The History of Venture Comics!

The Randomizers:

Background 1, 5, 8 [Options: Blank Slate, Academic, Upper Class, Struggling, Tragic, Medical]

Power Source 4, 5, 6 [Options: Experimentation, Mystical, Nature, Radiation, Tech Upgrades, Supernatural]

Archetype 2, 7, 2 [Options: Shadow, Marksman, Armored, Elemental Manipulator, Psychic]

Personality 8, 7, 1 [Options: Lone Wolf, Stalwart, Fast Talking, Inquisitive, Jovial]

Half-Life

Real Name: Paul Alonso, First Appearance: Fallout #1, Nov 1970

Background: Struggling, Power Source: Radiation, Archetype: Elemental Manipulator

Personality: Inquisitive, Principles: Fugitive, Nuclear

Status Dice: Green d6, Yellow d8, Red d12. Health: 32 [Green 32-25, Yellow 24-12, Red 11-1]

Qualities: Persuasion d10, Ranged Combat d10, Criminal Underworld d8, Fitness d8, Alertness d6, Easily Overlooked d8

Powers: Nuclear d10, Strength d8, Density Control d6, Flight d6

Green Abilities:

  • Flare [A]: Attack multiple targets using Nuclear, applying your Min die to each. If you roll doubles, also attack an ally using your Mid die.
  • Focused Blast [A]: Attack up to two targets using Nuclear. Also take an amount of damage equal to your Mid die.
  • Contaminate [A]: Hinder using Nuclear. Attack using your Min die. If you are in the Red zone, you may apply the penalty to any number of nearby targets.
  • Principle of the Fugitive [A]: Overcome a problem by directing those pursuing you towards it and use your Max die. You and each of your allies gain a hero point.
  • Principle of Nuclear Power [A]: Overcome a challenge involving nuclear energies and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:

  • Surge of Strength [A]: Boost yourself using Nuclear. Then, either remove a penalty on yourself or Recover using your Min die.
  • Rein It In [R]: After rolling during your turn, you may take 1 irreducible damage to reroll your entire pool.
  • Unstable Molecules (I): Whenever you take Nuclear damage, you may also inflict that much damage on another target.

Red Abilities

  • Burn Bright (I): When you use an ability action, you may also perform any one basic action using your Mid die on the same roll.
  • Burn Out [A]: Attack using Nuclear and at least one bonus. Use your Max+Mid+Min dice. Destroy all of your bonuses, adding each of them to this Attack first, even if they are exclusive.

Out

Choose an ally. Until your next turn, that ally may reroll one of their dice by using a Reaction.

The first hero of the Bronze Age was a sign of things to come; someone less focused on high-end heroics, a little bit grittier and much less connected. Paul Alonso was a young man working out of Santa Juanita who lost his job when the island was rocked by unknown forces that damaged its infrastructure and industry. Falling in with the only people offering a steady paycheque, he ended up working a menial job at a mob-associated facility that was, unknown to him, working on developing new forms of nuclear weapons in a town where no one was watching. Paul happened to be in the lab one night when alarms blared, and he raced to help to discover a meltdown in progress. Working feverish to buy time for the rest of the staff to escape, he was at ground zero of a nuclear blast that should have killed him (and everyone else nearby.) Instead, the full power of the atomic explosion, running through experimental hypertech, entered his body, transforming him into a living nuclear reactor.

Paul woke to discover that he had been blamed for the blast, and was now a wanted fugitive. Going on the run, he sought to find out what had happened, who had been responsible for the lab, and what to do next, while various heroes and villains came after him! His powers were unstable, and he worked hard to rein in the damage from the battles that followed him everywhere he went, but it was not uncommon for him to be blamed for the damage.

Fallout was the first Bronze Age comic, and it immediately created a shift in Venture Comics by presenting a hero at odds with the government and military, and who was probably right to be on the run. Large-scale government conspiracies weren’t allowed, but the Code was under revision and by early in Half-Life’s run, individual corrupt government and military officials were permitted. He also came into conflict with Covert Tactics, an encounter which would lead to larger changes in their own book in the future.

