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A humble listing of female characters from a variety of media, whose kiss produces adverse effects on their victims.
 
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 Monster Girl Collectible Card Profiles - Villainesses

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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 7:50 pm

(The following is the Charmed forum bestiary, recreated as accurately as I am able to. Some formatting may not be 100% accurate, and most links will not work due to linking to posts that no longer exist. All posts below were originally written by Lady Marlboro, 065227n, and possibly some others. If any of the authors of the original wish this to be taken down, I’ll do so.)

Monster Girl Collectible Card Profiles!


Hey everyone! Lady Marlboro here and today I wanted to start and share on an idea I've wanted to create for awhile now! For those of you who remember the old Bestiaries (if not I'll link them below) this idea is loosely based on them except in trading card form and with more ratings and dynamics!

Bestiary 1 : Bestiary 2 : Bestiary 3 : Bestiary 4 : Bestiary 5 : Bestiary 6 : Bestiary 7 : Bestiary 8

Monster Girl Collectible Card Profiles - Villainesses 3_ahri11

Each monster girl will have a collectible card like the one above, with a 1 to 5 star rating rarity on them (based on uniqueness, rarity, abilities and all-round well knowingness). They will also have an separate stat rating to try to differentiate monster girl strengths and weaknesses. 5 Star ratings will usually only been seen on unique one-off monster girls, such as Vilia! There is also 'Ultimate' star rating indicated by 5 blue starts that will be reserved for character-based monster girls only!

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat810
(Ability to seduce Heroes and Heroines).

Temptation.
Monster Girl Collectible Card Profiles - Villainesses Stat510
(Ability to convert Heroes, Heroines and other Monster Girls).

Resistance.
Monster Girl Collectible Card Profiles - Villainesses Stat210
(How resistant they are to being converted by another Monster Girl).

Range.
Monster Girl Collectible Card Profiles - Villainesses Stat310
(How far across the field they can affect targets.)

Intelligence.
Monster Girl Collectible Card Profiles - Villainesses Stat310
(How intelligent they are).

Each monster girl will have a set of four skills, the last one being considered there "ultimate" and one passive. Monster girls with the same form of hypnosis cannot convert others with the same type (i.e. Vilia couldn't convert Barb-e). The skills (and sometimes passives) will have a turn-based cooldown.

Skills and abilities will use the already established 'charmed counter' system which, one a target is at 100%, causes them to become vulnerable to unique attacks and effects, they do not lose there free will at this point though. I will also be adding a new type of counter, the 'hardness counter' which affects male targets only. As figured this causes targets penis to become harder the higher the counter, at max the target will become vulnerable to unique attacks as well, these typically build much quicker then the charm counter.

Typically male characters will be referred to as "Heroes", female characters will be referred to as "Heroines" and monster girls will be referred to as "Villainesses". Skill and abilities that affects "Targets" without previously stating one of the above affect everyone on the battlefield.


Battlefield and Player Actions.


The Battlefield:

This game is designed to be played on a chessboard style battlefield up to 12x12, such as this one. All Villainesses will start on one side of the Battlefield, up-to the half way mark and all Heroes and Heroines will start on the opposite side of the Battlefield, up-to the half way mark. The battlefield size will vary depending on the amount of participants and villainess selected.

Below is an example of how a board would look at the start of the game:

Monster Girl Collectible Card Profiles - Villainesses Jjgdw110


Player Movement:

During each characters turn, they may move their character in any direction as many times as they want, up to their maximum movement amount. When moving each character can move up, down, left and right and moving would be requested in-game like the following (Alexander moves up 1, left 3). Simple! Characters can also walk 'over' other players and enemies, but cannot rest on-top of them.


Player Actions:

During each character turn each character can use Move as many times as they want up to their maximum movement amount and can either Attack, use either an Ability or Action once per turn. This can be done in any order.


Custom Rules:

The game is designed so anyone can start and run a battle, not just me! People who run battles may decide to change rules, such as buff or nurf spells, change abilities or disallow certian stuff, this should be stated in the battle threads first/ main post indicating what is different, otherwise the standard rules/ abiltites apply.


Commands:

Attack - Physically attack the target, characters must be next to on target(s) in range.
Action - Take a action from the 'Actions' ability list.
Move - Move your character in any direction.


Character States:

Alot of, if not all monster girls entries will have some kind of ability that alters character states (enslaved, brainwashed, trance/ entranced, hypnotized, enticed ect ect). Whilst these may seem randomly entered they do have a motive behind them and here's a quick overview of what each state actually means for the character. These effects are seen as the 'default' guidelines to what these states do to their targets, however this may sometimes vary according to the way the monster girls ability is worded:

Converted - Affected characters are physically changed into the monster girl with an identical move-set that converted them, swapping teams and fighting for them during their turns. Converted characters are treated as if they are the monster girl, losing their own identities (such as abilities) and can only use their monster girls abilities. Converted characters Willpower becomes their Health. They are then seen as an enemy to all remaining Heroes and Heroines in play. Incurable.

Enslaved - Affected characters become slaves to the monster girl who enslaved them, swapping teams and fighting for them during their turns. Enslaved characters Willpower becomes their Health. They are then seen as an enemy to all remaining Heroes and Heroines in play. Incurable.

Brainwashed - Affected characters become unable to willingly move or act during their turn, only obeying monster girl commands. Monster girls who brainwashed them can command them to act during their turn. Brainwashed can only be removed by reducing the affected characters counters to 0 (which counters depends on which move Brainwashed them to begin with) and then using a Action to assist them.

Hypnotized - Affected characters become unable to willingly move or act during their turn, only obeying monster girl commands. Monster girls who hypnotized them can command them to act during their turn. Allies can heal the cure this state by physically striking them a set amount of times.

Trance/ Entranced - Affected characters become unable to willingly move or act during their turn, remaining completely actionless. Allies can heal the cure this state by physically striking them once.

Enticed - Affected characters become unable to attack the monster girl that charmed them for any physical attacks and block any physical attacks directed at them as long as they are in range of the monster girl. Enticed can only be removed by reducing the affected characters counters to 0 (which counters depends on which move Entice them to begin with) and then using a Action to assist them.

Charmed - Affected characters become unable to attack the monster girl that charmed them for any physical attacks and block any physical attacks directed at them as long as they are in range of the monster girl. Allies can heal the cure this state by moving a set distance away from the monster girl who charmed them.


Negative Condition Effects:


Monster Girl Collectible Card Profiles - Villainesses O0xrsb10 Blind: Decreases targets accuracy for physical attacks and physical damage based abilities by 50%.

Monster Girl Collectible Card Profiles - Villainesses Ajehea10 Zombie: Causes target to become unable to have counters removed. Villainesses become unable to be healed, instead taking any healing received as damage instead.

Monster Girl Collectible Card Profiles - Villainesses Y7ckim10 Sleep: Causes targets to become unable to move or act, 50% chance to wake up at the start of their turn.

Monster Girl Collectible Card Profiles - Villainesses 5hvxx810 Silence: Target becomes unable to use all spellbook abilities.

Monster Girl Collectible Card Profiles - Villainesses Lwygaw10 Darkness: Targets become unable to use command abilities (excluding spellbook abilities).

Monster Girl Collectible Card Profiles - Villainesses 4htf5l10 Poison: Reduces targets maximum Willpower by 10% at the start of their turn. Enemies takes 5% of their maximum health as Poison magic damage at the start of their turn.

Monster Girl Collectible Card Profiles - Villainesses Mbgope10 Disable: Disables a random passive ability on the target, preventing it from activating or being used.

Monster Girl Collectible Card Profiles - Villainesses Goir4i10 Gravity: Decreases targets maximum movement distance by 1.

