Monster Girl Collectible Card Profiles: Villainesses!

Page 3 of 3 Previous  1, 2, 3

View previous topic View next topic Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Mon Oct 31, 2016 9:15 pm

Catherine & Caitlin

Two twin sisters that lived long ago but now exist as mischievous and malicious spirits they now exist to provide what people believe is balance in them. Although Catherine is seemingly a spirit of light and Caitlin a spirit of darkness, they both share the same goal of enslaving and converting Heroes and Heroines. Catherine tempts Heroes to her by supporting them, curing them and and winning over their trust before enslaving them. Caitlin inflicts pain and torment on Heroines, bullying and hurting them into becoming her minions. Both sisters still share their unbreakable bonds that allow them to work in perfect sync with each other and respond when each others are hurt or in danger.

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 Bond Between. (Passive).
Catherine & Caitlin are deeply connected to each other and can always sense when they are in pain. Catherine & Caitlin will counterattack when each other are damaged or inflicted with a negative condition. Catherine will assist Caitlin when she is damaged or inflicted with a negative condition, blessing her with a random positive condition. Caitlin will assist Catherine when she is damaged or inflicted with a negative condition, inflicting a random negative condition on the target who targeted her. During either Catherine or Caitlin's turn, they can transfer any condition or any amount of health to each other.

Disimbalance. 2-turn cooldown per sister.
If used by Catherine; Catherine targets a nearby Hero and blesses them with her mischievous light, fully healing them and applying 1 "False Light" condition for each 33% max health restored on them, gaining 20% hardness counter and removing all positive conditions and inflicting Allured condition.

If used by Caitlin; Caitlin targets a nearby Heroine and curses them with her malicious shadows, inflicting their current health as damage and applying 1 "Pure Darkness" condition on them for each 33% max health done in damage, gaining 20% charmed counter and inflicting 1 negative condition for each negative condition on them and inflicting Allured condition. Caitlin cannot reduce a Heroine health below 1 health with this ability.

Oppressive Force. 2-turn cooldown per sister.
If used by Catherine; Catherine calls down a blinding force that pushes all Heroes with "False Light" condition directly away from her, 1 square for each "False Light" condition, dealing 10% of their max health for each square moved and inflicting Blind condition. If a Heroes affected by this ability hits the very edge of the battlefield, they become tranced, gaining 10% hardness counter for each turn they remain tranced.

If used by Caitlin; Caitlin opens up a pitch black vortex below her pulling all Heroines with "Pure Darkness" condition towards her, 1 square for each "Pure Darkness" condition, dealing 10% of their max health for each square moved and inflicting Gravity condition. If a Heroine affected by this ability is pulled into Caitlin's range she will carcass them, becoming Enticed becoming unable to target Caitlin for physical attacks and blocking all physical attacked directed at her. Enticed Heroines gain 10% charmed counter for each turn they remain enticed.

Spirit Inversion. 3-turn cooldown per sister.
If used by Catherine; Catherine aids and cures a Heroine on the field, fully curing their health and removing all negative conditions. Heroines gain % charmed counter equal to the amount of health healed and a further 10% for each negative condition removed.

If used by Caitlin; Caitlin causes pain and suffering on a Hero on the field, dealing their current health damage and removing all positive condition. Heroes gain % hardness counter equal to the amount of damage dealt and a further 10% for each positive condition removed. Caitlin cannot reduce a Hero health below 1 health with this ability.

Allegiance Realignment. 4-turn cooldown per sister.
If used by Catherine; Catherine will enslave any Hero not in range with 100% hardness counter or has 5 "False Light" conditions causing them to swap teams and fight for Catherine. Catherine can transfer any condition or any amount of health from enslaved Heroes to herself.

If used by Caitlin; Caitlin will enslave any Heroine in range with 100% charmed counter or has 5 "Pure Darkness" conditions on them causing them to become converted into a "Dark Minion" swapping teams and fighting for Caitlin. If a Dark Minion damages a target, Caitlin is healed for the amount of damage dealt.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:26 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Tue Nov 01, 2016 2:43 pm

Lulu

Now the mistress of death, Lulu studied necromancy when she was young, fascinated with the afterlife and the idea of resurrection. Upon her travels down this dark road she stopped at nothing to get closer to solving the mystery of death, killing heroes, heroines and monster girls alike and attempting to revive them to do her bidding. She eventually attracted the attention of death itself, who promised her eternal life and the powers she craved if she collected souls for it. She agreed without hesitation, not knowing exactly how death would achieve this, quickly finding out that death would merge with her body, allowing it to walk among the living inside of her and reap people not due or destined to die. Driven mad by the undead immortal state of existance she had become, she now forfills her promise, moving from town to town inflicting great darkness on everyone she encounters and turning them into her minions to spread her evil across the world.

Known Methods: 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:

Death is Only the Beginning. (Passive).
Lulu cannot be damaged and is immune to all negative conditions and states. Lulu can only be damaged with healing items and abilities, excluding items or abilities that fully recover, revive or heal a target. Lulu can manipulate and control the dead, reaping the souls out of anyone who has been KO'd longer then 1 turn, enslaving them and converting them into her Undead Minions. If an Undead Minion physically attacks a target, they inflict Doom on them with a random countdown (1 to 10 turns). if they are inflicted with Doom condition, have their Doom timer reduced by 1 turn.

Doom Bringer. 3-turn cooldown.
Lulu curses all targets on the battlefield, inflicting Doom and Darkness condition on them with a random countdown (1 to 10 turns). If a target affected by Doom Bringer already is inflicted with Doom condition, their turn count for Doom i reduced by 1.

Oblivion. 2-turn cooldown.
Lulu targets one character on the field and damns their soul, calling upon the fury of the dead creating a cataclysmic nova and instantly KOing them. Oblivion will damage everyone in range of that target, rippling out each square range, dealing 75% of their max health as damage down to 25% max health for targets in a 3 square range of the original target.

Debacle Delay. 1-turn cooldown.
Lulu targets one character on the field and inflicts great woe upon them, causing them to skip their next turn and, if they are inflicted with Doom condition, have their Doom timer reduced by 1 turn for each negative condition on them.

Curse of the Dammed. 6-turn cooldown.
Lulu inflicts great calamity on all targets on the field, inflicting Immobilized and Zombie condition plus 1 more random negative condition for each positive condition on all targets affected. If targets have 5 or more negative conditions on them during the end of their turn after this ability has been activated they are instantly KO'd.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:23 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Fri Nov 04, 2016 4:52 pm

Lady Malboro

Outlandish, brave but calculated Lady Malboro grew up in the world once it was under the control of the monster girls. Being part of her day-to-day life she knew how to avoid the monster girls knowing were they dared not go. One day she was deep in the forest were she encountered a Malboro, a large plant-like monster with many tentacles and a large mouth exhaling dark vile fumes. This Malboro was nothing like she has ever seen, it was larger, darker and covered in symbols she knew belonged to worshipers of the dark arts. Realizing this she tried to flee, however the Malboro quickly caught her, binding her in its tentacles before engulfing her with a great cloud of of its dark smoke completely overwhelming her and rending her  unconscious and useless. The Malboro then began inserting its tentacles into every hole and opening it could, and began pumping its very essence and life into the poor girl transferring its consciousness into her and merging with her. when she awoke Lady Malboro peered on the empty shell of the Malboro before admiring her own body, steaming and releasing her fumes. Knowing what she had become she pulled a evil grin, heading back into town to begin her new life as a monster girl.


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

Overpowering Companionship. (Passive).
Lady Malboro radiates her enslaving pheromones, rubbing her fur soaked in her scent over anyone in range as soon as she can. All targets in range of Lady Malboro at the start of her turn to become enslaved, swapping teams and fighting for Lady Malboro. Lady Malboros pheromones travel across the battlefield, causing all targets in range up-to a 5 square radius to receive 100% down to 20% charmed and, if a Hero, hardness counter at the start of their turn depending on how far away they are. Lady Malboro is immune to all negative conditions, and cannot be converted by any smoke, pheromone or fur based abilities.

