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The Dresden Files => DFRPG => Topic started by: Blk4ce on January 02, 2014, 01:22:31 PM

Title: Golems Are Great
Post by: Blk4ce on January 02, 2014, 01:22:31 PM
I am thinking a concept for a spare character. I would make him a Golemomancer. How should I spec him? Does crafting cover him or must I invent a new field of thaumaturgy, golemomancy?

Next are the golems themselves. How would you stat them? I have an idea for creating them. Use the enchanted items "Golem Heart", where frequency means how many times you can deploy them before they need recharge (if you treat it as potion it stays indefinitely but once destroyed it must be replaced), but what determines their power, appart from power=Lore? What skills and powers can they have?

Also, method of animation. Do I treat the heart as a battery or do I bind an earth spirit, for example, inside it?
Title: Re: Golems Are Great
Post by: Magicpockets on January 02, 2014, 02:53:07 PM
Summoning/Binding is what you're looking for, since a Golem would probably be an elemental earth spirit bound to an artificial body. As such, a heart would not be necessary, since they are not zombies. As for statting them, RAW looks concise usable rules. There are homebrew summoning rules, which I'm sure Sanctaphrax or someone else will kindly link for you.
Title: Re: Golems Are Great
Post by: Blk4ce on January 02, 2014, 03:14:37 PM
I used the word "Heart" metaphorically. It will actually be a slab of granite or something.

Although, a Flesh Golem sounds interesting...
So does a Bone Golem...
Title: Re: Golems Are Great
Post by: Quantus on January 02, 2014, 03:49:44 PM
Either of those would probably fall into a necromancy thing, but it probably depends on what you bind to it to animate the thing.  Though the Rawhead creature from Cold Days is basically a Fae version of that. 

A loa spirit for example wouldnt have a problem animating the corpse for you, but keeping it around permanently would be a bargain.  A Demonbinding or other spirit could probably be worked to animate basically anything, so it would come down to what the character would be willing to bind. 

Regardless if I were your storyteller, Id let you have a more powerful one if it required a recharge, depending on how often and difficult it would be to recharge it.  But that would be between you two for the table balance. 




Title: Re: Golems Are Great
Post by: S1C0 on January 02, 2014, 08:29:49 PM
I play a half svartelf artificer that is a little broken with golemancey i found that unless you want to break the game a small 2-3 golem unit would be the most i play in full stat or one epic companion like gauge from borderlands two, other than that i treat them each as aspects to invoke for effect to act in effect a potion remember story is still more important than stats so just try and play it by ear and leave room in the spot-lite for other npcs
Title: Re: Golems Are Great
Post by: Quantus on January 02, 2014, 09:00:17 PM
Is this going to be a PC or an NPC?  Balaning an NPC is less of an issue as long as you keep the actual encounters reasonable.  For a PC you have to establish limits up-front more. 
Title: Re: Golems Are Great
Post by: Blk4ce on January 02, 2014, 09:22:01 PM
PC. That's why I want to address the issues. And I am interested in the way it works.

I agree about the story. But as you said, I want to make it in a way that is fun for everyone (at least until my army is large enough  8) )
Title: Re: Golems Are Great
Post by: Quantus on January 02, 2014, 10:25:32 PM
Cool.  Next question:  Are you picturing a single "pet" that is more or less permanently present, or a summoner with a small stable of them?  S1C0's comment about having several but treating them basically as embodied aspects to invoke seems a clean way to go. 

Title: Re: Golems Are Great
Post by: Sanctaphrax on January 03, 2014, 01:35:35 AM
There are homebrew summoning rules, which I'm sure Sanctaphrax or someone else will kindly link for you.

Here (http://dfrpg-resources.wikispaces.com/Summoning+Rules) they are.

And here (http://www.jimbutcheronline.com/bb/index.php/topic,21533.msg1859090.html#msg1859090) are some example golems.
Title: Re: Golems Are Great
Post by: InFerrumVeritas on January 03, 2014, 04:01:32 AM
For a superhero game I run, I came up with rules for a character who wanted to duplicate themselves.  They could probably be tweaked for a rapid summoner, character with a psychic link to golems, or something similar.

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.

No, I would not like this particular group of powers, or tweaks derived from them posted on a resource board, partially because they were really written with Fate Core in mind.
Title: Re: Golems Are Great
Post by: Blk4ce on January 03, 2014, 12:28:24 PM
Cool.  Next question:  Are you picturing a single "pet" that is more or less permanently present, or a summoner with a small stable of them?  S1C0's comment about having several but treating them basically as embodied aspects to invoke seems a clean way to go.
I was thinking a crafter that specialised in making golem bodies and having a few that could last more than a scene (as depicted by frequency), as well as some that I would treat them as potions, which thankfully don't need separate rules. However, I also like that first approach that you and S1C0 suggested. It could either be my only permanent golem, my life's work that I put all my skills in (and my only alternatives are smaller potion-golems) or an IoP, a golem from an ancient long lost civilisation.

That said, there is also the matter of what I would use as a generator. For the more expendable ones I could do the Frankenstein method and use some sort of supernatural battery and the more permanents (like guardian gargoyles on the roof of my house) I could bind spirits.

Here (http://dfrpg-resources.wikispaces.com/Summoning+Rules) they are.

And here (http://www.jimbutcheronline.com/bb/index.php/topic,21533.msg1859090.html#msg1859090) are some example golems.
These are very good ideas, thanks. These methods are only for the first time it is summoned?
If I bind the spirit with a willing contract, or by using its true name, should I need less power? At least it seems logical to me. I don't force it that way, merely "hiring".


Ferrum, these look good for a superhero. However, I agree that they need serious tweaking to use for golems. And they don't cover my above points.
Title: Re: Golems Are Great
Post by: Magicpockets on January 03, 2014, 12:53:08 PM
If I bind the spirit with a willing contract, or by using its true name, should I need less power? At least it seems logical to me. I don't force it that way, merely "hiring".

Those would be declarations, helping you meet the complexity easier.
Title: Re: Golems Are Great
Post by: S1C0 on January 03, 2014, 03:58:11 PM
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."




 it is all limited only by your imagination and knowledge of basic Thaumaturgy
Title: Re: Golems Are Great
Post by: Sanctaphrax on January 04, 2014, 12:57:30 AM
No, I would not like this particular group of powers, or tweaks derived from them posted on a resource board, partially because they were really written with Fate Core in mind.

Aight, I'll respect that. I like the idea of committing consequences to a separate body, though, and I may steal that bit if you don't mind.

