I agree with Bill's overall point -- particularly for a "comic book" setting, it's easier to defer to the individual author/contributor as to what works, as long as it doesn't overpower things, get opportunistically changed ("Wait, suddenly I find I can read machines!"), or otherwise detract from the story. There needs to be enough material to reasonably extrapolate for both players and GMs, so that expectations mesh (even with surprises from extrapolation -- "But what you didn't realize until this moment was that the entire Krell Great Machine has a readable mind, too -- and by expanding your mind-reading horizon you've just gotten sucked into it") and everyone has fun. That said, a campaign (or novel) about telepathy would be interesting, and be far more useful to delve into the particulars about how telepathy works in that setting. The idea of telepaths finding electrical impulses distracting, annoying, or even painful is a fun one that could lead to some neat writing (so that's why visionaries and mystics and other mind readers tend these days to park themselves out in the wilderness, on mountaintops, inside antique houses on hills, etc. ...) How do machine guns work? Do I need to know the details of ammo variety and construction, field variations of different models and manufacturers, maintenance records, whether a given gun treated a certain way in certain environmental settings will still operate properly? Or do I just pick up the MG and hose down the bad guys? It depends on whether I'm Tom Clancy or Jack Kirby. That said, I like the idea that Bill has -- if I can extrapolate from it -- of ordered information (and its processing, which is just adding a time dimension), as being counter to entropy and chaos, and creating structure that should, in some meta fashion, be detectable and therefore readable. Those might be many powers, they might be a single power, those powers might have different detection limits and quantitation limits, but that's what makes different metahumans different.