Stride Closer to Me. 1-turn cooldown.
Lady Malboro begins flirting, seducing and tempting targets to come closer to her, causing all targets to move 1 step closer to her. If targets attempt to move away from Lady Malboro during their turn, they move at a reduced distance, temporary losing 1 square in distance.

Ailing Breath. 5-turn cooldown.
Lady Malboro drag deeply from her cigarette holder and exhales a large plume of smoke that engulfs everyone on the battlefield. All targets that inhale her smoke are inflicted with Blind, Zombie, Sleep, Silence, Darkness, Poison, Disable, Gravity, Diseased, Confusion, Doom (5-turn), Allured and Item-Lock conditions and receive 20% charmed and, if a Hero, hardness counter.

Lady Malboro and all targets that are Brainwashed, Enslaved or Converted who inhale her smoke instead gain Blink, Barrier, Float, Shell, Protect, Regen, Spellblade and Lucky Stars conditions.

Fur Invitation. 4-turn cooldown.
Lady Malboro tempts and invites a nearby Heroine or Villainess to try on her fur, inhaling from her cigarette holder and puffing out over their armor converting it into Lady Malboros hypnotic fur. Over the next 3 turns the targets are unable to act or move as their boots, gloves, leggings and top are changed into fur outfits. Once 3 turns have passed the target will become enslaved, being converted into a "Fur Messenger" swapping teams and fighting for Lady Malboro. 'Fur Invitations' turn cooldown is reduced by 1 turn for every 33% charmed counter on the Heroine affected when this ability is used.

'Fur Messengers' will physically attack former allies, rubbing their fur over them and causing them to become tranced.

Pleasure Hook. 5-turn cooldown.
If used on a Hero; Lady Malboro targets a nearby Hero and removes their pants, rubbing her enslaving fur over their penis and kissing them deeply. The affected target gains 100% hardness counter and cums instantly, becoming enslaved, swapping teams and fighting for Lady Malboro. All other Heroes on the battlefield gain Allured condition and 20% hardness counter. If another Hero has 100% hardness counter when this ability is used they will walk uncontrollably towards Lady Malboro and she will repeat this ability again instantly.

If used on a Heroine or Villainess; Lady Malboro targets a Heroine or Villainess on the field and puffs seductively on her cigarette holder, winking at them and releasing a large cloud of smoke that travels directly towards them. The affected target inhales and becomes brainwashed, walking uncontrollably towards Lady Malboro. Lady Malboro will place one of her captivating cigarettes in their mouth and light it causing them to become converted into a "Smoke Messenger" swapping teams and fighting for Lady Malboro.

'Smoke Messengers' will walk to former Heroine allies or Villainesses and exhale their smoke into their faces, causing them to become tranced. 'Smoke Messengers' can target any Heroine or Villainesses who is tranced and place one of Lady Malboros captivating cigarettes in their mouth and light it causing them to become converted into a "Smoke Messenger" swapping teams and fighting for Lady Malboro.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:23 pm; edited 4 times in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Sun Nov 06, 2016 7:21 pm

Archfiend of Atrocity

Archfiend of Atrocity is a servant of the devil sent to collect souls of the innocent in the world above for it and allowing her to keep their bodies as her slaves. She walks among the living in the world and tempts them into confessing their darkest secrets and dreams, convincing them she can make it a reality if they surrender their soul to her. Seductive and evil Archfiend of Atrocity uses her dark magic to create visions and hallucinations in her victims to aid her in stealing their soul and turning them into her slaves, and many people find it difficult to resist her often confessing it her herself that they want, making it even easier for her to do her job. She often targets desperate, lonely and depressed people finding them much easier to trick into becoming her servants.


Known Methods: Seductive Body, Hypnotic Kiss, Tentacles/ Wrapped up, 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:

Deal With the Devil. (Passive).
Archfiend of Atrocity forces each player to confess their darkest wishes and secrets, offering them a chance to grant them coming true but waging their souls in the process. Archfiend of Atrocity steals the soul of everyone on the battlefield and inflicts one of the seven deadly sins upon them, affecting each player differently depending on which sin has been applied to them:

Lust: Players inflicted with Lust state become unable to act or move during their turn if they are next to a player of the opposite sex, or next to Archfiend of Atrocity gain 10% charmed and, if a Hero, hardness counter each turn.
Gluttony: Players inflicted with Gluttony state can only use abilities or spells with a cast time longer then 1 turn.
Greed: Players inflicted with Greed state steal all positive conditions and effects applied to any ally on the battlefield, gaining 10% charmed and, if a Hero, hardness counter every time they do.
Sloth: Players inflicted with Sloth state gain 10% charmed and, if a Hero, hardness counter each time an ally receives damage or a negative condition.
Wrath: Players inflicted with Wraith state will physically attack any ally in range if they take damage or receive a negative condition, gaining 10% charmed and, if a Hero, hardness counter when they do.
Envy: Players inflicted with Envy state gain gain 10% charmed and, if a Hero, hardness counter each time an ally is healed or receives a positive condition.
Pride: Players inflicted with Pride state receive 10% charmed and, if a Hero, hardness counter each time they damage an enemy or heal an ally.

Craving For More. 1-turn cooldown.
Archfiend of Atrocity whispers in the ear of a nearby target teasing them and promising she will grant them their wish, inflicting Allured condition on them. If the target is, during the affected targets next turn, unable to damage Archfiend of Atrocity they receive charmed and hardness counters equal to 50% of their current charmed and hardness counter.

Whip Lash. 3-turn cooldown.
Archfiend of Atrocity targets a nearby player and launches her whip at them, wrapping it around them and binding them completely. Players affected by this ability become unable to move or act during their turn as she drains their life-force, lowering their max health by 33% for each turn (Archfiend of Atrocity or their own) they remain bound. If a players health reaches 0 whilst bound by 'Whip Lash' they become enslaved, being converted into a "Soulless Servant" swapping teams and fighting for Archfiend of Atrocity. Archfiend of Atrocity must remain by the affected target and she can only have 1 player affected by this ability at any time.

Osculation Chase. 2-turn cooldown.
Archfiend of Atrocity perks her lips and blows a big kiss at any target on the battlefield, 4 or more squares from her, that take the form of a pair of lips. The kiss will travel 2 square for each players turn that passes directly towards its original target. If the kiss reaches its original target it will plant itself on their lips, causing the targets to become enslaved, being converted into a "Soulless Servant" swapping teams and fighting for Archfiend of Atrocity. If the kiss has not reached its target by Archfiend of Atrocity's next turn it will dissolve and be removed from the battlefield.

Callous Contract. (Passive).
If a player has 100% charmed or hardness counters they permanently lose their souls to Archfiend of Atrocity becoming enslaved, being converted into a "Soulless Servant" swapping teams and fighting for Archfiend of Atrocity. 'Soulless Servants' will, during their turn, target the player with highest charmed or hardness counter and attempt to increase the counter further, using their sin state against them. If they are unable to increase their counter they will target the next highest player.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:25 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Sat Nov 26, 2016 10:36 pm

Succubus

Succubus exist in most populated towns and cities across the world. High in numbers Succubus' prey on drunk males during the night, often pretending to just be a regular girl and seducing them slowly before sucking out their souls in private. Succubus' kisses are extremely irritable and often make quick work of most men, forcing them to do their bidding. Succubus' can also use there seductive powers to enslave and convert girls into other Succubuses, often done once they have already enslaved their male fiends making their surrender quicker.


Known Methods: Seductive Body, 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:

Undeniable Lust. (Passive).
Players damage dealt to Succubus is reduced the more charmed they are, reducing their damage % by their charmed counter %. If a Player has 100% charmed counter, at the start of their turn they must instead immediately heal or apply a positive condition to Succubus before continuing their turn as normal.

