Sisu TTRPG
Player Quick Reference
Cheat SheetAbility Checks
Stat die
+
Equipment die (if relevant)
→
Keep Highest
- Roll your stat die for the relevant attribute, plus any equipment die that logically applies.
- Choose the single highest result among all dice rolled.
- Apply any modifiers (skills, conditions, assistance).
- Meet or exceed the GM's target number to succeed. The margin above or below affects the outcome quality.
Advantage & Disadvantage
- Advantage: Roll two of the same stat die — choose the highest result.
- Disadvantage: Roll two of the same stat die — choose the lowest result.
- Equipment dice are still rolled alongside as normal in both cases.
- Assisting (non-combat): another player helps, granting +1 or +2 bonus (GM discretion).
- Hindering (non-combat): another player interferes, imposing −1 or −2 penalty (GM discretion).
Catch-all: When unsure which stat to use, default to SISU — it covers determination, improvisation, and grit.
The Four Stats
Body
Physical prowess — strength, dexterity, balance, stealth, constitution, physical precision.
Mind
Intellectual ability — research, comprehension, composure, resolve, resisting manipulation.
Sense
Social power — persuasion, magnetism, artistic flair, contacts, manipulation, deception.
Sisu
Inner fire — determination, assertiveness, improvisation. Catch-all when another stat doesn't clearly fit.
Die Ladder
d4
→
d6
→
d8
→
d10
→
d12
(max)
At creation: assign d8d6d6d4 across stats, then boost one stat up one die level. (Non-skilled characters start at d4d4d4d4.)
A Turn
Move
Up to Speed value in spaces
Action
Attack, ability check, healing…
Bonus
Short quick thing — GM decides
- Take your move, action, and bonus action in any order.
- Combat round = 5 seconds (12 rounds per minute). Everyone gets 1 turn per round.
- Initiative: roll SISU die — highest goes first. (Some skills override this.)
- Bonus actions are quick things: short phrase, hand signal, drop/switch weapon.
- Full actions include healing and standing from prone.
- Outside combat, players act when they describe their action. Multiple turns in a row are fine if nobody else wants to go.
Health Points (HP) & Fatigue Points (FP)
Health Points
- Default 10 HP (GM may change this).
- Damage reduces HP. Cannot go below 0.
- HP = 0 → Unconscious & Dying. You have 30 minutes to receive healing or you die.
- Short rest: regain d4 HP.
- Long rest: regain all HP.
Fatigue Points
- Default 10 FP (matches Max HP).
- Using a skill costs 1 FP (unless stated otherwise). Some strenuous activities also cost FP.
- FP = 0 → cannot use skills; each turn make a BODY (4+) check or suffer 1 HP damage.
- Short or long rest: restore all FP.
- Miss a long rest: FP drops to 0 at day's end.
Resting
Short Rest (1 hour)
Regain d4 HP + all FP.
Regain d4 HP + all FP.
Long Rest (6 hours)
Regain all HP + all FP. Need once per day.
Regain all HP + all FP. Need once per day.
Attacking & Damage
Attack Sequence
- Attacker rolls stat die + weapon die, takes the highest result (plus modifiers) = damage value.
- Defender rolls BODY die + armor value + modifiers = defense value.
- HP damage taken = Damage − Defense. (Minimum 0.)
Critical Rolls
- Natural 1 on ALL dice (attacker): weapon is damaged — drops one die level.
- Max on ALL dice (attacker): target's armor takes −1 AND target may gain a lasting wound.
- Unarmed melee is always at disadvantage unless you have Brawler or Martial Arts skill.
Armor
- Armor value is added to defense rolls. Max armor value: 5.
- Armor can break and become ineffective. Some armor reduces Speed.
Speed
- Default 6 spaces per move. One space = 5×5 ft / 1×1 m.
- Medium armor: −1 space. Heavy armor: −2 spaces. Encumbered: speed halved.
