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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 - Page 3 Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:09 am

Nightmare Spirit

Once a lonely high-school girl with insomnia, Nightmare Spirit undertook a ritual one night calling upon the darkness in an attempt to change and improve her direction in life. She offered up her soul as a tribute and became a physical dream spirit, never aging, dying and granting her the ability to control and invade peoples dreams. She then spent years mastering hypnotic methods allowing her to put people to sleep on command, as a result Nightmare Spirit can force people to sleep with just a glance of her midnight blue eyes and with her sweet soothing voice. Once people are asleep they cannot wake up unless Nightmare Spirit wishes it, causing many people to sleep forever...

Known Methods: Hypnotic Gaze, Hypnotic Accessories, Siren Voice.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 3bypfl10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 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:

Forever Sleepwalking. (Passive).
Whilst Nightmare Spirit is in the battle, allies cannot be cured from sleep in any way. Targets that are asleep do not skip there turn automatically, instead, Nightmare Spirit will control them, choosing what actions to take. Nightmare Spirit does cannot move a certain amount of squares per turn but instead can instantly to any square of the battlefield.

Your Eyes Are Getting Heavier... 2-turn cooldown.
Nightmare Spirit gazes into the eyes of a nearby Hero or Heroine, holding their head and forcing them to look back into her hypnotic blue eyes. The target will fall into a trance, dropping their weapons and becoming unable to move, act or look away from Nightmare Spirit. After 2 turns have passed they will automatically fall asleep. If the target receive physical damage they will snap out of the trance, remaining immobilized by Nightmare Spirits hand but being able to act, look away or close their eyes during their next turn.

Wet Dreams. 2-turn cooldown.
Nightmare Spirit targets one Hero or Heroine currently asleep and invades their dreams, pleasuring them inside their mind and receiving +100% charmed counter and, if a Hero, +100% hardness counter and forcing them cum. Targets will then become enslaved, waking up and swapping teams to fight for Nightmare Spirit. Enslaved targets lose access to all abilities, items, attacks and spells but learn the spell 'Sleep' which they will cast on anyone not already asleep or enslaved. Their Sleep has an accuracy rate of 80%.

Bedtime Story. 4-turn cooldown.
Nightmare Spirit commands all targets in the battle to fall asleep for her, inflicting a countdown timer above each targets head that forces them asleep once 3 turns has passed. All targets become more and more sleepy during each turn that passes, reducing their maximum movement each turn by 33% until they become immobilized and lowering all their stats by 33% until they become 0.

Give Them Sweet Dreams. 10-turn cooldown.
Nightmare Spirit summon black metal shackles that lock onto the wrists and necks of all targets on the field, forcing them to only be able to target allies during their turns. All targets lose access to all abilities, items, attacks and spells but learn the spell 'Sleep' which becomes the only thing they know other then skip turn. Once a target reaches 0 MP by casting 'Sleep' they break free of their shackles, becoming able to act again and restoring all their forgotten abilities, items, attacks and spells. Their Sleep has an accuracy rate of 50%.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:12 am

Nyotengu

A Tengu Princess from another realm, Nyotengu is haughty, but has a keen interest in human things. The death of the current Tengu leader has opened up new opportunities and so she has traveled now to this realm. Upon learning of Midara activities, she has taken it upon herself to build a crew of loyal retainers, filled with loving devotion to their new goddess.

Known Methods: Seductive Voice, Hypnotic Accessories, Hypnotic Kisses.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 3_nyot10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat510
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat710
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 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: ----

(OLD) Skills and Abilities:

Royal Decree. (Passive).
Due to a long standing ancient oath between Tengu and man, anyone seeking to duel a Tengu must offer a sacrificial vow. At the start of each players turn they must choose a vow to apply to themselves. Once a player has all 5 vows, during their next turn they are freed of all current vows. Players are not permitted to be reminded by the GM or other players that/ if an action is posted that would break a vow currenly applied to their Hero or Heroine. The Hero or Heroine gain 50% Charm Counter after breaking their vow and must choose an additional vow to takr at the start of their next turn;

  • I vow not to use physical abilities or attacks.
  • I vow not to use any spellbook spells or abilities.
  • I vow not to inflict negative or apply positive conditions.
  • I vow not to receive healing or positive status conditions.
  • I vow not to use or receive items and item effects.


Nyotengu instantly enslaves a Hero or Heroine with 100% Charmed counters at the start of their turn, causing them to swap teams and fight for Nyotengu. Heroines enslaved by Nyotengu are converted into a 'Tengu'.

Tengu-Do. 1-turn cooldown.
Nyotengu preforms a series of sensual but powerful martial arts strikes that give pleasure and inflict pain on her target. Nyotengu deals 30 physical damage to an target in range and increasing their Charmed counter by 30%. Nyotengu can also move the target1 square in any direction. If a targets health is reduced to 0 by "Tengu-Do" they gain 100% charmed counter.

Tengu's Cunning. 3-turn cooldown.
Nyotengu targets up to 2 Heroes or Heroines in range and commands them to obey her, requesting them to preform an movement or action they could normally undertake. Any action requested or taken will not break a vow taken by the player during the turn Nyotengu uses "Tengu's Cunning". Nyotengu can only command her target(s) to take an action that can be completed during that turn.

Mask of Deception. 3-turn cooldown/ Passive.
Nyotengu tosses a Tengu mask at a Hero in a 3 square straight line range that attaches to their crotch, applying "Tengu Mask" condition on them and causing them to gain 100% Hardness counter as their penis fills the mask out fully. Any Hero with "Tengu Mask" condition must, if able, walk their maxaimun distance directly towards Nyotengu at the start of their turn before continuing their turn as normal.

At the start of Nyotengu's turn, she can kneel down and gently kiss any Heros penis with the "Tengu Mask" condition causing them to gain 100% Hardness counters and become Enticed, causing them to become unable to target Nyotengu or any 'Tengu' with physical attacks and blocking any physical attacks directed at them as long as they are in range. If a Enticed Hero's Hardness counter falls below 100% they become no longer Enticed.

Tengu's Finery. 1-turn cooldown.
Nyotengu targets a Heroine in range and convinces them to swap their current outfit for a new one, applying a different effect depending on which outfit they are wearing. "Tengu's Finery" becomes a 10-turn cooldown if used on a Heroine already affected by "Tengu's Finery" but causes the affected Heroine to become enslaved, being converted into a 'Tengu' swapping teams and fighting for Nyotengu;

  • Catsuit: Nyotengu convinces them to wear a full body latex catsuit, causing them to gain 20% Charmed counter at the start of their turn whilst she wears the catsuit.
  • Naked Ribbon: Nyotengu convinces them to strip and wear just a long ribbon with a chime bell, causing all other Heroes & Heroines looking at her to gain 10% Charmed counter at the start of their turn whilst she wears the naked ribbon. At the start of the affected Heroines turn all Heroes & Heroines in range are inflicted with Confusion condition, and each time the affected Heroine moves a square any Hero or Heroine in range is inflicted with Condition condition.
  • Qipao: Nyotengu convinces them to wear a elegant qipao, increasing the Heroines base Strength stat to 250 but preventing the affected Heroine from using any spellbook ability spells whilst she wears the qipao.
  • Student Uniform: Nyotengu convinces them to wear a revealing student uniform, causing all Heroes & Heroines to gain 33% Charmed counter any time "Aero", "Twister" or "Tornado" Chaos magic spells are used.
  • Bunnygirl: Nyotengu convinces them to wear a lucky bunnygirl outfit, causing Nyotengu to gain 1 random positivie condition at the start of the affected Heroines twhilst she wears the bunnygirl outfit.



