// Men of Arms · psi-warrior
Psi-Knight
Overview
The Psi-Knight is Rifts' "knight of the wastes" — a wandering champion bound by a strict personal code, armed with a manifested psi-sword of pure psychic energy, wrapped in a manifested cyber-armor of psi-force, and explicitly opposed to cyberware as a moral and metaphysical compromise. They serve as protectors of the weak, hunters of the corrupt, and the moral center of many Rifts settings.
They are martial, not magical: the psi-sword, cyber-armor, and a small number of related psionic powers are their only "casting," and even these are framed as discipline rather than spell. A Psi-Knight is a knight first and a psi second — distinct from Mystics and Linewalkers, who lead with their magic. The blade and the armor are extensions of the mind, sustained by moral clarity; break the code and the link to the universal field goes dark.
At a glance
| Key ability | STR or DEX |
| Class DC | WIS — psionic discipline |
| Hit Points | 10 + CON per level |
| Focus pool | WIS-keyed. 1 point at L1 → 2 at L5 → 3 at L9. Spent on Cyber-Armor, Psi-Strike, and Order focus features (the psi-sword manifests free). Refilled by standard Refocus (10 min, 1 point per cycle). |
| Key skills | Athletics, Diplomacy, Survival + 2 chosen |
| Perception | Expert at L1 → Master at L7 → Legendary at L15 |
| Saves | Fort Expert / Ref Trained / Will Expert at L1. Will Master at L9. Fort Master at L13. |
| Weapons | Trained in simple, martial, and all psi-weapons. Expert at L5, Master at L13, Legendary at L19. |
| Armor | Trained in unarmored, light, medium, and heavy. Expert at L7, Master at L15. |
| Signature system | Magic & Psionics — psi-sword (free manifestation, Psi-Edge) and cyber-armor (focus manifestation) |
Class features by level
- Psi-Sword. You can manifest a sword of pure psionic force as a 1-action activity with no focus cost — the blade is part of your mind, as natural to call up as drawing a weapon. The blade lasts until dismissed (free action), you fall unconscious, or you manifest a different psi-sword form (which replaces the existing one). The psi-sword has the
psionictrait, theforcedamage type, and the Psi-Edge property (it ignores Hardness and Resistance from non-psionic sources — see Megadamage & Hardness). It cannot be Disarmed, sundered, or taken from you — it's part of your mind.- At the moment of manifestation, choose a form:
- One-handed psi-sword. 1d8 force,
agile,finesse,magical,psionic,deadly d8. - Two-handed psi-sword. 1d12 force,
magical,psionic,deadly d10.
- Cyber-Armor. You can manifest psi-armor around yourself as a focus impulse (costs 1 focus point,
psionictrait). Cyber-Armor lasts until you dismiss it (free action) or fall unconscious — one point arms you for the whole encounter. (The psi-sword is free to manifest, so even a level-1 Psi-Knight with a single focus point can field sword and armor at once.) While active, the armor grants:- Psi-armor Hardness 3 at L1, scaling at L5 / L9 / L13 / L17 (see Cyber-Armor Mastery below). Per the Megadamage & Hardness stacking rule, the higher of your worn armor's Hardness and your psi-armor's Hardness applies, not the sum. Cyber-Armor overtakes most worn armor by L9.
- +1 status bonus to AC (scales to +2 at L17).
- Knight's Code (Anathema). Your psi-link to the universal field requires moral clarity. Each of the following is anathema; committing any of them suspends your psi-sword, psi-strike, and zen combat features until you complete an Atonement quest (15-minute ritual + GM-defined narrative requirement):
- Knowingly causing significant harm to a non-combatant.
- Lying under sworn oath.
- Receiving any cyberware voluntarily. Existing cyberware on a character who becomes a Psi-Knight after gaining it must be removed or the class is unavailable to them. Cyberware installed under duress (capture, coercion, life-saving emergency) does not violate the code but must be removed at the earliest opportunity for psi-features to function.
- Sixth Sense. Your psi gives you premonition of nearby danger. You gain a +1 status bonus to initiative rolls. You cannot be made flat-footed by Surprise.
- Knight's Intervention. Frequency once per round. Trigger: an enemy within 15 feet of you targets an ally with an attack roll, and you can see the enemy. Effect: see Psi-Knight Orders — the specific effect depends on your chosen Order.
- Focus Pool. You gain a focus pool with 1 focus point. You can spend focus points on Cyber-Armor, Psi-Strike (L3), and Order-specific focus features. (Manifesting your psi-sword is free.) Refocus restores 1 focus point per 10-minute rest, up to your maximum. Maximum increases at L5 (2 points) and L9 (3 points). Your focus DC uses WIS.
- Class feat. Skill feat.