Behind the Scenes

Instead of going with the “burn yourself, turn it into healing” archetype, Half-Life runs much more into the “burn yourself, hurt other people with the burn, get to Red as soon as possible and then become utterly nonsense until a stray shot takes you out” archetype. In Green, he has a couple self-destructive powers and one that’s only okay. In Yellow, he starts being able to turn his self-damaging Green into a massively powerful hit, or Boost and heal if he starts to take too much damage. Once he hits Red, he can alternate between using a large-scale Hinder/Attack that also Boosts as a secondary effect, and then using that Boost for an immensely powerful nuclear blast.

We also have another new Principle, one that I’m a bit surprised not to already have. Here’s the writeup, heavily inspired by all those TV shows in which the people chasing the hero end up showing up just in time to deal with the problem the hero has discovered:

Principle of the Fugitive

During Roleplaying: You are a wanted individual, and your pursuers are always a few steps behind you.

Minor Twist: How did you reveal your location?

Major Twist: Who has shown up to take you in?

Principle of the Fugitive [A]: Overcome a problem by directing those pursuing you towards it and use your Max die. You and each of your allies gain a hero point.

2 Likes

Lot of early Hulk vibes here, albeit eight years late and with less of the anti-Soviet stuff.

Feels like he needs at least one mysterious one-armed man type in his rogues’ gallery. Maybe even several, just to confuse things and hammer the “Fugitive” point home. The show only ended in 1967 and would still have been in syndication, so even a period audience would get the ref, even if they can’t read the character sheet. :slight_smile:

Using d10 Nuclear for every ability that has a keyed p/q certainly makes Struggling’s awful power dice array less painful, and it’s something you see with a fair few Elemental Manipulators by their very nature anyway. Not going to have an easy time with the rare Focused villain who’s immune or even inverting Nuclear, though.

1 Like

Yeah, even with the improved die array that I gave to Struggling, there’s a trade-off between good dice and lots of dice going on. Lucking into a d10/d8/d8 archetype helped offset it a lot, but he’s a bit of a one-trick pony. Which is probably fine, but it’ll make for some serious problems from time to time.

Going to update with the next hero this afternoon, but first! A timeline of the Silver Age that I meant to put up Sunday and forgot.

This thing is very big, so I’m just putting it up as a PDF instead of subjecting you to that many lines. Enjoy!

Silver Age Timeline.pdf (81.0 KB)

1 Like

The Randomizers:
Background 6, 5, 3 [Options: Performer, Academic, Upper Class, Struggling, Tragic, Dynasty]
Power Source 2, 2, 2 [Options: Training, Experimentation, Artificial Being]
Archetype 2, 4, 6 [Options: Shadow, Marksman, Close Quarters Combatant, Flyer, Robot/Cyborg]
Personality 4, 8, 9 [Options: Mischievous, Fast Talking, Inquisitive, Nurturing, Analytical, Naive]

Dawn Rider

Real Name: Ophelia Nelson, First Appearance: Candle in the Dark #1, March 1972
Background: Dynasty, Power Source: Training, Archetype: Marksman
Personality: Naive, Principles: Compassion, Family

Status Dice: Green d6, Yellow d6, Red d12. Health: 32 [Green 32-25, Yellow 24-12, Red 11-1]
Qualities: Banter d10, Ranged Combat d10, History d8, Magical Lore d8, Investigation d8, Raised in the Circus d8
Powers: Soul Knives d12, Presence d8, Agility d6, Awareness d6

Green Abilities:

  • Knife Thrower [A]: Attack using Soul Knives. Ignore all penalties on this Attack, ignore any Defend actions, and it cannot be affected by Reactions.
  • Offer Advice [A]: Boost using Banter to create one bonus using your Max die and another using your Mid die.
  • Principle of Compassion [A]: Overcome to connect with an individual on a personal level and use your Max die. You and each of your allies gain a hero point.
  • Principle of Family [A]: Overcome in a situation where you have been given advice by your circus family and use your Max die. You and your allies gain a Hero Point.

