Ave Nova Roma uses the fifth edition Dungeons & Dragons rules system to resolve IC conflicts and describe one’s character. The Basic Rules of this system can be found on the Wizards of the Coast website. Rules adaptations to a LARP setting and house rulings can be found below.
Last updated 10 NOV 15.
Ave Nova Roma is a dedicated Live Action Roleplaying (LARP) campaign set in the campaign world of “Gloriana”, setting for the Quest for Glory series by Lori Ann and Corey Cole. Our aim is to create an enjoyable, whimsical, heroic fantasy experience for players.
Why a new rules system?
For those who have played Ave Nova Roma before, this is the second rules system change you have probably experienced (and the first sweeping change to affect EVERYTHING). The rules have been changed for the following reasons:
- The magic system under Free Fate was intended to encourage creative use of magical abilities, but it ended up being confusing and a little over-powered.
- The skills system became broken in the use of Stunts which allowed a character to use their highest stats for attack and defense, provided the character had good reason (determined by the ST). Since this was ultimately a judgment call, several players were upset when their reasoning was rejected.
- The wounds system was difficult for new players to grasp, and was not sufficiently heroic for returning players.
The D&D 3.5e system was considered as a possible replacement system, but was very complicated for a LARP game. Also hindering the move to 3.5e was the loss of Aspects, a fundamental part of Ave Nova Roma in addition to being part of the rules system. Thus, a new rules system was needed, and when 5e’s Basic Rules came out, it was found to be more in line with our vision of Ave Nova Roma. We hope returning players will agree, and new players will appreciate the decision.
Players may create PCs from the Basic Rules or the Player’s Handbook. Certain races and classes are restricted or prohibited at this time, but we anticipate that all races in these handbooks will be permitted in time. Classes are restricted specifically due to aspects of the Gloriana setting, and not due to rules balance issues.
Permitted races from the Player’s Handbook include: Human, Halfling, Gnome, Half-elf, and Tiefling.
The Half-orc race is permitted, but is known in-game as a “Goon” and is considered a half-ogre in regards to race.
The Elf and Dwarf are restricted races; only 15% of the game population may consist of each of these two races (so, numerically speaking, in a game with 20 regular players, there may only be a total of 3 elves and 3 dwarves). In addition, players of elves or dwarves must submit a character backstory which demonstrates understanding of the place of elves, dwarves, and the fey in Gloriana, which must be approved by a Storyteller before the character may be played.
The Drow elven subtype shall be known in-game as “Fir Bolg”, and are not currently permitted to have any knowledge of “Lolth” or mind flayers.
Dragonborn are not currently permitted in Ave Nova Roma.
The Gloriana setting provides the basis for a new race, the Changed, which is detailed below.
Packets for the different regions of Gloriana are available in the Cultural Packet section, and PCs are encouraged to use these packets when creating a character, if a packet is currently available for the region your character is from.
Players start with 900 experience points (3rd level). They may choose to multiclass at this time. Monk is restricted: only 25% of the game population may be monks for reasons of setting and local flavor. Paladins are replaced by the Gloriana Paladin Prestige Class, listed on its own page. Players may choose to start at a lower level of experience if they wish to play apprentice adventurers; in such cases, they achieve 300 experience per game until they reach 900 experience, after which experience gains become equal to all other characters (see Experience Points, Leveling, and Training, below).
While clerics exist in Gloriana, they do not commonly serve a deity. Religions are regional and cultural, and do not share the importance they enjoyed in their Real World equivalents. Pantheons generally used in Ave Nova Roma can be found on pages 297-299 in the Player’s Handbook. Specifically, Nova Roma adheres to a Roman pantheon and cosmology (the Greek Pantheon with the following respective name changes: Jupiter, Venus, Apollo, Mars, Diana, Minerva, Ceres, Bacchus, Pluto, Trivia, Vulcan, Juno, Hercules, Mercury, Vesta, Victoria, Faunus, Neptune, and Fortuna).
Wizards and Sorcerers shall be known in-game as “Magic-users” until such time as they earn the title of Wizard or Sorcerer from the Wizard’s Institute of Technocery or another qualified Wizard or Sorcerer. Bards have their own school in Albion, and Healers (Clerics) have a school of healing in Silmaria. Druid circles exist in several forests across Gloriana.
