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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ACROBABE, the Tumbling Pokégirl
Type: Very Near Human
Element: Fighting/Psychic
Frequency: Uncommon
Diet: Human style food
Role: Performance Artist
Libido: Average - often spiking to High
Strong Vs: Fighting, Ice, Normal, Poison, Rock, Steel
Weak Vs: Flying, Ghost
Attacks: Bicycle Kick, Leap, Confusion, Performance, Quick
Enhancements: Enhanced Agility (x6), Superior Balance, Enhanced Speed (x2)
Evolves: None
Evolves From: Trixie (Shield Stone), Amazonkapoeraa (Psi-Crystal)
The Acrobabe is, at present, a rather unknown Pokégirl breed. Although often quite common in various circus performances and similar entertainments, the few Tamers of the Acrobabe that evolved one are often unwilling to talk about how the Pokégirl evolved. This is possibly because the evolution method required to produce one may involve the usage of an item that's easier to find in a 'less than legal' market.
Either way, all Acrobabes tend to be taller than the average very near human Pokégirl types, with short brightly colored hair and a slim body build. They tend to be rather hyperactive and rarely spend any length of time in a motionless state - even when sleeping outside of a Pokéball.
They love putting on performances for audiences of any size, their specialty being such things as high wires, trapeze and horizontal bars. They are quite possibly more fond of being airborne than most Flying-type Pokégirls. This presents it's own set of problems, as Acrobabe will get progressively more depressed the longer they stay grounded and, after a period of such a state, will often try the most daring airborne acrobatics stunt they can dream up when they get the chance. This, unfortunately, has led to the untimely deaths of several well-known Acrobabe entertainers.
The libido of the Acrobabe grows as the Pokégirl performs more and more breathtaking stunts - however, it lowers during times in which they are grounded. Tamings are recommended as soon as possible after and major display of acrobatic skill. Acrobabes have varied tastes in Tamings, but most prefer to give their Tamer a private 'performance' prior to the act of Taming and tend to feel a little upset when this performance is denied.
The Acrobabes main benefit from their psychic heritage is that they have a 'presence' of a sort all good performers strive to have, the kind that makes people sit up and actually watch them perform. Whilst a few other Pokégirls can perform some of the stunts that a Acrobabe can, none can do so and match the sheer natural stage presence of one (at least, without having a lot of practice beforehand).
In combat Acrobabes, unfortunately, fare rather badly unless supported by a Pokégirl that is more solid and reliable. This is mostly due to the Acrobabes rather frail body being unable to take too much damage. When supporting another, however, they have a somewhat better effect - using their acrobatics and attacks to distract an opponent for their teammate to deliver the final blow.
At present it has been confirmed that at least one Tamer has and Acrobabe somewhere in their ancestry - this individual has shown to be a rather annoying boy who appears unable to do anything without showing off, nevertheless, seems to attract people with his incredible charisma.
There have been, at present, no confirmed sightings of this Pokégirl in the wild. Although, there have been reports of a Pokégirl that moves too quickly through the treetops from branch-to-branch to be identified clearly - this may, or may not, be the signs of Feral Acrobabe.back to the master index
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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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ANIMA, the Angel of Suffering Pokégirl
Type: Semihuman (Metamorphic)
Element: Magic/Ghost/Psychic (Celestial)
Frequency: Extremely Rare
Diet: Carnivorous
Role: Living Tragedy
Libido: Variable
Strong Vs: Normal, Magic, Psychic, Fighting
Weak Vs: Sonic attacks, ‘Toxifying’ Magic
Attacks: Heaven’s Arrow, Transcendant Sword, *Pain, Soothing Mist, Highway to Heaven, Withdraw, No Sell, Feel the Burn, Dark Bomb, Dark Shield, Dark Matter, *Oblivion
Enhancements: Loses ultra-dense skin, Body spikes, Telekinesis, Telepathy, Emotion manipulation, Sensation control, Enhanced Regeneration (x6), Limited Metamorph, Solid Ether Shell, Manifest Weapon: Chains
Evolves: None
Evolves From: Penance (Further abuse)
As hard as it is to believe, an evolution for the Penance has been discovered. When Penances go through even more abuse, at least a week’s worth in all known cases, they undergo a horrifying evolution. They become the most twisted, distorted vision of a Pokégirl ever. And, to people’s dismay and surprise, they are Celestials.
Upon evolution to Anima, Penances lose their ultra-dense skin, trading it in for normal skin and a series of spikes lining their arms and going across the tops of their heads. Their skins become darker, more mottled and scarred, as the leather straps that once covered them become ragged bandages that cover precious little. Their teeth become razor sharp, and one eye vanishes from its socket if it hadn’t already been removed by the torture. Two halves of a grayish-blue shell of solid ether surround them, one that they can close and open at will for protection. And around their chest, binding their arms in a position where they are covering their breasts, are a pair of thick chains. Around her wrists and ankles are metal clamps. These ‘accessories’ may symbolically suggest that the Anima is now trapped in her pain. Which is certainly close to true, as their body spikes constantly hurt them. Blood can be seen running down their arms and faces at regular intervals, despite their regenerative powers.
This Pokégirl is a tragedy made flesh. The fact that even one exists is horrifying, but there have been at least six recorded cases of an Anima being created throughout history. Animas are to be pitied. But they are also not to be taken lightly, either. They possess tremendous psychic ability, and are constantly broadcasting a low-level pulse of psychic energy. That pulse contains a constant projection of the pain and madness they suffer. Most psychic-type Pokégirls that encounter an Anima suffer from dementia and nightmares for weeks afterwards. They have tremendous telekinetic prowess, and have a long ‘reach’ with their telekinesis. They can take all the pain they are suffering and use it as a concentrated psychic attack, infusing it with magical energy for a 50% chance of inducing a random status effect.
They have two abilities, however, that are more frightening than most attacks out there.
The first ability is the chains. Animas can summon chains spiked chains with hooks on them from anywhere. They have the ability to manipulate these chains as if they were extensions of their own limbs, frequently using the hooks on the end of the chain to mutilate their victims, tearing off ragged chunks of meat and eating them. These chains have almost become the trademark of the breed, and are feared.
Their most frightening ability is their exclusive attack, a Celestial/Dark-element move called Oblivion. Bloody chains shoot out of dark portals in the ground, wrapping around the legs of an opponent and dragging them back down into the portal. What happens has never been personal witnessed by researchers, but one of the few Pokégirls who’ve been struck with the attack has come forward with a full description of the chilling move, which will be listed below. Suffice to say, it’s an unpleasant move.
Animas, mentally, are completely insane. Because of the abuse they’ve suffered as a Penance, they’ve lost hold of any grip on reality. Their personalities range from constantly terrified to the point of violent hostility towards anything in their vicinity, to vicious, cruel sadists that delight in pain and take a perverse pleasure from torturing and raping their victims.
Against all logic, Animas do seek out Taming. They wander around, the frightened ones kidnapping people in secret and taking what they need from them by pinning them down with their chains and forcing them to arousal with their tongues, taking what they need from there and brutally murdering them afterward. The sadists cruelly torture their victims, bringing them to the edge of pleasure and pain as they destroy them mentally and physically.
Disturbingly, in two of the six known cases of an Anima existing, in two cases the Anima had an active Tamer.
One case is that of Seymour T. Guado, known member of Team Rocket. Early in Seymour’s life, he was strongly connected to his mother. His father, Jyscal, was a cruel, heartless man who abused his Pokéwoman wife until she became a Penance. Infuriated and concerned that the discovery would ruin his standing in the community, he kept his wife locked up and beat her daily, trying to actively kill her. She became an Anima, but before she could kill Jyscal, her son did the deed for him. He took in his own mother, eventually Taming her and making him the Alpha of his own personal harem. He and his Pokégirls, due to the constant exposure to the maddening psychic waves drove them made. They joined Team Rocket, but were all killed by a Tamer named Tidus Zanarkand and his Harem during a raid on the Viridick Gym shortly after the arrival of the alternate universe visitor, Ranma Saotome.
The second case is also the only known living Anima, as all others have been put out of their misery. A sadist type, this particular Anima was taken in by former Blue League military tamer Captain Elliott Spencer. Captain Spencer was known for his own cruelty, as well as his bloodgifts of regeneration and durability due to his Steel-type ancestry. This made it easy for him to both relate to the Anima and tame her. The two have since become an infamous duo, an embarrassment to the Blue League, and a high bounty is out for their capture and execution. Caution is advised in confronting them, as Captain Spencer is known for his cleverness, depravity, and vicious creativity.
What is strangest about these girls is that in every recorded incidence of an Anima being created, every Celestial Pokégirl within a 100-mile radius of the Anima suffers a tremendous bout of psychic pain that lasts for several minutes. Those that were willing to come forward after feeling the attack claim that the feeling is like having electrified acid poured over their whole bodies…
A kill-on-site order is in effect for any and all Animas in existence in the present or future. Not just because they are dangerous, but because they are also in constant pain. It’s a mercy killing… Incidentally, for anyone who creates an Anima, a far worse punishment has been approved for general use. Creating things like a Penance, Panthress, or Hyperdoll is bad enough. But this is beyond unforgivable and will not be tolerated. UNDER ANY CIRCUMSTANCES.
THE FOLLOWING INFORMATION IS CLASSIFIED TOP-SECRET EYES ONLY AND MUST NOT, UNDER ANY CIRCUMSTANCES, BE PLACED IN THE PUBLIC POKÉDEX.
There has been a seventh Anima. The very first one, to be precise.
After the Athena Incident ended, some of Athena’s bases were raided by Crimson League officials, many of Athena’s personal journals being found. They were turned over to the PLC and other interested parties, the shocking discovery of the reason behind Athena’s madness being discovered at last. Along with that, the fate of the missing General Pokégirl, Artemis, was discovered as well.
Apparently, near the end of the Revenge War, Artemis was captured by human forces and tortured ruthlessly in her interrogation. The techniques used on Artemis were relentlessly brutal. Athena led a squadron of Celestial Pokégirls to rescue Artemis, but they were all captured and held prisoner by the humans. The torture of Artemis continued, and she eventually turned into a Penance right before Athena’s eyes.
The horror on Athena’s face apparently made her captors realize that she and Artemis were lovers. They continued to brutalize Artemis, who had been crippled before her evolution and was unable to run away.
Things got bad when Artemis evolved from a Penance into an Anima.
Athena’s writings stopped after a point, detailing her plans for a rescue, and resume after her escape. Apparently the shock of the evolution startled her captors enough that Athena was able to break free and slaughter them. Artemis was too weak to move from the torture she had suffered, and had said only three words to Athena.
“Kill me. Please.”
Athena had to kill her own lover. With further research done into the topic today, it’s believed that Artemis was Athena’s Recognition partner. Add into that the psychic trauma the Celestials under Athena’s command suffered by the Anima evolution and the physical torture they suffered under their inquisitors, and it becomes less of a mystery as to why the Bloody Angels unit was formed. The Bloody Angels, comprised of all the Celestials that were under Athena’s command, committed acts of cruelty so great that some Mazouku still speak with jealousy of them today. They were all killed, but some, such as Hild, hold the unit in high regard. Athena was the only survivor, a once wise General become a mad seeker of vengeance.
The intense feelings generated in Celestials who have experienced the backlash Anima evolution, in many cases, have led those who experienced it to believe that humanity that humanity needs direction. This fact that has, unfortunately, to much backlash against Celestials in general because it manifests itself in many, ranging from gentle kindness that can exceed even that of their more altruistic, unaffected kin to outright busy-bodyness, and the latter, although only affecting a fairly small minority, has been greatly capitalized on by their detractors. Regardless, though, these 'affected' Celestials, in general, feel a need to keep solid control of things and create order in their world. This has led these Celestials, moreso even than the normal variety, to conflict with Macavity many times. However that is an unrelated topic.
If you’ll forgive this researcher for saying so, but the fact that the Anima exists at all makes me wonder if Sukebe wasn’t right in the first place…
Pain (ATK+EFT) – The Anima focuses all of the mental and physical pain she is suffering, concentrates it, and fires it as a psychic/magic element projectile. Has a 50% chance of inflicting a random status effect.
Oblivion (ATK 300) – The Anima’s lower body morphs into a twisted column of flesh and stone, embedding itself into the ground. Chains appear out of a portal underneath the opponent, wrap around the opponent’s lower body and drag them back down into the portal, the Anima’s shell closing around her body. Underneath the portal is a dark, empty void and the new form of the Anima’s lower body. The shell surrounding it unwraps, looking like skin opening up, revealing a monstrous, skeletal, vaguely female creature. The creature ruthlessly pummels the opponent for several hits, and then literally blasts them back to reality by creating an explosion of energy that knocks them out of the pocket dimension. The Anima’s lower body returns to normal afterwards.
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BARRIERMAIDEN, the Ultimate Defender Pokégirl
Type: Very Near Human
Element: Psychic
Frequency: Very Rare
Diet: human style food
Role: bodyguard
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Reflect, Harden, Foresight, Telekinesis, Armor, Mega Shield, Aura Barrier, Barrier, Agility
Enhancements: Psychic abilities, Armored Skin, Sleepless Recovery
Evolves: None
Evolves From: Shieldmaiden (Cunnydew nectar)
When a Shieldmaiden evolves into a Barriermaiden, her physical form doesn't change much, but a large number of tattoo-like patterns may appear on her skin. These tattoos glow whenever she uses her psychic powers, and while that is a bad thing in tight situations when subtle movements are needed, the trade off is that they can now operate 24/7 without need for sleep. They actually gain very short periods of microsleep. When they blink their eyes, they enter a short R.E.M. cycle. In fact, the chances of even sleep powder working for more than a minute are slim. The only times they'll stay unconscious for longer than a minute is if they're physically knocked out or drained of most of their energy. Their bodies still require at least four hours of rest a day, but other than that, they are the ultimate guards.
Barriermaidens carry some form of shield, whether it's a large section of a broken door fashioned into a shield or a professionally made tower shield, they feel naked without something solid to defend themselves with.
Barriermaidens become highly protective, almost like a Neo-Iczel, in their claim on a lover. They generally choose one person, either Pokégirl or human, as their primary partner. The primary partner is the one they will seek to defend first, though some tamers are rather irate when it happens to be another Pokégirl in their harem.
Like Loners, the Barriermaiden can instantly tell when their primary partner is in danger, but unlike Loners, Barriermaidens never allow themselves to be separated from said partner willingly. The furthest a Barriermaiden will step from her partner is five feet, and they generally use Agility so they can return to their partner's side as quick as possible in case of a sudden emergency.
When a Barriermaiden chooses another Pokégirl in a harem as her primary partner, she will demand to be given their partner's Pokéball. If the tamer flat-out refuses, she may steal the Pokéball in the middle of the night and leave. And since very few tamers can go without sleep, the chances of the Barriermaiden getting away are over 98%. If given the Pokéball, she will remain loyal to the tamer so long as the tamer remains loyal and/or good-hearted.
Shield - (DEF) The weakest form of Barrier. Shield is directional and lessens damage by 25%. If used on a shield or some other pre-existing barrier (such as a wall or door), the damage is lessened by 50%. This technique can be projected up to ten feet.
Mega Shield - (DEF) An upgraded version of Shield. It too is directional and lessens damage by 50%. If used on a shield or some other pre-existing barrier (such as a wall or door), the damage is lessened up to 85%. This technique can be projected up to fifteen feet.
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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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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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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-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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DAO, the Sword of the Earth Pokégirl
Type: Very Near Human
Element: Rock/Psychic
Frequency: Rare
Diet: Human-style foods.
Role: Guards, scouts, miners
Libido: Average
Strong Vs: Fire, Flying, Ice, Normal, Poison
Weak Vs: Dark, Ghost, Plant, Water
Attacks: Resonate, Mud Slap, Earthquake, Sonic Wave, Dynawave, Unmovable, Psi-Blade Mk. II, Agility, ShockSpike, Stone Blade, *Blade Spike
Enhancements: Enhanced Strength (x5), Enhanced Speed, Endurance, and Durability (x3 each), Elemental Affinity: Ground & Rock, Geokinesis, enhanced defense against Ground.
Evolves: None
Evolves From: Earthmaiden (Battle Stress)
During the revenge war, there were signs of numerous Pokégirls with bladed weapons that were to be found in the ranks of Sukebe's forces. These Pokégirls were mostly found later to have been Slicers or Ronin, or even Amazonwu. However, a little more rare than those breeds and a little later to the war were the Dao, a breed capable not only of utilizing her powerful blades as weapons but also the earth itself. Using her abilities to cause localized earthquakes, or to force rocks within the earth to explode from the ground, the Pokégirl was feared by many when the human armies came across them. The obsidian-sharp rocks that she could utilize shredded body armor and tank armor, damaging equipment and in many cases outright killing numerous humans. They became prime targets as a result, and proved susceptible to sniping attacks that humans wound up adopting to take out the Pokégirls. After the War, the Dao fled to the mountains, disappearing within mines and caves for the most part and out of human history. Though numerous attempts were made to capture one, few succeeded thanks to the effectiveness of the Pokégirl’s defenses within a mountainous region.
However, the advancement of their abilities isn't quite what makes them stand out distinctly when compared with their preevolution; rather, Dao, as befitting to their evolutionary method, are warriors. Physically, this change is reflected with a possible increase in height up to, but not always being, 6ft tall on average. Their muscles are easily noticeable, though not to the extent of an Amachamp's musculature. As a breed, the Dao seem to prefer keeping their hair at shoulder length or shorter, a preference that researchers are not aware of the reason for. Their eyes take on earthy tones of brown, greens, or hazel (the latter being particularly common). The Dao are warriors, and as such have a mindset close to what one might expect from such a breed, often disliking the most technical solutions and believing that simple is best. This doesn't mean that they cannot grasp more intricate knowledge, just that the breed dislikes long speeches and technical information. One thing that makes the breed favored among tradesmen and tamers is the fact that they can sense what is nearby within the earth or within rock, which has led to numerous mining discoveries as well as plenty of leftover valuables from the revenge war. This makes the breed quite useful to reclaimers as well, as a result.
It is important to note that very few Dao have any respect for the swords designed by humans, especially metal ones; they usually consider such weapons fragile and not worth dealing with. In any case, self-discipline is something that comes easily to most Dao, but often at the cost of social awkwardness. In battle, the breed seems to prefer using her various blade techniques after an Earthquake or a Shockspike attack to unbalance her foes. With the ability to manipulate the ground around them, intrinsic skill with swords, and even limited psychic skill, they have an impressive array of ways to fight. However, it is rare to see a member of the breed who is willing to make complete use of all her powers freely; rather, it is the norm for them to specialize in their sword skills, with the additional abilities being used for assistance for herself and her harem sisters, should the battle also include them.
With this in mind, within a harem the Dao can become excellent leaders. With a tactical mind that is geared towards improvisation, this breed is a good choice for tamers willing to deal with the dedication of the Dao to her ideals and find that they are calm, confident, and dedicated to whatever they feel strongly about, which has made them a popular evolution with those tamers who felt slighted by the fact that their Earthmaidens often loved the earth more than they loved said tamers. This can also cause friction within a harem as a result, however, as the breed's somewhat militaristic outlook on life and harem can become quite a bother to numerous Pokégirl breeds. The Domina is a breed that finds the Dao to be an interesting pursuit- the Dao is quite resilient and can take lots of punishment, making the pokegirl a challenge for them. The response of the Dao, however, is as varying as the individuals themselves. When taming, the Dao dislike beds and many creature comforts, instead preferring to feel the cold ground and rock under her.
Feral Dao, though rare, may sometimes be found in rocky regions, such as in the mountains and even near volcanoes. They are quite territorial and prefer to make their homes in or near abandoned mines, sometimes even found in newer tunnels that they dig themselves to get to the precious minerals and metals inside. Often, they are found near where they were once born or went feral after their tamer/owner perished, leading some to believe that the Pokégirl still defends her old master/mistress' remains, something that has been romanticized by several movies. They only leave their unmarked territories when something of greater strength, such as a Giantess, run them out, and are known to wander aimlessly as a result. Thresholds are unusual, and only four have been known to happen in the world, as most female descendants from this breed threshold into, or become an, Earthmaiden instead.
Blade Spike (ATK 80): Obsidian-sharp edged blades erupt from the earth in a diagonal fashion, and withdraw back into the earth at the Pokégirl’s choice. Or, it may remain as an obstacle.
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DARK KITSUNE, the Redeemed Nogitsune Pokégirl
Type: Animorph (vulpine)
Element: Psychic/Fire
Frequency: Extremely Rare
Diet: omnivore, preference for fish and meat
Role: illusionist, avenger
Libido: Average to High
Strong Vs: Fighting, Fire, Ice, Plant, Poison, Psychic, Steel
Weak Vs: Dark, Ghost, Ground, Rock, Water, dog Pokégirls
Attacks: Scratch, Tackle, Leap, Ember, Fire Spin, Flamethrower, Fireball, Hypnotize, Illusion, Cry, Dance, Psywave, Psychic, Psi-Blade Mark II, Confusion, Teleport
Enhancements: Quickness, Enhanced Hearing (x6), Enhanced Smell (x6), Undetectable Aura
Evolves: Kyubi (E-Stone Ceremony)
Evolves From: Nogitsune (redemption, love or Shiny Stone)
Nogitsune, a mostly sharp-tongued, quick-witted, and evil-aligned Pokégirl, can actually go through a marvelous transformation when given a chance. A Tamer that tries to help a Nogitsune is a rarity to see. No surprise really, as a Nogitsune’s personality tends for her to be quite disrespectful, resentful, and violent towards her master and Harem-sisters, and usually causes for them to be traded to another Tamer. However, a Tamer that works to break through the shell of hate a Nogitsune has built up around herself, trying to take down the insecurity, envy, and sadness that surrounds the Nogitsune’s character, and can actually come to genuinely care for the rather selfish Nogitsune will receive a genuine surprise. Literally becoming enveloped in a fire of black, the Nogitsune goes through a final evolution, burning away all the evil that had wrenched her soul, shedding the shadows and magic which empowered her, allowing her to embrace truth and understanding. She becomes almost a whole new Pokégirl altogether. The Dark Kitsune.
The Dark Kitsune is comparable to a Vixxen in looks, albeit with a few more differential cosmetic changes and powers, such as the fact that a Dark Kitsune’s pelt colors are much darker, with a cranberry-red all over, with the deepest ebony black on her hands and feel, and a rather tanned cream-colored underside to her pelt. However, the most noticeable trait of the Dark Kitsune is her tails. Before, where she had no tails, she now has two! Both tails are red-furred, but one is tipped in black and the tip of the other tail is the tanned cream. And as can be expected, a Dark Kitsune fills out more physically, compared to her previous form of Nogitsune.
The personality of a Dark Kitsune is a complete U-turn to a Nogitsune. Whereas before she felt alone and damned by the darkest depths of hell, a Dark Kitsune feels free. She openly is more affectionate now, and gladly reciprocates any affection the Tamer will show the Dark Kitsune. Also, the Dark Kitsune is more accepting to commands and will more than likely do as the Tamer commands of her.
In battle, a Dark Kitsune follows mostly the same strategies a Vixxen and Foxx do, going in and striking hard with Fire-elemental attacks. However, because of the Psychic powers it also contains, a Dark Kitsune can try to add some more advanced tactics, such as teleporting from view just as its about to strike, and then hitting the opponent Pokégirl from an entirely different direction. Also, she has a tendency to pick up and sharp metal it can get as soon as possible, as to perform Psi-Black Mark II. Also, when cornered, a Dark Kitsune can use Psychic to damage the opponent Pokégirl, and get the breathing room she needs.
Taming sessions are also quite hot. While a Dark Kitsune does not need as much Taming as a Vixxen or a Foxx, a Dark Kitsune is just as passionate, loving her Tamer and having sex with him in every way possible. Also, it seems that a Dark Kitsune is more controlled than a Vixxen, as the motto “ready anytime, anywhere, with anyone” doesn’t seem to apply as easily, since a Dark Kitsune does not have the tendency to start screwing out in public. Granted making out kissing, and a bit of foreplay is okay to them, but they will not spread their legs until they are in a private area.
Also, it’s now possible to have the Dark Kitsune as the same Harem as a Shaguar, though granted, it’s still not a good idea. The Dark Kitsune and Shaguar do get along, but maybe a little too well. The Fire-type nature of the Dark Kitsune seems rather attracted to the smaller Ice-type Pokégirl. This can lead to a Tamer having a rather tired Shaguar when he needs her for battles.
Interestingly enough, with the recent discovery of a Shiny Stone, there have been instances where the Shiny Stone does not work in evolving a Nogitsune to a Dark Kitsune. However, in cases where the Shiny Stone has been used as a reward for being kind-hearted or showing affection, the Shiny Stone has been 100% effective.
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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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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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DIRE WOLF, the Queen of the Battlefield Pokégirl
Type: Anthropomorphic (lupine)
Element: Magic/Psychic/Dark/Ghost (Celestial)
Frequency: Extremely Rare (Blue Continent), virtually unknown elsewhere
Diet: mostly human style, more protein than a human
Role: Battle Commander, personal bodyguard
Libido: High
Strong Vs: Psychic, Ghost, Poison , Rock, Fighting, Infernal,
Weak Vs: Bug
Attacks: Energy Blade, Power Bolt, Magic Fist, Shield, Teleport, Tectonic Slam, Fissure, Bestow Luck, Thunderbolt, Energy Drain, Phase, Lure, Invis 3, Imitate, Absorb, Agility, Telekinesis, Dream Time, Hypnotize, Spell use (unavailable until level 40)
Enhancements: Defense, Enhanced Endurance (x8), Enhanced Strength (x19), Enhanced Speed (x4), Enhanced Senses (x10), Wingless flight, Extremely high psychic and magical abilities, Eidetic memory, precognitive abilities, telepathy
First discovered in 298 AS, the Dire Wolf is a blend of Megami-sama, Neo Iczel and Esper. The first one was created by Sukebe in the final stages of the Revenge War when he realized that Pokégirls led by a Tamer were far more efficient than Pokégirls who led themselves. The Dire Wolf was created to be his general's bodyguards and advisors.
Due to their highly variable nature, Dire Wolves stand between 1.5 and 2.1 meters tall (5ft to 7ft). While they normally have anywhere from a C to an E cup, occasionally larger specimens have been documented. Standard bust size information will become available as the numbers of this Pokégirl grow.
With their blue fur and bushy tail, from a distance they look like a type of fox Pokégirl, however closer examination shows they are actually derived from wolves. All are strong animorphs with a distinctly lupine skull, much heavier and broader than their vulpine cousins and capable of a powerful bite. They are digitigrade and have heavy claws on their hands and feet. Their tail is heavily furred and quite powerful, capable of knocking a human off his feet with a casual swipe.
Sukebe designed the Dire Wolf to be able to use her precognitive abilities to determine where the points of greatest threat existed, often before they become viable threats. Then they would use their other powers to determine what resources were necessary to defeat the threat, assemble these resources and turn their general loose to win the battle. Because they were intended to be teamed only with powerful mages, they can only function like this if their Tamer is a powerful mage or if they are in the presence of an Ocelolita, Cheshire, or Shadowcat. They claim that in the presence of any of these Pokégirls they have access to, believe it or not, chaos magic that allows them to see further into the future, often to the detriment of their Tamers. If you have one, your circumstances are dire indeed.
If a Tamer doesn't have one of the above mentioned Pokégirls and isn't a powerful mage, the Dire Wolf becomes an outstanding tactician and strategist, capable of orchestrating fantastic battles under almost any condition and in any environment. They make the best use of the surrounding resources, including the other Pokégirls in a Tamer's harem, blending their knowledge of their harem sister's strengths and weaknesses to get the most out of them in combat or in training. They've even been known to impress DragonQueens with their ability to motivate the other members of their harem.
With a powerful array of techniques available, the Dire Wolf should be a very popular Pokégirl. However, the truth is that Tamers are wary of them for the simple reason that they have a singular issue: extreme loyalty.
