Cyber Knight


Cyber-Knights are a brotherhood devoted to justice and fair play. Most of its ranks are human, although members of races similar to humans do occur. Their primary attributes are goodness, and honor. Many are the tales of a lone Cyber-Knight riding into a borderland town, righting wrongs done upon its inhabitants, and bringing justice to the badlands. They swear to a code, and take their responsibility to the innocent of Rifts Earth very seriously.

The Knight’s Code of Chivalry

I. To Live

  • Live one’s life so that it is worthy of respect and honor.
  • Live for freedom, justice, and all that is good.

II. Fair Play

  • Never attack an unarmed foe.
  • Never attack from behind.
  • Avoid cheating.
  • Avoid torture.
  • Never charge an unhorsed opponent.
  • Never use a Psi-Sword on an opponent not equal to the attack.

III. Nobility

  • Exhibit self-control.
  • Show respect to authority.
  • Administer justice.
  • Administer mercy.
  • Protect the innocent.
  • Respect women.
  • Obey the laws if they do not supersede the rights of life.

IV. Valor

  • Exhibit courage in word and deed.
  • Defend the weak and innocent.
  • Fight for an ideal, like freedom.
  • Fight with honor.
  • Avenge the wronged.
  • Never abandon a friend, ally, or noble cause.

V. Honor

  • Always keep one’s word of honor.
  • Always maintain one’s principles.
  • Avoid deception.
  • Respect life.
  • Honor all life.
  • Respect all views of life.
  • Never betray a confidence or comrade.

VI. Courtesy

  • Exhibit manners.
  • Be polite and attentive.
  • Be respectful of host, women, and honor.

VII. Loyalty

  • To the Code of Chivalry.
  • To one’s principles and heart.
  • To one’s friends and those who lay their trust in thee.

Cyber Knight Advancement

Level Combat Fort Ref Will Special
1st +1 +2 +0 +0 Unyielding, Psi Sword, Armor Grafts, 2 Feats (General, Psionic, or Warrior)
2nd +2 +3 +0 +0 General, Warrior, or Cyber Knight Feat
3rd +3 +3 +1 +1 General, Psionic, or Warrior Feat
4th +4 +4 +1 +1 General, Warrior, or Cyber Knight Feat
5th +5 +4 +1 +1 General, Psionic, or Warrior Feat
6th +6 +5 +2 +2 General, Warrior, or Cyber Knight Feat
7th +7 +5 +2 +2 General, Psionic, or Warrior Feat
8th +8 +6 +2 +2 General, Warrior, or Cyber Knight Feat
9th +9 +6 +3 +3 General, Psionic, or Warrior Feat
10th +10 +7 +3 +3 General, Warrior, or Cyber Knight Feat
11th +11 +7 +3 +3 General, Psionic, or Warrior Feat
12th +12 +8 +4 +4 General, Warrior, or Cyber Knight Feat
13th +13 +8 +4 +4 General, Psionic, or Warrior Feat
14th +14 +9 +4 +4 General, Warrior, or Cyber Knight Feat
15th +15 +9 +5 +5 General, Psionic, or Warrior Feat
16th +16 +10 +5 +5 General, Warrior, or Cyber Knight Feat
17th +17 +10 +5 +5 General, Psionic, or Warrior Feat
18th +18 +11 +6 +6 General, Warrior, or Cyber Knight Feat
19th +19 +11 +6 +6 General, Psionic, or Warrior Feat
20th +20 +12 +6 +6 General, Warrior, or Cyber Knight Feat

Cyber-Knight Feats

Cyber-Knights enjoy a flexible selection of martial and psionic feats, representing their extensive conditioning of body and mind. Their class-specific feats typically advance these same skill-sets, with an emphasis on teamwork and the protection of others.


The Cyber-Knight may spend a point of Conviction to immediately erase all bruised and hurt damage conditions (and their associated penalties).

Psi Sword

A Cyber-Knight’s defining trait, honed after years of training and diligent study, is his ability to manifest a “Psi Sword”, the physical embodiment of his will. This “blade”, which need not be in the form of a sword at all, is composed of shimmering blue force, an extension of the Knight’s own arm, and takes the shape of the Knight’s favored melee weapon. The Knight’s choice of weapons is made at the time of his first successful manifestation of the blade, and though permanent, the choice is merely a cosmetic one; all Psi Swords possess the same characteristics:
The Psi Sword is a supernatural weapon, and as such ignores damage reduction.
The Cyber-Knight may summon the blade merely by willing it into existence, which takes a Standard Action, and is never fatiguing. Should the blade ever break contact with the Cyber-Knight’s body (e.g., if the Knight is disarmed) it immediately dissipates out of existence. Likewise, the Knight may voluntarily dismiss the blade at any time as a Free Action.
Damage: 5 + Charisma

Armor Grafts

Soon after achieving the rank of Squire within the Cyber-Knight order, he begins the long process of undergoing a series of Cybernetic operations that are given him with one purpose in mind: that he might stand against the horrors threatening Earth, and repel them. These expertly designed armor grafts employ technology not found outside the Cyber-Knight order, though the secrets are coveted by many. Coalition researchers conducting autopsies of fallen Knights have found that the very surface of the grafts, a carbon nanotube-mesh, appear to utilize a bonded genotype-specific hypoallergenic coating. That is, the Knight that the armor is designed for, and only that Knight, will be able to accept the graft without a subsequent (potentially life-threatening) immune response. Experiments seeking to overcome this obstacle, utilizing Dog Boy “volunteers”, have as of yet been dramatically unsuccessful.
Benefit: The Cyber-Knight receives a +2 bonus to toughness rolls. This bonus stacks with normally worn armor.


The Cyber-Knight may, upon manifesting his Psi-Sword, choose to create a Psi-Shield as well. This shimmering field of energy comes into being on the opposite arm, though unlike the sword-hand, the Knight’s shield-hand remains free for other purposes. Creation of the Shield detracts from the strength of his sword’s manifestation, however, his damage output is lessened as a result.
Benefit: The Cyber-Knight may use his Psi-Shield to add his Parry bonus (equal to his Strength score) against ranged attacks. Further, he may now add his Charisma score to his toughness rolls rather than to his Psi-Sword damage. Each round, as a minor action, the Knight may switch the application of his Charisma score between Sword and Shield as he sees fit.

Stalwart Shield

Prerequisite: Psi-Shield
The Cyber-Knight has become adept at using his to protect his allies as well as himself.
Benefit: When manifesting a Psi-Shield, the Cyber-Knight may extend the benefit of his shield (Strength score to parry bonus and Charisma score to toughness saves) to his adjacent allies as well.

Psi-Shield Intensity

Prerequisite: Psi-Shield
The Cyber-Knight has mastered the art of summoning his Psi-Shield independently of his Psi-Sword, and may apply his Charisma modifier to each.
Benefit: When manifesting a Psi-Shield, the Cyber-Knight no longer suffers a penalty to his Psi-Sword damage.

Mirrored Shield

Prerequisite: Psi-Shield
When the Cyber-Knight’s shield is active, ranged attacks against him that miss may be reflected to nearby enemies (including the attacker himself!).
Benefit: Once per round, when a ranged attack against the Cyber-Knight misses, he may as a reaction choose an enemy within 2 meters of him per Cyber-Knight level. The knight then makes an attack roll, adding his Parry bonus, against that enemy. If the attack hits, it does the half the original damage, rounded down.


Cyber-Knights receive a relatively small set of skills, 2 (+ Intelligence) skills at first level. The majority of their training has focused on their combat and psionic education.

Cyber Knight

Fragments of Earth VelvetDevil