Yoshi Weapons
Helmets -- Yoshis have ever been ones to think with their heads.  The censors wouldn't allow us to put razor blades on their tongues, as they felt it was "provocative," so they have spiked little WWI German helmets instead.

If a yoshi attacking with a helmet have at least twice the required amount to make a hit, it will deal both blunt and bladed damage.  If a yoshi using a helemt has at least twice the amount required to make a save, the attacker will take bladed damage to a body part depending on what weapon is used (obviously does not apply to ranged weapons).  You're welcome to call these criticals if you want; I'm calling them facts of life.

*Coconut Helmet:*
Level Required: 1
Atk: x + 2    Def: 2x + 1   Spd: 5/1  Damage: Bladed

Actual, Metal Helmet:
Level Required: 2
Atk: x + 3    Def: x + 3    Spd: 5/1  Damage: Bladed

Swords -- They're not technically called "Tongueblades."  They're just swords that the Yoshis have perverted the original intentions of and use with their tongues <_<

Note that Yoshi swords cannot hit the head because of international treaties that require the entire pantheon to smite anyone who even tries to pull that.

Tongueblades cannot be made; they must be found.

Tongueblade:
Level Required: 3
Atk: 6x + 4   Def: 6x + 4   Spd: 1/1  Dmg: Blade

Boots -- Yoshis have the unique ability to flutter-kick and thus add 2 / 1 to their speed in all boots whenever being launched from a Yoshipult.

Cleats:
Level Required: 2
Atk: 2x + 2    Def: x -1    Spd: 4/1  Dmg: Blade

Hammers -- The Yoshi infantry, when not banging their heads very, very hard or falling out of the sky, make excellent use of hammer technology.

*Palm Hammer:*
Level Required: 1
Atk: x + 1   Def: x   Spd: 6/1   Damage: Blunt

Siege\Heavy Weapon -- Yoshis do not do well in ranged combat due to their large noses which make scope-making difficult.  As a result, Yoshi governments in recent years have instead sunk thousands into research for yoshi-safe catapults, that hurl flutter-kicking yoshis into battle. 

Damage depends on the boots worn by the individual yoshi.  Every catapult has a 30% chance, less 5% for every level of the operator.and launchee, of hurling the yoshi to the ground too hard and causing the equivalent of a blunt-chest wound.

Yoshi armies are expected to make use of these and have one to start out.

Yoshipult:
Level Required: 3
Range: 2x + y (y = launchee's level)     Spd: 1/2
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