ARMSMISTRESS, the Ultimate Fighting Pokégirl
Type: Very Near Human
Element: Fighting/Steel
Frequency: Uncommon (Normal, and in all Leagues) to Very Rare (Winged) (Gold Continent)
Diet: any human style food
Role: Can Adapt To Almost Anything
Libido: Low (High with favored master)
Strong Vs: Bug, Dark, Dragon, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground, cat Pokégirls
Attacks: Pummel, Roundhouse Kick, Sword Dance, Meteor Punch, Chi Blast, Master Blow. (And Feather Shuriken, Thunderbolt, and Whirlwind if the winged-type of Armsmistress).
Enhancements: Enhanced Strength (x12), Enhanced Agility (x4), Enhanced Durability (x8), Enhanced Speed (x4), Weapons Knowledge, Armored
Evolves: Seraph (Valkyrie-based winged Armsmistress only; Angel Stone), Warrior Nun (Amazonchan/Amazonlee-based Armsmistress only; Angel Stone)
Evolves From: Amazonchan (works on it's speed), Amazonlee (works on it's strength), and Valkyrie (Dawn Stone)
Amazingly human in appearance; only distinguishing feature that sets them apart from ‘normal’ humans are the fact that the vast majority of all Armsmistresses have red hair and green eyes, barring regional variances. Their busts do increase from their previous forms, but usually only by a half-cup at most.
The Armsmistress is a hard-to-attain evolved form of the Amazonchan and the Amazonlee. They come from either form since it seems to be when an Amazonchan and Amazonlee balance their speed and strength.
They are more human appearance than the three stages of the Amachop (Amachop, Amachoke, Amachamp) and often better fighters than Herochans and Heroines. This is because Armsmistresses are incredibly skilled fighters, ranging from hand-to-hand to fighting with any form of weapon. (Preferably swords).
Armsmistresses are unparalleled armorers, and each creates her own armor shortly after evolving. The armor of an Armsmistress is also highly sought out by Tamers. The combination of intricately molded steel and leather is incredible in its quality. Few attacks can barely even scratch it. This armor typically reflects the personality of the Armsmistress who crafted it, though armor created for others can be created with their tastes in mind. Few Armsmistresses will ever craft armor for anyone but themselves, however, making these extremely rare.
Even then, the armor is never quite as effective for another as it is for the Armsmistress herself.
Armsmistresses will only remove their armor for Taming. They are perfectly comfortable sleeping in their armor, and tend not to favor post-Taming cuddling, preferring to get back into their armor as quickly as possible. An Armsmistress outside of her armor loses a considerable amount of her strength, and is generally safe to tame without restraints. They become paranoid about attacks when unarmored, however, partially accounting for their low libido. They are more willing to "let down their guard" with a Tamer they trust, which can raise their libido significantly. Armsmistresses will only bathe if dirtied by outside conditions, such as mud and the like, and still prefer to do so while armored, if possible. Armsmistresses have an unusually efficient internal cooling mechanism, allowing them to engage in strenuous physical activity without sweating. They do tend to breathe heavily during these activities, as their circulation system is similar to that of pre-Sukebe cheetahs, though more refined.
Armsmistresses that evolve from Valkyries, called Malakim in some Leagues, are extremely rare. In the wild one can tell if an Armsmistress evolved from a Valkyrie from a simple fact. They have wings, and can learn Flying-type attacks. (This however, has caused many Tamers to mistake an Armsmistress for a Valkyrie and visa-versa).
How to evolve an Armsmistress from a Valkyrie however, is still a complete mystery.
Due to a peculiarity on the part of an Armsmistress' maternal instincts, they cannot fight feline-like Pokégirls. Instead they show great maternal affection towards the feline-types. This is believed to be related to their cat-like circulation system, indicating that Sukebe may have used trace amounts of cheetah DNA in their creation, resulting in unforeseen feelings of kinship with feline Pokégirls.
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ASSASARA, the Armored Insect Pokégirl
Type: Very Near Human
Element: Bug/Steel
Frequency: Very Rare
Diet: Omnivore
Role: Bodyguard
Libido: low to average
Strong Vs: Bug, Psychic, Dark, Rock, Plant, Poison
Weak Vs: Fire, Ground, Fighting, Electric
Attacks: Quick Attack, Dodge, Quickturn, Blur, Recover, Cross Shield, Metal Sound, Iron Defense, Buzz Blade
Enhancements: Removable exo-skeletal armor, Enhanced Strength (x5), Enhanced Endurance and Durability (x4 each), Enhanced Speed and Agility (x3 each)
Evolves: Unknown
Evolves From: Buzzbreast (Heavy Metal)
Once thought to be a minor pest at best, the Buzzbreast is a fairly common pokegirl throughout the world. They live and travel in swarms and rarely manage to increase the size of the hives they live in without repercussion. A current survey that was polled among pokegirl tamers show that over 60% of all tamers have caught a Buzzbreast at one time, and that about 80% of those tamers wound up selling or losing those Buzzbreasts within several months of capturing and then taming them. One thing that happened during the evolution experiments that took place sometime in the early 100 AS era was the discovery of several things about the Buzzbreast. The first being how her two known evolutions came about, and the second being the one known domestic evolution, using a Heavy Metal. The resulting pokegirl, called the Assasara, was a breed that was not written about during or shortly after the Revenge War. It also was not mentioned in any of Sukebe's notes.
Actually shorter than most Buzzbreasts by perhaps a few inches and far more humanoid in build, the extended abdomen and stinger that the Buzzbreast is shed upon evolution. The exoskeleton and endo-skeleton are also shed, leaving the new pokegirl as a Very Near Human in appearance. Within a week of the evolution, however, the Assasara begins to grow a new exoskeleton armor. On average, this armor takes up to a month and a half to grow and cannot be shed or removed during the process without destroying it. However, after the armor hardens and is finished, the armor can be taken off and on in much the same way as the Armsmistress. Also like the Armsmistress, the Assasara rarely goes anywhere without the armor on. The armor serves a dual-purpose: protection and offense. Along the legs and the outside portion of their arms up to their elbows are chitinous blades, twice as dense as the armor itself is, but not nearly as heavy as one might expect. Each Assasara has a pair of antennae that extends from their forehead, and two pairs of long gossamer-like wings, much like the Buzzbreast's, can be hidden amongst the armor or in plain sight. Like the Buzzbreast, this breed is capable of flight, but is not very fast in the air. Most pokegirls of this particular breed possess a varying degree of tanned skin. One of the most noticable differences between the Buzzbreast and the Assasara are the eyes. While the Assasara retain the compound eyes, they are actually the same size as a human's eyes, and not nearly as large as the Buzzbreast's. The final difference is the mentality of the Assasara: they are more individualistic, the hive mind of a drone giving way after the evolution to a burgeoning individuality reminiscent to the evolutions of the Maid Yvette.
In battles, the Assasara tend to begin with Metal Sound by rubbing her arms or thighs together while covered with the steel-like, yet flexible armor that they wear. Following this with Quick Attack and Blur allows her to strike and recover from the attack upon her opponent, while Cross Shield gives her the ability to strike back while taking minimal damage from an incoming technique. Recover makes her one of the more resilient Bug-type pokegirls known, and her exclusive technique, Buzz Blade, gives her a powerful attack to use against her opponents that might not be expected at first, and can be used to great effect against any opponent. Something that tamers must keep in mind is that once the Assasara has designated herself an opponent, she will attack that target until it is unconscious or dead. The pokegirl focuses on her opponent to the extent that she barely seems to understand any orders that a tamer might give her, making the breed very difficult to keep full control over.
In a harem setting, the Assasara are extremely protective of not only her tamer, but of the entire harem in general. The breed's intelligence and protective streak makes them great Betas- however, the same thing that makes them that also leads to the pokegirl being a poor choice for an Alpha. Her focus is to protect her hive, as she considers the harem, despite the fact that she no longer has a true hive-mentality, and the breed seems to care less about the interpersonal relationship issues that may arise as a result, often leaving the tamer to have to appoint some other pokegirl as an Alpha. During a taming, many Assasara prefer to keep their armor on, claiming that their skin is much more sensitive that way. However, the exo-skeletal armor can be removed and it is recommended that it is during a taming, as the blades on the arms and legs can make it difficult to properly tame the pokegirl, much as how playing with a Buzzbreasts' breasts are a hazard.
There have been no sightings of feral Assasara, though speculation regarding the breed's habits suggest that one might rejoin a Buzzqueen's hive as a protector to keep the Queen and her subordinates safe from any and all threats. The possibilities regarding her narrow-minded attacking are chilling indeed, considering that it is unlikely that they would heed a Buzzqueen's orders while in the middle of a battle with a threat. If found feral, contact a Researcher or the nearest Watcher and report the finding. A reward will be posted for any feral Assasaras found alive, not dead.
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BALLISTICUNT, the Incoming! Pokégirl
Type: Near Human
Element: Steel/Ground
Frequency: Rare
Diet: Omnivore
Role: Long-range combatants, projectile weapon maintenance
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Fighting, Water
Attacks: Arc Shot, Rapid Fire, Silver Fist, Plasma Crusher, Dodge, Counter Burst, Resonate, Metal Sound
Enhancements: Enhanced Accuracy, limited metamorphosis (left and right arms only), summonable/dismissable body armor, Enhanced Agility and Speed (x6), Increased Durability (x4), Enhanced Stamina (x5)
Evolves: None
Evolves From: Guntit (Diamond Stone)
When a Guntit comes into contact with a Diamond Stone, the Pokégirl evolves. No matter what they looked like before, their breasts increase in size by one-to-two cup sizes (which would generally place the breed's size between a C-cup and a DD-cup) and they increase in height by 6 to 14 inches (generally, they are taller than five and a half feet in height, though there have been one or two known to be shorter). They gain a natural armor that does not interfere with their maneuverability which can be summoned and dismissed. The armor covers most of their body, but doesn't protect her lower arms or her legs at all. However, their armor is lighter than that of her sister-evolution, the GunValkyrie, and as such she is not as vulnerable or slow as a result. The armor itself can be of just about any color, but generally is gray to begin with and can be painted. The design of the armor differs per region, with those in Edo sporting a mostly more traditional samurai or ninja-style look to them, just to name an example- the armor tends to take a style that is influenced by the Pokégirl’s local cultural history. A major difference between the Guntit and the Ballisticunt is that the Ballisticunt can now change both of her arms at once into her plasma cannons, allowing her access to the Plasma Crusher techniques.
With the evolution comes a better sense of self for the breed. Although they do enjoy working with projectile weapons, the Ballisticunt do manage to discover a world away from them, escaping their tunnel vision of Mission, Taming, and Weapons. With an entirely new world opened to her, the Ballisticunt are known for trying to find just about anything interesting to them- their curiosity knows few bounds, save when it conflicts with their natural strategic sense. This often makes them good Alphas and Betas, though Tamers with a combat harem rarely use them as Alphas due to how difficult it is to get certain other Pokégirl types to follow the orders of a Pokégirl that rarely fights on the front line of a battle. A peculiar thing for tamers to keep in mind is that these Pokégirls do not make good cooks, and tend to criticize recipes as they do not like doing things by 'approximate' values if they can at all help it. Ballisticunts, as a result, make for good assistants to Supe-Bra Genius Pokégirls- they are intelligent enough to be useful, and durable enough to survive the latter's possible experiments.
While the GunValkyrie is better known and more popular, the Ballisticunt is also known, though for a different reason. She is one of the fastest and most agile (if not the most in both cases) ground types known to exist. Although she's not as variable a weapons-platform as the GunValkyrie (and certainly not as flashy), the Ballisticunt is more human-like and capable of defending herself at point-blank ranges. In battle, the Ballisticunt is used for fire support, although she often begins with Counter Burst, followed by Resonate if she expects to be facing a psychic-type Pokégirl, or she may begin with Resonate instead. If she finds herself somehow in hand-to-hand combat, she'll often use her Rapid Fire (which uses the same plasma that the Guntit's Plasma Blasts used, minus the usage limitations) to make her opponent back off, or get in close to use her Silver Fist technique. At extreme ranges, a Ballisticunt prefers to use her Arc Shots instead. If facing a particularly intense threat, the Pokégirl will use Metal Sound or even her signature Plasma Crusher technique.
This breed is known for her strategic capabilities in battle, and even out of battle. Few human players manage to beat a Ballisticunt in any sort of strategic game, whether it be something as ancient as Chess or Risk, to a video game with the latest and newest innovations. In battles, the Ballisticunt has shown herself to be resilient and a steady asset. In the several Widow confrontations in which these Pokégirls have been confirmed participants, it has been recorded that the Ballisticunt was the most common Pokégirl survivor due to her staying out of the main battle and picking away at her target. Of course, this means that among front-line Pokégirl combatants, they are viewed poorly until they find themselves in the heat of battle with one. However, the only way to truly gain respect from an Amazon-type or a Ama-type is through sparring, and the Ballisticunt will usually accept any challenge that comes her way.
Arc Shot (ATK+80): A long-range only attack (at any closer than 80ft, the Arc Shot only has a 25% of hitting it's target). This is considered a Steel-type attack. This weapon arcs in mid trajectory, much as mortar shells from pre-Sukebe days do, to allow for such long range strikes. This allows for indirect firing, and this attack can reach up to one mile away before losing it's potency (maximum range is two miles for indirect fire, at which point the ATK rating decreases to ATK+10). This attack can be launched from either of the pokegirl's cannons, and inexperienced pokegirls (under level 25) have their maximum range reduced to 1.5 miles. The attack can also decrease the Defense of any/all pokegirls it strikes by a single stage per strike. Attacking with this technique requires two rounds- one to aim and range, and the next to fire after the aiming has been completed.
Plasma Crusher (ATK+100): A stronger version of Plasma Blast that is capable of being used any time. However, it can only be used once for every two levels that the Ballisticunt is in experience (at level 30, she can use it up to 15 times). This is considered a Steel-type attack. This attack requires the pokegirl to use both arm plasma cannons at once to utilize the attack fully.
Counter Burst (EFT): This technique reduces the effectiveness of any single strike to 25% and increases the pokegirl's speed by two stages. After the strike that hits is reduced, the technique must be used again before it can have the same effect, although subsequent speed increases are only one stage each (up to a maximum of five stages).
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BATTLE (insert name here), the Heavily-Armed (insert title here) Pokégirl
Type: (base type)
Element: Steel/(base type)
Frequency: Extremely Rare
Diet: (as base type)
Role: Heavy assault, S.W.A.T., bodyguard, similar positions
Libido: varies
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel (others are same as the base type)
Weak Vs: Electric, Fighting, Fire, Ground (others are same as the base type)
Attacks: Heavy Arms, same as base type
Enhancements: Retractable battle armor, Heavy Arms technique, Flightpack, Technologically Enhanced Senses (x4), Aquatic Capacity, others same as Base type
Disadvantages: Limited Active Period, Limited Ammo, same as base type
Evolves: None
Evolves From: Zeromer downloading itself via nanotech transfer into another Pokégirl
Zeromers are powerful Pokégirls. They are dangerous combatants, especially when modified, and can handle almost any threat. There is very little that can hurt them fatally.
But it can be done.
When a Zeromer is wounded fatally, there is a small chance that some part of them can live on. If they can find a host, they can download via nanotechs their memories and data, and if possible, a part of their personality. The nanotechs change the Pokégirl internally and externally, granting them the ability to manifest a powerful battle armor capable of taking a lot of punishment. The armor can be shaped according to the bonded Pokégirl’s wishes, giving each a unique appearance. When a Pokégirl is bonded to a dying Zeromer via the nanotech transfer, they become what is known as a Battle Pokégirl.
Pokégirls with this template have many abilities. They gain the ability to manifest a powerful battle armor, one that they can shape to their preferred design. This armor also comes with a rocketpack for flight and the ability to manifest an engine and mask with a self-renewing oxygen supply for aquatic travel and combat. They can access all the memories and databanks of the Zeromer they were bonded with, and in some cases actually communicate with the Zeromer, as the Zeromer may have found a way to download her very essence into the host Pokégirl. So potent is this download of information, that it sometimes has been known to be a great psychological change, usually for the better, in the bonded Pokégirl. One recorded instance was of a Battle Bunnygirl, the Bunnygirl gaining tremendous coordination. And there are rumors of a Battle Panthress, who’s endless rage has been calmed by her bonding with a Zeromer…
Battle template Pokégirls also gain an internal generator, giving them a great deal of ‘ammunition’ to work with, as well as several potent weapons built into their armor, such as shoulder-mounted energy cannons, gatling guns similar to a GunValkyrie’s tri-barrel chainguns, and missile launchers. With their weapons comes an incredibly powerful attack, the Heavy Arms, which causes the Battle template Pokégirl to manifest ALL of their weapons at once and fire them in a massive barrage.
As impossibly powerful as this Pokégirl is, they do have some limitations. Maintaining their ‘armored-up’ form is very stressful on the Pokégirl’s body. A Pokégirl can only maintain their armored up form for at the last a half-hour at the minimum, shorter if they use their Heavy Arms technique. After that they need to spend at least an hour in ‘recharge,’ allowing their body to recover from using the armor. This period of time before they have to armor down and recharge, naturally, can be raised with time, training, and experience. The recharge time raises with the time the Pokégirl becomes able to spend in their armored up form, but by a much smaller interval than the armored up time.
One cannot simply have a Zeromer download themselves into a Pokégirl. There are certain conditions that have to be met before a Battle template Pokégirl can be created. For the first part, the Zeromer has to be dying. Given that Zeromers are not known to die of natural causes, this usually entails them having to be suffering from a fatal injury or a similar condition. Two, the Pokégirl bonding with the Zeromer must not be the one to have caused the fatal status of the Zeromer, nor must she be connected with the one who did the damage. A Pokégirl who fatally injures a Zeromer cannot have her packmate or harem-sister bond with it. Three, the Zeromer must be the one to initiate the bonding. The bonding will not occur unless the Zeromer itself initiates it.
As this template occurs through the death of a Zeromer, Researchers are not encouraged to make more. Rather, all instances of this Pokégirl will be studied, in the hopes of better understanding the phenomenon of the ‘tech’ Pokégirl….
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BATTLE ANGEL, the Knight Of Steel Pokégirl
Type: Very Near Human, Metamorph
Element: Steel/varies with the item equipped
Frequency: somewhat Rare
Diet: varies, but mainly human-type food
Role: armored warriors
Libido: varies from Low to High
Strong Vs: By Element
Weak Vs: By Element
Attacks: By Element
Enhancements: By Element
Evolves: None known at this time, speculated to evolve to Berserker in unknown conditions
Evolves From: Ingenue with a Steel Coat (Trade Item)
A Battle Angel is the ultimate in armored Pokégirls in terms of speed, firepower and cuteness, once they are equipped with an item and they start down their development path, it is nearly impossible to change their secondary element.
A Battle Angel has two forms: armored, in which she looks like an armored knight in form-fitting armor; her second form is her naked body, the form she is tamed in. With concentration, the Pokégirl’s armor folds and retracts into her body, where upon she looks exactly like a normal human girl. Most keep their hair long, interestingly, when they are armored, their hair is as tough as their armor. They are not restricted to being fully armored or naked, but with practice can select what portions are armored and which aren't, allowing them to appear as if wearing a bikini, shorts and a shirt, or merely showing their face, or anything in-between. If surprised, attacked or distracted they instantly revert to their fully armored form. Generally, their Libidos vary from individual to individual, and often depend on their attitude towards their Tamer. Most Battle Angels have a favored type of hand-to-hand weapon that they seek to be armed with, some extend this to a particular weapon that has special meaning to them.
After transformation from an Ingenue into a Battle Angel, she has to be equipped with an Evolution Stone or she'll become a Steel/Normal type. Once equipped, she'll undergo a secondary 'evolution' path, much like an Eva. Their Feral state is relatively mild, merely intensifying their dominant personality characteristics, Steel/Ghost types become more timid, Steel/Fighting types become even more aggressive, etc.
Attacks shared by all: Harden, Kick, Punch, Quickturn, and Cuddle
Depending on Personality two of the following: Growl, Glare, Cheer, Roar, Leer
With experience: Call Me Queen, Slice n' Dice, and Rage
All can learn the following Sword Techniques and use them with any weapon, including a ‘bare’ armored hand: Slash, Cut, Carve, Parry, Deflect, Bonk
Without an Evolution Stone: STEEL/NORMAL - The Battle Angel
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fire, Ground
Attacks: Tackle, Agility, Hyper Slap, Dodge, Trample, Quick Attack, and with experience, Hyper Quick Attack
Enhancements: minimum of Speed (x6), Armor (x4), Strength (x4), Endurance (x2), Agility (x4)
Typically they appear in steel or bronze armor, although the style and decoration are a matter of personal taste. Without any special element, they gain much greater speed and agility than the other types. Hair can be any color. They are guarded emotionally, and in battle they are either passive, trying to avoid an unnecessary battle, or extremely aggressive and eager for battle, there seems no middle ground.
Evolution with a Thunder Stone: STEEL/ELECTRIC - The Electri-Cuter
Strong Vs: Bug, Dark, Electric, Flying, Ghost, Ice, Normal, Poison, Psychic, Steel, Water
Weak Vs: Fire, Ground
Attacks: Jolt, Electric Blade, Electric Blade Mark II, Lightning Punch, Lightning Kick, Thunder Bolt, with experience, Thunder
Enhancements: minimum of Speed (x4), Armor (x4), Strength (x4), Endurance (x2), Agility (x2)
Typically they appear in electric blue or neon yellow armor, although the style and decoration are a matter of personal taste. Hair color matches the color of the armor or starkly contrasts it. They are unrevealing emotionally, and are overly defensive in battle, although they are cantankerous. This often leads to passive-aggressive behavior. To avoid accidentally electrocuting their Tamer, they make liberal use of Jolt to discharge themselves and get their Tamer acclimated to their Electricity.
Evolution with a Fire Stone: STEEL/FIRE - One Hot Knight
Strong Vs: Bug, Dark, Dragon, Electric, Fire, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Ground
Attacks: Warm Embrace, Burning Hands, Flame Sword, Flame Sword Mark II, Fire Punch, Fire Kick, Flame Sniper, Ignite
Enhancements: minimum of Speed (x6), Armor (x4), Strength (x6), Endurance (x2)
They typically appear in red, or flame colored armor, although the style and decoration are a matter of personal taste, and are typically baroque or absolutely plain. Hair color is almost always, red, yellow, or a mix or the two. They tend to be very prickly personalities, hard to control, but extraordinarily loyal once it is won. While their armor is usually uncomfortably warm to painfully hot, the girl inside is just pleasantly warm.
Evolution with a Water Stone: STEEL/WATER - The Wet Knight
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Normal, Poison, Psychic, Rock, Steel, Water
Weak Vs: Electric, Ground
Attacks: Slick Stroke, Wet Jet, Water Sword, Water Punch, Water Kick, Water Spear
Enhancements: minimum of Speed (x4), Armor (x6), Strength (x6), Endurance (x4)
Their armor is typically blue, green, or black, the style and decorations are a matter of personal taste, often in a wave motif, or simulating fish scales. Hair color is almost always blue, green silver, or rarely, a mix or two or three. They are ordinarily peaceful and passive, more fun-loving and cuddly than their sisters. This doesn't mean they can't or don't enjoy a good fight.
One of the oddities in the Battle Angel's evolution.
Evolution with a Moon Stone creates: STEEL/BUG - The Bugger of a Knight
Strong Vs: Bug, Dark, Dragon, Electric, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Steel
Weak Vs: Fire, Ground
Attacks: Sting, Rapid Sting, StringShot, Bite, Leap, Rollout
Enhancements: minimum of Speed (x5), Armor (x6), Strength (x8), Endurance (x3)
The sting attacks are based on the use of a weapon, usually a thrusting rather than a slashing weapon, this does not include using an aroused Tamer as a thrusting weapon. There are rumors they can also use Lunar Blade, but this has not been confirmed. Their armor can be any color from bright single colors to elaborate camouflage and usually gives them an insectoid or arachnid appearance. Unlike the typical Battle Angel, they are generally hairless. Some of the smaller such Battle Angels have wings and can fly, although slowly and awkwardly. Their passive nature makes them conform easily to their Tamer's will, only in battle and Taming do they seem to come alive, becoming incredibly ferocious and inventive.
Evolution with a Leaf Stone: STEEL/PLANT - The Implant Knight
Strong Vs: Bug, Dark, Dragon, Electric, Flying, Ghost, Ground (their attacks), Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Fire, Ground (their defenses)
Attacks: Thorn Cutlass, Leaf Shield, Razor Leaf, Solar Beam, Regenerate, Antitoxin, Lust Dust, at higher levels Bloom and Buttsprout
Enhancements: minimum of Speed (x4), Armor (x5), Strength (x8), Endurance (x4), Agility (x2)
Their armor usually appears in greens and browns, although some flavor the autumnal colors: patterns bright yellows, red, oranges, etc. Their armor often has a leaf pattern, depending on personal taste. Their hair is usually green or green-yellow, although if the armor is autumnal colors, normally their hair will be also. They are passive and retiring, until battle is joined, then they use overwhelming force. They also enjoy lying in the sun or sitting in woods. Their defenses are weak against Ground, while their attacks are strong against Ground.
Evolution by Angel Stone: STEEL/MAGIC
There seem to be two types of Magic Battle Angels: Strong and Weak, or more accurately: Fighting and Cute, although neither should be underestimated. The Cute Knight, the Fighting Knight
Strong Vs: Bug, Dragon, Electric, Flying, Ghost, Ice, Normal, Plant, Psychic, Rock, Steel
Weak Vs: none
Cute Attacks: Smile, Absorb, Flare, Burst, Energy Blade, Magic Fist, Magic Kick, Dissolve, Barrier, Mana Bolt or Mystic Bolt, Dazzle, Heal, Cry, Hypnotize, Aura Of Cute, Foresight, Dumb Luck (only for defeating opponents without fighting), S.E.P., Performance
Fighting Attacks: Smile, Cry, Reflect, Flare, Imitate, Recover, Magic Fist, Magic Kick, Aura Barrier, Barrier, Power Bolt, Shield, Teleport, and
One of the following: Electric Blade, Flame Sword, Water Sword, Ice Blade, Psi-Blade.
One of the following: Electric Blade Mark II, Flame Sword Mark II, Ice Blade Mark II, Psi-Blade Mark II
Note the Blade and Blade Mark II can use different elements. E.g. Electric Blade and Psi-Blade Mark II
Enhancements: Minimum of Speed (x4), Armor (x4), Strength (x4), Endurance (x2) The armor of a Cute Type typically looks like a party dress, brightly colored and very elaborate. This does not reduce its protective value or combat effectiveness a bit. Their hair can likewise be any color or style, bows and ribbons, even bells, can be expected. The Cute-type is friendly and open, although they seem to shy away from battle and even discord among a Harem, seeking another solution or reconciliation. If her efforts are obviously not successful, they intensify their search for a solution, the enemy is often defeated during this search (weapons fail, opponents shoot each other, a piano lands on the enemy Tamer, etc.) or by disabling actions by the Battle Angel. Once these tactics fail, she can be quite the combatant.