These methods are only for the first time it is summoned?

Not sure what you mean by that. The idea here is that your minion appears when you complete the ritual and disappears when the duration runs out.

If you've bound a demon to serve you and you want to summon it from your house to the battlefield, then that'll probably be significantly easier than summoning it initially. But if the duration of the binding runs out and you want to summon them again, you'll have to do the summoning all over again.

If I bind the spirit with a willing contract, or by using its true name, should I need less power? At least it seems logical to me. I don't force it that way, merely "hiring".

Like Magicpockets said, those could be Declarations.

Alternately, they could not be thaumaturgy at all. You could handle a contract with a demon the same way you handle a contract with a mortal NPC.
Title: Re: Golems Are Great
Post by: Todjaeger on January 04, 2014, 04:17:47 AM
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.

-Cheers
Title: Re: Golems Are Great
Post by: Blk4ce on January 04, 2014, 09:29:22 AM
Aight, I'll respect that. I like the idea of committing consequences to a separate body, though, and I may steal that bit if you don't mind.

Not sure what you mean by that. The idea here is that your minion appears when you complete the ritual and disappears when the duration runs out.

If you've bound a demon to serve you and you want to summon it from your house to the battlefield, then that'll probably be significantly easier than summoning it initially. But if the duration of the binding runs out and you want to summon them again, you'll have to do the summoning all over again.

Like Magicpockets said, those could be Declarations.

Alternately, they could not be thaumaturgy at all. You could handle a contract with a demon the same way you handle a contract with a mortal NPC.
I was thinking that if you summon a spirit, you bound it with a contract and then you let it go back to the nevernever, the following summonings would not need a complexity higher than your Lore, since you would cast the equivalent of opening a portal (placing an aspect).


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.

-Cheers
You will have to explain that last part to me.

Also, what if you use crafting to make the construct and you use a ritual to bind the spirit, or craft a heart that works like a cpu?
Title: Re: Golems Are Great
Post by: Todjaeger on January 04, 2014, 11:08:57 PM
You will have to explain that last part to me.

Which one?  The one about leaving 'circle' traps, or calculating the complexity required for a construct?

Also, what if you use crafting to make the construct and you use a ritual to bind the spirit, or craft a heart that works like a cpu?

I'll go over the email exchange with Lenny with a bit more info once I have a chance.  Should be later on tonight.

-Cheers
Title: Re: Golems Are Great
Post by: Blk4ce on January 05, 2014, 06:49:51 AM
The circle traps. How do they work?
Title: Re: Golems Are Great
Post by: Todjaeger on January 05, 2014, 07:48:22 AM
The circle traps. How do they work?

The circle traps can work a couple of different ways, depending on the circumstances.  Depending on what sort of trouble my players are expecting, one or more of them will draw a circle, or several circles, as they pass through an area.  In one instance, they were exploring a storm drain system looking for a troll.  At regular intervals and at each tunnel junction, a character drew a circle.  When one of them later encountered a pack of malks in the tunnel and had to flee, the player was able to activate one of the pre-drawn circles and the malks couldn't cross into the circle.

By the same token, a pre-drawn circle can be left waiting for a Golem or other construct to enter into the circle, then a mortal outside the circle can activate it to either trap the construct or cause it to dissipate.

Depending on how a particular group handles magic, an Alchemist could even craft potions to activate and boost the effectiveness of pre-drawn circles.
Title: Re: Golems Are Great
Post by: Blk4ce on January 05, 2014, 08:07:03 AM
So they work like ward traps. But how would the construct dissipate if it isn't made of ectoplasm?
Title: Re: Golems Are Great
Post by: Todjaeger on January 05, 2014, 08:51:07 AM
So they work like ward traps. But how would the construct dissipate if it isn't made of ectoplasm?

The material of the construct itself wouldn't dissipate most likely (ectoplasm and water being possible exceptions) but the spell energy powering the construct would be gone, returning the construct back to whatever normal, inanimate state the material usually has.  A Wardhound for instance would become a stone statue of a Tibetan temple dog.
Title: Re: Golems Are Great
Post by: Braincandy on January 05, 2014, 08:59:50 AM
The material of the construct itself wouldn't dissipate most likely (ectoplasm and water being possible exceptions) but the spell energy powering the construct would be gone, returning the construct back to whatever normal, inanimate state the material usually has.  A Wardhound for instance would become a stone statue of a Tibetan temple dog.
That would depend on how the construct was made I think. If it has a body made of real material and is driven by a bound spirit, It wouldn't go inert in a magic circle, it would trap the spirit and it's body with it.
Title: Re: Golems Are Great
Post by: Todjaeger on January 05, 2014, 11:34:23 AM
That would depend on how the construct was made I think. If it has a body made of real material and is driven by a bound spirit, It wouldn't go inert in a magic circle, it would trap the spirit and it's body with it.

I respectfully disagree.  If the spirit was a bound spirit, the Circle would break the binding for the spirit.  The circle would still contain the spirit, or if might immediately be forced into the Nevernever (depends on the spirit). 

From the events in Turn Coat:

(click to show/hide)
Title: Re: Golems Are Great
Post by: Blk4ce on January 05, 2014, 11:42:35 AM
I respectfully disagree.  If the spirit was a bound spirit, the Circle would break the binding for the spirit.  The circle would still contain the spirit, or if might immediately be forced into the Nevernever (depends on the spirit). 

From the events in Turn Coat:

(click to show/hide)
But that was a construct made of ectoplasm. Braincandy talks about earthly materials. Which is the point of a golem. If you create an ectoplasmic construct, that's just summoning and binding.

By the way, why does ectoplasm melts if you trap a construct in a circle? Can you explain it, please?
Title: Re: Golems Are Great
Post by: Braincandy on January 05, 2014, 12:35:36 PM
But that was a construct made of ectoplasm. Braincandy talks about earthly materials. Which is the point of a golem. If you create an ectoplasmic construct, that's just summoning and binding.

By the way, why does ectoplasm melts if you trap a construct in a circle? Can you explain it, please?