Tengu Skills and Abilities:

Tengu-Do. 1-turn cooldown.
Tengu preforms a series of sensual but powerful martial arts strikes that give pleasure and inflict pain on her target. Tengu deals 30 physical damage to an target in range and increasing their Charmed counter by 30%. Tengu can also move the target1 square in any direction. If a targets health is reduced to 0 by "Tengu-Do" they gain 100% charmed counter.

Mask of Deception. 3-turn cooldown.
Tengu tosses a Tengu mask at a Hero in a 3 square straight line range that attaches to their crotch, applying "Tengu Mask" condition on them and causing them to gain 100% Hardness counter as their penis fills the mask out fully. Any Hero with "Tengu Mask" condition must, if able, walk their maxaimun distance directly towards Nyotengu at the start of their turn before continuing their turn as normal.

Kissed by the Wind. 3-turn cooldown.
Tengu embraces Nyotengu, hugging and kissing lustfully then turning to any Hero or Heroine on the battlefield and blows them a kiss, causing them to gain 30% Charmed counter and being inflicted with Allured condition.


(NEW) Skills and Abilities:

Royal Decree. (Passive).
Due to a long standing ancient oath between Tengu and man, anyone seeking to duel a Tengu must offer a sacrificial vow. At the start of each players turn they must choose a vow to apply to themselves. Once a player has all 5 vows, during their next turn they are freed of all current vows. Players are not permitted to be reminded by the GM or other players that/ if an action is posted that would break a vow currently applied to their Hero or Heroine. The Hero or Heroine gain +100 charm counters after breaking their vow and must choose an additional vow to take at the start of their next turn;

  • I vow not to use physical abilities or attacks.
  • I vow not to use any spellbook spells or abilities.
  • I vow not to inflict negative or apply positive conditions.
  • I vow not to receive healing or positive status conditions.
  • I vow not to use or receive items and item effects.


Nyotengu instantly enslaves a Hero or Heroine with maximum charmed counters at the start of their turn, causing them to swap teams and fight for Nyotengu. Heroines enslaved by Nyotengu are converted into a 'Tengu'.

Tengu-Do. 1-turn cooldown.
Nyotengu preforms a series of sensual but powerful martial arts strikes that give pleasure and inflict pain on her target in range. Nyotengu applies "Painful Pleasure" condition on the affected target and cause them to gain +55 charmed counters. Nyotengu can also move the target 1 square in any direction. If a target affected by "Tengu-Do" already has "Painful Pleasure" condition on them they gain +110 charmed counters instead and remove "Painful Pleasure" condition.

Tengu's Cunning. 3-turn cooldown.
Nyotengu targets up to 2 Heroes or Heroines in range and commands them to obey her, requesting them to preform an movement or action they could normally undertake. Any action requested or taken will not break a vow taken by the player during the turn Nyotengu uses "Tengu's Cunning". Nyotengu can only command her target(s) to take an action that can be completed during that turn.

Mask of Deception. 3-turn cooldown/ Passive.
Nyotengu tosses a Tengu mask at a Hero in a 3 square straight line range that attaches to their crotch, applying "Tengu Mask" condition on them and causing them to gain +275 Hardness counters as their penis fills the mask out fully. Any Hero with "Tengu Mask" condition must, if able, walk their maximum distance directly towards Nyotengu at the start of their turn before continuing their turn as normal.

At the start of Nyotengu's turn, she can kneel down and gently kiss any Heroes penis with the "Tengu Mask" condition causing them to gain +275 hardness counters and become Enticed, causing them to become unable to target Nyotengu or any 'Tengu' with physical attacks and blocking any physical attacks directed at them as long as they are in range. If a Enticed Hero's Hardness counter falls below their maximum Willpower they become no longer Enticed.

Tengu's Finery. 1-turn cooldown.
Nyotengu targets a Heroine in range and convinces them to swap their current outfit for a new one, applying a different effect depending on which outfit they are wearing. "Tengu's Finery" becomes a 10-turn cooldown if used on a Heroine already affected by "Tengu's Finery" but causes the affected Heroine to become enslaved, being converted into a 'Tengu' swapping teams and fighting for Nyotengu;

  • Catsuit: Nyotengu convinces them to wear a full body latex catsuit, causing them to gain +35 charmed counters at the start of their turn whilst she wears the catsuit.
  • Naked Ribbon: Nyotengu convinces them to strip and wear just a long ribbon with a chime bell, causing all other Heroes & Heroines looking at her to gain +15 charmed counter at the start of their turn whilst she wears the naked ribbon. At the start of the affected Heroines turn all Heroes & Heroines in range are inflicted with Confusion condition, and each time the affected Heroine moves a square any Hero or Heroine in range is inflicted with Condition condition.
  • Qipao: Nyotengu convinces them to wear a elegant qipao, increasing the Heroines base Strength stat to 250 but preventing the affected Heroine from using any spellbook ability spells whilst she wears the qipao.
  • Student Uniform: Nyotengu convinces them to wear a revealing student uniform, causing all Heroes & Heroines to gain +70 charmed counters any time "Aero", "Twister" or "Tornado" Chaos magic spells are used.
  • Bunnygirl: Nyotengu convinces them to wear a lucky bunnygirl outfit, causing Nyotengu to gain 1 random positivie condition at the start of the affected Heroines twhilst she wears the bunnygirl outfit.



Tengu Skills and Abilities:

Tengu-Do. 1-turn cooldown.
Tengu preforms a series of sensual but powerful martial arts strikes that give pleasure and inflict pain on her target in range. Tengu applies "Painful Pleasure" condition on the affected target and cause them to gain +55 charmed counters. Tengu can also move the target 1 square in any direction. If a target affected by "Tengu-Do" already has "Painful Pleasure" condition on them they gain +110 charmed counters instead and remove "Painful Pleasure" condition.

Mask of Deception. 3-turn cooldown.
Tengu tosses a Tengu mask at a Hero in a 3 square straight line range that attaches to their crotch, applying "Tengu Mask" condition on them and causing them to gain +275 Hardness counters as their penis fills the mask out fully. Any Hero with "Tengu Mask" condition must, if able, walk their maximum distance directly towards Nyotengu at the start of their turn before continuing their turn as normal.