The armor of a Fighting Type is more straightforward, usually white, sky blue or other ‘good’ colors and appears as heavy plate armor. Their hair can be any color, it is often severely, although attractively, styled. The Fighting-types are severe and distant, seeking battle against evil as a matter of honor. They will defeat any enemy as swiftly as possible, seemingly without pity or restraint. A Tamer who can get beneath their emotional armor will discover just how much they care about their colleagues and their enemies and seek to ease their pain.
Evolves with Dark Stone: STEEL/DARK - The Dark Knight
Strong Vs: Dark, Dragon, Electric, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Fire, Ground
Attacks: Blur, Dark Punch, Dark Kick, Shadow Shot, Shadow Strike, Dark Blade, Dark Blade Mark II, Midnight, Shadow Walk (only within Midnight effect)
Enhancements: Minimum of Speed (x4), Armor (x4), Strength (x6), Endurance (x2), Agility (x2)
The armor of a Dark Knight is typically flat black, flat gray or other dark colors, the styling tends to be figure hugging and either simple or very baroque. Their hair likewise is of dark color. They often decorate their faceplate as if they were a Make-Up Artist Goth, or with a terrifyingly, inhuman image. They are often depressed and driven, sometimes to the point of melodrama or self-parody, seeking always to prove themselves. A Tamer who is able to get past their cynicism and get close to them will help bring out their wry or dry sense of humor. They are relentless, even obsessed, in the pursuit of enemies and bettering their fighting skills. They get along remarkably well with Zubutts, Golbutts, Sidekicks and Foxgloves, but not Vampires or Vampiras.
Evolution by Ice Crystal: STEEL/ICE - The Cold Knight
Strong Vs: Bug, Dark, Dragon, Electric, Flying, Ghost, Ground, Ice, Normal, Plant, Poison, Psychic, Steel
Weak Vs: Fire (severe)
Attacks: Chilled Arousal, Simulacrum, Snow Storm, Ice Wall, Ice Blade, Ice Blade Mark II, Ice Punch, Ice Kick, Cold Snap, Heavenly Strike
Enhancements: Minimum of Speed (x4), Armor (x6), Strength (x5), Endurance (x4)
Their armor is typically white or ice-blue, and the styling tends to be austere although of Japanese rather than European style. Their hair tends to be white, silver or ice-blue. Normally they act as austere as their armor, but they are relentless in their pursuit of an enemy, or of a trusted Tamer's attentions. While their armor is as cold as most ice-types, the girl inside, while chilly, requires no special precautions for Taming.
Evolves with a Psi Crystal STEEL/PSYCHIC - Psi-a-Knight
Strong Vs: Bug, Dragon, Electric, Fighting, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Fire, Ground
Attacks: Cry, Aura Of Cute, Teleport, Backstab, Flash, Hypnotic Gaze, Dominate, Double Team, Agility, Quick, Foresight, Armor, Fade, Psi-Blade, Psi-Blade Mark II, Heal, Aura Barrier, Confusion, Disable, Performance
Enhancements: Minimum of Speed (x4), Armor (x4), Strength (x4), Endurance (x2)
Their armor can be of any style or color, often it is a scintillating pattern that confuses and dazzles the viewer. Likewise, their hair can be any color, often several colors. With the styling of both their hair and armor, flamboyant is an understatement. They would call it battlemented, and others call it brassy or tacky. They are extremely confident of their abilities, often seeking to overwhelm opponents without having to actually fight them. They are very intent on making a name for themselves on their grand crusade, which varies with the individual. They will greatly favor a Tamer and harem who follow their morals and supports their crusading style.
Evolves with a Venom Stone: STEEL/POISON - Knight To Die For
a.k.a. - Vixxen on Lust Dust in a can
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fire, Ground
Attacks: Sting, Rapid Sting (these two attacks are applied to weapons, punches or kicks), Needleshot, Sleep Powder, Love Sting, Lust Dust, Bloom, Buttsprout
Enhancements: Minimum of Speed (x6), Armor (x4), Strength (x4), Endurance (x3), Agility (x6)
Their armor is typically rust red, verdigris green, or another corrosion/unhealthy color. Their hair is either a sickly shade, seemingly dry and brittle, or vibrant, healthy, and brilliantly colored, by a color that does not appear in nature. Surprisingly playful for a Steel-type, they enjoy ‘spreading the wealth’ with Bloom and Buttsprout, although they will restrain themselves to the Tamer's harem and volunteers if asked. Fast rather than powerful, their giddy nature masks a tactical mind on par with their other evolutions, they use their abilities efficiently, then march off to claim their reward. Unlike the other Battle Angel evolutions where Libido varies from individual to individual, their Libidos are universally High and their nickname well earned.
Another of the anomalies in a Battle Angel's Evolution,
Evolution by the Heavy Metal: STEEL/FLYING - The Flighty Knight
Strong Vs: Dark, Dragon, Flying, Ghost, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Fire
Attacks: Feather Shuriken, Gust, Wing Buffet, Wingover, Dive, Mach Breaker, Wind Slash
Enhancements: Minimum Speed (x12), Armor (x4), Strength (x4), Endurance (x2), Agility (x2)
Their armor can be any color, but usually looks like metallic feathers. Unusual for a Battle Angel their hair is usually cropped short and appears more like feathers than hair. More easy going that most other evolutions of the Battle Angel, they love flying and prefer using the 'boom and zoom' tactic of diving on a target, attacking as they pass, and climbing away. They can fly while fully armored and can carry another person easily, but will not enjoy the resulting loss of speed and maneuverability, however slight.
Evolution with a Dragon Scale: STEEL/DRAGON - The Drag'n Knight
Strong Vs: Bug, Dark, Dragon, Electric, Fire, Flying, Ghost, Normal, Plant, Poison, Psychic, Rock, Steel, Water
Weak Vs: Ice (severe)
Attacks: Dragon Rage, Hyper Dragon Rage, Hyper Beam, Energy Blade, Recover, Magic Fist, Magic Kick, Shadow Strike, Aura Of Cute
Enhancements: Minimum of Speed (x5), Armor (x10), Strength (x6), Endurance (x4), Agility (x4)
This evolution's armor can be of any color or style, a pattern simulating scales or a solid primary colors are the most common. Their hair usually exactly matches the armor color and pattern. They are emotionally guarded, almost to the point of paranoia. Unless the Tamers has a high empathy rating and friendly attitude, a Drag'n Knight will be nearly impossible to Tame or control. In battle, they will attack relentlessly, until their opponent surrenders or is defeated. In Hyper Dragon Rage, they will attack until they win or they themselves are destroyed. They will often allow a target to flee, until battle is joined. A strong-willed Tamer is necessary to keep them under control.
Evolves with a Mana Crystal: STEEL/GHOST - The Knight Life
Strong Vs: Bug, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fire, Ground
Attacks: Energy Drain, Lick, Nightshade, Phase, Lure, Illusion, Fear Aura, Drain, Psi-Blade, Psi-Blade Mark II, Screech, Headbutt (note, this is the Knight sticking her head in a target's head, the effect is the same), Magic Fist, Magic Kick
Enhancements: Minimum of Speed (x6), Armor (x4), Strength (x4), Endurance (x4), Agility (x4)
The Knight Life's armor can be any color or style, however when the Battle Angel is completely armored, their entire body becomes slightly transparent and insubstantial. When unarmored they are completely indistinguishable from virtually human Pokégirls like the Ingenue or Megami. They are more shy and retiring that any of the other evolutions, attempting to avoid other people and Pokégirls unless they are confronted. A gentle Tamer can draw them out of their shell.
Evolution with a Diamond Stone: STEEL/GROUND - The Dirty Knight
Strong Vs: Bug, Dark, Dragon, Electric, Ghost, Normal, Poison, Psychic, Rock, Steel
Weak Vs: Water
Attack: Dig, EarthQuake, Fissure, Ground Grip, Rock Throw, Mud Slap
Enhancements: Minimum of Speed (x4), Armor (x8), Strength (x15), Endurance (x6)
The armor of a Dirty Knight is colored in browns, tans, and earth tones, and the design is simple. Their hair is usually the same color as their armor. They are one of the few types who prefer to depend on their fists and feet instead of weapons, although they will use whatever weapon comes to hand. They seem very stolid and detached, although they feel and think very deeply. They take the most efficient route to the solution to problems and defeating opponents.
Evolution with a Dream Stone gives the Battle Knight her dream:
STEEL/FIGHTING - The Dream Knight
Strong Vs: Bug, Dark, Dragon, Electric, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Fire, Ground, Psychic
Attacks: Nipple Cripple, Fisting, Throwing Star, Mirror, Counter, Evade, Pose, Headbutt, Focus, Focus Energy, Backhand, Double Kick, Resist, Crushing Punch, Gatling Punch, Gatling Kick, Legsweep, with experience, Chi Blast, Sabre Claw, Mega Punch, Hyper Kick, Explode
Enhancements: Minimum of Speed (x5), Armor (x4), Strength (x5), Endurance (x4), Agility (x4)
They armor of the Dream Knight can be of any color or style, a single color and a simple style are favored. Their hair color seems to have no relation to the armor color or style. They consider themselves the ultimate Battle Angel. They practice and seek out challenges to test themselves against, almost constantly. A Tamer must be willing to go along with their quest, or the Dream Knight will leave. A Tamer able to hold their own against the Dream Knight's unarmored form will gain their unconditional loyalty.
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BOMBSHELL, the Grenade Pokégirl
Type: Near Human
Element: Steel
Frequency: Very Rare
Diet: Rocks, Dirt, Metal
Role: Demolition
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Punch, Kick, Uppercut, Backhand, Tackle, Takedown, Self-Destruct, Explosion
Enhancements: Enhanced Endurance (x3), Enhanced Durability (x4), can rebuild herself from Explosion & Self-Destruct, can control her explosions, cannot feel pain
Evolves: Unknown
Evolves From: None
Bombshells were among the first 'tech' Pokégirls to be discovered. The majority of them have camouflage-colored skin that feels like a flexible ceramic, and dark green, metallic, almost chitinous shells around their waists, D-cup breasts, forearms, hands, feet, and lower legs. Their spine is visible through their back and looks like a series of metal panels. They have only one ear, and in place of the other one is a small lever with a removable pin in it. Very little can actually hurt them, although Bombshells tend to be nervous around fighting types and tend to make sure that they don't leave their spines facing a fighting-type. They are VERY protective of their spines, as it contains the magnetic aura that allows them to pull themselves back together after blowing up, and don't like to be on their backs at any time as a consequence. The metallic panels of their spines cause stress on their backs, and a Tamer can easily earn the affections of their Bombshell by giving them a back rub, paying special attention to the area exactly around the panels that make up the spine. The breed as a whole has red eyes and blonde hair, leading some to nickname them 'Blonde Bombshells.'
No one really knew what to make of Bombshells at first. They were a tough breed of Pokégirl, rather attractive for those who liked Steel-types, and very fun-loving. (Although they tended to overdo it to the extreme on explosion-related puns.) The problem was that they tended to blow up a lot. Literally.
Bombshells are one of two Pokégirls known to be capable of surviving the Self-Destruct and Explosion Pokégirl attacks. Their bodies explode with concussive force, sending shrapnel everywhere. They can then remake their bodies quickly, in under five minutes for a single limb exploded, up to twenty for any larger detonation, using an internal magnetic charge to piece themselves back together. They can even rebuild themselves from almost total destruction, although his takes a lot out of them, regeneration taking forty minutes, leaving them dizzy and weak for a couple days. They can also explode just a part of their body for a pseudo-projectile attack, making them more useful that just regular bombs. They can fully detonate themselves or simply shoot off their hands or feet for a long range attack, or simply explode a limb to destroy bonds that are holding them. (This, consequently, has made Domina-types HATE them with a passion, as they simply keep blowing up any bonds they tie them with.) To explode their entire bodies, they remove the pin that is in place of one of their ears. However, they don't do that as much as one would think a living explosive would do, as it leaves them incredibly dizzy. They are VERY careful to retrieve their pin after rebuilding themselves from an explosion, as they would detonate almost instantly after reforming if they didn't hold the locking handle down constantly.
Bombshells do not feel pain, so all exploding does is make them aroused, sending a rush of sensation through their bodies. (Fortunately for Tamers, being aroused seems to act as a catalyst against a Bombshell's ability to explode themselves, so there is little worry of a Bombshell blowing up mid-Taming.) They can control the intensity of their detonations to a point, making the damage range from only enough to knock down a normal human, to powerful enough to destroy a heavy vehicle such as a tank from Pre-Sukebe times. Bombshells usually just keep their explosion levels at just enough to knock out an attacking Pokégirl, as the stronger the explosion, the longer their recovery time. It's been confirmed that Bombshells can use an explosion stronger than that, but just suggest that to them and they will become very fearful and panicky, starting withdraw into themselves so much that it makes a Shy Maiden seem like a Wildcat by comparison. However if the subject of pushing the limits of their detonations is avoided, Bombshells remain happy, bubbly Pokégirls that love to be useful in any means they are allowed to be.
It was eventually discovered that Bombshells could be reformed in a much quicker fashion. Either by chance or a limited form of control over the way they explode, the spine of a Bombshell always remains intact and lands near the Bombshell's Tamer. By running their fingers along the detached spine of a Bombshell creates a magnetic surge that reforms the Bombshell completely within seconds. This, however, is not recommended, as the Bombshell will be incredibly dizzy for however long it would have taken them to normally repair from an explosion of a part of their bodies, a full body explosion causing the longest recovery time. It's best, if this method of reforming a Bombshell is used, to put them in their Pokéball and let them recover, or place them on a bed and wait for them to get their bearings.
After a couple years of hesitant study, it was discovered that Bombshells could be very useful in land reclamation and demolitions work. They could also test the quality level of soil by eating a handful of it, although mostly Bombshells stay in construction and League law enforcement groups. They are, sadly, frequently found in Team Rocket-style groups, leading some more conservative Leagues to make heavy regulations against ownership of them. They also have hearing problems due to the fact that they have only one ear.
Feral Bombshells are extremely rare, but they do exist. They tend to be very jumpy and skittish, and will explode at random if startled. In terms of Taming, it's best to have a psychic-type or a plant-type to help the Bombshell relax and make them almost totally incapable of exploding. A Milktit creating milk with a relaxant affect will suffice as well. If a Tamer allows his/her Bombshell to become Feral, they will not only be derided as a moron by their peers, they will also be fined heavily for their irresponsibility.
No Threshold cases of turning into a Bombshell have been reported. Some assume that this may be because during the early stages of Threshold, the Bombshell might not be able to control her explosion powers and be unable to reform herself. However this is just a theory, and has not been proven as fact.
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BONDAGE ELF, the Sinister S&M Pokégirl
Type: Very Near Human
Element: Poison/Magic
Frequency: Rare
Diet: omnivore, tend to lean towards meat diet
Role: discipline/oversee other Pokégirls, hunters, combat
Libido: Average to High, changes with mood will get higher with a trusted Tamer
Strong Vs: Ghost, Poison, Psychic, Dark
Weak Vs: Steel, Electric, Ground
Attacks: Levitation, Bondage Attacks, Poison Whip, Mystic Bolt, Mirror, Aura Barrier, Energy Drain, Dream Eater
Enhancements: Longevity, Night vision, and a high threshold for pain Bondage Affinity and reduced Feral
Disadvantages: Light attacks tend to disorient and in rare cases cause temporary blind ness or light-headedness
Evolves: Bondage Queen (normal)
Evolves From: Dark Elf (normal)
The Bondage Elf is a Dark Elf that has taken on more ‘sexual appetites’… The Bondage Elf is rarely found in the wild because in the wild she does not get the ‘constant victim’ to practice out her techniques on, (unless she can find and keep another Dark Elf alive). In fact, Feral Bondage Elves are usually mistaken for Dominas when seen, for they have the same tastes in ‘clothing’, basically anything leather.
The Bondage Elf is overall, a product of a Dark Elf being in charge of another person, (in most cases a Harem or even her Tamer). The constant attention allows the Dark Elf to immerse herself in her dark appetites of S&M that she can evolve into a form that is even more of an S&M lover than her pre-evolved form of Dark Elf.
It should be known that Feral Bondage Elf leather is a highly sought item. The quality of the leather is very fine… It is unknown what animal, Pokégirl, or possibly human it is made from, but it is thought to be a matter of matting different leathers together into one sheet of dense leather.
It should also be known that unlike Dark Elves the Bondage Elves love having an Elf and its evolutions (especially Elfqueen) in the same Harem. For unlike Dark Elves who can’t stand the presence of their ‘lighter’ cousins, a Bondage Elf just loves to Tame and dominate the ‘good’ Elves.
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BRASS, the Bold Pokégirl
Type: Near Human
Element: Steel/Fire
Frequency: Very Rare
Diet: special
Role: ambush, surprise attacks, defense
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Steel
Weak Vs: Electric, Fighting, Ground, Water
Attacks: Punch, Harden, Quake, Headbutt, Body Slam, Toss, Seismic Toss, Fireball, Ignite, Flame Sword Mark II, Warm Embrace
Enhancements: Toughness, Enhanced Strength (x16), Statuesque Manner, Extremely High Density, Slow
Evolves: Iron Maiden (Heavy Metal)
Evolves From: Titto (Fire Stone)
This Pokégirl is known for her bravery in otherwise-harrowing situations (usually due to their powerful defenses), leading to the expression "bold as a Brass" to mean someone who is remarkably courageous. This Pokégirl can be acquired by using a Fire Stone on a Titto, making her congeal and solidify as she evolves.
Brasses tend to be taller than other Pokégirls, usually standing around six feet tall. They're entire coloration, skin, hair, everything, is the same deep bronze color, making them seem like metallic statues if they stand still. They tend to have short hair, since their hair grows much slower than most other Pokégirls', and similarly don't have much hair between their legs as well. Brasses tend to have generous breasts, around a moderate C-cup. They prefer to go naked, since it allows them to pose as statues in an instant.
A Brass's skin and bones are solid metal, and her great weight, indicated by the Extremely High Density enhancement, reflects this. Most Brasses weigh in at around a ton. Given that, they are virtually always on the bottom during Taming. Despite looking like living statues, Brasses are organic beings, and if wounded they react as such, not like a broken piece of metal. Their enhancements make it hard for anything to cut them enough to make them bleed though, let alone seriously injure them. Forbidden Tech projectile guns have been known to have their shots ricochet harmlessly off a Brass's skin. A Brass tends to eat minerals of all sort, preferring gems the way humans prefer candy. The finer the grain of a rock or jewel, the tastier it is to her.
A Brass is lacking in speed, as reflected in the Slow enhancement. A jogging pace for them is a brisk walk for humans and most other Pokégirls, and when they run all out, almost anything can outdistance them soon, although the shaking ground tends to slow them down. Despite their metallic nature, these Pokégirls have no special endurance abilities. Being a combination Fire and Steel-type, these Pokégirls have some characteristics of each. Their libido is lower than a normal Fire-type's would be, yet higher than most Steel-types, balancing out to a happy medium. Most Tamers use their strongest restraints when its time for a Brass to be Tamed.
Despite these drawbacks, Brass is a good choice for many Harems. Her Statuesque Manner enhancement allows her to stop moving instantly, holding a pose to such a fine degree that it becomes extremely hard to tell she isn't a statue. This includes slowing her breathing so it isn't obvious her chest is rising and falling. An examination by touch can tell however. A Brass's scent is that of the same metal as her name, so any Pokégirl with a keen nose won't be able to tell she's anything but a statue. This makes her ideal to act as a spy, observing an opponent's plans without him realizing she's a Pokégirl. Alternately, she can lie in wait for an unsuspecting target and then ambush them. A Brass can hold a pose for up to two days without moving before hunger and arousal make her abandon it. Brasses given a Heavy Metal stone evolve to Iron Maidens, and can hold a statue pose even longer since they lose their Fire element.
In combat her Toughness enhancement and her Harden attack allow her to soak up damage like a sponge and not blink. Her incredible strength makes combat with her end fast unless the opponent is similarly endowed. Few opponents can stand up to a Brass using Punch or Headbutt on them. Those that can usually get an Earthquake directed at them by the Brass, knocking them over so she can then use either Toss or Seismic Toss on them. For foes that fight at a distance, she tosses Fireballs at them until she can get closer. Due to her Fire-type nature, a Brass can heat herself at will, becoming very hot all over her body. This allows her to heat any weapon she's holding to the point where it becomes outlined in flames. A Brass heating herself does not manifest fire on herself, but can otherwise still use the Ignite attack by making herself sizzling hot to the touch. A more controlled heat is used when her Warm Embrace attack is utilized. In the dark, a Brass glows a dull red, illuminating (and often igniting) things a very short distance from her.
Feral Brasses are still slow, so a well-prepared Tamer can have his Harem easily outmaneuver one. They usually head towards population centers, dimly recognizing someone there can help them. They usually get caught very quickly by a Tamer who recognizes how strong they are. The best tactic for capturing a Feral Brass is to having a fire-resistant Pokégirl draw her Fireballs towards her while other Pokégirls attack with Electric and Water techniques. There have been no known cases of a Threshold girl becoming a Brass directly.
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BRONZE, the Metal Statue Pokégirl
Type: SemiHuman
Element: Steel/Fighting
Frequency: Extremely Rare (All Leagues)
Diet: special
Role: ambush, surprise attacks, defense
Libido: Average
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic, Fire (does double damage)
Attacks: Power Drive, Counter, Flake, No Sell, Bronze Fist, Giant Toss
Enhancements: Higher stamina, greater defense, self-body sculpting
Evolves: None
Evolves From: Jade (Round Stone)
While the previous forms of the Bronze were Rock-types, the Bronze is a Steel/Fighting-types. They lose the ability to change colors and become a metallic color, though with special dyes applied by Ar-Tits or their evolutions can allow them to regain different hair or body colors. The initial dyes take effect within one day. These dyes are permanent until the Bronze requests an Ar-Tits (or one of their evolutions) to change it. These changes, however, can take days or even weeks to take effect, depending on how different the color is or if the original dye used was black.
Originally, Bronzes were going to be called 'Golds', as they appear gold for the first week or two after they evolve, but then they briefly appear silver (for about three to four days) before settling into the appearance of Bronze. During these early adjustment periods, if she uses Flake, her 'flakes' are Gold and Silver, respectively. As such, the first few weeks of being a Bronze can be quite profitable for her tamer, but like a Jade's tamer, she can still provide a steady stream of money with her Bronze "Flakes".
Despite their name, their skin is as hard as steel and they have almost no sense of touch, save for when they are warm. Bronzes are extremely susceptible to heat, to the point that it is almost like a sexual caress to just be near anything that is hot.
However, Bronzes are also more dangerous when they are warm, as they, like actual metal, do not cool quickly, and in fact, continue to grow warmer in sensitive areas. Any tamer without some form of heat resistance should NEVER attempt sexual penetration with a 'hot' Bronze, as they are likely to receive first to second degree burns. Only female tamers using a ceramic or otherwise heat-resistant dildo, or any tamer with a natural heat-resisting blood gift should attempt such actions with a Bronze.
Bronzes tend to be quite a bit like Iron Maidens, and in fact, they may have been prototype Iron Maidens. However, if they use Power Drive or otherwise are near a source of strong heat and have no intention of sexual intercourse, they grow more and more aggressive. When they are angry, a Bronze's memory actually improves, and she has a mean streak a mile long. So, it's suggested that a tamer who wants to remain on their Bronze's good side keep a water or ice Pokégirl in their harem as well.
The most unique "ability" that a Bronze has is Conduction. Any electric, fire or ice attack on a Bronze gives the Bronze that element for the next two rounds, meaning her attacks deal additional elemental damage. She can gain Fire and Electric or Electric and Ice at the same time, but she cannot gain Fire and Ice at the same time as the elements cancel each other out, so she would gain neither. However, it is not listed as an attack, an advantage or a disadvantage, as she cannot willingly activate or deactivate this "ability", nor can she utilize attacks from those elements. It is a side effect of her body and may be beneficial or a detriment based on each situation.
No thresholds directly into Bronzes have ever occurred.
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CYBER-ATMUFF, the Legendary Cybernetic Warrior Pokégirl
Type: Near Human
Element: Fighting/Steel
Frequency: Extremely Rare (Unique)
Diet: any
Role: supreme warrior, unknown
Libido: Average (controlled)
Strong Vs: Bug, Dark, Dragon, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Growl, Slash, Bite, Scratch, Kick, Block, Pummel, Headbutt, Dodge, Fury Swipes, Tail Slap, Counter, Pose, Stone Palm, Backhand, Resist, Gatling Kick, Gatling Punch, Chi Blast, Hurricane Kick, Quick Attack, Leg Sweep, Sabre Claw, Headbutt, Mirror, Steel Spikes, Explode
Enhancements: Enhanced Reflexes (x20), Enhanced Speed (x10), Enhanced Strength (x45), Legendary Qualities, Legendary Salient Qualities, Thick Hide, Endurance, Sensors
Evolves: None
Evolves From: Atmuff (possible/unconfirmed, cybernetic attachments)
When Atmuff died at the hands of Articunt, Zapdass, and Moltits, she was left at the bottom of the ocean, dead and forgotten. Not everyone forgot however. Someone, a brilliant scientist or group of scientists, either acting alone or, more likely, at the behest of another, went down and retrieved her body recently. They were quite surprised to find that a large portion of her flesh was still intact. Decay had yet to seriously set in, despite centuries of languishing on the bottom of the ocean; in fact, the only major wounds on the body remained those inflicted in on her in her final battle. After years of study, it was determined that her body could, in fact, be repaired and altered, using new state-of-the-art mechanical implants to replace the damaged parts of her, thus restoring her to a state of life. The go-ahead was given, and the experiments began. It took several more years, but eventually, the tests bore fruit: Atmuff was awakened and activated as Cyber-Atmuff.
It is obvious on sight that Cyber-Atmuff is a cybernetic organism. Patches of steel cover various portions of her body where she was wounded so many years before. This does not detract from her beauty though. The scientists that repaired her shattered form considered her to be a work of art as much as an experiment, and eschewed the “exoskeletal” look popularized in cheap books and movies, instead doing their best to make the steel look like natural grafts, albeit metallic ones. The result is that her pinkish body is now covered in odd patches of steel, giving her a very exotic, almost futuristic look.
Her martial abilities have improved, the result of wiring added to her brain to give her new techniques. Her blows pack a greater force behind them now, and are even more precise and controlled than before. Surprisingly, she still uses her chi, although it has gone from being colorless to being a sickly-looking yellow-green color. She apparently can see attacks coming even from behind, and it is suspected that she has some sort of special sensor array installed. One other improvement made to her design is that she can release a pair of small, steel spikes from the back of her left hand, which was damaged in the fight that killed her. This technique has been dubbed, creatively enough, by her scientists to be the Steel Spikes attack.