He's right about the ectoplasm melting. It's because it's material ripped right from the nevernever. The circle breaks it's link and it melts. That's why I specifically mentioned a construct made of an actual real world materiel, like iron or stone. A magic circle wouldn't destroy that body, the spirit would still have it's vessel but it may well be trapped in the circle.
Title: Re: Golems Are Great
Post by: Blk4ce on January 05, 2014, 12:44:21 PM
Didn't know about the link. Thanks.
Title: Re: Golems Are Great
Post by: Haru on January 05, 2014, 06:12:22 PM
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.
Title: Re: Golems Are Great
Post by: narphoenix on January 05, 2014, 06:26:57 PM
I think the golem in the above would actually be better modeled with the Projection power (probably with Skilled Projection).
Title: Re: Golems Are Great
Post by: Haru on January 05, 2014, 07:14:18 PM
I'm not familiar with that power.
Title: Re: Golems Are Great
Post by: Todjaeger on January 05, 2014, 07:19:07 PM
He's right about the ectoplasm melting. It's because it's material ripped right from the nevernever. The circle breaks it's link and it melts. That's why I specifically mentioned a construct made of an actual real world materiel, like iron or stone. A magic circle wouldn't destroy that body, the spirit would still have it's vessel but it may well be trapped in the circle.

The body, vessel, or 'normal' matter or material would indeed remain.  Any active rituals involved in the golem however would be cut off and stopped by the circle, since there is no longer access to any magic/energy from outside the circle.
Title: Re: Golems Are Great
Post by: Blk4ce on January 05, 2014, 07:24:50 PM
The body, vessel, or 'normal' matter or material would indeed remain.  Any active rituals involved in the golem however would be cut off and stopped by the circle, since there is no longer access to any magic/energy from outside the circle.
But if it is self-powered or if I stored magic energy inside? Basically that's the difference between a golem and a regular construct, I think.
Title: Re: Golems Are Great
Post by: Haru on January 05, 2014, 07:27:42 PM
The body, vessel, or 'normal' matter or material would indeed remain.  Any active rituals involved in the golem however would be cut off and stopped by the circle, since there is no longer access to any magic/energy from outside the circle.
That's not necessarily true. Bob's skull is designed to be a "home away from home" for Bob, to grant him protection from things that erode magic and magical entities. Granted, it's mostly sunrise and sundown he uses it for, but I'm pretty sure it works for other types of eroding as well. Including circles. I don't see a reason why it shouldn't work for something like this as well. The circle is probably going to do something, yes. Maybe slowing the golem down. But it wouldn't have to erode the entire magical construct or the spirit within the construct.
Title: Re: Golems Are Great
Post by: Hick Jr on January 05, 2014, 08:49:21 PM
First, here (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem) is a link to the D20PFSRD's list of golems. There's at least two dozen, so you might get a lot of inspiration from that.

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.

Well, that was my two-cents.
Title: Re: Golems Are Great
Post by: Todjaeger on January 05, 2014, 11:24:25 PM
But if it is self-powered or if I stored magic energy inside? Basically that's the difference between a golem and a regular construct, I think.

Harry and Ivy were self-powered (with some limits) in Small Favor, but a golem isn't self-powered.

A traditional/classic golem (as opposed to those from Dungeons & Dragons et. al.) depending on which stories are used, is activated/animated by specific , ritualistic Hebrew writing on put on paper and inserted either into the mouth or placed on the head of the golem.  Again, depending on which stories on listens to, removing, altering or defacing the writing on the paper would deactivate or destroy the golem.  The creator of the golem needs to perform the appropriate ritual(s) in order for the golem to animate in the first place.  Once that happens, the paper would presumably serve as a link to the golem for the power it needs to function.  Again, the containment circle would act as a barrier preventing outside power from flowing into the golem.

Incidentally, a Threshold would also serve a similar purpose if the Threshold was hostile to the golem.
Title: Re: Golems Are Great
Post by: Todjaeger on January 05, 2014, 11:42:12 PM
That's not necessarily true. Bob's skull is designed to be a "home away from home" for Bob, to grant him protection from things that erode magic and magical entities. Granted, it's mostly sunrise and sundown he uses it for, but I'm pretty sure it works for other types of eroding as well. Including circles. I don't see a reason why it shouldn't work for something like this as well. The circle is probably going to do something, yes. Maybe slowing the golem down. But it wouldn't have to erode the entire magical construct or the spirit within the construct.

My understanding of Bob's skull from Ghost Story and Cold Days is that it is a sanctuary, acting as a sort of pocket Nevernever domain controlled (and powered) by Bob.  This would mean that the skull is closer to being an Item of Power or Enchanted Item as opposed to the target or an active ritual.  Also Bob has taken shelter in other, non-magical things from daylight (IIRC a gun barrel in Changes) for brief periods.

Keep in mind with golems and other constructs, the creator needs to include some sort of provision for the construct to obey the creator's commands, or else have some form of at least limited intelligence and something to keep the construct within behavior parameters that the creator specifies.  Without these, a golem or construct will either just sit/stand there and do nothing, or else might decide to do something on it's own which likely wouldn't be what the creator wants.

A circle or a Threshold would disrupt the ongoing ritual which would provide or control the above 'programming'.
Title: Re: Golems Are Great
Post by: Haru on January 06, 2014, 12:11:28 AM
It all depends on what makes your golem tick. If it is actually a magical robot, a circle will shut it down, no question about it.

But what if you have a Bob like entity at the heart of your golem? He could easily work the thing even inside of a circle, and he would be protected inside the golem. And he wouldn't need any continued commands, he can think for himself. Now another question would be, could he break the circle? We know from Harry, that breaking a circle doesn't just require a physical act, but an effort of will, too. That's why Binder's gentlemen can't break the circle, for example.

Though granted, a golem like that feels much more like its own character concept than part of a master/golem concept. Anyway, a lot of possible compels to be had, I guess.
Title: Re: Golems Are Great
Post by: Hick Jr on January 06, 2014, 12:13:39 AM
Bob doesn't have free will. I'm not sure which book exactly, but he's talking to Harry about the Denarians or Uriel or something, and he mentions how he doesn't actually want it. So a Bob-like entity would not be able to break the circle.
Title: Re: Golems Are Great
Post by: Sanctaphrax on January 06, 2014, 01:25:08 AM
I'm not familiar with that power.

http://www.jimbutcheronline.com/bb/index.php/topic,19934.msg1945538.html#msg1945538 (http://www.jimbutcheronline.com/bb/index.php/topic,19934.msg1945538.html#msg1945538)

It wasn't designed for robot-making, but with a little bit of tweaking it should work decently.
Title: Re: Golems Are Great
Post by: Todjaeger on January 06, 2014, 02:17:23 AM
It all depends on what makes your golem tick. If it is actually a magical robot, a circle will shut it down, no question about it.

