Lex Arcana is a historical fantasy role-playing game, set in an alternative 5th century CE where magic exists. In this divergent timeline, the Roman Empire managed to steer away from the course of events which led to its historical collapse, thanks to the mastery of the arts of Divination. By being able to see beyond the barriers of time, the Roman Emperors have kept their enemies at bay for centuries, both outside the borders of the Empire and within.
In Lex Arcana, players take on the role of Custodes (sing. Custos) of the Cohors Auxiliaria Arcana—a special chapter of the Praetorian Guard appointed by Imperial decree to search out and study any supernatural phenomena. It has a singular mission: to identify and possibly stop all unauthorized magical activity. For behind the veneer of luxurious ostentation and military might of the Roman Empire, many threats of an arcane nature are constantly gnawing away at its foundations: forbidden cults make converts among the poor and dispossessed denizens of the great cities, while enemy sorcerers unleash frightening monsters against the legions stationed at the frontiers.
To accomplish their task, the Custodes of the Cohors Auxiliaria Arcana travel to the four corners of the known world, investigating mysteries and unusual occurrences among hostile populations. Far from the center of the Empire, the Custodes must intervene of their own accord, at the risk of throwing whole cities—even entire provinces—into turmoil should they fail. They must battle to complete their missions, facing most grave threats, ruthless assassins, and creatures risen from the depths of the underworld.
I've been sitting on this one for quite some time and figured the new year would be a good time to get a post going. This one has quickly moved into my Top 5 all time favorite RPGs. I pledged the original Kickstarter back in 2018 (wow, can't believe it's been that long already), then pledged the expansion in 2020. The original kickstarter was pretty massive, it included the print and PDF of several products:
- Quick Start
- Core Rulebook
- Map of the Empire
- GM Screen
- Dice w/ dice bag
- 2 card decks
- Encyclopedia Arcana (expanded campaign guide for Lex Arcana)
- Aegyptus (campaign guide for ancient Egypt)
- Mysteries of the Empire (series of adventures)
- Dacia and Thracia
- Italia
One of the things I love most about this game, is how grounded it is in history, alternate history, but there is a very well-spun blend of fantasy elements woven in with historical fact. The game is originally an Italian rpg, the guys (and gals) that publish this game are located in Italy and it shows. Many of the words used are in Italian or whatever the origin language is. It can be frustrating at times to try and figure out the proper pronunciation, but it immerses you into the game really well when you have that sort of detail. The artwork is fantastic and evokes plenty of atmosphere, the writing is spot on. I also like that it departs from the bog-standard "medieval European" fantasy theme and is strictly humancentric. It just makes for a nice change of pace.
The system is simple and uses combinations of typical polyhedral dice (d4 to d20).
In Lex Arcana, the scores of attributes and equipment of player characters are not translated into a single die type or dice combination: instead, they represent the specified number as Dice Points.The Virtutes and Peritiae defining the Custodes, as well as their weapons and armor, are recorded on a character sheet with a number. During the game, these scores are translated into a corresponding die type or combination of dice. These combinations are to be used whenever the gameplay calls for a die roll—for instance, to adjudicate the outcome of an action.
When players roll, they take dice corresponding to the characteristic most appropriate to the task to be resolved. If they must roll more than one die, the result of the roll is equal to the sum of all rolled dice. The higher the result, the better.
Example. Gaius Valerius’ De Natura score of 15 lets him roll – among other combinations – a d10+d5 (i.e. he rolls a d10 and a d5, adding up the two results) to resolve the outcome of all actions concerning nature and surviving in the wilderness.
Rolls attempt to meet or beat a set threshold or difficulty number (3 Easiest to 18 Extreme), but can also utilize degrees of success for certain actions (Marginal, Complete, Exceptional).Example. A De Magia score of 8 does not correspond only to a d8, but to 8 Dice Points, and a De Corpore rating of 12 does not correspond just to 2d6, but rather to 12 Dice Points.
More specifically, a Dice Points value indicates every combination of 1, 2, or 3 dice whose highest possible roll result corresponds to that number. For instance, 6 Dice Points correspond to a d6, since the highest possible score rolling a d6 is 6; but 6 Dice Points also correspond to 2d3 (i.e., rolling two d3 and adding up the results), because the highest possible score rolling 2d3 is still 6. In another example, 12 Dice points correspond to a d12, but also to d8+d4, 2d6 or 3d4, because each of these combinations’ highest possible score is 12. The maximum number of dice that can form a combination is always 3—there is, for example, no combination of 4d3 to roll 12 Dice Points. However, in the case of values above 30 Dice Points, the Demiurge can grant players the use of more dice.
Players are always free to use a die or combination of dice that corresponds to a lower value of Dice Points; for instance, a player with a De Societate score of 11 may decide to roll a d10, as it is easier to obtain the highest possible result on a single die and benefit from a Fate Roll.
There are five Offices (these act somewhat like archetypes/classes) in the Cohors Arcana, based on the training course the Custos was selected for upon recruitment: Augur, Diplomat, Explorer, Fighter, and Scholar. Rumour has it that there is a sixth Office, kept secret by the Cohors Arcana for unknown reasons and accessible only to a limited number of aspiring Custodes…
FIGHTER
This is the title given to those Custodes who entered the cursus bellicus and were trained especially in the ways of war. The tutelary deity of all Fighters is the god Mars.
EXPLORER
This is the title given to those Custodes assigned to the cursus exploratorius and who were taught how to survive in a hostile environment, to track a quarry, and open the way for others to follow. The tutelary deity of all Explorers is the goddess Diana.