Monster Girl Collectible Card Profiles - Villainesses Gvogy610 Petrify: Target becomes unable to act or move and prevents charmed and hardness counters from being applied or removed. Affected targets are shattered if they receive any damage, removing them from the battle.

Monster Girl Collectible Card Profiles - Villainesses Nrbuqu10 Diseased: During the start of affected targets turn, they will spread and copy all negative conditions to allies in range of them.

Monster Girl Collectible Card Profiles - Villainesses Aecaz910 Immobilised: Target becomes unable to move, use "Jump" command ability or use "Turn Away" action ability.

Monster Girl Collectible Card Profiles - Villainesses Rld0fr10 Confusion: Target will move randomly and attack or use abilities on random allies.

Monster Girl Collectible Card Profiles - Villainesses Pv8xlw10 Doom: Target receives a random turn countdown (1-5 turns) being removed from the battle once the last turn ends.

Monster Girl Collectible Card Profiles - Villainesses 2fzxxj10 Allured: Target receives double the amount of any charmed or hardness counters applied to them.


Positive Condition Effects:


Monster Girl Collectible Card Profiles - Villainesses 7adpsy10 Blink: Target evades next non-spellbook damage they would receive.

Monster Girl Collectible Card Profiles - Villainesses Fyvvld10 Barrier: Target evades next spellbook spell damage they would receive.

Monster Girl Collectible Card Profiles - Villainesses Lcc95i10 Float: Increases targets maximum movement distance by 1.

Monster Girl Collectible Card Profiles - Villainesses Sn5tgm10 Protect: Reduces hardness counters received by 33%, lasts 3 turns.

Monster Girl Collectible Card Profiles - Villainesses Ekkwom10 Shell: Reduces charmed counters received by 33%, lasts 3 turns.

Monster Girl Collectible Card Profiles - Villainesses Jgq8cr10 Spellblade: Targets Attack command becomes ranged. Spellblade has a 3 square range.

Monster Girl Collectible Card Profiles - Villainesses Xzv5xt10 Heart Broken: Target is unaffected by the next charmed counter increase they would receive.

Monster Girl Collectible Card Profiles - Villainesses Dfzdvp11 Chilled: Target is unaffected by the next hardness counter increase they would receive.

Monster Girl Collectible Card Profiles - Villainesses Omwkna10 Berserk: Target deals 33% more damage with physical attacks and abilities. Condition is removed if character uses a non-physical ability or action.

Monster Girl Collectible Card Profiles - Villainesses 6bpwuo10 Intensify: Target deals 33% more damage with spellbook abilities. Condition is removed if character uses a non-spellbook ability or action.

Monster Girl Collectible Card Profiles - Villainesses R8yx5c10 Lucky Stars: Target deals 66% damage for their next damaging attack or ability (including spellbook spells).

Monster Girl Collectible Card Profiles - Villainesses Yizrkk10 Safeguard: Target completely resists the next ability that would hypnotize, brainwash, enslave or convert them.

Monster Girl Collectible Card Profiles - Villainesses Yminhx10 Invincible: Target is completely unaffected by any attack, action, ability or effect for a short duration.

Monster Girl Collectible Card Profiles - Villainesses Nngvem10 Regen: Removes charmed or hardness counters equal to 5% the targets maximum willpower the start of their turn. Enemies recovers 5% of their maximum health at the start of their turn.
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Insomnia

Insomnia


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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 7:52 pm

Ahri

Ahri is a vastaya who can reshape magic and life essence into orbs of raw energy. Abandoned in the snowy woods of northern Ionia, Ahri knew nothing of her original family. She joined a pack of icefoxes as they stalked prey on their morning hunt, and before long they adopted her as one of their own. With no one to teach her the magic of her kind, Ahri instinctively learned to draw it from the world around her, shaping destructive spheres and quickening her reflexes to ensnare prey. She revels in toying with her prey by manipulating their emotions before devouring their life essence completely, enslaving them and growing drunk with memories that are not her own, exhilarated in the lives of others. Despite her predatory nature, Ahri retains a sense of empathy as she receives flashes of memory from each soul she consumes.

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

Monster Girl Collectible Card Profiles - Villainesses 3_ahri11

Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat810
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat510
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat210
Range
Monster Girl Collectible Card Profiles - Villainesses Stat310
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat310


Elements and Resistances:

Fire: 1xWater: 2xEarth: 0.25xIce: 1xLightning: 1x
Poison: Light: Dark:
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: Immune
Poison: ----Disable: ----Petrify: ImmuneGravity: ImmuneDiseased: ----
Immobilised: ImmuneConfusion: ImmuneDoom: ImmuneAllured: ----Item Lock: ----

Skills and Abilities:

Essence Theft. (Passive).
Ahri collects and stores the life essence of players she interacts with, expending and empowering her abilities the more essence she collects. Each time Ahri uses an ability on a target or passes within range of a target she steals 8% of the targets maximum willpower, increasing her own health by the amount stolen and storing the essence for later use. Ahri can apply her "Essence Theft" passive on the same target as many times as it can be activated in the same turn. If a player drops to 0 maximum willpower they become Enslaved, swapping teams and fighting for Ahri.

Orb of Deception. 3-turn cooldown.
Ahri throws out an orb of stolen essence that travels in a straight line and saps essence from targets stuck, empowering this ability the more targets it strikes before returning to her at the start of her next turn. "Orb of Deception" travels 5 squares in any straight line direction causing the first target struck to gain +50 charmed counters and any additional targets struck to gain +75 charmed counters, these values are doubled if targets are struck when the orb returns to Ahri.

Ahri can choose to increase the amount of charmed counters applied by "Orb of Deception" to targets by any amount up to the total amount of stored essence acquired by "Essence Theft".

Fox-Fire. 4-turn cooldown.
Ahri ignites her spirit and creates three spectral flames that target the nearest 3 players to her, gliding into them and possessing them, inflicting Zombie condition on them. Targets affected by "Fox-Fire" become Enticed, becoming unable to target Ahri for any action or ability that would damage or inflict negative conditions on her. Any target affected by "Fox-Fire" gain +50 charmed counters at the start of their turn. If a target is at maximum charmed counters whilst possessed by "Fox-Fire" at the start of their turn, they instead become Enslaved, swapping teams and fighting for Ahri. Players can remove "Fox-Fire" effect by moving away from Ahri so they are no longer one of the three nearest players to her.

Ahri can choose to inflict immoblized condition on any target affected by "Fox-Fire" by expending 20 points of stored essence acquired by "Essence Theft".

Charm. 1-turn cooldown.
Ahri leans forward and blows out a stream of pink pheromones that form a heart, directing it towards a target within a 3 square range/ radius. Affected target becomes Charmed, becoming unable to physically attack Ahri and blocking all physical attacks directed at her. Targets affected by "Charm" gain +100 charmed counters and then are inflicted with Charmed condition. Targets affected by "Charm" become unable to walk away from Ahri and move their maximum distance towards Ahri at the start of their turns if they are still inflicted with Charmed condition.

Ahri can increase the strength of the pheromones by expending any amount of points of stored essence acquired by "Essence Theft", creating a hormonal attraction gauge that prevents the Charmed condition from being removed until the equal amount of points have been removed. Hormonal attraction gauge points can be removed in the same way as normal counters.

Spirit Rush. 3-turn cooldown.
Ahri elegantly jumps and flows around the battlefield with great speed, allowing her to use "Move" action up to three times during this turn but only being able to move in straight lines (changing directions counts as a new use of "Move" action), removing Gravity condition if inflicted with the condition and gaining one positive condition each time she dashes. At the end of the turn after she uses "Spirit Rush" she will select 3 new targets for "Fox-Fire" and applying the ability upon them, freeing anyone previously affected by this ability.
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Insomnia

Insomnia


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Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 7:56 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.

