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.
Encounter tab
Everything starts on the Encounter tab. Before you add anything, it just shows three buttons — this is where a fresh session begins.
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.
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.
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.
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.
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.
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.
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.
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.
The Health row
Pick a damage type, type the amount, hit Apply dmg. Deflect is subtracted automatically for Impact, Keen, and Energy damage.
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.
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.
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 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 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.
Whatever card comes up, it carries three separate prompts — read whichever matches the scene actually in progress: Combat, Conversation, or Endeavor.
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.
A few things worth knowing before you sit down to play