But what if you have a Bob like entity at the heart of your golem? He could easily work the thing even inside of a circle, and he would be protected inside the golem. And he wouldn't need any continued commands, he can think for himself. Now another question would be, could he break the circle? We know from Harry, that breaking a circle doesn't just require a physical act, but an effort of will, too. That's why Binder's gentlemen can't break the circle, for example.

Though granted, a golem like that feels much more like its own character concept than part of a master/golem concept. Anyway, a lot of possible compels to be had, I guess.

Indeed, if a golem is built like a Wardhound, it is basically a magical robot.  Note though that have a golem 'piloted' by a self-aware entity like a spirit that is 'bound' into the golem also can run into a problem, because the Binding tying the entity to the golem would also be impacted by the circle.

An entity 'piloting' a golem without the Binding to restrict or force the entity/golem's actions would actually be closer to having an entity possess and empower a physical object, and therefore I wouldn't really consider something like that a golem, or use any construct-type rules to build it.
Title: Re: Golems Are Great
Post by: Blk4ce on January 06, 2014, 07:18:39 AM
Harry and Ivy were self-powered (with some limits) in Small Favor, but a golem isn't self-powered.

A traditional/classic golem (as opposed to those from Dungeons & Dragons et. al.) depending on which stories are used, is activated/animated by specific , ritualistic Hebrew writing on put on paper and inserted either into the mouth or placed on the head of the golem.  Again, depending on which stories on listens to, removing, altering or defacing the writing on the paper would deactivate or destroy the golem.  The creator of the golem needs to perform the appropriate ritual(s) in order for the golem to animate in the first place.  Once that happens, the paper would presumably serve as a link to the golem for the power it needs to function.  Again, the containment circle would act as a barrier preventing outside power from flowing into the golem.

Incidentally, a Threshold would also serve a similar purpose if the Threshold was hostile to the golem.
Errr, I think your assumption is wrong. This is a typical example of self-powered golem. The name/paper serves as an AA battery, not as a link to a continuous ritual, and if he would have a link it would be a transmitter to give orders from distance (the transmitter then would be shutted down by the circle).

First, here (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem) is a link to the D20PFSRD's list of golems. There's at least two dozen, so you might get a lot of inspiration from that.

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.

Well, that was my two-cents.
While very good idea, I feel it's redundant to have projection and ritual. The whole point of Thaumaturgy is to never need to pay for any powers, provided you have the time prepare them, when needed.

My understanding of Bob's skull from Ghost Story and Cold Days is that it is a sanctuary, acting as a sort of pocket Nevernever domain controlled (and powered) by Bob.  This would mean that the skull is closer to being an Item of Power or Enchanted Item as opposed to the target or an active ritual.  Also Bob has taken shelter in other, non-magical things from daylight (IIRC a gun barrel in Changes) for brief periods.

Keep in mind with golems and other constructs, the creator needs to include some sort of provision for the construct to obey the creator's commands, or else have some form of at least limited intelligence and something to keep the construct within behavior parameters that the creator specifies.  Without these, a golem or construct will either just sit/stand there and do nothing, or else might decide to do something on it's own which likely wouldn't be what the creator wants.

A circle or a Threshold would disrupt the ongoing ritual which would provide or control the above 'programming'.
It is mentioned in YS that Bob's skull is a enchanted item that stores his power. Using the same principles, you can make a "moving skull" depending on the body (that's what I suggest at OP post). Of course, to create it in the first place, you need something akin to Thaumaturgy crafting.

It all depends on what makes your golem tick. If it is actually a magical robot, a circle will shut it down, no question about it.

But what if you have a Bob like entity at the heart of your golem? He could easily work the thing even inside of a circle, and he would be protected inside the golem. And he wouldn't need any continued commands, he can think for himself. Now another question would be, could he break the circle? We know from Harry, that breaking a circle doesn't just require a physical act, but an effort of will, too. That's why Binder's gentlemen can't break the circle, for example.

Though granted, a golem like that feels much more like its own character concept than part of a master/golem concept. Anyway, a lot of possible compels to be had, I guess.
I don't know about will, but if we think the circle as a prison ward, if you hit it hard enough with your fist, you will get out. Why else demons attack your circle when you summon them? And they have even less free will.

Indeed, if a golem is built like a Wardhound, it is basically a magical robot.  Note though that have a golem 'piloted' by a self-aware entity like a spirit that is 'bound' into the golem also can run into a problem, because the Binding tying the entity to the golem would also be impacted by the circle.

An entity 'piloting' a golem without the Binding to restrict or force the entity/golem's actions would actually be closer to having an entity possess and empower a physical object, and therefore I wouldn't really consider something like that a golem, or use any construct-type rules to build it.
I remember Wardhounds from Summer Knight but I can't recall what they are exactly. How do you define a magical robot?
Title: Re: Golems Are Great
Post by: Magicpockets on January 06, 2014, 09:05:31 AM
While very good idea, I feel it's redundant to have projection and ritual. The whole point of Thaumaturgy is to never need to pay for any powers, provided you have the time prepare them, when needed.

Good luck finding any DM who will let that fly. Most will only allow you to generate effects measurable in shifts. E.g. instead of giving you Inhuman Strength for a duration, you will have an X shift effect that substitutes your ability to lift/break things.

If you do find someone who will allow you actual power emulation without paying, let me know. It'll be wizard abuse time! :D
Title: Re: Golems Are Great
Post by: Haru on January 06, 2014, 10:29:28 AM
The whole point of Thaumaturgy is to never need to pay for any powers, provided you have the time prepare them, when needed.
The point of thaumaturgy is to be able to cast spells. I would definitely not allow you to use thaumaturgy as an "I don't need to buy any other power" thing.

I'm pretty lenient when it comes to allowing temporary powers, usually. I'll even allow buying them for free tags, if that free tag is something that fits the power you want to take (no, not all aspects are created equal here). If you have a half decent justification for it, and you can pay for it, go nuts. But there are 2 caveats to this. First, you get to take a new power once as a temporary power. If you want to use that power more than once, you are going to have to buy it permanently. Second, if your character concept is "guy who can switch out powers", the temporary power rule is not the one I am going to use. That's what modular abilities is for. And even with modular abilities, I will not let you just do anything, you'll still need an explanation for every power you take.
Title: Re: Golems Are Great
Post by: Blk4ce on January 06, 2014, 10:55:37 AM
Apparently, I was misunderstood.

E.g. instead of giving you Inhuman Strength for a duration, you will have an X shift effect that substitutes your ability to lift/break things.
It's the same thing you know, you just flavor it differently. But you would need at least 2 or three rituals to emulate that power, something impractical.

