ACROBABE, the Tumbling Pokégirl
Type: Very Near Human
Element: Fighting/Psychic
Frequency: Uncommon
Diet: Human style food
Role: Performance Artist
Libido: Average - often spiking to High
Strong Vs: Fighting, Ice, Normal, Poison, Rock, Steel
Weak Vs: Flying, Ghost
Attacks: Bicycle Kick, Leap, Confusion, Performance, Quick
Enhancements: Enhanced Agility (x6), Superior Balance, Enhanced Speed (x2)
Evolves: None
Evolves From: Trixie (Shield Stone), Amazonkapoeraa (Psi-Crystal)
The Acrobabe is, at present, a rather unknown Pokégirl breed. Although often quite common in various circus performances and similar entertainments, the few Tamers of the Acrobabe that evolved one are often unwilling to talk about how the Pokégirl evolved. This is possibly because the evolution method required to produce one may involve the usage of an item that's easier to find in a 'less than legal' market.
Either way, all Acrobabes tend to be taller than the average very near human Pokégirl types, with short brightly colored hair and a slim body build. They tend to be rather hyperactive and rarely spend any length of time in a motionless state - even when sleeping outside of a Pokéball.
They love putting on performances for audiences of any size, their specialty being such things as high wires, trapeze and horizontal bars. They are quite possibly more fond of being airborne than most Flying-type Pokégirls. This presents it's own set of problems, as Acrobabe will get progressively more depressed the longer they stay grounded and, after a period of such a state, will often try the most daring airborne acrobatics stunt they can dream up when they get the chance. This, unfortunately, has led to the untimely deaths of several well-known Acrobabe entertainers.
The libido of the Acrobabe grows as the Pokégirl performs more and more breathtaking stunts - however, it lowers during times in which they are grounded. Tamings are recommended as soon as possible after and major display of acrobatic skill. Acrobabes have varied tastes in Tamings, but most prefer to give their Tamer a private 'performance' prior to the act of Taming and tend to feel a little upset when this performance is denied.
The Acrobabes main benefit from their psychic heritage is that they have a 'presence' of a sort all good performers strive to have, the kind that makes people sit up and actually watch them perform. Whilst a few other Pokégirls can perform some of the stunts that a Acrobabe can, none can do so and match the sheer natural stage presence of one (at least, without having a lot of practice beforehand).
In combat Acrobabes, unfortunately, fare rather badly unless supported by a Pokégirl that is more solid and reliable. This is mostly due to the Acrobabes rather frail body being unable to take too much damage. When supporting another, however, they have a somewhat better effect - using their acrobatics and attacks to distract an opponent for their teammate to deliver the final blow.
At present it has been confirmed that at least one Tamer has and Acrobabe somewhere in their ancestry - this individual has shown to be a rather annoying boy who appears unable to do anything without showing off, nevertheless, seems to attract people with his incredible charisma.
There have been, at present, no confirmed sightings of this Pokégirl in the wild. Although, there have been reports of a Pokégirl that moves too quickly through the treetops from branch-to-branch to be identified clearly - this may, or may not, be the signs of Feral Acrobabe.back to the master index
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AIRMAIDEN, the Air Elementalist Pokégirl
Type: Very Near Human
Element: Flying/Normal
Frequency: Rare
Diet: human style food
Role: Air Elementalist, teacher, negotiator
Libido: Low to Average
Strong Vs: Bug, Ghost, Ground, Plant
Weak Vs: Electric, Ice, Rock
Attacks: Healing Breeze, Hurricane, Typhoon, Wind Slash, Agility, Current Shield
Enhancements: Aerokinesis, sense weather patterns, enhanced speed and agility (x2), decreased strength (human equivalent)
Evolves: Magic Knight (Dawn Stone), Valkyrie (battle stress), Psinin (Psi Crystal)
Evolves From: Titto (Sky Crystal), Phaenine (Ceremonial Evolution)
A scout that was among Sukebe’s finest, this Pokegirl looks much like most human women. They would infiltrate many of the human encampments, sometimes even going through military training in order to join the human armies, only to devastate entire boot camps and training facilities with her flying attacks and abilities. When human numbers would surge against her, she'd simply escape by using her aerokinesis to deflect or slow down her opponents long enough to escape. In more civilian environments, the Airmaiden was found to be less likely to devastate the human population. Indeed, the first recorded capture of an Airmaiden was in the Silver Islands, where she was found after nearly going feral in her desire to deny her orders to destroy the survivors of the city (who were mostly children).
The Airmaiden is a rarity, a Flying-type Pokégirl who does not fly! Instead, her elemental nature is manifested in her ability to sense, manipulate, and control air currents. They tend to look like highly intelligent, but still startlingly beautiful, teenagers. They usually have short brown hair, deep green eyes, and some even have glasses. They tend to enjoy wearing dresses made of green material, and have decorations in their hair. They generally have great personalities, though sometimes a little on the shy side, and their kindness can sometimes rival that of a Megami or a NurseJoy. However, though passive outside of battle, the Airmaiden can be ruthless in battle. Powerful in close and at range, these pokegirls can devastate her opponents even though she has little aptitude for hand to hand combat. This problem is negated by her Current Shield (described below), which protects her from most physical attacks that are used at close range against her.
Airmaidens are a wonderful addition to any Tamer's Harem, as they tend to have positive attitudes, and their high intelligence can help out Tamers in tough situations. This ability makes them great Alpha material, though they are quite content to remain they way they are, and they are always trying to cheer up those in their Harem. Airmaidens are among the more intelligent pokegirls in the world, especially outside of Psychic-types. They can usually be found working, these days, among news crews for weather forecasting, as librarians, or even teachers. These pokegirls seem to enjoy learning as much as they can, and have a near insatiable curiosity for anything that might be of interest to them. This doesn't seem to expand to sex techniques, however, and few Airmaidens are known for learning too many of those- their low libido and pleasure threshold, as a result of their body's sensitivity to touch, make them unlikely candidates for any sex battles.
There have been reports of an unlikely trio of Pokégirls seen in the Mountain League. This trio consists of a Watermaiden, a Firemaiden and an Airmaiden traveling together. Since there is generally a rivalry between Firemaidens and Watermaidens, researchers are still baffled by these Pokégirls' friendship with one another. Many have speculated that this is due to the presence of the Airmaiden with the other two, though little proof has been recorded. However, a report from Mizuhara Makoto of the Opal League places him with a similar trio, and this seems to show that the Airmaiden is often the mediator of the two rivaling Pokégirl types, despite the fairly common occurrence of their harem being banned from villages and cities that they travel through due to damages resulting from their frequent fights. It is only the Airmaiden’s voice of reason that seems to keep them from tearing the harem apart.
These days, the Airmaiden is becoming more popular and more common. Over the past twenty-five years or so, the Airmaiden population has expanded, and has as a result upgraded her frequency from “Very Rare” to “Rare.” They make good pets, as their intelligence can often make them found as Tutors to schoolchildren and Pokékits, as well as other Pokégirls. There has been one documented bit of information that has been brought to light in the past ten years, however. One Airmaiden that evolved into a Valkyrie was found to not have wings, and yet still be able to fly. The same Valkyrie evolved into an Armsmistress, and although she was not a Malakim-version, she was able to fly as a result as well. Researchers are investigating the matter, but as this was just one case, it is undetermined as to whether or not this is normal for evolutions of this Pokégirl to retain this capability.
Current Shield (EFT): Provides a barrier that is good for as long as the Airmaiden stands in one place. It deflects any melee attack that isn't done with a weapon which is less than (ATK+80) in strength. This lasts for up to three minutes every time it is used, and requires a turn to diminish afterwards before the Airmaiden can bring the shield back up. Fighting types that attack with their melee strikes will be stunned for two turns from the winds that whip around the Airmaiden that form her Current Shield.back to the master index
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AMAZONCHAN, the Fist Fighter Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon, mainly found in Jozetsuzoku Preserve
Diet: Any human style food except alcoholic beverages and milk
Role: Fighters, Craftswomen
Libido: Low (High with a master they like/trust)
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Pummel, Dynamic Punch, Uppercut, Comet Punch, Gatling Punch, Chi Blast
Enhancements: Enhanced Strength (x5), Enhanced Agility (x3), Enhanced Speed (x4), Durability
Evolves: Herochan (normal), Armsmistress (special training; works on it's speed), Heroine (works on her kick attacks, Delta Bonded)
Evolves From: Tyamazon(battle stress; special)
Amazonchans are usually not much taller than their previous evolution as a Tyamazon, and are usually between a B or C-cup. Bigger breasts are not entirely unheard of, but they are very uncommon to say the least. Amazonchans also tend to have hair colors which are not normally in the human color palette, such as dark green or neon pink. Stripes of other colors in their hair are also seen, though like large breasts, these aren't very common. Amazonchan are more commonly found than any of the other Amazon-types, due to the Jozetsuzoku Preserve. Although Tamers wanting an Amazonchan from the preserve must prove him or herself to the elders of the preserve, they find that these Amazonchans are more dedicated to their training than ones that were evolved from fully-feral Tyamazons.
The Amazonchan are stronger but slower than their sisters, the Amazonlees, and slower still when compared to Amazonkapoeraa. They are also more human in appearance than the Amachop or Amachoke. They are quite skilled at fighting hand-to-hand, but focus largely on punches and other hand-skills over kicks. Amazonchans usually study Tae Kwon Do, Boxing or other largely upper-body based styles. Some may even study Sumotori, though they study the principles and moves, and do NOT seek to gain the often-associated body weight. Amazonchans have a strong almost cat/dog-like rivalry with Amazonlees. And like Pre-Sukebe Era cats and dogs, only those who've grown up together will lack this animosity. This animosity will reassert itself if the Amazonchan meets a different Amazonlee, but it will be directed entirely towards the other Amazonlee. However, when the Amazonkapoeraa are considered, the Amazonlee and Amazonchan have been known to work together grudgingly to deal with the annoying Amazonkapoeraa before resuming their own feud.
Amazonchans usually enjoy activities that involve using their hands, such as whittling, sculpting, sewing and such, making them a bit more popular with tamers on a budget. They tend to be more patient and careful than Amazonlees, except when around their leggy-kin. Amazonchans also like lifting weights to build up their arm muscles and can sometimes be workout partners for Amachops. It is recommended that Amazonchans not spar with any rock or steel type Pokégirls, as sometimes they have difficulty regulating their strength during training sessions. Tamers are advised to procure a Titapod or a Damsel whenever they obtain an Amazonchan- they are perfect sparring partners, as the former has defenses that are difficult to overcome and the latter cannot feel pain.
Amazonchans have a peculiarity when it comes to foods, alcohol will make an Amazonchan ill while milk products will actually act as an intoxicant. Some Amazonchans have been known to join a Milk Anonymous program while in large towns. This one week, crash-course program teaches Amazonchans how to avoid milk and keep from becoming addicted later on in life. Often, this program will take the place of the Amazonchan's standard training. Tamers have noticed that their Pokégirl’s libido spikes whenever they take time off for training... some can never seem to wait for the program to be finished after getting only a few days into it.back to the master index
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AMAZONKAPOERAA, the Acrobatic Fighter Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon, known to be found only in the southern rain forests
Diet: Vegetarian
Role: None known except to fight
Libido: Average (High with a master they like/trust)
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Flying Kick, Hurricane Kick, Chi Blast, Leg Sweep, Super Jump Tackle
Enhancements: Enhanced Agility (x6), Enhanced Stamina (x5), Enhanced Strength (x2)
Evolves: Herokapoeraa (normal), Acrobabe (Psi-Crystal)
Evolves From: Tyamazon (battle stress; special)
Easily to identify by their always-tanned skin and dark hair, Amazonkapoeraa is a recently discovered Pokégirl that has been found to live in the unexplored sections of the southern rain forests. And like all Fighting-types, they have a rivalry with other Fighting-types Pokégirls as to which one is the best fighter. Unfortunately, their contribution to the inter-Amazon rivalries is the worst of the bunch.
While the Amazonchan and Amazonlee are like cats and dogs, the Amazonkapoeraa are more like the annoying mosquitoes that would get the cats and dogs to ignore each other in order to swat first. The Amazonwu, on the other hand, just ignores the Amazonkapoeraa as if they were Neo Iczels and Demon-Goddess'.
While Amazonchans are strong and Amazonlees are fast, Amazonkapoeraa are more acrobatic. They do all sort of jumps and rolls during a fight, looking almost like they were dancing. This dancing is something that annoys almost any Pokégirl, but once they get started it's almost impossible to land a hit unless their opponent is faster and stronger. Their movements are designed to keep the Pokégirl’s attacking options open, as well as to keep from being struck by any attacks. If struck, they can usually roll with it to keep from getting hit with the majority of the attack's power.
Like other Amazon-subtype Pokégirls, Amazonkapoeraas have an odd dietary quirk: carbonated beverages are alcoholic to them. The more soda they drink, the more drunken they become, until they finally pass out. They often are found, when hungover, with at least half a dozen sodas around. Being defeated often depresses these Pokégirls to the point that they will drink sodas until they pass out, and the hangover just doesn't help. Being defeated by another Amazon-type, however, will cause a week-long soda-drinking binge that Tamers have complained that they couldn't get her to do anything else at all.
One thing that these Pokégirls hate is to be ignored. Their antics towards the 'chan and 'lee aside, they try to impress the Amazonwu... or at least, attempt to be noticed by them. The Amazonkapoeraa's attitude of chastising their opponents in battle is something that the Amazonwu hate, and the 'chan and 'lee can't stand- but while the 'chan and 'lee will turn their attention to the 'kapoeraa, the 'wu will just simply ignore them. It is considered the mark of a good Tamer to get both a 'wu and a 'kapoeraa to work together, which is considered almost as difficult as getting an Amazonchan and an Amazonlee to do the same.back to the master index
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AMAZONLEE, the Kicking Fiend Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon, mainly found in Fight City
Diet: Any Human style food except high sugar foods
Role: Scouts, Fighters
Libido: Low (High twice a year)
Strong Vs: Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Gatling Kick, Double Knee, Hurricane Kick, Chi Blast, Leg Sweep, Low Kick, Dodge, Drill Kick, and one of the following: Fire Kick, Water Kick, or Lightning Kick.
Enhancements: Enhanced Strength (x4), Enhanced Agility (x3), Enhanced Speed (x5), Flexibility
Evolves: Herolee (normal), Armsmistress (special training; works on it's strength), Heroine (Works on her fist attacks, Delta Bonded)
Evolves From: Tyamazon (battle stress; special)
Amazonlees are usually much taller than they were as Tyamazons. They generally stand an extra foot or so in height, and they have a habit of frequently bouncing, rocking or otherwise keeping their legs active. They don't like sitting unless it's to eat, rest, relax or go to the bathroom. If it's for any other reason (such as waiting or reading), they prefer to be on their feet. Like Amazonchans, Amazonlees often have unusual hair colors, but Amazonlees are more likely to have larger breasts, usually C- to D-cups.
Amazonlees are faster than Amazonchans, and love to lord their speed over their stronger, but slower sisters. Their flexibility allows them to do rather incredible dodges, which only serve to raise their counterparts' ire. However, Amazonlees are not quite as quick on their feet as the Amazonkapoeraa is. Amazonlees study leg-and-aerial-based martial arts, primarily Wu Shu and various forms of Kung Fu (no, not Matrix-like Kung Fu). Some also study kick-boxing, although many Amazonlee consider this a lesser form of martial arts and eschew this in favor of the more Edo-based forms of martial arts. Most Amazonlee Pokégirls may also learn one of three elemental kicks, but find that once mastering one of them, the others become too difficult to practice, as their abilities attune to using this element over any others. Evolving seems to correct this issue, however, as Herolee Pokégirls have been known to utilize a range of elemental kick attacks.
Amazonlees have a strong almost cat/dog-like rivalry with Amazonchans. And like Pre-Sukebe Era cats and dogs, only those who've grown up together will lack this animosity. This animosity will reassert itself if the Amazonlee meets a different Amazonchan, but it will be directed entirely towards the other Amazonchan. When dealing with Amazonkapoeraa, the Amazonlee will always attempt to defeat her as quickly as possible- the Amazonkapoeraa are more annoying than the Amazonchan, and both Amazonlee and Amazonchan have been known to ignore their differences to deal with the Amazonkapoeraa opponent first. To these two breeds, their rivalry is more important than the one they have with the Amazonkapoeraa.
Amazonlees enjoy various activities involving their legs, such as jogging, dancing or gymnastics. They can even learn various Dance Techniques. However, they tend to be more eager for action (or movement at least) than Amazonchans, and as such, are oftentimes viewed as impatient. As such, an Amazonlee's tamer had best be in into travel or at least have a lot of "running" errands for her. Some Amazonlee are used for courier services after they are given an ident-tag and/or collar, due to their speed, to give the Pokégirls a good way to exercise and train while doing something important, such as delivering packages. In some large cities throughout the world, some can be found as what's called Slowtit mail-girls: physical letters sent via the league's postal service.
Due to a peculiarity of their endocrine system, Amazonlee who eat high sugar foods grow torpid very quickly until they've had a chance to digest it and recover. Tamers running across wild Amazonlee have used this to capture the Pokégirl without exhausting her in a battle.
Once every six months, the Amazonlee take a two-day break from their training to meditate and relax, often referring to this period as their holiday. However, also during this time, their libidos spike from low to high. This has led researchers to the conclusion that the Amazonlee actually has a rather high libido normally, but is so focused on training during the rest of the year that it never has a chance to show itself otherwise. Any researchers or tamers that have attempted to get their Amazonlee to stop training for a day outside the holiday usually winds up with the Amazonlee ducking all their attempts to make them stop, or even to the point where the Amazonlee will disappear for the rest of the day in order to continue her training without her owner.back to the master index
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AMAZONWU, the Weapon-Using Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon
Diet: Human style foods, heavy on rice
Role: Warriors, Bodyguards
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Weapon Use, Distance Attack, Chi Blast, Parry, Deflect, Bonk, Mirror of Equity
Enhancements: Enhanced Strength (x3), Enhanced Agility (x3), Enhanced Speed (x3), Endurance
Evolves: Herowu (normal), Gunnm (nanotech alteration), Kishi (Dragon Scale + Training)
Evolves From: TyAmazon (battle stress; special)
A cousin of the Amazonlee, Amazonchan, and Amazonkapoeraa. While the `lee specializes in kicks and footwork, the `chan specializes in punches and strength, and the `kapoeraa specializes in tumbles and acrobatics, the `wu specializes in the use of a single weapon. Most often this is a sword, although some Amazonwus are beginning to choose more esoteric weapons to try and distinguish themselves from other sword-fighting Pokégirls. Like the `chan, `lee, and `kapoeraa, Amazonwus also have an odd dietary problem. In the case of the `wu (not to be confused with the Wu) this is a fondness for coffee. When a `wu gets coffee it tends to mellow them out instead of giving a caffeine buzz, the more coffee the more mellow until a torpor is achieved.
The Amazonwu has a bit of a problem with other weapon-wielding Pokégirls, especially other fighting types. Especially Armsmistresses and Samurai. The problem is simple, according to most researchers- the Amazonwu wants to be able to obliterate them with their own skills. However, to date, no Amazonwu has ever managed to defeat either an Armsmistress or a Samurai, in any league and under any circumstance, despite the effectiveness of her attacks. The Amazonwu is never without a weapon- she usually carries several with her, and even in bed is never without some sort of blade or projectile.
How the Tyamazon evolves into a Amazonwu is simple: she simply trains with weapons, rather than on her speed, with her agility, or with her strength (which are the trademarks of the Amazonlee, Amazonkapoeraa, and the Amazonchan, respectively). However, she must be put to an extreme test during battle, at which time she will evolve into an Amazonwu. Although considered to be a 'Jill of all trades', and therefore never specializing in anything in particular, that is perhaps her greatest strength until her evolution into a Herowu.
Tamers also enjoy working with Amazonwu, as they can actually train with her at times depending on the weapon and type of training she decides on with it.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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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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ARMSMISTRESS, the Ultimate Fighting Pokégirl
Type: Very Near Human
Element: Fighting/Steel
Frequency: Uncommon (Normal, and in all Leagues) to Very Rare (Winged) (Gold Continent)
Diet: any human style food
Role: Can Adapt To Almost Anything
Libido: Low (High with favored master)
Strong Vs: Bug, Dark, Dragon, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground, cat Pokégirls
Attacks: Pummel, Roundhouse Kick, Sword Dance, Meteor Punch, Chi Blast, Master Blow. (And Feather Shuriken, Thunderbolt, and Whirlwind if the winged-type of Armsmistress).
Enhancements: Enhanced Strength (x12), Enhanced Agility (x4), Enhanced Durability (x8), Enhanced Speed (x4), Weapons Knowledge, Armored
Evolves: Seraph (Valkyrie-based winged Armsmistress only; Angel Stone), Warrior Nun (Amazonchan/Amazonlee-based Armsmistress only; Angel Stone)
Evolves From: Amazonchan (works on it's speed), Amazonlee (works on it's strength), and Valkyrie (Dawn Stone)
Amazingly human in appearance; only distinguishing feature that sets them apart from ‘normal’ humans are the fact that the vast majority of all Armsmistresses have red hair and green eyes, barring regional variances. Their busts do increase from their previous forms, but usually only by a half-cup at most.
The Armsmistress is a hard-to-attain evolved form of the Amazonchan and the Amazonlee. They come from either form since it seems to be when an Amazonchan and Amazonlee balance their speed and strength.
They are more human appearance than the three stages of the Amachop (Amachop, Amachoke, Amachamp) and often better fighters than Herochans and Heroines. This is because Armsmistresses are incredibly skilled fighters, ranging from hand-to-hand to fighting with any form of weapon. (Preferably swords).
Armsmistresses are unparalleled armorers, and each creates her own armor shortly after evolving. The armor of an Armsmistress is also highly sought out by Tamers. The combination of intricately molded steel and leather is incredible in its quality. Few attacks can barely even scratch it. This armor typically reflects the personality of the Armsmistress who crafted it, though armor created for others can be created with their tastes in mind. Few Armsmistresses will ever craft armor for anyone but themselves, however, making these extremely rare.
Even then, the armor is never quite as effective for another as it is for the Armsmistress herself.
Armsmistresses will only remove their armor for Taming. They are perfectly comfortable sleeping in their armor, and tend not to favor post-Taming cuddling, preferring to get back into their armor as quickly as possible. An Armsmistress outside of her armor loses a considerable amount of her strength, and is generally safe to tame without restraints. They become paranoid about attacks when unarmored, however, partially accounting for their low libido. They are more willing to "let down their guard" with a Tamer they trust, which can raise their libido significantly. Armsmistresses will only bathe if dirtied by outside conditions, such as mud and the like, and still prefer to do so while armored, if possible. Armsmistresses have an unusually efficient internal cooling mechanism, allowing them to engage in strenuous physical activity without sweating. They do tend to breathe heavily during these activities, as their circulation system is similar to that of pre-Sukebe cheetahs, though more refined.
Armsmistresses that evolve from Valkyries, called Malakim in some Leagues, are extremely rare. In the wild one can tell if an Armsmistress evolved from a Valkyrie from a simple fact. They have wings, and can learn Flying-type attacks. (This however, has caused many Tamers to mistake an Armsmistress for a Valkyrie and visa-versa).
How to evolve an Armsmistress from a Valkyrie however, is still a complete mystery.
Due to a peculiarity on the part of an Armsmistress' maternal instincts, they cannot fight feline-like Pokégirls. Instead they show great maternal affection towards the feline-types. This is believed to be related to their cat-like circulation system, indicating that Sukebe may have used trace amounts of cheetah DNA in their creation, resulting in unforeseen feelings of kinship with feline Pokégirls.
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AR-TITS, the Artist Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Uncommon
Diet: human-style diet
Role: domestic, police artist, artwork in general
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark, Fighting
Libido: Average to High (if she has a loving or caring Tamer)
Attacks: Cheer, Smile, Cry, Easel (similar to Hammer), Tackle, Paint Splatter, Sketch, Painted Fantasy
Enhancements: Enhanced Dexterity (x4), high empathy, good sense of someone's inner self, can summon any artistry implement they need, can summon other Pokégirls magically
Evolves: Tatfir (Fire Stone), Tatmon (Moon Stone) Tats (normal, Lvl45)
Evolves From: None
Ar-Tits first appeared twenty years after the War, in small Ruby League communities that were just starting to become accepting of Pokégirls. They would simply sit in the center of town with their sketchpad, or canvas, or whatever their art implement was that they preferred using, and sketch whatever they felt was interesting. When people started taking notice, they would offer to draw someone in exchange for food or water. When they started asking for Tamings as well, people realized they were Pokégirls. They were a little nervous at first, but since they seemed to be gentle Pokégirls who just wanted to draw, people quickly grew accepting of them.
Ar-Tits are short, cute Pokégirls, never going above six feet in height, with smooth skin, hair that is always two-tones of very bright color (such as pink with green streaks, or silver with blue streaks, or yellow with orange, and so on). Their eyes are always a range of bright colors, normal colors such as brown or blue being rare. More often, the eyes of an Ar-Tits are colors such as purple, red, indigo, neon pink, or even rainbow colored. Their breasts are usually smallish, around B-cup at the largest, and they have a loving, quiet personality. They are seemingly incapable of feeling angry, always remaining calm, save for expressing things through drawing or painting, and are always seen wearing a painter's smock and beret (save for when Taming, of course). Any other clothes they wear varies from Ar-Tits to Ar-Tits.
Ar-Tits are among the more peaceful breeds of Pokégirls. An excellent day to an Ar-Tits is sitting in a quiet, beautiful spot and making a picture of someone they love, getting in some Taming in between. Their mystical eyes have the ability to see into someone's heart and soul, and they can draw exactly what they see on their chosen canvas. They can tell immediately what someone's true self is just from looking into their eyes and show it. An ugly person with hideous scars and a malformed face could have a pure, innocent heart, and the Ar-Tits would draw them as a being of pure beauty. A handsome man with flawless features could have a dark, wicked heart, and the Ar-Tits would draw their true self as a hideous demon. This has led to some Ar-Tits being attacked and brutally beaten, their art torn to shreds. Ar-Tits are very protective of their art and art supplies, and if they are menaced, they will use an attack called Painted Fantasy, in which their will use their paint to bring to life an image of a powerful Pokégirl, usually a Widow, Panthress, a Legendary or something similar, to fend off an opponent until they can escape, the paint illusion melting and evaporating once the Ar-Tits is out of range of mental command.
Ar-Tits are nonviolent Pokégirls, and don't like seeing anyone hurt. They will work with police, using their art to show if someone is lying, or to provide a sketch of a perp for the police to use. They also make excellent domestic helpers. They aren't that good for taking care of large groups of children, as they have trouble keeping up with playing with youngsters, favoring more quiet pursuits, like their art, or music, which they view as another kind of art. They do, however, like children and will do what they can within their abilities.
An Ar-Tits loves art of all kinds, and is capable of knowing when someone has artistic potential . To mock art as something useless is one of the only things that can get an Ar-Tits to show an emotion other than serenity, happiness, or sadness.
Ar-Tits, despite the fact that there are a great deal of them, surprisingly are a rather rare Threshold.
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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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AVARIEL, the Winged Elf Pokégirl
Type: Very Near Human
Element: Flying/Magic
Frequency: Uncommon
Diet: vegetarian
Role: scout, ranged combat, glass artists
Libido: Average
Strong Vs: Rock, Dark
Weak Vs: Electric, Fire
Attacks: Gust, Light Arrow, Steel Wing, Magic Bolt
Enhancements: Enhanced Eyesight (x4), Darkvision, Wings, Hollow Bones Weakness: Claustrophobia
Evolves: None
Evolves From: Elf (Angel Stone)
The Avariel is a uncommon type of Pokégirl an only found in the wild in places such as high in the mountains or deep in the forests away from civilization. They appear even more delicate then their land bound sisters, their facial features even more chiseled and angular. The characteristic of the Avariel that is most stunning, however, is their beautiful, soft wings. Although these wings are generally white, Avariel have been seen with wings whose colors range to black, though the white winged Avariel positively have a minor disdain towards the black winged Avariel, regarding them as outcasts, while tolerating the other Avariel that have other colors beside black or white.
An Avariel’s eyes tend to be a little larger then a Elf’s, although they are the same color that they were before they evolved. Their hair is most often white or black, but there have been numerous exceptions, though for some reason, those who have blonde, brown or platinum blonde hair are widely respected in Avariel society. Probably because it reminds them of their former forms, and those who evolve naturally into ElfQueens, usually have those hair colors.
Avariel have a tendency to adopt a far-off look in their eyes when their immediate attention is not required. They are very much at home in the outdoors, and they appear out of place indoors or underground, but for some reason, they like to refine pieces of glass into works of art, making exquisite glass vessels that would fetch a high price in the market. Due to this ‘shaping’ quirk in Avariel, they have a slight rivalry with Pinielves, though it isn’t very fierce, and they get along with Glass, since the Glass in question usually loves the way that their pieces are shaped into some form of artwork.
Avariel clothing is most reminiscent of togas, for other types of clothing often snag on their wings. Togas and their like wrap easily around the Avariel’s body and wings. Avariel prefer to attack from the air using their Light Arrows or Magic Bolts, only using Steel Wing if there are no other options.
Avariel tend to be very vain when it comes to their wings spending hours cleaning each feather and making them look their best. Tamers with an Avariel get used to always having her on top during Tamings as they hate the thought of dirt getting on their wings. Although the occasional Avariel might allow their Tamer to tame them doggy style, they will almost never allow their Tamers to cum on their back, for it will also get their wings dirty. Strangely enough, the small feathers on the junction of her back and her wings are extremely erogenous zones, second only to their ears, and stroking them gently will almost always bring them in the mood for Taming.
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BARDESS, the Troubadour Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Rare
Diet: Human-type diet
Role: Morale boosters, Pokégirl Support
Libido: High
Strong Vs: Ghost, pokegirls weak to sonic techniques
Weak Vs: Fighting, Flying
Attacks: Sing, Dance, Cheer, Yell, Various Song Techniques (often named by the Pokégirl or her tamer), *Duet, *Chorus, *Symphony, *Harmony
Enhancements: Increased and Enhanced Lung Capacity, Perfect Recall, Song magic-casting
Evolves: None
Evolves From: Diva (Orgasm while music is playing)
The Diva was originally Sukebe's stopgap measure to try and bolster his forces as he and his team of Pokégirl DNA engineers created newer, meaner Pokégirls to combat the humans that were slowly closing in on them. The Bardess, on the other hand, has no roots from the Revenge War other than her previous evolution's. The first recorded instance of a Bardess' discovery was in 42 AS, when a Diva evolved during a taming session with her tamer's music player on high. It wasn't until 128 AS that the evolution method was recorded, however. The Bardess outwardly looks no different than she did when she was a Diva, save for a sudden growth spurt of around two to five inches. The true change, however, is that a Bardess' lungs is about 25% larger than a comparatively sized Pokégirl or human, and her body efficiently makes use of every bit of them to enable the breed's specialty.
Or specialties, rather. The Bardess is often categorized into two variations of the breed: the Musician, who utilizes instruments to craft her song magic. The other type of Bardess is the Minstrel, who prefer being able to vocalize and play at the same time to craft their song magic. Both find that their ability to cast song magic have increased by a tremendous amount and using the unique techniques described below, can accomplish musically and aurally what would otherwise require a grand symphony. Though the Bardess still has the basic ability to increase the powers of her harem sisters in battle and out through her song magic, or attack using various sung frequencies, they have become much more powerful in scope. Many of the songs sung or played (or both) can increase many of the abilities of her targeted harem sisters, while the opponent(s) cannot make similar use of the song magic's effects. Though research is ongoing due to this phenomenon, it has been suggested by magicians from Vale that it is a result of the magic of the songs more than anything, directed at the whims of the Bardess.
In a battle, the Bardess is little more than a target compared to numerous other Pokégirls, and the breed has been compared to the Ingenue when it comes to lack of fighting prowess. In a support role, where the Diva excelled, the Bardess is possibly the penultimate support Pokégirl. One of the rarest things to catch is a Bardess in the act of her singing, as unlike the Diva, this breed rarely sings unless required. This means battles and in practice would be the only times one might find a Bardess singing or playing her instruments, though they are reported to have a need to at least practice several times a week at least to 'keep their skills' well-honed. In a harem, the breed is considered excellent in providing entertainment and distraction for all types of Pokégirls, Pokégirls with a chaotic nature find this breed in particular perfect for finding their center amidst their warring natures. For others, they are infuriating, as the Bardess can be found being picked on by stronger, more physical types of Pokégirls that are proud of their own abilities without resorting to the 'tricks' that a Bardess provides during a battle. Bardess are not, however, considered to be good choices for any leadership positions due to their lack of interest of gaining power over her harem sisters. When taming, the Bardess is quite vocal, and many have been known to use their song magic to induce increased stamina, endurance, staying power, and interest in her tamer and harem sisters.
Feral Bardess are extraordinarily rare, and almost always are found as a result of a tamer getting killed by a feral in the wilderness, or some one just tossing one into the wilderness to try and fend for herself. They are nomadic, wandering a certain course through the various areas in an effort to stay alive. Without their intelligent state that comes from being domestic, a feral Bardess often uses her instrument(s) as a weapon to keep herself safe. Though they can sing, there is no harmony or reason to the songs sung, and as such the Bardess is unable to command her song magic while in a feral state. This breed is often coveted by any prospective tradesmen looking for a musical career in any league, and competitions between bands can sometimes result in the prize being a captured Bardess. Outside of harems and bands, however, they make for excellent pets and get along well with both children and Pokékits.
Duet (EFT): This technique exclusive to the Diva and Bardess breeds. Using her song magic, a Bardess can sing using two voices- the second most often 'borrowed' from someone that the Bardess knows. Any song sung in this manner has its power increased two-fold and can affect more than one pokegirl at a time, though this comes at additional cost to the length of the Bardess' song. This may also be sung by a pair of Divas at once.
Chorus (EFT): After Duet is mastered, the Chorus technique is the next step up. Using more song-magic powers, a Bardess can sing with up to three other voices via magic at once, allowing her songs to increase in strength even faster. However, just like with the Duet, this comes at the cost of the length of the song being sung. This may also be utilized by four Divas singing in concert. The songs being sung by multiple partners must be the same song, however, just as with the Duet technique.
Symphony (EFT): The instrumental-version of Chorus.
Harmony (EFT): Basically, this technique is a combination of several songs intertwined to become a combined song magic spell. Capable with each voice sung to weave a different effect into the Harmony, this technique allows numerous songs that are otherwise impossible to sing at once to consolidate into a melody that incoporates the effects of each song into one massive effect. Unlike Chorus/Symphony, Harmony drains the singer/player only as much as a Duet does, as Harmony also effects the caster of the song magic as well.
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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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BATTLE ANGEL, the Knight Of Steel Pokégirl
Type: Very Near Human, Metamorph
Element: Steel/varies with the item equipped
Frequency: somewhat Rare
Diet: varies, but mainly human-type food
Role: armored warriors
Libido: varies from Low to High
Strong Vs: By Element
Weak Vs: By Element
Attacks: By Element
Enhancements: By Element
Evolves: None known at this time, speculated to evolve to Berserker in unknown conditions
Evolves From: Ingenue with a Steel Coat (Trade Item)
A Battle Angel is the ultimate in armored Pokégirls in terms of speed, firepower and cuteness, once they are equipped with an item and they start down their development path, it is nearly impossible to change their secondary element.
A Battle Angel has two forms: armored, in which she looks like an armored knight in form-fitting armor; her second form is her naked body, the form she is tamed in. With concentration, the Pokégirl’s armor folds and retracts into her body, where upon she looks exactly like a normal human girl. Most keep their hair long, interestingly, when they are armored, their hair is as tough as their armor. They are not restricted to being fully armored or naked, but with practice can select what portions are armored and which aren't, allowing them to appear as if wearing a bikini, shorts and a shirt, or merely showing their face, or anything in-between. If surprised, attacked or distracted they instantly revert to their fully armored form. Generally, their Libidos vary from individual to individual, and often depend on their attitude towards their Tamer. Most Battle Angels have a favored type of hand-to-hand weapon that they seek to be armed with, some extend this to a particular weapon that has special meaning to them.
After transformation from an Ingenue into a Battle Angel, she has to be equipped with an Evolution Stone or she'll become a Steel/Normal type. Once equipped, she'll undergo a secondary 'evolution' path, much like an Eva. Their Feral state is relatively mild, merely intensifying their dominant personality characteristics, Steel/Ghost types become more timid, Steel/Fighting types become even more aggressive, etc.
Attacks shared by all: Harden, Kick, Punch, Quickturn, and Cuddle
Depending on Personality two of the following: Growl, Glare, Cheer, Roar, Leer
With experience: Call Me Queen, Slice n' Dice, and Rage
All can learn the following Sword Techniques and use them with any weapon, including a ‘bare’ armored hand: Slash, Cut, Carve, Parry, Deflect, Bonk
Without an Evolution Stone: STEEL/NORMAL - The Battle Angel
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fire, Ground
Attacks: Tackle, Agility, Hyper Slap, Dodge, Trample, Quick Attack, and with experience, Hyper Quick Attack
Enhancements: minimum of Speed (x6), Armor (x4), Strength (x4), Endurance (x2), Agility (x4)
Typically they appear in steel or bronze armor, although the style and decoration are a matter of personal taste. Without any special element, they gain much greater speed and agility than the other types. Hair can be any color. They are guarded emotionally, and in battle they are either passive, trying to avoid an unnecessary battle, or extremely aggressive and eager for battle, there seems no middle ground.
Evolution with a Thunder Stone: STEEL/ELECTRIC - The Electri-Cuter
Strong Vs: Bug, Dark, Electric, Flying, Ghost, Ice, Normal, Poison, Psychic, Steel, Water
Weak Vs: Fire, Ground
Attacks: Jolt, Electric Blade, Electric Blade Mark II, Lightning Punch, Lightning Kick, Thunder Bolt, with experience, Thunder
Enhancements: minimum of Speed (x4), Armor (x4), Strength (x4), Endurance (x2), Agility (x2)
Typically they appear in electric blue or neon yellow armor, although the style and decoration are a matter of personal taste. Hair color matches the color of the armor or starkly contrasts it. They are unrevealing emotionally, and are overly defensive in battle, although they are cantankerous. This often leads to passive-aggressive behavior. To avoid accidentally electrocuting their Tamer, they make liberal use of Jolt to discharge themselves and get their Tamer acclimated to their Electricity.
Evolution with a Fire Stone: STEEL/FIRE - One Hot Knight
Strong Vs: Bug, Dark, Dragon, Electric, Fire, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Ground
Attacks: Warm Embrace, Burning Hands, Flame Sword, Flame Sword Mark II, Fire Punch, Fire Kick, Flame Sniper, Ignite
Enhancements: minimum of Speed (x6), Armor (x4), Strength (x6), Endurance (x2)
They typically appear in red, or flame colored armor, although the style and decoration are a matter of personal taste, and are typically baroque or absolutely plain. Hair color is almost always, red, yellow, or a mix or the two. They tend to be very prickly personalities, hard to control, but extraordinarily loyal once it is won. While their armor is usually uncomfortably warm to painfully hot, the girl inside is just pleasantly warm.
Evolution with a Water Stone: STEEL/WATER - The Wet Knight
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Normal, Poison, Psychic, Rock, Steel, Water
Weak Vs: Electric, Ground
Attacks: Slick Stroke, Wet Jet, Water Sword, Water Punch, Water Kick, Water Spear
Enhancements: minimum of Speed (x4), Armor (x6), Strength (x6), Endurance (x4)
Their armor is typically blue, green, or black, the style and decorations are a matter of personal taste, often in a wave motif, or simulating fish scales. Hair color is almost always blue, green silver, or rarely, a mix or two or three. They are ordinarily peaceful and passive, more fun-loving and cuddly than their sisters. This doesn't mean they can't or don't enjoy a good fight.
One of the oddities in the Battle Angel's evolution.
Evolution with a Moon Stone creates: STEEL/BUG - The Bugger of a Knight
Strong Vs: Bug, Dark, Dragon, Electric, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Steel
Weak Vs: Fire, Ground
Attacks: Sting, Rapid Sting, StringShot, Bite, Leap, Rollout
Enhancements: minimum of Speed (x5), Armor (x6), Strength (x8), Endurance (x3)
The sting attacks are based on the use of a weapon, usually a thrusting rather than a slashing weapon, this does not include using an aroused Tamer as a thrusting weapon. There are rumors they can also use Lunar Blade, but this has not been confirmed. Their armor can be any color from bright single colors to elaborate camouflage and usually gives them an insectoid or arachnid appearance. Unlike the typical Battle Angel, they are generally hairless. Some of the smaller such Battle Angels have wings and can fly, although slowly and awkwardly. Their passive nature makes them conform easily to their Tamer's will, only in battle and Taming do they seem to come alive, becoming incredibly ferocious and inventive.
Evolution with a Leaf Stone: STEEL/PLANT - The Implant Knight
Strong Vs: Bug, Dark, Dragon, Electric, Flying, Ghost, Ground (their attacks), Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Fire, Ground (their defenses)
Attacks: Thorn Cutlass, Leaf Shield, Razor Leaf, Solar Beam, Regenerate, Antitoxin, Lust Dust, at higher levels Bloom and Buttsprout
Enhancements: minimum of Speed (x4), Armor (x5), Strength (x8), Endurance (x4), Agility (x2)
Their armor usually appears in greens and browns, although some flavor the autumnal colors: patterns bright yellows, red, oranges, etc. Their armor often has a leaf pattern, depending on personal taste. Their hair is usually green or green-yellow, although if the armor is autumnal colors, normally their hair will be also. They are passive and retiring, until battle is joined, then they use overwhelming force. They also enjoy lying in the sun or sitting in woods. Their defenses are weak against Ground, while their attacks are strong against Ground.
Evolution by Angel Stone: STEEL/MAGIC
There seem to be two types of Magic Battle Angels: Strong and Weak, or more accurately: Fighting and Cute, although neither should be underestimated. The Cute Knight, the Fighting Knight
Strong Vs: Bug, Dragon, Electric, Flying, Ghost, Ice, Normal, Plant, Psychic, Rock, Steel
Weak Vs: none
Cute Attacks: Smile, Absorb, Flare, Burst, Energy Blade, Magic Fist, Magic Kick, Dissolve, Barrier, Mana Bolt or Mystic Bolt, Dazzle, Heal, Cry, Hypnotize, Aura Of Cute, Foresight, Dumb Luck (only for defeating opponents without fighting), S.E.P., Performance
Fighting Attacks: Smile, Cry, Reflect, Flare, Imitate, Recover, Magic Fist, Magic Kick, Aura Barrier, Barrier, Power Bolt, Shield, Teleport, and
One of the following: Electric Blade, Flame Sword, Water Sword, Ice Blade, Psi-Blade.
One of the following: Electric Blade Mark II, Flame Sword Mark II, Ice Blade Mark II, Psi-Blade Mark II
Note the Blade and Blade Mark II can use different elements. E.g. Electric Blade and Psi-Blade Mark II
Enhancements: Minimum of Speed (x4), Armor (x4), Strength (x4), Endurance (x2) The armor of a Cute Type typically looks like a party dress, brightly colored and very elaborate. This does not reduce its protective value or combat effectiveness a bit. Their hair can likewise be any color or style, bows and ribbons, even bells, can be expected. The Cute-type is friendly and open, although they seem to shy away from battle and even discord among a Harem, seeking another solution or reconciliation. If her efforts are obviously not successful, they intensify their search for a solution, the enemy is often defeated during this search (weapons fail, opponents shoot each other, a piano lands on the enemy Tamer, etc.) or by disabling actions by the Battle Angel. Once these tactics fail, she can be quite the combatant.
The armor of a Fighting Type is more straightforward, usually white, sky blue or other ‘good’ colors and appears as heavy plate armor. Their hair can be any color, it is often severely, although attractively, styled. The Fighting-types are severe and distant, seeking battle against evil as a matter of honor. They will defeat any enemy as swiftly as possible, seemingly without pity or restraint. A Tamer who can get beneath their emotional armor will discover just how much they care about their colleagues and their enemies and seek to ease their pain.
Evolves with Dark Stone: STEEL/DARK - The Dark Knight
Strong Vs: Dark, Dragon, Electric, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Fire, Ground
Attacks: Blur, Dark Punch, Dark Kick, Shadow Shot, Shadow Strike, Dark Blade, Dark Blade Mark II, Midnight, Shadow Walk (only within Midnight effect)
Enhancements: Minimum of Speed (x4), Armor (x4), Strength (x6), Endurance (x2), Agility (x2)
The armor of a Dark Knight is typically flat black, flat gray or other dark colors, the styling tends to be figure hugging and either simple or very baroque. Their hair likewise is of dark color. They often decorate their faceplate as if they were a Make-Up Artist Goth, or with a terrifyingly, inhuman image. They are often depressed and driven, sometimes to the point of melodrama or self-parody, seeking always to prove themselves. A Tamer who is able to get past their cynicism and get close to them will help bring out their wry or dry sense of humor. They are relentless, even obsessed, in the pursuit of enemies and bettering their fighting skills. They get along remarkably well with Zubutts, Golbutts, Sidekicks and Foxgloves, but not Vampires or Vampiras.
Evolution by Ice Crystal: STEEL/ICE - The Cold Knight
Strong Vs: Bug, Dark, Dragon, Electric, Flying, Ghost, Ground, Ice, Normal, Plant, Poison, Psychic, Steel
Weak Vs: Fire (severe)
Attacks: Chilled Arousal, Simulacrum, Snow Storm, Ice Wall, Ice Blade, Ice Blade Mark II, Ice Punch, Ice Kick, Cold Snap, Heavenly Strike
Enhancements: Minimum of Speed (x4), Armor (x6), Strength (x5), Endurance (x4)
Their armor is typically white or ice-blue, and the styling tends to be austere although of Japanese rather than European style. Their hair tends to be white, silver or ice-blue. Normally they act as austere as their armor, but they are relentless in their pursuit of an enemy, or of a trusted Tamer's attentions. While their armor is as cold as most ice-types, the girl inside, while chilly, requires no special precautions for Taming.
Evolves with a Psi Crystal STEEL/PSYCHIC - Psi-a-Knight
Strong Vs: Bug, Dragon, Electric, Fighting, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Fire, Ground
Attacks: Cry, Aura Of Cute, Teleport, Backstab, Flash, Hypnotic Gaze, Dominate, Double Team, Agility, Quick, Foresight, Armor, Fade, Psi-Blade, Psi-Blade Mark II, Heal, Aura Barrier, Confusion, Disable, Performance
Enhancements: Minimum of Speed (x4), Armor (x4), Strength (x4), Endurance (x2)
Their armor can be of any style or color, often it is a scintillating pattern that confuses and dazzles the viewer. Likewise, their hair can be any color, often several colors. With the styling of both their hair and armor, flamboyant is an understatement. They would call it battlemented, and others call it brassy or tacky. They are extremely confident of their abilities, often seeking to overwhelm opponents without having to actually fight them. They are very intent on making a name for themselves on their grand crusade, which varies with the individual. They will greatly favor a Tamer and harem who follow their morals and supports their crusading style.
Evolves with a Venom Stone: STEEL/POISON - Knight To Die For
a.k.a. - Vixxen on Lust Dust in a can
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Electric, Fire, Ground
Attacks: Sting, Rapid Sting (these two attacks are applied to weapons, punches or kicks), Needleshot, Sleep Powder, Love Sting, Lust Dust, Bloom, Buttsprout
Enhancements: Minimum of Speed (x6), Armor (x4), Strength (x4), Endurance (x3), Agility (x6)
Their armor is typically rust red, verdigris green, or another corrosion/unhealthy color. Their hair is either a sickly shade, seemingly dry and brittle, or vibrant, healthy, and brilliantly colored, by a color that does not appear in nature. Surprisingly playful for a Steel-type, they enjoy ‘spreading the wealth’ with Bloom and Buttsprout, although they will restrain themselves to the Tamer's harem and volunteers if asked. Fast rather than powerful, their giddy nature masks a tactical mind on par with their other evolutions, they use their abilities efficiently, then march off to claim their reward. Unlike the other Battle Angel evolutions where Libido varies from individual to individual, their Libidos are universally High and their nickname well earned.
Another of the anomalies in a Battle Angel's Evolution,
Evolution by the Heavy Metal: STEEL/FLYING - The Flighty Knight
Strong Vs: Dark, Dragon, Flying, Ghost, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Fire
Attacks: Feather Shuriken, Gust, Wing Buffet, Wingover, Dive, Mach Breaker, Wind Slash
Enhancements: Minimum Speed (x12), Armor (x4), Strength (x4), Endurance (x2), Agility (x2)
Their armor can be any color, but usually looks like metallic feathers. Unusual for a Battle Angel their hair is usually cropped short and appears more like feathers than hair. More easy going that most other evolutions of the Battle Angel, they love flying and prefer using the 'boom and zoom' tactic of diving on a target, attacking as they pass, and climbing away. They can fly while fully armored and can carry another person easily, but will not enjoy the resulting loss of speed and maneuverability, however slight.
Evolution with a Dragon Scale: STEEL/DRAGON - The Drag'n Knight
Strong Vs: Bug, Dark, Dragon, Electric, Fire, Flying, Ghost, Normal, Plant, Poison, Psychic, Rock, Steel, Water
Weak Vs: Ice (severe)
Attacks: Dragon Rage, Hyper Dragon Rage, Hyper Beam, Energy Blade, Recover, Magic Fist, Magic Kick, Shadow Strike, Aura Of Cute
Enhancements: Minimum of Speed (x5), Armor (x10), Strength (x6), Endurance (x4), Agility (x4)
This evolution's armor can be of any color or style, a pattern simulating scales or a solid primary colors are the most common. Their hair usually exactly matches the armor color and pattern. They are emotionally guarded, almost to the point of paranoia. Unless the Tamers has a high empathy rating and friendly attitude, a Drag'n Knight will be nearly impossible to Tame or control. In battle, they will attack relentlessly, until their opponent surrenders or is defeated. In Hyper Dragon Rage, they will attack until they win or they themselves are destroyed. They will often allow a target to flee, until battle is joined. A strong-willed Tamer is necessary to keep them under control.
Evolves with a Mana Crystal: STEEL/GHOST - The Knight Life
Strong Vs: Bug, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fire, Ground
Attacks: Energy Drain, Lick, Nightshade, Phase, Lure, Illusion, Fear Aura, Drain, Psi-Blade, Psi-Blade Mark II, Screech, Headbutt (note, this is the Knight sticking her head in a target's head, the effect is the same), Magic Fist, Magic Kick
Enhancements: Minimum of Speed (x6), Armor (x4), Strength (x4), Endurance (x4), Agility (x4)
The Knight Life's armor can be any color or style, however when the Battle Angel is completely armored, their entire body becomes slightly transparent and insubstantial. When unarmored they are completely indistinguishable from virtually human Pokégirls like the Ingenue or Megami. They are more shy and retiring that any of the other evolutions, attempting to avoid other people and Pokégirls unless they are confronted. A gentle Tamer can draw them out of their shell.
Evolution with a Diamond Stone: STEEL/GROUND - The Dirty Knight
Strong Vs: Bug, Dark, Dragon, Electric, Ghost, Normal, Poison, Psychic, Rock, Steel
Weak Vs: Water
Attack: Dig, EarthQuake, Fissure, Ground Grip, Rock Throw, Mud Slap
Enhancements: Minimum of Speed (x4), Armor (x8), Strength (x15), Endurance (x6)
The armor of a Dirty Knight is colored in browns, tans, and earth tones, and the design is simple. Their hair is usually the same color as their armor. They are one of the few types who prefer to depend on their fists and feet instead of weapons, although they will use whatever weapon comes to hand. They seem very stolid and detached, although they feel and think very deeply. They take the most efficient route to the solution to problems and defeating opponents.
Evolution with a Dream Stone gives the Battle Knight her dream:
STEEL/FIGHTING - The Dream Knight
Strong Vs: Bug, Dark, Dragon, Electric, Ghost, Ice, Normal, Plant, Poison, Rock, Steel
Weak Vs: Fire, Ground, Psychic
Attacks: Nipple Cripple, Fisting, Throwing Star, Mirror, Counter, Evade, Pose, Headbutt, Focus, Focus Energy, Backhand, Double Kick, Resist, Crushing Punch, Gatling Punch, Gatling Kick, Legsweep, with experience, Chi Blast, Sabre Claw, Mega Punch, Hyper Kick, Explode
Enhancements: Minimum of Speed (x5), Armor (x4), Strength (x5), Endurance (x4), Agility (x4)
They armor of the Dream Knight can be of any color or style, a single color and a simple style are favored. Their hair color seems to have no relation to the armor color or style. They consider themselves the ultimate Battle Angel. They practice and seek out challenges to test themselves against, almost constantly. A Tamer must be willing to go along with their quest, or the Dream Knight will leave. A Tamer able to hold their own against the Dream Knight's unarmored form will gain their unconditional loyalty.
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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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BIMBO, the Default Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Common
Diet: Human-style diet
Role: Menial labor, any task which does not require a lot of complex thinking
Libido: High
Strong Vs: None
Weak Vs: Fighting, Ghost
Attacks: Bite, Punch, Kick, Tackle, Pummel, Yell, Wrestle
Enhancements: No physical changes as they age, Disease resistant, Toughness (x4)
Evolves: Hyperdoll (mistreatment, lack of discipline, lack of Taming, losing 7 battles in a row), Pyrebare (Orgasm with tamer of strong Snorlass ancestry and Fire Stone applied or E-stone ceremony: 3 Fire Stones and a Moonstone)
Evolves From: None
No one really quite knows what to make of the Bimbo Pokégirl. They’re tall, sexy Pokégirls with DD-Cup breasts at the smallest, long, shimmery blonde hair and gold, glittery fingernails, and extraordinarily curvy bodies. They are very fun-loving and easy going and will accept Tamings from anyone who asks nicely. Their skin is always soft and smooth, never with any blemishes on it, and has only a slight give to it. Their external features also do not age, however they do age internally. Some who are fans of Bimbos call them the perfect Pokégirl. Sexy, beautiful, and always eager to spread their legs for their Tamer.
There’s just one little problem with them.
To put it in the most polite manner possible, they… aren’t that bright.
Bimbos suffer from two major psychological afflictions: They are air-headed, and have a hard time retaining complex information, and suffer from an attention span deficit. They can be distracted by waving a piece of tinfoil at them. They also tend to speak in an irritating Valley Girl accent. Bimbos, some say, were Sukebe’s first mistake, and the precursors to the much more useful Ingenue.
That is not to say that they are useless.
Bimbos can easily handle simple tasks, including jobs in assembly lines and instant-cooking meals. They are tough, and can be taught a few useful attacks, so some people use them to test an opponent and see what they can do before sending in their real fighters.
Bimbos are usually found in Harems that also have Damsels in it, usually with Tamers that have little interest in battling. Bimbos have a fairly decent-sized pleasure threshold, and can hold their own in a Sex Battle. When working, they are usually placed with Ingenues to supervise them and prevent self-inflicted injuries from distractions or carelessness.
One thing that was discovered is that if you mistreat your Bimbo enough, she will evolve. But since Bimbos are fairly easy to care for and extremely willing to be tamed, letting a Bimbo become a Hyperdoll is nothing short of inexcusable.
Bimbos are a fairly common Threshold.
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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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BONDAGE ELF, the Sinister S&M Pokégirl
Type: Very Near Human
Element: Poison/Magic
Frequency: Rare
Diet: omnivore, tend to lean towards meat diet
Role: discipline/oversee other Pokégirls, hunters, combat
Libido: Average to High, changes with mood will get higher with a trusted Tamer
Strong Vs: Ghost, Poison, Psychic, Dark
Weak Vs: Steel, Electric, Ground
Attacks: Levitation, Bondage Attacks, Poison Whip, Mystic Bolt, Mirror, Aura Barrier, Energy Drain, Dream Eater
Enhancements: Longevity, Night vision, and a high threshold for pain Bondage Affinity and reduced Feral
Disadvantages: Light attacks tend to disorient and in rare cases cause temporary blind ness or light-headedness
Evolves: Bondage Queen (normal)
Evolves From: Dark Elf (normal)
The Bondage Elf is a Dark Elf that has taken on more ‘sexual appetites’… The Bondage Elf is rarely found in the wild because in the wild she does not get the ‘constant victim’ to practice out her techniques on, (unless she can find and keep another Dark Elf alive). In fact, Feral Bondage Elves are usually mistaken for Dominas when seen, for they have the same tastes in ‘clothing’, basically anything leather.
The Bondage Elf is overall, a product of a Dark Elf being in charge of another person, (in most cases a Harem or even her Tamer). The constant attention allows the Dark Elf to immerse herself in her dark appetites of S&M that she can evolve into a form that is even more of an S&M lover than her pre-evolved form of Dark Elf.
It should be known that Feral Bondage Elf leather is a highly sought item. The quality of the leather is very fine… It is unknown what animal, Pokégirl, or possibly human it is made from, but it is thought to be a matter of matting different leathers together into one sheet of dense leather.
It should also be known that unlike Dark Elves the Bondage Elves love having an Elf and its evolutions (especially Elfqueen) in the same Harem. For unlike Dark Elves who can’t stand the presence of their ‘lighter’ cousins, a Bondage Elf just loves to Tame and dominate the ‘good’ Elves.
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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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BOOBKINI, the Water Exhibitionist Type: Very Near Human
Element: Water
Frequency: Uncommon
Diet: prefers shellfish and human style food
Role: menial water-related jobs
Libido: Average to High
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant, cat Pokégirls
Attacks: Water Tower, Hydropump, Battle Song, Nameless Song
Enhancements: Ageless(*), Stylized Form, Amplified Singing (**)
Evolves: Naiad (Water Stone)
Evolves From: Swimslut(orgasm)
Boobkinis are generally between 5'6" and 6'2" tall. They retain most of the physical aspects they had as a Swimslut with one major difference: Boobs. Whereas the Swimslut had no designated breast size, the Boobkini generally has E-cups or larger. Surprisingly, their ample bosom does not adversely affect their speed or combat skills in the water.
Feral Boobkinis love flaunting their breasts and are known to get on the bad side of any smaller breasted Pokégirl they come across. If they are in a harem, they'll tease the smaller breasted Pokégirls for a while, but will eventually tire of taunting them and move on to flaunt their breasts towards others. Even Domesticate or Threshold Boobkinis instinctively flaunt their breasts, though the more modest will become embarrassed over their arrogant behavior.
Despite their flaunting, though, Boobkinis prefer to have some measure of clothing, preferably bikinis, so they can continue to flaunt while keeping some 'mystery'. They may also like clothing because it helps keep their breasts looking ample.
The only time the Boobkini will not flaunt is if they meet a Pokégirl with equal or larger breasts. In most cases, they will simply acknowledge the larger girl's 'victory', but some become obsessed with that Pokégirl. Sometimes, this is simply out of respect and awe, though there are occasions when the Boobkini will want to become lovers with the aforementioned 'winner'.
All Boobkinis enjoy staying near the beach and may even want to be tamed on the beach. Being such beach lovers, they take great offense whenever someone leaves garbage or creates a mess on the beach. Ferals often attack the offending miscreant if they show no signs of cleaning up their mess, which has led to many beaches in both Pro and Anti-Pokégirl areas to have signs warning beach-goers to clean up after themselves. These warnings are repeated in school safety classes, on the radio and on television routinely during times of the year when people may visit the beach.
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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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CALAMITYJANE, the Gorgeous Gunslinger Pokégirl
Type: Very Near Human
Element: Poison/Fighting
Frequency: Uncommon (Indigo, Johto, Sunshine Leagues), Rare (All other Leagues)
Diet: Human-style diet
Role: vigilante, criminal
Strong Vs: Bug, Dark, Ice, Normal, Poison, Rock, Steel
Weak Vs: Flying, Ground, Psychic
Libido: Average
Attacks: Manifest Weapon (S&W Handgun), Needleshot, Pistol Whip, Whip, Binding, Poison Lash, Leg Lasher, Chain Throw, Counter, Evade, Legsweep, Tomahawk Toss, Serpent's Bite (Lv. 50), Master Blow (Lv. 65)
Enhancements: Enhanced Agility (x5), Enhanced Strength (x5), Toughness, Poison Resistance, Internal ‘Ammunition’ Generator
Evolves: Ghostrider (Killed by a high level Infernal Pokégirl)
Evolves From: None
While the Post-Sukebe Pokégirl species of NurseJoy and OfficerJenny became understandably popular and accepted breeds thanks to their usefulness, the art of making nearly-identical Pokégirls en masse would eventually become a lost art-form. The cause of such would be blamed on the dismal failure of the third series, the MaidYvettes, (barring the Yvettes' evolutions) however such is simply not the case. Realistically, many of the Leagues secretly shelved such projects in the hope of keeping another War of Revenge from ever happening. Many League Officials came to view the groups of scientists and researchers that were easily making new Pokégirls quickly, as a genuine cause for concern. No one wanted another Sukebe, someone whom could just pump out a small army of Pokégirls from a lab in minimal time. Although there was some outcry from the scientific community against the decision to end it with some protesting that they should at least be allowed to continue to create more of the Joys and Jennys, operations were shut down completely around 40 AS. The job of keeping the numbers of these Pokégirls up would be regulated over to the Breeders.
While things had remained quite for a long while, it would be proven over two hundred years later that there was genuine cause for concern. The Leagues' fears from centuries earlier would come true. Appearing in 268 AS, there would be a breed of Pokégirl that would make the scene that was created in the similar vein of the Joys and Jennys, and worse, they were produced by the criminal element! This breed of initially-villainous Pokégirl would be known as the CalamityJanes.
The CalamityJane, also simply referred to as `Janes', were designed and produced by none other than Team Rocket. The criminal organization used the DNA of the Domina, Goth, Gun-Bunny, and Armsmistress Pokégirl breeds for this nefarious plot. With such a deadly genetic cocktail to create them, the Janes were meant to be the anti-thesis of the OfficerJennys. Team Rocket hoped they could create a Pokégirl breed that would scoff at the law and commit any and all crimes commanded of them to perform. They would be a loyal partner to Team Rocket operative and follow any and all orders without hesitation, to be free of conscience and morals.
While technically a G-Splice, Team Rocket made the CalamityJanes through the same science and procedures which had been used to create the other breeds of Post-Sukebe Pokégirls so long ago. With all Janes being made exactly the same and in mass numbers thanks to the research of early League scientist, they are easily in the same class as the very Pokégirls they were created to fight: the OfficerJennys. However, this later fact that they were made like the original mass-produced Pokégirls is what would be Team Rocket's undoing. To mass-produce the Janes, they used a minor trace of OfficerJenny DNA as a vehicle to attach the rest of the genetic cocktail to, making it easier to produce numerous identical copies. Although the percentage was minor, the OfficerJenny DNA would give the CalamityJanes a genetic quirk that went against everything Team Rocket sought when they created this Pokégirl.
Janes would actually respect the law.
True, they can choose to ignore it, but CalamityJanes have a complete knowledge of all laws. However, they are aware of the difference between ‘what is right’ and ‘what is realistic.’ As such, Janes possess a sense of balance concerning law and disorder, where they feel that law does have its place in the world it's just not the only thing. This dubiousness would lead to the breed initially being exactly what Team Rocket wanted, with a number still acting in such a role today. However, by the early 280's a number of the Janes finally started to disband from Team Rocket, rebelling against the criminal element that they had worked with for so long, leaving their Tamers behind to start new lives elsewhere.
Today, CalamityJanes are understood as filling a vigilante role, doing what they can to help the community, normally by taking their own spin on the rules to get whatever job needs to be done finished. While the Leagues have accepted such with relief, Janes are still often viewed with mistrust in a lot of areas. After all, not all CalamityJanes turned over a new leaf and a number of the breed are still working with Team Rocket or over in other criminal organizations and Teams. Still, there are a number of CalamityJanes that have found their way into the harems of wandering Tamers and even the occasional police officers, as there are a few policemen that realize the Janes’ potential to aid in upholding the law. However, it's next to impossible to keep an OfficerJenny and a CalamityJane in the same harem. The two greatly differ on philosophies concerning law and order, which make the basis for a lot of verbal in-fighting between the two. Janes and Joys tend to be indifferent to one another.