Diminishing Inhalation. 2-turn cooldown.
Succubus perks her lips and begins inhaling, sucking the souls out of everyone on the battlefield. Succubus steals 10% of their maximum health, a random positive condition (if any) and causing them to gain 10% charmed counter and inflicting 'Zombie' condition on them. If a target has 100% charmed counter and is affected by "Diminishing Inhalation" they are instead enslaved, swapping teams and fighting for Succubus.

Captivating Kiss. 1-turn cooldown.
Succubus pulls in a Hero in range and kisses them slowly, branding them with lipstick stains were she kisses and applying 1 "One Kiss Away" condition on them. Heroes affected by this ability suffer additional effect depending on how many "One Kiss Away" conditions are on them:

Succubus kisses their left cheek. Heroes with 1 "One Kiss Away" condition become Enticed, becoming unable to target Succubus for attacks or abilities and blocking all physical attacked she would receive.
Succubus kisses their right cheek. Heroes with 2 "One Kiss Away" conditions become Brainwashed, becoming unable to move or act unless commanded by Succubus.
Succubus kisses their lips. Heroes with 3 "One Kiss Away" conditions become Enslaved, swapping teams and fighting for Succubus.

Wafting Kiss. 2-turn cooldown.
Succubus brings her hands to her lips and perks them, blowing kisses at everyone on the battlefield. All target gain 10% charmed counter and receive 'Allured' condition. If any Hero or Heroine is in range of Succubus when she uses this ability she can also use "Captivating Kiss" or "Kiss for the Neophyte" on them, regardless of its current turn cooldown.

Kiss for the Neophyte. 5-turn cooldown.
Succubus pulls in a Heroine in range and kisses them deeply as she corrupts their soul and begins converting them into Succubus. Succubus will remain kissing the affected Heroine for the next 3  of hers and their turns, enslaving and converting them into a Succubus on the 3rd turn. For each Hero that has been enslaved by Succubus the turns required is reduced by 1.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:30 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Sun Nov 27, 2016 8:43 pm

Sadist

Sadists are born out of the extreme sexual pleasure some girls get when harming others, eventually causing them to begin publicly harming people to fulfill their desires rather then just in private. Once Sadists reach this point they begin becoming corrupted and evil in their pursuit to satisfy their sexual fetishes. As Sadists harm others they get more and more worked up and turned on, only encouraging them to continue and eventually pushing their desires onto others, causing them to begin to like harming others as well.


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:

Masochist. (Passive).
Sadist takes great pleasure in causing harm and suffering upon others. Sadist receives charmed counters equal to the damage she deals to players and 10% charmed counter each time she inflicts a negative condition on a player.

Laceration. 1-turn cooldown.
Sadist targets a player within 2 squares and strikes them with her whip repeatedly dealing 20 damage and causing them to skip their next turn as they recover from the pain.

Tormenting Nibble. 1-turn cooldown.
Sadist targets player in range pulls them in for a kiss, biting on their lips as they lean in to kiss her and then their necks dealing 30 damage and stealing a random positive condition from them.

Choke Chain Collar. 2-turn cooldown.
Sadist latches a metal choke chain collars around a player in range and pulls tightly as she starts suffocating them causing them to take 15 damage and inflicting a random negative condition on them. Choke chain collars remain on players for the rest of the battle, and each time Sadist uses "Choke Chain Collar" she will pull on everyone's chains as well.

Sharing the Quirk. 1-turn cooldown.
Sadist forces her desires and fetishes on others, targeting a nearby Player and wrapping them up with her whip as she pleasures them and bites them. Heroines affected by this ability become enslaved, being converted into a Sadist swapping teams and fighting for Sadist. Heroes affected by this ability become enslaved, swapping teams and fighting for Sadist. Sadist can only use this ability if she has 100% charmed counter, and loses all charmed counters once she uses this ability.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:32 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Sun Nov 27, 2016 9:34 pm

Vampiress

Vampiress are monster girls of the night, floating and gliding across the skies and picking their targets from afar. Vampiresses are capable of quickly enslaving people with their fangs, biting down hard on their necks and injecting their corrupting blood into them. Vampiress can entrance multiple people at just a glance, blanking their minds and allowing her to control them, often using them as vessels to spread her darkness to others.


Known Methods: Seductive Body, Seductive Clothing, Hypnotic Gaze, 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:

Curse of the Night. (Passive).
Vampiress sucks the life out of all Players who have given into the darkness and begins corrupting them. At the start of Vampiresses turn she drains 10% maximum health from all Players who have Darkness or Blind condition on them. Any player who becomes KO'd whilst Vampiress is present revive and are converted into an Undead Minion, becoming enslaved, swapping teams and fighting for Vampiress.

Corrupting Darkness. 1-turn cooldown.
Vampiress covers the battlefield in misty darkness until the start of her next turn, inflicting Blind and Darkness condition on all Players and preventing them from moving until the start of Vampiress next turn. If a player attempts to physically attack Vampiress before the dark mist has disappeared they become charmed, becoming unable to target Vampiress for physical attacks and blocking all physical attacks she would receive.

Mesmerizing Gaze. 4-turn cooldown.
Vampiress attracts everyone's attention as her eyes begin pulsing with a enchanting rhythm inflicting Immobilize condition on everyone on the battlefield. At the start of Vampiress next turn she will stare deep into everyone's eyes, causing everyone looking at her to become brainwashed, becoming unable to willingly move or act unless commanded by Vampiress.

Pursuing Doom. 2-turn cooldown.
Vampiress targets a player in range and pulls them in, biting down on their neck as Vampiress drains their blood and forces her own into them. Players affected "Pursuing Doom" are inflicted by increasingly dangerous effects for each turn that passes since they have been bitten:

Once 1 turn has passed, affected players are inflicted with Diseased, Silence, Darkness, Blind and Item-Lock conditions.
Once 2 turns has passed, affected players become Hypnotized, becoming unable to willingly move or act unless commanded by Vampiress.
Once 3 turns has passed, affected players become Enslaved, swapping teams and fighting for Vampiress.

Let The Night Take You. 4-turn cooldown.
Vampiress targets a Player in range who is charmed, hypnotized, brainwashed or enslaved and wraps her cloak around them as she bites into their neck and sucks out their soul. Heroines affected by this ability become enslaved, being converted into a Vampiress, swapping teams and fighting for Vampiress. Heroes affected by this ability become KO'd as Vampiress drains out all their health and heals for the amount.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:32 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Mon Nov 28, 2016 11:50 pm

Butterfly Girl

Butterfly Girls flourish during the summer seasons, looking for potential hosts to infect with their parasites and convert into more Butterfly Girls. With big beautiful wings that lightly spread their pollen with every flap they can use their wings to mesmerize people looking at them and lure them into their grasp. Butterfly Girls hate the cold weather, and lose most of their potential during colder seasons and instead look to simply survive until it heats up again. Butterfly Girls also harbor different kinds of parasites in their body which they can inject into people, quickly overwhelming their minds and allowing Butterfly Girl to use them as hosts or guards.


Known Methods: Seductive Body, Hypnotic Accessories, Pheromones, Tentacles/ Wrapped Up, 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:

By The Seasons. (Passive).
At the start of the battle all turns in each round are split into 4 segments of even turns, starting with Winter, then Spring, Summer and Autumn. Butterfly Girls abilities alter and change according to which season it currently is during her turn. Butterfly Girl is greatly empowered by the warmer seasons. Butterfly Girl takes different amounts of damage and conditions depending on which season it is when she is affected by them:

• Winter: Butterfly Girl takes 50% additional damage and is inflicted with an additional random negative condition when inflicted with a negative condition.
• Spring: Butterfly Girl removes all negative conditions and gains a random positive condition for each negative conditions lost.
• Summer: Butterfly Girl takes 50% less damage and is immune to negative conditions.
• Autumn: Butterfly Girl loses all positive conditions and is inflicted with a random negative condition for each positive conditions lost.

