Monster Girl Collectible Card Profiles: Villainesses!

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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Mon Oct 10, 2016 8:59 pm

Luna Luna

Luna Luna is a guardian and dancer of the Calibara tribe, located in the southern most jungle in the forbidden Hinterland. Luna Luna is a extremely talented dancer, mastering the arts of hypnotic persuasion through movement. She moves her hips and swaying in such a way that enemies watching quickly become incapacitated, being unable to fight her and quickly becoming enslaved. Luna Luna has four long flexible tentacles connected to her with a stretchy flower like tip that emit highly concentrated pheromones that can be carried wide distances by the wind, luring in unsuspecting people and quickly overwhelming them, filling their minds with thoughts of surrendering and obedience. Luna Luna's tentacles can also wrap over targets heads, altering their minds to think what she wills or reading and removing their own thoughts and sucking out their essences.

Known Methods: Seductive Body, Pheromones, Dancing, Tentacles/ Wrapped Up.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Swaying Across the Battlefield. (Passive).
Luna Luna always moves around with a hypnotic rhythm. During Luna Luna's turn, everytime she moves in any direction across the battlefield she enchants all targets facing her direction, causing them to receive +15% charmed counter and having a 50% chance to skip their next turn. Any target that reaches 100% charmed counter are inflicted with "Open Mind" condition and always skip their turn if Luna Luna moved on her last turn.

Front Row Seat. 1-turn cooldown.
Luna Luna targets one Hero or Heroine in range, moving directly in front of them placing her flowered tentacle in front of their face, releasing a large amount of her potent pheromones into their face which they inhale. The target will then become tranced, applying "Open Mind" condition on them, making the drop to their knees and becoming unable to act or move. Targets will watch Luna Luna for the remainder of the battle unless physically struck 3 times by allies, snapping them out of the trance.

Always on Your Mind. 3-turn cooldown.
Luna Luna targets a Hero or Heroine in range and wraps her flowered tentacle over their head, losing their next 3 turns and becoming immobilized during this period. Luna Luna can activate this ability again during her next turn, apply one of the following effects:

Luna Luna sucks out the targets mind, learning all abilities, skill and spells they know. Luna Luna will release them on the 3rd causing them to become unable to activate any abilities, skills or spells or the remainder of the battle.
Luna Luna begins filling their minds with thoughts of obedience towards her, receiving +100% charmed counter. Luna Luna will release them on the 3rd turn causing them to become unable to target Luna Luna for the remainder of the battle.

Relax and Enjoy the Show. 5-turn cooldown.
Luna Luna begins releasing her potent pheromones from all flowered tentacles, causing all targets in range to inhale it. All targets affected become tranced, becoming unable to act, unable to move for the next 5 turns and applying "Open Mind" condition on them. Targets that are currently wrapped up in "Always on Your Mind" become enslaved, swapping teams and fighting for Luna Luna.

A Dance to Forget. 5-turn cooldown.
Luna Luna begins dancing and swaying around the battlefield, moving between every Hero and Heroine once and applying "Swaying Across the Battlefield" passive each time she moves. Luna Luna instantly enslaves any target with the "Open Mind" condition on them, causing them to swap teams and fight for Luna Luna. If Luna Luna reaches a target already enslaved target whilst dancing, she will wrap her flowered tentacle over their heads and force them to surrender their next turn to Luna Luna, allowing her to instantly take 1 additional turn once "A Dance to Forget" has ended.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Mon Oct 10, 2016 9:59 pm

Clown Girl

Clown Girls are mostly Heroines and Villainesses that have been corrupted by Clarise, but begin taking their makeup application obsessively, converting them into a Clown Girl. Unpredictable, dark and somewhat terrifying Clown Girls continue to convert Heroines, Villainesses and even Heroes into becoming makeup obsessed girls, skipping the sensible phase inflicted by Clarise and moving directly to Clown Girls. Clown Girls makeup are much more powerful and fast acting then Clarise allowing them to convert targets much more effectively. Clown Girls also have a wide range of methods to hypnotize targets including fake flowers that spray mind altering pheromones, their latex costumes rubbing on targets skin, quickly converting them and their powerful brainwashing pinwheels that quickly mesmerize people. Clown Girls are very deadly to large groups of adventurers, being able to brainwash many targets at the same time.

Known Methods: Seductive Clothing, Hypnotic Accessories, Pheromones, Gender-swapping, Magic




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Unsettling Presence. (Passive).
Clown Girls are both sexy and terrifying to look at, causing Heroes facing her direction to become immobilized, receiving +20% hardness counter each per turn. Heroes with 100% hardness counter automatically receive "Dark Implications" condition. Heroes with "Dark Implications" condition on them become unable to act, thinking about what it would be like to be a Clown Girl too.

Come Join the Circus. 3-turn cooldown.
Clown Girl targets a nearby Heroine or Villainess and begin converting them into a Clown Girl. Over the next 3 turns Clown Girl will coat their face in white foundation then apply additional makeup finishing their unique look. Clown Girl will then convert their armor and clothing into tight black latex with pink and black skirts and gloves. Heroines willingly skip their next 3 turns and, if caught in this skill for all 3 turns, become enslaved, being converted into a Clown Girl, swapping teams and fighting for Clown Girl.

Smell my Flower! 1-turn cooldown.
Clown Girl targets a nearby Hero, Heroine or Villainess and invites them to smell her fake flower. Targets will lean in and she will spray her hypnotic pheromones out of it into their face. Targets inhale, inflicting Confusion, Sleep and Silence on them and gaining +20% charmed counter and, if a Hero, gaining +30% hardness counter.

Spectacular Spiraling Pinwheel. 6-turn cooldown.
Clown Girl summons her highly hypnotic pinwheels to the field placing them in front of every Hero, Heroine and Villainess on the battlefield. All targets will gaze at their pinwheel as it rapidly spins around and begins brainwashing them. All targets become unable to move, close their eyes or look away from their pinwheel. Pinwheels affect all targets differently;

Heroes will receive +20% hardness counter per turn and can only physically attack during their turn, with a reduced accuracy of 30%.
Heroines receive +20% charmed counter per turn and willingly skip all their turns.
Villainesses receive +20% charmed counter become unable to target Clown Girls for attacks.

Any target with 100% charmed or hardness counter are permanently brainwashed, becoming unwilling to assist allies break free from their pinwheel and remain staring into their pinwheel, automatically skipping their turn until they are converted by Clown Girl. pinwheels can be attacked, destroying them and freeing the person looking at it from their brainwashing spell, however players and villainesses cannot attack their own pinwheel as they are too mesmerized by it to harm it.

Ringleaders Temptation. 10-turn cooldown.
Clown Girl targets any Heroine in range, anyone with 100% charmed counter, any Hero with "Dark Temptation" condition and brainwashed targets, wrapping them up in her black latex, completely covering their whole body. Her Latex will then latch onto their skins and begin converting them into a Clown Girl. Heroines and Villainesses affected by this skill are instantly enslaved, being converted into a Clown Girl on their next turn, swapping teams and fighting for Clown Girl. Heroes undergo a physical change whilst wrapped in the latex, altering their body to becoming completely female over the next 4 turns, becoming enslaved, being converted into a Clown Girl on their 5th turn, swapping teams and fighting for Clown Girl. Any Hero not affected by this ability but are facing a Hero who is when it is activated receive the "Dark Temptation" condition.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Tue Oct 11, 2016 2:34 pm

Queen Bee

Queen Bee was once a young Heroine, pure and honest, who was stung by an exotic bee whilst abroad in a foreign country exploring. She thought nothing of it at the time, however her body began changing and her mind began altering whilst she slept, falling into a coma. When she awoke a month later she had been completely converted into the Queen Bee. After exploring her new body she noticed she could create honey at will from her lips and her body was radiating natural sweet-smelling yellow perfume. Realizing her new found potential she returned home and arranged to meet up with her friends for a night out, fashioning a new outfit with a thick furry neck scarf that captured her pheromones and trapped it inside it. She also began smoking, mixing the honey from her lips into the smoke when she puffed on her cigarettes creating a deadly smoke clouds of seduction could brainwash large groups of people. When she met her friends she used all manor of seduction techniques to turn them into her loyal Worker Bees. They have since enslaved countless Heroines into Worker Bees to serve her.

Known Methods: Seductive Clothing, Hypnotic Smoke, Hypnotic Kisses, Honey Feeding, Pheromones, Tentacles/ Wrapped Up.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Embrace your Queen. (Passive).
Queen Bee is consistently radiating her enticing sweet honey pheromones, affecting all targets around her and leaving behind the smell on all areas of the battlefield she has previously been on. Any Hero that inhales it becomes enticed receiving +10% charmed and hardness counter per turn, becoming unwilling to target Queen Bee for attacks and blocking all attacks she would receive from other allies. They also, during their turn, willingly walk their maximum distance towards Queen Bee. Queen Bee embraces any Hero in range, rubbing their face over her thick furry neck scarf and causing them to directly inhale the pheromones trapped inside, becoming enslaved and receiving +100% charmed and hardness counter, swapping teams and fighting for Queen Bee.

Queens Kiss. 2-turn cooldown.
Queen Bee targets a Heroine or Villainess in range and pulls them in for a kiss. Queen Bees lips turn golden as she forces honey into their mouths. The target then becomes enslaved, falling into a 2 turn trance as they are converted into a Worker Bee. Once converted, Worker Bee will awake, joining the fight under Queen Bees control. If a target is physically attacked before the 2nd turn they snap out of their trance but remain enslaved to Queen Bee, swapping teams and fighting for her. If the target is then affected by this ability again they are instantly converted into a Worker Bee.

Honeycomb Smoke. 3-turn cooldown.
Queen Bee laces her lips with her hypnotic honey and puffs deeply on her cigarette, blowing out a big cloud of honey-infused smoke over all target in the battle. All targets inhale, becoming enticed and also falling into a 3 turn trance and becoming unable to act or move. Over the next 3 turns all targets receive +30% charmed counter and, if a Hero, +20% hardness counter. Enticed targets become unwilling to target Queen Bee for attacks and blocking all attacks she would receive from other allies. If any target reaches 100% charmed or hardness counter whilst stuck in a trance they instantly become enslaved, swapping teams and fighting for Queen Bee.

Royal Mail. 1-turn cooldown.
Queen Bee targets any Hero who is enticed, enslaved or has 100% charmed or hardness counter and beckons them to come to her. Queen Bee will then automatically apply her "Embrace your Queen" passive, causing them to become brainwashed and receiving +100% hardness counter. Queen Bee then kisses them filling their mouth with her honey and then drops to her knees and begins sucking their penis, completely coating it in honey. Queen Bee then commands them to pass on her honey to a Heroine, causing them to begin walking at the nearest Heroine and, when in range, have sex with them, kissing them and filling them up with the Honey. Heroines affected become enslaved, swapping teams and fighting for Queen Bee. Over the next 2 turns they are converted into a Worker Bee. The Hero will snap out of their brainwashing, returning back to their original condition before being affected by this ability.