Having been created via the same procedures used to create the OfficerJennys and NurseJoys, CalamityJanes have the same genetic anomaly of commonality of appearance. Janes always have pale white skin, similar facial appearances, ice-blue eyes, and hair that is a bright shock of red like an Armsmistress', although they use different hairstyles with a number of them using feathers in their hair for decoration. Their busts are usually around a C-cup and they're always proportionate to their height, usually 6' tall. All Janes also have a Feral state that is considered `light'. While they may become considerably aggressive with a lack of Taming, they still retain their intelligence. Some Team members often purposely forgo Taming a Jane to make the Pokégirl a more blood-thirsty and battle-ready opponent.
While they try to find ways to look different from one another, Janes have taken a universal liking for the color black, the material of leather and styles of dress akin to a Cowgirl or Western wear. Black shirts and denim jeans with leather chaps worn over them and a brightly colored bandanna or large neckerchief around their neck that has multiple uses from mopping up sweat to masking the face from dust storms or for disguise are the staple of their outfits. Black leather gloves with matching high-heeled leather boots with high tops to protect the lower legs with pointed toes and spurs are also popular with the Janes. Often, the overall look is topped off with either a leather vest or even a long coat. However, no Jane is without a cowboy hat; a hat with a wide brim to protect from sun, overhanging brush, and the elements. There are many styles and designs blending elements of the Mexican sombrero and both Union and Confederate Cavalry hats of the Civil War period.
While vigilante Pokégirls may have a horrendously bad reputation thanks to their history and origin, one cannot deny that Janes simply shine when it comes to Pokébattle. While a CalamityJane may not have the innate knowledge of using any weapon like an Armsmistress, she will know how to use a whip intimately. The whip becomes the Jane's favorite weapon to take on an opponent from a medium distance, using it to inflict damage or knock opponents off their feet. While their close-quarters combat and long distance combat skills are limited, they do have a few solid moves. Legsweep and Chain Throw help with an opponent that gets close or manages to get their hands on the Jane, while Tomahawk Toss and their manifested weapon can hurt an opponent that is beyond the reach of her whip. Interestingly, the Handgun doesn't fire bullets but is a tool for the CalamityJane to use the technique Needleshot. It should also be noted that although it takes time, Janes that grow in level will learn the powerful whip-technique of Serpent's Bite and eventually, the awe-inspiring Master Blow.
Taming a CalamityJane is a surprisingly soulful experience. While one would think the Jane would be dominant and overall aggressive with the leather and whips, this Pokégirl breed is pretty obsessive about intimacy. They are uncomfortable sharing Taming sessions and when they are being Tamed, show a submissive nature to their Tamer as well as try to keep as much body-contact as possible. Janes also like being outdoors when they're being Tamed, often during night in areas of nature, be it the middle of a forest, a grassy field, or a desert plain. It is unsure what aspect of the Janes' genetic make-up brought on that desire, but it is speculated to have come from a simple culmination of what made them what they are.
A case of a woman changing into a CalamityJane through Threshold is currently unheard of at this point in time, due to the breed’s relatively new existence.
Manifest Weapon (S&W Handgun) - (EFT) The CalamityJane concentrates, making a handgun styled after a Smith & Wesson Volcanic appear in her hand. The handgun is connected to her palm via a wire, giving them ‘ammunition’ from their internal generator.
Pistol Whip - (ATK 15) A weaker version of Cold Cock, yet wields first strike with its superior speed. The CalamityJane takes the hilt of her Smith & Wesson and strikes her opponent in the head with it. Has a 20% chance of causing Stun.
Tomahawk Toss - (ATK 60, 20) A Rock-type technique exclusive to the CalamityJane. The Pokégirl summons and throws a tomahawk at the opponent. There is a 25% chance of the weapon arcing back to strike the target again.
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CAMERAGIRL, the Photojournalist Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Rare (Uncommon in WAPL-controlled areas)
Diet: Human-style, has a weakness for sweets
Role: Used during the Revenge War to film battles and spy on enemy troop movements. Now used in places such as the WAPL and the Slot League to film battles for TV. Excellent for news crews and documentary work.
Libido: Low
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Invis, Flash, Tackle, Wrestle, Teleport, Pummel, Phase, Staccato Punch (while in Fast-Forward & Repeat only), Hammer, Hell Canon (only if possessing the Infernal Template)
Must be learned from a Tick-Tock: Rewind, Slow Motion, Repeat, Fast Forward, Freeze Frame
Enhancements: Manifest Item (Camera), Internal Universal Transmitter, Attack Adaptation
Evolves: None
Evolves From: Shudder Bug (normal)
Camera Girls are among the more offbeat types of Pokégirls. They usually aren't the best in a fight, and the combination of a low libido and a penchant for voyeurism make them ill suited for Sex Battles. They are best suited for documenting various events, and some Tamers have made them available for birthday parties and anniversaries.
Camera Girls are Very Near Human Pokégirls who’s only real inhuman feature are their hands, which look like they are gloves made of white metal. Their hands are the focus of their powers, allowing them to summon their cameras. They can manifest any type of camera they need for the situation, but it has to be a brand that they have encountered before and held in their hands. Other than that, they are fairly close to the Ingenue in terms of appearance.
Camera Girls, surprisingly, were actually very useful to Sukebe’s side during the Revenge War. They could use their abilities to turn invisible and phase through walls to get into choice positions for recording conversations and information from human encampments and then Teleporting back to their commanders to report it. They do not like combat, and try to avoid it, but will not hesitate to use what limited abilities to their advantage if they have to.
In more recent times, Camera Girls are used to film Pokégirl matches for television, the highest concentration of them being in WAPL-controlled areas. Their ability to broadcast their camera signals to any device capable of picking them up makes them very useful. In addition, should fights take to the air, Camera Girls can give themselves unlimited long range vision to follow the action. Among other Pokégirls, the Camera Girl has proven to be the best for photojournalism. Two international publications currently employ tamers with Camera Girls for photo ops. They also let Camera Girls film Taming sessions, as they have highly voyeuristic tendencies. Watching an especially passionate Taming session can get a Camera Girl so aroused they can barely hold onto their cameras. And considering that Camera Girls are uncomfortable without some kind of camera within a 3 foot radius of themselves, that’s saying something. They aren’t good Alpha Pokégirls, but are always willing to offer advice and be helpful, if that’s what their Tamer wants.
Recently, the Camera Girl was found to possess two unique qualities. If a Camera Girl is in the same harem as a Tick Tock, they can learn five time-related attacks. One is Rewind, which reverses time back for up to a minute and allows Camera Girls to avoid attacks that would have hit them otherwise. Another is Slow Motion, which briefly slows the flow of time around her in a wide radius, allowing the Camera Girl to get a better view of an attack that’s coming at her. One is Fast Forward, which briefly speeds up time around the Camera Girl, allowing for much faster movement. Another is Repeat, which allows the Camera Girl to repeat the last few seconds of what they had just done. Their final time-related attack is the Freeze Frame. By focusing Time magic through their camera, they can temporarily freeze someone for a moment in time.
The second unique quality the Camera Girl possesses is the ability to blend learned attacks to create exclusive techniques. In one legendary encounter, a Camera Girl defending her Tamer from a Team Rocket attack defeated an Iron Maiden by using Repeat while in Fast Forward to pound much more powerful Pokégirl over and over until she collapsed. This technique was named the Staccato Punch. Even more recently, a Fiendish Camera Girl was able to beat a Valkyrie with a sneaky combination of Flash with Hell Fire. This combination temporarily blinded the Valkyrie before the Hell Fire finished her off. This new technique has been dubbed Hell Canon, after the camera used as a focus for the attack.
Camera Girls that learn these time tricks from Tick Tocks develop a greater confidence in battle, and tend to use the battle cry “HENSHIN A GOGO, BABY!” whenever their Harem sisters enter a fight. To this day, no one has any clue what it means. Camera Girls that gain the Fiendish template are also noted as having an average libido, rather than their normal low libido. This is typically heightened in the midst of voyeuristic activities, even more than such activities usually do. Researchers currently assume that the Infernal side of them makes them more sexually excitable.
Another unusual personality quirk that Camera Girls have is that they have a great fondness for Cardcaptors and their evolved forms, as well as MysticKats and MysticAngels. As with their battle cry, this is unexplained so far.
Camera Girls are a relatively rare Threshold, however it is more commonplace in WAPL-controlled areas.
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CARDCAPTOR, the Card Wielding Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Rare
Diet: Omnivore
Role: Variable Range Magical Assault and Support
Libido: Average to High
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Draw[*], Baton Hit
Enhancements: Enhanced Dexterity x4, Increased Sensory Perception, Enhanced Magic Attenuation, Youthful
Evolves: CardMaster[**] (2nd Tier), ClowMystic (3rd Tier), StarMystic (Final), Duelist (battle stress, Duel Monsters deck nearby)
Evolves From: None
[*] This attack is dependant upon the list of Cards the CardCaptor has acquired.
Most pokegirls are assumed to be the result of Sukebe's war of revenge, the actions of the legendary Cocooner, or large groups of scientists working for good or ill. The CardCaptor breedline, however, is not such a creation. The CardCaptor and it's resultant evolutions(barring the Duelist) are considered the direct result of the efforts of one individual. Clow Reed, birth date unknown, a magical researcher and scientist of Chinese decent, is regarded by most as the creator of the CardCaptor and it's breedline evolutions. Others claim otherwise, saying that Clow Reed was a fraud whom simply claimed the work of another, or took the discovered results of Sukebe as his own. Regardless of these accusations, Clow Reed did in fact possess a CardCaptor, StarMystic, MysticAngel, and MysticKat in his harem before his death and destruction of his lab in 67 AS.
The CardCaptor, despite it's flexibility and potential power inherent in the magical system it utilizes, is not often regarded as a popular pokegirl. One reason is it's appearance; The CardCaptor, CardMaster, and ClowMystic all have similar appearance, that of a young teenage girl, feasibly anywhere from twelve to fourteen years of age, with little indication to display that they are a Pokégirl at all, unless performing their magics.
The second reason is a psychological one. CardCaptors are surprisingly independent pokegirls. While they do not display any traits that give any of the more strict Pro-Control Leagues an excuse to make them illegal or restricted, it's an acknowledged fact that CardCaptors have an inherent mental urge to seek out new cards to capture and add to their magical arsenal. This urge is so powerful that it's almost unheard of to find a CardCaptor in the harem of a settled Tamer, and there are several instances of a CardCaptor quietly, sadly, yet firmly leaving a Tamer's harem whenever it became clear that the Tamer in question had no interest in catering to the CardCaptor's need to seek out new Cards. Still, CardCaptor's are, almost as a rule quick thinking, sure to action, and surprisingly innovative. As long as their need to travel is met, they are surprisingly loyal to their Tamer, though they do not react well to cruelty.
A noted psychological quirk among the CardCaptor breed is their tendency to react favorably to expressed mercy or kindness from a Tamer. For example, one of the CardCaptor's weaknesses is their store of magical energy to power their Cards. Once wasted, the CardCaptor becomes severely weakened, and can fall into unconsciousness. Whenever found in this state, if the Tamer declines capture and instead heals the CardCaptor, the CardCaptor will express an almost fervent desire to join that Tamer's harem, with an increased chance that the CardCaptor will immediately bond with that Tamer. More than one rural individual, unsure, untrained, and completely unfamiliar with proper Pokégirl handling has found themselves delta-bonded to a CardCaptor and becoming a Tamer because of this.
Despite their near pre-pubescent appearance, CardCaptor's have a surprisingly healthy libido, with little shame in acknowledging this fact. They also enjoy dressing in clothes to accentuate their sexuality. Due to the CardCaptor's unusual appearance, this has gotten more than one Tamer in trouble until the specifics of the Pokégirl's breed was cleared up.
A CardCaptor has two implements to focus their unusual magical abilities through; their Baton, and the Cards themselves. The design of the Baton varies from CardCaptor to CardCaptor, and is often a reflection of the Cardcaptor's attitude and personality. Where this item comes from or how it is created is unknown, beyond that it's intrinsically summoned by a CardCaptor upon thresholding.
The source of the CardCaptor's power, her Cards, are unknown and widely contested. Some say the CardCaptor intrinsically crafts the cards subconsciously as she grows in power before letting them loose to 'test' herself. Others say the Cards are actually contracted spirits the CardCaptor tracks down and captures with a source independent of the Pokégirl. Others say all the Cards a CardCaptor can capture are created and let loose the instant the CardCaptor thresholds. Despite the years of study, it's never been proved conclusively one way or another.
The Cards themselves can manifest in three separate forms; Card form, it's resting state, 'attack form', which resolves itself into whatever raw elemental attacks or abilities the Card in question can actualize, and Spirit form, a Pokégirl-like copy of the CardCaptor herself, albeit with stylized differences that can vary in any feasible way, depending on the Card in question. Most Tamers whom do not have a CardCaptor mistakenly think that this means a CardCaptor guarantees a literal horde of available Poképower. The reality is quite different. Even when manifested in Spirit Form, a captured Card still draws power from the CardCaptor herself. A CardCaptor with the willpower or capability to manifest more than two Cards at a time during battle is rare indeed. Even manifesting three to four Cards in Spirit Form to partake even such a casual activity as traveling can quickly leave a CardCaptor tired and helpless. It's worth noting that the Cards can occasionally manifest desires and actions independent of their mistress, though at worst it simply means a Tamer will occasionally have another girl to satisfy.
While the following list is, disturbingly, not complete, those Tamers whom have had CardCaptor's evolve into a CardMaster have consistently documented this listing of Cards on hand; Big, Change, Cloud, Create, Dark, Dash, Dream, Earthy, Erase, Fiery, Fight, Float, Flower, Fly, Freeze, Glow, Healer, Hope, Illusion, Jump, Light, Little, Lock, Loop, Lovers, Maze, Mirror, Mist, Move, Power, Rain, Return, Sand, Shadow, Shield, Shot, Sleep, Silent, Snow, Song, Sweet, Sword, Thunder, Time, Twins, Voice, Watery, Windy, Wood.
[**] The CardCaptor is unusual in requiring the above set of Cards before evolving to their next evolutionary stage, a potentially long process indeed. At some point whenever the necessary requirements are met, a mysterious event that CardCaptor's refer to as 'The Final Judgement' occurs. What this event entails is unknown, as CardCaptor's refuse to speak of it, but after the event, the CardCaptor usually evolves into their next stage, the CardMaster. A rare few, for whatever reason, do not, and are forced to remain as CardCaptor's, unable to increase their abilities as a Pokégirl and left with an unsatisfied wanderlust that they will never able to completely fulfill.
Most CardCaptor's arise from Thresholding incidents. Only a hint of Magical Pokégirls in a girl's family history is apparently needed for this to occur. It's been rumored, though unproven, that a year after Clow Reed successfully created the first CardCaptor, that several threshold events occurred that had the girls in question develop into CardCaptors. Unlike most Pokégirls, CardCaptors undergo threshold at around twelve years of age, though this can be difficult to tell initially, as no outward changes occur. Despite undergoing threshold, taming can still be put off without any ill side-effects until the Pokégirl fully 'matures', typically around the normal age of other Pokégirls(fourteen to sixteen).
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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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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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CUDILDO, the Lone Bone Avenger Pokégirl
Type: Very Near Human
Element: Ground
Frequency: Rare
Diet: Human foods
Role: Revenge
Libido: Extremely low
Strong Vs: Electric, Poison, Rock
Weak Vs: Ice, Plant, Water
Attacks: Dildorang, Dildo Club, Headbutt, Rage
Enhancements: Skull-like Mask, Enhanced Strength (x4), Enhanced Durability (x4), Enhanced Endurance (x4), Revenge Sense
Disadvantages: Single Minded, Deep Depression (After revenge is taken)
Evolves: Marowhack (Revenge Taken, Given Meaning)
Evolves From: Any Pokégirl with at least a delta bond when her tamer is murdered and possessed of an intense desire for revenge.
When a Pokégirl’s Tamer dies, often the sense of loss is profound, but more often than not, the Pokégirl is eventually able to move on and continue with her life. However, there are some Pokégirls—thus far, mostly delta-bonded Pokégirls—who are unable to move on, whose connection with their Tamer was so strong that revenge consumes their existence, turning them into something simultaneously more and less than what they were before: the Cudildo. Cudildo are a mysterious breed of Pokégirl. No one is sure why or how this particular breed was created, as no records mentioning her were found in any of Sukebe's notes. A small group theorizes that the Cudildo is the first true 'random' evolution to come into being, as the Pokégirl has little similarity to her previous form, some forgoing a great deal of power and skill for the sake of revenge, making her, in many respects, like the Penance.
Upon her evolution, her appearance can change dramatically depending on her previous form. At the very least, most become very near human in appearance, losing any extra appendages or inhuman features such as tails, claws, wings, feathers, and fur. By and large, however, the Pokégirl will retain her previous figure, be it the busty frame of a Boobisaur or the lithe body of an Amazonkapoeraa. In a majority of cases, the skin gains a darker hue, and the hair becomes black, but there are exceptions. The one thing that distinguishes the Cudildo most of all physically, however, is her skull mask, which leaves only her eyes, the end of her nose, her mouth, and her lower jaw exposed, staying in place without the assistance of any straps or bindings. While it is removable, while she lives, only the Cudildo can remove it—typically for taming—and even the strength of an Amachamp has proven insufficient to separate it from her against her will. Her other distinguishing feature is the four-foot long bone club she wields as a weapon, having an innate deadly skill with it, even using it as a ranged weapon that returns to her after being thrown. No one is sure where these items come from, but rumors have circulated that they are actually pieces of their former tamer that they have taken.
Mentally the Cudildo literally has a one-track mind. With her almost non-existent libido, she dedicates every moment of her waking day to tracking down and avenging her tamer, some traveling across entire continents seeking out their killer. By using her bone club as a dildo, combined with her almost non-existent libido, she can stave off the need for taming for extended periods of time (one Cudildo was rumored to stave off the need for over two years before she caught up with her prey and kill him). Should a Cudildo actually reach the feral state, which is extremely rare, she begins to act confused and will wander about muttering to herself as if she was looking for something she lost. Should she come across a human during this time, she will attempt to tame him and be on her way. Because of their desire for revenge, their Taming habits, as far as they can be distinguished, are efficient, mechanical, and minimalist. Interestingly enough, a bond has never been formed in this manner while a Cudildo is on the hunt. Whether this is merely because there are so few feral Cudildos and it’s just never happened yet, or if it’s part of her desire to keep moving it unknown.
Her one-track mind mentality also carries over to combat. A Cudildo is an efficient, up-front fighter, using her great strength and tough skin to quickly beat her opponent into submission, presumably so they can keep on the move during their hunt. However, should their opponent prove too strong to defeat, the Cudildo will retreat—the matter of greatest importance is not that they win every battle they face, but that, in the end, they avenge their Tamer’s death. In the case that their target proves too strong to kill on their own, a Cudildo will seek assistance, either in becoming stronger, or in gaining allies capable of helping the Cudildo achieve her revenge. Some Cudildos even go so far as to align themselves with morally questionable forces, such as the Teams, in order to achieve their goals; however, just as many, having been bound to morally upstanding Tamers, would never even consider an alliance and so tarnish their Tamers’ memories. However, should a Cudildo believe she can kill her Tamer’s murderer with a suicide attack, she will not hesitate to do so, believing this to be the most honorable and worthy death she can ever achieve. The Cudildo also has a sixth sense that allows them to know whether the target of their vengeance is alive or dead, even if the target has arranged it extremely convincingly to seem otherwise. Despite this, they are not able to track their target with this sense, and so they often require the assistance of a Tamer in order to deliver justice to more canny quarries.
Once she achieves her vengeance, the Cudildo slips into a state of deep depression. Usually she seeks somewhere quiet she can hide as she slowly lets herself die, finally overwhelmed by the grief she has kept bottled up inside during her quest for revenge. It generally takes a great deal of patience and understanding to deal with a Cudildo during this stage. If the Pokégirl has been captured during her quest, however, and her Tamer assists her in seeking revenge, she will usually open up more and actively try to stave off the deadly depression so long as she has the affections of the tamer, eventually leading to her evolution into the Marowhack.
No known threshold cases of the Cudildo exist, thankfully, likely due to the unique circumstances resulting in her evolution.
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DAMSEL, the Invincible Dainty Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Uncommon (Crimson League, Blood League), Rare (elsewhere)
Diet: Human-style diet
Role: Sexual exploration, Ego-stroking, Domestic roles, Target Practice
Libido: High
Strong Vs: Ghost
Weak Vs: …Technically Fighting, but in practice, nothing.
Attacks: Sing, Cheer, Cry, Dodge, Once More, Helping Touch, Cure, Cura, Overwhelming Attraction
Enhancements: Enhanced Endurance (x6), Enhanced Durability (x60), Advanced Regeneration, Pheromone release
Evolves: Matron (Must be Pokéwoman, giving birth or gaining permanent custody of children in some way)
Evolves From: Ingenue (orgasm)
Perhaps no Pokégirl is quite as strange as the Damsel. Damsels are well known for two things – their incredibly submissive demeanors, and their near-indestructible bodies. Formed from the common Ingenue via orgasm evolution, they have had their share of controversy over the years. Some say Damsels were made to insult women. Others say it was to fill a sense of need for females of this type, since the vast majority of Pokégirls have personalities that are the polar opposite of this breed. Others say that Sukebe was so fucking nuts by the end of things he had little idea of what he was making.
Damsels are generally slender, dainty Pokégirls that have very curvaceous bodies, with slender waists, breasts averaging an E-cup in size (with D-cups being the recorded minimum), flawless features, and long, silky hair. Damsels have a very submissive mind-set, to put it mildly. They will submit to almost any will stronger than her own - which is just about anyone who isn't a Damsel – with or without a Bond of any sort. Thankfully, Damsels that have Alpha level bonds or higher can resist commands and orders of people who would give Damsels orders that her master would not approve of, and Delta-bonded Damsels can resist the orders from anyone but her master and those her master approves of.
Damsels are very loving, affectionate Pokégirls, always ready with a compliment or kind word. They get stressed out easily, and are easily frightened as well. Researchers are unsure of how or why Damsels are content to be so submissive or selfless – the current theory is that acting in that manner actually helps calm and relax Damsels, which may account (in part) for why they so quickly become stressed under some conditions and why it is so difficult for them to act contrary to thier usual manner. It is important to note that, whenever so stressed or afraid, Damsels emit a powerful pheromone that draws Ferals towards her and makes her a priority target. If the Damsel is also aroused, the pheromone changes, and acts as a powerful aphrodisiac instead.
Damsels have almost invulnerable flesh and can take damage that would otherwise maim, kill, obliterate, and generally destroy anything short of (and sometimes, beyond!) a Widow. Unfortunately, they are totally inept at battling, having a powerful mental-block against aggressive behavior or harming others, on top of the natural stress such action would place upon them. For years, the remaining scientists in the world were at a loss as to why Damsels were so overwhelmingly hard to kill, until they discovered that Damsels, in addition to having no sense of pain, and a heightened sense of pleasure, had an incredibly advanced cellular regeneration ability, letting them recover from obscene amounts of damage. It is theorized that they cannot become Penances, but no one is willing to test this theory. Dominas and their evolutions adore them, as they can do whatever they want to them and get a reaction that pleases them. Conversely, Pokégirls such as Psi-Dykes hate Damsels with a passion for their submissiveness.
People saw little use for the breed at first, but many uses began to arise for them. Damsels are immensely popular in domestic roles and as Pets, as they are entirely non-threatening, willing to please (both sexually and not), possess minor healing talents, and are not clumsy, ditzy, or cranky like many other commonly domestic Pokégirls. Even in the more hard-line Anti-Pokégirl leagues, this is one of the more acceptable Pokégirls to keep as a pet, though some will still question the owner's character.
Damsels are not commonly seen in a Tamer's harem for several reasons, not the least of which is that they are pointless in battle. They are not, however, without their uses. As mentioned earlier, they can be used for keeping Dominas busy and getting their focus away from dominating the harem. Some Tamers use Damsels as training targets for weaker Pokégirls, as they can take a lot of punishment before getting tired out. Still others keep them around for their healing talents, finding them useful in a pinch. Another favorite use for Damsels is tying them up and using them as bait for randy wild Pokégirls. This use is generally discouraged, but efforts to put a stop to it were quickly abandoned, as finding the Tamers doing it proved to be a pointless endeavor. Because of the Damsel's heightened sense of pleasure, they are poor sex-battlers, though their endurance means that – even if they do orgasm - they can keep going for long afterwards.
Capturing a Damsel, should one somehow stumble upon one in the wild, it truly a joke. If the Damsel doesn't have a bond or is Feral, simply telling her that you're her master now and that she should hold still while you capture her works. If not, find a way to hold her down and attack her, as Damsels are not very strong, and hope that the Damsel will get exhausted before your Pokégirls do.
Thresholding into Damsels is rare, but not unheard of.
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DAO, the Sword of the Earth Pokégirl
Type: Very Near Human
Element: Rock/Psychic
Frequency: Rare
Diet: Human-style foods.
Role: Guards, scouts, miners
Libido: Average
Strong Vs: Fire, Flying, Ice, Normal, Poison
Weak Vs: Dark, Ghost, Plant, Water
Attacks: Resonate, Mud Slap, Earthquake, Sonic Wave, Dynawave, Unmovable, Psi-Blade Mk. II, Agility, ShockSpike, Stone Blade, *Blade Spike
Enhancements: Enhanced Strength (x5), Enhanced Speed, Endurance, and Durability (x3 each), Elemental Affinity: Ground & Rock, Geokinesis, enhanced defense against Ground.
Evolves: None
Evolves From: Earthmaiden (Battle Stress)
During the revenge war, there were signs of numerous Pokégirls with bladed weapons that were to be found in the ranks of Sukebe's forces. These Pokégirls were mostly found later to have been Slicers or Ronin, or even Amazonwu. However, a little more rare than those breeds and a little later to the war were the Dao, a breed capable not only of utilizing her powerful blades as weapons but also the earth itself. Using her abilities to cause localized earthquakes, or to force rocks within the earth to explode from the ground, the Pokégirl was feared by many when the human armies came across them. The obsidian-sharp rocks that she could utilize shredded body armor and tank armor, damaging equipment and in many cases outright killing numerous humans. They became prime targets as a result, and proved susceptible to sniping attacks that humans wound up adopting to take out the Pokégirls. After the War, the Dao fled to the mountains, disappearing within mines and caves for the most part and out of human history. Though numerous attempts were made to capture one, few succeeded thanks to the effectiveness of the Pokégirl’s defenses within a mountainous region.
However, the advancement of their abilities isn't quite what makes them stand out distinctly when compared with their preevolution; rather, Dao, as befitting to their evolutionary method, are warriors. Physically, this change is reflected with a possible increase in height up to, but not always being, 6ft tall on average. Their muscles are easily noticeable, though not to the extent of an Amachamp's musculature. As a breed, the Dao seem to prefer keeping their hair at shoulder length or shorter, a preference that researchers are not aware of the reason for. Their eyes take on earthy tones of brown, greens, or hazel (the latter being particularly common). The Dao are warriors, and as such have a mindset close to what one might expect from such a breed, often disliking the most technical solutions and believing that simple is best. This doesn't mean that they cannot grasp more intricate knowledge, just that the breed dislikes long speeches and technical information. One thing that makes the breed favored among tradesmen and tamers is the fact that they can sense what is nearby within the earth or within rock, which has led to numerous mining discoveries as well as plenty of leftover valuables from the revenge war. This makes the breed quite useful to reclaimers as well, as a result.
It is important to note that very few Dao have any respect for the swords designed by humans, especially metal ones; they usually consider such weapons fragile and not worth dealing with. In any case, self-discipline is something that comes easily to most Dao, but often at the cost of social awkwardness. In battle, the breed seems to prefer using her various blade techniques after an Earthquake or a Shockspike attack to unbalance her foes. With the ability to manipulate the ground around them, intrinsic skill with swords, and even limited psychic skill, they have an impressive array of ways to fight. However, it is rare to see a member of the breed who is willing to make complete use of all her powers freely; rather, it is the norm for them to specialize in their sword skills, with the additional abilities being used for assistance for herself and her harem sisters, should the battle also include them.
With this in mind, within a harem the Dao can become excellent leaders. With a tactical mind that is geared towards improvisation, this breed is a good choice for tamers willing to deal with the dedication of the Dao to her ideals and find that they are calm, confident, and dedicated to whatever they feel strongly about, which has made them a popular evolution with those tamers who felt slighted by the fact that their Earthmaidens often loved the earth more than they loved said tamers. This can also cause friction within a harem as a result, however, as the breed's somewhat militaristic outlook on life and harem can become quite a bother to numerous Pokégirl breeds. The Domina is a breed that finds the Dao to be an interesting pursuit- the Dao is quite resilient and can take lots of punishment, making the pokegirl a challenge for them. The response of the Dao, however, is as varying as the individuals themselves. When taming, the Dao dislike beds and many creature comforts, instead preferring to feel the cold ground and rock under her.
Feral Dao, though rare, may sometimes be found in rocky regions, such as in the mountains and even near volcanoes. They are quite territorial and prefer to make their homes in or near abandoned mines, sometimes even found in newer tunnels that they dig themselves to get to the precious minerals and metals inside. Often, they are found near where they were once born or went feral after their tamer/owner perished, leading some to believe that the Pokégirl still defends her old master/mistress' remains, something that has been romanticized by several movies. They only leave their unmarked territories when something of greater strength, such as a Giantess, run them out, and are known to wander aimlessly as a result. Thresholds are unusual, and only four have been known to happen in the world, as most female descendants from this breed threshold into, or become an, Earthmaiden instead.
Blade Spike (ATK 80): Obsidian-sharp edged blades erupt from the earth in a diagonal fashion, and withdraw back into the earth at the Pokégirl’s choice. Or, it may remain as an obstacle.
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DARK ELF, the Mystic S&M Elfgirl Pokégirl
Type: Very Near Human
Element: Poison/Magic
Frequency: Rare
Diet: Omnivore. Tends to lean toward a meat-heavy diet.
Role: Trackers and Hunters. Good tacticians, but better in urban and enclosed environments.
Libido: Average. Up to High with a trusted/favored tamer.
Strong Vs: Ghost, Poison, Rock, Psychic, Dark
Weak Vs: Steel, Electric
Attacks: Levitation, Bitch Slap, Erotic Kiss, Nipple Cripple, Spank, Needleshot, Toxic Sword, Vine Bondage, Vine Whip, Power Bolt, Shield, Hypnotic Gaze, Glare, Rune Chain (Lv. 20), Hydra Whip (Lv. 35) Enslaving Kiss (Lv. 55)
Enhancements: Longevity, Magical Affinity, Poison Affinity, Night-vision, Enhanced Speed, Agility, and Reflexes (x4), Intuitively learns Bondage Attacks
Disadvantages: Light attacks tend to disorient and in rare cases cause temporary blindness or to become light-headed
Evolves: Dark Lady (Moon Stone), Bondage Elf (normal), Bondage Queen (evolved Bondage Elf; normal), Enchantress (Mana Crystal)
Evolves From: Elf (Dark Stone), Drow Zee (Dark Stone)
Common tamer wisdom says, "You may be able to mistake a Drow Zee for a Dark Elf, but you'll never mistake a Dark Elf for a Drow Zee."
Most Dark Elves share common physical traits with the Drow Zee. Nearly all have obsidian-black skin and pointed ears from their elf heritage. The majority express blood red eyes and bone-white hair done up in various styles from elaborate to simple, depending on the amount of personal power a Dark Elf has (or just personal preference, in some cases). Occasionally, there are aberrations, and hair color will have a light purple or light blue hue, or even a startling blood red, with eye color running the gamut from amethyst to blue to golden (green has never been documented), but these are the exceptions, not the rule. Body type varies in height, and Dark Elves typically have larger busts than their Elf cousins, much to the Elf's dismay, varying from a healthy C cup to the occasional overlush double-Ds. There have been only one or two documented Dark Elves with breasts that are smaller than the average. Although much more rare than the Drow Zee evolved Dark Elves, those of this breed that evolve from an Elf typically have lighter colored skin, often ranging from a gray to a light blue, all the way up to a chocolate brown color. Their eyes become light-sensitive, and many threshold or domesticated Dark Elves resort to wearing sunglasses to assist with their vision during the day. However, physical similarities is about the only way that any tamer may mistake a Dark Elf for a Drow Zee, and the reasoning behind this is simple.
A Dark Elf's personality differs drastically depending on their environment. Among other Dark Elves, they fall into the typical habits of their known 'society', becoming ruthless, conniving, power-hungry, vicious and unforgiving. Having two Dark Elves in a harem is typically asking for trouble, unless one of the two is willing to accept the other as the more powerful of the pairing. Even then, the conflict never really ends. It merely subsides, picking the occasional moment for the subservient Dark Elf to test the dominant one's defenses. This, needless to say, can be very damaging during a pitched Tamer battle. This attitude amongst other Dark Elves is the reason this Pokégirl breed is so rare. When amongst themselves, without an external threat, they turn on each other, dominating and killing in displays of power. Older Dark Elves are respected, not, per se, for their personal power(which is typically impressive), but because they have lived for so long, and are considered to have the title 'Matrons'. This does not save them from normal power plays and betrayals, they just have enough sense and power to survive these trials with little problem. When outside the societal structure that occurs whenever Dark Elves congregate, they do a complete about-face in terms of personality. Dark Elves are typically proud and noble, holding themselves with great pride to be what they are. Their power-plays and betrayal never express themselves among groups of Pokégirls that -aren't- Dark Elves, beyond normal harem dynamics. When questioned, Dark Elves seem to imply that such things, when not amongst other Dark Elves, aren't worth their time. It has been noted by several researchers, however, that some Dark Elves simply do not care for such political maneuvering amongst their own kind, although this is typically found in those that evolve from Elves. So far, there is no evidence to support why this is the case, although there are some researchers looking into the matter.
One surprising trait that all Dark Elves share is a specific weakness towards males. This is what makes them so valuable to Tamers. A Dark Elf rarely, if ever, attempts any type of dominating powerplay against a Tamer. When bonded, they are almost whorishly slavish and faithful to their Tamer and/or Owner, offering themselves no matter the time or the place, making helpful suggestions and overall being very, very useful and protecting. Nothing is so amazing to watch than a Dark Elf successfully keep a Domina from having any effect on their mutual Tamer. This trait is so universal among Dark Elves and so ingrained in their psyche that it's nearly impossible for a female tamer to keep a Dark Elf in their harem. Unless the female tamer psychologically manipulates the Dark Elf to see the female as falling into the role of her 'Matron' - a tricky, and troublesome effort at best. Most Female Tamers don't bother, instead viewing Dark Elves as very valuable trading Pokégirls. All in all, it's this quirk of the breed that makes them universally distrusted by all Anti-male organizations, and viewed with some amusement by such groups as the Amazon Preserve. Initial research into Dark Elf pack dynamics was met with some skepticism when first documented. Most Researchers claimed that such viciousness would have the entire breed dying off in quick order.
They were right, but the solution to this problem wasn't documented for many years to come. Every so often(the specific trigger is unknown, but speculated to occur whenever the year is what was once called a 'leap year', a group of Dark Elves will undergo a Breeding Frenzy, their libidos ramping up to 'Extremely High' as they mate with themselves, other Pokégirls, and any Tamer that happens to come along. Despite having a normally low-level feral state, during their Breeding Frenzy, they fall into a near mindlessness. Typically lasting a week, once past, all Dark Elves that were triggered undergo parthenogenesis. This population boom is what keeps Dark Elves as a breed from dying out. Notably, they are NOT easier to capture during this frenzy, but a smart tamer can successfully lure a powerful Dark Elf away from the group and capture (or bond) her once the frenzy passes.
For many Dark Elves, being captured within bonds is a close, intimate thing that can enhance pleasure by extracting a small amount of pain at most- hurting the one she is with is something that she tries to avoid. It's the intimacy that she truly enjoys. The ability to not fight back, to trust her partner, is a thrill that a Dark Elf loves. This is a fairly sharp contrast to the Domina's line of thinking, and having one of both breeds in the same harem is not suggested, as the Domina breed will often attempt to break the Dark Elf and mold her to her ways in many known and reported cases. In any case, Dark Elves rather dislike the Domina breed, and Domina view them as if they were apprentices (whether or not the Dark Elf agrees with them). Often, this leads to fights that lead to a taming session at some point, as each will attempt to maneuver the other into some sort of bindings. It seems that neither breed is willing to let it go, however, hence the suggestion that no tamer should have a Domina-breed or a Dark Elf in the same harem at the same time.
Every so often, a Dark Elf will be born that does not express the typical glee and hunger for the cut-throat social dynamics of the Dark Elf society. Instead, they find it tragic, lamenting their sisters bloodlust and escaping their society as soon as possible. Normal Dark Elves refer to these individuals in a mixture of contempt and humor as 'Drizzlings', and most Tamers get the impression normal Dark Elves are having a very good laugh at their 'reformed' sisters expense. These 'Drizzlings' often have a sweet-as-sugar attitude when among humans and Pokégirls, making them even more valuable among Tamers. These 'Drizzlings' are often accepted by Dark Elves that evolved from elves, and are often found in their own little colonies away from any contact with what are considered 'typical' Dark Elves. Strangely, Dark Elves that evolve from Elves that follow this attitude are considered 'normal' amongst those that are typical Dark Elves. Researchers speculate that this is due to the fact that they can be identified easily (their skin coloration is most commonly lighter than the typical Dark Elf has), though this has been neither confirmed nor debunked.
Dark Elves, while not making a good Alpha, often make an excellent Beta, as they are willing to submit to another Pokégirl that expresses more power or intelligence than them. They make excellent mothers to human males, but terrible ones to human females, viewing them with contempt that they were born with such a weak body, and often urge them to undergo threshold as soon as feasible. Dark Elves claim that they typically get along well with other Pokégirls, including other elf breeds. Elf-type Pokégirl would claim otherwise, citing the Dark Elf's normally superior and noble attitude resulting in a number of conflicting incidents. However, other than the obvious attitudes towards Domina and most other Elf-type Pokégirls (other than Drow Zee, it seems), the Dark Elf's claim seems to be the most prominently supported amongst tamers and harem studies that have been polled.
During the end of the war, when Dark Elves became somewhat more common in Sukebe's army, they were found in small groups of four to six Pokégirls that would track and hunt down human survivors trying to escape the cities that the Pokégirl armies had overrun. However, their numbers remained small for reasons unknown to humans until the first Tamers came into being, at which point it was learned that Dark Elves, despite their origins, seem to be independent as a whole, despite found in groups. After the war, the Dark Elves were not often found or captured, and they were a relatively unknown breed until 87 AS or so, when the first recorded instance of an Elf evolved into a Dark Elf. It wasn't until 93 AS that a Drow Zee was found to evolve into one as well. Since then, they have been found in harems throughout the world. Feral Dark Elves, however, are difficult to find, although they have been recorded to live underground and among the remains of old city ruins from pre-Sukebe times. Ferals of this breed are a very individualistic bunch, with some living with others in groups of around half a dozen, while others hunt and live in pairs or singly. Semi-feral dark elves are found more commonly in city ruins than in caves, scratching a living off of the what they can find to eat in and around their territory. Often, it's the ones that live in caves that manage to get along better than most Dark Elves that live together, though there have been some documented times when small groups of Dark Elves manage to live together in peace. When in larger groups, however, is when their dislike towards one another gets completely out of hand.
In battle, Dark Elves are a fearful type to behold, as they prefer to fight from afar rather than up close, and they are equally useful in standard battles as they are in sex battles. Their speed and magical attacks allow the Dark Elf to outmaneuver many opponents, and if not, can use several attacks that can wither down her opponent at any given range. Their levitation technique allows them to not be hampered by terrain like other elves might be, a major advantage against other Pokégirl types that are land-bound. However, their strength is something left to be desired, although most tamers do not mind this problem if they can train the Pokégirl enough. In a sex battle, their magical abilities give them several advantages, the least of which being their Rune Chain technique to bind the opponent. With this in use, there's little that the opponent can do until the Dark Elf releases her. This is a favored technique of all Dark Elves, even while being tamed by her tamer or in any battle- a bound target is easier to hit and deal with, and in taming it just excites a Dark Elf more. And combined with the Dark Elf's natural intelligence when it comes to strategy, these Pokégirls are often considered for an Alpha or Beta position within any harem. Towards the others in her Tamer's harem, a Dark Elf is perhaps a little condescending towards those who are weaker, but rarely is it taken out of control. She does enjoy being allowed to assist her tamer with taming other Pokégirls, however. There is one thing to note about Dark Elves, however, that a tamer that uses her in a combat harem should be aware of: they are easily blinded by sudden flashes of light, thanks to their light-sensitive eyes.
Unlike normal Elves and the typical Elf breeds, Dark Elves can survive and thrive easily in a much wider range of environments, and are not limited to non-polluted areas. They typically prefer underground areas, such as naturally formed caves, but a number have professed a liking toward the more run-down urban structures when properly reconditioned.
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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 MAIDEN, the Pitch Black Pokégirl
Type: Very Near Human
Element: Dark/Magic
Frequency: Rare
Diet: Omnivorous
Role: Assassin, Manipulator of darkness
Libido: Medium (Prefers Nighttime hours)
Strong Vs: Psychic, Ghost, Poison
Weak Vs: Bug, Fighting
Attacks: Double Throw, Instant Toss, Mana Break, Dark Bolt, Dark Blade, Dark Shield, Shroud of Darkness, Shadow Teleport, Black Sky
Enhancements: Enhanced Speed(x4), Enhanced Dexterity(x5), High Intelligence, can see without difficulty in natural or magical darkness
Evolves: Magic Knight (Dawn Stone)
Evolves From: None
While some of Sukebe's Legions learned to strike from the shadows, the Dark Maiden brought the shadows with them. While most Dark-Types specialize in dealing Dark-Type damage, the Dark Maiden is also a master of magic that brings about darkness and snuffs out light, and are proficient, silent assassins. Capable of seeing perfectly in the absence of light, these Pokégirls do not fear the night – they embody it.
Dark Maidens tend towards, ironically, pale white skin and jet black hair, with styles varying from individual to individual. If the hair color does vary, it is nearly always of a dark shade. A small number of Dark Maidens, however, may be found with various elven traits, such as the signature ears, or possibly skin tones. This is believed to be because Sukebe used small amounts of elven DNA with the Dark Maiden's creation, which can sometimes manifest itself in these individuals.
It is because of this trait that the Dark Maidens were long thought to have some sort of evolutionary link with the Elf lines, however, no such evolution has occurred to date.
Confident masters of the dark, Dark Maidens carry themselves with pride, even as they render their foes helpless and move in for a kill. They have an elegant presence, and they like it that way, tending to get annoyed if they are forced to abandon that elegance.
A strange quirk, often to the annoyance of those who own Dark Maidens, is their tendency to pick an individual they see with some regularity, often a harem sister, and to raise hell at their expense. Researchers aren't sure if Dark Maidens see them as a sort of rival or if they just bug the Dark Maiden that much, but regardless, the result can be quite a hassle, and is one of the reasons why the breed is not incredibly popular.
Dark Maidens are rarely spectacular at straight-up combat. They are not particularly tough or strong, but they are light on their feet and have excellent coordination, making them excellent at wielding finesse weapons, such as their weapons of choice, daggers and throwing knives. They typically take full advantage of their ability to blanket an area in darkness, and then of their opponent's disorientation, using Shadow Teleport to strike from behind, or their high speed to quickly rack up hits. They also can fight either up close, with their daggers or Dark Blade, or from a distance, using throwing knives, Dark Bolts, or the mighty Black Sky.
It's important to note that Dark Maidens cannot summon weaponry like some breeds can, and so must rely on purchased weaponry. Those who are willing to cash out for an enchanted dagger (or whatever the individual's preferred weapon is), will typically make their Dark Maiden a very happy girl, and, should the Dark Maiden be pleased with her master, treat the weapon well and with utmost respect. (One should be cautious, however, if they don't.)
Despite their usual, naturally 'dark' roles, Dark Maidens are not inherently sadistic, even to those they choose to trouble, and indeed are quite variable in their personalities. They are quite capable of kindness and generally get along well with other breeds, so long as one can get used to her noble airs. Those Dark Maidens whose elven heritage has manifested itself can sometimes be seen in elven courts, generally fitting right in, and often taking up a role as bodyguard to the Queen. Despite the name, such Dark Maidens are fully considered elves, including for the purposes of an Elf Queen's ability, and, though they do not have the Longevity of a true elf, often gain Slow Aging as an enhancement.
Dark Maidens are highly intelligent Pokégirls, and are fairly popular among League officials and researchers as assistants. They are also prized for their ability to see during the night, making them perfect for acting as nighttime guards, a role that both officials and tamers are thankful for.
Feral Dark Maidens have an instinctual dislike of bright lights, particularly the sun, and so are rarely found active during the day, much preferring to act during the nighttime hours. They rarely can be found alongside Vampires, using their abilities to protect them from light-based attacks...assuming they can stand being the likely target of their mischief. Tamed Dark Maidens can operate normally day or night, but find that they prefer the darkness best.
During the Revenge War, Dark Maidens were used less for their assassination abilities and more for their ability to blanket areas in darkness, blinding whole enemy squads while they and other Pokégirls hammered them with attacks from a distance. This often had a powerful effect on the morale of the enemy forces who were able to witness these attacks, watching as their comrades flailed about aimlessly in the darkness before being picked off.
Because of their opposed natures, Dark Maidens have a natural dislike of Light Maidens, and will do their damnedest to knock the lights out of them at the first opportunity. Often, but not always, this rivalry will continue even as Magic Knights. Ironically, as both Maidens possess a method to conceal themselves from the other's sight, such fights are often awkward affairs, neither opponent really sure where the other is...
· Shroud of Darkness - (Effect) The Dark Maiden surrounds the area around her or a specific point in space in complete darkness. If she is the center of the effect, the effect follows her as she moves. Otherwise, it stays centered on the original point. From outside the area of effect, the ability appears as a slightly darkened bubble of space - one can still see through it, but once one steps inside the effect, the spell completely blankets vision. The initial radius of the effect starts at around ten feet, but can grow to around fifty or possibly higher. Dark Maidens may choose to darken the 'bubble' caused by the ability to pitch black even from outside vision, preventing others from seeing what occurs within - or beyond - the shroud.
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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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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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DILDOQUEEN, the Shemale Pokégirl
Type: Very Near Human
Element: Normal/Poison
Frequency: Rare (Extremely Rare Feral)
Diet: human diet, favoring vegetarianism
Role: Taming aide, sexual education and experimentation, breeding
Libido: High, strong desire to penetrate others
Strong Vs: Ghost, any sex-based Pokégirl
Weak Vs: Fighting, Magic, elemental attacks
Attacks: [as Dildorina], Relaxing Gaze*, Shemale*
Enhancements: Functional penis, Toughness x8, Endurance x8, expertise with sex toys, ability to summon sex toys, Poison Resistance x8, Strength x2
Evolves: None
Evolves From: Dildorina (normal, focus on penetration)
The Dildoqueen is one of those Pokégirls that absolutely baffle even the most knowledgeable Researchers, and frighten all but the most sexually adventurous Tamers. The reason in this case is simple: she's a Pokégirl with a little... something extra.
Dildoqueens are classified as a Very Near Human breed of Pokégirl, being unmistakeable from very beautiful human females until they get aroused. They are perfectly at ease with their bodies and make sure to take good care of themselves, even when feral. They prefer to wear clothes that enhance both their feminine beauty and sensual appearance. Not surprisingly, Dildoqueens are extremely good at seducing people. Once one does get aroused, however, it becomes very obvious what she really is-- a hermaphrodite with a rather prominent and fully-functional penis, the breed's identifying feature. Some Dildoqueens have testes as well, and no vagina, making it impossible for them to get pregnant. Even Dildoqueens without testes (and with a vagina) can ejaculate large amounts of semen, through mechanisms even they don't understand. For a long time, largely thanks to a Watcher named Doug whose harem of big-wingered Dildoqueens provided most of what's known of the breed, it was believed that the Dildoqueen's penis ranged in size from "large" to "ridiculous". More recently, a few bashful Dildoqueens have revealed that their penises actually run the same size range as those of human males, including some "to the left of the bell curve".
Dildoqueens can impregnate Pokéwomen and induce parthenogenesis in Pokégirls with the resulting offspring always being the base level evolution of whatever the impregnated pokewoman or Pokégirl was. This makes Dildoqueens highly sought after by Breeders, but most Dildoqueens take offense at being thought of as nothing more than a walking sperm tank and will spurn those who treat them as such (arranging impregnation attempts without the 'queen's consent first, for example). Strangely, a pokégirl or Pokéwoman who approaches a Dildoqueen with a request to be impregnated will never be turned away and a Dildoqueen will do her very enthusiastic best to make that pregnancy happen. Female Tamers with a Dildoqueen in their harem are advised to be cautious - Dildoqueens can impregnate humans as well. In such cases, the child is either a human girl or a Dildoran. The maternal instincts of a Dildoqueen are very strong. Should she impregnate a Harem-sister (or her Tamer), she will take great care of the baby and will protect it at all costs. Tamers are advised not to separate a Dildoqueen from their child until the girl is at least three years of age or unless they really enjoy getting mauled. Not even a Level 5 Taming Cycle will cause the Dildoqueen to forget that she had/fathered a child.
A Dildoqueen is still much better at sex combat than she is at true combat, though she's not exactly shabby at traditional combat any more, either, having developed even more stamina and some strength from so much sex as a Dildorina. A Tamer who trains a Dildoqueen in weapon techniques for use with summoned dildos can often acquire a huge advantage simply by surprising the opposition with a pokegirl normally associated with sexbattling. Unlike Dildorinas, who have a huge variety of sex attacks, Dildoqueens have usually (not always!) specialized in penetration techniques that make good use of their new anatomy. They do make heavy use of Lust Dust, "This'll Feel Good", and Relaxing Gaze to calm their opponents and prevent rejection, of course.
In a harem, Dildoqueens are very good at keeping the peace and smoothing over any friction between Harem-sisters, using their Relaxing Gaze to calm others and settle arguments peacefully. They do not actively seek a position of power in the harem, instead relying on their skills of seduction to get things done. They do make quite effective Alphas, though it's not a position they relish, aside from being able to Tame their Harem-sisters more often (rank has its privileges, after all).
When it comes to Taming, Dildoqueens can be problematic for obvious reasons. With their high libido, they greatly enjoy sex and like to have it often, but they do have a penis and they don't like it if their Tamer pretends it doesn't exist. While they don't expect to get a blowjob every session, every Tamer with a Dildoqueen in his Harem will have to face the fact that she'll want him to let her to penetrate him in some way. Female Tamers, on the other hand, usually don't experience problems with Dildoqueens, provided they don't forget the condoms. Finally, since all Dildoqueens were at one point in their lives Dildorinas they have a great knowledge of sex toys and derive a lot of enjoyment from them. Although it's no longer the primary focus of their sexual enjoyment, a Dildoqueen is never short on toys.
Feral Dildoqueens are extremely rare and their behavior is mostly unobserved. From what Researchers can tell, feral Dildoqueens are moderately territorial and tend to form a kind 'feral harem' of feral Pokégirls found in the area, who protect her in return for sex and companionship. They usually don't bother intruders unless provoked (a Tamer trying to catch one of the 'harem' may find himself mobbed). While the ferals only intend to drive the intruder away, there have been cases of Tamers trying to stand up against the entire 'harem' and being killed in the process. Not surprisingly, many of the Pokégirls in a feral Dildoqueen 'harem' are almost always pregnant. Leagues with strong anti-Pokégirl sentiments point to this fact and claim that Dildoqueens are responsible for the large feral population and argue that, in order to keep feral numbers under control, a bounty should be placed on Dildoqueens. Most researchers, however, scoff at these claims saying that feral Dildoqueens are much too rare to have any significant impact on feral population numbers. Surprisingly, feral Dildoqueens do not resort to Gender Dust the way feral Dildorinas are known to, though this doesn't exactly comfort the male Tamers confronted with one.
There are no known cases of girls Thresholding directly into Dildoqueens. Threshold Dildorans and Dildorinas becoming a Dildoqueen usually have no problems with the transition, although they do tend to jerk off a lot for the first few days after the evolution.
Relaxing Gaze - the Dildoqueen gives the subject a comforting and kindly look that reduces the chance for rejection if she wishes to use a sex attack. Also shown to calm those in other distressing situations, such as anger or illness.
Shemale - a penetration technique using the Dildoqueen's penis. Has a high chance for rejection unless preceded by Relaxing Gaze and/or "This'll Feel Good". Risks impregnating or inducing parthenogenesis in the subject if female.
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DILDORAN, the Embarassing Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Uncommon
Diet: human foods, typically vegetarian
Role: sexual experimentation, Taming aide, sometimes starter for a female Tamer
Libido: Average, strong toy fetish
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Thrust, Wood Pecker, Summon Simple Dildo*
Enhancements: Toughness x2, ability to conjure dildo, fascination with sex toys
Evolves: Dildorina (normal)
Evolves From: None
Dildoran is a Pokégirl whose fetish for sex toys makes her as much a public embarrassment as it does a public nuisance. Since they tend to prefer a fake penis to a real one, no male Tamer will readily admit to having a Dildoran, and if found to have one, will say he’s just holding it for someone else for fear of embarrassment.
Ironically, the Dildorans are usually as embarrassed as their Tamers are about their fetish for using their toys on themselves and others! They know how badly they're regarded by Tamers in general, and as a result try to hide their fetish and pass themselves off as another Very Near Human breed, such as Ingenue or Bimbo. Some Dildorans are so good at this charade that only a Pokédex or similar technology can identify them (barring identification spells).
Despite their fetish, Dildorans don't know much about sex toys, and can only use a simple dildo with any proficiency. The signature ability of the entire Dildoran line is to magically summon a duplicate of a dildo they've used before, but due to their inexperience, Dildorans can't conjure one more than ten inches long, and no vibrators or other fancy gadgets-- a simple dildo or nothing at all. They're better at sex combat than they are at actually fighting, but that isn't saying much, especially when it comes to Pokégirls who dislike penetration. More than one clever sex-fighter has gotten the better of a Dildoran in a sex battle simply by taking away her dildo and using it on her!
Most Tamers who keep a Dildoran around use her to help Tame their harems, particularly female Tamers who get saddled with heterosexual Pokégirls that crave the feeling of penetration, or the occasional male stuck with a lesbian Pokégirl. Dildorans are not unusual as starters for women who go into Pokégirl husbandry for this reason, and most of these quickly gain enough mastery with their toys to become Dildorinas. Some humans also keep Dildorans as pets, finding it adorable and arousing to watch one fumble around with a new dildo.
Feral Dildorans are easily identified, despite how hard it is to tell a domestic or Threshold Dildoran from a human or a Very Near Human Pokégirl. They tend to run around wildly, makeshift dildos stuck in their cunts, madly humping everything in sight. As a result of their erratic behavior and possibly diseased and weakened state from unsanitary masturbation, Feral Dildorans are quite rare and have a very short expected lifespan. They are fairly easy to capture, usually by male Tamers who get rid of them as soon as possible, though some less than fortunate humans and Pokégirls have reported being "traumatized" by a Feral Dildoran, especially by use of Wood Pecker with a stick or a pine cone that resulted in splinters in painful places.
Threshold Dildorans often don't realize what they're becoming and mistake themselves for a different breed, though others in the same household as one will usually catch on to her growing fetish no matter how she tries to hide it. They usually come from Dildoran/Dildorina/Dildoqueen heritage, though some have been known to pop up in families that run high to other fetishes that also incorporate a lot of toy-play, such as BDSM. It has been confirmed that almost any Pokégirl ancestry can throw a Threshold Dildoran, giving Thresholding human girls yet another thing to worry about.
Summon Simple Dildo (EFT) - The Dildoran conjures a simple, lubricated dildo, a maximum of ten inches (25 cm) long and two inches (5 cm) in diameter, that she has used before and is proficient with. This dildo vanishes after use or if dropped for any other reason (including slippery grip due to the lubricant!).
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DILDORINA, the Sex Toy Expert Pokégirl (also the Tamer's Aide Pokégirl)
Type: Very Near Human
Element: Normal/Poison
Frequency: Uncommon (Very Rare Feral)
Diet: human diet, commonly vegetarian
Role: Taming aide, sex ed instructor
Libido: High, strong toy fetish
Strong Vs: Normal, Fighting, Poison
Weak Vs: Ghost, Dragon
Attacks: Thrust, Wood Pecker, Summon [toy]*, This'll Feel Good*, Spank, Erotic Kiss, Lust Dust, Pump, Gender Dust, others vary by individual [Note: Due to the huge number of different sex toys in existance, listing all the potential sex techniques for Dildorina is considered impossible. A few basic toys and techniques may be listed in the Techniques Primer]
Enhancements: Toughness x4, Endurance x4, fascination with sex toys, expertise with sex toys, ability to summon larger and more complex sex toys, Poison Resistance x4
Evolves: Dildo Queen (normal, focus on penetration techniques)
Evolves From: Dildoran (normal)
Once a Dildoran learns enough to become proficient with a wider variety of sex toys, she evolves into the toy expert Dildorina. Despite her name, she is no longer limited to simple dildos, and as she grows more and more experienced, she can summon a wide variety of vibrators, dingers, and other novelties, of which she has an instinctive understanding. She also develops a number of abilities to enhance the pleasure her partners get from sex with her. Male opinions on her vary: some learn very quickly to enjoy her new toys and abilities for themselves, others recoil in horror from her new powers. As with Dildorans, most male Tamers caught with a Dildorina in their Harem insist that they're merely keeping her for a female friend, and most Dildorinas are found in the company of female Tamers as Taming assistants for the harem. Sometimes they're found at Pokégirl ranches as well.
Whether she changes any physically in evolution is largely up to the attitude and condition of the Dildoran prior to her evolution. If she's secure in her own appearance, little change is likely to happen. Otherwise she may go up or down a bra size, grow slightly taller or smaller, or change the length of her hair. More significant details don't change, and she remains Very Near Human. Ferals don't care enough to change.
Unlike Dildoran, Dildorina is much more confident in her sex toy fetish and less likely to try to disguise herself as another breed. She's proud of her knowledge and skills with sex toys and is ready to demonstrate them to anyone who will sit still long enough for her to start whispering "This'll feel good...". Most Dildorinas are bisexual and enjoy chasing men as well as ladies, but they generally understand that a lot of men are going to be hesitant at the thought of being molested with sex toys and will back off if the answer is "no" (though this doesn't necessarily preclude the man in question finding his bedding covered in Lust Dust later). Many Dildorinas are happily lesbian. Despite being a valued Taming aide in many a female Tamer's harem, they do not covet the responsibilities that come with the alpha position.
The trend of being a lover, not a fighter, continues with Dildorina. A few Dildorinas can learn to use some of the simpler weapon techniques with their dildos, and they're tougher and have developed some poison resistance, but they generally favor sexbattling. Unlike Dildoran, however, Dildorina shines at sex combat. She tends to show off her new Poison subtype by opening a sexbattle with Lust Dust, Erotic Kiss, and This'll Feel Good to eliminate the possibility of rejection and attract the opponent before summoning a toy and getting down to business. In addition, her newfound expertise with a wide variety of sex toys and techniques allows each Dildorina to specialize; one may focus on vibrators and external erogenous zones, another may favor vaginal/anal double-penetration, while a third uses simple techniques with many different toys to overwhelm an opponent with sensations. Surprisingly, their own pleasure thresholds are rather low, but Dildorinas present such an overwhelming offense that few opponents get the chance to find that out. If facing a Dildorina in the sex ring, try a plant-type that can use Vine Bondage or a whip technique from a distance; then, as with Dildoran, try to steal her toy and use it against her.
This doesn't mean a Tamer will get away with preventing a Dildorina from using her toys in the sack. Some people swear that Dildorina gets more pleasure from using her toys on another than she does from the Taming act itself. Male Tamers who keep Dildorinas find that their Pokégirls are surprisingly agreeable otherwise; if he truly does not like the idea of a sex toy anywhere near his body, a Dildorina will accept a threesome where she uses her toys on a harem sister while he Tames her. Dildorinas with female Tamers rarely, if ever, have such problems with Taming, but if they do then the same alternative may be presented.
Feral Dildorinas are harder to readily identify than Feral Dildorans, because they don't behave as erratically. They're also quite rare, as Feral Dildorans usually do not survive long enough to evolve. However, they are a fright and a challenge for most male Tamers, as they may have an entourage of friendly Ferals, and also because many can (and will) use temporary Gender Dust on a male (thankfully, it's been proven that they cannot create the permanent version of Gender Dust). Most male Tamers sell or give away a Dildorina as soon as they've captured her.
Threshold Dildorinas are extremely rare, but it's been proven that their occurence can be influenced by educating girls likely to become Dildorans on how to use sex toys. Threshold Dildorinas are usually too busy enjoying themselves and others with their toys to mind the transformation much, though some are upset that men now avoid them like the Plague.
Summon [toy] - the Dildorina or Dildoqueen conjures the toy out of thin air. The toy is lubricated, and disappears after use or if discarded.
"This'll Feel Good" - a seductive whisper promising good things to come. It reduces the likelihood of a sex technique being rejected, even if the subject ordinarily doesn't like the technique in question or is male. Requires a common language between user and subject.
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DIVA, the Singing Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Uncommon
Diet: Human-type diet
Role: Morale boosters, Pokégirl Support
Libido: Average
Strong Vs: Ghost, Pokégirls weak against sonic techniques
Weak Vs: Fighting, Rock
Attacks: Sing, Dance, Butt Wiggle, Cheer, Yell, Whistle, Anti-cheer, Sexy Beam, Various Song Techniques (often named by the Pokégirl or her tamer)
Enhancements: Increased Lung Capacity, Pitch-perfect, Perfect Recall, Song magic-casting, Enhanced Durability (x2)
Evolves: None
Evolves From: Ingenue (normal)
During the end of the war, Sukebe had to try and stall for time as the humans began to convert his forces to their side. In his rush to ready for the final battles, numerous new Pokégirls were created, in part assisted in their creation by other Pokégirls, others by himself. It is a wonder that he managed to give enough resources into the creation of the Diva, however, to bring support to his Pokégirls and to make his forces better able to defend themselves against the human and Pokégirls that attacked them. But for the Diva, singing their songs was their reason for being. Using their songs, the Divas made it all the more difficult for the human forces to drive on, the songs increasing their charges' abilities to points that even the converted Pokégirls had never seen before.
Divas sing. It's what they do. It's what they were made for. It is, for them, a life-long obsession. They can find song in anything, and can find a reason in anything -to- sing. The problem arises in that, once they begin singing, they find it rather difficult to stop. Fortunately, it is much easier for her to decide not to sing than to just erupt into song at any given moment, and even the slightest nudge can break her singing trance if she's not weaving one of her magically powered songs into being with each note. Feral Divas, on the other hand, tend to sing more than a nymph tames, which makes them easy to find by both Tamer and other ferals. This issue made many Diva easy to find after the revenge war and to subvert for human usage afterward. Although many leagues and the tamers within them find little place in a battle harem, within the few leagues that utilize non-combatant Pokégirls there is a place for them.
A supporting role, just like Sukebe used them for, is exactly what Tamers have found their usefulness to be. Most Researchers agree with this, classifying the Diva as one of the few pure Support-role Pokégirls. While often not useful in regimented Pokégirl Combat, in free-for-alls where they can be protected and placed in the rear of battle near the Tamer, they can use their Song and Dance attacks to great affect to turn the tide of a large-scale battle. The Diva's obsession with singing remains, however, and it takes a very good Tamer to train a Diva to use their abilities only when ordered to do so. Their songs can relieve stress from their targeted harem sister(s), or increase their battle skills, and even enhance their abilities beyond what is normal for the Pokégirl. Some have been known to even heal their harem sisters with songs that urge the increase of their metabolism. Other songs often include exciting the targets for a taming or to get others to cheer and go along with the song, sometimes singing in accompaniment. Some tamers don't bother trying to tame the Pokégirl, and it's an all-too common sight to see a Diva with a lockable ballgag stuffed in her mouth when in a Harem - or, kept as a pet. It's a remark of great accord given to a Tamer to say that he 'Could control a Diva', meaning that said Tamer has a harem that obeys every order without hesitation or question.