- Psi-Strike. Costs 1 focus point. Make a Strike with your manifested psi-sword. On a hit, deal 1d6 additional mental damage (
psionictrait). On a critical hit, deal 2d6 additional mental damage instead. Damage increases to 2d6/4d6 at L9 and 3d6/6d6 at L15.- Psi-Strike's bonus mental damage uses a save-based effect (the target makes a basic Will save against your class DC; on a failure they take it, on a success half). Both the psi-sword's physical damage and this mental rider carry the psi-sword's Psi-Edge property (see Megadamage & Hardness): they ignore Hardness and Resistance from any non-psionic source — power armor, vehicles, constructs, and the hide of dragons and demons alike. Only psionic defenses (another Psi-Knight's Cyber-Armor, a psychic creature's mind-barrier) reduce a psi-sword, and against those its graded Penetrating N (3/5/10) applies. This makes the Psi-Knight Rifts' premier melee slayer of armored and supernatural foes — its one blind spot is an enemy shielded by psionics.
- General feat. Skill increase.
- Class feat. Skill feat.
- Ability boost. Skill increase.
- Psi-Sword Mastery (Striking). Your psi-sword now deals 2 dice of force damage on a hit (1d8 → 2d8 one-handed; 1d12 → 2d12 two-handed). The psi-sword also gains
Penetrating 3. Since its Psi-Edge already ignores all non-psionic Hardness/Resistance, this applies against psionic defenses (Cyber-Armor, mind-barriers). - Cyber-Armor Mastery I. Your Cyber-Armor's psi-armor Hardness increases to 5 (standard combat armor tier).
- Weapon Expertise. You become expert in simple, martial, and psi-weapons.
- Class feat. Skill feat.
- Skill increase. General feat.
- Zen Combat. You enter a meditative combat stance. While in zen combat, you add your WIS modifier as a circumstance bonus to AC against attacks from creatures you've detected (this does not stack with shield raises). Zen combat lasts until you become unconscious, fall asleep, or end the stance as a free action. The stance has the
psionictrait. Restriction: you cannot enter zen combat while you have cyberware installed in the head/neural slot or spine/core slot — the implant disrupts the meditative state. - Master Perception.
- Class feat. Skill feat.
- Skill increase.
- Psi-Sword Mastery (Improved). Psi-strike additional damage increases to 2d6 / 4d6 on crit. Focus pool maximum increases to 3.
- Cyber-Armor Mastery II. Your Cyber-Armor's psi-armor Hardness increases to 7 (heavy combat armor tier).
- Will Master. Your Will save becomes master.
- Ability boost. Class feat. Skill feat.
- Skill increase. General feat.
- Master Weapon Expertise. You become master in simple, martial, and psi-weapons.
- Class feat. Skill feat.
- Skill increase.
- Psi-Sword Mastery (Greater Striking). Psi-sword damage increases to 3 dice (3d8 / 3d12). Penetrating value increases to 5.
- Cyber-Armor Mastery III. Your Cyber-Armor's psi-armor Hardness increases to 12 (light power armor tier). A L13 Psi-Knight in Cyber-Armor is as durable against weapon hits as a mobile-armored Chromeboy.
- Fort Master. Fortitude becomes master.
- Heavy Armor Expertise. Expert in all armor.
- Class feat. Skill feat.
- Ability boost. Skill increase. General feat.
- Psi-Strike Mastery. Psi-strike additional damage increases to 3d6 / 6d6 on crit.
- Legendary Perception.
- Class feat. Skill feat.
- Skill increase.
- Psi-Sword Mastery (Legendary). Psi-sword damage increases to 4 dice (4d8 / 4d12). Penetrating value increases to 10 (against psionic defenses; non-psionic power armor, vehicles, and creature Resistance are already ignored entirely by Psi-Edge).
- Cyber-Armor Mastery IV. Your Cyber-Armor's psi-armor Hardness increases to 14 (between light and medium power armor tiers). The Cyber-Armor's AC bonus increases from +1 to +2 status from this level forward.
- Heavy Armor Master.
- Class feat. Skill feat.
- Skill increase. General feat.
- Knight Eternal. Your psi-sword is now part of you in a deeper way — you can manifest it as a free action (instead of 1-action) once per round and it persists for 24 hours even through unconsciousness. Your focus pool maximum does not change, but Refocus restores all spent focus points instead of one.
- Legendary Weapon Expertise. Legendary in simple, martial, and psi-weapons.
- Ability boost. Class feat. Skill feat.
- Avatar of the Code. When you would die or be incapacitated, you instead remain conscious at 1 HP, all focus points are restored, and your psi-sword manifests automatically if not already manifested. You glow with visible psi-light for the remainder of the encounter (
psionictrait, visible to anyone with magical sight or psi-detection). This effect can only trigger if you have not violated the Knight's Code in the last 24 hours.
Psi-Knight Orders
Your Order shapes the effect of your Knight's Intervention and adds Order-specific anathema and focus features. Choose one at L1.
