixed escorts that the pods had replied on before. While somewhat weaker than a Baleena, the Orcunts more than make up for that by being much faster than the Baleenas they escorted as well as having a wide range of attacks that could deal with the fleets without risking the more vulnerable Baleenas. The Orcunts would hide amidst the Baleenas inside the pod, letting the mixed escorts be ‘led off,’ before moving forward to destroy the second wave of ships that would try to engage the Baleena’s before the escorts could return.
In combat, the Orcunts prefer fighting like the Baleena does, using her ranged attacks to harass the enemy before getting close enough to use her considerable strength to crush the enemy. When in the water though, the Orcunt’s battling attitude moves from vicious to playful unless fighting water types, in that they whittle away at their opponents, never getting close enough for the enemy to attack them back.
When feral, Orcunts are usually found in a pod with Baleena’s still performing the duty that their creator gave them, aggressively protecting their more benign sisters. The Orcunts within that a pod are led by the most powerful Orcunt, called a Matriarch, who sings to her charges, directing them with a skill that belies the fact she is feral. While the Orcunts can change the Matriarch by defeating her in a non-lethal battle, these changes are rare, and usually only happen when the Matriarch is near death and no longer able to stay up with her sisters in battle. At which point, she often still stays with the pod, but the strongest Orcunts battle each other for the position.
In terms of harem dynamics, the Orcunt is similar to a Baleena, in that she is loyal to a fault to her tamer and that she considers her harem sisters to be her new ‘pod.’ Thresholding into a Orcunt is extremely rare, and often occurs in the same places where Baleena thresholding is likely. Many who go through the change are distraught at first, both by the sudden jump in power, and the loss of her ‘pod’ when her family sells her. But most are quick to form a new ‘pod’ at the ranch, and few of those rare thresholds has ever requested a L5 conditioning cycle, find that their superior looks, attractive markings, and increased power more than make up for their lost humanity.
Frost Wave: (Attack + effect OR effect) The Orcunt channels frost energy into her mouth, and unleashes it in a beam toward the opponent. Out of the water the attack is comparable to an Ice beam, just stronger and less chance to freeze, but in the water is where it truly shines. If used while underwater, the Frost wave quickly freezes the water in a straight line from the Orcunt to a length of 50 to 100ft, creating a wall of ice that can be used to either section off the battlefield, or trap an onrushing opponent. It deals no direct damage this way, and shatters upon the first hard, solid hit into razor edged facets, but even the metals used in Pre-Sukebe Warships would be damaged after running headlong into the wall. The wall will quickly melt from the ambient water temperature after a minute, requiring expert aiming for maximum effect.
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PARDONER, the Ghostly Forgiveness Pokégirl
Type: Near Human
Element: Ghost (Celestial)
Frequency: Extremely Rare
Diet: Emotions (Love, comfort, Peace)
Role: Exorcist
Libido: Low (Average after exorcism)
Strong Vs: Bug, Fighting, Ghost, Poison, Rock
Weak Vs: Dark, Psychic
Attacks: Phase, Nightshade, Go Down, Energy Drain, Drain, Invis (1-3), Ectoplasm, Lick, *Ectoplasmic Disruption
Enhancements: Incorporeal, Embody, Lifesight, Deathsight, Two minds, Seal Soul
Evolves: None
Evolves From: Wraith (Feeding on "Higher" emotions to excess)
*Only learnable from an older Pardoner.
The Pardoner is an anomaly among the Wraith evolutions. They have complete control over themselves and may often seem prudish by comparison. By feeding on the emotions of faith and hope, the Wraith evolves into this Pokégirl and undergoes several changes. Firstly, her bust size only ever increases by half a cup size. Secondly, her form becomes even more feminine. She looks almost angelic in her 'innocent' look. The most noticeable trait she gains is that her fingers darken to an almost black, theories say that this if from their contact with their darker sides and the dark minds of other Wraiths.
This steel gray lantern is the symbol of their evolution to other wraiths, and they are more respected for their evolution for it. This lantern acts as a focus for most of their attacks and, when lit, will fill all within the light's range with a feeling of completion and comfort. This will often drive away any Polterkissed in the area, and has been known to make more vicious feral Pokégirls become uneasy and retreat. Sadly, this has no effect on Pokégirls such as the Widow or the Jokette, but it is still a potent effect.
A Pardoner is quite chaste when tamed and will never request Taming unless they are on the very verge of becoming Feral. After an exorcism however they become rather amorous. They will quietly request a taming and most Tamers have reported that the Pardoner acts cutely shy about it. They use their lanterns to make their lovers more comfortable in an attempt to be able to more fully control how the taming session goes. Their taming preferences lean towards the vanilla. Tradtional taming is preferred without need for excesses. They generally prefer a gentler taming session to even a strenuous session. They love the slow build-up. For this reason Whore-Oh tends to favor this Pokégirls, and in some of the rare sightings of the Legendary she has been seen accompanied with Pardoners.
Pardoners are very kind when not faced with evil; they are affectionate, sweet and very good with domestic skills like cooking and cleaning. It is rumored that a house cared for by a Pardoner is more able to avoid tragedy. In fact, it is said that a house cared for by a pardoner will be safe from harm for as long as the Pardoner can maintain her presence. Tamers with a Pardoner rarely fall upon hardship without finding a way out relatively quick, so Pardoners are often considered good luck to have around.
When faced with evil they get cold and distant, the temperature around them might drop a degree or five, their hands will glow white and the blackness on their fingers will spread to their hands. This blackness spreads a distance relative to the evil they are facing. The coloration recedes after about a week to only cover their fingers, during this week however, their hands are cold and feel like moveable stone. Hand-jobs during this time are not suggested (unless you're into that sort of thing…).
A Pardoner's color scheme is drastically different as well. When solid, they can be seen quite clearly not because of a gray color-scheme, but because their coloration is so much more potent. Reds are redder, blues are bluer, blacks are darker and her eyes are more vibrant than any normal girl's should be.
There has only been one instance of a direct threshold into a Pardoner, and the girl had a very strong Wraith presence in both her bloodline and around her as she was growing up.
Ectoplasmic Disruption – (ATK 160): A Ghost-element attack exclusive to the Pardoner, although it can be taught to other Ghost-types from an older, more experienced Pardoner. This attack is only effective against ghost type Pokégirls. It directly targets the ectoplasm making up the ghost's body. (Note: Sadly, this attack has no effect on girls such as the Widow.) The Pardoner hold their Lantern up to the target ghost and focuses a large amount of her own energy through the light inside, casting a bright celestial light that damages the composition of other ghost-types. Has a 1 in 10 chance of paralyzing the target.
Note: Pardoners NEVER teach this to Vampires, Succubae, or any other ghost-type they feel would use it for anything other than noble efforts. To use this attack, the ghost-type must have access to a Lantern used by a Pardoner. Hence why you will only ever see a Non-Pardoner using it once in a blue-bloody-fucking-moon. You have to convince a Pardoner to give you her Lantern and go make a new one.
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PEEKABU, the Electric-Mouse Pokégirl
Type: Near Human (Mouse Animorph)
Element: Electric
Frequency: Uncommon
Diet: Omnivore
Role: Storm troopers (literally), electric generators
Libido: Average
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Attacks: Thunder Shock, Thunder Wave, Thunder Bolt, Agility, Spark, Thunder
Enhancements: Enhanced Speed and Reflexes (x5), Enhanced senses (Eyesight, Hearing, Smell) x2
Evolves: Ria (Thunder Stone)
Evolves From: Pia (normal)
When polled about the most familiar electric Pokégirl, most passers by will come up with the Peekabu. Indeed, next to the Electrocat and Joltina, Peekabu are among the most common electric types around. Peekabu are usually considered similar to Titmice in terms of looks, since all feralborn Peekabu have a light rodent muzzle and a coating of yellow fur broken up by two tan or brown stripes across their back. The base of their tail also holds the same tan or brown color, and their high pointed ears bear black tips. Their feet are plantigrade and usually have thick pads that cover the toes, heel, and ridge of the foot. Their cheeks hold bright red patches of fur, noting where their electric sacs can be found. Electric bands can also be found under the skin beneath the portions of the brown colored fur as well, allowing the Peekabu to both generate and store electric charges at the same time. A majority of domestics have this animorph appearance as well, though some lean toward a more human appearance which is a trait commonly found in thresholders. These Peekabu look human with the exception of the large lightning bolt shaped tail and high pointed ears coming off of the top of their heads. Many Peekabu, regardless of being feral born, domestic or threshold, tend to be on the short side, rarely topping over 5.5 feet, the record being an even 6'.
Unlike Titmice, Peekabu are more omnivorous, hunting for fish near lakes and streams to supplement their foraging habits. These electric mice also have higher pleasure thresholds than Titmice, usually making them fair combatants in a sex battle match. Though it is in the Pokébattle arena where they truly shine. Peekabu can generate a large amount of electricity in a fairly short period of time and can also store this electricity in it's electrical sacs as a form of chemical energy that can be quickly discharged. Research has proven that many Peekabu have a greater energy potential than most other electric pokegirls, though most Peekabu do not achieve this potential, it makes them a sought after Pokégirl for electric enthusiasts as well as battling tamers who want a pure electric type in their Harem.
Taming a Peekabu from feraldom can be quite a dangerous undertaking without the proper precautions, as a Peekabu can generate enough electricity to stop a human's heart. Therefore it is advised that any tamer take proper precautions when attempting to tame a feral Peekabu. Grounding lines, rubber suits and gloves and rubberized restraints are always needed. After the Peekabu has been tamed and bonded to the Tamer, there is no longer a danger from taming her as even a complete loss of control during an orgasm only causes discharges similar to a Jolt attack. Once tame, Peekabu tend to be very loyal, even more so if raised from their pre-evolved form Pia. The breed overall is quite clever, able to pick up on patterns even while feral, and able to speak quickly after having a speech T2 used on them.
Many Peekabu take the battlefield with their speed, using hit and run tactics and zapping opponents from a distance relying on their speed to keep them out of harms way. As Peekabu are purely electric types, however, it is wise to refrain from sending them up against ground or rock types, as they have little hope of defeating one without any outside help from TMs or T2s.
The role of the Peekabu in Sukebe's army was part of a Storm Generation force. Any army that could resist his other Pokégirls would have a hard time stopping a force of nature that was generated by this task force. Magic, psychic or water Pokégirls would create a cloud cover while flying Pokégirls, carrying Peekabus and other electric users, would create gale-like winds as the electric Pokégirls rained lightning down on the enemy forces, who would refrain from retaliating, believing the storm to be natural. Indeed, the Storm Generation force hadn't lost a single member, even up to the point where they were eventually dissolved. In today’s society, many Peekabus are used as supplementary power sources to Hospitals or employed enmasse at power plants to generate the needed electricity. There are many debates between liberal and more conservative Tamers on which power is better, Peekapower or Poképower.
It's uncommon for a threshold to result in a Peekabu, though many girls are relieved to find that their looks stay somewhat the same with a switch in their hair color to blond and the addition of ears and a tail. Thresholders generally have the same problem as Pia's in learning to regulate their voltage, and in the first few weeks after threshold, many Peekabu find themselves accidentally jolting themselves and others.
Feral Peekabu tend to say in colonies, hunting and foraging during the early morning and late evening hours and congregating for sleep and interaction during the midday and midnight hours. Feral Peekabu get especially excited during thunderstorms, and tend to get drawn to the highest points in trees as they absorb ambient electricity. It's said that the safest place to be during an electrical storm if you're caught in the woods is under a tree where Peekabu are in the top most branches. Unfortunately, this is an old Mousewive's tale, as the ambient electricity makes most Peekabu horny, and any one foolish enough to take shelter from a storm under their tree would find themselves with a pack of randy Peekabu who want to get tamed... without protection.
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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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PENGAL, the Ice-Sliding Pokégirl
Type: Near Human (penguin)
Element: Ice
Frequency: Rare (Arctic regions), Extremely Rare (Northern Ice continent)
Diet: Fish and fruits
Role: Fishing
Libido: Low
Strong Vs: Dragon, Flying, Ground, Ice, Plant
Weak Vs: Fighting, Fire, Rock, Steel
Attacks: Tackle, Icebeam, Ice Wall, Mist, Ice Kick, Little Cloud II, Snow Storm, Ice Floor
Enhancements: Body can survive cold temperatures easily, body incredibly slick and hard to grab
Evolves: None
Evolves From: None
A regal-looking, birdlike Pokégirl with black and white plumage that makes them look somewhat like they are wearing a tuxedo. Chubby, with webbed feet and flipper-like hands, they are very cute in appearance. They prefer cold climates, but can survive anywhere.
Pengals are clumsy on land, as they walk with a pronounced waddle, preferring to slide on their smooth, chubby bellies along the ice in a tobogganing-like manner to move quickly along the ice flows and snowy peaks. Feral herds keep to themselves, staying on shelves of ice to raise their young, teaching them how to take advantage of their instincts to fish for themselves.
Tamed Pengals are decent ice fighters both for attacking and support, coating the field in ice to allow them to go into their belly-sliding Tackle attacks, sometimes going past the opponent to strafe them with Icebeam. They also gain a liking for top hats and umbrellas, which no one has been able to explain yet as anything other than an amusing personality quirk of the breed. They have no preference for positions in terms of Taming, although once they are chosen by a Tamer, they mate for LIFE. During trades, they won't fight it like a Leopardess would, they simply release themselves from their Pokéballs and head back to their masters, berating them briefly for trading them and returning the traded Pokégirl back to the original owner. Repeating the trade will end with the same result, the Pengal constantly making their way back to their original Tamer until they agree not to trade them. The Pengal, satisfied that a lesson has been taught, will resume her duties in the Harem and say no more about it for the rest of her life.
Because of this part of their nature, Pengals get along very well with Leopardesses. Pengals also make excellent, dutiful mothers. No Threshold Pengals have been reported as of yet.
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PHAWHORE, the Queen Mummy Pokégirl
Type: Near Human
Element: Ground/Ghost
Frequency: Extremely Rare
Diet: She needs heavy amounts of liquid, but can eat a human-style diet.
Role: Vault Guardians. Spiritual Mediums. Other Roles Classified
Libido: Average
Strong Vs: Poison, Rock, Steel, Fighting, Magic
Weak Vs: Flying, Psychic, Water, Ice, Plant, Dragon, Fire (Special weakness)
Attacks: Tackle, Pummel, Hypnosis, Dream Eater, Sand Attack, Dig, Drill Strike, Resonate, Gut Punch, Snake Bandage,* Coffin Fall, Cobra Bandage,* Bronze Fist, Silver Fist, Haunt, Spellwork
Can only be learned after Lvl 40: Royal Curse, Gold Fist
Enhancements: Ground affinity, Ghost affinity, Enhanced Durability (x2), Enhanced Endurance (x2), Can use certain T2 techniques naturally, Magical ability, Increased trap-making ability, Loses fear of being alone
Evolves: None
Evolves From: Bandame (High level + Battle stress)
Phawhores are the next level of the already elegant Bandame. They grow a foot taller, their bandages become adorned with ornate armor around the chest, wrists, shoulders, and calves. Their bust size, already impressive, increases. The markings around their eyes change, becoming mystical runic hieroglyphics on their face. They also gain the ability to manifest a helmet-like mask around their face, one that attaches to their chest and shoulder armor.