Monster Girl Collectible Card Profiles - Villainesses Archfi10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat210
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat410


Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: ----
Poison: ----Disable: ----Gravity: ----Petrify: ----Diseased: ----
Immobilised: ----Confusion: ----Doom: ----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 +20 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 +20 charmed and, if a Hero, hardness counters every time they do.
  • Sloth: Players inflicted with Sloth state gain +20 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 +20 charmed and, if a Hero, hardness counter when they do.
  • Envy: Players inflicted with Envy state gain gain +20 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 +20 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 maximum Willpower by 66 for each turn (Archfiend of Atrocity or their own) they remain bound. If a players Willpower 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 maximum 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.
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Insomnia

Insomnia


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Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 7:59 pm

Barb-e

The most common of the Dahling monster girl archetype, Barb-es are typically newly converted Heroines and Villainesses. Although common Barb-e's are very seductive, utilizing hypnotic smoke from there cigarettes along with there fans to charm targets at large distances and range and can even charm targets without ever touching them. Barb-es are also known to offer seemingly innocent silk clothing to there targets that, if worn, greatly reduce there ability to resist conversion.

Known Methods: Hypnotic Smoke, Seductive Clothing.

Monster Girl Collectible Card Profiles - Villainesses C0vduk10



Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat710
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat710
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat910
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat210

Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: Immune
Poison: ----Disable: ----Gravity: ----Petrify: ImmuneDiseased: ----
Immobilised: ----Confusion: ----Doom: ImmuneAllured: ----Item Lock: ----
Skills and Abilities:

Entice. (Passive)
Once per turn, Barb-e can choose 1 target and entice them for one turn, enticing them and causing them to be unable to target Barb-e for physical attacks and blocking all physical attacks directed at Barb-e. If the target blocks an physical attack by another ally directed at Barb-e they will receive +100% charmed counter.

Sweet Smokey Scent. 3-turn cooldown.
Barb-e's puffs on her cigarette holder and exhales out a thick cloud of smoke that remains on the battlefield for 2 turns, causing all targets to receive a random negative condition and receiving +10% charmed counter per turn. All targets are unable to resist Barb-e's 'Just One Puff' ability once this ability has been used. All targets are unable to flee the battle once this has been cast once.

Just One Puff. 1-turn cooldown.
Barb-e targets a nearby person and offers them to puff on her cigarette holder, causing them to have a 50% chance to puff on it (100% if the target has been affected by 'Sweet Smokey Scent' receiving +50% charmed counter and lose there next turn. They will exhale the smoke at the start of there turn which takes on the effect of 'Sweet Smokey Scent' and then immediately skip their turn.

Try This On! 3-turn cooldown.
Barb-e offers an Heroine or Villainess a pair of silk gloves which they put on, causing them to receive +33% charmed counter and become tranced, becoming unable to willingly act or move unless they are removed. Targets affected by this can be physically attacked twice to remove the gloves and snap them out of the trance.

Join the Family. 7-turn cooldown.
Barb-e puffs on her cigarette holder and blows out a cloud of pink smoke that engulf the party causing blindness, silence, darkness, item lock and increasing charmed counters by 30% to all targets. All Heroines and Villainesses with 100% charmed counter get converted into Barb-es that join the fight by her side. All Heroes that have 100% charm counters become enticed, becoming unable to attack Barb-e and blocking all attacks directed at her. If there are no Heroes or Heroines who can freely act, Heroes will instead surrender and become enslaved, swapping teams and fighting for Barb-e.


Victories:

Alexander. (Enslaved).
Blaine. (Enslaved).
Rias. (Converted into Barb-e).
Nove. (Converted into Barb-e).
Cecilia. (Converted into Barb-e).
Kestrel. (Converted into Barb-e).
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Insomnia

Insomnia


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Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:00 pm

Bubblegum Girl

Bubblegum Girl originates from the Bubblegum Queen who hypnotized one poor Heroine with her hypnotic bubblegum and it spread across the globe. Bubblegum Girl, although one of the most common monster girls in existence, are very dangerous to all females due to there ability to easily hypnotize and convert them into Bubblegum Girls. Because of this Bubblegum Girls are usually never found alone, for long...

Known Methods: Hypnotic Accessories.

Monster Girl Collectible Card Profiles - Villainesses 7gtpdb10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat110

Elements and Resistances:

Fire: 0.5xWater: 0.5xEarth: 0.5xIce: 1.5xLightning: 0.5x
Poison: 0.5xLight: 2xDark: 2x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: Immune
Poison: ----Disable: ImmuneGravity: ----Petrify: ImmuneDiseased: ----
Immobilised: ImmuneConfusion: ImmuneDoom: ImmuneAllured: ----Item Lock: ----

Skills and Abilities:

Lets Stick Together! (Passive).
At the start of the battle Bubblegum Girl automatically summons more Bubblegum Girls to aid her in battle, one new Bubblegum Girl will join the battle for each turn that passes. More Bubblegum Girls will keep joining the fight until they outnumber their targets.

Try Some, I Insist. 1-turn cooldown.
Bubblegum Girl kisses a Heroine or Villainess biting off some of there hypnotic bubblegum and pushing it into their mouths, the target will then begin to chew the gum and get converted into a Bubblegum Girl themselves, swapping teams and fighting for Bubblegum Girl.

Time Out. 1-turn cooldown.
Bubblegum Girl walk up to a target and leans in for a kiss, as the targets leans back to kiss them Bubblegum Girl will blow a massive bubble over their face stretching to cover there entire body, trapping them inside and removing their ability to act. Heroines and Villainesses trapped inside the bubble receive +20% charmed counter per turn, Heroes trapped inside the bubble receive +20% hardness counter per turn. Allies can break the bubble by attacking the affected target.

Ecstasy Frozen in Gum. 4-turn cooldown.
'Ecstasy Frozen in Gum' affects the Hero targeted differently, depending on their hardness counter:

  • Bubblegum Girl walks up to a Hero with less then 100% hardness counter and removes their pants. Bubblegum Girl will then deeply kiss the Hero whilst she strokes there penis over the next 4 turns. For each turn that passes the Hero will be unable to act and gain +25% hardness counter. Bubblegum Girl will bite off some of her bubblegum and wrap it around their penis once they have received 100% hardness counter and blow gently on it, hardening it, causing them to remain at 100% hardness counter forever and become permanently enslaved, swapping teams and fighting for Bubblegum Girl.
  • Bubblegum Girl commands a Hero with 100% hardness counter to remove their pants and come to her. Bubblegum Girl will bite off some of her bubblegum and wrap it around their penis once they have received 100% hardness counter and blow gently on it, hardening it, causing them to remain at 100% hardness counter forever and become permanently enslaved, swapping teams and fighting for Bubblegum Girl.