Butterfly Effect. 1-turn cooldown.
Butterfly Girl begins flapping her wings in a hypnotic rhythm, causing all targets looking at her to uncontrollably gaze at them and affecting them differently depending on the current season:

• Winter: All targets are inflicted with Sleep condition.
• Spring: All targets gain 20% charmed counter and fall into a Trance for 1 turn.
• Summer: All targets become hypnotized, becoming unable to willingly move or act unless commanded by Butterfly Girl. Hypnotized targets are freed from their hypnosis state when Winter season arrives.
• Autumn: All targets are inflicted with Immobilize condition.

Sweet Nectar. 1-turn cooldown.
Butterfly Girl targets one target in range and covers them in her pollen, pollinating them and then kissing them slowly to suck out the Nectar produced in their body and affecting them differently depending on the current season:

• Winter: Butterfly Girl transfers all negative conditions on her to the affected target, healing 5% of her max health for each condition transferred.
• Spring: Bufferfly Girl steals 50% of the affected targets maximum health and heals for the amount, causing them to gain charmed counter % equal to the amount of health lost.
• Summer: Affected targets are overwhelmed by the luxurious pollen and become brainwashed, becoming unable to willingly act or move unless commanded by Bufferfly Girl. If the affected target is a Hero they gain 100% hardness counter and Butterfly Girl can use them to spread her pollen to Heroines by having sex with them, causing the affected Heroine to become brainwashed also.
• Autumn: Affected targets gain charmed counter % equal to Butterfly Girls maximum health minus her current health.

Protect my Larva! 1-turn cooldown.
Butterfly Girl targets one Heroine in range who is hypnotized or brainwashed and injects them with her parasite pollen that alter the mind of the affected Heroine affecting them differently during their turn depending on the current season:

• Winter: Affected Heroine will attack the allies that is closest to the nearest Cocoon.
• Spring: Affected Heroine will move to the nearest Cocoon and guard it, taking all damage and negative conditions it would receive instead.
• Summer: Affected Heroine will move to the nearest ally and embrace them, kissing them and infecting them with the parasite virus, causing them to become brainwashed.
• Autumn: Affected Heroine will move to Bufferfly Girl and protect her, taking all damage and negative conditions it would receive instead and healing Bufferfly Girl during her turn.

Cocoon Capitulated. 2-turn cooldown.
Bufferfly Girl targets a target in range and rapidly spins her silk around their body, completely cocooning them up in it, injecting them with her altering parasite and affecting them differently depending on the current season:

• Winter: Cocooned targets are frozen solid, being removed from the battle. Allies can use "Fire" spell on the Cocoon, burning it away and returning the affected player to the battle.
• Spring: Cocooned targets become brainwashed, gaining 20% charmed counter for each turn they remain in the Cocoon. If they reach 100% charmed counter whilst inside their Cocoon they become enslaved, being converted into a Butterfly Girl emerging from their Cocoon, swapping teams and fighting for Butterfly Girl.
• Summer: Cocooned targets are enslaved, being converted into a Butterfly Girl emerging from their Cocoon, swapping teams and fighting for Butterfly Girl.
• Autumn: Cocooned targets become hypnotized, gaining 10% charmed counter for each turn they remain in the Cocoon. Allies can attack the Cocoon snapping the affected target out the hypnosis, allowing them to break free of their Cocoon during their turn. All allies gain 10% charmed counter for each turn that passes that they haven't freed the affected target from the Cocoon.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:27 pm; edited 3 times in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Tue Nov 29, 2016 11:41 pm

Singer

Singers use their hypnotic voice and overwhelming stage presence to seduce and convert mass groups of people. Singers will often hi-jack performances, removing the actual lead singers and taking their place instead allowing them to move from venue to venue quickly and amass large amounts of groupies. Once in full swing and sure of victory Singer will begin enslaving girls and turning them into Ravers, dressing them up seductively and commanding them to dance and seduce anyone not currently under her power using any method they can.


Known Methods: Seductive Body, Hypnotic Accessories, Siren Voice, 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:

Front-row Seats. (Passive).
At the start of the battle Singer selects an area of the battlefield (0.75 x 0.75 squares per each player in the battle) and designates it as the dance floor. Singer can only move and remain within the dance floor radius. Players in the dance floor receive additional effects when affected by any of Singers abilities. Players gain 10% charmed and, if a Hero, hardness counters at the start of their turn if they are inside the dance floor. Singer can embrace Heroes in range with 100% hardness counter and rub their penis causing them to cum and become enslaved, swapping teams and fighting for Singer.

Spotlight Dance. 3-turn cooldown.
Singer targets one Heroine on the field and places a spotlight on them, commanding them to dance for everyone. The affected Heroine becomes Tranced, becoming unable to move or act and will instead dance seductively during their turn, flirting at their allies causing all players to gain 10% charmed and, if a Hero, hardness counters.

Heroines already inside the dance floor become brainwashed instead and all players gain 20% charmed and, if a Hero, hardness counters as the Heroine dances.

Hardcore Raver. 3-turn cooldown.
Singer begins cheering and encouraging a Heroine on the battlefield to dance and rave for her, removing their cloths and throwing them fur rave boots, bras, gloves and skirts. Heroines will begin dressing up in the costume during their turns, preventing them from acting or moving for the next 3 turns. Once 3 turns have passed the Heroine becomes enslaved, being converted into a 'Raver' swapping teams and fighting for Singer. During 'Ravers' turns they will move to any Player not inside the dance floor and drag them their maximum distance into it and begin dancing and grinding on their body, causing them to gain 10% charmed and, if a Hero, hardness counter.

Heroines already inside the dance floor are converted into a 'Raver' right away.

Move on Closer. 1-turn cooldown.
Singer begins chanting and encouraging all players to move into the dance floor, causing all players to move 2 squares towards the nearest dance floor square and become unable to move during their next turn. Affected players gain 10% charmed and, if a Hero, hardness counter and an additional 30% counters if they enter the dance floor.

Players already inside the dance floor will instead move 2 square towards Singer. If they move in range of Singer they become hypnotized, becoming unable to willingly move or act unless commanded by Singer.

Encore. 5-turn cooldown.
Singer begins singing her final encore song at players who begin cheering her on. Singer will continue to sing this song automatically during her turn causing all players gain 20% charmed and, if a Hero, hardness counters. Whilst Singer is singing her encore, she is immune to all damage. Singer will be interrupted from her encore song when she is inflicted with a negative condition.

Players inside the dance floor become enslaved if they reach 100% charmed or hardness counters when Singer uses Encore, swapping teams and fighting for Singer. Enslaved Heroines are converted into 'Ravers'. During 'Ravers' turns they will move to any Player not inside the dance floor and drag them their maximum distance into it and begin dancing and grinding on their body, causing them to gain 10% charmed and, if a Hero, hardness counter.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:32 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Nov 30, 2016 9:38 pm

Morrigan

-TBA-


Known Methods: Seductive Body, Hypnotic Gaze, Hypnotic Kisses, Gender-Swapping, 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:

Charisma Transfer. (Passive).
At the start of Morrigan's turn she can target any player in range and carcass them, draining their charmed and hardness counters. Players affected by "Shadow Servant" have their charmed and hardness counters reduced to 0% and Morrigan gains charmed counters equal to the amount of charmed and hardness counters she removed. Morrigan can enhance her next ability that inflicts charmed or hardness counters and increase the amount of counters received by the amount she currently has.

Intimate Embrace. 1-turn cooldown.
Morrigan targets a nearby player and pulls them close, tightly embracing them and forcing their face between her breasts gaining "Lust for More" condition and causing them to become hypnotized, becoming unable to willingly act or move unless commanded by Morrigan. Players with "Lust for More" condition receive double of any counters they would normally receive, deal 50% less damage to Morrigan and become unable to move away from Morrigan, following her immediately if she moves.

Soul Eraser. no cooldown.
Morrigan targets one Hero in range and pulls them to her, kissing them slowly and sucking out their soul. Heroes affected by "Soul Eraser" become Enticed, becoming unable to target Morrigan for physical attacks and blocking all physical attacks she would receive. If a Hero is affected by "Soul Eraser" whilst Enticed they become enslaved, swapping teams and fighting for Morrigan. If a Hero is affected by "Soul Eraser" whilst enslaved, they are converted into a "Succubus".

