From: Lineage 317 of the Dream Tusked Nga Tara
Tool Type: Portable Steam-Enchantment Loom
A trunk-operated mini-loom with brass pedals and glowing Vo-Run rods that weave dream-infused filaments into armor or gear. It rides on two steam-assisted wheels and unfolds into a working platform in minutes. Dream-threads spun on the Leyforge Loom can patch torn hydromantic circuits, repair magical seals, or craft new bindings for weapons and belts. Essential for field repairs and ritual gear upgrades far from a Dreampool.
Advantages: lets the user maintain or upgrade gear in remote jungle or airship voyages; can infuse temporary magical boons (extra mana boost point, +minor resistance).
Drawbacks: requires water and steam pressure; long use drains stamina and dream clarity; repeated portable weaving may leave unstable enchantments if rushed.
Lore
The Leyforge Loom-227 is a descendant of the colossal dream looms that once floated in Dreampool sanctuaries of Aboriginal’s high riverlands. When Dreamrift tremors and wandering expeditions forced Nga-Tara engineers far from safe cities, they shrank those sacred weaving towers into a portable field version. Crafted of dark teak soaked in dream-water and lined with brass pipes, the 227th model was refined for heavy-limbed, trunk-gifted Nga-Tara who needed to service complex hydromantic gear while roaming uncharted jungles or aboard storm-tossed airships. Each loom’s rods are etched with Vo-Run phrases said to echo the first thread spun by Yirra’s own hands. When deployed, the tiny pistons hiss and a soft, watery hum fills the air; to the Nga-Tara this is “the Loom’s breath,” a sign the spirits of weaving are near. Expedition leaders often treat the loom as a living companion, believed to remember every stitch and whisper warnings when a weave is unstable.
Tier-1 Values
- Slot: Tool (portable apparatus)
- Stats (Tier-1 intent):
• Strength +1 (mechanical leverage of trunk pedals)
• Intelligence +1 (pattern recognition for enchantments)
• Endurance −1 if used more than 30 minutes without rest (draining to maintain steam and dream focus) - Skills Gained: +2 Craft (Enchantment or Steam Engineering), +2 Repair (Magical Gear), +1 Arcana/Occult checks relating to hydromantic circuits.
Passive Magics
- Dream-Thread Stabilization: While the loom is open, any magical gear within 10 ft gains advantage on resisting wear or destabilization (minor bonus to save vs. disruption effects).
- Flow Harmonizer: Subtle vibration aligns the user’s Mind’s Eye with nearby ley lines, granting minor clarity (reduces penalties for crafting outside Dreampool sanctuaries).
- Heat Balance: Automatically vents safe mist to keep the user’s trunk and arms cool while weaving, reducing fatigue.
Activatable Magics
- Patch Circuit (1/day): Instantly repair or re-stitch a damaged hydromantic conduit or sigil line, restoring 1 lost function of a Tier-1 item for 24 hours.
- Infuse Surge (1/day): Spend 10 minutes feeding dream water and personal essence into the loom to grant a single worn item a small mana boost (+1 to a magical ability check or single-use resistance against heat/cold/water) until next rest.
- Emergency Seal (1/week): Lock down a critical break in a weapon or armor’s enchantment, preventing catastrophic magical backlash for 1 hour — used during combat or field crises.
Tags
Field-Loom, Gear-Maintainer, Expedition-Crafter, Steam-Weaver, Hydromancy-Support, Emergency-Enchanter, Mobile-Forge, Dream-Thread, Ritual-Artisan, Dreamweft-Repair, Portable-Forge, Steam-Pedal, Jungle-Crafter, Field-Enchanter, Mana-Infuser, Expedition-Loom, Gear-Sustainer, Leyline-Harmonizer
Where the Leyforge Loom-227 May Be Bought and Sold in Saṃsāra
The Leyforge Loom-227 is a specialized, high-value field tool designed for expert hydromancers, traveling artificers, and deep-jungle repairers. Its sale and trade follow the needs of long-range expeditions, military engineers, and high-level adventurers who cannot rely on stationary Dreampool workshops. Because it is portable yet capable of true magical weaving, it appears only in select venues and is priced based on how refined and stable the loom’s enchantments are.
