Showing posts with label mental. Show all posts
Showing posts with label mental. Show all posts

Teleportation

Teleportation
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Class:     Mental      Link:        Will
Range:     +7          Type:        Auto/Dice
Base Cost: 50          Factor Cost: 4        

Description: This Power allows a Character to instantaneously travel from one location to any other without passing through intervening space. Range for Teleportation refers to the maximum distance (in A's) though which a Character can travel in this manner.

The maximum weight which a Character may teleport equals the AP's of Teleportation. All objects of person to be teleported must be within 0 AP's (10 feet) of the Character, who may choose which objects/persons with the 0 AP radius to Teleport. No "partial" teleportations are possible; a Character must teleport all of a specific object or none of it.

A Character who does not wish to be Teleported may resist, which requires another Action Check the following phase by the Character with Teleportation. The AV/EV of this additional Check equal the AP's of Power, while the OV/RV equals the target's Int/Mind. Positive RAP's greater than or equal to the resisting Character's Mind indicate that they are automatically Teleported; otherwise, the Character remains where the are.

This power can be purchased with a special +1 Factor Cost Bonus: can Teleport Targets In Normal Range.

This power can be purchased with the following -1 Factor Cost Limitation: Range Is Normal rather than +7; Self Only.

Ambush Bug possesses this Power.



Source: 3rd Edition Rulebook, page 64

Molecular Chameleon

Molecular Chameleon
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Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: 75          Factor Cost: 10     

Description: This Power gives a Character the ability to restructure their molecules into any material touched. A Character may use Molecular Chameleon to assume the shape of any existing gas, liquid or solid. 

When Molecular Chameleon is activated, both the Character's Str and Body instantly assume AP levels equal the Body of the substance touched, but neither may be raised higher than the Character's AP's of Molecular Chameleon. For example, if a Character with 8 AP's of Molecular Chameleon were to touch steel with 12 AP's of Body, their Str and Body would each become 8 AP's, not 12 AP's.

A liquid or gaseous Character is treated as having the Dispersal Power rated at the same AP's as their Molecular Chameleon Power (their Body stays a its original AP level.) However a Character in such a form cannot actually "pass through" solid objects, although they can "flow" though them is there are sufficient gaps or openings.

A Character using Molecular Chameleon has complete control of their body. The Character's molecules do not "leak away" if they change to fluid nor are the completely rigid if the Character changes into a solid.

This Power may be purchased with a special +3 Factor Cost Bonus: Need No Material To Copy.

Metamorpho of the Justice League International has this Power with the special Bonus.



Source: 3rd Edition Rulebook, page 59




Ed's Notes: If the GM needs some help determining if there are "sufficient gaps" for a liquid Character to "flow" through, might want to consider using the same strategy as the 1st Edition Fluid Form Power, and equate the AP's of Molecular Chameleon to AP's of Shrinking to make this determination.

Fluid Form

Fluid Form
__________________________________________
Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: n/a         Factor Cost: 5     

A character with Fluid Form can turn his/her body into a amorphous congregation, capable of flowing through tiny cracks and crevices. While using the Fluid Form, the character can flow though narrow entrances just as though s/he had AP's of Shrinking equal to his/her Fluid Form AP's However, unlike with the Shrinking Power, the character with the Fluid Form power may change his/her shape.



Source: 1st Edition Green Lantern Sourcebook, page 92



Ed's Notes: This Power was included in the 1st Edition of the Game but the Dropped in 2nd and 3rd without really getting a decent substitutes for it.  In 1st Edition, the Green Lantern's Eddore and Flodo Span had this power, but they were not included in 2nd Edition. One thing i think might be useful is how it's relates to the Shrinking Power for determining how small a crack the Character could flow though. This could also be a useful guide for any Character with the Molecular Chameleon Power, who tried to pull of the same trick.

Also, when someone assumes a Liquid of Gaseous form using Molecular Chameleon, it is assumed that they have the same AP's of Dispersal activated. Just as a general feel thing, I think that this power should act that way. As it's not written up, I would consider that a +1 Special Bonus, which would bring it's Factor Cost up to the same level as Dispersal.

