double-post:
A note on Modular abilities: the cost of modular abilities might be cheaper if you can only change it between adventures (like an enchanted item). Otherwise, you can have a golem that transforms or does the Power Rangers thing where multiple small golems combine to make a more powerful one. Then it'd be the full round action, like normal.
Here's a sample I made at Feet in the water.
Skills+4 Lore; Discipline
+3 Craftmanship; Conviction
+2 Rapport; Guns
+1 Empathy; Presence
Powers-3 Thaumaturgy
-2 Iop
+2 obvious
-2 modular abilities
-2 modular ability points
-0 Undying
Specialization: +1 Crafting power
Foci: +1 Crafting Power;
2 enchanted items:
Weapon 5 (weapons) attack; 1/day (useable by anyone)
Block 6 1/day
Lab assistant:Skills+2 Lore;
+1 Scholarship; Craftsmanship
Powers***
Homunculous spy: 000skills+2 Stealth; Alertness
+1 Investigation; Burglary
Powers:Diminuitive size
Wings (or cloak of shadows)
***
Chauffeur/henchman 000Skills+2 Drive; Guns
+1 Might; Scholarship
Powers:Breath Weapon (guns)
***
Combat Robot: 000 (00) Armour: 1Gear:
Club (weapon 2)
Enchanted item: weapon 5 ranged
Skills+2 Weapons; Athletics
+1 Alertness; Fists
Powers:-2 Inhuman toughness**
+1 Catch: Lightning
-1 On-board targeting (+1 to attack with weapons)
***
Golems without Modular abilities:Skill Cap boosted to +3
Maybe around 12 skill points?
Honestly, I don't have a formula for skills...I'm just kind of eyeing it...once you hit 5 or 6 refresh just use the rules in YS.
Combat robotAdd Inhuman STR
SpyAdd wings and supernatural sense
**boost the catch to +3 and take Supernatural toughness.
The combat robot seems powerful except when you consider the Thaumaturgists Low defense and whimpy stress track. When people start focusing on him, he'll go down pretty fast.
- He's spent most of his refresh on the golem and therefore doesn't have lots of enchanted items for defense or attack.
- Because he needs Lore, discipline and Craftsmanship, defense/attack skills like athletics become tertiary making him squishy.
-I see a problem if he uses the golem to block attacks against him every exchange while he uses up his enchanted items. But the items are in short supply and the golem isn't using his offense, so I don't know if this is actually OP.
- It's no more flexible than a shapeshifter who can focus on Social skills in one form, then change and be a powerful combatant.
You could also make it a supplemental to command the golem(telling it to attack or defend or change targets). This way the character would:
1. have to be present during a combat. ( you might be able to get around that by taking supernatural sense (to see through the golem's eyes) and/or pack instincts.
2. be at -1 to any actions when commanding the golem.
I'll try one at submerged and see how it looks.
thoughts?