Difficulty
| Target | Difficulty |
|---|---|
| 1–3 | Trivial |
| 4–6 | Easy |
| 7–9 | Moderate |
| 10–12 | Hard |
| 13–15 | Very Hard |
| 16–18 | Severe |
| 19+ | Extreme |
Roll Results
| Margin | Outcome |
|---|---|
| 7+ over | Critical Success |
| 4–6 over | Strong Success |
| 1–3 over | Success |
| Exact | Marginal Success |
| 1–3 under | Near Miss |
| 4–6 under | Failure |
| 7+ under | Critical Failure |
Inventory & Encumbrance
- Carry up to 9 items freely. The 10th item makes you Encumbered.
- Bulky items take 2 inventory slots (GM decides what counts as Bulky).
- Encumbered: speed halved + disadvantage on attack and ability checks.
- Very small items may take no slot (GM discretion).
Example Equipment
| Item | Effect | Notes |
|---|---|---|
| Medkit | Restore d6 HP — 3 uses | Bulky |
| Adrenaline Shot | Restore d6 FP — 1 use | — |
| Rope + Hook | 50 ft | — |
Armor
| Armor | Bonus | Speed | Notes |
|---|---|---|---|
| Shield | +1 | — | Bulky |
| Light | +1 | — | — |
| Medium | +2 | −1 | Bulky |
| Heavy | +3 | −2 | Bulky |
Weapons
Melee
| Weapon | Requires | Die | Notes |
|---|---|---|---|
| Knife / Club / Staff | d4 BODY | d4 | — |
| Axe / Short Sword / Spear | d6 BODY | d6 | — |
| Katana / Glaive | d6 BODY + Martial Arts | d8 | Bulky |
| Long Sword / Battleaxe | d6 BODY | d8 | Bulky |
Ranged
| Weapon | Range | Die | Notes |
|---|---|---|---|
| Sling / Dart | 8 sp. | d4 | — |
| Handgun | 20 sp. | d6 | — |
| Bow | 20 sp. | d6 | Bulky |
| Rifle | 40 sp. | d8 | Bulky |
Upgraded weapons move up one die level (max d12, rarely d20). Damaged weapons drop one die level or take a −1/−2 penalty until repaired.
Conditions
All self-recovery ability checks are made at the start of each subsequent turn (unless otherwise stated by the GM).
Blinded
Can't see; auto-fails checks requiring sight. Attacks against have advantage; own attacks have disadvantage.
Recovery: 10 minutes
Confused
−2 to all MIND and SENSE ability checks.
Recovery: MIND ≥6, or 10 min
Deafened
Can't hear; auto-fails checks requiring hearing.
Recovery: 10 minutes
Dying
Must receive healing within 30 min (GM may change) or suffer a lasting wound or death.
Recovery: GM determined
Encumbered
Speed halved; disadvantage on attack and ability checks.
Recovery: Drop to ≤9 items
Frightened
Disadvantage on all checks/attacks while source is visible; cannot move closer to source of fear.
Recovery: MIND ≥6, or 10 min
Grappled
Speed becomes 0.
Recovery: BODY ≥ opponent BODY roll
Incapacitated
Cannot take actions or reactions.
Recovery: —
Invisible
Attacks against have disadvantage; own attack checks have advantage.
Recovery: —
Paralyzed
Incapacitated and cannot move or speak. Attacks against have advantage.
Recovery: 10 minutes
Poisoned
Disadvantage on attack checks and ability checks.
Recovery: BODY ≥6, or 1 hour
Prone
Disadvantage on non-ranged attacks. Attacks vs have advantage if attacker is adjacent; otherwise disadvantage for the attacker.
Recovery: Action to stand
Restrained
Speed becomes 0. Attacks against have advantage; own attack checks have disadvantage.
Recovery: —
Stunned
Incapacitated, cannot move, can speak only falteringly. Attacks against have advantage.