Building the Throne. (Passive).
At the start of the battle Queen Bee covers all the outer limits with a wall of honey, preventing people from escaping the battle. During each of her turns she adds a new layer of walls on the next inside squares, removing the squares she covers from the battlefield, preventing people from moving onto that square. Anyone Heroine or Villainess on a square that becomes covered in honey become enslaved, swapping teams and fighting for Queen Bee but become unable to move. Honey will spill into their mouths causing them to consume it and, over the next 2 turns, become converted into a Worker Bee. Heroes on a square that becomes covered in honey receive +100% hardness counter and become tranced, becoming unable to act. Queen Bee can fly to any Hero caught in her honey and absorb their cum, fully recovering her and removing all negative conditions.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Oct 12, 2016 9:45 am

Maid

Maids live to make their chosen Heroes lives perfect, cleaning for them and pleasuring them as much as possible. Maids enslave any Hero that they have chosen to serve who attempt resist them and refuse their services, forcing them to accept them as their lover and carer. Maids also love to impose their ideals on Heroines, converting them into Maids so they too can see their so-called goodwill actions to serve Heroes. Maids are dedicated to perfecting their jobs, wearing hand-made uniforms out of silk, cotton and nylon, designed to be as attractive as possible to Heroes. Maids also carry a wide range of equipment that can be used to remove doubts from even the most stubborn Heroes minds.

Known Methods: Seductive Clothing, Hypnotic Accessories, Tentacles/ Wrapped Up.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Air Freshening. (Passive).
Maid always ensures her battlefield is in pristine condition. Maid dispels and removes any pheromone and smoke based abilities on the battlefield, suppressing the user and preventing them from activating them abilities whilst Maid is present. Maid cannot be enslaved or converted by clothing, pheromone or smoke based abilities.

Feather Dusting. 1-turn cooldown.
Maid targets a Hero or Heroine in range, pulling out her feather duster and rubbing it in their face. Targets affected become stuck in a trance, becoming unable to act or move and gaining +30% charmed counter and, if a Hero, +30% hardness counter. Allies may physically attack the entranced target, snapping them out of their trance.

Alluring Uniform. (Passive).
Maid wears a custom costume she made out of silk, cotton and nylon. Heroes and Heroines looking in Maid direction become attracted to her, receiving +10% charmed counter per turn and, if a Hero, +20% hardness counter per turn. Any Hero or Heroine that physically attack Maid receive +20% charmed counter and, if a Hero, +30% hardness counter.

Vacuumed Dry. 3-turn cooldown.
Maid targets any Hero in range with 100% hardness counter and removes their pants, pulling our her vacuum and wrapping them up in the hose then placing the end over their penis, turning it on sucking out their cum. The Hero becomes immobilized, becoming unable to move and her vacuum will remain attached to their penis for the next 3 turns, applying different effects for each turn that passes;

During the 1st turn, the Hero becomes stuck in a trance, becoming unable to willingly act or move.
During the 2nd turn, the Hero becomes enticed, becoming unwilling to attack Maid and blocking any attacks directed at her.
During the 3rd turn, the Hero cums into her vacuum and become enslaved, swapping teams and fighting for Maid. All Heroes facing Maid gain +100% hardness counter.

Maid may only have one Hero trapped in this ability. Allies may attack her vacuum, breaking it after 5 physical attacks and freeing the Hero trapped in it. Heroes remain with the effects applied on them, depending how many turns had passed since it was activated. If broken Maid becomes unable to use this ability for the next 3 turns as she repairs it.

Your Hired! 10 turn cooldown.
Maid targets any Heroine with 100% charmed counter in range and places her vacuum directly in-front of their face, turning it on and sucking out their soul. Heroines become enslaved, swapping teams and fighting for Maid. During their next 3 turns enslaved Heroines will undress, removing all weapons, armor and clothing and dressing up in a maids costume provided by Maid. After 3 turns have passed the Heroine will be fully converted into a Maid. This ability cannot be activated by Maid if her vacuum has been broken.


Victories:

Alexander. (Enslaved).
Rias. (Converted into Maid).
Cecilia. (Converted into Maid).


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Oct 12, 2016 3:12 pm

Neko

Part of the Neko archetype family, Nekos start out as young girls who are sex driven and love teasing men with their playful ways. Once enough time has passed their dominance and sex drive cause them to seek new methods to seduce as many men as they can in an attempt to pull full attention away from other girls they find attractive. They explore all kinds of tactics from perfume, black magic and smoking to hypnotic accessories but almost always settle on clothing, finding that physical contact is the quickest way to capture Heroes. After these girls have passed this point mentally they become Nekos, growing a long fluffy tail and ears, and begin wearing the finest furry costumes such as boots, tops, bras and gloves, knowing how quickly these can hypnotize horny guys. Once a Neko has their claws into a guy, it becomes impossible to break free.

Known Methods: Seductive Clothing, Seductive Body.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Marking Her Territory. (Passive).
Neko playfully rubs costume up and down against any Heroes in range, forcing her furry clothing up against their skin. Heroes affected become hypnotized, becoming unable to willingly act or move, stroking the Nekos fur and gaining +20% hardness counter. As long as Neko is in range of a Hero, they will remain hypnotized. Neko commands hypnotized Heroes to attack Heroines at range without leaving her side, or supporting Neko by healing or applying positive conditions or effects during their turn.

Tantalizing Tail. 2-turn cooldown.
Neko pounces on a Hero and removes their pants, wrapping her tail around their penis. Heroes affected become immobilized and tranced, becoming unable to willingly act or move and gaining +50% hardness counter. Neko can activate this ability again during her next turn if she targets the same Hero.

Catnap. 3-turn cooldown.
Neko erects her tail and begins wagging it back and forth causing all targets looking at her to fall asleep. All targets receive +10% charmed counter and, if a Hero, +10% hardness counter for every turn they are asleep, dreaming about Neko.

Feeding Time. (Passive & Active) 5-turn cooldown.
Neko lets out a seductive "meow!" at a nearby Heroes with 100% hardness counter, causing them to become brainwashed, getting extremely horny and attracted to Neko. The affected Hero will then remove their pants and fall to their knees, presenting their penis ready for Neko. Heroes become unable to willingly act or move, remaining on their knees for the rest of battle, only acting if affected by Neko's "Jealous Kitty" ability.

Neko can lick and suck any Hero brainwashed by Neko's "Feeding Time" ability, causing them to cum for her instantly. Neko recovers 25% of her max health, removes all negative effects from her, increasing her Speed by 20 and gaining an additional turn when she absorbs their cum. Heroes will remain brainwashed staying unable to willingly act or move, remaining knelt down and gaining +50% hardness counter per turn until they are ready to feed her again.

Jealous Kitty. (Passive & Active) 7-turn cooldown.
Neko pounces on a Hero in range with 100% hardness counter, licking their face and seductively purring. Heroes become brainwashed, becoming unable to willingly act or move. Neko commands all brainwashed Heroes to attack Heroines, teasing them saying she will pleasure them when all Heroines are KO'd. Heroes will then instantly act when this ability is activated, gaining "Lucky Stars" condition, moving and attacking the nearest Heroines in range on the field.

Any Heroine with 100% charmed counter automatically receive double damage from all Heroes on the battlefield, and are unable to naturally wake up from her "Catnap" ability, remaining asleep until they are struck by a damaging skill.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Oct 12, 2016 4:11 pm

Kitsune

Part of the Neko archetype family, once some Nekos grows up they can become Kitsune's, altering from a cat into a fox and growing their single tail into 9 luscious fur fox tails, becoming much more intelligence and mature. As well as naturally enhancing their attractiveness they develop perfect lips that can entice even the most heartless of Heroes into loving them and also begin smoking, spreading their natural allure through their cigarettes allowing them to affect many Heroes at distance and at the same time. Kitsune also alter their costumes, removing their furry outfits and beginning to wear full nylon leggings, gloves and bras. Kitsune's are able to control each one of their tails individually, allowing them to affect multiple targets at once, they also no longer need to rely on Heroes to take care of Heroines, instead using their new found techniques to hypnotize, enslave and convert them.

Known Methods: Seductive Clothing, Seductive Body, Hypnotic Smoke, Hypnotic Kisses.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Just One Step Closer. (Passive).
Kitsune guards her converted Nekos with a deep passion. Kitsune has a chance to randomly enter a battle involving at least on Neko with low health and aid them in the battle. Heroes become more and more attracted to Kitsune the closer they are to her. Heroes automatically gain up to 100% hardness counter depending how close they are to Kitsune. Targets can move away from Kitsune, reducing the hardness counter applied by this passive by up to 100% depending how far they are to Kitsune.

Sins of the Nine Tails. 1-turn cooldown.
Kitsune wraps her tails around a Hero in range completely cocooning them in her tails. Kitsune tails wrap around their face, neck, arms, body, penis and legs and continuously jiggles them around, rubbing it up and down their penis causing them to cum instantly. The Hero becomes enslaved, swapping teams and fighting for Kitsune.

Charming Display. 1-turn cooldown.
Kitsune get down on all fours and brandishes her nine tails, flaying them back and forth. All targets looking at her become charmed, becoming unable to target Kitsune for attacks and blocking all attack she would receive from allies. All targets become unable to move away from Kitsune and if they move, can only move directly towards Kitsune.

Encased in Nylon. 4-turn cooldown.
Kitsune targets a nearby Heroine and completely cocoons them in hey nylon, causing them to become unable to act or move. Heroines wrapped in Kitsune's nylon receive +25% charmed counter per turn, remaining unable to act or move. Any Heroine that receives +100% charmed counter becomes enslaved, being converted into a Neko, swapping teams and fighting for Kitsune. Allies may attack Heroines wrapped in nylon, freeing them but receiving +50% hardness counter when they touch Kitsune's nylon.

Enveloping Mist. 6-turn cooldown.
Kitsune puffs on her cigarette seductively, blowing out a large cloud of smoke over all targets. All Heroes who inhale her smoke become brainwashed, becoming unable to willingly move or act and receiving +100% hardness counter. All Heroines who inhale her smoke become stuck in a trance for 5 turns, becoming unable to willingly move or act and receiving +20% charmed counter per turn, if a Heroine gains 100% charmed counter by this ability they become hypnotized, becoming tempted to smoke for Kitsune and begin walking toward Kitsune uncontrollably during their turn, once in range Kitsune places a cigarette in their mouth and lights it, causing them to become enslaved, swapping teams and fighting for Kitsune. All targets who inhale her smoke become unable to escape the battle, and if they move, can only move directly towards Kitsune.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Oct 12, 2016 6:07 pm

Mad Chemist

In the dark corners of a city inhabited by many monster girls lays a university that offers students the chance to study chemistry for free. Seeming like a opportunity too good to pass up many girls enroll in the course only to find out what they are working with is raw extracted monster girl seductive ingredients. Some girls leave right away, knowing the dangers of working with such deadly sustenance's, however others are compelled to stay. These students study hard, experimenting with the materials on each other and eventually become Mad Chemists. Some Mad Chemists become dedicated to spreading their abilities to perfectly create and mix monster girl essences and feeding them to the masses of girls, heroines and even heroes, converting them into all manors of villainesses. Other Mad Chemist become tutors, carrying on offering free education to the next bunch of eager students.