Phawhores were first discovered by the son of the man who first discovered them, Sir Arthur Croft. Returning to the pyramids where his father first discovered the Bandame, he went deeper into the tomb, using a Bandame that had become his Alpha Pokégirl, and came into the center chamber, which was guarded by a single Pokégirl in armor. Like a normal Bandame that had gone without liquids, she was shriveled up, but as before a water-type was able to restore her beauty. However UNLIKE the Bandame, she was not as friendly and refused to let Sir Croft leave unless she had been defeated utterly, which included forcing himself onto her for a Taming.
Phawhores gain a lot of abilities upon evolving. They can contact spiritual plains of existence and talk to the spirits there. Their fighting ability improves slightly, and they gain the ability to use magic, mostly spells involving earth and wind. Their trap-building/detecting abilities increase greatly, to the point where they can make a place they are guarding almost impenetrable. They also lose their autophobia. They can tolerate being alone and in some cases prefer it. They will associate with others, but only if they have to. They do not make good Alpha Pokégirls despite what their name, similar to the old term Pharaoh, would suggest. As before, Phawhores make excellent vault guardians, having similar standards as Bandames in terms of the ‘treasure’ they guard. Their dietary needs remain the same, as does their need for large amounts of liquids to keep themselves from drying out and shriveling up. It becomes even more important that they stay moist, as their abilities weaken the dryer they are. They retain the Bandame’s weakness to Fire.
Phawhores have… unusual taming habits. They are not often found in Harems, as they will only let themselves be Tamed if the Tamer forces themselves on her. Quite literally, Phawhores have to be raped to be tamed. While this is true of Pharwhores found guarding tombs and other sites, it is not completely the same for Pharwhores who have evolved in a harem. Studies have shown that the rape rule for evolved Phawhores depended on their position in the harem prior to evolution from Bandame. Ones who had not held any position of power did not have a desire to be raped, though more restraints than necessairy were preferred. Those that had been the Beta of the harem had a one in two chance of either wanting rape or just more restraints, while in the few cases where they had been Alpha, they acted exactly like their counterparts found in the tombs. Still, there Feral state is for the most part unknown, as strangely enough, despite their personality requirements, they still get the Taming they need. What we do know of Phawhores’ Feral state is that it is very light. What is confirmed is that if a Tamer can regularly meet these requirements, they will earn the Phawhore’s respect and affection.
[Classified Top Secret!] After this was discovered, a discreet effort was made to pass laws that allow the violent rape of Pokégirls and even Pokéwomen and Pokékits. The laws were dropped and forgotten after several supporters of the bill showed up dead, slain in horribly violent ways. A few weeks later, a message written in the blood of the victims was delivered to the surviving supporters of the law. The message was delivered by Jenova. The message read as follows:
“One Pokégirl’s tastes do not a standard make. Never try this again or you will regret it.”
“Signed: Sexmet, Zapdass, Macavity, Articunt, Indigo TWAU Coven” [End Classified Data]
No cases of Thresholding to a Phawhore have been confirmed.
*Snake Bandage – (ATK 30) The Phawhore flings out the bandages on her arms, sending them coiling at the opponent to wrap them up. The bandages are surprisingly strong, and can hold all but the strongest of opponents. If need be, the Phawhore can also use this attack with the bandages on her legs.
*Cobra Bandage – (ATK 70 + EFT) The Phawhore flings out the bandages on her arms, only this time they coil around themselves and form a massive, hissing cobra, which lashes out and bites the opponent before returning to the Phawhore’s arm. Has a 30% chance of poisoning the opponent.
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PHOENIX, the Resurrection Pokégirl
Type: Near Human; Animorph (Avian)
Element: Fire/Flying
Frequency: Uncommon
Diet: pokechow, fruits, nuts, "well-cooked" meat
Role: Air-to-Ground fighter, Airborne combatant, fire-related tasks
Strong Vs: Bug, Fighting, Fire, Plant, Steel
Weak Vs: Electric, Rock, Water
Libido: High to Extreme
Attacks: Ember, Flamethrower, Ignite, Firespin, Fireblast
Enhancements: Fire resistant, Enhanced Vision (x6)
Evolves: Fireburst (battle stress)
Evolves From: Rack (Fire Stone)
Historians consider Sukebe's development of the Phoenix (as well the Rack's other two "first level" evolutions) to be one of the most effective uses of psychological warfare during the entire War of Revenge. By developing a breed of Pokégirls that seemed - due to both their physical appearance, and their abilities - to be weaker versions of one of his fearsome Legendary Pokégirls (in this case, Moltits), Sukebe most likely hurt his enemies more than any single Phoenix did during the entire war. The thought that Sukebe possibly had hundreds of Pokégirls that could eventually become Legendaries damaged morale in ways that simply could not be calculated. With the Phoenix, however, there was an additional element to the psychological warfare attack. Recovered records indicate that Sukebe deliberately chose to name this breed of Pokégirl after a legendary animal that was said to have the ability to recover from even mortal wounds. The same records indicated that at least some of the rumors regarding how a Phoenix could heal herself by "bathing" in flames were spread by Very Near Pokégirls acting on Sukebe's orders.
During Sukebe's War of Revenge, the Phoenix were normally used against ground-based targets, even though their superior speed meant that they generally were more capable in aerial combat than a Rack would be. While they were not specifically designed to go after hardened targets, the armies who fought Sukebe quickly - and painfully - learnt that a Phoenix's flames allowed her to strike at targets that were "harder" than the common infantry soldier.
A Phoenix wasn't used to support ground-based Pokégirls as often as a Rack, due to the fiery nature of her abilities. Those same abilities, however, meant most found that being attacked by a Phoenix was more terrifying than an attack by a Rack would be. A Phoenix was, generally speaking, more than willing to "burn out" her targets during the war. This willingness to "burn the forest, to kill the convoy" helps to explain why the it wasn't until approx. 53 AS that the Phoenix (and the Firebust) overcame the negative reputation they developed during the War of Revenge. (And, even today, many officials are less than pleased to learn that a feral Phoenix has been sighted in the local area.)
Upon evolving from a Rack to a Phoenix, several physical changes occur. One of the more obvious ones is the increase in height. The average height of a Phoenix is five feet, and there are no recorded cases of a Phoenix that was more than three inches shorter or taller. The Pokégirl's breasts also fill out, giving the Phoenix (if only just barely) C cup breasts. While most of a Phoenix's feathers are still brown, they now seem to have red highlights. The feathers running down a Phoenix's spine are the obvious exception, as they are now various shades of red and orange. This alteration is even more eye-catching as - even with the Phoenix is standing still - they give the impression of actually being on fire! The change to a Phoenix's hair is rather obvious, since it becomes bright red, and rather curly. The color of their eyes becomes orange, while the bright red color of their nipples matches their hair. A Phoenix still doesn't like wearing clothes, unless necessary, and a non-feral Phoenix will still love to use dyes in their feathers. However, unlike a Rack, a Phoenix tends to favor shades of red and orange. Perhaps due to their additional height, a Phoenix is less likely to wear high heels (or at least chooses ones with lower heels) than they were as a Rack.
A Phoenix's internal changes are somewhat more extensive, due to their elemental powers, and their superior aerial capabilities. Of special note are the changes to their eyes. According to notes recovered in 115 AS from one of Sukebe's labs, Sukebe was originally just looking to develop a Phoenix's eyesight to deal with the effects of fire and smoke. However, he quickly discovered that the changes introduced allowed the Phoenix's eyes to see further (and better) even when they were not looking down. This allowed Sukebe to use the Phoenix against airborne enemies with a much higher chance of success than the Rack. In all other respects, including the fact that their clawed toes are still unsuitable for combat, a Phoenix's physical state (baring adjustments for proportion) remains much like it was as a Rack.
In terms of personality, a Phoenix enjoys pleasurable - or even relaxing - activities even more than they did as a Rack. While not truly lazy, it would be difficult to find someone who would argue that a Phoenix would rather be working than enjoying a taming session. It's also fair to say that they more than a touch vain, and love (positive) attention. On the other hand, once convinced that something needs to be done, a Phoenix will normally seek to do it as quickly as possible. A Phoenix's libido can cause issues with some Tamers, even before their "spikes" make this Pokégirl even needier. The spikes in a Phoenix's libido seem to be due to one of two sources: their resistance to fire, and/or challenging fights. When it comes to a Phoenix recently exposed to flames, the extent that their libido spikes seem seems tied to not only how hot the flames were, but also how long the Phoenix was exposed to them. The fighting-based spikes to a Phoenix's libido, however, simply seem to be tied into how challenging the fight was.
A Phoenix is more likely to be found in non-combative position than a Rack, due not only their flame-related abilities, but also their superior vision. Likewise it's the rare fire department that doesn't appreciate the assistance of a Phoenix; the combination of their resistance to flame-based damage, exceptional vision, and their ability to fly ironically makes them naturals at this type of job. In fact, many feel that their actions as firefighters are the key reasons why the Phoenix (and the Firebust) overcame the bad reputation they had after the end of Sukebe's War of Revenge.
If the Phoenix have a fighting motto, as a breed, it is: hit first, hit hard, and keep hitting them until they fall. Despite this, a Phoenix is willing to admit that direct attacks aren't always the best. Feral members of this breed are, in fact, somewhat infamous for being willing to start grass fires (for example) in order to strike at ground-based enemies that could potentially harm the Phoenix in question in a direct confrontation. A Phoenix is a noticeably faster flier than a Rack, and has greater endurance, but loses some of the amazing airborne agility that they had as a Rack. All things considered, a Phoenix is still superior to a Rack, in terms of airborne combat capabilities.
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PIDGEOTA, the Mile-High Pokégirl
Type: Near Human
Element: Flying
Frequency: Uncommon to Rare
Diet: Insectivore, some plants
Role: couriers, scouts
Libido: Average (High with Tamers they like)
Strong Vs: Bug, Fighting, Plant, Ground
Weak Vs: Electric, Ice, Rock
Attacks: Gust, Swift, Taunt, Move By, Quick Attack, Feather Shuriken, Scratch, Preen, Cuddle, Caress, Feather Blizzard, Wing Buffet
Enhancements: Enhanced Endurance (x4), Enhanced Vision (x6), Minor Levitation, Lightweight Frame, Freejoints (hips and knees), Prehensile Feet, Improved Respiration, Atmospheric Comfort, Aerolocation
Evolves: None
Evolves From: Pidgette (normal)
The Pidgeota is the final form of Pidgy, evolving from Pidgette after having enough successful fights and enjoyable Tamings. She again gains several inches in height, usually standing over six feet now. The feathers on her arms are quite long and firm, letting her firmly catch air under them. She barely gains any larger bust, but her feathers feel even softer than before, and become much more sensitive. Expensive pillows are made with Pidgeota down. She also gains some strength, enough to be able to carry a single person aloft with her.
Pidgeotas are very fast flyers, tucking their free-jointed legs closely up under them as they soar. They can climb high into the sky, and enjoy circling around mountaintops. Their vision sharpens to a very high level, allowing them to read newsprint from over a mile in the air. They can also sense where their opponents are due to their sensitive feathers being able to detect minor movements of air, letting them fight effectively even when blinded. Combined with their Endurance, Improved Respiration, and Atmospheric Comfort abilities, a Pidgeota can track her prey for miles, often times without it ever knowing she was watching them.
Pidgeotas can be quite lusty with Tamers they like. Their feathers are much more sensitive now, giving them a greater appreciation of being stroked and petted during Taming. Now that they have larger wings, they are able to perform their most enjoyable carnal act: Taming in the air. The way this is done is that a Pidgeota will use her Minor Levitation to raise herself off the ground, and then wrap her legs around her Tamer’s waist, while he holds her torso (under her wings so they aren’t restricted). Flapping furiously, she’ll take off into the air while he Tames her, rising as high as she can. When she finally climaxes, the Pidgeota will hold herself rigid, letting both of them fall into a steep dive, the feel of her Tamer and the wind rushing over her sensitive feathers helping to send her into a series of multiple orgasms. Despite how dangerous this may seem, there has never been a reported death of any Tamer doing this activity, since a Pidgeota always hangs on tightly to her Tamer (and the Tamer naturally never lets go of her), and she always, no matter how lost in her pleasure she is, pulls up before she hits the ground. Many Tamers enjoy the exhilaration and feeling of danger, but just as many other Tamers are terrified by the experience and never do it again.
Pidgeotas are strong fighters. Their Gust attack is like a localized tornado, being able to easily bowl even a ready opponent over. Her Quick Attack lets her fly very low for short distances at speeds that make her seem like a blur. Feather Blizzard is used more as a distraction move than anything else; filling the area with blinding feathers that obscure her opponent’s view. Wing Buffet has been known to knock down trees if used long enough.
Feral Pidgeotas tend to leave most other beings alone, just soaring and enjoying the feel of being above it all, the wind rushing over their bodies. Threshold girls rarely become Pidgeotas directly, but those that do take it very well, sometimes considering their new flight abilities and powers to be almost worth the trade off.
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PIDGETTE (aka PIDGERSEATAH), the Tweety Trollop Pokégirl
Type: Near Human
Element: Flying
Frequency: Common
Diet: Insectivore, some plants
Role: Couriers, scouts
Libido: Average
Strong Vs: Bug, Fighting, Plant, Ground
Weak Vs: Electric, Ice, Rock
Attacks: Gust, Swift, Taunt, Move By, Quick Attack, Feather Shuriken, Scratch, Preen, Cuddle, Caress
Enhancements: Enhanced Endurance (x3), Minor Levitation, Lightweight Frame, Freejoints (hips and knees), Prehensile Feet, Improved Respiration, Atmospheric Comfort
Evolves: Pidgeota (normal)
Evolves From: Pidgy (normal)
A Pidgy evolves into Pidgette after enough successful combat and enjoyable Taming. They tend to gain several inches in height after their transformation, as well as get bigger breasts. Their toes become longer and thinner, able to move better, with a thumb-like back toe forming on their heel. Small claws also appear on the end of them. This allows a Pidgette to better use her Scratch attack, but still retain her prehensile use of her feet. A Pidgette’s feathers on her arms become longer and stiffer, though still very soft, allowing her to fly to greater heights. The other feathers on her body don’t change much, although her breast feathers turn a lighter shade of their former color, and are even softer to the touch. As before, their nipples and lips remain the only part of their body not covered with feathers. As in her previous form, a nice plume of tail feathers sticks up from just above her backside, accentuating her shapely rear.
