ASTRAL (insert name here), the Spectral (insert title here) Pokégirl
Type: as per base type
Element: Ghost/base type
Frequency: Very Rare
Diet: life energy
Role: as per base type, if applicable
Libido: as per base type
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock, plus base type “Strong Vs”
Weak Vs: Dark plus base type “Weak Vs”
Attacks: Night Shade, Energy Drain, plus base type’s attacks
Enhancements: Incorporeal, Invisibility, Sleeplessness, plus base type’s enhancements
Evolves: None
Evolves From: Base type
An Astral (insert name here) Pokégirl is one who refused to let go of this life, even after dying.
While in rare instances, a Pokégirl who dies can evolve into a Spectra, an Astral Pokégirl is one who has died but had enough emotional distress to keep on existing after death, but without the requisites (whatever they may be) to become a Spectra. Any Pokégirl may become an Astral Pokégirl after dying if they were emotionally distressed enough, save for Ghost-types, who cannot become something else after death.
An Astral Pokégirl appears exactly as she did in life. Her dying wounds do not show, nor do other disfigurements. It is still apparent she is dead however, because Astral Pokégirls are naturally incorporeal. They may become corporeal with concentration, which allows them to be Tamed still, but once they cease concentrating, they fade back to being incorporeal. Astral Pokégirls are in, in their natural state, visible but transparent, when they become corporeal, they become solid, and can usually pass for living Pokégirls as long as a Pokédex or another Pokégirl able to detect types doesn’t give them away. When in their normal incorporeal state, an Astral Pokégirl may pass through solid objects, but still naturally doesn’t sink through the ground unless they deliberately try to; they can interact with solid objects only by becoming solid themselves. Astral Pokégirls cannot fly unless they could in life. If an Astral Pokégirl sinks through the ground and wishes to rise back up, she must solidify herself and climb back up; doing this works even when she is underground in solid earth since Astral Pokégirls are composed of ether instead of flesh (living creatures who somehow solidify themselves in another object become permanently grafted to that object are bound to it unless they can somehow phase out of it). An Astral Pokégirl may make herself invisible at will, but this takes just as much concentration as making herself solid. An Astral Pokégirl cannot become both invisible and solid at the same time. Astral Pokégirls do not need to (and cannot) sleep, but they can still be exhausted from becoming solid or invisible too long and/or too often. Exhaustion is cured by a new infusion of life energy.
In addition to needing to be Tamed as much as they did in life, an Astral Pokégirl also needs to absorb life energy from another sentient creature. If she doesn’t do this at least once every ten days, she can no longer sustain her own existence, and fades into death. She can also use the energy she has to unleash the powerful Nightshade attack. Beyond that, her attacks, strategies, and enhancements remain the same as they did in life.
Astral Pokégirls obviously can never bear children, since they are not alive. Astral Pokégirls are also forever locked into their current form; they can never evolve (nor devolve if that is ever an issue) nor have any other status changes. Despite no longer suffering the rigors of age, Astral Pokégirls do have something of a “lifespan.” Eventually, they feel less and less attached to this life. It may take decades, but eventually, as the companions she knew split up and succumb to old age, ennui sets in, and the strength of personality that let her defy death to begin with begins to erode. The Astral Pokégirl begins wanting her next infusion of life energy less and less, until she quietly lets herself fade away.
There have been no known Feral Astral Pokégirls ever. It is suspected that an Astral Pokégirl who goes Feral loses the force of will necessary to sustain her own existence, and fades very quickly. Threshold girls never become an Astral Pokégirl directly, though they have as much chance of becoming one after death as any other Pokégirl if they are distressed enough at their time of death..
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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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BLESSED (insert name here), the Holy (insert title here) Pokégirl
Type: As Base Type
Element: As Base Type (Celestial)
Frequency: Very Rare
Diet: as base type
Role: luck bringer, celestially chosen
Libido: as base type
Strong Vs: as base type, Dark
Weak Vs: as base type, dominating Pokégirls
Attacks: Heavenly Fire, Lightning, plus base type's attacks
Enhancements: Lucky, Healthy, Pristine Innocence, plus base type's enhancements
Evolves: Angel (Angel Stone), base type's evolutions
Evolves From: Base type (blessing by a celestial Pokégirl)
A Blessed Pokégirl is one who has, whether knowingly or not, been wished well by a powerful celestial Pokégirl, such as a Megami or Cherry (and is not already of a celestial nature). Unlike most evolutions, this one is subtle, happening anywhere from hours to days after the blessing of the celestial Pokégirl has been given. Further, this evolution is not accompanied by a glowing light and spontaneous transformation, but rather occurs when the Pokégirl is unwatched and unaware, usually when asleep or in her Pokéball. The Pokégirl will wake up or be released, and will only then begin to realize she has changed somehow.
A Blessed Pokégirl has the Pristine Innocence enhancement, making her beauty even greater than it was before. What this is that minor flaws, such as slight asymmetries, in her appearance have been corrected. Also, it adds an indefinable aura of demure innocence on the Pokégirl now, at least as far as thing sexual are concerned. A Blessed Pokégirl doesn’t act much different from her base type, but even the raunchiest of Pokégirls still somehow radiate a presence that makes them seem almost virginal. This quality is one that is always about the Blessed Pokégirl, no matter what she is doing. Needless to say, this is greatly arousing to most Tamers.
Blessed Pokégirls are also endowed with the Lucky and Healthy enhancements. The Lucky enhancement makes the Blessed Pokégirl the recipient of good luck. This quality is minor however, and the threads of fate won't reweave themselves to suit the beneficiary of this enhancement. Rather, small acts of good fortune will happen to her, such as dinner happening to be half-price that night when she can't afford a full meal, or other such happenings. The Healthy enhancement is a guard against natural illnesses, granting the recipient a natural resistance to diseases and infections.
A Blessed Pokégirl gains two new attacks: Lightning and Heavenly Fire. The Heavenly Fire attack allows the Pokégirl to form small handfuls of flame in her grasp to throw at others. Unlike normal flame however, they are colored white instead of yellow-orange. These flames can only burn living things, and structures and such remain unharmed by them. Beings are affected by the flames depending on the purity of their heart. Beings whose hearts have degrees of goodness in them are healed by the flames to that same degree, while wicked beings are burned to the degree that they are evil. Generally, a Blessed Pokégirl will act in a support role when she knows that trustworthy companions are facing evil foes, letting her Heavenly Fire refresh her cohorts and burn her enemies. Even the most wild of Blessed Pokégirls see this power as sacred, and will not use it unless necessary to combat evil or heal her friends, finding other uses of it, such as using it as a barometer of purity, to be almost blasphemous. A Blessed Pokégirl won't use her Heavenly Fire for such purposes, even if ordered by her Tamer (although a Tamer who would order her to do so isn't likely to have such a Pokégirl in his Harem in the first place). While divine in nature, Heavenly Fire is still a fire attack as well as a magic attack, and defenses against such powers work normally. As for pokesex attacks, the Blessed Pokégirl's proficiency in that area remains the same as the base type, with one exception: she becomes more vulnerable to domination sex attacks. No matter how proficient she was before at resisting them, she is less so now, with such attacks exciting her against her will more than they would have previously.
Blessed Pokégirls evolve to an Angel when they come into contact with an Angel stone. This evolution supersedes any Angel Stone-based evolution that the base type Pokégirl would normally have had (i.e. a Blessed Catgirl who touches an Angel Stone will become an Angel, not a Griffon). If any other sort of evolution is enacted, the Pokégirl still remains a Blessed Pokégirl. The only way to escape a Blessed evolution is to become an Angel, or to "fall from grace," which is to commit, knowingly and willingly, an evil act. The celestial Pokégirl who sponsored the base type Pokégirl to her Blessed state will immediately know if such an act is committed, and will then rescind the Blessed nature, resulting in the base type Pokégirl immediately de-evolving back to her normal self.
While possible in theory, there have been no reports of a Feral Blessed Pokégirl. Whether this is something mystical in nature about them, or just due to their rarity and their ease in getting laid is unknown. There has never even been a rumor of a Blessed Pokégirl coming from a Threshold girl, but Pokégirl researchers theorize that with a celestial Pokégirl's influence, it is possible..
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CHARRED (insert name here), the Ashen (insert title here) Pokégirl
Type: As Base Type
Element: As Base Type plus Dark
Frequency: Very Rare
Diet: as base type
Role: as base type, fascinated with fire
Libido: as base type
Strong Vs: as base type plus Dark, Ghost, Psychic
Weak Vs: as base type plus Bug, Fighting
Attacks: as base type plus Flame Sword Mark II, Ignite, Blur, Strength Drain, Shadow Strike
Enhancements: as base type plus Shadowless, Infravision
Evolves: As Base Type
Evolves From: Base type
A Charred Pokégirl is a Fire-type who has experienced the true power of fire. The Pokégirl has been in a fire that is so powerful that even she was scorched, and her shadow was burned into an impression on a nearby surface. Only a base type Pokégirl who is a Fire-type Pokégirl can become Charred, because only they can withstand the intense heat and flames that would kill most other beings.
Charred Pokégirls look just like they did before they were caught in an inferno, with one difference: they are now a scorched black. Whether their natural body state is fur, skin, chitin, etc, it is now black from the flames that made them into a Charred Pokégirl. No amount of scrubbing or washing can restore the Pokégirl’s natural color.
A Charred Pokégirl acts mostly the same as she did before. However, she has a newfound respect for fire in all its forms. She tends to stare at open flames raptly, remembering their power from when they burned her. Fire, in all its forms, becomes a very serious thing for her, not to be taken lightly. Some have compared a Charred Pokégirl’s feelings for fire to the way other people feel about religion. This may or may not have something to do with the fact that a Charred Pokégirl no longer has a shadow. The fires that made her a Charred Pokégirl were so hot that her shadow was burned onto a surface. For some reason, after this, she never again casts a shadow, which Researchers claim gives her partial access to Dark-based powers, albeit through heat. Needless to say, the effect is very disconcerting for most people. A Charred Pokégirl is now so accustomed to heat that she can sense it in other beings and things. She has the ability to shift her vision to the infra-red spectrum at will, an ability called infravision, though doing this makes her eyes glow red.
Because they were a Fire-type to start with, being scorched so badly and surviving has unlocked new powers for the Charred Pokégirl. She is able to set herself on fire again at a go, gaining the Ignite power. So hot are her natural flames that she can even wreathe any weapon she wields in flames, giving her the Flame Sword Mark II attack. She also gains a few other powers of a more esoteric nature. She can use her natural heat to create a modified heat shimmer around her, making her appearance waver and blurry, resulting in a modified form of the Blur technique. Similarly, she can lay her hand on an opponent, and take body heat from them, making them colder, and thus weaker, while using the stolen heat to increase her strength, in her own version of the Strength Drain attack. Her most fearsome power somehow relates to her having her shadow burned off, allowing her to strike at the shadow of a foe, and damage the foe as though she had struck them directly.
A Charred Pokégirl remains Charred even if she evolves. The only way for her to lose her Charred status (regaining her shadow in the process) is for her to evolve to a form that does not have the Fire element. Should this happen, the Pokégirl loses her Charred state, even if she again evolves into a Fire-type Pokégirl.
Feral Charred Pokégirls become very aggressive, and run around setting things aflame, making them very dangerous. Threshold girls don’t become Charred Pokégirls normally, unless they’re in the requisite inferno as they change into a Fire-type Pokégirl..
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CHIBI (insert name here), the Lolita (insert title here) Pokégirl
Type: As Base Type, plus Metamorph
Element: As Base Type, gains Magic-Type
Frequency: becomes Extremely Rare
Diet: as base type
Role: as base type, being cute
Libido: as base type
Strong Vs: as base type
Weak Vs: as base type
Attacks: as base type, plus Cheer, Sleep, Form Change. While in Chibi-form: Gains Aura of Cute, Aura of Innocence
Enhancements: as base type, plus Auto-Resize. While in Chibi-form: Gains Enhanced Agility (x3), Enhanced Balance (x3)
Evolves: As Base Type
Evolves From: None
All Pokégirls go through three distinct stages of life: the immature Pokékit stage, when they have yet to feel any sort of sexual desires, Pokégirl, when they go through puberty and develop a powerful set of hormones, and become capable of parthenogenesis, and Pokéwoman, when their hormones ease up and they are able to have children normally. The Chibi template is perhaps one of the least understood of Sukebe's creations, as it blurs the lines between the three.
Chibi Pokégirls are metamorphs, capable of shifting between two forms – a young, pre-adolescent 'normal' body, and an older, 'adult' form whose appearance matches the Chibi Pokégirl’s true age. This younger form becomes for all intents and purposes the Chibi Pokégirl’s natural form, and it takes effort to return to the original adult form. While in their younger form, however, the Pokégirl becomes more agile and balanced, giving them a sense of ease in movement that their original bodies lacked.
Chibis also gain some minor magical abilities. The chief of which is the ability to naturally adjust whatever they happen to be holding or wearing in one form to perfectly fit them in their other form whenever they undergo a Form Change. This includes clothing, armors, and anything they happen to carry, such as Poképacks, though anything stored inside of the packs remain their normal size. The effect lasts indefinitely and is not entirely controlled by the Chibi's will – if a Chibi Pokégirl is ever in adult form and knocked unconscious, reverting her to chibi form, the effects still take place, though Chibis may adjust things manually or choose to forego the adjusting, should they choose.
All Chibi Pokégirls were originally – and for the most part, still are – the result of a pregnant Pokégirl or Pokéwoman being affected by certain magical spells or certain Powder-based attacks, such as time-manipulating Haste or Slow effects or overabundant exposure of the mother to Bloom or Buttsprout Powders (or the Anti-versions thereof). Though the exact means is not understood, there is a small chance when this occurs that this will trigger the activation of a repressed gene – naturally present in all Pokégirls - inside the unborn child, awakening the Chibi template.
The first time a Chibi Pokégirl is tamed, the effects of the gene triggers, causing the Pokégirl’s appearance to revert back to around 10 to 12 years of age. The Pokégirl retains all of her physical and mental abilities (though adjusted to her new size), and usually tend to follow the same patterns that a normal Pokégirl of her breed would in combat.
The genome mutation gives the Chibi Pokégirl a measure of control over her body's age, letting them shift back and forth between appearing like a child and their 'true' age. In order to shift back to the older, more adult form, however, it requires a passive form of concentration. Things that take up their entire mindset, such as an extremely tense fight, or heated Taming, can cause her to shift back to her younger form. Shifting into their younger form when sleeping is common as well. Markings, such as tattoos or wounds, remain as normal in either form.
Strangely, a small number of 'busty Chibis' have been recorded, whose bust only partially diminishes during the transformation to chibi form, making them their chibi forms that of an incredibly busty – yet otherwise undeveloped - child. It is unknown if there is any cause of this, as it seems to be completely random. Surprisingly enough, these variants are in high demand by the rich.
It should be noted that because most Chibi Pokégirls all but perfectly resemble Pokékits (at least in appearance) they can sometimes be mistaken for being one. Tamers of Chibi Pokégirls have, in the past, sometimes been arrested or lynched as pedophiles when, in truth, they were innocent of the accusations. Even those who are consciously aware of the template's differences can often feel uncomfortable with Chibis, making them generally unpopular save for an avid minority. Most who own Chibi Pokégirls are either wealthy, so-called ‘high-blood’ Tamers, breeders, or the occasional lucky Tamer who found one.
However, in recent ages, as the knowledge of the Chibi template becomes more commonplace, they have become slightly more acceptable, and can sometimes be seen openly, though they are still not particularly popular due to the negative attitudes they often bring upon the owner. A simple demonstration of their ability to change back and forth between forms is usually enough to prove a Chibi Pokégirl’s validity for most League officials, and it is becoming increasingly common, particularly in Pro-Pokégirl leagues, for there to be laws against discriminating against Chibi owners, though their effectiveness is still variable.
Chibi Pokégirls continue to age normally in their adult form, becoming Pokéwomen, and then becoming old. As they age, however, usually around the time they become Pokéwomen, gain greater control over their transformation abilities, slowly allowing them to take the appearance of any age between around ten, and their true age. While transformed into any given age, the Pokégirl feels as vibrant as if it were their real age, though, while that form doesn’t feel the aches and pains of old age that her adult form would, when a Chibi Pokégirl’s time is up, she still dies of natural causes, no matter what form she is in. Chibi Pokégirls with the Longevity trait work as normal, however, their 'adult' forms likewise age much slower than normal Pokégirls due to their extended lifespans.
Intentionally breeding Chibi-template Pokégirls is a fairly tricky process. They can only have one parthenogenic birth in their entire lifespan as a Pokégirl, while they return to human standard while Pokéwomen. The theory is that because of the genetic anomaly in their bodies that allows them to shift between a younger-seeming form and an older-one, their reproductive system is forcibly limited. Their bodies tend to shrink down while giving birth and their body can’t handle more than one baby at a time. As such, and surprisingly enough, breeding Chibi Pokégirls tends to be a profitable business. It isn’t all that reliable however, due to the difficulty of finding one.
Chibi Pokégirls’ ability to bear offspring is regulated by their true age. After their first puberty, they are subject to possibly undergoing parthenogenesis, whatever form their in. Though, as stated, it will only happen once. Once they undergo their second puberty, they are capable of giving birth to children, again, in either form. Shifting forms doesn’t cause complications with the pregnancy, but it is less painful for the Chibi Pokégirl to remain in her larger form during this time. Since they naturally revert to their child form during sleep, a pregnant Chibi Pokégirl tends to stay up for days at a time. Giving birth is sometimes so painful that they lose their concentration and shift back to their child form, causing even more pain for them as they struggle to bring their young into the world.
Feral Chibi Pokégirls revert to their smaller form because they no longer have the ability to concentrate on maintaining their adult form. This naturally causes them to look like an immature Feralborn Pokékit of their type. Since immature Feralborn Pokékits are usually cared for by their mother until they hit puberty, finding one alone may be a clue that it is, in fact, a Feral Chibi Pokégirl. Most people don’t realize that the young Pokégirl they’ve found though is legally Tamable, and Feral Chibi Pokégirls tend to stay Feral for a long time since no one wants to risk Taming a Pokékit. To date there are only a small number of cases recorded of a girl thresholding into a Chibi Pokégirl of any form.
It is theorized that the potential to become a Chibi exists in all Pokégirls as a part of the basic code. No one is sure why – some say Sukebe was drunk at the time, and decided to seal the template thereafter, or that, suiting to his name, his perversity knew no bounds and he wanted all of his creations to be capable of the transformation. Why he chose against using it for all but a few select purposes during the Revenge War is also unknown, but afterwards the template was all but lost until it was accidentally rediscovered some time later.
It is unknown exactly why, but Pokégirls with the Youthful enhancement, such as Shadowgirls or Dracasses, have never been recorded to become a Chibi Pokégirl. It is believed that some feature of the Youthful genome overrides the effects of the template, preventing it from ever taking form.