Physically, Divas tend to go up one bust size when evolved from an Ingenue, and most have C to D cups. All other aspects of Divas vary naturally, like a normal human woman. Sexually, Divas are bisexual, with not only powerful and disturbingly dexterous oral muscles, but impressive tongue muscles as well, making them popular sex partners for male and female partners alike. They respond well to BSDM play, though often protest otherwise when questioned outside of taming. Socially, there are a number of Pokégirls Divas are infamous for getting along well with, such as Moogirls, Tarentellas, and Xerablondis. Having all four of these types in one harem typically produces chaos said to make Macavity shed a tear of pride in appreciation for.
A few rare Divas suffer from various afflictions that render them unable to sing properly, such as being tone deaf or possessing weak lungs. These odd Divas rarely survive past threshold due to the resulting depression and suicide rate, and most respectable Breeders refuse to allow these Divas to undergo parthenogenesis.
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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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DOMINA, the Aggressive Pokégirl
Type: Very Near Human
Element: Plant/Poison (leather is NOT a valid element)
Frequency: Uncommon
Diet: human style food, heavy on meat
Role: frequently domesticated Pokégirl, often used to discipline/oversee other Pokégirls. Also commonly used by criminal elements.
Libido: High
Strong Vs: Tomboys, Ingenue, non elementals
Weak Vs: Psychic, elementals
Attacks: Rose Whip, Call Me Queen, Poison Lash, Dominate, Sex Attacks 1 & 3
Enhancements: Toughness, Hypnotic Gaze/Voice, Healing Factor
Evolves: Dominatrix (normal), DragonQueen (Dragon E-Medal)
Evolves From: Nymph (Dark Stone)
Nymphs are already an extremely sexual race of Pokégirls, enjoying practically anything thrown at them. When exposed to a Dark Stone, they become something very similar, but with a slightly demented twist. They lose their power over pheromones, but instead gain the ability to use poisons and various plant abilities. Their sexual appetite changes from loving virtually everything, to loving two specific things: Pain and domination.
Their tastes in clothes change as well. They absolutely love any sort of leather clothes, ranging from being absolutely covered in it, or just barely being covered enough as to not be nude. No one knows if they make their own clothing or just get it from somewhere, but it is agreed the Domina leather is top notch.
Personality wise, Dominas are difficult to control and not recommended for beginning Tamers. They have some minor psychic talents, mainly their ability to use a gaze/voice attack called Dominate. Tamers that do not have a strong enough will often find themselves at odds with a Domina, constantly having to prove their dominance over them or using their other Pokégirls to do so. Tamers such as these are encouraged to either trade her away or evolve her to a Dominatrix, where she will mellow out a little bit.
To have a willing and submissive Domina, a tamer must show that they are the dominate one in the relationship. This can be carried out either through being forceful during sex, somehow being able to ‘project’ their will onto her, most likely through a blood gift, or just generally resisting her sexual advances and showing it doesn’t affect them. Even then, sometimes a Domina will still believe she is the one in charge, or just won’t be as loyal as a Pokégirl should be. There is one way to get a very loving and loyal Domina. Control is something they love more than anything, and giving it up is something they almost never do. If a tamer can show that they are the dominate one, and then give up some of that control back to her, she will do almost anything for him/her.
Their method of attack fits perfectly with their name. They strive to cause pain and to dominate her opponent. Their Rose Whip technique is a layered ability, forming a whip-like tendril out of a common plant, which they can then use for a variety of attacks, with the multitude of thorns on it, it is perfect for the amount of pain they love to inflict. They can also use Poison Lash to coat her whip in poison to further break down her opponent. They are also resistant to pain and physical damage, and they heal faster than normal.
It should be noted that while Domina are a common Pokégirl in criminal organizations, they are not evil. They are best described as having very loose morals and don’t mind doing whatever it takes to have their fun with someone.
There are breeds with a natural resistance to the attacks of Domina and Dominatrix, such as the various cat-types and armored varieties like Valkyrie. Others are actually more susceptible, such as Ingenue and Tomboy. People with genes from these Pokégirls are more inclined to resist the effects of a Domina.
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DOMINATRIX, the VERY Aggressive Pokégirl
Type: Very Near Human
Element: Poison/Plant
Frequency: Common (Domesticated) Rare (Feral)
Diet: Human, heavy on meat
Role: Disciplinarian
Libido: Average to High
Strong Vs: Weak-Willed, Celestials, Water
Weak Vs: Magic, Fire, Fighting
Attacks: *Love Sting, Rose Whip, Binding, Blinding Lash, Foot Lasher, Wrap, Intimidate, Poison Mask
Enhancements: Enhanced Toughness (x3) Increased Healing, Whip Mastery
Evolves: Killer Queen (normal) Venom Mistress (contract with Sexebi) Mistress (multiple orgasms during bondage sex)
Evolves From: Domina (normal)
The Dominatrix is considered an improvement all over to her pre-evolved form. She is taller, curvier, and just plain better looking all around. Her tastes in clothes usually remain the same as her previous form, I.E. should be illegal. Either she wears next to nothing or something extremely tantalizing.
All people who have owned a Domina say that it was to their immense relief when she finally evolved. She calms down substantially from her previous form. She has a greater sense of self-restraint and knows how to mix pain and pleasure to a much finer degree. Some people have stated that they were not into S&M at all until they met a Dominatrix, now they can’t get enough of it.
Dominatrixes are actually commonly domesticated. They are great disciplinarians and teachers. Schools employ one or two to help keeps students in line; even the military uses them to train soldiers. In a strange twist on her previous form, where a Domina is a horrible starter, if one is somehow able to get their hands on to a Dominatrix, they make excellent starters.
Feral Dominatrixes aren’t very common since they are a valuable asset to the community. If found, the best way to capture and subdue one is with a Fighting type. Their increased strength is enough to shrug off most attempts at binding.
Do NOT be fooled by her calm demeanor though. It is true, she has learned a lot of self restraint, but that does not mean she has lessened her tastes in sex. If anything, it has gotten a lot kinkier and depraved. Be warned, not all Dominatrix will calmed down upon evolution, but their tastes will still increase. Tamers have stated that after long periods of time with their Dominatrix they actually started to lose the sensation of pain in parts of their body. Tamers who are into the martial arts often employ Dominatrix’s to numb them to pain and strengthen their minds.
In combat there is no Pokégirl that can match a Dominatrix with a whip; even Amazonwu’s who have chosen that as their weapon could learn a few things. Able to wield two whips at the same time, Dominatrix’s are equally proficient with either hand. They can attack twice as fast with either whip then anyone else, striking two times in the time it takes someone else to attack once. Their gaze attacks have been increased to a new level, almost to the level of pure psychic Pokégirls.
Dominatrixes do well in sex battles. They can use their whips like probing tentacles, teasing and prodding pokegirls until they can’t stand it anymore.
Dominatrixes that have become Pokéwomen are great mothers, despite what others may think. While they are much tougher on their children than most, that does not mean they don’t care as much as anyone else. Heaven forbid anyone pick on her children though. The perpetrator will soon learn the definition of pain. Children of a Dominatrix tend to have stronger wills and constitutions than most and usually grow up to become excellent tamers, or gods save us all, politicians.
It should be noted that it is recommended to buy an Everstone for a Domina upon her evolution. Hell, they will be given away for free. No one wants to see another Killer Queen roaming free.
Love Sting: (ATK 5 + EFT) This attack was developed by Domina-types. It injects a minute amount of lust poison straight into her opponent, similar to the type used by nagas. If the pokegirl does not receive a taming in a few minutes, she will pass out from lust. The weaker the pokegirl at the time the quicker she succumbs to the poison. Tamers use this attack to affectively capture ferals.
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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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DRACASS, the Dragon Guardian Pokégirl
Type: Very Near Human Metamorph
Element: Human Form: Fighting
Dragon Form: Dragon
Frequency: Rare
Diet: Human Food with a preference for meat
Role: Heavy Artillery
Libido: Low
Strong Vs: Human Form: Bug, Dark, Ice, Normal, Rock, Steel
Dragon Form: Dragon, Electric, Fire, Plant, Water
Weak Vs: Human Form: Flying, Psychic
Dragon Form: Ice
Attacks: Human Form: Aura of Cute, Punch, Kick, Quick Attack
Dragon Form: Slash, Roar, Tail Slap, Dragon Rage, Hyper Beam
Enhancements: Human Form: Youthful, Enhanced Strength (x2), Enhanced Agility (x2)
Dragon Form: Youthful, Enhanced Strength (x10), Armored, Enhanced Senses (x8), Flight
Evolves: Dronza (hatred of humanity), Warvern (battle stress; special)
Evolves From: None
Created near the end of Sukebe’s Revenge, the Dracasses were intended as heavy assault platforms to assist in the defense of Sukebe’s more important installations, while at the same time not being a heavy drain on increasingly limited resources.
Unfortunately, by the time the Dracasses were sent out into the field, the war was almost over. In a desperate, last ditch attempt to save their creator, the small numbers of Dracasses already created attempted to breach the enemies line in their human forms and destroy their headquarters, hopefully buying enough time for their master to escape.
The plan couldn’t have gone more wrong. The Dracasses were ambushed before they ever made it to the enemy HQ, and ninety percent of this Pokégirl breed was wiped out. With this success in one hand, the attack on Sukebe’s lair went ahead of schedule, catching the mage/scientist unaware. The few Dracasses remaining fought as hard as any other Pokégirls on the field, but weren’t enough to turn the tide of battle.
Normally remaining in their human form, they are nearly indistinguishable from pure blood humans, save that physical aging stops somewhere in the teen years, usually immediately after puberty. While this lack of physical aging keeps a Dracass in her prime combat condition, it comes with a steep price, as no Dracass has ever been recorded as becoming a pokewoman, and thus never having had children outside of parthenogenesis.
While considered to be Fighting-types, Dracasses are not very powerful when compared to other Fighting-type Pokégirls. They are, generally speaking, not as fast, strong or durable as other Fighting-types.
In their Dragon forms, Dracasses gain a foot in height, and grow a layer of armored scales over their previously soft flesh. Wings sprout from the Dracass’s back, enabling her to fly, though she must be trained, preferably by a Flying-type, before she can fly effectively. In addition, the Dracass gains a long tail, three quarters as long as she is tall, tipped either with a solid bone bludgeon, or a spear like point.
The Dracass can maintain this Draconic form for only a short time, usually measured in minutes when the Pokégirl is still young, but increasing as she gets more experience.
It is rare for a girl to Threshold to Dracass, although it is not completely unknown. A Threshold Dracass will likely be a danger to those around her however, as it takes some time before she will be skilled enough to control her Draconic half without losing control and destroying everything around her.
Despite an inherent desire to help those weaker than her, a Dracass does have a bit of a problem with authority figures, especially Tamers. While she won’t go out of her way to refuse a Tamers orders, a Dracass is likely to take the easy way out, at least until her Tamer has proven that he actually cares for her in some way. This has caused Dracasses to be regarded as more trouble than they're worth by many researchers and Tamers alike, but, once a Dracass’s respect has been earned, they are without a doubt, one of the most loyal Pokégirls to have.
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DRACO, The Dragon Knight Pokégirl
Type: Very Near Human
Element: Dragon
Frequency: Rare
Diet: Human Foods
Role: close Quarter Ground Fighter
Libido: Average, can become High once Tamer earns respect
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Attacks: Slash, Cut, Scratch
Enhancements: Tough skin, Enhanced endurance (x4) and Enhanced Strength (x3)
Evolves: Dracona (triggered by multiple orgasms or battle high only if the Draco respects Tamer), Medra (must be going feral + wearing a Steel Jacket when traded), Azhi Dahaka (Diamond Stone)
Evolves From: Mynx (Dragon Scale)
Dracos are hand-to-hand fighters. With their enhanced strength, endurance and toughness they are considered some of the best for their power level. During the war they were usually assigned to units lead by Alaka-whams and used to protect them and other ranged attack girls from counter attacks by enemy ground troops, the also played a role in city combat, efficiently clearing buildings of any opposition.
Due to their well deserved reputations , these proud and noble Pokégirls tend to quite picky about their tamers, expecting them to be either physically powerful themselves, or posses a powerful Harem. If they feel neither is present, they will shun the Tamer, preferring to go Feral than to submit to him. This being said, they tend to be considered a troublesome breed and unsatisfied Dracos are either traded or released once its obvious that she won’t respect the Tamer. On the other hand a Tamer who has suitably impressed a Draco will quickly find that she an extremely loyal dedicated (not to mention affectionate) member of his Harem. Due to this rather difficult personality, many Tamer prefer to evolve their Dracos up from Mynxs should they ever get a hold of a Dragon Scale.
Appearing very human like, Dracos can usually be identified by the presence of scale-like skin (which is detectable only by close inspection) which contains a slight tinting of color, a pair of small bumps at the shoulder blades (which tends to have colorations similar to their hair and claws), a head of courser-than-human hair, slightly pointed ears, thick scratching claws for nails which appear black or ivory in color and a foot long reptilian tail that sprouts from the base of their spine. One point of interest is the color ranges their hair, eyes, and skin takes. Usually covering a metallic scale of color, a darker set of colors or even some gem like colors, their skin, hair and eyes can all be different (if generally from the same range, but a mixture is not uncommon). They range in height from about 5ft to 5’10” and their eyes run in the same range of color as their hair, though they are often different then the hair. When tame, Dracos are highly intelligent Pokégirls and are sometimes drawn to hobbies or pastimes that allow them to work that intelligence. What surprising is that intelligence remains for the most part when feral as well. They may not retain the ability of speech, but the amount of planning and forethought that has been seen in feral Dracos goes to show that they are more than just cunning and instinctive creatures. Many have been seen using more than rudimentary tools for the purpose of making shelters, catching prey for food, and even employing traps to capture speedier prey. Thresholding in a Draco is very rare occurrence, but, should one get hold of a newly thresholded Draco, many Tamers find that they usually can forgo the challenge of impressing the girl, and adopt them quickly into their harems. Though there is the warning of waiting for a couple of weeks to allow her scales to harden properly before placing her into combat.
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DRAG KING, the Transvestite Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Uncertain, assumed to be Rare
Diet: human style food, especially buffets
Role: psychological warfare, infiltration, mass confusion
Strong Vs: Ghost
Weak Vs: Fighting
Libido: Average
Attacks: Tackle, Takedown, Wrestle, Hammer, Glare, Cheap Shot
Enhancements: Enhanced Toughness (x5), can manifest any form of clothing to disguise her womanhood, Can sense when people are good, innate computer skills, excellent acting ability
Evolves: Megami (mechanism unknown)
Evolves From: Tomboy (forced evolution), Goth (forced evolution)
For years people didn't even know this type of Pokégirl existed. They are so good at concealing the fact that they were female that people still aren't sure when then first appeared.
Drag Kings are formed when a Tamer tries to force their Goth or Tomboy to evolve, either through testing different elemental stones on it or through extensive Taming, or a combination of the two. And while it seems that there's no such thing as over-taming a Pokégirl, in this case it may be true.
Drag Kings, ironically, have very feminine, sexy bodies. Athletic builds, prominent breasts, curvy hips, the works. However you wouldn't know it to look at them at first. They have a semi-magical ability to summon any clothing they feel is needed to disguise their feminine body, from suits to wigs and glasses. They don't like being viewed as sexy and feminine, having grown tired of being Tamed and having men ogle them. They know they still need it, which is why many use their innate computer-hacking ability to get themselves registered as male Tamers. They are EXPERT actors and can play a male perfectly, right down to the misogynistic attitudes some men have. When their disguise is in place, they look like a handsome male, one that would be called a Bishounen in pre-Sukebe times.
Ironically, this has led to many humorous moments as men find themselves questioning their sexuality when they find themselves attracted to a Drag King.
Some Drag Kings find this very humorous and play off of it, flirting with men that find themselves in this position. This led to the discovery of the Drag King, as another nearby Tamer became suspicious when he saw a beautiful male flirting with his friend and scanned the 'tamer,' discovering that he was really a she. The Drag King's Pokégirls got her out of there, but news about the breed quickly spread. Some, like Gendo Giovanni and SEELE, made noises against Drag Kings registering themselves to be Tamers, but Vince McMahon and Miranda Jahanna quickly shot that down, using their growing influence to make the League Council believe that Drag Kings were harmless and actually helping things out by taking on Pokégirls. This view was reinforced when it became known that Drag Kings could become Megamis, a type of Pokégirl even men like Giovanni have little problem with. McMahon and Jahanna also found a dozen and a half loopholes in the law that made it impossible for identified Drag Kings to be stripped of their Pokégirls and Tamer status. This landmark victory paved the way for laws to be made that protect female, potentially Thresholding girls from being regulated into slavery just because they may be a Pokégirl eventually.
No cases of Thresholding into a Drag King have been identified. However, several handsome, effeminate men have been mistaken for Drag Kings, as well as several women who just like dressing in men's clothing.
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DROIDO, the Demon Soldier Pokégirl
Type: Very Near Human to Near Human
Element: Magic/Fighting (Infernal)
Frequency: Rare
Diet: special
Role: combat
Libido: Average
Strong Vs: Normal, Rock, non-elemental attacks
Weak Vs: elemental attacks, Flying
Attacks: Negative Aura Burst, Burst, Reflect, Glare, Leer, Resist, Kick, Imitate, Tackle, Stonepalm
Enhancements: Enhanced Reflexes (x4), Strength (x4), Speed (x4), Endurance (x4)
Evolves: Lemure (Dream Stone)
Evolves From: Daimon (Moon Stone)
Droidos were the officer class in the Legions of Terror, commanding the Youmas, Cardians, and Daimons beneath them. Despite that however, they were still front-line soldiers, going in when the lesser Legionaries couldn’t handle something.
Droido’s appearance is usually quite close to human, and can often hide among humans, although they still tend to look like rather wild girls with their hairstyles. Other Droidos are unable to pretend to be human due to odd skin coloration. As with other Youma-types, it’s very rare for a Threshold girl to become a Droido. At this point in their evolutionary process, most Droidos have the listed attacks above with little variations, the continued evolutions working to standardize their repertoire.
Droidos are humorless, lacking the passion for fighting and life in general that lesser Youma-types have. They act like soldiers, being cool, calm, and collected even when things are falling apart around them. This is usually used as a barometer for how attached they are to their Tamer. The better the Tamer, the more of a rise he can get out of them, either in bed or out. Emotional attachments are hard for a Droido to form, but when she does, little else matters to her.
Being both Fighting and Magic types, Droidos are strong in combat. They tend to consider anything less than an Amachoke to be beneath their skills, and their combination of quick reflexes, strength, speed, and magic make this a claim that they can back up.
Unlike other types of Youma evolution, Droidos don’t seem to actually need to eat to stay alive. They don’t absorb life energy or nightmares or fear, or seemingly anything to keep them going. However, they periodically must release bursts of negative energy. Every few days, they must use their Negative Aura Burst attack, even if not in combat. This attack makes everyone around the Droido feel as though they caught a mild cold, with headaches and stomach aches being the major symptoms. The afflicted people also become moody and irritable. It’s for this reason that Droidos aren’t very popular choices, despite their combat prowess. It is unknown what happens when a Droido cannot release her negative energy, since after a few days she’s generally willing to risk her Tamer’s wrath, due to feeling so “bloated” by then.
Feral Droidos are terrors to come across alone. They tend to try and fight anything that moves, preferentially attacking humans over other Pokégirls. However, since they don’t know when to quit a fight, if surrounded by greater numbers of competent fighters, they can usually be worn down to the point where they can be captured.
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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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DUELETTE, the Advanced Card Gamer Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Rare
Diet: Omnivore
Role: Card-player extraordinaire
Libido: Average to Extreme
Strong Vs: Ghost, Rock
Weak Vs: Fighting, Ground, Sex Attacks
Attacks: Draw, Sex Realm, Glare, Taunt, Concentration, Heart of the Cards, Shadow Realm, Drive to Win, Mind Crush, Summon, Parry, Recover, Futa Trap Card, Gauntlet Strike
Enhancements: Use Duel Monster cards as 'weapons', Enhanced Speed (x2), Enhanced Endurance (x2), Enhanced Strength (x2), Decreased Constitution (x3)
Evolves: None
Evolves From: Ingenue (Become competent in Duel Monsters games/win a tournament), Tomboy (holding a Mana Crystal + win a Duel Monsters Duel)
Story this Pokégirl appears in: Ruby Adventures
A Pokégirl that was recently discovered via an unusual means. How an Ingenue managed to win a Duel Monsters tournament is beyond most Tamers (and most players of the game as well) most vivid imagination, but it happened. She evolved immediately upon winning the tournament. A few months later, it was reported that a specially trained Tomboy also evolved into a Duelette.
Upon evolution, the Pokégirl gains no less than one foot in height (never shorter than five and a half feet tall, more commonly around six feet tall), and becomes much curvier than before. All Duelette Pokégirls possess C-cup sized breasts at the smallest, which delight the ones that evolved from a Tomboy. Unlike the Duelist Pokégirls, their hair color remains the same as their previous forms'. Duelettes that evolve from an Ingenue prefer to wear somewhat loose and yet possibly revealing clothes- most often wearing something like a trenchcoat, and little else. Those that evolve from a Tomboy prefer to wear very tight and extremely revealing clothes, if they wear anything at all, in order to flaunt their new assets.
The strategic capabilities of a Duelette increases, allowing the new Pokégirl to take advantage of the many different cards for the game in order to gain a better understanding of it. This Pokégirl’s mind is amazingly adept at analyzing problems and situations, all while coming up with strategies that take into affect many different variables. Some Duelettes are even able to apply this cunning to a Tamer's harem, and some have even become Alpha due to their strategic senses. A Duelette that is an Alpha, although used to being able to plan ahead, needs to be able to vent the added stress regularly. This often leads to an increased libido for the Duelette. Strangely, upon receiving additional responsibilities, Duelettes become more effective when taming the other Pokégirls within the harem.
All Duelettes, upon evolution, gain a Duelist Gauntlet. However, unlike the Black Gauntlet that a Duelist uses, or the red one that human players use, a Duelette gains a Silver Gauntlet. This Silver Gauntlet is actually made out of a light-weight metal that is as strong as steel, and allows the Pokégirl to utilize the gauntlet outside of a Duel Monsters battle as a weapon or shield. Many Duelettes attempt to gain new cards as often as possible in order to increase their Deck's offensive and defensive capabilities. Some Duelettes have been known to create up to half a dozen different decks, and even assist their Tamers in creating good decks to duel against them.
An unusual bit of information only made recently available is that Duelette's are suckers for being tamed by a Fighting-type Pokégirl. It has been proven that Duelettes that are tamed by a Fighting-type are somehow very effective for the Duelette. Instead of only being half effective compared to a taming by her tamer, a taming with a Fighting-type is actually 75% as effective as normal. However, this extends only until her next taming, which must be with her tamer, or else the Duelette may immediately go feral. A feral Duelette acts just like a feral duelist, except worse- A Duelette often has more cards that going flying when she tosses them all over the place.
-Futa Trap Card: A card that is only made with permission from her Tamer, a Duelette is capable of using this card only once per month. Though the effects last only for one taming session, the Pokégirl target of this attack grows a magical cock just above her own sex. Although the Pokégirl can feel sensations with it as a male might, it does not produce sperm. It is, however, just as effective in taming as if it was being done by the Tamer him/herself. This 'Attack Card' cannot be used in battle.
-Gauntlet Strike (ATK+50): Using the blade-like outer portion of the 'card field' of the Gauntlet, the Duelette can inflict some damage or even block certain attacks using it. This is a Steel-type attack.
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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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DULLBURRO, the Foolish Donkey Pokégirl
Type: Very Near Human Metamorph
Element: Ground
Frequency: Rare (Becoming more common with time)
Diet: Herbivore, preference for oats, corn, and apples
Role: Rocky climate Transport, Milktit protection, laborers, harem members
Libido: Low
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Stomp, Thump, Earthquake, Dodge, Tackle, Sand Attack, Kick, Yell
Enhancements: Enhanced Hearing (x2), Enhanced Reflexes (x2), Enhanced Sight (x2), Enhanced Strength (x7), Enhanced Speed (x2), Endurance
Evolves: Smartass (Psi-crystal), Z-Bra (Dark Stone), E-whore (orgasm)
Evolves From: None
Discovered in 270AS by a Tamer named Mike Hunt, these equine Pokégirls are thought to be one of Cocooner's latest creations since Mike originally found a herd of about a dozen living on top of a desert mesa near the remains of several purple fragments. Mike had been on the trail of eleven members of Traction Team, a Team Trauma wannabe group who had raided a local ranch a few days earlier and badly wounded and stole several Ponytaur. It seems that Cocooner found them first, and Mike was the first to be able to capture this new breed of Pokégirl before they ran off.
Dullburros have a battle form and a passive form like a Ponytaur, but that is where the similarities end. Their bust in both modes ranges from a B to C cup and their hair usually matches the fur of their battle form, gray with a black cross, brown, or black; though sometimes their hair may be white. They have little in regards to intelligence, being compared often to Bunnygirls. However they aren't distracted easily, they simply don't have that much mental capacity. This doesn't get in the way of their personality, so they stay mostly cheerful without the exuberance of most of the more `bubbly' Pokégirls.
They take direction well and whether as a pet or in a Harem, the get along well with all but the most abrasive of personality types. One thing to note about a Dullburro is that if scared, even if feral, these Pokégirls will not run away easily, preferring instead to fight. While they are of the ground type, these Pokégirls cannot learn how to dig, which limits their industrial use greatly. They will instead use their unique Yell attack, which usually causes an opponent to stop for two rounds instead of one, especially if they've never heard the unique bray that a Dullburro can make. Other Dullburros and their evolutions are immune to this effect however.
Feral Dullburros tend to stay in herds, quietly grazing and occasionally using a non-Yell version of their bray to call each other back together. When faced with a threat, most of them will begin to Yell first before Stomping or using Earthquake. Feral Dullburros are somewhat territorial, so it's recommend that any tamer wishing to catch one use extreme caution and earplugs for themselves and their harem.
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EARTHMAIDEN (aka GEOMANCER), the Earth Elementalist Pokégirl
Type: Very Near Human
Element: Ground
Frequency: Uncommon
Diet: vegetarian
Role: soil cultivator, architect, gardener
Libido: Average
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Earth Wall, Mud Slap, Earthquake, Destabilize, Resonate, Bronze Fist, Gold Fist
Enhancements: Enhanced Strength (x5), Land and plantlife affinity
Evolves: None
Evolves From: None
The original ‘maiden from which all others were derived from, the Earthmaiden was first used to shore up the defenses for Sukebe's Pokégirl army. They were also used to soften and destroy stationary defenses, such as border fences, walls, and land-bound fortresses during the war. After the war, the Earthmaiden became rather rare as a result of tamers hunting them down. When feral, Earthmaidens would stake out a claim of land and protect it, usually as a result of where they wound up after becoming feral or because of some attachment to it that they for some reason feel that they have. Because of her stationary ways, this breed was one of the first to become domesticated after the war since they were easy to find and relatively simple to capture.
In appearance, an Earthmaiden looks like a normal human female, though their hair tends to have a green hue to it, which changes intensity with the seasons. They tend to be very kind in nature, but will become extremely violent if they witness crimes against the earth. Unlike the other maidens, this breed has obvious muscles, though they do not look out of place even on her slender frame. They also tend to be a little either on the tall or short side of the scale- some are over six feet tall, while others are as short as four and a half feet in height. Few Earthmaidens, unless born as one, are anywhere in between.
Unlike most Ground-type Pokégirls, Earthmaidens do not have to use any parts of their bodies where their Ground-based attacks come from. Instead, the Earthmaiden uses the terrain around her to aid her in battle, calling forth mud and dirt from the ground. This is what gives them their nickname Geomancer, despite their lack of any true magical properties. Their primary defensive attack, Earth Wall, is created by the Earthmaiden calling up forth the ground around her to rise and become a shield in front of her, which lasts until it is eroded. Unfortunately, though these Pokégirls are considered to be good combat Pokégirls, they are not very useful in sex battles, since they do not seem to have the ability to grasp the concepts very easily (all sex techniques that they attempt to learn take twice as long to do so).
Earthmaidens are usually found tending to plants in protected parks, greenhouses and farmlands. Some Tamers have reported that their Earthmaiden seems to love the earth more than they love their master. Some leagues also use them in police forces, alongside Growlies and OfficerJennies thanks to their ability to sense movement on the ground and be able to track them even when a Growlie might not. These Pokégirls are also found in construction crews, making the ground move as required to create hills, cliffs, or even features such as waterfalls when working in combination with other Pokégirls. The Earthmaiden even seem to be natural architects as well, and all enjoy building and growing things. They do, however, dislike cities, as they tend to disrupt what is, to them, natural about the world to have such sprawling places where forests, rivers, plains, and the like once had been.
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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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ELF, the Mystic Woodsgirl Pokégirl
Type: Very Near Human
Element: Plant/Magic
Frequency: Uncommon
Diet: Omnivore. Leans toward a vegetarian diet.
Role: Groundskeepers, gardeners, farmhands. Elves tend to make poor heavy laborers but excel when working with plants. Crop yields are 120% when Elves are used. However they make poor pets in an urban or polluted setting.
Libido: Low to Average. (Can be High to Extreme when emotionally attached to a partner.)
Strong Vs: Plant, Water, Psychic, Rock
Weak Vs: Ghost, Steel, Poison
Attacks: Leap, Command Plants, Sleep, Mystic Bolt, Shield
Enhancements: Longevity, Plant Affinity, Magical Affinity, Enhanced Senses, Enhanced Arm Musculature(x2), Flawed Constitution, Reduced Feral State
Disadvantages: Takes Double-damage from Poison Attacks. Takes 1.5 damage from domination attacks. Especially sensitive to sonic attacks. Low pleasure threshold.
Evolves: Grandelf (Mana Crystal), Elfqueen (orgasm), High Elf (normal), Avariel (Angel Stone), Dark Elf (Dark Stone), Gardelfwhor (Shield Stone + Thunderstone)
Evolves From: Drow Zee (Sun Stone)
Physically, the Elf Pokégirl is petite. They average a height of 4 foot 5", with any Elf edging toward 5 foot being exceptionally tall. They possess slender, athletic bodies with long legs and subtle albeit pleasant curves, with the majority falling in the A-cup range, with a few edging toward B. Most tend to be especially sensitive regarding the size of their chest, reacting poorly toward any criticism yet and expressing a good deal of shame when having to compete against other Pokégirls whom possess larger bosoms than their own. The classic physical feature of the Elf Pokégirl, their ears, can vary from being almost normal looking with a slight pointed edge, allowing them to pass for a human girl at times (though their height and natural grace makes this difficult), to some whom possess pointed ears that extend a good foot outward from the side of their heads. Despite whatever form their ears take, they are universally an extreme erogenous zone for the Elf Pokégirl.
All Elf Pokégirl possess creamy, pale skin, with hair typically worn long and with colors ranging from green to pale-ice blue to blonde to brunette, redhead, and black, but the breed average color is platinum blonde, and the one they're most famous for. Eye colors range the usual Pokégirl gamut, with blue and green being the average.
Athletically, Elf Pokégirls move with inhuman grace, expressing excellent dexterity and capable of swift running speeds. Their arm muscles are unusually powerful for their typical frail appearance, allowing the Elf Pokégirl ease of use with a bow and arrow, with a few capable of learning sword-style attacks. Despite their good running endurance, Elves make poor up-front combatants, their frail and tiny bodies not allowing for much in the way of protection from the more damaging attacks other Pokégirls are capable of. Almost universally, the Elf Pokégirl is a distance fighter, preferring magical assaults or their natural athleticism and maneuverability for those occasional, rare, dart-in strikes.
Personality wise, Elf Pokégirls run the typical gamut, but all as a rule express a love and powerful empathy in regards to natural settings and their environments. All Elves try to relocate to such areas whenever possible, and tend to yearn for such when in a traveling Harem that takes them away from the massive, old-growth forests Elves typically prefer to call home.
Sexually, all Elves suffer from a low-pleasure threshold, making them poor sex-battlers. With a libido of low to average, some elves can come across as almost prudish, a few stubborn Elves even going so far as to actively refuse an offer of taming when aggravated.
Despite this seeming unwillingness, however, the low pleasure threshold means that it's relatively easy enough to seduce an Elf Pokégirl into Taming, though they typically express further aggravation with their Tamer afterwards. Others tend to simply regard taming as any other Pokégirl would. An Elf Pokégirls libido, whether starting out low or average, can become high to extreme whenever they forge an emotional bond of some sort with their Tamer (typically, while sharing an alpha or delta bond), making them very, very greedy for tamings with that specific partner, and willing to go to lengths that would have made them recoil in shame and embarrassment previously to get that taming. Additionally, Elf Pokégirls possess an odd feral state, making them prone to falling into a sort of torpor/hibernation until they can be tamed again. Because of this, Elf Pokégirls have an extreme anxiety about being alone, knowing that this could lead to them falling into torpor, only to be caught and tamed by any wandering Tamer, or, worse, a Feral Carnivorous Pokégirl, whom may have little qualms about making a meal out of their recent taming partner.
Socially, Elves get along with all plant-type Pokégirls, though eschew and are actively fearful of Poison-type. They also express an in-built deference to all Elf-type evolutions, barring the Dark Elf, which no Elf ever gets along with, no matter what a Dark Elf might claim.
Due to the Elf's sensitivity to their environs, it is almost impossible for them to be kept in a city, as they react poorly to the host of chemicals that are present in an urban center, making them a poor choice for Pet Owners living anywhere near civilization. They are insanely popular with Farmers and other individuals whom prefer the wilderness to the comforts of a major urban location. It is not unusual to walk onto a farm and find numerous Elf Pokégirls and their evolutions being kept by a single Farmer and his family, the Elves doubling as both workers and protectors for the Farm itself.
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ELFQUEEN, the Regal Forest Queen Pokégirl
Type: Very Near Human
Element: Plant/Magic
Frequency: Rare
Diet: Vegetarian
Role: Caretaker of forests, ruler among elves. Lands an ElfQueen and a team of Elves cultivate have a 220% crop yield, however they make poor pets in urban areas and rapidly sicken in polluted regions.
Libido: Average to High (can become Extreme with Tamers they are emotionally attached to)
Strong Vs: Psychic, Plant, Ground, Rock, Water
Weak Vs: Fire, Dark, Fighting
Attacks: Power Bolt, Dazzle, Reflect, Heal, Command Plants, Summon (Elf-types save for Dark Elves, Bondage Elves, and Bondage Queens), Rose Whip, Wood Tower, Grass Floor, Lance
Enhancements: Longevity, Plant Affinity, Magic Affinity, Gardener, Enhanced Hearing (x4)
Disadvantages: Takes double damage from Fire attacks.
Evolves: None
Evolves From: Elf (orgasm)
ElfQueens evolve from Elves who experience intense orgasms, most often from one they are Delta-bonded to. When this occurs the Elf gains two feet in height and usually one to two cup sizes (maxing out at around six feet and a D cup). Their skin becomes pale and their hair (if not already this color) typically becomes shades of red, brown, or blonde, though bright blue, silver, or even white are not unheard of. For some reason all ElfQueens can be found in flowing, low-cut gowns that match the colors of the local trees (silver if there are no local trees) and change colors with the seasons.
Feral ElfQueens claim forests, or large sections of forests, as their domains, sending out a mystical call that attracts Feral Elves to them. Typically the Queen forms a colony of twenty to a hundred Elves, with Avariel Elves, Dark Maidens, Drow Zees, High Elves, and occasionally the odd Golden Elf or Grandelf mixed in. Within her domain the ElfQueen claims absolute authority, but practically this is usually limited by the amount of other Pokégirls and humans in the area. Once a colony is established the Queen has her subjects start making natural-seeming modifications to the lands about them, to provide for better food, defense, and plant growth. Forests under an ElfQueen's care experience rapid growth but ElfQueens are cautious enough to know both when to stop planting and when to trim back the woods to maintain ecological balance. Somewhere within the woods the ElfQueen will establish her Court. Oftentimes the Court might be situated in a grove though some ElfQueens have been known to have large trees made into their palatial homes. It seems to be a matter of taste. When two Feral ElfQueens cross paths one of two things happens. Either the "defending" Queen plays gracious hostess to her fellow royalty or (if one or both are of the arrogant, snobbish persuasion) a fight breaks out. These battles are rarely to the death. Usually the loser is forced to concede her domain to the winner and become a servant of the victor.
Tamed and Feral ElfQueens share a few common traits. First is their love of nature, especially plant life. ElfQueens always carry some token of the plant world with them, be it their traditional flower-wreaths, flowers sewn into their clothes or woven into their hair, or even vine bracelets, chokers, or anklets. They both hold Dark Elves, Bondage Elves, and Bondage Queens in nothing but the lowest of contempt, openly ridiculing them as mockeries of Elvenkind. Tamed ElfQueens will not usually start attacks on Dark Elves, Bondage Elves, or Bondage Queens they run across, but they will loudly encourage their Tamers and Harem-sisters to avoid such Pokégirls or drive them away. Feral ElfQueens have an attack-on-sight policy. Putting an ElfQueen and a Dark Elf, Bondage Elf, or Bondage Queen in the same harem is a very bad idea. The ElfQueen will likely lash out, provoking battles until one or the other is dead or otherwise removed. Finally, both Tamed and Feral ElfQueens have a very odd deference to Grandelves. They become meek and quiet in the presence of Grandelves, and tend to rely on them for advice. Also, both kinds of ElfQueens get along well with High Elves.
In battle ElfQueens take on a field commander position. They direct their subjects (and for Tamed ones their sisters) into strategic positions. Because an ElfQueen gets to know her subjects (or Harem-sisters) early on they generally know the strengths and weaknesses of what and who they have to work with and lay out their plans accordingly. Weaker subjects or sisters are directed towards where there is the least risk while others are deployed as best as the situation will allow and the ElfQueen provides support from a distance with her attacks. While the ElfQueen doesn't like to fight herself, she will to protect her subjects or Harem-sisters. They often get quite protective of other Elf-types in a Harem, as well as smaller and physically or emotionally weaker Harem-sisters, and have been known to put themselves in danger to protect those Sisters. When they do directly battle it's from long-range, using their power to control plants to twist the environment to their benefit and lashing out with Rose Whip and Power Bolt, often after dazzling a foe.
ElfQueens generally have average to high libidos. Although they only need Taming twice in a month, they are happy to receive it whenever. When it comes to Taming an ElfQueen loses her air of detachment from the world and can become very blunt with her desires, but only in private. In public they are prim ladies when the subject is brought up. With Tamers they are emotionally bonded to (or Delta-bonded with) an ElfQueen's libido rapidly increases to Extreme and they become very demanding of their lover's time and attention. They don't like to share their partners and they don't like being kept waiting either.
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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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EVANGELION, the Legendary Defender Pokégirl
Type: Very Near Human (Metamorph)
Element: Celestial
Frequency: Unique
Diet: Background energy from the creation of the universe
Role: Unknown, possibly protecting mankind from the legendaries
Libido: Unknown, thought to be low
Strong Vs: Unknown
Weak Vs: Unknown
Attacks: Telekinesis, Teleport (single and mass), Transcendent Sword, Heaven’s Arrow, Fist of Fate, Wonder Guard, Call Me Queen, Kaiser Wave, Thunder, Gravity, Dive, Invis, Punishment Gaze, Aura Barrier, Cross Shield, Sonic Shot
Enhancements: Size-change, wings for flight, numerous mystical powers, others unknown
Evolves: None
Evolves From: None. There is a persistent rumor of Eva (Angel Stone)
When things are at their darkest, often a flame springs up to offer hope.
In 20 AS a pet owner by the name of Lilith Roxette decided to try to evolve Trixie, an Eva she’d had since childhood. Not wanting to be disturbed, she took Trixie to the local park, which was located near the center of the Orange continent. She wanted to find a new evolution, and tried various new stones and combinations of stones in her experimentation.
The Evangelion Advent began when Lilith tried an Angel stone. After several seconds of contact, a pillar of brilliant light erupted from the Eva and boiled the skies. The beam also burrowed deep into the bedrock of the continent and shattered it in a cataclysm that plunged most of the Orange continent beneath the waves forever, transforming one of the largest remaining land masses in the world into a series of archipelagos around the blast point. Most life in the Orange continent was blotted out on that fateful day. It is because of this that Eva are forbidden in the Orange League to this day, although no formal reason was ever given and most people think they’re unlucky and prone to crime.
When the light died down, it revealed the being that we now know is Evangelion. Legend has it that when she saw the destruction, she wept before vanishing. Evangelion has two forms, the first being an armored female form over thirty meters in height. This form looks remarkably human, albeit with four ebony eyes with red pupils set in two rows and bladed wings composed of what appears to be light or some other form of energy. She’s trim and athletic looking, with long copper hair spilling from under her helmet. In her second form, she’s a more than six and a half feet tall and looks completely human, although evidence suggests she can summon or dismiss her wings and armor as needed. In this form, it should be noted that she scans as completely human.
Reports persist over the centuries of her engaging in titanic battles with several legendaries, including Sexmet, Macavity, Hild, Zapdass, Whore-Oh, Moan, Moantwo, and a Twau. Documented battles include one with Lugiass in 82 AS. Lugiass fled the battlefield in disarray. The one with Typhonna in 65AS took place on the surface of the moon and was fortunately recorded by an astronomer studying crater formation. According to visual records, the battle with Typhonna was a draw. Afterwards, both legendary Pokégirls vanished again.
THE FOLLOWING IS CLASSIFIED SECURITY LEVEL OMEGA (NEED TO KNOW ONLY). Unauthorized persons in possession of this information will be subject to memory purge and possible execution.Professor Emilio Tanner, a Pokégirl Researcher from the Silver River League, contacted league officials in 104AS with some astounding information. Professor Tanner had been approached by none other than Evangelion who, in return for a taming, granted a brief interview. While Evangelion is a Pokégirl, she did not evolve from an Eva, or anything else for that matter. She was created on a different earth, by a different Sukebe. On this world, he had been accepted for his creations and Pokégirls had been designed to aid man. Here the legendaries protected mankind from outside threats, and Evangelion, being Celestial, somehow determined that humanity here needed her help more than the people on her world and came here to protect us from the machinations and assaults of the other legendaries.
According to her, she is unable to involve herself in events that are purely human in nature, but if a legendary or other outside force is involved, she will act to keep humanity safe. Humans and Pokégirls working as the witting or unwitting agents of a legendary are fair targets. Unfortunately she feels that the world’s issues with ferals are a result of the Chinese creation of the Red Plague and will not aid us at this time. Interestingly enough, when asked about Sanctuary, her response was that she was still evaluating the level of legendary involvement and had not yet determined whether her intercession was necessary.
Possession of Eva are still forbidden within the Orange League because there is the possibility that the gate Evangelion came through is not completely closed, and that reopening it could shatter the crust of the Orange Islands, resulting in tidal waves that could scour the globe of life. It is not known if the events of that day or the presence of the Eva had anything to do with the gate opening, but it pays to be prudent. LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Evangelion’s shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below) nor her learned skills. They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe's Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type's normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. Evangelion has No Weakness (Level 70). No Pokégirl technique used by any Pokégirl below level 70 can be strong against her, nor can she be weak against it. Pokégirls at a level above the Legendary's No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Evangelion’s array of special attributes:
Power Control: When facing any legendary Pokégirl or other cosmic threat, Evangelion can automatically adjust her power level to match that of her opponent and can duplicate her enemy’s enhancements. When doing this, all of her techniques with a power of less than 100 increase their power to 100. If facing more than one opponent, her power adjusts to the strongest one.
Reduced Aggression: When fighting, Evangelion is reluctant to kill, although in dire circumstances she is perfectly capable of taking life. Note that she can accidentally kill normal Pokégirls in battle, but that she prefers to face non-target Pokégirls with a combination of Call Me Queen, which prevents almost any Pokégirl from being able to attack her, and Aura Barrier, rendering most attacks useless because of her power level.
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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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FARFUCK'D, the Delusional Pokégirl
Type: Very Near Human
Element: Magic (Functionally Insane is not an element, despite what most people would like to think)
Frequency: Rare
Diet: Near Human Diet (herbivore)
Role: Force Multiplier
Libido: Average
Strong Vs: None
Weak Vs: None (Technically)
Attacks: Reflect, Absorb, Imitate, Counter, Sketch
Enhancements: Highly Advanced Learning Ability, Intuitive Analysis Skills, Enhanced Memory, Enhanced Reflexes (x5)
Disadvantages: Delusional, Distorted Reality Perception
Evolves: None Known
Evolves From: Shadowgirl (Moon Shard)
FarFuck'Ds are insane. This is a constant, consistent, unshakeable belief held among the Research Community, Tamers, and Breeders.
Several theories among researchers hold that Sukebe was, at certain points in the war, pressed to bring to bear assets that were not initially combat ready, nor having gone through any field trials or testing. They cite occurrences that are obviously 'fail states' or errors in the taming and bonding process, such as feral shock, personality inversion, dependency syndrome, and other symptoms.
They also cite FarFuck'Ds as clearly damaged products.
Salvaged lab records do offer the original intent of what the FarFuck'D was meant to do. The original breed's specifications was a planned force multiplier, allowing them to be paired up with powerful, rare Pokégirls and imitate their assault attacks, effectively doubling the firepower output of a Pokégirl assault force while not being limited in Pokégirl rarity or needing to know the attacks beforehand. Recovered battle records from the Revenge War, while sketchy, have confirmed that this same tactic was used successfully at least once, where a high-level Sphinx and what was later confirmed as a FarFuck'D successfully held off an entire battalion of human ground forces by employing high level magical attacks. Due to this documented success, researchers have theorized that the first production run of FarFuck'Ds were initially perfect, fulfilling the role they were designed for.
Whatever the case may be, whenever official documentation and study of the breed from captured parthenogenesis specimens from the wild (and, disturbingly, several threshold cases) began, a specific trend was noted among all observed FarFuck'Ds. They were completely, and utterly delusional as to what they were. Worse was what the FarFuck'Ds in question thought they were. Several of them thought they were normal human woman, discounting Pokéball capture and time spent therein entirely and claiming that the scanners employed were obviously defective. Others admitted that they were indeed Pokégirls, but could not agree on the breed, thinking themselves another type of Pokégirl. Worst were the ones picking up their mental cues from popular culture, such as manga, B movies, or more powerful, infamous Pokégirl personas. (One sad case in AS 278 claimed to be Mao Shin Mao herself, and was swiftly killed shortly thereafter.)
All of this would be easily discounted if it weren't for the worrying and disturbing fact that the FarFuck'D's spread of abilities, enhancements, and attacks are uniquely suited to supporting this delusion. Using Imitate, Absorb, Reflect, and Sketch, a FarFuck'D in the throes of battle assuming a role can be very impressive to watch as they subconsciously let loose a flurry of attacks and status modifiers to make reality conform to what they think it should be. They can even learn attacks at an accelerated rate, often times being capable of mastering an attack after witnessing it being employed only once. All this, taken together, would make FarFuck'Ds a very useful breed in battle, if it weren't for the slight problem of their delusions. When thinking themselves a Pokégirl, they are completely involved in the role, assuming all weaknesses of said Pokégirl type - made all the more annoying by the fact that FarFuck'Ds -have- no weaknesses. A few even go so far and are so convincing that they actually fool others into thinking they really are that Pokégirl... until the Pokédex is employed, and the scanning function reveals just what type Pokégirl they are.
As mentioned before, FarFuck'Ds are clearly and utterly delusional. In almost two hundred and fifty years of documentation, no recorded incident or technique has ever been documented to shake this delusion. Only massive psychic trauma has been noted to have any effect on a FarFuck'D, and typically then, once recovered, all it does is shift said delusion slightly. There is only one case of a FarFuck'D admitting that she -is- a FarFuck'D on record, and those knowledgeable of that freak occurrence consider it a dismal failure. While the FarFuck'D in question readily admitted what she was, she was also stuck in a half-feral state, unable to speak normally half the time and easily stressed out, with a tendency to rapidly dissolve into a complete feral state unless tamed at a more than regular interval. Most researchers are of the opinion that this FarFuck'D was clearly brain damaged, but no autopsy reports are on file to confirm this.
Having a FarFuck'D in a harem is considered a complete and utter crapshoot. Oddly enough, FarFuck'Ds whom consider themselves to be human women have found to be rather useful as harem Alphas and Betas, perhaps understanding on a subconscious level that they still require taming, and responding to the psychological cues that indicate an actual bond is in place. It's worth noting that they often consider their 'Tamer' their 'boyfriend' instead, leading to some occasional misunderstandings. Despite this one useful trait a FarFuck'D can display, most Tamers and Researchers flat out refuse to have anything to do with them. As a result, they are typically let back out into the wild(often illegal in most places), euthanized (in the more pro-Pokégirl control leagues), or cycled into long-term storage.
Physically, FarFuck'Ds run the typical gamut of human woman in terms of appearance with no set average, and tend to go to great lengths to assume what they view is the ideal 'body type' for their role, often times without realizing it, investing in body-modification powders and transformative magics to do so. A number of FarFuck'Ds have been known to subconsciously pick up on learned spellcasting to further enhance the illusion, leading a number of well-known Researchers to remark in worry over just how far this breed will go in order to keep up with their view of reality. A number of Mages have advocated making it illegal for someone to teach FarFuck'Ds regimented spell casting, fearing what the end result might be.
Most Breeders absolutely refuse to breed FarFuck'Ds, and the majority of these cases, sadly, come from threshold incidents. A few Ranches worldwide pride themselves, however, on having a FarFuck'D or three on hand to satisfy those Tamers whom are seeking Pokégirls for completion sake.
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FEARLEADER, the Goth-Cheerleader Pokégirl
Type: Very Near Human
Element: Dark
Frequency: Uncommon
Diet: Human Norm
Role: Professional Killjoy, Support, Human Resources
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Enhancements: Enhanced Agility (x3), Enhanced Speed (x2), Enhanced Flexibility, Claws, Night vision, Aura of Fear
Weaknesses: Social Aggressors, Drama Queens, Fear/despair fetish
Attacks: Snarl, Smirk, Air Recovery, Cry Wolf, False Praise, Scratch, Anti-Cheer, Dodge, Taunt, Dance Techniques
Evolves: Scareleader (Normal)
Evolves From: None
Long thought to be an advancement on the Goth line, research has shown that Fearleaders and their evolved form, Scareleader, have little if nothing to do with the Goth line –aside from looking very similar. Fearleaders are more human-looking Pokégirls, despite their numerous distinctive traits. They have extremely pale skin, often crossing over into a pale white that is close to Ice Pokégirls. Their hair is typically black, though some individuals have streaks, highlights, or other sections of their hair that is another color, typically red, blue, or purple. These streaks are natural, and often individual Fearleaders will accessorize their clothes along with their hair, their choice of clothing is nearly always a cheerleading outfit. Since the only hair that grows on their bodies is on their head, they have no need to shave, which is a disappointment for the tamers who enjoy fuzzy types. They have black lips, and long, sharp black fingernails which are easily hidden by their pom-poms –another item the breed is nearly never without. Their leggy, lithe builds, make even their modest B cups stand out perfectly.
Fearleaders are often described as mean-spirited, sarcastic, and possessing a dark sense of humor. They rarely smile, and then only when witnessing someone else being humiliated or injured. Indeed, most of the breed has a fear or despair fetish, with humiliation being a close second. Some Fearleaders and their evolved forms enjoy being around any of the Domina line, and as a duo the two breeds can indulge themselves in various forms of sexual role play. For the Domina line, this is a trade off, as their partners enjoy switching off between submissive and dominant fairly often. However, most Fearleaders do not care so much for dominating and humiliating their victims as they do for inspiring fear and despair in them. The other half of the breed are opposed to domination, and will do their very best at every opportunity to thwart a Domina’s ‘fun’ and often turn the tables on the plant type.
There are the rare types of Fearleaders, who all who have known to have blonde hair, that are rather perky and cheerful instead of the breed norm. These ‘Buffy’ Fearleaders have similar accents to Bimbos, and are not as socially vicious as their normal tempered counterparts. They tend to be no less witty with their insults and jibes, but treat their tamer and harem mates with more respect. Oddly, these types tend to work out more, and on average are stronger than the normal Fearleader. Other differences come to light when faced with Vampire and Vampira Pokégirls, as these perky Fearleaders have none of the normal Goth-like acceptance and kinship with them as other Fearleaders. They use their wit and dry sarcasm to drive the vampire types into a rage, and will attempt to fight them. It is a very bad idea indeed to have both of these types in a harem.
Despite the social viciousness of Fearleaders, they make surprisingly excellent leaders, because it is the same quick wit that they use to demoralize their opponents that makes them able to exploit both the weaknesses of their opponents and the strengths of their Master’s Harem. Many tamers find that those Fearleaders who are Alphas of their Harem can often inspire their Harem-Sisters to victories they didn't think themselves capable of. However, their primary motivating tools are insults and threats, goading even their ‘friends’ to strive ever harder to prove themselves to be strong, worthy of their Tamer's affection, and especially to prove the Fearleader wrong. The only time a Fearleader is ever known to be gentle is when those threats and insults prove to be too much for a harem-sister –so much that she breaks under the pressure. As socially aggressive as Fearleaders are, they are equally socially intelligent, and can easily tell if their victim in question is truly broken or has just hit a slump. But to broken spirits, these Pokégirls can actually be downright nice, encouraging them and helping them heal. This trait is shown to the extreme on the rare occasion that Fearleaders come into contact with a Penance.
While not especially strong combatants themselves, Fearleaders are masters at demoralizing their opponents. They taunt their foes mercilessly, combining that with distraction causing attacks like Smirk and Cry Wolf before moving in for high-speed scratch and dance attacks. When in a support role, they use Anti-Cheer, which has exactly the same effect as the Cheer technique, but functions by shouting insults and jibes at the supported Pokégirl, spurring her aggression in battle or by demoralizing their opponents by picking out just the right insult to get them down. Fearleaders particularly enjoy Taunting opponents until they charge at her, allowing her teammate to come at them from behind. In sex battles, Fearleaders are all but useless, but they are a very good counter for a Domina as they can dish out whatever a Domina can give.
Threshold into a Fearleader is relatively common, especially among girls with strong Dark-type ancestry, and those girls who are already socially vicious. Many Thresholders are able to hide this fact by makeup, but always fall prey to Pokédex scanners. Once found out, many of the Fearleaders are brazen enough to back talk those who’ve discovered them with their usual insults and jibes directed at their discoverer’s intelligence.
Feral Fearleaders are rare, as their feral state renders them around Bimbo intelligence. Many of these Pokégirls are found near high school and college football games, mimicking the cheers of one side or the other until they are noticed and caught. Quite often, a threshold Fearleader attempting to hide her change into a Pokégirl goes feral, which surprisingly makes her much more popular –though now at the bottom of the social pecking order.
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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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FLIRT, the Airhead Pokégirl
Type: Very Near Human
Element: Flying
Frequency: Rare
Diet: human style foods
Role: aerial tactics, sex, distraction tactics
Libido: High
Strong Vs: Bug, Fighting, Plant
Weak Vs: Electric, Rock, Ground, Steel
Attacks: Gust, Squall, Speed Storm, Taunt, Mach Breaker, Tempest, Vortex, Fly
Enhancements: Petite Build, Wind Control, Flight, Enhanced Agility (x10), High Flexibility
Evolves: Floozie (orgasm while airborne)
Evolves From: Flittit (normal)
A Flirt is a Flittit who has strengthened her mastery over her wind powers through hours of hard work and training, every day, for weeks and weeks, months, possibly even years depending on the quality of her Tamer. Her flight abilities no longer disturb surrounding objects (and as a result, she is allowed to fly indoors), and she can fly up to 400 feet above ground.
More importantly, at least to the Flirt’s point of view, she’s finally grown some curves. She doesn’t get any taller, but her breasts get slightly larger, as do her hips and butt. Her skin becomes paler, even though it should really grow more tan from all her outside time, and her eyes usually become sky blue (some Flirts with cloud-gray eyes have been noted).
Flirts love flaunting their new bodies, taunting harem-mates and opponents alike from just out of reach. However, they love flying more, and a Tamer who doesn’t let his Flirt get some airtime often enough will find himself with an unhappy Pokégirl at best, and lots of runaway attempts. A Tamer who allows his Flirt to fly as often as she likes will have a Pokégirl who will do her best to never let him down. She doesn’t bother herself with trying for the Alpha position, as long as she gets Tamed and gets to fly.
Like Flittits, Flirts favor speed in combat, and a good Tamer will use their flying abilities to his advantage. A typical tactic is using Taunt to goad a ground-based opponent, then hovering out of reach until the enemy wears herself out trying to reach the Flirt. Against fellow flyers, Flirts hug the ground and Taunt the enemy into diving at them, then use a Vortex to change their flight path and watch them crash. Flirts are half-decent sex battlers as well, since they can fly out of reach and then titillate the opposition with caressing breezes. As with a Flittit, your best bets are Electric Pokégirls to hit her while airborne, Rock-, Steel-, and Ground-types to wait her out, and gun-users who can attack reliably from a distance.
After a good flight (or a good fight, since it includes the former), a Flirt is usually ready for a roll in the hay with her Tamer, much like she was as a Flittit. Her powers may eventually become strong enough to take Taming to the next level-- and the Tamer who is brave and trusting enough to let his Flirt take him up with her and Tame her in the air will have one of the happiest Pokégirls in existence (possibly even more, since Flirts can evolve through airborne Taming!). However, this does have its risks-- Flirts are not known for their concentration abilities, and a hard orgasm may cause her to drop her Tamer! They also can not provide the extra oxygen their passengers may need.
Feral Flirts aren’t clever enough to use the tactics of their Domestic kin, but fly around Taunting Pokégirls and humans alike before fleeing. Most Tamers who get Taunted by one simply use a flyer or a Pokégirl with a ranged attack to knock her out of the air and catch her without much trouble-- even Plant or Bug Pokégirls don’t have much to fear from a Feral Flirt. Tamers who do capture a Flirt are encouraged to release her with their entire harem present for an orgy, as the Flirt will be aroused and sensitive from flying so much and will easily exhaust even a Tamer who has armed himself with stamina-increasing drinks.
Threshold Flirts are rare, and their families often auction them as pets for high prices.
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FLITTIT, the Air Ditz Pokégirl
Type: Very Near Human
Element: Flying
Frequency: Uncommon
Diet: human style foods
Role: low-altitude aerial scouts
Libido: High
Strong Vs: Bug, Fighting, Plant
Weak Vs: Electric, Rock, Ground, Steel
Attacks: Gust, Squall, Speed Storm, Dive
Enhancements: Petite build, Wind Manipulation (including low-altitude flight), Enhanced Agility (x4), High Flexibility
Evolves: Flirt (Normal)
Evolves From: Nymph (Sky Crystal)
For a long time, it was believed that the Flittit Pokégirl was ditzy and unintelligent like the Bunnygirl and the Bimbo. In more recent studies, it's been revealed that the apparent low IQ of the Flittit was partly because of the species' tendency towards carelessness, and partly because observed specimens were constantly on the verge of going Feral. The title, unfortunately, has remained.
Upon evolution with a Sky Crystal, a Nymph who becomes a Flittit actually grows shorter and slimmer, and her hair lightens in color and becomes as curly and fluffy as a cloud. Her breasts, which would be rather paltry on a normally-sized girl, look much larger on her petite frame, which is good, because she's still more aerodynamic than she is curvy.
Flittits are friendly, agreeable, careless, and altogether unremarkable girls in the personality department. They don't bother with the weighty responsibilities of politics inside or outside the harem, as long as they're kept Tamed and fed and can be reasonably sure someone is looking after them. Flittits are not allowed to fly indoors, as the air currents they stir up can be detrimental to fragile items and organized papers, but they are always sorry after breaking or ruining something.
Anyone who assumes this carefree attitude extends to combat is likely to be surprised. For all her low ability enhancements, a Flittit on the battlefield is a very tricky opponent to face, able to manipulate the air surrounding her enough to let her fly a little (to a maximum of about 40 feet in altitude), then skim around just above the ground at speeds too high to track. She generally prefers Gust and Squall to close combat because her slim body doesn't have very good defenses, but hit-and-run tactics with a Flittit can be devastating in battles between young Pokégirls. Obviously this makes her a prime target for area-affecting Electrical attacks. Other Pokégirls who stand a good chance against a Flittit are Rock-types and Steel-types, which can ride out her attacks until she exhausts herself trying to hurt them, and Ground Pokégirls, who can burrow out of harm's way and make her chase them into confined spaces, where her wind manipulation hinders more than it helps.
After flying, a Flittit's body has become extremely sensitive, especially her breasts. Tamers are encouraged to TAKE HER NOW whenever possible. Like the Nymph she was before, a Flittit has a bottomless appetite for sex and often wears out her lover long before she is through; multiple lovers are advised.
Feral Flittits are usually seen flying about absentmindedly, stirring up leaves and debris with their winds. Their tactical abilities in this state leave something to be desired, as do their abilities to pay attention to what's going on around them. Even a fairly low-powered Plant or Insect Pokégirl has a good chance of weakening a Feral Flittit enough for the Tamer to capture.
Threshold Flittits are rather rare, but not exceptionally so, especially if the girl in question has prominent Flittit, Flirt, or Floozie ancestry. Their families usually don't mind their bubbly natures so much... until a playful attempt at flight sends valuables flying or falling! Most of the time the new Flittit is more apologetic that she broke something than she is upset at becoming a Pokégirl and getting sent away to a ranch.
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GARTER, the Seductress Snake Pokégirl
Type: Very Near Human Metamorph (Snake)
Element: Poison/Normal
Frequency: Uncommon (all Leagues)
Diet: Almost human (can't stand vegetables)
Role: Seductresses
Libido: Average to High
Strong Vs: Plant
Weak Vs: Fighting, Magic, Psychic
Attacks: Lust Dust, Regeneration Tears, Ensnaring Kiss, Thunder Tail, Bronze Fist, Petrification Gaze(*)
Enhancements: Powerful pheromone control, increased intelligence, weak feral state (identical to Ingenue), psychological advantage against weak-willed Mouse & Bird Pokégirls
Disadvantages: Low pain tolerance, low stamina
Evolves: Kissitalcoatl (Angel Stone)
Evolves From: Naga (mechanism unknown)
Garters are a very lustful type of Pokégirl. They are very rarely strictly heterosexual. Most of the time, they're bisexual.
Generally, most will do what they can increase the number of Pokégirls in their tamer's harem until they have at least one lover for every day of the week, even if they don't always need the loving.
Garters oftentimes look like human women, their height and eye color varies from Garter to Garter, though they generally have very long white or black hair. Most prefer their human form over their half-snake hybrid form for everything save combat. There are few ways to tell a Garter from a human without a Pokédex, most include making her angry. When they are angry enough, the outlines of scales have been known to form on their faces (generally around the eyes).
When in their hybrid form, their faces gain large grayish scales, which match the scales on their lower bodies. Strangely, their belly scales always match their hair, even if the Garter dyes her hair. They seem a good foot taller and their snake-half are always double the length of their normal legs.
Since Garters prefer to be lovers and not fighters, they are over seek to deal with conflicts of a physical nature (i.e. fighting) in an efficient manner, generally using Petrification Gaze, followed by Thunder Tail and Bronze Fist to knock out opponents quickly. Garters have surprisingly low stamina and a low pain tolerance, making their tactics more understandable.
Despite their high libidos, their feral state is quite mild, though they seem to take great measures to keep from ever nearing their feral state. Whether this is some ingrained fear of becoming feral or not is not definitively known.
Oddly, almost no Garters are feralborn and very few have ever been seen outside of a harem. Of those seen, most were Threshold girls who evolved shortly after becoming Nagas. Because of this, the exact mechanism that triggers their evolution is not known.
(*) - Petrification Gaze - (EFT) The user fixes eyes with her opponent, causing the opponent to freeze up. Depending on the difference between the user and the victim's will, the victim may be paralyzed from 1 round to 2 turns. Any strong-willed Pokégirl can learn this technique.
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GENERAL, the Commander Pokégirl
Type: Varies
Element: Varies/Magic?
Frequency: Extinct (God, we hope so…)
Diet: Varies
Role: Leading Pokégirl Armies
Libido: Varies
Strong Vs: Varies
Weak Vs: Varies
Attacks: Can use any and all attacks of their elemental type.
Enhancements: Can exert mental influence over any Feral Pokégirl except Legendaries, Elemental Mastery, Enhanced All-Around (x5)
Evolves: None (Athena doesn’t count)
Evolves From: None
ALL INFORMATION IS CLASSIFIED ULTRA-SUPER TOP SECRET! HIGHEST CLEARANCE ONLY ALLOWED!! DIVULGEANCE OF THIS INFORMATION IS PUNISHABLE BY ERASURE OF YOUR EXISTENCE!! NONE, REPEAT NONE OF THIS DATA MUST BECOME PUBLIC KNOWLEDGE!!!