The point of thaumaturgy is to be able to cast spells. I would definitely not allow you to use thaumaturgy as an "I don't need to buy any other power" thing.

I'm pretty lenient when it comes to allowing temporary powers, usually. I'll even allow buying them for free tags, if that free tag is something that fits the power you want to take (no, not all aspects are created equal here). If you have a half decent justification for it, and you can pay for it, go nuts. But there are 2 caveats to this. First, you get to take a new power once as a temporary power. If you want to use that power more than once, you are going to have to buy it permanently. Second, if your character concept is "guy who can switch out powers", the temporary power rule is not the one I am going to use. That's what modular abilities is for. And even with modular abilities, I will not let you just do anything, you'll still need an explanation for every power you take.
Indeed, I was talking about temporary powers. Say I want the ability to fly. You cast the appropriate ritual (air riding, gravity manipulation, whatever) and add shifts for duration to last a few days. The ability to fly would only last as long as I kept fueling the ritual every week.
I agree though, that different powers need different shifts to pull out.
Title: Re: Golems Are Great
Post by: Taran on January 06, 2014, 01:25:08 PM
If you're going to fly every session, you'd need to buy the power.  Unless, of course, you needed a pegasus wing to fuel the spell.  In that case, good luck finding the materials you need every week.  And someone's going to be pissed that you're hunting down all those pegasi.
Title: Re: Golems Are Great
Post by: Haru on January 06, 2014, 01:48:28 PM
For temporary powers, you have to pay a number of fate points per scene equal to the refresh the powers would cost you. That's going to be all kinds of pricey. Even if you allow tags to pay for it instead of fate points, which I am for, you won't be able to keep that up. Especially since I wouldn't allow just any old aspect to be tagged, it needs to be an appropriate aspect, something that actually has to do with the power and that is somewhat hard to come by.

It's like Taran said. If you want to temporarily take the "Wings" power to get up a mountain, for example, I have no problem with that. Get the ingredients, do the spell, done. But if you want to keep the power, so you can fly around for a long time, you are going to have to buy the power from your regular refresh. You can still justify buying the power with a ritual you are keeping up, but the ritual itself will not grant you the power for long. If it is part of your character concept, it should be paid for with refresh. Otherwise you could have all the powers in the book and only pay 3 refresh for thaumaturgy. That's going to be out of whack pretty fast.

The difference between taking a strength power with a ritual and doing a skill replacement ritual for a strength task is basically the other side of this. If you only need the strength for one application, the temporary power solution would be too much, so you just go for solving your one problem and are done. If you'll need it longer, you can take it for the scene.
Title: Re: Golems Are Great
Post by: Blk4ce on January 06, 2014, 02:34:00 PM
In YS it says that spellcraft powers can be used to duplicate the effects of other powers (actually it says that you can do anything you can think). And mentions adding shifts to raise the duration of a ritual. If you still have to pay refresh or FP, then what's the point?

I slightly derail my own thread (the irony...) but I start thinking that there is no point in thaumaturgy if it's like that...
Title: Re: Golems Are Great
Post by: Haru on January 06, 2014, 02:46:02 PM
The temporary power rules (including the cost of fate points) can be found on page 92 in "Your Story". The ritual itself has nothing to do with it, other than providing the narrative justification for the temporary power. You could just as well bargain with a Sidhe so she will grant you superhuman strength, but you would still have to pay the price in terms of fate points. Or your justification for a speed power could be being hit by lightning. You would still have to pay.

Magic can duplicate effects of powers, I'm not arguing that. If you need to move a giant boulder to get into a cave, you can do a thaumaturgy ritual with a complexity equal to the difficulty someone with strength would have to face. You can even narrate it as boosting your strength to get the boulder out of the way. You are getting the effect of strength, being able to shove that boulder out of the way, but that doesn't mean you are taking strength as a temporary power. There's a difference.
Title: Re: Golems Are Great
Post by: Magicpockets on January 06, 2014, 02:50:23 PM
TANSTAAFL

You get what you pay for. Thaumaturgy is already ridiculously strong, and it's arguably the best 3 Refresh power out there. Expecting it to give you more is somewhat unreasonable.
Title: Re: Golems Are Great
Post by: Taran on January 06, 2014, 03:05:32 PM
Regarding the free tag for a power.  If someone wanted to buy wings and put enough duration (say for one lifetime), I'd only allow the free tag once.  In every scene thereafter, they'd have to pay the FP's.

If they wanted it to be "free", then they'd have to buy the power.

The answer to that, then, is doing small rituals over and over again to get the tag more often but that becomes a pain.  I suppose they could build multiple tags into the same ritual...but I'd have them put duration on each tag so the complexity would get expensive fast.
Title: Re: Golems Are Great
Post by: Blk4ce on January 06, 2014, 03:20:20 PM
TANSTAAFL

You get what you pay for. Thaumaturgy is already ridiculously strong, and it's arguably the best 3 Refresh power out there. Expecting it to give you more is somewhat unreasonable.
I don't expect anything. I wanted to know what it CAN give me.

The temporary power rules (including the cost of fate points) can be found on page 92 in "Your Story". The ritual itself has nothing to do with it, other than providing the narrative justification for the temporary power. You could just as well bargain with a Sidhe so she will grant you superhuman strength, but you would still have to pay the price in terms of fate points. Or your justification for a speed power could be being hit by lightning. You would still have to pay.

Magic can duplicate effects of powers, I'm not arguing that. If you need to move a giant boulder to get into a cave, you can do a thaumaturgy ritual with a complexity equal to the difficulty someone with strength would have to face. You can even narrate it as boosting your strength to get the boulder out of the way. You are getting the effect of strength, being able to shove that boulder out of the way, but that doesn't mean you are taking strength as a temporary power. There's a difference.
Oh. I wasn't using the temporary power of the rules. It was a figure of speech. I mean it as in "it goes away when the ritual ends"

Regarding the free tag for a power.  If someone wanted to buy wings and put enough duration (say for one lifetime), I'd only allow the free tag once.  In every scene thereafter, they'd have to pay the FP's.

If they wanted it to be "free", then they'd have to buy the power.