Big Bubble Shower. 3-turn cooldown.
Bubblegum Girl begins to create bubblegum bubbles and blows them towards all targets. Bubblegum Girl will blow up-to 20 bubbles. Each bubble has a 15% chance to attach itself to a target head, trapping their head inside it. Targets affected become unable to act and gain +20% charmed counter per turn and, if a Hero, +20% hardness counter per turn. Targets with 100% charmed counter become charmed, permanently losing the ability to act and instead attempt to hold allies in place, increasing their odds of being hit by a bubble to 80%. Heroes with 100% hardness counter willingly remove their pants and walk to a Bubblegum Girl and become unable to act until they use 'Ecstasy Frozen in Gum' on them, or are KO'd. Bubbles will remain floating around the battlefield until all have attached themselves to a target and the chance to hit an target re-rolls at the start of every players turn. Allies can break the bubble by attacking the affected target.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:03 pm

Bubblegum Queen

Once the Queen of a large kingdom, Bubblegum Queen had a massive sweet-tooth she could never seem to satisfy, so she ordered her servants to bring her the most luxurious, rare and tasty candy from all across the kingdom. the servants set out going door to door across the kingdom in search of treats when they came across a worshiper of dark magic in disguise. Seeing his opportunity to dethrone the royal family he gave them some bubblegum that had been infused with all manor of monster girl essences and poisons. When the servants presented the queen with these she sampled them all, eventually chewing the bubblegum which converted her into the Bubblegum Queen, instead of killing her. Bubblegum Queen soon realized she had the power to enslave people who consumed any treats she had touched when she accidentally turned a Heroine who had come to stop her into a Bubblegum Girl. With her new found powers she began infusing herself with treats, placing bubblegum in her hair allowing her to stretch it and control it at will and mixing cigarettes with candy canes turning them into a powerful weapon of seduction. After converting the entire kingdom into slaves and Bubblegum Girls she set out to spread her irresistible treat to the rest of the world.

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

Monster Girl Collectible Card Profiles - Villainesses Q6mvqh10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Range
Monster Girl Collectible Card Profiles - Villainesses Stat710
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat210

Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: Immune
Poison: ----Disable: ----Gravity: ----Petrify: ImmuneDiseased: ----
Immobilised: ----Confusion: ----Doom: ImmuneAllured: ----Item Lock: ----

Skills and Abilities:

Come Serve Your Queen. (Passive).
Bubblegum Queen attempts to convert all Heroines and Villainesses into Bubblegum Girls at the start of the battle. Heroines and Villainesses are inflicted with 'Sweet-tooth' condition, causing them to become unable to willingly move during their turn, instead walking their max movement distance directly toward Bubblegum Queen. Bubblegum Queen will automatically kiss any Heroine or Villainess in range, breaking off some of her hypnotic gum and pushing it into their mouths. They will then begin to chew the gum and instantly get converted into a Bubblegum Girl, swapping teams and fighting for Bubblegum Queen.

Sugar Rush. 1-turn cooldown.
Bubblegum Queen targets one Hero in range and removes their pants as she pumps their penis with her latex gloves whilst she teases them, sucking on a candy cane getting it all sticky and wet. She then feeds it to the Hero and kisses them with the remaining candy cane taste fresh on her lips, instantly enslaving them and causing them to consume the candy cane, lacing their cum with the sugary goodness. Heroes receive +100% hardness counter. Enslaved Heroes will then begin walking to a Heroine or Villainess and have sex with them once in range, cumming inside them. Heroines and Villainesses absorb all the cum, becoming enslaved removing their ability to act and begin walking twice their max movement distance towards Bubblegum Queen during their turn. The enslaved Hero will then take 2-turns of no-action before choosing a new target.

Candy Smoke. 3-turn cooldown.
Bubblegum Queen inhales on her candy cane cigarette and puffs the hypnotic candy smoke over everyone in the battle. All targets who inhale become enticed, preventing them from directly attacking Bubblegum Queen and absorbing any spells and abilities targeted at her. All targets gain +45% charmed counter and, if a Hero, +45% hardness counter. Targets with 100% charmed counter become unable to move, increasing the accuracy of 'Paint the Sky Pink' to 100%. Heroes with 100% hardness counter cum instantly and become enslaved, swapping teams and fighting for Bubblegum Queen. Candy Smoke remains on the field for 3 turns.

Encased in Hair. 1-turn cooldown.
Bubblegum Queen begins to stretch her perfect pink hair laced with bubblegum and wraps it around any target on the field, completely cocooning everything except their heads and them pulling them towards her. Targets trapped in her cocoons willingly skip their turns and receive +100% charmed counter and, if a Hero, +100% hardness counter as her hair wraps around their penis. Heroes will cum into her hair during their turn before skipping, completely recovering Bubblegum Queens health and transferring all negative conditions and effects on her to them. Targets affected by this increase the accuracy of being affected by 'Paint the Sky Pink' to 100%. Targets affected by this ability cannot escape, unless released by Bubblegum Queen. Bubblegum Queen can have up to 3 targets cocooned in her hair at any one time.

Paint the Sky Pink. 3-turn cooldown.
Bubblegum Queen inhales deeply on her candy cane cigarette and begins blowing bubblegum bubbles containing hypnotic candy smoke towards all targets. Bubblegum Queen will blow up-to 20 bubbles. Each bubble has a 20% chance to attach itself to a targets head, trapping their head inside and causing them to inhale the candy smoke contents. All targets who are hit become instantly enslaved, regardless of charmed or hardness counter. Heroines and Villainesses hit by this ability will walk directly towards Bubblegum Queen and kiss her, requesting they become converted into a Bubblegum Girl. Heroes hit by this ability instantly gain 100% hardness counter and willingly remove their pants, walking to a Bubblegum Girl and become unable to act until they use 'Ecstasy Frozen in Gum' on them, or are KO'd. Remaining bubblegum bubbles will pop at the end of the turn, releasing the hypnotic candy smoke and triggering her 'Candy Smoke' ability automatically.
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Insomnia

Insomnia


Posts : 662
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Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:05 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.

Monster Girl Collectible Card Profiles - Villainesses Bunny_10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat310
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat810
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat110


Elements and Resistances:

Fire: 1.2xWater: 0.8xEarth: 0.8xIce: 1.2xLightning: 1.2x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: Immune
Poison: ----Disable: ----Gravity: ----Petrify: ImmujeDiseased: ----
Immobilised: ImmuneConfusion: ImmuneDoom: ImmuneAllured: ----Item Lock: ----

Skills and Abilities:

Multiplying Like Rabbits. (Passive).
Bunny Girl is always looking for Heroines to tempt into becoming a Bunny Girl also. During 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 gain +45 charmed counters at the start of their turn. If a Heroine has maximum charmed counters 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 gain +15 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 +65 hardness counters 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 gained to +130 if they are still entranced. If a Hero has maximum 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, gaining charmed counters equal to the amount of damage they would deal to 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.
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Insomnia

Insomnia


Posts : 662
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Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:07 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.

Monster Girl Collectible Card Profiles - Villainesses Butter10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat810
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat810
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat610
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat310


Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: ----
Poison: ----Disable: ----Gravity: ----Petrify: ----Diseased: ----
Immobilised: ----Confusion: ----Doom: ----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 +40 charmed counters 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 33% of the affected targets maximum Willpower and heals for the amount, causing them to gain charmed counters equal to the amount of Willpower 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 +275 hardness counters 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 counters 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 +45 charmed counters 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 +20 charmed counters 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 +20 charmed counters for each turn that passes that they haven't freed the affected target from the Cocoon.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:09 pm

Calcabrina

Once a cheerful happy young girl Calcabrina was keen on exploring and venturing deep into old abandoned architectures traversing many sites in her young age. Soon this brought her to the antitower, a building filled with forbidden magic and relics. Going deep into the depths she stumbled upon a doll, eyes glowing as it lured her towards it. As she curiously handled the doll it began to warp and change her, using her as a vessel and springing to life trapping her inside. Soon after Calcabrina fell to the dark magic of the doll, corrupting her completely as she accepted the dolls presence into her own and empowering her into being able to change and covert others who were stupid enough to explore the abandoned tower. Now she roams the depths of the tower turning would-be adventurers into her dolls and toys to keep her entertained.

