Thus, they are expected to hurt or kill anyone and will always do the evil, since committing atrocities is what they like to do and they never will good deeds. If they acted differently, they'd lose their Evil ranking. Especially ironic if the reason they fell was because they wanted freedom from constraints on their actions. Whatever action they as a good guy wanted to do is considered "bad", so they have to do other bad things as well now. After a while, they usually forget about whatever goal it was that turned them Evil in the first place. So in a very odd way, they're very much fettered; since their actions are bound by the expectation of Evil.
There are, in general, three spheres of Card Carrying Villainy. A lot of villains combine one or more, though:
- Control - the Villain wants to rule; be it a gang, a city, a state, the country, the world, or a similar goal, and have everyone else below them obey their every whim. Sometimes goes so far as thinking of themselves as being of a superior race, a perfect being, or even a god, and therefore entitled to it.
- Corruption - the villain wants to turn other people evil just like them.
- Destruction and Evil - the Villain wants to destroy and kill for its own sake. Taken to the extreme, the first and second spheres may recognize that this includes them as well, so this often results in evil versus oblivion if the villain teams up with the heroes so they can take over the world at a later date.
In other words, any character who would or does openly describe himself/herself as a "villain"or "evil" belongs in this. Characters also qualify as Card Carrying Villain if they laugh or smile while doing something villainous.