Weapon Type | Cost | Weight | Size S or M | Size L | Notes | Length | Space Required | Speed Factor | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Tetsu-bishi | 5 yuan | 3 gp | 1-4 | 1-4 | * | c. 2" | 0 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Tetsu-bishi are small caltrops,
not melee or thrown weapons. The Tetsu-bishi is a ball or
four-sided diamond of spikes, designed
so that no matter how it lands at least one spike is pointing upwards.
They are used to stop or slow the movement
of men and animals by making the ground extremely dangerous to
walk on. Because of the way they are designed,
they cannot be thrown at an opponent for any good effect.
Rather, they are cast on the ground at
the feet of an opponent when being pursued. They are greatly favored by
ninjas since they can allow a quick and
unpursued escape.
When using tetsu-bishi, the character must
state how many he will use and how much area he will cover.
The base amount is 10 cast down in a 5
foot by 5 foot area (25 square feet). Anyone entering the area must
make a saving throw versus paralyzation.
A successful save means the character has avoided stepping on any of
the tetsu-bishi, an unsuccessful save
indicates the character has stepped on one (suffering 1-4 points of damage)
and must halt his movement. If half the
amount of tetsu-bishi are used, the victim gains a + 4 on his saving
throw. For every 5 greater than the base
10 tetsu-bishi used, the victim's saving throw is reduced by -2 and the
victim suffers an additional + 1 in damage
(up to + 6). If the victim is moving at greater than 1 /2 his normal
movement rate, he suffers a -2 on the
saving throw. One check must be made for every 5 square foot section
entered. However, characters who move
cautiously (1/3 their normal movement rate) are not required to make
any saves.
If a character (or creature) steps on a
tetsu-bishi, they must stop and remove it before continuing
movement. This requires one round. In
addition the character must make a second saving throw vs. paralyzation
to see if he is temporarily lamed. If
the save is successful, the character can continue moving normally. If
the
save is failed, the character, due to
pain and discomfort, can only move at 1/3 his normal movement rate. This
lasts for 24 hours or until the character
is healed of the damage.
* These weapons are primarily used by ninja
characters.