We have uncovered frightening evidence of some of Sukebe’s deadliest creations: The Generals. Twelve ungodly powerful Pokégirls, seconded in strength only by the Legendary Pokégirls. They are brutal, vicious creatures all. They are Sukebe’s Generals, each one named after a goddess from ancient mythology. The only good thing about them is that they are all dead. We only discovered this fact recently, after raiding one of Sukebe’s many hidden installations and finding data we had not found before.
When Sukebe’s forces grew too numerous, and the Legendary Pokégirls became too unruly, Sukebe needed something to help control them. He created sixteen Pokégirls with varying abilities, each one capable of commanding an entire element type of Pokégirl by just mental command. Any Pokégirl untamed by a male in the range of their voice had no choice but to obey them. But during the early parts of the Revenge War, before true Ferality became an issue, most Pokégirls didn’t even think to resist them, as they believed in Sukebe’s cause. The Generals were a real threat during the War, each one of them proving to be a menace as feared and hated as Sukebe himself.
One by one they all died during the Revenge War or after it, killed by the Legendary Pokégirls, destroyed by their own forces after they were Tamed, defeated by humans, or, in one case, killing each other off. Athena the Mad lived the longest, only to be killed in the infamous ‘Athena Incident’ by the Widow Slayer.
Data on the individual General Pokégirls follows.
General Name: Danu the Burning
Type: Anthropomorphic (canine)
Element: Fire/Magic
Diet: Carnivorous
Libido: High
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Danu the Burning was a vicious creature. A tall Pokégirl with red fur and wolven features, she led her fire type forces in many vicious battles. She loved to set her victims on fire and just stand around, watching them burn. Afterwards, she would eat whom she killed. She also developed a tendency to rape whomever she had set on fire while they were still burning. The flames didn’t hurt her, she got her pleasure, and got a snack as well. She got careless near the end of the War, and was killed by human forces who set an ambush for her.
An interesting thing to note about Danu was her tremendous ego. She called herself the Sun Queen, and delighted in burning and smashing. She was also known to get very nervous in the dark, something that she was teased relentlessly about by Mórrígan. This may have contributed to her cruel nature, as she might have done some of her acts to vent her frustrations about Mórrígan’s taunts.
General Name: Hera the Flood
Type: Near Human
Element: Water/Magic
Diet: Water, small fish
Libido: Low
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Hera the Flood was infamous for her efficiency. Tall and elegant, her skin was lined with bluish scales and her eyes were like that of a deep-sea fish. She did not associate with the other Generals as much, preferring to remain at sea, although she would come to group meetings when called. She was only seen having sex three times during the course of the Revenge War. She died at Scylla’s hands when the Legendary decided that Hera had offended her.
Hera was not an especially egotistical Pokégirl, a rarity among the generals. She fully believed that Sukebe would win the war and that Pokégirls would take over, and looked ahead to make things better. In a recent raid on a Revenge War Pokégirl base, several blueprints were found, with notes written in Hera’s handwriting, of underwater cities with easy connection to the land. Also found were several notes on cultivating and cleaning the ocean. These plans have since been adopted by the PLC, with discussions on how to implement them. The WAPL, the Ocean League in particular, have shown interest in using them…
General Name: Amaterasu the Shining
Type: Anthropomorphic (canine)
Element: Electric/Magic
Diet: Electrical energy
Libido: High
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Amaterasu was named the Shining for her tendency to lead her forces into battle while radiating intense electrical energy. A wolf-like Pokégirl, similar in appearance to Danu except with whitish fur, Asian eyes, and reddish markings on her body, she was also more merciful that her fire-type counterpart. But she was merciful only in the fact that she believed in killing in one shot. She would start battles by unleashing a powerful electromagnetic pulse, shorting out electronic equipment and dazzle-blinding every soldier she encountered. She eventually was assassinated while looking over a battlefield by a human sniper. It was later revealed that this sniper was a human soldier she had kidnapped weeks ago and kept as a sex toy.
Surprisingly, Amaterasu had a creative side to her. She was one of the few General Pokégirls to actively use magic, although hers took an interesting turn. She used an enchanted paintbrush called the ?kami in conjunction with an enchanted scroll to create powerful spell effects during battle. But she would also use the ?kami to create beautiful artworks after a battle. The few records of her personal thoughts have shown that violence tended to inspire her. These works were collected and hidden until anti-Pokégirl hysteria had died down after the War. Since then they have been placed in the Louvre, which was rebuilt after the Revenge War.
General Name: Demeter the Healing
Type: Semihuman
Element: Plant/Magic
Diet: Vegetarian
Libido: Average
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Demeter was one of the few General Pokégirls that did not directly take the field. She was a short Pokégirl, with green, leaf-colored skin, multiple-vine like tendrils emerging from her back, and hair that looked and felt like grass. The primary activities she performed was the healing of Pokégirl soldiers, a role Sexebi was meant to fill before the gentle Legendary abandoned Sukebe’s cause. Demeter herself was a cold-hearted Pokégirl that believed in an assembly-line methodology to medicine. She was eventually killed by a squadron of Fire-type Pokégirls that had been Tamed.
Despite her cold-heartedness and occasional cruelty, she was also a medical genius. She created several ultra-efficient medical techniques that have since been adopted by League officials and adapted to human DNA. She still is ill regarded by those in the medical profession. The few that still remember her existence, that is.
General Name: Gaia the Mother
Type: Near Human
Element: Ground/Magic
Diet: Sand and water
Libido: Low
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Gaia the Mother was a powerful general. The tallest of the Generals, at 9’4,” with a body seemingly made of sand, quartz, and chalk. She towered over other Pokégirls, commanding them with authority and intensity. She was also unique in that she was the kindest of the Generals. She loved her troops as her own children, and treated them as such. She also was the only General Pokégirl to see any goodness in humanity. She was beaten to death by Mary the Merciless after arguing with her on what to do about humanity. Her body was then publicly displayed in Mary’s fortress as a warning to anyone who doubted Sukebe and his cause. After the War, Icarod Mathers was sighted with his Harem, taking down her body and giving Gaia the Mother a proper burial.
General Name: Freya the Unrelenting
Type: Near Human.
Element: Rock/Magic
Diet: Various stones and minerals.
Libido: Average
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Surprisingly, Freya was the smallest and the quickest of the Generals. A slender Pokégirl, only around four feet in height, with a body made of polished obsidian and diamonds. She was one of the more active field commanders, with the ability to increase her body’s mass to massive levels. Her favorite thing to do was have her Onyx throw her like a cannonball at human encampments, increasing her mass so that she did lots of destruction upon landing. She never stopped a battle until she was certain that everything she was targeting was leveled, dead, or both.
Sadly, this overzealous approach to battling led to her death. She was the Pokégirl sent after Atmuff after her first attack on a unit of Sukebe-controlled forces. Atmuff destroyed her in seconds.
General Name: Frigg the Cold
Type: Very Near Human
Element: Ice/Magic
Diet: Water
Libido: Very, Very Low
Strong Vs: Dragon, Flying, Ground, Ice, Plant
Weak Vs: Fighting, Fire, Rock, Steel
Frigg, in name and nature, was cold. An elegant Pokégirl with blue skin covered in frost and a body temperature so low that ice formed under her feet with every step. She didn’t care for anything. Not her troops, not Sukebe’s cause, not herself, not anything. She simply did as she was told, leading her forces to victory after victory. She was brutal in her ways, literally slaughtering whomever she was told to kill. So bloody were her victories, than Mórrígan actually fell in love with her. She, as was her nature, didn’t care. She would make tremendous sacrifices of her troops, coldly sending them to their destruction just to accomplish a goal. She also thought little of love, thinking it simply foolishness that led the Tamed Pokégirls to betray Sukebe. Such concepts made her coldly ignore her troops complaints about her methods. It was this coldness that led to her death.
Her troops, demoralized, complained to Sukebe. He responded by having the recently created Shiva fight Frigg. In a battle that created the arctic area now known as the Icemaiden Preserve, Frigg died. Not even in death did she understand why her troops turned against her.
General Name: Izanami the Grinning
Type: Near Human
Element: Flying/Magic
Diet: Insects, Fish
Libido: High
Strong Vs: Bug, Fighting, Ground, Plant
Weak Vs: Electric, Ice, Rock
Izanami was… not exactly right in the head. Called the Grinning because of her ever-present, never-ending smile, she was a sight to behind. The most buxom of the Generals, she was also known as the Rapist, mainly because of her tendency to steal any man she found attractive and quite literally fuck them to death. Her eyes were like that of a hawk. Light streaks of feathers adorned her legs and arms. And large, bird-like wings grew from her back.
She was among the more reviled of the Generals, because in addition to being a rapist, she was also a pedophile, her preferred victims being young boys. She was shot down by human forces and beaten to death, her body torn apart by dogs.
General Name: Aphrodite the Toxic
Type: Inhuman
Element: Poison/Magic
Diet: Anything she can absorb
Libido: High
Strong Vs: Bug, Fighting, Plant, Poison
Weak Vs: Ground, Psychic
Aphrodite was the most inappropriately named of all the Generals, as she was an ugly, only vaguely female mass of sentient toxic waste. Forces in pre-Sukebe Edo called her Hedorah, naming her after a movie monster with similar abilities. To get Tamings, she would simply take troops her forces captured and rape them, absorbing them into herself afterwards. She led her poison forces on several victorious campaigns before being destroyed by Titania, whom Aphrodite made the mistake of attacking when the Legendary cost her a victory.
General Name: Kali the Wild
Type: Anthropomorphic (dragon)
Element: Dragon/Magic
Diet: Meat
Libido: Average
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Kali was a brutal General, a tall, muscle-bound, green-scaled and massive-winged Pokégirl who was one of the only ones who lived up to her namesake goddess’s reputation. She wielded a massive broadsword in battle, and was well known for her wild, trilling battle cry. After watching a certain television show after a successful supply raid, she began to use a chakram in battle as well. Since her elemental type of soldier was more rare than the others, she confined her unit’s tactics to guerilla maneuvers.
Kali was a proud, savage fighter. She was ruthless and unrelenting in battle, never backing down. She loved battle, she loved the smell of blood. That personality quirk led to her being slaughtered by Hy-Bra when she confronted the Legendary shortly before her death.
General Name: Artemis the Huntress
Type: Very Near Human
Element: Psychic/Magic
Diet: Human-style
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Artemis was a powerful Pokégirl, a tall, elegant woman with long, ebony colored hair and runes marking her entire body. Her mind was a deadly weapon, which she used to great effect. So powerful a psychic was she, that she could break through any mental defense, ferret out any secret that lay in human minds. If it were not for the efficiency of Mary the Merciless, she would have been Sukebe’s chief interrogator. Instead, she let hunting missions, looking for human officials to capture and torment.
An interesting note about Artemis, aside from her honorable nature and strong sense of fair play, is that she and Athena were lovers. The units of Pokégirls under the command of the two would often be seen working together as the numbers of Pokégirls steadily grew. Eventually, Artemis disappeared. No one knows what happened to her, all we know is that she died in a manner so horrible that it caused Athena the Wise to go completely insane, becoming the deadly Athena the Mad…
General Name: Athena the Wise/Mad
Type: Very Near Human
Element: Fighting/Magic
Diet: Human-style
Libido: Average
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Regarded by many as the greatest of the Generals, Athena was a powerful warrior. Her long, white hair was always seen bound up in a bun, her body as muscular as iron. She was a calm, calculating leader, a superb strategist, and a brilliant scientist. She was a genius both in the lab and in the battlefield, called the Wise because of her ability to always make the choice that would lead to victory. She also had Artemis’s sense of fair play and honor. While she didn’t agree with Gaia the Mother’s viewpoint on humanity at first, after the abandonment of the Espers, Athena began to show mercy more and more often. It was said that she would have eventually opposed Sukebe’s campaign.
Then something happened to Artemis that made the whole thing go to hell.
Athena changed, becoming crueler and crueler in her ways. She led a unit of Celestial Pokégirls, a group unlike any of their time. This group of Athena’s became known as the ‘Bloody Angels,’ mainly because they committed acts of cruelty that made Mazouku look as harmless as Titmice. Eventually the Bloody Angels were all killed, and Athena disappeared. She went underground for years, her insanity steadily growing worse. She was rumored until recently to be behind the creation of some of the more reviled Pokégirls, such as the Giantess, Widow, Mantis, and Panthress, rumors which were eventually debunked. She eventually resurfaced in the Crimson League, as commander of a splinter faction of the Limbec Pirates. She created three extremely powerful Clonetoos that almost perfectly replicated the Legendary Pokégirls Scylla, Kary, and Titania, and unleashed them. Fortunately, the three retained their dislike for each other and chose to do battle with one another instead.
However the three Clonetoos had a more sinister purpose. Once one of them died, their life energy would fuse with their killer, evolving them to a more powerful form. Eventually, once Athena’s body was destroyed, the General Pokégirl’s own soul merged with the super Clonetoo, becoming the godlike Omega Athena (see separate entry). Thankfully, Omega Athena, with the help of the Widow Slayer and several others, was destroyed completely.
General Name: Nephthys the Glutton
Type: Very Near Human
Element: Ghost/Magic
Diet: Life energy
Libido: Low
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark
Nephthys was a hated Pokégirl. Almost as insane as Izanami, but as coldy cruel as Aphrodite, she had very few forces to command. A ghostly woman with pale-blue skin and a fat, bulging body, she would command her sparse forces to gather victims for her to feast upon. As she had no physical form, she would devour their life essence, glutting herself so much that her spectral mass would expand. Despite her sickening diet, she also managed to remain out of the spotlight.
She died after making the mistake of devouring the life of a human Macavity had become fond of. The Chaos Kitty then recruited Hild, who tore Nephthys to bits, her soul shredded beyond repair. She was the first of the General Pokégirls to die.
General Name: Mary the Merciless
Type: Very Near Human
Element: Normal/Magic
Diet: Human-style
Libido: High
Strong Vs: Ghost
Weak Vs: Fighting
Of all the Generals, none were more hated and feared than Mary the Merciless. Sukebe actually did not know what to name her at first, but when he learned of her cruel nature, his sick sense of humor led him to name her after Mary, the mother of Jesus in the old Abrahamic religions. Mary, a rather plain, average-looking woman otherwise, reveled in the sheer irony of the name, dressing up as her when performing her primary role, that of chief interrogator.
Mary was cruel, and worse, she was creative. She enjoyed her work, knew how to take her time in extracting the information she needed, and she never failed. Mary’s name became feared amongst human forces, stories of her horrid interrogation techniques demoralizing troops left and right. Not all of the stories were true… at least at first. She would have spies listen to the stories and then add them to her long list of techniques, kept in a journal she called Pain’s Bible.
Mary was a sadist of the worst order. She also lived the longest out of all the Generals, save for Athena of course. When they finally caught her, she was crucified on the spot. She died, laughing at her captors, who celebrated after the last breath left her body.
We have been unable to recover Pain’s Bible and are scared to death that the Sanctuary Goths have it in their lair. WE MUST RECOVER IT AND DESTROY IT.
General Name: Selket the Swarm
Type: Anthropomorphic (scorpion)
Element: Bug/Magic
Diet: Grain, fruits
Libido: Average
Strong Vs: Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Fire, Flying, Rock
Selket the Swarm was actually one of the few General Pokégirls that made no active attacks against humanity. A tall, insect-like Pokégirl, with red, chitinous armor, four arms, the top two larger and bearing pincher claws instead of hands, and a long, armored tail with a poison-dripping stinger. She commanded all legions of insect Pokégirls, but only those involved in construction. She had a hand in building all of the known, and probably unknown, Pokégirl fortresses in the world. She eventually was killed by Atmuff, who desired to test the General Pokégirl’s strength. The battle was infamous for one event, something no Pokégirl since has been able to copy; Selket left a scar on Atmuff, her stinger lashing across her chest to create a thin, stripe-like scar.
Selket actually kept records of her construction techniques, which were found in her primary base, a temple-like structure in Egypt. She had apparently collaborated with Hera in the designs of her underwater home idea. As before, these have been adopted to the League, the most profound contribution being the durable, sturdy designs used to build Pokécenters.
General Name: Mórrígan the Bloody
Type: Very Near Human
Element: Dark/Magic
Diet: Blood, Organs
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
The last of the Generals, she was the most aptly named of her breed. A pale, vampiric Pokégirl with muscles like corded steel and short hair stained permanently red from blood, she was the spitting image of the goddess she was named after. A violent Pokégirl with a love of battle, she led her forces to many gory victories, her axe and mace crushing her foes. She had little patience for the meetings she had to go through with the other Generals, and was always the first to leave. She never felt comfortable unless there were dead things around her.
This led to a bit of a problem, as in the heat of a battle, after Mórrígan had turned on her own troops in bloodlust, she found herself abandoned by the survivors, left alone on the battlefield as humans and their arsenals bared down on her.
DATA UPDATE!! HIGHEST POSSIBLE SECURITY CLEARANCE NEEDED TO VIEW!!!
New information about the General Pokégirls has arisen, information we had not even realized existed. While searching Sukebe’s various bases, we have discovered high-tech puzzle spheres that, when solved, reveal tremendous amounts of technological and biological data. Anything from Pokégirl biological information and medicine to newer, more efficient energy source data have been found. We’ve discovered four of these puzzle spheres, and have discovered that Sexmet has five, all unsolved, the Sapphron Hirosaki of Sanctuary has three, again, all unsolved, and Elder Zanza of the Terminatrix clan has four. Again, all unsolved. We questioned each, and discovered something shocking: They were horrified that we’ve actually solved ours.
When asked why, they all said the same thing: “Not all the Generals are dead.”
General Name: Dizzy the Innocent
Type: Very Near Human
Element: Magic (Celestial/Infernal?)
Diet: Apparently human-style
Libido: Unknown
Strong Vs: Unknown
Weak Vs: Unknown
Gods above, how could we have missed this? For years, sightings of a mysterious, angel-like Pokégirl had circulated. We simply dismissed her as a rogue Pokégirl, and didn’t think any more of it. But with the revelation of the spheres, we investigated further.
This Pokégirl has many Dark-type and Ice-type powers, her wings and tail apparently possessing minds of their own. The Pokégirl herself, Dizzy, is quite friendly and amiable, willing to be Tamed by kind persons. However the wings and tail are very protective of Dizzy, and will lash out against her wishes if they feel she is in danger. In recent months, she has been seen in both Edo and the Orange Islands. She has picked up a guardian since then, a slender, effeminate man that also has powerful necromantic magic. The man apparently has lived for many years, and is named Testament. We know nothing else about him.
What worries us is this: In one of the rare moments Testament allowed PLC officials near her, she was visiting the sight of the Evangelion Advent. She said just six words: “Mother’s honor guard was born here.”
This, naturally, was disturbing to us. We began to study her closely, only to find out the worst. She is a General Pokégirl. AND SHE IS THE DAUGHTER OF A GENERAL THAT WAS STILL ALIVE.
Testament, after realizing that we knew, has since prevented any PLC officials from getting within a hundred yards of her. We tried to enlist the help of others, anyone we could get. But Sexmet flat out refused, the Sanctuary Goths, while agreeing that Dizzy was to be feared, did not trust us enough to get involved, and, to our dismay, the Terminatrix actually seem afraid of Dizzy and what she represents. We have given up trying to deal with Dizzy, and have decided to focus on discovering her mother.
General Name: Justice the Ender
Type: Semihuman
Element: Steel/Magic
Diet: Unknown
Libido: Unknown
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Months of exhaustive research, coming over everything we had taken from Sukebe’s records. We eventually found a single file that had been discarded and locked away almost carelessly in our files. Designs for a robotic Pokégirl, a Steel-element, with massive energy projection capabilities and shape-shifting battle armor was found. More powerful than even Athena at her strongest, the stats we found put her almost at Legendary level.
We found a password in the notes on her creation, and entered it into one of Sukebe’s computers. The following message, taken directly from Sukebe, played.
Sukebe: “Well well well. If you are hearing this, then you have discovered my Justice. But don’t worry. She is semi-dormant right now, in a location I will not reveal, awaiting her time. And how will she know when her time is? Simple: When all sixteen of the puzzle spheres I placed around the world are solved. This will in turn give her the ability to command Pokégirls of ALL elemental types. Now, I know what you’re saying. ‘Sukebe you evil horrible monster, I won’t open the spheres after hearing that!’ Heh. You may change your mind. Each sphere contains one of my discoveries, something that could improve the standard of living of all life on Earth a thousandfold. All of the spheres together contain data that could make the Earth a UTOPIA! Imagine it. Peace and prosperity for everyone. All you have to do is solve my puzzle spheres. Wouldn’t that be lovely? Of course, you run the risk of making Justice’s Advent a little sooner than what I’ve programmed her for, but isn’t the thought of making everything better just TOO tempting?”
He wasn’t lying about the data in the spheres. One can only imagine what the rest contain. Sapphron Hirosaki of Sanctuary, Sexmet, and Elder Zanza of the Terminatrix tribe were all led to the same lab we were by the clues they found. There is a frightening symmetry here that cannot be ignored. However, after learning of how all were led to the same place, some have said that this is actually a trick by Justice, that her intentions are more benevolent and she wishes to see if we have the courage potentially to face her. We are hoping that this may be true, but can we take the chance? This is bad. This is very bad. How could we not have noticed this before, not noticed that there was one element-type missing from among the Generals? And we unlocked four powers for her without noticing...
The only real good news in this is that one of the War Espers, Sol, has gone to seek Justice out and kill her. We wish him well… As for the puzzle spheres… I am loathe to admit this, but we must find a way to destroy them. Despite the wellspring of data they could contain, we can’t run the risk of them falling into the wrong hands. If nothing else, they must be locked away forever, so that no one can activate Justice fully…
This is just so bad…
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GEOGAL, the Dependable Pokégirl
Type: Very Near Human
Element: Rock
Frequency: Common
Diet: some human foods, pokechow, rocks & pebbles with high mineral content
Role: mining
Libido: Low initially, but can be higher with a tough Tamer
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Attacks: Tackle, Harden, Pummel, Stone Punch, Seismic Smash
Enhancements: Enhanced Strength (x4) High Density and Toughness (x8), Earth Affinity,
Evolves: Gravelgal (normal), Galem (evolved form of Gravelgal; battle stress)
Evolves From: None
"Dependable as a Geogal" goes the saying, and that describes this type almost perfectly. A Tamed Geogal is usually mentally stable and fairly intelligent, not given to fits of emotional outbursts. The more skillful tamers can draw out the hidden emotions from an otherwise stoic Geogal.
Most of the time Geogals look and feel relatively human with the exception of differing shades of tan, brown, or gray camouflage-like patches, depending on what climate they grew up in. But when they harden their skin, it can become as tough as granite or steel, depending on the strength of the Pokégirl, and what they've eaten. Ingesting the minerals found in ordinary rock is what allows the Geogal to coat her body with stone. Feral Geogals keep to themselves mostly, and won’t attack unless provoked. The longer a Geogal goes without Taming, the less and less active she becomes, until she almost literally shuts down. Tamers love Geogals for their high toughness and power, but that same toughness makes them difficult to catch and Tame. However, a sustained water attack will wear away the stone hardness and leave the Geogal weakened, and usually aroused. Hence, the phrase "to get a Geogal wet" has come to hold more than one connotation.
Girls with Rock-type Pokégirl ancestry who go through Threshold, tend to become Geogals more than any other type.
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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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GIANT TROLLOP, the Really Big Pokégirl
Type: Very Near Human
Element: Ground/Rock
Frequency: Rare
Diet: Omnivore
Role: Bodyguard, Cheap labor
Libido: Average
Strong Vs: Bug, Electric, Fire, Flying, Poison, Rock
Weak Vs: Fighting, Flying, Ground, Plant, Water
Attacks: Mega Punch, Mega Kick, Rage Shock, Quake, Stomp, Unmoveable, Shock Spike, Dyna Wave, Mega Wave, Quagmire Twister, *Self-Soften, Harden
Enhancements: Enhanced Endurance (x10), Enhanced Durability (x18), Enhanced Strength (x20), Enhanced Regeneration (x10)
Evolves: Giantess (Diamond Stone)
Evolves From: Trollop (battle stress)
Trollops are dumber than a bag of rocks, ninety times as ugly, and generally considered so repulsive that even the beautification experts at the Kujaku Ranch have admitted they can’t do much with them. Giant Trollops are a step up in every way. They’re stronger, smarter, more useful, more beautiful and generally better than Trollops in every possible way.
Although, to be perfectly honest, it’s like saying that chipped paint is more beautiful than a hovercar crash.
Upon evolution, Trollops lose some but not all of their regenerative capacity. Their skin turns a human color, their warts vanish, their noses and eyes shrink to normal sizes, their hair cleans itself up, and they become generally more attractive all around. They also grow to twelve feet tall, gained a LOT of muscle mass, as well as large breasts and broad shoulders. They are also not exactly the most attractive Pokégirls, having faces that range from plain to looking almost manly in appearance. The bitter irony of it all is that their evolved form, the Omega-level menace Giantess, is the sexiest of the three forms. There is hope, however, as Kujaku Ranch beautification experts find Giant Trollops much easier to work with than their previous forms, and have released a book featuring ways of making normally less-than-attractive Pokégirls sexy. Giant Trollops are one of the breeds in the book.
Another issue with Giant Trollops is that they are dumb. Nowhere near as dumb as their previous forms, but they won’t be considered geniuses by a long shot. At best, they can be taught to do simple tasks, such as deliveries or low-tech construction jobs, as their memory improves to a normal human level. They function best as bodyguards and enforcers, however. The vast majority of the breed remembers what they looked like as Trollops, and want to do whatever they can to make themselves useful for their masters. They are especially fond of trainers who willingly take them in and make use of them, becoming fiercely loyal to them and obeying whatever they say. During Mao’s Rebellion, the breed gained a lot of popularity as they were frequently seen fighting against her forces. This almost fanatical loyalty led to there being little consequences once it was discovered that they evolved into Giantesses. The most drastic of the consequences were league wide laws being passed forbidding the possession of a Giant Trollop and a Diamond Stone at the same time.
Giant Trollops in combat are slow, brutal fighters. They use power attacks and shockwaves to try and dominate their opponents quickly. There’s an unspoken friendly rivalry between Amachamps and Giant Trollops, as their strength is equal to one another. (However when queried, no Giant Trollop seemed to understand what the word rival meant.) The two breeds seem to enjoy fighting each other and always have intense matches.
In terms of taming, as Giant Trollops are so loyal to their masters, they will accept whatever they want. They will willingly let themselves be put into restraints, as to a Giant Trollop hurting their Tamer is considered to be the ultimate failure. They have a technique called ‘Self-Soften,’ which allows their bodies to become softer, more pliable and pleasant to the touch, and to allow for easier access to their holes. This has the added effect of making toys rarely needed to pleasure a Giant Trollop, to the surprise of many. They have low pleasure thresholds, but their high endurance keeps it from taking too much out of them. Surprisingly, or perhaps not so surprisingly given their loyal nature, the breed has enjoyed a surge of popularity despite their less-than-pleasant looks, especially among businessmen who can’t always have human bodyguards with them. Also, the shoulders of a Giant Trollop are wide enough that they can most human-sized persons can ride on them, making for either an amusing or intimidating image, depending on the circumstances.
Instances of Feral Giant Trollops are low. The breed’s usefulness has meant that they are kept tame at all times. Also, there’s the slight matter of the potential destruction a feral Giant Trollop can cause. Not because they rampage around, they are a surprisingly docile breed that doesn’t get angry unless their master is being hurt. No, they are dangerous because they get even DUMBER than before. And they also develop a fascination with picking random objects up and smashing them against their faces repeatedly.
Giant Trollops are a rare Threshold result, but they have been known to happen every once in a while. As a note on breeding, Giant Trollops rarely get pregnant. Their fertility levels are unusual, and tend to spike once every decade after their second puberty. When they do, however, they tend to always have large amounts of children, thankfully none who are Trollops. Very rare is the Giant Trollop who only has one baby.
Self-Soften – (EFT) The Giant Trollop makes her body less dense and softer to the touch.
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GILTLECTRIC, the Makin’ Bacon Pokégirl
Type: Very Near Human
Element: Electric
Frequency: Rare
Diet: Human Style, avoids pork flavors
Role: Living Battery, Emergency Power, Housekeeping
Libido: Low
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock, Domination Attacks
Attacks: Thundershock, Spark, Agility, Thunderwave, Zapring, Static Barrier, Rolling Spark, Aura of Cute; After Level 30: Thunderbolt, MagBomb
Enhancements: Enhanced Speed x7, Small Size (3’-4' or 1-1.35 Meter(s) tall), Endurance x2, Specialized section of their back.
Weaknesses: Easily frightened/startled –Aura of Fear and Domination Attacks are doubly effective.
Evolves: Sowlectra (Having third litter via Parthenogenesis as a Pokégirl, or having a single litter/child after becoming a Pokéwoman)
Evolves From: None
The Giltlectric arrived mysteriously. First recorded near the Johto/Indigo League border in 265 AS and has since been found in almost every other continent and League which is an oddity. No group has claimed the spread of this Pokégirl world wide to date, and the Giltlectric has shown no talent for electromagnetic flight as some electric Pokégirls are prone to have. Researchers have combed the small forest and surrounding wilderness areas where the first Giltlectrics were discovered, but no clues have been found.
Regardless of the mysterious circumstances in which this Pokégirl has been found, they've shown no violent traits and are by no means threatening. Standing some three to four feet tall, a Giltlectric looks very much like a chubby girl child. They have small A to B cup breasts, flesh to tan colored skin, and a small curly tail that is easily hidden beneath clothing with only minimal discomfort. Their noses are always upturned, and combined with slightly pointed ears and closer set, slightly smaller eyes makes them look much like the Pre-Sukebe animal they share some DNA with, the pig. Most domestic and feral Giltlectric have blonde or electric yellow hair, with a rare few having blue or silver, or very rarely, they're bald. They actually have 4 more breasts, which only appear as nipples until after they've given birth, and recede once their young have been weaned. This is due mainly to the fact that a normal Giltlectric litter is 4-6 Pokékits via parthenogenesis.
One of the most interesting features of the Giltlectric is a specialized section of their back. This section, which covers most of their back, produces meat much like a Kangasscunt, but in a very different manner. The meat is held within a thin layer of skin and surrounded by some connective tissue. When the Giltlectric is startled, frightened, or actively chooses to, the meat and skin is literally flash-fried off by applying a large surge of electricity to the area. The meat is formed depending on the protein intake and time given for the meat to grow. For the first few days after a Giltlectric starts growing this meat, it is composed entirely of fat and interspersed with only a few protein cells. As the meat is allowed to grow, the protein cells begin to use the surrounding fat for energy to replicate, and over time the entire back of the Pokégirl becomes literally a large, thick steak. This is a survival mechanism for the Giltlectric, since they are such small Pokégirls and are prone to predation. When faced with a predatory Pokégirl, a Giltlectric will flash fry her back, leaving behind slightly cooked meat (or fat) to distract the Pokégirl. The cooking makes a unique smell that is similar to the rare delicacy of bacon frying, which is usually enough to distract all but the most violent of Pokégirls. With such a technique, Giltlectrics are in high demand by many farmers as an additional source of meat, and have made some very expensive meals drop in price.
While many Tamers may see this small Pokégirl to be a very good replacement for a Milktit, they do have one large flaw. They're complete cowards. A Giltlectric is VERY easily frightened, it only takes a dark room and for someone to shout "Boo!" and they've fried their back's again. As such, most of a Giltlectric's product is pure fried fat, and despite having an impressive array of electric attacks, it's a pain to get any Giltlectric to use them. They do have one saving grace, which is that once they are Alpha bonded, they tend to view their Tamer and Harem sisters as family. Thus in dire situations, this breed has been known to overcome their cowardice -if only for a little while. Another disadvantage is one shared by the Cutiepie and her evolutions, they are small girls, and a normal sized tamer is usually a very tight fit. They have no real preferences in Taming, though most have shown that they dislike lying on their backs, as the section of their back can be torn off easily with vigorous activity.
Feral Giltlectrics tend to be omnivores, eating carrion as well as finding their own vegetable and meat food (the easiest for them to catch is fish with their electrical powers). They are easily startled, often frying their back patch whenever they think they're in danger (which is at least once every day or two). They tend to cluster in small groups of 5-12 individuals, and some predatory ferals learn to just harass these groups for a large and satisfying (if somewhat fatting) meal.
To date, no cases of threshold into a Giltlectric have been reported.
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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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GODIVA, the Hair-Lashing Pokégirl
Type: Very Near Human
Element: Normal/Plant
Frequency: Uncommon
Diet: Human-style
Role: Hair-care and styling, police Pokégirls
Libido: Average to High
Strong Vs: Ghost, Ground, Rock, Water
Weak Vs: Fighting, Poison, Fire, Flying
Attacks: Tackle, Wrestle, *Hair Whip, *Hair Blade, *Lust Shaker, *Hair Hammer, *Hair Angel, *Hair Wrap, Hair Tentacles*
Enhancements: Hair Manipulation. Hair grows at double human rate. Hair can change consistency to a rubbery substance at will. Enhanced Hair Strength (x3)
Evolves: None
Evolves From: None
These Pokégirls were almost never seen during the war. The reason for this is simple: they blended in and didn't do anything truly destructive. Instead, this breed was simply used to get information. This was, of course, before Sukebe began working on psychic types, and soon after those Pokégirls began production, these were relegated to even more mundane tasks such as administrative and inventory takers. Even after the war, the breed as a whole were among the most commonly tamed Pokégirls for beginning tamers, and even today they are fairly common around civilized areas. The Godiva are noteworthy for how like humans they are, with only their eyes and their hair as the only true give-away as to what they truly are (other than a Pokédex). Almost completely like a human woman, Godivas nevertheless have no less than B-cup sized breasts, though a large C-cup is far more common. Their hair and eyes, however, are the exact same color, but the the most startling difference between Godiva and humans is the fact that the Godiva adore having long hair. Often, their hair is at least as long as the Pokégirl is tall, though even more common is longer. Their hair also grows at a rate that is twice as fast as that of a human's, although they do not grow hair anywhere but from their head. This is assumed to be the main reason that their hair grows so quickly. One quirk about this breed is that they prefer to go nude, no matter what, which also makes them an easy target for tamers. Their hair can be of any color other than brown... but in some cases (to be noted below), this hair color can be seen. Another tidbit of information for tamers to take in is the fact that Godivas cannot sunburn, and instead seem to absorb sunlight like a plant type does.
Godivas have an ability unique to any other Pokégirl species: They have absolute control over the hair on their heads. They can shorten it, lengthen it incredibly, and shape it into almost any form they want. A Godiva can make her hair as dense as a metal staff and use it to strike the opponent or parry a blade, or shape it into wings and fly, or nearly anything else. They are a very arrogant, vain breed, always sensitive about their hair and trying to keep it clean, and they will not, under any circumstances, let a Tamer come in their hair. But they are excellent with oral sex and always swallow, so most Tamers are willing to overlook this. The Godiva is not above using their hair to attack or pleasure their tamer/lover, however, or to bind a target in place to allow them to do what ever they may need to. However, this is only done when the Godiva’s hair changes. The startling revelation of the Godiva’s hair strength was discovered in 22 AS, when a tamer was attempting to tame a feral Godiva. The Pokégirl’s hair changed to a pure-brown color and had the consistency of extremely elastic rubber, but was (and is, for the most part) stronger than any man-made rubber ever devised, both then and now. It took some doing to test this ability among other Godiva, but all seemed capable of using this new-found ability. Since the rubbery strands are easily washable in this form, this Pokégirl can still perform many feats with her hair without worry of stained hair. Godiva don't mind the change at all- in fact, their hair retains its normal sensitivity even in this form, which makes things enjoyable for the Godiva and any tamer that doesn't mind the slightly odd feeling of such thin strands of rubber. The Feral state of a Godiva is similar to that of the Ingenue, with the added problem of their hair doing things at random, independent of what the Godiva wants, which oftentimes leads to all sorts of trouble. It also makes it fairly easy to spot a feral Godiva in a civilized setting.
Thresholds are not uncommon, and those that become Godivas are generally pleased by this, since they're still relatively human and gain beautiful hair to play with. Threshold Godiva also often become police-Pokégirls, their long hair allowing them to capture a target without the need for projectiles, and the fact that their hair is so easily maneuverable makes them perfect for sneaking up on their target to capture it. One thing that Godiva cannot stand, other than getting their hair dirty or coming to harm, is being near an open flame. In either their hair's standard form or the other, both are easily burnable, and fire-damaged hair is something that any Godiva hates. There is little else that can scare a Godiva so much, or piss them off more, than threatening them with a fire-type Pokégirl or surrounding her with flames. Tamers are recommended to recall their Godiva when faced with a fire-type, lest they face the Godiva's wrath at another time. However, this breed enjoys working with water types, as they make bathing much easier. Pairing a Godiva and a Hottie together will usually wind up with the two in a bubbling hot bath, whether it's in a mountain pond or a stream, or even on the beach. Tamers also have reported that the Godiva becomes very aroused when they shampoo and bathe with them, almost instantly jumping up a Godiva's libido a notch.
As an interesting side note, an easy way to make a Godiva happy is to team them with a horse Pokégirl. They will lavish affection on the Pokégirl and even volunteer to tame them when their Tamer is unable or unwilling. Or even join in with the Tamer IS willing/able. Most horse Pokégirls appreciate this, but it scares the hell out of NightMares, who aren't used to people being that affectionate towards them. Domina absolutely hate the Godiva's hair, and some go so far as to shave a Godiva's head in order to play their games with her. Godiva are quickly and easily brought to heel when their hair is threatened, by anyone or anything, and as such their hair is a valuable tool for making sure that a Godiva is kept in line by their tamer or owner. As a result of this, however, no Godiva is considered to be a good Alpha or a Beta- their hair is their second highest priority (when delta-bonded, that is. Before then, it is their highest priority), and anything else is a lesser concern.
Hair Whip (ATK 20) The Godiva forms her hair into a long whip and lashes it at the opponent.
Hair Blade (ATK 45) The Godiva forms and tightens her hair into a long, sword-like blade.
Lust Shaker (ATK 40) The Godiva forms her hair into several tentacles tipped with long spears and stabs them forward rapidly, over and over again.
Hair Hammer (ATK 60) The Godiva forms her hair into a large, heavy hammer and slams it down on the opponent.
Hair Angel (EFT) The Godiva forms her hair into giant wings, and can fly for several turns.
Hair Wrap (ATK 20) The Godiva extends her hair and wraps it around the opponent in a crushing grip. The opponent can fight their way free, however, after 2-5 turns.
Hair Tentacles (S.ATK 40) As in the Lust Shaker, the Godiva forms her hair into tentacles, although the tentacles are now smooth, blunt phalluses at the tip. She wraps up the opponent and proceeds to violate them with her hair.
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GOTH, the Nocturnal Near-Human Pokégirl
Type: Very Near Human
Element: Dark
Frequency: Uncommon
Diet: Human-Style Foods
Role: Pets, menial laborers, Swing Shift.
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Spin Kick, Claw Swipe (Wannabe Vampire Sub-type), Heart of Darkness, Teleport (Loner Sub-type).
Enhancements: Enhanced Strength (x1.5), Enhanced Speed (x2), Enhanced Endurance (x2), Enhanced Durability (x.1.5), Night Vision, Enhanced Immune System (x3), Danger Sense (Loner Sub-type only), Emotional Aplification Aura (Poetic Sub-type only), Reinforced Fingernails (Wannabe Vampire Sub-type only).
Evolves: Megami (Sarcastic Sub-type: Mechanism Unknown) , Vampira (Wannabe Vampire Sub-type: Dark Stone), Drag King (Makeup Artist Sub-type: Forced Evolution), Psi-Vamp (Poetic Sub-type: Moon Shard), Loner (Loner Sub-type: Normal)
Evolves From: None
Goths are an oddity amongst the myriad breeds of Pokégirl; although, like 'Joy's and 'Jennies, they are human creations, they seem to serve little actual purpose. In fact, this led, after their creation by a deviant faction who claimed to have found a hidden repository of Sukebe’s unused designs, to heavy laws restricting the creation of new Pokégirl breeds in many leagues. The Goths themselves, though, seeming harmless, were mass produced for a few years before being turned over to breeders when their popularity as pets became apparent. As to the claim of them being designed from Sukebe’s plans, it, combined with some of the strange attributes of the breed and the fact that they were among the first breeds to be kept as pets have caused speculation over the years as to whether they might have been intended more for the benefit of humanity than for the War, if he truly did design them.
Such speculation, although generally refuted by scholars, has its basis in the fact that five distinct sub-types of Goth exist, four of which seem to have little advantage; the Sarcastic Sub-type, the Wannabe Vampire Sub-type, the Makeup Artist Sub-type, the Loner Sub-type, and the Poetic Sub-type. All five tend to share the same physical attributes, however; similar to the trend of pre-Sukebe fashion they were named after, Goths generally have very pale skin, red, black, or violet eyes, and dark hair, with black being the most prevalent. Despite being almost perfectly human beyond that (with height and beast size averaging at 5'5" and B-cup respectively), however, Goths' bodies tend to react badly to sunlight; their skin sunburns extremely easily, their eyes have trouble accommodating the brightness, and panic seems to come easily, causing them to act very unpredictably. As such, it is advisable to keep Goths from direct sunlight if at all possible; umbrellas are a common solution, and one that many Goths appreciate and enjoy.
It is in mentality that the different sub-types diverge, though; Sarcastic Goths are, strangely, the most popular sub-type. As their name suggests, they tend to be rather, well, sarcastic. One would imagine that this would have quickly led to the downfall of the sub-type, as few humans appreciate such behavior, but strangely, many Goth owners claim to find the trait endearing, and many enjoy verbally "sparring" with their Goths. Studies undertaken more recently have indicated that, indeed, the Sarcastic nature of the sub-type is partially playful, but also a defensive mechanism against the world. As such, many Goth enthusiasts feel that getting a Sarcastic Goth to let down her guard is a great achievement and strive to do so. Naturally, like Mini-tops, Sarcastic Goths have fanclubs in many leagues.
Vastly less popular is the Wannabe Vampire Sub-type. Although it is not surprising, in a breed so akin to actual vampires, that such "fangirlism" would occur, but it is nonetheless, to most, an annoying trait. Wannabe Vampires tend to, if allowed, act and dress as if they were the real thing, with many even overdramatising the affair. Elaborate capes, false fangs, claw-like nails, affected accents, and even interest in magic are not uncommon traits among the population of Wannabe Vampires, most of which make them of little interest to all but fellow vampire enthusiasts. Interestingly enough, though, upon meeting actual Vampires, Wannabe Vampires are rarely impressed; some even feel vastly disappointed by the fact that their idols are little like they'd imagined. Perhaps this is why only this sub-type evolves into Vampira on contact with a Dark Stone, but the evolutionary aspect of Goths is something that, even after three hundred years, remains difficult to explain.
The third Goth sub-type, the Makeup Artist, is also the median in popularity; although they aren't as popular as Sarcastic or Poetic Goths, they don't really have any traits negative enough to make them actively disliked. Generally, as their name indicates, Makeup Artist Goths are obsessed with changing their appearances via cosmetics. However, although the average Makeup Artist is likely to prefer expanding upon the default Gothic fashions, it is not unusual to see others who've been subverted into less bizarre styles by their tamers. Such specimens have found a niche in the fashion industry alongside Seamstresses and members of the Artits line, which generally works out well.
Fourth is the Poetic sub-type, the second most popular of the five and perhaps the most useful. Poetic Goths are, in most cases, poets, a fact that is in and of itself unexceptional. However, the poetry written by this sub-type, if read by its author, has an almost insidious effect upon the audience. Research indicates that, despite lacking an official Psychic typing, Poetic Goths subconsciously tap into low-frequency psionic powers when presenting their work. This then causes whatever emotions that the poetry inspires in its audience to be amplified rather strongly, with little variance in magnitude of effect based on subject matter; all types of poetry have roughly equal effect, though the most common themes are dark and depressing. Sadly, however, Poetic Goths do not seem to display any further evidence of Psychic abilities, a fact that saddens many of their fans. Still, it has not stopped the sub-type from becoming extremely popular with politicians...
Finally, the least popular and most...'affected' of the Goth sub-types is the Loner. Loners are generally "free spirited," a fact that compounds with the wanderlust and agoraphobia, leading most to prefer to be alone... even when they have a master. Unlike the sarcasm of the associated sub-type, few find this traveling desire of Loner Goths to be endearing or even acceptable, which has also made Loners the rarest sub-type, with most having died off or gone feral. However, when a master does accept a Loner Goth, he would generally be wise to ensure that she has an anti-capture collar equipped; although most Loner Goths are teleport-capable, there are obvious risks of a Pokegirl traveling alone. The trait does have one useful application, however; due to their teleportation-capabilities, Loner Goths make excellent scouts, and, in some cases, offer lazy tamers a safe, easy way to move between towns/cities.
As one might imagine, none of the known Goth sub-types are particularly good combatants, although any could plausibly be trained into such, but few consider this worth the effort; the only natural advantage they have is a peculiar resistance to poisons and infection. Thus, those Goths who are not evolved into more physically capable forms are found as either pets or in menial/clerical positions, as with Ingénues and Bimbos, barring certain sub-types. They aren't particularly suited to sex battles either, but nor do they have any disadvantages here; the pleasure threshold and taming preferences of an average Goth are nothing out of the ordinary. Goths, like other Very Near Humans, have a fairly light feral state, becoming very depressed, depressing, and morose, but not really dangerous. The breed is also a fairly common threshold result.
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G-POINDEXTER, the Intellectual Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Uncommon (Moderate-to-Pro-Rights Leagues), Very Rare (Anti-Rights Leagues)
Diet: Human-Style Food
Role: Librarians, clerks, secretaries, research assistants
Libido: Low
Strong Vs: Ghost
Weak Vs: Fighting, Magic
Attacks: Drone, (others)
Enhancements: Enhanced Flexibility (x2), Enhanced Endurance (x5), Knowledge Specialty, High Intelligence, Total Recall, Low Feral State
Evolves: Supe-bra Genius (normal)
Evolves From: None
G-Poindexter (or G-Points, as many call them) are a different breed than most Pokégirls, and not just genetically. Definitely a breed never designed to stand on a battlefield, they're also far removed from the overbearing sexuality of Succubi or other high-libido'd breeds. Rather, they are the rare specimen of Pokégirl intellectuals to whom the allure of a well-written book surpasses that of a heated battle or a thorough taming. Naturally, this has hardened the heart of the average tamer against the breed, but they have, in turn, become extremely popular with the more intellectual humans and those who wish to be thought of as such. Particularly in Universities (where their total recall and high intelligence are invaluable to the point that they have heavily supplemented Graduate Students in the role of research assistants), G-Points are a quite common sight in the more intellectually-oriented levels human society.
Physically, though, the breed isn't particularly notable, save perhaps that, although few are born with optical defects, the amount of intensive reading and similarly eye-straining activities most partake of often results in a need to wear glasses. This fact is another reason they are not popular with tamers, as such glasses tend to be expensive and fragile, but to more well-off owners, it is sometimes seen as an advantage, the glasses giving them something of a cute, almost...vulnerable affect that few Pokégirls can manage. As such, they're the breed most commonly seen to wear glasses; if one encounters a Very Near Human type adorned with them, she is more than likely a G-Point. However, beyond that, their appearances span the normal range of the VNH spectrum with the only other noticeable trend seeming to be a preference to keep their hair up in somewhat severe styles. Attire doesn't seem to be much of an issue with the breed, although there is a general tendency to prefer, when allowed to choose, garments that are, although not unattractive per se, far less revealing than those preferred by many breed, perhaps seeking to differentiate themselves from other, more sexual VNHs that are oft kept as pets.
Mentally, though, as one might imagine, G-Points are quite a cut above most of Pokégirldom. Not only are they more intelligent than the majority of breeds, but, unlike even most other intelligent breeds, their mindset is geared toward intellectual pursuits. This generally manifests itself as the G-Point choosing a particular field of study, often dictated by her master's wishes and her resources, then throwing herself into it with gusto. Therefore, although she can certainly retain interest in other areas (and, if given access to it, many G-Points will become avid readers of fiction in addition), this field becomes her specialty, and with the ability to perfectly recall all aspects of it, this makes the breed ideal for pursuing research in fields such as mathematics, particularly since their endurance literally lets them read and work for days on end. However, it is not common to find a G-Point who has interest in the applications of her work to the real world; in keeping with the "intellectual" attitude, most of the breed is more interested in theory than in practice, and so it is usually her master who will be able to take the credit for any applications of the theory, which is another drawing point. In that regard, one might say that they have replaced Graduate Students in another role as well, although less so in more liberal leagues where a G-Point are her master are commonly seen as co-authors in scientific journals and other such media.
In any case, the actual mannerisms of the breed vary a great deal, but the stereotypical G-Point is seen as being conservative, stuffy, and conceited. This is an image that many G-Points resent, but one that they may unintentionally play into; although almost none will acknowledge it, the reason that "Drone" is listed as an attack despite the breed being almost universally (barring a select few whose knowledge specialty is in an area that leads to combat ability) unsuited to battle is that they have a tendency to, well, drone. That is, once a G-Point feels that there is some need to explain something related to her specialty, she will often proceed into an elaborate, often monotonous lecture that would be absolutely fascinating... if the audience had any idea at all of what she was explaining. They usually do not, however, because it is a common failing amongst G-Points to not only lose track of time whilst lecturing, but to forget what relevance their lecture had to the original subject and digress heavily. Some owners find this adorable, whilst others tend to find it irritating and punish the 'girl until it no longer happens. In any case, their actual personalities can vary beyond that, with some being happily outgoing, but introversion and shyness being far more commonly seen. It should also be noted that, due to an apparent inherent ability to become literate at an accelerated rate, the breed is looked down upon in many restrictive leagues, and even outright banned in others.
When it comes to taming, though, as previously noted, G-Points as a whole are a fairly nonsexual breed. In addition to, with a low libido, not needing much taming, their intellectual attitude makes most members of the breed somewhat adverse to being tamed in excess, particularly if said taming is disruptive to their studies. Naturally, it is possible to metaphorically beat this quirk out of them and turn them into quivering nymphomaniacs with effort, but this generally damages their ability to be useful in a more general sense, and so most of the G-Point owner community frowns upon it heavily. However, this does not at all mean that it is impossible to stimulate the libido of a G-Point without making her useless; several workarounds have been discovered for the problem over the years. The easiest and most obvious of these is, ironically, to share an interest in her specialty. Many G-Points will become extremely aroused by stimulating discussion of her subject matter, and therefore those who go their whole lives with the same master who inspired her specialty tend to be more sexually active than those traded to masters that do not have an interest in their specialties. This, however, has been observed to be, on the whole, more a result of having someone able to understand and respond to her than of fetishism for the subject itself, which thankfully prevents most from attempting to initiate taming until the discussion is concluded.
However, when this is not possible, it has been observed that many individuals, particularly those who are allowed to read fiction regularly, will react very well to romantic situations. Therefore, with a little added sophistication and the right presentation at dinner...it can be quite easy to fluster a G-Point into a night of satisfying taming, and many owners have found they come to enjoy the role-playing as well. Some, in leagues such as the WAPL, have gone further, in fact, but that not a relevant subject. In any event, the third method that commonly works, discovered when a survey found that G-Points working in libraries had a significantly higher sex-drive and tendency to experiment, is to arouse her curiosity with erotic literature. A G-Point reading poignant stories that include elaborate, esoteric debauchery is more likely to desire taming so that she can test the accuracy of the book's descriptions than a G-Point who has a stereotypical view of taming as an unintellectual (if pleasurable) necessity that will just interrupt her studies if encouraged. However, if taken too far, this can become detrimental to her relationship with her master, as a G-Point who becomes overly fascinated by studying the dynamics may not only desire to take on inopportune lovers, such as rare breeds of human females, but make accurate (and often mildly offensive) comparisons between them. Needless to say, few of this sort last long. In a similar vein, it should be noted that busy owners ought take care in the use of any one of the above techniques; some have found retrospectively that they preferred their G-Point in a less amorous state, as the latter can be somewhat disruptive and increase the amount of attention that the Pokégirl requires drastically.
However, one should also take care not to let her slip into a feral state accidentally, as it is extremely dangerous to do so; a G-Point who is going feral slowly, almost unnoticeably, begins to lose her ability to think rationally. Therefore, she will begin to work sloppily, making small mistakes, drawing the wrong conclusions, misinterpreting data.... And, often, it's not noticed by an owner who has less knowledge of the subject than she does, especially since she'll usually defend her flawed reasoning vehemently. Therefore, an incautious owner could easily submit an utterly absurd paper written by his feral G-Point without ever realizing it.... Definitely something to be wary of. G-Points are also a fairly common threshold amongst intellectually-prominent families, as they are most likely to incorporate the breed's blood into their family lines. Most threshold cases don't mind overmuch, though, since it closes less doors into high places than many thresholds.
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GRANDELF, the Mystic Elf Pokégirl
Type: Very Near Human
Element: Plant/Magic
Frequency: Rare
Diet: omnivore, tend to lean towards vegetarian diet (only requires 2/3 human average intake)
Role: Librarians, quiet environment maintainers, magic researchers
Libido: Average (can be higher when emotionally attached to their Tamer)
Strong Vs: Plant, Water, Psychic, Rock, Ghost, Ground
Weak Vs: Steel, Flying, Ice, Domination Attacks
Attacks: Leap, Command Plants, Lance, Sleep, Mystic Bolt, Shield, Spellcasting, Cura, Pray, Regen, Absorb, Teleport
Sex Attacks: Charming Look
Enhancements: Longevity, High Magical Affinity, Nightvision, Flawed Constitution, Reduced Feral, Enhanced Agility (x3), Enhanced Hearing (x3)
Disadvantages: Domination attacks cause Elves to physically sicken and are not recommended. Salt also weakens Grandelf.
Evolves: None
Evolves From: Elf (Mana Crystal)
A GrandElf prefers quiet areas and a noncombatant role whenever possible. Slender and delicate, GrandElf often suffers from an affliction particular to Elf types and unevolved Pokégirls – breast envy. GrandElves is also taller than the 4' Elf, averaging 6'0" in height. Their ears extend, on average, to a total length of 5-6 inches, though a few have been recorded to have up to 8-inch long ears (which, tamers have noted, are very pleasure-oriented body parts). However, their breasts never become larger than a small C-cup, although B-cups are much more common. This evolution of an Elf is actually more supportive than anything else, actually preferring to assist with their magical techniques rather than attack. However, some GrandElves do manage to form an affinity for one or two particular magic attacks (most common would be Energy Blade and Flare, with the latter becoming available only to those that are level 25 or higher). GrandElves also develop an interest in learning various sex attacks and are just as good at sex battles as they are in regular battles (after being trained in sex techniques, that is, as they only know Charming Look naturally). However, when facing any Domination attack, it will take an unusually strong-willed GrandElf to not surrender immediately to it. As with most elves, they do enjoy learning new dance techniques, and some actually enjoy training with Amazonlees or Amazonkapoeraa despite their low constitution and endurance.
Unlike most Elf Pokégirls, GrandElves do not suffer a weakness to Poison attacks, despite their Plant-element. However, with their magic much stronger, it negates this weakness and their Fire weakness, but the GrandElf becomes weak to Ice and Flying attacks instead. As a result, many Tamers that have a GrandElf in battle instead makes her the support Pokégirl of any self-respecting team. With her ability to heal others, as well as herself, a GrandElf is considered a high-priority target in any large-scale battle. In fact, it was due to this ability during the war that allowed the Elf-type Pokégirls to survive whenever they came across a landfill or dump station in or near a city, as the GrandElves would be able to heal them enough times to get their forces past the obstacle in question. GrandElves were also rather commonly found throughout any of Sukebe's assault teams to provide additional healing and support to his Pokégirl forces. Oftentimes, outside of elf forces, they were found in groups with fighting types, which researchers suggest may have been the basis for the way that GrandElves and the Amazon-breeds (other than the Amazonchan) get along so well.
In an ElfQueen's court, the GrandElf usually finds herself in a supervisory and advisory position beneath the ElfQueen herself. Giving suggestions and ideas when needed, although this is rare, the GrandElf is also used as a courier between the elf 'queendoms' and as representatives towards the leagues during matters between the two 'governments'. However, there are some GrandElves that manage to subvert the ElfQueen's control, and instead control the Queendom through the Queen herself by using her powerful magic. These Pokégirls are rather rare, being ambitious enough to actually train their magical abilities more in Black Magic than in any other field of Magic, and at least one has been rumored to be in control of a Queendom for so long that she actually replaced the ElfQueen after a while. However, most GrandElves do not seem to abuse their power over ElfQueens, and are often key to keeping different Elf Courts from attempting to absorb one another.
Feral GrandElves have a rather weakened Feral state- although not easily able to speak more than a few broken words, that is still more than most feral Pokégirls are capable of. They also seem a bit dumber than they otherwise would be, but are overall known to be far more intelligent while feral than most other feral Pokégirls ever are.
However, in some cases, feral GrandElves have been found to come up to large breasted Pokégirls or human women (with DD-cup breasts or larger) and begin to poke-handle them until something is done about it. Tamed and domesticated GrandElves can resist this urge with some effort. Researchers are certain that this has something to do with the known breast-envy that is found throughout numerous unevolved Pokégirls and, in particular, almost all the elf-types other than a Golden Elf. Because of a GrandElf's longevity, they do not reach maturity (or first puberty) until the age of 55. A GrandElf usually reaches her second puberty at the age of 300, give or take a few years/decades.
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GYPSY, the Travelling Music Pokégirl
Type: Very Near Human
Element: Bug
Frequency: Uncommon (Blue League, Noir League), Rare (elsewhere)
Diet: Vegetarian, will accept Pokéchow, has a fondness for flowers
Role: Entertainers, Cartographers, Guides, Escape Artists
Libido: Average
Strong Vs: Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Fire, Flying, Rock, bird Pokégirls
Attacks: Tackle, Takedown, Sing, Dance techniques, Dodge, Honey, Honey Syrup
Enhancements: Photographic memory, Enhanced Agility (x2), Trap affinity
Evolves: Gypsy Moth (Sun Stone)
Evolves From: None
Gypsies were among the first Pokégirls to be Tamed during the Revenge War, mainly because they were among the least dangerous. They had no major battle role during the war, however their role was important. They mapped out areas of human encampments, pointing out traps and hidden sniper areas. Their natural instinct to find, disarm, or otherwise totally avoid hidden traps and snipers made it possible for Pokégirl forces to invade fortresses and installations that were otherwise impenetrable. Even more complicated electronic traps and locks stood little chance against the Gypsy’s inborn ability to escape. And with their photographic memory, they were able to recall memories of tech, bonds, or traps they had seen or experienced at any time, making them difficult to hold in any situation. When Pokégirl troops were captured for interrogation, Gypsies would be sent in to aid rescue teams of Kunoichi, Amazons, and other more stealthy or powerful types, helping them get through security with relative ease. After the Revenge War started to die down and people started realizing that Pokégirls could be tamed, a concentrated effort was made to get the clever Gypsies on the side of humanity.
Gypsies are elegant, beautiful Pokégirls. They have dark skin with light colored hair, their only real bug-like features being their compound eyes, small antennae, and light chitinous armor around their shoulders. They usually favor long, flowing garments that give the impression of a harem girl or other similar role. Their Feral state is very light, leaving them with near human intelligence, enough to manipulate objects and use simple devices without incident, although since Gypsies tend to travel in packs called ‘caravans,’ finding them completely Feral in the wild is a very rare thing. They can, however, be found easily, as all one has to do to find a Gypsy caravan is to track down the sound of music. Feral Gypsies love to sing more when feral, some even having musical instruments with them. While Gypsies themselves are mostly non-violent, they will occasionally have a Gypsy Moth or two in the caravan to help protect them, so be wary when confronting them.
Gypsies are very social Pokégirls. They like being with people, like having people around them. They get along superbly with other Pokégirls in harems, and love to perform dances for their harem mates and especially their Tamer. Moogirls, Divas, and Bardesses in particular enjoy the company of Gypsies. In terms of Harem usefulness, they are best suited for Tamers who frequently travel in the wild. They have a natural instinct to get out of traps and prisons, including a natural ability to get out of Pokéballs any time they want. Which can be annoying and inconvenient at first, but the potential usefulness of Gypsies far outweighs this otherwise minor issue. Gypsy caravans are frequently employed as cartographers, trading food, supplies, and taming in exchange for mapping out the land and pointing out the safest path. Many Tamers use their Gypsies as wilderness guides, their natural ability to sense out dangerous areas a boon to many.
The two worst fears a Gypsy has are being imprisoned and being alone. They have severe claustrophobia, and cannot stand being inside or underground for any longer than what is absolutely necessary. Also, Gypsies are deathly afraid of solitude. It has been proved by Pokégirl psychology experts that they NEED to be with at least one other person to keep their sanity. (This is also probably why they never stay in Pokéballs, as it produces a feeling of solitude.) Seeing a single Gypsy in the wild is considered to be scientifically impossible. If you catch one of a caravan of only two, then you have caught the other one as well whether you like it or not. They have a lesser psychological quirk of a strong desire not to stay in one place for a long while, but most Tamers that employ Gypsies travel a lot anyway.
In terms of Taming, Gypsies will accept almost all positions, however they greatly prefer to be outdoors when Taming. A Tamer willing to tame them under the stars will find their Gypsy to be very loyal. Thresholding into a Gypsy is not unheard of in the Blue League and Noir League. It is much rarer elsewhere, however.
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HAND MAID (aka CYBER-DOLL) - the 1/6th Scale Maid Pokégirl
Type: Very Near Human
Element: Electric/Magic
Frequency: Uncommon (Mountain League), Unknown Others
Diet: Human Style Food, Milk
Role: Housekeeper, Maid
Libido: Low
Strong Vs: None
Weak Vs: Electric, Water, most Types
Attacks: Smile, Thunder Shock, Thunder Wave, Cheer, Kawaii Look, Slap, Jolt, Whip*
Enhancements: Aura of Cute, Enhanced Agility, Empathy
Evolves: Hand Maid Mk.2 (Dream Stone), Video Girl (Networking stress)
Evolves From: Doll, Maid Yvette (mechanism unknown)
Hand Maids are unusual Pokégirls. In appearance, they look exactly like a human maid or a Maid Yvette, but there is one noticeable difference...they are only 1/6 the size of normal Pokégirls. Unlike other Magic-type Pokégirls that can shrink or enlarge themselves at will, HandMaids remain at their doll-like size. Their bodies are 100% perfect scale, and everything’s fully functional.
One of the reasons Tamers do not like having a Hand Maid in their Harem is the thought of how to go about Taming. Since they are 1/6 their size, Taming the natural way is out of the question, and trying to use other “toys” to complete the job they fear injuring them. This always amuses Hand Maids, since many enjoy seeing their Tamers get frustrated trying to figure out how to Tame them. Hand Maids do not require a lot of Taming sessions to keep them from going Feral. It has been noted that sometimes just being able to make their Tamer’s happy keeps a Hand Maid from going Feral. Hand Maids can wear down their energy supply very quickly, and since they are also an Electric-Type, they can recover this energy by plugging themselves into a Computer/Pokédex via an USB cable, though they tend to want to connect the cable to themselves alone.
Hand Maids always try their hardest to keep their Tamers happy, even if they nearly exhaust themselves doing so. Imagine trying to cook or clean for someone 6 times your size, using their things? Be warned, Hand Maids can easily get sad if they believe that their hard work doesn’t make their Tamers happy. They tend to be always cheerful, polite and helpful, and just being with them for a few minutes can almost make anyone smile.
Due to their size, and usefulness in battle, some Leagues (Like the Mountain League), do not count Hand Maids towards a Tamer’s Harem Limit, since they don’t need to be carried around in a Pokéball when a pocket will do. Most Hand Maids can be seen in Pokécenters or Laboratories helping out, and cleaning what they can.
A recent discovery took place when a Watcher decided to use his Hand Maid as a wireless internet connection to send his materials and documents electronically for a thesis that he had finished. However, the strain of using her energy and internal systems, despite the accessories that she had been using, caused the Hand Maid enough stress to shut down for six hours. Although thought to have been simply out of energy, the tamer proceeded to plug the pokegirl into the expansion port via their accessory 'tail.' When she came to finally, after six hours, the tamer was shocked to find that her body was gone and in her place was an exact holographic duplicate. She had become a Video Girl. Subsequent testing resulted in the same evolution for both Hand Maids and the Hand Maid mk.2s, resulting in both breeds slowly becoming much more sought after.