To some's dismay, Chibi Pokégirls are neither better nor worse at Sex Battles than before. This, combined with the fact that the Pokégirl’s libido remains unchanged in either form, can make for some very strange encounters..
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CLONETWO, the Defective Clone Pokégirl
Type: Varies from Not Very Near Human to Inhumanoid
Element: Depends on the Pokégirl they’re cloned from
Frequency: Very Rare
Diet: Depends on the Pokégirl they’re cloned from
Role: Freakish aberration, Zombabe fighter, Other uses being researched
Libido: Depends on the Pokégirl they’re cloned from
Strong Vs: Depends on the Pokégirl they’re cloned from
Weak Vs: Depends on the Pokégirl they’re cloned from
Attacks: Depends on the Pokégirl they’re cloned from
Enhancements: Depends on the Pokégirl they’re cloned from, Stronger and more durable than original Pokégirl (original stats +5), Lower Feral state, immune to zombification
Disadvantages: Lower intelligence, sterile, deformed
Evolves: None
Evolves From: None
The science of cloning has been banned, regarded as Forbiddentech. However this has not prevent some from continuing to attempt it. But because the science of cloning Pokégirls is still very much in its infancy, nothing that could reasonably be called a success has been made. The ability to clone at all has only recently been rediscovered, and so far it seems that only Pokégirls can be cloned. However the ability to make clones has yet been perfected. As such, the results have always been something… rather imperfect. Namely, the Clonetwo breed of Pokégirl.
Clonetwos are the result of attempts to clone Pokégirls that have gone wrong. Sadly, so far all known attempts have gone horribly wrong. The process became unstable along the way, resulting in creatures that have only a partial similarity to the creature they were cloned from. They have the abilities and attacks, as well as some physical similarities. However while they are also physically stronger and more durable than their original form and have a reduced Feral state than their original, they are also a lot less intelligent, are always sterile and incapable of reproduction, and usually quite deformed in some way. They look similar to the creature they were cloned from, to be sure, but because of the glitched process, their bodies look unfinished, as if it hasn’t pulled itself together entirely. Deformities can range from something as simple as half the face being twisted and misshapen to over half the body being malformed and twisted. This has led most Clonetwos to be crippled in some way, either through misshapen limbs or distorted internal organs. To beings that find beauty in bilateral symmetry, a Clonetwo is quite hideous.
Worse still however is the Clonetwo’s mind. Depending on what parts of the process malfunctioned, a Clonetwo’s mentality can range from anywhere to having some of the original’s memories, to total amnesia, to out-and-out dementia. Some of the more lucid realize what they’ve become and try to end their own lives, or seek out the Jusenkyo Spell Dump to hopefully get themselves ‘cursed’ to become a fully-formed Pokégirl.
It’s impossible to classify a generality between how Clonetwos will react in a fight, since each one is radically different. Some are meek and try to avoid combat, while others are raging berserkers, fighting with their incredible strength and enhanced durability to great effect. Note that Clonetwos are a separate breed of Pokégirl, like the Zombabe (an unfortunate comparison to be sure, but the only one that fits), not a template, and as such cannot evolve to a higher form.
One would think that there wouldn’t be that many Clonetwos. However raids of Limbec Pirate labs a few years after Mao Shin Mao’s attacks revealed that they had been creating them en-masse to try and have an army of their own. All of these escaped into the wild, eventually going Feral and being killed by less disadvantaged Feral Pokégirls. Others (depending on the breed of Clonetwo) have flourished, surviving in the wild for years.
The taming habits of Clonetwos have been unknown for years, as most who are found are too freakish-looking for the average Tamer to voluntarily Tame them. Also, the vast majority of Clonetwo are usually in great pain from their deformities, and are mercifully put out of their misery. Those Clonetwo that do get taming usually force themselves on people, leaving a trail of emotionally scarred victims in their wake.
Strangely enough, it has been shown as possible for Clonetwos to be not only Tamed and kept in a harem, but to lead a relatively peaceful and happy life. The most famous case of this was a Clonetwo Tigress kept in the Harem of Capital League Combat Tamer Bruce ‘Brother Love’ Prichard. Brother Love, who’s fame started when he survived a Hyperdoll long enough for her to become a Redeemer, helped the Clonetwo, who was crippled in one leg and arm due to her deformities, become not only a champion fighter, but also (via adoption) a capable mother. While Brother Love is famous for having Pokégirls that started out with less-than-happy lives (such as a Penance he rescued, a Milotit he raised from a Feeblass, a Mechdoll, and so forth…), other Tamers not as well-known have also taken Clonetwos into their harems, helping them lead happy lives. One Tamer even went so far as to adopt a baby for his Clonetwo to raise, taking the precaution of getting a nurse-trained Milktit to help her be a good mother. (While sterile, Clonetwos can lactate if stimulated with Milktit milk.) The child has since gone on to become a successful Tamer in the Crimson League.
Clonetwos are still a conundrum. Pokégirls will not recognize them as anything other than Clonetwos, leading to the unfavorable comparison with Zombabes. However it is much more possible to tame and live with a Clonetwo than a Zombabe. And interestingly enough, Clonetwos have a complete and total immunity to zombification. In one recorded incident, a Clonetwo of an Amachamp was seen slaughtering dozens of Zombabes, showing several visible bite marks but no signs of succumbing to the Zombabe virus. After the infestation was contained, the Clonetwo died of blood loss instead of the disease, and didn’t wake up as a Zombabe afterwards.
Due to the nature of how they are formed and the fact that they are sterile, it is impossible for anyone to Threshold into a Clonetwo. Creation of Clonetwos is discouraged by law in most leagues, and is a prosecutable offense.
FOR REFERENCE PURPOSES ONLY: SOMETHING TO USE FOR INDIVIDUAL CLONETWOS
Clonetwo Subject Breed:
Known Enhancements Specific to Subject:
Known Disadvantages Specific to Subject:
Description of Individual Defects (Internal and External):
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CRYSTALLINE (insert name here), the Crystal (insert title here) Pokégirl
Type: As Base Type (Very Near Human becomes Near Human)
Element: As Base Type
Frequency: Extremely Rare
Diet: as base type
Role: as base type, showpiece, defense
Libido: as base type
Strong Vs: as base type, sex attacks
Weak Vs: as base type, sonic attacks
Attacks: as base type plus Reflect, Flare, Unmovable, Stomp
Enhancements: as base type plus Toughness, High Density (x15; added to base type’s natural High Density, if any), Enhanced Strength (x7; added to base type’s natural Enhanced Strength, if any), Natural Armor
Evolves: As Base Type
Evolves From: Base type (or any Rock-type with a Shiny Stone)
No one is quite sure what it takes to make a Rock-type Pokégirl into a Crystalline Pokégirl. Some say they need to be subjected to extreme heat, others say extreme pressure, and others say that they are simply flukes, born that way. Whatever the case, it is known that only a Rock-type Pokégirl can become a Crystalline Pokégirl. This means that should the Pokégirl ever evolve into a non-Rock-type, she un-becomes a Crystalline Pokégirl, even if she later becomes a Rock-type again.
A Crystalline Pokégirl resembles her previous form, but her beauty is enhanced. She now appears to have been made from precious gems instead of rocks. Her body still retains curves, though she is quite hard, and quite heavy. Most Tamers keep them on the bottom so they aren’t crushed during a Taming. A Crystalline Pokégirl’s hair is the only part of her that remains soft, though it still sparkles as if made out of jeweled polymers.
Crystalline Pokégirls act the same as their base type for the most part. However, they tend to develop a streak of arrogance, since they quickly come to realize how beautiful, and how valuable, they are.
A Crystalline Pokégirl is a sign of great wealth and affluence, since they are so rare and are formed of smooth gems. Many pokethieves dream of the day they’ll make their big “score” and steal a Crystalline Pokégirl, to be sold, living or dead, on the black market for a fortune. Such dreams rarely come true though, since it’s very difficult to overcome a Crystalline Pokégirl’s potent defenses to capture her.
A Crystalline Pokégirl isn’t a very fast fighter, but with her defensive abilities, she doesn’t have to be. Her Toughness and Natural Armor enhancements allow her to easily shrug off most damage that would seriously harm other Pokégirls. In addition, her naturally sparkling form can use the Reflect attack to lessen incoming damage. If grabbed, her High Density enhancement makes it hard for foes to move her, and she can make this even stronger with her Unmovable power. Of course, most foes don’t even get this close to begin with, since she can reflect light off of herself at their eyes to use the Flare attack, and then knock them over with the Stomp attack. Most Crystalline Pokégirls rely on their base type’s attacks for offensive attacks.
Feral Crystalline Pokégirls are captured almost immediately, since no one in their right mind would let such a prize out of their sight once they see one. Most Tamers use ranged attacks against the Pokégirl, exploiting her natural weaknesses until she’s worn down enough to capture. Threshold girls have virtually never been known to become a Crystalline Pokégirl when they transform into a Rock-type, though there have been some very isolated instances of it..
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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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ELEMENTALIST, the Magical Specialist Pokégirl
Type: Very Near Human
Element: Magic/Varies
Frequency: Very Rare
Diet: usually human style diet, just lots of it
Role: Spellcasting, exact role depends on spells known
Libido: Average
Strong Vs: varies (see below)
Weak Vs: varies (see below)
Attacks: Mystic Bolt, Shield, elemental attacks of the appropriate types
Enhancements: Affinity for magic, affinity for their element
Evolves: None
Evolves From: Witch (Angel Stone, Dark Stone, Diamond Stone, Fire Stone, Heavy Metal, Ice Crystal, Leaf Stone, Mana Crystal, Psi Crystal, Thunder Stone, Venom Stone or Water Stone)
Elementalists are restricted in the spells that they can learn, 50% of their spells must be in their specialty, and they can never learn spells from their barred elements, even if tutored in such magic it is simply too alien to their natures for them to grasp. If they knew such magic when they were a Witch then it will be immediately forgotten upon their evolution. However, when casting a spell from their specialty it is half-again as powerful as the same spell when cast by a Sorceress of the same level.
Elementalists are also more capable of using their magical knowledge, since they can now create new spells although only spells in their particular specialty. They are however much quicker than a Sorceress would be when creating such a spell. They are also capable of enchanting magical items although again only with magic related to their element, and unlike an Enchantress they must obtain a suitable item since they lack the skill to make one themselves. However because the Elementalist is so in tune with her element there is no chance of the enchantment process failing.
One weakness that all Elementalists share is carried over from their previous form, they are very ticklish. This makes taming one easy but makes them unsuitable for sex battles. Elementalists of the same element always have the same hair color and tend to be similar in personality. Their breast size can vary considerably although C-cup seems to be the average. Like Sorceresses runes appear on an Elementalist's body when they use their magic, and these runes are always the same color as the Elementalist's hair.
Feral Elementalists live near their element, and are peaceful unless attacked or their home is threatened. Threshold girls rarely become Elementalists, and those that do either live near, or have a strong connection to their element. Often once the initial shock and the resentment at the loss of their humanity has worn off these girls revel in the power of the magic that is now at their command.
Air Elementalist, evolved with an Angel Stone, Magic/Flying element.
Strong Vs: Bug, Fighting, Ground, Plant
Weak Vs: Electric, Ice, Rock
Barred from learning: Earth, Plant Magic.
Air Elementalists have sky blue hair and are often easily distracted from the task at hand by anything which catches their attention unless their Tamer watches them at all times. Air Elementalists are often found on ships where their ability to provide a steady wind is most prized. They do not get along with Earth Elementalists who they consider to be boring and to have no desire for fun. Air Elementalists enjoy being Tamed outdoors on their backs where they can look up and see the sky. Feral Air Elementalists usually live in mountains where they can hear the wind whistling through canyons.
Druidess, evolved with a Leaf Stone, Magic/Plant element.
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Barred from learning: Fire, Ice, Poison magic.
Druidesses have green hair and usually braid flowers into it. They are very aware of the changing of the seasons and have a limited ability to predict the weather for the next few days. They are very fun loving and go barefoot whenever possible so they can feel the grass beneath their feet, also any Druidess with a permanent home will seek to cultivate as many plants in the area as they can. They do not get on with Poison Elementalists finding their bitter attitude and love of destruction disgusting. Obviously Druidesses prefer to be tamed outdoors preferably on a bed of grass. Feral Druidesses live deep in the woods often with elves and other plant Pokégirls.
Earth Elementalist, evolved with a Diamond Stone, Magic/Ground element.
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Barred from learning: Air, Thunder magic.
Earth Elementalists have brown hair and are very focused on whatever task they are performing often to the exclusion of all else. Earth Elementalists are often found in construction and landscaping where their ability to move vast quantities of earth and rock makes them an excellent worker. They do not get along with Air Elementalists seeing them as flighty and frivolous. Earth Elementalists enjoy being outdoors and on the bottom where they can feel the earth during their Taming. Feral Earth Elementalists live in caves.
Fighting Mystic, evolved with a Mana Crystal, Magic/Fighting element.
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Additional Enhancements: Enhanced Strength, Enhanced Toughness
Barred from learning: Any spell which affects the mind.
A Fighting Mystics hair is black at the roots paling to white at the tips, strangely this remains true even if she has just had a haircut. They were the last of the Elementalists to be discovered partly because during the war they were usually mistaken for other fighting Pokégirls and partly because no one considered evolving a magic Pokégirl with a Mana Crystal until a Witch was asked to hand one to her tamer and evolved. Fighting Mystics have learnt to channel their magic internally enhancing their strength and toughness (the level of enhancement increases as the Fighting Mystic increases in level). Magical researchers theorise that the Mana Crystal opens pathways in their bodies so that as well as channeling their magic externally into spells it can be channelled internally. In combat Fighting Mystics prefer to rely on their martial arts rather than use magic. Only if they are clearly losing a fight will they use their magic and then they prefer to use their specialty, magic that effects a persons body rather than any direct damage spells that they may know. The fighting style of individual Fighting Mystics varies greatly, some use weapons while others fight unarmed, some specialise in one weapon or martial arts discipline seeking to become true masters of it, while others seek to learn multiple disciplines. When they are not engaged in combat Fighting Mystics are constantly training either to improve their bodies natural strength, endurance and agility or practicing their martial arts. Fighting Mystics can also use their mana to increase their bodies ability to heal by concentrating it in injured areas, this does however require concentration. Fighting Mystics can cast spells from their speciality, spells that affect the body such as strength or healing magic, at 150% of normal power but due to their focus on training in martial arts rather than magic, they cast all other magic at only 50% effectiveness and they can never cast spells which affect their opponents minds. Fighting Mystics do not get along with Mind Mages seeing them as weaklings who win through trickery rather than relying on their own strength. Feral Fighting Mystics are constantly traveling either to find new opponents to spar with or new masters to learn from.
Fire Elementalist, evolved with a Fire Stone, Magic/Fire element.
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Barred from learning: Ice, Plant, Water magic.
Fire Elementalists have red hair, and are very passionate, especially about Taming, also they often argue with their Tamer about the right course of action to take in a given situation. Fire Elementalists are rarely found outside of a Tamer's Harem since other Fire-types are easier to obtain and usually just as effective in performing other roles. They do not get along with Water Elementalists seeing them as being too submissive and they consider Earth Elementalists to be boring although they don't actively dislike them. Fire Elementalists often act as though their libido is high rather than average, seeking as much Taming as possible and they enjoy new experiences, a Fire Elementalist will be willing to try just about anything once. They prefer their food hot and Feral Fire Elementalists live near active volcanos and hot springs.
Ice Elementalist, evolved with an Ice Crystal, Magic/Ice element.
Strong Vs: Dragon, Flying, Ground, Ice, Plant
Weak Vs: Fighting, Fire, Rock, Steel
Barred from learning: Fire, Plant magic.
Ice Elementalists have white hair, and never act without thinking through their actions. They dislike Thunder Elementalists seeing them as acting rashly by not thinking through their actions. Ice Elementalists are popular among tamers since they give all the benefits of having an Ice type in their harem without drawbacks such as low body temperature or inability to handle high temperatures. Ice Elementalists prefer their tamings slow and enjoy it when their tamer take the time to "seduce" them. Ice Elementalists prefer cold food and feral Ice Elementalists live in artic areas.
Mind Mage, evolved with a Psi Crystal, Magic/Psychic element.
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Barred from learning: Any spell which affects the body.
Mind Mages have hair which is white at the roots darkening to black at the tips, this will remain the case even if she has just had a hair cut. Mind Mages specialise in magic that effects the mind, and prefer to win battles using their intelligence and trickery to outsmart their opponent rather than outright violence. Because they focus on the mind, Mind Mages are some of the most intelligent Pokégirls around and as such are popular as assistants to researchers. However this focus on the mind means that Mind Mages have neglected the body and can't cast any spells which affect it, except healing spells which function at only 50% of their normal effectiveness. Mind Mages are hungry for knowledge and when not fighting will be studying, some focus on one particular area of study while others are generalists. Mind Mages do not get on with Fighting Mystics seeing them as barbarians who think with their fists. Feral Mind Mages are constantly travelling in search of new knowledge.
Poison Elementalist, evolved with a Venom Stone, Magic/Poison element.
Strong Vs: Bug, Fighting, Plant, Poison
Weak Vs: Ground, Psychic
Barred from learning: Earth, Plant magic.
Poison Elementalists have purple hair and a bitter attitude, and enjoy viewing things that others would consider ugly such as dying plants or destroyed buildings, especially if they're responsible for it. Obviously they enjoy destroying things from buildings to plants and those in legitimate occupation usually wind up in the demolition industry. Poison Elementalists are popular among thieves because their acidic spells are an ideal way of quietly dissolving locks, safes and other such obstacles without damaging the contents. Poison Elementalists do not get on with Druidesses due to their habit of growing beautiful plants. Feral Poison Elementalists live in areas of high pollution.
Shadow Elementalist, evolved with a Dark Stone, Magic/Dark element.
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Special Weakness: Vulnerable to attacks which create bright flashes
Barred from learning: Any spell which creates light.
Shadow Elementalists have black hair and are sometimes mistaken for Goths. Shadow Elementalists enjoy poetry and can usually be found reading a book of it or even writing some whenever they have a free moment, they also enjoy philosophy. Shadow Elementalists usually act as though any other activities, and that any but the most urgent conversations, are a needless waste of their time. The only people that they are willing to make time for are poet sub-type Goths who they like exchanging poetry with and other Shadow Elementalists who they enjoy having philosophical discussions with, when they are not reading each other their poetry. Shadow Elementalists don't get on with Steel Alchemists Seeing them as too focused on physical matters and not enough on matters of the spirit. Shadow Elementalists are sometimes found working for criminals who use their spells to black out large areas and so cover their escape. Unlike other Elementalists, Shadow Elementalists are nocturnal and don't like to be active during the day, feral Shadow Elementalists usually have a cave or other dark place that they can use to hide from the sunlight. They are not harmed by sunlight, but their eyes are sensitive and any Shadow Elementalist will need to wear dark glasses should she be active during the day. This is a clue to their greatest weakness, any attack which creates a bright light will blind and disorientate a Shadow Elementalist for a few moments. This also means that a Shadow Elementalist can't cast any spells which create light, even if that light is a secondary effect such as the flash that accompanies a fireball or lightning bolt.
