About Random Comics
Random Comics is a home for standalone one-shots, strange experiments, and comic series that grow beyond a single issue.
Some comics are based on dreams. Some come from sudden shower thoughts, weird news, superhero concepts, game-inspired ideas, or random sparks of imagination that demanded to become something real. Some ideas only need one finished comic. Others may build into recurring characters, settings, and issue-to-issue continuity.
The comics collected here may vary in tone, style, length, format, and genre. You might find superhero action, sci-fi weirdness, dream logic, horror, comedy, mythic strangeness, standalone stories, or the beginning of a larger series.
Think of this as a creative sketchbook turned into a comic archive: a place where spontaneous ideas can become finished stories, whether they stand alone or keep expanding.
Not every comic needs a universe.
But when a strange little story grows into one, Random Comics has room for that too.
AI Limitations
All of the comics and stories on Random Comics are created utilizing AI as part of the creative process.
That process can introduce visual inconsistencies, mistakes, awkward details, and story clarity issues. Characters may not look perfectly identical from page to page. Objects may shift. Text may be imperfect. Some scenes may explain too much, too little, or not quite land the way a fully controlled traditional production would.
Random Comics does not try to hide that AI is part of how these comics are made. The archive keeps many of those mistakes, inconsistencies, and rough edges as part of the finished work.
Readers are invited to accept the AI nature of these comics and appreciate them for what they are: strange, experimental, imperfect stories made with a developing creative technology.
As AI tools improve, visual mistakes and story issues will likely decrease over time. For now, the limitations are part of the texture of the project.
Other Comics
Read more comic projects from Nicholas Benson.
Advanced Search
Search the full archive by date, series, issue title, issue description, and issue number.
Loading comics...
Search and filters No filters active
Nexus Nights
Travelers buy one-night superhero experiences in Nexus City, where every random power ticket comes with a costume, a real mission, and consequences too dangerous for the brochure.
Characters
Character Descriptions Character: Sasha - First appears: Issue 1, "Tourist Processing" - Role: protagonist, off-world traveler, temporary Astral Command recruit. - Visual identifiers: woman in her mid-20s, warm brown skin, expressive dark eyes, shoulder-length dark curly hair usually loose and slightly frizzed by static, athletic average build, curious open posture, nervous grin under pressure. Starts in practical travel clothes with a short jacket and small crossbody bag, changes into a plain black processing jumpsuit, then into a sleek black and silver Astral Command suit with ethereal blue seams. - Continuity notes: Sasha bought a random power ticket for one night of adventure. She jokes when frightened, translates unfamiliar cosmic science into movie references, and discovers her Astral Manipulation responds to rhythm and visualization. In Issue 3, her hula-rhythm breakthrough stabilizes the Central Business District incursion and changes her idea of heroism from spectacle to steadiness. - Reference image: ../reference-images/sasha-character.png Character: Taylor - First appears: Issue 1, "Tourist Processing" - Role: Astral Command liaison and escort. - Visual identifiers: bored teenager around 17-19, pale olive skin, narrow face, short messy black hair with a silver streak, tired gray eyes, slim build, skeptical slouch, sleek black and silver Astral Command liaison uniform with a small badge and tablet. - Continuity notes: Taylor treats tourist recruits with dry contempt because he has seen too many die, but he is not cruel. His final look back at Sasha shows reluctant sympathy. - Reference image: ../reference-images/taylor-liaison-character.png Character: Officer Mara Venn - First appears: Issue 1, "Tourist Processing" - Role: stern Astral Command processing officer. - Visual identifiers: woman in her late 30s, light brown skin, severe cheekbones, close-cropped dark hair, rigid posture, crisp black and silver Astral Command uniform with white processing gloves and a clipped security badge. - Continuity notes: Mara runs the activation chamber with clinical impatience. She treats power acquisition as a lethal procedure, not entertainment. - Reference image: ../reference-images/officer-mara-venn-character.png Character: Dr. Imani Vale - First appears: Issue 1, "Tourist Processing" - Role: Astral Command recovery doctor and power specialist. - Visual identifiers: woman in her early 30s, deep brown skin, round glasses, dark braided hair tied back, calm but tired face, white Astral Command lab coat over black medical scrubs, blue diagnostic tablet. - Continuity