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Agent Graves (100 Bullets) (DC Comics)

Agent Graves

Power Level:
Game system: DC Heroes Role-Playing Game
  • This writeup is only current to #41 of 100 Bullets, but includes huge S P O I L E R S.


  • Real Name: Unrevealed
  • Marital Status: Unrevealed
  • Known Relatives: None
  • Group Affiliation: Former head of the Minutemen
  • Base Of Operations: Mobile in the USA
  • Height: About 5’9” Weight: About 140 lbs
  • Eyes: Yellowish grey Hair: Gray-white, formerly blond

Powers and Abilities

Graves is a formidably intelligent man with a will of steel; nerves of iron and tremendous experience. He’s highly adept at flawlessly driving plans within plans within plans and conspiracies, even when they rely on such uncertain factors as human mores.

His influence is vast, and he pretty damn much can do anything he wants. The most powerful criminal conspiracy in the world’s history is afraid of him.

Grave’s physical and combat abilities are an unknown – the stats above are a reasonable estimate. One of the reason he does not need to fight is that he’s extremely intimidating – his cold stare looks dangerous beyond words.

One hundred bullets

Graves has his affectation, his game. If he learns about somebody caught in a great injustice (generally involving betrayal), he may approach this person personally, implying he’s from some sort of law-enforcement agency without ever stating anything solid.

He will startle the person by speaking about details of the person’s past, telling him what happened in his life and who was actually responsible – often to the shock of the person being approached. He will then offer one of his attache as per the quote above.

Not only are the guns and bullets thoroughly untraceable – any investigation connected to them will vanish as if by magic. When one person carrying such a gun was caught by hostile Chicago PD detectives, they were ordered to release the suspect – even though she was still on parole and carrying a piece, an obvious violation of parole. Both the guns and the bullets had to be restituted, and all traces of the arrest were erased by the following day.

Graves only explains the facts and leaves the person holding the attache case. He does not give any instructions or advice. Thus Graves can give any one man carte blanche with his untraceable bullets, putting that person above the law – but not above his own choices, conscience and values.


The Trust is a huge criminal conspiracy, which is several decades old. It is a council of America’s 13 most powerful crime families ; unlike the Maffia’s equivalent, the Commissione, it is not limited to Maffia circles, and is actually able to decide policy ; it’s a true over-syndicate and not a simple diplomatic problem-solving ground like the Commissione. The Trust is immensely rich and influential, quite possibly the equal of the United States government in most areas.

Given the extremely dangerous nature of underworld politics, the trust was designed with its own check and balances. There is an elaborate etiquette and electoral protocol to reach decisions, and the Trust had his own independent guardians – a small cadre of elite enforcers known as the Minutemen.

This small, formidably competent cadre is here to serve the families but also watch them and make sure none of them is moving against a fellow Trust family. Such an attempt at backstabbing would be ruthlessly terminated by the Minutemen, pretty much the best killers and operators in the business.

The man entrusted with heading the Minutemen was only known as Graves – and he has been a trust servant since at least the late 50s. His earliest known case was the Kennedy assassination in 63, as he armed Joe DiMaggio to be one of the shooters. Graves has indicated at least one of the three gunmen was not his, but did not clarify further to the retired DiMaggio.

At one point, the Minutemen carried off what was described as “the greatest crime ever” for the Trust. When the Trust asked them to do it again, Graves simply said no. The nature of the crime is unknown, and the exact reasons why Graves refused, knowing this would lead to his being fired and he and all Minutemen becoming marked men, are likewise unknown.

The Trust reportedly had the Minutemen eliminated – but Graves was still alive. One of the Minutemen, Lono, the wildest of the team, became a criminal for hire. At least three Minutemen were given hypnotic conditioning had forget everything about their past, starting a new life – although a key word could be used to break their induced amnesia : “Croatoa”. One, Shepherd, apparently became a Trust agent – although his loyalties are very murky.


Graves dress like a stereotypical FBI agent, end usually introduce himself as “agent Graves”. His manners and sheer presence mean he’s almost always assumed to be some sort of FBI/NSA/DIA/whatever agent.


Graves is devilishly smart, calm, confident and ruthless. He used to lead the best killers in the world, and is forever caught in an incredibly high-stakes game of power, betrayal, assassinations and manipulation – of which he’s a master. He’s very loyal toward his own Minutemen, but is a world class master at double crossing anybody else.

Various conversations have indicated that the game with the attaches is very important to Graves, and that he has been doing it since at least 1963. It is unclear what is Graves’ goal. In some cases; the gun allows the person to obtain justice, often at a terrible cost.

In some cases, the hapless victim is simply manipulated into becoming a tool advancing Graves’ plans toward the Trust – although the person *will* apparently be told the truth as to his own situation, if not the greater pictures and who are actually the people who ruined his life.

Graves has denounced at last one of the vigilantes to the police after the fact, yet has allowed one man who had learned quite a few things about the Trust to flee to Paris to start a new life. And, thinking about it, it’s quite likely he had very specific reasons to want that person in prison, since I feel he had future plans for him. Mmmm….

Graves is quite inscrutable, apart from his loyalty and affection for his men – even the sociopath Lono. He seems to have been a huge Marilyn Monroe fan (which may explain his actions in 1963), and seemed uncharacteristically forlorn in a case involving a small girl being raped by her father.


“Inside this attache case if the irrefutable evidence that what I’m telling is true. Also in this attache is a gun and one hundred rounds of ammunition. All untraceable. All yours. Do with it as you see fit. I’ve seen to it that no law enforcement agency can touch you. If you choose to use terminal force, all investigation will cease once the bullets are retrieved.”


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Agent Graves

Dex: 04 Str: 02 Bod: 03 Motivation: Unclear
Int: 08 Wil: 09 Min: 06 Occupation: Former head of the Minutemen
Inf: 08 Aur: 07 Spi: 06 Resources {or Wealth}: 010
Init: 018 HP: 035

Skills: Artist (Actor): 05, Charisma*: 08, Detective: 05, Vehicles (Land): 04, Weaponry (Firearms): 05

Advantages: Iron Nerves, Scholar (criminal organizations, black ops)

Connections: Underworld (High), Police (High), Government (High), the Minutemen (High), the Trust (Low), Big business (High)

Drawbacks: Age (old)

Equipment: Graves is always armed, carrying a handgun [BODY 04, Projectile weapons: 04, Ammo: 17, R#02]

By Sébastien Andrivet

Source of Character: 100 Bullets comic book (Vertigo)

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