Steel Alchemist, evolved with a Heavy Metal, Magic/Steel element.
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Barred from learning: Thunder, Water magic.
Steel Alchemists have grey hair with a metallic sheen. Steel Alchemists are capable of constructing devices that they call mechanicals, these mechanicals then fight for them in battle. In order to create a mechanical a Steel Alchemist must first forge all the parts and then assemble them inside a magic circle, they must then go through a day long ritual to activate it and bond it to their control. Once a mechanical has been activated it appears to be constructed of living metal since it can heal from damage although only at the same rate as the Steel Alchemist would, but it can benefit from healing magic and techniques just as the Steel Alchemist would. Initially a Steel Alchemist can only control one mechanical but as she levels up the number increases to a maximum of three. These mechanicals are roughly human in size but can be whatever shape the Steel Alchemist desires, some are humanoid while others might be shaped like a giant crab or a giant cat, although because of their weight no mechanical can fly or swim so ones shaped like fish or birds are unlikely. In combat mechanicals have strength x8 and toughness x6 and they can be fitted with weapons, initially a mechanical might have only a simple blade or a grasping claw but as the Steel Alchemists level increases she can add more weapons. Examples of weapons found on mechanicals include flamethrowers, net launchers, shuriken throwers, poison gas dispensers and shields. A Steel Alchemists can imbue her mechanical with spells which it can then cast so long as she has enough mana to power the spell, initially a mechanical can have only one spell imbued but as a Steel Alchemist levels up she can imbue more spells into a mechanical. The spells that a Steel Alchemist has imbued in a mechanical can be changed, but it takes one hour per spell that she wishes to change to do so. When she is not using them a Steel Alchemist stores her mechanicals in a pocket dimension, and this is also where she stores the toolkit which all Steel Alchemists seem to have from birth. Mechanicals are not without their weaknesses, first they share the same elemental strengths and weaknesses as the Steel Alchemist. Second the Steel Alchemist must concentrate to control them which means that she is virtually defenseless herself. Third any damage to her mechanicals is also inflicted on the Steel Alchemists spirit and it is a rare Steel Alchemist that can remain concious if all her mechanicals are rendered non-functional. Finally Steel Alchemists cast spells at 100% effectiveness only if they have imbued them in a mechanical, they can cast spells normally without using a mechanical but then the spell is at only 50% of its normal effectiveness. Some Steel Alchemists replace one or more of their limbs with mechanical prostheses, this is done either to replace a lost limb or deliberately to increase their combat power since these prostheses do not count against the number of mechanicals that a Steel Alchemist can control. However due to their small size they can only have one weapon and one spell stored in them. As might be expected Steel Alchemists are among the best metal workers and engineers in the world and many find themselves working in these fields. Steel Alchemists are very practical and they don't get on with Shadow Elementalists seeing them as being too interested in matters that have no practical bearing on life. Feral Steel Alchemists live near junkyards or other areas where they can find metal to construct their mechanicals.
Thunder Elementalist, evolved with a Thunder Stone, Magic/Electric element.
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Barred from learning: Earth, Water magic.
Thunder Elementalists have blonde hair and tend to act on instinct rather than think things through. They dislike Ice Elementalists seeing them as wasting their time thinking about problems rather than doing something to solve it. They are sometimes employed by people who may need an emergency source of electricity. Thunder Elementalists like their tamers to get on with it during taming rather than having them attempt a slow seduction. Feral Thunder Elementalists are the ones that people are most likely to encounter since they often live near power stations and lines, those in wilder areas live in places that have frequent thunder storms.
Water Elementalist, evolved with a Water Stone, Magic/Water element.
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Barred from learning: Fire, Thunder magic.
Water Elementalists have sea green hair and are calm and usually content to go with the flow. They despise Fire Elementalists for their tendency to argue with their Tamer and it would take extreme circumstances for a Water Elementalist to argue with or disobey her Tamer. They tend to frown on how flighty and undependable Air Elementalists are, though they don't actively dislike them. They are often found working on farms, particularly in arid areas where their ability to conjure large quantities of water is much prized. Like most Water-types they enjoy being in the water during Taming, they are also slightly submissive and are particularly excited by a Pokégirl who can use the Vine Bondage attack. Feral Water Elementalists live near large bodies of water.
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ESPER, the Aeon Pokégirl
Type: Varies
Element: Magic/varies
Frequency: Very Rare (All Leagues)
Diet: varies
Role: varies
Libido: varies
Strong Vs: varies
Weak Vs: varies
Attacks: varies
Enhancements: varies
Evolves: None
Evolves From: None
Espers were supposed to be Sukebe's ultimate weapon, seconded only by the Legendaries. Thirteen were created at first, each one of a different elemental type, some differing from the normal Pokégirl classifications. But for some reason, they rebelled against Sukebe's forces and left for another dimension near the end of the War. They left no trace behind, no means of following them to wherever it was they had gone.
They were thought to be lost at first, but a few years later, a powerful Pokégirl was seen speaking to a Shrine Maiden. Shrine Maiden's Tamer, a young man named Incaros, scanned the Pokégirl, which registered as an Esper. Soon after, the Esper appeared again, summoned by the Shrine Maiden via the contract that she had made with her. This was the first recorded instance of a Shrine Maiden's summoning ability.
Espers are among the most chaotically arrayed Pokégirl types ever, capable of having nearly any elemental type possible. (There was even one rather ridiculous incidence of an Esper who's magical powers were based entirely on food.) Very few Espers have been recorded as being native to this dimension throughout history, those that remain being mistaken constantly for other Pokégirl types. Fewer still have occurred through threshold, no more than 1% of all Espers occuring from it. Some Espers have been known to take advantage of this fact, acting in a manner similar to Farfuck'ds, pretending to be delusional to hide their identities.
No one knows if Espers will return en masse to Earth one day, as they left on very bad terms with their fellow Pokégirls. There is a growing belief that they may return to Earth one day, should Parity become a reality.
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FIENDISH (insert name here), the Infernal (insert title here) Pokégirl
Type: As Base Type
Element: As Base Type (Infernal)
Frequency: Very Rare
Diet: as base type
Role: agent of havoc
Libido: as base type
Strong Vs: as base type, Normal, Poison
Weak Vs: as base type, Ghost
Attacks: Hell Fire, Damnation, plus base type's attacks
Enhancements: Healthy, Toughness, Pristine Sensuality, plus base type's enhancements
Evolves: None
Evolves From: Base type (dark blessing by an infernal Pokégirl)
A Fiendish Pokégirl is one who has been given a dark blessing by a powerful infernal Pokégirl, such as a Demoness or a Mazouku (and is not already of an infernal nature). This blessing is never given to an unknowing subject; the giver always makes sure the supplicant is not only ready, but willing to serve her as well. The evolution occurs immediately, but instead of a flash of light that signifies most evolutions, this one occurs in a flash of darkness. It's for this and other reasons that the infernal Pokégirl and the one receiving the blessing almost always do this in seclusion. An infernal Pokégirl usually only grants this to a Pokégirl who has been under her wing for some time now. Since most infernal Pokégirls are weak against their celestial counterparts, they tend to use a Fiendish Pokégirl that they've trained to do their dirty work for them, since Fiendish Pokégirls aren't weak versus celestials. However, an infernal Pokégirl knows she's walking a thin line with this. Any Pokégirl trained by an infernal is sure to be as sneaky and self-serving as her mentor, and giving her extra power could set up the infernal Pokégirl to be stabbed in the back. Add to this that most Pokégirls are very upset to learn that once they become Fiendish, they can no longer evolve, and it tends to be only a matter of time before they turn on their mentor, usually with disastrous results. Because of this, infernal Pokégirls usually chose moderately-powerful Pokégirls to transform into Fiendish Pokégirls, a great irony when one considers that this usually denies the Fiendish Pokégirl the power she would need to defeat a celestial.
A Fiendish Pokégirl is one who is harder to hurt than before. Her Toughness enhancement allows her to soak up more damage and still keep going than she could have previously, and her Healthy enhancement lets her resist all but the most virulent diseases. A Fiendish Pokégirl also has the Pristine Sensuality enhancement, which increases her beauty subtly, smoothing out small imperfections that existed before to make her stunning now. Further, it somehow makes her seem incredibly sultry. Everything she does, every move she makes, just seems suggestive and erotic somehow.
Fiendish Pokégirls become stronger in battle as well. Their new status helps render them resistant to poison, making them favored fighters against Poison-type Pokégirls. They are also easily able to walk all over Pokégirls with no favored element. However, they have a harder time affecting Ghost-type Pokégirls than they did before, finding it more difficult to affect those Pokégirls who have already stepped beyond the veil of death, and so have little to fear from hellish concerns.
A Fiendish Pokégirl has two new Attacks: Hell Fire and Damnation. Damnation is a more powerful version of the Witch's Curse attack. Whereas that conveys a very temporary bout of minor bad luck to the target, Damnation inflicts a lasting case of ill fortune. The results are never major, but the recipient can usually count on being in the wrong place at the wrong time, subject to unfair circumstances, etc. This aura of ill luck can only be cancelled by the one who bestowed it, by a stronger infernal Pokégirl, or by a kiss from a celestial Pokégirl. Hell Fire is a much more dramatic attack. The Pokégirl can form black fire in her hands to throw at her opponents. Hell Fire is very intense, but this is due to magic more than any degree of heat, and it is able to burn both living things and inanimate objects with astounding tenacity, even setting afire things that should be inflammable. It is still a fire and magic attack though, and can be blocked by defenses that stop those elements. Fiendish Pokégirls are no better or worse at pokesex battles than they were before evolving.
A Fiendish Pokégirl cannot be evolved by any method. Furthermore, the Pokégirl who granted the base type her Fiendish status can remove that same blessing at any time, from any distance (though she otherwise has no connection of any sort to her supplicant). When this happens, the base-type can again evolve normally. However, unbecoming a Fiendish Pokégirl results in the base type falling under the effects of a Damnation attack, and in her eyes turning completely black (although her vision is in no way changed). The base type Pokégirl cannot remove the Damnation herself, and the brand identifies her nature to those in the know, which means that most celestial or infernal Pokégirls will want nothing to do with the base type Pokégirl. When the Damnation is removed, her eyes return to normal.
There have never been reports of a Feral Fiendish Pokégirl, but considering how rare they are and how easily they'd be able to get laid, this isn't too surprising. There likewise have never been any cases of a Threshold girl becoming a Fiendish Pokégirl of any sort, something researchers guess to be impossible short of an infernal Pokégirl taking a hand before the transformation to Pokégirl..
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GENERAL, the Commander Pokégirl
Type: Varies
Element: Varies/Magic?
Frequency: Extinct (God, we hope so…)
Diet: Varies
Role: Leading Pokégirl Armies
Libido: Varies
Strong Vs: Varies
Weak Vs: Varies
Attacks: Can use any and all attacks of their elemental type.
Enhancements: Can exert mental influence over any Feral Pokégirl except Legendaries, Elemental Mastery, Enhanced All-Around (x5)
Evolves: None (Athena doesn’t count)
Evolves From: None
ALL INFORMATION IS CLASSIFIED ULTRA-SUPER TOP SECRET! HIGHEST CLEARANCE ONLY ALLOWED!! DIVULGEANCE OF THIS INFORMATION IS PUNISHABLE BY ERASURE OF YOUR EXISTENCE!! NONE, REPEAT NONE OF THIS DATA MUST BECOME PUBLIC KNOWLEDGE!!!
We have uncovered frightening evidence of some of Sukebe’s deadliest creations: The Generals. Twelve ungodly powerful Pokégirls, seconded in strength only by the Legendary Pokégirls. They are brutal, vicious creatures all. They are Sukebe’s Generals, each one named after a goddess from ancient mythology. The only good thing about them is that they are all dead. We only discovered this fact recently, after raiding one of Sukebe’s many hidden installations and finding data we had not found before.
When Sukebe’s forces grew too numerous, and the Legendary Pokégirls became too unruly, Sukebe needed something to help control them. He created sixteen Pokégirls with varying abilities, each one capable of commanding an entire element type of Pokégirl by just mental command. Any Pokégirl untamed by a male in the range of their voice had no choice but to obey them. But during the early parts of the Revenge War, before true Ferality became an issue, most Pokégirls didn’t even think to resist them, as they believed in Sukebe’s cause. The Generals were a real threat during the War, each one of them proving to be a menace as feared and hated as Sukebe himself.
One by one they all died during the Revenge War or after it, killed by the Legendary Pokégirls, destroyed by their own forces after they were Tamed, defeated by humans, or, in one case, killing each other off. Athena the Mad lived the longest, only to be killed in the infamous ‘Athena Incident’ by the Widow Slayer.
Data on the individual General Pokégirls follows.
General Name: Danu the Burning
Type: Anthropomorphic (canine)
Element: Fire/Magic
Diet: Carnivorous
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Danu the Burning was a vicious creature. A tall Pokégirl with red fur and wolven features, she led her fire type forces in many vicious battles. She loved to set her victims on fire and just stand around, watching them burn. Afterwards, she would eat whom she killed. She also developed a tendency to rape whomever she had set on fire while they were still burning. The flames didn’t hurt her, she got her pleasure, and got a snack as well. She got careless near the end of the War, and was killed by human forces who set an ambush for her.
An interesting thing to note about Danu was her tremendous ego. She called herself the Sun Queen, and delighted in burning and smashing. She was also known to get very nervous in the dark, something that she was teased relentlessly about by Mórrígan. This may have contributed to her cruel nature, as she might have done some of her acts to vent her frustrations about Mórrígan’s taunts.
General Name: Hera the Flood
Type: Near Human
Element: Water/Magic
Diet: Water, small fish
Libido: Low
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Hera the Flood was infamous for her efficiency. Tall and elegant, her skin was lined with bluish scales and her eyes were like that of a deep-sea fish. She did not associate with the other Generals as much, preferring to remain at sea, although she would come to group meetings when called. She was only seen having sex three times during the course of the Revenge War. She died at Scylla’s hands when the Legendary decided that Hera had offended her.
Hera was not an especially egotistical Pokégirl, a rarity among the generals. She fully believed that Sukebe would win the war and that Pokégirls would take over, and looked ahead to make things better. In a recent raid on a Revenge War Pokégirl base, several blueprints were found, with notes written in Hera’s handwriting, of underwater cities with easy connection to the land. Also found were several notes on cultivating and cleaning the ocean. These plans have since been adopted by the PLC, with discussions on how to implement them. The WAPL, the Ocean League in particular, have shown interest in using them…
General Name: Amaterasu the Shining
Type: Anthropomorphic (canine)
Element: Electric/Magic
Diet: Electrical energy
Libido: High
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Amaterasu was named the Shining for her tendency to lead her forces into battle while radiating intense electrical energy. A wolf-like Pokégirl, similar in appearance to Danu except with whitish fur, Asian eyes, and reddish markings on her body, she was also more merciful that her fire-type counterpart. But she was merciful only in the fact that she believed in killing in one shot. She would start battles by unleashing a powerful electromagnetic pulse, shorting out electronic equipment and dazzle-blinding every soldier she encountered. She eventually was assassinated while looking over a battlefield by a human sniper. It was later revealed that this sniper was a human soldier she had kidnapped weeks ago and kept as a sex toy.
Surprisingly, Amaterasu had a creative side to her. She was one of the few General Pokégirls to actively use magic, although hers took an interesting turn. She used an enchanted paintbrush called the ?kami in conjunction with an enchanted scroll to create powerful spell effects during battle. But she would also use the ?kami to create beautiful artworks after a battle. The few records of her personal thoughts have shown that violence tended to inspire her. These works were collected and hidden until anti-Pokégirl hysteria had died down after the War. Since then they have been placed in the Louvre, which was rebuilt after the Revenge War.
General Name: Demeter the Healing
Type: Semihuman
Element: Plant/Magic
Diet: Vegetarian
Libido: Average
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Demeter was one of the few General Pokégirls that did not directly take the field. She was a short Pokégirl, with green, leaf-colored skin, multiple-vine like tendrils emerging from her back, and hair that looked and felt like grass. The primary activities she performed was the healing of Pokégirl soldiers, a role Sexebi was meant to fill before the gentle Legendary abandoned Sukebe’s cause. Demeter herself was a cold-hearted Pokégirl that believed in an assembly-line methodology to medicine. She was eventually killed by a squadron of Fire-type Pokégirls that had been Tamed.
Despite her cold-heartedness and occasional cruelty, she was also a medical genius. She created several ultra-efficient medical techniques that have since been adopted by League officials and adapted to human DNA. She still is ill regarded by those in the medical profession. The few that still remember her existence, that is.
General Name: Gaia the Mother
Type: Near Human
Element: Ground/Magic
Diet: Sand and water
Libido: Low
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Gaia the Mother was a powerful general. The tallest of the Generals, at 9’4,” with a body seemingly made of sand, quartz, and chalk. She towered over other Pokégirls, commanding them with authority and intensity. She was also unique in that she was the kindest of the Generals. She loved her troops as her own children, and treated them as such. She also was the only General Pokégirl to see any goodness in humanity. She was beaten to death by Mary the Merciless after arguing with her on what to do about humanity. Her body was then publicly displayed in Mary’s fortress as a warning to anyone who doubted Sukebe and his cause. After the War, Icarod Mathers was sighted with his Harem, taking down her body and giving Gaia the Mother a proper burial.
General Name: Freya the Unrelenting
Type: Near Human.
Element: Rock/Magic
Diet: Various stones and minerals.
Libido: Average
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Surprisingly, Freya was the smallest and the quickest of the Generals. A slender Pokégirl, only around four feet in height, with a body made of polished obsidian and diamonds. She was one of the more active field commanders, with the ability to increase her body’s mass to massive levels. Her favorite thing to do was have her Onyx throw her like a cannonball at human encampments, increasing her mass so that she did lots of destruction upon landing. She never stopped a battle until she was certain that everything she was targeting was leveled, dead, or both.
Sadly, this overzealous approach to battling led to her death. She was the Pokégirl sent after Atmuff after her first attack on a unit of Sukebe-controlled forces. Atmuff destroyed her in seconds.
General Name: Frigg the Cold
Type: Very Near Human
Element: Ice/Magic
Diet: Water
Libido: Very, Very Low
Strong Vs: Dragon, Flying, Ground, Ice, Plant
Weak Vs: Fighting, Fire, Rock, Steel
Frigg, in name and nature, was cold. An elegant Pokégirl with blue skin covered in frost and a body temperature so low that ice formed under her feet with every step. She didn’t care for anything. Not her troops, not Sukebe’s cause, not herself, not anything. She simply did as she was told, leading her forces to victory after victory. She was brutal in her ways, literally slaughtering whomever she was told to kill. So bloody were her victories, than Mórrígan actually fell in love with her. She, as was her nature, didn’t care. She would make tremendous sacrifices of her troops, coldly sending them to their destruction just to accomplish a goal. She also thought little of love, thinking it simply foolishness that led the Tamed Pokégirls to betray Sukebe. Such concepts made her coldly ignore her troops complaints about her methods.
