Bimbo started out in Mexico with a cartoon white bear, so I think it’s coincidence of acquisition / doesn’t translate well.
I’m reminded of how the Chevy Nova supposedly faced some sales resistance in Spanish-speaking markets, where it could reasonably be translated as “won’t go” - a poor name for an automobile.
Boy, Venture really went in hard for the crossovers after Night of Lost Souls, didn’t they? I can’t decide if having a much smaller number of overall titles in print would make them more or less annoying than the ones the Big Two produced. On the one hand Venture crossovers would require buying fewer tie-in books to get everything, but on the other hand even a limited event would hit a larger percentage of titles, making them hard to completely avoid and disrupting ongoing stories even more.
Randomizers:
Options: 44 (Golden Retriever), 56 (Scion), 14 (Wonderer), 95 (Overseer)
Cancellation: 10 (Vanguards)
New Comic: 4 (Team based on cancelled title)
System Crash (2016-2017)
Main Comics: Vanguards #131-136 & Champions of Truth #576-581, June - November 2016
Major Crossovers: Cryptic Trails #176-178 and Company Town #329-331 (June-Aug 2016), Protean #222-224 & Twilight Carnival #379-381 (July-Sep 2016), Spectacular Skybreaker #363-365 & Celestial Travels #930-932 (Aug-Oct 2016), Heretic #131-133 and Gale Force #17-19 (Sep-Nov 2016)
The last company-wide crossover of the Plutonium Era occurred throughout the back half of 2016, when Mr. Ferris brought the latest iteration of the Overseer online and it calculated a perfected plan for taking down the heroes of the world - pit them against villains who had been provided full information on the capabilities, but who were entirely outside their field of expertise. The Overseer assembled dozens of villains, equipped and advised them, and sent them to do battle with heroes that they had never met in all their years, throwing the world into chaos, while it infiltrated the Jotari homeworld and attempted to set itself up as a robot god.
Unfortunately for the Overseer, the Vanguards were attacked while they were working on a job with Wicker and the Golden Retriever, and Wicker sent his robot friend to “find help.” Somehow, the Golden Retriever found the Wonderer, and the power of the robot’s single-minded focus gave the Wonderer the wishcraft needed to bring together Earth’s heroes to where their foes were rampaging.
What followed was a series of three-issue crossovers between titles that almost never encountered each other. Company Town and Cryptic Trails crossed over as the Rogue Agents appeared to help Greenheart deal with the mobsters who had ambushed her, and then she helped them fight off the Iwanesaku. Protean met the performers of the Twilight Carnival when they helped her prevent the recently-freed Bog Body from possessing the people at her school, and then joined them to fight against Singularity. Skybreaker was transported into space, where he joined the Celestial Travelers in stopping Mary Molotov from blowing up a major space station and killing thousands, after which they joined him and Solace in fighting off Subjugator and her pirates. And Heretic and Gale Force joined together to deal with their respective dimensional and mercenary foes.
The main plot of Vanguards focused on Partisan and Mindscape finally joining forces to fight Overseer and save their world yet again, while the events of Champions of Truth focused on the champions not embroiled in their own stories battling against the chaos Overseer was inflicting on the world. In the end, Overseer was shut down once and for all, and Mindscape finally surrendered to his brother and gave up his designs on the Jotari throne.
The aftermath of the event led to Partisan leaving the Vanguards once again to focus on rebuilding Jotar. The Vanguards comic wrapped up, although the rest of the team continued on with Big Brain taking Partisan’s place, and Partisan became the lead of a new comic: House of Jotu-Kal. He was joined by Pulsejet, as the American ambassador to the Jotari Union, and by a collection of human and Jotari heroes assembled to help in reconstruction and deal with the many lingering issues facing his people.
While the crossover was moderately popular, it was mostly greeted with exhaustion by Venture Comics fans. It was becoming clear that Venture Comics was entering a slump, just as some of its major rivals were taking off in a big way. The endless crossovers weren’t working out, and the line was increasingly in need of a refresh…
Behind the Scenes
And that is it for our Plutonium Age!
This crossover is of course primarily inspired by the “Acts of Vengeance” storyline from Marvel Comics, in which Loki assembled a bunch of supervillains to fight unusual heroes while he and the main villains he assembled complete a plot. (Not to be confused with Sentinel Comics’ Vengeance storyline, in which Baron Blade sends traditional nemeses after heroes to distract them and isolate the Freedom Five.