Arcane Fabrication Halls (Capital Cities — Vara-Sul, Dreamtide, Coralis Dominion)
These are great state-funded or guild-managed workshops where the monarchy’s artificer guilds produce magical machinery. The Loom-227 is often commissioned here as a custom order. Customers must show credentials — master weaver’s license or service to the matriarchal guard.
Typical Cost: 950–1,200 gold for a newly forged, fully stable loom with a guaranteed enchantment lattice.
Dreampool Artisan Bazaars (Floating Market Platforms and River Cities)
Here, individual Dreamweavers or independent magical engineers sell refurbished or “battle-proven” looms, often those that once belonged to fallen explorers or retired jungle teams. They may have minor quirks (loose steam seals, uneven thread tension) but are cheaper and faster to acquire.
Typical Cost: 600–850 gold depending on condition; may be bartered for rare monster parts, hydromantic reagents, or a map to hidden ley pools.
Expedition Armamentaries (Frontier Outposts & Jungle Forts)
Small, fortified trade stations at the edge of the great Aboriginal wilds carry Loom-227 units as part of deep expedition supply crates. They are less elegant and often heavier but built to endure humidity and rough travel. These models are sought by monster hunters and leyline engineers working far from cities.
Typical Cost: 500–700 gold; sometimes rented with a heavy deposit (200–300 gold) if returning intact after an expedition.
Airship Docks & Sky-Caravan Emporia
Sky-merchants carry compact Leyforge Looms modified for shipboard use. These are optimized for repairs mid-flight and quick gear infusions between voyages. They’re more expensive due to custom stabilization to handle vibration and air-thin pressure.
Typical Cost: 1,100–1,500 gold for airship-rated models with shock-dampened dream-thread reservoirs.
Private Black-Market Forges (Uncharted Isles and Coastal Smugglers)
Illicit trade routes occasionally supply stolen or rogue-modified looms. These can be risky — altered safety valves, unstable dream rods — but are attractive to outlaw crews or unaffiliated tinkerers who cannot pass guild regulation.
Typical Cost: 350–500 gold (but reliability varies wildly; some fail catastrophically or drain too much mana).
How It Is Traded
- Payment is often mixed: gold for base price plus rare ley reagents (coiled dream-fiber, whisperwater essence, leviathan scale shavings) to offset cost.
- In capitals, guilds require registration of each loom’s Vo-Run signature to prevent unstable field modifications.
- Outlanders and monster hunters prefer barter: offering freshly harvested monster ichor, unique leyline maps, or access to hidden aquifers to artisans who can’t easily reach deep jungle resources.
The Leyforge Loom’s rarity and complexity make it one of the most heavily tracked field-enchanting devices in Aboriginal — prized by lawful engineers but also smuggled among ambitious explorers who wish to repair and upgrade gear mid-journey.
Roleplay — Using the Leyforge Loom-227 in the Field
The Leyforge Loom-227 is not a weapon but a battlefield survival and preparation tool. Roleplaying its use means leaning into improvisation and deep-world craftwork: how a prepared explorer keeps their magical gear alive, even far from the safety of city forges.
Jungle & Deep Interior Expeditions
- Defense: In steaming, monster-thick jungles, an adventurer unfolds the loom beneath a broad-leaf canopy, setting up a quick repair station. Torn hydromantic belts or cracked tusk inlays can be rewoven overnight, preventing magical outages that would leave the party vulnerable. Steam-infused dream-thread may be woven into boots or gauntlets to provide temporary resistance against poison vines, dampen ambient dream-voices that cause confusion, or seal protective wards along jungle paths.
- Offense: Between hunts, the user can weave unstable yet potent enhancements — for example, infusing a harpoon’s tether with fresh dream-thread to extend its reach for one encounter or adding a single-use hydropulse surge to gauntlets for a devastating first strike. Because these quick infusions aren’t fully stable, there’s tension; the player knows the boost could fizzle or backlash if pushed too far.