The Dire Wolf is a celestial Pokégirl and because of this is almost never found in an oppressive harem and is never found in one for long. They don't care for Infernal Pokégirls and while usually unwilling to confront them directly unless they become a threat to their Tamer, tend to put them into situations where they get used up quickly, often to the point of death. However, the Dire Wolf will not needlessly squander them; instead she will ensure their sacrifice benefits the harem in some fashion.
They can make good Alpha's for their Tamer, but tend to be a little hard on the harem members because she knows they could be just that little bit better if they tried. And she wants them to.
A Dire Wolf that alpha bonds to a Tamer exhibits loyalty levels comparable to a delta bonded Growltit or Samurai. If a Tamer manages to delta bond one, he's got her for life. She'll escape from anyone else and return unerringly to her bonded partner. Leagues tend to take a dim view of this behavior when she's lost to a salvage battle and for some reason tend to blame the Tamer. In circumstances such as this the Dire Wolf is usually never blamed for what has transpired. This has had a negative effect on their popularity.
No one has ever had more than one Dire Wolf in their harem. The few Tamers that tried were stopped by the one already present in their harem. In one instance, the Dire Wolf released her newly captured relative and covered her escape. Afterward her behavior indicated no remorse and she immediately reverted to obeying her Tamer's orders.
So far all are domestic born and it is theorized that Feralborn specimens would exhibit the same characteristics as the domestics. Only a double handful is known to exist, located around the island of Caomh Sith in the Blue Continent.
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DOLLMASTER, the Master Manipulator Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Extremely Rare
Diet: human style diet, tea
Role: Tacticians, Squad Leaders. Like a Witch, may vary based on spell selection.
Libido: High
Strong Vs: Magic, Ghost, Fighting
Weak Vs: Fire, Dark, Flying
Attacks: As previous form, plus: Dominate, Rune Chain, Wires of Control, Summon Doll, Doll Bomb, Repair, Return
Enhancements: Enhanced Concentration (x4), Enhanced Dexterity (x4), Increased Intelligence, Manipulate Dolls, Magical Affinity, High Spatial Awareness, Mental Schism, Magical Levitation
Major Doll Enhancements: Enhanced Strength (x8), Enhanced Speed (x4), Enhanced Durability (x4), Magical Levitation
Evolves: None
Evolves From: Puppeteer (Normal, L65)
Dollmasters vary much more in appearance than Puppeteers, capable of changing almost hardly at all during their evolution or changing completely, gaining anywhere from no height at all to 1 ˝ feet in height and varying wildly in terms of bust. Their clothing choices also vary, though many continue their old habits. Because the breed may or may not gain a respectable bust size from evolving, a intra-breed rivalry has formed between the more and less well-endowed of the breed, those having it lording over those that do not, who are often as touchy, if not more so, than ever.
When a Puppeteer evolves into a Dollmaster, the most curious change, however dramatic their physical change might be, is mental. Firstly, they gain the Psychic type, the Puppeteer's desire to maintain the sanctity of her mind negating their Psychic weakness at the cost of Dark weakness. More interestingly, upon evolution, the Dollmaster's mind splits in two, creating a second personality within them. This personality, unlike the Maggieton's extra personalities, never surfaces in the Dollmaster herself. Instead, it takes direct control of any one (and only one) of the Dollmaster's dolls, controlling it with seemingly no effort or control from the Dollmaster herself. This second personality is naturally subservient to the Dollmaster, though in rare occasions they may not always get along. She also 'sees' only from the perspective of the controlled doll, and in some respects is considered a separate entity, entirely reliant on the Dollmaster.
Like her previous forms, the Dollmaster is typically divided into two main groups – those that use numerous smaller dolls, and those that use a single, complex human-sized doll. Upon evolving, the choice becomes more profound as the pokegirl's abilities specialize permanently. Summoner-type Dollmasters, those that use multiple dolls, become able to control roughly six at once and can use the dolls as focal points for casting more powerful spells or as mobile weapons. They also become able to create and summon dolls through magical power, replacing destroyed dolls on the fly or even using them in explosive 'suicide' attacks. Tag-team Dollmasters, those that use a single, powerful doll, become able to enhance their doll to greater levels, repair damage to it quickly, and support it with attacking spells from the ground or the air. Their secondary personality takes direct control over the doll, freeing the main personality to focus on supporting it from afar, and allowing the doll itself to grow in skill and learn without hindering the Dollmaster.
Dollmasters also gain the ability to use their magical wires – that they use to control their dolls – offensively, latching onto opponents to bind them or to control their movements. To do this, they must first latch onto an opponent with a Rune Chain attack, and attempt to assert her will over the snagged pokegirl. This begins battle of wills between the two pokegirls, much like a domination attack, and if successful, the Dollmaster becomes able to manipulate the target as if she were one of her puppets. This is not without difficulty, though: the battle of wills is a constant Dollmaster must maintain constant effort to maintain it, and the effectiveness of the ability varies wildly from target to target and even sometimes from moment to moment. The stronger willed the opponent, the greater the resistance to the effects. In many cases, while this ability is being used, the Dollmaster cannot control any of her dolls, so much of her concentration is taken up by the mental battle, and casting new spells is likewise impossible (with the exception of the partitioned personality, which is not affected and may cast very low-level spells).
In terms of sheer spellcasting, the Dollmaster is nothing special, roughtly equivalent to a Sorceress, with much of the rest of her magical ability focused on maintaining her dolls. However, the average Dollmaster's spell selection varies wildly, and the Dollmaster's powers of concentration are almost unrivaled in the pokegirl world, capable of maintaining focus and discipline through both pain and distraction.
Dollmasters are no easier to control than their previous forms, and sometimes can be even more complex, as both personalities come into play. Thankfully, the split personality tends to view her master in a similar light to the Dollmaster herself, but sometimes rifts can form. Those who own Dollmasters are suggested to keep a close eye on them, as they are typically good judges of character and sometimes will attempt to manipulate people and events around them in their favor, and this may or may not align with the tamer's (or league's) interests.
Dollmasters hate defeat just as much as their previous forms, however, they rarely hold back any longer, giving every battle their all to ensure their victory. Despite not being quite as vulnerable to psychics as they once were, their dislike of Psychics also has not lessened, ironic as it is.
Dollmasters are no less experimental than their pre-evolved form, though by the time they've evolved most have a good idea of what they do like and what they don't like. They do, however, tend to become more assertive and dominant when having sex with other pokegirls, using their magical wires to bind their partner or force them to move as she wishes, though this is typically reversed where their master is concerned. Regardless, the Dollmaster typically requires and wants taming more than her previous form did, so enterprising tamers should keep that in mind.
To date, no girls have ever been known to threshold directly into a Dollmaster, though some researchers speculate that it may become possible over time.
Return (EFT - Magic) – Similar to Teleport, except it brings one or all of the spellcaster's dolls to the caster. Activates automatically when the caster loses consciousness or enters a pokeball.
Wires of Control (EFT - Magic/Psychic) – After latching onto her foe with Rune Chain, the chains transform into the Dollmaster's control strings, and attempts to force the target to move to her will. A foe that has completely resisted Wires of Control cannot be affected by the ability for at least 1 hour thereafter.
Summon Doll (EFT - Magic) – The Dollmaster creates a temporary replica of a (Minor) doll she has previously created, lasting for roughly a half-hour. Used exclusively by Summoner-Types.
Repair (EFT - Magic) – The Dollmaster quickly repairs any damage her Major doll has sustained, even reforming limbs and matierials according to the original designs. Only complete destruction of the doll can prevent the repairs, though the greater the damage done, the more energy is needed to repair it.
Doll Bomb (ATK 100 - Magic) – The Dollmaster triggers the energy within her summoned dolls to violently disperse, resulting in a powerful explosion dealing pure Magic damage to all withing five feet of the doll. Because summoning dolls repeatedly (along with spellcasting) can be a heavy drain on the Dollmaster's energy reserves, this move is typically used in moderation.
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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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EBONY TIGRESS, Mao Reborn?
Type: Anthropomorphic (Tiger)
Element: Psychic/Dark
Frequency: Extremely Rare (Unique)
Diet: unknown (possible diet includes meat, milk, human style foods)
Role: historian, living monument to a black mark on Pokégirl History…
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: Scratch, Slash, Pummel, Bite, Dark Bomb, Backstab, Psychic, Telekinesis, Barrier, Heal
Enhancements: Enhanced Olfactory Sense (x3), Enhanced Hearing (x3), Enhanced Agility (x4), Enhanced strength (x5), functional claws, night vision, and Quick Recovery
Evolves: None
Evolves From: Tigress (mechanism classified)
For the past forty years, there have been sightings of a unique Tigress that once thought to be only a rumor, that have proven the existence in the past decade. While her build is what would expect of an anthropomorphic tigress, standing 6' with a generous D-Cup chest, all other aspects very. Not only for her coat, which while still striped is a dark blue instead of orange, or with eyes that have red sclera instead of the usual green, yellow, or light blue... from hearing her speak she may possibly be a very well known figure from Pokégirl history.
Mao Shin Mao.
Still, this is something that has to be taken with a grain of salt. After all, Mao Shin Mao was executed after her forces' defeat at the Battle of Pine Ridge. There is no way that this could possibly be the same Mao... can it?
Still, the fact remains that this is one unique Tigress. She never comes into human populated areas and has only appeared briefly from time to time, usually to people that are alone; that means a Tamer's Pokégirls have to be in their Pokéball. While sometimes, it is a need for Taming, it is often a chance for her to tells a tale of sadness and grief, if the person is willing to listen. These stories revolve around her feelings about being `betrayed' by her Tamer as he took on another Pokégirl as his Alpha, and the psychic bond she had with him. When she gets onto speaking about the rest of her life, she talks in riddles and jargon, but it all specifically revolves around Mao's Rebellion from 248 to 257 A.S.
Such an example includes…
"What was the start of all of it? What was it that caused the wheels of fate to begin to turn? Perhaps... just perhaps... that answer is impossible to grasp now. But for a certainty back then... we had loved so many, yet hated so much. We hurt others and were hurt ourselves. Yet even then, we fought like a roaring hurricane... while the screams of horror echoed underneath the blood-red skies of the battle field that day..."
What the point of all of this is, what she's after, one can't say. The Ebony Tigress just seems to look for secluded people to talk to. There have even been reports of her leading men astray from the edge of cities and then Taming with them. These reports helped confirm the Ebony Tigress' existence by the fact she has an M.O. She always leaves a very light cut along the throat of the person, that, in viewing photographs from Mitchell Kurgan's autopsy in 247, is not in the exact spot that Mao had slit the throat of her original Tamer, but the same length.
This ritual of cutting her current lover's neck seems to be a profound experience for the Ebony Tigress. While the people that have Tamed her said that she was very gentle about it, she would then lick their neck clean and place small kisses while tears would be in her eye, softly repeating the phrase, "I'm sorry" over and over again.
Over time, capturing the Ebony Tigress has proven downright impossible, even with the use of a fabled Master Ball! Whenever a Pokéball of any type of thrown at her, it just deactivates. The `ball is fine afterwards, but it just suddenly malfunctions for a moment, losing all power when it comes within her. Indeed, her ability to repel Pokéballs could make a Unicorn jealous.
But still, all of this leaves questions. Is she Mao? If so, then how could she possibly be alive? Mao was killed, her execution broadcast on live television. She certainly seems to know so much, and yet seems to also not be `quite there' in the head.
Whatever the case may be, this is a very odd Pokégirl, but one that seems to know quite a bit. If you see her, you might want to listen to what she has to say…
WORD OF WARNING: FROM THIS POINT FORWARD, INFORMATION IS CLASSIFIED TOP SECRET EYES ONLY. VIEWING WITHOUT AUTHORIZATION WILL RESULT IN PUNISHMENTS NOT LIMITED TO BUT INCLUDING: TOTAL MINDWIPE VIA MAGIC, THEN CONVERSION INTO A POKÉGIRL, A LEVEL 5 PROGRAMMING TO FOLLOW IMMEDIATELY AFTERWARDS. FULL DATA ON THIS POKÉGIRL MUST NOT BE VIEWED EXCEPT FOR A SELECT FEW. NO DATA MUST BE LEAKED TO THE PUBLIC POKEDEX, THE EBONY TIGRESS MUST BE PROTECTED.
It was by complete chance that we found out more about the Ebony Tigress. Mostly because while she has chosen a route of avoidance when it comes to all other Pokégirls, there is one species that she is not hesitant about being around, and in fact, seems to help add a bit of clarity to her thoughts by just being in their presence.
Surprisingly, while this is the one species she enjoys contact with, they scare the crap out of everyone else.
The Terminatrix.
One of the rare Terminatrix Tamers happened to be in a secluded area with only his Terminatrix out, (since she doesn't like her Pokéball). They were setting up camp for the night when from the darkness of the forest, the Ebony Tigress slowly came into the clearing with them. Interestingly enough, she didn't go to the man first, but walked right up to the Terminatrix, looking her in the reptilian eyes and making direct contact without even flinching, (a feat not even one Terminatrix Tamer has yet to manage).
After a moment, she finally greeted the Terminatrix with, "So, the Goths cursed you with the Ebony Stone as well?"
While all Terminatrix have outright refused to comment on the words of the Ebony Tigress, (and outright beating down more persistent people soundly) the Ebony Tigress was glad to answer questions which gave light to her origin. Born under the name of Kiera, the Ebony Tigress says she has claim to be the first birth in the village of Crest Hills in the Dark Continent, a Domestic Tigress. She grew up helping her mother, (another Tigress) running the area's first resort, as this would become a vacation spot for a number of Sanctuary Goth. She would pander to their whims for little in return, always giving it her all as to please the women who gave them `freedom'. Finally, it seemed like her loyalty and hard work paid off when, on her eighteenth birthday, she was summoned to Sanctuary itself to undergo the ascension ceremony and become a Sanctuary Goth with the others of her generation chosen. The ceremony itself would be held three days later on August 12th, 257 AS.
The day of Mao Shin Mao's execution.
It is understood that the creation of Mao Shin Mao, the very thing that had warped her, was psychic backlash. Mao had a latent but very powerful extrasensory perception within her subconscious, and upon accidentally killing her Tamer, was hit over the Delta Bond she had with him with sensations she could not possibly hope to handle. When she was killed, she was finally released, her sixth sense sending out one last psychic scream as she joined oblivion...
A psychic scream that was picked up over Ebony Stones for a moment as the cry went out. It lasted for so little time, on such an insignificant level of power it would have been ignored as all Ebony Stones that picked it up would eventually burn through it.
Unfortunately, not one Sanctuary Goth could have predicted what a Tigress' psychic outcry would do to another Tigress.
Needless to say, Kiera did not become a Sanctuary Goth. She was warped and filled with feelings of intense rage, pity, fear, and confusion. She had uncontrolled power and literally flew off from Sanctuary, where it would take her many months to finally come to mental terms with what happened. She would come to call herself the Ebony Tigress after the Evolution Stone that had warped her existence.
The only term close to explaining the Ebony Tigress would be schizophrenia, except that the personalities of Kiera and Mao Shin Mao seem fused at certain points, turning the once peaceful Pokégirl into a more hard-edged individual whom seems stuck in a state of confusion ninety percent of the time.
Also during this time, the Ebony Tigress has revealed her other reason for staying away from human civilizations. The Sanctuary Goth are actively hunting her down. They see has as a threat to their existence, as she serves as physical proof Sanctuary exists should anyone be able to pry the information from her. Worse, they know that the Ebony Tigress is also immune to all of their Aura attacks and that only hastens their need to eliminate a threat before she becomes violent towards them. And the sad fact remains is that agents of Sanctuary are numerous and everywhere. The Ebony Tigress has even hinted that the famed Chikage Hirosaki of the Edo League has strong ties to Sanctuary... and that she likes peach mango smoothies with a shot of chocolate syrup.
With this new information, we have decided to allow the Ebony Tigress to live as she has, to not give the Sanctuary Goths any hint we have made not only contact, but gotten such a comprehensible conversation and information from her. We are having her path of travel monitored as closely and accurately as we can to protect our ally.
It is EXTRAORDINARILY IMPORTANT that NONE of this enclosed secondary information be released to the public. The Ebony Tigress is a victim of circumstance that is being targeted by Sanctuary simply because she lives. None of this more in depth information of the Ebony Tigress must leave the inner circle, and all public Pokédexes must maintain only the previous information available.
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ENCHANTRESS, the Sexy Sorcery Genius Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Very Rare
Diet: human style diet
Role: sex-slaves, retainers, spies, magical item artisans
Libido: High to Extreme
Strong Vs: Dark, Fighting, Poison
Weak Vs: Fire, Ghost, Bug
Attacks: Power Bolt, Mana Bolt, Reflect, Shield, Smile, Sing, Glare, Yell, Cry, Hypnotic Gaze, Backstab, Rapid Stroke, Angel Eyes, Rune Chain
Enhancements: Magical Affinity, innate ability to craft and enchant items of many kinds, Enhanced Sensitivity (x4), Enhanced Senses (x3), Enhanced Reflexes (x3), Longevity (for Dark Elf evolved Enchantresses)
Evolves: Archmage (E-stone Ceremony; see Archmage entry for details)
Evolves From: Witch (Moon Stone), Dark Elf (Mana Crystal)
An Enchantress is quite the opposite of her most common pre-evolved form, which was a Witch. An Enchantress fills out more, becoming quite shapely, her breasts growing out to a nice C-cup and a thin waist and lithe frame. They usually tend to be dressed like Harem girls, or even similar to Domina. Though both styles of clothing have a crescent moon pattern printed somewhere. Usually near the waist, on one of the breasts, or shoulders. Though rarer than others, Enchantresses that evolve from Dark Elves often have darker skin (often the same color as when they were Dark Elves) and enjoy their longevity as well. These Pokégirls retain their pointed ears, although they do not keep the same level of sensitivity to sound that is normally associated with elf-types. Their longevity seems to lessen, however, and there have been known Pokéwoman Enchantress' Pokégirls that evolved from Dark Elves by the time they reached 40 years of age. Research is ongoing as to why this is, but this type of Enchantress is rather rare and there has been little headway made in this research so far.
Be warned though, Enchantresses are known for being quite jealous, though this is because they can become quite loyal to their Tamer… Almost bordering obsession. Enchantresses' obsession with their Tamer is quite evident, since they can be very competitive with any and ALL amorous or lustful Pokégirls that are in the Tamer's harem. An Enchantress can also become quite jealous when a Tamer begins to show other Pokégirls of his harem more affection. Put simply, an Enchantress is a sex fiend and an attention hog. It is highly recommended that any tamer that has an Enchantress be sure to put some time aside every day to spend with her, or else she will become very moody. And getting her out of this mood can take a great deal of effort. Lazy tamers should NOT keep an Enchantress in their harem, as this breed will never target another Pokégirl with their obsessive loyalty. However, they do get along well with Pokégirls that do not have high libidos, but are still far too selfish to be useful as an Alpha or a Beta within any harem. This breed also seems to enjoy all sorts of sexual acts and picks up on sexual techniques rather easily, although they do prefer a one-on-one taming with their tamer than to be in a group all at once. However, their bodies are extremely sensitive to touch, and although this can be negated with training to some extent, the Enchantress usually requires spells to deaden their senses to the point where they will be most useful in sex battles. This sensitivity does come in handy for their tamers, however, who may otherwise have a difficult time with their needs.
An Enchantress is also more of a tricky Magic-type of Pokégirl to handle when in battle. Not only are her spells weaker than a Sorceress of the same level (an Enchantress' magical strength is about 75% the overall strength of a Sorceress' at the same level), and she has a few attacks that are useful for damage, but her true strength is in her wide range of status effect attacks. This is also the area that her psychic powers are prevalent, since she has many Psychic-based Status Effect attacks. In general an Enchantress is best used in a support role or in sex battles rather than as a frontline combatant, although she can be used successfully to capture many types of Pokégirls, as long as they are not too fast to avoid her techniques. These Pokégirls do well in such positions, and other than supporting roles they are found commonly for their real benefit to a tamer.
The true benefit of evolving a Witch into an Enchantress (other than lots of sex) is their unsurpassed ability to make magical items ranging from potions to permanently enchanted items. All other mages when they wish to create a magical item must first obtain the item to be enchanted (usually at great expense and/or difficulty) an Enchantress instinctively knows how to fabricate such an item and if provided with the correct tools and materials can make one of sufficient quality to withstand enchantment. Note this applies only when creating a magical item, so an Enchantress will only know how to make a sword if she is seeking to create a magical sword and will forget how to make swords once she has forged one for enchanting. Also note that Enchantresses are perfectionists when creating items for enchantment and will demand the best materials and tools unless the need for the item is urgent.
Also unlike other mages they need not cast the spells with which an item is to be enchanted themselves. Another magic user will suffice so long as the Enchantress casts the enchant item and permanence spells and scribes the magic circle to be used for the enchantment. However only if an Enchantress is 100% involved in the enchantment process, from constructing the item to casting the spells, will there be no chance of the enchantment process failing. However, despite their proficiency with enchanting items and creating all sorts of magical objects, they find it extraordinarily difficult to craft new spells. Although they can learn new spells quickly enough, creating new ones take four to five times longer than most other magic-casting Pokégirls do. This may seem a deficiency, but considering the lack of tamers and magic teachers able or willing to teach their Pokégirls magic, this is usually a very much forgotten facet of the Enchantress.
Feral Enchantress, though very rare, are found near what mages call 'ley lines'. These ferals likely can sense the greater magic in the area, but are unable to use it at all due to their feral state. In this state, they lose almost all use of their magical abilities and tend to run away from anything not male, or possessing a male appendage. Research shows that where one finds a feral Enchantress one will find, with a fairly high chance, a Dildoqueen (or some evolution of such) in the vicinity as well, the two often spending much of their time foraging for food or Taming, for the little good that it does them. When approached by a male, feral Enchantress often prefer to make themselves available for a taming rather than fight or run away, unless the tamer is obviously abusive or threatening her.
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ESPEA, the Psi Eva Pokégirl
Type: Animorph (fox-squirrel)
Element: Psychic
Frequency: Rare
Diet: berries, nuts, vegetarian foods
Role: pets, guard animals, domestics, otherwise as Psychic-types
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Aura of Cute, Quick, Tackle, Psychic, Telekinesis, Aura Sight, Mindwipe, Teleport, Disable, Confusion
Enhancements: Psychic, Enhanced Agility (x5), Enhanced Speed (x6), Sixth Sense
Evolves: None
Evolves From: Eva (normal; triggered during the day or Sun Stone)
Espea is the psychically evolved form of Eva. She has two antennae-like whiskers extending from her eyebrows outward, these whiskers are extremely sensitive to air pressure changes allowing Espea to predict weather changes with extreme accuracy. Espeas are extremely loyal to any tamer they feel is worthy. While the whiskers of an Espea can predict the changes in weather conditions, the fine fur on her body can be used to sense the nearby air-currents allowing her a sort of pre-cognitive ability for judging an enemies attacks. It has been said by Pokégirl Watchers that her forked tail will twitch prior to it using a psychic-type move.
Her fine fur makes her exceptionally soft and like many of her cousins is thinnest near her erogenous zones. She maintains the figure of her previous form but her ears tend to get a bit bigger. Their fur will range in color from lilac to a deep royal purple depending on the situation surrounding their evolution. For instance a deep purple coat would reflect that said Espea evolved while battling. While the lighter shade show an evolution during a taming. It is not yet discovered exactly why these colors are like this, but of all the cases studied it seems to be the case. Their hair however will generally be a shade lighter or darker than their fur, this seems to depend more on the girl herself and less on the situation surrounding her evolution.
The role of the Espea during the war is still under debate. There are 2 main focuses as her role. One being that she acted as a field commander bellow a general Pokégirl, using her psychic abilities to unite the girls in their attack formations. Two that the Espeas themselves were frontline fighters using Teleport and Psychic attacks to confuse and defeat enemy ranks.
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HARLEQUIN, the Trick-Mistress Pokégirl
Type: Very Near Human
Element: Psychic/Dark
Frequency: Uncommon
Diet: human style food
Role: entertainers, practical jokers
Libido: Average to High
Strong Vs: Poison, Psychic
Weak Vs: Bug
Attacks: Foresight, Quick Attack, Flash, Blur, Hypnotic Gaze, Call Me Queen
Enhancements: Enhanced Hearing (x4), Enhanced Vision (x4), Enhanced Agility (x5)
Evolves: Jokette (Mana Crystal), Lady Luck (Dream Stone)
Evolves From: Trixie (normal)
Harlequins are very similar to their pre-evolved form, Trixie. They share their love for practical jokes, and mischief, but go to no ends to pull the best jokes they can. Their clothing remains similar as it as when they were a Trixie, though more sexual, and with less make-up.
Harlequins tend to enjoy watching the chaos caused by Trixies and other Harlequins, often calculating and coming up with bigger jokes than her sisters. It has been reported that Harlequins and Trixies have been seen together rigging up huge practical jokes, with the Harlequins usually ordering the Trixies.
On All-Fools’s Day, Harlequins have been reported to disappear from Harems, generally with the reports of huge jokes, or chaos ensuing moments before their return. In a battle, if two Harlequins face each other, there is no way to tell where the match will lead. In some cases, it has been seen that the two girls go at each other with all the tricks they know, and end up having a huge tickle-fight to end it.
There is only one thing to say about having a Harlequin in your Harem. Your life will never be the same again.
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HEROINE, the Heroic Prodigal Pokégirl
Type: Very Near Human
Element: Fighting/Psychic
Frequency: Very Rare
Diet: human diet
Role: Martial Art masters
Libido: Average
Strong Vs: Fighting, Ice, Normal, Poison, Rock, Steel
Weak Vs: Flying, Ghost
Attacks: Comet Punch, Gatling Punch, Crescent Kick, Legsweep, Hypnotize, Telekinesis, Psychic, Psycho Crusher, Counterstrike, Double Team, Foresight, Final Strike
Enhancements: Enhanced Strength (x10), Enhanced Agility (x6), Enhanced Speed (x8), Enhanced Endurance (x5), Telepathy
Evolves: None
Evolves From: Loner (Works on martial arts, attempts to open up, Delta Bonded), Amazonchan (works on her kick attacks, Delta Bonded), Amazonlee (Works on her fist attacks, Delta Bonded)
When a Loner, Amazonchan, or Amazonlee gain a close enough bond with their masters, and devote themselves to mastering their untapped martial abilities, a startling transformation can occur. The Heroine is a powerful blend of martial arts and psychic attacks. They are equally adept at attacking with their hands or feet, and are capable of striking out with their very will, making her a dangerous opponent to face. Heroines find their mastery over mind and body to be a tremendous edge over many foes.
Very little can be said of the Heroine's physical appearance, for it is highly variable, with no known trends in skin tone, hair or eye color, or bust size. They tend to prefer more flamboyant outfits, but exceptions are known. Some people have noted mysterious fluttering of the Heroine's clothes, as if they were pushed by a light wind – regardless of whether there is a source of wind in the area or not – but this, too, is not universal.
The Heroine's abilities depend somewhat on her evolutionary part. Those that evolved from Loners tend to be more proficient in using their Psychic attacks, and those evolved from Amazons tend to focus more on their physical skills. On the average, however, the Heroine is capable of using both skillfully regardless of path. Unfortunately, though keeping (or in some cases, gaining) the Psychic type, the Heroine does not possess the Teleport technique, even if it possessed it before. While this is can be a source of frustration for those who were once Loners, most come to accept it, reveling in their new strength.
Heroines tend to be very social, enjoying the company of others. They are energetic and gung-ho, and love a challenge. Those who evolved from Amazons may yet enjoy the company of the Amazons, though those not yet evolved to the 'Hero-' level may balk at her strange fighting style and 'weird' psychic abilities.
Heroines do, however, have to be treated with some care, as they are perhaps too eager. They think little of putting themselves in harms way if it will protect someone else, even if a simpler and less-injury-prone solution could be found, and in particularly intense battles, it doesn't hurt to remind them that killing themselves to accomplish a task isn't such a good idea.
Researchers are curious as to how the Loner, evolved from a human-designed Pokégirl, can evolve into the same Pokégirl that the Amazonchan and Amazonlee can. However, like the Goth's ability to evolve into a Megami, they cannot deny, however strange, that it works.