Kissed by the Wind. 3-turn cooldown.
Tengu embraces Nyotengu, hugging and kissing lustfully then turning to any Hero or Heroine on the battlefield and blows them a kiss, causing them to gain +60 charmed counters and being inflicted with Allured condition.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:13 am

Nyueki

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

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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Kerpq810


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat910
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1110
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat810


Skills and Abilities:

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

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

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

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

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

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:15 am

Parasite Queen

BIO coming soon.~

Known Methods: Seductive Body, Pheromones, Hypnotic Kisses, Bimbofication, Tentacles/ Wrapped Up, Gender-swapping.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 5_para10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1110
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat910
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat910
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010


Elements and Resistances:

Fire: 1xWater: ImmuneEarth: 0.5xIce: ImmuneLightning: 0.5x
Poison: AbsorbLight: 4xDark: Absorb
Blind: ImmuneZombie: ImmuneSleep: ImmuneSilence: ImmuneDarkness: Immune
Poison: ImmuneDisable: ImmuneGravity: ImmunePetrify: ImmuneDiseased: Immune
Immobilised: ImmuneConfusion: ImmuneDoom: ImmuneAllured: ImmuneItem Lock: Immune

Skills and Abilities:

Parasitic Creation. (Passive).
Parasite Queen incubates and creates various types of parasites and infected items that inflict numerous unique effects and statuses on Heroes and Heroines. Starting as single cell organisms they grow inside their host incubators as the battle continues becoming stronger and more influential. Parasite Queen can choose to place these parasites on Heroes or Heroines at the start of any turn in the battle, taking priority over the turn player:

  • Slug Parasite: (Incubate time 1 turn.) Host places a Slug Parasite onto a player in ranges head causing them to become hypnotized, becoming unable to willingly move or act and gaining +66 charm counters at the start of their turn. Slug Parasites health equal to 50 plus 50% of their attached players maximum Willpower.
  • Canal Parasite: (Incubate time 2 turn.) Host releases a Canal Parasite onto the floor that slithers to the nearest Hero and forces its way up their trousers, latching onto their penis and causing them to gain +300 hardness counters at the end of their next turn. if a Canal Parasite is attached to a Hero with maximum hardness counters at the start of their turn they will cum into the Canal Parasite causing them to become Brainwashed becoming unable to willingly move or act and remain at maximum hardness counters forever, the Canal Parasite will also divide into a new Canal Parasite that will split and seek out the next nearest Hero. Canal Parasites have health equal to 50 plus 50% of their attached players maximum Willpower.
  • Choker Parasite: (Incubate time 1 turn.) Host places a Choker Parasite onto a player in ranges neck as it wraps tight around it causing them to become brainwashed, becoming unable to willingly move or act. Choker Parasite covers the player in a thick slime that prevents any damage or negative status effects to be applied to any Parasite currently attached to the player. Choker Parasite has health equal to 20 plus 50% of their attached players maximum Willpower and can only be damaged by Fire damaging spells/ abilities.
  • Metroid Parasite: (Incubate time 3 turns.) Host releases a Metroid Parasite into the air that floats to the nearest player and latches onto their head, burying deep into their brain washing away all their thoughts and controlling them, causing them to become Brainwashed becoming unable to willingly move or act. Parasite Queen can implant up-to three words into their mind that they obsess about. Parasite Queen can use "Corrupting Plague" on the affected player (regardless of current cooldown) and corrupt them into a parasitic version of that monster girl.
  • Capper Parasite: (Incubate time 2 turns.) Host releases a plasma-like parasite that takes the form of a girl that glides over and latches onto the nearest player forcing parts of themselves into the player causing them to become enslaved, swapping teams and fighting for Parasite Queen. Capper Parasite will whisper commands into the affected players ear and will corrupt and feminise any Hero they attach too.
  • Fermine Parasite: (Incubate time 3 turns.) Host places a fur coat over a player in range, causing them to become hypnotized, becoming unable to willingly move or act. The Fermine Parasite grows each turn taking over and covering more of the affected players body and controlling them depending on what part it covers (legs & boots: can control players movement, gloves and arms: can control players hands, neck and head: will control players thoughts and actions) Once Fermine Parasite has fully covered the affected player they become enslaved, corrupting into a Fermine Parasite completely, swapping teams and fighting for Parasite Queen. If Fermine Parasite, or a player attached to a Fermine Parasite makes contact with another player Fermine Parasite will spread to them also.
  • Dancing Boa Parasite: (Incubate time 2 turns.) Host throws a long fur boa over a Heroine in a 3 square range, causing it to wrap around their necks and causing them to become brainwashed, becoming unable to willingly move or act. Heroines with a Dancing Boa Parasite will, during their turn, move to the nearest player and dance close to them, wrapping them up in the fur moa also, causing them to become hypnotized becoming unable to willingly move or act. If a hypnotized player stays hypnotized for more then 1 of their turns, they both become enslaved, swapping teams and fighting for Parasitic Queen, the affected Heroine also is converted into a Parasitic Mysidian Girl.
  • Rafflesia Flower Parasite: (Incubate time 4 turns.) Host attaches several Rafflesia Flower Parasites to a player in ranges head as it routes into their brains, causing them to become enslaved, being corrupted into a Rafflesia Carrier, swapping teams and fighting for Parasite Queen. At the start of a Rafflesia Carriers turn they gain +100 charmed counters. Rafflesia Carriers will, during their turn, move to the nearest player and exhale a sweet aroma at them causing them to become hypnotized, becoming unable to willingly move or act. Rafflesia Carriers can remove 150 charmed counters from themselves and attach several Rafflesia Flower Parasites to any player in range who is charmed, enticed, hypnotized or brainwashed, converting them also.


Any player corrupted into a parasitic version of a current monster girl can use that monster girls abilities and skills normally, and gain "Parasitic Creation" as a passive effect in addition to their own.

Incubating Kiss. 1-turn cooldown.
Parasite Queen pulls in one player in range and kisses them deeply, forcing their mouth open and excreting all kinds of pests and parasites into them, causing them to become a host and causing them to become enticed, becoming unable to target Parasite Queen or any host player with skills or abilities that inflict damage or negative effects on them. Players deemed hosts can still be used and played normally, but will gain the "Parasitic Creation" passive effect as creatures grow inside of them. Hosts gain 66 charmed and hardness counters at the end of each of their turn. If a Host has either maximum charmed or hardness counters, the creation time for all parasites by the hosts passive "Parasitic Creation" is reduced to 1 turn.

Pathogen Transferral. 2-turn cooldown.
Parasite Queen attaches a tentacle leech to any host player, players infected with a parasite from "Parasitic Creation" passive or has been converted into a parasitic monster girl and sucks out any harmful conditions, statuses or damage, inflicting them on her instead and restoring the attached target to heal.

Parasite Queen can choose what conditions or how much damage to remove from the target applying them to herself at a reduced duration/ amount. Any condition transferred to Parasite Queen lasts for 1 turn only, any damage Parasite Queen takes as she heals the target is reduced by 10% per each negative condition on Parasite Queen.

Infectious Air. Passive.
At the start of each of Parasite Queens turns she fills the air with more spores and microbes, inflicting a random negative condition to all players, reducing their maximum Willpower by 5% and causing them to gain +50 charmed and, if a hero, hardness counters. This ability's effects are doubled each time it is applied, increasing up to a maximum of 6 negative conditions, 100% maximum Willpower reduction and +1600 charmed and, if a hero, hardness counters.

