Ok, after this interlude I will do a recap to get back on track:
Possibilities are a small group or one epic companion.
The golem could be treated as an enchanted item or IoP.
Possible generator could be a bound-deposited (in the enchanted item case) spirit or an item powered by magic.
Homebrew Summoning rules
http://dfrpg-resources.wikispaces.com/Summoning+Rulesand golem examples
http://www.jimbutcheronline.com/bb/index.php/topic,21533.msg1859090.html#msg1859090 http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golemBy InferrumVeritas (while it needs tweaking)
Duplication
Costs: 3 refresh
You have the ability to create a duplicate of yourself. Choose an open consequence slot. Your duplicate has a number of stress boxes equal to the value of that consequence (so 2 for Mild, 4 for Moderate, 6 for Severe). If the duplicate is taken out, you take a consequence equal to the value of that duplicate. All of your and your duplicate’s skills are reduced one step on the pyramid (to no less than Mediocre) while it is active. The Duplicate’s high concept is “Copy of …”. Other than the above, the duplicate has the same capabilities as you (but it cannot create a duplicate of itself). Creating a duplicate takes an entire turn. You may reabsorb your duplicate on your turn so long as you both are in the same zone, and doing so takes an entire turn.
Extra Duplicates
Cost: 2 refresh, requires Duplication
You may create additional duplicates. Choose another open consequence slot and reduce your skills and additional step on the pyramid for each duplicate created (to no less than Mediocre). You may create or absorb as many duplicates as you want in a single turn, but the action takes your entire turn.
Mob of Duplicates
Cost: 3 refresh (if you have Duplication, this only costs 2 refresh)
You may create a mob of duplicates, creating one Duplicate for each open physical stress box you have. You may take a consequence to create additional duplicates, gaining 2 for a mild consequence, 4 for mediocre, and 6 for severe. Each character in this mob (including your “original”) only has one stress box and your skills are reduced by one step for each duplicate you control (to no less than Mediocre). Consequences already taken may be used by any duplicate in the mob. This power may not be used at the same time as Duplication or Extra Duplicates.
Competent Duplicates
Costs: 2 refresh, requires Extra Duplicates or Mob of Duplicates
When creating duplicates, any skill you have Fair or better may not be reduced below Average rather than Mediocre.
Things to consider:
-I'd probably go for a "Modular Abilities" like power for amount of refresh summoned allies can have if you're not doing a direct copy of yourself.
-Allies with different skills than you are probably more useful more often than ones who just have a copy of your skills.
-I'd probably switch the physical stress with mental stress for a magic based power like this.
-I would let this be done with Thaumaturgy, but would charge FP (or open tags) for it, like a temporary power.
-This probably need much more tweaking.
By S1C0
what i did for my first low level homunculus was to power it with my own blood, a moderate consequence then for my first fighter golem i went with creating a iop that the golem holds similar to a heart but more of a battery that needs time to absorb all forms of ambient power IE kinetic energy,fire , sunlight,magic, even the earths magnetic field ,magma (dangerous), and the slowest yet most useful hold out the force of the earth's rotation, but that was far latter for the last 3. the iop was for me took 32 shifts of power for its complexity i had to take over a month to cast but thats how it goes being an artificer "Days of planning. Weeks of building. Months of perfecting. Seconds of smashing."
By Todjaeger
A Golem is a construct (think Wardhound) and from an email exchange with Evil Hat, there should be some rules on making Constructs in the Paranet Papers.
From memory, the guidelines were to take the total point cost of all skills, stunts, and powers and total them. That was the minimum number of shifts required for the ritual to create the construct. Then if people want the construct to stick around, additional shifts are required for additional duration for the ritual. Also keep in mind that going about making constructs like this could get unpleasant if the opponents wise up and manage to leave 'circle' traps scattered about. A construct built via a ritual would essentially collapse if inside a magic circle someone else created.
By Haru
I usually try to model anything that's a permanent part of the character concept as a power in one form or another. I would do it like that here, too. That basically means, that any power the golem is supposed to have has to appear on the characters sheet and has to be paid by his refresh.
Let's say we want to have a pretty simple character. Just the guy who's building and controlling the golem, and the golem itself. Let's say a clay golem at the moment.
It would look something like this:
Feet in the Water (6 Refresh)
High Concept: Golem Master
Powers:
Beast Change [-1]
Human Form [+1]
- inhuman Strength [-2]
- inhuman Toughness [-2]
- Living Dead [-1]
Skills:
Summoner:
+4 Craftsmanship, Resources
+3 Lore, Scholarship
+2 Guns, Contacts
+1 Athletics, Investigation
Golem:
+4 Might, Fists
+3 Athletics, Endurance
+2 Intimidation, Alertness
+1 Survival, Conviction
So what's actually happening? I know it looks like the golem master is turning into the golem from the powers I gave him, but that doesn't have to be the case. It's just a matter of interpretation. The character concept hinges on 2 individuals, the golem and the master, so those two are always going to be in the scene, unless the master can't take the golem with him. In the scene, the master can either take his action, or he can go into "command mode" and order his golem around to do stuff. He can't have 2 actions, one for his golem and one for himself, so he won't break the action economy. Changing between the states is a supplemental action, as it would be for a shapeshifter.
