SPARK DICE

A Solo RPG System

Fast. Flexible. Setting-Agnostic. Create a character in 2 minutes and play any genre.

Free to Use CC BY 4.0 2-Minute Setup

The Core Idea

Your character is defined by 4 Sparks - skills, talents, knacks, or defining traits. Each Spark has a die rating from d4 (novice) to d20 (legendary).

When you attempt something risky, roll your Spark die against a Fate die. Compare the results: higher wins, ties create twists, and margins matter.

Character Creation

Build a character in 2 minutes:

  1. Concept - Write one sentence describing your character. Who are they? What defines them?
  2. Choose 4 Sparks - Pick four Sparks from the list (or create your own) that define your character.
  3. Assign Dice - Distribute d8, d6, d6, and d4 among your four Sparks.
  4. Grit - You start with 3 Grit (maximum 5). This is your reserve of stamina, luck, and health.

The Spark List

Pick any 4 that fit your character and setting.

Physical

SparkCovers
ScrapperBrawling, melee combat, dirty fighting
Fleet FootSpeed, agility, dodging, acrobatics
IronhideToughness, endurance, resisting damage
Sure ShotRanged weapons, throwing, aiming
Shadow StepStealth, hiding, moving unseen
Brute ForceRaw strength, breaking things, lifting
ClimberAthletics, jumping, swimming, climbing
SurvivorEndurance, harsh conditions, going without

Mental

SparkCovers
Keen EyeNoticing details, spotting danger, searching
Puzzle MindLogic, deduction, solving problems
Lore KeeperHistory, legends, academic knowledge
TinkerCrafting, repairing, jury-rigging
Healer's HandMedicine, treating wounds, diagnosis
TacticianPlanning, strategy, reading situations
ScholarResearch, languages, obscure facts
HackerSystems, codes, bypassing security

Social

SparkCovers
Silver TonguePersuasion, charm, negotiation
Iron WillResisting manipulation, courage, focus
Street SavvyUnderworld contacts, black markets, crime
Noble BearingLeadership, authority, commanding respect
PerformerActing, music, art, entertaining
EmpathReading emotions, sensing motives
NegotiatorDeals, bargaining, finding compromise
IntimidatorThreats, fear, interrogation

Weird

SparkCovers
HexcraftSpells, curses, ritual magic
Ghost TouchSpirits, undead, the supernatural
Wyrd SenseGut feelings, premonitions, danger sense
Beast BondAnimal communication, taming, riding
Void WalkerOther dimensions, teleportation, portals
Machine WhisperTalking to tech, AI, techno-magic
Fate WeaverLuck manipulation, probability, chance
PsionTelepathy, telekinesis, mental powers

Creating Custom Sparks

Anything can be a Spark if it defines your character. Don't limit yourself to the list.

"Former Pirate Captain"
Sailing, intimidation, navigation, command
"Raised by Wolves"
Survival, animal handling, tracking, instincts
"Cybernetic Arm"
Strength, built-in tools, intimidation, durability
"Blessed by the Moon Goddess"
Divine magic, insight, protection at night
"I've Read Every Book"
Obscure knowledge, languages, research

The Core Roll

When the outcome is uncertain and failure is interesting:

1. Roll Your Spark Die

Use the die rating of your most relevant Spark.

2. Roll the Fate Die

Set difficulty based on the situation:

DifficultyDieExamples
Standardd4Routine tasks with some pressure
Challengingd6Requires real skill or effort
Hardd8Trained professionals might fail
Desperated10Pushing the limits of ability
Impossibled12Legendary feats, dire circumstances

3. Compare Results

ComparisonResultEffect
Spark > FateSuccessYou achieve your goal cleanly
Spark = FateTwistYou succeed, but there's a cost or complication
Spark < FateSetbackThings go wrong, the situation worsens

4. Check for Criticals

MarginResultEffect
Win by 5+CriticalExceptional success, bonus effect
Lose by 5+DisasterTerrible failure, lose 1 Grit

Trivial tasks don't require rolls - just succeed. Only roll when failure is interesting.

Grit

Grit represents your reserves - stamina, luck, willpower, and health combined.

Starting Grit: 3  |  Maximum: 5

Lose Grit When:

Spend Grit To:

At 0 Grit:

You're not dead, but you're done - captured, unconscious, fled, or broken. The scene ends badly for you.