Broadcast Empath

Broadcast Empath
__________________________________________
Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 20          Factor Cost: 5     

Description: This Power allows a Character to make another Character feel any emotion the user wishes. For example, the user could make an oppoent run in total fear, feel too sad to do anything or feel blissful and calm.

The use of Broadcast Empath is treated as a normal Mental Attack with AV/EV';s equal; to the user's AP's pf Power; however, a successfully attacked victim takes no Mental damage. Instead, if the RAP's earned by the attack roll are greater than or equal to the opponent's Mind, the opponent succumbs to whatever emotion the user broadcasts. This emotional state will last for RAP's of time (or the Power user may choose to release the opponent at any time beforehand.)

A Character affected by Broadcast Empath can break free of the effect by making a successful Action Check with Int/Will as AV/EV and the RAP's of the Broadcast Empath attack as the OV/RV. 

The Psycho-Pirate has this Power.



Source: 3rd Edition Rulebook, page 52




Ed's Notes: Couple of things... First of all, unlike with Phobia, you use your Int/Will ro break free,  instead of your Int/MIND. Secondly, similar to Phobia, it's against the RAP's earned, rather than the AP's of Power (which is typically larger) and (third) you only need 1 RAP to break free instead of RAP's exceeding the RAP's earned in the original attack or the AP's of Power (as with Control.) So, by design, this is an inherently weaker Power than others that require that threshold to break free.

Phobia

Phobia
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Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 15          Factor Cost: 4     

Description: This Power allows a Character to create a great irrational fear in teh mind of an opponents. Use of Phobia automatically manifests an illusion of whatever is most feared by the opponent (this illusion can only be seen by the opponent.)

Use of Phobia requires an Action Check with AV/EV's equal to the AP's of Power and OV/RV's equal to the opponent's Int/Mind. RAP's must equal of exceed the opponent's Mind for the attack to succeed, in which case the opponent can do nothing but quiver in fear for a time (in AP's) equal to the RAP's earned by the Phobia Action Check. The effects of Phobia are instantly cancelled in the using Character exits Range, is knocked unconscious, or decides to voluntarily release the opponent.

A Character subject to Phobia can attempt to free themselves from the effects of the Power each phase by making a Mental Attack with AV/EV's equal to their Int/Mind against OV/RV';s equal to RAP's scored by the original Phobia Action Check. If one of these rolls succeeds, the Character is released from the Phobia with no residual effects.

Appropriately, the villain Phobia has this Power.



Source: 3rd Edition Rulebook, page 60




Ed's Notes: Couple of things... First of all, I've always found it odd that to break free of this Power, you use your Int/MIND instead of your Int/WILL as you with say... trying to break free of Control. Second, it's against the RAP's earned, rather than the AP's of Power (which is typically larger) and (third) you only need 1 RAP to break free instead of RAP's exceeding the RAP's earned in the original attack or the AP's of Power. So, by design, this is an inherently weaker Power than others that require that threshold to break free. (Unless you're a Green Lantern, in which case your great WILL rating is rendered irrelevant. Lol)

Air Control

Air Control
__________________________________________
Class:     Mental      Link:        Int
Range:     Normal      Type:        Dice
Base Cost: 20          Factor Cost: 9     

Description: This Power allows a Character to control the movement of a volume of air. A Character with Air Control may utilize this Power toward a number of applications:

