ABSLUT, the Darling Disaster PokéGirl
Type: Not Very-Near Human
Element: Dark
Frequency: Very Rare (Edo and Sunshine Leagues), Extremely Rare (All other Leagues)
Diet: sunlight and moonlight, but can digest human style foods.
Role: Early warning system
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Quick Attack, Scratch, Leer, Double Team, Razor Wind, Crunch, Dark Blade, Future Sight
Enhancements: Foresight, Enhanced Speed (x3)
Evolves: None
Evolves From: None
Never before, has there ever been a Pokégirl that has been as misunderstood as the Abslut. Even when they were created back during Sukebe's War, they were a species of Pokégirl that found themselves the target of dislike and mistrust by those that were considered their betters, since the Abslut were in a very niche role while other species were on the front-lines fighting against humanity. The reason was that the Abslut's claim to fame, (or infamy, depending on the observer) is that the species would appear whenever a natural disaster was about to happen.
An Abslut uses her sharp senses to detect subtle changes in the land, sea, and air. Couple that with her knowledge of natural balance, and an Abslut can predict oncoming natural disasters, (she may also be able to use her `Future Sight' technique in a similar way to sense dangers to her Tamer). The Absluts apparently have concern for the safety of not only Pokégirls, but humans because once an Abslut detects an oncoming disaster, she goes off to the nearest human settlements to give warnings to the people.
Although the Abslut has an attractive, athletic build, standing at around 5'8" with soft and generous C-Cup breasts, there is no way an Abslut could be confused with a normal human girl. What flesh isn't covered in a snowy-white coat of fur that is very soft to the touch, is the color of dark blue: her face, her bat wing-like tail, the gem in her forehead, and a scythe-like growth on the right side of her head, (some believe this to be an abnormal development of the Abslut's right ear).
Despite its appearance, this `scythe' is actually very soft to the touch, particularly whenever Abslut is neither tense nor angry; when she does become so, the `scythe' lights up with a dark light and becomes dangerously strong and sharp, though an Abslut will not use this to actually harm her instigator. Because of this, the Abslut's way if hearing is similar to that of a Hooter's, as with having one ear point upward, and one point downward, thish supposedly helps an Abslut to hear the exact location any sound is coming from.
Interesting, although the Darling Disaster Pokégirls are a Dark-type, which are notorious for being moody loners, Absluts are very gentle-natured Pokégirls, be they Domestic or Feral, that go out of their way to warn people of up-coming disasters by appearing before them. When they are not warning people in nearby cities or being part of a Tamer's Harem, most Absluts will spend their time up in mountainous areas, or lack there of, they will go to where the altitude is highest.
Absluts today are popular as pets in earthquake-prone areas like the Eastern Islands of the Edo League, and the Sunshine League's Magma Islands because they'll warn their owners of when one is coming. In addition an Abslut's cry easily resembles a warning siren. Unfortunately, over the course of the past three-hundred years, people have developed a misunderstood view of the Pokégirl; they pertain a superstitious belief towards Absluts, pointing towards them having a cause-and-effect relationship with disasters like earthquakes, hurricanes, or Widow attacks, which attributes to the species' "bad luck" image. However, concerning the people who have come to understand the Pokégirl, Absluts are quite popular as pets and as a Pokégirl for a Tamer's Harem in areas prone to natural disasters since they can warn their owners of large-scale danger. This makes the Abslut a significantly valuable Pokégirl for any Tamer to have when facing the many dangers in the wilds of the world.
When it comes to fighting, an Abslut is all about prevention. The Future Sight is a technique that allows the Pokégirl to have her Tamer and Harem avoid the oncoming battle should it clearly be too dangerous. Prevention is even something Feral Absluts follow, which makes them a rare find in the wilds when a disaster isn't occurring. And if a battle should take place, the Future Sight technique, mixed with use of Double Team, makes the Abslut a difficult Pokégirl to actually afflict damage upon, while she bites down with Crunch, before turning to techniques which would now attain a more powerful punch.
However, one should be warned about the reason an Abslut is all about preventing herself from being placed in a PokéBattle if she can help it. While Absluts have quite a bit of strength to their attacks, their defense rating is terribly poor. Their bodies are noticeably weaker than a lot of other Pokégirls, and damage really adds up on them, especially if a Fighting-type technique should hit. Also, if an Abslut encounters faster Pokégirls like Cheetit or Chocoboob, she could easily become confused. Combine a strong attack with poor defense, and an Abslut will end up inflicting a great deal of damage upon herself, possibly even take herself out during battle.
When it comes to Taming an Abslut, there's nothing more she likes better than having her small `scythe' played with. Nipping, licking, or kissing the growth will make an Abslut wet between the legs incredibly fast. Top this off with playing with her soft white breasts and dark-nipples, and you'll have a Pokégirl begging for a long, harsh Taming session. There seems to be no favored position, as long as their Tamer has access to their `scythe'. Interestingly enough, Absluts are a favored Pokégirl for female Tamer, as that Scythe becomes particularly useful for fun between the sheets.
Currently, there have been no occurrences of a girl Thresholding into an Abslut. However, if it were to occur, it would most likely be in the Edo League or Sunshine League, where the species has proven quite popular.
· Future Sight - (EFT) A Psychic-based technique that allows the Abslut to briefly view into future events anywhere from a mere twenty-second to a full five minutes into the future. The clarity of the vision depends on the state of the Abslut. One at rest could get the full use from the technique, while during battle and duress, one could only tap into the technique for only a minimal amount of time. back to the master index
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ALAKA-WHAM, the Psychic Powerhouse Pokégirl
Type: Near Human
Element: Psychic
Frequency: Very Rare
Diet: human style food
Role: security, often with administrators or researchers. Also make excellent Alphas
Libido: Average (higher with high-Empathy Tamers)
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Teleport, Telepathy, Telekinesis, limited Precognition, Healing, Barrier, Psychic, Psywave
Enhancements: High psi capabilities, Enhanced Intelligence (x15), highly developed nervous system
Evolves: None
Evolves From: Ka-D-Bra (normal)
Alaka-Whams continue the growth begun when they became Ka-D-Bras, gaining a few inches in height for a maximum height of 6'0. Their skin (once again sans antennae) darkens to a deep red, and their antennae max out at nearly a foot in length. Many Alaka-Whams keep their antennae back, flat against their head, unless actively wielding their psychic powers. Their bust also increases, usually upwards on an E-cup. Their breasts are so large, in fact, that their frail bodies can't support the weight without assistance. Alaka-Whams rely on constant, low-level telekinesis to help support the weight of their massive chests.
Their powers also increase dramatically, giving them a wide variety of Psychic attacks, defenses, and support abilities. Using Telepathy and Precognition to stay one (or more) steps ahead of their opponents, they use Barrier and Teleport to avoid any attacks their opponent conceives of throwing at them. They usually overwhelm their opponents fairly quickly using a combination of Telekinesis, Psychic, and Psywave.
Though always viewed with some suspicion, it wasn't until Mao's Rebellion that active distrust was a factor in modern times. The baseline mistrust comes largely from jealousy of their extreme intelligence. Their typical IQ is about 500, though some exceptional individuals can be even higher. This intelligence leads them to a rivalry of sorts with the Supe-Bra Genius, who they view as intellectual equals. However, the Supe-Bra Genius's wide assortment of mental instabilities is a point of contempt, with the Alaka-Wham seeing them as erratic and inefficient.back to the master index
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ANGELMAID, the Air Support Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Very Rare
Diet: normal human foods
Role: cleaning, maintenance, high altitude rescue, battle support
Libido: Average to High
Strong Vs: Fire, Ghost, Rock
Weak Vs: Fighting, Magic, Psychic
Attacks: Glare, Capture, Sexual Domination, Dodge, Quick Attack, Feather Blizzard, Edge of Delight, Reflect, Burst, Barrier, Teleport
Sex Attacks: Sexy Hug, Spank, Phantom Touch
Enhancements: transparent second eyelid, subdermal markings are actually heat/pressure sensors, enhanced immune system, highly enhanced digestive system, sense of smell is mildly acute, wings, lung capacity, Limited Metamorph - can manifest wings or dismiss them at need
Evolves: None
Evolves From: Maid Yvette (Orgasm + "Mile High Club" + Mana Crystal)
The once maligned Maid Yvette breed has a third evolution that was only found recently by rather 'inventive' Tamers while riding in an Airship over mile off the ground. Now an AngelMaid, these Pokégirls stand about 5'4" and have B-to C-cup breast sizes (None with D-cups have yet been documented). Because of the evolution, AngelMaids now have a pair of wings, much like those found on a Valkyrie. Their wings are each at least 50% larger than the height of their bodies, often giving them a wingspan of around 14ft. These AngelMaids are much more intelligent than their predecessors, and are commonly used for even complicated procedures. They have distinct personalities now, and much prefer a 'real' name compared to being called by the name of their breed.
AngelMaids have been known to be used to repair ski lifts and fly in terrible weather in order to save human and Pokégirl alike that are stranded in the mountains. Due to their magical nature, and the new attacks (Magic, yes, and Flying attacks thanks to their wings) that are at an AngelMaid's disposal, they can often harass an opponent or feral Pokégirl to the point that the Pokégirl finally leaves. In battle, these techniques are useful, but the AngelMaid does not have the strength or attacks necessary to win outright. Instead, the try to wear their opponent out as much as possible. This evolution has sparked much interest in AngelMaids, some researchers have even come out and said that this evolution is the proof needed to say that Maid Yvettes are not failures in the slightest. This evolution fulfills the reasons that the Maid Yvettes were created for.
Tamers with AngelMaids have often found that the AngelMaids have a high sense of loyalty to their masters, thanks to the fact that the Tamer found them worth keeping long enough as a Maid Yvette to give them the chance to evolve into this form. It is speculated (but unknown) that a Delta Bonded Maid Yvette, in similar circumstances without an Angel Stone, will produce an AngelMaid as well.
AngelMaids are not fond of Domina breeds at all, and will attempt to gain the upper hand momentarily over any Domina to keep them from doing what they do best. As such, Dominas dislike AngelMaids and relish the chance to dominate them. No AngelMaid will allow this to continue for any length of time, and will use Sexual Domination and Capture to stop the Domina, if given the chance. Despite knowing some Sex Attacks, AngelMaids do not care to use them unless with those she cares for, which makes her a terrible choice for Sex Battles. It is unknown as to why the AngelMaid knows the same attacks (Sexual Domination and Capture) that a ParisMaid knows, but it is assumed that these attacks may be known by any evolution of a Maid Yvette.
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ANIMA, the Angel of Suffering Pokégirl
Type: Semihuman (Metamorphic)
Element: Magic/Ghost/Psychic (Celestial)
Frequency: Extremely Rare
Diet: Carnivorous
Role: Living Tragedy
Libido: Variable
Strong Vs: Normal, Magic, Psychic, Fighting
Weak Vs: Sonic attacks, ‘Toxifying’ Magic
Attacks: Heaven’s Arrow, Transcendant Sword, *Pain, Soothing Mist, Highway to Heaven, Withdraw, No Sell, Feel the Burn, Dark Bomb, Dark Shield, Dark Matter, *Oblivion
Enhancements: Loses ultra-dense skin, Body spikes, Telekinesis, Telepathy, Emotion manipulation, Sensation control, Enhanced Regeneration (x6), Limited Metamorph, Solid Ether Shell, Manifest Weapon: Chains
Evolves: None
Evolves From: Penance (Further abuse)
As hard as it is to believe, an evolution for the Penance has been discovered. When Penances go through even more abuse, at least a week’s worth in all known cases, they undergo a horrifying evolution. They become the most twisted, distorted vision of a Pokégirl ever. And, to people’s dismay and surprise, they are Celestials.
Upon evolution to Anima, Penances lose their ultra-dense skin, trading it in for normal skin and a series of spikes lining their arms and going across the tops of their heads. Their skins become darker, more mottled and scarred, as the leather straps that once covered them become ragged bandages that cover precious little. Their teeth become razor sharp, and one eye vanishes from its socket if it hadn’t already been removed by the torture. Two halves of a grayish-blue shell of solid ether surround them, one that they can close and open at will for protection. And around their chest, binding their arms in a position where they are covering their breasts, are a pair of thick chains. Around her wrists and ankles are metal clamps. These ‘accessories’ may symbolically suggest that the Anima is now trapped in her pain. Which is certainly close to true, as their body spikes constantly hurt them. Blood can be seen running down their arms and faces at regular intervals, despite their regenerative powers.
This Pokégirl is a tragedy made flesh. The fact that even one exists is horrifying, but there have been at least six recorded cases of an Anima being created throughout history. Animas are to be pitied. But they are also not to be taken lightly, either. They possess tremendous psychic ability, and are constantly broadcasting a low-level pulse of psychic energy. That pulse contains a constant projection of the pain and madness they suffer. Most psychic-type Pokégirls that encounter an Anima suffer from dementia and nightmares for weeks afterwards. They have tremendous telekinetic prowess, and have a long ‘reach’ with their telekinesis. They can take all the pain they are suffering and use it as a concentrated psychic attack, infusing it with magical energy for a 50% chance of inducing a random status effect.
They have two abilities, however, that are more frightening than most attacks out there.
The first ability is the chains. Animas can summon chains spiked chains with hooks on them from anywhere. They have the ability to manipulate these chains as if they were extensions of their own limbs, frequently using the hooks on the end of the chain to mutilate their victims, tearing off ragged chunks of meat and eating them. These chains have almost become the trademark of the breed, and are feared.
Their most frightening ability is their exclusive attack, a Celestial/Dark-element move called Oblivion. Bloody chains shoot out of dark portals in the ground, wrapping around the legs of an opponent and dragging them back down into the portal. What happens has never been personal witnessed by researchers, but one of the few Pokégirls who’ve been struck with the attack has come forward with a full description of the chilling move, which will be listed below. Suffice to say, it’s an unpleasant move.
Animas, mentally, are completely insane. Because of the abuse they’ve suffered as a Penance, they’ve lost hold of any grip on reality. Their personalities range from constantly terrified to the point of violent hostility towards anything in their vicinity, to vicious, cruel sadists that delight in pain and take a perverse pleasure from torturing and raping their victims.
Against all logic, Animas do seek out Taming. They wander around, the frightened ones kidnapping people in secret and taking what they need from them by pinning them down with their chains and forcing them to arousal with their tongues, taking what they need from there and brutally murdering them afterward. The sadists cruelly torture their victims, bringing them to the edge of pleasure and pain as they destroy them mentally and physically.
Disturbingly, in two of the six known cases of an Anima existing, in two cases the Anima had an active Tamer.
One case is that of Seymour T. Guado, known member of Team Rocket. Early in Seymour’s life, he was strongly connected to his mother. His father, Jyscal, was a cruel, heartless man who abused his Pokéwoman wife until she became a Penance. Infuriated and concerned that the discovery would ruin his standing in the community, he kept his wife locked up and beat her daily, trying to actively kill her. She became an Anima, but before she could kill Jyscal, her son did the deed for him. He took in his own mother, eventually Taming her and making him the Alpha of his own personal harem. He and his Pokégirls, due to the constant exposure to the maddening psychic waves drove them made. They joined Team Rocket, but were all killed by a Tamer named Tidus Zanarkand and his Harem during a raid on the Viridick Gym shortly after the arrival of the alternate universe visitor, Ranma Saotome.
The second case is also the only known living Anima, as all others have been put out of their misery. A sadist type, this particular Anima was taken in by former Blue League military tamer Captain Elliott Spencer. Captain Spencer was known for his own cruelty, as well as his bloodgifts of regeneration and durability due to his Steel-type ancestry. This made it easy for him to both relate to the Anima and tame her. The two have since become an infamous duo, an embarrassment to the Blue League, and a high bounty is out for their capture and execution. Caution is advised in confronting them, as Captain Spencer is known for his cleverness, depravity, and vicious creativity.
What is strangest about these girls is that in every recorded incidence of an Anima being created, every Celestial Pokégirl within a 100-mile radius of the Anima suffers a tremendous bout of psychic pain that lasts for several minutes. Those that were willing to come forward after feeling the attack claim that the feeling is like having electrified acid poured over their whole bodies…
A kill-on-site order is in effect for any and all Animas in existence in the present or future. Not just because they are dangerous, but because they are also in constant pain. It’s a mercy killing… Incidentally, for anyone who creates an Anima, a far worse punishment has been approved for general use. Creating things like a Penance, Panthress, or Hyperdoll is bad enough. But this is beyond unforgivable and will not be tolerated. UNDER ANY CIRCUMSTANCES.
THE FOLLOWING INFORMATION IS CLASSIFIED TOP-SECRET EYES ONLY AND MUST NOT, UNDER ANY CIRCUMSTANCES, BE PLACED IN THE PUBLIC POKÉDEX.
There has been a seventh Anima. The very first one, to be precise.
After the Athena Incident ended, some of Athena’s bases were raided by Crimson League officials, many of Athena’s personal journals being found. They were turned over to the PLC and other interested parties, the shocking discovery of the reason behind Athena’s madness being discovered at last. Along with that, the fate of the missing General Pokégirl, Artemis, was discovered as well.
Apparently, near the end of the Revenge War, Artemis was captured by human forces and tortured ruthlessly in her interrogation. The techniques used on Artemis were relentlessly brutal. Athena led a squadron of Celestial Pokégirls to rescue Artemis, but they were all captured and held prisoner by the humans. The torture of Artemis continued, and she eventually turned into a Penance right before Athena’s eyes.
The horror on Athena’s face apparently made her captors realize that she and Artemis were lovers. They continued to brutalize Artemis, who had been crippled before her evolution and was unable to run away.
Things got bad when Artemis evolved from a Penance into an Anima.
Athena’s writings stopped after a point, detailing her plans for a rescue, and resume after her escape. Apparently the shock of the evolution startled her captors enough that Athena was able to break free and slaughter them. Artemis was too weak to move from the torture she had suffered, and had said only three words to Athena.
“Kill me. Please.”
Athena had to kill her own lover. With further research done into the topic today, it’s believed that Artemis was Athena’s Recognition partner. Add into that the psychic trauma the Celestials under Athena’s command suffered by the Anima evolution and the physical torture they suffered under their inquisitors, and it becomes less of a mystery as to why the Bloody Angels unit was formed. The Bloody Angels, comprised of all the Celestials that were under Athena’s command, committed acts of cruelty so great that some Mazouku still speak with jealousy of them today. They were all killed, but some, such as Hild, hold the unit in high regard. Athena was the only survivor, a once wise General become a mad seeker of vengeance.
The intense feelings generated in Celestials who have experienced the backlash Anima evolution, in many cases, have led those who experienced it to believe that humanity that humanity needs direction. This fact that has, unfortunately, to much backlash against Celestials in general because it manifests itself in many, ranging from gentle kindness that can exceed even that of their more altruistic, unaffected kin to outright busy-bodyness, and the latter, although only affecting a fairly small minority, has been greatly capitalized on by their detractors. Regardless, though, these 'affected' Celestials, in general, feel a need to keep solid control of things and create order in their world. This has led these Celestials, moreso even than the normal variety, to conflict with Macavity many times. However that is an unrelated topic.
If you’ll forgive this researcher for saying so, but the fact that the Anima exists at all makes me wonder if Sukebe wasn’t right in the first place…

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

Oblivion (ATK 300) – The Anima’s lower body morphs into a twisted column of flesh and stone, embedding itself into the ground. Chains appear out of a portal underneath the opponent, wrap around the opponent’s lower body and drag them back down into the portal, the Anima’s shell closing around her body. Underneath the portal is a dark, empty void and the new form of the Anima’s lower body. The shell surrounding it unwraps, looking like skin opening up, revealing a monstrous, skeletal, vaguely female creature. The creature ruthlessly pummels the opponent for several hits, and then literally blasts them back to reality by creating an explosion of energy that knocks them out of the pocket dimension. The Anima’s lower body returns to normal afterwards.
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ARCHANGEL, the Angel of War Pokégirl
Type: Near Human Metamorph
Element: Flying/Magic (Celestial)
Frequency: Extremely Rare
Diet: Human style foods.
Role: Aerial Commanders.
Libido: High
Strong Vs: Bug, Fighting, Normal, Dark
Weak Vs: Electric, Poison, Water
Attacks: Double Edge, Air Recovery, Seismic Toss, Hurricane Kick, Crescent Kick, Reverse Crescent, The Calm Soul, Feather Shuriken, Gust, Wing Buffet, Tempest, Energy Blade, Dazzle, Power Bolt, Rune Chain, Artemis' Bow.
Enhancements: Limited Metamorph - can manifest wings or dismiss them at need, Efficient digestive and immune system, Night Vision, Enhanced Reflexes (x4), Enhanced Strength (x6), Enhanced Speed (x3), Enhanced Flight Speed (x2).
Evolves: None
Evolves From: Fallen Angel (Combat Variety Only: Return of Emotional closeness + Dawn Stone)
One of the rarer Pokégirls, even in this day and age, it is speculated that the existence of Archangels might not have ever reached beyond a -very- select group of tamers had it not been for Rosa Celestia. Although details of the discovery remain unknown, rumor has it that the Archangels and the Cherubim were both discovered by a member of Rosa Celestia's Society of Knowledge during experiments to test the plausibility of Fallen Angels being able to return to their previous forms. Regardless of the circumstances of its discovery, the Archangel breed has proved to be a great help to many of Rosa Celestia's wandering Knights.
Once having emerged from her self-hewn emotionless shell, a Combat-type Fallen Angel gains the potential to evolve into an Archangel, but the actual change can only be brought about by simultaneous contact with a Dawn Stone. Once this is achieved, the evolution occurs. As far as physical changes go, they vary from case to case. Some Archangels' hair returns to the original blonde, others' stays its fallen color, and still others' becomes a new color all together. Eye color has a similar change, but it tends to slide most often towards staying the same. Many times, an Archangel's skin will also become more tanned, but this varies a tremendous among, with the very uncommon case actually growing lighter. The only real physical change shared by all Archangels is the development of a second set of wings, usually matching the first pair, but being placed lower on the back. The two sets of wings can be summoned and dismissed separately, allowing Archangels to pass for Angels or Fallen Angels if they so desire.
Insofar as combat goes, Archangels tend to be mistresses of aerial combat, especially close-range. Having gained the fighting type, increased strength, and improved aerial speed and agility, she tends to fight at nearly point blank. But the techniques available also allow slight ranged combat abilities, mostly used in the event that the Archangel needs a moment to recover her breath and suchlike, and some magic attacks allow for challenging those Pokégirls upon whom physical attacks are weak or ineffectual. The Archangel's wings, both sets, are also significantly more durable than her previous evolutions,' allowing them to be used as a limited shield.
Having previously Fallen due to overexposure to violence of combat, but then having been redeemed by becoming willing to care about another again and acknowledging that maybe not everyone is going to die immediately, the evolved Archangel will be similar in mentality to the 'redeemed' combat-type Fallen Angel she evolved from, but with a slight difference in that she now tends to find joy in battling, so long as it is with the Master. Also, so long as she remains with the Tamer who redeemed her, the Archangel will be more overtly loving, even in public, and will tend to have a libido in the 'high' range. Rosa Celestia researchers believe that the libido increase is more mental than physical, as Archangels do not tend to go feral much faster than Fallen Angels, if faster at all.
When it comes to the actual subject of taming, Archangels are generally very un-Celestial about the subject, likely as a holdover from being a Fallen Angel. As such, they tend to be fairly open about it, though that isn't to say an Archangel is going to try to get in her tamer's pants in public; she still has a sense of decency in public. Also, some (perhaps 60% of documented cases) seem to develop, if they do not already have such, an enjoyment for somewhat rougher sex. Of course, this is only true with the tamer who redeemed them (and possibly his/her harem); if they somehow end up in the harem of another, they will tend to act more like a garden-variety Celestial. Thresholding, due to the nature of their creation, is likely impossible, although their rarity makes this very hard to confirm. No cases exist on official records, however, even those released by Rosa Celestia with the opening of the Scarlet League.
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ARCHMAGE, The Sorceress Supreme Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Extremely Rare
Diet: Human standard (x2)
Role: Sages, Long-range bombardment, and everything in between.
Libido: High
Strong Vs: Magic, Psychic, Fire, Lightning, Ice
Weak Vs: Ghost, Normal(!), Fighting, Rock
Attacks: Force Bolt, Megido, Teleport, Dispel, Runic, Gravitation, Barrier, Hypnotic Gaze, Angel Eyes, Rune Chain, various magic spells
Enhancements: Magical Affinity, Improved Concentration (x3), Enhanced Dexterity (x4), Enhanced Sensitivity (x4), Enhanced Reflexes (x4), Mana Efficiency, Slow Aging, Item Creation, Perfect Magical Analysis
Evolves: None
Evolves From: Sorceress/Enchantress (E-Stone Ceremony @ L50+)
If a simple Witch represents untapped potential, the Sorceress represents power, and Enchantresses represent creation, then the Archmage is truly the apex of all three. Although no longer explicitly identified as the most powerful breed of spellcasting Pokégirl, thanks to the recent discovery of the Hild, Archmages are still certainly what are commonly considered the pinnacle of spellcasting Pokégirls. Evolving from the most skilled Sorceresses and Enchantresses, they represent the highest accomplishments in magical ability from the primary magic-type evolution tree, and it would not be an exaggeration to say that they rank amongst the most powerful breeds of Pokégirl known today.
Not only do Archmages possess considerable magical reserves, but they also become, upon evolution, more efficient with their spellcasting, allowing them to cast spells with greater frequency and with less strain upon themselves. They can easily channel magical energy from ley lines or other magically intensive locations, and they cab absorb the energy from spells cast at them from all but the most overwhelming sources using their Runic technique – and there are few who can hope to overwhelm an Archmage with magic. They can cast more powerful spells than just about any other spellcasting Pokégirl and can cast lesser spells with almost no effort at all. Among spellcasters, only an Elementalist, using their chosen element, or the rare Hild breed, can outmatch an Archmage's spellpower, and rarely can they match the Archmage's range of learning and flexibility.
Archmages are a physically unimpressive breed and have no universally defining traits. Their appearance varies dramatically from individual to individual, and sometimes even from her previous evolutionary form, due to the effects of the evolution ceremony upon their body. Tall or short, busty or flat-chested, the entire range exists among Archmages. However, the breed is often fond of smooth, flowing clothes, due to the sensitivity of their skin, and individuals often wield staffs of their own creation as focuses for their power.
Though they are very dexterous and good with their hands, a necessity to perform certain complex casting rituals, they are otherwise only marginally tougher than a normal human, and are in fact surprisingly vulnerable to physical attacks of many kinds. Naturally, countering this weakness is a high priority for many Archmages, leading them to surround themselves with layers of magical protection, intended to keep their greatest threat as far away from them as possible. While they do not naturally come with the ability, many Archmages choose to create and use various spells to facilitate flight, to further distance themselves from danger. Archmages are, however, one of the rare breeds gifted with powerful abilities of concentration, enabling them to retain focus on whatever they are doing even if they were to take painful hits.
Only the bravest and most stubbornly reckless Archmages bother with close combat on any regular basis, preferring to attack from as far away as possible with spells, attempting to exploit any elemental weaknesses they can, and through careful use of their magical techniques.
Like the Sorceress breed, Archmages tend to have beyond healthy appetites, requiring roughly twice the amount of nutrition that a human would per day to stay in top magical form. They can survive on considerably less, but it is a tremendous drain on their ability to generate magic and concentrate, and thus Archmages try to avoid that at all costs. Considering their advantages, keeping your Archmage contentedly well-fed is well worth whatever the expense.
Archmages tend to shake their heads internally whenever they see a Magic Knight, considering them both silly and violent, but nonetheless tend to respect the breed greatly, as Magic Knights, while among the rarest Pokégirl breeds, are also one of the best prepared to take an Archmage down, capable of defending against their spells and forcing the Archmage into close-quarters combat.
Inheriting the Enchantress's item creation capabilities, all Archmages have the ability to enchant magical items for themselves or for their Tamer. This can make an Archmage's Tamer a very rich man. As far as tamings go, Archmages are as variable as they are in appearance. No longer ticklish (usually!), they tend to take after the Enchantress in them, wanting it as often as they can get it. As they are so sensitive, it is a rare Archmage that doesn't have a spell or two to enhance their – or their tamer's – ability to keep going until the Archmage is satisfied.
Feral Archmages are practically unheard of, as they cannot arise normally in the wild, but should one unfortunately fall into the feral state, Archmages become much more violent and extreme, much like the original Witch. Considering the power at one Archmage's disposal, this is a very bad thing, and should be avoided at all costs. It should be noted, however, that most Witch evolutions can recognize an Archmage on sight, and it is not unheard of for that intimidation factor to cause Feral Witches to consent to capture rather than fight an impossible battle.
Archmages were unseen until the later half of the Revenge War, when a small number of elite Sorceresses survived the ceremony and began making coordinated attacks upon military bases and supply camps, inflicting heavy casualties and disrupting enemies supplies. It is presumed that, due to the timing, Sukebe himself had been unaware of the Archmage evolution until that point, but the truth remains lost to history.
Dispel – (EFT) This ability creates a magical 'burst' of energy which, while it does no damage, has a high chance to disrupt any spells currently active in the area.
Runic - (EFT) By focusing their energies, the Archmage may absorb any magical attack or offensive spell striking them, instead converting the spell back into usable energy for themselves. Because of the concentration needed to perform this ability, no spell can be cast nor can the Archmage use any of her magical attacks while this ability is active. She may still move or use already-active movement spells, such as Flight.
Gravitation – (EFT) Magically increasing the relative force of gravity in an circular area (around 30ft in radius), the Pokegirl slows down those passing through the area and increases the effort needed to do so.
Megido – (ATK 150) Generating a violently roiling sphere of contained magical energy, the Pokegirl launches the sphere towards an opponent or group of opponents, causing it to explode in a 15 ft radius. Damages everything in the area of effect, including the caster. Deals Non-Elemental (Pure Magic) damage. May upgrade over time to Megidola.
Megidola – (ATK 200) A more powerful version of Megido, exploding in a 20 ft radius for greater damage. Deals Non-Elemental (Pure Magic) damage. May upgrade over time to Megidolaon.
Megidolaon – (ATK 250) The most powerful Megido variation, it deals damage in a 25 ft radius for massive damage. Deals Non-Elemental (Pure Magic) damage.
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Ceremony Description
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Elemental Stones Needed: Mana Stone x3
Area & Time Conditions: The night of a full moon at midnight. Area can be anywhere.
Ceremony Itself: In order to perform the ceremony, the Archmage must acquire three Mana Stones, and spend at least 20 minutes a day channeling her personal energies into the stone, 'charging' it. This must be repeated for at least one month for each Mana Stone. This process cannot be sped up, or the Mana stones will break. Once the Pokégirl has three charged stones, and the circumstances are right, she may attempt the ceremony.
At the time of the ceremony, the Sorceress must place one of the Mana Stones to either side of her, and hold the third clasped in her hands. The Sorceress must then attempt to draw out completely all of the magical energy that she can, from within herself and from the environment around her. The Mana stones will slowly orbit the Sorceress, resonating with the accumulated energy. At the peak of this, the Pokégirl must shatter the Mana Stones by crushing the one she holds, releasing the stored power in all three stones, and then must forcibly intake the entire accumulated mass of magical power within her at once, driving it through her body in an attempt to forcibly awaken it's true potential.
Handling amounts of magic beyond one's control, however, is a very dangerous risk. If the Pokégirl lacks the control and focus necessary to accomplish this feat, she is, at best, knocked out cold for several days due to a magical overload, and often will find using magic very painful for a few weeks to come. At worst, a Sorceress can die from the magical overload, and indeed, many Sorceresses have lost their lives attempting the ceremony over the years, which is one reason for the breed's great rarity despite the ceremony's relative 'simplicity'. If she fails and wishes to try again, she must again re-acquire and charge three Mana Stones over another three month period (and should probably wait longer than that to improve her skill and chances of success). If she is capable of handling the intense surge of energy however, her body transforms and evolves into an Archmage (though she is still often sore for some time afterwards).
A few Witches and Sorceresses claim in hushed whispers that the dreaded 'Red Witch' was the first Pokégirl to discover this evolution, all the way back during the Revenge War, partly explaining their fearful reverence of this seemingly mythical figure.
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ASSASARA, the Armored Insect Pokégirl
Type: Very Near Human
Element: Bug/Steel
Frequency: Very Rare
Diet: Omnivore
Role: Bodyguard
Libido: low to average
Strong Vs: Bug, Psychic, Dark, Rock, Plant, Poison
Weak Vs: Fire, Ground, Fighting, Electric
Attacks: Quick Attack, Dodge, Quickturn, Blur, Recover, Cross Shield, Metal Sound, Iron Defense, Buzz Blade
Enhancements: Removable exo-skeletal armor, Enhanced Strength (x5), Enhanced Endurance and Durability (x4 each), Enhanced Speed and Agility (x3 each)
Evolves: Unknown
Evolves From: Buzzbreast (Heavy Metal)
Once thought to be a minor pest at best, the Buzzbreast is a fairly common pokegirl throughout the world. They live and travel in swarms and rarely manage to increase the size of the hives they live in without repercussion. A current survey that was polled among pokegirl tamers show that over 60% of all tamers have caught a Buzzbreast at one time, and that about 80% of those tamers wound up selling or losing those Buzzbreasts within several months of capturing and then taming them. One thing that happened during the evolution experiments that took place sometime in the early 100 AS era was the discovery of several things about the Buzzbreast. The first being how her two known evolutions came about, and the second being the one known domestic evolution, using a Heavy Metal. The resulting pokegirl, called the Assasara, was a breed that was not written about during or shortly after the Revenge War. It also was not mentioned in any of Sukebe's notes.
Actually shorter than most Buzzbreasts by perhaps a few inches and far more humanoid in build, the extended abdomen and stinger that the Buzzbreast is shed upon evolution. The exoskeleton and endo-skeleton are also shed, leaving the new pokegirl as a Very Near Human in appearance. Within a week of the evolution, however, the Assasara begins to grow a new exoskeleton armor. On average, this armor takes up to a month and a half to grow and cannot be shed or removed during the process without destroying it. However, after the armor hardens and is finished, the armor can be taken off and on in much the same way as the Armsmistress. Also like the Armsmistress, the Assasara rarely goes anywhere without the armor on. The armor serves a dual-purpose: protection and offense. Along the legs and the outside portion of their arms up to their elbows are chitinous blades, twice as dense as the armor itself is, but not nearly as heavy as one might expect. Each Assasara has a pair of antennae that extends from their forehead, and two pairs of long gossamer-like wings, much like the Buzzbreast's, can be hidden amongst the armor or in plain sight. Like the Buzzbreast, this breed is capable of flight, but is not very fast in the air. Most pokegirls of this particular breed possess a varying degree of tanned skin. One of the most noticable differences between the Buzzbreast and the Assasara are the eyes. While the Assasara retain the compound eyes, they are actually the same size as a human's eyes, and not nearly as large as the Buzzbreast's. The final difference is the mentality of the Assasara: they are more individualistic, the hive mind of a drone giving way after the evolution to a burgeoning individuality reminiscent to the evolutions of the Maid Yvette.
In battles, the Assasara tend to begin with Metal Sound by rubbing her arms or thighs together while covered with the steel-like, yet flexible armor that they wear. Following this with Quick Attack and Blur allows her to strike and recover from the attack upon her opponent, while Cross Shield gives her the ability to strike back while taking minimal damage from an incoming technique. Recover makes her one of the more resilient Bug-type pokegirls known, and her exclusive technique, Buzz Blade, gives her a powerful attack to use against her opponents that might not be expected at first, and can be used to great effect against any opponent. Something that tamers must keep in mind is that once the Assasara has designated herself an opponent, she will attack that target until it is unconscious or dead. The pokegirl focuses on her opponent to the extent that she barely seems to understand any orders that a tamer might give her, making the breed very difficult to keep full control over.
In a harem setting, the Assasara are extremely protective of not only her tamer, but of the entire harem in general. The breed's intelligence and protective streak makes them great Betas- however, the same thing that makes them that also leads to the pokegirl being a poor choice for an Alpha. Her focus is to protect her hive, as she considers the harem, despite the fact that she no longer has a true hive-mentality, and the breed seems to care less about the interpersonal relationship issues that may arise as a result, often leaving the tamer to have to appoint some other pokegirl as an Alpha. During a taming, many Assasara prefer to keep their armor on, claiming that their skin is much more sensitive that way. However, the exo-skeletal armor can be removed and it is recommended that it is during a taming, as the blades on the arms and legs can make it difficult to properly tame the pokegirl, much as how playing with a Buzzbreasts' breasts are a hazard.
There have been no sightings of feral Assasara, though speculation regarding the breed's habits suggest that one might rejoin a Buzzqueen's hive as a protector to keep the Queen and her subordinates safe from any and all threats. The possibilities regarding her narrow-minded attacking are chilling indeed, considering that it is unlikely that they would heed a Buzzqueen's orders while in the middle of a battle with a threat. If found feral, contact a Researcher or the nearest Watcher and report the finding. A reward will be posted for any feral Assasaras found alive, not dead.
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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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ATELESONA the Untouchable Monkey Pokégirl
Type: Near Human Animorph (Primate)
Element: Fighting
Frequency: Very Rare (Forest and Slot League) Extremely Rare (Everywhere Else)
Diet: Omnivorous but loves bananas
Role: Elite Scouts
Libido: Average
Strong Vs: Steel, Fighting, Normal, Bug, Dark, Ice, Rock
Weak Vs: Psychic, Flying
Attacks: Mach Punch, Speed Storm, Chain Throw, Tempest, Vortex, Tornado Run, Extremespeed, Whirlwind Counter*, Tornado Fist*
Enhancements: Enhanced Speed (x10), Enhanced Reflexes (x9), Enhanced Strength (x3), Prehensile Tail, Dexterous hand like feet, Wind Affinity
Evolves: None
Evolves From: Atelesia (Battle Stress)
Even an Atelesia has its limits when it comes to evading attacks, and when they reach those limits against an opponent beyond their current capabilities and an Atelesia will then evolve into Atelesona. Atelesona does not differ much in terms of looks although their fur turns either beige or white and covers her arms and legs, near their hands will turn black though as well as their tails will also turn black and will remain unchanged otherwise. In regards to height Atelesona grow an average of three inches maxing out at around 5”6 and their busts are never larger than a D-cup.
The Atelesias' performance against the human forces intrigued Sukebe greatly in regards to their potential, and so he created the first Atelesona. Atelesona did not participate in battles very often, but when they did they devastated their enemies both quickly and efficiently. Most of the time Sukebe sent a pair of Atelesonas to scout out many different forests and eliminate entire enemy squads, which they excelled at until the human forces caught on to what they were up against and focused on getting rid of their new foe.
In combat Atelesonas are quite deadly using their impressive reflexes and speed to evade many of the attacks thrown at them, often using Speed Storm to add to their foe’s problems. If in trouble of taking a debilitating blow they will use Whirlwind Counter to protect themselves from harm's way. Even though Atelesonas are built for evasion they are defiantly no slouches when it comes to attacking, commonly using Mach Punch and Tornado Run to quickly deal damage. Atelesonas always favor their Tornado Fist among all of their other attacks but seldom use it unless their opponent has gained their respect or it is absolutely necessary and this is true even more so for their “Double” Tornado Fist. Due to having a wind affinity Atelesona’s also have a few flying attacks though they like the Tornado Fist are rarely used with the exception of Speed Storm. Even though Atelesonas are weak against flying due to their wind affinity the damage is not as severe, but psychic attacks are extremely effective at holding an Atelesona in place destroying her greatest asset of her speed completely and leaving her susceptible to attack.
Similar to its prevolution an Atelesona have a very mild feral state and is quite calm unless she is challenged or deliberately attacked. The chances of catching an Atelesona are even smaller than the chances of finding a feral one. In the few cases of feral a Atelesona being located, most of them escaped capture using their extraordinary speed and reflexes but the few that were usually were usually caught off. Most Atelesonas are loners while feral unless they meet up with another of their kind and forming duos as they once did in the Revenge War.
An Atelesona is a very nice addition to anyone’s harem because of their kind fun-loving personalities. When being tamed they are quite passionate and they enjoy being on top, but they hate bondage with a passion because it makes them feel "caged", leading them to dislike Domina and her evolutions. As with Atelesias, Atelesona’s love giving their tamer a “tailjob” as a sort of foreplay and those that have female tamers often use their tail as a certain appendage to pleasure their tamers making them a favorite among female tamers as well. As one male tamer once said about taming an Atelesona the first time "That was the wildest ride of my life."
Due to their rarity there have been no recorded thresholds directly into an Atelesona and currently it is speculated to be impossible
Whirlwind Counter (DEF) - This technique creates a small tornado like wind around the Pokégirl. In general this attack is used to deflect small projectile weapons and some low power attacks, strangely electric attacks have no effect on this barrier whatsoever. This technique is exclusive to Atelesona but it can be taught to flying Pokégirls or Pokégirls with a wind affinity.
Tornado Fist (ATK 95(if it misses 30) - By moving their arm(s) in a circular motion at an extreme speed, and focusing their chi and the wind element into their fist, a Pokégirl is able to create the Tornado Fist, a close range attack that creates a miniature tornado around the Pokégirl’s arm past the elbow. Even if the opponent is able to dodge the attack, the wind encircling the Pokégirl’s fist(s) will still hit the opponent and knock them spinning away, albeit with less power. This technique can be used with both arms. This technique is exclusive to Atelesona but it can be taught with a to other fighting Pokégirls who know Gust Punch...
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AUPAIRSEX, the Spore-Spraying Fungal Pokégirl
Type: Humanoid (mushroom)
Element: Plant
Frequency: Very Rare
Diet: water, soil
Role: domestic helper
Libido: Average (Extreme in Breeding season)
Attacks: Vine Whip, Bloom, Buttsprout, Lust Dust, Razor Leaf, Tackle, Wrestle, Spore*
Strong Vs: Rock, Water
Weak Vs: Fire, Ice
Enhancements: Sexier looks, better endurance, more violent disposition, higher libido
Evolves: None
Evolves From: AuPair (normal)
Bounty (for confirmed kill/sterilization of feral AuPairSex during Breeding Season): 500 SLC
Bounty (for reporting sighting of non-sterilized AuPairSex during Breeding Season): 5,000 SLC
Bounty (for bringing Spore-infected individuals to a Pokécenter for reverse treatment): 1,000 SLC
Recommendation if you see one: Have a Pokégirl with wind-based powers at the ready just in case, to blow the Spores away if released. If this isn't possible, a fire-type will work just as well. AuPairSexes are not dangerous in the lethal sense, so killing them immediately is not encouraged except as a last resort. Try to ball the AuPairSex if you can and take them to a Pokécenter, or use Royal Curse.
The AuPair is a tragedy. The AuPairSex is something to be feared.
Rumored to be first created by the infamous Pokégirl General known as Athena, they first showed up in the Crimson League before spreading across the world. Sultry, sexy Pokégirls with breasts that start at C-cups, although as they approach Breeding season, they swell out tremendously, becoming so huge that they surpass a Milktit's breasts after several days without milking. Their skin turns greenish in appearance, and the spots on their cap become yellow. They gain a foot and a half in height, and larger hips, waist, and butt. They are better able to take the sunlight, which is both a good thing and a bad thing. It's a good thing because they become even more useful around the house and are capable of doing more, even working outside in farmlands. They are diurnal, as opposed to their nocturnal previous form. They also gain a higher libido, which is a plus for Tamers who liked having sex with their AuPair. And while they become more capable of violence in this form, gaining a sturdier body to work with, they aren't in the same class as some of the more dangerous Pokégirl breeds.
It's their Spores that make them dangerous.
An AuPairSex's breasts slowly swell over time until they become so large, the AuPairSex can't even stand up anymore. In their Breeding season, just at the end of summer, they will release the built up spores in their chest, letting them float in the wind, their breasts deflating back to normal. Most spores don't last long in the open air, fading quickly. Those that the spores do settle on become AuPairs. It's unknown if AuPairSexes can undergo parthenogenesis or become pregnant. All reports indicate that their only method of reproduction involves spore releasing. If a Tamer insists on keeping an AuPairSex in their harem, they must take her to a Pokégirl Center to undergo an injection to sterilize her. It's free, as the formula is very easy to make, and turns the spores into (relatively) harmless powders, such as Lust Dust, Bloom, and Buttsprout. However, it's a temporary injection, and the Tamer and their AuPairSex must go back every year for a renewal shot. If you don't do this (and are still human), you will be arrested for Reckless Endangerment and have your Pokégirls and Tamer's license stripped from you permanently.
It is unknown if Thresholding into an AuPairSex is even possible.
Side Note: Several complaints about the low bounty for killing an AuPairSex have been made. The reason for a low bounty is that killing AuPairSexes. They are relatively harmless aside from their Spores, and researchers need them alive to study more efficient antidotes to the Spores.
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BANDAME, the Mummy Pokégirl
Type: Near Human
Element: Ground/Ghost
Frequency: Very Rare
Diet: She needs heavy amounts of liquid, but can eat a human-style diet.
Role: Vault guardians. Frequently employed by banks and the rich to guard their vault.
Libido: Average
Strong Vs: Poison, Rock, Steel, Fighting, Magic
Weak Vs: Flying, Psychic, Water, Ice, Plant, Dragon, Fire (Special weakness)
Attacks: Tackle, Pummel, Sand Attack, Dig, Drill Strike, Resonate, Snake Bandage,* Cobra Bandage,* Bronze Fist, Silver Fist
Enhancements: Ground affinity, Enhanced Durability (x2), Enhanced Endurance (x2), Trap affinity
Evolves: Phawhore (High level + Battle stress)
Evolves From: None
Bandames were first discovered in the old Egypt area of the Dark Continent, in one of the few expeditions that returned successfully from there, in the year 260 AS. They were found guarding several old tombs, and assumed to be regular mummies as in the old legends. However when the Water-types and Cactora accompanying the researchers unleashed their attacks, the mummies softened, turning from dried-up husks to sexy, exotic women wrapped in bandages. The mummies also became much more receptive and friendly, accepting Tamings and showing the researchers around once they were convinced that they just came to look and not loot. Lord Henshingly Croft, a famous Blue League researcher, did the most intensive studies on these Pokégirls, which eventually came to be known as Bandames. He eventually began to import the Pokégirls out of the Dark Continent, as their skill at guarding treasure and their relative ease of maintenance made them potentially very useful.
Bandames, when not dried out, are beautiful, elegant Pokégirls. They are tall, busty Pokégirls that look Egyptian in appearance, with dark, sand-colored skin and with stylized markings around their eyes. Their bodies are covered partially in silk bandages that wrap around most of their body, leaving their midriffs and cleavage bare, along with most of their faces. They have a telekinetic control over the bandages, and can remove them easily at their Tamer’s request. Their primary attacks involve unraveling their bandages to tie up the opponent, leaving them open for their stronger attacks. They move smoothly and quickly, and are fierce fighters, especially if they are defending something. Interestingly enough, they have an instinctual knowledge of traps, both how to build them and how to avoid them. This has made some security companies want to recruit Bandames for their businesses.
Bandames are superb guardians of treasure. Even better, the ‘treasure’ they guard can be defined however you want, be it gold and valuables or a beloved child, or anything similar. They will defend the treasure no matter what, and not let it fall into the hands of enemies.
In terms of taming, Bandames are not picky. They like to be tamed in any way their Tamer desires, just so long as they have a lot of skin contact. Bandames do not like being alone, having an almost pathological fear of solitude. Even when placed as a guard, they will not stay in place unless they have at least one other living, breathing person to stay with them. This was first noted when they were discovered in the tombs, as all Bandames were encountered in packs of at least two.
Bandames are fairly easy to maintain. They can eat human food, however they need lots and lots of liquid to drink. Partnering a Bandame with any liquid-producing Pokégirl, such as a Milktit or a Water-type with their own internal well, is ideal, as it allows them to maintain their moisture level and stay gorgeous. If a Bandame does not regularly intake fluid, they will start to dry out, becoming like a desiccated husk in appearance. This can also be exacerbated by Fire, which can dry out Bandames quickly and burn their bandages away. However, bandages can be regenerated magically after being burned away.
There have been only three known cases of Thresholding into a Bandame, each one marked by the girl in question consuming massive amounts of water or other fluids.
*Snake Bandage – (ATK 30) The Bandame flings out the bandages on her arms, sending them coiling at the opponent to wrap them up. The bandages are surprisingly strong, and can hold all but the strongest of opponents. If need be, the Bandame can also use this attack with the bandages on her legs.
*Cobra Bandage – (ATK 70 + EFT) The Bandame flings out the bandages on her arms, only this time they coil around themselves and form a massive, hissing cobra, which lashes out and bites the opponent before returning to the Bandame’s arm. Has a 30% chance of poisoning the opponent.
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BARRIERMAIDEN, the Ultimate Defender Pokégirl
Type: Very Near Human
Element: Psychic
Frequency: Very Rare
Diet: human style food
Role: bodyguard
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Reflect, Harden, Foresight, Telekinesis, Armor, Mega Shield, Aura Barrier, Barrier, Agility
Enhancements: Psychic abilities, Armored Skin, Sleepless Recovery
Evolves: None
Evolves From: Shieldmaiden (Cunnydew nectar)
When a Shieldmaiden evolves into a Barriermaiden, her physical form doesn't change much, but a large number of tattoo-like patterns may appear on her skin. These tattoos glow whenever she uses her psychic powers, and while that is a bad thing in tight situations when subtle movements are needed, the trade off is that they can now operate 24/7 without need for sleep. They actually gain very short periods of microsleep. When they blink their eyes, they enter a short R.E.M. cycle. In fact, the chances of even sleep powder working for more than a minute are slim. The only times they'll stay unconscious for longer than a minute is if they're physically knocked out or drained of most of their energy. Their bodies still require at least four hours of rest a day, but other than that, they are the ultimate guards.
Barriermaidens carry some form of shield, whether it's a large section of a broken door fashioned into a shield or a professionally made tower shield, they feel naked without something solid to defend themselves with.
Barriermaidens become highly protective, almost like a Neo-Iczel, in their claim on a lover. They generally choose one person, either Pokégirl or human, as their primary partner. The primary partner is the one they will seek to defend first, though some tamers are rather irate when it happens to be another Pokégirl in their harem.
Like Loners, the Barriermaiden can instantly tell when their primary partner is in danger, but unlike Loners, Barriermaidens never allow themselves to be separated from said partner willingly. The furthest a Barriermaiden will step from her partner is five feet, and they generally use Agility so they can return to their partner's side as quick as possible in case of a sudden emergency.
When a Barriermaiden chooses another Pokégirl in a harem as her primary partner, she will demand to be given their partner's Pokéball. If the tamer flat-out refuses, she may steal the Pokéball in the middle of the night and leave. And since very few tamers can go without sleep, the chances of the Barriermaiden getting away are over 98%. If given the Pokéball, she will remain loyal to the tamer so long as the tamer remains loyal and/or good-hearted.
Shield - (DEF) The weakest form of Barrier. Shield is directional and lessens damage by 25%. If used on a shield or some other pre-existing barrier (such as a wall or door), the damage is lessened by 50%. This technique can be projected up to ten feet.
Mega Shield - (DEF) An upgraded version of Shield. It too is directional and lessens damage by 50%. If used on a shield or some other pre-existing barrier (such as a wall or door), the damage is lessened up to 85%. This technique can be projected up to fifteen feet.
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BASILISK, the Queen of Snakes Pokégirl
Type: Animorph (reptile)
Element: Poison/Dragon
Frequency: Extremely Rare
Diet: small animals, usually eaten whole and/or live
Role: Assassin
Libido: Average
Strong Vs: Dragon, Electric, Fire, Plant, Water, Bug, Magic
Weak Vs: Ground, Psychic, Ice
Attacks: Hypnosis, Agility, Glare, Dig, Bite, Wrap, Wrestle, Venom Bite, Venom Spit, Poison tail, Dragon Breath, Harden, Petrification Gaze, Death Stare* At Higher Levels: Skin Clone*, Hyper Beam
Enhancements: Enhanced Speed (x3), Unbreakable skin, Longevity, Poison immunity, light psychic abilities
Evolves: None
Evolves From: Arbust (E-stone ceremony)
A Pokégirl first discovered around 288 PS, the Basilisk is not as versatile in its poison production capabilities as the Arbust, most tamers agree that it is a vast improvement over the Arbust. Its scales no longer are coated with poison, and it gains the powerful dragon element. This Pokégirl looks very similar to the Arbust’s snake form, but loses it s human form again, like the Naga. The Basilisk loses the Arbust’s hood, and its scales assume a golden hue. It also grows to the awesome length of 25 feet. It also grows a bright crest from the top of its head.
In addition, the Basilisk is very difficult to kill. Almost nothing can pierce its scales, and has incredibly good reflexes. It is also immune to any direct magical spells. Elemental spells, and spells that cause damage indirectly can still injure it. The Basilisk has extremely fast reflexes, however it still has its weaknesses. Like most snake Pokégirls, the Basilisk is vulnerable to cold, but with the dragon element the Basilisk takes four time the amount of damage than normal. In addition, the Basilisk is weak to Ground attacks. One of the favored ways for a Basilisk to hunt, is to burrow through the ground and surprise its prey from underneath. For this reason, the Basilisk has become sensitive to vibrations through the ground. However this also has a disadvantage. This means that ground attacks also do four times the amount of damage. For an unknown reason, the Basilisk has an extremely low defense, usually 4 or 5 stages lower than other Pokégirls at the same level. Even using harden, the Basilisk cannot permanently increase its defense. Only while it has the attack going, is it useful.
The Basilisk’s most potent attack is its Death Stare, a much more powerful version of Petrification gaze. A Basilisk encircles its prey and makes eye contact. From there emits a form of psychic poison mixed with a hypnotic wave. Only other psychic or very strong willed Pokégirls are capable of breaking this connection. If not broken after 30 seconds, the victim becomes incapacitated and further exposure can lead to death. This technique only works if direct eye contact is made for at least thirty seconds, an interruption leads to a failure of this technique. The stronger the Basilisk the less time it will take for the Death Stare to work. The shortest time recorded has been 20 seconds for KO and 35 for a fatality. At higher levels the Basilisk is capable of shedding its skin to create a clone with half of its HP. This clone is capable of using a few of the techniques that the original can. As an interesting side note, the Phoenix and its evolutions are immune to any of the Basilisk’s eye techniques. There is even a legend of a young boy named Harry Porker killed a rampaging Basilisk with his Phoenix by stabbing it through the roof of its mouth.
It should be noted that all spider evolutions, for an unknown reason, fear the Basilisk. It is unknown how a Widow would react to an encounter with one but it is speculated that, because it is insane, will treat the Basilisk as any other Pokégirls. Because of a genetic imperfection, the Basilisk has a phobia of the Cockadiddle line. One low-level Basilisk suffered a heart attack at seeing one.
Basilisks prefer heavily wooded areas and caves as their habitat. Feral Basilisks are very instinctual creatures, mainly using their death stare to hunt. Ferals tend to avoid conflict. There have been no reported cases of Thresholding into a Basilisk.
Ceremony Description
Stones needed: Dragon Scale, Dawn Stone, Venom Stone, Psi-Crystal
Area & Time Conditions: None
Ceremony Description: A frog Pokégirl, preferably a poison one, is needed for this ceremony. Place the 4 stones in a square around yourself, the Basilisk, and frog Pokégirl. Tame the Arbust while it is taming the frog. If all three of you achieve climax at the same time there is a 7% chance that your Arbust will evolve
*Death Stare-(EFT) The Basilisk's ultimate move, the serpent makes eye contact with its prey, and initiates a hypnotic gaze that evolves into a psychic connection. It then floods this temporary bond with poisonous psychic energy. One minute of exposure will result in the death of the prey, thirty seconds will result in a knock out and anything less will result in poisoning. Because of its hypnotic nature, only other psychic or extremely strong willed pokegirls are capable of resisting. Any break in eye contact will result in the failure of this technique and poisoning. If the Basilisk does not achieve eye contact, then the prey will only be poisoned
*Skin Clone-(EFT) The Basilisk sheds its skin and forms a clone of itself. This clone is capable of using Bite, Wrap and Venom Bite. It has half the HP of the original and if used the original doubles its defense. This technique can only be used once a day. This clone loses its immunity to magic, but gains much in defense, however the original keeps its advantages.
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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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BESHEMOTH, the Mountain Ruler Pokégirl
Type: Near Human Anthropomorphic (Ungulate)
Element: Rock/Electric
Frequency: Very Rare (mountainous regions)
Diet: Stone, fruits and vegetables
Role: Guardian, heavy assault force, Mountain combat
Libido: Low
Strong Vs: Electric, Flying, Bug, Fire, Ice, Poison, Rock
Weak Vs: Dragon, Plant, Rock, Fighting, Ground
Attacks: Harden, Unmoveable, Quake, MegaWave, Shock Spike, Rage Shock, No Sell, Thunderbolt, Thunder, Spark, Lightning Bolt, Lightning Punch, Lightning Kick, Luminaire, Thunderclap
Enhancements: Enhanced Strength (x7), Enhanced Balance (x5), Enhanced Durability (x17), Enhanced Leaping (x10), Enhanced Olfactory Senses, Electrical affinity, Rock affinity
Evolves: None
Evolves From: Billie (struck by lightning while at 2500 feet or higher above sea level, charged Thunder Stone, other evolutionary methods currently being researched)
Beshemoths are a rare type of mountain-dwelling Pokégirl. So rare are they, that it’s presumed they existed long before, but simply were not discovered until recently. Still, it is considered a sign of bad fortune to see a Beshemoth while travelling a mountain. For that means you have entered the territory of a very powerful, very hard-to-hurt Pokégirl.
Beshemoths are towering Pokégirls. Nine feet in height, they are also heavily muscled, to the point where they can make an Amachamp look as slender as an Acrobabe. They retain the goatlike faces of Billies, but there is a fiercer look to them, their incisors becoming thick fangs. They gain a large, fin-like crest on their backs which is flexible enough to bend up against their backs when they lay down. The crest acts as a lightning rod of sorts, allowing them to send charges of electricity to their horns, tails, or fists. Their tails become thicker, the end swelling up and growing spikes. They are brutal Pokégirls in battle, using headbutts and lashing out with their horns, using their electricity like a bludgeon to defeat their opponents. They are very territorial, and don’t like it when someone is in home. They will assault anyone they perceive as an intruder until they leave or are killed. Whichever comes first.
Beshemoths were a mystery for years after their discovery. No one knew where they came from, people just knew that they were dangerous. They would attack travelling parties and drive them down the mountains, chasing them away from the peak. Aerial surveys were attempted to see what Beshemoths were protecting so ferociously, and after several attempts, a lone Pidgey was able to slip through and get past the Beshemoth she and her harem sisters were fighting to the top of the mountains.
What was discovered was counted among the greatest post-Sukebe discoveries of all time: several mountaintop fortresses apparently used by Sukebe himself during the Revenge War. Several of the Beshemoths guarding the fortresses were captured and Tamed, making them more willing to cooperate with the Tamers wanting to investigate the fortresses. Especially after they were given fruits and vegetables, which Beshemoths apparently adore and consider the finest of treats. A Beshemoth named Edwina, in the harem of famous female tamer Nina Valerosa, was known for her love of anything with potatoes in it.
Inside the labs were several teleporters, the technology being reverse engineered to create the earliest known transporters. In addition to this, there were detailed reports of the actions of several early breeds of Pokégirls during the Revenge War, including the Beshemoths. The ancestors of the Beshemoths that had been Tamed were created by Sukebe to guard the mountainside fortresses. During this expedition, the pre-evolutionary form of the Beshemoth was discovered when a storm on the mountain produced a lot of lightning, two of the Billies being used as guides getting struck and evolving. Since then, other methods of evolving Billies into Beshemoths are being researched. The electrical surge of a lightning bolt serves to galvanize and harden their bodies, creating the change from ground-type to rock-type, so after some testing, a Thunder Stone super-charged with electricity was found to evolve a Billie into a Beshemoth as well. Other possible methods are being researched.
Beshemoths are ferocious fighters, especially when feral. They are hard to control when infuriated or protecting something they have been assigned to guard. But amazingly, when Tamed, they are surprisingly gentle, quiet Pokégirls outside of battle. So gentle are they when not fighting, that even Pokékits feel relaxed around them. When they start growling and sparking, however, it’s best to clear the area and just let the Beshemoth fight. Beshemoths and Hounds have a great respect for each other and will cooperate in protecting shared territory. Other mountain based Pokégirls, such as Mountain Cats, brown Chocobos, and Pumaras, get along well with Beshemoths as well. In some cases, packs of Feral Hounds or other mountain-based Pokégirls have been seen working with a Beshemoth when attacking mountain travellers.
The only real exception to the rule of mountain-based Pokégirls working well with Beshemoths is the Giantess. The two breeds have an intense rivalry, and will fight any time they see one another. So intense are their battles that they sometimes cause avalanches. Because of the threat Giantesses pose, most Tamers in mountainous areas actively seek out the protection of a Beshemoth. Ferals, surprisingly, can be bargained with for Taming & protection by being given large amounts of fruits and vegetables, enough for a full meal. Beshemoths do not retain their previous form’s need to wear climbing gear, as they are strong enough now to simply dig their fingers into the side of a mountain to climb up it.
In terms of Taming , Beshemoth’s retain a Billie’s love of bondage. Because of their strength, it’s also a practical necessity. They enjoy Tamers who can dominate them without the use of a Domina-type, and have great respect for Tamers who can Tame them with as little use of toys as possible.
So far, no cases of Thresholding into a Beshemoth have been recorded. People are actually rather grateful for this, as Beshemoths, while powerful additions to any harem, are rather difficult to bring down due to their astonishingly high endurance. Very few people actually want more of them, and some mountainside travel agencies have placed high rewards for anyone who can flush out and drive a Beshemoth from the area. It’s assumed that with their strong connection to mountains, Thresholding into a Beshemoth might happen in mountainous regions, but it has not happened yet.
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BHOOTY, the Phantom Fighter Pokégirl
Type: Very Near Human - Not Very Near Human
Element: Ghost/Fighting
Frequency: Very Rare
Diet: Human standard
Role: Trainer, Combat
Libido: Average
Strong Vs: Bug, Ice, Normal, Rock, Steel, Poison
Weak Vs: Flying
Attacks: Lick, Night Shade, Dream Time, Seismic Toss, Body Slam, Legsweep, Titan Crush, Ogre Crash, Soul Fist, Bear Hug, Headbutt, Ghost Blade
Enhancements: Solid Ether Body, Enhanced Strength (x8), Enhanced Speed (x5), Enhanced Endurance (x3), Enhanced Durability (x3)
Weaknesses: Can no longer become incorporeal, Looses Possession ability, Weakness to sonic attacks
Evolves: None
Evolves From: Ghostly (Dusk Stone)
Dangerous fighters rarely seen during the Great War, this breed of Pokégirl quickly became known for their strange tactics and style of fighting. After the war this breed became known as one of the better Pokégirls to train with in hand to hand combat. This breed was kept in low numbers after the Great War, but gained a surge in population shortly after the discovery of the Dusk Stone. These Pokégirls, in temperament and lifestyle, closely mirror the beliefs and ways of tribes of 'Native Americans' in the pre-Sukube areas of Indigo, Jhoto, Crescent, and the Sunshine Leagues. From what pre-Sukube historians have gathered, these Pokégirls are a mix of many of the different styles of those tribes of humans.
Physically, most Bhooty appear Very Near Human upon birth, threshold, or evolving from Ghostly, however, at their soonest opportunity (which usually means upon becoming a Pokégirl for most Pokékits of the breed though earlier instances have been noted), most Bhooty will find the time to enter into a trance-like state. Compelled by an urge to seek out what the breed deems as 'a piece of them that was lost', these solid ghost types seek out their Spirit Guide in the spiritual realm. These guides without exception have taken the form of animals, even those that have long gone extinct since the Great War. Upon discovery of their guide, some Bhootys will retain their very near human looks. These Pokégirls range within human the human range, though tend to be on the tall side at an average of 5' 10''. They have bronzed, almost 'red' skin and athletic builds with busts that range from B to D cups. The majority of the breeds hair is a uniform black, and usually worn long. Others of the breed go through a slow transformation, much like threshold, that combines the traits of their Spirit Guide into their outward appearance, ranging from animal ears and/or tails to full anthromorphs. One notable Bhooty named Kat, actually looked identical to a Tigress. It should be noted that any animal, including fish and insects have been found as spirit guides, even notable menace look alikes that take on the forms of praying mantises.
A Bhooty's spirit guide is personal, though through the help of the breed's unusual ability to use Dream Time, she can share her experiences with her Harem sisters or other interested parties. These mysterious spirits are speculated to be a manifestation of the breed's inner self, though this doesn't seem to be the case as sometimes the guide and Bhooty don't seem to get along very well. Other than guidance, and an alteration to the breeds appearance, these Spirit Guides don't seem to lend any amazing abilities to the Bhooty breed (though some that have Guides with claws often manifest real claws).
Bhooty are proud and fierce fighters when faced hand to hand, usually only able to be bested by other stronger fighting types, flying types, or a mixture of the two. Oddly, if beaten in fair combat, their respect for their foe only increases. If allowed to spar later with the same opponent, these girls consider it an honor and attempt to learn enough to best their foe. If allowed by their tamers, the breed regularly practices 'Counting Coup', which involved rushing into battle and being able to tap their opponent in a called spot without getting hurt. Rarely, coup involves capturing their opponents weapons or other trinkets, though also extends the breed into supporting salvage battles. Even if the Bhooty gets salvaged herself, she looks on this as an opportunity to learn from her betters. Much of the breed remain silent, though they are canny at observation and will point out important thoughts that are often kernels of wisdom. This quiet, teach by example method works well for even stubborn or lazy breeds, and has been known to inspire even Bunnygirls to do their very best (though with bunnygirls this isn't a vast improvement usually). Due to their diligence and quiet ability to inspire, many Bhooty are found in Beta positions, if not the Tamer's Alpha.
Bhooty are highly adept at hand to hand fighting, usually rushing in when least expected to grapple their opponents into submission. If pressed, they blast their opponent with an up close Nightshade, and switch to using Ghost Blade. This technique is vastly different when used by these Pokégirls, as it normally forms an axe instead of a sword. Some Bhooty have been known to grasp the handle and attack with it in melee. However, in addition to their natural ability at hand to hand combat, these ghost Pokégirls can also readily learn weapon attacks when in Harems with Amazonwu or Slicers (though most choose the axe as their favored weapon) and even firearm use from OfficerJennys and other gun using Pokégirls. Another interesting facet of the breed is that they pair up quite well with Ponytaur or other tauric Pokégirls used for mounts, and many of these teams make quite the mounted combat duo. Because of their solid ether bodies, they are weakened by sonic attacks, but this also grants them the ability to fight incorporeal ghost types physically.
The feral state of these Pokégirls is one where they constantly go into a trance, only coming out of their state if attacked, and then only to defend themselves. As such many ferals trade for taming, or go on raids should they start slipping into feraldom. Many cluster together in small groups known as tribes, named after their biological basis from before the Great War. Most Bhooty tribes are nomadic in nature, pitching tents of Kattle hide as they hunt and forage for food. Some settle around or follow rivers or coastlines, as fish are often plentiful enough to support large tribes. Rarely, Bhooty tribes will settle down and farm, though this often happens when individual tribes come into contact with Elf Queendoms. Overall, however, finding a Bhooty tribe is a hard thing to do considering the breed's rarity.
Thresholding into a Bhooty is only a possibility with ancestry of this breed with the Pokégirl’s skin tone changing as her body shifts physically into solid ether. Shortly after threshold, many new Bhooty will try to go into their trance in order to contact their Guide for the first time. As these Pokégirls are fairly rare, they are often sold to nearby ranches for a profit.
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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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BLESSED WIDOW, the Holy What was that?! Pokégirl
ALTERNATE UNIVERSE
Type: Not Very Near Human
Element: Bug/Poison/Ghost (Celestial)
Frequency: Extremely Rare (probably Unique)
Diet: true Omnivore, favors human style foods, occasionally requires blood and rocks
Role: luck bringer, celestially chosen boogeyman and ultimate cute terror
Libido: Low (High with Tamers who can control them)
Strong Vs: any except Dragon
Weak Vs: Dragon, dominating Pokégirls
Attacks: Heavenly Fire, Lightning, Hyperbeam, Poison Sting, Paralyze Sting, Poison Bite, Web, Phase, Invis, Acid Spray, Slice, Armor Punch
Enhancements: Lucky, Healthy, Pristine Innocence, armored skin, enhanced strength (x25), enhanced speed (x4), web spinners, poison sacs, hypnotic attack, ability to bite off and digest almost anything, extra limbs.
Evolves: Unknown
Evolves From: None
Recommendation if you see one: If she's friendly: Go get a hug you'll always treasure, the memory will warm your heart even in the darkest times; If she's unfriendly: Run the fuck away, dumbass!
Behold a nightmare made cherubic flesh.
Blessed Widows are the most darling, deadly Pokégirls alive. They embody adorable destruction. No one who has encountered one has anything bad to say about them. (Mainly because anyone who thought ill of them was torn to shreds.) Combining physical characteristics of a Bug-type, with Poison attacks, with Ghost talents and the special attacks of a Blessed Pokégirls, the Blessed Widow would make a formidable fighter even without some of her other abilities.
The only known Blessed Widow was found in caves in the Cascade Islands of the Sunshine League. While it is commonly believed that this is not a Widow with the Blessed advantage, but rather a g-spliced or Cocooner-made Pokégirls who closely simulates a Widow's powers in a cute, 8-limbed girl. The problem is, no one really knows WHY she appeared. Her Tamer's theory is that she was an experiment by a deranged Megami and Cocooner. While this seems to explain HOW, he refuses to speculate on WHY.
The Blessed Widow is truly odd to behold. She has a pair of arms growing from each shoulder, and a pair of legs from each hip. The second limb is outboard of the `normal` one. Her expression is waif-like with soulful eyes practically designed to melt even the hardest hearts. Her skin is reinforced to ignore immense damage from nearly every type of attack.
Her fangs are small, almost invisible unless you are actively looking. She has four arms and four legs, all ending in normal, five-fingered hands or five-toed feet. On her back is a prominent red hourglass, standing out clearly against the white skin of the Blessed Widow. Her legs are long and strong, and she can stand on two, three or four.
Widows are horrible monsters of the worst sort, Blessed Widow is a perfectly innocent, though extremely powerful breed of Pokégirls. While possessing a Widow's formidable arsenal of attacks, lacking only the lethal HyperVenom, they add the Heavenly Fire and Lightning typical of the Blessed types. They also possess a Hyperbeam for a long-range punch. Blessed Widow are fierce, deadly fighters, however they consider violence a necessary evil, at best. They are more willing to fight to defend others, especially their Harem-sisters and Tamer. They will avoid harming innocents, but attacker will be dealt with swiftly. Most attacks simply bounce off of their bodies, the only ones capable of affecting them are the dragon-element attacks, which are the only things which can hurt them, and domination attacks, although if the Blessed Widow is made too pitiful, the dominating Pokégirl may suffer attacks from observers. Combat against a Blessed Widow is to be avoided at all costs, negotiation is preferred.
Her Feral state is unknown at this time, although is expected to be very mild, similar to a Ingenue's.
Seriously, either get your hug or run away. No matter how tough you are, how vicious and hard-boiled your girls are, a Blessed Widow is just too loveable or too lethal.
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BLIGHT, the Sick Pokégirl
Type: Very Near Human
Element: Poison
Frequency: Very Rare (Now Extinct)
Diet: Any Food
Role: virus spreader/plague bearer
Libido: unknown
Strong Vs: Plant, Bug, Fighting, Poison
Weak Vs: Ground, Psychic, Elemental and heal types
Attacks: Poison Powder, Poison Mask, Poison Mist, Spice 3, Plague(*)
Enhancements: Disease Resistance, Enhanced Strength (x2), Fast Healing
Evolves: Unknown
Evolves From: None
Blights appeared as thin women with very pale and clammy skin and long tangled hair. They often had deep circles under their eyes and eyewitnesses often stated they looked "as though they might blow away if a strong wind came by". Because of their gaunt appearance, many communities accepted them, but many kept them under quarantine.
A Blight would begin to look better as she was treated, and would eventually look much like any healthy human woman. It was about this time that they would be allowed to join the other survivors, and it also at this time they became most dangerous.
The most anxious Blights would make mistakes and began using their special power, Plague, to infect the entire community with a strong flu. However, this action often led to their demise. The more intelligent of the Blights would begin infecting the community more subtly, using small bursts of Poison Mist, Spice 3 or Poison Powder to make people ill. Once a majority of the community was ill from poison, she would unleash Plague and flee as the entire community fell ill.
However, it did not take long for news of this tactic to be spread and the Blights were eventually trapped and executed. Any that may have survived would know that their tactics would never work again.
It's rumored that the Blight was ultimately responsible for the "contamination" of the human race, and may be responsible for the existence of Threshold, but since the race has been dead for many years, this is entirely speculation. It's also rumored that some Blights might never have begun their mission because they fell in love, and thus, may have abandoned by Sukebe because of this.
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BOMBSHELL, the Grenade Pokégirl
Type: Near Human
Element: Steel
Frequency: Very Rare
Diet: Rocks, Dirt, Metal
Role: Demolition
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Punch, Kick, Uppercut, Backhand, Tackle, Takedown, Self-Destruct, Explosion
Enhancements: Enhanced Endurance (x3), Enhanced Durability (x4), can rebuild herself from Explosion & Self-Destruct, can control her explosions, cannot feel pain
Evolves: Unknown
Evolves From: None
Bombshells were among the first 'tech' Pokégirls to be discovered. The majority of them have camouflage-colored skin that feels like a flexible ceramic, and dark green, metallic, almost chitinous shells around their waists, D-cup breasts, forearms, hands, feet, and lower legs. Their spine is visible through their back and looks like a series of metal panels. They have only one ear, and in place of the other one is a small lever with a removable pin in it. Very little can actually hurt them, although Bombshells tend to be nervous around fighting types and tend to make sure that they don't leave their spines facing a fighting-type. They are VERY protective of their spines, as it contains the magnetic aura that allows them to pull themselves back together after blowing up, and don't like to be on their backs at any time as a consequence. The metallic panels of their spines cause stress on their backs, and a Tamer can easily earn the affections of their Bombshell by giving them a back rub, paying special attention to the area exactly around the panels that make up the spine. The breed as a whole has red eyes and blonde hair, leading some to nickname them 'Blonde Bombshells.'
No one really knew what to make of Bombshells at first. They were a tough breed of Pokégirl, rather attractive for those who liked Steel-types, and very fun-loving. (Although they tended to overdo it to the extreme on explosion-related puns.) The problem was that they tended to blow up a lot. Literally.
Bombshells are one of two Pokégirls known to be capable of surviving the Self-Destruct and Explosion Pokégirl attacks. Their bodies explode with concussive force, sending shrapnel everywhere. They can then remake their bodies quickly, in under five minutes for a single limb exploded, up to twenty for any larger detonation, using an internal magnetic charge to piece themselves back together. They can even rebuild themselves from almost total destruction, although his takes a lot out of them, regeneration taking forty minutes, leaving them dizzy and weak for a couple days. They can also explode just a part of their body for a pseudo-projectile attack, making them more useful that just regular bombs. They can fully detonate themselves or simply shoot off their hands or feet for a long range attack, or simply explode a limb to destroy bonds that are holding them. (This, consequently, has made Domina-types HATE them with a passion, as they simply keep blowing up any bonds they tie them with.) To explode their entire bodies, they remove the pin that is in place of one of their ears. However, they don't do that as much as one would think a living explosive would do, as it leaves them incredibly dizzy. They are VERY careful to retrieve their pin after rebuilding themselves from an explosion, as they would detonate almost instantly after reforming if they didn't hold the locking handle down constantly.
Bombshells do not feel pain, so all exploding does is make them aroused, sending a rush of sensation through their bodies. (Fortunately for Tamers, being aroused seems to act as a catalyst against a Bombshell's ability to explode themselves, so there is little worry of a Bombshell blowing up mid-Taming.) They can control the intensity of their detonations to a point, making the damage range from only enough to knock down a normal human, to powerful enough to destroy a heavy vehicle such as a tank from Pre-Sukebe times. Bombshells usually just keep their explosion levels at just enough to knock out an attacking Pokégirl, as the stronger the explosion, the longer their recovery time. It's been confirmed that Bombshells can use an explosion stronger than that, but just suggest that to them and they will become very fearful and panicky, starting withdraw into themselves so much that it makes a Shy Maiden seem like a Wildcat by comparison. However if the subject of pushing the limits of their detonations is avoided, Bombshells remain happy, bubbly Pokégirls that love to be useful in any means they are allowed to be.
It was eventually discovered that Bombshells could be reformed in a much quicker fashion. Either by chance or a limited form of control over the way they explode, the spine of a Bombshell always remains intact and lands near the Bombshell's Tamer. By running their fingers along the detached spine of a Bombshell creates a magnetic surge that reforms the Bombshell completely within seconds. This, however, is not recommended, as the Bombshell will be incredibly dizzy for however long it would have taken them to normally repair from an explosion of a part of their bodies, a full body explosion causing the longest recovery time. It's best, if this method of reforming a Bombshell is used, to put them in their Pokéball and let them recover, or place them on a bed and wait for them to get their bearings.
After a couple years of hesitant study, it was discovered that Bombshells could be very useful in land reclamation and demolitions work. They could also test the quality level of soil by eating a handful of it, although mostly Bombshells stay in construction and League law enforcement groups. They are, sadly, frequently found in Team Rocket-style groups, leading some more conservative Leagues to make heavy regulations against ownership of them. They also have hearing problems due to the fact that they have only one ear.
Feral Bombshells are extremely rare, but they do exist. They tend to be very jumpy and skittish, and will explode at random if startled. In terms of Taming, it's best to have a psychic-type or a plant-type to help the Bombshell relax and make them almost totally incapable of exploding. A Milktit creating milk with a relaxant affect will suffice as well. If a Tamer allows his/her Bombshell to become Feral, they will not only be derided as a moron by their peers, they will also be fined heavily for their irresponsibility.
No Threshold cases of turning into a Bombshell have been reported. Some assume that this may be because during the early stages of Threshold, the Bombshell might not be able to control her explosion powers and be unable to reform herself. However this is just a theory, and has not been proven as fact.
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BONDAGE QUEEN, the Evil Mistress Pokégirl
Type: Very Near Human
Element: Poison/Magic
Frequency: Very Rare
Diet: Omnivore, but likes a meat-based diet
Role: Discipline, Leadership
Libido: Average (High when wet)
Strong Vs: Ghost, Poison, Psychic, Dark
Weak Vs: Steel, Electric, Ground, Water (*)
Attacks: Love Sting, Poison Mask, Enslaving Kiss, Erotic Kiss, Hydra Whip, Catapult of Hell, Shin Lasher, Lashings of Love, Aura Barrier, Barrier, Magic Kick, Insulate, Teleport (Level 55)
Enhancements: Lower Libido, higher self-restraint
Evolves: None
Evolves From: Bondage Elf (normal)
At first, the Bondage Queen doesn't seem evil. That's probably the first sign of trouble. She only gains a few inches in height (varies between 1/8th of an inch to 4 inches), and may or may not gain any breast enlargements (varies greatly, bust could not grow or could grow three cups sizes).
However, she is evil. Her subtle psychological influences, usually either through chemical, verbal or emotional persuasion or a combination of the three, can create various degrees of psychological changes in the victim from subtle changes to drastic ones. In the more drastic changes, the tamer and their harem may begin noticing themselves doing evil things, like skipping out on a bill or stealing items from a store. Eventually this will build to larger crimes, like stealing Pokégirls from tamers and openly robbing banks.
The more subtle changes are the ones to truly watch out for, as the tamer and their harem may not even notice themselves becoming as evil as the Bondage Queen desires. In many ways, the subtle Bondage Queen acts no different from a Dominatrix. She wants everyone loyal to her, but she is generous in her "rule", satisfying those who please her.
The difference in these styles of manipulation and the gradual progression of the harem into evil acts are what list the Bondage Queen as "the Evil Mistress" Pokégirl. Very few tamers are good enough to resist this psychological corruption, and even then, it isn't for long without a countering element, like a Celestial Pokégirl or strong-willed Alpha. At some point, they will submit to the commands of the Bondage Queen.
The Bondage Queen has the aura of a natural born leader, but their leadership skills will vary, based largely on how intelligent she is. The smart Bondage Queens can make every suggestion they make seem like the very best one.
Ironically, one of the best counters for a Bondage Queen is a Dominatrix. Dominatrixes have the natural will and resistance to poison necessary to resist the Bondage Queen's control, but it means that a tamer must make the Dominatrix their Alpha. Celestial Pokégirls do almost as good, but depending on their intelligence and will, they too may falter.
If a tamer should find themselves with Bondage Queen, and lacking either a Dominatrix or a Celestial Pokégirl, the last way to keep a Bondage Queen in line is to get her wet.
Strangely, a Bondage Queen will have a mass increase in her sex drive when wet, as if she's been afflicted with an Attraction status ailment, rendering most of her "evilness" moot. Water Pokégirls and water-based sex techniques are each doubly effective at this (meaning that a water Pokégirl using a water-sex technique is four times as effective) It should be known that constant exposure will lower the effectiveness of this tactic, so it should only be used when the tamer believes the Bondage Queen is manipulating them. And at random, just in case.
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BONEMAIDEN, the Necromancer Pokégirl
Type: Very Near Human
Element: Ghost
Frequency: Very Rare
Diet: Human standard
Role: Bonecrafters, Leatherworkers, Necromancers, Spirtual Mediums, Grief Counselors
Libido: Average
Strong Vs: Fighting, Steel, Psychic
Weak Vs: Dark
Attacks: Tackle, Takedown, Concentrate, Aura of Doom, *Bone Dust, *Bone Blade, *Bone Blade Mark II, Energy Drain, Sucker Punch, *Bone Armor, *Bone Spear, *Teeth, Invis, Shadow, Nightmare Syndrome, (at high levels) *Summon Skeletons, *Skeleton Sphere, *Bone Dance
Enhancements: Ghost affinity, Spectrakinesis, Spirtual detection, Enhanced Intelligence, Enhanced Durability (x3), Enhanced Endurance (x2)
Evolves: None
Evolves From: None
Bonemaidens were a relatively unknown species during the Revenge War. Other ‘Maiden’ Pokégirls were more active, and had more prominent fighting roles. But that isn’t to say that Bonemaidens didn’t have their own useful niche to fill.
When Sukebe’s Pokégirls fell in battle for whatever reason, Bonemaidens would get in contact with their spirits to get a final report before allowing them to pass on. This way Sukebe’s forces were never at a loss for information. In addition, Bonemaidens in the field would take the bones of fallen comrades and rework them into armor and weapons. In some cases they could take the skin of fallen comrades, animals, enemies as well, remaking them into leather clothing. Their craftsmanship and making makeshift weapons and armor made them valuable assets in the field. Their greatest power came from their ability to animate full skeletons and manipulate them as puppets. In addition to this, they could manipulate ectoplasmic energy around bones to form a spherical floating fortress of sorts, one capable of projecting blasts of skeletal energy and lashing with bladed limbs.
At the end of the Revenge War, Bonemaidens were nearly driven into extinction. Humans horrified by their powers had them killed en masse, wanting to be rid of what they believed to be among the worst of Sukebe’s creations. Bonemaidens retreated into seclusion, some finding Tamers and disguising themselves as other Pokégirl breeds. It was only through time and careful breeding that Bonemaidens were brought away from potential extinction. They are still unwelcome breeds in most conservative Leagues.
Bonemaidens are generally tall, slender Pokégirls, usually with A cup breasts. They have pale, ghostly skin that only darkens slightly when tanned, and have hair and eyes that are usually shades varying from black to gray to white. They seem fragile, almost skeletal in appearance, although their skin and bones are incredibly dense, allowing them greater defense in battle. So slender and skeletal do they seem, that some mistake them for being anorexic. They’re among the few Ghost-type Pokégirls that are actually living, making them even more unique.
Despite their gruesome abilities, Bonemaidens are actually not entirely unpleasant to be around. They are quiet, helpful Pokégirls who prefer to stay in the background when not called upon, and are almost never found in the Alpha position in a harem. They have a unique connection with the spirit world, one that allows them to contact ghosts and ghost-type Pokégirls. At higher levels Bonemaidens can even summon up low-level Ghost-type Pokégirls as well. They are usually paired up with Chickpotle Pokégirls on Research teams dedicated to studying ghosts, as their abilities in combination make for very effective team ups. In addition, Bonemaidens can have their bone-and-flesh shaping abilities increased by training under a Pinielf for an extended period of time. (Although they cannot work with living flesh and bone.) Bonemaidens, despite their abilities in dealing with death, are not as grim and unemotional as one would think. Their powers over death and dead things and knowledge of spirit realms, it gives them a healthy respect for life and how precious it is. As such, they also get along very well with Cudildos. In fact, a Cudildo in the same harem as a Bonemaiden will usually evolve into a Marowhack much faster.
In terms of taming habits, Bonemaidens are generally easy to get into bed. They adore a Tamer who doesn’t fear their abilities or isn’t nauseated by them, and tend to be much more receptive to the affections of their master. As morbid as it sounds, if a Bonemaiden is Tamed in a place where death has a presence, such as a graveyard, they will become much more affectionate to their Tamers than before. This goes in line with their philosophy of life in general.
Threshold cases of Bonemaidens are fairly rare. They usually only occur in families with some ghost-type heritage, and seeing as there are very few ghost-types with enough physical in them to breed, the lack of cases is understandable. The first since of a girl Thresholding into a Bonemaiden is that their hair color changes and they start to be able to ‘see’ spirits…
Bone Dust (EFT) – Essentially the same as Sand Attack, only with Bone Dust. Has a 10% chance of causing Paralyze or Poison.
Bone Blade (ATK+EFT) – The Bonemaiden takes the bone of a corpse and shapes it into a durable sword.
Bone Blade Mark II (ATK+EFT) – The Bonemaiden takes multiple bones and shapes them into a more durable, reliable sword.
Bone Armor (DEF) – The Bonemaiden takes several bones and shapes them into a suit of makeshift armor. More bones can be added to increase the density of the armor.
Bone Spear (ATK 50) - The Bonemaiden forges several bones into a spear and throws it.
Teeth (ATK+DEF) The Bonemaiden throws several shards of bone out, creating a field of caltrop-like spikes. At higher levels, a Bonemaiden can charge up a bone with ectoplasmic energy, making it essentially into a shrapnel grenade, scattering the bone fragments that way.
Summon Skeletons (EFT) – The Bonemaiden animates several skeletons in the area and uses them as puppet fighters. Their attack and defense ratings can be compared to the elemental golems some Pokégirls can form. Lower level Bonemaidens can only animate 4 skeletons at max, gaining the ability to animate 4 more skeletons per every 10 levels of power.
Skeleton Sphere (DEF 250) – The Bonemaiden summons several dozens of bones around herself, forming it into a large, thick, armored sphere that the Pokégirl can control the design of. The heavy amounts of ectoplasmic energy inherent in the sphere allows it to hover, and perform powerful tackle attacks by putting on short bursts of speed. The size of the sphere varies depending on the amount of bones used.
Bone Dance (ATK 200) – The Bonemaiden fires several beams of ectoplasmic force from the eyes of the skulls built into her Skeleton Sphere.
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BOOBTRIO, the Triple- Breasted Sexy Thunderstorm Pokégirl
Type: Very Near Human
Element: Electric
Frequency: Very Rare (Mountain League), Unknown (other Leagues)
Diet: Human-style
Role: Pleasure slave, electric warriors
Libido: High
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Attacks: All Sex attacks, Thunderbolt, Agility, Thunder Wave, Thunder, Rolling Spark Mark II, Electric Blade, Satellite Mark II, Satellite Mark III, Mag Bomb, Zap Ring Mark II, Zap Ring Mark III, Greater Thunderclap, Lightning, Storm Heal,* Lightning Whip,* Pleasure Spark*
Enhancements: Increased breast size + one extra, Increased electrical absorbtion/storage/conversion capacity, Increased power control, Enhanced Endurance (x3), Enhanced Strength (x3), Light telepathic and hypnotic abilities
Evolves: None
Evolves From: Littletit (orgasm, Delta-bond)
Being nice to a Littletit reaps tremendous rewards.
Littletits are of the type who evolve through orgasm. However that isn’t all that’s needed. A Littletit has to have great affection for her Tamer, to the point of developing a Delta-bond with him. He needs to have been helpful, thoughtful, and encouraging to her, have helped her get over her embarrassment about having small breasts. You’d think that your average Tamer wouldn’t have the patience to do this, but repeated reports of the effort being, and I quote, “WORTH IT, WORTH IT, OH MY GOD IS IT EVER WORTH IT,” have brought about many Tamers starting to be nicer to Littletits all around. Along with it, increasing numbers of the resultant evolution, the BoobTrio.
First off, the most prominent change in a Littletit when they evolve is that they go from being cute to sexy. Their bodies shoot up an extra foot and a half, they become curvier, and their breasts, formerly A-Cups, swell out to enormity, D-Cups being the SMALLEST and rarest of breast sizes for them. They also grow a third breast in the middle of their chests, which grows in size to match their original two. The runic markings when manifesting their powers change shape. Also of note is that BoobTrios have one of the most spectacular evolutionary sequences in all of Pokékind. When a Littletit meets all her requirements for evolution, an aura of wild, crackling electricity envelops both Tamer and Pokégirl, the two rising into the air as the Littletit evolves, both Tamer and Pokégirl reaching their peak. As this electricity stimulates almost every pleasure nerve in the Tamer’s body at once, it’s regarded by some to be a religious experience when a Littletit becomes a BoobTrio.
Another change that the Pokégirl undergoes after evolution is her vast increase in power and control. They gain greater strength and much more electrical power, making them devastating opponents in battle. However they become so much more capable of controlling and using electricity that they can use it as a sex attack. They retain their ability to absorb, store, and convert electrical energy, only now they can do it to a much greater degree. One can tell when they’ve reached their storage limit, however, when their markings appear and don’t go away.
BoobTrios gain a much greater confidence in both life and in bed, and are more than willing to try anything sexually. Tamers who had trouble convincing Litteltits to do much in terms of Taming will find a much more eager and much more confident Pokégirl. Anal, oral, they’re willing to do anything for their Tamers. They get along very well with Leopardesses and Pengals, other Pokégirls who value their Tamers greatly. In terms of sex battles, they become great competitors. So great, in fact, that in some competitions their trademark Sex attack, Pleasure Spark, has been banned due to unfairness.
To top things off, BoobTrios also gain light psychic abilities. They don’t become a psychic element Pokégirl, however they do gain the ability to read minds, as well as perform some hypnosis. They aren’t on par with a great many true psychic element Pokégirls, but they can use their hypnosis and mind-reading to great affect, especially on opponents who aren’t expecting it from an Electric-type Pokégirl. Studies have shown that the reason BoobTrios gain psychic abilities is because of the advancement of the Delta bond upon evolution.
It would be unrealistic, however, to say that there are no downsides to this Pokégirl. For one thing, having three tremendous breasts causes great stress on the backs of the BoobTrio, forcing them to sacrifice some agility for strength. A Tamer willing to give backrubs will go far in keeping their BoobTrio’s loyalty. Also, sometimes the tremendous size of their breasts causes unwanted attention. Smaller-breasted Pokégirls, especially those who teased a BoobTrio while they were still a Littletit, have a tendency to get jealous of a BoobTrio’s prodigious breasts. On the flip side of this, many female Pokégirls will also become overly amorous towards the BoobTrio because of her oversized breasts. Also, male Tamers tend to want to fight BoobTrio owners more frequently to get salvage rights for the Pokégirl, something that gets annoying to most Tamers after a while. It’s best, in case of the Pokégirls, to try and encourage BoobTrios not to flaunt their amazing assets too much, especially against those who once teased them. Still, the pros of a BoobTrio far outweigh the cons.
As a final, rather interesting note, research into the BoobTrio has discovered that their breasts are actually the source of their ability to absorb and store electrical power. There is a specialized organ in their breasts, present also in their pre-evolution, the Littletit, that allows them to absorb, store, and convert electricity for various purposes, making them a versatile and useful Pokégirl.
BoobTrios, surprisingly, do not occur in the wild. Also, as all recorded BoobTrio Tamers are more than willing to keep them Tamed, their Feral state is a total unknown for now. No cases of Thresholding into a BoobTrio have been recorded.
*Storm Heal – (EFT) The BoobTrio uses some of her stored electricity and converts into a form of energy that can heal any Electric-type Pokégirl exposed to it up to 90%.
*Lightning Whip – (ATK 50) The BoobTrio shapes some of her stored electricity into a long whip. The whip is longer and lasts longer than the type used by a Littletit.