A Pidgette is a much more reliable courier than her previous form. Even previously Feral Pidgettes can be trained to take messages and small items to places and then return quickly. Pidgette isn’t nearly as common a pet due to her larger size and thus greater food requirements. Like her previous form, Pidgette has hollow bones to make her lightweight, meaning she can’t carry another person aloft. However, due to firmer feathers, she is able to fly higher and faster, ignoring how cold it feels at higher elevations and wind shear from faster speeds. Pidgettes can use their Minor Levitation ability to slow down what would otherwise be almost suicidal dives. Her Endurance ability lets her push herself for a greater amount of time before she becomes tired, letting her fly at her fastest for longer periods. Her lungs are equipped to deal with the fact that there is less air at higher altitudes, and she is able to take slower, longer breaths to gather the air she needs.
A Pidgette tends to make pleasant chirping noises during Taming; ruffling her feathers and letting them down again as her body tenses and relaxes. Due to her hips and knees being free-jointed (being able to bend normally, or backwards), the Pidgette is very flexible, and can assume nearly any position her Tamer likes. Her greatest desire though is one she won’t realize until her next evolution: Being Tamed while flying. A Pidgette is able to use her attacks to a greater degree. She can now use her Gust attack to blow over people from a standing position with ease, although those braced for a strong wind can still stand up to it. Her Taunt ability is sharper, with more creative insults coming to mind. Her Move By attack is faster, letting her reposition herself for more precise blows. Her favorite combination is to use Move By to get behind her enemy and then Gust to bowl them over. With her lengthened claws, she can now use Scratch effectively.
She also gains three sex attacks: Preen, Cuddle, and Caress. Caress is where she begins to coo and moan softly, touching herself, usually on her chest. The opponent watches and becomes aroused, and thus slower to react. Cuddle is basically where this is done on other Pokégirls, rubbing and arousing them. Preen is where she begins rubbing herself against her opponent in a way that accentuates her feathers, letting them feel how silky soft and downy they are, letting it relax them.
Feral Pidgettes aren’t too dangerous, since they usually just enjoy soaring wildly, doing loops and dives for the sheer joy of it. They usually only attack when attacked back, and even then they aren’t vicious about it. Threshold girls who become Pidgettes tend to take their transformation better than other Threshold girls, the joy of flying somewhat mitigating the loss of their humanity.
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PIMPLOVE, the Pimped Penguin PokéGirl Type: Near Human - Avian
Element: Water
Frequency: Common (Scarlet League), Uncommon (All other Leagues)
Diet: seafood, preference for fish
Role: fisher, spoiled brat
Libido: Average
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Water Gun, Bubble, Glare, Leer, Scratch, Peck, Gust
Enhancements: Increased Lung Capacity, Secondary Eyelids, Water Purifier
Evolves: PrimpLove (normal), EmpressLove (evolved PrimpLove'; normal)
Evolves From: None
One of the more recent Water-type pokégirls to appear and have numbers expand exponentially, PimpLoves have become a widely-used pokégirl. Unfortunately, they won't really reach a form of major beauty or power until their final form, but this humble beginning stage is a precursor that hints to greater power.
Standing at a height between 4'8" to 5', a PimpLove has a layer of fine down covering her bodies that protects her from frigid waters as well as hot temperatures. The upper-half of the PimpLove's body can be a varying hue of dark blue which comes down to a collar-style of feathers around her neck, which end just above her A-Cup breasts, the nipples a bright white against the lighter blue down-feathered body.
Although a PimpLove's wings are capable of being taught to use Flying-type pokégirl attacks and techniques, they are for the most part, flippers, useless for flight in the air. In the water, however, PimpLove's are astonishingly agile. Within the smooth plumage a layer of air is preserved, ensuring buoyancy. While swimming, PimpLoves can reach velocities between 3.7 to 7.5 mph, though there are reports of velocities of swimming PimpLoves reaching up to 17 mph. The small PimpLove do not usually dive deep; she prefers to catch her prey near the surface in dives that normally last only one or two minutes. Larger PimpLoves can dive deep in case of need, (480 feet). This is due to the fact that PimpLove's have a secondary set of eyelids, which are clear. It allows them to see underwater for longer amounts of time.
Like other Water-types, a PimpLove need to be submerged in water, (preferably cold) every few days to keep her in top condition. On a bright note, a Tamer won't have trouble keeping his PimpLove hydrated. A PimpLove is able to drink salt water safely because she has a supraorbital gland that filters excess salt from the bloodstream. The salt is excreted in a concentrated fluid through her nasal passages. Tissues are a must.
When it comes to Taming, PimpLoves just love to be on their bellies. A Tamer is advised to hold onto her shoulders and fully mount the Pokégirl as he Tamers her, lest the PimpLove start to literally slip away and out from underneath the Tamer in the middle of having sex. While it would be easier to Tame a PimpLove if she were to lay on her back, a quirk of the Pokégirl comes to the fore. She prefers things her way, and that's how it has to be; she won't even eat food offered to her by her Tamer, preferring to get her own food first. This can be frustrating for beginning Tamers.
Feral PimpLoves seem to have no fear of humans and have approached Tamers and Pokégirl Researchers without hesitation. This is probably on account of there being no land predators in the Scarlet Continent or the nearby offshore islands that prey on or attack PimpLoves. Instead, PimpLoves are at risk at sea from predators such as Titacools, Sharptits, or the Nessidames that come down from the waters of the Dark Continent up North.
While it is not unheard of for girls going through Threshold to turn into PimpLoves, it is only prevalent to happen in families who have a strong Water-type ancestry and live in the more Southern Leagues, such as Silver River or Orange.
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PINIELF, the Elven Shaper Pokégirl
Type: Near Human
Element: Psychic/Fighting
Frequency: Extremely Rare
Diet: Omnivore.
Role: Wandering Fighting Apothecary
Libido: Average to High
Strong Vs: Ice, Normal, Rock, Steel, Poison
Weak Vs: Dark, Ghost, Flying
Attacks: Comet Punch, Uppercut, Hyper Punch, Evade, Counter, Telepathy, Psychic, Heal, Dreamtime, Psi Blade, Barrier, The Calm Soul (Lvl 30), Master Blow (Lvl 50)
Enhancements: Enhanced Agility (x4), Enhanced Strength (x2), Enhanced Endurance(x2), Enhanced Vision (x3), Enhanced Olfactory Sense (x3), Longevity, can intuitively learn Fighting Attacks, Body/Flesh Crafting Abilities, no longer susceptible to hibernation tupor
Disadvantages: Low pleasure threshold.
Evolves: None
Evolves From: Elf (mechanism uncertain)
The evolutionary catalyst that shifts a normal Elf Pokégirl to a Pinielf is a hotly contested debate among researchers. Some have claimed that the Fire Stone is a necessary trigger, while others have theorized orgasm, while some have postulated that a simple psychological shift is all that's needed to cause the Evolutionary step.
Physically, there are no specific gross changes between an Elf and Pinielf. Their height remains similar, their breast size doesn't grow or shrink, their hair and skin color remains unchanged. Two primary changes, however, can tell a Pinielf apart from a normal Elf-type. One, their muscles undergo development, giving the previously smoothly and delicately curved elf the appearance of a rough and tumble kickboxer, with their muscles clearly defined, making for a rather impressive sight as they kick, move, and show off. Second, their eye colors shift from whatever previous coloration to a shining gold, almost luminescent in it's intensity.
Pinielves undergo a psychological shift that matches their new capabilities. Pinielves, as a rule, are rough, aggressive, passionate, eager individuals with little patience to spare and a happy grin on their face. Among Elf groups, they are often a serious disruption, having none of the urge to seek out a calm, stationary, secure lifestyle that most Elf-types prefer. While outwardly, no side-effects show due to this forced isolation among colonies of Elf-types, a number of Pinielves have been seen to express severe depression when observed at a distance. Because of this, most Pinielves, no longer possessing the feral trigger that might leave them helpless for any wandering Tamer or Feral Pokégirl wanting a taming and a meal, break away from their previous home and/or Elf Colony and become a lone traveler, if they are unable to locate a suitable Tamer than can keep up with them. Accurate numbers of this breed are hard to guess due to this psychological isolation that leads to random travel. Many Watchers have witnessed a lone Pinielf from afar, garbed in the ideal fashion of a wandering barbarian and wielding a weapon of choice, obviously non-feral, before disappearing from the Watcher's sight.
Psychological and Physiological shifts aside, the primary value of this Pokégirl lies in the development of an odd psychic discipline often times referred to as Body Sculpting, or 'Shaping'. Using this, the Pinielf can not only heal a person from several injuries up too and including the loss of a limb (albeit taking several weeks to accomplish this, depending on the limb in question), but also repair the damage left by old injuries. Afflictions such as scarring, crippling deformities, weakening caused by the stress of aging, all thought to only be cured by the more powerful celestial healing magics can be repaired using the Pinielf’s body-sculpting capabilities. Some Pinielves go even beyond that, making further body modifications, such a hair and eye color shifts, metabolic altercations, and the like. A few events of note indicate that this body sculpting ability can come into play subconsciously, making for a number of amusing developments for those whom a Pinielf can take a serious liking too. It should be noted, however, that this ability, despite it's power, is not quick nor blatant... if the Pinielf wishes to keep the altercation painless. Most choose to keep the altercation as painless as possible, but, if rushed, the Pinielf can do so... and have the target of their ministrations suffer corresponding pain as their flesh is forcibly reshaped and coerced into a new form.
Because of this primary ability of their evolutionary tier, a number of Pinielves have been seen to develop a monkish, wandering healer-like ethic, healing individuals that they believe have great worth in their eyes. This sets them apart from Celestials and NurseJoys, whom heal for the sake of healing. Pinielves instead only heal those whom they believe deserve it, giving them an erratic reputation among some groups. There are even rumors of a Pinielf delivering crippling injuries to individuals she believed desperately needed them. Most League Officials are quick to quash such rumors. After all, why would the League sanction a Pokégirl with that level of volition to her actions?
Sexually, Pinielves are aggressive, no-nonsense Pokégirls. They're clear in what they want, when they want it, how they want it, without displaying the more lewd and vulgar traits associated with most high-libido Pokégirls. Bisexual in nature, they, like most Elves, express a leaning toward male Tamers. Despite their no-nonsense, freshly blunt attitude to taming, they still, like the majority of Elf-types, suffer from a low pleasure threshold, making them a rather pleasant albeit easy-to-please partner in bed.
All in all, these traits lead up to a very valuable Pokégirl that most Tamers actively seek to have in their harems. News of a wandering Pinielf sighting has called settled Tamers out of retirement, and tends to bring a heavy number of them to whatever region the rumor started in. Like the majority of Pokégirls, Pinielves can be forced into one's harem via taming, but their urge to wander due to lack of a 'family' and their strong sense of personal justice tends to mean that few Tamers can keep a Pinielf permanently without impressive measures. However, kinder, more ‘liberal’ Tamers have been known to actively capture a Pinielf’s heart, inducting her into the Harem Family at large and giving her a sense of belonging she was unable to find in her previous, long-lost home.
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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."
WARNING: THE FOLLOWING DATA IS CLASSIFIED ULTRA SUPER EYES ONLY TOP SECRET. VIEWING THIS INFORMATION WITHOUT PROPER AUTHORIZATION WILL RESULT IN US TELLING THE PLOT BUNNIES ABOUT YOU, AFTER WHICH GODS HAVE MERCY ON YOUR IMMORTAL SOUL…
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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PLUSSY and MIBOOBSY, the Tag Team Pokégirls
Type: Not Very Near Human
Element: Electric/Fire and Electric/Ice
Frequency: Rare
Diet: Omnivore
Role: Synchronized fighters
Libido: Average, High in high electricity areas
Strong Vs: Flying, Bug, Ice, Steel (Plussy); Flying, Water, Electric (Miboobsy)
Weak Vs: Ground, Rock, Dragon (Plussy); Fighting, Fire, Rock (Miboobsy)
Attacks: Thunderbolt, Agility, Luminaire, Static Barrier, Lightning Punch, Lightning Kick (Both); Flame Shot, Napalm, Flamethower, Ignite (Plussy); Ice Beam, Ice Armor, Avalanche, Ice Slide (Miboobsy)
Enhancements: Enhanced Speed (x3), Enhanced Senses (x2), Enhanced Dexterity (x3), Pokeballed as one, Aura of Cute
Weaknesses: Loose electric powers when separated, prone to rage/depression when separated
Evolves: N/A
Evolves From: N/A
In 219AS a Team run genetics operation was infiltrated by a PLC official, undercover, the agent witnessed several violations of not only local laws, but crimes against nature as well. Most of these pitiable G-splices and mutations had to be put down, but the lab's most recent experiment was salvageable, and have come to be the breed known as Plussy and Miboobsy. Unlike most breeds with subtypes, the Plussy and Miboobsy are not considered separate Pokégirls in their own right. In fact, pairs of the subtypes of this breed have extreme co-dependency upon each other. Truly, this co-breed of Pokégirls are intriguing to say the least.
Both Plussy and Miboobsy are rodent type Pokégirls, based off of a Chipmunk, a ground squirrel which is rarely seen in the modern era. Plussies and Miboobsies both look very similar to each other within their twin pairs, being closer to maternal twins than fraternal twins . The breed ranges from human looking Pokégirls with large round ears and short tails, to nearly full animorphs, with slight muzzles and full body fur. The fur of the breed is usually a cream to yellow color, though Plussies have bright red highlights on their ears and tail, and Miboobsies have deep blue highlights on the same areas. Human looking Plussies and Miboobsies barely show their cream fur color, though no matter how human or anthropomorphic individual pairs of the breed are, they still have slightly rounded cheeks from electrical sacks, much like the Peekaboo line. These electric pouches are noted by red fur with a white plus sign on most anthropomorphic Plussies, though human looking Plussies merely have a area of lighter skin that looks like a plus sign. Miboobsies also carry this feature, though their fur color is blue on furry specimens and the symbol is a dash or minus sign. Also, a Plussy's tail is cross shaped, looking much like a hard plus sign sticking out from her body; while a Miboobsy's tail is 'T' shaped, like a hard minus sign attached to the end of their blue tails. The tail is where a majority of the breeds elemental powers come from. They are a bit on the short side, usually around 4-5 feet in height, though taller pairs have been noted. Their breast size tends to range from a modest B to a busty C, though most of the breed lean towards the B cup range.
One of the most interesting facets of the breed is that Plussies and Miboobsies are always found as twin sets, each with a Plussy and Miboobsy. Oddly this also extends to Pokéballing the Pokégirls, as when one is captured or recalled, the beam extends to their partner as well. Due to this odd quirk found in most identical twin Pokégirls, Plussies and Miboobsies are Pokéballed as one, and most Leagues consider them to be a single Pokégirl. Research has shown that there is a deep psychic link between the twins, similar to a delta bond, that make each Plussy and Miboobsy dependent on their counterpart. Plussies tend to produce a positive charge from their electric sacs in the breed's cheeks and tail, while Miboobsies produce negative charge. Without the corresponding charge, the Plussy and Miboobsy cannot create the needed electricity to use their electric attacks, leaving them with only their intrinsic control over fire or ice as offense or defense. This means that even in battle, a Plussy and Miboobsy pair will stick close to each other, the maximum distance being recorded at just under 10 yards. When separated by more distance than that, their electrical attacks tend to fizzle ineffectively.
