08 February 2026

Methods of Group Character Creation

Omnia is an occupation-centered (or "class-centered") role-playing game, which means there may be some tension between characters if several are fulfilling the same role within the party. Some players may have no problem with overlapping or duplicate skillsets and responsibilities, and can lean into other Abilities or aspects of their character that differentiate them from their comrades. Other players prefer characters to occupy their own zones of expertise where each party member can shine. Players and moderators should discuss the best method of group character creation for their needs. Here are some suggested options.

Independent

Each player picks Abilities independently with no input from other players. When everyone is finished, the Abilities of all characters are revealed. Players may choose to allocate points to Abilities before or after the reveal. The moderator could even opt to have the Abilities remain secret until the characters meet.

The benefit of this method is the possibility of surprise and conflict, which can enrich the role-playing.

Cooperative

The players cooperate to pick Abilities, making suggestions, coordinating their choices to make either the most optimally effective party or the most entertaining group dynamics.

The benefit of this method is that the players can craft exactly the kind of party they want if they all agree.

Back and Forth

Starting with the player to the left of the moderator, each player picks one Ability, proceeding clockwise. Then each player picks a second Ability starting with the player to the right of the moderator, proceeding counterclockwise. Third Abilities are picked in the manner of the first. Fourth Abilities are picked in the manner of the second. At any point, a player may pass. If any character has less than four Abilities at the end, they may invoke the rule of spontaneous Ability generation during gameplay. At no point may any player pick an Ability that has already been picked (optional: unless there is unanimous approval).

The benefit of this method is that skill diversity is guaranteed and selection opportunities are more evenly distributed.

Random

All of the Abilities permitted are written on playing cards and shuffled. The moderator then deals four cards to each player. These become the Abilities for each character. There are several options for determining which Abilities are permitted:

  • The moderator makes all the Ability cards.
  • The players make all the Ability cards.
  • Everyone makes all the Ability cards.
  • Each person makes four Ability cards secretly and adds them to the deck.

The benefit of this method is controlled unpredictability.

N.B. In any of the above methods, the moderator reserves the right to restrict or recommend Abilities based on the needs of the genre, setting, or adventure.

31 January 2026

One Chance to Be More Specific

In Omnia, the primary building block of character creation is the Ability, which is a vocation or avocation. Characters may start with one to four Abilities. If they start with fewer than four, they may add Abilities during gameplay. An Ability gives a character a wide swath of capabilities. If you possess the Ability of Musketeer, you are skilled at marksmanship, fencing, battlefield tactics, carousing, and any number of things that might pertain to being a musketeer or having a musketeer's experience. An Ability is not a general characteristic or attribute like Strength or Intelligence or Dexterity, although an Ability might be indicative of a character's inherent characteristics. A character's rating as a Musketeer might very well indicate an equivalent level of agility and dexterity (especially if you make your character a Dextrous Musketeer or an Agile Musketeer). Attributes, in other words, can be inferred from a character's Abilities and used as such with moderator approval.

The problem is that some gamers will ignore this fundamental fact of the game and resort to listing their Abilities as common attributes instead of occupations. I cannot stop people from doing this, but I can offer this insight: If you list an Ability as being an attribute such as Dexterity or Charisma, it will deprive your character of skills and knowledge. You may be generally dextrous or charismatic, but anyone who is, for example, a Pianist or a Game Show Host can already use their Abilities of dexterity and charisma respectively in general terms, but they also have skills, knowledge, and connections associated with those Abilities. You are only depriving your character of competence when you focus on general characteristics.

If a player insists on using run-of-the-mill generic attributes as their Abilities, I, as a moderator, will just mentally substitute a generic avocation. Your Ability is not Intelligence 3. You are a Generally Intelligent Person 3. Your Ability is not Strength 5. You are a Generally Strong Person 5. You will be able to test your Abilities generally like anyone with an applicable Ability, but you will lose any tie against a character with a more specific Ability, and you will never be able to use such Abilities to achieve tasks that are the province of dedicated vocations or avocations. For that, you can only use Luck (with moderator approval).

Abilities are so much more powerful than attributes. Lean into it.

19 January 2026

Wise Allocation

Omnia does not use random character generation, although I am not opposed to providing a form of it as an optional method of character creation. Instead, I have chosen the point allocation method for determining Ability ratings. Initially, I planned to allow points to flow between Abilities and other elements of the rules, but I have decided I want Abilities to be self-contained. Enough flexibility is already present with the potential for spontaneous Ability generation if the player character chooses less than the maximum number of starting Ability points. Allowing players to tap other elements during character creation leads to both power inflation and Ability dilution. I want the choices in Ability selection and competency to be meaningful.

Does this mean there is no exchange between any rules elements in the game? No, it does not. In the current draft of Omnia, Complications serve as a character creation currency that can be used to increase Health, Psyche, or Luck as well as purchase Powers (within the scope of the setting and genre being used). In a way, Abilities can be modified by exchanging points with other rules elements indirectly through the purchase of Powers. (Powers are capabilities possessing their own ratings, which are used in coordination with appropriate Abilities.)

This enables Omnia to maintain the integrity of the Ability microsystem without sacrificing flexibility during character creation.

P.S. I realize this article will make little sense to anyone but me until I release Omnia in some form or other, but for now it serves as another installment of design notes recorded for posterity.