*Pleasure Spark – (S.ATK 230) The BoobTrio releases a tiny charge of static along her fingertips, designed to stimulate the pleasure nerves of anyone they touch. Banned from many Sex Battle tournaments.
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BRAMAGE, the Never-Forgets Pokégirl
Type: Near Human
Element: Dragon/Magic
Frequency: Very Rare
Diet: Omnivore
Role: T2 Encyclopedia, Teachers
Libido: High
Strong Vs: Fire, Water, Electric, Plant, Ground, Dark
Weak Vs: Rock, Ice, Dragon, Psychic
Attacks: Mimic, Dream Time
Enhancements: Perfect Recall, Longevity, Telepathy
Evolves: None
Evolves From: Bratini (Mana Crystal + Dream Stone) A Pokégirl that is rather rare and kept secret by most companies that create T2 devices, the BraMage is a Dragon-type unlike all other Dragon types. Whereas most Dragon-type Pokégirls boast enhanced strength, speed, endurance, and things like that, Sukebe must have been thinking of the exact opposite things when he created this breed. It's been suggested by researchers that the BraMage was created as a Dragon-type prototype. No super strength, no armor, no scales... Only dark gray skin and pointed ears differentiate this Pokégirl from looking like the normal human girl. Although her skin barely deflected bullets, they couldn't do anything much better than a normal human girl. Also unlike the more widely known Dragon types, the BraMage cannot fly without using magic, as she has no wings or even a tail.
However, the techno-mage did give the BraMage several distinct signatures to be known and feared by. Mimic was the first, allowing the Pokégirl to learn any technique that she was exposed to. The second is Perfect Recall. This enhancement allows the BraMage to reproduce any attack she has used Mimic to recreate, allowing the Pokégirl to utilize almost any attack, as long as they have the physical capacity to do so.
It was this enhancement that made them especially deadly, after watching only a few Pokégirl battles the BraMage could have access to well over two or three dozen attacks! These abilities, combined with their Telepathy enhancement and Dream Time, allow them to teach any number of techniques to other Pokégirls. These abilities all added up to a single thing- the fact that they are living T2s, capable of replicating any technique seen and teaching it, either physically or telepathically, to a student.
Most of this breed were killed throughout the war. Their lack of defenses made them vulnerable, but their versatility were unrivaled. And with having elemental defenses that made the more common Pokégirl types less effective against them, it's no wonder that at least a few had survived. Now, most BraMage survive on Ranches that are dedicated to one company or another. It's said that the first of the BraMage breed still lives, although to this day no researcher knows for sure. Most BraMage are well-cared for by the corporations who use them to transfer Pokégirl Technique knowledge into T2 machines for use by other Pokégirls everywhere.
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BRASS, the Bold Pokégirl
Type: Near Human
Element: Steel/Fire
Frequency: Very Rare
Diet: special
Role: ambush, surprise attacks, defense
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Steel
Weak Vs: Electric, Fighting, Ground, Water
Attacks: Punch, Harden, Quake, Headbutt, Body Slam, Toss, Seismic Toss, Fireball, Ignite, Flame Sword Mark II, Warm Embrace
Enhancements: Toughness, Enhanced Strength (x16), Statuesque Manner, Extremely High Density, Slow
Evolves: Iron Maiden (Heavy Metal)
Evolves From: Titto (Fire Stone)
This Pokégirl is known for her bravery in otherwise-harrowing situations (usually due to their powerful defenses), leading to the expression "bold as a Brass" to mean someone who is remarkably courageous. This Pokégirl can be acquired by using a Fire Stone on a Titto, making her congeal and solidify as she evolves.
Brasses tend to be taller than other Pokégirls, usually standing around six feet tall. They're entire coloration, skin, hair, everything, is the same deep bronze color, making them seem like metallic statues if they stand still. They tend to have short hair, since their hair grows much slower than most other Pokégirls', and similarly don't have much hair between their legs as well. Brasses tend to have generous breasts, around a moderate C-cup. They prefer to go naked, since it allows them to pose as statues in an instant.
A Brass's skin and bones are solid metal, and her great weight, indicated by the Extremely High Density enhancement, reflects this. Most Brasses weigh in at around a ton. Given that, they are virtually always on the bottom during Taming. Despite looking like living statues, Brasses are organic beings, and if wounded they react as such, not like a broken piece of metal. Their enhancements make it hard for anything to cut them enough to make them bleed though, let alone seriously injure them. Forbidden Tech projectile guns have been known to have their shots ricochet harmlessly off a Brass's skin. A Brass tends to eat minerals of all sort, preferring gems the way humans prefer candy. The finer the grain of a rock or jewel, the tastier it is to her.
A Brass is lacking in speed, as reflected in the Slow enhancement. A jogging pace for them is a brisk walk for humans and most other Pokégirls, and when they run all out, almost anything can outdistance them soon, although the shaking ground tends to slow them down. Despite their metallic nature, these Pokégirls have no special endurance abilities. Being a combination Fire and Steel-type, these Pokégirls have some characteristics of each. Their libido is lower than a normal Fire-type's would be, yet higher than most Steel-types, balancing out to a happy medium. Most Tamers use their strongest restraints when its time for a Brass to be Tamed.
Despite these drawbacks, Brass is a good choice for many Harems. Her Statuesque Manner enhancement allows her to stop moving instantly, holding a pose to such a fine degree that it becomes extremely hard to tell she isn't a statue. This includes slowing her breathing so it isn't obvious her chest is rising and falling. An examination by touch can tell however. A Brass's scent is that of the same metal as her name, so any Pokégirl with a keen nose won't be able to tell she's anything but a statue. This makes her ideal to act as a spy, observing an opponent's plans without him realizing she's a Pokégirl. Alternately, she can lie in wait for an unsuspecting target and then ambush them. A Brass can hold a pose for up to two days without moving before hunger and arousal make her abandon it. Brasses given a Heavy Metal stone evolve to Iron Maidens, and can hold a statue pose even longer since they lose their Fire element.
In combat her Toughness enhancement and her Harden attack allow her to soak up damage like a sponge and not blink. Her incredible strength makes combat with her end fast unless the opponent is similarly endowed. Few opponents can stand up to a Brass using Punch or Headbutt on them. Those that can usually get an Earthquake directed at them by the Brass, knocking them over so she can then use either Toss or Seismic Toss on them. For foes that fight at a distance, she tosses Fireballs at them until she can get closer. Due to her Fire-type nature, a Brass can heat herself at will, becoming very hot all over her body. This allows her to heat any weapon she's holding to the point where it becomes outlined in flames. A Brass heating herself does not manifest fire on herself, but can otherwise still use the Ignite attack by making herself sizzling hot to the touch. A more controlled heat is used when her Warm Embrace attack is utilized. In the dark, a Brass glows a dull red, illuminating (and often igniting) things a very short distance from her.
Feral Brasses are still slow, so a well-prepared Tamer can have his Harem easily outmaneuver one. They usually head towards population centers, dimly recognizing someone there can help them. They usually get caught very quickly by a Tamer who recognizes how strong they are. The best tactic for capturing a Feral Brass is to having a fire-resistant Pokégirl draw her Fireballs towards her while other Pokégirls attack with Electric and Water techniques. There have been no known cases of a Threshold girl becoming a Brass directly.
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BRONZE, the Metal Statue Pokégirl
Type: SemiHuman
Element: Steel/Fighting
Frequency: Extremely Rare (All Leagues)
Diet: special
Role: ambush, surprise attacks, defense
Libido: Average
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic, Fire (does double damage)
Attacks: Power Drive, Counter, Flake, No Sell, Bronze Fist, Giant Toss
Enhancements: Higher stamina, greater defense, self-body sculpting
Evolves: None
Evolves From: Jade (Round Stone)
While the previous forms of the Bronze were Rock-types, the Bronze is a Steel/Fighting-types. They lose the ability to change colors and become a metallic color, though with special dyes applied by Ar-Tits or their evolutions can allow them to regain different hair or body colors. The initial dyes take effect within one day. These dyes are permanent until the Bronze requests an Ar-Tits (or one of their evolutions) to change it. These changes, however, can take days or even weeks to take effect, depending on how different the color is or if the original dye used was black.
Originally, Bronzes were going to be called 'Golds', as they appear gold for the first week or two after they evolve, but then they briefly appear silver (for about three to four days) before settling into the appearance of Bronze. During these early adjustment periods, if she uses Flake, her 'flakes' are Gold and Silver, respectively. As such, the first few weeks of being a Bronze can be quite profitable for her tamer, but like a Jade's tamer, she can still provide a steady stream of money with her Bronze "Flakes".
Despite their name, their skin is as hard as steel and they have almost no sense of touch, save for when they are warm. Bronzes are extremely susceptible to heat, to the point that it is almost like a sexual caress to just be near anything that is hot.
However, Bronzes are also more dangerous when they are warm, as they, like actual metal, do not cool quickly, and in fact, continue to grow warmer in sensitive areas. Any tamer without some form of heat resistance should NEVER attempt sexual penetration with a 'hot' Bronze, as they are likely to receive first to second degree burns. Only female tamers using a ceramic or otherwise heat-resistant dildo, or any tamer with a natural heat-resisting blood gift should attempt such actions with a Bronze.
Bronzes tend to be quite a bit like Iron Maidens, and in fact, they may have been prototype Iron Maidens. However, if they use Power Drive or otherwise are near a source of strong heat and have no intention of sexual intercourse, they grow more and more aggressive. When they are angry, a Bronze's memory actually improves, and she has a mean streak a mile long. So, it's suggested that a tamer who wants to remain on their Bronze's good side keep a water or ice Pokégirl in their harem as well.
The most unique "ability" that a Bronze has is Conduction. Any electric, fire or ice attack on a Bronze gives the Bronze that element for the next two rounds, meaning her attacks deal additional elemental damage. She can gain Fire and Electric or Electric and Ice at the same time, but she cannot gain Fire and Ice at the same time as the elements cancel each other out, so she would gain neither. However, it is not listed as an attack, an advantage or a disadvantage, as she cannot willingly activate or deactivate this "ability", nor can she utilize attacks from those elements. It is a side effect of her body and may be beneficial or a detriment based on each situation.
No thresholds directly into Bronzes have ever occurred.
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BUZZQUEEN, the Queen Bee Pokégirl
Type: Humanoid Animorph (Insect)
Element: Bug/Poison
Frequency: Very Rare (One per hive)
Diet: Omnivore
Role: Breeder, Hive Leader, Alpha Pokégirl
Libido: High
Strong Vs: Bug, Dark, Fighting, Plant, Poison
Weak Vs: Fire, Flying, Rock
Attacks: Erotic Kiss, Sting, Double Sting, TriSting, Rapid Sting, Stop Sting, Berserk Sting, Itchy Sting, Hot Sting, Silence Sting, Honey, Sweet Honey, Royal Honey, Honey Syrup, Maple Syrup, Royal Syrup
Enhancements: Exoskeleton and endoskeleton, Enhanced Endurance (x4 human), Enhanced Durability (x5 human), Wings for flight, Tri-stinger tail, Status effect venoms, heavier Honey production, Pheremones in Honey creates soporforic effect, can transmutate Pokégirls and humans into Buzzbreasts, multiple arms, high Feral intelligence, extremely fertile, mental control over Buzzbreasts in their hive, can regain DNA by consuming dead Buzzbreasts
Evolves: None
Evolves From: Buzzbreast (specific mechanism unknown, occurs under certain circumstances)
Buzzqueens are an all-around enhancement to the Buzzbreast. Their breasts enlarge by two cup sizes, and their internal and external armor thickens, save for around their womb and general belly area, where it softens considerably and the stingers in their breasts migrate to their tail, turning their tail stinger into a much more formidable weapon. They keep the same yellow and black color scheme of the Buzzbreast, but their compound eyes become red and they gain two extra arms. Their hips widen and their rumps become rounder and softer. Also, frequently, they are a little chubby.
Buzzbreasts are fodder soldiers. Buzzqueens, however, are dangerous. There is no bounty on them, however, as they lack the inherent viciousness of a Wasp Queen and her swarm. A Tamer who does manage to Tame and fully control one gets a powerful ally. He or she also gets a helluva lot of respect, as capturing a Buzzqueen means entering one of the hives created by a Buzzbreast swarm, fighting or charming their way past a veritable militia of vicious insect girls, and then Taming the Buzzqueen herself, earning her trust and respect to get her to call the swarm off. Once bonded to a Tamer, the Buzzqueen loses control over her hive, retaining just enough control to get them to leave the Tamer and his/her Pokégirls alone. She then takes her ‘favorite’ Buzzbreast lover off and does something to evolve her into a new Buzzqueen, so that the hive will never be without one. As of yet, no Buzzqueen Tamer has seen what she does. Another way Buzzqueens are formed, although the particular mechanism is unknown, is a Buzzqueen’s favored bedmate evolving when the hive becomes too crowded. She then takes half of the workers and eggs, flying off to start a new hive someplace else. This prevents the Buzzqueen from having to consume part of her own hive just to keep the population down. The Buzzqueen’s favorite also evolves into a Buzzqueen if the previous Buzzqueen was killed. The specific genetic trigger for this is unknown. One theory is the evolution is triggered via a combination of a mental command and consumption of great amounts of Royal Honey and/or Royal Syrup.
Buzzqueens and Buzzbreasts were created directly by Cocooner herself, her first gift to Sukebe during the War. Buzzqueens she gave the frightening ability to turn other living beings into Buzzbreasts. They first lure their prey in with their Honey, lulling them into a daze with the extra pheremones produced in it. They then secrete a milky white resin from glands in their mouths, using it to entirely coat their victim. The resin hardens quickly, forming a cocoon around the victim. The Buzzqueen then injects the victim with a trio of chemicals that both render the victim comatose and then transmute the victim inside into a Buzzbreast after a one-month period. This occurs most frequently during summer months, when Buzzqueens go into heat, causing them to mate a great number of times to satisfy their needs.
Buzzqueens generally are not fighters. They are meant more for lovemaking, and spend nearly all of their time inside the center of the hive structures the swarm lives in, Taming their workers and victims and helping to increase the swarm, which also does the majority of fighting for the Buzzqueen. Their libidos are high, causing them to produce Honey at a much greater rate than normal. They also have a high Feral intelligence, like their Wasp Queen counterpart, showing a great sense of organization. Buzzqueens frequently go into parthenogenesis pregnancies, laying eggs and nursing their young once they hatch. Buzzqueens can add to their genetic stock by consuming other Pokégirls, although they cannot produce anything other than Buzzbreasts. Pokéwomen Buzzqueens produce Buzzbreasts more often than human children.
In the extraordinarily rare instance that a Buzzqueen is found in a harem, it’s usually from a Buzzbreast that has been away from their hive for a great deal of time. They are almost always Alphas, as Tamed Buzzqueens make excellent leaders. Buzzqueens that are freed of their Tamer do not go back to their old hive, as their extreme fertility and frequent parthenogenesis usually will have given them a decent-sized swarm to help build a new one.
In the last fifty years, an antidote was developed to the chemicals that Buzzqueens use to make new drones. Granted, getting back captured Tamers and Pokégirls usually involves a hive invasion, which in turn results in many dead Buzzbreasts and, if she survived, a soon to be very fat Buzzqueen who will then start giving birth to replace her lost warriors, but hey, whatever works. The antidote is totally effective ONLY if administered during the first two weeks. If given to the victim during the third week a human will become an Ingenue whilst a Pokégirl will be a G-Spliced hybrid of a Buzzbreast and her original type. During the fourth week the victim will be a Buzzbreast, but will still have all their memories, free will, and personality. If the poison runs its course then the victim will be a Feral Buzzbreast and unable to remember their former lives.
Buzzqueens have a strong rivalry with Wasp Queens. If a Wasp Queen invades a Buzzqueen’s hive, the two will automatically start battling in a manner so ferocious the end result is nine times out of ten the death of both Queens. It’s considered unwise to have a Buzzqueen and Wasp Queen in the same Harem unless you have something powerful to keep them from killing each other. There’s a popular book series about a Tamer who managed to have a Buzzqueen and a Wasp Queen as his co-Alphas, using a Rosebreasts to keep the two from fighting, but it’s generally regarded as being completely fictional, the feat being impossible.
Part of what sets a Buzzqueen apart from a Wasp Queen, aside from obvious demeanor and species differences, is that Buzzqueens are far more practical than their more vicious cousins. They do not appreciate having a rival Buzzqueen come near their hive, especially since the presence of another Buzzqueen causes the drones of a hive to start becoming confused from the conflicting mental signals. However if they feel that fighting wouldn’t be worth it, they will put up with the other Buzzqueen’s presence. This was especially prevalent during the Revenge War, when Buzzqueens sometimes would have to combine their forces to make up for heavy losses.
No one is really sure how the evolution to a Buzzqueen is triggered. A few theories were put forth, mostly regarding the two incidences mentioned earlier in the entry, but very few panned out. Researchers were also unwilling to try and investigate, due to the heavy risk of being turned into Buzzbreasts themselves.
In terms of Taming, Buzzqueens greatly love oral sex, and seeing a Tamer lick their honey off of their hands is a tremendous turn on for them. The fact that their cunts produce a delicious, nutritious honey is a definite added bonus. When their breasts lactate, either from Milktit milk stimulation or a recent pregnancy, parthogenetic or otherwise, the milk has a sweet, honey-flavored tinge to it. Also a good way to get a hive’s worth of Taming is to present a Buzzqueen with at least one Plant Pokégirl. Buzzqueens and, by extension, Buzzbreasts, adore flowers. Pollen has a light aphrodisiac effect on them, and having a large garden or a Plant Pokégirl will go a long way in creating good relations between a Tamer and a hive. Some towns have been known to keep Flowergirls (one of the Buzz breed’s seeming favorite type of Plant Pokégirl, the other being Cunnydews) around, along with several large, flowering gardens. This in turn, along with people willing to Tame the Buzzqueen and her hive to prevent her Mating Season (which only occurs while she is Feral) from occurring. Keeping a Buzzqueen and her hive Tame, in addition to making sure that everybody who wants some Taming with a sexy bee-girl can get some, allows them to have a Buzzbreast hive practically inside the town without incident. As mentioned before, Buzzbreasts and Buzzqueens love Flowergirls. The Buzzbreasts and Buzzqueen will keep the Flowergirls eagerly Tamed (usually into a near comatose state), and their pollen collecting will help keep allergens down. Some towns who do this have also bartered Buzzbreast and Buzzqueen honey in exchange for Taming from Flowergirls and willing townsfolk.
Cases of Thresholding into a Buzzqueen have not been recorded yet, and it’s presumed to be impossible to do so.
Recent Notes: A fairly efficient way of keeping a Buzzbreast swarm at bay during a Buzzqueen’s mating season has recently been discovered: Smoke. A Kunoichi Tamer known only as Smoke who also had powers of a similar theme managed to drive off an attacking swarm by generating a massive amount of smoke. According to his reports, the sulfuric smell, in addition to suffocating them, it also produces a light intoxication affect. One of Smoke’s Kunoichi, who also had Psychic abilities, reported that the smoke also temporarily disrupted the swarm’s mental connection to their Buzzqueen. Notes on how to produce a good sized amount of smoke safely have been added to the General Information section of the public Pokédex.
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CABBIT, the Friendly Pokégirl
Type: Animorph
Element: Normal
Frequency: most places Very Rare. Around the Shrine Gym Common.
Diet: carrots, and nothing else
Role: being cheery, dancing to cheer people up
Libido: High
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Phase, Dance, Aura of Cute, Double Team, Cheer, Bite, Scratch
Enhancements: Enhanced Speed (x3), Enhanced Agility (x2), Enhanced Reflexes (x3), Enhanced Hearing (x4), Claws
Evolves: StarlightXpress (Angel Stone, Psi Crystal, Mana Crystal, Delta Bond with Tamer, be of high level, orgasm)
Evolves From: Catgirl (orgasm), or Bunnygirl (Cat E-Medal)
Cabbits are the most friendly type of Pokégirl alive. They don't like violence and aren't that good in a fight, but make excellent pets, and are usually used as domestics, or healers/cheerleaders in Tamer harems. They are very loyal, and very good with kids, Tame Cabbits frequently seen working in nurseries, alongside Pokégirls like NurseJoys and Neko Cennecos.
Cabbits are a very unusual breed, a mix of rabbit and cat in appearance. They usually have dusty, dark brown fur, catlike faces and rabbit like feet and ears. They also have a small, glowing red gemstone in their foreheads.
Mostly, Feral Cabbits are found in great numbers around the Shrine Gym in the Edo League, with some Very Rarely being found elsewhere around the world. No one knows why they congregate around this Gym, Researchers are still confused on the matter, and the owners of the Shrine Gym aren't talking. Most Cabbits around the world head back to this Gym when they are ready to give birth. They have a great weakness for carrots, loving both eating them by the dozen and using them like dildos in taming. Tamers who want to catch a Feralborn Cabbit usually use a carrot as bait. Cabbits LOVE carrots, and will do almost anything for them, making taming a Cabbit quite easy.
Cabbits are a very popular breed amongst pet lovers. Threshold cases are rare, but not unheard of. Girls that do become Cabbits usually don't mind it all that much, as they gain a very cute appearance and demeanor that's very friendly.
It's unknown whether or not a Cabbit can evolve. Some Tamers have claimed to have evolved their Cabbits, but when asked into what, they quickly changed the subject. It's only recently that the evolution of a Cabbit was discovered...
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CARD MASTER, the Powerful Card Wielding Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Very Rare
Diet: human style food
Role: long range attacks/magi
Libido: Average to High
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Draw, Baton hit
Enhancements: Increased sensual perception, mind tuned to magic
Evolves: Clow Mystic (mechanism unknown)
Evolves From: Cardcaptor (special, captures all cards and passes "Final Judgment")
Once a Cardcaptor captures all of her cards she must undergo a ceremony called "The Final Judgment." Exactly what this entails is unknown since no Pokégirls have ever spoken about it and a Cardcaptor must face it alone. If she passes this test then she will evolve into a Card Master. It is impossible to tell a Cardcaptor and a Card Master apart without a Pokédex since they undergo no physical changes when they evolve. However a Card Master will be tougher than before, able to absorb more damage before being knocked unconscious, and she will have more magical energy and is thus able to use her cards for longer before exhaustion sets in.
One thing that has been noted is that if a Cardcaptor has any natural magical talent, she will lose it when she evolves since she now relies totally on her cards to create her magical effects. All Card Masters gain one new talent, however, the ability to create new cards other than those which Cardcaptors can use. This can make battling Card Masters tricky since they may have unexpected abilities. Creating a new card usually takes at least a month and the more powerful the card the longer it takes, although there have been occasions in which Card Masters have spontaneously created new cards in times of great stress.
Card Masters can evolve into ClowMystics, although what triggers this is unknown. However researchers have noted that all Card Masters who evolved had a Mysticangel and a Mystickat in the Harem with them.
There has never been a reported case of a human girl thresholding into a Card Master and it is believed that it is impossible for this to happen. In fact, every known Card Master evolved from a Cardcaptor. Even inducing parthenogenesis in a Card Master will result in the birth of a Cardcaptor. This has led to the belief that the only way for a Card Master to come into existence is for a Cardcaptor to pass her "Final Judgment" and evolve.
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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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CHERRY BLOSSOM, the Unbalanced "Beautiful" Pokégirl
Type: Near Human
Element: Magic
Frequency: Extremely Rare
Diet: Dreams (& bathing?)
Role: Unknown
Libido: High (masturbatory)
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic, Poison
Attacks: Fire, Water, Blizzard, Thunder, Double Slap, Nightmare Syndrome, Teleport
Enhancements: Unnatural beauty, Extreme narcissism
Evolves: N/A
Evolves From: Cherry (Sun Stone)
Cherry Blossoms are very beautiful. They stand just under 6' tall, with long gorgeous hair that always sparkles as if it's just been permed and is drying is sunlight. Her eyes are blue and her hair is normally silver, but turns blue when she enters water.
Cherry Blossoms are VERY VERY beautiful. The kind of beauty that pulls anyone even remotely interested in the female figure to her, and she frequently caught bathing in a stream or lake.
Cherry Blossoms are solitary. Psychic Pokégirls have found that it's mostly because they want to be, not because they have to be. They are highly narcissistic and masturbate frequently.
However, if anyone attempts to come near enough to her to tame her, she will sense them and either attack or flee. Those who've claimed to see them often have large welts on their faces. Even most Pokégirls who attempt to get close to her will often come away worse for wear, despite being 10 levels higher.
There is, however, a problem with the Cherry Blossoms. A very small percent grow increasingly more violent until they begin killing those drawn to them. Some theorists speculate that when the Cherry Blossom only becomes violent when she is interrupted before or during masturbation sessions. When she draws blood from anyone else (cutting her does not create this change), her hair will begin changing to pink.
This change is faint at first, and only temporary... to begin with. However, the more blood she draws, the more red her hair becomes, until finally, if she murders someone, her hair will remain red, regardless of where she goes or what she does.
Any tamer who encounters a red-haired Cherry Blossom is instructed to flee from the scene. There is a bounty of 10,000 credits on any Cherry Blossom with deep red hair. To date, no Cherry Blossom has ever been found in a tamer's harem.
On a side note, one researcher found an ancient legend in Edo about cherry blossom trees that claimed that a body was buried beneath the very first tree, and subsequently turned the once pure white petals red.(*) The researcher has openly commented that it is possible that the Cherry Blossom Pokégirl might be somehow related to this legend, but does not know how.
(*) - Like many myths and legends, this story has many iterations. Some myths say that cherry blossom trees remain pure white only if they aren't a soldier's grave. Others say that the blossoms turn red if a person murdered in cold blood is buried beneath it. Still others claim exactly what this did: that it was the very first tree that was involved in the legend.
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CHIBI (insert name here), the Lolita (insert title here) Pokégirl
Type: As Base Type, plus Metamorph
Element: As Base Type, gains Magic-Type
Frequency: becomes Extremely Rare
Diet: as base type
Role: as base type, being cute
Libido: as base type
Strong Vs: as base type
Weak Vs: as base type
Attacks: as base type, plus Cheer, Sleep, Form Change. While in Chibi-form: Gains Aura of Cute, Aura of Innocence
Enhancements: as base type, plus Auto-Resize. While in Chibi-form: Gains Enhanced Agility (x3), Enhanced Balance (x3)
Evolves: As Base Type
Evolves From: None
All Pokégirls go through three distinct stages of life: the immature Pokékit stage, when they have yet to feel any sort of sexual desires, Pokégirl, when they go through puberty and develop a powerful set of hormones, and become capable of parthenogenesis, and Pokéwoman, when their hormones ease up and they are able to have children normally. The Chibi template is perhaps one of the least understood of Sukebe's creations, as it blurs the lines between the three.
Chibi Pokégirls are metamorphs, capable of shifting between two forms – a young, pre-adolescent 'normal' body, and an older, 'adult' form whose appearance matches the Chibi Pokégirl’s true age. This younger form becomes for all intents and purposes the Chibi Pokégirl’s natural form, and it takes effort to return to the original adult form. While in their younger form, however, the Pokégirl becomes more agile and balanced, giving them a sense of ease in movement that their original bodies lacked.
Chibis also gain some minor magical abilities. The chief of which is the ability to naturally adjust whatever they happen to be holding or wearing in one form to perfectly fit them in their other form whenever they undergo a Form Change. This includes clothing, armors, and anything they happen to carry, such as Poképacks, though anything stored inside of the packs remain their normal size. The effect lasts indefinitely and is not entirely controlled by the Chibi's will – if a Chibi Pokégirl is ever in adult form and knocked unconscious, reverting her to chibi form, the effects still take place, though Chibis may adjust things manually or choose to forego the adjusting, should they choose.
All Chibi Pokégirls were originally – and for the most part, still are – the result of a pregnant Pokégirl or Pokéwoman being affected by certain magical spells or certain Powder-based attacks, such as time-manipulating Haste or Slow effects or overabundant exposure of the mother to Bloom or Buttsprout Powders (or the Anti-versions thereof). Though the exact means is not understood, there is a small chance when this occurs that this will trigger the activation of a repressed gene – naturally present in all Pokégirls - inside the unborn child, awakening the Chibi template.
The first time a Chibi Pokégirl is tamed, the effects of the gene triggers, causing the Pokégirl’s appearance to revert back to around 10 to 12 years of age. The Pokégirl retains all of her physical and mental abilities (though adjusted to her new size), and usually tend to follow the same patterns that a normal Pokégirl of her breed would in combat.
The genome mutation gives the Chibi Pokégirl a measure of control over her body's age, letting them shift back and forth between appearing like a child and their 'true' age. In order to shift back to the older, more adult form, however, it requires a passive form of concentration. Things that take up their entire mindset, such as an extremely tense fight, or heated Taming, can cause her to shift back to her younger form. Shifting into their younger form when sleeping is common as well. Markings, such as tattoos or wounds, remain as normal in either form.
Strangely, a small number of 'busty Chibis' have been recorded, whose bust only partially diminishes during the transformation to chibi form, making them their chibi forms that of an incredibly busty – yet otherwise undeveloped - child. It is unknown if there is any cause of this, as it seems to be completely random. Surprisingly enough, these variants are in high demand by the rich.
It should be noted that because most Chibi Pokégirls all but perfectly resemble Pokékits (at least in appearance) they can sometimes be mistaken for being one. Tamers of Chibi Pokégirls have, in the past, sometimes been arrested or lynched as pedophiles when, in truth, they were innocent of the accusations. Even those who are consciously aware of the template's differences can often feel uncomfortable with Chibis, making them generally unpopular save for an avid minority. Most who own Chibi Pokégirls are either wealthy, so-called ‘high-blood’ Tamers, breeders, or the occasional lucky Tamer who found one.
However, in recent ages, as the knowledge of the Chibi template becomes more commonplace, they have become slightly more acceptable, and can sometimes be seen openly, though they are still not particularly popular due to the negative attitudes they often bring upon the owner. A simple demonstration of their ability to change back and forth between forms is usually enough to prove a Chibi Pokégirl’s validity for most League officials, and it is becoming increasingly common, particularly in Pro-Pokégirl leagues, for there to be laws against discriminating against Chibi owners, though their effectiveness is still variable.
Chibi Pokégirls continue to age normally in their adult form, becoming Pokéwomen, and then becoming old. As they age, however, usually around the time they become Pokéwomen, gain greater control over their transformation abilities, slowly allowing them to take the appearance of any age between around ten, and their true age. While transformed into any given age, the Pokégirl feels as vibrant as if it were their real age, though, while that form doesn’t feel the aches and pains of old age that her adult form would, when a Chibi Pokégirl’s time is up, she still dies of natural causes, no matter what form she is in. Chibi Pokégirls with the Longevity trait work as normal, however, their 'adult' forms likewise age much slower than normal Pokégirls due to their extended lifespans.
Intentionally breeding Chibi-template Pokégirls is a fairly tricky process. They can only have one parthenogenic birth in their entire lifespan as a Pokégirl, while they return to human standard while Pokéwomen. The theory is that because of the genetic anomaly in their bodies that allows them to shift between a younger-seeming form and an older-one, their reproductive system is forcibly limited. Their bodies tend to shrink down while giving birth and their body can’t handle more than one baby at a time. As such, and surprisingly enough, breeding Chibi Pokégirls tends to be a profitable business. It isn’t all that reliable however, due to the difficulty of finding one.
Chibi Pokégirls’ ability to bear offspring is regulated by their true age. After their first puberty, they are subject to possibly undergoing parthenogenesis, whatever form their in. Though, as stated, it will only happen once. Once they undergo their second puberty, they are capable of giving birth to children, again, in either form. Shifting forms doesn’t cause complications with the pregnancy, but it is less painful for the Chibi Pokégirl to remain in her larger form during this time. Since they naturally revert to their child form during sleep, a pregnant Chibi Pokégirl tends to stay up for days at a time. Giving birth is sometimes so painful that they lose their concentration and shift back to their child form, causing even more pain for them as they struggle to bring their young into the world.
Feral Chibi Pokégirls revert to their smaller form because they no longer have the ability to concentrate on maintaining their adult form. This naturally causes them to look like an immature Feralborn Pokékit of their type. Since immature Feralborn Pokékits are usually cared for by their mother until they hit puberty, finding one alone may be a clue that it is, in fact, a Feral Chibi Pokégirl. Most people don’t realize that the young Pokégirl they’ve found though is legally Tamable, and Feral Chibi Pokégirls tend to stay Feral for a long time since no one wants to risk Taming a Pokékit. To date there are only a small number of cases recorded of a girl thresholding into a Chibi Pokégirl of any form.
It is theorized that the potential to become a Chibi exists in all Pokégirls as a part of the basic code. No one is sure why – some say Sukebe was drunk at the time, and decided to seal the template thereafter, or that, suiting to his name, his perversity knew no bounds and he wanted all of his creations to be capable of the transformation. Why he chose against using it for all but a few select purposes during the Revenge War is also unknown, but afterwards the template was all but lost until it was accidentally rediscovered some time later.
It is unknown exactly why, but Pokégirls with the Youthful enhancement, such as Shadowgirls or Dracasses, have never been recorded to become a Chibi Pokégirl. It is believed that some feature of the Youthful genome overrides the effects of the template, preventing it from ever taking form.
To some's dismay, Chibi Pokégirls are neither better nor worse at Sex Battles than before. This, combined with the fact that the Pokégirl’s libido remains unchanged in either form, can make for some very strange encounters..
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CHIMERA, the Dark Child Of Hy-Bra Pokégirl
Type: Inhuman
Element: Flying/Magic
Frequency: Very Rare
Diet: Human-style
Role: Warfare
Libido: Low
Strong Vs: Bug, Fighting, Plant, mouse Pokégirls
Weak Vs: Electric, Ghost, Psychic
Attacks: Crushing Punch, Mega Punch, Crunch, Takedown, Wingover, Flame Breath, Thunder Breath, Ice Breath, Poison Breath
Enhancements: Flight, Elemental breath powers, Enhanced Strength (x26), Enhanced hearing (x3), Night vision, Enhanced Stamina (x7), Awareness of surroundings
Limitations: Unstable multiple personalities; most Chimeras go insane
Evolves: None
Evolves From: Griffon (Hy-Bra's blessing or Sexmet's curse)
Bounty (for successful capture & taming): 900,000 SLC (applies to ferals only)
Bounty (for confirmed kill): 855,000 SLC (applies to ferals only)
Bounty (for reporting sighting & getting out alive): 300,000 SLC (applies to ferals only)
Recommendation if you see one: Try to have a strong psychic-type Pokégirl on hand to knock out the Chimera. Otherwise evacuate the area at once. Note: If it is found out that the Chimera was a tamed one allowed to go Feral on purpose, punishments will be SEVERE. (applies to ferals only)
For the light there is always darkness, so too is it with Pokégirls.
Chimeras can easily be considered the dark sisters of the Sphinx, as they shared both element-type and strengths and weaknesses, and both appeared at around the same time, sometimes working together. Frequently they were seen with the mad, multi-headed Hy-Bra, and were employed as her retainers. Rumors persist that Sukebe created the Chimeras solely to divert Hy-Bra's attention from usurping him by giving her servants/lovers that were similar to her, Hy-Bra discovering soon after that she could change Griffons into Chimeras with her powers. However with Hy-Bra's rapidly declining sanity as well as their own, Chimeras degenerated into savage, vicious fighters that attacked both human settlements and Pokégirl encampments. In the end, Legendaries such as Macavity, Titania, and Atmuff took direct action against the Chimeras, reducing their numbers greatly, Atmuff doing far more damage to the breed than anyone else. Some have theorized that this is one of the reasons Hy-Bra was foolish enough to attack Atmuff directly.
Chimeras were massive, frightening Pokégirls. Their bodies were very muscular, being 7 feet tall and possessing large, bat like wings, FF-cup breasts, wide shoulders thick claws, grayish-red fur, and multiple heads. And those heads were the true fear factor of the Chimera.
The primary head was similar to that of a Lioness. It was in the center, between the other two primary heads, and was the lead personality the majority of the time. It could breath fire. To the left of the Lioness head was a head similar to a Dragoness. That head possessed the most violent personality and, if the Chimera was left unchecked, the personality that took control most often. It possessed a lightning breath weapon. To the right of the Lioness head was a goat like head, similar to a Billie. This head possesses a cold, emotionless personality and has an ice breath weapon. The persona of the goat-head rarely took over, save for when the Chimera was suffering from severe emotional distress or after the Chimera went fully insane. The final head was actually part of the tail. A Pre-Sukebe snake functions as the tail of the Chimera, but also acts as a fourth head, complete with another persona (a cunning, wicked one), and a breath weapon, a poisonous one. They are massive, powerful Pokégirls and among the most dangerous out there, seconded only by the Widow and Mantis, mainly because the Chimeras are more controllable than the other two.
The four personalities of a Chimera are usually in great conflict, the four heads sometimes seen arguing with each other, but a patient Tamer can keep control of them, usually with the help of a Domina-type Pokégirl. They are best Tamed using Amachamp-level restraints, which are thankfully becoming cheaper. Some of the very rare Chimera tamers even report having a long, healthy relationship with their Chimeras, lasting many years, although they admit that it took a lot of love and a lot of patience to get as far as they have. Tragically, however, Chimeras are also employed by Team Rocket-style groups, who purposely abuse them into insanity and use them in gladiatorial combat.
Chimeras, after Hy-Bra's death, slowly disappeared, the damage Atmuff doing seemingly having driven them into extinction. However Chimeras experienced something of a resurgence after an incident involving Sexmet. A year after the first Widow attack, several Team Rocket members, half of them with Griffons in their harem, attacked Sexmet and Bastit. The Rocket Tamers and the majority of their Pokégirls were slaughtered by Sexmet, but not before Bastit was severely injured. In a rage, Sexmet cursed the Griffons, turning them into Chimeras. Since then, their numbers have risen so that they are in less danger of extinction than Sphinxes, but not by much.
No threshold cases of turning into a Chimera have been reported.
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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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CLOWMYSTIC, the Little Mage Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Very Rare
Diet: human standard
Role: card collecting, performing magic, being cute
Libido: Average
Strong Vs: Normal, Fighting
Weak Vs: Bug, Dark, Ghost
Attacks: Bonk, Card Shuffle, Dodge, Parry
Enhancements: Youthful
Evolves: StarMystic (normal; trigger unknown), MysticKat (mechanism unknown,) MysticAngel (mechanism unknown)
Evolves From: Cardcaptor (unknown), Card Master (unknown)
The first Clowmystics were created by the noted Pokégirl researcher Clow Read, presumably by experimenting on Cardcaptors, given the similarity of the two breeds. He also created the first examples of the Clowmystic's evolved forms, the Starmystic, the Mystickat and the Mysticangel. The exact date of this breeds creation is unknown, because when they initially appeared they were mistaken for Cardcaptors, but it is generally believed to be about 50 AS.
Most Clowmystics evolve into Starmystics since it is very hard to get a Clowmystic to evolve into a Mystickat or a Mysticangel unless certain triggers are used in a certain way and only Clow Read knew what these triggers were. Unfortunately Clow Read was killed in 67 AS in an attack on his lab by an unknown organization and his research data on these Pokégirls was destroyed at the same time. Although there have been rumors about his research notes turning up either in a storage cache or in the hands of an individual or organization, but these have all proven to be false so far.
Whilst Clowmystics can use their staff as a weapon in an emergency their main attack is card shuffle which relies on using their cards to create various magical effects. When the Clowmystic wants to use her magic a card appears in her hands, exactly what effect occurs depends on the card that she uses, for example the fire card might result in a flamethrower attack, whilst the healer might heal the injuries of one of her harem sisters.
This is similar to the Cardcaptor and resulted in them initially being mistaken for that breed of Pokégirl, but there are a couple of differences. First the Cardcaptor's cards are contracted spirits which she releases to cause her magical effects, the Clowmystic's cards are simply magical items which she uses to focus her magic and guide it to create the desired effect. Second a Cardcaptor must capture new spirits to get new cards whereas the Clowmystic creates new cards as she goes up in level. The exact card that a Clowmystic gets when she levels up is apparently random and this makes battling Clowmystics tricky since two Clowmystics of similar levels can have widely varying capabilities.
Clowmystics are human in appearance but they do not age normally, they tend to look like a girl of around 12-13 even if they are older. This has led to more than one tamer who owns one being accused of underage taming, fortunately a simple Pokédex scan can reveal the truth. Most Clowmystics like to take advantage of their youthful appearance by dressing in cute clothes that suit their apparent age whilst still appearing sexy. They will always be carrying a staff which as well as acting as an emergency weapon is sometimes used in their magic, such as using the sword card to turn it into a sword. Despite not being particularly strong Pokégirls Clowmystics are talented gymnasts which makes them very capable at dodging attacks.
Despite their apparent age Clowmystics are as enthusiastic about taming as any other Pokégirl. Should she find herself in a harem with either a Mysticangel and/or a Mystickat she will insist that she be tamed with them.
Feral Clowmystics are extremely rare since most Pokégirls of this breed are either domesticated or threshold Pokégirls. A Clowmystic has a low feral state where they find that their card shuffle attack produces a random card rather than the one that they intended to use.
Girls who threshold into Clowmystics tend to do so at an early age, usually about 12-13 years old, and this can be difficult to detect since they undergo no physical changes. Those girls who go through threshold later will always end up appearing as they did at the age of 12-13.
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CLYDESDAME, the Titanic Horse Pokégirl
Type: Metamorph (Centaur)
Element: Ground/Fire
Frequency: Very Rare (All Leagues)
Diet: Apples, carrots, hay (when desperate), grass (feral) or human diet (domesticate)
Role: Transports
Libido: Average
Strong Vs: Bug, Grass, Steel, Electric, Poison, Fire
Weak Vs: Flying, Grass, Water
Attacks: Take Down, Flame Floor, Power Drive, Quickturn, Quake, Stomp, Tectonic Slam, Flame Step(*)
Enhancements: Shapeshifting, Uncannily Surefooted, Enhanced Strength (x3), Enhanced Endurance (x2)
Disadvantages: Slower than she was as a Ponytaur.
Evolves: None
Evolves From: Ponytaur (Sun Stone+Diamond Stone)
Clydesdames weren't discovered until 190 AS, when a Ponytaur and her tamer found themselves in a mountainous area where the ground was unstable. As a landslide began right beneath their feet, the Ponytaur evolved into the large Clydesdame and carried her tamer to safety, leaping from sections of falling rock directly onto solid ground.
A Clydesdame is a LARGE Pokégirl. In human form, they tend to stand between seven and nine feet tall. In hybrid form, they stand between ten and twelve feet tall. They are quite strong and like Rhynodames, are often used for moving heavy objects and any sort of travel through rocky or unstable terrain. When in human form, they may appear to have the same stature as Amachokes, but they do not like having defined muscles and most prefer to have more supple curves to make themselves more attractive.
The only major drawback to a Clydesdame is the fact that she is slower than most Ponytaurs and Cheetahs. Most Clydesdames prefer to work on strength and endurance, rather than try to futilely regain that level of speed, and as such, can easily outlast virtually any other horse Pokégirl when it comes to running.
Clydesdames are exceptionally surefooted. Nothing short of a direct attack or the instantaneous and complete dissolution of ground (like ice suddenly melting or a trap door giving way) beneath their feet will cause them to lose their balance. Even on ice in their hybrid form, they almost never slip and instinctively stay away from weak ice that cannot support them. They can also detect areas which are prone to avalanches, unstable ground, quicksand and many other hidden obstacles when in hybrid form. She is also one of the few Ground-type Pokégirls who cannot use Dig.
Their favorite tactic, when not facing water Pokégirls, is to use Flame Floor to make themselves even more intimidating.
They've often use Power Drive to make their Stomp and Take Down attacks even more devastating. When seeking to retreat from battle, a Clydesdame will use Flame Step, an ability that only fire-type Pokégirls can use effectively, to create a series of small fires to slow or stop pursuers until she is certain they cannot follow, then she will cancel the technique and simply run.
Favored by merchants who travel through mountains and farmers who need small but heavy loads moved about, Clydesdames were sought after for a while, but now, they are too rare and are often replaced by Rhynodames. Feral Clydesdames are almost nonexistent, but do pop up once in a while, usually as a guardian for more timid Pokégirls. Thresholding directly into a Clydesdame is impossible without having a Clydesdame for a mother.
(*) - Flame Step (ATK 5 + EFT) - A useful means of keeping enemies from pursuing her, the Pokégirl uses her powers to set the ground beneath her ablaze. Each step creates a foot-high fire that lasts for only twenty seconds, regardless of the terrain beneath it.
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COCKADIDDLEME, the Excessively Penis-Obsessed Fowl Pokégirl
Type: Humananoid
Element: Fighting
Frequency: Very Rare
Diet: Semen, berries or grains
Role: Unknown
Libido: Moderate
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Slasher, Hero Blade, Slash Wave, Confuse, Miracle Slash, Demi Blade, Keen Blade
Enhancements: Improve "Male Sense" (can sense a male within 300 feet), impressive jumping ability (can leap over 100 feet with a single standing jump)
Evolves: None
Evolves From: CockadiddleDeux (Normal; Level 50)
CockadiddleMes do not change much, except for a full jump in bust size, another doubling of the size of their wings, and their feathers turning an violet-tinged black.
CockadiddleMes are the most calm and rational of the Cockadiddle evolution chain and also the most reasonable. Though they do still want men, if they are added to a harem, most do not cause the same disruptions that their former evolutions do. They view the others in a harem as herself, wanting their tamer all to themselves, but being forced to share him.
CockadiddleMes enjoy sex just as much as their prior evolutions, but they are more open to sharing and will have relations with women or Pokégirls to satiate her desires.
In combat, CockadiddleMes are even more dangerous than before, as with her Keen Blade, her sword can attack further; with her Miracle Slash, she can heal herself, and with her Demi Blade and Hero Blade, she can deal devastating damage. Add in her now impressive jumping ability, she can attack most enemies before they realize they within her range of attack.
Her wings are now large enough to let her glide, but she still cannot truly fly. If she jumps straight up, she can glide much farther than she can jump, but obviously, she is not as quick while gliding and she is at the mercy of wind currents to keep her up and going where she wants.
CockadiddleMes have no issues with cat Pokégirls, and will even have a threesome with one.
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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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DAMEOSAUR, the Swift Dinosaur Pokégirl
Type: Animorphic/Metamorph (Velociraptor )
Element: Rock/Fighting
Frequency: Extremely Rare (Dark Continent only)
Diet: Carnivorous
Role: Primary strike force for Sanctuary, personal companion and bodyguard
Strong Vs: Bug, Dark, Electric, Fire, Ice, Normal, Poison, Rock
Weak Vs: Ground, Plant, Psychic, Water
Libido: Average (increases to high two months out of the year)
Attacks: Headbutt, Tail Slap, Mega Kick, Takedown, (normal mode only) *Acid Spit, Ki Blast, (battle mode only) Bite, Crunch, *Ripclaw Kick, Double Kick, Flying Kick, Rolling Kick, Bicycle Kick
Enhancements: Limited Metamorph, Armored skin, Enhanced Speed (x14), Enhanced Leaping (x6), Enhanced Strength (x8 in battle mode, x5 in normal mode), Chameleonic abilities, Can secret an acidic substance from their jaws in normal mode
Evolves: Pterodame (Angel Stone), Nessidame (Water Stone), Tyrannodame (Dawn Stone)
Evolves From: None
FILE DATA IS CLASSIFIED. HIGHEST LEVEL CLEARANCE NEEDED TO VIEW.
The Dameosaur is one of the projects Sukebe abandoned over the years. Thankfully enough. Somehow, through means we aren’t sure of, Sukebe managed to acquire DNA from several breeds of dinosaur. In captured notes from his laboratories, he spoke of them being shock troops and enforcers, however the closest he ever came to making them was the Dodongo breed.
It was thought that the dinosaur DNA was lost when one of his labs were destroyed. That it wouldn’t be a threat. However recent evidence has arisen through various means that show that the dinosaur DNA was not lost at all. It was all found and confiscated by a single party many years later, who then proceeded to create several breeds of dinosaur Pokégirl.
Unfortunately for all of us, the party that claimed all of Sukebe’s dinosaur DNA samples was Sanctuary.
Sanctuary after their founding primarily made use of the Cheetit breed of Pokégirl. However because the breed was almost entirely heterosexual, this made for a potential hole in their security. They had discovered a laboratory that had been abandoned by Sukebe, which contained all the various dinosaur DNA samples, and proceeded to make their new land-based soldiers. They created a base type using the velociraptor as a template, creating the Dameosaur and unleashing them in the year AS 214. Later on came the first two evolved forms of Dameosaur, the Pterodame and the Nessidame.
We remained in the dark about the existence of the dinosauric breeds for a long time after their unleashing, until Elder Zanza of the Terminatrix tribe made First Contact with us, giving us all the information she had on Sanctuary. This included the technical specifications of the breed and what they were first used for. Apparently, although Sapphron Hirosaki and a few others on the Sanctuary’s ruling council voted against this decision, the Dameosaurs were first employed to eliminate Cheetits, driving them into confined areas and outright slaughtering and eating them. This led Sexmet to take direct action against the breed, forcing Sanctuary to abandon and erase two of their satellite colonies, leading to a pseudo Cold War between Sexmet and Sanctuary.
Dameosaurs to this day remain as Sanctuary’s primary foot soldiers and sentries. All Sanctuary Goths that journey outside of Sanctuary’s borders have at least one Dameosaur partner. The two act as teammates, the savagery inherent in the breed complimenting the magic and Aura abilities of the Sanctuary Goths. Packs of them, supervised by small squadrons of Sanctuary Goths, protect the satellite colonies and work farms within the Dark Continent, as well as the fields used for the growing of food. They normally wouldn’t be suited for such things due to their aggressive nature, but the Aura abilities of Sanctuary Goths can keep them in line.
Dameosaurs are a welcome sight in Sanctuary proper. They are respected and honored as conquering warriors, and their mentality fits this. They love to fight, Dameosaurs sometimes having friendly brawls with one another when they have nothing else to do. They are also have an inborn genetic disposition to obey unquestioningly anyone they regard as their master, and in many cases have been shown to be submissive to their masters. The breed as a whole has low intelligence, being best suited for fighting, bodyguard, and enforcer roles and little else. Another psychological quirk they have is that they will never harm children thirteen years and younger, even male children, for any reason. Not even self-defense. This had made them surprisingly popular with youngsters within Sanctuary. Spies within the primary Sanctuary colony report that Dameosaurs are sometimes seen giving rides to children in their battle form.
Dameosaurs are large Pokégirls. In their normal form, they resemble large, athletic humanoid females with greenish-scaled skin and smallish breasts, usually around seven and a half feet tall on average. They have thick , lightly prehensile tales and their eyes range in color from golden to dark red. Their teeth are sharp, meant for tearing of meat, and instead of hair they have a light coating of feathers. Their feet are reptilian in appearance, their hands bearing sharp, semi-retractable claws. They are fierce fighters in this form. In addition to having strong claws for attacking, they also have the ability to spit generate and spit an acid-like chemical that can dissolve most inorganic materials, such as guns or swords. They can’t use their acid in their battle mode, however.
In their battle mode, they turn into an exact replica of a velociraptor, a large, bipedal lizard with long, crushing jaws and razor-sharp teeth. The big toe of a Dameosaur’s foot in battle mode extends into a long, curved, thick, razor-edged claw that is well suited for ripping and gutting. There are even some instances of the toeclaw being able to seriously injure even Steel-type Pokégirls. They have light chameleonic abilities in this form, able to briefly blend in with their surroundings while hunting prey. Their tails become thicker, making their tail strikes deadlier. They gain tremendous leaping ability in their powerful legs, making them capable of catching low-flying Pokégirls and using them as food. Their legs are surprisingly flexible in this state, allowing for many dangerous kicking attacks.
Dameosaurs are dangerous opponents to be sure. They are savage and unrelenting fighters, and will not stop until they eat their opponent or their Sanctuary Goth handler calls them off. However our spies within Sanctuary report that there has been some evidence of Dameosaurs showing interest in the few human males allowed within the confines of the central city. This may mean that they can possibly be turned to human interests, although they are so closely guarded by their handlers in Sanctuary that acquiring one may be tricky. As Dameosaurs have only had female lovers so far and are confined to female lovers, no Threshold cases have been discovered as of yet.
Ripclaw Kick (ATK 60) – The Dameosaur does a flying kick with their toe blade extended.
Acid Spit (ATK 40 + EFT) – The Dameosaur spits a semi-acidic chemical that has a 40-50% chance of temporarily inducing the Blind status effect.
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DARK KITSUNE, the Redeemed Nogitsune Pokégirl
Type: Animorph (vulpine)
Element: Psychic/Fire
Frequency: Extremely Rare
Diet: omnivore, preference for fish and meat
Role: illusionist, avenger
Libido: Average to High
Strong Vs: Fighting, Fire, Ice, Plant, Poison, Psychic, Steel
Weak Vs: Dark, Ghost, Ground, Rock, Water, dog Pokégirls
Attacks: Scratch, Tackle, Leap, Ember, Fire Spin, Flamethrower, Fireball, Hypnotize, Illusion, Cry, Dance, Psywave, Psychic, Psi-Blade Mark II, Confusion, Teleport
Enhancements: Quickness, Enhanced Hearing (x6), Enhanced Smell (x6), Undetectable Aura
Evolves: Kyubi (E-Stone Ceremony)
Evolves From: Nogitsune (redemption, love or Shiny Stone)
Nogitsune, a mostly sharp-tongued, quick-witted, and evil-aligned Pokégirl, can actually go through a marvelous transformation when given a chance. A Tamer that tries to help a Nogitsune is a rarity to see. No surprise really, as a Nogitsune’s personality tends for her to be quite disrespectful, resentful, and violent towards her master and Harem-sisters, and usually causes for them to be traded to another Tamer. However, a Tamer that works to break through the shell of hate a Nogitsune has built up around herself, trying to take down the insecurity, envy, and sadness that surrounds the Nogitsune’s character, and can actually come to genuinely care for the rather selfish Nogitsune will receive a genuine surprise. Literally becoming enveloped in a fire of black, the Nogitsune goes through a final evolution, burning away all the evil that had wrenched her soul, shedding the shadows and magic which empowered her, allowing her to embrace truth and understanding. She becomes almost a whole new Pokégirl altogether. The Dark Kitsune.
The Dark Kitsune is comparable to a Vixxen in looks, albeit with a few more differential cosmetic changes and powers, such as the fact that a Dark Kitsune’s pelt colors are much darker, with a cranberry-red all over, with the deepest ebony black on her hands and feel, and a rather tanned cream-colored underside to her pelt. However, the most noticeable trait of the Dark Kitsune is her tails. Before, where she had no tails, she now has two! Both tails are red-furred, but one is tipped in black and the tip of the other tail is the tanned cream. And as can be expected, a Dark Kitsune fills out more physically, compared to her previous form of Nogitsune.
The personality of a Dark Kitsune is a complete U-turn to a Nogitsune. Whereas before she felt alone and damned by the darkest depths of hell, a Dark Kitsune feels free. She openly is more affectionate now, and gladly reciprocates any affection the Tamer will show the Dark Kitsune. Also, the Dark Kitsune is more accepting to commands and will more than likely do as the Tamer commands of her.
In battle, a Dark Kitsune follows mostly the same strategies a Vixxen and Foxx do, going in and striking hard with Fire-elemental attacks. However, because of the Psychic powers it also contains, a Dark Kitsune can try to add some more advanced tactics, such as teleporting from view just as its about to strike, and then hitting the opponent Pokégirl from an entirely different direction. Also, she has a tendency to pick up and sharp metal it can get as soon as possible, as to perform Psi-Black Mark II. Also, when cornered, a Dark Kitsune can use Psychic to damage the opponent Pokégirl, and get the breathing room she needs.
Taming sessions are also quite hot. While a Dark Kitsune does not need as much Taming as a Vixxen or a Foxx, a Dark Kitsune is just as passionate, loving her Tamer and having sex with him in every way possible. Also, it seems that a Dark Kitsune is more controlled than a Vixxen, as the motto “ready anytime, anywhere, with anyone” doesn’t seem to apply as easily, since a Dark Kitsune does not have the tendency to start screwing out in public. Granted making out kissing, and a bit of foreplay is okay to them, but they will not spread their legs until they are in a private area.
Also, it’s now possible to have the Dark Kitsune as the same Harem as a Shaguar, though granted, it’s still not a good idea. The Dark Kitsune and Shaguar do get along, but maybe a little too well. The Fire-type nature of the Dark Kitsune seems rather attracted to the smaller Ice-type Pokégirl. This can lead to a Tamer having a rather tired Shaguar when he needs her for battles.
Interestingly enough, with the recent discovery of a Shiny Stone, there have been instances where the Shiny Stone does not work in evolving a Nogitsune to a Dark Kitsune. However, in cases where the Shiny Stone has been used as a reward for being kind-hearted or showing affection, the Shiny Stone has been 100% effective.
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DARK LADY, the Seething Bitch Pokégirl
Type: Very Near Human
Element: Magic (Infernal)
Frequency: Very Rare
Diet: human foods
Role: Murderess, Arcane Powerhouse, Celestial-Killer
Libido: Low
Strong Vs: Magic, Normal, Psychic, Poison, celestial Pokégirls (Angels, Megami, etc)
Weak Vs: Fighting, Dark, Dragon
Attacks: Reflect, Absorb, Burst, Energy Blade, Aura Barrier, Power Bolt, Teleport, Bitch Slap, Dominate, Call Me Queen, Aura of Fear, L25 Force Bolt*, Rune Chain, L30 Agility, L40 Door to the Abyss*, L50 Void Aura*
Enhancements: Magical Affinity, Enhanced Strength (x3), Enhanced Endurance (x6), Natural Levitation, Darkvision, Amplified Laughter
Evolves: None (We hope!)
Evolves From: Dark Elf (Moon Stone)
Bounty (For Kill or Successful Capture): 100.000 SLC
Bounty (For Successful Capture While Feral): 50.000 SLC
Bounty (For reporting sighting & getting out alive): 25.000 SLC
Fine (For releasing Dark Lady under any circumstances): 200.000 SLC
Recommendation when you see one: Bring out any Dark-Types if you have them, or if you must, a Pokégirl with elemental attacks. In an open area, ranged attack capabilities are a must! RELEASE ANY CELESTIAL POKEGIRLS AT YOUR OWN PERIL. If a Dark Lady is after you, do not simply run away, they have Teleport capabilities and will simply laugh as you wear yourself out!
Dark Ladies are one of those evolutions that are almost universally reviled worldwide, usually used only by the most stubborn, self-centered, or spiteful of Tamers. To the Celestial-loving public, these Pokégirls are all but the embodiment of Sukebe’s desire to steal away the happiness that the world stole from him.
Dark Ladies are evolved from Dark Elves when brought into contact with a Moon Stone. They stand taller than their previous form, usually an inch or two over five and a half feet tall. Their breasts are generous but not huge, a modest C-cup, and are quite firm, with sensitive nipples. Their nails are always painted and well-manicured/pedicured, even after marching about the wilderness for days on end. Dark Ladies always prefer to have long hair, and will never cut it unless it’s in danger of dragging on the ground. Even then, they'd rather braid it or style it to raise it just enough that it doesn't quite reach the ground. They are very vain about their hair and will go to great lengths to care for it and enhance it. A Dark Lady will always try to dress in an outfit that is provocative and arousing without looking slutty, such as dresses with long slits to show off her legs, or low-cut tops that show off the upper portions of her breasts.
Despite their allure, Dark Ladies are not often found in Harems, for several reasons. First is because, although they are very beautiful, they are consumed with intense rage. They seem to have nothing but fiery hatred for everyone and everything, with a special place being reserved in their dark hearts for Pokégirls of a celestial nature, such as Angels, Megamis, and Megami-samas. The best known example of this was when a kindly Angel rescued a Dark Lady, not knowing what type of Pokégirl she was, from drowning and took her back to her Tamer to nurse the half-dead Dark Lady back to health. When the Dark Lady awoke to seeing an Angel watching over her and tending to her, she immediately flew into a screaming fit of rage and attacked her rescuer, killing the poor Angel, who didn't even have a chance to defend herself. She then slaughtered a third of the Tamer's Harem, who were shocked into inaction, before being brought down. After another incident when a Dark Lady went berserk during a Sadie Poken’s celebration at seeing so many Celestials about. The breed became the first to be universally banned from Sadie Poken’s celebrations and denied the right to choose her own master (as they are not likely to pick masters they respect, but rather, ones that they can manipulate and control).
Dark Ladies are not subtle combatants. They while they have the capacity for patience and subterfuge, they consider most foes to be beneath them and much prefer to simply beat their foes into the ground with their tremendous arcane might. They typically open a fight with their Magical Levitation enhancement to remain away from any sort of physical fighting, and hide behind magical defenses such as Aura Barrier while they rain down Power Bolts and various spells, along with insults and taunts of great variety. When the fighting does get physical, they use Energy Blade until they can get more distance between themselves and their opponent. And if worse comes to worst, they Teleport away, although they are loathe to quit a battle, and have an annoying tendency to return for rematches at the least convenient times. During battles, Dark Ladies verbally as well as magically assault their foes, mocking things they believe in, telling them how weak and pathetic they are, and how she will torment their surviving friends/lovers/Pokégirls. Above all, however, Dark Ladies laugh, be it sadistic giggles as they watch their foes squirm below them or peals of maniacal laughter as they rip their foes apart. Dark Ladies are not fools however, and their anger and zeal is calculated. They know when to retreat, and won't throw their lives away in an attack unless they perceive there to be no escape. Against a foe that has proven themselves to be a worthy opponent, Dark Ladies will open up full force, attacking with every spell, dirty trick, and insult that they know, weaving together a pattern of attacks at which’s end lies the inevitable defeat of their opponent. Dark Ladies are surprisingly durable, capable of laughing off hits that would incapacitate lesser Pokégirls, and countering the insult in kind.
Dark Ladies are dangerous spellcasters, capable of using many offensive, defensive, and boosting spells. They are masters of flashy, unsubtle offensive magic, and with time can create new offensive spells of their own. They are, however, completely unable to learn White Magic spells, though they possess enough skill in defensive arts and health draining techniques that they rarely need it.
No one is really sure why Dark Ladies are so sadistic. They seem driven to cause pain and anguish to anyone they can, for reasons even they don't seem to understand. They hate celestial Pokégirls, and those who would associate with them, above all else, and will target them in preference to others. Some have suggested that Dark Ladies are upset because they have lost their Longevity enhancement that they had as a Dark Elf, and feel cheated of their long lives. Other theories postulate that they hate Celestial Pokégirls because they seem to radiate the peace and serenity that Dark Ladies lack so much in their own lives. Or that they simply derive pleasure through the anguish of others and hate those that live a life so alien in thought to her own.
Despite all this, it is possible to Tame and control a Dark Lady, though difficult. Dark Ladies don't respond well to kindness, nor to appeals to reason. Raw power, however, and the willingness to use it, are some of the very few things that gets through to them. A Tamer who shows himself to be her skilled and strong of will can earn a begrudging acceptance, but to fully earn her respect and unflinching obedience, a tamer must force a harsh lesson upon her. Since a Dark Lady, given the opportunity, will naturally satisfy her carnal lusts on helpless victims, a Tamer who forces himself on her in such a manner can make her submit to him. Generally, this requires her to be heavily bound and gagged - to prevent her from casting spells - while the Tamer rapes her harshly, bragging about his ability to do so and her own weakness and inability to stop him. Simply restricting her movements during a normal taming is not enough – the taming must be done on the Tamer’s terms alone, and against the Dark Lady's wishes. The more harshly she is taken, the quicker and better the results will be, and more exotic or degrading forms of intercourse, such as anally or tit-fucking, are known to work better.
After successfully Taming and subduing a Dark Lady, she will behave very differently towards her Tamer. She becomes completely obedient to him, and appears to revel in her new position. Her loyalty to her new Tamer is unshakable, and she would gladly die before abandoning or betraying him. She is almost obsessive in her desire to please her new owner, calling him "Master" whenever she can, whorishly servicing his every desire, volunteering to be the first to fight pokebattles, to run even the most menial of errands, etc. She regards her Tamer almost as a god, and will talk long and almost lovingly about him to anyone who is willing to listen. Such rants are hardly love-driven poems however. Dark Ladies that have been won over by their Master tend to view their Tamer almost as some sort of evil overlord, telling others things such as "my Master is more powerful than you can possibly imagine!" and "my Master finds you displeasing, begone!" A Dark Lady in a Harem will always work her hardest to be the Alpha, seeing as naturally the most worthy for the position. But ironically, they will accept and obey the orders of other Alphas without complaint, though she will still do her very best to prove herself worthy of the position.
Feral Dark Ladies are beings of pure rage and spite, attacking anything that moves with a mindless fury. They are too distracted to use their magic or their Magical Levitation ability, however, and always resort to just using their strength to tear their opponent limb from limb, laughing madly all the while. In this state they aren't much of a fight, and they know it, making sure to find some poor soul every few weeks to force themselves on. Such experiences are never pleasant memories for the one they use. However, it is because of this and their powerful magical capabilities that they are considered so dangerous, as Dark Ladies are almost NEVER found feral, and thus are mobile, dangerous opponents that will all but guarantee a painful and extended rape-fest if they prove the stronger.
No Threshold girl has ever been known to become a Dark Lady, for which everyone is thankful.
Force Bolt (ATK 80): Forcing magical energy into a super-condensed bolt, the Dark Lady fires of a powerful and quick magical attack with minor homing qualities.
Door to the Abyss (ATK 40, EFT, Infernal): Placing herself at the center of a swirling vortex of Infernal energy, the Dark Lady drains energy from all foes around her, restoring health and vitality to herself as she takes it from others. Has a 35% chance of inflicting Exhaust. Celestial-Sub Type Pokegirls are especially vulnerable to this technique, taking double the Life Drain and a 70% chance of Exhaust.
Void Aura (DEF 50): The literal embodiment of a Dark Lady's smug superiority, this spell generates a defensive aura of whispy, greasy darkness nullifies the damage from any attack with an attack rating of less than 50 points. Only when hit by an attack with and Attack Rating greater than 50 will the Aura collapse, against which the aura only reduces damage by 25%. The Dark Lady must wait 3 rounds before she can use the Void Aura again.
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DARK QUEEN, the Queen-Behind-the-Scenes Pokégirl
Type: Very Near Human Metamorph
Element: Magic/Ghost/Dark (Infernal)
Frequency: Extremely Rare
Diet: Human Style (only the best), some Life Energy
Role: Manipulators, dark rulers.
Libido: High
Strong Vs: Psychic, Fighting, Normal, Poison
Weak Vs: Celestial, Sonic attacks.
Attacks: Call Me Queen, Energy Drain, Night Shade, Ghost Blade, Fear Aura, Energy Blade, Power Bolt, Teleport, Ensnaring Kiss, Enslaving Kiss, Dark Blade, Dark Shield, Cocoon of Darkness, Dark Bomb, Grisly Wing, Shadow Scythe.
Enhancements: Enhanced Strength (x2), Enhanced Speed (x6), Enhanced Endurance (x6), Enhanced Healing (x5), Night vision, Wingless Flight, High Intelligence, Limited Metamorph Solid Ether Body, Longevity
Evolves: None
Evolves From: Demoness or Succubus (Dark Ritual)
It is (fortunately) a very rare occurrence to find, even in the harem of a strong-willed tamer, a group of powerful Infernals who are willing to place enough trust in one of their number of elevate her even further in power. When such an event does come to pass, however, the result is quite awe-inspiring. Evolving from a Demoness or Succubus through a special Dark Ritual, a Dark Queen is just that; a Queen of all that's Infernal.
Physically, the evolution generally entails the loss of her previous "off" characteristics, such as claws, wings, et cetera, leaving a Dark Queen almost identical to a human woman, albeit a tall, imposing one. The average height for a Dark Queen is 6' even, with variation of up to several inches in either direction being known to occur, though this is sometimes augmented by high-heeled shoes. Her eyes, if not already, will usually become a shade of red, violet, or gold, and her hair tends towards something baroque, with jet-black being seen most commonly. A Dark Queen's skin also generally becomes lighter (tending towards pale), although some seem to prefer to tan to a lesser or greater degree.
For the most part, however, this true appearance is rarely seen, even relative to the rarity of the breed itself. This is due to one of the Dark Queen's most useful (and perhaps unique) abilities; she is capable of metamorphosing a "shell" of her previous body around her true form. Whilst this shell is in place, the Dark Queen will generally fight and act as if it was her actual body, and most of her physical enhancements are reverted to the previous state. However, if she reaches the limit of her previous body's capacities and does not revert to her true form, then she can also be defeated as if she were a Demoness or Succubus. Regardless, this "shell" is seen far more commonly than her true form, and can stand up to all but the newest, most advanced 'dex scanners as of 300 AS. Considering this and the recent flurry of activity in the Celestial community, it is apparent that this kept even the Megami "in the dark" about the true nature of Dark Queens until very recently.
Insofar as personality goes, the average mentality is not at all what one would expect from the Queens of Infernaldom. Rather than the haughty, arrogant, bitch that would generally be imagined to hold such a role, the average Dark Queen has an aura of regal grace and nobility around her that could put the greatest of Elfqeens to shame. It is, in fact, almost unheard of to encounter a rude or otherwise overly unpleasant Dark Queen when in her true form, although they are certainly capable of acting as such when metamorphosed into the shell of a Demoness or Succubus. That is also, of course, not to say that they are not proud or ruthless; au contraire, a Dark Queen will kill (or, more likely, order the death) an enemy as quickly as any other Infernal-type. She will simply be polite and generally calm about doing so.
The likely reason for the loss of a Dark Queen's overt viciousness is the requirement of at least four fairly powerful Infernals to assist in her evolution. Since convincing such self-serving, opportunistic, and untrusting Pokégirls to support her in gaining more power and in becoming their Queen is understandably very difficult, only the most cunning and manipulative Demonesses or Succubi ever manage it. As such, those who ever hope to must learn to control their natures in the process, and the evolution further catalysts this mentality further, although one ought to note that that key word is control....
In any case, the other primary point of note about the mentality of the Dark Queens is that they are, as a rule, manipulative enough to make the most devious of Killer Queens look amateurish. However, this is partially negated by the fact that, in order to be so successful, they do not try to control everything. Rather, by only exerting her influence when it would forward her goals, a Dark Queen precludes her influence being easily discovered and gaining the stigmata that Bondage and Killer Queen have earned. It should be noted, also, that the actions taken to advance said goals are not necessarily negative in and of themselves; they have been known to range from the truly heinous to the heroic; from arranging massacres to ensuring that her tamer is in the right place at the right time to intercept a team attack. Unfortunately, such manipulative tendencies are actually more active when a Dark Queen is acting in her Demoness/Succubus "shell," unlike most of her other characteristics.
Naturally, considering the aforementioned, the dynamics of having a Dark Queen who freely admits to be such are extremely difficult to study, especially since a tamer with such a Dark Queen is generally loathe to lose her goodwill by subjecting her to such scrutiny. However, on the condition of anonymity, several tamers have, with the revelation of the breed's true nature, come forth with some information in this regard. As such, it is known that Dark Queens are very free with their dark blessings, and most harems that they are found in are composed of primarily Fiendish-template Pokégirls, with notable exceptions being those Pokégirls whose evolutionary arc hasn't brought them to what the Dark Queen considers their most useful form and other Infernals. This tendency, combined with her natural charisma, manipulative abilities, and inclination towards leadership, means that almost never is an admitted Dark Queen found in any position but alpha. Unlike other manipulative types, however, a Dark Queen will normally submit to her tamer's desires on issues not instrumental to her ambitions, and simply ensure that his desires are the same as hers of said issues. This, of course, makes her a deceptively attractive option...until one considers how her ruthlessness plays in; a Dark Queen has few inhibitions about what she will do to ensure that said desires coincide.
Generally, however, this insurance is not carried out by the Dark Queen herself. In a further ploy to avoid their manipulation becoming known, most Dark Queens develop a network of lesser Infernals and Fiendish templates who are loyal to her. If referred to at all, the network is usually called a "Covenant," and the exact method or methods through which the members of a Covenant communicate is still unestablished, although magic is considered the most likely. In any case, the Covenant will generally include those Infernals that participated in the ritual that created the Dark Queen and any Fiendish templates created by the Dark Queen or members of the Covenant. Other members aside from the Dark Queen have been known to use the Covenant for their own plans to an extent, but generally refrain from doing so as to avoid becoming dependant upon their sisters, as being willing to trust the Dark Queen does not equate to trusting each other. Inter-Covenant relations are, as of 300 AS, an unknown quantity.
When a Dark Queen must do things herself, however, and opts not to battle in her shell, she is nothing to scoff at. Yes, her strength enhancement is very low, but for good reason; the Dark Queen is not a physical, front-line fighter. Rather, in keeping with her nature as a Queen, almost all of her abilities are ranged, and getting in close to her is nigh-impossible; with her wingless flight ability, she is able to not only remain out of the range of land-based foes, but above them whilst she rains down dark bombs and power bolts. If an enemy does get too close, however, she will generally still be able to hold her own with an Energy or Dark blade, assuming she doesn't just teleport away from them.
Considering the impressive array of powers and connections available to a Dark Queen, going feral is generally almost absurd. However, when it does happen (usually through being left in a Pokéball for too long), the resulting state is quite suited to the 'girl. In essence, she becomes "trapped" in her shell form, losing herself within the illusion of her previous form. As such, it is naturally quite difficult (if not impossible) to identify a feral Dark Queen as anything other than a feral Demoness or Succubus. In fact, the self-deception extends through feral shock; until her personality and higher mental functions have returned to a good degree, she will use "Succubus" or "Demoness" when referring to herself. However, this does have one beneficial effect; the best time to identify a Dark Queen is during taming shock. Once her higher mental functions begin to return and she rerealizes her identity, it is extremely easy to make a slip and refer to herself as "Dark Queen." Should this occur, she should be Pokéballed and turned in to the local authorities. Failure to do so may result in criminal charges.
Another interesting note is that a tamer who tames a Dark Queen out of her feral state will generally win a great deal of gratitude from her. Apparently, due to their regal and proud natures, Dark Queens become extremely embarrassed over their loss of self whilst feral. As such, the tamer who restores her is somewhat of a savior, and unless he displeases her strongly, the Dark Queen may even consider revealing herself to him. In these cases, said tamer usually ends up quite pleased with his "new" Pokégirl; Dark Queens, especially those evolved from Succubi, tend to be highly experienced and unselfish lovers, doing their best to sate their partners' desires so long as said desires do not conflict with her own. In that respect, her sexual attitude mirrors that of her overall attitude when in a harem, except that avoidance of conflicting desires is likely to prove much more... pleasurable to the tamer.
In closing, it is imperative to note that, whilst Dark Queens may seem to be highly appealing Pokégirls... they should be avoided if at all possible. They might not be overtly hostile, bestial, blatantly sadistic, arrogant, or otherwise unpleasant as many of their sisters are, but they are by far the most dangerous of Infernal Pokégirls. After all, even a Mazouku can be curbed of her vile tendencies in the hands of a powerful, noble force... but a Dark Queen's brand of evil is immutable. No amount of humiliation, excessive taming, or respect will ever cause a Dark Queen to truly turn from her path; rather, those who discover the truth and are not fooled into believing her to be innocent or evil enough to join her are generally found dead, if at all. So, no matter how enticing she might sound, do not, for any reason, attempt to gain possession of a Dark Queen!
Classified:
Information beyond this point is on a need-to-know basis and must never reach the public.
We do not need every would-be evil overlord trying to create a Dark Queen!
Urgent Notice to all Security and Law Enforcement Personnel:
An eliminate on sight order has been put into effect for Dark Queens in all PLC-affiliated Leagues. Caution is advised in carrying it out, however, as there is the potential that her tamer will prove hostile to the attempt, and Dark Queens are difficult to defeat without the assistance of a powerful Celestial or a Pokégirl capable of sonic techniques. The Tamer must not be allowed to dictate policy and should be detained or eliminated if necessary.
It has recently been discovered that the "Dark Ritual" used to transfigure a Demoness or Succubus into a Dark Queen is actually an E-stone Ceremony.
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Ceremony Description
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Elemental Stones Needed: Dark Stone (x2), Dusk Stone (x2)
Area & Time Conditions: Night and seclusion.
Ceremony itself:
The E-Stone Ceremony used to evolve a Demoness or Succubus into a Dark Queen is better known as The Dark Ritual, and for good reason. Generally preformed with much more "ceremony" than is required, the exact process long ago merged with the myth. Insofar as has been ascertained, however, the base requirements are a Demoness or Succubus powerful enough to bestow the "blessings" that result in a Fiendish template, at least four Infernals Pokégirls of decent power, two dark stones, two dusk stones, and a magic circle. In order for the Demoness or Succubus to ascend, she must have convinced the four or more supporters (who generally need to be more powerful than a Daimon and cannot be Fiendish templates) to truly trust her and wish her ascent. Considering the nature of powerful Infernals, this is truly a Herculean task, but it is possible, as evidenced by the existing Dark Queens.
Once the four (or more, presumably) supporters have assembled in a secluded area at night, a magic circle must be etched into the ground. It may be as simple or complex as the creator wishes, so long as there is a central position connected by spokes to four surrounding, equidistant positions. The supporters then each must take a Dark or Dusk stone and stand in one of the surrounding positions, whilst the Dark Queen-to-be should stand in the center, not directly facing any of her supporters. At this point, the supporters should place their stone in the center of the markings designating their positions, then begin to focus their thoughts on the ascension of their new Queen. If their trust in her as their Queen is true, then the power of all four stones will be drawn into the circle, then focused through the spokes towards the center. If any of the supporters' trust is false, however, her stone will instead explode, and the entire ceremony will not only fail, but require an entirely new set of stones.
Assuming that the four stones are assimilated successfully, though, the central position will be flooded with power as the entire circle glows a purple-black. Regardless of the weather, black lightning will then strike at four points upon the perimeter of the central position, and an explosion of magical darkness will follow, lasting a few seconds. Once it has cleared, the circle will be broken in four placed (presumably where the lightning struck) and the new Dark Queen will stand in the midst of what is now her Covenant.
It should be noted that this is simply what has been deduced to be the very basic required ceremony. In all documented cases, more gloss and embellishment were present. Such embellishments often include (but are not limited to) ceremonial attire, chanting in Latin or other dead tongues, much more elaborate magical circles, a ring of magical fire between the supporters and the Dark Queen candidate, a sacrifice or sacrifices, et cetera. So long as they do not interfere with the core ceremony, such additions are not problematic and definitely contribute to the aesthetic effect of the transformation.
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DASH, the Supersonic Pokégirl
Type: Near Human Animorph
Element: Steel
Frequency: Very Rare
Diet: pokechow, fruits, anything high in protein
Role: super speed attacks
Libido: High
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Dash, Sonic Punch, Sonic Wave, Blur, Buzzsaw, Sonic Field, Quickturn, Needleshot, Rapid Stroke
Enhancements: Enhanced Speed (x10), Enhanced Stamina (x10), Enhanced Reflexes (x10), Ignore Environment, Breach Incorporeality
Evolves: None
Evolves From: Sonica (battle stress)
When a Sonica finds herself in a situation where she absolutely has to do something beyond her abilities, where she is in a fight she cannot afford to lose and the chips are down, she evolves into Dash.
As a Dash, she is now covered in a light metallic coating. Despite her being a Steel-type, the metallic coating can be of any hue. An evolved Sonica gains in speed, being able to run and react to things faster, as well as push herself harder. Like her previous form, she is capable of very short bursts of intense speed. Her combat prowess and overall power take a marked upswing. She is now coordinated enough to use the Quickturn maneuver, where even if she bypasses her foe, she can spin around to face them again. She also gains the ability to toss stiffened, metallic body hairs from her fur coating at her foe at will. This attack only works at short range before the metal hairs lose their momentum and fall to the ground. A Dash’s favorite combination attack is to use Blur to bypass her opponent, Needleshot to hit them with her metal-hairs, and Quickturn to face them again, ready for more. Her most powerful attack though is her Sonic Field. This technique can be used no matter what speed she is using at. It forms a glowing, visible bubble of concussive force around her, protecting her from harm. A Dash will usually charge a foe with this field up, doing serious damage to them. She can only use this field when directly concentrating on it though, and cannot use any other attacks with it. Dashes are good choices to use against Ghost-type Pokégirls, since their ability to move so fast somehow lets them use the Breach Incorporeality enhancement, allowing them to strike a Ghost-type even when it is phased out. A Dash also has one sex attack, the Rapid Stroke technique, where she can rapidly piston her fingers in and out of her foe’s cunt to bring them to a quick orgasm. Many Tamers enjoy having this technique used on them as well, where the Dash will give them a quick but intense hand job.
Due to her metallic coating, a Dash can use the Ignore Environment enhancement. This enhancement lets her temporarily ignore the effects of a hostile environment, including temperature extremes, pressure extremes, and a lack of air. However, this isn’t the same as the ability to complete resist those environments (such power is of a Legendary quality), rather, she can only ignore them for roughly five minutes before it becomes too much to handle. This enhancement doesn’t protect from special attacks, working only to let her work around ambient environmental extremes. A Dash usually uses this enhancement to charge into what would otherwise be a deadly situation and take care of something very fast. This power kicks in automatically whenever a Dash is in an environment that would seriously damage her. There have been rumors that a few Dashes have gained the ability to teleport, but so far these remain unconfirmed.
Feral Dashes tend to be easy to capture if a Tamer can keep up with them, since they lose enough of their mentality that they can’t fight effectively. A Feral Dash can sometimes pose a danger to herself, as she may wander into an extremely hostile environment, and not realize that she needs to leave in five minutes before it kills her. Threshold girls virtually never evolve directly into a Dash.
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DEMONESS, the Greater Demon Pokégirl
Type: Near Human
Element: Magic/Dark/Varies (Infernal)
Frequency: Very Rare
Diet: Special
Role: Commanders, schemers.
Libido: Average
Strong Vs: Infernal, Normal, Magic, Psychic, Ghost (others vary by type).
Weak Vs: Celestial, Fighting, Bug, (others vary by type).
Attacks: Negative Aura Burst, Energy Drain, Nightshade, Energy Blade, Hypnotic Gaze, Teleport, Dominate, Call Me Queen, (others vary by type).
Enhancements: Enhanced Reflexes (x5), Enhanced Strength (x4), Enhanced Speed (x4), Enhanced Endurance (x4), Longevity, (others vary by type).
Evolves: Dark Queen (Dark Ritual), Demon-Goddess (E-Stone Ceremony).
Evolves From: Daimon (Mana Crystal), Fallen Angel (Further Trauma + Dark Stone)
Proud, cunning, vindictive, ruthless, and unrelentingly intense, Demonesses were perhaps the ideal commanders in the Legions of Terror during the war. Their strategic abilities combined with their commanding natures and somewhat cold reasoning when dealing with those under their command allowed them to direct the Legions to many victories during the war, and made them rather infamous after it. As such, to this day, despite their many advantages, a stigmata against Demonesses remains, even when those against many of the other Infernals (such as Daimon and Succubi) have faded.
In appearance, Demonesses are generally mostly human, but with enough "off" characteristics to ensure that they are rarely mistaken as such. Such "off" characteristics differ from Demoness to Demoness, but some common examples are glowing eyes, clawed hands, and fanged canines, with others varying widely, usually in accordance with the Demoness's variable element. Aside from these "off" characteristics, Demonesses can vary widely in their looks, though most are between five and six feet, and their appearances are often somewhat related to those they had as a Youma or Daimon if they evolved up.
The mindset of the Demoness breed, on the other hand, is much easier to present an average for. As a whole, Demonesses are very proud and very intense, a fact which leads them to often tend towards being very easily insulted. This has lead to Demonesses developing somewhat of a reputation for being short-tempered, because even small (or perceived) insults can set them off, and very rarely will they forget an insult of any kind. On the flip side, however, they are also very easy to flatter, taking compliments almost as seriously as insults... which has problems of it's own; woe be unto the fool who idly flatters a Demoness, for false compliments are generally taken as high insults.
This isn't particularly problematical in and of itself, of course, until one takes into account the fact that Demonesses are also ruthless, cunning, and extremely vindictive. As such, they will often go to very great lengths to extract revenge upon those who insult them, a tendency which has added greatly to the stigmata against them. However, again, this sort of extreme intensity in pursuit of a goal does have a positive aspect, if the Demonesses goal's can be brought into line with her tamer's.
In fact, assuming that her loyalty is won by a tamer (via whatever means), a Demoness will generally be quite an excellent addition to his harem. Not only does she bring her extreme intensity with her, but a Demoness's level of devotion to a tamer is just short of a Dark Lady's... although less slavish and more imaginative. As such, the Demoness will often seek the betterment of her master and his harem, even at the expense of other harem members and especially outsiders. This means that she is a good alpha choice, but also a dangerous one; unless she can be convinced of her harem sisters' worth, she will often be willing to sacrifice them for what she considers an overall gain, a tendency that is based in her Commander Mentality. It should be noted also that few Demonesses ever lose this tendency entirely, and that even those who have been convinced not to do so within the harem will still often sacrifice outsiders for the harem's gain.
In keeping with their Commander Mentality, when it comes to combat, Demonesses prefer to let others do their fighting for them. In battles that allow more than one combatant, she will generally hang back and attempt to direct the actions of the other 'girls. If a Demoness is forced to battle, however, her tactics are usually quick, efficient, and brutal; with elemental powers developed over the course of several evolutions, most Demonesses are not a force to be trifled with. Most are, in addition to this, able to utilize teleportation, making it easy for them to strike at any point they preceived the opponent's defense to be lacking at. Beyond these general guidelines, though, tactics vary, especially considering the breed's scheming nature and the planning skill most Demonesses retain from their time as Daimon.
There is, however, one major exception to the rule of Demonesses preferring not to fight, and that is when their opponent is a Succubus. Whether it's due to a historical feud involving the fact that the Succubi left the Legions of Terror en masse soon after their induction (an insult that few Demonesses have forgotten) or simply to the ardently different approaches to life that the two breeds have is uncertain, but, regardless of the reason, meetings between Demonesses and Succubi almost always result in a battle. As such, only the most foolish, cunning, or intrepid tamer will attempt to keep the two breeds in the same harem. On a related note, should the Demoness win, she will generally become extremely amorous, and so taming accommodations should be readily available if one intends to pit a Demoness against a Succubus.
In any case, aside from after defeating a Succubus (or, to a lesser extent, another powerful opponent), a Demoness's sex drive is fairly reasonable. Her intensity does transfer into her attitude during taming, however, and many Demonesses will be quite passionate in bed. But, as with other areas, a Demoness's Commander Mentality does bring some preferences of its own to taming; mainly, that she usually prefers to be in control. This drive is hardly as strong as that of many other breeds, however, and a loyal Demoness will generally be willing to let her tamer dominate her without too much of an argument.
Like Droidos, Demonesses do not require physical sustenance (although many enjoy eating anyway, just for the taste) or even negative emotions as food. Instead, they must periodically release bursts of negative energy that cause those around the Demoness to feel mildly ill. However, she has more control of this ability than her fighting-type cousins, and can generally designate people (usually only her tamer) to be immune, so long as at least one living, sentient creature is affected. It should also be noted that this ability (or even a somewhat more intense version) can be used in combat as a weakening technique, and is thusly listed in the Demoness's attacks as "Negative Aura Burst."
Finally, feral Demonesses can be quite problematical, often turning other ferals in the area into something of a "personal army." Thankfully, though, they do oft lose fine control over their elemental abilities in the feral state, and often become even further susceptible to flattery. Still, those not exercising caution in their dealings with a feral Demoness and her 'legions" tend to wind up either dead or a slave to keep the Demoness sane. As of 300 AS, threshold into a Demoness is considered impossible due to very few having yet become Pokéwomen.
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Ceremony Description
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Elemental Stones Needed: Angel Stone, Dark Stone, Metal Jacket, Mana Crystal
Area & Time Conditions: Any time, with at least one previously wronged harem sister and her tamer present.
Ceremony Itself: Should a Demoness experience some life-changing revelation or humbling experience and lose her willingness to freely sacrifice others, then she gains the potential to evolve into a Demon-Goddess via an E-Stone Ceremony. The ceremony itself is a fairly simple process; the Demoness must, with the evolutionary items fairly close to her, freely and earnestly apologize to those of her harem sisters that she has wronged in the past, and to her tamer form any who are no longer in the harem. So long as these apologies are actually meant and believed by her tamer, the Ceremony will be complete, catalyzing her evolution to Demon-Goddess.
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DEMON-GODDESS, the Heaven-or-Hell Pokégirl
Type: Very Near Human
Element: Steel/Magic
Frequency: Very Rare
Diet: 1/2 Human Intake plus various amounts of sex
Role: special strike units
Libido: Low (Changes to Average or High after Battle Stress)
Strong Vs: Ice, Rock, Poison, Bug, Psychic, Plant, Dragon, Normal, Flying
Weak Vs: Fighting, Fire, Ghost
Attacks: Iron Punch, Ice Beam, CrossShield, Metal Sound, Quickturn, Teleport, Absorb, Imitate, Aura Barrier, Power Bolt(all others vary).
High Levels only: Hyper Beam
Enhancements: Wingless flight, photographic memory, Enhanced Strength (x3), Enhanced Senses (x5), Enhanced Endurance (x3), Enhanced Agility (x5)
Evolves: Unknown
Evolves From: Mechanisms unknown but may evolve from any of the following: Megami, Demoness, or Succubus, Kamichu (if frequently alternating between somewhat kind and somewhat temperamental)
Demon-Goddesses are usually between 5' to 6'4" tall. They often have silver or platinum hair, although domestic ones tend to have unusual colored hair compared to the human norm (blue seems to be common). Although most have dark colored eyes, this also varies. Other than these common traits, everything else about a Demon-Goddess is random, from their bust size to their personality to their maximum lifespan. One known Demon-Goddess has lived for over a hundred and fifty years, and has been passed down from male tamer to male tamer within the same family ever since being captured.
The Demon-Goddess is always on a razor's edge, morally speaking. Demon-Goddesses are usually a little bit bad and a little bit good. Every Demon-Goddess feels a great moral burden until they've firmly established their moral ground. Depending on how they develop over their lives, they can be either powerful menaces to all life in general or equally powerful saviors. Because of this, Demon-Goddesses can't be classified as Infernal or Celestial as a group, but can be classified as such individually. Indeed, there are several Demon-Goddesses who were listed as each, causing humans to look upon each member of the species with a fair bit of suspicion. Celestials may often attempt to influence a Demon-Goddess into becoming one of them, but this attempt, more often than not, backfires on them. Demon-Goddesses have a number of powers that are universal. All of them can use Absorb, Mimic and Aura Barrier. It's Imitate that has made the Demon-Goddess a powerful opponent, since combined with her photographic memory, she can hold onto memories of attacks much longer, and unlike the normal limitations of the technique, she can use any attack she's seen within the last four to five days.
Demon-Goddesses sometimes have a staff which is usually described as looking like some sort of key. The exact design of this "key staff" varies from Pokégirl to Pokégirl, but it's generally seen with the Demon-Goddesses who are calm and collected. Demon-Goddesses need only half the food of a human, but they require sex rarely, although they need it more if they've just had an intense battle. In fact, the more they fight, the more sex they need. The "key staff" also serve as an extension of the Demon-Goddess' own body, just like another limb. She will not allow another to use her staff unless it is someone she absolutely trusts (such as a Tamer she is Delta Bonded with). The "Key Staff" is normally used to fire any projectile attacks that she Imitates or learns, but can also be used in close quarters.
Demon-Goddesses have a feral state, but unlike normal feral states, she is rendered largely helpless, with little strength to fend for herself. Because of this, almost no Demon-Goddess can go very long without a sexual partner, even if it is a temporary one. Fortunately, it can take a long time for a Demon-Goddess to go feral, depending on their energy level. If they can go without fighting after their last taming, they can keep from going feral for up to five years. However, if they have a challenging battle, this immediately diminishes to a maximum of a month. Speaking of sexual partners, a Demon-Goddess prefers monogamous relationships to a harem setting, though unlike a Neo-Iczel who will try and keep partners out, most Demon-Goddesses will not resist to having extra partners in her bed. However, the less attention given to her, the more jealous she will become. How she reacts to jealousy varies greatly: Some will leave, some may begin growing increasingly temperamental, and others may even attack her partner and the new lovers. Although useful in sex battles despite their low libido, most Sex Leagues frown on the use of them in their leagues due to the fact that Imitate is far too advantageous, right up there with the Lunar Caress technique and the Manage-a-Trois Pokégirl. Fortunately, due to their rarity, they are not banned.
Although certainly not the best idea to have a large harem while keeping a Demon-Goddess, it varies with the Pokégirl’s attitude and personality as to just how bad an idea it is. Researchers and tamers say that no more than four Pokégirls other than the Demon-Goddess should be kept at any time, or else the Demon-Goddess may feel slighted. The wrath of an angry Demon-Goddess is something that no one, tamer, Pokégirl, or otherwise, ever wants pointed in their direction. Strange though it may be, a Demon-Goddess will show bond-level loyalty to any partner she chooses to be permanent, even if she has not bonded. Even odder is the fact that a Demon-Goddess will not let her partner's moral choices influence her own. One Demoness is even said to have wound up with a Demon-Goddess partner who was nigh-saintly.