Known Methods: Hypnotic Accessories, Hypnotic Pheromones, Gender-Swapping.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Doing it for Science! (Passive).
Mad Chemist keeps an untested vial of mixed monster girl essences on her at all times. If Mad Chemist is defeated in battle, she consumes her mixture causing her to get instantly converted into a random 5-star rating or less monster girl, fully recovering herself and rejoining the fight as a new monster girl. Any target that has been enslaved or converted by Mad Chemist remains enslaved to her after she has been converted.

Drink of Deception. 3-turn cooldown.
Mad Chemist targets a nearby Heroine and offers them a pink sparkling drink, persuading them that it will enhance their performance. The Heroine drink the contents falling into a trance, becoming unable to willingly act or move. Over the next 3 turns the Heroine becomes converted into a random 2-star rating or less monster girl, swapping teams and fighting for Mad Chemist.

Elixir of Beguile. 4-turn cooldown.
Mad Chemist targets a nearby Heroine and extracts some of their essence, mixing it with a range of monster girl chemicals and priming her elixir ready for use. The affected Heroine loses their next turn, all positive effects, conditions and 50% of all their stats.

Mad Chemist can target one Hero in range and force them to drink her elixir, causing them to fall into a trance, becoming unable to willingly act or move. Over the next 3 turns the Hero becomes converted into a random 2-star rating or less monster girl, swapping teams and fighting for Mad Chemist.

Perfecting Potion. 4-turn cooldown.
Mad Chemist targets a nearby Hero and forces them to drink a potion containing a wide range of Mad Chemists fluids mixed with monster girl chemicals, causing the Hero to become enticed and brainwashed, becoming unable to willingly act or move, unable to target Mad Chemist for attacks and blocking all attacks directed at her. The Hero also receives +100% hardness counter.

During her next turn, Mad Chemist can command the Hero to cum, capturing all their cum in a vial and mixing it with several chemicals. She can then consume her new potion at any time, fully recovering her and removing all negative conditions and effects.

Vial Bombardment. 11-turn cooldown.
Over the next 3 turns, Mad Chemist begins brewing a whole range of mixtures in her vials and sealing them. On her 4th turn she will begin throwing them at all targets on the battlefield, smashing the vials at their feet and releasing the contents as a potent gas. All targets inhale the gas, inflicting random effects on all targets. Effects applied can be any of the following:

50% chance to be inflicted with Sleep, Poison, Blind, Darkness, Silence, Confusion and Item-lock.
25% chance to become tranced, becoming unable to willingly act or move for the next 3 turns.
15% chance to become Petrified, being removed from the battle.
9% chance to instantly convert the target into a random 2-star rating or less monster girl.
1% chance to instantly convert the target into a random 6-star rating monster girl.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Thu Oct 13, 2016 3:45 pm

Medusa

Medusa was once a gorgeous young woman, rumored by many be to be the child of a god. Living in times were the world was archaic and chaotic, a worshiper of the dark arts felt outrage at her apparent godhood, believing that gods should not walk amongst men. One night he crept up on her whilst she slept, placing a venomous snake he had injected with Lamia DNA into her bed. The snake slithered up to her neck and sang it fang into her, injecting its deadly mixture of poison and Lamia essence into her. believing he had successfully killed her he departed, leaving her in her bed hoping she would be found and spread grief to the local townspeople. Later that night however she underwent a physical change, having her god-like genes mixing perfectly with the poison and lamia essence, changing and converting her into a Lamia of unspeakable power. Her hair strands changed into snakes themselves, growing a long powerful snake-like tail and creating the poison-lamia fluid in her mouth at will. Seeking revenge on the person who did this to her she set out that night, completely enslaving the towns population, petrifying all the men and converting all the women into Lamia's before disappearing the world.

Known Methods: Hypnotic Gaze, Hypnotic Venom, Tentacles/ Wrapped Up, Petrification, Magic.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Goddess Amongst Men. (Passive).
Medusa retains her god-like genes, causing her to never age and becoming immune to death. Medusa cannot be KO'd and is immune to all negative conditions and effects. Medusa's perfect snake-like body allows her to move extremely fast. Medusa can move twice per each of her turns. Any target looking at Medusa become stuck in a trance, receiving "Medusa's Gaze" condition and becoming unable to willingly move or act. Allies may attack entranced target, snapping them out of their trance as long as they are no longer looking in Medusa's direction.

Tail Pleasure Trap. 2-turn cooldown.
Medusa wraps up a Hero in range in her tail, wrapping it around everything but their heads and pulling them around directly in front of Medusa. Medusa then gazes deep into their eyes, causing them to become hypnotized, becoming unable to willingly act or move, gaining +100% hardness counter and receiving "Medusa's Gaze" condition. During her next turn Medusa can activate this ability again choosing one of the following effects:

Medusa gazes at their penis, petrifying it causing the Hero to become enslaved, swapping teams and fighting for Medusa.
Medusa picks up the trapped Hero and turns them upside down, dangling them in-front of another Hero in range. She then wraps her tail end around their penis and pumps it, causing them to cum for Medusa, inflicting charm both Heroes, making them to become unable to target Medusa for attacks and blocking all attacked directed at her.
Medusa gazes at the Hero again, causing them to become completely petrified, she then constricts her tail around them shattering their statue and removing them from the battle.

Petrifying Gaze. 1-turn cooldown.
Medusa gazes at a target in range, causing them to receive +100% charmed counter and, if a Hero, +100% hardness counter, receiving "Medusa's Gaze" condition and becoming petrified. Petrified targets cannot move or act and are removed as targets for allies.

Medusa can activate this ability next to petrified Heroes, allowing her to instantly constricts them in her tail and shattering their statue and removing them from the battle.
Medusa can activate this ability next to petrified Heroines, allowing her to use "Kiss of No Return" on them, instantly causing them to break out their statue as a fully converted Lamia, becoming enslaved, swapping teams and fighting for Medusa.

Kiss of No Return. 4-turn cooldown.
Medusa kisses a Heroine in range who has "Medusa's Gaze" condition on them, causing them to become petrified, becoming unable move or act and are removed as targets for allies. During the Heroines next turn they break out their statue as a fully converted Lamia, becoming enslaved, swapping teams and fighting for Medusa.

Last Light in Your Eyes. 10-turn cooldown.
Medusa raises herself up using her tail and expands all strands of her snake hair, glaring down at all targets facing her direction. Targets with "Medusa's Gaze" condition on them become petrified, becoming unable move or act and are removed as targets for allies. Heroines affected by this skill break free of their statue in 3 turns as fully converted Lamia's becoming enslaved, swapping teams and fighting for Medusa. All other targets receive "Medusa's Gaze" condition, being inflicted with Poison, Blind, Silence and Darkness, becoming tranced, becoming unable to willingly move or act.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Thu Oct 13, 2016 5:45 pm

Mysidian Dancer

Many practices are studied in the village of Mysidia. A small town inhabited by young people full of potential and filled full of talent, Mysidia is home to world famous red, white and black magicians. Much like the rest of the world Mysidia has a dark side as well, girls who study a forbidden art of dancing, idolizing their body and using it as a weapon on the population. Mysidian Dancers tempt and tantalize unprepared Heroes during the night, luring them close with their perfectly curved body and enslaving them with their seductive movement and velvet clothing, slowing wrapping them up in it and removing any possibility of escaping as they surrender into their lives of servitude.

Known Methods: Seductive Body, Dancing, Tentacles/ Wrapped Up.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Velvet Dreams. (Passive).
Mysidian Dancer keeps long pieces of light velvet wrapped around their body, ready to trap Heroes when in range. Mysidian Dancer will wrap her velvet cloth around any Hero in range, immobilizing them and causing them to gain 1 stack of "Velvet Dreams" condition and gaining +33% hardness counter. Any Hero who receives 3 stacks of "Velvet Dreams" becomes enslaved, swapping teams and fighting for Mysidian Dancer. Allies can attack a Hero with "Velvet Dreams" stacks, removing 1 stack each time they are struck. Heroes must have no "Velvet Dreams" condition stacks in order to be able to move freely again.

Hypnotic Hips. 1-turn cooldown.
Mysidian Dancer begins flicking and swinging her hips slowly, teasingly running her hands down her hips and winking at a Hero in range. The Hero is inflicted with Berserk, Protection, Shell and Confusion. The Hero is also enticed, becoming unable to target Mysidian Dancer for attacks and blocking any attack Mysidian Dancer would receive.

Pulled into Pleasure. 2-turn cooldown.
Mysidian Dancer throws out a velvet bandage, wrapping it around any Hero and pulls them directly to her. The Hero becomes immobilized, gains 1 stack of "Velvet Dreams" and receiving +33% hardness counter. During Mysidian Dancer's next turn she can activate this ability again, wrapping her velvet cloth around the Heroes penis, causing them to gain 2 stacks of "Velvet Dreams", +66% hardness counter and becoming enslaved, swapping teams and fighting for Mysidian Dancer.

Private Show. 7-turn cooldown.
Mysidian Dancer targets all Heroes in range with any number of "Velvet Dreams" condition stacks and begins dancing for them, spinning around bending over and shaking her body. All Heroes who watch have a 33% chance per "Velvet Dreams" stack to become enslaved, swapping teams and fighting for Mysidian Dancer.

The Show Must Go On. 5-turn cooldown.
Mysidian Dancer targets a Heroine in range, wrapping them in velvet causing them to become immobilized. Mysidian Dancer will apply 1 stack of "Velvet Dreams" condition for each Hero she has enslaved. If a Heroine receives 4 stacks of "Velvet Dreams" condition she becomes completely cocooned in her velvet, becoming tranced and becoming unable to willingly move or act. Unless all stacks are removed by the Heroines next turn she will be converted into a Mysidian Dancer, becoming enslaved swapping teams and fighting for Mysidian Dancer.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Fri Oct 14, 2016 4:53 pm

Deneb

Young, beautiful and brilliant, but cold-blooded, Deneb is a witch who is dedicated to her research into the dark arts. She's actually a spirit who inhabits other girls' bodies, though she fiercely denies this. Deneb governed over the people of the area known as The Garden from Valparin Castle. The experiments she performed were as dark and mysterious as her past and many villagers, all being young men, went missing. When the young men stopped disappearing, villagers started to find entire fields of crops dug up. Whispers started to circulate regarding the nature of her experiments and strange creatures with pumpkins for heads started appearing in the mountains. Deneb is able to corrupt any man with her pumpkins, encasing their heads in them and causing them to fall under her spell, converting them into her loyal mindless Pumpkin Slave. Deneb has also been known to have been studying how to convert Heroines as well.