Due to their close bond, only twin Pokékits born to a Plussy or Miboobsy survive, as there have been no known single Pokékits to be born alive. Without their partner, Plussies tend to slide into rages easily, and begin to have blood pressure problems, eventually perishing from heart disease. Miboobsies without a partner, on the other hand, will slide into a deep depression, their bodily functions slowly shutting down as they starve themselves. This has even proven true in utero, as fetal Pokékits suffer from the same symptoms and usually miscarry early on in the pregnancy. Rarely, if a Plussy and Miboobsy team get pregnant together, the twins can manage to have one Pokékit apiece so long as each Pokégirl is carrying one Plussy Pokékit and one Miboobsy Pokékit. Extensive research into the odd quirk of the breed has shown that a Plussy or Miboobsy can actually accept a new partner should their twin perish. However, the odds of two pairs of Plussy and Miboobsy having a partner perish and leaving behind a Plussy and Miboobsy are slim due to their rarity and the odds of this happening.
In addition to their electrical attacks, Plussies and Miboobsies each have one extra elemental ability. Plussies can use and learn fire attacks, while Miboobsies can use and learn ice attacks. It is theorized that this is due to their positive and negative electrical abilities respectively, positively charging the air to produce fire attacks, or using a negative charge to create ice attacks. Regardless of how their other elemental abilities are achieved, the typing remains inherent to the breed, as Plussies are neither strong nor weak to water, while Miboobsies have an added weakness to fire.
When together, each twin pair forms an interesting dynamic. Sometimes there is one more assertive of the pair, either the Miboobsy leading with her cool head and intellect, or the Plussy leading with her passion and aggressiveness. Other times the pair act startlingly similar, speaking in tandem and finishing each others sentences. Luckily, unlike with other twins, tamers can easily tell them apart by ear color alone. Overall, Plussies and Miboobsies are cheerful and helpful Pokégirls, well suited for either tag matches or grand melee battles. However, they're not well suited for one on one matches, as being too far away from their partner hobbles their fighting abilities greatly.
In a battle, most pairs of the breed rely on electrical attacks, blasting the area with Thunderbolts, though they have been known to use their fire and ice abilities in tandem for a powerful one two punch. If caught away from each other, pairs can only rely on their fire or ice attacks, but they quickly use agility to try and get back within their electrical range. Usually however, neither of the pair are very willing to separate from each other.
Taming with a Plussy and Miboobsy pair is quite an experience, as usually pairs are quite willing to share. Unless the breed's cheek sacs are pressed, Plussies and Miboobsies are not known to loose control of their electrical abilities, and they have better control over their fire and ice abilities. No restraints or special equipment is needed with this breed, though Miboobsies often complain of being chilly while Plussies are rather warm.
Thresholding into a Plussy or Miboobsy is rare, and quite dangerous should the thresholder have no sibling. In cases such as this, parents often scramble to find a partner Plussy or Miboobsy for their daughter to bond with, though in some more conservative leagues, she is often Pokéballed and placed into storage or shuffled into Poképower with a payment to the parents. Twin thresholders fair much better, as one inevitability thresholds into a Plussy and the other a Miboobsy. To date, there has been no instance of twin thresholders becoming the same subtype of the breed.
Feral Plussy and Miboobsy are rare, as despite being rodent Pokégirls, they are prone to perishing at twice the rate of other Pokégirls due to their unique bonding. When found together as feral, they do pose a challenge for some tamers, as the combination of electric, fire and ice proves a difficult elemental match to overcome unless countered with a rock type. They tend to gather with Peekabu and Ria during thunderstorms in the tops of trees, though Plussies and Miboobsies are less likely to congregate otherwise. Feral Plussies seem to be fascinated by fire, but avoid it due to their partners nervousness around it. Feral Miboobsies greatly enjoy winter weather, and often drag reluctant Plussies out and into cold romps.
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POLAR LASS, the Cold-Weather Rescue Specialist Pokégirl
Type: Near Human, ursinoid (bear-type)
Element: Fighting/Fire/Normal (bear)
Frequency: Extremely Rare
Diet: omnivorous; this Pokégirl will eat next to ANYTHING as long as there is LOTS of food within reach!
Role: cold-weather search and rescue tracker/assistant nurse
Libido: Average (unbonded) to High (bonded to a Tamer)
Strong Vs: Bug, Dark, Fire, Ghost, Ice, Normal, Plant, Steel
Weak Vs: Fighting, Ground, Water
Attacks: Gust Punch (using her strength to create a ball of condensed air), Speed Punch (racing at the target at high speed and hitting it HARD), various Hug attacks (hugging the target and warming it up using her body heat [the Jacuzzi Hug] or a massive pheromone release to subdue it emotionally [the Sexy Hug]), Kawaii Look (giving the target an ultra-cute look with her eyes to overcome the target psychologically).
Enhancements: Enhanced Olfactory Sense (x6), Very strong arm and leg muscles, perfect for swimming or running through rough terrain. White furred skin, circular ears at temples. High Cold Resistance, Though she can produce a lot of heat energy, this Pokégirl cannot use them offensively. A Polar Lass is slower than a Grizzlar, but not by that much. Her body releases a special pheromone which allows her to overwhelm opponents through arousal. However, like Grizzlars, Polar Lasses consume energy VERY quickly, thus need the same amount of food a Snorelass requires.
Evolves: None
Evolves From: Grizzlar (Ice Crystal)
Polar Lasses are one of those VERY rare types who appear in circumstances SO unique that most roving Tamers who operate in cold weather regions of the planet may never encounter one.
According to records, the first Polar Lass appeared in Capital territory sometime around PS 268 when several Pokégirl babies were stranded on an iceberg near Stamford. A Grizzlar working for a local Harem Master volunteered to swim out to the berg towing a boat carrying some Nurse Joys to save the children (no Flying Pokégirl was available). About halfway through the journey, the Grizzlar began to suffer from hypothermia, but hearing one of the babies cry out, refused to get in the boat. Plunging back into the water, she continued to swim -- and then evolved into a white-furred, cold-resistant version of herself! Fortunately for all, the babies were rescued and returned to shore.
Since that time, the World Alliance has pressed research into creating more Polar Lasses to help with civilian search-and-rescue teams. Their numbers are very limited since the numbers of Grizzlars are also limited. Attempts at evolving Snorelasses directly into Polar Lasses have failed.
Polar Lasses, as soon as people hear their history, are automatically grouped with those other Pokégirl breeds (NurseJoys, OfficerJennys, Megami, etc) who earn universal respect by just BEING.
World Alliance policy forbids the insertion of Polar Lasses in any forms of combat. The theft of a Polar Lass by anyone is *severely* punished by the Alliance, as one Team Rocket-copycat group discovered to their regret in PS 296 (the thieves were subjected to Jusenkyou water, then shipped to the Dark Continent and evolved into Dolls). Polar Lasses are normally found in coastal search-and-rescue units, especially in places where inclement weather and lots of ice are prevalent anytime of the year.
Polar Lasses are, for a Normal Pokégirl, excellent swimmers; one was said to be able to keep up with a Selkie for an hour. Their skin is lined with the same type of heat-retaining blubber whales in pre-Sukebe days possessed. Combined with their ability to produce a low-level heat field (which comes into play when they use the Jacuzzi Hug to revive a hypothermia victim), a Polar Lass could survive in freezing water temperatures for up to five hours before being forced out of the water.
On the average, most Polar Lasses are part of the harem of Tamers who possess Blood Gifts granting them the ability to resist intense cold for long periods.
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POLIWHORE, the Sexy Frog Pokégirl Type: Near Human
Element: Water
Frequency: Very Uncommon
Diet: Mainly fish, plants
Role: Messengers
Libido: High
Strong Vs: Fire, Rock
Weak Vs: Grass, Electric, Ice
Attacks: Water Gun, Whirlpool, Agility, Double Slap, Water Spear, BubbleBeam
Enhancements: Slick skin, Enhanced swimming speed (X3), Powerful Legs, Longer Arms
Evolves: Polilust (Delta-Bond)
Evolves From: Polishag (Normal)
With enough training, time, and taming, a Polishag gets to evolve into a Poliwhore, and the change is everything she could want and more. No longer is she spurned by tamers for her odd lack of arms and paddle tail, for the tail is no more and long, powerful arms have grown in their rightful place. By becoming more human in appearance, Poliwhores also cement themselves as popular water types that can be used on land and at sea, where their powerful legs can be used in both.
Growing to be an average five feet in height, the Poliwhore often takes her time enjoying her new limbs, taking absolute enjoyment in using them for swimming, fighting, and masturbating, the latter of which is a pastime she couldn’t enjoy. She retains her coloring from her previous form almost completely, her skin lightening its tone only slightly to become a brighter blue. Poliwhore also enjoy a much wanted increase in bust, giving her a nice heavy C-cup, and curvy form, making it all that easier to get her master into the sack. What’s odd about this girl, though, is despite being classified as the Sexy Frog Pokégirl, the only things that even hint her amphibious nature is her arms, which are longer then a humans, and a tongue that’s about equal to a Hotties.
Where as Polishag was playful and fun loving, Poliwhores are VERY lusty Pokégirls, so much so that they are often considered to be the water type Growlie in terms of constant want for sex, often posing to show off their new bodies, especially after they’ve left the water where their bodies glisten. Despite this newly sexual mindset, however, Poliwhores are as heterosexual as their previous forms are, absolutely refusing even to do foreplay with a girl, a surprising thing in itself, since Poliwhores love using their hands for just about anything.
When in battle, the Poliwhore often experiences some mild shock that her new limbs aren’t suited completely for combat, especially considering that until now she couldn’t properly learn hand and arm techniques. This will not deter a Poliwhore, however, as while she continues to use her long range abilities in battle, she’ll do her best to learn attacks that uses her arms and hands, increasing her skill as a close combat fighter.
As stated before, Poliwhores are girls that love to be tamed, and as with everything else, the water type loves using her new hands and arms to please her master, going as far as to become sexual aroused from giving her master a hand-job. In fact, much like how Polishags have anal fetishes because of their tails, Poliwhores have hand fetishes because of their hands, loving their own and others. A skilled tamer will be able to make a Poliwhore completely his by getting her to orgasm by his hands alone. It should be noted, however, that while Poliwhore are just as heterosexual as their sisters, they will enjoy other pokgirls that have cock or cock like abilities, making the Frog girl among one of the few girls that enjoy having a Dildoqueen around.
Feral Poliwhores are actually a bit rarer then their rarity would lead one to believe, since the heterosexual girl is often WANTING to be captured by a male and is often doing her best to tease and arouse males more then battling. Threshold Poliwhores, while very rare, don’t have the fixation with their hands as their feral cousins do, but when they realize they could have lost their hands in the Polishag stage, almost all of them are glad they had thresholded into Poliwhore instead
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POLTERKISSED, the Cuddly Little Hate Ghost Pokégirl
Type: Near Human to Inhumanoid
Element: Ghost
Frequency: Extremely Rare
Diet: Emotions (Hatred, Rage and Jealousy)
Role: Entropy Incarnate/ Psychological warfare
Libido: Average
Strong Vs: Bug, Fighting, Ghost, Poison, Rock
Weak Vs: Dark, Psychic
Attacks: Phase, Nightshade, Go Down, Energy Drain, Drain, Invis (1-3), Ectoplasm, Lick, Rip the Mortal Form
Enhancements: Incorporeal, Lifesight, Deathsight, Entropic Aura
Evolves: None
Evolves From: Wraith (Staying in their Shadow Mind for more than a day) OR (Dark Stone)
Reward for keeping a Polterkissed Tame: 50,000 slc per week.
Fine for letting a Polterkissed go Feral: 5,000,000 slc.
Polterkissed are the darker sisters of wraith. They are what happen to a Wraith whose Shadow Mind stayed in control for longer than a day. In their evolutions, their lighter mind merges with their now-more-powerful Shadow Mind and their dispositions are reversed. The only thing that remains is a deep, twisted love of their tamer. This love of their tamer is very deep, much deeper than one would expect form something made up almost entirely of hate and rage.
A Polterkissed can be seen as the ultimate among the battle tamers who like ghost type Pokégirls if not for several problems.
Firstly: She can no longer become fully solid. She can only become semi-solid through a supreme effort to remain such. They can no longer embody fully due to their distance from the ‘Skinlands.’ Taming them seems more like fucking a jelly mold that moves around you than anything else. It’s quite pleasurable for some reason. Theories include that they transmit a sort of resonance directly to the Tamer’s pleasure center.
More often than not they try to stay Sane by simply raping humans while they sleep and simply taking what they need. This is difficult when they are feral, but they still try. Their preferred Taming method is, of course, Rape. Either of them, or by them. They will often set up situations where their tamer can be the rapist, and this is only slightly better than actual rape since it’s mostly role-playing.
Secondly, they are very twisted and very evil. Their views of the world are twisted by their evolution. To them, everything is simply waiting to be destroyed, even themselves. They will throw themselves into danger without a second thought and continue to fight no matter how damaged they are, making them terrifying opponents to come up against. The only reason they do not have a bounty on them is because of the minimal damage they can deal to solid objects while Feral. Mazouku and Masui get along famously with Polterkissed.
While feral, they cannot even become visible, only in areas where a great amount of tragedy has occurred will they even be able to affect the solid world. Polterkissed are quite a common occurrence following a Widow attack.
The Polterkissed’s form is very mutable, dependant on her state of mind. On average, a specter will look like an Incorporeal Shadowgirl-copy of her Wraithly self. She looks just as she did when she was a Wraith, except for the dramatic color shift. This can be confusing sometimes, as they can change their coloration with concentration and look just as they did as a wraith, causing other wraiths to make an oft fatal mistake. Meanwhile if they are caught in the throws of their own evil and madness they can seem completely inhuman and alien.
Another problem with the Polterkissed is that they are, as mentioned above, twisted and evil. They view their Tamer as “The Great Destroyer” and address them as such when not calling them “Master.” When not actively destroying something, they will beg their Tamer to let them destroy something, and will sometimes not even ask, they simply will. They will often plot to destroy any higher-ranking ‘girls in the Harem so that they may be their Tamers “Favorite Minion.” A Polterkissed takes insults to her Tamer very personally, and reacts dangerously, possibly lethally.
The Polterkissed has her good points, but they are far outweighed by the bad. Tamers are urged to capture the Polterkissed in question and turn it in to their league. The league will make reparations for damages done by the Polterkissed (within reason) and will exchange a Domesticate Wraith for any captured feral Polterkissed. Note: This only applies to ferals. Any Wraith that evolves into a Polterkissed while in a Tamers Harem is the Tamers responsibility.
