Running a Fight
Cosmere Encounter Tracker — Player & GM Guide

Running a fight, start to finish

A walkthrough of the encounter tracker, in the order you'll actually use it at the table — build your party, add the opposition, run the rounds, and handle whatever the dice throw at you.

New: guided tour & color palettes First time in the tracker? Click 🧭 Tour in the top bar for a 16-step walkthrough that points at the real buttons as you go — including both halves of the Demiplane import (dragging the bookmarklet, then clicking Import from JSON). If your tracker is empty, the tour drops in a temporary example fight (Kaladin, Shallan, and Dalinar against two Axehounds) the moment it reaches “Start the encounter,” so you see a real populated screen for the phase bar, Next phase, and the Party/Adversaries split roster — it clears itself automatically the instant the tour ends. It then opens the real O/C and Conditions panels so you see actual Opportunity/Complication rolls and condition text, not just a pointer at the buttons. It also runs itself automatically the first time anyone opens the tracker on a given browser. Next to it, 🎨 Palette opens ten Radiant-Order color themes (Windrunner's sapphire, Bondsmith's heliodor gold, and eight more) you can apply to the whole table with one click — purely cosmetic, doesn't touch adversary type colors or health-state colors, and every theme is checked for readable contrast in both its own light or dark mode.
The guided tour's first step, with a bright cutout highlighting the Encounter/Adversary Library/Rosters tabs and a step card below explaining what each tab does The Palette picker modal listing ten Radiant-Order color themes with swatches, names, and descriptions

Quick Start: your first fight in under 5 minutes

Skip ahead if you just want to run a fight right now

New to the tracker and just want to get a fight on the table right now? Skip the full guide below and come back to it later — here's everything you need for round one.

  1. Load or build your party. If you've got a saved roster, load it from the Rosters tab and you're done. Starting fresh? Add each PC with their name, health, focus, and Investiture pools — you can always fill in the finer stats mid-fight.
  2. Pull adversaries from the library. Open the Adversary Library, search or browse for what you need, and add them to the encounter. Minions and full stat-block adversaries both drop in the same way.
  3. Run the pre-combat check (optional, but worth it). If you want a gut-check on whether the fight is fair before anyone rolls initiative, this is where that lives. Skip it if you already know the fight's right.
  4. Hit Start. The tracker sorts everyone into the round structure automatically: Fast PCs → Fast NPCs → Slow PCs → Slow NPCs. You don't have to track initiative order yourself — just follow the phases as they come up.
  5. Play the round. Click into each combat card to log actions, deal damage, and apply conditions as they happen. Health hits zero on a PC and the tracker offers the injury roll for you.

That's the whole loop. Everything from here on — saved rosters, Focus and Investiture management, Deflect and damage types, Opportunity/ Complication cards, mid-fight edits — is detail you can pick up as you need it. The sections below cover all of it.

1

Build your party

Encounter tab

Everything starts on the Encounter tab. Before you add anything, it just shows three buttons — this is where a fresh session begins.

The empty Encounter tab, showing the Add PC, Add from Adversary Library, and Add saved roster buttons
The Encounter tab with nothing added yet.

Click + Add PC for each player character. Health, Focus, and Investiture default to reasonable starting numbers, but overwrite them with whatever's on the actual character sheet — same for the three defenses. The sheet link is optional; drop in a Demiplane, D&D Beyond, or doc link so you can jump straight to a full character sheet mid-combat.

The Add a PC form, filled in with a character named Kaladin
One PC's worth of stats. Repeat for the rest of the party.
Table tipAlready built this party before? Skip retyping everyone — + Add saved roster on the Rosters tab quick-adds a whole party you saved from a previous session.
2

Import a character from Demiplane

Rosters tab

If your players build characters on Demiplane, you don't have to retype their stats. The Rosters tab has a permanent Send to Encounter Tracker bookmarklet button — a one-time drag-to-bookmarks-bar setup that turns any Demiplane character sheet into a ready-to-import roster member.

One-time setup: drag the gold Send to Encounter Tracker button up to your browser's bookmarks bar. Don't click it here — it only works from Demiplane.

