Alpha Omega

Post-human, Post-scarcity, Post-several Apocalypses. Characters are heroes of their village/tribe/society. They receive an Aspect as a price from their society, and access to: =Heroic Attributes=
 * The Caravans of Hermes (Travel System within the World)
 * Xenos Worlds (Alternate Dimensions)
 * Tower Olympus (Meet the Gods and gain Favor)
 * The Forge of Hephaistos
 * The Hercules Arena (Gain Power through Excellence)
 * The Prometheus Society (Time travel)
 * The Explorers Society (New places)
 * Aurora Station (Gathering place of the Aspects)
 * Daemones Worlds (Different World Laws)

Right Resolve or Intention: the giving up of home and adopting the life of a religious mendicant in order to follow the path; this concept aims at peaceful renunciation, into an environment of non-sensuality, non-ill-will (to loving kindness), away from cruelty (to compassion).[25] Such an environment aids contemplation of impermanence, suffering, and non-Self.[25] Right Speech: no lying, no rude speech, no telling one person what another says about him to cause discord or harm their relationship.[26] Right Conduct or Action: no killing or injuring, no taking what is not given, no sexual misconduct, no material desires. Right Livelihood: no trading in weapons, living beings, meat, liquor, and poisons. Right Effort: preventing the arising of unwholesome states, and generating wholesome states, the bojjhagā (Seven Factors of Awakening). This includes indriya-samvara, "guarding the sense-doors", restraint of the sense faculties.[27][25] Right Mindfulness (sati; Satipatthana; Sampajañña): "retention", being mindful of the dhammas ("teachings", "elements") that are beneficial to the Buddhist path.[28][note 2] In the vipassana movement, sati is interpreted as "bare attention": never be absent minded, being conscious of what one is doing; this encourages the awareness of the impermanence of body, feeling and mind, as well as to experience the five aggregates (skandhas), the five hindrances, the four True Realities and seven factors of awakening.[25] Right samadhi (passaddhi; ekaggata; sampasadana): practicing four stages of dhyāna ("meditation"), which includes samadhi proper in the second stage, and reinforces the development of the bojjhagā, culminating into upekkha (equanimity) and mindfulness.[30] In the Theravada tradition and the vipassana movement, this is interpreted as ekaggata, concentration or one-pointedness of the mind, and supplemented with vipassana meditation, which aims at insight. Right View: our actions have consequences, death is not the end, and our actions and beliefs have consequences after death. The Buddha followed and taught a successful path out of this world and the other world (heaven and underworld/hell). Later on, right view came to explicitly include karma and rebirth, and the importance of the Four Noble Truths, when "insight" became central to Buddhist soteriology.

Justice Temperance Wisdom Courage

CAREFUL

QUICK

CLEVER

FORCEFUL

SNEAKY

FLASHY

temperance, justice, prudence, and fortitude

Confucianism: Altruism, Righetousness

Tao: compassion, moderation, and humility

Justice, Temperance, Wisdom,

Personal Virtues These are the qualities of life to which every citizen should aspire. They are the heart of the Via Romana--the Roman Way--and are thought to be those qualities which gave the Roman Republic the moral strength to conquer and civilize the world: Auctoritas--"Spiritual Authority": The sense of one's social standing, built up through experience, Pietas, and Industria. Comitas--"Humor": Ease of manner, courtesy, openness, and friendliness. Clementia--"Mercy": Mildness and gentleness. Dignitas--"Dignity": A sense of self-worth, personal pride. Firmitas--"Tenacity": Strength of mind, the ability to stick to one's purpose. Frugalitas--"Frugalness": Economy and simplicity of style, without being miserly. Gravitas--"Gravity": A sense of the importance of the matter at hand, responsibility and earnestness. Honestas--"Respectibility": The image that one presents as a respectable member of society. Humanitas--"Humanity": Refinement, civilization, learning, and being cultured. Industria--"Industriousness": Hard work. Pietas--"Dutifulness": More than religious piety; a respect for the natural order socially, politically, and religiously. Includes the ideas of patriotism and devotion to others. Prudentia--"Prudence": Foresight, wisdom, and personal discretion. Salubritas--"Wholesomeness": Health and cleanliness. Severitas--"Sternness": Gravity, self-control.