*Whip Attack - Using their USB Re-charge cable, a Hand Maid can utilize it as a whip, much like a Domina does, but 1/6 the scale and damage.
*CL Notation: Many lab researchers have taken pity on the Hand Maids, famed researcher Washu Hakubi especially, and allow them to work in their labs. Washu has been researching devices to allow the Hand Maids to 'grow' to normal proportions, but she understands that some Hand Maids will not desire to 'grow' and that the chances of the Hand Maids ever learning a technique to enlarge themselves naturally is minimal.
**Extra CL Notation: One high-level Hand Maid has been observed using her USB cable to fire a micro-sized Hyper Beam at a Team Rocket clone group, but fainted immediately after. This brave act has increased the proposed usefulness of the Hand Maid in lab defense, especially if they can develop the reserves necessary to fire multiple shots.
***Extra EXTRA CL Notation: In a bizarre turn of events, Washu has found that the enlarged Hand Maids seemed to have a higher reproduction rate than their unenlarged counterparts, all of them bearing five to ten children, instead of the usually one to two of their normal-sized counterparts.
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HAND MAID mk. 2 (aka CYBER-DOLL UPGRADE) - the Full-sized Maid Pokégirl
Type: Very Near Human
Element: Electric
Frequency: Uncommon
Diet: Human norm (dislikes red meat)
Role: Housekeeper, maid, secretary, independent battery source
Libido: Average to High
Strong Vs: Water, Flying
Weak Vs: Rock, Ground
Attacks: Smile, Jolt, Thunder Wave, Cheer, Kawaii Look, Slap, Thunderbolt, Leap, Tail Whip.
High Levels Only: Hyper Beam, Thunder.
Enhancements: Aura of Cute, Enhanced Agility (x4), Enhanced Endurance (x6), Empathy, Enhanced Healing Rate, Kinetic Drive
Evolves From: Hand Maid (Dream Stone + Want to evolve)
Evolves: None
Although Hand Maids have been around for many years (some have speculated that they were what Maid Yvettes were supposed to have been, only 1/6th human size), there are relatively few that have somehow managed to ‘evolve’ into their full-sized forms. Fewer still are the ones that actually want to be enlarged for any reason. However, researchers are slowly leaking information regarding the evolutionary process when dealing with these Pokégirls, who are certainly tougher than their size would originally indicate. Unknown to most people in any league, however, is the fact that both the Maid Yvette series and the original production run of Hand Maids are being discretely phased out in preference to the new breed that has been created: the Hand Maid mk. 2 (aka, Mark 2s). As a matter of fact, these Pokégirls are being practically mass-produced in numerous leagues around the world (as of around 180 AS or so).
Researchers have found that by influencing Hand Maids into wanting to become a full sized Pokégirl, they can induce an evolution a single Dream Stone and keeping it in contact with the Hand Maid for a certain amount of time. The true length of time required for this evolution to occur can vary with each individual Pokégirl, although it has a direct correlation with how much the Hand Maid feels she needs to become full sized. If it is not a strong need, it can take weeks. If she feels like she absolutely must evolve, it can take less than a day of contact with the Dream Stone to have the evolution be triggered. It has been confirmed that a Hand Maid that has been Delta-bonded to her tamer can almost halve any necessary time for the evolution to take place.
All Hand Maid mk.2 Pokégirls find themselves at varying heights when fully evolved- anywhere between four and six feet tall, and their breast sizes are always proportionate to their sizes. The skin of this Pokégirl is composed of an advanced polymer nearly identical to that of the Gunnm, though how this was accomplished is a secret kept from any but the highest level researchers that were involved in the creation of this breed. This durable polymer gives the Pokégirl remarkable healing capabilities, and can heal wounds twice as fast as most Pokégirls. There is are only two set characteristics upon the Hand Maid mk.2 Pokégirls, one being the serial numbers on the bottom of their left foot (which are permanent, like a tattoo).
The other is the enlarged USB cable that allows her to connect directly to a computer or Pokédex to recharge. This enlarged USB cable's length is twice as long as the Pokégirl is tall, but is simply a cable, not a true tail, which connects to the Pokégirl’s back. Most Pokégirls of this breed prefer not to wear this accessory unless needing to recharge without utilizing their Kinetic Drive. However, the USB cable is a versatile device with many adapters available for it in Pokémarts all over the world. These adapters range from transferring energy to another device (PPHU, computers, batteries, etc) to operating all sorts of electric devices. Although this breed is easily capable of utilizing computers intimately, they do not have inherent programming skills to see past computer applications.
These Pokégirls, unlike what some might think, cannot return to their diminutive form after evolving, which can make it even more difficult to convince a Hand Maid to become full sized. But, for the ones who do become full size, they find themselves with a new way to recharge: via Taming. Utilizing what Researchers have dubbed a "Kinetic Drive," the Hand Maid mk.2's body is capable of taking in energy from plugging into an outlet, a computer (both via the USB accessory), or from kinetic energy obtained during Taming or other physical exertion activities (anything more than a jog will activate the Kinetic Drive). After receiving a Taming at full size, most of the new Hand Maid mk.2's have reported no real want or need to return to their original sizes, though some might complain about being stuck in a Pokéball after never needing to be in one before. The one thing tamers may be worried about is the fact that taming a Pokégirl of this breed will not tire her out.
In battle, these Pokégirls fight only to protect themselves and those that they care about. However, they do still possess strong electrical attacks and gain a few more abilities with their new size. Their preference to protect makes them good bodyguards, though they are not that good at close-range combat in comparison to their ranged capabilities. They are not good Alphas at all, as their limited battery life (good only for 20 hours when active before needing to be recharged) is more of a hindrance than anything else on any long journeys without another electric type around, or if their Kinetic Drive isn't activated. Still, Tamers have yet to complain about the performance of these new Pokégirls. Indeed, Hand Maid mk.2 Pokégirls tend to learn quickly from T2s and can learn just about any sex attack, thanks to the multitude of adapters available for their USB tail and their enjoyment of taming sessions as a way to recharge.
From a single average-length taming session, a Hand Maid mk.2 can usually recover up to 8 hours of energy (though more strenuous taming sessions have been known to fully charge a Hand Maid mk.2). Hand Maid mk.2 Pokégirls use their energy quickest during battle, often running out if they use their electric attacks too much (despite the recharge they are likely getting due to their Kinetic Drive activating during battle). These Pokégirls are often found to be wonderful traveling companions, their endurance and kinetic drive allowing them to travel for quite a long time before needing a rest of any kind.
There are two strange things that this breed seems to have gravitated towards- the study of languages. Although certainly not to the extent that a Supe-bra Genius or even a G-Poindexter may approach, these Pokégirls often download the different language information for their local regions. Some have gone as far as to install the basics for the different accents that were once in common use in the world before the Revenge War, and so old dialects- Russian, Japanese, Chinese, Texan, and the like, can be found among Pokégirls of this breed throughout the world. The other is the fact that this breed can also program certain small features of their appearance: Hair style, hair color, and even eye color can all be altered from their standard colors, with the assistance of a PC's processing power.
A recent discovery took place when a Watcher decided to use his Hand Maid as a wireless internet connection to send his materials and documents electronically for a thesis that he had finished. However, the strain of using her energy and internal systems, despite the accessories that she had been using, caused the Hand Maid enough stress to shut down for six hours. Although thought to have been simply out of energy, the tamer proceeded to plug the pokegirl into the expansion port via their accessory 'tail.' When she came to finally, after six hours, the tamer was shocked to find that her body was gone and in her place was an exact holographic duplicate. She had become a Video Girl. Subsequent testing resulted in the same evolution for both Hand Maids and the Hand Maid mk.2s, resulting in both breeds slowly becoming much more sought after.
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HARLEQUIN, the Trick-Mistress Pokégirl
Type: Very Near Human
Element: Psychic/Dark
Frequency: Uncommon
Diet: human style food
Role: entertainers, practical jokers
Libido: Average to High
Strong Vs: Poison, Psychic
Weak Vs: Bug
Attacks: Foresight, Quick Attack, Flash, Blur, Hypnotic Gaze, Call Me Queen
Enhancements: Enhanced Hearing (x4), Enhanced Vision (x4), Enhanced Agility (x5)
Evolves: Jokette (Mana Crystal), Lady Luck (Dream Stone)
Evolves From:
Trixie (normal)
Harlequins are very similar to their pre-evolved form, Trixie. They share their love for practical jokes, and mischief, but go to no ends to pull the best jokes they can. Their clothing remains similar as it as when they were a Trixie, though more sexual, and with less make-up.
Harlequins tend to enjoy watching the chaos caused by Trixies and other Harlequins, often calculating and coming up with bigger jokes than her sisters. It has been reported that Harlequins and Trixies have been seen together rigging up huge practical jokes, with the Harlequins usually ordering the Trixies.
On All-Fools’s Day, Harlequins have been reported to disappear from Harems, generally with the reports of huge jokes, or chaos ensuing moments before their return. In a battle, if two Harlequins face each other, there is no way to tell where the match will lead. In some cases, it has been seen that the two girls go at each other with all the tricks they know, and end up having a huge tickle-fight to end it.
There is only one thing to say about having a Harlequin in your Harem. Your life will never be the same again.
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HARPY LADY, the Stunning Sky Dancer Pokégirl
Type: Very Near Human (avian)
Element: Flying
Frequency: Rare
Diet: Fish, eggs, milk, rodents
Role: Entertainers
Libido: Average
Strong Vs: Fighting, Plant, Ground
Weak Vs: Ice, Electric, Rock
Attacks: Mach Breaker, Dive, Speed Storm, Feather Shuriken, Feather Blizzard, Tempest, Edge of Delight, Tickle Storm, Blow Kiss, Charming Look
Enhancements: Claws, wings, Enhanced Endurance (x5), Enhanced Strength (x4), Enhanced Speed (x5),
Evolves: Tsarevanna Harpy (Mana Crystal used between midnight and 1:00am on the night of a full moon)
Evolves From: Harpy (2 Dream Stones)
The Kujaku Ranch, known for breeding what they call Harpy Ladies, has finally hit a breakthrough in Harpy evolutions. Although it was unknown for many years whether or not a Harpy could evolve, the Kujaku Ranch has reported that they have managed to create what they are calling true "Harpy Lady" Pokégirls. Unlike the beautiful Pokégirls that they are known for producing (especially compared to the ugly feral Harpies), these Pokégirls have been under scrutiny for several years, and researchers have confirmed that they are indeed the first recognized Harpy evolution.
All Harpy Ladies gain more human-like hands and legs, with their claws only extending from their wrists and ankles, although their wings remain upon their arms. Kujaku Ranch Harpy Ladies are known for being sky dancers, and enjoy entertaining any audience with their graceful dances within the sky. On the ground, they enjoy dancing just as much, perhaps even more so because there are more dance partners there. Most Harpy Ladies would prefer sex battles over standard battles, although their abilities and libido do not assist them much in this regard. However, their ability to fly does give them something of an advantage in such battles.
One thing that has been noted as a rather substantial increase, other than the Harpy Lady's enhanced Endurance and Speed, is their Libido. Researcher studies have found that Harpy Lady Pokégirls become very sensitive after dancing in the air, often augmented by their Flying techniques, which makes them much like a Flittit after a flight. Although Harpy Ladies do enjoy Tamings, they much prefer Taming in the air... and doing so actually seems to satiate a Harpy Lady longer than a standard taming for most Pokégirls. There have been recorded cases of Harpy Ladies not needing a Taming for almost twice the standard amount of time for their type after an intense Aerial Taming. Harpy Ladies are also less temperamental than they were as a Harpy, although most still do have something that irks them beyond belief.
There have been no incidents of Harpy Ladies going feral or being found in the wilderness. And there have been no known incidents of a Threshold case, although there have been several rumors in the Kujaku Ranch of just such a thing occurring twice. All Harpy Ladies become much more attractive in everyone's eyes, and even Feral Harpies that are evolved have been found to follow the same tradition and become much more beautiful than before. Most Harpy Ladies that were once Feral realize that maintaining their attractiveness helps in keeping them Tamed, and so will take care of themselves much more often than they would have when still a Harpy.
Some Harpy Ladies prefer to wear modified metal jackets to any sort of other clothing, if anything at all. The modifications make the jackets look more like a bikini than anything else, but somehow still manage to provide ample protection to the wearer. Strangely, this seems to only work when the Harpy Lady wears the modified jacket, as other Pokégirls have reported that it didn't do anything for them at all... some even complained of them falling off.
Harpy Ladies also seem to have two rather instinctive interests- ninjutsu, and Dragon-type Pokégirls. Although they are not very good at ninjutsu thanks to their wings giving them away and getting in their way, they admire and respect those that do practice it. A true Shinobi, just by taking his or her Harpy Lady on a journey, will likely gain a life-long and somewhat obsessed ally. Harpy Ladies are also somewhat obsessed with Dragon-type Pokégirls, though not to quite the same extent. Harpy Ladies respect the Dragon-type's toughness, but tends to just use the Pokégirl almost like a Domina might. However, unlike the Domina, the Harpy Lady is much more gentle about what she wants from the Dragon-type, unless in battle.
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HEROCHAN, the Punching Heroic Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare
Diet: human diet
Role: champions
Libido: Average to High
Strong Vs: Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Attacks: Chi Blast, Comet Punch, Uppercut, Hyper Punch, Evade, Counter, Lightning Punch, Fire Punch, Ice Punch
Enhancements: Enhanced Strength (x15), Enhanced Speed (x6), Enhanced Agility (x7), Durability, Endurance
Evolves: None
Evolves From: Amazonchan (normal)
Herochans usually grow in height, though this can vary between one inch to a foot and a half. Their breasts do increase in size, but usually don't grow larger than a low D-cup, as it can throw off their sense of balance. Other than these changes, Herochans do not appear much different than their Amazonchan evolution. It is an odd habit that most Herochan prefer that their hair be cut short, and usually it is no longer than their shoulders in length. Most Herochan, when asked about this, say that it helps with keeping their hair from getting in their eyes. They become much more powerful than they were before and even gain an increase in speed and agility.
However, they are quite different mentally. Herochans are much more levelheaded than their previous evolution and have a much greater control over their power. They are also much more friendly in their competition with their counterparts, the Herolees. They enjoy stroking and caressing during foreplay and during sex. Whether this is because an increase of sensitivity in their hands or because of a fetish is unknown, but it is known that they show great intimacy with their hands. Seemingly small gestures for humans, like holding hands or intertwining their fingers with those of their partners during sex, have much greater meaning for a Herochan, and it is ill advised for the Herochan's partner to ignore these gestures or consider them meaningless. However, Herochan dislike it when this increased sensitivity interferes with their battles, and often wear some type of glove to allow them to better focus on the battle at hand (no pun intended).
One famous Herochan is Cologne of the Rainbow League Council and the Amazonchan Preserve. She is rumored to be the very first Amazonchan/Herochan, but whether these claims to age are true or not is still up for questioning. Regardless, she is the oldest living Herochan in the world, and as such, all other Amazonchan and Herochan call her "Great-Grandmother" or by similar terms. Since she advocates being nicer to Amazonlee and Herolee, Herochans attempt to restrain themselves and get over the prejudice that they had over styles while they were Amazonchans. In fact, most Herochan dislike other Herochan that still feel a need to be prejudiced against the Amazonlee-breed, and encourage them to give it up as quickly as possible.
Herochans still have the same distaste for alcohol, but they can handle milk byproducts (cheese, yogurt, etc.) a bit better. However, they still cannot handle straight milk any better than their previous form. One thing that should be noted is that Herochans are easily addicted to milk-based products (especially ice cream), and as a result there are several groups held in large cities and towns where Herochans and Amazonchans get together to try and divulge themselves of a dependency, called Milk Anonymous (M.A.).
This is often just a one-week program, as the Pokégirls will force themselves to stop training for that length of time in order to get the program over with ASAP, and often will force their tamers to remain in town long enough to complete their 'special training.' To say the least, traveling tamers dislike getting their Herochan or Amazonchan any sort of milk-based products, as it usually cuts into travel times.
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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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HEROKAPOERAA, the Heroic Acrobatic Fighter Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare
Diet: vegetarian
Role: arrogant combat champions
Libido: Average to High
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Flying Kick, Hurricane Kick, Chi Blast, Leg Sweep, Super Jump Tackle, Bicycle Kick, Crushing Punch, Reverse Crescent, Backhand, Dodge, Quick Attack
Enhancements: Enhanced Strength (x7), Enhanced Speed (x6), Enhanced Agility (x12), Enhanced Reflexes (x3), Endurance
Evolves: None
Evolves From: Amazonkapoeraa (normal)
A Herokapoeraa is the natural evolution of Amazonkapoeraa that comes about after being Tamed enough and winning enough victories in combat. Like their pre-evolved forms, Herokapoeraas have darkly tanned skin and dark hair. They aren’t any bustier than they were as Amazonkapoeraas, but their breasts are much firmer than they were before, enough so that they don’t jump around prohibitively when the Herokapoeraa is using her fluid fighting style, and become rather sensitive. Some tamers cut holes around their nipples so that their increased sensitivity doesn't arouse them in a battle that they should be taking very seriously. Most Herokapoeraas prefer to cut their hair short, so it doesn’t get in their face during combat.
While most Fighting-type Pokégirls have a rivalry with each other about their combat skills, a Herokapoeraa tends to get into more fights than most over this rivalry due to her arrogance. She’s quick to point out the flaws in another Pokégirl’s fighting style, preferably while dancing around attacks from the one they’re taunting. This is especially true when they are facing other Amazon-subtype Pokégirls, such as an Amazonlee or Amazonchan. They don’t take this arrogance too far though. While a Herokapoeraa may taunt and tease their opponent, they’re still considerate enough to shake hands afterwards and tell them to keep on trying. Still, most Fighting-type Pokégirls tend to roll their eyes and groan when they see they’re about to fight a Herokapoeraa.
Herokapoeraas are extremely graceful Pokégirls. They enjoying using nothing but the Dodge attack over and over early on in the fight, lithely swaying out of the way of oncoming attacks, looking for all the world like they are dancing and not even paying attention to the fight. As the fight goes on, she’ll begin to launch attacks in the middle of her dancing, such as swinging an arm out and “just happening” to have it be a Backhand attack to her opponent’s face. When hit, they tend to roll with blows, keeping moving with the momentum so their dancing isn’t interrupted. They only use heavier moves, such as Crushing Punch and Chi Blast, when it looks like not doing so would cost them the fight. If their dancing is interrupted somehow, or if the Pokégirl is knocked down, it can take a round or two before she can get back into her rhythm- an amount of time that could cost the match for her, actually.
Like their pre-evolved forms, Herokapoeraas still have a weak spot for carbonated drinks, growing intoxicated as they drink them and swaying around in a tipsy dance. While they tend to dance to a quick rhythm when in combat, they like to do more slow, sensuous (and non-combative) dancing for their Tamer when they get in the mood, stripping down slowly until they’re dancing naked, luring their, by now very aroused, Tamer to them for some loving. Between dancing and her sensitive nipples, Herokapoeraa are known to get off before even getting onto her tamer's lap to physically even touch her tamer. Feral Herokapoeraas are graceful even in their animalistic state, but not nearly to the same extent they are when they are thinking clearly. They are still damnably hard to capture however, but most Tamers consider it worth the effort. Threshold girls usually don’t transform directly into a Herokapoerra, but those that do enjoy how light on their feet they’ve become, finding it to be the single good note in the horror of having become a Pokégirl.
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HEROLEE, the Kicking Heroic Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare
Diet: human diet
Role: champions
Libido: Average to High
Strong Vs: Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Chi Blast, High Kick, Low Sweep, Hyper Kick, Rolling Kick, Jump Kick, Lightning Kick, Fire Kick, IceBlade Kick
Enhancements: Enhanced Strength (x8), Enhanced Agility (x8), Enhanced Speed (x12), Superior Jumping, Flexibility
Evolves: None
Evolves From: Amazonlee (normal)
Herolees are a bit taller than their Amazonlee evolution. They grow another three to six inches in height. Their breasts usually don't increase much in size, generally maxing out at around a high D-cup (although reports of Herolee Pokégirls with larger breasts have been confirmed). Many Herolee prefer to keep their hair long, usually allowing their hair to fall to their knees in length, and it is normally kept in braids or a ponytail. Their strength, speed, and agility increases and the muscles in their legs change somewhat to allow the Pokégirl the ability to make amazing leaps and jumps. Herolee are also excellent climbers when it comes to mountain climbing, and many are known to be used for Avalanche rescues along with an accompanying Fire-type.
Like their Herochan counterparts, Herolees are much more friendly in their rivalry. They, more than any others, are far more likely to admonish their Amazonlee sisters for any cruelty or otherwise unwarranted aggressive actions towards Amazonchans. However, the two do have a teasing relationship when it comes to pantyshots or cleavage peeks towards one another, just a possible way to goad one another into a greater intensity of a match than before. The Herolee will, however, apologize for any uncalled for remarks immediately afterwards. They feel a need to be comrades to their Amazonchan and Herochan counterparts.
Herolees adore massages based around their legs and buttocks and are likely to demand a taming mid-massage. Their inner thighs are particularly sensitive and soft strokes can oftentimes 'stoke their fires' almost as much as a massage. A Herolee's legs are often flexible enough for many enjoyable positions, and a Herolee will often urge tamers to take up positions that take advantage of her legs. As a result of this increased sensitivity, these Pokégirls rarely ever wear panties and dislike wearing tight pants- instead, loose, baggy pants, shorts, or skirts are their favorite things to wear from the waist-down. Some tamers have taken to giving their Herolee pantyhose or fishnets when needing to correct them or to punish them- although the sensations for the Pokégirl are incredible, there is not one recorded instance of a Herolee ever being able to attain release due to those sensations.
Like Herochans, Herolees have various gestures that, while humans may consider them small, have much greater meaning for the Herolee. Brushing legs or rubbing their feet up against their partner is a great sign of affection and woe to those who ignore the powerful significance of these seemingly innocuous actions. Tamers that keep Amazonlee or Herolee in their harem are encouraged to learn just what these Pokégirls like to do when feeling amorous, or else may find themselves left alone on nights when they would otherwise be taming them. It's also suggested that the tamer's harem also learn the signs, or else the Herolee may not react kindly to certain actions... such as foot-stompings or playful slaps on the buttocks.
Herolees do not react as greatly as Amazonlees do to sugary foods or snacks, but still react poorly to actual sugar or things that high concentrations of sugar (sugar donuts, Pixie Stix, cake icing, etc). A Herolee that ingests a large amount of sugar will need several hours of either rest or simple activities before the effects will wear off and she can move about normally again. A favorite trick of the Herokapoeraa is to feed a Herolee coffee that have high doses of sugar in it, and then tease them about it while the Herolee attempts to defend herself. Unfortunately, the Herolee doesn't seem too capable of doing such, most of the time, while she is feeling torpid.
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HEROWU, the Heroic Weapon-Using Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare
Diet: human style foods, especially rice
Role: warriors, bodyguards, weapons masters
Libido: Average (High with a Tamer they like)
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Chi Blast, Parry, Punch, Kick, Deflect, Bonk, Sword Dance, Swordwave, Flame Sword Mark II, Electric Blade Mark II, Ice Blade Mark II
Enhancements: Enhanced Strength (x7), Enhanced Reflexes (x7), Enhanced Speed (x7), Enhanced Agility (x7) Endurance, Weapon Proficiency, Summon Weapon
Evolves: None
Evolves From: Amazonwu (normal, choose a signature weapon)
When an Amazonwu is Tamed enough and wins enough fights, she is able to make the jump to becoming a Herowu. Other than gaining enough experience and tamings, the Amazonwu must choose a weapon to specialize in. A Herowu likes to consider herself the epitome of her chosen weapon, and all Herowu claim that the weapon she has chosen is actually an extension of her own body. She is literally never without it, keeping it with her when she eats, sleeps, bathes, is being tamed, or whatnot. Her dedication to her weapon is so great that it becomes more than a focus of battle for her. Experienced Tamers know that using a Herowu’s weapon to help Tame her turns the Herowu on greatly, whether it is a sword, a mace, a polearm, or anything else she may have chosen. This fetish never becomes a painful one though. No Herowu enjoys being cut or beaten with their weapon, much to the disappointment of Pokégirls that enjoy domination. Herowu may use other weapons in combat as well, but only projectile weapons if she has chosen a melee weapon as her signature weapon.
In combat, a Herowu always uses her weapon to attack and defend. Even if her weapon isn’t a sword, she is still able to use all of the listed attacks with it, despite many of them having the word “sword” or “blade” in them. They usually use the most appropriate technique with their weapon when fighting an opponent that is weak versus that element. Should they ever be disarmed, the Herowu will utilize an innate ability to summon her signature weapon back to her hands. A smart Tamer withdraws his or her Herowu from battle if the Herowu's weapon is somehow broken or destroyed.
Herowu are not full of themselves, despite their superb skills with their chosen weapons. They don’t rise to challenges and baiting as easy as some other Fighting-types, although they still do rise to them if persistently sent at them. Should they lose their weapon, they seek to recover it if possible, but they aren’t obsessive over this. To them, having a new one bought/made for them serves just as well, as long as it’s the exact same type of weapon. However, if the weapon is one that they've had ever since they were a Tyamazon, the Herowu will likely wish to keep the remains of the weapon as a memento. A tamer that actually uses the pieces of the broken weapon in forging a new one will have a completely loyal Pokégirl in his or her Herowu for a long time to come, and woe to those who would try to take her away.
Like their pre-evolved forms, coffee slows a Herowu down, making her tired and sluggish, until she collapses. Most Herowus prefer a sip of coffee after Taming to help insure a good night’s sleep. Feral Herowus are an odd sight. They still instinctively understand that they need their weapon, but they don’t have the skills to use it that well, being unable to use anything besides Bonk and Parry with it. They tend to be very embarrassed about how inept they become when Feral, and try very hard not to regress to that state. An excellent method of capturing a Feral Herowu is to take her weapon, since she will ignore almost everything else to focus on getting it back, practically letting herself be attacked. Threshold girls virtually never evolve into a Herowu directly. Only one case has been confirmed in the last twenty years, with the victim, seemingly arbitrarily, choosing a weapon that from then on became her signature weapon.
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High Elf, the Noble Fighter Elf Pokegirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Uncommon (All Leagues)
Diet: vegetarian human diet
Role: Strategic thinkers, Snipers
Libido: Average
Strong Vs: Ghost, Magic, Flying
Weak Vs: Fighting, Ice
Attacks: Cheer, V-Splash, X-Splash, Absorb, Power Bolt, Mana Bolt, Mystic Bolt, Dazzle, Shield, Barrier, Arrow Shot*, Affinity Arrow*, Artemis Bow, Balance of Nature
Enhancements: Increased Magic Affinity, Longevity, Enhanced Agility (x3), Enhanced Eyesight (x5), Enhanced Strength (x2), Increased Intelligence, Resistance to Psychic Scans
Evolves: None
Evolves From: Elf (Normal)
If the Elf is the foot soldier and grunt fighter of the elven court, then the High Elf is noble warrior. Magically she becomes much more powerful than before. Though her skill is not on the level of the true mages of the Elf Court, she could certainly hold her own in a magical battle. The High Elf is very similar in appearance to the Elf. They grow about a foot, and become slimmer. Sometimes they may increase a cup size, but this rare. They like having their hair long, but not so long that it becomes a hinderance. High Elves are treated as a Ranger might in pre-Sukebe medieval times. They are far below the queen or her advisors, but well above the regular Elves. Some Elfqueens have them as the royal guard, and others employ them as scouts, having them sweep the area around the Elf Court for intruders.
High Elves are very logical. At first glance they appear to be coldly logical, however should a Tamer break through this shell they will find that, while they are in extreme control of their emotions and are strong proponents of logic, they are extremely loyal, hardworking, and loving pokegirls. High Elves are so strong, mentally, and in such control of their emotions and thoughts, that the stronger ones are capable of resisting psychic probes, though this does not give them any defense against psychic attacks. While Feral, they lose some intelligence and lot of control over their emotions. They will make heavy-handed innuendoes when speaking, a point that is an extreme point of embarrassment. They are devils in bed, the only other time they lower their wall of logic, though they cannot last as long as some other pokegirls.
A High Elf is a long to mid-range fighter, but they can fight up close if need be. They are topnotch archers, almost on the level of Herowu’s, if that is their chosen weapon. Their eyesight allows them to see long distance for their arrow shots. High Elves may magically enchant their arrows with elemental properties, allowing them to strike as an attack of the chosen element. While at first restricted to the elements of Fire, Lightning, and Plant, a willing, experienced Pokegirl may teach a High Elf how to harness an element of thier Type. This usually takes at least one week of hard training to accomplish. They are even capable of imbuing their arrows with either Celestial or Infernal energy, some can even do both, though not at the same time. Their bows are also the focus from which the attacks like Mana Bolt come from. Should they be forced to fight in close combat, their weapon of choice is a pair of long daggers. As a rule, High Elves prefer not to fight, but will do it if ordered. When fighting they will put distance between their enemies, erect a magical barrier and shoot from behind that. They use their intelligence to find out just how much force behind a shot they should put.
High Elves, despite losing the plant element, are still in tune with nature. They know what nature is trying to tell them and are capable of interpreting the signs. They are in fact so in tune, that using Balance of Nature, their grass element lasts twice as long as others who might use it. During the War, High Elves made excellent assassins. Their range could often exceed enemy snipers, and when hiding in the forest, it was very unlikely that they would be found. The High Elf was known for being able to take out an enemy commander the only warning being an arrow growing from the targets head.
Thresholding into a High Elf is rare, but occurs in those who have a very magical and very elven ancestory.
Arrow Shot – (ATK 60) An arrow is fired. If it is imbued with elemental energy, than it will change into a bolt of that energy, i.e. Plant energy = a small bolt of Solar Beam
Affinity Arrow – (ATK 70) An upgraded arrow shot, the arrow is fired with a high concentration of either Celestial or Infernal Energy. The High Elf does not need to be Fiendish or Blessed to use this attack, but must be taught by either a Celestial or Infernal to harness their energy. Most High Elves can only one or the other, but there are some that have been able to successfully use both.
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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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HUN, the Ice Warrior Pokégirl
Type: Very Near Human
Element: Ice/Fighting
Frequency: Rare (Edo League, former Mongolia area), Very Rare (other Arctic Regions)
Diet: Human-style
Role: Arctic warriors, hunters
Libido: Above Average
Strong Vs: Rock, Plant, Flying, Dragon
Weak Vs: Fire, Electric, Psychic
Attacks: Snow Storm, Slash Wave, Ice Wall, Spincut, Ice Blade, Sentinel, Ice Blade Mark II, Assault, Heat Drain, Mirror of Equity, Cold Snap, Cry of the Fallen, Ice Armor, Broken Castle, Snow Blind
Enhancements: Enhanced Strength (x4), Enhanced Endurance (x4), Enhanced Durability (x4), resistance to cold, natural hunting ability
Evolves: None
Evolves From: None
Huns are tall, muscular Pokégirls, about 6'9" with D-Cup breasts and long, black hair. They have skin the color of stone, with eyes that are black in the sclera and gold in the iris. They usually wear leather clothing, hoods, and cloaks, and usually wield scimitars, although some have been known to use spears. They are also expert marksmen and very skilled with a bow and arrow.
Huns were one of the most deadly problems the Edo League faced during the Revenge War, made for coordinating the efforts of Ice-type Pokégirls in that area. For the old Chinese Empire, they were a nightmare reborn, as they and the other Pokégirls teamed with them tore down the Great Wall and invaded, tearing through city after city before the remaining army of the nation began to rally. Many lives were lost just from the blizzards created, as they were frequently teamed with Snow Queens, the Snow Storm power both Pokégirls had bolstering each other and creating intense, gusting snowstorms and thick snowfields. Huns consider themselves to be the best of the ice-type and fighting-type worlds, but they will not be overbearing about it, only stating their view if asked.
Huns are brave, courageous fighters, and will fight endlessly for their masters until defeated or victorious. They make good Alphas, but if they aren't, they won't try for the position. However, if the chosen Alpha is not a good fighter or strategist, or if the Hun views her as incompetent in general, they will speak up and try to get the position of Alpha for themselves. They also function as hunters, finding food for their Tamer and Harem sisters, capable of finding edible items in places most other Pokégirls wouldn't think to look. Due to their ice-type nature, they radiate cold a great deal of the time, and seek out battles and taming to keep warm. Although their need is not as extreme as a Shaguar's, it is still very intense.
The Feral state of a Hun is light, similar to that of a Fighting type, although due to the fact that Huns keep together in tribes, they are very group-oriented and very protective of their 'warrior sisters.' Tamers that want to catch a Feral Hun usually have to earn the tribe's respect, showing that they value their Harem and are brave before they allow a Tamer to claim one of their own.
Huns, due to the Pre-Sukebe history associated with the name, were very unpopular at first. But when a tribe of nomadic, Tamerless Huns were seen attacking Madame Arctica of the Limbec Pirates, it caused the stigma surrounding the breed to fade. The leader of that tribe was questioned by the authorities, and she told her that Madame Arctica was there to try and recruit the various tribes that wandered the area. Hers was the fourteenth tribe to turn her down, as they viewed the Limbecs to be dishonorable, an insult to true warriors everywhere. Still, while in most of the world, the stigma surrounding Huns has faded, those of Chinese descent in the Edo League still possess a distrust of them, almost like a genetic memory.
No Threshold cases of becoming a Hun have been reported.
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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 MAIDEN, the Frigid Pokégirl
Type: Very Near Human
Element: Ice
Frequency: Uncommon
Diet: Vegan, favors fruits over vegetables
Role: Arctic operative, 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
Enhancements: Immune to non-magical cold, low Feral & Emotional state
Evolves: Yuki-Onna (Edo League; orgasm), Snow Queen (mechanism unknown), Ice Princess (normal, lvl 50), Foxymaiden (Fox E-Medal)
Evolves From: Nymph (Ice Crystal), Watermaiden (Ice Crystal)
Ice Maidens were among Sukebe’s last creations during the Revenge War. There are very few recorded instances of them fighting, as few of Sukebe’s targets were in arctic environments, as that is where they were most effective. Due to their low emotional states and light feral aspects, they were able to go for long periods of time without need for taming. And because of their ability to see things logically, they were able to see which way the war was going. They surrendered en masse, and in exchange for arctic land to live on as a Preserve as well as for giving up the location of what would eventually able to become Jusenkyo, were able to establish lives for themselves after the war. The then leader of the Ice Maidens, Yukii, has since evolved into an Ice Empress. She helps regulate the goings and comings of Ice Maidens and has set up a challenge system for those wanting to take an Ice Maiden from the village. She changes it every other week, so as not to be predictable and keep the population of her Preserve up.
Ice Maidens, in physical appearance, have very few differences from human women. Their body temperature is vastly lower than the normal, and their skin and hair has a slight bluish tint to it. Their Feral state is very light, as they just become clumsy and forgetful. In this state, they are prone to accidentally freezing parts of themselves.
Taming Ice Maidens is not an easy task. Due to their extremely low body temperature, they have a hard time becoming aroused. A good Tamer will first try to warm up the Pokégirl, either via something such as a hot bath or a sauna. Ice Maidens, as they warm up, become less powerful and less able to control their libido. A good Tamer will keep things such as a heat pack on hand, so that their Ice Maiden can get more frequent tamings. A fire-type, such as a Fire Maiden, can also help warm up an Ice Maiden. Despite these difficulties, Ice Maidens are among the more popular types of Pokégirls, mainly because of their high power potential and the fact that they don’t need to be Tamed so often. (Although affectionate Tamers do so anyway.)
Ice Maidens, in terms of personality, are very cold, logical Pokégirls. They are capable of thinking through any problem calmly, and usually display very little to emotion. Some Ice Maidens are so cold and emotionless that they can use Shadow-element attacks. It takes a lot to bring out the passion and emotion in an Ice Maiden, however an affectionate, caring Tamer can manage it. There’s even a recently recorded case of an Ice Maiden learning how to use Emotion Bomb. The Ice Maiden’s Tamer in that case was one Ash Sextome, who is known to favor befriending his Pokégirls to increase their performance and has a astronomically high Empathy rating.
Cases of Thresholding into an Ice Maiden are rare, but they are among the more common Ice-type Threshold results.
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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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INGENUE, the Generalist Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Common
Diet: Human style foods, leaning towards Vegetarian
Role: Domestics, General labor, anything that doesn’t require paranormal powers
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting, poison attacks, domination attacks
Attacks: Bite, Punch, Kick, Tackle, Pummel, Yell, Wrestle, Growl, Glare, Cheer, Takedown, Leap, Hammer, Dodge, Trample, Concentration, Double Edge, Helping Hand, Love ‘N’ Affection, Once More
Enhancements: Enhanced Durability (x2), Enhanced Speed (x2), Enhanced Strength (x2)
Evolves: Diva (normal), Damsel (orgasm), Sidekick (any elemental stone), Battle Angel (Heavy Metal; trade item), Duelette (Become competent in Duel Monsters games/win a tournament), Shieldmaiden (Psi Crystal)
Evolves From: Bunnygirl (stress)
A great number of times, girls go through Threshold without any real change, other than maybe getting a little sexier in appearance. When this occurs, they become a Pokégirl known as an Ingenue.
Ingenues are among the most tolerated form of Pokégirl, as they have no animalistic appearance or over-the-top attacks. Even in more anti-Pokégirl Rights Leagues, such as Indigo, Ingenues aren’t as badly treated. Essentially, they’re hornier humans, although you’ll get a dirty look and the cold shoulder from any Ingenue who hears you describe them like that. Their Feral state is mild, leaving them in a state of distraction.
Ingenues are not combat-suitable Pokégirls. They are, however, extremely useful in domestic tasks or basic scut work. Frequently they can be found in stores, working as clerks or chefs. Some Ingenue owners also hide the fact that their girls are Ingenues in consideration for people who don’t like Pokégirls. This is easy to do, since Ingenues do not have any distinguishing marks. Also, frequently Ingenues are employed to keep an eye on their ditzier cousins, the Bimbos.
As mentioned earlier, Ingenues are not combat-suitable Pokégirls. During the Revenge War, they were used as infiltrators, sneaking into human encampments and then either spying or, in rarer cases, triggering an evolution to Sidekick through means that were unknown until the discovery of elemental stones.
Some Bunnygirls evolve in Ingenues through stress, although the mechanism is uncertain. Some crueler people have said that forcing a Bunnygirl to use her brain will turn her into an Ingenue. Those people were given a wedgie and hung by their underwear from a flagpole. I am not making this up, there are several recorded incidences of this happening.
Ingenues are a fairly commonplace Threshold. Most girls who undergo a transformation into an Ingenue accept it fairly well, as all they get is a slightly increased libido.
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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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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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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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KARIMA, the Solitary Shadow Pokégirl
Type: Very Near Human
Element: Poison/Ground
Frequency: Rare to Very Rare
Diet: omnivore, prefers human style food
Role: Spy, Scout, Trapper
Libido: Low to Average
Strong Vs: Bug, Electric, Fighting, Fire, Rock, Steel
Weak Vs: Ground, Ice, Psychic, Water
Attacks: Vanish, Quickturn, Shadow Dash, Resonate, Gut Punch, Mud Slap, Agility, Shock Spike, Spice, Exhausting Venom, Poisonous Coat
Enhancements: Enhanced Senses (x5), Enhanced Durability (x10), Enhanced Strength and Agility (x3), Natural Camoflauge, Nightvision, Isolation Aura.
Evolves: None
Evolves From: Kunoichi (Diamond Stone)
During the days of the evolution boom, the Kunoichi was quickly experimented with. Although there were very few successes in the carying evolutions, there was one success that the Ruby League capitalized on. Although the pokegirl grows perhaps half a foot at the most, her outward appearance barely changes. Internally, however, the Karima becomes a much tougher individual than her previous evolution. The Karima's body takes on a default coloration that ranges from a light to a dark tan, though this changes whenever the Karima chooses to touch a rock or another rock-type Pokégirl. They do tan easily, however, and never burn as a result of their skin changing capabilities. This breed is well developed physically, but is actually mostly a facade: though tough-looking, they are barely physically stronger than their previous evolution. The main change is the strength of the Karima's skin, which makes the breed much more durable than any Kunoichi. This breed tends to have smaller breasts than many equivalent Pokégirls, rarely larger than a B-cup without modifications in use.
The breed was once rumored to have been created during the Revenge War by Sukebe, though there are only a few scarce entries about a 'poisonous ninja' Pokégirl, which could just as easily describe a Kunoichi or other ninja-type Pokégirl that was paired with a poison type Pokégirl, or just dabbled in the subject. Regardless, it wasn't until well after the end of the revenge war that the Karima was first documented to evolve from a Kunoichi. The method of evolution, however, was simply guesswork until the first Diamond Stone (and not an actual gemstone) was used on a Kunoichi later on. Used these days to trap ferals and to spy upon rivals for the most part, this breed enjoys massive popularity in some leagues, particularly within the Ruby League.
The main reason for this popularity is the breed's unique Isolation Aura. This ability makes the Pokégirl unable to be sensed by anything other than physical tracking: psychic, spiritual, and magical probes and attempts to track or locate a Karima are always defeated. In fact, it is so impressive that the Pokégirl doesn't even leave a void where she is when one attempts to locate her, basically making her impossible to find with such methods. The downside is that it appears that Delta-bonding with a Karima is impossible, though this may simply be because no tamer has managed to build a Delta bond with a Karima rather than it simply being impossible.
During a battle, tamers will find that their Karima, though at least as strong and fast as a Kunoichi, has a much different fighting style. Relying on their tough skin to weather attacks and their natural agility (and enhanced agility from techniques), they prefer to do steady damage and finish the job thoroughly by using techniques such as Exhausting Venom, Spice, and even Poisonous Coat. This combination of poison techniques, coupled with a variety of status afflicting techniques such as Resonate and Mud Slap, allow her to utilize many combinations of defensive and offensive abilities, all while gradually wearing down her opponent. Of particular interest to some tamers is the Karima's Poisonous Coat technique, which can be modified internally by the Karima (when experienced enough) to secrete different types of poisons. There have even been rumors of a Lust-affecting poison that can be secreted in this fashion, though details of that phenomenon are scarce at this time. This can sometimes worry tamers who have just obtained a Pokégirl of this breed during taming sessions, but it has been proven that the Karima is capable of handling her poisons at all times without worry of letting any loose at any time she does not wish to.
Due to the Pokégirl’s durability, it is unfortunate that the skin is quite desensitized much of the time. This results in taming issues, which are easily remedied with the use of lubrication of some sort. Though some have described the Karima's skin as being as coarse as sand, moisture (including sweat) readily addresses the issue, which prompts many tamers to have the Pokégirl go through a workout or a battle before taming her. Numerous Karima are saddened by the requirement, however, which was a result of their skin's change. Those that come to fully accept it are rare, though fortunately the issue rarely becomes a problem unless the Pokégirl is going feral. In a harem setting, the Karima's patience and ability to think things through make them excellent Alphas or Betas, and they will challenge to become one or the other if there is no true leader within the harem.
Rather rare are the few feral Karima that have been reported in the Edo and Ruby leagues. Completely territorial, these Karima leave markers for others to see that mark the boundaries of her small area that she has claimed. Trespassers rarely survive any intrusion into this Pokégirl's territory. Only children and pregnant Pokéwomen have been known to survive such intrusions, while all others were never heard from again. These survivors required counseling after these events. To any Tamer that wishes to capture a Feral Karima, it is highly recommended to set some sort of trap for her, rather than risk a frontal battle. Normally, Green Tea is the method of choice to use to trap a feral Karima (as it induces a nearly comatose state that can last for hours at a time with but a single cup), but a strong Fighting-type is also effective as well. Feral Karima are also known to flee from any plant or water type, such as a Vinebra or a Titacruel, rather than fight them in any territorial disputes.
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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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KISHI, the Armored Amazon Pokégirl
Type: Very Near Human
Element: Fighting/Dragon
Frequency: Rare
Diet: human style foods, especially rice
Role: warriors, bodyguards
Libido: Average
Strong Vs: Plant, Water, Fire, Electricity, Dragon, Rock, Steel, Dark
Weak Vs: Dragon, Psychic, Flying
Attacks: Parry, Chi Blast, Deflect, Twister, Takedown, Hurricane Kick, Dragon Dance, CrossShield, Draconic Aura
Enhancements: Enhanced Strength (x9), Enhanced Reflexes (x8), Enhanced Endurance (x8), Weapon Proficiency, Armored
Evolves: None
Evolves From: Amazonwu (Dragon Scale + Training)
Unlike the Amazonchan and the Amazonlee, who evolve into the strangely common Armsmistress, the Amazonwu evolves from a Amazonwu with help from a Dragon Scale and extended training. The result is the Kishi Pokégirl. Originally, this Pokégirl was teamed with Armsmistress' during the war and was used to great effect in destroying just about anything that came across their path. However, when Atmuff went out of control in her urge to fight the strongest, many of the Kishi and Armsmistress breeds were killed in her quest. Information about this breed became little more than hearsay and legend until around 209 AS, when a tamer made the re-discovery of the breed in the Opal League. Physically, they remain much as they were as an Amazonwu, save for the extra six inches or so that they grow and the half-cup size that they gain.
The Kishi is compared to the Armsmistress in several ways, but is certainly much different. Physically not as strong, the Kishi in battle relies on her endurance and reflexes to avoid and outlast her foes. Using Dragon Dance and several delaying tactics such as Parry, Deflect, and CrossShield, this Pokégirl does well with this tactic. Those who have trained her since being an Amazonwu explain that their Pokégirl was never as strong as her sister types, specializing in no particular attribute, and yet not failing in any either. These tamers are especially proud of this evolution of their Pokégirl, as she becomes more powerful and is especially useful against most common Pokégirl types throughout the world. In sex battles, they are not so useful, although their endurance allows them to play the same game in these types of matches as well.
Like their pre-evolution and their sister evolution, the Herowu, the Kishi become proficient weapon users. However, their knowledge extends to many weapons, and they do not enjoy choosing only one weapon (unless it is the same one that they have used since they were an Amazonwu) to utilize. Any given Kishi will carry between 4-8 different weapons: most commonly, a pole arm, a sword, a dagger, and some sort of projectile weapon (most commonly a bow and arrow, or a number of Kunai or throwing daggers). Whether taming, sleeping, or bathing, she always has at least some weapon with her, and this is most likely the same weapon she's used since she was an Amazonwu. During taming, the Kishi are not overly interested in using their weapons for stimulation, although some do develop a fondness for a certain weapon that they use that is close in passion to that of what a Herowu enjoys when her tamer uses her weapon.
The Kishi doesn't care for clothes- instead, they can form their scales into armor with just a thought, allowing them instant defenses without needing much notice. Their bodies are not extraordinarily sensitive, unlike their previous form was. These Pokégirls have a slight feud with the Armsmistress, mostly a simple rivalry and nothing more, as they enjoy pitting their skills against the Armsmistress' strength. The Kishi also rather dislike Amazonkapoeraa and Herokapoeraa, and will go out of their way to defeat them if they are crossed by such Pokégirls somehow. Researchers highly recommend not having both a Kishi and either of the 'Kapoeraa breeds in the same harem at the same time, as the Kishi will never sit idly by while the 'Kapoeraa teases them. This has led, in some cases, to one or the other either leaving entirely or actually asking to be Pokéballed instead.

Draconic Aura (EFT): This technique allows the user to stare down her opponent. Although not always successful against higher level Pokégirls and other dragon-types (only half as effective in these situations), a successful use of this technique causes the victim to be unable to attack or defend against the user of this technique for two rounds. A fully effective use of this technique also lowers the victim's Defense rating somewhat as a result as well.
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KUNOICHI, the Ninja Pokégirl
Type: Very Near Human
Element: Normal/Dark
Frequency: Common (in Edo League), Uncommon to Rare (all other Leagues)
Diet: omnivore, prefers human style food
Role: spy
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Smoke Screen, Vanish, Throwing Star, Quick Attack, Shadow Dash, Hazy Vision
Enhancements: Enhanced Speed and Agility (x4), Enhanced Senses (x2), Enhanced Strength (x2), Enhanced Endurance and Durability (x2), Stealthy, Night Vision
Evolves: Cheshire (Cat E-Medal), Kunimitsu (Fox E-Medal), Karima (Diamond Stone)
Evolves From: Ninjette (Level 15)
Towards the middle of the war, while the human armies were being decimated left and right, Sukebe created this breed. First given the mission of searching out and destroying small encampments and given anti-ambush roles, the Kunoichi graduated as the Ninjanezumi suffered- their Very Near Human state made them much more capable of passing as human women and getting past human guards with ease. Once given their mission to assassinate certain people- human generals, admirals, and even certain actors that Sukebe hated, the Kunoichi were practically the best at their field that the world had ever seen. Or never seen, perhaps, until after the war was over. Information about them was, however, gained during that latter part of the war from disaffected Ninjanezumi that were tamed by the first Tamers, but it wasn't until about 12 AS that the first recorded Kunoichi were captured.
This breed was originally created to fill a niche. Whereas the Ninjanezumi had proven squeamish in comparison to the other Pokégirl types and some had even been captured by the humans before fulfilling their missions, and the Cheshire had been created from Catgirls, the mad scientist himself took it upon himself to create a breed that could blend in with humans, act and talk and physically look like a human woman, but was in all other ways superior. The end result was the Kunoichi. Their actual capabilities, although somewhat less than the Ninjanezumi, ironically made it easier for the Pokégirl to imitate human women. Although not designed specifically for battle, the Kunoichi are also well equipped to fight in one. Their natural stealth capabilities, as well as her enhanced senses, speed, and agility often allow the Kunoichi to evade long enough for an opening to appear, and then to quickly capitalize upon it. Kunoichi prefer to attack from the shadows, and rarely battle straight out in the open in keeping with their style.
Most Kunoichi average in height somewhere between 5' and 5'7." They usually can be found in the same size as equivalent human woman of these heights, but their breasts are most often somewhere between a B-to-C cup in size. However, several have been documented both with smaller and larger breasts regularly, which makes this a rather diverse breed. Although most Kunoichi do prefer to wear tight fitting and not-so-revealing clothes, it has been documented that they do prefer to wear clothes that allow them to blend in with the location that they are in. In modern times, Kunoichi have been well known to get along with Seamstress Pokégirls, and generally prefer to get their clothes from one whenever possible, rather than from a department store. However, even if attempting to pass herself as some other Pokégirl by disguising herself, a Pokédex can pick out a Kunoichi in hiding easily.
Kunoichi have rivalries with two different Pokégirl breeds. One is with the Cheshire. Their areas of expertise are identical, and this rivalry is more often a common friendly rivalry, rather than one where each Pokégirl would want to destroy the other in battle. Researchers suggest that Cheshire and Kunoichi should not ever be in the same Harem at the same time, however, as each one will attempt to out-do the other in all ways, including taming. Taming both at once has only yielded one Tamer who managed it... and he wound up trading both away within a week afterwards, swearing to stick to Low libido Pokégirls from that moment forward. According to research done, Kunoichi can even evolve into a Cheshire through the use of a Cat E-Medal, although very few Kunoichi will allow this.
In the Edo league, Kunoichi also have some rivalry with Ronins. This is likely because of the difference between the two Pokégirl battle ideologies. Whereas a Kunoichi is subtle and more of a supportive Pokégirl, the Ronin are in your face and full out attackers. Ronin actively pursue the rivalry, while the Kunoichi try not to encourage it. This leads to Ronin being annoyed by the lack of participation, and encouraged to try and provoke a Kunoichi at any given opportunity. As a result, Researchers also suggest that Tamers not have both in their harem at the same time, unless the two Pokégirls are used to one another and some semblance of respect between them is obtained.
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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
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

--------------------------------
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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LITTLETIT, the Embarrassed Pokégirl
Type: Very Near Human
Element: Electric
Frequency: Rare
Diet: Human-style, High carbs and fiber
Role: Infiltration, Power disruption
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Libido: Average
Attacks: Thunder Shock, Agility, Thunder Wave, Spark, Rolling Spark, Electric Blade, Satellite, Mag Bomb, Zap Ring, Lesser Thunderclap, Storm Heal,* Lightning Whip*
Enhancements: Enhanced Agility (x3), Electrical affinity, Can absorb electricity, Enhanced Speed (x2)
Evolves: BoobTrio (orgasm, Delta-bond)
Evolves From: None
You’d never think that a short, small-breasted woman like this would be a Pokégirl.
Sukebe would be pleased if you made that mistake, as that is what he wanted when he first created the Littletit breed. He would use them to sneak into human encampments for information gathering, as their not-as-busty appearance would work as a way of fooling humans into thinking they weren’t Pokégirls. Then, after getting information they needed, they would sneak into power plants or power stations and drain away the electricity, leaving the human units crippled and without power.
Littletits are, at first glance, totally human-looking Pokégirls. They are usually short, and always have A-cup breasts. Always. Not even mega-doses of Bloom powder can make them grow bigger, much to the bafflement of any Plant-type who can produce it. This is a source of constant embarrassment for Littletits, and has led many to become rather sensitive about their breasts. If a Tamer has a Littletit in his or her harem, then it’s best not to let his or her more busty Pokégirls start teasing them, as a Littletit is bound to lose her temper and start throwing Thunder Shocks around. When they start manifesting their powers, they gain glowing markings all over their bodies arranged in intricate, runic patterns, their hair turning white and their eyes glowing.
Because Littletits are so sensitive and easily embarrassed about their small breast-size, when outside of Harems it’s best to put them in places where they won’t get teased. Aside from this one little thing, they are perfectly pleasant Pokégirls otherwise. They make great friends, even better babysitters, and, if they can be taught to accept their under-developed bodies, Advice columnists. They are fairly decent fighters in Harems as well, as their ability to absorb electrical energy from nearby sources, no matter what they are, is very useful. Even more useful is that they can control and direct this power, so the Tamer won’t find their Pokédex or other important equipment losing power. Beginning Tamers who want to specialize in Electric-types favor them, partnering them with Peekaboos and other Electric-types to help bolster them. They’ve become popular among Electric-type Tamers for tag-battles, as they can use electricity to absorb to heal any other electric-type on the field, including themselves.
Feral Littletits are a mix of rather dangerous, as they tend to be in ‘electric-mode’ full time, making catching them difficult. They also absorb electrical energy constantly, from any source near them, so if you start having electrical problems, or your Pokéballs suddenly release all your Pokégirls, then you know a Feral Littletit is nearby. As they cause trouble when near towns and cities, small, but respectable bounties are offered for their capture and/or Taming.
Interestingly enough, recently Tamers with a fondness for large breasts started including them in their harems. When asked about this strange contradiction, all they said was ‘Some things are worth the effort.’
Considering the Littletit’s evolution, they were very right.
Thresholding into a Littletit is a rare, but not unheard of occurrence, and mainly happens in the Mountain League, where they are more common. It is really only traumatic if the girl going through Threshold had large breasts before their change, as they will first shrink down to an A-Cup and stay that way.
*Storm Heal – (EFT) The Littletit 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 50%.
*Lightning Whip – (ATK 50) The Littletit shapes some of her stored electricity into a long whip. A favored attack when going up against Domina-types and smartasses who tease her about her lack of breasts.
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LONER, the Wayward Pokégirl
Type: Very Near Human
Element: Dark/Psychic
Frequency: Rare (Crimson League)
Diet: near human diet, enjoys traveling foods (trail mix, jerky, etc)
Role: Last minute reinforcements, Errand runners, Recon
Libido: Low
Strong Vs: Poison, Psychic
Weak Vs: Bug, Dark
Attacks: Fade, Teleport, Shield, Psychic, Hypnotize, Foresight, Dark Blade, Ankoku
Enhancements: Psychic abilities increase from Goth state, telepathy, Enhanced Strength (x2)
Weaknesses: Extreme Wanderlust, Demophobia (fear of crowds or crowded places)
Evolves: Heroine (Works on martial arts, attempts to open up, Delta Bonded)
Evolves From: Goth (Loner Goth sub-type; normal)
Once a Loner subtype Goth obtains enough experience, she will naturally evolve into a Loner. Loners are peculiar Pokégirls that enjoy being by themselves as opposed to the normal pack mentality of other Pokégirls. They change little from their previous Goth form, loosing their pale skin and gaining a more varied taste in fashion, with a bust size of around a solid D cup. They also gain the Psychic element as their psychic potential increases greatly from their Goth form.
Loners recognize someone as their official tamer, though many have been known to totally leave abusive tamers in favor of someone else they've met in their travels. When a Loner likes her tamer, she maintains a low-level telepathic bond with him/her at all times, so that she can teleport to them in case of danger. Studies have also proven that Loners use the Foresight ability to avoid being captured while away from their tamers. In regards to personality, some may be aloof, others quiet and introspective, and a few have even been found to be cheerful and friendly, despite their extreme fear of crowds and crowded places. Because of the Loner's Demophobia, they avoid cities unless they can teleport from rooftop to rooftop. If released into a crowd, a Loner will begin to panic and immediately teleport away from the crowd in a random direction, usually to a place the Loner knows to be devoid of others. If this was done on purpose, the Tamer is guaranteed to lose the Loner as soon as she gets the next opportunity. If it was accidental (and there has to be proof for some of the more suspicious Loners), then the Loner is more forgiving, but will now insist on her ball being put into a pocket or backpack when in crowded situations.
Loners are also plagued with extreme wanderlust, and are addicted to the thrill of seeking out new places. While many times a Loner is alone when exploring, their libido can jump to extreme should their tamer be willing to brave a dark cave or cross a desert or forbidden forest with them. Unfortunately, this does sometimes lead to the demise of both tamer and Loner.
Though some recordings of Loners date back to the Revenge War, there are no living Loners from that time since Loners have average human lifespans. One sound theory based on eyewitness reports is that Loners were used to rescue high-ranking Pokégirls in Sukebe’s army when they were grossly outnumbered or near defeat. This would keep from having to remake leaders with experience in battle and free up the labs for more mass production of soldiers.
Thresholding into a Loner directly is rare, but usually comes from strong Goth ancestry. The girl in question will start becoming nervous in crowds and enjoy spending more and more time by herself- usually checking out places she's never been to.
Feral Loners are very rare, since they have a low libido and most come from Goths of the same type. Many Loners will coerce tamings from people who they meet in their travels. Feral Loners tend to become engrossed in exploring one area intimately, such as a cave, and are usually found there by wandering tamers.
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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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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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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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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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MATRON (aka HAKIMA), the Housemother Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Rare
Diet: human style foods, leaning towards vegetarian
Role: Homemakers, Salesgirls, Restaurant cooks, Babysitters
Libido: Average
Strong Vs: Ghost, domination attacks
Weak Vs: Fighting
Attacks: Sing, Cheer, Cry, Yell, Dodge, Recover, Once More, Helping Touch, Overwhelming Attraction, Blow Kiss, Puff Puff, Probing Tongue, Angel Eyes, Charming Look, Sexy Rubdown, Warm Oil Rubdown, Rock that Booty, Intimidate, Anti-Cheer
Enhancements: Enhanced Endurance (x5), Minor psychic abilities (precog/truth sight), Enhanced Reflexes (x7), Enhanced Patience (x60), Enhanced Will (x30)
Evolves: None
Evolves From: Damsel (Must be Pokéwoman, giving birth or gaining permanent custody of children in some way)
Damsels seem to be destined to be house-fraus. They aren’t good in battle, except for as a draw for attacks, and their primary evolution seem suited only for housework-related tasks. But that does not take away from their popularity at all. Matrons are a well-regarded part of society, and even the most ardent anti-Pokégirl groups admit that they are relatively acceptable.
When a Damsel evolves, they lose their invulnerability. Their waists and hips widen, and they gain a slight pudginess to their midsections. While they retain their physical beauty and sexual skills, they gain skills and instincts in Domestic situations that are invaluable. Matrons have a strong nesting instinct, as once they give birth they want to settle down and take care of their child. They have a light precognitive ability that allows them to see when damage is coming to the home and how, which in turn spurs them into preventing it. This can be anything from a child about to do something stupid which will result in them getting hurt, or a tornado heading for their house. Matrons cannot be surprised by anything negative, and are always prepared. They trade in godlike durability in exchange for godlike patience. They NEVER get rattled, no matter what the situation. In addition to their godlike patience, they also gain a tremendous force of willpower. Very little can stop them from getting their way, either through direct confrontation or through subtle manipulation. This tremendous will makes dominating attacks completely and totally ineffective against them, something Dominas HATE about them. They can also resist psychic, magical, or emotional attacks meant to force them into submission. This determination and patience combined makes them excellent mothers, as well. Mousewives and Neko Cennecos are frequently paired with them in day care centers, as they can be trusted to not only take care of the children, but keep them in line as well.
On top of that, they cannot be lied to either. No one, whether another Pokégirl, a Pokékit, their tamer or a child can lie to them. They can always tell when someone is lying no matter what. No one is sure whether this is merely an enhanced form of a mother’s natural instinct or a psychic ability exclusive to Matrons.
In the Edo League and in the most Eastern parts of the Ruby League, Matrons are known as Hakima. So far, no cases of Thresholding into a Matron have been reported. And since Matrons are a Pokéwomen-only evolution, it’s assumed that Thresholding into one is impossible.
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MEGAMI, the Goddess Pokégirl
Type: Very Near Human
Element: Psychic/Magic (Celestial)
Frequency: Unknown (all leagues)
Diet: human style diet
Role: varies
Libido: varies
Strong Vs: Poison, (Varies)
Weak Vs: Sad faces, crying, (Varies)
Attacks: Smile, Cry, Aura Barrier, (all others vary)
Enhancements: Unnatural Beauty (or Cuteness), (all others vary)
Evolves: Demon-Goddess (E-Stone Ceremony), Megami-sama (Angel Stone, several conditions must be met)
Evolves From: Cherry (mechanism unknown), Drag King (mechanism unknown), Goth (by Sarcastic Goth sub-type only; mechanism unknown), Rooder (Passing the Trial), Kamichu (if very kind-hearted), (others possible)
Megami are the most mysterious of the Pokégirls. The number that exist is unknown as the number seems to change every time there's a poll. It is not recorded if there are feral Megami or not. There is no set description for a Megami, as they come in all shapes and sizes.
However, all Megami tend to be very attractive or cute, if not outright beautiful. No information exists to answer the question, "Do other females spontaneously evolve INTO Megami?"
Not much is known about Megamis because few people understand how they even GOT a Megami when they think about it logically and those who do have a Megami either don't ask or don't think it's a big deal. When a Megami shows up, they are acknowledged as if they had always been there. However, it is when a Pokégirl that is already a part of a harem evolves into a Megami that there are many questions from the Pokégirl's Tamer and other Pokégirls to be answered. Unfortunately for them, it is rare that any Megami give any straight-out answers to such questions. It is the mystery that compels people to ask, but it's the sly smile of the Megami that is given that is the only answer.
The only consistent numbers of Megami are from Pokécenters and hospitals, where Megami are often found with various other nurse-type Pokégirls. However, even these numbers tend to fluctuate somewhat when disasters occur, and Megami from who knows where flock to the area to help tend the wounded and assess the situation. And the few times that this has been seen, it was soon found that some sort of Infernal Pokégirl, Widow, or dark plot was involved in the same area. It is assumed by most researchers that many Megami will only gather in one place if it is a supreme event, and few wish to ever see such an event.
Megami can only be assessed as individuals when it comes to their own strengths and weaknesses. Statistically speaking, they have no average stats when compared to other Pokégirls. They are either excellent at something, or lousy. As such, their skills, attacks, defenses, and most enhancements are unknown until they are studied. And as no Megami allow themselves to be studied by anyone other than their Tamer, obviously one can only take a Megami at face value. As Celestial Pokégirls, Megami excel in vague remarks and keeping secrets, although only some of them consider it necessary to be completely vague in most anything of true import to them. The only way it has been found to get a straight answer from a Megami when regarding events to come, or something that they know but she is unwilling to speak of, is to trick them. This can be difficult, or simple, depending on the individual. Some Megami don't worry so much about this, however. Still, a number of Megami that have been reported show that they enjoy being vague.