Every time after that: open the character's sheet on app.demiplane.com, logged in, and let it fully load. Click the bookmark. The tracker opens (or refocuses, if it's already open in another tab) with that character's stats already dropped into the “Add member from Demiplane” box below, on whatever roster you currently have open — a fresh one, or one you're already mid-edit on, like this:

Give it a glance, then click Import from JSON. The member gets added above the box and the box clears, ready for the next paste — click the bookmark again on your next character's sheet and repeat until the whole party's in:

Once everyone's in, name the roster (if you haven't already) and click Save roster.

Table tipClicking the bookmark again for a second character reuses the same tracker tab instead of opening a new one — that's expected. Each click adds one more character into whatever roster draft is open, so you can pull in a whole party back-to-back before saving.
Worth knowingThe bookmarklet reads the same visible text on the page a person would, so it's a starting point, not gospel — always glance over health, focus, investiture, and the pulled-in actions before you trust them in a real fight. No Demiplane account, or prefer a batch/offline path? demiplane_scrape.py does the same extraction from a saved copy of the page and pastes into the same box.
3

Add the opposition

Adversary Library tab

Switch to Adversary Library and search by name. Every adversary in the Cosmere RPG line is in here, tagged by tier, role, and source book.

Searching the Adversary Library for Axehound, showing two matching rows with a quantity stepper and Add button
Search narrows the list live. The stepper next to Add sets how many copies to drop in at once — handy for a pack of Minions.

Hit Add and they land on the Encounter tab immediately, numbered automatically if you added more than one (Axehound #1, Axehound #2, and so on). No need to leave the Library tab between adds — search for the next adversary and keep going.

4

Building your own adversary

Adversary Library tab, + Add homebrew

Every row in the Adversary Library now has a Homebrew button next to Add — not just the Mistborn World Guide's index stubs. Click it to clone that adversary's full stat block into a new homebrew entry you can tweak, or start from a blank one with + Add homebrew at the top of the Homebrew adversaries card.

The homebrew adversary form showing Identity, Attributes and defenses, and Pools and movement sections filled in for a Stormform Scout
The homebrew form now captures the same fields every official adversary has — all six attributes, size/type, all three defenses, health, focus, Investiture, deflect, movement, senses, immunities, languages, and skills — not just a name and a notes box.

Below that, Features and Actions are repeatable lists (with a cost dropdown on each action), plus Tactics and Opportunity/Complication text — the same shape as a real stat block. Cloning from the library or the Mistborn index pulls all of this in automatically wherever the source item has it, features and actions included.

Surgebinding modulesUnderneath Skills, a bank of checkboxes lets you grant (or take back) a Surgebinder's power on any homebrew adversary — Abrasion through Transportation, straight from Advanced Adversaries' own "Surgebinding Modules" rules. Check one and it fills in Investiture (if the adversary doesn't already have any), adds the surge skill at the right tier-scaled ranks and modifier, and drops that surge's real features and actions into the lists above — uncheck it and only those rows come back out, nothing you typed by hand.
The Surgebinding modules checkbox row with Gravitation checked, showing the Gravitation Flight feature and Surge of Gravitation and Regenerate actions added automatically
Checking Gravitation on a Tier 1 adversary with Awareness 4 auto-set Investiture to 6, added "Gravitation 2 (+6)" to Spiritual/Cognitive skills, and dropped in the Gravitation Flight feature plus the Surge of Gravitation and shared Regenerate actions.

The book's own guidance that stacking more than two modules on one adversary is rare isn't enforced as a hard limit — it's the GM's call, same as everything else on this form.

5

Sanity-check the fight

Encounter tab, before you start

Back on the Encounter tab, above the combatant list, the budget card gives you a read on how tough the fight is before anyone rolls a die.

The Encounter-budget sanity check card, showing Party Tier 1, Party Size 2, and a threat-per-player readout of 1.00, rated Average
Set your party's tier and headcount; the verdict updates as you add or remove adversaries.

Set Party Tier and Party Size once per session. The verdict — Easy, Average, Hard, or Above Hard — uses the same threat-value math as the Handbook's own encounter-building rules, so it's a real check, not a rough guess. Swap adversaries in or out and watch the number move before you commit.