Cyber-Atmuff appears to still be under the control of whoever is pulling her strings. She is never observed to eat on the battlefield, nor speak, instead performing various missions, always to destroy certain key installations or facilities, or sometimes people, and then leaves. One eyewitness report says leads experts to believe she is aware of her state and fighting it though. A young man who was watching Pokégirls near a town with a pair of high-powered binoculars says that after destroying several buildings, she left the town, only to stop outside it, her body shaking slightly as if experiencing some sort of seizure, her limbs apparently frozen. After a few moments of this, she fell to all fours and began trembling again, this time in what looked like a series of powerful orgasms, as her juices began flowing generously down her legs. After a few minutes of that, having never once touched herself, she got up and proceeded away. It seems that whoever is controlling her is using some sort of programming to make her orgasm heavily at their will to keep her from fighting them. As a final measure to insure that should she break free their tracks could be covered, they installed a small but powerful bomb in her. The bomb can be remote detonated by them at any time and is accessed through her neural implants, meaning that if Cyber-Atmuff ever got free, she could detonate the bomb of her own free will. The bomb is chemically reactive, meaning that no outside force or explosion could inadvertently detonate it. However, even the scientists who installed it don’t realize how strong the explosion would be.
The shadow group that is currently controlling Cyber-Atmuff is unknown. It could be anyone, SEELE, Gendo Giovanni, the so-called Doctor Deviance, or someone entirely unknown. Or perhaps Cyber-Atmuff has already broken free of her controllers and is simply acting under permanent behavior modification as a result of her new form. There is, in the end, no way to be sure.
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Cyber-Atmuff’s shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below), nor her learned skills. They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Cyber-Atmuff has No Weakness (Level 101). If she were to face a Fire type or a Ground type Pokégirl, or anything else that was considered Strong vs. Fighting or Steel, at or below level 101, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Cyber-Atmuff’s array of special attributes:
Environmental Resistance: This ability allows Cyber-Atmuff to shrug off damage that could be done to her from extremes in her surroundings, letting her continue to fight. With this quality, natural extremes of temperature or atmosphere do not hinder her. The key word is “natural.” Special elemental powers from other Pokégirls could still affect her (although she could still resist them, see below) since they tended to be more extreme than most natural environments. This ability does not remove the need for air, so breathing is still necessary.
Breathless: This ability is what makes Cyber-Atmuff have no need for air. She can hold her breath for any length of time and not be affected by it. Together with the Environmental Resistance power, this lets her fight almost anywhere without worrying about the consequences of a particular location.
Energy Immunity: This quality lets Cyber-Atmuff ignore up to two types of energy at once. Various types of energy include heat, cold, sound, sonic, electricity, etc. She can change which two she was unaffected by at will, and did not need to concentrate to maintain her resistance. The energy resisted was total, with no affect on her at all. The only type of energy she can not resist was psychic energy, since that power was totally beyond her. Between this and her other Salient Qualities, Cyber-Atmuff is able to survive in virtually any local condition, even in space or in molten lava. Since her transformation, Cyber-Atmuff virtually always keeps on of her immunities set against electrical energy, so as to protect her cybernetic systems.
Massive Explosion: Explode is not a power many Pokégirls have, especially Legendaries. However, when a Pokégirl does use Explode, the radius and power of the blast are determined by how much energy she naturally has. For Cyber-Atmuff, this is a huge quantity. The scientists knew that installing a bomb in her would give her the Explode attack, but even they didn’t realize that her Legendary status would grant her the Massive Explosion quality. With this quality, whereas using Explode would ordinarily destroy everything in a few dozen feet, it now utterly annihilates everything within one mile of the exploding Pokégirl. The Pokégirl with this quality cannot choose to have the explosion be anything less powerful. This quality is found only in Legendaries who already have the Explode attack. The only other Legendary known to have (and have used) this power was Kary the Volcano Mistress, now long dead since using it.
(Creator’s Note: This is one of three possible resurrections of Atmuff; the others are Neo-Atmuff and Dark Atmuff.)
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DASH, the Supersonic Pokégirl
Type: Near Human Animorph
Element: Steel
Frequency: Very Rare
Diet: pokechow, fruits, anything high in protein
Role: super speed attacks
Libido: High
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Dash, Sonic Punch, Sonic Wave, Blur, Buzzsaw, Sonic Field, Quickturn, Needleshot, Rapid Stroke
Enhancements: Enhanced Speed (x10), Enhanced Stamina (x10), Enhanced Reflexes (x10), Ignore Environment, Breach Incorporeality
Evolves: None
Evolves From: Sonica (battle stress)
When a Sonica finds herself in a situation where she absolutely has to do something beyond her abilities, where she is in a fight she cannot afford to lose and the chips are down, she evolves into Dash.
As a Dash, she is now covered in a light metallic coating. Despite her being a Steel-type, the metallic coating can be of any hue. An evolved Sonica gains in speed, being able to run and react to things faster, as well as push herself harder. Like her previous form, she is capable of very short bursts of intense speed. Her combat prowess and overall power take a marked upswing. She is now coordinated enough to use the Quickturn maneuver, where even if she bypasses her foe, she can spin around to face them again. She also gains the ability to toss stiffened, metallic body hairs from her fur coating at her foe at will. This attack only works at short range before the metal hairs lose their momentum and fall to the ground. A Dash’s favorite combination attack is to use Blur to bypass her opponent, Needleshot to hit them with her metal-hairs, and Quickturn to face them again, ready for more. Her most powerful attack though is her Sonic Field. This technique can be used no matter what speed she is using at. It forms a glowing, visible bubble of concussive force around her, protecting her from harm. A Dash will usually charge a foe with this field up, doing serious damage to them. She can only use this field when directly concentrating on it though, and cannot use any other attacks with it. Dashes are good choices to use against Ghost-type Pokégirls, since their ability to move so fast somehow lets them use the Breach Incorporeality enhancement, allowing them to strike a Ghost-type even when it is phased out. A Dash also has one sex attack, the Rapid Stroke technique, where she can rapidly piston her fingers in and out of her foe’s cunt to bring them to a quick orgasm. Many Tamers enjoy having this technique used on them as well, where the Dash will give them a quick but intense hand job.
Due to her metallic coating, a Dash can use the Ignore Environment enhancement. This enhancement lets her temporarily ignore the effects of a hostile environment, including temperature extremes, pressure extremes, and a lack of air. However, this isn’t the same as the ability to complete resist those environments (such power is of a Legendary quality), rather, she can only ignore them for roughly five minutes before it becomes too much to handle. This enhancement doesn’t protect from special attacks, working only to let her work around ambient environmental extremes. A Dash usually uses this enhancement to charge into what would otherwise be a deadly situation and take care of something very fast. This power kicks in automatically whenever a Dash is in an environment that would seriously damage her. There have been rumors that a few Dashes have gained the ability to teleport, but so far these remain unconfirmed.
Feral Dashes tend to be easy to capture if a Tamer can keep up with them, since they lose enough of their mentality that they can’t fight effectively. A Feral Dash can sometimes pose a danger to herself, as she may wander into an extremely hostile environment, and not realize that she needs to leave in five minutes before it kills her. Threshold girls virtually never evolve directly into a Dash.
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DEMON-GODDESS, the Heaven-or-Hell Pokégirl
Type: Very Near Human
Element: Steel/Magic
Frequency: Very Rare
Diet: 1/2 Human Intake plus various amounts of sex
Role: special strike units
Libido: Low (Changes to Average or High after Battle Stress)
Strong Vs: Ice, Rock, Poison, Bug, Psychic, Plant, Dragon, Normal, Flying
Weak Vs: Fighting, Fire, Ghost
Attacks: Iron Punch, Ice Beam, CrossShield, Metal Sound, Quickturn, Teleport, Absorb, Imitate, Aura Barrier, Power Bolt(all others vary).
High Levels only: Hyper Beam
Enhancements: Wingless flight, photographic memory, Enhanced Strength (x3), Enhanced Senses (x5), Enhanced Endurance (x3), Enhanced Agility (x5)
Evolves: Unknown
Evolves From: Mechanisms unknown but may evolve from any of the following: Megami, Demoness, or Succubus, Kamichu (if frequently alternating between somewhat kind and somewhat temperamental)
Demon-Goddesses are usually between 5' to 6'4" tall. They often have silver or platinum hair, although domestic ones tend to have unusual colored hair compared to the human norm (blue seems to be common). Although most have dark colored eyes, this also varies. Other than these common traits, everything else about a Demon-Goddess is random, from their bust size to their personality to their maximum lifespan. One known Demon-Goddess has lived for over a hundred and fifty years, and has been passed down from male tamer to male tamer within the same family ever since being captured.
The Demon-Goddess is always on a razor's edge, morally speaking. Demon-Goddesses are usually a little bit bad and a little bit good. Every Demon-Goddess feels a great moral burden until they've firmly established their moral ground. Depending on how they develop over their lives, they can be either powerful menaces to all life in general or equally powerful saviors. Because of this, Demon-Goddesses can't be classified as Infernal or Celestial as a group, but can be classified as such individually. Indeed, there are several Demon-Goddesses who were listed as each, causing humans to look upon each member of the species with a fair bit of suspicion. Celestials may often attempt to influence a Demon-Goddess into becoming one of them, but this attempt, more often than not, backfires on them. Demon-Goddesses have a number of powers that are universal. All of them can use Absorb, Mimic and Aura Barrier. It's Imitate that has made the Demon-Goddess a powerful opponent, since combined with her photographic memory, she can hold onto memories of attacks much longer, and unlike the normal limitations of the technique, she can use any attack she's seen within the last four to five days.
Demon-Goddesses sometimes have a staff which is usually described as looking like some sort of key. The exact design of this "key staff" varies from Pokégirl to Pokégirl, but it's generally seen with the Demon-Goddesses who are calm and collected. Demon-Goddesses need only half the food of a human, but they require sex rarely, although they need it more if they've just had an intense battle. In fact, the more they fight, the more sex they need. The "key staff" also serve as an extension of the Demon-Goddess' own body, just like another limb. She will not allow another to use her staff unless it is someone she absolutely trusts (such as a Tamer she is Delta Bonded with). The "Key Staff" is normally used to fire any projectile attacks that she Imitates or learns, but can also be used in close quarters.
Demon-Goddesses have a feral state, but unlike normal feral states, she is rendered largely helpless, with little strength to fend for herself. Because of this, almost no Demon-Goddess can go very long without a sexual partner, even if it is a temporary one. Fortunately, it can take a long time for a Demon-Goddess to go feral, depending on their energy level. If they can go without fighting after their last taming, they can keep from going feral for up to five years. However, if they have a challenging battle, this immediately diminishes to a maximum of a month. Speaking of sexual partners, a Demon-Goddess prefers monogamous relationships to a harem setting, though unlike a Neo-Iczel who will try and keep partners out, most Demon-Goddesses will not resist to having extra partners in her bed. However, the less attention given to her, the more jealous she will become. How she reacts to jealousy varies greatly: Some will leave, some may begin growing increasingly temperamental, and others may even attack her partner and the new lovers. Although useful in sex battles despite their low libido, most Sex Leagues frown on the use of them in their leagues due to the fact that Imitate is far too advantageous, right up there with the Lunar Caress technique and the Manage-a-Trois Pokégirl. Fortunately, due to their rarity, they are not banned.
Although certainly not the best idea to have a large harem while keeping a Demon-Goddess, it varies with the Pokégirl’s attitude and personality as to just how bad an idea it is. Researchers and tamers say that no more than four Pokégirls other than the Demon-Goddess should be kept at any time, or else the Demon-Goddess may feel slighted. The wrath of an angry Demon-Goddess is something that no one, tamer, Pokégirl, or otherwise, ever wants pointed in their direction. Strange though it may be, a Demon-Goddess will show bond-level loyalty to any partner she chooses to be permanent, even if she has not bonded. Even odder is the fact that a Demon-Goddess will not let her partner's moral choices influence her own. One Demoness is even said to have wound up with a Demon-Goddess partner who was nigh-saintly.
Neo-Iczels and Demon-Goddesses have an intense rivalry. Something about the Neo-Iczels having a great amount of power, yet seemingly unburdened by moral issues, irks Demon-Goddesses greatly. Once a Demon-Goddess notices a Neo-Iczel, if they don't immediately begin name-calling and subsequently wind up attacking each other; they will do everything they can to ignore the other and will cold-shoulder even their partner if they happen to ask the Demon-Goddess to be polite to the Neo-Iczel. The few times they will remain even remotely civil to each other is either when the Demon-Goddess has chosen her own moral compass; or when they're both fighting the same opponent, but even then, they will verbally bash the other at every given opportunity. And no tamer should ever try and get them both in the same harem. There are no known reports of a tamer having survived keeping both in his or her harem at one time- the last known tamer that did died over fifty years ago, about five miles outside of a small town in Indigo. There is now a small lake there that formed in the crater that is that tamer and his harem's final resting place.
In battle, a Demon-Goddess is likely to use CrossShield in order to reduce damage that they take from any attack, and then get a hit on their opponent while learning the use of the attack that was used against her. Then, she will usually use that attack to fight right back (especially effective against Dragon-types that are weak against their own element). The Demon-Goddess, after around a dozen uses of any particular attack, will learn that attack permanently, and become just a small part of her arsenal. One unusual thing to note is that a Demon-Goddess has access to several elemental attacks, such as Ice Beam, Power Bolt, and even Teleport- a Tamer may never know just what attacks his or her Pokégirl has until she's in the heat of battle.
Only two thresholds into a Demon-Goddess have occurred, one in 186 AS, and the other in 257 AS.
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EMPRESSLOVE, the Anti-Dragon PokéGirl
Type: Near Human - Avian
Element: Ice/Steel
Frequency: Very Rare (Scarlet League), Extremely Rare/Unknown (All other Leagues)
Diet: seafood, preference for fish
Role: Anti-Dragon-type, Leader
Libido: Low
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic
Weak Vs: Electric, Fighting, Fire
Attacks: Ice Beam, Ice Wall, Mist, Glare, Leer, Scratch, Slice, Stab, Head-Butt, Peck, Gust, Harden
Enhancements: Increased Lung Capacity, Water Purifier, Cold Resistance, Armored
Evolves: None
Evolves From: PrimpLove (normal)
It takes time, effort, and a lot of patience to keep a PrimpLove... well, not happy, but content for the time being. Such is a truly Herculean task considering the demanding nature of the PrimpLove and it is understandable that not all Pokégirl Tamers are up to the challenge. However, those who manage to keep it up and not kill the goddamn bitch will be rewarded with the reason people picked up a PimpLove in the first place if the intention is to evolve her. The third and final evolution: EmpressLove.
Now in her evolved state, it should be noted that while an EmpressLove unfortunately loses her elemental abilities for water, for reasons unexplained, gains the sub-element of steel! However, this despite her new harder body and loss of water-based powers, this does not diminish the fact an EmpressLove is still able to swim at incredible depths and speeds. The reason for loss of water powers while she still retains her ability to purify water, is that an EmpressLove no longer has the ability to retain any water in her body, hence her loss of the water-based attacks and tricks that made up her prime abilities in her previous forms.
The EmpressLove gains considerable height in this new stage, reaching up to 6', not counting facial horns, and loosing all traces of fat and becoming QUITE muscular, with her bustline jumping another cup to become a firm C with perky white nipples. She gains metallic edges along her wings and three steel-claws underneath. This allows the EmpressLove to handle and hold items within her grasp and perform more tasks with better precision than she could have with just flippers, but she will still have some troubles due to lack of opposable thumbs. The appearance of an EmpressLove's body gives the impression that she is wearing a tuxedo, having lost nearly all blue coloration and taking on black and white. On her face, an EmpressLove has three distinct horns resembling a trident. The length of the three horns extending from the beak symbolize an EmpressLove's strength. Generally, the longer the horns are, the stronger the pokégirl is, (with horns usually ranging between 7"- 1'4"). The tips of her wings are so strong that they can cut through entire slabs of drift ice.
The personality of an EmpressLove is also different from her pre-evolved form. Where a PrimpLove wanted all the attention and was, for lack of better terms, an annoying spoiled brat, the EmpressLove is understanding that not everything will go her way. She's calmer than before and very quite, almost withdrawn, something one would expect from an Ice-type. Calm, cool, collected, an EmpressLove is a joy to have in a Harem for those who can get through to the PokéGirl's heart.
With the greater ice-power of the new evolution, plus a body that is now stronger and tougher due to her Steel-type nature, an EmpressLove is correctly associated with the thoughts of being a PokéGirl that could stand up to a Dragon-type. Ice and Steel are the only two elements that have ever had a chance of hurting Dragon-type pokégirls, and with the EmpressLove being a balanced culmination of the two, it is understandable that this is the one pokégirl that could make a normally superior Dragon-type hesitant if not actually balk at having to fight in PokéBattle. However, just because and EmpressLove is the defacto Anti-Dragon pokégirl does not make her invincible. A strong Fire or Electric-type pokégirl can give the powerful penguin pokégirl a run for her standard league credits!
When it comes to Taming, the EmpressLove is different from her forms in that it is not something she has any particular say in the matter. She can go for far longer stretches without being Tamed, and has no specific preference for position of style of fucking. However, from the few EmpressLoves that their Tamers allowed to be studied, it would seem that the icy pokégirl reacts well to harsh Tamings: being rammed from behind and spanked, as is sensing it was something she deserved from earlier in her life. There have neither been cases of human women Thresholding into EmpressLoves, nor has there been any cases of Feral EmpressLoves in the wild. It seems the love and discipline of attaining this form requires effort that a PrimpLove doesn't have naturally when left alone in the wild and can only be pushed towards attaining by an outside source, such as a Pokégirl Tamer.
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GUN BUNNY, the Horny Crack Shot Pokégirl
Type: Near Human Anthropomorphic (rabbit)
Element: Steel/Normal/Magic
Frequency: Very Rare
Diet: berries, fruits, grains, most human foods
Role: Bodyguard, hitwoman
Libido: High
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: *Manifest Weapon (Handgun), Knuckle Sandwich, Sucker Punch, Intimidate, *Cold Cock, Iron Punch, Iron Defense, Black Spike Dance, Meteor Mash
Enhancements: Weapons Affinity (firearms), Enhanced Vision (x6), Enhanced Accuracy (x6), Enhanced Durability (x4), Internal ‘Ammunition’ Generator, Cannot be disarmed normally
Evolves: None
Evolves From: Bunnygirl (Shiny Stone)
Gun Bunnies first appeared in the year 260 AS. For years, their pre-evolutionary form was unknown and considered to be non-existent until Professor Stroak disclosed some formerly classified evolution stone data.
Gun Bunnies are ‘tech’ Pokégirls, so their pre-evolutionary form came as something of a surprise. In appearance, they do not vary that much from regular Bunnygirls for the most part, save for their breasts, which are about a cup-size larger than their previous form. Their forearms, eyes, and legs from the knees down, however, are cybernetic in appearance. They are affectionate Pokégirls, although they become deadly serious once their Tamer or Harem sisters are in danger. They have a strong protective streak towards whomever they are bonded to. They also lose the ditzyness and clumsiness of their previous form. However Feral Gun Bunnies regain all of that ditzyness and clumsiness, and also tend to forget that they are armed sometimes. Tamers who let their Gun Bunnies go Feral are fined heavily and stripped of their Tamer’s license.
Their primary power is to manifest any form of handgun or pistol to wield. The ‘ammunition,’ similar to that of their cousin species, the GunValkyire, comes from an internal cybernetic generator. The ‘bullets’ fired from a Gun Bunny’s guns are considered to be magic element attacks. Because of their weapons, Gun Bunnies fight using a handgun martial arts style known as ‘Gun Fu,’ which first appeared in various Pre-Sukebe movies. More advanced Gun Fu practitioners can fight in close with this style. Also, all handguns that a Gun-Bunny forms cannot be removed from their hand except by their own will. A small force shield forms around the hands of an armed Gun-Bunny, ending at the wrist. The only way to disarm a Gun-Bunny is to quite literally disarm them, cutting off their arms or hands.
Amusingly enough, Gun Bunnies become VERY affectionate towards any GunValkyrie or Bombshell they see. Their usual response upon seeing one of these Pokégirls is to do a tackling hug to them and cuddle up affectionately. They never refer to GunValkyries or Bombshells by their names, they always use the nicknames Bang-chan (for GunValkyries) and Boom-chan (for Bombshells). Bombshells enjoy the affection, but GunValkyries tend to get very annoyed. One GunValkyrie Tamer who had an encounter with an overly affectionate Gun Bunny reported afterward that it took all of her GunValkyrie’s considerable mental control not to shoot the bouncy bunny right then and there.
People were wary of Gun Bunny at first. The idea of a gun-wielding Pokégirl wasn’t very popular. However, one incident really helped people start to trust Gun Bunnies as a breed. A PLC test facility was given the task of studying the abilities of Gun Bunnies, and took in twelve for study. A Trauma Team offshoot attacked the facility and began killing people, intent on stealing the data on some Legendary Pokégirls that had been stored there. The Gun Bunnies took it upon themselves to risk their lives in protection of the scientists and guards at the facility, all of whom were nice to them and made sure they got regular Tamings. Three Gun Bunnies were killed, but they did manage to gun down all of the Trauma Team members, their ‘ammunition’ turned up to maximum power and lethality. News of this brave act got out, and Gun Bunnies began to experience a rise in popularity. That grew even more when a Limbec Pirate group attacked a Ranch with a pair of Gun Bunnies in it. The security cameras recorded the Gun-Bunnies, one a Pokéwoman, being offered membership and protection in the Pirates.
Their response was to shoot the Psi-Dyke making the offer in the eyes, and then go out to rescue the Ranch owner and the other Pokégirls.
Most ordinary citizens aren’t exactly sure of the general origins of the Gun Bunny. We, however, have recently found out. All data from this point on until stated otherwise is classified ultra top-secret, and is not to be put in the public Pokédex.
Data on the origins of Gun Bunnies was first discovered by a group of agents recently revealed to be a part of a SEELE-controlled Team organization and two women believed to be Sanctuary Goths that had been exiled from Sanctuary. The data they found was captured by a Terminatrix who killed them all and gave the data to a Researcher she believed she owed a favor to.
Apparently, Gun Bunnies were originally the result of an experiment done on Bunnygirls centuries ago by Sukebe, who wanted to give Bunnygirls a better fighting chance and began installing some enchanted cybernetics in them. The facility he did this in eventually became Jusenkyo. The initial result after the cybernetics were installed showed no result, not even the cybernetics, which seemingly were absorbed into the body of the Bunnygirls he modified due to the enchantment placed on the machinery. The Gun-Bunny project was abandoned, and the modified Bunnygirls escaped into the wild, eventually breeding enough for their genetic material to become a part of the general Bunnygirl lineage.
Not very exciting, I know, but since a Terminatrix was involved, it’s best to keep quiet about where we got the information.
End classified data.
Gun Bunnies have two very prominent qualities to them, aside from the fact that they are very cuddly gunslingers. One quality is Weapons Affinity for any firearm. They specialize and can only manifest handguns, but they can pick up any gun and automatically know how to use it and care for it. Most Gun Bunnies try to specialize, sticking to a specific type of firearm other than their own, but some are known to be proficient in all of them. Another quality, although some dispute this as being a good thing, is the fact that most Gun Bunnies have the psychological quirk of Otaku-ism. Otaku-ism refers to the fact that many become obsessed with something to the point where they imitate it to the best of their abilities. Dressing, speaking, or carrying favored weapons of whoever or whatever they become obsessed with. Some Gun Bunnies occasionally mix their fandoms together. It can be irritating at times, but it’s not dangerous to their owner. Common types of Otaku-ism include Jennies and other police officers, GunValkyries, and pre-Sukebe Hollywood stars such as Clint Eastwood, Tom Wolfe, and John Woo. It’s considered to be a strange side effect of their origins.
Steel Attacks
*Manifest Weapon (Handgun) – (EFT) The Gun Bunny concentrates, making a handgun appear in their hand. The handgun is connected to their palm via a wire, giving them ‘ammunition’ from their internal generator.
*Cold Cock – (ATK 40) The Gun Bunny takes the hilt of her gun and strikes the opponent in the head with it. Has a 20% chance of causing Stun. Note that it’s considered unwise to make jokes about this attack, as Gun-Bunnies are very fond of using it.
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GUNNM, the Haywire Pokégirl
Type: Typically Near Human
Element: Steel/Fighting
Frequency: Extremely Rare
Diet: Normal human diet when young but as they age they only require small amounts of foods high in sugars, typically candy or chocolate suffice
Role: Experiment
Libido: Varies from Low to Extremely High
Strong Vs: Bug, Dark, Dragon, Ghost, Normal, Plant, Poison, Psychic
Weak Vs: Ground, Electric, Ice, Rock
Fighting Style: Primarily hand to hand combat, to date no long range or projectile attacks have been observed
Enhancements: Capable of choosing to enhance speed, strength, dexterity, or computer interface ability but trade offs must be made for space and power consumption.
Evolves: None
Evolves From: Alteration of Amazonwu
One of the last trips Sukebe made through his dimensional gate yielded what was potentially a tremendous boon to the scientist and his efforts. On an Earth that had made great strides in nano-technology Sukebe was able to obtain a sample of nano-machines called nanites, though they were the size of a human blood cell the machines were able to accomplish amazing feats of biological repair, improvement, and augmentation. With these nano-machines he planned to make his Pokégirls nearly indestructible and even stronger then they already were. Sukebe immediately set about experimenting with the machines by injecting them into an injured Amazonwu named Yoko. Within a matter of minutes the girl's mortal wounds were stabilized and within an hour she was completely healed. Sukebe immediately set about broadening the experiment by instructing the nanites to begin augmenting the girl's body. However before the experiment could be carried to fruition the final attack on Sukebe's lair began two weeks later. In the resulting chaos it was assumed that the lab and everything in it was destroyed, however Yoko's new body served her well and she was able to survive but she disappeared. The first Gunnm was identified in AS 81 in the Forest League.
Gunnms appear to be a normal Amazonwu when born, however the nanites that infest their systems begin to change their bodies even before birth. Initially the nanites enhance the girl's biological body doubling to tripling her strength, enhancing her reflexes, and making her faster, even more so then a normal Amazonwu, a process that is completed between the ages of nine and eleven. After this the nanites begin to use materials the girl ingests to being constructing artificial implants. These implants primarily augment the girl's senses, mental functions, and glandular system, this process is completed around the age of thirteen. The final stage of the transformation is nothing less then the complete replacement of the girl's biological body, a process that continues throughout the rest of the girl's life. Usually the only biological components left by the time the girl is twenty years of age are her brain, heart and a portion of a lung, even these are heavily altered. Consequently all Gunnms are born pathogenically, and early in their mother's life. The girl's reproductive organs, ovaries and womb, are removed to make way for the S^2 organ that powers the mechanical parts of her body, and her external sexual organs are usually replaced with a more durable synthflesh, conventional reproduction after their second puberty is impossible. It is impossible for a human girl to threshold into a Gunnm and it is impossible to alter another Pokégirl into a Gunnm even with an injection of Gunnm nanites, the nano-machines seem to be encoded to Yoko's genetic make up and modern technology is completely incapable of working with machines on the nanite's scale. To date there have been only twenty-one confirmed Gunnms.