There are, however, some standards among the Megami that have evolved from certain other Pokégirls. For example, Megami that evolve from a Cherry still lactate, but may use their enhanced magical abilities to change the effect of their milk from simple sweet and nutritious to act as a sedative, to induce lust, act as a healing drink, or other such effects. Megami that evolved from a Drag King may sometimes be mistaken as men, at times of their own choosing. Megami that evolve from a Rooder show a preference to drinking Lavender Water and creating Holy Water. Those that evolve from a Sarcastic Goth tend to retain their penchant for snide or biting comments when dealing with others, including her own tamer. These Megami also retain most, if not all of their attacks from their previous evolution. Researchers are attempting to discover if they can trace a Megami's previous evolution through this knowledge, but no progress has been made as of yet.
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Ceremony Description
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Elemental Stones Needed: Angel Stone, Dark Stone, Metal Jacket, Mana Crystal
Area & Time Conditions: Any time, with at least one respected individual in attendence.
Ceremony Itself: This ceremony is quite simple. When the Megami feels the time is right, she will admit her selfish ways are stronger than her need to follow the greater good. Her witnesses, an individual or individuals, whom she respects greatly (or even a legendary in attendance, perhaps) must hear her and believe in the truth that she speaks. When her mind and being believes her words fully, and with all four different evolutionary items placed nearby, the evolution items will activate and the Megami will evolve into a Demon-Goddess. Wearing an Everstone does negate this, however.
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MEGAMI-SAMA, the Unpredictable Divine Pokégirl
Type: Very Near Human
Element: Magic/Psychic (varies) (Celestial)
Frequency: Extremely Rare
Diet: human style food
Role: Megami-sama's of retired Tamers can be found in public service facilities serving in caregiver or advisory positions
Libido: varies from Low to High
Strong Vs: Ghost, Dark, varies
Weak Vs: Dark, Magic, varies
Attacks: most attacks vary (with angel call being the exception). Common are: Bestow Luck, Lightning, Teleport, Triple split, and Heal (Other)
Enhancements: Extremely high psychic or magical abilities
Evolves: None
Evolves From: Megami (Angel Stone, several conditions must be met)
The Megami-sama is the evolved form of the Megami. Not much is known about this species due to the fact that they only evolve when attached to a Tamer and few no Tamer will let their Megami-sama be studied. Like Megami all Megami-sama are unique and can have wildly different powers. When a Megami evolves to a Megami-sama several conditions must be met: First, the tamer must have a Delta-bond with his Megami. Third said Megami-sama must be between the ages of 23 and 30. When these conditions are met all the tamer must do is have his Megami come in contact with an Angel Stone then evolution will occur.
After evolution their physical form matures further and power increases exponentially. The increase in power in a Megami-sama is so great compared to a Megami that most leagues require tamers to buy higher quality limiter earrings with the Angel Stone in order to prevent dangerous accidental magic discharge. Many Megami-sama also require moonstone bracelets to prevent excessive power drain from over-exertion. It has also been suggested that the fading "the Megami, Megami-sama equivalent to going feral" is due to them being such an empathic species literally they need the comfort and love of others to survive not so much the taming sessions. This would show these species to be emotional symbionts, needing support and love from others to live, and in turn returning and encouraging its growth.
Angel Call: The technique Angel Call is often learned 24 hours following evolution. When learned a floating sphere out of which an Angel or Cherub hatches, the Cherub is in fact a reflection of the Megami-sama's true heart, will only respond to its name, and possesses an affinity with the element Rock, Fire, Water or Electric. This technique can be used for attack, defense (create a temporary shield), or effect (amplifying the Megami-sama's powers for a short time).
This technique though power full does have its weaknesses. An angel can be banished by causing it to faint, which the weaknesses of its elemental affinity can help. Also when an Angel is banished the Megami takes a drop in health anywhere from 1/4 to 1/2 and cannot use the technique until they have rested or been healed.
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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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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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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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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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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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MORIAE, the Down to Earth Pokégirl
Type: Very Near Human
Element: Rock/Steel
Frequency: Uncommon
Diet: Human Norm Note: High tolerance for alcohol
Role: Guard, Smithy, Metallurgist, Front line commander
Libido: Low
Strong Vs: Bug, Electric, Fire, Poison, Rock
Weak Vs: Ice, Plant, Water, Fighting (If unarmed)
Attacks: Hammer or Axe techniques (similar to sword techniques), Unmovable, Quake, Sonic Wave, Stone Punch, Wind-up Punch, Dyna Wave, Earthquake, Resonate, Stone Meld*
Enhancements: Elemental Affinity: Earth, Endurance x5, High fire tolerance, Enhanced Strength x5, Enhanced Durability x10, Instinctive mineral knowledge
Weaknesses: Short stature
Evolves: None
Evolves From: None
Sukebe based many Pokégirls off of the mythological creatures of his time. Elves, FairyCutes, Unicorns, and Dragonesses are among the few that have been discovered in the pre-war records. The Moriae was one of these Mythological based Pokégirls, based off of a creature known only as a dwarf.
Moriae look very close to human females, with two large exceptions being height and build. They generally have hair in literal earth and metallic tones –from a red-clay or coppery orange, sandy beach or golden blonde, silver, to even a dark soil or onyx black. Like most rock types, Moriae are solidly built, with thicker, sturdier bodies than a typical human. They are well muscled, but look more curvy and softer than the extreme look of the average Amachoke. Like some of the insectoid Pokégirls, Moriae are short in stature, usually standing around four feet height and no Moriae has been found taller than a half foot above that. Unlike the few pictures of their homely, bearded base, the mad pervert’s genius truly shines as the average Moriae is quite striking to look at. Her figure, while broad, is hour glass shaped, with wide hips and bust that is never smaller than a lush C, her exotic facial features fitting in perfectly with her smooth muscular physique. And despite being both a rock and a steel type, Moriae have no steel or rocklike traits aside from a denser skeleton that research has show to be akin to a biosynthetic metal. They enjoy baths as well, though can’t swim due to their denser bones. While Moriae enjoy simple utilitarian clothes, they tend to braid their hair in elaborate fashions that often include metallic or stonework beads if their tamer lets them. They take pride in their hair, and one well known way to punish a Moriae is to crop her hair short. As such, jokes about balding is one sure way to get the Moriae enraged.
Those who encounter a Moriae for the first time might think her rude, dour, or stubborn and indeed, one very good way to sum up a Moriae’s personality is ‘gruff’. These Pokégirls are loud, to the point, and very practical. Some tamers also add surly to the list, though these are doubtless ones who have yet to create an alpha bond with their Moriae. In truth, Moriae are emotionally guarded with those they don’t know, and you can be sure that you’re held in very high esteem if a Moriae actually confesses any emotion in your presence (and anger generally doesn’t count). Moriae consider prying and eavesdropping to be rude, and many well to do officials find these Pokégirls very handy tight lipped bodyguards. Stating their opinion is usually out of the question unless the Moriae knows the person well, for in their own words its ‘none of their business’. Oddly, despite playing close to the vest with their emotions, Moriae have little in the way of modesty, and do not get flustered by even public tamings.
Things change somewhat once a Moriae has been alpha bonded and begins to trust her tamer and harem-sisters as Moriae have a stubborn kind of loyalty that is on par with most canine types. They view the needs of the group as above the needs of the individual, and treat their bond partners as their clan. In this setting, Moriae are willing to emote more, and are often boisterous and fun-loving –if a little rough around the edges. Willing to boast of her battles and joke about her flaws, many people would take a double-take at the change brought about by being close knit with others. They also make good mediators, as most are skilled at getting the two that are feuding to agree that the Moriae just pisses them off more.
On the battlefield, many people easily see how this breed is not weak to fighting types like most other rock types, these Pokégirls have an instinctive martial ability that seems almost like a Slicer or an Amazonwu. The breed’s instinctive weapons, the battle hammer or axe, give the Moriae an edge in battle against fighting types, evening the odds against many of the fighting type Pokégirls. It is not recommended to send a Moriae into battle without her hammer or axe, however, as she then looses any protection she once had from fighting types without it. When on normal ground, Moriae are much harder to hit, using their Stone Meld ability to leap in and out of the rocks to surprise enemies from different directions, much like a silent form of Dig. When asked why the move was called Stone Meld even though a Moriae could utilize the technique on soil or even sand, the Moriae replied, “Soil and sand ain’t a thing but smaller rocks!”
Moriae are natural leaders among both Steel and Rock type Pokégirls, who will often defer to her judgment (with the exception of the more temperamental Steel types), especially on matters of combat. This is due largely to their own instinctive martial ability which extends to matters of larger combat as well. This may also be breed habits implanted into other rock and ground types from the Great War, as Moriae were known commanders under the General Pokégirl Freya. Their position in the War was also one of a Weapons and Arms maker, working along other such Pokégirls as Armsmistresses to produce massive amounts of weapons and armor for the Pokégirl armies, as well as engineers that oversaw the building of many of the army’s fortresses and bunkers. This role is well suited to them today, and a Tradesman considers himself lucky if he plans to open a smithy and finds a Moriae. Engineering schools also scour for them, since many Moriae can pick up the subject quite easily and be teaching the professors a thing or two within a few years. Mining Tradesmen are always after Moriae, as they command their mining Pokégirls quite easily, and seem to have an innate knowledge about the nature of caverns and mineral veins.
Feral Moriae are fairly hard to find, as many retreat into the depths of caves and live much like Goblina in a clannish existence. However, the feral state of a Moriae is very odd, as she looses the ability to speak altogether and becomes fixated on her work, be that mining or forging things, or even training for combat. Tamers who come upon mute Moriae who completely ignore them are advised to restrain her in by surprise, as any interruption of her work causes her to attack. Thresholding into a Moriae is very rare, as usually girls with Pokégirl ancestry have either rock or steel, but not enough of both to threshold directly into a Moriae.
Stone Meld: (EFT) The Pokégirl sinks into the earth as slowly or as quickly as she pleases and can re-emerge at any point in a 30 meter range, so long as the medium she moves through is at least 75% rock such as pure stone, sand, loamy or clay soil.
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NAIAD, The Water Spirit Pokégirl Type: Very Near Human
Element: Water
Frequency: Uncommon
Diet: humanoid standard, strong hankering for fruits and vegetables. Also enjoys ingesting sexual fluids (either semen or vaginal discharge) as a "special snack"
Role: intimate companion, general servant anywhere where fresh water is a daily factor in life
Libido: High
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Scratch (using her fingernails to rake an opponent's skin), Tackle (wrestling using a hard embrace to the midsection), Punch (closed-fist strike), Slap (open-hand strike), Caress (sexually arousing an opponent by warmly rubbing an opponent's intimate areas), Speed-Grow (using her life-force to fast-grow a handy plant [usually a blade of grass] as a whip-like weapon), Kiss (using her empathy to disorientate an opponent). NOTE: a Naiad's empathy is only useful in calming someone; such a power cannot be used either to heal or to attack by itself, though it can be used to augment the Punch, Slap, Caress or Kiss attacks.
Enhancements: Webbed fingers and toes. Stronger fingernails/toenails, but a Naiad's appendages do not end in claws. Transparent second eyelid. Increased oxygen intake efficiency for one possessing human-sized lungs, but a Naiad cannot breathe underwater. Libido increases when in the presence of a favored mate. Ageless, Disease Resistant and possesses a Stylized Form (carryover enhancements from a Nymph).
Weaknesses: A Naiad must spend at least 30 minutes a day immersing herself in water, preferably fresh and un-chlorinated (like a stream in the mountains), though a long soak in the bathtub can do. If she does not do this, a Naiad will weaken physically up to the point where she may slip into a coma or go Feral.
Evolves: None
Evolves From: Boobkini (Water Stone)
Naiads first appeared sometime after the end of Sukebe's War. In the wild, they are normally found close to rivers. After the secret of their evolution was discovered, Naiads began appearing in areas where fresh water was a prevalent factor in people's lives (riverside farms, for example).
Since they are a strain of Nymph evolution, Naiads are normally quite sexually active Pokégirls, which suits them well in their primary roles as intimate companions to males and/or females. Their ability to endure long periods underwater helps well if they're employed in places like swimming pools, seashore and riverside parks, farms dealing with other Water Pokégirl types and the like.
Their empathy, which has no real practical use in a fighting situation, helps them serve as post-traumatic healing specialists, serving as companions to either humans or Pokégirls as they strive to get better. Naiads are rarely if ever found in a fighting Tamer's harem.
Naiads have a special hankering for fruits, vegetables (as food) and flowers (to decorate her personal space and/or her person). Even if she wears gloves to disguise her hand, Naiads often are found wearing clothes that have flower prints on them or have flowers in their hair. One can also easily tell that a Naiad lives in a person's house when one sees flowers everywhere, plus fresh fruit in a big bowl on the living room table. Naiads often, when living in a single space for a protracted period of time (like being someone's pet), strive to grow their own gardens and fruit trees.
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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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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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NINJANEZUMI, the Ninja Rat Pokégirl
Type: Very Near Human with cases of Animorphic - Mouse/Rat
Element: Fighting/Dark
Frequency: Uncommon (Edo and Opal Leagues), Rare elsewhere
Diet: cheese, nuts, fruits
Role: covert operations, subterfuge, commonly used by criminal elements
Libido: Above Average (High with favored master)
Strong Vs: Ghost, Ice, Normal, Rock
Weak Vs: Bug, Flying, Cat-types
Attacks: Kick, Tackle, Claw, Kick, Agility, Bite, Dark Blade MK II, Sword Dance, Slash, Carve, Parry, *Healing Meditation
Enhancements: Night-vision, Extremely High Auditory Range (x7), Enhanced Speed and Agility (x5), high flexibility, knowledgeable in sword techniques
Disadvantages: Low endurance or pleasure threshold (depending on build), extremely afraid of cat-types (especially Cheetits)!
Evolves: None
Evolves From: Titmouse (Dark Stone and Shield Stone), Ninjette (mechanism unknown)
In the Edo League, the typical pokegirl that can be found in almost any Tamer's Harem is a Kunoichi. There are other choices, other pokegirls that utilize the art of Ninjutsu. One of the others is the Ninjette, and another is the Kunimitsu. Yet another is the rare Tsaravanna Harpy, though at best she is a novice in comparison to the standard practitioners of the art. However, there is also the Nincadass, Ninjacket, and the Shednobi, though they are only recently gaining any popularity. The last choice is the Ninjanezumi. This is a favored evolution of the Titmouse in the Edo, Opal, and even the Ruby Leagues, although in Ruby the Dark Stone and Shield Stones required to facilitate this evolution are quite difficult to come by. These mouse types tend to have varied builds- some are overly busty (up to a EE-cup) and are tall with enticing curves, while others remain short and have a more Tomboy-like build (with a maximum bust size of around a B-cup, with A-cups being more common). Domestic Ninjanezumi and threshold cases sometimes find themselves in between the two extremes, which can lead to confusion amongst some tamers.
Despite the bodily differences, both are adept at both battles and sex-battles. Tamers often lean their teachings one way or the other, however, and has led to the suggestion that tamers only 'train' a large breasted Ninjanezumi in sex-battle techniques, and just train the more lean, Tomboy-like Ninjanezumi in standard battle techniques. Some tamers switch this tactic around in Leagues other than Edo, and is sometimes a tactic that leads to devastating effects during a battle. The majority of Ninjanezumi tend to have short and soft gray fur, (with some noted as tan, white, or black) although most domestics tend to not grow fur. Both have mouse-like ears, though smaller than most. They are still quite sensitive to sound, however, with their impressive auditory range. This does work against them, however, as sonic attacks are far more painful to them than to any other Titmouse evolution. They also retain long, thin, and lithe mouse-like tails, which are often only half as long as the Pokégirl is tall.
These Pokégirls wear clothing that allows them to blend in with the environment that surrounds them, when given the chance. Though not shy, they did evolve from the Titmouse and hiding is a survival trait to such a Pokégirl. One trait that is new, however, is the fact that they are very wary when without a weapon. The Ninjanezumi prefer to be armed at any given time- even ferals can sometimes be found with a tree branch or a pipe of some sort in their hands while they sleep, and ferals have been known to defend themselves with such makeshift weapons as well. The weapons of a Ninjanezumi are chosen to suit their fighting style. ALL Ninjanezumi use a bladed weapon of some sort, since they want to go for one-hit KOs and most blunt weapons are too heavy and detract from their speed. While the majority use weapons of Eastern Influence such as the kunai, katar, tanto, ninjato, or wakizashi, it's not unheard of for some Ninjanezumi to prefer and use weapons of a more Western styles such as the rondel dagger, stiletto, dirk, or the basilard and gladius short-sword. These alternate weapons are much more commonly used outside of Edo and Opal, however.
Personality-wise, the Ninjanezumi are a naturally secretive and unfriendly type of Pokégirl, which is especially eccentric, considering they are mouse Pokégirls, one of the most skittish yet very friendly types of Pokégirls in existence. They are very quiet too, rarely making any noise, and when they do, it is normally done so to speak. And they will only speak when spoken to by their Tamer. Still, there are Ninjanezumi that become fiercely loyal to their Tamers, and are the ones that do their tasks with a high level efficiency, completing the task almost every time and in record time. It doesn't matter the task given to them, if the Tamer has managed to turn the Ninjanezumi’s loyalty towards them, with the Pokégirl viewing them as their ‘lord’, they will do anything asked of them, even seppuku. The abuse of this loyalty has lead a number of Ninjanezumi to often become employed by Teams and members of the underworld, (especially in the Eastern part of the Edo League) as they are very silent species; reliable to succeed at performing more 'underhanded' tasks then most Pokégirls in general.
In the beginning of the war, Ninjanezumi were utilized as spies and scouts, as well as to sabotage the human's resistence whenever possible. However, despite also being originally used to assassinate humans in the armies, the Ninjanezumi were far too easily caught when their animal-like traits (their ears and tails and sometimes even other rat-like features) were found. As a result, the Kunoichi were quickly created and were used to fulfill the roles of assassins, while the Ninjanezumi were simply relegated to the less proud positions of spies and saboteurs. In 264, notes were uncovered in a set of ruins that had been one of Sukebe’s labs: at one time, in Edo, some Ninjanezumi banded together and thwarted an assassination attempt by one of the best of the Kunoichi of the time. One later that year even went so far as to try and assassinate Sukebe himself, but was cut down by Shiva before the assassin could strike. This information has led some Researchers to propose the theory that this may be why Sukebe created so many cat-type Pokégirls as a way to say, “thanks” to his traitors.
Given proper training, Ninjanezumi are incredibly skilled combatants. While they may lack a number of the ranged attacks of a Kunoichi, they are easily on par with similar breeds of Fighting-types, such as the Slicer or Ronin. However, like most mouse-type Pokégirls, the Ninjanezumi have a special disadvantage against cat-types and are easily startled/intimidated by the feline Pokégirls, especially Cheetits (who are even faster than the Ninjanezumi, something that typically scares the hell out of the mouse-type). This Pokégirl also possesses a technique that is known only as a Healing Meditation and is somehow unique only to the Ninjanezumi. When in a deep meditation, the hurt pokegirl can regenerate and heal themselves up to five times faster than normal. Typically, this is not an issue, but when far from a Pokécenter this can be very useful. However, upon exiting the trance, the Pokégirl will be weak from hunger and fatigue from the increase of their healing processes.
When it comes to Taming, one term suits Ninjanezumi more than others: 'Multi-orgasmic'. These Pokégirls can be made to cum again and again in succession. This is the major weakness of any mouse-type, though the Ninjanezumi that are trained to combat in sex-battles find it a badge of honor and a source of pride to actually win such a battle that otherwise they are constantly in danger of losing almost as soon as it begins. It also makes her tamer easily capable of taming her to exhaustion, a fact that leaves her with a smile on her face and the tamer time to get some likely much needed rest.
While unheard of for well over two hundred years, it is in the past decade that cases of a girl going through Threshold would change into a Ninjanezumi have been recorded. All cases have so far only been in the Edo League, and with the number of occurrences growing every year, it may become a more mainstream threshold well down the line.

Healing Meditation (EFT): Taking the time to sit in one place and meditate for as long as needed, the Ninjanezumi can speed up her natural healing processes to heal even moderate wounds and mend broken bones once they've been set back into place. However, this is a process that cannot be interrupted by movement of the Pokégirl using it, and after using it leaves the Pokégirl exhausted.
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NINJETTE, the foppish in-training ninja Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Very Uncommon to Rare (all Leagues)
Diet: Normal Human Diet
Role: Kunoichi-in-training
Libido: Average
Strong Vs: N/A
Weak Vs: Fighting, Magic, Ghost, adorable non-aggressive Pokégirls
Attacks: Sleep, Leap, Leer, Throwing Star, Bellyflop, Metronome, Fake Bunshin (*), Partial Bunshin (**), Full Bunshin (***, Only at Level 14 or higher)
Enhancements: Ninja techniques, high regeneration
Evolves: Kunoichi (Level 15), Kunimitsu (Fox E-medal), Ninjanezumi (trigger unknown)
Evolves From: None
A Ninjette is a pre-evolution to Kunoichi, Kunimitsu and a Ninjanezumi, but unlike pre-evolutions, a child of any of those three Pokégirls may randomly be born as a Ninjette. Strangely, a threshold girl with any of those three Pokégirls in their bloodline has a much higher chance to become a Ninjette than the domesticate child of any of those three Pokégirls.
Once of taming age, Ninjettes stand between four foot and five feet tall. Their breasts rarely go above C-cup, but are even less likely to remain an A-cup. Their eye color can be any color, including white or lavender, and they may or may not have visible pupils (i.e. their pupils may match their irises). Their hair color ranges across the rainbow.
If they evolve into a Ninjanezumi or a Kunimitsu, they will take on the general physical attributes of those Pokégirls; but if they become Kunoichi, they can gain between one and two feet in height and their breasts typically can grow to E-cup (though almost never bigger unless Bloom Powder or Milktit milk is involved).
Ninjettes are not bad fighters, provided they've either been properly tamed (if of taming age) or properly motivated (if under taming age). What will properly motivating a Ninjette is as random as their Metronome attack. Ninjettes love adorable things, and will not attack any 'cute' Pokégirl unless said Pokégirl is acting aggressively. Some may become so obsessed with cute that they may temporarily forget how to use Throwing Star because they don't like the smell of metal.
When a Ninjette begins training for the first time, she will screw up. A LOT. However, unless verbally berated to the point of being emotionally damaged, most will continue their training diligently until they evolve. If verbally berated so badly, she will flee, seeking to become strong on her own.
But doing so is considered an enormous blunder. A Ninjette's core principles can be determined early in her training. An intelligent instructor can mold her to the point that not even the normal tendencies of her evolved states will affect her after her evolution, so a Ninjanezumi might be open and friendly or a Kunimitsu can be brash, loud and obnoxious.
Techniques that she learns through a T2 are not affected by this clumsiness, but a Ninjette has a strong aversion to the devices as using them causes a strong headache that refuses to go away for an entire week. During this headache, using any technique other than the T2 will likely result in her accidentally using Metronome or Bellyflop.
The Ninjette can use Fake Bunshin from the get go. This technique creates a small group of replicas of the Ninjette, but these are illusions, incapable of attacking. They vanish once attacked or if the user is struck. All of the Fake Bunshin will mimic the user's motions perfectly, even appearing to attack, but of course do no damage.
Perhaps the creepiest technique in a Ninjette's natural repertoire is the Partial Bunshin. The technique creates fifteen replicas of a single part of the Ninjette's body above them and their target, which rain down on both of them. The body part in question is random, but fully functioning and capable of levitation-like movement. 90% of the time, it will be replicas of the user's hands or feet, but 10% of the time, it will be replicas of their head or other parts. If it's the users hands, they can grab, punch, tickle, etc. as if they were attached to an entire body. A set of Partial Bunshin hands can even pin an opponent to the ground with the same force as the Ninjette herself could muster.
The Ninjette's Full Bunshin is perhaps the most useful. She can create up to two full clones of herself. Both have HP equal to the amount of PP used (the Ninjette can divert PP from other techniques to give them more HP). They cannot be captured by Pokéballs, and cannot use any advanced techniques, but are useful for distractions, ambushes, moving furniture, cleaning, etc. Each turn they're active, they lose 1 HP, meaning that they cannot last forever, but a smart Ninjette doesn't need much time. Once defeated, they vanish in a puff of smoke.
(*) Fake Bunshin - (EFT) This technique creates a small group of replicas of the user, but these are illusions, incapable of doing anything to affect the world around them. They vanish once attacked or if the user is struck. All of the Fake Bunshin will mimic the user's motions perfectly, even appearing to attack, but of course do no damage.
(**) - Partial Bunshin - (EFT) The user creates fifteen replicas of a single body part above them and their target which rain down. The body part in question is random, but fully functioning and capable of levitation-like movement. 90% of the time, it will be replicas of the user's hands or feet, but 10% of the time, it will be replicas of their head or other parts. If it's the users hands, they can grab, punch, tickle, etc. Each one disappears after being struck or after a number of minutes equal to the user's level.
(***) - Full Bunshin - (EFT) The user can create up to two full clones of themselves. Both have HP equal to the amount of PP used (the user can divert PP from other techniques to give them more HP). They cannot be captured by Pokéballs, and cannot use any advanced techniques, but are useful for distractions, ambushes, moving furniture, cleaning, etc. Each turn they're active, they lose 1 HP, Once defeated, they vanish in a puff of smoke.
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NIXIE, the Water Fairy Pokégirl Type: Very Near Human; Metamorph
Element: Water
Frequency: Rare
Diet: human-style foods
Role: spies, saboteur
Libido: Average
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Attacks: Water Gun, Water Barrier, Reduce, Enlarge, Smile, Slick Stroke
Enhancements: Flight, Size Alteration, Elemental Abilities
Evolves: None Known
Evolves From: FairyCute (Water Stone)
While the Fairycute is a sex-hungry Pokégirl that loves to play as a living dildo, her elemental evolutions are a little bit different, to say the least. Used during the war to destroy electronic equipment without being detected, many a human base was infiltrated and their 'sprinkler' systems went off to devastating effect. Strangely, this was when there were no fires, and the running humans would be easily picked off by larger, much stronger Pokégirls. After the war, although many humans attempted to find these Pokégirls, they were far too difficult to find thank to the size altering abilities and many survived the aftermath of the war. Feral Nixies do tend to cause all sorts of mischief, and are half the reason that schools wind up getting out early during the day- a Feral Nixie enjoys causing mischief with sprinkler systems, swimming pools, and other things along those lines.
While feral Nixies are more common than domestic Nixie, they are still rather intelligent in comparison to other ferals that are out there. They tend to live near civilized areas, where stronger and more carnivorous Pokégirls do not often hunt, and live in small groups. When full-sized, a Nixie is usually around five and a half feet tall, and they most often have lighter colored hair (green is also rather common). They don't normally wear clothes, domesticated or feral, due to their large four-part insect-like wings behind their back., and so domestic ones, if they even wear anything, tend to gravitate towards aprons and skirts for the ease of wear. One thing for Tamers to remember is that unlike most water types, these Pokégirls cannot breathe underwater. They can hold their breath for upwards of 10 minutes, but any longer and they must return above water for oxygen. These Pokégirls also have small B-cup breasts on average, though they swell up to almost a C-cup after a swim or a soak in water. As they use their Water attacks and abilities (without any body of water nearby), the Nixie's breasts shrink down to their normal size.
Nixie are rather useful on farms and as part of fire departments- their ability to fly and use water attacks that aren't supremely powerful make them capable of stalling out fires near trapped humans and Pokégirls long enough for larger and stronger Pokégirls to get to those who need rescued. In battle, their size-altering abilities make them devastating opponents- both in standard battles and sex battles. But their real use is in Sex Battles, where their water abilities are often used to get her opponents wet and ready for them. Their standard attacks aren't very powerful, and as such are not popular with Tamers that have a combat harem unless they are used in conjunction with ground or rock types.
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NURSEJOY, the Nursing Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Uncommon, usually found at hospitals and Pokégirl healing centers, has never been found in the wild
Diet: any human style diet, with the preference of vegetables
Role: nursing
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Dodge, Tackle, Honey, Sweet Honey, Royal Honey, Love 'N' Affection, Hugs 'N' Kisses, Heal, Cure, Cura, Curaga, Pray, Multiheal, Omniheal, Revive, Half Revive, Full Revive, Regen, Esuna, Hypnotize, Yell
Enhancements: innate knowledge of human and Pokégirl anatomy, natural affinity for healing
Evolves: Night Nurse (battle stress)
Evolves From: None
NurseJoys, or Joys as they are usually called, are nursing Pokégirls; they can do all healing techniques and will help someone in need by nature. Unfortunately, they rarely, if ever, make good fighters.
NurseJoys were the first species of Pokégirl developed by the Leagues, with the first being born in the year 15 AS. Their development began almost immediately after the earliest Pokécenters opened in 10 AS, once the Leagues realized that they just didn't have the manpower to maintain them all.
Tamers know that it's very handy to have a NurseJoy in their pack, since they can heal the other Pokégirls when they get hurt. NurseJoys don't make good Alphas, though, since they don't feel comfortable with the role of group leader.
While all NurseJoys are born with the capability of learning all of the above techniques, few learn more than half of them in their lifetimes. Most choose to specialize in one or two specific areas and focus on learning the advanced techniques for those. That being said, every single NurseJoy is able to use Dodge, Tackle, Heal, Cure, Revive, Esuna and Yell (which they use to stop struggling patients).
For some unknown reason, all NurseJoys have pink hair. Sometimes it's curly, sometimes it's straight, but it's always a bright, vivid pink. Aside from that similarity, NurseJoys vary in appearance, although a great many of them have pink eyes as well. They stand between 5' even and 5'8", though the average is only 5'2". Their busts range between C-Cups and D-Cups, and are usually, but not always, proportionate to their height.
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NYMPH, the Evolutionary Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Uncommon
Diet: human style food, sexual fluids
Role: found in a variety of menial jobs
Libido: High to Very High
Strong Vs: Ghost
Weak Vs: Fighting, Rock
Attacks: Scratch, Punch, Slap, Gaze, Caress, Taunt, Cheer
Enhancements: Disease Resistant, Enhanced Endurance (x3), Pheromones
Evolves: Hottits (Fire Stone), Swimslut (Water Stone), Ice Maiden (Ice Crystal), Chikotit (Leaf Stone), Flittit (Angel Stone) Domina (Dark Stone), Swanmaid (Bird E-Medal), Cyber-Nymph (Thunder Stone + Pokéball transporter)
Evolves From: None
In the beginning of the war, Sukebe often created Pokégirls to get an understanding of how to create them. The mouse-types were one of the first. The A-bra was one as well. However, in his haste, Sukebe created an easily alterable Pokégirl that eventually became the template for the Eva as his control over genetic manipulation became better. The Nymph was brought into existence, and it was difficult for him to find a role for them... Until after the war had begun in earnest, the Nymphs were kept low in numbers. When the first teleporting Pokégirls were created, Sukebe sent his Nymphs behind the human lines to infiltrate the human forces and using their only real weapons, they distracted entire companies of the various human armies, weakening them and exhausting them before a Pokégirl attack could be sounded. During the beginning of the war, this tactic assisted in the destruction of many military elements throughout the world.
The Nymph's secret weapon is no secret anymore. Their libidos are amongst the highest in the world, easily comparable to the Soixante-Neuf. 'Sexually Active' is the phrase some use to describe the Pokégirl, but even this barely scratches the surface of just how deep their libidos run. Her physical appearance is much like a human's, typically the only thing that might give her away being the color of the Nymph's eyes, which range from the human norm to colors not found on humans (yellow or blood-red, for instance). A Nymph naturally secretes pheromones, which entice those around her, arousing them more and more with passing time. Bathing does not help to stem the flow of pheromones in the slightest, as it is constant... unless the Pokégirl is asleep. This seems to be the best way to battle a Nymph, lest the Pokégirl battling her give into the sexual urges that go hand-in-hand to close contact with a Nymph. This Pokégirl is a very frequently seen Pokégirl in the Sex Leagues and when two Nymphs go at it, there is an hour-long intermission. In some cases, sending a Nymph against another Nymph has been declared as a sign of instant forfeit. The trick of the Nymph is that its pheromones are incredibly effective, even through touch. Some Tamers use the Nymph's touch to excite otherwise low libido Pokégirls for taming.
In a harem, the Nymph is most often used to help get her harem sisters into an excited, sexually-ready state of mind and being. When dealing with reluctant Pokégirls not willing to be tamed, the Nymph is a lifesaver, though it can be difficult to keep her from jumping the gun and starting the festivities as soon as possible. A Nymph, insatiable as she is, cannot keep still for long without having to resist the urge to do something. This has led many researchers to believe that the Nymph was the original source of the Dildoran breed, as what the Nymph tends to do when she has nothing better to do is try to satisfy herself. A Nymph is not a good choice, in the slightest, for any role of leadership within a harem, but is considered to be as nice to have available as a Damsel is, though just not in training sessions. Dominant Pokégirls (the Domina, for example) tend to dislike this breed for the simple fact that they can last longer than the Domina can devote her time to when it comes to a taming session.
Feral Nymphs are extremely rare to find, given the fact that they lose any semblance of intelligence they typically exhibit. This leads them to sleep in the open, or to try and tame the next available Pokégirl they come across. As their pheromones continue to be secreted even while feral, this often attracts Pokégirls of all types to the Nymph... who is often eaten after the mutual enjoyment that comes after the initial meeting. Threshold cases are fairly common, the only true changes being the pheromones that the 'girl now gives and their higher libido often driving them to the nearest interested male or female. Families are urged to send any threshold Nymphs to a Ranch as soon as the change is detected, or else face the very likely possibility of the Nymph losing control of herself and taming her family and friends.
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OFFICERJENNY, the Police Pokégirl
Type: Very Near Human
Element: Fighting/Normal
Frequency: Uncommon. Not found in the wild.
Diet: Human-style diet
Role: Law enforcement of all kinds
Strong Vs: Bug, Dark, Ghost, Ice, Normal, Rock, Steel
Weak Vs: Fighting, Flying, Psychic
Libido: Average
Attacks: Tackle, Counter, Evade, Pose, Headbutt, Takedown, Body Slam, Toss, Stone Palm, Focus, Focus Energy, Resist, Gatling Punch, Gatling Kick, Mirror, Throwing Handcuffs
Enhancements: Enhanced Agility (x2), Enhanced Strength (x2), encyclopedic knowledge of all laws, photographic memory, incorruptible
Evolves: LawFoxx (Fox E-Medal)
Evolves From: None
OfficerJenny was the second breed of Post-Sukebe Pokégirls to be created, right after the NurseJoy. And like the NurseJoy, they quickly became well-regarded by the rest of the world, with the obvious exception of the criminal element. They are good fighters, focusing mainly on grappling and takedown maneuvers, and are incapable of being bought off or bribed in any way. The scientists who made the first of the breed wanted a breed who could counteract police corruption, and found that in the creation of the OfficerJenny. In addition, the Leagues wanted a policeman capable of taking other Pokégirls, the OfficerJenny (called Jenny for short), fit that bill superbly. Unlike the ineffective tactics of human police forces before the Revenge War, these Pokégirls are far more capable of fending for themselves. Most often, however, they are teamed up with another Pokégirl, such as a Growlie or a Hound.
When confronted by corruption in their fellow officers, they will automatically try to correct the situation, confronting them with their Tamer and either getting them to fix their ways or turning them in. OfficerJennies regard the so-called ‘blue wall’ as an insult to honest cops everywhere. If their TAMER is the one that turns out to be corrupt, they will be hurt on a spiritual level, suffering great emotional pain and regarding their Tamer’s corruption to be a failure on their own part. But despite this, they will NOT hesitate to turn their Tamer in if they cannot change his corrupt ways, although their methods of change will be far less harsh than the methods they would use on someone not connected to them so deeply.
OfficerJennies are loyal to the law almost completely. But they are also aware that at times there is a difference between ‘law’ and ‘what is right.’ If at all possible, they will let some things slide (such as the stealing of food to prevent starvation, the emasculation of a severely abusive Tamer, etc.), pretending they didn’t witness it. But more often than not they will follow the law and arrest the person involved. Jennies possess a strong belief that without law, chaos will reign. As such, they as a breed entire PASSIONATELY hate Macavity and Jenova.
OfficerJennies make good Alphas, not because of their fighting skills, but because they tend to think great strategies for combat and are great at keeping other Pokégirls in line. They have a high level of street smarts and cunning, and can easily be trained as detectives, possessing a great capability for reasoning and common sense decisions.
OfficerJennies, or Jennies, as they are usually called, are almost always found amongst the harems of police officers, rarely being seen with wandering Tamers and NEVER being seen in the wild. Their feral state is similar to that of an Ingenue or Bimbo, and usually results with them being trapped in their own handcuffs, usually in an uncomfortable position. They always have green eyes, similar facial appearances, and hair that is some shade of blue, although they use different hairstyles. There is more various to their appearance if they have DNA in them other than OfficerJenny or human DNA, but the commonality of appearance is unusual. NurseJoys have a similar genetic anomaly. Considered an oversight, this was never corrected in subsequent batches. Both breeds manage to find ways to look different from one another, so this was considered a non-issue. Their bust is usually a B or C cup without Bloom Powder, and is always proportionate to their height, usually 6 feet tall.
Thresholding into an OfficerJenny is not unheard of, and commonly occurs amongst the families of retired police officers. It never occurs in the wild, however, as mentioned earlier.
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OGRESS, the Inner-Monster Pokégirl
Type: Very Near Human; Metamorph
Element: Ground
Frequency: Rare
Diet: human foods (in large quantities)
Role: shock troops, construction
Libido: Low (High with a favored Tamer)
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Attacks: Bearhug, Headbutt, Pummel, Yell, Glare, Mega Punch, Taunt, Rage
Enhancements: Enhanced Durability (x5), Enhanced Strength (x5), Monster Out (Enhanced Strength (x20) Enhanced Durability (x10), Ignore Poison)
Evolves: None
Evolves From: Tomboy (normal)
When a Tomboy gains enough experience over time, she may evolve. This evolution comes without any fanfare, and unlike many other Pokégirls that shine with inner light upon evolving, she shows no sign of discomfort, shock, or anything that has typically been associated with Pokégirl evolution. It's when she's under stress of some sort that she gains the ability to Monster Out, showing off her newly evolved form for the first time. Unlike many Pokégirls, the Tomboy truly barely changes at all when she evolves. At best, she might gain a 1/5 of a cup size, and perhaps grow an inch or two in height- that is the most obvious physical change after evolving. The Tomboy's hair grows a little faster than before, allowing her to have long hair, which many Ogress choose to keep braided. The physical changes take place over a period of two or three weeks, making it that much more difficult to spot. Though they are short-tempered before, they are more so now, quick to brood and faster to anger. The other easy way to tell when a Tomboy evolves is when she begins to need to consume greater and greater amounts of food and drink. More than one stupid tamer has attempted to evolve an Ogress (that they thought was still a Tomboy at the time) into a Snorlass as a result of the amount of food she eats.
When Monstered Out, the Ogress' physical body in a flash of light that is reminiscent of the evolution of other Pokégirls, becomes between two to three times bigger, matching or exceeding the height of a Giant Trollop and gaining an equivalent amount of strength as well. Her skin becomes as rough as stone and her curves are gone, replaced with angular muscles that are about as dense as armor plating. Unlike a Giantess, the Ogress does not have a weak spot in her forehead, and somehow cannot be poisoned. The reason for this is unknown, but suspected that her body's metabolic processes speed up exponentially with the amount of physical power exuded during her Monster Out that the poison takes effect and dies out within half a second on average. The Monster Out ability can last up to half an hour at a time, but only as long as the Ogress has had enough to eat beforehand. Tamers say that when an Ogress is Monstered Out, they are three times uglier than a Trollop or a Harpy but still retain the same mind as they had before Monstering Out.
In battle, Monster Out is typically the first thing that an Ogress does to get the power she may need to overcome most obstacles that might be set in her path. Using Mega Punch to try and finish an opponent, a Monstered Out Ogress typically prefers to wrestle her opponent into a Bearhug technique, and as she squeezes the target, to try and batter her into submission using a Headbutt. Tamers should be aware that unlike many Pokégirls, an Ogress is extremely difficult to get out of her Rage attack until she either somehow calms down or is defeated, and so using Rage is something that should not be done unless they know what they're doing. The Pokégirl also has another weakness- no long range techniques, or even midrange techniques other than Yell or Glare make it easy for smarter, faster, and more maneuverable Pokégirls to strike from afar and capitalize on the Ogress' lack of abilities.
In a harem, an Ogress usually manages to get along with many other Pokégirls. As one of the most human-looking of Pokégirls, they can sometimes fool casual onlookers without a Pokédex into thinking that they aren't Pokégirls. However, no Ogress bows down to orders from other Pokégirls that haven't proven themselves to her in battle: would-be Alphas and Betas should be made aware of this fact. An Ogress does not make a good Pokégirl for any position of leadership within a harem, as their anger blinds them to obvious non-violent solutions, and they often pick on weaker members of a harem. However, this is not always the case, as just as many are amiable with Pokégirls that are weaker than they are. Taming an Ogress should be done with restraints and sedatives, as otherwise a particularly enjoyable taming may trigger the Ogress into Monstering Out. Thresholds are very rare, almost never happening, though some speculate it's more common than one might think, if one considers just how little a Tomboy changes upon evolving. Ferals are about as rare, unable to Monster Out as a result of losing their minds. Ogress are, therefore, most commonly found near civilization rather than in the wilds.
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OMEGA ATHENA, the Destroyer of Man Pokégirl
Type: Very Near Human
Element: All
Frequency: Unique (Deceased, thank GOD)
Diet: Can eat everything, up to and including souls
Role: The End of Man
Libido: Unknown
Strong Vs: Everything
Weak Vs: Nothing
Attacks: (used) Hair Wrap (capable of using) EVERYTHING ELSE
Enhancements: Enhanced Everything (x100), can manifest armor & weapons, can grow in size to 200 feet maximum, heals by eating anything, intense regenerative powers, can control her hair as a weapon
Evolves: None. Thank God.
Evolves From: Ultimate (death of Athena, absorbing Ultimate’s soul) ALL DATA ON THIS POKÉGIRL IS CLASSIFIED TOP SECRET EYES ONLY! REVEALING THIS INFORMATION IS PUNISHABLE BY WORSE THAN DEATH!
The General Pokégirl, Athena, by accounts, used to be rather inoffensive and actually by the end of the Revenge War was starting to develop a sympathy for humanity. Then something happened, something that twisted her soul so badly that she became a madwoman who thirsted for vengeance against humanity. She lived for years, eventually moving to the Crimson League and taking up residence there, forming a high council of Pokégirls who shared her hatred of humanity. For years she planned, creating three abominations that resembled long dead Legendary Pokégirls, creatures designed down to their very souls to be her vessels.
When her original body was destroyed by Benjamin Valentine, son of one of the last living War Espers and known by many as the infamous Widow Slayer, she possessed the body of Ultimate, absorbing their souls and taking over the body, warping it into a giant, white-haired version of her own. She became Omega Athena, the Living Endtimes, the Destroyer of Man.
Omega Athena only displayed one power before being destroyed by the Widow Slayer in a final attack that took his life as well, but according to the records recovered in her old Crimson League headquarters, she would have had hundreds of other abilities as well. She would have been as powerful as a Goddess and twice as destructive. She would have had control over all element typing and been capable of manifesting a powerful armor and any weapon she wanted.
We can only be grateful for the sacrifice of the Widow Slayer. If Omega Athena had been allowed to finish her evolution, we would be doomed.
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ONI, the Shagging and Shocking Pokégirl
Type: Very Near Human
Element: Electric
Frequency: Rare
Diet: human food
Role: slightly painful Taming, defibrillator
Libido: High
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Attacks: Hammer, Pummel, Yell, Glare, Thunder Shock, Thunder Wave, Thunder Bolt, Spark, Jolt
Enhancements: Toughness, Enhanced Durability, Enhanced Strength (x4), Electromagnetic Flight
Evolves: None
Evolves From: Tomboy (Thunder Stone)
A Tomboy who is exposed to a Thunder Stone evolves into an Oni. This is the evolution that most Tamers prefer to have their Tomboys go through. An Oni gains quite a bit more cleavage than her previous form, with her breasts swelling to a nice C-cup, and her legs lengthening to be long and delicate. For these reasons they tend to wear as little as possible (although they prefer not to go naked), enjoying flaunting their new figures. Onis also grow a small pair of horns atop their head, but these are easily hidden under their hair. An Oni usually leaves behind most of her bad attitude that she possessed as a Tomboy, but she can still be jealous and obstinate at times. These instances happen less frequently though, and usually don’t involve nearly as much pain for the Tamer she is jealous over. When it does involve pain though, it’s in the form of high-voltage electric shocks. They tend to use these shocks during Taming as well, but to a much lesser degree, applying a very faint but quick electric shock to her partner’s sensitive areas for stimulation. It stings a little, but the surprise is quite arousing for those who enjoy that sort of thing.
As far as combat goes, Onis are proficient fighters. They retain the most of the attacks of their previous form, as well as the durability. They do take a hit in strength, but what they lose in sheer physical prowess is made up for by the fact that they gain a wide array of electric attacks.
The most impressive ability of an Oni though is her ability to use Electromagnetic Flight. Using this enhancement, she concentrates ambient electricity inside her body, letting her ride the Earth’s natural electromagnetic field to fly. Because the electricity she uses to do this is generated and kept within her, she doesn’t attract metal or otherwise let the field externally manifest. Despite this ability, an Oni has been conclusively proven not to be a Flying type. This is mostly due to the fact that no Oni has any types of Flying attacks or enhancements, but also due to the lack of good maneuverability. When an Oni is flying, at any speed, it takes her anywhere from three to five seconds to alter her speed and/or direction as she adjusts her internal electricity to move through the magnetic field of the earth in a different manner. While three to five seconds isn’t a lot, in a fight this lack of quick air movement can be costly, with only the Oni’s powerful electrical attacks counterbalancing this weakness to give them the advantage against Flying-types. In a serious match, an Oni will remain on the ground. An Oni can never carry another person with her in the air, nor any objects that are very heavy.
Feral Onis are relatively easy to capture. They tend to fly around, heedless of their surroundings and oblivious to all that goes on around them. By the time they notice that a Tamer is coming after them, it tends to be too late. Threshold girls directly become an Oni only rarely.
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PAPERDOLL (AKA ORIGAMI), The Paper Art Pokégirl
Type: Very Near Human
Element: Plant/Fire*
Frequency: Rare
Diet: human-style foods
Role: Spying, artists
Libido: Average, high with a Tamer that appreciates their art
Strong Vs: Water, Electric, Ground, Plant, Rock
Weak Vs: Bug, Water, Fire, Dragon, Flying, Poison, Steel
Attacks: Fold, Papercut, Paper Sword, Paper Shuriken, Paper Senbon, Buzzsaw, Wrap, Crushing Wrap, Ignite*, Fire Spin*, Flame Sword Mark II*, Various Normal/Fighting/Sword Techniques, Paper Moon *Only usable while on fire
Enhancements: Unmatched flexibility, Spying ability, flight
Weaknesses: Highly flammable, water weakens them
Evolves: None
Evolves From: Titto (Leaf Stone)
Discovered in 230 AS by the Edo Gym Leader Kishimoto Nagato, when his Titto Konan accidentally touched a Leaf Stone. The resulting evolution was the Origami, or the Paperdoll as it is known outside the Edo League.
Paperdolls may lose many of the advantages they had as a Titto, but they gain something in return; their light weight and natural abilities grant them flight, numerous sword techniques, and flexibility that only a Rubbermaid or Stretchymaid could ever hope to match. They lose their gelatinous form and turn into a Very Near Human type. In fact, most Paperdolls could easily pass for an Ingenue before a Pokédex scan. However, one surefire way to tell is that a Paperdoll will usually have some kind of Origami craft decorating her somehow; this might be a paper flower in her hair, or something as simple as a bracelet. Also, the texture of their skin is very soft and velvety, like old parchment.
Paperdolls also have many paper versions of other techniques, such as Paper Sword, Shuriken, Senbon, and innumerable other techniques. In fact, one of the advantages of a Paperdoll is her massive arsenal of attacks.
In addition, they have the highly versatile Fold attack, which while not as powerful as Transform, allows her to use many attacks such as Wrap, Horn Drill, Peck, and others. Using Fold she can use almost any cutting or flying attack as long as it is purely physical (for example she could mimic Guillotine or Razor Wing, but not Ki Blast or Focus Punch; attacks that require great physical strength are beyond their abilities).
Two other attacks they have are Papercut and Paper Moon. Papercut is hardly what you would call a bruiser of an attack, but it uses a razor-thin edge of paper to cause a very shallow, but extremely painful, cut to serve as a distraction in battle.
Paper Moon, on the other hand, is the most powerful attack in a Paperdoll's arsenal. Using Ki to harden her body, the Paperdoll can fold herself into a large sickle shaped blade that is capable of cutting through even a Steel Pokégirl’s hard shell. But this technique does indeed have a drawback; it takes so much energy out of the Paperdoll that she cannot use any technique but Papercut until she has rested properly.
Despite the fact that a Paperdoll is even weaker against Fire-Types than other Plant-types, it is highly inadvisable to use one against her as once ignited, she gains the fire element, all her attacks becoming Fire-Elemental in nature, and she can use Fire Sword II as well as Fire Spin.
Paperdolls are generally very levelheaded and artistic Pokégirls, but when they find a Tamer who truly appreciates their art, they become very affectionate indeed, and will frequently give their Tamers with their handcrafted works of art, which do not break down or weaken over time like normal paper. Paperdoll crafts can actually catch a pretty penny for those who enjoy possessing such things.
As far as Taming goes, they enjoy any position that takes advantage of their natural flexibility, and while a little drier than most Pokégirls ‘down there,’ it's not enough to really be a problem for her or her Tamer.
Curiously enough, Paperdolls do not get along with Ar-Tits at all, as an Ar-Tits will often try to paint or doodle on a Paperdoll, which Paperdolls believe 'ruins the purity of clean paper'. While their rivalry is not as bad as that between Demon-Goddesses and Neo Iczels, it will still interfere with Harem functionality if left unchecked.
Unfortunately, many people ignore the Paperdoll in lieu of Titto's more hardy evolutions such as Marble or even Glass. As such, they are very rare and with a few exceptions are virtually nonexistent outside the Edo League.
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PARISMAID, the Yes-Pokégirl
Type: Very Near Human (shortened tendons in calves, transparent second eyelid, subdermal markings)
Element: Normal
Frequency: Rare
Diet: normal human foods
Role: cleaning, maintenance
Libido: High
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Leap Kick, Capture, Sexual Domination
Enhancements: transparent second eyelid, subdermal markings are actually heat/pressure sensors, enhanced immune system, highly enhanced digestive system, Enhanced Olfactory Sense (x2)
Evolves: None
Evolves From: Maid Yvette (normal)
The Maid Yvette series is one of three Pokégirl types developed by the League after Sukebe's War. Originally the Nurse Joy series was to maintain clinics for both Pokégirls and humans, the Officer Jennies were to maintain the peace, and the Maid Yvette series was to perform the menial tasks of domestic maintenance following the loss of much of the unskilled workforce. When the first Maid Yvette reached a "confidence threshold" and evolved to Parismaid, the Maid series was then given a tentative "not complete failure" status.
Parismaid stand 5'2" and are nearly completely human in appearance. They possess hair of a dark brown to reddish brown hue, are of slim build, and always wear high heels. This last is due to shortened tendons in their legs which force them to walk "tippy-toe" continually.
Parismaid’s most powerful and strange attack form is that of Capture - using whatever is in their environment to pin and bind a Pokégirl in order to use their Sexual Domination attack on the helpless captive. Despite their ability to dominate sometimes more powerful Pokégirls, the Parismaid lacks the domineering personality found in Domina breeds. To her Master she tends to be sexually aggressive but otherwise quite submissive.
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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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PIRATIT, the Swashbuckling Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Uncommon
Diet: Human style
Role: Ship’s crew, Warriors, Treasure hunters
Libido: Average
Strong Vs: Bug, Dark, Normal, Rock, Steel, Water
Weak Vs: Electric, Flying, Psychic
Attacks: Various sword and gun techniques
Enhancements: Weapons Summon/Replicate (x1), Enhanced Speed (x2), Enhanced Dexterity (x3), Enhanced Agility (x2), sword proficiency and knowledge of sword techniques, Double wield, Specialized olfactory senses
Evolves: She-Captain (normal, high level), Tavernmaid (Ice Crystal + Drunk)
Evolves From: Slicer (Water Stone)
Piratits are one of the four breeds generally called ‘pirate’ Pokégirls. They are more human in appearance than their ‘cousins,’ the Buttaneer, but despite that they work well together. It was a surprise to many researchers when it was discovered that Piratits, who had been around for years, were actually an evolutionary form of the Slicer. This was a minor note, however, as Piratits had been around for years beforehand.
They are better suited to land-based combat than Buttaneers, being more humanoid in appearance and more agile besides. While Buttaneers in combat are best suited as the first wave of attack, meant to break the enemy’s front line, Piratits are best suited to making sure the line stays broken, using skill and finesse to keep the enemy from regrouping. They are skilled in both swordfighting and gunfighting, and can use two weapons at once, either double of one weapon or a gun and a sword, all with equal skill. And on a completely bizarre note, Piratits have the ability to ‘sniff out’ treasure, their noses capable of finding any gold or jewels they catch the scent of. This is an ability which carries over to their evolved form, She-Captain. Sukebe made use of this ability to acquire precious metals and stones for various metaphysical projects and deals.
Piratits are totally human in appearance, with any regional variations appropriate for whatever region they initially hailed from. Like all Very Near Human types, they can come in any body type and size, the only real sign that they are different being that they have a slight ‘piratey’ accent in their voice. This can range from being slight to a full on pirate dialect. It was later found that this ‘twinge’ to their voice is something genetic. It’s their own choice, however, if they go for the full pirate dialect, as the accent is naturally slight, credited to an error in their vocal cords during the initial creation of the breed.
In terms of abilities, they are far more elegant than their bestial counterparts, the Buttaneer. They are more limited in full-out assault, being more focused on one-on-one fighting rather than the crowd clearing abilities of the Buttaneer, but they nevertheless are dangerous opponents to fight, being naturally capable of using two weapons at once where for many Pokégirls it takes a great deal of training. They have the ability to magically manifest their weapons in singular or double forms, so long as it bears their ‘mark.’ Piratits have the ability to leave a small ‘rune’ of sorts on any three weapons they chose to master, giving them the ability to summon that weapon from anywhere in the world and replicate it once if they so choose. If the weapon is destroyed, they have to find a new one. If the replica is destroyed, it can be replicated again, however it just vanishes if the original is destroyed. This has led some Piratits to stockpile weapons and keep the hidden in case of emergencies, complete with a ‘treasure map’ of sorts so that they always know where their weapons cache is hidden. Enchanted weapons, strangely enough, cannot be marked.
Piratits are social creatures, similar to their ‘cousins’ the Buttaneer, but they don’t relate as well to ‘land-lovers’ while on shore, which leads a great many Piratits feeling alienated in crowds when far ashore. They can handle it better if a Buttaneer is with them, as the beast pirates get along with everybody. They aren’t a very good choice for Alphas, as while they are good team players, they are horrid team leaders. They’re follows, cogs in the machine that keeps the ‘ship’ working properly. Feral Piratits are like most very near human types in their feral temperament, only more vicious and prone to attacking without reason. They love the sea, and love being on the sea, but they don’t get as depressed as Buttaneers while away from the sea. They can develop leadership skill if need be, however, and as the Piratit becomes more experienced and more people look up to her, their evolution to She-Captain can accelerate.
Thresholding into a Piratit is fairly uncommon, and usually only happens in families with both fighting and water typing in their ancestry. The process is fairly painless, barring headaches as the new abilities take hold. The evolution from Slicer was actually discovered several years after their first appearance, coming as a complete and total surprise to researchers. This discovery made researchers believe that Sukebe used a general template for some girls, which allowed for evolution to occur from these breeds.
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PIROUETTE, the Trained Under the Raging Sea Pokégirl
Type: Very Near Human
Element: Fighting/Water
Frequency: Uncommon
Diet: Human diet, preference for seafood,
Role: Contests, Combat
Libido: Average
Strong Vs: bug, fire, water, ice, steel, rock,
Weak Vs: Electric, flying, psychic, plant, dark,
Attacks: Water punch Water Kick, Slick Stroke, Water Floor, Pose, Focus Energy, Hyper Kick, Reverse Crescent, Mirror, Glare, Call Me Queen, Recover, Dash, cant touch this, Super Move.
Enhancements: Enhanced Lung Capacity (x5), Enhanced Speed(x2), Enhanced Agility(x3 ), Enhanced Ki Recharge (x1.5), Enhanced Swim Speed (x3), Self-hydrating Skin.
Evolves: None
Evolves From: Tomboy (devotion to martial arts, dream stone) For whatever reason, a Pirouette is a martial artist to the core. Her ki itself is a whirlpool, as if to draw in all the energy and experience around her. Feral pirouettes are often found challenging the mighty undefeatable sea to simply increase their skills, and are interesting in that they seem to loose their intelligence, but not their thirst for competition. As such, they often wander around, searching for Pokégirls to challenge and hone their skills against. Although not particularly common, Pirouettes are highly prized because they serve as excellent part of a team for those who want to challenge the leagues or other contests, as their motivation and determination are difficult to match.
Physically, Pirouettes are like humans; it can be difficult to tell them apart without contact. Their bodies, however, are almost always damp to the extent that dry skin is usually a sign of ill health. They usually have blue-gray eyes, but oceanic blue or green aren’t uncommon either, and the hair of a Pirouette has an almost silky quality to it due to her dampness. The actual colors of this hair vary, but blue and black are the most oft-seen.
Because of the wetness that surrounds her body, the touch of a Pirouette’s skin has often been compared to the effects of the “Eternal Softness” technique. It also doesn’t usually take much effort to arouse a Pirouette enough to make penetration comfortable, but the breed as a whole tends to be skittish about intimate affairs. They can be quite submissive unless they view the act as part of some challenge (which is not uncommon), in which case the Pirouette will become much more sexually aggressive. For the most part, they are inclined enough to bisexuality to be suitable for tamers of either gender.
Pirouettes are almost never found feral, likely due to the fact that most come from threshold Girls who have an ancestry of water and fighting. It is also possible for a Tomboy to evolve into a Pirouette with enough dedication to Martial Arts and a Dream Stone. However since Pirouettes will do near anything to win a challenge or sharpen her skills, It's rare to find a tomboy who is willing to humiliate herself just to get a little bit better. Dream stones are also hard to come by, making this evolutionary route relitivley traveled.
The ki inside of a Pirouette flows in a special pattern, seeming to ignore the actual body and form a whirlpool around her. This special feature is distinct, and it can be sensed by someone who can sense ki, but is otherwise unnoticeable. It's form allows Pirouettes to draw in ki in a more efficient manner so that they recharge their reserves, making recovery much quicker for them.
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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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PLAYBUNNY, the Overly Affectionate Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Rare
Diet: vegetarian
Role: typically kept by Harem Masters for reasons unknown (to public)
Libido: Extreme
Strong Vs: Ghost, bunny Pokégirls, mouse Pokégirls
Weak Vs: Fighting, dog Pokégirls, bird Pokégirls
Attacks: Tackle, Kick, Leap, Lust, Enhance, Minimize
Enhancements: Speed, Enhanced Hearing (x4), Retarded Aging, Luck Factor
Evolves: Mini-Top (abuse or witnessing excessive violence)
Evolves From: Bunnygirl (orgasm)
Bunnygirls are fun loving, friendly, Pokégirls with a scant attention span and respond well to friendly affectionate Masters. Playbunnys are fun loving, affectionate and have an amazingly high attention span. As long as the focus is physical and hopefully, naked bodies. Considered dangerous because of their great lasciviousness. Their greatest advancements over the Bunny are the two attacks Enhance and Minimize, which enhances or decreases any specific trait of a person briefly. In matches, their opponent will get exhausted faster and their fellow Pokéwomen endure longer.
The Playbunny can most often be found with a Harem Master. As they quite often are one of the few reasons that the Harem Master is able to survive. These don't have as many enthusiasts because they are so very rare. But with keeping them, comes prestige and often other Pokégirls.
One notable difference between the Playbunny and it earlier form is that most of it turns black. The area the black fur covers makes it look a lot like the playbunny is wearing a strapless swimsuit. Beyond which, the ears and the tail turn black as well. Sometimes paper cuffs hang around the wrists. Not all Playbunnys wear them though. Possibly an accessory they make themselves in their spare-time.
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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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PSILADY, the Emotional Psychic Pokégirl
Type: Very Near Human
Element: Psychic/Dark
Frequency: Rare
Diet: Human style foods, Emotions
Role: Confidants, emotional support
Libido: Average
Strong Vs: Psychic, Poison
Weak Vs: Bug
Attacks: Psychic, Confusion, Teleport, Foresight, Dark Blade, Dark Shield, Dark Bomb, Heart of Darkness, Psi-Blade, Double Team, Ecstasy Bond*
Enhancements: Empathetic Aura, Enhanced Empathy (x3), Enhanced Speed (x2), Enhanced Agility (x3), Moderate Telekinetic Capabilities
Evolves: Psiqueen (Delta Bond + Shiny Stone)
Evolves From: Psidyke (Dark Stone)
The discovery of the Psilady was perhaps one of the greatest blessings that evolutionary stones visited upon the world. Evolving from Psidykes via a Dark Stone, ironically, the breed is overall far more pleasant and, thankfully, much less inclined to lesbianism and violence, the latter of which can be attributed to the empathy from which they draw their name. Strange amongst the psychic-types and often considered the antithesis of the more popular Alaka-wham breed, Psiladies' powers are derived from emotions and bonding rather than logic and intellect, making them much more personable, if less useful in some ways.
Physically, only those Psidykes who were allowed to take on their feral appearance change drastically; for the rest, it's a very subtle shift; claws vanish, as do most other inhuman characteristics, and their skin smooths a good bit, becoming almost silky in some instances. Overall, their appearances also tend towards becoming more graceful in subtle ways, making it easy to discern them from their unevolved form, but without one clear distinction sticking in the minds of most beholders. This has led some to speculate that it simply their "better natures" showing through, which is untrue for the most part. However, there is a slight grain of truth in the statement; some Psiladies have been observed to emit a low-frequency psychic "aura" that betrays their feelings by altering the perceptions of others slightly. As such, a happy Psilady may look radiant, whereas an angry one may appear more terrifying that she is physically capable of being.
Mentally, the change is much more drastic, as previously indicated. The instinctive hatred of men ebbs and generally drains off, being replaced by a more accepting viewpoint. However, in many cases, the fact that they no longer dislike men as a rule is difficult to perceive due to the fact that they have trouble interacting with those who restrain their emotions, a group that contains a majority of male tamers. Beyond that, though, they simply become more pleasant in general due to the lack of genetic hatred and because they are now somewhat affected by the emotional states of those around them, particularly those they are close to. As such, most do not like to stir negative emotions in others because said emotions often cause negative feedback towards them. Thankfully, though, they do have the ability to filter this psychic input so that it does not create Slowboob-esque problem, especially from those they don't know the source well/at all.
Beyond making them more pleasant, though, the fact that they can easily perceive the surface emotions of others also makes them fairly good to talk to. It means a Psilady will rarely say the “wrong thing” to someone she holds no animosity for unless said wrong thing would require much deeper awareness to predict or she is purposefully filtering out emotional input from the person. Many, as such, feel extremely awkward around those with Dark-type blood traits. In any case, there is a darker side to the empathetic nature of the Psilady. If she feels animosity towards someone, then the abilities that prevent social faux-pas can easily be turned to triggering negative emotional responses from said someone, an ability that can be useful in battle, but has sometimes been put to less... proper uses.
Aside from that, Psiladies aren't particularly exceptional combatants as far as psychic-types go, but this has been known to vary by temperament in both directions, with some specimens trying to avoid combat altogether whilst others excel in it. Their telekinetic powers, compared to other psychics, are fairly weak, which means that their use is rarely a Psilady's primary offensive tactic. However, the addition of dark-type abilities offers a secondary set of abilities that help greatly, and the aforementioned emotional manipulation is excellent for creating openings in the enemy's defenses. One note, however, is that Delta-bonded Psiladies have almost invariably proved to be superior in combat than un-bonded ones, likely due to the emotional reinforcement that it creates, as well as a secondary perception of her performance based on reading the tamer's emotions through the bond. The phenomenon is still under research as of 300 AS.
