Cosmere RPG

The Cosmere RPG by Brotherwise Games covers both the Stormlight Archive and Mistborn handbooks. In Skryrún they are one game system, not two — the rules engine is shared, so a single Cosmere RPG setting gives you adversary stat blocks, tier naming, currency, and rules lookups for either.

📝Note

Cosmere support is still in development and is only visible to admins and testers. Field names and vocabulary may change before general release, so treat anything you build now as a draft.

Enable Cosmere for your world

Go to World Settings → Game System and select Cosmere RPG. This switches the stat block editor to the Cosmere form and turns on Cosmere-aware naming throughout the world.

Choosing a setting

Each adversary carries a Setting field — Roshar, Scadrial, or a general Cosmere entry. It selects the flavour of Investiture and the vocabulary the card reads with, and it is per-stat-block rather than per-world, so a crossover campaign can hold both in one compendium.

Stat block fields

Attributes

Six attributes, paired across the three Realms. Character scores run 0–5; adversaries are given headroom above that.

RealmAttributes
PhysicalStrength, Speed
CognitiveIntellect, Willpower
SpiritualAwareness, Presence

Defenses and resource pools derive from these. Use Derive from attributes beside the Defenses grid to fill them in:

StatisticFormula
Physical Defense10 + Strength + Speed
Cognitive Defense10 + Intellect + Willpower
Spiritual Defense10 + Awareness + Presence
Health (level 1)10 + Strength
Focus2 + Willpower

Speed and Strength also set movement rate and carrying capacity, and Awareness or Presence — whichever is higher — sets maximum Investiture at 2 + that score. Investiture is deliberately not derived: a character has none at all until they take a Radiant path, so filling it in automatically would hand a mundane adversary a pool it shouldn't have.

📝Note

Deriving is opt-in, never automatic. Adversaries routinely deviate from the character-sheet formulas, and overwriting a hand-set number would be worse than leaving it alone. Health in particular is the level-1 value — it grows on a per-level table the editor doesn't model.

Defenses

FieldDescription
Physical DefenseThe number an attack against the body must meet or beat
Cognitive DefenseThe number an attack against the mind must meet or beat
Spiritual DefenseThe number an attack against the soul must meet or beat
DeflectFlat reduction applied to impact, keen, and energy damage before Health is lost
Deflect SourceWhere that protection comes from — "leather", "chain", "carapace"

Deflect Source is often just flavour, but not always: when it names an actual piece of armor, the party may be able to take it off the body once the adversary is defeated. Worth filling in for that reason alone.

Vitals

FieldDescription
HealthDamage the adversary absorbs before it falls
Health RangeThe band you can run it anywhere inside to tune the fight
FocusMental reserve spent to push through strain
InvestiturePower spent to fuel Invested abilities
Recovery DieDie rolled to restore Health
MovementMovement rate
Senses RangeHow far the adversary perceives

Health Range is a dial, not a variance roll. A printed profile gives both a default and a band — "30 (23–37)" — and you pick anywhere inside it: lower to keep a struggling party's momentum going, higher to let a strong one spend its abilities, or varied across a group so three identical profiles don't all fall on the same turn. Set the two ends under the vitals row in the editor; imported profiles that carry health as 30 (23-37) are split into all three numbers automatically. The card prints the band beside the default.

The details line

Every adversary reads as Tier, Role, Size Type — "Tier 2 Boss, Medium Humanoid". Role shows as a badge on every card so you can read an encounter's composition without opening each stat block.

Role is the weight class, and each one carries real rules the card prints for you:

RoleRulesThreat at your tier
MinionAttacks can't critically hit; defeated the moment it suffers an injury0.5
RivalNone — the baseline challenge1
BossTakes both a fast turn and a slow turn each round; can spend 1 focus after an enemy's turn for an extra action or reaction, and 1 focus on its turn to shed a condition4

Threat doubles for each tier the adversary sits above the party, and halves for each tier below, rounded to the nearest quarter. Add up the threat of everything in the scene and match a target: half the party size for an easy fight, the party size for an average one, one and a half times it for a hard one — which a party can rarely take more than once between long rests. The card prints each adversary's threat on its details line so you can total a roster without opening anything.

Tier is the tier of play the adversary is built for. Characters climb five tiers — levels 1–5, 6–10, 11–15, 16–20, and 21 and up — but published adversaries are only built for the first four, so a tier 5 profile is a homebrew answer rather than a printed one.