The answer to that, then, is doing small rituals over and over again to get the tag more often but that becomes a pain.  I suppose they could build multiple tags into the same ritual...but I'd have them put duration on each tag so the complexity would get expensive fast.
By prerogative, if you cast a ritual to duplicate a power, you fuel with consequences, declarations etc. So it's not free. You still have to cast it every time. And I don't understand what you mean with "buy wings and put duration". Do you buy it when you do a ritual?
Title: Re: Golems Are Great
Post by: Haru on January 06, 2014, 05:14:51 PM
Oh. I wasn't using the temporary power of the rules. It was a figure of speech. I mean it as in "it goes away when the ritual ends"
Quote
I don't expect anything. I wanted to know what it CAN give me.
The temporary power rules are what it can give you. Don't underestimate it, it is a lot. If you want to make up new rules to make thaumaturgy more powerful, that's totally fine, but it isn't something anyone here can really give you an answer to anymore.

Quote
By prerogative, if you cast a ritual to duplicate a power, you fuel with consequences, declarations etc. So it's not free. You still have to cast it every time. And I don't understand what you mean with "buy wings and put duration". Do you buy it when you do a ritual?
Again, Taran is coming from the temporary power rules perspective. Under those rules, you would have to pay a fate point or tag for every scene you have the power. If you want to build that up to a lifetime worth of tags, that's going to be a pretty powerful ritual, more than most characters can realistically pull off.

And it's simply a balancing issue. Say it was as easy as you make it out to take up powers with thaumaturgy. Why would anyone take any power other than thaumaturgy? Simply spend a session or two to get 20+ points worth of power and you're done. That just doesn't make any sense. Yes, it's a clever way to "play the system", but you are going to hurt your game more than it would do you any good.

Now let's look at this from a different point of view. Let's say we want to create a young wizard who has a talent for enhancing himself magically. He can't really do a lot, but he can speed up his reflexes and he can make himself fly. In terms of powers, that would be Inhuman Speed and Wings. When he is enhancing himself, he is casting a spell, we already decided on that. But just because it is a spell in the narrative doesn't mean he has to take any form of spellcasting ability. Instead, we can cover Inhuman Speed and Wings with Human Form and call it a day. What that means is, that he doesn't usually have those two powers, but he can do a quick ritual to get them. The ritual is the condition under which he can access the powers, and the justification for taking those powers, it is not a ritual in the sense of the magic system. So you can have powers based on rituals, without having a spellcasting ability. But just because the justification for the powers is a magic ritual doesn't mean you are absolved of paying refresh for them.

Now having the spellcasting ability means you can do more with your spells than just access a few power. But it can still be a justification to access them. You are still going to have to pay, that's just what refresh and fate points and all that are for. You can look at it as the number of powers you can magically maintain, if they are all justified with thaumaturgy. If you have low refresh, you need a lot of time to renew the spells, so you can only keep up one or two until you have to start renewing them again. When you grow more powerful and gain more refresh, you are able to do so better. Maybe you know how to recast the spells faster or you can pump more energy into them, so they last longer. Regardless, you can maintain more powers, and that's reflected by your growing refresh.
Title: Re: Golems Are Great
Post by: Blk4ce on January 06, 2014, 05:55:48 PM
Once again, I didn't speak clearly. I am sorry. I fumbled my words and said something entirely different from what I wanted to say, as it is indicated from what you understood.
I never wanted to make new rules for thaumaturgy. And I said it first that the more powerful, the more shifts were needed so it would be impractical.

Quote
Now having the spellcasting ability means you can do more with your spells than just access a few power. But it can still be a justification to access them.

That's what you meant. I never thought of that. It gives a new perspective.
Title: Re: Golems Are Great
Post by: Taran on January 06, 2014, 05:59:23 PM
This is relevant:
http://www.jimbutcheronline.com/bb/index.php/topic,40072.msg1971537.html#msg1971537


Kind of...
Title: Re: Golems Are Great
Post by: Blk4ce on January 06, 2014, 06:07:23 PM
Yeah, that's what I was thinking actually. Treat a power that originates from a thau ritual as a tag that you invoked for effect.
Title: Re: Golems Are Great
Post by: Taran on January 06, 2014, 07:07:23 PM
Yeah, that's what I was thinking actually. Treat a power that originates from a thau ritual as a tag that you invoked for effect.

Well, that's how it's supposed to work.  You tag for effect and it lasts for 1 scene.  But the point is this:  some GM's don't allow the free tag and, even if you allow it, you only get the tag once.  So having a "permanent" power that comes from thaum (ie: having a ritual with a duration of "one life-time" )is going to end up costing lots of FP's because, every time you invoke for effect after the first time, it will cost 1 fp/refresh of power bought.

In the end, it's cheaper to buy the power and say you got it via Thaumaturgy.  It's one of the ways you can justify having a toughness/speed/strength power without being a scion or changeling or Emissary of Power.  You can be a regular human Wizard with Wings. 

You can't really just choose powers willy-nilly.  You should have some in-game justification for getting new powers and Thaumaturgy is one of those ways.
Title: Re: Golems Are Great
Post by: Blk4ce on January 06, 2014, 07:44:02 PM
Well, that's how it's supposed to work.  You tag for effect and it lasts for 1 scene.  But the point is this:  some GM's don't allow the free tag and, even if you allow it, you only get the tag once.  So having a "permanent" power that comes from thaum (ie: having a ritual with a duration of "one life-time" )is going to end up costing lots of FP's because, every time you invoke for effect after the first time, it will cost 1 fp/refresh of power bought.
Got it.

Quote
In the end, it's cheaper to buy the power and say you got it via Thaumaturgy.  It's one of the ways you can justify having a toughness/speed/strength power without being a scion or changeling or Emissary of Power.  You can be a regular human Wizard with Wings. 

You can't really just choose powers willy-nilly.  You should have some in-game justification for getting new powers and Thaumaturgy is one of those ways.
That's the fun part  ;D
Title: Re: Golems Are Great
Post by: Blk4ce on January 06, 2014, 09:12:04 PM
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+Rules
and golem examples http://www.jimbutcheronline.com/bb/index.php/topic,21533.msg1859090.html#msg1859090
                           http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem




By 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.
Title: Re: Golems Are Great
Post by: S1C0 on January 07, 2014, 03:09:03 AM
So did you decide one good golem or a group of mid power lesser golems for general adventure?

'case if you went with one you could get away with this setup.

just get thaumaturgy and a limited self-sponsored magic that allows you to do real golemancy so you make a "soul gem" or "heart stone" that imbues 
 
your companion a small level of sentience ,if it is circle trapped , hexed or countered, or otherwise disabled it

takes a crafting check X , Y times.GM APPROVAL To be "revived" to clear consequences requires a work site... so what do you think Blk4ce?
Title: Re: Golems Are Great
Post by: Blk4ce on January 07, 2014, 08:43:24 AM
That sounds nice. The GM would decide how much time tit would take to be revived, also.

