// Starfinder 2e fan conversion
Do you love Rifts as much as I do? Do you love the Pathfinder 2e/Starfinder 2e ruleset? Excellent, you have great taste. Riftfinder is a fan project to bring the world of Rifts into the Starfinder 2e system, with a full roster of classes, the core subsystems that make Rifts unique, and a catalog of equipment, spells, and psi impulses. It's a work in progress, but the core rules and a full slate of classes are ready to play. Check out the browse sections below to see what's available, and stay tuned for more as I add more (not all...too many) of the classes and equipment!
The shared systems the classes are built on. Start with Hardness — it's how Riftfinder handles Rifts' megadamage without bolting on a separate damage track.
Armor and vehicles soak hits through Hardness. Heavy weapons punch through with Penetrating; control effects deal no damage, so armor can't stop them.
Installed augmentation across 15 body slots. Magical and psychic characters pay a resource cost to stay chromed; soldiers and operators pay nothing.
How casters and psychics map onto SF2e traditions. A psionic trait keeps the psychic feel distinct without inventing a new tradition.
A simple state-machine for gear or biology with distinct modes — suiting up, locking down, burning out. Drives the Chromeboy, Redliner, and Manic.
Rifts-flavored Specializations layered on PF2e skills. Each grants a bonus in its scope and unlocks tasks ordinary skill use can't reach.
The base of operations — Surgical Bay, Workshop, or Clinic — that generates a downtime Reserve the Chopper, Operator, and Trauma Medic spend on installs, repairs, and healing.
The shared FS doctrine behind the four-class Federation Military family — indoctrination, Reaper armor, and the Chain of Command that makes a squad fight as one.
Twenty-five classes spanning the iconic Rifts roles — the Men of Arms, the Practitioners of Magic, the Psychics, a roster of skill-focused operators who keep the gear running and the party alive, the Dragon — a fused ancestry-and-class all its own — and the four-class Federation Military family that fights as one drilled squad.
A knight-errant of the wastelands, clad in legendary chrome-plated power armor. Wielding the infamous Boomer, these noble warriors defend humanity from riftborn monsters.
The body is the class. Every cyber slot filled at level one, built-in weapons, and Body Hardness that climbs to heavy-armor tier.
Bio-augmented and burning hot. Spend Juice for speed and power as a Burnout counter climbs toward the inevitable Crash.
Overclock implants and raw psi. Sister to the Redliner — gets stronger as Mental Strain rises, right up until the breakdown.
Psi-sword, cyber-armor, and a code of honor. A zen warrior who refuses the chrome — voluntary cyberware is anathema.
Cyber-augmented mercenary and bounty hunter. Mark a target to hunt it down, and reconfigure your built-in Modular Armaments between jobs. A partial conversion, not a full Cyborg.
An Arcane caster whose power is positional. Standing on a ley line refills your focus — the more attuned the ground, the stronger you cast.
Occult spells and psi impulses in one body, shaped by your Awakening. Blend the two streams together as you grow.
Gadgeteer-on-demand. Spend reagents to craft one-shot magic-tech devices mid-fight, and build a signature Technomancer Innovation.
A dimensional caster who summons and teleports. Metamagic feats bend your conjurations — bigger, farther, in groups, across worlds.
The premier psychic. Three streams of psychic power at once, and attacks that go straight for the mind — the one foe a Chromeboy's armor can't simply soak.
A living flamethrower. Light the Channel Fire stance and pour out fire that ignores Hardness more and more as you level.
The surgeon who installs and tunes cyberware. The party's gateway to getting chromed safely.
Vehicles, electronics, and power armor maintenance. The reason your ride and your suit keep running.
Wasteland trauma medicine, including triage you can pull off mid-firefight. The combat-relevant healer.
Pre-Rifts historian, occult researcher, and polyglot. Turns knowledge of the lost world into an edge.
Field investigator and inventor. Reverse-engineers strange tech and builds answers in the lab.
Tracker, pathfinder, and hunter. Combat-capable in the wilds where most classes are out of their depth.
Urban infiltrator and underworld operator. Knows the streets, the fences, and the way out.
The wandering generalist. Pick where you specialize — the most flexible class in the book.
The battlefield commander — issues Field Orders that grant the squad actions, runs FS tech and fire support. The family's buff engine and the project's first command class.
The skull-faced "Reaper" trooper — durable, area-suppressing, and stronger the bigger the unit. The project's first team-tactics martial, and the best at acting on Orders.
The jet-pack power-armor ace — flight from level 1, hit-and-run strafing, and interchangeable mass-produced FS armor. The inverse of the Chromeboy.
The cyber-augmented scout and intel asset — marks a target and relays its weaknesses to the whole squad. An Operative-chassis skirmisher who picks the moment.
The Rifts RCCs, converted to Starfinder 2e ancestries. Most are balanced human-tier ancestries; the truly monstrous RCCs — the dragons — are handled as a fused ancestry-and-class package, so a dragon player spends both choices on being a dragon.
The wasteland baseline. Versatile and adaptable — extra training and feats rather than a signature power. The default for most OCC-derived classes.
Bio-engineered canine humanoid. Strong, loyal, and bred to scent magic, psionics, and the supernatural that ordinary senses miss.
Human psychic predator that hunts the supernatural and feeds on magic and psi energy — it senses its prey on the wind.
The youngest of an apex species — already stronger, tougher, and more magical than any human, and able to wear a mortal face. Fused with the Dragon class.
The ancestry framework, the power-tier policy that keeps RCCs balanced, and the plan for monster-tier races like the dragons.
Life paths that pair with any class and ancestry — where you grew up, who raised you, what marked you. Each grants attribute boosts, a trained skill and Lore, and a skill feat.
Weapons, armor, the cyberware catalog, and the combined list of spells and psi impulses.
Rifts firearms, melee, and energy weapons converted to SF2e damage and traits.
Body armor and power armor, with the Hardness values that make them matter.
Giant robots, hovertanks, APCs, and sky cycles with mounted weapons — plus a light ruleset for using them in play.
Installable cyberware by body location, with levels and costs.
The combined list of spells, focus abilities, and psi impulses, tagged by tradition.