I went back and forth on what would replace the Vanguards comic - whether I wanted a new iteration of the team, or whether to follow Partisan and have an entire comic focused on the Jotari people. Ultimately I went weird, because why not? Everything’s getting adjusted in the near future anyway.
And with that, I am off for a week! I may be around enough to reply to comments, but definitely not enough to write write-ups and design portraits. When I get back, it’s time for our final grand layout as I launch the Diamond Age.
“Fetch, boy! Fetch!”
At least no one in the Venture story arc had just coincidentally gotten immense cosmic powers just before things kicked off. Poor Graviton probably still gets the shakes around spiders after that debacle.
Have a happy anniversary!
That Company Town threevent sounds really awesome. Great concept for inducing a crossover!
YES
oh my GOD he’s PERFECT
Yeah, I mentioned this on the other forum I’m sharing these on, but I may have failed at making bad crossovers that hurt the company. Four of the five of these seem pretty okay. I think it’s just that there were a lot of them.
My first draft for this was to have eight crossovers in sixteen years, leading to even more cancellations and reboots, but since I had one week open I downgraded to five. Maybe I should have stuck with eight after all to really dial up the chaos, but no regrets!
Don’t feel bad, it’s harder to write truly disastrous failures than it may first appear. Not everyone can produce an Amazons Attack - thank goodness.
Just blame it on the theoretical philistines who read comic books in this alternate universe. :V Those people wouldn’t know a good story if it bit them in the uvula!
I’m back, well-rested, and ready to launch into the final time period of Venture Comics (at least to date):
History of Venture Comics, Pt. 14: Dawn of the Diamond Age
In 2018, Venture Comics launched its final cross-company event to date. Once again, the lines had become increasingly tangled, complicated by contradictions, reboots, and crossovers that demanded ever-growing attention, and the editors had agreed that it was time for a change.
This event, “Passing the Torch”, had no grand villain. There were no crossovers between issues. The editors didn’t want the event to be seen as a pale imitation of the massive Oblivaeon event that had taken place only two years earlier. Instead, the event became smaller-scale. Over the course of October 2018 through February 2019, each comic wrapped up their major storylines, and came to a conclusion.
The Celestial Travelers resolved the civil war raging on the edges of the Galactic Union, bringing more worlds into the fold. The Twilight Carnival established itself as a safe haven for monsters and magical folk from around the world. Skybreaker and Solace welcomed a second child, one that Solace had thought that her half-banshee nature wouldn’t allow her. Protean graduated college and finally started dating Cassie. And so on.
As “Passing the Torch” concluded, hints and whispers of what came next began to circulate. Pitches for unusual new comics. Stories about wiser, older heroes and a new generation of hopefuls. And finally, “Venture Comics: The New Age” was revealed. Beginning in March 2019, on the eightieth anniversary of the founding of Venture Comics, a new set of ten comics would be unveiled, taking place fifteen years after the end of “Passing the Torch”. These comics would be a mixture of revisiting classic Venture heroes, now much older and more established, and unveiling the new heroes of the age.
A new sliding timescale was put into place, organizing Venture’s history to account for the new timeskip. The revised timeline for Venture Comics, with a certain amount of wiggle room and uncertainty, was as follows:
- Comics published in the Golden Age occurred in roughly the years that they were published, taking place between 1939 and 1954.
- There was a nebulous period of about twenty-five years during which heroes had faded into the background and the world had moved on normally.
- Comics published in the Silver Age (between 1956 and 1970) remained a five-year period of history, but was moved up to occur in the early 80s.
- The span of publications from 1970 to 1985 was revised to be a roughly ten-year period between 1985 and 1995. It was further assumed that the Sovereign’s magic caused a number of heroes to become younger at the end of this time.
- The span of time running from 1985 to 2000 was revised to be a roughly five-year period between 1995 and 2000.
- The complicated span of time running from 2000 to 2018 was revised to be a very chaotic five-year period between 2000 and 2005.
- The new era of comics would begin in the very near future of 2020, which the editors were well-aware would catch up to comic time quite quickly. There was the risk of this creating odd divergences, but it seemed unlikely that there would be any cataclysmic global events early in 2020 that would leave Venture’s setting noticeably different from the real world.
The result of all of this was that most of the established heroes of Venture Comics had been active for up to twenty-five years of comics time (with a de-aging process to account for anyone who clearly weren’t in the forties after Sovereign of Silence), followed by a fifteen-year timeskip, giving them up to forty years of active practice and twenty-five to forty years of aging and moving most of them to the status of elders of the community.