Yellow Abilities:

  • Perfectly Balanced [A]: Boost yourself using Soul Knives. That bonus is persistent and exclusive. Then, Attack using your Min die. You may use the bonus you just created on that Attack.
  • Sympathize [A]: Attack or Overcome using Banter on an environmental target, using your Max+Min dice. If you roll doubles, take a minor twist.
  • Trick Shot [A]: Attack using Ranged Combat. Use your Max die. If you roll doubles, use Max+Min instead.
  • Backflip [R]: When you are attacked by a nearby enemy, the attacker also takes an equal amount of damage.

Red Abilities

  • Heroic Shield [R]: When an opponent Attacks, you may become the target of that Attack and Defend by rolling your single Red zone die.
  • Pinning Shots [A]: Whenever you Attack a target with an action, you may also Hinder that target with your Min die.
  • Magical Apprentice [A]: Overcome using Magical Lore. Use your Max+Min dice.

Out

  • Hinder an opponent by rolling your single Soul Knives die.

While Half-Life was creating disruptions in the super-science side of the Venture Comics world, the editors were still looking at shaking things up when it came to the setting’s magical forces. In preparation for an upcoming Veilwalker and Skybreaker crossover event, a five-issue limited series was launched in 1972 called “Candle in the Dark”.

Introduced in the first issue, Ophelia Nelson was an eighteen-year-old who had grown up in the life of the Galleria Brothers Traveling Circus. She had never known her father, her mother had vanished when she was a small child, and Ophelia had been raised by the circus folk, training as a champion knife-thrower and learning all the circus tricks. When she turned eighteen, however, the circus was attacked by demonic forces, and Ophelia learned that her mother had been the Night Rider! Taking up a collection of magical knives left for her, Ophelia helped to save her family and then began to track down the man who had sent those forces after them, a mad scientist who had stolen several mystical relics her mother had left in the care of the circus master…

Ophelia was a hopeful and popular character, one who gave her enemies the benefit of the doubt whether they were human or supernatural, but wasn’t afraid to do whatever it took to stop them. Her collection of soul knives each had a unique ability; one could cut through spirits while leaving physical matter untouched, another burned like silver when it touched evil beings, one was supernaturally sharp, another glowed with a pale white light that banished illusions, and one would only harm those with hatred in their hearts. Whatever was needed and not too over the top was available for the Dawn Rider to throw.

Behind the Scenes

There’s going to be a lot more to this story tomorrow, but Ophelia’s story is about to tie into another hero’s and I need them both to discuss it, so this one’s short.

For now, we have another legacy hero - this one, the daughter of the original circus monster hunter. I like how Dawn Rider’s abilities suggest her big difference - she has a few abilities based around talking and reaching out, but also she will stab you.

2 Likes

Hey I just realized-
Over in the Stuntman x Nightsnake writers’ room we were wondering what meta-verse Chris Hemsworth was famous for if there was no MCU Thor movie.
VCU Skybreaker! Cu Chulainn with a spear instead of Thor Odinson with a hammer.

4 Likes

Yeah, that could work.

The Randomizers:

Background 4, 7, 9 [Options: Military, Law Enforcement, Tragic, Dynasty, Medical, Created]

Power Source 4, 7, 1 [Options: Accident, Experimentation, Mystical, Relic, Powered Suit, Supernatural]

Archetype 6, 8, 6*[Options: Close Quarters, Flyer, Psychic, Minion-Maker, Form-Changer]*

Personality 5, 7, 7 [Options: Sarcastic, Stalwart, Stoic, Decisive, Naive]

Prometheus

Real Name: Frank Galleria, First Appearance: Candle in the Dark #2, April 1972

Background: Created, Power Source: Supernatural, Archetype: Form-Changer

Personality: Decisive, Principles: Split, Undead

Status Dice: Green d8, Yellow d8, Red d10. Health: 32 [Green 32-25, Yellow 24-12, Red 11-1]
Qualities: Close Combat d12, Fitness d10, Alertness d6, Magical Lore d6, Fragmented Minds d8