Player characters may either choose to use the “Gloriana Array” or a 30-point build for their Ability scores. The Gloriana Array consists of the following scores: 15, 14, 13, 12, 11, 10. If utilizing the point-buy system, all scores start at 8, and no score may be bought higher than 15 or lower than 8. These scores are created before adjusting for race or feats.
Characters start with the maximum hit points listed for their class; since characters start at 900 experience, this means that characters start with three times their hit die plus three times their constitution modifier, plus any gains from race or feats. Characters that choose to start as apprentice adventurers (0 experience) also gain the maximum hit points each level until after reaching 900 experience. When gaining a new level after 3rd, characters gain the average roll listed for their class (under “Hit Points at Higher Levels”): this is 7 for Barbarians; 6 for Fighters, Gloriana Paladins, and Rangers; 5 for Clerics, Bards, Druids, Monks, Rogues, and Warlocks, and 4 for Sorcerers and Wizards. Special events introduced in game may allow players to roll for their hit points, but players who take advantage of these events must accept the results of that roll; no reroll will be allowed in normal circumstances.
Players may use their own height and weight for their character, unless their character is larger or smaller than “Medium”, or is a Dwarf. Other characters should roll their height and weight on the chart on page 121 of the Player’s Handbook. Hair and skin color should be properly physically represented – if you want your character to have purple hair, dye your hair purple or wear a wig. Racial characteristics should also be represented, as listed below in the adjoining section.
Magic vs. “Science”
Science is a new budding field of study within the region. For the purposes of rules, scientists can be wizards, druids, or clerics, based on the focus of their studies. They can cast any spell which they know and have prepared, provided it is an effect that can be approximated using Victorian/”Steam Punk” technology, and provided that the scientist has the physical materials to create the effect, e.g. a “gun” for a Fire Bolt effect, an “elixir” for a Cure Wounds effect, a “pair of wings” for a Fly effect, etc. Unfortunately, most effects used with “science” will take a fair bit longer than magic to either prepare or actually create – scientist PCs should consult the Storyteller concerning new spells added to their repertoire, and any changes to their casting time.
Since the world of Gloriana is a fantasy mirror of our own world, languages likewise mirror the languages of the world. Languages available at character creation are: Common, Gaelic, German, French, Spanish, Latin, Greek, Arabic, Swahili, Slavic, Hindi or Cathayan. Those with the Acolyte or Sage background may additionally choose Celestial, Infernal, Primordial, or Abyssal. Elves may choose Sylvan or Gaelic as their “elvish” language, and Half-elves may choose from Sylvan, Gaelic, German, or Slavic as their “elvish” language. Dwarves may choose either German or Slavic as their “dwarvish” language. Halflings and Gnomes may choose either Latin or Greek as their second language. Goons take Slavic rather than “Orc”.
Racial Costume Requirements
Each race other than human has specific costume requirements related to that race; without the requisite costuming, PCs will not have the benefits of that race. This includes speed, vision abilities, special abilities, proficiencies, and languages. It should be apparent to everyone what race you are.
However, it is understood that for a four-hour game, costuming may not be as elaborate as one would like. This has been kept in mind for these requirements, and thus the requirements are as minimal as possible to aid in constraints of time and budget.
A character may choose to disguise oneself as another race; this involves a Charisma (Deception) check, the result of which must be written on-sheet for the session. The disguise must also be properly physically-represented. Characters so disguised must submit to all Perception Action requests, and check their result against the active result of the requesting character, and the passive result of all other characters present.
Minimum costuming for all characters is a simple cloth tabard and belt. A tabard can be made for under 10 dollars, and is a simple matter of a few cuts in the fabric, and perhaps a little simple hemming or fabric glue to keep it from fraying.
- Humans have the costuming requirement of not looking like any other race, and are thus not permitted to wear any of the costuming required of other races, with the exception of beards, natural skin proclivities, and other similar situations.
- The Changed are required to wear ears appropriate to their kind: cat ears on a headband, for example. Leopardmen must additionally wear yellow face makeup, and Ratties are encouraged to wear gray face makeup. Ratties and Katta should make an effort to wear whiskers of some kind, either drawn on with face paint or prosthetically added with Spirit Gum.
- Dwarves are required to wear full beards. Yarn beards are acceptable.