Order of the Last Light (idealistic protectors)
Knights who see themselves as the last defenders of civility in the wastes — the most common interpretation of the Psi-Knight archetype.
- Knight's Intervention effect: The triggering enemy takes a −2 circumstance penalty to the attack roll. If the attack still hits, your ally takes minimum damage instead of rolled damage.
- Additional Anathema: Knowingly cause harm to a creature actively surrendering or non-threatening.
- Order Focus Feature (L1): Pacify. Focus impulse (
psionictrait). Costs 1 focus point. Target one creature within 30 ft. Target makes a Will save against your class DC; on a failure, it is dazed until the start of your next turn and cannot make hostile actions against you on its next turn unless attacked by you or your allies first. Affects sapient creatures only (no constructs, no mindless).
Order of the Cybernetic Iron (pragmatists)
Knights who accept that the wasteland sometimes requires augmentation. They follow a reduced code that tolerates limited cyberware.
- Modified Anathema: Cyberware clause relaxed — up to one low-tier (item level 1–6) implant is tolerated. Mid-tier or higher implants, or stacking multiple implants, still triggers full anathema.
- Trade-off (mechanical cost of laxity): Psi-sword damage dice are one step lower than the Order of the Last Light's progression (e.g., 1d6 instead of 1d8 at L1).
- Knight's Intervention effect: Same as Last Light by default.
- Order Focus Feature: A cyber-permissive focus feature that lets the knight enhance their own cyberware temporarily.
Order of the Wandering Blade (lone wolves)
Knights who travel alone, take few allies, and operate by personal honor rather than order rules — the most "knight errant" of the three.
- Knight's Intervention effect: You become the target of the triggering attack instead of your ally. You can immediately Step toward the ally as a free action.
- Additional Anathema: Lying under any circumstance (not just sworn oath). Refusing aid to anyone genuinely defenseless.
- Order Focus Feature: A movement / Stride enhancement focused on getting to the ally first.
Class feats
Class feats available at each feat level — you gain one at every even level, and can always pick a feat of your level or lower.
Level 1
- Twin Psi-Swords. Manifest two one-handed psi-swords with a single activation. Both have the same form constraint (you can't mix one-handed and two-handed). Treat the second psi-sword as a wielded weapon in your off-hand.
psionictrait. - Mounted Vigilance. When you and your mount are within 30 ft of an ally, Knight's Intervention can trigger if either of you is aware of the enemy.
- Code's Memory. When a Knight's Code violation would suspend your psi-features, you can instead spend 1 focus point and 10 minutes of disciplined meditation to treat that single violation as atoned. This replaces the usual Atonement quest for one violation; deliberate, repeated violations still require the full quest at the GM's discretion.
- Psi-Sword Guard. Raise your manifested psi-sword into a defensive form: gain a +1 circumstance bonus to AC until the start of your next turn, as Raise a Shield. You must wield a one-handed psi-sword or have a hand free, and you can't use this while attacking with a two-handed psi-sword the same turn.
psionictrait.
Level 2
- Vigilant Step. When you use Knight's Intervention, you may Step as a free action immediately before or after its effect resolves — closing to your ally or repositioning to cover them.
- Sworn Adversary. Designate one creature you can see that has harmed a non-combatant or surrendering foe this encounter. Until the encounter ends you gain a +1 circumstance bonus to attack rolls and Intimidation checks against it. You can have only one sworn adversary at a time.
- Meditative Recovery. When you Refocus, you also either remove the fatigued condition or reduce your frightened or sickened value by 1 — psionic discipline mending the body through the mind.
Level 4
- Psi-Sword Throw. Throw your psi-sword as a thrown weapon (range increment 30 ft) — make a ranged Strike with it. The sword reappears in your hand at the start of your next turn or when dismissed.
- Zen Awareness. (trigger: a creature targets you with an attack). Spend 1 focus point to treat that attack as if it had a −2 circumstance penalty.
psionictrait. - Greater Cyber-Armor. When you manifest Cyber-Armor, also gain Resistance 5 to a single damage type chosen at manifestation (acid, cold, electricity, fire, force, or sonic). Resistance increases to 10 at L12 and 15 at L18.
psionictrait. - Psi Riposte. (trigger: a creature within your reach critically fails a melee Strike against you while your psi-sword is manifested). Make a melee Strike against the triggering creature with your psi-sword.
psionictrait.
Level 6
- Code of the Protector. Your Knight's Intervention range increases to 30 ft, and the protected ally gains a +1 circumstance bonus to AC against the triggering attack.
- Psi-Sword Versatility. Once per turn you can change your psi-sword's form (one-handed ↔ two-handed) as a free action, reshaping the blade to suit the moment.
psionictrait. - Dueling Focus. Costs 1 focus point. Designate one creature you can see; until the start of your next turn you gain a +1 status bonus to psi-sword attack rolls against it and to your Psi-Strike DC against it.
psionictrait.