It was this coldness that led to her death.
Her troops, demoralized, complained to Sukebe. He responded by having the recently created Shiva fight Frigg. In a battle that created the arctic area now known as the Icemaiden Preserve, Frigg died. Not even in death did she understand why her troops turned against her.
General Name: Izanami the Grinning
Type: Near Human
Element: Flying/Magic
Diet: Insects, Fish
Libido: High
Strong Vs: Bug, Fighting, Ground, Plant
Weak Vs: Electric, Ice, Rock
Izanami was… not exactly right in the head. Called the Grinning because of her ever-present, never-ending smile, she was a sight to behind. The most buxom of the Generals, she was also known as the Rapist, mainly because of her tendency to steal any man she found attractive and quite literally fuck them to death. Her eyes were like that of a hawk. Light streaks of feathers adorned her legs and arms. And large, bird-like wings grew from her back.
She was among the more reviled of the Generals, because in addition to being a rapist, she was also a pedophile, her preferred victims being young boys. She was shot down by human forces and beaten to death, her body torn apart by dogs.
General Name: Aphrodite the Toxic
Type: Inhuman
Element: Poison/Magic
Diet: Anything she can absorb
Libido: High
Strong Vs: Bug, Fighting, Plant, Poison
Weak Vs: Ground, Psychic
Aphrodite was the most inappropriately named of all the Generals, as she was an ugly, only vaguely female mass of sentient toxic waste. Forces in pre-Sukebe Edo called her Hedorah, naming her after a movie monster with similar abilities. To get Tamings, she would simply take troops her forces captured and rape them, absorbing them into herself afterwards. She led her poison forces on several victorious campaigns before being destroyed by Titania, whom Aphrodite made the mistake of attacking when the Legendary cost her a victory.
General Name: Kali the Wild
Type: Anthropomorphic (dragon)
Element: Dragon/Magic
Diet: Meat
Libido: Average
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Kali was a brutal General, a tall, muscle-bound, green-scaled and massive-winged Pokégirl who was one of the only ones who lived up to her namesake goddess’s reputation. She wielded a massive broadsword in battle, and was well known for her wild, trilling battle cry. After watching a certain television show after a successful supply raid, she began to use a chakram in battle as well. Since her elemental type of soldier was more rare than the others, she confined her unit’s tactics to guerilla maneuvers.
Kali was a proud, savage fighter. She was ruthless and unrelenting in battle, never backing down. She loved battle, she loved the smell of blood. That personality quirk led to her being slaughtered by Hy-Bra when she confronted the Legendary shortly before her death.
General Name: Artemis the Huntress
Type: Very Near Human
Element: Psychic/Magic
Diet: Human-style
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Artemis was a powerful Pokégirl, a tall, elegant woman with long, ebony colored hair and runes marking her entire body. Her mind was a deadly weapon, which she used to great effect. So powerful a psychic was she, that she could break through any mental defense, ferret out any secret that lay in human minds. If it were not for the efficiency of Mary the Merciless, she would have been Sukebe’s chief interrogator. Instead, she let hunting missions, looking for human officials to capture and torment.
An interesting note about Artemis, aside from her honorable nature and strong sense of fair play, is that she and Athena were lovers. The units of Pokégirls under the command of the two would often be seen working together as the numbers of Pokégirls steadily grew. Eventually, Artemis disappeared. No one knows what happened to her, all we know is that she died in a manner so horrible that it caused Athena the Wise to go completely insane, becoming the deadly Athena the Mad…
General Name: Athena the Wise/Mad
Type: Very Near Human
Element: Fighting/Magic
Diet: Human-style
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Regarded by many as the greatest of the Generals, Athena was a powerful warrior. Her long, white hair was always seen bound up in a bun, her body as muscular as iron. She was a calm, calculating leader, a superb strategist, and a brilliant scientist. She was a genius both in the lab and in the battlefield, called the Wise because of her ability to always make the choice that would lead to victory. She also had Artemis’s sense of fair play and honor. While she didn’t agree with Gaia the Mother’s viewpoint on humanity at first, after the abandonment of the Espers, Athena began to show mercy more and more often. It was said that she would have eventually opposed Sukebe’s campaign.
Then something happened to Artemis that made the whole thing go to hell.
Athena changed, becoming crueler and crueler in her ways. She led a unit of Celestial Pokégirls, a group unlike any of their time. This group of Athena’s became known as the ‘Bloody Angels,’ mainly because they committed acts of cruelty that made Mazouku look as harmless as Titmice. Eventually the Bloody Angels were all killed, and Athena disappeared. She went underground for years, her insanity steadily growing worse. She was rumored until recently to be behind the creation of some of the more reviled Pokégirls, such as the Giantess, Widow, Mantis, and Panthress, rumors which were eventually debunked. She eventually resurfaced in the Crimson League, as commander of a splinter faction of the Limbec Pirates. She created three extremely powerful Clonetoos that almost perfectly replicated the Legendary Pokégirls Scylla, Kary, and Titania, and unleashed them. Fortunately, the three retained their dislike for each other and chose to do battle with one another instead.
However the three Clonetoos had a more sinister purpose. Once one of them died, their life energy would fuse with their killer, evolving them to a more powerful form. Eventually, once Athena’s body was destroyed, the General Pokégirl’s own soul merged with the super Clonetoo, becoming the godlike Omega Athena (see separate entry). Thankfully, Omega Athena, with the help of the Widow Slayer and several others, was destroyed completely.
General Name: Nephthys the Glutton
Type: Very Near Human
Element: Ghost/Magic
Diet: Life energy
Libido: Low
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark
Nephthys was a hated Pokégirl. Almost as insane as Izanami, but as coldy cruel as Aphrodite, she had very few forces to command. A ghostly woman with pale-blue skin and a fat, bulging body, she would command her sparse forces to gather victims for her to feast upon. As she had no physical form, she would devour their life essence, glutting herself so much that her spectral mass would expand. Despite her sickening diet, she also managed to remain out of the spotlight.
She died after making the mistake of devouring the life of a human Macavity had become fond of. The Chaos Kitty then recruited Hild, who tore Nephthys to bits, her soul shredded beyond repair. She was the first of the General Pokégirls to die.
General Name: Mary the Merciless
Type: Very Near Human
Element: Normal/Magic
Diet: Human-style
Libido: High
Strong Vs: Ghost
Weak Vs: Fighting
Of all the Generals, none were more hated and feared than Mary the Merciless. Sukebe actually did not know what to name her at first, but when he learned of her cruel nature, his sick sense of humor led him to name her after Mary, the mother of Jesus in the old Abrahamic religions. Mary, a rather plain, average-looking woman otherwise, reveled in the sheer irony of the name, dressing up as her when performing her primary role, that of chief interrogator.
Mary was cruel, and worse, she was creative. She enjoyed her work, knew how to take her time in extracting the information she needed, and she never failed. Mary’s name became feared amongst human forces, stories of her horrid interrogation techniques demoralizing troops left and right. Not all of the stories were true… at least at first. She would have spies listen to the stories and then add them to her long list of techniques, kept in a journal she called Pain’s Bible.
Mary was a sadist of the worst order. She also lived the longest out of all the Generals, save for Athena of course. When they finally caught her, she was crucified on the spot. She died, laughing at her captors, who celebrated after the last breath left her body.
We have been unable to recover Pain’s Bible and are scared to death that the Sanctuary Goths have it in their lair. WE MUST RECOVER IT AND DESTROY IT.
General Name: Selket the Swarm
Type: Anthropomorphic (scorpion)
Element: Bug/Magic
Diet: Grain, fruits
Libido: Average
Strong Vs: Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Fire, Flying, Rock
Selket the Swarm was actually one of the few General Pokégirls that made no active attacks against humanity. A tall, insect-like Pokégirl, with red, chitinous armor, four arms, the top two larger and bearing pincher claws instead of hands, and a long, armored tail with a poison-dripping stinger. She commanded all legions of insect Pokégirls, but only those involved in construction. She had a hand in building all of the known, and probably unknown, Pokégirl fortresses in the world. She eventually was killed by Atmuff, who desired to test the General Pokégirl’s strength. The battle was infamous for one event, something no Pokégirl since has been able to copy; Selket left a scar on Atmuff, her stinger lashing across her chest to create a thin, stripe-like scar.
Selket actually kept records of her construction techniques, which were found in her primary base, a temple-like structure in Egypt. She had apparently collaborated with Hera in the designs of her underwater home idea. As before, these have been adopted to the League, the most profound contribution being the durable, sturdy designs used to build Pokécenters.
General Name: Mórrígan the Bloody
Type: Very Near Human
Element: Dark/Magic
Diet: Blood, Organs
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
The last of the Generals, she was the most aptly named of her breed. A pale, vampiric Pokégirl with muscles like corded steel and short hair stained permanently red from blood, she was the spitting image of the goddess she was named after. A violent Pokégirl with a love of battle, she led her forces to many gory victories, her axe and mace crushing her foes. She had little patience for the meetings she had to go through with the other Generals, and was always the first to leave. She never felt comfortable unless there were dead things around her.
This led to a bit of a problem, as in the heat of a battle, after Mórrígan had turned on her own troops in bloodlust, she found herself abandoned by the survivors, left alone on the battlefield as humans and their arsenals bared down on her.
DATA UPDATE!! HIGHEST POSSIBLE SECURITY CLEARANCE NEEDED TO VIEW!!!
New information about the General Pokégirls has arisen, information we had not even realized existed. While searching Sukebe’s various bases, we have discovered high-tech puzzle spheres that, when solved, reveal tremendous amounts of technological and biological data. Anything from Pokégirl biological information and medicine to newer, more efficient energy source data have been found. We’ve discovered four of these puzzle spheres, and have discovered that Sexmet has five, all unsolved, the Sapphron Hirosaki of Sanctuary has three, again, all unsolved, and Elder Zanza of the Terminatrix clan has four. Again, all unsolved. We questioned each, and discovered something shocking: They were horrified that we’ve actually solved ours.
When asked why, they all said the same thing: “Not all the Generals are dead.”
General Name: Dizzy the Innocent
Type: Very Near Human
Element: Magic (Celestial/Infernal?)
Diet: Apparently human-style
Libido: Unknown
Strong Vs: Unknown
Weak Vs: Unknown
Gods above, how could we have missed this? For years, sightings of a mysterious, angel-like Pokégirl had circulated. We simply dismissed her as a rogue Pokégirl, and didn’t think any more of it. But with the revelation of the spheres, we investigated further.
This Pokégirl has many Dark-type and Ice-type powers, her wings and tail apparently possessing minds of their own. The Pokégirl herself, Dizzy, is quite friendly and amiable, willing to be Tamed by kind persons. However the wings and tail are very protective of Dizzy, and will lash out against her wishes if they feel she is in danger. In recent months, she has been seen in both Edo and the Orange Islands. She has picked up a guardian since then, a slender, effeminate man that also has powerful necromantic magic. The man apparently has lived for many years, and is named Testament. We know nothing else about him.
What worries us is this: In one of the rare moments Testament allowed PLC officials near her, she was visiting the sight of the Evangelion Advent. She said just six words: “Mother’s honor guard was born here.”
This, naturally, was disturbing to us. We began to study her closely, only to find out the worst. She is a General Pokégirl. AND SHE IS THE DAUGHTER OF A GENERAL THAT WAS STILL ALIVE.
Testament, after realizing that we knew, has since prevented any PLC officials from getting within a hundred yards of her. We tried to enlist the help of others, anyone we could get. But Sexmet flat out refused, the Sanctuary Goths, while agreeing that Dizzy was to be feared, did not trust us enough to get involved, and, to our dismay, the Terminatrix actually seem afraid of Dizzy and what she represents. We have given up trying to deal with Dizzy, and have decided to focus on discovering her mother.
General Name: Justice the Ender
Type: Semihuman
Element: Steel/Magic
Diet: Unknown
Libido: Unknown
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Months of exhaustive research, coming over everything we had taken from Sukebe’s records. We eventually found a single file that had been discarded and locked away almost carelessly in our files. Designs for a robotic Pokégirl, a Steel-element, with massive energy projection capabilities and shape-shifting battle armor was found. More powerful than even Athena at her strongest, the stats we found put her almost at Legendary level.
We found a password in the notes on her creation, and entered it into one of Sukebe’s computers. The following message, taken directly from Sukebe, played.
Sukebe: “Well well well. If you are hearing this, then you have discovered my Justice. But don’t worry. She is semi-dormant right now, in a location I will not reveal, awaiting her time. And how will she know when her time is? Simple: When all sixteen of the puzzle spheres I placed around the world are solved. This will in turn give her the ability to command Pokégirls of ALL elemental types. Now, I know what you’re saying. ‘Sukebe you evil horrible monster, I won’t open the spheres after hearing that!’ Heh. You may change your mind. Each sphere contains one of my discoveries, something that could improve the standard of living of all life on Earth a thousandfold. All of the spheres together contain data that could make the Earth a UTOPIA! Imagine it. Peace and prosperity for everyone. All you have to do is solve my puzzle spheres. Wouldn’t that be lovely? Of course, you run the risk of making Justice’s Advent a little sooner than what I’ve programmed her for, but isn’t the thought of making everything better just TOO tempting?”
He wasn’t lying about the data in the spheres. One can only imagine what the rest contain. Sapphron Hirosaki of Sanctuary, Sexmet, and Elder Zanza of the Terminatrix tribe were all led to the same lab we were by the clues they found. There is a frightening symmetry here that cannot be ignored. However, after learning of how all were led to the same place, some have said that this is actually a trick by Justice, that her intentions are more benevolent and she wishes to see if we have the courage potentially to face her. We are hoping that this may be true, but can we take the chance?
This is bad. This is very bad. How could we not have noticed this before, not noticed that there was one element-type missing from among the Generals? And we unlocked four powers for her without noticing...
The only real good news in this is that one of the War Espers, Sol, has gone to seek Justice out and kill her. We wish him well… As for the puzzle spheres… I am loathe to admit this, but we must find a way to destroy them. Despite the wellspring of data they could contain, we can’t run the risk of them falling into the wrong hands. If nothing else, they must be locked away forever, so that no one can activate Justice fully…
This is just so bad…
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G-SPLICED, the Mad Scientist's Experiment
Type: Varies
Element: Varies
Frequency: Extremely Rare (individuals of this breed are all unique)
Diet: varies
Role: results of (usually illegal) experiments
Libido: varies
Strong Vs: varies
Weak Vs: varies
Attacks: varies
Enhancements: varies
Evolves: Unknown (if at all possible)
Evolves From: Unknown (if at all possible)
A G-Spliced is usually the result of some researchers mad experiment. As being such all their important stat tend to be quite varied and such. But G-spliced fall into a couple of categories. Hybrids, Amalgams, and Chimera. Their power levels very as the Pokégirls types and results will tend to influence the outcome. Some are quite weak and only good as pets while others can handle experienced harems and win. Also this type of gene-splicing tends to have chaotic factors, so the outcome may very well be unexpected. Even to the creator.
Hybrids: Are when two species of Pokégirls are combined. The result being something that’s base is not exactly natural. Such as Griffins, in the early days before they developed into a viable species when their numbers climbed. As being there was no natural cat/bird creature before Sukebe. These are one of the more common categories of G-Spliced.
Amalgams: Are when two (or more) Pokégirls are combined and the resulting G-Splice is composed of not only physical traits of both 'parents' but also mental experiences and memories. Not too many are known. As such methods of creating an amalgam are hard to come by. Amalgams share both enhancements/disadvantages of both parents, having their physical skills falling in between the two, as well as the personality.
Chimeras: The typical Mad Scientist's Monster. These are quite common and generally composed of multiple Pokégirl species, usually contradicting types. The result is usually monstrous or inhuman in appearance. Due to the conflicting biologies usually used in their creation (i.e.: Fire-type+Water-type for example) most chimeras tend to be unstable, many are no more than feral beasts. The League's usual policy for dealing with these creatures is their elimination, both for their sakes as well as that of others.
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(insert name here) HUNTER, the Lethal Pokégirl
Type: as per base type
Element: Base Type/Dark/Magic
Frequency: Extremely Rare (1 in 100,000 of a particular Pokégirl species is a Hunter)
Diet: as per Base type plus all show carnivorous tendencies
Role: Assassin
Libido: as per base type
Strong Vs: ?
Weak Vs: ?
Attacks: Dark Goggles, Dark Blade MKII, Dark Shield, Dark Bomb, Dark Mist, Imitate, Absorb, Energy Blade, Power bolt, Teleport, Cure, Night (except for self), Drain, Ingest*, plus as per base type
Enhancements: Longevity, Enhanced Strength (x6), Enhanced Dexterity (x4), Endurance, Recovery, Enhanced vision (x4), Enhanced Olfactory ability (x4) plus any enhancements to the base type. Enhancements are in addition to base type enhancements, so an Amachop Hunter would have Enhanced Strength (x14)
Evolves: As Base Type (All evolutions keep the Hunter template)
Evolves From: As Base Type (All evolutions keep the Hunter template)
Story this Pokégirl appears in: The Harris Saga, written by Kerrick Wolf
It is well documented that Sukebe was a genius and possibly a madman. Few consider the fact that he wasn’t perfect. Sukebe, however, knew this fact quite well. He realized that sometimes his creations wouldn’t be quite what he wanted and that this fact might not become obvious until after some time had passed. Therefore he created the Hunters to eliminate any unsatisfactory Pokégirls that might prove resistant to self-termination.
The Hunters were designed to hunt down and eliminate problematic Pokégirls, whether individuals or groups. They are tireless predators when seeking out their targets and relatively normal Pokégirls otherwise. Hunters can be from any species of Pokégirl that was specifically created by Sukebe.
The loss of Sukebe has left the Hunter types at loose ends. Each responded to this new condition in different ways. Some have kept hunting their previously assigned targets while other have stopped and gone on to seek other pursuits.
All Hunters, regardless of actual libido, are sexually aggressive and do not hesitate to communicate their status to their Tamer or to the members of his harem.
All Hunters eat meat. In fact, to use one of their most potent abilities, Ingest, they must feed off of a target. Once they do this, they gain the ability to shapechange themselves into their target for twenty four hours. This was developed to allow them to take out a member of a group and then assume its identity to infiltrate the rest of the group. They keep their own powers, however, as well as Type, Strengths and Weaknesses. If they ingest brain matter from their target, they gain its memories for the same interval. Note that Hunters with total recall keep the memories forever.
In a harem, Hunters will not necessarily reveal their extra abilities, and so even an approximate idea of the number of Hunters existent is impossible to determine.
