I like that Duties are distinct from the more traditional drawback system. It's not about paying a price to enable the player's greed, but what they prioritize as people, the kind of life they want to build in the Enduring Coalition's expanded universe. Here are three builds aimed at different things:
Continuity
Potential: Skillful
Powers: Unbreakable (1), Transmigrator (1), Sensitivity (1)
Skills: Archivist (1), Conservator (3), Descrier (1)
Duties: Conservation
History's chain has been broken once, with disastrous consequences. The interstitial dark age spans tens of thousands of years and today's disasters follow directly from that tragedy. The thousand seeds of humanity scattered throughout the stars have grown into the Unity and other threats, a bitter and chaotic orchard instead of the utopian abundance that should be humanity's by right. Therefore, it's incumbent on those souls with the capability to ensure that this cataclysm can never happen again. Continuity at any cost.
Research into and replication of Dark Shards is crucial, but this build's comparative advantage is as a conservator. If a soul's characteristics are retained between lives, then every incarnation is equally Unbreakable. Avoiding death in the first place is preferable, but since Continuity's entire existence is a contingency for worst-case scenarios,
not taking Transmigrator would be irresponsible.
Sensitivity's intended to maximize affinity as an Archivist, allowing for more rapid data intake. There's also some synergy with Descrier's auguries. A conservator has a surplus of spare time, once the considerable startup cost in training's paid. So when there are no index updates to be made, Continuity's day-to-day consists of doing divinations and applying accumulated knowledge to mediate disputes.
Victory
Potential: Powerful
Powers: True Form (1), Unbreakable (1), Trinity (3)
Skills: Pankrator (2), Vessel of War (1)
Duties: Unity War, Special Operations
The wolf is at our door. If Unity triumphs, all individuality and diversity will be snuffed out, the power of the soul used to strangle humanity's spirit. Consciousness replaced by conformity: a conquest that eliminates the very capacity to dissent. With the future of the species at stake, how can anything be valued above Victory? This build goes all-in on the Defense Force mission statement. Bodily alterations are a small price to pay compared to the wages of failure.
True Form and Trinity sets up some powerfully transhumanistic synergies. If becoming a magitechnological engine of mass destruction is the most efficient path to Victory, so be it. Mutability of form's juxtaposed against an Unbreakable soul, useful considering exotic attack vectors and the psychological toll of war with a divergent strain of humanity. The goal is a build that can sustain multiple tours of duty with little to no downtime, taking on any mission necessary.
Since the latter accounts for other Skills, it's assumed that Pankrator and Vessel of War are synergistic, or at least not redundant. Vessel can be swapped for Descrier if that's not the case. A Balanced alternative version that drops Unbreakable to take Idealist or Infusionist is also possible, if they can fill a similar niche for extending time in-theater. Might even be better; depending on scaling and developments in the conflict, Victory's likely to be die permanently at some point given difficulties reincarnating the Unbreakable.
Prosperity
Potential: Powerful
Powers: Aura Aureola (2), Splendor Solares (3)
Skills: Genopoet (2), Archivist (1)
Duties: Mercantilism, Humanitarian Aid
All things considered, the universe is vast and the war seems to be going well. Rather than throwing oneself into the cosmic meatgrinder, why not focus on making a world worth fighting for? Or
worlds, in this case, since Prosperity's intended specialty is planetat and orbitat construction. Living space is always in demand, and one of the perks of not being the Unity is ability to exchange goods and services for money.
Aura Aureola and Splendor Solares combined make this build a conduit to Idealspace. Not the trickle that every mage partakes of, but a thundering cataract of power, the supernal floodgates thrown wide to unleash an endless tide of essence! The economic value of the ability to execute grand workings with no assistance is enormous. Apart from highly evolved Gray Matter or a Dark Shard, it's the most profitable build I can think of.
The exact hollow : mage ratio is unclear, but it's skewed in favor of the former and the need to coordinate imposes additional costs on greater/grand workings. Genopoet's taken over Ecumenarch on the theory that restoration requires more skill, where raw creation favors power. Archivist's mostly because the Skill point's at loose ends, but is useful for memorizing templates to realize and negotiating contract work. Prosperity sets out to fill the Defense Force's coffers, but being seduced by the private sector's entirely plausible.