Due to their formation, no reports of Thresholding into a Polterkissed have been reported. It is assumed impossible. Quite frankly, we’re HOPING it’s impossible.
Rip the Mortal Form – (ATK 20): This allows the Polterkissed to attack from a position of relative safety, ash she is tecnically incorporal hwile attacking. the attack itself seems to be more of an attack at the opponents life-force than anything else, but due to the nature of their separation from reality, it is rather weak.
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PRIMPLOVE, the Primping Penguin PokéGirl Type: Near Human - Avian
Element: Water/Ice
Frequency: Uncommon (Scarlet League), Rare (All other Leagues)
Diet: seafood, preference for fish
Role: Primadonna, spoiled brat
Libido: Average
Strong Vs: Dragon, Fire, Rock, Water
Weak Vs: Electric, Fighting, Ice, Plant
Attacks: Water Gun, Bubble, Ice Beam, Mist, Glare, Leer, Scratch, Peck, Gust
Enhancements: Increased Lung Capacity, Secondary Eyelids, Water Purifier, Cold Resistance
Evolves: EmpressLove (normal)
Evolves From: PimpLove (normal)
The PrimpLove is the next evolution of PimpLove. Upon gaining enough experience via PokéBattles and Taming, a PimpLove evolves into PrimpLove. Once evolved, a PrimpLove gains several inches of height, and thins out slightly, loosing the pudgy look she had before. The particular blue coloration of her body makes a PrimpLove appear to be wearing a coat, causing the white areolas of her breast resemble buttons. She also has a distinct dual crest on her head resembling a tiara or a crown. Her breasts enlarge, usually to around a large B-Cup, which, added to noticeable hips, give her a more feminine frame than her previous form.
The PrimpLove is as her name suggests, and is one of the reason why Tamers want to evolve their PimpLove, yet worry about what it's going to take to get her to the form that is sought after; a PrimpLove is an attention-whore loves to be spoiled rotten. Where a PimpLove loved sex and having her way, the PrimpLove is all about having things her way or the highway! Even though she now has the element of ice as a sub-type pokégirls, PrimpLoves are surprisingly foul-tempered and short on patience. As soon as things are going her way in the slightest she can become belligerent and stubborn.
It is suggested that the Tamer either make her his Alpha for the Time being or have a PokéGirl strong against Water/Ice to keep her in line, such as an Electric-type pokégirl. Otherwise, the PrimpLove will be vying to get the most attention by taking the Alpha Position for herself.
This attitude is probably why PimpLoves and PrimpLoves live with their own kind in the wild. And with each colony of PrimpLove, each one considers itself the most important.
A surprising characteristic about PrimpLove is that while they are an Ice-type, their preferred climate is hot and temperate; dense forests becoming a favored area to find colonies of Feral PrimpLove. Unlike their pre-evolved form, wild PrimpLoves are prone to violence, even if the proposed threat isn't one at all. While it has a number of long-range attacks, Feral PrimpLoves have a preference for closing in on their intended target and Pecking away.
When it comes to sex, the PrimpLove is a greedy self-serving little tramp, demanding all attention from numerous partners be concentrated on her all at once. While this is good for Tamers who try to Tame a number of his girls at once, the fact remains that the PrimpLove is VERY demanding.
While it is not a regular occurrence, it us, unfortunately, not unheard of for girls going through Threshold to skip the initial form and turn into PrimpLoves. They tend to become extremely irritable and bitchy, and because of such tendencies, often find themselves quickly carted off to a Pokégirl Ranch, or not seeing the full transformation of their Threshold; not a jury to this day has yet to convict a parent for such action either.
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PSIQUEEN, the Psychic Empress Pokégirl
Type: Near Human
Element: Psychic/Water
Frequency: Extremely Rare
Diet: human style foods
Role: Psychic Support
Libido: Average
Strong Vs: Fighting, Poison, Fire, Rock
Weak Vs: Bug, Dark, Ghost, Electric, Grass
Attacks: Psywave, Psychic, Foresight, Lock On, Armor, Feel The Burn, Teleport, Surf, Hydro Pump, Water Floor, Water Tower, Slick Stroke, Tidal Slide, Draining Rain, Bubble Cross, Water Slave, (Above Level 40) Water Golem, Aura Barrier
Enhancements: Can breathe underwater
Evolves: None
Evolves From: Psilady (mechanism unknown)
Psiqueens have an elegant beauty that almost befits their almost arrogant attitudes. Psiqueens often have C to DD-Cup breasts, and soft pale skin that often draw Tats to them. Otherwise, the Psiqueen retains most of the traits she had before.
Tats LOVE being given the chance to tattoo a Psiqueen's lovely skin, and will sometimes seek to join the Psiqueen's Harem in case the opportunity presents itself. Some Tats have been known to achieve orgasm simply by completing a tattoo on a Psiqueen, even if it's only a temporary one.
Psiqueens don't walk much, unless they enjoy it. Most prefer to teleport or levitate around, but the lazier may summon two or more Water Slaves and be carried around on a palanquin (or barring that, a chair on a wooden platform). The worst of the lazy Psiqueens, when they lack the energy for Water Slave, may ask her partners to carry her.
When it comes to combat, Psiqueens like to stay far far away from danger, and use strategically applications of techniques to trap an opponent and ruthlessly pummel them into submission. Their combination of Foresight, Lock On, Aura Barrier, Armor and Water Floor makes them difficult to defeat without an electric Pokégirl. It should not shock anyone that Psiqueens remain lesbians. Psiqueens like to dominate during sex and oddly enough, prefer to spoon their bodies against their lover's back and use Slick Stroke to bring their lover to orgasm. Psiqueens enjoy seeing their lovers admist the throws of orgasm and may even go wild, taming every Pokégirl in the area just to see them all quivering with delight.
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PSIVYX, the Psy-warrior Vulpine Pokégirl
Type: Near Human (vulpine)
Element: Psychic/Fighting
Frequency: Rare
Diet: Fish and meat, primarily
Role: Fortune telling, bodyguards
Libido: Average
Strong Vs: Rock, Steel, Ice, Poison, Normal
Weak Vs: Ghost, Flying
Attacks: Gatling Punch, Gatling Kick, Stone Palm, Chi Blast, Foresight, Agility, Psychic, Heal, Aura Barrier, Teleport, Backstab, Fireball, Fox-Fire, Burning Hands, Mimic
Enhancements: Enhanced Speed (x4), Enhanced Agility (x4), Enhanced Strength (x3), Enhanced Senses (x3), Psychic abilities
Evolves: Unknown, possibly none
Evolves From: Kistune (Psi Crystal)
A Psivyx gains about a foot in height and a cup in breast size, as well as strange white tattoos on their fur, which sometimes change to an unusual color, varying shades of purple, indigo, blue, or green. However, some do retain the same fur color as they had as a Kitsune (typically, brown or red with white mixed in). The Psivyx fur, however, is often a bit shorter than a Kitsune's, for some reason. Another physical change in the Psivyx is that they gain four more tails, each one sprouting behind her body. These extra tails are just like the original, although each tail weighs only 1/5th what the Kitsune's tail does (so altogether, they equal the same weight as their original tail had been). They also gain minor telepathic abilities, allowing them to have limited foresight into the future and light mind-reading and telekinetic abilities. Although they are not nearly as intelligent as an Alaka-wham, their increased mental abilities do often come to light. Upon evolution from a Kitsune to a Psivyx, the Pokégirl loses their mischievous nature in favor of a more disciplined lifestyle. This form is preferred by more mature Kitsunes, who want to get over their tendency to play pranks and because it's a strong fighter form, with a calm, peaceful nature.
In terms of combat, they like to use a staff in conjunction with fists and feet. They are fast-striking, but steady fighters, tending to wait out opponents and play defensively until they have an idea of an opponent's abilities. They then attack as quickly as possible, seeking to disable the opponent with a fast barrage of attacks before a counterstrike could be made. If a staff is unavailable, any weapon with a blunt striking surface (such as a mace in each hand or tonfa) will work well, and some Psivyx do prefer the other blunt weapons rather than the staff anyway, for the ease of use and quicker reaction times.
When it comes to taming, the Psivyx retain their preferences from when they had been a Kitsune. Although not as popular as the Vixxen due to their lower libido, most tamers who keep a Psivyx prefer her for her psychic abilities and increased combat capacity. Capable of using even Fire-type attacks, despite not being a fire type, give her an amazingly rounded capacity in standard battles. This Pokégirl has two unusual techniques available, although only one is actually unique. The first is Mimic, an amazingly useful technique that allows the Psivyx to use any technique used against her within the last few days or so (except for flying and ghost type techniques, as these seem to be beyond a Psivyx's capacity).
Her signature attack is the Fox-Fire technique. Using this requires one round to accumulate energy around the tips of all five of the Pokégirl’s tails, and on the second turn, it unleashes her fiery attack. Although not exceptionally strong, the Fox-Fire is guaranteed to burn almost anything, Pokégirl or object.
Because of her adaptability, however, the Psivyx is often looked down upon by the Foxymaiden or the Vixxen as if she is a lesser evolution of the Kitsune in comparison. The Psivyx, however, works well with even Nogitsune, and have been known to go out of their way to assist a Nogitsune with redeeming themselves in their own eyes. As such, they get along very well with Dark Kitsunes, too.
Fox-Fire (ATK 20 + EFT): An attack that takes a turn to power up along the Psivyx' tails, and then it strikes the target. It burns the opponent or object (or other) 100% of the time, and the burn increases in strength as time continues. This attack is not permitted in cities, towns, or villages for obvious reasons. The ATK of this technique increases by 10 per round that the target is inficted with the Burn condition (second round, ATK = 30, fifth round, ATK = 70, etc).
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PUPPY, the Puppy Dog Pokégirl
Type: Varies from Near Human to Animorph
Element: Normal
Frequency: Common
Diet: Omnivorous
Role: Various domestic roles
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Tackle, Bite, Snarl, Dig, Puppy Dog Eyes*
Enhancements: Enhanced Olfactory & Auditory Senses (x2), Claws, Enhanced Reflexes (x2)
Evolves: Doggirl (Normal), Mutt (Orgasm), Growlie (Fire Stone), Pit Doggy (emotional trauma caused by frequent abuse, or witnessing highly frequent and/or extremely excessive acts of violence)
Evolves From: None
What Kittens are to cat types, Puppies are to dog types.
Puppies are the young form of Doggirl, although they are capable of evolving to other forms instead of the Doggirl under certain circumstances. Puppies are most often found as pets or among domestically inclined members of a Tamer’s harem, as their fighting styles are not up to par to most other Pokégirls. Puppies tend to have a wide range of personalities, as do their feline counterparts, but there are some commonalities among them, such as the unwavering loyalty common to all dog breeds of Pokégirl, as well as a love of chasing anything moving at a fast speed. This last trait can be trained out of them, and can be controlled better once they evolve.
In terms of appearance, Puppies generally run the gamut. They can range from having just dog-ears, tail, and nose with slightly paw-like hands and blunt nails to being a full anthropomorphic. There’s no real commonality. Some Puppy breeds have no tails, or a small stub of a tail. There’s no common height range for Puppies, and as for their bustline, it’s usually an A-Cup or B-Cup.
Puppies are usually considered Pokékits. By the time they come of age to be captured, they normally evolve to Doggirl, although there are other forms possible for them to evolve into. They were created at around the same time as the Kitten and Catgirl, although they were meant to be a more stable form, evolutionary speaking, than Kittens and Catgirls. This means that there is less chance of a surprise evolution popping up somewhere. Their role during the Revenge War was about the same.
All Puppies love to play, especially with their Tamers, and often both Pokégirl and Tamer wind up wrestling or otherwise physically with one another at least once a day as a result of their need for attention and affection. Puppies usually wind up as pets, as in the wild they do not last all that long except when near civilization. Journeyman Tamers normally only put up with Puppies to evolve them into a stronger and more useful form.
As mentioned earlier, Puppies are most often found near civilization. They tend to run in packs, like most dog-type breeds of Pokégirl, and tend to be slightly more aggressive when together. This doesn’t last long, however, as a larger, more intimidating Pokégirl can easily scatter the pack in fear. Most often, Puppies usually find some place to beg for food, which makes them fairly easy to catch.
Puppies generally try to get along with every breed they encounter, their natural friendliness and good cheer making them easy to get along with for most types. For some breeds, they tend to come on too strong, and have a tendency to scare Bunnygirls. They have a friendly rivalry with Kittens, but tend to forget that in the face of a chance for cuddles.
The Taming habits of Puppies are fairly standard for Pokégirls, although most of the time Puppies are found as Pokékits. Pokékit Puppies love cuddling and snuggling, as well as scratching behind the ears. This doesn’t change when they become Pokégirls.
Puppies are extremely popular among male Tamers, as well as Tamers who want an animal-type but don’t want to put up with the ditzyness of Bunnygirls and are allergic to or afraid of cats. Thresholding into a Puppy is fairly common, especially in rural areas.
Puppy Dog Eyes (EFT) – The Puppy gives the target a specialized look, radiating a focused, almost beam-like ‘Aura of Cute,’ that can cause the target to react in ways ranging from hesitating for a moment to breaking down in affection and hugging the Puppy. All dog-types can learn this technique naturally, while most Pokékits and Pokégirls with the Youthful enhancement can as well. CANNOT be learned by cat-type Pokégirls under any circumstances.
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PURRSIAN, the Catscratch Pokégirl
Type: Near Human (feline)
Element: Normal
Frequency: Uncommon
Diet: fish, milk, eggs, similar foods
Role: Harem dancer, trophy wife, sex battles
Libido: High
Strong Vs: mouse and bird types, easily seduced people
Weak Vs: dog types, Fighting
Attacks: Scratch, Bite, Pay Day, Fury Swipes, Spirit Slash, Sabre Claw, Super Claw, Timid Stroke, various Dance and Song techniques, Overwhelming Attraction, Butt Wiggle, Sex Attack 1, Sex Attack 2, Mountain Hug, Sexy Hold, Go Down, Blow Kiss, Puff Puff
Enhancements: Enhanced Senses (x4), Enhanced agility (x3), Softer fur, Enchanting voice, Sexier figure, More useful claws, flexible spinal column, High pleasure threshold, Night vision, Flexible spinal column
Evolves: Wildcat (battle stress)
Evolves From: Merrowl (normal)
The Purrsian is the most common evolutionary form for a Merrowl, and one of their most popular. When they evolve from a Merrowl, they gain a foot and a half in height, larger breasts, a high C-cup, and the pudge on their bodies redistributes itself to their butt and hips, making them wider and sexier, their legs growing longer. Their faces stay mostly catlike, but become more human in appearance, their hair growing longer as their fur becomes softer, more silken in feel. Their voices, often harsh as Merrowls, soften and become deeper, more elegant, and gain an almost hypnotic resonance, which they can use to learn Song techniques. They gain a better sense of balance, completely abandoning the clumsiness of their previous form, and most immediately try to learn how to dance, and gain more humanlike fingers, as well as sharper, slender claws.
