Monster, Faction of Balance for Shadowdark

Frank Mitchell

Posted: 2025-04-24
Last Modified: 2025-04-24
Word Count: 623
Tags: rpg shadowdark

Table of Contents

“Monster, Faction of Balance” is an independent products published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.

The “Cosmic Struggle” as the Empyreans call it has driven many beings in many worlds to ally with the “Cosmic Balance” against both Cosmic Law and Cosmic Chaos. Grass-roots organization comes from Temples of Balance, where masters of martial arts and spy-craft teach ordinary mortals their arts. Above them are the mysterious Handlers, who receive intelligence and issue orders to each school or spy cell.

Agent of Balance

An ordinary-looking person who drops into a curious fighting stance.

AC 12, HP 9, ATK 2 bare-handed +1 (1d4) or 2 knife (near) (1d4), MV near, S +1, D +1, C +1, I +2, W +2, Ch +1, AL TN, LV 2

Disarm. Instead of doing damage, the agent can make their opponent lose their weapon.

Knockout. Does non-lethal damage. At 0 HP target simply goes unconscious.

Throw. Instead of doing damage, the agent can make their opponent fall prone.

Disciple of Balance

A fit young person in loose clothes who drops into a curious fighting stance.

AC 14, HP 36, ATK 2 bare-handed +3 (1d6), MV near, S +2, D +2, C +2, I +1, W +1, Ch +1, AL TN, LV 8

Disarm. Instead of doing damage, the disciple can make their opponent lose their weapon.

Knockout. Does non-lethal damage. At 0 HP target simply goes unconscious.

Throw. Instead of doing damage, the disciple can make their opponent fall prone.

Handler of Balance

A nondescript human(?) whose face you forget as soon as they leave.

AC 13 (evade 18), HP 45, ATK 3 bare-handed +3 (1d6 or throw) or 1 evade; MV near, S +3, D +3, C +3, I +3, W +3, Ch +3, AL TN, LV 10

Convince. DC 15 Charisma check or believe whatever the handler says for 1d6 days or until contrary evidence turns up. Ineffective in combat.

Evade. Instead of any attacks, the Handler may Evade. The handler gains AC 18, but may not double move.

Flee. Once per day, the handler can simply escape into a crowd, down an alley, etc. DC 18 Wisdom check to figure out where they went.

Forgettable. Witnesses cannot describe the handler. Those familiar with a specific Handler recognize them on sight, but cannot describe them.

Knockout. Does non-lethal damage. At 0 HP target simply goes unconscious.

Throw. Instead of doing damage, the handler can make their opponent fall prone.

Master of Balance

An elderly person in loose garments. Seems harmless …

AC 16, HP 36, ATK 4 bare-handed +3 (1d6), MV near, S +2, D +3, C +2, I +2, W +3, Ch +2, AL TN, LV 8

Disarm. Instead of doing damage, the Master can make their opponent lose their weapon.

Knockout. Does non-lethal damage. At 0 HP target simply goes unconscious.

Throw. Instead of doing damage, the Master can make their opponent fall prone.

Officers of the Cosmic Balance

Immortal beings take over the protection of each world, in a loose but well-defined hierarchy:

  1. A Protector serves as an early defense against incursions of Cosmic Law or Cosmic Chaos.

  2. An Advocate represents each world at the Congress of Worlds in the Asphodel Fields. Advocates can solicit help from other worlds.

  3. A Justiciar rides to the aid of Protectors, using immense power to sweep away threats to True Neutrality.

  4. A Castellan oversees a world’s defenses against the Cosmic Struggle.

  5. A Regent oversees a haven from the Cosmic Struggle.

  6. A mysterious Arbiter commands the Handlers and appoints new Officers from the ranks of superhumans in the Faction.

Statistics for the officers are beyond the scope of the current work.