Manipulative Glands in Gamma World | World Anvil

Manipulative Glands

Scientific curiosity and evolutionary whimsy developed a series of mutations that aided their possessors in gathering followers and performing as leaders of primitive packs of animals or more sophisticated (but equally vulnerable) humans. The mutant or artificial glands secrete special substances meant to dominate or influence others. These substances do not affect synthetics.   Type: Minor or Major Positive (see below).   Effect: When the Final Wars derailed the normal course of evolution an development, these glands coupled with different delivery methods. When acquiring this power as a mutation, roll on the following table to determine the delivery method the character develops. This determines whether the mutation is minor or major (although the manipulative substance may also affect the degree of mutation), and which form of biotech is needed to install the transformation.
  Exuded: The character exudes manipulative pheromones. This delivery method works like the Harmonious Pheromones mutation in terms of range and targets. Exuded substances have a saving throw DC 2 lower than normal, as the manipulative substances is more diluted.   Bite: The character grows sharp, hollow fangs, with a conduit to gland sacs in her throat. Her bite now inflicts 1d4 points of damage (at a minimum). She can opt to inject the manipulative substance when she inflicts at least 1 point of damage on a target. She can do this up to 5 times per day, after which the glands need 8 hours to refill.   Stinger: This works exactly like Stinger except that instead of poison, the stinger delivers one of the manipulative substances. The saving throw DC for stinger-delivered substances cannot go above 15. If the character already has a stinger, he can choose whether to deliver its normal poison or the manipulative substance, except if the stinger is biotech, in which case this mutation will replace the implant or graft.   Spit: The character can spit the substance in her glands up to 3 times per day, after which the glands take 8 hours to refill. The character makes a ranged touch attack against her intended target, with a range increment of 10 feet. The delivered substance deals no damage but must make contact with exposed skin, and cannot affect creatures with a natural armour bonus of +3 or higher. A critical hit on the attack roll means that the spit struck an exposed membrane such as eyes, nose, or an open wound; the target suffers a -2 penalty on the saving throw, and even creatures with natural armour can be affected in this manner.   A single gland can only produce one kind of substance, but a character may grow or install several . If he does, he need not roll for a delivery method again, instead using the same as for the first glandular mutation. If the delivery method has a daily limit, each gland has its own limit, independent of the others. Each substance requires its own saving throw, sometimes modified by the delivery method. A successful save indicates that the target is immune to the character’s use of this power for 24 hours; the character may still attempt to use other glandular attacks against the target. Also, some substances are always major mutations, even if the delivery method is minor. If a character acquires this power as a mutation, roll on the following table to determine which substance the gland produces. A substance effect can be based on the character’s Charisma or Constitution, but once an ability is chosen, it cannot be change.  
  Alpha Factor: A character who produces this substance is, quite literally, a natural leader. A character who manifests this power has it as a pheromonal effect, but it is available for all delivery methods, in which case the substance’s effects last for 1 hour per two character levels. A victim affected by this substance must make a Fortitude save (DC 10 + 1/2 character level + ability modifier if she fails, she will be predisposed to follow the character’s orders, suffering a -4 penalty on all opposed checks and Will saves against the character. NPC attitudes will start at one step higher—this is not because they like the character, but because they subconsciously accept him as a leader.   Fear: A target affected by this substance must make a Fortitude save (DC 10 + 1/2 character level + ability modifier). A target who fails the save is severely shaken, taking a -2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. A target who has failed the saving throw cannot approach the character and must stay at least 10 feet away.   Territory Marker: This substance is only available through the exuded or spit delivery methods. The character can “mark” a location as hers using 1 spit charge to mark an area of up to 30 feet per side, although the character can shape it as she will. Animals instantly detect the smell and recognize the areas as belonging to someone, and will avoid it instinctively. The effect on creatures without the scent quality s more subtle; they feel distinctly unwelcome within the marked area. Creatures within a marked area must make Fortitude saves (DC 10 + 1/2 character level + ability modifier) or suffer a -2 penalty on attack and damage rolls, Will saves, and Charisma-based checks against the mark’s owner (actions against all other beings are unaffected). Targets suffer this effect while inside the marked area and for an additional 10 minutes per character level after leaving. The marking scent remains in the area for 2 hours per character level.   If the delivery method is exudation, the character has a very definite personal space. Anyone coming within 10 feet of her must make a Fortitude save (DC 10 + 1/2 character level + ability modifier) or suffer the above consequences. Optionally, the character can push the substance through her pores so that it covers and area equal to that described above. doing so will suppress her personal aura for 4 hours, until her glands replenish themselves.   Manipulative Venom: This potent, mind-affecting poison inflicts no damage but renders a victim open to suggestion and manipulation. The victim makes a Fortitude save (DC 10 + 1/2 character level + ability modifier after a failed save, the victim automatically fails all Will saving throws and checks to oppose Charisma-based skills and abilities used by the character for 1 minute per character level. This substance is not available for exudation delivery.   Subliminal Acquiescence: A less potent version of the manipulative venom, this substance merely makes the victim susceptible to manipulation. The target suffers a -2 penalty on Wisdom-based checks and saves when affected by the substance, with no saving throw allowed. The condition lasts for 10 minutes per character level.   Biotech: Varies (see above).


Cover image: Trash Planet by nkabuto