The Ubiquity Role-playing System

Ubiquity basically means omnipresent, everywhere at once, and so the UBIQUITY rpg is announcing that it can cover all aspects of role-playing at the same time which is, with a few reasonable exclusions, what virtually all role-playing games do, but it just sounds good. The Ubiquity system uses regular (or some would say irregular) rpg polyhedral dice because most gamers already own them, but there are also specialised Ubiquity dice that you can buy from EXILE Games – the creators and publishers of the Ubiquity System – which can cut out about 30% of die rolling during play; this is managed due to the various values on the nine-dice set (of Ubiquity dice).
The Ubiquity role-playing game uses a dice pool system whereby players roll a predetermined number of dice and count successes and failures whenever they are attempting to fight, use a skill or take any kind of action.
One of the latest companies to benefit from and take good advantage of the Ubiquity system is ALL FOR ONE: Regime Diabolique from the pen (PC) of Paul Wiggy Wade-Williams for Triple Ace Games and Cubicle Seven.
ALL FOR ONE, as the name suggests, is set in the 1600’s, the time of Alexander Dumas’ Three Musketeers, though this rpg seems to have more of a footing in the recent Three Musketeers movie as it includes magic, monsters and more than a touch of Cyberpunk.
There are several archetypes for the players to choose from and then build up into the Musketeer character of their own design and wish. These King’s Musketeers – the player characters – are all supposed to be male, but GMs have been known to bend the rules and good role-players can always find a way to include a female character (or two) into their company.
Set in a France beset with famine, hypocrisy, downtrodden citizens and religious war, this is a superb half-historical land just begging for a group of skilful adventurers to reap rewards and serve justice on the evil, but resourceful, Cardinal Richelieu and the fop, puppet King, Louis XIII. Secret societies, clerical miracles and magic that is powerful yet suppressed for fear of discovery are just some of the situations good role-players will take heartily to their bosoms whilst their poor GM will struggle to keep abreast of the possibilities. I had thought that almost every opening for role-playing had been explored, but Paul Wade-Williams has discovered a rare opportunity and delved deeply and with aplomb into it. There were some that said role-playing was dying on its feet, but games like Pathfinder and now ALL FOR ONE are the renaissance it has been waiting for.