One of the more noticeable changes a Merrowl goes through when they become a Purrsian, other than the increased libido, is their sex drive. It goes up a great deal, and they go to great lengths to try and get sex, always in a very sensual, cunning fashion. It’s rare to see a Purrsian make an inelegant move. They enjoy performing for their masters, and will eagerly Tame their Harem sisters if need be. Because of the elegance of the breed, wealthy persons are especially fond of them and they are frequently found as pets in wealthy mansions. Some, such as Gendo Giovanni, keep a Purrsian with them at all times, their beauty a sign of status. Also, Purrsians are frequently found as the starter Pokégirl for Sex League battlers, as they are easier to obtain than most of their breed.
One word of warning with the Purrsian breed: They retain the arrogance and confidence of their previous form, although greatly increased. One needs to be very careful not to spoil them too much, less they become very vain and lazy.
Thresholding into a Purrsian is rare, but not totally unheard of. It mainly occurs if the girl going through Threshold has heavy cat stock in their family, and those going through it tend not to mind it all that much, as they become incredibly sexy and graceful.
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PYREBARE (aka POOHBEAR), the Flaming Silly Old Bear Pokégirl
Type: Near Human (Bear)
Element: Fire
Frequency: Rare
Diet: Omnivore, Honey making up a large part of diet.
Role: Bakers, Smithy assistants, accidental wildfire starters.
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Ember, Fireball, Ignite, Fire Spin, Warm Embrace, Flame Step, Napalm; Above Level 30: Flame Sword, Flame Tower, Fire Floor
Enhancements: Enhanced sense (Smell, Hearing) x5, Enhanced Strength x3, Endurance x5, Heat resistance, Toughness x4
Weaknesses: Loss of exterior agelessness, clumsy, Air-headed, Prone to using Ignite without meaning to.
Evolves: None
Evolves From: Bimbo (Orgasm with tamer of strong Snorlass ancestry and Fire Stone applied or E-stone ceremony: 3 Fire Stones and a Moonstone)
Pyrebares are a recent discovered evolution of the Bimbo, making the once air-headed Pokégirl a little more popular with tamers. Discovered in 288 AS by Anthony Urse, a wealthy man in the Blue League with a heavy Snorlass ancestry. He had given his Bimbo, Tammy, a Fire Stone necklace, and they were Taming to celebrate. Upon orgasming, Tammy began to glow, her hair changing from green to a light brown with red streaks in it, a permanent bronze tan, and her ears migrating and becoming bear-like, perching atop her head. Her body also became more rounded, and a little pudgy. She immediately set the bed on fire, and kindly helped Anthony put it out. Anthony flaunted his new Pokégirl, which caught the eye of a pureblood, Roger Byers. Lacking the ancestry necessary and not wanting to whore his Bimbo out to Anthony, he began a series of experiments, and after many failures and complaints from Freida, he finally succeeded. Freida evolved, and the evolution was opened for many more Tamers to utilize.
In personality, Pyrebares are still air-headed, but can now keep their attention on one thing at a time (and usually only one thing at a time, to the exclusion of everything else). They become curious, asking questions when they don't understand something (which is often), and when trying to recall something, many will hold one arm at the elbow and tap their head muttering 'Think, think think" to themselves. This actually assists in recalling the information they were after, and it's best for the tamer to allow their Pyrebare to do so. Otherwise they may permanently forget the information, resulting in them having to be re-taught. They are cheerful and sunny, much like their pre-evolution, but without the annoying 'Valley Girl' accent. However, many of them tend to say "Oh Bother" after an accident or when problems arise.
Pyrebares live up to their name, often setting things on fire by accidentally using ignite, it's unknown how they're able to use ignite without realizing it, but this may be linked to the breed's concentration on a single matter. However they accomplish this, one thing is for certain, it's a Pyrebare's clothes that most often suffer the consequences, making a few prefer to go around completely naked. Being a bear type evolution, Pyrebares are surprisingly strong and are decent battlers, being able to back up their newfound concentration with a complementary array of attacks. They make poor sex-battlers, however, knowing only Warm Embrace as a sex attack, besides their penchant of using Ignite unknowingly, which often gets them disqualified from any sex battle.
Pyrebares also LOVE honey, making insect Pokégirls like the Buzzbreast and Cunnydew among their favorite friends or harem sisters. However, a Pyrebare owner should watch out how much honey he allows this breed to eat, because without proper exercise they do take after other bear Pokégirls and become obese.
*Ceremony Description*
The Fire Stones are placed as bracelets and a choker on the Bimbo's wrists and neck. The Fire Stones must remain touching the Bimbo's skin as she spins around, arms held straight out. Soon (usually once the Bimbo is good and dizzy) the Fire Stones will begin to glow, and the Moon Stone must be touched to the Bimbo just before the Pokégirl comes to a complete stop from spinning. The Bimbo will then evolve.
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PYRONA, the Graceful Dragon Pokégirl
Type: Near Human
Element: Dragon/Fire
Frequency: Very Rare
Diet: Human foods
Role: Support, Ambush
Libido: Low to Average, but can be higher with tamer they respect.
Strong Vs: Dragon, Electric, Fire, Plant, Bug, Plant, Steel
Weak Vs: Ground, Rock,
Attacks: Cut, Scratch, Ember, Flamethrower, Ignite, Warm Embrace
Enhancements: Tough skin, Enhanced endurance (x3), Enhanced speed (x2), Enhanced Agility (x2), Longevity
Evolves: Flarebra (Normal)
Evolves From: Mynx (dragon E-medal)
A recently discovered alternate evolution to the Draco, the Pyrona is a marked difference to their Draco cousins. As the Draco are to close combat, the Pyrona are to support fighting and long-range tactics. Like the Draco, the Pyrona are meant to support other, more powerful Pokégirls. They were created in limited numbers during the war and were often mistaken for Dracos at a distance, a fact that made it difficult to tell just how many were created until they started throwing fire attacks around. At which point most of their enemies died before they could recover from their shock.
Personality wise, these Pokégirls are in some ways worse than the Dracos. More proud and haughty than the Draco, these girls were equally intelligent, but often preferred to use their intelligence to make the others around them look bad, which the Pokégirl would promptly point out, given even a sliver of a chance to do so. She is caustic to everyone, and respects only those who are more powerful than her or can prove her wrong, be it in a battle, a course of action, or anything else she has made her opinion clear on.
However, one thing that she avoids if at all possible is going feral. Pyronas have an almost pathological fear of going feral. While this fear is deep, like that of a Medra’s, it is not advised to try and use this against her. They will become more complacent and respectful towards their Tamer, as well as more obedient, but will cause them to lose any respect they may have had for their Tamer altogether. They will become very quiet and observant, looking for the first chance to escape and place themselves in the harem of a more worthy Tamer.
Like the Draco, the Pyrona has small scale-like skin (detectable only by close inspection), which contains a light tinting, her hair is a bit finer than human hair, looking almost like silk, slightly pointed ears, and a reptilian tail that is usually about a foot long. Their skin color ranges the entire gamut, with nearly every color being recorded, with the sole exception of pale blue, and their hair and eyes almost always compliment their scale color. They usually stand from 5’2” to 5’8”, and have a lean, athletic build, with a solid B-cup breast.
It should also be noted that while Pyronas are not afraid of close combat, they know that they do not excel at it, and attempt to avoid it if possible. But one of the ways to a Pyrona’s heart is to present her with a Heavy Metal. Giving her one of these is like a naming day present coming early for her. And it is a useful present at that.
Another thing that Pyronas love is to dance. With her natural agility and endurance, she can dance for hours on end, and does so whenever she can. Watcher's speculate that because she cannot fly is why she spends so much time dancing, and that is the closest thing to it that she can do.
The Pyrona is somewhat affectionate to her tamer, preferring to rub up against them and cuddle, especially after their tamings. She prefers soft, gentle taming sessions that take a while, enjoying the build up to her climax, and will let herself be tamed into exhaustion if the tamer is capable of it. Pyronas as a whole have no preferred position, instead enjoying variety.
Pyrona as a Threshold result happens about as much as Draco.
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QUACKETTE, the Daffy Quack-Up Pokégirl Type: Near Human Animorphic (duck)
Element: Water/Flying
Frequency: Uncommon
Diet: Small fish, vegetables
Role: General household helpers, comedy, sex
Libido: Average
Strong Vs: Fire, Rock, Bug, Fighting, cat Pokégirls
Weak Vs: Electric, Plant, Magic, Ice, dog Pokégirls
Attacks: Water Gun, Feather Blizzard, Water Tickle, Tickle Storm, Slick Stroke, Edge Of Delight, Water Tower, Gust, Water Floor, Dive
Enhancements: Flight, Water affinity, Enhanced Durability (x2), Enhanced Endurance (x3), great comedic timing
Evolves: None
Evolves From: None
When the first Quackettes were discovered, no one was quite sure what to make of them. They were excellent lovers, and could be quite silly at times, but people, researchers especially, were confused. They had no idea why Sukebe would make such a goofy, short-tempered creature. Eventually, attempts to understand why Sukebe created them were dropped, and Quackettes were approved for usage by Tamers.
Quackettes are bird Pokégirls who's facial features are duck like in appearance. They have wide bills and wide bottoms, making their walk something of a waddle. Their feathers are soft, and can vary in colors between white, black, grey with black around the head, and brown, white, and black with green around the head, all depending on region. They are good natured towards most others, although they have short tempers. Their tantrums don't go beyond rather amusing ranting and snarling that degenerates into random quacking as they pace around waving their fists. Also, some Quackettes have been known to have a lisp. It's barely noticeable normally, however when angered, it becomes very prominent.
Feral Quackettes tend to gather in flocks, flying in V-formation with their powerful wings and resting in lakes and ponds near forests. They are very watchful, even when sleeping, and will bolt at a moment's notice if they hear something.
It should be noted that cat-type Pokégirls HATE Quackettes. This is a common trait amongst every cat Pokégirl, who hate Quackettes for their lack of fear towards them and the fact that any time they try something against them, they are foiled and hit with a jet of water.
Quackettes seem to have a natural affinity for comedy. They are naturally silly, funny creatures when Tamed, and usually make fast friends with Trixies and Harlequins. The highly popular animated adventures of a trio of Pokégirls, a Titmouse named Minnie, a Quackette named Daisy, and a Growlie named Georgia are a good showcase of some things a Quackette will do, either knowingly or not, to entertain her friends.
Interestingly enough, Quackettes seem to have an on-again, off-again rivalry with Bunnygirls, for reasons that escape most researchers. The rivalries seem to be a game of one-upmanship, which usually leads to very humorous situations as Quackettes tend to overcompensate and end up making themselves look foolish.
Thresholding into a Quackette is rare, but not unheard of.
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QUEENBRA, the Top-Heavy Dragon Pokégirl
Type: Near Human
Element: Dragon
Frequency: Very Rare
Diet: Human Diet (enjoys meat)
Role: Milk-Mother, Staunch Defender
Libido: Average
Strong Vs: Fire, Water, Electric, Plant
Weak Vs: Ice, Dragon
Attacks: Glare, Leap, Tackle, Concentrate, Dodge, Pummel, Hypno Dance, Dragonbreath, Dragon Dance, Dragon Torture, Call me Queen, Ancient Power
Enhancements: Enhanced Strength (x8), Enhanced Speed (x2), Armored, Enhanced Senses (x4), Active Lactation
Evolves: Unknown
Evolves From: Milktit (mechanism unknown), Bratini (mechanism unknown)
Story this Pokégirl appears in: TBD
A Dragon-type Pokégirl only rarely ever found in the wild, there is very little information to have been found as of yet. Possessing large breasts that are about the equivalent of a Milk Maid's, Queenbra have been reported to give out about 15 gallons of milk every day. Unlike a Milktit, a Queenbra's breasts do not expand beyond an F-cup, although even this size may restrict movement to an extent. In the wild, a Queenbra is often surrounded by Pokékits of various breeds, nursing the ones that are too young to fend for themselves while their mothers hunt for food. Also unlike a Milktit, drinking a Queenbra's milk does not induce active lactation in those who drink her milk. A Queenbra's milk is sweet, and nutritious, but otherwise is the closest thing there is to real cow's milk. Unlike most Milktit as well, Queenbra's breasts are very sensitive- reports from the few tamers that Tame Queenbra state that they manage to make a Queenbra climax just from playing with their breasts.
Standing almost 7ft tall, a Queenbra is quite an imposing sight. Despite her size, these Pokégirls are fairly gentle, although certainly as strong as her height might suggest. Strong yet gentle, able to provide food to other Pokégirls and humans, what tamer wouldn't want one? The fact of the matter is, these Pokégirls are thought to evolve from two different Pokégirls, yet there is no known mechanism for those Pokégirls to evolve into a Queenbra. Researchers suggest that the two Pokégirls, a Milktit and a Bratini, must be getting tamed at the same time, and that the two must be Delta-bonded with their Tamer. This is not confirmed, however, it seems to be logical. Queenbra get along famously with Milktit, Milkmouse, and Milk Maid Pokégirls. Queenbra have large fin-like ears that are almost like an Elf's ears that extend several inches behind her head. Taming a Queenbra does not require restraints, as a Queenbra always knows how to best control her strength when around humans and other Pokégirls, and it is rare that a Queenbra ever requires to use her full strength.
Queenbra, unlike most dragon-element Pokégirls, do not have wings or claws. Instead, they rely more on blunt attacks than anything else, or their Dragon-element attacks instead. Queenbra have no knowledge of any sex attacks, but are decent enough fighters in their own right. However, Queenbra that are Delta-Bonded or are taking care of Pokékits have been known to use an exclusive attack called "Ancient Power". The effects are enormous, but the trigger to use the attack is rare. If the Pokékits or the Tamer that a Queenbra is Delta-bonded to are attacked and the Queenbra might be unable to stop it, then the Queenbra can use the Ancient Power attack in order to increase her capabilities. There is an unconfirmed report about a Tamer having managed to teach his Queenbra to use Ancient Power at will once.
--Real method of Evolution: Both the Milktit and the Bratini evolve into a Queenbra. This is done only when both Pokégirls are together, and at a time that a Milktit would otherwise be ready to evolve into a Minotaura. There is no requirement for the Bratini for the evolution, other than the two need to be Alpha bonded at the least. At the time the Milktit goes to evolve (via element stone or it's just that time), the Bratini must be physically touching the Milktit and have the Tamer very close by. The Bratini will always evolve into a Queenbra, while the Milktit only evolve into one 5% of the time. The rest of the time, the Milktit will only evolve into her normal evolved form. If the Milktit does happen to evolve into a Queenbra, however, the Bratini will simply not evolve at that time into a Queenbra, and another Milktit will have to be obtained to be able to try again.
