In the high-altitude silkeries of Saṃsāra, where the wind-spiders weave webs stronger than steel, the Arm of the Loom-Binder is a foundational tool for those who treat reality itself as a tapestry. These sleeves were first crafted for the apprentice weavers of the Sun-Drenched Spindles, who needed to manage miles of chaotic, razor-sharp thread without losing their fingers—or their focus. Tier 1 avatars often find these sleeves helpful for stabilizing their physical movements during the disorientation of early integration. The lore suggests that the sleeve does not just sit on the arm; it “tensions” the wearer’s nerves, turning erratic muscle twitches into the fluid, rhythmic motions of a master artisan.
The item is a form-fitting sleeve made of reinforced, bio-reactive linen and interlocking plates of polished horn. It extends from the base of the palm all the way to the armpit, where it is secured by a series of adjustable silken cords. Between the plates, glowing “warp-lines” of energized thread pulse with a soft gold light, acting as artificial tendons that provide the wearer with inhuman precision.
- Color: Deep indigo linen with ivory-white horn plates and golden warp-line accents.
- Slot: Arm (Left or Right; only one side may be equipped).
- Tier 1 Stats: +1 to Defense Rating against slashing attacks; +1 to Dexterity-based checks involving manual dexterity or fine motor control.
- Skills Gained When Worn: The avatar gains the Tension Sense skill, allowing them to instantly perceive the structural integrity and “stress points” of any woven material, rope, or fabric-based structure within reach.
Passive Magics:
- Thread-Steady Grip: The sleeve dampens all micro-tremors in the arm. The wearer gains a bonus to any task requiring a steady hand, such as threading a needle in a gale or picking a complex lock.
- Frictionless Feed: Any rope, chain, or thread handled by the equipped arm moves with zero friction unless the wearer intends to grip it. This prevents rope-burn and allows for incredibly fast rappelling or knot-tying.
Active Magics:
- Snap-Stitch: Once per encounter, the wearer can touch a torn object (up to 3 feet in size) and magically “weave” it back together instantly. This can repair a broken strap, a torn sail, or a mundane garment, restored to its original strength.
- Entangling Warp: By sweeping the arm in a wide arc, the wearer can cause the golden warp-lines to momentarily extend into the air. This creates a localized “web” of force in a 5-foot square that acts as difficult terrain for one round, slowing enemies who attempt to pass.
Tags: Common, Worn, Arm, Weaving, Dexterity, Utility, Fabric, Tier 1, Saṃsāra, Artisan, Spindle, Indigo, Tension, Textile, Loom, Fiber, Tailoring, Dexterity, Binding, Reinforcement
The acquisition of Arm 3319 of the Loom-Binder is traditionally a rite of passage for those entering the textile guilds or embarking on pioneering expeditions across the island countries of Saṃsāra. It is most commonly obtained as a “Journeyman’s Gift” upon reaching Tier 1, awarded by a mentor who recognizes the avatar’s need for physical stabilization and precision. In the wilder regions, these sleeves are often recovered from the “Thread-Graves” of weavers who perished while attempting to bind the unstable warp-storms of the high altitudes, their bio-reactive linen still pulsing with a faint, residual golden light.
The shops where the Loom-Binder’s Arm is traded are sensory environments filled with the rhythmic clatter of looms, the scent of boiling dyes, and the shimmering of raw silk.
- Guild-Sanctioned Draperies: These are prestigious, quiet establishments found in the central plazas of cities like Oakhaven. Here, the sleeves are custom-fitted to the avatar’s specific limb dimensions. The shopkeepers are master tailors who treat the item more like a surgical instrument than clothing. Because of the bespoke nature and the “sellers’ market” for guild-grade gear, the cost is typically 1 Gold and 5 Silver pieces. They rarely accept trade-ins unless the materials are of “Sun-Drenched” quality.
- Industrial Loom-Fabs: In the subterranean hives or heavy-steam ports, these sleeves are sold as mass-produced safety equipment for factory workers. The ivory plates might be replaced with polished steel, and the indigo linen is often grease-stained. These “ruggedized” versions are sold for a flat rate of 12 Silver pieces. The shopkeeper is usually a foreman who views the item as a way to increase productivity rather than a magical artifact.
- Waystation Outfitters: Located at the edges of the civilized islands where pioneers prepare for the “Great Weave,” these general stores carry used or refurbished sleeves. A character might find a Loom-Binder’s Arm hanging from a hook for 7 Silver pieces. The catch is that these items often carry the “memory” of their previous owner, requiring a Mind’s Eye cleansing before the Tension Sense skill fully aligns with the new wearer.