Coastal & Aquatic Environments
- Defense: On docks or coral platforms, the loom helps secure water-sealed armor against crushing pressure or sudden saltwater surges. The user might weave an emergency bubble of breathable air or tune chest harnesses to resist tidal pull and siren song effects.
- Offense: A weapon damaged by barnacled leviathans can be patched to pierce armored scales again. Dream-thread may be wrapped around a harpoon or whip for one strike that carries extra shockwave or entanglement properties to subdue aquatic predators.
Airship Decks & Sky Voyages
- Defense: Airship adventurers use the loom mid-flight to shore up gear stressed by thin atmosphere and storm aether. It can weave anti-lightning charms or patch protective wards against psychic gale-beasts. Keeping armor sealed against cold, low-pressure currents is a lifesaver.
- Offense: The user can refit boarding hooks and chain-weapons with steam-charged dream-thread, making them better at piercing hull plating or snagging aerial monsters mid-attack.
Subterranean Ley Caverns & Ruins
- Defense: When ley currents grow unstable, the loom’s dream-thread can reinforce protective wards around the party’s Mind’s Eye, helping them navigate dream-hallucinations and mana surges safely. It can also create emergency shielding against tremor collapses by quickly binding loose debris with thread that hardens in magical air.
- Offense: Ancient monsters often guard relic chambers. The loom allows on-the-spot weapon attunement to exploit discovered weaknesses (etching fresh Vo-Run glyphs tuned to new resonance patterns) so the party’s heavy weapons hit with full impact.
Defensive Roleplay Feel
- The user kneels, trunk flexing as pistons click and dream-ink flows, creating a glowing lattice over torn gear. Each repair is ritualistic: whispers of Ngara-Vo to harmonize enchantments, steam curling like breath. The party’s survival feels tangible — the weaver is the quiet savior keeping the expedition alive.
Offensive Roleplay Feel
- In moments before battle, the weaver unspools extra dream-thread, weaving raw power into allies’ gear — a whip suddenly steaming, a blade pulsing faint blue. It’s dramatic, risky craftsmanship: players know these “field mods” might backfire but could also be the edge between triumph and defeat.
The Leyforge Loom makes preparation and adaptability a visible, tense part of gameplay. Its use can feel heroic (mending broken lifelines mid-danger), resourceful (jury-rigging power), and risky (unstable enchantments can fail under stress), encouraging players to embody an engineer-guardian mentality in Saṃsāra’s unpredictable wilds.

Perception of Activation:
User’s Perspective
When the Leyforge Loom-227 awakens, a low, comforting hum vibrates up through the wielder’s trunk and chest like a heartbeat echoing inside brass. The loom’s Vo-Run rods ignite with gentle moon-silver light that flickers across vision and lures the Mind’s Eye into focus. The scent of warm metal and damp river reeds rises, sharp with ozone from tiny steam vents. The user hears faint threadlike whispers — ancient crafting songs half-remembered from past lives — guiding hand and thought. Fingers tingle with tactile clarity; each fiber of dream-thread feels alive and ready to shape. Extra-sensory perception flares: the user senses ley currents flowing beneath their feet, subtle weak spots in their own gear’s enchantments, and distant pulsing of other magical constructs nearby.
Observer’s Perspective
To an onlooker, the loom unfolds with smooth mechanical grace, steam sighing outward like a creature exhaling. Faint ribbons of phosphorescent mist curl around the weaver’s trunk as dream-threads take shape, ghostly blue-white filaments weaving and unweaving across the frame. Air seems to quiet; even the jungle or ship deck goes still for a heartbeat. A faint harmonic tone rises, like a resonant bell echoing underwater. Observers may feel a prickle at the edge of their senses, as if someone is gently brushing their thoughts or tugging on unseen strings.
Positives
- Profound mental clarity and tactile sensitivity, letting the user see flaws and strengths in magical gear with unusual precision.
- Heightened connection to ley lines and dream-magic, making crafting and repairing feel fluid and almost instinctive.
- Subtle protective aura forms while weaving; small ambient magics may deflect stray heat or dampen sound around the work space.
Negatives
- Prolonged focus can blur the border between present and past lives; confusing flashes of old memories may intrude.