In taming too, aside from a few minor quirks, Psiladies aren't particularly exceptional, especially now that most don't have a specific gender-based preference. The first of these is, as mentioned, the ability to subtly alter the perception of her appearance. In regards to taming, this generally means that, when lusty and aroused, a Psilady will usually take on an affect that is conducive to taming and thus help "set the mood." The other is an ability that, although available to most psychic-types, is rarely used by other breeds because its development is not a logical extension to their mindset; to psychically link the pleasure centers of herself and her lover, causing the pleasure felt by each to be felt by both and, thus, generally allowing for perfectly synchronized climaxes. It is due to this that the ability, termed Ecstasy Bond, has been banned in most sex battles, which leaves most Psiladies to preform unexceptionally in them.
Psiladies don’t have a particularly interesting feral state; like many Very Near Humans, it is primarily a state of extreme distraction in which they have trouble remembering complex instructions and have little common sense. The only real wrinkle that the breed has in that regard is that most ferals have a tendency to make, via subconscious use of their powers, very awkward and embarrassing statements about those they encounter. For this reason as well as the breeds desirability, ferals generally do not remain as such long. Thresholding into a Psilady is also unlikely, if only because of the rarity of males with whom Psiladies are likely to have children by, but nor is it unheard of.
Ecstasy Bond - (S.ATK + EFT) A psychic sex technique that allows the user to link her pleasure centers to those of her lover, causing pleasurable sensations experienced by one to be reflected onto the other as well. As such, it is excellent for creating perfectly synchronized climaxes and has been banned in most sex battles
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PSININ, the Aerobatic Speedster Pokégirl
Type: Very Near Human
Element: Psychic/Flying
Frequency: Very Rare
Diet: Human-style foods
Role: Hunters, aerobatic warriors
Libido: Average
Strong Vs: Fighting, Poison, Grass, Psychic
Weak Vs: Ghost, Electric, Rock, Dark, Ice.
Attacks: Dive, Speed Storm, Quickturn, Blur, Quick Attack, Agility, Telekinesis, Psi-Blade Mk II, Psychic
Enhancements: Enhanced Strength (x2), Enhanced Speed (x7), Enhanced Agility (x5), High Flexibility, Low Body Density
Evolves: None
Evolves From: Airmaiden (Psi Crystal)
Psinin, as one might expect from their name, are quite a different breed, pun not intended, from their Airmaiden pre-evolutions. In fact, there is little enough connection that it was some time before the evolutionary link between the two breeds was discovered, as their only real link is that they're flying-types without any inherent method of flight. As a result, there are those who would claim that it is a downgrade to evolve one's Airmaiden to a Psinin, but this faction is countered by a similar faction, primarily comprised of Psinin owners, who maintain that not evolving an Airmaiden is the height of idiocy. Regardless of which is true, however, the Psinin is certainly a unique breed, and one of interest. Initially, during the war, they were designed for urban combat, with their excellent jumping and clinging abilities allowing them to turn many downtown districts into hells ruled from above, but more recently, they've adapted well to arboreal combat, with the same abilities that made them apt at scaling buildings allowing them to be quite efficient hunters in a forested setting.
Physically, they tend to be a bit taller than Airmaidens, although not unattractively so; the breed averages at around six-feet, although many accentuate this height with high-heeled shoes. Their bodies also tend to develop as bit more, and although their breasts rarely go over a C-cup, they look, in general, more mature and sultry than the teenage-looking Airmaidens. Unfortunately, it often leads to them appearing a bit less intelligent as well, but few tamers mind this, trading in that appeal for a more, as stated, mature look. Their hair also tends to become longer and grow faster, and more exotic colors (particularly pinks and purples) replace the brown of the Airmaiden. As far as attire, the breed is known to wear tighter attire that does not have the potential to catch on things and shows off their bodies, often in black, although more mundane clothing is not unknown, depending on tamer preferences. However, the former attire and their overall appearances have led more than a few to be confused with Dominatrixes over the years, a fact that both breeds fail to appreciate.
The most striking physical change, though, is that, for reasons unknown, the eyes of almost all Psinin change upon evolving, becoming overly sensitive to light, or photophobic. This oversensitivity means that it will generally be uncomfortable, if not highly painful, to a Psinin to open her eyes directly in a well-lit area, or the outside particularly. However, whilst disadvantageous, this fault is, thankfully, not at all crippling to the Pokégirls it afflicts; although most opt to wear blindfolds, or at least extremely dark sunglasses, during the day (or even always), the lack of proper vision is offset by what remains of their ability to manipulate air-currents. That is, by reading the flow of air around them, as well as sending out weak psychic pulses, they can form a very accurate picture of their surroundings that works similarly to echolocation. Aside from this, they change physically in two other ways; they drop by perhaps a fourth in body density and increase greatly in flexibility. Although Psinin are not as flexible as Jigglysluts, their very humanlike bodies belay an unnatural talent for twisting, bending, and pivoting which assists greatly in their aerobatic combat.
Mentally, their 'maturing' theme seems to hold true as well; definitely less shy than Airmaidens, Psinins are known to be a confident breed, although they do retain some antisocial tendencies and much of their generally above-average intellect. This has led to them often coming off as aloof and, in some cases, arrogant or conceited. However, their confidence is generally justified when it comes to their abilities, their bodies, or their sexual skill, if not always their intelligence, as they're hardly a match for many other psychics or the G-Point line. But, said confidence tends to be another factor that makes many confuse them, on first glance, with Dominas, and in this case, it is often the Psinin who feel insulted, which has led to, in general, a rivalry between them and the Domina line. Overall, Psinin are quiet, confident, and sultry Pokégirls who tend to blend into the background until somehow provoked or invoked into the issue at hand.
In combat, this silence and seeming unobtrusiveness is only a farce, however, as most Psinin become quite a bit more assertive during battle. This is likely because their bodies and combat styles are not at all suited to being hit first, and so they almost have to make the initial move and keep moving, lest they fall to one solid attack. This is due to the aforementioned low density of their bodies, and the fact that their durability isn't much above human standard. Therefore, although they are exceedingly hard to hit, they crumple quite easily from a strong blow. This is presumably part of the reason, then, that few Psinin favor close-range tactics. As a rule, the breed is partial to long-range weapons such as spears, although chains with weapons connected to the ends are also popular, particularly because, using their telekinetic abilities, Psinin are able to exert additional control over the movements of such weapons, and even recall them.
In addition to allowing such abilities in combat, though, and providing their 'vision,' the telekinetic talents of the breed have one more popular use; when invoked in combination with their low density and suitable footwear, they can literally be used to provide a stabilizing force whilst the Psinin runs up a wall, or the equivalent, an ability which is of great importance to their combat style. That is, whilst their superb jumping abilities, flexibility, and speed allow for excellent fighting in high locations, it is this skill of vertical running and the accompanying aptitude for clinging to surfaces that made them so dangerous in cities during the war and has allowed them to adapt so well to forests. Unfortunately, though, it has also led to a common consensus that the best way to fight a Psinin is to get her in a wide, open space, although, even there she can run and jump, it is not the same virtual suicide to face her in direct combat there as it is for anything short of a Herokapoeraa to do so in a forested setting.
Sexually, too, once roused, Psinin tend to be a fairly assertive breed; with their flexibility and generally attractive bodies, they're rarely considered lacking in this area, and their need to make the first moves means that they often prefer to be on top to varying degrees, assuming their tamer will allow this. This is because, being glass cannons, so to speak, the ability to move or escape is very important to most Psinin--in a battle, a Psinin who cannot run or move out of the way is dead, and so most members of the breed have a phobia, to some degree or another, of being restrained or held in place. Therefore, although some have it mildly enough that being on the bottom in sex is just a discomfort, almost all Psinin are terrified of restraints and bondage, another fact that fuels their feud with the Domina. There are, however, cases of Psinin who get off on their fear, but it is foolish to assume all do, and forcing one who does not to endure restrains will only create pointless resentment. However, considering some of the exotic things that their flexibility and light weight allow as far as unconventional position, most tamers are willing to look past the issue of their Psinin wanting to be on top (or, at least in a position that allows them freedom of movement and an avenue of 'escape') much of the time.
Feral Psinin are elusive creatures that are rarely found outside of the deep forest except perhaps in the city; they do not oft venture out of the safety of high places, and will usually hunt unsuspecting prey from above, be it another Pokégirl or the unfortunate tamer-to-be's lunchbox. However, one advantage is that feral Psinin are not particularly vicious, and would generally rather run away than fight. This makes them less dangerous, naturally, but also quite elusive prey to hunt, as they will rarely try to fight unless they have a clear route of escape to use should things go sour, and they are not at all easy to pursue through the trees. Therefore, traps and area of effect magic are generally the most effective ways of catching a Psinin, sans perhaps using another Psinin. They are a possible threshold option, but not a common one, with Airmaidens being much more likely for girls with Psinin ancestry. However, those who do get the threshold are generally not entirely displeased, considering their new body's appeal and abilities.
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PSIVAMP, the Psychological Demon Pokégirl
Type: Very Near Human
Element: Psychic (Infernal)
Frequency: Very Rare
Diet: Fear
Role: Psychological warfare, assassination.
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Celestial, Bug, Dark, Ghost
Attacks: Heart of Darkness, Agility, Double Team, Psychic Illusion, Teleport, Noxious Wind
Enhancements: Enhanced Speed (x4), Enhanced Durability (x3), Enhanced Endurance (x3), Emotional Amplification Aura, Minor Illusionary Capabilities, Night Vision, Vocal Modulation.
Evolves: Vampire (Dusk Stone)
Evolves From: Goth (Poetic Sub-type only; Moon Shard)
Long it was wondered why poetic Goths, despite their subliminal ability to craft words that elicit strong emotion from an audience, exhibited no further evidence of being psychics, or, indeed, of having any evolutionary capabilities. The latter was quite disappointing to many enthusiasts and researchers alike, as the potential that the said skill was evidence for seemed untappable, at least until the advent of the strange evolutionary item known as a moon shard. With its discovery, though, the long-sough evolution was unearthed... but, it wasn't exactly a pleasant one; the Psivamp.
Physically, Psivamps resemble their pre-evolutionary forms for the most part, although there's obviously an element of their namesake too, in that many grow a bit taller, and generally become more fierce; more intimidating. The changes in this regard are mostly subtle, of course; fangs are perhaps the easiest to catch, but strengthened cheekbones, harsher eyes, and other elements are also common. The result is that Psivamps, as stated, look intimidating at first glance, and resemble Vampires quite distinctly, and for good reason.
Said reason is perhaps best expressed by examining the breed's mindset; taking the subtle psionic manipulations of the poetic Goth a few steps further, Psivamps are ideally suited to psychological warfare. The mind of a poet, who once sought to move others with her words, is twisted into a far more devious configuration. Most Psivamps begin to feel that they only way to reach others is through shock, fear, and other negative emotions, which they then seek to create through their actions. As such, unless somehow strongly convinced otherwise, Psivamps tend to feel that they have to use such tactics to meaningfully express themselves to others, making them a somewhat “unwitting evil.”
This aspect of their mindset is reinforced by the fact that their bodies' abilities are ideally suited to such expression. With the same subconscious ability to amplify emotional responses in others as poetic Goths, the ability to create localized illusions, and a naturally ability to modulate the tone of their own voices, they have no lack of resources with which to unnerve, scare, or horrify others through. However, because these abilities are almost entirely dependent on psychic/psionic powers, it is interesting to note that Psivamps as a whole tend to despise Dark-types and those with dark bloodgifts, as they cannot be “communicated with.” As such, most Psivamps will become depressed when faced with a dark-type, meaning that using one against them is often an excellent move. However, they, despite a weakness created by their infernal typing, react very enthusiastically when faced with Celestials, finding them to be very... receptive.
In combat, Psivamps have a rather unusual style, but one that fits their skillset well; since few are capable of turning their psychic abilities into direct attacks, they generally use psychological warfare to make an enemy defeat herself. Such tactics include a well-placed illusion, a feint, taunts, all implying that her powers are far greater than they are. All combine with her psionic amplification of emotional responses to cause her foe to panic, slip up, and ultimately wear themselves out to a point that the Psivamp is capable of making some finishing blow. This strategy is aided by the fact that, as the breed name might indicate, they feed off the emotions of others, particularly fear and horror, and so a Psivamp will be kept empowered by her enemy's decline.
As stated, though, due to its psychic dependence, this strategy can be stonewalled by a dark-type, which will usually cause a Psivamp to simply give up, a fact that makes the rivalry that Psivamps have with Daimon (a breed noted for having similar, if less extreme, tactic) all the more hateful, as the latter are of the dark type. It should be noted, though, that Divas and Psivamps sometimes have a more "friendly," competitive rival, as the two breeds share similar abilities.
Sexually, Psivamps, as one might expect, usually have darker tastes; although not as heavily into BDSM as the Domina line, they enjoy it for a different reason, and so tend to have more intense feelings. Rape roleplay is common in harems containing Psivamps, as are other forms of domination, and a tamer who is willing to endure such things as well as deal them out will generally have a very, very loyal Pokégirl under his dominion. The affect of this style of sex-battles, though, is a crapshoot; although some Pokégirls will get excited more so than usual by a Psivamp's tactics, those who don't will often be turned off by them and thus gain quite an advantage over her. As such, few regular sex battlers use Psivamps.
Ferals of the breed are a terror... but that's about it; without coherent coordination of their powers, they're nearly harmless, and a tamer running across a feral Psivamp could probably snag her easily enough once past the initial terror that she will likely attempt to induce. Thresholding into a Psivamp is possible, but not all common.
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PSYCHE, the Archer of Love Pokégirl
Type: Very Near Human Metamorph
Element: Fighting/Flying
Frequency: Extremely Rare
Diet: Human style foods, sexual fluids
Role: Sex & Relationship Counseling
Libido: Very Low (Acts as if High/Extreme)
Strong Vs: Grass, Fighting, Ground, Bug, Dark, sex attacks, domination attacks
Weak Vs: Electric, Ice, Flying, Psychic
Attacks: Cupid's Bow, Eros' Bow, Artemis Bow, Reverse Cupid's Bow, Heal, Sexy Beam, Gust, Leg Sweep, Aura of Cute, Erotic Kiss, Charming Look, Blow Kiss, Heaven's Arrow
Enhancements: Light Feral, Weapon proficiency (bow & arrow), Wings (Butterfly), Keen Eye, Body Measurement Metamorph, Sex Prodigy, Empathic, Diplomacy, Kind Aura, Clothing Repair
Evolves: None
Evolves From: None
The creation of the Psyche is one of the best things ever produced by Cocooner's genetic glue. Something clearly unintentional on her part we're sure.
A Psyche appears completely human, if one ignores the occasional bright hair colors and bright butterfly wings.
They have the unique ability to alter their skin coloration to any shade that is found on a normal human, their eye and hair color to any color at all, and their physical proportions (height, waist, hips, bust, apparent age, etc.) to just about anything they like. A bonded Psyche with a positive relationship with her tamer will usually use her empathy to determine the perfect coloration and proportions so that she can take what her tamer considers the most attractive appearance possible. Some may keep several different pre-prepared forms for different occasions, and a few may simply take whatever appearance strikes their fancy at any given moment.
However, a Psyche cannot greatly alter the appearance of her face, save for basic changes that occur as a result of other changes, and will always be recognizable to those that know them.
They tend to wear white silk (or similar light material), often in the manner of a low-back dress, robe, toga, or other single piece garment that covers everything that needs to be covered for basic modesty while being loose and comfortable, and not impeding their wings in any way. They do not worry about their clothes in a fight, since they have a pair of spells that will allow them to magically clean and repair clothing of any type, even if it is not theirs. This ability makes them highly prized to tamers who like their Pokegirls to wear attractive clothing, but have problems keeping them in decent shape due to their lifestyle.
Psyches love great sex and positive relationships, and not just for themselves either. They want everyone to experience this for themselves, starting with their tamer and harem sisters and then extending to anyone else they think deserves this. They make a point to help others learn how to get, and give, the most pleasure possible out of sex, as well as taking time to mediate arguments between others in as peaceful and fair a manner possible. Their personal goal is often to help their tamer achieve at least a Delta level bond with themselves and all of their harem sisters.
A Psyche is capable of learning just about anything sexually related with incredible speed, and then performing it with similar ability. They are very open about taming in public, and have no problems with attempting to initiate a taming session when others are present, especially if one of their harem sisters is of a similar opinion (such as a Vixxen). They are also happy to try almost anything sexual at least once to see if they might enjoy it.
As astonishing as it may seem to many, Psyches actually have very low libidos. Though, understandably, few would ever be able to tell with the way they act, since they are perfectly willing and capable of being tamed on a schedule that might just make a Nymph say ‘can we take a break, please?’ One of the things they like to do, almost as much as being tamed, is watching their harem sisters get tamed. A Psyche will often, and subtly, shoot her tamer and a harem sister or two (or even just two or more of her harem sisters sometimes) with Cupid's Bow or Eros' Bow and simply watch them go at it.
On a similar note, Psyches, while primarily heterosexual, have little problem having sex with their harem sisters. But only if their tamer is either participating as well, or watching.
Psyches can make fine alphas due to their mediation skills alone, and their ability to arrive at the core problem of an argument using their empathy has allowed them to, eventually, arrive at (mostly) peaceful agreements between individuals who would normally not be able to coexist without coming to blows.
A Psyche is primarily a ranged fighter, capable of manifesting a bow out of thin air, and can shoot her arrow attacks with great accuracy, even through obscuring cover. She is quite weak in close combat unless extensively trained though.
Psyches could potentially be incredible sex battlers, except for one thing. The hate sex combat. So much, that they will usually throw any sex match they are entered into. However, they are more than willing to help train their harem sisters for these matches instead. Due to their ability to pick up and refine sexual techniques and then coach others on how to perform them to maximum effect, most tamers find this an agreeable arrangement.
A Psyche who has a positive relationship with her tamer and harem sisters will be willing to do anything to help them and will never betray them for anything at all. This is something that has led to a great amount of frustration among all but the most patient and determined Dominas and their evolutions that end up with a Psyche for an opponent.
Many individuals call the Psyche breed the most beautiful on the planet. While the breed is indeed quite attractive, they are still a fair ways from this title in terms of physical appearance. However, their kind nature, something that permeates their entire being, including their chi, greatly enhances their beauty to many people. Particularly when they smile.
The Reverse Cupid's Bow, a technique so far unique to the Psyche breed is just as strong as the Cupid's Bow, but has the opposite effects. A strike from this technique fills the target with negative emotions, erasing all traces of the Attraction status and either filling them with despair (in the case of opponents), or with anger (in the case of allies).
When a Psyche goes Feral, it may sometimes take a while to realize what has happened since their feral state is often very similar to their normal state in the early stages. A Feral Psyche becomes perpetually happy, and simply cannot stop smiling under normal circumstances and will frequently giggle at almost everything. They will soon start shooting random people with their Cupid's Bow or Eros' Bow techniques. And they will likely not stop until everyone in the area is engaged in intimate acts (except the children and Pokékits who will be playing with each other happily, mostly oblivious to what is going on around them).
However, a Feral Psyche who witnesses an act she would normally find abhorrent will begin firing her Reverse Cupid's Bow at the offenders in attempts to drive them into crushing despair. Also at other bystanders to fill them with anger towards the offenders and likely cause them to riot against said individuals.
There are some individuals who believe that the Psyche breed may in fact be a Celestial Pokégirl, but no one has ever been able to confirm if this is so. No cases of Threshold into a Psyche have yet been reported, much to the disappointment of many human females approaching Threshold age.
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PUPPETEER, the Doll Tactician Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Very Rare
Diet: human style diet, tea
Role: Tacticians, Squad Leaders. Like a Witch, may vary based on spell selection.
Libido: Average
Strong Vs: Magic, Ghost, Fighting
Weak Vs: Fire, Psychic, Flying
Special Weaknesses: Tendency to hold back if intimidated.
Attacks: Aura of Cute, Aura Bolt, Barrier, Cheer, Concentration, Dispel, Pretty Wink, +Known Spells
Doll-Only Attacks: Slash, Parry, Spincut, Throwing Star, Levitation(Small Dolls Only), Blur, +Learned Fighting/Weapon-Specific Techniques(Large Dolls Only), L40: Weapons Carnival
Enhancements: Enhanced Concentration (x3), Manipulate Dolls, Magical Affinity, High Spatial Awareness
Evolves: Dollmaster (Normal L65)
Evolves From: Witch (Battle stress, Dolls in combat area)
The Puppeteer was a late discovery, discovered when the Witch daughter of a toy shop owner came under attack when a foolish tamer's nearly Feral Slicer got loose and went on a rampage. Unable to harm the Slicer with her own magic and having no other defense, she used her magic to animate the dolls around her and arm them, evolving into a Puppeteer and bringing the wrath of the entire shop upon the Slicer, who quickly learned to prefer targets that weren't a foot tall and armed with sharp pointy objects.
The puppeteer is a generally petite Pokégirl that rarely goes beyond 4 1/2 feet tall and an A-cup, very similar to a Littletit, though Puppeteers are almost always have an adorable, doll-like quality to them. They tend to wear elaborate, frilly, and often colorful outfits, hoping to draw attention away from their poor chests (which is a rather sore spot for them).
This Pokégirl’s trademark ability, naturally, is the ability to control a number of dolls and manipulate them to do her bidding. Imbuing them with magical power, and linking herself to them by means of faint strings of magic, she turns them into her own personal servants and soldiers.
Puppeteers are generally divided into two categories - those that use numerous smaller dolls, or those that control a single human-sized doll. The number of dolls a puppeteer can control is dependant on the size/complexity of the doll and the puppeteer's level. At lower levels, a puppeteer can generally control up to two smaller dolls (up to 1 1/2 ft in height or so max), with one hand controlling each one, or a single human-sized doll, controlled with both hands. (Smaller dolls, when controlled float through the air at the puppeteer's will, while the larger doll is land-locked unless the Puppeteer enhances it with a flight spell of it's own.) As the Puppeteer rises in experience she learns to control more dolls at one time - there is no hard set number, but by the time a Puppeteer is near evolving into a Dollmaster, they are generally able to control 4 smaller dolls. The number of human-sized dolls a Puppeteer can control at once time does not increase.
Puppeteers gain only a mediocre amount of spellcasting power from their Witch form - they are roughly equal to the Enchantress in this respect. Instead of raw power, or the ability to create enchanted items, the Puppeteer learns alternate ways of channeling her magic, doll manipulation, and above all, incredible concentration. While manipulating her dolls, for example, the dolls themselves act as both focal and release points for the Puppeteer's spellcasting. For example, if the Puppeteer wants to cast a series of Fire Bolts at her opponent, she casts the spell through the strings and the spells are released towards the target as if the dolls were firing them. A favorite tactic of Puppeteers is to fire off numerous quick, cheap spells towards her opponent from multiple shifting angles, forcing her opponent to concentrate on dodging, and giving control of the match to the Puppeteer. Another tactic, often used against melee opponents, is to have some of the dolls hang back with the Puppeteer, generating a mobile barrier to intercept attacks, while the rest strike at the foe whenever her opponent leaves herself open to attack. Because of her high levels of Concentration, Puppeteers have a better chance to continue their spellcasting after taking damage than most spellcasters, though they are loathe to take that damage in the first place.
The strategies of a Pokégirl that chooses to use a single human-sized puppet are very different. Not needing to split her focus on maneuvering several dolls at once, she can hone her ability to manipulate a doll to greater lengths, turning it into a skilled melee combatant, capable of learning both Fighting and Weapon Specific techniques, supported by the Puppeteer herself lobbing spells from the rear. Such Puppeteers heavily reinforce their doll with magic, but require no less focus and skill, as they are effectively controlling two people at once. Therein lies the Puppeteer's greatest strength - they fight with both might and magic, and they are the only Pokégirl type that can legally fight her opponents 'two on one'.
Despite one might think when they see them, most Puppeteers are incredibly intelligent and cunning Pokégirls (though not nearly to the level of Supe-Bra Geniuses), designed to take the role of tactical squad leader even when they are controlling their dolls. They love to learn and to read, hunting down books to increase their knowledge. Puppeteers also love tests of the mind, especially Chess. Chess is one of their favorite games to play, and they often take it very seriously. When two Puppeteers enter battle, they almost always prefer to have a chess match to decide the more cunning of the two, and will look very poorly on any master that would dare interrupt such a match in hope of a 'quicker solution'. Because of this, it is rare for two Puppeteers to ever face each other in tournaments.
Unfortunately, Puppeteers aren't always the easiest Pokégirl to work with. They are very individualistic, preferring to think on their own rather than let their tamer call the shots for them, and because they are quite competent on their own, a tamer that wants his Puppeteer to obey him without hesitation must prove to her that he knows what he's doing. In general though, they aren't a bitchy species, and can be rather pleasant to be around when they don't feel insulted. In fact, they crave attention, and when they have a master they like, they will do anything they can to win his affections. When they don’t receive what they consider to be enough attention, they will become withdrawn, spending more time simply being attended to by her dolls, having them give her the ‘attention’ she desires. (They don’t complain, after all)
Puppeteers think very highly of themselves and their abilities, and, above all things, HATE to lose. Ironically enough, they hate losing so much that some Puppeteers were known to purposefully hold back during their fights, just so that they would not ever suffer the humiliation of losing a fight at full power - a fact that has cost more than one Puppeteer matches she could have won had she truly tried.
Following closely behind their hatred of failure is their hatred of Psychic types. Puppeteers pride themselves on their mind, and the concept of a being that can just waltz though their head, stealing their secrets or screwing with their perceptions drives them nuts. While they can eventually learn to deal with working alongside psychics on an individual basis, rarely do Puppeteers and psychic types ever get along.
Puppeteers are excellent crafters, fully capable of creating all manner of elaborate dolls and puppets, clothing for either their dolls or themselves (and sometimes others, though it is always created to the Puppeteer's taste), among other items. They get along surprisingly well with Ar-tits in creative endeavors, so long as the Ar-Tits can keep their hands of her dolls.
When it comes to taming, Puppeteers like to experiment. Many Puppeteers are widely read, which gives them exposure to a number of different ideas which most Puppeteers will want to try at least once. Tamers are encouraged to go along with the their Pokégirl’s experimenting, as it helps keep the Puppeteer happy and loyal. A Puppeteer is usually satisfied as long as some of her requests are met, so turning down ideas one *really* doesn’t care for doesn’t offend them(thank god). A Tamer that either can appreciate her small bust size, or a Tamer that offers to arrange for an Ivywhore to sprinkle her with some permanent Bloom Powder, will quickly earn the Puppeteer’s enthusiastic adoration. (Because using her puppets in a sexual manner is a means of masturbation, it does not help her avoid a feral state, though she is not above using her dolls to help achieve *some* measure of satisfaction if she gets bored.) It is important to note that Puppeteers are no longer ticklish, and so last much longer during sex than their pre-evolved form.
While Puppeteers are a domestic breed not known to have Feral populations, those ones that to reach a feral state quickly lose much of their prided sense of reason, becoming incredibly clumsy and ditsy. Feral Puppeteers can still manipulate dolls, however the Doll’s movements seem awkward, almost drunken in effect (which can make fighting one off that much more interesting).
Strangely, all Puppeteers love well-made tea, which relaxes them greatly, both mentally and physically. An especially well-brewed cup will even make them slightly aroused and horny, making it a great lead-in to a taming.
The magical strings a puppeteer uses to manipulate her dolls are not physical, but can in fact be cut, though only by other magic. If this ever happens, it is not a permanent loss, but it still takes a puppeteer a second or so to recover her connection to the doll, a time that only improves with practice. If a doll she is using is ever destroyed, it is a small matter to replace it with another, assuming one is available. This is true even for the human-sized dolls, though spares of such things is something much less likely to have on-hand, as they are much rarer and take far more time and effort to create. Because the strings are not physical, they can not entangle with each other.
It is rare, but not unheard, of to have a girl threshold directly into a Puppeteer. When it happens, it usually is a girl of Magic-type heritage with either an intense obsession for dolls, or an unusually sharp mind. Thresholds usually are gloomy and short-tempered after the change, upset at losing much of their sexiness and size (both in height and bust). They usually recover fairly well, however, as they learn to appreciate their sharp mind and new abilities.
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PUSSYCOM, the Computer Interfacing Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Very Rare
Diet: human-style foods
Role: computer specialists
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Virtual Storm, Razor Virus, Tech Defense
Enhancements: Sense Conversion
Evolves: Video Girl (normal)
Evolves From: None Known
At first glance, Pussycoms appear near identical to humans, with the exception of their ‘ears', which resemble a cat type's ears, except made from metal. The actual shape is roughly conical or that of a triangular pyramid. Pussycoms have a slender build, appearing almost frail, with B to C cup bust. Upon closer inspection one can also see that their eyes have an iris, but no distinguishable pupil. The eyes also reflect less light than normal, giving a slightly dulled appearance to them. The overall effect is of a somewhat blank or distant look. Pussycoms tend to favor elaborate dresses, resembling those of ancient Europe. Another common choice is a maid uniform.
The discovery of the Pussycom was the start of the tech Pokégirl revolution. Scientists had long suspected that with the discovery and exploitation of new technologies there would also appear Pokégirls that exhibited related powers. Pushing the boundaries between Pokégirl and machine, Pussycoms are, in a sense, living computers. They can make very quickly make complex calculations, store information in their minds with perfect recall (barring any brain damage), are able to link with electronic equipment, project a self-image into VR and even perform virtual combat. However, unlike Video Girls their consciousness is tied to their physical body and they do not actually 'live' in the virtual network. It is assumed that Video Girls gain the power to 'dissolve' their original bodies and take it along as data as part of their VR projections.
Pussycoms are a handy Pokégirl to have for researchers, watchers, and anyone else who has a need of computer skills and data storage. They are not so popular a choice for tamers however, as they are generally a poor choice for battles, unless said battles involve computer hacking, technological Pokégirls, or other machinery. Although not innately skilled in anything in particular, they take to instruction via T2 machines very well. As such, they can quickly adjust for domestic duties, among other things.
Pussycoms can sometimes have difficulty expressing and understanding emotions. Ironically, most of them tend to be sensitive about this fact, sometimes developing feelings of inferiority because of it. Over time, their difficulties with emotions will lessen, but won't ever disappear. Personality wise, Pussycoms are almost always quiet, obedient and submissive. They do not possess much initiative, having a tendency to simply stand around idly until spoken to or given instruction. Some have a strong sense of curiosity, and will spend much time observing others, asking questions when they do not understand something. It is believed that there are no feralborn Pussycoms. It is known that a Pussycom that goes into a feral state will have difficulties performing their tasks. Data held in their memory may be corrupted, instructions forgotten or ignored, and may randomly interact with computers. They do not get violent, but the potential danger of a feral Pussycom near a computer (imagine what they could do if it were in a hospital, for instance) is ample motivation to make sure they are tamed sufficiently.
Rumors exist of an advanced Pussycom called a Chotit, said to be fully capable of feeling and expressing emotions, lacking the unquestioning compliance with orders, and more prone to taking action without needing their tamer to tell them to. They are also said to be able to force these advancements onto other Pussycoms, and access the memories of Pussycoms without their consent. It is debated whether this supposed Chotit is supposed to be an evolution of the Pussycom, or simply a Pussycom with exceptional abilities.
There is not much to note about Pussycoms when it comes to taming. Their ability with T2 machines means they can be well instructed in a variety of erotic skills. Lubrication may be desired, as they sometimes do not get as wet as most other Pokégirls, though the difference probably would not be enough to make it intolerable. Indeed, some may prefer the slight increase in friction. Pussycoms have little qualms when it comes to taming, so will generally accept whatever the tamer wishes. It would be unwise to tame them when they are linked to a computer, as it would distract them from their task and, depending on what computer they are linked with, may cause disaster.
There are no known cases of threshold to date. It is believed Pussycoms can only reproduce through parthenogenesis.
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REDEEMER, the Redemption Pokégirl
Type: Very Near Human
Element: Magic (Celestial)
Frequency: Extremely Rare
Diet: human style
Role: Holy Warrior
Libido: Average
Strong Vs: Poison, Psychic, Infernal
Weak Vs: Bug, Infernal
Attacks: Transcend Sword, Life Shield, Angel Wings, Fist of Fate, Soothing Mist, Cocoon of Darkness, Teleport, Confusion, Dark Holy, Dark Shield, Memory of the Dark, Dark Redemption, Dark Mist, Telekinesis, Heal, Flash
Enhancements: Enhanced Senses (x4), Enhanced Strength (x10), wings for Flight, Celestial affinity, Low-level shape-changing, Celestial Armor, can manifest Celestial-elemental swords, immune to hypnosis, Celestial attacks stronger than normal.
Evolves: None
Evolves From: Hyperdoll (gaining respect of their Tamer)
Hyperdolls were for the longest time assumed to be a dead-end evolution. Whoever gained one was doomed forever to have a powerful Pokégirl that treated him like crap but wouldn't let go of him no matter what. People who had Hyperdolls were universally derided as being the ultimate loser, because quite frankly letting a Bimbo evolve into one is flat out inexcusable.
Amazingly enough, however, there is a ray of hope.
A man who had let his Bimbo become a Hyperdoll out of sheer carelessness had since then undergone a great change in nature. He had worked to become a better person, improved his way of life, made himself better all around. So much did he change, that his Hyperdoll publicly showed him affection, giving him a kiss and a compliment that wasn't sarcastic. Before the shocked eyes of several witnesses, his Hyperdoll evolved, undergoing evolution into a powerful Celestial Pokégirl. People were stunned by this, as well as the amount of affection the evolved Pokégirl displayed. Research was done on this Pokégirl with the Tamer's permission, and it was eventually discovered that the reason the Hyperdoll evolved was because she regained respect for her Tamer, something long thought to be impossible for Hyperdolls to do.
Since then, there have been at least 10 cases of a Hyperdoll evolving into a Redeemer, each time the Tamer having regained the respect of their Pokégirl. This is regarded as astonishing and nothing short of miraculous.
Redeemers, upon evolution, grow two feet taller, becoming more muscular in appearance, and gain glowing white eyes. Their breast size goes up a cup-size as well. Any clothing they wear changes, becoming form-fitting lightweight armor that they can summon or dismiss at will. Coloring varies from Redeemer to Redeemer, but one constant is that with their armor comes a full facemask with a cross-like symbol on the front, a line of spikes starting from the forehead and going down the back. A pair of large, glowing wings grow out of their back, which, like their armor, can be summoned or dismissed at will. They also gain the ability to summon a pair of golden, Celestial-element swords.
Deep within the psyche of a Redeemer, immediately after evolution, is a need to do something special for their Tamer, to reward them for making so drastic a turnaround. (And yes, earning a Hyperdoll's respect is that drastic a turnaround.) As such, before they can truly rest, they have a strong need to complete a task of some kind, usually a fight against a powerful Pokégirl in their Tamer's name, or helping a Tamer win a championship, or even going to acquire a powerful Pokégirl to add to their Master's harem. They won't insist their Tamer help them on this quest, however they will ask. Either way, they will not rest until they have completed this mission and returned to their Tamer alive. If the Tamer and the Redeemer's harem sisters agree to help, they will find that the Redeemer will love them all the more, becoming more passionate in Tamings. They also become a little protective of their Tamer, not wanting them to relapse into their old ways before the Redeemers evolution. So far, no Tamer has shown any sign of relapsing. As an interesting note, once the evolution of the Redeemer became public knowledge, a couple experiments were conducted in which Tamers known for their well-treatment of their Pokégirls took in a Hyperdoll that had lost their Tamer to death. There was a long period of tensity as the Hyperdoll adjusted to being owned again, but once they got used to the fact, they reverted to their old arrogance, albiet without the physical abuse. Each Hyperdoll evolved to Redeemer after just a few months.
Redeemers are powerful Pokégirls and strong fighters. They are unrelenting in battle, with a tendency to proclaim the glory of their Tamer as they fight, as if he was a powerful Kami. This makes them similar in mannerisms to Dark Ladies, whom Redeemers are known to despise tremendously.
Redeemers are fairly gentle with those they care about, although strangely enough they are usually at a loss if they find themselves taking care of children. For a reason that escapes researchers at the moment, Redeemers have proven to be almost entirely inept at child-care, frequently having panic attacks and blanking on what to do in a crisis. They won't hurt the child, not intentionally at any rate, but they aren't very good at taking care of one. This is rather tragic, considering their great love of children. This ability flaw is presumed to be a holdover from their Hyperdoll self, although it can be surmounted a little with patience and education from motherly types such as a Neko Cenneco or the Denmother. Redeemers are generally more suited to battle at any rate.
Due to the nature of their evolution, no cases of Thresholding into a Redeemer have been reported.
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RONIN, the Sword-Fighter Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Rare in Edo League, Unknown other leagues
Diet: human style diet
Role: warrior
Libido: Low (increases when they find a Tamer that they like and trust)
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Attacks: Bonk, Slash, Cut, Sword Dance, Focus Energy
Enhancements: Enhanced Speed (x3), Enhanced Stamina (x2), Can summon weapons.
Evolves: Samurai (Dawn Stone)
Evolves From: Slicer (normal)
Ronins are among the best Pokégirls when it comes to fighting with weapons. The role of Ronins in Sukebe's army was part of a special striking group, it was small in numbers, but very quick and strong, which made them hard targets and excellent fighters at the same time. After the Revenge War, however, the majority of the surviving original team of fighters relocated somewhere in the Edo League.
These Pokégirls were eventually found by the first generation of Edo-league Tamers to go out into the world after the end of the war. Most of these Tamers were found to be unworthy of Taming the Ronin, however, and a few Tamers were killed before the League got the idea. The Ronin dispersed, taking their training and ways to other parts of the league. A few may have even left the Edo league as well, but no matter where they go, Ronin are rare.
It wasn't until sometime in 254 AS that Slicer Pokégirls were discovered by a Researcher to evolve into a Ronin. Even after so many years, few Ronin ever bothered to show themselves to even worthy Tamers. With this revelation about the much more common Slicer's evolution into a Ronin, many Tamers have begun to tame and train their Slicers in an effort to evolve her into a Ronin. The Ronin, being rather legendary when it comes to their training and abilities with bladed weapons, are an honored addition to any Harem.
Depending on the level of the Ronin, it can summon different weapons. From levels 1 to 15, a Ronin can summon a shinai (a bamboo sword). From levels 16 to 30, they can summon a bokken (a wooden sword). From level 31 and up, a Ronin can summon a katana. When they can only use a shinai or a bokken, Ronins don't have access to the slash and cut attacks. A Ronin can only summon one weapon at a time. Ronin do not bother to use anything other than eastern-style medieval swords, finding other weapons to be inferior to any others that they might have used when they used to be a Slicer.
Ronins have an innate rivalry with Kunoichi. It is likely that because the Kunoichi were more successful during the Revenge War that this rivalry exists. However, it is also speculated that the reason is more mindset-oriented than anything else. Ronin live by their own code of honor, and believe that the Kunoichi's more 'sinister' and 'stealthy' ways are more dishonorable than anything else. Kunoichi, on the other hand, don't seem to see anything wrong with doing what they excel at. Ronin are direct, Kunoichi are subtle. The few confrontations between the two breeds have shown that the Ronin actively pursue this rivalry, whereas the Kunoichi try to let it slide. And so, the rivalry goes on.
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ROODER, the Hiding Holy Pokégirl
Type: Very Near Human
Element:
Normal (Celestial)
Frequency: Very Rare
Diet: Human Diet
Role: Priestess, "Ghostbuster"
Libido: Average
Strong Vs: Ghost, Evil Pokégirls
Weak Vs: Fear, Sex attacks
Attacks: Burst, Power Bolt, Shield, Dazzle, Heaven's Arrow, Holy Water*
Enhancements: Magical Bow, Immunity to Ghost attacks and Possession, Strong Magical Abilities
Evolves: Megami (Passing the Trial), Banshee (Failing the Trial)
Evolves From: Threshold combined with family death.
The Rooder is a unique kind of Pokégirl, not for her rarity or for any kind physical features, but for her natural function. It has been long since known that Sukebe has been a man of both Science and Magic, so it is only natural that he had been in contact with even the super natural at one point. The Rooder was created as a warrior to combat those forces, in ever the case he'd find demons, ghosts, and the like were ever to intrude on his own work. Despite this belief, there is no proof that the Rooder was ever created by Sukebe or even existed during that time. Regardless, there is no denying that this girl deals with forces unlike any other.
What creates a Rooder, in of itself, only goes to further this Pokégirls fight against unnatural, both Pokégirl and non. Though it can only be gleamed through recounting experiences, every Rooder has come about by the death of a close family member, usually that of a parent or sibling and always when the girl was at the age of 16. From that point onward, the Rooder is plagued by unholy Pokégirl, spirits, and other manner of creatures, which she does her best to help move onto the afterlife, usually through some form of battle. It should be noted that this battle has to take place at the site of the spirits' death, and thus the Rooder often hides from her foes, since she is weak physically and her holy powers against the spirit are at their peak at the death site. Luckily, her vial of holy water is capable of stunning most of her dark foes, allowing her some running room. To aid her at all points is a special bow which can create chains from it's arrows to bind her foes. It is all that which gives her a strong respect for the dead.
At the age of 18, a Rooder goes through a trial against the Dark Gentleman, though who he is and what he represents is unknown. Should the Rooder pass this trial, she evolves into a Megami and often lives out the rest of her life in happiness. However, if she fails, she is killed, becoming a Banshee to plague the next Rooder that dare tries to calm its vengeful wrath. It is because of this and their lifestyle of constantly fighting the super natural that has left most Rooders to stay away from others, making her hard to find in any harem. If in a harem, though, by the time she goes for the Trial, a Rooder will ensure that her tamer and sisters don't follow, on the chance that she fails.
As far as looks go, Rooders often where clothing that makes sure almost all the attention goes to her ass, which is undeniably the most attractive feature about the girl. Her breasts, while a bit on the small side, are often shown off to a degree as well, but the Rooders' choice of dress often leaves them quite covered while leaving her legs and ass almost bare.
Because of their lifestyle, Most Rooders are feral but start out as a Threshold, though as it could be guessed from what they have to live with, Rooders' feral state leaves them only with the desire for sex and the inability to speak. Other then that, Rooders often just go about what they've been doing, awaiting the day of the trail. On a side note, Rooders have an odd liking for Lavender Water, which has a pleasant calming effect on them as well as gets them in the mood for a taming. Another odd aspect of the Pokégirl is that all of their names either begin with D, N, or A.
Concerning the Trail
This is completely theory, for no one has been able to prove it, but it is the only info we have about the Rooder's Trail. Apparently, on a Rooders 18th birthday, they are teleported to a distant land (Even if in their Pokéball), one completely unknown to even league officials. There the Rooder meets the Dark Gentleman, who calls himself Lord Burroughs and has taken the form of one of the Rooder's relatives, usually a father or grandfather. The Dark Gentlemen goes on to tell the Rooder that they're meant not only to help purge the world of the evil spirits that grasp it, but also to prove them ready for the Megami Prophesies with their final task being Lord Burroughs himself.
The Dark Gentleman goes on to say that throughout the years, the evil within himself grows and that the Rooder, while unable to destroy it, much help him quell the forces inside him as proof of their power and will. Should they be victorious, Burroughs grants them evolution into Megami. Should they fail, he kills them, considering them not worthy of being Rooders in the first place.
All this information however is questionable, as it was recieved from a tamer who was Recognized with a Rooder whom failed the Trail, his mind shattered with her death.
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SAMURAI, the Bodyguard Pokégirl
Type: Very Near Human
Element: Fighting
Frequency: Extremely Rare Diet: human style diet, also has high tolerance for alcohol
Role: veteran warriors
Strong Vs: Bug, Dark, Ice, Rock, Normal, Steel
Weak Vs: Flying, Psychic
Libido: High, but ONLY manifests if the Samurai is alone with her Tamer
Attacks: Basic sword fighting, Swordwave, Spincut, Slasher, Focus Energy, Fireworks, Mirror of Equity, Weapon Repel, Weapon Guard, Toxic Sword, Dragon Slash, Metal Slash, Demi Blade, Dragon Dance
Can ONLY learn over level 40: Falcon Sword, Miracle Slash, Keen Blade, Cry of the Fallen Can ONLY learn over level 50: Armor Break, Power Break, Mental Break, Magic Break, Zanmato
Enhancements: Enhanced Speed (x6), Enhanced Stamina (x6), Enhanced Strength (x8), Enhanced Durability (x7), Slow aging, Can summon weapons and armour.
Evolves: None
Evolves From: Ronin (Dawn Stone)
Up until the discovery of the Dawn Stone, no one knew how or why a Ronin becomes a Samurai, even though researchers ran test after test, to no avail each time. It was a longtime frustration for researchers everywhere, but it's still regarded as one of the more important research topics out there, and that is for one very special reason.
When the first Samurai was discovered, a Pokéwoman in her 60s that was living in Edo with her Tamer, she slew over 200 Team Shogun agents, tanks included, with a single Zanmato. This was also was how the Zanmato attack was first discovered...
Very little data is available on the Samurai as those who have them tend to be unforthcoming with good reason, seeing as Samurai are among the most powerful sword-type Pokégirls alive.
When a Ronin evolves, they gain a foot and a half in height. Their hair grows up to twice as long as it was before, and their bust size increases. An interesting trend though is the fact that some Samurai appear to age when they evolve, adding about ten years to their looks but not affecting their actual age. Another oddity is some also lose the use of one of they’re eyes (higher chance of the left over the right). The chances of these changes occurring are less than 10%, with sometimes one, the other or both happening if they happen at all.
To a Samurai, their primary duty is the protection of their Master. As such, it is not uncommon for the owner of a Samurai to be found with her constantly following him, almost always on his left side and a step or two behind. When in a harem, the Samurai will gauge her harem sisters carefully, especially of she, or they, are new to the harem. A begrudging amount of respect is initially given only due to the fact that they have the same Master, but until a harem sister proves herself in the Samurai’s eyes, she will not be completely trusted. The only exception to this would be if the Samurai was in the harem prior to her evolution, then she would retain the trust and respect she had for her harem sisters at the time.
For the most part, a Samurai tends to keep to herself. Either practicing katas as part of her daily routine, reading or writing Haiku, or even just conversing quietly with her Master or trusted harem sisters over tea. However, if there is an obvious power vacuum due to the lack of an alpha, or she sees the current alpha fail in her duties to protect the master, the Samurai will contest for the position, usually in a duel that only ends when one or the other is unconscious. Should the Samurai become Alpha, it is said that this is when the breed truly shines. With the power of Alpha, many samurai begin to aggressively train their harem sisters, both as individuals and as a team. Her primary concern is still the protection of their Master, and this is something she tries to in still in the others. Most Tamers find her methods to be both effective and fair, never asking more than an individual is capable off but always pressing them to push further than they believe they can. Another quirk of become Alpha, is that the Samurai will also start planning strategies, either by herself or with her Tamer to maximize the harem’s potential and power.
In public, or in front of the harem, a Samurai is always calm and collected. When certain they have privacy, a Samurai undergoes a 180 degree turn in terms of personality, unable to get their clothes off fast enough in their desire to be Tamed, their libido rising to the point where it could be compared to a Vixxen.
Samurais can summon, a natural magic ability, any sort of Japanese sword they desire in any style and design. Their preferred weapon is a daisho set, a katana and wakizashi. Other weapons have included the Odachi (great sword) and the Kodachi (short sword). They are masterful swordswomen, the best in the world. Ronins will always respect and look up to them, as they consider the evolved Pokégirl as the perfect sword fighter. They also have the ability to summon up their armour of choice. Each samurai have a personal preference to the amount of armour they wear. Some chose to don the complete suit of armour, covering themselves head to toe, while others only use partial sets and some even forgo armour all together in favour of more speed and movement. The actual colours and designs are varied, but one thing is for certain, if the Samurai’s Tamer possess a mon, or personal crest, it will always be proudly displayed either on the shoulders, the chest or on a personal banner on the back of the armour.
The Feral state of a Samurai is very light, much like that of an Ingenue, insomuch they seem, as they are constantly distracted. It's a little more dangerous than that, though as a Samurai will become fascinated by the way the light plays off their sword blade and will move it about randomly to try and get random effects. No reports of a Threshold transformation have been reported, and seeing as it's incredibly rare for a Samurai to appear in some way to begin with, it's unlikely there will be.
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SANCTUARY GOTH, the Ebon Soul Pokégirl
Type: Very Near Human
Element: Magic/Psychic
Frequency: Rare (Dark Continent), Extremely Rare (Elsewhere)
Diet: Human-style foods
Role: Would-be saviors, busybodies.
Libido: N/A
Strong Vs: Fighting, Poison
Weak Vs: Ghost, Bug, Dark
Attacks: Aura of Danger*, Aura of Menace*, Aura of Love*, Aura of Command*, Aura of Fear, Aura of Doom, Call Me Queen, Aura Barrier, Aura Sensation, Teleport, S.E.P.
Enhancements: Suppressed Pack Mentality, Gift of Sight**
Evolves: None
Evolves From: Almost Any (Ebony Stone)
Classified: Information beyond this point is on a need-to-know basis and must never reach the public. Unlawful disclosure of said information is punishable as a capital offense in all leagues.
For years, rumors have circulated the leagues about a breed of Pokégirls who do not require taming, and who live independent of humans. Although such rumors have continuously found their way into tabloids and bar room gossip, they have never been substantiated, and most dismiss them as idle fantasy. Unfortunately, they are wrong. The Sanctuary Goths, as they have dubbed themselves, are the culmination of the leagues' worst nightmares. Living in secret on the Dark Continent, these Pokégirls, if one can still call them such considering that they need neither taming nor master, are the greatest danger to world peace since the Revenge War.
Although the details are unknown, it is generally agreed that the creation of the first Sanctuary Goths (or S-Goths, as they shall henceforth be referred to) occurred in 196 AS. Purportedly, twelve Pokégirls of various breeds discovered a laboratory of Sukebe's. Therein, they were exposed to some manner of "enhancement" device that suppressed the subconscious need for a master to stave off the feral state, and thus the need for taming to stay sane. Their bodies were also physically transformed into Very Near Human types, similar in appearance to the "Goth" breed, but generally retaining hair and eye color from their previous forms.
Since that time, a pseudo-evolutionary stone, the "Ebony Stone," has been identified as being able to, unfortunately, catalyst the creation of more S-Goths from almost any other breed. Upon this "evolution," a Pokégirl loses any animalistic or otherwise inhuman traits, becoming almost identical to a human female in form. Her hair and eyes, however, remain their original colors, and change of breast size is proportionate: although rarely do S-Goths have larger than a D-cup, those who were more well-endowed before evolution will end up around D, whereas those with the D range or so may end up with a generous C and so on. This trend seems to reverse at the lower extremes, however, with A's rounding upward towards a moderate B. The skin of S-Goths also generally becomes pale, although some specimens have been observed to prefer a tan, and a series of tattoos that reflect the S-Goth's personality and background appear on her arms. Although generally black or another dark color, the color of these markings can vary greatly as well.
In addition to these innate traits, however, the vast majority of S-Goths share many other traits. Although these are considered cultural and would normally not be included herein, the circumstances of S-Goth existence dictate that such information be treated as pertinent. In addition to the natural tattoos that appear upon evolution into an S-Goth, many individuals have been known to add additional markings to their skin, often on the legs, but full-body tattooing isn't unknown. A penchant for dark, moody attire also appears to be a common characteristic, one which is often accompanied by similar hairstyles; this is (combined with their shadowy tactics) what has earned them the nickname of "Dark Angels." Many of these tastes are, however, somewhat affected by holdovers from the previous evolutionary form when applicable and so this is by no means the last word on the subject.
In mentality, on the other hand, there is actually very little innate change after evolution to an S-Goth. The only notable aspect in this regard is that which has already been mentioned; their bodies no longer require a tamer to remain tame, and so the ability to form alpha bonds is suppressed under most circumstances. However, the evolution itself does nothing to destroy the existing loyalty of a pokegirl to her master, and it is for this reason that few harem Pokégirls are evolved by Sanctuary. Rather, the evolutionary jump is generally induced in those who have been saved by Sanctuary and indoctrinated in the views and ideals that are ostensibly the base for Sanctuary society. As such, the mindset that will be detailed as "average" herein would likely not be found in an S-Goth evolved outside of that influence.
Regardless of why, however, the general S-Goth mindset is insanely liberal. Officially, the majority believes in "parity," or a theoretical state of equality between humans and Pokégirls. In actuality, however, this belief is somewhat euphemistic; Sanctuary's policies advocate a hideous role-reversal, in which S-Goths may chose a "good" tamer and make him her "pet." Under this system, the S-Goth is considered the dominant member of the relationship, and would be permitted by Sanctuary law to treat him almost in the manner which a human may treat a Pokégirl. The ostensible purpose of this policy is to allow a parthenogenic breed to reproduce, but this has long since been antiquated.
It should be noted, however, that most continue to express an almost fanatical belief in parity and equally due to their indoctrination, despite their blatant lack of its practice. As such, terms such as "tamer" and it's variants, or even "master" too a lesser degree are social taboos and most S-Goths find them almost impossible to say. The exceptions are, unfortunately, those who venture into the world at large, however. Due to the ambitions of Sanctuary, many of its daughters have done their best to quietly infiltrate league governments around the world, although they've been more successful in some places than others. They have also been known to pose as female tamers on occasion, but thankfully they do not possess the ability to tame Pokégirls out of feral or to form the same type of alpha bonds with them as a human would, although delta and recognition are still within the realm of possibility and the Aura of Command (see below) is often substituted for a bond. It is also important to note that denizens of Sanctuary will never refer to it as such outside of its confines; rather, it "should" be referred to as "You-know-where." This practice is also popular among its supporters, and even with some of its adversaries.
Perhaps the biggest reason for an S-Goth to pose as a tamer is that, interestingly, they are very unsuited to combat. None of the breed's default techniques are offensive, and their bodies aren't at all enhanced in the way that most breeds are. This means that they're surprisingly fragile, and usually can't take more punishment than a human. As such, they are generally not the best combatants on their own, although they do have a fairly decent potential to cast magic, being partially of that typing.
This has lead to, as stated, the adaptation of tamer roles in the outside world, as well as the creation of several "Guardian" breeds for Sanctuary itself, both of which are very unfortunate. However, when an S-Goth does involve herself in a battle, the signature "aura" attacks in her possession are excellent for a supporting role. One known technique is to combine "Aura of Menace" and "Call Me Queen" with the effects of "Aura of Command" to totally dominate an opponent and take control of her for the duration of the battle. Aura of Danger, Aura of Fear, and Aura of Menace are also useful in preventing direct attacks against the S-Goth herself from non-dark types. It has also been noted by some that, when an S-Goth utilizes her "aura" techniques (aside from Aura of Love), she seems to gain dark "wings" of psychic energy.
Finally, when it comes to taming (or whatever euphemistic term you might prefer), the only real distinction the S-Goth possess is a Sex Attack known as "Aura of Love." This technique allows them to reinforce feelings of lust and attraction that those around her feel towards her, as well as making her own actions appear more enticing than they actually are. Other than this, their preferences generally carry over from their previous forms, and thus are very hard to get an average for, although most of those indoctrinated in Sanctuary's ways prefer to be the dominant partner.
Addendum - Further Classified: Information beyond this point is on a need-to-know basis and must never reach any government known to sympathize with Sanctuary.
A breakthrough! Data has recently been obtained to illustrate that Sanctuary Goths are not quite as impervious to the group mentality that allows for alpha bonds to be formed as was originally believed. It appears that, under the proper conditions, it is in fact possible to properly bond an S-Goth as with any other Pokégirl. However, the proper conditions are very difficult to synthesize, and extreme caution should be exercised. The primary requirement for the formation of an alpha bond, however, is submissiveness on the part of the Sanctuary Goth to be bonded. This does not simply mean that she must accept a submissive role in taming, but that she must accept a human's dominance in a more general sense, such as another Pokégirl might.
Although it is possible to generate this state via mundane means, that is only barely so. Not only does one face the challenge of preventing her from escaping, something that is very possible with teleport, but one must avoid repercussions from Sanctuary, as it does not appreciate attempts to abduct it's daughters, never mind to corrupt them. Thus, although this method was used in the original discovery of S-Goth bonding, a more expedient method was sought to make it of practical use.
Naturally, a Level 5 conditioning cycle is capable of inducing such a state, but doing so removes most of the value from the acquisition. As such, further research has yielded that is possible for a high-level psychic type to invade the mind of an S-Goth and temporarily remove the suppression on her pack mentality. However, as S-Goths themselves are quite apt at escaping and often have substantial mental defenses (being psychic types), it is rare that a psychic alone will be enough. As such, a powerful magic type is generally also required to prevent teleportation and to facilitate the connection between the psychic-type and the S-Goth. Once the suppression is released, a window of opportunity within which she may be alpha bonded by a thorough taming will open.
As a further addendum, it should be noted that there is increasing evidence to suggest that the true breed name is something other than "Sanctuary Goth." Unfortunately, however, aside from the suggestion of the name "Grimgoth," which is likely a slur from those "in the know" who dislike the S-Goths, no hints as to what it might be have arisen. However, it is possible that the sorcerers of Vale, the individual in Capital known as "the Undertaker," or the select few who have alpha-bonded an S-Goth may know.... If so, however, they are being exceptionally tight-lipped.
* Aura Techniques (Psychic):
Aura of Danger (EFT) - Projects a aura that generates a sensation comparable to a "gut feeling" of danger to those within a certain radius of the user.
Aura of Menace: (EFT) - Projects an aura around the user that makes them appear more menacing or fearsome.
Aura of Love (S.ATK +EFT) - Projects an aura that strongly reinforces feelings of lust and affection towards the user in those around her, as well as making her actions appear more provocative and enticing than they are.
Aura of Command (EFT) - Projects an aura that reinforces the desire to obey the user in those around her.
** The Gift of Sight: A spell-like ability that allows a Sanctuary Goth, whilst in a state of deep meditation, to observe things that pertain to her, but are out of her physical sight. However, these visions are often cryptic and sparing, giving only glimpses or symbolic representations.
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SCARELEADER, the Scary Cheerleader Pokégirl
Type: Very Near Human
Element: Dark
Frequency: Rare
Diet: Normal human diet
Role: Scare tacticians, Enemy Demoralization, Surprise combatants
Libido: Average
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Enhancements: Enhanced Agility (x4), Enhanced Speed (x3), Enhanced Flexibility, Night vision, Claws, Aura of Fear, Enhanced Durability (x2), Enhanced Strength (x3
Weaknesses: Social Aggressors, Drama Queens, Fear/despair fetish
Attacks: Snarl, Smirk, Air Recovery, Cry Wolf, False Praise, Scratch, Anti-Cheer, Dodge, Taunt, Bitch Slap, Sucker Punch, Dance Techniques, Cocoon of Darkness, Dark Shield, Dark Redemption, Pompom Bomb*
Evolves: None
Evolves From: Fearleader (Normal)
With backbiting remarks, witty cut downs, and sarcasm to spare; Fearleaders are usually not very popular with most Pokégirl owners, and upon evolving her attitude changes little, though her looks improve. With the exception of the Buffy subtype, many Tamers prefer to keep this breed from evolving, as they become harder to handle, with strength and abilities on par with most evolved Pokégirls to back up their nasty attitude. There was even a rumor once that Scareleaders evolved into Dark Ladies, though this has been proven false (much to the relief of many Researchers and Tamers).
Scareleaders gain the usual set of upgrades that come with an evolution, their bust size increases usually to a lush C cup. The once slender frame of a Fearleader now becomes athletic, keeping the leggy build but adding several interesting curves to it. Instead of black, their lips and sharp nails change color to match the varying highlights that the Pokégirl had in her pre-evolved form, as her hair now keeps a single shade. Her hair changes to a primarily dark color, but lighter shades are known. The breed as a whole still favors cheerleader outfits as well, but have been known to branch out into other looks.
Harem dynamics of normally tempered Scareleaders are often likened to keeping a nicer version of a Hyperdoll. These socially genius Pokégirls can often analyze a stranger through just body stance and a few verbal exchanges alone. And once a Scareleader has a good idea of what personality a person has, they can easily choose weather to set them off or embarrass them. Indeed, many Scareleaders would be considered narcissistic in the very least, with the more extreme cases being considered true psychopaths. With their social savvy, this makes them dangerous indeed. This ability isn't just used on strangers, as Scareleaders will often keep running mental logs of their own harem, and use all the dirt she has on her harem sisters to get her way. If not the Alpha, Scareleaders often plot to be the Alpha, scheming and using her Harem sisters like pawns to dethrone her current commander. Many Alphas can waylay this fate by giving the Scareleader a position within the Harem, be it training or cooking, as this focuses the Scareleader on a job and turns her attention away from taking over. When asked to train her Harem sisters, a Scareleader truly shines as she is just as useful as her previous evolution in 'inspiring' her Harem sisters to train long and hard and hone their battle skills to deadly effectiveness.
It is truly surprising when confronted with a 'Buffy' subtype Scareleader, named after a Fearleader who then evolved into a Scareleader who routed one of the first feral Vampire nests found in the Sunshine League. This subtype is nearly the polar opposite of a normally tempered Scareleader, socially intelligent while still caring for the welfare of others. These 'Buffies' are normally content with whatever position they have within a Harem, but do make effective Alphas or Betas, as they know how to give compliments and constructive criticism instead of just insults. Like their pre-evolutionary form, they also tend to be stronger than the average Scareleader due to their tendency to work out and train more. The only drawback to this subtype of the breed is their intense hatred of vampiric Pokégirls, followed by a strong dislike of infernals and ghost-types. It is rare for a 'Buffy' type to be in a Harem with a vampiric Pokégirl willingly, and even more unlikely for her to befriend one.
In battle both the normal and the subtype Scareleaders are intense in battle, keeping their concentration and usually acting as if they aren't even trying. Insults and jibes against opponents are common for both as well. Normal tempered Scareleaders do have a preference for staying out of melee and using their dancing techniques for long ranged attacks. 'Buffies' usually prefer close range combat, and tend to learn short range attacks if allowed. Unique to the breed is their Pom-pom Bomb attack, which the breed as a whole develops after evolution. Most normal tempered Scareleaders utilize a psychic and fire combo, while 'Buffies' tend to have an Electric and Ice combo. When in paired battles or grand melee, normal tempered Scareleaders act as a general on the field, commanding her partner or harem sisters while staying out of much of the fighting. 'Buffies' tend to wade into the middle of the fight, attacking foes as well as attempting to protect their Harem sisters and Tamer.
Feral Scareleaders keep the Bimbo level drop in intelligence of their previous evolution, but usually tend to be found out quickly due to their enhanced strength. Ferals also tend to use cheers at the strangest times, getting excited and giving impromptu cheers over random happenings like kattleburger commercials. Thresholding directly into a Scareleader is rare, but is marked by a changed in fingernail color and strength. Thresholders find it easier to hide their change in appearance, but the increased strength takes some getting used to and the accidental breaking of objects is a dead giveaway. Regardless of temperament, however, most Scareleaders are much more accepting of their situation and can be conformed to life in a Harem or other Pokégirl field quite easily.
· Pom-Pom Bomb -- (Atk 50 for each bomb) This attack is unique to the Scareleader. Upon evolution, a Scareleader develops an extra 'affinity' for two other elements, and can manifest these elements in the form of a colored pom-pom in each hand. This affinity only extends to this attack, as no Scareleader has shown the ability to learn other attacks of their chosen affinities through TMs or T2s. This attack is the Scareleaders 'Trump Card' as she can throw one or both elemental pom-poms at once, and these elements are sometimes ones that oppose her weaknesses. Once thrown, these pom-poms cannot be reformed for close to an hour.
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SEAMSTRESS, The Cosplay Pokégirl
Type: Very Near Human
Element: Normal/Magic
Frequency: Uncommon
Diet: Human Style, leans towards vegetarian.
Role: Tailor, Showgirl, Mimic
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Quick-change, Imitate, Strike a Pose!
Enhancements: Enhanced Dexterity (x3), Enhanced Endurance (x3), Magic Closet
Evolves: None
Evolves From: None
Created somewhere around the time of 50AS, the Seamstress is a Pokégirl that rapidly gained popularity worldwide outside of harems for reasons vastly different than most Pokégirls. Seamstresses are master tailors, clothiers, and designers. They are to cloth what an Ar-Tits is to the brush, creative masters. They can quickly create new clothing of many types r11; so long as they have access to the materials r11; and create it so that it is both more durable and of higher quality than any others. They still need funds, for raw materials and the like, if they are to let their creative skills fly, but if you can imagine it, a Seamstress can probably make it.