notes: Dr. Vale explains Sasha's Astral Manipulation and later guides her through the mission. She has a dry patience that cracks when Sasha reduces cosmic physics to movie comparisons. - Reference image: ../reference-images/doctor-imani-vale-character.png Character: Astral Command Containment Soldiers - First appears: Issue 2, "Small Hand Wiggles" - Role: tactical response team, mission escorts, and perimeter containment specialists. - Visual identifiers: compact team of adult responders in matte black and silver armored Astral Command suits, sealed helmets or raised visors, blue energy trim, galaxy-sword chest emblems, compact rifles, utility harnesses, and disciplined formation posture. - Continuity notes: They deploy with Sasha toward the Central Business District incursion after three prior containment teams lose contact. They treat Sasha with professional urgency rather than tourist hospitality. - Reference image: ../reference-images/astral-command-containment-soldiers-character.png
Settings
Setting Descriptions Setting: Nexus City Teleporter Station - First appears: Issue 1, "Tourist Processing" - Visual identifiers: huge indoor arrival hall with circular teleporter pads, chrome rails, wet reflective floors, neon advertisements, holographic ticket kiosks, travelers from many realities, ozone haze, and layered city light visible beyond glass walls. - Continuity notes: Sasha arrives here from another world and first realizes Nexus City sells power experiences like tourism. - Reference image: ../reference-images/nexus-city-teleporter-station-setting.png Setting: Astral Command Tower - First appears: Issue 1, "Tourist Processing" - Visual identifiers: massive skyscraper with black glass, silver ribs, blue energy lines, and a stylized spiral galaxy around a sword above the entrance. The outside is grand and cosmic, but the lobby is plain, bureaucratic, and underdecorated. - Continuity notes: Astral Command operates from this tower. The mismatch between the exterior and lobby reflects the organization's dangerous, workmanlike attitude toward hero missions. - Reference image: ../reference-images/astral-command-tower-setting.png Setting: Power Activation Chamber - First appears: Issue 1, "Tourist Processing" - Visual identifiers: circular sterile chamber, raised blue-lit platform, ring of transparent glass-and-metal activation pods, ceiling cables, medical rails, holographic pain scales, and emergency lights ready to flash red. - Continuity notes: Temporary powers and custom suits are assigned here. The chamber can save recruits or quietly process a disaster. - Reference image: ../reference-images/power-activation-chamber-setting.png Setting: Astral Command Recovery Room - First appears: Issue 1, "Tourist Processing" - Visual identifiers: stark white medical room, narrow recovery cots, wall-mounted diagnostic screens, blue holographic anatomy displays, sealed suit mannequins, and practical emergency equipment. - Continuity notes: Sasha wakes here after integration with glowing hands and first learns the name of her power. - Reference image: ../reference-images/astral-command-recovery-room-setting.png Setting: Astral Command Briefing Room - First appears: Issue 2, "Small Hand Wiggles" - Visual identifiers: stark white tactical briefing room with glass walls, recessed blue lighting, a central holographic city table, wall displays showing vortex diagrams, emergency red alarm strips, and minimal furniture bolted to the floor. - Continuity notes: Dr. Imani Vale explains Sasha's power and the incursion here before the alarm cuts training short. - Reference image: ../reference-images/astral-command-briefing-room-setting.png Setting: Astral Command Hangar - First appears: Issue 2, "Small Hand Wiggles" - Visual identifiers: reinforced high-ceiling hangar inside Astral Command Tower, dark metallic floor panels, blue runway lights, heavy blast doors opening toward Nexus City, containment soldiers moving in formation, and hovering transport vessels on standby. - Continuity notes: Sasha boards the transport here for her first real mission. - Reference image: ../reference-images/astral-command-hangar-setting.png Setting: Central Business District Incursion Zone - First appears: Issue 2, "Small Hand Wiggles" - Visual identifiers: Nexus City financial towers and elevated walkways warped by blue-black reality fractures, missing chunks of buildings, floating debris, flickering windows, emergency haze, and a distant vortex bending the skyline. - Continuity notes: The incursion consumes reality here during Issues 2-3. Sasha stabilizes the zone long enough for Astral Command to collapse the breach, leaving the district damaged but knitting itself back together. - Reference image: ../reference-images/central-business-district-incursion-zone-setting.png
Key Items