While it would seem that all Gunnms would have an identical appearance due to their method of reproduction, there is actually an incredible amount of variation between individuals. While all the initial changes they go through are beyond their control one of the last implants added to their brain is a nanite interface. This interface allows the Gunnm a great deal of control over the changes that occur to her later in life, allowing her to determine her own physical appearance, and even what she is capable of doing. Some girls emphasize physical strength and speed, others focus on their abilities with weapons, or computers, the girl is quite capable of altering her body to her whim. However, there are limits to this ability. The nanites will refuse to increase the girl's physical dimensions or weight by more then +/- 8%; this requires that the girls make tradeoffs in other areas when they desire to improve themselves in another. Also, while the girl is capable of creating simple hand to hand weapons for herself, the nanites do not seem to be programmed with the knowledge necessary to facilitate the construction of anything more complex then a sword. Whenever a Gunnm is altering herself, repairing herself, or while she is in her initial transformation her normal diet will alter to foods rich in the necessary materials for the nanites to continue their work, in extreme cases Gunnms have been observed to consume rings, coins, and even small utensils to obtain the nutrients they need. Once the necessary work has been done their diet returns to normal.
One of the few consistent augmentations between girls besides their nanite interface is a libido controller, depending on the situation the girl can alter her libido anywhere from extremely high to low however they lack the ability to remove their need for taming all together. Generally Gunnms keep their libido reduced however research has been shown that in the presence of a tamer they like they will begin to increase it subconsciously. Gunnms traditionally don't have a taming preference as the modifications to their bodies allow them to make any part of their body an erogenous zone. Oral, vaginal, and anal taming can all easily bring them to orgasm as can many other types, it's really only limited by the tamers willingness to try and the Gunnms willingness to alter her body, though few Gunnms have been known to refuse anything that might make taming more pleasurable. It is necessary to use restraints to tame a Gunnm as they are all quite strong even by Pokégirl standards.
The nanites also give the girls another ability as demonstrated with Yoko, the ability to sustain horrific injuries and still make a quick recovery. While still mostly biologic the girls can easily survive the loss of entire limbs or internal organs. When an injury is detected the nanites and the girl's implants work in concert to staunch any blood loss and ease her pain before they go about the process of crafting a new artificial replacement, something that can take a few days in the case of an organ or a week for a limb. Once the girl's normal body is replaced with an artificial one she becomes even tougher and while it hasn't been confirmed through experimentation it is general accepted that a Gunnm could survive and make a complete recovery so long as her brain case is intact and a single nanite remains.
Gunnms are extremely hard to identify due to their wide variations in appearance and function, generally they all tend to stand approximately 160 cm. tall and weigh approximately 150kgs, also there are a few small implants that they all posses. Some girls cover their bodies with a layer of synthflesh and can pass themselves off as very near humans, others only cover a portion of their bodies in order to facilitate taming, and still others prefer no synthflesh at all. They are usually misidentified as another steel type and only the girls themselves are able to clear things up. The majority of what's known of the type is due to the efforts of Dr. Kurosawa in the Mountain League and his Gunnm Alita.
While on the surface Gunnms seem to be a powerful and useful Pokégirl type they have one problem that precludes their safe use. All Gunnms have an implant that monitors their emotional state, originally it was meant to make the girls more aggressive in combat; however a problem with Sukebe's design causes the implant to radically amplify any emotion the girl feels. A Gunnm can fly from a happy calm to a killing rage in seconds over a tiny infraction; it's not uncommon in even a friendly match for a Gunnm to kill her opponent. This extreme emotional volatility combined with the type's tremendous strength and homicidal tendencies has landed them on the restricted from combat list in every league and the outlawed lists in several. Few tamers outside of the underground leagues will even consider a fight with a Gunnm. Of the twenty-one confirmed Gunnms in the last two hundred and twenty years sixteen have caused the death of at least one opponent or tamer and nine have killed multiple times. Of the thirty-four tamers who have owned these girls twenty-eight have been hospitalized, three lost limbs, two were paralyzed, and ten were killed. Most Gunnms are quiet and withdrawn, they are well aware of the problems with their species and the biases against them. They will typically claim to be another type of Pokégirl until they are satisfied that their tamer isn't going to ditch them. A Gunnm can become quiet open and happy if she feels safe and accepted with her tamer and harem-sisters, however the potential for rage still exists. There is some evidence that as a Gunnm ages she gains better control over her emotions and impulses but to date there hasn't been enough research to confirm this. Also, the six tamers who have owned a Gunnm without sustaining severe bodily injury have also had a psychic type in their harem. Since Gunnms are able to exert a modicum of control over their libido's they are rarely encountered as ferals, however when they are found extreme care must be taken. If any overt hostility is shown the Gunnm is likely to attack with intent to kill, however if a tamer offers the girl food she is likely to accept happily. Often feral Gunnms will assault lone humans in an effort to be tamed but so long as the human obliges them and the Gunnm enjoys it they have nothing to fear. All tamers are advised to avoid the type if encountered and to turn one into the nearest league facility if captured.
Gunnms should be treated with the same caution as a Wolf Queen, Amachamp, or Panthress as they tend to be approximately as strong as one of these types. If combat with a Gunnm is unavoidable it is recommended to engage her with a team containing at least one electric type. Gunnms seem especially vulnerable to electrical attacks; it appears to interfere with their systems though not to the point of shutdown. While the electric type continues to distract her a group of fighting types should move in to subdue her. Extreme caution should be taken as a Gunnm is typically as strong and tough as an Amachamp and will fight with a reckless abandon. If a tamer has no electric types another strategy is to try to wear the Gunnm out, a Gunnm is only capable of running at her maximum efficiency for five to ten minutes, more then adequate for most battles but insufficient for a drawn out one. Once the girl is subdued she should immediately be either captured with a Pokéball or tamed.
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GUNTIT, the Markswoman Pokégirl
Type: Near Human
Element: Steel
Frequency: Uncommon
Diet: Omnivore
Role: Mid-range combatants, projectile weapon maintenance
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Shot, Plasma Blast, Plasma Charge
Enhancements: Enhanced Accuracy, limited metamorphosis (left or right arm only)
Evolves: GunValkyrie (Ceremony Evolution; see below), Ballisticunt (Diamond Stone)
Evolves From: None
A Pokégirl that was once considered extinct, she was originally used alongside Tank Vixxen types during Sukube’s War in order to provide ranged support until their partners could successfully breach human weapon platforms, such as APCs and Tanks, and turn them against the humans. After the war, because of their success during it, humans hunted them down until none could actually be found anywhere in the world. It wasn't until around 88 AS that the first Guntit Pokékit was born, to the surprise of her mother, who was a GunValkyrie. Since then, and ever since the tech-type Pokégirls have been breeding, this breed has come back into existence. Breeding program in most leagues have resulted in almost an over-saturation of these pokegirls, and by 220 AS the Guntit had become Rare. By modern-day (300 AS or so), they are now Uncommon throughout the world. Researchers believe that the main reasons for this is that the Guntit is amazingly adept at the creation of projectile weapons, and many today are used in the manufacturing, repairs, and maintenance of such weapons throughout the world. Even on pirate ships, they have been documented as taking care of the cannons that are mounted on them.
These Pokégirls are being introduced into police forces throughout the world as a result of their capacity with projectile weapons. Like their evolved state, the Guntit possess energy weapons, but only one, and are also are very competent with handguns, rifles, shotguns, and other weapons that the police use. Most police stations employ at least one Guntit in a maintenance role, if not several in active duty roles that also include what was once known as SWAT teams in pre-Sukebe times. This breed get along well with OfficerJennies and Growlies, although for the most part are embarrassed at how touchy-feely a Growlie can become towards them, especially in the midst of a mission.
The Guntit look much like human females, though they prefer to wear skin-tight armor over their bodies. However, their left or right arm, depending on which hand they favor, can change into an energy weapon that is akin to the pulse weapons humans used during the Revenge War. This energy weapon extends from their elbow to where the tips of her fingers might reach, and look like a gun-barrel. However, Researchers have discovered that the weapon is actually a plasma cannon that gets its power directly from the Pokegirl’s small plasma reactor core. Using this often wears the Guntit out unless they train often, and so they tend to use standard projectile weapons instead until they manage to train enough to be able to use their plasma cannon as often as needed. Until that point, a Guntit can fire her Plasma Blast technique three times for every four levels that she is (so at level 20, she can fire her Plasma Blast attack up to 15 times) before needing to rest. With training, the Pokégirl can double that capacity.
Guntit make for completely lousy sex battlers, and instead they focus on their normal combat skills, which are far greater in capacity. They can even power up their main technique, the Plasma Blast, using the Plasma Charge technique without using any additional stores of their energy, although while charging she cannot use any other technique. She can also reload any weapon within seconds, assuming that she has the ammunition required to do so. However, because of her reliance upon her projectile weapon skills, the Guntit do not normally bother learning hand-to-hand combat skills... And as such, are completely at any martial artist Pokégirl’s mercy. Some human martial artists have even been known to defeat Guntits that don't wear armor, which have led to rumors throughout the world that humans are gaining on Pokégirls in terms of capabilities.
This researcher suggests that any tamers that think that they can take on any average pokegirl be sent to a psychiatrist for a mental evaluation ASAP.
Plasma Blast (ATK+25): A single shot of energy that is blasted from deep within the Pokégirl’s plasma generator. Can only be used three times for every four levels that the Guntit is in experience.
Plasma Charge (ATK+50): This technique adds its power to the Plasma Blast. However, no other technique or attack may be used in the turn that this one is used. The barrel of the Guntit's weapon will glow when the charge is ready to be fired. An attack of any type that this Pokégirl is weak to will disperse the Plasma Charge.
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Ceremony Description
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Elemental Stones Needed: Two Thunder Stones
Area & Time Conditions: Anytime and anywhere where it is raining.
Ceremony Itself: The Guntit must fast for a week- no food, no sleep, only drinking water. No tamings. All she can do is meditate, while wearing her plasma generator slowly down to dangerous levels On the seventh day, it must be raining. The Pokégirl must hold both Thunder Stones in her hands, one in each and pressed against each other until the rain ends, whether this is a few minutes or days, and the Pokégirl cannot move from where she is. If successful, the stones will be absorbed and the Guntit will evolve into a GunValkyrie. If unsuccessful, the Pokégirl must try again after recovering from the ordeal. The stones will still be usable.
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GUNVALKYRIE, the Gunnermech Pokégirl
Type: Not Very Near Human
Element: Steel
Frequency: Very Rare
Diet: Omnivore, can consume any organic material
Role: Anti-infantry, anti-aircraft, anti-vehicle
Libido: Low
Strong Vs: Ice, Rock
Weak Vs: Electric, Fighting, Fire, Ground
Attacks (all forms): Kick, Tackle, Takedown, Pummel, Wrestle, Concentration, Bitch Slap, Knuckle Sandwich
Attacks (armored): Air Recover, Vice Grip, Slash, Parry, Deflect, Iron Defense, *Called Shot, *Burst, *Overkill
Enhancements: Enhanced strength (x4), Enhanced stamina
Evolves: None
Evolves From: Guntit (E-Stone Ceremony)
Uncommon during the Revenge War, GunValkyrie have become very rare for a variety of reasons but primarily because the leagues deliberately let their numbers dwindle while they debated whether or not to let the breed completely die out due to its inherent danger. While most Pokégirls can cause a great deal of damage in an urban setting, the GunValkyrie is unrivaled in the amount of destruction she can deal out in a very short period of time.
As a group, GunValkyrie show some of the least variety found in the Pokégirl world. If one were to stand several of them in a line, it would be hard for even their owners to tell them apart. Most Tamers deal with this by painting or tattooing identifying markings on them that the GunValkyrie refer to as a unit flash.
GunValkyrie stand six feet and three inches tall and in their unarmored mode are a dull, matte gray in color. Their hair is long and black, with individual strands being a quarter inch in diameter. Their eyes are black and empty, and staring directly into them can cause dizziness if one isn’t used to it. They are curvy Pokégirls, with wide hips and a high, proud bust that is almost always a C cup. They have no body hair and while not cold like an ice type can be, they do not radiate heat and are always at ambient temperature. In winter, this can make taming problematic without an external heat source.
In their armored form, they cover themselves from head to toe in a heavy armor that slows their movement but is otherwise nonrestrictive. This armor uses an active camouflage system that allows them to slowly take on the color of their surroundings. While not as effective as true invisibility or fade, it allows them to be very difficult to see at any distance. This armor is also radar absorbent, contributing to the difficulty in locating a GunValkyrie who does not wish to be found. Please note that this active camouflage system cannot be turned off and even operates if the GunValkyrie is knocked unconscious.
GunValkyrie have excellent normal vision and incredible long ranged vision, allowing them to calculate ranges to within an eighth of an inch for anything they can see. Their hair acts as a passive sensor net that can pick up radar and other electronic emissions out to a range of one mile and can even triangulate on communication devices such as radios and Pokédexes being used for scanning. This function is available not matter what the length of her hair, but most GunValkyrie prefer to keep it long, claiming it improves reception and sensitivity. All these allow a GunValkyrie to first find her target and then to destroy it with almost unerring accuracy.
A GunValkyrie normally needs to eat once a week. Extra feedings will be required if she’s been damaged or been in a very hard battle. She can consume any organic material without harm and will process it to fuel her powerplant. If damaged, they have a tendency to eat minerals and processed metals to speed their repairs and it’s cautioned not to leave knives or other valuables where she can get to them at these times. Some GunValkyrie have developed a tendency to snack and these need to be watched at all times. It won’t harm them, but could cost a Tamer the buckles on his backpack or tent pegs. One even ate her Tamer’s Pokédex.
GunValkyrie are calm and collected even under the worst stresses, and only seem to show real emotion when being tamed by Tamer who’s owned her for a while or when engaged in her hobby. All GunValkyrie have hobbies and each varies widely by the individual. Some engage in games of chance while others have favorite videos or computer games. They have an irresistible compulsion to indulge in this hobby at least once a week and Tamer’s must take this into account when a GunValkyrie is in his or her harem. If they cannot, they become surly and sometimes disobedient.
GunValkyrie are crack shots with all firearms or energy weapons and will often carry one as a backup to her internal weapon array or for use while unarmored. This deadly accuracy crosses over into their internal weapons array.
They have a self contained anti-gravity system that allows them to lift off and hover at any distance up to thirty feet. Typically they use it to clear line of sight to attack targets, but it can also be used to avoid floor techniques. They cannot fly, and are at the mercy of the wind or any flying pokegirls while hovering.
In their armored form they have four weapon systems available for use, but only one can be active at any time except when using the overkill technique. A pair of tribarrels can extend or retract from the arms. They rest parallel to and long the length of the arm, these fire bolts of plasma energy in single shots or bursts. Their rate of fire and damage increases as the Pokégirl becomes more experienced and powerful. Their second weapon is a sniper rifle that rotates out of the right arm and fires single shots of an invisible x-ray laser. It has a charge time of thirty seconds between shots. The third weapon system is a pair of heavy mortars that fires a heavy plasma “bomb” out to a range of half a mile. This bomb has a blast radius of twenty feet and is the GunValkyrie’s only indirect fire weapon. More experienced GunValkyrie can fire this weapon almost as fast as her tribarrels. Her final weapon is a density enhanced mono-molecular dagger that she can extrude from each of her palms for self defense. It’s capable of cutting steel and is nearly unbreakable.
GunValkyrie have an internal mass converter in place of her stomach that generates power for her systems. She can operated for roughly forty five minutes of sustained combat before needing to rest and refuel, a process that takes six hours. During that time she’s relatively helpless.
Feral GunValkyrie tend to use their tribarrels exclusively and have poor targeting capabilities. Still, capturing one can be a very hazardous endeavor. Feral GunValkyrie often have bounties for their removal.
• Called Shot – (Steel, ATK) This technique allows a Pokégirl equipped with a weapon to strike a specific target, increasing the chances of a critical hit and allowing the Pokégirl to do things like cut ropes or smash light bulbs with maximum efficiency and minimum effort. This technique is applicable to melee or ranged weapons.
• Burst – (Steel, ATK) This technique allows a Pokégirl equipped with a weapon capable of rapid fire to hit her target with every round fired that attack, causing maximum damage.
• Overkill – (Steel, ATK 290) This technique is exclusive to the GunValkyrie. She hovers just off the ground and extends her tribarrels and mortars. Spinning, she discharges her powerplant’s entire supply in five minutes. This attack cannot be aimed and devastates everything around the GunValkyrie for a quarter mile. Feral GunValkyrie cannot use this attack and she must be given a specific order to unleash it. Once started, she cannot stop until her power reserves are empty. Afterwards she must rest for a full twenty four hours and eat five times her normal amount of food. This technique is forbidden in most leagues for use at any time.
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GUSANA GIGANTE, The Giant Worm Pokégirl
Type: Animorph/Metamorph (Mutated Worm)
Element: Ground/Steel
Frequency: Very Rare (Tropical areas only, Extremely rare elsewhere, not found in most cold leagues at all)
Diet: Rocks, dirt, meat
Role: Miners, Lake diggers, heavy rock miners, general demolition workers
Libido: Low (higher with a bonded Tamer)
Strong Vs: Poison, Rock, Steel
Weak Vs: Flying, Plant, Water, Fighting, Ground
Attacks: Focus, Comet Punch, Harden, Star Fall, Dig, Earthquake, Drill Strike, Iron Punch, Iron Tail, Metal Claw, Thunder Tail, Mountain Hold, Eternal Softness, Breasts of Steel, Smother*
Enhancements: Hyper-efficient Metabolism, Enhanced Digging Ability, Enhanced Pleasure Threshold, Light size shifting, Metamorphic ability, Enhanced Strength (x8)
Evolves: None (we hope)
Evolves From: Gusana (Diamond Stone)
When you need a REALLY deep hole, when you MUST have a lake dug and soon, or it absolutely HAS to be obliterated in a short amount of time, Gusana Gigante is one of the best Pokégirl choices out there! A Gusana Gigante looks much like its previous form, with a few exceptions. The most notable for some would be the loss of the spiked ‘tail club’ and the line of smaller spike-legs running along their bodies. Another notable difference is the loss of their larger head horns, and an expanded bust line. The final, and most obvious change, is that they are at the very LEAST double the size of the Gusanita.
Gusana Gigante is the form you want if you want to battle. Their immense size, almost topping out at over 12 feet tall standing and 24 feet long from head to tail, makes them effective power fighters. It also makes their digging more efficient, giving them enough muscle to rip through even the thickest materials, allowing them to mine for more than they could before.
It’s extremely rare to find a Gusana Gigante in the harem of anyone but a Tradesman specializing in the breed, as the amount of food they need to survive is difficult to procure. Thankfully, they don’t eat as much as a Snorlass, so the food bills aren’t as high. This need for food causes them to become more sedentary, causing them to prefer a more stationary lifestyle with a fair number of others.
Because of their desire for a sedentary lifestyle, one Tamer from the Tropic Leagues had moved to the Sunshine League. Everyone assumed his Gusana Gigante would want to return to him. Surprisingly enough, she not only decided to stay, but now protects the valley town on her own. It’s considered quite the experience to meet up with La Blanca, the Gusana Gigante protector of Perfection Valley.
As stated before, it’s unexpected and unwise for a normal Journeyman Tamer to have a Gusana Gigante in their harem. Those who do are usually rather slow moving or like to keep a slow pace. Some actually prefer to move underground with their Gusana Gigante’s help.
A Gusana Gigante’s taming preference lacks any sort of common theme. They have the ability to reduce their size to a more manageable seven feet, and will eagerly accept Tamings that way. Some like to stay large, and indulge their macrophilic urges. In their larger size, Taming is rather difficult. It’s suggested that it only be done if you’ve prepared yourself beforehand. It’s nigh impossible to find a Feral Gusana Gigante, but when you do, it’s wise to just leave quietly. Feral Gusana Gigante are known to cause a lot of collateral damage if they are startled.
There has been only ONE recorded incident of a girl Thresholding into a Gusana Gigante, which occurred off in the Silver River League.
Smother – (ATK 35): An attack commonly used by the Gusanita line. The target gets tackled to the ground and smothered with the Pokégirls breasts. If the targets head is small enough to fit completely between the breasts then the target is paralyzed and unable to move until they either break free, pass out (at which point the user lets go).
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GUYVER, the Dreadnought Armor Pokégirl
Type: Inhumanoid
Element: Magic/Steel
Frequency: Extremely Rare
Diet: Doesn't need to eat unless bonded with a host
Role: Bodyguard, Assassin, Elite Stormtrooper
Libido: Decreases from whatever its host's libido is normally, unless its Libido rating is already Low
Strong Vs: Fighting, Normal, Rock, Steel, Fire, Flying
Weak Vs: Ghost, Dragon, Ice, Psychic, Poison, Ground
Attacks: Manifest* (without host only), Sonic Buster* (with host or in Manifest only), Head Beam* (with host or in Manifest only), Vibro Blades* (with host or in Manifest only), Pressure Cannon* (with host or in Manifest only), Giga Flame* (after absorbing enough heat, with host only), Megasmasher* (Host AND Guyver must be Delta bonded with Tamer), others same as host
Enhancements: (only after binding with host) Enhanced Healing (x4), Enhanced Durability (x4), Enhanced Speed (x3), Enhanced Agility (x2), forearm blades, reduced libido, special energy weapons, others same as host
Evolves: Stays with host upon evolving
Evolves From: Binding to a Host
Guyvers, like their cousins, the Parasytes, are totally Inhuman Pokégirls in their natural states. Unlike Parasytes, their form is solid. A small metal orb with tentacles that allow it mobility, Guyvers, unlike Parasytes, are only partially sentient. They have a slight will of their own, but it only lasts long enough for them to search for a host. They need neither food nor Taming until then, although they do have a self-destruct mechanism built into them. After activation, if they do not find a host within a certain amount of time, usually a month, they will dissolve into water and vanish. After binding with a host, they relinquish control of their physical forms to the host, taking control only if the host is unconscious or too damaged to continue.
After their first appearance, in which a Guyver-bonded Pokégirl and her Tamer confronted a Feral, Parasyte-bonded Hound and captured her, an investigation was conducted that tracked Guyver production to the same island Parasytes were created. The Team Zoanoid scientists were all captured and brought into custody, forced to reveal all data they had on Guyvers and Parasytes to the authorities.
Guyvers, upon bonding with a host, can manifest a strong, powerful, bio-organic armor that gives them the durability of a Steel-type Pokégirl. This armor is hard, but not impossible, to damage, and increases the strength, durability, agility and speed of the Pokégirl. It has a vaguely insectile appearance, and in actuality is formed from a mass of thin tentacles released from the Guyver sphere, which bonds to the Pokégirl's forehead, and reshaped into the armor. The armor retracts by turning back into tentacles and being reabsorbed into the control orb. When not armored up, the control orb turns soft and pliable to the touch, so as not to bump the Tamer during Taming. When not bonded to a host (Guyvers can only bond to Pokégirls, unlike Parasytes, who can bond to both humans and Pokégirls) it can manifest its armored form for twenty minutes to take part in a battle. This, however, shortens the life of an unbonded Guyver by about three days per use.
Guyvers are living war machines, and can turn even Bimbos into combat-worthy Pokégirls. (Although frequently, Bimbos bonded with Guyvers are actually under the control of the Guyver itself…) They have numerous built-in sonic weapon and heat weapons, reinforcing their role as anti-Parasytes, although neither Parasytes nor Guyvers hold any grudges against each other. When bonded to a host or when Manifesting, they can absorb Fire-type attacks to power up one of their best special attacks, the Giga Flame. In addition, when bonded to a host, a Guyver can lower the libido of a Pokégirl. It cannot lower some Pokégirl libidos, however, such as certain Ice-types.
Guyvers, like their cousins, the Parasyte, cannot bond with Legendaries, due to their immense power and force of will, and Widows, because their bodies are more toxic than they can handle. They also cannot bond with certain Ice-types, such as the Ice Empress, due to their extreme cold. This does not prevent them from bonding to Ice-types or to other types they are normally weak against. Also, Guyvers cannot bond with humans.
Three years after the discovery of the first Guyver, a new fact about them was brought to the attention of researchers. Guyvers normally just share in the feelings of their host. But in some cases, the Guyver itself can form an emotional bond with its host's Tamer. When this happens, they can use a tremendously powerful weapon called Megasmasher, which has high destructive potential.
Guyvers reproduce in a fashion similar to Parasytes. When a Guyver's host undergoes their second puberty and becomes a Pokéwoman, they form at least 50 new Guyver spheres from their bodies and shoot them at high velocity in all directions. 5% of this number are guaranteed survival, 15% at the most, which is why the number of Guyvers are still very low. A Growlie on the verge of her second puberty and bonded to a Guyver was captured by another Team Rocket-type group in an attempt to mass produce the Guyver spheres, but she was freed by the authorities and brought back to her Tamer.
Guyvers cannot bond to a host that is already bonded to a Parasyte, and vice-versa. Due to the nature of their reproduction and creation, it is impossible to Threshold into a Guyver.
*Manifest – (EFT) Guyvers can only use this without a host. They manifest their full armored form, although its stats are cut in half, as well as the strength of its exclusive attacks.
*Sonic Buster – (ATK 50) Guyvers can only use this attack when Manifested or when bonded to a host. The Guyver shoot beams of pure sonic energy from orbs on her palms. This is considered a Normal-type attack.
*Head Beam – (ATK 60 + EFT) Guyvers can only use this attack when Manifested or when bonded to a host. The Guyver shoots a beam of intense heat from a small laser mounted underneath their control orb. Has a 60% chance of inflicting the Burn status effect, and is considered a Fire-type attack.
*Vibro Blades – (ATK 60) Guyvers can only use this attack when Manifested or when bonded to a host. Long, thin blades erupt from the elbows and knees of the Guyver, vibrating with sonic energy. This is considered a Steel-type attack.
*Pressure Cannon – (ATK 100) Guyvers can only use this attack when Manifested or when bonded to a host. The Guyver's arms morph into large cannons that shoot an intense stream of sonic energy. This is considered a Normal-type attack. More powerful than the Sonic Buster, but needs more time to be set up.
*Giga Flame – (ATK 200) Guyvers can only use this attack when bonded to a host. A Guyver can absorb Fire-type attacks directed against it and store them up. When the internal heat of the armor reaches a certain point, their morph the mouthpiece of their armor into an emitter and fire a TREMENDOUSLY powerful Flamethrower attack. This cools down the armor instantly. Most Guyver hosts still like to avoid Fire attacks instead of taking them, as not many can actually take the heat. Guyvers bonded to Fire-type Pokégirls can use this attack much more frequently. This is considered, quite obviously, to be a Fire-type attack.
*Megasmasher – (ATK 400) Guyvers can only use this attack when bonded to a host and ONLY if both the host and the Guyver itself are Delta-bonded to a Tamer. The Guyver slams her arms together, morphing the armor around them into a tremendous energy cannon and firing an intense, powerful beam of energy on their opponent. However, this is a last resort attack, as the Guyver host, after using it, loses use of their arms from the shoulders down for two to four days afterwards. This is considered a Normal-type attack.