- Elves are required to wear pointed ear prosthetics (latex ears are sold at most costume shops; homemade ears are also acceptable). Fir Bolg (Drow) must additionally wear black face paint. Elves are encouraged NOT to wear a beard or mustache of any sort.
- Half-Elves are required to wear either pointed ear prosthetics or flowers in the hair, or both.
- Halflings must wear fur swatches on the backs of their hands.
- Gnomes must wear pronounced eyebrows which cover the forehead, which may be made of fur, hair, or put on with makeup. Gnomes may also wear pointed ears or flowers in their hair if they choose.
- Goons are required to wear green or yellow face makeup, and are encouraged to wear fangs or pronounced lower canines.
- Tieflings are required to wear horns on their forehead, and are encouraged to wear red, purple, or gray face makeup.
The Changed are a conglomerate of different subraces that all have animal characteristics. Whether they are born that way, changed by magic, or change themselves, they are all charismatic and crafty individuals.
Ability Score Increase. Your Charisma increases by 1.
Age. The Changed generally have a similar lifespan to humans.
Size. Your size is Medium.
Speed. Base walking speed is 30 feet.
Natural Weapon. You gain a natural weapon, either claws or a bite, which does 1d4 of damage on a hit. It is in all other ways like an unarmed strike.
Subrace. There are several kinds of the Changed, but four are available as player characters: the Katta, the Canines, the Leopardmen, and the Ratties.
Katta are cat-like humanoids which come from the shifting sands of Shapeir and Raseir, and are a polite and kind desert people. They recently suffered a temporary exile from their homeland, and in the diaspora have found themselves in every corner of the globe.
Ability Score Increase. Your Dexterity score increases by 2.
Alignment. Katta once tended towards lawful good alignment, but the diaspora has changed many of them. While they still seek to do what is good, they have become much more suspicious of the law and more careful of how it applies to them.
Tool Versatility. You gain proficiency in a tool of your choice.
Darkvision. You can see in dim light up to 60 feet as if it were bright light and in darkness as if it were dim light. You can’t discern colors in darkness, only shades of gray.
Grace. You have advantage on checks to maintain your balance or land safely on your feet.
Languages. You speak, read, and write Common and Arabic.
The Canines largely come from the land of Punjabi, in the region of Inja. They share many characteristics with dogs and wolves.
Ability Score Increase. Your Constitution score increases by 2.
Alignment. Most canines tend towards a lawful disposition, but do not favor goodness or evil.
Tool Versatility. You gain proficiency in a tool of your choice.
Scent. Your perception is aided by your sense of smell, and you can discern specific smells easier than other humanoids. You gain proficiency in the Perception skill, and gain advantage when using perception checks where your sense of smell is unhindered.
Languages. You speak, read, and write Common and Hindi.
Leopardmen come from the jungles of East Fricana. Though born human, they take on the aspects of leopards through their considerable magic.
Ability Score Increase. Your Intelligence score increases by 2.
Alignment. Leopardmen are, in general, xenophobic and suspicious; they tend toward chaotic alignments, and many tribes of Leopardmen are more concerned with might and skill than kindness and compassion, and do not value the virtue of goodness.
Ancient Secrets. You gain proficiency in the Arcana skill.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Native Weapon Proficiency. You gain proficiency in the blowgun.
Languages. You speak, read, and write Common and Swahili.
Born in the sewers of Silmaria and Nova Roma, the Ratties are rat-like humanoids mutated from the magical waste of wizards and sorcerers. They are stealthy and cunning members of the Changed.
Ability Score Increase. Your Dexterity score increases by 2.
Alignment. Ratties, like the humans they once were, have no predilection toward any alignment.
Skill Versatility. You gain proficiency in a skill of your choice.
Darkvision. You can see in dim light up to 60 feet as if it were bright light and in darkness as if it were dim light. You can’t discern colors in darkness, only shades of gray.
Poison-resistant. You have advantage on saving throws against poison, and you have resistance against poison damage.
Languages. You speak, read, and write Common and either Greek or Latin.
Players may use any method which creates a random result from one to twenty: a deck of cards (carried by the Storyteller) with a black and red suit from one to ten (black is as face card, red is face card +10), a d20 in a plastic bubble, a cell-phone dice application, etc. A 20 on the “die” or other method is generally considered a success, even if the roll would normally fail with modifiers, though there are exceptions to this ruling.