Powers: Strength d10, Intuition d10, Shapeshifting d10, Fire d8, Part Detachment d6

Green Abilities:

  • Shift Form [A]: Take a basic action using Shapeshifting, then switch to any available form.
  • Eternal Flesh [A]: Attack using Shapeshifting and Recover Health equal to your Min die. Return to your base form.
  • Principle of the Split [A]: Overcome a situation that benefits from having a completely new outlook and use your Max die. You and each of your allies gain a hero point.
  • Principle of the Undead [A]: Overcome a situation where your undead nature comes in handy and use your Max die. You and each of your allies gain a hero point.

Green Forms:

Human Facsimile: Intuition d10, Shapeshifting d10, Vitality d10, Fire d8, Strength d6

  • Tough (I): Reduce any physical or energy damage you take by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.

Towering Monster: Strength d10, Intuition d10, Shapeshifting d10, Fire d8, Vitality d6

  • Smash [A]: Attack using Strength. Use your Max die.

Yellow Abilities:

  • Bulk Up [A]: Boost yourself using Strength. Use your Max die. That bonus is persistent and exclusive.
  • The Gift of Fire [A]: Boost an ally using Fire. You and nearby heroes in the Yellow or Red zones Recover Health equal to your Min die.

Yellow Form:

The Swarm: Intuition d10, Shapeshifting d10, Part Detachment d10, Fire d8, Speed d6

  • Swarm Over [A]: Attack multiple targets using Part Detachment.

Red Abilities

  • Emergency Change [R]: When hit with an Attack, change to any form before resolving the Attack. Take a minor twist.
  • Paragon Feat [A]: Overcome using Strength in a situation that requires you to be more than humanly capable. Use your Max+Min dice. Boost all nearby allies with your Mid die.
  • Immortal Flesh [A]: Hinder yourself using Shapeshifting. Use your Min die. Recover Health equal to your Max+Mid dice.

Out

  • Boost an ally by rolling your single Intuition die.

When Dawn Rider went after the man who had attacked her circus, he unleashed his greatest creation against her. Powered by a spark of eternally-burning flame and built out of the (implied) bodies of various people he had dug up, Dr. Desmos unveiled his Modern Prometheus - a divine fire that would rain hell down upon the world that had spurned him!

To Dr. Desmos’s surprise, however, Dawn Rider tried to talk to Prometheus as they fought, asking him what he wanted and why he was angry. Over the course of their battle, Prometheus’s attacks slowed, and then stopped. When Feasmos angrily attempted to force his ultimate creation to fight, Prometheus turned on him, helping Dawn Rider stop his plot to unleash a monstrous horde on the city. In the final pages of Issue #2, Prometheus and Desmos plunged towards their deaths in the fire below, only for Dawn Rider to swoop in at the last second, snatching Prometheus from death. She offered to stay with the confused young man and help him find a place in the world, catching many readers (who were used to the “creation turns on creator, dies” arc) off-guard.

Adopted by Ricardo and Elena Galleria, the owners of Ophelia’s circus, Prometheus took the name ‘Frank’ after someone called him a young Frankenstein monster, and settled in to become a circus strongman. Over the next few issues of Candle in the Dark, he helped Dawn Rider search for information about her mother, tracking down monsters and mysteries, and learning how to reshape his flame-empowered flesh. In addition to his impressive abilities, Frank soon found that he was an amalgam of the minds of the people who he had been born from, and could draw on their abilities and perspectives when they were awake enough.

Although Dawn Rider and Prometheus did not solve the mystery of the Night Rider’s disappearance in their limited series, they settled into a close friendship, and the mystical clues that they discovered would soon bring them into the pages of the crossover between Veilwalker and Skybreaker, Dark Depths

Behind the Scenes So yes, when I started to get Dawn Rider together I was already planning who her partner would be, and the answer had to be “monster that she reached out to”. In 1971, vampires, ghouls and werewolves are allowed if treated in the “classic tradition”, so an undead hero is okay, but only if he is a Frankestein. So what the hell, he’s a Frankenstein.