  • The User may aim a forceful wind gust at an opponent in an attempt to damage them/it. This is treated as a Physical Attack using the AP's of Air Control as AV/EV and the target's Dex/Body as OV/RV.
  • The user may summon strong winds to buffet about the opponents. This is treated exactly like attacks made via the Super Breath Power, except the winds affect everyone and everything (except the user) within a volume equal to the AP's of Power (rather than the 1-AP-wide corridor of Super Breath.  The user may shape this volume as desire. In addition, the Power user may choose the direction in which to Knock Back each of the targets, not necessarily choosing the same direction for each target. Damage sustained through Knockback is considered Killing Combat: see page 98.
  • The user can remove existing volumes of air to create a vacuum. This attack requires a successful Action Check with the user's AP of Air control as the AV/EV against an OV/RV equal to the volume of air to be displaced. The OV/RV revives a +2 Columns Shift modifier due to the difficulty of creating a vacuum. Characters caught in a vacuum lose 1 AP of current Body Condition per phase of exposure  (considered Killing Combat in most Genre;s, see page 176.)
  • The user may propel themselves via gusts of air, moving at a  distance per phase equal to the Character's AP's of Air Control.
  • Finally the user may simply move a volume of air. OV/RV's of such an attempt are the AP's of volume to be moved; RAP's equal the distance the volume is displaced. For example, a Character with Air Control could use the Power to push a cloud of poisonous or radioactive air away from a crowd of spectators or towards a a group of villains.
The Red Tornado, Earth's air elemental, has this Power.
          


Source: 3rd Edition Rulebook, page 51

Mind Field

Mind Field
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Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: 20          Factor Cost: 4     

Description: This Power allows a Character to create a field of mental energy to protect themselves. When using this Power, a Character adds the AP's of Mind Field to their RV against Mental Attacks.

A Mind Field is spherical in form and is centered around the Character of origin. A field shelter may be generated at the same AP's of volume as the Power's AP's and protects any Character located within that volume from exterior Mental Attacks. No Mental Attacks with exterior targets may be made from within the field.

This Power can be purchased with a special -2 Factor Cost Limitation: Field protects Power User Only.

This Power can be purchased with a special Bonus: Can Attack Through Field. This Bonus allows Mental Attacks with exterior target to be made within the Field. It doubles the Base Cost of the Power (to 40) and adds +1 to the Factor Cost.



Source: 3rd Edition Rulebook, page 59

Regeneration

Regeneration
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Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: 25          Factor Cost: 8     

Description: This Power allows a Character to accelerate their own natural recuperative powers, enabling them to regenerate Current Body, Mind and Spirit Conditions at an exceptional rate. The Character's AP of Regeneration are added to the AP's of time spent Recovering (see page 99,) meaning that the Character can make Recovery Checks with increased frequency and thus heal more quickly.

A Character with 10 AP's of Regeneration can make a Bashing Recovery Check every phase during combat (doing so counts as a Dice Action.) A Character with 11 AP's of Regeneration can make two Bashing Recovery Checks each phase, one with 12 AP's can make three Checks, etc...

A Character with 15 AP's of Regeneration can make a Killing Recovery Check every phase during combat (doing so counts as a Dice Action.) A Character with 16 AP's of Regeneration can make two Checks, etc...

Attempting multiple Recovery Checks during one phase counts as a single Dice Action regardless of how many Checks are made. A Character with Regeneration need not be conscious to utilize this Power.

Re-Animage of the Wanderers has this Power.



Source: 3rd Edition Rulebook, page 62

Adaptation

Adaptation
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Class:     Mental      Link:        Int
Range:     Special     Type:        Auto
Base Cost: 1000        Factor Cost: 10    

Description: This Power allows a Character to duplicate any existing Power or Skill from any other character. To utilize Adaptation, a Character must have witnessed the use of the Power/Skill to be Adapted , and must be within Normal Range of that Character to adapt any number of Powers and/or Skills, provided the cumulative AP's do not exceed their AP's of Adaptation.

Character utilizing Adaptation use concentrate for one phase prior to utilizing the Adapted Power/Skill, at which point they receive AP's of the Adapted Power/Skill equal to those of the Character from which the Power/Skill was Adapted; if the Adapted Power was linked, the Adapting Character receives the AP's of Power/Skill equal to their AP's in the Adapted Power/Skill's link Attribute. (Remember, the total AP's of all Adapted Powers and Skills cannot exceed the Character's AP's of Adaptation.)

Once a Character has Adapted certain Powers and/or Skills, they can keep them until they replace the, with other Powers or Skills (although they may intentionally "lose" them at will without adding new ones.)

Note:  Power s and Skills with Base Costs greater than 100 Hero Points can never be Adapted using this Power.