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IRON CHEF, the Kitchen Supercook Pokégirl
Type: Very Near Human
Element: Steel/Plant
Frequency: Very Rare
Diet: human style diet and can eat almost anything
Role: Making anything edible from simple snacks to extravagant feasts
Libido: Average
Strong Vs: Poison, Electric, Rock, Ground, Plant, Water
Weak Vs: Bug, Flying, Ice
Attacks: Whip, Chop Chop, Pepper Spray, Catnip Kiss, Searing Spice, Tackle, Pan Shield, Vine Bondage, Passion Spice, Multi Chop
Enhancements: Enhanced sense of smell, Enhanced sense of taste, Enhanced sight, Increased Reflexes, Perfect Memory (Relating to cooking and related items), immune to spice attacks/poison, Resistant to heat, Endurance(x8), herb/spice creation
Evolves: None
Evolves From: Boobleaf (E-Stone Ceremony, love of cooking)
Weakness: Looses temper over insults to her cooking or comments that any fool can cook.
Story this Pokégirl appears in: Slated to appear in Hopper Chronicles
To an Iron Chef cooking isn’t just making a meal—it’s High Art.
An Iron Chef is an E-Stone Ceremony Pokégirl evolved from an seemingly unlikely Type: a Boobleaf. They become Very Near Human and lose the ability to absorb sunlight and making a Solar Beam attack impossible. The only thing that visibly remains of the Boobleaf is their vines that emerge when needed.
On the other hand they can eat practically anything so that they can sample what they prepare.
The Iron Chef can create a broad variety of spices and herbs on command and gain a high resistance to heat despite their type. Their background as a Boobleaf gives them the ability to create Vine Whips that, given enough effort, can quickly train to fantastic precision. This allows them to do the work of half a dozen people by using their vines to perform semi-automatic tasks around the kitchen. High level Iron Chefs can make mouths drool as their creations are being made. Their memory for recipes and anything related to cooking is perfect.
They aren’t slouches in battle either. They can use various spice attacks to cause havoc with their opponents and are not affected by poisons themselves. (Making them ideal for poison tasting). They are extremely tough even if they don’t look it and approaching an Iron Chef with cleavers in hand is a daunting task indeed.
For some reason they greatly dislike Poison type Pokégirls, perhaps because the idea of someone poisoning food they have prepared is so insulting. Regardless, a Tamer with this Pokégirl will have no trouble with their meals because they are a marvel of improvisation and enhancing meals with their spices.
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Ceremony Description
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Elemental Stones Needed: Leaf Stone, Fire StoneX2, Heavy Metal, Water Stone, Ice Crystal
Area & Time Conditions: In the kitchen with her 'tasters'
Ceremony Itself: While having a Fire Stone tied to one wrist and a Heavy Metal in the other, her Tamer holds the second Fire Stone and three other Pokégirls surround her with the remaining stones. (Order of the three not important as long as they are present).
Each Pokégirl must request something to eat from the target Pokégirl and this must be random choice while being a recipe that the Pokégirl likes. The target Pokégirl must prepare the dish and give it to the Pokégirl who requested it. The Pokégirl who requested the disk is compelled to give an honest (to her) answer and if the result is favorable the Ceremony can proceed. This is repeated for the others with her Tamer being the last one.
If she is successful then she will evolve into the Iron Chef.
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IRON MAIDEN, the Hard Pokégirl
Type: Near Human
Element: Steel
Frequency: Very Rare (Crimson League)
Diet: unknown
Role: immovable guards
Libido: very Low (Average during mating cycle)
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Harden, Gaze, Rock, Throw, Mega Punch
Enhancements: Nigh impenetrable skin, Enhanced Strength (x18), Endurance
Evolves: None
Evolves From: Brass (Heavy Metal)
During the war, if something needed to be guarded by the perfect guard, one needed an Iron Maiden on the job. Iron Maidens are never distracted to the point that they forget there given task. Most take things very seriously. The Damsel only matches their level of invulnerability and they were, as it was proven, only mildly irritated or unsettled by even Plasma Cannons. Flamethrowers were the only effective weapon against them, but few were ever actually used Against Iron Maidens because of the previous rational thinking: A plasma cannon can do everything a flamethrower can, but faster. However Plasma Cannons cannot keep up the stream of Fire, necessary to do effective damage against Iron Maidens. Iron Maidens are not common for Tamers to take in for the simple fact that few can actually bring pleasure to an Iron Maiden. Iron Maiden have a very dense layer of skin which prevents both pleasure and dampens the Iron Maidens capacity for feeling anything via touch. However, there are those that can entice, excite and bring an Iron Maiden to orgasm, all of whom either have a Fire blood gift or have studied martial arts for years. What relegated Iron Maidens to their current jobs of security or law enforcement was the fact that Iron Maidens have almost no sex drive outside of their mating cycle, which only occurs for one month every five years after puberty, thus allowing them to remain undisturbed where other more randy Pokégirls need leave for Taming. There are no more than fifty Iron Maidens currently in the Crimson League.
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LICKARIO, the Orgasmic Oracle Pokégirl
Type: Anthropomorphic - Jackal
Element: Fighting/Steel
Frequency: Extremely Rare (Sunshine League), Unknown (All other Leagues)
Diet: Human-style foods, with preference for raw meat
Role: Anubust’s avatar, oracle
Libido: Average (Very High during the Full Moon)
Strong Vs: Bug, Dark, Dragon, Ice, Plant, Normal, Rock, Steel
Weak Vs: Electric, Fire, Flying, Psychic
Attacks: Backhand, Drill Kick, Gatling Punch, Evade, Focus, Iron Punch, Iron Defense, Meteor Mash, Future Sight
Enhancements: Foresight, natural fighting skill, enhanced strength (x8), inner focus
Evolves: None
Evolves From: Coyotits (Anubust’s Blessing)
NOTE: UNTIL FURTHER NOTICE ALL INFORMATION BELOW IS TO BE CLASSFIED TOP-SECRET. NO ONE IS TO READ THIS FILE WITHOUT PROPER AUTHORIZATION.
With the revelation of Anubust, slowly more information comes forth related to the Legendary Horus Hound Pokégirl. It would now seem that the rather rare breed of Pokégirl, the Coyotits of the Shunshine League is linked to Anubust. It appears that Sexmet isn’t the only one whose ‘blessing’ and ‘curse’ can have the effect of incredible evolution.
Aaron Cameron, a professor in chi studies at Sunshine League’s Diversity U, was teaching his class the ways of aura manipulation when Anubust came onto the scene, literally possessing his assistant, his Alpha Pokégirl, Maria. The Coyotits turned into a physical representation of Anubust, with the Legendary forewarning Aaron that his Pokégirl and teachings were vitally important, and that he should take good care of her and continue to train her, not just his students.
When Anubust left the Coyotits, the Brawling Bitch Pokégirl began to glow with a bright light as she evolved. When it was over, her magical essence, seemingly taken from her by Anubust, was replaced with the armored nature and raw power of steel. She was now what would become known as a Lickario. Since then, more and more Lickario has popped up, as it seems that Anubust has an affection for this species of Pokégirl. While still rarer than the Coyotits breeds, this canine species is becoming more of a sight in the Sunshine League. As one can surmise, keeping information about Anubust secret has become difficult in the Sunshine League as the rumor mill has already churned.
When it comes to look, the Lickario is considered awe-inspiring like her source. While before, one could say the Coyotits were borderline anthropomorphic, the Lickario definitely is. Once released of Anubust, a Lickario retains many of the Legendary’s features, however, her pelt is far more varied, and she has a number of additions. A creamy colored torso with CC-Cup breasts and a steel spike between her cleavage, thighs and upper arms a beautiful blue, and her legs from the knees down and forearms being complete black, with a steel spike on the back of her hands, (which enhance the attack Backhand). Her head, while mostly blue furred, has black fur throughout her face that gives her a mask-like look. Also, it seems to be a preference for Lickario to fix their hair into dreadlocks as soon as possible, a nod to Anubust whom had blessed them.
When it comes to battle, a Lickario loves what has been done to her. While their magical potential is gone, the species come to embrace how they’re something akin to an Armsmistress now. They can damage a lot more elemental Pokégirls due to their Steel sub-type, and because it is a sub-type, they are still on equal footing with other Fighting-type Pokégirls, just now harder to hurt and hitting back much harder. Iron Punch becomes their absolute favorite attack.
Amazingly however, a trademark of the Coyotits, resorting to dirty fighting, is no longer an aspect to their tactic skills... at least on the outside.
Thanks to the Future Sight technique, the Lickario has a form of precognition; allowing her to easily feel when and where an attack is going to come from, especially when she uses Evade and Focus in tandem with it. A Lickario will use this trio of techniques to keep ahead of her opponent as much as possible.
Still, with all these incredible aspects, one has to wonder if there are any downsides. Sadly, there are. While her physical defense is now astounding, the Lickario is surprisingly lacking with special defense. A solid hit from an attack like Flamethrower or Thunder could easily K.O. a Lickario in one hit.
Also, Taming is a bit limited in positions and practices when it comes to the fact that the Lickario has a steel spike coming out from the center of her sternum!
As one can guess, Doggy-style is going to be the safest way to Tame a Lickario from now on thanks to the trio of spikes coming out of her body. Thankfully, while they don’t mind that, they do want
some attention on their breasts now and again. It’s advised for a Tamer of a Lickario to be careful.
At this point in time, it is completely unheard of for a woman to Threshold into a Lickario. There are only the few Domestic and numerous Feral Coyotits that have been blessed by the Legendary Anubust, and none have been bred as of yet. Interestingly, the Domestic Lickario blush when such a concept is brought up to them.
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MAGGIEMITE, the Floating Bipolar Pokégirl
Type: Near Human/Metamorph
Element: Steel/Electric (Tech)
Frequency: Uncommon
Diet: Electricity
Role: Technicians, Power Sources
Libido: Average
Strong Vs: Bug, Dark, Flying, Ghost, Ice, Normal, Poison, Psychic, Steel, Water
Weak Vs: Fighting, Fire, Ground
Attacks: Spark, Steel Claw, Lightning Punch, Takedown, Satellite, Yoink!
At L30: Sat Cannon
Enhancements: Magnetics Control, Magnetic Levitation, Enhanced Endurance (x3), Enhanced Durability (x3), Enhanced Strength (x3), Satellites, Heavy
Evolves: Maggieton (Drastic Change to Magnetic Field or Thunder Stone)
Evolves From: None
Maggiemite's are a very unique breed of Pokégirl. She is a 'Tech' Pokégirl, but in fact is one that blurs the lines between the Tech and the normal. Maggiemites are nearly human in form, but can hardly be mistaken for human – their skin, a form of pliable, living flesh-like metal that solidifies upon hard contact – is always a shade of non-reflective gray, the shade varying from girl to girl. A Maggiemite's skin almost always feels cool, unless it is significantly warmed or chilled by the local temperatures. The only inside of her is there any sign of body heat. Their hair is always red and blue, split between the two colors right down the middle, and often, but not always done up in symmetric ponytails to a magnet design. Their 'hair' is not actually hair, but a sort of soft plastic-like fiber that does not conduct electricity and thus is not affected by proximity to electricity. Their pupils are universally a pale white, usually giving, to the casual viewer, the impression that they have no pupils at all. On the back of a Maggiemite's hands are two translucent half-spheres about an inch and a half wide, one red, and the other blue. Similar half-spheres appear on both feet, just below where they meet the leg. The red spheres are always on the same side of the body as their red hair, and vice versa. They are younger in appearance that most Pokégirls, around 5 feet tall, with slim figures and with B-cup breasts at best. Despite this, they are surprisingly heavy, weighing roughly 220 lbs.
A Maggiemite's body has minor morphing qualities. They can shift their arms and legs, which normally appear human standard, into more solid gloved and heavy boot-like forms, giving them a solid base during combat. Their strength does not change when this happens, only the Maggiemite's own resistance to damage(which nevertheless allows the Maggiemite to exert more force without fear). Maggiemites may also morph their fingers into sharp claws, which can be used to cut things with ease or to perform various attacks. When a Maggiemite's body is subjected to heavy force, her skin reacts automatically, hardening to steel-like resilience against the attack and then softening as soon as the pressure is removed. This occurs even when the Maggiemite creates the force herself, such as when she is striking a heavy object. Despite this, Fighting and Ground-type techniques are very effective against the armor-like skin, and Fire attacks are not only effective but unless they hold some sort of other physical element (like Fire Punch) the skin's special properties don't even trigger at all, not that it has much effect at all.
One of the most interesting facts about the Maggiemite is that she is a girl with serious mental issues. This does not at all mean that Maggiemites are not intelligent - rather, their minds naturally tend towards rapidly changing moods, reactions, and extremes. One minute she may be as shy as a mouse, and the next she just can't have enough taming, not even caring if she's in a room full of other people. Even the most 'stable' of Maggiemites are like this, though their extremes tend towards emotional extremes. It is because of their randomness and great difficulty to keep up with that they are unpopular among tamers.
The Maggiemite's other bizarre trait are the four spherical satellites (each about the size of a baseball, having two small magnets on each side and one blank so-called 'eye' in the center), that hover around them at all times. These spheres can be controlled directly by the Maggiemite, but when not being directly manipulated, they move around almost as if they had a mind of their own, sometimes staying still and calm, other times moving around in a wild dance. The movements of the spheres in fact unconsciously move to mirror the Maggiemite's mood. Those skilled at recognizing the different patterns can determine a particular Maggiemite's mood, even from a distance. Even when a Maggiemite is sleeping, the satellites hover about on their own. The satellites are moved around by magnetic force, and can act as release points for the Maggiemite's electrical power. The half-spheres on a Maggiemite's hands and feet actually provide the connection to the four satellites, and if a satellite is destroyed, a replacement will be generated from them to take its place, at the cost of some energy.
Maggiemites were created by Sukebe to help assaults on enemy fortresses. Their offensive power was not spectacular, but their resistance to many forms of attack let them take a great deal of abuse, ideal for the brutal assaults. Their wild mentality, originally a design flaw that nearly made Sukebe abandon the line, proved surprisingly useful during the war where their unpredictability and extreme emotions made them a terror to face on the battlefield, despite their relative lack of power. Once inside of the enemy bases, where heavy metals could be found in almost every direction, they became a nightmare, using their magnetic movement to increase their maneuverability and move in ways that seemingly defied gravity. Their other saving grace was the Magnetic control unique to the line, which, among many other uses, helped give Maggiemites a surprisingly strong advantage over her fellow Steel-Types (though not against other Maggiemites).
Maggiemites are fairly versatile Pokégirls, capable of attacking at close range with powerful steel claws and strikes, electric attacks at both melee, short, and eventually medium ranges. Maggiemite's offensive abilities can, like the girls themselves, be a little unreliable, becoming dangerously inaccurate or inconsistent in power if the Maggiemite's mood is poor. They are not very fast Pokégirls, instead relying on their toughness and ability to strike both up close and at a distance to win the day.
In an area where there is solidly emplaced metal in all directions, however, like the indoors of some buildings, a Maggiemite can use it's Magnetic Levitation ability on a whole new level, 'repelling' itself from any given direction, letting it move much faster and in ways that otherwise would be much too ungainly to do, like suddenly change directions mid-air during a jump (by pulling themselves towards a wall in the desired direction), walk along ceilings, and other unexpected forms of movement. Levitation speed doubles in such an environment.
All Maggiemites have the natural ability to levitate, effectively repelling themselves away from the Earth's own natural magnetic field and using that to maneuver. The levitation is not very fast nor capable of complex maneuvers, however, though it improves as the Maggiemite evolves.
In the wild, Feral Maggiemite's are a truly unpredictable sight, especially in battle. They could fight their opponents to the death or lay down and spread their legs, waiting to be tamed. Or both. They are rarely found Feral anymore, however, except in unusual locations, as their electrical diet usually means they must stick close to urban civilization in order to eat – which makes them relatively quick to be captured.
Thresholding into a Maggiemite is quite rare, but when it happens the girl in question tends to push away her family and friends, not wanting them to deal with her sudden drastic changes in behavior and form.
One of the greatest mysteries about the Maggiemite is how she is able to control and manipulate multiple magnetic fields simultaneously, and get them to do exactly what she wants, even when being affected by many other magnetic fields - some of them very strong. Researchers are still studying this, and some are convinced that discovery of that method could lead to an industrial revolution, should that power be tapped. So far, no progress has been made.
Unique Attacks:
Yoink! (EFT): Targeting a metallic object, the Maggiemite attempts to draw it to her via magnetic fields, violently wresting weapons from enemies hands, bursting open metal panels, destroying computers, etc. If it is successful, the object either fall to the ground or shoots into the Maggiemite's hands.
Sat Cannon (ATK 100, EFT): Hovering one of her Satellites in place in front of her fist and charging it up tremendously, the Maggiemite launches the Satellite at maximum speed with a powerful punching motion. Because the attack practically telegraphs itself, and only hits in a straight line, it is very very easy to see this attack coming and simply sidestep it, making the attack very inaccurate. If it hits, however, the enemy is Paralyzed without fail.
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MAGGIETON, the “Three in One” Pokégirl
Type: Near Human/Metamorph
Element: Steel/Electric (Tech)
Frequency: Rare
Diet: Electricity
Role: Technicians, Power Sources, Heavy Steel-Type Counter
Libido: Average
Strong Vs: Bug, Dark, Flying, Electric, Ice, Normal, Poison, Psychic, Steel, Water
Weak Vs: Fighting, Fire, Ground
Enhancements: Magnetics Control, Magnetic Levitation, Enhanced Endurance (x6), Enhanced Durability (x6), Enhanced Strength (x5), Satellites, Heavy, Multiple Personalities, Magnetic Buffer
Attacks: Spark, Steel Claw, Lightning Punch, Lightning Body, Takedown, Satellite 2, Iron Defense, Thunder Shield, Mag Bomb, Yoink!, Get Over Here!
At L30: Sat Cannon
At L40: Thunderbolt
At L50: Thunder
Evolves: Mechdoll (Tamer's understanding & Unison of all personalities)
Evolves From: Maggiemite (Drastic Change to Magnetic Field OR Thunder Stone)
When a Maggiemite experiences a drastic change in her magnetic field, normally caused by close proximity with another Maggiemite (As few other magnetic sources are powerful enough to mess with a Maggiemite’s magnetic control) or by close contact with a Thunder Stone, she undergoes the evolution into Maggieton.
Upon evolution, she loses much of her immature appearance, gaining roughly a foot in height (putting her at about six feet), a much more curvy and alluring form, and a significantly bigger bust (anywhere from C-D cups). Her combat and magnetic field manipulation abilities increase in power and control as well, capable of moving several hundred pounds of metal at one time with magnetics alone. The Maggieton's physical appearance does not otherwise change, retaining the flexible metal skin, hair, control spheres, and Satellites of her pre-evolved form, though she is now even heavier than before, roughly 320 lbs on average.
Unfortunately, this power comes at a price, as the once simply Bipolar Pokégirl becomes effectively insane. The Maggieton retains the same personality as her previous form – keeping the rapidly changing mood swings, but in addition, she now must contend with two new personalities, likewise hard to predict, that vie for dominance over the Maggieton’s body and her Master’s favor. A tamer that wishes to be effective with a Maggieton must learn to recognize the habits of each individual personality and what they’re best at, to ensure that they give effective orders in battle.
The Maggieton, in general, still cares for her harem sisters, and is much more determined to impress and be useful for her tamer, but the rivalry between the three personalities can sometimes become the cause of trouble. Some people report Maggieton acting like the other Pokégirls whose field changed hers, gaining traits and knowledge she didn't show before.
Like their pre-evolved form, Maggieton's are a terror to face in battle.
Maggietons are tanks, capable of taking enormous amounts of punishment and dealing it out in turn, though they are not particularity fast, unless, like their predecessor, they are in a metal-entrenched environment. Predicting them is difficult, as their personalities and combat styles can change on a whim. This can, however, work to the enemy’s advantage, as the three personalities do not always agree on how to approach combat, sometimes leading to situations where the personalities will conflict, reducing efficiency on combat.
Just as the Maggieton is a combination of three different personalities, the Maggieton combines a lot of her attacks, such as using Lightning Body to grant her melee attacks extra bite, or using Get Over Here! to set up a particularly vicious Satellite barrage. Though not quite as fear-inducing as a Widow or a Mousewife on a rampage, heaven help the foe that faces a Maggieton whose personalities have set aside their differences and become united in objective, as they are relentless and devastating.
The Maggieton gains one ability to put her above her lesser sisters, however – the ability to create a constant defensive magnetic buffer around her. Steel-Type attacks and attacks from metal weapons (swords, bullets from guns, etc.) are repelled from this field, making them incredibly inaccurate and reducing damage done from those attacks. This, combined with her innate resistances and high Durability rating, makes them one seriously tough opponent to take down.
Because of her multiple personalities, the Maggieton is often confused and requires much more looking after then an evolved Pokégirl should, leaving many tamers to trade her or release her. They are hard to please, as each personality wants her own time and attention from the tamer, making her almost as difficult to placate as three separate Pokégirls! Good things await the few tamers with the patience and determination to earn the undying loyalty and respect of all three personalities, however, as when all three minds unite, the Pokégirl will evolve into the powerful Mechdoll.
Feral Maggietons should almost never be approached without a strong Ground-type Pokégirl on hand, and should always be taken seriously. Unlike their pre-evolved sisters, however, it is not advisable to take up a feral Maggieton’s offer to tame them outright, as there is no telling when of if her personalities will change and decide to be less friendly. In addition, it is highly advisable that you do not combat them with other Steel types or Pokegirls who rely on metal weapons.
There have been only a few recorded cases of girls thresholding into Maggietons, almost all of them devastated by the change before one of their other personalities takes over.
• Get Over Here! (ATK 150 + EFT): An attack exclusive to Maggieton and the Mechdoll, it only works on Steel-Type Pokégirls and Armored Pokégirls (and not against any of the Maggiemite line). Generating a tremendously powerful magnetic pull, the Maggieton reaches towards the target with one arm and jerks it back, as if pulling an invisible chain, forcing the target Pokégirl off her feet and into a position where the Maggieton can deliver a devastating punch. Only works within a short (less than 20ft) distance, and is very strenuous, due to the sheer power involved. This technique can also be used on metal objects, and is considered a Steel attack.
• Thunder Shield (ATK 30): Three of the Maggieton’s Satellites form into a triangular formation, and generate a powerful defensive field between them. The Maggiemite can move the Thunder Shield as she wills to defend against attacks. However, while this defense is up, the Maggieton has only one Satellite available for attacking. If a Pokégirl comes into direct contact with the shield (such as with weaponless close-combat attacks), she takes a light amount of electric damage.
• Lightning Body (ATK 30): The Maggieton shrouds her body with electricity, doing the listed Electricity damage to her opponent every time she hits her opponent with an attack or when the opponent directly hits her. This damage is in addition to the damage her attacks would normally do (but does not increase the damage of Electric attacks)
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MECHA MUSUME, the Old-fashioned Pokégirl
Type: Not Very Near Human
Element: Steel (or Steel/Flying, Steel/Water)
Frequency: Not Very Uncommon
Diet: Human-style foods, emphasis on home-cooking and old-fashioned recipes
Role: Historians, curators, archaeologists, and their assistants
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Normal, Plant, Poison, Psychic, Steel
Weak Vs: Electric, Fire
Attacks: Agility, Harden, Headbutt, Metal Claw, Punch, Tackle, Gust*, Quick Attack*, Depth Charge**, Slick Touch**
Enhancements: Enhanced Durability x8, Enhanced Stamina x4, Natural Armor, Flight*, Improved Lung Capacity**
Evolves: None
Evolves From: None
(A single asterisk is for Steel/Flying Mecha Musume, two is for Steel/Water types.)
Unlike most Pokégirls, who live in the present, and occasionally have an eye for the future, this Pokégirl dwells in the past. It loves nothing more than finding a hitherto undiscovered ruins and spending the entire day exploring. Perhaps because of the delicacy required in such work, this Pokégirl breed is rather soft-spoken, shy and unassuming, normally quiet unless it has something that needs to be said. As well, very loud or exuberant happenings unnerve them, as it is so far outside of what they are used to.
The Mecha Musume is a varied Pokégirl. To date, there haven't been any sightings of two that look similar to each other, except by the broadest of margins. Some possess a Water sub-type, while others possess a Flying sub-type, or none at all. The main feature in common, and one that is harder to truly identify than one would think, is that a portion of their body seems to be a replication of an ancient vehicle of some kind or other. Generally only their arms and legs, although some also have body armor or the occasional helmet.
Mecha Musume are widely different in their exact proportions. Eye color, hair color, skin tone, height, bust size, everything can change widely from one to the next. A large portion of them seem to be younger, near the age of being Pokékits, although this is hypothesized to be related to their elemental affinity. They seem to age slowly, retaining a youthful form for several years after becoming a Pokégirl.
Virtually all of the vehicle types seen in Mecha Musume no longer exist, save in stories passed on through families that managed to keep a connection to before the war. Other, slightly more recent vehicles which disappeared during the war are present as well, even though the last intact vehicle of said type was destroyed over one hundred years ago in some cases. Nonetheless, any researcher who actually knows of these various ancient vehicles will instantly be able to recognize their unique design in a Mecha Musume.
Despite their connections to various war machines, Mecha Musume aren't very skilled at combat. They can hold their own, due to their Steel type, but their mindset makes for very cautious battlers. This introverted nature includes Tamings, as well. Sometimes referred to as old-fashioned, Mecha Musume generally can’t bring themselves to actively seek out and ask for Tamings, save for when enough of their mind has gone away from the setting in of becoming Feral. They will never turn down Tamings, however. They just can't bring themselves to initiate it. This does change when they first discover a new ruin. When that happens, they grow very excitable, and aroused. (A secret fantasy of many Mecha Musume is to use some ancient device or relic as a dildo, although most will never dare admit or act upon it.)
One small skill that most Mecha Musume possess that make them so valued as archaelogical assitants is a form of radar. They seem to know just where to go to find ruins, although this does extend to recent wrecks of vehicles and machines. This radar, while uncontrollable, seems to have near-unlimited range, although the farther away the ruin, the harder it is to get even a rudimentary sense of direction. Most of the time, unless the Mecha Musume has had experience sensing this radar, she will simply lock on to the closest ruin, even if it was already discovered, even by her. Quite a few Tamers keep a Mecha Musume on hand when they need to unearth a certain relic, or to perhaps hunt for something valuable to sell.
Depth Charge (ATK 30 (60 underwater)) - This attack takes the form of a ball of energy which promptly descends to a desired distance, and then detonates. It can also be thrown, but it's rather unstable when this is done. Once the desired distance is met, it detonates, sending out a shockwave. Doubly effective when used underwater.
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MECHDOLL, the Servant for Life Pokégirl
Type: Near Human/Metamorph
Element: Steel/Electric [Tech]
Frequency: Extremely Rare
Libido: Very High
Strong Vs: Bug, Dark, Flying, Ghost, Ice, Normal, Poison, Psychic, Steel, Water
Weak Vs: Fighting, Fire, Ground
Attacks: Lightning Punch, Lightning Body, Takedown, Satellite 3, Satblade, Iron Defense, Thunder Shield, Mag Bomb, Mag Throw, Yoink!, Get Over Here!, Thunderbolt, Thunder
Enhancements: Magnetics Mastery, Magnetic Levitation, Enhanced Endurance (x10), Enhanced Durability (x10), Enhanced Strength (x8), Satellites, Heavy, Magnetic Buffer
Evolves: None
Evolves From: Maggieton (Tamer's Understanding and Support)
If the owner of a Maggieton is able to restore her sanity, through persistent kindness and patience towards her multiple personalities and quirks, the three personalities will eventually undergo a dramatic metamorphosis, fusing into a single, complete mind. This fusion of the three personalities acts as the trigger for the breed's final evolution into the much-desired Mechdoll.
