How it works
This villain generator deals a brief in six parts: an archetype, what they want, their method, the weakness that will undo them, one visual hook and a lair. All six lists are printed below, with a note beside every entry.
Read the full guide
Start with what they want
A villain is easier to draw once you know what they are after. The motives run from ruling the sea lanes to getting the good parking space, and the small ones often draw better: a dark lord in borrowed armour who wants to be invited for once already has a posture.
Build the look from choices
Every visual hook is something the character chose: a collar that frames the head like a shield, a smile that arrives a second late. None is a scar, a disability or a body shape. Fill the figure in black to check it still says trouble, then let the lair answer the look. A spotless white suit in a cave with very good carpets tells one joke twice.
- Drawing the hero too? Lock an archetype from the rivals group and reroll the look until the pair contrast.
- Print 30 gives a rogues' gallery: thirty villains in one list.
- The timer starts at 5 minutes: enough for the silhouette and the hands. The lair is a second drawing.
Questions and answers
What is an anti-villain?
An anti-villain wants something you could agree with and goes about it in a way you cannot: see the motive group A good cause gone wrong. Pair one with a weakness rule, such as never breaks a promise, for an opponent to respect.
Why does every villain get a weakness?
A villain who cannot lose leaves the hero nothing to do. Each weakness is a flaw, a tie, a rule or a limit, such as keeps strict office hours. None is a disability or an illness, and no list treats faith or nationality as evil.
Does it invent a new villain every time?
No. As a random villain generator it picks one entry from each of six fixed lists. They allow more than 100 billion combinations, so repeats are rare. No entry is a named character, though some are stock types of the genre.