This Power can be purchased with the following special Limitations: Cannot Adapt Skills (-1 Factor Cost); Cannot Adapt Powers (-3 Factor Cost.)

Amazo, the "One-Man Justice League" has this Power.



Source: 3rd Edition Rulebook, page 51

Mind Drain

Mind Drain
__________________________________________
Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 20          Factor Cost: 3     

Description: This Power allows a Character to drain Mind AP's from their opponent and add those AP's to their own Mind. Uns of Mind Drain is treated as Mental Attack with AV/EV's equal to the AP's of Power and OV/RV's equal to the opponent's Int/Mind. RAP's are subtracted from the opponent's Mind and added to the attacker's Mind.

Results of a Mind Drain attack are treated as normal Mental Damage (the victim's current Mind Condition must be Recovered, as explained on page 99.) A Character may never use this Power to increase their own Mind higher that its normal AP level.

The villain Sleez has this Power.



Source: 3rd Edition Rulebook, page 59

Dispersal

Dispersal
__________________________________________
Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: 10          Factor Cost: 6     

Description: This Power allows a Character to disperse their atoms to become intangible to the point of being able to pass through solid objects. Each AP of Dispersal engaged by the user has the following effects:

  • One AP is added th the Character's OV/RV against Physical Attacks.
  • One AP is subtracted from the Character's Str (to a minimum of 0 AP's) and weight.

In addition, a Character with AP's of Dispersal greater than the or equal to the Body of an object may freely pass through the object, meeting with no resistance whatsoever.

A Character with Dispersal may use it as a Physical Attack by putting their hand inside their target and the partially solidifying. This attack is dangerous to both attacker and defender; both suffer attacks with AV/EV's equal to the attacker's Dex/AP's of Power. the OV/RV for the attacker is their Body/Body, while the defender's is their Dex/Body. The only Powers that will aid either Characters against this attack are Density Increase and Dispersal, which will add to their AP's to the OV and RV against this check.

Dispersal makes a Character harder to spot with Radar Sense and Sonar. In order to locate a Dispersed Character with one of these Powers, a Perception Check must be made with the AP's of sense as the EV/EV and the AP's of Dispersal as the OV/RV.

If two Dispersed Characters attack each other, only the Character with the higher AP's of Dispersal recieves any modifier to his Str and RV. The Modifier is equal to their AP's of Dispersal minus the other Character's AP's of Dispersal. If both Characters have the same AP's, they treat each other as though neither of them has any Dispersal.

This Power may be purchased iwtha  special +1 Factor cost Bonus: Partial Dispersal Allowed. This Bonus allow the Character to  solidify parts of their body while keeping the rest Dispersed. When partially Dispersed, the character does not lose any pints from their Str score, and get to keep the RV bonus. However, the solid parts of their body may be targeted with a  Trick Shot, the number of Column Shifts varying depending on how much of the body is solid (G<'s discretion.)

Phase of L.E.G.I.O.N. has this Power with the special Bonus.



Source: 3rd Edition Rulebook, page 54




Ed's Notes: For the record, I HATE this Power. Lol... Well... At least I hate in the hands of PC when I'm GM'ing or in Villains when I'm playing. I personally LOVE having it at my disposal. Lol. Because if your stat's are otherwise even halfway decent, this can make you nearly uninhabitable and invulnerable, even at lower ratings - especially if you have an attack power - ANY attack power - other than Str. Which... honestly is kinda dumb. Here's how I would see it changed:

1) Any time "RV" is mentioned above by itself, it should say "OV/RV." That's doesn't relate to what I just said, it's just necessary cleanup, IMHO.

2) Rather that just losing Str, the same number of AP's should be subtracted from the AP's of any Physical (or physically manifesting) Attack originating from the Character. (Energy Blast, Heat Vision, etc...) And honestly, given the concentration involved, they really shouldn't be able to use really complicated Mental Powers (like Matter Manipulation) either. (Yes, I got burned letting someone play Firestorm once. Sue me.)

3) Not sure why the Str reduction in limited to 0 AP's 0 AP's of weight is still 25 pounds. And negative AP's are a thing. So I'd let it go negative.