=Common Skills= =Heroic Talents= No effect may cause more than extra 2 dice to be added or subtracted from any roll. Bought once, invoked [Level] times per session? Use costs PP equal to level? Use costs [Level of Effect]-[Level] PP ? Prev formula /2? =The General Olympian Talents= Choose 3. You may buy more of these for 6 points per Talent.

Effort of Hormes
You may convert Focus costs to 3 Strain per Focus.

Toughness of Atlas
Increase Wound Threshold by 1 per Level. Increase Health by 5 per Level. Gain [+1/Level] Toughness. Pay PP to keep [Level] extra Toughness dice.

Speed of Hermes
Add 1 Shot Count per Level. Add [d4+1/level] Speed.

Sign of Odysseus
Gain 2 Skill points each Level.

Sign of Ares
Gain 3 Attribute points each Level.

Endurance of Atlas I-II
I: Increase Health by 10 per Level. II: Increase Health by 20 per Level. I: Ignore 1 level of Stress per Level. II: Ignore 1 level of Stress per Level.

Skill of Athena
Gain +1 to a Specialization. Each level, gain +1 to a different Specialization.

Power of Kratos
Gain +2 to an Attribute. Each level, gain +1 to a different Attribute.

Love of Aphrodite
=Common Professions= =Warrior / Soldier / Fighter / Makhetes=

Fighting
General Melee and Toughness. May spend Focus on Martial Arts AV. Gain [Level] Martial Arts Damage. You may spend Focus on Martial Arts Damage. Free once per Sequence: Active Defense. You may spend Focus on Martial Arts Active Defense.

Archery
May spend Focus on Ranged Weapons AV. Gain [Level] Ranged Weapon Damage. After hit: Spend Focus on Ranged Weapon Damage. Miss: You may spend up to [Level] Focus to gain extra Ranged Weapons dice, until you hit.

Shieldbearer
Gain [Level] Armor while wearing a shield. You may spend Focus on Armor. Gain [Level] Active Defense with a shield. You may spend Focus on Active Defense.

Champion
Choose a Martial Arts or Ranged Artifact weapon. Change this by performing 1-hour ritual or spending a Focus point. Gain [Level] AV to any Attack with the Artifact weapon. Gain an extra die of Damage while using the Artifact weapon. You may spend Focus on Damage with this weapon.

Battle Master
Choose 1 per level:
 * Taunt: Action: On their Action, all enemy targets suffer [Level] points of Impairment until the end of the next Sequence, unless they Attack you or don't Attack.
 * Pull: Action: On their Action, enemy target loses [Level] points of Shock points and gains [Level] points of Impairment, until the end of the next Sequence, unless they Attack you or don't Attack.
 * Adrenal Surge: Focus: Regain [Level] x 5 shock points. You may only do this when being hit by an Attack that inflicts Damage.
 * Counterattack: You may Attack any target that hits you. You may spend Focus on this Attack.
 * Defensive Counter(requires Counterattack): You may Attack any target that Attacks you, before they Attack. You may spend Focus on this Attack.
 * Pummel: Instead of causing a Wound, remove the target's next Action. The target may spend 3 Shots to gain an Action on their next Initiative. You may use Focus on Damage on this Attack.
 * Smash: Target becomes Knockdown and Knockbacked up to [Level] meters. You may use Focus on Damage on this Attack.
 * Shield bash: You may make a Free Attack with your shield. Your shield now does Strength+3+[Level] Damage (Instead of Strength+3).
 * Backhand: You may spend a Focus to gain a Free Attack.
 * Battle Stance: You may spend Focus on Martial Arts Defense in this Stance. Regain [Level] Focus each time you Defend in this Stance.