- Antique Fabricators: Found in the hidden alleys of the 73 countries, these shops specialize in “pre-unbinding” artifacts. They sell the most aesthetically beautiful versions, featuring rare wind-spider silk and ancient horn-plates. These collectors’ pieces can fetch up to 4 Gold pieces, marketed to high-tier administrators or wealthy artisans who value the indigo-white aesthetic as much as the Snap-Stitch utility.
When an avatar seeks to sell the item, they will find the best return in frontier colonies where clothing and sail repair are matters of life and death. In such places, a used sleeve might be traded for 8 Silver pieces or a week’s worth of high-quality rations and safe passage. In contrast, selling it to a scrap-merchant in a tech-focused city will yield only 2 Silver pieces, as they will simply strip the bio-reactive fibers for raw magical conductance.
Tactile Strategy and the Loom-Binder’s Reach
Roleplaying with the Arm 3319 of the Loom-Binder requires a shift in perspective, where the battlefield is seen as a series of interconnected tensions. The wearer does not just hit or block; they manipulate the “thread” of the moment to find the path of least resistance.
- In Crowded Urban Hubs or Markets:
- Offense: The avatar can use the Thread-Steady Grip to perform precise, non-lethal strikes or “knot-work” maneuvers. In a chase, the wearer can grab a hanging banner or a laundry line and, using the Frictionless Feed, whip it around a target’s ankles to trip them. The roleplay emphasizes the fluidity of movement—using the environment’s own fabrics as extensions of the arm.
- Defense: When navigating narrow alleys, the Tension Sense allows the avatar to identify which awnings or ropes can support their weight. They can leap into a “safety net” of cables that would snap for anyone else, trusting the arm to redistribute the tension. Against physical strikes, the horn plates act as a hard parry surface, sliding the enemy’s blade away on a layer of frictionless force.
- In High-Altitude Wind-Islands:
- Offense: During aerial combat or ship-to-ship boarding, the avatar uses the Entangling Warp. By lashing out with the energized golden lines, they can snag an enemy’s glider or rigging. The “tension” provided by the arm allows the avatar to pull a target off-balance without being yanked themselves, effectively “reeling in” a threat like a caught fish.
- Defense: In heavy gales, the Thread-Steady Grip is the difference between staying on deck and being swept into the abyss. The avatar can secure themselves to a railing with a single hand, the sleeve absorbing the violent vibrations of the storm. If a sail tears, the Snap-Stitch magic can prevent a catastrophic loss of lift by instantly mending the primary seam.
- In Subterranean Hives or Industrial Vats:
- Offense: Within the machinery-heavy hives, the Tension Sense reveals hidden weaknesses in support cables or conveyor belts. The avatar can apply a small amount of pressure to a high-tension cable, causing it to snap toward an opponent with the force of a ballista. The roleplay focus is on “unraveling” the enemy’s structural advantages.
- Defense: The Frictionless Feed allows the avatar to slide down vertical elevator cables or chains with extreme speed to avoid fire. Since the sleeve prevents friction-heat, the avatar arrives at the bottom with a cool limb and a ready weapon. If a mechanical belt attempts to pull the avatar into a gear, the frictionless layer allows them to slide their arm out of the trap unharmed.
- In Overgrown Jungle or Wild Islands:
- Offense: The avatar treats thick vines and creepers as their personal loom. By applying the Entangling Warp to the local flora, they can weave a temporary snare that holds a predator in place. The roleplay involves the avatar moving their arm in complex patterns, “stitching” the natural world into a cage.
- Defense: Against venomous thorns or razor-leafed plants, the reinforced indigo linen and horn plates provide a thick barrier. The Tension Sense alerts the avatar to “trip-wire” vines or snares set by hostile groups, allowing them to navigate the undergrowth with a preternatural awareness of the traps hidden in the foliage.

Perception of Activation:
- User’s Perspective: When the Loom-Binder’s Arm is activated, the wearer feels a sudden, rhythmic tightening of the linen against their skin, as if the sleeve is taking a deep breath. A gentle warmth radiates from the ivory plates, and the golden “warp-lines” begin to hum against the bone, vibrating at a frequency that matches the user’s heartbeat. Extra-sensory perceptions include “Tension Vision,” where the air itself appears filled with invisible, vibrating strings connecting all objects. The user feels a strange “phantom length” in their fingers, as if their reach extends several inches beyond their flesh. They also perceive the “echo” of any woven fabric within twenty feet, feeling the strain of every knot and the weight of every thread as a subtle tugging in their own muscles.