They were never produced in large numbers and were deliberately given reduced rates of fertility. As all Hunters have longevity, and as of 300 AS, none have currently become Pokéwomen.
Hunters are ferocious mothers and refuse to be separated from their young. They will kill their Tamer or anyone else who tries to interfere with their offspring and flee with the young if necessary.
Hunters will try to seek out a Tamer before going feral and with their teleport ability have a very good chance of attaining this goal. Feral Hunters are much more sexually aggressive and will seek out a human male to regain their sanity. They will destroy anything that stands in their way of attaining Taming.
It is suspected that a feral Wildcat Hunter was responsible for the destruction of a series of harems in the northwest Indigo Plateau over a six month period. All of the attacks followed the same pattern: the harem was destroyed and then the Tamer was Tamed to death over a period of several days. In each of the cases, evidence indicated that the Tamer frequently accessed his or her Pokédex and other net capable items. It is suspected that the Wildcat Hunter had been hit with an extremely powerful Psychic attack and had become confused about its location and therefore was unable to successfully teleport.
Using a Pokédex on a Hunter will not reveal anything out of the ordinary.
The Hunter class was designed comparatively quickly and so all Hunters show a personality quirk. Personality quirks vary from individual to individual, and even parthenogenic litter mates do not have the same quirk unless the mother’s personality was also included. Some examples of quirks include extreme superstition, various phobias, and various “locked in” speech patterns, such as using the royal we or the inability to use personal pronouns.
Existence of the Hunter is not commonly known and it is suspected that some Hunters are actively working to keep things that way..
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KAMICHU, the Tiny God Pokégirl
Type: Very Near Human
Element: Magic/Various
Frequency: Extremely Rare
Diet: normal human diet
Role: Unknown
Libido: Varies
Strong Vs: Varies
Weak Vs: Varies
Attacks: Smile, Cheer, Bless, Curse, Bellyflop, Elemental Barrage (*), (all others vary)
Enhancements: Magic Affinity, a random elemental affinity
Evolves: Megami (if very kind-hearted), Youma (if highly temperamental), Demon-Goddess (if frequently alternating between somewhat kind and somewhat temperamental), Neo Iczel (if overconfident), any others vary
Evolves From: None
Kamichu usually result from threshold Pokégirls with a strong magical history, even if it's a long line of Youma. The reason they were not discovered earlier was the fact that most girls who might threshold into Kamichu have strong enough personality traits that they immediately evolve into another Pokégirl.
Kamichu have popped up more frequently in girls who do not have strong enough emotions to immediately evolve them into something else. Because of this and their various possible evolutions, there is not a lot of data that is consistent. Most Kamichu develop an elemental affinity, though most will have to learn with this is through trial and error, or through a visitation to a Shrine Maiden or one of their own evolutions, but this can sometimes be a waste of time since the Kamichu will likely lose these powers if they evolve into a Demon-Goddess or Megami, but conversely, if they become a Youma or a Neo Iczel, their powers will always carry over. Some other magic-types might be able to sense the Kamichu's elemental affinity, but this would not be set to any specific Pokégirl species.
Kamichu do not have a set appearance, other than the fact that they look identical to how they appeared as humans. Spiritually sensitive humans and Pokégirls will notice a rainbow
colored swirl of energy surrounding the Kamichu.
Oddly enough, while Pokédexes will read them properly, somehow Pokéballs can never touch them until they evolve into another Pokégirl type, regardless of how close the thrower is to the target Kamichu. Somehow, a strong wind, a small piece of masonry, a human, a laptop, a suddenly erupting hydrant or something similar will always divert the Pokéball from its intended destination.
If the user attempts to press the Pokéball against the Kamichu, they will suffer greater misfortune, ranging from a potted plant landing on their head to knock the user out to an intense vertigo that sends the user to the nearest bathroom to barf out their last three meals. One overly stubborn tamer attempted to capture a Kamichu via contact and spontaneously combusted on his fifth attempt. Another found himself inside said Pokéball although once released he could not be returned to it.
Kamichu can be temporarily swayed one way or another, but inevitably, they will choose their own evolution by their real personality.
Kamichu have a number of odd universal abilities. They, nor their real friends (casual friends don't count), will never go hungry. They personally will rarely suffer a strong misfortune without a compensating good fortune, though they can have small to moderate good fortune without suffering any compensating negative luck.
Kamichu often find themselves being sought after to solve small to moderate problems, though they might not always be able to. Within six months of their evolution to Kamichu, they will begin to attract various Pokégirl servants which will usually relate to their final evolution. These servants are almost never very powerful, but they will usually mesh well with the Kamichu's personality and they will do their best to make the Kamichu smile. Since the Kamichu's personality determines their evolution, its unheard of for them to evolve into something that their servants won't like, and because of that, Kamichu will usually retain their servants even after evolution.
The Kamichu's emotions are perhaps the most dangerous thing about her. When she feels a strong emotion, everything relating to her elemental affinity will begin to react as she does. If a Magic/Steel Kamichu is feeling very angry at someone, various loose metal, some of which might be from that particular area, will begin striking the person. If a Magic/Fire Kamichu is feeling sad, all of the fires in the area will dim and may not even burn. If a Magic/Grass Kamichu starts laughing out of mirth, a large number of plants may enter a prolonged bloom, regardless of the season or the climate. This power is nicknamed Elemental Barrage, and unfortunately, a Kamichu needs to work very hard to use it consciously.
Most Kamichu should never be directly involved in a battle as they are better suited to support roles.
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OMEGA ATHENA, the Destroyer of Man Pokégirl
Type: Very Near Human
Element: All
Frequency: Unique (Deceased, thank GOD)
Diet: Can eat everything, up to and including souls
Role: The End of Man
Libido: Unknown
Strong Vs: Everything
Weak Vs: Nothing
Attacks: (used) Hair Wrap (capable of using) EVERYTHING ELSE
Enhancements: Enhanced Everything (x100), can manifest armor & weapons, can grow in size to 200 feet maximum, heals by eating anything, intense regenerative powers, can control her hair as a weapon
Evolves: None. Thank God.
Evolves From: Ultimate (death of Athena, absorbing Ultimate’s soul)
ALL DATA ON THIS POKÉGIRL IS CLASSIFIED TOP SECRET EYES ONLY! REVEALING THIS INFORMATION IS PUNISHABLE BY WORSE THAN DEATH!
The General Pokégirl, Athena, by accounts, used to be rather inoffensive and actually by the end of the Revenge War was starting to develop a sympathy for humanity. Then something happened, something that twisted her soul so badly that she became a madwoman who thirsted for vengeance against humanity. She lived for years, eventually moving to the Crimson League and taking up residence there, forming a high council of Pokégirls who shared her hatred of humanity. For years she planned, creating three abominations that resembled long dead Legendary Pokégirls, creatures designed down to their very souls to be her vessels.
When her original body was destroyed by Benjamin Valentine, son of one of the last living War Espers and known by many as the infamous Widow Slayer, she possessed the body of Ultimate, absorbing their souls and taking over the body, warping it into a giant, white-haired version of her own. She became Omega Athena, the Living Endtimes, the Destroyer of Man.
Omega Athena only displayed one power before being destroyed by the Widow Slayer in a final attack that took his life as well, but according to the records recovered in her old Crimson League headquarters, she would have had hundreds of other abilities as well. She would have been as powerful as a Goddess and twice as destructive. She would have had control over all element typing and been capable of manifesting a powerful armor and any weapon she wanted.
We can only be grateful for the sacrifice of the Widow Slayer. If Omega Athena had been allowed to finish her evolution, we would be doomed.
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SIDEKICK, the Wondergirl Pokégirl
Type: Very Near Human
Element: Varies
Frequency: Uncommon
Diet: human style foods, varied preferences
Role: frequently domestics, salesgirls, factory workers, pets, partners, low level harem members
Libido: Average
Strong Vs: varies
Weak Vs: varies
Attacks: Cheer, Dodge, Tackle, (Others vary)
Enhancements: Toughness, speed, elemental affinity
Evolves: None
Evolves From: Ingenue (any elemental stone)
A human who undergoes Threshold becomes an Ingenue if she doesn't reach a critical point and moves towards another breed. If an Ingenue reaches a certain experience point (20th level) and uses an Evolution Stone (or under special circumstances), she can evolve to Sidekick. While nowhere near as powerful as the other evolved form of an Ingenue, the Battle Angel, the Sidekick is a welcome addition in any beginning tamer's harem or in areas of industry where their elemental affinity can be put to good use.
Evolution with a Fire Stone: Wonderwarmth Girl (Fire)
Strong Vs: Bug, Grass, Ice, Steel
Weak Vs: Rock, Water, Ground
Attacks: Ember, Napalm, Rage
With experience: Flamethrower
'Wonderwarmths' as they're affectionately called generally have hair and nails (and in some cases eyes) in varying shads of red to orange. Most prefer bright clothing, and foods on the more spicy side. When not in a harem, they're generally found working in glass shops, smithies, or assisting bakeries. A few Ingenues have been found to have evolved into this fire-type without the use of an evolution stone when spending lots of time around volcanic areas and it is speculated that Ingenue can evolve into sidekicks naturally when spending a lot of time around the various elements.
Evolution with a Water Stone: Wet N’ Wild Wonder (Water)
Strong Vs: Fire, Rock, Ground
Weak Vs: Grass, Electric, Ice
Attacks: Bubbles, Rain, Bubblebeam
With experience: Water Gun
Wet N Wild's generally have hair and nails that range from a deep blue to a blue-green and rarely white. Their eyes range usually stay in the blue to green range. Most prefer to wear as little clothing as possible, bikinis in blues or sea motifs being very popular. Not surprisingly, they have a preference for seafood and oddly will sometimes eat plain salt or drink saltwater. This doesn’t seem to dehydrate them, as they know when to stop. WNW's can often be found as community pool lifeguards in lieu of the more popular (and powerful) water types.
Evolution with a Leaf Stone: The Weedy Wonder (Grass)
Strong Vs: Rock, Water, Ground, Electric
Weak Vs: Fire, Bug, Flying, Ice, Poison
Attacks: Vine Whip, Leech Seed, Command Plants
With experience: Rose Whip
Weedy Wonders have an oddity when it comes to using their vine whip, they are always restricted to one vine that sprouts from the small of their back, much like an anthropomorphic Pokégirls' tail. With experience, this vine can sprout sharp thorns, allowing them to use the Rose Whip attack. Their hair, eye, and nail color usually ranges from greens to browns. They're solidly vegetarians, and enjoy sunbathing nude (which always makes them ready for a taming).
Evolution with a Angel Stone: Winging it' (Flying)
Strong Vs: Bug, Fighting, Grass, Ground* (*Immune)
Weak Vs: Electric, Ice, Rock, Magic
Attacks: Gust, Speed Storm, Dive
With experience: Tempest
Winging it's gain the ability to partly morph when they evolve. However, it isn't feathered wings that sprout from their arms; their finger bones elongate as a membranous wing forms in place of their arms giving the Pokégirl a look like most of the bat-types. Winging it's seem to live up to their name, and often roll with the punches both physically and emotionally. Their hair, eyes, and nails range from white to blue with the occasional pinks and oranges, and like all aerial Pokégirls, it's a high for them to receive an aerial taming.
Evolution with a Thunder Stone: Wonderzeus Girl (Electric)
Strong Vs: Flying, Water, Steel
Weak Vs: Ground, Dragon, Grass, Rock
Attacks: Thunder Shock, Agility, Rolling Spark
With experience: Thunderbolt
Zeus' electric abilities seem to manifest themselves as hyperactivity, even when sitting or sleeping they can't stay still for long. They have very good control over their electric powers, however, and will only shock people if they ask or deserve it. Some tend to be pranksters, using electricity to make loose articles of clothing stick to walls (or stick in awkward positions on the wearer) or charging metals into magnetizing and sticking them in odd places. Woe to the pet owner who finds his toaster stuck to the fridge (or his boxers to the ceiling for that matter). Their primary nail, eye, and hair colors range from yellows to blues, and they prefer skintight clothing.
Evolution with a Dark Stone: Dusk ‘til Dawn (Dark)
Strong Vs: Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Dark Bomb, Dark Shield, Ashen Wings
With experience: Dark Blade
Dawn's are more commonly found in a beginning tamer's harem than as pets or in industry, unless it's security detail with other nocturnal Pokégirls. Though easily conformed to a diurnal schedule, Dawn's LOVE their sleep, and if left to themselves will easily fall into a sleeping pattern of 12 to 16 hours of sleep per day. Oddly, with a schedule or without, they are quite perky Pokégirls and are very sociable. Their hair (and sometimes nails) turns a midnight black and they begin to enjoy wearing darker colors, but their wardrobe isn't completely black.
Evolution with a Psi-Crystal: Psy'dkick (Psychic)
Strong Vs: Fighting, Poison, Other Psychics
Weak Vs: Bug, Dark, Ghost
Attacks: Telekinesis, Teleport, Backstab
With experience: Psychic
The Psy'dkick isn't the strongest psychic Pokégirl around, only able to lift about 500 lbs. or so with her Telekinesis and unable to Teleport further than 30 miles away. Her telepathy doesn’t seem to be as limited, and she can pick up surface thoughts quite easily, as well as pinpoint or broadcast her thoughts to others. It is empathy where this Pokégirl excels at, making them good choices for counselors, therapists, or betas in a beginning tamer's harem. While nowhere near in popularity as Abra and their evolutions or Espeas, Psy'dkicks are a welcome advantage to any low-level harem. Their looks and preferences vary greatly.
Evolution with a Ice Crystal: Winter Wonder Girl (Ice)
Strong Vs: Dragon, Flying, Ground, Grass
Weak Vs: Fighting, Fire, Rock, Steel
Attacks: Ice Punch, Iceblade Kick, Ice Armor
With experience: Snow Storm
With pale skin, eyes and hair in the white to blue range, and the slight chill in the air about them, it's easy to tell that the Winter Wonders are an ice type. While nowhere near as cold as the more powerful ice types (they enjoy temperatures just below the freezing mark) some call them the ‘sub tropical winter Pokégirl.’ They can lower the ambient temperature around them and use their ice powers effectively, and are often seen in the industry front working in deep freezers for meatpackers and other grocery stores.
Evolution with a Diamond Stone: Wondirt Girl (Ground)
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Grass, Water
Attacks: Gut Punch, Mud Slap, Tree Fall
With experience: Sky Fall
Like the Earthmaiden, Wondirts are able to move the earth through a Geomancer-type effect. However, the Wondirt's ability is very limited, they are only able to move around loose soil, but can shift that into mud for their Mud Slap technique. Usually quiet and permissive, these girls like things simple, from their cloths to their foods and tend to frown upon extravagant owners (though being permissive, they don't say anything). They enjoy feeling the ground beneath their feet, or any part of their body for that matter, making outdoor tamings a must.
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SLIMETTE PRINCESS, the Royal Sexy Goo Pokégirl
Type: Humanoid
Element: Varies
Frequency: Rare
Diet: Sex
Role: Not sure yet…
Libido: High
Strong Vs: Varies
Weak Vs: Varies
Attacks: Whistle, Take Down, Snake Tongue, Fuse, others vary
Enhancements: HP x50, Varies
Disadvantages: Varies
Evolves: Slimette Queen (normal, lvl 40 or Fuse technique for Temporary version)
Evolves From: Slimette (Any evolutionary stone)
Slimette Princesses are larger than their pre-evolutionary sisters, being a foot taller and possessing D-cup breasts. They still have half-lidded eyes and are slightly more intelligent, but that still isn’t saying much. And also, they come in a surprising variety of types. Only a few Slimette Princesses types have been discovered so far, due to the strange fact that the amorphous nature of the Slimette makes most evolution stones fail. However, until it’s confirmed that they absolutely cannot evolve from some evolutionary stones, the listing will remain as it is.
In terms of sexual needs, Slimette Princesses tend to have the same habits of their previous forms. Feral Slimette Princesses can be dangerous, depending on the type encountered, and frequently try to fuck Tamers unconscious. They are a bit less promiscuous in this form, and only need sex twice a day. Still, this can be demanding on most Tamers.
Slimette Princesses are a bit more resistant to physical attacks than their previous form, but depending on their element type, they still have the same level of weaknesses as others of that type. No cases of Thresholding into a Slimette Princess have been recorded.
Mage Slime (Evolution with Mana Crystal)
Element: Magic
Strong Vs: Magic, Water, Ice
Weak Vs: Fighting, Ghost, Sex attacks
Attacks: Basic Black magic, Mana Bolt
Enhancements: Magical affinity, Black Magic
Disadvantages: Slower than Slimette, no White Magic
Mage Slimes are red, rather than blue or green.
They have more magical ability than regular Slimettes, however their powers don’t grow very fast, and are limited to base-level black magic, such as Fire, Blizzard, Thunder, and Water. They are smarter than most Slimette Princess types, but that’s still not saying much. Because of their still very low intelligence, they can’t use Healing magic.
Mage Slimes are among the more favored Slimette types, but that’s mainly because the resultant Slimette Queen is among the more powerful of the breed. They are somewhat versatile in terms of the base-level spells they can use, making them useful in a variety of situations. They can learn speech, but until they evolve, it will be very limited.
Another disadvantage is that outside of magical sources, Mage Slimes will be much weaker. They need a source of mana to maintain their magic, be it a magical area or magical Pokégirl. They are more limited in their attacks otherwise. They can substitute mana for their meal, but don’t like being without both.
If defeated in battle, a Mage Slime type Slimette Princess drops a bronze coin with the image of a Slimette on it. It can be sold for 100 SLC.
Toxic Slime (Evolution with Venom Stone & violent thoughts)
Element: Poison
Strong Vs: Grass
Weak Vs: Psychic
Attacks: Tackle, Poison, Poison Mask, Blinding Poison, Zombie Poison, Poison Mist, Snake Tongue
Enhancement: Sexual Endurance, Regeneration
Disadvantages: Low Stamina
Toxic Slime-type Slimette Princesses are the only type of Slimette Princess evolution that cannot occur randomly, because Slimettes DO NOT automatically evolve when handed a Venom Stone. The Slimette must be experiencing angry, violent thoughts while holding the Venom Stone to trigger the evolution. People are grateful for this, as Toxic Slime-type Slimette Princesses are generally unpleasant in every way, shape, and form.
Toxic Slimes are usually smiling, but it’s a sinister, unfriendly smile. This is because Toxic Slimes realize, in their own dim way, how dangerous they are. And they tend to prove it.
Physically, their hue is usually a dark purple or indigo color. Another major different between Toxic Slime-types and other Slimette Princess types is that they can’t make their entire bodies cohesive. Their legs, up to where the knee would be, are generally formed into a pool of mater at their base. Their arms tend to merge with their torsos when not in use, making them seem like helpless victims.