Duellist
Choose 1 per level. These are not Attack Effects.
 * Impair: Lower hit target's Damage by [Level] points until the end of the next Sequence.
 * Hamstring: Lower hit target's Move by [Level] until the end of the next Sequences.
 * Unbalance: Any Attack that hits also removes a Shot from target.
 * Stun: Lower hit target's Initiative by [Level] points until the end of next Sequence.
 * Cruelty: Cause [Level] x 2 extra Shock points. These do not cause Wounds.
 * Disarm: Instead of causing a Wound, disarm target.
 * Panache: Gain [Level] Armor. This is not compatible with any other source of Armor.
 * Wit: Cause [Level] extra Effect with Interaction.
 * Dodge, Strain 3: Gain a Free Dodge. You may spend Focus on Dodge.
 * Riposte: Gain [Level] AV to your next Attack against target, when target misses you. This must occur before the end of the next Sequence.

Leader
Choose 1 per Level.
 * Command! Action: You may direct a target to take a specific Free Action. Both you and target may spend Focus on the Action.
 * Loyal Underling(, 2 Shots): With 2 Shots, redirect an Attack on any ally to any other close-by (Up to Move m), willing, ally. The newly targetted ally gains a Free Move, only usable to rush to the defense. If you redirect an Attack on yourself, do not spend 2 Shots.
 * Rally! Action: Up to [Level] allies gain [Level] x 2 shockpoints. 1 Focus per ally: The allies also gain [Level] Focus.
 * Charge! Action: Up to [Level] allies may take a Free Move.
 * Hold the Line! Action: Up to [Level] Allies may take a Free Active Defense.
 * Cover! Action: Up to [Level] allies gain [Level] bonus Defense until the end of your next turn.
 * Stand and Deliver! Action, Focus: Up to [Level] allies gain a Free Action.
 * Battleshout!: Perform a Free Intimidation with an Attack. You may spend Focus on this Intimidation.
 * On My Mark!, Focus: All allies gain [Level] Initiative until the end of your next turn. Focus: Allies also gain 3 Shots.
 * Command Stance Action, Focus: Gain [Level] Command points that may be used as Focus on Leader abilities.

Athletics
=Magician / Wizard / Sorcerer / Magos=
 * Lore
 * Elemental
 * Illusion
 * Translocation
 * Metamagic
 * Summoner
 * Nature
 * Death
 * Shields
 * Antimagic

=Priest / Paladin / Prophet / Profetes=
 * Smite
 * Enhance
 * Heal
 * Divination
 * Avatar (Divine (Creature) Powers)
 * Antimagic
 * Protection
 * Assistance
 * Medicine
 * Fighting

=Criminal / Adventurer / Thief / Klepto=

Stealth
You may spend Focus on Sneak. You may Sneak as a Move Action. Strain 1: Gain [Level] on any Sneak roll.

* Assistance
=Gentleman / Courtier / Officer / Aristo=

Expert
Each level, gain a new skill that your Expert talent applies to. Focus: Gain a bonus AV die to any non-Attack or Defense. Focus: Gain a bonus Effect die to any non-Attack or Defense.

Lore
You may spend Focus on any Lore-roll and Lore Skill roll. Focus: Gain a Lore Skill until next sunrise. Gain [Level] to all Lore-rolls and Lore Skill rolls. Spend 1 hour to gain an extra Focus die on any Lore-roll and Lore Skill roll. This may break the standard rule of 2 bonus dice. You may do this up to [Level] times.

Charisma
You may spend Focus on any Interaction Actions or Defenses. Taunt Action: Social+Charisma / Social/Willpower+Empathy, [Level] points of impairment for [Level] turns. Heartening Laugh Action: Increase all allies Interaction Defense by [Level] for [Level] turns.

Travel
=Monk / Ninja / Martial Artist / Dolonofos=
 * Intrusion
 * Athletics
 * Rituals
 * Teacher
 * Fighting
 * Kung Fu
 * Medicine
 * Assistance
 * Avatar
 * Stealth

=Strongman / Weaponsmith / Brawler / Kavgatzis=
 * Fighting
 * Athletics
 * Crafting
 * Elemental
 * Teacher
 * Assistance
 * Enhance
 * Duellist

=Summoner / Minion Master / Mastermind=
 * Summoning
 * Leader
 * Battle Master
 * Fighting
 * Enhance
 * Teacher
 * Assistance
 * Shield Bearer
 * Crafting
 * Explosives

Level 1 provides minimum hero status, with access to lots of different Aspects.

Framework is Action, but with classes that give level-dependent benefits. Each Aspect contains Talents.