There are pregens available, so at this stage for a 'one shot' adventure there is no character generation to worry about. The system is based on the Ubiquity System from Exile Games Studio with adaptions by Triple Ace Games.
A simple system with, I feel, great possibilities. What we get here is a 'taster' for 'Leagues of Adventure', as they say just enough rules to play the scenario. The scenario being one of two possibles, 'The Plateau of the Apemen' or 'The Dragons of London' the exact scenario is yet to be decided.
The characters are;
Big Game Hunter
Consulting Detective
Hard Working Reporter (Female)
Explorer
Crackpot Antiquarian
Pioneering Aviatrix (Female)
So far DrPeterson has nabbed the Consulting Detective, Tabs the Crackpot antiquarian.
The Ubiquity System (on the back of a postage stamp)
Leagues of Adventure is a roleplaying game set in the late Victorian Age. Its larger-than-life heroes and villains and continuing adventures are powered by Ubiquity, an innovative game system that emphasizes storytelling and cinematic action. The Ubiquity system provides you with the tools and flexibility to play the kind of game you and your group want to play.
Dice
Unlike most other roleplaying games, Ubiquity does not use a specific type of dice. Any die will work, as long as it has an even number of sides. When making an Attribute or Skill check, roll a number of dice equal to the dice pool and count up the number of even numbers used. This total is the number of successes rolled. Odd numbers do not subtract from the number of successes.
Example: Rolling seven dice give a result of 1, 4, 5, 7, 8, 8, and 11. Tally up the even- numbered dice (4, 8, and 8) for a result of three successes. (I have tried this out on Invisible Castle and the dice roller handles it okay)
Dice Rolls
Dice rolls are made by rolling a number of dice equal to the appropriate Skill or Attribute rating, and counting the successes. If the player gets successes equal to or more than the Difficulty of the task, she succeeds. Weapon, equipment, and situational modifiers may increase or decrease the number of dice rolled.
Taking the Average
If a character’s average skill rating is greater than or equal to the Difficulty rating, the player may choose not to roll the dice and automatically succeed instead.
Players may not Take the Average during combat, or in stressful situations (as determined by the Gamemaster). On the other hand, the Gamemaster may choose to Take the Average for non-player characters’ dice rolls in order to speed up combat. If a Skill or Attribute rating is listed with a “+” sign, the character rolls a single die. A success adds one to the average rating, a failure does not.
Further rule explanation will be forthcoming in due time.
So, 'roll up, roll up, join the adventure of a lifetime!!' (first come, first served)