Microorganismic Evolution. 5-turn cooldown.
Parasite Queen targets any player with maximum charmed or hardness counters, is affected with a parasite or is a host and douses them in her highly contagious viruses, speeding up any affect on the player;
  • Max Counter Players: Any player with max charmed or hardness counters are enslaved, being corrupted into a parasitic monster girl of Parasite Queens choosing, swapping teams and fighting for Parasite Queen.
  • Host Players: Any host player will instantly grow any parasite of Parasite Queen choosing as she forces them to attach it to others during this turn.
  • [*}Parasite Infected Players: Any player affected by a parasite are instantly enslaved, swapping teams and fighting for Parasite Queen. If the attached parasite would covert the player into a parasitic monster girl eventually, they are converted on that turn. Any other player become a host for Parasite Queen, gaining the "Parasitic Creation" passive.
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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:16 am

Personal Stylist

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


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


Monster Girl Collectible Card Profiles - Villainesses - Page 3 Person10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat710
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat710


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:

Fashion Tips. (Passive).
Personal Stylist sees the beautiful and sexy in everyone, changing and altering players she is in range of. At the start of Personal Stylist's turn she will alter the appearance of any player in range, dressing them and attaching aspects of a range of monster girls, inflicting Disable condition each time the player is affected by "Fashion Tips" and receiving a "Brand New Look" condition. Players with 4 or more "Brand New Look" conditions become enslaved, being converted into the monster girl they have been dressed up as, swapping teams and fighting for Personal Stylist. Each time a Player is affected by "Fashion Tips" they, and all other players gain +50 charmed and, if a Hero, hardness counters. Personal Stylist can dress players up as the following monster girls:

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

Cross-dressing Desire. 4-turn cooldown.
Personal Stylist targets one Hero in range with 1 or more "Brand New Look" conditions and maximum hardness counters and rushes their style and transformation, encouraging them to accept their new look and complimenting them as she finishes off their transformation. The affected Hero becomes enslaved, being converted into the monster girl they have been dressed up as, swapping teams and fighting for Personal Stylist. All other Heroes on the battlefield gain 2 "Brand New Look" condition and +60 hardness counter.

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

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

  • Personal Stylist takes out her foundation dust, opening it up and blowing the dust across the battlefield as it applies to everyone's faces. Affected targets gain 1 "Brand New Look" condition and are inflicted with Allured condition,
  • Personal Stylist takes out her lipstick and applies it to the nearest player causing them to gain +100 charmed and, if a Hero, hardness counter by and causing them to become Enticed, becoming unable to physically attack her and blocking all attacked directed at her.
  • Personal Stylist takes out her eyeliner and applies it to the nearest player, inflicting Blind, Silence, Darkness, Item-Lock, Immobilized and Diseased conditions.
  • Personal Stylist takes out her perfume bottle and sprays it over the nearest player, causing them to become hypnotized, becoming unable to willingly act or move unless commanded by Personal Stylist. Any player that is in range of the affected player inhales the smell and becomes hypnotized also.


Catwalk Ready. 8-turn cooldown.
Personal Stylist targets a Player who has been enslaved and converted by her and begins altering and changing their appearance, turning them into an even more powerful and sexy monster girl. Personal Stylist can alter their appearance into any 5-star or less monster girl, finishing the transformation at the start of her next turn causing the player to be converted into that monster girl instead. If Personal Stylist is able to transform the player, all other players on the battlefield gain +275 charmed and, if a Hero, hardness counters.


Victories:
Blaine. (Enslaved).
Chandra. (Converted into Cheerleader).
Sein. (Converted into Cheerleader).
Amelia. (Converted into Mysidian Dancer).
Lulu. (Converted into Jessica Rabbit).
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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:19 am

Poison Ivy

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

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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Esiflo10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat910
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat710
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat810
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610


Skills and Abilities:

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

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

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

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

Garden of Lust. Passive.
Poison Ivy will instantly enslave any target with 100% charmed or hardness counters, altering their skin to become pale green as flowers grow out their body causing them to swap teams and fight for Poison Ivy. Heroines enslaved by Poison Ivy will be completely engulfed by a flower that grows beneath them and begins altering and changing their body, during their next turn they will be released being converted into a 'Venus Weed' if the Heroine has 150 or less health or a 'Rafflesia Girl' if they have more then 150 health. All targets enslaved by Poison Ivy are immune to Poison condition.
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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:20 am

Pollensalta

One of three charmers from Gaia, Pollensalta is typically found lurking in caves near sources of lifestream. Pollensalta commonly charms Heroes straight away, causing them to fight themselves in battle whilst she picks off the stronger minded target. Pollensalta lips release unique pheromones that cause a wide range of effects at range, depending on what she needs, and deadly effects when applied directly to a adventurer through a kiss or mixed with her sisters own pheromones. Pollensalta cannot convert Heroines but instead uses a wide variety of magic along with her body to easily seduce and enslave people at will.

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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Ztaeot10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310

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:

Sisterhood. (Passive).
Pollensalta shares a strong connection with her sisters Jemnezmy 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). Pollensalta will counter-attack any target that inflicts physical damage to her with 'Fascination'.

Kiss the Princess. 2-turn cooldown.
Pollensalta targets a enemy and kisses them, turning them into a frog and places them between her breasts causing them to become unable to act. Targets affected by this ability gain +25% charmed counter per turn. Pollensalta will again kiss the target with 100% charmed counter turning them back into humans and enslaving them, causing them to swap teams and fight for Pollensalta.

Fascination. 1-turn cooldown.
Pollensalta 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 Pollensalta and will block all physical attacks directed at her.

Angel Whisper 5-turn cooldown.
Pollensalta sings in her angelic voice at her allies, continuing to sing her song until the start of her next turn as it echos across the battlefield. At the start of each of Pollensalta's allies next turns (including herself and anyone enslaved or converted) they will restore their health to full and remove all negative conditions. At the start of each Players next turns they will be inflicted with a random condition. If Pollensalta is defeated or inflicted with a condition or state that prevents her from acting, she will stop singing her song and end its effects.

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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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:22 am

Prehensile Hair Girl

With long luxurious irresistible hair Prehensile Hair Girls have an easy time luring and snaring prey, either feeding of them to grow their hair or converting them and using them as a weapon to trap more people. Prehensile Hair Girl quickly get very jealous and envious of other girls hair, wishing their own hair to be the most enticing in the world and as such only seek to enslave them and feed off their essence. Prehensile Hair Girl brainwash boys into believing they are a girl, making her hair to grow and adapt on them and feeding off them as they unknowingly lure other males in for her. Once caught in their hair escaping becomes very difficult, as its much more rewarding to accept the soft feel and stroke for her instead...

Known Methods: Seductive Body, Hypnotic Hair, Bimbofication, Imaginary Gender-swapping.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Prehen10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat810
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110

Elements and Resistances:

Fire: 2xWater: AbsorbEarth: 0.25xIce: 1xLightning: 0.25x
Poison: 0/25xLight: 1.5xDark: 1x
Blind: ----Zombie: ----Sleep: ImmuneSilence: ----Darkness: Immune
Poison: ImmuneDisable: ----Gravity: ImmunePetrify: ImmuneDiseased: Immune
Immobilised: ImmuneConfusion: ImmuneDoom: ImmuneAllured: ImmuneItem Lock: Immune

Skills and Abilities:

Bound to You. (Passive).
Prehensile Hair Girl's hair grows and becomes more alluring the more people get trapped inside it. Prehensile Hair Girl affects players in a 3 square range/radius of her, slowing and binding players caught in her hair. At the start of a players turn if they are in range of "Bound to You" Prehensile Hair Girl's hair will bind to them forcing them to gain 1 "All Wrapped Up" condition and become affected differently depending on how many stack of "All Wrapped Up" they have on them;

  • Players with 1 or more "All Wrapped Up" conditions become unable to move as hair binds their feet in place.
  • Players with 3 or more "All Wrapped Up" conditions become unable to act as hair binds their body, lifting them from the ground.
  • Players with 4 or more "All Wrapped Up" conditions become enslaved as hair wraps around their head, swapping teams and fighting for Prehensile Hair Girl.