-Ancient Power (EFT): Usable only when under extreme duress while defending her Tamer (when Delta-bonded) or Pokékits. Ancient Power greatly increases a Queenbra's strength, speed, defenses, and attack power. This can only be used up to once per week, period. This attack lasts for up to thirty minutes. Also negates the advantage that Ice and Dragon attacks have on Queenbra for this amount of time as well (but if struck by either element of attack, then Ancient Power can only be used once every two weeks in order to recover). This attack is exclusive to the Queenbra.
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QUILLARA, the Pincushion Pokégirl
Type: Near Human
Element: Steel
Frequency: Very Rare
Diet: Vegetarian
Role: Prefers solitude, mainly used as forward observers
Libido: Low
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Quill Extend, Quill Shot, Tackle, Pummel, Wrestle, Spike Hug, Headbutt, various Whip Techniques
Enhancements: Enhanced Durability (x8), Enhanced Senses (x10), 360 degree vision, Body is possessed of an array of heavy spikes inside her body which can be withdrawn and extended at will, photographic memory, light healing factor to repair damage done to skin when quills extend or retract
Evolves: None
Evolves From: None
Quillaras appeared during the Revenge War. Solitary women in leather trench coats, usually the only clothes they would wear, would be seen near human encampments, taking in everything they saw. They would never speak to anyone and if confronted, they would run off, at which point they would return to their unit leaders to report everything they witnessed via their enhanced senses, their spying role a variant of the Kunoichi and other Pokégirls of that nature. They have a photographic memory and always remember everything they see, hear, smell, touch, or taste. Quillaras would only fight back if cornered, revealing their secret nature as a Pokégirl.
Quillaras are short, stocky Pokégirls, around 4’6,” with smallish breasts (never more than a low B-cup without Bloom powder) and short, black hair. Inside their bodies, just underneath their skin, are hundreds of needle thin but surprisingly hard, metallic quills which they can extend to their full length and retract at will, making it near impossible to fight them in close quarters without a weapon of some kind. More experienced Quillaras can extend only a portion of their quills at a time. Due to their quills, their bodies are surprisingly dense, and they weigh a great deal more than one would expect a girl of their size to weigh. They can also shoot out portions of their quills as a projectile attack, and regrow quills lost during battle.
In battle, Quillaras prefer to remain at a distance, fighting with chains to keep their opponent away. They have high durability (which goes down a little when their quills are extended), and their quills make them dangerous in close combat, but something in the mental makeup of the Quillaras as a breed make them unbelievably paranoid about letting anyone get close to them, emotionally or physically, for any reason. When someone does get in close during combat, they tend to panic and lash out with wild blows that due tremendous damage due to the sharp tips of their quills.
Quillaras live with pain every day of their lives, as their quills cause them great pain whenever they extend them, although after a several years most Quillaras adjust to the pain and are able to ignore it. This in turn increases their pain threshold, allowing them better endurance in combat. Some theorize that Sukebe did not dull their pain receptors to help give them strength as warriors, although this seems to have backfired, as the majority of the breed do not like fighting. They prefer solitude, and don’t like getting close to someone for fear of hurting their lovers with their quills.
Quillaras try to end Tamings quickly, especially when younger, as they have less control of their quills. Tamers have a challenge in getting a Quillara to warm up to them as well as to tame them, although some who like danger willingly take on a Quillara.
Feral Quillara are difficult to find. They tend to stay in hiding to watch others, and rarely come out into view. Juvenile Quillara ferals are usually easier to find, as they have less control over their spikes, which tend to pop out on their own from time to time, causing them to cry out.
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RACK, the Blowhard Pokégirl
Type: Near Human Animorph (Avian)
Element: Flying
Frequency: Uncommon
Diet: Pokechow, fruits, nuts
Role: Air-to-Ground support fighter.
Strong Vs: Bug, Fighting
Weak Vs: Rock, Electric, Ice, Magic
Libido: Average
Attacks: Feather Shuriken, Gust, Wing Buffet
Enhancements: Aerial dexterity, Enhanced Vision (x6, limited)
Evolves: Phoenix (Fire Stone), Neigix (Ice Crystal), Thundrix (Thunder Stone)
Evolves From: None
It is generally accepted among Researchers that Sukebe designed this breed of Pokégirl after he created the Legendary Three Flying Pokégirls (Articunt, Moltits, and Zapdass). During Sukebe's War of Revenge, however, rumors (quite possibly started by Pokégirls under Sukebe's orders) claimed that a Rack was an "immature" version of these tempting nightmares.
During the war, Racks were infamous among soldiers in the infantry. This was due to the fact that their most frequent use was in airborne attacks against "soft" ground-based targets. The fact that Racks often acted to support ground-based Pokégirls meant that soldiers were never certain if they should concentrate on the Rack, or prepare themselves to face something like a Hound or Tigress.
Racks were, unfortunately, too good at what they did. Their ability to dodge most small-arms fire resulted in Racks becoming high priority targets for the anti-aircraft weapons used during the War of Revenge.
While they were not decimated to the point of other breeds of Pokégirls (like the Griffon) Racks are not a common sight.
A Rack's body is covered by very short brown feathers, which is the same color as their hair, nipples and eyes. Rather than wearing clothes (unless ordered to, or due to the weather), non-feral Racks love to use varies dyes in their feathers. They generally choose greens, as well as other shades of brown, when possible. Individual Racks will favor different hair styles, but most prefer styles that will ensure that their hair stays out of their eyes. No Rack has ever been discovered that had any pubic hair. Unlike most other bird-type Pokégirls, a Rack's wings are actually separate appendages, and are not part of her arms.
Racks have clawed feet, with a single back-toe per foot. A Rack's B-cup breasts often seem larger, due to fact that Racks tend to be four and half feet tall; and no known Racks have ever been more than three inches taller (or shorter) than this average. This might account for why Racks, even though they dislike clothing, love high-heeled shoes.
Once humans learnt how to tame Pokégirls and turn them against Sukebe, it was often stated that Racks were a lot like 'fighter jocks'. While they have a mission to accomplish, a Rack will focus on that mission with an almost frightening intensity. However, when a Rack has a chance to relax or (even better, in the Rack's opinion) opportunity to do something pleasurable, the Rack will throw herself into that activity with at least as much vigor as any mission. Like most Pokégirls with wings, a Rack prefers to be on top of her Tamer. With Racks, however, this preference also seems to be tied into the breed's sensitivity regarding their height.
Racks are best used against ground-based Pokégirls. A Rack's eyesight is particularly sharp when looking down, even when a significant amount of distance is involved. More than one Pokégirl has been unpleasantly surprised, during their first fight with a Rack, over just how far a Rack can accurately aim their Feather Shuriken attack. Their eyesight, combined with the Rack's amazing agility while airborne, allows for most ground-based attacks to be easily dodged. A Rack's chances against another Flying type Pokégirl are much lower, but a well-trained Rack will keep her cool and use her agility to help counter the superior speed of most other Flying type Pokégirls. Any Tamer who's Rack has successfully beaten a Flying type that day can be all but assured that their Rack will want to be tamed that night, and be extraordinarily passionate during that taming session. Although it normally requires someone looking at some history books to understand the full implications today, most agree with the comments attributed to one of the first Tamers to have a Rack in his harem: "They're like attack choppers, and they love being able to beat other flying Pokégirls as much as the chopper jocks love beating a fighter pilot!"
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RHYNOWHORE the Horny Pokégirl
Type: Near Human Metamorph
Element: Ground
Frequency: Uncommon
Diet: Vegetarian
Role: Demolition
Libido: Low
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Body Slam, Crushing Punch, Earthquake, Horny Attack, Stomp
Enhancements: Enhanced Strength (x10), Reinforced Musculoskeletal System, Toughness (transformed only)
Evolves: Rhynodame (normal)
Evolves From: None
Like other metamorphs such as the Griffon, the Rhynowhore has two forms, her normal form for taming and a combat form for battle. In her normal form a Ryhnowhore looks like a normal human girl with A-cup breasts and dark skin and hair, in this form she can't use Horny Attack and Crushing punch. In her transformed state her skin hardens into dermal plates, including support for her neck and hardened plates for her fists, also a large horn grows out of her forehead.
During the war Rhynowhores were used to demolish buildings and their hardened skin is easily able to resist falling bricks, and bullets. They have continued in this trade with most Rhynowhores being found in the demolition industry.
Rhynowhores are highly competitive and often charge each other using Horny Attack to find out who is the stronger. Feral Rhynowhores also do this to determine who will be the leader of their herd. This competitiveness will also surface when a Rhynowhore joins a new harem, she will immediately challenge the alpha to a battle in an attempt to take the position, although if defeated she will accept the alpha as the leader of her herd without complaint, at least until she feels she is strong enough to mount another challenge.
In combat Rhynowhores usually start with Earthquake, then charge in with a Horny Attack before finishing their opponent of with close range attacks such as Body Slam.
Rhynowhores must be restrained during taming due to their enhanced strength, and because in their transformed state they have almost no sense of touch particularly enjoy being gently caressed.
Feral Rhynowhores live in herds on the plains and can be dangerous since they will often attempt to use Horny Attack on anyone who gets too close.
Normal Technique:
Horny Attack (ATK+EFT) Only usable by Pokégirls with horns. This technique allows a Pokégirl to strike her opponent with her horn to inflict damage. If she has room to charge this attack inflicts double damage and has a chance of stunning her opponent.
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RIA, the High Voltage Pokégirl
Type: Near Human (Mouse Animorph)
Element: Electric
Frequency: Uncommon (Crimson League) Rare elsewhere
Diet: Omnivore
Role: Storm Generation squad, electricity generator, fine electricity conductor
Libido: Average
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Attacks: Thunderbolt, ThunderWave, ThunderShock, Thunder, Spark, Static Barrier, Agility, Luminaire, Thunderclap
Enhancements: Enhanced Speed (x10), Enhanced Strength (x3), Enhanced Dexterity (x2)
Evolves: None
Evolves From: Peekabu (Normal)
Known as one of the most powerful electric types, Rias are usually considered the penultimate electric pokegirl by many tamers, and as such have a very large fanbase throughout many of the leagues. Indeed, the sheer amount of voltage that the average Ria can produce has lead many of them to be pulled into the power generation field. Some Ria have even found that their evolution from a Peekabu has caused their power output to almost double. This is always a bell curve, however, and this depends entirely on the circumstances that a Ria was trained by before she evolved. There have even been instances of Peekabu being trained in fine manipulation of their electrical powers and becoming skilled enough that as a Ria (or rarely still as a Peekabu), they can actually mimic the alternating currents of household electrical sockets or the finer voltage control of electrical muscle stimulation used in physical therapy.
Physically, a Ria's color scheme changes from a Peekabu, her pelt becoming a orange-brown overall, with cream on her stomach and black stripes across her back. Her cheek spots turn from red to yellow, still above where her electric sacs. Her tail becomes long, slender, and black; only retaining the yellow lightening bolt look at the very tip. Her ears change from their slender pointed look to large fanned ears that are black in coloration along the outside while being the same electric yellow of her tail tip. Her ears have large spiraling 'static hairs' that help to pull ambient electricity away from her hair, preventing the hair on her head from standing on end due to her own ambient electricity. Her busts jumps from one to two cup sizes, becoming around a C cup; and she bulks up some, becoming stronger without looking ripped like an Amachop. Again, a majority of Ria assume a more animorphic look similar to a Titmouse, though many threshold Peekabu who have retained their human looks still keep them when they evolve into Rias. Humanesque Rias generally only have the ears and tail to denote them as Pokégirls, though their cheeks tend to be chubbier than other near human types due to their electric sacs, and their hair tends to be the orange-brown with cream highlights.
In battle, most Rias have an all out stragety, preferring to end battles quickly, making them a popular choice for Tamers that prefer hard hitting Pokégirls. However, as stated above, Rias can be trained for fine manipulation of their electricity, allowing them to make well timed and powered attacks, helping to conserve their energy as even the most powerful Ria has a limit to the amount of volts she can produce before exhausting herself. Once exhausted of her electrical powers, a Ria is easy prey in a Pokébattle as she has no outside electrical attacks without the help of T2's. Indeed, many tamers who have relied on their Ria's prowess find themselves frustrated when their apparently formidable Ria runs out of power and gets trounced.
Feral Ria are mostly loaners, unlike their unevolved forms, and tend to keep themselves until thunderstorms approach, when they gather with their Peekabu sisters in tall places such as trees to gather the ambient electricity. This also excites them, making them more energetic as well as horny. Taming a Ria is only slightly different from taming a Peekabu out of feraldom, as she now may need some restraints as well. Fortunately, no instances of a Ria loosing their control of their electric abilities during orgasm have ever been recorded, after they are tamed from feraldom of course.
Threshold into a Ria is extremely rare, and is known to happen only when there is a family history of Ria and Peekabu. Marked by erratic fevers and chills, depending on the extent of the animorph the girl will change into, as well as a heavy buildup of static electricity around the girl in question. Many girls also suffer from a period of high energy when thunderstorms arise, only to crash later when they are gone.
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RUBBERMAID, the Rubbery Pokégirl
Type: Near Human
Element: Normal
Frequency: Uncommon (Common in a few areas)
Diet: anything, especially jellies of all sorts
Role: domestic keeper
Libido: above Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Punch, Kick, Double-slap, Slap, Leg-sweep, Cuddle
Enhancements: Able to do most physical attacks (e.g. Punch, Kick, Double Slap, etc.) at a distance - as well as up close
Evolves: Stretchymaid (battle stress and/or being unable to “snap back” to normal for too long)
Evolves From: None
The Rubbermaid is, perhaps, one of the more common Pokégirl breeds in the various small landmasses that make up the Cresent Star Islands. Although appearing in many other places they tend to be much more prevalent here. As to why we can only speculate.
The average Rubbermaid stands at roughly 5’5” in height, with dark colored hair and, unfortunately, completely solid-colored eyes - usually colored in the shades one expects to see in the iris of an eye (i.e. blues, greens, hazels). While not a serious problem this feature does mean that the Rubbermaid has a greatly reduced night vision - much poorer than even the most shortsighted Tamer. This is because, due to the make up of their body, a Rubbermaid's eyes cannot be made to work on reflection and focusing principles like a human’s, so their body has worked out a different method of doing it. Most Rubbermaid have reasonable sized chests, somewhere around C-cup for the most part.
The most striking feature of a Rubbermaid is their skin. It's often very dull and hardly reflects any light - even if oiled up. Also, their skin tends to feel slightly rough and dry - yet also slightly spongy. Not an unpleasant feeling, but quite odd all the same.
Rubbermaids, as their name suggests, tend to find work as maids for pet-owners - as their calm temperament and well coordinated movements are a great asset when it comes to cleaning things which are rather delicate.
All this, however, skirts around the Rubbermaid's greatest asset: their sheer stretchiness. The average Rubbermaid can stretch any part of their body up to almost twice its normal size. Some older Rubbermaids can stretch themselves further - becoming capable of reaching things up to three meters away without moving from the spot.