Recovery:

Advancement

After completing an adventure (or 2-3 sessions), choose ONE:

OptionEffect
Sharpen a SparkIncrease one Spark's die: d4 → d6 → d8 → d10 → d12 → d20
New SparkAdd a new Spark at d4 (maximum 6 Sparks total)
Toughen UpGain +1 maximum Grit (maximum 5)

Conflict

Combat, chases, debates, heists - any extended opposition uses the same system.

Quick Conflicts

Single roll: Your Spark vs opponent's Spark (or Fate die for simple threats).

Extended Conflicts

Multiple rounds until one side is defeated or withdraws. Each round:

  1. Describe your action
  2. Roll your Spark vs opponent's Spark (NPCs use their threat die)
  3. Apply results: Winner deals 1 Grit damage. Twist = both sides trade blows (1 Grit each). Critical = 2 Grit damage.

NPC Threat Levels

ThreatDieGritExamples
Mookd41Thugs, wild animals, minor obstacles
Trainedd62Guards, soldiers, skilled opponents
Dangerousd83Veterans, monsters, elite enemies
Elited104Champions, apex predators, bosses
Legendaryd125+Dragons, master assassins, demigods

Solo Oracle

When you need the world to answer.

Yes/No Questions

Roll 2d6 and add modifiers:

RollAnswerMeaning
2No, and...Worse than expected - add a complication
3-5NoIt doesn't happen
6No, but...It doesn't happen, but there's a silver lining
7Yes, but...It happens with a cost or complication
8-10YesIt happens as expected
11-12Yes, and...Better than expected - add a bonus

Modifiers

Scene Spark

When you need inspiration for what happens next, roll d6 twice:

First roll = Category: 1-2 Threat, 3-4 Opportunity, 5-6 Twist

Second roll = Element:

1-2: Threat3-4: Opportunity5-6: Twist
1. Enemy appears1. Useful item found1. Nothing is what it seems
2. Environment turns hostile2. Potential ally2. Unexpected connection
3. Time pressure3. Weakness revealed3. Third party arrives
4. Resource loss4. Shortcut discovered4. Stakes change
5. Ally in danger5. Information surfaces5. Hidden truth revealed
6. Old problem resurfaces6. Enemy distracted6. Tables turn

Tips for Solo Play

  • Ask specific yes/no questions - vague questions give vague answers
  • Embrace unexpected results - they create the best stories
  • Use the Scene Spark when you're stuck, not every scene
  • Write brief notes to track plot threads and NPCs
  • If a result doesn't make sense, ask a follow-up question
  • Treat "Yes, but..." and "No, but..." as story hooks, not punishments

Example Characters

Kira, Wasteland Scavenger

"I find things that shouldn't exist anymore."

Survivord8
Keen Eyed6
Tinkerd6
Fleet Footd4
Grit: 3

Brother Aldric, Disgraced Templar

"My faith broke, but my sword arm didn't."

Scrapperd8
Iron Willd6
Lore Keeperd6
Healer's Handd4
Grit: 3

ARIA-7, Rogue Synthetic

"I was built to serve. I chose to live."

Machine Whisperd8
Puzzle Mindd6
Ironhided6
Empathd4
Grit: 3

Whisper, Back-Alley Fixer

"Everyone's got a price. I know most of them."

Street Savvyd8
Silver Tongued6
Shadow Stepd6
Keen Eyed4
Grit: 3

Random Generators

NPC Generator (Roll d6 for each)

RoleTraitWantQuirk
1. Guard1. Nervous1. Money1. Scar/tattoo
2. Merchant2. Greedy2. Revenge2. Accent
3. Criminal3. Honorable3. Safety3. Tic/habit
4. Scholar4. Secretive4. Knowledge4. Pet/companion
5. Traveler5. Friendly5. Power5. Item obsession
6. Outcast6. Desperate6. Escape6. Catchphrase

Location Generator (Roll d6 for each)

TypeConditionFeatureMood
1. Building1. Pristine1. Valuable loot1. Peaceful
2. Wilderness2. Lived-in2. Trapped2. Tense
3. Underground3. Damaged3. Inhabited3. Eerie
4. Settlement4. Abandoned4. Shortcut4. Chaotic
5. Ruin5. Dangerous5. Dead end5. Oppressive
6. Vehicle6. Hidden6. Secret passage6. Mysterious

