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Cosmere Roleplaying Game

Cosmere Roleplaying Game

3–6 Spieler 2025

Über dieses Spiel

Play in the fantastical worlds of Brandon Sanderson's Cosmere universe, the shared cosmology of The Stormlight Archive, the Mistborn series, and more! The Cosmere RPG is a tabletop roleplaying game in which players assume the roles of heroes fighting for the fates of these beloved settings. Defend your ideals with force of arms, wield spiritual Investiture to use magic power, and unlock the mysteries of the Cosmere and the godlike Shards who shape its affairs. Using a familiar d20-based system with the addition of the story-twisting Plot Die, the Cosmere RPG draws on the extensive lore of Sanderson's work to offer players unique character options, heroic paths, and magical abilities to create compelling characters who instantly belong to this fantastical world. Each sourcebook contains options unique to its world; for example, the Stormlight Handbook includes rules for playing a Knight Radiant, forging a bond with a spren spirit, and wielding magical surges. The Cosmere Roleplaying Game is a "living" game world, meaning it will continue to expand as Sanderson collaborates with the designers to add new worlds, new magic, and new technology to the Cosmere. The handbook and setting guide for the Stormlight Archive was released in 2025, with Mistborn slated for 2026. Elantris and a "worldhopper" book are also planned for release.

Kategorien

Fantasy High Fantasy

Mechaniken

d20 System

How to Play the Cosmere Roleplaying Game

The Cosmere Roleplaying Game is a tabletop roleplaying game where players create fantastical heroes from the worlds of Brandon Sanderson's fantasy novels, and one player, the Game Master, presents them with an adventure, playing as the other characters, villains, creatures, environments, and factions they encounter. When player characters attempt something risky or uncertain, they'll turn to the dice to test their skills and determine whether they succeed or fail. The core mechanic of the Cosmere RPG is rolling a 20-sided die, adding any bonuses from your character's abilities or circumstances, and comparing the result to a target number, a difficulty set by the GM. Meeting or exceeding this target number means your character succeeds! For especially important rolls, the GM might "raise the stakes" and include the Plot Die as well, a six-sided die marked with unique symbols that can add unfortunate complications or beneficial opportunities to the roll. If abilities or circumstances grant your roll an advantage, you can roll multiple copies of your choice of the d20, Plot Die, or damage dice (if you're attacking), and choose the higher one. If you have a disadvantage, you'll choose the lower one.

Player characters choose attributes and paths that allow them to customize their character as they advance, taking abilities and specialties from one path or many as they grow and change. In combat, players attack by making a test with the core mechanic: rolling a d20, adding their weapon skill, and comparing it to the target's defense value. A success deals full damage to the target's health, but even on a failure, players can spend a resource called focus to "graze" the target and still deal some damage. Conversations, or social encounters, work similarly, but use negotiation skills instead of combat-based ones, and the target's defense value is their Cognitive instead of Physical defense, and they can spend available focus to resist being swayed. Endeavors, which cover various things like traversal, chases, and investigations, are a structured way to resolve longer challenges that require multiple rolls to accomplish.

Using magic also works with the core mechanic; once players have access to magical abilities, they'll roll to use them just like any other skill. Talents gained from paths grant more powerful skills as characters level up.

Paths

Agent

Agent

Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes. They can specialize as an Investigator, Spy, or Thief.

Dustbringer

Dustbringer

Dustbringers enjoy engineering and taking things apart to learn how they work. The surges of Division and Abrasion make them incredibly hard to pin down, giving them a great advantage as mobile artillery and sappers on the battlefield. Division allows them to selectively decay and destroy, whether by disabling war machines, rending the air into flame, or destroying weapons, armor, and structures. With Abrasion, they can make any part of themselves frictionless, enabling them to slip, slide, and dodge at incredible speeds. Dustbringer is a Radiant Path available from second level onward.

Edgedancer

Edgedancer

An Edgedancer’s core duty is to provide service and assistance to the common people. These Radiants generally prefer to avoid combat, instead using their surges of Abrasion and Progression to perform triage for the wounded, rescue the trapped, and create cover for noncombatants. However, when necessary, Edgedancers reveal their deadly grace, vexing their opponents with their speed, literal slipperiness, and ability to grow obstacles and cages from plants. Edgedancer is Radiant Path available from second level onward.