Allies can remove 1 "All Wrapped Up" condition by casting any "Fire" spell on an player with the condition if they are no longer in range of this passive.

Hairjob. 1-turn cooldown.
Prehensile Hair Girl targets a Hero in a range equal to "Bound to You"'s range +1 and launches a long strand of hairs at them, wrapping around their hands and cock, preventing them from moving further away from her or acting. Prehensile Hair Girl forcefully takes control of their hands and makes them stroke their hair wrapped cock gaining +150 hardness counters at the start of their turn. If a Hero is at maximum hardness counters whilst affected by "Hairjob" they will cum into her hair, increasing the range of "Bound to You." by 1 square radius.

Allies can free the affected Hero by moving them out of range of this ability.

Compelling Feeling. 2-turn cooldown.
Prehensile Hair Girl targets a Heroine with 1 or more "All Wrapped Up" conditions and flays her hair into their face, causing them to become Enticed, becoming unable to target Prehensile Hair Girl for any attack or action that would harm her and blocking all physical attacks directed at her. Heroines affected by "Compelling Feeling" will run their hands through her hair and attempt to wrap themselves up in it as much as possible, gaining an additional "All Wrapped Up" condition at the end of their turn, gaining +75 charmed counters for each "All Wrapped Up" condition also.

Luscious Locks. 4-turn cooldown.
Prehensile Hair Girl cuts off a part of her hair, forming a beautiful wig and placing it on the head of a Hero in range. The wig bind to them and begins to grow as hair enters their head and wraps around their brains. The wig fully grows by the end of the affected Heroes 5th turn (minus 1 turn for each "All Wrapped Up" Condition on them), brainwashing them into believing they are a Prehensile Hair Girl, becoming converted into a Prehensile Hair "Girl" swapping teams and fighting for Prehensile Hair Girl.

Prehensile Hair "Girl" will continue to grow, wrapping around their cock and feeding off their own cum, growing the radius of their own "Bound to You" passive by 1 at the end of each of their turns.

Because I'm Worth It. 4-turn cooldown.
Prehensile Hair Girl targets a Hero or Heroine at maximum charmed or hardness counters, or is currently trapped in her hair with 2 or more "All Wrapped Up" conditions and completely cocoons them in her hair, removing them from the battle. Prehensile Hair Girl absorbs their energy, gaining maximum and current health equal to their Willpower.
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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:23 am

Puppet Mistress

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

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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Sil3tg10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410


Skills and Abilities:

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

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

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

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

Your Just a Puppet to Me. (Passive).
Any target that has received 4 applications of "Entwined" condition automatically become brainwashed, becoming unable to willingly act or move. Puppet Mistress attaches her puppet strings all over their body and controls them. Brainwashed targets apply 1 "Entwined" condition to anyone they physically attack. Brainwashed targets can be freed by being physically attacked 4 times, breaking all the strings, however physically attacking one of her puppets causes the attacker to receive 1 stack of "Entwined" condition.
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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:32 am

Queen Bee

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

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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Frs7sr10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat910
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat910
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat810
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat810
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat510


Skills and Abilities:

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

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

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

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

Building the Throne. (Passive).
At the start of the battle Queen Bee covers all the outer limits with a wall of honey, preventing people from escaping the battle. During each of her turns she adds a new layer of walls on the next inside squares, removing the squares she covers from the battlefield, preventing people from moving onto that square. Anyone Heroine or Villainess on a square that becomes covered in honey become enslaved, swapping teams and fighting for Queen Bee but become unable to move. Honey will spill into their mouths causing them to consume it and, over the next 2 turns, become converted into a Worker Bee. Heroes on a square that becomes covered in honey receive +100% hardness counter and become tranced, becoming unable to act. Queen Bee can fly to any Hero caught in her honey and absorb their cum, fully recovering her and removing all negative conditions.
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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:37 am

Rafflesia Girl

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

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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 U7gkdr10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat710
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat710
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat510


Skills and Abilities:

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

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

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

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

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


Posts : 662
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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:38 am

Sadist

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


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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Sadist10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat510
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat510
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat210
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 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:

Masochist. (Passive).
Sadist takes great pleasure in causing harm and suffering upon others. Sadist gains 50 charmed counters each time she applies "Pain is Pleasure" condition and each time she inflicts a negative condition on a player.

Laceration. 1-turn cooldown.
Sadist targets a player within 2 square range/ radius of her and strikes therm with her whip repeatedly inflicting 1 "Pain is Pleasure" condition and causing them to skip their next turn to recover from the pain. If Sadist targets a player previously struck by "Laceration" she also gains an additional +50 charmed counters.

Tormenting Nibble. 1-turn cooldown.
Sadist targets player in range pulls them in for a kiss, biting on their lips as they lean in to kiss her and then bites their neck hard then kicking them to the ground, inflicting 1 "Pain is Pleasure" condition and stealing a random positive condition from them. If Sadist successfully steals a positive condition from the target she will also inflict a random negative condition on them.

Choke Chain Collar. 2-turn cooldown.
Sadist latches a metal choke chain collars around a player in range and pulls tightly as she starts suffocating them inflicting 1 "Pain is Pleasure" condition and inflicting a random negative condition on them. Sadist's chain choking collars remain on players for the rest of the battle preventing them from moving away from from Sadist and, each time Sadist uses "Coke Chain Collar", have the effect trigger on them also.

Sharing the Quirk. 1-turn cooldown.
Sadist forces her desires and fetishes on others, targeting a nearby Player and wrapping them up with her whip as she pleasures them and bites them. Heroines affected by this ability become enslaved, being converted into a Sadist swapping teams and fighting for Sadist. Heroes affected by this ability become enslaved, swapping teams and fighting for Sadist. Sadist can only use this ability if she has 150 or more charmed counter, and loses -150 charmed counters once she uses this ability.
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Insomnia

Insomnia


Posts : 662
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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:39 am

Shadow in the Mirrors

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

Known Methods: Hypnotic Accessories, Magic, Trickery.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Iof6uq10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat810
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat210
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310


Skills and Abilities:

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

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

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

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

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


Posts : 662
Join date : 2017-06-09

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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:42 am

Singer

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


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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Singer10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat510
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat710
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 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:

Front-row Seats. (Passive).
At the start of the battle Singer selects an area of the battlefield (0.75 x 0.75 squares per each player in the battle) and designates it as the dance floor. Singer can only move and remain within the dance floor radius. Players in the dance floor receive additional effects when affected by any of Singers abilities. Players gain +20 charmed and, if a Hero, hardness counters at the start of their turn if they are inside the dance floor. Singer can embrace Heroes in range with maximum hardness counters and rub their penis causing them to cum and become enslaved, swapping teams and fighting for Singer.

