Praxic (IB)

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Starfox's Blades in the Dark space hack

Give me a fixed point, and I shall move the earth.

— Archimedes

Praxic Playbook

The Praxic is a master of applied knowledge — the builder, the alchemist, the engineer. Where the Philosopher contemplates, you construct. You bridge theory and practice, shaping ideas into machines, mixtures, and mechanisms. Whether soldering in orbit or improvising repairs in a collapsing dome, you always have something useful — or dangerous — within reach.

You might be called an engineer, machinist, technician, tinkerer, surgeon, or master crafter.

Touchstones: Nikola Tesla (The Prestige (2006)), James Glaisher (The Aeronauts (2019)), Archimedes (Indiana Jones and the Dial of Destiny (2023)), Steven (Flesh and Blood (1985)).

Special Abilities

  1. Deep Pockets: Increase your Load capacity by two.
  2. Demolition: You gain increased Effect when you use Rig to destroy, disable, or collapse structures or machinery. When doing so, choose one: reduce the signature — conceal the cause — increase Effect again.
  3. Fortitude: Once per session, you may ignore the Stress cost of Resisting a Consequence of fatigue, weakness, or technological failure, or Push yourself to Interface or Rig.
  4. Inspiration: When performing a Downtime Action, you may spend Stress in place of Coin to pay its cost. Applies to crafting (Prototype), repair, and other technical or creative work. Rules to follow.
  5. Prototype: Spend a Downtime Action (often as a Flashback) to build a one-off personal device without a Schema. The item lasts for a single score before breaking down. Roll Rig: 1–3: Same Tier. 4–5: +1 Tier. 6: +2 Tiers. CRITICAL: +3 Tiers. If the result is below the desired Tier, the item still functions but its Effect is reduced by the difference.
  6. Surgeon: With a few minutes of surgery, reduce Harm suffered in the last hour by one level: Level 1–2 Harm is controlled, Level 3 is risky, and Level 4 (recently dead) is desperate. Each wound can only be treated once; Consequences affect the patient. In Downtime your crew (or you, for 2 Stress) can use your Rig for healing rolls.
  7. Tailoring: Spend a Downtime Action to permanently enhance equipment for a specific user (roll Rig), adding it to their Inventory. 4–5: Choose one enhancement. 6: Choose two. CRITICAL: Choose three. Options: reduce Load by 1, disguise the item as harmless, or add a small utility agreed with the GM. Each item may be Tailored only once, but you can start over with an unmodified item.
  8. Tinkering: Modify a device, weapon, or piece of equipment to fit a particular situation. Roll Rig to adapt an item for use on a single score. 1: The item is destroyed. 2–3: Worsen Position. 4–5: Improve Effect but worsen Position. 6: Improve Effect. CRITICAL: Improve both Position and Effect. You may alter what the item does (within reason) instead of improving Effect. A common Consequence of using such an item is that it breaks.

Associates and Rivals

˄ ˅ Addison, a philosopher.
˄ ˅ Cameron, a patron.
˄ ˅ Emerson, a soldier.
˄ ˅ Morgan, a fixer.
˄ ˅ Rowan, a jockey.

Inventory

To be determined.

XP

  • Every time you roll a Desperate action, mark XP in that Action’s Attribute.

At the end of each session, for each item below, mark 1 XP (in your playbook or an Attribute), or 2 XP if it occurred multiple times.

  • You addressed a challenge using technical skill or mayhem.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.
  • You pointed out an established NPC whom the GM then brought into the action.

Starting Actions

Interface 1
Rig 2
4 points by choice, no higher than 2 in any one.