Neo-Iczels and Demon-Goddesses have an intense rivalry. Something about the Neo-Iczels having a great amount of power, yet seemingly unburdened by moral issues, irks Demon-Goddesses greatly. Once a Demon-Goddess notices a Neo-Iczel, if they don't immediately begin name-calling and subsequently wind up attacking each other; they will do everything they can to ignore the other and will cold-shoulder even their partner if they happen to ask the Demon-Goddess to be polite to the Neo-Iczel. The few times they will remain even remotely civil to each other is either when the Demon-Goddess has chosen her own moral compass; or when they're both fighting the same opponent, but even then, they will verbally bash the other at every given opportunity. And no tamer should ever try and get them both in the same harem. There are no known reports of a tamer having survived keeping both in his or her harem at one time- the last known tamer that did died over fifty years ago, about five miles outside of a small town in Indigo. There is now a small lake there that formed in the crater that is that tamer and his harem's final resting place.
In battle, a Demon-Goddess is likely to use CrossShield in order to reduce damage that they take from any attack, and then get a hit on their opponent while learning the use of the attack that was used against her. Then, she will usually use that attack to fight right back (especially effective against Dragon-types that are weak against their own element). The Demon-Goddess, after around a dozen uses of any particular attack, will learn that attack permanently, and become just a small part of her arsenal. One unusual thing to note is that a Demon-Goddess has access to several elemental attacks, such as Ice Beam, Power Bolt, and even Teleport- a Tamer may never know just what attacks his or her Pokégirl has until she's in the heat of battle.
Only two thresholds into a Demon-Goddess have occurred, one in 186 AS, and the other in 257 AS.
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DIRE WOLF, the Queen of the Battlefield Pokégirl
Type: Anthropomorphic (lupine)
Element: Magic/Psychic/Dark/Ghost (Celestial)
Frequency: Extremely Rare (Blue Continent), virtually unknown elsewhere
Diet: mostly human style, more protein than a human
Role: Battle Commander, personal bodyguard
Libido: High
Strong Vs: Psychic, Ghost, Poison , Rock, Fighting, Infernal,
Weak Vs: Bug
Attacks: Energy Blade, Power Bolt, Magic Fist, Shield, Teleport, Tectonic Slam, Fissure, Bestow Luck, Thunderbolt, Energy Drain, Phase, Lure, Invis 3, Imitate, Absorb, Agility, Telekinesis, Dream Time, Hypnotize, Spell use (unavailable until level 40)
Enhancements: Defense, Enhanced Endurance (x8), Enhanced Strength (x19), Enhanced Speed (x4), Enhanced Senses (x10), Wingless flight, Extremely high psychic and magical abilities, Eidetic memory, precognitive abilities, telepathy
First discovered in 298 AS, the Dire Wolf is a blend of Megami-sama, Neo Iczel and Esper. The first one was created by Sukebe in the final stages of the Revenge War when he realized that Pokégirls led by a Tamer were far more efficient than Pokégirls who led themselves. The Dire Wolf was created to be his general's bodyguards and advisors.
Due to their highly variable nature, Dire Wolves stand between 1.5 and 2.1 meters tall (5ft to 7ft). While they normally have anywhere from a C to an E cup, occasionally larger specimens have been documented. Standard bust size information will become available as the numbers of this Pokégirl grow.
With their blue fur and bushy tail, from a distance they look like a type of fox Pokégirl, however closer examination shows they are actually derived from wolves. All are strong animorphs with a distinctly lupine skull, much heavier and broader than their vulpine cousins and capable of a powerful bite. They are digitigrade and have heavy claws on their hands and feet. Their tail is heavily furred and quite powerful, capable of knocking a human off his feet with a casual swipe.
Sukebe designed the Dire Wolf to be able to use her precognitive abilities to determine where the points of greatest threat existed, often before they become viable threats. Then they would use their other powers to determine what resources were necessary to defeat the threat, assemble these resources and turn their general loose to win the battle. Because they were intended to be teamed only with powerful mages, they can only function like this if their Tamer is a powerful mage or if they are in the presence of an Ocelolita, Cheshire, or Shadowcat. They claim that in the presence of any of these Pokégirls they have access to, believe it or not, chaos magic that allows them to see further into the future, often to the detriment of their Tamers. If you have one, your circumstances are dire indeed.
If a Tamer doesn't have one of the above mentioned Pokégirls and isn't a powerful mage, the Dire Wolf becomes an outstanding tactician and strategist, capable of orchestrating fantastic battles under almost any condition and in any environment. They make the best use of the surrounding resources, including the other Pokégirls in a Tamer's harem, blending their knowledge of their harem sister's strengths and weaknesses to get the most out of them in combat or in training. They've even been known to impress DragonQueens with their ability to motivate the other members of their harem.
With a powerful array of techniques available, the Dire Wolf should be a very popular Pokégirl. However, the truth is that Tamers are wary of them for the simple reason that they have a singular issue: extreme loyalty.
The Dire Wolf is a celestial Pokégirl and because of this is almost never found in an oppressive harem and is never found in one for long. They don't care for Infernal Pokégirls and while usually unwilling to confront them directly unless they become a threat to their Tamer, tend to put them into situations where they get used up quickly, often to the point of death. However, the Dire Wolf will not needlessly squander them; instead she will ensure their sacrifice benefits the harem in some fashion.
They can make good Alpha's for their Tamer, but tend to be a little hard on the harem members because she knows they could be just that little bit better if they tried. And she wants them to. A Dire Wolf that alpha bonds to a Tamer exhibits loyalty levels comparable to a delta bonded Growltit or Samurai. If a Tamer manages to delta bond one, he's got her for life. She'll escape from anyone else and return unerringly to her bonded partner. Leagues tend to take a dim view of this behavior when she's lost to a salvage battle and for some reason tend to blame the Tamer. In circumstances such as this the Dire Wolf is usually never blamed for what has transpired. This has had a negative effect on their popularity.
No one has ever had more than one Dire Wolf in their harem. The few Tamers that tried were stopped by the one already present in their harem. In one instance, the Dire Wolf released her newly captured relative and covered her escape. Afterward her behavior indicated no remorse and she immediately reverted to obeying her Tamer's orders.
So far all are domestic born and it is theorized that Feralborn specimens would exhibit the same characteristics as the domestics. Only a double handful is known to exist, located around the island of Caomh Sith in the Blue Continent.
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DODONGO, the Big Bombardier Pokégirl
Type: Near Human (reptilian)
Element: Rock/Fire
Frequency: Very Rare
Diet: Meat, large amounts of rocks
Role: Mortar troopers, Grenadiers
Libido: Low
Strong Vs: Normal, Plant, Electric, Flying
Weak Vs: Fighting, Water (severe), Ground
Attacks: Tackle, Rollout, Tail Whip, Smoke Bomber*, Micro Bomber*, Rock Throw, Headbutt, Flamethrower, Fissure, Bomber*, Big Bomber*
Enhancements: Enhanced Durability (x10), Enhanced Strength (x10), ability to create 'bombs' from consumption of rocks smelted in her body's internal furnace
Limitations: Slow in both speed and thought, vulnerable to her own bombs if swallowed
Evolves: Unknown
Evolves From: None
Dodongos are tall (usually 7') lizardlike Pokégirls with hard, rocklike skin that resembles grayish-green scales, save for a smooth, dark white streak down their belly and breasts, which are C-Cup. They are heavily muscular in appearance, similar to Amachokes (although not as strong), but are for the most part more intelligent and strategically minded. On their foreheads is a pair of long, pointed horns that curve up over their heads. Their eyes glow like lava, and can snort smoke when angry. They are also possessed of a thick tail that grows from their hips and is as thick and strong as their massive arms.
To make their 'Bombs,' they consume large amounts of rocks, which is why they prefer to be in mountainous areas. The rocks are smelted inside the Dodongo's second stomach, which is essentially an internal furnace, shaped into spheres and filled with lava, disgorged back up and out of the Dodongo's mouth with intense force and range. They are VERY accurate with this, able to calculate wind resistance, range, and other targeting related stats quickly, even when Feral.
Originally started out as a line of defense for Sukebe's Pokégirl encampments during the Revenge War, occasionally they also acted as long-range assault troopers, weakening human forces before the main force of Pokégirls would attack. They would fire their bombs deep within human encampments, taking out soldiers and vehicles and weakening fortresses for assault, frequently being teamed with Rhynowhores to take down military installations, leaving them open for a ground assault. Once produced in high numbers due to how effective they were, the majority of them were killed when Atmuff went rogue, reducing the number of Dodongos in the world considerably. Only the Sphinx is worse off than Dodongos are right now. Dodongos still live today, mainly keeping to themselves in deep, dark caves, firing small, non-lethal bombs off to drive away any attackers and simply eating their way out if they themselves are buried in bigger blasts. Hard to capture, they make excellent support fighters in team matches, both as defenders and bombers. Dodongos prefer not to be Alphas, but are not submissive in the slightest, making them natural enemies of Domina-types. (Killer Queens are noted as saying that they hate Dodongos with a passion.) They are stubborn and obstinate towards Tamers and their harems until the Tamer earns a Dodongo's respect, and Ferals are downright hostile to trespassers. This has led to many laws being passed that allow Dodongos to keep to themselves, and force Tamers who catch a Dodongo to submit to several psychological tests to see whether or not he or she can keep the Dodongo. (The psyche-tests are in place only in Indigo and Johto, where League officials involved in SEELE do NOT want explosive-users in ANYONE'S Harem that might go against them for whatever reason.)
As an interesting quirk, a Dodongo's greatest weakness seems to be to their own bombs. In a famous WAPL match in 314 AS, a Dodongo was engaged in an intense fight with the Amachamp Sheeva, who was the Alpha Pokégirl of then-champion Goro deShokan. The Dodongo fired a large bomb at Sheeva, who, in desperation and on the verge of losing the match, caught the bomb and threw it back at the Dodongo, who hadn't closed her mouth yet and swallowed it. The bomb exploded inside her and she collapsed, knocked unconscious from the force of the blast, but otherwise unhurt.
There have been no reports of a human girl ever Thresholding into a Dodongo.
(*) - Smoke Bomber (ATK 10 + EFT) Creates a lot of sound and smoke, but doesn't do much damage. Best used for spooking Pokégirls and humans unused to sudden sounds.
(*) - Micro Bomber (ATK 60) A very weak bomb, but damages everyone as if it were a Fire attack using Cross Splash. 5% chance of inflicting Burn.
(*) - Bomber (ATK 120) A moderately powerful bomb, damages everyone in a 3-5 foot radius. 10% chance of inflicting Burn.
(*) - Big Bomber (ATK 160) More powerful than the Bomber and far more explosive, this damages everyone in a 10 foot radius. Has a 25% chance of inflicting Burn.
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DOLL (aka MANNEQUIN), the Living Robot Pokégirl
Type: Very Near Human
Element: Rock (oil/plastic)
Frequency: Extremely Rare - totally UNHEARD of in normal society! Not spoken of outside the Dark Continent save through rumor (unless knowledge of them has been preserved in family lore from father to son over the generations, as in the case of the Kunou family of Stone Town). In the Dark Continent, Rare.
Diet: human standard
Role: living prisoner (if evolved from human or malcontent Pokégirl), sex-slave, mannequin
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Libido: adjustable at the command of the Tamer
Attacks: you're kidding, right?
Enhancements: hard plastic like skin which can absorb almost all forms of kinetic-energy attacks (either physical punches or energy attacks, even the magically-based ones). At the Tamer's command, a Doll's skin can change color and texture, even looking "pure-blood norm." A Doll is, in many ways, as resistant to pain as a Damsel. To guard against Psychic/Magic attacks, a Doll's mind is subdivided into a "housekeeping" and "upper" consciousness. In the Doll, the Housekeeping consciousness is ALWAYS active, which (if the Doll is programmed to obey a Tamer) makes it next to impossible for the Doll to be possessed or dominated (Dominas and their evolved breeds would HATE Dolls with a passion if they knew of them).
Weaknesses: In simple effect, the Doll is as stated above: a living Pokégirl robot. She has to be initially told EVERYTHING to do by the Tamer. Fortunately, after being told/shown once what to do, her actions become automatic. With CONSIDERABLE and PROLONGED patience on the Tamer's part, a Doll could be trained to act as naturally as possible. A Doll also possesses an odd Feral state; if not tamed for one month, she will mentally "shut down." A passionate Taming experience will "reactivate" her.
Evolves: SmartDoll (either through the natural evolution as the "upper" consciousness evolves OR via the creation of an "upper" consciousness. The means to do THAT are totally unknown outside Sanctuary), HandMaid (mechanism unknown)
Evolves From: Any Pokégirl breed or human (Oil Stone; that only exists in the Dark Continent, its use known only by select Sanctuary Goths -- or by those families expert in Evolution Stones like the Kunous).
Where Dolls first came from, no one has any clear idea whatsoever, not even in Sanctuary. Their appearances have been so rare, they've not even made the history books on Pokégirl evolution. That could be seen as a pity since Dolls are perhaps the living personification of the "Pokégirl is a tool, not a person" theory espoused by conservatives Pokégirl Society leaders.
One theory about the Dolls' creation, espoused by Sanctuary's Keeper of the Apocrypha Lyree Susumu, goes this way: about the same time Sukebe began his proto-Pokégirl experiments in the 1990s, there also lived a man dealing with silicone love dolls, an exotic and expensive sex toy. When he launched his Revenge, Sukebe borrowed the "real doll" idea, then created a Pokégirl evolution process that was SPECIFICALLY used to target liberal women leaders like his avowed nemesis, Linda McKenzie. Once transformed into Dolls, these hapless victims were forced to stand still as they the "Frankenstein Scientist" destroy their society before their very eyes.
The fate of these victims after the end of Sukebe's War remains a mystery.
The process to create a Doll was a part of the Discovery of PS 196 which led to the foundation of Sanctuary. To this day, the process to create Dolls is a highly-kept secret among the Sanctuary Goths. The evolutional process to create Dolls from pure-blood human or Pokégirl is normally used as punishment for those female malcontents who run afoul of the Sanctuary Goths or their allies (one such possible Doll conversion might be Emma Tanaka [given the close alliance between the Goths and the Joketsuzoku leadership], but that is unconfirmed to this day).
As to how families like the Kunous discovered the process to create Dolls via Oil Evolution Stones, that is also a closely-guarded secret. Given the ultimate potential of this breed of Pokégirls, it is no wonder why families like the Kunous keep the process so close to their hearts.
The Doll could be best seen as an "incomplete" Pokégirl. She has great potential for fighting, intimate companionship, care giving, even leadership roles. All she needs is the mental programming to make it all happen. Doing THAT is the difficult task before a Doll's Tamer.
It's not impossible, however. Once a Doll is programmed to teach herself, all she needs to stay on the right path is supervision by her Tamer. That becomes less necessary as the Doll's "upper" (or "sentient") conscience develops. Given trust and love (the hallmarks of good Taming), it would not take long for a Doll to evolve into a SmartDoll, which would be her optimal "complete" state.
A Doll's greatest asset is the ability to have her libido adjusted to whatever level the Tamer desires. This would make a Doll the perfect companion for Tamers with normal or below-normal endurance levels. A Doll cannot avoid being Tamed, however. Usually, as tests in Sanctuary have shown, a Tamer could go one month without Taming a Doll. Doing more than that would see the Doll frozen still, "shut down" as if it were.
A Tamer would then have to be very passionate to restore his Doll to proper "function." According to Karin Hatoyama, Chief Scientist of Sanctuary, the best state for a Doll is to be with a Tamer, another Pokégirl (preferably a high-libido type) serving as the Alpha.
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DOLLMASTER, the Master Manipulator Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Extremely Rare
Diet: human style diet, tea
Role: Tacticians, Squad Leaders. Like a Witch, may vary based on spell selection.
Libido: High
Strong Vs: Magic, Ghost, Fighting
Weak Vs: Fire, Dark, Flying
Attacks: As previous form, plus: Dominate, Rune Chain, Wires of Control, Summon Doll, Doll Bomb, Repair, Return
Enhancements: Enhanced Concentration (x4), Enhanced Dexterity (x4), Increased Intelligence, Manipulate Dolls, Magical Affinity, High Spatial Awareness, Mental Schism, Magical Levitation Major Doll Enhancements: Enhanced Strength (x8), Enhanced Speed (x4), Enhanced Durability (x4), Magical Levitation
Evolves: None
Evolves From: Puppeteer (Normal, L65)
Dollmasters vary much more in appearance than Puppeteers, capable of changing almost hardly at all during their evolution or changing completely, gaining anywhere from no height at all to 1 ˝ feet in height and varying wildly in terms of bust. Their clothing choices also vary, though many continue their old habits. Because the breed may or may not gain a respectable bust size from evolving, a intra-breed rivalry has formed between the more and less well-endowed of the breed, those having it lording over those that do not, who are often as touchy, if not more so, than ever.
When a Puppeteer evolves into a Dollmaster, the most curious change, however dramatic their physical change might be, is mental. Firstly, they gain the Psychic type, the Puppeteer's desire to maintain the sanctity of her mind negating their Psychic weakness at the cost of Dark weakness. More interestingly, upon evolution, the Dollmaster's mind splits in two, creating a second personality within them. This personality, unlike the Maggieton's extra personalities, never surfaces in the Dollmaster herself. Instead, it takes direct control of any one (and only one) of the Dollmaster's dolls, controlling it with seemingly no effort or control from the Dollmaster herself. This second personality is naturally subservient to the Dollmaster, though in rare occasions they may not always get along. She also 'sees' only from the perspective of the controlled doll, and in some respects is considered a separate entity, entirely reliant on the Dollmaster.
Like her previous forms, the Dollmaster is typically divided into two main groups – those that use numerous smaller dolls, and those that use a single, complex human-sized doll. Upon evolving, the choice becomes more profound as the pokegirl's abilities specialize permanently. Summoner-type Dollmasters, those that use multiple dolls, become able to control roughly six at once and can use the dolls as focal points for casting more powerful spells or as mobile weapons. They also become able to create and summon dolls through magical power, replacing destroyed dolls on the fly or even using them in explosive 'suicide' attacks. Tag-team Dollmasters, those that use a single, powerful doll, become able to enhance their doll to greater levels, repair damage to it quickly, and support it with attacking spells from the ground or the air. Their secondary personality takes direct control over the doll, freeing the main personality to focus on supporting it from afar, and allowing the doll itself to grow in skill and learn without hindering the Dollmaster.
Dollmasters also gain the ability to use their magical wires – that they use to control their dolls – offensively, latching onto opponents to bind them or to control their movements. To do this, they must first latch onto an opponent with a Rune Chain attack, and attempt to assert her will over the snagged pokegirl. This begins battle of wills between the two pokegirls, much like a domination attack, and if successful, the Dollmaster becomes able to manipulate the target as if she were one of her puppets. This is not without difficulty, though: the battle of wills is a constant Dollmaster must maintain constant effort to maintain it, and the effectiveness of the ability varies wildly from target to target and even sometimes from moment to moment. The stronger willed the opponent, the greater the resistance to the effects. In many cases, while this ability is being used, the Dollmaster cannot control any of her dolls, so much of her concentration is taken up by the mental battle, and casting new spells is likewise impossible (with the exception of the partitioned personality, which is not affected and may cast very low-level spells).
In terms of sheer spellcasting, the Dollmaster is nothing special, roughtly equivalent to a Sorceress, with much of the rest of her magical ability focused on maintaining her dolls. However, the average Dollmaster's spell selection varies wildly, and the Dollmaster's powers of concentration are almost unrivaled in the pokegirl world, capable of maintaining focus and discipline through both pain and distraction.
Dollmasters are no easier to control than their previous forms, and sometimes can be even more complex, as both personalities come into play. Thankfully, the split personality tends to view her master in a similar light to the Dollmaster herself, but sometimes rifts can form. Those who own Dollmasters are suggested to keep a close eye on them, as they are typically good judges of character and sometimes will attempt to manipulate people and events around them in their favor, and this may or may not align with the tamer's (or league's) interests.
Dollmasters hate defeat just as much as their previous forms, however, they rarely hold back any longer, giving every battle their all to ensure their victory. Despite not being quite as vulnerable to psychics as they once were, their dislike of Psychics also has not lessened, ironic as it is.
Dollmasters are no less experimental than their pre-evolved form, though by the time they've evolved most have a good idea of what they do like and what they don't like. They do, however, tend to become more assertive and dominant when having sex with other pokegirls, using their magical wires to bind their partner or force them to move as she wishes, though this is typically reversed where their master is concerned. Regardless, the Dollmaster typically requires and wants taming more than her previous form did, so enterprising tamers should keep that in mind.
To date, no girls have ever been known to threshold directly into a Dollmaster, though some researchers speculate that it may become possible over time.
Return (EFT - Magic) – Similar to Teleport, except it brings one or all of the spellcaster's dolls to the caster. Activates automatically when the caster loses consciousness or enters a pokeball. Wires of Control (EFT - Magic/Psychic) – After latching onto her foe with Rune Chain, the chains transform into the Dollmaster's control strings, and attempts to force the target to move to her will. A foe that has completely resisted Wires of Control cannot be affected by the ability for at least 1 hour thereafter. Summon Doll (EFT - Magic) – The Dollmaster creates a temporary replica of a (Minor) doll she has previously created, lasting for roughly a half-hour. Used exclusively by Summoner-Types. Repair (EFT - Magic) – The Dollmaster quickly repairs any damage her Major doll has sustained, even reforming limbs and matierials according to the original designs. Only complete destruction of the doll can prevent the repairs, though the greater the damage done, the more energy is needed to repair it. Doll Bomb (ATK 100 - Magic) – The Dollmaster triggers the energy within her summoned dolls to violently disperse, resulting in a powerful explosion dealing pure Magic damage to all withing five feet of the doll. Because summoning dolls repeatedly (along with spellcasting) can be a heavy drain on the Dollmaster's energy reserves, this move is typically used in moderation.
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DRACAIR, The Quick-strike Dragon Pokégirl
Type: Very Near Human
Element: Dragon
Frequency: Extremely Rare anywhere
Diet: Human-Like Diet
Role: Willing fighters, Alphas
Libido: Average
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Attacks: Slash, Glare, Tail Slap, Recover, Dragon Dance, Dragon Breath, Quickturn, Quick Attack, Air Recovery, Sabre Claw, Toss, Hyper Beam (potentially, high levels only), Timid Stroke, Spirit Slash
Sex Attacks: Go Down, Probing Tongue, Spank, Blow Kiss
Enhancements: Tough skin, High Endurance, Strength (x6), Lung Capacity, Enhanced Speed (x4), Enhanced Senses (x6), Prehensile Tail, Armored Form
Evolves: Unknown
Evolves From: Bratini (Battle Stress or Dragon E-Medal)
Story this Pokégirl appears in: TBD
Evolving from a Bratini brings a newfound confidence to the resulting Pokégirl. Taller by a good foot and a half or so (bringing the resulting Pokégirl, on average, to around six and a half feet tall), with a tail that is even longer than she is tall by around 50%. Their breasts also increase dramatically in size, increasing as much as 4 cup sizes (though D-cups are most common, E-cups have been documented rarely). Dracair becomes much more sure of her abilities, in battle and around others. Though still curious to an extent, she now has the knowledge and physical ability to curb the need to explore.
This extends to her sexuality as well, rather curious about males and females, and often enjoys springing a threesome upon her Tamer with another Pokégirl. However, despite an enhanced pleasure threshold, Dracair still has the same sex drive as a Bratini. Dracair prefer to cuddle with her Tamer as much as possible when alone with him, rather than attempt to initiate a Taming all the time. Dracair also desire to show other Pokégirls that she knows what she's doing- as such, she may attempt to become her Tamer's Alpha. If another competent Pokégirl already has the job, however, she will not attempt to take the position.
Dracairs hate Domina-types with a passion. If the Dracair is subjected to a Domina's attempts to dominate it, the Dracair will retaliate, possibly to the point where one or the other dies. In battle, Dracairs adopt armored scales around their body to protect it. While some say that Dragoness and DragonQueen are more powerful, Dracair are certainly faster on the ground, and easier to raise. They also have a fair number of attack moves and enjoy fighting in all-out battles. Dracair are usually the physical powerhouses of a Harem, and are very rarely found Feral. There are no known Threshold cases of girls turning into Dracairs. Feral Dracair, though rare, are usually found within a small group of Pokégirls in the wilderness, in order to try and keep from going completely feral.
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DRACONA, the Gliding Dragon Warrior Pokégirl
Type: Near Human
Element: Dragon/Flying
Frequency: Very Rare
Diet: Human like Diet
Role: Multi-Role Fighter, Ambusher
Libido: High (drops to Average if traded, or caught wild)
Strong Vs: Bug, Dragon, Fighting, Fire, Ground, Plant, Water
Weak Vs: Ice, Rock
Attacks: Gust, Whirlwind, Dragon Rage, Slash, Cut, Scratch
Enhancements: Wings, Enhanced Strength (x5), Enhanced Speed (x4), Enhanced Endurance (x4), Tough skin
Evolves: Dragoness (Shiny Stone)
Evolves From: Draco (orgasm or battle stress)
When a Draco evolves into the Dracona, there is very little change in the way of physical appearance apart from the growth of a pair of wings that spring from the nubs on the Draco’s back and average about 4 to 8 ft in span, generally of the same color scheme of the rest of their body. Although far too small to support her weight in flight, they are mainly used for low level Flying attacks, and gliding down from ambush positions above an enemy. They cannot ride thermal currents or attain any level of altitude and they must take a little time to prepare themselves to glide by stretching their wings, making impulsive attempts difficult and dangerous. They can also grow a few more inches and increase their bust size slightly (generally they average a generous C cup).
During the War the Dracona served a purpose very similar to the Draco, often acting as heavier support to their ground based sisters. They also spent a great deal of time laying ambushes in cleared out bases and buildings, waiting for humans to return and try to reuse or salvage them.
The evolution to a Dracona also tends to mellow out the temperament of the Pokégirl towards her tamer, often making even more affection and loyal as he has proven himself by making her evolve. However if she is traded to another tamer at this point (or if by slim chance one is captured in the wild) she will backslide into her previous stand-offish attitude until the new Tamer manages to prove himself.
Their feral state is similar to their Draco sisters, and more often than not the two breeds will be found mingling together in a pride like group of usually no more than 15 or 20 members, sometimes led by a Dragoness.
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DRAGONESS, the Dragon Pokégirl
Type: Near Human
Element: Dragon/Flying
Frequency: Extremely Rare
Diet: Human-Like Diet
Role: Air Superiority, Ground Reinforcement, Field Commander
Libido: Very High
Strong Vs: Bug, Dragon, Fighting, Fire, Ground, Plant, Water
Weak Vs: Ice, Rock
Attacks: Fly, Seismic Toss, Mirror Move, Sky Attack, Gust, Whirlwind, Dragon Rage, Slash, Cut, Scratch
Enhancements: Wings, Enhanced Strength (x12), Enhanced Speed (x9), Enhanced Endurance (x10), Tough Skin (x4), longer tail
Evolves: None
Evolves From: Dracona (Shiny Stone)
The Dragoness is the rare and powerful evolution of the Dracona. She gains nearly a foot in height, her breast can grow up to a full cup size if not a little more and her wing span grows to an average of 14ft (which are able to be summoned and dismissed at will by some unknown means). Her ears also lengthen to an average of three inches while her tail grows to an average of three to four feet with a spear-like tip; she also sprouts a set of horns from her head, though the style varies from ‘girl to ‘girl. Her body also tones ups, adding some muscle and becoming a very powerful, and sleek combatant. The all around result is a powerful, and impressive, Pokégirl considered to be one of the fastest flying types in existence.
The rarity and power of these Pokégirls makes scientific interest in them quite intense, but most tamers are reluctant to allow the scientific community any long-term access to them for adequate study, much to that community’s chagrin. One interesting note that has been gleamed about the Dragoness is her increased sexual appetite and openly flirtatious nature with her Tamer and Harem sisters even during battles, something which even the affectionate Dracona isn’t known to do.
If, by some incredible chance, a Dragoness is allowed to grow feral, or managed to evolve by a series of coincidences, she will generally stake out a territory as her own, either along a mountain range, or similar rocky terrain and begin attracting other Dragon-type Pokégirls to her side. She will take the role of leadership, defeating any other ‘girls who challenge them in non-lethal combat.
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DRAGONQUEEN, the Disciplined Training Pokégirl
Type: Near Human
Element: Dragon/Dark
Frequency: Extremely Rare
Diet: Meat
Role: This Pokégirl makes a good Alpha as she knows how to bring out the best in others with training
Libido: Average
Strong Vs: Dark, Dragon, Electric, Fire, Ghost, Plant, Psychic, Water
Weak Vs: Bug, Fighting, Ice
Attacks: Tail Whip, Rage, Dragon Rage, Harden, Blur, Shadow Shot, Wingover, Gust
Enhancements: Enhanced Strength (x9), Enhanced Speed (x9), Prehensile Tail, Enhanced Hearing (x15), Armored Form
Evolves: None
Evolves From: Domina (Dragon E-Medal)
The DragonQueen is one of the newly discovered E-medal evolutions. She has pure black skin with long flowing hair that comes in reds, greens, blues and pinks. Their lower arms and legs are covered in hard scale like armor that matches their hair. Their tails tend to be about 5ft long and they stand at 6ft tall. Their breasts tend to be between large B cups to a small D cup. They have more of the armor like scales along their spines and coming around to cup their breasts. They can summon or dismiss their powerful wings at will. Their fingers end in powerful claws they can use for slashing damage. They also have the power to armor up, making their scales cover their bodies like a suit of armor leaving only their eyes to be seen.
DragonQueens tend to be less into S&M then they were as Dominas but they understand using both pleasure and pain in training Pokégirls for combat. They tend to be able to figure out the limits of any Pokégirl and help them reach those limits then move beyond them. They are loyal to their Tamer and always obey him or her in battle.
They like to use their Dragon Rage attack to weaken enemies and then move in and use Tail Whip on them.
They enjoy spending time with their Tamer and when they feel in need of a Taming then tend not to care where they are or who might be watching.
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DRONZA, the Dark Dracass Pokégirl
Type: Very Near Human Metamorphic
Element: Human Form:Poison
Dragon Form: Dragon
Frequency: Extremely Rare
Diet: Human food with a preference for meat
Role: Destroyer of Humanity
Libido: High
Strong Vs: Human Form: Bug, Fighting, Plant, Poison
Dragon Form: Dragon, Electric, Fire, Plant, Water
Weak Vs: Human Form: Ground, Psychic, Celestial Pokégirls
Dragon Form: Ice, celestial Pokégirls
Attacks: Human Form: Aura of Fear, Poison, Punch, Kick
Dragon Form: Aura of Fear, Slash, Roar, Drain, Tail Slap, Dragon Rage, Hyper Beam
Enhancements: Human Form: Youthful, Enhanced Strength (x2)
Dragon Form: Youthful, Enhanced Strength (x12), Armored, Enhanced Senses (x8), Flight
Evolves: None
Evolves From: Dracass (hatred of humanity), Bratini (Human Cruelty/Intense hatred of humans)
Bounty (for confirmed kill): 1,000,000 SLC
Bounty (for reporting sighting & getting out alive): 400,000 SLC
Recommendation if you see one: Direct confrontation is not recommended unless you have a powerful ice-type at your command.
There is a dark side to the Dracass.
During Mao’s Rebellion, most Dracasses sided with humanity, fighting against those who would kill their human masters. However, a few choose to side with Mao, and this cast a dark shadow over the entire Dracass breed. The Tamers who had Dracasses often mistreated them, and it wasn’t unknown for a Dracass to be killed by humans who feared her.
The Dracasses were oppressed, like many Pokégirls of the time, but still they fought for the humans. It was shortly after the battle of Pine Ridge that one Dracass finally snapped. Mistreated by her Tamer, scorned by the humans around her, beaten, insulted and nearly killed, she decided that Humans were not worth saving.
A dark evolution took place, and she became a Dronza.
Little is known about what actually happened, but authorities that later found the sight reported that no human or Pokégirl still lived. Most had been slaughtered in a brutal and sadistic fashion. These reports were quickly buried by the Leagues, lest humans decide that all Dracasses were evil, and wipe the breed out.
Dronza are, by their very essence, everything that a Dracass is not. Filled with hatred, anger and disgust, they strike out at any who so much as look at them the wrong way.
Dronza see the Dracass’s failure of Sukebe to be the ultimate disgrace, and they see the Tamed and domesticated Pokégirls to be little more than traitors. Proclaiming themselves as the true path of Pokégirls, they continue to hunt humans and their Pokégirls in an attempt to wipe clean the smear of failure, and bring Sukebe to his rightful place as the leader of humanity. They don’t seem to care that everyone claims he’s dead.
These Pokégirls spend most of their time in Draconic form, loathing the thought that they may have anything in common with a human. In this form, their scales are either black, or a very dark grey, and their eyes glow a bright red, distinguishable even in a brightly lit area. They will take their human forms only if they need to interact with a human, usually when coercing a Taming out of him.
Once a Dracass has made the transition to Dronza, she loses all respect for the human race, and much of her respect for other Pokégirl types, especially those who are members of a Tamer’s Harems. There is no reasoning with a Dronza, and they will, as likely as not, kill any human who crosses their path.
Capturing a Dronza is almost impossible, and no Tamer has ever claimed to have been able to keep one in his Harem. However, many reports have been made of Dronza tricking Tamers into Taming them, or even forcing the act if they wish, to keep themselves from going Feral. In some cased, the Dronza even allows the unlucky Tamer to live.
Tamers are advised, not, under any circumstances, to set a Dracass against a Dronza. This battle will be unstoppable, as the two breeds have a hatred for the other that defies all logical thought, and the two will fight until one is dead.
Dronza are considered a threat by all Leagues, and a bounty of 1,000,000 credits has been set for the confirmed extermination of a Dronza.
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DRYDER, the Gentle Widow Pokégirl
Type: Tauric Animorph (Black Widow spider)
Element: Bug/Fighting
Frequency: Extremely Rare
Diet: Omnivorous with raw minerals to supplement
Role: Living Myth, Scientific Anomaly
Libido: High
Strong Vs: Bug, Grass, Fighting, Ice, Normal, Steel
Weak Vs: Flying, Fire
Attacks: Bite, Drain, String Shot, Web, Tackle, Takedown, Wrestle, Stomp, Harden
Enhancements: Enhanced Strength (x12), Enhanced Speed (x15), Multi-limbed, No time limit, Moderate Feral state
Evolves: None
Evolves From: Widow (special; ejecting all poisons from itself)
Confirmed capture: 3,685,000 SLC (Ferals Only)
Confirmed kill: 1,575,000 SLC (Ferals Only)
Reporting sighting & Getting out alive: 84,000 SLC (Ferals Only)
For almost 200 years since the first Widow attack, rumor and legends abound about a ‘Gentle Widow.’ Rumors about some strange Pokégirl with the body of a Widow, but far less dangerous than others of her breed. In the year of 299 AS, Young Ben Valentine, better known as the Widow Slayer met face to face with one of these creatures, he dubbed her, the Dryder.
Dryders are extraordinarily rare, even compared to Widows themselves. No one is sure what to make of them. Evolution into one is only possible during the Second Phase of a Widow's life cycle, when the Widow regains the knowledge and intelligence they had before. If they are aware of their limited lifespan and are capable of controlling their breeding instincts, they can forcibly rid themselves of all their poisons, ejecting them all at once through their various stingers. Once this is done, the Widow evolves.
The Dryder's evolution doesn't happen in a flash of light or a flare of darkness, but in the toxic cloud created by the lethal toxins and acids seeping from her body. A controlled recording had shown that the armor covering the Widow literally melts, breaking down and flowing off of the Widow's body, revealing the Dryder from underneath. The Dryder herself stands between 5'9" and 6'4" on average, their skin now pitch black all over, plump breasts, an upper C-cup most often, bounce from their now soft chests. Their eyes, now only two, since their others vanished upon evolution, replaced by flowing locks of hair, give off a hauntingly beautiful glow, the colors varying from Dryder to Dryder. Their second arms, once deadly scythes, are now normal hands. Their lower torso, once fully tauric, now resembles more humanoid legs and rumps, plural for a reason. Upon close inspection, while they only have one vagina, the Dryder's lower legs are built more like those of a Cheetit, strong, smooth, and sensual. Where the vagina on the second buttocks would be, connected to the first, comes the spider-like abdomen, which has also gone through a transformation. Gone is the hairy form of the widow's abdomen, the Dryder's is almost always smooth, and the red hourglass shape once prominent on the abdomen has changed, it's new shape and color varying based on the Dryder's personality, one Dryder, known as Gwen, even had a neon green infinity symbol.
If they're not taught new techniques to use, Dryders will often fight using their environment, often moving around the battlefield with nigh frightening speed and using triplies and webs to move off of the ground. They like to set traps, both in official combat, and to capture prey to feed on. When the battle gets serious and escape isn't an option they'll use Harden liberally to boost their defenses before charging in at full speed with Tackle or Take down. An odd fact about Tamed Dryders is that they seem to learn new techniques rather easily, some finding a type of technique easier than others.
A Dryder's harem mechanics are surprisingly smooth, aside from combat they'll often find a duty of their own that they're good at and will enjoy doing, often making getting them something to do rather easy. They also seem to enjoy working around Pokékits for some strange reason.
While Dryders are safer and more friendly than Widows, they're still extremely dangerous Pokégirls, mainly because the have the memories of the things they did as Widows, and many, if not all feel remorse for their actions and fear retribution from the survivors of their attacks. This has caused the Dryder to be generally violent and skittish while without a Tamer, it's known that their Feral state is fairly mild, since they seem to be able to better assess threats along wit most consequences. A good example of this is the first officially recorded Dryder faced the Widow Slayer, she didn't seem like the brightest Pokégirl on the battlefield, but she was smart enough to know that she was outclassed and would likely die, she promptly ran with high hopes that he'd be too surprised that she could speak to chase her. She was right. Rumors and hearsay of them having a poison equal to or more lethal than HyperVenom haven't helped their outlook, and clearly irritates those out there who've become fans of the breed. Harmless compared to the Widow, the Dryders are still a major threat, thanks to their power, speed, and tendency to make a meal of anything stuck in their web, have a steady bounty and a ranking among the Alpha Level Menaces for the sake of safety and a fair warning to be cautious around them.
Recently, scientists employed by the WAPL announced that they were doing a year-long research study on Dryders and their potential usefulness. Ten Combat Tamers volunteered to take a Dryder into their harem and be their Tamer. After three months, no problems have been reported, and one Tamer and his group report that they are getting along with their Dryder, whom has been named Gwen, quite well. Still the warning stands for Dryders found in the wild, as the research-study Dryders were captured and calmed by powerful dragon, fighting, and psychic-type Pokégirls in the League's employ. One of the major things that they've discovered is that it's completely IMPOSSIBLE for a Dryder to evolve, or to relapse into a Widow.
Due to the circumstances of their evolution, and their sheer rarity, it's completely impossible to threshold into a Dryder.
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DUELIST, the Summoner Mage Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Extremely Rare
Diet: Human-style
Role: Combat, strategic planning
Libido: Average
Strong Vs: Psychic, Ghost, Poison
Weak Vs: Bug, Fighting,
Attacks: *Card Conjuration, Call Me Queen, Taunt, Smirk, False Praise, Aura Sensation, Soothing Voice, Relaxing Gaze, Foresight
Enhancements: Enhanced reflexes (x2), always optimistic
Evolves: None
Evolves From: CardCaptor (battle stress, Duel Monsters deck nearby)
Until the first known Duelist evolved in 245 AS, nobody had expected that anything that predated Sukebe could cause a Pokégirl evolution.
Jacob Scott was more of a hobbyist than a dedicated Tamer. His interests ran to much more than just Pokégirls. One of his loves was playing collectible card games or CCGs, which had experienced a renaissance in 220AS. He had several different CCGs in his collections, but his pride and joy was his Duel Monster cards, of which he had an extensive collection. He'd even gone to the trouble to teach several members of his harem to play so that he had opponents available while on the road.
One evening, while his Pokégirls and he were playing Duel Monster, his camp was assaulted by a large force of Wasps. Quickly his entire harem was incapacitated, except for his Cardcaptor, who had left her wand in their tent. Unable to reach it, and seeing that her Tamer was about to be dismantled, her terror caused her magic to run wild and when it subsided, she had evolved into a new Pokégirl, the Duelist. She summoned Scott's Duel Monster's deck to her and drove off the Wasps with a number of fire based monsters and spells.
Duelists change little from their Cardcaptor form, often gaining a couple of inches in height and assuming a more athletic build. They tend to dress like a Tamer and often the only way to determine if they are a Pokégirl is to scan them with a Pokédex.
The Duelist is always optimistic about her chances of victory and this optimism carries over into her entire existence. She is not stupid, however and tempers that optimism with a broad dose of pragmatism. She is a master strategist and often uses foresight to determine what her foes will do and what cards to use to best neutralize them.
When the Duelist evolves, her wand vanishes to seek out a newly born Cardcaptor. Her cards disappear as well and mystical research indicates they become free and must be captured by another Cardcaptor.
The Duelist gains the ability to summon any Duel Monster cards that either she personally owns or that her Tamer has given her permission to use. Only with her deck can she reach her true potential, using card conjuration to summon the items and creatures to do her bidding. The things she summons become real and she can allocate her life energy into them as she sees fit. If she dismisses them, that life energy returns to her. If they are destroyed, however, that energy is lost and she must be heal to get it back. A Duelist can pour so much of her life energy into her cards that she has none left for herself and several have sacrificed themselves in this fashion to save others. However, they will only do such a thing for truly loved ones, and often the other members of a harem do not meet that requirement.
Any creatures or items summoned are not alive and last for a maximum of twenty four hours before vanishing. They do not respire, eat or reproduce. They are only under the control of the Duelist, although another Duelist, with the right cards, can take control of one or more of them. Effects, such as healing, augmentation, or protection may be used on the summoned creatures, other Pokégirls, humans, or even the Duelist herself.
It is an interesting note that when a Duelist faces another Duelist, they must compete using the rules for Duel Monsters. They instinctively know what cards are currently restricted or banned and will take half an hour to reformat their decks before battling. Duels between Duelists are rather hard on their surroundings and many gyms and towns have forbidden Duelists to battle within their confines. Some communities have banned Duelists in battles at all.
Feral Duelists are fortunately quite rare as they have a tendency to surround themselves with four or five rather powerful monsters for protection and foraging. These creatures can be difficult to defeat, however, a feral Duelist often will exhaust herself without considering flight and thus can be captured.
Threshold into a Duelist is very rare; the few girls who threshold will become a Cardcaptor instead.
Card Conjuration (ATK, EFT): The Duelist uses her life energy to summon creatures and effects from cards. While usually Duel Monster cards, she can activate any card except Cardcaptor cards. It is unknown if these can be activated as all Duelists categorically refuse to do so. These effects or creatures can last for up to 24 hours. If dismissed the life energy returns to the Duelist. If the effect or creature is destroyed, the life energy is lost and can only be regained by healing, be it natural, technological or magical. Creatures summoned take on the attribute of their card as their type, with the corresponding strengths and weaknesses.
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EBONY TIGRESS, Mao Reborn?
Type: Anthropomorphic (Tiger)
Element: Psychic/Dark
Frequency: Extremely Rare (Unique)
Diet: unknown (possible diet includes meat, milk, human style foods)
Role: historian, living monument to a black mark on Pokégirl History…
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: Scratch, Slash, Pummel, Bite, Dark Bomb, Backstab, Psychic, Telekinesis, Barrier, Heal
Enhancements: Enhanced Olfactory Sense (x3), Enhanced Hearing (x3), Enhanced Agility (x4), Enhanced strength (x5), functional claws, night vision, and Quick Recovery
Evolves: None
Evolves From: Tigress (mechanism classified)
For the past forty years, there have been sightings of a unique Tigress that once thought to be only a rumor, that have proven the existence in the past decade. While her build is what would expect of an anthropomorphic tigress, standing 6' with a generous D-Cup chest, all other aspects very. Not only for her coat, which while still striped is a dark blue instead of orange, or with eyes that have red sclera instead of the usual green, yellow, or light blue... from hearing her speak she may possibly be a very well known figure from Pokégirl history.
Mao Shin Mao.
Still, this is something that has to be taken with a grain of salt. After all, Mao Shin Mao was executed after her forces' defeat at the Battle of Pine Ridge. There is no way that this could possibly be the same Mao... can it?
Still, the fact remains that this is one unique Tigress. She never comes into human populated areas and has only appeared briefly from time to time, usually to people that are alone; that means a Tamer's Pokégirls have to be in their Pokéball. While sometimes, it is a need for Taming, it is often a chance for her to tells a tale of sadness and grief, if the person is willing to listen. These stories revolve around her feelings about being `betrayed' by her Tamer as he took on another Pokégirl as his Alpha, and the psychic bond she had with him. When she gets onto speaking about the rest of her life, she talks in riddles and jargon, but it all specifically revolves around Mao's Rebellion from 248 to 257 A.S.
Such an example includes…
"What was the start of all of it? What was it that caused the wheels of fate to begin to turn? Perhaps... just perhaps... that answer is impossible to grasp now. But for a certainty back then... we had loved so many, yet hated so much. We hurt others and were hurt ourselves. Yet even then, we fought like a roaring hurricane... while the screams of horror echoed underneath the blood-red skies of the battle field that day..."
What the point of all of this is, what she's after, one can't say. The Ebony Tigress just seems to look for secluded people to talk to. There have even been reports of her leading men astray from the edge of cities and then Taming with them. These reports helped confirm the Ebony Tigress' existence by the fact she has an M.O. She always leaves a very light cut along the throat of the person, that, in viewing photographs from Mitchell Kurgan's autopsy in 247, is not in the exact spot that Mao had slit the throat of her original Tamer, but the same length.
This ritual of cutting her current lover's neck seems to be a profound experience for the Ebony Tigress. While the people that have Tamed her said that she was very gentle about it, she would then lick their neck clean and place small kisses while tears would be in her eye, softly repeating the phrase, "I'm sorry" over and over again.
Over time, capturing the Ebony Tigress has proven downright impossible, even with the use of a fabled Master Ball! Whenever a Pokéball of any type of thrown at her, it just deactivates. The `ball is fine afterwards, but it just suddenly malfunctions for a moment, losing all power when it comes within her. Indeed, her ability to repel Pokéballs could make a Unicorn jealous.
But still, all of this leaves questions. Is she Mao? If so, then how could she possibly be alive? Mao was killed, her execution broadcast on live television. She certainly seems to know so much, and yet seems to also not be `quite there' in the head.
Whatever the case may be, this is a very odd Pokégirl, but one that seems to know quite a bit. If you see her, you might want to listen to what she has to say…
WORD OF WARNING: FROM THIS POINT FORWARD, INFORMATION IS CLASSIFIED TOP SECRET EYES ONLY. VIEWING WITHOUT AUTHORIZATION WILL RESULT IN PUNISHMENTS NOT LIMITED TO BUT INCLUDING: TOTAL MINDWIPE VIA MAGIC, THEN CONVERSION INTO A POKÉGIRL, A LEVEL 5 PROGRAMMING TO FOLLOW IMMEDIATELY AFTERWARDS. FULL DATA ON THIS POKÉGIRL MUST NOT BE VIEWED EXCEPT FOR A SELECT FEW. NO DATA MUST BE LEAKED TO THE PUBLIC POKEDEX, THE EBONY TIGRESS MUST BE PROTECTED.
It was by complete chance that we found out more about the Ebony Tigress. Mostly because while she has chosen a route of avoidance when it comes to all other Pokégirls, there is one species that she is not hesitant about being around, and in fact, seems to help add a bit of clarity to her thoughts by just being in their presence.
Surprisingly, while this is the one species she enjoys contact with, they scare the crap out of everyone else.
The Terminatrix.
One of the rare Terminatrix Tamers happened to be in a secluded area with only his Terminatrix out, (since she doesn't like her Pokéball). They were setting up camp for the night when from the darkness of the forest, the Ebony Tigress slowly came into the clearing with them. Interestingly enough, she didn't go to the man first, but walked right up to the Terminatrix, looking her in the reptilian eyes and making direct contact without even flinching, (a feat not even one Terminatrix Tamer has yet to manage).
After a moment, she finally greeted the Terminatrix with, "So, the Goths cursed you with the Ebony Stone as well?"
While all Terminatrix have outright refused to comment on the words of the Ebony Tigress, (and outright beating down more persistent people soundly) the Ebony Tigress was glad to answer questions which gave light to her origin. Born under the name of Kiera, the Ebony Tigress says she has claim to be the first birth in the village of Crest Hills in the Dark Continent, a Domestic Tigress. She grew up helping her mother, (another Tigress) running the area's first resort, as this would become a vacation spot for a number of Sanctuary Goth. She would pander to their whims for little in return, always giving it her all as to please the women who gave them `freedom'. Finally, it seemed like her loyalty and hard work paid off when, on her eighteenth birthday, she was summoned to Sanctuary itself to undergo the ascension ceremony and become a Sanctuary Goth with the others of her generation chosen. The ceremony itself would be held three days later on August 12th, 257 AS.
The day of Mao Shin Mao's execution.
It is understood that the creation of Mao Shin Mao, the very thing that had warped her, was psychic backlash. Mao had a latent but very powerful extrasensory perception within her subconscious, and upon accidentally killing her Tamer, was hit over the Delta Bond she had with him with sensations she could not possibly hope to handle. When she was killed, she was finally released, her sixth sense sending out one last psychic scream as she joined oblivion...
A psychic scream that was picked up over Ebony Stones for a moment as the cry went out. It lasted for so little time, on such an insignificant level of power it would have been ignored as all Ebony Stones that picked it up would eventually burn through it.
Unfortunately, not one Sanctuary Goth could have predicted what a Tigress' psychic outcry would do to another Tigress.
Needless to say, Kiera did not become a Sanctuary Goth. She was warped and filled with feelings of intense rage, pity, fear, and confusion. She had uncontrolled power and literally flew off from Sanctuary, where it would take her many months to finally come to mental terms with what happened. She would come to call herself the Ebony Tigress after the Evolution Stone that had warped her existence.
The only term close to explaining the Ebony Tigress would be schizophrenia, except that the personalities of Kiera and Mao Shin Mao seem fused at certain points, turning the once peaceful Pokégirl into a more hard-edged individual whom seems stuck in a state of confusion ninety percent of the time.
Also during this time, the Ebony Tigress has revealed her other reason for staying away from human civilizations. The Sanctuary Goth are actively hunting her down. They see has as a threat to their existence, as she serves as physical proof Sanctuary exists should anyone be able to pry the information from her. Worse, they know that the Ebony Tigress is also immune to all of their Aura attacks and that only hastens their need to eliminate a threat before she becomes violent towards them. And the sad fact remains is that agents of Sanctuary are numerous and everywhere. The Ebony Tigress has even hinted that the famed Chikage Hirosaki of the Edo League has strong ties to Sanctuary... and that she likes peach mango smoothies with a shot of chocolate syrup.
With this new information, we have decided to allow the Ebony Tigress to live as she has, to not give the Sanctuary Goths any hint we have made not only contact, but gotten such a comprehensible conversation and information from her. We are having her path of travel monitored as closely and accurately as we can to protect our ally.
It is EXTRAORDINARILY IMPORTANT that NONE of this enclosed secondary information be released to the public. The Ebony Tigress is a victim of circumstance that is being targeted by Sanctuary simply because she lives. None of this more in depth information of the Ebony Tigress must leave the inner circle, and all public Pokédexes must maintain only the previous information available.
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ELECURVIRE, the Cyber Stalker Pokégirl
Type: Humanoid
Element: Electric
Frequency: Very Rare (Indigo & Crimson League)
Diet: Electricity
Role: Electric Vampire, Kamikaze
Libido: Average
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Attacks: Electric Blade, Lightning Kick, Lightning Punch, Thunder Bolt, Thunder, Thunder Wave, Giga Drain, Roar
Enhancements: Enhanced Strength (x8), Enhanced Endurance (x5), Enhanced Speed (x2), Ambient Energy Conversion, Electrical Energy, Storage Capacity, Computer Network Integration
Evolves: None
Evolves From: Electabust (Partial Bonding with Video Girl+Thunder Stone)
While the majority of Electabust accept their fate and become some of the greatest cheerleaders around, there will always be a Feral population that doesn't know better and will do whatever they can to gain electrical energies, often attacking and draining other Electric-type Pokégirls of their energy. And there is one Pokégirl that can becomes victim in a most especially gruesome way.
The Video Girl is a Pokégirl species that is made primarily of electricity, the very thing which Electabusts feed on. There has been more than one account of a Video Girl that was in a computer system at the time when an Electabust came upon the equipment. Upon draining the system of its energy, the Electabust effectively absorbed the Video Girl without realizing it. Because of such accidents, a lot of power plants that employ Video Girls do their best to set up security against Electabusts.
It is easy to tell when an Electabust has devoured a Video Girl. The Electabust, normally a species that can barely retain any electrical powers, comes to hold a constant spark of power, even if they hadn’t fed on any energy. This is the essence of the Video Girl which still remains after becoming part of the Electabust, which refuses to be snuffed out of existence. While this should make the Electabust please to continuously have a source of energy, it actually makes the breed hunger for more electricity as they now not only feed themselves, but the Pokégirl they're carrying within them. Should an Electabust manage to get her hands on a Thunder Stone after more or less digesting a Video Girl, something spectacular happens, an event that most officials and researchers aren't sure is necessarily a good thing or not.
Because of the Video Girl, the Thunder Stone acts as a catalyst, fusing the two together into one powerful force. The Evolution is a drastic change, the Electabust, now an Elecurvire, shoots up a solid 3' feet, putting her at a height of around 8' overall, with her breasts expanding only slightly as to become a large CC-cup. An Elecurvire loses most of her feline features with the exception of her fur maintaining a striped pattern on her body, while her back has a symbol that looks much like a socket outlet, similar to how the starting form of Eleklit had horns resembling a plug. An Elecurvire has bright red eyes and her build overall seems to resemble the yeti or sasquatch of legend. Her tail splits into two at the base and both tails become pure black with small red parts on the end of its pair of tails resemble red LEDs.
The most important change in this evolution is the Elecurvire’s capability to store electricity. True, like her previous form, she could not generate any of her own electricity, but as an Elecurvire she can efficiently store and use any electricity that she is currently storing. She also has a larger assortment of sources to gain power from now as they gain an ability to convert ambient energy into Electrical might. The source could be anything from the flame of Fire-types, the mental processing of Psychic-types, the kintetic-energy of Fighting-types... if it is a true source of energy, the Elecurvire can drain that Pokégirl of her energy and internally convert it into electrical powers for herself. Understandably, where the Electabust was thought of as an electric vampire, the Elecurvire certainly is such!
Due to such a strange sequence of events, one would think that the Elecurvire would be an extremely rare Pokégirl. However, a group in the Johto League known as Team Static though to use the breed in a scheme to cause a League-wide Blackout that would allow them to attack and raid under a cover of darkness and caught one to begin a process of artificially-inducing Parthenogenesis in the few Elecurvires they managed to get their hands on. By the time Team Statics plot had been found out, the number had jumped from three to nearly forty. The majority of these Elecurvires were sent to Pokégirl Ranches and were distributed to Tamers, however a number of them managed to evade capture and run off into the wilds.
In battle or Taming, the Elecurvire certainly is a brute. Taking what she wants and using her enhanced strength and intimidation tactics to take control of a situation quickly. She'll come down quickly on her target, intending to get what she can from them, be it their energy, or a solid Taming... and sometimes, a mixture of both. But that is one thing that those whom own an Elecurvire cannot deny. An Elecurvire is truly a battle-ready behemoth that never runs from any battle, despite the possible danger involved, such as a Widow attack. Although there has yet to be a case of an Elecurvire surviving an encounter with a Widow, the fact was they attacked their opponent head-on without hesitation, a true testament to their confrontational nature.
An interesting ability of the Elecurvires that are Tamed and end up in Harems is their capability to interface with electronic equipment. Seemingly a remnant ability left over from the Video Girl, the Elecurvire can use her tails to hook-up into any piece of electronic equipment that has an infrared scanner port. This allows them to take in information and of course, energy. Using this capability, combined with giving the Elecurvire a Speech T2 has wielded results in the Electric-type Pokégirl having a better grasp of the human language than just giving her the T2.
There has yet to be a case of a girl going through Threshold becoming an Elecurvire. Honestly, it doesn't look like it is possible due to the need of a Video Girl to sacrifice herself, and frankly, a lot of people are glad for that.
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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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EMPRESSLOVE, the Anti-Dragon PokéGirl
Type: Near Human - Avian
Element: Ice/Steel
Frequency: Very Rare (Scarlet League), Extremely Rare/Unknown (All other Leagues)
Diet: seafood, preference for fish
Role: Anti-Dragon-type, Leader
Libido: Low
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic
Weak Vs: Electric, Fighting, Fire
Attacks: Ice Beam, Ice Wall, Mist, Glare, Leer, Scratch, Slice, Stab, Head-Butt, Peck, Gust, Harden
Enhancements: Increased Lung Capacity, Water Purifier, Cold Resistance, Armored
Evolves: None
Evolves From: PrimpLove (normal)
It takes time, effort, and a lot of patience to keep a PrimpLove... well, not happy, but content for the time being. Such is a truly Herculean task considering the demanding nature of the PrimpLove and it is understandable that not all Pokégirl Tamers are up to the challenge. However, those who manage to keep it up and not kill the goddamn bitch will be rewarded with the reason people picked up a PimpLove in the first place if the intention is to evolve her. The third and final evolution: EmpressLove.
Now in her evolved state, it should be noted that while an EmpressLove unfortunately loses her elemental abilities for water, for reasons unexplained, gains the sub-element of steel! However, this despite her new harder body and loss of water-based powers, this does not diminish the fact an EmpressLove is still able to swim at incredible depths and speeds. The reason for loss of water powers while she still retains her ability to purify water, is that an EmpressLove no longer has the ability to retain any water in her body, hence her loss of the water-based attacks and tricks that made up her prime abilities in her previous forms.
The EmpressLove gains considerable height in this new stage, reaching up to 6', not counting facial horns, and loosing all traces of fat and becoming QUITE muscular, with her bustline jumping another cup to become a firm C with perky white nipples. She gains metallic edges along her wings and three steel-claws underneath. This allows the EmpressLove to handle and hold items within her grasp and perform more tasks with better precision than she could have with just flippers, but she will still have some troubles due to lack of opposable thumbs. The appearance of an EmpressLove's body gives the impression that she is wearing a tuxedo, having lost nearly all blue coloration and taking on black and white. On her face, an EmpressLove has three distinct horns resembling a trident. The length of the three horns extending from the beak symbolize an EmpressLove's strength. Generally, the longer the horns are, the stronger the pokégirl is, (with horns usually ranging between 7"- 1'4"). The tips of her wings are so strong that they can cut through entire slabs of drift ice.
The personality of an EmpressLove is also different from her pre-evolved form. Where a PrimpLove wanted all the attention and was, for lack of better terms, an annoying spoiled brat, the EmpressLove is understanding that not everything will go her way. She's calmer than before and very quite, almost withdrawn, something one would expect from an Ice-type. Calm, cool, collected, an EmpressLove is a joy to have in a Harem for those who can get through to the PokéGirl's heart.
With the greater ice-power of the new evolution, plus a body that is now stronger and tougher due to her Steel-type nature, an EmpressLove is correctly associated with the thoughts of being a PokéGirl that could stand up to a Dragon-type. Ice and Steel are the only two elements that have ever had a chance of hurting Dragon-type pokégirls, and with the EmpressLove being a balanced culmination of the two, it is understandable that this is the one pokégirl that could make a normally superior Dragon-type hesitant if not actually balk at having to fight in PokéBattle. However, just because and EmpressLove is the defacto Anti-Dragon pokégirl does not make her invincible. A strong Fire or Electric-type pokégirl can give the powerful penguin pokégirl a run for her standard league credits!
When it comes to Taming, the EmpressLove is different from her forms in that it is not something she has any particular say in the matter. She can go for far longer stretches without being Tamed, and has no specific preference for position of style of fucking. However, from the few EmpressLoves that their Tamers allowed to be studied, it would seem that the icy pokégirl reacts well to harsh Tamings: being rammed from behind and spanked, as is sensing it was something she deserved from earlier in her life. There have neither been cases of human women Thresholding into EmpressLoves, nor has there been any cases of Feral EmpressLoves in the wild. It seems the love and discipline of attaining this form requires effort that a PrimpLove doesn't have naturally when left alone in the wild and can only be pushed towards attaining by an outside source, such as a Pokégirl Tamer.
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ENCHANTRESS, the Sexy Sorcery Genius Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Very Rare
Diet: human style diet
Role: sex-slaves, retainers, spies, magical item artisans
Libido: High to Extreme
Strong Vs: Dark, Fighting, Poison
Weak Vs: Fire, Ghost, Bug
Attacks: Power Bolt, Mana Bolt, Reflect, Shield, Smile, Sing, Glare, Yell, Cry, Hypnotic Gaze, Backstab, Rapid Stroke, Angel Eyes, Rune Chain
Enhancements: Magical Affinity, innate ability to craft and enchant items of many kinds, Enhanced Sensitivity (x4), Enhanced Senses (x3), Enhanced Reflexes (x3), Longevity (for Dark Elf evolved Enchantresses)
Evolves: Archmage (E-stone Ceremony; see Archmage entry for details)
Evolves From: Witch (Moon Stone), Dark Elf (Mana Crystal)
An Enchantress is quite the opposite of her most common pre-evolved form, which was a Witch. An Enchantress fills out more, becoming quite shapely, her breasts growing out to a nice C-cup and a thin waist and lithe frame. They usually tend to be dressed like Harem girls, or even similar to Domina. Though both styles of clothing have a crescent moon pattern printed somewhere. Usually near the waist, on one of the breasts, or shoulders. Though rarer than others, Enchantresses that evolve from Dark Elves often have darker skin (often the same color as when they were Dark Elves) and enjoy their longevity as well. These Pokégirls retain their pointed ears, although they do not keep the same level of sensitivity to sound that is normally associated with elf-types. Their longevity seems to lessen, however, and there have been known Pokéwoman Enchantress' Pokégirls that evolved from Dark Elves by the time they reached 40 years of age. Research is ongoing as to why this is, but this type of Enchantress is rather rare and there has been little headway made in this research so far.
Be warned though, Enchantresses are known for being quite jealous, though this is because they can become quite loyal to their Tamer… Almost bordering obsession. Enchantresses' obsession with their Tamer is quite evident, since they can be very competitive with any and ALL amorous or lustful Pokégirls that are in the Tamer's harem. An Enchantress can also become quite jealous when a Tamer begins to show other Pokégirls of his harem more affection. Put simply, an Enchantress is a sex fiend and an attention hog. It is highly recommended that any tamer that has an Enchantress be sure to put some time aside every day to spend with her, or else she will become very moody. And getting her out of this mood can take a great deal of effort. Lazy tamers should NOT keep an Enchantress in their harem, as this breed will never target another Pokégirl with their obsessive loyalty. However, they do get along well with Pokégirls that do not have high libidos, but are still far too selfish to be useful as an Alpha or a Beta within any harem. This breed also seems to enjoy all sorts of sexual acts and picks up on sexual techniques rather easily, although they do prefer a one-on-one taming with their tamer than to be in a group all at once. However, their bodies are extremely sensitive to touch, and although this can be negated with training to some extent, the Enchantress usually requires spells to deaden their senses to the point where they will be most useful in sex battles. This sensitivity does come in handy for their tamers, however, who may otherwise have a difficult time with their needs.
An Enchantress is also more of a tricky Magic-type of Pokégirl to handle when in battle. Not only are her spells weaker than a Sorceress of the same level (an Enchantress' magical strength is about 75% the overall strength of a Sorceress' at the same level), and she has a few attacks that are useful for damage, but her true strength is in her wide range of status effect attacks. This is also the area that her psychic powers are prevalent, since she has many Psychic-based Status Effect attacks. In general an Enchantress is best used in a support role or in sex battles rather than as a frontline combatant, although she can be used successfully to capture many types of Pokégirls, as long as they are not too fast to avoid her techniques. These Pokégirls do well in such positions, and other than supporting roles they are found commonly for their real benefit to a tamer.
The true benefit of evolving a Witch into an Enchantress (other than lots of sex) is their unsurpassed ability to make magical items ranging from potions to permanently enchanted items. All other mages when they wish to create a magical item must first obtain the item to be enchanted (usually at great expense and/or difficulty) an Enchantress instinctively knows how to fabricate such an item and if provided with the correct tools and materials can make one of sufficient quality to withstand enchantment. Note this applies only when creating a magical item, so an Enchantress will only know how to make a sword if she is seeking to create a magical sword and will forget how to make swords once she has forged one for enchanting. Also note that Enchantresses are perfectionists when creating items for enchantment and will demand the best materials and tools unless the need for the item is urgent.
Also unlike other mages they need not cast the spells with which an item is to be enchanted themselves. Another magic user will suffice so long as the Enchantress casts the enchant item and permanence spells and scribes the magic circle to be used for the enchantment. However only if an Enchantress is 100% involved in the enchantment process, from constructing the item to casting the spells, will there be no chance of the enchantment process failing. However, despite their proficiency with enchanting items and creating all sorts of magical objects, they find it extraordinarily difficult to craft new spells. Although they can learn new spells quickly enough, creating new ones take four to five times longer than most other magic-casting Pokégirls do. This may seem a deficiency, but considering the lack of tamers and magic teachers able or willing to teach their Pokégirls magic, this is usually a very much forgotten facet of the Enchantress.
Feral Enchantress, though very rare, are found near what mages call 'ley lines'. These ferals likely can sense the greater magic in the area, but are unable to use it at all due to their feral state. In this state, they lose almost all use of their magical abilities and tend to run away from anything not male, or possessing a male appendage. Research shows that where one finds a feral Enchantress one will find, with a fairly high chance, a Dildoqueen (or some evolution of such) in the vicinity as well, the two often spending much of their time foraging for food or Taming, for the little good that it does them. When approached by a male, feral Enchantress often prefer to make themselves available for a taming rather than fight or run away, unless the tamer is obviously abusive or threatening her.
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ESPER, the Aeon Pokégirl
Type: Varies
Element: Magic/varies
Frequency: Very Rare (All Leagues)
Diet: varies
Role: varies
Libido: varies
Strong Vs: varies
Weak Vs: varies
Attacks: varies
Enhancements: varies
Evolves: None
Evolves From: None
Espers were supposed to be Sukebe's ultimate weapon, seconded only by the Legendaries. Thirteen were created at first, each one of a different elemental type, some differing from the normal Pokégirl classifications. But for some reason, they rebelled against Sukebe's forces and left for another dimension near the end of the War. They left no trace behind, no means of following them to wherever it was they had gone.
They were thought to be lost at first, but a few years later, a powerful Pokégirl was seen speaking to a Shrine Maiden. Shrine Maiden's Tamer, a young man named Incaros, scanned the Pokégirl, which registered as an Esper. Soon after, the Esper appeared again, summoned by the Shrine Maiden via the contract that she had made with her. This was the first recorded instance of a Shrine Maiden's summoning ability.
Espers are among the most chaotically arrayed Pokégirl types ever, capable of having nearly any elemental type possible. (There was even one rather ridiculous incidence of an Esper who's magical powers were based entirely on food.) Very few Espers have been recorded as being native to this dimension throughout history, those that remain being mistaken constantly for other Pokégirl types. Fewer still have occurred through threshold, no more than 1% of all Espers occuring from it. Some Espers have been known to take advantage of this fact, acting in a manner similar to Farfuck'ds, pretending to be delusional to hide their identities.
No one knows if Espers will return en masse to Earth one day, as they left on very bad terms with their fellow Pokégirls. There is a growing belief that they may return to Earth one day, should Parity become a reality.
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E-WHORE, the Ditzy Sexy Donkey Pokégirl
Type: Very Near Human Metamorph
Element: Ground
Frequency: Very Rare (Becoming more common with time)
Diet: Herbivore, preference for oats, corn, and apples
Role: Sex battlers, Exotic Dancers, Laborers
Libido: Average sometimes High
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Stomp, Thump, Earthquake, Resonate, Yell, Dodge, Spank, Go Down, Rock that Booty, Earlobe Nibble
Enhancements: Enhanced Hearing (x3), Enhanced Reflexes (x3), Enhanced Sight (x2), Enhanced Strength (x6), Enhanced Speed (x3), Endurance
Evolves: None
Evolves From: Dullburro (Orgasm)
When a Dullburro achieves enough orgasms, she will evolve into the newest discovery of the Dullburro evolutions: The E-whore. While Smartasses are known for their intelligence, and Z-Bras are known for their wit, the E-whore has come to been known for their charisma. A E-whore's intelligence does increase, but now they are only comparable to just above a Bunnygirl. It's in the department of looks that increases greatly, their bust increases to a solid E cup, sometimes a few cup sizes larger, and their figure has been described as hourglass (though several enamored tamers have called it 'perfection'). With not a blemish to their name, it's easy to see why E-whore's dislike Pokébattling. One of the easiest ways to get the breed to go into a rage is to mar that beauty. While somewhat narcissistic, they still enjoy taming with others and are easily the most sociable of the Dullburro evolutions. They're not cruel about other less endowed Pokégirls either, and have a very charitable nature to Pokégirls they see as 'less fortunate' like the Littletit or Oddtits and have been known to give the girls fashion advice (about the only area of knowledge that an E-whore excels at) and defend them against being bullied.
Another area the E-whore excels at is sexbattles. Her low libido allows her to ignore some of the turn ons of other Pokégirls since it takes some time to get this Pokégirls 'motor running'. One weakness of this Pokégirl in the sex arena is that she'll usually disqualify herself when faced with domination sex attacks (usually by Thumping the offending Pokégirl soundly or Stomping their foot). E-whores enjoy what they call 'open loving' and can't stand domination attacks.
When faced with danger, an E-whore does what all the other donkey Pokégirls do, she fights. Though her usual tactics are to distract humans or bring dangerous Pokégirls to orgasm to fend them off, only resorting to violence and her unique yell (which the E-whores consider 'uncute') when the chips are down.
To date there have been no known instances of feral E-whores, though this is probably due to the breed's relative newness.
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FEEBLASS, the Wretchedly Unattractive Pokégirl Type: Not Very Near Human (Mermaid)
Element: Water
Frequency: Very Rare (Tentative frequency rating as actual numbers of the breed are unknown, Capital League Only so far)
Diet: Kelp, other water plants, scraps from the bottom of the river/pond/lake/etc.
Role: Bottom Feeder. Beyond that, the entire breed seems completely useless.
Libido: Extremely Low
Strong Vs: Fire, Ice, Steel
Weak Vs: Electric, Grass
Attacks: Tackle, Flail
Enhancements: None
Evolves: Milotit (Becoming Pretty)
Evolves From: None
Feeblass are only a very recent discovery, due to the fact that they are nearly impossible to find. The first person to actually catch one did so in a river in the Capital League (since then, only a few have been caught in that same river, and never yet in the same place twice), and was appalled when he first got a good look at what he'd captured.
Feeblass are mermaid type Pokégirls about the size and shape of a Magicunt, but similarities end there. Feeblass are scrawny, skinny, their blue fins are tattered, their flat mousy brown hair is matted, oily, and a tangled mess, and their skin coloration is a distinctly sickly yellowish brown, their eyes are sunken with hollow expressions. Their teeth are discolored and uneven, and their fingernails are rough, warped, and possibly ingrown. Any way you look at it, a Feeblass is extremely unattractive.
In addition to being naturally unattractive, a Feeblass seems to have a natural, and massive, inferiority complex. Or rather, she is aware of how unattractive she is, and it depresses her greatly. She tends to be hostile to attempts to clean or pretty her up, and will lash out weakly at her tamer, until she is worn out (which can happen quickly), then she just sits listlessly and permits her tamer or harem sisters to just do whatever.
A Feeblass will only eat as little as possible, which leaves them habitually undernourished, unless repeatedly, or forcibly, coaxed into a more healthy eating style.
They are highly inactive in a harem, and practically, or even actually, have to be forced into any kind of exercise regimen.
Finally, a Feeblass is actually resistant to taming. Not because they don't desire it, but because they think their tamer is taking pity on them, and they can't stand being pitied. It is quite the challenge to get a Feeblass to accept a taming. Even when a tamer does manage to get a Feeblass to accept being tamed, she will usually just lie there listlessly, not participating at all. This is something that Feeblass tamers have described as a highly depressing experience.
Should a Feeblass return to a feral state, something which can occur with alarming rapidity should her tamer become frustrated or angry with her, she will immediately retreat to the nearest body of water as fast as possible (which is surprisingly fast) and hide herself. In this, they become effectively impossible to find again.
As depressing as all this is, it is actually quite possible to turn a Feeblass into an attractive and somewhat pleasant Pokégirl. This takes extreme amounts of time and effort, and results are very slow in coming. The current record for beautifying a Feeblass is held by a highly skilled member of Kujaku Ranch who managed this feat before anyone else after a period of only seven months. The only other tamer to accomplish this so far took two and a half years.
Perhaps even more frustrating than beautifying a Feeblass is the final step of convincing her that she is attractive. The best way to do this involves presenting her to others so that she can get positive reactions that aren’t her tamer’s or harem sisters’, which she believes to be attempts to humor her.
For those who actually manage to pull off the feat of beautifying a Feeblass, the rewards are incredible.
Whether or not it is possible to threshold into a Feeblass is uncertain, since any threshold Feeblasses would likely flee to a nearby body of water as quickly as possible to hide themselves and their highly unattractive form. Though this would account for a number of missing person reports filed for girls who were of threshold age, but then again so would thresholding into a number of other Pokégirl breeds.
(Researcher’s Note: Feeblass could technically be found in almost any body of water. However, since they tend to spend their time at the very bottom, and move around frequently, the Pokégirl fisherman would need a rod for the appropriate depth and a lot of friggin’ luck.)
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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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FIREMAIDEN, the Fiery Belle Pokégirl
Type: VeryNear Human
Element: Fire
Frequency: Very Rare in most Leagues. Rare in WAPL territories and in the Dark Continent ([CLASSIFIED] in Sanctuary territory[CLASSIFIED]).
Diet: human standard, though heavy on "hot" spices like pepper. Kimchi and jalapeno peppers are considered favored snacks for Firemaidens.
Role: shock assault trooper
Libido: Average to High (depending on genetic ancestry or breed type if the Firemaiden is evolved from another Pokégirl breed)
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Attacks: Firestorm, Flame Sniper, Firewind, Fire Scythe, Flame Sword, Burning Hands
Enhancements: Resistant to high heat, though can control herself when being Tamed. Body constantly produces a low heat field. Enhanced Strength (x2)
Evolves: Foxymaiden (Fox E-Medal), Magic Knight (Dawn Stone), [CLASSIFIED] Titto (via a specially enhanced Fire Stone); used soley in the WAPL.[CLASSIFIED]
Evolves From: None
Firemaidens began making their appearance around PS 90/CE 2082 when the first Blood Gifted Tamers began to breed with various Fire or Fighting-type Pokégirl breeds. They remained a popular harem breed right up to Mao's Rebellion. Though some Firemaidens were subverted by Mao's forces against their Tamers and humanity in general, many others, most of them being affiliated to the leagues which later joined forces to create the World Alliance of Pokégirl Leagues, stayed with their Tamers. However, it is unfortunate to note that even after the end of Mao's rebellion that the Firemaidens fell in popularity in many leagues, though Tamers in them still found them to be desirable Pokégirls, despite their newfound stigma.
There hasn't been a feral Firemaiden found in over a hundred years anywhere in the world. When feral, according to the last times that they were documented, the Firemaiden would normally torch just about anything that might startle her. When confronted with water-types, the feral Firemaiden tends to run away immediately. Their low heat-field intensifies drastically, and according to the literature, scorched footprints can be an indication as to where the feral Pokégirl would run off to. After Mao's Rebellion, these Pokégirl types were sometimes looked upon with suspicion, but as a whole remained popular throughout the world.
Taming a Firemaiden can be troublesome- when they become aroused, their heat field intensifies and gets much hotter, which can result in very bad burns for the tamer if the Firemaiden can't control herself. It is highly recommended that unless the tamer possesses certain fire-resistant blood-gifts that various anti-burn cremes be involved, or that an ice-type be in attendance during the taming session to keep temperatures down to acceptable levels. In battles, Firemaidens are equally at home in standard combat and in sex battles, and often use their Burning Hands technique in both to bring about victory.
These Pokégirls are also highly valued in the Ruby, Opal, and Scarlet Leagues, since all of these leagues are the most frigid areas on the planet. Their heat field, normally keeping the temperature at a decent level, extends for about ten feet in diameter from their bodies and can increase the average temperature around her by as much as ten degrees normally. When she is aroused, the heat field closes in on her, and the temperature increases exponentially- a tell-tale sign as to how aroused she gets, or how startled a feral Firemaiden might become.
To the end, Firemaidens are shapely women possessing flame-red hair and bright-colored eyes. Save for their hair and eye shade, plus their love of “hot" food, there is nothing that marks the difference between a Firemaiden and a pure-blood woman unless she uses her powers. When calling on their powers, a Flame Aura forms around the Firemaiden. The Aura heats up the air around the Firemaiden, thus serving as a quasi-shield against weak Water-based attacks. However, the shield breaks down quickly when struck by water attacks, and is negated by Pokégirls that emanate colder temperatures. Unlike some other Fire-based Pokégirl breeds, Firemaidens can call on their powers in the blink of an eye; they don't need to keep something aflame to act as a “trigger" to activate their powers. Socially, Firemaidens are quite loyal and protective concerning their Tamer and their Tamer's friends. Firemaiden are breeds that are born much like a Pia or a Vulvixx, in that they do not evolve from another breed but are born as such. Currently, there is no known way to evolve another Pokégirl into this breed, although research is being done in various locations around the world.
One thing that all Firemaiden have in common is a dislike of the Watermaiden breed, one that seems to be genetic for some strange reason. Researchers are completely uncertain as to how this could be, but some theorize it is because of a fundamental conflict in their overall personalities. Airmaiden seem to able to act as a mediator between the two, however, but tamers are warned not to have a Firemaiden in the same harem as a Watermaiden for the reason that the two will be fighting in the same manner as Neo Iczels and Demon-Goddess’ do, unless an Airmaiden is present. Strangely, Firemaidens for the most part seem to enjoy the company of Icemaidens, especially during taming sessions.
Historical Info
(This information was taken out of the main text as it has little to do with the breed itself and much more to do with the fact that they were simply a part of what happened at the time of these events)
After the Pine Ridge Massacre, Vince McMahon, then a Harem Master of the Capital League, gathered dozens of Firemaidens together in a strike force to clear out Mao’s allies in League territory, they operating under the tactical command of Vince's wife, a Sorceress named Linda. [CLASSIFIED] Note that Sorceress is what Linda was before her conversion into a Sanctuary Goth by the Undertaker. [CLASSIFIED]
In a deliberate reversal of normal league policy when it came to rogue Pokégirls (the “shoot-on-sight" policy that saw thousands needlessly killed by paranoid humans), the Alliance Firemaidens subdued Mao's errant fighters, captured them and brought them before McMahon. Then, in what is hailed today as the “Stamford Taming Orgy," the rogues were restored to a “normal" state of mind, free of Mao’s influence. McMahon's role in that mass-capture won him the title “Grand Harem Master" and helped propel him into the forefront of League leaders. Using his fame, McMahon and his allies took over six different Leagues, forging it into the World Alliance of Pokégirl Leagues in PS 265/CE 2257.
After Mao’s Rebellion, Firemaidens all but disappeared from the scopes of wandering Tamers, though beginning in PS 295/CE 2287, the Indigo League started a distinct Firemaiden breeding program. Many believe that the heroines of the Stamford Orgy, they feeling angry and disgusted at human treatment of Pokégirls in the wake of the Rebellion, cut themselves off from human contact and retreated to secluded colonies shielded by the World Alliance. [CLASSIFIED] In truth, many of those Firemaidens were evolved into Tittos and, in a radical project which remains top-secret, allowed to assume female pure-blood human form to become Tamers themselves! [CLASSIFIED]
[CLASSIFIED] Other Firemaidens were rescued by the Sanctuary Goths and relocated to the Dark Continent. They formed their own colony, Bright Light, around the year PS 265/CE 2257, in what used to be called the Kalahari Desert. [CLASSIFIED]
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FLAREBRA, The Haughty Dragon of Flame Pokegirl
Type: Near Human
Element: Dragon/Fire
Frequency: Extremely Rare
Diet: Human foods
Role: Ranged and Close Support, Ambush, Crowd Control
Libido: High (but drops to low if wild or traded)
Strong Vs: Dragon, Electric, Fire, Plant, Bug, Plant, Steel
Weak Vs: Ground, Rock
Attacks: Slash, Fireball, Flame Sniper, Fire Spin, Dragon Rage, Rage, Agility, (Higher levels only) Hyper Beam, Fire Blast
Enhancements: Tough skin, Enhanced endurance (x7), Enhanced speed (x9), Enhanced Agility (x8), Longevity
Evolves: None
Evolves From: Pyrona (normal)
After winning enough battles, the Pyrona will evolve into a striking new pokegirl, the Flarebra. Upon evolving, she gains anywhere from six inches to a foot in height and her breasts increasing up to a mid C-cup. Her scales change color, losing the long gamut of colors that the Titrona had before, instead she now has scales that are yellow, orange, red or gray, and running from pale to dark in tint. They also grow a pair of horns, about three inches long at the smallest, but no longer than seven inches, and the horns vary from one Flarebra to the next.
Their lithe build from the Pyrona finishes filling out, giving them the same sexy look of a Dragoness, but lacking the wings. Her body is perfectly muscled, and not an extra ounce of flesh. Her body is a teenager’s dream, full hips, shapely legs, and an hourglass shaped figure.
Personality wise, the problems of the Pyrona have lessened, as she is less judgmental than her previous evolutions, and not as likely to point out faults in others. But she has a new quirk. She is vain.
Now, when we say vain, we do not mean that she spends hours making herself look perfect. She naturally does look perfect. What this means is that opponents who use attacks that cover her in mud, or, god help them, actually say they are not perfect, will get a face full of fire elemental attacks, and that is if they are feeling forgiving. However, with a tamer that they are fond of, they are a bit more forgiving to him and their harem sisters, but insults still mean that they are going to give you a burn.
Their attacks branch out, now able to handle a wider range of situations, as well as becoming a bit more capable for melee combat, able to use her speed to balance out her lack of extraordinary strength and staying power. One thing that Flarebras love to do, even more than their previous evolution, is dance. With their natural agility and endurance, they can dance the day away, and most of the night too.
The Flarebra, in contrast to the Pyrona's softer taming habits, seems to prefer hard, fast sessions, with her tamer dominating her and loves being beneath her tamer. The more 'helpless' the tamer has her, the harder and more often she climaxes. She is similar to Randysnatch in that she is ready for her tamer, any time and any where, a marked contrast to her previous evolution.
Threshold resulting in a Flarebra is almost unheard of. It is almost as rare a Threshold result as the Dragoness.
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FLOOZIE, the “head in the clouds” Pokégirl
Type: Near Human
Element: Flying
Frequency: Very Rare
Diet: human style foods
Role: aerial tactics, stunt flying
Libido: Very High
Strong Vs: Bug, Fighting, Plant, Dark, Ghost
Weak Vs: Electric, Rock, Ground, Steel
Attacks: Taunt, Tempest, Vortex, Super Cyclone, Glorious Sun*, Speed Storm, Mach Breaker, Gravity
Enhancements: Petite Build, Wind Mastery, Flight, Enhanced Agility (x12), High Flexibility, Enhanced Lungs
Evolves: None
Evolves From: Flirt (orgasm while airborne)
A Flirt evolves into Floozie by being Tamed especially well mid-flight. Taming a Flirt while flying is a risky proposition, since breaking their concentration (for instance by causing them to orgasm and evolve) may result in the Tamer getting dropped, possibly from a dangerous height. As a result, most Tamers with Floozies suffered massive injuries and broken bones while getting them. To fans of this rare breed, though, it was well worth the pain. A Floozie has gained the confidence from her Tamer’s trust to master her wind and flight powers completely and no longer needs to concentrate even if carrying someone else. She can fly at any altitude she wants, provided there is air enough for her to breathe and support herself with.
Floozies are lovely to look at. They have cloud-white skin and hair that is as soft as a breeze and either as sky blue or stormy gray as their eyes-- some Tamers claim to see clouds in their Floozie’s eyes and hair, but this is probably just wishful thinking. Their bodies are still small, but beautifully curved, and they usually favor loose but clingy clothes to draw attention to their figures.
In fact, Floozies are generally show-offs all around. They love flaunting their bodies, and they love flaunting their wind and flight powers (they don’t ever want to land if they can help it!). But most of all, they love flaunting the Tamer who trusted them enough to go through the risk of evolving them. Floozies are some of the most devoted Pokégirls in existence, right up there with the Leopardess and the Dark Kitsune. Floozies may strive for the Alpha position so they can spend more time with Master, so a Tamer with one must take care not to let her become jealous of his other Pokégirls. Frequent orgies are suggested by most Floozie enthusiasts as the answer, as they will help satiate the Floozie’s high libido while keeping her relationship with her harem-sisters on good terms.
On the battlefield, a Floozie is a force to be feared. Most ranged attacks either miss because of her speed and flight or are deflected/redirected by the gale-force winds she surrounds herself in with her Super Cyclone ability. If she gains enough altitude, she can combine Mach Breaker and Gravity to perform devastating dives, though she’d rather not resort to close combat if she can help it. A Floozie who spends enough time above the clouds during the daytime can also store sunlight and later release it in an attack called Glorious Sun, which works much like the Plant technique Solarbeam and can scatter Dark and Ghost Pokégirls who shun the sunlight (and has also been known to revitalize allied Plant Pokégirls, since it is sunlight). If opposing one, chose Rock and Steel Pokégirls to shrug off her attacks, a Ground Pokégirl to burrow beneath them, or an Electric Pokégirl whose attacks aren’t so easily deflected by her wind powers.
Floozies love attention, and they love their Tamers, and they love their Tamers’ attention. Unfortunately, they share that failing with their line... they can bring too much of a good thing. Orgies with the harem are usually a good answer, since they help to keep the peace within the harem as well as keep this Nymph form satisfied. Having had a little already, Floozies also crave airborne Taming, which is less of a risk now that she’s attained full mastery over her powers and can carry her lovers aloft with her without fear. The world record for an airborne Floozie orgy is 20 members and one Floozie Pokéwoman with lots of practice.
Feral Floozies, like their Domestic kin, love to show off, and are aware enough to use their wind powers to protect themselves. One might fly directly over a crowd of Tamers and never get caught. If one wants to catch a Floozie, the suggestion is to use an Electric Pokégirl to stun her out of the air with an attack she can’t defend against, then use the Pokéball immediately while her defenses are still down.
Threshold girls never become a Floozie directly.
Glorious Sun - The Floozie releases all the sunlight she's gathered at high altitudes into a blinding burst of light. Super Effective against nocturnal Dark and Ghost Pokégirls, and those with sensitive eyes. May be used once a month under normal weather, once a week if the Floozie has been spending several hours every day above the clouds.
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FOXYMAIDEN, the Hot or Cold Vulpine Pokégirl
Type: Near Human
Element: Fire/Magic or Ice/Magic
Frequency: Very Rare
Diet: hot spicy foods or chilly cold foods
Role: puzzle solving, having fun
Libido: Average
Strong Vs: Bug, Fire, Ice, Magic, Plant, Steel or Dragon, Flying, Ground, Ice, Magic, Plant
Weak Vs: Dark, Ground, Rock, Water or Dark, Fighting, Fire, Rock, Steel
Attacks: (Hot) Firestorm, Firesword, Warm Embrace, Fireblast
(Cold) Mist, Ice Blade, Snow Storm, Chilled Arousal
Enhancements: Enhanced Hearing (x3), Enhanced Olfactory Sense (x2), Enhanced Sight (x2), Heat Aura or Cold Aura
Evolves: None
Evolves From: Fire Maiden ('hot' Foxymaiden; Fox E-Medal), Ice Maiden ('cold' Foxymaiden; Fox E-Medal)
Foxymaidens are a fairly recently discovered Pokégirl type. They come in two varieties based on the Pokégirl they are evolved from. In the above stats, the first listings are for 'hot' Foxymaidens, and the secondary listings (coming after 'or') are for 'cold' Foxymaidens.
A Firemaiden will become a Foxymaiden with fox like ears and a tail covered in bright red fur with black fur in the tips. Their hair is always some shade of red, and they prefer to wear it long. Their eyes tend strongly towards green, though other colors are not unheard of.
An Icemaiden who evolves into a Foxymaiden will have long blue hair and her ears and tail with be covered in white fur with dark blue fur at the tips. Their eyes tend to be light blue.
One peculiarity of the breed derived from its dual nature is that the personality traits normally equated with their elements have been switched. "Cold" Foxymaidens tend to be friendly, boisterous, and chatty, whereas "Hot" Foxymaidens tend to be more passive and aloof, rarely initiating conversation without a pressing reason, or when in private with their Tamer.
In combat, their personalities shine through into their fighting styles. "Hot" Foxymaidens prefer to conserve motion, striking with the fewest number of attacks necessary to end the fight quickly, while "Cold" Foxymaidens will enthusiastically cover the area with Snow Storms to defeat a foe (and likely follow the battle with an attempt to start a snowball fight).
Foxymaidens of both types are very affectionate and enjoy spending time with their Tamers. They particularly enjoy cuddling of all kinds, especially after a Taming. They are also very intelligent and enjoy puzzles, riddles, and novels of all sorts.
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FRANCINESTEIN, the Grave Guardian Pokégirl
Type: Near Human
Element: Electric/Ghost
Frequency: Extremely Rare
Diet: Electricity
Role: Scientific assistants, bodyguards, undertakers
Libido: Low
Strong Vs: Flying, Steel, Water, Fighting, Psychic
Weak Vs: Dark, Dragon, Ground, Rock, Plant
Attacks: Mega Punch, Lightning Punch, Shock Spike, Lightning, Thunderbolt, Static Barrier, Lesser Thunderclap, Thunderclap, Greater Thunderclap, Fissure
Enhancements: Enhanced Endurance (x10), Electric affinity, Enhanced Strength (x10), Enhanced Durability (x10), Enhanced Intelligence
Evolves: None
Evolves From: Special Circumstances
Francinesteins are tragic Pokégirls, as to be created, first you have to have a lot of other Pokégirls die. They are massive Pokégirls, with muscles grown large from electrical stimulation. Their necks bare two large bolts holding them together, and their bodies are very varied in appearance, bearing stitches where their component parts are stitched together. Some Francinesteins bear mechanical parts, as when they were created, they didn’t have the parts needed. Their skin takes a slight greenish or gray tint.
The first known Francinestein was created by a scientist named Alexander Shelly, born in 200 AS and died shortly after the Francinestein’s creation, in 242 AS. His Pokégirls, all Very Near Human-types, were all butchered in a Mantis attack. Alexander Shelly, a historian who was studying old ForbiddenTech and descendant of the author of the novel Frankenstein, Mary Shelly, went mad from grief and salvaged what he could from the six Pokégirls stitching them together into a human form. Then, defying all scientific logic, he perfectly replicated the supposedly fictional process used by Victor Frankenstein in the novel, reviving his construct as a new Pokégirl. It had no abilities of the Pokégirls used to construct her, and none of the original memories, save for a few vague flashes. Alexander named her Mary, after his ancestor, and named her breed type Francinestein, after his mother, and the two lived a relatively happy life together.
Unfortunately for Alexander and Mary, they lived in a very anti-Pokégirl league, next to a very superstitious town. Once they discovered what Mary was made out of, they burned down the castle Alexander had taken residence in, and tried to kill Mary as well. She slaughtered the villagers, but would have been killed by the League officials who came to confront her if she hadn’t worked out a deal, becoming a caretaker for a Pokégirl graveyard in the Blue League, given a castle to live in.
It was thought that Mary would be the only Francinestein in existence, but somehow the creation process got leaked and other Francinesteins came into existence. Some were made via Rocket groups, others via lonely scientists who lost their Harems. There was a crackdown, and a talk of exterminating the breed, but when Mary and a few other Francinesteins were publicly shown to fight agents of Mao Shin Mao during her Rebellion, the talk died down. Francinesteins have been shown to prefer solitude, however there are at least two Tamers known to have Francinesteins in their harems. Francinesteins seem to be most relaxed when in a graveyard, and are surprisingly gentle with children. They are known to be very respectful of life and death, and get along well with Vampires, Celestial Pokégirls, and other Ghost-types. They also have a pathological fear of fire. With Mary this can easily be explained by the fire used to kill her master, but the reason other Francinesteins have this fear is unknown.