However, they are more dangerous than most would believe. For one thing, they can coat their bodies in any poison they have access to and make it a contact poison. Feral Toxic Slimes are almost always coated in poison. They are constantly regenerating, like Marbles, and can regenrate from wounds that would be fatal for most other Pokégirls, including other Slimettes and Slimette Princesses. She can even survive being crushed, beheaded, or sliced into gelatin cubes. When she reforms, she is simply angrier and becomes more likely to hunt down her attacker.
Toxic Slimes are probably least dangerous when they are horny. During this time they may simply sexually assault someone and leave. If she’s in a particularly sadistic mood, they’ll leave them coated in several different contact poisons that are sure to cause agony and temporary disability.
Even on the EXTREMELY rare occasions they may pop in a Harem, their toxic demeanor doesn’t change. Their manner and personality is as foul as their body and will cause misery and conflict between other Harem members at the slightest hint of weakness from the Tamer. They don’t even respect Tamers who are strong, however they will be more likely to not cause trouble with them.
They hate humans and Pokégirls alike, even other Slimette Princesses. From what various psychic Pokégirls have been able to read in the dim whirlwind of nasty thoughts they have, a Toxic Slime is no more likely to befriend a Tamer as they would befriend an Anti-Human movement, such as the Limbec Pirates. She toxic in every way possible. She neither wants nor needs friends, however on occasion, Feral Toxic Slimes can be found in a group. So far, it’s believed that a Toxic Slime-type Slimette Princess cannot evolve into a Slimette Queen either via fusion or the natural way.
If defeated in battle, a feral Toxic Slime drops a silver coin with the image of a Slimette on it that can be sold for 2000 SLC, but caution should be used as this coin is often coated in contact poison.
Dark Slime (Evolution with Shadow Stone)
Element: Dark
Strong Vs: Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Tackle, Sketch, Dark Shield
Enhancement: Dark elemental powers, Sexual Endurance, Intelligent, Night vision
Dark Slimes have a dark gray or blackish hue to their bodies, and surprisingly, are the shortest of all Slimettes. In fact, a Slimette that becomes a Dark Slime-type Slimette Princess will lose two to three inches of height. Of course, this also serves to make them seem more buxom, even though their breasts do not increase in size.
Dark Slimes are not the most intelligent of the Slimette Princess types, but they are among the calmest and wisest. They like to listen to long-winded discussions, and when they can, try to resolve matters peacefully. Their speech is limited because of their low intelligence, but they usually know exactly what to say.
Dark Slimes prefer to be nocturnal. It’s not that they hate light, it’s just that refracted light is healthier for them. Many liken normal sunlight to being force fed too much food. On the bright side, this means that they’re excellent night guards, as they can see as well in the dark as humans can see in the daytime. Because they also absorb sunlight, this can reduce their sexual needs to just once a day. However, if a Tamer decides to keep a Dark Slimette in the daytime, they should be given clothing to cover at least 80% of their bodies to keep them from getting sick.
Some Tamers dealing with Dark Slimes may mistake their calm reflection and desire to sidestep conflict as cowardice, which is a dangerous mistake. A Dark Slime-type Slimette Princess’s desire not to fight is not the same as her being unWILLING to fight. They are not the greatest warriors, but they do have a good sense of common sense tactics, and with their Sketch ability, they can be rather unpredictable.
Feral Dark Slimes are rather friendly, but will flee if they feel unwelcome. If defeated in battle, a feral Dark Slime drops a bronze coin with the image of a Slimette on it that can be sold for 100 SLC.
Cure Slime (evolution with Dream Stone)
Element: Magic
Strong Vs: Psychic, Normal, Poison, Sex Attacks
Weak Vs: Fighting, Ghost, Rock
Attacks: Tackle, Cura, Probing Tentacles, Gummi Tongue
Enhancement: Sexual Endurance, Magic affinity, natural levitation, White Magic, Enhanced Agility (x4)
Disadvantages: Inept fighter, no Black Magic
Cure Slime-type Slimette Princesses change to a whitish hue when they evolve. In their case, Cure Slimes gain the ability to hover and grow two sets of two tentacles from their back, specifically from the area between the spine and shoulderblades. She can also float, but this requires her to sit in a cross-legged position. Also, she can never be more than ten feet off of the ground, though if the ground disappears from beneath her, she can maintain that height. Oddly, the further from the ground she is, the harder it is for her to move while levitating. Some theories believe that she is psychically pushing off of the ground, while others believe that this might be a gravatic manipulation, thus like someone in Low G, she must create counterforce to move.
Cure Slimes cannot use Fuse, but will use Whistle. The main reason for this is that Cure Slimes are completely and totally inept at fighting. Even a normal Slimette is better at fighting that a Cure Slime-type Slimette Princess. Any attack that a Cure Slime attempts will have a 40% chance of missing. Conversely, they are great at evading attacks. Those who try to hit her have an increased chance of missing, usually around 25 to 40%.
Cure Slimes, however, are better at sex battles and have more powerful healing magic, making them popular among Tamers who need a non-combatant healer and can’t get their hands on another healer, such as a NurseJoy or Megami. Because of this, almost no Feral Cure Slimes will alone, unless they just evolved. Feral Cure Slimes tend to be with other Pokégirls. About 60% of the time, it’s with other Slimettes and Slimette Princesses, but sometimes, they’ll be in other packs of Pokégirls.
If defeated in battle, a feral Cure Slime will drop a bronze coin that can be sold for 100 SLC.
Angel Slime (evolution with Angel Stone)
Element: Magic
Strong Vs: Ground, Rock, Dragon
Weak Vs: Electric, Fire, Grass, Sex Attacks
Attacks: Ice Beam, Wing Attack, Curaga, Full-Revive, Esuna, Life Shield, Heaven’s Arrow
Enhancements: Sexual Endurance, Magic affinity, Wings for flight, White Magic, Black Magic, High evasion rate
Disadvantages: Limited elemental magic use, weak to sex attacks
Angel Slime-type Slimette Princesses are sky blue in hue, and grow large wings from their backs, which allow them to fly for brief periods of time. They also become more solid than their previous form, and can hold their own in a fight a bit more. Essentially, they could be considered a fusion of the Cure Slime and Mage Slime, however they can only learn Ice and Water magic spells.
They are more versatile in battle than their Cure Slime and Mage Slime sisters, and gain access to stronger spells much earlier than their other types. In rare cases, they can learn fire and lightning magic, but it is very rare. They have a mild to moderate aversion flame and electricity. They are a bit sterner than that their sister Slimette Princess types,
If defeated in battle, a feral Angel Slimette will drop a gold Slimette coin that can be sold for 50,000 SLC.
Metal Slime (evolution with Heavy Metal)
Element: Steel/Magic
Strong Vs: Any Non-Sex Attacks
Weak Vs: Sex Attacks
Attacks: Tackle, Bronze Fist, Iron Punch, Gummi Tongue, Ember
Enhancement: Sexual Endurance, Very high physical defense, very high special defense, very high evasion rate, excellent at escaping
Disadvantages: Very Low HP (max 30 HP), Low PP for Magic techniques
When a Slimette evolves into a Metal Slime-type Slimette Princess, their skin turns a metallic color, usually iron gray and very rarely a rust red color, representing the metal now in the Slimette Princess’s body. Thankfully, unlike the Toxic Slime, they are NOT poisonous.
The Metal Slime is perhaps the most frustrating type of Slimette Princess. This is because they now have minor fire-based attacks, giving them an advantage against other Steel-type Pokégirls, but also because they have utterly astonishing defense.
Literally NOTHING, save Steel element attacks, can do more than 1 point of damage to a Metal Slimette, and even then Steel element attacks can only do upwards of 2 points of damage. Her natural and special defense is so great that it is by sheer chance that she incurs ANY damage. This means a level 5 Titmouse’s tackle attack is just as likely to do as much damage as a level 67 Gynadose’s Hyper Beam. Even Legendaries would have trouble damaging them. Add to this insanely hard defense their outstanding, if mostly instinctive skills of evasion, and they can become quite frustrating to defeat. Making the situation worse, they also tend to run away from fights at random.
Luckily, there is some good news. The Metal Slime’s HP doesn’t go up. Her HP is abominable when compared to other Pokégirls. Even level 5 Titmice can sometimes have higher HP. Also is that every attack gets a chance to hurt her, so attacks that strike multiple times have a greater chance of dealing damage, thus knocking her out. Second are Steel element techniques and/or Pokégirls, both of which can deal upwards of at 2 points of damage. A Steel-type Pokégirl using a Steel-type technique (such as Metal Claw or Iron Punch) can deal the greatest amount of damage. It was found that an Iron Maiden using Iron Punch was able to deal 4 points of damage to a Metal Slime per attack and knock her out.
Of course, because of these advantages, plus the advantages of a Metal Slime-type Slimette Queen, the Metal Slime-type Slimette Princess is actually the most popular, as Tamers often desire those advantages for themselves. And defeated them can be quite a rewarding experience for lower level Pokégirls. Feral Metal Slimes, however, in addition to being very rare, are timid and thus incredibly elusive. Their low HP can sometimes discourage tamers.
Metal Slimes are among the few Slimette Princess-types who cannot use, or perhaps do not have the ability to use, the Fuse and Whistle techniques. If defeated, a feral Metal Slime will drop a gold Slimette coin which can be sold for 50,000 SLC.
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SLIMETTE QUEEN, the Noble Sexy Goo Pokégirl
Type: Humanoid
Element: Varies
Frequency: Very Rare
Diet: Sex
Role: In debate
Libido: Average (Extreme when Feral)
Strong Vs: Physical attacks, others vary
Weak Vs: Magical, Sex, or Non-Physical Attacks, others vary
Attacks: Take Down, Whistle, Snake Tongue, Bronze Fist, Mega Stomp (others vary)
Enhancement: Increased Density, Intelligence, Strength, Sexual Endurance and Stamina, others vary
Advantages: HP x 100 (if this is the result of a Fuse technique, then the HP is only x 50), others vary
Disadvantages: Low Speed, others vary
Evolves: None
Evolves From: Slimette Princess (Level 40; temporary: 4 or more Slimettes using Fuse)
The Slimette Queen is significantly bigger than Slimettes, standing 6'6". They now have E-cup breasts, their eyes are no longer half-lidded, and they are usually more intelligent, though this is not a surefire thing.
The most unusual thing is that a silver crown that is always on her head. It cannot be removed (and will not fall off) until she is dead. If she is defeated, the crown goes with her. This crown CAN be removed if the Slimette Queen is the result of a Fuse technique, and will result in the instantaneous separation of the Slimettes. This is the only other way to keep the crown.
Unlike the Slimette who might take the time to knock an opponent down, Feral Slimette Queens often try to have sex first without bothering to knock an opponent down. Tamers should be VERY cautious when they stumble upon a Feral Slimette Queen as they may very well be fucked into unconsciousness.
Slimette Queens are now more resilient to physical attacks. Punches and kicks cause their skin to ripple like the surface of a pond when a leaf lands on it. Unfortunately for fighters who use primarily physical attacks, all damage is reduced by 3/4ths.
Once a part of a harem, or if she evolves while in a harem, she is significantly more subdued in terms of sex. Most Slimette Queens, roughly 2 in 3, will learn to speak on their own, but only half of these will learn to speak more than simple words. All Slimette Queens can be taught how to speak, but this can be a lengthy process.
Perhaps the best part of getting a Slimette to evolve is that they only require sex once a day. Feral Slimette Queens do not require sex, but still seek it. If defeated, all Slimette Queen types will disappear just as their Slimette and Slimette Princess sisters, dropping a platinum coin with their image on it, which can be sold for 600,000 SLC.
Like the Slimette Princess, not all versions of the Slimette Queen are not known yet. Research is still ongoing.
Mage Slime-type
Element: Magic
Strong Vs: Magic, Water, Ice
Weak Vs: Fighting, Ghost, Sex Attacks
Attacks: Fira, Watera, Blizzara, Thundara
Enhancement: Sexual Endurance, Greater black magic
Disadvantages: Still no white magic
The Mage Slimette Queen are only 6' tall, but still have E-Cup breasts. Their eyes differ from all other Slimette Queens by being a solid yellow. Mage-type Slimette Queens are the most intelligent of the Slimette evolutions, followed closely by the Dark Slimette Queen.
They are also capable of powerful magical attacks. They can utilize some Red and Blue magic at higher levels, but they possess some of the greatest Black Magics. They gain Ultima at Level 65, making them QUITE popular with power-hungry tamers.
Feral Mage-type Slimette Queens are as amorous as their normal Slimette Queen counterparts. Their usual tactics, however, are usually to freeze an opponent's arms and legs so they cannot resist and have sex with them, though some may use Watera or Thundara to stun their targets instead.
Mage-type Slimette Queens are still reliant on mana to restore themselves, but do not need it as badly (they can cast 2 spells per level with rest), but most Feral Mage-type Slimette Queens will not accept it as a meal. For some reason, Mage-type Slimette Queens are often seen around Metal Slime-type Slimettes and Metal Slime-type Slimette Queens.
Dark Slime-type
Element: Dark
Strong Vs: Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Dark Blade, Dark Blade Mark II, Dark Bomb, Dark Holy, Shadow Teleport, Cocoon of Darkness
Enhancement: Strong Dark elemental powers, Sword Fighting, Intelligence, Nightvision
Dark Slime-type Slimette Queens are the shortest of the Slimette Queens, standing a mere 5'8" tall. And while their E-cup breasts are impressive, her real value comes from her powerful Dark techniques. Her Dark Holy can make evil Pokégirls flee in terror and the fact that she can learn sword techniques makes her among the more popular Slimette Queens, even if she is weak to Fighting types.
Dark Slime-type Slimette Queens are also rather noble-hearted, coming to the aid of injured travelers and those in need. For a token fee of some lovemaking of course. Dark Slime-types are among the more romantic types of Pokégirls, and even while Feral greatly appreciate affection and solo Tamings in a moonlight glade.
Dark Slime-type Slimette Queens are the second most intelligent of the Slimette Queens, being among the few Slimette-types actually useful as an Alpha in a harem. They can tolerate light better, but still prefer to be fully clothed during the day, as too much sunlight makes them bloat out to the size of a Snorlax or larger.
Cure Slime-type
Element: Magic
Strong Vs: Psychic, Normal, Poison
Weak Vs: Fighting, Ghost, Rock, Sex Attacks
Attacks: Hammer, Insulate, Curaga, Pray
Enhancement: Sexual Endurance, Magic affinity, White Magic, high evasion rate
Disadvantages: No Black Magic
The Cure Slime-type Slimette Queen is a physical departure from her Cure Slime-type Slimette evolution. She is, like all Queen Slimettes, taller. She stands 6 feet tall. She does not become more muscular, though. Her body hue shifts to a white-streaked green for some unknown reason. She also loses the ability to levitate and the tentacles. What she gains, however, is a greater skill at fighting.
Make no mistake, the Cure Slimette Queen is still terrible at fighting when compared to her other Slimette Queen sisters, but she is much better than she was as a Cure Slimette. Her ability to heal increases, allowing her to heal her allies greatly. Her Curaga makes her quite popular, especially for tamers on a budget who can't afford potions.
The Feral Cure Slime-type Slimette Queen is one of the few healers that is not always altruistic. Roughly a third will often seek out strong Pokégirls, ones powerful enough to be worth staying around. In some cases, she will willingly join a tamer if they have a powerful Pokégirl, simply to be near that powerful Pokégirl. Some Anti-Pokégirl Leagues believe this to be a ploy to slowly ween the powerful Pokégirl to the Cure Slime-type Slimette Queen and then turn her on her former master. While some liberal Pokégirl Leagues agree this might be a possibility, they also submit that it's likely that the Cure Slimette Queen has a power-based fetish.
Metal Slime-type
Element: Steel/Magic
Strong Vs: Any Non-Sex Attacks
Weak Vs: Sex Attacks
Attacks: Gold Fist, Star Fall, Iron Punch, Snake Tongue, Firaga
Enhancement: Increased Sexual Endurance, Very high physical defense, very high special defense, very high evasion rate, excellent at escaping
Disadvantages: Low HP (max 55 HP), Low PP for Magic techniques.
A Metal Slimette Queen stands roughly 7'4", with G-cup breasts, and unlike their lesser forms, are not as timid. A Metal Slimette Queen's HP still isn't very good, but many will show up in the company of Cure-type or Angel-type Slimette Princesses. These Metal Slimette Queens are very bold, striding into battle without much worry. Their powerful attacks and Firaga spell makes them quite a terror at low levels, and this becomes an even greater threat at higher levels, as she can take even more damage and dish out exponential retaliatory attacks. And so long as the Cure-type or Angel-type Slimette Princessess heal her, she is quite literally invincible.
At times, a Metal Slime-type Slimette Queen can be overly arrogant, refusing to retreat even when badly outnumbered, minus support from Cure or Angel Slimettes and fighting Steel Pokegirls using Steel Techniques. Whether this arrogance is warranted is only known when and if the Metal Slime-type Slimette Queen is actually defeated. She might retreat, but will not do so without significant cause.
Mega Stomp - (ATK 135) Only useable by the various Slimette Queens, the Queen leaps into the air, expands their feet to almost ridiculous size and stomps on the opponent. This is a normal-type technique
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SLITLONG, the Dragonfly Pokégirl
Type: Near Human (dragonfly/damselfly Animorph)
Element: Bug/(Varies)
Frequency: Uncommon-Rare
Diet: Omnivore (Insects, Honey and other sticky sweet substances)
Role: Pest control
Libido: Low
Strong Vs: (Varies)
Weak Vs: (Varies)
Attacks: Blur, Extremespeed, Lure, Mach Breaker, Quick Attack, Quick Turn, Sonic Breaker, Tornado Run, (Varies)
Enhancements: Enhanced Speed (x10), Enhanced Reflexes (x5), Scale color denotes Elemental typing, Two pairs of elongated wings, Enhanced Sight (x2), Sticky Hands, Visor (Telescopic up to 50ft, Magnifies to 17x) .
Evolves: Dragcunt (Dragon Scale of the same color)
Evolves From: Cunnydew (normal)
Insects have always plagued farmers and the agricultural industry in general by destroying crops. It was a blessing to farmers everywhere when this girl was discovered. Supposedly around 200AS a farmer found this Pokégirl eating aphids off some his crops. He instantly took a liking to her and captured her. Later in the same year, a Watcher by the name of Roy G. Biv came upon a group of Slitlongs flittering around a group of Cunnydews. He studied the group for some time making observations on them before he captured the group as a whole, becoming the first owner of every Slitlong type. It was later found that the Slitlong evolved from a Cunnydew after enough sex and battling.
Slitlong are petite, thin Pokégirls, their height range, usually between 4' to 5'2" at the most. They don't grow big breasts, nothing bigger then a high B-cup at best, unless affected by Bloom powder. Their skin shares the same pattern as dragons do but feels more like chitin, yet slightly softer while still retaining defensive properties. The color of said scales varies and directly corresponds to their typing. On their back is a hump where there wings are attached to their body, said wings can fold along their back and appear to be a cape of sorts when not in use. The wings are usually about a few inches smaller then them, Around her eyes, covering them completely is a visor which looks close to a bugs compound eyes except joined together. They're used for protection and have a few other properties. Finally, they have a pair of short antennae folding along in to their hair; they usually keep short or in a ponytail.
