The Mechanist
- Lee Draper
- Feb 13
- 6 min read

This week we introduce another of the new classes from the Tome of Whispers. Like the Conjurer before, the Mechanist is a dedicated "pet" class, with a companion that serves as one of the class's primary tools. Many characters forge a bond of trust with allies that serve them in battle and beyond. There's something deeply personal about such a connection, but not everyone has the time or inclination to build such emotional bridges. If you know how, it can be much more expedient to build yourself a companion from scratch. Of course, one has to have the magical or technological skill to do so.
A Mechanist takes item crafting to its extreme. Depending on their choices, they might rival an alchemist in scientific expertise or churn out magical items with a speed that would make most other magicians quite jealous. Although these exploits are incredible in and of themselves, a Mechanist's greatest advancement is the construction of their robot companion. This robot might be purely technological, purely magical, or a strange hybrid of both. Each Mechanist follows a different path, and their custom ally is always a force to be reckoned with.
There are three types of Constructs in Realm of Runes: clockwork, golems, and homunculi. The first choice that a Mechanist needs to make is which type they want to be able to create. Golems are entirely magical, clockwork are not magical at all, and homunculi are a spectrum somewhere between. This choice of construct type is one of a Mechanist's most important choices since, once made, it can't be changed even through retraining. Most everything else about your robot companion can be changed at your whims, though!
Magic Or Mundane?
Another important choice when building a Mechanist is what kind of daily resource pool you want. You can choose whether your daily resource pool is Alchemy Points, Spell Points, or Hybrid. If you choose either Alchemy or Spell points, your entire resource pool is comprised of that type. If you choose Hybrid, you get both - but your number of points doesn't change. Instead, you get to decide how to allocate your points between Alchemy and Spell points. You can change how your points are divided every day if you want to, but you have to have at least one point in each pool.
If you have Alchemy Points, you can use your points to produce alchemical items for which you know the formulas. You can produce them quickly on the fly or can produce them in advance for a substantial discount in terms of resources. You begin play with several alchemical formulas and can learn more as you go. Alchemy Points can never be used to produce magic items, though, even if you also have Spell Points. Your alchemical abilities will always fall a little shy of a pure alchemist, even if you choose Alchemy Points exclusively, but you get a custom robot to make up for it!
If you have Spell Points, you can use your points to produce magic consumable items for which you know the formulas. You can produce them quickly on the fly or can produce them in advance for a substantial discount in terms of resources. You begin play with several magic item formulas and can learn more as you go. Spell Points can never be used to produce alchemical items, though, even if you also have Alchemy Points. You won't have spell slots like other casters, but you will have plenty of scrolls and potions at your disposal and you get a custom robot to make up for it!
Clockwork Robots
A clockwork robot is never magic. Any costs for a clockwork robot must be paid with Alchemy Points and can never be paid with Spell Points. Clockwork robots cost 2 points to build from scratch and can be programmed with up to four tricks at a time. These tricks are the same tricks as would be taught to a normal animal companion, but you can swap them in and out as you see fit. Some Mechanist class perks increase the number of tricks you can program your clockwork robot with at the same time.
Because they are purely technological, clockwork robots remain functional in an area of null magic. The default clockwork robot is made from steel, but Mechanist class perks can unlock more exotic materials that, in turn, imbues your robot with the special properties of materials used in its construction. If your clockwork robot is destroyed, or if you want to swap out its parts or materials, you can Alchemy Points to do so. Your robot can also be repaired in the field using the Crafting skill, though you can dramatically improve your results by the optional expenditure of more Alchemy Points.
Golem Robots
A golem robot is always magic. Any costs for a golem robot must be paid with Spell Points and can never be paid with Alchemy Points. Golem robots cost 2 points to build from scratch and can be programmed with up to four tricks at a time. These tricks are the same tricks as would be taught to a normal animal companion, but you can swap them in and out as you see fit. Some Mechanist class perks increase the number of tricks you can program your golem robot with at the same time.
Because they are purely magical, golem robots do not function in an area of null magic. However, because their construction is far less finnicky, there are more default materials for golems than for clockworks. Beginner Mechanists can make a golem from bone, stone, or wood. Mechanist class perks unlock more exotic materials that can be used to make your golem, imbuing your robot with the special properties of the materials used in its construction. If your golem robot is destroyed, or if you want to swap out its parts or materials, you can spend Spell Points to do so. Your robot can also be repaired in the field using the Crafting skill, though you can dramatically improve your results by the optional expenditure of more Spell Points.
Homunculus Robots
A homunculus is a hybrid being, capable of being created by either alchemy, magic, or both. Costs for a homunculus robot can be freely split between Alchemy and Spell Points at your discretion. Unlike clockwork and golems, homunculi are living beings with agency and memory. They are taught tricks permanently, just like more traditional animal companions, and cannot be reprogrammed. While other animal companions must be replaced if they are killed, you can revive your homunculus robot by spending points from your daily resource pools. A homunculus robot begins play knowing several tricks, but you can teach it new tricks using your Crafting skill instead of your Nature skill to Handle Animal.
Because they are alive, homunculus robots always function in an area of null magic, and they grow in capability over time. Your homunculus goes through the same stages of development as other animal companions, becoming full-grown, advanced, and eventually specialized as you gain levels. Also, unlike clockwork and golems, a homunculus is always made of flesh. They have Hit Points, instead of gaining dents like other constructs, and they don't usually have the hardness that comes with a material. Those Mechanist class perks which unlock more exotic materials also unlock the ability to infuse those materials into your homunculus's body, however, giving it access to some of that material's special properties.
Your Custom Design
If you choose a homunculus robot, your creature is sculpted in the shape of an actual animal and uses that animal's statistics. Unlike more traditional animal companions, however, if your circumstances require a different type of animal, you can simply re-sculpt your homunculus into a new, more appropriate form. It keeps all of its history with you and the tricks that it knows. You can even change it back later if you want!
If you choose a clockwork or golem robot, there are four basic body plans that are provided in the class: bipedal, quadrupedal, aquatic, and avian. Each of these body plans has a specific set of parts that is comprised of, such as arms and legs and heads, etcetera. These body plans are just the beginning, though! You have the ability to make custom changes to your robot, adding or removing different parts as you wish. Some Mechanist class perks unlock more exotic parts which you can add to your robot. Your robot is always a unique expression of you as a Mechanist, and your creative freedom has room to run wild!
The Mechanist is a completely different take on the idea of a "pet" class, letting you build your own custom companion from scratch. Because you can simply repair damaged or destroyed robots, or revive slain homunculi, it also makes for a great version of the concept for those players who are afraid of losing a treasured friend should things go completely sideways. Because the class itself can be magical, technological, or even both, the Mechanist offers these unique properties to all sorts of character concepts. Next time we'll return to the Realm of Runes Card Game to take a look at Divine Intervention in the game, so stay tuned!
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