By the by, did you see Crimson Moon's
Genesis CYOA? I'm kind of surprised nobody but me posted a build for it.
The perils of posting inside spoiler tags! It's surprising how small barriers (click-through, scrolling, etc.) can affect participation, though fixation on Hunger's current straits is also understandable. Since it's a fun one that deserves more exposure and we can always use Arete, here's another build:
Pale Horseman
Path Location: The Woundlands +3
Access Method: Transmigration 0
Shard Unit: True Heir (Death) -3
Privileges: Exalted -1, Grand Armamentarium (Scythe) -1, Brand of the Five (Sword) -2
Functional Error: At Doom's Gate +2, Trojan Horse +2
The era is rife with signs and portents. Hungry for vanished glories, the Hegemony casts aside old taboos; never burdened with any to begin with, Telosia spills rivers of blood to further its research. The Rupture weeps divine ichor, evidence of a wounded, Dissolute world. Cullers rampage through fallen Harkairos, once the heartlands of the Central Plane. Chaos and war sweep the compass of Genesis; the Epoch of Change teeters upon the brink. And everywhere, from the obsidian wastes of Mortereo to the League's aegis-shrouded lands, there is death.
At the edge of all hope, at the end of all things, appears a Pale Horseman.
In the Cult of Hess-te-Aistra's creation stories, the Cullers are responsible for massacring the firstborn children of the Progenitors. This may or may not be true; not having Reincarnated, everything he knows of Genesis comes from the CYOA itself. He can't even speak with the locals to start with! However, this build's fluent in the only universal language: violence. And as a True Heir of Death, he intends to avenge his hypothetical siblings. Starting in the Woundlands is suicidal for many builds, but the Horseman takes to strife like a fish to water. Swarms of lessers Cullers are simply grist for the engine of advancement. The Brand of the Sword bypasses the relatively static nature of True Heirs.
With a steady stream of enemies, there's no limit to the heights he can reach, especially if the Grand Armament is synergistic with this scaling mechanism. Since an Exalted True Heir doesn't lack for intial strength, the best effect would be something that allows him to harvest a greater fraction of my foe's essence. If choosing Death augments this further, even better. Once local opposition's been eliminated, exploring the Dwelling from Beyond is the next logical step. Preternatural combat prowess, the ability to predict and resist one's own demise, combined with phylactery-esque Soul-Crypts, makes the Horseman well-suited to braving the Void-haunted labyrinth in search of treasures even greater than his starting artifact.
Of course, the catch is how he
pays for all that power. The apocalyptic rhetoric of the introduction is borne out by At Doom's Gate, catastrophes heaped upon an already-crumbling world. Taking a leaf from Hunger's playbook, the Horseman intends to ride the waves of conflict. Every enemy reaped by his scythe is additional strength that can be used to dispatch the next. 'Downtime' is spent grinding in the Dwelling. That all of ADG stems from a single catalytic event is interesting; unlike the Apocryphal Curse, there's a light at the end of the tunnel once the dominoes are done falling. Perhaps the Horseman's not the hero Genesis needs or deserves - or even a hero at all, save in the starkest, most utilitarian terms. Still, he's the man who will save the world or die trying. Eventually the Plane will know either the peace of (relative) safety or that of oblivion.
The Horseman himself is afforded no such mercy, however. For him there is only the oath. Forcing him ever onward, to higher costs and greater extremes. In the long run that any Heir of Death must consider, Trojan Horse is by far the harsher error. I'd call it a mistake in truth, if it wasn't so fitting for the build's name. He operates under the assumption that accruing power is a generally productive action that can later be turned toward the purpose to which he's sworn, justifying his explorations of the Dwelling and other adventures. Similarly, he acts to save Genesis to preserve option value and because that's what he defaults to in the absence of other orders. Should his newfound liege instruct otherwise, anything's on the table: usurping Tartres as the King of Death, looting the Untethered League's technology, war with the Hegemony, etc. That's what it means to defend one thing above all others.
1505 words, if it matters.