Mind Blank

Mind Blank
__________________________________________
Class:     Mental      Link:        Mind
Range:     Self        Type:        Auto
Base Cost: 5           Factor Cost: 4     

Description: This Power allows a Character to negate any and all mind-reading or mind-scanning attempts made mode upon him. The Character adds the AP's of Mind Blank to the RV against attacks utilizing Power such as Life Sense, Mind Probe and Telepathy.

The Appellaxians have this Power.



Source: 3rd Edition Rulebook, page 58

Mental Freeze

Mental Freeze
__________________________________________
Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 20          Factor Cost: 3     

Description: This Power allows a Character to mentally restrict an opponent. AV/EV's for such an attack equal to the Character's AP's of Mental Freeze while OV/RV's equal to the opponent's Int/Mind. Positive RAP's indicate success, with the opponent held fast and unable to move (Dex=0.)

A Mentally Frozen opponent may attempt to free themselves through an Action Check with AV/EV's equal to the opponent's Int/Will against OV/RV's equal to the RAP's of the successful Mental Freeze attack.  If cumulative RAP's from this Action Check equal or exceed RAP's from the from the Mental Freeze attack, the opponent is released.

Maxima has this Power.



Source: 3rd Edition Rulebook, page 58

Electrical Control

Electrical Control
_____________________________________________
Class:     Mental      Link:        Int
Range:     Normal      Type:        Auto/Dice
Base Cost: 15          Factor Cost: 8        

Description: This Power allows a Character to control the flow of electricity. Electrical Control does not grant a Character the ability to generate energy (as Lightning does) but only the ability to manipulate existing electricity. Electrical Control may be used each phase toward a variety of effects, Using more than one effect in a phase requires a distribution of AP's.

The Character may increase or decrease the intensity of a source of electricity (including thunderclouds.) Electrical intensities are measured in terms of the AV/EV. Household current has an AV/EV of 4, Industrial Current has an AV/EV of 8 while the output of a power plant might have an AV/EV as high as 12. The Character makes an Action Check using the AP's of Electricity Control as the AV/EV against a OV/RV equal to the source's AV/EV. Add of subtract (as desired) the RAP's earned to/from the AV and EV of the source. This can be used to discharge or recharge batteries, as well as overheat, shut down or even explode (GM's discretion) electrical devices.

The Character may attempt to disable to damage electrical systems, including the power and control systems of devices and the nervous systems of creatures, This is treated as a Physical Attack with AV/EV's equal to the AP's of Electricity Control and OV/RV equal to the target's Body/Body. OV is not Dex (unless the Range is reduced to Touch) because the electricity is already existent in the target.

A Character with Electrical Control may cause existing electricity to intensify up to the Power's AP's to arc between points. This is normally treated as a Physical Attack on the target, which gains a +2 Column Shift defensive bonus to the RV, since the path being taken is not normally conductive.

Electrical Control may be used to deflect attacks based on electrical, magnetic or metallic objects (this included charged particle beams.) in this case, the AP's of Power are added to the Character's OV against these attacks.

This Power may be used as the AV/EV of any attempt to jam Radio Communication by causing massive feedback. The OV/RV of the attempt is the AP's of Radio Communications. If RAP's achieved are greater than 1/2 the AP's of Radio Communications (round up,) the signal is effectively jammed and no information can be sent through.



Source: Blood of Heroes Special Edition, page 70

Control

Control
__________________________________________
Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 50          Factor Cost: 7     

Description: This Power allows a Character to mentally attack an opponent and then dictate all of the opponent's actions. When a Character successfully uses this Power on another, they are able to completely control the victim's body.

To control a target, the use must make an Action Check with AV/EV's equal to the AP's of Power and OV/RV's equal to the target's Int/Mind. If RAP's exceed the opponent's Mind, the opponent falls under the user's control and will remain controlled until the user voluntarily releases the opponent, falls unconscious or the opponent succeed in breaking free of the control.


While controlled a victim's actions are completely dictated by the Power user. The user mist expend an Automatic Action each phase to transmit instructions to any and all Characters under control, with no need for direct communication (instruction are given mentally with an unlimited range.)