Level 8
- Psi-Strike Sweep. Spend 2 focus points to make a psi-strike against up to three creatures within reach. Each target makes a separate basic Will save. Mental damage applies as normal.
- Iron Will. Will saves against
psioniceffects are at expert + 2 status bonus (additional, stacks with proficiency). - Aegis of the Knight. Costs 1 focus point; requires active Cyber-Armor. Until the start of your next turn, each ally adjacent to you treats the first hit they take as though it struck your psi-armor — reduce that hit's damage by your Cyber-Armor's psi-armor Hardness.
psionictrait.
Level 10
- Reactive Discipline. You gain one additional reaction each round that can be used only for Knight's Intervention — your Sixth Sense lets you guard two threats at once.
- Psi-Strike Surge. When you reduce a creature to 0 HP with a Psi-Strike, regain 1 focus point (up to your maximum).
- Greater Zen Combat. While in Zen Combat you may Step as a free action once per turn, and the stance no longer ends if you are knocked unconscious or fall asleep involuntarily.
Level 12
- Greater Psi-Sword Throw. Throw range increment 60 ft, can pass through cover.
- Code Aura. While your psi-sword is manifested, allies within 15 ft gain +1 status to Will saves against fear and charm.
- Unbreakable Guard. Your Cyber-Armor's psi-armor Hardness increases by 2 at all levels. The discipline that shapes the field hardens it further.
Level 14
- Master Riposte. Your Psi Riposte triggers on any failed melee Strike against you, not just a critical failure (still once per round). If you don't have Psi Riposte, you gain it.
- Phalanx of One. While your Cyber-Armor is active you can't be flanked, and you gain a +1 circumstance bonus to AC while at least two enemies are adjacent to you.
- Psi-Strike Cascade. When you critically hit with a Psi-Strike, one other creature within 15 ft of the target also takes the Psi-Strike's mental damage (basic Will save against your class DC).
psionictrait.
Level 16
- Legendary Psi-Strike. Spend all focus points to deliver a single psi-strike that ignores cover, ignores all Hardness, and treats the target as flat-footed against the attack.
- One with the Code. Once per turn, you can manifest a psi-sword as a free action (instead of a single action; separate from Knight Eternal's free-action allowance).
- Mind Over Steel. Once per round, your Cyber-Armor's psi-armor Hardness also reduces the damage of one effect you failed a saving throw against (not only attacks) — the disciplined mind shrugs off a blast as readily as a blade.
psionictrait.
Level 18
- Avatar's Reach. Your manifested psi-sword gains the reach trait (10 ft), and Knight's Intervention can trigger against attacks targeting allies anywhere within that reach.
- Perfect Discipline. You can't be made flat-footed except by a critical hit, and you are permanently under the effect of Zen Combat (you may still spend an action to end or resume the stance).
psionictrait. - Boundless Focus. Your focus pool maximum increases by 1 (to a maximum of 4) — the disciplined knight's well runs a little deeper.
Level 20
- Twin Avatar Blades. Both of your Twin Psi-Swords deal full psi-sword damage dice (no off-hand reduction), and when you Psi-Strike you may strike with both blades as part of the same activity (resolve each Strike separately; pay the Psi-Strike focus cost once).
- Living Code. When you use Knight's Intervention, its protective effect applies to every ally within 15 ft of you against the triggering creature's attack, not just one ally.
- Ascended Blade. Your psi-sword's Penetrating value against psionic defenses increases to 20, and your Psi-Strike's mental damage now also ignores psionic Resistance. Against an Ascended Blade, no defense in the setting fully turns the cut.
Playing without your psi-features
The Psi-Knight is largely self-contained — the psi-sword manifests anywhere there's no anti-magic field. A few situations dim the toolkit:
- Anti-magic / null-psi zones. Focus features are suppressed. You're reduced to a heavy-armor martial with no psi-sword and no psi-strike — but you keep martial weapons, heavy armor, and the Knight's Intervention reaction (it's a class feature, not a focus impulse, so it still works). Functional, just not signature.
- Focus pool drained. A Psi-Knight who's spent all focus points is in the same spot until they Refocus. Ten-minute breaks matter; the class rewards pacing its focus.
- Voluntary cyberware acquired. Psi-features suspend until you complete Atonement. This is a narrative consequence the table should reach for deliberately, with player buy-in.
- Indoor / urban / social. Comfortable territory. The code-of-honor and Diplomacy focus mean you can lead negotiations, swear oaths to NPC factions, and carry indoor mystery and political scenes — a stronger off-combat presence than most heavy-armor classes.
Because the psi-sword is mental rather than equipment, there's no "the gear is everything" failure mode. The knight is still a knight even when the blade can't light up.