Size sets the space controlled in combat — Small 2.5 ft, Medium 5, Large 10, Huge 15, Gargantuan 20 or more.

Immunities and Languages round out the line: an adversary immune to Immobilized moves freely through anything that would inflict it.

Skills

Eighteen skills, six to each Realm, each governed by one attribute. A character sheet carries two numbers per skill — the ranks bought into it, and the modifier added to the d20:

modifier = ranks + that skill's attribute score + any bonuses

What an adversary profile prints, and what this editor stores, is the modifier. Leave a skill blank for untrained; only the skills you fill in appear on the card, so a stat block stays readable no matter how many skills the ruleset defines.

  1. Open the stat block editor and switch to the Skills tab.
  2. Enter the modifier for each skill the adversary is trained in. Blank means untrained; a typed 0 means trained with no net bonus, which is a different answer.
  3. Listed skills appear on the card as clickable test rolls, so you can roll straight from the stat block during a session.
📝Note

Skill tests are one d20 plus the modifier, against a difficulty class. Advantage and disadvantage add dice on top of that roll, and the Plot Die is added separately when the GM raises the stakes — neither is baked into the card's roll, because both depend on the moment rather than the profile.

Surges and other skills

Surges are tested exactly as skills are and draw ranks from the same pool, so the eighteen basic skills aren't the whole set a profile can carry. Each is wielded by exactly two Radiant orders and runs off one attribute:

SurgeAttributeOrders
AbrasionSpeedDustbringer, Edgedancer
AdhesionPresenceBondsmith, Windrunner
CohesionWillpowerStoneward, Willshaper
DivisionIntellectDustbringer, Skybreaker
GravitationAwarenessSkybreaker, Windrunner
IlluminationPresenceLightweaver, Truthwatcher
ProgressionAwarenessEdgedancer, Truthwatcher
TensionStrengthBondsmith, Stoneward
TransformationWillpowerElsecaller, Lightweaver
TransportationIntellectElsecaller, Willshaper

Ranks scale a surge as well as its test: 1 rank rolls d4 and reaches Small, up to 5 ranks rolling d12 and reaching Gargantuan. Each surge name, and the named techniques built on them — Full Lashing, Basic Lashing, Soulcasting, Lightweaving, Stoneshaping — resolves to a rules entry when it appears on a card.

Use the field at the bottom of the Skills tab to add a Surge or any other named skill. Cards list the basic skills first, then Surges, then anything else — each rolling the same way, and all surviving import and export.

Surges carry two numbers, and they aren't interchangeable. An Invested profile prints them together — "Abrasion +7 (3 ranks)". The modifier resolves the test; the ranks set the power and size of the surge itself. A stat block's features and actions are simplified versions with the ranks already folded in, so running one as printed never needs them — but the moment you reach past that for the full surge rules, the ranks are the number those rules key off. Surge rows in the Skills tab take both, and the card prints them the way the book does.

Actions

Actions carry a kind — Action, Reaction, Free Action, or Special — and Actions carry a cost of one to three, shown on the card as filled pips. Everything other than an Action sits outside the turn's action pool and takes no cost.

Abilities that are simply always on belong in Features rather than Actions — that's the rules' own term for an adversary rule needing no action, free action, or reaction.

A character has two or three actions on their turn depending on the character, so the pips show what an ability costs rather than a fixed budget. A reaction responds to a trigger on someone else's turn, and one is typically available between each of your turns.

Focus and Investiture costs are separate from the action cost. A profile prints them after the ability's name — "Trumpet (Costs 2 Focus)", "Burst of Flame (Costs 2 Investiture)" — and they empty a pool rather than the turn, so a free action or a reaction can carry one while costing no actions at all. Features take them too, which is how a simplified surge shows its price. Fill in a fixed cost; leave a variable one ("1 Investiture or more", "1 focus per target") in the description, which is where the rules themselves put it.

Give an action an attack bonus and it renders as a rollable test. An attack targets Physical defense unless you say otherwise, so set Attack vs. only for the handful that read "Attack +8 vs. Spiritual".

Graze and Hit are two outcomes of one attack, and a profile prints both — "Graze: 4 (1d8) keen damage. Hit: 18 (1d8 + 14) keen damage." The graze is the smaller expression, usually the bare die without the attack's modifier, and it shares the hit's damage type. Both are rollable from the card.