Spotlight Dance. 3-turn cooldown.
Singer targets one Heroine on the field and places a spotlight on them, commanding them to dance for everyone. The affected Heroine becomes Tranced, becoming unable to move or act and will instead dance seductively during their turn, flirting at their allies causing all players to gain +20 charmed and, if a Hero, hardness counters.

Heroines already inside the dance floor become brainwashed instead and all players gain +35 charmed and, if a Hero, hardness counters as the Heroine dances.

Hardcore Raver. 3-turn cooldown.
Singer begins cheering and encouraging a Heroine on the battlefield to dance and rave for her, removing their cloths and throwing them fur rave boots, bras, gloves and skirts. Heroines will begin dressing up in the costume during their turns, preventing them from acting or moving for the next 3 turns. Once 3 turns have passed the Heroine becomes enslaved, being converted into a 'Raver' swapping teams and fighting for Singer. During 'Ravers' turns they will move to any Player not inside the dance floor and drag them their maximum distance into it and begin dancing and grinding on their body, causing them to gain +20 charmed and, if a Hero, hardness counters.

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

Move on Closer. 1-turn cooldown.
Singer begins chanting and encouraging all players to move into the dance floor, causing all players to move 2 squares towards the nearest dance floor square and become unable to move during their next turn. Affected players gain +20 charmed and, if a Hero, hardness counters and an additional +60 counters if they enter the dance floor.

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

Encore. 5-turn cooldown.
Singer begins singing her final encore song at players who begin cheering her on. Singer will continue to sing this song automatically during her turn causing all players gain +40 charmed and, if a Hero, hardness counters. Whilst Singer is singing her encore, she is immune to all damage. Singer will be interrupted from her encore song when she is inflicted with a negative condition.

Players inside the dance floor become enslaved if they reach maximum charmed or hardness counters when Singer uses Encore, swapping teams and fighting for Singer. Enslaved Heroines are converted into 'Ravers'. During 'Ravers' turns they will move to any Player not inside the dance floor and drag them their maximum distance into it and begin dancing and grinding on their body, causing them to gain +20 charmed and, if a Hero, hardness counter.
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Insomnia


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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:43 am

Siren

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

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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Yvixbm10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat910
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat210
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat710
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410


Skills and Abilities:

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

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

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

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

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


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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:45 am

Skunk Girl

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

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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Skunk_10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat810
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat510
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 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:

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

  • Players within a 3 square range of Skunk Girl are inflicted with Blind and Poison conditions and gain +20 charmed counters during their turn.
  • Players within a 2 square range of Skunk Girl are inflicted with Silence, Darkness and Item-Lock conditions and gain +40 charmed counters during their turn.
  • Players within a 1 square range of Skunk Girl become Enticed, becoming unable to target Skunk Girl or any player with "Repulsive Attraction" passive with any attack, action or ability and gain +60 charmed counters during their turn.


Deadly Spray. 3-turn cooldown.
Skunk Girl farts and sprays a fatal scent from her ass that affects all targets in a 3 square cone shape radius behind her, inflicting Petrify, Doom (2-turn), Zombie and Diseased condition on all targets in range and gaining +110 charmed counters.

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

Fluffy Pillow. 1-turn cooldown.
Skunk Girl targets a player in range and massages their whole body with her large furry tail inflicting Sleep Condition on them and gaining +40 charmed counters. Targets gain an additional +40 charmed counters for each of their turns they remain asleep.

Odour Precipitous. (Passive) / 4-turn cooldown.
Skunk Girls lingering scent completely overwhelms players with maximum charmed counters, causing them to collapse to their knees and becoming unable to move or act until their charmed counter is lowered to 0%. Players affected by this passive begin to catch their breath and recover, removing charm counters equal to 15% of their maximum Willpower during each of their turns.

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


Posts : 662
Join date : 2017-06-09

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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:47 am

Slime Girl

Slime Girls are quite a shy and passive monster girls, only attacking when they feel threatened or need feeding. Slime Girls can take the form of anything they come in contact with, being able to disguise themselves when they are out hunting, or hiding from enemies. Talented Slime Girls can also perfectly mimic people and other monster girls, allowing them to get close to unsuspecting Heroes they have chosen to feed on, Heroines they wish to spread their slime into and convert or simply taking the image of a powerful monster girl and scaring threats away. Slime Girls are naturally resilient monster girls, being immune to most forms of seduction, temptation and conversion.

Known Methods: Hypnotic Slime, Tentacles/ Wrapped Up.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Ws4ndd10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 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:

Smart Slime. (Passive).
Slime Girl can control and command every drop of slime that splits and leaves her body, allowing her to take multiple turns if slime has split from her body. Slime Girl will take an additional turn once before any target affected by the "Slimey Residue" condition. Slime Girls slime always seeks to rejoin together, any target affected by the "Slimey Residue" condition lose the ability to move, instead, during their they will move their maximum distance directly towards Slime Girl.

Just Like the Real Thing! 3-turn cooldown.
Slime Girl targets a nearby Hero and forces her slime into their mouth, applying "Slimey Residue" to them. Slime will then wrap around their brain and allow Slime Girl to read their minds. She then takes the form of a female they find most attractive and tricks them into having sex with her, receiving +100% hardness counter and losing the ability to act. During their next turn they will cum into Slime Girl, fully recovering her HP and removing all negative conditions and effects from her. Slime Girl will then leave her slime wrapped around their brain, placing them in a trance and allowing her to control the Hero during their turn, choosing what actions they take.

Swim in my Slime. 5-turn cooldown.
Slime Girl targets a nearby Heroine and wraps her entire slime body around them, applying "Slimey Residue" to them. Over the next 3 turns Slime Girls slime will dissolve their weapons, armor and clothes as the slime enters the body of the Heroine through every hole possible. On the 3rd turn the Heroine will become enslaved, being converted into a Slime Girl, swapping teams and fighting for Slime Girl. Slime Girl is unable to move during the 3 turns the Heroine is inside her.

Sticky Puddle. 5-turn cooldown.
Slime Girl turns into a massive puddle of slime, covering the entire battlefields floor with slime. All targets receive "Slimey Residue" and become unable to move or turn away until Slime Girl has reformed. During her next turn, Slime Girl can reform herself on any square of the battlefield.

Spreading the Goodness. 5-turn cooldown.
Slime Girl targets every Hero affected by "Slimey Residue" and forces the slime on their bodies to enter inside their bodies. Her slime will then wrap around all Heroes brains and down to their penis causing them to receive +100% hardness counter. Entranced Heroes affected fall into a trance and will, during their own turn, begin walking to a Heroine and have sex with them once in range, cumming inside them and forcing slime into them, applying "Slimey Residue" condition to them and causing them to fall into a trance, becoming unable to act and willingly skip their turn. Entranced Heroes will take skip their next 2 turns after and then select a new target.
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Insomnia


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Join date : 2017-06-09

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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:48 am

Snow

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

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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Qd2cdt10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310


Skills and Abilities:

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

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

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

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

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


Posts : 662
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Monster Girl Collectible Card Profiles - Villainesses - Page 3 Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 7:49 am

Spider Girl

Found in dark caves and forests, Spider Girls are rarely seen during the day, choosing to hunt during the night when visibility for their enemies are at their worst. Spider Girls look for both Heroes and Heroines to pray on, feeding on Heroes cum and converting Heroines into Spider Girls themselves and adding them to her nest. Spider Girls spin pure silk webs that grow stronger and stickier the more cum they have consumed, however most prey are unable to escape their webs once caught, quickly getting completely cocooned in silk and becoming defenseless to the Spider Girls venom.