Whilst all Rubbermaids are capable of stretching themselves out, they are not capable of holding themselves in such a pose. Usually they will 'snap back' to their original shape instantly - or at least within a few seconds.
When it comes to Taming and their role in a Harem, Rubbermaids often seem to like being dominated - or at least being poked and pulled prior to Taming. One Rubbermaid can easily keep a Domina amused for hours on end without any major problems occurring.
In combat, Rubbermaids are mostly defensive fighters - using their ability to use close-range attacks at a distance to keep their opponents at bay. They have a reasonable chance in sexual combat - but it's best not to pin many hopes on them in such situations.
As a note, it's been noted that Rubbermaids seem quite similar in many respects to the well-known Pokégirls: Igglyrunt, Jigglyslut and Wigglymuff. Some Researchers believe that the Rubbermaid appeared as an offshoot to this evolutionary tree - perhaps a specific combination of Jigglyslut and Fighting-type ancestry results in this? Of course, without hard proof this is merely speculation.
Feral Rubbermaids favor hiding in ambush and grabbing Tamers or other Pokégirls when they least expect it. One Tamer described running into a Rubbermaid as being “Incredibly shocking, one moment I was walking along, the next I was flying backwards towards her as her arm returned to normal after she'd grabbed my belt from a distance.” Feral Rubbermaids seem to be greatly puzzled by the fact that Tamers cannot stretch the way they can - and more than a few minor injuries (pulled muscles and the like) have been attributed to their discovery of this fact.
When out trying to catch a Rubbermaid, Tamers have found one rather reliable technique - namely, if a Rubbermaid grabs them and they don't get pulled to the Pokégirl (some Tamers have one of their stronger Pokégirls hold themselves in place), then the Pokégirl - due to their elastic nature - gets pulled towards them as their arm returns to normal size. Usually this leaves the Rubbermaid puzzled - an easy capture.
Threshold Rubbermaids generally feel most of the usual threshold symptoms, with the first major change being that of their flesh becoming a rubbery material. This generally leaves her highly disorientated, as quite often their limbs will stretch without them realizing. (Seeing a girl suddenly discover her arm is twice as long is rather amusing - or distressing - as in the early stages of Threshold her mind has not yet worked out how to compensate for such a thing) This, as imagined, makes them a slight danger due to clumsiness. Fortunately, this is the only major bump in the unfortunate girl's Threshold as once they are used to the stretching the rest is the expected denial and eventual acceptance of the fact that they're no longer human.
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SALTEE, the Spooky Sea Dog Pokégirl
Type: Near Human (Canine)
Element: Water/Ghost
Frequency: Uncommon
Diet: Carnivore
Role: Guide to lost at sea spirits, Aide to developing ghost Pokégirls, Deep sea exploration
Libido: Low
Strong Vs: Fire, Rock, Water, Fighting, Bug, Ghost, Poison, Psychic
Weak Vs: Electric, Ice, Plant, Dark
Attacks: Tidal Wave, Water Kick, Water Gun, Bubblebeam, Watery Tentacles (seize and molestation), Lick, Phase, Soul Fist, Night Shade
Enhancements: Enhanced Speed (x3), Enhanced Strength (x2), Enhanced Senses (x2), Medium, Water walking and breathing, Spirit Sense
Weaknesses: Fast degrade into Feraldom
Evolves: Sarama (Ice Crystal)
Evolves From: None
There are many Pokégirls that lay claim to being able to contact the afterlife, though few breeds can attest that their main purpose is assisting lost souls to their next destination. The Saltee is just this, a wandering Pokégirl who aides lost souls in their departure from this realm of existence by using their unique 'Spirit Sense' of the breed line. These Pokégirls are literally able to sniff out restless spirits in order to help aid them their passing to the afterlife. While considered a ghost type, Saltee's are mainly water types, and therefore have solid forms. These bodies, composed in a manner similar to a Succubus, also have a fair amount of salt water mixed in, and because of this, no matter how often a Saltee bathes, she always tastes salty. Saltees are fair skinned Pokégirls, usually staying light no matter how much sun they get, though their skin is of the human norm on the less fuzzy types. The body types vary somewhat, from more furry and dog-like to almost human with dog ears and a tail. A Saltee's fur is usually a foamy white, and their eyes are odd shades that seem to glow in the dark at times. They have slender builds, which makes their B cups look impressive, and even when coated in full body fur, they're hairless in the crotch (and the nipples for the furry types). Like the Catfish, Saltee have a set of gill slits along their necks that allow her to breathe underwater.
Saltees usually have calm, serene demeanors, rarely getting angry or excited even during harsh battles. Tamed Saltees are drawn to sites where spirits are restless, especially those that have been lost at sea. Though they dislike being kept from their 'divine purpose' as they call it, Saltees rarely outright disobey their Tamer's wishes. However, they do have a bit of a passive aggressive stubborn streak, and will coerce, cajole, and plead with their tamers to allow them to put the spirits to rest. Most tamers eventually give in, which does help cull the possibility of problematic ghost type Pokégirls, though the threat of conditioning cycles usually gets the Saltee to stop her pestering. Unlike most water types though, a Saltee does not need to say around water, only needing to replenish their water reserves after battles or every few days.
Very few Saltees are seen in the pirating profession, as more often than not, pirates are responsible for massive deaths during their raids. As quoted from one Saltee "It would be senseless for us to assist in making more lost souls, when it is our duty to help them from this world." Of those few Saltees actually recorded as members of the Limbec Pirates, only one seemed sane according to the breeds usual personality traits, and she fled the ship during a raid. However, thanks to their ability to phase, gills, and walk on water, they are invaluable to researchers and explorers as deep sea exploration. Some reclaimers swear by a team of Baleena and a Saltee to aid them in their sweeps of the sea bottom.
Saltees are rather slippery on the battlefield, as their ability to phase gives them a great advantage over plant types, though electricity and other energy attacks (like solar beam) can still touch them even when phased. They tend to rely on their phasing ability to dodge, following up with attacks aiming for weaknesses. One should note though, that even when after taking in fresh water into their reserves, their attacks are made up of salt water, which is painful on cuts and nearly blinding to the eyes for the unprepared.
One interesting quark of the breed is that despite their low libido, they often demand to be tamed as much as a Pokégirl of average libido. This is because Saltees descend into feraldom rapidly once their need to be tamed kicks in. Lab studies have shown that this breed can go from tamed to feral in under a day, unlike most breeds who experience a slow descent into their animalistic state of mind. As such, many of the breed accept taming any way they can get it, just to safeguard against their feral state.
The feral state of a Saltee is a strange one, as they retain their human like intelligence, but become a different persona all together. Feral Saltees will use their water walking ability to take to sea, heading to the nearest area of restless souls. Once there they will proceed to assist those souls into the afterlife, but when disturbed they often mutter nonsensical things about Sharptits and a mysterious person named Davey Jones. Saltee never attack unless attacked first, but are canny enough to phase away from any thrown Pokéballs. Every once in a great while, a Saltee will find another soul that is perhaps already transforming into a ghost Pokégirl. From recordings of watchers, the Saltee seems to assist the developing ghost pokegirl by giving her some of her own energy. Most often, the Pokégirl produced is either a Ghostly, or another Saltee.
It has been deduced from the recordings and data gathered that Saltee cannot actually give the developing spirit Pokégirls enough power to manifest as more powerful ghost Pokégirls. This is fortunate, as some of the more powerful ghost types such as Banshees are known to be destructive.
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SAMHAIN, the Halloween Pokégirl
Type: Near Human
Element: Ghost/Fire
Frequency: Extremely Rare (only a few appear once a year)
Diet: Still trying to determine, seems to love Halloween candy, such as candy corn…
Role: Trickster, Lover, Protecter of Farms
Libido: High
Strong Vs: Plant, Steel, Psychic, Ice
Weak Vs: Ground, Water, Dark
Attacks: Ember, Fireball, Lick, Firestorm, Night Shade, Flamethrower, Flame Tower, Phase, Possess, Lure, Illusion, Drain, Invis 1-2-3, Shadow 1-2-3, Haunted, Ghost Blade
Enhancements: Ghost affinity, Fire affinity, Uncapturable
Evolves: None
Evolves From: None
A Samhain (pronounced solwein) is a gorgeous Pokégirl. They are tall, pale-skinned women clad in knee-high, low-heeled black boots, black gloves, black loincloths, black brassieres, and black cloaks. Their other features vary from region to region. Also, they always carry with them a Jack-O-Lantern with a candle in the mouth, one that never burns out no matter how strong the winds. The face of the Jack-O-Lantern seems to change with her mood.
They primarily appear in European areas, although Samhain sightings have been reported in Edo, Johto, Indigo, and a few WAPL territories. When a Samhain appears in a field, it’s considered a sign of good luck for the nearby farm, a sign that the harvest will be good that year and the family and livestock will easily survive the winter. They are also known to be very protective of farmers, inflicting hauntings and cruel tricks on those who try to do harm to a farm they have chosen to bless. They also are drawn to bonfires, dancing sensually around the flames, her dance arousing the libido of even the most low-libidoed Pokégirl to passionate heights.
They don’t like cities, avoiding them like the plague. At best will appear in a suburb of the city. They are very friendly towards children and Pokékits, and can mystically produce various forms of candy treats, from chocolates to gumdrops, almost any type of candy you imagine. They will play innocent games with children, and even be pretend scared at any costumes they wear, or at Pokékits acting big and menacing. Even the most vicious Pokégirl haters can’t find any problems with them. (Mainly because they can’t do anything about them, and they aren’t harming anyone, so…)
In terms of personality, Samhains are very amiable, playful Pokégirls who like friendly teasing and being affectionate towards those they like. They are very passionate Pokégirls, and while they cannot be caught by any Pokéball, they do sometimes stick around with Harems. They very rarely speak, but sometimes give amusing riddles to Pokégirls they are friends with. Samhains love Taming, and can even tire out a Hentaicute. One of their favorite activities is to pick a tamer and his harem and then tame them until they are all unconscious, blissed out with smiles on their faces.
Samhains generally don’t participate in battles, but when they do, they treat it like a game. They dance around opponents, floating around and shooting flames from their Jack-O-Lanterns. They seemingly have no Feral state, or are constantly in a Feral state. And one thing they LOVE to do is make fun of Necromancers.
As no Samhains can be caught, it’s assumed that Thresholding into them is impossible.
Samhains only appear for a short time every year, only in October. All Samhains vanish at sunrise on November first, and cannot be found until October.
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SARAMA, the Snow Spirit Pokégirl
Type: Near Human (Canine)
Element: Ice/Ghost
Frequency: Rare
Diet: Carnivore
Role: Guide to spirits lost in the cold, Aide to developing ghost Pokégirls,
Libido: Low
Strong Vs: Bug, Poison, Psychic, Dragon, Flying, Ground, Plant
Weak Vs: Fire, Steel, Dark
Attacks: Ice Wall, Snowball, Ice Punch, Mist, Ice Armor, Phantom Blade, Phase, Lick, Invis, Soul Fist, Night Shade
Enhancements: Unaffected by cold, Snow and Water Walking, Enhanced Speed (x4), Enhanced Strength (x3), Enhanced Senses (x2), Medium, Spirit Sense
Weaknesses: Loss of Gills, Rapid descent into feraldom
Evolves: None
Evolves From: Saltee (Ice Crystal)
Like some evolved Pokégirls, a Saltee's evolved form takes the breed line's abilities and purpose to new levels. Sarama, the Saltee's evolved form, utilizes her newfound resistance to cold as well as her ice powers to enable her to search for lost souls in frozen areas. Like their unevolved sisters, Sarama use their noses to sniff out restless spirits in even the harshest of blizzards and use their powers as a medium to help guide them to the afterlife.
Saramas fill out upon evolution, their chests growing into the busty C or D cup range as becoming more curvy. Their ears, tail, and body fur (if they have it) whiten further into a pristine snow white. Hair colors are usually on the lighter side in blondes and the occasional ice blue, though tamers should be wary if he comes across a Sarama with black hair. These Pokégirls still stay in the range of Near Human, with some girls having body fur and others looking very much like human women with white dog ears and tail. Like the Saltee, even the furred Sarama have no fur on their nipples or groin. Their skin is pale, but within the human standard, and they have the same problems tanning as a Saltee. They also have the same solid ether bodies as a Succubus, and are therefore considered more of a ice type than a ghost type.
Sarama are considered less logical than other ice types, as they feel the normal range of human emotions, a few even being overly dramatic as is the human norm. They are also as calm and friendly as their pre-evolved form, rarely showing the typical long term grudges of other ice types. Sarama show deep concern for even the living when tamed, and often work well with other snow-rescue team Pokégirls like the Polar Lass and St. Bernatit. While they can help find and shelter the lost thanks to their keen sense of smell and ability to build shelters with their Ice Wall attack, the breed should never be used as a search and rescue Pokégirl by herself. This is because most victims lost in a snowstorm are prone to having hypothermia, and due to a unique biological quark of the breed a Sarama is useless to help heat up those with hypothermia. A Sarama's body stays the temperature of her environment, much like that of a lizard. However, the Pokégirl does not become lethargic in colder temperatures, simply colder on the inside and out. This seems to be a reflection of the Pokégirl’s duel ice and ghost nature, as both breeds are not known for their heat production. Regardless of this, Sarama are also on search and rescue teams for one other factor, if the team finds their victims too late, their spirits can at least be laid to rest.
In a harem setting, rest assured the breed's need to fulfill their 'divine purpose' will still be felt, regardless if the Sarama is in a wintry area. They still take their stubborn passive-aggressive stance on insisting to do their duty, though they more often throw logic into the argument as well. Most Sarama, however, still silence themselves after the threat of a conditioning cycle. In battle they are even harder to hit than a Saltee, using their Phase or Invis ability in conjunction with Mist and Ice Armor as well as their speed to dart in and attack, or alternately attack from a distance. Their Ice Wall is also used, sometimes offensively to box a non-flying Pokégirl in or hamper faster opponents. Overall, a Sarama tends to think of possible stratagems in her free time, unless she's otherwise occupied by her purpose as a medium.
Tamers and travelers alike should beware of Sarama with solid black hair, as fully half of the known Sarama with black hair are noticeably more violent than their fair-haired sisters. Often seen in the harems of teams and outlaws, it seems a case of bird-types of a feather. Studies have shown that dark haired Sarama are more prone to anger than their calmer counterparts, but research has yet to prove why hair color marks this personality type. Dark haired Sarama are also vain, and prize their looks, as well as prodding their tamers into looking better or choosing them outright based on their appearance. Feral dark haired Sarama are also to be avoided, as these Pokégirls are intelligent, but violent, attempting to kill those they come across. Occasionally, they will find someone that they find attractive, and spare their lives in exchange for a taming. A warning to those tamers who assume that they can make it through an encount