When a Maggieton evolves into Mechdoll, the Pokégirl’s mind finally becomes a whole, single, and normal mind. The three personalities that she had as Maggieton combine into one, leaving a girl much more experienced, capable of using knowledge that all three personalities had known. Usually, one of the three personalities will be dominant in the fusion, with the other personalities secondary, but on occasion, they will all fuse evenly, with an end result that none can predict.
Upon transformation, the Mechdoll’s body changes dramatically, becoming much more human in appearance and losing the metallic skin, replacing it with a soft, synthetic flesh that is resistant to damage, easily healed, and highly conductive of electricity. Powerful, wiry metallic muscles on a heavy metal frame provide the Mechdoll with tremendous strength and durability, and only enhance her magnetic control abilities. The Mechdoll's body is slightly morphic, capable of changing in size and build to her master's desire, though within reasonable limits. Some Mechdolls kept figures similar to when they were Maggiemites, others became taller and much more voluptuous. The Mechdoll’s hair loses it’s twin colors and shifts to a random hue, which the Mechdoll can change at will. Because of this, no two Mechdolls look alike.
Despite the changes, Mechdolls still retain a slightly artificial feel to them, due to things like the texture of the skin, the shifting mechanical eyes, etc. This is generally considered to be minor, however, and, if anything, gives the breed something of an empty, 'doll-like' quality.
Mechdolls, to the tamers who evolved them, are the epitome of dedication and loyalty. Nothing is beyond their dedication, for good or for ill. Mechdolls aren't known as the 'Servant For Life' Pokégirls for nothing, as they will under no circumstances willingly leave their tamer, even if it means death, and are capable of breaking out of Pokeballs to this end. There is not a single recorded instance of a Mechdoll willingly leaving or abandoning their master, rivaling breeds famous for their loyalty, such as the Growlie. Mechdolls are nearly obsessive in pleasing their masters, to the extent that they will tailor themselves to their tamers likes. If her tamer has a schoolgirl fetish, The Mechdoll will often don revealing schoolgirl clothing so as to please and entice her master. Many Mechdolls have expressed a love of playing dress up, becoming quite literally a living doll for their tamers, a thought which excites them terribly.
The Mechdoll is by far the strongest of the Maggiemite line. Her strong electrical attacks and powerful physical attacks can deal tremendous damage to foes in short order, but her real weapon now lies with magnetic manipulation and use of her satellites. With her increased powers, she can accelerate her satellites to blindingly fast speeds, deflect virtually any metal-based weapon or Steel-Type attack through their magnetic buffer, and with effort, can throw heavy metal objects weighing hundreds of pounds through magnetic propulsion. Though not quite as heavy as other steel types, or her previous evolutions, another strategy the girl uses is to take to the air with her levitation and then rapidly accelerate herself with magnetics, amplifying her force and dropping onto the battlefield - and hopefully her opponent - with a thunderous crash.
Perhaps as a side-effect of their love of dressing up, Mechdolls have a particular love of role-playing before and during a taming session. Despite the Mechdoll's great strength, they have complete control over their strength and can lower their strength down to human standard for safe taming. They get along well with most Electric-Types, as well as some tech-types and are particularly fond of the Seamstress, seeing her as an endless font of new outfits to wear.
Feral Mechdoll are almost unheard of, due to the fact that mainly for the amount of work it takes to create one as well as the unlikelihood that any tamer to earn a Pokégirl that is willing to please their every whim will ever give it up. The few ferals sighted, however, are regarded with fear and awe when provoked into attack. Otherwise, they tend to stay far away from all others, be they Pokégirl or human. Those that are caught are not automatically loyal to their captor - the infamous loyalty must still be earned in this instance, but once it is earned, it is earned forever.
Because of their powerful and fine magnetics control, Mechdolls are prized by the construction and electronics industries, as well as League militaries.
Like the Maggieton, the Mechdoll has four satellites which she can summon and use in combat. The techs Satellite 3, Satblade, and Thunder Shield all rely on these satellites - if they are all being used, then the Mechdoll cannot use these techniques again until the sats are free for use again.
Thresholding into a Mechdoll is considered impossible, due to their rarity.
• Satblade (ATK 90): Projecting a metal blade from a satellite, the Mechdoll attacks her foe with the high-speed flying projectile. This is considered a Steel-Type attack.
• Mag Throw (ATK Varies): This attack is the Mechdoll's ability to fully use her magnetic powers in combat, throwing or manipulating metal objects at a range. Because of this, the attack value of this attack is left variable.
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MEDRA, the Silent Dragon Pokégirl
Type: Anthromorphic
Element: Dragon/Steel
Frequency: Very Rare
Diet: Omnivore
Role: Assault, Personal Trainers
Libido: High
Strong Vs: Water, Flying, Rock, Psychic, Dark, Bug, Steel, Dragon, Plant, Poison, Ghost
Weak Vs: Ground, Fighting
Attacks: Sabre Claw, Tail Slap, Dragon Claw, Dragonbreath, Dragon Dance, Iron Defense. High levels only: Hyper Beam
Enhancements: Enhanced Speed (x8), Enhanced Endurance (x5), Enhanced Strength (x6), Enhanced Agility (x8), Enhanced Senses (x5), Armored, Wings, Prehensile Tail
Evolves: None
Evolves From: Draco (must be going feral + wearing a Steel Jacket when traded)
Bounty: 8 million SLC for confirmed capture. 5 million SLC for confirmed death. 50,000 SLC for report of sighting.
A Draco can often be very disruptive and cantankerous towards her Tamer. But once this challenging nature has been satisfied, the Draco will trust her Tamer. But for some Tamers who did their best, and were unable to satisfy the Draco's requirements, the only thing to do would either be to release the Pokégirl into the wild or try and get their worth out of the Pokégirl. And this would usually entail trading her to the nearest convenient sucker, all while the Draco continues to go feral. One such Tamer put a Steel Jacket on his Draco before trading her, citing that adding the Steel Jacket would increase her worth. By the time he found a sucker wanting to trade for her that he could cut his losses with, a week and a half had already passed and the Draco was well on the way to going feral. The tamer that traded for her was surprised to find that the Pokégirl had evolved once with her new master. Of course, the fact that she was nearly feral didn't escape her new tamer's notice, and the three hour marathon that ensued nearly erupted into an orgy within the entire Pokécenter (instead, only 3/4 of the Pokécenter were embroiled within an orgy).
Now at least 7ft tall and with a wingspan of 18ft in total length, wingtip to wingtip, this Pokégirl’s massive body makes her a sight to behold. Her body changes with the evolution to show a seemingly mechanical tail that she has full control over, using her tail as if it was her own arm. The tail itself has retractable metallic spikes, and is covered with some sort of advanced polymer that can even sense heat and pressure. This polymer is also used to armor the Pokégirl completely, although it is retractable like a Battle Angel's armor is. The armor itself is extremely durable and tough, and the Pokégirl usually wears it like she would actual clothing.
Her wings are fully usable as well, unlike a Draco or Dracona's, and can fly with ease using her own strength. However, due to the weight of her armored form, she cannot fly when armored but can glide. The Pokégirl's pointed ears lengthen to around 5 inches and her body loses any excess body weight. Their breast sizes are often a C-cup, though DD-cups have been documented in one case. One odd thing is the very small amount of speech that a Medra shows. In fact, it is rare that they ever say more than is absolutely required. Tamers say that the Pokégirl becomes much more talkative in a private setting, although no researcher has been able to confirm or deny this.
Because the Pokégirl was feral upon becoming a Medra, the Medra requires a fair amount of taming to come out of her feral state. Although still possessing a challenging nature, the Medra is less likely to allow herself to go feral in an attempt to get a Tamer to satisfy her challenges. Indeed, a Medra lowers her standards somewhat in comparison to a Draco, though she easily recognizes any chance that her tamer simply cannot better him or herself to meet the Medra's requirements. A Medra will only leave if that is the case. Medra will assist in a Tamer's bettering themselves or bettering their Harem, often leading to the Medra becoming the Tamer's Alpha. Medra dislike working with most of the League-created Pokégirls, with the exception of Maid Yvettes. Unlike the NurseJoys or OfficerJennys, the Yvettes actually strive to better themselves despite their genetic limitations. As such, Medra have a soft spot for the Maid Yvettes and will assist them if possible. The other two Pokégirl types she will only grudgingly accept as necessary. They enjoy working with Fighting type Pokégirls for two reasons- one, fighting types have an advantage against Medra, and two, they love to train. Medra also encourage their Tamer to join them during their training, although most often the two wind up in a taming session after only an hour or two (if the Tamer lasts that long, that is).
One thing that a Medra cannot stand is the thought of going feral. A feral Medra has a very unfortunate problem- they're almost impossible to capture, as they go completely berserk. In order to stave off the possibility of going feral, all Medra demand a rather exacting schedule from their Tamers- a good taming every three days or so, to be safe. If a Taming is withheld for more than four days, however, a Medra has been known to leave her Tamer to seek out a Taming from someone willing to Tame her. Fortunately, during taming, a Medra's body seems to limit its own strength while the Tamer does their job, so restraints aren't necessary as long as they are trained how to handle their strength. It is assumed that a Medra's body automatically lowers her strength to a near human state while being tamed.
These Pokégirls were first discovered near the end of the war, and in very limited numbers. Some say that a few were mistaken as Dracass in the ill-fated push to try and defeat the human forces, only to be slaughtered by a well-coordinated trap. Despite this, however, there are known to be more Feral Medra than there are Tamed ones. Why there are so many feral Medra is unknown, but it is thought that they had to leave their tamers after being completely disappointed by their performances either in Taming or in training. Feral Medra have been known to attack any Tamer that crosses their path in an effort to strengthen themselves. No researchers that have been without league assistance (in any league) have been known to survive such an attack, although their notes were recovered afterwards. They fight any other Feral Pokégirl they come across that seems to be a threat- in a wild world such as today, that means any carnivorous Pokégirl that looks hungry.
If a Medra faces another Medra in battle, those battles have been known to destroy anything nearby. Several Tamers have even died as a result of the battle that took place. Anyone allowing a battle with a Medra involved within the limits of any inhabited space, unless in an extreme emergency, are issued a citation and are required to pay for any and all damages that are a direct (and indirect) result of the Pokégirl battle. As a result, any Pokégirl battle that results in two Medra facing off is automatically declared a draw before any damage can be wrought upon anything in their immediate surroundings. A bounty has been placed on any feral Medra found, captured, or killed, although it is just as important to escape as it is to capture or kill her.
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MERCURY, the Liquid Metal Pokégirl
Type: Humanoid
Element: Steel
Frequency: Extremely Rare
Diet: Liquids
Role: Combat, Espionage
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Slash, Metal Wheel*, Tackle, Hammer, Metal Wrap*, Harden, Morphic Quickturn*, Rare Metal Fist*, Morphic Blades*
Enhancements: Malleable body, Enhanced Strength (x2), Enhanced Endurance (x5), can reabsorb severed limbs
Evolves: None
Evolves From: Stretchymaid (Heavy Metal)
Mercurys were accidentally discovered during a raid on a research facility. Members of the Limbec Pirates attacked the facility, an explosion from a power cable knocking a pair of Stretchymaids that were working at the laboratory into a room stocked with evolution stones. A pair of Heavy Metals came into contact with them, and their bodies changed, giving them greater powers and allowing them to fight back and defeat the two Dronza attacking their Tamers.
The body of a Mercury takes the 'reflective' nature of a Stretchymaid's body a step and a half further, being composed of a smooth, fluid, non-toxic, metallic-seeming substance that allows them to take a liquid form and reconstitute into almost any shape they wish, including their normal one Their hair remains a normal color, although their body and eyes become totally silver in appearance. Mercurys can shape-shift into other Pokégirls, as a Titto can, although they cannot mimic that Pokégirls coloring or powers if they are not physical ones. As such, Mercurys prefer to remain in their natural form. They lose some stretchiness, but make up for it in sheer versatility of attacks, their bodies capable of morphing into a variety of weapons, as well as the ability to restore severed limbs by simply reabsorbing them and shaping them back to the way they were before being severed.
Mercurys, personality-wise, tend to be more meek and shy when compared to their past evolutions. They are very self-conscious about their metallic appearance and the fact that their bodies creak when they are totally solid, tending to act as wallflowers most of the time, their shyness surpassed only by a Penance or a Shymaiden and her evolutions.
In terms of Taming, they are submissives, making them the favorite Steel-type of Domina-type Pokégirls. Interestingly enough, while the Mercury appears totally metallic, once they become Pokéwomen, they are apparently organic enough to be capable of producing children normally. This feature is being considered similar to that of Rock-type Pokégirls who's bodies don't seem to be organic as well.

(*) - Metal Wheel (ATK 60-100) The Mercury turns into a giant metal wheel and rolls towards her opponent.
(*) - Metal Wrap (ATK 15) The Mercury turns her body into a liquid state and engulfs the opponent in a crushing grip. She can't hold this form for long, no more than two to five turns, before having to solidify again and catch her breath.
(*) - Morphic Quickturn (EFT) When slammed face-first against a wall, the ground, etcetera, the Mercury can simply morph her body so that it's facing in the opposite direction.
(*) - Rare Metal Fist (ATK 120) The Mercury makes her fist massive and thrusts it out, extending her arm to add range to the punch.
(*) - Morphic Blades (EFT) The Mercury morphs her body so that she has several dozen blades lining her limbs, face, and torso, her hands morphing into hooked claws and her limbs extending. Her range is increased dramatically in this form, although she can only hold it for six turns.
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MISTRESS, the Chained Pokégirl
Type: Very Near Human
Element: Steel/Magic (for chains)
Frequency: Very Rare (though not for lack of trying!)
Diet: Mostly Human
Role: Professional Interrogator/Capturer
Libido: High
Strong Vs: Poison, Bug, Psychic, Weak Willed
Weak Vs: Fire, Ground, Fighting
Attacks: Rune Chain, Chain Throw, Metal Sound, *Quake with Fear (lvl 50) *Chained Pleasure, *Chain Whip, *Chain Smash, *Link Shower
Enhancements: Loss of pain center, Increased Healing, Enhanced Endurance (x5) Enhanced Toughness (x10)
Evolves: None
Evolves From: Dominatrix (via multiple orgasms during bondage sex)
The Mistress is a rather unique evolution of the Dominatrix. Getting her to evolve appears to be nice and simple, in theory that is, until one tries to get a Dominatrix to consent for her to be the bound one. Should a tamer get his/her Dominatrix bound, gagged and gets her to orgasm multiple times, she will evolve into a Mistress.
Mistresses are a curious breed of Pokégirl. Nearly all of them wear no clothes, just strategically placed chains to cover up the bare essentials, if that. Sometimes they were what can only be called 'chain bikinis' that leave nothing to the imagination. She does not mind being leered at; if anything, she revels in the lewd attention. It helps that cold steel is constantly rubbing up against her most private areas most of the day. Watchers have proven that all Mistresses are part voyeur, part exhibitionist; like watching and being watched during tamings.
In bed, Mistresses are very submissive to their tamer. They concede the fact that their tamer is the dominate one in the relationship, and enjoy being bound and gagged. They get very turned on when they are held fast by their own chain clothing. A Mistress is only submissive to her tamer. If the tamer brings in another Pokégirl, the Mistress will lord over her like some evil emperor. For this reason, Mistresses make good Alphas and horrible betas.
These Pokégirls have been called ‘Combat Damsels’ and people tend to agree once encountering them. The complete loss of her pain center, increased healing, and very tough and durable skin makes her a very sturdy combatant. She would be considered a masochist if she could feel any pain, but the thought that she should be feeling pain arouses her.
Aside from her fetish of chains, her looks can vary. She typically looks how she did as a Dominatrix, just lacking clothes. She may gain or lose some height or breast size, but this is rare.
One word can describe her personality: Sado-cruel. The method of her evolution has messed with her psyche…well more so anyway. Domina types love one thing more than anything, and that is control. Since she evolved because her tamer was able to take that away from her, and make her enjoy it, she now has a near fanatical desire to take it back; usually from any Pokégirls she comes across. With her loss of her pain center, she no longer fully understands others pain. This leads her to simply reminisce on past pain, which she most likely enjoyed, and wants to visit it upon others. She simply does not understand why others don’t enjoy it as much as she did.
In a battle, she fights exclusively with chains, usually the ones she was previously using for clothes. This leads more randy Pokégirls to be slightly distracted before they take a weighted chain to the side of their head. Though she is a magic type, she can only spread her influence over her chains, but that does not weaken her in the slightest. Her power and control over her chains is limited only by her imagination. She can lengthen them, shorten them, add spikes or weights at the end, even link them together as a noose at will.
Her tactics usually focus on binding and restraining her opponents. Having a Pokégirl bound and gagged, wriggling at her feet turns her on immensely. If she does not then tame said Pokégirl, she will likely jump her tamer after the battle. Should it be physically impossible to bind a Pokégirl, she will focus on sniping at her. Liberally using Link Shower, she will send spiked and weighted links at key points of the body. A large metal ball to the side of the head is usually enough to knock anyone unconscious.
Strangely enough, for such a sado-cruel Pokégirl, a lot of them are employed by local governments and police. Her abilities with chains make her perfect for capturing and bringing in criminals. Many criminals only remember a rattle of chains before blacking out. They are also the next best thing to a psychic Pokégirl for interrogation. She still has her forceful personality and determination from when she was a Dominatrix, and can use her chain abilities to some rather sadistic extents. A body can only handle so much weight hanging off of rather personal parts before stuff starts tearing.
There are no records of wild or feral Mistresses, and no one has thresholded into one as of yet.
• Chain Whip - (ATK 40) A steel type attack. It is similar to rose whip in which she lashes out with a length of chain. The chain can be a varying length, have spikes or weighted balls at the end of it.
• Chain Smash - (ATK 50) A steel type attack. Similar to Chain Whip, she lashes out with 2 to 3 chains at once. Each chain will end in very heavy weights, and she smashes them into her opponent like a hammer.
• Link Shower - (ATK 75) Using her magical connection to her chains, the Mistress levitates a multitude of chain links around her. They may be normal links, be spiked, or be extra heavy. She can then shoot them at her opponents at high speeds, peppering the pokegirl with steel.
• Chained Pleasure - (S. ATK) A Mistresses unique sex attack. She first binds a pokegirl with chain then uses this attack to link her breasts and other erogenous zones with chain. Any movement causes them to tug and pull at them, causing pain and pleasure the Mistress loves so much.
• Quake with Fear - (ATK 180) The Mistresses most powerful attack. Empowering a length of chain with as much magic as she can, she hurtles it towards the ground. Once embedded in the earth, the magic in the chain bursts. Hundreds of spiked chains erupt from the ground, covering a large area. Should her opponent(s) not be skewered from the beginning, the chains have an eerie tendency to encircle the neck, strangling anyone not killed outright.
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MORIAE, the Down to Earth Pokégirl
Type: Very Near Human
Element: Rock/Steel
Frequency: Uncommon
Diet: Human Norm Note: High tolerance for alcohol
Role: Guard, Smithy, Metallurgist, Front line commander
Libido: Low
Strong Vs: Bug, Electric, Fire, Poison, Rock
Weak Vs: Ice, Plant, Water, Fighting (If unarmed)
Attacks: Hammer or Axe techniques (similar to sword techniques), Unmovable, Quake, Sonic Wave, Stone Punch, Wind-up Punch, Dyna Wave, Earthquake, Resonate, Stone Meld*
Enhancements: Elemental Affinity: Earth, Endurance x5, High fire tolerance, Enhanced Strength x5, Enhanced Durability x10, Instinctive mineral knowledge
Weaknesses: Short stature
Evolves: None
Evolves From: None
Sukebe based many Pokégirls off of the mythological creatures of his time. Elves, FairyCutes, Unicorns, and Dragonesses are among the few that have been discovered in the pre-war records. The Moriae was one of these Mythological based Pokégirls, based off of a creature known only as a dwarf.
Moriae look very close to human females, with two large exceptions being height and build. They generally have hair in literal earth and metallic tones –from a red-clay or coppery orange, sandy beach or golden blonde, silver, to even a dark soil or onyx black. Like most rock types, Moriae are solidly built, with thicker, sturdier bodies than a typical human. They are well muscled, but look more curvy and softer than the extreme look of the average Amachoke. Like some of the insectoid Pokégirls, Moriae are short in stature, usually standing around four feet height and no Moriae has been found taller than a half foot above that. Unlike the few pictures of their homely, bearded base, the mad pervert’s genius truly shines as the average Moriae is quite striking to look at. Her figure, while broad, is hour glass shaped, with wide hips and bust that is never smaller than a lush C, her exotic facial features fitting in perfectly with her smooth muscular physique. And despite being both a rock and a steel type, Moriae have no steel or rocklike traits aside from a denser skeleton that research has show to be akin to a biosynthetic metal. They enjoy baths as well, though can’t swim due to their denser bones. While Moriae enjoy simple utilitarian clothes, they tend to braid their hair in elaborate fashions that often include metallic or stonework beads if their tamer lets them. They take pride in their hair, and one well known way to punish a Moriae is to crop her hair short. As such, jokes about balding is one sure way to get the Moriae enraged.
Those who encounter a Moriae for the first time might think her rude, dour, or stubborn and indeed, one very good way to sum up a Moriae’s personality is ‘gruff’. These Pokégirls are loud, to the point, and very practical. Some tamers also add surly to the list, though these are doubtless ones who have yet to create an alpha bond with their Moriae. In truth, Moriae are emotionally guarded with those they don’t know, and you can be sure that you’re held in very high esteem if a Moriae actually confesses any emotion in your presence (and anger generally doesn’t count). Moriae consider prying and eavesdropping to be rude, and many well to do officials find these Pokégirls very handy tight lipped bodyguards. Stating their opinion is usually out of the question unless the Moriae knows the person well, for in their own words its ‘none of their business’. Oddly, despite playing close to the vest with their emotions, Moriae have little in the way of modesty, and do not get flustered by even public tamings.
Things change somewhat once a Moriae has been alpha bonded and begins to trust her tamer and harem-sisters as Moriae have a stubborn kind of loyalty that is on par with most canine types. They view the needs of the group as above the needs of the individual, and treat their bond partners as their clan. In this setting, Moriae are willing to emote more, and are often boisterous and fun-loving –if a little rough around the edges. Willing to boast of her battles and joke about her flaws, many people would take a double-take at the change brought about by being close knit with others. They also make good mediators, as most are skilled at getting the two that are feuding to agree that the Moriae just pisses them off more.
On the battlefield, many people easily see how this breed is not weak to fighting types like most other rock types, these Pokégirls have an instinctive martial ability that seems almost like a Slicer or an Amazonwu. The breed’s instinctive weapons, the battle hammer or axe, give the Moriae an edge in battle against fighting types, evening the odds against many of the fighting type Pokégirls. It is not recommended to send a Moriae into battle without her hammer or axe, however, as she then looses any protection she once had from fighting types without it. When on normal ground, Moriae are much harder to hit, using their Stone Meld ability to leap in and out of the rocks to surprise enemies from different directions, much like a silent form of Dig. When asked why the move was called Stone Meld even though a Moriae could utilize the technique on soil or even sand, the Moriae replied, “Soil and sand ain’t a thing but smaller rocks!”
Moriae are natural leaders among both Steel and Rock type Pokégirls, who will often defer to her judgment (with the exception of the more temperamental Steel types), especially on matters of combat. This is due largely to their own instinctive martial ability which extends to matters of larger combat as well. This may also be breed habits implanted into other rock and ground types from the Great War, as Moriae were known commanders under the General Pokégirl Freya. Their position in the War was also one of a Weapons and Arms maker, working along other such Pokégirls as Armsmistresses to produce massive amounts of weapons and armor for the Pokégirl armies, as well as engineers that oversaw the building of many of the army’s fortresses and bunkers. This role is well suited to them today, and a Tradesman considers himself lucky if he plans to open a smithy and finds a Moriae. Engineering schools also scour for them, since many Moriae can pick up the subject quite easily and be teaching the professors a thing or two within a few years. Mining Tradesmen are always after Moriae, as they command their mining Pokégirls quite easily, and seem to have an innate knowledge about the nature of caverns and mineral veins.
Feral Moriae are fairly hard to find, as many retreat into the depths of caves and live much like Goblina in a clannish existence. However, the feral state of a Moriae is very odd, as she looses the ability to speak altogether and becomes fixated on her work, be that mining or forging things, or even training for combat. Tamers who come upon mute Moriae who completely ignore them are advised to restrain her in by surprise, as any interruption of her work causes her to attack. Thresholding into a Moriae is very rare, as usually girls with Pokégirl ancestry have either rock or steel, but not enough of both to threshold directly into a Moriae.
Stone Meld: (EFT) The Pokégirl sinks into the earth as slowly or as quickly as she pleases and can re-emerge at any point in a 30 meter range, so long as the medium she moves through is at least 75% rock such as pure stone, sand, loamy or clay soil.
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PENANCE, the "Handle-With-Care" Pokégirl
Type: Very Near Human
Element: Dark/Steel
Frequency: Very Rare (Not rare enough in some people's opinion)
Diet: Human-style, only eats with permission in a Harem
Role: Victim needing rehabilitation
Libido: None, raises if placed with kind Tamer
Strong Vs: Psychic, Flying, Normal, Dragon, Ice, Water, Magic, Steel
Weak Vs: Bug, Fighting, Fire
Attacks: Cry, Scratch, Tackle, Pummel, Claw Slash, Claw Carve, Harden, Midnight, StrengthDrain, Wrestle
Enhancements: Super dense body, obeys without question, fingers, hair, and toes condensed into blades, completely invisible in the dark
Limitations: terrified of everything, cries at random intervals for no visible reason, totally incapable of speaking, skittish and hostile towards anyone they don't know
Evolves: Anima (further abuse)
Evolves From: Pokégirls that have undergone long term mental, physical and spiritual abuse
Abused Pokégirls that are killed or commit suicide are the lucky ones. Those who don't, who stay with their abusive Tamers, accepting berating after berating, beating after beating, taking so much abuse that their very soul starts to wither away, become what is called a Penance. Their body changes, losing any animal, plant, or insectile features, becoming fully human again. Then their body starts to become denser and denser, a 'thick-skin' to protect against physical abuse, their skin and hair turning blood red and their eyes glowing blue. Their fingers and toes atrophy, morphing into bladelike claws, their hair becoming razor-edged strands. Any clothing they wear goes through a transformation as well, becoming form-fitting straps of leather. Their body hardens tremendously, a sign of their withdrawal from reality, and their personality degenerates into a frightened, skittish wreck. They will always run away from their original Tamer and hide in the wild. Any other Pokégirls that witness an evolution to a Penance becomes extremely angry and attacks the one responsible for creating the Penance, usually leading to severe injuries to the one they are attacking.
