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SPARK DICE
A Solo RPG System
Fast. Flexible. Setting-Agnostic. Create a character in 2 minutes and play any genre.
Contents
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:
- Concept - Write one sentence describing your character. Who are they? What defines them?
- Choose 4 Sparks - Pick four Sparks from the list (or create your own) that define your character.
- Assign Dice - Distribute d8, d6, d6, and d4 among your four Sparks.
- 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
| Spark | Covers |
|---|---|
| Scrapper | Brawling, melee combat, dirty fighting |
| Fleet Foot | Speed, agility, dodging, acrobatics |
| Ironhide | Toughness, endurance, resisting damage |
| Sure Shot | Ranged weapons, throwing, aiming |
| Shadow Step | Stealth, hiding, moving unseen |
| Brute Force | Raw strength, breaking things, lifting |
| Climber | Athletics, jumping, swimming, climbing |
| Survivor | Endurance, harsh conditions, going without |
Mental
| Spark | Covers |
|---|---|
| Keen Eye | Noticing details, spotting danger, searching |
| Puzzle Mind | Logic, deduction, solving problems |
| Lore Keeper | History, legends, academic knowledge |
| Tinker | Crafting, repairing, jury-rigging |
| Healer's Hand | Medicine, treating wounds, diagnosis |
| Tactician | Planning, strategy, reading situations |
| Scholar | Research, languages, obscure facts |
| Hacker | Systems, codes, bypassing security |
Social
| Spark | Covers |
|---|---|
| Silver Tongue | Persuasion, charm, negotiation |
| Iron Will | Resisting manipulation, courage, focus |
| Street Savvy | Underworld contacts, black markets, crime |
| Noble Bearing | Leadership, authority, commanding respect |
| Performer | Acting, music, art, entertaining |
| Empath | Reading emotions, sensing motives |
| Negotiator | Deals, bargaining, finding compromise |
| Intimidator | Threats, fear, interrogation |
Weird
| Spark | Covers |
|---|---|
| Hexcraft | Spells, curses, ritual magic |
| Ghost Touch | Spirits, undead, the supernatural |
| Wyrd Sense | Gut feelings, premonitions, danger sense |
| Beast Bond | Animal communication, taming, riding |
| Void Walker | Other dimensions, teleportation, portals |
| Machine Whisper | Talking to tech, AI, techno-magic |
| Fate Weaver | Luck manipulation, probability, chance |
| Psion | Telepathy, telekinesis, mental powers |
Creating Custom Sparks
Anything can be a Spark if it defines your character. Don't limit yourself to the list.
Sailing, intimidation, navigation, command
Survival, animal handling, tracking, instincts
Strength, built-in tools, intimidation, durability
Divine magic, insight, protection at night
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.
- No relevant Spark? Roll d4 (anyone can try anything).
- Two Sparks apply? Roll the higher die with +2 bonus.
2. Roll the Fate Die
Set difficulty based on the situation:
| Difficulty | Die | Examples |
|---|---|---|
| Standard | d4 | Routine tasks with some pressure |
| Challenging | d6 | Requires real skill or effort |
| Hard | d8 | Trained professionals might fail |
| Desperate | d10 | Pushing the limits of ability |
| Impossible | d12 | Legendary feats, dire circumstances |
3. Compare Results
| Comparison | Result | Effect |
|---|---|---|
| Spark > Fate | Success | You achieve your goal cleanly |
| Spark = Fate | Twist | You succeed, but there's a cost or complication |
| Spark < Fate | Setback | Things go wrong, the situation worsens |
4. Check for Criticals
| Margin | Result | Effect |
|---|---|---|
| Win by 5+ | Critical | Exceptional success, bonus effect |
| Lose by 5+ | Disaster | Terrible 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:
- You suffer a Disaster (Fate beats you by 5+)
- You take a serious hit in conflict
- Something dramatically bad happens to you
Spend Grit To:
- Reroll any single die (yours OR Fate's) - once per roll
- Avoid a consequence that would take you out of the scene
- Declare a minor narrative detail in your favor ("There's a chandelier I can swing from")
At 0 Grit:
You're not dead, but you're done - captured, unconscious, fled, or broken. The scene ends badly for you.
Recovery:
- Short rest in safety: Recover 1 Grit
- Between adventures: Full recovery to maximum
Advancement
After completing an adventure (or 2-3 sessions), choose ONE:
| Option | Effect |
|---|---|
| Sharpen a Spark | Increase one Spark's die: d4 → d6 → d8 → d10 → d12 → d20 |
| New Spark | Add a new Spark at d4 (maximum 6 Sparks total) |
| Toughen Up | Gain +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:
- Describe your action
- Roll your Spark vs opponent's Spark (NPCs use their threat die)
- Apply results: Winner deals 1 Grit damage. Twist = both sides trade blows (1 Grit each). Critical = 2 Grit damage.
NPC Threat Levels
| Threat | Die | Grit | Examples |
|---|---|---|---|
| Mook | d4 | 1 | Thugs, wild animals, minor obstacles |
| Trained | d6 | 2 | Guards, soldiers, skilled opponents |
| Dangerous | d8 | 3 | Veterans, monsters, elite enemies |
| Elite | d10 | 4 | Champions, apex predators, bosses |
| Legendary | d12 | 5+ | Dragons, master assassins, demigods |
Solo Oracle
When you need the world to answer.
