TTRPG Wiki

Compare tabletop RPG systems to find your next game

Rifts vs Spire: The City Must Fall

Compare Rifts and Spire: The City Must Fall side by side. See differences in complexity, dice, genre, cost, and more.

RiftsSpire: The City Must Fall
GenrePost-Apocalyptic, Scifi, Fantasy, Horror, SuperheroFantasy
TagsCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, TacticalDark Fantasy, Narrative, Character-Driven, Espionage, Social Intrigue, Fiction-First, Gritty, Deadly, Mission-Based, Roleplay-Heavy
Core MechanicCombat and saving throws use a d20 plus bonuses, with high results overcoming a target number or opposing roll. Skills use d100 and succeed when the result is at or below the character's percentage.Roll a pool of d10s (one base die, plus an additional die each for having the relevant skill, domain, and mastery) and take the highest result. Results run from 1 (critical failure, double stress) through 2–5 (failure), 6–7 (success at a cost), 8–9 (success), to 10 (critical success). Difficulty reduces the pool by 1–2 dice.
Diced20, d100d10 dice pool
ComplexityVery HighMedium
AccessibilityMediumHigh
RunnabilityVery HighHigh
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNoncommercial only — Palladium Books Internet Policy limited licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherPalladium Books Inc.Rowan, Rook and Decard
Year20052018
Best ForGroups who want long-form science-fantasy campaigns that move from a ruined Earth to other dimensions. The game suits tables whose GM will decide which parts of the broad setting a campaign uses.Groups who want long-form campaigns as operatives in a revolutionary resistance movement, where faction politics and moral compromise shape each session as much as the missions themselves.
HighlightsOccupational and racial class packages assign distinct abilities and advancement tracks, giving each archetype a different role in the party. Mega-Damage places many supernatural creatures and war machines on a separate durability scale beyond the reach of ordinary Structural Damage Capacity attacks. Rifts and ley lines make dimensional travel a standing feature of the setting, letting campaigns move between devastated Earth and other worlds.Five separate resistance tracks (Blood, Mind, Shadow, Reputation, Silver) let different types of harm accumulate independently, each with its own fallout table. Fallout mechanics convert accumulated stress into concrete narrative consequences (broken limbs, criminal records, vendetta NPCs, or being burned by the Ministry) rather than flat stat penalties. NPC Bonds maintain their own stress tracks; calling in favors puts allies at risk, and bond fallout can cost safe houses, informants, or key relationships. Character advancement is tied to changing the city itself: small changes earn Low advances, moderate changes Medium, and huge or irreversible changes High. The change does not have to be for the better.
ConsiderationsCharacter creation combines rolled attributes with extensive skill selection, making first-time preparation lengthy. Combat asks each player to track an action economy, active defenses, and which damage scale applies. Magic and psionics use separate point pools and power procedures, adding class-specific rules to the shared system.The drow revolution premise is deeply embedded in the fiction; the game is built around this specific setting and repurposing it for other campaigns requires significant adaptation. Combat has no rounds, turns, or initiative system; engagements are resolved as a narrative conversation with the GM choosing the order of action. Fallout can permanently remove or severely restrict character capabilities, including arrest, lost limbs, or exile from the Ministry.