Francinesteins have trouble speaking, however the electrical stimulation in their brains makes them very intelligent. They can learn other systems of conversation to communicate with others. Francinesteins are slow, powerful fighters, using brutal attacks and electrical strikes. They have a strong resistance to psychic attacks, as something about their minds makes them impossible to probe even by the strongest psychic Pokégirls. They do have trouble fighting speedy Pokégirls, and are somewhat clumsy when compared to fighting-types, despite their durability. Their fighting strategy usually involves going for a quick knockout with power strikes, as their running speed is rather slow compared to others.
Francinesteins, despite the fact that they are made from corpse portions, have fully functioning bodies, including a need for taming, albeit a low need. Their bodies are dense, possibly from rigor mortis in their component parts, but they are not Zombabes, so Taming them is not like taming a corpse. It is rather creepy, though. No cases of Feral Francinesteins have been reported.
Due to how they are formed, Thresholding into a Francinestein is impossible.
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FROSTBITE, the Bestial Ice Pokégirl
Type: Animorphic Near Human
Element: Ice
Frequency: Very Rare
Diet: carnivore
Role: arctic soldier
Libido: Average
Strong Vs: Dragon, Flying, Ground, Plant, Ice
Weak Vs: Fighting, Fire, Rock, Steel
Attacks: Avalanche (Ice Breath), Mist, Blizzard, Ice wall, Slash, Bite
Enhancements: Ice Powers, Enhanced Endurance (x5), Not Affected by Cold or Snow Blindness, Claws
Evolves: None
Evolves From: Snowmelon (normal)
The Frostbite is the final evolution of the ice lizard type of Pokégirl. It has a very devastating breath attack called the Avalanche; the breath weapon starts out as fine particles of ice but suddenly hardens into a single massive block. Frostbite also gains strong wings that can cause a whiteout in the area just below it. There are very few Frostbites suspected to exist, and those tamers that do have them tend to keep them a secret. There is little known about the Tamers that do happen to have a Frostbite, but there has been one willing to provide some information. The Frostbite seems to absolutely hate freezing places! Being cold-blooded, and although an ice type, its' body slows considerably in cold temperatures.
However, in cold temperatures it does become a force to be reckoned with in Sex Battles, despite the fact that it is not particularly adept at such battles. It is only because her senses are dulled drastically that a Frostbite is considered good at Sex Battles in these conditions. However, the reverse is true- A Frostbite during a heat wave or in a very hot location will not last long at all during a Sex Battle.
Another tidbit of information gleamed from this one trainer is that Frostbite dislike having to be around other ice types. It is cordial with other ice types, such as IceMaidens, but does not get along with them. It is assumed it is because of the same reason that Frostbite's dislike cold weather, though this has yet to be confirmed.
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FROSTWYRM, the Blizzard Dragon Pokégirl
Type: Semihuman (Animorph (draconic))
Element: Dragon/Ice
Frequency: Very Rare (Opal League, Scarlet League), Extremely Rare (elsewhere)
Diet: Omnivorous
Role: Arctic Warfare, Heavy Arctic Assault, Arctic Construction
Libido: Low
Strong Vs: Dragon, Electric, Plant, Water, Flying, Ground
Weak Vs: Fighting, Rock, Steel
Attacks: Tackle, Snowball, Mist, Little Cloud, Big Snowball, Twister, Bite, Ice Beam, Aurora Beam, Tail Whip, Wing Buffet, Ice Boulder, Outrage, Dragon Dance, Dragonbreath, Heat Drain, Cold Snap, Boulder Snowball, Ice Wall, Ice Armor, Dragon Claw
Advanced Levels: Hyper Beam, Mega Flare
Enhancements: Ice Affinity, Enhanced Durability (x9), Wings, Tail, Enhanced Strength (x10), Enhanced Endurance (x5), Enhanced Optic and Olfactory Senses (x6)
Evolves: None
Evolves From: Frostdrake (normal/high level)
Frostwyrms, the final form of the Frostwhelp line, are dangerous Pokégirls.
During the Revenge War, members of this breed were used as spearheads for assault teams of Frostdrakes. Their tremendous power and durability made them deadly opponents and perfect for use as front-line commanders. Many was the time they would cover themselves in Ice Armor and just flat out charge a line of human opponents, letting the ice be chipped away by their weapons. By the time the armor was completely gone, it was more often than not too late, as the Frostwyrm would be in the midst of the human forces, tearing them apart. Frequently, they would also be used as solo assault units, Snow Queens teamed up with them to cover their arrival, allowing them to fly into a human encampment and tear everything apart, their greater tendency for carnivorous habits as opposed to their previous forms making them a deadly threat.
One particularly notable incident took place in the area formerly known as Siberia. A well-defended human outpost was in a mountainside region, the curvature of the surrounding cliffs and caverns allowing for aerial protection, the frozen ground keeping underground assaults away and limiting land assaults to an easily viewable area, which was defended by tanks and mines. Several Frostwyrms were sent there, just out of range of the human’s weapons. All of them charged up Mega Flare attacks and fired, destroying the outpost entirely and causing an avalanche which destroyed anything and anyone left standing. This left Frostwyrms with a stigma that lasts to this day in many areas of the Ruby League.
After the Revenge War, the entire line was targeted. All Frostwyrms in Sukebe’s active service were wiped out, the possibility of Taming them to turn their abilities to humankind not even considered. For years, Frostwyrms didn’t exist, as in many areas laws were passed making possessing Frostwyrms illegal. These laws were later repealed, although owning a Frostwyrm without a license and identifying yourself to the local authorities in the aforementioned areas is considered to be a criminal offense.
Frostwyrms are best suited to battle situations. The breed is much more aggressive than their previous forms and is more prone to violence, leading them to be popular among military officers in arctic regions. An infamous Ruby League team, Team Darksnow, was known to have two Frostwyrms in their employ, using them to decimate every facility and station they attacked. Both Frostwyrms were captured upon the Team’s destruction and were employed by the League government, although one of them had to be put down due to illness, as both had been mistreated and brutalized by their Tamers in the Team. Clayton Egarushie of the Scarlet League found another use for the breed, taking advantage of their strength and ability to fly through any kind of weather, no matter how strong the wind, using them to aid in construction in the Antarctic snow.
Frostwyrms are massive Pokégirls. They are a foot taller than their previous forms on average, and a great deal larger in width, as their muscle mass increases greatly upon evolution. Their skin turns a darker shade, and their horns turn jagged, their hair changing from a shade of blue to a shade of white. Their faces are more draconic than their previous forms, and their bust size a cup larger. Their wing-muscles are thicker and their tails are longer, making their Tail Whip attack all the more devastating, their talons thicker and sharper as well. The spikes on their backs become sharper, the spikes on the end of their tail forming into a pincer-like talon that the Frostwyrm can open and close at will.
In terms of Taming habits, Frostwyrms tend prefer whatever their previous form enjoyed, although due to their decreased libido, they do not desire Taming as much. Their body temperature lowers as well, becoming similar to that of other ice-types. This plus their enhanced strength makes them difficult to tame, although Titan Taming Incorporated in the Capital League has begun to come out with a new type of adjustable restrained, ranging from Amachamp-class to Damsel-class. They are making the product available for a reasonably low price in many Leagues, which should make it easier for Tamers to find a restraint to aid in safe taming. In addition, nearly every company produces warming pads especially designed to help warm up ice-types for Taming. While Frostwyrms aren’t as affected by heat as other ice-types, it can be used to help warm them up and as such increase their libido. Oral sex is not recommended due to their more draconic heads, although there are at least two known Frostwyrm tamers that have taught their Pokégirls to give head without damage.
Due to their rarity, there are very few instances of Feral Frostwyrms being seen in the wild, as their high value makes them prized by many. But almost every time a Feral Frostwyrm is seen, they are regarded as high level menaces, a bounty being placed on them. Feral Frostwyrms are vicious, savage creatures, prone to attack anything that they feel is in their territory. They are as liberal with their beam attacks as they are with their teeth and claws, a great effort being needed to bring one down. Luckily, there have been no known instances of Feral Frostwyrms being powerful enough to use Hyper Beam and Mega Flare.
There are no known cases of a Threshold result ending in a Frostwyrm. After some research into the matter and studying of the Frostwyrm’s previous forms, it has been determined that it is impossible for someone to Threshold into a Frostwyrm. This is considered a good thing, as most scientists agree that the stress of gaining so much mass in addition to the other physical changes would probably be fatal to some.
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GHOSTRIDER, the Hellfire Vigilante Pokégirl
Type: Very Near Human Metamorph
Element: Ghost/Fire
Frequency: Extremely Rare
Diet: Human Style
Role: Messengers, Nightmare bringers, Vigilantes, Racers
Libido: Low
Strong Vs: Bug, Fire, Grass, Ice, Steel, Fighting, Normal, Poison
Weak Vs: Rock, Water, Dark, Ghost
Attacks: Fire Punch, Fire Kick, Flame Sword MK II, Fire Scythe, Fireball, Phantom Blade, Nightmare Syndrome, *Punishment Gaze, *Summon Vehicle *Metamorph Object
Enhancements: Enhanced Speed X 4, Enhanced Strength X3, limited pyrokinetic/ psychokinetic/ metamorphic abilities
Evolves: Unknown
Evolves From: CalamityJane (Special; Killed by Infernal)
Behold, the ultimate Desperado. Born of hellfire, the Ghostrider Pokégirl is one of the most unusual breeds around. Not because they turn into flaming-skulled warriors when they must, but because it takes the death of a CalamityJane at the hands of a powerful Infernal to enact this evolution.
Normally, the Ghostrider looks no different from how she looked as a CalamityJane, but in battle, a terrifying transformation occurs. Their flesh literally burns away, leaving nothing but the bones and still burning inferno. An odd fact is that these flames can be controlled, to the point where they won't burn anything that the Ghostrider doesn’t want them to. The Ghostrider tends to wear semi-loose fitting leather clothes akin to Pre-Sukebe bikers, regardless of their choice vehicle. They often carry around a small selection of weaponry including, but not limited to, a long chain, a handgun, a knife or bladed weapon of some form, and spike-knuckled gloves. Sometimes the knife and gun are the same weapon (commonly galled a ‘Gunblade.’)
The Ghostrider’s battle talents tend to run the gambit of hit-and-run tactics and melee combat, but they still retain the talent, and preference of whips, so the chain is most often used. They like to make use of their newfound Ghost abilities and fire techniques to, as one confirmed Ghostrider put it, “Give ‘em a nice boot to the head!” Their best tactic against most dangerous opponents is to use their technique ‘Penance Stare’ to literally burn their enemies soul. Not many are certain of how it actually works, but it doesn’t appear to affect Widows, sadly. Also the weapons they carry tend to shift with them when they transform, taking on a fiery and frightening appearance.
Little is known about having a Ghostrider in a Harem as there are only a handful of cases known on a global scale. What is known is that Ghostriders tend to be rather reckless, especially when it comes to the law. Ghostriders tend to be extreme risk-takers, often performing insane stunts for the sheer adrenaline rush.
Only one of the known Ghostriders has ever gone Feral. And when she did, instead of becoming violent like one would expect, instead she became far more reckless. Attempts to get her back under control have proven difficult thanks to the Ghostriders ‘Summon Vehicle’ technique. The researchers are still keeping watch for any sightings of a flaming skeletal Pokégirl on a souped-up skateboard. Due to the circumstances of how Ghostriders come to be there have been no cases of thresholding into one.
Ghostriders are formed when an Infernal Pokégirl fatally wounds a CalamityJane. The Infernal energy results in a dark resurrection and a frightening metamorphosis. Their reckless tendancies increase when they face off against the Pokégirl who killed them.
Punishment Gaze (ATK [varies]+EFT: When the pokegirl makes eye contact with her victim, it is judged on its actions in this life. The evil that it caused is returned threefold as fire damage. The target must be alive and capable of feeling remorse for this attack to work.
Summon Vehicle (EFT): A Ghostrider Pokégirl can select a specific vehicle and give it the power of metamorphosis so the vehicle can, and will, transform at the same time as its selected Ghostrider. From then on she can summon that vehicle to her location no matter where she is simply by whistling. Any vehicle can be used, even horse-type Pokégirls, but it's most often a fast ground-based vehicle.
Metamorph Object (EFT): When a Ghostrider touches an inanimate object under the shadows she can will that object (weapon, armor, vehicle, almost anything) to shift its form into a new form to better use in combat. This is most often used on the Ghostriders own weaponry or armor.
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GIANTESS, The Really Effing Big Pokégirl
Type: Humanoid
Element: Rock
Frequency: Extremely Rare (Thank God)
Diet: Anything small and wriggly they can catch
Role: Plundering & Pillaging, Fortress raids
Libido: No one's dared to try and find out.
Strong Vs.: Normal, Rock, Steel, Ice
Weak Vs.: Psychic, Flying, Ghost
Attacks: Punch, Kick, Pummel, Club (similar to Hammer, although they do not have to summon it)
Enhancements: Enhanced Strength (x30+), Toughness (x30+), Giant Club, TALL
Evolves: Hopefully Nothing
Evolves From: Giant Trollop (Diamond Stone)
Bounty (for confirmed kill): 10,000,000 SLC
Bounty (for reporting sighting & getting out alive): 900,500 SLC
Recommendation if you see one: Evacuation is the best bet for survival. If you can't evac, try to strike it between the eyes with a solid blow, as that is the only weak point of a Giantess.
Found in the year 210 AS by an expedition headed by Mishima International Research, one of the few companies to survive Sukebe's Revenge, only five people lived out of the one-hundred that went on the expedition. Giantesses, after some research into discovered notes written by Sukebe himself, have apparently been living in the mountains for years, keeping humans from using them as staging points during the war of Sukebe's Revenge and attacking human fortresses. Any venturing into mountainous regions is now strictly monitored and in some cases forbidden completely until research into Giantesses is completed. What little is known about Giantesses is that they are basically human in appearance, save for the fact that they are 30 feet tall at the minimum and are heavily muscled, like a human bodybuilder (only bigger).
(Ironically, there are also the most physically attractive of their evolutionary line, their faces usually having soft, delicate features and a rather impressive set of breasts.)
No mating habits have been discovered through aerial and psionic surveillance, as Giantesses seem content to spend their days eating whatever and whomever they catch, sleeping, patrolling the caves that they make their homes in, smashing huge boulders with their giant stone clubs, and relaxing in the sun on summer days.
Tamers are strictly forbidden to go after Giantesses, and if one is spotted in a non-mountainous region, a reward similar to the kind offered for information on Widow sightings will be given if the Giantess is reported. There are only a few confirmed reports of Giant Trollops evolving into Giantesses via a Diamond Stone, so anyone with both a Giant Trollop and a Diamond Stone are hereby ordered to IMMEDIATELY turn either one or the other, or possibly both, into the authorities immediately or face criminal charges.
It should be mentioned that a Giantess is not entirely invincible. Right between their eyes is a soft patch of bones that, if struck hard enough, will kill a Giantess instantly. There is a legend about a tamer named David who killed a Giantess with a rock shot from a sling, although no one can seem to remember where this legend started.
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GLADIATRIX, the Arena Fighter Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Very Rare
Diet: Largely meat, bread and potatoes (body can't handle strong spices)
Role: Warriors
Libido: Low to Average
Strong Vs: Normal
Weak Vs: Psychic
Attacks: Slash, Slasher, Sword Dance, Focus Energy, Confuse, Mirror of Equity, Broken Castle, Weapon Repel, Firm Plate, Miracle Slash
Enhancements: Enhanced Speed (x4) Enhanced Stamina (x2), ambidextrous, cannot be sunburned, can summon a weapon once per day (if said weapon is broken, once per week)
Evolves: None Known
Evolves From: Slicer (Round Stone)
Unlike the Slicer, a Gladiatrix is never thin (unless starved) and usually has a few scars, though most have at least fifteen or more. The Gladiatrix often tans by coincidence, not desire, and to the envy of many tanning aficionados, they never get sunburned. Their tan simply deepens until she has a deep bronze tan. After that, her tan simply lasts longer.
A Gladiatrix is hardly concerned about her appearance, unless it's how fierce she appears. She loves the look of scars won in battle and when she's itchy for a fight, she'll often rub one of her larger scars. Anything that can make her appear more fierce is a turn on.
The most she'll do for her hair is wet it down so it doesn't get in her face. Other than that, she doesn't care about it so long as it can't be used against her. Of course, if she's busy sharpening her weapons, cooking or something else that requires her to be immobile, she'll allow others to groom her hair for her.
Bathing is far more important to a Gladiatrix than grooming her hair. Since Gladiatrixes tended to work hard, they will often sweat and the stink of sweat is perhaps the only thing she does not allow on herself or others. Most tamers of Gladiatrixes usually keep a water Pokégirl on hand to keep the cost of bathing a Gladiatrix down. Others stay by bodies of water.
When it comes to actual fighting, a Gladiatrix is not picky about weapons, so long as she has decent ones, and being ambidextrous, she can wield two just as efficiently as one. She actually prefers to have two weapons. She can summon one a day, but what shows up is often random and it can't be a weapon that is in the possession of anyone else. If she can have her pick, she'll usually pick a sword and shield, two swords or even a trident and net. If a weapon that a Gladiatrix has summoned that day breaks, no more can be summoned until the next week, though whether this is a psychological restraint is uncertain.
The Gladiatrix is not a very pleasant Pokégirl to face in combat. When she isn't sparring, she is brutal, relentless and merciless, and will not stop until their opponent is unconscious or deceased, or she is. Luckily, she considers any PokeBattles, Gym battles or Tournament battles to be "sparring". However because of their brutal habits, any tamer who wants to use a Gladiatrix in legal PokeBattles or use a Gladiatrix for any Gym or Tournament battles must have her weaponry enchanted to deal non-physical damage. In these battles, she is automatically disqualified if she attempts to summon weaponry, though surprisingly, 99% of all Gladiatrixes have enough self-control to refrain from summoning weaponry when warned.
Gladiatrixes like unseasoned food, largely meat, bread and potatoes. Tamers sometimes believe that it's because a Gladiatrix likes to live without luxuries, but it's actually because a Gladiatrix's body can't process strong spices well. Too much sugar, salt pepper or any other flavoring spice (such as Garlic or Sapphron) makes a Gladiatrix physically ill.
It seems preposterous for such a powerful Pokégirl, but a Gladiatrix can be left bedridden for days because of too much salt on her food, and as such, she treats anyone who attempts to pull pranks like loose salt caps with open contempt. A Gladiatrix should NEVER eat any complex foods, like cake or anything else that has more than one form of spice or seasoning, and as it should go without saying, they should refrain from eating in fancy restaurants, as any number of spices may be on the food. If she needs to resort to eating Berries, she will seek out ones that don't have a strong flavor.
Because of her nastier nature, Gladiatrixes have been rather popular in illegal battle rings and tournaments throughout the years. As such, any tamer with a Gladiatrix is randomly monitored for any suspicious activities or sudden influxes of cash.
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GLASS, the Liquid Statue Pokégirl
Type: Humanoid Semihuman
Element: Rock
Frequency: Very Rare
Diet: Glass, Sand, Minerals
Role: Ambush, Sabotage, Special Ops
Libido: Low
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Attacks: Pose, Slash, Bear Hug, Harden, Magnify, Flare, Mirage Cloak, Blurring Form, Shatterstorm
Enhancements: Enhanced Strength (x2), Enhanced Speed (x3), Improved Defense, Quick Healing, Flowing Form
Evolves: Onyx (normal)
Evolves From: Titto (normal)
Glass is the natural evolutionary form of Titto. Trading in the majority of it's mimicking capabilities, the Glass gains a clear, flowing glass-like form, not quite solid but not really liquid, that appears like a glass statue of the Pokégirl’s human form (if she ever had one), with the Pokégirl’s eyes tinted a random hue. A Glass’s form is unusually brittle - at first glance, almost dangerously so. Impact attacks can shatter whole parts of her body easily, and slashing moves find little trouble in causing damage to a Glass. However, while a Glass may be is easy to break, they also are easy to fix - shattered components can easily be brought back into the whole in only a few seconds time, undoing much of the damage at little cost to the Pokégirl. Broken appendages are easily healed or regenerated, although reattachment is generally a better idea, as consequent lost limbs can quickly wear away at a Glass, leaving them thin, weak, and in desperate need of nourishment.
Because of her Titto heritage, a Glass retains a small bit of the transformation ability that it once had as a Titto in it’s Flowing Form, allowing the Glass to form her body in different ways. She can sharpen parts of her body to a deadly thin blade, harden her body against attacks, and quickly recover from hits by absorbing whatever was lost. Or even (though her form noticeably thins while doing so) form great thin glass wings with which the Glass can use to break away from land-bound foes or bombard them with shards from above. Also, she can merge or move through normal glass without any difficulty, letting them move through closed windows or some doors without notice or leaving evidence of their passage. The Glass can also set things afire by using her body like a magnifying glass - note that the sun or a light source must be available for this to work.
In combat, a Glass either moves into melee, her fingers sharpened to a deadly point, or stays back and bombards her foe with thin shards, broken off from herself. Also, depending upon the environment, she can supplement these attacks with light-based effect moves, such as Flare, Mirage Cloak, or Blurring Form. In desperation, she may use Shatterstorm to escape pursuit, or strike down a particularly agile foe.
The Glass was created, like the Titto, to act as spies and saboteurs - the Glass’s specialty was getting inside the defensive perimeters of enemy bases, and damaging key defensive components or slaughtering enemy command posts in preparation for an offensive. Under the influence of the Mirage Cloak, it was hard to tell when a Glass was around, and combined with the Glass’s complete lack of a smell (or sense of smell, for that matter), security dogs (or later, other Pokégirls) rarely took notice of them. Unlike the Titto, however, that was a relatively poor combatant when caught, a Glass could easily hold it’s own, it's attacks, though weak against heavy armors, were all too adept at taking down groups of enemy infantry or officers in a short period of time. Lacking a sense of pain, and easily being able to take a certain level of physical punishment, the Glass could reach it’s destination, fulfill it's mission, and get out alive.
It should come to no surprise at all that this Pokégirl loves eating glass, it naturally being the perfect supplement for them. Sand and other minerals, while also a fairly digestible food, take a bit longer ‘going down,’ so to speak. Depending on the minerals that she eats, the color of a Glass can change and vary, sometimes taking on weak hues of red, green, or blue, though it takes a focused diet of the proper minerals to fully change into a rich hue of a specific color. The Glass's color has no effect on the functionality of it’s Mirage Cloak, though it may slightly alter the appearance of Flare.
Flare (EFT): Shifting her form subtly, she redirects all the light upon her into one point, releasing an intense flare of light that temporarily blinds nearby foes.
Mirage Cloak (EFT): Further directing the light within her, the Glass's form turns practically invisible, making her difficult to locate. This technique cannot properly be used in combat, instead replaced with...
Blurring Form (EFT): Wavering the light upon her in random ways, the Glass makes her form hard to make out and blurry, making it harder for her to be hit and creating the illusion of greater speed.
Shatterstorm (100ATK, Normal-Type): The Glass's greatest attack, Shatterstorm, however, is one that is used only in desperation. Setting up a dangerous vibration within herself, the Glass blasts massive chunks of herself away from her body in into all directions, bombarding everything nearby with thin, razor-sharp blades that continue to break and shatter as they proceed. Afterwards, the Glass is noticeably and dangerously thin, and unless she can recover most of the shattered glass, remains so until she can get something to replace it.
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GOJILLI, the Wannabe Doomsday Pokégirl
Type: Near Human
Element: Dragon
Frequency: Extremely Rare
Diet: Fish...lots of fish(Also likes Chocolate...but who doesn't?)
Role: City Defenders, Demolition, Movie Monster
Libido: Average
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Attacks: Quick Attack, Fury Swipes, Sabre Claw, Dragon Claw, Dragon Dance, Dragonbreath, Dig, Surf, Charming Look
Enhancements: Enhanced Strength (x3), Enhanced Speed (x7), Razor Sharp spikes, Claws, Enhanced swimming/digging/climbing ability (x4), Enhanced Senses – All (x2)
Evolves: None
Evolves From: None
They say big things come in small packages. Whoever first said it must hae been referring to the Gojilli. A small and cuddly breed of Dragon Pokégirl known for something very unusual... they’re very powerful for their size!
Standing about five feet tall on average with modestly large C-cup breasts the Gojilli is a proud and yet very cuddly breed of Dragon-type Pokégirl. Their tails are about half the length of their bodies. They weigh in at around 140 pounds. They’ve got bluish-gray scales running along their backs and sides with light glossy red across their chests and bellies. They usually have iridescent gold hair that grows little bit beyond shoulder length, as well as amber yellow eyes that give off a faint glow. This often makes it difficult to notice their pupils. From the shoulders down to the tip of their tail is a crimson sail, lined with slender spikes. On the shoulders and on the back these spikes are long, about a foot at the longest, and curved backwards, but once they reach the tail they quickly get short, topping off at jus about a half of an inch.
In combat a Gojilli is best known for their ability to out maneuver their opponents. They like to dig, swim, and climb at high speeds, making their movements erratic in battle and hard to predict. Specializing in instinctive tactical combat they're different from most other dragon-types in this style. As a minor side note, a Gojilli’s Dragonbreath attack, for some strange reason, is green, and their spike-plates glow electric blue and their eyes glow bright yellow when the attack is used.
A Gojilli’s harem dynamics are...unique, to say the least. They often consider their harem-sisters and Tamer their “Team.” When it gets to that point, expect nothing short of a Widow to keep her from being extremely protective of you. Combine this with their odd tendency to look up to the long-missing Typhonna as some form of ‘spiritual guide,’ and you have one very strange Pokégirl on your hands. Some of them tend to claim to be Typhonna’s offspring, but DNA typing has proven this incorrect.
Gojillis are extremely territorial and that fact is dragged in to their harem dynamics, making them think of their friends, family, and harem-sisters as part of their ‘turf’, and they'll protect them to the bitter end. They are also easily distracted by their two most favorite foods, fresh, live fish...and chocolate. Another thing to know, though they'll still accept Taming from a Tamer, they tend to view the Tamer as a parent-figure, often referring to them as Papa or Mama, much to the embarrassment of already married Tamers.
A Feral Gojilli is unusual to say the least. Their feral state isn’t violent, but it's far from mild. Often they pick a spot near the ocean, regardless of climate, and call it their home. They’re unwilling to leave it, but will make friends with current residents as long as none of them make themselves a threat, and often are willing to protect them along with their homes from any violent intruders. They usually limit their friends to those who they can trust, they tend to react violently to anyone who treats them disrespectfully or that comes off as dangerous to the Gojilli and their home.
As noted before, Feral Gojillis can wind up in some of the most unexpected places if there’s deep water nearby. At least one has been noted in the frigid Scarlet League and two more on a volcanic island out near the Crescent League.
As of Today, thanks to their being a rather recent discovery presumed to be the creation of Cocooner, Tthresholding into a Gojilli is impossible, for now.
Warning! All of the following information is classified to the highest level!! All data henceforth is restricted to only those of the highest security clearance and those who actually have a Gojilli in their Harem. Any attempt to leak this information will be dealt with extreme prejudice!
The actual origins of the Gojilli breed are as follows: They’re not a new breed made by Cocooner. Rather, they’re an attempt by Gendo Giovanni, a Team Rocket official and high-ranking member of SEELE, to mass-produce copies of Typhonna that were smaller, not as blatantly destructive, easier to control, and easier to tame. He wasn’t foolish enough to try a direct clone, as that would involve the extreme risk of accidentally to wake her up to try and collect her DNA. And since no one was even sure that she was organic to begin with, it all could have been a fruitless effort to begin with. We may not like the fact that Gendo has such a powerful Pokégirl in his command, but so long as he doesn’t know that we’re aware of it, we can let him off easy.
SEELE wanted to use the breed as an extermination weapon against the Amazonchan and Icemaiden Preserves, and to use them to help get more pro-Pokégirl leagues in line with more ‘acceptable’ policies and actions. However they didn’t take into account a few personality factors in making the Gojilli. After around 100 of the Pokégirls were created, they teamed up and dug their way out of the laboratory that they were being held in, destroying it in the process. Most Leagues have them employed Gojillis in whatever their equivalent of a S.W.A.T. team is. Frequently, they are employed to use in dealing with dangerous Pokégirls.
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GORGON, the Artist of Stone Pokégirl
Type: Animorph Anthropomorphic Not Very Near Human (Serpentine)
Element: Poison/Rock
Frequency: Very Rare (Ocean League, Amethyst League (old Greece area))
Diet: Grains and fruits, will accept Pokéchow
Role: Sculptors and artisans, fighters
Libido: Average (High if Tamer is willing to do something for her)
Strong Vs: Flying, Electric, Bug
Weak Vs: Ground, Fighting, Steel, Water
Attacks: Petrification Gaze, Stone Gaze,* Statue Gaze,* Wrap, Crushing Wrap, Poison, Slow Venom, Paralyzation Poison, Vertigo Venom, Poison Mask, Tail Smash*
Enhancements: High flexibility, Ability to radiate petrifying energy from eyes, venom glands, Enhanced Durability (x2), Enhanced Strength (x2), Artistic Affinity
Evolves: None
Evolves From: Naga (Round Stone)
Gorgons were a more recent discovery, first being discovered in the Ocean League and on several islands near the old Greece area of the Amethyst continent. They were first found in 260 AS by a Tamer named Perseus Riger. They suffered a rather bad reputation at first. The Gorgon Perseus encountered, a Pokéwoman named Medusa, had turned several Tamers and Pokégirls permanently into stone statues. She was surprisingly non-Feral and intelligent, but Perseus was able to defeat her by using the shield he had brought with him as a mirror, protecting himself from her petrification attacks long enough for his Slicer, Andromeda, to behead her. As people were still smarting from Mao Shin Mao’s rebellion, bounties were placed on Gorgons. More Gorgons were discovered and killed, reducing their numbers drastically. However, Pokégirl Rights groups managed to pass laws to protect them, saying that they should at least be studied at first. Reluctantly, the laws were passed and studies began.
Gorgons are Naga-like Pokégirls, with long, serpentine bodies covered in smooth, silky-soft, dark green scales, with darker, tiger-like stripes down their arms and backs. Their tails have rattles, which convulsively rattle when agitated for any reason. Their eyes are golden with slitted pupils, their breasts are C-Cup and in place of their hair is a nest of long, slender, comparatively small Pre-Sukebe snakes that move in accordance to the Gorgon’s will, reflecting her mood. Despite the fact that each snake has it’s own set of eyes, it does not expand her vision in any way. The head-snakes, however, can bite an opponent and inject poison or use their small tongues to give a very unusual kiss.
In terms of fighting, Gorgons fight in similar fashion to most Naga evolutions, using poison attacks and tail attacks. This made more sense after the discovery of the Round Stone, which was revealed to evolve Nagas into Gorgons. They have three attacks exclusive to them, one of which is used in tandem with the other two. The eyes of a Gorgon can radiate an ethereal energy, which causes calcification of the skin and the creation of a stone shell. This is their Stone Gaze attack, which they use to coat their attackers in an immobilizing shell of stone. They can either leave their opponents, giving them a chance to escape, or use their powerful Tail Smash attack to shatter the shell, knocking the opponents senseless. When used more intensely, the energy radiated from their eyes can cause a total internal and external calcification of the target’s body, turning them completely to stone. The vast majority of Gorgons, as in 99.999999% of them, don’t like doing this. Mirrors can protect the target from the petrification attacks, but Gorgons are immune to their own moves.
Surprisingly, Gorgons turned out to have little taste for battle. One Gorgon Pokéwoman who knew of Medusa said that she was an aberration, who took her tastes too far. More artistic in temperament, they prefer to work with stone to carve elegant statues of things that catch their eye. They adore capturing life in stone, but not through the use of their lethal attack. Amusingly enough, Gorgons have a fetish for stone. They love Rock Pokégirls and statues made of stone; their mere presence is a tremendous turn-on for this Pokégirl. Tamers who wants to get their Gorgon ready for a Taming can simply take them on a visit to a museum with sculptures on display or a trip to an old ruin made of stone. And if Tamers are willing to go further and allow the Pokégirl one little indulgence, they will have the total unwavering loyalty of the Gorgon, among other things.
As mentioned earlier, Gorgons have a fetish relating to stone. They like having the rest of the harem model for them as they create statuettes or busts of the other Pokégirls out of stone. If the Gorgon is particularly close to the models, her creations are sometimes reluctantly given as gifts to the other Pokégirls. Otherwise, the statuettes and busts become part of the Gorgon's version of her Tamer's harem. They are both works of art and sex toys in the mind of a Gorgon, whose libido is affected by Pygmalionism. This fetish for statues of their own creations extend towards their Tamers as well. If Tamers will let their Gorgon use Stone Gaze on them, coating them in stone, and let the Gorgon make love to them while they are in the stone shell then, after they have satisfied their own needs, they will quite literally let their Tamer do anything they want to them. Oral, anal, roughness, bondage, any position, if the Tamer is willing to indulge a Gorgon’s stone fetish, you name it and they will let a Tamer do it. Research has shown that the stone shell is porous enough to prevent the Tamer from being suffocated while inside the shell. While Gorgons are immune to petrification attacks themselves, they do greatly enjoy being ‘immobilized’ and wrapped up themselves. This other fetish of the Gorgon breed is assumed to be a variant of the total enclosure fetish combined with Statuephilia. A Tamer who willingly lets their Gorgon indulge their stone and bondage fetishes and reciprocate this in some way will find their Gorgon to be a happy, willing cumslut who will do whatever she can to bring her Tamer pleasure. As one can probably guess from this, this makes Gorgons primarily found in the harems of male tamers, although female Tamers with Gorgons have found ways to satisfy their Pokégirl’s desire to make love to a statue.
To summarize, Gorgons are artistic and love to capture life in stone. And they fall in love with their creations. That's why they want to “petrify” their Tamers before Taming. By using Stone Gaze, they created a statue of their Tamer.
Oddly enough, they have a hard time getting along with Domina-types. When asked about this, all Gorgons stated that the meanness and brutality of the breeds take all the fun out of what they refer to as ‘the artistic process.’ There have been a very small amount of documented cases, however, of a Domina-type and a Gorgon finding great pleasure in each other’s company. This is a rare occurrence, however.
As Gorgons turned out to be relatively harmless Pokégirls with an unusual fetish, the bounties on them were reluctantly lifted. Parthenogenesis and breeding have risen their numbers to a less endangered level since then, Gorgons appearing more often in harems. Most frequently, they are paired up with Ar-Tits and other artistic-natured Pokégirls. There have been only seven known cases of Thresholding into a Gorgon. The first recorded sign in all cases is hissing coming from the hair of the girl going through Threshold, their head-snakes developing. In all cases, it’s recommended that the girl’s eyes be covered until their transformation finishes, as the moment their Gorgon eyes emerge, they have little control over their petrification powers, and may use Petrifying and Stone Gaze by accident. Fortunately, as Statue Gaze takes concentration to use, no one will be accidentally turned fully to stone.
*Stone Gaze – (ATK 10+EFT) The Gorgon radiates a beam of energy from her eyes that generates an immobilizing shell of stone around the opponent for six to seven turns at max, or until the shell is smashed. There is some debate on whether or not to re-classify this as a sex attack, as Gorgons gain tremendous arousal from seeing their target as a statue…
*Statue Gaze – (ATK+EFT) FATAL MOVE. Forbidden in regular combat. The Gorgon focuses, radiating an intense beam of energy from her eyes that converts a target completely to stone.
*Tail Smash – (ATK 80) The Gorgon does a powerful strike with her tail.
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GRIZZLAR, the Fighting Bear Pokégirl
Type: Near Human, Animorph(bear)
Element: Fighting/Normal
Frequency: Very Rare
Diet: omnivorous; requires high intake of food
Role: hand-to-hand endurance fighter
Libido: Average (unbonded) to High (bonded to a Tamer)
Strong Vs: Bug, Dark, Ghost, Ice, Normal, Rock, Steel
Weak Vs: Fighting, Flying, Psychic
Attacks: Gust Punch, Speed Punch, Takedown, Vice Grip, Body Slam, Bear Hug, Counter
Enhancements: Enhanced Strength (x7), Enhanced Olfactory Sense (x6), Enhanced Endurance (*5), Enhanced Durability(*4)
Evolves: Polar Lass (Ice Crystal)
Evolves From: Snorlass after several months of diet and heavy exercise(combat)
The Grizzlar was discovered around 220 AS, when a retired Tamer had been putting his Snorlass through a rigors combination of dieting and battle training for an exhibition match, wanting her to be stronger and look a little better. The night before the match though, his home was broken into by a couple of thieves and he and his Snorlass engaged the pair in combat, during which she evolved into a Grizzlar, catching both thieves off guard...but not before the newly evolved Pokégirl’s Master was killed by one of the opposing Pokégirls. The police never did find all the remains of that Pokégirl.
The change of appearance between a Snorlass and a Grizzlar is one of the most striking images many tamers will ever see, should they be lucky enough. The once rotund and more that a little obese Snorlass changes into the muscular and solidly built Grizzlar. Still standing at the 8ft range, they are more muscular as much of the fat stored on the Snorlass' body is changed into muscle, though she still retains some 'padding' on her body, mainly her chest in the form of DD breasts or larger. She is covered in a layer of short fur that ranges from a deep brown to an almost gold color, and her eye color tends to follow in the same range, though sometimes other colors have appeared. Apart from her circular ears atop of her head, the above mentioned fur, and her stubby tail, a Grizzlar is almost human in appearance.
Despite their evolution, the legendary Snorlass appetite still lives on in the Grizzlar, though now she actually tends to consider what she eats, preferring foods that will fuel her more athletic role, rather than just anything that will fit in her mouth. Though this is a boon to a tamer, since she won't eat things indiscriminately anymore, the food bill doesn't tend to drop, sometimes it might increase as a Grizzlar might discover some muscle building protein foods or something similar. Also, despite the image as one of the ultimate muscle Pokégirls, the Grizzlar has an interesting quirk in that many of them will fall in love with books, they have a voracious appetite for reading should they be exposed to such an activity, and become very attached to a Tamer that teaches her to read and provides the books. Most of their reading is recreational rather than educational, but they will read through anything put in front of them. Taming wise the breed has no real preferences, and are open to most things so long as the Tamer remembers to utilize proper restraints. Afterwards, she tends to be very cuddly, and likes to lounge around after a Taming holding her Tamer close, which causes many Tamers with Grizzlars to refer to them as 'Giant Teddy Bears'.
In combat, the Grizzlar is very much a hand-to-hand fighter. With her toughness and durability, she can wade into most melees with ease and start utilizing her impressive strength to do some damage to her opponents. But on top of her raw physical power, she has an impressive array of other abilities. Her Gust Punch allows her to strike an opponent at range with the sheer force of air her fist can generate while her Speed Punch utilizes her ability to run at near Cheetit speeds for very short durations to cross the distance between herself and an opponent, and strike them with the force of her momentum.
When feral, most Grizzlars will attempt to locate a cave, or some other shelter, and from there seek out other Pokégirls, or even Tamers, to challenge as she follows her instinct to fight. Although dangerous is this state, they are usually easy to deal with, with most Tamers happy to take her either into her harem, or for selling.
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GROANING, The Living Dead Girl
Type: (As Body Type)
Element: Ghost/(As Body Type)
Frequency: Very Rare
Diet: As body type, Can also take in living energy
Role: Shock & Fear Tactics, Troop replenishment, Around the clock function
Libido: Average
Strong Vs: Psychic, Fighting, Flying (Plus host body's strengths)
Weak Vs: Magic, Dark, Fire (Plus host body's weaknesses)
Attack: Possess, Possess, Invis, Lick, Energy Drain, Ghost Blade, Ecto Ball, Shadow, Night Shade, (Other attacks based on host body)
Enhancements: (As Body Type), Aura of Fear
Evolves: None
Evolves From: Haunting (normal)
After gaining enough experience, Hauntings naturally evolve into Groanings. This evolution usually takes place within their original host body, but is accompanied by light emitting out of the inside of the body. The ghost Pokégirl researchers, Stantz and Spangler, determined early on that this phenomenon is due to the ghost Pokégirl no longer being linked directly to her host body. This final stage in the Ghostly's natural evolution is a powerful ghost Pokégirl, able to weaken her target and take possession of their bodies.
When not held within a body, a Groaning looks much like her original host body she had as a Haunting, this 'physical imprint' is caused directly by the Pokégirl’s sense of self, as those Pokégirls who have remembered their former lives often look as either a mixture of their new host body and their former self or simply as their former self. Even through Groaning are able to be found outside of a body, they can now be Pokéballed thanks to their ectoplasm now being stable enough to mimic DNA. When inside a host body, Groaning look exactly like a typical specimen of that breed's type. The only difference is in personality and mannerisms, which may be considered 'off' for the breed (or the individual Pokégirl, should the Groaning be in possession of another Pokégirl’s body).
Groaning very greatly in terms of personality as each individual developed her personality from what memories, if any, that she had from her previous life as well as from her experiences as a Haunting. For those Groaning that retain memories, these images of the past color their experience as a Ghostly and then a Haunting. This sometimes causes the Groaning to wish for a body similar to the one she left behind, and thus she attempts to take possession of a body of her old breed. Those who have no memory of their former life are often most influenced by her worldly experience as a Haunting and many of these individual Groanings are of the personality type to become obsessed with the one who gave their life to allow her to return to life. These Groaning are reluctant at best to leave their host bodies, and have usually done their level best as Hauntings to discover all they could about their host's former life. Those Groanings who already have a personality set usually have no compunctions about leaving their old host body in exchange for a new one. Once left, the body becomes a vegetable, the lower brain functions keeping the body breathing and the heart beating. The out of body Groaning still has an incorporeal form, though the breed cannot become corporal, they must possess a body in order to be tamed or interact with anything other than other incorporeal ghost Pokégirls.
Rarely will tamed Groaning attempt to possess a host without their permission, as strong wills can often force the Groaning back out of their bodies. Those with weak wills find it hard to boot a Groaning, and are often greatly distressed or annoyed about their body partner. Often those who are possessed unwillingly head to the nearest celestial Pokégirl to seek their aid in ousting their unwanted guest. However, unless the Pokégirl is near death to begin with, Groaning cannot oust their possession victims out of their bodies, as normally an individual's will to live is far stronger than the Groanings abilities to oust their spirit. There have been sporadic reports of a few Groanings who have killed throughout history, though none of these claims have been proven.
Because Groaning are in host bodies, either shared with a host or their original body they claimed as a Haunting, it is recommended that tamers scan the Pokégirls they see in the wild, as many tamers have become injured or killed from underestimating a feral Groaning. Feral Groaning have no reservations about possessing random individuals, and more often than not do so when their victim is asleep and cannot fight back. More often than not, this is how many feral Groaning become captured, as the rush of sensations often lead to taming the ghost Pokégirl within her burgled body. However, every time the owner of the body takes control, they have a chance to battle the Groaning to oust her.
Most Groanings and their hosts are friendly, seeing the other as beneficial as they can operate 24 hours a day, the first inducing alpha waves as they "sleep", while the other operates the body. However, sometimes, the original doesn't like their new body-buddy, and seeks to get rid of the Groaning. The two must then battle on the mental plane to decide who will be contained (or booted in the Groanings case) and who will remain active. If the Groaning wins, the only two ways to drive her from her new permanent home is to defeat her new body and then use Exorcism or have another ghost Pokégirl try to possess the same body.
As with most ghost Pokégirls, thresholding directly into a Groaning is impossible, as Pokégirls have to die to begin as a Ghostly. One notable Pokégirl that became a Ghostly and eventually evolved to a Groaning was one Rukia of Tamer Kuro Strawberry's harem. This threshold Amazonwu was killed by a feral before she became a Ghostly. Fortunately, she retained all of her memories, and happened upon a dying Redeemer to evolve into a Haunting. Kuro happened to capture her soon after, and Rukia made a name for herself in the Redeemer's honor, hunting down dangerous Pokégirls and specializing in fighting ghost types alongside her harem sisters. Her single handed take down of a rampaging Spectra earned her recognition nearly world wide after the battle was posted on the internet. Eventually, Kuro retired with his short statured Pokégirl.
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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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GUN BUNNY, the Horny Crack Shot Pokégirl
Type: Near Human Anthropomorphic (rabbit)
Element: Steel/Normal/Magic
Frequency: Very Rare
Diet: berries, fruits, grains, most human foods
Role: Bodyguard, hitwoman
Libido: High
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: *Manifest Weapon (Handgun), Knuckle Sandwich, Sucker Punch, Intimidate, *Cold Cock, Iron Punch, Iron Defense, Black Spike Dance, Meteor Mash
Enhancements: Weapons Affinity (firearms), Enhanced Vision (x6), Enhanced Accuracy (x6), Enhanced Durability (x4), Internal ‘Ammunition’ Generator, Cannot be disarmed normally
Evolves: None
Evolves From: Bunnygirl (Shiny Stone)
Gun Bunnies first appeared in the year 260 AS. For years, their pre-evolutionary form was unknown and considered to be non-existent until Professor Stroak disclosed some formerly classified evolution stone data.
Gun Bunnies are ‘tech’ Pokégirls, so their pre-evolutionary form came as something of a surprise. In appearance, they do not vary that much from regular Bunnygirls for the most part, save for their breasts, which are about a cup-size larger than their previous form. Their forearms, eyes, and legs from the knees down, however, are cybernetic in appearance. They are affectionate Pokégirls, although they become deadly serious once their Tamer or Harem sisters are in danger. They have a strong protective streak towards whomever they are bonded to. They also lose the ditzyness and clumsiness of their previous form. However Feral Gun Bunnies regain all of that ditzyness and clumsiness, and also tend to forget that they are armed sometimes. Tamers who let their Gun Bunnies go Feral are fined heavily and stripped of their Tamer’s license.
Their primary power is to manifest any form of handgun or pistol to wield. The ‘ammunition,’ similar to that of their cousin species, the GunValkyire, comes from an internal cybernetic generator. The ‘bullets’ fired from a Gun Bunny’s guns are considered to be magic element attacks. Because of their weapons, Gun Bunnies fight using a handgun martial arts style known as ‘Gun Fu,’ which first appeared in various Pre-Sukebe movies. More advanced Gun Fu practitioners can fight in close with this style. Also, all handguns that a Gun-Bunny forms cannot be removed from their hand except by their own will. A small force shield forms around the hands of an armed Gun-Bunny, ending at the wrist. The only way to disarm a Gun-Bunny is to quite literally disarm them, cutting off their arms or hands.
Amusingly enough, Gun Bunnies become VERY affectionate towards any GunValkyrie or Bombshell they see. Their usual response upon seeing one of these Pokégirls is to do a tackling hug to them and cuddle up affectionately. They never refer to GunValkyries or Bombshells by their names, they always use the nicknames Bang-chan (for GunValkyries) and Boom-chan (for Bombshells). Bombshells enjoy the affection, but GunValkyries tend to get very annoyed. One GunValkyrie Tamer who had an encounter with an overly affectionate Gun Bunny reported afterward that it took all of her GunValkyrie’s considerable mental control not to shoot the bouncy bunny right then and there.
People were wary of Gun Bunny at first. The idea of a gun-wielding Pokégirl wasn’t very popular. However, one incident really helped people start to trust Gun Bunnies as a breed. A PLC test facility was given the task of studying the abilities of Gun Bunnies, and took in twelve for study. A Trauma Team offshoot attacked the facility and began killing people, intent on stealing the data on some Legendary Pokégirls that had been stored there. The Gun Bunnies took it upon themselves to risk their lives in protection of the scientists and guards at the facility, all of whom were nice to them and made sure they got regular Tamings. Three Gun Bunnies were killed, but they did manage to gun down all of the Trauma Team members, their ‘ammunition’ turned up to maximum power and lethality. News of this brave act got out, and Gun Bunnies began to experience a rise in popularity. That grew even more when a Limbec Pirate group attacked a Ranch with a pair of Gun Bunnies in it. The security cameras recorded the Gun-Bunnies, one a Pokéwoman, being offered membership and protection in the Pirates.
Their response was to shoot the Psi-Dyke making the offer in the eyes, and then go out to rescue the Ranch owner and the other Pokégirls.
Most ordinary citizens aren’t exactly sure of the general origins of the Gun Bunny. We, however, have recently found out. All data from this point on until stated otherwise is classified ultra top-secret, and is not to be put in the public Pokédex.
Data on the origins of Gun Bunnies was first discovered by a group of agents recently revealed to be a part of a SEELE-controlled Team organization and two women believed to be Sanctuary Goths that had been exiled from Sanctuary. The data they found was captured by a Terminatrix who killed them all and gave the data to a Researcher she believed she owed a favor to.
Apparently, Gun Bunnies were originally the result of an experiment done on Bunnygirls centuries ago by Sukebe, who wanted to give Bunnygirls a better fighting chance and began installing some enchanted cybernetics in them. The facility he did this in eventually became Jusenkyo. The initial result after the cybernetics were installed showed no result, not even the cybernetics, which seemingly were absorbed into the body of the Bunnygirls he modified due to the enchantment placed on the machinery. The Gun-Bunny project was abandoned, and the modified Bunnygirls escaped into the wild, eventually breeding enough for their genetic material to become a part of the general Bunnygirl lineage.
Not very exciting, I know, but since a Terminatrix was involved, it’s best to keep quiet about where we got the information.
End classified data.
Gun Bunnies have two very prominent qualities to them, aside from the fact that they are very cuddly gunslingers. One quality is Weapons Affinity for any firearm. They specialize and can only manifest handguns, but they can pick up any gun and automatically know how to use it and care for it. Most Gun Bunnies try to specialize, sticking to a specific type of firearm other than their own, but some are known to be proficient in all of them. Another quality, although some dispute this as being a good thing, is the fact that most Gun Bunnies have the psychological quirk of Otaku-ism. Otaku-ism refers to the fact that many become obsessed with something to the point where they imitate it to the best of their abilities. Dressing, speaking, or carrying favored weapons of whoever or whatever they become obsessed with. Some Gun Bunnies occasionally mix their fandoms together. It can be irritating at times, but it’s not dangerous to their owner. Common types of Otaku-ism include Jennies and other police officers, GunValkyries, and pre-Sukebe Hollywood stars such as Clint Eastwood, Tom Wolfe, and John Woo. It’s considered to be a strange side effect of their origins.
Steel Attacks
*Manifest Weapon (Handgun) – (EFT) The Gun Bunny concentrates, making a handgun appear in their hand. The handgun is connected to their palm via a wire, giving them ‘ammunition’ from their internal generator.
*Cold Cock – (ATK 40) The Gun Bunny takes the hilt of her gun and strikes the opponent in the head with it. Has a 20% chance of causing Stun. Note that it’s considered unwise to make jokes about this attack, as Gun-Bunnies are very fond of using it.
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GUNNM, the Haywire Pokégirl
Type: Typically Near Human
Element: Steel/Fighting
Frequency: Extremely Rare
Diet: Normal human diet when young but as they age they only require small amounts of foods high in sugars, typically candy or chocolate suffice
Role: Experiment
Libido: Varies from Low to Extremely High
Strong Vs: Bug, Dark, Dragon, Ghost, Normal, Plant, Poison, Psychic
Weak Vs: Ground, Electric, Ice, Rock
Fighting Style: Primarily hand to hand combat, to date no long range or projectile attacks have been observed
Enhancements: Capable of choosing to enhance speed, strength, dexterity, or computer interface ability but trade offs must be made for space and power consumption.
Evolves: None
Evolves From: Alteration of Amazonwu
One of the last trips Sukebe made through his dimensional gate yielded what was potentially a tremendous boon to the scientist and his efforts. On an Earth that had made great strides in nano-technology Sukebe was able to obtain a sample of nano-machines called nanites, though they were the size of a human blood cell the machines were able to accomplish amazing feats of biological repair, improvement, and augmentation. With these nano-machines he planned to make his Pokégirls nearly indestructible and even stronger then they already were. Sukebe immediately set about experimenting with the machines by injecting them into an injured Amazonwu named Yoko. Within a matter of minutes the girl's mortal wounds were stabilized and within an hour she was completely healed. Sukebe immediately set about broadening the experiment by instructing the nanites to begin augmenting the girl's body. However before the experiment could be carried to fruition the final attack on Sukebe's lair began two weeks later. In the resulting chaos it was assumed that the lab and everything in it was destroyed, however Yoko's new body served her well and she was able to survive but she disappeared. The first Gunnm was identified in AS 81 in the Forest League.
Gunnms appear to be a normal Amazonwu when born, however the nanites that infest their systems begin to change their bodies even before birth. Initially the nanites enhance the girl's biological body doubling to tripling her strength, enhancing her reflexes, and making her faster, even more so then a normal Amazonwu, a process that is completed between the ages of nine and eleven. After this the nanites begin to use materials the girl ingests to being constructing artificial implants. These implants primarily augment the girl's senses, mental functions, and glandular system, this process is completed around the age of thirteen. The final stage of the transformation is nothing less then the complete replacement of the girl's biological body, a process that continues throughout the rest of the girl's life. Usually the only biological components left by the time the girl is twenty years of age are her brain, heart and a portion of a lung, even these are heavily altered. Consequently all Gunnms are born pathogenically, and early in their mother's life. The girl's reproductive organs, ovaries and womb, are removed to make way for the S^2 organ that powers the mechanical parts of her body, and her external sexual organs are usually replaced with a more durable synthflesh, conventional reproduction after their second puberty is impossible. It is impossible for a human girl to threshold into a Gunnm and it is impossible to alter another Pokégirl into a Gunnm even with an injection of Gunnm nanites, the nano-machines seem to be encoded to Yoko's genetic make up and modern technology is completely incapable of working with machines on the nanite's scale. To date there have been only twenty-one confirmed Gunnms.
While it would seem that all Gunnms would have an identical appearance due to their method of reproduction, there is actually an incredible amount of variation between individuals. While all the initial changes they go through are beyond their control one of the last implants added to their brain is a nanite interface. This interface allows the Gunnm a great deal of control over the changes that occur to her later in life, allowing her to determine her own physical appearance, and even what she is capable of doing. Some girls emphasize physical strength and speed, others focus on their abilities with weapons, or computers, the girl is quite capable of altering her body to her whim. However, there are limits to this ability. The nanites will refuse to increase the girl's physical dimensions or weight by more then +/- 8%; this requires that the girls make tradeoffs in other areas when they desire to improve themselves in another. Also, while the girl is capable of creating simple hand to hand weapons for herself, the nanites do not seem to be programmed with the knowledge necessary to facilitate the construction of anything more complex then a sword. Whenever a Gunnm is altering herself, repairing herself, or while she is in her initial transformation her normal diet will alter to foods rich in the necessary materials for the nanites to continue their work, in extreme cases Gunnms have been observed to consume rings, coins, and even small utensils to obtain the nutrients they need. Once the necessary work has been done their diet returns to normal.
One of the few consistent augmentations between girls besides their nanite interface is a libido controller, depending on the situation the girl can alter her libido anywhere from extremely high to low however they lack the ability to remove their need for taming all together. Generally Gunnms keep their libido reduced however research has been shown that in the presence of a tamer they like they will begin to increase it subconsciously. Gunnms traditionally don't have a taming preference as the modifications to their bodies allow them to make any part of their body an erogenous zone. Oral, vaginal, and anal taming can all easily bring them to orgasm as can many other types, it's really only limited by the tamers willingness to try and the Gunnms willingness to alter her body, though few Gunnms have been known to refuse anything that might make taming more pleasurable. It is necessary to use restraints to tame a Gunnm as they are all quite strong even by Pokégirl standards.
The nanites also give the girls another ability as demonstrated with Yoko, the ability to sustain horrific injuries and still make a quick recovery. While still mostly biologic the girls can easily survive the loss of entire limbs or internal organs. When an injury is detected the nanites and the girl's implants work in concert to staunch any blood loss and ease her pain before they go about the process of crafting a new artificial replacement, something that can take a few days in the case of an organ or a week for a limb. Once the girl's normal body is replaced with an artificial one she becomes even tougher and while it hasn't been confirmed through experimentation it is general accepted that a Gunnm could survive and make a complete recovery so long as her brain case is intact and a single nanite remains.
Gunnms are extremely hard to identify due to their wide variations in appearance and function, generally they all tend to stand approximately 160 cm. tall and weigh approximately 150kgs, also there are a few small implants that they all posses. Some girls cover their bodies with a layer of synthflesh and can pass themselves off as very near humans, others only cover a portion of their bodies in order to facilitate taming, and still others prefer no synthflesh at all. They are usually misidentified as another steel type and only the girls themselves are able to clear things up. The majority of what's known of the type is due to the efforts of Dr. Kurosawa in the Mountain League and his Gunnm Alita.
While on the surface Gunnms seem to be a powerful and useful Pokégirl type they have one problem that precludes their safe use. All Gunnms have an implant that monitors their emotional state, originally it was meant to make the girls more aggressive in combat; however a problem with Sukebe's design causes the implant to radically amplify any emotion the girl feels. A Gunnm can fly from a happy calm to a killing rage in seconds over a tiny infraction; it's not uncommon in even a friendly match for a Gunnm to kill her opponent. This extreme emotional volatility combined with the type's tremendous strength and homicidal tendencies has landed them on the restricted from combat list in every league and the outlawed lists in several. Few tamers outside of the underground leagues will even consider a fight with a Gunnm. Of the twenty-one confirmed Gunnms in the last two hundred and twenty years sixteen have caused the death of at least one opponent or tamer and nine have killed multiple times. Of the thirty-four tamers who have owned these girls twenty-eight have been hospitalized, three lost limbs, two were paralyzed, and ten were killed. Most Gunnms are quiet and withdrawn, they are well aware of the problems with their species and the biases against them. They will typically claim to be another type of Pokégirl until they are satisfied that their tamer isn't going to ditch them. A Gunnm can become quiet open and happy if she feels safe and accepted with her tamer and harem-sisters, however the potential for rage still exists. There is some evidence that as a Gunnm ages she gains better control over her emotions and impulses but to date there hasn't been enough research to confirm this. Also, the six tamers who have owned a Gunnm without sustaining severe bodily injury have also had a psychic type in their harem. Since Gunnms are able to exert a modicum of control over their libido's they are rarely encountered as ferals, however when they are found extreme care must be taken. If any overt hostility is shown the Gunnm is likely to attack with intent to kill, however if a tamer offers the girl food she is likely to accept happily. Often feral Gunnms will assault lone humans in an effort to be tamed but so long as the human obliges them and the Gunnm enjoys it they have nothing to fear. All tamers are advised to avoid the type if encountered and to turn one into the nearest league facility if captured.
Gunnms should be treated with the same caution as a Wolf Queen, Amachamp, or Panthress as they tend to be approximately as strong as one of these types. If combat with a Gunnm is unavoidable it is recommended to engage her with a team containing at least one electric type. Gunnms seem especially vulnerable to electrical attacks; it appears to interfere with their systems though not to the point of shutdown. While the electric type continues to distract her a group of fighting types should move in to subdue her. Extreme caution should be taken as a Gunnm is typically as strong and tough as an Amachamp and will fight with a reckless abandon. If a tamer has no electric types another strategy is to try to wear the Gunnm out, a Gunnm is only capable of running at her maximum efficiency for five to ten minutes, more then adequate for most battles but insufficient for a drawn out one. Once the girl is subdued she should immediately be either captured with a Pokéball or tamed.
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GUNVALKYRIE, the Gunnermech Pokégirl
Type: Not Very Near Human
Element: Steel
Frequency: Very Rare
Diet: Omnivore, can consume any organic material
Role: Anti-infantry, anti-aircraft, anti-vehicle
Libido: Low
Strong Vs: Ice, Rock
Weak Vs: Electric, Fighting, Fire, Ground
Attacks (all forms): Kick, Tackle, Takedown, Pummel, Wrestle, Concentration, Bitch Slap, Knuckle Sandwich
Attacks (armored): Air Recover, Vice Grip, Slash, Parry, Deflect, Iron Defense, *Called Shot, *Burst, *Overkill
Enhancements: Enhanced strength (x4), Enhanced stamina
Evolves: None
Evolves From: Guntit (E-Stone Ceremony)
Uncommon during the Revenge War, GunValkyrie have become very rare for a variety of reasons but primarily because the leagues deliberately let their numbers dwindle while they debated whether or not to let the breed completely die out due to its inherent danger. While most Pokégirls can cause a great deal of damage in an urban setting, the GunValkyrie is unrivaled in the amount of destruction she can deal out in a very short period of time.
As a group, GunValkyrie show some of the least variety found in the Pokégirl world. If one were to stand several of them in a line, it would be hard for even their owners to tell them apart. Most Tamers deal with this by painting or tattooing identifying markings on them that the GunValkyrie refer to as a unit flash.
GunValkyrie stand six feet and three inches tall and in their unarmored mode are a dull, matte gray in color. Their hair is long and black, with individual strands being a quarter inch in diameter. Their eyes are black and empty, and staring directly into them can cause dizziness if one isn’t used to it. They are curvy Pokégirls, with wide hips and a high, proud bust that is almost always a C cup. They have no body hair and while not cold like an ice type can be, they do not radiate heat and are always at ambient temperature. In winter, this can make taming problematic without an external heat source.
In their armored form, they cover themselves from head to toe in a heavy armor that slows their movement but is otherwise nonrestrictive. This armor uses an active camouflage system that allows them to slowly take on the color of their surroundings. While not as effective as true invisibility or fade, it allows them to be very difficult to see at any distance. This armor is also radar absorbent, contributing to the difficulty in locating a GunValkyrie who does not wish to be found. Please note that this active camouflage system cannot be turned off and even operates if the GunValkyrie is knocked unconscious.
GunValkyrie have excellent normal vision and incredible long ranged vision, allowing them to calculate ranges to within an eighth of an inch for anything they can see. Their hair acts as a passive sensor net that can pick up radar and other electronic emissions out to a range of one mile and can even triangulate on communication devices such as radios and Pokédexes being used for scanning. This function is available not matter what the length of her hair, but most GunValkyrie prefer to keep it long, claiming it improves reception and sensitivity. All these allow a GunValkyrie to first find her target and then to destroy it with almost unerring accuracy.
A GunValkyrie normally needs to eat once a week. Extra feedings will be required if she’s been damaged or been in a very hard battle. She can consume any organic material without harm and will process it to fuel her powerplant. If damaged, they have a tendency to eat minerals and processed metals to speed their repairs and it’s cautioned not to leave knives or other valuables where she can get to them at these times. Some GunValkyrie have developed a tendency to snack and these need to be watched at all times. It won’t harm them, but could cost a Tamer the buckles on his backpack or tent pegs. One even ate her Tamer’s Pokédex.
GunValkyrie are calm and collected even under the worst stresses, and only seem to show real emotion when being tamed by Tamer who’s owned her for a while or when engaged in her hobby. All GunValkyrie have hobbies and each varies widely by the individual. Some engage in games of chance while others have favorite videos or computer games. They have an irresistible compulsion to indulge in this hobby at least once a week and Tamer’s must take this into account when a GunValkyrie is in his or her harem. If they cannot, they become surly and sometimes disobedient.
GunValkyrie are crack shots with all firearms or energy weapons and will often carry one as a backup to her internal weapon array or for use while unarmored. This deadly accuracy crosses over into their internal weapons array.
They have a self contained anti-gravity system that allows them to lift off and hover at any distance up to thirty feet. Typically they use it to clear line of sight to attack targets, but it can also be used to avoid floor techniques. They cannot fly, and are at the mercy of the wind or any flying pokegirls while hovering.
In their armored form they have four weapon systems available for use, but only one can be active at any time except when using the overkill technique. A pair of tribarrels can extend or retract from the arms. They rest parallel to and long the length of the arm, these fire bolts of plasma energy in single shots or bursts. Their rate of fire and damage increases as the Pokégirl becomes more experienced and powerful. Their second weapon is a sniper rifle that rotates out of the right arm and fires single shots of an invisible x-ray laser. It has a charge time of thirty seconds between shots. The third weapon system is a pair of heavy mortars that fires a heavy plasma “bomb” out to a range of half a mile. This bomb has a blast radius of twenty feet and is the GunValkyrie’s only indirect fire weapon. More experienced GunValkyrie can fire this weapon almost as fast as her tribarrels. Her final weapon is a density enhanced mono-molecular dagger that she can extrude from each of her palms for self defense. It’s capable of cutting steel and is nearly unbreakable.
GunValkyrie have an internal mass converter in place of her stomach that generates power for her systems. She can operated for roughly forty five minutes of sustained combat before needing to rest and refuel, a process that takes six hours. During that time she’s relatively helpless.
Feral GunValkyrie tend to use their tribarrels exclusively and have poor targeting capabilities. Still, capturing one can be a very hazardous endeavor. Feral GunValkyrie often have bounties for their removal.
• Called Shot – (Steel, ATK) This technique allows a Pokégirl equipped with a weapon to strike a specific target, increasing the chances of a critical hit and allowing the Pokégirl to do things like cut ropes or smash light bulbs with maximum efficiency and minimum effort. This technique is applicable to melee or ranged weapons.
• Burst – (Steel, ATK) This technique allows a Pokégirl equipped with a weapon capable of rapid fire to hit her target with every round fired that attack, causing maximum damage.
• Overkill – (Steel, ATK 290) This technique is exclusive to the GunValkyrie. She hovers just off the ground and extends her tribarrels and mortars. Spinning, she discharges her powerplant’s entire supply in five minutes. This attack cannot be aimed and devastates everything around the GunValkyrie for a quarter mile. Feral GunValkyrie cannot use this attack and she must be given a specific order to unleash it. Once started, she cannot stop until her power reserves are empty. Afterwards she must rest for a full twenty four hours and eat five times her normal amount of food. This technique is forbidden in most leagues for use at any time.
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GUSANA GIGANTE, The Giant Worm Pokégirl
Type: Animorph/Metamorph (Mutated Worm)
Element: Ground/Steel
Frequency: Very Rare (Tropical areas only, Extremely rare elsewhere, not found in most cold leagues at all)
Diet: Rocks, dirt, meat
Role: Miners, Lake diggers, heavy rock miners, general demolition workers
Libido: Low (higher with a bonded Tamer)
Strong Vs: Poison, Rock, Steel
Weak Vs: Flying, Plant, Water, Fighting, Ground
Attacks: Focus, Comet Punch, Harden, Star Fall, Dig, Earthquake, Drill Strike, Iron Punch, Iron Tail, Metal Claw, Thunder Tail, Mountain Hold, Eternal Softness, Breasts of Steel, Smother*
Enhancements: Hyper-efficient Metabolism, Enhanced Digging Ability, Enhanced Pleasure Threshold, Light size shifting, Metamorphic ability, Enhanced Strength (x8)
Evolves: None (we hope)
Evolves From: Gusana (Diamond Stone)
When you need a REALLY deep hole, when you MUST have a lake dug and soon, or it absolutely HAS to be obliterated in a short amount of time, Gusana Gigante is one of the best Pokégirl choices out there! A Gusana Gigante looks much like its previous form, with a few exceptions. The most notable for some would be the loss of the spiked ‘tail club’ and the line of smaller spike-legs running along their bodies. Another notable difference is the loss of their larger head horns, and an expanded bust line. The final, and most obvious change, is that they are at the very LEAST double the size of the Gusanita.
Gusana Gigante is the form you want if you want to battle. Their immense size, almost topping out at over 12 feet tall standing and 24 feet long from head to tail, makes them effective power fighters. It also makes their digging more efficient, giving them enough muscle to rip through even the thickest materials, allowing them to mine for more than they could before.
It’s extremely rare to find a Gusana Gigante in the harem of anyone but a Tradesman specializing in the breed, as the amount of food they need to survive is difficult to procure. Thankfully, they don’t eat as much as a Snorlass, so the food bills aren’t as high. This need for food causes them to become more sedentary, causing them to prefer a more stationary lifestyle with a fair number of others.
Because of their desire for a sedentary lifestyle, one Tamer from the Tropic Leagues had moved to the Sunshine League. Everyone assumed his Gusana Gigante would want to return to him. Surprisingly enough, she not only decided to stay, but now protects the valley town on her own. It’s considered quite the experience to meet up with La Blanca, the Gusana Gigante protector of Perfection Valley.
As stated before, it’s unexpected and unwise for a normal Journeyman Tamer to have a Gusana Gigante in their harem. Those who do are usually rather slow moving or like to keep a slow pace. Some actually prefer to move underground with their Gusana Gigante’s help.
A Gusana Gigante’s taming preference lacks any sort of common theme. They have the ability to reduce their size to a more manageable seven feet, and will eagerly accept Tamings that way. Some like to stay large, and indulge their macrophilic urges. In their larger size, Taming is rather difficult. It’s suggested that it only be done if you’ve prepared yourself beforehand. It’s nigh impossible to find a Feral Gusana Gigante, but when you do, it’s wise to just leave quietly. Feral Gusana Gigante are known to cause a lot of collateral damage if they are startled.
There has been only ONE recorded incident of a girl Thresholding into a Gusana Gigante, which occurred off in the Silver River League.
Smother – (ATK 35): An attack commonly used by the Gusanita line. The target gets tackled to the ground and smothered with the Pokégirls breasts. If the targets head is small enough to fit completely between the breasts then the target is paralyzed and unable to move until they either break free, pass out (at which point the user lets go).
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GUYVER, the Dreadnought Armor Pokégirl
Type: Inhumanoid
Element: Magic/Steel
Frequency: Extremely Rare
Diet: Doesn't need to eat unless bonded with a host
Role: Bodyguard, Assassin, Elite Stormtrooper
Libido: Decreases from whatever its host's libido is normally, unless its Libido rating is already Low
Strong Vs: Fighting, Normal, Rock, Steel, Fire, Flying
Weak Vs: Ghost, Dragon, Ice, Psychic, Poison, Ground
Attacks: Manifest* (without host only), Sonic Buster* (with host or in Manifest only), Head Beam* (with host or in Manifest only), Vibro Blades* (with host or in Manifest only), Pressure Cannon* (with host or in Manifest only), Giga Flame* (after absorbing enough heat, with host only), Megasmasher* (Host AND Guyver must be Delta bonded with Tamer), others same as host
Enhancements: (only after binding with host) Enhanced Healing (x4), Enhanced Durability (x4), Enhanced Speed (x3), Enhanced Agility (x2), forearm blades, reduced libido, special energy weapons, others same as host
Evolves: Stays with host upon evolving
Evolves From: Binding to a Host
Guyvers, like their cousins, the Parasytes, are totally Inhuman Pokégirls in their natural states. Unlike Parasytes, their form is solid. A small metal orb with tentacles that allow it mobility, Guyvers, unlike Parasytes, are only partially sentient. They have a slight will of their own, but it only lasts long enough for them to search for a host. They need neither food nor Taming until then, although they do have a self-destruct mechanism built into them. After activation, if they do not find a host within a certain amount of time, usually a month, they will dissolve into water and vanish. After binding with a host, they relinquish control of their physical forms to the host, taking control only if the host is unconscious or too damaged to continue.
After their first appearance, in which a Guyver-bonded Pokégirl and her Tamer confronted a Feral, Parasyte-bonded Hound and captured her, an investigation was conducted that tracked Guyver production to the same island Parasytes were created. The Team Zoanoid scientists were all captured and brought into custody, forced to reveal all data they had on Guyvers and Parasytes to the authorities.
Guyvers, upon bonding with a host, can manifest a strong, powerful, bio-organic armor that gives them the durability of a Steel-type Pokégirl. This armor is hard, but not impossible, to damage, and increases the strength, durability, agility and speed of the Pokégirl. It has a vaguely insectile appearance, and in actuality is formed from a mass of thin tentacles released from the Guyver sphere, which bonds to the Pokégirl's forehead, and reshaped into the armor. The armor retracts by turning back into tentacles and being reabsorbed into the control orb. When not armored up, the control orb turns soft and pliable to the touch, so as not to bump the Tamer during Taming. When not bonded to a host (Guyvers can only bond to Pokégirls, unlike Parasytes, who can bond to both humans and Pokégirls) it can manifest its armored form for twenty minutes to take part in a battle. This, however, shortens the life of an unbonded Guyver by about three days per use.
Guyvers are living war machines, and can turn even Bimbos into combat-worthy Pokégirls. (Although frequently, Bimbos bonded with Guyvers are actually under the control of the Guyver itself…) They have numerous built-in sonic weapon and heat weapons, reinforcing their role as anti-Parasytes, although neither Parasytes nor Guyvers hold any grudges against each other. When bonded to a host or when Manifesting, they can absorb Fire-type attacks to power up one of their best special attacks, the Giga Flame. In addition, when bonded to a host, a Guyver can lower the libido of a Pokégirl. It cannot lower some Pokégirl libidos, however, such as certain Ice-types.
Guyvers, like their cousins, the Parasyte, cannot bond with Legendaries, due to their immense power and force of will, and Widows, because their bodies are more toxic than they can handle. They also cannot bond with certain Ice-types, such as the Ice Empress, due to their extreme cold. This does not prevent them from bonding to Ice-types or to other types they are normally weak against. Also, Guyvers cannot bond with humans.
Three years after the discovery of the first Guyver, a new fact about them was brought to the attention of researchers. Guyvers normally just share in the feelings of their host. But in some cases, the Guyver itself can form an emotional bond with its host's Tamer. When this happens, they can use a tremendously powerful weapon called Megasmasher, which has high destructive potential.
Guyvers reproduce in a fashion similar to Parasytes. When a Guyver's host undergoes their second puberty and becomes a Pokéwoman, they form at least 50 new Guyver spheres from their bodies and shoot them at high velocity in all directions. 5% of this number are guaranteed survival, 15% at the most, which is why the number of Guyvers are still very low. A Growlie on the verge of her second puberty and bonded to a Guyver was captured by another Team Rocket-type group in an attempt to mass produce the Guyver spheres, but she was freed by the authorities and brought back to her Tamer.
Guyvers cannot bond to a host that is already bonded to a Parasyte, and vice-versa. Due to the nature of their reproduction and creation, it is impossible to Threshold into a Guyver.
*Manifest – (EFT) Guyvers can only use this without a host. They manifest their full armored form, although its stats are cut in half, as well as the strength of its exclusive attacks.
*Sonic Buster – (ATK 50) Guyvers can only use this attack when Manifested or when bonded to a host. The Guyver shoot beams of pure sonic energy from orbs on her palms. This is considered a Normal-type attack.
*Head Beam – (ATK 60 + EFT) Guyvers can only use this attack when Manifested or when bonded to a host. The Guyver shoots a beam of intense heat from a small laser mounted underneath their control orb. Has a 60% chance of inflicting the Burn status effect, and is considered a Fire-type attack.
*Vibro Blades – (ATK 60) Guyvers can only use this attack when Manifested or when bonded to a host. Long, thin blades erupt from the elbows and knees of the Guyver, vibrating with sonic energy. This is considered a Steel-type attack.
*Pressure Cannon – (ATK 100) Guyvers can only use this attack when Manifested or when bonded to a host. The Guyver's arms morph into large cannons that shoot an intense stream of sonic energy. This is considered a Normal-type attack. More powerful than the Sonic Buster, but needs more time to be set up.
*Giga Flame – (ATK 200) Guyvers can only use this attack when bonded to a host. A Guyver can absorb Fire-type attacks directed against it and store them up. When the internal heat of the armor reaches a certain point, their morph the mouthpiece of their armor into an emitter and fire a TREMENDOUSLY powerful Flamethrower attack. This cools down the armor instantly. Most Guyver hosts still like to avoid Fire attacks instead of taking them, as not many can actually take the heat. Guyvers bonded to Fire-type Pokégirls can use this attack much more frequently. This is considered, quite obviously, to be a Fire-type attack.
*Megasmasher – (ATK 400) Guyvers can only use this attack when bonded to a host and ONLY if both the host and the Guyver itself are Delta-bonded to a Tamer. The Guyver slams her arms together, morphing the armor around them into a tremendous energy cannon and firing an intense, powerful beam of energy on their opponent. However, this is a last resort attack, as the Guyver host, after using it, loses use of their arms from the shoulders down for two to four days afterwards. This is considered a Normal-type attack.
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GYNADOSE, the Sea Serpent Pokégirl Type: Not Very Near Human Metamorph - Inhumanoid Animorph (Sea Serpent)
Element: Dragon/Water
Frequency: Very Rare
Diet: Fish, Water Pokégirls
Role: Battleships, feral terrors.
Libido: High
Strong Vs: Water, Fire, Steel
Weak Vs: Dragon
Attacks: Hydro Pump, Hyper Beam, Dragon Rage, Tidal Wave, Whirlpool, Twister, Dragonbreath
Enhancements:
Normal Form: Enhanced Strength (x4), Enhanced Speed (x3)
Battle Form: Enhanced Strength (x12), Enhanced Durability (x6), Enhanced Speed (x4)
Evolves: None
Evolves From: Magicunt (Battle Stress + Severe Injury)
Bounty (for confirmed kill): 600,000 SLC (applies to ferals only)
Bounty (for successful capture & taming): 650,000 SLC & free medical care until you can tame your Gynadose without injury (applies to ferals only)
Bounty (for reporting sighting & getting out alive): 90,000 SLC (applies to ferals only)
Recommendation if you see one: Run, and keep out of the water!
Gynadose were, during the Revenge War, designed to spearhead Sukebe's aquatic campaigns. As such, much like Demon-Goddesses and Neo Iczels, they are powerful battle platforms, capable of doing enormous damage on their own, particularly against aquatic targets; although not aquakinetics, their prowess in the water is terrifying. As such, after the war, not a great deal of the breed were captured or tamed, a fact that has led to a fairly large population of ferals, particularly in temperate regions of the sea. This is, as one might expect, very unfortunate for humanity; few things are more detrimental to sea traffic than a feral Gynadose. They do, however, help to keep the populations of other Water-types at reasonable levels.
Physically, Gynadose, like the Sphinx, are metamorphs. Their normal form is roughly human in appearance, but covered in a protective layer of fine scales that feel only slightly rougher than normal skin to the touch, although some feralborns' have been known to be more coarse. The color of these scales varies greatly between specimens; although blue and blue-green are the most common, flashier colors aren't uncommon; crimson and violet are both seen relatively oft, and some collectors have been known to seek out the rarer colorations, such as black or silver. Beyond these scales, Gynadose are set apart from humans by slightly clawed feet, horns of various types (which are often a different color than the rest of the body), a more toned physique, and, in some cases, a long, almost prehensile ridged tail. Although no reason has yet been found for this last, it is almost unheard of for a non-feralborn Gynadose to possess it, whilst feralborns themselves almost invariably do. On average, specimens' height ranged between six and eight feet, with a C-cup.
The breed's battle form, on the other hand, is a rare example of a Pokégirl who becomes almost completely inhuman. When metamorphosing into this form, a Gynadose's body seems to fuse together, her arms melding into her sides as her legs fuse, then begin to extend. Her horns generally grow out further as her face becomes draconic in nature, losing almost all vestiges of humanity. When the transformation is complete, the Pokégirl resembles nothing so much as a true sea-serpent; a sinuous, well-scaled body stretches between fifteen and thirty feet long, its color carrying over from her first form. The thickness of this serpentine body is generally between two and four feet, and perhaps the only human feature it retains is, toward the tail-end, the vaginal opening, which is considered a blessing, considering that ferals have difficulty form-shifting. Said opening can be found on the underside of a metamorphed Gynadose, which is easiest to identify as opposite the side with ridged protrusions running along it. All in all, a Gynadose's battle form is quite impressive.
Considering their rarity and ability, one might expect the breed to be a "hot item," then. But, although they certainly have their fans, Gynadose are generally disliked for multiple reasons. The primary reason is that, like many types, Gynadose are... unpleasant, temperamental, and very much not a field day to manage; in the words of one tamer, "She got pissed at the drop of a hat. Any hat. ANYWHERE ON THE PLANET!" Whilst this is obviously hyperbole, it does get the point across quite well; barring extenuating circumstances, it takes very little effort to anger a Gynadose and much of it to calm her, and considering the breed's powers, they are quite dangerous when angry. They also tend to have a problem respecting anyone weaker than themselves, which has led to some comparisons to the Nidogg breed and to complications within harems, wherein a Gynadose will almost always attempt to take the alpha spot, regardless of her skills at leadership. However, the existence of a powerful alpha exist within the harem prior to her entry can somewhat help with this problem, as Gynadose usually respect a stronger power.
Other reasons for their unpopularity include that they're prone to destroying property in anger, and, more recently, the suspicion that the breed might be the pre-evolutionary form of Leviathaness; the discovery of said breed marked a huge drop in Gynadose popularity. However, more recent studies have shown that this is unlikely, primarily because Leviathanesses seem to be the only natural predators of Gynadose (barring Sharptits, whose relationship in the wild can be described as more of a rivalry, as both breeds are dangerous and powerful). Ironically enough, even during the height of these allegations, the staunchest supporters of the breed remained the shipping industry; although ferals terrorized said industry, many of those who ply it have come to depend on Gynadose to protect them from Gynadose. This reasoning has also been employed by some coastal towns, especially after an incident early in the history of the Amethyst League, where a tamed Gynadose successfully defended the city of Sardinia from a rampaging monster believed to have been a Giantess.
With that said, as one might imagine, Gynadose fight very well in the water, but are not particularly great outside of it, primarily because their battle forms are not suited to non-aquatic conditions, and many of their more powerful water attacks depend on the battle form's ability to move water physically. As such, in their more human forms, Gynadose are limited to their draconic abilities for the most part, as well as to far less strength and durability. However, there are some advantages to this form, primarily that it allows for clearer thinking (although Gynadose in either form aren't know for their strategic minds) than the more animalistic combat body, it can move on land, and it requires vastly less energy expenditure. The latter, in fact, is the greatest limitation of the combat form; because of its sheer size, it burns a great deal more energy when used and can quickly expire unless a significant source of food, usually other water Pokégirls, is available. As far as actual tactics go, Gynadose generally prefer to strike quickly and pound an enemy with brute force, be it that of her tail or that of a Hyper Beam. This approach is naturally not the best for sex-battles, though.
As for taming in general, Gynadose usually prefer to dominate, especially if her lover is someone she doesn't respect, a fact that has led more than one frustrated tamer to throw up his metaphorical hands and Level 5 his Gynadose. However, beyond that, few strong preferences have emerged save for an unfortunate few who would rather tame in their battle forms. As stated above, such taming is certainly possible... but very difficult; considering the strength inherent to said form, heavy restraints are generally required, as is much open space. Thus, it is well for tamers who capture a feral Gynadose in this form that such expenses are covered as part of the capture bounty. Also, it is important to note that the libidos of feralborn Gynadose spike to extreme for around a week in the fall, usually during the month of October, but domestics' and thresholders' normally do not.
Feral Gynadose, as previously stated, are terrifying creatures to happen upon, particularly on the open sea; they tend to be as temperamental as their tame sisters, if not more so, and prone to destroying things. Thankfully, though, they still tire easily, particularly those who go feral in their metamorphic state, and their minds aren't particularly sharp. Still, one should take care; it does not require a particularly high intelligence to sink a ship, not to destroy an ill-defended seaside village. Praise be to the Thousand Gods, however; Gynadose thresholds are extraordinarily rare.
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HAUNTING, the Body Snatching Pokégirl
Type: (As Body Type)
Element: Ghost/(As Body Type)
Frequency: Very Rare
Diet: As Body type, can also still take in life energy
Role: Reviving troops, Surprise combatant, Scout
Libido: Average
Strong Vs: Psychic, Fighting, Steel
Weak Vs: Magic, Dark
Attacks: Phase, Fear Aura, Drain, Dream Eater, Possess, Night Shade, Energy Drain
Enhancements: Physical body (As body Type), Ability to learn attacks of possessed body (if any)
Weaknesses: Attached to Physical body
Evolves: Groaning (normal)
Evolves From: Ghostly (special; possessing a Pokégirl on the brink of death)
When a Ghostly begins using her possession attack, often times she is clumsy at it, able to easily be thrown back out by stronger willed victims. As the Ghostly grows in strength her possession attacks are harder to fight off, and if a Ghostly is lucky enough to find a dying Pokégirl, then she can use her possession ability to regain a body and return to life once more. This body snatching evolution is only possible because of how close the dying Pokégirl is to the spirit world and their lack of life force, the original host spirit of the body is driven into the afterlife (or rarely, simply out of the body to reform later as an Astral Pokégirl or a new Ghostly) by the possession leaving the now Haunting alone in the body. The internal evolution of the Ghostly into Haunting releases a pulse of energy, restarting the heart and healing the new Haunting's body back to health like other evolutions. Unlike other evolutions, the energy involved is mostly used up restarting the heart of the Haunting's new body, the glow that accompanies this evolution is low and similar to a glow stick. As Haunting have in essence stolen the body they now occupy, their appearance runs the gamut of Pokégirls, though human possessions have been recorded, human females threshold and human males become female during the evolution before thresholding.
Haunting initially have great troubles controlling her new body, though this mainly depends on how well the Haunting herself remembers her previous life. If a Haunting has no memories of her previous life, it can take a Haunting several days to fully master her new body; the whole process being disturbingly similar to a baby learning. Regardless of if a Haunting remembers her past life, the breed as a whole has difficulties with the return of their sensory information. They are constantly distracted by the sensations her body has, which translates to a low pleasure threshold even if the Haunting is possessing the body of a sexual tank like the Menage. Most often described as having a pleasure threshold lower than a Titmouse, some Hauntings have been known to orgasm over sensations such as liked flavors or the feeling of new sensations. Whilst this is good for the Tamer, it does mean that Haunting is particularly weak and vulnerable in any sexbattle match.
Unlike the Ghostly, Hauntings have a living body, and no longer need to nip energy from others. This isn't to say that they won't do it however, as some Haunting enjoy the boost in energy they get from drawing life energy, and sometimes target their opponents in battles. It is not known if any Hauntings will kill to get this life energy high, but caution is advised. Besides their ghost type attacks, Haunting can also learn attacks that their new body's breed know. It is believed among the researcher community that if Sukube did indeed create or foresee the Haunting breed, then they could have been used during the War of Revenge to revive soldiers of his Pokégirl army that had perished. However, because of the life force involved with maintaining a living body, Haunting are usually unable to use their possession technique to take a new body until they become more skilled at possession and stronger in power.
Hauntings vary in personality, usually keeping the personalities they had developed during their time spent as a Ghostly, though the few that have retained their memories look at their new body as a gift and most give constant thanks to the one who perished so that they could live again. In some cases, this thankful attitude borders on obsession, with the Haunting attempting to learn all they can about their body's original owner. With this knowledge, they emulate their obsession almost to a T, but something remains off about the Haunting to those who knew their body's original spirit. Some of these 'otaku' Haunting never wish to leave their new body, staying within their new 'home' even after they evolve into a Groaning. Though the few Haunting that become strong and skilled enough in the art of possession tend to look for a more powerful arrangement that complements their skills at possession without leaving them weak.
Feral Hauntings are nearly unheard of, as Ghostly have to be consciously aware of themselves in order to possess a dying body, though sometimes lightening does strike and a feral Ghostly will possess a dying Pokégirl. Feral Hauntings do not seem to know that they no longer need life energy to survive, and some can be dangerous as the high they get from absorbing energy leads a few to become addicted to he sensation. Sadly, most feral Haunting are killed soon after they take possession of a new body, which forces them to either depart to the afterlife or start over as a Ghostly. Threshold into a Haunting, like a Ghostly, is impossible, as one has to be dead to become a Ghostly or Haunting. However, there are recorded cases of thresholders returning as Ghostlies and then evolving into Hauntings.
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HEADLESS WHORESGIRL (aka DAMEHAN), the Headhunter Pokégirl
Type: Near-Human (Metamorph)
Element: Ghost
Frequency: Very Rare (due to the ritual to create them)
Diet: Human style diet (though how the food gets to the stomache is a mystery)
Role: Assassins, bounty hunters, hunters, executioners
Libido: Average (high if able to have trophies)
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark
Attacks: Energy Drain, Slash, Swordwave, Deflect, Counter, Stomp, Take Down, Tackle, Agility, Ecto Blitz, Nightmare Syndrome, Pumpkin Bomb, Beheading Stroke, can be taught other weapon techniques
Enhancements: Enhanced Agility x6, Enhanced Endurance x6, Enhanced Speed x8 (in centaur form), Enhanced Strength x5, Enhanced Durability x6, Metamorphic ability, Head acts independently of body, Automatic Delta Bond if not already present
Evolves: None
Evolves From: Slicer line (Decapitation plus necromantic E-Stone Ceremony)
Some tamers cannot bring themselves to part with their Pokégirl even in death. When those Tamers have even the slightest understanding of necromancy, this takes on a whole new, and to some, disturbing, facet. When Journeyman tamer Ian Crane's Slicer was beheaded in battle, most people would have assumed it was over for them. However Ian, a graduate of the H.P. Lovecraft Memorial Institute for the Dark Arts (located in the Capital League township of Dunwich) and inspired by the legends surrounding his family, turned his necromantic knowledge to find a way to resurrect his girl, imbuing her with new strength. He succeeded, creating the first Headless Whoresgirl.
Physically, Headless Whoresgirls (known as Damehan in some areas, such as the Blue and Ocean Leagues) look a lot like they did when they were Slicers, only bearing a larger cup size in their breasts, and a sealed, scarred up wound on their necks where their heads used to be. Their heads themselves revive, gaining the ability to act independently of the body, floating alongside them. The heads can never be fully re-attached, save for with specially rigged collars, and quite literally cannot travel beyond a 20 foot radius of the Pokégirl. Strangely enough, although the head is technically a separate entity from the body, this does not impair the body's ability to see or hear, a trait chalked up to the sorcerous ritual that created them. Also, similar to other centauric Pokégirls, they can assume a four-legged, horse-like form with their lower body, usually with fur in some shade of black. Most Headless Whoresgirls prefer to wear knightly armor or cavalry officer uniforms, the few sighted in Edo bearing samurai-like armor, and like to wear clocks with high collars on them. In terms of weaponry, they tend to favor axes, sabers, scimitars, katanas, or basically bladed weapon suited to lopping off heads. Personality-wise the handful of Headless Whoresgirls that have been created show a handful of noticeable similarities too common to be chalked up to personal eccentricity.
First, and most noticeably, Headless Whoresgirls are ruthless opponents in battle, going for the deadliest strokes possible. Most will prefer to try to kill their opponents, usually with their Beheading Stroke attack over anything else. When queried, the interviewed Pokégirls' tamers answered for them by saying, "She has experienced death and merely wishes to share the magic." This is a strong preference for them, although due to the strong bond they have with their Tamer they will easily refrain from it if he/she so wishes. Those that are forbidden from taken heads will frequently taunt the opponent, making false strikes at their neck without even touching it. However if a Headless Whoresgirl is allowed to take the heads of her opponents as trophies (something not recommended by most authorities), their libido spikes tremendously. Headless Whoresgirls love being tamed while surrounded and watched by their collection of heads. In addition to her sword attacks, the head can attack as well. It floats around mid battle, focusing dangerous attacks such as Nightmare Syndrome and the head's trademark move, the Ecto Blitz.
Less noticeably, but quite logically, since they have quite literally been brought back from the dead by their Tamer, a deep bond develops between them, a delta bond forming if there wasn't already one in place. This bond has two general effects, the first allowing the Tamer to understand what his Whoresgirl is thinking, ranging from a preternatural understanding of their body language, to outright telepathy in some cases. Second is that the Headless Whoresgirl is, well, whorishly devoted to their Tamer, acting as if their libidos were high to very high towards their Tamer. This loyalty and love is highly understandable, considering the lengths the Tamer went through to reunite her with him/her.
(A side note for Pokégirl thieves: Seperating a Headless Whoresgirl from her tamer is tantamount to committing suicide. Once, a Team Rocket-style group called Team Madcap stole a Headless Whoresgirl and put her through a Level 5 Taming cycle at a Pokécenter on their payroll under fake identification, hoping to wipe her memory for resale. Because of the strong bond that existed between her and her Tamer, the program glitched and malfunctioned, releasing the Pokégirl from her Pokéball. The Whoresgirl slaughtered the Team, their Pokégirls, and nearly every living thing in the Pokécenter, mainly people on the take and anyone unfortunate enough to get in the way of her escape, before leaving to find her master. This has led many to start studying the nature of bonds, wanting to know how so strong a bond could defeat a Level 5 cycle. No one is really insane enough to try again and see if they can produce the same results. Finally, Whoresgirls can sense where their Tamer is. Their reanimated heads gain a strong psychic imprint of their master, allowing her to know where she is at all times. This has definitely surprised scientists and mages, leading them to become very interested in this Pokégirl's nature.
