"Bonjour~..."
Language Tutor at the Pokemon_Academy!
Ah, who is this lovely image that wanders the halls of libraries at night, searching for a good story to read? It's none other than this lovely French maiden by the name of Monpetite, 'Petite' or 'Pet' for short. Her parents weren't the most creative of sorts where names were concerned, but most of the Embre family made up for it in other ways. In the case of Pet, her intellect and that rather nice rump of hers more than do the trick. Though, of course, some of you may have noticed the odd little lamp she occasionally carries at her hip.
Well, fine. You caught her. The girl's a mostly-human version of a certain Pokemon species known as Chandelure. For those of you not in the know, Chandelure and its family consist of Ghost-type Pokemon that love to feast on the essence of the living. Particularly, they indulge in souls and life force. Pet, as such, has had her Lantern for quite some time, since she was a little girl, using it to feed on one source of energy or the other.
Of course, this creates some problems, as people start to wise up every now and then. Ultimately, she became a bit of a recluse due to peoples' hatred of her, forced to live in the shadows. Or, in the case of her school life, she was forced to be 'that hot nerdy girl that no one touches for some unspoken reason'. Fortunately for her, no one ever told the new kids that...
Pet isn't unfamiliar with the more commonly accepted aspects of vore, and sometimes uses them as a means to an end. After all, life essence is less difficult to strip from something that's dying than it is something that's alive, seeing as the spirit, soul, and whatnot are all simultaneously attempting to escape from the body at once. Not to mention the fact that it deals with the evidence rather nicely, too, given how well her body can process her meals. There's also the nice little boost it gives to her breasts and rump, occasionally adding a bit to her tummy, though she tends to work it off.
Her lantern doesn't really burn souls so much as it contains them for later consumption, 'cooking' them slowly (and, admittedly, rather painlessly) until she requires their nourishment. Sometimes she doesn't even steal the souls so much as the life force, which the dying victims aren't going to really use, anyway. Hence, 'soul vore' isn't exactly essential so much as some absorption of that essence.
So go ahead, give her a whisper if you catch her roaming the library. Just be wary...
-Ability-
Shadow Tag - The opponent cannot escape from battle on their own accord! Can be nullified by the ability Run Away or moves such as Roar.
-HP for Pokemon Academy-
20/20
-Moveset-
Inferno - Inferno deals damage and will always burn the target if it hits. (Fire [Type Bonus], 50% Accuracy, 5/5 PP)
Shadow Ball - Shadow Ball deals damage and has a 20% chance of lowering the target's Special Defense. (Ghost [Type Bonus], 100% Accuracy, 15/15 PP)
Psychic - Psychic does damage and has a 10% chance of lowering the target's Special Defense. Psychic will not be able to lower the target's Special Defense if it is at a stage of -6 or a value of 1, or if the target has a Substitute. (Psychic Damage, 100% Accuracy, 10/10 PP)
Energy Ball - Energy Ball damages the target and has a 10% chance of lowering the target's Special Defense. (Grass Damage, 100% Accuracy, 10/10 PP.)
Trick Room - Trick Room reverses the move order within each priority bracket so that Pokémon with a lower Speed stat attack first, whilst those with higher Speed stat will attack last. Individual brackets are still maintained; moves in higher priority brackets still work before moves in lower ones regardless of Trick Room. This effect lasts for five turns. Similar to Magic Room and Wonder Room, using Trick Room while it is already in effect will end it immediately.
Effects that alter the order of specific priority brackets override Trick Room. Therefore, Pokémon holding Full Incense or Lagging Tail and Pokémon with Stall will go last in their priority bracket regardless of their Speed stat. Pokémon activating Quick Claw will go first in their priority bracket.
Trick Room is in the -7 priority bracket and therefore will always go last, except against slower foes also using an attack in the same bracket. (Non-Damaging, Psychic, 5/5 PP)
Telekinesis- Telekinesis raises a foe into the air and makes the target immune to Ground-type moves and Arena Trap. In addition, all other moves, except one-hit knockout moves, hit the target regardless of accuracy and evasion. This effect lasts for three turns.
The effect of Telekinesis is canceled when Gravity is used; Telekinesis cannot lift targets if Gravity is in effect. In addition, Telekinesis cannot lift targets rooted to the ground by Ingrain.
The effect of Iron Ball overrides the effect of Telekinesis. (Non-Damaging, Psychic, 15/15 PP)
((Workin' on it, folks. She's normally set at age sixteen, but can be played of age upon request, particularly when she's not in a high school environment.
Okusennman alt!))