To be honest I'm starting to like both ideas so I will make two characters, one with a golem squad and one with an Iron Giant and a few smaller ones for manuevers, off-combat etc.

I've even thought of concepts:
-the first would be a grad student from engineering that idolised Transformers as a kid and is determined to make his own magical Autobots.
-the second would be an archaeologist who discovered a crypt full of Golem Lore (optionally the mega-golem could be an IoP that he re-activated with the knowledge of the library he found)
Title: Re: Golems Are Great
Post by: Taran on January 07, 2014, 01:57:49 PM
I was thinking about it last night and had an idea that needs looking at.

Make it an IoP for the +2 since it is obviously a golem and there'll be times you can't go walking around with it.

Make it a separate character with its own action but here are the things that will balance it:
1.  It only has a physical stress track that's based on the creators craftsmanship.
2.  Its skill pyramid is based on the amount of refresh you dedicate to it.
3. Golems don't take consequences unless it gets a bonus one based on the creators craftsmanship.

So here's an example:
Feet in the water character:
-3 Thaumaturgy
-2 Iop
     +2 obvious
      -2 modular abilities
      -2 modular ability points
      -0 Undying

The character only has thaumaturgy, so in combat, he might not be that effective.  He can have 1 golem with 2 refresh worth of powers each, so its skill tree might be limited to Fair and a total of 3 or 4 skills.

Even though he gets multiple actions in an exchange, the lack of refresh makes them less useful for combat.  They'd be better off as spies.  Give one a Fair stealth and diminuitive size and Cloak of shadows or something.

Take the same Wizard at Submerged:

-3 Thaumaturgy (craftsmanship Great) golem will have 0000
-3 Evocation
-1 refinement
-2 Iop
     +2 obvious
      -2 modular abilities
      -2 modular ability points
      -0 Undying

Same golem but now the wizard is much more useful in combat.  The golems extra actions aren't really worth much in a major combat.  Really the wizard is the potent one here.  You might swap out refinement for pack instincts to represent the wizard being able to see through the golems eyes.

Or same wizard with a different configuration

-3 Thaumaturgy (craftsmanship Superb)  0000 +1 mild consequence.
-1 Pack Instincts (to see through his golems' eyes)
 - 5 Iop
    +2 obvious
     -2 (modular abilities)
     -5 modular ability points

Here the golem has a skill tree at Feet in the water.  In combat the golem is the main combatant.  The wizard could break up the modular abilities and have lots of small golems but each one will be less powerful because of their lack of refresh.  For instance, he could have 2 or 3 stealth golems with a skill tree capped at Fair.

If you want a better (but less flexible golem) you can ditch modular abilities and gain the 2 refresh(and a better skill tree).

The wizard can trick out his golem with enchanted items but they'd probably have to lower the power by 1 to let another "character" use it.

thoughts?
Title: Re: Golems Are Great
Post by: InFerrumVeritas on January 07, 2014, 02:29:02 PM
When I was working on the duplication power, the biggest thing I had to look at was how can having a character that exists only to create aspects affect things.

Potentially, a character with even an unimpressive golem can have the golem maneuver over and over to help him.  This could result in a +2 every turn of played right.

Hence the skill reduction I used.

Otherwise I really like the write up you did Taran.
Title: Re: Golems Are Great
Post by: Taran on January 07, 2014, 03:52:07 PM
That's a consideration but there are several factors to look at:

1. The GM sets the difficulty for maneuvers and the less probable ones will have a higher difficulty and the baseline is 3 shifts.  So a golem with a skill tree capped at 2 will be less successful

2. Opponents can defend against maneuvers.  The more you dilute your refres pool, the lower your skill trees and the easier it will be to defend

3.  Using a combination of contcts and resourses allows you to hire npc's to help.  And there's no skill penalties for them.

4.  You're splitting your refresh pool between two 'characters' so the occasional +2, in my mind is a perk of having a golem and it brings the power back up to what a typical character would have if they focused all their abilities into, say, a brick-type character or a straight up combat mage with lots of refinements.


Title: Re: Golems Are Great
Post by: Blk4ce on January 07, 2014, 05:02:58 PM
Taran, that's a good way to do it. However, I have two questions.
-The rules distinguish mundane from magical knowledge with Scholarship and Lore. In the same spirit, shouldn't golems be differentiated at Lore instead of Craftmanship, since they are not mundane creations. The skill craftmanship gave me the notion that it was used at everyday things (computers, doors, walls, etc.)
-Would a thau crafting specialisation have an effect to it, especially if it was called (thematic) golemomancy? Make it better, more competent, stay longer?
Title: Re: Golems Are Great
Post by: Taran on January 07, 2014, 05:17:11 PM
Taran, that's a good way to do it. However, I have two questions.
-The rules distinguish mundane from magical knowledge with Scholarship and Lore. In the same spirit, shouldn't golems be differentiated at Lore instead of Craftmanship, since they are not mundane creations. The skill craftmanship gave me the notion that it was used at everyday things (computers, doors, walls, etc.)
-Would a thau crafting specialisation have an effect to it, especially if it was called (thematic) golemomancy? Make it better, more competent, stay longer?

Part of it is balance. 
Since you're already going to have a High Lore (since your main power is Thaumaturgy) I don't want to put all eggs in one basket.  Also, Craftsmanship rarely gets used.
So, craftsmanship represents the sturdiness of the construct while Lore represents your ability to animate it.
I was also thinking that a constructs skill tree be capped by the creators Lore...It wouldn't come into play until very high refresh.  Let's say, for instance, 18 refresh
-3 Thaumaturgy
 -14 IoP +2 obvious
       -2 modular abilities
       -14 refresh worth of powers

The skill tree of the golum would be equal to the casters and that doesn't make sense to me...I suppose, if the crafter is using a spirit of intellect it makes sense.  In any case, I thought the skill tree of the golem couldn't be higher than the Crafters Lore. This makes both Lore and Craftsmanship important.

I'm not saying this is a good solution but one I thought up last night.  I'm going to do a sample character with skills and his partner golem(s) and see how it compares with a regular character of the same refresh.  What InFerrumVeritas says should be a consideration.  I'm just not convinced it's a game-breaker.

Even at submerged, the golem will only have a skill tree at Feet in the Water.  It probably won't be able to hit any submerged enemy.  It's going to NEED the tagged aspects (via the caster) in order to hit.  Once again...I'll try a write-up to see how it compares.

