There is only one Mojo.
Across the entire multiverse, the substance exists as a singular metaphysical essence impossible to replicate.
Kings have gone to war for it. Archfey have seduced nations to possess it. Entire bardic colleges have collapsed trying to identify what it actually is. No one truly understands whether Mojo is.
The substance appears as a swirling psychedelic liquid that constantly shifts: gold, violet, electric blue and neon neon pink.
Anyone near exposed Mojo faintly hears: funk music, seductive whispers, and applause from nowhere.
Consumption.
When a creature drinks the Mojo, the substance permanently integrates into the creature’s body. The consumer becomes known as: The Bearer of Mojo
The effects remain active indefinitely for as long as the Mojo remains inside the bearer. The substance: cannot be digested, cannot be dispelled, and cannot be removed through ordinary surgery or magic.
Even death does not destroy it.
Effects of the Mojo.
While bearing the Mojo:
- Your Charisma score increases by +10, to a maximum of 30.
- You gain advantage on:
- Persuasion checks,
- Performance checks,
- Deception checks,
- Intimidation checks,
- Survival checks,
- Acrobatics checks.
Additionally: mundane creatures instinctively notice your presence, your confidence becomes nearly supernatural, and social interactions subtly bend in your favor.
However:
- You suffer a -2 penalty to Intelligence.
- You have disadvantage on:
- Insight checks,
- Perception checks.
The bearer becomes: impulsive, distractible, theatrically overconfident, and catastrophically susceptible to manipulation by anyone equally charismatic.
Aura of Swagger.
While bearing the Mojo:
- you cannot willingly behave modestly,
- whispering feels unnatural,
- and entering a room full of creature without drawing attention requires a DC 20 Wisdom saving throw.
Music nearby may spontaneously become funkier.
The DM is encouraged to describe: dramatic posing, unnecessary flirting, overcomplicated plans, and complete confidence in terrible ideas.
Extraction.
Mojo can only exist inside one living creature at a time.
Removing it requires: specialized artificer-smith tools, invasive alchemical extraction procedures, and direct physical access to the bearer’s body.
A creature attempting extraction must make a DC 28 Intelligence (Smith’s Tools)
The process takes:
- 1 uninterrupted hour,
- specialized equipment worth at least 25,000 gp,
On a failed check: the bearer take 12d10 force damage.
“Yeah, baby.”
Notes: Bonus: Charisma Score, Advantage: Persuasion, Advantage: Performance, Advantage: Deception, Advantage: Acrobatics, Advantage: Survival, Bonus: Intelligence Score, Disadvantage: Insight, Disadvantage: Perception, Social, Deception, Consumable, Bard, Utility Potion
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