The visor of a Slitlong can be adjusted by them to function as sunglasses, telescopes and just regular eye-protection. Slitlong are capable of adjusting the tint of the visor and how telescopic they are. The visor should NOT be removed, that however doesn't stop individuals in the Black Market from removing the visors and making them into 'Magic Glasses' that are sold for a high price. THIS IS A HIGHLY ILLEGAL PRACTICE! All Slitlong who suffer from this usually die in the process, those who live, are usually put through a Level Five Taming cycle. Luckily, if you look at it that way, the visor can grow back after a few months, but at the time, the girl should be resting.
Fast. That's the best way to describe this Pokégirl; it's ingrained throughout the breed, that everything about them is speedy. They're nearly impossible to keep still, and even when you manage to keep them in one place, they're fidgety; talking faster then most can process. The second element also defines some of the personality of the Slitlong breed.
As if the reason for the creation, Slitlong are found in the agricultural industry, flittering around in farms picking off bugs from plants using they're naturally sticky hands and the technique Lure to attract them, and using they're speed and eyesight to catch the insects as well. Each typing of the Slitlong can help in agriculture a different way.
Their main diet is the insects they capture, but they need a slight influx of honey as they use some its properties to keep their hands sticky. They have somewhat smaller stomachs, so they don't eat as much, but fast metabolisms so they have to have a somewhat steady supply of food. Some Slitlong are actually put into stasis over the winter months since insects aren't as easily found, ferals actually hibernate during this time, usually eating a lot during the fall months.
These girls are speed demons in combat, darting around the field and using their speed attacks to confuse and strike their opponents using hit-and-run tactics. Their way of fighting varies among the Slitlong by their typing. Their wings beat quite fast, firing off weak sonic booms as they move around which helps in confusing opponents. The Pokégirls aren't the best Alphas or Betas in a harem and can be quite a handful to take care of, but despite that most of them are fun, cute and nice girls. Once you get past their overall jumpy attitude. In a harem Slitlong actually annoy the more easily brought to a high temper with the fact that they’re so erratic. Other members with more patience actually find the behavior of the Slitlong, quite refreshing, but even it can wear them after a while.
Feral Slitlong are more erratic, bouncing all over the place, eating insects they catch and protecting feral Cunnydew as they cannot make their own honey, or in the case of the Green Slitlong can not make not make enough to keep themselves fed. When approached they will fire off the weaker of their elemental moves and use Quick Attack to try and escape unless they're protecting the Cunnydew. When protecting a Cunnydew however, they move to their stronger attacks, using Tornado Run and flying around the opponent to make them dizzy, while the Cunnydew gets away. They can usually find the Cunnydew afterward quite easily.
Taming a Slitlong is easy, if not a bit unsatisfying, they have a tendency to bounce to fast and orgasm before their tamers even start to really enjoy it. Some tamers of the Slitlong note they make up with this from the hand-jobs they give; the sticky hands actually are quite warm and feel like goo. This usually results in a tamer with a sugary sweet member, for their other Pokégirls or the Slitlong herself to lick up.
Threshold cases are harder to track, though some have sprung up, during the threshold for a Slitlong their eye-color changes to the corresponding element that they are going to be sub-typed with, said eyes are soon going to be covered by the visor soon enough. Usually when a Slitlong sexually reproduces they make Cunnydew kits, with uncommon cases of Slitlong whose coloring won’t be found out till later on in life as they are born with white scales.
Red Slitlong: Bug/Fire
Role: Field burner
Strong Vs: Bug, Fighting, Grass, Ice, Steel
Weak Vs: Flying, Rock, Water
Attacks: Base + Flame Shot, Flamethrower, Ignite
Enhancements: Fire-resistant scales
This version of the Slitlong has ruby-colored scales, a crimson-tinted visor and pink-tinted wings , Their personalities can waver between fiery, passionate, and comforting. They, unlike most fire-types, don’t suffer from the hot body temperatures. Their role in farming is best at destroying old and unusable crops. They’re also used by Forest rangers under strict supervision to help release seeds from pinecones that only open via extreme heat. They’re actually found much easier in the southern leagues where they grow sugar cane. When fighting, they have a tendency to cover themselves in flames using Ignite and making themselves into a literal comet.
Orange Slitlong: Bug/Rock
Role: Plowing
Strong Vs: Normal, Poison
Weak Vs: Rock, Steel, Water
Attacks: Base + Rock Throw, Immovable, Quake, Harden
Enhancements: Tough Skin, Enhanced Strength (x2)
This version of the Slitlong has citrine-colored scales, a vermillion-tinted visor and light orange-tinted wings , Their personalities can waver between blunt and bland. They have slightly tougher skin then their sister Slitlongs, but not enough to be a valid enhancement. They work best at turning the land around and making it softer, flying high into the sky and using a mixture of Harden and Quake to make the ground shake which loosens it up easier for plowing, they also seem to have a slight knowledge on soil quality. When fighting they are prone to use Harden and charge forth in a speedy blunt bullet.
Yellow Slitlong: Bug/Electric
Role: Herd control, fish farming
Strong Vs: Electric, Fighting, Grass, Steel
Weak Vs: Fire, Ground, Rock
Attacks: Base + Thunder Bolt, Thunder Clap, Static Barrier
Enhancements: Electric Affinity, Enhanced Speed (Base + x2)
This version of the Slitlong has amber-colored scales, a pale yellow-tinted visor and bright yellow-tinted wings , Their personalities are just enhanced from what the entry says, overly jumpy and fidgety, always moving and on the go. Their electric storage is in the pack that is connected to her wings, which make them flap faster, making her the fastest of the Slitlongs. Their role when it comes to farming is acting as a mosquito lamp, shocking flying insects, controlling herds and they are excellent for catching fish-farming. Their ability to make a barrier of static electricity makes them dangerous as they dart around and paralyze anyone who gets hit by the barrier, they use this tactic in battle.
Green Slitlong: Bug/Plant
Role: Weed control, pollination
Strong Vs: Electric, Fighting, Grass, Water
Weak Vs: Bug, Fire, Flying, Rock, Ice, Poison
Attacks: Base + Command Plants, Honey, Razor Leaf
Enhancements: Innate knowledge on dangerous insects
This version of the Slitlong has emerald scales, a forest green-tinted visor and light green-tinted wings . They are the most calm of the Slitlongs, their pleasant when they use up any spare energy and like watching and looking at flowers and small insects like bees and butterflies pollinate them. The best serve as gardeners and picking out the right bugs as they have innate knowledge on plant dangerous critters. They’re capable of pollinating plants, and they are also adapt at controlling weeds and speeding up the growth of small plants, like herbs. They are the only Slitlong capable of producing its own honey, not enough to share among others but barely produce enough for herself. In battle they’ll use Tornado Run with Razor Leaf to make a leafy tornado.
Blue Slitlong: Bug/Ice
Role: Crop/Food Preservation
Strong Vs: Grass, Ice
Weak Vs: Fire, Flying, Rock, Steel
Attacks: Base + Ice Beam, Avalanche, Iceball
Enhancements: None
This version of the Slitlong has sapphire scales and a light, sky-blue visor and navy-tinted wings. They are the calmest of the Slitlong, usually conserving their energy, and using to using their attacks and helping around on the farm. Their personalities aren’t exactly cold and withdrawn but they are very quiet, and chill girls to hang around with, along with the fact they don’t have extremely cold bodies. They’re actually better in the packaging process as they can freeze the food and dart it quickly to a larger freezer to be stored until shipped it can be shipped to market. When in battle they’ll use Avalanche and fly around in the ice storm, and throw them down like daggers at opponents.
Indigo Slitlong: Bug/Ghost
Strong Vs: Bug, Fighting, Grass, Poison, Fighting, Normal
Weak Vs: Fire, Flying, Rock, Dark, Ghost
Attacks: Base + Ominous Wind, Cacophony, Phase
Enhancements: None
This version of the Slitlong has tanzanite-colored scales, a light purple-tinted visor and darkened wings , Their personalities are best described eerily hyper, scary even. They have a tendency to make a wailing sound when flapping their wings. They are best at using their Cacophony attack, which they simulate using their wings to petrify and kill insects in midair, they can also do the same with Ominous Wind, flying through crops, which and petrifying the insects that get caught in the attack. They make excellent security as their wails are quite disturbing at times and can easily wake a person up.
They usually use a speed move plus Ominous Win to repeatedly paralyze a foe.
Violet Slitlong: Bug/Dark
Role: Nocturnal guards
Strong Vs: Grass, Dark, Ghost, Psychic
Weak Vs: Fire, Flying, Rock, Bug,
Attacks: Base + Dark Goggles, Dark Bomb, Dark Shield
Enhancements: Night Vision
This version of the Slitlong has amethyst-colored scales, a solid black visor and lavender-tinted wings, they are the darkest of the Slitlong, usually only through pranks and dark jokes, otherwise their pretty tame. They are the only members of the Slitlong breed capable of seeing in the dark do to a genetic quirk in the breeds, as the other breeds of Slitlong have visors incapable of night vision. Most of them are nocturnal, however they can function during the day-time. Their role on the farm is actually quite different from her sisters as they are better at guarding and leading. They make excellent nighttime guards, and are sometimes employed by small businesses to use as guards and scouts for when moving important cargo across dangerous roads at night. They’re the most defensive of the Slitlong, employing Dark Shield a lot in battle and using it to charge at the opponent, protecting themselves and using a defensive move as a weapon.
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(insert name here) SYMBIOTE, the Parasyte-Bonded (insert title here) Pokégirl
Type: as per base type
Element: Dark/base type
Frequency: Very Rare
Diet: Parasyte feeds on emotions and resultant pheremones, rest of diet varies depending on host. Host gains a great love of chocolate.
Role: as per base type, if applicable, Heavy combat
Libido: Increased from base type
Strong Vs: Psychic, plus base type “Strong Vs”
Weak Vs: Fire, sonic attacks, plus base type “Weak Vs”
Attacks: Bite, Crunch, Acid Tongue*, Beast Rush*, Invis, Invis 2, Invis 3, Fury Swipes, plus base type’s attacks
Enhancements: Strength, durability, endurance, and agility ratings increased by +5, can manifest thick claws and morph jaw into a massive, fang-filled maw with an acid-drooling tongue, can manifest tentacles, plus base type’s enhancements
Evolves: Whatever the base type evolves into
Evolves From: Parasyte bonding to a host
Symbiote is the hesitant classification for a Pokégirl or human bonded to the amorphous Pokégirl known as a Parasyte, since essentially they become a single entity with two minds. A Pokégirl can only become a Symbiote if they accept the Parasyte completely, allowing it to bond with them on a molecular level. Generally it’s only Pokégirls that Parasytes bond with, although humans of both genders can bond with a Parasyte as well. However, humans that bond with Parasytes sometimes become high-libidoed Pokégirls, although this occurs primarily in females, with males being very rare cases. Only recently were Symbiotes added to the official Pokédex, as Parasytes and their hosts are normally secretive.
Symbiote only became the accepted template name for this type of Pokégirl, as studies have shown mutual benefit for both host and Parasyte. One advantage is that the current strength, durability, endurance, and agility ratings of the host are increased by 5, with corresponding increases in muscle size. The host, thanks to the Parasyte’s morphic abilities, can change their Parasyte’s form into regular clothing of any kind or style they wish. Symbiotes also have the ability to turn invisible for brief periods of time, by covering themselves completely with their Parasyte and using its camouflage abilities to blend in completely with their surroundings. Hosts can withdraw their Parasyte completely into their bodies, allowing for removing clothes for Taming to become much easier. Hosts can also morph their hands into long, thick, razor-sharp claws and morph their jaws into massive, fang-filled maws which contain a long, slightly extendable tongue capable of secreting acid. The tongue’s extension range is very short, nothing like that of a LickingTongue. This is usually done while the host completely covered by their Parasyte, although some meaner Symbiotes have been known to do this while their Parasyte isn’t covering them. Symbiotes also can manifest long, thick tentacles, allowing for longer range attacks and for tentacle bondage attacks as well.
Symbiotes are strange Pokégirls, psychologically speaking. Hosts can occasionally be viewed having seemingly one-sided conversations with themselves, when in actually they are speaking with their Parasyte, which is a sentient organism in and of itself. Symbiotes tend to refer to themselves as ‘we,’ referring to their host/Parasyte bond. Higher level Symbiotes studied by Psychic Pokégirls have an almost total mental unity between host and Parasyte. All Psychic-types studying the high-level Symbiotes reported that they had trouble telling the difference between the thoughts of the host and the thoughts of the Parasyte.
Parasytes subsist primarily on strong emotions and pheromones, although they supplement their diets with whatever their host eats. Due to this need for the Parasyte to satisfy her dietary needs, Symbiotes tend to become more outgoing, extroverted, daring, and in some cases, downright rash. Symbiotes LOVE sex, as they are experiencing the sensations of two Pokégirls at once, both the host and the Parasyte. Any Pokégirl host bonded to a Parasyte gains a dramatic increase in their libido. Also, strangely enough, Symbiotes simply adore chocolate of any kind. An offer of chocolate can get a Symbiote to do whatever the person wants, no matter how humiliating it would be normally. Being covered in chocolate and having their partner lick it off of them, or conversely, a partner covered in chocolate and being allowed to lick him or her clean, is a tremendous turn-on for a Symbiote.
Symbiotes, all benefits aside, gain two major weaknesses. They gain a weakness to Fire no matter what their type is normally. This is not to say that Parasytes cannot bond with fire-types, even with Fire-types that have open flames on their bodies (such as CharAmandas), they just have to be very cautious about it. A CharAmanda Symbiote studied show that whenever she used a flame attack, the Parasyte retracted from wherever it was covering that the flame attack came out of. Also, the Parasyte did not take complete shape around the tail of the CharAmanda. They cannot bond with Magmammaries due to their intense body heat. As a side note, thankfully, it’s been discovered that Parasytes cannot bond with Widows due to their extreme body toxicity. This, however, does not mean that Parasytes cannot bond easily with Poison-types.
Another weakness Symbiotes have is sonic attacks. Something about sonics disrupt the molecular bonding a Parasyte has with their host, causing great pain to both. A steady sonic attack can knock out a Symbiote in a few minutes.
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. Although if both a Guyver-bonded or Parasyte-bonded Pokégirl end up in a harem together, they can get along well enough.
*Acid Tongue – (EFT+ ATK 50) The Symbiote coats her extended tongue with an acidic saliva and spits it at the opponent. This also adds an acidic effect to any licking attacks, and has a 20% chance of poisoning the opponent.
*Beast Rush – (ATK 70) The Symbiote sends their Parasyte out along the ground in a shadow-thin form. Once underneath the opponent, the Parasyte shoots up and attacks the opponent, turning into a massive tentacle with a fanged mouth and whipping about..
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TENEBROUS (insert name here), the Sinister (insert title here) Pokégirl
Type: As Base Type
Element: As Base Type plus Dark
Frequency: Extremely Rare
Diet: as base type
Role: combat obsessive, wielder of the Shadow Force
Libido: as base type
Strong Vs: as base type plus Dark, ghost, Psychic
Weak Vs: as base type plus Bug, Fighting
Attacks: as base type plus Focus Energy, Blur, Dark Punch, Dark Kick, Shadow Shot, Shadow Shield
Enhancements: as base type plus Wakefulness, Endurance, Ignore Poison, Enhanced Speed (x3; added to base type’s natural Enhanced Speed, if any), Enhanced Reflexes (x3; added to base type’s natural Enhanced Speed, if any), Enhanced Strength (x5, added to base type’s natural Enhanced Strength, if any)
Evolves: As Base Type
Evolves From: Base type
For some Fighting-type Pokégirls, no matter how good they get, it’s never enough. They keep pushing themselves harder, wanting to reach the next level of ability, to understand and further master the principle of chi, which empowers them. Some Pokégirls, someway, somehow, in their obsession to become better at what they do, stumble onto something that is like chi, but fundamentally different: the Shadow Force. These are the Tenebrous Pokégirls.
Only a Fighting-type Pokégirl can become a Tenebrous Pokégirl, since only they have the understanding and implicit use of chi that enables them to make the connection to the Shadow Force. Exactly what the Shadow Force is still unknown, since the only ones who understand it very well are those who use it, and they are very reluctant to speak of it. It is like chi, but somehow corruptive, taking the user to new and greater heights before leaving them burned out and broken when it’s consumed them totally.
A Tenebrous Pokégirl looks no different than she would from her base type. Her attitude is much different though. A Tenebrous Pokégirl is sullen and withdrawn, becoming taciturn and disdainful of almost everything around her. Those who can sense auras (such as most Psychic-types, some Magic-types, and a few Fighting-types with high chi control) can detect that something is fundamentally wrong with the Tenebrous Pokégirl, but not what. Tenebrous Pokégirls don’t get along well with their Tamer or other members of their Harem. They tend to spend their free time doing nothing but practicing or meditating, regarding all else, such as eating or sleeping (which they don’t need much of thanks to their Wakefulness enhancement), as a waste of time. Even during Taming they try to just finish it as quickly as possible, being mechanical and unaffectionate during the sex. Most Tamers would get rid of a Tenebrous Pokégirl rather fast except for one thing: they are powerhouses in combat.
In addition to the techniques and abilities of the Pokégirl type they evolved from, a Tenebrous is faster, stronger, and more alert than she was before. She is able to keep her energy up for longer periods of time thanks to her Endurance enhancement, and any sort of poison that gets into her system can be ignored for a short while, which is typically all she needs to end the fight, before it affects her. A Tenebrous Pokégirl can use the Focus Energy maneuver to power-up her attacks to a greater degree than she could before as well. She also gains a plethora of attacks from the Shadow Force. She is able to call upon its power to make her image shift and waver, making her harder to hit. She can literally grab any nearby shadow and pick it up, holding it before her to partially block incoming attacks. She can take the raw power of the Shadow Force and coat her hands and feet with it to do extra damage when striking her opponent. The signature move of her new status however is the ability to collect part of the Shadow Force in her hands and throw it at her opponent, much in the manner of a Chi Blast, except with dark energy.
While it may seem like the Shadow Force is superior to the chi that most Fighting-type Pokégirls normally use, in the long run it tends to drain its users. One clue to this is that a Tenebrous Pokégirl, unless her base type is one that is strong against Fighting-types, will be weak against other Fighting Pokégirls. This is a subtle indication that the Shadow Force is not a direct match for chi energy. Most Tenebrous Pokégirls try their best to compensate for this with their wide variety of stealthy combat maneuvers, and can overcome this weakness to a degree, but in the end using chi is still the more worthwhile path to follow. Presumably, any Pokégirl who realizes this can give up on using the Shadow Force and un-become a Tenebrous Pokégirl again, but to date, the few known Tenebrous Pokégirls have never done this. The only other way for a Pokégirl to stop using the Shadow Force is to lose the fighting edge that led her to it in the first place, which means to evolve to a form that doesn’t have the Fighting element. This makes the Pokégirl un-become a Tenebrous Pokégirl, and if she later becomes a Fighting-type, she may again seek out the Shadow Force at will.
