MAGIC KNIGHT, the Elemental Knight Pokégirl

Type: Very Near Human
Element: Magic
Frequency: Extremely Rare
Diet: human food
Role: Bodyguard, Armoured Assault
Libido: Average to High
Strong Vs: None
Weak Vs: None
Attacks: Aura Barrier, Burst, Call me Queen, Cheer, Crosshield, Double Edge, Eternal Softness, Imitate, Smirk, varies
Enhancements: Enhanced (Strength,Agility,Endurance,Speed,Durability,Senses(x5)), Enhancement Shift, Elemental Aura, Summon (Weapon/Armor)
Evolves: None
Evolves From: Airmaiden, Dark Maiden, Earthmaiden, Firemaiden, Icemaiden, Watermaiden, Thundermaiden (Delta Bond + Heavy Metal)

The Magic Knight was one of Sukebe’s answers to the rapidly increasing number of pokegirls deserting for the human forces. Capable of summoning a weapon and armour at a moment’s notice, and wielding immense elemental might, Magic Knights were tasked with protecting the commanders of the legion both from assassination and conversion to humanity’s side. The breed was infamous for its loyalty to its creator and for the fact that there were no recorded turnings of any member of the breed. Magic Knights that had been captured in battle would only repeat their breed name, date of creation, and squad listing, which is how their name was learned. They were put on Kill On Sight status after it became apparent that they were incapable of turning against Sukebe, being capable of resisting the effects both torture and taming. During the Revenge War there were seven prominent Magic Knights; Fiona the Flaming Sword, Wainani the Water Whip, Abigail the Air Scythe, Edna the Earth Shard, Ibis the Ice Lancer, Tannis the Thunder Shield, and Deirdre the Dark Horde. Upon learning that Atmuff had stopped differentiating between pokegirl and the human forces that she had been assigned, the seven Knights took it upon themselves to dispose of the legendary whilst she was in the process of attacking a highly populated slaughter-zone.

The seven, whilst fighting Atmuff, unintentionally provided the human forces with the time needed to evacuate their wounded. While they came nowhere close to defeating the legendary warrior, they managed to distract her for an hour and moderately wound her before being overwhelmed. The remaining human forces managed to distract the legendary for five minutes longer before she proceeded onto her next target. It has been theorised that the efforts that the five commanders demonstrated against the legendary convinced her to pit herself against the breed and that combined with the execution of captured Magic Knights drove the breed into extinction.

Until as recently as 260 AS it was assumed that that the breed had been wiped out, however sporadic sightings of armoured pokegirls accompanying Tamers that upon questioning claimed to be Magic Knights have prompted an in-depth research of the source of these supposedly extinct pokegirls. It has since been determined by Professor Strangelove that the Magic Knight breed evolves from one of five separate pokegirl species: Airmaiden, Dark Maiden, Firemaiden, Earthmaiden, Icemaiden, Watermaiden and Thundermaiden. The combination of both a Delta-Class Bond and Evolutionary Catalyst Type:Heavy Metal is required to facilitate the evolution process from maiden to knight. It has been determined that due to the rare nature of Heavy Metal, the likelihood of Tamers evolving their maidens into other forms with more common evolutionary catalysts, and the disadvantages of maintaining some of the maiden types, that it has taken this long to make the evolutionary connection from the seven maiden breeds to Magic Knight. Upon evolution the Magic Knight receives the crest, based on the personality of their Delta Bond partner, somewhere on their body, as well as on their armour. As with the original Magic Knights it has been determined that it is impossible to turn their loyalty from one person to another, however it is theorised that a level 5 taming cycle would be incapable of erasing their loyalty. Due to the rare nature of the breed and the refusal of Tamers in possession to allow their Magic Knights to be tested on it is unlikely that this route of research will be pursued.

The Magic Knights have three main abilities with which they use to facilitate victory in battle. Their most unique ability is Enhancement Shift which allows them to with a sufficient amount of concentration, and time to adjust their quantitative enhancements between offensive and defensive natures. They are capable of enhancing their strength at the cost of their agility, their endurance at the cost of their speed, their durability at the cost of their enhanced senses, and vice versa up to a 90% decrease, and increase in polarity. In addition to this they are capable of manifesting an Elemental Aura based on their previous breed’s main element. The aura, when activated, is capable of effects ranging from enhancing blows with elemental properties, generating field a field of their element to enhance offensive and defensive capabilities, and in the cases of Thundermaidens, Airmaidens and Dark Maiden’s, flight. It has been determined that the stronger one type of Enhancement is, the weaker the other. A Magic Knight strong in Enhancement Shift will be weak in her ability to manipulate her Elemental Aura, and a Magic Knight specialised in aura manipulation will take significantly longer to adjust her quantitative enhancements. A survey of known Magic Knights has shown that upon evolution there is a balance between the two Enhancements such that as the Magic Knight grows more skilled, the balance may tilt either way or remain balanced depending on the use of these enhancements over time.