There has only been one recorded instance of Thresholding directly into a Heroine, when in 283 AS a girl who was undergoing threshold with strong Goth ancestry Recognized with a wandering Tamer. There is still some debate over if she simply thresholded into a Loner then evolved into a Heroine or not. Feral Heroine's are unheard of, because – while bonds between Ferals is not unheard of - the path to becoming a Heroine would require a feral to go directly counter to her base instincts – an unlikely event indeed.
Final Strike - (ATK 260) A powerful series of physical and telekinetic attacks, ending with a devastating, explosive chi strike. Deals full damage only if all hits connect, making it of little use on slippery opponents. Tends to be very draining on the user, and so is considered a move of last resort.
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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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JOKETTE, the Clown Princess Of Killing Pokégirl
Type: Very Near Human\Limited Metamorph
Element: Magic/Psychic
Frequency: Extremely Rare (Not rare enough in some people's opinion)
Diet: Human-style, presumed also to feed on fear
Role: Killing, Sadistic Acts
Libido: No one wants to know.
Strong Vs: Poison, Psychic
Weak Vs: Fighting, Dark, Ghost
Attacks: Teleport, Tackle, Roar, Confusion, Wrestle, Quick Attack, Flash, Agility, Blur, Slash, Power Bolt, light spell work, Smilex Mist, Killing Joke
Enhancements: Almost totally fearless, Concentration (2x), Highly intelligent, Almost complete insensitivity to pain, longevity, slow regeneration
Evolves: MaryAnn Drew (Angel Stone)
Evolves From: Harlequin (Mana Crystal)
Bounty (for confirmed kill of a Tamed Jokette): 750,000 SLC
Bounty (for confirmed kill of a Feral Jokette): 1,500,000 SLC
Bounty (for reporting sighting & getting out alive): 70,000 SLC
Recommendation if you see one: Do not try to fight a Jokette unless you have a Fighting-type, Ghost-type, or Dark (bat-type) Pokégirl. A Celestial would be good, but Dark types are ideal, however the League understands that both types are a very rare. Also, if Smilex Mist is used, drop whatever you're doing and RUN, making sure not to breathe in the mist. A Jokette is can be considered between a Mantis swarm and a Widow for how dangerous they can be. Seriously, just call in the military and then get the hell away.
Harlequins are problem enough. It's when they evolve that things get nightmarish.
When exposed to a Mana Crystal, the first thing that happens to a Harlequin is that they suffer a massive psychic overload. They suddenly get a mental 'snapshot' of the minds of every person (human or Pokégirl) on the planet at once. This 'searing revelation' as they put it, in turn drives them completely insane at the same time turning them obsessively bitter, viewing the entire world and everyone in it as one gigantic joke. So pathetic a joke, that all they can do is laugh, laugh, and laugh, and make everyone around them die laughing as well. Then the physical changes begin. Their skin turns chalk white, their hair becomes green, and their lips become blood red in color. Their breasts become comically large, although they somehow retain their agility despite this. Their jaws enlarge slightly, making them capable of giving large, frightening grins. They gain a preference for purple clothes, either tuxedos that are modified to reveal a great deal of skin, or bikini suits. Their laughter at times can be used to the same effect as Roar & Confusion combined, and they will do it at the drop of a hat (usually their own). But they especially love to do it in the middle of combat and right in the face of whomever they're dealing with. Only the strongest, tightly focused minds can handle this without temporarily shattering under the strain.
They are not the best spellcasters (something which everyone is grateful for), and can manage only small elemental manifestations at best, with a few personal healing spells. But they don't rely on them, instead preferring to manifest blades in all shapes and sizes from those as small as a pocket stiletto, to comically (no pun intended) huge meat-cleavers that defy all logic in how they are wielded. They simply love anything with a sharp edge. But their one constant is the item they always leave behind after they've become 'bored' with a situation, which is a manifested 'Joker' playing card from a pre-Sukebe Poker deck. Often it's set to explode if touched, a small Smilex mist filled charge will go off in the face of the person holding it, edges are mono-molecular, or sometimes it's just an ordinary poker card. They're that unpredictable.
They love playing lethal practical jokes, and in fact thrive on them, taking the time to set up elaborate schemes to kill someone. When they need Taming, they usually just capture, rape, and kill someone (male or female) that attracts their attention. It's sadly not uncommon for a Jokette to be found 'playing' with a dismembered phallus or an arm that was sawed off at the elbow. One of the (yet another) terrifying things about Jokettes, is their ability to temporarily - never more then a hour - hide ALL traces of their Pokégirl nature and appear as a pure-blood human female of astounding beauty. Along with this is a personal magnetism/charisma that can charm the pants off virtually anyone they come across. Those that are fooled into complacency will likely be found the next morning as a cooling body in a back alley with an insane smile locked onto their face from a kiss laced with Smilex Mist. If not even worse off to the point of being nearly unrecognizable as once being a human being.
On occasion, if the being (human or Pokégirl) that has attracted their attention is interesting enough, they will become fixated on that person. They will do anything they deem necessary to make that person's like a living hell in their own comedic fashion, sometimes even capturing them and attempting to take them under their wing, before eventually driving them insane. Thus one of the worst possible things to do is to become interesting to a Jokette. An interesting twist to this is they are mentally compelled, usually quite willingly, to Dark Types for which they have an unexplained weakness to. Also the higher the level/experience of said Dark types, the more they obsess over them.
To point out how insane Jokettes are, to the point of utter fearlessness, even when dealing with either a type weakness, or simply out of their league, a Jokette vs. Widow battle occurred in 287 AS. A Jokette peppered said Widow with attacks after 'ruining' its torture of a tamer and his harem by showing up and killing/eating them. The entire time the Jokette was laughing like a mad-Pokégirl until she finally ran out of energy to do anything more then stand still. Almost an hour later, and the only slightly damaged (and astonishingly, what appeared to be incredibly annoyed) Widow simply vaporized the Jokette on the spot with a surprise use of a Hyper-beam before continuing on her rampage and being stopped two days later. As the Widow was charging up for the Hyper-beam, the Jokette laughed even louder all the way up to the point she was consumed by the beam.
The most dangerous attack a Jokette has is the Smilex Mist, which is a Poison-type attack. They exhale a cloud of pinkish-purple gas that, if inhaled, causes the victim to have uncontrollable fits of laughter. The fits become so violent that in weaker victims, ribs are broken as the victim literally laughs themselves to death, suffocating while experiencing terrifying hallucinations, and leaving the dead victim with a hideous parody of a smile on their face, similar to that of a NightMare. Normal antidotes can cure the effects of the poison, but it must be administered quickly, within ten minutes of inhaling the gas. Poison-type Pokégirls are NOT immune to this gas; it only takes three times longer for the effects to appear. A second form of this, nicknamed the 'Last Kiss' is one where a Jokette grabs its victims by the side of the head and deeply French kisses them and exhales the Smilex Mist directly into the victim's lungs in concentrated form. The attack is near universally lethal, with only a few Pokégirls - those that don't need to breathe, or any Dark types, having partial immunity. Even Venom Mistresses only have partial immunity - they will become deathly ill for 24 hours, incapable of anything more strenuous then laying in bed & breathing. After 24 hours they will recover fully, without requiring an antidote, if however having nightmares for a few weeks afterward. Pokégirls that do not need air, or a human wearing a gas-mask are only affected mentally as the Jokette uses some of its latent Psychic abilities to briefly overcome their victim's minds, 'injecting' massive numbers of hallucinogenic visions along with making the victim believe they are choking to death.
Jokettes are completely immune to psychic probing, as they are so insane that any attempts to probe their mind results in temporary dementia and the Pokégirl who tried having nightmares for a month. Interestingly enough, a Jokette can be made to back off if confronted with a Celestial or Dark Pokégirl. They don't show fear, but they do seem intimidated by them enough to run away in the case of Celestials. Dark types however, as mentioned above, will cause a Jokette to change focus to them above all else, even more so if the Pokégirl has some Bat-type traits. If that same Pokégirl has Fighting-type traits, the Jokette will utterly drop whatever they are doing (literally, which can get...messy) and attack them on sight. This is highly unusual as in the reverse, Pokégirls with Bat traits utterly -despise- Jokettes. One of the most notorious feuds along the east coast of the Indigo League was between two different Jokettes (Jackqueline Nikelsen, and Helena Ledger, both Trixie threshold cases that were forcefully evolved by a Team Trauma splinter group in a revenge plot) and the harem of Alfredo Creditsworth (mostly made up of Golbutts and Sidekicks). It was he who gave the species its most well known descriptor: "Some Pokégirls can't be tamed, bought, bullied, or reasoned with. Some Pokégirls just want to watch the world burn."
In an even worse twist, Feral Jokettes actually get MORE intelligent, and a semblance of sanity. If you call being able to come up with even more vicious and effective ways to kill people in the most hilarious way possible, from their perspective. A blessing in this is that Jokettes are simply unable it seems to be able to kill anything in this state as they can't seem to find it funny. Sadly, they generally won't stay Feral for very long, as they will use their slight metamorphic ability to disguise themselves as a human, and then have their way with some unfortunate soul before being back to their 'normal' selves. One highly annoying factor about Jokettes is that all of them seem to have longevity, and a means to slowly regenerate from anything less then a lethal wound. Even if you drop a multi-story building on top of them, and several times, people have, never consider them dead until you see the body for yourself, dismember it and bury it in a half-dozen different locations (feeding the remains to Sharptits is also a preferred disposal method in a sense of poetic justice/irony, as its one of the things Jokettes like to do to others). Otherwise they likely will pop up again a few months later, completely healed, and start yet another rampage.
Celestial Pokégirls, however, upset and confuse them tremendously for reasons unknown. Jokettes generally refuse to fight them unless backed into a corner; although that's the place no attacker EVER wants to force a Jokette into, as they are so unpredictable, that they could potentially do anything at that point. They will avoid churches like the plague and seem simply cannot stand being around Angels and Seraphs, those being two of the only types of Pokégirl that can make a Jokette frown. No one knows why this is, but some Celestials who've had encounters with Jokettes have theorized that Jokettes fear them because of what they represent, a goodness that goes against their worldview of the world as one big joke. They're not afraid of Celestial types, just that it 'gives me headaches when they're around' as one Jokette put it, right before decapitating the captured researcher with a large trout she pulled from her pants. We're still trying to figure that one out.
Recent Discovery: Jokettes are comedians, yes, if of the most sadistic kind. All their jokes are artful in some way, and they put a great effort into making each murderous prank actually funny. This has led to the discovery of a severe weakness Jokette's have: they cannot stand bad jokes. They quite literally become physically ill when a bad joke is told, to the point where they are near death if the barrage of jokes is kept. This in turn causes them to become more vicious in an attempt to kill the wanna-be comedian before they reach their weakest points. This effect can also be accomplished by physically copying a Jokette's mannerisms, way of movement, attitudes, etc - they HATE copycats and will fly into an unbelievable rage that makes Gyna-dose ones pale in comparison even as they become acutely physically sick at the same time. Another known weakness is that Jokette's seem to be limited to only being capable of perform harmless practical, if terrifying, jokes during April Fool's Day. This in turn makes it far easier for a Tamer to take one down as they, and their harem, are under no such limitations. Scientists have no explanation for this, they're just grateful that these lunatics actually HAVE some weakness…
No cases of Thresholding directly into a Jokette have been reported, thankfully. It also seems that Jokettes are unable to reproduce via pathogenesis (THANK GOD) and the one surviving Jokette in a secure lock-up has yet to go through second puberty to become a Pokéwoman and is over 150 years old at least. Researchers have concluded that this is known to Jokettes, and also contributes to their murderous insanity. On that note though, a female infant left where a Jokette can get her hands on them has nearly quadruple the chance of thresholding into a Trixie eventually. That is, if the Jokette doesn't throw the baby out a window or worse just for kicks.
Smilex Mist – (ATK+EFT) This hideous mist spray, stored inside a Jokette's modified lymph nodes, is a virus that causes acute Hemorrhagic Dementia Fever that reproduces incredibly fast on contact with a victim's lung tissue and then spreads throughout the body until it reaches the diaphragm and optic nerve. It causes the diaphragm to seize up, making it nearly impossible for the victim to breathe without assistance, and the effort of the victim to breath will cause internal bleeding that comes out as bloody foam from the mouth. It's also accompanied by compulsive laughter - not because the victim thinks this is all funny, but due to the diaphragm's seizure - the more the victim tries to breath, it forces the air through the lungs creating a 'wheezing' sound much like laughter. For all this, the mental side of the attack (with an added Psychic 'push' behind it) is far worse. The mind is subjected to horrific mental images dredged up from the most basic instincts (eaten whole/alive, buried alive, suffocating in the dark alone, dipped in acid, the list is too numerous to count). If the victim can somehow remain calm through all this, their chances of survive nearly triple and with CPR (Helper will not be infected as the virus is not contagious) can survive almost 30min before requiring the antidote & death occurs. If they cannot remain calm, unless the antidote is delivered within 10min, death is a foregone conclusion. This is made worse if the Jokette performs the 'Last Kiss' version, which forces a far more concentrated version of this directly down the victim's throat & into their lungs, and the virus' effects are felt near instantaneously, and death can occur in a matter in as little as a minute or less. Thankfully the attack is only effective if it reaches the lungs.
Pokégirls that do not need to breathe are partially immune and are only forced to deal with the psychological trauma - they can recover from the attack in as little as a minute, if shaken from the experience. Dark types are thankfully near completely immune to the mental attack, which is one reason why they are so effective against Jokettes - they can stay completely calm even as the physical effects hit them, and seek out help or apply the antidote to themselves without much assistance. Psychic types actually are worse off as the mental attacks can put them into a catatonic vegetable state the instant it hits them (either version) and into full body convulsions. While this is less taxing to them physically (as they're unconscious and not struggling), most Psychic types will forever afterward have a psychological fear of ANYTHING to do with Jokettes, if not being driven at least partially insane for the unlucky/weaker ones. Smilex Mist (either version) is completely ineffective against Widows. We know this simply because in the previously mentioned battle, the first thing the Jokette did was teleport INTO the Widow's lap, perform the 'Last Kiss', and teleport away before the Widow could do anything. Needless to say, it didn't end well for the Jokette.
Killing Joke – (ATK + EFT) A sadistic attack that is almost always a one-hit kill technique, the Jokette psychically scans its intended target's mind and then spouts off a one-liner joke that perfectly describes the current situation, moment, whatever. If the victim even THINKS its funny (or worse, laughs) for even a moment, the Jokette will manifest one of its ubiquitous knifes (largest possible is a 4 inch throwing knife) and throw it with perfect accuracy - straight for the victim's heart. It ignores any/all type benefits and cannot be stopped. The only way for it not to hit is for something to interpose itself between the victim & the blade, and be thicker then the blade is long, otherwise it will pass right through. The ONLY exceptions to this are Celestial Types and Dark types (mainly the Bat-trait ones). Jokettes simply cannot use it against Celestials for reasons unknown which frustrates the hell out of them, and while it -can- be used on Dark types, it ALWAYS seems to miss and can do as little as a nick, or at most a partially crippling wound (like severing the spine). This pisses off Jokettes to absolutely no end, and the more they try it against an opponent they already used it on the worse their 'aim' gets, until they can't even hit anymore, or the blade actually 'bounces' off their target without damage. And this 'protection' effect is permanent. Anyone that survives it initially will be immune. Dark types while they will get injured, eventually it becomes totally ineffective against them.
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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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KYUBI, the Fox Mistress Pokégirl
Type: Very Near Human (vulpine)
Element: Psychic/Ghost
Frequency: Uncertain
Diet: Human-style diet, rice and sweets
Role: Illusionists, Entertainers, Strategists.
Libido: High
Strong Vs: Poison, Fighting, Psychic, Normal
Weak Vs: Dark, Ghost
Attacks: Fear Aura, Illusion, Foresight, Phase, Astral Vision*, Area Illusion*, Barrier, Mana Bolt, Mystic Bolt, Teleport, Hypnotize, Telekinesis, Psychic Illusion, Possess, Wrap, Tail Slap, Backstab, Nightshade, Invis
Enhancements: Enhanced Hearing and Olfactory Senses (x9) Enhanced Sight (x3), Enhanced Concentration and Intelligence, Flight, Precognition, Magic Affinity to Illusions, Enhanced Speed and Agility (x2)
Evolves: None
Evolves From: Dark Kitsune (E-Stone Ceremony + Delta-bonded)
In ancient lore, there are legends of foxes that have nine tails and terrifying abilities, casting illusions so real as to be awe-inspiring. This legend has been adapted and made into the penultimate fox-type Pokégirl, The Kyubi, known in the old China territories of Edo and to a lesser extent Opal as the Hu Ji Ling.
Kyubis were among the most infamous Pokégirls around during the Revenge War. Servants of the general Amaterasu, they were capable of using mystic brushes similar to Amaterasu’s own Okami. They used their illusions to tremendous effect, to the point where researchers today are unsure if Kyubi from the Revenge War actually died. It was said that only the Generals and Legendaries, Amaterasu in particular, were immune to their illusions, and certainly that seems true. Kyubis in Amaterasu’s ‘Darkness Engine’ unit were known to be especially vicious to their enemies, deliberately tormenting soldiers for weeks with false images of their families, teaming up with psychic types to manifest their hopes, dreams, and nightmares, giving other Pokégirls a chance to sneak in and slaughter them. Their numbers were high back then, led only by the charismatic Amaterasu. They were brutal back then, savage and vicious.
That all changed when Atmuff decided to challenge the breed, wondering how their illusions would fair against her skill.
Like so many breeds that Atmuff decided to focus her attentions on, their numbers dwindled tremendously. It was only because of Atmuff quickly losing interest that the breed wasn’t exterminated. Kyubis faded into obscurity, Amaterasu’s ‘Darkness Engine’ unit being the only remaining active group of Kyubi for years, eventually dying out after their leader’s death. For years, it was thought that they were extinct, until a few started to show up again in the mid 100s.
Kyubis are master illusionists. They can create illusions so real, so detailed, and so interactive that only the strongest of minds can see through them. So real are their illusions that it seems as if they’ve altered reality itself. They can even use illusions on themselves or their harem sisters or tamers. Researchers have given up entirely on trying to classify them as near human or Animorph, as they have appeared as both, some individual Kyubis being both in the same day. They can appear as humanoid, their only animal features being ears and tails, or furry all over, with animalistic muzzles and features. The only real commonality is their nine tails, something every member of the breed has. They are a source of pride for them and serve as a magical focus point for many of their spells and attacks. The length of these tails can be adjusted according to the preferences of the Kyubi or be done away entirely, sealed into a tattoo, unique to each Kyubi, located at the base of the tails in the spot where tails emerge from the body. Despite sacrificing the fire type for the ghost type, the Kyubi remains a flesh and blood Pokégirl.
The first evolution from to Kyubi was discovered at the Inari Ranch in Edo when a tamer and his Dark Kitsune joined in the meditation hours at the shrine, with three evolution stones, a Mana Stone, a Dusk Stone and a Shiny Stone, as focal points for her meditation. They meditated for one hour a day for nine days, and at the end of the ninth the evolution happened. (It’s noted that Kyubi that meditate at shrines to Inari tend to be better at illusions. No logical explanation has been found for this, but as it just increases the usefulness of the breed, no one is really questioning it.)
A Kyubi uses a mixture of her psychic prowess, ghost aura and illusionary abilities in battle to confuse and overwhelm her opponents. It’s a rather simple process for them to make the illusion real through creating a psychic construct of an image on the enviroment then using a liberal application of magic. Another step a Kyubi can add is using her psychic abilities to send off a low-intensity emotional pulse of thought to those within range of her illusion. By doing this the Kyubi is capable of instantly engineering a range of emotions within her target(s) that can often leave the target incapable of fighting the feelings coursing through him/her.
Kyubis shine when they are in a harem as the illusion capabilities make them adept at creating situations for the Harem to train in. This “practice” works well because the Kyubi is constantly able to imagine new ways to challenge the harem, being great strategists and tacticians themselves. This trait makes them more likely to be found as the Alphas or Betas in a tamers harem, but can also attribute to the regal air they seem to have around themselves, which makes other Pokégirls, especially other vulpine Pokégirls to more readily submit to their whims and orders. The aura’s effect can best be noticed when a Kyubi is around a feral fox as the fox-girl will give the Kyubi her full attention. Most Kyubis are actually bothered by the position of power they get.
In battle another step is added to the illusion making process, using their precognition and ghost abilities to inspire fear in their opponent which in turn makes the opponent more susceptible to their illusions. Using the inspiration of fear and the emotional pulse, they can enhance the fear even greater making their illusions that much more powerful. Kyubi’s also use their Astral Vision ability to great effect, projecting an image of the battle will go directly into the mind of the enemy, sometimes inspiring fear and a little awe, but also partially breaking down mental defenses and rooting in their opponents mind for any fears, hopes and dreams from which they can make illusions of to inflict upon the opponent, finishing them off with a psychic move or a nine tailed Tail Slap. When they use the move Area Illusion, using all their concentration, they set up an illusion a mile in radius, in which their mind controls everything, however, they are incapable of moving and it's best if a Kyubi has a bodyguard when she uses this move.
The most frustrating part about Kyubis is their rarity. Several instances of sightings have proven to be illusions, however several sightings thought to be illusions turned out to be real. Especially in supposed Feral sightings. Scientists have almost given up completely trying to classify the rarity of the breed, as their penchant for illusions makes tracking them difficult. In the few confirmed feral sightings, there have been a few commonalities. Most Feral Kyubis tend to be overcautious, casting dozens of illusions around themselves to hide them from view. As their focus is not total due to their ferality, they usually let something slip through that allows them to be tracked by a strong enough tracker, usually their scent.
Kyubis are good-natured beings for the most part, but they have developed a somewhat negative reputation over the years in certain leagues. Historians remember clearly what Amaterasu’s unit did during the war. Worse, there are single Kyubis that have made rather infamous names for themselves. Two more prominent cases involved a Limbec Pirate Kyubi who impersonated a local priestess named Rao, discreetly infiltrating her crew into the town and poisoning its prominent officials, eventually slaughtering the town. The worst of them was the Alpha of an Edo League offical named Dong Zhuo, the Kyubi’s name being Da Ji. Her cruelty and sadism was legendary, as well as was her creativity in torture devices. Both were eventually put to death, but their actions have left a taint on the breed that has only recently been washed away. In some areas Kyubis are still heavily regulated.
Personalities vary from ‘girl to ‘girl but all Kyubis share the similar traits of loving to entertain and coming up with new thrilling ideas for illusions. Their love and appreciation of entertainment makes them coveted by the entertainment industry, granted with their overall rarity not many are in the industry and those that are have very rich tamers as they are paid from the pocket for use of these girls.
Kyubis are excellent at fulfilling roles for their Master during taming as they can create illusions to cater to many fetishes. Their tails are a very sensitive spot for them, and they use them to tease female tamers manipulating them like furry tentacles, which is reported to feel divine.
After some testing, it had been confirmed that Thresholding into a Kyubi is impossible by natural means. Kyubi offspring, when not human, always end up as Kitsunes. All recorded parthenogenesis cases have ended up as Kitsunes as well.
Researcher’s Side Note: It’s rumored that there may be some of Amaterasu’s old unit left alive, as circumstances behind their various deaths are iffy at best, with only a few confirmed kills listed. The fact that her unit was called ‘Darkness Engine’ has Researchers and historians wondering if there actually was a ‘Darkness Engine’ of sorts or if Amaterasu was just exercising a flair for the dramatic…
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Ceremony Description
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Elemental Stones Needed: Mana Stone, Shiny Stone, Dusk Stone
Area & Time Conditions: Shrine and nine hours of meditation.
The Dark Kitsune and the tamer must lay the stones around the Dark Kitsune in a triangle and said Kyubis must focus on each of them for a total of nine hours. At the end of the ninth hour the three stones will swirl around her and get absorbed in her body with a flash and the evolution will take place. All Kyubis and their tamers have asked for the exact evolution method to be classified as that would ruin the surprise, a rather playful trick isn’t it?
Astral Vision [Psychic/Ghost] (EFT): Using her mind a Pokégirl will send out a brief glimpse of what she wants to happen in the fight to all opponents within 45 yards of her. It can cause fear and paralysis in weaker Pokégirls.
Area Illusion [Psychic/Magic] (EFT): A Kyubi can create an illusion of up to a mile around her to her whim, however, she is incapable of moving or attacking or she will make the illusion fail. Granted, she can control what happens in the illusion as what happens is all her doing.
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LADY LUCK, the Double-or-Nothing Pokégirl
Type: Very Near Human
Element: Psychic/Magic
Frequency: Extremely Rare
Diet: human style food
Role: entertainers, gamblers, good luck charms, casino workers
Libido: Average to High
Strong Vs: Psychic, Poison, Fighting, Curses
Weak Vs: Bug, Dark, Ghost
Attacks: Card Trick*, Dice Bomb*, Hand of Fate*, Rolling Slots*, Foresight, Pretty Wink, Blow Kiss, Metronome, Bestow Luck, Disable, Taunt, Whistle, Mystic Stare, Curse, Roulette, Hidden Magic, Second Chance Item
Enhancements: Enhanced Agility, High Psychic and Magic abilities through gambling-based
mediums (Cards, Dice, Slots, etc), Enhanced Hand/Eye Coordination, Aura of Luck, High Empathy
Evolves: None
Evolves From: Harlequins (Dream Stone)
The evolution of a Harlequin into a Lady Luck was only recently discovered by luck, when a Tamer's Bunnygirl happened to randomly stumble on a Dream Stone while the Harem was setting up camp, most likely accidentally left behind by an absent-minded Tamer. Eager to show her Tamer, the Bunnygirl apparently ran a bit too fast, tripping over her own feet and sending the Dream Stone flying right into the Tamer's Harlequin, beaning her right on the forehead. Needless to say, after the ensuing evolution, the Bunnygirl received a spanking and the Tamer received a very affectionate and very fortunate new Pokégirls.
Lady Lucks, upon evolution, lose much of their pranking tendencies along with their dark element and need for heavy make-up, though they enjoy a good laugh and will not get in the way of a prank when they see it as long as it isn't deadly. Instead, they gain the Magic element as well as an intense love and knowledge of games of chance.
Physically, they gain a few inches in height, becoming anywhere from 5'7" to 6'1", as well as becoming half a cup larger in the bust. Hair and eye color may vary, but they do gain a greater appreciation for eye-catching clothing, dressing in form-fitting brightly colored 'dresses' that leave only the breasts and crotch covered along with elbow-length gloves and thigh-high boots and/or stockings. Oddly enough, a symbol appears just below their breasts, taking shape of either a spade, club, diamond or heart. This symbol apparently has no special significance, save that a Lady Luck will almost always do their best to bare it. Some speculate it is the source of their Luck, others a sign of pride that they didn't end up like their poor cousins that ended up evolved into Jokettes.
Like their name suggests, Lady Lucks are immensely lucky for Tamers they like.. and unlucky for Tamers they don't, which usually manifests in a lot of little things happening, like finding money, losing money, being in just the right place at the right time.. or the wrong place at the wrong time. Needless to say, woe be to those fools who would attempt to steal or mistreat a Lady Luck.
In battle, a Lady Luck will use many techniques based on Chance. Metronome, Mystic Stare, Disable and Roulette are all known to her, and unlike most she will not hesitate to use these techniques. By providing a handful of dice, the Tamer has given the Lady Luck access to her Dice Bomb attack, while a deck of cards will bring about the Card Trick attack. At higher levels, Lady Lucks can summon these mediums out of thin air, and usually with a flourish, and will have access to the fearsome Hand of Fate technique and Rolling Slots spell. While all of these techniques are a gamble, Lady Luck wouldn't have it any other way.
It's interesting to note that no matter how much someone may try to cheat at a game of chance, the Lady Luck will always find a way to beat that person, making them ideal for work at casinos. They are also proficient in card tricks and slight of hand, though they never use these skills in a game.
On a side note, Lady Lucks will do their best to destroy a Jokette if they come across one, showing an intensity quite similar to how Vampiras treat feral Vampires. They do this out of a sense of duty, a price to pay for their luck, more than any intense hatred... though many Lady Lucks indeed feel hatred for their poor, misguided cousins.