A Seamstress’s height varies from around 5-6 feet, with a bust averaging a C-cup. They typically have short hair, which lets them use wigs without great difficulty.
In combat, Seamstresses are completely out of their element. Should danger befall one of them, they will usually try to get out of sight to use it's Imitate skill and mimic a different Pokégirl, at best making the aggressor ignore her or intimidating them away. Should that fail, they try to use Strike a Pose! to delay her attacker while she finds help.
In addition to normal clothes, Seamstresses can make other things, such as wigs and shoes.
As would be expected from such creative 'girls, they love flaunting their work, wearing different outfits of their own creation every day. Multiple Seamstresses typically hold competitions to see who's work is superior, though rarely do such things end in trouble r11; though anyone that owns a Seamstress in such a competition should probably vote for her...just to be safe.
Seamstresses love putting on shows for their masters, modeling in sexy outfits and lingerie of their own devising, ending the show with a strip tease or when either of the two are just too worked up to care.
The Seamstress is a fully domesticated breed, though on the rare occasions that one does become feral, the state is rather light, making them both rather irritable and giving them absolutely *terrible* taste in clothes.
Quick-change (EFT): Nobody knows how they do it, but Seamstresses are able to change into different outfits and costumes in the blink of an eye, dramatically changing their appearance even when they don't seem to have the outfits on them. This includes wigs, contacts, shoes, makeup, and even underwear! It's suspected that Seamstresses have access to a pocket dimension similar to Hammerspace, which they use to store their clothes collection, which, for even the average Seamstress, can be quite tremendous.
Imitate (EFT): A Seamstress using this skill can attempt to make onlookers think she is a different Pokégirl. The Seamstress attempts to mimic the imitated Pokégirl’s style and mannerisms, tricking others into thinking she is something else. Because of the nature of this skill, it only works if the Pokégirl she's mimicking is one with a fairly recognizable clothing style, or one with features that are relatively minor and easy to duplicate via disguise. (Some common possibilities are, but not *necessarily* limited to, Divas, Buttaneers, Witches (and their evolutions), Vampires, various Elves, Dark Ladies, Ronin, Samurai, Megamis, Damsels, Bimbos, Goths, and Fearleaders)
Strike a Pose! (EFT): A Seamstress using this technique poses dramatically in any outfit dramatically appropriate to the situation, drawing attention to her and interrupting attacks that require concentration.
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SEDUCA, The Femme Fatale Pokégirl
Type: Very Near Human /Animorph (reptile) Metamorph
Element: Poison
Frequency: Very Rare
Diet: Human foods
Role: Toxicology Specialist
Libido: Very High
Strong Vs: Bug, Fighting, Plant, Poison, Male populace
Weak Vs: Ground, Psychic, Steel
Attacks: Bite, Wrap, Wrestle, Venom Bite, Venom Spit, Gummi Tongue, Glare, Hypnotize, Leer, Ensnaring Kiss, Enslaving Kiss, Warm Embrace, Poison Cloud*
Enhancements: Complete control of poisonous body, Enhanced strength (x5) High Flexibility, Poison Synthesis, Warm Blooded
Evolves: None
Evolves From: Arbust (delta bond + orgasm)
A Seduca is the next evolutionary step for the Arbust, though most people had no idea that one existed. For an Arbust, it is very hard to find a tamer that can handle her poisonous body to any degree, and even harder for her to form any emotional bond with that tamer. Should an Arbust find a tamer that can tolerate her poison and form a delta bond with her, the next time they have sex she will evolve into a Seduca.
People wonder why it required a delta bond with an Arbust for her to evolve, but an interview with a Seduca shined some light on the subject. An Arbust is always afraid on some base level that her body will cause her to tamer to leave her or, God forbid, kill them. Even if a tamer is 100% completely immune to her poison, she always has it in her head that suddenly she will be coated in Hyper Venom or something worse and they will die. Mentally, she tries to gain control of her nature, hoping that through sheer force of will she will be able to control her poisonous body and live happily ever after with her tamer, but this is also the problem. She can never truly accept her body or her tamers safety, even if it is on a subconscious level, until a delta bond if formed. At that point, she is psychically bound to her tamer, and knows that at this point, they love her with all their heart and her body is nothing to be afraid of. Some say that once you stop looking for something, you find it, and this is similar case. She is no longer fighting her nature and her complete acceptance causes her to evolve, in turn giving her what she has always wanted, complete control over her own body.
An Arbust’s evolution into a Seduca brings about many changes. Her libido sky rockets and she revels in the love of her tamer, wanting to do anything and everything to them. There is nothing that she won’t do for her tamer, and with her flexibility means there is very little she can’t do in bed. Her anatomy is also one of great confusion and interest to scientists. She now has a complete skeletal structure, which greatly enhances her strength in comparison to her other forms. One would think that this would detract from their flexibility, but the oddity is that it doesn’t. Their bones have the unusually ability to be as hard as bone, or as loose and flexible as rubber. She cannot stretch, but she can bend and twist in ways that would make a Herokapoeraa jealous.
She retains her ability to switch from a human form to a snake form. Her snake form is very similar to that of an Arbust, but she no longer has the hood, just very silky hair of varying colors. Her human form is something to behold. Her skin seems to have an almost ethereal glow to it, and it is as soft as silk. She no longer has visible scales anywhere on her body, only by looking very closely at her body with a magnifying glass will reveal that her skin actually is scales. Her breasts can range from a low C all the way to DD, and her hips will always perfectly match her figure, giving her the much desired ‘hourglass’ figure. Her eyes are almost always human like, though on occasion they may be slitted. Their height ranges from 6’0 to 6’8 and their length in snake form remains the same as her previous form. She can easily pass for a human in normal society.
Her most startling ability is one that she has always wanted, control over her poisonous nature. She is literally a poison factory, able to manufacture any poison to date, besides Hyper Venom. She has numerous small poison glands across her body, situated very near her sweat glands. She is able to create and store three separate poisons at once, and has the frightening ability to actually mix them on her skin or through her fangs and claws. They may change what they house, but it takes about 20 minutes per poison. One documented case was where a Seduca mixed Lust, Berserk, and normal poison at once. She bit her opponent and in a matter of minutes they had a heart attack. After reporting this to authorities, there have been strict regulations made on how a Seduca may mix her poison and to report any new concoctions to league officials for documentation to see whether or not they are allowed to use such a thing. They fear that one day a Seduca may actually mix up Hyper Venom or something worse.
How the Seduca controls her poisonous body is actually very ingenious. Like her previous form, the poison is excreted through glands that mix with her sweat, enabling her to coat her body in poison without using very much poison, similar in way to that of poison-dart frogs of pre-Sukebe era. But now she can control how much poison per point of sweat is put out, enabling her to control the potency of the poison, or completely turn off the poison and sweat glands. She has such control over her poison and sweat glands that she could make a single bead of sweat containing enough poison to kill a human in a matter of minutes, or soak her body in a lust poison that couldn’t get a Vixxen off.
Scientists often wondered how she can go from soaking wet to dry in a matter of moments, but a startling discovery was made. Unlike other snake type Pokégirls, a Seduca is actually warm-blooded. No one knows why or how they are, but some people romanticize it by saying that their tamers love for them warms even their cold blood, but they are mostly ignored. Reason or not, a Seduca can actually warm parts of her body to a very high degree, not as high as a fire type Pokégirl, but enough to dry the poison on her body very quickly. Tamers love this fact because it makes taming them all the better. Oddly enough, Seducas now seem to love cold showers and baths, as if they are making up for lost time. Due to their warm-blooded nature, they are no longer vulnerable to ice attacks.
A Seduca is considered the Femme Fatale Pokégirl at how easily she is able to eliminate a target with such little effort. To the naked eye, she looks just like a normal human, and her body captivates men around her. It is her control of her poisonous nature and her sinful beauty that allows her to kill with such ease, especially men. Flirting around with their intended target, making lewd suggestions at what they could do later, it is damn near impossible to tell when she has actually poisoned them. A kiss on the lips, a tender stroke of the cheek, or sensually drinking from the victim’s cup will send vicious poison coursing its way through the target’s blood stream. They could as easily snap their victim’s neck when they were finally alone, but prefer the more subtle approach.
In combat her tactics are wide and varied, though they all revolve around getting some form of poison into her opponents body. She might stay in human form and try to entrance her opponent with varying gaze and kiss attacks, letting her poisoned body work its magic on her opponent or bring them to orgasm. Seducas actually do quite well in Sex Battles, a combination of Lust Poison, Warm Embrace and Gummi Tongue usually leave her opponent a twitching mess. She can also take on her half snake form and use more grappling and bite attacks while wearying down her opponent with a wide variety of poisons. Like her previous form she has the ability to spit her poison out of her mouth at high speeds. She has a very hard time fighting anyone that is immune to her poison, having to resort to either seducing them, trying to crush them in her strong coils, or using her incredible strength. Should all else fail, she will resort to using her Poison Cloud ability, but hates doing this because it leaves her very vulnerable.
Tamers absolutely love Seducas in bed, and no more soaked bed sheets is a bonus. Not only do they have no inhibitions for taming, their new warm bodies are a welcome change from before. Seducas prefer to tame in their human form but occasionally like to change into their snake form to reminisce about back when they were a Naga. They will use Lust Poison liberally to make her tamer go far longer than they normally would, and get her harem sisters in on the fun. This has led some tamers to joke that she is perpetually ‘wet’ and she is not above poisoning them should they make such a joke. After a taming it is almost always the same with a Seduca. The Seduca will change into her snake form and coil around her tamer as it is their form of cuddling.
There have been no cases of feral Seducas or thresholding into one. A Seduca requires such a bond with her tamer that they would never let her go feral, and should they have children, they will either be human or Naga
*Poison Cloud (EFT): A deadly attack unique to a Seduca. She coats her body in as much poison as she can, then rapidly raises her body temperature, evaporating it. This send a cloud of very hot poisonous vapor all around her containing all three types of poison currently housed in her. She is naturally immune to it. She may do this only once every hour, and afterwards cannot use any poison attacks until that time.
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SEXEBI, the Legendary Mistress Of Time Pokégirl
Type: Very Near Human
Element: Plant/Magic
Frequency: Extremely Rare (Unique)
Diet: Vegetarian, mainly fruits and nuts
Role: Mistress of Time, Emergency evacuation
Libido: Average (assumed)
Strong Vs: Electric, Ground, Plant, Rock, Water, Poison
Weak Vs: Bug, Fire, Flying, Ice
Attacks: Smile, Reflect, Absorb, Agility, Aura Of Cute, Reduce, Enlarge, Teleport, Dissolve, Illusion, Power Bolt, Vine Whip, Leech Seed, Wood Tower, Command Plants, Leaf Shield, Catnip Kiss, Antitoxin, Sleep Powder, Lust Dust, Bloom, Buttsprout, Solar Beam
Enhancements: Enhanced Speed (x10), Immunity to all poisons, Wings, Ultra light body, Legendary Qualities, Legendary Salient Qualities
Limitations: Exceedingly shy, Body is extremely fragile against physical attacks, easily frightened
Evolves: None
Evolves From: None
A smaller Legendary that her sisters, Sexebi was of the original thirteen Legendaries to make an appearance during the Revenge War. Short, around 4'4", with light green skin, wide, blue eyes with black rings around them, short green hair that curls up in a crest, two small antennae on her brow and fairy-like wings, she also wore no clothing on her slender, petite body.
Initially, Sexebi's role was as a rescue worker for Sukebe's forces. She would stop time, freezing only her human attackers and allow badly injured Pokégirls to escape the battlefield. Sukebe tried to get her into a more active fighting role, but she constantly refused, drawing the ire of her more violent sisters, especially Atmuff, the only thing saving her from the warrior Pokégirl's wrath being her Aura Of Absolute Cuteness, which enhanced her already cute appearance to the point where even Atmuff couldn't bring herself to hurt her.
Consequently, Atmuff decided to spend more time away from her sister after that.
As the Revenge War wore down, Sexebi was seen less and less, usually seen chatting with one of the Legendary Birds or healing someone who had been attacked by a Feral Poison-type Pokégirl, the most notable time being in the year 200 AS, when she used her Antitoxin to heal completely someone who had been infected almost to the point of death by a Widow's bite, healing even the acidic damage caused by the attack.
Sexebi hated all the fighting, especially the in-fighting between various Legendaries, and tried to no avail to get them to get along. Her last officially noted appearance was shortly after the fight that slew Atmuff was in the Capital Continent, where she was seen talking to both Moan and Whore-Oh.
Since then, reports of her activities have been scarce, mostly rumors and innuendo. The primary rumor is that Sexebi has started to explore time, traveling in and out of the future and past, learning what she can. She is said to have made her primary residence deep with a forest glen, surrounded by beautiful plants and blossoms of all kind, set deep within a ring of trees and guarded by many Plant-type Pokégirls. She sometimes is found by a kind-hearted Tamer and is Tamed by him or her. Those who have Tamed her are the ones who tell tales of her, speaking of the grand and glorious adventures through time that they and their harem were taken on. Although when pressed to reveal where Sexebi is located, they quickly 'forget' what they were talking about and change the subject. If pressed further, a fight usually ensures that is quickly broken up by local law enforcement.
Sexebi is the epitome of sweetness and innocence, and loathes violence of any kind, being one of the primary supporters of Whore-Oh's dream. The few times she's been found by a Tamer wanting to capture her she's panicked, either throwing out clouds of Sleep Powder, Bloom, Lust Dust, and Buttsprout, or launching leech seeds, or creating an illusions, or manipulating plant life into thick barriers to help delay her pursuers before teleporting away, in a few instances suffering a severe injury from a lucky attack that got through to strike her small, fragile, and ill-suited for combat body. But she is capable of violence, and, like all Legendaries, is extremely powerful.
Once, in the year 250 AS, a Team Rocket member known only as Iron Mask caught Sexebi in an experimental Pokéball that he called a Nightmare Ball, which had the ability to bring out the most violent aspects of a Pokégirl's personality. When he unleashed Sexebi, it cost him his life as she immediately killed him by making a tree grow THROUGH his body, shredding him completely. She went on a brief rampage, demonstrating that she knew Solar Beam, Vine Whip, and Power Bolt, attacks which she had NEVER displayed before, even in the rare times she was forced to fight before then, as well as using her time powers in horrifying ways, making people seemingly age into ancients or revert back to childhood. Several Tamers and Pokégirls died before Whore-Oh and Moan, putting aside their negative feelings for each other, fought her down and helped her to come back to herself. Since then sightings of her have become extremely rare, as she seemed ashamed of what she did after Moan's powers helped suppress and disperse the artificially induced rage in her, although Tamers seeking an adventure still seek her location, the latest rumors of her hidden grove's location being in the Johto area, although only kind-hearted and highly empathic Tamers have any real chance of finding her...
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Sexebi's shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below). They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe’s Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed. However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type’s normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Sexebi has No Weakness (Level 60). If she were to face anything that was considered Strong vs. Plant/Magic, at or below level 60, she wouldn’t be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary’s No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don’t have. Here is Sexebi's lexicon of special attributes:
Time Control: Sexebi had absolute and total control over time itself. She could travel into the past or future, stop time for herself and others, and even move people's bodies forward or backwards through time in a fashion that altered their ages. This last ability she's horrified of and never ever uses it, save for the time she was under the influence of the Nightmare Ball.
Antitoxin Ultimate: Sexebi's body was immune to all poisons. And because she is a plant-type Pokégirl, she is able to synthesize this immunity into a powder that is capable of healing ANY kind of poison, including the infamous Hyper Venom used by Widows.
Mistress Of Plants: Sexebi, in addition to control over time, was engineered by Sukebe to have control over plant life as well. She mainly uses this ability to create gardens of such beauty that the more artistically minded are brought to tears by her masterpieces.
Aura Of Absolute Cuteness: Anyone who's even seen a PICTURE of Sexebi could tell you that she's a cutey. But this ability allowed her to seem even more adorable, gently nudging the sensibilities of whomever she uses this minor psychic power on to view her as completely, utterly, ultra-sugary cute. An excellent defense tactic against types capable of doing her great physical harm...
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SHE-CAPTAIN, the Commander Pokégirl Type: Very Near Human
Element: Water/Magic
Frequency: Rare
Diet: Human-style diet
Role: Sea Admiral, Troop Commander, Strategy & Tactics, Heavy Assault
Libido: Average to High
Strong Vs: Bug, Dark, Fire, Normal, Rock, Steel, Water
Weak Vs: Electric, Flying, Plant, Psychic
Attacks: *Manifest Weapon (singular), *Manifest Weapon (double), Water Gun, Gust, Squall, Wind, Mirror Image, Tempest, Hydro Pump, Water Tower, Vortex, Water Floor, Typhoon, Whirlpool, Geyser, Bubbler, Tidal Slide, Teleport, Super Cyclone, Insulate, Hurricane
Enhancement: Enhanced Strength (x2), Enhanced Speed (x2), Enhanced Agility (x2), Enhanced Dexterity (x2), Enhanced Endurance (x2), Increased Intelligence, Weapons Affinity, Elemental Affinity (Water/Wind), Amphibious, Can instinctively pilot any and all aquatic vehicles, can teleport from ship to ship, Specialized olfactory senses
Evolves: None
Evolves From: Buttaneer (normal, high level), Piratit (normal, high level)
Buttaneers and Piratits are fine Pokégirls. They make a superb navy for either actual pirates or League naval forces, or even for a singular Tamer near the sea. Some even use Buttaneers and Piratits to crew luxury liners, the sea warrior Pokégirls serving as excellent crew members and protection against actual pirates on the open sea. It’s when they become She-Captains that their value goes through the roof.
She-Captains take the natural ferocity of the more animalistic Buttaneers and the grace and natural skill of the Piratits, combining them into a total package that makes for one of the most formidable Pokégirl breeds in the world. If they evolved from a Buttaneer, they lose almost all of their animalistic appearance and become completely human, although they still retain the human equivalent of whatever unique features they had. The only animalistic part of them that remains is some scales on their neck which has their gills on it, allowing them to retain their amphibious nature. Aside from gaining a foot in height and a cup size in bust, there is little to distinguish them from your average Very Near Human-type Pokégirl in terms of appearance, their hair usually hiding their scales if left long.
She-Captains, in terms of personality, become much more calm and collected than their two previous forms. They gain an increase in intelligence and the ability to better calculate strategies and tactics in battle. They make excellent Alphas for harems on either land or sea, although they are most effective when on the open ocean. Like their two previous forms, they can be used readily on land, although they will be somewhat melancholy and depressed unless they are on the open ocean.
She-Captains have a lot of powerful abilities. They retain/gain the ability of Piratits to manifest any one of three weapons their choose to master (but ONLY those three) in either singular or double form. However, like the Piratit, they have to write a mystic rune on the weapon they want to be able to summon and/or replicate. They also retain/gain the ability to control wind and water magic that Buttaneers have, only on a much more powerful scale. She-Captains also gain the ability to teleport from one seagoing vessel to another by melting into the hull of one ship and emerging through the hull of the other. What makes them especially valuable to both Naval and Pirate forces is their ability to pilot any sea-going vessel, be it an old pirate galleon, a luxury cruise liner, a high-tech submarine, or even a tiny dinghy. (As an amusing side note, ‘a tiny dinghy’ is also favorite insult most She-Captains like to use on most Tamers they do not like. They think it’s funnier when the Tamer DOESN’T get the joke.) So skilled are She-Captains at piloting sea vessels that the only real way to sink one when a She-Captain is at the helm is to attack it.
She-Captains are best suited to the Alpha position. Their strong, domineering personality makes it extraordinarily difficult for them to accept leadership from anyone else other than their Tamer, whom they refer to/think of, as their ‘Admiral.’ She-Captains in the Navy tend to be better able to keep their crews in line than Pirate She-Captains, although both work well together, just in different ways. They are very protective of their Harem-sisters and/or crewmates, and are usually found in the thick of battle with them, barking orders around. She-Captains near or in a Feral state are usually twice as aggressive and rarely give orders that make sense. Their preferences in Taming do not change from their previous form, although they tend to start preferring clothing ‘more suited to their rank.’ An odd personality quirk common to most of the breed is that they all want a big hat of some kind and are somewhat edgy about letting people touch their hat.
As a side note, the warning about putting Pirate Pokégirls and Ninja Pokégirls in the same harem applies even more in this case. While Piratits and Buttaneers hate most ninja breeds (a feeling which is returned), She-Captains refuse to tolerate their presence at all unless their Tamer can give them six DAMN good reasons why. (They ask for six because it’s less likely they’ll get the reasons and get to attack.) This rivalry between the pirate breeds and ninja breeds is so intense that only Taverngirls are allowed into certain areas of the Ruby League and Edo League, due to high ninja breed concentrations. Taverngirls are the only evolution of pirate Pokégirls that can tolerate the presence of ninja Pokégirls, due to their generally mellow nature. (Covered further in the Taverngirl entry.) No cases of Threshold into a She-Captain have been reported.
Manifest Weapon (Singular) – (EFT): She-Captains, through use of a magical rune they place on any three weapons they choose, can summon that weapon to their hands from anywhere in the world.
Manifest Weapon (Double) – (EFT): She-Captains, through use of a magical rune they place on any three weapons they choose, can summon that weapon to their hands from anywhere in the world and replicate it, allowing for double-weilding.
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SHIELDMAIDEN, the Defensive Pokégirl
Type: Very Near Human
Element: Psychic
Frequency: Uncommon to Very Rare (All Leagues)
Diet: human style food, with the exception of red meat
Role: bodyguards
Libido: Average
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Attacks: Reflect, Harden, Foresight, Telekinesis, Armor, Shield, Tackle, Bellyflop
Enhancements: Psychic abilities, armored skin
Evolves: Barriermaiden (Cunnydew nectar)
Evolves From: Ingenue (Psi Crystal)
Shieldmaidens looks like ordinary girls with an exception. They have a strange tattoo that appears on their forehead. It's exact design can vary from concentric ovals to four triangular shapes in a diamond pattern (each triangle pointing in one of four directions, up, down, left or right). Shieldmaidens differ on whether or not to cover it up, but those who do cover this tattoo generally do so with a bandanna.
The first strange thing most people notice about a Shieldmaiden (tattoo aside) is what is known as the "Sparkly" effect. When a Shieldmaiden finds herself attracted to another person, they subconsciously create a minor barrier that traps and condenses moisture in the surrounding air, creating a small rainbows and sparkles of light. Unless she is in a low humidity area (such as a desert region), this is quite noticeable.
A Shieldmaiden is a very useful Pokégirl to have around when it comes to preventing accidents, as her ability to produce force fields can prevent some rather serious damage. Unfortunately, they don't have many attacks at all, even at higher levels, so they can be frustrating to use in combat, even if they are inherently better than the Damsel when it comes to fighting. In fact, they're so bad at attacking physically that if they attempt to use Tackle (one of their only attacks until much later), there's a 15-30% chance that they'll end up using Bellyflop by accident.
Many Shieldmaidens, startlingly enough, like travel and exploration. Some researchers see this as a counter-intuitive nature, believing that Shieldmaidens, as a defensive Pokégirl, would want to stay in one place. However, their assumptions do not change the fact that many Shieldmaidens still like traveling.
One common trait that does make sense, most researchers state, is that the Shieldmaiden is often quite possessive of her lovers. While this is not as strict as a Neo-Iczel, she will become quite furious if her chosen lover happens to be a Pokégirl her tamer just traded away. In most cases, the tamer will relent and get their lover back, but those that don't will usually find that the Shieldmaiden may go "missing"... permanently.
Some Shieldmaidens take to carrying actual metal shields to amplify their Shield technique. The size may vary depending on her confidence or need. Most who carry shields will carry medium-sized kite or oval shields, some will carry tower shields, and very few will carry a buckler. Where they get these shields can vary. Those with poor tamers may salvage metal and use their telekinesis to forge a crude shield, while those with richer tamers will have them made.
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SHIVA, the Legendary Ice Goddess Pokégirl
Type: Very Near Human
Element: Ice/Magic
Frequency: Extremely Rare (Unique)
Diet: unknown
Role: bringer of winter
Libido: Low
Strong Vs: Dragon, Flying, Ground, Plant, Ice, Magic
Weak Vs: None (Fighting, Fire, Rock, Steel)
Attacks: Ice Beam, Boulder Ice, Glacier, Boulder Snowball, Mist, Snow Storm, Snow Blind, Snowball, Ice Wall, Ice Blade, Cold Snap, Heat Drain, Diamond Dust, Heavenly Strike, Chilled Arousal, Wave of Ice, Iceblade Kick, Little Cloud Mk II, Little Cloud Mk III, Icicles, Arctic Attack, Avalanche
Enhancements: Legendary Qualities, Legendary Salient Qualities
Evolves: N/A
Evolves From: N/A
Shortly before Sukebe’s death in the War of Revenge Shiva appeared, apparently one of Sukebe’s more successful attempts to make a new Legendary to hopefully turn the tide of the war. Not much is known about the Ice Goddess as few survived her attacks. What is known comes from clues discovered at ruined labs of Sukebe. Shiva had once been a human woman who had been betrayed by those she cared for and devoted herself to her studies. When Sukebe was attacked by the press she was one of the few who tried to fight back and clear his name for all the good he had done. Nowadays, this has sparked many rumors about Sukebe’s relationship with that woman (whose name has woefully been lost to time), with some saying she was a close friend, a lover, or in some cases, even a relative. She then disappeared for a time only to return during the early days of the war leading people into traps set by Pokégirls. Until one day she was injured by some soldiers and she was taken to Sukebe. It is unknown just what happened but when she reappeared she was Shiva the Ice Goddess and she began her attacks on mankind on the behalf of her new master.
While there have been many tales since of humans who became Pokégirls, Shiva is the only case of a human being transformed into a Legendary. There are few Researchers today who wouldn’t give all they hold dear to know how Sukebe accomplished this. However, no notes found in any of Sukebe’s old bases even hint at the process used to turn the former human woman into Shiva, and even repeated forays into Jusenkyo Spell Dump have yielded nothing but tragedy. The few records of that time state she was mainly known for the arctic winds that blew around her at all times, and that she appeared as an ordinary human woman, save for having ice-blue hair, and that she almost always dressed in very “cold” colors, such as light blues and teal greens.
During the last days of the war some Tamers tried to destroy her in what was to become northern Tyroon but she unleashed her Ultima Heavenly Strike on them and the very earth itself, dropping mountains of ice from the sky. It's believed after this that she sought a place to rest and is now where she has been since the War: sleeping in an ice cave in the Ice Fields of Tyroon under the Ice Blade gym.
LEGENDARY QUALITIES: All Legendary Pokégirls have these special attributes, making them above and beyond other Pokégirls:
Truly Unique: All Legendary Pokégirls cannot be copied. Attempts to clone them always fail, and morphing other beings into copies of them always produces sub-standard versions. Titto, for example, can take Shiva's shape and even copy her powers to some degree, but not any of her Legendary Qualities or Legendary Salient Qualities (see below) nor her learned skills. They can have their base stock altered to be used in the formation of a new Pokégirl type though.
Deathlessness: Despite having been around since Sukebe's Revenge, all the Legendary Pokégirls are still around and going strong. This superior version of longevity makes them immune to death from natural causes. They will never die unless they are killed.  However, poison, disease, or any unnatural cause still has a normal chance to kill them, barring their special immunities and strengths.
No Weakness (Level X): All of the Legendary Pokégirls can ignore their type's normal weaknesses, to a point. When facing a Pokégirl at or below a certain level, if that Pokégirl is a type the Legendary would normally be weak against, she instead treats it as though it were of a type she had no specific advantage or disadvantage against. For example, Shiva has No Weakness (Level 70). If she were to face a Fighting or a Rock-type Pokégirl or anything else that was considered Strong Vs Ice/Magic, at or below level 70, she wouldn't be considered weak against it, nor would it be considered strong against her. Pokégirls at a level above the Legendary's No Weakness level treat things normally.
LEGENDARY SALIENT QUALITIES: Some Legendary Pokégirls have special qualities others don't have. Here is Shiva's lexicon of special attributes:
Ultima Heavenly Strike: Shiva can use the Heavenly Strike attack to a much stronger degree than any other Pokégirl. Instead of just creating a ball of ice above her opponent and dropping it on them, she can make the temperature high above them drop so much so fast that in the sky, a sheer glacier begins to form, held aloft by arctic winds until it’s of huge size, at which point she can release it to drop on her opponent, crushing them in an icy tomb. Because it severely depletes the moisture in the surrounding atmosphere to do this, this attack can only be used once a week in a given area.
Cold Construct: A power vaguely similar to the Simulacrum attack, this allows Shiva to magically shape a quantity of ice into a form of her choosing, and then animate it. The size of the construct is limited only by how much ice she has at hand. She may either directly or passively control whatever construct she makes. Passive control is where she gives her constructs simple orders to follow, such as “let no one except me pass” or “guard this room.” Constructs given such orders follow them until she gives them new orders, or they are destroyed. These passive constructs are maintained by her will, but keeping them formed is easy enough that she needn’t concentrate on it, and they remain animated no matter how far from them she is. Shiva may have up to a dozen passively controlled constructs at any time. A construct that is being directly controlled is one that she is actively concentrating on, and thus she can make it do whatever she commands it to do. Such direct control is daunting however. She must be within a hundred feet of her construct to directly control it, all orders must be verbalized, and the mental concentration needed to keep it together is such that she cannot use any of her other attacks or Legendary Salient Qualities while directly controlling it. Furthermore, directly controlling an ice construct of hers takes so much concentration that any other passively controlled constructs of hers are rendered inanimate until she stops concentrating on her directly-controlled construct. A construct that she ceases to directly control becomes passive, continuing to carry out the last orders she gave it. Although created and given movement by Shiva’s magic, her constructs do not have any special protection from the elements, and when taken out of an arctic clime, begin to melt normally.
Cold Sleep: Shiva has the power to regulate her internal coldness to the point where she can put herself into a state of suspended animation. While in this state, she has no need for water, food, or even Taming. She can decide beforehand how long she wants to sleep, and awaken at a predetermined time, but once she goes into her sleep, she will remain in it until the pre-arranged time to awaken. She can, however, be awoken by any sort of rough outside stimulus, such as very loud noise, rough handling, pain, etc. Even while her Cold Sleep, though, she can still have passively controlled constructs operating for her.
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SHRINE MAIDEN, The Amateurish Summoner Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Rare
Diet: human-like diet (likes strawberries and cheesecake the most)
Role: Summoners
Libido: Average (High after Summoning)
Strong Vs: Fire, Water, Grass, Poison, Ghosts
Weak Vs: Dragon, Rock, Flying, Ice, Normal
Attacks: Twister, Dragon Dance, Summon Esper, White Wind, Exorcism, Shield, Summoning Contract (*)
Enhancements: Low Sleep Cycle, Natural Summoning Ability
Evolves: Shrine Priestess (normal, Level 30)
Evolves From: None
Shrine Maidens appear to be no different than normal human women at first glance. Their height ranges from 4'3" to 5'2"; their breasts sizes usually start small (A to B-cup) when they're young, but grow steadily until they're 18-22, when they're larger (C to DD-cup); their eyes are usually blue, grey or red; their hair color tends to be black, but is sometimes pink. Their hair is rarely any other color. The Shrine Maiden's skin is quite smooth most of the time, but shifts to become tough and more like sandpaper when she is angered (which, Tamers should note, occurs ALL OVER, even in their vagina, so DON'T piss her off during taming sessions). If a Pokégirl transforms into a Shrine Maiden, they _USUALLY_, but not always, lose any blemishes or 'defects'.
Shrine Maidens traditionally wear a scarlet red hakama, either pants or skirt; a white kimono shirt with swinging sleeves; and white socks (known as Tabi). She can decide to add ribbons or ornaments at her own discretion. Undergarments are entirely by their preference.
Shrine Maidens have occurred in low, but steady numbers, since 198 AS. All that is known about Pokégirls evolving into a Shrine Maidens is that it's never quite the same Pokégirl nor is it the same stimulus. The few theories that exist that cannot be entirely denied usually indicate that a Pokégirl may be spiritually selected to become a Shrine Maiden when another Shrine Maiden is about to pass on or has already passed on; OR the Pokégirl may have reached some point of spiritual enlightenment that wasn't apparent prior to evolution.
Shrine Maidens only need 5 hours of sleep to be at tiptop shape, but require an additional 2 hours of meditation in order to use her summoning ability; another hour of pray, preferably at a shrine of their chosen faith, though she can use the symbol of her chosen faith for prayer (she just prefers a shrine); and at least twice a month, she must make an offering to her chosen faith, either in the form of food or money. Their partners are strongly encouraged to do the same, but it is not a requirement.
Shrine Maiden should not leave the shrines of their faith for prolonged periods of time, or else they will begin losing their powers (though they never lose access to their Summoning Contract ability because of this). There are two methods to sidestep this problem.
The first method is a lengthy ritual involving cleansing her body of bad luck and wicked thoughts, meditation, and drinking a special herbal tea. The ritual is only effective for up to two months, meaning that she must return to the temple before then or face the degradation of her powers until she does make it back.
The second method is for prolonged journeys which may go well beyond two months. Either the Shrine Maiden or their partner must bare a miniature shrine. The mini-shrine is specially made to resists all normal forms of damage, but is generally between 50 to 150 lbs. This is to symbolically represent the burden that the Shrine Maiden bears in leaving the temple, and their partner must understand the depths of the Shrine Maiden's faith. Tamers have found that the mini-shrine can also act as an early warning system as it magically lightens when trouble is within fifty feet, but only remains light so long as danger is around. The shrine is enchanted so that it cannot be lost and returns to the Shrine Maiden's side the next night, but the Shrine Maiden must pray to it as soon as she is able.
Some tamers may think to use the shrine as a shield, but doing so deliberately will incur the wrath of the Shrine Maiden, who will always instinctively know if the shrine is attacked. Unlike most other Pokégirls, it is deemed perfectly acceptable if a Shrine Maiden ditches an irresponsible tamer to head back to her home/shrine if she had proper provocation and few Leagues will even attempt to help a tamer try to get their Shrine Maiden back as it will result in a massive battle. The Indigo League attempted to return a Shrine Maiden to an irresponsible Tamer in 243 AS only to find two hundred badly injured tamers and five hundred sleeping Pokégirls on the battlefield.
The Shrine had only three Shrine Maidens and one Shrine Priestess to defend it, yet not one was injured or tired.
Since then, it's been a universal taboo for Leagues to interfere with a Shrine Maiden's business.
Perhaps the most useful ability of the Shrine Maiden is her natural ability to summon Pokégirls. This ability tends to grab the nearest Pokégirl, but if a Shrine Maiden spends an extra round (or even 2) on the summoning, she can choose from a variety of Pokégirls to summon rather than just grabbing the nearest available one, though it seems to stop at a radius in miles equal to her level, so 5 miles at Level 5, 15 miles at Level 15, etc. If an appropriate one isn't found, she has expended the energy fruitlessly, so she must be careful. She can also cut any summon short, but this automatically occurs if she is rendered unconscious, either through exhaust or damage. A strong-willed Pokégirl can stay upwards of a turn after her summoner has fallen unconscious. Any summoned Pokégirl is generally willing to fight for the summoner, though any Pokégirl summoned via the Summoning Contract ability (more on that below) will always fight for the summoner.
Initially, she can only summon use Summon Esper once per day, but as she grows in power and skill, she can summon more often. At Level 15, she learns Summon Type, and at Level 30, she can learn Summon Pokégirl. It's important to note that summoned Pokégirls, even the ones summoned via her summoning contract, cannot be captured, even with a master Pokéball, nor do they 'die' if slain. If a fatal blow is about to strike them, the magic of the summoning dispels, healing them and teleporting them back where they had come from. A skilled Shrine Maiden can even have the dispelling create a shockwave to disrupt the attack.
Shortly after using a summoning, a Shrine Maiden becomes aroused. She can summon (or maintain a summon) a Pokégirl to help satisfy her, but a tamer who satisfies her after a summoning is guaranteed a wild ride. She prefers any position where both she and her partner can equally gain pleasure and likes to ensure that neither of them is 'benefiting' too greatly for any position. She is often a very patient and understanding lover.
Most Shrine Maidens will become a genuinely nice Pokégirl, though some may take longer than others to become as nice as Shrine Priestesses and may require some 'verbal prodding' to correct their behavior. Once she's grown into her final personality, she can get along easily with most other Pokégirls and only the most hardened can resist at least becoming a good friend. She strongly dislikes violence, focusing heavily on her healing and defensive arts and will only fight for the sake of an innocent, herself or her loved ones.
She is extraordinarily strong against Ghost-type Pokégirls with her Exorcism ability, but through strange circumstances, Normal attacks do more damage than they really ought to. Perhaps it's a peculiar side effect of her genetics.
Evil Shrine Maidens, though a minority amongst the already rare Shrine Maidens, will never allow themselves to tolerate being corrected, regardless of punishment. They often flock to religions that allow them to be as wicked as they want to be and are usually seen accompanied by Vampires or Mazoku. Surprisingly, at least to those ignorant enough to confuse darkness with evil, most dark-type Pokégirls instinctively loathe evil Shrine Maidens and will do what they can to disrupt the evil Pokégirl's activities.
Evil Shrine Maidens never manage to live long enough to evolve into Shrine Priestesses as they always seem to make a lethally stupid move, either by challenging a Shrine Priestess for power; trying to make a contract with a very dangerous Pokégirl; or by pissing off all of their summons (who invariably come hunting for the evil Shrine Maiden in question on the summon is done).
One of the most unique abilities is the Summoning Contract. Tamers are not normally privy to the secrets of the contract, but most know it requires the Shrine Maiden to serve at the shrine for a year and one day to even get one (and no, her apprenticeship doesn't count towards this requirement); a pilgrimage to see a Pokégirl (usually one of a great power or standing); and the act of actually making an arrangement with said Pokégirl. The arrangement usually benefits the 'summon' Pokégirl in some way (it varies based on what the 'summon' Pokégirl wants), and allows the Shrine Maiden to call on the 'summon' Pokégirl in times of crisis. The Shrine Maiden may not abuse the 'summon' Pokégirl or break her trust, or else the contract will be broken and she can never summon that Pokégirl ever again, even with the other summoning magics. In order to activate Summoning Contract, the Shrine Maiden must bite her thumb and place at least one drop of her own blood on a stable surface (such as the ground, a wall, etc.) which then creates a magical portal through which the 'summon' Pokégirl will appear.
Summoning Contract allows the 'summon' Pokégirl to last as long as the summon Pokégirl has health. She cannot be put to sleep, rendered unconscious by normal means (other than health loss), stunned, paralyzed or frozen, though she can be affected by any other status ailments, both good and bad. The 'summon' Pokégirl, depending on her personality, will either extract payment before each summoning or afterwards.
If her trust or the contract is broken mid-summon, she can cancel a summons of her own will. The 'summon' Pokégirl can even refuse a summons, but without a valid excuse (such as a violation of the contract, her conditions for being summoned not being fulfilled, or if she is pregnant and/or giving birth), she faces dire possibilities, which are outlined in the Summon Contract. Of course, she cannot be summoned if she is dead, but the summoner is instantly made aware of their death. The summoning contract turns completely black ONLY when there is no chance of revival. A summon Pokégirl with a contract can refuse a summon from an Pokégirl who does not have a contract with her.
A Shrine Maiden can make as many Summoning Contracts as she can effectively manage. It is not entirely impossible for a Shrine Maiden to have as many contracts as a tamer has Pokégirls, though she would likely be thirty years older before she had that many.
One unique thing to note about the summoning: The summoner cannot, in turn, be summoned while she is actively summoning. This means, that two Shrine Maidens cannot summon each other at the same time, though they could feasibly trade off. Researchers believe that is because the summoner becomes akin to a ship that has dropped anchor while the summoned is like a lifeboat. As such, it's impossible to get the summoner 'summoned' without negating or breaking her current summon.
When it comes to combat, Shrine Maidens will usually follow the style that their Shrine uses, but some will branch out and develop a unique style. If they learn a martial art or weapon style, it will usually be the one taught at the shrine or temple they serve at, though exceptions are allowed if the style or the instructor doesn't directly go against their religious beliefs. Pacifistic religions will often take up Akido or weapons that cause minimal lasting damage. Evil Shrine Maidens will seek out devastating or vicious styles.
Perhaps some of the kinkier aspects of Shrine Maidens is once they come of tamable age, they can choose to engage in a Ritual of Womanhood, where she is introduced to sex by any Pokégirl at their shrine. After she is no longer a virgin, she can join in ritualistic orgies which occur on special days to their chosen religion.
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SHRINE PRIESTESS, The Master Summoner Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Very Rare
Diet: human-like diet (likes strawberries and cheesecake the most)
Role: Summoners
Libido: Unique (see below)
Strong Vs: Fire, Water, Grass, Poison, Ghosts
Weak Vs: Dragon, Rock, Flying, Ice, Normal
Attacks: Gaze, Glare, Smile, Twister, Dragon Rage, Dragon Dance, Summon Type, White Wind, Cura, Exorcism, Shield, Foresight, Summoning Contract (*), Soothing Voice (**)
Enhancements: Low Sleep Cycle, Natural Summoning Ability, Longevity, Minor Shapeshifting
Evolves: None
Evolves From: Shrine Maiden (normal, Level 30)
Shrine Priestesses are generally taller and more elegant than their Shrine Maiden sisters. Their height ranges from 5'3" to 6'4"; their breasts sizes usually bigger (ranging from C to G-cup); but their eyes and hair don't change. The Shrine Maiden's skin is tantalizingly soft and smooth, but retains the 'Turn To Sandpaper When Pissed' ability.
Shrine Priestesses carry an ethereal glow around them, which is made all the more potent on any night where moonlight is visible. They move with a grace and elegance that makes it seem as though they are gliding, even though they aren't. Their voices delight all listeners when she's happy and can terrify any intended recipient when she is angry or 'displeased'.
Shrine Priestesses were once thought to be of the Dragon Element. This only partly understandable because of her ability to use Dragon-type attacks, and when she's angry, people believed that the supposed "dragon" half of her became noticeable, as they can silence even those with the bloodcurse "Insanely High Stupidity" with a single word. Thus, one of the stupidest things one can to is piss off a Shrine Priestess. Supposedly further showing her "dragon" side, her hair will begin to levitate and her eyes become slitted as she becomes angry. Few can meet an angry Shrine Priestess' gaze when she is mad.
It's a commonly told rumor that a Hild once flinched at meeting a Shrine Priestess' angry gaze and fled shortly thereafter.
Despite all of this speculation, though, the Shrine Priestess has been thoroughly proven to NOT be of the Dragon element.
A Shrine Priestess still does not like violence, but resorts to it when necessary. She determines the best way to resolve the conflict, either it is through an endurance battle or through a quick fight. Her perception is impeccable, allowing to discern those who could be stopped without violence from those who will only be stopped with it. It is not entirely uncommon for a Shrine Maiden to ask a Shrine Priestess to be her first Summon Contract, though Shrine Priestesses often discourage that in favor of urging the Shrine Maiden to see the world.
Unlike many ambitious Shrine Maidens, Shrine Priestesses don't feel the need to make a ton of summon contracts. They are content in finding good summon partners who they can rely on and ensuring that their relationship with their summons remains on good terms at all times. They will still retain any summon contracts they made prior to evolution, though.
Shrine Priestesses are good Alphas for those few lucky tamers who helped the Shrine Maiden evolve and they are perhaps the best-received as such. While not necessarily the best strategists or fighters, they don't gloat or have an overbearing ego, and they are fairly good at keeping other Pokégirls in line (though not necessarily keeping them out of trouble).
A Shrine Priestess genuinely enjoys more tender intimacy, making her a good first partner for timid Pokégirls. Their Soothing Voice technique calms nervous, anxious or otherwise timid lovers while simultaneously exciting them. However, their libido is a curious thing. Their sex drive grows as they grow bored or feel relaxed, and goes down as they feel excitement or stress. This means that a Shrine Priestess at a popular shrine will require few Tamings, while a Shrine Priestess at a less than popular shrine will become far more randy.
Some will note that the Shrine Priestess, unlike the Shrine Maiden, does not require lengthy rituals or a shrine to carry when she leaves her temple or shrine for extended periods of time. This is because the Shrine Priestess is more of a representative of her religion, and as such, can do her prayers anywhere at any time.
Those visiting unpopular shrines with Shrine Priestesses may find a bunch of brand new rituals or ceremonies that invite newcomers in. These rituals and ceremonies are often created on the spot to relieve the Shrine Priestess' boredom and/or sexual tension. Few complain about these brand new rituals or ceremonies, save when they are more weird and confusing than sexual in nature.
In some cases, Shrine Priestesses have been known to completely alter the religion they follow to satiate themselves, but eventually get around to telling their followers that she wasn't being serious. Eventually.
(**) - Soothing Voice (S.ATK 50 + EFT) - The user must be within an armslength of the target to use this technique. The Soothing Voice first calms the target, and as the user approaches the target, it has an 80% chance of inflicting the status ailment Attraction. After the first two rounds, Soothing Voice acts like a sexual 'attack', driving the target closer and closer to orgasm. It is entirely possible for a skilled user of Soothing Voice to bring a target to orgasm with the sound of their voice alone. Shrine Priestesses know this technique naturally, but other Pokégirls can learn this technique.
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SHUDDER BUG, the Photographer Pokégirl
Type: Very Near Human
Element: Normal
Frequency: Very Rare
Diet: Omnivore; human standard, prefers sweets.
Role: Magazine photographers, Paparazzi
Libido: Average
Strong Vs: Ghost
Weak Vs: Fighting
Attacks: Flash, Force Field, Kick
Enhancements: Can instantly use any still-frame camera equipment with a touch. Can go without Taming and not going Feral until tamed for the first time.
Evolves: CameraGirl (Normal)
Evolves From: None
A Pokégirl that was only recently discovered at a high school where a female human was part of the AV club. Her ability with the equipment made her popular with the not-so-in-crowd at the school, while many of the other human males tended to ignore the girl. It wasn't until a Tamer came by the school to speak about what it was like to be a Tamer that he scanned the crowd with the Pokedex. Sure, it came up with all sorts of the common Pokégirls- Bunnygirls, Kittens, Ar-tits, etc. But when he pointed towards the girl in charge of the AV equipment, the signal sent off indicated a new Pokégirl. The tamer Pokéballed her on the spot and got to deliver a rather meaningful show-and-tell session to the entire school.
Needless to say, the faculty were not impressed, and expelled the Pokégirl and have set up a No-Tamer policy on schoolgrounds. The Shudder Bug, however, was delivered to a Researcher in the Indigo league and research was conducted. This was back in 274 AS, and since then the Shudder Bug evolved into a CameraGirl. Research done on the Shudder Bug shows that she has an innate expertise when it comes to any sort of still-frame camera equipment as well as a more than passing interest in any other audio-video equipment.
While it seems that a Shudder Bug can't go feral until she is not a virgin, once the Shudder Bug has been tamed for the first time she starts to enjoy it and need it like standard Pokégirls do. Why this happens to be is uncertain, but this is only a minor problem compared to more permanent problems like S-Goths. After all, one taming and she's back to a controllable status. One thing that truly puzzles researchers, however, is the way that a Shudder Bug, who have an average libido, evolves into a CameraGirl, who has a Low libido. Researchers studying this phenomenon have attributed this decline in sexual need and activity to the increasing capabilities of the CameraGirl's focus and dedication to what she does best.
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SIDEKICK, the Wondergirl Pokégirl
Type: Very Near Human
Element: Varies
Frequency: Uncommon
Diet: human style foods, varied preferences
Role: frequently domestics, salesgirls, factory workers, pets, partners, low level harem members
Libido: Average
Strong Vs: varies
Weak Vs: varies
Attacks: Cheer, Dodge, Tackle, (Others vary)
Enhancements: Toughness, speed, elemental affinity
Evolves: None
Evolves From: Ingenue (any elemental stone)
A human who undergoes Threshold becomes an Ingenue if she doesn't reach a critical point and moves towards another breed. If an Ingenue reaches a certain experience point (20th level) and uses an Evolution Stone (or under special circumstances), she can evolve to Sidekick. While nowhere near as powerful as the other evolved form of an Ingenue, the Battle Angel, the Sidekick is a welcome addition in any beginning tamer's harem or in areas of industry where their elemental affinity can be put to good use.
Evolution with a Fire Stone: Wonderwarmth Girl (Fire)
Strong Vs: Bug, Grass, Ice, Steel
Weak Vs: Rock, Water, Ground
Attacks: Ember, Napalm, Rage
With experience: Flamethrower
'Wonderwarmths' as they're affectionately called generally have hair and nails (and in some cases eyes) in varying shads of red to orange. Most prefer bright clothing, and foods on the more spicy side. When not in a harem, they're generally found working in glass shops, smithies, or assisting bakeries. A few Ingenues have been found to have evolved into this fire-type without the use of an evolution stone when spending lots of time around volcanic areas and it is speculated that Ingenue can evolve into sidekicks naturally when spending a lot of time around the various elements.
Evolution with a Water Stone: Wet N’ Wild Wonder (Water)
Strong Vs: Fire, Rock, Ground
Weak Vs: Grass, Electric, Ice
Attacks: Bubbles, Rain, Bubblebeam
With experience: Water Gun
Wet N Wild's generally have hair and nails that range from a deep blue to a blue-green and rarely white. Their eyes range usually stay in the blue to green range. Most prefer to wear as little clothing as possible, bikinis in blues or sea motifs being very popular. Not surprisingly, they have a preference for seafood and oddly will sometimes eat plain salt or drink saltwater. This doesn’t seem to dehydrate them, as they know when to stop. WNW's can often be found as community pool lifeguards in lieu of the more popular (and powerful) water types.
Evolution with a Leaf Stone: The Weedy Wonder (Grass)
Strong Vs: Rock, Water, Ground, Electric
Weak Vs: Fire, Bug, Flying, Ice, Poison
Attacks: Vine Whip, Leech Seed, Command Plants
With experience: Rose Whip
Weedy Wonders have an oddity when it comes to using their vine whip, they are always restricted to one vine that sprouts from the small of their back, much like an anthropomorphic Pokégirls' tail. With experience, this vine can sprout sharp thorns, allowing them to use the Rose Whip attack. Their hair, eye, and nail color usually ranges from greens to browns. They're solidly vegetarians, and enjoy sunbathing nude (which always makes them ready for a taming).
Evolution with a Angel Stone: Winging it' (Flying)
Strong Vs: Bug, Fighting, Grass, Ground* (*Immune)
Weak Vs: Electric, Ice, Rock, Magic
Attacks: Gust, Speed Storm, Dive
With experience: Tempest
Winging it's gain the ability to partly morph when they evolve. However, it isn't feathered wings that sprout from their arms; their finger bones elongate as a membranous wing forms in place of their arms giving the Pokégirl a look like most of the bat-types. Winging it's seem to live up to their name, and often roll with the punches both physically and emotionally. Their hair, eyes, and nails range from white to blue with the occasional pinks and oranges, and like all aerial Pokégirls, it's a high for them to receive an aerial taming.
Evolution with a Thunder Stone: Wonderzeus Girl (Electric)
Strong Vs: Flying, Water, Steel
Weak Vs: Ground, Dragon, Grass, Rock
Attacks: Thunder Shock, Agility, Rolling Spark
With experience: Thunderbolt
Zeus' electric abilities seem to manifest themselves as hyperactivity, even when sitting or sleeping they can't stay still for long. They have very good control over their electric powers, however, and will only shock people if they ask or deserve it. Some tend to be pranksters, using electricity to make loose articles of clothing stick to walls (or stick in awkward positions on the wearer) or charging metals into magnetizing and sticking them in odd places. Woe to the pet owner who finds his toaster stuck to the fridge (or his boxers to the ceiling for that matter). Their primary nail, eye, and hair colors range from yellows to blues, and they prefer skintight clothing.
Evolution with a Dark Stone: Dusk ‘til Dawn (Dark)
Strong Vs: Ghost, Psychic
Weak Vs: Bug, Fighting
Attacks: Dark Bomb, Dark Shield, Ashen Wings
With experience: Dark Blade
Dawn's are more commonly found in a beginning tamer's harem than as pets or in industry, unless it's security detail with other nocturnal Pokégirls. Though easily conformed to a diurnal schedule, Dawn's LOVE their sleep, and if left to themselves will easily fall into a sleeping pattern of 12 to 16 hours of sleep per day. Oddly, with a schedule or without, they are quite perky Pokégirls and are very sociable. Their hair (and sometimes nails) turns a midnight black and they begin to enjoy wearing darker colors, but their wardrobe isn't completely black.
Evolution with a Psi-Crystal: Psy'dkick (Psychic)
Strong Vs: Fighting, Poison, Other Psychics
Weak Vs: Bug, Dark, Ghost
Attacks: Telekinesis, Teleport, Backstab
With experience: Psychic
The Psy'dkick isn't the strongest psychic Pokégirl around, only able to lift about 500 lbs. or so with her Telekinesis and unable to Teleport further than 30 miles away. Her telepathy doesn’t seem to be as limited, and she can pick up surface thoughts quite easily, as well as pinpoint or broadcast her thoughts to others. It is empathy where this Pokégirl excels at, making them good choices for counselors, therapists, or betas in a beginning tamer's harem. While nowhere near in popularity as Abra and their evolutions or Espeas, Psy'dkicks are a welcome advantage to any low-level harem. Their looks and preferences vary greatly.
Evolution with a Ice Crystal: Winter Wonder Girl (Ice)
Strong Vs: Dragon, Flying, Ground, Grass
Weak Vs: Fighting, Fire, Rock, Steel
Attacks: Ice Punch, Iceblade Kick, Ice Armor
With experience: Snow Storm
With pale skin, eyes and hair in the white to blue range, and the slight chill in the air about them, it's easy to tell that the Winter Wonders are an ice type. While nowhere near as cold as the more powerful ice types (they enjoy temperatures just below the freezing mark) some call them the ‘sub tropical winter Pokégirl.’ They can lower the ambient temperature around them and use their ice powers effectively, and are often seen in the industry front working in deep freezers for meatpackers and other grocery stores.
Evolution with a Diamond Stone: Wondirt Girl (Ground)
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Grass, Water
Attacks: Gut Punch, Mud Slap, Tree Fall
With experience: Sky Fall
Like the Earthmaiden, Wondirts are able to move the earth through a Geomancer-type effect. However, the Wondirt's ability is very limited, they are only able to move around loose soil, but can shift that into mud for their Mud Slap technique. Usually quiet and permissive, these girls like things simple, from their cloths to their foods and tend to frown upon extravagant owners (though being permissive, they don't say anything). They enjoy feeling the ground beneath their feet, or any part of their body for that matter, making outdoor tamings a must.
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SIREN, the Charmer Pokégirl Type: Very Near Human
Element: Water/Psychic
Frequency: Extremely Rare (Forest League)
Diet: Omnivore
Role: Interrogator
Libido: High
Strong Vs: Fighting, Poison, Psychic, Fire, Rock
Weak Vs: Bug, Dark, Ghost, Electric, Ice, Plant
Attacks: Charm Song,* Seductive Glare,* Memory Wipe,* Psychic, Slap
Enhancements: Longevity, Psychic affinity, Aura of Trust, Enhanced Dexterity (x3), Reduced Feral
Evolves: None
Evolves From: Wet Elf (Dawn Stone)
Sirens stand between 5' to 5'8, tall, and are slender of build. They have C-cup breasts, their hair color is turquoise, and their eyes are white.
Sirens live on a Tropical island somewhere near the Forest League, where they remained ‘undiscovered’ for some time. They lure in sailors with their songs, Tame them, then erase their minds so as to leave their existence as little more than rumors or dreams.
The only reason they were discovered at all is because a Tamer who was somehow immune to their charms managed to capture one and win her trust. It was through her that it was discovered that the Sirens were originally a remote colony of Wet Elves who, for reasons unknown evolved into the Siren when they encountered that particular island.
Sirens don’t make good battlers, but can be very effective regardless, usually by charming the enemy into temporarily switching sides, or by forcing them to forget certain attacks or commands. They make decent Sex Battlers though, thanks to their high charm and libido.
A Siren’s personality is typically grumpy or aloof. They see themselves as being better than everyone else. They don't make good alphas because they typically don't want to bother with the responsibilities. One thing they are interested in is Taming and Challenges. If they see a challenge, they will throw themselves into it with gusto in order to prove themselves better, or capable of becoming better. When a Tamer gains their trust, they mellow out and open up significantly, becoming genuinely nicer people.
When it comes to taming, they don't see it as something they need to stay sane so much as something that they genuinely like to do. Therefore, they see it as it's They who tame the humans. To that end, they much prefer to be in a dominant role when taming.
Much like their Wet Elf sisters, Sirens all have longevity, so have not been able to breed with humans yet, but it is suspected that threshold into one will be possible someday.
Charm Song (EFT) - A song with a beautiful melody, usually from a harp, accompanied by voice. Most who hear this song fall into a trance-like state where they are more open to suggestion. The effect amplifies when more sirens join together in harmony.
Seductive Glare (EFT) - A Siren’s normally white iris’s turn passion red as they look suggestively at their targets. Has a 50% chance of causing Charm status and a 30% chance of causing heightened arousal.
Memory Wipe (ATK +EFT) - While not the best at reading minds, they are capable of sending out a sort of ‘psychic pulse’ that clears a target's short-term memory. Usually this only affects what's in the front-most layer of their memory (such as a tamers command or the procedures to an attack) but the combined effort of a group of Sirens can effect a memory reset, erasing as much as 24 hours from a persons mind.
Aura of Trust (EFT) - Like the charm song, the very presence of a Siren will open people up to suggestion, giving them the appearance of trustworthiness. This effect is not cumulative, and cannot cause a charm status in-of-itself.
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SLICER, the Swordswoman Pokégirl
Type: Very Near Human
Element: Normal/Fighting
Frequency: Uncommon (Crimson League)
Diet: human diet
Role: fencers, frontline fighters
Libido: Average
Strong Vs: Normal, Magic
Weak Vs: Ghost, Psychic
Attacks: Slash, Swordwave, Deflect, Counter
Enhancements: Proficiency with any bladed weapon or anything longer than one foot.
Evolves: Gladiatrix (Round Stone), Valkyrie (battle stress), Ronin (normal), Piratit (Water Stone)
Evolves From: None
Slicers appear to be like normal women with some small deviations. Their average height is between 4'8" and 6'1". Their hair colors are generally a random color, but generally within the primary, secondary or tertiary colors. More common human hair colors like silver, grey, brown and black are actually quite rare among Slicers. Their irises are generally a solid color with the pupils being a slightly darker variant of the iris color. This may throw people off at first, as most people are used to seeking black pupils in eyes.
The main oddity amongst 30% of all Slicers is that their arms and fingers may appear thin and delicate, but remain as strong as normal arms. This can sometimes be quite the surprise to opponents, who believe the thinner arms means they are weak.
Slicers are adept at using any weapon that can be wielded with one or two hands, but most prefer using light-weight swords, such as rapiers, short swords or even daggers. When it comes to sword mastery, they are second to few, save their evolutionary sisters, Herowu and Armsmistresses. Unlike Amazonwus or Herowus, though, they do not lose their fighting skill while feral. Instead, they lose confidence. A Feral Slicer is more likely to run if disarmed or caught off guard.
The difference between the Feralborn and domesticate born is that the Feralborn usually have to find a weapon. Most wind up with a branch, but some have been known to steal weapons from towns. Tamers can sometimes get a feralborn Slicer to join them by offering a sword as a gift. Domesticates generally save up money and buy their own sword, but getting the weapon enchanted can be quite the turn-on for any Slicer.
If a Slicer's weapon of choice breaks, she usually mourns it as most people mourn friends. Most ferals and quite a few domesticates will insist on a proper burial for the weapon. The only times when she does not request a burial is if she believed the weapon to be inferior (i.e. a branch she grabbed simply because it was close, but it only blocked a single attack before breaking).
While their attacks can affect Ghost or Psychic Pokégirls, they take double damage from psychic or ghost attacks.
Once a Slicer (or any swordsman) achieves a certain level of mastery or skill, they can use a Swordwave. This technique is similar to a vacuum cut. In layman's terms, it's a force that can cut or tear without the need of contact between solid matter. Swordwaves can also be used to knock people out. Swordwaves can be used with any weapon the user can swing, even if it is not a sword or even a traditional weapon.
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SMARTASS, the Cynical Equine Pokégirl
Type: Very Near Human Metamorph
Element: Ground/Psychic
Frequency: Very Rare (Becoming more common with time)
Diet: Herbivore, preference for oats, corn, and apples
Role: Construction foreman assistants, Desert guides and cargo transport
Libido: Low to Average
Strong Vs: Electric, Fire, Poison, Rock, Steel, Fighting
Weak Vs: Flying, Ice, Plant, Water, Dark, Ghost
Attacks: Stomp, Earthquake, Yell, Metronome, Psychic, Teleport, Telekinesis, Disable, Confusion, Foresight
Enhancements: Enhanced Hearing (x3), Enhanced Reflexes (x4), Enhanced Sight (x2), Enhanced Strength (x3), Enhanced Speed (x4), Endurance, Telepathy
Evolves: None
Evolves From: Dullburro (Psi-crystal)
When a Dullburro is given a Psi-crystal, she evolves into the much more intelligent Smartass. She changes little physically, her bust jumps a cup size or two, usually to a solid D cup and there are less instances of the black hair/fur color. Her past however, makes her tend to be sarcastic and cynical, pointing out everyone else's faults. Tamers are able to work with the Pokégirl and have her tone down her sarcasm, but sometimes "they just deserve it". Smartasses are also highly confrontational, and enjoy arguments even if they don't lead into fights, it really impresses a Smartass when a tamer can hold their own in a debate with them.
While not as intelligent as a Alaka-wham or Supe-Bra Genius, they still enjoy the opportunity to meet with the two, and when they actually loose a debate, they then start grilling the winner with questions on specific information so they can be sure to win any future debates on the subject. They also enjoy learning in general, and a few have been known to memorize anything they have read. This does not mean that all Smartasses have photographic memory, but that some can retain information better than others.
Smartasses tend to take themselves seriously, and have a perfectionist attitude in anything they do. While they are always pleased at a job well done, they get frustrated when they cannot perform up to their standards and will always keep trying thanks to their stubborn streak, becoming more temperamental and depressed the longer they seem to get nowhere. It’s best to encourage a Smartass to try something else lest they become obsessive over their failure. Like Dullburro, a Smartass has the 'fight over flight' mentality, but is now intelligent enough to know when to quit, usually using their distinctive yell to give opponents a pause before fleeing or giving their tamer’s an opportunity to switch them out in a Pokébattle.
Due to the Dullburro line being fairly new and low in numbers, and the rarity of the Psi-crystal, a feral Smartass is extremely rare, only one instance has been recorded so far.
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SMARTDOLL (aka ANDROID), the Intelligent Living Robot Pokégirl
Type: Very Near Human
Element: Rock (oil/plastic)
Frequency: Extremely Rare - totally UNHEARD of in human society! Not spoken of outside the Dark Continent (those families like the Kunous would not know of SmartDolls). In the Dark Continent, VERY rare.
Diet: human standard
Role: sex-partner, personal assistant
Libido: adjustable at the command of the Tamer (handy, eh?).
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison, Rock
Weak Vs: Fighting, Ground, Plant, Steel, Water
Attacks: As people in Sanctuary say about SmartDolls, "The sky's the limit!" At the Tamer's desire, all Rock/Fighting/Normal/Electrical-type Pokégirl attacks could be taught to a SmartDoll.
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 SmartDoll's skin can change color and texture, even looking "pure-blood norm." A SmartDoll is, in many ways, as resistant to pain as a Damsel. To guard against Psychic/Magic attacks, a SmartDoll's mind is subdivided into a "housekeeping" and "upper" consciousness. In the SmartDoll, the Housekeeping consciousness is ALWAYS active, though the Upper consciousness is also active. Both sides work in concert with the other, thus masking the weaknesses of both sides. In this way, it is next to impossible for a SmartDoll to be possessed or dominated (Dominos and their evolved breeds would HATE SmartDolls with a passion if they knew of them).
Weaknesses: As a "sentient" version of the Doll, a SmartDoll doesn't have to be programmed with the same intensity as a normal Doll. A SmartDoll 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: None
Evolves From: Doll (normal or artificial crea