Finding a Penance is tricky enough, as they run from all contact. It's also uncertain how many Penance may exist, as they're often so skittish that one could very well be sighted in multiple towns, fleeing from city to city. A greater challenge comes from trying to catch one. They have incredible defense with their super dense skin, and fight fiercely to get away. Once captured, the REAL challenge begins, trying to get a Penance to trust their Tamer. They won't run away once re-caught, but they will be very fearful, constantly shivering and crying until a Tamer can convinces the Penance that they can be trusted.
Because they have been so abused, they have to be treated with kindness, gentleness, and above all PATIENCE. They will obey without question, but Taming is impossible due to the dangers of the Penance's super dense body. Eventually, with consistent kind, loving treatment, a Penance's body will start to 'soften,' becoming more light to the touch. The Penance's appearance will not change, save for the hair, toes, and fingers de-atrophying and looking normal again, although the skin/hair color and glowing eyes will remain as before. The Penance, if well-treated enough, will regain part of the personality they had before they became a Penance. (Although they remain totally mute, and cannot change into another form, as Penance is a dead-end evolution.) Tamers who have managed to get their Penance acting like their old self again and not like a skittish, terrified young girl are regarded as saintly.
Once a Penance has been healed from the abuse they had suffered, they become excellent fighters for their Harem. They can manifest their ultra dense skin and bladed digits and hair at will, and shed them once the fight is over, fighting in a more coordinated fashion than before they had been 'softened' by their master's kind treatment.
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QUILLARA, the Pincushion Pokégirl
Type: Near Human
Element: Steel
Frequency: Very Rare
Diet: Vegetarian
Role: Prefers solitude, mainly used as forward observers
Libido: Low
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Quill Extend, Quill Shot, Tackle, Pummel, Wrestle, Spike Hug, Headbutt, various Whip Techniques
Enhancements: Enhanced Durability (x8), Enhanced Senses (x10), 360 degree vision, Body is possessed of an array of heavy spikes inside her body which can be withdrawn and extended at will, photographic memory, light healing factor to repair damage done to skin when quills extend or retract
Evolves: None
Evolves From: None
Quillaras appeared during the Revenge War. Solitary women in leather trench coats, usually the only clothes they would wear, would be seen near human encampments, taking in everything they saw. They would never speak to anyone and if confronted, they would run off, at which point they would return to their unit leaders to report everything they witnessed via their enhanced senses, their spying role a variant of the Kunoichi and other Pokégirls of that nature. They have a photographic memory and always remember everything they see, hear, smell, touch, or taste. Quillaras would only fight back if cornered, revealing their secret nature as a Pokégirl.
Quillaras are short, stocky Pokégirls, around 4’6,” with smallish breasts (never more than a low B-cup without Bloom powder) and short, black hair. Inside their bodies, just underneath their skin, are hundreds of needle thin but surprisingly hard, metallic quills which they can extend to their full length and retract at will, making it near impossible to fight them in close quarters without a weapon of some kind. More experienced Quillaras can extend only a portion of their quills at a time. Due to their quills, their bodies are surprisingly dense, and they weigh a great deal more than one would expect a girl of their size to weigh. They can also shoot out portions of their quills as a projectile attack, and regrow quills lost during battle.
In battle, Quillaras prefer to remain at a distance, fighting with chains to keep their opponent away. They have high durability (which goes down a little when their quills are extended), and their quills make them dangerous in close combat, but something in the mental makeup of the Quillaras as a breed make them unbelievably paranoid about letting anyone get close to them, emotionally or physically, for any reason. When someone does get in close during combat, they tend to panic and lash out with wild blows that due tremendous damage due to the sharp tips of their quills.
Quillaras live with pain every day of their lives, as their quills cause them great pain whenever they extend them, although after a several years most Quillaras adjust to the pain and are able to ignore it. This in turn increases their pain threshold, allowing them better endurance in combat. Some theorize that Sukebe did not dull their pain receptors to help give them strength as warriors, although this seems to have backfired, as the majority of the breed do not like fighting. They prefer solitude, and don’t like getting close to someone for fear of hurting their lovers with their quills.
Quillaras try to end Tamings quickly, especially when younger, as they have less control of their quills. Tamers have a challenge in getting a Quillara to warm up to them as well as to tame them, although some who like danger willingly take on a Quillara.
Feral Quillara are difficult to find. They tend to stay in hiding to watch others, and rarely come out into view. Juvenile Quillara ferals are usually easier to find, as they have less control over their spikes, which tend to pop out on their own from time to time, causing them to cry out.
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SEXMET, the Legendary Dark Lioness Pokégirl
Type: Near Human (Feline)
Element: Steel/Magic/Fighting
Frequency: Extremely Rare (Unique)
Diet: human style foods, heavy on meats, and energy drawn from sex
Role: protector/sister of Bastit, soldier
Libido: High
Strong Vs: Ice, Rock, Fighting, Dragon
Weak Vs: None (Water, Fire, Ground)
Attacks: Tail Slap, Tackle, Meteor Punch, Scratch, Pummel, Roundhouse Kick, Roar, Fury Swipes, Agility, Slash, Sabre Claw, Parry, Sword Dance, Deflect, Reflect, Power Bolt, Mana Bolt, Mystic Bolt, Recover, Teleport
Enhancements: Legendary Qualities, Legendary Salient Qualities, Armor
Evolves: N/A
Evolves From: N/A
Sexmet is one of the very rare Legendary Pokégirls. Made by Sukebe for reasons that didn’t necessarily have effect on his war of revenge…
Like her ‘sister’, Sexmet is a G-Spliced. However, where Bastit was made from two different Pokégirls, Sexmet was made from three Pokégirls. A Catgirl, a Demon Goddess, and an Armsmistress. The reason for Sexmet’s existence is because of her ‘sister’ Bastit. Bastit, while a powerful fighter in her own right, would absolutely REFUSE to fight others unless there was no other way, (she’s a pacifist). She’d prefer to make love and make an opponent’s hormones do all the work for her… but that didn’t always work. So, Sukebe made Sexmet to be Bastit’s ‘sister’ and protector. To accomplish this, he had based Sexmet after the goddess Sehkmet, who was a goddess of war and vengeance. As such, she is also has a lower opinion of humanity than her ‘sister’ Bastit.
Because of her heritages, Sexmet can take three forms, all depending on her mood. The first form is of a slightly muscular woman that is 5’9” in height, with dark skin, golden eyes, long black hair tied into a ponytail, black-furred cat ears, and wearing tight hard leather battle-armor, a brown leather weapons belt with a curved sword to the side, sandals, and silver jewelry of different sorts, including necklaces, bracelets, rings, earrings, and a gold tiara with an amethyst gemstone in the center with a relief of a hissing cat, Egyptian hieroglyphs adorn all the pieces of jewelry she wears, and she carries a large silver glaive.
Sexmet’s second form is a near-human Catgirl. She wears the same clothing, but in the second form she is more cat-like, with a layer of short black fur covering her from head to toe, she gains a tail, claws where her fingernails were, her frame becomes more muscular, and her height increases to 6’4”.
Sexmet’s third, and final form is of a huge, black-furred lioness, at a height of 4’ and a total length of 9’5” from nose to the tip of her tail.
Also, like her sister Bastit, Sexmet was not meant to be a Legendary. She apparently gained her status as a Legendary through her fighting prowess, and her ‘victories’ against other sister Legendaries. She was known to have bested the Legendary multi-headed dragon Hy-Bra on more than one occasion to protect her sister Bastit, and she’s survived clashes with the likes of the Legendary Stone Titan, Titania. It is speculated that these ‘victories’ might be due to the fact she is based after a goddess of war…
To this day, Sexmet is rarely sighted. Some speculate she lives in seclusion, and it seems so. This idea is supported by the fact that the only sightings of Sexmet within the past 100 years have all been within the Dark Continent. Though still, some speculate she is rarely seen because she is a roamer. She was made to protect Bastit… There is no reason as to why she would give up ‘protecting’ her ‘sister’.
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Sexmet’s shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below).
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Sexmet has No Weakness (Level 65). If she were to face a Water, Fire, or Ground type Pokégirl or anything else that was considered Strong Vs Steel, Magic, or Fighting, at or below level 65, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirl at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Sexmet’s lexicon of special attributes:
Warrior’s Code: Being that Sukebe had modeled Sexmet after the ancient Egyptian Goddess of War, (among other things) Sexmet is very well versed in all forms of ‘war’, be they on the battlefield, political, and even when it comes to Taming…
Warrior’s Sense: Also referred to as “Eye of Ra”, this acts as a ‘sixth sense’ for Sexmet, making it hard to sneak up on her. It is also very possibly the reason she is rarely seen today, since she can ‘feel’ when anyone or anything is getting close to her.
Lady of Life: When Sukebe created Sexmet he ended up emulating many parts of Sehkmet’s supposed personality. This includes one aspect where Sehkmet could become a carrier, and curer of plagues. Though she is not a poison type, at times, Sexmet can leave a trail of death in her wake without even trying… And other times, a place benefited from her presence. (However, this Salient quality has no effect on Pokégirls over the level of 70). This quality also allows Sexmet to evolve the Griffon into the very rare Pokégirl Sphinx.
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SHARPTITS, the Vicious Fish Pokégirl
Type: Inhumanoid Metamorph (shark)
Element: Steel/Water
Frequency: Very Rare (never seen in groups)
Diet: Carnivore/Icthyvore
Role: Ultimate oceanic predator (short of Leviathaness)
Libido: Low (High during full moon)
Strong Vs: Fire, Rock, Ice, Poison
Weak Vs: Electric, Plant, Fire, Fighting, Royal Curse
Attacks: Bite, Water Tower, Iron Defense, Water Spear, Crunch, Water Sword, Iron Punch, Hydro Pump, Iron Tail
Enhancements: Natural armor, metamorphic abilities, Enhanced Olfactory Sense (x8, focused on blood), Enhanced Strength x5, Enhanced Speed x4 (in water)
Evolves: None
Evolves From: Boobfin (Diamond Stone)
Bounty (for confirmed kill): 500,000 SLC (applies to Ferals only)
Bounty (for reporting sighting & getting out alive): 80,000 SLC (applies to Ferals only)
Bounty (for confirmation of successful use of Royal Curse): 600,000 SLC (applies to Ferals only)
Bounty (for successful capture & taming): 650,000 SLC & free medical care until you can tame your Sharptits without injury (applies to Ferals only)
Recommendation if you see one: Try to use Royal Curse immediately if you have it. Otherwise use your strongest electrical attacks. (applies to Ferals only)
A complete reversal on the Boobfin, the Sharptits is based on the greatest predator of pre-Sukebe oceans-- the shark. As such, she is an unsavory and vicious predator that few Tamers-- if any-- want in their Harems, and the few that do keep one are closely monitored by the League. Not only is her previous form prettier and friendlier, she's smarter, too, and a Sharptits will be hard-pressed to defeat a Boobfin in single combat, despite being more physically powerful and able to actually breathe underwater (where the Boobfin merely holds her breath). It is pretty much a given that any/every Sharptits you will ever see will be a monster and a menace.
As a metamorph, a Sharptits has two forms she can shift between: a humanoid form for sex and any land-based travels she may undertake, and an aquatic form. Her humanoid form is brawny and muscular and seven to eight feet tall, and could be mistaken for an Amachoke if not for the counter-shading of her front (white from the underside of her chin to the insides of her thighs), the fins on her forearms and back, and the finned tail that provides her with balance. Her aquatic form is much larger (specimens up to 25 feet long have been recorded) follows the typical mermaid appearance of humanoid torso and fish-like tail, but her head is more pointed and shark-like as well, and her back and arms are covered in heavy metallic plating. Her jaws in the latter form are capable of 3000 pounds of pressure per square inch, making her Bite and Crunch attacks devastating. Her body, except where counter-shaded or armor-plated, is typically metallic dark blue or gray, though purple discolorations or scars are not unusual.
The few Tamed Sharptits that have ever been observed are brusque and ruthless, and do not work well with harems unless given extensive training by their Tamer. The best-behaved Sharptits are those who evolved in domesticity, which almost never happens given how few Tamers want one. They are also, as a whole, noticeably less intelligent than Boobfins of similar experience levels.
Combat-wise, a Sharptits is a terror to any Tamer who does not have an Electric-type Pokégirl (against which their Steel/Water combination proves doubly weak) or a similarly high-leveled Boobfin (who can easily outwit a Sharptits). However, they have a rather profound weakness that Magic-type Pokégirls can also exploit: once hit successfully by the T2 Magic attack Royal Curse and transformed back into a Boobfin, she will never again evolve into a Sharptits. There is an increased bounty for Tamers whose Pokégirls successfully use Royal Curse on a Sharptits.
When Taming, the Sharptits WILL be on top (if not because of her attitude then because of her dorsal fin), and the Tamer WILL use Heavy Restraints or sedatives. No exceptions. They are demanding and difficult lovers, and ornery to the point of injuring or possibly even killing their Tamer. It should be noted that during the lunar high tides of the full moon, a Sharptits's libido increases dramatically, and even Ferals will drop everything in pursuit of sex (a Feral having sex with a human during this time will not Tame the Sharptits and will most likely kill the human).
All Threshold cases involving Sharptits ancestry have resulted in Boobfins. It has been proven that a Sharptits cannot give birth to another Sharptits, only Boobfins. However, the Diamond Stone needed to evolve a Boobfin into a Sharptits is not absorbed by the event, which explains why Feral Sharptits continue to evolve from Boobfins.
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Skarmoress, the Jet Pokégirl
Type: Animorph (armored avian)
Element: Steel/Flying
Frequency: Very Rare
Diet: Mostly carnivorous
Role: Aerial warfare and high speed assault
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Normal, Plant, Poison, Psychic, Steel
Weak Vs: Electric, Fire
Attacks: Agility, Steel Wing, Steel Feathers Gale, Speed Storm, Steel Feathers Darts, Gravity, Iron Tail, Grav Bomb, Metal Claw, Sonic Boom, Metal Sound, Mach Breaker, Meteor Mash
Enhancements: Enhanced Durability (x20), Enhanced Stamina (x10), Aerodynamic, lightweight body allowing for high speed maneuvers, ability to manipulate wind to produce high speeds, natural armor, blade-like wings
Evolves: None
Evolves From: None
Skarmoresss are rare, powerful Pokégirls, considered by some to be the fastest air Pokégirls alive. So great were their abilities, that Sukebe did not feel he had to make that many of them. One of the more terrifying breeds developed by Sukebe during the Revenge War, they were designed to be jet fighters. A pair of Skarmoresss proved to be capable of going toe to toe with a squadron of ten jet fighters from that era and WIN.
Very metallic in physical look, they are somewhat humanoid in appearance, their backs covered with silver, metallic feathers that blend together so perfectly that it looks like a smooth surface, ending in a flared tail which they use to help control their direction in midair. Their legs from the thighs downward are heavily armored, ending in metallic, birdlike claws with razor sharp edges capable of cutting through steel. Their faces are aquiline, and they possess long, thin, beak-like noses and silver hair kept short, save in the front, where it hangs down to partially mask their faces. Their incisors are long and razor sharp, a feature which makes the smile of a Skarmoress very predatory and intimidating. Their eyes are never any color other than white, red, or metallic grey, and are capable of seeing over long distances in adverse conditions. Their wings, smaller than most bird-type Pokégirls, are separate appendages from their bodies, the edges of their wings possessing even harder metallic feathers sticking out at regular intervals, allowing for powerful slashing attacks, the smooth feathers looking like a single sheet of metal. The feathers on their arms curve up to form blade-like attachments, which they used in the rare moments they had to go into close combat. Their hips are relatively slender, and their breasts rarely went above B-cup. They don’t like using Bloom, as they believe that larger breasts decrease the aerodynamic nature of their bodies. For a Steel-type Pokégirl, they are actually incredibly light, partially because they use up a lot of calories in flight. Conversely, because of this Skarmoresss have to eat more than most bird-type Pokégirls to reach their desired top speeds. Skarmoresss also possess a special organ inside their bodies that allow them to manipulate the air around them with their thoughts, and their bodies can also withstand excessive amounts of g-forces, allowing them to reach incredibly high velocities.
During the War, Skarmoresss used their ability to manipulate wind to push themselves forward, moving faster and faster to the point where they were able to break the sound barrier, the mere wake of their passing capable of devastating most opponents, sending most planes sent against them tumbling out of control, shredded by flechettes of razor-sharp metal feathers they would release as they passed. Those planes able to survive the sonic booms generated by the Skarmoresss fell victim to a different kind of super fast assault, one from the talons, wings, and tails of the vicious jetbirds, as they were called before their breed name became public knowledge. They aren’t as heavily armored as some Steel-types, their metallic feathers making them very visible to most forms of radar, as well as line of sight when the light would glint off of their feathers. They could be knocked out of the sky by most ballistic missiles used in that era if hit by them. But because of their incredibly high speeds and superior maneuverability, as well as the ability to shoot metal feather darts with the same speed as missiles sent against them due to their ability to manipulate wind, that was an extraordinarily rare occurrence indeed.
Skarmoresss are among the more playfully vicious types, loud, brash, and cruel. They love their speed, and love going as fast as possible. In battle, they take great pleasure in overwhelming opponents with speedy attacks and sonic booms, sometimes using quick, ultra fast turns and passes to generate gravitational waves to disorient opponents before moving in for the kill. Very rarely do their show mercy to an opponent, as they as a breed have a psychological distaste for leaving ‘loose ends.’ They don’t like being beaten and will usually track down whomever defeats them endlessly until they gain a satisfactory victory. Rarely are Skarmoresss caught, but those that do catch them gain great weapons, as they are fiercely loyal to those that manage to catch them. They are haughty and arrogant, but will tolerate the presence of others in the Harem, so long as their Master (whom they always refer to as Air Commander) allows them the chance to fly every day. Due to their harsh, vicious personalities, and great level of power, usually only highly experienced Tamers try to catch them. A good tactic to use when FIGHTING a Skarmoress is to target their wings. They are paranoid and overprotective of their wings, and if they cannot use them anymore, will commit suicide out of despair.
Feral Skarmoresss are among the more dangerous breeds of Pokégirls. They are vicious, territorial hunters that feed on other bird-types that enter their hunting grounds. When they want taming, they will take any human they find back up to their nests, which are usually found in mountainous, spacious areas, and seduce them. If they have no young, the Tamer will be set free, dropped roughly off in a place safely away from their nest. If the Skarmoress DOES have young, it’s a strong possibility that the Tamer will become food.
In terms of Taming, they are very passionate lovers, and don’t mind if a Tamer climaxes quickly, as their cunts are very sensitive and they usually climax quickly, preferring speed and quantity over quality.
Thresholding into a Skarmoress is extraordinarily rare, and only occurs if the girl going through Threshold has a Skarmoress in her family line.
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TANK VIXXEN, the Firearms Fox Pokégirl
Type: Animorph (vulpine)
Element: Fire/Steel
Frequency: Rare (Crimson, Sunshine Leagues), Very Rare (All Other Leagues)
Diet: omnivore, has preference for chocolate
Role: militant group soldiers, saner domestics can work with police forces
Libido: High (and scary!)
Strong Vs: Bug, Dark, Dragon, Fire, Ice, Plant, Psychic, Steel
Weak Vs: Electric, Fighting, Ground, Water
Attacks: Manifest Weapon (Flamethrower) Tackle, Wrestle, Sex Attack 1, Breasts of Steel, Flame Sniper, Napalm, Iron Defense, Metal Sound, CrossShield (Lv. 45)
Enhancements: Enhanced Durability (x5), Enhanced Hearing (x2), Enhanced Olfactory Sense (x4), Mechanics Aptitude, Flash Fire
Evolves: None (we hope!)
Evolves From: Vixxen (Heavy Metal+Battle Stress)
During the War of Revenge, there was a group of specialized Vixxens that were said to be on par with the majority of humanity's military might. They were recorded as attacking and taking over human-controlled military strongholds and then scavenging the technology and weaponry left over; often using it with a high level of competency. Some reports indicate that in a sense, this breed of specialized vulpine Pokégirls was more or less Sukebe's equivalent of human army, possibly both for purposes to not only aide his forces but to mock those of humanity, to show them how to do it right. While some of the stories left behind might make a number of people skeptical, the stories are indeed fact, as a number were made by the survivors whom managed to live and spread tales of the ‘sheer depravity’ of these creatures.
Historians and Pokégirl Researchers would spend over the next two centuries trying to figure out how a Pokégirl could use a toilet scrubber and chunky peanut butter on a man's ass as had been recorded in one event and wonder if a number of the stories weren't merely exaggerated. It was obvious that the reports were genuine, but there hadn't been an occurrence of such a Pokégirl since the beginning.
Sadly, it would be proven that these Pokégirls were all too real. Heavy Metal, a decidedly defensive tool is also an item that has been known to trigger evolution in certain Pokégirls, and the Vixxen, a rather common and gentle species does benefit from the protective properties. However, if a Vixxen goes through an intense battle while wearing the steel jacket known as Heavy Metal, it unlocks an evolutionary branch that turns the Vixxen from a sweet, easy-going fuck-toy into an ultimate, take-no-nonsense soldier of fortune. Tank Vixxens are very similar to their pre-evolved form, keeping the slight muzzle, slender frame with long bushy tail and busts that range anywhere from a full A-Cup to a full D-Cup. However, their pelts can be various shades of red now, some of the species are even recorded as having colors outside the norm, varying from brightest white to being the deepest black. Also, unlike their previous form, Tank Vixxens prefer to be clothed, often something of a definite military motif with one article of the outfit being made from leather or at the very least, sturdy PVC.
The greatest change though, is personality. Intelligence comes to a Tank Vixxen swiftly, often in ways that revolve survival and modern warfare, especially heavy tech. A Tank Vixxen could be given numerous pieces of scrap and be able to fashion some sort of weapon from what is available. While their libido is still high, her preference for what happens is changed as well. While their pre- evolved form was easily a switch-hitter, Tank Vixxens for the majority, (nearly 80%) are lesbian in taste, with only a minimal amount, (20%) still retaining a bisexual nature. This was thought to have been programmed into them so that when a regiment of Tank Vixxens clashed with human soldiers, it would continue to be a true battle than an orgy. This base dislike for men the majority of the species pertains is also why many men that have fallen prey to the Tank Vixxen are often left psychologically-scarred.
In the wilds, Feral Tank Vixxens are a rather peculiar bunch in that their minds stay rather regimented and logical. Although they'll wear less, they'll still wear their clothing, and they still communicate verbally in human speech. Make no mistake in thinking that this is a good thing. In the wilds, these Feral Tank Vixxens band together, almost acting like a Team Group. They attack Tamers and transports, especially ones which may be holding more building materials. The attack on such targets is because Feral Tank Vixxens become single-minded and try to live up to their title. And that means riding around in a tank...
Fortunately, most Tank Vixxens never get to such a stage, thanks to the rarity of such things, and a lot of items being lostech or Forbidden tech. However, one should never underestimate the instinctual knowledge these Pokégirls contain concerning the operations and maintenance of heavy technology. The results could be catastrophic if such a thing were to pass.
Tamed Tank Vixxens, (normally bisexual domestics) normally put this militant attitude, technological knowledge, and overall zealousness to good use. A number of them often end up working with police groups, and they treat the written law as the highest priority, albeit they tend to get a little carried away, often resulting in major property damage should a chase or hostile situation go on for too long. To try and cut down on damages, it's encouraged for the police to teach the Tank Vixxens to build stunning, rather than killing weapons, as that will minimize the damage they can potentially cause.
Although they truly can be considered a wild card, these domesticated Tank Vixxens make an excellent foil to OfficerJennys; true basis of the Good Cop, Bad Cop idea. Oddly enough, the Jennys DO like them, even if they are left exasperated by the vulpine Pokégirls at times. After all, the Tank Vixxens may endanger civilians at times, but their actions are still within guidelines of the law. Domesticated Tank Vixxens that end up in the hands of Tamers rather than with police officers find themselves to be the perfect complement to Gun-Bunnies. There was even one famous duo known as Team Dirty Pair comprised of the Gun-Bunny Kei, and the Tank Vixxen Yuri which showed just what the two are capable of when they work together: maximum carnage.
When it comes to battle, a Tank Vixxen is quick to abuse fire- techniques, especially when facing another Fire-type. She is quite resistant to fire damage, despite having Steel as her sub-type, since the Tank Vixxen has a special capability known as ‘Flash Fire.’ Possibly an upgrade of the Fire Resistance enhancement, Flash Fire not only makes it so the vulpine Pokégirl takes no damage, but that she also gains an increase in the strength to her own Fire-type techniques. If she is facing an opponent that would be strong against her, she will fall back to steel techniques to try and put the fight in her favor, the technique Iron Defense being used repeatedly in such cases.
Taming a Tank Vixxen is a truly mind-blowing experience, since the Tank Vixxen takes a dominant role as soon as possible. Often, bondage is implemented by the Tank Vixxen on the Tamer, rather than the reverse, with the vulpine Pokégirl taking control of what is done; needless to say, the Domina species enjoy working with a Tank Vixxen during Taming. However, one of the biggest turn-ons for a Tank Vixxen is to manifest her Flamethrower and point it at their lovers head as they have sex, often the show of dominance and the fear from their partner adding to the adrenaline rush the Tank Vixxen feels. Only those that a Tank Vixxen come to trust implicitly are allowed to wield any form of dominance over the vulpine Pokégirl. To this date, there has never been a single case of Threshold where the girl became a Tank Vixxen at the end of the transformation. People the world over rejoice.
Manifest Weapon (Flamethrower) – (EFT) The Tank Vixxen concentrates, making the firing trigger and igniter of a flamethrower appear in her hand. The flamethrower is connected to the wrist via a thick rubber-like hose, giving the weapon `ammunition' from her internal Fire-elemental abilities.
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TYPHONNA, the Legendary Pokégirl Engine Of Destruction
Type: Inhumanoid Biomechanical Inhuman (Reptilian)
Element: Dragon/Steel (Hesitant classification)
Frequency: Extremely Rare (Unique)
Diet: unknown, has never been seen eating
Role: Destruction
Libido: assumed None (Current theories state that she isn't a true Pokégirl, that she's simply called one because she debuted around the same time, and besides, who'd be capable of actually Taming her?!?)
Strong Vs: seemingly everything
Weak Vs: seemingly nothing
Attacks: Hyper Beam, Tsunami, Fire Blast, Thunder, Earthquake, Fissure, Ebony Void
Enhancements: Enhanced Toughness (x1000), Enhanced Strength (x400), Legendary Qualities, Legendary Salient Qualities, several hundred feet tall
Limitations: Seems to weaken when out of water for long periods of time
Evolves: None
Evolves From: None
An immense, building-sized, lizardlike and not even remotely human monstrosity first unleashed in the Pre-Sukebe year 1992 in Northern Africa, she immediately made a splash by destroying everything she encountered, quite literally shattering the landscape. She wandered around the globe, wrecking everything she encountered, including some Pokégirl encampments, which led some to believe today that Sukebe had lost control of her early on.