Headless Whoresgirls have very unusual harem dynamics. They get along well with other Ghost Pokégirls, having a strong empathy with Francinesteins, who were revived through similar eldritch means. They also, however, have a difficult time in staying calm around Celestial or Infernal Pokégirls. In many cases, Headless Whoresgirls sometimes panic around them. No one is really certain why, but it's assumed they are nervous around them because they represent an `after,' which they have avoided due to their resurrection. They never question their Tamers and become very angry with Harem sisters who complain about being in their master's harem. In terms of Taming, Headless Whoresgirls have similar tastes to their previous form, but also like to experiment with taming in their centauric bodies. They are unique in that they can pleasure two Tamers at once, the head pleasuring one Tamer while the body takes another one. They also have a strong voyeuristic streak, and like to set their heads down on a shelf while their body is Tamed. Both the head and body feel the same thing, which in battles can sometimes lead to problems. Like most `undead' Pokégirls, save for the rotted Zombabe, it is not considered taboo to tame one, just a little on the unnerving side. Ferality in a Headless Whoresgirl is an unknown so far, and no one is daring enough to actually look for a feral Headless Whoresgirl. As Headless Whoresgirls are formed through a Pokégirl dying, thresholding into one is considered to be totally impossible.
Special Attacks:
Pumpkin Bomb (ATK 100): The Headless Whoresgirl generates in their hand a large, flaming jack-o-lantern with a menacing face carved into it and throws it. The jack-o-lantern explodes on impact, with a five percent chance of inflicting Stun. This is a ghost element attack.
Ecto Blitz (ATK 10 repeating): The Headless Whoresgirl's eyes startsshooting a rapid-fire barrage of eyeball shaped energy projectiles made of ectoplasm. The damage of each individual burst isn't much, but adds up quickly. This is a ghost element attack.
Beheading Strike (ATK 200): The Headless Whoresgirl takes careful aim and strikes at the opponent's neck, trying to behead them. The attack has a very low accuracy rating, as most Headless Whoregirls tend to wind up for it by charging at the opponent directly, arm upraised.
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Ceremony Description
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Elemental Stones Needed: 2 Dusk Stones, 1 Shade Stone, 1 Moon Stone
Area & Time Conditions: Night, near midnight, in an open area.
Special Conditions: Tamer must have at least a rudimentary knowledge of necromancy. Slicer has to have been killed via ONLY a decapitating blow. The Tamer or any Pokégirl connected to him/her can NOT have been the one to kill her, and must sincerely want the Pokégirl to come back to life.
Ceremony Itself: The Tamer first lays out their Pokégirl's body, placing it laying straight, with the hands crossed on the chest. The severed head is placed near the neck, a Shade Stone laying in between head and the neck. The Dusk Stones must be placed on the Pokégirls chest, one on either hand, while the Moon Stone must be placed over the stomach. The Tamer must then sit and chant a self-written revival spell seven times, and after the seventh time, directly state their need to have the Pokégirl come back to life, placing a drop of their own blood on each elemental stone.
If all has gone well up to this point, a mist will have formed around the Slicer's body. To finish the ritual, the tamer must place a drop of the Slicer's blood on their lips and kiss her forehead, not removing it from where it is placed. If this is done right, the mist will become a thick, obscuring fog that swirls high up into the air, the Slicer glowing as her body changes into a Headless Whoresgirl. Her head will always be the first to revive.
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HELLCAT, the Fiendish Feline Pokégirl
Type: Not Very Near Human to Very Near Human (Feline)
Element: Fire/Ghost (Infernal)
Frequency: Very Rare
Diet: Carnivore, enjoys burnt meat
Role: Unholy predator, Battlefield clean up, Front line fighter
Libido: Average, Shifts to High following a victory
Strong Vs: Bug, Fire, Ice, Plant, Steel, Fighting, Ghost, Poison, Psychic
Weak Vs: Ground, Water, Dark, Celestials
Attacks: Fireball, Flamethrower, Ignite, Rage, Warm Embrace, Fire Kick, Bite, Fury Swipes, Seductive Purr, Purr Vibrations, Lick, Nightmare Syndrome, Lure, Illusion, Sex Attack 1, 2, and 3, Evil Charm, Devour
Enhancements: Enhanced Senses (Hearing, Smell, Sight) (x3), Night Vision, Scent Alteration*, enhanced reflexes (x3), enhanced strength (x3), enhanced speed (x3), enhanced endurance (x3)
Weaknesses: Water deals maximum damage, Need fire to recharge every week.
Evolves: None
Evolves From: Youma (Cat E-Medal (Magic/Fire type Youma only) or Cat E-Medal and Fire Stone (All Youma except for Magic/Fire types))
Discovered almost a decade after the discovery of E-medals, the Hellcat is evolved from a Youma. Originally thought to only come from Magic/Fire type Youma when a Cat E-Medal was applied, studies proved that if a Fire Stone and Cat E-Medal were applied simultaneously, then this evolution could come from any Youma type.
Physically, Hellcats can vary as much as their pre-evolved form, ranging in looks from a pure feline Animorph to almost indistinguishable from a regular human. In general, their hair/fur color varies from reds and oranges to solid white, and flows as if it were fire itself. Eye colors lie in the range of normal feline eye colors, greens, yellows, or rarely reds and blues. There has even been one recorded event of a Hellcat who looked remarkably like a white Lioness.
One thing that the Hellcat is good at is cleaning up a battlefield, and reports of Firecats that would eat corpses during the Revenge War are now being looked at again for fear that these were Hellcats. Hellcats generally torch bodies before consuming them, preferring the taste of charred meat above anything else. Even when tamed, they tend to see things in two lights, those that can be played with or those that can be prayed upon. Even when only Alpha bonded, their Tamer falls under the playing category, and she seeks any opportunity to get her ‘mate’ in bed. Oddly enough, they are considered one of the more ‘prudish’ Infernals, and while they may flirt, refuse to perform in public among other things (which vary from Hellcat to Hellcat). One particular Hellcat almost seemed Celestial in her obvious embarrassment of any sexual talk outside of the bedroom.
Regardless of how harmless they seem to those they’ve bonded to, they are considered a danger to those they see as prey. Many humans and Pokégirl alike have been treated to the phrase, “And I shouldn’t eat you why?” It is not recommended for any tamer to have a Hellcat in a harem with any mouse or bird type unless they are far stronger than the Hellcat. Otherwise, documented cases have shown that the Tamer will wake up one day with one less Pokégirl and a well fed Hellcat. It is mainly this philosophy of ‘meat is meat’, in addition to her opinion that good and evil are relative, that put this Pokégirl solidly in the Infernal realm. When asked if they are evil, most Hellcats will state that good and evil are propaganda put fourth by Celestials so they can secretly rule the world. It seems that they not only state this, but truly believe this to be the case, fighting against Celestial backed agendas with the claim that they are ‘freeing the masses’. If innocent people have to die or get in the way, then they accept this so long as the greater good are ‘freed’. They see true freedom as complete Anarchy, and as such will only bother with laws if their Tamer tells them to.
Hellcats, in addition to feeding, have a need to replenish their fire energy weekly with fire. Usually this is done by building a large bonfire that the Infernal steps into and can actually sleep in. It is speculated that because of this need to absorb fire energy, this breed cannot become the Charred template, and this has mostly proven true in research studies. Another quark of a Hellcat is that they will not tolerate any dog types, period. This usually leads to in fighting, and unless the canine type is stronger than the Hellcat, things progress until either the Hellcat is dead or feeds on the canine Pokégirl’s corpse.
Hellcat’s have varying preferences for taming, almost always avoiding public tamings in general, which means that though they have several sex attacks, they it is next to never that they are seen on the Sex battle circuits. Though they have the ghost subtype, they are solid and cannot phase, and despite being a fire type they are not too hot to need taming with salves.
The feral state of a Hellcat is marked by the Pokégirl dropping down to all fours, and many find their way to battle sites to devour the dead and dying. As such, feral Hellcats and Valkyries have something of a contention, since the Valkyries attempt to save what a Hellcat would eat. Otherwise, they only attack if they are hungry, and usually target bird and mouse Pokégirls. They are random, having no territory and no set traveling pattern, seeming to embody the Anarchy they claim when tamed.
• Scent Alteration - (EFT) (Ghost): This technique allows the Pokégirl to alter her scent in a manner that will throw off the senses of even the sharpest Pokégirl nose. It takes an entire 6 hours for the pokegirl to alter her scent, and afterwards this move may be used again, effectively changing the pokegirls scent to anything they have smelled at intervals of 6 hours for each scent change. It is not uncommon for this move to be used to mimic popular perfume brands in domestic girls.
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HEROINE, the Heroic Prodigal Pokégirl
Type: Very Near Human
Element: Fighting/Psychic
Frequency: Very Rare
Diet: human diet
Role: Martial Art masters
Libido: Average
Strong Vs: Fighting, Ice, Normal, Poison, Rock, Steel
Weak Vs: Flying, Ghost
Attacks: Comet Punch, Gatling Punch, Crescent Kick, Legsweep, Hypnotize, Telekinesis, Psychic, Psycho Crusher, Counterstrike, Double Team, Foresight, Final Strike
Enhancements: Enhanced Strength (x10), Enhanced Agility (x6), Enhanced Speed (x8), Enhanced Endurance (x5), Telepathy
Evolves: None
Evolves From: Loner (Works on martial arts, attempts to open up, Delta Bonded), Amazonchan (works on her kick attacks, Delta Bonded), Amazonlee (Works on her fist attacks, Delta Bonded)
When a Loner, Amazonchan, or Amazonlee gain a close enough bond with their masters, and devote themselves to mastering their untapped martial abilities, a startling transformation can occur. The Heroine is a powerful blend of martial arts and psychic attacks. They are equally adept at attacking with their hands or feet, and are capable of striking out with their very will, making her a dangerous opponent to face. Heroines find their mastery over mind and body to be a tremendous edge over many foes.
Very little can be said of the Heroine's physical appearance, for it is highly variable, with no known trends in skin tone, hair or eye color, or bust size. They tend to prefer more flamboyant outfits, but exceptions are known. Some people have noted mysterious fluttering of the Heroine's clothes, as if they were pushed by a light wind – regardless of whether there is a source of wind in the area or not – but this, too, is not universal.
The Heroine's abilities depend somewhat on her evolutionary part. Those that evolved from Loners tend to be more proficient in using their Psychic attacks, and those evolved from Amazons tend to focus more on their physical skills. On the average, however, the Heroine is capable of using both skillfully regardless of path. Unfortunately, though keeping (or in some cases, gaining) the Psychic type, the Heroine does not possess the Teleport technique, even if it possessed it before. While this is can be a source of frustration for those who were once Loners, most come to accept it, reveling in their new strength.
Heroines tend to be very social, enjoying the company of others. They are energetic and gung-ho, and love a challenge. Those who evolved from Amazons may yet enjoy the company of the Amazons, though those not yet evolved to the 'Hero-' level may balk at her strange fighting style and 'weird' psychic abilities.
Heroines do, however, have to be treated with some care, as they are perhaps too eager. They think little of putting themselves in harms way if it will protect someone else, even if a simpler and less-injury-prone solution could be found, and in particularly intense battles, it doesn't hurt to remind them that killing themselves to accomplish a task isn't such a good idea.
Researchers are curious as to how the Loner, evolved from a human-designed Pokégirl, can evolve into the same Pokégirl that the Amazonchan and Amazonlee can. However, like the Goth's ability to evolve into a Megami, they cannot deny, however strange, that it works.
There has only been one recorded instance of Thresholding directly into a Heroine, when in 283 AS a girl who was undergoing threshold with strong Goth ancestry Recognized with a wandering Tamer. There is still some debate over if she simply thresholded into a Loner then evolved into a Heroine or not. Feral Heroine's are unheard of, because – while bonds between Ferals is not unheard of - the path to becoming a Heroine would require a feral to go directly counter to her base instincts – an unlikely event indeed.

Final Strike - (ATK 260) A powerful series of physical and telekinetic attacks, ending with a devastating, explosive chi strike. Deals full damage only if all hits connect, making it of little use on slippery opponents. Tends to be very draining on the user, and so is considered a move of last resort.
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HILD, the Excelsis Arcana Pokégirl
Type: Very Near Human
Element: Magic/Dark (Infernal)
Frequency: Extremely Rare
Diet: Energy
Role: Supreme sorceresses
Libido: High
Strong Vs: Magic, Psychic, Normal, Dark, Ghost
Weak Vs: Fighting, Bug
Attacks: Nightshade, Greater Energy Drain, Smile, Reflect, Absorb, Imitate, Burst, Energy Blade, Force Bolt.
Enhancements: Enhanced Speed (x3), Enhanced Reflexes (x4), Enhanced Durability (x2), Enhanced Endurance (x3), Magical Affinity, Total Recall, Perfect Magical Analysis, Reduced Sleep Requirements, Longevity.
Evolves: None
Evolves From: Masui (Arcana Magica)
Despite the existence of their pre-evolved form, the Masui, Hild were long assumed to have gone the way of the Sphinx during the Revenge War. Although many reports exist of the havoc Hilds caused, the breed apparently vanished from the face of history near the end of the war, presumably from the effects of the Monster Flu. Whatever the cause of their disappearance, however, the method of catalyzing their evolution had remained unknown since, which has, along with the extreme rarity of Masui, prevented a return of the breed until very recently. However, due to the diligent research of a prominent Infernal Pokégirl Expert of the Celestia Gym in the Scarlet League, the Hild breed has recently made a reappearance, something that has made many glad that very few Masui exist and fewer have made the evolutionary leap. Perhaps one of the few breeds capable of outdoing an Archmage in the field of spellcasting, Hilds are quite a fearsome breed indeed.
Physically, Hinds tend to be slender, lithe very near human types. Their hair and skin colors vary greatly, with no trends discernible from the specimens available as of 300 AS save, strangely, that some possess Megami-like facial markings, and a few specimens have been noted to have a strange pattern of dual-toned skin, generally being one of each side of their body. The former markings markings have lead to occasional confusion of the two breeds, which generally amuses Hilds to no end, whilst infuriating those Megami who're aware of it, and many reports from the Revenge War Era seem to indicate that the latter pattern was prevalent in the original population of Hilds. Beyond these basic traits, however, the breed does not seem to possess many definitive characteristics, a fact that some find to be disappointing, considering the extreme rarity of Hilds.
The most distinguishing feature of Hilds, rather, is their general mindset, which involves a great deal of scheming. In this regard, it has been noted that Hilds are somewhat similar to Daimons or even Demonesses, but although as compulsive as the former, they share the more practical approach to their schemes of the latter; that is, they don't feel any inherent need to make their schemes overly complex, and are more likely to concentrate of the practicality of said schemes. They also are more prone to exploring the long-term ramifications of their schemes, often tying several plots together to achieve a greater effect, as opposed to looking at each on only its isolated short-term advantages. This, along with the ruthlessness that is displayed by many, has led at least one tamer to describe his Hild's ways as "Machiavellian" (a historical reference that was lost entirely on its audience), although others have disagreed, finding the breed to be far less diabolical than Demonesses, a fact that seems to indicate a good degree of individual variance.
However, although their scheming is their most distinguishing feature, it is their combat prowess that they are most known for: to be blunt, Hilds are extraordinarily powerful. Disturbingly powerful, many say; with a command of magical forces that rivals and often exceeds that of Archmages and generally enough life experience to command a vast array of magical powers, a Hild is quite the force to be reckoned with on the battlefield. In addition, the breed's ability to form simple-but-effective plans is often a boon in combat, with numerous cases of a Hild pulling together a win from a set of seemingly unrelated on-the-spot tactics having been recorded. It is also notable that the type-classifications that Hilds are considered weak to, Fighting and Bug, are likely to have difficulty getting close enough to a Hild for their advantage to take effect, which renders said weaknesses semi-void.
Sexually, like with appearances, Hilds are not particularly notable, being a decent choice in sex battles only when armed with erotic magics, and having a fairly normal range of taming preferences. One exception to this, however, is that a decent majority of those observed seem to have an almost paraphiliacal attraction to the clever and cunning, especially when said qualities enable a person to understand and accurately commentate on the Hild's schemes. In general, this means that, for example, if a tamer's commands and strategy in combat are particularly innovative and deceitful, that his Hild will be quite amorous in the aftermath, and has also led to Hilds becoming a much-sought breed amongst politicians. Another off-key quirk that some Hilds have been noted to possess, despite a lack of any preference for female partners, is a strange attraction to and amusement with the Spectra breed, a fact that no reason has yet been discovered for. Feral Hilds are, as of 300 AS, nearly inconceivable, considering the breed's rarity, as is thresholding into one.
CLASSIFIED
ALL INFORMATION BEYOND THIS POINT IS ON A STRICTLY NEED-TO-KNOW BASIS
Unauthorized Review or Divulgence of Information Beyond this Point is Strictly Prohibited and Considered a Capital Offense in All Leagues.
Although the information in the official "Hild" article is accurate, it must be noted that the breed it describes is not the true Hild breed. Rather, it is a recently synthesized breed that has been devised by the Legendary Demoness as her ultimate attempt to throw us off her trail. As such, it is imperative that she not learn that we are aware of her duplicity, and anyone party to this information will be terminated with extreme prejudice should they be deemed a security risk.
It should also be noted that, although Hild has (thankfully) yet to devise a perfected Superior (de-) Evolution spell, that the item apparently used to create the breed described above is presumed to have been created with an imperfect version of the said spell, and its success can be attributed to her already considerable hold over the Masui breed.
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HOARFOXX, the Ice Fox Pokégirl
Type: Animorphic Near Human
Element: Ice
Frequency: Very Rare (Scarlet League), Extremely Rare (All other Leagues)
Diet: omnivore, preference for fish and meat
Role: arctic hunter
Libido: Average
Strong Vs: Dragon, Flying, Ground, Ice, Plant
Weak Vs: Fighting, Fire, Rock, Steel
Attacks: Tackle, Tail Slap, Iceball, Ice Beam, Blizzard, Mist, Ice Armor, Ice Wall
Enhancements: Enhanced Hearing (x4), Enhanced Olfactory Sense (x5), Enhanced Agility (x3), Atmospheric Comfort, Immunity to Snow Blindness
Disadvantage: Cannot stand hot terrain
Evolves: None Known
Evolves From: Kitsune (Water Stone+Sky Crystal)
For decades, the Hoarfoxx was a very rare evolution of the Kitsune, considered by most a nearly impossible evolution to achieve. Many of the initial numbers of this species of vulpine Pokégirl came from a Water Stone-induced evolution where both subject and Evolution Stone were in a cold environment, where snow and/or ice were present and high winds were blowing. And still, even that was no guarantee a Hoarfoxx would be yielded from such a set-up. It could be the middle of winter in a League and a Kitsune introduced to a Water Stone still had the potential to evolve into a Foxxsea instead of the intended outcome.
Researchers had spent decades trying to figure out what was the missing mechanism and why an Ice Crystal simply wouldn't have the same effect as this rather difficult set of circumstances. Finally an answer was uncovered by the world's premiere Pokégirl Researcher, Professor Alphonse Mahogany Stroak. He hypothesized that perhaps it was the fact that the wind itself played a factor in the evolution of the Hoarfoxx and put it to the test. After some experimentation, Stroak practices wielded success as he proved his theory to be fact with the use of the recent Evolution Stone based purely on the Flying element, Sky Crystal. He discovered that when Kitsune is given a Sky Crystal to hold before being given the Water Stone, she will become an Ice-type Pokégirl Hoarfoxx instead of the Water-type, Foxxsea. Hoarfoxxes are natural survivors in the arctic wildernesses; Tamers can rely on them for survival if lost or trapped by the weather.
While humans may suffer from the bitter cold and the bare elements, the Hoarfoxx species have the innate ability of Atmospheric Comfort. They could be out in the middle of a storm and they would be comfortable in it, and able to see through it thanks to their immunity to Snow Blindness. Truly, a Hoarfoxx is easily one of the de facto Pokégirls to turn to when it comes to planning expeditions to areas that are below freezing.
When it comes to the beauty of a Hoarfoxx, one should understand that the build is very similar to what one expects of a Vixxen. The vulpine Pokégirl stands between 4'10" to 5'8" in height, bust ranging around a mid to high C-Cup. However, whereas the Vixxen are normally red-colored, the Hoarfoxx is completely white-furred, with currently no exceptions to the rule. A Hoarfoxx's tail, as can be expected is also white and fluffy, but the appendage made up of considerable mass. This genetic quirk is so that a Hoarfoxx can circumvent her weight and center of gravity away from her feet when she walks on snow so she won't sink through.
It should be noted that in Battle or Taming, a Hoarfoxx takes to both in a rather aggressive fashion. In battle, a Hoarfoxx opens up with numerous status-effect moves to boost her own skills and possibly offset her opponent before she tries to pummel her target with extreme prejudice. In bed, the Ice-type is surprisingly dominant. She may not be after Taming as often as a Vixxen, but when she wants it, she lets her Tamer know. Fortunately, thanks to her Atmospheric comfort, a Hoarfoxx's insides are a comfortable temperature and no special requirements are needed to Tame her.
However, there is one thing that really drags the Hoarfoxx down. Heat. Be it a warm bath, Spring/Summer climate, or the attack from a Fire-type Pokégirl, the Hoarfoxx will take severe damage and lose energy far too easily. This defect is the reason Hoarfoxx are only really seen in year-round use in the regions of the Capital and Scarlett Leagues, along with certain regions of the Orange and Ruby Leagues. While they could be imported to other regions, their overall use becomes fairly diminished in Leagues lacking ice and snow. As of modern day, not a single girl that has gone through Threshold has become a Hoarfoxx. It would seem that the more common branches of vulpine Pokégirls, the Vulvixx, Kitsune, and Vixxen will remain dominant for quite some time until more Hoarfoxx are bred and bare children via natural sexual reproduction rather than parthenogenesis.
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HOT CHICK, the Clucking ‘N’ Fucking Pokégirl
Type: Near Human
Element: Normal
Frequency: Very Rare
Diet: simple grains, vegetables
Role: bringing prestige to her Tamer, guarding other Chickenlittles
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Scratch, Kick, Leer, Preen, Cuddle
Enhancements: None
Evolves: None
Evolves From: Chickenlittle (normal)
Someone who managed to evolve a Chickenlittle to a Hot Chick has serious bragging rights, since only the best and most determined Tamers can evolve a Chickenlittle. Although it’s only classified as a normal evolution, evolving a Chickenlittle is very hard to do. Normal evolutions entail Taming the Pokégirl enough, and having her win enough battles. While it’s not too hard, although certainly nothing special, to Tame a Chickenlittle over and over, getting one to win fights is extremely hard. Chickenlittles have no aggressive instincts, and virtually any Pokégirl is stronger than them. Most Tamers who want them to evolve have to coerce, threaten, plead, and coax them battle Damsels over and over, and over and over and over and over and over, until she finally evolves.
A Hot Chick is taller than her previous form, standing around five-foot-five. Her feathers are now a bright yellow, and her figure fills out some, with her ass rounding a little more and her breasts growing larger to a mid-range B-cup. A Hot Chick can no longer lay eggs, and her pussy tightens nicely. A Hot Chick has a higher libido than before, finding her new body much better equipped to enjoy sex. Hot Chicks also gain some intelligence, now being about as smart as a Bimbo. She gains enough ambition to be able to make small decisions for herself, such as feeding herself and moving around without being told to do so.
For all their attributes, Hot Chicks are still largely useless to a Tamer, being mostly valued as showpieces. There are other Pokégirls who are better in bed, and have much better skills in battle, both sexual and martial. Most Hot Chicks are kept as pets by whoever evolved them, usually a Chickenlittle farmer, and are displayed at Pokégirl shows, where various Pokégirls are showed off and judged (something of a cross between beauty pageants and pre-Sukebe dog shows). Hot Chicks make good choices to watch over a Chickenlittle coop, as she is smart enough to keep everything running smoothly and lusty enough to Tame her charges every so often, although she still prefers to be Tamed properly, since Chickenlittles are hardly the best lovers.
A Hot Chick who goes Feral usually doesn’t last too long in the wild against stronger Pokégirls. Only a fool lets such a prestigious Pokégirl go Feral though, since someone else could find her and take her as their own. Hearing about a Feral Hot Chick in the area usually brings the Tamers out in force to catch her. Threshold girls virtually never evolve into Hot Chicks, but if it did happen she’d find herself seriously popular, and would probably be captured before the day was through if her transformation became known.
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HOTTIE, the Hot Frog Pokégirl Type: Animorphic (frog)
Element: Water/Fire/Poison
Frequency: Very Rare, Rare on Magma Isles and in other volcanically active regions
Diet: normal, however Hotties love sushi and spicy foods
Role: Heavy combat fighter, portable heating unit. Hotties are usually unsuited for more domestic roles.
Libido: High, Very high right after a fight or when “making up”
Strong Vs: Bug, Fighting, Fire, Plant, Poison, Steel
Weak Vs: Electric, Ground, Psychic
Attacks: Poison, Poison Lash, Fireball, Flame Tower, Flamethrower, Burning Hands, WaterGun, Water Spear, Slick Stroke, Double Slap, Tackle, Lick, Tongue Lash, Tongue Wrap, Tongue-In-Ear, Go Down
Enhancements: Sticky finger and toe tips, sticky tongue, ability to elongate tongue up to 10 feet, can control body temperature from ambient up to hot enough to melt lead (625F), highly resistant to heat, enhanced strength (x3), enhanced speed (x2),
Evolves: Salamandra (Fire Stone), Horny Toad (Diamond Stone)
Evolves From: None
The Hottie is one of the few amphibious Pokégirls to exist. She stands anywhere from 5ft to 5'6” tall and has a stocky build. Breast size is usually a firm C - D cup, although anything from a B to DD has been seen. It must be noted that typically, the smaller the bust, the angrier the Hottie tends to stay. All Hotties have blue nipples.
Hotties have green skin that is decorated with vertical bright red stripes. Some can have blue irregular spots along with the stripes or instead of them. Hair color is usually a green that is a couple of shades darker than skin tone. Hotties do not have body hair, from the neck down they are completely hairless.
Hotties have webbed hands and feet tipped with short strong claws. Their hands are fully functional while their feet are slightly flatter and elongated, resembling short swim fins. The feet are not long enough to change their gait from human, however it should be noted that Hotties are sensitive to criticism of their feet.
Frankly, studies have indicated that Hotties are sensitive to criticism of anything about them, from their looks to their abilities. In fact, Hotties have hair triggers and a Tamer never knows what will set them off. They don't stay angry for long, and the quickest way to reduce their anger is to get them into a battle. While angry, Hotties have an annoying tendency to destroy their Tamer's belongings, venting by breaking everything that comes within reach. One Researcher described this behavior as “pissed off soon to be ex-girlfriend”.
His previously calm Hottie reacted to this statement by piling up his clothes and using flame thrower on them.
Hotties have a high libido, which becomes very high after winning a battle or when her Tamer apologizes and she's ready to make up. At this point she becomes very amorous and will take her Tamer to seek out the nearest body of water for a taming. Just the site of a large bathtub can put one into a receptive (demanding) mood. It should be noted that turning her down at this point is almost guaranteed to trigger her anger.
Hotties have the ability to regulate their body temperatures accurately from ambient to more than 600 degrees Fahrenheit. They often use this ability to warm up the bath they are using to something they find more relaxing. Caution must be observed in these situations as what is comfortable to a Hottie can be lethal to an unprotected human. Make sure any bubbles seen are coming from water jets and not from boiling. Hotties also can control the temperature of various parts of their bodies and some use this to heat up drinks by sticking their fingers into the liquid, or foods. Some have been known to use this as for practical jokes.
The Hottie's poison lash attack uses their tongue, which they coat with their poison attack saliva before unleashing the poison lash. They can also coat weapons or just about anything else they can get into their mouth. It should be noted that a lower concentrations, Hottie venom causes skin rashes or illness if ingested. Angry Hotties have been sometimes seen licking silverware to be used by those their ire is currently aimed at.
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(insert name here) HUNTER, the Lethal Pokégirl
Type: as per base type
Element: Base Type/Dark/Magic
Frequency: Extremely Rare (1 in 100,000 of a particular Pokégirl species is a Hunter)
Diet: as per Base type plus all show carnivorous tendencies
Role: Assassin
Libido: as per base type
Strong Vs: ?
Weak Vs: ?
Attacks: Dark Goggles, Dark Blade MKII, Dark Shield, Dark Bomb, Dark Mist, Imitate, Absorb, Energy Blade, Power bolt, Teleport, Cure, Night (except for self), Drain, Ingest*, plus as per base type
Enhancements: Longevity, Enhanced Strength (x6), Enhanced Dexterity (x4), Endurance, Recovery, Enhanced vision (x4), Enhanced Olfactory ability (x4) plus any enhancements to the base type. Enhancements are in addition to base type enhancements, so an Amachop Hunter would have Enhanced Strength (x14)
Evolves: As Base Type (All evolutions keep the Hunter template)
Evolves From: As Base Type (All evolutions keep the Hunter template)
Story this Pokégirl appears in: The Harris Saga, written by Kerrick Wolf
It is well documented that Sukebe was a genius and possibly a madman. Few consider the fact that he wasn’t perfect. Sukebe, however, knew this fact quite well. He realized that sometimes his creations wouldn’t be quite what he wanted and that this fact might not become obvious until after some time had passed. Therefore he created the Hunters to eliminate any unsatisfactory Pokégirls that might prove resistant to self-termination.
The Hunters were designed to hunt down and eliminate problematic Pokégirls, whether individuals or groups. They are tireless predators when seeking out their targets and relatively normal Pokégirls otherwise. Hunters can be from any species of Pokégirl that was specifically created by Sukebe.
The loss of Sukebe has left the Hunter types at loose ends. Each responded to this new condition in different ways. Some have kept hunting their previously assigned targets while other have stopped and gone on to seek other pursuits.
All Hunters, regardless of actual libido, are sexually aggressive and do not hesitate to communicate their status to their Tamer or to the members of his harem.
All Hunters eat meat. In fact, to use one of their most potent abilities, Ingest, they must feed off of a target. Once they do this, they gain the ability to shapechange themselves into their target for twenty four hours. This was developed to allow them to take out a member of a group and then assume its identity to infiltrate the rest of the group. They keep their own powers, however, as well as Type, Strengths and Weaknesses. If they ingest brain matter from their target, they gain its memories for the same interval. Note that Hunters with total recall keep the memories forever.
In a harem, Hunters will not necessarily reveal their extra abilities, and so even an approximate idea of the number of Hunters existent is impossible to determine.
They were never produced in large numbers and were deliberately given reduced rates of fertility. As all Hunters have longevity, and as of 300 AS, none have currently become Pokéwomen.
Hunters are ferocious mothers and refuse to be separated from their young. They will kill their Tamer or anyone else who tries to interfere with their offspring and flee with the young if necessary.
Hunters will try to seek out a Tamer before going feral and with their teleport ability have a very good chance of attaining this goal. Feral Hunters are much more sexually aggressive and will seek out a human male to regain their sanity. They will destroy anything that stands in their way of attaining Taming.
It is suspected that a feral Wildcat Hunter was responsible for the destruction of a series of harems in the northwest Indigo Plateau over a six month period. All of the attacks followed the same pattern: the harem was destroyed and then the Tamer was Tamed to death over a period of several days. In each of the cases, evidence indicated that the Tamer frequently accessed his or her Pokédex and other net capable items. It is suspected that the Wildcat Hunter had been hit with an extremely powerful Psychic attack and had become confused about its location and therefore was unable to successfully teleport.
Using a Pokédex on a Hunter will not reveal anything out of the ordinary.
The Hunter class was designed comparatively quickly and so all Hunters show a personality quirk. Personality quirks vary from individual to individual, and even parthenogenic litter mates do not have the same quirk unless the mother’s personality was also included. Some examples of quirks include extreme superstition, various phobias, and various “locked in” speech patterns, such as using the royal we or the inability to use personal pronouns.
Existence of the Hunter is not commonly known and it is suspected that some Hunters are actively working to keep things that way..
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HYPERDOLL, the Easy Fighting Pokégirl (aka the Pokégirl with a MORON for a Tamer)
Type: Very Near Human
Element: Magic
Frequency: Very Rare (thank god)
Diet: human style food
Role: super protector and fighter (if she feels like it)
Libido: Low
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Mega Punch, Mega Kick, Pummel, (elemental swords), Energy Blast, Telekinesis
Enhancements: Enhanced Strength (x10, can take enormous amounts of punishment, telekinetic flight, can use any elemental sword attack)
Evolves: Redeemer (gaining respect for her Tamer)
Evolves From: Bimbo (mistreatment, lack of discipline, lack of Taming, losing 7 battles in a row)
Letting a Tigress become a Panthress is evil and wrong. Letting a Bimbo become a Hyperdoll is just flat-out inexcusable.
Treating a Bimbo badly, not disciplining her when she does something wrong and just yelling at her, not Taming her much, and forcing her into battles she can't win results in one of the most unwanted evolutions of all time.
The Hyperdoll.
Upon evolution, a Hyperdoll gains a lot of intelligence back. As a Bimbo, she could learn things if they were repeated to her enough times, and as a Hyperdoll, she learns that she doesn't have to give a damn about anything. Their bodies gain a cup-size from whatever it was before, their hair turns neon pink, and their bodies become more muscular. Their eyes turn gold. And they also do whatever they want, whenever they want. They will stick with their Tamer due to their need for taming, but they will not obey them except when she wants to. She doesn't care about anything or anyone but herself, and if she fights or protects her tamer or Harem sisters it'll most likely at the very last minute or if it will benefit her in some way. They are indifferent to their surroundings and will happily wreck anything or anyone in their path to a victory.
A Hyperdoll's fighting style is basic brawling mixed in with energy blasts and elemental sword attacks and telekinetic flying. They do not hold back in a fight and several Pokégirls who have fought them have ended up with broken bones. In battle they are always certain they will in and most of the time always do. They go for the fast, easy victory and will always mock and laugh at the weakness of their opponent. They do NOT listen to their Tamers in a fight at all. In the very rare instance that a Hyperdoll loses, they will never admit that it was their fault and usually blame their Tamer or one of their Harem sisters. (Those who haven't left in sheer disgust of being around the Hyperdoll.) Bonding of any kind with a Hyperdoll is assumed to be impossible.
Giving away a Hyperdoll or abandoning it is impossible, as they become angry, abusive, and violent when a Tamer tries that, although many have tried, since they are too much trouble to keep around. Essentially, you have a Pokégirl for life. So, and please forgive this researcher's unprofessional tone, if you have a Hyperdoll, it SUCKS TO BE YOU, DUMBASS. Gyah ha.
For reasons unknown, Hyperdolls don't like to wear clothing that is very revealing. Probably their egos make them think it's undignified.
Interestingly enough, like Neo-Iczels, they become extremely caring around a Penance. No one knows why this drastic contradiction is and the Hyperdolls asked just ignored the questioners entirely. Also related to Neo-Iczels is the fact that they feel incredibly uncomfortable around Hyperdolls (needlessly, as they are more powerful and better fighters besides), and have a tremendous need to prove themselves to their Master in any way possible.
If a Hyperdoll's Tamer dies on them, the Hyperdoll will become more and more violent, becoming hostile to anything with a heartbeat. Psychic-types who scan Hyperdolls who have lost their Tamer detect something akin to mourning in their minds. In this case, it's best to either have the Hyperdoll put down or find a way to isolate it. It's possible to take in a Hyperdoll who's undergone such a loss… but to be honest, no one really wants to.
No cases of Thresholding into a Hyperdoll have been reported. Thanks heavens.
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ICE EMPRESS, the Arctic Ruler Pokégirl
Type: Very Near Human
Element: Ice/Magic (Celestial)
Frequency: Extremely Rare
Diet: Vegan
Role: Arctic operations commander, Arctic farming
Libido: Low (Rises in higher temperatures)
Strong Vs: Dragon, Flying, Ground, Plant, Ice
Weak Vs: Electric, Fighting, Fire, Steel
Attacks: Ice Punch, Cold Punch, Iceblade Kick, Ice Beam, Ice Blade, Ice Wall, Mist, Snow Storm, Ice Blade Mark II, Heat Drain, Cold Snap, Ice Floor, Iceball, Big Iceball, Simulacrum, Ice Armor, Wave of Ice, Temporary Crystal Prison, Ice Form*, Ice Slide*, Icicles, Boulder Ice, Glacier, Heavenly Strike, Diamond Dust, Emotion Bomb
Enhancements: Total immunity to all forms of cold, Body temperature control, Can manipulate temperature in surrounding area, Longevity, Increased Durability (x6), Increased Intelligence (x4), Increased emotional capacity, Absolute Ice Mastery, Self-transmutative ability, Immune to Infernal status effects and Attributes
Evolves: None
Evolves From: Ice Princess (normal, Lvl90)
Ice Empresses are a prized commodity amongst Ice-type Pokégirl Tamers. Their power is incredible, as is their level of control. Where Ice Princesses are almost invincible in an arctic environment, an Ice Empress is TOTALLY invincible in a cold environment!
Granted, a powerful-enough Fire-type can screw all that to hell, but still, an Ice Empress is a force of nature to be reckoned with. They are bustier by far than their previous forms, going up by at least two cup-sizes than before. Their hair lengthens and turns icy white. Their bodies become tremendously cold, their skin painful to the touch and turning a deep shade of frost gray, but they can raise their body temperature to the more manageable levels of an Ice Maiden. They mainly let their natural temperature occur in battle. Ice Empresses, surprisingly enough, also have a light Celestial attribute to them, due to their immunity to Infernal status effects and Attributes. They are the most emotional of the line, and tend to be over-exuberant in expressing their feelings for their Harem sisters and Tamer.
So great is an Ice Empress's mastery of ice, that they can turn their very bodies into a superdense form of living ice that actually has a high resistance to heat attacks. They can also use their ice abilities to generate a slide of sorts that allows them fast movement through the air as they slide along. The ice slide fades quickly after the Ice Empress passes over it. Ice Empresses also have two frightening, powerful attacks thought to be useable only by the Legendary Ice Goddess, Shiva: Diamond Dust and Heavenly Strike. This had led people to wonder if Yukii of the Ice Maiden Preserve, now an Ice Empress herself, has had her people come into contact with the infamous Legendary. There is one disadvantage to Diamond Dust that Shiva doesn't have: Casting Diamond Dust takes away from the Ice Empress's HP.
Ice Empresses are more cunning and intelligent than their previous forms. This makes them excellent Alpha Pokégirls, as well as canny strategists. The Ice Empresses of the Ice Maiden Preserve were the ones who developed a highly successful, surprisingly simple, 100% effective way of producing strong, healthy harvests of fruits and vegetables in frigid environments that would normally make farming impossible. This has led some Researchers to wonder if places like the Scarlet League, formerly Antarctica, could somehow be made habitable under the right conditions.
Due to how high a level an Ice Princess must be to evolve into an Ice Empress, it's assumed that they cannot be a Threshold result. So far, no Threshold case to date has ever contradicted this fact.
*Ice Form (DEF 70) – The Ice Empress transforms her body to living ice, gaining a higher defense rating and surprisingly, a high resistance to fire. It's presumed that her body's cold in this form is enough to counter the heat. Obviously an Ice technique.
*Ice Slide (ATK 30 + EFT) – The Ice Empress creates a bridge of ice underneath herself and moves it forward, sliding on the ice as she moves. This technique can be used to ram opponents, although its primary use is as a fast, easy transport for the Ice Empress. Obviously an Ice technique.
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ICE PRINCESS, the Cold Pokégirl
Type: Very Near Human
Element: Ice
Frequency: Very Rare
Diet: Vegan, likes cold foods
Role: Arctic operatives, strategic combat
Libido: Low (increases in higher temperatures)
Strong Vs: Dragon, Flying, Ground, Plant, Ice
Weak Vs: Fighting, Fire, Rock, Steel
Attacks: Ice Punch, Cold Punch, Iceblade Kick, Ice Beam, Ice Blade, Ice Wall, Mist, Snow Storm, Ice Blade Mark II, Heat Drain, Cold Snap, Ice Floor, Iceball, Big Iceball, Simulacrum
Enhancements: Immune to non-magical cold, Can manipulate temperature in surrounding area, Longevity, Increased Durability (x2), Increased emotional capacity, Increased Ice affinity
Evolves: Ice Empress (normal, Lvl90)
Evolves From:
Ice Maiden (normal, Lvl50), Damsel (Ice Crystal)
Ice Princesses are a definite challenge for all but the most dedicated Ice-type Tamers. When they evolve from Ice Maiden, their body temperature, already very low to begin with, drops even further. Their body density increases, and their hair takes on an even stronger bluish tint, their arms from the elbows down looking constantly frosted over unless warmed. This means that most Ice Princesses are found in the harems of female Tamers, as few men have the strength of will and strength of body to tame an Ice Princess more than once.
This is not to say that an Ice Princess is impossible for a male to Tame. Their bodies soften in heat, the same as an Ice Maiden, although it takes more to get them to soften up. When they are warmed up enough, though, an Ice Princess can be as passion and as sex-crazed as a HentaiCute. As such, most Tamers who have an Ice Princess also keep a fire-type on hand to help heat things up in nearly all senses of the word. Also, Ice Princesses tend to be a little more free with their emotions, being more capable of expressing themselves than their evolved forms.
Ice Princesses made only one appearance during the Revenge War. A group of them, leading a squadron of Ice Maidens and Snow Queens, attacked an Antarctic research facility trying to create a bio-weapon meant to eradicate DNA. This proved to be a very good thing later on, as later research indicated that the bio-weapon being created, had it been finished and unleashed, would have eradicated all organic life on Earth. A few Ice Princesses have made appearances in the various thief teams. In an arctic environment, an Ice Princess is just a few steps short of invincible. They can create Simulacrums of themselves out of snow, forcing their opponents to waste valuable time and energy defeating them before facing the real opponent. Many experienced Ice-type Tamers team Ice Princesses and Snow Queens together to make a powerful fighting force.
It’s so far unconfirmed, but there is a rumor of a powerful Ice Princess being in the leadership of the infamous Limbec Pirates. Various reports indicate that she wore a cloak of either magical or technological origin that radiated intense cold, allowing her to retain her senses and keep her powers high in warmer climates. A reward has been offered for information on the cloak, a higher one for anyone who can get the cloak itself.
So far, no cases of Thresholding into an Ice Princess have been discovered.
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IRON CHEF, the Kitchen Supercook Pokégirl
Type: Very Near Human
Element: Steel/Plant
Frequency: Very Rare
Diet: human style diet and can eat almost anything
Role: Making anything edible from simple snacks to extravagant feasts
Libido: Average
Strong Vs: Poison, Electric, Rock, Ground, Plant, Water
Weak Vs: Bug, Flying, Ice
Attacks: Whip, Chop Chop, Pepper Spray, Catnip Kiss, Searing Spice, Tackle, Pan Shield, Vine Bondage, Passion Spice, Multi Chop
Enhancements: Enhanced sense of smell, Enhanced sense of taste, Enhanced sight, Increased Reflexes, Perfect Memory (Relating to cooking and related items), immune to spice attacks/poison, Resistant to heat, Endurance(x8), herb/spice creation
Evolves: None
Evolves From: Boobleaf (E-Stone Ceremony, love of cooking)
Weakness: Looses temper over insults to her cooking or comments that any fool can cook.
Story this Pokégirl appears in: Slated to appear in Hopper Chronicles
To an Iron Chef cooking isn’t just making a meal—it’s High Art.
An Iron Chef is an E-Stone Ceremony Pokégirl evolved from an seemingly unlikely Type: a Boobleaf. They become Very Near Human and lose the ability to absorb sunlight and making a Solar Beam attack impossible. The only thing that visibly remains of the Boobleaf is their vines that emerge when needed.
On the other hand they can eat practically anything so that they can sample what they prepare.
The Iron Chef can create a broad variety of spices and herbs on command and gain a high resistance to heat despite their type. Their background as a Boobleaf gives them the ability to create Vine Whips that, given enough effort, can quickly train to fantastic precision. This allows them to do the work of half a dozen people by using their vines to perform semi-automatic tasks around the kitchen. High level Iron Chefs can make mouths drool as their creations are being made. Their memory for recipes and anything related to cooking is perfect.
They aren’t slouches in battle either. They can use various spice attacks to cause havoc with their opponents and are not affected by poisons themselves. (Making them ideal for poison tasting). They are extremely tough even if they don’t look it and approaching an Iron Chef with cleavers in hand is a daunting task indeed.
For some reason they greatly dislike Poison type Pokégirls, perhaps because the idea of someone poisoning food they have prepared is so insulting. Regardless, a Tamer with this Pokégirl will have no trouble with their meals because they are a marvel of improvisation and enhancing meals with their spices.
====================
Ceremony Description
====================
Elemental Stones Needed: Leaf Stone, Fire StoneX2, Heavy Metal, Water Stone, Ice Crystal
Area & Time Conditions: In the kitchen with her 'tasters'
Ceremony Itself: While having a Fire Stone tied to one wrist and a Heavy Metal in the other, her Tamer holds the second Fire Stone and three other Pokégirls surround her with the remaining stones. (Order of the three not important as long as they are present).
Each Pokégirl must request something to eat from the target Pokégirl and this must be random choice while being a recipe that the Pokégirl likes. The target Pokégirl must prepare the dish and give it to the Pokégirl who requested it. The Pokégirl who requested the disk is compelled to give an honest (to her) answer and if the result is favorable the Ceremony can proceed. This is repeated for the others with her Tamer being the last one.
If she is successful then she will evolve into the Iron Chef.
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IRON MAIDEN, the Hard Pokégirl
Type: Near Human
Element: Steel
Frequency: Very Rare (Crimson League)
Diet: unknown
Role: immovable guards
Libido: very Low (Average during mating cycle)
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Harden, Gaze, Rock, Throw, Mega Punch
Enhancements: Nigh impenetrable skin, Enhanced Strength (x18), Endurance
Evolves: None
Evolves From: Brass (Heavy Metal)
During the war, if something needed to be guarded by the perfect guard, one needed an Iron Maiden on the job. Iron Maidens are never distracted to the point that they forget there given task. Most take things very seriously. The Damsel only matches their level of invulnerability and they were, as it was proven, only mildly irritated or unsettled by even Plasma Cannons. Flamethrowers were the only effective weapon against them, but few were ever actually used Against Iron Maidens because of the previous rational thinking: A plasma cannon can do everything a flamethrower can, but faster. However Plasma Cannons cannot keep up the stream of Fire, necessary to do effective damage against Iron Maidens. Iron Maidens are not common for Tamers to take in for the simple fact that few can actually bring pleasure to an Iron Maiden. Iron Maiden have a very dense layer of skin which prevents both pleasure and dampens the Iron Maidens capacity for feeling anything via touch. However, there are those that can entice, excite and bring an Iron Maiden to orgasm, all of whom either have a Fire blood gift or have studied martial arts for years. What relegated Iron Maidens to their current jobs of security or law enforcement was the fact that Iron Maidens have almost no sex drive outside of their mating cycle, which only occurs for one month every five years after puberty, thus allowing them to remain undisturbed where other more randy Pokégirls need leave for Taming. There are no more than fifty Iron Maidens currently in the Crimson League.
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ISHTAR, the Fusionist Pokégirl
Type: Near Human
Element: Ghost/Psychic
Frequency: Very Rare
Diet: Omnivore
Role: Item maker, system combiner
Libido: High
Strong Vs: Fighting, Normal, Poison, Psychic
Weak Vs: Ghost, Dark
Attacks: Teleport, Telekinesis, Dominate, Aura Barrier, Disable, Night Shade, Energy Drain
Enhancements: Enhanced senses (x3), Enhanced Agility and Durability (x6), Dual Prehensile Appendages (aka duphra), Increased Sensitivity (x2), Flexibility, Material Fusion
Evolves: None
Evolves From: A-Bra (Dusk Stone)
An unusual evolution of the A-Bra, though one sought after by those within industrial fields rather than by tamers. There are two main differences between the Ishtar and the A-bra's standard evolution, the Ka-D-bra. The first is that the Ishtar's breasts do not grow as large, without modifications, as a Ka-D-bra's, averaging somewhere between a mid B-cup to a large C-cup. Secondly, the Ishtar possesses dual prehensile appendages that connect to the back of her head, rather than the antennae that the A-bra and her other evolutions possess. These duphra (as they are popularly known) are often as long as one of the Pokégirl’s arms and are completely prehensile. Each one ends in a dull tip, much like the tail of a Kitten's is. Although prehensile, it is rare that the Ishtar show them to be such, instead preferring to make others think that they are more or less just a physical feature. In private with her tamer, however, the Ishtar enjoys using her duphra in sensual acts. These 'head-tails', as a few tamers call them, are very sensitive to the touch and can cause the Ishtar to feel great pain and pleasure, depending on what is inflicted to them. The Pokégirl does grow taller, however, although few reach more than 5'10" in height. One thing that often changes is their skin color, which often ranges through many different colors. Light green, pale blue, red, orange, and black have all been reported and confirmed.
Perhaps the greatest change is that of the Pokégirl’s perception of spiritual definitions and her reliance upon her mind for her power. While still a psychic type, the Ishtar is much more attuned to the spiritual facets of the mind and body. They are capable of changing things with her psychic powers- unlike most psychic powers, which are blunt and direct, this Pokégirl’s powers are more refined and subtle. Capable of becoming incorporeal for short periods of time, like most ghost types, this breed is not fully such all the time, unlike most ghost types. While incorporeal, the Pokégirl can inspect the inner workings of just about anything that is not alive (humans, Pokégirls, animals, and plant-life are beyond the breed's abilities), and then using her psychic powers, can deconstruct and then reassemble them. Usually, this requires the use of her hands and duphra as foci, but more experienced Pokégirls of this breed are capable of this act without such focus points. Distractions or bad material combinations often result in unusual and unwanted elements, in design, function, or effect.
In a battle, this breed prefers to inflict her opponent with some sort of ailment before striking out with her psychic attacks. If she can't keep a distance, the Ishtar tends to rely on her Energy Drain technique to keep her strength up and to weaken the opponent at the same time. For the most part, this Pokégirl’s attack strategy is to defeat her opponent using strikes that are aimed at critical areas of the target, rather than going all out. To this effect, she often utilizes Dominate to stun her opponent before going in to attack. As she is more defensive in nature than offensive, she can usually outlast an enemy if she can't outright defeat her thanks to her amazing capacity to take punishment, as well as to avoid being struck. However, the Ishtar does have a weakness that she attempts to hide- her duphra are not as strong as her arms are, and with their sensitivity she feels more pain than normal from attacks that strike them.
Few of these Pokégirls have ever been found feral, but the few that have are not very intelligent and can no longer utilize her fusion powers. In a harem, the Ishtar are very detail oriented Pokégirls and many will nitpick plans, schedules, and certainly decision-making that takes place. They will often, if given the chance, chime in with their own thoughts and advice. Tamers who recognize this initiative and willingness to assist, though in sometimes a condescending manner, may find the Ishtar to be a good choice for an Alpha or a Beta. The fact that they have high libidos furthers the reasoning behind those positions. Tamers who are not patient, however, almost always sell these 'girls off to tradesmen, who find her capabilities to be very useful in almost any field. There has only been one documented threshold case, which shows that it is possible, but very unlikely. There is one little thing about the Ishtar, however, that tamers should remain aware of: when they are around 27 years old, the Ishtar will undergo her second puberty and become a Pokéwoman. Another thing for tamers, owners, and tradesmen alike to realize is the simple fact that the Ishtar have been known to commonly give birth to twins more often than single babies. Research is ongoing as to why this happens, though nothing conclusive has been discovered yet.
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JADE, the Expensive Statue Pokégirl
Type: Humanoid SemiHuman
Element: Rock
Frequency: Very Rare (All Leagues)
Diet: special
Role: ambush, surprise attacks, defense
Libido: Low
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Attacks: Flake, StonePalm, Seismic Toss, No Sell, Rock Cube, Quagmire Twister, DynaWave
Enhancements: Enhanced Stamina (x3), greater defense, color change, willing nervous system manipulation, self-body sculpting, improved regeneration
Evolves: Bronze (Round Stone)
Evolves From: Marble (Normal)
Jades are the normal evolution of Marbles. While Marbles have limited number of hues, Jades do not. Jades, in fact, have the ability to shift their body's color like a chameleon. Many of the domesticate Jades enjoy trying out new shades for their hair, and since jade is found in virtually every hue, the Jades have a very broad range of color.
The only color Jades cannot manage is 'clear'. While they can turn partially translucent or opaque at will, they cannot turn transparent, thus rendering the possibility of invisibility impossibile.
The greatest ability that Jades gain is the ability to adjust their appearance. They can grow or reduce any part of their body, gaining figurative 'statue-esque' proportions. The only drawback is that this skill takes weeks to 'grow' anything.
Jades tend to be just as calm and level-headed as their prior form, and can hide just as well. However, they have an ability to manipulate how much they sense in a particular area. Combined with their rock-like bodies, the Jades were far more successful at hiding from suspicion by removing sensitivity in a hand and breaking it off, thus giving the appearance of a 'damaged statue', which would be ignored by soldiers. Then, using Flake, the Jade would either regrow the limb or re-attach it (provided she places it in the correct spot within one day or prior to using Flake). She can also use Flake much faster than a Marble. This skill, while disturbing, has earned some tamers of Jade Pokégirls a solid money flow.
No thresholds directly into Jades have ever occurred.
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JENOVA, the Calamity Pokégirl
Type: Very Near Human
Element: Unsure, assumed to be Ghost/Magic
Frequency: Extremely Rare (Unique)
Diet: Presumed human-style
Role: Disasters, general trouble-making, advance scout (Wartime only)
Libido: Unknown
Strong Vs: Normal, Magic, Psychic, Fighting
Weak Vs: Ground, Poison
Attacks: Ghost Blade, Night Shade, Telekinesis, Dominate, Hypnotize, Fade, Heal, Flash, Foresight, Confusion, Disable, Disable Max, Mirror Coat, Metronome, Feel the Burn, Phase, Invis 1, 2, 3, Absorb, Imitate, Steal Luck, Dazzle, Teleport, Temperature Barrier, Aura Barrier, Barrier, Ashen Wings
Enhancements: Magic affinity, Psychic affinity, low-level uncontrollable ability to affect probabilities in a negative fashion, high intelligence, psychotic
Evolves: None
Evolves From: None
WARNING: THE INFORMATION IN THIS RECORD IS CLASSIFIED EYES ONLY TOP SECRET. NO, REPEAT NO INFORMATION ABOUT JENOVA EXCEPT FOR THE “Calamity from the Sky” COVER STORY IS TO BE PLACED IN THE PUBLIC ACCESS POKÉDEX! PERSONS WHO VIOLATE THIS WILL BE SUBJECT TO IMMEDIATE SANCTIONING. WE DO NOT WANT TAMERS GOING AFTER HER!!!
If there were no other reason to hate Sukebe, Jenova would be it.
While nowhere near as powerful as the Legendaries and not classified as such despite her seeming agelessness, she is more powerful than most other Pokégirls out there. She’s beautiful, like the vast majority of Pokégirls, with dark grey skin, white hair, firm, a soft, round ass, trim hips that aren’t too wide or too small, DD-cup breasts that don’t sag in the slightest despite her age, and glowing, enchanting white eyes. She moves gracefully, with swift, elegant movements and when seen, she is usually clad in a silken white robe that flows like water when she moves.
That’s about where the attractiveness ends.
Jenova is a wicked Pokégirl, cruel and vicious and loving to cause trouble and chaos. When she shows up, it means something bad is about to happen, no question whatsoever, whether she causes it directly or not. She delights in causing even the slightest kind of trouble, and laughs when she sees someone in pain. During the War, her favorite tricks involved sabotaging vehicles so that they’d explode when airmen tried to start them up.
Needless to say, Macavity adores her.
She was one of the most hated Pokégirls during the War, and the arising Leagues scrambled for ways to try to kill her. Surviving witnesses place her at the site of many Pokégirl-related disasters before they happened, including a horde of Manti invading a Russian fortress and slaughtering several scientists who were working on a device based on psychic energy to try and pacify other Pokégirls. Shortly beforehand, Jenova was seen casually sitting on the roof of the main building in the fortress, whistling softly. Only one woman survived, and that’s because Jenova had captured her and was Taming her.
However, there is a small ray of hope, as her ability to have things go wrong can work against her as well as for her. During one of Atmuff’s earliest rampages, she came across Jenova and nearly killed her, the powerful warrior overwhelming Jenova completely and nearly beating her to death. She went into seclusion for several years after that.
For years, her presence was lost. Then she was sighted investigating the ruins of the first Widow attack, an amused expression on her face. She has shown up a few more times since then, sometimes assisting a cadre of Limbec Pirates. And there are also unconfirmed reports of Jenova being in direct contact with the infamous Athena of the Crimson League. Frequently she has been seen in the company of Macavity, usually with Macavity making Jenova squirm and moan in ecstasy.
Bootleg videos of some of their encounters are available.
As Macavity, despite her chaotic and borderline psychotic tendencies, is one of the easier to find and more ‘amiable’ Legendaries, we were able to convince her to tell us a little about Jenova. Unfortunately, it all related to Taming techniques, as apparently Jenova, while having high endurance, also has a low pleasure threshold. This, however, was taken as good news, as it means that she is potentially controllable.
There are also unconfirmed reports of Jenova’s DNA being used to breed super soldiers. One rumored to have DNA is a tamer who’s only known name is Sephiroth, however he disappeared shortly after murdering his rival, Cloud Strife, and his Pokégirls.
All information on Jenova MUST BE CONCEALED. She is too dangerous a Pokégirl for anyone to try and catch. If Tamers should try to go after her, the body count is practically guaranteed to be enormous. League officials should keep spreading false knowledge, rumors, and lies about her. A cover story based on a mythological society that predates even Pre-Sukebe human society has been included in a separate file. Repeat: The Cetra cover story is the ONLY information allowed within the public Pokédex. Revealing of any true information about Jenova is punishable by having the S-Goths set on your trail, and they are confirmed to be able to have fates worse than death at their disposal…
Recent Update: A friendly within Sanctuary has told us about a legend within the culture of the S-Goths. The earliest S-Goths report having visions of a ghostly, shadowy woman, her face partially masked by a steel helmet, guiding them to a mystical power. This story has led to several distressing theories about the S-Goths, such as the increasingly strong possibility that they may have acquired their power from Jenova herself…
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JOKETTE, the Clown Princess Of Killing Pokégirl
Type: Very Near Human\Limited Metamorph
Element: Magic/Psychic
Frequency: Extremely Rare (Not rare enough in some people's opinion)
Diet: Human-style, presumed also to feed on fear
Role: Killing, Sadistic Acts
Libido: No one wants to know.
Strong Vs: Poison, Psychic
Weak Vs: Fighting, Dark, Ghost
Attacks: Teleport, Tackle, Roar, Confusion, Wrestle, Quick Attack, Flash, Agility, Blur, Slash, Power Bolt, light spell work, Smilex Mist, Killing Joke
Enhancements: Almost totally fearless, Concentration (2x), Highly intelligent, Almost complete insensitivity to pain, longevity, slow regeneration
Evolves: MaryAnn Drew (Angel Stone)
Evolves From: Harlequin (Mana Crystal)
Bounty (for confirmed kill of a Tamed Jokette): 750,000 SLC
Bounty (for confirmed kill of a Feral Jokette): 1,500,000 SLC
Bounty (for reporting sighting & getting out alive): 70,000 SLC
Recommendation if you see one: Do not try to fight a Jokette unless you have a Fighting-type, Ghost-type, or Dark (bat-type) Pokégirl. A Celestial would be good, but Dark types are ideal, however the League understands that both types are a very rare. Also, if Smilex Mist is used, drop whatever you're doing and RUN, making sure not to breathe in the mist. A Jokette is can be considered between a Mantis swarm and a Widow for how dangerous they can be. Seriously, just call in the military and then get the hell away.
Harlequins are problem enough. It's when they evolve that things get nightmarish.
When exposed to a Mana Crystal, the first thing that happens to a Harlequin is that they suffer a massive psychic overload. They suddenly get a mental 'snapshot' of the minds of every person (human or Pokégirl) on the planet at once. This 'searing revelation' as they put it, in turn drives them completely insane at the same time turning them obsessively bitter, viewing the entire world and everyone in it as one gigantic joke. So pathetic a joke, that all they can do is laugh, laugh, and laugh, and make everyone around them die laughing as well. Then the physical changes begin. Their skin turns chalk white, their hair becomes green, and their lips become blood red in color. Their breasts become comically large, although they somehow retain their agility despite this. Their jaws enlarge slightly, making them capable of giving large, frightening grins. They gain a preference for purple clothes, either tuxedos that are modified to reveal a great deal of skin, or bikini suits. Their laughter at times can be used to the same effect as Roar & Confusion combined, and they will do it at the drop of a hat (usually their own). But they especially love to do it in the middle of combat and right in the face of whomever they're dealing with. Only the strongest, tightly focused minds can handle this without temporarily shattering under the strain.
They are not the best spellcasters (something which everyone is grateful for), and can manage only small elemental manifestations at best, with a few personal healing spells. But they don't rely on them, instead preferring to manifest blades in all shapes and sizes from those as small as a pocket stiletto, to comically (no pun intended) huge meat-cleavers that defy all logic in how they are wielded. They simply love anything with a sharp edge. But their one constant is the item they always leave behind after they've become 'bored' with a situation, which is a manifested 'Joker' playing card from a pre-Sukebe Poker deck. Often it's set to explode if touched, a small Smilex mist filled charge will go off in the face of the person holding it, edges are mono-molecular, or sometimes it's just an ordinary poker card. They're that unpredictable.
They love playing lethal practical jokes, and in fact thrive on them, taking the time to set up elaborate schemes to kill someone. When they need Taming, they usually just capture, rape, and kill someone (male or female) that attracts their attention. It's sadly not uncommon for a Jokette to be found 'playing' with a dismembered phallus or an arm that was sawed off at the elbow. One of the (yet another) terrifying things about Jokettes, is their ability to temporarily - never more then a hour - hide ALL traces of their Pokégirl nature and appear as a pure-blood human female of astounding beauty. Along with this is a personal magnetism/charisma that can charm the pants off virtually anyone they come across. Those that are fooled into complacency will likely be found the next morning as a cooling body in a back alley with an insane smile locked onto their face from a kiss laced with Smilex Mist. If not even worse off to the point of being nearly unrecognizable as once being a human being.
On occasion, if the being (human or Pokégirl) that has attracted their attention is interesting enough, they will become fixated on that person. They will do anything they deem necessary to make that person's like a living hell in their own comedic fashion, sometimes even capturing them and attempting to take them under their wing, before eventually driving them insane. Thus one of the worst possible things to do is to become interesting to a Jokette. An interesting twist to this is they are mentally compelled, usually quite willingly, to Dark Types for which they have an unexplained weakness to. Also the higher the level/experience of said Dark types, the more they obsess over them.
To point out how insane Jokettes are, to the point of utter fearlessness, even when dealing with either a type weakness, or simply out of their league, a Jokette vs. Widow battle occurred in 287 AS. A Jokette peppered said Widow with attacks after 'ruining' its torture of a tamer and his harem by showing up and killing/eating them. The entire time the Jokette was laughing like a mad-Pokégirl until she finally ran out of energy to do anything more then stand still. Almost an hour later, and the only slightly damaged (and astonishingly, what appeared to be incredibly annoyed) Widow simply vaporized the Jokette on the spot with a surprise use of a Hyper-beam before continuing on her rampage and being stopped two days later. As the Widow was charging up for the Hyper-beam, the Jokette laughed even louder all the way up to the point she was consumed by the beam.
The most dangerous attack a Jokette has is the Smilex Mist, which is a Poison-type attack. They exhale a cloud of pinkish-purple gas that, if inhaled, causes the victim to have uncontrollable fits of laughter. The fits become so violent that in weaker victims, ribs are broken as the victim literally laughs themselves to death, suffocating while experiencing terrifying hallucinations, and leaving the dead victim with a hideous parody of a smile on their face, similar to that of a NightMare. Normal antidotes can cure the effects of the poison, but it must be administered quickly, within ten minutes of inhaling the gas. Poison-type Pokégirls are NOT immune to this gas; it only takes three times longer for the effects to appear. A second form of this, nicknamed the 'Last Kiss' is one where a Jokette grabs its victims by the side of the head and deeply French kisses them and exhales the Smilex Mist directly into the victim's lungs in concentrated form. The attack is near universally lethal, with only a few Pokégirls - those that don't need to breathe, or any Dark types, having partial immunity. Even Venom Mistresses only have partial immunity - they will become deathly ill for 24 hours, incapable of anything more strenuous then laying in bed & breathing. After 24 hours they will recover fully, without requiring an antidote, if however having nightmares for a few weeks afterward. Pokégirls that do not need air, or a human wearing a gas-mask are only affected mentally as the Jokette uses some of its latent Psychic abilities to briefly overcome their victim's minds, 'injecting' massive numbers of hallucinogenic visions along with making the victim believe they are choking to death.
Jokettes are completely immune to psychic probing, as they are so insane that any attempts to probe their mind results in temporary dementia and the Pokégirl who tried having nightmares for a month. Interestingly enough, a Jokette can be made to back off if confronted with a Celestial or Dark Pokégirl. They don't show fear, but they do seem intimidated by them enough to run away in the case of Celestials. Dark types however, as mentioned above, will cause a Jokette to change focus to them above all else, even more so if the Pokégirl has some Bat-type traits. If that same Pokégirl has Fighting-type traits, the Jokette will utterly drop whatever they are doing (literally, which can get...messy) and attack them on sight. This is highly unusual as in the reverse, Pokégirls with Bat traits utterly -despise- Jokettes. One of the most notorious feuds along the east coast of the Indigo League was between two different Jokettes (Jackqueline Nikelsen, and Helena Ledger, both Trixie threshold cases that were forcefully evolved by a Team Trauma splinter group in a revenge plot) and the harem of Alfredo Creditsworth (mostly made up of Golbutts and Sidekicks). It was he who gave the species its most well known descriptor: "Some Pokégirls can't be tamed, bought, bullied, or reasoned with. Some Pokégirls just want to watch the world burn."
In an even worse twist, Feral Jokettes actually get MORE intelligent, and a semblance of sanity. If you call being able to come up with even more vicious and effective ways to kill people in the most hilarious way possible, from their perspective. A blessing in this is that Jokettes are simply unable it seems to be able to kill anything in this state as they can't seem to find it funny. Sadly, they generally won't stay Feral for very long, as they will use their slight metamorphic ability to disguise themselves as a human, and then have their way with some unfortunate soul before being back to their 'normal' selves. One highly annoying factor about Jokettes is that all of them seem to have longevity, and a means to slowly regenerate from anything less then a lethal wound. Even if you drop a multi-story building on top of them, and several times, people have, never consider them dead until you see the body for yourself, dismember it and bury it in a half-dozen different locations (feeding the remains to Sharptits is also a preferred disposal method in a sense of poetic justice/irony, as its one of the things Jokettes like to do to others). Otherwise they likely will pop up again a few months later, completely healed, and start yet another rampage.
Celestial Pokégirls, however, upset and confuse them tremendously for reasons unknown. Jokettes generally refuse to fight them unless backed into a corner; although that's the place no attacker EVER wants to force a Jokette into, as they are so unpredictable, that they could potentially do anything at that point. They will avoid churches like the plague and seem simply cannot stand being around Angels and Seraphs, those being two of the only types of Pokégirl that can make a Jokette frown. No one knows why this is, but some Celestials who've had encounters with Jokettes have theorized that Jokettes fear them because of what they represent, a goodness that goes against their worldview of the world as one big joke. They're not afraid of Celestial types, just that it 'gives me headaches when they're around' as one Jokette put it, right before decapitating the captured researcher with a large trout she pulled from her pants. We're still trying to figure that one out.
Recent Discovery: Jokettes are comedians, yes, if of the most sadistic kind. All their jokes are artful in some way, and they put a great effort into making each murderous prank actually funny. This has led to the discovery of a severe weakness Jokette's have: they cannot stand bad jokes. They quite literally become physically ill when a bad joke is told, to the point where they are near death if the barrage of jokes is kept. This in turn causes them to become more vicious in an attempt to kill the wanna-be comedian before they reach their weakest points. This effect can also be accomplished by physically copying a Jokette's mannerisms, way of movement, attitudes, etc - they HATE copycats and will fly into an unbelievable rage that makes Gyna-dose ones pale in comparison even as they become acutely physically sick at the same time. Another known weakness is that Jokette's seem to be limited to only being capable of perform harmless practical, if terrifying, jokes during April Fool's Day. This in turn makes it far easier for a Tamer to take one down as they, and their harem, are under no such limitations. Scientists have no explanation for this, they're just grateful that these lunatics actually HAVE some weakness…
No cases of Thresholding directly into a Jokette have been reported, thankfully. It also seems that Jokettes are unable to reproduce via pathogenesis (THANK GOD) and the one surviving Jokette in a secure lock-up has yet to go through second puberty to become a Pokéwoman and is over 150 years old at least. Researchers have concluded that this is known to Jokettes, and also contributes to their murderous insanity. On that note though, a female infant left where a Jokette can get her hands on them has nearly quadruple the chance of thresholding into a Trixie eventually. That is, if the Jokette doesn't throw the baby out a window or worse just for kicks.
Smilex Mist – (ATK+EFT) This hideous mist spray, stored inside a Jokette's modified lymph nodes, is a virus that causes acute Hemorrhagic Dementia Fever that reproduces incredibly fast on contact with a victim's lung tissue and then spreads throughout the body until it reaches the diaphragm and optic nerve. It causes the diaphragm to seize up, making it nearly impossible for the victim to breathe without assistance, and the effort of the victim to breath will cause internal bleeding that comes out as bloody foam from the mouth. It's also accompanied by compulsive laughter - not because the victim thinks this is all funny, but due to the diaphragm's seizure - the more the victim tries to breath, it forces the air through the lungs creating a 'wheezing' sound much like laughter. For all this, the mental side of the attack (with an added Psychic 'push' behind it) is far worse. The mind is subjected to horrific mental images dredged up from the most basic instincts (eaten whole/alive, buried alive, suffocating in the dark alone, dipped in acid, the list is too numerous to count). If the victim can somehow remain calm through all this, their chances of survive nearly triple and with CPR (Helper will not be infected as the virus is not contagious) can survive almost 30min before requiring the antidote & death occurs. If they cannot remain calm, unless the antidote is delivered within 10min, death is a foregone conclusion. This is made worse if the Jokette performs the 'Last Kiss' version, which forces a far more concentrated version of this directly down the victim's throat & into their lungs, and the virus' effects are felt near instantaneously, and death can occur in a matter in as little as a minute or less. Thankfully the attack is only effective if it reaches the lungs.
Pokégirls that do not need to breathe are partially immune and are only forced to deal with the psychological trauma - they can recover from the attack in as little as a minute, if shaken from the experience. Dark types are thankfully near completely immune to the mental attack, which is one reason why they are so effective against Jokettes - they can stay completely calm even as the physical effects hit them, and seek out help or apply the antidote to themselves without much assistance. Psychic types actually are worse off as the mental attacks can put them into a catatonic vegetable state the instant it hits them (either version) and into full body convulsions. While this is less taxing to them physically (as they're unconscious and not struggling), most Psychic types will forever afterward have a psychological fear of ANYTHING to do with Jokettes, if not being driven at least partially insane for the unlucky/weaker ones. Smilex Mist (either version) is completely ineffective against Widows. We know this simply because in the previously mentioned battle, the first thing the Jokette did was teleport INTO the Widow's lap, perform the 'Last Kiss', and teleport away before the Widow could do anything. Needless to say, it didn't end well for the Jokette.
Killing Joke – (ATK + EFT) A sadistic attack that is almost always a one-hit kill technique, the Jokette psychically scans its intended target's mind and then spouts off a one-liner joke that perfectly describes the current situation, moment, whatever. If the victim even THINKS its funny (or worse, laughs) for even a moment, the Jokette will manifest one of its ubiquitous knifes (largest possible is a 4 inch throwing knife) and throw it with perfect accuracy - straight for the victim's heart. It ignores any/all type benefits and cannot be stopped. The only way for it not to hit is for something to interpose itself between the victim & the blade, and be thicker then the blade is long, otherwise it will pass right through. The ONLY exceptions to this are Celestial Types and Dark types (mainly the Bat-trait ones). Jokettes simply cannot use it against Celestials for reasons unknown which frustrates the hell out of them, and while it -can- be used on Dark types, it ALWAYS seems to miss and can do as little as a nick, or at most a partially crippling wound (like severing the spine). This pisses off Jokettes to absolutely no end, and the more they try it against an opponent they already used it on the worse their 'aim' gets, until they can't even hit anymore, or the blade actually 'bounces' off their target without damage. And this 'protection' effect is permanent. Anyone that survives it initially will be immune. Dark types while they will get injured, eventually it becomes totally ineffective against them.
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JUGGUAR (aka JUGG-U-LAR), the Jolting Jaguarundi Pokégirl
Type: Animorphic with cases of Near-human – Jaguar
Element: Electric/Fighting
Frequency: Very Rare (Sunshine, Capital Leagues), Extremely Rare-Unknown (Other Leagues)
Diet: human-style foods, heavy on meats; has a special liking for alcoholic drinks
Role: lightning combatant, battery charger
Libido: High
Strong Vs: Bug, Dark, Electric, Steel, Ice, Normal, Water
Weak Vs: Dragon, Ground, Psychic, Plant
Attacks: Quick Attack, Tail Slap, Low Kick, Uppercut, Focus Energy, Electric Blade Mark II, Lightning Punch, Thunder Bolt, Static Barrier, Kaiser KRASH
Enhancements: Enhanced Strength (x6), Enhanced Hearing (x5), Enhanced Smell (x3), Nightvision, Semi-Prehensile Tail, Functional Claws
Evolves: None
Evolves From: Shaguar (Thunder Stone+Electric Attack)
For a solid decade, the rumor which circulated throughout the Sunshine League was that a Shaguar could become something greater in physical appearance, a true beauty unlike any other. The Jugguar, (also known as the Jugg-u-lar) was to be the pinnacle of everything that Shaguar’s wanted to be. This form was fabled to be taller, more curvaceous, filled with refined grace and beauty, and to be especially bustier than the current form of Shaguar. Most Researchers and Tamers thought this to be merely a pipe-dream though, as nothing came remotely close to getting a Shaguar to evolve into anything besides a Kool Kat; another rare feline Pokégirl species that was known of before the Shaguar was discovered.
This dream is now reality.
In 299 AS, Tamer Justin Drakes and his Shaguar Catalan were running an errand for the his uncle, the owner of the Girls of Gold Pokégirl Ranch in Cunnilingus Town, transporting some Evolution Stones across the city to some purchasers down at the town’s PokéCenter. The two were attacked by the members of the local chapter of Night Watch, the cache of Evolution Stones being broken open. As Justin and his Shaguar were trying to gather up some stones quickly so they could try and run off without having lost them all, a Night Watch member ordered his Ria to attack with Thunder, playing on the Pokégirl’s weakness. The Electric-technique hit the Shaguar as she’d pick up the Thunder Stone and that’s when it happened. The evolution stone exploded with energy, the Shaguar becoming enveloped in a glowing light as she evolved into something other than a Kool Kat. With his new Pokégirl, Justin was able to repel the members and save the shipment of stones, minus one.
Although many Pokégirl Breeders and Researchers were baffled on how this evolution occurred when many other tries with various stimuli failed, it wasn’t until similar circumstances were set up in a controlled environment that the truth behind the evolution was discovered. Shaguars are known to have a peculiar weakness to Electric attacks due to the clash of the elements of Fighting and Ice, that defect was actually the indicator to something greater. Thunder Stones on their own do nothing to a Shaguar, however, the catalyst was brought forth from an Electric attack. The energy from the technique reacted with the Evolution Stone, forcing the mystical properties of the elemental mineral into the feline Pokégirl. The trauma is just enough to force the Shaguar’s body to evolve, adapting to the power that she’s being subjected to. In short, the often-rumored Jugguar is an actual Pokégirl.
No longer is she the short and flat-chested Pokégirl she was before; the Jugguar lives up to the rumors. Shooting up in height considerably, a Jugguar stands at around 7’ in height, comparable to a Cheetit. The Pokégirl’s fur, even if only tanned before, becomes a dark brown dappled with the color of honey, with solid black ring patterns that travel along the expanse of her backside; her inner-fur becoming more of a golden tan coloration. However, what most Tamers and the Pokégirls themselves enjoy is that the moderate A shoots up to match the height increase and then some to become a startlingly bountiful E-Cup! Needless to say, Researchers still aren’t sure who grabs the Jugguar’s breasts more that first week, the Tamer of the Pokégirl herself!
While they may lose a number of the exclusive Ice/Fighting-type combo techniques the Pokégirl once has as a Shaguar, she’s not lacking in any battle capabilities. The Jugguar boasts a solid plethora of Electric-elemental attacks and techniques at her disposal, with a few useful Fighting-type techniques to supplement that. The Jugguar even has one solid technique that is exclusive to the breed, possibly an evolution/adaptation of Ice KAPOWIE known as Kaiser KRASH, a startling powerful Electric-type attack technique. However, Tamers should be warned, that this technique has a startling backlash on the Pokégirl herself, due to her sensitive hearing.
Although the Pokégirl’s more well-rounded as a Jugguar, she still has one quirk she had as a Shaguar: alcohol. Where before the Cat-type Pokégirl drank it because it gave her body a sensation of warmth as she consumed it, the Jugguar continues to drink because she can. It’s easy for drinking to become a simple pastime for them, but it more easily becomes an addiction. An alcoholic Jugguar is not something that’s fun to deal with. It may make them easier to handle, but they can hardly retain control over their electric powers, and that can lead to problems.
Also, one should be warned that the Jugguar, who could once boast domination over Dragon-type Pokégirls as a Shaguar, will now be at their mercy. It’s also safe to assume that there probably won’t be any given, especially if the two knew each other beforehand. As the old saying goes, revenge is a bicth!
When it comes to Harem Dynamics, there are quite a few odd sights to see with the new Pokégirl. Oddly enough, due to their mutual love of alcohol, Jugguars and Mini-Tops can become good drinking buddies. Nogitsune, who are known to despise Shaguar, will tolerate a Jugguar. Tolerate, not like; the two will often trade nasty remarks to one another, but it never goes further beyond that. However, it is suggested that one should put a Jugguar in the same harem as an Electrocat. When these two get together, they make a well-balanced Electric-type tag-team. It’s a sight that has to be seen to be believed when these two breeds of electric feline fight alongside one another.
When it comes to Taming a Jugguar, nothing gets the Cat-type off faster than playing with her tits. They absolutely love to tit-fuck their Tamer, and can get off from the act without any direct stimulus to their own genitalia. Even with the simple promise of playing with her tits, a Jugguar will bow to a Tamer’s whims. It’s also suggested that a Tamer should play with her breasts as he couples with her, as the combination of sex and stimulation to her breasts can leave the Jugguar multi-orgasmic. This helps take care of a Pokégirl that’s considered to have a high libido rather easily.
No case of Threshold into a Jugguar has been recorded as of yet as this is a recent evolution. There are, however, a number of Pokégirl Breeders that have interest in increasing the numbers of the Jugguar in the meantime.
Kaiser KRASH - (ATK 250): An Electric attack exclusive to the Jugguar. The Kaiser KRASH draws forth the wind and humidity around the air, collecting it overhead where it condenses within atmospheric pressure. Positive and Negative charges are forcefully combined and then unleashed in a display of electrical might that strikes down on the intended target. If the opponent is still standing after struck, they are automatically afflicted with status-ailment of Paralysis that could last from 1-15 rounds, regardless of any defenses. The Jugguar herself is left dizzy for 6 rounds.
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JURIMI, the Fighting Hedgecat Pokégirl
Type: Near Human, Animorph (hedgehog/cat hybrid)
Element: Fighting
Frequency: Very Rare
Diet: Fish, milk
Role: Combat
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Fury Swipes, Stone Palm, Tail Whip, Seismic Toss, Focus, Focus Energy, Needle Spray, Buzzsaw
Enhancements: Enhanced Strength (x5), Enhanced Agility (x2), Enhanced Endurance (x3)
Evolves: None
Evolves From: Sonica (Cat E-Medal)
The Jurimi was discovered in 287 AS by retired researcher Andrew Verres when his son's Sonica was recovering from crashing into a wall while sprinting. While the Sonica's Tamer was getting a drink for her, she was resting in the kitchen, near some of Andrew Scruidae's work. She spotted a Cat E-Medal on the counter and picked it up, curious, promptly changing form as soon as she did. She was mildly depressed at the loss of her speed, but she got over it quickly, loving her new strength.
The fur of a Jurimi changes to a more natural color (tans, blacks, whites, grays), as their body becomes catlike in appearance. Their spines multiply and grow shorter, going from their foreheads down to the tips of their tails, which are very thick and strong, the spines changing color to match that of the Jurimi's hair. The personality of a Jurimi changes from that of a Sonica, becoming more focused and dedicated, leaving behind the jocular, free-wheeling persona of their previous form. They are not without a sense of humor, though, and possess a dry, almost biting wit. They get along extraordinarily well with Goths (although you'd never get a Goth to admit it), and strangely enough, even when the Goth doesn't like them, it doesn't bother the Jurimi in the slightest. They simply keep cuddling the Goth in question until they warm up to her. They are very strict about schedules and become irritable when something does not happen at the exact time it is expect to, such as being fed, and are always working on ways to keep an organized schedule for the Harem. For some people this is considered a blessing, but for other, more laid-back Tamers, it's a pain in the butt.
The fighting style of a Jurimi is a straightforward one. They will attack quickly and ferociously, using the spines on their backs to great effect, trying to end the match as quickly as possible. Sometimes, though, they become too ferocious and attack even without a Tamer's orders. The Tamer must then call out for the Jurimi to use Focus to calm herself down.
Feral instances of Jurimis are rare due to how recently they were discovered and due to the nature of their evolutions. Ferals usually are seen relaxing in the sun, usually near a source of water, where they can easily get something to eat. No instances of someone Thresholding directly into a Jurimi have been reported yet, but again, that's attributed to the newness of the species.
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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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Killer Queen, the “CALL ME QUEEN!” Pokégirl
Type: Very Near Human
Element: Plant/Poison
Frequency: Extremely Rare (Thankfully)
Diet: Human, heavy on meat
Role: S&M Queen, Military Leader
Libido: High
Strong Vs: Weak Willed, Psychic, Water, Rock
Weak Vs: Fighting, Magic
Attacks: All Whip Attacks, Ensnaring Kiss, Enslaving Kiss, Erotic Kiss, *Regal Aura, Vine Bondage, Probing Pods, Poison Mist, *Spine Grind, Call Me Queen
Enhancements: Enhanced Toughness (x5) Regeneration, Enhanced Kiss/Gaze attacks, Summon Personal Whip
Evolves: None
Evolves From: Dominatrix (normal)
Anyone that lets a Dominatrix evolve into a Killer Queen has either balls of steel or a peanut for a brain.
In appearance they may change dramatically or not at all. Similar to a Starlady, her body changes to fit her perfect image of beauty. She may become taller or shorter, hair color and length could change, her breasts may even shrink if she thinks them too unwieldy. For this reason, magic and poison that would change her body in some way are very ineffective.
Her tastes in clothing changes as well. While she is still obsessed with leather, like all Domina types are, she thinks herself above flaunting herself in a lewd manner. She still dresses in a very sexy manner, but it is mostly in a teasing manner, like others only deserve a peak at her.
She absolutely adores jewelry, especially crowns and tiaras. It is very rare to find any Killer Queen without some sort of semi-precious stones on her. A gift of a crown has been known to bring a ‘Queen to near orgasm, soon followed by an intense taming session.
While how she looks may or may not change very much, internally there are a lot of improvements. All Domina-breeds have enhanced toughness and healing to better deal with their love of S&M. It allows them to take more punishment at increased rates so they can indulge in their twisted tastes more often. A Killer Queen is the end result the line, and it shows. Her toughness increases even more, only the more powerful fighting attacks will leave noticeable marks on her pristine skin. She no longer has enhanced healing; it has turned to actual regeneration. Minor to moderate wounds will heal in minutes while severe ones will take a couple of hours unless put through a healing cycle. It is not known if a Killer Queen can grow back limbs because scientists are scared shitless to even ask such a thing of her.
All tamers that gain a Killer Queen are required by law in many leagues to go through a psychological evaluation. Only those with the strongest wills or blood gifts that protect them mentally will be allowed to keep the Pokégirl, others will be greatly compensated for her. This may seem harsh, but after the events in Tentaculus in 113 AS, strict guidelines have been created.
In 113, a Tamer had traded for a highly experienced Dominatrix. His harem was strong but he thought they could use some further discipline. At first all was good until a couple days later she evolved into a Killer Queen. She then turned the tamer into her personal puppet through her mind-altering kiss attacks and ended up conquering half of Tentaculus until she was brought down by league officials.
If a tamer had his/her Killer Queen back when she was a Domina, they will not have a hard time bringing her inline. Past experiences with the ‘girl will have given them a very strong sense of self and be able to control the ‘Queen. Killer Queens with these tamers are very loyal and very loving towards them. They are great at bringing the rest of the harem in line, even if it means they have to bend them a little to their wills. Of course her tamer deserves the best.
Tamers that are normal and acquired a Dominatrix first will have a lot harder time. Since Dominatrix tend to be mellower than her previous form, the tamer does not build up a resistance to her personality and attacks. That does not mean they can’t learn to control their Killer Queen, but they will always have to be looking over their shoulder, just in case.
The worse case scenario is if a tamer somehow captures a feral Killer Queen or gets a Dominatrix who is just about to evolve. These people usually have no experiences with Domina-type breeds and will soon become her personal plaything.
Something needs to be emphasized greatly to all tamers that are thinking of acquiring a Killer Queen. A battle of wills with this Pokégirl is a one on one thing. If you want her to know you are the dominate one in the relationship you must do it alone. Trying to use other Pokégirls to force her to submit will only breed resentment. She might listen to you, barely, but she will hold no respect and will fight you along the whole way. Worse case scenario is that you will have to trade her away along with the rest of your harem because she has turned them against you.
Killer Queens are incredible combatants. Her enhancements make it difficult to damage her and have her stay damaged. She also proves a very nasty surprise to psychic Pokégirls. Normally being a poison type would leave her vulnerable to their attacks, but that is not the case. The mind of the Killer Queen is one of the strongest minds on the planet, not intellectually or the ability to levitate things with it, but through sheer force of will. Trying to forcibly invade the mind of a Killer Queen is a very risky and dangerous endeavor, which usually leaves the psychic Pokégirl clutching her head in agony.
There is one good example of a Killer Queens willpower that actually endeared the breed to the public for some time. In a small port town off the coast of Capitol there was an invasion by Limbec pirates. They ransacked the whole town, capturing all tamers and Pokégirls to be ransomed to the government. One tamer was fortunate enough to have a Killer Queen in his harem. The Limbecs understood the power of the Queen Pokégirl and tried to convert her to their cause. They did everything they could to bring her to their side, to their eventual downfall. The Pokégirl slowly made every pirate that visited her loyal only to her until she convinced the pirates to mutiny against their captain. After it was over, all that was left was the hostages and one highly amused Killer Queen.
Some fights with a Killer Queen are over before they even begin. All Killer Queens exude a Regal Aura which drives weak willed Pokégirls, and sometimes even humans, to bow and take a knee. In such submissive posture, they are at the complete mercy of the Queen Pokégirl. It is not uncommon to see a tamer strutting down the street, Killer Queen in hand, watching with a large grin as human and Pokégirl alike bowed before them.
Killer Queens are intimately familiar with everything that involves whips, being better with them the Herowu’s. If there is some attack out there that involves a whip of some kind, she knows it. Some Killer Queens even dabble in magic so they are able to use various elemental whip attacks.
All Killer Queens have a personal whip that represents her personality. If she is a kind, caring, Pokégirl that believes that others should obey her because she knows best, her whip will be a long, soft leather whip made mostly for binding. If the ‘Queen is a sadistic bitch that only wants to cause pain, her whip will be a long, jagged trail of metal and leather that is meant to shred flesh. She has the ability to summon her whip from anywhere, at anytime.
A Killer Queen is at her deadliest not with her whips ironically. Her gaze and kiss attacks can literally make someone her slave. It is illegal for a Killer Queen to attempt to use Enslaving Kiss on a human, or for her to be ordered to do so. If caught, the Pokégirl will be put through a level 5 cycle and the tamer stripped of all Pokégirls if they are the ones that ordered it.
As expected, taming a Killer Queen is something else. If she was acquired as a Domina then one can expect what will be coming. It is a cruel, cruel thing to loan a Killer Queen out to another tamer for the night, they will never be the same again. She loves S&M more than any other breed. She can have an orgasm simply from causing others pain, which might be the reason why they like fighting so much. A Killer Queen’s respect for her tamer will deepen exponentially if they are able to make her submit during sex. Using her own personal whip on her during taming is usually enough to leave her a twitching, gibbering mess.
Feral Killer Queens are extremely rare, to which we are all very thankful for. If a tamer happens to encounter a Killer Queen they need to be on guard for her subjects. A ‘Queen never travels alone and will have between two to ten Pokégirls that are her devoted servants. Reports have come in that some even command larger numbers but they can not as yet be substantiated. Even feral, she will lead the Pokégirls like a general, picking off the weaker opponents until they can overwhelm the stronger ones. League officials have listed feral Killer Queens a beta level threat after a single one nearly overran a small hamlet town in the country side with a large group of Pokégirls.
The feral state of a Killer Queen is not something anyone wants to see. She loses some of her intelligence but becomes even more aggressive and bloodthirsty. They will try to dominate and enslave anyone and anything within reach. She will be mighty upset when she regains her senses as well, angry that she was allowed to even approach feraldom.
In a harem, a Killer Queen has to be the alpha. Unless the Pokégirl is at least twice her level or is damn near legendary, she will not listen to her. It is usually for the best to allow her to become Alpha because she gets things done. If there is an unruly Pokégirl in the harem she will bring her inline very quickly, even if it involves the temporary loss of appendages.
It is very unwise to have a Bondage Queen in the same harem as a Killer Queen. They have an intense rivalry with the breed and will attack her on sight. Killer Queens don’t like them because, to them anyway, it seems like they are trying to copy the K’ Queen. There can only be one Queen in a harem, and damn it, it's going to be her.
The military will use Killer Queens to train and motivate their soldiers. Success and improvement is rewarded substantially, and failure is punished just as much. The leaders will have to make sure the soldiers are loyal to the league and not just the Queen herself.
It should be noted to the general populous and the anti-Pokégirls out there, a Killer Queen is not ‘always’ evil, just like every other Pokégirl out there. Yes, their tastes in sex are sick and twisted and love to control everything, but that is not always a bad thing. A Killer Queen is just as likely to dominate a tamer so they will stop criminals and help the unfortunate as they are to commit crime.
Spine Grind (ATK 15 AND/OR S.ATK 35) - Useable by anyone with a pair of stiletto-heeled shoes, the Pokégirl drives the heel into her target's body (not necessarily the spine). Unless properly trained or a Domina (or one of its evolutions), the target will only take damage. Only properly trained, the user can use it as either a sex attack, a normal attack or, in some cases, both.
Regal Aura (EFT.) An aura all Killer Queens exude. She can turn it on and off at will but prefers it on. Her aura is the first test a tamer has when acquiring one. All Pokégirls and humans that come near her need to have a strong will or be compelled to take a knee before her. The stronger the Killer Queen the stronger the aura. It is very helpful for capturing large amounts of weak ferals. Some Pokégirls that are already blindly loyal to someone, like delta bonded Pokégirls or feral Buzzbreasts, are not effected by it.
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KOOL KAT, the Sexy Snowcat Pokégirl
Type: Near Human
Element: Ice
Frequency: Very Rare
Diet: chilled fish
Role: covert operations, arctic rescue missions
Libido: Low (Average after being heated)
Strong Vs: Dragon, Flying, Ground, Plant, Ice
Weak Vs: Fighting, Fire, Rock, Steel
Attacks: Snow Storm, Mist, Ice Punch, Ice Wall, Snow Storm, Agility, Chilled Arousal, Sex Attack 1
Enhancements: Enhanced Strength (x7), Night Vision, Enhanced Hearing (x4), Enhanced Reflexes (x3), Enhanced Speed (x2), Arctic Invisibility
Evolves: None
Evolves From: Shaguar (orgasm)
While Shaguar is known as the Cool Cat Pokégirl, Kool Kats adopt this title as their name (albeit with a slight alteration). A Kool Kat is a Shaguar who was Tamed so much and so well that her body reacted, becoming colder as her Ice-type nature fought to regulate her internal temperature against the intense heat from both her Tamer’s body against hers, and her own temperature rising from the sex. A Kool Kat thus loses her Fighting-type status, since she’s now comfortable in the cold, and no longer feels the need to fight so much to keep her internal temperature up.