- Observer’s Perspective: To an onlooker, the deep indigo fabric of the sleeve seems to darken, providing a starker contrast to the ivory plates which begin to shimmer with a pearlescent sheen. The golden lines between the plates flare to life, casting a geometric, web-like pattern of light onto the user’s surroundings. A soft, melodic sound—similar to a harp string being plucked—resonates from the arm whenever the wearer moves. When Entangling Warp is used, the air momentarily crystallizes into a faint, golden lattice that shimmers before fading. A scent of fresh rain on warm stone and sun-dried flax accompanies the activation.
- Positives: The user experiences an immediate surge in physical confidence; the “Thread-Steady Grip” makes the arm feel like a perfectly calibrated machine. Tremors from fear or exhaustion vanish, replaced by a sense of “Artisan’s Flow.” The frictionless layer feels like a cool, protective silk second-skin, making the wearer feel untouchable by mundane hazards like rope-burn or abrasive surfaces. The “Snap-Stitch” provides a profound sense of utility, knowing that the structural integrity of their gear can be restored with a single thought.
- Negatives: The activation can cause a “sensory anchor” effect, where the user becomes so attuned to the tensions of the world that they feel physically pained when something nearby snaps or tears. The constant humming of the warp-lines can lead to “phantom vibrations” in the arm long after the sleeve is removed. Furthermore, the hyper-focus on manual dexterity can lead to a “Precision Lag” in the rest of the body, making the user feel slightly clumsy or heavy-footed in their legs while their arm operates with god-like grace.
Fabrication of the Loom-Binder’s Spindle-Sleeve
- Materials Needed:
- One bolt of Indigo-Dyed Bio-Linen: Harvested from flax grown in high-resonance soil and cured in deep-sea minerals.
- Five plates of Polished Wind-Spider Horn: Sourced from the molted carapaces of the great arachnids of the floating islands.
- Three yards of Sun-Drenched Gold-Thread: Silk spun by larvae fed exclusively on solar-charged mulberry leaves.
- A vial of “Viscous Tension”: An alchemical fluid distilled from the sap of the Iron-Bark Tree and the sweat of a master weaver.
- Twelve Bone-Needles: Carved from the ribs of a Tier 1 predator and polished to a mirror finish.
- A skein of “Phantom Sinew”: Transparent, high-conductance fiber used to link the bio-reactive linen to the horn plates.
- Tools Required:
- A Weighted Warp-Spindle: Specifically calibrated to the gravitational pull of the user’s home country.
- Ceramic Embroidery Hoops: To hold the bio-linen under constant, even tension during the stitching process.
- A Silver-Tipped Soldering Needle: For “weaving” the energized gold-thread into the linen’s grain.
- A Resonant Loom-Hammer: Used to tap the horn plates into alignment with the wearer’s skeletal structure.
- A Tension-Gauge: To ensure the “live data” conductivity of the thread does not exceed Tier 1 safety limits.
- Skill Requirements:
- Proficiency in “Textile Alchemy”: Necessary to bond the bio-reactive fibers without destroying their magical potential.
- Advanced “Stitch-Geometry”: To map the golden warp-lines along the avatar’s meridian pathways.
- Expertise in “Arthropod Anatomy”: Required to properly shape and hinge the horn plates for maximum mobility.
- Tier 1 Harmonic Attunement: The crafter must be able to pulse their own energy at a frequency that mimics the “Great Weave.”
- Crafting Steps:
- The Foundation: Cut the Indigo Bio-Linen to the exact dimensions of the wearer’s arm, leaving a half-inch margin for the “Breathing Seams” that allow the sleeve to expand during muscle exertion.
- Plate Tempering: Soak the Wind-Spider Horn plates in the “Viscous Tension” fluid for three full sun-cycles, then polish them until the golden warp-lines can reflect in their surface.
- The Internal Weave: Use the Silver-Tipped Needle to embroider the Sun-Drenched Gold-Thread into the interior of the linen, following the natural flow of the arm’s major arteries and nerves.
- Mounting the Armor: Secure the horn plates onto the exterior of the sleeve using the “Phantom Sinew.” Each plate must be hinged perfectly to allow for full flexion of the elbow and rotation of the wrist.