Opportunities and Complications

An adversary never rolls the Plot Die, so a profile's own Opportunities and Complications section is the only route by which one reaches them — and the two halves are one bargain rather than two loose notes.

The Complication is what the GM may spend a player's bad roll on to let this adversary do something extra. The Opportunity is the matching weakness a player may spend a good roll on to hamper them. Mostly bosses carry them; an animal companion built from a World Guide adversary drops the section entirely.

Both fields sit at the bottom of the Core Stats tab and render as their own section on the card.

Investiture

Set an Investiture Type on the adversary — Surgebinding, Voidbinding, Allomancy, Feruchemy, Hemalurgy, and the rest — then list the specific Surges, metals, or powers it wields under Investiture Abilities. They render as a labelled group on the card, and known terms link to their rules entry.

Currency

Cosmere worlds price goods in spheres — chips, marks, and broams. Shops and AI-assisted pricing use that vocabulary by default. On Scadrial, the same value tiers read as clips and boxings.

Encounter tracker

Cosmere encounters run on the round tracker with Health, Focus, Investiture, and Deflect as per-adversary counters.

Fast and slow turns

The tracker runs Cosmere's turn order rather than a rolled initiative. The choice is a trade: a fast turn goes earlier but grants only two actions, a slow turn goes later and grants three. Both grant one reaction.

Every combatant shows a turn chip in the slot where an initiative score would sit, printing the declaration and its action count — click it to cycle between Fast, Slow, and undeclared.

  1. At the top of a round, click each combatant's chip to declare a fast or a slow turn.
  2. Click Fast first beside the round counter to sort the roster into the round's four phases: fast players, fast adversaries, slow players, slow adversaries. The button appears only when the order needs changing.
  3. Step the round with the arrows as usual.
📝Note

Undeclared is a real state, not a default — the tracker will not decide for you which way a combatant acts. Undeclared combatants stay with the slow turns when you sort.

Declarations carry between rounds so a combatant that always goes fast only needs setting once, but the rules let a character choose afresh each round, and even decide mid-round once they see how the fight is going.

Conversations

A Cosmere conversation is a scene type with real mechanics behind it, and the encounter tracker already runs it — no separate mode required. Focus is the resource the scene is fought over, exactly as health is in a fight.

When a social test lands on a character, they can spend focus to resist it: 2 focus against a reasonably persuasive contribution, 4 against an extremely strong one. At 0 focus they can't resist anything further, and generally concede the point or leave the conversation. That makes an NPC's Focus counter a visible progress bar for the scene.

  1. Add the NPCs to the tracker as you would for a fight — their Focus counter is already there.
  2. On a successful social test, dock the target 2 or 4 focus depending on how strong the argument was.
  3. When a counter hits 0, that character is done resisting.

Skip the round counter and the turn chips — a conversation round is just everyone who wanted to speak having had the chance, with no initiative and no fixed order.

📝Note

This applies to NPCs. A player character is never forced to change their mind by running out of focus — the rules are explicit that spending focus or not is the player's call, and so is what their character actually believes.

Influence tests go against the target's Spiritual or Cognitive defense, whichever matches the skill used — both are on the stat block already. The four conversation types (Inquiry, Negotiation, Scheme, Social) and the five contribution outcomes all resolve to rules entries.

Events

An event is a countdown running alongside a scene rather than being the scene: a highstorm closing in, a crowd's outrage building, reinforcements on the way. It has an event track of two or more slots, and the trade is what makes it work — when someone rolls a plot die, that Opportunity or Complication can either do what it normally does, or fill a slot and push the bigger thing closer. Players spend Opportunities into positive events, the GM spends Complications into negative ones, and two tracks can race each other.

This is the third mechanic in the system with the same shape as a Tension Clock, after endeavor thresholds and Pursuit distance tracks — and the one that fits clocks best, since the GM picks the slot count freely.

A battle is not run as a single scene at all. It's an arc of ordinary combats, conversations, and endeavors, divided into phases — one objective each, with success or failure deciding which phase comes next. The guidance is to keep at least one event running throughout.

Endeavors

The third scene type: travel, exploration, infiltration, chases, investigations — anywhere the opposition is the situation rather than a person. Rounds are informal, the same as a conversation.

Most endeavors are scored on a collective threshold — the GM counts the party's successes and failures, and whichever total fills first decides the scene. Tension Clocks are the tool for this: run two, one for successes and one for failures.