This particular Frankenstein has the ability to transform his body, pretending to be a living human or turning into a swarm of flesh parts that are not going to be depicted very gruesomely in this time period. He can also be slightly suggestive. So sexy Frankenstein. We need more sexy Frankensteins out there.

3 Likes

“Hey, hey! Don’t you chat up my monster, young lady!”

Looks like he’s got 32 Health, so that should be:

Health: 32 [Green 32-25, Yellow 24-12, Red 11-1]

So he’s the Newer Prometheus, then? :slight_smile:

A Frankenstein with fire powers and a heart of flame is going to make the mob wonder why they bothered bringing all those torches, which at least ought to spare a perfectly good windmill - or if you prefer a more literary version, he should be just fine in the Arctic, too. This one’s self-heating!

1 Like

Hah, yes. This Frankenstein is not going to be saying “Fire Bad” any time soon. :wink:

3 Likes

The Randomizers:
Background 3, 2, 6 [Options: Criminal, Performer, Academic, Upper Class, Struggling, Tragic]
Power Source 2, 6, 2 [Options: Training, Experimentation, Nature, Powered Suit, Artificial Being]
Archetype 5, 2, 6 [Options: Shadow, Blaster, Close Quarters, Armored, Flyer, Sorcerer]
Personality 8, 2, 3 [Options: Natural Leader, Impulsive, Sarcastic, Fast Talking, Alluring, Stoic]

Fly Boy

Real Name: Tyrone Mack, First Appearance: Fly Boy #1, October 1973
Background: Struggling, Power Source: Powered Suit, Archetype: Flyer
Personality: Alluring, Principles: Business, Equality

Status Dice: Green d6, Yellow d8, Red d10. Health: 30 [Green 30-23, Yellow 22-12, Red 11-1]
Qualities: Banter d10, Investigation d8, Technology d8, Criminal Underworld d6, Ranged Combat d6, Community Leader d8
Powers: Power Suit d10, Flight d10, Presence d8, Inventions d6, Awareness d6

Green Abilities:

  • Sturdy (I): Reduce physical damage you take by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.
  • Boogie Down [R]: When you are Attacked while Flying, you may Defend yourself by rolling your single Flight die.
  • Dig It [A]: Attack using Banter. Defend against all Attacks against you using your Min die until your next turn.
  • Principle of Business [A]: Overcome in a situation related to your junkyard or your community and use your Max die. You and each of your allies gain a hero point.
  • Principle of Equality [A]: Overcome to protect the rights of the underprivileged and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:

  • To The Max [A]: Boost yourself using Power Suit. Use your Min+Mid dice. That bonus is persistent and exclusive.
  • Flying Kick [A]: Attack up to three different targets using Flight. Apply your Max die to one, your Mid die to another, and your Min die to the third. If you roll doubles, take a minor twist or take irreducible damage equal to that die.
  • Ground Slam [A]: Hinder multiple targets using Power Suit. Apply your Min die to each of them.

Red Abilities

  • Flying Tackle [A]: Attack using Flight. Use your Max die. Then, Hinder that target using your Mid+Min dice.
  • Hard Hitter [A]: Attack multiple nearby targets using Power Suit. Use your Max+Mid dice. Take irreducible damage equal to your Min die.

Out

  • Boost an ally by rolling your single Power Suit die.

In 1973, Venture Comics decided to get involved in the Blaxploitation craze. Black Fist: Grandmaster of the Streets was in the middle of a popular run at Sentinel Comics, and the editors decided to go a slightly different route; instead of blending blaxploitation and martial arts, they blended it with the hypertech heroes they were fond of.

Tyrone Mack was a young Vietnam veteran who owned a small junkyard in the slums of Ferristown. Respected by the community, he was a hard-worker and a harder flirt who took his responsibilities seriously. But criminal elements were moving into the area, bringing drugs and violence with them, backed by a mysterious force that seemed to be slowly taking over the city. So Tyrone decided to fight back. Using a bunch of scrap in his yard, including some things that probably shouldn’t have been there, he built himself a suit of powered flight armor and took to the skies, delivering smooth justice to the crooks and creeps moving in on his neighbourhood. He didn’t have the resources to just have whatever weapons and gadgets he needed, and more than a few Fly Boy issues opened with him scrounging parts for his suit from his yard, or even claiming supertech gear built by the supervillains he fought and integrating them into his own arsenal.