Experience Points, Leveling, and Training
Player characters start with 900 experience (3rd level). Each game, they will earn 6,106 experience points (or 3,053 if the character played a game the previous week in that same month). Each time they gain enough experience to level up, they will do so at the end of that game session. Characters may only gain a maximum of one level per session, regardless of the amount of experience accrued.
Player characters may train in new tools or gain new languages. This has a monetary cost to pay for training (250sp) and takes either two games or until the character’s next level-up, whichever comes first.
The monetary standard for Nova Roma is the Denarius (plural denarii), a silver coin. There is also a copper coin, called an as (plural asi), and a gold coin, called an aureus (plural aurei). There are ten asi to a denarius, and ten denarii to an aureus. The copper coin can also be divided further, into semis (half a copper) and quadrans (a fourth of a copper).
Since the monetary standard for Nova Roma is a silver coin, costs in the Player’s Handbook are reduced by a factor of ten for the setting. Costs less than one copper in the book are measured in halfs and fourths, with actual portions being approximate. For example, one can get about two loaves of bread for a quadran, and a stay in a squalid room (were any available) for three quadrans (or a semi and a quadran).
A character’s cash will be listed on his Wealth card, issued at character creation. Losing this card represents losing the wealth to theft, catastrophe, or bad luck, in the downtime between sessions.
Lifestyle expenses will be taken at the beginning of every game (starting the game after a PC’s creation). The character decides what level of comfort he or she will live at and pays the appropriate amount for the days between each game (usually 13 days). For example, a character wishing to live modestly from game to game must pay a denarius for each day, for a total of one aureus and three denarii.
Space and Movement
The needs of a LARP necessitate a change in movement patterns, especially indoors. For the purposes of space and movement, a character may take one step per round for every ten feet of speed, and a short step for every five (or part thereof) remaining. For example: a character with a speed of 35 feet may take three steps and one short step on his or her turn. Difficult terrain halves this movement speed, as usual. In the above example, the character could take one step and two short steps in difficult terrain (17.5 feet per round).
Likewise, the areas affected by spells are modified. Range for most spells is now “line of sight”, and should otherwise only be calculated during special events taking place in wide spaces such as a park. For spells such as Fireball which affect an area, the caster designates an origin point, and the radius is determined from that origin point, at one step for every ten feet of radius (and one short step for every five feet or part thereof remaining).
When calculating whether your character may strike another character with a melee weapon, do the following exercise. All combatants stand with feet shoulder width apart and raise arms perpendicular to one’s body. If one’s fingers touch the fingers of one’s target without leaning, then the target is in melee range. For weapons with the “reach” tag, any combatant so armed should assume a horse stance with one foot in the normal standing position with arms raised perpendicular to one’s body. If one can lean with the feet firmly planted and touch the fingertips of any other combatant, that target is within range of the reach weapon.
Resting and Rituals
The rules of the Player’s Handbook divide the times between the action and brief downtimes using short and long rests. A short rest, as defined in the Player’s Handbook, is too long for the purposes of a four-hour LARP game. Therefore, the rules for short rests are altered for normal sessions.
A short rest may be taken once per hour, and lasts ten minutes. After each short rest, a character gains all of the benefits listed for a short rest in the Player’s Handbook, but the character may not take another short rest until the next hour. For example, if game starts at 7pm, a character may take one short rest in the space between 7 and 8pm, another short rest in the space between 8 and 9pm, a third short rest in the space between 9 and 10pm, and a final short rest in the space between 10 and 11pm.
The Warlock’s Pact of the Tome feature allows a grimoire to be restored during a short rest; as a result, the length of the ceremony is also reduced to 10 minutes, and likewise can only be done once per hour of game.
Characters are assumed to take a long rest for every evening following a game session until the next, unless other sanctioned events take place to interfere with said rest (such as forum roleplay). Exhaustion from lack of rest, then, is a rare occurrence due to plot. Exhaustion can be mitigated using certain spells or potions of vitality.
Rituals in a normal 4-hour game session shall be reduced from 10 minutes to 5 minutes of casting; the entire 5 minutes must be counted down on a clock, stopwatch, or timer, and the PC must roleplay the entire casting of the ritual for it to gain the benefits of a ritual casting (i.e., expending no spell slots).