ComplexitySuccessesFailures
Simple43
Average84
Intricate94
Insurmountable115
📝Note

Clocks come in 4, 6, 8, and 10 segments, so Simple/Average/Intricate failures (3, 4, 4) and Simple/Average successes (4, 8) fit directly. The 9, 11, and 5 thresholds have no exact clock — round up to the next size and stop early, or track those by hand.

Each endeavor type replaces or adds to that scoring:

Pursuit uses a distance track instead — an abstract gap that moves both directions. A pursuer's success closes it by 1, a target's success widens it by 1; at 0 the target is caught, at the escape distance it's gone. This maps onto a clock exactly: the printed escape distances are 4, 6, and 8, all valid clock sizes, with the starting distance as the opening fill. Pursuits are also the scene built for opposed tests.

Mission adds a ticking clock on top of the threshold — a hard time limit that advances each round, and that the GM can push further by spending a Complication. Past the limit the scene doesn't end; each further round just gets worse.

Discovery doesn't use a success threshold at all. An investigative web replaces it: leads, the clue-chains they open, and branching paths to the answer. The session-prep canvas is already this tool — clue and secret nodes on the canvas sync to the linked narrative thread, so the web you draw is the web you run. The GM may still track failures on a clock.

Exploration adds Against the Odds: once per scene, every character tests separately against a peril, and each one who fails suffers it — dehydration down to 1 focus, Exhausted, Disoriented for the scene, 2d4 vital from tainted food, and others.

Goals and rewards

Cosmere characters advance on two tracks: levels, and goals. A goal is a freeform objective with three milestone boxes — the GM checks one when a session's decisions advance it, and at three the player concludes it for a reward. Concluding isn't the same as achieving: a goal can close through success, through growth when a character outgrows it, or through outright failure, and all three pay out.

Goals are tracked on the character sheet, and each milestone the GM awards also lands on the character's arc timeline — one event with two readings. A goal can optionally say which beat of an arc it is reaching for.

Ideals are goals too, by the rules' own definition, so they run on exactly the same machinery: three milestones awarded by the GM, then sworn aloud in a scene. They are the one kind of goal that cannot be written freely — see Radiant bonds.

Companions are the reward category that maps straight onto stat blocks. A companion is an ordinary NPC profile, and how many you get is set by role and tier — the same Minion / Rival / Boss roles the adversary form already uses:

PC tierCompanionsDevelopment bonus for a lower-tier companion
11 Minion
22 Minions or 1 RivalMinion +2 to all tests, +10 health
33 Minions or 1 RivalMinion +4/+20 · Rival +2/+10
4+5 Minions, 2 Rivals, or 1 BossMinion +6/+40 · Rival +4/+20

So stat a companion as you would any adversary, set its role and tier, and apply the bonus row for the character's current tier — a companion doesn't get left behind as the party climbs.

An animal companion resolves 0 health as a third case, neither player character nor adversary. It falls Unconscious but can't choose to wake the way a PC can, and can't be written off the way a defeated adversary can — only healing to 1 health or a recovery die on a short rest brings it back, and one left somewhere it can't be safely recovered may be gone for good.

Building one is a matter of trading rather than adding: rename an existing profile, and for each skill, feature, or action you add, remove or reduce another so it ends about as strong as it started. The printed feature list is a good source — Carapace for +2 deflect, Hearty for +10 health, Flight for a 30-foot flying rate, Nimble to share an ally's space, and others — and all of it resolves through the rules lookup.

The other reward categories are tier-gated too. A Shardblade is a tier 2 reward and Shardplate tier 3 — which is what Chapter 7's "Reward only" price meant. Patrons scale from comfortable lodging and a 1,000-mark operations budget at tier 1 to aristocratic travel and 50,000+ at tier 4. Titles run from a lieutenant with a small estate to a general with a warcamp.

Connections — companions, patrons, a bonded spren — are recorded on the character sheet. The nearest thing in Skryrún is Character Anchors, which already hold a person, place, cause, or object with a bond strength.

Radiant bonds

Becoming Radiant is not something a player sets on their own sheet. It is a request they make and their GM confirms at the table.

Asking. On the Paths tab — or during character creation — choose Reach for a bond, pick the order you are reaching for, and say why. The "why" is the part your GM is actually answering; the order is the mechanical consequence of it. Nothing on your sheet changes yet. While the request is pending you can re-aim it at a different order or withdraw it entirely.