Elsecaller

Elsecaller

Elsecallers have the strongest connection to the Cognitive Realm of all the Radiant Orders. They use the surges of Transformation and Transportation to outwit and outmaneuver their enemies while turning their surroundings into weapons. Transformation allows an Elsecaller to converse with the Cognitive aspect of objects, offering Stormlight and potentially convincing them to become a different material. Meanwhile, Transportation generates temporary personal perpendicularities—passageways between the Physical and Cognitive Realms—allowing the Elsecaller to peer into and travel strategically through Shadesmar. Elsecaller is a Radiant Path available from second level onward.

Envoy

Envoy

Prominent organizations throughout Roshar appoint Envoys who vie for resources, curry favor, or offer service on the organization’s behalf. These stewards dutifully further the reach of their ideologies through precise rhetoric, patient attendance, and ceaseless fervor. Envoys might specialize as a Diplomat, Faithful, or Mentor.

Hunter

Hunter

The thrill of the chase thrums in a Hunter’s mind as they patiently surveil. No detail is too small or insignificant to ignore. Experience teaches the most important lesson: you don’t have to be more powerful than your quarry, so long as you’re better prepared. Through careful planning, Hunters choose when and where to strike, securing an upper hand through clever use of traps, high ground, and the element of surprise. Their specialties include Archer, Assassin, and Tracker.

Leader

Leader

Beacons of encouragement and direction, leaders oversee the efforts of others. Some are born with an unquenchable thirst for power and influence. Others solemnly accept their calling out of a sense of duty. Either way, skilled leadership requires both natural aptitude and dedicated learning. Mistakes are unavoidable, and indecision is a costly pitfall. Leader specialties include Champion, Officer, and Politico.

Lightweaver

Lightweaver

The Order of Lightweavers includes many painters, musicians, sculptors, thespians, and practitioners of similar arts. These Radiants create works of beauty to boost the morale of their comrades and the common people—but they also serve as the spies of the Knights Radiant. Using the surge of Illumination to deceive the senses and the surge of Transformation to alter their surroundings, Lightweavers excel at clandestine operations to gather information and sow confusion in enemy ranks. Lightweaver is a Radiant Path available from second level onward.

Scholar

Scholar

Creativity, acumen, and patience are hallmarks of legendary Scholars. Each time a Desolation sweeps away centuries of progress and scientific advancement, Scholars rise to build Roshar anew. To a Scholar, every mystery is a challenge with a befitting prize. No matter their field of study, Scholars use their insatiable hunger for knowledge to change the world for better or worse, one brilliant discovery at a time. They can specialize as tinkering Artifabrians, cunning Strategists, or healing Surgeons.

Skybreaker

Skybreaker

Skybreakers are justice incarnate, ensuring that power is never abused and that order never devolves into chaos. Though other Radiant orders see them as rigid fanatics, Skybreakers typically use moral codes and legal structures to fight for justice, protect civilization, and champion vital causes. They are the bane of tyrants, violent criminals, anarchists, and all who seek to pervert the law and prey on the weak. With the surges of Gravitation and Division, Skybreakers can bypass or annihilate nearly any obstacle that hinders them from delivering justice. Skybreaker is a Radiant Path available from second level onward.

Stoneward

Stoneward

The Order of Stonewards are the heavy infantry of the Knights Radiant, standing side by side with their allies as an unflinching vanguard. With their two surges, Cohesion and Tension, the entire environment is theirs to wield. They can use Cohesion to sculpt stone and earth, strategically blocking and slowing their enemies while creating vantage points and cover for their allies. With Tension, they can turn even the softest materials into powerful weapons and armor. And their focus on teamwork makes them an invaluable part of any unit. Stoneward is a Radiant Path available from second level onward.

Truthwatcher

Truthwatcher

The cosmere contains countless secrets and mysteries. Truthwatchers live to uncover and solve as many as possible, acting as the researchers and investigative reporters of the Knights Radiant. Their quest for knowledge can take them almost anywhere, and their surges of Progression and Illumination empower them with illusions and plant structures as they explore enemy strongholds or long-lost ruins. Meanwhile, the power of Regrowth helps them survive the experience, providing crucial healing for themselves and their allies. Truthwatcher is a Radiant Path available from second level onward.

Warrior

Warrior

Roshar is a world riven by conflict, and many of its people follow the path of the Warrior, whether for good or ill. A Warrior might view fighting as a calling, an ethos, a profession, or simply an unpleasant necessity for survival—but in all cases, battle follows the Warrior like a shadow. The Warrior specialties are Duelist, Shardbearer, and Soldier.