Yes/No Questions
Roll 2d6 and add modifiers:
| Roll | Answer | Meaning |
|---|---|---|
| 2 | No, and... | Worse than expected - add a complication |
| 3-5 | No | It doesn't happen |
| 6 | No, but... | It doesn't happen, but there's a silver lining |
| 7 | Yes, but... | It happens with a cost or complication |
| 8-10 | Yes | It happens as expected |
| 11-12 | Yes, and... | Better than expected - add a bonus |
Modifiers
- +1 Likely - circumstances favor this outcome
- -1 Unlikely - circumstances work against this
- +2 Very likely - strong evidence or advantage
- -2 Very unlikely - significant obstacles
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: Threat | 3-4: Opportunity | 5-6: Twist |
|---|---|---|
| 1. Enemy appears | 1. Useful item found | 1. Nothing is what it seems |
| 2. Environment turns hostile | 2. Potential ally | 2. Unexpected connection |
| 3. Time pressure | 3. Weakness revealed | 3. Third party arrives |
| 4. Resource loss | 4. Shortcut discovered | 4. Stakes change |
| 5. Ally in danger | 5. Information surfaces | 5. Hidden truth revealed |
| 6. Old problem resurfaces | 6. Enemy distracted | 6. 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."
Brother Aldric, Disgraced Templar
"My faith broke, but my sword arm didn't."
ARIA-7, Rogue Synthetic
"I was built to serve. I chose to live."
Whisper, Back-Alley Fixer
"Everyone's got a price. I know most of them."
Random Generators
NPC Generator (Roll d6 for each)
| Role | Trait | Want | Quirk |
|---|---|---|---|
| 1. Guard | 1. Nervous | 1. Money | 1. Scar/tattoo |
| 2. Merchant | 2. Greedy | 2. Revenge | 2. Accent |
| 3. Criminal | 3. Honorable | 3. Safety | 3. Tic/habit |
| 4. Scholar | 4. Secretive | 4. Knowledge | 4. Pet/companion |
| 5. Traveler | 5. Friendly | 5. Power | 5. Item obsession |
| 6. Outcast | 6. Desperate | 6. Escape | 6. Catchphrase |
Location Generator (Roll d6 for each)
| Type | Condition | Feature | Mood |
|---|---|---|---|
| 1. Building | 1. Pristine | 1. Valuable loot | 1. Peaceful |
| 2. Wilderness | 2. Lived-in | 2. Trapped | 2. Tense |
| 3. Underground | 3. Damaged | 3. Inhabited | 3. Eerie |
| 4. Settlement | 4. Abandoned | 4. Shortcut | 4. Chaotic |
| 5. Ruin | 5. Dangerous | 5. Dead end | 5. Oppressive |
| 6. Vehicle | 6. Hidden | 6. Secret passage | 6. Mysterious |
Plot Hook Generator (Roll d6 for each)
| Threat | Complication | Goal | Twist |
|---|---|---|---|
| 1. Ancient evil awakens | 1. Betrayal from within | 1. Find the artifact | 1. It was a test |
| 2. War is coming | 2. Ticking clock | 2. Protect someone | 2. Wrong target |
| 3. Plague spreads | 3. Moral dilemma | 3. Uncover the truth | 3. Allies swap sides |
| 4. Resources vanish | 4. Hidden identity | 4. Stop the ritual | 4. Victory costs dear |
| 5. Rival faction rises | 5. Collateral damage | 5. Escape the region | 5. It's already done |
| 6. Nature rebels | 6. Personal stake | 6. Forge an alliance | 6. There are two |
Quick Reference
-----------------
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+
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.
- Only Spark dice explode (Fate dice never explode)
- Explosions don't chain - stop after one explosion
- The explosion adds to your total, potentially creating criticals
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
| Die | Explodes On | Chance | Max Result |
|---|---|---|---|
| d4 | 4 | 25% (1 in 4) | 8 |
| d6 | 6 | 17% (1 in 6) | 12 |
| d8 | 8 | 12.5% (1 in 8) | 16 |
| d10 | 10 | 10% (1 in 10) | 20 |
| d12 | 12 | 8% (1 in 12) | 24 |
| d20 | 20 | 5% (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.
- Decide to spend Grit AFTER seeing the Fate die result
- Only Spark dice can explode
- No chain explosions
- You can't spend Grit you don't have
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 Explosions | Grit-Fueled Explosions |
|---|---|
| More random, swingy | More tactical, controlled |
| Surprises everyone | Player choice matters |
| Smaller dice get biggest boost | Resource management adds depth |
| Simpler (no decision) | Integrates with Grit economy |
| Best for: pulpy, heroic games | Best 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:
- RISUS: The Anything RPG by S. John Ross - for the elegance of descriptive traits
- Savage Worlds by Pinnacle Entertainment - for the step-die progression system
- Powered by the Apocalypse games - for narrative-forward, three-tier outcomes
- The solo RPG community - for oracle systems and techniques that make solo play sing
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.