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Jailgoon Sheet
Basics
- Name: Jailgoon
- Seats: 1
- HP: 30
- Defense Power: 3
- Collision Power: 5
- Strength: 9
- Weight: 6
- Unique: n/a
- Flying: No
- AI: A mute one with an Earth Affinity. It only has minimal stats of 1 in Knowledge, Clever, and Charisma, but does have a 4 in Hand-Eye.
- Brain Power: 1
- Destruction: n/a
Inventory
- n/a
Attacks
- Cannonball~ Attack: 7, Target: One
"Fires a single cannonball into the air. It shortly falls onto the target." - Cannonade~ Attack: 7, Hits: 4, Target: One to Four
"Fires a barrage of four cannoballs into the air. They shortly fall on opponents." - Shield Defend~ Blocks all damage and other negative effects from non-psychic attacks for 1 full turn
"Enters a defensive stance, blocking incoming attacks with its shield."
Elemental Modifiers
- Earth --
- Ice --
- Water --
- Wind --
- Fire -2
- Thunder --
- Poison x0
- Plant --
Information
An egg-shaped metal cage with booted feet, a cannon on one side, a shield on the other, and a red siren light on top. These appeared as enemies in Mario & Luigi: Bowser's Inside Story, where they were invented by Fawful to contain Bowser's minions. Thus, they would appear with either a Goomba or a Bob-Omb locked inside, and Bowser could breathe fire to ignite the Bob-Omb and destroy the Jailgoon from within—but if he defeated it outright, the trapped minion would be freed and reward him with a mushroom to heal some HP. In Arpeggio terms, the Jailgoon counts as a vehicle, but unlike any other vehicle, a character who enters it becomes trapped inside and has no control over the Jailgoon's actions. This makes it not very useful as a vehicle for the players, and more like just a weird kind of enemy, although a Unique ability in the vein of mechanical skill could potentially allow a character to rewire a Jailgoon and actually control it.
Notes
- The Jailgoon does not count as fully open-cockpit, absorbing all damage targeting the "driver," but the "driver" can still reach through the bars to perform projectile attacks from inside the Jailgoon, and can freely use psychic abilities. The "driver" cannot exit the Jailgoon until it is destroyed and has no control over its actions, but does get their own independent action per turn, occurring on their normal Phase, regardless of which Phase the Jailgoon's action happens on (which would generally be the Enemy Phase). A Jailgoon can operate without a "driver," but may initially be encountered in an inactive state with the bars open, tempting someone to climb in.