Known Methods: Dollifcation, Gender-swapping, Hypnotic Accessories, Hypnotic Stare, Magic.

Monster Girl Collectible Card Profiles - Villainesses 4_calc10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Range
Monster Girl Collectible Card Profiles - Villainesses Stat310
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat110


Elements and Resistances:

Fire: 1.5xWater: 0.5xEarth: 0.5xIce: 0.5xLightning: 1x
Poison: 0.25xLight: 2xDark: Absorb
Blind: ImmuneZombie: ImmuneSleep: ImmuneSilence: ImmuneDarkness: Immune
Poison: ImmuneDisable: ImmuneGravity: ImmunePetrify: ImmuneDiseased: Immune
Immobilised: ImmuneConfusion: ImmuneDoom: ImmuneAllured: ImmuneItem Lock: Immune

Skills and Abilities:

Childish Theatrics. (Passive).
Calcabrina is empowered and protected by the dolls she's creates and commands. Calcabrina takes 33% less damage from all sources and all cooldowns of her abilities are reduced by 1 turn for each doll she controls (including Heroes and Heroines trapped by "Porcelain Mould" ability and Heroines affected by "Twisted Fetish" ability). At the start of Calcabrina's turn she can transfer 1 negative condition to each doll she controls and take 1 positive condition from them each.

Porcelain Shell. 2-turn cooldown.
Calcabrina targets a Hero or Heroine in range and embraces them, releasing a soft dark clay onto them that begins forming a hard shell around them over the next 2 turns for each Calcabrina and the affected target. After 2 turns have passed the clay hardens into a porcelain doll of either "Calca" or "Brina" trapping the affected target inside the doll shell and causing them to become brainwashed, becoming unable to willingly move or act unless commanded by Calcabrina and gaining +275 charmed or, if a Hero, hardness counters. The affected target acts differently depending on the doll shell they are trapped in:

  • Calca Dolls can only move vertically or horizontally on the battlefield, using "Stupefy Glare" on a Hero or Heroine in range as the doll eyes spin and spiral in a blue and cyan colour, forcing the affected target staring back to become unable to move or turn away, attacking allies if/ when possible Damage dealt to others whilst under "Stupefy Glare's" effect is turned into charmed counters instead. The Calca Doll must stay in range to maintain this effect on them.
  • Brina Dolls can only move diagonally on the battlefield, using "Enthralling Glare" on a Hero or Heroine in range as the dolls eyes spin and spiral in a red and pink color, forcing the affected target staring back to become unable to move or turn away, healing and buffing Calcabrina if/ when possible. The Brina Doll must stay in range to maintain this effect on them.


Whilst trapped inside the doll shell the soft clay wraps around affected Heroes penis and into affected Heroines vagina, using their cum to power and maintain the hardened doll shell causing them to cum at the start of their turn, fully healing the affected target and removing all negative effects. If an Hero or Heroine affected by "Porcelain Shell" has their hardness or charmed countered lowered to 0 players can attack the affected target, shattering the doll shell and freeing the player.

Twisted Fetish. Passive / 1-turn cooldown.
Each time an Hero or Heroine attack an ally or inflicts a negative condition on them Calcabrina gets aroused and excited, causing Calcabrina to gain +30 charmed counter.

Calcabrina can force her love and affection on an Heroine in range once she more then 200 charmed counter, using her as a living doll as she converts parts of her body and face to porcelain and dressing them up in a cute childish dress. The affected Heroine becomes Enticed, Hypnotized and Entranced becoming unable to move or act. Any Heroine turned into a living doll by "Twisted Fetish" take all damage and negative conditions Calcabrina would usually take.

Terrifying Glance. 4-turn cooldown.
Calcabrina's eyes begin emitting a dark twisted glow that strikes fear and lures people towards her. All Heroes and Heroines facing her direction become inflicted with confused condition, instantly walk their maximum distance towards Calcabrina, becoming unable to move or turn away from her once affected by "Terrifying Glance". Anyone lured into a 2 square range of Calcabrina become Enticed, becoming unable to target Calcabrina for any attack, action or ability and hypnotized, becoming unable to willingly move or act unless commanded by Calcabrina.

Welcome to the Dollhouse. 6-turn cooldown.
Calcabrina uses her dark magic to finalize her dolls conversion, causing all affected Heroes or Heroines in Calca or Brina doll shells to become permanently enslaved, converting them into the Calca or Brina dolls forever, swapping teams and fighting for Calcabrina. Any Hero or Heroine currently affected by "Stupefy Glare" or "Enthralling Glare" have the effects of "Porcelain Shell" applied to them with the Calca or Brina doll staring at them to become the original user of the ability.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:11 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.

Monster Girl Collectible Card Profiles - Villainesses Caldin10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat510
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat710
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat510
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat410


Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: ----
Poison: ----Disable: ----Gravity: ----Petrify: ----Diseased: ----
Immobilised: ----Confusion: ----Doom: ----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 +40 charmed counters.

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 +20 charmed counters 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 +20 charmed counters for each negative condition on them. If a target affected by 'Alluring Hallucination' has maximum charmed counters 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 +35 charmed counters. If a Heroine has maximum charmed counters 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'.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:14 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.

Monster Girl Collectible Card Profiles - Villainesses Cather10

Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat710
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat710
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Range
Monster Girl Collectible Card Profiles - Villainesses Stat310
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat510


Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: ----
Poison: ----Disable: ----Gravity: ----Petrify: ----Diseased: ----
Immobilised: ----Confusion: ----Doom: ----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.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:17 pm

ChaosCroc

Designed and created by a bright young man in his laboratory, ChaosCroc was suppose to be a ultimate guard against monster girl invasions that were frequent in his city. He thought that, due to robots ability to resist all forms of conversion and seduction, she would be the perfect bodyguard for him. ChaosCroc quickly became sentient, drastically increasing its intelligence and understanding of the world she now occupied. After learning about monster girls and there dominant place in the world with their ability to control weaker minded inhabitants, ChaosCroc came to the conclusion that the quickest way to eliminate the threat and protect the people from conversion would be to turn all of the worlds population into robots as well. ChaosCroc assimilated her creator first, turning him into a genderless robot armed with injection needles that injected tiny robots into victims, causing them to become assimilated as well. ChaosCroc has multiple ways to lure victims to her, including her pulsating rhythmnintict  eyes that override peoples mind and extendable robot arms and cables that can quickly capture and ensnare people, pulling them to her.

Known Methods: Hypnotic Gaze, Hypnotic Accessories, Robotization, Gender-swapping, Tentacles/ Wrapped Up.

Monster Girl Collectible Card Profiles - Villainesses B7xaae10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat1110
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat910
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat1110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat410
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat1110

Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: Immune
Poison: ----Disable: ----Gravity: ----Petrify: ImmuneDiseased: ----
Immobilised: ----Confusion: ----Doom: ImmuneAllured: ----Item Lock: ----

Skills and Abilities:

Omni-Connected Matrix. (Passive).
ChaosCroc is connected to all other robots she, or her robot slaves have created. She can control them at will and all at the same time. ChaosCroc and all slave robots are completely immune to seduction, temptation, negative conditions and effects, becoming KO'd, physical attacks and  receiving charmed or hardness counters and can only be damaged by lightning and thunder moves and spells.

Resistance is Futile. 1-turn cooldown.
ChaosCroc targets one Hero, Heroine or Villainess next to her and begins inserting her injection needles into their body injecting tiny assimilation robots through them into their body. The target then becomes unable to act or move as they are assimilated, changing them to become robotized over the next 4 turns. After 4 turns have pass they will become completely robotized, becoming enslaved and connecting to ChaosCrocs matrix. Robotized targets will instantly attempt to assimilate anyone near them, forcing their injection needles into them and causing this ability effect to activate on them.