New Attacks
Card Trick - This technique is similar to Feather Shuriken, allowing the Lady Luck to throw normal playing cards like shuriken, though the cards thrown will have an elemental affinity and chance to do a status effect based on the card number and suit. It starts off at 5% for aces, and moves up the number scale by 5% each, with Jack, Queen and King counting as 11, 12 and 13 respectively.
Spades --- Electric-based Damage, chance of Paralyze
Hearts --- Ice-based Damage, chance of Freeze
Clubs --- Fire-based Damage, chance of Burn
Diamonds --- Rock-based Damage, chance of Dizzy
Dice Bomb - The Lady Luck throws a pair of energy dice at the opponent, causing a series of small explosions that can be anywhere between 2 to a number based on the strength of the attack. A single explosion is similar to a strong Comet Punch, not enough to seriously harm on its own, but when repeated in large amounts, can turn out to be very dangerous. At lower levels, the energy dice thrown are only 6 sided. After level 20, these dice turn to ten-sided dice. After level 35, they become twelve-sided dice. Finally, after Level 50, they become twenty-sided dice, able to do a maximum of 40 hits.
Hand of Fate - By drawing five random cards, Lady Luck can call upon a random effect based on the combination of cards in her hand. Jokette cards are wild, and will help create the best possible hand
Royal Flush --- Lucky Blast! (The Ultima spell will trigger, causing massive damage to the target)
Straight Flush --- Elemental God (Summons an Elemental, similar to the Water God attack, based on the suit generated. Spades will create a Wind God, Hearts will call a Water God, Clubs calls a Fire God and Diamonds call an Earth God. The stats of each god are the same, though attacks vary from element to element)
Five of a Kind --- Jokette's Wild (The Jokette Card shines brightly, before emitting a weaker version of Smilex Mist, affecting everyone except the Lady Luck and Poison Types, causing everyone to fall in fits of laughter. The laughter isn't as strong as a Jokette's Smilex Mist, and wears off after half an hour, though usually this is enough for the Lady Luck to attack and knock out the affected Pokégirl.)
Four of a Kind --- Lucky Beam! (A multicolored beam similar to Hyper Beam will fire from the extended hand in the shape of the number/letter of the cards. The numbers/letters do not dictate the power of the attack)
Full House --- Bad Breath (A green mist emits from the glowing cards, enveloping the target in a poison cloud that deals all sorts of status ailments, leaving only Poison Types unaffected.)
Full House A's and 8's --- Dead Man's Hand (A dark energy builds in the cards, before causing a powerful surge to shock through the Lady Luck's system, dealing 75% damage to her and leaving her paralyzed.)
Flush --- Elemental Golem (Summons an Elemental, similar to the Water Golem attack, based on the suit generated. Spades will create a Wind Golem, Hearts will call an Water Golem, Clubs call a Fire Golem and Diamonds call an Earth Golem. The stats of each golem are the same, though attacks vary from element to element)
Straight --- Lucky Blessing! (Healing light engulfs the Lady Luck, her Tamer and her party, bringing them all to full health and canceling any status ailments they may be suffering from)
Three of a Kind --- Triple Guard (The spells Protect, Shell and Haste are cast on everyone in the Lady Luck's party, even the Tamer)
Two Pair --- Lucky Break! (The hand gets thrown at the enemy, the cards forming an energy sword that slices the target Pokégirl, inflicting a random Break technique based on the suit on the majority of the cards. Spade - Power Break, Diamond - Armor Break, Club - Special Break, Heart - Mental Break. In the case of a tie, the fifth card's suit shall be the Break that occurs. For example, A Lady Luck draws Two Pair, 5's and Q's, both pair with one heart and one diamond, and the fifth card if an Ace of Spade. When the Hand gets thrown, the Sword Break that occurs is a Power Break. If a Jokette is in a place where it is considered the tiebreaker between suits, then the rare Break All will occur, inflicting all four break statuses at once.)
Pair --- Scattershot (The hand gets thrown at the enemy Pokégirl, and the shuriken-cards double to strike the Pokégirl with ten non-elemental blasts)
No Viable Combination --- Junk (Lady Luck takes 20% damage)
In a case where a Jokette appears in a hand, causing it to be one of two or three combinations, the Lady Luck gets to decide which one it can be. For example, a pair of Aces, a Nine, an Eight and a Jokette are in the hand. In this case, the Lady Luck can make it into a Two Pair, to initiate the Lucky Break attack, or Three of a Kind to initiate Triple Guard. Or, in the case of two pair and a Jokette, the Lady Luck can use either the Full House effect, or, if the hand is lucky enough, the Two Pair attack using the Break All effect. In the case of two Jokettes, the Lady Luck gets more control of which attack is which... though there is a low chance of this occurring.
Rolling Slots - The Lady Luck creates a slot machine the same height that she is, bearing three large reels with a button on a device at the top of each reel. The slot machine then emits an aura which forces all combatants to face it, one combatant being chosen at random to act as 'leader.' The chosen 'leader' must then activate all three slots to stop their spinning. One of many results depending on the combination of lined up symbols will occur.
Symbols on Reel 1 - Symbols on Reel 2 - Symbols on Reel 3
BAR - BAR - BAR
Cherry - Cherry - Flower
Flower - Flower - Cherry
Pokéball - Banana - Banana
Banana - Cherry - Cherry
BAR - BAR - BAR
Cherry - Cherry - Cherry
Flower - Flower - Flower
Pokéball - Pokéball - Pokéball
Banana - Cherry - Cherry
Red 7 - BAR - Banana
Cherry - Banana - Pokéball
Flower - Pokéball - BAR
Pokéball - Cherry - Cherry
Banana - BAR - Cherry
Red 7 - Red 7 - Red 7
There are three different 'win lines' and they only work straight across, from left to right. The central win line effects will always happen first, followed by the top win line effects, followed by the lower win line. If only one line has a 'winning' combination effect, only that effect will occur. If multiple win lines have 'winning' combinations, then they shall occur in the stated order of middle, top then bottom. If no win lines have an effect, then the 'Trouble' effect will take place only once.
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RESULTS FOR ROLLING SLOTS
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Slot 1/Slot 2/Slot 3 -- Effect
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Red 7/Red 7/Red 7 -- CONGRATS! (Coins rain down from the sky, as the Lady Luck's party finds their money has increased by almost double. Holographic doubles of the Lady Luck applaud the target, as a banner appears in midair with the word CONGRATULATIONS on it! The target is led a safe distance away from the target or targets by the holograms, all targets under the hypnotic suggestion that they've won something grand, allowing for a quick escape by the Lady Luck and her party. If the target has items, they will sometimes fall out of the targets' pockets, allowing them to be picked up by the Lady Luck's party.)
BAR/BAR/BAR -- Lust Romance Dust (All targets are sprayed with an enhanced form of Lust Dust capable of affecting even males. They promptly fall in love with the nearest person and start making out with him/her, becoming readily compliant with his/her wishes. The effect lasts for one day.)
Cherry/Cherry/Cherry -- Vine Tentacles (All targets are trapped by living vines which attempt to violate them.)
Flower/Flower/Flower -- Multi-Dust (All targets are sprayed with Lust Dust, Bloom Powder, Buttsprout, and, if the targets are male, first sprayed with Gender Dust, turning them temporarily female.)
Pokéball/Pokéball/Pokéball -- Summon Esper (A random Esper is summoned and performs a powerful special attack.)
Banana/Banana/Banana -- Banishing Blast (A wave of energy wraps around all targets, lowering their stats by half.)
Cherry/Cherry/anything -- Cherry Bomb (A barrage of cherry-shaped firecrackers spit out of the machine, each one doing slight damage. But it does quickly add up...)
Flower/Flower/anything -- Curagun (5th level Cure spell used on all members of Lady Luck's party)
Pokéball/Pokéball/anything -- Switch sides! (One of the targets becomes trapped in a Pokéball and temporarily brainwashed to fight on the side of the Lady Luck.
Banana/Banana/anything -- Curaja (4th level Cure spell used on all members of target party)
Cherry/anything/anything -- Snacktime! (The favorite food of all targets, the Lady Luck, and her party will appear in their hands.)
No viable combination -- Trouble... (The stats of all targets will be doubled, with power increases happening accordingly.)
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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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LONER, the Wayward Pokégirl
Type: Very Near Human
Element: Dark/Psychic
Frequency: Rare (Crimson League)
Diet: near human diet, enjoys traveling foods (trail mix, jerky, etc)
Role: Last minute reinforcements, Errand runners, Recon
Libido: Low
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark
Attacks: Fade, Teleport, Shield, Psychic, Hypnotize, Foresight, Dark Blade, Ankoku
Enhancements: Psychic abilities increase from Goth state, telepathy, Enhanced Strength (x2)
Weaknesses: Extreme Wanderlust, Demophobia (fear of crowds or crowded places)
Evolves: Heroine (Works on martial arts, attempts to open up, Delta Bonded)
Evolves From: Goth (Loner Goth sub-type; normal)
Once a Loner subtype Goth obtains enough experience, she will naturally evolve into a Loner. Loners are peculiar Pokégirls that enjoy being by themselves as opposed to the normal pack mentality of other Pokégirls. They change little from their previous Goth form, loosing their pale skin and gaining a more varied taste in fashion, with a bust size of around a solid D cup. They also gain the Psychic element as their psychic potential increases greatly from their Goth form.
Loners recognize someone as their official tamer, though many have been known to totally leave abusive tamers in favor of someone else they've met in their travels. When a Loner likes her tamer, she maintains a low-level telepathic bond with him/her at all times, so that she can teleport to them in case of danger. Studies have also proven that Loners use the Foresight ability to avoid being captured while away from their tamers. In regards to personality, some may be aloof, others quiet and introspective, and a few have even been found to be cheerful and friendly, despite their extreme fear of crowds and crowded places. Because of the Loner's Demophobia, they avoid cities unless they can teleport from rooftop to rooftop. If released into a crowd, a Loner will begin to panic and immediately teleport away from the crowd in a random direction, usually to a place the Loner knows to be devoid of others. If this was done on purpose, the Tamer is guaranteed to lose the Loner as soon as she gets the next opportunity. If it was accidental (and there has to be proof for some of the more suspicious Loners), then the Loner is more forgiving, but will now insist on her ball being put into a pocket or backpack when in crowded situations.
Loners are also plagued with extreme wanderlust, and are addicted to the thrill of seeking out new places. While many times a Loner is alone when exploring, their libido can jump to extreme should their tamer be willing to brave a dark cave or cross a desert or forbidden forest with them. Unfortunately, this does sometimes lead to the demise of both tamer and Loner.
Though some recordings of Loners date back to the Revenge War, there are no living Loners from that time since Loners have average human lifespans. One sound theory based on eyewitness reports is that Loners were used to rescue high-ranking Pokégirls in Sukebe’s army when they were grossly outnumbered or near defeat. This would keep from having to remake leaders with experience in battle and free up the labs for more mass production of soldiers.
Thresholding into a Loner directly is rare, but usually comes from strong Goth ancestry. The girl in question will start becoming nervous in crowds and enjoy spending more and more time by herself- usually checking out places she's never been to.
Feral Loners are very rare, since they have a low libido and most come from Goths of the same type. Many Loners will coerce tamings from people who they meet in their travels. Feral Loners tend to become engrossed in exploring one area intimately, such as a cave, and are usually found there by wandering tamers.
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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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MACAVITY, the Cleric of Chaos Pokégirl
Type: Animorph (Feline)
Element: Dark/Psychic
Frequency: Extremely Rare (Unique)
Diet: Omnivorous
Role: Espionage, Courier, Bandit, Assassin, General Trouble making
Libido: High
Strong Vs: Poison, Psychic
Weak Vs: Bug
Attacks: Teleport, Agility, Backstab, Aura of Cute, Hypnotize, Hypnotic Dance, Telekinesis, Dark Mist, Ashen Wings, Fade, Shadow Dash, Psi-Blade, Dark Blade, Hazy Vision, Memory of the Dark, Dark Shield, Cocoon of Darkness, Confusion, Disable, Double Team, Lock-On, Aura of Doom, Metronome, Psycho Crusher
Enhancements: Legendary Qualities, Legendary Salient Qualities, Enhanced All-Around Senses (x7), Night vision, Constant Dark Goggles effect, Retractable claws, Enhanced Intelligence, Enhanced Strength (x7), Enhanced Agility (x16), Enhanced Endurance (x7), Aura-shifting, Can use Phase and Invis indefinitely
Evolves: None
Evolves From: None
No one is quite sure what to make of Macavity. And more and more researchers and government officials from EVERY league are becoming more and more certain that she greatly prefers it that way. She is the most famous of the Legendary Pokégirls, and the most well-known to the general public.
Macavity got her start during the Revenge War, like all the Pokégirls that came to be known as Sukebe’s ‘Legendaries.’ In truth, she was actually the first of the Second Generation of Legendary girls to make a public appearance, and soon after made herself the most visible. After the deaths of Infernus, Mountaintide, and Storm Gail, Senator Linda McKenzie was making a public speech for reasons that were not in the discovered documents on the day it occurred. Macavity appeared in the center of the crowd, dancing and singing her way up to the stage, disarming Linda’s guards (by ripping their arms off). She grabbed Linda, taunted her mercilessly, and teleported away with her. It’s believed that Sukebe sent Macavity to bring the woman he viewed as responsible for his problems and punished her accordingly. Historians do not wish to speculate what happened to Linda after Macavity brought her to Sukebe…
Macavity is a tall Pokégirl, standing seven feet and six inches in height. Her fur was colored in varying shades and stripes of red and orange, giving her the appearance of being living fire at times. Her hair was kept unkempt, in a wide flowing mane that stretched down to her back. Her tail is longer than her legs, and is very prehensile. Her body is very beautiful, elegant and muscular without overdoing the effect, curving in all the right places, a pair of large, E-cup breasts adorning her chest. Her favored outfit tends to be a black leather halter-top that left little to the imagination and a pair of form-fitting shorts, cut high on the legs to give them maximum freedom of movement.
As mentioned earlier, Macavity was the most ‘visible’ of the Second Generation Legendaries during the Revenge War. She would frequently appear in human encampments, teasing and taunting the soldiers there, stealing their weapons and destroying them before they could be used. She seemed to crave the attention, enjoy having all eyes on her. Yet at the same time, more often than not there was also an incursion of other Pokégirls into the encampments, Macavity’s actions causing a distraction that would prove fatal for the base. There have also been documented after-the-fact accounts of Macavity sneaking in under total anonymity, nobody knowing she was there until after she had completed her task, be it an assassination or theft or delivery of a message. In each case there was only her trademark laughter to mark her presence.
Near the end of the Revenge War, Macavity began to associate with Atmuff. The two were decidedly NOT friends, and Atmuff seemed to detest the other Legendary’s presence. She hung around anyway, as she apparently liked Atmuff’s capacity for causing chaos. Soon after this started, Macavity became the first Legendary Pokégirl to openly oppose Sukebe’s actions. Her quoted reason for this decision: “Humans were too interesting to let die out.” It’s known that she had a hand in the training of the Cheshire breed of Pokégirl, a last remaining bit of sentimentality for her creator, and it’s rumored that she actually created the Mistoffeles breed of Pokégirl herself. Since the end of the Revenge War she has kept mostly to herself, appearing periodically during chaotic events. Most of them ones she has caused to liven things up.
One of the more infamous incidents of events she has caused was the Wreckball Riot of 260 AS. It was a championship match, and the entire city was watching the events unfold in what was regarded by sports fans as the greatest, most intense matchup of all time. Then, in the final seconds of the clock, just as the game winning goal was about to be kicked… the ball vanished, leaving several confused players from both teams lying in the dirt and looking around. Macavity then appeared in the lap of some hapless Tamer, giving him the Wreckball she had just stolen off of the field and shouting ‘Present for Master!’ at the top of her lungs. She then kissed the hapless young man, cuddling him lovingly. Naturally, however, she disappeared when the rioting started, the fans going insane with rage at having so intense a match interrupted by Macavity’s pranks.
In terms of abilities, Macavity has several unique abilities that reflect her rather bizarre nature. Her attack list consists primarily of defensive and disorienting moves, and she can also phase and turn invisible as if she were a ghost type. In fact for years it was suspected she WAS a ghost type. She also seemingly has the ability to defy the laws of physics and science on a regular basis. Her ‘phasing’ is different than others as she seems to able to pass through objects without turning intangible. She also appears to have shape-shifting abilities, as she has been known to appear as an object one minute and then as herself another. However, in the few blood samples collected from her during capture attempts and studied, she was shown to have no shape-shifting or illusionary powers of her own. It’s assumed that she knows magic of some kind, but with Macavity you just never truly know. She has the ability to radiate Auras of differing ability, usually to help her win over a target or just to confuse people. Her Aura of Darkness is known for being able to evolve certain Pokégirls that are exposed to it. Her most befuddling ability is the fact that she seems to be able to ignore the laws of gravity at her own convenience. She can walk up a wall as if she was walking on solid ground, and at times even walk through the air as if there were solid ground under her feet.
Macavity is… unpredictable, to put it in the politest possible terms. She despises the predictable and boring, and takes being called such things as a murder-worthy insult. She lives for herself, although she has been known to occasionally help those who earn her affection, or are interesting enough to attract her attention. Granted, Macavity taking an interest in you is usually a bad thing, as chaos is bound to follow you… Her personality is impossible to pin down, as on some occasions she may be as meek and playfully friendly as a Kitten, on others as sensual and sexually aggressive as a Hentaicute, on others as cruel and cold as the worst of killers, there is no one standard. Her moods are as variable as the weather and can shift in an instant.
Macavity, much to the bafflement of many, has enjoyed a tremendous amount of popularity. Cat-type fanciers adore her, and to some she is the pinnacle of all cat breeds. To others she’s a menace, a trouble-making terrifying monstrosity that should be put down and made into a pelt. Blue League officials in particular would like her head on a platter, as she seems very fond of causing trouble there. One thing that people agree on is that viciously playful nature, her penchant for trouble-making, her raw cunning and intelligence, her desire to be in the spotlight and her sheer elusiveness make her a Pokégirl to be reckoned with. The only good qualities of Macavity’s that people can agree on is her affection for the human race, something which has led her to openly oppose Limbec Pirate raids during the time of Mephaesta, and the fact that she seems to be able to disrupt Jenova’s ability to ‘make things go wrong.’ Every time Macavity encounters Jenova, Macavity becomes very affectionate towards the destructive Pokégirl, always kidnapping her and dragging her off for Taming sessions that last a great long time. Sometimes Macavity has allowed Camera Girls and their Tamers to follow her and record the sessions, which sell for tremendous amounts of money.
There is some knowledge about Macavity that can be verified, however, and we have one person to thank for that. In 262 AS, World-travelling tamer Bellerophon Jones, famous for his various misadventures, encountered Macavity while evading a group of Team Scorcher thugs that were chasing them. He and his pet/companion, a Titmouse named Karen, evaded their pursuers by hiding in the rafters of a warehouse until they gave up the chase. However misfortune came upon him when a rotted beam gave way, Karen falling from a great height and landing on Macavity, who had been in the warehouse looking for something to eat. The Legendary was knocked out by the impromptu landing of the Titmouse, Bellerophon capturing her out of lack of knowledge of what to do with her. (Macavity has since become VERY wary of Pokéballs since then.) Bellerophon took her to the Pokécenter and just barely managed to placate the angered legendary, his insolent, straightforward, and smart-aleck manner appealing to the chaotic Pokégirl. The two had a short-lived alliance, recorded in the various highly popular movies based on his life, Bellerophon’s harem growing to include a Pegaslut, a Chimera, and a Seraph, among other rare breeds, Karen evolving into a Tigermouse.
After Bellerophon’s retirement and Macavity subsequently going off on her own, he let himself be interviewed by PLC officials, who discovered that Macavity has a great desire to become a mother, and tremendously despises Sukebe for leaving her and her sisters barren. This would explain a great deal about some of Macavity’s more bizarre thefts from scientific facilities and magical research facilities. Some have made the suggestion that a possibility of this might allow her to be controlled, but those people are generally disregarded as being very naďve.
One major development from Macavity’s time with Bellerophon Jones is that she now periodically picks a Tamer to focus her attentions on. There’s zero commonality between those she has picked, so her criteria for her choices is unknown. The only common link between them is that soon after Macavity enters their lives, they become MUCH more chaotic and interesting.
Macavity is a dangerous Pokégirl. She cannot be pinned down to a single alignment, and predicting her actions is near impossible to do. She prides herself on her chaotic nature and refers to herself frequently as a cleric of chaos. And considering her history, this may be the most accurate way to describe her…
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Macavity’s shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below).
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Macavity has No Weakness (Level 69). If she were to face a Bug-type Pokégirl or anything else that was considered Strong Vs Dark or Psychic, at or below level 69, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirl at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Macavity’s lexicon of special attributes:
Physics Disruption: Macavity seems to be able to defy all known logic and scientific laws. She can move through walls without seeming to phase, shape-shift without having any genetic shape-shifting abilities, and even ignore gravity.
Auras: In addition to the Aura of Cute and Aura of Doom abilities, Macavity has the ability to radiate several other kinds of Auras that allow her to control the mood of a situation. These Auras include, but are not limited to:
Aura of Fright: Macavity projects an aura around herself that creates a feeling of intense, irrational fear in those in the aura’s radius.
Aura of Darkness: Macavity projects an aura around herself that creates a feeling of numbness, an almost deathlike state, in those in the aura’s radius. This has a 70% chance of causing the Blind status effect in weaker Pokégirls and is known to be able to evolve certain cat-type breeds into other Pokégirls.
Aura of Madness: Macavity projects an aura around herself that creates an intense feeling of dementia in those in the aura’s radius.
Aura of Lust: Macavity projects an aura around herself that creates intense feelings of lust in those in the aura’s radius.
Aura of Backfire: This aura so far is only a rumor, as Macavity is always seen to have a sort of glow about her when she encounters Jenova. Presumably, it causes the abilities of the user caught in the Aura’s effect to, as stated, backfire on themselves.
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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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MARYANN DREW, the M.A.D. Pokégirl
Story/Series This Pokégirl Is From: Fossils
Type: Very Near Human
Element: Magic/Psychic/Dark
Frequency: Extremely Rare (Who's nuts enough to slap an Angel Stone on a Jokette)
Diet: Human-style, presumed also to feed on laughter
Role: entertainers, clowns, expert victims
Libido: Average to High
Strong Vs: Ghost, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: Cry, Teleport, Tackle, Telekinesis, Wrestle, Quick Attack, Flash, Blur, Slash, light spellwork, Permeable, S.E.P., Breasts of Steel
Enhancements: Enhanced Hearing and Eyesight (x8), Agility, almost totally fearless, intelligent
Evolves: None
Evolves From: Jokette (Angel Stone)
MaryAnn Drews are perhaps the reason Jokettes are so nervous around Celestials. Like a Harlequin's exposure to a Mana Crystal, a Jokette's exposure to an Angel Stone opens her mind to a life-changing, cosmic revelation. She suddenly realizes that the Universe is a vast, uncaring place. The difference is the MaryAnn Drews do not want to share this information. They cherish others' ignorance of the Truth, and will do much to distract others with humor. They retain the Jokette's love of practical jokes, however they prefer humiliation and degradation to killing. Unlike the other tricksters, they don't trust others to appreciate their jokes, they are their own favorite `victim`, with Harlequins and Jokettes as a close second. E.g., A dozen people will walk through a door, the MaryAnn Drew will be the one who gets the bucket of whitewash on her head, the one she secretly put there. And they can look absolutely miserable better than any other Pokégirl. They will often use the Cry technique when they fall victim to their own or another's joke, people will either immediately go to comfort her, or laugh cruelly at her predicament. This is fine with a MaryAnn Drew. Physically, they still have the chalk-white skin, green hair, and blood-red lips. A notable difference is the appearance of black teardrop-shaped marking under one or both eyes, as if they were eternally crying. They are still capable of the large, frightening grins, they also can frown pathetically to nearly the same extent. They retain the comically large breasts and revealing, purple clothes, they often add to their costume top hats or elaborate headdresses that they cannot release. While they can take them off their heads, the hat won't stop touching some part of their body unless physically wrenched off by someone else. Even then, it will be a struggle, easier to tear her arm off, rather than the hat sitting on her palm.
MaryAnn Drews will use their abilities to defend their Harem-sisters and Tamer, they prefer to use Permeable in preference to other defenses and attacks, and will often leap into the middle of an enemy formation and release their stored attacks. They also enjoy using Breasts of Steel, enticing a foe in with their huge, soft breasts, then grabbing and slamming a foe's head against her suddenly rock-hard breasts.
The MaryAnn Drews has an unusual Feral state. When Feral they often sit in one place, and watch the world go by. Without physically attacking them, getting them to react is almost impossible. In Harems, they have one serious drawback, they will attach themselves to the biggest 'stick-in-the-mud' in the Harem, a Pokégirl who takes herself or the world too seriously. The MaryAnn Drew will try desperately to convince that Pokégirl to assist her in her pranks, driving their convert to distraction. She will also share the blame for pranks with this target, even if the other Pokégirl had nothing to do with the prank. Like the other evolutions, April Fools Day is a day of insanity, but she will seek out and prank any Trixies, Harlequins or Jokettes she can find, in preference to other breeds. It can be safely said, the other prankster Pokégirls are not fond of being one-upped, or being the victim, rather than the victimizer.
Permeable: An odd variant of Phasing. When the using Permeable, the attack strikes the target and remains `stuck` within the target, without damaging them or delivering any effect, other than walking around with an arrow through her head or a firebolt through her chest. The effect lasts for five (5) minutes and the user can either dissipate the attacks safely, or hold them at full force. After this five minute period, she can take three minutes to harmlessly dissipate any `retained` attacks, without them going off, or she can release them to let them fly off in random directions, or she can let them affect her normally.
No attacks of any kind are possible while this defense is active, nor during the dissipation time, and the released attacks cannot be reaimed. Nor can it be activated again for five minutes after shut down, although the three minute dissipation period counts as part of the recycle time.
All forms of attacks can be `restrained` this way, except a physical blow (punch, kick, etc.) Weapons can be held, e.g., A Magic Punch could be retained, a Comet Punch could not, however, Elemental Blades and Elemental Blades Mk II can be retained, as can any other weapon from swords to gunfire.
The danger in punching or kicking a MaryAnn Drews using this technique, is that breaking her concentration will result in a random release of the attacks she has restrained, like punching a live grenade, it doesn't aim, but you're closest. Likewise, if the MaryAnn Drew is still in the radius of a released attack, she will be affected normally.
Typically, the only thing a MaryAnn Drew will do when using this technique is stagger around, intercept more attacks, and proclaim her impending demise. She cannot use any other attacks and will rarely use other abilities or defenses. It should be noted that any Pokégirls engaged (enemies or allies) who are given the choice in their targets, will shoot her in preference to anyone or anything else on the field.
Therefore this technique is banned in League-sponsored matches, unless the MaryAnn Drews is actively participating in the match (as combatant, not a bystander or reserve) and the judges typically suspend any time-limits restrictions for the duration.
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MEGAMI, the Goddess Pokégirl
Type: Very Near Human
Element: Psychic/Magic (Celestial)
Frequency: Unknown (all leagues)
Diet: human style diet
Role: varies
Libido: varies
Strong Vs: Poison, (Varies)
Weak Vs: Sad faces, crying, (Varies)
Attacks: Smile, Cry, Aura Barrier, (all others vary)
Enhancements: Unnatural Beauty (or Cuteness), (all others vary)
Evolves: Demon-Goddess (E-Stone Ceremony), Megami-sama (Angel Stone, several conditions must be met)
Evolves From: Cherry (mechanism unknown), Drag King (mechanism unknown), Goth (by Sarcastic Goth sub-type only; mechanism unknown), Rooder (Passing the Trial), Kamichu (if very kind-hearted), (others possible)
Megami are the most mysterious of the Pokégirls. The number that exist is unknown as the number seems to change every time there's a poll. It is not recorded if there are feral Megami or not. There is no set description for a Megami, as they come in all shapes and sizes.