Darkness Illusion. 4-turn cooldown.
Morrigan vanishes from the battlefield and reappears with two mirror illusions of herself randomly across the battlefield. During players turns if they damage or inflict a negative condition to one of Morrigan's illusions instead of herself they shatter the illusion and suffer additional effects, depending on who triggered it:

Heroes take damage and any additional negative effects that they inflicted on the illusion, gaining 33% hardness counter for each Morrigan and Morrigan's Illusion remaining on the battlefield.
Morrigan and Morrigan's remaining illusions heal for any damage dealt by a Heroine and convert any negative conditions into positive conditions. Heroines gain 33% charmed counter for each Morrigan and Morrigan's Illusion remaining on the battlefield.

If Morrigan has any Illusions alive during her next turn, they will all mimic her next ability.

Eternal Slumber. (Passive).
During each of Morrigan's turns she will spread a soothing dark mist from herself across the battlefield, 1 square at a time. At the start of each players turns if they are on a square covered in Morrigan's dark mist they fall into a deep sleep, inflicting with Sleep condition and gaining 10% charmed and, if a Hero, hardness counter. Heroes with 100% charmed or hardness counters whilst surrounded by Morrigan's dark mist they become enslaved, swapping teams and fighting for Morrigan. Heroines with 100% charmed counters whilst surrounded by Morrigan's dark mist become enslaved, being converted into a "Succubus" swapping teams and fighting for Morrigan.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:26 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Nov 30, 2016 11:43 pm

Mecha:Grace

Grace became gravely wounded long ago when attempting to flee from a monster girl, stumbling and falling down a cliff that broke and fractured her body. In a desperate attempt to save her, hey partner took her to a mad scientist who took her broken body and installed robotic parts in place of any damaged parts. He injected her with an array of microscopic robots designed to repair her body completely from the inside, however she was able to gain control of them and reprogram them to use as a weapon once they had finished. Upon waking Mecha:Grace attacked the mad scientist in anger, blaming him for what she had become and then converting him into her slave. She now roams the darkness of the lands were she had her accident, waiting for the monster girl that made her flee and enslaving everyone she encounters, turning them into her robot slaves.

Known Methods: Hypnotic Gaze, Hypnotic Accessories, Robotization, Gender-swapping, 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:

Rapid Repair. (Passive).
Mecha:Grace's body is in a constant state of repair, healing and recovering from damage and effects she is currently suffering. For each turn that passes Mecha:Grace will heal for 2% of her maximum health and remove a negative condition. Mecha:Grace can attach her cables to anyone who has been converted into a "Mecha:Slave" and absorb their health down to a maximum of 1 health.

Sparkling Scrutiny. 1-turn cooldown.
Mecha:Grace targets one player on the battlefield and glares at them as her eyes begin pulsing and shining with a hypnotic array of colours and shapes, causing the player to become brainwashed, becoming unable to willingly move or act unless commanded by Mecha:Grace. Brainwashed targets will move their maximum distance towards Mecha:Grace during their turn.

Puissance Screech. 2-turn cooldown.
Mecha:Grace begins emitting a overpowering sound affecting all players on the battlefield. All players are who hear her are inflicted with Disable and Confusion condition.

Master Control Chip. (Passive).
Mecha:Grace constantly designs and creates mind-controlling chips that she injects into anyone in range at the start of her turn. Any player implanted with a control chip become unable to target Mecha:Grace for any ability that would harm her or move away from her. Mecha:Grace will insert her cables into their mouth, nose, ears, asshole and penis/ vagina and slowly begin to convert them into a Mecha:Slave taking 1 turn for each 40 maximum health they have. Players who are brainwashed are instead instantly converted into a Mecha:Slave, swapping teams and fighting for Mecha:Grace.

Mecha:Slave's will, during their turn, move to an former ally and completely bind them up in cables preventing them from moving and acting and draining 25% of their speed per turn, adding it to their own. Players with 0 speed become unable to act.

Enslavement Protocol Upload. 6-turn cooldown.
Mecha:Grace shoots out cables from her body that attach to the heads anyone on the battlefield in the same rows as Mecha:Grace (up, down, left and right) causing them to become tranced, becoming unable to move or act. Mecha:Grace begins uploading and installing commands to obey her. Any player affected by "Enslavement Protocol Upload" become enslaved at the start of their next turn, swapping teams and fighting for Mecha:Grace. Allies can attack the cables attached to allies if there is at least 1 square between the affected player and Mecha:Grace, cutting the cable and preventing the upload from completing but causing the affected player to become KO'd.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:29 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Thu Dec 01, 2016 9:33 pm

Frost Queen

In the deep icy mountains lays the Frost Queen, a monster girl so cold and harsh that she literally freezes her victims to death before enslaving them. With a complete control over everything cold she can quickly create freezing temperatures across a large area of ground that prevent even the most active of adventurers from escaping. Driven mad from her loneliness in the mountains she occupies she spends most of her time creating ice sculptures and bringing them to live as her servants, using them as pawns to fetch her real Heroes and Heroines to prey on. With a hatred for fire she quickly targets and incapacitates mages first, enslaving them with just a kiss and preventing them from assisting allies with precious heat.


Known Methods: Seductive Body, Hypnotic Accessories, Hypnotic Gaze, Hypnotic Kisses, 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:

Bitter Chill. (Passive).
Frost Queen's presence on the battlefield creates a freezing wind and icicles that slows players and makes them more susceptible to Frost Queen. During Frost Queen's turn she continues to freeze the battlefield, reducing all players Speed and Stamina by 15 points and dealing 10 damage to all players. If a player reaches 0 Speed and Stamina they become frozen in ice, being unable to move, act or cured from Frozen state. At the start of the battle, and during Frost Queen's turn she summons freezing icicles randomly across the battlefield on unoccupied squares. Players within range of an freezing icicle have their Speed and Stamina reduced by 50 points temporarily. Freezing icicles can be destroyed with any Fire spell that deals damage.

Heart of Ice. 3-turn cooldown.
Frost Queen shoots out a flurry of harsh snow and ice at all players on the battlefield, piercing their bodies and freezing their hearts completely, receiving "Frozen Heart" condition. Players with "Frozen Heart" condition become unable to target Frost Queen for any ability that would damage or harm her. Players with "Frozen Heart" condition lose an additional 15 Speed and Stamina points when they are affected by Frost Queen's "Bitter Chill" passive ability. "Frozen Heart" condition is removed when a player takes damage from can Fire spell that deals damage.

Snowstorm. 4-turn cooldown.
Frost Queen chants and calls fourth a snowstorm that rages across the battlefield and obscures everyone visions. Players become unable to target Frost Queen with any ability, command or action unless they are next to her. Players become unable to target allies with any ability, command or action unless they are next to them. Frost Queens snowstorm clears and is removed from the field after Frost Queens next turn.

Lovely Freezing Kiss. 1-turn cooldown.
Frost Queen targets a nearby Heroine and pulls them in for a kiss, kissing them deeply and forcing her icy breath into their body, chilling them down to the bone. The affected Heroine becomes hypnotized, becoming unable to willingly move or act unless commanded by Frost Queen. Heroines hypnotized by "Lovely Freezing Kiss" can only be cured from the hypnotized state by dealing 50 damage with a Fire spell.

Frost Queen can use "Lovely Freezing Kiss" on any player who is Frozen or has "Frozen Heart" condition, enslaving them and converting them into a "Ice Servant" swapping teams and fighting for Frost Queen.