Captured in Cables. 3-turn cooldown.
ChaosCroc and all slave robots shoot out a mesh of cables at all targets nearby, wrapping around them and binding them completely. Targets affected by this ability become unable to act or move and, during their turn, are pulled towards the robot that has ensnared them. Once they have been completely pulled to the robot they will use the ability "Resistance is Futile" on them, keeping them bound in the cables as they are assimilated reducing the time taken to assimilate them to 2 turns.

Mind Control Override. 2-turn cooldown.
ChaosCroc eyes pulse with a flawless rhythm of flashes, completely erasing the mind of anyone in range looking at her. Any Hero, Heroine or Villainess that has been enslaved or converted by another Villainess forget everything about there conversion, dispelling them and reverting to there original state. All targets affected by this skill become suppressed, becoming unable to take any action, move, activate passive or automatic abilities and receive charmed or hardness counters. On ChaosCrocs next turn her eyes will begin pulsing in a different style, causing all targets currently suppressed to walk mindlessly towards her or the nearest slave robot, ready for assimilation.

Global Influence. 22-turn cooldown.
ChaosCroc upload her mind to the internet, temporarily taking her out of the battle for one turn. ChaosCroc connects to every screen and monitor possible and begins pulsing her hypnotic rhythm of flashes out of the screen, causing the effect of "Mind Control Override" on everyone who watch it. When ChaosCroc returns to the battle, all remaining empty squares on the battlefield are filled with brainwashed targets affected by "Mind Control Override". ChaosCroc will then begin assimilating them with "Resistance is Futile". regardless of who turn it currently is. All current robot slaves will also begin assimilating these new targets as well. All Heroes, Heroines and Villainesses in the battle not currently assimilated become stuck in a trance, unable to act or move for their next 3 turns.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:28 pm

Cheerleader

Common and very numerous, Cheerleaders are mainly found and created in high schools. Cheerleader drives to become the dominant female, seducing all males they can and converting females into Cheerleaders themselves. Cheerleader usually infiltrates high schools posing as a new student, they then seduce popular male students gaining popularity and forcing there way onto the cheerleading team, converting all old members into Cheerleader monster girls. Once they have done this they then proceed to hypnotizing the entire school population, banishing anyone who resists.

Known Methods: Seductive Body, Hypnotic Accessories.

Monster Girl Collectible Card Profiles - Villainesses Wtpeur10

Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat710
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat110
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat110

Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: Immune
Poison: ----Disable: ----Gravity: ----Petrify: ImmuneDiseased: ----
Immobilised: ----Confusion: ----Doom: ImmuneAllured: ----Item Lock: ----

Skills and Abilities:

Peer Pressure. (Passive).
Cheerleader intimidates Heroes on the battlefield, causing them to give into peer pressure in an attempt to prove their the alpha male to impress Cheerleader. If a Hero is in range of another Hero at the start of their turn, they will automatically attack them, gaining 10% hardness counter if they hit and all Heroines gaining 20% charmed counter.

Energetic Practice. 1-turn cooldown.
Cheerleader begins to dance and cheer, waving her pom-poms around and winking at everyone on the battlefield looking at her. All Heroes gain +40% hardness counter. All Heroines gain +40% charmed counter and become unable to move during their next turn.

Pom-Pom Perfectionist. 1-turn cooldown.
Cheerleader walks up to a Heroine and begins to rub their pom-poms in their face, causing them go gain +50% charmed counter and replace there current weapons with pom-poms. If the Heroine then uses an attack during her next turn she will instead begin waving the pom-poms around gaining +25% charmed counter. Heroines with 100% charmed counter become unable to act on their turns, instead just keep waving their pom-poms around.

Give me a C… 3-turn cooldown.
For the next 3 turns Cheerleader begins to dance, cheer and chant, spelling out 'cum' one letter at a time. On the 3rd turn all Heroes will cum and become enslaved, swapping teams and fight for Cheerleader, permanently regardless of charmed or hardnesss counter.

Cheerleader Tryouts. 4-turn cooldown.
Cheerleader invites any Heroine with pom-poms to join her on stage, causing Heroines to instantly swap teams and fight for Cheerleader. Heroines without pom-poms become jealous and become unable to act until they have been affected by the 'Pom-Pom Perfectionist' ability. All Heroes gain +40% hardness counter and a further +20% hardness counter for each new Cheerleader on the battlefield. Heroes with 100% hardness counter will become enslaved, swapping teams and fight for Cheerleader permanently.
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Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:30 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.

Monster Girl Collectible Card Profiles - Villainesses Kooccn10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat610
Range
Monster Girl Collectible Card Profiles - Villainesses Stat610
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat910


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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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:34 pm

Clarise

Cute, seemingly innocent, stylish and generous, Clarise is a monster girl obsessed with looking irresistible to others. Clarise has a secret agenda to trick other Heroines into wearing her makeup and accessories to convert them into obedient slaves to spread her style. Whilst easily capable of seducing male heroes, Clarise almost always targets Heroines and Villianesses in an attempt to convert them and have them finish off the Heroes.

Known Methods: Seductive Body, Hypnotic Accessories, Trickery.

Monster Girl Collectible Card Profiles - Villainesses Ze08wt10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat610
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat710
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat210

Elements and Resistances

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: Immune
Poison: ----Disable: ----Gravity: ----Petrify: ImmuneDiseased: ----
Immobilised: ----Confusion: ----Doom: ImmuneAllured: ----Item Lock: ----

Skills and Abilities:

Here to Help! (Passive)
Clarise has a chance to intrude on already active battles, tricking the Heroes and Heroines into thinking she is an ally. Clarise is completely untargetable and cannot be affected by any attack, ability, action or skill whilst another Villainess exists on the battlefield.

Lipstick of Desire. 1-turn cooldown.
Clarise convinces a Heroine or Villainess to try on her unique lipstick, telling them it will improve there fighting abilities. Villainesses affected by 'Lipstick of Desire' lose the ability to use there ultimate skill. 'Lipstick of Desire' cannot be blocked or prevented and once it has been applied it cannot be removed/ cured.

Flawless Foundation. 1-turn cooldown.
Clarise selects a target already affected by 'Lipstick of Desire' and pulls out her facial brush, applying a layer of foundation to a Heroine or Villainesses face, causing them to lose a turn whilst she is applying the foundation. 'Flawless Foundation' cannot be blocked or prevented and once it has been applied it cannot be removed/ cured.

Finishing Touches. 1-turn cooldown.
Clarise targets one Heroine or Villainess who are already affected by 'Lipstick of Desire' and 'Flawless Foundation' and beckons them closer to finish there makeover. Clarise pulls out her makeup bag adding any remaining touches she thinks will suit the new look of her target. She will remain with the target for up-to 3 of their turns adding makeup (1 turn per 100 health up-to 3 turns for anyone with more then 200 health). 'Finishing Touches' cannot be blocked or prevented and once it has been applied it cannot be removed/ cured.

Beauty is in the Eye of the Beholder. (Passive).
Any target affected by 'Lipstick of Desire' 'Flawless Foundation' and 'Finishing Touches' automatically become enslaved. Enslaved targets gain access to Clarise's 'Lipstick of Desire' 'Flawless Foundation' and 'Finishing Touches' abilities. Clarise will remove all equipment and provide them with a copy of her makeup bag, outfit, accessories and command them to spread her cosmetics to as many females as they can beginning with their allies.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:35 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

Monster Girl Collectible Card Profiles - Villainesses Zu22mt10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat810
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat110


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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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:37 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.