Known Methods: Hypnotic Accessories, Tentacles/ Wrapped Up, Magic.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Spiritual Possession. (Passive).
Deneb is a spirit who inhabits the body of a young girl. During Deneb's turn, she can possess the body of any Heroines on the field, leaving behind her old body and transferring her consciousness to the Heroines, suppressing their spirit. Heroines possessed by Deneb cannot become unable to willingly act or move, having all actions taken as Deneb instead. Deneb can be forcefully banished from a Heroines body by KOing them, causing her to return back to her previous original inhabitant and preventing her from possessing another Heroine for 2 turns.

Scatter the Seeds. 7-turn cooldown.
Deneb scatters her enchanted seeds randomly across the battlefield, planting up to 10 seeds planting 1 for each Hero in play. Seeds will automatically grow into pumpkins over the next 4 turns. Once 4 turns have passed the pumpkins begin emitting an ominous glow, attracting a Hero in range to walk uncontrollably towards them. Heroes affected become tranced, becoming unable to willingly act or move. Once in range pumpkins will wrap there vines around the Hero completely binding them as the pumpkin moves upwards and over their heads, causing the Hero to become brainwashed. Once 3 turns has passed the Hero becomes enslaved, being converted into a 'Pumpkin Slave', swapping teams and fighting for Deneb.

Heroines can physically attack the planted pumpkins, breaking them after 3 attacks and removing their ominous glow from the field.
Allies can physically attack entranced Heroes, snapping them out of the trance as long as they are no longer in range of the Pumpkins ominous glow.
Allies can physically attack Heroes trapped in pumpkins, breaking the pumpkin after 2 hits and preventing them from being enslaved. Heroes remain brainwashed.

Scaredy Cat. 5-turn cooldown.
Deneb summons her army of scarecrows to the field, placing 1 in front of every target on the field. All targets become terrified, immediately skipping their next turn and only being able to move for the effect of 'Scatter the Seeds' ability luring them. Scarecrows affect all targets around them, reducing their attack and magic attack by 50% and inflicting darkness, silence and draining targets of 10% of their maximum HP, directly heaving Deneb for the amount drained. Scarecrows can be destroyed by physically attacking them once.

Personal Pumpkin Persuasion. 2-turn cooldown.
Deneb targets a Hero in range, instantly growing a pumpkin and forcing it onto their heads. The pumpkin grows its vines and begins wrapping them around the Heroes arms, body, penis and legs. The Hero becomes brainwashed, becoming unable to willingly move or act and receives +50% hardness counter per turn. Once the Hero receives +100% hardness counter they become enslaved, being converted into a 'Pumpkin Slave' swapping teams and fighting for Deneb.

Trick and Treat! 10-turn cooldown.
Deneb commands her Pumpkin Slaves to approach all targets on the field and bind them for Trick and Treat. All Pumpkin Slaves will walk to their nearest target, opening their mouths and spewing out vines that completely bind their target. Pumpkin Slaves will then begin emitting their ominous fiery orange glow from their eyes, causing their bound target to become hypnotized, becoming unable to willingly move or act. Each bound target is affected differently:

All Heroes will gain +33% hardness counter for each turn they remain bound, becoming enslaved once they receive 100% charmed counter, being converted into a Pumpkin Slave, swapping teams and fighting for Deneb.
All Heroines receive +20% charmed counter or each turn they remain bound, becoming enslaved once they receive 100% charmed counter, being converted into a Pumpkin Slave, swapping teams and fighting for Deneb.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Fri Oct 14, 2016 7:13 pm

Nyueki

Nyueki is a cute, care-free girl, living life slowly and pleasurably. When Nyueki was young she began studying plants with a deep seated passion, becoming a well known botanist. During one of her expeditions to distance lands she found herself sneaking deep into the forest forbidden by the natives, and encountered a species of rafflesia flower she had never seen before. Big, blooming and with beautiful petals Nyueki, approached cautiously but quickly became overwhelmed by its pheromones, causing her to touch it and push her face deep inside its core to satisfy her urge to smell more of the wonderful flowers fumes. The flower responded instantly, wrapping its petals around her head and began spewing a strange liquid over her, the liquids began to solidify, becoming a shiny latex material that covered her whole body seemingly shifting its color at will taking on a black and yellow tint. The latex quickly altered her mind, making her want to spread it to all the people she could. Once she left, she returned back to the tribes village, conquering it in hours by simply touching her victims and encasing them in her latex, turning them into her mindless slaves. Nyueki found out she could pick up seeds from any flower and corrupt them by simply touching them, turning them into the rafflesia flowers seeds which grew very quickly if in contact with soil. Nyueki also found out that by mixing the seeds into her pipe holder she could exhale sweet smelling smoke that replicated the effects of the rafflesia fumes on other people and cause them to fall madly in-love with Nyueki.

Known Methods: Seductive Clothing, Hypnotic Smoke, Hypnotic Accessories, Plant Control, Pheromones.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Alluring Aphrodisiac Aroma. (Passive).
At the start of the battle, Nyueki taps out seeds from pipe holder and blows them over the battlefield. up to 12 of Nyueki's special flowers begin growing randomly across the battlefield. Once 3 turns have passed all flowers will be fully grown and bloom, releasing their incredible smell around them, affecting all targets in range. Any target caught in the flowers aroma become enticed, becoming unable to attack Nyueki for an attack and blocking all attacks she would receive, they will also move directly towards the nearest flower during their turn. Each flowers aroma will travel 1 additional square further for each turn that has passed since it bloomed.

Bring the Lady Flowers. 1-turn cooldown.
Nyueki approaches one of her fully bloomed special flowers and picks it, removing their enticing smell from the battlefield. Nyueki can then target a nearby Hero or Heroine and place the flower on their chest, causing the sweet smell to float directly up into their faces causing them to become hypnotized, becoming unable to willingly act or move. During their turn Nyueki commands them to walk towards a Hero or Heroine and place the flower onto them instead, repeating the effect of this ability to them.

Perfectly Blended. 4-turn cooldown.
Nyueki approaches one of her fully bloomed special flowers and picks it, removing their enticing smell from the battlefield. Nyueki then grinds them up and mixes it in her pipe holder, lighting it and inhaling deeply, blowing out her sweet smoke across the entire battlefield, causing all targets to inhale it. Each target becomes tranced, becoming unable to willingly act or move for 3 turns and receiving +30% charmed counter. Nyueki can use this move up to 3 times before she has to pick another flower. Any target that receives 100% charmed counter whilst entranced becomes enslaved, swapping teams and fighting for Nyueki.

Live in Latex Forevermore! 3-turn cooldown.
Nyueki targets a Heroine in range, removing their gloves and forcing on a pair of her black latex gloves. The Heroine becomes unable to act or move as the latex begins to spread across their body. After 3 turns have passed they will be completely covered in Nyueki's latex, becoming enslaved, swapping teams and fighting for Nyueki.

The Corruption Spreads. 15-turn cooldown.
Nyueki begins to unwind and relax, inhaling from her pipe holder and becoming unable to move for the rest of the battle and taking 50% reduced damage. Nyueki puffs out her smoke across the battlefield, causing all targets to inhale and become unable to move for the rest of the battle, falling asleep and inflicting a random countdown petrifaction petrifying targets after 3-10 turns, removing their ability to act or move and becoming untargetable by allies for cures. Nyueki enchants the ground below her with her latex, creating a infinite puddle of latex to begin seeping outwards in all directions across the battlefield. The latex moves 1 square in all directions for each turn that passes then after. Nyueki's latex will spread up over any Hero or Heroine on a square that floods with latex causing it to completely cocooning i'm then latex and become enslaved, swapping teams and fighting for Nyueki.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Fri Oct 14, 2016 7:41 pm

The Gazer

The Gazers origins are mostly unknown but it is rumored she is a unique and powerful monster girl from a different plane of existence. She is feared as a deadly monster girl with a complete mastery of mind control and hypnosis via eye contact. The Gazer can quickly enslave groups of adventurers with her eight tentacle eyes, implanting thoughts and feelings into her victims heads and completely changing how they think about her, making them believe she is an ally and they want to be enslaved by her. Each eye can affect people at large distances and in multiple directions, making her incredibility hard to catch by surprise. Anyone who makes eye contact with these tentacles quickly become hypnotized, thinking about how attractive she is and how much they want to obey her, becoming immobilized whilst they completely lose their minds.

Known Methods: Hypnotic Gaze, Tentacles/ Wrapped Up.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Alluring Gaze. (Passive).
The Gazers tentacle eyes are always open searching for targets to hypnotize. Heroes or Heroines caught staring into one of them receive +20% charmed counter for every turn that passes. Once locked onto a target, the tentacle eye will remain gazing into the Hero or Heroine until they are completely enslaved. The Gazer automatically applies different effects on targets during her turn, depending on how much charmed counter they have received:

Heroes and Heroines with 20% or more charmed counter become immobilized, and become unable to look away from The Gazer.
Heroes and Heroines with 50% or more charmed counter lose access to all abilities, passives and spells.
Heroes and Heroines with 80% or more charmed counter become tranced, willingly skipping their turn and thinking about The Gazer.
Heroes and Heroines with 100% charmed counter become enslaved, swapping and fighting for The Gazer.

During enslaved targets turns they will move towards former allies who are not currently wrapped in The Gazers tentacles, looking into their eyes or enslaved and attempt to hold them in place, forcing their eyes in The Gazers direction and causing them to lose their next turn.

Dark Temptation. 1-turn cooldown.
The Gazer targets one Hero in range and coils one of her tentacles around their penis wrapping it up completely and beginning to pump it, causing them to lose their next turn and receive +40% hardness counter, all other targets on the field receive +10% charmed counter, secretly wishing that The Gazers tentacles was wrapped around them instead. As long as The Gazer has one free tentacle it will remain wrapped around their penis causing them to lose their next turn and receiving +40% hardness counter and +10% charmed counter to all other targets on the battlefield. Heroes with 100% hardness counter will cum and become enslaved, swapping teams and fighting for The Gazer.

Awakening Kiss. 1-turn cooldown.
The Gazer targets a Hero or Heroine in range, pulling them close and kissing them deeply on the lips whilst gazing into their eyes with hers. The Gazer sucks outs all positive conditions and effects from her target, causing them to receiving +10% charmed counter and making them to open their eyes, if they were closed. The Gazer can activate "Wicked Eye" immediately after using this ability.