Willshaper

Willshaper

Willshapers embody freedom. This can be the freedom of liberating the captive, but also the freedom of choice and self-expression. They’re the builders and craftspeople of the Knights Radiant, laying the foundations of not only buildings, but of civilization. These Radiants use the surge of Transportation to bypass physical obstacles and travel using Shadesmar, and they use Cohesion to soften the walls and chains that prevent people from being free. Willshaper is a Radiant Path available from second level onward.

Windrunner

Windrunner

In the modern era, when the average person thinks of the archetypal Knight Radiant, they picture a Windrunner: a hero soaring through the sky who stops at nothing to see others safe. Windrunners are the scouts and special forces of the Knights Radiant, wielding the surges of Adhesion and Gravitation. The first allows them to create powerful bonds between objects, such as sticking an enemy’s clothing or weapon to the floor. They use the second to glide through and above the battlefield, dynamically changing the direction gravity affects them. Windrunner is a Radiant Path available from second level onward.

Häufig gestellte Fragen

What is the Cosmere?
The Cosmere is the shared universe in which many of Brandon Sanderson's fantasy stories are set, most notably The Stormlight Archive and Mistborn, among several others. They are linked by a few characters and concepts which appear in multiple different worlds, as well as by a shared cosmology of the Shards, godlike beings who influence events on entire worlds. While magic is often interpreted differently on different worlds in the Cosmere, it works similarly, even sharing its spiritual source, Investiture.
What is the Plot Die in the Cosmere Roleplaying Game?
The Plot Die is a special six-sided die the GM can elect to use on especially important rolls in the Cosmere RPG. Players roll it alongside the usual d20, and the symbol they roll influences or twists the narrative. The Plot die has two Complication symbols, two Opportunity symbols, and two blank sides. Complications introduce unwelcome twists or repercussions to the result of the roll, whether it succeeds or fails. A player who rolls a complication might accidentally hinder one of their allies, lose focus, or the GM might declare a narrative consequence that makes their character's life just a little harder. Fortunately, complications also come with a numerical bonus to your roll (noted in the middle of the symbol), making it more likely to succeed! Opportunities give a benefit to the roll they appear on, also regardless of success or failure. You might help a friend, regain some focus, or, if you're hitting with an attack test, turn a hit into a critical hit! You might also get a chance to influence the narrative, granting yourself a boon with the GM's approval.
What dice and supplies do I need to play the Cosmere Roleplaying Game?
If you're playing in person, you'll want to start with pencils and paper, and a full set of standard polyhedral dice: a d20, plus a d12, d10, d8, d6, d4, and d%. You may want multiple sets of dice, both so everyone at the table has one and to allow for rolling multiple dice of the same type. The Cosmere Roleplaying Game also uses a special six-sided die called the Plot Die, with unique symbols on it. If you're playing online, you'll need a computer with an internet connection, and your group may find it helpful to use a virtual tabletop that supports the Cosmere RPG, which will help you track characters and roll dice. Snacks and drinks are optional but highly encouraged!
Do I need to have read Brandon Sanderson's books to play the Cosmere Roleplaying Game?
A working knowledge of the lore of fantasy series like Mistborn and The Stormlight Archive will almost certainly deepen a player's enjoyment and understanding of the Cosmere RPG, however it's by no means necessary. Not only do the rules function apart from an understanding of the lore and magic system, but the game also includes an expansive lore compendium for its world and a quick, digestible primer for its setting, so it isn't that hard to get up to speed if you want to. Of course, if you're looking for inspiration on kinds of characters to play, the cultures and ancestries they originate from, and creative uses of magic power, you have a ready source in the many novels of one of fantasy's most prolific authors!
What is Investiture in the Cosmere Roleplaying Game?
Investiture is a form of divine energy in the cosmere that can be wielded to produce wondrous magical effects. It manifests differently on different worlds, but ultimately it is a power source characters use to fuel their abilities. Characters have an Investiture score they track and spend to activate certain powers in the Cosmere RPG.
What are the different books in the Cosmere Roleplaying Game?
The Cosmere Roleplaying Game is an overarching system that contains games based on multiple different connected fantasy series by Brandon Sanderson. The first game takes place in the world of The Stormlight Archive, and includes the Stormlight Handbook, the rulebook for players and game masters explaining how to build characters and play the game; the Stormlight World Guide, a compendium of lore and art useful for playing in that world; Stonewalkers, an official adventure; and Welcome to Roshar, a setting guide and primer for the world in which The Stormlight Archive is set. A similar set of books is upcoming for games set in the world of Mistborn, among others.

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