By combining a physical object, a thread, and the heart of a spell, a character can create a machine - a living artifact capable of great power in the right hands.
A machine is an item imbued with the heart of a magic skill, and bound together with the thread of another life; that thread brings the willpower and personality to the machine, while the heart brings the machine's capability. Creating a machine requires the use of the one of four Weave actions (each Magic skill has one):
  • Weave Bauble (Revel) action - baubles capture the heart of a charm
  • Weave Reflection (Mirror) action - reflections augment the wielder's attributes
  • Weave Binding (Fae) action - bindings contain a curse and attach to a victim
  • Weave Channel (Dawn) action - channels contain a unique composition that can be reused
To make a machine, a character must use the appropriate action, and combine the specified components - the details of which are described in each machine's section. This action also costs story points, and will require the use of one or more threads. The threads used are of particular importance, as both the type and quality will be used to determine various functional properties and limitations of the machine.
Once created, a machine is a living entity, and it will not operate for just anyone who has possession of it. Machines must be aligned to a mortal in order to bend them to their will. This is a process that requires matching the virtues of the machine to those of the mortal, to prove themselves to the machine's spirit.


When a character first encounters a machine (whether they created it, found it, or had it bound to them as part of a curse), the machine's willpower may resist the character entirely.
In order to break the machine's will such that the character can make use of the machine, the character must align to the machine's virtues. A machine's willpower is represented by 1-3 virtues. A character in possession of a machine is considered aligned to that machine (and thus able to benefit from the machine's effects) if their corresponding virtues match; if even one such virtue does not match, they are not aligned, and the machine will not engage for the character.
When constructing any machine, after determining its willpower, randomly select a virtue for each willpower it has: motivation, temperament, and adaptability (note that you cannot select the same virtue twice; a machine will only ever have 1-3 willpower - if a machine has 3 willpower, it has all 3 virtues). For each selected virtue, randomly select one of the two possible values to determine the machine's alignment.
Roll d6 Virtue
1-2 Motivation (1-3: Focus, 4-6: Passion)
3-4 Temperament (1-3: Serene, 4-6: Fiery)
5-6 Adaptability (1-3: Grace, 4-6: Rigid)
Note that bindings do not use the alignment mechanic.


Machines are jealous entities, and they do not wish to share their owners with others. Each machine has a jealousy attribute, as defined in their individual entries. A character may possess and dominate as many machines as they desire, but they may only gain the benefits from a few at a time. A character that benefits from a machine can benefit from no more machines than that machine's jealousy (or, put another way, the lowest jealousy attribute amongst machines that a character uses simultaneously determines the maximum number of machines that character may use).
Note that bindings do not use the jealousy mechanic.


Each machine has a personality. Randomly select one below (or the narrator may assign one based on the thread that was used to construct the machine). Personalities do not impact mechanical gameplay - they are for storytelling purposes only.
Roll d100 Behavior
1-5 Sassy
6-10 Knowledgeable
11-15 Taunting
16-20 Encouraging
21-25 Calming
26-30 Indifferent
31-35 Lustful
36-40 Wild
41-45 Maniacal
46-50 Rude
51-55 Elitist
56-60 Cruel
61-65 Apologetic
66-70 Icy
71-75 Cheerful
76-80 Uncouth
81-85 Condescending
86-90 Unpredictable
91-95 Insane
96-100 Distant