A Feral Tenebrous Pokégirl has never been known, but the very idea of one is frightening to those who know of this kind of Pokégirl. They would most likely be uncontrolled engines of devastation that would be very difficult to bring down. No Threshold girl evolving to a Fighting-type has ever been known to become a Tenebrous Pokégirl, and expert Researchers maintain it is probably impossible. Still, even they admit they aren’t totally sure..
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VIDEO GIRL UPGRADE, the Netmistress Pokégirl
Type: Not Very Near Human - Very Near Human
Element: Electric/Varies
Frequency: Extremely Rare
Diet: Electricity (Manifested form)/N/A (Vitual Form)
Role: Data flow management and control
Libido: Customizable
Strong Vs: Electric, Flying, Steel, Water, Varies
Weak Vs: Dragon, Ground, Plant, Rock, Varies
Attacks: Disk Toss, Data Transfer (teleport), Data Stream, Upload, Download, Mag Bomb, Luminare, Magnet Flux, Thunder, All Others Vary
Enhancements: Virtual Form, Wireless Connectivity, Virtual Agelessness, All Others Vary
Evolves: None
Evolves From: Video Girl (Repeated Upgrades)
When a Video Girl undergoes repeated upgrades, to the point that less than twenty-five percent of her original programming remains unaltered, she can be said to have evolved into a Video Girl Upgrade. Much more varied than their unevolved forms, Upgrades are also much rarer due to the lack of programmers with enough skill to successfully upgrade a Video Girl to such an extent without damaging her functionality. For this reason, those that exist tend to be extremely loyal to their "creators," and they're often sought after by those who do not realize the reason for said loyalty. In any case, they usually share the basic abilities of their unevolved form, often taken to a much higher level, and a slew of others that depend on the nature of their customization.
Physically, or rather, virtually, Upgrades differ vastly from Video Girls, in most cases; the avatar data contained within them is one of the easier things to customize, and thus their appearances tend to be in the direction of whatever their programmer likes. Similarly, when physically manifesting (which is another area they tend to be more advanced in than normal Video Girls, creating extremely complex and lifelike physical avatars, though some will look less so than Video Girls, if their programmer is not interested in said avatar), their appearances are hard to assign an average value to, as they depend heavily on what their customization is geared towards, and again, what preferences their programmer has, with forms ranging from quite obvious Not Very Near Human to nearly perfect Very Near Human, sans the projector containing the Lifedisk. The secondary element which some Upgrades gain is also generally reflected by their appearance; an Upgrade who tends toward water might have a blue color scheme, et cetera.
Mentally, the changes are somewhat more consistent, although not a rule by any means. Considering that it normally requires a human programmer of great skill to create an Upgrade, since it's extraordinarily hard for a Video Girl to upgrade herself too drastically without help, most of the breed has, out of necessity, a love for the technologically skilled. Since upgrades to the logical faculties and processing speeds are perhaps the most common changes made to Video Girls, it is rare to see an Upgrade that does not greatly surpass the average Video Girl in both these areas, which makes them seem more intelligent, even if it's actually just working out the answer faster, though many are equipped with vastly more sophisticated computation algorithms. They can also, in cases where their programmers desire such, understand emotions more easily, and even approximate their own emotional responses to situations with far greater accuracy. Again, however, these statements only apply to the average case, and a hugely diverse range of mentalities can be observed in individuals due to varying customization.
In terms of combat, there is a definite difference between real and virtual as far as the breed's prowess goes. On a physical battlefield, they're not particularly great, though hardly inept either; with the achievement of a secondary element, they gain both advantages and disadvantages in this area. Some have been known to shine, and others to dismally fail, which has led to the average being...well, average. Again, what direction her customization is geared is an important factor in determining the aptitude for physical combat that a particular Upgrade will have. They do have the universal advantage of being virtually immortal, though, unless something happens to their Lifedisk, which is extremely rare. It should also be noted that, due to the recompiling process, no changes can be made whilst an Upgrade is physically manifested,
Virtually, on the other hand, most Upgrades are almost invincible. The title "The Netmistress Pokégirl" is not simply for effect; with the faster processing speeds, better logical faculties, more advanced computational abilities, and other technological superiority that sets most individuals well above their preevolutionary form, there is little that can even approach their level. Adding to this, customization leads most to have some further specialty skill(s), resulting in a breed that many League Governments both covet and fear. Needless to say, most Upgrades find themselves in some form of government service, as it's rather difficult for an individual possessing such a potentially powerful breed not to be influenced by either a government or a criminal faction, and those who fall in with the latter thankfully tend to be dealt with quite swiftly because of the extreme security risk they pose. In a similar vein, the possibility of an Upgrade going Viral is feared greatly by many, as such an occurrence could theoretically be as devastating as a Widow attack. However, others maintain that any and all Viral Video Girls would already be considered Upgrades by virtue of their nature.
Sexually, Upgrades are almost as variable as can be, at least when manifested. Naturally, they don't require taming when not manifested, although some have been programmed to tend towards a feral state in that form anyway, for added control. In any case, customization of sexual preferences and the learning of sexual skills is one of the simpler facets of Video Girl programming, and so changes that reflect the owners preferences are almost always made to Upgrades in early stages of programming. This is often done simply to tone down the extreme libido that much of the breed has when manifested under normal circumstances. It should also be noted that said libido can only be adjusted between the thresholds of "Average" and "Extreme" without severely damaging the core of a Video Girl's coding, which is presumably a failsafe put into place by Sukebe. In any case, the breed's feral state can also be adjusted, although not made to be too light or eliminated, which is presumably another failsafe. Since Upgrades cannot physically give birth, Thresholding into one has been deemed impossible.
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WAR ESPER, the ‘Pokéboy Experiment’ Pokégirl
Type: Metamorph
Element: Varies
Frequency: Extremely Rare (Only 18 known to exist, only certain that 3 are still alive)
Diet: Genetic anomaly in their system makes them not need to eat. They will, however, eat if offered.
Role: Male replacement, original ‘Pokéboys’
Libido: Varies
Strong Vs: Varies
Weak Vs: Varies
Attacks: Varies
Enhancements: Deathlessness, others vary
Evolves: None
Evolves From: None
ALL INFORMATION IS CLASSIFIED ULTRA-SUPER TOP SECRET! HIGHEST CLEARANCE ONLY ALLOWED!! DIVULGEANCE OF THIS INFORMATION IS PUNISHABLE BY ERASURE OF YOUR EXISTENCE!! NONE, REPEAT NONE OF THIS DATA MUST BECOME PUBLIC KNOWLEDGE!!!
Sukebe created the vast majority of Pokégirl kind. However his most vile creations, the sixteen General Pokégirls, created these creatures.
Supposedly the supervisors of the project were Artemis the Huntress and Athena the Mad, then known as Athena the Wise, the project starting after the Espers abandoned the Pokégirl forces en masse shortly after their creation. They were an attempt to create a replacement for human males, something that would be more viable to the cause of Pokégirl-kind. They only partially succeeded, and the idea of replacing human males was dropped. Those that were made, one of each of the known elements, were kept and studied to see what use could be made of them.
A shocking discovery was found.
War Espers had a unique ability to become more powerful when they bonded with friendly Pokégirls. The more intimate War Espers became, the more Alpha and Delta bonds they forged, the greater their powers rose. Most became juggernauts of raw power. However, War Espers proved to have an unstable genetic structure. Nearly all became crippled by their own power and eventually self-destructed. Before this mass self-destruction, all survived long enough to produce offspring, but it was always of the Pokégirl species they mated with, never anything remotely resembling a male, or whatever it was that the Generals wanted.
Some believe that War Esper DNA lay hidden throughout the generations, spread throughout the world in the form of the more common Pokégirl types. If so, this could mean that even a humble Bimbo or Ingenue could have the ability to become as strong as some of the Extremely Rare types of Pokégirls. It is uncertain, due to the thinning of the bloodline over the years and the ‘Mutt Syndrome,’ exactly how many people or Pokégirls may be descended from War Espers, but it has been speculated that the unpredictable nature of the bloodline has produced many unique blood gifts. Oddly enough, it’s believed that none of the blood gifts that grant extra fighting power, durability, or endurance are connected to War Esper DNA. No one knows why, but it’s one of the few facts about the breed that we’re certain of.
Only two War Espers are still known to be living, which used to be three until the so-called ‘Athena Incident’ in the Crimson League. Their location is currently unknown and we are making no efforts to find them. Nor will any who value their lives make such an effort. We don’t need the Limbec Pirates finding out about these things and trying to replace mankind with them, or using them against us. And we ESPECIALLY don’t want Sanctuary finding out. Some of them may have noble ideals, but far too many of them are genocidal towards our kind. All data found on War Espers except for this single record are to be deleted, the lab where they are found destroyed.
In terms of abilities and features, they only have a few things in common. They periodically experience tremendous drops in power, accompanied by memory loss and alteration, all of which eventually reverses itself as time passes. This is believed to be due to their unstable genetic structure. Also, all War Espers are masters of whatever element they were created for. Finally, they all have a limited shape-shifting capacity. Each one can assume a completely female form, completely male form, or a hermaphroditic form. One of the survivors has even learned how to assume a fourth form. Each one has assumed many identities over the years, either by choice or by necessity during their memory loss periods, and has specifically requested to be left alone. We’re inclined to do so.
==== SUVIVOR DETAILS ====
Sol
Element: Fire
Libido: Low
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Can use all known Fire techniques. Has three unique techniques, but by his request we are keeping them secret.
Base Level Enhancements: Deathlessness, Flame Mastery, Enhanced Healing (x7), Enhanced Speed (x4), Enhanced Strength (x5)
Current Status: At large
Sol was the first surviving War Esper we found out about. Like all three survivors, he prefers to take a male form. He adopted the nickname ‘Badguy’ at some point, mainly in reference to some of his actions. He is defiant of most authority, and has a great disdain for the Church of the Thousand Gods. He says he knows what went wrong with Athena, but refuses to tell anyone. Known to be searching for two things, someone he calls ‘That Man,’ and another whom he calls ‘the Ender.’ Nobody is certain what this means, except that he means to kill both ‘That Man’ and ‘the Ender.’
Jon
Element: Dark
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Can use all known Dark element techniques. Has several unique techniques, but by his request we are keeping them secret.
Base Level Enhancements: Deathlessness, Dark Mastery, Werewolf form, Enhanced Durability (x4), Enhanced Strength (x6), Enhanced Endurance (x3), Enhanced Senses (x6)
Current Status: At large, with possible base of operations in the Capital League.
Jon has been the least active of the War Espers. He kept mainly to the forests and jungles, getting Taming where he could, and eventually settled down in a small cabin in the mountains of the Capital League. His two most noteworthy achievements were creating several T2 techniques and encountering the second known dimensional traveler, the Nendo-kata Tariko Moroboshi. He is known to have a fearsome fourth form, that of a massive werewolf, that he uses to scare people off.
Ben
Element: Fighting
Libido: Average
Strong Vs: Electric, Fire, Steel, Dark, Normal, Fighting
Weak Vs: Flying, Ghost, Psychic, Poison
Attacks: Dark Fist, Dark Ball, Can use all known Fighting element techniques.
Base Level Enhancements: Deathlessness, Fighting Mastery, Calm Soul, Enhanced Strength (x2), Enhanced Dexterity (x7), Enhanced Agility (x4), Enhanced Speed (x4)
Current Status: Deceased
The most well known of the War Espers, but thankfully not well known for BEING a War Esper. Like Jon and Sol, he preferred to take a male form. He lived many lives, and had many children, one of which became the father of the Legendary Widow Slayer. In one of the few interviews he gave to PLC officials who knew what he was, he admits that he wishes he could have been a part of his grandson’s life. He was spotted by his son Vincent during the ‘Athena Incident,’ and is the one who confirmed the deaths of both the Widow Slayer and Omega Athena. He recovered his grandson’s body and gave him a proper funeral with his grandson’s friends in attendance. His ashes were subsequently hidden, so no one could possibly extract War Esper DNA from him. He has since taken on his grandson’s name, continuing to wander the earth.
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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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WAR ESPER, the ‘Pokéboy Experiment’ Pokégirl
Type: Metamorph
Element: Varies
Frequency: Extremely Rare (Only 18 known to exist, only certain that 3 are still alive)
Diet: Genetic anomaly in their system makes them not need to eat. They will, however, eat if offered.
Role: Male replacement, original ‘Pokéboys’
Libido: Varies
Strong Vs: Varies
Weak Vs: Varies
Attacks: Varies
Enhancements: Deathlessness, others vary
Evolves: None
Evolves From: None
ALL INFORMATION IS CLASSIFIED ULTRA-SUPER TOP SECRET! HIGHEST CLEARANCE ONLY ALLOWED!! DIVULGEANCE OF THIS INFORMATION IS PUNISHABLE BY ERASURE OF YOUR EXISTENCE!! NONE, REPEAT NONE OF THIS DATA MUST BECOME PUBLIC KNOWLEDGE!!!
Sukebe created the vast majority of Pokégirl kind. However his most vile creations, the sixteen General Pokégirls, created these creatures.
Supposedly the supervisors of the project were Artemis the Huntress and Athena the Mad, then known as Athena the Wise, the project starting after the Espers abandoned the Pokégirl forces en masse shortly after their creation. They were an attempt to create a replacement for human males, something that would be more viable to the cause of Pokégirl-kind. They only partially succeeded, and the idea of replacing human males was dropped. Those that were made, one of each of the known elements, were kept and studied to see what use could be made of them.
A shocking discovery was found.
War Espers had a unique ability to become more powerful when they bonded with friendly Pokégirls. The more intimate War Espers became, the more Alpha and Delta bonds they forged, the greater their powers rose. Most became juggernauts of raw power. However, War Espers proved to have an unstable genetic structure. Nearly all became crippled by their own power and eventually self-destructed. Before this mass self-destruction, all survived long enough to produce offspring, but it was always of the Pokégirl species they mated with, never anything remotely resembling a male, or whatever it was that the Generals wanted.
Some believe that War Esper DNA lay hidden throughout the generations, spread throughout the world in the form of the more common Pokégirl types. If so, this could mean that even a humble Bimbo or Ingenue could have the ability to become as strong as some of the Extremely Rare types of Pokégirls. It is uncertain, due to the thinning of the bloodline over the years and the ‘Mutt Syndrome,’ exactly how many people or Pokégirls may be descended from War Espers, but it has been speculated that the unpredictable nature of the bloodline has produced many unique blood gifts. Oddly enough, it’s believed that none of the blood gifts that grant extra fighting power, durability, or endurance are connected to War Esper DNA. No one knows why, but it’s one of the few facts about the breed that we’re certain of.
Only two War Espers are still known to be living, which used to be three until the so-called ‘Athena Incident’ in the Crimson League. Their location is currently unknown and we are making no efforts to find them. Nor will any who value their lives make such an effort. We don’t need the Limbec Pirates finding out about these things and trying to replace mankind with them, or using them against us. And we ESPECIALLY don’t want Sanctuary finding out. Some of them may have noble ideals, but far too many of them are genocidal towards our kind. All data found on War Espers except for this single record are to be deleted, the lab where they are found destroyed.
In terms of abilities and features, they only have a few things in common. They periodically experience tremendous drops in power, accompanied by memory loss and alteration, all of which eventually reverses itself as time passes. This is believed to be due to their unstable genetic structure. Also, all War Espers are masters of whatever element they were created for. Finally, they all have a limited shape-shifting capacity. Each one can assume a completely female form, completely male form, or a hermaphroditic form. One of the survivors has even learned how to assume a fourth form. Each one has assumed many identities over the years, either by choice or by necessity during their memory loss periods, and has specifically requested to be left alone. We’re inclined to do so.
==== SUVIVOR DETAILS ====
Sol
Element: Fire
Libido: Low
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Can use all known Fire techniques. Has three unique techniques, but by his request we are keeping them secret.
Base Level Enhancements: Deathlessness, Flame Mastery, Enhanced Healing (x7), Enhanced Speed (x4), Enhanced Strength (x5)
Current Status: At large
Sol was the first surviving War Esper we found out about. Like all three survivors, he prefers to take a male form. He adopted the nickname ‘Badguy’ at some point, mainly in reference to some of his actions. He is defiant of most authority, and has a great disdain for the Church of the Thousand Gods. He says he knows what went wrong with Athena, but refuses to tell anyone. Known to be searching for two things, someone he calls ‘That Man,’ and another whom he calls ‘the Ender.’ Nobody is certain what this means, except that he means to kill both ‘That Man’ and ‘the Ender.’
Jon
Element: Dark
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Can use all known Dark element techniques. Has several unique techniques, but by his request we are keeping them secret.
Base Level Enhancements: Deathlessness, Dark Mastery, Werewolf form, Enhanced Durability (x4), Enhanced Strength (x6), Enhanced Endurance (x3), Enhanced Senses (x6)
Current Status: At large, with possible base of operations in the Capital League.
Jon has been the least active of the War Espers. He kept mainly to the forests and jungles, getting Taming where he could, and eventually settled down in a small cabin in the mountains of the Capital League. His two most noteworthy achievements were creating several T2 techniques and encountering the second known dimensional traveler, the Nendo-kata Tariko Moroboshi. He is known to have a fearsome fourth form, that of a massive werewolf, that he uses to scare people off.
Ben
Element: Fighting
Libido: Average
Strong Vs: Electric, Fire, Steel, Dark, Normal, Fighting
Weak Vs: Flying, Ghost, Psychic, Poison
Attacks: Dark Fist, Dark Ball, Can use all known Fighting element techniques.
Base Level Enhancements: Deathlessness, Fighting Mastery, Calm Soul, Enhanced Strength (x2), Enhanced Dexterity (x7), Enhanced Agility (x4), Enhanced Speed (x4)
Current Status: Deceased
The most well known of the War Espers, but thankfully not well known for BEING a War Esper. Like Jon and Sol, he preferred to take a male form. He lived many lives, and had many children, one of which became the father of the Legendary Widow Slayer. In one of the few interviews he gave to PLC officials who knew what he was, he admits that he wishes he could have been a part of his grandson’s life. He was spotted by his son Vincent during the ‘Athena Incident,’ and is the one who confirmed the deaths of both the Widow Slayer and Omega Athena. He recovered his grandson’s body and gave him a proper funeral with his grandson’s friends in attendance. His ashes were subsequently hidden, so no one could possibly extract War Esper DNA from him. He has since taken on his grandson’s name, continuing to wander the earth.
back to the master index