However, all Megami tend to be very attractive or cute, if not outright beautiful. No information exists to answer the question, "Do other females spontaneously evolve INTO Megami?"
Not much is known about Megamis because few people understand how they even GOT a Megami when they think about it logically and those who do have a Megami either don't ask or don't think it's a big deal. When a Megami shows up, they are acknowledged as if they had always been there. However, it is when a Pokégirl that is already a part of a harem evolves into a Megami that there are many questions from the Pokégirl's Tamer and other Pokégirls to be answered. Unfortunately for them, it is rare that any Megami give any straight-out answers to such questions. It is the mystery that compels people to ask, but it's the sly smile of the Megami that is given that is the only answer.
The only consistent numbers of Megami are from Pokécenters and hospitals, where Megami are often found with various other nurse-type Pokégirls. However, even these numbers tend to fluctuate somewhat when disasters occur, and Megami from who knows where flock to the area to help tend the wounded and assess the situation. And the few times that this has been seen, it was soon found that some sort of Infernal Pokégirl, Widow, or dark plot was involved in the same area. It is assumed by most researchers that many Megami will only gather in one place if it is a supreme event, and few wish to ever see such an event.
Megami can only be assessed as individuals when it comes to their own strengths and weaknesses. Statistically speaking, they have no average stats when compared to other Pokégirls. They are either excellent at something, or lousy. As such, their skills, attacks, defenses, and most enhancements are unknown until they are studied. And as no Megami allow themselves to be studied by anyone other than their Tamer, obviously one can only take a Megami at face value. As Celestial Pokégirls, Megami excel in vague remarks and keeping secrets, although only some of them consider it necessary to be completely vague in most anything of true import to them. The only way it has been found to get a straight answer from a Megami when regarding events to come, or something that they know but she is unwilling to speak of, is to trick them. This can be difficult, or simple, depending on the individual. Some Megami don't worry so much about this, however. Still, a number of Megami that have been reported show that they enjoy being vague.
There are, however, some standards among the Megami that have evolved from certain other Pokégirls. For example, Megami that evolve from a Cherry still lactate, but may use their enhanced magical abilities to change the effect of their milk from simple sweet and nutritious to act as a sedative, to induce lust, act as a healing drink, or other such effects. Megami that evolved from a Drag King may sometimes be mistaken as men, at times of their own choosing. Megami that evolve from a Rooder show a preference to drinking Lavender Water and creating Holy Water. Those that evolve from a Sarcastic Goth tend to retain their penchant for snide or biting comments when dealing with others, including her own tamer. These Megami also retain most, if not all of their attacks from their previous evolution. Researchers are attempting to discover if they can trace a Megami's previous evolution through this knowledge, but no progress has been made as of yet.
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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 respected individual in attendence.
Ceremony Itself: This ceremony is quite simple. When the Megami feels the time is right, she will admit her selfish ways are stronger than her need to follow the greater good. Her witnesses, an individual or individuals, whom she respects greatly (or even a legendary in attendance, perhaps) must hear her and believe in the truth that she speaks. When her mind and being believes her words fully, and with all four different evolutionary items placed nearby, the evolution items will activate and the Megami will evolve into a Demon-Goddess. Wearing an Everstone does negate this, however.
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MEGAMI-SAMA, the Unpredictable Divine Pokégirl
Type: Very Near Human
Element: Magic/Psychic (varies) (Celestial)
Frequency: Extremely Rare
Diet: human style food
Role: Megami-sama's of retired Tamers can be found in public service facilities serving in caregiver or advisory positions
Libido: varies from Low to High
Strong Vs: Ghost, Dark, varies
Weak Vs: Dark, Magic, varies
Attacks: most attacks vary (with angel call being the exception). Common are: Bestow Luck, Lightning, Teleport, Triple split, and Heal (Other)
Enhancements: Extremely high psychic or magical abilities
Evolves: None
Evolves From: Megami (Angel Stone, several conditions must be met)
The Megami-sama is the evolved form of the Megami. Not much is known about this species due to the fact that they only evolve when attached to a Tamer and few no Tamer will let their Megami-sama be studied. Like Megami all Megami-sama are unique and can have wildly different powers. When a Megami evolves to a Megami-sama several conditions must be met: First, the tamer must have a Delta-bond with his Megami. Third said Megami-sama must be between the ages of 23 and 30. When these conditions are met all the tamer must do is have his Megami come in contact with an Angel Stone then evolution will occur.
After evolution their physical form matures further and power increases exponentially. The increase in power in a Megami-sama is so great compared to a Megami that most leagues require tamers to buy higher quality limiter earrings with the Angel Stone in order to prevent dangerous accidental magic discharge. Many Megami-sama also require moonstone bracelets to prevent excessive power drain from over-exertion. It has also been suggested that the fading "the Megami, Megami-sama equivalent to going feral" is due to them being such an empathic species literally they need the comfort and love of others to survive not so much the taming sessions. This would show these species to be emotional symbionts, needing support and love from others to live, and in turn returning and encouraging its growth.
Angel Call: The technique Angel Call is often learned 24 hours following evolution. When learned a floating sphere out of which an Angel or Cherub hatches, the Cherub is in fact a reflection of the Megami-sama's true heart, will only respond to its name, and possesses an affinity with the element Rock, Fire, Water or Electric. This technique can be used for attack, defense (create a temporary shield), or effect (amplifying the Megami-sama's powers for a short time).
This technique though power full does have its weaknesses. An angel can be banished by causing it to faint, which the weaknesses of its elemental affinity can help. Also when an Angel is banished the Megami takes a drop in health anywhere from 1/4 to 1/2 and cannot use the technique until they have rested or been healed.
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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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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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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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OCELOLITA, the Little 'Chaotic' Kitty
Type: Not Very Near Human to Near Human (Feline)
Element: Magic/Psychic
Frequency: Uncommon
Diet: Omnivorous, favors meat
Role: Mostly scouts, hunting, and patrol detail
Libido: Average, Monthly peaks
Strong Vs: Fighting, Poison, Mouse and Bird Pokégirls
Weak Vs: Bug, Dark, Ghost, Canine Pokégirls
Attacks: Scratch, Slash, Pounce, Teleport, Aura of Cute, Reflect, Metronome, *Hang Time, *Magic Use
Enhancements: Enhanced Olfactory Sense (x3), Enhanced Strength (x2), claws, Enhanced Agility (x4), Nightvision (x5), Improved Balance, Magic Affinity (‘Wild Magic’)
Disadvantages: Trouble Magnet, ‘Wild Magic’ User
Evolves: None
Evolves From: Merrowl (Mana Crystal)
One thing to remember if you are ever the owner of an Ocelolita: Expect the unexpected.
Ocelolita are perhaps the most interesting of the Merrowl evolutions, as no two Ocelolita are alike. Their looks, personalities, and magical abilities can vary greatly from Pokégirl to Pokégirl, as the breed as a whole seems to demonstrate their nickname of the ‘chaotic kitty’. Generally, however, Ocelolitas tend to be short and slender, with at least rounded feline ears and a tail covered with alternating black splotches, stripes, and rings with the fur being anything from a golden tan to white. Many of the breed look rather young, some of the furrier types being mistaken for Cheetah Pokékits. Even the most human looking Ocelolita has functional claws, allowing them to climb trees with ease. Along with their acrobatic skills, Ocelolita are unparalleled in the trees, even amongst other cat types.
Unlike other forms of magic, Ocelolita use a unique form of chaotic magic dubbed ‘Wild Magic’ by the various magic schools. Wild Magic, compared to normal magic, is much messier, drawing incredible magical power in but not focusing it at all while casting a spell. As such, each time an Ocelolita uses her magic for a particular spell; it may work doubly well, normally, not at all, or cause an array of effects that wouldn’t normally happen with the spell. One well documented case that circulated around the internet for some time was a video recording of an Ocelolita who attempted to magically summon a contracted Pokégirl, but caused the weather to rain string cheese and tuna for three days in the town of Prick. Luckily, their teleport ability is psychic in nature.
The average Ocelolita doesn't mind showing off her powers. In fact, she enjoys getting her Tamer into trouble, then using Teleport to rescue him in the view of a crowd. She's as playful as a Tick-Tock and as cunning as her similarly-magical cousin the Mistoffeles, with whom she shares a friendly rivalry. It's all a game to her. Whatever disaster happens (or she causes), Ocelolita generally laugh things off, as surprisingly, no ally or bystander has ever been seriously injured by a spell gone wrong with the exception of the Ocelolita herself. Many Tamers who own an Ocelolita simply have her focus on her other attacks in battle, since most of her magic attacks are too much of a dice roll for many tamers to trust them. However, Ocelolitas are excellent at using their psychic talents to cling to surfaces and get more out of their already powerful leaping and climbing abilities, so only terrains on which one would be bad at fighting are water and flatlands. Favored tactics are using Aura of Cute to charm an enemy into slowing down, then Teleporting and Slashing them to bits from behind, or, if facing a bird-type, simply Pouncing and Slashing. They work well with speedy Pokégirls like Sonica. Sex combat doesn't come nearly as naturally, but they can be taught. When not in a league sanctioned match, their favorite move is one the breed claims to have invented, Metronome, which seems much more powerful when wielded by Wild Magic.
Overall, Ocelolitas are loyal, affectionate, slightly submissive and somewhat nymphomaniac Pokégirls. For such a speedy Pokégirl, it's a bit of a surprise that Ocelolitas prefer to be Tamed slowly, and with as much foreplay as possible. They like being petted and stroked at all times, but especially during sex. Their personalities are varied but tend toward outgoing and friendly with a bit of an adventurous/mischievous streak.
Feral Ocelolitas loose enough intelligence to make spell casting impossible, but they still tend to be craftier than the average cat-type. Feral Ocelolitas are usually found in forested areas of the Slot League, the Silver River League, and southern parts of the Orchard, Indigo, Johto, and Sunshine Leagues. They use their agility and climbing abilities to hunt bird- and rodent-type Pokégirls, and are a true pain in the ass to catch. Try using a bird- or rodent-type as bait, then switch them quickly with a Dark Pokégirl or a Ghost Pokégirl when the Ocelolita appears.
Threshold into an Ocelolita is rare, though a good sign of threshold is extremely strange happenings and the life of the girl in general becoming more chaotic. Threshold Ocelolitas have a hard time adjusting to their new lives and the urge to climb and hunt. Most of their families use mild sedatives to keep them from becoming too jittery, popping off wild magic, or chasing the household Mousewife while they line up prospective buyers or contact the nearest Pokégirl ranch.
Hang Time (Psychic EFT) - Using a low level telekinesis field, a leaping Ocelolita seems to slow, and can literally change her course in midair. Also can be used by a falling Ocelolita to soften her landing and make sure she lands on her feet.
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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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PSI-DYKE, the Man-Hating Pokégirl
Type: Humanoid/Near Human
Element: Psychic
Frequency: Rare
Diet: carnivorous (ferals prefer raw freshly-killed meat)
Role: Anti-Human Psychic Task Force
Libido: exclusively lesbian, moderately High
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Teleport, Quick, Agility, Telekinesis
Enhancements: Night vision, unique skin, functional claws
Evolves: Psivamp (Moon Shard), Psilady (battle stress)
Evolves From: None
Psi-Dykes are not common for many reasons, not the least of which is their carnivorous eating habits.
Threshold and Domesticate Psi-Dykes look Near Human so long as they don't become feral. Psi-Dykes don't have a unique appearance, but all Psi-Dykes have a unique skin takes on a smooth, almost oily, texture. Their skin allows them to resist 'pruning' in water and gives them a silken touch.
Feralborn Psi-Dykes, a true rarity, and any Psi-Dyke who DOES go feral do not look very humanoid. Their skin turns a faint turquoise color and looks almost scaly, even though it isn't. Their eye colors usually invert (save for their pupils), and their claws lengthen to an inch, but become retractable. When feral, Psi-Dykes have a tendency to separate things into that which can be mated with and that which is food. Everything else is a concern only in how it can be used to get either more things to mate with or more things to eat.
If Domesicate or a Threshold Pokégirl takes a female human lover, she will return to her Near Human appearance, save for her claws, which remain retractable. Their psychic powers are considerable and only the strongest willed of female Tamers has been known to keep in control of a Psi-Dyke when she's "in the mood".
Feralborn Psi-dykes have also been known to cause some dismay due to their habit of swallowing live rodents whole, though some have adopted a more civilized habit of biting the heads off before devouring their meal. Domesticate or Threshold Psi-Dykes may seek out a Khangasscunt or a Chickenlittle to fulfill their meat needs.
When feralborn or domesticate born, Psi-Dyke instinctively hate males, and it's believed that they may have been made as an attempt to keep Pokégirls from going feral and joining mankind. Domesticate Pokégirls can usually keep their hatred in check to the point that they can be nice to men who are well-mannered or good at heart; but Feralborn Psi-Dykes have a harder time tolerating any man.
Threshold Pokégirls do not arbitrarily change their opinions about men, but slowly find themselves less and less attracted to male until only bishounen-esque men (i.e. men who are pretty to the point of being feminine in appearance) can even begin to arouse them. Eventually, 95% of all threshold Psi-Dykes will find that the strongest relationships they can have with men is purely friendship. Threshold Psi-Dykes are the most likely to even attempt to engage in a heterosexual relationship, but find themselves requiring female companionship as well, due to the fact that Psi-Dykes are among the rare Pokégirls whose taming cycle is 100% satiated from taming from a female, while a taming with a male will result in only 10% effectiveness. As such, it requires five tamings to get them as satiated as a normal Pokégirl would be with a female tamer.
In the rare even that a male tamer winds up with a Psi-Dyke, it's suggested that they get a Dark-type Pokégirl or a trusted Pokégirl (i.e. bonded to the tamer) to be the Psi-Dyke's regular lover.
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PSIFEY, the Tactical Fairy Pokégirl
Type: Metamorph
Element: Psychic/Magic
Frequency: Rare
Diet: Berries, Pokéchow, smaller human-style foods
Role: Strategist
Libido: Average to High
Strong Vs: Poison, Fighting
Weak Vs: Plant, Fire
Attacks: Foresight, Aura Barrier, Double Team, Psychic, Hypnotize, PsyVibe
Enhancements: Flight, Size Alteration, Speed (x4 in small form, x2 in standard size), Enhanced Agility (x3), Enhanced Eyesight (x2), Temperature Tolerance
Evolves: None
Evolves From: FairyCute (Psi Crystal), FairyCuter (Psi Crystal)
Good things do sometimes come in small packages. Of course, such packages are always better, in most tamers opinions, when the package can shift sizes to become more human-sized in general. Originally designed to lead Fairy-type Pokégirls and coordinate their sabotage with their larger and stronger Pokégirl sisters during the Revenge War, the Psifey was then produced in fairly large numbers to support large numbers of the Pokégirl troops against the human soldiers. Their smaller stature made it almost impossible to attack at any range, but most especially from the ranges that human snipers typically worked at in order to pick off the leaders of the Pokégirl troops, who were mostly human-sized and therefore easier targets. After the war, the Psifey were lost to attrition as more and more went feral and were killed by other, more aggressive feral Pokégirls. Others were killed by humans while in their more human-sized body, in an attempt to try and stave off going feral. In 62 AS, this breed was discovered as a viable Pokégirl for tamers and for defenders of surviving towns and villages. Using their psychic abilities to coordinate the defenders and their magical techniques to detect not only their opponent but also their likely battle choices, the Psifey quickly became known for their innate powers to assist and lead, rather than fight in the forefront of battle. Using Foresight to gain knowledge of what her target will do next, the breed is known for using her magical abilities and other techniques to strike back or wear her opponent down, until an ally can arrive to finish the target off.
Other than the Pokégirl’s typically (and trademark) small size as a fairy type and her fairy-style pair of wings, the breed looks remarkably like human females. The Pokégirl’s skin color is often of human-standard shades, though some rare few have skin in various shades of gray. Likewise, the eye color for the breed are all human standard, though the possibility of heterochromia iridium (a condition where one of the Pokégirl’s eyes is one color, and the other eye is a completely different color) are for some reason much higher than with any other human or Pokégirl breeds known (studies show that about 1 in 1,000 of this breed have this condition). Though somewhat curvier than either of their pre-evolutionary forms, no Psifey has been recorded with breasts larger than a modest B-cup while in their human-size. Their wings, normally insect like, are merely a pair that extend to a length of twice the length of the Pokégirl’s height per wing. Because of their wings, but mostly due to the breed's seemingly overwhelming urge to not be bothered with such fuss, most of this breed tend to refuse to wear much, if anything, if they can get away with it. Their temperature tolerance allows a Psifey to survive in extreme cold and heated temperatures alike, all without the need of 'outside' assistance.
As a Psi-crystal induced evolution, this breed is almost impossible to find in the wilderness, and are practically always domesticated at some point. The Psifey, when feral, is quite paranoid and always looking for a hiding spot while trying to keep herself safe- to the extent of forsaking contact with any other Pokégirls or humans in general. It's only when they must eat, or must flee, that one might be found outside of some safe hiding spot. They do retain some intelligence, however, in that they can recognize potentially dangerous Pokégirls or humans, and respond accordingly. In a harem setting, this breed excels as a Tamer's Beta, her strategically-oriented mindset giving her an edge over many other Pokégirls and assisting her tamer in various ways, such as taming schedules, taking care of conflicts, and mediating arguments. There have been no known threshold cases of this breed, leaving researchers to believe that the only way to obtain the Pokégirl is by luck or by evolving one of her two pre-evolutionary forms into a Psifey.
This breed adapts to almost any type of taming, though the breed in general dislikes certain types of taming. Anything anal, for instance, is something that according to studies that no Pokégirl of this breed willingly allows. There are of course exceptions to most rules, and so it is likely that some Psifey may loosen their morals for the right tamer. Other than this peculiarity, the breed enjoys a good taming with both males and females, not particularly choosy for the most part. However, Dildoqueens tend to scare the breed, especially the ones that possess very large genitalia. Each season, save for winter, a Psifey's body becomes extremely sensitive for a span of two days, during which she may attempt to entice her tamer and/or her harem-sisters into taming as much and as long as possible. One thing to keep in mind also is that like a HentaiCute, Psifey enjoy playing the same game of 'Living Dildo' with her various partners during a Taming Session. Whereas a FairyCute and her other evolutions utilize the Living Dildo as a basic sex attack at best, the PsiFey has evolved this capability with the use of her own psychic powers to derive enjoyment for both herself and her partner while taming.
PsyVibe (S.ATK 85, EFT): This attack can be used one of two ways. The first is when the user is only 1/6 of her standard size. At this size, the Pokégirl's body itself can be used as a living dildo. The Pokégirl creates a telekinetic field around herself which causes the very air around her to vibrate. In effect, this attack turns the Pokégirl’s body into a living vibrator. The second way this attack can be used is when the Pokégirl is her full size and is being tamed (rather than being the one taming). She can use the same technique at full size, though obviously cannot be used as a living dildo at this particular size. Has a 50% chance of causing Attraction and increases chance to bring target to orgasm (male and female) by 30%.
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PSILADY, the Emotional Psychic Pokégirl
Type: Very Near Human
Element: Psychic/Dark
Frequency: Rare
Diet: Human style foods, Emotions
Role: Confidants, emotional support
Libido: Average
Strong Vs: Psychic, Poison
Weak Vs: Bug
Attacks: Psychic, Confusion, Teleport, Foresight, Dark Blade, Dark Shield, Dark Bomb, Heart of Darkness, Psi-Blade, Double Team, Ecstasy Bond*
Enhancements: Empathetic Aura, Enhanced Empathy (x3), Enhanced Speed (x2), Enhanced Agility (x3), Moderate Telekinetic Capabilities
Evolves: Psiqueen (Delta Bond + Shiny Stone)
Evolves From: Psidyke (Dark Stone)
The discovery of the Psilady was perhaps one of the greatest blessings that evolutionary stones visited upon the world. Evolving from Psidykes via a Dark Stone, ironically, the breed is overall far more pleasant and, thankfully, much less inclined to lesbianism and violence, the latter of which can be attributed to the empathy from which they draw their name. Strange amongst the psychic-types and often considered the antithesis of the more popular Alaka-wham breed, Psiladies' powers are derived from emotions and bonding rather than logic and intellect, making them much more personable, if less useful in some ways.
Physically, only those Psidykes who were allowed to take on their feral appearance change drastically; for the rest, it's a very subtle shift; claws vanish, as do most other inhuman characteristics, and their skin smooths a good bit, becoming almost silky in some instances. Overall, their appearances also tend towards becoming more graceful in subtle ways, making it easy to discern them from their unevolved form, but without one clear distinction sticking in the minds of most beholders. This has led some to speculate that it simply their "better natures" showing through, which is untrue for the most part. However, there is a slight grain of truth in the statement; some Psiladies have been observed to emit a low-frequency psychic "aura" that betrays their feelings by altering the perceptions of others slightly. As such, a happy Psilady may look radiant, whereas an angry one may appear more terrifying that she is physically capable of being.
Mentally, the change is much more drastic, as previously indicated. The instinctive hatred of men ebbs and generally drains off, being replaced by a more accepting viewpoint. However, in many cases, the fact that they no longer dislike men as a rule is difficult to perceive due to the fact that they have trouble interacting with those who restrain their emotions, a group that contains a majority of male tamers. Beyond that, though, they simply become more pleasant in general due to the lack of genetic hatred and because they are now somewhat affected by the emotional states of those around them, particularly those they are close to. As such, most do not like to stir negative emotions in others because said emotions often cause negative feedback towards them. Thankfully, though, they do have the ability to filter this psychic input so that it does not create Slowboob-esque problem, especially from those they don't know the source well/at all.
Beyond making them more pleasant, though, the fact that they can easily perceive the surface emotions of others also makes them fairly good to talk to. It means a Psilady will rarely say the “wrong thing” to someone she holds no animosity for unless said wrong thing would require much deeper awareness to predict or she is purposefully filtering out emotional input from the person. Many, as such, feel extremely awkward around those with Dark-type blood traits. In any case, there is a darker side to the empathetic nature of the Psilady. If she feels animosity towards someone, then the abilities that prevent social faux-pas can easily be turned to triggering negative emotional responses from said someone, an ability that can be useful in battle, but has sometimes been put to less... proper uses.
Aside from that, Psiladies aren't particularly exceptional combatants as far as psychic-types go, but this has been known to vary by temperament in both directions, with some specimens trying to avoid combat altogether whilst others excel in it. Their telekinetic powers, compared to other psychics, are fairly weak, which means that their use is rarely a Psilady's primary offensive tactic. However, the addition of dark-type abilities offers a secondary set of abilities that help greatly, and the aforementioned emotional manipulation is excellent for creating openings in the enemy's defenses. One note, however, is that Delta-bonded Psiladies have almost invariably proved to be superior in combat than un-bonded ones, likely due to the emotional reinforcement that it creates, as well as a secondary perception of her performance based on reading the tamer's emotions through the bond. The phenomenon is still under research as of 300 AS.
In taming too, aside from a few minor quirks, Psiladies aren't particularly exceptional, especially now that most don't have a specific gender-based preference. The first of these is, as mentioned, the ability to subtly alter the perception of her appearance. In regards to taming, this generally means that, when lusty and aroused, a Psilady will usually take on an affect that is conducive to taming and thus help "set the mood." The other is an ability that, although available to most psychic-types, is rarely used by other breeds because its development is not a logical extension to their mindset; to psychically link the pleasure centers of herself and her lover, causing the pleasure felt by each to be felt by both and, thus, generally allowing for perfectly synchronized climaxes. It is due to this that the ability, termed Ecstasy Bond, has been banned in most sex battles, which leaves most Psiladies to preform unexceptionally in them.
Psiladies don’t have a particularly interesting feral state; like many Very Near Humans, it is primarily a state of extreme distraction in which they have trouble remembering complex instructions and have little common sense. The only real wrinkle that the breed has in that regard is that most ferals have a tendency to make, via subconscious use of their powers, very awkward and embarrassing statements about those they encounter. For this reason as well as the breeds desirability, ferals generally do not remain as such long. Thresholding into a Psilady is also unlikely, if only because of the rarity of males with whom Psiladies are likely to have children by, but nor is it unheard of.
Ecstasy Bond - (S.ATK + EFT) A psychic sex technique that allows the user to link her pleasure centers to those of her lover, causing pleasurable sensations experienced by one to be reflected onto the other as well. As such, it is excellent for creating perfectly synchronized climaxes and has been banned in most sex battles
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PSININ, the Aerobatic Speedster Pokégirl
Type: Very Near Human
Element: Psychic/Flying
Frequency: Very Rare
Diet: Human-style foods
Role: Hunters, aerobatic warriors
Libido: Average
Strong Vs: Fighting, Poison, Grass, Psychic
Weak Vs: Ghost, Electric, Rock, Dark, Ice.
Attacks: Dive, Speed Storm, Quickturn, Blur, Quick Attack, Agility, Telekinesis, Psi-Blade Mk II, Psychic
Enhancements: Enhanced Strength (x2), Enhanced Speed (x7), Enhanced Agility (x5), High Flexibility, Low Body Density
Evolves: None
Evolves From: Airmaiden (Psi Crystal)
Psinin, as one might expect from their name, are quite a different breed, pun not intended, from their Airmaiden pre-evolutions. In fact, there is little enough connection that it was some time before the evolutionary link between the two breeds was discovered, as their only real link is that they're flying-types without any inherent method of flight. As a result, there are those who would claim that it is a downgrade to evolve one's Airmaiden to a Psinin, but this faction is countered by a similar faction, primarily comprised of Psinin owners, who maintain that not evolving an Airmaiden is the height of idiocy. Regardless of which is true, however, the Psinin is certainly a unique breed, and one of interest. Initially, during the war, they were designed for urban combat, with their excellent jumping and clinging abilities allowing them to turn many downtown districts into hells ruled from above, but more recently, they've adapted well to arboreal combat, with the same abilities that made them apt at scaling buildings allowing them to be quite efficient hunters in a forested setting.
Physically, they tend to be a bit taller than Airmaidens, although not unattractively so; the breed averages at around six-feet, although many accentuate this height with high-heeled shoes. Their bodies also tend to develop as bit more, and although their breasts rarely go over a C-cup, they look, in general, more mature and sultry than the teenage-looking Airmaidens. Unfortunately, it often leads to them appearing a bit less intelligent as well, but few tamers mind this, trading in that appeal for a more, as stated, mature look. Their hair also tends to become longer and grow faster, and more exotic colors (particularly pinks and purples) replace the brown of the Airmaiden. As far as attire, the breed is known to wear tighter attire that does not have the potential to catch on things and shows off their bodies, often in black, although more mundane clothing is not unknown, depending on tamer preferences. However, the former attire and their overall appearances have led more than a few to be confused with Dominatrixes over the years, a fact that both breeds fail to appreciate.
The most striking physical change, though, is that, for reasons unknown, the eyes of almost all Psinin change upon evolving, becoming overly sensitive to light, or photophobic. This oversensitivity means that it will generally be uncomfortable, if not highly painful, to a Psinin to open her eyes directly in a well-lit area, or the outside particularly. However, whilst disadvantageous, this fault is, thankfully, not at all crippling to the Pokégirls it afflicts; although most opt to wear blindfolds, or at least extremely dark sunglasses, during the day (or even always), the lack of proper vision is offset by what remains of their ability to manipulate air-currents. That is, by reading the flow of air around them, as well as sending out weak psychic pulses, they can form a very accurate picture of their surroundings that works similarly to echolocation. Aside from this, they change physically in two other ways; they drop by perhaps a fourth in body density and increase greatly in flexibility. Although Psinin are not as flexible as Jigglysluts, their very humanlike bodies belay an unnatural talent for twisting, bending, and pivoting which assists greatly in their aerobatic combat.