If your character has a confirmed arc, a few orders carry a short note about how they fit it. They are suggestions and nothing more — every order stays equally available, and reaching for one that cuts against your arc is a perfectly good story. You can also tie the request to a particular beat of your arc, the same way a goal can be.

Confirming. The GM sees who is waiting from the campaign home and from the party roster, opens the character, and reveals the bond. That single act writes the Radiant path onto the sheet, opens the order's Surges and talent tree, and begins the First Ideal as a goal with its own three milestones.

A GM can also hand a bond over unasked — a spren finding someone who never reached for one. It arrives already confirmed, and the card says so.

Your spren. Once the bond is confirmed the spren appears beside your portrait in the sheet header and as a card on the Paths tab, with its Surges, the Ideal you currently stand on, and what that Ideal grants — a Shardblade at the Third, Shardplate at the Fourth, and squires to the number of your Ideal. You can give your spren a name; nothing depends on it.

Bond range starts at 30 feet — how far your spren can stray before temporarily losing its sapience — and a GM can deepen the bond to raise it to 100.

Going the other way. Acting against a sworn Ideal repeatedly costs a Radiant their highest Ideal, and can eventually kill their spren. Both are the GM's call, and both are recorded so the table can see the shape of it. Losing an Ideal reopens it rather than erasing it — the milestones that earned it stand, and it can be sworn again. Talents you already took stay on your sheet; whether one still works past the Ideal that opened it is your table's ruling, not something Skryrún decides for you. A severed bond leaves the path and everything it granted in place: your character was Radiant, and the sheet keeps that.

Equipment

Skryrún doesn't model a Cosmere inventory yet — there's no equipment list on an adversary, and no armor picker feeding the Deflect field. What it does carry is the rules behind the gear, so a trait printed in an action or a feature resolves to its effect.

Weapon and armor traits are all defined: Cumbersome, Dangerous, Deadly, Defensive, Discreet, Fragile, Indirect, Loaded, Momentum, Offhand, Pierce, Quickdraw, Thrown, Two-Handed, and Presentable. Cumbersome and Dangerous mean different things on a weapon than on armor, and each entry covers both readings — worth checking rather than guessing, since a Cumbersome weapon costs you attacks while Cumbersome armor costs you Speed tests.

Deflect is set by armor: uniform 0, leather 1, chain 2, breastplate 2, half plate 3, full plate 4, Shardplate 5. Three things bypass it entirely — spirit damage, vital damage, and any weapon with the Pierce trait.

📝Note

A Shardblade doesn't use the ordinary injury table. Its injuries roll on a separate, much harsher one that adds no deflect: 16 or more is a flesh wound lasting the rest of the day, 1 through 15 is a permanent injury that non-Invested healing can't mend, and 0 or lower is death. If you're running a Shardbearer, that's the number that decides the fight.

Pricing. AI-assisted shop pricing now works from the printed tables rather than a general sense of scale — a candle at 0.2 marks through full plate at 1,600 and a warship at 100,000. Shardblades, Shardplate, and Ryshadium are never priced; they're rewards.

Rules lookups

Rules terms printed on a Cosmere stat block are clickable, and the reference behind them covers the vocabulary a GM reaches for mid-session: the five damage types, all fourteen conditions, injuries and rests, and the Radiant terms.

Conditions

Conditions are recorded as free text rather than a fixed list, because several of them carry a bracketed value — Exhausted [-2], Afflicted [1d4 vital], Enhanced [+2 Speed]. Those three are also the ones that stack, so a combatant can legitimately hold more than one instance at a time.

Two of them touch the tracker directly. Surprised blocks a fast turn, so a surprised combatant's chip should be left on Slow. Unconscious always goes slow.

There is no Grappled condition — a successful Grapple leaves the target Restrained.

Injuries

An injury is separate from lost health, and lands whenever a character is reduced to 0 health or takes a further hit while there. The injury roll is a d20 plus deflect and any relevant ability modifiers, minus 5 for each injury already carried, and the result sets how long the injury lasts — from a flesh wound that clears after a long rest through to death.

Injury effects are chosen rather than rolled onto a character sheet automatically. The tracker records health and conditions; the injury itself and its narrative stay with the player, who has the final say on how it plays.

What isn't built yet

Character creation, heroic and Radiant paths, talent trees, Ideals and Radiant bonds are all built — see the sections above. What is still missing is a Cosmere inventory model: there is no equipment list on a character or an adversary, and no armor picker feeding the Deflect field.