- Overheating steam vents can scald if the loom runs too long or under low water pressure.
- Overuse of dream-threads causes mild sensory distortion: echoing sounds, drifting lights, a vertigo-like sway that lingers after crafting ends.
Recipe Title: Song of Thread and Steam — Recreating the Leyforge Loom-227
Materials Needed
- Dream-Steel Frame Rods (4 lengths, annealed for tonal resonance)
- Brass Cog Assembly (precision gearwork for pedals and wheels)
- Steam Reservoir Core (small copper boiler with safe-pressure seals)
- Vo-Run Rods (6 infused with moonwater and etched with Dream-Knit glyphs)
- Teak or Ebony Planks (for folding loom body and wheel supports)
- Dream-Thread Reservoir (sealed glass phial to hold raw dream-water filaments)
- Hydromantic Ink Vials (3 colors for rune calibration and power lines)
- Flexible Steam Tubing (high-heat resistant kelp-leather lined)
- Binding Crystal Nodes (4, tuned to harmonize Mind’s Eye currents)
Tools Required
- Portable Steam Forge and Heat Bellows
- Precision Rune-Etching Chisel and Silver Inking Stylus
- Hydromantic Water Purifier (to distill safe dream-water)
- Balanced Gear Calipers for steam pressure tuning
- Loomwright’s Pedal Jig (for testing trunk pedal tension)
- Protective Gauntlets and Cooling Cloth
Skill Requirements
- Runesmithing (competent; able to carve and infuse Vo-Run with steady tonal intention)
- Steam Engineering (intermediate; regulate pressure safely, balance pistons)
- Hydromancy (basic; to awaken dream-water threads without backlash)
- Fine Woodcraft & Metalcraft (journeyman; shaping frame and moving parts)
- Dream-Thread Weaving (novice-to-moderate; aligning Mind’s Eye during infusion)
Crafting Steps
- Frame Forging — Heat the dream-steel rods and teak planks; shape the folding chassis with precision joints so it collapses but remains rigid when locked. Attach steam wheels with brass cogs and balance bearings.
- Steam Core Installation — Mount the copper boiler at the loom’s heart, fit flexible tubing to feed both the wheel pistons and Vo-Run rods. Pressure-test with low heat to avoid future rupture.
- Vo-Run Rod Carving — Use rune chisels to engrave Dream-Knit sigils and moonwater-wash each rod until it softly glows. Seat rods into the frame’s top beam, anchoring with brass clamps and binding crystal nodes.
- Thread Reservoir Mount — Secure the sealed dream-thread phial and connect its draw-line to the tension reels. Purify and charge water via hydromantic whispering before first fill.
- Pedal Calibration — Adjust trunk pedal levers using the loomwright’s jig, ensuring smooth power transfer to shuttle and reels. Steam pulses should respond in gentle rhythm to trunk movement.
- Magical Alignment — Activate the rods one by one while slowly turning pedals; project your Mind’s Eye through the dream-threads until the loom hums in harmonic tone with your ley sense. This binds tool and user.
- Final Blessing and Quenching — Douse the frame with misted dreamwater to cool and lock enchantments. Recite a short Vo-Kara phrase for stability: Vo-Talarin Selem (“Thread holds, dream breathes”).
When completed correctly, the Leyforge Loom-227 purrs like a soft engine and glows with pale silver-blue runelight. First activation should be brief and gentle — long use before the threads settle can destabilize enchantments.
Threader of Lost Rivers
In old time before names, before the five great roads were drawn, there was one called Naru-of-Water-Skin, a dream-walker of no high blood but of quick hands. He wander far when river bite its own tail and swallow boats; when steam cracked and drowned men. It is told that the land shivered after a mighty Dreamrift and waterways fled their courses, turning jungle paths into dead pools. Many engines break. Many caravans vanish.
Naru go alone, for no one trust his eyes; say he speak with water and not with men. He follow ghost-current under moon dark, climb trees tall and hollow, listening to whisper of ley. The tale says he carry on his back a great broken frame, once loom, once cage, stolen from deep hall of Matriarch’s house. The loom burn his hands and drink his sleep; still he walk.