The Magic Knight’s third ability is the capability to summon a set of unique individualised armour and weapon each emblazoned with their master’s emblem. Initially due to historical data it was believed that all Magic Knight armour took the shape of Pre-Sukebe medieval armour, however recent studies have concluded that there is a variation depending on the culture the Magic Knight was raised in prior to evolution. There has been a documented case of a Magic Knight’s armour taking the form of Samurai Armour, Pre-Sukebe Russian Cossak Armour, Greek Raiment’s, as well as maid uniforms and tuxedos. The Tamer who the later belonged to has refused to comment on what the Magic Knight’s duties were prior to evolution. They are also capable of manifesting a stylized weapon that reflects their personality upon evolving.

Depending on the state of the Magic Knight’s Enhancements, and their skill at manipulating their aura a magic Knight is capable of combat which ranges from close range melee attacks to long range projectile attacks. It has been noted that a Magic Knight will not manifest their armour or even their weapon unless they feel that either they or their Master is in immediate danger.

The average look of a Magic Knight is highly varied due to the variety of pokegirls that can evolve into the species. One common feature that all Magic Knights possess is a distinct lack of muscle tone due to the magical nature of their strength enhancement. Magic Knights with hair longer than shoulder length have been known to restrain it into a ponytail, whilst a rare few have take to cutting their hair short.

Magic Knights are highly emotional pokegirls, which while not unanticipated due to the nature of their evolution sits at odds with the air of cold aloofness that they maintain in public. Magic Knights refuse to be tamed by anyone that is not their Tamer. This has been noted as a source of mild frustration for Tamers who were used to engaging in taming with two or more Pokegirls at a time prior to their Magic Knight’s evolution. The sexual orientation of a Magic Knight depends entirely upon the gender of the tamer who evolved her. It is not recommended to have a Magic Knight and any of the Domina evolutionary line in the same harem. Magic Knights do not take well to anyone trying to subvert their Tamer’s authority or regularly oppose their orders and may seek to educate any offenders of ‘their place’ in the harem. Outside of this, they remain friendly to their harem sisters and often seek to assist them however they can. Despite these traits they do not excel in the Alpha position due to the nature of their prioritising their Tamer’s happiness over the stability of the harem unless specifically directed not to. Magic Knights do not make good betas either for similar reasons, and it is recommended to place the Magic Knight outside of regular Harem dynamics.

Sexual preferences are entirely dependent on the Tamer who evolved the Magic Knight, they will seek to do whatever they can to please their Tamer, even if they harem themselves in the process. It is recommended to carefully watch a Magic Knight when sexually experimenting because they will not admit that they are uncomfortable, or in pain, if they believe their Tamer is enjoying the act. Due to their strong desire to be tamed only by their Tamer, they are terrible at sex battles and are normally only capable of using ‘Eternal Softness’. They are capable, with great effort, of learning other sexual techniques though it is not recommended due to the potential to frustrate the Magic Knight with their lack of success.

There have been exceedingly few sightings of feral Magic Knights due to the nature of their evolution and the rarity of a Magic Knight allowing harm to come to their Tamer prior to their demise, and subsequently surviving said encounter. However, it is possible and the state has been termed 'Black Knight'. When a Magic Knight is rendered feral they are permanently encased in their armour and constantly exert their elemental aura. It is impossible to tame a Magic Knight without removing their armour (something which is nigh impossible without potentially killing the pokegirl.) The most likely location to find a feral Magic Knight is where their Tamer has been killed. The term Black Knight comes from the obsidian tint their armour takes on, as well as from a Pre-Sukebe Medieval figured known as ‘the Black Knight’. Magic Knights become excessively aggressive towards anyone who approaches their territory and are particularly violent towards pokegirls on the inhumanoid end of the spectrum. It is recommended to approach with caution and not engage a 'Black Knight' in melee. Remain out of range of their physical attacks and use elemental attacks which counter their aura's nature. In the outcome that a feral Magic Knight is tamed by someone other than their original Tamer it is impossible to form an Alpha Bond, and the reaction of the girl can range from immediately leaving to violently lashing out at the Tamer. It is almost impossible to maintain a Magic Knight who you haven’t personally evolved.

'There have been no known cases of thresholding into a Magic Knight or a Magic Knight Pokegirl undergoing Parthenogenesis. All children of a Magic Knight Pokewoman who undergo Threshold have turned into the Magic Knight's pre-evolved species.