Personal Ice Sculpture. 5-turn cooldown.
Frost Queen summons an identical ice sculpture of all players on the field in-front of them that begins freezing the player and stealing their life essence. All players become unable to move and, during their turn, have their maximum health reduced by 33% and absorbed into their ice sculpture. If a ice sculptures current health exceeds a players current health they completely absorb the players life essence and come to life as a "Ice Servant" for Frost Queen and the player becomes frozen in ice, becoming unable to move, act or cured from Frozen state. Frost Queen can shatter any ice sculpture on the field and heal for the amount of health it currently has.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:24 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Fri Dec 02, 2016 1:52 pm

Bunny Girl

Bunny Girl share many similarities and qualities as Nekos, however they are alot more tame and calm not allowing their sexual drives and pleasures to dominate there decisions. Bunny Girls often infiltrates nightclubs, strip-clubs and locations they know many men gather to admire girls and quickly overthrow the club, empowering the girls and turning them into Bunny Girls and using their appeal to control men to do their bidding. Bunny Girls are very persuasive and attractive, being able to leave men powerless with just a dance and tempting girls into becoming a Bunny Girl with just their presence next to them, admiring as the appeal of becoming a Bunny Girl brainwashes them into becoming one permanently.


Known Methods: Seductive Clothing, Seductive Body.




Statistics:

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


Elements and Resistances:


Fire: 1.2x Water: 0.8x Earth: 0.8x Ice: 1.2x Lightning: 1.2x
Poison: 1x Light: 1x Dark: 1x
.
Blind: ---- Zombie: ---- Sleep: ---- Silence: ---- Darkness: Immune
Poison: ---- Disable: ---- Gravity: ---- Petrify: Immune Diseased: ----
Immobilised: Immune Confusion: Immune Doom: Immune Allured: ---- Item Lock: ----


Skills and Abilities:

Multiplying Like Rabbits. (Passive).
Bunny Girl is always looking for Heroines to tempt into becoming a Bunny Girl also. At the start of Bunny Girls turn if she is in range of a Heroine she will affix bunny ears and a tail to them, temporarily converting them into a Bunny Girl causing them to temporarily swap teams and fight for Bunny Girl. Heroines affected by "Multiplying Like Rabbits" remain converted as long as Bunny Girl is next to them at the start of their turn, and they receive 25% charmed counter at the start of their turn. If a Heroine has 100% charmed counter whilst affected by "Multiplying Like Rabbits" they are instead permanently converted into a Bunny Girl.

Playgirls Temptation. 2-turn cooldown.
Bunny Girl and all other Bunny Girls on the battlefield (including Heroines affected by "Multiplying Like Rabbits" passive ability) begin dancing and teasing all players on the battlefield who are watching them. All players receive 10% charmed and, if a Hero, hardness counters for each Bunny Girl on the battlefield and all Non-Bunny Girl players receive 1 random negative condition for each Bunny Girl on the battlefield.

Private Showing. 1-turn cooldown.
Bunny Girl targets one Hero in range and begins seducing them with a private striptease show, rubbing up close on them and massaging their penis. Affected Heroes gain 33% hardness counter and become tranced, becoming unable to move or act. Bunny Girl can use "Private Showing" during her next turn if used on the same target consecutively, increasing the hardness counters received to 66% if they are still entranced. If a Hero has 100% hardness counters and is affected by "Private Showing" they will cum instantly, becoming enslaved, swapping teams and fighting for Bunny Girl.

Lucky Rabbits Foot. (Passive).
Bunny Girl is blessed with unearthly luck and fortune. At the start of Bunny Girls turn she receives a random positive condition and removes a random negative condition.

Spreading Jealously. 7-turn cooldown.
Bunny Girl begins complimenting and slowly caressing as Heroine currently affected by "Multiplying Like Rabbits" causing them to become permanently converted into a Bunny Girl, swapping teams and fighting for Bunny Girl. All Heroines on the field become extremely jealous, wanting Bunny Girl's attention also. During each Heroines next turn they will physically attack any Heroine in range of them and then move directly to a Bunny Girl, placing them in range if possible. "Spreading Jealously" turn cooldown is shared between all Bunny Girls on the field.


Last edited by Lady Malboro on Sat Jun 24, 2017 3:55 pm; edited 2 times in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Tue Dec 06, 2016 1:07 pm

Personal Stylist

Personal Stylist spent her early life obsessed with fashion and clothing, changing her looks on an daily basis and encouraging the best in others. When the monster girls began taking over the world instead of fearing and running from them, she embraced them, admiring their sense of fashion and dominance and how they used it to enslave people. She began stalking and observing a wide range of monster girls, designing, recreating and bewitching fashion they wore and forcing it onto her friends, turning them into monster girl also. Personal Stylist now serves as both a dark workshipper and monster girl, enhancing monster girls appeal and converting people into monster girls with her fashion and power of persuasion. With a wide array of methods she can bring out the feminine in any girl and even boys, eventually making them accept their new life as a sexy monster girl.


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

Fashion Tips. (Passive).
Personal Stylist sees the beautiful and sexy in everyone, changing and altering players she is in range of. At the start of Personal Stylist's turn she will alter the appearance of any player in range, dressing them and attaching aspects of a range of monster girls, inflicting Disable condition each time the plater is affected by "Fashion Tips" and receiving a "Brand New Look" condition. Players with 4 or more "Brand New Look" conditions become enslaved, being converted into the monster girl they have been dressed up as, swapping teams and fighting for Personal Stylist. Each time a Player is affected by "Fashion Tips" they, and all other players gain 20% charmed and, if a Hero, hardness counters. Personal Stylist can dress players up as the following monster girls:

Neko.
Sadist.
Maid.
Cheerleader.
Clown Girl.
Mysidian Dancer.
Bunny Girl.
Barb-e.

Cross-dressing Desire. 4-turn cooldown.
Personal Stylist targets one Hero in range with 1 or more "Brand New Look" conditions and 100% hardness counters and rushes their style and transformation, encouraging them to accept their new look and complimenting them as she finishes off their transformation. The affected Hero becomes enslaved, being converted into the monster girl they have been dressed up as, swapping teams and fighting for Personal Stylist. All other Heroes on the battlefield gain 2 "Brand New Look" condition and 40% hardness counter.

Envious Beauty. (Passive).
As players gain charmed and hardness counters they become more envious of Personal Stylist and anyone she has styled. Any player with 100% charmed or hardness counter become unable to willingly move, instead moving their maximum distance towards Personal Stylist at the start of their turn and refusing to move away from her until they too have been styled.

Makeup Teasing. 1-turn cooldown.
Personal Stylist reaches into her makeup bag and pulls out an item of makeup, using it on the nearest player in range and affecting them differently depending on what makeup was chosen:

Personal Stylist takes out her foundation dust, opening it up and blowing the dust across the battlefield as it applies to everyone's faces. Affected targets gain 1 "Brand New Look" condition and are inflicted with Allured condition,
Personal Stylist takes out her lipstick and applies it to the nearest player, increasing their charmed and, if a Hero, hardness counter by 50% and causing them to become Enticed, becoming unable to physically attack her and blocking all attacked directed at her.
Personal Stylist takes out her eyeliner and applies it to the nearest player, inflicting Blind, Silence, Darkness, Item-Lock, Immobilized and Diseased conditions.
Personal Stylist takes out her perfume bottle and sprays it over the nearest player, causing them to become hypnotized, becoming unable to willingly act or move unless commanded by Personal Stylist. Any player that is in range of the affected player inhales the smell and becomes hypnotized also.

Catwalk Ready. 8-turn cooldown.
Personal Stylist targets a Player who has been enslaved and converted by her and begins altering and changing their appearance, turning them into an even more powerful and sexy monster girl. Personal Stylist can alter their appearance into any 5-star or less monster girl, finishing the transformation at the start of her next turn causing the player to be converted into that monster girl instead. If Personal Stylist is able to transform the player, all other players on the battlefield gain 100% charmed and, if a Hero, hardness counters.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:25 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Wed Jan 18, 2017 10:53 pm

Caldina

Caldina is a skilled dancer and illusionist trained in many methods of hypnosis, in her early years developing her skills she was hired by many as an assassin, tasked with infiltrating organizations with people in powerful positions and hypnotizing them into doing what was requested of her. Eventually she began using her powers to peruse her own goals of owning and ruling over kingdoms full of people, stopping her mercenary work and enhancing her abilities even more. Caldina's outfit is lined and embedded with large jewels which she can use to enslave people, causing them to shine and glow in such a way people become unable to resist her commands. Caldina uses her mastery in magic and illusions to create clones of herself for the purpose of protection and seduction, often hiding in plain sight whilst her illusion acts on her behalf.