AUGUR
This is the title given to the Custodes assigned to the cursus auguralis, who were initiated to the study and practice of the art of Divination. The tutelary deity of all Augurs is the god Apollo.
SCHOLAR
This is the title given to those Custodes who entered the cursus sapiens and were taught to apply the many fields of scholastic knowledge to the successful achievement of a mission. The tutelary deity of all Scholars is the goddess Minerva.
DIPLOMAT
This is the title given to the Custodes assigned to the cursus legatorius and who now distinguish themselves for their interpersonal skills, their eloquence, diplomacy, and rhetoric. The tutelary deity of all Diplomats is the god Mercury.
Attributes are broken down into two set: Virtutes (Virtues) and Peritiae (Skills). Virtutes (sing. Virtus) embody the innate abilities of a character and are broken down into three subsets: Body, Mind, and Soul.
VIRTUES OF THE BODY
- Coordinatio (Coordination). The capability of a character in terms of dexterity, swiftness, agility, and sense of balance. Roll Coordinatio to dodge a falling rock, to reach for something before someone else does, or to balance on a windy ledge.
- Vigor (Vigor). The physical prowess of a character in terms of strength, stamina, and physical health. Roll Vigor to bash open a locked door or lift a marble sarcophagus, resist the effects of poison, or endure pain and extreme conditions.
- Auctoritas (Authority). The force of personality of a character, their magnetism and self-confidence. Roll Auctoritas to make a positive first impression, to charm a foreign dignitary, or to influence others through sheer force of presence.
- Ingenium (Intellect). It reflects aspects of intelligence, like wit, deduction, and memory. Roll Ingenium to remember correctly the instructions read on a scroll, to recognize a face once seen in a crowd, or to spot a pattern in the symbols on an ancient mural.
- Ratio (Reason). The capacity of a character for rational thinking, their resolve and force of will. Roll Ratio to stand fast before a charging lion, to resist most enemy incantations, and to oppose other supernatural threats.
- Sensibilitas (Sensibility): It measures the awareness of a character, their capability for empathy, and their sensitivity towards magic and the unseen. Roll Sensibilitas to become aware of someone approaching stealthily, to spot something out of the ordinary in the behavior of someone, or to discern an eerie presence.
The Peritiae (sing. Peritia) are values quantifying the proficiency of a character in a certain field. They represent a level of knowledge achieved through study, experience, or training. Peritiae must be considered first whenever a character is attempting to achieve something through action, such as performing a ritual of clairvoyance, impressing an audience with a theatrical performance, or throwing a pilum into the flaming jaws of a Chimera. Each Peritia can also be associated with Specialties, further defining the capabilities of a Custos. The value of a Specialty can be added as a bonus to the associated Peritia when the character performs an action related to their specific field of application.
- De Bello (Combat). It is a measure of the combat readiness and strategic cunning of a character. A high value in this Peritia is usually the mark of a Fighter. Roll De Bello when facing down gladiators in the arena or when peppering barbarians with arrows and spears, to field a contubernium with tactical savvy, or strike fear into the heart of enemies.
Specialties. Axes and Maces, Bows, Castra, Daggers, Missiles, Spears, Swords, Tactics, Threaten
- De Corpore (Physical). It expresses the capability of a Custos to perform activities relying on their physical preparedness, hand-eye coordination, and athleticism. Most Custodes rely on a high value in this Peritia for their survival. Roll De Corpore to swim ashore in a stormy sea, to force open the locked door of a villa, to pass a guard post without being heard, or to become a champion of Pancratium (the Greco-Roman art of wrestling and boxing).
Specialties. Brawling, Carousing, Climbing, Jumping, Larceny, Marching, Running, Stealth, Swimming
- De Magia (Magic). It measures the magical and religious lore of a character, including the art of Divination. A high value in this Peritia usually indicates the office of Augur. Roll De Magia to perform the right offices in an Imperial or foreign temple, to complete a ritual of clairvoyance, precognition, or retrocognition, to find a hidden meaning in dreams, or to read omens in the flight of birds or in the entrails of sacrificed animals.
Specialties. Clairvoyance, Favor of the Gods, Forbidden Cults, Imperial Cults, Interpretation of Dreams, Interpretation of Omens, Precognition, Retrocognition, Superstitions
- De Natura (Nature). It is the measure of the skills developed by a Custos through travel across the Empire and survival in the wild. A high value in De Natura is the mark of an Explorer. Roll De Natura to find water and food in a desert, ride a camel or a horse, to pick the best location for an encampment, or to follow the tracks of a wounded beast or a fugitive.
Specialties. Beast Lore, Exploration, Foraging, Herb Lore, Hunting, Navigation, Riding, Sailing, Weather
- De Scientia (Knowledge). It includes natural philosophy, medicine, astronomy, history, and the logic of Aristotle. A high value in De Scientia is usually the mark of a Scholar. Roll De Scientia to treat the injuries of a wounded Custos, build a siege machine, or to deduce the cause of death of an individual from state and position of the body.
Specialties. Architecture, Crafts, Machinae, Decipher, Geography, History, Investigation, Medicine, Philosophy
- De Societate (Social). It gauges the capability of a Custos within the social sphere, allowing them to feel equally at ease pacing the halls of a foreign palace, walking the streets of the Suburra, or commanding a legion. A high value in De Societate usually indicates a Diplomat. Roll De Societate to make a public speech, to bargain prices with a merchant, to exchange greetings with a foreign dignitary or a crime lord, to tell believable lies, or even to draw up a centuria in battle order.
Specialties. Command, Deceit, Decorum, Negotiation, Oratory, Performance, Politics, Seduction, Streetwise