He come to a pool where river not move but boil with light. There he cut his palm, drip blood in pool, and water sing back. Water teach him weave thread of dream into brass bone. He pull steam from mist and breath into rods. He tie thread to wheel and to pedal that answer trunk and heart. In that night, loom wake; wheels spin by itself, smoke curl, glyphs spark pale silver. Naru scream, for river visions flood him — all paths, safe and ruin, twist in his skull. His eyes bleed, but still he draw maps on stretched leaf and bark, showing lost river ways.
With the new-made Leyforge Loom, Naru patch the ley wound that was bleeding the land. He mend one small stream, then another, till boats float and fish return. Great traders follow him, though still call him mad. Some say he died as loom finish last map: the water in his veins turned to steam and left him hollow, but roads and rivers heal behind him. Others say he vanished onto a quiet boat of mist, loom humming like heart.
In later telling, his name is muddled — Narua, Narun, Watar-Skin, Naluu — and the story bends: some say he betrayed Matriarch for power, others that he saved whole coast and got no thanks. The loom left behind became pattern for all Leyforge looms: trunk-powered, wheel-rolling, dream-threading. The very glyph he cut while blind with visions still burned on the first rod.
Moral: One who listens deeper than fear may weave paths where none remain; but to heal a wounded world, you must risk being undone by the same currents you mend.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) — Leyforge Loom-227
Type: Portable steam-enchantment loom (arcane tool)
Skill Use: Mechanical Repair, Electrical Repair (for coils), Craft (Runes/Weaving), Occult
Encumbrance: Heavy; STR 60+ to carry comfortably
Value: £180–£260 (guild-certified units fetch more)
Traits and Functions
- Field Workshop: While deployed, investigators gain a bonus die on Mechanical Repair or relevant Craft rolls to fix or stabilize magical gear and hydromantic devices.
- Patch Circuit (1/hour): On a successful Mechanical Repair or Craft (Runes) roll, restore a single lost function/aspect of an eldritch or enchanted item for 24 hours; failure wastes materials and requires 1D6 minutes to reset valves.
- Infuse Surge (2/day): Spend 10 minutes and succeed at an Occult roll to imbue one worn or wielded item with a minor boon for the next scene (Keeper selects one appropriate effect, e.g., +10% to a single skill use tied to the item, or 1 point of armor vs. heat/cold/pressure).
- Emergency Seal (1/day): As a full action in chaos, attempt a Hard Mechanical Repair to prevent catastrophic backlash in a failing artifact or ward; success averts the effect, failure triggers 1D4 damage to the user from scalding steam.
Costs and Risks - Dream Fatigue: Each hour of continuous operation calls for a POW×5 roll; failure inflicts 1/1D4 SAN from thread-voices and residual visions.
- Scald Hazard: Fumbles dealing with the boiler cause 1D3 damage and impose a penalty die on the next action.
Blades in the Dark — Leyforge Loom-227
Type: Fine Workshop (portable), Arcane
Load: 2 (bulky)
Quality: Fine; counts as a mobile claim-quality crafting bench
Moves and Special
- On-Site Weave: When you Craft, Tinker, or Arcane Attune to repair/upgrade gear in the field, gain increased effect. You may perform one Tier-limited upgrade without returning to a full workshop (GM may clock rare parts).
- Patch Circuit: Push yourself (2 stress) to instantly stabilize a broken arcane item or ward for the current scene; clear 2 segments on a “gear failing/backlash” clock.
- Infuse Surge: Spend 1 stress to give an ally’s item a temporary tag for one operation (e.g., insulated, keen, hydropulse, quiet) granting potency in one narrow domain.
- Devil’s Bargains: Rushed weaves create a 4-tick “unstable enchantment” clock. If it fills during the score, the item glitches at a terrible time.
- Heat & Noise: Using the loom during a covert score raises position one step riskier unless you spend 1 rep or coin to muffle/ward it.