It wasn’t clear whether this new direction would be a bold success or a disastrous failure, but what was clear was that it was something very new and different in the current world of comics…
Behind the Scenes
Here we go! I’ve been thinking about a Diamond Age timeskip for a while, and I decided to go for it. It’s a good way to wipe the slate clean enough while reassuring the older fans that everything they read matters. The exact timing of it means that Venture Comics didn’t have a Covid outbreak, which I admittedly think is kind of funny. I suspect that Covid is both a huge wrench and a potential benefit to the early comics, pushing Venture more online and boosting sales as people are home, but with corresponding delays and missed issues right as they’re launching.
And now, it’s time for another quick look into how our main metaversal company is doing. Sentinel Comics’ metaversal history in the post-Oblivaeon era is bizarre, in part because of the real-world pressures that shaped it*.*
For reference, Marvel and DC comics were each running around seventy titles a month in the late 2010s; both then trimmed down during Covid and are currently holding stable at about fifty titles per month.
Up to this point, Sentinels has been far behind the IRL curve in terms of number of total titles, with only around sixteen to eighteen monthly titles (counting limited series) in 2016, all of which ended in 2016-2017 during and immediately after Oblivaeon.
In 2017, they launch twenty new titles, which means an immediate but slight increase over their 2016 numbers, and in 2018, they add another seven new titles and a series of limited-run comics, bringing them to twenty-eight monthly titles, nearly double what they were putting out two years earlier. In 2019, the main Sentinels line adds another currently-undisclosed number of titles, but also Vertex starts up, adding six titles of its own. Vertex goes up to twelve titles in 2020 and then nineteen in 2021 plus various one-shots and limited runs, and then starts shedding titles at a rapid pace until everything is gone by 2024; at the very end, two new titles join the main line in 2025. In total, Vertex only lasts about five years, with a couple of stragglers making it to six.
Depending on the size of the third wave of Sentinel Comics, this means that the company probably briefly reach around fifty titles a month in 2021, with 40% of those titles taking place in a second universe, after which the second universe collapses over the course of three years. By comparison, Ultimate Marvel, the closest example in the real world, only had around five consistent titles plus around two or three limited runs in any given month for its first ten years, then spent five years slowly declining to a low of two monthly issues before finally being cancelled in a miniseries in 2015.
Vertex is weird. It starts too close to a company-wide reboot, it grows too fast, it almost overtakes the main line, and then it collapses at a truly shocking speed. I suspect that this is because it was originally intended to be the main line post-Oblivaeon, and it got revised to being the secondary one when Sentinel Tactics failed, but it really should have only had a handful of titles. The rise and fall would have made sense if, say, there were four titles in 2019, growing to six in 2020, eight in 2021, and then they push their luck and try to jump to twelve in 2022 and everything starts falling apart, with a much longer tail on the collapse and the whole thing winding down around 2028-2030.
Did they really just ignore it completely in their books, or scramble to start it late in their continuity after the fact? Say 2023 or 24 within the comic timeline and somewhere between 2021 to 23 for the publisher meta-timeline? I can see skipping on it as it set in in 2020 meta-time while things were still very unclear, but within a year or two I’d expect some (but not all) readers to be asking how they could just pretend it hadn’t happened in the real world and still remain even vaguely realistic going forward. The pandemic was glossed over pretty heavily by IRL comics but no one tried to leave it out of continuity entirely, and we know it went off for Sentinel Comics on time, with art of characters masked up and the like. Somewhat similar problem to 9/11, which caused a scramble to avoid offense and lead to some IRL stories and art being modified.
Comic publishers generally keep their fictional worlds very close to the status quo of reality so readers can identify with the setting, and that goes beyond just not letting super-tech take over or villainous schemes to remove real-world nations from existence. A COVID-free setting is going to be almost equally divergent, both short-term and (as we’re still finding out) over the long run as shifts in economic and political status continue to ripple through the world. You can (and IRL publishers have) gloss it over a lot and downplay things, but there’s probably a limit on far you can push that before there’s a reader rebellion on some scale, anyway.