Fly Boy wasn’t a top-seller, but it was stable and moderately popular, and the writers of Venture Comic quickly took the opportunity to link it to other heroes operating in the area through the creation of the criminal organization that wanted Fly Boy dead, linking him to Flatfoot and Half-Life and starting the process of building a firmer network of supertech crime stories that would radiate out from Ferristown in the coming years…

Behind the Scenes

It’s the right time for it, and if a blaxploitation hero doesn’t appear here they probably won’t for a while. I had originally planned on a punchier hero, but the idea of a homemade junkyard robot suit going toe to toe with sleek criminal operations was just too tempting to pass up.

Mechanically, Fly Boy is designed to sweep through gangs of thugs, using his inherent defense and his Attack-Defend combos to withstand blows, then switching over to multiple hits to take down groups and using his Reaction to shrug off the leftovers. He doesn’t have much in the way of team support options; it’s not what he’s used to doing.

3 Likes

Reminds me of a low-budget Hardware from Milestone, but of course they don’t exist in this metaverse and wouldn’t be around for 20 years yet if they did.

Out of curiosity, what are you planning to use for a quality in close combat pools, Technology for his skill with his gear? Community Leader doesn’t seem quite right on the surface of it, unless maybe it includes his GI training.

1 Like

Honestly, a lot of the time he’s probably using Banter + Power Suit or Flight, throwing out catchphrases that draw attention and throw people off-guard as he deploys the suit to batter them. If he doesn’t have good banter to deploy, though, Technology will generally do the trick.

1 Like

Sounds good. Bet he hears “You think you’re funny?!?” almost as often as Peter Parker does. :slight_smile:

1 Like

Assuming he makes it to the Iron Age, I bet that’s going to be true! In the 70s, he’s still working on Blaxploitation rules, and his quips are each big badass splash panels of him taking some humorless goon working for The Man down.

2 Likes

I love him already :smiley:

3 Likes

The Randomizers:
Background 8, 4, 7 [Options: Military, Law Enforcement, Struggling, Dynasty, Adventurer, Retired]
Power Source 6, 3, 6 [Options: Genetic, Nature, Radiation, Artificial Being, Cosmos]
Archetype 1, 2, 5 [Options: Speedster, Shadow, Powerhouse, Blaster, Close Quarters, Armored]
Personality 8, 9, 9 [Options: Fast Talking, Inquisitive, Naive, Apathetic, Jaded]

Winter Wolf

Real Name: Bill Harrison, First Appearance: Cryptic Trails Vol. 3 #1, June 1974

Background: Law Enforcement, Power Source: Nature, Archetype: Blaster
Personality: Jaded, Principles: Detachment, Flora
Status Dice: Green d10, Yellow d8, Red d8. Health: 30 [Green 30-23, Yellow 22-12, Red 11-1]

Qualities: Investigation d10, Ranged Combat d10, Self-Discipline d8, Alertness d8, Wilderness Expert d8
Powers: Cold d10, Weather d10, Speed d8, Animal Control d6

Green Abilities:

  • Chill [A]: Hinder using Cold. Use your Max die. You may split that penalty across multiple nearby targets.
  • Quickdraw [A]: Attack using Cold. Ignore all penalties on this Attack, ignore any Defend actions, and it cannot be affected by Reactions.
  • Winter’s Touch [A]: Attack using Weather. Hinder using your Min die.
  • Principle of Detachment [A]: Overcome a challenge related to duress or fear and use your Max die. You and each of your allies gain a hero point.
  • Principle of Flora [A]: Overcome with the aid of local flora and use your Max die. You
  • and each of your allies gain a hero point.