Dungeons & Dragons (5e) — Leyforge Loom-227
Wondrous Item (portable tool), rare; requires attunement by a creature proficient with one of: Weaver’s tools, Tinker’s tools, or Arcana
Properties
- Field Workshop: While attuned and the loom is deployed, you have advantage on ability checks made with Weaver’s tools or Tinker’s tools to repair or modify magical equipment; work that would take 8 hours can be completed in 2 hours if materials are on hand.
- Patch Circuit (3/day): As an action, touch a damaged magical item or ward you understand. It functions normally for 24 hours, restoring one lost minor property or suppressing a malfunction (DM adjudicates scope; cannot restore expended charges beyond normal recovery).
- Infuse Surge (2/day): Over 10 minutes, imbue one worn or wielded item with a minor boon lasting until your next short rest: choose one—+1 bonus to AC vs. fire or cold damage; or advantage on the next one check/attack/save that uses the item; or the item deals +1d4 extra damage on its next hit if thematically justified (e.g., steam/force).
- Emergency Seal (1/long rest): As a reaction when a magical item, ward, or conduit within 30 feet would catastrophically fail, you can stabilize it; prevent the failure and grant 5 temporary hit points to the creature bearing it.
- Boiler Strain: Each time you use Patch Circuit beyond its daily uses before finishing a long rest, make a DC 13 Constitution saving throw. On a failure you take 1d6 fire damage and have disadvantage on Intelligence checks with tools until you finish a short rest.
Weight: 40 lb; deploying or packing the loom takes 1 minute.
Knave — Leyforge Loom-227
Type: Tool/Relic (bulky; 2 slots)
Effects
- Field Workshop: While deployed, you gain advantage on crafting, repairing, or enchanting tasks related to gear, armor, or hydromantic circuits.
- Patch Circuit: Twice per delve, restore one lost function of a single item for the rest of the session (GM decides limits; cannot raise tier).
- Infuse Surge: Once per rest, spend 10 minutes to grant a single item a temporary boon until your next rest: +1 Armor against an elemental source (fire/cold/water) or +1 damage on its next successful attack or use.
- Emergency Seal: Once per day, negate a single item glitch/backfire or prevent a ward collapse affecting you or an ally in Near range.
Backlash - If you use two different features in the same hour, test CON or gain Fatigue and Disadvantage on further loom tests until you rest.
- On a fumbled loom test, you take d4 damage from scalding steam and the target item gains the “Unstable” tag until repaired properly.
Fate Core — Leyforge Loom-227
Item Type: Arcane Portable Workshop (Heavy, Two-Handed Equipment)
Aspects
- “Steam-Wrapped Weaver of Living Thread”
- “Dream-Threader’s Friend in the Wild”
Skills & Bonuses
- +2 bonus to Create Advantage rolls using Crafts or Lore when repairing or upgrading magical or hydromantic gear in the field.
- +2 bonus to Overcome obstacles related to stabilizing malfunctioning enchanted items or wards.
Stunts
- Patch Circuit: Once per scene, spend a Fate Point to instantly stabilize a failing magical device or ward. The device regains full function for the rest of the scene.
- Infuse Surge: Spend a Fate Point to add a temporary Aspect with one free invoke to any single item you or an ally wields (e.g., “Steam-Hardened,” “Hydropulse-Powered”) until the end of the scene.
- Emergency Seal: Once per session, you may negate a catastrophic magical failure within your zone; no Fate Point cost, but take a mild mental consequence representing dream fatigue.
Complications
- Long use invites GM compels: “Steam Pressure Building,” “Mind’s Eye Static.”
Numenera & Cypher System — Leyforge Loom-227
Level: 5 artifact
Form: Collapsible steam-enchantment loom, trunk or pedal-operated
Depletion: 1 in 1d10 when using Infuse Surge or Emergency Seal
Functions
- Field Workshop: Reduces the crafting time of cyphers/artifacts/upgrades by half if water/steam present. Provides +1 Asset to crafting, repair, and modification tasks for magical or steampunk gear.
- Patch Circuit: Once per hour, restore one malfunctioning artifact or device to functional status for 28 hours on an Intellect-based crafting roll (difficulty GM sets, usually 4–5).
- Infuse Surge: Twice per day, inject temporary magical charge into a weapon or armor: +1 damage step or +1 Armor vs. chosen element for 1 hour.