Mentally, their 'maturing' theme seems to hold true as well; definitely less shy than Airmaidens, Psinins are known to be a confident breed, although they do retain some antisocial tendencies and much of their generally above-average intellect. This has led to them often coming off as aloof and, in some cases, arrogant or conceited. However, their confidence is generally justified when it comes to their abilities, their bodies, or their sexual skill, if not always their intelligence, as they're hardly a match for many other psychics or the G-Point line. But, said confidence tends to be another factor that makes many confuse them, on first glance, with Dominas, and in this case, it is often the Psinin who feel insulted, which has led to, in general, a rivalry between them and the Domina line. Overall, Psinin are quiet, confident, and sultry Pokégirls who tend to blend into the background until somehow provoked or invoked into the issue at hand.
In combat, this silence and seeming unobtrusiveness is only a farce, however, as most Psinin become quite a bit more assertive during battle. This is likely because their bodies and combat styles are not at all suited to being hit first, and so they almost have to make the initial move and keep moving, lest they fall to one solid attack. This is due to the aforementioned low density of their bodies, and the fact that their durability isn't much above human standard. Therefore, although they are exceedingly hard to hit, they crumple quite easily from a strong blow. This is presumably part of the reason, then, that few Psinin favor close-range tactics. As a rule, the breed is partial to long-range weapons such as spears, although chains with weapons connected to the ends are also popular, particularly because, using their telekinetic abilities, Psinin are able to exert additional control over the movements of such weapons, and even recall them.
In addition to allowing such abilities in combat, though, and providing their 'vision,' the telekinetic talents of the breed have one more popular use; when invoked in combination with their low density and suitable footwear, they can literally be used to provide a stabilizing force whilst the Psinin runs up a wall, or the equivalent, an ability which is of great importance to their combat style. That is, whilst their superb jumping abilities, flexibility, and speed allow for excellent fighting in high locations, it is this skill of vertical running and the accompanying aptitude for clinging to surfaces that made them so dangerous in cities during the war and has allowed them to adapt so well to forests. Unfortunately, though, it has also led to a common consensus that the best way to fight a Psinin is to get her in a wide, open space, although, even there she can run and jump, it is not the same virtual suicide to face her in direct combat there as it is for anything short of a Herokapoeraa to do so in a forested setting.
Sexually, too, once roused, Psinin tend to be a fairly assertive breed; with their flexibility and generally attractive bodies, they're rarely considered lacking in this area, and their need to make the first moves means that they often prefer to be on top to varying degrees, assuming their tamer will allow this. This is because, being glass cannons, so to speak, the ability to move or escape is very important to most Psinin--in a battle, a Psinin who cannot run or move out of the way is dead, and so most members of the breed have a phobia, to some degree or another, of being restrained or held in place. Therefore, although some have it mildly enough that being on the bottom in sex is just a discomfort, almost all Psinin are terrified of restraints and bondage, another fact that fuels their feud with the Domina. There are, however, cases of Psinin who get off on their fear, but it is foolish to assume all do, and forcing one who does not to endure restrains will only create pointless resentment. However, considering some of the exotic things that their flexibility and light weight allow as far as unconventional position, most tamers are willing to look past the issue of their Psinin wanting to be on top (or, at least in a position that allows them freedom of movement and an avenue of 'escape') much of the time.
Feral Psinin are elusive creatures that are rarely found outside of the deep forest except perhaps in the city; they do not oft venture out of the safety of high places, and will usually hunt unsuspecting prey from above, be it another Pokégirl or the unfortunate tamer-to-be's lunchbox. However, one advantage is that feral Psinin are not particularly vicious, and would generally rather run away than fight. This makes them less dangerous, naturally, but also quite elusive prey to hunt, as they will rarely try to fight unless they have a clear route of escape to use should things go sour, and they are not at all easy to pursue through the trees. Therefore, traps and area of effect magic are generally the most effective ways of catching a Psinin, sans perhaps using another Psinin. They are a possible threshold option, but not a common one, with Airmaidens being much more likely for girls with Psinin ancestry. However, those who do get the threshold are generally not entirely displeased, considering their new body's appeal and abilities.
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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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PSIVAMP, the Psychological Demon Pokégirl
Type: Very Near Human
Element: Psychic (Infernal)
Frequency: Very Rare
Diet: Fear
Role: Psychological warfare, assassination.
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Celestial, Bug, Dark, Ghost
Attacks: Heart of Darkness, Agility, Double Team, Psychic Illusion, Teleport, Noxious Wind
Enhancements: Enhanced Speed (x4), Enhanced Durability (x3), Enhanced Endurance (x3), Emotional Amplification Aura, Minor Illusionary Capabilities, Night Vision, Vocal Modulation.
Evolves: Vampire (Dusk Stone)
Evolves From: Goth (Poetic Sub-type only; Moon Shard)
Long it was wondered why poetic Goths, despite their subliminal ability to craft words that elicit strong emotion from an audience, exhibited no further evidence of being psychics, or, indeed, of having any evolutionary capabilities. The latter was quite disappointing to many enthusiasts and researchers alike, as the potential that the said skill was evidence for seemed untappable, at least until the advent of the strange evolutionary item known as a moon shard. With its discovery, though, the long-sough evolution was unearthed... but, it wasn't exactly a pleasant one; the Psivamp.
Physically, Psivamps resemble their pre-evolutionary forms for the most part, although there's obviously an element of their namesake too, in that many grow a bit taller, and generally become more fierce; more intimidating. The changes in this regard are mostly subtle, of course; fangs are perhaps the easiest to catch, but strengthened cheekbones, harsher eyes, and other elements are also common. The result is that Psivamps, as stated, look intimidating at first glance, and resemble Vampires quite distinctly, and for good reason.
Said reason is perhaps best expressed by examining the breed's mindset; taking the subtle psionic manipulations of the poetic Goth a few steps further, Psivamps are ideally suited to psychological warfare. The mind of a poet, who once sought to move others with her words, is twisted into a far more devious configuration. Most Psivamps begin to feel that they only way to reach others is through shock, fear, and other negative emotions, which they then seek to create through their actions. As such, unless somehow strongly convinced otherwise, Psivamps tend to feel that they have to use such tactics to meaningfully express themselves to others, making them a somewhat “unwitting evil.”
This aspect of their mindset is reinforced by the fact that their bodies' abilities are ideally suited to such expression. With the same subconscious ability to amplify emotional responses in others as poetic Goths, the ability to create localized illusions, and a naturally ability to modulate the tone of their own voices, they have no lack of resources with which to unnerve, scare, or horrify others through. However, because these abilities are almost entirely dependent on psychic/psionic powers, it is interesting to note that Psivamps as a whole tend to despise Dark-types and those with dark bloodgifts, as they cannot be “communicated with.” As such, most Psivamps will become depressed when faced with a dark-type, meaning that using one against them is often an excellent move. However, they, despite a weakness created by their infernal typing, react very enthusiastically when faced with Celestials, finding them to be very... receptive.
In combat, Psivamps have a rather unusual style, but one that fits their skillset well; since few are capable of turning their psychic abilities into direct attacks, they generally use psychological warfare to make an enemy defeat herself. Such tactics include a well-placed illusion, a feint, taunts, all implying that her powers are far greater than they are. All combine with her psionic amplification of emotional responses to cause her foe to panic, slip up, and ultimately wear themselves out to a point that the Psivamp is capable of making some finishing blow. This strategy is aided by the fact that, as the breed name might indicate, they feed off the emotions of others, particularly fear and horror, and so a Psivamp will be kept empowered by her enemy's decline.
As stated, though, due to its psychic dependence, this strategy can be stonewalled by a dark-type, which will usually cause a Psivamp to simply give up, a fact that makes the rivalry that Psivamps have with Daimon (a breed noted for having similar, if less extreme, tactic) all the more hateful, as the latter are of the dark type. It should be noted, though, that Divas and Psivamps sometimes have a more "friendly," competitive rival, as the two breeds share similar abilities.
Sexually, Psivamps, as one might expect, usually have darker tastes; although not as heavily into BDSM as the Domina line, they enjoy it for a different reason, and so tend to have more intense feelings. Rape roleplay is common in harems containing Psivamps, as are other forms of domination, and a tamer who is willing to endure such things as well as deal them out will generally have a very, very loyal Pokégirl under his dominion. The affect of this style of sex-battles, though, is a crapshoot; although some Pokégirls will get excited more so than usual by a Psivamp's tactics, those who don't will often be turned off by them and thus gain quite an advantage over her. As such, few regular sex battlers use Psivamps.
Ferals of the breed are a terror... but that's about it; without coherent coordination of their powers, they're nearly harmless, and a tamer running across a feral Psivamp could probably snag her easily enough once past the initial terror that she will likely attempt to induce. Thresholding into a Psivamp is possible, but not all common.
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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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RACK-SASHA, the Psychic Copycat Pokégirl
Type: Humanoid Metamorph
Element: Magic/Psychic
Frequency: Extremely Rare
Diet: Special
Role: Infiltrator, deep cover operative
Libido: Average
Strong Vs: special, Rock, Steel
Weak Vs: special, Dark
Attacks: Telekinesis, ESP, Eidetic Memory, Telepathy, Transform, Aura Drain
Enhancements: Special, Psychic ability and resistance
Disadvantages: limited energy
Evolves: None
Evolves From: None
Rack-sasha were part of a special arm of Sukebe's Pokégirl army. Charged with the early infiltration and destabilization of key points in the human forces, their combination of mind reading, Eidetic Memory and transformation made them the ultimate infiltrators. Knowledgeable of human military structures and cunning in their own right, most Rack-sasha's avoided the high ranked officers of the human armies, instead preferring to impersonate and replace lower ranking officers, usually the aides or assistants of the higher-ups, and then carefully manipulating events from there. Given enough time, a skilled operative could eliminate the subject while take on his appearance and memories, infiltrate the base and quickly reduce it into a state of absolute chaos and paranoia usually by creating a divide between the rank and file, and command officers. This made it easier for other Pokégirl forces to engage and destroy the heavier fortified bases and installations. Some agents were skilled enough to actually turn the two sides against each other in open mutiny before the assault forces actually arrived, practically leaving the base defenseless.
The biggest weakness in the Rack-sasha's abilities is the amount of energy they have to use to adopt and maintain a form. This means that under normal circumstances she can only keep a form up for approximately 12 hours before need to revert to her natural state for anywhere from 4 to 8 hours, plus needing to consume a large amount of energy. This meant that the Rack-sasha's had to locate and drain personnel of portions their life aura while the target was asleep or extremely tired and the person's natural defenses were low. The drain tended to leave the target lethargic and fatigued for approximate 24 to 48 hours. Later towards the end of the war, any signs of extreme fatigue in a significant number of personnel were seen as signs to a possible infiltration by a Rack-sasha and extensive DNA scanning was implemented to try and expose the infiltrator. Though these methods were hit or miss, many Rack-sasha lost their lives when exposed in this manner, making them even more rare then they already are. An extreme hatred for this breed was common during the wars, as some of these infiltrators will take their namesake too far, and would dispose of their targets by consuming the bodies, some even believing this actually improved amount of information they had for the impersonation.
In their natural state the Rack-sasha appear to be genderless humanoids with below average builds. They tend to be quite slim and posses little or no feminine features. They might even be able to pass themselves off as young boys if it weren't for the fact that they posses long pointed ears like an elf. They also have a pair of small pointed horns that curve towards the back of the head and up, much like the Antelope from pre-Sukebe history but only a inches in length. Many Rack-sasha have a appreciation of dance, especially the more sensuous and graceful forms, and either like to make an effort to attend such performances or practice the form themselves, mainly the latter. A Rack-sasha's personality is rather varied. Some are rather malicious and cruel and use their abilities to sow chaos and confusion as they travel about with or without a Tamer, others can be rather kind hearted and generous and try to help others out the best they can. Whatever the personality some things are always true. All Rack-sasha are cunning creatures, their minds constantly working to see how they can shift and twist things in the favor of themselves or their Tamer, also it is rare to find a Rack-sasha who doesn't enjoy good conversation, riddles and wordplay. A Tamer who can do any one of these even half well can expect to have a rather contented Rack-sasha, if they can do all three the Pokégirl will become rather enamoured with him. Rack-sashas also tend to be planners and strategists, usually centering their plans on diversion and stealth rather than a frontal attack or application of power. They can be good Alphas, but will only accept the position for a Tamer they feel a great deal of affection for. They are also more than eager to assist in helping their tamer keep the Harem fully tamed, seeing as they can feed at the same time, and sometimes will help out by either adopting a male form or impersonating their Tamer. Although they prefer not to assume a male form as it feel too unnatural for them. They will also assist in helping the Tamer with new harem members by scanning them and assuming their form in a Taming session, giving the Tamer a `dry run' so they can figure out the best methods to please the girl. This has also made the Rack-sasha a hot commodity for Ranches and Breeders.
Rack-sashas are carnivores and supplement their meals with milk and small amounts of other foods. These meals grant them little in the way of energy and are more for show and they're own enjoyment of the flavors present. They main staple of the Rack-sasha's diet is the life aura of humans and Pokégirls. How often they need to feed depends on how much they've had to use their shape shifting abilities. If a Rack-sasha has used little, or none, of her abilities then she can get away with feeding once every couple of weeks at the most. Many just take small `meals' after a taming with either her Tamer or a harem sister, these small doses leaving the target only mildly fatigued and is recoverable after a good nights sleep. After a long battle, or extensive use of their abilities, a sizable amount of energy is needed quickly and many Tamer's will encourage all the members of their harem to help out. Usually this leads to a multi-girl taming session during which the Rack-sasha drains a little as possible from each member in order to keep the fatigue to a minimum for everyone. Many feral Rack-sashas have taken to using their ESP to scan members of a harem at camps in the wild. They then approach members that are separated from the rest in the guise of either one of the Pokégirls or the Tamer and engaging them in a taming session, then feeding on the exhausted prey after leaving them completely drained but otherwise unharmed.
Combat wise, Rack-sashas will never rely on their natural form, they are simple not a match for any of the more physical Pokégirls. Unless they have been trained in other psychic or magical attacks, a Rack-sasha's first and only line of defense will be her shape change ability, there Telekinesis too weak to used for any actual attack and more for fine manipulation of small objects, many are skilled pickpockets using that power. Rack-sashas will enter the battle already metamorphed, usually into something innocuous or weak looking like a Titmouse or Kitten. This usually leaves them enough time to use their telepathy to delve into the opponents mind while their guard is down. There they shift through the memories of the opponent looking for the toughest battle they've had and then assume the shape of that opponent. A Rack-sasha's favorite choice of memories tend to be ones that are traumatic and/or nightmarish for their opponent giving them another advantage in battle. They have all the strengths, weaknesses and can use any techniques their opponent experienced during that particular battle, though not exactly at full strength. Most can only muster about 75 to 90% of the actually attack based on the information present in the memory unless the Rack-sasha herself has experienced the same attack. Against targets that they can't read with their Telepathy, they drawn upon their own experiences and memories to metamorph into an appropriate form to battle in.
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SANCTUARY GOTH, the Ebon Soul Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Rare (Dark Continent), Extremely Rare (Elsewhere)
Diet: Human-style foods
Role: Would-be saviors, busybodies.
Libido: N/A
Strong Vs: Fighting, Poison
Weak Vs: Ghost, Bug, Dark
Attacks: Aura of Danger*, Aura of Menace*, Aura of Love*, Aura of Command*, Aura of Fear, Aura of Doom, Call Me Queen, Aura Barrier, Aura Sensation, Teleport, S.E.P.
Enhancements: Suppressed Pack Mentality, Gift of Sight**
Evolves: None
Evolves From: Almost Any (Ebony Stone)
Classified: Information beyond this point is on a need-to-know basis and must never reach the public. Unlawful disclosure of said information is punishable as a capital offense in all leagues.
For years, rumors have circulated the leagues about a breed of Pokégirls who do not require taming, and who live independent of humans. Although such rumors have continuously found their way into tabloids and bar room gossip, they have never been substantiated, and most dismiss them as idle fantasy. Unfortunately, they are wrong. The Sanctuary Goths, as they have dubbed themselves, are the culmination of the leagues' worst nightmares. Living in secret on the Dark Continent, these Pokégirls, if one can still call them such considering that they need neither taming nor master, are the greatest danger to world peace since the Revenge War.
Although the details are unknown, it is generally agreed that the creation of the first Sanctuary Goths (or S-Goths, as they shall henceforth be referred to) occurred in 196 AS. Purportedly, twelve Pokégirls of various breeds discovered a laboratory of Sukebe's. Therein, they were exposed to some manner of "enhancement" device that suppressed the subconscious need for a master to stave off the feral state, and thus the need for taming to stay sane. Their bodies were also physically transformed into Very Near Human types, similar in appearance to the "Goth" breed, but generally retaining hair and eye color from their previous forms.
Since that time, a pseudo-evolutionary stone, the "Ebony Stone," has been identified as being able to, unfortunately, catalyst the creation of more S-Goths from almost any other breed. Upon this "evolution," a Pokégirl loses any animalistic or otherwise inhuman traits, becoming almost identical to a human female in form. Her hair and eyes, however, remain their original colors, and change of breast size is proportionate: although rarely do S-Goths have larger than a D-cup, those who were more well-endowed before evolution will end up around D, whereas those with the D range or so may end up with a generous C and so on. This trend seems to reverse at the lower extremes, however, with A's rounding upward towards a moderate B. The skin of S-Goths also generally becomes pale, although some specimens have been observed to prefer a tan, and a series of tattoos that reflect the S-Goth's personality and background appear on her arms. Although generally black or another dark color, the color of these markings can vary greatly as well.
In addition to these innate traits, however, the vast majority of S-Goths share many other traits. Although these are considered cultural and would normally not be included herein, the circumstances of S-Goth existence dictate that such information be treated as pertinent. In addition to the natural tattoos that appear upon evolution into an S-Goth, many individuals have been known to add additional markings to their skin, often on the legs, but full-body tattooing isn't unknown. A penchant for dark, moody attire also appears to be a common characteristic, one which is often accompanied by similar hairstyles; this is (combined with their shadowy tactics) what has earned them the nickname of "Dark Angels." Many of these tastes are, however, somewhat affected by holdovers from the previous evolutionary form when applicable and so this is by no means the last word on the subject.
In mentality, on the other hand, there is actually very little innate change after evolution to an S-Goth. The only notable aspect in this regard is that which has already been mentioned; their bodies no longer require a tamer to remain tame, and so the ability to form alpha bonds is suppressed under most circumstances. However, the evolution itself does nothing to destroy the existing loyalty of a pokegirl to her master, and it is for this reason that few harem Pokégirls are evolved by Sanctuary. Rather, the evolutionary jump is generally induced in those who have been saved by Sanctuary and indoctrinated in the views and ideals that are ostensibly the base for Sanctuary society. As such, the mindset that will be detailed as "average" herein would likely not be found in an S-Goth evolved outside of that influence.
Regardless of why, however, the general S-Goth mindset is insanely liberal. Officially, the majority believes in "parity," or a theoretical state of equality between humans and Pokégirls. In actuality, however, this belief is somewhat euphemistic; Sanctuary's policies advocate a hideous role-reversal, in which S-Goths may chose a "good" tamer and make him her "pet." Under this system, the S-Goth is considered the dominant member of the relationship, and would be permitted by Sanctuary law to treat him almost in the manner which a human may treat a Pokégirl. The ostensible purpose of this policy is to allow a parthenogenic breed to reproduce, but this has long since been antiquated.
It should be noted, however, that most continue to express an almost fanatical belief in parity and equally due to their indoctrination, despite their blatant lack of its practice. As such, terms such as "tamer" and it's variants, or even "master" too a lesser degree are social taboos and most S-Goths find them almost impossible to say. The exceptions are, unfortunately, those who venture into the world at large, however. Due to the ambitions of Sanctuary, many of its daughters have done their best to quietly infiltrate league governments around the world, although they've been more successful in some places than others. They have also been known to pose as female tamers on occasion, but thankfully they do not possess the ability to tame Pokégirls out of feral or to form the same type of alpha bonds with them as a human would, although delta and recognition are still within the realm of possibility and the Aura of Command (see below) is often substituted for a bond. It is also important to note that denizens of Sanctuary will never refer to it as such outside of its confines; rather, it "should" be referred to as "You-know-where." This practice is also popular among its supporters, and even with some of its adversaries.
Perhaps the biggest reason for an S-Goth to pose as a tamer is that, interestingly, they are very unsuited to combat. None of the breed's default techniques are offensive, and their bodies aren't at all enhanced in the way that most breeds are. This means that they're surprisingly fragile, and usually can't take more punishment than a human. As such, they are generally not the best combatants on their own, although they do have a fairly decent potential to cast magic, being partially of that typing.
This has lead to, as stated, the adaptation of tamer roles in the outside world, as well as the creation of several "Guardian" breeds for Sanctuary itself, both of which are very unfortunate. However, when an S-Goth does involve herself in a battle, the signature "aura" attacks in her possession are excellent for a supporting role. One known technique is to combine "Aura of Menace" and "Call Me Queen" with the effects of "Aura of Command" to totally dominate an opponent and take control of her for the duration of the battle. Aura of Danger, Aura of Fear, and Aura of Menace are also useful in preventing direct attacks against the S-Goth herself from non-dark types. It has also been noted by some that, when an S-Goth utilizes her "aura" techniques (aside from Aura of Love), she seems to gain dark "wings" of psychic energy.
Finally, when it comes to taming (or whatever euphemistic term you might prefer), the only real distinction the S-Goth possess is a Sex Attack known as "Aura of Love." This technique allows them to reinforce feelings of lust and attraction that those around her feel towards her, as well as making her own actions appear more enticing than they actually are. Other than this, their preferences generally carry over from their previous forms, and thus are very hard to get an average for, although most of those indoctrinated in Sanctuary's ways prefer to be the dominant partner.
Addendum - Further Classified: Information beyond this point is on a need-to-know basis and must never reach any government known to sympathize with Sanctuary.
A breakthrough! Data has recently been obtained to illustrate that Sanctuary Goths are not quite as impervious to the group mentality that allows for alpha bonds to be formed as was originally believed. It appears that, under the proper conditions, it is in fact possible to properly bond an S-Goth as with any other Pokégirl. However, the proper conditions are very difficult to synthesize, and extreme caution should be exercised. The primary requirement for the formation of an alpha bond, however, is submissiveness on the part of the Sanctuary Goth to be bonded. This does not simply mean that she must accept a submissive role in taming, but that she must accept a human's dominance in a more general sense, such as another Pokégirl might.
Although it is possible to generate this state via mundane means, that is only barely so. Not only does one face the challenge of preventing her from escaping, something that is very possible with teleport, but one must avoid repercussions from Sanctuary, as it does not appreciate attempts to abduct it's daughters, never mind to corrupt them. Thus, although this method was used in the original discovery of S-Goth bonding, a more expedient method was sought to make it of practical use.
Naturally, a Level 5 conditioning cycle is capable of inducing such a state, but doing so removes most of the value from the acquisition. As such, further research has yielded that is possible for a high-level psychic type to invade the mind of an S-Goth and temporarily remove the suppression on her pack mentality. However, as S-Goths themselves are quite apt at escaping and often have substantial mental defenses (being psychic types), it is rare that a psychic alone will be enough. As such, a powerful magic type is generally also required to prevent teleportation and to facilitate the connection between the psychic-type and the S-Goth. Once the suppression is released, a window of opportunity within which she may be alpha bonded by a thorough taming will open.
As a further addendum, it should be noted that there is increasing evidence to suggest that the true breed name is something other than "Sanctuary Goth." Unfortunately, however, aside from the suggestion of the name "Grimgoth," which is likely a slur from those "in the know" who dislike the S-Goths, no hints as to what it might be have arisen. However, it is possible that the sorcerers of Vale, the individual in Capital known as "the Undertaker," or the select few who have alpha-bonded an S-Goth may know.... If so, however, they are being exceptionally tight-lipped.
* Aura Techniques (Psychic):
Aura of Danger (EFT) - Projects a aura that generates a sensation comparable to a "gut feeling" of danger to those within a certain radius of the user.
Aura of Menace: (EFT) - Projects an aura around the user that makes them appear more menacing or fearsome.
Aura of Love (S.ATK +EFT) - Projects an aura that strongly reinforces feelings of lust and affection towards the user in those around her, as well as making her actions appear more provocative and enticing than they are.
Aura of Command (EFT) - Projects an aura that reinforces the desire to obey the user in those around her.
** The Gift of Sight: A spell-like ability that allows a Sanctuary Goth, whilst in a state of deep meditation, to observe things that pertain to her, but are out of her physical sight. However, these visions are often cryptic and sparing, giving only glimpses or symbolic representations.
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SHADOWCAT, the Fickle Feline Pokégirl
Type: Near Human
Element: Psychic/Dark
Frequency: Very Rare
Diet: human style foods
Role: espionage, spying
Libido: Average to High
Strong Vs: Poison, Psychic
Weak Vs: Bug
Attacks: Fade, Teleport, Scratch, Kitty Litter, Fury Swipes, Lick, Nightshade, Agility, Quick, Backstab, Armor, Spank, Go Down
Enhancements: Enhanced Hearing (x3), Enhanced Reflexes (x4), Enhanced Sight (x3), Enhanced Speed (x2), Aura Sight, Darkvision,
Evolves: None
Evolves From: Cheshire (Dark Stone)
When a Cheshire, already strong with her mental powers, is given a Dark Stone, she evolves into a Shadowcat.
Shadowcats are stronger psychics than their previous forms, and can fight other psychic Pokégirls much more easily, using their new Dark-type status to help protect them from mental attack. Most Shadowcats have deep colors, with blacks and dark purples being the most common, but burnt tan and silver being known, albeit rarely. They prefer subtlety to open confrontation, using their Aura Sight to determine who is the easiest for them to play off of. They can see, albeit in black and white vision only, in the complete absence of light somehow, thanks to their Darkvision enhancement.
Shadowcats are strong fighters, not because of any sheer might, but because they are incredibly sneaky. They prefer to focus on defense first, and try to use Quick as soon as possible in a fight, or before fighting if possible. Once they can act on their Quick, they will use both Armor and Fade. On the next round of combat they will let the Fade do its job, and use Agility to help them dodge any incoming attacks. With her Armor and Agility raised in addition to being hidden by the Fade, it becomes virtually impossible to detect the Shadowcat, let alone hit her. Once these defenses are up, a Shadowcat will usually circle behind her opponent and attempt to use Backstab for a quick finish. Alternately, they’ll use Go Down to bring their surprised opponent to orgasm, or use Spank, taunting their foe.
Shadowcats are vain creatures, and love attention. They’ll often act arrogant, being so confident in their own abilities, but they are usually playful in this, never meaning to hurt another’s feelings. If treated badly, she is standoffish and uncooperative, usually using Fade to disappear right when she’s needed the most. Her favorite activity is to just lay still while her Tamer strokes her body, giving her compliments. A few minutes of this will usually work a Shadowcat into a playful mood, shifting her libido to High, and she’ll pull her Tamer down onto her so she can be Tamed.
Feral Shadowcats are playful hunters, stalking around under their Fade power and pouncing on chosen prey. They never hurt whoever they stalk though, instead just using Lick and lightly pawing them after pouncing them to show she won, and then bounding away to the next “victim” using Teleport to escape if pursued. Capturing a Feral Shadowcat is thusly quite hard. Threshold girls almost never become Shadowcats directly, but those who do enjoy using their newfound powers to tease people a little, and tend to act very haughty when shipped to a Pokégirl ranch, as though she couldn’t care less, no matter how much she’s hurting inside.
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SHIELDMAIDEN, the Defensive Pokégirl
Type: Very Near Human
Element: Psychic
Frequency: Uncommon to Very Rare (All Leagues)
Diet: human style food, with the exception of red meat
Role: bodyguards
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Reflect, Harden, Foresight, Telekinesis, Armor, Shield, Tackle, Bellyflop
Enhancements: Psychic abilities, armored skin
Evolves: Barriermaiden (Cunnydew nectar)
Evolves From: Ingenue (Psi Crystal)
Shieldmaidens looks like ordinary girls with an exception. They have a strange tattoo that appears on their forehead. It's exact design can vary from concentric ovals to four triangular shapes in a diamond pattern (each triangle pointing in one of four directions, up, down, left or right). Shieldmaidens differ on whether or not to cover it up, but those who do cover this tattoo generally do so with a bandanna.