Entangling Entrapment. 3-turn cooldown.
The Gazer targets up to 8 Heroes or Heroines in range and wraps them up in her tentacles from bottom to top with the eye directly in their face. Wrapped up targets are forced to gaze deeply into The Gazers tentacle eyes instantly gaining +40% charmed counter and willingly skip the next 2 turns. The Gazer can also apply the effects of "Dark Temptation" on Heroes wrapped up in her tentacles each turn, causing them to instantly gain +40% hardness counter before "Dark Temptation" effects are applied to them.

Wicked Eye. 1-turn cooldown.
The Gazer targets someone who has been wrapped up in her tentacles and gazes directly into their eyes, instantly hypnotizing them and filling their heads with uncontrollable thoughts of servitude to her. Targets receive +100% charmed counter and, if a Hero, +100% hardness counter and instantly cum, causing them to become enslaved, swapping teams and fighting for The Gazer.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Sun Oct 16, 2016 4:58 pm

Snow

One of three charmers from Gaia, Snow is typically found lurking in glacier fields, mountains and anywhere absent of heat and warmth. Snow commonly charms Heroes straight away, causing them to fight themselves in battle whilst she picks off the stronger minded target. Snows blue icy lips release unique pheromones that cause a wide range of effects at range, depending on what she needs, and deadly effects when applied directly to a adventurer through a kiss or mixed with her sisters own pheromones. Snow can create snow storms on command, with her breath acting as the cold wind that carries her enchanted snow long distances and slowly encasing target in it. Once a target is encased in her snow there is no hope for rescue.

Known Methods: Seductive Body, Pheromones, Tentacles/ Wrapped up, Hypnotic Kisses.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Sisterhood. (Passive).
Snow shares a strong connection with her sisters Jemnezmy and Pollensalta. Upon falling below 75% of her max health, she will summon either of these monster girls to the battle (whoever is currently absent from the battlefield). Snow will counter-attack any target that inflicts magic damage to her with 'Fascination'.

Snow Prison. 2-turn cooldown.
Snow targets a character in range with 0 speed or 0 stamina and kisses them deeply, turning their lips blue. Snow then begins blowing her enchanted snow out her lips completely encasing the targets body in snow. Heroes becomes unable to move or act, willingly removing themselves from the battle. Heroines become enslaved, being converted into Snow, swapping teams and fighting for Snow.

Fascination. 1-turn cooldown.
Snow perks her lips, raising her hand to her mouth and blowing a kiss at a target causing them to gain +100% charmed counter and become charmed. At the start of charmed targets turns, if they are in range of a ally they must physically attack them. Charmed targets become unable to physically attack Snow and will block all physical attacks directed at her.

Cold Breath 1-turn cooldown.
Snow perks her lips, raising her hand to her mouth and blowing a chilling icy wind over all targets she is facing. All targets become covered in snow, reducing their speed and stamina by 40 points. If a target reaches 0 speed, they become unable to act. If a target reaches 0 stamina, they become unable to move.

Three Sisters of Seduction. 2-turn cooldown.
This ability is only usable if Pollensalta, Snow and Jemnezmy are on the field. The sisters all perk their lips, raising their hands to there mouth and blowing a kiss each of there unique pheromones that all mix in the air and affect all targets. Once all 3 sisters have used this ability during their turn, all targets affected become enslaved, regardless or charmed or hardness counter.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Sun Oct 16, 2016 5:58 pm

Siren

A mystical guardian spirit gone rouge, Siren is often out at sea, luring sailing Heroes to their doom. Sirens voice can carry over large distances peaking everyone curiosity and causing them to walk towards it in an attempt to find the source, the closer they get to her the more powerful her spell becomes. Sirens voice can apply many effects on targets depending on what she needs at the time, she can also trick them into believing they are seeing their deepest darkest desires in an attempt to make them open up to them allowing her to steal their souls right from them. Siren is a skilled harpist, using her harp as a hypnotic weapon to sooth and calm enemies, reducing their chance to defeat her.

Known Methods: Hypnotic Accessories, Siren Voice, Trickery, Magic.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Calming Melody. (Passive).
Siren plays her harp continuously causing it to resonate naturally across the battlefield with each ability she uses. Each time Siren uses an ability she also inflicts Silence to all targets on the field. If the target already has Silence on them when this passive activates, they are inflicted with Blind. If the target already has Silence and Blind on them when this passive activates, they are inflicted with Sleep.

Visions of Lust. 6-turn cooldown.
Siren begins singing an brainwashing melody, affecting all targets in range and causing them to become tranced, becoming unable to move or act and receiving +20% charmed counter. All targets will begin hallucinating their most desired girls, causing them to receive +20% charmed counter per turn. Targets with 100% charmed counter lose their soul to Siren, becoming enslaved, swapping teams and fighting for Siren. Targets affected by this ability can be physically attacked, snapping them out of their trance.

Come to Me, My Loves. 1-turn cooldown.
Siren begins singing an alluring melody, causing all targets to move their maximum distance directly towards her during their turn. Any target next to Siren become unable to move.

Spiteful Curse 3-turn cooldown.
Siren begins singing an sinister melody, inflicting Poison, Darkness, Confusion, Zombie and Item-Lock to all targets in range.

Sirens Touch. 6-turn cooldown.
Siren embraces all targets in range of her, wrapping them up in her wings and whispering in their ear with a hypnotic melody. Targets become enslaved, swapping teams and fighting for Siren.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Sun Oct 16, 2016 7:34 pm

Rafflesia Girl

Once fully bloomed and pollinated, Venus Weeds will become a Rafflesia Girl. Much more deadly, intelligent and seductive Rafflesia Girl can control most plant life, including monster girls, around her. Rafflesia Girl gains much more powerful pollen pheromones, able to hypnotize and covert most Heroines easily, converting them into Venus Weeds and severely reducing Heroes willpower until they are left with no option but to consistently pollinate Rafflesia Girl and her offspring Venus Weeds. Along with far reaching vines and an already alluring body, Rafflesia Girl are impossible to escape once encountered.

Known Methods: Seductive Body, Pollen, Tentacles/ Wrapped Up.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Blissful Pollen. (Passive).
Rafflesia Girl consistently oozes her deadly pollen across the battlefield, causing all targets on the battlefield to inhale it during each of their turns. Each target are inflicted with a random negative condition and receives +15% charmed counter and, if a Hero, +20% hardness counter each turn. Heroines and Villainesses with 100% charmed counter at the start of their turn become enslaved, being converted into a Venus Weed, swapping teams and fighting for Rafflesia Girl. Heroes with 100% hardness counter at the start of their turn become enticed, becoming unable to target Rafflesia Girl for attacks and blocking all attacks she would receive.

Pleasurable Vore. 2-turn cooldown.
Rafflesia Girl extends her vines and wrapped up a nearby Hero, wrapping a flowered vine over their face, forcing their mouth open and pumping her sweet pollen into their body. Hero becomes enticed, becoming unable to act or move and receiving +33% hardness counter each turn. During each turn then-after the Hero is pulled to Rafflesia Girl. Once in range and at 100% hardness counter Rafflesia Girl will pull them into her flower, consuming them and removing them from the battle. Rafflesia Girl is fully healed and all negative conditions removed when she consumes them.

Bound to Me. 3-turn cooldown.
Rafflesia Girl begins releasing sticky nectar from her body, completely covering her body in it. For the next 3 turns any target that physically attacks Rafflesia Girl become stuck in place, becoming unable to move. Rafflesia Girl's nectar slowly erodes their weapon and armor, reducing their strength and health by 50 per turn then after. Heroes cannot be KO'd by this ability.

Violets are Blue... 2-turn cooldown.
Rafflesia Girl targets an Heroine or Villainess and wraps a flowered tentacle around there face, removing there ability to act for 2 turns. The flower forces there mouth open and pumps pollen, nectar and other fluids into there body for the next 2 turns. After 2 turns the Heroine will become enslaved, being converted into a Venus Weed, swapping teams and fighting for Rafflesia Girl.

Overwhelming Attraction. 6-turn cooldown.
Rafflesia Girl begins to relax and concentrating, closing up her flower, building up a large amount of pollen and in her rafflesia flower. Rafflesia Girl becomes unable to act or move for the next 4 turns and unable to use her passive 'Blissful Pollen' during this period. On the 5th turn after using this ability Rafflesia Girl opens up her flower, releasing massive amounts of her pheremonal pollen across the entire battlefield. All targets inhale eagerly becoming extremely attracted to Rafflesia Girl. All Heroes receive +100% hardness counter. All Heroines receive +100% charmed counter. All targets become enslaved, swapping teams and fighting for Rafflesia Girl. All Heroines are converted into Venus Weeds.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Sun Oct 23, 2016 10:57 pm

Mistress Zeal

Mistress Zeal came to be when a mad worshiper of the dark arts began experimenting with a black latex liquid he found in the depths of an ancient cave said to predate humanity itself. Capturing all the liquid he realized it seemed to have a mind of its own, moving oddly and often completely encasing the inside of the jar it was kept in. During the night when the unknown worshiper slept he could hear the voice of a girl calling out to him, persuading him to release the latex liquid from its sealed jar. He thought nothing of it at the time but after many nights the voice he heard had seemingly brainwashed him, he took up the jar and went into town, releasing the latex liquid in the middle of the market and observing it. It quickly took the shape of a tall, long haired girl and began shooting out its latex liquid at everyone in the market. The dark arts worshiper could only watch, dull-eyed as everyone began struggling against the latex that quickly stretched over their bodies, inevitably completely encasing them in her latex and becoming her mindless dark latex slaves. Mistress Zeal then turned to the worshiper...

Known Methods: Seductive Body, Seductive Clothing, Tentacles/ Wrapped Up.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Dream Eater. (Passive).
Mistress Zeal invades the dreams of anyone affected by 'Sleep' condition, whispering into their minds and forcing them to dream about her, slowly weakening their resistances to her. Targets receive 30% charmed counter each turn they are asleep. The chances of targets waking up naturally at the start of their turn is lowered to 25%.

Latex Graviball. 2-turn cooldown.
Mistress Zeal throws a dark inky ball at a nearby target that explodes into a black sticky liquid below them, affecting any other target around the location, reducing their Stamina by 40 points (1 Square) whilst they remain in the latex puddle. Targets can be affected by multiple Latex Graviball's. If a targets Stamina is reduced to 0 they will be inflicted with "Sleep" when affected by this ability.

Shadow Stitch. 4-turn cooldown.
Mistress Zeal targets any character on the field and wraps dark latex tendrils around their body, immobilizing them. At the start of their turn the latex tendrils will gently vibrate and the target will automatically fall asleep. Whilst affected by "Shadow Stitch" targets are unable to wake up from 'Sleep'. Allies can physically attack any character affected by "Shadow Stitch" causing the latex tendrils to break off and return to Mistress Zeal.