A Kool Kat has fur over her entire body. It usually remains the white of her previous form, although the rings all disappear, leaving her a solid white (even her hair). Very rarely, a Kool Kat will have fur that is very light blue or teal green. Either way though, her body is very hard to see against the pure white background of the arctic climes, making her an excellent stalker in those environments. Her body doesn’t change too much beyond that, with her bust neither gaining nor losing any size. A Kool Kat has the trademark Low libido of most Ice-types. She rarely if ever initiates Taming sessions, but still enjoys them. A hot bath will increase her libido to Average, but will make her tire quicker than she would otherwise. Since she cools off after her evolution to her new form, a Kool Kat has a very cold cunt, making hot baths or special protection for her Tamer a virtual necessity for every Taming.
While Kool Kats don’t feel the need to up their fighting skills anymore, they still benefit from all the combat experience they had before. The only attack they lose is their Ice Kapowie, since they don’t keep up their training enough to be able to use this powerful move. They do, however, gain the Chilled Arousal sex attack, which only somewhat mitigates the loss of their strongest physical attack. She often uses this in preparation for using Sex Attack 1 on her opponent. She usually only tends to use her sex attacks when her physical ones have failed however, preferring to use tried-and-true combat techniques.
Feral Kool Kats will become sluggish and sleepy. They don’t defend themselves very well in this state, and would be easy to capture if they weren’t so hard for Tamers to see in the first place. Threshold girls rarely evolve into Kool Kats directly, with less than a half-dozen cases ever being reported.
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KUNG-EWE, the Champion Sheep Pokégirl
Type: Anthromorphic (sheep)
Element: Fighting
Frequency: Very Rare
Diet: Vegetarian
Role: frontline fighter
Libido: High
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Chi Blast, Hurricane Kick, Evade, Giant Toss, Counter, Focus, Hyper Kick, Mega Punch, Bicycle Kick, Flying Kick, Rolling Kick, Super Jump Tackle, The Calm Soul, Super EX Combo Move, No Sell, (above level 50) Chump Change, Master Blow
Enhancements: impervious to weather conditions, Enhanced Strength (x7), Toughness
Evolves: None
Evolves From: Lambchop (battle stress)
Kung-Ewes, compared to their previous form, are incredibly powerful. They gain a much more serious demeanor, gaining a better ability to focus on their tasks. They also gain a lot of toughness and power, becoming much better fighters. They, alongside their previous forms, were frontline fighters during the Revenge War, and are among the few who can learn the potent Fighting technique, the Master Blow. This has made them very desirable to Tamers and to Lambchops, many of whom strive for this form to please their masters. This, however, has lead to bad situations where some Lambchops ended up challenging far more powerful Pokégirls in their desperation to prove themselves and evolve. In the year 90 AS, after a tragedy involving a Widow, one which was chronicled into a movie which remains popular to this day, all Leagues, even ones like Indigo, came out with rules that forbade Lambchops and their Tamers from deliberately going into stressful situations. Due to these rules and the movie, appropriately called "Desperate For Success," incidents like that have become extraordinarily rare, mainly occurring amongst wicked Tamers or Tamers who find themselves in confrontations with Team Rocket-style groups. Lambchops instead keep themselves ready at all times should a situation capable of evolving them arises, which in turn makes them even better fighters, which in turn made them more popular amongst Tamers.
Kung-Ewes grow taller by a foot and a half and more developed, gaining a curvier, more muscular figure, larger breasts, and slightly thicker wool, which grows black markings on it as well. They grow yellow-and-black horns from the side of their heads, and the skin on their faces and hands turns black. They lose a lot of their cuteness, but with their other gains, most regard it as a relatively minor loss.
So far, no cases of Thresholding directly into a Kung-Ewe have been reported.
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KUNIMITSU, the Vulpine Ninja Pokégirl
Type: Near Human, cases of Animorph (Vulpine)
Element: Normal/Dark
Frequency: Very Rare
Diet: omnivore, prefers human style food
Role: spy, sex-pot
Libido: High
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting, sex attacks
Attacks: Scratch, Bite, Pummel, Leap, Tackle, Slash, Dark Blade Mark II, Smoke Screen, Vanish, Dart Toss (shuriken), Fox Fire
Enhancements: Enhanced Stealth, Enhanced Hearing (x3) and Enhnaced Olfactory Sense (x3)
Evolves: None
Evolves From: Kunoichi (Fox E-Medal), Ninjette (Fox E-Medal)
Kunimitsu is a special animorphic variation of the Kunoichi. When a Kunoichi is given a Fox E-Medal, a transformation comes over her. She becomes similar to a Kitsune, but with greater variation. A Kunimitsu’s fur will be a creamy white, or a light blonde. They also have a tendency to wear clothing of their pre-evolved form, with tight cloth, and shawls around their muzzle. They find the tight clothing excellent for gaining high-speeds while running, AND they get a kick out of the feeling of tight clothing pressing against their bodies.
It should be noted that while a Kunimitsu does not have the levels of stamina or endurance that Kitsunes and Vixxens are known for, (which some Tamers are thankful for, as some have trouble with over-affectionate Vixxens) a Kunimitsu is far more dexterous, and can slip into tight places that Kitsune usually can’t. Some are known to even have slightly collapsible bone-structures, like a Titmouse, letting them get into places that are a tight squeeze.
There is also a special historical event behind the Kunimitsu that makes them slightly more revered than their pre-evolved form of Kunoichi. In 249 AS, a year after Mao’s Rebellion had begun, the Edo League was endangered when a shadow group of a Kunoichi had threatened to overthrow the League in the name of Mao Shin Mao. One Kunoichi, however, stood in their way. While the shadow group was raiding a rich man’s estate, the noble’s Pokégirl, a Kunoichi, tried to pull her injured master to safety, hiding him in the basement, where she accidentally came into contact with a case of her master’s E-Medal collection, specifically, a Fox E-medal. The change that overcame her seemed to have changed her perception on the situation, filling the Pokégirl with more bravado and courage. Using her skills and new techniques to actually over-take most of the rebellious Kunoichis, the one major Pokégirl anarchist group was taken down before they reached the main part of the Edo League on it’s Eastern-most island. The Edo League flourished a lot more easily than other Leagues were able to during the timeframe because of that. As such, that one Kunimitsu was highly revered, and other Kunimitsu are given more respect when in the Edo League than the pre-evolved form of Kunoichi.
Fighting wise, a Kunimitsu tries to be sneaky, and hit hard from a distance, like other Kunoichi. However, when the situation calls for it, a Kunimitsu can change her tactics to more traditional hand-to-hand combat. Her technique of “Fox Fire” (a flame technique that vulpine Pokégirls in the Edo League can learn) seems to be her favorite move in its assortment of techniques to use for close-up combat.
During Taming, a Kunimitsu is quite different from what one would expect from a vulpine Pokégirl. Shy, quiet, and demure are all good ways to describe how the Pokégirl acts. The Kunimitsu will not beg her master for Taming if he does not want it. And during Taming sessions, a Kunimitsu is more passive, allowing her master to do with her as he would please. This leaves a Kunimitsu open to take in all sorts of pleasure. Unfortunately this can be used against her, as her threshold of pleasure seems diminished. In a sex battle, a Kunimitsu almost becomes almost as poor a choice as a Titmouse, because of a need to submit to pleasure.
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KYUBI, the Fox Mistress Pokégirl
Type: Very Near Human (vulpine)
Element: Psychic/Ghost
Frequency: Uncertain
Diet: Human-style diet, rice and sweets
Role: Illusionists, Entertainers, Strategists.
Libido: High
Strong Vs: Poison, Fighting, Psychic, Normal
Weak Vs: Dark, Ghost
Attacks: Fear Aura, Illusion, Foresight, Phase, Astral Vision*, Area Illusion*, Barrier, Mana Bolt, Mystic Bolt, Teleport, Hypnotize, Telekinesis, Psychic Illusion, Possess, Wrap, Tail Slap, Backstab, Nightshade, Invis
Enhancements: Enhanced Hearing and Olfactory Senses (x9) Enhanced Sight (x3), Enhanced Concentration and Intelligence, Flight, Precognition, Magic Affinity to Illusions, Enhanced Speed and Agility (x2)
Evolves: None
Evolves From: Dark Kitsune (E-Stone Ceremony + Delta-bonded)
In ancient lore, there are legends of foxes that have nine tails and terrifying abilities, casting illusions so real as to be awe-inspiring. This legend has been adapted and made into the penultimate fox-type Pokégirl, The Kyubi, known in the old China territories of Edo and to a lesser extent Opal as the Hu Ji Ling.
Kyubis were among the most infamous Pokégirls around during the Revenge War. Servants of the general Amaterasu, they were capable of using mystic brushes similar to Amaterasu’s own Okami. They used their illusions to tremendous effect, to the point where researchers today are unsure if Kyubi from the Revenge War actually died. It was said that only the Generals and Legendaries, Amaterasu in particular, were immune to their illusions, and certainly that seems true. Kyubis in Amaterasu’s ‘Darkness Engine’ unit were known to be especially vicious to their enemies, deliberately tormenting soldiers for weeks with false images of their families, teaming up with psychic types to manifest their hopes, dreams, and nightmares, giving other Pokégirls a chance to sneak in and slaughter them. Their numbers were high back then, led only by the charismatic Amaterasu. They were brutal back then, savage and vicious.
That all changed when Atmuff decided to challenge the breed, wondering how their illusions would fair against her skill.
Like so many breeds that Atmuff decided to focus her attentions on, their numbers dwindled tremendously. It was only because of Atmuff quickly losing interest that the breed wasn’t exterminated. Kyubis faded into obscurity, Amaterasu’s ‘Darkness Engine’ unit being the only remaining active group of Kyubi for years, eventually dying out after their leader’s death. For years, it was thought that they were extinct, until a few started to show up again in the mid 100s.
Kyubis are master illusionists. They can create illusions so real, so detailed, and so interactive that only the strongest of minds can see through them. So real are their illusions that it seems as if they’ve altered reality itself. They can even use illusions on themselves or their harem sisters or tamers. Researchers have given up entirely on trying to classify them as near human or Animorph, as they have appeared as both, some individual Kyubis being both in the same day. They can appear as humanoid, their only animal features being ears and tails, or furry all over, with animalistic muzzles and features. The only real commonality is their nine tails, something every member of the breed has. They are a source of pride for them and serve as a magical focus point for many of their spells and attacks. The length of these tails can be adjusted according to the preferences of the Kyubi or be done away entirely, sealed into a tattoo, unique to each Kyubi, located at the base of the tails in the spot where tails emerge from the body. Despite sacrificing the fire type for the ghost type, the Kyubi remains a flesh and blood Pokégirl.
The first evolution from to Kyubi was discovered at the Inari Ranch in Edo when a tamer and his Dark Kitsune joined in the meditation hours at the shrine, with three evolution stones, a Mana Stone, a Dusk Stone and a Shiny Stone, as focal points for her meditation. They meditated for one hour a day for nine days, and at the end of the ninth the evolution happened. (It’s noted that Kyubi that meditate at shrines to Inari tend to be better at illusions. No logical explanation has been found for this, but as it just increases the usefulness of the breed, no one is really questioning it.)
A Kyubi uses a mixture of her psychic prowess, ghost aura and illusionary abilities in battle to confuse and overwhelm her opponents. It’s a rather simple process for them to make the illusion real through creating a psychic construct of an image on the enviroment then using a liberal application of magic. Another step a Kyubi can add is using her psychic abilities to send off a low-intensity emotional pulse of thought to those within range of her illusion. By doing this the Kyubi is capable of instantly engineering a range of emotions within her target(s) that can often leave the target incapable of fighting the feelings coursing through him/her.
Kyubis shine when they are in a harem as the illusion capabilities make them adept at creating situations for the Harem to train in. This “practice” works well because the Kyubi is constantly able to imagine new ways to challenge the harem, being great strategists and tacticians themselves. This trait makes them more likely to be found as the Alphas or Betas in a tamers harem, but can also attribute to the regal air they seem to have around themselves, which makes other Pokégirls, especially other vulpine Pokégirls to more readily submit to their whims and orders. The aura’s effect can best be noticed when a Kyubi is around a feral fox as the fox-girl will give the Kyubi her full attention. Most Kyubis are actually bothered by the position of power they get.
In battle another step is added to the illusion making process, using their precognition and ghost abilities to inspire fear in their opponent which in turn makes the opponent more susceptible to their illusions. Using the inspiration of fear and the emotional pulse, they can enhance the fear even greater making their illusions that much more powerful. Kyubi’s also use their Astral Vision ability to great effect, projecting an image of the battle will go directly into the mind of the enemy, sometimes inspiring fear and a little awe, but also partially breaking down mental defenses and rooting in their opponents mind for any fears, hopes and dreams from which they can make illusions of to inflict upon the opponent, finishing them off with a psychic move or a nine tailed Tail Slap. When they use the move Area Illusion, using all their concentration, they set up an illusion a mile in radius, in which their mind controls everything, however, they are incapable of moving and it's best if a Kyubi has a bodyguard when she uses this move.
The most frustrating part about Kyubis is their rarity. Several instances of sightings have proven to be illusions, however several sightings thought to be illusions turned out to be real. Especially in supposed Feral sightings. Scientists have almost given up completely trying to classify the rarity of the breed, as their penchant for illusions makes tracking them difficult. In the few confirmed feral sightings, there have been a few commonalities. Most Feral Kyubis tend to be overcautious, casting dozens of illusions around themselves to hide them from view. As their focus is not total due to their ferality, they usually let something slip through that allows them to be tracked by a strong enough tracker, usually their scent.
Kyubis are good-natured beings for the most part, but they have developed a somewhat negative reputation over the years in certain leagues. Historians remember clearly what Amaterasu’s unit did during the war. Worse, there are single Kyubis that have made rather infamous names for themselves. Two more prominent cases involved a Limbec Pirate Kyubi who impersonated a local priestess named Rao, discreetly infiltrating her crew into the town and poisoning its prominent officials, eventually slaughtering the town. The worst of them was the Alpha of an Edo League offical named Dong Zhuo, the Kyubi’s name being Da Ji. Her cruelty and sadism was legendary, as well as was her creativity in torture devices. Both were eventually put to death, but their actions have left a taint on the breed that has only recently been washed away. In some areas Kyubis are still heavily regulated.
Personalities vary from ‘girl to ‘girl but all Kyubis share the similar traits of loving to entertain and coming up with new thrilling ideas for illusions. Their love and appreciation of entertainment makes them coveted by the entertainment industry, granted with their overall rarity not many are in the industry and those that are have very rich tamers as they are paid from the pocket for use of these girls.
Kyubis are excellent at fulfilling roles for their Master during taming as they can create illusions to cater to many fetishes. Their tails are a very sensitive spot for them, and they use them to tease female tamers manipulating them like furry tentacles, which is reported to feel divine.
After some testing, it had been confirmed that Thresholding into a Kyubi is impossible by natural means. Kyubi offspring, when not human, always end up as Kitsunes. All recorded parthenogenesis cases have ended up as Kitsunes as well.
Researcher’s Side Note: It’s rumored that there may be some of Amaterasu’s old unit left alive, as circumstances behind their various deaths are iffy at best, with only a few confirmed kills listed. The fact that her unit was called ‘Darkness Engine’ has Researchers and historians wondering if there actually was a ‘Darkness Engine’ of sorts or if Amaterasu was just exercising a flair for the dramatic…
====================
Ceremony Description
====================
Elemental Stones Needed: Mana Stone, Shiny Stone, Dusk Stone
Area & Time Conditions: Shrine and nine hours of meditation.
The Dark Kitsune and the tamer must lay the stones around the Dark Kitsune in a triangle and said Kyubis must focus on each of them for a total of nine hours. At the end of the ninth hour the three stones will swirl around her and get absorbed in her body with a flash and the evolution will take place. All Kyubis and their tamers have asked for the exact evolution method to be classified as that would ruin the surprise, a rather playful trick isn’t it?
Astral Vision [Psychic/Ghost] (EFT): Using her mind a Pokégirl will send out a brief glimpse of what she wants to happen in the fight to all opponents within 45 yards of her. It can cause fear and paralysis in weaker Pokégirls.
Area Illusion [Psychic/Magic] (EFT): A Kyubi can create an illusion of up to a mile around her to her whim, however, she is incapable of moving or attacking or she will make the illusion fail. Granted, she can control what happens in the illusion as what happens is all her doing.
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LADY LUCK, the Double-or-Nothing Pokégirl
Type: Very Near Human
Element: Psychic/Magic
Frequency: Extremely Rare
Diet: human style food
Role: entertainers, gamblers, good luck charms, casino workers
Libido: Average to High
Strong Vs: Psychic, Poison, Fighting, Curses
Weak Vs: Bug, Dark, Ghost
Attacks: Card Trick*, Dice Bomb*, Hand of Fate*, Rolling Slots*, Foresight, Pretty Wink, Blow Kiss, Metronome, Bestow Luck, Disable, Taunt, Whistle, Mystic Stare, Curse, Roulette, Hidden Magic, Second Chance Item
Enhancements: Enhanced Agility, High Psychic and Magic abilities through gambling-based
mediums (Cards, Dice, Slots, etc), Enhanced Hand/Eye Coordination, Aura of Luck, High Empathy
Evolves: None
Evolves From: Harlequins (Dream Stone)
The evolution of a Harlequin into a Lady Luck was only recently discovered by luck, when a Tamer's Bunnygirl happened to randomly stumble on a Dream Stone while the Harem was setting up camp, most likely accidentally left behind by an absent-minded Tamer. Eager to show her Tamer, the Bunnygirl apparently ran a bit too fast, tripping over her own feet and sending the Dream Stone flying right into the Tamer's Harlequin, beaning her right on the forehead. Needless to say, after the ensuing evolution, the Bunnygirl received a spanking and the Tamer received a very affectionate and very fortunate new Pokégirls.
Lady Lucks, upon evolution, lose much of their pranking tendencies along with their dark element and need for heavy make-up, though they enjoy a good laugh and will not get in the way of a prank when they see it as long as it isn't deadly. Instead, they gain the Magic element as well as an intense love and knowledge of games of chance.
Physically, they gain a few inches in height, becoming anywhere from 5'7" to 6'1", as well as becoming half a cup larger in the bust. Hair and eye color may vary, but they do gain a greater appreciation for eye-catching clothing, dressing in form-fitting brightly colored 'dresses' that leave only the breasts and crotch covered along with elbow-length gloves and thigh-high boots and/or stockings. Oddly enough, a symbol appears just below their breasts, taking shape of either a spade, club, diamond or heart. This symbol apparently has no special significance, save that a Lady Luck will almost always do their best to bare it. Some speculate it is the source of their Luck, others a sign of pride that they didn't end up like their poor cousins that ended up evolved into Jokettes.
Like their name suggests, Lady Lucks are immensely lucky for Tamers they like.. and unlucky for Tamers they don't, which usually manifests in a lot of little things happening, like finding money, losing money, being in just the right place at the right time.. or the wrong place at the wrong time. Needless to say, woe be to those fools who would attempt to steal or mistreat a Lady Luck.
In battle, a Lady Luck will use many techniques based on Chance. Metronome, Mystic Stare, Disable and Roulette are all known to her, and unlike most she will not hesitate to use these techniques. By providing a handful of dice, the Tamer has given the Lady Luck access to her Dice Bomb attack, while a deck of cards will bring about the Card Trick attack. At higher levels, Lady Lucks can summon these mediums out of thin air, and usually with a flourish, and will have access to the fearsome Hand of Fate technique and Rolling Slots spell. While all of these techniques are a gamble, Lady Luck wouldn't have it any other way.
It's interesting to note that no matter how much someone may try to cheat at a game of chance, the Lady Luck will always find a way to beat that person, making them ideal for work at casinos. They are also proficient in card tricks and slight of hand, though they never use these skills in a game.
On a side note, Lady Lucks will do their best to destroy a Jokette if they come across one, showing an intensity quite similar to how Vampiras treat feral Vampires. They do this out of a sense of duty, a price to pay for their luck, more than any intense hatred... though many Lady Lucks indeed feel hatred for their poor, misguided cousins.
New Attacks
Card Trick - This technique is similar to Feather Shuriken, allowing the Lady Luck to throw normal playing cards like shuriken, though the cards thrown will have an elemental affinity and chance to do a status effect based on the card number and suit. It starts off at 5% for aces, and moves up the number scale by 5% each, with Jack, Queen and King counting as 11, 12 and 13 respectively.
Spades --- Electric-based Damage, chance of Paralyze
Hearts --- Ice-based Damage, chance of Freeze
Clubs --- Fire-based Damage, chance of Burn
Diamonds --- Rock-based Damage, chance of Dizzy

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

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

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

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

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

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RESULTS FOR ROLLING SLOTS
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Slot 1/Slot 2/Slot 3 -- Effect
--------------------------------

Red 7/Red 7/Red 7 -- CONGRATS! (Coins rain down from the sky, as the Lady Luck's party finds their money has increased by almost double. Holographic doubles of the Lady Luck applaud the target, as a banner appears in midair with the word CONGRATULATIONS on it! The target is led a safe distance away from the target or targets by the holograms, all targets under the hypnotic suggestion that they've won something grand, allowing for a quick escape by the Lady Luck and her party. If the target has items, they will sometimes fall out of the targets' pockets, allowing them to be picked up by the Lady Luck's party.)
BAR/BAR/BAR -- Lust Romance Dust (All targets are sprayed with an enhanced form of Lust Dust capable of affecting even males. They promptly fall in love with the nearest person and start making out with him/her, becoming readily compliant with his/her wishes. The effect lasts for one day.)
Cherry/Cherry/Cherry -- Vine Tentacles (All targets are trapped by living vines which attempt to violate them.)
Flower/Flower/Flower -- Multi-Dust (All targets are sprayed with Lust Dust, Bloom Powder, Buttsprout, and, if the targets are male, first sprayed with Gender Dust, turning them temporarily female.)
Pokéball/Pokéball/Pokéball -- Summon Esper (A random Esper is summoned and performs a powerful special attack.)
Banana/Banana/Banana -- Banishing Blast (A wave of energy wraps around all targets, lowering their stats by half.)
Cherry/Cherry/anything -- Cherry Bomb (A barrage of cherry-shaped firecrackers spit out of the machine, each one doing slight damage. But it does quickly add up...)
Flower/Flower/anything -- Curagun (5th level Cure spell used on all members of Lady Luck's party)
Pokéball/Pokéball/anything -- Switch sides! (One of the targets becomes trapped in a Pokéball and temporarily brainwashed to fight on the side of the Lady Luck.
Banana/Banana/anything -- Curaja (4th level Cure spell used on all members of target party)
Cherry/anything/anything -- Snacktime! (The favorite food of all targets, the Lady Luck, and her party will appear in their hands.)
No viable combination -- Trouble... (The stats of all targets will be doubled, with power increases happening accordingly.)
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LAYER ANGEL, the Battle Area Pokégirl
Type: Very Near Human/Metamorphic
Element: Fighting/Magic
Frequency: Extremely Rare
Diet: Human-style
Role: Combat, Competition Fights
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel, Varies
Weak Vs: Psychic
Attacks: Angel Fight, Quick Attack, Mana Bolt (high level), Flight (high Level), varies
Enhancements: Psychic Link, Shrink, Enhanced Strength (Varies min x3), Enhanced Speed(Varies min x3), Enhanced Endurance(Varies min x3)
Evolves: None
Evolves From: FairyCute (E-Stone Ceremony, strong bond with tamer or compatible enough to create one)
The Layer Angel is a powerful evolutionary form derived from the FairyCute.
No less than five evolution stones are required for this Pokégirl, making her a very expensive evolution. However, many leagues have begun financing such Pokégirls for their power.
A Layer Angel fights in a unique way. Ordinarily they appear just like a pretty human girl but they can shrink like a FairyCute. A further transformation comes over them when they do this, appearing completely different and more like a Pokégirl. (Enhanced bust, appearance, etc…)
Their clothes are replaced with a battle outfit that fits them perfectly and can be modified by them if their Tamer wishes but this is a slow and difficult process. Damage done to this outfit does not carry over with their full sized clothing. They are also much more powerful physically than a FairyCute, pound per pound, in this state but this is not their strongest ability.
What a Layer Angel can do is create a fighting arena of their own creation in a sort of sub-space pocket and draw their opponent into this space.
In this space they are of a normal height and can fight with other Pokégirls at a more equal standing but in an environment that puts their opponent at a disadvantage. The fact that the sub-space field can allow spectators to watch has made this Pokégirl very valuable for they can allow two other Pokégirls to fight inside their sub-space field while they sustain it. The more experienced a Layer Angel is the more complex the environment can be.
Initial polls at the first trails of this newly discovered Pokégirl at the championship matches has shown this type of Pokébattle to be wildly popular.
Given the complexity and requirements of the evolution a tamer who can create a Layer Angel is virtually guaranteed employment in the Championship committees.
While a Fighting/Magic-type the Layer Angel can create a strong psychic bond with their Tamer that can be used to remotely control the Pokégirl, giving the Tamer unprecedented control over the fight. This is the only psi ability they have. Physical abilities vary from Layer Angel to Layer Angel, making some stronger or faster or agile or able to take more damage than others. A Layer Angel also gains an elemental resistance of a random type that most fits their physical type and they will take advantage of this fact by creating an environment that they can thrive in and preferably hinder their opponent. The Pokégirl type is very tough thanks to the Heavy Metal component of the Ceremony.
Unfortunately, they lose the ability to fly until they become much more experienced and then are able to create wings that enable them to fly. At this point they also gain the ability to release a chi blast.
====================
Ceremony Description
====================
Elemental Stones Needed: Psi Crystal, Mana Crystal, Dream Stone, Heavy Metal, Angel Stone
Area & Time Conditions: None specific are needed.
Ceremony Itself: A full sized FairyCute and her Tamer, while sitting down on the ground or at a table, must face each other. The listed five evolution stones are arranged in a line between them to the Tamer’s right.
The Tamer then takes the Psi Crystal, placing it between them, and still touching the Crystal asks the FairyCute if she wishes the Tamer’s control over them to be even stronger. When the Pokégirl agrees of her own free will she must touch the Psi Crystal as well. The Crystal will begin to glow, signaling that Tamer and FairyCute are compatible and that the ceremony may continue.
Then the Tamer asks the Pokégirl if she would become stronger to please them. The Pokégirl agrees that this is her dream and the Tamer takes the Dream Stone in his left hand. The Tamer declares that they will accept their dream and places the Stone in front of them on their left side.
The next question is the PokéGirl’s to ask to the Tamer as to what their master wanted them to become. The Tamer replies that they would want them to be strong as steel to fight for them and so that they would not be harmed themselves. The Pokégirl picks up Heavy Metal with her right hand and places it to her right before her. Once this is done the Tamer will add that they would also want them to be as beautiful as the angels as well. The FairyCute will select the Angel Stone with her left hand and place it before her on her left.
Next, the Pokégirl asks her Tamer if they could make this wish come true for her. The Tamer responses that if they had the magic then they would do so. With their right hand they take the Mana Stone and place it to their right hand side.
Finally, once all the stones are glowing, the Tamer must ask the FairyCute:
“Will you be my Angel?”
When the Pokégirl gives an affirmative answer the stones will evolve her into a Layer Angel.
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LEMURE, the Dream Demon Pokégirl
Type: Near Human
Element: Magic/Psychic (Infernal)
Frequency: Very Rare
Diet: Nightmares, anxiety
Role: Strategic support, psychological warfare
Libido: Average
Strong Vs: Normal, Fighting, Poison, Psychic
Weak Vs: Celestial, Ghost, Dark.
Attacks: Absorb, Energy Blade, Hypnotize, Sleepy Eyes, Backstab, Dream Eater, Teleport, Psychic, Psychic Illusion, Foresight, Fade
Enhancements: Enhanced Strength (x2), Enhanced Agility (x8), Enhanced Speed (x5), Enhanced Endurance (x2), Aura of Exhaustion*, Sleeplessness
Evolves: None
Evolves From: Daimon (Dream Stone)
Making up perhaps the smallest component of the Legions of Terror, Lemures might have been an extremely effective weapon during the war had one of their greatest assets not also proved itself to be a liability. Simply put, Lemures are support Pokégirls whose specialty is inducing anxiety and exhaustion in the opponents, then feasting upon the psychic energy generated even as they enhance the effect by manipulating the foe's dreams.
Physically, Lemures were modeled, in the interest of furthering their psychological warfare roles, after their more powerful and vindictive cousins, the Demonesses. Thus, they fall into the category of being almost human, but with a few “off” characteristics (such as red eyes, small horns, claws, or the like) to indicate that they aren't. As such, hair color, skin tone, and eye color vary, usually being directly related to their previous forms' appearances. Height and breast size do sometimes increase slightly also, but rarely more than a few inches and almost never more than a cup size.
The general affect of a Lemure is reminiscent of the person who tells scary stories around a camp fire with a straight face--that is to say that they generally have an unnervingly confident manner with just a hint of ridicule. Becoming, compared to a Daimon, somewhat less overtly aggressive and less tactical, they change their focus to a more subdued enjoyment of making others uneasy. Rather than using a surprise or shock to scare an enemy, a Lemure would sooner plant an insidious suggestion idea in the mind of another, then watch with quiet amusement as they succumb to their own inner demons. Although this makes them appear better-behaved on the surface, this illusion doesn’t last long as those around them begin to grow more and more unsettled over the course of seemingly normal conversation. And they may also notice that exhaustion begins to feel more pronounced as the Lemure’s aura of exhaustion takes effect.
This is all ideal prelude, in many Lemures’ opinions, to the point where their targets doze off (or are forced to sleep by her magic) and she has unrestricted access to their dreams. At that point, even if their anxiety-causing tactics had little effect, it is possible for the Lemure to penetrate into said dreams and mold them as she sees fit, which generally means nightmares. After all, the reason for the breed's enjoyment of anxiety and dark dreams is primarily that such are their ‘food,’ and required for sustenance. However, this does not at all mean that their dream-manipulating abilities are limited to nightmare induction....
Au contraire, in fact, if a tamer should gain his Lemure’s respect (usually through failing to succumb to her tricks and thus not falling under her power), she will become quite useful to have around. Rather than attempting to make him uneasy, she will often become almost reassuring, mocking those who try tactics similar to her own even as she invokes her own against the offenders. Some even feel inspired to master their auras of exhaustion, making it more of an "at will" effect than a constant one. But, perhaps the most striking of the changes in a Lemure of this variety is that a new facet of her powers is opened. She will often utilize her dream manipulation powers to not only ward off nightmares, but provide pleasurable dreams, and some tamers with Lemures have found their fantasies coming true in dreams. Which is generally a fun experience for the Lemure too if she chooses to insert herself into the dream (usually in a guise that makes her a part of the fantasy).
In battle, however, Lemures revert to use of their psychological tactics with a vengeance. Aside from looking and acting somewhat like the much more feared Demonesses, they will often speak and act with a quiet confidence rather than arrogance, suggesting much more faith in themselves than they might actually have. However, when it comes down to actually fighting, most Lemures prefer not to fight. Utilizing abilities such as fade, teleport, and foresight, they will allow their enemies to tire out with the help of Aura of Exhaustion, then drain the unfortunates energy with dream eater and absorb, a very effective combo in most cases. They also have a moderate affinity for sex battles, using Aura of Exhaustion to make opponents tire more quickly, but few truly excel in that area.
Similarly, Lemures are generally not noted to be the best lovers during taming, especially those who’ve failed to master their auras of exhaustion. The latter type have been noted often to prefer quick, intense tamings that tire their masters out so as to allow for them to move to the realm of dreams, wherein they can be as skilled as they (or their tamers) wish and physical limitations are not a problem. However, it should be noted that this sort of pseudo-taming isn't enough to keep them out of feral, and a Lemure must be physically tamed as often as any other average libido'd breed.
Feral Lemures are generally very sedimentary creatures, lazing around in the wilds and generally causing those that would attack them to succumb to sleep and give the Lemure the access to dreams that she needs to survive. And, since they themselves are sleepless as well as psychic types, it requires very careful planning and generally a good dark-type 'girl to capture one. Thresholding into a Lemure is extremely rare, but has been documented on a few ocasions.

• Aura of Exhaustion – (ATK+EFT) The name given to an ambient effect that surrounds most Lemures. In effect, the Aura of Exhaustion is a strong catalyst for exhaustion and tiredness, acting to amplify the effects of these afflictions in those around the Lemure. However, it is a double-edged sword, as very few Lemures take the time and effort required to develop a conscious control of it, and its area of effect is not limited to the enemies of its owner, though she herself is immune. It was for this reason that they were not as popular in the Legions of Terror as their abilities might have otherwise merited.
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LEOPARDESS, the Sexy Spotted Pokégirl
Type: Near Human, felinoid (Leopard)
Element: Fighting/Normal (feline)
Frequency: Very Rare
Diet: human standard, though heavy on fish
Role: living embodiment of love
Strong Vs: Fighting, Plant, Dark, Ice
Weak Vs: Magic, Psychic, Flying
Libido: very High (with their Tamer)
Attacks: Slash, Bite, Tail Slap, Earlobe Nibble, Tongue-in-ear, Ear Blow, Cuddle, Sex Attacks 1, 2, 3, Sexy Hug, Go Down, Purr Vibrations
Enhancements: Semi-Prehensile Tail, Enhanced Hearing (x3), Enhanced Olfactory Sense (x3) Enhanced Vision (x3), Clawed Fingers and Toes
Evolves: Snow Leopardess (E-Stone Ceremony, strong bond with Tamer)
Evolves From: Cheetit (loss of speed and unconditional love from a Tamer)
It is always a tragedy when a Cheetit loses her speed. Usually through an injury that’s too great to be fully healed, a Cheetit will never attain her speeds again. It is these times that Cheetits begin thinking of themselves as dead… For the Cheetits live by the singular belief that, “Speed is life”, and to them, they feel that if they have to go without their speed, then their life isn’t worth living…
However, this does not have to be the end of the Cheetit’s existence. If the Cheetit’s Tamer takes the time to help his Cheetit; to show her the care and love she needs at this critical time and manages to make his Cheetit understand that she is still special to him, then she will evolve once more, into Leopardess.
A Leopardess looks similar to a Cheetit. Their coats become a full golden furred coat with dark spots, instead of being golden furred with a white underside. Their eye stripes change so that only the bottom half of their eye stripes remain.
A Leopardess is also more sex oriented than other cat-types, due to the fact that a Leopardess feels she owes her life to her Tamer now, and that her Tamer is the only person for her. This is quite evident that Leopardesses has a very high libido and constantly showers her Tamer with affection, as saying ‘thank you’ to their Tamer for giving them reason to live.
Also, it is impossible for Tamer to trade their Leopardess. When a Tamer would try to trade, the Leopardess would prefer to kill themselves then be taken away from the Tamer that gave them reason to live again. This is why the majority of Leagues have laws against trading Leopardesses.
Basically, if you have a Leopardess, you have a Pokégirl for life.
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LEVIATHANESS, the Deep Devil Pokégirl Type: Humanoid/Animorph (Sea Serpent)
Element: Water/Ice
Frequency: Not Rare Enough (Extremely Rare)
Diet: Anything and everything (Omnivorous)
Role: Death and destruction on the high seas
Libido: Unknown (Low presumed, but no one wants to test it)
Strong Vs: Water, Dragon, Flying, Ground,
Weak Vs: Electric, Fighting, Steel
Attacks: Glacier, Hydro Pump, Heat Drain, Tidal Wave, Cold Snap, Ice Beam, Whirlpool, Ice Boulder, Water God, Icicles, Mirror Image, Spike Cannon, GigaStorm*
Enhancements: Gigantic, Enhanced Durability (x20), Enhanced Endurance (x20), Enhanced Strength (x40 near ocean floor, lowers to x20 near surface), Enhanced Speed (in water only) (x10), Immunity to cold temperatures, Extremely high water maneuverability, Longevity(presumably)
Evolves: None (We hope)
Evolves From: None
Bounty (for confirmed kill): 900,000,000 SLC
Bounty (for reporting sighting & getting out alive): 40,000,000 SLC
Recommendation if you see one: Stay calm. Stay quiet. Turn off anything that might make noise. And for gods sake do NOT try to fight her, especially if she's awake. If she's asleep, just walk, or swim, away quietly and do NOT wake her up. If she's awake at all, and especially awake and angry...do as you would with a Widow...RUN THE FUCK AWAY DUMBASS!!!!!!! Or swim as the case may be.
As if Widows weren’t enough to deal with.
Leviathanesses are demonically powerful Pokégirls that have only recently been discovered in the last fifty years. Now that they have been, officials finally have an explanation for several sea-based disappearances. One that nobody is happy with.
At almost 300 feet long and over 25 tons, the Leviathaness is literally the LARGEST non-Legendary Pokégirl ever seen, second only to Typhonna herself. Their upper torso is the form of a rather attractive woman with a bust equivalent to a large C-cup, but while they have a face that could be described as cute and long flowing hair, don't go hoping for a smile. They have teeth as long as a grown man's arm and sharper than many swords. Their long, bluish-gray scale-covered arms have a fin-like web of flesh, giving them a form of 'sea-wing', allowing these already aqua dynamic Pokégirl even greater maneuverability. On their back is a crest of long, sharp, and strong spikes that can and will rip a ship's hull right out from under them. Their upper torso, however, only takes up about 50 feet of their body. The remaining 250 feet, however, is one long and powerful tail capable of wrapping around a Pre-Sukebe dreadnought and crushing it, like a Naga with a Titmouse.
That, however, is only when they're truly calm. If angered, from either being awoken or being wrongly attacked, they go through a terrifying metamorphosis. Their heads become elongated and reptilian in form, their necks extending out to the length of their arms, and their bodies get covered in hard scales and sharp spikes. The once beautiful face and lovely form is quickly replaced by a vicious and horrifying monstrosity of pure rage. what makes it worse is that when they're in this form, they can use Spike Cannon to launch their massive spines at their target, and unleash a vicious new attack that only they can use. GigaStorm.
The first ever Leviathaness known was one that had actually downed a fleet of Dreadnoughts during the Revenge War, obliterating them with the use of Icicles, Hydro Pump, and Ice Beam combined with Glaciers to slow their movements. This showed a tactical nature not seen since the Revenge War as it's presumed that back then this 'First Leviathaness' was Tamed, but the ones we've dealt with now are all Feral.
The first Leviathaness ever seen since the Revenge War was discovered off the coast of what would eventually become Scyllia in the Scarlet League in the year of 78 AS, when some ships attempting to dock near the construction camp had to use sonar to track the icebergs. But the sonar did far more than just tell them where the safest path was. It also woke up one of these massive beasts, still slumbering from the end of the Revenge War. The ships, a flotilla of cargo ships from the Ruby League to drop off supplies at the construction camp, were completelly and utterly annihilated, the crews aboard them eaten alive by the vicious creature. Luckily for the residents of Alexandria, the Leviathaness wnet back to sleep after obliterating the ships, shes since been detected and destroyed.
Since then the breed had been unknown, as least until one appeared near the Tropic League. Mysterious glaciers appeared in the area around the year 253 AS, when use of submersibles and sonar began to come back into use. Submersible vehicles, designed to withstand deep water pressure, traveled to the bottom of the glaciers, traveling further, to nearly the ocean floor. They accidentally woke up the sleeping Leviathaness with their sonar, who promptly ripped open the submersibles and ate the Pokégirls and Tamers inside. It then attacked the nearby cruisers, destroying them with a powerful new technique as of yet unused by any other Pokégirl, one now known to s all as Giga Storm. After the attack, the creature fed on the corpses of the sailors, made an annoyed-sounding noise, and then left, swimming back down to deep waters.
A second Leviathaness was discovered near the Edo League. This Leviathaness was furious enough at being disturbed from her slumber to come inward, attacking land. Fortunately, a pair of Tamers, both with high-level Samurai, managed to slay the Leviathaness, both Pokégirls using their Zanmato techniques to cut the creature in half. Research on the body by PLC scientists garnered a lot of data on Leviathaness biology, which in turn led to the Omega-Level danger rating, much like that of the Widow.
Satellite surveillance by a Video Girl Upgrade in Titan Taming Incorporated employ revealed that there were at least fifteen Leviathanesses in the world, with a possibility of more that she couldn’t pick up on satellite scan. In all locations she discovered, there was an unusually high presence of glaciers. Subsequent warnings were issued to all seafaring vessels about maintaining absolute silence in heavily glacial areas. Confrontations with Leviathanesses are to be treated as encounters with Widows in terms of danger. They have a tendency to stay in hibernation most of the time in the deepest possible waters, but they have auditory capacity that is very sensitive to sonar. As such, the use of sonar in glacial areas is greatly discouraged.
There have most likely been several undocumented encounters with Leviathanesses. Only one has been fully documented since the last one. A Widow had wandered into a glacier-infested coastal area in search of Tamers to mate with. A Leviathaness, disturbed by the sonar coming from the nearby Zubutt infested caverns, was attacking the city. The Widow, seeing only meat to fill her belly, unknowingly saved the city when she attacked the Leviathaness and stung it with Hyper Venom. As the Leviathaness died in tremendous agony, the Widow ignored the others in the area, save for a quintet of unfortunate Tamers that had caught her eye. The city was promptly evacuated, kept under monitoring until after the Widow had given birth to her eggs and died. The half-eaten remains of the Leviathaness and the Widow’s eggs were destroyed, allowing the city’s populace to move back in.
While Leviathanesses are untameable due to their sheer size and aggression, Researchers were quite surprised to learn of a small number of Leviathaness kits out in the world. Their sheer size is astounding, the smallest recorded being 75 feet long and well over 9 tons! The first one ever was found in the Noir league at around 289 AS while dissecting the corpse of a fully grown Leviathaness. As only one was found, and not an egg of sorts, it's believed that they give a single live birth approximately every 100 years. This first Leviathaness kit is being kept in a salt water lake near the site of her mother's death as a live research specimen. One of the major things they'd found out is that, while nowhere nearly as smart as a Tamed Bimbo, the Leviathaness Pokékit shows enough cognitive ability to learn, especially after she'd learned how to slip out of her chain keeping her near the center of the lake. One other thing they'd learned is that, while she's grown accustomed to people and Pokégirls she's been around in her 11 years of life, the captive 'kit tends to react to anyone she's not familiar with using extreme hostility that's grown more potent as she grows older and larger. Her termination is scheduled to occur after a certain point, when she starts to become too big for the holding area. As she grows larger and larger, she has become more and more hostile even to those she had become adjusted to, enforcing the need for her eventual termination.
GigaStorm - (ATK 300) A deadly water attack exclusive to Leviathanesses. The Leviathaness raises her arm and roars, forming a massive cyclone of water around herself extending 100 feet into the air and down to the ocean bottom. Does massive damage to anything in the vacuum radius of the attack.
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LICKARIO, the Orgasmic Oracle Pokégirl
Type: Anthropomorphic - Jackal
Element: Fighting/Steel
Frequency: Extremely Rare (Sunshine League), Unknown (All other Leagues)
Diet: Human-style foods, with preference for raw meat
Role: Anubust’s avatar, oracle
Libido: Average (Very High during the Full Moon)
Strong Vs: Bug, Dark, Dragon, Ice, Plant, Normal, Rock, Steel
Weak Vs: Electric, Fire, Flying, Psychic
Attacks: Backhand, Drill Kick, Gatling Punch, Evade, Focus, Iron Punch, Iron Defense, Meteor Mash, Future Sight
Enhancements: Foresight, natural fighting skill, enhanced strength (x8), inner focus
Evolves: None
Evolves From: Coyotits (Anubust’s Blessing)
NOTE: UNTIL FURTHER NOTICE ALL INFORMATION BELOW IS TO BE CLASSFIED TOP-SECRET. NO ONE IS TO READ THIS FILE WITHOUT PROPER AUTHORIZATION.
With the revelation of Anubust, slowly more information comes forth related to the Legendary Horus Hound Pokégirl. It would now seem that the rather rare breed of Pokégirl, the Coyotits of the Shunshine League is linked to Anubust. It appears that Sexmet isn’t the only one whose ‘blessing’ and ‘curse’ can have the effect of incredible evolution.
Aaron Cameron, a professor in chi studies at Sunshine League’s Diversity U, was teaching his class the ways of aura manipulation when Anubust came onto the scene, literally possessing his assistant, his Alpha Pokégirl, Maria. The Coyotits turned into a physical representation of Anubust, with the Legendary forewarning Aaron that his Pokégirl and teachings were vitally important, and that he should take good care of her and continue to train her, not just his students.
When Anubust left the Coyotits, the Brawling Bitch Pokégirl began to glow with a bright light as she evolved. When it was over, her magical essence, seemingly taken from her by Anubust, was replaced with the armored nature and raw power of steel. She was now what would become known as a Lickario. Since then, more and more Lickario has popped up, as it seems that Anubust has an affection for this species of Pokégirl. While still rarer than the Coyotits breeds, this canine species is becoming more of a sight in the Sunshine League. As one can surmise, keeping information about Anubust secret has become difficult in the Sunshine League as the rumor mill has already churned.
When it comes to look, the Lickario is considered awe-inspiring like her source. While before, one could say the Coyotits were borderline anthropomorphic, the Lickario definitely is. Once released of Anubust, a Lickario retains many of the Legendary’s features, however, her pelt is far more varied, and she has a number of additions. A creamy colored torso with CC-Cup breasts and a steel spike between her cleavage, thighs and upper arms a beautiful blue, and her legs from the knees down and forearms being complete black, with a steel spike on the back of her hands, (which enhance the attack Backhand). Her head, while mostly blue furred, has black fur throughout her face that gives her a mask-like look. Also, it seems to be a preference for Lickario to fix their hair into dreadlocks as soon as possible, a nod to Anubust whom had blessed them.
When it comes to battle, a Lickario loves what has been done to her. While their magical potential is gone, the species come to embrace how they’re something akin to an Armsmistress now. They can damage a lot more elemental Pokégirls due to their Steel sub-type, and because it is a sub-type, they are still on equal footing with other Fighting-type Pokégirls, just now harder to hurt and hitting back much harder. Iron Punch becomes their absolute favorite attack.
Amazingly however, a trademark of the Coyotits, resorting to dirty fighting, is no longer an aspect to their tactic skills... at least on the outside.
Thanks to the Future Sight technique, the Lickario has a form of precognition; allowing her to easily feel when and where an attack is going to come from, especially when she uses Evade and Focus in tandem with it. A Lickario will use this trio of techniques to keep ahead of her opponent as much as possible.
Still, with all these incredible aspects, one has to wonder if there are any downsides. Sadly, there are. While her physical defense is now astounding, the Lickario is surprisingly lacking with special defense. A solid hit from an attack like Flamethrower or Thunder could easily K.O. a Lickario in one hit.
Also, Taming is a bit limited in positions and practices when it comes to the fact that the Lickario has a steel spike coming out from the center of her sternum!
As one can guess, Doggy-style is going to be the safest way to Tame a Lickario from now on thanks to the trio of spikes coming out of her body. Thankfully, while they don’t mind that, they do want
some attention on their breasts now and again. It’s advised for a Tamer of a Lickario to be careful.
At this point in time, it is completely unheard of for a woman to Threshold into a Lickario. There are only the few Domestic and numerous Feral Coyotits that have been blessed by the Legendary Anubust, and none have been bred as of yet. Interestingly, the Domestic Lickario blush when such a concept is brought up to them.
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LOVE DOVE, the Loving Bird Pokégirl
Type: Near Human
Element: Flying/Fighting
Frequency: Very Rare
Diet: vegetarian
Role: aerial combat, singing sweet melodies, cooking
Libido: High
Strong Vs: Bug, Dark, Fighting, Ground, Normal, Plant, Steel
Weak Vs: Electric, Flying, Psychic
Attacks: Sing, Typhoon, Flying Kick, Crushing Punch
Enhancements: Enhanced Strength (x3), Enhanced Speed (x5), Enhanced Sight (x5)
Evolves: None
Evolves From: Tomboy (Bird E-Medal )
When a Tomboy is given a bird E-medal she evolves into the beautiful and playful Love Dove. Love Doves tend to stand around 6 feet tall with long flowing hair the same color it was when they were a Tomboy. Their breasts increase to about a large C cup. They now enjoy prolonged Taming sessions with their Tamers and tend to wear as little as they can to show off their bodies. They are quite strong when they do battle in the air against land-bound Pokégirls as they tend to use close range combat such as punches and kicks. This works against them when fighting other Flying types however, making them a bad choice for an aerial battle. Love Doves are also amazing cooks and they can take the simplest foods into amazing meals.
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LUCARDA, the No-Life Queen Pokégirl
Type: Very Near Human
Element: Ghost/Magic (Infernal)
Frequency: Extremely Rare (Thank the thousand gods!)
Diet: Blood, Souls
Role: Hunters
Libido: High (Very High during a full moon)
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock, Celestial
Weak Vs: Dark, Fire, Celestial
Attacks: Blood Blade, Dark Thunder, Ghost Blade, Mega Drain, Night Shade, Vampire Bite, Invis 1-3, Illusion, Phase, Aura of Doom, Hypnotize, Shadow Walk, Devour, Summon Familiar
Can only be learned after Lvl 40: Grisly Wing, Evil Touch, Blood Veil, Summon Undead
Enhancements: Enhanced Speed (x4), Enhanced Strength (x8), Enhanced Endurance (x5), Darkness Affinity, Psychic Affinity, Constant Dark Goggles effect, Regeneration, Self-Mutation, Solar Resistance, Can use certain T2 techniques naturally
Evolves: None
Evolves From: Vampire (Zalera’s Blessing)
Bounty (for reporting sighting & getting out alive): 100,000 SLC (applies to Ferals only)
Bounty (for successful capture & taming): 180,000 SLC (applies to Ferals only)
Recommendation if you see one: You know the Widow drill. Run. Just run. Don’t try and be a hero! If there is no hope of escape, try and get on the Lucarda’s good side. If you’re lucky you might get her as a member of your harem or she’ll decide you’re not worth the effort. If she’s Feral and you don’t have a high-level Celestial on hand, stick your head between your legs and kiss your ass goodbye!
The fourth and most hated Esper to come to our realm of existence, Zalera, is a creature who only respects Death in all forms and is understandably feared, even by those whom choose to summon her. Surprisingly the respect the darkest of the Espers has for death is transferred over to one Pokégirl, the Vampire. From her study of old texts, Zalera understood that Vampires of old legend were considered to be undead beings that continued their own existence through taking the life-blood of others. Needless to say, the Esper of Death was intrigued enough that the next time she was summoned by a Tamer that owned a Vampire Pokégirl, she struck a deal different from her usual cost of a portion of or an entire soul. She commanded to the Summoner that if he wanted her to fight on his behalf, that he allow her to bless his Vampire.
The deal was struck. Once Zalera finished with her opponent, she made sure that she received her end of the bargain. The Vampire was changed into a new breed of Pokégirl from the dark power bestowed upon her, and was dubbed by the Esper as Lucarda, the No-Life Queen Pokégirl. Since that first Blessing, there have been a few more that have come into creation, and none are pleasant.
A Lucarda’s appearance remains similar to that of a Vampire with pale skin and pointed canine teeth, but they are definitely more intimidating than their previous form. They shoot up a solid foot in height, normally putting them over at 6’. If not already, their bust increases to small D-Cup. Their hair grows out to considerable length, and becomes a pure jet black, (although a few cases report short blonde). Most intimidating however, is their eyes; now changed to a blood red but can shine with a bright crimson light with powerful emotions, such as anger, lust, or ravenous hunger for blood.
The scariest, most intimidating aspect however, is the change in their biology. By becoming a Lucarda, the Pokégirl loses the enhanced durability she had as a Vampire, her defense comparable to a regular human’s. However, this is offset by the Lucarda how having true Regeneration rather than enhanced healing, allowing them to come back quickly from blows that would be fatal to most. This Regeneration also makes it so Lucarda are free from the pains of sunlight. One even went on record as saying, “For us, sunlight isn’t some great enemy. We just despise it!” As one can guess, during night, especially with full moon when their powers are at their strongest, a Lucarda is a most dangerous creature.
In other, more terrifying uses, a Lucarda can use Infernal energy to twist the aspects of her Regeneration into a truly terrifying attack, often reserved for those she may feel is unfit for her to deal with personally. With a mix of her body and blood, her Infernal power, and perhaps the souls she has stolen, a No-Life Queen can summon creatures known as ‘familiars’. They can appear in a variety of forms that either sprout from the Lucarda’s mutated body or they could even swarm about her freely as an army that could number from dozens to hundreds; the free forms are especially prevalent when she is in a completely darkened area or during night. Luckily, it has been determined that this ability leaves a Lucarda relatively vulnerable, as it releases the blood and lives of others that she uses to sustain herself.
Through study of this ability and the summoned Esper, it has been determined that the Summon Familiar technique is possibly a gift from the Death Esper. The end result of what makes up a ‘familiar’ is an ectoplasmic energy that has been condensed into glowing black liquid which has been further refined into a desired semi-sentient shape by the No-Life Queen. Without a doubt, this is the same energy that makes up Zalera’s exclusive attack, Condemnation. With this connection, it is thought possible for Zalera to teach her faithful Lucardas the technique of Condemnation, but NO ONE wants to know if this is true or not!
However, this use of powers does not come without another price. Reliance on Regeneration and Self-Mutation can often leave a Lucarda with inhuman features. One No-Life Queen that had her left arm severed now produces a solid shadowy substance which she can manipulate into various shapes: a wing for flying, blunt or bladed weapons for combat, even shadows which can slither along the ground and trip up or simply render an opponent immobile. Of course, she can revert it into an arm-like shape, but it remains a complete form of darkness, showing the more true extent of the inhuman being the Pokégirl has become.
Lucarda are truly the most devious of Infernal Pokégirls, retaining a majority of her fearsome abilities she had as a Vampire and then some. As they are close to immortal and nearly invincible, they are a considerably egotistical breed. A Lucarda will freely taunt and belittle her opponents, often allowing them to inflict seemingly fatal wounds before healing herself and obliterating her target. One of the preferred tactics is to allow herself to be literally torn to pieces by her opponent’s attacks before simply flowing back together. It could accurately be said that rather than defeating her opponents, a Lucarda breaks them, cruelly showing other Pokégirls how ineffective they are against her magnificence before finally finishing the battle, either through knocking her opponents out, or assimilating all they have to offer; blood and soul.
Those whom she takes the life of completely, she can use later through a technique bestowed upon her by Zalera, Summon Undead. Still, one should realize that the desire for Souls is not a dietary need, and is a compulsion that is instilled in them by the Esper of Death’s Blessing. Blood will suffice, but it has shown that those Lucarda that don’t get to partake in even a portion of a soul often become more aggressive, as the demand to supply power to this technique is firmly part of their being; such is the influence of Zalera within them.
Despite the terrifying presence this Pokégirl projects, it should be pointed out that they aren’t as entirely as immortal as they may seem. Dark and Fire attacks can afflict damage, Dark techniques managing to retain enough force to push them back and Fire burning them as fast as they regenerate, giving them a wound which can last longer than the initial hit. While they are able to hurt Celestial Pokégirls, Lucarda do take damage in return. Oddly enough, they tend to be highly amused by or infatuated with Celestial Pokégirls, and look forward to fighting them. There is one breed of Celestial Pokégirl in particular that the Lucarda simply love battling more than any other: the Warrior Nun. With a similar regenerative power, when these two opposing powers go toe-to-toe, it makes for a Pokébattle unlike any other!
When it comes to the breed’s weaknesses, it has also been proven on one occasion that not even a No-Life Queen can defeat a Widow alone. One encounter recorded between the two breeds ended up with the Lucarda expiring, succumbing to the numerous wounds she received during the battle the arachnid Pokégirl. However, it is still a remarkable feat in that the Widow sustained heavy injuries as well and was forced withdraw from the area to lick her wounds. One has to wonder if Cocooner knew what she was doing when she created that Celestial.
The majority of Lucarda are already owned in Harems by Tamers that had summoned Zalera and made the pact with her, and are often fiercely loyal to that Tamer. However, there have been exceptions. One Lucarda that had her original master killed wandered around, eventually becoming a Feral beast that roamed the wilds until she was captured and Tamed, since it had proven near impossible to kill her; giving reason that there is no kill bounty on the breed. Another No-Life Queen ended up getting transferred to another Tamer, whose blood was sweeter than that of her current Master at the time. It seems that Lucarda have a taste for virgin blood, an incredible rarity in this world. One should never lie about being a virgin to a Lucarda, since once they taste your blood, they’ll know, and they won’t be happy.
Those Tamers with Lucarda have yet to fully come out with an amount of detailed information concerning Taming a No-Life Queen. However, what can be understood is that they are quite dominant and a decent amount of blood and possibly the loss of a small portion of their soul. It is thought their inability to come forward with a decent amount of information is due to a hold that the Pokégirl has over them, possibly during the act of Taming or in their life in general. One thing is certain: while their libidos do correlate to the phase of the moon, they seem to remain high by default.
There has never been a case of human girl becoming a Lucarda through Threshold, and it is considered impossible due to what is needed to create one. Most people rejoice because of this fact.
Summon Familiar - (EFT) An Infernal Summoning technique exclusive to the Lucarda. When performed, the vampiric Pokégirl summons forth creatures that are physical manifestations of the Lucarda’s inner darkness; her evil mixed with the souls she has taken. Numerous capabilities can include spiders, mutated dogs, huge bats, floating eyeballs, all the things that could give anyone nightmares for months on end.
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MAESAEL, the Spark Serpent Pokégirl (Pronounced May-say-ehl)
Type: Humanoid
Element: Water/Electric
Frequency: Very Rare
Diet: Omnivore; eats about the same amount as a human, prefers fish. Cannot stand meat other than fish.
Role: Fishing, oceanic saboteur
Libido: Average
Strong Vs: Fire, Steel, Flying, Ice
Weak Vs: Ground, Plant
Attacks: Water Gun, Tackle, Hydro Pump, Tail Slap, Spark, Thunder Wave, Storm Heal, Thunder Shock, Electric Bite
Sex Techniques: Go Down, Rapid Stroke, Long Tongue
Enhancements: Enhanced Speed (x11 in water, x4 on land), Enhanced Durability (x4), Enhanced Stamina (x4), Enhanced Strength (x4), High Flexibility, Enhanced Lung Capacity
Evolves: None
Evolves From: Laplass (Thunder Stone)
One of the many of Pokégirl specialists that Sukebe created to wreak havoc during his Revenge War, this breed was designed to effectively defeat the human navies by scrambling the electrical systems of ships in the ocean. Often supported by Boobfin, Laplass, and Baleena, the combined flotilla of Pokégirls would confuse the human forces and then demolish them using their various attack techniques, commonly crippling their targets or even outright destroying them. The Maesael was one of the Pokégirls created in the fewest numbers during the war, and even after the war were not seen again for many years, though rumors suggested that the Pokégirl breed had simply been killed off. It wasn't until after 124 AS when the Laplass began to surge in popularity within Tamer harems around the world that the Maesael was rediscovered when a tamer experimentally touched his Laplass with a Thunderstone. Subsequent testing of this method continued to produce Maesael Pokégirls as a result and has since been fully confirmed.
The tallest Maesael recorded is a little less than six feet in height, when standing. But the greatest physical change is the Maesael's silky tail, which grows from just above the Pokégirl’s ass to become twice the Pokégirl’s height in length. Losing most of its prehensile nature, the true oddity among the change in the tail's size is the fact that on each side of the main portion of the tail there is a hollow between the skin. These hollows are the entire length of the Pokégirl’s legs, and actually seem to absorb the legs within them, protecting the limbs when not walking, but swimming underwater. When swimming, a Maesael tucks her legs, from midthigh and lower, into the hollow along the midportion of her tail, allowing her to not only use her tail muscles for propulsion but her leg muscles in tandem as well, which allows the Pokégirl to devote her entire lower body to propelling herself through the water at high speeds. This cannot be done on land, however, as the Pokégirl’s upper torso would then be slithering along the ground with the rest of her, and is unable to protect her legs from the ground beneath her when doing so, unlike metamorphic Pokégirls like the Arbust. Other than the change of the tail's length and size, it also is covered with skin rather than scales, making the Pokégirl more susceptible to harm than more reptilian and snake-like Pokégirls typically are. Upon evolution, the Maesael's breasts increase in size by an average of a quarter to half a cup. The Maesael's skin varies often within the same color variations as human skin happen to be. One change that catches the eyes of many tamers is the breed's breasts, which often gain up to a full cup size from the evolution, which retain water absorbed either by drinking it or through the skin. This helps to keep the Pokégirl from getting dry for longer periods of time, and her breasts will become smaller as her water reserves are depleted.
Along the arms and legs of this species are a series of photovoltaic skin cells, often of a yellow, orange, or a neon-green (the latter being quite rare on the breed) that flashes when the Pokégirl is irritated or about to attack with an electric technique. When feral, these flash indiscriminately and whenever the Pokégirl swims, to keep predators such as Gynadose, Sharptits, and Titacruel away with warning signs. These also make the Pokégirl easy to see at night, and the flashes of light can even be noticed from underneath most clothing that she might wear. Ferals rarely leave the warmer waters along the equator, or can be found traveling towards warmer waters from other locations should they somehow become feral elsewhere. In the morning, Maesael can sometimes be found floating on the water, basking in the sun's heat before continuing along towards her destination. Ferals of this breed are fierce fighters when attacked, but are quite easy-going when not directly stressed by other Pokégirls or even humans. Thresholds, on the other hand, are quite painful to the soon-to-be Pokégirl, taking anywhere from one week to three weeks for the change to finish. The tail itself is the worst part, taking most of the time required and forcing the thresholding girl to get as much nourishment as possible. Some threshold Maesael, which are quite rare but known to happen, have stunted tails compared to ferals or those evolved from Laplass as a result of malnutrition during the thresholding process.
In a harem setting, this breed is known for being tenacious for attaining rank. The Pokégirl is intelligent but not incredibly so, but has a good mind for the intricacies of being in a 'pod', as the Maesael often consider a harem to be. As such, this breed is suitable as an Alpha or a Beta within most harems, but the Pokégirl does not get along well with any carnivorous water-type Pokégirls, namely Gynadose, Titacruel, or Sharptits, and will often pick a fight with them in a manner that reminds many tamers of the issues between the Amazonchan and Amazonlee breeds. When in a battle, most of this breed prefer to utilize Thunder Wave at range or Electric Bite when in close to increase the accuracy of her electric techniques and to try and paralyze her opponents so that her stronger techniques, such as Hydro Pump, can finish them off. Their tail is quite powerful, much like the Laplass, and can deliver some devastating damage to her opponent when it connects. However, if not used correctly, her Tail Slap technique can force the Maesael off balance and into unfortunate predicaments, leaving most tamers to train the Pokégirl not to use it except when to finish off the target.
Electric Bite (ATK 50 + EFT): Using her fangs to force-feed the target a dose of electricity designed to immobilize her prey, it has a 60% chance of paralyzing the target. Will not paralyze ground-type Pokégirls, however (though the attack is still biting, and may harm a ground-type Pokégirl anyway).
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MAGIC KNIGHT, the Elemental Knight Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Extremely Rare
Diet: human food
Role: hero
Libido: Average to High
Strong Vs: Fire, Ghost, Rock, Water
Weak Vs: Dark, Fighting, Magic, Psychic
Attacks: Slash, Go Down, Parry, Deflect, Bonk, Imitate, Heal
Enhancements: Magical body armor, special gauntlet which contains a sword
Evolves: None
Evolves From: Firemaiden (Dawn Stone), Watermaiden (Dawn Stone), Airmaiden (Dawn Stone)
A Magic Knight is an extremely rare Pokégirl, there have only been three reported cases of a Pokégirl evolving into a Magic Knight. The three Pokégirl types that were reported to evolve into Magic Knights were: a Firemaiden, an Airmaiden, and a Watermaiden. Exactly how these evolutions are catalyzed remains unknown. One researchers hypothesizes some sort of new evolution stone that he has dubbed “Escudo” but so far this appears to be nothing more than a pet theory with no evidence whatsoever, and virtually all of the Pokégirl research community has disdained the idea.
Reportedly, when the three Pokégirls evolved into Magic Knights, their physical appearance did not alter, though their wardrobe was supplemented by magical armor consisting of shoulder guards, a breast plate, boots, and gauntlets which contained a magical stone from which the Magic Knight was able to draw a sword. Each of the Magic Knights has gained powerful new attacks, including some sword attacks and some magic attacks.
Though the reports claim that though these Pokégirls were Tamerless, they were not Feral. No one knows when or why they disappeared, but to this day, there have been no other credible reports of any Pokégirls evolving into Magic Knights.
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MANTIS, the Man-Eater Pokégirl
Type: Near Human Animorph/Metamorph (Insectoid)
Element: Bug
Frequency: Not Rare Enough (Extremely Rare)
Diet: Live, wriggling meat (Mainly human males, but also bird, lizard, frog, and bug-type Pokégirls)
Role: Assassins, Torturers, Executioners
Libido: Very High
Strong Vs: Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Fire, Flying, Rock
Attacks: Slash, Carve, Cut, Parry, Deflect, Sword Dance, Megaton Kick, Slash Wave, Spincut, Confuse, Broken Castle, Weapon Guard, Weapon Repel, Zanmato
Enhancements: Enhanced Strength (x10), Enhanced Endurance (x5), Enhanced Speed (x7), Enhanced Agility (x6), 2 extra arms with razor sharp serrated sickles on them, light shape-shifting, wings for high velocity jumping
Evolves: None
Evolves From: None
Bounty (for confirmed kill): 4,000,000 SLC
Bounty (for reporting sighting & getting out alive): 500,000 SLC
Recommendation if you see one: Have a strong warrior-type or fire-type ready to fight. Otherwise, evacuate at once if at all possible, where there’s one there's almost always more.
We all know Sukebe took ideas for his Pokégirls from both old legends and pop culture in his era. However, there was one old series of Legends that we all wish he'd never heard about, the legends of the Tang-Yin. For it was from these grim tales that the most dreaded Pokégirl ever was birthed, they were meant to be the bane of the men who aided women like Linda McKenzie...the Mantis.
The Manti were the most dreaded Pokégirls that any soldier had ever faced in the Revenge War. However, any of the few survivors would have told you, it had nothing to do with their looks. Standing a towering 7 feet tall at the on average, the Mantis Pokégirls were veritable giants. They appeared as attractive humans at first, with long flowing hair coming in a veritable rainbow of colors. Their eyes were often a hauntingly beautiful red, their hair dark as the night, a starch contrast to their pale skin with plump C-D cup breasts. However, they were limited metamorphs. When their prey would get close enough, they sprang, twin lethal scythe-arms sprouting from their shoulders in a flash, they'd skewer, slice, and slash their target without mercy. These scythe-arms are double jointed, allowing them to be moved freely with surprising speed and precision and are usually held in a position of prayer when active, yet not in use. Extending from the base of their spine was a short insectoid ‘tail’ with a solid stinger on the end, from the shoulders down to the tip of this ‘tail’ were hardened wings. They are not strong enough for true flight, but more than enough to allow the Mantis to leap incredible distances at amazing speeds. They hard two primary forms, their ‘normal’ form, which they could only be in while Tame, something that's become nigh impossible now.
Their other form, however, was truly a terror to behold. Their once dainty feet replaced by strong and lethal talons, beautiful and prominent breasts shrunk and replaced by muscle, velvety skin hardened into potent armor. The Mantis' 'Battle mode' is truly something to fear. They could kill a platoon alone normally, in this form it'd take a battalion just to take one down and have a survivor. Now 7 feet tall is the smallest recorded sighting of one in her battle mode, they become as terrifying as they acted. Their eyes become a solid color and 'bug out' to a disturbing size, long antennae growing from their foreheads, and their wings also taking on a hardened blade-like quality.
In combat Manti like to make the best of their surroundings. They liked to sneak attack their quarry, often attacking from the treetops above or sneaking in via the use of their metamorphic techniques to give them a sort of ‘mobile camouflage.’ In battle their scythe-arms were their key weapons, whether a sneak assault or a front-line charge they always preferred to rely on their scythe-arms and sword-based attacks. They would often leap straight into heavy close-combat with their intense long-range jumps and dive in fighting, swinging their scythe-arms with a fervor rarely seen in even the most violent of a Gynadose’s rages. What made this grim sight even worse was that Manti almost NEVER fought alone. Wherever they went, litter-mates of Manti always fought as a team, often making a particularly enjoyable battle a ‘family outing’ for them.
While their combat style was vicious, what they were most famous for was their sexual appetites. Frequently, they would take victims off and rape them, forcing them to erection with their human hands and taking what they wanted from them. And then once they had gotten off, the Mantis would then start eating their victim alive, usually starting with the genitals, the victim screaming in agony as the Mantis stripped his body of all his flesh. It’s said that the only way to know if a Mantis had bonded to you from one of these incidents, is that she'd either let you live, or kill you quickly. No one’s been willing to test which of these is the true outcome of bonding to a Mantis.
The soldiers of the Revenge War learned the hard way on a Mantis' Feral State. The mantis' Feral state is mild enough so that they'd know to hide from the potential threat that humans and Tamed Pokégirls now represented, thus they went into hiding and tried their best to keep their movements secret. A few were found shortly before the first Widow was sighted, and the first Pokégirl bounties were made. That bounty was subsequently increased, as Manti seemed to have developed a taste for bird, insect, frog, and lizard-type Pokégirls as well, great piles of bones being found in Manti lairs. However, it should be noted that Manti rarely, if ever, stay in one area for more than a year, two at the longest. The reason is because they apparently know that if they're in the same spot long enough, then sooner or later they'll be discovered.
As if things couldn't get worse about these deadly Pokégirls, it seems more and more are working for the Limbec Pirates. Information revealed by a Pirate who went legit revealed that Mephaesta, who'd grown fond of the vicious man-eating warriors, had begin to recruit them en-masse to work as torturers, executioners, and Assassins for the Limbec Pirates. Apparently both sides of this arrangement enjoy it greatly. This caused the already high bounty on Manti to increase even further for the sake of safety.
In recent a raid on a Limbec Pirate lair, a particularly fat, Snorlass-sized Mantis was found in the base's dungeons, alongside several hundred bones. DNA testing later revealed that these were all Tamers, Pokégirls, and civilians who had disappeared in the last few months. Before the Mantis was put down, a psychic probe revealed that all those she had eaten were somehow connected with anti-Threshold and anti-Feral research. The Mantis knew nothing more than that, she simply ate whom she was sent. This has led security to be increased around those facilities and for the family members of those involved.
There’s rumors of a sub-breed of Mantis, commonly called the ‘Praying Mantis’ by those few who’ve seen one. There’s little to go on other than they seem to be more intelligent and in control of their instincts than the ‘normal’ Manti.
Thanks to the obvious facts, as there's no confirmed cases of Taming a Mantis Pokégirl and surviving, let alone capturing it, thresholding into one, whether naturally or by force, is impossible. Thank the gods above.
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MAID YVETTE (aka PARISIAN), the "Domestic Dominator" Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Very Rare
Diet: human style foods
Role: domestic servant
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Slap, Glare
Enhancements: Enhanced Healing Rate, Low Feral
Evolves: Parismaid (normal), Milk Maid (Milktit milk and orgasm), AngelMaid (Orgasm + "Mile High Club" + Mana Crystal), Hand Maid (mechanism unknown), Moonmaid (battle stress at night)
Evolves From: None
The Yvette series were the third League designed Pokégirls following available data left from Sukebe's War. Flush with success from the Joys and Jennies, the Joys created to operate League centers and the Jennies to enforce laws, the Yvette series was designed to be the logical next step - cleaners, street sweepers, and maintenance personnel. As such, they were an utter failure. There was not one thing or quality the Yvette series could do better and they had an unfortunate tendency to faint at the sign of blood - making them pathetic combatants. Maid Yvette are all named Yvette and identical physically and mentally. Evolving to the next stage gives them more individuality (either one).
A Yvette is often frustrated by her inherent inability to excel in any one area. Even Bunny Pokégirls, which weren't genetically created to fulfill a specific niche, could do their jobs just as well as a Maid Yvette can. Yvette also look up to Joys and Jennies for being a kind of 'big sister' to them, and envy their capacity of individuality. It is unknown if this oversight in the Yvette's mental capacity was an oversight or by design, and the League geneticists have yet to explain about this. Some sympathetic Tamers have decided to try and instill a sense of true individuality in their Maid Yvettes, to only varying degrees of success. However, no known Yvette had yet been conditioned enough to be able to answer to anything other than their breed name (or just Yvette).
Most Yvettes that are found are almost always available for any beginning Tamer, despite their status as a Very Rare Pokégirl. This is simply because of the fact that Yvettes are usually unwanted by even the leagues that gave them life. There have been no known threshold cases that turn into a Maid Yvette, and as such, this gives researchers the cause to study this phenomenon. No female humans that were brought into the world by a Yvette has ever threshold as of the time of this writing. If this was what was in the mind of the geneticists that created the Maid Yvette, rather than to make them do all the maintenance work throughout the world...
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Type: Near Human, Metamorph
Element: Ghost/Fighting
Frequency: Very Rare
Diet: Human-style diet, some times blood (few Mimicalls will openly say this)
Role: Storage manager, Bodyguard, Thief, Assistant engineer
Libido: Average, High with a bonded tamer
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark, Psychic, flying, in some cases a fear of Tats
Attacks: Phantom Blade, Teleport, Phase, Dazzle, Hypnosis, Bad Breath, Illusion, Nightshade, Parry, Slash, Haunted, *Junk Creation, Swallow, Spit Up
Enhancements: Night vision, Enhanced Reflexes (2x), Enhanced Strength (2x), Telepathy, Longevity, Enhanced Senses (if possessing an object)
Evolves:none
Evolves From: Mimica (normal, high level, earlier if their Tamer is Delta Bonded to them and in extreme danger)
This Pokégirl was discovered in 263 AS in the same temple where archaeologists found the first three recorded Mimica. It was a few days past the new year when archaeologists discovered a hidden chamber under the temple using sonic scanning equipment. The archaeologists went back to the temple to speak with the Pokégirls who had been guarding it if they new any thing (the four Pokégirls they found had taken the temple as their home in return for letting the archaeologists explore the place fully). When the Bandame was asked she said she knew nothing of the chamber.
How ever, when the three Mimica were asked they clammed up, said they knew nothing and wanted to drop the subject. This peeked the interest of both the archaeologists and the Bandame. After getting the three Pokégirls to speak they were told the chamber was where a sarcophagus was kept but they would have nothing to do with opening the door to it. The archeology team left to where the chamber was while the Bandame dealt with the three Pokégirls for not telling her there was some thing else to protect. After a few hours the team was able to open the door to the chamber which had been hidden behind a wall. Inside was shelves of jewelry, books, statues and a sarcophagus in the center. Most of the team thought it would be a good idea to get the temples Pokégirls before going in but one of them went. A few seconds later the team member was hit with a bad breath attack and dropped to the floor. The archeology team reached for their Pokéballs but when no threat came they agreed to get the Pokégirls. When they showed up a loud voice yelled at them for letting intruders in. When the archaeologists looked back into the chamber the sarcophagus was gone and in it's place was a Pokégirl.
Mimicall look like their pre-evolved sisters with but a bust size larger and a few more inches in height if they're not possessing an object. If they are then the similarities stop because a Mimicall's skin appearance and color will change and they will gain light weight armor based on what they're possessing. One example is a Mimicall who possessed an urn. With the armor off she had porcelain white skin, hair and eyes with blue iris. On her skin was the same sea blue patterns as the urn (even though her skin looked like porcelain it felt like normal skin. In one case a trunk a Mimicall was possessing had vines carved into it and while it looked she her self had the same carvings to peoples fingers it felt like normal skin). Her amour looked like the urn had been enlarged, segmented and turned into amour. Scientists confirmed that the armor was indeed porcelain but it was hard and solid like steel. Because their skin takes patterns of what they possess some tamers like them because they could imagine they were taming a different Pokégirl because they may have the same skin pattern. Any Mimicall who posses a white object will stay away from Ar-tits and their evolved forms because they don't want to be painted believing that their skin should be the same color as the object their possessing. A Mimicall will greatly appreciate possessing an enchanted object as they may gain enhancements from it (Example: A Mimicall possessing an object that has been enchanted to survive a 5 story drop may gain an increased defense against flying types). While a Mimicall still posses the same abilities as a Mimica in object form she'll prefer walking around in her real form feeling that she'll be better able to project her tamer that way. She'll go into object form if ordered to by her tamer, if there is no threat or if she feels that she'll be better able to serve her tamer that way.
A Mimicall still has the same abilities she did as a Mimica but has gained much more control of her ESS. Where a Mimica can hold up to 20 items a Mimicall can hold up to 50. This has made them more liked by weapon carrying Pokégirls as they can also keep more weapons, replacement parts and repair tools. The size of the Mimicall's common ESS is about 10ft in height and 40x40 in size.
Their control of their ESS is controlled enough that she can open a portal about 6ft in diamiter to her ESS with out needing to be in object form. The Mimicall can have the portal be stairs or a ladder if she wants. The insides of the ESS remain the same except that the pocket dimension is larger and has more shelves. It's possible for a Mimicall to open their ESS portal one place, let some one in and reopen it again some where else to let the person out. If they open the portal and go in them shelves the portal can not be opened some where else. It is because of these reasons a Mimicall is not allowed into museums, banks, etc. unless they are a member of the buildings security or police. Like the Mimica, they can not use their ESS when possessing Poképacks or clear objects. They also wont say why. A Mimicall also no longer needs an object to possess as she can make her own and customize it to her own tastes (even though it's not needed a Mimicall will appreciate it if her tamer buys or makes her some thing). While it's not confirmed it's suspected that a Mimicall changes the air in her ESS in a similar way to a Starlightxpress.
It is possible for a Mimicall to pull objects out of her ESS using her mouth but the object has to be small enough to fit. Most small sword/dagger wielding Pokégirls won’t give a Mimicall their weapons if the Mimicall says they want to do the sword eater trick. There's always the chance they won’t get it back. Tamers who abuse their Mimicall shouldn't kiss them or receive oral from them (only a moron abuses their Mimicall and lets them hold onto needles, small daggers, etc when kissing them or receiving oral sex). A Mimicall also has the ability to designate an object to open up to her ESS for her tamer or harem sisters to use. When this is done various symbols appear around the opening of the object and she can remove the objects connection to her ESS when ever she wants. Her ability to levitate possessed objects is more controlled and can lift objects of 160 pounds up to 10 feet.
Their personalities wont differ as much as their pre-evolved forms except they act a bit more serious about their duties. Like Bandames they will protect the living and inanimate objects. Upon evolution Mimicalls pick up a habit of messing around with machinery and small objects. It’s unknown if this is some sort of instinct to inspect things around her for better use and defensive purposes or out of curiosity. Some times it's either or both.
The Mimicall has found use in labs as assistants because they enjoy working on things and make good inventory managers. Due to their Junk Creation ability they can make models to give an idea of how an object will look or work. The fact she can posses objects means she can stay in a lab and keep an eye on experiments/projects to make sure things don't break or keep an eye out for people who want to steal them.
While they no longer play tricks on people as much as they used to if they're asked to join in on playing pranks they will. They no longer randomly take objects while in stores with jewelry stores being an exception. No tamer should take their Mimicall into a jewelry store because she WILL take some thing. In one report that wasn't released one Mimicall stole every piece of jewelry in a store and refused to give them back (she was reported screaming as she ran from the cops ‘It's mine, it’s all mine and I’m not giving it back’). If a Mimicall takes some jewelry she will not give it back unless she is traded some thing of equal value or defeated in a fight. From a known case a Mimicall will not take jewelry if she is delta bonded with her tamer (she won’t do it because she knows it'll embarrass her tamer).
The rumor of them and their pre-evolved form drinking blood is true. If given blood their bodies can heal from wounds faster. There are a few who drink blood because of the taste but normally don't admit to it. It's advised that they not drink blood from Sugar Kittens or their evolutions as they may get addicted and in their version of a sugar high, bounce/hop around in object form and bite people on their arms, legs or their rears. No one's sure why but it's believed that they taste how much sugar a Sugar Kitten eats.
A Mimicall will not take her armor off unless she is cleaning it or getting tamed. While taming preference hasn't changed from their pre-evolved form some prefer getting tamed on all fours. As of yet only one tamer has stepped forward to give information about being delta bonded to his Mimicall so the following information comes from him. A Mimicall still has the ability to manifest her self in her ESS for her delta bonded tamer. If a Mimicall is not in object form her eyes will gain a glazed over look and she will be distracted while her tamer is taming the manifestation. It is possible for a Mimicall to be in her ESS at the same time of the manifestation. If both the Mimicall and her manifestation can be tamed at once is unknown because the tamer is not willing to tell (his response to any who ask is 'I will not deny nor confirm what people think. If you want to know get your own Mimicall and become delta bonded' ).
A feral Mimicall will be distracted as she wonders about the area picking up stuff she finds interesting to put in her ESS (this had led to tamers catching feral Mimicalls and getting free evolution items). It's rare to find a feral Mimicall as most feral Mimica will normally run away rather than stay and fight. If there is a feral Mimicall around you can tell because random objects from her ESS might start popping out all over the place with in a 10 foot radius of her (this has led to a few tamers getting hit in the head by rocks and in one case, a hammer). As of yet no threshold cases have been reported.
Junk Creation (EFT): Some people would consider this a useless move while some others actually find it useful. The Mimicall takes the objects in their ESS and creates various objects ranging from cooking utensils to tents. Some even create walls to block attacks. Structures created range in different sizes but the largest recorded are about 12x12 feet and 11 feet in height. Dom types like this move as they can have various tool of different designs and sizes to play with their tamer/harem sisters. Fighting types also like this move for similar reasons but because they can have training dummies made out of different materials. While this is useful it is limited. Should the materials that make up the object be struck or come in contact with some thing capable of destroying it (fire, acid, etc) the object will return to the ESS and the Mimicall will take some damage. While Pokéballs can be used ones with a Pokégirl inside can not.
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MARBLE, the Statue Pokégirl
Type: Humanoid SemiHuman
Element: Rock
Frequency: Very Rare (all Leagues)
Diet: special
Role: ambush, surprise attacks, defense
Libido: Low
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Attacks: Pose, BearHug, Harden, StonePalm, Flake
Enhancements: Enhanced defense and Enhanced Strength (x5)
Evolves: Jade (normal), Titto (Water Stone)
Evolves From: Statue (normal), Titto (Diamond Stone)
Standing roughly 5'6" to 6" feet tall (while taller is uncommon amongst the already rare race, it is not entirely unknown to happen), most Marbles look identical to normal statues. Their skin and hair generally are all the same base color, usually white, grey or as their name would suggest, some light shade of marble. Marbles never grow pubic hair. The most disconcerting thing about Marbles is that they have the ability to turn their eyes into a solid color identical to their skin and hair, making the illusion of a statue complete. The few ferals that have been discovered use this tactic to hide any telling movements.
Marble Pokégirls were designed as pieces of art combined with the capability of strategic military strikes. In the event that the enemy managed to retake a facility, Marbles were often lining the walls. The only way to detect a Marble, outside of moving it and checking later to see if it moved itself back, is to tickle it using abilities known to water or grass-type Pokégirls. It is uncertain WHY Marbles are ticklish only to water or grass-types, but it is an undeniable fact.
They can 'feel' to a limited degree through their skin, but it is considered less sensitive than a normal humans. The only times that their skin regains full sensitivity is when it is in contact with plant material or water. The majority of threshold Marbles that have occurred sometimes go through emotional problems stemming from the weaker sensitivity. Because of this, it is recommended that threshold Marbles are in harems that have Grass or Water-type Pokégirls.
The most surprising and amazing thing about Marbles is the fact that they can use 'Flake', a rock technique unique to their type that allows them to repair damaged sections of their body to look as if they had NEVER been damaged. They can even regenerate lost limbs at a pace of one limb a day. In fact, so long as a Marble's head or torso remains mostly intact (estimated 60%), it can regenerate its entire body within a week.
A recent discovery was made that revealed the Marbles can transform into Tittos using a Water Stone. However, while documented, it was unrecorded and has yet to be confirmed by any researchers as Marble Pokégirls are invaluable in combat and thus, those trainers that do have them are reluctant to offer them up to test the theory or have already evolved them.
In a manner that isn't totally understood, a Diamond Stone can be used to turn a Titto into a Marble. Why it turns the Titto into a Rock-type instead of a Ground-type isn’t understood just yet, but it seems to be similar to how cement is hardened into rock.
Collecting Marble "flakes" can be a form of livelihood, as Vale routinely requires marble as a spell component for earth-based spells.
Thresholds directly into Marbles are possible.
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MARCH HARE, the Confusing (Confused?) Pokégirl
Type: Near Human animorph
Element: Psychic/Normal
Frequency: Very Rare
Diet: vegetarian. Also has a strong liking for tea for some reason
Role: No one can make sense of them to figure this out
Libido: Medium
Strong Vs: Fighting
Weak Vs: Dark
Attacks: Confusion, Displace, Amnesia, Disable, Dumb Luck, Metronome
Enhancements: Strong luck factor, Enhanced sense of hearing and taste
Evolves: None
Evolves From: Bunnygirl (Unknown mechanism)
The March Hare is a distinct oddity. No one knows exactly how a Bunnygirl evolves into one. No one knows what their purpose was during Sukebe's War. And no one knows just why they have such an obsession with drinking tea.
Physically, the March Hare remains mostly the same as they did previous to evolving. They gain a size or two to their bust, and grow a short but thick layer of fur all over their bodies.
Mentally, however, they change a great deal. While Bunnygirls were never known for their minds, the March Hare goes far beyond that.
The problem is not so much a lack of intelligence (despite their possession of the Dumb Luck attack), but that they make no sense whatsoever. They constantly talk in nonsense rhymes and riddles, which not even the smartest Alaka-wham has been able to make sense of (Indeed, many of that breed as well as other psychic Pokégirls complain of strong headaches when a March Hare is nearby). The only time they even begin to make sense is when the subject turns to tea, which they can go on and on about for hours at a time. Tea is actually a main part of March Hares' daily routines, and become sullen if not allowed or able to have some on a regular basis.
Feral March Hares have even been known to show up where tea is being brewed, and can be lured in (or away) with the drink. March Hares are not recommended for Harem Tamers, as they display little value in either regular or sex battles. The only reason someone might want to have one is the serendipity factor that follows them around. It should be noted that that there are some people who hold to a theory that March Hares are actually the most intelligent beings in the world, and are merely hiding this from everyone. These people are ignored.
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MARMOTTE, the Marmoset Pokégirl
Type: Humanoid Animorph
Element: Fighting/Normal
Frequency: Very Rare
Diet: berries, nuts, pokechow
Role: guard animals
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Quick Attack, Tackle, Leap, Double Kick, Reflect, Agility, Counter, Backhand, Uppercut, Body Slam, Leg Sweep, Low Kick, High Kick
Enhancements: Enhanced Strength (x5), Enhanced Speed (x4), Enhanced Agility (x3)
Evolves: None
Evolves From: Eva (battle stress or Round Stone)
The Marmotte is the battle evolution of the Eva. Until recently Marmotte were considered only a fairy tale, mainly because very few Tamers would allow their Eva to stay in a fight until the evolution became a possibility. Even now, there are only a few Marmotte known to exist because the amount of damage needed to trigger can also be the cause of death for an Eva.
The Marmotte is the least petite of the Eva Evolutions. She gains height and size during the evolution reaching an average height of 5'6". Her arms and legs both gain a good deal of muscle density while her hair will become shorter (claimed to be the work of split ends or some such nonsense.) reaching generally no more than shoulder blade length. This Eva breed will tend to have black to dark brown hair and generally green eyes. Her tail will loose a bit of its fluffiness and become a bit shorter. The cup size of her Eva form will be the same, though her hips will flare a bit due to the excess muscles.
Despite how much a Marmotte trains herself she will never reach the fighting prowess of an Amazonchan per say but she will still be able to duke it out fairly well against types that have a weakness to fighting or are unaffected by fighting. Her preferences for taming carryover from her previous form which tends to be a relief for most tamers. However if one were to undergo a level five taming program, the tamer would be more or less starting from scratch. The Marmotte tends to enjoy vying for dominance with her tamer. If the tamer can overpower her (or for most out maneuver her) then she will serve them faithfully and enjoy being taken roughly. However if the tamer is unable to do this fear not, unlike most fighting types she won't snub the weak tamer, she will feel an over whelming need to defend and protect said tamer. In this event a Marmotte will tend to tell the tamer when the taming will begin, but will remain gentle during the process.
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MAROWHACK, the Loyal Bone Pokégirl
Type: Very Near Human
Element: Ground
Frequency: Very Rare to Extremely Rare
Diet: human foods
Role: Protector, Life Mate
Libido: Very High
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Dildorang, Dildo Rush, Thrash, Headbutt, Bone Penetration
Enhancements: Loyalty, Strength x5, Speed x4, Enhanced Dildo
Evolves: None
Evolves From: Cudildo (Taken Revenge, Given Meaning)
Marowhacks are considered to be one of the most loyal Pokégirls in the world. Having evolved from a Cudildo who has achieved her revenge and was nursed from her depression from a very patient and loving tamer, this Pokégirl would literally die for him. She becomes extremely protective of that Tamer to the point of possessing stubborn streak a few miles wide in regards to this, and will constantly seek to act like his bodyguard at all times. So much so, that if she's put away in her Pokéball while in a situation where she feels her Tamer is in danger, she force her way back out within a few minutes. She will use everyone ounce of her strength in her Tamer's protection and will commit suicide should her Tamer die.
Upon her evolution from a Cudildo, several major changes occur. She gains a few inches in height, and her breasts can increase up to full two cups sizes. Her body becomes curvier than her previous form, giving her a lithe but muscular frame, as she gets stronger. At the same time, her skull mask changes into a helmet, expanding to cover her head and leaving only her eyes and mouth exposed, many of these helmets becoming more stylized by growing horns, or becoming etched with symbols or markings some even with color. The features can also change, staying skull like or smoothing out more, all seeming in accordance to what she thinks her tamer would like. Her bone club remains mostly the same, however grows sleeker in appearance and can be used as a double-sided dildo during sex matches.
The greatest changes are apparently to her face, but its hard to document because she only shows her face to her tamer, and perhaps very trusted members of her harem, when they are taming (the tamer has to be part of it). Tamers who have Marowhacks claim that nothing is as beautiful as the face of Marowhack in the throws of an orgasm, the looks of passion and love indescribable.
No one is sure about the Marowhack’s feral state, seeing as the affection and devotion one shows her tamer usually means they are never without a taming. And no Tamer who has gone through the time and trouble to evolving her into her current form would allow such a thing to happen. Add to that the fact that no Marrowhacks will ever be found feral in the wild and it is illegal in most Leagues to trade her due to the suicidal nature of the girl if her Tamer is gone, it just doesn’t happen.
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MARYANN DREW, the M.A.D. Pokégirl
Story/Series This Pokégirl Is From: Fossils
Type: Very Near Human
Element: Magic/Psychic/Dark
Frequency: Extremely Rare (Who's nuts enough to slap an Angel Stone on a Jokette)
Diet: Human-style, presumed also to feed on laughter
Role: entertainers, clowns, expert victims
Libido: Average to High
Strong Vs: Ghost, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: Cry, Teleport, Tackle, Telekinesis, Wrestle, Quick Attack, Flash, Blur, Slash, light spellwork, Permeable, S.E.P., Breasts of Steel
Enhancements: Enhanced Hearing and Eyesight (x8), Agility, almost totally fearless, intelligent
Evolves: None
Evolves From: Jokette (Angel Stone)
MaryAnn Drews are perhaps the reason Jokettes are so nervous around Celestials. Like a Harlequin's exposure to a Mana Crystal, a Jokette's exposure to an Angel Stone opens her mind to a life-changing, cosmic revelation. She suddenly realizes that the Universe is a vast, uncaring place. The difference is the MaryAnn Drews do not want to share this information. They cherish others' ignorance of the Truth, and will do much to distract others with humor. They retain the Jokette's love of practical jokes, however they prefer humiliation and degradation to killing. Unlike the other tricksters, they don't trust others to appreciate their jokes, they are their own favorite `victim`, with Harlequins and Jokettes as a close second. E.g., A dozen people will walk through a door, the MaryAnn Drew will be the one who gets the bucket of whitewash on her head, the one she secretly put there. And they can look absolutely miserable better than any other Pokégirl. They will often use the Cry technique when they fall victim to their own or another's joke, people will either immediately go to comfort her, or laugh cruelly at her predicament. This is fine with a MaryAnn Drew. Physically, they still have the chalk-white skin, green hair, and blood-red lips. A notable difference is the appearance of black teardrop-shaped marking under one or both eyes, as if they were eternally crying. They are still capable of the large, frightening grins, they also can frown pathetically to nearly the same extent. They retain the comically large breasts and revealing, purple clothes, they often add to their costume top hats or elaborate headdresses that they cannot release. While they can take them off their heads, the hat won't stop touching some part of their body unless physically wrenched off by someone else. Even then, it will be a struggle, easier to tear her arm off, rather than the hat sitting on her palm.