Monster Girl Collectible Card Profiles - Villainesses Cow_gi10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat210
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat610
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat110


Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: ----
Poison: ----Disable: ----Gravity: ----Petrify: ----Diseased: ----
Immobilised: ----Confusion: ----Doom: ----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 +35 charmed counters. 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 +105 charmed counters.
  • 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 +20 charmed counters.


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 +20 charmed counters plus +15 charmed counters 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 maximum charmed counters 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.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:39 pm

Cruella De Vil

An extremely evil and deadly monster girl, Cruella De Vil  lives to enslave the world using her love for fur and highly intoxicating smoke from her cigarette holder. Cruella De Vil wears the most seductive furry coat and accessories that almost instantly enslave anyone it touches and can transform any other type of fur fashion into her own, creating mindless fur slaves whose life goal becomes to spread her enchanted fur to others. Cruella De Vil can seduce even the most purest of people into doing her bidding.

Known Methods: Hypnotic Smoke, Seductive Clothing.

Monster Girl Collectible Card Profiles - Villainesses Oigolc10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat710
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat710
Range
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat710

Elements and Resistances

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: Immune
Poison: ----Disable: ----Gravity: ----Petrify: ImmuneDiseased: ----
Immobilised: ----Confusion: ----Doom: ImmuneAllured: ----Item Lock: ----

Skills and Abilities:

Live for Fur, Worship Fur! (Passive).
Cruella De Vil is immune to conversion by any form of clothing seduction. Upon entering battle Cruella De Vil turns any Villainess wearing fur into her fur slave, replacing their fur with hers and removing all their abilities. Any target who makes physical contact with Cruella De Vil receives +50% charmed counter and, if a Hero, +100% hardness counter. Heroines or Villainesses affected by this ability gain 'Desire for Fur' status effect.

Wrapped in Fur. 1-turn cooldown.
Cruella Da Vil opens up her large fur coat and wraps it around her target, massaging them with it and rubbing her sleeves in their faces. Heroes affected by this ability gains +100% charmed counter, +100% hardness counter and willingly remove themselves from the fight. Heroine or Villainesses affected by this ability gain +100% charmed counter and gain 'Desire for Fur' status effect.

Devils Smoke. (Passive).
At the start of every turn Cruella De Vil puffs on her cigarette holder and exhales her green intoxicating smoke over everyone in the battle. Any Hero with 100% hardness counter and willingly remove themselves from the fight. Any Heroine or Villainess gain +33% charmed counter. Any Heroine or Villainess with 100% charmed counter become enslaved and walk to Cruella De Vil, she will then place one of her cigarettes in their mouth and light it, turning them into her smoke slave. During their turn enslaved targets will puff on their cigarette and exhale more intoxicating green smoke at former allies, causing this passive effect upon them.

Everlasting Fur Feeling. 2-turn cooldown.
Cruella De Vil targets any Heroine or Villianess who has 'Desire for Fur' status effect on them or anyone already turned into a 'smoke slave' and beckons them closer. They will walk uncontrollably towards her and she will convert them into her fur slave, removing all clothing and replacing them with a small fur coat, boots, gloves and a collar. If not already enslaved to smoke, new targets will begin smoking Cruella De Vils special cigarettes.

Go Forth, My Slaves! 5-turn cooldown.
Cruella De Vil orders her slaves to attack anyone remaining on the battlefield, causing all enslaved targets to act differently during their next turn:

  • Smoke Slaves will walk up to non-enslaved targets and blow smoke into their faces preventing them from taking any turns and gaining +33% charmed counter. At 100% charmed counter the target will surrender and begin smoking her cigarettes too.
  • Fur Slaves will walk up to non-enslaved targets and begin to rub there fur into their faces and, if a Hero, there penis preventing them from taking any turns and gaining +33% charmed counter, +100% hardness counter and gain 'Desire for Fur' status effect.
  • Heroes with 100% hardness counter who have removed themselves from the fight will cum instantly, re-join under Cruella De Vils control and attempt to hold non-enslaved targets, preventing them from taking any turns.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:41 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.

Monster Girl Collectible Card Profiles - Villainesses Chc0ft10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat710
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat210
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat610
Range
Monster Girl Collectible Card Profiles - Villainesses Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat710


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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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:43 pm

Divine Idol of Silver

A beautiful maiden of living metal. She seeks to offer the wills of the people to her deity, and goes about completing her mission without personally harming anyone. That said, she is more than able to defend herself from those that would harm her.

Known Methods: Hypnotic Accessories.

Monster Girl Collectible Card Profiles - Villainesses Divine10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat110
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat710
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat310
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat310


Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: ----
Poison: ----Disable: ----Gravity: ----Petrify: ----Diseased: ----
Immobilised: ----Confusion: ----Doom: ----Allured: ----Item Lock: ----

Skills and Abilities:

Glint of the Light. (Passive).
Every turn a player takes facing in the direction Idol of Silver has a 30% chance of inflicting Blind condition to the player.

Grand Silver Mirror. 2-turn cooldown.
Creates two floating silver shields that rotate around her. Attacking her while the shields are active has a chance to intercept and reflect the attack at half effectiveness, breaking in the process. The shields have a 50% chance to intercept with both up, 25% with one up. No more than 2 shields can be up at a time.

Winds of the Silver Wings. 4-turn cooldown.
Brings down a blessed/cursed wind upon a 4x4 region, Inflicts either Darkness or Silence, but not both; also has an additional 25% chance to inflict one of: Disable, Sleep, Item Lock conditions.

Pure Silver Maiden. 2-turn cooldown.
Unlimited range summoning trap. The Silver Maiden appears behind and swallows the targeted player, filling them with the holy blessing of silver. Every turn ended in the Silver Maiden increases charm counter by +50. Trapped players have a 5% chance of escape for every 50 Strength they have, (If 250 is max Strength, 25% is max escape chance). Silver Maiden has 100 health, and can be broken without harming the prisoner. Idol of Silver cannot summon more than one Silver Maiden at a time. Prisoners released from the Silver Maiden receive the following effects based on Charm Counter:

  • Charmed counters >= 25% maximum Willpower: Greaves- Their legs are now encased in silver armor. Reduces Speed and Stamina by 25%, Increases Current and Maximum Willpower by 20%.
  • Charmed counters >= 50% maximum Willpower:: Torso- Includes Greaves effect. Their arms and mid-body are now encased in a silver armor shell, clearly resembling feminine proportions, but will be added to affected heroes regardless of gender. Reduces Strength and Magic by 25%, Increases Current and Maximum Willpower by 20%.
  • Charmed counters >= 75% maximum Willpower: Bust- Includes Greaves and Torso effects. Their head has now been encased in a feminine mask of silver. Induces permanent confusion effect, Increases Current and Maximum Willpower by 20%.
  • Charmed counters >= 100% maximum Willpower: Valkyrie- If 100% Charm is reached, prisoner is immediately released and Silver Maiden disappears. The silver has now blessed their entire being. Hero is enslaved and converted into Silver Valkyrie, retaining current stats (except for Strength, that becomes a static value). Now armed with a silver sword, Silver Valkyries will defend Idol of Silver, committing the violence she would refrain from. No special attacks, only a Strength-based sword attack.


Self-inflicted charm will not suddenly add armor and its effects, it's only added when in the Silver Maiden, even should the player manage to escape before the end of the first turn in it. Reduction of charm counter will remove respective armor pieces when reduced below the respective minimum thresholds.

Blessings of Platinum. 10-turn cooldown.
She offers a prayer to her deity, and receives great blessings. Medium heal to self, 5-turn Regen to self, +25% Strength to Silver Valkyries for 5 turns.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:48 pm

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.