Known Methods: Seductive Body, Hypnotic Accessories, Dancing, 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:

Seeing Double. (Passive).
Caldina uses her mastery in illusions to confuse and displace enemies. At the start of Caldina's turn she will remove herself from the battlefield and reappear with an illusion of herself on random squares on the battlefield. Each time Caldina uses an ability, her illusion will also use the same ability. If Caldina's illusion is damaged it will shatter, inflicting Allured, Confusion and Gravity condition to everyone in range and gaining 20% charmed counter.

Personal Guard. 3-turn cooldown.
Caldina targets one target in range and alters their mind into believing they are Caldina's guard. The affected target becomes Charmed and Brainwashed, becoming unable to willingly move or act unless commanded by Caldina and blocking all physical attacks directed at her. The affected player gains 10% charmed counter for each turn they are Brainwashed. Caldina must remain by the targets side to maintain the illusion and if Caldina or the affected target are separated they are cured of Charmed and Brainwash effects.

Alluring Hallucination. 1-turn cooldown.
Caldina begins focusing her magical powers on a target on the battlefield and causes them to begin hallucinating Caldina dancing, seducing and kissing them. The affected target gains Disable condition and 10% charmed counter for each negative condition on them. If a target affected by 'Alluring Hallucination' has 100% charmed counter they become hypnotized, becoming unable to willingly move or act unless commanded by Caldina.

Dance For Me! 2-turn cooldown.
Caldina targets a Heroine on the battlefield and convinces them to dance for her, causing them to skip their next turn whilst they dance to please her, inflicting Immobilize condition on them and causing them to gain 20% charmed counter. If a Heroine has 100% charmed counter before their next turn starts they are instead enslaved, being converted into a 'Mysidian Dancer' swapping teams and fighting for Caldina.

All the Bells and Whistles. 6-turn cooldown.
Caldina's red jewels begin shining and sparkling as they emit soothing chiming bell sounds. All targets on the battlefield looking at Caldina become charmed, becoming unable to physically attack Caldina and blocking all physical attacks directed at her. During each turn after this ability has been used her chiming bell sounds will echo across the battlefield, starting with each square around Caldina and expanding 1 square range & radius each turn dissipating after 4 turns has passed. If a charmed player is on or walks through a square that the chiming bells has echoed too they become enslaved, swapping teams and fighting for Caldina. Any Heroine enslaved by this ability are instead converted converted into a 'Mysidian Dancer'.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:27 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Fri Jan 20, 2017 5:39 pm

Jewel Princess

In her earlier years Jewel Princess was a young princess obsessed with anything that sparkled. Attracted to all minor of gems she developed a dark obsession, believing she was only as attractive as the gems she showed off. She eventually implanted dark crystals all over her body, using her dark worshipers forbidden magic to bless them into becoming alluring weapons she could control at will. She began passing these crystals on to others, using them to control them and eventually turning them into crystal statues for her palace. Jewel Princess often heads into populated towns and cities and hands out jewelry fashioned out of her dark crystals for free to girls, corrupting them slowly as they too develop an obsession and need for expensive jewels in their life, once the feelings have been implanted in their minds they will naturally seek out Jewel Princess unknowingly walking to their doom, soon to become another imprisoned crystal statue for her.

Known Methods: Seductive Body, Hypnotic Accessories, 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:

Precious Gift. (Passive).
At the start of the battle Jewel Princess gives everyone her enchanted crystal rings and convinces everyone to wear them for her. Whilst players wear the crystal rings there effectiveness is suppressed, preventing players from receiving positive conditions and removing charmed counters. Crystal rings suck the soul out of their wearers, causing them to gain 10% charmed counter plus additional charmed counters equal to 10% of their maximum health and draining it from their health during their turn. Crystal rings have health equal to Jewel Princesses health divided by the number of players wearing the rings, and they can be attacked and shattered, removing this passive effect however players are unable to attack their own crystal ring.

Material Desire. 2-turn cooldown.
Jewel Princess snaps her fingers, commanding all Heroines wearing crystal rings to attack any Hero on the battlefield. Affected Heroines gain Allured and Lucky Stars condition (bypassing Precious Gift's suppression) and become hypnotized until the end of their next turn, becoming unable to willingly move or act unless commanded by Jewel Princess. If a Heroine is able to KO a Hero during their next turn, they become brainwashed instead.

Girls Best Friend. 1-turn cooldown.
Jewel Princess throws a handful of small diamonds and gems at a Heroine on the battlefield. The jewels attach to their skin, causing the Heroine to gain 20% charmed counter and becoming Charmed, becoming unable to willingly physically attack Jewel Princess and blocking all physical attacks directed at her. If the affected Heroine is wearing a crystal ring they are instead Enticed.

Diamond Skin. (Passive).
Jewel Princesses skin is naturally tough and resilient. At the start of Jewel Princesses turn, she gains Blink, Barrier and Regen conditions. If Jewel Princess is in range of a Crystal Prison she can heal them, causing them to gain Blink, Barrier and Regen conditions. Jewel Princess receives 5% less damage for each crystal ring remaining on the battlefield.

Crystal Prison. 5-turn cooldown.
Jewel Princess creates and summons large pure crystals equal to the number of players in the battle and places them randomly across the battlefield. Her crystals begin gleaming and vibrating gently attracting everyone's attention to them. All players wearing a crystal rings become unable to move, instead moving their maximum distance towards the nearest crystal. Players in range of a crystal prison gain 25% charmed counter during their turn. Any Player with 100% charmed counter next to a crystal prison will be compelled to touch the crystal, being turned into a crystal statue and being removed from the battle. Each Crystal Prison has health equal to 20% of Jewel Princesses current health at the time of using this ability.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:29 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Sun Jan 22, 2017 7:37 pm

Cow Girl

Often quite calm and docile Cow Girls are always looking for victims to both convert and mate with. Cow Girl is able to produce high quality special milk that rapidly induces confusion on people, allowing her to manipulate them and use them as weapons for havoc whilst she focuses on converting them. Cow Girl also utilizes her own cowbell to attract the attention of people, luring them closer before she overwhelms them with her perfect breasts and seducing them into protecting her whilst she enslaves them permanently.

Known Methods: Seductive Body, Hypnotic Breasts, Hypnotic Accessories.




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:

Memorable Aftertaste. (Passive).
Cow Girl breasts create and hold creamy milk that Cow Girl can use as both a stimulant and a weapon. During Cow Girls turn she can drink her own milk, receiving a random positive condition and healing for 20% of her current health or force a Heroine to drink her milk, inflicting a random negative condition on them and gaining 20% charmed counter. Heroines affected by "Memorable Aftertaste" become unable to move away from Cow Girl, automatically following her if she moves.

Chime and Jingle. 3-turn cooldown.
Cow Girl chimes her own cowbell attracting the attention of everyone on the battlefield. "Chime and Jingle" affects each player who heard it differently;

All Heroines with a cowbell no longer become confused, instead becoming brainwashed, becoming unable to willing act or move unless commanded by Cow Girl.
All players currently asleep begin dreaming about Cow Girl, gaining 50% charmed counter.
All Heroines who have been affected by "Memorable Aftertaste" lunge for Cow Girls breasts, becoming affected by "Memorable Aftertaste" again.
All other players are inflicted with Gravity condition and gain 10% charmed counter.

Feeling Thirsty? 2-turn cooldown.
Cow Girl reveals her enormous breasts and begins playing with them as they leak her special milk. All players looking at Cow Girl gain float condition and move their maximum distance towards Cow Girl until they are in range of Cow Girl. Players gain 10% charmed counter plus 10% charmed counter for each square moved towards Cow Girl.