- Tensioning the Warp: Anchor the golden lines at the wrist and the armpit, pulling them to a “Resting Note” that vibrates when flicked. This activates the Frictionless Feed property.
- The Snap-Stitch Seal: Apply a final layer of alchemical sealant to the seams while reciting the “Catechism of the Unbroken Thread.”
- Final Calibration: Slide the sleeve onto the intended arm and perform a series of rapid manual tasks. If the golden lines pulse in rhythm with the heartbeat and the Tension Sense activates, the item is bound.
Blue-Skin-Tube and One Who Pulled String
In the age of the first loosening, when the sky was a blanket of unspun wool and the islands were but loose buttons on the vest of the Void, there lived a small weaver-spirit named Oru. Oru possessed the “Arm of the Empty Sleeve,” a limb that was weak as water and could not hold the heavy hammer of the builders. The memories of the old stars told Oru that the world was but a series of knots, but Oru’s fingers were too “tier-low” to feel the pattern.
The translation of the silt-scrolls says that Oru walked to the High Spindle where the Great Spider-Mother sat, she who eats the sun to make the light. Oru cried in the “tongue of the tangled,” saying, “The world pulls upon me, but I have no grip! I am a loose thread in the wind of Saṃsāra!” The unknown language suggests that the Spider-Mother did not speak, but vomited a “golden lightning” that became a thread, and she took the indigo hide of the sky to make a vessel.
She bound Oru’s arm in the “Indigo-Binding-Skin.” She placed the “White-Bone-Slabs” upon the flesh, which were not bone but the frozen breaths of the wind. When the sleeve was shut, the “warp-lines” of the sun-silk bit into Oru’s skin, not to hurt, but to “become the bone.” The story says that Oru’s arm became as the iron-root, and the micro-shakes of the fear-spirit were swallowed by the gold-threads.
With the “Arm of the Loom-Binder,” Oru did not just weave cloth. Oru reached into the air and grabbed the “vibrations of the mountain.” When a great wave sought to drown the village, Oru used the Snap-Stitch to sew the water to the shore, making the sea behave like a folded rug. When the shadow-beasts came with claws of discord, Oru used the Entangling Warp to tie their breaths into knots, so they could not breathe the air of the living.
But the ancient, broken text warns of the “Tension-Madness.” Oru became so attuned to the strings of the world that Oru could feel when a leaf fell on the far side of the 73 countries. The vibration was a “scream in the elbow.” The translation suggests that Oru eventually walked into the Great Loom and pulled the “Main Thread,” hoping to tighten the world into a perfect garment. Instead, Oru became the sleeve itself, a ghost of indigo and gold that wanders the high islands, looking for a hand to fill the void.
The moral of the story: He who seeks to pull the strings of the world must remember that he is also a thread that can be snapped.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Loom-Binder’s Stabilizing Sleeve
- Description: A heavy, indigo-dyed linen sleeve reinforced with plates of ivory-like horn. It hums with a faint, grounding frequency that steadies the investigator’s hand.
- Game Mechanics:
- Thread-Steady Grip: The investigator gains a Bonus Die on Locksmith, Sleight of Hand, or Fine Mechanical rolls.
- Snap-Stitch: By spending 2 Magic Points, the investigator can instantly repair a small, torn object (a backpack strap, a shredded document, a cut rope).
- Frictionless Feed: The wearer gains a Bonus Die to DEX checks or Climb rolls when using ropes or cables, as the sleeve prevents friction damage and allows for smooth movement.
- Special: Provides 1 point of Armor to the equipped arm only.
- Sanity Loss: 0/1 (The unnatural stillness of the limb can be unsettling).
Blades in the Dark
The Weaver’s Vambrace
- Item Type: Clothing/Armor (0 Load).
- Tier: Common (Fine quality).
- Game Mechanics:
- Tension Sense: When you Survey a scene, you can ask an additional question about structural weaknesses or hidden entry points made of fabric or rope.
- Snap-Stitch: You may spend 1 Stress to instantly repair a piece of gear that has been “Damaged” or “Broken,” restoring its function for the remainder of the score.
- Entangling Warp: During a skirmish, you may expend your Special Armor (if you have it) to create an obstacle of golden force, granting +1d to a Finesse roll made to escape or reposition.
- Flavor: The indigo fabric feels “alive” against the skin, tightening whenever danger is near.
Dungeons & Dragons (5th Edition)
Arm 3319: Loom-Binder’s Sleeve
- Wondrous Item, Common (Requires Attunement)
- Slot: Arm
- Properties:
- Thread-Steady Grip: You gain a +1 bonus to Dexterity (Sleight of Hand) checks and checks made with Thieves’ Tools.