- Emergency Seal: Once per day, as an action, halt imminent catastrophic failure within Immediate range; on success, both user and object take 2 points Intellect damage from backlash.
Drawbacks
- Dream Overload: On GM intrusion or artifact depletion, user suffers Intellect damage equal to artifact’s level.
- Steam Hazard: If overheated, the loom deals 2 points ambient fire damage to user and nearby allies.
Pathfinder (2e) — Leyforge Loom-227
Item Type: Rare Magical Tool, Portable Workshop
Bulk: 3
Usage: Held or deployed; hands or trunk assist
Level: 5
Price: 175 gp
Effects
- Field Workshop: While deployed, you gain a +2 item bonus to Crafting checks to Repair, Modify, or Imbue Magical Properties into gear.
- Patch Circuit (3/day) ♦♦: Interact action; repair or reactivate a malfunctioning magical item or ward within reach. Succeeds automatically if item is level 5 or lower; otherwise Crafting DC = item’s level + 10. Restores function for 24 hours.
- Infuse Surge (2/day) ♦♦: 10 minutes; target one worn or wielded item. Until your next daily preparations, it grants either resistance 2 vs. one energy type (fire, cold, water) or a +1 item bonus to one attack roll with a weapon.
- Emergency Seal (1/day) ♦: Reaction; when a magical backlash, trap, or ward failure would occur in 30 ft, you can attempt a Crafting check DC = hazard’s level + 10. Success prevents failure; critical success also shields allies, granting 5 temporary HP.
Drawbacks
- Overuse Dream Fatigue: Each time you use Patch Circuit beyond 3/day, take 1d6 mental damage and become stupefied 1 until you rest.
Savage Worlds (Adventure Edition) — Leyforge Loom-227
Gear Type: Heavy Arcane Tool
Weight: 25 lbs
Cost: $800 equivalent
Edges & Bonuses
- Grants +2 to Repair and Weird Science rolls to fix or modify steampunk or magical gear while deployed.
- Decreases time to repair/improvise magical items by half.
Powers
- Patch Circuit: Spend 1 Power Point, use a Repair roll; success temporarily restores a malfunctioning magical device for the rest of the scene.
- Infuse Surge: Spend 2 Power Points, 1 action to grant a single weapon or armor +1 damage or +2 Armor against one energy type for 5 rounds.
- Emergency Seal: Spend 3 Power Points as a reaction to stop a magical explosion, collapse, or backlash within Smarts inches; if successful with Repair or Weird Science vs. TN 4 + hazard’s Rank, the failure is contained but user suffers Fatigue from strain.
Hazards
- Boiler Burn: Any critical failure inflicts 2d6 fire damage to user and forces Vigor roll vs. Fatigue.
- Mental Strain: GM may call for Smarts rolls to avoid Shaken when dream static floods user’s mind after long sessions of weaving.
Shadowrun (6E) — Leyforge Loom-227
Type: Arcane Portable Workshop (Exotic Tool)
Availability: 7R
Cost: 8,000¥ equivalent (converted from Saṃsāra coinage)
Slots: Backpack or cart-mounted
Game Effects
- Provides +2 dice pool modifier to Engineering or Arcana Tests when repairing, modifying, or enchanting magical/steampunk gear in the field.
- Patch Circuit: Simple Action; 3 reagents; repair or restore a glitching foci, enchanted gear, or ward temporarily. Test Engineering + Logic [Mental] vs. Object Rating x2. Success restores function for 6 hours; 3+ net hits grants full 24 hours.
- Infuse Surge: Complex Action; spend 1 Edge or 2 reagents to imbue one worn or wielded item with +1 DV or +1 DR vs. chosen energy type for one combat Turn.
- Emergency Seal: Complex Action (1 Edge to trigger outside your Turn); cancels a magical backlash or device overload within 5 meters. Test Arcana + Logic vs. 4 + Force/Device Rating; success averts explosion but causes 1 box Stun damage to user.
Drawbacks
- Steam Backlash: On critical glitch, loom erupts scalding steam (8P damage, AP –2 in 2m radius).
