Cyberknight

Like questing knights of lore, Cyberknights travel across the countryside fighting evil in all its forms, defending the innocent and protecting the weak. There are only a few hundred in all of North America, but their legend spreads to all the corners where one person can tell a fantastic tale to another. The easiest way to recognize one as a cyberknight is by the glowing psi-sword.

Career

Qualifications

In order to become a cyberknight, one must take a turn as a squire first. After many years under the instruction of a Cyberknight, there is still no guarantee that a squire has what it takes to become one. What does it take? Selfess devotion to the Code. Seeking reward, not in the thanks and compensation of others, but in the knowledge that right was done.   All cyberknights first spend years learning their ways and training in an assortment of martial disciplines. When a squire demonstrates martial competency both physically and tactically, that is only half the qualification. Only once a squire has been tested that he or she has full faith in and acts in accordance with The Code is that squire eligible to become a full Cyberknight.   The ceremony to become a Cyberknight is sheathed in secrecy. Only cyberknights themselves know what occurs and how a cyberknight gets his or her mythical power. Even after the ceremony, a cyberknight enters into an apprenticeship of sorts, learning to use these new powers, especially the psi-sword. This could take a year or more. Finally, after the cyberknight has demonstrated mastery of his or her abilities and the self discipline to not abuse this new power, only then does he or she receive the insignia and the mission to go forth and uphold the code.

Career Progression

Novice

After a cyberknight's initiation ceremony, he or she enters the ranks as a novitiate. Novitiate cyberknights spend their time training their new powers. This includes calling forth their psi swords and suffering through the growth of their cyber armor as it fuses to their bodies. During this time they also experience their Dream Visions which provide them with insight into their destiny as cyberknights.

Seasoned

A cyberknight whose cyber armor has finished forming, who is able to call forth a psi sword instantaneously, and who has experienced a Dream Vision is no longer an initiate and is granted a personalized sigil identifying him or herself as a full-blooded cyberknight. They take the title Sir or Dame and a name they have earned, chosen or been awarded. These named cyberknights go forth and live The Code.

Veteran

After some time living in accordance with The Code, a cyberknight will choose a more focused calling. They choose to be either Courtiers, Champions or Crusaders. These paths aren't necessarily exclusive, they are more like roles.
Courtiers are more of the public face of cyberknights. They maintain the history, and take a more active role in governance, jurisprudence and adhere to The Code with every action they take, knowing that they are living examples, the very embodiment of it. They also act as the binding social network for the peerage and will often carry news, new orders, and even extra dietary supplements they toss to the other cyberknights they encounter.
Crusaders take additional vows of poverty, humility, purity and generosity. They typically avoid the public exposure that Courtier knights find so essential. Instead, crusader knights will find a cause much bigger than themselves and dedicate themselves to it. A cause such as fighting and eliminating the Vampire threat of Mexico, or the Xiticix invasion of canada, or finding some lost artifact of great knowledge or stopping some insidious cult. They must be mindful to maintain not just actual neutrality but also the perception of neutrality in the affairs of diplomacy and governance. They fight for justice and what's right, not for any government or society or banner.
Champions do not dedicate themselves to The Code as Courtiers do nor to some greater endeavor as Crusaders do. Champions look instead for the next big challenge. They constantly seek to prove and improve themselves. And while both courtiers and crusaders look down upon such selfish motives, champions are just as important to the mission of the peerage as the others.

Heroic

Before too long Courtiers and Champions and even the humble Crusaders have garnered enough fame and experience to be given authority to train squires and Novitiates. They are entrusted with keeping the secrets of the peerage and governing their own ranks. As in any society of equals, some are more experienced and wise. Such are listened to and heeded more than others. So despite the fact that all cyberknights are collectively referred to as the peerage, knights who have survived this far are referred to as Peers by the others as a sign of respect.

Legendary

When cyberknights have been fighting the good fight long enough, they realize there is only one good way to die. Many will choose to retire and serve the peerage in some administrative or training capacity; but at some point even those realize that is no end for a proper knight. Aging cyberknights are known as Sunset Knights. They pack their gear, leaving behind their personal sigil, and say goodbye to friends and loved ones. They ride into the wilderness to die fighting the good fight as anonymous forces for good. Many have ended up in far distant worlds and dimensions spreading the legend of the heroic fighters of Earth, causing potential invaders to think twice before ever establishing a beachhead on Rifts Earth.

Payment & Reimbursement

A cyberknight never seeks repayment or reimbursement. However, they will usually accept a free meal and a roof over their heads when an inn is not readily available. And even when staying at an inn, they will usually not be charged.

Other Benefits

Cyberknights are universally respected across North America. Even Simvan will not attack a known cyberknight. As a result, cyberknights enjoy a welcome reception almost everywhere. The downside is that almost everywhere a cyberknight goes, he or she is asked to help with all manner of problems. From presiding over local disputes to hunting down supernatural threats, no job is too big or too small for a cyberknight as long as it aligns with The Code.

