Cyber Knight

F cyber k

Cyber-Knight O.C.C. Features

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
  1. To Live
    Live one’s life so that it is worthy of respect and honor.
    Live for freedom, justice, and all that is good.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Courtesy
    Exhibit manners.
    Be polite and attentive.
    Be respectful of host, women, and honor.
  7. Loyalty
    To the Code of Chivalry.
    To one’s principles and heart.
    To one’s friends and those who lay their trust in thee.

GAME RULE INFORMATION

Role: Defender / Leader
Abilities: Wisdom is primary, Charisma secondary, and some may want to have Constitution and Strength better than average as well.
Alignment: Good, Lawful Good, Principled, etc.
Armor and Weapon Proficiencies: Fibre, Plastic, Carbon, Kevlar and Alloy Armors. Knows how to use all simple weapons.
Starting P.P.E. Base: 1d4
Starting Skills: Psi-Craft & Medicine. Choose 3 more from: Acrobatics, Athletics, Diplomacy, Endurance, Insight, Perception, and Pilot.
Hit Points and Healing Surges: 30+Con starting, 8+Con each level, 10+Con surges.
Starting Feats: Psionic Ability

Cyber Armor
As part of your initiation to knighthood, a percentage of your body has been covered in a carbon composite surface which absorbs blows and protects you from damage bestowing a natural DR of 2. This DR stacks with body armor.

Mark of Honor
You mark a target within 5 squares as a minor action. The target remains marked until you use this power against another target or if you fail to engage the target. A creature can be subject to only one mark at a time. A new mark supersedes a mark already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3+ your Wisdom modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6+ your Wisdom modifier at 11th level, and to 9+ your Wisdom modifier at 21st level.
On your turn, you must engage the target you marked or mark a different target. To engage the target, you must either attack it or end your turn adjacent to it. If you have not by the end of your turn, the marked condition ends and you can’t use Mark of Honor on your next turn. You can use Mark of Honor once per turn.

Psi-Sword
The final act in training to become a Cyber-Knight is the creation of your personal Psi-Sword. You can will the sword into being as a free action at any time. The appearance of the sword varies and can take the form of a long sword, broad sword, axe or almost anything, although they all inflict the same amount of damage, 2d10 radiant damage, + 1d10 at 11th and 21st levels. After level 6 you can create a second sword or a shield out of pure energy. Once created the sword has physical mass, and a very sharp edge. It is real and solid and exists from the focused energy of thought. A Cyber Knight may add their Strength or Wisdom modifier to damage caused by the sword. Damage caused is radiant damage. The shield no matter what the form provides +2 AC and uses up one hand.

Psionics
A Cyber Knight starts their career knowing the Psionic Ability feat, and the psionic disciplines of Cellular Adjustment, Sense Evil and Summon Inner Strength, additional abilities must be learned as normal.

Lay On Hands
With a touch, the Cyber-Knight can help a wounded target to recover some of their Hit Points. The Knight spends a surge and the target gains Hit Points, equal to their surge value. This ability may be used once per day per point of Charisma modifier.

Type ‘A’ Personality
You and each ally within 10 squares who can see and hear you gain a bonus to initiative equal to your Charisma modifier, minimum of 1.

Bonus Feats: Accelerated Attack, Advantageous Attack, Alertness, Angled Throw, Armor Proficiency, Armor Specialization, Athletics, Brink Of Death, Careful Shot, Cleave, Combat Expertise, Combat Medic, Combat Reflexes, Conditioning, Coordinated Attack, Coordinated Barrage, Critical Strike, Defensive Mobility, Desperate Gambit, Die Hard, Dodge, Double Attack, Duck And Cover, Durable, Fool Me Once…, Great Cleave, Group Assault, Hercules Type Shit, Human Perseverance, Impetuous Move, Improved Charge, Improved Defenses, Improved Disarm, Improved Initiative, Improved Rapid Strike, Jack Of All Trades, Juggling, Linguist, Literacy, Long Jumper, Marathon Running, Natural Salesman, Natural Toughness, Power Attack, Psionic mastery, Quick Draw, Rapid Strike, Reaping Blade, Reckless Offense, Relentless, Resurgence, Savage Attack, Shield Bash, Sidekick, Skill Focus, Skill Training, Staggering Attack, Tactical Advantage, Toughness, Traumatic Life Experience, Triple Attack, Triple Crit, Two Weapon Defense, Two Weapon Style, Two Weapon Threat, Walk It Off, Weapon Finesse, Weapon Focus, Weapon Proficiency, Wicked Strike, Zen Combatant.
Starting Equipment: Suit of camouflage fatigues, black fatigues, set of dress clothing, gas mask & air filter, wood hatchet, survival knife, 6 wooden stakes, wooden cross, first aid kit, tent, knapsack, backpack, saddlebags, two canteens, 14 days emergency rations, Geiger counter, ballistic rifle, ion pistol, laser rifle, cell phone, 4 rifle clips, 6 extra e-clips, a horse and some personal items.