MaryAnn Drews will use their abilities to defend their Harem-sisters and Tamer, they prefer to use Permeable in preference to other defenses and attacks, and will often leap into the middle of an enemy formation and release their stored attacks. They also enjoy using Breasts of Steel, enticing a foe in with their huge, soft breasts, then grabbing and slamming a foe's head against her suddenly rock-hard breasts.
The MaryAnn Drews has an unusual Feral state. When Feral they often sit in one place, and watch the world go by. Without physically attacking them, getting them to react is almost impossible. In Harems, they have one serious drawback, they will attach themselves to the biggest 'stick-in-the-mud' in the Harem, a Pokégirl who takes herself or the world too seriously. The MaryAnn Drew will try desperately to convince that Pokégirl to assist her in her pranks, driving their convert to distraction. She will also share the blame for pranks with this target, even if the other Pokégirl had nothing to do with the prank. Like the other evolutions, April Fools Day is a day of insanity, but she will seek out and prank any Trixies, Harlequins or Jokettes she can find, in preference to other breeds. It can be safely said, the other prankster Pokégirls are not fond of being one-upped, or being the victim, rather than the victimizer.
Permeable: An odd variant of Phasing. When the using Permeable, the attack strikes the target and remains `stuck` within the target, without damaging them or delivering any effect, other than walking around with an arrow through her head or a firebolt through her chest. The effect lasts for five (5) minutes and the user can either dissipate the attacks safely, or hold them at full force. After this five minute period, she can take three minutes to harmlessly dissipate any `retained` attacks, without them going off, or she can release them to let them fly off in random directions, or she can let them affect her normally.
No attacks of any kind are possible while this defense is active, nor during the dissipation time, and the released attacks cannot be reaimed. Nor can it be activated again for five minutes after shut down, although the three minute dissipation period counts as part of the recycle time.
All forms of attacks can be `restrained` this way, except a physical blow (punch, kick, etc.) Weapons can be held, e.g., A Magic Punch could be retained, a Comet Punch could not, however, Elemental Blades and Elemental Blades Mk II can be retained, as can any other weapon from swords to gunfire.
The danger in punching or kicking a MaryAnn Drews using this technique, is that breaking her concentration will result in a random release of the attacks she has restrained, like punching a live grenade, it doesn't aim, but you're closest. Likewise, if the MaryAnn Drew is still in the radius of a released attack, she will be affected normally.
Typically, the only thing a MaryAnn Drew will do when using this technique is stagger around, intercept more attacks, and proclaim her impending demise. She cannot use any other attacks and will rarely use other abilities or defenses. It should be noted that any Pokégirls engaged (enemies or allies) who are given the choice in their targets, will shoot her in preference to anyone or anything else on the field.
Therefore this technique is banned in League-sponsored matches, unless the MaryAnn Drews is actively participating in the match (as combatant, not a bystander or reserve) and the judges typically suspend any time-limits restrictions for the duration.
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MASUI, the Demon Sorceress Pokégirl
Type: Very Near Human
Element: Magic (Infernal)
Frequency: Extremely Rare
Diet: Magic
Role: infiltration, spying, defense against magic
Libido: Average
Strong Vs: Magic, Normal
Weak Vs: Fighting
Attacks: Glare, Leer, Smile, Reflect, Power Bolt, Imitate, Magic Leech
Enhancements: Enhanced Reflexes (x2), Enhanced Strength (x2), Enhanced Speed (x2), and Enahnced Endurance (x2), Longevity
Evolves: None (note: all documents and Pokédexes list that Masui evolves into Hild through an unknown mechanism)
Evolves From: Mazouku (by Hild only)
Masui is the evolved form of Mazouku, and as such, is extremely rare. No more than seven Masuis have ever been sighted, and it is suspected that some of these may be the same ones seen more than once. The first sighting of this extremely rare Pokégirl was well over two hundred years after the end of Sukebe’s Revenge. There have only been three cases of a Masui being in a Tamer’s harem in all of post-Sukebe history, and in all cases they outlived their Tamer and vanished shortly after he died. Bits of recorded conversations with them reveal that they are evolved Mazouku, however, in all cases, their Tamers admit that they didn’t personally catalyze nor witness the evolution, instead finding the Masuis as they were. No conversation with a Mazouku has ever mentioned a Masui. Two Masui in separate conversations mentioned that they can be evolved into their ultimate form: Hild. This type of Pokégirl has been confirmed by sightings of a few Pokégirls named Hild during the Revenge. However, they haven’t been seen since. It is generally believed by the various Pokégirl Leagues that the Monster Flu unleashed in –2 PS/2000 AD weakened various Mazouku, Masuis, and Hilds enough that they were at the time completely killed off, and are only now very slowly being restored through evolutions of lower-class Youma-type Pokégirls. Masui have no real distinguishing features, save for the fact that when hungry, their eyes tend to begin to glow a pale yellow. The amount of luminescence is directly proportional to how badly they need to feed.
Masui is a Magic-type, and this is reflected in her spell selection. The above Magic-type attacks listed are merely those officially recorded by the Leagues of the Tamers who had a Masui in their harem, but it is known that they have used spells seen nowhere else, both very destructive and very versatile. So much is magic in their being that they need it to survive. When they defeat a Magic-type Pokégirl in combat, they use their Magic Leech attack, which apparently is some form of magical version of the Energy Drain attack, on their fallen foe. The Pokégirl this is used on isn’t physically harmed, but for days thereafter is completely unable to use even the smallest of spells. This is often more damaging to the drained Pokégirl than a beating would have been, since their uselessness leaves them feeling worthless to their Master, wreaking emotional havoc on them. If a Masui can’t fight a Magic-type Pokégirl after roughly half-a-week, she begins looking for any Magic-type to drain, even other harem members. Masui prefers to use her Magic Leech attack on a Pokégirl while taming her, finding the combination of sex and magic to be much more stimulating than either would be alone. However, because Masui are so magically-oriented, their physical skills are somewhat lacking, and high-level Fighting-type Pokégirls that can deal with their spells usually can pummel them into submission, with the key word being “usually.” No feral Masuis have ever even been rumored to have been seen, nor have any Threshold girls ever evolved into one. Masui remains one of the most mysterious Pokégirls to date.
The truth about Masui, however, is far more sinister. The real reason they were only seen recently is because Masuis only came into existence recently. A Mazouku does not naturally, under any circumstances, evolve into Masui. Instead, Masui is the creation of Hild, the Legendary Demoness Pokégirl, in order to throw off suspicion of her existence, and as use of a covert network of spies. The Masuis are her first real success to create a new Pokégirl type to date, being a much lesser version of herself. They need magic almost as bad as they need sex, and being a supremely magical Pokégirl, Hild knows that they will always depend on her. However, Masuis still require Taming along with magic, and still are prone to going feral if they don’t get it, making them less than perfect, and that is unacceptable to Hild. There are, in actuality, only five Masuis existing, all of them forcibly evolved by Hild’s magic up from Mazouku. Using them, Hild has spread lies about herself to confuse and mislead everyone about her true nature and status.
Hild is no fool however and deliberately made her servants weaker than their pre-evolutionary form so there was no chance that they could dare to expose or defy her. She now uses them to gather information about what is happening in the world, letting her plot her next move. Masuis, for their part, serve their Mistress loyally, since when she lets them feed from her, they gain more magic than they could in a year from other Magic-type Pokégirls. Masuis wander the world, keeping up to date on current events and trends, occasionally letting themselves be “captured” to find out more information and/or confirm that they are indeed a natural evolution, and that Hild is just their next evolutionary step that hasn’t been reached yet, all the while laughing inside as their Mistress slowly moves closer to her dark goals.
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MAZOUKU, the Devil Pokégirl
Type: Varies
Element: Magic/Ghost (Infernal)
Frequency: Extremely Rare
Diet: negative emotions, primarily fear and pain, living meat
Role: Bringers of chaos, destruction, and general unpleasantness.
Libido: Low, near S-Goth in level
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock, Infernal
Weak Vs: Dark, Celestial
Attacks: Grisly Wing, Shadow Scythe, Devour, Evil Touch, Evil Wind, Evil Charm, Noxious Wind, Hell Claw, Hell Wisp, Hell Heart
Enhancements: Infernal Affinity, Enhanced Durability (x7), Enhanced Magical Capacity (x7), Occasionally wings for flight and tails (varies from Mazouku to Mazouku)
Evolves: Masui; by Hild’s magic only (all documents and Pokédexes list Mazouku evolutions as being Masui (mechanism unknown) and Hild, Masui’s evolved form (mechanism unknown))
Evolves From: Succubus or Demoness (mechanisms uncertain)
NOTE: INFORMATION FROM THIS POINT ON IS CLASSIFIED TOP PRIORITY
Mazouku are evil. This isn’t an exaggeration or a way of saying that they are mischievously playful, they are outright and unrepentantly evil. They are like Bondage Queens, only a billion times more blatant about it and without the weakness to water. If a Tamer has a Mazouku in their harem, then they are either the slave of the Mazouku, as evil as the Mazouku, or good and righteous enough to keep the Mazouku’s evil tendencies under control. More often than not it is the former two.
During the Revenge War, Mazouku were among the worst, most feared members of the Legions of Terror. Slaughter, pain, and fear were their stock and trade, and they dealt it out in vast amounts. One particularly nasty pack of Mazouku, in an incident only recently discovered by historical researchers, captured the population of a small, relatively obscure town, and drained all the blood from their bodies into an empty swimming pool, having themselves a pool party in the bloody mess. It’s unknown what happened to this group, as the last thing anyone saw of them was Jenova following them on a mission. They are not missed.
Mazouku have no real body. Their true form is a shapeless astral form that they use to stay in contact with Hild and report their actions to her. They are vicious, yes, but are of human intelligence. They never show it in public unless under certain circumstances. Mostly, Mazouku portray themselves in public as being animalistic monsters, walking on all fours and whipping their tails about beastially. Their physical forms are so wildly different from one another, ranging from fully human in appearance to near beastial, that there is no common feature to ascribe to them other than no matter what form their physical body has, it still retains enough sexiness to be arousing to a Tamer. Their physical body can take a lot of punishment, although they are nowhere near invincible.
Mazouku are evil, treacherous creatures. They are cruel, sadistic, secretive, guileful beasts of great power and cunning. Taming a Mazouku is considered to be one of the greatest challenges a Tamer can face, and very few survive the attempt with their minds and souls intact. However, Mazouku do have one redeeming quality that surprised everybody: They are the most loyal Pokégirls alive. If a Mazouku gives their loyalty to someone, they will follow that person and ONLY that person without question.
No cases of Thresholding into a Mazouku have been reported, and it’s speculated that it cannot occur. Mazoukus can allow their physical bodies to breed, however the baby produced will always be a ghost-type of some sort.
Mazouku Tamers are to be watched carefully. We cannot be sure of what they are up to. Daily reports of observations on their movements should be procured so we can better learn how Mazouku think and what they may report to Hild. Also, make sure to put lots of warnings in the public Pokédex about Mazoukus. The less hot-headed Tamers getting their dumb asses enslaved or killed the better.
Hell Claw (ATK 40 (80 against Celestials)) – The Mazouku coats her claws in Infernal energy and slashes at the opponent.
Hell Wisp (DEF + EFT) – The Mazouku sacrifices some HP and creates a tiny orb of black light. The orb can float around them and expand into a shield-like state to totally protect from attacks. The wisp is very fast and can inflict the Confused status on lower level Pokégirls. The orb lasts for ten turns before vanishing.
Hell Heart (ATK 90 + EFT) – The Mazouku jams her claws into the opponent’s chest, near the heart, in a non-fatal but very painful attack. She then channels pure Infernal energy through her hands that, in addition to being extremely painful, has a 50% chance of turning the opponent into a Fiendish-type Pokégirl. This move is banned universally by the Leagues.
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MECHDOLL, the Servant for Life Pokégirl
Type: Near Human/Metamorph
Element: Steel/Electric [Tech]
Frequency: Extremely Rare
Libido: Very High
Strong Vs: Bug, Dark, Flying, Ghost, Ice, Normal, Poison, Psychic, Steel, Water
Weak Vs: Fighting, Fire, Ground
Attacks: Lightning Punch, Lightning Body, Takedown, Satellite 3, Satblade, Iron Defense, Thunder Shield, Mag Bomb, Mag Throw, Yoink!, Get Over Here!, Thunderbolt, Thunder
Enhancements: Magnetics Mastery, Magnetic Levitation, Enhanced Endurance (x10), Enhanced Durability (x10), Enhanced Strength (x8), Satellites, Heavy, Magnetic Buffer
Evolves: None
Evolves From: Maggieton (Tamer's Understanding and Support)
If the owner of a Maggieton is able to restore her sanity, through persistent kindness and patience towards her multiple personalities and quirks, the three personalities will eventually undergo a dramatic metamorphosis, fusing into a single, complete mind. This fusion of the three personalities acts as the trigger for the breed's final evolution into the much-desired Mechdoll.
When a Maggieton evolves into Mechdoll, the Pokégirl’s mind finally becomes a whole, single, and normal mind. The three personalities that she had as Maggieton combine into one, leaving a girl much more experienced, capable of using knowledge that all three personalities had known. Usually, one of the three personalities will be dominant in the fusion, with the other personalities secondary, but on occasion, they will all fuse evenly, with an end result that none can predict.
Upon transformation, the Mechdoll’s body changes dramatically, becoming much more human in appearance and losing the metallic skin, replacing it with a soft, synthetic flesh that is resistant to damage, easily healed, and highly conductive of electricity. Powerful, wiry metallic muscles on a heavy metal frame provide the Mechdoll with tremendous strength and durability, and only enhance her magnetic control abilities. The Mechdoll's body is slightly morphic, capable of changing in size and build to her master's desire, though within reasonable limits. Some Mechdolls kept figures similar to when they were Maggiemites, others became taller and much more voluptuous. The Mechdoll’s hair loses it’s twin colors and shifts to a random hue, which the Mechdoll can change at will. Because of this, no two Mechdolls look alike.
Despite the changes, Mechdolls still retain a slightly artificial feel to them, due to things like the texture of the skin, the shifting mechanical eyes, etc. This is generally considered to be minor, however, and, if anything, gives the breed something of an empty, 'doll-like' quality.
Mechdolls, to the tamers who evolved them, are the epitome of dedication and loyalty. Nothing is beyond their dedication, for good or for ill. Mechdolls aren't known as the 'Servant For Life' Pokégirls for nothing, as they will under no circumstances willingly leave their tamer, even if it means death, and are capable of breaking out of Pokeballs to this end. There is not a single recorded instance of a Mechdoll willingly leaving or abandoning their master, rivaling breeds famous for their loyalty, such as the Growlie. Mechdolls are nearly obsessive in pleasing their masters, to the extent that they will tailor themselves to their tamers likes. If her tamer has a schoolgirl fetish, The Mechdoll will often don revealing schoolgirl clothing so as to please and entice her master. Many Mechdolls have expressed a love of playing dress up, becoming quite literally a living doll for their tamers, a thought which excites them terribly.
The Mechdoll is by far the strongest of the Maggiemite line. Her strong electrical attacks and powerful physical attacks can deal tremendous damage to foes in short order, but her real weapon now lies with magnetic manipulation and use of her satellites. With her increased powers, she can accelerate her satellites to blindingly fast speeds, deflect virtually any metal-based weapon or Steel-Type attack through their magnetic buffer, and with effort, can throw heavy metal objects weighing hundreds of pounds through magnetic propulsion. Though not quite as heavy as other steel types, or her previous evolutions, another strategy the girl uses is to take to the air with her levitation and then rapidly accelerate herself with magnetics, amplifying her force and dropping onto the battlefield - and hopefully her opponent - with a thunderous crash.
Perhaps as a side-effect of their love of dressing up, Mechdolls have a particular love of role-playing before and during a taming session. Despite the Mechdoll's great strength, they have complete control over their strength and can lower their strength down to human standard for safe taming. They get along well with most Electric-Types, as well as some tech-types and are particularly fond of the Seamstress, seeing her as an endless font of new outfits to wear.
Feral Mechdoll are almost unheard of, due to the fact that mainly for the amount of work it takes to create one as well as the unlikelihood that any tamer to earn a Pokégirl that is willing to please their every whim will ever give it up. The few ferals sighted, however, are regarded with fear and awe when provoked into attack. Otherwise, they tend to stay far away from all others, be they Pokégirl or human. Those that are caught are not automatically loyal to their captor - the infamous loyalty must still be earned in this instance, but once it is earned, it is earned forever.
Because of their powerful and fine magnetics control, Mechdolls are prized by the construction and electronics industries, as well as League militaries.
Like the Maggieton, the Mechdoll has four satellites which she can summon and use in combat. The techs Satellite 3, Satblade, and Thunder Shield all rely on these satellites - if they are all being used, then the Mechdoll cannot use these techniques again until the sats are free for use again.
Thresholding into a Mechdoll is considered impossible, due to their rarity.
• Satblade (ATK 90): Projecting a metal blade from a satellite, the Mechdoll attacks her foe with the high-speed flying projectile. This is considered a Steel-Type attack.
• Mag Throw (ATK Varies): This attack is the Mechdoll's ability to fully use her magnetic powers in combat, throwing or manipulating metal objects at a range. Because of this, the attack value of this attack is left variable.
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MEDRA, the Silent Dragon Pokégirl
Type: Anthromorphic
Element: Dragon/Steel
Frequency: Very Rare
Diet: Omnivore
Role: Assault, Personal Trainers
Libido: High
Strong Vs: Water, Flying, Rock, Psychic, Dark, Bug, Steel, Dragon, Plant, Poison, Ghost
Weak Vs: Ground, Fighting
Attacks: Sabre Claw, Tail Slap, Dragon Claw, Dragonbreath, Dragon Dance, Iron Defense. High levels only: Hyper Beam
Enhancements: Enhanced Speed (x8), Enhanced Endurance (x5), Enhanced Strength (x6), Enhanced Agility (x8), Enhanced Senses (x5), Armored, Wings, Prehensile Tail
Evolves: None
Evolves From: Draco (must be going feral + wearing a Steel Jacket when traded)
Bounty: 8 million SLC for confirmed capture. 5 million SLC for confirmed death. 50,000 SLC for report of sighting.
A Draco can often be very disruptive and cantankerous towards her Tamer. But once this challenging nature has been satisfied, the Draco will trust her Tamer. But for some Tamers who did their best, and were unable to satisfy the Draco's requirements, the only thing to do would either be to release the Pokégirl into the wild or try and get their worth out of the Pokégirl. And this would usually entail trading her to the nearest convenient sucker, all while the Draco continues to go feral. One such Tamer put a Steel Jacket on his Draco before trading her, citing that adding the Steel Jacket would increase her worth. By the time he found a sucker wanting to trade for her that he could cut his losses with, a week and a half had already passed and the Draco was well on the way to going feral. The tamer that traded for her was surprised to find that the Pokégirl had evolved once with her new master. Of course, the fact that she was nearly feral didn't escape her new tamer's notice, and the three hour marathon that ensued nearly erupted into an orgy within the entire Pokécenter (instead, only 3/4 of the Pokécenter were embroiled within an orgy).
Now at least 7ft tall and with a wingspan of 18ft in total length, wingtip to wingtip, this Pokégirl’s massive body makes her a sight to behold. Her body changes with the evolution to show a seemingly mechanical tail that she has full control over, using her tail as if it was her own arm. The tail itself has retractable metallic spikes, and is covered with some sort of advanced polymer that can even sense heat and pressure. This polymer is also used to armor the Pokégirl completely, although it is retractable like a Battle Angel's armor is. The armor itself is extremely durable and tough, and the Pokégirl usually wears it like she would actual clothing.
Her wings are fully usable as well, unlike a Draco or Dracona's, and can fly with ease using her own strength. However, due to the weight of her armored form, she cannot fly when armored but can glide. The Pokégirl's pointed ears lengthen to around 5 inches and her body loses any excess body weight. Their breast sizes are often a C-cup, though DD-cups have been documented in one case. One odd thing is the very small amount of speech that a Medra shows. In fact, it is rare that they ever say more than is absolutely required. Tamers say that the Pokégirl becomes much more talkative in a private setting, although no researcher has been able to confirm or deny this.
Because the Pokégirl was feral upon becoming a Medra, the Medra requires a fair amount of taming to come out of her feral state. Although still possessing a challenging nature, the Medra is less likely to allow herself to go feral in an attempt to get a Tamer to satisfy her challenges. Indeed, a Medra lowers her standards somewhat in comparison to a Draco, though she easily recognizes any chance that her tamer simply cannot better him or herself to meet the Medra's requirements. A Medra will only leave if that is the case. Medra will assist in a Tamer's bettering themselves or bettering their Harem, often leading to the Medra becoming the Tamer's Alpha. Medra dislike working with most of the League-created Pokégirls, with the exception of Maid Yvettes. Unlike the NurseJoys or OfficerJennys, the Yvettes actually strive to better themselves despite their genetic limitations. As such, Medra have a soft spot for the Maid Yvettes and will assist them if possible. The other two Pokégirl types she will only grudgingly accept as necessary. They enjoy working with Fighting type Pokégirls for two reasons- one, fighting types have an advantage against Medra, and two, they love to train. Medra also encourage their Tamer to join them during their training, although most often the two wind up in a taming session after only an hour or two (if the Tamer lasts that long, that is).
One thing that a Medra cannot stand is the thought of going feral. A feral Medra has a very unfortunate problem- they're almost impossible to capture, as they go completely berserk. In order to stave off the possibility of going feral, all Medra demand a rather exacting schedule from their Tamers- a good taming every three days or so, to be safe. If a Taming is withheld for more than four days, however, a Medra has been known to leave her Tamer to seek out a Taming from someone willing to Tame her. Fortunately, during taming, a Medra's body seems to limit its own strength while the Tamer does their job, so restraints aren't necessary as long as they are trained how to handle their strength. It is assumed that a Medra's body automatically lowers her strength to a near human state while being tamed.
These Pokégirls were first discovered near the end of the war, and in very limited numbers. Some say that a few were mistaken as Dracass in the ill-fated push to try and defeat the human forces, only to be slaughtered by a well-coordinated trap. Despite this, however, there are known to be more Feral Medra than there are Tamed ones. Why there are so many feral Medra is unknown, but it is thought that they had to leave their tamers after being completely disappointed by their performances either in Taming or in training. Feral Medra have been known to attack any Tamer that crosses their path in an effort to strengthen themselves. No researchers that have been without league assistance (in any league) have been known to survive such an attack, although their notes were recovered afterwards. They fight any other Feral Pokégirl they come across that seems to be a threat- in a wild world such as today, that means any carnivorous Pokégirl that looks hungry.
If a Medra faces another Medra in battle, those battles have been known to destroy anything nearby. Several Tamers have even died as a result of the battle that took place. Anyone allowing a battle with a Medra involved within the limits of any inhabited space, unless in an extreme emergency, are issued a citation and are required to pay for any and all damages that are a direct (and indirect) result of the Pokégirl battle. As a result, any Pokégirl battle that results in two Medra facing off is automatically declared a draw before any damage can be wrought upon anything in their immediate surroundings. A bounty has been placed on any feral Medra found, captured, or killed, although it is just as important to escape as it is to capture or kill her.
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MEGAMI-SAMA, the Unpredictable Divine Pokégirl
Type: Very Near Human
Element: Magic/Psychic (varies) (Celestial)
Frequency: Extremely Rare
Diet: human style food
Role: Megami-sama's of retired Tamers can be found in public service facilities serving in caregiver or advisory positions
Libido: varies from Low to High
Strong Vs: Ghost, Dark, varies
Weak Vs: Dark, Magic, varies
Attacks: most attacks vary (with angel call being the exception). Common are: Bestow Luck, Lightning, Teleport, Triple split, and Heal (Other)
Enhancements: Extremely high psychic or magical abilities
Evolves: None
Evolves From: Megami (Angel Stone, several conditions must be met)
The Megami-sama is the evolved form of the Megami. Not much is known about this species due to the fact that they only evolve when attached to a Tamer and few no Tamer will let their Megami-sama be studied. Like Megami all Megami-sama are unique and can have wildly different powers. When a Megami evolves to a Megami-sama several conditions must be met: First, the tamer must have a Delta-bond with his Megami. Third said Megami-sama must be between the ages of 23 and 30. When these conditions are met all the tamer must do is have his Megami come in contact with an Angel Stone then evolution will occur.
After evolution their physical form matures further and power increases exponentially. The increase in power in a Megami-sama is so great compared to a Megami that most leagues require tamers to buy higher quality limiter earrings with the Angel Stone in order to prevent dangerous accidental magic discharge. Many Megami-sama also require moonstone bracelets to prevent excessive power drain from over-exertion. It has also been suggested that the fading "the Megami, Megami-sama equivalent to going feral" is due to them being such an empathic species literally they need the comfort and love of others to survive not so much the taming sessions. This would show these species to be emotional symbionts, needing support and love from others to live, and in turn returning and encouraging its growth.
Angel Call: The technique Angel Call is often learned 24 hours following evolution. When learned a floating sphere out of which an Angel or Cherub hatches, the Cherub is in fact a reflection of the Megami-sama's true heart, will only respond to its name, and possesses an affinity with the element Rock, Fire, Water or Electric. This technique can be used for attack, defense (create a temporary shield), or effect (amplifying the Megami-sama's powers for a short time).
This technique though power full does have its weaknesses. An angel can be banished by causing it to faint, which the weaknesses of its elemental affinity can help. Also when an Angel is banished the Megami takes a drop in health anywhere from 1/4 to 1/2 and cannot use the technique until they have rested or been healed.
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MENAGE-A-TROIS (aka MENAG), the Undisputed Master Of Sex Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Very Rare
Diet: Sexual fluids, Human style food
Role: Master Of Sex, Worshipers of Bastit
Libido: Extreme
Strong Vs: Ghost, Sex techniques
Weak Vs: Fighting
Attacks: All Sex attacks, Dance, Butter Up
Enhancements: High Pain and Pleasure Threshold, Instinct Knowledge of Sex, Resistant To pheromones
Evolves: None
Evolves From: Soixante-Neuf (orgasm during an orgy)
Menage-A-Trios, more commonly known as Menag, has changes similar to most Pokégirls who evolve (IE: Bigger breasts, change in height, change in libido.) when she evolves from Soixante-Neuf. The biggest changes is however are mental, not physical. Now knowledgeable in all forms of sex to the extreme, a Menag is no longer satisfied with having sex with only her tamer and, at times, only her harem. The only known exception to this is when her Tamer is just as knowledgeable about her body and is able to last for a LONG time is she able to be sated by her tamer alone. A Menag is also the first Pokégirl known to wear out a Nymph in a sex battle, using the techniques she learned as a Xante to pleasure her opponents quickly.
Menag worship Bastit like a goddess, mainly for the fact that their mastery of the Sexual arts is outclassed only by the Legendary Sex Kitten. It's because of this that even the Sex League has considered banning the Menag from it's battles, the only thing keeping the ban from passing is the Menag's low numbers.
While it's previous form hated low libido Pokégirls, Menag loves them, taking them as a challenge to their supreme skills and are disappointed when even ice Pokégirls end up multiple orgasms from her skills.
Feral Menag are pack Pokégirls, usual the head of a large group because of her ability to tame everyone and still want more.
Thresholds of a Menag are almost unheard of, but one known case of it happening had the entire town in which the girl resided in participating in a huge orgy.
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MERCURY, the Liquid Metal Pokégirl
Type: Humanoid
Element: Steel
Frequency: Extremely Rare
Diet: Liquids
Role: Combat, Espionage
Libido: Average
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Attacks: Slash, Metal Wheel*, Tackle, Hammer, Metal Wrap*, Harden, Morphic Quickturn*, Rare Metal Fist*, Morphic Blades*
Enhancements: Malleable body, Enhanced Strength (x2), Enhanced Endurance (x5), can reabsorb severed limbs
Evolves: None
Evolves From: Stretchymaid (Heavy Metal)
Mercurys were accidentally discovered during a raid on a research facility. Members of the Limbec Pirates attacked the facility, an explosion from a power cable knocking a pair of Stretchymaids that were working at the laboratory into a room stocked with evolution stones. A pair of Heavy Metals came into contact with them, and their bodies changed, giving them greater powers and allowing them to fight back and defeat the two Dronza attacking their Tamers.
The body of a Mercury takes the 'reflective' nature of a Stretchymaid's body a step and a half further, being composed of a smooth, fluid, non-toxic, metallic-seeming substance that allows them to take a liquid form and reconstitute into almost any shape they wish, including their normal one Their hair remains a normal color, although their body and eyes become totally silver in appearance. Mercurys can shape-shift into other Pokégirls, as a Titto can, although they cannot mimic that Pokégirls coloring or powers if they are not physical ones. As such, Mercurys prefer to remain in their natural form. They lose some stretchiness, but make up for it in sheer versatility of attacks, their bodies capable of morphing into a variety of weapons, as well as the ability to restore severed limbs by simply reabsorbing them and shaping them back to the way they were before being severed.
Mercurys, personality-wise, tend to be more meek and shy when compared to their past evolutions. They are very self-conscious about their metallic appearance and the fact that their bodies creak when they are totally solid, tending to act as wallflowers most of the time, their shyness surpassed only by a Penance or a Shymaiden and her evolutions.
In terms of Taming, they are submissives, making them the favorite Steel-type of Domina-type Pokégirls. Interestingly enough, while the Mercury appears totally metallic, once they become Pokéwomen, they are apparently organic enough to be capable of producing children normally. This feature is being considered similar to that of Rock-type Pokégirls who's bodies don't seem to be organic as well.

(*) - Metal Wheel (ATK 60-100) The Mercury turns into a giant metal wheel and rolls towards her opponent.
(*) - Metal Wrap (ATK 15) The Mercury turns her body into a liquid state and engulfs the opponent in a crushing grip. She can't hold this form for long, no more than two to five turns, before having to solidify again and catch her breath.
(*) - Morphic Quickturn (EFT) When slammed face-first against a wall, the ground, etcetera, the Mercury can simply morph her body so that it's facing in the opposite direction.
(*) - Rare Metal Fist (ATK 120) The Mercury makes her fist massive and thrusts it out, extending her arm to add range to the punch.
(*) - Morphic Blades (EFT) The Mercury morphs her body so that she has several dozen blades lining her limbs, face, and torso, her hands morphing into hooked claws and her limbs extending. Her range is increased dramatically in this form, although she can only hold it for six turns.
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MILK MAID, the “Got Milk” Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Extremely Rare
Diet: human style foods
Role: domestic servant
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Slap, Cheer, Cuddle
Enhancements: Fast Healing
Evolves: None
Evolves From: Maid Yvette (Milktit milk and orgasm)
Milk Maid is the unexpected evolution of Maid Yvette. Like the Milkmouse, it comes from drinking Milktit milk. Unlike the Milkmouse, the Maid Yvette must be undergoing orgasm to evolve while she is drinking the milk. This very unlikely series of events occurred when a Milktit farmer and his Maid Yvette were both Taming a Milktit, and so far the Milk Maid he has is the only one known. Milk Maids look just like their previous form, save for their breasts are much larger.
A Milk Maid has a more developed personality than her previous form, able to take her own name if she wishes. She is also smart enough to be able to handle various tasks on her own, making her a decent domestic keeper. She still faints at the sight of blood though, limiting her combat usefulness to virtually nil. Milk Maids have a minor healing enhancement, letting them recover faster from wounds.
Milk Maids’ breasts lactate just like a Milktit’s do. A Milkmaid cannot alter the composition of her own milk, so it has no special effects beyond being sweet and tasty. Pokégirls who drink milk from a Milk Maid do lactate themselves for about a week, although they too cannot make their milk anything except delicious. Milk Maids only lactate about five gallons a day, but still need to be milked daily to prevent painful swelling. When fully milked, their breasts are a large C-cup.
Milk Maids are only happy when there are other Pokégirls around for them to milk. Whether its Milktits, SnowMelons, Cunnydews, Cherries, or even others of her own kind, a Milk Maid’s sense of self-worth is at its highest when she is milking others. Her proficiency at this is so great that she is somehow, in a manner not fully understood, able to get lactating Pokégirls of any sort to give half-again as much milk as they usually would when she milks them. She explains this ability as simply having a knack for milking. Furthermore, if any Pokégirl who naturally lactates (as opposed to just lactating from drinking another’s milk) drinks milk from a Milk Maid, the Milk Maid can internally alter the chemical composition of the other’s milk, making the other Pokégirl’s milk have special effects, such as to act as a healing agent (or even more of a healing agent), act as a sedative, induce lust, or several other effects. The Milk Maid chooses how the other Pokégirl’s milk is altered, and once her milk is ingested, the other Pokégirl’s milk remains altered for two days.
Feral Milk Maids enter a state of distraction like an Ingenue, where they cannot concentrate on anything and their ability to perform tasks plummet. Threshold girls virtually never become a Milk Maid, but it is possible.
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MILKMOUSE, the Mouseketeer Pokégirl
Type: Animorphic - Mouse
Element: Normal/Fighting
Frequency: Extremely Rare
Diet: milk, dairy products, nuts, bread
Role: unique
Libido: High
Strong Vs: Bug, Dark, Ghost, Ice, Normal, Rock, Steel
Weak Vs: Fighting, Flying, Psychic
Attacks: Focus, Backhand, Hyper Kick, Resist, Rage
Enhancements: Enhanced Strength (x3), Enhanced Agility (x3), Enhanced Enduranced (x3), Enhanced Reflexes (x3), Enhanced Speed (x2)
Evolves: None Known
Evolves From: Titmouse (only known trigger: milk from Milktit, unknown if massive amounts of sex or multiple orgasms beforehand were required as a stimulant)
Recently discovered by two Tamers, Yuka and Ben, this new Pokégirl is roughly seven feet tall and has physical attributes that put a Amachoke to shame. It does, however, have two major desires, sexual intimacy and milk, preferably fresh and produced by a Pokégirl. It does NOT like soy milk.
Trainer Ben is the owner of the Pokégirl, though he admits that she could not have evolved without Tamer Yuka's assistance.
The reason the discovery of this Pokégirl has been so recent is because of the fact that it is very rare for a Tamer to have both a Milktit and a Titmouse. Usually any Tamer who might have had such a combination has already evolved his Titmouse, has lost/given away his Titmouse, or has lost his Milktit.
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MILOTIT, the Divinely Beautiful Dragon-esque Pokégirl Type: Humanoid
Element: Water
Frequency: Extremely Rare (Only found in harems)
Diet: Fish, Kelp, Fruit
Role: Who cares?! She's Gorgeous!!
Libido: Average to High
Strong Vs: Fire, Ice, Steel, Ground, Rock
Weak Vs: Electric, Grass
Attacks: Water Tower, Hydro Pump, Hyper Beam, Dragonbreath, Smile, Pretty Wink, Aura Barrier, Dazzle, Ensnaring Kiss, Cupid's Bow, Angel Eyes, Blow Kiss, Sex Attack 1, 2, and 3, Long Tongue, Probing Tongue, Phantom Touch
Enhancements: Levitation, Enhanced Agility, Sexual Spellcraft, Sexual Intuition, Enhanced Beauty (xMAX)
Evolves: None
Evolves From: Feeblass (Becoming Pretty)
A successfully beautified Feeblass, which takes a great deal of effort, a lot of time, a respectable amount of money, and nearly divine patience, is simply ‘very pretty.’ Not quite up there with a great many other Pokégirls, but still attractive nonetheless. When she evolves into a Milotit after becoming ‘prettied up,’ and actually becoming convinced that she is indeed pretty, that all changes drastically. Every tamer who has taken the extreme and time-consuming effort to beautify a Feeblass, all two of them currently, will happily say that the results were worth every second, every penny, every frustration, and more.
A Milotit isn’t pretty, she isn’t beautiful, she isn’t even drop-dead-gorgeous. A Milotit’s physical appearance is nothing less than Divine.
Though her proportions are similar to a Gynadose’s, similarities pretty much end there and go no further. A Milotit’s skin, hair, eyes, scales, muscle tone, fingernails, health, teeth, etc. are always in absolutely perfect condition (unless something very extreme has happened to her). Even to the point where the Kujaku Ranch member who has the first known example in his harem has complained that he has nothing more he can possibly do to improve her appearance (though he never says this with any real remorse). Their skin tends to be a lovely pale tan color with erotic blue scaled highlights, and their very long and silky hair is so far some shade of red or reddish coloration. Their eyes are some manner of deep and rich color, and are shaped in such a way as to give them a naturally seductive expression. They also have a subconsciously sensual body language in everything they do, which only increases if their tamer is watching.
Milotits love to swim, and are the very embodiment of sensual grace in the water (as opposed to out of the water where they are merely the essence of sensual grace). A Milotit who is swimming, or just getting out of the water, is, forgive the expression, a wet dream come true.
Milotits actually get along very well with the Gynadose breed of Pokégirl, and will even have a calming effect on a Gynadose in the same harem (Unless someone inflicts harm on the Milotit, then the Gynadose will do everything in their power to rip the offender to shreds). In addition, a Milotit’s sexual intuition and array of sexual techniques is a great aid in keeping a Gynadose's agressive libido satisfied (probably why they get along so well).
Milotits can become decently powerful battlers, with a small array of battle techniques, and when paired with a Gynadose in double battles will happily steamroller the competition. However, their real strength is in sex battles, as they can use their natural sexual intuition to get their opponent off faster than many others can accomplish, and apparently may be able to learn almost any sex technique on record provided they can find someone to learn from. The second Milotit on record is currently the only known Pokégirl to actually defeat a Menage-a-trois in a sex battle, the Milotit herself collapsing shortly afterwards.
A Milotit seems to be a Pokégirl for life, as the immense affection they have for the one who took so much effort to make them pretty could never be transferred to another master. It is doubtful that anyone who put that much effort into a Pokégirl would be willing to trade her anyway, so we may never learn for certain.
Milotits will happily do just about anything when it comes to taming, whether it is with their tamer or a harem sister while their tamer watches, they don't care as long as their tamer enjoys it. When not doing any particular task, a Milotit can be found right next to her tamer, breaking out all the sensual body language she has at her disposal in order to seduce him, or just simply enjoying his presence (while still displaying a lot of sensual body language. It seems to be a half-subconscious action on their part when in their tamer's presence).
A Milotit will only attempt to actively seduce her tamer when they are alone (apparently in the presence of just her harem sisters counts as ‘alone’ for a Milotit, and they subconsciously perform passive seduction on their tamer constantly). However they are perfectly happy, and even eager, to be tamed anywhere and at any time if their tamer requests/demands it. A Milotit doesn’t even seem to care if she has an orgasm, only being concerned with her tamer's pleasure, though a Milotit will apparently become extremely affectionate after having an orgasm, literally glowing (likely with magic) with pleasure for many hours afterwards.
A Milotit has no trouble getting the required tamings she needs, regardless of her libido and her tamer's ability. Her natural sensuality (the tamer in possession of the second Milotit on record has claimed that she can make anything look sexy without even trying) is capable of keeping her tamer aroused well past any point he ever thought himself capable of. Because of this, no Milotit has ever come within a lightyear of turning feral.
It has been determined that it is not possible to threshold directly into a Milotit.
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MIMICALL, The Master Storage Pokégirl
Type: Near Human, Metamorph
Element: Ghost/Fighting
Frequency: Very Rare
Diet: Human-style diet, some times blood (few Mimicalls will openly say this)
Role: Storage manager, Bodyguard, Thief, Assistant engineer
Libido: Average, High with a bonded tamer
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark, Psychic, flying, in some cases a fear of Tats
Attacks: Phantom Blade, Teleport, Phase, Dazzle, Hypnosis, Bad Breath, Illusion, Nightshade, Parry, Slash, Haunted, *Junk Creation, Swallow, Spit Up
Enhancements: Night vision, Enhanced Reflexes (2x), Enhanced Strength (2x), Telepathy, Longevity, Enhanced Senses (if possessing an object)
Evolves:none
Evolves From: Mimica (normal, high level, earlier if their Tamer is Delta Bonded to them and in extreme danger)
This Pokégirl was discovered in 263 AS in the same temple where archaeologists found the first three recorded Mimica. It was a few days past the new year when archaeologists discovered a hidden chamber under the temple using sonic scanning equipment. The archaeologists went back to the temple to speak with the Pokégirls who had been guarding it if they new any thing (the four Pokégirls they found had taken the temple as their home in return for letting the archaeologists explore the place fully). When the Bandame was asked she said she knew nothing of the chamber.
How ever, when the three Mimica were asked they clammed up, said they knew nothing and wanted to drop the subject. This peeked the interest of both the archaeologists and the Bandame. After getting the three Pokégirls to speak they were told the chamber was where a sarcophagus was kept but they would have nothing to do with opening the door to it. The archeology team left to where the chamber was while the Bandame dealt with the three Pokégirls for not telling her there was some thing else to protect. After a few hours the team was able to open the door to the chamber which had been hidden behind a wall. Inside was shelves of jewelry, books, statues and a sarcophagus in the center. Most of the team thought it would be a good idea to get the temples Pokégirls before going in but one of them went. A few seconds later the team member was hit with a bad breath attack and dropped to the floor. The archeology team reached for their Pokéballs but when no threat came they agreed to get the Pokégirls. When they showed up a loud voice yelled at them for letting intruders in. When the archaeologists looked back into the chamber the sarcophagus was gone and in it's place was a Pokégirl.
Mimicall look like their pre-evolved sisters with but a bust size larger and a few more inches in height if they're not possessing an object. If they are then the similarities stop because a Mimicall's skin appearance and color will change and they will gain light weight armor based on what they're possessing. One example is a Mimicall who possessed an urn. With the armor off she had porcelain white skin, hair and eyes with blue iris. On her skin was the same sea blue patterns as the urn (even though her skin looked like porcelain it felt like normal skin. In one case a trunk a Mimicall was possessing had vines carved into it and while it looked she her self had the same carvings to peoples fingers it felt like normal skin). Her amour looked like the urn had been enlarged, segmented and turned into amour. Scientists confirmed that the armor was indeed porcelain but it was hard and solid like steel. Because their skin takes patterns of what they possess some tamers like them because they could imagine they were taming a different Pokégirl because they may have the same skin pattern. Any Mimicall who posses a white object will stay away from Ar-tits and their evolved forms because they don't want to be painted believing that their skin should be the same color as the object their possessing. A Mimicall will greatly appreciate possessing an enchanted object as they may gain enhancements from it (Example: A Mimicall possessing an object that has been enchanted to survive a 5 story drop may gain an increased defense against flying types). While a Mimicall still posses the same abilities as a Mimica in object form she'll prefer walking around in her real form feeling that she'll be better able to project her tamer that way. She'll go into object form if ordered to by her tamer, if there is no threat or if she feels that she'll be better able to serve her tamer that way.
A Mimicall still has the same abilities she did as a Mimica but has gained much more control of her ESS. Where a Mimica can hold up to 20 items a Mimicall can hold up to 50. This has made them more liked by weapon carrying Pokégirls as they can also keep more weapons, replacement parts and repair tools. The size of the Mimicall's common ESS is about 10ft in height and 40x40 in size.
Their control of their ESS is controlled enough that she can open a portal about 6ft in diamiter to her ESS with out needing to be in object form. The Mimicall can have the portal be stairs or a ladder if she wants. The insides of the ESS remain the same except that the pocket dimension is larger and has more shelves. It's possible for a Mimicall to open their ESS portal one place, let some one in and reopen it again some where else to let the person out. If they open the portal and go in them shelves the portal can not be opened some where else. It is because of these reasons a Mimicall is not allowed into museums, banks, etc. unless they are a member of the buildings security or police. Like the Mimica, they can not use their ESS when possessing Poképacks or clear objects. They also wont say why. A Mimicall also no longer needs an object to possess as she can make her own and customize it to her own tastes (even though it's not needed a Mimicall will appreciate it if her tamer buys or makes her some thing). While it's not confirmed it's suspected that a Mimicall changes the air in her ESS in a similar way to a Starlightxpress.
It is possible for a Mimicall to pull objects out of her ESS using her mouth but the object has to be small enough to fit. Most small sword/dagger wielding Pokégirls won’t give a Mimicall their weapons if the Mimicall says they want to do the sword eater trick. There's always the chance they won’t get it back. Tamers who abuse their Mimicall shouldn't kiss them or receive oral from them (only a moron abuses their Mimicall and lets them hold onto needles, small daggers, etc when kissing them or receiving oral sex). A Mimicall also has the ability to designate an object to open up to her ESS for her tamer or harem sisters to use. When this is done various symbols appear around the opening of the object and she can remove the objects connection to her ESS when ever she wants. Her ability to levitate possessed objects is more controlled and can lift objects of 160 pounds up to 10 feet.
Their personalities wont differ as much as their pre-evolved forms except they act a bit more serious about their duties. Like Bandames they will protect the living and inanimate objects. Upon evolution Mimicalls pick up a habit of messing around with machinery and small objects. It’s unknown if this is some sort of instinct to inspect things around her for better use and defensive purposes or out of curiosity. Some times it's either or both.
The Mimicall has found use in labs as assistants because they enjoy working on things and make good inventory managers. Due to their Junk Creation ability they can make models to give an idea of how an object will look or work. The fact she can posses objects means she can stay in a lab and keep an eye on experiments/projects to make sure things don't break or keep an eye out for people who want to steal them.
While they no longer play tricks on people as much as they used to if they're asked to join in on playing pranks they will. They no longer randomly take objects while in stores with jewelry stores being an exception. No tamer should take their Mimicall into a jewelry store because she WILL take some thing. In one report that wasn't released one Mimicall stole every piece of jewelry in a store and refused to give them back (she was reported screaming as she ran from the cops ‘It's mine, it’s all mine and I’m not giving it back’). If a Mimicall takes some jewelry she will not give it back unless she is traded some thing of equal value or defeated in a fight. From a known case a Mimicall will not take jewelry if she is delta bonded with her tamer (she won’t do it because she knows it'll embarrass her tamer).
The rumor of them and their pre-evolved form drinking blood is true. If given blood their bodies can heal from wounds faster. There are a few who drink blood because of the taste but normally don't admit to it. It's advised that they not drink blood from Sugar Kittens or their evolutions as they may get addicted and in their version of a sugar high, bounce/hop around in object form and bite people on their arms, legs or their rears. No one's sure why but it's believed that they taste how much sugar a Sugar Kitten eats.
A Mimicall will not take her armor off unless she is cleaning it or getting tamed. While taming preference hasn't changed from their pre-evolved form some prefer getting tamed on all fours. As of yet only one tamer has stepped forward to give information about being delta bonded to his Mimicall so the following information comes from him. A Mimicall still has the ability to manifest her self in her ESS for her delta bonded tamer. If a Mimicall is not in object form her eyes will gain a glazed over look and she will be distracted while her tamer is taming the manifestation. It is possible for a Mimicall to be in her ESS at the same time of the manifestation. If both the Mimicall and her manifestation can be tamed at once is unknown because the tamer is not willing to tell (his response to any who ask is 'I will not deny nor confirm what people think. If you want to know get your own Mimicall and become delta bonded' ).
A feral Mimicall will be distracted as she wonders about the area picking up stuff she finds interesting to put in her ESS (this had led to tamers catching feral Mimicalls and getting free evolution items). It's rare to find a feral Mimicall as most feral Mimica will normally run away rather than stay and fight. If there is a feral Mimicall around you can tell because random objects from her ESS might start popping out all over the place with in a 10 foot radius of her (this has led to a few tamers getting hit in the head by rocks and in one case, a hammer). As of yet no threshold cases have been reported.
Junk Creation (EFT): Some people would consider this a useless move while some others actually find it useful. The Mimicall takes the objects in their ESS and creates various objects ranging from cooking utensils to tents. Some even create walls to block attacks. Structures created range in different sizes but the largest recorded are about 12x12 feet and 11 feet in height. Dom types like this move as they can have various tool of different designs and sizes to play with their tamer/harem sisters. Fighting types also like this move for similar reasons but because they can have training dummies made out of different materials. While this is useful it is limited. Should the materials that make up the object be struck or come in contact with some thing capable of destroying it (fire, acid, etc) the object will return to the ESS and the Mimicall will take some damage. While Pokéballs can be used ones with a Pokégirl inside can not.
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MINI-TOP (aka BUN-BUN), the Excessively Violent Pokégirl
Type: Very Near Human
Element: Normal/Fighting
Frequency: Very Rare/Rare (on the rise in some areas)
Diet: alcoholic (mostly beer)/vegetarian (mostly alfalfa)
Role: discipline, assassination, intimidation, wanton violence and destruction
Libido: High (demanding-often the ones doing the Taming)
Preference: Bi-sexual
Attacks: Slap, Double Slap, Hyper Slap, Backhand, Nipple Cripple, Pummel, Headbutt, Uppercut, Bicycle Kick, Mega Punch
Enhancements: Enhanced Strength (x5), Enhanced Speed (x5), Enhanced Hearing (x5), Retarded Aging, High Intelligence
Weaknesses: increased susceptibility to electrical attacks, and to attacks from Dominas
Evolves: None
Evolves From: Bunnygirl, Beach Bunny, PlayBunny, MoonBunny, March Hare, Snowbunny (all evolve by emotional trauma caused by abuse, or witnessing highly frequent and/or extremely excessive acts of violence)
Woe the Tamer who unexpectedly finds himself with one of these in his Harem, for Mini-Tops are an excessively violent and aggressive breed, second only to a Mousewife defending her master's life. Upon reaching this stage the Pokégirl goes not only through the standard physical change but also a marked personality change. Physically, the Pokégirls breasts become noticeably smaller, the ass becomes rounder and firmer, and the ears become longer(down to about knee level) and rather "floppy." Personality-wise the change is much more extreme. The Pokégirl becomes highly interested in switch-blades, .45 caliber Glochs, Tripod-mounted chainguns, high-yield explosives, and causing pain. Mini-tops are highly aggressive and dominating; this combined with a markably increased sexual appetite makes for an extremely demanding Pokégirl who refuses to take "No! God No! Somebody Help Me! PLEASE!!!!" for an answer. The foolish Tamer who refuses the Mini-Top's advances is typically beaten and battered into helpless submission and ridden for all he's worth. Those tamers who accept their advances are treated in much the same way. Mini-tops will use any excuse to perform acts of violence, cruelty, or (their favorite) violent cruelty. Being highly aggressive and competitive they constantly seek the position of Alpha. Because of this, they have a strong rivalry with those of the Domina family. Add to this the Mini-top's lack of concern for the lives of others(save for their master's) and this provides for an extremely dangerous and potentially lethal rivalry. It should also be noted that Mini-tops have a particular "dislike" of Electric types; causing them to focus on abusing, torturing, trying to kill, and (oddly enough) trying to bite electric types(in particular, trying to bite the tails of those that have them) Despite their thin, frail, and cute appearance; the Mini-top is surprisingly strong. All in all a very combat oriented breed. An increased level of intelligence means that this breed is also very sneaky and conniving, one should not place much trust in the words of a Mini-top, unless of course they happen to be threats against your life. They are a verbally cruel, abusive, and insulting breed; and they will constantly point out the faults of their master and insult him, "nerd-boy" being a particular favorite insult of theirs.
Yet for those brave (or stupid) tamers who wish to master the Mini-Top, there is hope. Because of a peculiar quirk of their metabolism, Mini-Tops become easily inebriated(drunk). When in this state, the Mini-Top is a much more laid-back and friendly Pokégirl. Often expressing their strong affection for those around them, and being all-around a very sociable breed; but only when drunk beyond human comprehension. One should also mention that Mini-Tops hate breast jokes of all kinds(for obvious reasons), and will severely "punish" anyone who utters such jokes in their presence. Also, Mini-Tops hate telemarketers (not that we blame them but...) to the extent of hunting them down and killing them, also bombing their office buildings, and doing all-round slaughters of such individuals on sight, and using their victims' spleens to decorate the walls. The reason for such violent animosity is as of yet unexplained, the research team investigating this were all found mysteriously disemboweled with shampoo in their eyes.
It must also be noted that only domesticated Bunnies can evolve into a Mini-Top, the reason for this is as of yet unknown.
Despite their being discovered only recently, Mini-Tops enjoy a large and avid following. Their fans affectionately refer to them as Bun-Buns, an obvious reference to their well-shaped derrieres and a slight preference for anal intercourse. There is debate as to whether this following has sprung up out of love for the breed, or out of fear for it.
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MIST BUNNY, the Magic Forest Rabbit Pokégirl
Type: Near Human Anthropomorphic (Rabbit)
Element: Magic/Fighting
Frequency: Very Rare
Diet: Vegetarian
Role: Hunting, Foraging, Long-range combat, Magic detection
Libido: Average
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Burst, Mana Bolt, Quickening*, Magic Fist, Magic Kick, The Calm Soul, Focus, Focus Energy, Pose, Evade, Counter, Resist, Spellwork
Enhancements: Increased Accuracy x5, Increased Senses (Sight, Scent, Hearing) x10, Increased Agility x6, Increased Strength x5 (x9 when Beserked), Increased Intelligence x5
Evolves: None
Evolves From: Bunnygirl (Mana Stone)
In terms of personality, Mist Bunnies are an almost total 180 from their previous form. They become far more serious, and much calmer in manner. They gain a great deal of intelligence in this evolution, although that intelligence is geared more towards magic, forest knowledge, and natural remedies rather than scientific knowledge. They are also taller, being around 6'11" in height without the ears standing up. Mist Bunnies all have dusky brown fur and long, silvery hair, although they vary among hairstyles. Their faces all sport very slight muzzles, and their feet are paws. However, due to the shape and small size of their feet, they have a hard time walking unless they are wearing high-heeled shoes of some kind.
Mist Bunnies love the forest. Feral Mist Bunnies congregate in treetop warrens, using their excellent jumping ability to move from tree to tree. Tamed Mist Bunnies are generally treated as non-entities by Ferals, as if they regard Mist Bunnies with Tamers to be unworthy of even existing. This does not dissuade Mist Bunnies with Tamers from going into forested areas, as their love of the woods is strong. They are excellent survivalists, and can make do even on extremely limited resources.
Feral Mist Bunnies are an unusual sort. They have a relatively high Feral intelligence, as their Feral state essentially a combination of an animal-type Pokégirl's Feral state and the Feral state of more human-type Pokégirls. Their speech becomes limited severely, and they become more skittish of outsiders. They are animalistic in mannerisms, but are capable of fashioning simple clothes and footwear. When observed from a distance, Feral Mist Bunnies can be seen, when not hunting or Taming each other, can be seen sitting in a treetop nest, meditating or simply staring out with a smile at the forest. Some even sing, a soft, wordless song that is growing in popularity among Watchers, due to how peaceful and relaxing it is. Tamed Mist Bunnies still sing this, usually after a particularly good Taming.
The high heels that all Mist Bunnies require, whether Tame or Feral, confuse most Researchers. To the surprise of several Watchers, Feral Mist Bunnies could be observed fashioning makeshift high heels out of wood and a thick spike, sometimes made of metal. It appears that even while Feral, Mist Bunnies recognize the need for these shoes. The practicality of this was in question for a while until a wandering Tamer fought a pack of Feral Mist Bunnies. In his report, the Mist Bunnies used the metal spiked 'heels' of their shoes to cling to the sides of trees, digging their heel's spikes in just enough to stick. The awkward position of the Mist Bunnies made it difficult for the Tamer's Flying-type Pokégirls to properly get a bead on them, and easier for the Mist Bunnies to dodge the attacks. All Tamed Mist Bunnies are known to have metal spiked heels as well, some strong enough to allow the Mist Bunny to cling to stone walls if need be. Later observations by Watchers show that Feral Mist Bunnies can use the spikes on their shoes to literally 'walk' up high trees to get to fruit in the branches.
Mist Bunnies are primarily used as hunters, gathering food for their Harem sisters and Tamer. In terms of combat, while they can hold their own in hand-to-hand, they are best served by being given ranged weapons, such as a bow or crossbow. They also, because of their magical nature, possess the ability to quite literally smell magic within 50 feet of themselves. This has made Mist Bunnies popular amongst Tamers and teachers in Vale. Mist Bunnies perceive magical auras as a mist, hence their name. With time and a strong bond, a Tamer can perceive the 'Mist' as well.
However, these bunnies are not entirely immune to the Mist's effects on them. If they are exposed to too much Mist, they will become agitated, and then nauseous. Further exposure will force the afflicted Mist Bunny into a berserk state, where they attack everything they perceive as an enemy with incredible viciousness and savagery. So vicious are their berserked rampages, that there was one report of a Mini-Top being frightened by what she saw. The most recommended thing to do when a Mist Bunny goes on a rampage is to let them tire themselves out and keep yourself, your friends, and your harem out of the way.
Mist Bunnies have a potentially very powerful ability called a 'Quickening.' They harness the Mist, or magical energy, inside of themselves and exhale a crystalline mist in the opponent's face. If they inhale, the opponent becomes frozen in place, unable to move while the Mist Bunny performs a totally original, powerful attack exclusive to them. There are three 'levels' of power to a Quickening attack, depending on how much internal mist is harness. A level three Quickening can leave weaker Mist Bunnies drained and barely able to perform more complex maneuvers. Quickening can be taught to other Magic-type Pokégirls, or even to Tamers. However the Pokégirl or Tamer in question must earn the Mist Bunny's respect. If they are a Feral Mist Bunny, then it becomes that much harder to win it, as first the Mist Bunny must be caught and Tamed before Quickening can be taught.
*Quickening – (ATK 50/100/300) The Mist Bunny harnesses their internal magical energy, or Mist, as they call it, and exhale a crystalline cloud of mist into the opponent's face. If they inhale, they are frozen in place as the Mist Bunny performs an original attack, one completely exclusive to them. They can have up to three different attacks, each one varying in power depending on the amount of 'Mist' used to create the attack. This is considered a 'magic' technique.
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MISTRESS, the Chained Pokégirl
Type: Very Near Human
Element: Steel/Magic (for chains)
Frequency: Very Rare (though not for lack of trying!)
Diet: Mostly Human
Role: Professional Interrogator/Capturer
Libido: High
Strong Vs: Poison, Bug, Psychic, Weak Willed
Weak Vs: Fire, Ground, Fighting
Attacks: Rune Chain, Chain Throw, Metal Sound, *Quake with Fear (lvl 50) *Chained Pleasure, *Chain Whip, *Chain Smash, *Link Shower
Enhancements: Loss of pain center, Increased Healing, Enhanced Endurance (x5) Enhanced Toughness (x10)
Evolves: None
Evolves From: Dominatrix (via multiple orgasms during bondage sex)
The Mistress is a rather unique evolution of the Dominatrix. Getting her to evolve appears to be nice and simple, in theory that is, until one tries to get a Dominatrix to consent for her to be the bound one. Should a tamer get his/her Dominatrix bound, gagged and gets her to orgasm multiple times, she will evolve into a Mistress.
Mistresses are a curious breed of Pokégirl. Nearly all of them wear no clothes, just strategically placed chains to cover up the bare essentials, if that. Sometimes they were what can only be called 'chain bikinis' that leave nothing to the imagination. She does not mind being leered at; if anything, she revels in the lewd attention. It helps that cold steel is constantly rubbing up against her most private areas most of the day. Watchers have proven that all Mistresses are part voyeur, part exhibitionist; like watching and being watched during tamings.
In bed, Mistresses are very submissive to their tamer. They concede the fact that their tamer is the dominate one in the relationship, and enjoy being bound and gagged. They get very turned on when they are held fast by their own chain clothing. A Mistress is only submissive to her tamer. If the tamer brings in another Pokégirl, the Mistress will lord over her like some evil emperor. For this reason, Mistresses make good Alphas and horrible betas.
These Pokégirls have been called ‘Combat Damsels’ and people tend to agree once encountering them. The complete loss of her pain center, increased healing, and very tough and durable skin makes her a very sturdy combatant. She would be considered a masochist if she could feel any pain, but the thought that she should be feeling pain arouses her.
Aside from her fetish of chains, her looks can vary. She typically looks how she did as a Dominatrix, just lacking clothes. She may gain or lose some height or breast size, but this is rare.
One word can describe her personality: Sado-cruel. The method of her evolution has messed with her psyche…well more so anyway. Domina types love one thing more than anything, and that is control. Since she evolved because her tamer was able to take that away from her, and make her enjoy it, she now has a near fanatical desire to take it back; usually from any Pokégirls she comes across. With her loss of her pain center, she no longer fully understands others pain. This leads her to simply reminisce on past pain, which she most likely enjoyed, and wants to visit it upon others. She simply does not understand why others don’t enjoy it as much as she did.
In a battle, she fights exclusively with chains, usually the ones she was previously using for clothes. This leads more randy Pokégirls to be slightly distracted before they take a weighted chain to the side of their head. Though she is a magic type, she can only spread her influence over her chains, but that does not weaken her in the slightest. Her power and control over her chains is limited only by her imagination. She can lengthen them, shorten them, add spikes or weights at the end, even link them together as a noose at will.
Her tactics usually focus on binding and restraining her opponents. Having a Pokégirl bound and gagged, wriggling at her feet turns her on immensely. If she does not then tame said Pokégirl, she will likely jump her tamer after the battle. Should it be physically impossible to bind a Pokégirl, she will focus on sniping at her. Liberally using Link Shower, she will send spiked and weighted links at key points of the body. A large metal ball to the side of the head is usually enough to knock anyone unconscious.
Strangely enough, for such a sado-cruel Pokégirl, a lot of them are employed by local governments and police. Her abilities with chains make her perfect for capturing and bringing in criminals. Many criminals only remember a rattle of chains before blacking out. They are also the next best thing to a psychic Pokégirl for interrogation. She still has her forceful personality and determination from when she was a Dominatrix, and can use her chain abilities to some rather sadistic extents. A body can only handle so much weight hanging off of rather personal parts before stuff starts tearing.
There are no records of wild or feral Mistresses, and no one has thresholded into one as of yet.
• Chain Whip - (ATK 40) A steel type attack. It is similar to rose whip in which she lashes out with a length of chain. The chain can be a varying length, have spikes or weighted balls at the end of it.
• Chain Smash - (ATK 50) A steel type attack. Similar to Chain Whip, she lashes out with 2 to 3 chains at once. Each chain will end in very heavy weights, and she smashes them into her opponent like a hammer.
• Link Shower - (ATK 75) Using her magical connection to her chains, the Mistress levitates a multitude of chain links around her. They may be normal links, be spiked, or be extra heavy. She can then shoot them at her opponents at high speeds, peppering the pokegirl with steel.
• Chained Pleasure - (S. ATK) A Mistresses unique sex attack. She first binds a pokegirl with chain then uses this attack to link her breasts and other erogenous zones with chain. Any movement causes them to tug and pull at them, causing pain and pleasure the Mistress loves so much.
• Quake with Fear - (ATK 180) The Mistresses most powerful attack. Empowering a length of chain with as much magic as she can, she hurtles it towards the ground. Once embedded in the earth, the magic in the chain bursts. Hundreds of spiked chains erupt from the ground, covering a large area. Should her opponent(s) not be skewered from the beginning, the chains have an eerie tendency to encircle the neck, strangling anyone not killed outright.
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MOONFLOWER, the Moonlight Oracle Pokégirl
Type: Not Very Near Human (Flower)
Element: Dark/Ghost/Plant
Frequency: Extremely Rare
Diet: Vegetarian mostly, also needs to consume small portions of life force at least once a week
Role: Plant-life maintenance, Oracles, Haunting
Libido: Low
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Fighting
Attacks: All dust attacks, Command Plants, Leech Seed, Petal Armor, Antitoxin, Root, Virus, Anti-Virus, Lure, Fruit Juice, Vine Bondage, Grass Floor, Dark Holy, Cocoon of Darkness, Dark Shield, Telekinesis, Hypno Dance, Psychic, Moon Blood,* Moon Dance,* Moon Dream,* Moon Storm*
Enhancements: Psychic abilities, precognative abilities, Strong plant affinity, Regenerates while asleep, All-around strength increases depending on the moon’s phase, their Dark-type attacks become much stronger at the New Moon.
Evolves: None
Evolves From: Flowergirl (Moon Stone)
Very many people would be very happy if they had never heard of this Pokégirl. Very very happy indeed, as these oracles have a tendency of knowing things that certain people would rather nobody else know. However, as Moonflowers have proven faithful and in many cases, extremely useful, they are reluctant to find ways to eliminate the breed. Indeed, their pros outweigh their cons in many ways.
Moonflowers are strange and mysterious Pokégirls. Their evolution is considered to be extremely rare, as Flowergirls a vast majority of the time WILL NOT EVOLVE if given a Moon Stone. However, Moon Stones are confirmed to at least partially be the triggering agent for evolution. Studies go on to this day to discover everything about Moonflowers. They aren’t going well, as Flowergirls are apparently not very fond of Moonflowers and as such are being uncooperative.
Moonflowers are slender, green-skinned Pokégirls with curvy figures and large, soft breasts. Their hands and toes are three-fingered claws, and their hair is usually a mass of leaves with a flower stem sticking out of the top of their head. They are very rarely seen with legs, though, as they prefer to keep their legs morphed into a stem leading to their blossom, a gigantic, pink-and white flower with long, tentacle-like petals. Their eyes constantly glow yellow, and they are never without a smile on their face. Even their sex is like flower petals, either in their legged form or their stem form. Their blossom comes with them when they are in Pokéballs, and can take root in almost any ground, excluding some metal areas.
Moonflowers are constantly dancing, save for when they are Taming. They stay awake all night, dancing in the moonlight. But the instant the sun starts to come up, they wrap themselves into their flower and go to sleep, quite literally unable to awaken until the sun is out of the sky. They are always calm, no matter what the situation, and have noted to be the only Pokégirls aside from Legendaries that are not scared in the slightest by Widows, even when the creatures are ripping them apart. Moonflowers rarely speak, and when they do, they only speak in riddles, songs, and rhymes, even moreso than Sphinxes do, since Sphinxes have been known to talk normally once in a while. They always seem to know things, and since Feral Moonflowers can still talk normally, some even go to them to get predictions, if only for amusement, as Feral Moonflowers rarely give accurate forecasts. If a Tamer seriously wishes to get a Moonflower’s favor and, in return, a prophecy, they will Tame the Moonflower until she is satisfied. Some Moonflowers, once Tame, will ask for a favor in return. It’s considered very wise to give them that favor, as if they do not get it, they will go into their bloom and sink into the ground, not answering anything. If they are promised the favor and betrayed, the betrayer shall never know peace until favor has been made, a horse Pokégirl even more nightmarish that most NightMare Pokégirls shall haunt their sleep every night, a demon called Ixion…
Feral Moonflowers are usually found deep within forested areas. The heavier the plantlife, the higher the chance that a Moonflower’s grotto is nearby. Moonflowers are highly attuned to the plants under their care, and become violently protective of them if someone carelessly hacks through them. However they have been known to forgive the offense in exchange for both Taming and a favor.
Feral Pokégirls, with the exception of high level menaces such as the Widow or Leviathaness, are very respectful of Moonflowers. Even the most savage of Panthress will hesitate to attack a Moonflower and eventually back off. Restrictions are placed on Tamers going after Moonflowers due to their potent illusions and tendency to plague people that irritate them with nightmares and horrible, ghost-like illusions, the worst of being the Ixion creature. Very few Tamers actually have a Moonflower in their Harem, but to Leagues, these tiny numbers are more than enough.
Another interesting thing to note is that the power of some of a Moonflower’s attacks increases or decreases depending on the phase of the moon. Their Dark-type attacks are strongest at the New Moon, while their four unique Moon attacks are at their most powerful at the Full Moon.
There is some sort of connection between Moon Bunnies, Mooncalves, Moonmaids, and Moonflowers that has yet to be explained. A Tamer named Marc Spector has one of each in his harem, along with a Fiendish Megami-Sama named Khonshu. The four Moon Pokégirls, in their few recorded appearances, displayed abilities uncommon to ANY Pokégirl, save possibly the Legendaries. Marc Spector himself seemed to have more than human abilities, although those abilities may have been gained from his Fiendish Megami-Sama. There is also evidence of Moonflowers having a connection of some kind to the TWAU, Those Who Are Unknown. Research is still pending. As the rarity of Moonflowers is so high, no recorded instances of Moonflower as a Threshold result have been recorded.
*Moon Blood – (EFT): The Moonflower offers a Pokégirl or Tamer a drink of their blood. In addition to rapidly healing all wounds inflicted upon the drinker, it also gives the drinker full PP and boosts their strength, speed, durability, and agility for a short time. The boost size varies depending on the phase of the moon.
*Moon Dance – (EFT): The Moonflower dances a psychedelic dance that literally makes the moonlight dance around their bodies. Inflicts several different status effects on whomever is unlucky enough to be watching. Useless during the New Moon.
*Moon Dream – (EFT): The Moonflower lets out a soundless scream, monstrous, feminine creatures forming that are manifestations of the nightmares and fears within her target’s subconscious and conscious mind. Note that if a Moonflower in a Harem uses this attack, she may let the dreams stay around, turning into less frightening forms, and help Tame the entire harem at once. The strength and damage capacity of the creatures varies depending on the phase of the moon. At its most potent, Moonflowers have been known to use this attack to make it seem as if the moon itself is descending from the sky, a demonic grinning face on it. Moonflowers call this demonic creature Majora…
*Moon Storm – (ATK 300 during Full Moon, 50 during New Moon): The Moonflower’s most potent attack, but only at the Full Moon. They form their blossom’s petals around themselves in a partial cage, and focus light energy from each of them into a massive energy ball with a laughing face in it. Even at its weakest, the attack is destructive, the final size of the projectile varying with its power level. As an interesting side note, when the attack is at its strongest, Moonflowers have been known to take their time forming it. While they form it, they softly sing this song in a chilling, high-pitched voice: “You don’t know what you’re messin’ with, you got no idea… You don’t know what you’re lookin’ at, when you’re lookin’ here… You don’t know what you’re up against, no no way no how… You don’t know what you’re messin’ with… but I’m gonna tell ya now…”
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MOONMAID, the Moonlight Warrior Maid Pokégirl
Type: Very Near Human
Element: Dark
Frequency: Very Rare
Diet: human-style foods
Role: Bodyguards, warriors, household maintenance
Libido: High
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Parry, Deflect, Swordwave, Hero Blade, Cry of the Fallen, Moon Flare,* Moon Crash*
Enhancements: Perfect night vision, can absorb moonlight to enhance her stats, Can generate intense waves of flame at max power, can summon an unlimited supply of her primary weapon, Enhanced Strength (x5 pre-enhancement), Enhanced Durability (x5 pre-enhancement), Enhanced Speed (x4 pre-enhancement), natural instinct for household maintenance
Evolves: None
Evolves From: Maid Yvette (battle stress at night)
Maid Yvettes were at first a maligned breed of Pokégirl. Their usefulness was limited, and no one really wanted them. Their popularity rose as more useful evolutions of them were discovered, but still people weren’t quite fond of Maid Yvettes as they were of Nurse Joys and Officer Jennies.
When the Moonmaid was first discovered, all criticisms of the Maid Yvette ceased to exist.
Moonmaids stand at a towering seven feet tall, their bodies turning muscular. Their eyes turn gold and their hair turns a grayish-blue, a strange, X-shaped scar appearing on their faces. In terms of personality, they become fiercer in defense of their Tamers, and far more brutal in battle. They gain the ability to summon blue flames and absorb energy from moonlight to increase their stats by double at the most. They can also manifest a greatsword to use in battle.
The first known occurrence of a Moonmaid evolution was during an attack of the Limbec Pirates on a League Councilman’s home. During the attack, several Psi-Dykes got hold of the child under the Maid Yvette’s care and also proceeded to rape the Maid Yvette, attempting to break her loyalty to her Master. Instead, however, the Maid Yvette fought back, her desperation triggering her evolution. She butchered the shocked Psi-Dykes in seconds and took the child to safety, hacking and smashing her way through the Limbec Pirates to unite with the other Pokégirls in the house, including the Master’s pet Hound, who had evolved to War Hound during the melee. The two teamed up and helped drive out the surviving Limbec Pirates.
In battle, Moonmaids are fierce fighters. Depending on the phase of the moon, they can absorb energy from moonlight to increase their abilities. As they become stronger, though, they tend to fly into near uncontrollable battle rages, attacking anything perceived as an enemy. They use Moon Flare and Moon Crash with reckless abandon, not stopping until everything they perceive as an enemy is unconscious or dead. As they grow in strength, their eyes glow more and more, their hair becoming more and more wild and unkempt. At their maximum strength, during the Full Moon, blue flames dance about their face, frenzied screams erupting from their throat as they fight. As suggested by their power set, they are nocturnal Pokégirls. However they need little sleep, and actually can function during part of the day. During the day, their personality does an almost total 180-degree turn, going from a fierce, dedicated warrior to a charming and cheerful maid, or whatever their personality was before they evolved. They still retain the ability to use their flames and sword, however they cannot charge up and do not lose their cheerful demeanor.
More often than not Moonmaids are employed by League officials wanting someone to help protect their home in addition to working with any Maid Yvettes there to help keep it clean. Thresholding into a Moonmaid, so far, has been unrecorded.
Of note the strange connection between Moonmaids, Moonflowers, Moon Bunnies, and Mooncalves. One of each belonging to the Harem of mysterious Tamer Marc Spector have been seen working in concert and displaying powers unlike anything shown by any Pokégirl before. Another foursome of them have been seen simply standing together, staring at the moon in almost reverent silence before going their separate ways. Research into what connection the four have is still pending, although anyone with information would be well-rewarded if they came forward with it.
*Moon Flare – (ATK 20): The Moonmaid slams her greatsword on the ground, creating a wall-like ring of bluish flame. She can use the attack repeatedly while running.
*Moon Crash – (ATK 100): The Moonmaid leaps up and throws her greatsword down, which explodes in a cloud of blue flame. She can summon another one after she throws it and it explodes. Note that this attack’s power is 100 at its BASE. If you hear a Moonmaid say “Moon, shine down,” then that means the attack is at its strongest, the blast radius being much larger and doing more damage.
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MYSTICANGEL, the Judgment Pokégirl
Type: Near Human
Element: Flying/Magic/Water
Frequency: Extremely Rare
Diet: Lunar Energy, Vegetarian
Role: Trainers, Sentries
Libido: Low
Strong Vs: Bug, Dark, Fire, Flying, Ground, Psychic, Magic, Water
Weak Vs: Electric, Ghost, Steel, Attacks which use light
Attacks: Barrier, Icicles, Lunar Blade, Recover, Shadow Walk, Wind Slash, Wing Buffet
Enhancements: Elemental Affinity Air, Elemental Affinity Water, Limited Psychic Abilities
Evolves: None
Evolves From: Clowmystic (unknown)
This Pokégirl was created by Clow Read, unfortunately only he knew the necessary triggers to cause a Clowmystic to evolve into a Mysticangel so they are an extremely rare Pokégirl. There have been attempts by researchers to discover the triggers to evolve a Clowmystic into a Mysticangel but all they have discovered is that for a Clowmystic to evolve into a Mysticangel she must possess both the Air and Water elemental cards. Mysticangels have long silver hair, pale skin and large white wings. They also have an eight pointed star on their foreheads which they use to draw in lunar energy.
They often serve as their tamers alpha since they are very skilled at judging the strengths and weaknesses of both their harem sisters and their opponents. They need very little sleep, no more than an hour a day and because they get most of their energy by absorbing lunar energy they need very little food. When she does eat a Mysticangel will mostly eat plants and water, they will not eat meat. Because they need very little food and sleep and rarely need taming, Mysticangels have lots of free time. Being very dour Pokégirls who take their role seriously they prefer to use this time to train either themselves or their harem sisters, and they seem to have a knack for improving the combat abilities of any Pokégirl. Because they need so little sleep Mysticangels prefer to spend their nights outside keeping watch, as well as allowing them to serve as sentries this allows them to absorb the moonlight which is their major source of energy. Whilst a Mysticangel doesn't need to spend every night absorbing energy if she is preventing from bathing in moonlight for an extended period she will grow progressively weaker.
Mysticangels which are not in a tamers harem are usually found at Pokégirl gyms where their ability to identify the strengths and weaknesses of Pokégirls and their ability to train them to improve their combat skills is much prized. Mysticangels are also sometimes found serving as sentries, usually at night, because of their nocturnal nature and excellent night vision.
They dislike entering their Pokéball, and unless they are injured or unconscious, will only do so voluntarily for a very good reason. They are immune to the capture fields of Pokéballs, including illegal Pokéballs, but are very loyal to their tamer. There is one exception to this loyalty though, should she find herself in the same harem as a Starmystic a Mysticangel will be unwilling to part from her, even going so far as to leave her current tamer so as to stay with the Starmystic should she be traded or sold.
Whilst they are bisexual Mysticangels have a slight preference for lesbian sex and most male tamers find that it is easier to arouse them if they have another Pokégirl assist in any taming session. If a Mystickat or Starmystic is in the same harem then the Mysticangel will insist that she be tamed with them. They prefer to encounter Starmystics over Mystickats since a Mystickat will try to initiate taming sessions as often as possible, which cuts into the Mysticangels training time. Should a Mystickangel, a Mystickat and a Starmystic all join the same harem then they will prefer group taming sessions with or without their tamer.
Researchers have determined that should a Starmystic, a Mystickat and a Mysticangel all join the same harem then a psychic link is formed between them which bonds the three Pokégirls together for life. While this bond has been compared to a Delta bond since it allows them to sense each others location and emotions at all times, it actually goes much deeper since they can communicate over it telepathically. This allows all three Pokégirls to co-ordinate their attacks making them an almost unbeatable team, which most researchers believe was Clow Reed's intention. They have also determined that if a tamer has a Delta Bond or later forges a Delta Bond with one of the Pokégirls then he automatically gets a Delta Bond with the other two.
Mysticangels are fierce fighters who are very protective of their tamers, they also seem to feel a need to protect Clowmystics, but a Mysticangel defending a Starmystic is something that only a madman doesn't fear. In battle they can Shadow Walk with up to four others and will often use this to launch a surprise attack. Their most powerful attack is Lunar Blade which they can use as a normal sword or fire as a blast of energy. However this attack requires a large amount of energy so they prefer to use their other attacks when possible. They do have one weakness, attacks which use bright lights disorientate them for a short period, although they are unaffected by normal sunlight.
No feral Mysticangels have ever been encountered so the feral state of this Pokégirl is unknown. Also only one case of a girl thresholding into a Mysticangel has ever been reported.
Icicles (Atk) The Pokégirl creates several crystals of ice which she then fires at her opponents. The higher the Pokégirls level the more crystals she creates. This is, unsurprisingly, considered an Ice-type technique.
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MYSTICKAT, the Guardian Cat Pokégirl
Type: Humanoid, Animorph Cat
Element: Fire/Ground/Magic
Frequency: Extremely Rare
Diet: Solar Energy, Meat
Role: Bodyguard
Libido: High
Strong Vs: Bug, Electric, Fire, Ground, Magic, Plant, Psychic, Steel, Bird and Mouse Pokégirls
Weak Vs: Dark, Ghost, Water
Attacks: Fissure, Flamethrower, Flare, Recover, Shield, Slash, Solar Beam
Enhancements: Elemental Affinity Earth, Elemental Affinity Fire, Limited Shapeshifting, Limited Psychic Abilities
Evolves: None
Evolves From: ClowMystic (unknown)
Like the other evolved forms of the Clowmystic this Pokégirl was created by the Pokégirl researcher Clow Read. Since only he knew the triggers necessary to cause a Clowmystic to evolve into a Mystickat instead of a Starmystic this Pokégirl remains extremely rare. Researchers attempting to rediscover these triggers have only been able to determine that a Clowmystic must have both the Fire and Earth elemental cards in order to evolve into a Mystickat.
When she evolves a Mystickat leaves behind a lot of her human looks becoming a six foot golden furred cat girl with large golden wings and on her forehead an eight pointed star that they use to draw in solar energy. Mystickats have two forms, passive and combat, in their combat forms their arms and legs become more catlike and their hands and feet become paws with powerful claws.
Mystickats get most of their energy from absorbing sunlight and so have little need to eat, when they do eat they are strict carnivores and will only eat meat. Mystickats do not need to absorb sunlight every day but being prevented from absorbing sunlight for an extended period will cause them to grow weaker. When she is not sleeping or eating a Mystickat will seek to have fun, they are as playful as kittens, and very enthusiastic about getting as much taming as possible. They will not however let their attempts to have fun jeopardize their self appointed role of bodyguard to their tamer.
Those few Mystickats not in tamers' harems usually find themselves working as bodyguards, a job they excel at, partly because of their protective nature and partly because they are always aware of their surroundings and even when they are asleep they are quick to respond to any threat.
Mystickats are immune to the capture fields of Pokéballs including illegal Pokéballs. They dislike entering their own Pokéballs for any reason, partly because it makes it harder for them to guard their tamer, partly because it prevents them from absorbing solar energy, but mainly because it prevents them from taking any opportunity to have fun or jump their tamer. Mystickats are very loyal to their tamers unless they find themselves in a harem with a Starmystic, in that case a Mystickat will leave her current tamer to stay with the Starmystic should she be traded or sold.
While Mystickats are enthusiastically bisexual they have a slight preference for men and prefer either, a one on one taming with their tamer or, that their tamer join them while they have some fun with a harem sister or two (or three or four). Should a Mysticangel or Starmystic join her harem then a Mystickat will insist on being tamed with them. This can prove especially trying for a Mysticangel since they prefer as little taming as possible.
Should a Starmystic and a Mysticangel join her harem then a Mystickat will be overjoyed and all three Pokégirls will prefer group taming sessions with or without their tamer.
Researchers have determined that should a Starmystic, a Mystickat and a Mysticangel all join the same harem then a psychic link is formed between them which bonds the three Pokégirls together for life. While this bond has been compared to a Delta bond since it allows them to sense each other’s location and emotions at all times, it actually goes much deeper since they can communicate over it telepathically. This allows all three Pokégirls to co-ordinate their attacks making them an almost unbeatable team, which most researchers believe was Clow Reed's intention. They have also determined that if a tamer has a Delta Bond or later forges a Delta Bond with one of the Pokégirls then he automatically gets a Delta Bond with the other two.
In battle Mystickats live up to their guardian name, they seek to protect their harem sisters and are especially protective of Clowmystics, Starmystics and their tamers. In battle a Mystickat likes to take advantage of her agility, and is equally at home fighting hand to hand or at a distance.
No feral Mystickats have ever been encountered but researchers speculate that because she is an animorph her feral state would be much more animalistic than a Clowmystics. Threshold Mystickats are very rare with less than half a dozen reported cases.
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NEKO CENNECO, the Mournful Catmother Pokégirl
Type: Near Human/Anthro (Feline)
Element: Normal/Psychic
Frequency: Very Rare
Diet: omnivore, preference for fish, eggs, milk, and similar products
Role: Nannies for researchers and daycare centers. Takes care of children in some Pokécenters.
Libido: High (Almost Non-existent during anniversary of Evolution)
Strong Vs: mouse-types, bird-types
Weak Vs: dog-types
Attacks: Scratch, Bite, Pummel, Leap, Tackle, Cry, Flash, Barrier, Psywave, Psychic Illusion, Psychic
Enhancements: good night vision, Enhanced Reflexes (x5), Superior noise tolerance
Disadvantages: Loses most fighting strength
Evolves: None
Evolves From: Housecat (Delta bond with tamer, death of child before birth, must be Pokéwoman, unconditional love from father of lost child)
A relatively new breed, the Neko Cenneco has been considered a blessing to many ranchers and researchers.
This breed's rarity stems from a long and unusual set of evolution requirements it has. The housecat it evolves from must have a delta bond with its tamer and be a pokewoman. The final catalyst for this evolution is the death a child before birth. The anguish she feels would overwhelm her. The only thing that has prevented these Pokégirls from joining many in ranches or those who are out right killed for disobeying their masters, is the unconditional love she receives from both her tamer, who gave impregnated her, and her harem sisters. The love gives her another reason to live and she under goes the evolution.
Whatever the looks before her evolution, all documented specimen have had pure white fur, long legs and bright green eyes.
Their build is usually similar to that of their previous form. Their cup sizes jump up one but that's all for the changes in their build.
The one truly identifying quality of this species is the small, white, Pre-Sukebe cat on their left shoulder. This little cat always seems to have a similar expression to that of its "mother."
It's rumored that it holds all her grief and sadness. None of this has been proven yet.
They tend to lose most their pure physical power and gain more psychic abilities. Most notably amongst these are the additions of psychic and psychic illusion. The white cat on her shoulder seems to be the key to her powerful psychic powers. One unnamed researcher noted when Neko Cenneco use their psychic attack, the cat on their shoulder has it's mouth, wide open. Ranchers and researchers love have a Pokégirl like this in their midst's because they are such good nannies. They love to watch and care for children. They'll defend what they consider ‘their' children to the death. Many researchers believe this love for children also accounts for their unusually high libido. Some have compared it to that of younger Wildcats and most fire-types. The love of children makes them want to produce as many as possible. Tamers who don't like children or don't want large (6-10) amounts of children should avoid this breed.
Less than fifty of these girls have ever been reported. Most (about 24) have been reported in the Indigo League and less than half a dozen in each other league.
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NEKOMATA, the Two-tailed Spellcat Pokégirl
Type: Near Human
Element: Magic
Frequency: Very Rare
Diet: omnivore, preference for fish and meat
Role: Magic-user, mage assistant
Libido: Low (High seasonally)
Strong Vs: Fire, Steel, Ghost
Weak Vs: Water, Bug
Attacks: Fira, Thundara, Blizzara, Power Bolt, Scratch, Leap, Dodge, Agility, Teleport, Hypnotize, Illusion, Reflect, Smile, Summon, Tail Whip, Dazzle High Levels only: Ultima
Enhancements: Enhanced Speed and Agility (x6), spellcasting abilities, night-vision, Enhanced senses (x3), Magical knowledge, Telepathy
Evolves: None
Evolves From: Mistoffeles (Tatmon runic tattoos applied)
Though originally the Mistoffeles always had dark fur, head to tail to toe, this newly discovered evolution has all colors available to her fur, though it seems the darker brown to black remains rather common amongst them. However, most of these Pokégirls also have runic symbols emblazoned on their fur, usually 'written,' it seems, by a Tatmon onto her body. The Mistoffeles evolved an hour later as she admired the tattoo-work that her harem sister had done. Less mischievous, more serious, although still rather nice towards those she cares about, the Nekomata's personality barely changes from what she once had been like. Her physical attributes, on the other hand, do change. With no Nekomata found with less than a low C-cup in way of breasts, most seem to possess larger breasts than that. Her fur becomes shorterd, and her skin much more sensitive- no Nekomata will wear clothes unless it's absolutely necessary, for some reason. In the dark, a Nekomata's runic writings upon their fur glows a soft color that seems to be different depending on the individual Nekomata. So far, there have been very few Nekomata reported, and none that have happen to have the same color of glowing runes. The one thing that startles most Tamers is that their new Nekomata has two cat-like tails, each the exact same as the original had been, that is about two and a half feet or so in length and are both prehensile.
Unlike the Mistoffeles, the Nekomata rarely cares to call upon Summoned Pokégirls - they have their own lives, after all, and the Nekomata is conscientious about interfering with others lives in such matters. They have access to their own powers, and gain several powerful elemental spells to assist them rather than ask for assistance from other Pokégirls. In battle, the Nekomata hate to take orders, instead preferring on their own judgment. As such, Tamers that try to tell them what to do must be Delta-bonded with the Pokégirl, or else it is likely that he or she will simply be ignored rather than follow the Tamer's command. Delta-bonded Nekomata trust their Tamer's choices, because that allows them to think it through together. The average Tamer just doesn't think fast enough on their feet for the Nekomata's taste. Although she can use Telepathy with any Tamer or Pokégirl, they are not empathic, and cannot read minds- it works like a radio, in that it's one-way communications until a Delta Bond has been formed.
These Pokégirls also dislike gambling, considering it mostly a waste of time, unless her tamer and harem are in dire straights and require a quick amount of income. Their aptitude for games of chance only increase with their evolution, and this in turn often forces casinos to either set a time limit for how long a Nekomata is allowed in their doors or to ban them from their buildings upon sight. They get along well with Catgirls and Kittens, but not so well with most of the other common feline-types that she might come across. In a harem setting, Nekomata don't actively attempt to become an Alpha: they believe it's too much work to bother with. Instead, they often go for a Beta position in a large harem, which they feel is a better fit for their laid back and studious lifestyles. Nekomata are often bored with mundane tasks, and only taming, battles, or research truly gains their attention for any length of time.
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NEO-ICZEL, the Super Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Very Rare (Crimson League), Extremely Rare (Elsewhere)
Diet: human-style diet
Role: individual striking units
Libido: Average (High seasonally)
Strong Vs: Magic, Water
Weak Vs: Psychic
Attacks: Energy Blade, Power Bolt, Reflect, Burst, Magic Fist, Magic Kick, Shield, Dazzle, Teleport, Phoenix Down, Tectonic Slam, Fissure
Enhancements: Defense, Enhanced Endurance (x8), Enhanced Strength (x19), Flight
Evolves: None
Evolves From: Kamichu (if overconfident)
Neo-Iczels were among the most powerful fighters during the Revenge War. They were single fighting units and among the strongest Pokégirls in existence. Neo-Iczels are human in appearance, usually pale-skinned and muscular, built like gymnasts, with hair colors in bright extremes, be it bright black, bright brown, bright red, bright blonde, bright white, etc. They are superhumanly strong, seconded in strength only by girls like the Amachamp, and capable of flying and firing blasts of powerful energy. They are also capable of taking a lot of punishment, making them ideal for combat harems.
Neo-Iczels would be among the most desired Pokégirls if it weren't for one little problem: they are EXTRAORDINARILY arrogant.
In the wild, they are aloof, and will not allow themselves to be captured unless they are defeated utterly, and only if the Tamer takes part in defeating her via means other than just ordering his or her girls around. Tame Neo-Iczels are also cold to their Harem sisters, and encourage their master to rely on only them for their pleasure and for battles. They WILL NOT accept other partners unless they are equals or superior, and will insist on occasionally battling with her harem sisters to see if they are worthy. This has inspired many Tamers to either trade away the Neo-Iczel, give up their Pokégirls in favor of the Neo-Iczel (an action frowned upon by the majority of Leagues and illegal in the Crimson League and WAPL), or train up their Pokégirls to get the Neo-Iczel to accept them. A determined, patient, and caring Tamer who gets their Pokégirls strong will not only have a powerful Harem, but a dedicated, completely loyal ally in a Neo-Iczel.
Those that break through the shell of arrogance of a Neo-Iczel, be they human or Pokégirl, and manage to Bond with her, will find their power increasing alongside the Neo-Iczels. In an amusing irony, the less arrogant a Neo-Iczel becomes, the more powerful they become. Although this is a rare occurrence, as the Neo-Iczel has a genetic predisposition to be arrogant and it's rare that a Tamer has enough patience to work to win the affection of this arrogant breed of Pokégirl. It is also rare that they experience humbling through humiliation, as they are incredibly powerful.
In an interesting side note, Neo-Iczels do not become angry when witnessing the evolution of a Penance, as most other Pokégirl breeds do. They instead become focused on taking care of the Penance, showing their rarely displayed kind, caring sides as they try to win the trust of the skittish young Pokégirl.
It is a wise thing to note that Neo-Iczels have an intense rivalry with Demon Goddesses. The two breeds were both created to be heavy assault units, and a strong competitive streak developed between the two breeds. This rivalry, near the end of the war, developed into an intense hatred that neither breed has been able to shake (or explain, for that matter, since records of exactly what happened during the war are few and far between, and no one knows how the rivalry started). A Neo-Iczel, when coming within twenty feet of a Demon Goddess (or vice versa), will immediately seek out a battle. And only a fool would try and keep a Neo-Iczel and Demon Goddess in the same harem.
No cases of Thresholding into a Neo-Iczel have been reported, something which many people are very grateful for.
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NESSIDAME, the Water Dinosaur Pokégirl
Type: Animorph (elasmosaurid)
Element: Water/Fighting
Frequency: Extremely Rare (Dark Continent only)
Diet: Omnivorous, with heavy focus on fish
Role: Naval soldier for Sanctuary, Guardian of water sources
Strong Vs: Rock, Steel, Fire, Poison, Electric
Weak Vs: Plant, Flying, Ice
Libido: Low to Average (when it comes to mating season)
Attacks (normal mode): Tail Slap, *Tail Grapple, Crunch, Water Gun, *Water Jet Blade
Attacks (battle mode): Tail Slap, *Tail Grapple, Flipper Slap, Crunch, Water Gun, *Water Jet Blade, Hydro Pump, Takedown, Headbutt, Tsunami, Whirlpool
Enhancements: Limited Metamorph, Enhanced Strength (x3 on land, x7 in water), Enhanced Speed (x7 in water), Thick skin, Prehensile tail, Amphibious, Water resistant skin, Natural insulation, Enhanced Durability (x8), Can alter skin surface (normal mode only)
Evolves: None
Evolves From: Dameosaur (Water Stone)
FILE DATA IS CLASSIFIED. HIGHEST LEVEL CLEARANCE NEEDED TO VIEW.