That’s an understatement, but it feels to me like more than just a rough Ultimate Marvel parallel. More like a mashup of everything from Vertigo, Milestone, New Universe and Ultimate Marvel with severely compressed lifecycles melded with absurdly optimistic assumptions about sales and ongoing popularity. Sentinel Comics history isn’t very plausible by RL standards to start with, but Vertex takes it to a whole other level - and IRL, the failure of Sentinel Tactics dictated the sub-setting’s demise.
I haven’t decided for sure, to be honest, and it may never come up because I’m not currently planning to plot out Venture Comics’ history past the end of 2019. I don’t know that I would want to ignore it completely, because it annoys me how much media is doing exactly that. There might be some delayed stuff, they might do a plotline with some kind of alien or magical disease that has similar long-term societal effects, or they might copy DC and just jump right past the height of the pandemic into the after-effects without ever being explicit about it on-screen.
Interestingly, IRL Marvel Comics did in fact fully excise Covid from their continuity; officially, there was a single panel in a single comic in which a billionaire claimed to have prevented a global pandemic with his super-tech.
That would make it a moot point, true.
Didn’t realize Marvel had completely played ostrich on the subject, and that particular approach strikes me as being potentially fraught with peril. If you’re going to let someone like Reed or Tony (or Victor) just erase COVID, then why isn’t their super-tech fixing other problems that are far more lasting and actually impact more people over time? They’ve told stories like that in the past, but somehow a roughly RL status quo has always returned - usually when the current hot creative team gets bored and moves on.
Then again, I suppose that was part of why the Authority was so different, wasn’t it? Don’t see a lot of that kind of “breakable” status quo, for better or worse.
There was the risk of this creating odd divergences, but it seemed unlikely that there would be any cataclysmic global events early in 2020 that would leave Venture’s setting noticeably different from the real world.
I love this XD You’re so mean to these publishers!
The Randomizers:
Background 9, 10, 2 [Options: Criminal, Tragic, Unremarkable, Dynasty, Adventurer, Otherworldly]
Power Source 7, 3, 1 [Options: Accident, Genetic, Experimentation, Relic, Powered Suit, Tech Upgrades]
Archetype 4, 6, 1 [Options: Speedster, Marksman, Blaster, Close Quarters Combatant, Armored, Robot/Cyborg]
Personality 8, 10, 9 [Options: Fast Talking, Inquisitive, Alluring, Naive, Apathetic, Jaded]
Starshadow
Real Name: Maeve Cullen, First Appearance: Starshadow #1, March 2019
Background: Dynasty, Power Source: Genetic, Archetype: Blaster
Personality: Inquisitive, Principles: Liberty, Magic
Status Dice: Green d6, Yellow d8, Red d12. Health: 30 [Green 30-23, Yellow 22-12, Red 11-1]
Qualities: History d10, Ranged Combat d8, Banter d8, Teenage Demigod d8
Powers: Intuition d12, Shadow d10, Teleportation d8, Strength d6, Agility d6
Green Abilities:
- Learn From Their Mistakes [A]: Boost yourself using History. That bonus is persistent and exclusive.
- Chill Shadows [A]: Attack using Shadow. Ignore all penalties on this Attack, ignore any Defend actions, and it cannot be affected by Reactions.
- Jumpscare [A]: Attack using Teleportation. Hinder using your Min die.
- Principle of Liberty [A]: Overcome in a situation where you are restricted or bound and use your Max die. You and each of your allies gain a hero point.
- Principle of Magic [A]: Overcome against a mystical force and use your Max die. You and each of your allies gain a hero point.
Yellow Abilities:
- Child of Darkness (I): If you would take Infernal damage, instead reduce that damage to 0 and Recover that amount of Health.
- Team Dynamics [A]: Attack using Intuition. Use your Max die. If you choose another hero to go next, Boost that hero using your Mid die.
- Flow Like Shadows [A]: Boost yourself using Agility, then either remove a penalty on yourself or Recover using your Min die.
- Foresight [R]: When damaged by an environmental target or a surprise Attack, Defend by rolling your single Intuition die.
Red Abilities
- Eclipse [A]: Attack up to three targets, one of which must be you, using Shadow. Assign your Min, Mid, and Max dice as you choose among those targets.
- Existence Unfolds (I): When taking any action using Intuition, you may reroll your Min die before determining effects.
Out
- Choose an ally. Until your next turn, that ally may reroll one of their dice by using a Reaction.
Venture Comics’ Diamond Age opened with both solo and team groups focused on the magical, super-science, and cosmic spheres of the line. Their solo magical hero would prove to be a popular entry point into the line: Starshadow!