Gave an adversary Adversary Modules (Allomancy, Feruchemy, an ancestry module, or a Hemalurgic spike — see the Mistborn adversary index and adversary-modules reference on the Library tab)? Toggle + Modules on their card and the budget check applies the World Guide's own rule automatically: their threat contribution goes up 50%, once, no matter how many modules they're carrying.

6

Start the encounter, run the rounds

Encounter tab, during combat

When the party's in and the budget looks right, hit Start encounter. A “Now acting” strip appears above the full roster, showing only the combatants in the current phase.

The Now Acting strip during the Fast PCs phase of Round 1, showing Kaladin and Shallan's cards with a Next phase button
Fast/Slow turn order, one phase at a time — Fast PCs, then Fast NPCs, then Slow PCs, then Slow NPCs, then the round rolls over.

Click Mark acted as each combatant takes their turn, then Next phase → to move on. The tracker cycles Fast PCs → Fast NPCs → Slow PCs → Slow NPCs → back to Fast PCs for the next round, resetting everyone's acted status automatically.

Below that, the Full roster reorders itself for whatever phase you're in, so you're not scrolling past one side of the fight to reach the other mid-combat. Whichever side you need to mark right now — Adversaries while PCs are up, Party while NPCs are up — gets a gold Mark damage here flag and sits first. The side that's currently acting splits further: whoever's up this phase shows full-size, and anyone on that side who isn't — a Slow PC during a Fast PC phase, say — drops below a Not up this phase divider and collapses to a one-line summary until their phase comes around.

The Full roster during the Fast PCs phase, showing Adversaries flagged Mark damage here on the left and Party on the right with Kaladin and Shallan up now and Dalinar collapsed under Not up this phase
Fast PCs phase: Adversaries are flagged first since they're the ones taking damage this phase, while the Party column itself splits — the two Fast PCs up now, and Dalinar (Slow) tucked below “Not up this phase” until Slow PCs comes around.

Any card — defeated, already acted, or just tucked out of the way like Dalinar above — can be reopened with the small ▾ toggle in its header, which also works the other way to manually collapse a card you don't need right now. Use the search box above the roster to jump straight to one combatant by name, or Jump to Party / Jump to Adversaries to scroll to a column without hunting for it. Before combat starts, the roster shows in the same fixed Party-then-Adversaries order with no flags — the reordering only kicks in once you hit Start encounter.

7

Reading a combatant card

Anatomy of one card

Every combatant — PC or adversary — gets the same card. Once you know where things live, running the fight is mostly clicking around this one layout.

An annotated-looking Axehound combatant card showing health, focus, investiture, defenses, movement, senses, conditions, and injury controls
Health, Focus, and Investiture each get their own bar, quick ± buttons, and a Full reset. Defenses, Movement, and Senses sit just below. Conditions and injuries can be added right from this card — no separate screen.
±5 / ±1
Quick pool adjustments — spend Focus, take a graze, whatever's fastest.
Impact / Keen / Energy / Vital / Spirit / Other
Damage type on the Health row. The first three respect Deflect automatically; the rest bypass it.
Statblock
Adversaries only — opens the full stat block in a popup without leaving the Encounter tab.
+ Modules
Adversaries only — mark that this one is carrying bolted-on Allomancy/Feruchemy/Ancestry/Hemalurgic-spike modules (Mistborn World Guide, ch.8). Adds 50% to their threat contribution in the budget check above, once, however many modules they actually have.
Defeat / Revive
A manual override for either side — doesn't require health to hit 0 first.
8

Dealing damage

The Health row

Pick a damage type, type the amount, hit Apply dmg. Deflect is subtracted automatically for Impact, Keen, and Energy damage.

A health bar shown partway drained, shaded orange between the tracker's green and red
The Health bar shifts gradually from green to yellow to red as it drops — a glance tells you how bad it's gotten.

Minions are the one type the tracker handles for you completely: drop one to 0 health and it's marked defeated automatically, matching the rule that a Minion goes down the instant it takes any injury.

A defeated Axehound card, greyed out with 0/10 health and a Revive button
Defeated combatants grey out and swap to a Revive button, in case that killing blow needs walking back.
9

Injuries

Automatic for PCs, manual for anyone

The moment a PC's health hits 0 — from a hit that drops them there, or a hit that lands while they're already at 0 — the tracker rolls the injury for you and shows the result immediately.