Dark Harem. 7-turn cooldown.
Mistress Zeal expands her latex into 3 separate puddles that take the form of Dark Latex Slaves by Mistress Zeal's side. Dark Latex Slaves do not attack or move but will automatically take any damage and negative conditions that Mistress Zeal would receive instead of her and inflict 10% charmed counter to the target damaging them. Dark Latex Slaves have 50 Health and will break, returning into Mistress Zeal once killed.

Blissful Nightmare. 8-turn cooldown.
Mistress Zeal begins to dance and spin around, launching her Latex at all targets on the battlefield and latching her latex onto them which begins to wrap around their body. Any target with 100% charmed counter becomes enslaved, being converted into a Dark Latex Slave, swapping teams and fighting for Mistress Zeal. Dark Latex Slave converted by "Blissful Nightmare" gain access to "Latex Graviball" and "Shadow Stitch" abilities. All other targets are inflicted with Darkness and Confusion.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Mon Oct 24, 2016 12:00 am

Zatanna

A powerful and famous magician, Zatanna preforms as both a career and a plan for her to slowly invade and control the governments of the world. Capable of complete control over magic, creating illusions, dazzling Heroes with tricks that eventually cost them their freedom and enslaving Heroines into becoming her seductive Bunny Assistants, Zatanna can be extremely dangerous to everyone. Zatanna always aims to preform for the most powerful people allowing her to control them and get what she wants and using her Bunny Assistants to ensure they can never be freed from her spell.

Known Methods: Seductive Body, Seductive Clothing, Magic, Trickery.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

The Greatest Magician. (Passive).
Zatanna is a powerful magician and performer. Zatanna has access to all spell-books, and all spells can be cast during the same turn it is used, regardless of cast time with a Magic Attack of 200. Zatanna is unaffected by any negative conditions applied through spell-books.

Tarot Reading. 1-turn cooldown.
Zatanna makes a Hero or Heroine target choose from 1 of 3 tarot cards she is holding out and chants the chosen tarot card spell upon them, placing the card on their head. Each tarot will inflict random negative effects on the targets. Effects range from slight damage, conditions, negative states and counters to full enslavement and conversion.

Flick and Swish. 3-turn cooldown.
Zatanna spins and waves her wand around, creating a hypnotic spiraling effect that dazzles and hypnotizes all Heroes and Heroines next to her. Hypnotized targets will skip their next turn as they try to come back to their senses, gaining 20% charmed counter and .being inflicted with 'Confusion' condition.

I Need a Volunteer. 3-turn cooldown.
Zatanna requests for a Heroine to aid her for her grand trick. The nearest Heroine will respond, walking up-to Zatanna. Zatanna will then remove their weapons, armor and clothing and dress them in a bunny outfit ready for her trick. Affected Heroines become unable to use "Attack" as a command and gain 50% charmed counter.

Bunny Out The Hat. 8-turn cooldown.
Zatanna begins her grand trick, summoning giant magician hat illusions that cover everyone on the battlefield. During each targets turn their hat will disappear, revealing the target under it and applying affects depending on the state and condition of the target and enhancing them. Targets are randomly swapped around the board when "Bunny Out The Hat." is used.

Any Hero with 100% charmed counter becomes enslaved, swapping teams and fighting for Zatanna.
Any Heroine with 100% charmed counter becomes enslaved, being converted into a Bunny Assistant, swapping teams and fighting for Zatanna.
Any Heroine affected by "I Need a Volunteer" becomes enslaved, being converted into a Bunny Assistant, swapping teams and fighting for Zatanna.
Any target affected by 'Silence' condition become unable to use spellbook abilities for the rest of the battle.
Any target affected by 'Blind' condition become unable to attack for the rest of the battle.
Any target in a 'Trance' fall into a deep trance, requiring 3 physical attacks to remove Trance instead of 1.
Any Charmed target become Enticed, becoming unable to target Zatanna for physical attacks and blocking all physical attacks she would receive for the rest of the battle.
Any target affected by 'Confusion' condition become Enticed, becoming unable to target Zatanna for physical attacks and blocking all physical attacks she would receive for the rest of the battle.
Any target affected by 'Zombie' condition become KO'd.
Any target affected by 'Darkness' condition become unable to use all abilities for the rest of the battle.
Any target affected by 'Poison' condition become toxic, applying 'Poison' to any ally in range of them for the rest of the battle.
Any target affected by 'Petrify' condition are shattered and removed from the battle.
Any target affected by 'Item-Lock' condition become unable to be healed for the rest of the battle.
Any target that have been damaged take their max health minus their current health as damage.

Bunny Assistants will embrace Heroes and Heroines in range during their turn, preventing them from moving and gaining 15% charmed counter per turn. Bunny Assistants must be KO'd to remove their embrace. Targets with 100% charmed counter whilst being embraced by a Bunny Assistant become enslaved, swapping teams and fighting for Zatanna.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Mon Oct 24, 2016 3:44 am

Esmeraude

Esmeraude is a dark and evil witch from the planet Nemesis, member of the Black Moon Clan who seeks to amass all the magic of the world and rule the universe. Esmeraude can control all dark magic, and uses pure emerald jewelry to boost her power and influence on people. Capable of bringing out the darkness in even the most light-enriched warriors Esmeraude can amplify their dark side, corrupting them and turning them into her loyal servants. Esmeraude also carries her fine feathered fan with an black emerald grip as her main weapon of choice, using it to inflict a wide variety of spells and abilities but also being able to corrupt people with it and drain them of their powers.

Known Methods: Seductive Body, Seductive Clothing, Hypnotic Accessories, Magic, Trickery.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Dark Emerald Jewelry. (Passive).
Esmeraude is covered with, and wears fine emerald jewelry made out of dark crystals that greatly empowers her abilities. Whilst Esmeraude is wearing her jewelry, each of her abilities will be enhanced, activating the enhanced versions instead of the normal versions. Esmeraude's jewelry can be stolen, reverting the enhanced abilities back to their regular versions. Any 'Darkness' condition applied by enhanced abilities bypasses any resistances the target has.

Dark Emerald Earrings: Enhances Esmeraude's "Energy Drain" ability.
Dark Emerald Necklace: Enhances Esmeraude's "Tingling Sensation" ability.
Dark Emerald Bracelet: Enhances Esmeraude's "Black Moon Curse" ability.
Dark Emerald Ring: Enhances Esmeraude's "Dark Fans Temptation" ability.

Energy Drain. 2-turn cooldown.
Esmeraude targets a nearby target and pulls them close, massaging her black silk gloves over their face and body as she laughs wickedly and begins stealing their life energy. Esmeraude will drain 20% of their health, recovering her for the amount stolen. The affected target will be unable to move during their next turn.

Enhanced Version: Esmeraude will additionally steal 40 stamina and 10% of their attack, magic attack and inflicting them with 'Darkness' condition. Targets affected by the enhanced version are placed in a Trance, becoming unable to act or move. Allies can attack Tranced targets, snapping them out of the trance.

Grave Tingling Sensation. 1-turn cooldown.
Esmeraude begins to fan herself with her enchanted fan and sighs, acting flustered. All targets receive 10% charmed counter and are inflicted with the with 'Zombie' condition as they watch Esmeraude fan herself and begin feeling their souls slip away from them, thinking dark thoughts about joining her.

Enhanced Version: Esmeraude instead fans the nearest target, causing them to receive 30% charmed counter and inflicting them with 'Darkness' condition. All other targets on the battlefield to get jealous and receive 15% charmed counter, walking their maximum distance directly towards Esmeraude at the start of their next turn in the hope she will fan them next. Targets with 100% charmed counter become petrified.

Black Moon Curse. 4-turn cooldown.
Esmeraude chants and casts a evil curse at all targets, flicking her fan and sending it to everyone in range. All targets affected are inflicted with 'Item-Lock', 'Darkness' and 'Silence' conditions. Whilst targets have a 'Darkness' condition on them, they are unable to target Esmeraude for any attack, action or ability.

Enhanced Version: Affected targets also are inflicted with "Sleep" condition. All targets receive 15% charmed counter for each negative condition on them. Whilst targets have a 'Darkness' condition on them, they are Enticed becoming unable to target Esmeraude for any attack, action or ability and blocking all physical attacks directed at Esmeraude.

Esmeraude's Dark Temptation. 5-turn cooldown.
Esmeraude targets a target in range with a 'Darkness' condition on them and places her fingers on their foreheads, chanting and branding them with the Dark Moon crest. If the affected target is a Heroine Esmeraude then begins fanning them, brushing it up and down their body as she alters their armor into her enchanted black silk. Heroines affected become enslaved, being converted into a 'Black Moon Clan Servant' and swapping teams, fighting for Esmeraude. Black Moon Clan Servants gain access to "Darkened" ability, inflicting 'Darkness' on a target. If the affected target is a Hero they become enslaved, swapping teams and fighting for Esmeraude.

Enhanced Version: Esmeraude can target anyone on the field, regardless of distance. Black Moon Clan Servants are empowered and can use the "Esmeraude's Dark Temptation" ability on nearby targets during their turn. Esmeraude cannot be defeated whilst she has a 'Black Moon Clan Servant' on the battlefield.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Oct 26, 2016 9:44 am

Jemnezmy

One of three charmers from Gaia, Jemnezmy can be found in living in sacred, pure and holy locations, such as the Temple of the Ancients. Jemnezmy commonly charms Heroes straight away, causing them to fight themselves in battle whilst she picks off the stronger minded target. Jemnezmy is the most conversion obsessed of the three sisters, attempting to enslave Heroines with her charms and accessories and then tempting them into becoming one of their sisters.

Known Methods: Seductive Body, Pheromones, Hypnotic Accessories, Tentacle/ Wrapped up.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Sisterhood. (Passive).
Jemnezmy shares a strong connection with her sisters Pollensalta and Snow. Upon falling below 75% of her max health, she will summon either of these monster girls to the battle (whoever is currently absent from the battlefield). Jemnezmy will counter-attack any target that inflicts damage with an ability (excluding spellbook spells) to her with 'Fascination'.

Kiss of Desire. 4-turn cooldown.
Jemnezmy targets one Heroine or Villainess in range and pulls them in for a deep kiss, causing them to fall into a Trance and become unable to act or move. During the affected targets turn and Jemnezmy's her long golden hair will begin wrapping around the targets body. After 3 turns have passed the target becomes completely cocooned in her hair, becoming enslaved, swapping teams and fighting for Jemnezmy. Heroines or Villainesses enslaved by 'Kiss of Desire' will instantly be converted when affected by "Slave Collar".

Fascination. 1-turn cooldown.
Jemnezmy perks her lips, raising her hand to her mouth and blowing a kiss at a target causing them to gain +100% charmed counter and become charmed. At the start of charmed targets turns, if they are in range of a ally they must physically attack them. Charmed targets become unable to physically attack Jemnezmy and will block all physical attacks directed at her.