Rifts Cyber-Knight Talent Trees

Talents Pre-Requisite Benefit

Psi-Sword Tree

Accurate Slice Cyber-Knight, Weapon Focus Psi-Sword When you make a successful melee attack which exceeds the targets AC by more than 5, you do +1 die of damage.
Psi Sword Specialization Cyber-Knight, Weapon Focus Psi-Sword Gain +2 to damage with your Psi-Sword
Multi-Attack Proficiency Psi-Sword Specialization Reduce penalties to multiple attacks by 2.
Psi-Sword Seeks Your Flesh! Psi-Sword Specialization When successfully hitting a target whom you have marked, you inflict an extra 1D6 radiant damage.
Penetration Laceration Psi-Sword Specialization, Psi-Sword Seeks Your Flesh! Your dedication to your sword skills are great, you may perform each of the following abilities once per day. Any of these abilities may be performed at the end of a charge attack.
Penetrated. You may bury you Psi-Blade into an opponent and leave it there, creating a new one instantly to use for further combat. The sword left inside your opponent inflicts an ongoing 10 radiant damage, save ends.
Go for the Throat. With a wide slash aimed for your enemy’s most vital areas you shake your opponent up giving them a -5 penalty to all attack rolls, while granting them +2 to all defenses against you. All allies within 10 squares of the enemy receive a +2 bonus to attack rolls against the target, this power lasts as long as you attack no one else but the target.
Eat Hot Sword. Against an enemy you have marked, you may spend an action point to inflict double damage from a hit.
Greater Weapon Focus (Psi-Sword) Psi-Sword Specialization You gain an additional +1 bonus to attack rolls with your Psi-Sword.
Greater Weapon Specialization (Psi-Sword) Psi-Sword Specialization, Greater Weapon Focus (Psi-Sword) You may now add your full level to damage with your Psi-Sword instead of half your level.
Block Cyber-Knight As an immediate interrupt, make a Psi-Craft check higher than an attack roll to negate a melee attack. Cumulative -5 to the check per block attempted each round.
Riposte Block As an immediate reaction, once per encounter, make an attack against an opponent you have just blocked. This talent ignores the one immediate reaction per round rules.

Cyber-Knight Zen Combat Tree

Combat Awareness Cyber-Knight You know when you are targeted by modern weapons or technology and are able to react to any attempt to attack you with modern guns, vehicle weapons, PAs, Robots, Borgs, etc. You cannot be surprised by such, and furthermore you may take a standard action when you feel you are about to be fired upon, before the attack is resolved.
Auto Dodge vs. Tech Combat Awareness Once per round you can negate one attack from a technological source; i.e. Guns, power armor, robots, vehicle weapons, etc. by making a successful Acrobatics check against the attack roll. Shift 1 square.
Cloud Sensors Combat Awareness, Auto-Dodge vs. Tech You can cause sensors and weapons systems to ‘blink’ and not see you clearly. This translates to a +5 to AC and Reflex defenses against a specific Tech opponent. Only one opponent can be so affected at a time.
Advanced Cloud Sensors Combat Awareness, Auto-Dodge vs. Tech, Cloud Sensors You are able to affect one vehicle, power armor, robot, weapon system, etc. per level of experience.
Advanced Combat Awareness Combat Awareness, Level 6 Your senses are tuned to avoidance of Technology. You gain a +2 bonus to AC and Reflex defenses vs. tech weapons, robots, power armor, Borgs and etc.

Psionic Sense Tree (General Tree)

Healing Boost Trained in Psi-Craft, Cellular Adjustment When healing somebody through Cellular Adjustment, add your level to the amount healed.
Psionic Perception Wis 13, Trained in Psi-Craft Use Psi-Craft in place of Perception.
Intuitive Combat Wis 15, Psionic Perception, Sixth Sense You may spend a standard action to make a DC: 20 Psi-Craft check, if successful you gain +2 to attack and damage rolls vs. a chosen target for the remainder of the encounter, or until that enemy is slain, you can then apply this talent to another creature, with another standard action.
Improved Intuitive Combat Wis 15, Psionic Perception, Sixth Sense Psi-Power You may enter an intuitive combat state as a minor action instead of a standard action.
Psionic Sight Wis 15, Psionic Perception Make a DC:20 Psi-Craft check as minor action to ignore all concealment or Simple Invisibility for 2 rounds.
See the Invisible Wis 15, Psionic Perception, Psionic Sight You are able to see creatures who are magically invisible at all times, and gain a +5 to defend vs. Psionic Invisibility.
Beware the Sacrilege! Sense Evil Psi-Power You gain a +3 bonus to all defenses against supernatural evil.
Blight Upon Evil Sense Evil Psi-Power You gain a bonus to damage against supernatural evil equal to your level.

Wandering Hero Tree

The Man With No Name none You gain Intimidate as a trained skill. Also once per encounter, as a reaction, you may negate one hit against an ally within 5 squares with a successful Intimidate vs. the Attack roll check.
Hang em High The Man With No Name Once per day as a reaction, you can treat an allies natural 17, 18 or 19 as a critical hit against an adjacent opponent.
I Saw A Pale Rider The Man With No Name 1/encounter, as a move action, you can make an Intimidate vs. Will attack against all enemies in a close burst 5. If successful they suffer a -2 penalty to attack rolls versus you and your allies until the end of the encounter.
High Plains Drifter The Man With No Name, I saw a Pale Rider 1/encounter, you can intimidate an opponent who is under the effects of I Saw A Pale Rider, roll an Intimidate vs. Will attack, if successful, they must spend one move action on their next turn moving away from you, if they are somehow prevented from moving away, they become Stunned, save ends.
The Outlaw Josey Whales The Man With No Name You can reroll intimidate checks, you must take the second result.





Quickjumps

Borg | City Rat | Crazy | Cyber Knight | Dog Boy | Dragon Hatchling | Glitter Boy | Juicer
Ley Line Walker | Mind Melter | Operator | Psi Stalker | Rogue Scholar | Wilderness Scout
Index | Character Creation | Level Progression | Feats | Talents | Skills | Psionics | Magic
Weapons and Armor | Equipment | Vehicles | Vehicle Rules | Rule Set

Cyber Knight

Rifts Earth 4e Saga FenrathJurath