Soothing Cowbell. 1-turn cooldown.
Cow Girl hangs a cowbell around a Heroine in range that chimes as the Heroine moves around. The affected Heroine is inflicted with Confusion condition, and remains confused as long as they still have a cowbell attached to them. When an Heroine with a cowbell moves they inflict Sleep condition on allies in range.

Join the Herd. 4-turn cooldown.
Cow Girl begins producing her special milk and feeds it to all players in range. Cow Girl can move between players and feed them her milk from her breasts, causing them to become charmed, becoming unable to physically attack Cow Girl and blocking all physical attacks directed at her. Any player who has 100% charmed counter or brainwashed become enslaved, swapping teams and fighting for Cow Girl. Any Heroine enslaved by Cow girl are converted into a Cow Girl. "Join the Herds" cooldown is reduced by 1 turn for each Heroine converted.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:31 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Tue Jan 31, 2017 11:30 pm

Gamer Girl

Most Gamer Girls are made by girls who fall prey to subliminal and hypnotic programs and websites created by dark worshippers whilst browsing the internet. Quickly becoming obsessed with all things gaming related they then seek to find unwilling heroes and heroines to keep them company and join them in playing games. Gamer Girls are very tech savvy, custom creating and designing equipment to aid them in their goals, these include stylish headphones that play a brainwashing melody into victims minds and remote controllers to override a persons body. Once you are thinking about Gamer Girl it is usually already too late to escape her spell.

Known Methods: Seductive Body, Hypnotic Accessories.




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:

Item Boxes. (Passive).
Gamer Girl creates and distributes item boxes across the battlefield. During Gamer Girls turn she will create item boxes equal to the number of players on the battlefield plus herself and place them across the battlefield for herself or players to pick up. Item Boxes apply different effects depending on the item box:

Charming Box: Increases charmed and hardness counters by 10%.
Boon Box: Grants a random positive condition.
Affliction Box: Inflicts a random negative condition.
Roulette Box: Inflicts 4 random positive and/ or negative conditions.
Lovestruck Box: Inflicts Allured condition and Charmed character state.
Double Up Box: Doubles any charmed and hardness counters.
TNT Box: Explodes at the end of the turn, KOing anyone in range.
Turtle Crawl Box: Inflicts Gravity condition and removes Float condition.
Speed Boost Box: Grants Float condition and removes Gravity condition.
1UP! Box: Fully restores health and removes all negative conditions.
Star Box: Grants Invincible condition for 3 turns.

Latest Tech Giveaway. 1-turn cooldown.
Gamer Girl tampers with headphones she creates to play a brainwashing tune consistently. Gamer Girl target a player in range and places her tampered headphones on their heads and ears causing them to become brainwashed, becoming unable to willingly move or act unless commanded by Gamer Girl. For each turn that passes the affected player gains 13.37% charmed and, if a Hero, hardness counter. Players can use 'Thunder' based spells, abilities and attacks on affected players to overload and break the headphones from the affected player and remove the brainwash. Gamer Girl can use this ability as many times as she likes during her turn, as long as it is not on cooldown.

I'll be Your Online GF =) 2-turn cooldown.
Gamer Girl seduces and flirts with all players on the battlefield, inflicting Allured condition and causing them to become Charmed, becoming unable to physically attack Gamer Girl and blocking all physical attacks she would receive. Once a player takes damage from another player they snap out of their Charmed character status. Each player gains 10% charmed and, if a Hero, hardness counter at the end of their turn if they are still Charmed. Any player with 100% charmed or hardness counters become Enticed.

Enemy Controller. 2-turn cooldown.
Gamer Girl can manipulate and control players with her controller. Gamer Girl targets any player on the field and uses her controller to lock on and control them, preventing them from freely moving or acting. Gamer Girl can control the targeted players movements and actions during her turn and the affected players will cause them to gain 20% charmed and, if a Hero, hardness counters for each of these turns. Players can break the connection by dealing 'Thunder' based spells, abilities and attacks on Gamer Girl, destroying the connection once she has received the affected players maximum health in damage.

Life is But a Game. 5-turn cooldown.
Gamer Girl overloads the headphones she has given to players, causing the brainwashing tone to quicken in pace. All players with headphones gain an additional 33% charmed and, if a Hero, hardness counters. Any Heroine with 100% charmed counter become enslaved, being converted into a 'Gamer Girl' swapping teams and fighting for Gamer Girl. Any Hero with 100% hardness counters will instantly cum, becoming enslaved, swapping teams and fighting for Gamer Girl.


Last edited by Lady Malboro on Sat Jun 10, 2017 8:27 pm; edited 1 time in total
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Lady Malboro on Fri Feb 03, 2017 6:17 pm

Skunk Girl

Skunk Girls are capable of creating and exhaling various potent versions of their scent that induce different effects on targets depending on how threatened they feel. Although all Skunk Girls odours affects victims in similar ways, each Skunk Girls scent is unique to them and allows them to identify and home in on their targets. When first inhaling a Skunk Girls scent people become repulsed and nocuous, feeling like they should be repelled by it but instead helplessly breathing it in, eventually becoming addicted to it. Once a person has been overpowered by the scent they will wait on their knees to be finished off by Skunk Girl.

Known Methods: Seductive Body, 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:

Repulsive Attraction. (Passive).
Skunk Girl excretes her toxic scent that linger around her, weakening in potency the further away the scent travels. All squares in a 3 square range/ radius are affected by 'Repulsive Attraction' at all times, moving when she moves. 'Repulsive Attraction' inflicts different effects depending on how close a player is to Skunk Girl:

Players within a 3 square range of Skunk Girl are inflicted with Blind and Poison conditions and gaining 10% charmed counter during their turn.
Players within a 2 square range of Skunk Girl are inflicted with Silence, Darkness and Item-Lock conditions and gaining 20% charmed counter during their turn.
Players within a 1 square range of Skunk Girl become Enticed, becoming unable to target Skunk Girl or any player with "Repulsive Attraction" passive with any attack, action or ability and gaining 30% charmed counter during their turn.

Deadly Spray. 3-turn cooldown.
Skunk Girl farts and sprays a fatal scent from her ass that affects all targets in a 3 square cone shape radius behind her, inflicting Petrify, Doom (2-turn), Zombie and Diseased condition on all targets in range and gaining 50% charmed counter.

Putrid Mark. 2-turn cooldown.
Skunk Girl targets a player in range and drenches them with her scent staining them and using them as a carrier for her scent. The affected target gains 'Repulsive Attraction' passive effect and becomes hypnotized, becoming unable to willing move or act instead moving to their allies and spreading Skunk Girls scent. Allies can cast 'Water' based spells to wash away the scent on an ally affected by "Putrid Mark" and remove them from the hypnotized state.

Fluffy Pillow. 1-turn cooldown.
Skunk Girl targets a player in range and massages their whole body with her large furry tail inflicting Sleep Condition on them and gaining 20% charmed counter. Targets gain an additional 20% charmed counter for each of their turns they remain asleep.

Odour Precipitous. (Passive) / 4-turn cooldown.
Skunk Girls lingering scent completely overwhelms players with 100% charmed counter, causing them to collapse to their knees and becoming unable to move or act until their charmed counter is lowered to 0%. Players affected by this passive begin to catch their breath and recover, remove 10% charmed counter during each of their turns.

Skunk Girl can target a player in range on their knees affected by "Odour Precipitous" passive effect and press her ass into their faces, wrapping her tail around their heads completely encasing it. Skunk Girl then farts and sprays a thick cloud of her toxic scent into their face causing them to become enslaved, swapping teams and fighting for Skunk Girl. "Odour Precipitous" active ability cooldown is reduced by 1 turn for each player on their knees affected by "Odour Precipitous" passive effect and each player affected by "Putrid Mark" ability.
avatar
Lady Malboro

Posts : 377
Join date : 2016-05-30

View user profile

Back to top Go down

Re: Monster Girl Collectible Card Profiles: Villainesses!

Post  Sponsored content


Sponsored content


Back to top Go down

Page 3 of 3 Previous  1, 2, 3

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum