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:
 * The Caravans of Hermes (Travel System within the World)
 * Xenos Worlds (Alternate Dimensions)
 * Tower Olympus (Meet the Gods and gain Favor)
 * 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)

=The General Talents= Choose 3.

Toughness of Atlas
Increase Wound Threshold by 1 per As. Increase Health by 5 per Level.

Speed of Hermes
Add 1 Shot Count per Level. Add 2 Move per Level.

Sign of Zeus
Gain 10 Skill points each Level.

Sign of Ares
Gain 10 Attribute points each Level.

Endurance of Atlas I-II
I: Increase Health by 10 per Level. II: Increase Health by 20 per Level.

Skill of Athena
Add +1 to [Level] Skills.

Power of Kratos
Add +2 to [Level] Attributes.

No effect may cause more than extra 2 dice to be added or subtracted from any roll. =Warrior / Soldier / Fighter=

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. You may spend Focus on Ranged Weapons 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] Defense with a shield. You may spend Focus on Active Defense.

Dirty Fighting
Focus: Gain an extra Martial Arts AV Die to any Attack while target has impairment. After hit, Focus: Cause [Level] impairment [Level] Sequences. Do [Level] extra Damage.

Champion
Choose a weapon. You may change this weapon when appropriate. Focus: Gain an extra Martial Arts AV Die to any attack with the weapon. Gain an extra die of Damage while using the weapon. You may spend Focus on Damage with this weapon.

Battle Master
(Control) 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 and [Level] Wounds. You may only do this when being hit by an Attack.
 * Counterattack: You may Attack any target that hits you.
 * Defensive Counter(requires Counterattack): You may Attack any target that Attacks you, before they 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 and a Shot 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:
 * Impair: Lower target 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 target Initiative by [Level] points until the end of next Sequence.
 * Cruelty: Cause an extra Wound with your first Wound.
 * Wit: Cause [Level] extra Effect with Interaction.
 * Panache: Gain [Level] Armor. This is not compatible with any other source of Armor.
 * Disarm: Instead of causing a Wound, disarm target.
 * Dodge: Gain a Free Dodge per Sequence. 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.

War Master

 * Battle Shout

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

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

=Criminal / Adventurer / Thief=
 * Dirty Fighting
 * Stealth
 * Athletics
 * Expert
 * Explosives
 * Misdirection
 * Crime
 * Panache
 * Lies
 * Assistance

=Gentleman / Courtier / Officer=
 * Expert
 * Lore
 * Charisma
 * Lies
 * Leader
 * Teacher
 * War Master
 * Explosives
 * Assistance
 * Travel

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

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

=Summoner / Minion Master / Mastermind=
 * Summoning
 * Leader
 * Battle Master
 * Fighting
 * Enhance
 * Teacher
 * Assistance
 * Armorer
 * 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.