Items of a magical nature may not be identified during a short rest alone; see Identification, below.
For sessions that take 8 hours or longer (special events), the rules revert to the normal time period for all of these activities.
Mass Combat Sucks
In the case of mass combat (more than 5 PCs in any one combat, or PCs versus a mass of enemies), the Mass Combat Sucks rule can be applied. Mass combat sucks has no initiative, and has four phases:
- Extra Attack
For the Other phase, which comes first, actions which are not attacks are determined individually – Fair Escape may be declared in this phase, if Fair Escape is possible. Spells which are not attacks are determined here, but are completed in the Spell phase. For the Attack phase, each character points at the target of their attack, and rolls or draws a random result. For the Spell phase, each spellcaster attacking determines their spell effect and then draws or rolls a random result; this result can be for the enemies’ saving throw or the spell’s attack. Non-attack spells are also resolved at this time. Finally, extra attacks are resolved in the same manner as the Attack phase.
Certain abilities allow for a character to avoid combat before it begins. If not targeted with an attack, ability, or other interaction in the first round of combat, if invisible or hidden, or if capable of teleportation of some sort, a PC or Plot NPC may declare Fair Escape on their turn and leave before the next round combat commences. Certain feats, spells, and similar situations can mitigate Fair Escape; the Storyteller has final say on whether Fair Escape is possible in a given scene.
For the simplicity of a LARP setting, damage is not determined randomly. The average roll for all damage dice is used. This means:
- A d4 yields 3 damage per die
- A d6 yields 4 damage per die
- A d8 yields 5 damage per die
- A d10 yields 6 damage per die
- A d12 yields 7 damage per die
These damages are added to the ability modifier, where applicable. In the case of critical damage, these numbers are doubled. For example, if a fire bolt cantrip at 6th level makes a critical hit, the spell will do 24 points of damage. This also applies for spending Hit Dice to recover during a short rest.
Needless to say, this also changes the abilities of certain classes and feats. The Empowered Spell Metamagic ability (Sorcerer) now treats a number of dice equal to the character’s Charisma modifier as a maximum roll rather than an average (for example, a 6 instead of a 4 on a d6). The Overchannel ability (Wizard) likewise treats the entire spell damage as a maximum roll rather than the average.
The Durable feat treats one die as a maximum roll rather than the average when spending Hit Dice to recover.
The Elemental Adept feat, instead of allowing a 1 to become a 2 on a damage die, adds one for each die rolled for the spell only (no added dice from other spells or effects) to the damage of the spell as a bonus. For example, a spell doing 1d8 would add 1, and a 8d6 spell would add 8.
The Savage Attacker feat gives a +2 bonus to damage for weapon attacks, instead of a damage reroll.
Great Weapon Fighting (Fighter, Paladin) – +2 bonus to the damage of the weapon, just as Dueling, instead of a damage reroll.
Weapon and Spell damages should be listed on your sheet or in your spellbook for easy access.
Rolled Class Abilities
The use of only one kind of randomization also influences other class features and feats, as below:
- Bardic Inspiration (Bard) – take the average
- Song of Rest (Bard) – take the average
- Superiority Dice (Fighter) – take the average
- Wild Magic Surge (Sorcerer) – See Storyteller for a roll
For spells which use a random chart not based on a d20 roll, see the Storyteller for a check.
Backgrounds may be rolled during character creation, if desired; the Storyteller staff should have the required dice for these rolls.
Customization Options, Chapter 6
Please note the multiclassing prerequisites for each class. Also, all multiclassing and feats require the approval of the Storyteller staff in order to take them. A player character should have prepared where the character is learning the new class or feat from, or – if attempting to learn it on one’s own, how.
Equipment will be in the form of Item Slips carried on the person; no Item Slip, no item. When a character is searched, they must reveal all Item Slips. The player may request a physical search for the slips if the player wishes to hide them on their person (for example, in a secret compartment), but is in effect agreeing to physical roleplay. Items may not be hidden in sensitive areas, such as the groin, buttocks, or breast areas if players wish to insist on a physical search, for the comfort of everyone involved.
Normally, PCs should refrain from touching each other during the game session. This protects both you and other players. However, PCs may wear a green heart on their costume to indicate a Permission to Physically Roleplay. Actions involving that character may be acted out: attacks may be shown using boffer or latex weapons (slowly and hitting only lightly), characters can hug and do stage slaps (if you do not know how to do a stage slap, do not attempt it), and characters may be lifted or physically moved rather than such movement be represented with description.
