Mr. Murk
Real Name: Fabian Banks, First Appearance: Into the Green #98, April 1971
Approach: Ninja, Archetype: Domain
Upgrade: Calming Aura, Mastery: Malice
Status Dice: Based on environment minions, lieutenants, and/or challenges. 3+: d10. 1-2: d8. None: d6. Health: 50+5H [Upgraded 60+5H]
Qualities: Stealth d10, Imposing d10, Acrobatics d8, Close Combat d8, Thief of Joy d8
Powers: Fog d10, Flight d10, Awareness d8, Remote Viewing d8, Vitality d6
Abilities:
- Living Nightmare (I): Ignore damage from environment sources during the environment’s turn.
- Into the Mists [A]: Attack using Stealth and use your Max die. Defend against all Attacks against you with your Mid die until the start of your next turn.
- Foggy Fiend [A]: Attack multiple nearby targets using Acrobatics. Then, end up wherever you want in the scene.
- Sabotage [A]: Activate one of the environment’s twists in its current zone or one zone closer to red.
- Feast on Terror [A]: Roll any number of environment minion dice and Recover that much Health. Remove those minions.
- (U) Fearsome Fog (I): The heroes act as being in the Green zone for status die, access to abilities, and for the purposes of all abilities. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, you may use a reaction to Hinder them by rolling your single Fog die.
- (U) Master of Malice (I): When you take an action to demonstrate or indulge in cruelty, automatically succeed at an Overcome to inflict pain or fear.
Common Scene Elements:
- The Malefactors: A group of four lieutenants made up of:
- Princess Skorni (d12) [Venture History: The Classic Years pg. 101]
- Red Minotaur (d10) [Venture History: The Classic Years pg. 140]
- Gasser (d8). After Gasser takes a basic action, he and up to four allies may move anywhere in the current scene.
- Brainpower (d8). When Brainpower Hinders using her psychic shocks, she also Boosts an ally with the same result.
- Foggy Streets: A confusing environment filled with Hinders, challenges representing civilians getting in danger, and opportunistic looters and paranoid police.
In 1971, after several failed attempts to defeat the superheroes of Grovedale and Neulyon, the Malefactors found themselves in the middle of an internal struggle. The Malefactors had recently dwindled to four members after two of their former comrades had abandoned them, leaving the team made up of Princess Skorni and Mr. Murk, along with the hot rod villain Gasser, who had a near-mystical attunement with his souped-up battle car, and Brainpower, a psychic who could channel thought waves through electricity to drain them from her enemies and pass them to her allies.
Mr. Murk’s powers had been growing steadily as he practised and refined them, and he decided that he was tired of Princess Skorni’s failed leadership and blatantly direct plots. Challenging her for control of the Malefactors, he handily beat the alien princess, using his fog to confuse and disorient her before wrapping her in her own webbing. With Skorni agreeing to follow him, Mr. Murk hired perennial jobber the Red Minotaur to bring the team back up to five members and put together a plan to throw Grovedale into an endless night, bringing fear to the people and riches to the Malefactors!
The two-part Night Falls On Grovedale storyline saw the Malefactors spread through the city as Mr. Murk’s fog filled the streets, expanding far past his traditional capabilities. Able to sense anything happening anywhere within his fog, Mr. Murk moved through the city like a phantom, stealing people’s more prized possessions and spreading fear in his wake as his allies smashed up banks and stores and created dangers to distract the city’s heroes. In the end, of course, his plan failed; Greenheart was able to use her network of animal allies to track Mr. Murk down and knock him out, ending the dark fog. But before she could take him in, Gasser appeared out of nowhere, carrying the villain to safety.
The newly-empowered Mr. Murk would appear three more times in the early 1970s, each time with a grand plan to use darkness and fog to spread confusion and terror while his Malefactors went to work. Ultimately, however, writers decided that it was a little much. The benefit of the Malefactors as a team was that the group of them would go toe to toe with a couple of heroes, and the sheer scale of Mr. Murk’s new powers left him far too great a threat for that purpose. In his second appearance he was arrested, only to be broken out of jail by Red Minotaur in his third, and in a Dark Rivers appearance in 1974, writer Tony Geisman decided that Murk’s increased powers were the result of Fomorian influence and the rise of Atlantis, slowly transforming him into a corrupted monster. Veilwalker was able to purge the Fomorian taint from him, returning him to his original power level, and Princess Skorni quickly took advantage of the situation to re-assert control over her team.
While the few years in which Mr. Murk was a significant threat were mostly a footnote in Venture Comics history, they did lead to a shift in the power dynamic between Princess Skorni and Mr. Murk. In future appearances, Princess Skorni was more willing to listen to Mr. Murk’s tactical advice, making her team slightly more effective – but she was also less willing to rely on him or show vulnerability. She knew that he wouldn’t openly betray her, but that if she was too weak he might try to seize control again. For his part, Mr. Murk was done with leadership, but he deliberately used that impression to push Princess Skorni to act when she might otherwise have chosen to run. Sometimes this helped the Malefactors win minor battles, but other times it resulted in the team’s capture when they should have cut and run.
Behind the Scenes
You’ve got to have those occasional storylines where a minor villain gets upgraded to a truly dubious degree and becomes a primary threat, and Mr. Murk was too much fun not to use as the one here. (There may be one or two more in the future.) And one advantage of calling this volume Deep Cuts instead of D-Listers is that I can do it, have it be a short timeline, and just be part of his development.
It’s also a chance to write up a couple more lieutenants and stealth-deploy them. I think Gasser is probably not one of the common Malefactors; he shows up occasionally. Brainpower is a much more steady member. The Malefactors are a bit like the Sinister Six; they have a mostly-stable membership, but individuals shift in and out depending on what’s going on. Red Minotaur probably doesn’t stick around long past the end of Mr. Murk’s arc; usually, Skorni prefers to be the muscle herself.
As for this writeup - lieutenant-version Mr. Murk can create challenges, and his villain version upgrades to full-on environment control. His “Fog” power is a limited version of Weather, and I’ve done a bit of kitbashing to really amp up the fog he creates while giving him a grimmer, slightly more ridiculous outfit. I think he also goes back to the classic look later, although this one gets pulled out every once in a while.