Slave Collar. 3-turn cooldown.
Jemnezmy targets any Heroine in range with 100% charmed counter, charmed or is enslaved and locks one of her enchanted Slave Collars around their neck. On the affected Heroines 2nd turn they will become enslaved, becoming converted into either Jemnezmy, Snow or Pollensalta (they choose), swapping teams and fighting for Jemnezmy. Slave Collars can be attacked with any damaging ability, action or attack and have 100 Health, however the affected Heroine will also be damaged.

Three Sisters of Seduction. 2-turn cooldown.
This ability is only usable if Pollensalta, Snow and Jemnezmy are on the field. The sisters all perk their lips, raising their hands to there mouth and blowing a kiss each of there unique pheromones that all mix in the air and affect all targets. Once all 3 sisters have used this ability during their turn, all targets affected become enslaved, regardless or charmed or hardness counter.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Oct 26, 2016 10:36 am

Puppet Mistress

Devious, evil and just plain mean Puppet Mistresses love to tease and control everyone they can, turning them into their helpless brainwashed puppets and using them to do their bidding. Puppet Mistress uses her enchanted puppet threads to slowly wrap up and trap helpless victims, tugging, pulling and toying with them until she eventually break their minds. Heroes and Heroines who are poor at managing each others safety quickly become overwhelmed by her puppet string and once brainwashed, Puppet Mistress uses them to carry on wrapping their former allies up in her string.

Known Methods: Seductive Body, Hypnotic Accessories, Tentacles/ Wrapped up.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

No Strings Attached. (Passive).
At the start of the battle Puppet Mistress can choose any target on the field and brainwash them, attaching her puppet strings all over their body and controlling them, applying 4 "Entwined" conditions. Brainwashed targets apply 1 "Entwined" condition to anyone they physically attack. Brainwashed targets can be freed by being physically attacked 4 times, breaking all the strings, however physically attacking one of her puppets causes the attacker to receive 1 stack of "Entwined" condition.

Thread Yank. 1-turn cooldown.
Puppet Mistress throws a ball of her puppet string at any target on the battlefield applying 1 "Entwined" condition on them and pulling them to her causing them to move their maximum distance directly towards Puppet Mistress. Targets affected by "Thread Yank" cannot move away from Puppet Mistress but can move towards her, shortening the thread. Allies (including themselves) can attack a target affected by "Tripwire" removing 1 "Entwined" condition and allowing them to freely move once they have no "Entwined" conditions left.

Tripwire. 2-turn cooldown.
Puppet Mistress sets up a trap with her puppet string on 2 nearby squares. Any target that walks over or on a square affected by "Tripwire" fall over and the puppet string wraps around their legs, preventing them from moving for the rest of the battle, skipping that turn and receiving 2 "Entwined" conditions. Allies (including themselves) can attack a target affected by "Tripwire" removing 1 "Entwined" condition and allowing them to freely move once they have no "Entwined" conditions left.

Stranded in Strands. 3-turn cooldown.
Puppet Mistress target a nearby target and ties them up in her puppet string, completely cocooning them and removing their ability to move or act. Targets affected by "Stranded in Strands" receive 1 "Entwined" condition at the start of their turn, before skipping. Allies can attack a target affected by "Stranded in Strands" removing 1 "Entwined" condition and freeing them once they have no "Entwined" conditions left.

Your Just a Puppet to Me. (Passive).
Any target that has received 4 applications of "Entwined" condition automatically become brainwashed, becoming unable to willingly act or move. Puppet Mistress attaches her puppet strings all over their body and controls them. Brainwashed targets apply 1 "Entwined" condition to anyone they physically attack. Brainwashed targets can be freed by being physically attacked 4 times, breaking all the strings, however physically attacking one of her puppets causes the attacker to receive 1 stack of "Entwined" condition.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Oct 26, 2016 7:19 pm

Madame Mimic

With a love for the preforming arts, Madame Mimic was a poor homeless girl who performanced on the streets to make a living. She watched as the days passed by, being completely ignored by most people and it turned her dark and twisted inside, seeking to ensure they couldn't resist looking at her acting ever again. Eventually her town began becoming overrun by monster girls, fearing for her freedom she began copying the acts and movements of any monster girl who approached her, tricking them into thinking she was one of them and leaving her alone. She eventually mimicked so many monster girls that she was able to apply their effects on others. She fled the town, going a distant city were she began enslaving as many people as she could as revenge ending and now lives the high life in a mansion guarded by her Mimics. Even though she had a... "happy" ending, she still preforms on the streets, continuing her revenge on the world that pretended she didn't exist.

Known Methods: Seductive Body, Seductive Clothing, Hypnotic Kisses, Hypnotic Accessories, Gender-swapping, Magic, Trickery.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 0.5x Earth: 1x Ice: 0x Lightning: 1.5x
Poison: 1x Light: 2x Dark: 0x
.
Blind: Immune Zombie: Immune Sleep: Immune Silence: Immune Darkness: Immune
Poison: Immune Disable: Immune Gravity: Immune Petrify: Immune Diseased: Immune
Immobilised: Immune Confusion: Immune Doom: Immune Allured: Immune Item Lock: Immune


Skills and Abilities:

Just a Copycat. (Passive).
Madame Mimic can learn and copy the abilities of anyone on the battlefield. When a ability or action is used Madame Mimic will gain access to that ability or action which she can use during her turn. Once affected by any ability or action 3 times Madame Mimic become completely immune to that ability or action, if she chooses to be. Madame Mimic is unaffected and cannot be converted by any Villainess active ability.

Personal Performance. 3-turn cooldown.
Madame Mimic begins preforming her best mass audience performance on her square affecting all targets looking at her. All targets fall asleep and receiving a random negative condition and random amount of charmed counters and, if a Hero, hardness counters up to a maximum of 30%. If Madame Mimic is in range of a target when she uses "Personal Performance" she will turn them around and massage their face with her leather gloves before she begins "Personal Performance" causing them to open their eyes if closed and receiving double the counters applied.

The Best Form of Flattery. 1-turn cooldown.
Madame Mimic targets an nearby target and begins removing their clothes and dressing them up in her mine outfit gaining 20% charmed counter and, if a Hero, 30% hardness counter. Any Heroine or Villainess that have 100% charmed counter become enslaved, being converted into a Mimic, swapping teams and fighting for Madame Mimic. Any Hero with 100% charmed or hardness counter become enslaved, changing into a Heroine and being converted into a Mimic, swapping teams and fighting for Madame Mimic. Any target converted into a 'Mimic' will, during their turn, copy the actions and abilities of the last character who acted.

Trapped Only in Your Mind. 3-turn cooldown.
Madame Mimic targets a nearby target and begins perfectly miming a glass box around their square causing them to believe they are trapped inside it, becoming unable to move for the rest of the battle. If a target affected by "Trapped Only in Your Mind" becomes Confused or KO'd they forget that they are trapped in her imaginary glass box and can freely move again.

Anythings Possible. 5-turn cooldown.
Madame Mimic targets a nearby character and begins her best mind-confusing performance tricking the target, into believing they are being affected by a completely different ability. Targets will visualize and be affected by any other known monster girls ability depending on the targets current health, counter amounts, negative conditions and state with Madame Mimic using her magic to make the effects a reality. Any target that becomes converted, enslaved, hypnotized, brainwashed or enticed are treated as if they were affected by Madame Mimic. If converted, the affected target will be converted into the monster girl that the ability belongs to instead of a Mimic.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Oct 26, 2016 9:02 pm

Shadow in the Mirrors

Shadow in the Mirrors is a spirit of the night that was summoned accidentally by dark worshipers when trying to turn an ancient mirror they found into a weapon against the Heroes and Heroines of the world. When Shadow in the Mirrors entered their world she found herself stuck in the mirror but saw that everyone looking into the mirror saw different things. Over time she found out how to manipulate the reflections she was projecting allowing her to hypnotize and corrupt all those who gazed upon her. Soon after she was freed from her mirror, moving through the air as a harmless invisible spirit and inhabiting other mirrors she found. As she gained more and more slaves she began corrupting them into their inner monster girls for fun, causing mass havoc on the town she was in, only increasing her abilities to summon and control mirror do to her bidding. She now lurks in any and every mirror, tempting unwary travelers to gaze upon her and converting them into the monster girls of their deepest darkest dreams.

Known Methods: Hypnotic Accessories, Magic, Trickery.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Echos of the Past. (Passive).
During each players turn, Shadow in the Mirrors will summon a Reversing Mirror randomly across the battlefield. If a player attacks, uses a negative condition, effect or uses a damaging ability or spell aimed at Spirit of Mirrors whilst next to a Revering Mirror, the player will also be inflicted/ applied with that ability, action, condition or damage. If any Reversing Mirror is on the field during Shadow in the Mirrors turn she can teleport to that mirror instantly, placing her next to the Reversing Mirror. Reversing Mirrors can be attacked physically, shattering the mirror.

Prism Prison. 3-turn cooldown.
Shadow in the Mirrors targets a nearby character and summons a Prisoning Mirror next to them, pushing them into it trapping them inside. Affected targets are removed from the battlefield become unable to move or act, gaining 15% charmed counter for each turn they are trapped inside. Targets trapped in "Prism Prison" will project a reflection of a random 1-star monster girl with onto the field, acting on the turn of the trapped target. For each turn that the affected target remains in "Prism Prison" the projected monster girl will change, increasing by 1 star. Prisioning Mirrors can be physically attacked, shattering the mirror and returning the affected target back to the battlefield.

Reflections of Lust. 3-turn cooldown.
Shadow in the Mirrors targets a nearby character and summons a Craving Mirror next to them, causing the target to look into the mirror and see a reflection of a Heroine or Hero on the field that they begin finding extremely attractive. Affected targets gain 10% charmed counter per turn as long as they are in range of a Craving Mirror. Players can move away from a Craving Mirror freely, preventing the effect from being applied during their turns, but will apply their effects if any character moves by or is next to it. Craving Mirrors can be physically attacked, shattering the mirror but dealing damage to whoever is currently being reflected in the Craving Mirror.

Mirror... Mirror... 5-turn cooldown.
Shadow in the Mirrors targets a nearby character and summons a Hypnotic Mirror next to them, hypnotizing the affected target preventing them from willingly acting or moving. During hypnotized targets turn they will pick up the hypnotizing mirror and take it to their nearest ally, causing them to look into it as well and become hypnotized. Hypnotic Mirrors can be attacked physically, shattering the mirror and preventing other allies from being hypnotized. There can only be 1 Hypnotic Mirror on the field at any 1 time, and is always held by the original targeted affected.