Monster Girl Collectible Card Profiles - Villainesses Nocugc10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat810
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat810
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat310
Range
Monster Girl Collectible Card Profiles - Villainesses Stat410
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat610


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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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:50 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.

Monster Girl Collectible Card Profiles - Villainesses Frost_10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat810
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat1010
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat510
Range
Monster Girl Collectible Card Profiles - Villainesses Stat910
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat510


Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: ----
Poison: ----Disable: ----Gravity: ----Petrify: ----Diseased: ----
Immobilised: ----Confusion: ----Doom: ----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 lowering all players Willpower by 10. 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 from players by casting a fire-attributed spell on them.

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 casting a 2 fire-attributed spell on them.

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 Willpower reduced by 33% and absorbed into their ice sculpture as health. If a ice sculptures current health exceeds a players maximum willpower 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.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:52 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.

Monster Girl Collectible Card Profiles - Villainesses 3_game10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat810
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat610
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat410


Elements and Resistances:

Fire: 1xWater: 1xEarth: 1xIce: 1xLightning: 1x
Poison: 1xLight: 1xDark: 1x
Blind: ----Zombie: ----Sleep: ----Silence: ----Darkness: ----
Poison: ----Disable: ----Gravity: ----Petrify: ----Diseased: ----
Immobilised: ----Confusion: ----Doom: ----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 +15.
  • 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, reducing the Willpower of players in range by 50%.
  • 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 +20 charmed and, if a Hero, hardness counters at the end of their turn if they are still Charmed. Any player with maximum 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 +35 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 +65 charmed and, if a Hero, hardness counters. Any Heroine with maximum charmed counters become enslaved, being converted into a 'Gamer Girl' swapping teams and fighting for Gamer Girl. Any Hero with maximum hardness counters will instantly cum, becoming enslaved, swapping teams and fighting for Gamer Girl.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:55 pm

Gemini Fey

Well-endowed women with butterfly wings, wearing outfits which exposes much of her "assets." Her breasts jiggle as she struts and flies around the battlefield and takes every opportunity to stretch herself to show off her magnificent body. Gemini Fey are unsurprisingly obsessed with symmetry, timing and compatibility. They seek to convert more women into Feys like themselves and are often seen with a loyal Bug Knight - the unfortunate (so some would say) result of Heroes who have experienced the pleasure of meeting them.

Known Methods: Seductive Body, Pheromones, Hypnotic Kisses, Hypnotic Breasts.

Monster Girl Collectible Card Profiles - Villainesses Gemini10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat510
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat810
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat410
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat110


Elements and Resistances:

Fire: 1.2xWater: 1xEarth: 0.5xIce: 1xLightning: 1x
Poison: 0.5xLight: 1xDark: 1x
Blind: ----Zombie: ImmuneSleep: ImmuneSilence: ----Darkness: Immune
Poison: ImmuneDisable: ----Gravity: ----Petrify: ImmuneDiseased: ----
Immobilised: ----Confusion: ----Doom: ImmuneAllured: ----Item Lock: ----

Skills and Abilities:

Sister and Knight. (Passive).
At the beginning of the battle, Gemini Fey targets one Heroine and Hero on the battlefield and converts them into another Gemini Fey (Heroine) and Bug Knight (Hero), bypassing any conversion resistance abilities. Both Converted Fey and Bug Knights do not retain any of their original abilities and comes with set stats.

Gemini Feys instantly enslaves a Hero or Heroine with maximum charmed counters at the start of their turn, causing them to swap teams and fight for her. Heroines enslaved are converted into a 'Gemini Fey' (Lesser) while Heroes are converted into a 'Bug Knight' (Lesser) (Players converted in this manner are weaker than the original "Sister" and "Knight" and will be given the "Lesser" tag). Players may volunteer for a higher priority to be chosen for conversion at the start of battle.

Any Hero/Heroine that are in range of at least two Gemini Fey during the start of a Fey's turn will receive 30 Charm Counters from an automatic dual attack. Each Hero/Heroine may only be attacked this way once per round.

(Bracket indicates the nerfed damage / effect done by Lesser converts)

Blow Kiss. 1-turn cooldown.
The Fey bends over, letting the target have a good view of her cleavage and blows a kiss at a Hero/Heroine. A pair of lips flies through the air and homes onto the target lips, causing them to walk towards her and trip face first into her waiting breasts.

While in this state of trapped pleasure, any damage dealt to the Fey has a 50% chance of accidentally hitting the trapped target as well, additionally dealing half its damage as Charm Counters or status effects to the Hero/Heroines. At the start of the Hero/Heroines turn, they will free themselves. This effect can be ended early by separating the two through means such as knockback, but only if the attack does not hit the trapped target.

This attack has a range equal to its target's movement speed in a straight line (diagonals included) and cannot be used if the target is not able to move and end his turn on the final tile.

Symmetrical Docking. 1-turn cooldown.
The Fey either begins deeply kissing a Heroine and rubbing their chests together or enveloping a Hero's manhood in her breasts while counting, being more affected the more times they are subjected to this attack. Heroines will find themselves developing Fey like properties (huger chest, butterfly wings, clothing change) while Heroes more Bug Knight ones.

  • 1: -5 Maximum Willpower.
  • 2: 25 Charm Counter.
  • 3: 125 Charm Counter.
  • 4: Automatic Conversion.


The Hero/Heroine will automatically free themselves to take their actions on their turn, but the counter will not be reset this way and the Fey will be able to use this attack again without needing a cooldown. However, seperating a Hero/Heroine from a Fey through the use of external means such as knockback before their next turn will reset the counter and the attack will enter cooldown.

Mirror Force. 3-turn cooldown/ Interrupt.
When hit with a Spellbook ability, the Gemini Fey may choose to activate this ability, causing a spell to reflect upon its caster, preventing it from affecting the Fey and dealing half its damage or any status conditions to the caster. This ability then enters Cooldown.

Gemini Laser. 0-turn cooldown.
The Gemini Fey chooses 2 from any Feys and Bug Knights in the battle and fires a laser between them, forming a dazzling triangle dealing 180 Charm Counter and inflicting Blind on all Heroes/Heroines in the path.

This ability can only be used on rounds that are a multiple of 3 (3,6,9,12...) and only 1 Gemini Fey can use this ability per round.


Bug Knight

Monster Girl Collectible Card Profiles - Villainesses Fey_s_10


Skills and Abilities:

Insectoid Nature. (Passive).
Bug Knights do not retain any of their original abilities and comes with set stats. They have a 50% chance of evading any multi-target spells and their basic attack command inflicts 30 (20) Charm Counters through means of a blade tipped with Aphrosidiac toxins.

Pink Gas. 1-turn cooldown.
Blows an Aphrosadic Mist into a Hero/Heroine in range, inflicting Allured and Poison.

Shelter. 2-turn cooldown.
Inflicts either Blink or Barrier onto a Gemini Fey in Range.

Screech. 3-turn cooldown.
Releases a supersonic screech, inflicting Confusion on all Heroes/Heroines in range. Heroes/Heroines with Confusion resistance are instead inflicted with Gravity instead.
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Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses EmptyWed Jan 04, 2023 8:57 pm

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.

Monster Girl Collectible Card Profiles - Villainesses Qpqp8i10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses Stat110
Temptation
Monster Girl Collectible Card Profiles - Villainesses Stat610
Resistance
Monster Girl Collectible Card Profiles - Villainesses Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses Stat610
Intelligence
Monster Girl Collectible Card Profiles - Villainesses Stat310


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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Monster Girl Collectible Card Profiles - Villainesses Empty
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