Sisu TTRPG

Player Quick Reference

Cheat Sheet

Ability Checks

Stat die + Equipment die (if relevant) Keep Highest
  1. Roll your stat die for the relevant attribute, plus any equipment die that logically applies.
  2. Choose the single highest result among all dice rolled.
  3. Apply any modifiers (skills, conditions, assistance).
  4. 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.
Long Rest (6 hours)
Regain all HP + all FP. Need once per day.

Attacking & Damage

Attack Sequence
  1. Attacker rolls stat die + weapon die, takes the highest result (plus modifiers) = damage value.
  2. Defender rolls BODY die + armor value + modifiers = defense value.
  3. 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

TargetDifficulty
1–3Trivial
4–6Easy
7–9Moderate
10–12Hard
13–15Very Hard
16–18Severe
19+Extreme

Roll Results

MarginOutcome
7+ overCritical Success
4–6 overStrong Success
1–3 overSuccess
ExactMarginal Success
1–3 underNear Miss
4–6 underFailure
7+ underCritical 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
ItemEffectNotes
MedkitRestore d6 HP — 3 usesBulky
Adrenaline ShotRestore d6 FP — 1 use
Rope + Hook50 ft
Armor
ArmorBonusSpeedNotes
Shield+1Bulky
Light+1
Medium+2−1Bulky
Heavy+3−2Bulky

Weapons

Melee
WeaponRequiresDieNotes
Knife / Club / Staffd4 BODYd4
Axe / Short Sword / Speard6 BODYd6
Katana / Glaived6 BODY + Martial Artsd8Bulky
Long Sword / Battleaxed6 BODYd8Bulky
Ranged
WeaponRangeDieNotes
Sling / Dart8 sp.d4
Handgun20 sp.d6
Bow20 sp.d6Bulky
Rifle40 sp.d8Bulky
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
  1. Assign d8d6d6d4 across BODY / MIND / SENSE / SISU.
  2. Boost one stat up one die level.
  3. Set Armor (0–5), Speed (default 6), Max HP & FP (default 10).
  4. Choose 2 skills and 1 flaw.
  5. Buy starting equipment or take 1 weapon + 1 tool (GM decides starting cash).