Maeve Cullen was the second child of Cooper Cullen and Rhonda Rhodes, a fifteen-year-old raised around demigods, superheroes, and magical creatures from birth. While her older brother Max had inherited his father’s superhuman physique, and fought alongside him as the superhero Cloudwalker, Maeve was born after her mother’s transformation, a quiet and pale child with a touch of death about her. As she grew, she demonstrated an instinctual connection to the weaves of fate that powered Rhonda’s prophetic gifts, coupled with a mastery over the shadows of the land of Death. While Cooper and Rhonda tried to train her, it was her secret training at the hands of Cooper’s old mentor and nemesis Shadowspear that helped her anchor herself to life, and take on the mantle of a superhero.
Maeve’s life was a complicated one. She was a high school student concealing her identity from her fellows, a superhero whose parents loved her, but did not understand her, and a girl who was fascinated by the dark forces that her parents hated. Her story was one of struggling to find her own place in a high-profile family that eclipsed her, without abandoning the people that she cared for - and, of course, fighting magical supervillains as, after fifteen years of peace, Atlantis began to stir in the depths of the Dark Ocean, sending exploratory tendrils out to seek a foothold in the world once again.
One important facet of Starshadow to the writers of Venture was that there should always be a younger writer in the room, keeping the storyline grounded to actual modern teen issues. As a result, most Starshadow comics were written by pairs of writers, serving as an entry point for new writers in the industry who would hopefully go on to other roles in the company as they gained experience working for industry veterans.
Behind the Scenes
I really liked the idea of a child of Skybreaker who approaches things from a very different angle, and the idea that she was affected by Solace’s change of state works nicely for me. In a white room, I might have given her Shadow instead of Blaster, but this version makes her a bit more aggressive.
Starshadow works well as a teen comic that’s tied into Venture, but is separate enough that any past information will be explained in play, without the need to know Skybreaker’s long history well. She’s a good entry point character with enough connection to the history to be enduring.
Mechanically, I have decided that shadow damage counts as ‘infernal’ for the purposes of damage types. I don’t recall if this was previously true but ehn, it works.
Heh. Practically a Masks character there in terms of tone and backstory.
Yeah, I’ve seen it homebrewed multiple ways. GTG doesn’t even acknowledge “Shadow” as a thing, neither an energy/element nor a material power (which also seems to be the common approach for “hard shadow” constructs and bindings). Making it “counts as” Infernal (or Cold, which I’ve also seen done) has the advantage of not letting e/e types proliferate, which would weaken specific e/e type immunities/damage inverter abilities, which they don’t deserve IMO.
great setup story for a “my parents don’t understand me” kind of character, but not in the usual kind of way
The Randomizers:
Background 8, 6, 7 [Options: Upper Class, Law Enforcement, Struggling, Medical, Interstellar, Retired]
Power Source 10, 4, 4 [Options: Experimentation, Powered Suit, Tech Upgrades, Alien]
Archetype 3, 4, 6 [Options: Physical Powerhouse, Marksman, Close Quarters, Armored, Elemental Manipulator, Robot/Cyborg]
Personality 1, 6, 2 [Options: Lone Wolf, Natural Leader, Impulsive, Distant, Stalwart, Fast Talking]
Captain Bolt
Real Name: Colonel Ian Blake, First Appearance: Vanguard Academy #1, March 2019
Background: Retired, Power Source: Powered Suit, Archetype: Marksman
Personality: Natural Leader, Principles: Dependence, Team
Status Dice: Green d6, Yellow d8, Red d12. Health: 30 [Green 30-23, Yellow 22-12, Red 11-1]
Qualities: Leadership d10, Technology d8, Investigation d6, Military Veteran d8
Powers: Power Suit d12, Electro-Arms d10, Presence d8, Awareness d6, Flight d6
Green Abilities:
- Environmental Systems (I): Reduce 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.
- Rocket Punch [A]: Attack using Electro-Arms. Defend using your Min die.
- Squad Leader [A]: Boost using Leadership to create one bonus using your Max die and another one using your Mid die.
- Principle of Dependence [A]: Overcome in a situation that your exosuit was specifically designed for. Use your Max die. You and your allies gain a hero point.
- Principle of the Team [A]: Overcome by using your status as an official representative and use your Max die. You and each of your allies gain a hero point.
Yellow Abilities:
- Charge Up [A]: Boost yourself using Power Suit. Use your Min+Mid dice. That bonus is persistent and exclusive.