Known Methods: Hypnotic Venom, Tentacles/ Wrapped Up.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 X6g5ad10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat710
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat710
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410

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:

Web of Corruption. (Passive).
At the start of the battle Spider Girl automatically spins up to 20 webs (depending on the battlefield size) in random spots across the battlefield (this can include on spots occupied by Heroes and Heroines). Spider Girl will spin a new web in a spot near to her once at the start of her turn. Heroes or Heroines caught in a web become immobilized and unable to turn around, use physical attacks, abilities, spells or items. Spider Girl can instantly move to a spot next to a Hero or Heroine caught in her web.

Sticky Lure. 3-turn cooldown.
Spider Girl shoots up to 5 strings of sticky silk web out of her pussy in random directions across the battlefield. If the silk web makes contact with a Hero or Heroine they become stuck to it and she can then pull them toward her everytime it is Spider Girl turn, for the next 3 turns. Pulled Heroes and Heroines will move their maximum distance directly towards her, including into spinned spider webs. Hero and Heroines affected with this skill are unable to move away from Spider Girl, but can still move towards her.

Silk Encapsulation. 1-turn cooldown.
Spider Girl targets any Hero or Heroine trapped in her web and begin spinning her hypnotic silk all around their body until they are completely wrapped up in a cocoon of silk. Encapsulated targets get stuck in a trance, removing themselves from the battle and receiving +100% charmed counter and, if a Hero, +100% hardness counter.

Empowering Nutrition. 2-turn cooldown.
Spider Girl targets a Hero who is Encapsulated with 100% hardness counter and move to their cocooned body, and returning them back into the battle. Spider Girl will remove the silk surrounding their penis and suck on it causing them to instantly cum and become enslaved. Enslaved Heroes will remain stuck in a trance and at 100% hardness counter, cumming every turn that passes regardless of were Spider Girl is. For each turn Spider Girl receives a Heroes cum, she will take another turn immediately after, spinning a new web next to the enslaved Hero.

Venomous Conversion. 5-turn cooldown.
Spider Girl target a Heroine currently Encapsulated or stuck in a a web and moves toward them. Spider Girl will then bite down on their necks, injecting her hypnotic venom into their bodies and then, if not already encapsulated, wrap them up in her silk web encapsulating them. Heroines affected by this ability get stuck in a trance, removing themselves from the battle whilst they are converted. In 2 turns they will hatch out their silky cocoons as Spider Girls and join the battle, fighting for Spider Girl.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 8:04 am

Succubus

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


Known Methods: Seductive Body, Hypnotic Kisses.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Succub10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat810
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat810
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 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:

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

Diminishing Inhalation. 2-turn cooldown.
Succubus perks her lips and begins inhaling, sucking the souls out of everyone on the battlefield. Succubus steals 10% of their maximum Willpower, a random positive condition (if any) and causing them to gain +20 charmed counters and inflicting 'Zombie' condition on them. If a target has maximum charmed counters and is affected by "Diminishing Inhalation" they are instead enslaved, swapping teams and fighting for Succubus.

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

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


Wafting Kiss. 2-turn cooldown.
Succubus brings her hands to her lips and perks them, blowing kisses at everyone on the battlefield. All target gain +20 charmed counters and receive 'Allured' condition. If any Hero or Heroine is in range of Succubus when she uses this ability she can also use "Captivating Kiss" or "Kiss for the Neophyte" on them, regardless of its current turn cooldown.

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

Insomnia


Posts : 662
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Monster Girl Collectible Card Profiles - Villainesses - Page 3 Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 8:06 am

The Connoisseur

Once a reknowned art collector, the Connoisseur decided that her beauty would be a waste kept to herself, inviting many to sketch her marvelous body. Seeing an opportunity, the Midara seduced her, and now she thinks of nothing more than creating a new generation of artists dedicated to spreading a twisted brand of beauty. Her studio lies littered with the paintings of her lovestruck admirers and strange lifelike statues, and she's always seeking more to add to the growing numbers.

Known Methods: Seductive Body, Hypnotic Accessories.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 The_co10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 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:

Field of Easels. (Passive).
At the start of the Connoisseur's turn she will create Easels and place them across the battlefield, up to the number of players on the battlefield plus herself. These Easels have 100 HP and can be attacked by any damaging ability, taking 2x damage from Fire and Water attacks.

Ecchi and Sketch. 3-turn cooldown.
The Connoisseur smothers a target Hero or Heroine in range with her breasts. As they lose their sense of rationality, they find themselves teleported them to the closest Easel, where they feel compelled to sit down and paint, gaining the "Artistic Muse" state and acting as a painter.

The Connoisseur instructs them to paint a Monstergirl of her choice, which comes to life through the magic of the Easel and is controlled by the painter to attack his former allies. Heroines paint a version of the monstergirl equivalent to as if they were converted while Heroes paint a generic version instead.

These illusions are weaker than the real thing, losing their passive abilities and only having a 50% chance of hitting their targets. In addition, Heroes/Heroines with their eyes closed are immune to the effects of Illusions. Illusions may not attack their artists - attacks that target multiple Heroes/Heroines will ignore their own painter.

Destroying the Easel frees the painter and destroys the Monstergirl illusion, but the painter will take damage as well (Elemental weakness is not doubled).

Serendipitous Encouragement. 2-turn cooldown.
Standing next to a painter, the Connoisseur Wraps her arms around their waist and rubs her breasts on their back. This encouraging arousal causes them to gain +75 Hardness and Charm Counters and paint with greater ferocity, causing their illusions to hit at a 80% rate instead for the next action.

If the increase would leave them at maximum Hardness/Charm Counters, the "Artistic Muse" state is upgraded to "Fervent Inspiration" - destroying their Easel will cause them to run to the closest one, returning the state back to "Artistic Muse"

Venus De Milo. 2-turn cooldown.
With a quick sleight of hand, the Connoisseur spins a Heroine around, stripping her of her clothes and tossing it up to 4 squares away. The naked Heroine is filled with the urge to model, posing erotically at the start of her turn before regaining enough senses to take her action, causing all Heroes/Heroines who are looking in her direction to gain +20 Hardness and Charm Counters.

On the 3rd turn without clothes, the Heroine will turn into stone in an sensual pose, becoming inflicted with Petrify and causing all Heroes/Heroines to gain +35 Hardness and Charm Counters. This effect can be stopped if the Heroine moves onto the square containing her clothes or another character spends an action to toss the clothes to her. A character must be standing on the clothes and can toss it in a straight line of up to 4 squares away.