An injury roll popup for Kaladin, showing the d20 roll, a Shallow Injury result, and a Disoriented effect
The full roll, duration, and effect — no flipping to a table mid-fight.

Prefer to roll it yourself at the table, the way the rules actually word it ("you must make an injury roll")? Every card also has a manual entry row — pick a Duration and an Effect, hit Add, and it's logged identically to an auto-rolled one, chip and all.

The manual injury row on a combatant card, showing an existing Shallow Injury: Disoriented chip next to Duration and Effect dropdowns and an Add button
Works the same as adding a condition — pick, then Add.
Why only PCs auto-triggerAdversaries don't get the pop-up automatically — a GM call always applies to them anyway, and Minions already have their own outright-defeat rule instead. Use "Roll injury" on their card whenever you want the same table rolled for an NPC.
10

Editing a PC mid-campaign

The Edit button, PC cards only

Leveled up? Reworked a defense? Click Edit on any PC's card to change anything set when they were first added — name, all three max pools, all three defenses, Deflect, and the sheet link.

The Edit PC modal for Kaladin, showing fields for name, max health, max focus, max investiture, three defenses, deflect, and a character sheet link
Current Health/Focus/Investiture are left alone unless a lowered max would put them over the new cap.
11

Opportunity & Complication cards

The O/C button, top right, any tab

The O/C button opens the same options at any time — during combat, a conversation, or an endeavor — because the standard four Opportunity and three Complication options always apply, with or without an adversary in the scene.

The Opportunity and Complication modal, showing the generic roll options plus a drawn Vantage Point card and the full 26-card Opportunity list
Roll the standard options with one click, or draw a real card from the full 26/26 Plot Deck below — Opportunity and Complication each get their own draw button and their own searchable list.

Whatever card comes up, it carries three separate prompts — read whichever matches the scene actually in progress: Combat, Conversation, or Endeavor.

12

Conditions reference

The Conditions button, top right, any tab

All 14 status conditions, full text, one searchable list — Afflicted through Unconscious. Use it to look a condition up, then add it to a combatant right from their card's + condition dropdown.

The Conditions reference modal, showing a search box and the full text for Afflicted, Determined, Disoriented, Empowered, and the start of Enhanced
Filter by name to jump straight to the one you need mid-turn.
13

Good to know

A few things worth knowing before you sit down to play

  • Nothing here auto-saves to the cloud. The tracker saves your encounter to this browser automatically as you play, so closing the tab or refreshing the page won't lose it. What it doesn't do on its own is follow you to another device — for that, use the Sync button to link a code across your devices (and, if you use Wayfinder or Ars Arcana, that same code links those too). Shipping a new build of the tracker does clear the active encounter one time as part of the update (Rosters and Homebrew are kept), so don't be surprised if a fresh deploy starts you with a blank Encounter tab.
  • Rosters (the third tab) let you save a party once and quick-add it into any future encounter, instead of retyping everyone's stats every session.
  • The theme toggle in the top-right (Auto) cycles light → dark → auto, if the parchment look isn't your thing at the table — and Palette, right next to it, swaps in one of ten Radiant-Order color themes instead of just light/dark.
  • Short rest (all) and Long rest (all), above the roster, apply to every combatant at once — a long rest fully refreshes Health, Focus, and Investiture for the whole table in one click.
  • This is a GM tool first — nothing stops a curious player from opening it too, but there's no separate "player view" that hides adversary stat blocks.
If something looks offThe tracker is actively maintained — if a rule, a card, or a stat block looks wrong at the table, it's worth a second look before the next session.
← Back to the tracker · Guide updated for Build 38 · 18 October 2026 · Noted the guided tour is now 16 steps: it drops in a temporary example fight when it reaches “Start the encounter” on an empty tracker so the later combat steps have something real to show, then opens the real O/C and Conditions panels before wrapping up. Also refreshed the “Start the encounter” steps and screenshots for the phase-aware Full roster layout (flagged target side, dormant auto-collapse, search, jump buttons). Still covers Build 8's guided tour, color palettes, and full-schema homebrew with Surgebinding modules