Recovery: MIND ≥6, or 10 min
Unconscious
Incapacitated, cannot move or speak, unaware of surroundings. Drops held items, falls prone. Attacks against have advantage.
Recovery: 10 min (or Dying if at 0 HP)
Skills
Start with 2 skills and 1 flaw. Using a skill costs 1 FP unless stated otherwise. You can apply one skill benefit per ability check if it logically applies. Max 10 skills. Custom skills require GM approval.
Acrobat
Requires: BODY ≥ d6
+2 to BODY checks for balance, climbing, jumping, or swinging.
Bash Master
Requires: BODY ≥ d6
+2 on attack checks with blunt weapons.
Blade Master
Requires: BODY ≥ d6
+2 on attack checks with bladed weapons.
Body Builder
Requires: BODY ≥ d6
+2 on BODY strength ability checks.
Book Smarts
Requires: MIND ≥ d6
+2 on MIND research ability checks.
Brawler
Requires: BODY ≥ d6
No disadvantage on unarmed attack checks.
Charmer
Requires: SENSE ≥ d6
+2 on SENSE manipulation checks vs intelligent creatures.
Craftsman
Requires: SISU ≥ d6
+4 to SISU ability checks for crafting and repair.
Deceiver
Requires: SENSE ≥ d6
+2 on SENSE disguise, bluffing, or deception checks.
Hacker
Requires: MIND ≥ d6 + SISU ≥ d6
+4 to MIND checks for infiltrating computers and electronics.
Healer
Requires: MIND ≥ d6
Gain 1 HP per minute for yourself or someone adjacent.
Investigator
Requires: MIND ≥ d6
+4 to MIND checks when investigating a location.
Iron Resolve
Requires: BODY ≥ d6
+2 on BODY endurance ability checks.
Lockpicker
Requires: MIND or SISU ≥ d6
+4 to MIND or SISU lockpicking ability checks.
Martial Arts
Requires: BODY ≥ d6 + MIND ≥ d6
Allows use of martial weapons; no disadvantage on unarmed attacks.
Precise
Requires: BODY ≥ d6
+2 on BODY dexterity ability checks.
Quick To Act
Requires: SISU ≥ d8
Choose to act first in initiative. Requires short or long rest to reuse.
Range Master
Requires: BODY ≥ d6
+2 on attack checks with all ranged weapons.
Second Wind
Requires: BODY ≥ d6
When HP or FP drops below 2, react to roll d4 and regain that many HP or FP. Requires rest to reuse.
Smooth Talker
Requires: SENSE ≥ d6
+2 on SENSE checks to convince someone to do or believe something.
Stealthy
Requires: BODY ≥ d6
+2 on BODY sneaking ability checks.
Tracker
Requires: MIND ≥ d6 + SENSE ≥ d6
+4 to MIND or SENSE checks when tracking a person or creature.
Character Advancement
The GM grants upgrades at milestones or adventure completions. Each upgrade consists of at least one of the following:
- Raise any stat die one level (max d12).
- Gain a new skill (max 10 total skills).
- Improve an existing skill (subject to GM approval).
- Optionally, change or add a flaw if the story supports it.
Flaws: Every character starts with 1 flaw — something that causes trouble. Approved by the GM. Flaws can change over time and more may be added.
Lasting Wounds & Character Creation
Lasting Wounds
- Awarded by the GM after major events or in place of death.
- Represent permanent or long-lasting injuries.
- The GM determines if and when they can be recovered.
- Triggered when an attacker rolls max on all dice during a damage check.
Character Creation Summary
- Assign d8d6d6d4 across BODY / MIND / SENSE / SISU.
- Boost one stat up one die level.
- Set Armor (0–5), Speed (default 6), Max HP & FP (default 10).
- Choose 2 skills and 1 flaw.
- Buy starting equipment or take 1 weapon + 1 tool (GM decides starting cash).