Portrait of Desire. 12-turn cooldown.
With a giggle, the Connoisseur bumps a painter currently working on an Easel into the painting with a slight nudge of her breasts. His/her soul is trapped in the painting and basks in pleasure while the illusionary drawing becomes real, losing its disadvantages, effectively serving as conversion.
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Insomnia

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 8:08 am

The Gazer

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

Known Methods: Hypnotic Gaze, Tentacles/ Wrapped Up.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Rua3ss10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310



Skills and Abilities:

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

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


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

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

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

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

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


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PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 8:10 am

The Photographer

Once a university student close to graduation, The Photographer was looking for new types of equipment to help assist in her final project when she stumbled upon a old camera in the dark allies of her town. Little did she know the camera was an ancient enchanted weapon that captured the very souls of anyone caught in its flash. The Photographer went onto passing her course, accidentally stealing the souls of her tutors, classmates and friends. When The Photographer realized the power of her camera, she swore never to use it again, however a deep seated addiction made her break this promise, opening up a modelling studio and luring unsuspecting model students to it, stealing their souls and using them as sexual weapons to get what she desires.  

Known Methods: Hypnotic Accessories.

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Nwe4pa10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410
Temptation.
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat910
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat810
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410

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:

Picture Perfect. (Passive).
The Photographer owns the soul of anyone she has a picture of and can call on their abilities to aid her in battle. She may choose one passive effect of any monster girl she currently owns a picture of and apply it as her passive. She may change her chosen passive once every 4 turns. The Photographer begins the battle with up-to 20 pictures of random monster girls, heroines, heroes or accessories in her album.

Fetish Dealer. 1-turn cooldown.
The Photographer begins to whisper in the ear of her target, promising them pictures of anything they find most desirable and attractive. Targets will gain +5% charmed counter for every picture The Photographer currently owns and, if a Hero, +10% hardness counter. Any target with 100% charmed counter lose the ability to act, become immobilized and will be unable to turn away from The Photographer. Heroes with +100% hardness counter will cum and become enslaved swapping teams and fighting for The Photographer. The Photographer can choose to take a picture of them at any time, stealing their soul and trapping them in the picture or leave them on the battlefield fighting under her control.

Work It, Girl! 1-turn cooldown.
The Photographer shouts and cheers at a Heroine or Villainess to strike a pose and model for her. The target will then fall into a trance, drop their weapons and begin posing in different positions for The Photographer, removing their ability to act, becoming immobilized and be unable to turn away from The Photographer.. The Photographer may only have one target affected by this skill at any one time, if she uses this ability on a new target the old target will snap out of their trance and resume the battle as normal.

One for the Album. Passive.
The Photographer is immune to seduction and conversion by any monster girl she currently owns a picture of.

Smile for the Camera! 1-turn cooldown.
The Photographer targets someone affected by 'Work it, Girl!' and snaps a picture of them, releasing a big flash of light and stealing their souls. Targets affected by this skill are removed from the battlefield and become trapped in the picture. The Photographer can re-summon any target she has a picture of, bringing them back to the battlefield enslaved and under her control. Any targets facing her direction during the turn this ability is used become immobilized and are unable to turn away from The Photographer.
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Insomnia

Insomnia


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Monster Girl Collectible Card Profiles - Villainesses - Page 3 Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 8:12 am

Vampiress

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


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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Vampir10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat610
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat110
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat410
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat210


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:

Curse of the Night. (Passive).
Vampiress sucks the life out of all Players who have given into the darkness and begins corrupting them. At the start of Vampiresses turn she drains 10% maximum Willpower from all Players who have Darkness or Blind condition on them. Any player who has their Willpower lowered to 0 whilst Vampiress is present are converted into an Undead Minion, becoming enslaved, swapping teams and fighting for Vampiress.

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

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

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

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

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

Insomnia


Posts : 662
Join date : 2017-06-09

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Empty
PostSubject: Re: Monster Girl Collectible Card Profiles - Villainesses   Monster Girl Collectible Card Profiles - Villainesses - Page 3 EmptyThu Jan 05, 2023 8:16 am

Venus Weed

Venus Weed's are the most common type of monster girl for the plant range. With the ability to control anything plant related that's weaker willed then themselves nearby, they can turn battlefields based in jungles or forests into deadly traps for unprepared enemies. Venus Weeds are notoriously hard to kill or convert and actively try to spread there pollen to anyone they can.

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

Monster Girl Collectible Card Profiles - Villainesses - Page 3 Nzmynu10


Statistics:

Seduction
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310
Temptation
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat310
Resistance
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat1010
Range
Monster Girl Collectible Card Profiles - Villainesses - Page 3 Stat210
Intelligence
Monster Girl Collectible Card Profiles - Villainesses - Page 3 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:

One Good Pleasure for Another. (Passive).
At the start of the battle Venus Weeds selects a Hero and wraps them up in her vines, pulling them into her inner flower. The Hero receives +100% hardness counter and becomes Tranced, becoming unable to move or act as long as they remain trapped in Venus Weeds inner flower. Venus Weeds wraps a flower tentacle around their penis and continuously absorbs their cum. Venus Weeds steals all positive conditions from the Hero and will act during all turns the Hero would of taken.

Pollen Perfume. 1-turn cooldown.
Venus Weeds excretes a sweet pollen cloud that hits all players  inflicting Sleep and Poison conditions and receiving +10% charmed counter. Once this ability has been used once the party will be unable to escape the battle.

Vine Bind. 3-turn cooldown.
Venus Weeds targets one target and wraps them up in vines, removing there ability to act for the next 3 turns. If the affected target is a Hero Venus Weed can swap them with her current Hero affected by 'One Good Pleasure for Another' and the current Hero affected will return to the battle.

Roses are Red... 2-turn cooldown.
Venus Weeds targets an Heroine or Villainess in range and wraps a flowered tentacle around there face, removing there ability to act for their next turn. The flower forces there mouth open and pumps pollen, nectar and other fluids into there body during their next turn. After their next turn ends, the flower releases and the target will receive +100% charmed counter and become Tranced, becoming unable to move or act. The target face will also become visually different, with implemented red petals fragments in it and glazed over red eyes receiving 'Ready to Bloom' status effect.

Blooming Season. 9-turn cooldown.
Venus Weed targets all players in a 2 square radius of her and binds them with her vines, inflicting Immobilized condition on them and different additional effects depending on the player;

  • Flowered vines wrap around any Heroes penis with 100% hardness counter, causing them to cum into it. Venus Weed steals all positive conditions from them heals for 20% of each Heroes current health. During each affected Heroes next turn Venus Weed releases them, causing them to become KO'd and allowing Venus Weed to act during that turn instead.
  • Flower vines wrap around any Heroines or Villainesses face with 100% charmed counter or with the 'Ready to Bloom' status effect, causing them to become converted into a Venus Weed, rejoining the fight as a Villainess.
  • All other targets and gain +33% charmed counter and, if a Hero, +33% hardness counter. If any target affected by "Blooming Season" are still Immobilized by the end of their turn, they receive an additional +33% charmed counter and, if a Hero, +33% hardness counter.
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Monster Girl Collectible Card Profiles - Villainesses - Page 3 Empty
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Monster Girl Collectible Card Profiles - Villainesses
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