Plot Hook Generator (Roll d6 for each)

ThreatComplicationGoalTwist
1. Ancient evil awakens1. Betrayal from within1. Find the artifact1. It was a test
2. War is coming2. Ticking clock2. Protect someone2. Wrong target
3. Plague spreads3. Moral dilemma3. Uncover the truth3. Allies swap sides
4. Resources vanish4. Hidden identity4. Stop the ritual4. Victory costs dear
5. Rival faction rises5. Collateral damage5. Escape the region5. It's already done
6. Nature rebels6. Personal stake6. Forge an alliance6. There are two

Quick Reference

THE ROLL: Spark Die vs Fate Die
-----------------
Spark > Fate = SUCCESS (achieve goal)
Spark = Fate = TWIST (success + complication)
Spark < Fate = SETBACK (things go wrong)
Win by 5+    = CRITICAL (exceptional success)
Lose by 5+   = DISASTER (lose 1 Grit)

DIFFICULTY
-----------------
Standard d4 | Challenging d6 | Hard d8 | Desperate d10 | Impossible d12

CHARACTER
-----------------
4 Sparks: d8, d6, d6, d4
No Spark? d4. Two apply? Higher +2
Advancement: Sharpen | New Spark | +1 Grit

GRIT (start 3, max 5)
-----------------
Spend: Reroll die | Avoid knockout | Add detail
Lose: Disaster | Serious hit | Bad consequences
Recover: Short rest = 1 | Full rest = All

ORACLE (2d6)
-----------------
+1 likely | -1 unlikely | ±2 very
2 No, and... | 3-5 No | 6 No, but...
7 Yes, but... | 8-10 Yes | 11-12 Yes, and...

CONFLICT
-----------------
Quick: 1 roll. Extended: rounds until out.
Winner deals 1 Grit. Twist = trade. Critical = 2 Grit.
NPCs: Mook d4/1 • Trained d6/2 • Dangerous d8/3 • Elite d10/4 • Legendary d12/5+
Want it offline?

Download the complete SPARK DICE ruleset as a PDF. Print it, share it, take it to the table.

Optional: Exploding Sparks

Add heroic moments and dramatic swings to your game.

Variant A: Automatic Explosions

When you roll the maximum value on your Spark die, it explodes: roll it again and add the result to your total.

Example: Rolling Scrapper d8 against Hard difficulty (d8). You roll 8 - it explodes! Roll again: 5. Your total: 13 vs Fate's roll of 6. That's a Critical Success (win by 7)!

Explosion Rates

DieExplodes OnChanceMax Result
d4425% (1 in 4)8
d6617% (1 in 6)12
d8812.5% (1 in 8)16
d101010% (1 in 10)20
d12128% (1 in 12)24
d20205% (1 in 20)40

Variant B: Grit-Fueled Explosions

A more tactical version where explosions are a choice, not automatic.

When you roll the maximum value on your Spark die, you may spend 1 Grit to make it explode. If you don't spend Grit, the max result stands as-is.

Example: Rolling Street Savvy d8 against an Elite guard (d10). You roll 8, Fate rolls 9. That's a Setback! You spend 1 Grit to explode. Roll again: 4. New total: 12 vs 9 = Success! You spent a resource, but turned failure into victory.

Which Variant?

Automatic ExplosionsGrit-Fueled Explosions
More random, swingyMore tactical, controlled
Surprises everyonePlayer choice matters
Smaller dice get biggest boostResource management adds depth
Simpler (no decision)Integrates with Grit economy
Best for: pulpy, heroic gamesBest for: tactical, resource-focused games

License & Credits

SPARK DICE is released under Creative Commons Attribution 4.0 (CC BY 4.0). You are free to share, adapt, and build upon this work, even commercially, as long as you give appropriate credit.

SPARK DICE draws inspiration from:

SPARK DICE - Roll your Spark. Defy your Fate.

Play SPARK DICE with RPG Spark

RPG Spark is the perfect digital companion for SPARK DICE. Dice roller, oracle tools, generators, and campaign tracker - all in one app.