In 1994, the ancient Empires tried using nuclear weapons on Typhonna, which succeeded in doing nothing more than getting her attention, causing her to hunt down and destroy her attackers. This in turn drew attention away from the other Legendaries, who did a great deal of damage, but in their own way each time and in a more subtle fashion.
For the next few years, Typhonna wandered the globe, destroying everything she came across and quite literally re-shaping the surface of the earth using her Ebony Void attack, which creates a 'micro black hole' and is infamous for tearing great gouges in what is now known as the Dark Continent, the titanic beast occasionally seen either fighting with or fighting against her fellow 'first-generation' Legendaries, Infernus, Storm Gail, and Mountaintide, all of whom have since vanished, assumed to be killed by Typhonna, who's unimaginable power has never been equaled by any Legendary created since that day.
In 1999, Typhonna vanished quite abruptly, disappearing without a trace. There was no sign of where she went, although theories and rumors abound, the most common one being that she had gone back into the sea to hibernate, having been weakened by the constant attacks on her. Although rumors have arisen that a group of criminals, either a Team Rocket-style group or a human supremacist group, has managed to contain and possibly control her. Heaven help us if this rumor turns out to be true.
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 Typhonna's shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below). (Or her sheer height, for that matter...) They can have their base stock altered to be used in the formation of a new Pokégirl type though. (This last comes into question due to uncertainty about Typhonna's status as a Pokégirl...)
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, Typhonna has No Weakness (Level 200). If she were to face anything that was considered Strong vs. Dragon/Steel, at or below level 200, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Typhonna's lexicon of special attributes:
No Weaknesses (Ultimate): Typhonna was considered to be the most powerful living being alive. She had no apparent weaknesses at all, and the strongest weapons of the time, nuclear missiles, did nothing more than get her attention.
Ocean Disruption: Typhonna seemed to prefer being in water, the deeper the better. This caused problems, as her very presence in the water created disturbances, including waterspouts, whirlpools, and tidal waves, the worst of which being her Tsunami attack. When Typhonna went up on land, coastal towns were usually devastated simply by her heading towards them.
Ebony Void: Typhonna's ultimate attack. She uses all the power in her body to manipulate gravitational energies, creating a micro black-hole in midair, annihilating everything around it.
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VIEPRA, the Steel Serpent Pokégirl
Type: Humanoid Animorph (serpent)
Element: Poison/Steel
Frequency: Rare
Diet: Omnivore; eats twice the amount as the average human
Role: Tunneling, Scout, Mining, Construction
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Ground, Fire, Electric
Attacks: Exhausting Venom, Venom Bite, Venom Spit, Metal Claw, Hard Drive, Quickturn, Wrap, Tail Slap, Pneumatic Drill
Enhancements: Enhanced Durability and Stamina (x5), Enhanced Strength and Speed (x3), low pleasure threshold, high flexibility
Evolves From: Mercury (Venom Stone)
Evolves: None
This Pokégirl has an uncertain origin. Some Pokégirl researchers claim to have found mention of them from Sukebe's labs during and after the Revenge War, but though the notes were quite specific, there was not a single recorded case of any humans or converted Pokégirls ever actually seeing one. However, by 55 AS, there were rumors in some parts of the world that a new type of snake-type Pokégirl was found, but one was never actually captured. Not until 120 AS, that is, when the first Viepra was found in the south-western reaches of the Crescent Moon league. First thought to be some evolution of the Naga, testing showed no signs of that breed ever evolving with any of the evolution stones or standard methods known at the time, and as more advances in evolution stone creation became available over the years, there still was no sign of the Pokégirl being evolved from the Naga. However, despite the lack of proven origins, ranches around the world began to parthenogenetically breed the Pokégirl en masse as the Viepra breed enjoyed a swell of popularity. It wasn't until late 260 AS that the mystery of the Pokégirl’s origins was finally solved, when a Mercury touched with a Venom Stone evolved into a Viepra.
Though merely five and a half feet tall from the top of her head to where her thighs meet her serpent-like tail, the longest recorded Pokégirl of this breed was 19 feet long, though 16ft seems to be about average overall. Her entire body has reminded more than one researcher of the Mercury- her previous evolutionary form- in that she retains the same liquid-metal appearance, most commonly silver in appearance but some have gained more colors in their bodies, including gold, platinum, and other colors that look like they came from precious metals. Unlike most Naga-like Pokégirls, she is not scaled but skinned, though unlike most serpent Pokégirls the skin of her body is tough as steel. This makes it difficult for her to feel sensations at times when she is tense, though normally her body is far more pliable and tactile-sensitive than other Steel-types, such as the Iron Maiden. Still, the tension of her skin melts when the Viepra is heated up sufficiently, making her far easier to tame with a fire-type Pokégirl in attendance. The breed does retain the same ability as the Mercury to make their bodies softer at will, however, so a fire-type is not necessarily required when it comes to taming. Feral Viepra rarely have hair, but it seems to be that in general the Pokégirl’s hair color is silver, gold, bronze, or in a few rare cases, colors from gemstones such as emeralds or turquoise. For those who cannot help but to look upon a Pokégirl’s chest, her breasts rarely increase in size, remaining most often someplace around a mid-B cup, though there have been instances of those with larger breasts as well, without the use of Bloom Powder. Researchers have observed that thresholded Viepra, of which there have been several documented cases, tend to have larger breasts than the ferals have.
In a harem setting, the Viepra are, as some tamers have described, a 'thoughtful' addition. Capable of making decisions quickly and accurately, this breed makes for a very useful Alpha or a Beta in most harems. This breed is fairly intolerant of certain other breeds, such as the Naga and the Arbust, whom are not very compatible with others, and most Viepra have a condescending attitude towards Pokégirls that can't seem to get along with one another, or with their tamer. They have been known to recommend other Pokégirls for being traded away for Pokégirls that would benefit the tamer more, and Viepra are always on the search for more knowledge in order to better assist their tamers. While feral, the Viepra are an inquisitive bunch, often sneaking into towns and cities to locate food, prey, or to satisfy their own urges. The breed dislikes the cold, but is not overly bothered by it, instead preferring to remain near warmth. During winters, Pokégirls of this breed can sometimes be found in abandoned houses on the outskirts of various towns in an effort to stay warm. When with tamers, the Pokégirl thoroughly enjoys becoming the bed upon which the tamer rests within, coiling her tail and body around her tamer to keep them both heated whenever possible. The breed gets along very well with most fire-type Pokégirls, and although the breed as a whole seems to prefer men, when heated up enough they often enjoy experimenting, though mostly with fire-types that give off plenty of hot air.
In battles, the breed is known for attempting to exhaust her opponents with various techniques, such as Exhausting Venom and Wrap. It is this combination of techniques, along with her enhanced stamina, durability, and strength, which makes her feared in standard battles. Few Pokégirls can break free from Wrap once injected with the Exhausting Venom, which leaves her arms free to inflict additional harm to her prey using Metal Claw. At a distance, they can use Venom Spit and follow up with Hard Drive to crash into her foe before using her signature combination to attempt to end the fight. In sexual battles, however, the breed does not do so well. When heated up, or aroused, the Viepra has a low pleasure threshold, reminiscent of the Titmouse. Although her stamina is sufficient to let her continue, the breed is known for experiencing multiple orgasms before becoming exhausted. As a result, she is a poor choice for a sex battler, especially when compared to a Garter. Also, she is not a good choice to use against fire types in normal battles, just like most steel type Pokégirls, as their heat and flame attacks can and will wear the Viepra down over time.
Her great flexibility does allow her to be able to fit into spaces that many would think to be impossible for her to fit into, however, and makes her a decent scout or spy for such a large Pokégirl. Used for tunneling underground and cutting through rock with her metal-like body, the Pokégirl is used even more often for assisting in construction and in mining for minerals and other resources. This makes the breed more often used by tradesmen than by Tamers, though she is an often-wanted commodity in both sectors. She is not, however, a good choice for pet owners due to her size, which is quite an issue when dealing with a house or an apartment. Threshold cases, though quite unusual, have been known to happen from time to time. Typically, this is a time of great stress, as over the course of two weeks or so her human-like skin flakes off slowly or in patches, showing off the metallic sheen beneath. Quite often, the result of the threshold becomes apparent as the tail begins to emerge and the family sells her off for a fair amount while the girl is incapacitated by the pain of her transformation.
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(insert name here) WARMECH, the Guyver-Bonded (insert title here) Pokégirl
Type: as per base type
Element: Magic/Steel/base type
Frequency: Extremely Rare
Diet: as per base type
Role: as per base type, if applicable, plus Bodyguard, Assassin, Elite Storm Trooper
Libido: Decreased from base type
Strong Vs: Fighting, Normal, Rock, Steel, Fire, Flying, plus base type “Strong Vs”
Weak Vs: Ghost, Dragon, Ice, Psychic, Poison, Ground, plus base type “Weak Vs”
Attacks: Sonic Buster*, Head Beam*, Vibro Blades*, Pressure Cannon*, Giga Flame*, Megasmasher* (Host AND Guyver must be Delta bonded with Tamer), plus base type’s attacks
Enhancements: Enhanced Healing (x4), Enhanced Durability (x4), Enhanced Speed (x3), Enhanced Agility (x2), forearm blades, reduced libido, special energy weapons, plus base type’s enhancements
Evolves: Whatever base type evolves into
Evolves From: Guyver bonding to a Pokégirl
If you want a destructive Pokégirl, then look no further. Having a Guyver bond to your Pokégirl is both a blessing and a curse, as they gain a whole host of strengths, some canceling out their original weaknesses, but also gain a host of other weaknesses in return. However, the general consensus is that Warmech-type Pokégirls are welcome additions to any harem.
In addition to providing battle armor and special weapons to the Pokégirl, a Warmech also gets a reduced libido. However it cannot be reduced to a certain point, so most Pokégirls with already low Libidos won’t get it lowered any further. Pokégirls that become Warmechs do not lose their ability to evolve, so they can still change form. Guyvers cannot bond to humans, however, so a Tamer Warmech is out of the question. There are still not that many reported cases of Warmechs, as Guyvers themselves are rather rare and have only been discovered recently.
Warmech is the accepted template name for this type of Pokégirl, as not only is it fitting, but it is what Guyver-bonded Pokégirls call themselves. They gain enhanced healing, enhanced durability, enhance speed and agility, as well as extra sonic and flame weapons that greatly add to the power of the host. The host, upon becoming a Warmech, gains a powerful full-body suit of armor that emerges in the form of amorphous tentacles from the Guyver on the host’s forehead. The armor takes the form of a metallic plate metal bodysuit with organic portions to it, and covers the host’s entire body. This armor can be retracted completely into the Guyver orb or summoned out all at once or just partially, according to the host’s will. The helmet of the Warmech’s armor possesses an advanced HUD with infrared, motion detection, and sonar. Also, due to the morphic ability of the Warmech’s armor, they can reshape their armor into several different kinds of weapons, mostly bladed ones.
Warmechs generally keep the personality of their hosts, but they gain a more violent streak to them. For some, like Bunnygirls or Bimbos, that just translates to them being more forceful in their affection. They gain a greater love of battle, although they aren’t overly obsessive about it. As the Guyver in and of itself is only partially sentient, the host refers to themselves in the singular. Guyvers do not take over their host’s body unless the host is unconscious for reasons other than sleeping or Taming exhaustion. Guyvers do not normally need to eat, however once bonded to a Pokégirl and becoming a Warmech, they share their host’s dietary needs. One thing they have in common with their ‘cousin’ Pokégirl template, the Symbiote, is that the host experiences both her own sensations and the sensations of the Guyver, thus making Tamings more pleasurable.
The primary feature of a Warmech template Pokégirl is their weaponry. Their armor has slight morphic capabilities, allowing them to manifest greater weapons, such as the Pressure Cannon and Sonic Buster, both powerful sonic weapons. They also have a powerful laser attack, which they can shoot from the Guyver-orb on their head, as well as a potent flamethrower, which they can use after absorbing enough fire. A Fire-type Warmech can use their flamethrower attack, the Giga Flame, on a regular basis, as a Guyver has a natural ability to absorb heat and flames. In addition, if both the host and the Guyver become Delta-Bonded to their Tamer, they gain access to their ultimate weapon: the Megasmasher. Their arm armor morphs into a powerful cannon, which fires a highly destructive shot which can easily overwhelm even a Hyper Beam. However, Megasmasher is a double-edged sword, as after a single shot the Warmech loses use of their arms for two to four days afterwards.
Warmechs, and by extension, Guyvers, seem to be the natural enemies of Parasytes. However they bear the breed no malice. Guyver-bonded Pokégirls have been known to co-exist peacefully with Parasyte-bonded Pokégirls. In addition, Guyvers get along splendidly with Battle template Pokégirls. Warmechs can have some of their tentacles temporarily bond with the Battle Pokégirl and increase the power of their weapons by at least double.
Warmechs, all benefits aside, have some major weaknesses. They have a very low tolerance for cold, which means Guyvers cannot bond with a vast majority of Ice-type Pokégirls. Also, their armor has a low tolerance for acidic chemicals, which means Poison-types can Warmechs a problem as well. Some Warmechs prefer to bow out of combat altogether than face stronger Ice-type Pokégirls.
Guyver-bonded Pokégirls cannot become Symbiotes, nor can Guyvers bond with Symbiotes. Their very genetic structures are incompatible, making a combination of a Guyver-bond and Parasyte-bonding impossible.
*Sonic Buster – (ATK 50) The Warmech shoot beams of pure sonic energy from orbs on her palms. This is considered a Normal-type attack.
*Head Beam – (ATK 60 + EFT) The Warmech shoots a beam of intense heat from a small laser mounted underneath their control orb. Has a 60% chance of inflicting the Burn status effect, and is considered a Fire-type attack.
*Vibro Blades – (ATK 60) Long, thin blades erupt from the elbows and knees of the Warmech, vibrating with sonic energy. This is considered a Steel-type attack.
*Pressure Cannon – (ATK 100) The Warmech’s arms morph into large cannons that shoot an intense stream of sonic energy. This is considered a Normal-type attack. More powerful than the Sonic Buster, but needs more time to be set up.
*Giga Flame – (ATK 200) A Warmech can absorb Fire-type attacks directed against it and store them up. When the internal heat of the armor reaches a certain point, their morph the mouthpiece of their armor into an emitter and fire a TREMENDOUSLY powerful Flamethrower attack. This cools down the armor instantly. Most Warmechs still like to avoid Fire attacks instead of taking them, as not many can actually take the heat. Fire-Type Warmechs can use this attack much more frequently. This is considered, quite obviously, to be a Fire-type attack.
*Megasmasher – (ATK 400) Warmechs can only use this attack when bonded to a host and ONLY if both the host and the Guyver itself are Delta-bonded to a Tamer. The Warmech slams her arms together, morphing the armor around them into a tremendous energy cannon and firing an intense, powerful beam of energy on their opponent. However, this is a last resort attack, as the Warmech, after using it, loses use of their arms from the shoulders down for two to four days afterwards. This is considered a Normal-type attack.
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WARRIOR, the Early Martial Arts Pokégirl
Type: Very Near Human
Element: Steel(?)/Fighting(?)
Frequency: Extinct
Diet: Unknown
Role: Guerilla troops
Libido: Unknown
Strong Vs: Ice, Rock, Dark, Normal, Steel, Poison
Weak Vs: Fire, Flying, Psychic
Attacks: Unknown
Enhancements: Ability to create weapons (swords), ability to grow stronger with relationships, hardened skin, natural martial talent
Evolves: None
Evolves From: None
The Warrior race is one of the many that briefly popped up during the Sukebe War and was only discovered through intensive study of the past. It is believed that this breed may have been the predecessor to the Ronin and the Slicer, as well as many of the non-amazon based fighting Pokégirls.
Records show that intelligence was not high amongst this particular breed, as the last one wound up being exterminated just shortly before Kary the Volcano Mistress died.
However, study in Vale has also shown that this breed was one of the two primary elements to the War Esper breed. Their ability to become more powerful (and gain more abilities) as they began relationships with others was no doubt one of the primary reasons behind the awesome might that the War Espers were known for.
It has been discovered by Vale that Artemis, an infamous Pokégirl general, and lover to Athena, that operated in the former southern United States of America and Mexico, was of this species.
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WARRIOR NUN, the Crucifix Crusader Pokégirl
Type: Very Near Human
Element: Fighting/Steel (Celestial)
Frequency: Very Rare
Diet: human style
Role: defender of the Church of a Thousand Faiths, demon hunter
Libido: Low, High during a hunt
Strong Vs: Bug, Dark, Dragon, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Basic sword fighting techniques, Sacred Scripture, Sword Dance, Heaven's Arrow, Sword Wave, Slasher, Transcend Sword, Blessed Bayonets, Slash Wave, Hero Blade, Spincut, Confuse, Quick Hit
Can ONLY Learn Above level 40: Angel Wings, Soothing Mist, Excalibur, Assault, Runic Blade, Cry of the Fallen, Weapon Carnival, Metal Slash, Toxic Sword, Miracle Slash, Keen Blade
Enhancements: Enhanced Strength (x10), Enhanced Speed (x7), Enhanced Reflexes (x5), Celestial affinity, access to unlimited supply of scripture pages and weapons, Regeneration
Evolves: Fallen Angel (major trauma/bad experiences; Dark Stone will greatly increase the chances, but isn't completely necessary)
Evolves From: Armsmistress (Amazonchan/Amazonlee-based Armsmistress only; Angel Stone)
The Seraph is the most militant of Celestial Pokégirls. The Warrior Nun is the most dangerous.
When an Armsmistress of the Amazonchan/lee-evolved variety receives an Angel Stone, a dark evolution occurs. The evolving Pokégirl is struck with intense visions of demons, suffering tremendous psychic pain. Once their evolution concludes, they lose interest in fighting for the sake of fighting and lend their abilities to a new goal: Religion and protection of the innocent.
With her new interest in religion and the gods, the Warrior Nun begins an intense study of the old scriptures of various religions. Finding solace and comfort in the church, she decides then and there to use her skills only in the service of the Church of the Thousand Faiths. Donning either priestly garb or a nun's habit, along with a cross pendant around her neck, the Armsmistress becomes a Warrior Nun in mind as well as body.
Warrior Nuns are normally passive Pokégirls, very dedicated to their faith and ministering to those in need, speaking of the church and its belief systems to those in need, or those who have been 'to the bottom' and whom she believes have a chance at redemption. They are also very good with children, and can frequently be seen running orphanages, as the rapid healing factor they gain also renders them completely and totally sterile, making them seek out new ways to experience motherly feelings. They are also very justice-oriented, believing in the spirit of the teachings and not the law, openly defying the law if they see an injustice in it, either through peaceful bargaining or, as a last resort, outright battle.
However, they do have a dark side.
The visions they have at the start of their evolution change their mindset greatly. They relish the chance to do battle with Ghost Pokégirls and Infernal Pokégirls, abandoning all pretense of being calm and collected, going into a berserk battle lust as they do everything in their power to banish Ghost Pokégirls back to where they belong, or destroy Infernal Pokégirls outright, believing both to be unclean heathens that menace the living simply through their existence. More often than not, during battle, they will can be seen laughing madly, quoting scripture or screaming 'hallelujah' or 'amen' at the top of their lungs.
This is a popular quote among Warrior Nuns, especially when facing a Tamer utilizing Infernal Pokégirls: "And now O kings, be ye wise. Be admonished, ye judges of the earth. Serve the Lord with fear and rejoice with trembling. Kiss the Son lest He grow angry, and ye perish in the way for His wrath may quickly kindle."
They have a particular aversion to Succubi and Vampires, and delight in fighting them above all. Their libidos are normally low, but during a hunt it skyrockets, the thrill of battle arousing them greatly. The only way to prevent them from going insane in the presence of a Ghost-type or Infernal-type is to have children present, as their love of children will prevent the Warrior Nun from fully unleashing her rage. In rare occasions, Ghost-types can earn the trust of a Warrior Nun, although this only happens if the Warrior Nun is close to her second puberty and above level 50, having aged enough to know that there are shades of gray in the world.
Warrior Nuns retain their knowledge in swordplay, capable of backing it up now with an intense knowledge of holy magic. She does not keep up the strict training regimen she had as an Armsmistress, preferring to instead focus her attention on doing good works. This does not mean, however, that they are any less of a competent fighter. Their greatly increased speed and their increased rate of healing allow them to go all out in battle.
This is not to say that Warrior Nuns are without weakness. Their more powerful attacks cannot be learned until they are very high in level. And when in their 'righteous fury' berserker mode, they suffer from a completely one-track mind: Kill the target into little bitty pieces. Introduce anything to distract them, either a new opponent, a threat against the young they protect, and they need to take at least up to 30 seconds, more than enough for almost any opponent, to reorient themselves and straighten out their thoughts. They are intensely protective of all children, being unable to have any of their own even through pathogenesis, and can easily be blackmailed by merely threatening their charges.
More volunteer for this transformation than one would think, as the power increase is enough and Celestial status is enough of an enticement to help make the costs seem not as bad, some volunteering after having bad experiences with Infernal Pokégirls. Due to the Warrior Nun's sterility, however, they cannot have children of their own, thus making Threshold impossible.
Blessed Bayonets - (ATK 50) A pair of bayonets appear in the hands of the user, allowing for weapon attacks. The blades are sanctified and do double damage to Infernal and Ghost Pokégirls. With a magic spell, they can also be summoned en masse for a brutal projectile attack.
Sacred Scripture - (ATK + DEF + EFT) A holy book appears, and various effects can occur. A seemingly unlimited number of pages can fly out to form a magical barrier around the caster, bind an opponent, attach themselves to walls to create a field of holy energy to null special abilities and prevent the escape of Infernal and Ghost Pokégirls, wrap around the caster and teleport them, or the book can simply fly at the opponent like a projectile.
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ZEROMER, the Armored Robo Pokégirl
Type: Biomechanical Humanoid (robotic)
Element: Steel
Frequency: Very Rare
Diet: human style foods and metal
Role: rarely found. Usually sought by Tamers for combat purposes
Libido: Low
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Rocket Punch, Iron Punch, Metal Claw, Iron Defense, Harden, Nano-Regenerate, Cross Shield, Metal Sound, Repulsor Beam, Uni Blast, Meteor Mash
Enhancements: High density (x5), Armored skin, Enhanced digestive system, Light feral, Adaptive bodies, Flight via jets mounted in either back or boots, self-healing
Evolves: None
Evolves From: None
Zeromers are a mysterious Pokégirl that have appeared in recent years in surprisingly large amounts. They are robotic-seeming, silver-skinned creatures of very feminine appearance, most wearing a form of battle armor. The styles of this armor are far too varied to describe in this single entry, and seem to vary according to the Zeromer's personal taste. Out of their armor they are human in appearance and anatomy, save for their silver flesh, robotic joints, and eyes which look like electronic LED displays.
Zeromers generally appear as observers, scanning the land for reasons seemingly unknown. They rarely stay and fight if confronted, preferring to simply fly away and move to a new location. Occasionally, they will sneak into a human controlled area to seek food and metals to consume, and occasionally to seek Taming. This baffled most researchers at first, who wondered how these robotic girls could be tamed at all, until Zeromers started being caught. They found that they were both mechanical and biological, their skin feeling like smooth metal, but capable of flexing like normal flesh, allowing for Taming. Their hair was also of normal texture and appearance, although their cunts were hairless. Further studies indicated that Zeromers are infested with nanotech, which allow them to heal all but the most severe of injuries, as well as healing losses of limbs in battle. This is theorized to be the reason for their robotic appearance and nature.
Scientists still aren't sure what to make of Zeromers. They are Tamable, having low libidos and light feral states similar to Iron Maidens, capable of parthenogenesis, and they can be captured in Pokéballs, although instances of this are rare due to their tendency to run away rather than fight. However due to the fact that they are so robotic in appearance, and the fact that they seem to be mentally linked to their armor, capable of using it to link up to computers via mental commands and download information into their brains, scientists are hesitant to classify them as Pokégirls, the breed almost seeming to be an entirely different phylum. Still, they are classified as Pokégirls, mainly because most that's the breed they seem most likely a part of.
Some researchers, like Hajime Sorayama of the Edo League, have dedicated themselves to learning more about these mysterious Pokégirls, and has made some interesting discoveries.
Zeromers are relatively emotionless, logical beings, although the more time they spend interacting with humans and Pokégirls, the more of a sense of humor they gain, as well as a basic set of emotions. Those questioned say that the reason they spend a lot of time observing before capture is because they are programmed to learn. They do not know the name of their creator, simply referring to him as 'That Man,' they simply know that after he developed them, he told them to go forth, grow, and learn. Nothing specific was specified in their learning, so they learn EVERYTHING, some Zeromers having recorded intelligence levels near to those of an Alaka-Wham or a Supe-Bra Genius.
In battle, Zeromers are straight-forward fighters, attacking head on with tackles powered by their flight equipment, either jets in their boots or in a pack on their back, as well as powerful punches and energy blasts. They have several Steel-type attacks that are exclusive only to them. The first is Rocket Punch. Their forearm, unarmored or otherwise sprouts mini-jets and shoots out towards the opponent, attached to an extendable piston with a great deal of range. Once the attack hits, the jets reverse direction, the piston retracting back into the Pokégirls arm.
Another attack that Zeromers can do unarmored or armored, is the Repulsor Beam. The Pokégirl holds her hand out palm up, and a small well of energy opens up, shooting a powerful beam of force that can knock back all but the largest and most durable Pokégirls several feet.
The final species-specific attack that Zeromers have is the Uni Blast. They can only do this attack when armored, and only if their armor has the appropriate adaptor on its chest. A Zeromer focuses her Repulsor Beam's energy through this adaptor, creating a strong burst of energy from her chest. This move is very useful in escaping submission holds such as a bear hug.
Some Zeromers, almost always bearing mind-control devices, have been sighted working in Team Rocket-style groups. In these cases, the Zeromers (or their Tamers, none have been caught alive to verify this) appear to have adapted pre-Sukebe weapons and some made during the war into shoulder cannons and arm weapons for their armor, weapons including chain guns, missile launchers, and on rare occasions, plasma weapons. If the Zeromer under the control of these Team Rocket-style groups is in danger of being caught, the one guiding her actions will activate a device on the mind-control gear that overloads it and leaves the Pokégirl brain dead. Laws were soon put into place forbidding Tamers that have Zeromers from modifying these weapons into their Pokégirl's armor.
Professor Sorayama (a professional artist as well as Pokégirl researcher), after a Team Trauma attack on his lab, discovered something else about a Zeromer. If a Zeromer is injured severely enough that they are about to die, they seek out a Pokégirl to bond with. They transfer the majority of their nanotech into that Pokégirl, allowing them to manifest battle armor and gaining the data the Zeromer had learned, the resultant creation being termed a Battle Pokégirl. (More information on this phenomenon can be found in the Battle entry in the Attribute Pokégirl section of the Pokédex.)
No cases of Thresholding into a Zeromer have been reported. Nor has anyone reported siring a child on a Zeromer either, so scientists aren't sure if it's just not possible or just hasn't happened yet.
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