Edit:  I never answered your second question about the gollemancy specialization.   Honestly, I don't know and haven't thought about it.  It might make it too complicated.  I see crafting a golem the same as crafting in general.  So you put your specialties into Crafting and use those enchanted items to supe up your golem.
Title: Re: Golems Are Great
Post by: Taran on January 07, 2014, 08:33:32 PM
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.

(click to show/hide)

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?
Title: Re: Golems Are Great
Post by: potestas on January 14, 2014, 01:49:05 AM
Good luck finding any DM who will let that fly. Most will only allow you to generate effects measurable in shifts. E.g. instead of giving you Inhuman Strength for a duration, you will have an X shift effect that substitutes your ability to lift/break things.

If you do find someone who will allow you actual power emulation without paying, let me know. It'll be wizard abuse time! :D

Your looking at one, I am not sure why there would be a need to spend FP. The spell can be dispelled and its temporary. If your going to spend FP like might as well do it permanently and get the power for real. I think I am in the camp that says its free as long as its temporary.
Title: Re: Golems Are Great
Post by: Taran on January 14, 2014, 03:21:03 AM
What if you power it for 1 year?

Is it still free?

Yes, it can be dispelled, but how often are you going to run into another wizard that will dispel it?

Adventure 1:  I do a ritual for Inhuman Strength: duration 1 year.
Adventure 2:  I do a ritual for Inhuman recovery: duration 1 year.
Adventure 3: I do a ritual for inhuman toughness: duration 1 year.

etc...

The difference between 1 year and 1 day shouldn't really make a difference since they use the same methods.
Title: Re: Golems Are Great
Post by: potestas on January 14, 2014, 04:09:31 AM
What if you power it for 1 year?

Is it still free?

Yes, it can be dispelled, but how often are you going to run into another wizard that will dispel it?

Adventure 1:  I do a ritual for Inhuman Strength: duration 1 year.
Adventure 2:  I do a ritual for Inhuman recovery: duration 1 year.
Adventure 3: I do a ritual for inhuman toughness: duration 1 year.

etc...

The difference between 1 year and 1 day shouldn't really make a difference since they use the same methods.

it doesn't, and if you want to have your guy spend the time and resources to do it all I am good with it, but don't whine if some comes by and dispels it or a hard rain shorts it out, though honestly I don't see how they could ever grant it for a year. Wouldn't each shift over a scene add 2 to the complexity and If it doesn't you could as game master easily stipulate that.   At that point hed be lucky to get the day let alone the week. I want them to be able to grant themselves what they need for the story, but I am not just going to give it to them. That would trivialize it.

Also at some point I could offer compels to represent the fact he's using up his resources and contacts to keep the thing going. So that will lead to more stories . We could also ties the ability to his conviction since he's using his own resources to power the spell maybe he operates at -1 or -2 per ability he has granted himself. So now he's trading raw power for a power. Actually that seems eminently fair.
Title: Re: Golems Are Great
Post by: Taran on January 14, 2014, 12:14:20 PM
But now you're house-ruling to keep it balanced.

The rain shorting it out would be a compel.

The big thing would be thresholds.  If you're going to allow it, you should treat each newly gotten power as it's own spell

So a threshold 2 isn't going to lower your total pool of powers, each spell would be its own pool of powers reduced by the threshold.  Maybe powers reduced below 0 zare permanently destroyed.

How often do thresholds come into play in your games?
Title: Re: Golems Are Great
Post by: Cadd on January 14, 2014, 02:31:04 PM
Note: I'll mark clearly what I see as Interpretation and what is Opinion in this post.
Interpretation:
Rituals granting powers only work as justification to explain how you're picking up a temporary power. Temporary powers, by the rules, require one FP per refresh for one scene. Designers (can't remember if it was Lenny or Fred or who it was) stated that the idea was to be able to use tags instead of FP's.

This does however mean that if you do a ritual with a one-week duration, you can access those powers during that week but you still have to pay either a FP or a Tag per refresh worth of power for every scene.

Opinion:
Essentially - if you're gonna have a power as a continual part of your character - pay permanent refresh. The Thaumaturgy can very well stand as justification that you have it:
"My Biomancy-specialized wizard has upped his own healing rate so much that I represent it with Inhuman Recovery; he does a ritual regularly to 'top it off' off-screen"
or you could even use someone elses Thaumaturgy as justification:
"My buddy Wizard X has done this magical tattoo on me that allows me to take the form of a crow with just a quick whisper (Beast Change/Human Form/Wings/Diminutive Size/whatever)"
I'd even say that if your concept involves regularly boosting yourself with a variety of 1-2 refresh powers - take Modular Abilites, maybe affected by a Limitation (fan-made replacement/expansion of the various rebate powers) that you have to use a ritual (narratively, not mechanically) to activate or swap powers.

(click to show/hide)
Title: Re: Golems Are Great
Post by: potestas on January 14, 2014, 03:07:43 PM
But now you're house-ruling to keep it balanced.

The rain shorting it out would be a compel.

The big thing would be thresholds.  If you're going to allow it, you should treat each newly gotten power as it's own spell

So a threshold 2 isn't going to lower your total pool of powers, each spell would be its own pool of powers reduced by the threshold.  Maybe powers reduced below 0 zare permanently destroyed.

How often do thresholds come into play in your games?

compels make the story, and its a fair trade for having a power for a bit.

I was thinking threshold's should affect the power of a spell. It might make it impossible to use the power without an invite. if you need a certain number of successes and the threshold brings you below that poof no more spell. Even a weak threshold could really affect the power, you might have to account for it in the ritual and that would bring up the cost. I don't really see how a player could literally run around all day with super powers. The time involved to make the ritual work would take up his morning. But if you over do it then the players wont really believe its something they can do. Transformations is something I like and think all wizards should be able to do but its very difficult in DF. Not sure

I really don't use them much as there are so many rules its hard just to get my head around the basics, then add in stuff like thresholds. If your going into a private home is about the only time they factor in. But we might want to bring them into it more, allowing the game to balance out the "super hero". I mean if stuff like that happened most people would not consider it a reliable way to win the day. Something they do for a conflict and then end it. Which is kind of what you want but not so heavy handed. So a wizard can make himself strong enough to wrestle a bear but because it looks like rain or the bear is the pet of a loving wife and mother of five, it probably wouldn't be the best way to resolve the issue of getting back the bear. The players can consider and reject it on their own. Players still can grant themselves powers but it wouldn't be the go to way of doing things. not sure gets dicey the more you think on it.