Key Item Descriptions Key Item: Random Power Ticket - First appears: Issue 1, "Tourist Processing" - Visual identifiers: translucent handheld holographic ticket, palm-sized, glowing cyan edge, shifting QR-like glyphs, and the readable assignment "ASTRAL COMMAND" when shown close. - Continuity notes: The ticket assigns Sasha to Astral Command and authorizes one temporary power, one custom suit, and one real mission. - Reference image: ../reference-images/random-power-ticket-key-item.png Key Item: Astral Command Suit - First appears: Issue 1, "Tourist Processing" - Visual identifiers: sleek black and silver superhero suit with flexible armor panels, subtle galaxy-sword chest emblem, ethereal blue seams, glowing forearm channels, and a practical fitted silhouette rather than a flashy costume. - Continuity notes: The suit links to Sasha's power core, stabilizes Astral Manipulation, and channels quantum field projection. - Reference image: ../reference-images/astral-command-suit-key-item.png Key Item: Activation Pod - First appears: Issue 1, "Tourist Processing" - Visual identifiers: transparent cylindrical glass-and-metal pod with blue internal light, liquid-metal tendrils, pain-scale hologram, medical tray, hidden injectors, and red emergency warning strips. - Continuity notes: The pod processes the ticket, integrates Sasha's temporary power, and nearly overwhelms her before the manifestation succeeds. - Reference image: ../reference-images/activation-pod-key-item.png Key Item: Astral Manipulation - First appears: Issue 1, "Tourist Processing" - Visual identifiers: ethereal blue energy in Sasha's hands and suit seams, folded reflections in the air, small portal arcs, rippling space-time distortions, floating dust motes, and gravity-defying fragments. - Continuity notes: Astral Manipulation is Sasha's temporary power. It can create localized space-time distortions, controlled portal effects, and quantum stabilization fields, but it depends on focus, rhythm, and energy reserves. Sasha's strongest control method is a hula-inspired rhythm that becomes mental visualization once physical motion exhausts her. - Reference image: ../reference-images/astral-manipulation-key-item.png Key Item: Field Communicator - First appears: Issue 2, "Small Hand Wiggles" - Visual identifiers: sleek black smartwatch-like wrist device with a thin silver frame, small blue holographic projection lens, Astral Command galaxy-sword icon, tactical readout glow, and flexible strap integrated over Sasha's suit sleeve. - Continuity notes: Dr. Vale uses it to guide Sasha during the incursion mission. - Reference image: ../reference-images/field-communicator-key-item.png Key Item: Quantum Destabilizer Pistol - First appears: Issue 2, "Small Hand Wiggles" - Visual identifiers: compact heavy pistol with matte black grip, silver barrel housing, blue energy chamber, triangular warning glyphs, and practical military build rather than toy-like superhero styling. - Continuity notes: Dr. Vale gives it to Sasha as a backup if Astral Manipulation fails near the incursion. - Reference image: ../reference-images/quantum-destabilizer-pistol-key-item.png Key Item: Tactical Visor - First appears: Issue 2, "Small Hand Wiggles" - Visual identifiers: slim wraparound transparent visor with black temple arms, blue quantum-overlay graphics, small Astral Command icon near one lens edge, and a reinforced nose bridge that fits over Sasha's face. - Continuity notes: The visor helps Sasha see quantum distortions while warning her not to look directly at the entity. - Reference image: ../reference-images/tactical-visor-key-item.png Key Item: Astral Command Transport Vessel - First appears: Issue 2, "Small Hand Wiggles" - Visual identifiers: sleek hovering troop transport with black and silver hull, blue energy lines, compact side doors, angular nose, underside lift emitters, and Astral Command galaxy-sword insignia. - Continuity notes: The transport carries Sasha and containment soldiers from Astral Command Tower toward the Central Business District incursion. - Reference image: ../reference-images/astral-command-transport-vessel-key-item.png Key Item: Interdimensional Incursion - First appears: Issue 2, "Small Hand Wiggles" - Visual identifiers: distant blue-black vortex with folded reflections, impossible geometry, missing chunks of real city structures, drifting debris, oily light distortions, and a visual warning that direct observation is dangerous. - Continuity notes: The incursion consumes overlapping realities in the Central Business District. Sasha stabilizes it in Issue 3 using Astral Manipulation, allowing Astral Command to collapse the breach without losing the district. - Reference image: ../reference-images/interdimensional-incursion-key-item.png
Issue Summaries