A victim of Control is entitled to combat the effect each phase with an AV/EV equal to the victim's Int/Will against an OV/RV equal to the controller AP's of Power. Hero Point expenditure on the OV/RV is not allowed. If/when the victim's cumulative RAP's from these attempts exceed the user's AP's of Control, the victim breaks free.

Irma Ardeen-Ranzz (Saturn Girl) of the Legion of Superheroes has this Power.



Source: 3rd Edition Rulebook, page 53

Sensory Block

Sensory Block
_____________________________________________
Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 30          Factor Cost: 2        

Description: This Power allows a Character to totally obstruct the senses of an opposing Character. Such an attempt requires an Action Check with AV/EV equal to the AP's of Sensory Block and OV/RV's equal to the opponent's Int/Mind. If RAP's exceed the opponents Mind, his senses will be completely, their sense will be completely blocked for an amount of time (in AP's) equal to the RAP's earned (or until the using Character either falls unconscious, voluntarily release the opponent, or moves out of Range.)

A Character with block senses has the OV/RV of any Action Check they attempt increased by the RAP's earned by the Sensory Block attach. In addition, such a Character suffers a -2 Column Shift modifier to their OV against Physical Attacks.

Projectra (Sensor Girl) has this Power.



Source: 3rd Edition Rulebook, page 63



Ed's Notes: First thing... Sensor Girl does not have this Power. (Not according to the 2995 LoS Sourcebook anyway.) Second time I've found this error. (Superman doesn't have Ultra Vision either.)

Second thing... Question... Suppose RAP's do not exceed the target's Mind... Does anything happen? Like... if you get 3 RAP's against a Mind of 6... Are the target's senses at least partially blocked?  Do they still have the OV/RV of Action Checks increased by 2? I say they do, but... It doesn't say so.

Thermal Vision

Thermal Vision
__________________________________________
Class:     Mental      Link:        Int
Range:     Normal      Type:        Auto
Base Cost: 5           Factor Cost: 1     

Description: This Power allows a Character to see the variations of temperature across a given area. A Character using Thermal Vision will see variations of the color red in warm areas and variations of the color blue in cool areas.

For example, while uniformly cool surface such as a cave wall would not normally register on Thermal Vision, if someone had recently touched the wall, and red, blurred handprint would be visible. Footprints are detectable with Thermal Vision for a time equal to the character's AP's of Power. A source of intense heat such as a torchflame, will completely "white out" all Thermal Vision in the vicinity.

A Character can use Thermal Vision to detect Invisible Characters or objects (see Invisibility.) However, all items viewed through this Power will be blurry and lack detail, making identification difficult.

Superman has this Power



Source: 3rd Edition Rulebook, page 57


Super Hearing

Super Hearing
_____________________________________________
Class:     Mental      Link:        Int
Range:     +3          Type:        Auto
Base Cost: 5           Factor Cost: 1        

Description: This Power allows a Character to hbear sounds of extremely high or low frequency. A charecter with Suyper hearing can  detect sounds well outsdide the normal range of human hearing including dog whistles, radio and television transmissions, and radar waves.


Superman has this Power.




Source: 3rd Edition Rulebook, page 63




Ed's Notes: Question: What is the difference between have 1 AP of this Power and 50? Range? The type of signal you can here? GM's discretion I guess, but some guidance would be nice. :\

Recall

Recall
_____________________________________________
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

Microscopic Vision

Microscopic Vision
__________________________________________
Class:     Mental      Link:        Int
Range:     0 AP's      Type:        Auto
Base Cost: 0           Factor Cost: 1     

Description: This Power allows a Character to see extremely small objects. Following is a table which lists the objects that become visible at the various AP levels of Microscopic Vision:

AP's   Object Visible   
1      Cloth Weave
3      Hair Follicles
5      Tiniest Insects
8      Human Cells
10     Metal Fatigue
12     Bacteria
23     Viruses
26     DNA Structure
28     Molecules
30     Atoms
35     Electrons

Superman has this Power.



Source: 3rd Edition Rulebook, page 59