by kipling » Fri Jun 01, 2012 11:49 am
Sure, I'm just pointing out ways you could do it narratively. But for instance, having her pheromones interfere with the thinking process--a kind of confusion--could be more mental than emotional.
With the declared effects of pheromones in the game (I don't want bio majors to leap on me, here: I was a bio major once upon a time), she could be creating a strong emotional reaction (which would be emotional stress) or she could be keeping them from thinking by inducing a strong emotional reaction (which as Watcher I might call mental stress). That's why I said it depended on the intent.
The same action might cause different kinds of stress, depending on what you're trying to do. Using her venom blasts on low power to provide light, as she does in Breakout, is a terrible way to hurt a bad guy (induce Physical stress) but a great way to get rid of a Scene Distinction (Dark: d8). Sure, she can't normally hit multiple targets with her venom blast, but in some narrative contexts, I'd probably let her pepper the area around the villain with low-power blasts that are just intended to confuse him, all in one turn. (I'd probably make it clear to the player that we're not talking about her suddenly growing the ability to do multiple target attacks, but about a narrative convenience, but we could model it with stepped back dice and multiple effects and PP--I just think that the coolness factor would outweigh that for a single person as target. That's personal, though, and not necessarily part of the RAW.)
Just an explanation of my way of thinking: Right now, I'm biased in the area of declaring your intent and then finding a way to make the rules fit that, with relatively little "No, sorry, you can't do that." It seems to me to be more in keeping with the nature of the game system. I love Mutants and Masterminds too, but there you get the discussion about whether maybe she has attractive because of the pheromones or whether it should be a power or should it really be a rank 10 effect. So, when I think about MHR, I want the opposite: I want cool narrative effects, and make the rules fit to that.
But--and here's my standard disclaimer--I'm still a newbie, and still figuring things out. I could very well be wrong.