Issue Summaries Issue 1: Tourist Processing - Folder: series/nexus-nights/issues/issue-01/ - Created: 2026-05-27 - Logline: Sasha arrives in Nexus City for a random one-night hero experience and survives Astral Command's dangerous power activation process. - Plot summary: Sasha steps out of the teleporter station with a random power ticket and meets Taylor, a bored Astral Command liaison who warns her that tourists have died on first missions. He escorts her through Nexus City to Astral Command Tower, where she surrenders pieces of civilian identity, changes into a processing jumpsuit, and enters a power activation pod. The integration turns from exciting to terrifying as another recruit fails and Sasha nearly loses consciousness. She wakes in recovery with blue astral energy in her hands, a custom suit waiting nearby, and Dr. Imani Vale confirming that Sasha has received Astral Manipulation. - Continuity changes: Sasha is now an Astral Command recruit for one temporary mission, bonded to Astral Manipulation and the Astral Command suit. Her expectations have shifted from simple thrill ride to dangerous hero work. - New characters: Sasha, Taylor, Officer Mara Venn, Dr. Imani Vale. - New settings: Nexus City Teleporter Station, Astral Command Tower, Power Activation Chamber, Astral Command Recovery Room. - New key items: Random Power Ticket, Astral Command Suit, Activation Pod, Astral Manipulation. - Reference images added: sasha-character.png , taylor-liaison-character.png , officer-mara-venn-character.png , doctor-imani-vale-character.png , nexus-city-teleporter-station-setting.png , astral-command-tower-setting.png , power-activation-chamber-setting.png , astral-command-recovery-room-setting.png , random-power-ticket-key-item.png , astral-command-suit-key-item.png , activation-pod-key-item.png , astral-manipulation-key-item.png . Issue 2: Small Hand Wiggles - Folder: series/nexus-nights/issues/issue-02/ - Created: 2026-05-27 - Logline: Sasha suits up for her one-night hero mission, receives a rushed lesson in Astral Manipulation, and is deployed toward a reality-eating incursion before training can become anything more than "small hand wiggles." - Plot summary: Sasha wakes in recovery relieved to be alive, puts on the Astral Command suit, and follows Dr. Imani Vale into a briefing room. Vale explains Astral Manipulation as quantum field projection, while Sasha translates the danger into portals, Ghostbusters, Doctor Strange, and other movie logic. The incursion in the Central Business District escalates before training can begin properly, so Vale gives Sasha a field communicator and quantum destabilizer pistol. Containment soldiers escort Sasha through the hangar, give her a tactical visor, and launch her toward the warped skyline in an Astral Command transport. - Continuity changes: Sasha now wears the Astral Command suit in the field, carries mission gear, understands that the incursion is killing people, and is en route to her first real containment mission. - New characters: Astral Command Containment Soldiers. - New settings: Astral Command Briefing Room, Astral Command Hangar, Central Business District Incursion Zone. - New key items: Field Communicator, Quantum Destabilizer Pistol, Tactical Visor, Astral Command Transport Vessel, Interdimensional Incursion. - Reference images added: astral-command-containment-soldiers-character.png , astral-command-briefing-room-setting.png , astral-command-hangar-setting.png , central-business-district-incursion-zone-setting.png , field-communicator-key-item.png , quantum-destabilizer-pistol-key-item.png , tactical-visor-key-item.png , astral-command-transport-vessel-key-item.png , interdimensional-incursion-key-item.png . Issue 3: Keep It Steady - Folder: series/nexus-nights/issues/issue-03/ - Created: 2026-05-27 - Logline: Sasha faces the reality-eating incursion with almost no training and discovers that her borrowed power only works when she stops performing heroism and learns to hold steady. - Plot summary: Sasha arrives over the Central Business District with containment soldiers and tries to stabilize the incursion without looking directly at the entity. Her first controlled field comes from treating Dr. Vale's hand motion like the hula lessons she remembers from her grandmother's backyard. When she pushes the rhythm too hard, the field destabilizes and nearly tears open a permanent rift. Sasha slows down, learns to feel the flow, then moves the rhythm into mental visualization so her exhausted body can rest while the containment field holds. Astral Command collapses the breach, reality knits itself back together, and Sasha returns to base exhausted but respected by the soldiers. - Continuity changes: Sasha completes her first Astral Command mission, stabilizes the Central Business District incursion, and matures from thrill-seeking tourist into someone who understands heroism as steadiness under pressure. Astral Manipulation is confirmed to respond strongly to rhythm and visualization. - New characters: None. - New settings: None. - New key items: None. - Reference images added: None.
Issues
- Keep It Steady 2026-05-27 · 8 pages · Issue #3 of Nexus Nights
- Small Hand Wiggles 2026-05-27 · 8 pages · Issue #2 of Nexus Nights
- Tourist Processing 2026-05-27 · 8 pages · Issue #1 of Nexus Nights