At no time will a PC be permitted to strike another PC with a fist, or touch another PC in a sensitive area, such as the groin, buttocks, or breast areas. Those who do so purposefully may be dismissed.
Inspiration and Backgrounds
Inspiration is a function of the D&D rules to reward good role-playing and to allow players to aid each other during play.
Each player begins each game session with an Inspiration card and a Gift card. Inspiration may be used oneself or given to another player who does not have Inspiration. In the same way, Gift cards may be given to another player who does not already have Inspiration, and they become Inspiration for the player they are given to. Gift cards may not be used as Inspiration by their original owner. The Storyteller Staff may also award Inspiration to a PC role-playing his or her personality traits, ideal, bond, or flaw, at the Staff’s discretion.
Inspiration may be used to gain Advantage on an attack check, saving throw, or ability check. Additionally, it may be used to raise one’s AC or Spell Save DC by 5, as per page 175 of the Player’s Handbook (Passive Checks). Inspiration may be used after the check is made, but before its effectiveness is determined. (This means that for AC or Spell Save DC, the choice to use Inspiration must be made before the result is revealed to the PC using Inspiration.) When Inspiration is used, the Inspiration card must be returned to the Storyteller, and the Storyteller must be informed of how the PC uses the Inspiration.
Backgrounds should be taken from pages 126-141 of the Player’s Handbook. Players are not limited to the Personality traits, Ideals, Bonds, or Flaws of their chosen background; others may be taken from other backgrounds, or new ones submitted to the Storyteller Staff for approval.
Extra Attack Clarification
If a character gains extra actions through the Haste spell, those actions do not allow a character to use Extra Attacks again, unless those Extra Attacks have not yet been used in the turn. Action Surge, on the other hand, does allow for Extra Attacks to be used again.
If a character gains Extra Attack from two or more sources when multiclassing (such as from Fighter and Ranger), the character may opt to gain a point in one Ability score of their choice, to mitigate the uselessness of stacked “Extra Attack” class features.
The official Wizards of the Coast ruling on Overchannel is that it does not apply to cantrips.
Adventuring is a part of the Ave Nova Roma experience. Sometimes, a group wants to go on an adventure but the Storyteller staff is working with another group. To get PCs on their way towards rewards and riches, as well as testing their mettle against the best challenges Nova Roma has to offer, the Storyteller Staff proudly offers Adventure Mod Sheets.
Mod sheets are a way for players to meet random monsters without a Storyteller present. They each come with an estimated level and a number of monsters to challenge the PCs. Alternately, they are obstacles to overcome, or various citizens of the city or nearby environs to aid the PCs with information or a restful experience. Use of the mod sheets is entirely voluntary, and most mods only pose mild consequences to defeated PCs. Mod sheets will be used in any game with more than 6 PCs.
For the ease of use of spells, players playing spellcasters must have a copy of the Player’s Handbook write-up of the spell on their person in order to cast it. This can be in an in-character item, such as a spellbook physical representation, or it can be an out-of-character packet kept on the person. This is to allow a spell to be cast quickly and efficiently, with little question as to its effects for either the PCs or the person running monsters (Storyteller or otherwise).
Magic items may be identified using the Identify spell; players may also experiment with the item over the course of an entire game to try to figure out its effects. Potions may be identified by taste by those with training in one of the following tools: alchemist’s supplies, brewer’s supplies, herbalism kit, poisoner’s kit. Players may not divulge a magic item’s abilities and activation conditions over the course of a short rest, to preserve the mystique of magic items in the game.
Players may earn renown with one or more of the many organizations dotting the Nova Roman landscape. During game sessions, earning renown is done by completing quests and pleasing or impressing organization NPCs. Between games, renown can be earned by using downtime actions to perform minor tasks for the organization, at the rate of one point per downtime action.
Current organizations to join include: the Adventurers Guild, the Eternal Order of Fighters (EOF), the Thieves Guild, the Wizard’s Institute of Technocery (WIT), the Famous Adventurer’s Correspondence School (FACS), the Nova Roman Civil Guard, the First Army, and the Toscan Espionage Corps.