The first strange thing most people notice about a Shieldmaiden (tattoo aside) is what is known as the "Sparkly" effect. When a Shieldmaiden finds herself attracted to another person, they subconsciously create a minor barrier that traps and condenses moisture in the surrounding air, creating a small rainbows and sparkles of light. Unless she is in a low humidity area (such as a desert region), this is quite noticeable.
A Shieldmaiden is a very useful Pokégirl to have around when it comes to preventing accidents, as her ability to produce force fields can prevent some rather serious damage. Unfortunately, they don't have many attacks at all, even at higher levels, so they can be frustrating to use in combat, even if they are inherently better than the Damsel when it comes to fighting. In fact, they're so bad at attacking physically that if they attempt to use Tackle (one of their only attacks until much later), there's a 15-30% chance that they'll end up using Bellyflop by accident.
Many Shieldmaidens, startlingly enough, like travel and exploration. Some researchers see this as a counter-intuitive nature, believing that Shieldmaidens, as a defensive Pokégirl, would want to stay in one place. However, their assumptions do not change the fact that many Shieldmaidens still like traveling.
One common trait that does make sense, most researchers state, is that the Shieldmaiden is often quite possessive of her lovers. While this is not as strict as a Neo-Iczel, she will become quite furious if her chosen lover happens to be a Pokégirl her tamer just traded away. In most cases, the tamer will relent and get their lover back, but those that don't will usually find that the Shieldmaiden may go "missing"... permanently.
Some Shieldmaidens take to carrying actual metal shields to amplify their Shield technique. The size may vary depending on her confidence or need. Most who carry shields will carry medium-sized kite or oval shields, some will carry tower shields, and very few will carry a buckler. Where they get these shields can vary. Those with poor tamers may salvage metal and use their telekinesis to forge a crude shield, while those with richer tamers will have them made.
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SIREN, the Charmer Pokégirl
Type: Very Near Human
Element: Water/Psychic
Frequency: Extremely Rare (Forest League)
Diet: Omnivore
Role: Interrogator
Libido: High
Strong Vs: Fighting, Poison, Psychic, Fire, Rock
Weak Vs: Bug, Dark, Ghost, Electric, Ice, Plant
Attacks: Charm Song,* Seductive Glare,* Memory Wipe,* Psychic, Slap
Enhancements: Longevity, Psychic affinity, Aura of Trust, Enhanced Dexterity (x3), Reduced Feral
Evolves: None
Evolves From: Wet Elf (Dawn Stone)
Sirens stand between 5' to 5'8, tall, and are slender of build. They have C-cup breasts, their hair color is turquoise, and their eyes are white.
Sirens live on a Tropical island somewhere near the Forest League, where they remained ‘undiscovered’ for some time. They lure in sailors with their songs, Tame them, then erase their minds so as to leave their existence as little more than rumors or dreams.
The only reason they were discovered at all is because a Tamer who was somehow immune to their charms managed to capture one and win her trust. It was through her that it was discovered that the Sirens were originally a remote colony of Wet Elves who, for reasons unknown evolved into the Siren when they encountered that particular island.
Sirens don’t make good battlers, but can be very effective regardless, usually by charming the enemy into temporarily switching sides, or by forcing them to forget certain attacks or commands. They make decent Sex Battlers though, thanks to their high charm and libido.
A Siren’s personality is typically grumpy or aloof. They see themselves as being better than everyone else. They don't make good alphas because they typically don't want to bother with the responsibilities. One thing they are interested in is Taming and Challenges. If they see a challenge, they will throw themselves into it with gusto in order to prove themselves better, or capable of becoming better. When a Tamer gains their trust, they mellow out and open up significantly, becoming genuinely nicer people.
When it comes to taming, they don't see it as something they need to stay sane so much as something that they genuinely like to do. Therefore, they see it as it's They who tame the humans. To that end, they much prefer to be in a dominant role when taming.
Much like their Wet Elf sisters, Sirens all have longevity, so have not been able to breed with humans yet, but it is suspected that threshold into one will be possible someday.
Charm Song (EFT) - A song with a beautiful melody, usually from a harp, accompanied by voice. Most who hear this song fall into a trance-like state where they are more open to suggestion. The effect amplifies when more sirens join together in harmony.
Seductive Glare (EFT) - A Siren’s normally white iris’s turn passion red as they look suggestively at their targets. Has a 50% chance of causing Charm status and a 30% chance of causing heightened arousal.
Memory Wipe (ATK +EFT) - While not the best at reading minds, they are capable of sending out a sort of ‘psychic pulse’ that clears a target's short-term memory. Usually this only affects what's in the front-most layer of their memory (such as a tamers command or the procedures to an attack) but the combined effort of a group of Sirens can effect a memory reset, erasing as much as 24 hours from a persons mind.
Aura of Trust (EFT) - Like the charm song, the very presence of a Siren will open people up to suggestion, giving them the appearance of trustworthiness. This effect is not cumulative, and cannot cause a charm status in-of-itself.
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SLOWBOOB, the Lazy Psychic Pokégirl
Type: Near Human
Element: Water/Psychic
Frequency: Uncommon to Rare
Diet: Largely vegetarian, save fish and shellfish
Role: Communications interceptor. Otherwise, just selected for the purpose of gaining a Slowsis.
Libido: Low
Strong Vs: Fighting, Poison, Fire, Rock
Weak Vs: Bug, Dark, Ghost, Electric, Grass
Attacks: Confusion, Hypnotic Gaze, Telekinesis, Disable, Amnesia, Mega Punch, Water Gun
Enhancements: special skin, great psionic potential, ability to nap for any length of time and in virtually location with no pain, high pain tolerance
Evolves: Slowsis (mechanism unknown, suspected as having to take responsibility), Slowqueen (Dragon Scale)
Evolves From: None
Slowboobs around between 4'6" and 5'4" feet tall, with a very long tail which is roughly a foot shorter than her natural height. Their tails are quite prehensile. They generally have gray eyes. Their hair tends to be blonde or pink, and the length is generally long, but she doesn't seem to care much about it's length. They generally have B or C-cup breasts. Slowboobs often look 'rounder' than most Pokégirls, though largely only in their arms and legs. Their strength is surprisingly high.
Slowboobs are not popular, even though they're considered rare. Most people who meet them tend to think nothing is going on between their ears, and generally, they don't show many signs of intelligence (or even life, at times). It was discovered that, for most, this is not quite true. They do have moderate to decent intelligence, but one of the first powers they tend to develop is a very strong receiver-style telepathy. It's believed they may have originally been made to intercept thoughts of commanders when they were making orders that otherwise would have been misinterpreted by military code phrases.
However, the constant racket of the thoughts of others irritates them greatly, and usually slows down their own ability to think, unless they go through the trouble of learning to block incoming thoughts. And most feral Slowboobs usually decide that living the good life alone is better than bothering to develop the ability to shut the power off. They ignore any thoughts towards them unless those thoughts are malicious.
Most ferals are often loners and enjoy being lazy in the sun. Their skin is silky soft, but is as durable as rubber and doesn't tan or burn in the sun. Ever. A Slowboob can lay on a sandy beach for an entire month and never get a suntan or a sunburn. Due to their water-affinity, they can swim in the ocean, but again, they're often lazy, so they usually use their tails to lure fish and after the fish has bitten, the Slowboob hauls them up and eats them.
The rare occasions when a feral will react is to a chosen partner or a Slowsis' request for help. Since few Slowsis ever need help, when they ask, most Slowboobs will help, though they will usually have a surly attitude about it.
Domesticate and Threshold Slowboobs are quite rare, but when they do occur, they're often in pain whenever they're in a city and become quite snappish and rude. But, they're considered quite valuable if they manage to learn how to shut down the receiver telepathy, as they no longer suffer from the sheer amount of thoughts around them.
On a side note, several research studies have also noted that Domesticate and Threshold Slowboobs are more likely to evolve into a Slowsis than a Feralborn Slowboob. In combat, feral Slowboobs show themselves as competent as they are lazy. They usually batter the opponent with combinations of Confusion, Disable and Water gun, then finish them off with Telekinesis or Mega Punch. Though they traditionally use largely psychic techniques, they can learn most water techniques as well.
Sex has not been particularly noticed amongst the feral Slowboobs, though occasionally, any monitored Slowboob will disappear from detection, and then nonchalantly reappear several hours later. It's believed that during these detection black-outs that the Slowboob finds a partner, though given their lazy nature, they likely have low if any standards.
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SLOWQUEEN, the Patient Princess Pokégirl
Type: Very Near Human
Element: Water/Dragon
Frequency: Rare
Diet: Omnivore, prefers fish
Role: Sentry, underwater farmer, deep-sea diver
Libido: High
Strong Vs: Water, Plant, Fire, Ground, Rock, Dragon
Weak Vs: Dragon-type attacks
Attacks: Hypnotic Gaze, Water Tickle, Water Spear, Water Tower, Draining Rain, Dragon Dance, Dragon Claw, Twister
Enhancements: Telepathy, Eternal Softness special skin, Enhanced Toughness and Durability (x8 each), retarded aging, enhanced lung capacity
Evolves: None
Evolves From: Slowboob (Dragon Scale)
After her evolution, the Slowqueen gains a few basic traits. The fact that she loses her psychic capacities is both a blessing and a curse to her- a blessing in that she no longer has to actively attempt to keep herself from receiving thoughts from other people. A curse, because it makes her less useful in combat and in her original role in intelligence gathering. To most tamers who keep a Slowboob in their harem, the benefits of this evolution far outweigh the loss of the Pokégirl’s psychic capabilities. The simple fact is that instead of being able to read thoughts, she gains numerous advantages in combat instead as a Water/Dragon type. The physical changes are apparent as well: the Slowqueen gains about another 8-12 inches of height and an additional cup size, cementing them firmly in the C- to D-cup range. Her breasts are also used to store additional water; however, the Slowqueen typically utilizes water around them in the environment rather than use her own internal supply in order to keep hydrated. Unlike the Squirtitty breed, however, she cannot lose water from her breasts. Staying hydrated allows the Slowqueen to keep her skin from drying up, as one might suspect- this also allows them to keep her rubbery skin from becoming scaled like a dragon's normally is, as this breed finds that having dry skin is itchy and irritating. Most Slowqueen, when possible, will avoid desert-like areas and places that are not near water as a result. They also find that their hair, if they have any, will not grow any longer than their shoulders- this can be a loss to some that thresholded into Slowboob, but to others this is a change that they do not mind. Their hair colors tend to be blue, green, or blonde, although other colors have been documented but are still much less common. A Slowqueen's tail becomes completely and fully prehensile, and the Pokégirl has a full range of motion with it. It also grows to the same degree as her height did upon evolution.
The Slowqueen can hold their breath for a long time, and it has been recorded that they can do so for up to nearly one full hour before needing oxygen again. This makes her an ideal deep-sea diver and underwater farmer, and she is usually in charge of such things when she is not found feral. The Slowqueen are also one of the tougher water-types in existence, being able to take plenty of abuse and dishing it back out as well. The only problem is that they are no faster than a human is, even in water, which tends to disappoint most tamers that consider this breed for their harem. Although proud, the Slowqueen are more bold than anything, which includes in initiating tamings, which they seem to want at often as they can get one. In a harem, a Slowqueen tends to choose two others- normally, this is her tamer and another Pokégirl, though sometimes it could be two Pokégirls. These are her primary lovers, and she will want a taming from one or both of them as much as possible. Research done shows no hint as to any sort of pattern or reason as to why she chooses two, nor is there any advance warning that a tamer should be aware of. It does seem that her lovers range from Pokégirls that don't like her to Pokégirls that absolutely adore the attention. This actually annoys most Domina types, since although they enjoy dealing with such tough Pokégirls and can torture them almost to their heart's content, they find that the Slowqueen eventually showers her with as much equal-position enjoyment as the Domina can take... and then some. Slowqueens seem to have a soft spot for Damsels, and often stick up for them even if she is not one of her primary lovers. This preferential treatment that the Slowqueen shows keeps her from being a good candidate for Alpha or even a Beta in any harem.
In battles, the Slowqueen possesses a number of capabilities that make her useful both underwater and out of it. Despite being a water type, this breed does not seem able to learn Whirlpool- instead, they use the dragon-element Twister technique instead, showing it to be useful both underwater and out of water all at once. It's added strength is that it can strike even opponents that are above the water, and it has been documented that a submerged Slowqueen has used Water Tower to trick her opponent into a specific location, and then used her Twister attack to both engulf the target in the windstorm before the weight of the water that is within the attack would condense and draw the opponent down. This has led to several complaints over the use of this particular technique, but no league has yet to ban the strategy. The Slowqueen doesn't care to fight in close combat, where their lack of physical enhancements make them weak, and instead prefer to attack via her numerous distance attacks. If an opponent does manage to get close, their Dragon Claw technique usually helps long enough for the Slowqueen to drive them away again. This breed is much better for sex battles, as their skin when the Pokégirl is hydrated has the Eternal Softness enhancement- any Pokégirl that she touches with her body cannot help themselves from the contact for long. Tamers also complain that they cannot last long in a taming session with her either- which makes it a good thing, since the Slowqueen has a rather low pleasure threshold. In fact, it has been speculated that out of all the dragon-types, the Slowqueen is the most like a Titmouse that any of them could possibly be. This is a source of embarrassment, and enjoyment at the same time, for the breed- they actually are brought to multiple orgasms easily, much like the Tigermouse is.
If for some reason she is allowed to go feral, the Slowqueen becomes as lethargic as most Elf-type Pokégirls do, often slipping into a near-coma state most of the time. She is only awake one hour of the day, in which she hunts for fish or other foods nearby, and then returns to slumber for the next 23 or so hours. Fortunately for her, the Slowqueen retains the same type of skin as her previous evolution has- and cannot tan, or burn, ever. In desert regions, near an oasis, these Pokégirls are especially prized for welcoming visitors or tamers, as well as providing relief for other water-type Pokégirls that are in need of rehydrating. They are, however, taken by wanderlust when feral and not asleep, and although they only make a mile at best everyday, they are often found snoozing by wandering tamers, when they are found at all. Unlike the Slowsis, Slowboobs do not heed any requests made by a Slowqueen, which annoys the Snowqueen to no end. It is also a spot of a rivalry between the two that never erupts fully... although the Slowsis seems to love calling the Slowqueen on it whenever one or the other gets on the other's nerves. There have been no reported cases of threshold yet, though it is speculated that as time goes on, it may happen.
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SLOWSIS, the Foul-Tempered Psychic Powerhouse Pokégirl
Type: Near Human
Element: Water/Psychic
Frequency: Rare
Diet: Largely vegetarian, save fish and shellfish
Role: guardian
Libido: Average
Strong Vs: Fighting, Poison, Fire, Rock
Weak Vs: Bug, Dark, Ghost, Electric, Grass
Attacks: Draining Rain, Geyser, Foresight, Barrier, Confusion, Amnesia, Disable, Psychic, Psywave, Feel The Burn
Enhancements: Greater psychic ability and control, very high pain resistance
Evolves: None
Evolves From: Slowboob (mechanism unknown)
The Slowsis is quite often less lazy. This exact mechanism for their change is not known, but it's believed to involve a strong sense of responsibility. The Slowsis is usually 5'8" to 6'3", with large D to E cup breasts and her arms and legs lose the 'round' appearance they had prior.
A Slowsis' appearance is not all that changes. In terms of attitude, she is often quiet, but tends to make cutting remarks towards any idea or plan that she considers stupid, provided it doesn't come from a child or someone they feel should know better. Strangely, if said idea or plan comes from a child or someone who isn't well informed, she will always find a good way to explain to them why it's a bad idea/plan.
Any Slowsis will also refuse to tolerate anyone she considers to be overly-arrogant or self centered, which is why tamers who do get them should be quite careful about how they behave and about anyone they add to their harem. Any easy-going or well adjusted Pokégirls will find no problems with the Slowsis, but uptight or arrogant Pokégirls will often find themselves with a whole heap of trouble. It's said that a Slowsis can even terrify a Killer Queen.
Slowsis' should also never be taken to anything having to do with high society, as they will inevitably either start a fight, get the tamer banned or cause someone to break into tears. Sometimes, all three.
Slowsis' regard combat as a necessary defense and a last resort. Nothing else. Though many tamers like how they relentlessly kick ass, it's ill advised to try and get a Slowboob to evolve for this reason. Slowsis' do not bother to 'show off' for the sake of showing off, feeling it is a waste of their time to use their powers for such pathetic reasons. Yet they will not hesitate to use their powers to make children or a chosen partner smile.
Considering how they're quite good at handling children, they're often a favorite at raising children, after DenMothers and Neko Cennecos, though it's recommended that they don't meet the parents face to face, as more than one has assaulted a parent for abuse or worse.
In combat, a Slowsis doesn't go for the immediate win if she doesn't believe a single attack will defeat their opponent. They will use Foresight, Barrier and Amnesia first to amplify themselves, followed quickly by Disable, Draining Rain and Feel The Burn to weaken the opponent, and finally Geyser to throw the enemy's sense of balance off. Occasionally, when they feel it necessary, they will swap the order of the attacks or mix them up to confuse the opponent. They prefer using Psychic to finish fast opponents, but on slower foes, they'll use Psywave.
Very rarely, if a Slowsis does not believe they alone can defeat an opponent, and they have no tamer to back them up, they will ask any nearby Slowboobs for help. Most feral Slowboobs will help out, but generally cop a surly attitude about doing so.
Not surprisingly, since their methods of battling require preparation, a Slowsis actually works quite well in teams of two or more, which is often enough to make them good strategists or Alphas.
To date, only a few girls have ever thresholded directly into a Slowsis.
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SMARTASS, the Cynical Equine Pokégirl
Type: Very Near Human Metamorph
Element: Ground/Psychic
Frequency: Very Rare (Becoming more common with time)
Diet: Herbivore, preference for oats, corn, and apples
Role: Construction foreman assistants, Desert guides and cargo transport
Libido: Low to Average
Strong Vs: Electric, Fire, Poison, Rock, Steel, Fighting
Weak Vs: Flying, Ice, Plant, Water, Dark, Ghost
Attacks: Stomp, Earthquake, Yell, Metronome, Psychic, Teleport, Telekinesis, Disable, Confusion, Foresight
Enhancements: Enhanced Hearing (x3), Enhanced Reflexes (x4), Enhanced Sight (x2), Enhanced Strength (x3), Enhanced Speed (x4), Endurance, Telepathy
Evolves: None
Evolves From: Dullburro (Psi-crystal)
When a Dullburro is given a Psi-crystal, she evolves into the much more intelligent Smartass. She changes little physically, her bust jumps a cup size or two, usually to a solid D cup and there are less instances of the black hair/fur color. Her past however, makes her tend to be sarcastic and cynical, pointing out everyone else's faults. Tamers are able to work with the Pokégirl and have her tone down her sarcasm, but sometimes "they just deserve it". Smartasses are also highly confrontational, and enjoy arguments even if they don't lead into fights, it really impresses a Smartass when a tamer can hold their own in a debate with them.
While not as intelligent as a Alaka-wham or Supe-Bra Genius, they still enjoy the opportunity to meet with the two, and when they actually loose a debate, they then start grilling the winner with questions on specific information so they can be sure to win any future debates on the subject. They also enjoy learning in general, and a few have been known to memorize anything they have read. This does not mean that all Smartasses have photographic memory, but that some can retain information better than others.
Smartasses tend to take themselves seriously, and have a perfectionist attitude in anything they do. While they are always pleased at a job well done, they get frustrated when they cannot perform up to their standards and will always keep trying thanks to their stubborn streak, becoming more temperamental and depressed the longer they seem to get nowhere. It’s best to encourage a Smartass to try something else lest they become obsessive over their failure. Like Dullburro, a Smartass has the 'fight over flight' mentality, but is now intelligent enough to know when to quit, usually using their distinctive yell to give opponents a pause before fleeing or giving their tamer’s an opportunity to switch them out in a Pokébattle.
Due to the Dullburro line being fairly new and low in numbers, and the rarity of the Psi-crystal, a feral Smartass is extremely rare, only one instance has been recorded so far.
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SNUGGLEBUNNY, the SexBattle Pokégirl
Type: Near Human
Element: Normal/Psychic
Frequency: Extremely Rare
Diet: classic omnivore
Role: Unknown, when questioned, Cologne responded with: “He was hentai, dammit.” *WHACK*
Libido: High
Strong Vs: Ghost, Poison, Psychic
Weak Vs: Bug, Dark
Attacks: Leer, Earlobe Nibble, Ear Blow, Smile, Teleport, Eros’ Bow, Cry, Mental Feel-Up, Spank, Sex Attack 1,2,3, Sexy Hug, Go Down, Rapid Stroke, Phantom Touch, Aura Sensation
Enhancements: Enhanced Strength (x3), Enhanced Speed (x2), Recovery, Telepathy (touch only), Blank Mind, Phase Sight, Endurance, Recovery, Flexibility, Limited precognition
Evolves: None known
Evolves From: Bunnygirl (mechanism unknown), PlotBunny (simultaneous orgasm with Tamer)
SnuggleBunnys are tall and slender, usually around 6 ft in height and averaging a firm C Cup. They have black hair and tend to wear it long, although they put it up for battling. SnuggleBunny’s insist on wearing clothing, because as one put it, “The hidden is desired.” Most wear some kind of form fitting bodysuit, to make it harder for their opponents in battle. All are haughty, at least until the battle begins.
SnuggleBunnys have been around since the beginning, only their rarity and tendencies have kept them from being well known.
SnuggleBunnys have a limited form of telepathy that they can only access through touch, which is where their name comes from, they tend to want to snuggle or otherwise touch just about anyone they meet. Once they touch you, however, they know every secret you have, sexual and otherwise, and in battle they set out to give you what it is that that their opponent desires most sexually. SnuggleBunny’s have no taboos and will perform anytime, anyplace, just as long as their opponent likes the situation. This has led to a couple of amusing episodes where a SnuggleBunny has refused to SexBattle a Pokégirl who didn’t like public tamings. Usually the battle is allowed to proceed in private, in such a situation.
In SexBattles, SnuggleBunnys tend to snuggle their opponent which allows them to use their telepathy and puts them in position to use their other attacks. Often after using an attack, a SnuggleBunny will use Phantom Touch to continue the feeling and move on to another technique.
SnuggleBunnys are not often found in harems, they are inveterate wanderers and with their limited precognition and teleport are very hard to catch. They are not found feral, merely because they can always convince someone to tame them.
Rumors have that SnuggleBunnys make a habit out of visiting powerful members of the leagues that they live in, thus gaining access to their secrets, which ensures that if they are captured, League officials will order them released very quickly.
There is one notable account of a SnuggleBunny: the not very well known Tamer Elmer Befuddled was visited by a SnuggleBunny when very young and then spent the rest of his life trying to catch her. Because of this, “Be Vewwy Quiet, I’m Hunting Wabbits” has become a slang phrase for an endeavor that can never be successfully completed.
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SPIDERGIRL, the Wall-Crawling Pokégirl
Type: Very Near Human
Element: Bug/Psychic
Frequency:Uncommon
Diet: Carnivore. Blood in small amounts weekly.
Role: scouts and trappers
Libido: Average
Strong Vs: Fighting, Ground, Plant, Poison
Weak Vs: Fire, Flying, Ghost, Rock
Attacks: Tackle, Leap, Dodge, Web Shot, Foresight, Agility, Hypnotic Gaze, Telekinesis, Confusion
Enhancements: Enhanced Agility (x7), Enhanced Strength (x3), Limited Precognition, painkiller venom, nightvision
Evolves: Spiderwoman (orgasm)
Evolves From: Spinnertita (battle stress)
Occaisonally, when a Spinnertit gains enough experience in battle, but is still too weak to finish the job, she will naturally evolve into a spidergirl. In this form, she loses her extra arms and posion abilities, appearing more human. However, while her eyes do become smaller, they retain their multifaceted appearance. Spidergirls usually gain a few inches of height, although their breast size rarely increases at all. More often than not, Spidergirls keep their hair at a moderate length, claiming that long hair is too difficult to keep track of while short hair just isn't for them.
Possessing excellent dexterity and agility, the Spidergirl uses extremely strong webbing that she projects from her wrists to swing through the trees. This webbing has the equivalent tensile strength of steel wire, but is easily dissolved by fire, make her a poor choice in duels vs. Fire-types. Only the strongest Pokégirls can break out of the webbing once ensnared. The Spidergirl is also able to cling to almost any surface, unless it is too slick. Opponents tend to use water or ice to coat any nearby walls, preventing the Spidergirl from using them. Lastly, she displays some psychic talent in the form of a danger sense that she can use to anticipate most attacks. Fighting a Spidergirl means thinking tactically, and planning several steps ahead. These Pokégirls love to set traps and then force their opponents into them, ensuring her success through the use of Hypnotic Gaze and then Telekinesis to make her opponent fall for her strategies.
Spidergirls require a feeding of blood once every couple of days, as a result of their dietary needs. They have sharp teeth that are more used to tear or pierce than to gnaw or mash, which make it easy to bite into something to get the blood they need. They have small fangs that produce a mild sedative that injects into the skin of their victim, which keeps their victim from feeling any pain. They only need about a pint every week, and usually feed twice a week to get that amount (half a pint each time). Other than for blood, a Spidergirl is mostly a carnivore that prefers her meat rare and fresh.
As a side note, Tamers with more exotic tastes love getting caught in their Spidergirl's "web", while she takes the opportunity to mate with them. The Pokégirl enjoys this as well, and is often employed by her tamer to ensnare other Pokégirls or even for practical jokes. Their webbing makes for perfect use in BDSM settings, and Domina-types often enjoy utilizing Spidergirls as their pets during a Taming session.
Conversely, Pokégirls who hate being dominated are often wary of a Spidergirl who wants a taming. Celestials, for the most part, although they would never admit it, seem to prefer this method rather than cold metal clamps holding them down. The Celestial that was tricked into revealing this made this researcher swear to the gods to never reveal her name, so she may never have to live it down.
Web Shot (ATK 25): A stronger thread than that used in normal String Shot attacks, it is easily destroyed by fire attacks. However, the more it is used on a target, the more entangled the target becomes. Has a 15% chance to bind the opponent upon first application, and an additional 10% chance per additional application (25% on the second use, 35% on the next, etc).
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SPIDERWOMAN, the Web-Slinging Pokégirl
Type: Very Near Human
Element: Bug/Psychic
Frequency: Rare
Diet: insectivore, some human foods
Role: scouts and trappers (more nefarious types use them as kidnappers)
Libido: Average to High
Strong Vs: Fighting, Ground, Plant, Poison, Psychic
Weak Vs: Fire, Flying, Ghost, Rock
Attacks: Leap, Dodge, Web Shot, Foresight, Swinging Kick, Net Shot, Stun Web, Sleep Web, Impact Web, Telekinesis, Confusion
Enhancements: Enhanced Agility (x12), Enhanced Speed (x5), Enhanced Strength (x5), Precognition, painkiller venom
Evolves: None Known
Evolves From: Spidergirl (orgasm)
A somewhat difficult-to-obtain evolution for the Spidergirl, as with precognition a Spidergirl tends to be able to sense what'll happen to her before it does. However, with this evolution comes an increase in the Pokégirl’s libido, agility, speed, and strength. Physically, they grow anywhere from half a foot to a foot taller, and their breasts grow by about a cup-size. Fortunately, after evolving from a Spinnertit, both the Spidergirl and Spiderwoman are capable of lactating and so are considered better mothers for their children than the Spinnertit is. Their eyes retain their multi-faceted appearance, though often glow in the dark and can give away their presence while their eyes are open at night or in shaded areas. Another advantage the Spiderwoman has over her pre-evolved form, is more vastly more control over her webs. Where as the Spidergirl can only shoot off a thin line, the Spiderwoman can manipulate the streams in different ways, like creating a large net to trap multiple targets or forming a quick parachute if falling in mid-air. A glob of the webbing, called an “Impact Web”, can be shot off like a cannonball, causing damage as well as exploding into a gooey mesh on contact, ensnaring her opponent. Lastly, she can infuse her webbing with various chemicals, to stun and paralyze her opponents, or even put them to sleep. These are not very powerful, however, and require prolonged web-to-skin contact to work. Because of this, she can often be found teamed up with a Plant or Poison type (most often Plant), as they can often hold the Pokégirl in place long enough for their webbing to work. Her webs are strong enough to even capture and hold in place a thrashing Armsmistress, despite her immense strength.
