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= ?5? Attributes Grace Courage
 * 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)

=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.

Gain PP. Gain complication [Exhaustion: d4].

Toughness of Atlas
Increase Wound Threshold by 1 per Level. Increase Health by 5 per Level. Gain [d6]/[+1] Toughness. Pay PP to keep [Level] extra Toughness dice.

Speed of Hermes
Add 1 Shot Count per Level.

Sign of Odysseus
Gain 2 Skill points each Level.

Sign of Ares
Gain 2 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
Gain +1 to a Proficiency. Each level, gain +1 to a different Skill.

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