I have re-examined the rules of character development and, after briefly entertaining the possibility of directly linking the Luck metacurrency to improvement, I have decided to separate them. Luck remains an easy-come-easy-go resource that players can use freely when they feel the need. Character development will be based on what characters do during and between adventures. For those who seek a random element and slower progression, an optional rule can be added that requires a check (or "test" as it is called in Omnia) after the conditions for improvement have been met.
The temptation lingers to add another alternative for advancement along the lines of accumulating experience points. The concept is familiar and easy to grasp, but it is a remnant of the early hobby that interferes with immersion and requires an amount of bookkeeping I prefer to avoid. It's fine for certain games, especially those that are concerned with traditional character classes and levels, but it runs counter to the spirit of Omnia. I want to encourage player characters to pursue personal goals and group objectives within the setting. I do not want them to be distracted by the abstract point values of treasure, foes, or miscellaneous activities and how many points they need to level up or increase a skill.
I am striving for simplicity and verisimilitude.