Let Your Demons Out. 10-turn cooldown.
Shadow in the Mirrors summons her Corrupting Mirrors in-front of everyone on the battlefield, causing them to stare into it, seeing their deepest darkest desires of a monster girl they secretly want to be, become unable to move or use action abilities. For every turn that passes the Corrupting Mirrors will absorb their soul and corrupt their body into a the monster girl they see (their choice). Targets will be fully converted into their monster girl once up to 6 turns have passed (1 turn for every 40 current health). Players can attack any mirror (with any ability) and break it after after dealing 50 damage, however their damage % is reduced by their % charmed counter amount. Once broken the affected target is prevented from being converted and allowing them to move and use action abilities again,


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Fri Oct 28, 2016 11:21 am

Naughty Teacher

Part of the Neko archetype family, once some Nekos grow up they look for larger groups of young people to corrupt knowing they are the easiest to corrupt, targeting local schools. Nekos seduce headmasters into allowing them to become a teacher, eventually becoming a Naughty Teacher. Naughty Teachers then quickly enslave all the school staff, allowing her to do and act however she wants without repercussions. Naughty Teachers will seduce classrooms full of unsuspecting students, making them extremely horny and attracted to her with her revealing outfit before she has even done anything to them. Naughty Teacher enslaves all boys, using them as her sex slaves and she converts all girls into Nekos, allowing them to run wild on the classroom boys.

Known Methods: Seductive Body, Seductive Clothing, Hypnotic Accessories, Hypnotic Kisses.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Only an Apple? (Passive).
Naughty Teacher guards her converted Nekos with a deep passion. Naughty Teacher has a chance to randomly enter a battle involving at least on Neko with low health and aid them in the battle. Targets feel flustered and shy inside when in range of Naughty Teacher, ensuring they are up to her school standards by putting on her school uniforms. During each players turn if they are in range of Naughty Teacher they will give her a compliment, making the player gain a random positive condition and being rewarded with 1 "Gold Star" condition. During Naughty Teachers turn she will scold and tell off any target not in range of her, making them gain a random negative condition.

At the start of each players turn "Only an Apple?" will trigger, applying different effects depending on how many "Gold Star" conditions are applied to them:

Players with 1 "Gold Star" condition will willingly give 10% of their maximum health to Naughty Teacher.
Players with 2 "Gold Star" condition will willingly give all positive conditions on them to Naughty Teacher.
Players with 3 "Gold Star" condition become unable to willingly move away from Naughty Teacher, and can only move towards her.
Players with 4 "Gold Star" condition become enticed, becoming unable to target Naughty Teacher for physical attacks and blocking all physical attacks directed at her.
Players with 5 "Gold Star" condition become enslaved, swapping teams and fighting for Naughty Teacher.

Homework Assignment. 3-turn cooldown.
Naughty Teacher commands all Heroines to attack all Heroes on the battlefield, causing all Heroines to become hypnotized for 1 turn. Hypnotized Heroines will, during their next turn, move and attack or use a ability on any Hero in whatever is the most efficient way possible. If Heroines are able to damage or apply a condition to a Hero during that turn, they gain 33% charmed counter and gain 1 "Gold Star" condition.

Top of the Class. 2-turn cooldown.
Naughty Teacher targets a player on the battlefield with the highest current health (if a draw, it will randomly target one of them) and moves directly towards them, awarding them 1 gold star, gaining 1 "Gold Star" condition and gaining 10% charmed and, if a Hero, hardness counter. If a target has been affected by "Top of the Class" twice in a row they are inflicted with 'Allured' condition.

Detention! 3-turn cooldown.
Naughty Teacher targets an nearby player and forces their face in between her breasts as punishment for not obeying her and will remove all "Gold Star" condition on them. Affected targets become hypnotized, gaining 33% charmed and, if a Hero, 33% hardness counter for each "Gold Star" condition removed. Hypnotized targets will remain by Naughty Teacher side in the hope she will use "Detention!" on them again. Targets that have 100% charmed or hardness counters are instead brainwashed.

Teachers Pet. 5-turn cooldown.
Naughty Teacher targets a player in range who is either hypnotized, brainwashed, tranced or with 100% charmed or hardness counter and pulls them in close, wrapping her fluffy tail around the targets body preventing them from moving. Naughty Teacher will remove all "Gold Star" conditions on them heal 20% of her maximum health for each "Gold Star" condition removed. If a Heroine, Naughty Teacher will then remove all their clothes and begin dressing them up with furry boots, tops, bras and gloves. Naughty Teacher will then give them a slow hypnotic kiss and the target becomes enslaved, being converted into a Neko, swapping teams and fighting for Naughty Teacher. If a Hero, the target becomes enslaved, swapping teams and fighting for Naughty Teacher.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Fri Oct 28, 2016 1:29 pm

Poison Ivy

Poison Ivy was once a eco-obsessed scientist by the name of Pamela, studying all things plant related. During one of her experiments she accidentally fell, pulling down an entire rack of toxic chemicals over her bathing her in them. She became corrupt, being infused with all the toxins and allowing her body to recreate and enhance them at will. She found she could also control all plant life, both sentient and non-sentient. Poison Ivy quickly took over her city, enslaving all the men and vigilantes who tried to stop her and converting all the women into her plant monster girls, aiming to spread her corruption across the entire world. Not only can Poison Ivy release all kinds of pheromones that drive people crazy in love with her but she can concentrate her brainwashing toxin into her lips, allowing her to enslave and greatly enhance men to do her bidding.

Known Methods: Seductive Body, Seductive Clothing, Hypnotic Kisses, Pheromones, Tentacles/ Wrapped up.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 2x Water: Absorb   Earth: Absorb   Ice: 1.5x Lightning: 1x
Poison: Absorb Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: Immune Silence: ---- Darkness: Immune
Poison: Immune Disable: Immune Gravity: ---- Petrify: Immune Diseased: Immune
Immobilised: Immune Confusion: Immune Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Toxic Aura (Passive).
Poison Ivy constantly emits and releases a poisonous smell across the battlefield. At the start of the battle all players are inflicted with Poison condition and Poison Ivy will exhale her poisonous smell and reapply Poison condition to anyone in a 3 square range at the end of her turn. At the start of each players turn, if they have Poison condition on them they gain 10% charmed and, if a Hero, hardness counter.

Love-inducing Dust. 2-turn cooldown.
Poison Ivy holds out her hand and opens her palm, blowing gently over it and releasing her special mesmerizing dust all over the battlefield. All targets who inhale her dust gain 10% charmed and, if a Hero, hardness counter and are inflicted with Allured and Confused condition. If a target still has Confusion condition on them at the end of their turn they gain 10% charmed and, if a Hero, hardness counter.

Contagious Bind. 3-turn cooldown.
Poison Ivy summons her long plant vines to wrap around any target on the field. Affected targets are completely cocooned in her vines, removing their ability to move or act. If the affected target is a Heroine a flowered vine will wrap around their face and force Poison Ivy's toxins into their mouth, gaining 20% charmed counter per turn. If the affected target is a Hero, a vine will wrap around their penis and pump it slowly, gaining 20% hardness counter per turn. Contagious Bind will automatically bind anyone next to the affected target and anyone who walks in range, applying this ability on them also. Allies can attack the vines, destroying them and freeing the player trapped inside after dealing 50 damage.

One Kiss my Love, For Luck. 1-turn cooldown.
Poison Ivy targets a Hero in range with Poison, Allured or Confusion condition pulls them in, kissing them deeply with her irresistible hypnotic lips. The affected Hero becomes brainwashed, becoming unable to willingly move or act unless commanded by Poison Ivy and gaining Blink, Barrier, Float, Regen, Spellblade and Lucky Stars conditions.

Garden of Lust. Passive.
Poison Ivy will instantly enslave any target with 100% charmed or hardness counters, altering their skin to become pale green as flowers grow out their body causing them to swap teams and fight for Poison Ivy. Heroines enslaved by Poison Ivy will be completely engulfed by a flower that grows beneath them and begins altering and changing their body, during their next turn they will be released being converted into a 'Venus Weed' if the Heroine has 150 or less health or a 'Rafflesia Girl' if they have more then 150 health. All targets enslaved by Poison Ivy are immune to Poison condition.


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Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Sun Oct 30, 2016 7:34 pm

Chess Queen

A seductive master tactician Chess Queen treats all life as a game, forcing everyone she encounters to play it with her. Chess Queen possesses powerful dark magic that allows her to manipulate people at will, turning them into her mindless minions to act out her game. Chess Queen has yet to be defeated, enslaving everyone previously and discarding them for fun once she won. When found Chess Queen warps the very fabric of reality around people, turning the area into her own chess field, restricting everyone from running or moving out of turn and forcing allies to fight against each other, eventually enslaving them.

Known Methods: Seductive Body, Hypnotic Kisses, Hypnotic Accessories, Magic, Trickery.




Statistics:

Seduction_-,
Temptation.
Resistance.,
Range.........,
Intelligence''


Elements and Resistances:


Fire: 1x Water: 1x Earth: 1x Ice: 1x Lightning: 1x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: ---- Confusion: ---- Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Your Move. (Passive).
Chess Queen cannot move or be targeted, and is immune to all damage and negative effects. At the start of the battle Chess Queen targets one Hero and Heroine on the battlefield and enslaves them, converting them into Chess Minion (King) and Chess Minion (Queen). At the start of the battle Chess Queen will summon 1 Chess Minion (Pawn) for each other Hero or Heroine on the battlefield. Chess Minion (Pawn) will move during Chess Queens turn and can only move 1 square up. If a Chess Minion is on a square that is 1 down 1 left or right from an Hero or Heroine, Chess Minion (Pawn) will move onto that square, enslaving them, converting them into that Chess Minion (Pawn).

Dirty Tactics. 1-turn cooldown.
Chess Queen targets anyone on the field and catches their attention, winking at them, blowing them a kiss and flashing her breasts at them causing them to become tranced and inflicting Sleep, Gravity, Allured and Disable conditions.

Move, My King. 1-turn cooldown.
Chess Queen commands her Chess Minion (King) to move, allowing them to move 1 square in any direction, including diagonally, and through squares occupied on the field. If Chess Minion (King) physically attacks an target they become enslaved, being converted into a Chess Minion (Pawn).

Move, My Queen. 1-turn cooldown.
Chess Queen commands her Chess Minion (Queen) to move, allowing them to move as many squares as they want in any direction, including diagonally, and through squares occupied on the field. If Chess Minion (Queen) physically attack an target, they gain 50% charmed counter. Any target with 100% charmed counter that is physically attacked by Chess Minion (Queen) become enslaved, being converted into a Chess Minion (Pawn).

Checkmate. Passive.
If a Chess Minion (Pawn) makes it from their starting square to the opposite end of the column or row square, Chess Queen will automatically enslave all Heroes and Heroines on the battlefield, converting them into Chess Minion (Pawn). If all Chess Minions on the battlefield are defeated, Chess Queen will surrender.


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