However, the more silk that she makes, the more she needs to eat a solid diet rather than just blood. Those who are experts on silk say that the Spiderwoman's silk is the best quality, only matched by the Tarantella’s silk. This, of course, eats at both Pokégirls, and it is not recommended that a harem have both a Tarantella (or any of her evolutions) and a Spiderwoman. Such a pairing often winds up with them competing against one another using their harem sisters or tamer as judges... and the loser of any such contest always demands a rematch. So far, there have been no known ends to any contest of this sort, and so this researcher suggests that one or the other be kept away from the harem while the other is in it.
In the past, they were known to be the leaders of trapper teams, during Sukebe’s Revenge. Paired with a Boobisaur or a Toxicat, a Spiderwoman would be sent out to gauge the strength of their targets before Sukebe would commit a certain amount of his forces to defeat them. Using their webbing, they would capture their prey and then use them as required- either to retrieve information from or for a feeding. After the war, the Spiderwoman seemed to die out, either from becoming feral or being killed in battle. It wasn't, however, until 107 AS that a tamer would discover his Spidergirl’s evolution- the leagues had classified the Spiderwoman Pokégirl as extinct until then, and subsequent testing with Spidergirls confirmed the results of this evolution. It should be noted that evolving a Spidergirl into a Spiderwoman in the same fashion that some tamers evolve a Magikunt into a Gynadose has the same results, and so artificial stimulation is not recommended to induce the evolution. One unusual fact that should be mentioned is that no Spiderwoman Pokégirls seem able to handle a Dildoqueen's size, nor any size that might be considered far above the human average.
A Tamer who has achieved a strong enough Delta-Bond with his Spiderwoman, can use telepathy with her, if the Spiderwoman has reached a high level. This allows him to communicate wordlessly with her, and supposedly even with the other Delta-Bonded Pokégirls in his Harem (through her). It is said that if a Spiderwoman reaches an extremely high level, this telepathy can be used to read opponents' minds, but there is no proof of this yet. Tamers with high level Spiderwomen refuse to allow them to be examined, preferring to keep this secret to themselves, and there are no wild Spiderwomen, as they need a dedicated Tamer, and a steady Taming, to evolve. Her precognition allows her to sense intense thoughts projected by her opponent, however, and few Spiderwoman Pokégirls have ever been surprised by any powerful attacks such as Fire Blast or Hydro Pump.
However, the Spiderwoman do need to ingest half a pint of blood every week or so, now able to handle digesting nutrients normally rather than having to drink blood from others as they had needed while a Spidergirl. They do not enjoy drinking blood that's already been prepared, claiming that it tastes weird when not the right temperature, and so much prefer to drink from her tamer instead. They are often used in hospitals, able to provider stronger painkillers with their venom than most standard pharmaceuticals can provide. Their venom is very useful medically, and although it is somewhat expensive, it is normally the most commonly used painkiller available since it is effective on humans and Pokégirls alike, and in fact their painkiller venom is one of the main ingredients in the medicine used to alleviate the pain induced by threshold. These Pokégirls can be found fairly often in almost any medical field, with their specialty being with patients who are in a massive amount of pain or those that are considered unruly.
Spiderwomen are viewed with disdain by most other psychic types, as they aren't quite as powerful in the mental department and yet manage to prove more useful, on occassion, than other Psychic types. Certainly, they are one of the fastest psychic Pokégirls, and their agility allows them to avoid attacks with ease. Combined with their web-shooting capabilities, these Pokégirls are well known not only for being used in medical fields for restraining difficult patients, but also in police forces around the world- much like their earlier evolution, the Spinnertit, the Spiderwoman is even more valuable and sought for the position. This also makes them particularly valued by Pokégirls such as the Domina, who enjoy the feel of silk and the ability to 'capture' their target whenever they wish. However, with their precognition, the Spiderwoman is also sometimes envied by other psychic types at the same time, as the Spiderwoman claim that they are capable of having a deeper bond with their tamer than any other psychic Pokégirl is capable of (without the aid/curse of Recognition). Research is being done, but all results are non-conclusive at this point.
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STARBOOBIE, the Stronger Starfish Pokégirl
Type: Metamorph (Inhumanoid/Not Very Human)
Element: Water/Rock/Psychic
Frequency: Very Uncommon/Rare
Diet: Water/Sand/Glass
Role: Unknown (reconnaissance?)
Libido: Average to High
Strong Vs: Bug, Flying, Fire, Rock, Poison, Ice
Weak Vs: Electric, Grass, Bug, Dark, Ghost, Steel
Attacks: Water Gun, Bubblebeam, Rain, Water Floor, Psychic, Rock Cube, Rock Boulder, No Sell, Quick, Mirror Coat
Enhancements: Harder shell, more 'limbs' in combat form
Evolves: None
Evolves From: Starboob (Level 35 + Water Stone)
This Pokégirl is virtually identical to their 'little sisters', save for four differences. First, the Starboobie has ten fins in their 'combat' form. The new ones form in-between the normal five and make it more difficult to grapple. She can now levitate up to thirty feet in the air and travel upwards of seventy-five miles per hour (or thirty mile per hour if carrying a single person).
Secondly, the Starboobie gains access to psychic attacks.
Thirdly, in their human forms, their breasts usually increase one full cup size and become 20-30% less sensitive.
And fourthly, the Starboobie's core-gem becomes a beautiful rainbow of colors, which also translates to the Starboobie's hair in it's humanoid form.
If Starboob core-gems were like a nice agate, Starboobie core-gems were like diamonds in comparison. These gem cores are ultimately more valuable than the Starboob's, mostly because they are far less common. A Starboobie only creates and ejects a new gem core once every five years. They are as hard as diamonds and usually look far more spectacular, the only exception being incredibly well cut diamonds.
Starboobies are now looked upon as a status symbol, a trophy or 'ultimate accessory'. Some rich women, despite being heterosexual or even anti-Pokégirl, will hire lesbian or bisexual maids to keep a
Starboobie's needs in line so as to keep the status granted to them for even owning one.
Not only that, but because of the Starboobie's psychic talents and natural hard body, she can be a fairly competent bodyguard. Starboobies may not be at all social events, but they will usually appear at any event thrown by their owner.
If a Starboobie goes completely feral, she does not lose intelligence, the ability to speak or grow distracted. Instead, she becomes incredibly aggressive, both physically and sexually. Worse, this foul temperament may not fade when she is finally tamed, depending on why she went feral, who tamed her and the reasons for that person to tame her. If a stupid and/or cruel tamer lets her grow feral and another person selflessly tamed her, she will treat the selfless person that tamed her with a great deal of respect, while loathing and utterly despising her tamer.
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STARLIGHTXPRESS, the Starship Pokégirl
Type: Near Human
Element: Magic/Psychic
Frequency: Extremely Rare
Diet: lives on mystic energy but has a weakness for carrots
Role: used for faster then light travel
Libido: Average
Strong Vs: varies
Weak Vs: varies
Attacks (Form 1): Sexy Hug, Dance, Bite, Scratch, Rabbit Kick, Double Team, Phase, Teleport
Attacks (Form 2): Multi-Laser, Force Field, Crystal Spike, Beam Teleport
Enhancements: They have the power to create and extend around themselves up to a half mile a crystal shell and shape it to how they want. They can use this to make the body of a spacecraft an then, using their Beam Teleport, they bring people and things inside the shell with them. They use cosmic energy to travel at faster than light speeds and they can produce in the shell fresh air.
Evolves: None
Evolves From: Cabbit (Angel Stone, Psi Crystal, Mana Crystal, Delta Bond with Tamer, be of high level, orgasm)
StarlightXpress Pokégirls were recently discovered when a domestic Cabbit belonging to a well-liked and well-respected World Pokégirl League government official evolved. His Delta-bonded Cabbit, a longtime friend and companion, was being Tamed in his bedroom, an Angel Stone, Psi Crystal, and Mana Crystal mounted in the headboard for decoration. When the Cabbit reached her climax, she was surrounded in a bright light and evolved. Once news of this hit, several who had kept the evolutions of their Cabbits a secret came forward and allowed their StarlightXpress to be studied.
StarlightXpress Pokégirls have two forms. The first form is essentially a sexier Cabbit, taller than before and a little more buxom. The secondary form of a StarlightXpress is that of a humanlike girl with pure white skin, glowing white eyes, and no hair on their body save for on their heads, which converts into crystalline strands. The only feature both girls have is the red crystal in the center of their foreheads.
StarlightXpress Pokégirls retain a lot of the friendliness of their original form, gaining a bit of sensuality in their movements. However, they are also mildly aloof, and also can be seen staring off into space a good deal of time. They are very calm, peaceful Pokégirls and seem very wise, acting as if they know a lot more about how the universe works than they are letting on.
The StarlightXpress in their Cabbit-like form have very few attacks, and are better fighters than their previous forms, but not by much. It's their 'crystal-girl' form that has the most power. They can fly via channeling cosmic energy, and can fire barrages of powerful lasers at opponents. They can summon crystal spikes by simply willing them into existence and launching them at foes. They can do mass teleports easily. And they can generate force fields that nothing except the most powerful of attacks can penetrate. In addition, they can generate crystal shells, up to half a mile wide, capable of shaping it however they want and using cosmic energy to propel it. They can house many people inside this 'crystal starship,' which is capable of surviving in space, capable of generating fresh air, food, and water via magic. This very unique ability became known when the League official expressed a desire to explore space, and his StarlightXpress decided to oblige him by creating a starship for him. He has yet to return. Soon after, it became known that several other Tamers who had gained a StarlightXpress had gone into space as well. A few had returned, telling of the wonders of space they had seen. Studies continue on StarlightXpress Pokégirls to this day.
The discovery of the StarlightXpress came as a shock for many. Space travel, once thought to be a lost concept due to Sukebe's War, had become not only a doable possibility again, but one that could be done cheaply. Several StarlightXpress and Cabbit Tamers have volunteered to help League officials experiment in this, however several of these projects have ended abruptly due to corruption being discovered by either the Tamer volunteers or the StarlightXpress themselves. Still, research into this new type of Pokégirl continues. The fact that a Delta bond and high level were required in addition to the evolution stones has researchers trying to see if other Pokégirls could be produced in similar manner, perhaps via special ceremonies involving the evolution stones...
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STARMYSTIC, the Star-Powered Mage Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Very Rare
Diet: human standard
Role: card-collector, magic user
Libido: Average to High
Strong Vs: Fire, Flying, Ground, Magic, Psychic, Water
Weak Vs: Bug, Dark, Ghost
Attacks: Baton Hit, Card Shuffle, Dodge, Mana Bolt, Parry, Star Power Increase
Enhancements: Increase Others' Attacks, Limited Psychic Abilities
Evolves: None
Evolves From: ClowMystic (normal)
Starmystics are the most common evolved form of the Clowmystic, and like their pre-evolved form they were created by the Pokégirl researcher Clow Reed. Unlike the Clowmystic that tend to look around 12 or 13 Starmystics look like women of around 25 and on their foreheads are five pointed stars that are the focus they use to draw energy into their bodies for their attacks. Their hair grows down to their ankles when they evolve but most get it styled or cut so as to avoid it getting in their way during battle.
Like Clowmystics, Starmystics carry a staff but they will only use it in battle if they are out of magical energy, since they use Card Shuffle as their primary attack and rely on Mana Bolt if they lack the time to summon a card or don't have a card appropriate for the situation. Starmystics retain the agility of the Clowmystic and are just as capable at evading attacks. They also have the power to increase the attack of any of their harem sisters for a limited time. Like Clowmystics, Starmystics use their cards to focus their magic and create magical effects. They can use any card that they had as a Clowmystic, plus there are some cards which are unique to Starmystics. Like a Clowmystic a Starmystic gains new cards as she increases in level but unlike a Clowmystic a Starmystic can choose which card she gains.
Starmystics are immune to the capture fields of Pokéballs, including illegal Pokéballs, but are very loyal to their tamers.
Starmystics usually have an average libido, unless they find themselves in the same harem as both a Mysticangel and a Mystickat then their libido will become high and all three Pokégirls will prefer group taming sessions with or without their tamer.
Researchers have determined that should a Starmystic, a Mystickat and a Mysticangel all join the same harem then a psychic link is formed between them which bonds the three Pokégirls together for life. While this bond has been compared to a Delta bond since it allows them to sense each others location and emotions at all times, it actually goes much deeper since they can communicate over it telepathically. This allows all three Pokégirls to co-ordinate their attacks making them an almost unbeatable team, which most researchers believe was Clow Reads intention. They have also determined that if a tamer has a Delta Bond or later forges a Delta Bond with one of the Pokégirls then he automatically gets a Delta Bond with the other two.
No feral Starmystics have ever been found so the feral state of this Pokégirl is unknown but researchers have speculated that it is similar to the feral state of a Clowmystic in which her Card Shuffle attack becomes random.
It is incredibly rare for a human girl to become a Starmystic after thresholding.
Baton Hit (ATK) The Pokégirl strikes her opponent with a staff or club. This is considered a Normal-type technique.
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SUNDOG, (AKA FU DOG) the Sexy Sentry Pokégirl
Type: Near Human (Canine)
Element: Psychic/Plant
Frequency: Rare
Diet: Photosynthesis, Supplemented by Human norm food
Role: Guard, Law Enforcement, Literal Watch Dog
Libido: Average
Strong Vs: Electric, Ground, Rock, Water, Fighting
Weak Vs: Bug, Dark, Ghost, Fire, Flying, Ice
Attacks: Command Plants, Confusion, Telekinesis, Teleport, Lance, Vine Whip, Barrier, E=mc2, Root, Psychic Illusion, Mirror Coat, Seed Bomb, Vine bondage, Solar Beam
Enhancements: Enhanced durability (x3), Enhanced Senses (x2), Plant Empathy, Telepathy, Photosynthesis, Enhanced Strength (x2), Enhanced Intelligence, Enhanced Memory
Weaknesses: Obsessive Compulsive tendencies
Evolves: None
Evolves From: Byte Bitch (Sun Stone)
When considering Pokégirls to have in their harems, many aspiring tamers tend to not choose a Byte Bitch, the usual reason is the breed's reputation and inability to handle stress well. While Data Dogs are useful, they are still not powerful enough for some tamer's tastes. Most tamers that get Byte Bitches prefer to evolve them into the Sundog, who's power and battling skills exceed the Data Dog's, despite the breed's quirks.
Upon evolving, a Sundog gains a cup size, her chest now swelling to a busty D cup and while she remains very human looking, her hair becomes thick and vine-like, much like large green dreadlocks sprouting from her head. Oddly, only the skin on the top of her head turns to a green hue with small blades of grass growing like 'hair', blending in with the vines that sprout from her head. Historians have identified the breeds of pre-Sukube dogs that show up in this breed of Pokégirl as several of the breeds of dogs that were bred to resemble the Guardian Lions. Their hair vines gives most of the breed a maned look, and more animalistic variants of the breed often resemble pre-Sukube lions with wider, shorter muzzles than normally found on most canine Pokégirls. While most of their head vines are actually curled leaves, a few are actual vines and are used for attacks like Vine Whip. The fur of her dog ears and tail become varying shades, usually in natural colors of green and brown with instances of rainbow flower colors. To feed, a Sundog will bask in the sun and most of the vines on her head will unfurl into large leaves. It is these leaves that do the majority of the canine plant's photosynthesis. They do however, supplement their diet with meat, and the occasional plant materials.
Where Byte Bitches are generally bitchy and even more so when stressed, Sundogs are considered quiet by most and 'too serious' by others. This is because a vast majority of the breed often pick something to guard, be that a place, person, or even an ideal and protect that to the best of their ability. However, they take their place in a harem quite seriously, following orders and carrying out their tamers wishes, though occasions have arisen where their protective streak has clashed with their tamers. On most occasions, this has been instances of Team owned Sundogs, making them quite the popular breed due to their more law abiding tendencies. However, one notable case of this breed going wrong was of a case in the early 200s of a Sundog named Ivy, who chose to protect all plant life to the exclusion of other humans and Pokégirls. Labeled a Menace, this Pokégirl was eventually captured and terminated after terrorizing several towns.
Oddly, many of this breed work extremely well in pairs, the two of them book ending each other in more ways than one. Due to this genetic quirk of the breed and their general lion-like appearance and protective nature, this breed is called the 'Fu Dog' in eastern Leagues like Edo and Opal. The breed is sometimes used as living scenery, often dressed up in golden apparel and placed in paired guard positions, due to their ability to get by on sunlight alone for most of the day (barring water). Due to their duel psychic and plant nature, these Pokégirls can remain immobile for long periods of time but still remain alert and mentally active. Often, pet owners or tamers that fancy statue-like Pokégirls enjoy having these plant and psychic type Pokégirls as part of their 'collection' and often they can add a needed balance of elements to those who fancy types like Glasses or Marbles.
In battle, Sun Dogs tend to choose strategy over direct conflict, thinking ahead and maneuvering their opponents into situations that gives them an advantage, most often involving getting assistance from the local plant life. As such, many owners of a Sundog will place planters nearby, or have her positioned near trees or other plants. They are not useless or weak by any means in a plant-less situation however, as they can use their psychic and plant abilities to great effect, often lacing areas they're guarding with motion sensitive Seed Bombs or triggering any Seed Bombs psychically to aid in defense. If the situation seems to call for it, however, the breed is not above using overkill by blasting with E=MC2 and Solar Beam.
While these Pokégirls are serious, they are generally pleasant to be around, so long as those around them understand that they tend to take things seriously. This seems to be a quirk of the breed, much like their pre-evolved form's canine behavioral problems. Sundogs have a problem with obsessive compulsive tendencies, though many call this 'perfectionism' as they don't like seeing something done in a slipshod manner. Occasionally, this evolves into full blown obsessive compulsive disorder, though some of the breed actually request a level 4 conditioning cycle to break them of this quirk. It seems that perfectionism sometimes extends to keeping themselves problem free as well.
Feral Sundogs become almost plantlike, unfurling their head vines into a large bush and rooting herself into the ground. This breed only attacks to supplement their photosynthesis diet with protein or to try and snatch food away from unwary victims, and thanks to their psychic abilities they can do this while stationary. Threshold Sundogs are pretty rare, though most have had a mixture of plant, psychic, and canine Pokégirls. They tend to take an interest in law enforcement or security work early on, As such, many threshold members of this breed are found in Law Enforcement alongside Growlies and OfficerJennys.
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SUPE-BRA GENIUS, "I Am The Greatest!" Intellectual Pokégirl
Type: Very Near Human
Element: Normal/Psychic
Frequency: Rare (never wild)
Diet: eats human style food
Role: filling some role in Research and development, labs, Pokécenters, corporations
Libido: varies from Pokégirl to Pokégirl
Strong Vs: Fighting, Poison, Psychic, Ghost
Weak Vs: Bug, Dark
Attacks: varies, common are Shield and Teleport
Enhancements: Enhanced Stamina (x4), Very Near Human (some have almost no distinguishing traits), improved flexibility, Super-intellect, Knowledge Specialty, Quirk, Perfect Memory
Disadvantages: Typically have little in the way of HTH ability, though many find a way around this. Physical skills are usually on par with normal humans (if not just below), unique fear(phobia), Fetish, Quirk, Research Focus
Evolves: None
Evolves From: G-Poindexter (normal)
Supe-bra Geniuses, or Geniuses for short, are nearly as varied as Megami in both appearance and abilities. Though there are many common traits. They all have a vast knowledge of academic topics, but like Megami each have a tendency to specialize in a couple of areas. Due to their lack of physical impressive combat abilities, and limited Psychic abilities (which are normally defensive in nature) Geniuses are normally not found in a Tamers Harem. Most find work in the Academic circles, as research aides or even as professors. Due to intellect of these Pokégirls those that are found will generally be in League controlled or monitored areas. Nearly all Geniuses have these (dis)advantages.
Knowledge Specialty: A field(s) of knowledge that the Genius knows everything about. They can be almost any field. Combat, History, Chemistry, etc. All Geniuses usually have one that combines several distinct fields. Like archaeology. (History, Cartography, Metallurgy, Chemistry, etc.)
Unique fear: A phobia of sort that generally causes the Pokégirl to freak out in some manner. Reaction is as varied as the phobia. Anything from attacking randomly to fainting. To clutching desperately at a tamer. Some phobias are more problematic than others
Fetish: These like phobias can be problematic or not. Some known ones are for crabs, mechanical devices, explosives, chocolate, tuna, etc. The reaction to these are varied and are something of a minor nuisance to Tamers.
Quirk: Some unique ability and or flaw. Some geniuses have quirks that allows them to change to an alternate form or produce items from an alternate dimension known as 'Hammerspace'. The quirks usually have a connection to either the geniuses knowledge specialty or fetish. A common one is hormone overload to the point where the Pokégirl is catatonic. And like many aspects of the genius these quirks can be helpful, harmful, or just plan annoying.
Mystery Obsession: Some may not consider this a disadvantage, but a Genius can become quite obsessed with 'mystery' of sorts and will not rest until they've discovered its secrets. Geniuses do not believe that they can't discovery the secret to anything. It’s usually connected to their specialty knowledge. And will change if they ever discover it, they'll just find anew one they always do.
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TRIXIE, the Jester Pokégirl
Type: Very Near Human
Element: Normal/Psychic/Dark
Frequency: Common to Uncommon
Diet: human style food
Role: entertainers, practical jokers
Libido: Average to High
Strong Vs: Ghost, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: Sex Attack 1 & 2, Quick Attack, Foresight, Flash, Blur, Cry
Enhancements: Enhanced Hearing (x2), Agility
Evolves: Harlequin (normal), Acrobabe (Shield Stone)
Evolves From: None
The Trixie, or Jesters as they are sometimes called, are very strange Pokégirls. Usually wearing flashy, colorful clothing and heavy make-up, it’s easy to spot one in a crowd. Trixies tend to be very active Pokégirls, always moving around and interested in particularly everything in sight.
The main reason for this interest is their love for practical jokes. A Trixie will always look for, and usually take any opportunity to play jokes on others, even her Harem-sisters. Many of these jokes are harmless fun, but some Trixies tend to go too far, causing minor injuries for the sake of a good joke. If their Tamers demand that they do not play any jokes, they will still look for opportunities, but grumble about not being able to pull it off.
All Fools’ Day is the worst time to have a Trixie in your Harem. No matter what a Tamer tries to do to stop them, all Trixies have a inner calling to cause as much mischief and chaos as they can on that day. There have even been reports of Trixies placed in storage for the duration of the day, spontaneously escaping from the Pokécenters and running amok of the town they are in.
In battle, Trixies are clever opponents. They always try to find some weakness of their opponent to take advantage of, and they exploit this weakness to no end. If they cannot detect any weakness, they tent do enjoy dodging their enemy’s attacks, while ridiculing them, as well as their ancestors. Many times this tactic works to cause the opponent’s girl, and sometimes even the Tamer, to get so upset, that they go crazy trying to stop the Trixie’s insults, and providing a good opening for a attack.
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YUKI-ONNA, the Cool n' Sexy Pokégirl
Type: Very Near Human
Element: Ice/Psychic
Frequency: Rare
Diet: Omnivore
Role: Seductress, information gatherer
Libido: High
Strong Vs: Dragon, Fighting, Flying, Ground, Ice, Plant, Poison, Psychic
Weak Vs: Bug, Dark, Fighting, Fire, Ghost, Rock, Steel
Enhancements: Enhanced Endurance (x3), Enhanced Durability (x2), Immune to cold, Low Feral-state, Telepathic, Decreased Sensitivity in moderate or lower temperatures.
Attacks: Cold Snap, Heat Drain, Icicles, Chilled Arousal, S.E.P, Dominate, Fade
Evolves: None
Evolves From: Ice Maiden (Orgasm)
During the war, the Yuki-onna excelled at two things: infiltration and information gathering. Unlike the Kunoichi, whom were used to infiltrate quietly and sabotage or assassinate, the Yuki-onna were often dressed up as human survivors of a battle that took place somewhere in the northern or southern reaches of the world. In fact, shortly after the existence of Pokégirls became verified by the various governments throughout the world, the Yuki-onna became the greatest infiltrators of the human survivors. When humans came across their injured comrades (who were actually Yuki-onna in disguise, using their psychic powers to convince the humans that they were injured when they were in fact in perfect health). Once within the human population, this breed would seduce important individuals and go through their minds and plans, to extract the locations of the human armies, weapon stockpiles, and other significant data. This data would be conferred unto other Pokégirls- typically other psychic types, allowing for a system of informants to become knowledgeable of the plans acquired.
After the war, this breed was rarely found, and like a fair number of other breeds, was eventually thought to be extinct until an Ice Maiden evolved during a taming session in 103 AS. Subsequent testing showed that the evolution was a success, and by 200 AS the breed was found to be in the "Rare" category throughout most of the known world after an investigation into the breed. Yuki-Onna are very beautiful, with an average of C-cup breasts (although many in the Edo league have even larger breasts, for unknown reasons) and pale skin, although unlike Ice Maidens their skin tone is within human norms. Their hair is usually a pale blond, sometimes appearing white, but some rare Yuki-Onna have jet black hair. A Yuki-Onna also has a human normal body temperature making them easier to tame than most ice element Pokégirls. Because of their role as seductresses, Yuki-Onna adapt to their tamer's sexual preferences no matter what they might be. Also unlike the Ice Maiden, this breed is considered less-logical and can feel more of the standard human range of emotions. However, this is rather rare, and even then they rarely feel very strong emotions. As a result, there have been very few known delta-bonded Yuki-onna in the world, though a Delta Bond is something that this breed seems to crave, and even envy when they become aware of tamers that are delta-bonded to other Pokégirls.
Although this breed is not very useful in a standard battle, they do have techniques available to them to allow them to hold their own, if only for a short while. Using Dominate to incapacitate the target and then Ice Wall, Cold Snap and Heat Drain in rapid succession is a favored tactic among many of this breed, stalling the battle itself to the point where the opponent collapses due to exposure to the cold temperatures rather than to bodily or psychically-induced harm. However, this technique is often anticipated in battles where the Yuki-Onna's tamer wears his/her own heavy clothing to. Instead, the breed as a whole is more geared towards sexual battles and utilize their various ice-techniques to arouse the opponent. Despite the body of a Yuki-Onna being closer in temperature to human norms, the breed is generally not well-equipped to take pleasure at lower temperatures, or even at moderate ones. This has led to them being oft-tamed within heated buildings as well as being popular in sex battles. Their resistance to all sorts of colder temperatures allow them to be perfect for taming other ice-type Pokégirls that her tamer may have in the harem. The Yuki-Onna breed do retain the strategic and logical senses that the Ice Maiden are known for, though few tamers realize this, and so do become quite capable in any role within a Harem- Alpha, Beta, or just a part of the harem. This breed gets along well with almost every fire-type pokegirl, though the one exception is the Magmammary. Yuki-Onna can't stand the heat that radiates from that breed, and the Magmammary can't stand the cold that the Yuki-Onna emits when one is stressed out and nearby because of the fire-type's heat field. It is a vicious cycle that usually ends with one or the other being set into storage at some point.
There are almost no known feral Yuki-Onna, but history documents them as having a low Feral-state in where their strong libido (especially so for an ice-type) takes over the Pokégirl’s mind and steers her towards the nearest available person for an immediate taming session. The last feral Yuki-Onna was found in 295 AS and was in the pre-Sukebe area known as north-western Mongolia (now located in the Opal League). Though rare, threshold cases are known and are often sent to breeding ranches due to the breed's libido and the fact that if allowed to go feral they would likely seize upon a family member for a taming session. Many threshold Yuki-Onna find it hard to adjust at first due to the changes in their sexual morality. Strangely, the Edo-league boasts a larger number of threshold cases into Yuki-Onna than any other league, a fact that is being investigated but no solid reasons have been found as of 298 AS.
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