Attacking the character is a bit weird, as you could, for example, attack the master while he is in golem mode, and he shouldn't be able to defend himself. But he can, by ordering his golem around. If the golem is too far away to do so, that's a great option for compels.
Living dead basically represents the fact that the golem, if it takes any damage, can't heal, it has to be repaired using craft.
If you want to be a bit more flexible, you can take modular abilities instead of fixed powers. You would then either have a number of golems prepared in your workshop, or you can have the power to transform your one golem on the fly. If you go for the workshop option, I'd probably grant you a rebate of +1 refresh, because you don't always have access to your stuff.
Narphoenix suggested to use the above with the power Projection (needs a bit tweaking)
PROJECTION [-2]
Description: You can create a second body out of nothing and control it like a puppet.
Skills Affected: All.
Effects:
Projection. As a full action, you may create a projection in your zone. A projection is a second body that may move away from your main body. Your projection shares your skills and Stunts and Powers, but doesn't necessarily have to look like you. It does have to have a consistent appearance unless it can shapeshift, but that appearance can be just about anything. Your projection must stay within a mile of your main body or it dissolves. You can dissolve it intentionally as a supplemental action. You can only can have one projection at a time.
Multiple Actions. Each of your bodies can act once each exchange. When taking multiple actions in a single exchange, you must divide up your shifts as if making a spray attack. If the actions would use different skill totals, use the lowest one for the combined action.
Destroyable Projection. Your projection has its own physical stress track, but you share mental and social stress tracks as well as consequence slots. Stress inflicted to your projection lingers even if you dismiss the projection, though it clears at the end of the scene as normal. If your projection is taken out, you can't re-create it for the rest of the day.
Multiple Projections [-1]. You can have up to 6 projections. One action suffices to create them all. They all share a single physical stress track.
Skilled Projection [-1]. You and your projection(s) have different skills. Draw up a projection skill pyramid using the same number of points as your regular pyramid, in accordance with your skill cap. Your projection(s) must have the same rating as you in Contacts, Resources, Conviction, Discipline, Lore, and Scholarship, but apart from that you can assign its skills freely. If you want your projection(s) to have Stunts/Powers you don't or vice versa, use Limitation.
By Hick Jr
I would probably create a Golem-Master with Projection and Variable Abilities. The Variable Abilities has several lists, one for each type of golem you want to create. Add Ritual:Golems for less direct-combat stuff (i.e. making a bird-shaped golem to go spy on someone), and it'd probably look something like this, at no specific power level.
Ritual: Golems [-2]
Refinement [-X]
Skilled Projection [-3]
Variable Abilities (Golem Master, -3 Surcharge) [-X]
Limitation [+X] Variable Abilities only apply to golems.
An Iron Golem's list, for example, would probably look a bit like this. The building blocks would vary depending on your power level, and the specifics of the golem. An animated suit of armor is going to have different stats than something the size of Optimus Prime. (For reference, I based this on the Pathfinder version of an Iron Golem.)
Inhuman Strength [-2]
Supernatural Toughness [-4]
Supernatural Recovery [-4]
Immunity (Mortal Magic, Fire) [-6]
Limitation [+7] Toughness and Magic Immunity bypassed by rust and electricity attacks, Golem takes -2 penalty to all Athletics rolls and cannot take supplemental actions for two rounds after being hit by an electricity attack, Recovery activates only after being hit by a fire-based attack.
Hulking Size [-2]
Ranged Area Venomous Natural Weaponry (Sword, Poison Gas) [-4]
Semi-Animate [-1]
Mindless [-0]
Feel No Pain [-3]
Oh, and regarding flavor stuff for Golems, it depends on if you want to do historical/mythic golems (big clay dude with the name of God written on his forehead, keeps him alive) or more modern golems, which suit the DFRPG's definition of a golem better (a big hunk of mortal-world-stuff with an animating spirit, typically an elemental, caged inside of it and keeping it animated. the barrier that keeps the elemental in has the additional effect of keeping all other magic out. The mythical Golem has more of a "holy" bent to him, while the modern ones are a bit more multipurpose. Golems can be pretty versatile depending on how esoteric you're willing to get with it. Iron Golems, to use the above example, are typically big suits of armor, which is fine. However, don't think "animated armor". Think about those big metal eagles on the side of the Chrysler building. Think about a gigantic, poison-ink-breathing metal kraken that you reshaped a submarine into. Think about Iron Man. Think about Pacific Rim.
I think I gathered everything so far said. Do you (or anyone else) have thought of adding anything else? I want to make a fun and balanced concept.