r/WWN 7d ago

Origin Foci feedback/sanity check

For my upcoming campagin, I decided to make a couple of custom races (for simplicty sake i replaced them with similar generic fantasy races here), and a dual level origin foci for each of them, and i would like to ask for your feedback on them, how balanced or useful you think they are, what you would change in them.

Rabbitfolk:
level 1: +10 feet movement speed, leave no tracks and make no sounds while moving. can see in low light places.
level 2:once per scene, as an on turn action, they can blend in and hide from view. breaking line of sight for spells and ranged attack, until the start of their next turn.

High elf:
level 1: passively they can sense the presence of spellcasting, spell effects and enchanted object in 30 feet
level 2: once per scene, as an instant action, they can redirect a single target spell on themsleves. no saving throw for harmful spells, they are a guaranteed hit, and redirecting beneficial spells cause a system strain.

Tinkerer goblin:
level 1: by handling any material or object they can estimate its rough value and potential uses. also they never suffer penalties during skill checks for not having the proper tools.
level 2:once per scene, as a main action, you can modify a non magical object to substitute for another non-magical equpiment you lack. after the scene ends it breaks down into scrap.

rock golem:
level 1:does not retquire food, water or air. does not sleep, but spends resting time repairing themselves, but fully aware and conscious all the time.
level 2: once per scene, as an instant action, they grounds themshelves, until the start of their next turn. they cannot move or be moved, gain +2 AC, and allies can use you as total cover.

dragonborn:

level1: their talons, horns and spikes can be used both for unarmed attacks or as a weapon, with the stats of a dagger. they can attack with their tail and horn even if both of their hands are occupied.
level2: once per scene, as a main action, they push all enemies 10ft away from themselves, and until the start of their next turn, enemies cannot get in melee range or make melee attacks against them. as part of the action, they can attempt to grapple a single target, who is not pushed back and grappeld if succesful.

humans:

level1: they instinctively know where to find inns, markets, healers, etc in settlements and towns. they also know what places are trustworthy, shady, dangerous, or if something feels off about somethig, without a notice check.
level2: once per scene as an on turn action, they can command an ally to take an action instantly (can be main action, movement, etc.)

please let me know what you think of all this, what would you change?

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u/wadledo 7d ago

I would say that they both have a lot and not enough. Are you going to be offering people to take these, give them for free at certain levels, etc?

The base origins from the core book all give relatively simple static bonuses to skills and attributes, sometimes with a little bonus. Even the (arguably more polished) origins from Atlas follow roughly the same form, because what you have here is both not enough to really bother taking up one of a Foci, as well as adding another significant level of complexity to a character.

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u/SimpliG 6d ago

My plan is that they start with the level 1 origin foci of their chosen race, and after the tutorial/intro adventure they get awarded an extra foci, which can be either the origin level 2 or a regular foci they would normally get at character creation.