Yellow Abilities:

  • Snowman (I): If you would take damage from Cold, instead reduce that damage to 0 and Recover that amount of Health.
  • Lead the Way [A]: Attack using Speed. Use your Max die. If you choose another hero to go next, Boost that hero using your Mid die.
  • Showdown [A]: Attack using Cold. Use your Max+Min dice. Then gain a Boost using your Mid die. The target of the Attack gains a bonus of the same size.
  • Whistle Up A Horse [A]: Gain a d8 minion. It takes its turn before yours, but goes away at the end of the scene. You may only have one such minion at a time.

Red Abilities

  • Gun Down [A]: Attack up to three targets, one of which must be you, using Cold. Assign your Min, Mid, and Max dice as you choose among those targets.
  • Defender of the Land [R]: When an opponent Attacks, you may become the target of that Attack and Defend by rolling your single Speed die.

Out

  • Remove a bonus or penalty of your choice.

In 1974, Venture decided to take another swing at writing a Western comic with the second reboot of Cryptic Trails. This time, they went a weirder route, with much more success, at least for the duration of the Bronze Age. Set in 1872 on the northern edge of the newly-established Yellowstone National Park, Cryptic Trails took its title more literally than previous iterations, focusing on the inhabitants of Lostwood, Montana - all of whom were various sorts of monsters and cryptids, some of them locals and others pushed west by the relentless march of American expansion. The small town was nestled in the trees, protected from discovery by simple spells and charms, and protected by the town’s sheriff, Bill Harrison. A Sasquatch who had lived in the woods for years, Harrison took the town under his wing, acting as their protector, guide, and friend using his mystical mastery of winter and his quick reflexes.

Cryptic Trails was initially pitched as an eight-issue miniseries, but its success was enough for it to be promoted to a main title in 1975. Winter Wolf would go on to protect his town from witch hunters, cattle rustlers, robber barons and gunslingers looking to make a name for themselves by bagging monsters. While the title was very much a period piece, occasional references to the magical world of Venture Comics ensured that it was canonized as part of the broader superhero setting, including a crossover with the Dusk Rider, an early ancestor of Venture’s popular circus heroes, who came to town hunting Winter Wolf only to change his mind and promise to keep the town’s location a secret.

Behind the Scenes

Full disclosure: I designed a pretty interesting fae character to act as a Reverie sidekick, then remembered that Law Enforcement / Artificial Being was, in fact, Flatfoot’s combination and under my rules I could only use it to reboot him, so I went back to the drawing board and switched over to the Weird West! Weird West is a really neat period in comics, and I was hoping to get a chance to have one, so Law Enforcement / Blaster turned out to be a blessing. This character probably gets revised or lost in the 80s, then pops up from time to time Jonah Hex-style.

Instead of using a gun, this particular sheriff just points at you and fires off a blast of cold that has the same effect, presumably with the imagery of finger-guns or something similar. The Principle of Flora represents the Sasquatch’s traditional Indigenous role as a defender of the forests, and Detachment is there to make him more of a sheriff.

Meanwhile - five villains next week! I’ve decided to alternate heroes and villains week by week starting in the Bronze Age, giving me a bit more historical consistency as I put people into timelines.

3 Likes

Lostwood itself seems like a pretty great idea, and it could easily wind up being a timeless legend that quietly exists even in modern day comics. Gives writers someplace to pull supernaturals from when needed and send them to when they’re not, a Weird West never really goes out of style either, so that’s a help.

The sheriff’s office, weather powers, name and general furriness gives me a bit of a Bigby Wolf from Fables vibe. I imagine the Lostwood townsfolk would include a lot of First Peoples mythical types, maybe awkwardly sharing the place with settler folk tales icons (or their relatives, anyway - Paul Bunyan’s kid?) and cryptofauna, along with the odd European entity that originally came over with colonist households and decided to stay.

I see what you’re doing. First Dusk Rider, then Night Rider, then Dawn Rider. What’s next? Day Rider? Morning Rider? Noon Rider?

1 Like

One thing’s for sure, he’s not gonna let em catch the Midnight Rider.