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.

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

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.

3

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.

4

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.

5

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.
Defeat / Revive
A manual override for either side — doesn't require health to hit 0 first.
6

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.
7

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.
8

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.
9

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.

10

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.
11

Good to know

A few things worth knowing before you sit down to play

  • Nothing here auto-saves to the cloud. The tracker keeps the whole encounter in the browser tab it's open in. Treat it like a whiteboard for the session — closing the tab or refreshing the page clears whatever's on it, so avoid reloading mid-fight.
  • 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.
  • 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.
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