- Dream Static: Each extended use >30 minutes requires Willpower + Logic (2) test or suffer –1 die penalty for dream overload until rest.
Starfinder — Leyforge Loom-227
Item Level: 5
Price: 3,500 credits
Hands: 2 (or trunk-assist)
Bulk: 3
Capacity: Steam reservoir 10 charges
Game Effects
- Field Workshop: While deployed, +2 circumstance bonus to Engineering or Mysticism checks for repairing magical or steampunk devices, crafting fusion seals, or jury-rigging arcane circuits.
- Patch Circuit: 1 charge; 1 action; restore functionality to a disabled magical or hybrid item of level ≤ user’s level +2 for 24 hours on DC 20 Engineering/Mysticism check.
- Infuse Surge: 2 charges; 1 standard action; imbue weapon/armor with +1 enhancement bonus or resistance 5 vs. chosen energy for 10 minutes.
- Emergency Seal: 3 charges; reaction when catastrophic magical failure occurs in 30 ft; attempt Engineering/Mysticism DC = 15 + item’s level; on success, stop detonation/backlash and take 1d6 damage (heat) from feedback.
Drawbacks
- Steam Hazard: On natural 1 while using, 1d6 fire damage and fatigued for 1 round.
- Dream Burn: More than 3 activations per hour impose –2 penalty to Mysticism until next rest.
Traveller (Mongoose 2e) — Leyforge Loom-227
Tech Level: 10 (adapted to Saṃsāra’s magical TL)
Mass: 20 kg
Cost: Cr35,000 equivalent
Game Effects
- When deployed, grants DM+2 to Engineer (electronics), Mechanic, or Magic Technology checks for repairing and modifying enchanted/steampunk equipment.
- Patch Circuit: 1D rounds to deploy; DM+2 to immediate repair of malfunctioning magical device; success lasts 1D hours, exceptional success (Effect 6+) permanent until next overhaul.
- Infuse Surge: Takes 1 minute; adds temporary +1 DM to attack rolls or protection vs. one damage type (heat, cold, electricity) for 1D hours to a single item.
- Emergency Seal: Reaction; Engineer + INT check DM+2; on success prevents catastrophic magical failure or explosion within 10 meters. On failure, 1D6 damage from steam burst to user.
Limitations
- Requires 2 liters enchanted water + portable steam source per 8 hours of use.
- After 4+ hours continuous operation, user must roll END 8+ or suffer –1 DM to INT-based tasks from dream-fatigue.
Warhammer Fantasy Roleplay (4e) — Leyforge Loom-227
Category: Arcane Engineering Device
Encumbrance: 3
Availability: Rare
Price: 40 gc
Game Effects
- Provides +20 bonus to Trade (Engineering) or Lore (Magic) Tests for repairing or modifying magical gear in the field.
- Patch Circuit: Half Action; test Trade (Engineering) +20 to restore a damaged magical item or ward for 1 day. Fumble: 1d10 damage and stunned 1 round from steam blast.
- Infuse Surge: Extended Action 1 minute; use Channeling or Trade (Engineering) –10 to imbue item with +1 SL to attacks or +1 AP vs. single damage type until next dawn.
- Emergency Seal: Reaction; Lore (Magic) –10 or Trade (Engineering) –10 to stop magical mishap/explosion. Critical Success: also shields allies in 3 yards with +1 AP vs. blast.
Drawbacks
- Miscast Risk: Each Infuse Surge requires a Minor Miscast test on failure.
- Dream Drain: Two or more activations in one session give –10 to WP Tests until long rest due to dream static.

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One response to “Leyforge Loom 227”
[…] Leyforge Loom-227Tool Type: Portable Steam-Enchantment LoomA trunk-operated mini-loom with brass pedals and glowing Vo-Run rods that weave dream-infused filaments into armor or gear. It rides on two steam-assisted wheels and unfolds into a working platform in minutes. Dream-threads spun on the Leyforge Loom can patch torn hydromantic circuits, repair magical seals, or craft new bindings for weapons and belts. Essential for field repairs and ritual gear upgrades far from a Dreampool. […]