5718 in-depth character profiles from comics, games, movies

King Mob of the Invisibles (Vertigo Comics)

King Mob


Power Level:
Game system: DC Heroes Role-Playing Game

Context

The Invisibles was a major comic book series by Grant Morrison during the 1990s. It was *densely* packed with considerations about conspiracies, magical traditions, higher states of consciousness, genuine freedom and enlightenment, etc.. It is also infused with his personal visions about esoterism and the nature of reality.

King Mob, the core character, is a sort of self-insert character (“fiction suit”) and an example of Morrison’s approaching to exploring creating-fiction-as-performing-magic.


Background

  • Real Name: Nobody seems to know that.
  • Other Aliases: Mr. K, KM.
  • Marital Status: Single.
  • Known Relatives: None.
  • Group Affiliation: The Invisibles.
  • Base Of Operations: Mainly America.
  • Height: 6’0” Weight: 163 lbs.
  • Eyes: Brown Hair: Bald


Powers and Abilities

King Mob is a master of words and has a real knack for persuading people, either by speech or by violence. Everybody always seems to think he can handle anything and that he knows how to do everything.

This is, rather often, quite true, as King Mob is an expert occultist, driver, armed combatant, acrobat, demolition expert and accomplished thief. He is also a master of the unarmed martial arts of Silat. He has a strong presence which makes him the natural leader of most groups.


History

The Invisibles are an ancient and secret network of freedom fighters dedicated to the liberation and evolution of Humankind. Some work alone – paranoid agents on the fringes of sanity, stumbling in rags down city streets. Others aid the cause without ever knowing – rebellious schoolchildren and mutinous wives, workers driven to sabotage the lifeless mechanisms of production and consumption.

And others still, like King Mob and his team, gather in activist cells. They use direct action to strike back at the power structures of the Archon conspiracy.

Anarchists, witches, outcasts, occult terrorists, ordinary people on the front lines of the Final Battle to decide the fate of the Soul of Humanity, they oppose tyranny and ignorance. They refuse to be governed. They are humanity’s last hope in the face of the ultimate, never-ending nightmare. The choice is simple and final: timeless freedom or eternal control.

In his local cell, King Mob has long been the leader and the air of the group, and has recently switched to becoming earth. Joined by former comrade Jolly Roger, he continues to fight for freedom with the Invisibles.


Description

King Mob wears bizarre leather clothing and often shows a lot of skin. He has lots of piercing in the ears, nose, lips, and probably other body parts as well. He often wears red, round sunglasses and always carries a gun at the back of his belt.

King Mob’s built is slender with well developed muscle tone. He is also often seen wearing some rebellious symbol, like a Che Guevara T-shirt . He is an amazingly dexterous combatant and gives a very nasty, but charming impression.


Personality

King Mob is the ultimate conspiracy’s ultimate conspirator. He is a high-spirited anarchist while at peace with himself. He is an excellent and confident leader with straight-forward attitude and macho lifestyle. He’s also an excellent orator and is the type of guy to defeat an opponent with mere words.

He is a devoted Christian, but also believes in and prays to Ganesha, the elephant god, before any big venture.

King Mob practices yoga, meditation and psychedelic drugs and likes to cite literature. His attitude is extremely cocky, but also extremely charming whenever he wants to. When on a mission he kills remorselessly while giving immensely brutal comments and puns. This usually results on him going on ’kill overload‘, as he calls it, and feels a bit sick about it afterwards.

While at missions he also always sprays his name on various walls. Paradoxically, he also has a big heart which can cry deeply for the victims of injustice.


Quotes

“Nice and smooth.” (with a small smile)

“Chaos sneaks in every time.”

“Christ ! You shoot a few people and everybody thinks you’re James Bond !”


DC Universe History

The Invisibles is set in one of the Vertigo sub-universes of DC comics, and are likely to encounter the likes of John Constantine, the Swamp Thing, the Sandman and other Vertigo fame.


Sharing

The links to follow us and/or subscribe to our monthly newsletter are at the bottom of this page.



Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

King Mob

Dex: 07 Str: 04 Bod: 04 Motivation: Responsibility of Power
Int: 07 Wil: 06 Min: 06 Occupation: Invisibles Activist
Inf: 07 Aur: 08 Spi: 07 Resources {or Wealth}: 006
Init: 023 HP: 040

Powers:
Iron Will (White Flame Meditation technique): 06

Bonuses and Limitations:
Iron Will has a Catastrophic Power Burnout (-3) and is Fatiguing (-1).

Skills:
Acrobatics*: 07, Charisma: 08, Occultist: 09, Martial Arts*: 07, Military Science*: 07, Thief*: 07, Vehicles (Land)*: 07, Weaponry: 08

Advantages:
Attractive, Gift of Gab, Headquarters (several safehouses), Intensive Training, Leadership, Luck, Rich Friends, Scholar (Literature, Tantric Rituals), Schtick (Speed Shooting), Sharp Eye.

Connections:
The Invisibles (High), Jolly Roger (High).

Drawbacks:
MIA (Spraying his name on walls when on a mission), Secret Identity.

Equipment:

  • Combat mask [BODY 04, Systemic Antidote: 08 and other unrevealed powers, Limitation: Systemic Antidote only works against airborne agents (-1)].
  • 9mm Pistols (x2) [BODY 04, Projectile weapons: 04, Ammo: 15, R#2].
  • 9mm AP rounds [BODY 02, Projectile weapons: 04, Sharpness (Projectile weapons): 02, Ammo: 15, Limitation : Ammunition load for 9mm pistol].
  • Standard Plastic Explosives [BODY 01, Bomb: 08, Cling: 00, Ammo: 01, Note: A placed explosive uses the user’s APs of Demolition as AV, R#2].

King Mob’s Magic Rituals

King Mob has access to a great number of Tantric rituals (for which he may use his Scholar Advantage) including:

  • Commune with the dead
    Effect:
    Communication with a spirit for any sort of knowledge at 11 APs
    Casting time: 9 APs
    Nec. Components: Knowledge of a spirit with all the attributes of a God, entering psychedelic trance

  • Tarot Card Reading
    Effect:
    Precognition (Limited to one person) 20
    Casting Time: 8 APs
    Nec. Components: Tarot Cards Pack
    Bonus: OV/RV of ritual is only 4 APs.

  • Going with the Flow
    Effect:
    as described in the ’Magic Sourcebook‘

  • Space time Supersphere Projecting
    Effect:
    Time-travel: 30, Split: 01
    Casting Time: 9 APs
    Nec. Components: candles, human circle, posthypnotic trigger with traveling codes
    Bonuses: Only requires one roll for the entire group traveling, OV/RV of ritual is only 12 APs.
    Notes: Ritual is limited to sending the character’s Psyche only in time; Split is limited to creating an identical physical copy (no loss of stats) of the character in the new time-era which the Spirit may inhibit. The character’s physical body is thus left soul-less in the original time era.

  • Protection circles
    Effect:
    Magic Field: 12
    Casting Time: 9 APs
    Nec. Comps: crayons, candles

  • Remote Viewing
    Effect:
    Remote Sensing: 12
    Casting Time: 8 APs
    Nec. Comps: Knowledge about the location of a place or a person’s name who is to be studied.

By Dr. Peter S Piispanen.

Helper(s): Sébastien Andrivet.

Source of Character: The Invisibles (DC Vertigo).

Subscribe to our MINI-NEWSLETTER !

One bare-bones e-mail per month. Plain text. Short. To the point. Learn more.