Sanctuary, at its founding, had many issues with defensibility at first. Sexmet, who had taken up residence at the opposite end of the continent, had some issues with them that would eventually devolve into utter hatred. Plus, their efforts to help others drew unwanted attention from several sources, including Arashi Giovanni (father of Gendo Giovanni) of Indigo, and Vince McMahon Senior of the Northern Ice League (later renamed the Capital League). To make matters worse, the Pokégirls that they primarily made use of to defend their borders, the Cheetits, were easily being caught and Tamed by humans making their way to the Southern parts of the continent, where Sanctuary and its various colonies lay.
This resulted in the creation of the Dameosaur breed. Brutal, vicious Pokégirls that could be more easily controlled in defending Sanctuary’s borders. Almost right away Sanctuary realized that a land-based breed wouldn’t be enough, so they set about almost immediately to see if they could create an air-based and aquatic-based breed using the simplest of tests: Random usage of evolution stones. Well aware of what happened with the Evangelion Advent, Dameosaurs were placed in circles filled with various forms of excess energy siphons, mystical and otherwise, and exposed to several different evolutionary stones.
Almost immediately, they got two good results, and for now were satisfied with what they had gained. Air support in the Pterodame, and aquatic assault in the Nessidame.
Nessidames, like Dameosaurs and Pterodames, have two different forms, one more suited for battle in their primary environment than the other. Nessidames are different in that they actually are fairly decent battlers in both forms. They are naturally stronger in water, but are capable of combat in both forms, moreso than the Dameosaur and Pterodame.
Their ‘battle mode’ form is essentially that of a large elasmosaurus, but one that is only a third of the size of the original beast, about 15 feet in length. They have large, rounded midsections with four powerful flippers, long, prehensile tails, and long, prehensile necks with elongated heads and razor sharp teeth. They can snap their heads as fast a snake and their water-based ranged attacks hit with tremendous pressure, especially if their necks are straightened out. These forms are large enough for Sanctuary Goths to use as mounts. Their strength is much greater in this form.
While they have less access to attacks in their ‘normal mode,’ that does not change the fact that they can take on most lesser opponents and have a good chance of winning. In this form they have the ability to temporarily coat their skin with slippery oil that can make most blunt physical attacks slide off. It’s useless against other water-types, as it can be washed off fairly easily. However they retain a level of strength and agility in this form, allowing them better combat capability than their breed sisters, the Dameosaur and the Pterodame. Nessidames in normal mode are tall, usually 6’9” at the minimum, thickly built women with dark green skin and a ridged armoring along their heads instead of hair. Their breasts are around the B-cup range at max, and their midsections usually have a soft coating of fat to help keep them warm when swimming in deep water. They have long, prehensile tails and webbing between their fingers and toes, with number four and three respectively.
Nessidames are more solitary than other dinosauric breeds of Pokégirls. Primarily this is because of feeding needs, as they are larger and require greater portions of food to satisfy their nutritional needs, making staying in groups impractical. This is also because Nessidames have a fierce territoriality that makes it difficult for them into interact with one another. They will tolerate their S-Goth tamer and, if she has them, her other Pokégirls, but will generally attack anything she views as entering her ‘territory.’ As this trait is useful in guarding Sanctuary from intruders by sea, little to no effort has been made to trying to correct this in some manner.
Water-stone creation and breeding of Nessidames is closely guarded, due to how valuable they are. Their willful nature tends to make them difficult to control for inexperienced Sanctuary Goths, but their usefulness as water-based guardians makes the positives outweigh the negatives. Because of the Pterodame’s curiosity about men, Nessidames are encouraged to think of men as food and fucktoys only. It’s important to Sanctuary that their dinosaurs never think of men in any meaningful way…
Which makes the following update on Nessidames quite amusing. In the biggest botch in Sanctuary’s history, a single Nessidame kit was allowed to escape Sanctuary’s territories and move upward. She was eventually tracked to the Blue League, where, to locals, she had become the current incarnation of the Loch Ness Monster. It was only recently that she was identified as a Nessidame after consulting reports of men who claim to have encountered ‘Nessie.’ In these reports, they say that ‘Nessie’ comes up on land, turning into a beautiful woman, singing a haunting melody and seducing them into her clutches. It was later verified that the ‘haunting melodies’ were actually being sung by Sirens who were amusing themselves by messing with the heads of hapless travelers. Still, this is an important discovery. The possibility of Nessidames proliferating in the wild is too good an opportunity to pick up. Blue League officials in the know have been informed and are making efforts to monitor Nessie, making sure Sanctuary agents do not assassinate her.
Tail Grapple (ATK 20 repeating) – The Nessidame wraps her tail around the opponent’s neck and chokes them repeatedly.
Water Jet Blade (ATK 75) – The Nessidame fires a heavily condensed, high-pressure stream that’s capable of cutting through solid materials such as metal or stone. It can hurt flesh, but not cut it.
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NIDOGG, the Stygian Dragoness Pokégirl
Type: Not Very Near Human Animorph (Snake)
Element: Dragon/Ghost (Infernal)
Frequency: Extremely Rare
Diet: Omnivore, strong preference for meat
Role: Transportation, aerial support.
Libido: Average
Strong Vs: Normal, Fighting, Electric, Fire, Grass, Water, Bug, Poison
Weak Vs: Celestial, Dragon, Dark, Ghost
Attacks: Tail Whip, Regenerate, Wrap, Twister, Dragonbreath, Energy Drain, Night Shade, Ghost Blade, Dragon Claw, Dragon Dance, Grisly Wing.
Enhancements: Enhanced Tail Strength (x5), Enhanced Speed (x8), Enhanced Agility (x7), Constant Ashen Wings effect, Solid Ether Body, Longevity.
Evolves: None
Evolves From: Kadru (Dusk Stone)
A rather harsh departure from the rest of her evolutionary line, the Nidogg is a much less... pleasant Pokégirl. Upon coming in contact with a Dusk Stone, a Kadru's typing changes to Dragon/Ghost, although her body stays solid, apparently being made of the same substance of a Demoness or Succubus's. It is suggested that this is because, during the war, Nidoggs served as the steeds for Demonesses and other Commanders in the Legions of Terror, although why Sukebe chose the Kadru as his basis for such a role is a subject of much speculation.
Physically, a Nidogg actually shrinks overall, becoming closer in length to a Ulupi than a Kadru, and more slender, if a bit taller. Her scales generally darken, corrupting into a rust-red, sometimes interlaced with purple or violet patterns. Her "wings," on the other hand, do extend out slightly... but they become frayed and uneven, so as to have almost a skeletal appearance. Her breasts may increase up to half a cup size again, but will generally remain in the C to CC range, with D being the exception. These changes generally allow for more maneuverability on the ground at the expense of some reach and strength, but perhaps the most useful (and strangest) change is the addition of the ability to sustain flight. This seems to be, due to the "ruined" nature of her wings, some sort of variant of Ashen Wings that is constantly in effect, and was presumably induced to allow the Legion Commanders who were incapable of flight an aerial viewpoint.
Unfortunately, however, their role in the Legions also resulted in a mentality adjustment on evolution; one that has made many tamers look upon the Nidogg unfavorably. Nidoggs are, as a rule, somewhat imperious creatures, looking down on most other Pokégirls, and, although this mentality doesn't extend to their masters, it makes them very hard to deal with in a harem setting, as they tend to look down on their master's "lesser servants" with disdain and derision. They do respect power, though, and if another non-dragon type can illustrate that they are superior to her, she will often begin to gravitate to this other as well as her master... so long as at least one harem sister remains "beneath" her. It should also be noted that most Nidogg will never respect other dragon-types, although the reason behind this is uncertain. Some have speculated, however, that it is because they feel intimidated by other dragons, especially the haughty and proud Draco line.
When it comes to combat, the majority of Nidoggs have a strange preference; they like for their tamer (or a Pokégirl who has earned their respect) to ride on her back and directly give her orders. Although this is very useful in a double battle, a grand melee, or against Ferals, it is an obvious disadvantage for normal battles. As such, those tamers wishing to use a Nidogg in more conventional circumstances may wish to invest in short-range radios if he does not wish to spend extensive time training her for more conventional solo fighting. In any case, despite this difficult, a Nidogg can be quite powerful in battle, with her already decent repertoire of techniques augmented by Ghost and Infernal options. Dragon Dance can also be used to increase her already impressive speed and agility, after which she is capable of moving in to strike with her tail, a dragon claw technique, or even wrap. In instances where this is unfeasible, however, Dragonbreath, Twister, and Grisly Wing often serve to "soften" targets whilst she remains safely out of range.
On a related note, however, it should be noted that Nidogg and Yggdra have something of a rivalry. Whether it is because they're Infernal and Celestial evolutions of the same Pokégirl or because they're both powerful dragon types with opposing viewpoints, the fact is that the two breeds get along terribly, mostly due to actions taken by the Nidogg. Unless she is restrained by her master's direct commands, the Nidogg will often attempt to attack the Yggdra's Malorn Tree in an attempt to get a rise out of the Celestial, and this will stir even the normally calm and giving Pokégirl to anger. The ensuing clash, however, is generally not an easy one to predict the result of. Both can fly, weather permitting, both are strong against each other, and although Nidoggs are faster, Yggdra are more powerful and far larger.
When it comes to taming, Nidogg's abilities of flight seem to bring with them similar desires to those of many flying-types; the dream of being tamed in midair. Thankfully, though, this whim is not at all unfeasible. With the addition of a specially-made saddle (that many leagues recommend for Nidogg tamers in general also), strapping oneself in the proper position isn't at all difficult, and aerial taming can be quite the experience. Still, if her master is unwilling to partake of it, most Nidoggs won't brood too badly, as they are thankfully much easier to tame than Kadrus and often submissive in non-aerial situations.
Finally, although feral Nidoggs are not often seen, on those occasions that they appear, they rarely stay in one place, taking advantage of their newfound powers of flight. In these travels, they do not seem to have clear objectives, although they've been known to make unannounced, unwarranted attacks on other dragon types, especially Yggdra. As such, although they're not normally considered particularly dangerous to the average tamer, those in possession of dragon-types are advised to be wary. Thresholding directly into a Nidogg is considered impossible as of 300 AS as none have yet become Pokéwomen.
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NIGHTMARE, the Night Bringing Pokégirl
Type: Not Very Near Human, Metamorph
Element: Dark/Magic
Frequency: Extremely Rare
Diet: Omnivore, also consumes life energy
Role: Nocturnal Combatant
Libido: Average (Extreme at equinoxes and solstices)
Strong Vs: Normal, Psychic, Ghost, Electric
Weak Vs: Fighting, Bug, Ground
Attacks: Dark Goggles, Dark Blade, Dark Blade Mk II, Dark Shield, Cocoon of Darkness, Dark Bomb, Door to the Abyss, *Darkness, Force Bolt, Energy Drain, Hypnotize, Phase, Fear Aura, Cry Wolf, Double Edge, Quick Attack
Enhancements: Enhanced Speed (x15), Enhanced Dexterity (x3), Enhanced Strength (x3), Enhanced Endurance (x3), Enhanced Reflexes (x4), Wingless Flight
Evolves: None
Evolves From: Unicorn (Dark Stone)
While known to exist during the Revenge War, reports of them afterwards were considered largely anecdotal until a Unicorn was accidentally evolved into one in 76 AS.
Upon evolving, Nightmares become a solid black with crimson eyes and hair, including all body hair. They stand between 5 ft and 6 ft in height in their human form and are athletic in build, however they retain the figure they had while a Unicorn. While in their humanoid form, their enhanced speed is reduced to only four times human normal and they cannot fly. In their tauric form the tuft of their leonine tail and cloven hooves are also crimson. They also grow in size and no Nightmare has been documented as being less than 15 hands (5 feet) at the equine shoulder. No matter their size, all tauric Nightmares are built like thoroughbreds and are very agile and quick. While tauric, Nightmares can fly by the simple expedient of galloping on the air. They can turn and maneuver as they could on the ground, making them very agile, but still somewhat poor combatants against other flying pokegirls who can climb and dive much more easily.
In either form the Nightmare has the ability to instantly create a chitinous armor that covers her entire body, moves with her and does not impede her in any way. This armor is covered by tiny points that are razor sharp and will injure any unarmored opponent who contacts them. In battle, Nightmares often use this with Double Edge to leave their opponents a bleeding mess.
During the Revenge War, Nightmares were used as fast strikers both on the front lines and in assaults on strategic rear targets and supply lines. With their ability to fly fast at very low altitudes and their use of phase to avoid terrain obstacles and walls, they could go almost anywhere without the fear of being intercepted. Those abilities translate well into Pokégirl combat and today the Nightmare fills almost the same role in Pokégirl battles, maneuvering quickly to outflank her opponent and then hitting her hard with a series of attacks that pulverizes her.
Nightmares are strong individualists with a serious personality and are always planning the best ways to complete their objectives. They feel they are well suited to being alpha, although in most cases their almost complete focus on themselves means they are terrible at it. Still, they will maneuver to gain their Tamer’s favor and become the alpha whenever possible. To this end, Nightmares will adopt the sexual fetishes of their Tamer as their own. It is unknown if they have a personal preference since they always say that whatever their Tamer likes is their favorite position and/or technique.
Feral Nightmares are always encountered in their tauric form. Even though they lose the Unicorn’s ability to block Pokéballs, feral Nightmares are hard to capture because they remain aware enough to phase before a Pokéball can strike them and with their speed a Tamer seldom gets two chances. In almost every capture, the Nightmare had to be rendered unconscious before she could be caught.
There is no record of a human thresholding into a Nightmare.
· Darkness: (Dark) EFT: This technique generates darkness in a seventy foot sphere around the user that moves as she does. Anyone (including the user) inside the sphere is completely blind unless using the Dark Goggles technique. As this technique is at least quasi-magical, it fills the entire space around the user, including water, sealed rooms, or any other void. This technique can cause extreme terror in anyone not used to it.
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NIGHT NURSE, the Tough Love Pokégirl
Type: Very Near Human
Element: Normal (Infernal)
Frequency: Very Rare
Diet: Human-style
Role: Battlefield medics, Town defense, Bodyguards
Libido: Low
Strong Vs: Ghost, Infernal
Weak Vs: Fighting, Celestial
Attacks: Wing Attack, Fury Swipes, Hazy Vision, Dark Goggles, Dark Shield, Dark Bomb, Cocoon of Darkness, Blessed Soul, Dark Redemption, Dark Mist, Phoenix Down, Insulate, Curaga, Esuna
At Higher Levels: Full Revive, Absorb, Exorcism, Regen, Protect, Shell, NulAll, Dark Holy
Enhancements: Can use Dark-type and Magic-type attacks without being either type, Dark affinity, Magic affinity, increased healing ability, wings for flight, natural armor, Enhanced Durability when armored (x6), Enhanced Speed (x4), Enhanced Strength (x2)
Evolves: None
Evolves From: Nurse Joy (battle stress)
NurseJoys are known to be kind, gentle Pokégirls in nature. But even they have limits. Even they can be pushed to a breaking point.
The first known appearance of a Night Nurse was in a Limbec Pirate attack on a coastal town in 270 AS. The NurseJoy, part of the Harem of a visiting Tamer, was kidnapped and raped by the pirates in an attempt to turn her. In desperation she started to fight back against her attackers, changing in a flash of light into a more powerful, more battle-ready form. She destroyed her attackers with Dark Holy, and proceeded to rescue her master and participate in the wrecking of the Pirates attacking their town. Since then, there have only been a few more instances of Night Nurse evolutions. But where they do occur, they are more than welcome.
When a NurseJoy becomes a Night Nurse, they undergo several changes. The first and most obvious of these changes being a change in physical appearance. Their breasts grow a cup-size, and they become taller and more muscular. Their faces become aquiline, almost hawk-like in appearance, and their hair grows out, becoming black with pink streaks in it. Their eyes also turn completely black, save for their pupils, which turn white. They gain the ability to cover themselves in a sort of organic armor, which is black with pink in it like their hair, and is shining and smooth to the touch. When they manifest it, it covers their arms, legs, most of their chest and belly, hips and butt, and part of their face. The armor also has a pair of large, metallic wings, which Night Nurses can use to fly or be used in a cutting attack. They can also sharpen their finger armor into scalpel points for emergency surgery. Studies have shown that the armor is completely sterile and remains that way no matter what touches it. Fortunately, the sterility of the armor does not affect the fertility of the Pokégirl, as all currently known Night Nurse Pokéwomen have proven capable of breeding.
Also to change is their personalities. Before, they would be caring and gentle, combining excellent bedside manner with superb medical care. Night Nurses are strictly business. They are excellent healers, even better than NurseJoys in many cases. However they lack anything even remotely resembling bedside manner. They will fix your wounds no question, and bring you back to health. But they won’t be as nice about it.
After a few studies of the breed, Night Nurses were found to be best suited as battlefield medics, barreling into the battlefield and retrieving injured comrades, healing them up as quick as possible and sending them back into battle. Night Nurses themselves are reasonably capable fighters, capable of healing themselves mid-battle and continuing on the fight. Night Nurses are also excellent in team battles as they can heal their teammate on the fly and protect them as well.
For a long time, it was unknown why Night Nurses would still be classified as a Normal element Pokégirl when they have many Dark element attacks. The reason was a shock to everyone: They are actually Infernal Pokégirls! This was first discovered a year after the first Night Nurse was identified. A Megami was the first to sense it, and the Dark Lady fighting the Megami confirmed it, laughing mockingly and putting her arm around the Night Nurse, as if lording the fact that the Celestial Pokégirl was outnumbered. Soon after, the Night Nurse put the Dark Lady’s head through a wall. She healed her up afterwards, but only because her Tamer told her to.
Night Nurses cannot stand other Infernal Pokégirls. Unless given a good reason not to, they will pound the living daylights out of any Infernal Pokégirl they see (with the obvious exception of other Night Nurses). Mazouku are actually as a whole terrified of Night Nurses, and become as gentle and harmless as Titmice in the mere presence of one. Night Nurses also don’t care that much for Celestial Pokégirls, but find them more tolerable than Infernals. They just ignore them for the most part, as they consider Celestials to be snooty.
Thresholding into a Night Nurse is so far unrecorded at this point. However, due to increasing interest in this Pokégirl ways of evolving them without forcing them into battle are being researched.
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OMEGAN, the Loving WarBeast Pokégirl
Type: Near Human Metamorphic (Squirrel)
Element:Dark/Magic
Frequency: Extremely Rare
Diet: Nuts, fruits & vegetables. Will accept Pokechow, but LOVES candy
Role: Combat, cuddling
Libido: Average
Strong Vs: Poison, Psychic, Fire
Weak Vs: Fighting, Rock
Attacks (Human form): Smile, Cry, Aura Of Cute, Telekinesis
Attacks (WarBeast form): Bite, Spirit Slash, Tail Whip, Telekinesis, Crunch, Fury Swipes, Dark Shield, Sabre Claw, Cocoon Of Darkness, Timid Stroke, Blessed Soul, Super Claw, Ashen Wings, Dark Bomb, Barrier, Shield, Mystic Bolt, Phoenix Down, Ankoku
Enhancements: Telekinetic abilities, Enhanced Strength (x6), Enhanced Endurance (x2), Enhanced Agility (x2)
Evolves: None
Evolves From: Eva (Dark Stone & Mana Crystal)
Omegans are among the more recently discovered Eva evolutions. Research into the evolutionary process of Evas was mostly halted after the Orange Islands Incident, but that has not stopped new forms from being found. A young Tamer who helped with stopping an evolution stone scam run by a Team Rocket variant was given five real evolution stones as a reward. His Eva accidentally came into contact with a Dark Stone and Mana Crystal at the same time (she was reaching down to pick them up after her Master accidentally dropped them), and evolved. After some experimentation, it was confirmed that the two stones have to be touched at EXACTLY the same time, so an Eva could pick up a Dark Stone first and then a Mana Crystal without evolving.
Omegans have two forms. Their first form, which is much preferred by them, is an almost totally human body with dark skin, wide eyes, long, dark brown hair, C-cup breasts, and a very cute face. They also possess two long, very flexible antennae, which are wrapped in long locks of hair, acting as a focus for their telekinetic ability. This antennae are very flexible and animated, tending to mirror what the Omegan is doing, frequently nuzzling friends or Harem sisters that come near enough.
An Omegan's second form, which most tamers have dubbed a 'warbeast' form, could best be described as a demonic squirrel. Their bodies become furry, the fur surrounding the face with scar-like highlights, and their hair and antennae grow longer. They sprout horns on the sides of their heads, and their claws on their hands and feet grow larger. They gain a lot of muscle mass, along with a cup-size in their breasts. They also grow three flexible, bushy, spiked tails which are very strong and good for hitting. Omegans do not like taking this form AT ALL, viewing it as frightening, and only take it as a last resort, or if they want to end a battle quickly.
Omegans are very friendly, loving, cuddly Pokégirls, but also, amazingly enough, are a little prudish when it comes to Taming, although they do like going nude a great deal of the time. They don't try to seduce their masters, but take advantage of their cute natures to get the Tamings they need, which always embarrass them despite themselves. They always try to get everyone in the Harem to get along, and become very sad if someone is angry. They take a lot of blame onto themselves, and try to make everyone happy. Many Tamers report it as being impossible NOT to smile when Omegans are around, as they are just that pleasant and bubbly. Omegans are also naturally curious, and like to learn new things.
It's rare that an Omegan gets angry. So kind-hearted are they that it's very hard for them to get angry or hold grudges. But when one does, it's a dangerous event. Omegans are powerful Pokégirls, and when they become angry, they lose all control, becoming totally savage and going all out in their warbeast form. The only thing that can really get through to them when they go ballistic is fire. For unknown reasons, all Omegans have a pathological fear of fire, although this weakness is mental rather than physical. They are sent into a tremendous panic when they see large blazes, and are very nervous around smaller flames. (Interestingly enough, they don't mind fire-type Pokégirls, it's the element itself they fear. Although if the Pokégirl has an active flame with them at all times, like a feral CharAmanda, they will become very nervous and try to avoid them.)
It's rumored that some Omegans have found an 'in-between' of their forms, where they just end-up looking like an animorphic squirrel, with none of the warbeast form's more intimidating features. But so far, this has yet to be confirmed.
No Threshold cases have been reported yet, but that's simply been attributed to the rarity of Omegans. Some have also theorized that it may not be possible to Threshold into an Omegan due to the nature of their evolution...
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ONYX, the Rock Giantess Pokégirl
Type: Humanoid
Element: Rock
Frequency: Extremely Rare
Diet: omnivore
Role: found in a variety of jobs where high strength is needed such as construction
Libido: Average
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Attacks: Bind, Throw, Pummel, Slam, Rock Throw, Harden
Enhancements: high density (x4); size increase (x2); armored skin
Evolution: None
Evolves From: Glass (normal)
Onyxes generally stand between 8' and 14'8" feet tall. Most look like very tall grey stone statues of women. Most have a set hair style that is literally set in stone. She cannot change it without a skilled sculptor, but she CAN regrow it back to its original form by consuming some rock. Her skin is generally light to medium gray, but it can change, based on what she eats.
Because of their density, some domesticates become quite irate when comments about their weight are made, even in the most gentle and subtle of fashions. However, only a very small number will ever remain so for more than a few months.
Some might assume her to be simply a larger version of the Marble, and they'd be partly right. Onyxes don't have the same level of regenerative abilities that Marbles do, but they do have the natural hard bodies and can repair fractures and broken digits (i.e. toes and fingers) easily. In fact, their skin density is much greater than that of the Marbles, but their skin still becomes sensitive when in water or when touched by plants, though some fighting type Pokégirls can trigger this sensitivity as well. Unfortunately, their skin is only pliable enough for penetration when they're bodies are wet, forcing most tamers with an Onyx to stay near bodies of water or have a water Pokégirl on hand.
Onyxes have a unique constitution. Most can absorb moisture throughout the day, but in arid areas, they must drink water regularly. Unlike most other Pokégirls, an Onyx literally cannot reach orgasm without having drinking at least 1 gallon of water prior (she doesn't need to drink it all at once, she has to have drink at LEAST that much prior to sex).
Because of their large size, they can aid in construction rather well, moving heavy materials up without requiring the use of a crane, which may otherwise slow production, or elevators, which require a lot of set up. This means that many buildings get off to a faster start and can be completed much faster. They can also be useful for firefighting alongside Cuntnaws and Feraligarters, as they too can enter burning buildings and move support beams.
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OPHANIM, the Calming Angel Pokégirl
Type: Near Human Metamorph
Element: Magic/Dark
Frequency: Very Rare
Diet: Omnivore. Only 1/4 comparative intake required (prefers meat).
Role: Caretaker, mediator, counselor
Libido: Low
Strong Vs: Magic, Psychic, Ghost, Dark, Poison
Weak Vs: Ground, Electric, Bug
Attacks: Dark Bomb, Energy Drain, Lure, Hazy Vision, Dark Shield, Blessed Soul, Ankoku, Dark Spear
Enhancements: Aura of Tranquility, Limited Wings and Armor metamorph, Night Vision, Blind Sight, Enhanced Reflexes (x8), Enhanced Speed (x8), Enhanced Strength (x6), efficient immune and digestive system.
Evolves: None
Evolves From: Fallen Angel (normal; shown mercy after battle on field of honor)
When an Angel becomes a Fallen Angel, it is often a result of some sort of major event in that Pokégirl’s life that not even a level 5 conditioning cycle can take away from her mind. For the rest of the Fallen Angel's life, there were but two paths that could emerge from such a conflict- losing herself, or regaining herself. Many remain as they are and stay limited by their memories and experiences. Others are found by tamers who evolve them along some other path. Rare are those tamers who would be willing to assist the Pokégirl, to attempt to change her ways, her thinking, and who she is. For those that have attempted this, it can take years, and fewer still are those who decide to even continue the attempt. These few are mainly Watchers or Researchers who have the time, patience, skill, and desire to see the change through. Those that do can find themselves rewarded with the evolution of the Fallen Angel to the Ophanim.
Originally seen during the Revenge War, only one of this species had ever even been seen and during the centuries that followed, the picture faded to obscurity even as human civilization spiraled downwards. The picture led to stories, and the stories led to fables and myth, and by the mid 200s the Ophanim myth was used to show children in bedtime stories that not all bad things come to an evil end. For despite the ferocity of Sukebe's forces, despite his driving need to express his revenge, the Ophanim appeared shortly before Atmuff's death. She was reportedly the only Pokégirl that would assist injured forces on both sides of the conflict, going as far as to assist injured humans to their nearest outposts that were not overrun. Though she could do no more than the average human medic, there were many accounts of the time, of which more than a few survived the tests of time to reach the present day, where the wounded soldiers, orphaned children, and others gave such reports to the people that had been left in charge. A picture was taken of her one time when she flew in with a pair of children to a human outpost somewhere within the Edo League, and then disappeared. Although her death was never confirmed, it is highly speculated by Researchers that at some point the Pokégirl commanders learned of what she did and killed her sometime shortly after the war ended.
These Pokégirls have four feathered wings- one pair that is retained from her previous form as a Fallen Angel, while the other is more golden or golden-brown in color, of which both pairs may be dismissed just as Angels and Fallen Angels are capable of. Their appearance rarely changes much, save for the fact that they grow several inches, and it has been recorded in a few instances that their breasts actually get smaller as a result of the evolution (they may lose up to half a cup size as a result of evolution, although smaller or larger changes have been recorded. The reason for this is still unknown). The Ophanim do gain a natural armor that may be dismissed in the same manor as their wings- although the styles vary with each individual, the color of the armor are predominately green or black. One odd quirk of this breed is the fact that they often fight without the ability to see, wearing a helm with no openings for their eyes. When questioned, the Pokégirls state that they can see perfectly with or without the helmet being worn. Most Ophanim have a strange liking for the color pink, and will wear clothes in that color when possible. Pokégirls with pink hair are also fawned over. It is considered by some tamers that perhaps the league's Nurse Joys were originally drawn from the Ophanim myth, although some details might have been lost along with time.
Though the original Ophanim had never been witnessed in a battle, Ophanim that have been evolved as recently as of the mid-200s have shown no qualms with battling, though none have been known to ever kill, on purpose or by accident. Using their Shadow Shot technique and Hazy Vision from afar, they surround themselves with Cocoon of Darkness and Dark Shield while bolstering their abilities with the Blessed Soul technique. When her defenses are to her satisfaction, the Ophanim will then often utilize Energy Drain and Lure to weaken and bring their target within range of their Dark Spear technique. Although she is not more than mediocre in one-on-one combat, the Ophanim shows her usefulness better in Grand Melees and multiple Pokégirl matches, where her Aura of Tranquility can be used to keep her harem sisters calmed down during the battle, allowing a more tactical Pokégirl or tamer to control and coordinate them better. This makes her even more useful in a sexbattle arena- despite the Ophanim's limited prowess (and lack of inherently known sex-techniques), her aura can cause her opponents to not realize when they are nearing an orgasm until she reaches it, or nearing exhaustion until it's too late. However, the Ophanim do prefer to remain at peace, not wishing to cause combat but rather to end it quickly and without casualties on any side. Using her Revival Song (which varies in length and words with each individual), the Pokégirl can revive a nearby 'target' from unconsciousness.
Within a harem setting, Ophanim have been found to get along with just about every type of Pokégirl known in the world. Their aura of tranquility makes her a universal Beta in any harem- capable of dealing with harem dynamics, disputes, and conflicts just by being nearby. However, those with stronger emotions do require other techniques, which most Ophanim attempt to learn, master, and utilize upon an individual basis. The breed in general does have a slight problem when it comes to their own stronger emotions, often being confused by them and why she has them. In a taming, this often leads to various spikes of their personality coming to the fore- one time, she may become as timid as a Titmouse and just as sensitive. At others, she may seem like a Tigress or a Succubus in bed (relative terms only, of course), or as unresponsive as a Rock-type can be. More experienced Ophanim do eventually manage to understand those feelings enough to be able to act upon them without losing sight of who or what they are. Because of their inherent randomness during a taming, tamers are urged to utilize restraints for the strong Pokégirls of this breed.
Aura of Tranquility: This subtle aura allows the Pokégirl to calm down sentient lifeforms within a 15ft radius of her presence. Though this only works upon weaker emotions, it does assist with cutting down with fear, hate, lust, and confusion. This aura is not active while the Pokégirl is asleep or KO'd, however. This makes Confusion and Lust-inducing techniques 50% less likely to work upon those affected by the Aura, but the Ophanim herself does not recieve any such additional resistance against such techniques.
Dark Spear (ATK 150 + EFT): Like the Dark Blade 2 technique, but manifests a spear instead of a sword. This weapon remains physically manifested as long as the Ophanim is holding it- if she releases the weapon, it will immediately disintegrate and the technique must be used again. It can be used twice in a row, allowing the pokegirl to utilize a spear with both hands, though the strength of the weapons are cumulative rather than added (the ATK value remains the same, and does not stack when the Pokégirl uses two instead of just one).
Revival Song (EFT): By singing a song important to the Pokégirl, she may sacrifice some of her energy and restore around that amount to a knocked-out ally.
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PANTHRESS, the Dark Feline Pokégirl
Type: Animorph (Black panther)
Element: Dark/Fighting
Frequency: Very Rare
Diet: human style foods, extra meat (especially fresh and raw...)
Role: Menace to society, killer, punisher
Libido: Average (High 4 times a year)
Strong Vs: Normal, Ghost, Psychic
Weak Vs: Bug, Fighting, Rock
Attacks: Bite, Crunch, Fury Swipes, Dark Goggles, Dark Blade, Gatling Punch, Gatling Kick, Stone Palm, Saber Claw, Seismic Toss, Body Slam, Chi Blast, Resist, Dark Shield, Dark Mist, Dark Bomb, Super Claw
Enhancements: Enhanced Claws, nightvision, Enhanced Strength (x15[Berserker-type], x5[Fiend-type]), Enhanced Olfactory Sense (x5), Enhanced Hearing (x5), Enhanced Durability (x5[Berserker-type only]), Enhanced Intelligence (x5 [Fiend-type only])Enhanced Agility (x3[Berserker-type], x7[Fiend-type]), Quick Recovery, Stealth (can blend in with shadows)
Evolves: None
Evolves From: Tigress (low discipline, mistreatment, little Taming, and lose 7 battles in a row)
Bounty (for confirmed kill): 800,000 SLC
Bounty (for reporting sighting & getting out alive): 200,000 SLC
Recommendation if you see one: Make sure you have a strong fighting-type Pokégirl on hand to fight. Try to not let yourself become visible to the Panthress as they will try to ignore your Pokégirl to attack you directly.
In all things light there is darkness.
Like the Penance and the Chimera, the Panthress is a dark evolution. Only this walking tragedy is especially sad, as it could have been prevented quite easily.
There are a combination of elements which result in an evolution to a Panthress. One, obviously, is mistreatment, verbal and physical abuse. Normally, this would lead a Tigress to become a Penance. However another factor is a lack of discipline. Treating a Tigress with indifference save for when you want something, not having her train much at all, and other such lackadaisical things add to the deadly mixture. Another, even more inexcusable factor is lack of Taming. Tigresses require frequent Taming for them to function, and not Taming them often leaves them half-Feral, near savage at all. And finally, having the Tigress lose seven battles in a row. This engulfs them in rage and frustration, resulting in a dark evolution and certain death for the Tamer who abused her. They are menaces, yes, but they are also to be pitied.
The first Panthress was discovered completely by accident. A Tamer of the Sunshine League didn't take good care of his Tigress, letting her training slip, rarely taming her, and forcing her into fights against opponents who outclassed her greatly. When the Tigress lost her seventh battle, against a Griffon, she was engulfed in dark light, changing into a monster. She killed her Tamer for the pain and frustration she had suffered under him and murdered the Griffon and her Tamer out of sheer rage. The Panthress was caught and put down, but soon after others began appearing.
There are two known types of Panthress. The most common form is the ‘Berserker’ Panthress. Berserkers gain tremendous amounts of muscle, especially in the biceps and thighs, their breasts expanding into the F-Cup range. Their tails grow thicker, their fur and hair becoming midnight black, giving them the ability to blend in with the shadows. Their eyes become gold, and their faces, if not already close to it, become much more animal-like in appearance, looking almost exactly like the animal they were based on originally. Their claws increase in sharpness and thickness, their senses enhancing just slightly. Berserker-type Panthresses undergo a drop in intelligence, their minds becoming almost constantly angry, lost to the rage over the abuse and neglect they suffered. They are brutally savage in battle, but somewhat clumsy due to their large size. This can be used to the advantage of someone attempting to put the Panthress out of their misery. They cannot stand the prescence of most men for any length of time longer than in takes to get what they need out of them, and consider other Pokégirls helping men to be an act of betrayal.
The second type of Panthress is much more rare, but just as dangerous, this form known as the ‘Fiend’ type. Their faces, if animalistic, become more human, their hair and fur darkening to deep black. Their eyes become golden, their claws sharpening, and like Berserker-types gain the ability to blend in with the shadows. They retain the lithe, slender figure of their previous form, gaining only a slight increase in bust and height. However what they gain is an increase to their intelligence. They become smarter, and in turn crueler, gaining a strong desire to turn the fury at their abuse and neglect outward in various ways. They are just as angry as the Berserker-type, but they turn that anger outward in a different way, in the form of acts of vicious cruelty. Otherwise, they appear as calm as any other Pokégirl. They can stand the presence of men for strong lengths of time, but doing so makes them act out even more. They can accept Tamings from males, but will feel tremendously sullied afterwards for psychosomatic reasons and need to have a Taming with a female or a Pokégirl immediately afterwards to feel better and calm down. Fiend-types are infamous for their cruelty, and are considered by some to be more dangerous than Berserker-types.
It’s unclear so far what causes the variance that makes the two different types of Panthresses. Many theories have been presented, some reasonable, some not. So far, the most acceptable reasoning for the difference is that the type of abuse that created them differs from the Berserker to the Fiend, with Berserkers receiving primarily physical abuse, while Fiends received primarily mental abuse. No one is willing to test this, so studies are being performed on a case by case basis.
Panthresses are vicious, unrelenting fighters. They will not hesitate to kill anyone they find, and when they catch a male Tamer they will torture him to death, forcing them to arousal and violently raping them first. They are considered by some to be embodiments of Mao Shin Mao's frustration and rage. It is known what makes a Panthress, and you are advised NOT to do this under any circumstances! They WILL NOT STOP until they kill their abuser and anyone else in their way. If found in the wild, do not attempt to engage or capture unless absolutely necessary. Evacuate the area immediately and contact local security forces and as many OfficerJennies as you can find. This is not a joke. Failure to do so will result in loss of Pokégirls and Tamers license, as Panthresses are ranked to be an Alpha-class threat and a danger to anyone around them.
There has been some talk of Taming a Panthress for use in a Harem, possibly even rehabilitating them like Penances can be. Research has shown this to be impossible so far, as the ingrown hatred of men Panthresses have makes them unwilling to tolerate the concept of being in a harem. The closest anyone has come is in the Silver Islands League, where the experimental Lockdown procedure has produced at least one known Berserker-type Panthress that will not rape/eat/kill a man on sight. She still despises men, however, and the rage, while more controlled, is still there, making her very difficult to deal with. She wants nothing more than to be left along, and all those involved with the project are inclined to let her be. While SIL officials are considered bizarre by most due to their stance on certain issues, their research into finding ways of making dangerous Pokégirls less dangerous is encouraged. There have been only two known instances of a controlled Panthress besides this one. The first is a Berserker-type reportedly spotted in the Sunshine League that showed signs of possibly being a Battle Panthress. The bonding may also account for why she let the two men spotted with her actively be in her company for so long. The other is a Fiend-type Panthress known to be a member of a Limbec Pirate band in the Indigo League.
Thankfully, there are no instances of Thresholding into a Panthress occurring. Although some have brought up a rather interesting topic. If a Panthress were to occur through Thresholding, would they have the tremendous internal rage that regular Panthresses do? The theory was presented by Silver Islands researchers, and admittedly has given some people pause. This theory has also made law enforcement officials, especially those in-charge of tracking down and eliminating illegal Kit Mills, become more cautious when searching for the illegal facilities…
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PANTHRIDUCIA, the Rejuvenated Paladin Pokégirl
Type: Near Human (Animorph)/In-humanoid Metamorph (Black Panther)
Element: Fighting
Frequency: Extremely Rare
Diet: Carnivorous (Can tolerate vegetables, but meat is mandatory)
Role: Paladin, Avenger, Grey Guard, Keeper of Order
Libido: High
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Pounce, Fury Swipes, Saber Claw, Crushing Wrap, Gust Punch, Stone Palm, Megaton Punch, Night Shade, Dark Shield, (Panther form only) Extreme-speed
Enhancements:
Human Form: Enhanced Claws, night-vision, Enhanced Strength (x8), Enhanced Olfactory Sense (x4), Enhanced Hearing (x4), Enhanced Durability (x3), Enhanced Agility (x3), Regeneration(x2), Stealth (can blend in with shadows), Prehensile Tail
Cat Form: Enhanced Claws, night-vision, Enhanced Strength (x4), Enhanced Speed (X5) Enhanced Olfactory Sense (x4), Enhanced Hearing (x4), Enhanced Durability (x3), Enhanced Agility (x3), Prehensile Tail
Evolves: None
Evolves From: Evolves from Tigress (Successful Dark Redemption & Emotional Healing)
The Panthriducia is an unusual Pokégirl. They're evolved from a tigress via emotional healing, however it only works on those De-evolved from the dreaded Panthress through the Dark Redemption technique.
The Panthriducia's appearance 'balances out' between the Berserker-type and Fiend-type Panthresses. They're usually in the 6' area as far as height goes. Their breasts are usually within the D-cup area with the occasional ones that are larger or smaller than that area. Black is the most commonly reported coloration for hair but, there are some known variants, including one with bright pink fur, and at least two who's fur is a solid metallic yellow, almost like gold. Their eyes are most often reported as yellow, violet, or blood red, with some other extremely unusual variants. The main physical feature of the Panthriducia is their tail. It's almost twice the length of their bodies and is surprisingly strong and whip-like. What's more, it's prehensile, meaning it works as a third arm for the Panthriducia, a little fact that has caused them to incorporate it into their varies selection of techniques. As far as attire goes, they end to prefer dark clothes that are easy to move in and accentuate their breasts.
However, when speed is the need of the moment, a Panthriducia can temporarily banish her clothing and gear to a pocket dimension and transform into a large Black Panther. In this form they're almost 8 feet long from nose to rump, with their tail still twice as long as their body. But what's most noticeable, is when the traces of celestial powers from the angel stone used to evolve them activates. Their eyes, mouth, and claws glow like white fire, the force of this glow is directly proportional to their rage. While they're in this form the Panthriducia is built for speed, capable of toppings speeds upwards of 110 MPH in a full 5 minute sprint. Their usual known speed ranges vary between 60 MPH at a steady loping, and a top speed of 120 MPH at a full burst sprint. Not nearly a Cheetit's speed, but more than enough to catch up to most targets. The purpose of this form is to chase down a target, often her eyes literally glowing with celestial fury. While she can use it for an escape, the main purpose is to catch an opponent that's too fast for her normal form. She loses the ability to do most of her attacks, but can easily catch most enemies in her jaws, claws, or tail.
In combat a Panthiducia's 'styles' vary from Panthriducia to Panthriducia. It's common for those that used to be Fiend-type Panthresses, referred to by the breed as 'FiendBorn', tend to prefer more intellectual methods of combat, such as magic, more psychological martial arts like Zui Quan or Ninjutsu, and still more take a preference towards Mind Games, making their enemy defeat themselves. Their preferred attacks are those like Night Shade, Dark Shields, and Pounce. Those that once were Berserker-type Panthresses, known as BerserkBorn, are known to take preference in more power focused combat, such as Wrestling or Savate, they also are more commonly noted to take up some form of weapon. They'll often use Stone Palm, Gust Punch, or Megaton Punch in battle.
A Panthriducia's usefulness in a Harem is known only to a few, though it will be expounded upon rather soon. The breed is hard to come across, with only a few known throughout history since the first of the breed had been seen. What the few who've kept them in harems state clearly that it's pleasurable...most of the time. A Panthriducia, while not impossible to keep in a Harem, is more than a handful and only those who are either gutsy or stubborn would be willingly keep one.
They're very paranoid at times and, at best, will likely try and keep a distance from the Harem and Tamer. When it comes to Tamers they don't trust, they'll often remain silent to avoid having to worry about a Taming cycle, or worse, as some form of punishment. They were punished enough to have become a Panthress, they prefer to avoid 'heaping it on' now that they've regained 'sanity'.
As far as their purpose in a Harem, they make excellent protectors. Their natural paranoia and tendency to go overkill on anything they do is what makes them so useful. At least one of the more recent Panthriducia's is known for her famous, or is it infamous, quote. "There's no such thing as Overkill, just just hit 'em hard and hit 'em harder." Because of this, leagues that allow ownership of Panthresses, what few there are, like to bring out Pokégirls to use Dark Redemption on her immediately, so that her Tamer may begin the long healing process. Luckily they're able to curb that rather odd tendency in sanctioned battles, though still going in for a win, they'll do their best not to kill a rival in battle, preferring to save such a fate for those who deserve it.
Panthriducia that have grown accustomed to life in a Harem are also known to be extremely open, if a bit emotional, with those they trust. It's said that if a Panthriducia's willing to speak openly about her feelings, then you've got a friend until death. Sadly, the breed has it's own downside beyond it's previous form. The breed has an almost instinctual desire for order. Not just any order, total order. This has caused them some problems, as they have a tendency to act like judge, jury, and executioner when dealing with criminals of all kinds, sometimes they may let a hostile Pokégirl go because they've yet to break any true crimes, they don't consider being of a specific breed as a crime, while viciously pulverizing human criminals for everything from killing an innocent to child molestation, shortly before hauling them to the 'proper authorities'. It should best be noted that the Panthriducia can, and will, tow in the line on such activities when told to by their Tamer, and in front of officials. Once again, this is to keep from getting in trouble and, thus, avoid death, or a fate worse than it. It should be noted that you can easily tell the difference between a black-furred Catgirl and a Panthriducia by their expression. Panthriducia almost NEVER smile. They only smile when their Tamer makes them happy, or when taking down a criminal who'd caused a Dark evolution, such as Panthress, Dronza, or a Penance. Those people she despises greatly, but knows that it's best to simply bring them to justice than to try and punish the villain themselves.
As far as Taming goes, Panthriducia are as varied as their combat styles. Anything goes with a Panthriducia in bed, and they'll almost always gladly experiment with new positions, techniques, and toys. No feral Panthriducia are known. As of 300 AS, it's believed to be impossible for a girl to threshold into a Panthriducia due to their rarity and the way they evolve. But, you never know, miracles have happened.
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PARASYTE, the Symbiotic Pokégirl
Type: Inhumanoid
Element: Dark (hesitant classification due to its attacks)
Frequency: Very Rare
Diet: strong emotions and the resultant pheromones created from said emotions, chocolate, also can eat whatever host eats
Role: Enhancing her host
Libido: Same as host, which always becomes High
Strong Vs: Psychic (near immune. Also gains strengths of host)
Weak Vs: Fire (severe normally, less so if bonded to a Fire type), sonic attacks (also shares weaknesses of host entity, be it human or Pokégirl)
Attacks: Bite, Crunch, *Acid Tongue, *Beast Rush, Fury Swipes, others same as host
Enhancements: Can double strength-level, agility-level, endurance and durability of host
Evolves: None
Evolves From: None
Parasytes are a more recent discovery. Initially, it was created illegally by scientists of a Team Rocket-style group which experimented on the corpse of an alien life form. The experiment, which took place on Rhine Island, resulted in the creation of a new Pokégirl type, the Parasyte. The experiment was broken up by members of the Shadow League, the scientists all being arrested. However, when they confronted the Parasyte, they became concerned and tried to kill it. The Parasyte possessed one of the male Tamers there and used his body to escape. He was eventually found again, but by that point he had been morphed into a female and completely bonded with the Parasyte. She voluntarily surrendered herself for study, but much later it was revealed she was covering for the offspring of the Parasyte that had initially bonded to her.
An unbonded Parasyte is an amorphous, black, liquid-like life form that shifts constantly. It has no real shape unless it bonds with a host, at which point it becomes a full-body, form-fitting suit that accentuates every curve of its host's body. It covers a host head to toe, although at the host's will, it can shapeshift into any type of clothing the user wants. It can take on any appearance the user wishes, looking even like a stylish superhero costume if the host wants, with parts of their body exposed to the air. It can also retract completely into the user’s body, as a Parasyte bonds with a host on a molecular level, and cannot be separated by force without causing severe harm to both the host and the Parasyte. If bonded with a male, it turns them into a female, in extremely rare occasions making them undergo threshold. If bonded with a Pokégirl, the Parasyte increases their abilities all around. The Parasyte is also a fully sentient being, and communicates with its host telepathically.
It's strange that this Pokégirl (and yes, it is a Pokégirl, believe it or not), is called a Parasyte, when actually it's more of a symbiotic life form. It enhances the overall abilities of a Pokégirl, grants them protection from psychic attacks due to the second mind enhancing the first, and in return it feeds off of the strong emotions and pheromones produced by it. (Interestingly enough, Parasytes seem to adore chocolate to the extreme, and will occasionally try to take control of their host to get some if they spot it. Rarely does this actually work, however, as they prefer to try and maintain some trust between themselves and their hosts.) Some could argue that the Parasytes are parasitic in that those who become bonded to a Parasyte become more prone to aggressive behavior, to rushing in without thinking. Some tamers site this as a benefit, however, as Parasyte-bonded Pokégirls also become more passionate and eager for Taming. This is especially prevalent if a Parasyte bonds to an ice-type, as they will seek the warmth of others to counteract the cold of their host. When a Pokégirl that is possessed by a Parasyte becomes Delta-bonded to a lover/Tamer, the Parasyte becomes Delta-bonded as well.
Parasytes share the weaknesses of their host, but their also have two special weaknesses. They have a pathological fear of flames, since it damages their liquid-like bodies severely. Some Parasytes even fly into a panic upon seeing flames and try to flee their host, always to no avail if they are completely bonded. This does not, however, mean that Parasytes cannot bond with Fire-type Pokégirls. They tend to avoid super hot girls like Magmammaries, or girls like CharAmandas, who have open flames on their body, but they can bond to fire-types, and thus lose their severe weakness to fire. Sonic attacks are also a severe weakness of Parasytes. Due to the nature of their bodies, a sonic attack can disrupt their physical structure severely.
Parasytes have some offensive capability of their own, but only when bonded to a host. They can morph their host's jaws into a large, saber-fanged mouth with a long, semi-extendable tongue that can secrete acidic drool. They can also morph the fingers of their host into long, dagger-like claws. These transformations are not permanent, and the host can shift their jaws and hands back and forth between their normal and monstrous forms at will using the Parasyte's abilities.
Parasytes don't reproduce normally. They spawn a new Parasyte by combining their DNA with that of their host and releasing a new Parasyte made from their own mass, which immediately sets out to find a host to bond with. Thresholding into a Parasyte is impossible, although they do enjoy sharing the feeling of a pregnancy with their host. A Parasyte is considered Feral only if it doesn't have a host. When it bonds with a Feral Pokégirl, it can help partially control their host's feral state by forming tentacles to pleasure the host with, simulating the effects that a human Tamer can provide. It won't completely solve the issue, but it will mostly clear the host's mind, allowing for more coherent, less-instinctual decisions.
Recently it has been discovered that there are some breeds of Pokégirl that a Parasyte flat out cannot possess. Legendaries have proven to be too powerful and too desiring of independence to be bonded with. If a host is already bonded to a Guyver, they cannot bond with her. (The same applies to a Guyver trying to bond with someone already bonded to a Parasyte.) And thankfully, Widows cannot be possessed by a Parasyte, as their bodies are too toxic and their minds too filled with rage and pain for a Parasyte to fully bond with them.
*Acid Tongue – (EFT+ ATK 50) The Parasyte host 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 Parasyte sends a portion of themselves 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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PARDONER, the Ghostly Forgiveness Pokégirl
Type: Near Human
Element: Ghost (Celestial)
Frequency: Extremely Rare
Diet: Emotions (Love, comfort, Peace)
Role: Exorcist
Libido: Low (Average after exorcism)
Strong Vs: Bug, Fighting, Ghost, Poison, Rock
Weak Vs: Dark, Psychic
Attacks: Phase, Nightshade, Go Down, Energy Drain, Drain, Invis (1-3), Ectoplasm, Lick, *Ectoplasmic Disruption
Enhancements: Incorporeal, Embody, Lifesight, Deathsight, Two minds, Seal Soul
Evolves: None
Evolves From: Wraith (Feeding on "Higher" emotions to excess)
*Only learnable from an older Pardoner.
The Pardoner is an anomaly among the Wraith evolutions. They have complete control over themselves and may often seem prudish by comparison. By feeding on the emotions of faith and hope, the Wraith evolves into this Pokégirl and undergoes several changes. Firstly, her bust size only ever increases by half a cup size. Secondly, her form becomes even more feminine. She looks almost angelic in her 'innocent' look. The most noticeable trait she gains is that her fingers darken to an almost black, theories say that this if from their contact with their darker sides and the dark minds of other Wraiths.
This steel gray lantern is the symbol of their evolution to other wraiths, and they are more respected for their evolution for it. This lantern acts as a focus for most of their attacks and, when lit, will fill all within the light's range with a feeling of completion and comfort. This will often drive away any Polterkissed in the area, and has been known to make more vicious feral Pokégirls become uneasy and retreat. Sadly, this has no effect on Pokégirls such as the Widow or the Jokette, but it is still a potent effect.
A Pardoner is quite chaste when tamed and will never request Taming unless they are on the very verge of becoming Feral. After an exorcism however they become rather amorous. They will quietly request a taming and most Tamers have reported that the Pardoner acts cutely shy about it. They use their lanterns to make their lovers more comfortable in an attempt to be able to more fully control how the taming session goes. Their taming preferences lean towards the vanilla. Tradtional taming is preferred without need for excesses. They generally prefer a gentler taming session to even a strenuous session. They love the slow build-up. For this reason Whore-Oh tends to favor this Pokégirls, and in some of the rare sightings of the Legendary she has been seen accompanied with Pardoners.
Pardoners are very kind when not faced with evil; they are affectionate, sweet and very good with domestic skills like cooking and cleaning. It is rumored that a house cared for by a Pardoner is more able to avoid tragedy. In fact, it is said that a house cared for by a pardoner will be safe from harm for as long as the Pardoner can maintain her presence. Tamers with a Pardoner rarely fall upon hardship without finding a way out relatively quick, so Pardoners are often considered good luck to have around.
When faced with evil they get cold and distant, the temperature around them might drop a degree or five, their hands will glow white and the blackness on their fingers will spread to their hands. This blackness spreads a distance relative to the evil they are facing. The coloration recedes after about a week to only cover their fingers, during this week however, their hands are cold and feel like moveable stone. Hand-jobs during this time are not suggested (unless you're into that sort of thing…).
A Pardoner's color scheme is drastically different as well. When solid, they can be seen quite clearly not because of a gray color-scheme, but because their coloration is so much more potent. Reds are redder, blues are bluer, blacks are darker and her eyes are more vibrant than any normal girl's should be.
There has only been one instance of a direct threshold into a Pardoner, and the girl had a very strong Wraith presence in both her bloodline and around her as she was growing up.
Ectoplasmic Disruption – (ATK 160): A Ghost-element attack exclusive to the Pardoner, although it can be taught to other Ghost-types from an older, more experienced Pardoner. This attack is only effective against ghost type Pokégirls. It directly targets the ectoplasm making up the ghost's body. (Note: Sadly, this attack has no effect on girls such as the Widow.) The Pardoner hold their Lantern up to the target ghost and focuses a large amount of her own energy through the light inside, casting a bright celestial light that damages the composition of other ghost-types. Has a 1 in 10 chance of paralyzing the target.
Note: Pardoners NEVER teach this to Vampires, Succubae, or any other ghost-type they feel would use it for anything other than noble efforts. To use this attack, the ghost-type must have access to a Lantern used by a Pardoner. Hence why you will only ever see a Non-Pardoner using it once in a blue-bloody-fucking-moon. You have to convince a Pardoner to give you her Lantern and go make a new one.
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PEGASLUT, (aka PEGASUS) the Mythical Horse Pokégirl
Type: Near Human, Metamorph
Element: Magic/Flying
Frequency: Very Rare
Diet: near human diet, preferably vegetables
Role: used as scouts and excellent Alphas
Libido: Average to High (when with Tamer)
Strong Vs: Normal, Fire
Weak Vs: Electric, Magic, Psychic
Attacks: Feather Shuriken, Whirlwind, Mach Breaker, Agility, Stomp, Takedown, Charm, Gust, Aero Blast
Enhancements: Enhanced Speed (x7), Enhanced Hearing (x6), Enhanced Stamina (x5), Enhanced Dexterity (x4), Metamorphing, Flight, Elemental Affinity: Wind, Danger Sense, minor psychic talents
Evolves: None
Evolves From: Unicorn (Bird E-Medal)
Pegasluts are one of the more recently discovered type of Pokégirls. They can be identified with the single horn growing out of her forehead and for her feathered wings sticking out of her back which is visible in both forms but they can make it disappear at will. They retain their appearance evolving from the Unicorn, their breast size is now a very healthy D cup, and the dramatic change would be their looks, before you would consider them cute or beautiful, now they can be considered as stunningly gorgeous.
They are one of the fastest flying Pokégirls around. In flight, they can easily reach speeds of 50-60 mph in just a matter of seconds and unlike other fast Pokégirls can maintain this speed for even 15-20 minutes at a time. The fastest recorded flight was 152 mph and was maintained for 30 minutes. They usually take on their human form when entering cities and towns so not attract to much attention to their tamers and themselves, and also when in need of taming. When taking human form all their abilities are halved until they return to their horse form. They lose the ability to repel Pokéballs after evolving from Unicorn to Pegaslut.
Feral Pegasluts can usually be found near mountainous regions where they make their home safe from wandering tamers and away from dangerous Pokégirls. But from time to time they would sometimes go down from her mountainous retreat to mingle with Pokégirls living beneath or when in need of Taming. Though Feral a Pegaslut can be considered as quite intelligent, though they are wary of humans and careful around them especially wandering tamers, fearing they might be captured. Trying to capture a Pegaslut is a hard feat but quite worth it. Gaining their trust and later their respect, you can gain a Pokégirl who's very willing to join you and your Harem. Evil Tamers can't hope to gain their trust.
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PENANCE, the "Handle-With-Care" Pokégirl
Type: Very Near Human
Element: Dark/Steel
Frequency: Very Rare (Not rare enough in some people's opinion)
Diet: Human-style, only eats with permission in a Harem
Role: Victim needing rehabilitation
Libido: None, raises if placed with kind Tamer
Strong Vs: Psychic, Flying, Normal, Dragon, Ice, Water, Magic, Steel
Weak Vs: Bug, Fighting, Fire
Attacks: Cry, Scratch, Tackle, Pummel, Claw Slash, Claw Carve, Harden, Midnight, StrengthDrain, Wrestle
Enhancements: Super dense body, obeys without question, fingers, hair, and toes condensed into blades, completely invisible in the dark
Limitations: terrified of everything, cries at random intervals for no visible reason, totally incapable of speaking, skittish and hostile towards anyone they don't know
Evolves: Anima (further abuse)
Evolves From: Pokégirls that have undergone long term mental, physical and spiritual abuse
Abused Pokégirls that are killed or commit suicide are the lucky ones. Those who don't, who stay with their abusive Tamers, accepting berating after berating, beating after beating, taking so much abuse that their very soul starts to wither away, become what is called a Penance. Their body changes, losing any animal, plant, or insectile features, becoming fully human again. Then their body starts to become denser and denser, a 'thick-skin' to protect against physical abuse, their skin and hair turning blood red and their eyes glowing blue. Their fingers and toes atrophy, morphing into bladelike claws, their hair becoming razor-edged strands. Any clothing they wear goes through a transformation as well, becoming form-fitting straps of leather. Their body hardens tremendously, a sign of their withdrawal from reality, and their personality degenerates into a frightened, skittish wreck. They will always run away from their original Tamer and hide in the wild. Any other Pokégirls that witness an evolution to a Penance becomes extremely angry and attacks the one responsible for creating the Penance, usually leading to severe injuries to the one they are attacking.
Finding a Penance is tricky enough, as they run from all contact. It's also uncertain how many Penance may exist, as they're often so skittish that one could very well be sighted in multiple towns, fleeing from city to city. A greater challenge comes from trying to catch one. They have incredible defense with their super dense skin, and fight fiercely to get away. Once captured, the REAL challenge begins, trying to get a Penance to trust their Tamer. They won't run away once re-caught, but they will be very fearful, constantly shivering and crying until a Tamer can convinces the Penance that they can be trusted.
Because they have been so abused, they have to be treated with kindness, gentleness, and above all PATIENCE. They will obey without question, but Taming is impossible due to the dangers of the Penance's super dense body. Eventually, with consistent kind, loving treatment, a Penance's body will start to 'soften,' becoming more light to the touch. The Penance's appearance will not change, save for the hair, toes, and fingers de-atrophying and looking normal again, although the skin/hair color and glowing eyes will remain as before. The Penance, if well-treated enough, will regain part of the personality they had before they became a Penance. (Although they remain totally mute, and cannot change into another form, as Penance is a dead-end evolution.) Tamers who have managed to get their Penance acting like their old self again and not like a skittish, terrified young girl are regarded as saintly.
Once a Penance has been healed from the abuse they had suffered, they become excellent fighters for their Harem. They can manifest their ultra dense skin and bladed digits and hair at will, and shed them once the fight is over, fighting in a more coordinated fashion than before they had been 'softened' by their master's kind treatment.
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PERSONA, the Emergant Pokégirl
Type: Varies
Element: Ghost
Frequency: Very Rare
Diet: Life Energy, blood
Role: Bodyguards
Libido: Very Low, spikes to Very High on a Full Moon.
Strong Vs: Normal, Fighting
Weak Vs: Dark, Celestial-attacks.
Attacks: Energy Drain, Phantom Blade, Phase, others vary pending on other delta-bonded Pokégirls in the harem.
Enhancements: Pokéball immunity.
Disabilities: Any attacks requiring physical form deliver only 70% of their normal attack potential.
Evolves: None
Evolves From: None
"From the sea of thy Bonds, I emerge." is the phrase that is known to be said by any Persona that appears. Why exactly this is said as they take corporeal form, researchers are unsure of, but tests show that these Pokégirls do show signs of a very unusual phenomena. No Persona looks the same, and their looks and abilities tend to change as the harem shifts and changes. First discovered in 276 AS, Persona have since been found in various harems but have no need of a pokeball, and this often terrifies the opponents of those who do happen to 'own' a Persona. Research since the first was discovered has shown that Persona takes on an appearance that pulls together the most significant physical features of the Pokégirls that the Tamer has a Delta-level bond with. As more Pokégirls join the harem and are delta-bonded with the tamer, the Persona's appearance changes as well, and as Pokégirls are 'removed' from the harem and the Delta-bond is 'cut', the Persona's appearance changes at those times too. This happens to be the case with the attacks that the Persona has access to. However, any attacks that require a physical form or appendage do 30% less damage than they are normally capable of. Leagues across the world accept the Persona as a Pokégirl- however, it varies from gym to gym in each league as to whether or not a Tamer may use a Persona in a Gym battle.
The only real evidence as to how this Pokégirl comes into existence is during the full moon, and if the Tamer has three or more Pokégirls in his/her harem that he or she is Delta-bonded with. The first tamer to have discovered this Pokégirl was Mitsuru Kirijo. While fighting off Vampires that were attempting to feed on her family, who were all still asleep due to a slumber-spell, her Persona appeared while uttering the words, "From the sea of thy Bonds, I emerge." The Pokégirl that appeared took her place alongside the Slicer, Valkyrie, and Acrobabe that Mitsuru had in her harem, and successfully drove off the Vampires that had attacked them. Ever since then, her family's group, the Kirijo Group, has been specializing in Persona Research. Mitsuru also reported that every night on a full moon, her Persona would take a physical form and required amazing amounts of taming. Since then, it has been reported that a Persona will only reveal itself if her tamer is in absolute danger.
Persona often have attacks that the other Pokégirls in the tamer's harem have, but also have a few more on top of those since she is a Ghost-type. While another Ghost-type may be Delta-bonded with the same tamer, it has been found that Persona never take on any physical features or learn the attacks that the other Ghost type has. Persona are always in their corporeal form, save on nights of the full moon: for twelve hours, a Persona gains a physical form. Persona may also gain a real form after absorbing enough life energy, though this rarely lasts more than an hour. Only the strongest persona can coalesce into a true physical form for any real length of time (for every three levels of experience that the Persona has, she can form a physical body for one hour a day. So, at level 72, a Persona can retain her physical form for an entire day, every day). Drinking or absorbing blood from the Persona's tamer also assists with the formation of a physical body, but does little to extend the amount of time that she can retain the body. Potions do work on Persona, as they are some sort of liquid, but any medicines that are in a physical form (like a pill) don't work. Upon fainting, the Persona returns to the "Sea of Bonds" that she speaks of, and will regain consciousness within three hours (on average).
Persona cannot, as a result of being Pokéball immune, be traded, sold, or given away. There are also no possible threshold cases, as a Persona exists only through the formation of Delta Bonds between her tamer and three other Pokégirls. A Persona automatically obtains a delta-level bond with her tamer, as well as a form of telepathic communication with him/her, despite not being a psychic type. Persona do become feral, however, if the Tamer she is with ever has less than three Pokégirls that are delta-bonded with him/her. While Feral, Persona cannot and will never form a true body, and if a taming session is missed then the Persona will return to what she called the "Sea of the Bonds." When a third Pokégirl has been Delta-bonded with, the Persona will return, but will actually act as if she went through a level 5 conditioning cycle, with only vague memories of anything that had happened when she had appeared before. There have been no known cases of the Persona ever fully recovering her memory after such an occurrence.
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PHAWHORE, the Queen Mummy Pokégirl
Type: Near Human
Element: Ground/Ghost
Frequency: Extremely Rare
Diet: She needs heavy amounts of liquid, but can eat a human-style diet.
Role: Vault Guardians. Spiritual Mediums. Other Roles Classified
Libido: Average
Strong Vs: Poison, Rock, Steel, Fighting, Magic
Weak Vs: Flying, Psychic, Water, Ice, Plant, Dragon, Fire (Special weakness)
Attacks: Tackle, Pummel, Hypnosis, Dream Eater, Sand Attack, Dig, Drill Strike, Resonate, Gut Punch, Snake Bandage,* Coffin Fall, Cobra Bandage,* Bronze Fist, Silver Fist, Haunt, Spellwork
Can only be learned after Lvl 40: Royal Curse, Gold Fist
Enhancements: Ground affinity, Ghost affinity, Enhanced Durability (x2), Enhanced Endurance (x2), Can use certain T2 techniques naturally, Magical ability, Increased trap-making ability, Loses fear of being alone
Evolves: None
Evolves From: Bandame (High level + Battle stress)
Phawhores are the next level of the already elegant Bandame. They grow a foot taller, their bandages become adorned with ornate armor around the chest, wrists, shoulders, and calves. Their bust size, already impressive, increases. The markings around their eyes change, becoming mystical runic hieroglyphics on their face. They also gain the ability to manifest a helmet-like mask around their face, one that attaches to their chest and shoulder armor.
Phawhores were first discovered by the son of the man who first discovered them, Sir Arthur Croft. Returning to the pyramids where his father first discovered the Bandame, he went deeper into the tomb, using a Bandame that had become his Alpha Pokégirl, and came into the center chamber, which was guarded by a single Pokégirl in armor. Like a normal Bandame that had gone without liquids, she was shriveled up, but as before a water-type was able to restore her beauty. However UNLIKE the Bandame, she was not as friendly and refused to let Sir Croft leave unless she had been defeated utterly, which included forcing himself onto her for a Taming.
Phawhores gain a lot of abilities upon evolving. They can contact spiritual plains of existence and talk to the spirits there. Their fighting ability improves slightly, and they gain the ability to use magic, mostly spells involving earth and wind. Their trap-building/detecting abilities increase greatly, to the point where they can make a place they are guarding almost impenetrable. They also lose their autophobia. They can tolerate being alone and in some cases prefer it. They will associate with others, but only if they have to. They do not make good Alpha Pokégirls despite what their name, similar to the old term Pharaoh, would suggest. As before, Phawhores make excellent vault guardians, having similar standards as Bandames in terms of the ‘treasure’ they guard. Their dietary needs remain the same, as does their need for large amounts of liquids to keep themselves from drying out and shriveling up. It becomes even more important that they stay moist, as their abilities weaken the dryer they are. They retain the Bandame’s weakness to Fire.
Phawhores have… unusual taming habits. They are not often found in Harems, as they will only let themselves be Tamed if the Tamer forces themselves on her. Quite literally, Phawhores have to be raped to be tamed. While this is true of Pharwhores found guarding tombs and other sites, it is not completely the same for Pharwhores who have evolved in a harem. Studies have shown that the rape rule for evolved Phawhores depended on their position in the harem prior to evolution from Bandame. Ones who had not held any position of power did not have a desire to be raped, though more restraints than necessairy were preferred. Those that had been the Beta of the harem had a one in two chance of either wanting rape or just more restraints, while in the few cases where they had been Alpha, they acted exactly like their counterparts found in the tombs. Still, there Feral state is for the most part unknown, as strangely enough, despite their personality requirements, they still get the Taming they need. What we do know of Phawhores’ Feral state is that it is very light. What is confirmed is that if a Tamer can regularly meet these requirements, they will earn the Phawhore’s respect and affection.
[Classified Top Secret!] After this was discovered, a discreet effort was made to pass laws that allow the violent rape of Pokégirls and even Pokéwomen and Pokékits. The laws were dropped and forgotten after several supporters of the bill showed up dead, slain in horribly violent ways. A few weeks later, a message written in the blood of the victims was delivered to the surviving supporters of the law. The message was delivered by Jenova. The message read as follows:
“One Pokégirl’s tastes do not a standard make. Never try this again or you will regret it.”
“Signed: Sexmet, Zapdass, Macavity, Articunt, Indigo TWAU Coven” [End Classified Data]
No cases of Thresholding to a Phawhore have been confirmed.
*Snake Bandage – (ATK 30) The Phawhore flings out the bandages on her arms, sending them coiling at the opponent to wrap them up. The bandages are surprisingly strong, and can hold all but the strongest of opponents. If need be, the Phawhore can also use this attack with the bandages on her legs.
*Cobra Bandage – (ATK 70 + EFT) The Phawhore flings out the bandages on her arms, only this time they coil around themselves and form a massive, hissing cobra, which lashes out and bites the opponent before returning to the Phawhore’s arm. Has a 30% chance of poisoning the opponent.
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PINIELF, the Elven Shaper Pokégirl
Type: Near Human
Element: Psychic/Fighting
Frequency: Extremely Rare
Diet: Omnivore.
Role: Wandering Fighting Apothecary
Libido: Average to High
Strong Vs: Ice, Normal, Rock, Steel, Poison
Weak Vs: Dark, Ghost, Flying
Attacks: Comet Punch, Uppercut, Hyper Punch, Evade, Counter, Telepathy, Psychic, Heal, Dreamtime, Psi Blade, Barrier, The Calm Soul (Lvl 30), Master Blow (Lvl 50)
Enhancements: Enhanced Agility (x4), Enhanced Strength (x2), Enhanced Endurance(x2), Enhanced Vision (x3), Enhanced Olfactory Sense (x3), Longevity, can intuitively learn Fighting Attacks, Body/Flesh Crafting Abilities, no longer susceptible to hibernation tupor
Disadvantages: Low pleasure threshold.
Evolves: None
Evolves From: Elf (mechanism uncertain)
The evolutionary catalyst that shifts a normal Elf Pokégirl to a Pinielf is a hotly contested debate among researchers. Some have claimed that the Fire Stone is a necessary trigger, while others have theorized orgasm, while some have postulated that a simple psychological shift is all that's needed to cause the Evolutionary step.
Physically, there are no specific gross changes between an Elf and Pinielf. Their height remains similar, their breast size doesn't grow or shrink, their hair and skin color remains unchanged. Two primary changes, however, can tell a Pinielf apart from a normal Elf-type. One, their muscles undergo development, giving the previously smoothly and delicately curved elf the appearance of a rough and tumble kickboxer, with their muscles clearly defined, making for a rather impressive sight as they kick, move, and show off. Second, their eye colors shift from whatever previous coloration to a shining gold, almost luminescent in it's intensity.
Pinielves undergo a psychological shift that matches their new capabilities. Pinielves, as a rule, are rough, aggressive, passionate, eager individuals with little patience to spare and a happy grin on their face. Among Elf groups, they are often a serious disruption, having none of the urge to seek out a calm, stationary, secure lifestyle that most Elf-types prefer. While outwardly, no side-effects show due to this forced isolation among colonies of Elf-types, a number of Pinielves have been seen to express severe depression when observed at a distance. Because of this, most Pinielves, no longer possessing the feral trigger that might leave them helpless for any wandering Tamer or Feral Pokégirl wanting a taming and a meal, break away from their previous home and/or Elf Colony and become a lone traveler, if they are unable to locate a suitable Tamer than can keep up with them. Accurate numbers of this breed are hard to guess due to this psychological isolation that leads to random travel. Many Watchers have witnessed a lone Pinielf from afar, garbed in the ideal fashion of a wandering barbarian and wielding a weapon of choice, obviously non-feral, before disappearing from the Watcher's sight.
Psychological and Physiological shifts aside, the primary value of this Pokégirl lies in the development of an odd psychic discipline often times referred to as Body Sculpting, or 'Shaping'. Using this, the Pinielf can not only heal a person from several injuries up too and including the loss of a limb (albeit taking several weeks to accomplish this, depending on the limb in question), but also repair the damage left by old injuries. Afflictions such as scarring, crippling deformities, weakening caused by the stress of aging, all thought to only be cured by the more powerful celestial healing magics can be repaired using the Pinielf’s body-sculpting capabilities. Some Pinielves go even beyond that, making further body modifications, such a hair and eye color shifts, metabolic altercations, and the like. A few events of note indicate that this body sculpting ability can come into play subconsciously, making for a number of amusing developments for those whom a Pinielf can take a serious liking too. It should be noted, however, that this ability, despite it's power, is not quick nor blatant... if the Pinielf wishes to keep the altercation painless. Most choose to keep the altercation as painless as possible, but, if rushed, the Pinielf can do so... and have the target of their ministrations suffer corresponding pain as their flesh is forcibly reshaped and coerced into a new form.
Because of this primary ability of their evolutionary tier, a number of Pinielves have been seen to develop a monkish, wandering healer-like ethic, healing individuals that they believe have great worth in their eyes. This sets them apart from Celestials and NurseJoys, whom heal for the sake of healing. Pinielves instead only heal those whom they believe deserve it, giving them an erratic reputation among some groups. There are even rumors of a Pinielf delivering crippling injuries to individuals she believed desperately needed them. Most League Officials are quick to quash such rumors. After all, why would the League sanction a Pokégirl with that level of volition to her actions?
Sexually, Pinielves are aggressive, no-nonsense Pokégirls. They're clear in what they want, when they want it, how they want it, without displaying the more lewd and vulgar traits associated with most high-libido Pokégirls. Bisexual in nature, they, like most Elves, express a leaning toward male Tamers. Despite their no-nonsense, freshly blunt attitude to taming, they still, like the majority of Elf-types, suffer from a low pleasure threshold, making them a rather pleasant albeit easy-to-please partner in bed.
All in all, these traits lead up to a very valuable Pokégirl that most Tamers actively seek to have in their harems. News of a wandering Pinielf sighting has called settled Tamers out of retirement, and tends to bring a heavy number of them to whatever region the rumor started in. Like the majority of Pokégirls, Pinielves can be forced into one's harem via taming, but their urge to wander due to lack of a 'family' and their strong sense of personal justice tends to mean that few Tamers can keep a Pinielf permanently without impressive measures. However, kinder, more ‘liberal’ Tamers have been known to actively capture a Pinielf’s heart, inducting her into the Harem Family at large and giving her a sense of belonging she was unable to find in her previous, long-lost home.
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PIXIE, the Electric Fairy Pokégirl
Type: Very Near Human; Metamorph
Element: Electric
Frequency: Very Rare
Diet: human-style foods
Role: spies, saboteurs
Libido: Average
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Ground
Attacks: Agility, Thundershock, Jolt, Thunder Wave, Rolling Spark, Reduce, Enlarge
Enhancements: Flight, Size Alteration, Elemental Abilities
Evolves: None Known
Evolves From: FairyCute (Thunder Stone)
This evolution of the FairyCute was designed to infiltrate human compounds and short-circuit their electrical systems to allow other Pokégirls access into the base. Just like any of the other size-changing Pokégirls, the Pixie were very successful with this mission, and after the war many survived, again thanks to their size-shifting abilities. These Pokégirls live alone, rather rare in comparison to the other Fairy evolutions for reasons that Researchers are as of yet unsure of. The Pixie are hyperactive and enjoy zooming about. Like the Nixie, they live near human settlements and villages, although their ranged capabilities are greater than the Nixie's are.
They stand no more than five feet tall, with most a few inches beneath that. Their skin is normally a mid-shade of yellow, with white markings that seem to follow the Pokégirl’s bone structure, almost making her look like a glowing skeleton. Her electricity flows along the whitened portion of her skin, which researchers have concluded are the main lines where her electrical energy flow through so she doesn't shock herself with it. Like the Nixie, the Pixie also has four-part insect wings, and they also prefer skirts and aprons to wear (moreso than the Nixie, as the Pixie feels the cold a bit more). A Pixie has small breasts, around an A- to a B-cup, which often frustrates them. However, on her small body even at full-size, they do look adequate.
Ferals of this breed don't enjoy staying in one place long, even if this means that they must explore an area that they know to be dangerous. Most researchers suggest that this is why the Pixie is so rare. Domestics are better than this, but usually find themselves heeding what is called wanderlust, by Tamers and Researchers. This wanderlust is fine with Tamers, who travel all over the place anyway, and going on a journey with a Pixie can lead to a very loyal Pokégirl. Tamers that stay in one place, however, can lose their Pixie within a day. They get along with any Fairy-type Pokégirl, but for some strange reason, no Pixie can stand a Peekabu. It's a situation that no one really understands, not even researchers who have looked into it. The Peekabu are always friendly, but the Pixie just can't stand her. Research, as always, is ongoing.
The Pixie are rather rare to have a girl threshold into, but it isn't unheard of. They are dangerous, however, if they threshold someplace near many electronic devices. Weakly shielded devices will go out of control, and depending on the age of the girl (the younger, the less danger) it can become worse even with better-shielded electronics. For some reason, Pokédexes don't seem to be affected by a threshold into a Pixie. Some FairyCutes that evolve into a Pixie also do this, though that is very rare and may have something to do with where the resulting Pixie was located at the time.
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PLATYPUSSY, the Repentant Pokégirl Type: Humanoid
Element: Water/Poison
Frequency: Very Rare (Extinct)
Diet: vegetarian
Role: recovering PsiDykes
Libido: bi-sexual, Low/Average (initial) to Extremely High (after doing good deeds)
Strong Vs: Fighting, Fire, Poison, Psychic, Rock, Water
Weak Vs: Dark, Electric, Ghost, Ice, Ground
Attacks: Water Gun, Hydropump, Surf, Bubbles, Tackle, Paralysis, Scratch, Reflect (psychic attacks only)
Enhancements: None
Evolves: None
Evolves From: Psidyke (Angel Stone or proximity to the Orange Island Explosion site)
Platypussy are the result of a Psidyke coming in close contact with an angel stone or being within approximately 20 miles of the epicenter of the Orange Island explosion site. The effect of an angel stone on the vicious Pokégirl is astounding. Not only removing their hatred of men and love of domination, the evolution seems to kindle a sort of empathy with all other creatures. Due to the repentant nature of this Pokégirl, a Psidyke who has little to regret has not been recorded as evolving as of the publishing of this entry. The majority of evolution cases are from PsiDykes who have killed or otherwise greatly harmed one or a number of people. Unfortunately for these newly redeemed man-haters, they remember everything in their previous life. Many spend their entire lives trying to make up for their transgressions, and no Platypussy can easily kill another thing. That also ends up reversing their disgusting eating habits as well. The taste of meat often makes them feel very sick, though they have a special liking of salted tomatoes.
Their considerable psychic powers seem to dwindle as with many of their other previous passions. The only remaining ability manifests itself like a concentrated form of all the rest combined. It allows them to reflect any purely psychic attack or manipulation. No cruel tamer has ever been known to keep control of their Platypussy. It appears that the more you try to control them, the more they rebel, but a caring tamer has unconditional loyalty. Platypussy have thin coats of dark brown fur on their forearms and legs from the knee down. Between their fingers and toes a bit of membrane webbing aids them in swimming, but they don't possess the claws many would expect. Researchers speculate that they declaw themselves shortly after evolution. Otherwise they look perfectly human. They possess ample chests, somewhere in the D-cup range though it doesn't seem to hinder their swimming very much. No recorded cases of threshold, but all Platypussy behave very like most threshold cases. They prefer to wear clothes, and they are highly intelligent.
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POLAR LASS, the Cold-Weather Rescue Specialist Pokégirl
Type: Near Human, ursinoid (bear-type)
Element: Fighting/Fire/Normal (bear)
Frequency: Extremely Rare
Diet: omnivorous; this Pokégirl will eat next to ANYTHING as long as there is LOTS of food within reach!
Role: cold-weather search and rescue tracker/assistant nurse
Libido: Average (unbonded) to High (bonded to a Tamer)
Strong Vs: Bug, Dark, Fire, Ghost, Ice, Normal, Plant, Steel
Weak Vs: Fighting, Ground, Water
Attacks: Gust Punch (using her strength to create a ball of condensed air), Speed Punch (racing at the target at high speed and hitting it HARD), various Hug attacks (hugging the target and warming it up using her body heat [the Jacuzzi Hug] or a massive pheromone release to subdue it emotionally [the Sexy Hug]), Kawaii Look (giving the target an ultra-cute look with her eyes to overcome the target psychologically).
Enhancements: Enhanced Olfactory Sense (x6), Very strong arm and leg muscles, perfect for swimming or running through rough terrain. White furred skin, circular ears at temples. High Cold Resistance, Though she can produce a lot of heat energy, this Pokégirl cannot use them offensively. A Polar Lass is slower than a Grizzlar, but not by that much. Her body releases a special pheromone which allows her to overwhelm opponents through arousal. However, like Grizzlars, Polar Lasses consume energy VERY quickly, thus need the same amount of food a Snorelass requires.
Evolves: None
Evolves From: Grizzlar (Ice Crystal)
Polar Lasses are one of those VERY rare types who appear in circumstances SO unique that most roving Tamers who operate in cold weather regions of the planet may never encounter one.
According to records, the first Polar Lass appeared in Capital territory sometime around PS 268 when several Pokégirl babies were stranded on an iceberg near Stamford. A Grizzlar working for a local Harem Master volunteered to swim out to the berg towing a boat carrying some Nurse Joys to save the children (no Flying Pokégirl was available). About halfway through the journey, the Grizzlar began to suffer from hypothermia, but hearing one of the babies cry out, refused to get in the boat. Plunging back into the water, she continued to swim -- and then evolved into a white-furred, cold-resistant version of herself! Fortunately for all, the babies were rescued and returned to shore.
Since that time, the World Alliance has pressed research into creating more Polar Lasses to help with civilian search-and-rescue teams. Their numbers are very limited since the numbers of Grizzlars are also limited. Attempts at evolving Snorelasses directly into Polar Lasses have failed.
Polar Lasses, as soon as people hear their history, are automatically grouped with those other Pokégirl breeds (NurseJoys, OfficerJennys, Megami, etc) who earn universal respect by just BEING.
World Alliance policy forbids the insertion of Polar Lasses in any forms of combat. The theft of a Polar Lass by anyone is *severely* punished by the Alliance, as one Team Rocket-copycat group discovered to their regret in PS 296 (the thieves were subjected to Jusenkyou water, then shipped to the Dark Continent and evolved into Dolls). Polar Lasses are normally found in coastal search-and-rescue units, especially in places where inclement weather and lots of ice are prevalent anytime of the year.
Polar Lasses are, for a Normal Pokégirl, excellent swimmers; one was said to be able to keep up with a Selkie for an hour. Their skin is lined with the same type of heat-retaining blubber whales in pre-Sukebe days possessed. Combined with their ability to produce a low-level heat field (which comes into play when they use the Jacuzzi Hug to revive a hypothermia victim), a Polar Lass could survive in freezing water temperatures for up to five hours before being forced out of the water.
On the average, most Polar Lasses are part of the harem of Tamers who possess Blood Gifts granting them the ability to resist intense cold for long periods.
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POLILUST, the Lusty Froglet Pokégirl Type: Very Near Human
Element: Water/Ground
Frequency: Very Rare
Diet: Mainly fish, plants
Role: Messengers
Libido: Extreme
Strong Vs: Fire, Rock, Steel, Poison, Electric
Weak Vs: Grass, Ice
Attacks: Hydro Pump, Whirlpool, Agility, Comet Punch, Water Spear, BubbleBeam
Enhancements: Slick skin, Enhanced swimming speed (X10), Powerful Legs, Longer Arms, Enhanced Strength (X4), Total Dedication
Evolves: None
Evolves From: Poliwhore (Delta-bond)
When a Tamer has reached the Delta-bond with his Poliwhore, having trained and tamed with her enough to forge it, she undergoes her final evolution into the dedicated Polilust. With this evolution, she joins Pokégirls such as the MechDoll and the Leopardess in terms of girls who care for their masters above all else, becoming one of the only water types known to do so.
Along side her evolutions are changes to her body, her arms become stronger and thicker. She becomes a much more muscle-bound girl in general. Though she retains the sleek sexy look she had as Poliwhore and never becomes as hard formed as most fighting types, retaining a softness to her body. Maxing out to be nearly six feet in height, the Polilust bust and figure also grows, often to a very bouncy DD-cup and an hourglass figure. Her coloring, a navy blue with a white belly, remains the only thing about her that shows she’s a Pokégirl.
Now Delta-Bonded to her tamer, Polilust becomes a rather aggressive Pokégirl, not just for want of taming, though, but also when it comes to being the Alpha and simple attitude. This has often resulted into fights inside the harem when there’s an established Alpha that isn’t the Polilust, though if the current Alpha defeats the Froglet girl, she will accept her. Other then that, Polilust is all about her master. If he is pleased, then everything is fine in the world. If something is wrong, Polilust will do her best to make it right. As with Mechdoll and Leopardess, once you have a Polilust, you have one for life. Interestingly enough, Polilusts have an ongoing rivalry with Hotties and their evolutions, often pointing out the fact that the girls are toads while Polilust and their forms are frogs, and often get quite angry with anyone who dares mix up the two.
With her body now structured for fighting as well as swimming, Polilust becomes one of the sought after Pokégirls for Tamers that wish to battle. What is, perhaps, the most intriguing thing about this ground type girl is that she has almost perfect control over her strength. She is among the only girls in the world that could give her tamer a playful punch in the shoulder and not launch him across the room, despite having the power to do so. This even goes onto taming, a rather enjoyable fact for those tamers who dislike using restraints with their girls.
With Polilust, it’s a rather big surprise to tamers that have brought her up from a Polishag or a Poliwhore to find that the water/fighting type has no specific fetish. No longer fixated on her hands nor her ass like her previous forms were, it can be said that the closet thing Polilusts have to a fetish is the enjoyment of taming in the water, which is something that all water types have in common. Tamers are also recommended to have lots of Stamina drinks on hand, as the Polilust needs to be tamed repeatedly and often, enough so that some tamers claim her to exceed even a Vixxen.
Feral Polilusts are almost unheard of, almost always a direct result of a tamers death, since there is almost no other way for a Polilust to come around without it happening. And in most cases of a tamer’s death, the Polilust kills herself, unable to live without her master. There is currently no record of a Threshold Polilust.
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POLTERKISSED, the Cuddly Little Hate Ghost Pokégirl
Type: Near Human to Inhumanoid
Element: Ghost
Frequency: Extremely Rare
Diet: Emotions (Hatred, Rage and Jealousy)
Role: Entropy Incarnate/ Psychological warfare
Libido: Average
Strong Vs: Bug, Fighting, Ghost, Poison, Rock
Weak Vs: Dark, Psychic
Attacks: Phase, Nightshade, Go Down, Energy Drain, Drain, Invis (1-3), Ectoplasm, Lick, Rip the Mortal Form
Enhancements: Incorporeal, Lifesight, Deathsight, Entropic Aura
Evolves: None
Evolves From: Wraith (Staying in their Shadow Mind for more than a day) OR (Dark Stone)
Reward for keeping a Polterkissed Tame: 50,000 slc per week.
Fine for letting a Polterkissed go Feral: 5,000,000 slc.
Polterkissed are the darker sisters of wraith. They are what happen to a Wraith whose Shadow Mind stayed in control for longer than a day. In their evolutions, their lighter mind merges with their now-more-powerful Shadow Mind and their dispositions are reversed. The only thing that remains is a deep, twisted love of their tamer. This love of their tamer is very deep, much deeper than one would expect form something made up almost entirely of hate and rage.
A Polterkissed can be seen as the ultimate among the battle tamers who like ghost type Pokégirls if not for several problems.
Firstly: She can no longer become fully solid. She can only become semi-solid through a supreme effort to remain such. They can no longer embody fully due to their distance from the ‘Skinlands.’ Taming them seems more like fucking a jelly mold that moves around you than anything else. It’s quite pleasurable for some reason. Theories include that they transmit a sort of resonance directly to the Tamer’s pleasure center.
More often than not they try to stay Sane by simply raping humans while they sleep and simply taking what they need. This is difficult when they are feral, but they still try. Their preferred Taming method is, of course, Rape. Either of them, or by them. They will often set up situations where their tamer can be the rapist, and this is only slightly better than actual rape since it’s mostly role-playing.
Secondly, they are very twisted and very evil. Their views of the world are twisted by their evolution. To them, everything is simply waiting to be destroyed, even themselves. They will throw themselves into danger without a second thought and continue to fight no matter how damaged they are, making them terrifying opponents to come up against. The only reason they do not have a bounty on them is because of the minimal damage they can deal to solid objects while Feral. Mazouku and Masui get along famously with Polterkissed.
While feral, they cannot even become visible, only in areas where a great amount of tragedy has occurred will they even be able to affect the solid world. Polterkissed are quite a common occurrence following a Widow attack.
The Polterkissed’s form is very mutable, dependant on her state of mind. On average, a specter will look like an Incorporeal Shadowgirl-copy of her Wraithly self. She looks just as she did when she was a Wraith, except for the dramatic color shift. This can be confusing sometimes, as they can change their coloration with concentration and look just as they did as a wraith, causing other wraiths to make an oft fatal mistake. Meanwhile if they are caught in the throws of their own evil and madness they can seem completely inhuman and alien.
Another problem with the Polterkissed is that they are, as mentioned above, twisted and evil. They view their Tamer as “The Great Destroyer” and address them as such when not calling them “Master.” When not actively destroying something, they will beg their Tamer to let them destroy something, and will sometimes not even ask, they simply will. They will often plot to destroy any higher-ranking ‘girls in the Harem so that they may be their Tamers “Favorite Minion.” A Polterkissed takes insults to her Tamer very personally, and reacts dangerously, possibly lethally.
The Polterkissed has her good points, but they are far outweighed by the bad. Tamers are urged to capture the Polterkissed in question and turn it in to their league. The league will make reparations for damages done by the Polterkissed (within reason) and will exchange a Domesticate Wraith for any captured feral Polterkissed. Note: This only applies to ferals. Any Wraith that evolves into a Polterkissed while in a Tamers Harem is the Tamers responsibility.
Due to their formation, no reports of Thresholding into a Polterkissed have been reported. It is assumed impossible. Quite frankly, we’re HOPING it’s impossible.
Rip the Mortal Form – (ATK 20): This allows the Polterkissed to attack from a position of relative safety, ash she is tecnically incorporal hwile attacking. the attack itself seems to be more of an attack at the opponents life-force than anything else, but due to the nature of their separation from reality, it is rather weak.
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POT-CUNT, the Cannabis Pokégirl
Type: Semi-Human (plantlike)
Element: Plant/Fire
Frequency: Very Rare
Diet: anything that fits into her mouth
Role: Fighters, painkillers
Strong Vs: Plant, Rock, Steel, Water
Weak Vs: Bug, Flying, Poison, Ice
Libido: Above Average
Attacks: Tackle, Takedown, Ignite, Flamethrower, Firewind, Fire Floor, Flame Shot, Vine Whip, Command Plants, Wood Tower, Razor Leaf, Regenerate, Grass Floor, Petal Armor, Solar Beam
Enhancements: Enhanced Strength ( x3), inability to become stoned through any means, enhanced beauty, clarity of mind, fire powers, greater combat ability all around
Evolves: N/A
Evolves From: Toca (normal)
The first thing a Pot-Cunt feels upon their evolution from Toca is relief. Their minds clear up, allowing them to think clearly for the first time in a long while, and they become immune to any intoxicants. They also gain vastly improved looks and a more plantlike appearance, their eyes clearing and turning green. They gain a 'feathering' around their forearms, calves, and on their shoulders that looks like cannabis leaves, the hair on their cunt turning into cannabis leaves as well. Their skin turns green, their breasts become a DD cup, and their hair turns a much darker green.
Pot-Cunts are very jocular Pokégirls, liking to make jokes about their previous forms. They take teasing very well, and try to do everything they can to make up for the weaknesses of their previous forms, almost to the point of overcompensation in some cases. They also, because of their vastly improved looks, like to go naked as much as possible.
Pot-Cunts gain a lot of fighting ability, including several potent plant-type and fire-type attacks. They are excellent fighters and use their abilities to great effect. Pot-Cunts also discover early on that they can combine their elements, for example using flaming vine whips, or throwing flaming razor leaves. In addition, the smoke from the burning plant weapons has the same disorienting effect as the Toca's Pot Cloud attack. Also, a recent discover has indicated that in very light doses, the smoke from a Pot-Cunt can act as a painkiller, lessening the pain from severe wounds in battle. This combination of abilities make Pot-Cunts very formidable fighters. Despite the numerous pros to the Pot-Cunt, the unpopularity of their previous form makes it rare to find a Pot-Cunt in a harem.
Feral Pot-Cunts tend to stay in fields, resting in tall grasses and soaking up the sun. When confronted, they lash out with flaming vine whips in an attempt to drive off their attackers so that they either leave them