Class:     Mental      Link:        Mind
Range:     Self        Type:        Auto/Dice
Base Cost: 5           Factor Cost: 1        

Description: This Power allows a Character to mentally retain vast amounts of information (i.e., they have a photographic memory.) The amount of information which can be retained is effectively limitless: the AP's of Power represent how good the Characters is as utilizing this storehouse of memory.

In order to remember a specific fact, an Action Check must be made using the AP's of Recall as the AV/EV against OV/RV's equal to the Character's own Int/Int. Column Shifts are applied to this attempt by the GM based on the obscurity of the information being sought (using the Universal Modifier Table.) Positive RAP's are treated like the results of a Detective/Clue Analysis Skill  Check (see page 76) in terms of what is remembered.

Note that although a player can never use this Power to "remember" something which their Character did not know in the first place, it can be used in some instances to come up with trivia, such as licence plate numbers, newspaper headlines, etc... that the Character could have picked up in passing (GM's discretion.)

Captain Comet of The L.E.G.I.O.N. has this Power.

Source: 3rd Edition Rulebook, page 62

Ed's Notes: Since it's mentioned, here is the relevant portion of the Universal Modifier Table from the 3rd Edition Rulebook:

Description   OV Modifier
Easy              -1
Average           0
Challenging       +1
Difficult         +2
Strenuous         +3
Extreme           +4
Pushing the Limit +5 
Herculean         +6
Beyond the Limit  +7

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