- Electro-Burst [A]: Attack up to three different targets using Electro-Arms. 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.
- Clear A Path [A]: Attack using Leadership. Boost another hero using your Max die.
- Automated Defenses [R]: When a new target enters close range, Attack that target by rolling your single Technology die.
Red Abilities
- Electromagnetic Blast [A]: Attack multiple targets using Power Suit, using your Max+Min dice. If you roll doubles, take a minor twist or energy damage equal to your Mid die.
- Lead By Example [A]: Make a basic action using Leadership. Use your Max die. All other heroes who take the same basic action on their turn against the same target receive a Boost from your Mid+Min dice.
Out
- Boost an ally by rolling your single Leadership die.
Vanguard Academy was the second new comic planned by the Venture Comics editors, one that would delve into the complicated relationship between the military and superheroics in the Venture universe and focus on the setting’s super-scientific heroes and villains. While the line would include several of the previous members of the Vanguards, along with a handful of new students, the plan was for the comic to primarily act as a back-and forth between two brand-new students and the head of the Academy, Colonel Ian Blake.
Now 60 years old, Ian Blake was pulled out of his early retirement by the U.S. government. A new system for registering and training superheroes was being developed, one that they hoped would cut down on vigilantism and supervillainy, and they wanted the face of American superheroes in charge rather than leaving things in the hands of the much more international Champions of Truth. Blake agreed, on the condition that the academy would be hands-off, rather than a direct military venture. Very aware of the events that had nearly destroyed him, he wanted to make sure that the academy wasn’t just a way for the government to start a new version of AEGIS.
In a new power suit, Captain Bolt took to the skies once again, leading the students of Vanguard Academy as he fought against ongoing government pressures to increase military control over the institution and worked to instill both a sense of duty and of justice in his students. His goal was to ensure that they would push America to a better future, rather than be enmeshed in its complicated past. And he would do so in particular with two students who caught his eyes, and who would be hand-picked as up and coming members of the Vanguards…
Behind the Scenes
For the first time, a health swap is huge! This Captain Bolt has no Mental Qualities or Athletics Powers, but does have a d12 Technological Power, which combined with his Red die pushes him to the maximum health possible. I also moved around Captain Bolt’s archetype for a while (there was a brief period in which he took Armored and had doubled-up damage reduction), but Marksman is the best one for boosting team-mates, and I wanted to emphasize his leadership capabilities this time around.
The stripped-down armor isn’t perfect; what I would really have liked was to have the chest piece from his old armor, with much reduced arms. Unfortunately, that particular piece only exists in chest form, so this is another “best I can do with what I’ve got”. It looks okay, just a bit more fantasy and a bit less sci-fi than my mental image.
Storyline-wise, When I got retired, my first plan was to do older Veilwalker training new mystical recruits, but the Power Sources pretty much nixed that plan. Instead, I decided to go with grizzled old Captain Bolt, because he’s cool and got sidelined for most of the 90s. I like the idea of there being a formal superhero academy in the Venture setting, but I didn’t want it to be too similar to the Sentinel Comics one, so we get a superhero military academy with all of the complications therein, heavily focused on two recruits and the head of the operation but with appearances by others.
Nice to see Captain Bolt back as a hero again!
Electrical Burst uses Electricity but that’s not one of his powers, presumably a copy editing error?
Also, is using a Technological power for health a house rule here? Normally you have to have the Armoured or Robot/Cyborg archetype for that.
@FrivYeti modified the sheet over on the purple site - “Remote Arms” became “Electro-Arms” and gets used for both the existing power and in place of Electricity. I imagine he’ll mirror it over here later.
I thought his modified retcon rules (from post 312 above - at the bottom of the Paradox writeup) was letting him do it at first, but on looking back at it that doesn’t seem to be the case. Retcons (both RAW and his variant) can’t change what P/Q you use for Health calculations - although FWIW you can get that effect from the rarely-chosen Mischievous personality as well as those archetypes.
That said, Powered Suit probably deserves to be able to use a Technological power for Health. In fact, I’d be inclined to make that a mandatory thing for the Power Source for flavor, although I suppose it might shaft Mental Quality users with lackluster suits. Hmmm - maybe just make it Tech Power or Mental Quality for Health so all you’re losing would be the Athletic Power option?
Note that even RAW Captain Bolt would only drop to 30 Health - that d6 Investigation is a Mental Quality, after all.