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PLAYER INFORMATION

• Experience required: None
• Age:
• Seats: 6

2 seats in every guild one-shot are reserved for the monthly supporter lottery. You may see players in a game's attendee list before guild-wide RSVPs open.

Please scroll all the way down for any and all information, including age restrictions, what kind of experience is needed (if any), what to bring, content warnings, and more!

PRICING
It is $10/per player to play this game at Groundswell Startups.
It is $8/per player if you are a paid monthly supporter of the Guild (via our Ko-Fi or Patreon).

ABOUT THE ADVENTURE
The adventure involves stopping Saraib Janikk
(“sa-RABE JAH-nik”; she/her), a Skybreaker of the
Second Ideal, from finding and executing a nascent
Lightweaver. The PCs may also convince that young
Radiant to take the next step in his oaths. This
adventure occurs before the Everstorm, during the time
Skybreakers sought out Radiants and murdered them in
a senseless attempt to prevent the coming Desolation.
The PCs are hired by lighteyed Alethi nobility to
deliver a message to their eighteen-year-old son, a
budding Radiant named Tenilar Valtian (“ten-ih-LAR
VAL-tee-an”; he/him) who ran away and is working as a
sailor. Tenilar’s parents, Halilir and Terena, were fearful
of their child’s powers, but now they just want him home.
Janikk is a Skybreaker, a Radiant sworn to uphold
the law, who has joined the Kharbranthian guard as a
constable. She suspects Tenilar has been stealing medical
supplies and smuggling them to Emul aboard the ship
he works on, the Star of Natanatan. This is a serious
enough crime to justify Tenilar’s execution.
Janikk is gathering evidence to present to the
authorities as well as Falira Cliffbreeze (“fa-LEER-ah”;
she/her), the captain of the Star of Natanatan.

ABOUT THE SYSTEM
The Knights Radiant must stand again! In the war-torn world of Roshar, the Ideals you swear are as powerful as the weapons you wield. When the True Desolation approaches,
heroes must rise, from soldiers and scholars to Shardbearers and Surgebinders. Will you speak the ancient oaths and become Radiant?
Beginning with The Stormlight Archive and expanding to Mistborn, this original tabletop RPG will grow to support the entire Cosmere! This is a living RPG that will grow as Brandon Sanderson expands the universe of Cosmere novels, designed to tell standalone stories in each setting or sweeping Worldhopper™ campaigns that move between different planets.

The Cosmere® Roleplaying Game uses an original system designed for a broad range of players, from roleplaying novices to avid TTRPG hobbyists. The system's core mechanic is simple: roll a 20-sided die, add a relevant skill, and try to beat a certain difficulty number. Familiar but upgraded mechanics with purpose-built innovations such as talent trees, skill-based magic, and the “plot die” make the system unique!

The Plot Die

In the Cosmere RPG, when a character attempts something risky or dramatic, the GM can tell them to "raise the stakes." That's when the player adds the plot die to their d20 roll. This is a special die that can add an Opportunity or Complication to the result of a skill test. The d20 can also generate an Opportunity (on a natural 20) or Complication (on a natural 1)!

While certain rules in the game allow you to spend Opportunity or Complication for specific results, their primary role in the game is to add texture and excitement to the narrative. If you're a young Radiant trying to flee a group of ruthless Skybreakers, an Opportunity could mean you come across a temporary hiding spot, while a Complication might introduce a local constable who joins the people chasing you.

Combat, Conversations, and Endeavors

Cosmere stories feature incredible battle scenes, but put as much emphasis on interpersonal drama, making discoveries, and clever problem-solving. The Cosmere RPG provides rules to support every scene type and to seamlessly transition between them.

During combat, storytelling is at its most "zoomed-in." The system's first twist is its dynamic initiative order: every round the Cosmere RPG offers players a choice between "fast turns" (taking two actions before NPCs can act) and "slow turns" (taking three actions). The list of actions in combat also includes some fresh options, like using Gain Advantage to outwit an enemy, and the ability to "graze" a foe even when you roll poorly.

Conversations and endeavors are just as important to Cosmere RPG stories, and are supported with unique mechanics. In conversations, successful tests can wear down a stubborn NPC, but your adversary can make counterarguments that deplete your focus. In endeavors, players have the chance to use their skills in creative ways to engage in a range of scene types, from exploration and pursuits to infiltration and discoveries.

Choose Your Path

In most d20-based RPGs, characters choose a specific class that defines their capabilities, and "multiclassing" tends to dramatically dilute a character's power. The Cosmere RPG is built from the ground up to support flexible, talent-based character advancement. In this system, it's an entirely viable choice for a character to alternate between levels in Scholar (Surgeon), Warrior (Soldier), Leader (Officer), and Windrunner! Specialization and diversification can both generate powerful characters, and give you meaningful choices to make whenever you level up.

Improvisational Magic

Radiant paths give characters access to Surgebinding skills and techniques. Each Surgebinding skill lists specific baseline effects, and talents can unlock advanced capabilities like Soulcasting living flesh or creating Elsegates. However, the rules encourage players to use their powers creatively—just like the protagonists of Cosmere novels. The game rules provide specific answers to questions like, "How much faster can my Edgedancer move with Abrasion?" But this system is also ready to handle improvisational actions like using Abrasion to survive being swallowed by a Chasmfiend. (Roll Abrasion and raise the stakes!)

Of course, every magic system in the Cosmere will be different. Like Surgebinding, Allomancy and Awakening rely heavily on skill tests. You can attempt anything within reason by describing your intentions, rolling the d20, spending Investiture, and resolving the effects. Feruchemy and AonDor, on the other hand, offer powerful but more narrowly defined effects that reward well-prepared characters. In a Worldhopper campaign, you might even design a magic system of your own!

GM: Drew Z (He/Him)
• 47 years playing / 1 years GMing

WHAT YOU NEED:
• A Pencil

WHAT I PROVIDE:
• Everything required will be provided

GAMEPLAY:
• Rules Loose - Rule of Cool

CONTENT WARNINGS:
• Adult Language
• Descriptions of Alcohol use
• Descriptions of Drug use

PROHIBITED CONTENT:
• Body Horror
• Torture
• Sexual Themes

SAFETY TOOLS USED:
• Lines and Veils
• Open Door
• Breaks
• Debriefing
• Highlight Reel and Wrap Session

PLAYERS CAN EXPECT:
Combat: Medium | Roleplay: High | Exploration: Medium | Puzzles: Low

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