- Snap-Stitch: As an action, you can cast the Mending cantrip. When cast this way, the casting time is 1 action instead of 1 minute, but it can only target fabric, rope, or organic materials (like leather).
- Frictionless Feed: You have a climbing speed equal to your walking speed while using a rope, and you have advantage on checks to resist being grappled if the attacker is using ropes or nets.
- Entangling Warp: Once per long rest, you can cast Entangle (DC 13). The area is a 5-foot square centered on a point you can see within 30 feet, and the “vines” appear as glowing golden threads.
Knave (2nd Edition)
Sleeve of the Spindle-Master
- Slots: 1 (Worn on arm)
- Mechanics:
- Armor: +1 to Armor Rating (Only against slashing/cutting).
- Tension Sense: You can detect hidden traps triggered by tripwires or pressure plates if they involve rope or fabric.
- Active – Snap-Stitch: Three times per day, instantly repair one broken non-magical item made of cloth, leather, or rope.
- Active – Entangling Warp: Once per day, you may sweep your arm to create a 5ft area of “Sticky Threads.” Any creature in the area must make a DEX save or be unable to move on its next turn.
- Weight/Cost: 12 Silver. If the wearer rolls a critical failure on an Agility save, the golden threads lose their tension and must be “re-tuned” at a loom.
Fate (Core/Condensed)
Arm 3319: The Loom-Binder’s Spindle-Sleeve
- Aspect: Weaver of the Golden Warp.
- Stunt – Tension Sense: Because I wear the Loom-Binder’s Spindle-Sleeve, I gain a +2 to Notice or Create an Advantage when investigating the structural integrity of buildings, ships, or traps that involve ropes, cables, or woven materials.
- Stunt – Snap-Stitch: Because I wear the Loom-Binder’s Spindle-Sleeve, once per session I can instantly repair a piece of fabric-based equipment that has been damaged or destroyed, effectively removing a minor consequence related to gear failure.
- Active Magic – Entangling Warp: I can spend a Fate Point to Create an Advantage by lashing out with golden warp-lines. This creates a “Thread-Bound” aspect on an opponent or zone with two free invokes, representing the constricting force of the weaving.
- Passive – Frictionless Feed: I gain a +2 to overcome obstacles related to climbing or rappelling as long as I am using a rope or cable.
Numenera & Cypher System
Bio-Reactive Tension Sleeve
- Level: 1d6 (Common)
- Form: An indigo fabric sleeve with ivory-like articulated plates and glowing golden circuitry.
- Effect: The wearer gains an Asset on all Speed-based tasks involving manual dexterity, such as picking locks, repairing delicate machinery, or knot-tying.
- Passive – Thread-Steady Grip: The user reduces the difficulty of any task requiring a steady hand or extreme precision by one step.
- Action – Snap-Stitch: The user spends 1 Intellect point to touch a non-magical object made of cloth, leather, or rope. The object is instantly mended.
- Action – Entangling Warp: The user spends 2 Speed points to project a web of golden energy. This functions as a Level 3 Speed task to hinder an opponent’s movement for one round within immediate range.
- Depletion: — (Permanent equipment).
Pathfinder (2nd Edition)
Arm 3319: Loom-Binder’s Bracer
- Item 1 | Common | Conjuration | Invested | Magical
- Price: 15 gp
- Usage: Worn (Arm); Bulk: L
- Thread-Steady Grip: You gain a +1 item bonus to Thievery checks and Crafting checks involving textiles or leatherwork.
- Tension Sense: You gain a +1 item bonus to Perception checks to find traps that utilize tripwires or pulleys.
- Activate (Single Action): Snap-Stitch (Concentrate); Frequency: 3 times per day. Effect: You cast the Mending spell, but only on fabric, rope, or leather items. The repair is instantaneous.
- Activate (Two Actions): Entangling Warp (Manipulate); Frequency: Once per day. Effect: Glowing threads erupt from the bracer. This functions as the Entangle spell (DC 15), but the area is a single 5-foot square within 20 feet.
- Frictionless Feed: You gain a +2 circumstance bonus to Athletics checks to Climb when using a rope.
Savage Worlds (Adventure Edition)
Loom-Binder’s Arm-Guard
- Type: Minor Artifact.
- Weight: 1 lb.
- Armor: +2 to the equipped arm only (Stacks with other armor).