Perception

Purpose

The Code

  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
    • All conduct shall proceed from good will
  2. Fair Play
    • Never attack an unarmed foe
    • Never use a Psi-Sword on an opponent not equal to the attack
    • Never charge an unhorsed opponent
    • Never attack from behind
    • If you cheat you have already lost, so do not cheat
    • If you torture you have already lost, so do not torture
  3. Nobility
    • Exhibit self control equal to all emergencies
    • Show respect to authority
    • Show respect to those without authority
    • Obey all laws that do not violate the rights of life
    • Do not flatter wealth or cringe before power
    • Do not boast of thine own posessions or achievements
    • Protect the powerless
  4. Valor
    • Exhibit courage in word and deed
    • Defend the weak and innocent
    • Avenge the wronged with justice, not vengeance
    • Never abandon a friend, ally, or noble cause
    • Disregard thine own safety if it comes at the peril of another
  5. Honor
    • Always keep one's word of honor, so do not give it lightly
    • Know thy principles for they will be tested
    • Never betray a confidence or comrade
    • Avoid deception for it does not bestow honor
    • Speak frankly, but always with sincerity and sympathy
    • Be merciful, not lenient
    • Honor all life
  6. Courtesy
    • Do not make the poor conscious of their poverty, the obscure of their obscurity, or any of their inferiority or deformity
    • Be humbled if necessity compels thyself to humble another
    • Pay attention
    • Respect your host
    • Disregard courtesy if the act of courtesy is discourteous
  7. Loyalty
    • To one's principles
    • To one's friends and those who lay their trust in thee
    • To The Code

Social Status

It is rare to find anyone of such pure righteous goodness as a cyberknight. Not even the legendary Glitter Boy pilots are revered as much as cyberknights. They are so honored and respected as to be welcomed by both the lowliest and highest echelons of society. Many a benevolent ruler will ask a cyberknight to tell him what problems beset his own people, knowing he will get a truthful and accurate answer.   Such purity has a downside, however. Less reputable people will not welcome cyberknights or will put on a mere show for their benefit. Many an assassination attempt has been made upon cyberknights who find their way into the demesne of evil powers.

Demographics

Any species, race or demographic can become a cyberknight with the exception of undead or incorporeal creatures. Any shapeshifting creature would lose its shapeshifing ability should it become a full-blooded cyberknight.   There are less than 400 cyberknights in all of North America.

History

Lord Coake was the first cyberknight. He is not of this Earth. He comes from an advanced society that has been able to purge the most base elements of their nature and master whatever remains. When he arrived on Rifts Earth, he saw how desparately in need of heroes it was and set about fulfilling that need.
That was 250 years ago during the height of the Rifts.
At first, he had trouble working with humans to create the peerage. Humans were full of hatred and other incompatible passions like a desire for glory or power. Not surprisingly then, the first successful cyberknights were other aliens and dee-bees. Once these cyberknights were proven and their legacy became more widely known, more recruits poured in, including humans.
The cyberknights accept just a small percentage of all applicants to be squires and less than half of all squires end up fully-blooded cyberknights.

Operations

Tools

Cyberknights are known most for their psi swords and will almost always ride a live, tamed beast such as a horse. Most cyberknights, especially Courtiers, will also wear their own brand of environmental armor, usually decorated with fine engravings and inlays so as to conspicuously announce who and what they are. On the other hand, Crusaders will often cover themselves in public to avoid the temptations of celebrity, but will announce themselves should a conflict present itself; either to intimidate and defuse the situation or to declare an honorable contest.

Materials

As discussed in the Hazards section below, Cyberknights do require dietary supplements. Most supplements consist of chromium as their demand for iron and carbon can be supplemented naturally.

Provided Services

Cyberknights are relied upon to provide judicial services and dispute resolution wherever they go. They are implored to rid evil in all its forms and while they are not mercenaries, they will join with mercenaries for the right missions and noble causes.

Dangers & Hazards

A cyberknight has unique dietary requirements. They require a surplus of carbon, iron and chromium. They can often be found chewing on the odd chunk of coal or sprinkling ash in their drinks or on their food as a condiment. (note that powdered Mageiron is a super supplement for Cyberknights, but since they know of its origins they would never knowingly take any)   They are keen to explore ruins for anything chromed from the golden age of man and will often travel with pills of powdered chromium which they take weekly if they can find no other source.   When pressed for answers on these behaviors, cyberknights will reply they need the supplements to keep their armor strong.   A Cyberknight who goes a week without Iron, Carbon and Chromium will lose a point of toughness for every week without it. Once they've lost toughness equivalent to the toughness of their armor, they also start losing dice in Vitality.
Demand
Cyberknights are usually needed wheresoever they travel
Legality
Human cyberknights are not illegal in the Coalition States, but they are looked down upon as dee-bee lovers and magic apologists.
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