- Thread-Steady Grip: The wearer gains a +1 bonus to Thievery and Repair rolls involving fine mechanical parts or textiles.
- Tension Sense: The wearer gains a +2 bonus to Notice rolls made to detect mechanical traps involving tripwires or tension-based triggers.
- Active – Snap-Stitch: As a limited action, the wearer can mend a torn fabric or rope item. This can be used to fix a “broken” status on gear made of such materials.
- Active – Entangling Warp: Once per encounter, the wearer can use the golden threads to perform a “Bind” maneuver against a target within 3″ (6 yards) using their Athletics skill.
- Passive – Frictionless Feed: The wearer ignores the first 2 points of penalties when using a rope to Climb or perform a “Descent” maneuver.
Shadowrun (6th World Edition)
The Weaver’s Bio-Laminate Sleeve
- Type: Armor Clothing (Accessory)
- Rating: +1
- Capacity: [2]
- Game Mechanics:
- Thread-Steady Grip: The stabilizing bio-fibers grant a +1 dice pool bonus to Lockpicking and Electronics tests.
- Frictionless Feed: When using a grapple line or rappelling, the user gains +2 dice to Athletics tests to maintain control or increase speed.
- Snap-Stitch: By spending 1 Minor Action, the user can deploy nanites to seal a breach in environmental suits, armor, or clothing. This negates any “Leaking” or “Exposed” status effects for the wearer.
- Entangling Warp: The user can fire a localized burst of conductive gold-thread. This counts as a Binding attack with a Close Range. If successful, the target suffers a -2 penalty to their next Movement action.
- Special: The horn plates provide +1 Defense Rating specifically against Slashing weapons.
Starfinder (2nd Edition / Playtest)
Slots 3319: Loom-Binder’s Webbing
- Item 1 | Common | Tech | Magical
- Price: 165 credits
- Usage: Worn (Arm); Bulk: L
- Game Mechanics:
- Tension Sense: You gain a +1 item bonus to Perception checks to detect traps involving wires, cables, or physical triggers.
- Thread-Steady Grip: You gain a +1 item bonus to Computers or Engineering checks to disable devices or perform delicate repairs.
- Activate (Reaction): Snap-Stitch; Frequency: 3 times per day; Trigger: An item of clothing, a backpack, or a rope within reach is damaged. Effect: The item is instantly repaired (restoring 1 HP to the object).
- Activate (Two Actions): Entangling Warp; Frequency: Once per day. Effect: You create a 5-foot square of shimmering threads. This area is Difficult Terrain. Any creature that ends its turn in the square must succeed at a DC 14 Reflex save or be Off-Guard until the start of its next turn.
- Frictionless Feed: You ignore the first 5 feet of movement required to mount or dismount a rope or ladder.
Traveller (Mongoose 2nd Edition)
Precision Weaving Bracer
- TL: 11
- Cost: Cr 500
- Game Mechanics:
- Thread-Steady Grip: The internal gyro-stabilizers provide a +1 DM to all Mechanic and Electronics checks involving small-scale components.
- Tension Sense: The wearer receives a +1 DM to Survival checks when navigating terrain involving bridges, cables, or precarious structures.
- Frictionless Feed: When rappelling or using a winch, the traveler is treated as having Athletics (Dexterity) 1. If they already have this skill, they gain a +1 DM instead.
- Snap-Stitch: The bracer can deploy a quick-set resin and fiber mesh to repair a vacuum suit breach or a torn pressure seal as a Significant Action.
- Armor: Provides +1 Protection to the arm only.
Warhammer (Age of Sigmar: Soulbound)
The Spindle-Guard of the Great Weave
- Rarity: Common
- Traits: Worn (Arm), Defensive
- Game Mechanics:
- Tension Sense: You gain a +1d6 bonus to Mind (Intuition) tests to detect traps or structural weaknesses in buildings.
- Snap-Stitch: As a Minor Action, you can mend a piece of non-magical equipment made of cloth or leather. If the item was granting a bonus that was lost due to damage, the bonus is restored.
- Entangling Warp: You can spend a Soulbound Mettle point to unleash a lash of golden light. A target within Short Range must make a Body (Might) test (DN 4:2) or become Restrained as they are bound by spectral threads.
- Thread-Steady Grip: You gain an Advantage on any Dexterity (Crafting) test involving tailoring, weaving, or fletching.
- Armor: Your Armor increases by 1 against attacks made with Slashing weapons.
