Urban Fantasy
Midgar from Final Fantasy VII, a dystopian city dominated by the Shinra Corporation.
Author's Note: Experience Midgar from Final Fantasy VII (mixing the 1997' and the Ramake version).
Because of the city's verticality, this version of Midgar is structured very differently from what you would see in the official games, like how slums were positioned on the sides of the sectors, to create distance between the plates and the underground areas. Another key factor of structural changes is the map editor of Friends & Fables, it only supports rectangles, making it impossible to create actual "sectors" in a triangular shape. Big buildings are actually "areas", providing more complexity with their inner structure, for example with "Shinra's Headquarters" it was possible to make a complex series of rooms, labs and key areas.
Even though the world editor is full of interesting settings and tools, adapting the world of Final Fantasy 7 to a world of Friends & Fables is not an easy task, for example, it's impossible to use just one "currency", forcing us to add Gold, Silver and Copper Gilds, which don't exist in the official world.
In this version of Midgar, you can visit every place that you would play in Final Fantasy 7 and in addition to that you can visit places that were only mentioned in the official games.
Played | 35 times |
Cloned | 3 times |
Created | 207 days ago |
Last Updated | 3 days ago |
Visibility | Public |
HP Range60 - 80 (Avg: 70)
AC15
XP1800
Description
Ghosts are spectral entities that haunt the living, using their phasing abilities to confuse and frustrate their foes. They thrive on the life force of others, draining vitality while evading attacks with their magical defenses.
Details
Size | Medium |
Type | Undead |
CR | 5 |
XP | 1800 |
Languages | Common, Abyssal |
Defenses
Armor Class | 15 |
HP Range | 60 - 80 (Avg: 70) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Animus
The ghost targets one creature it can see within 30 feet. The target must make a Constitution saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The ghost regains hit points equal to the damage dealt.
Reflect Reflect
As a reaction, the ghost can cast Reflect, causing the next spell that targets it to be reflected back at the caster.
Shield Shield
As a reaction, the ghost can cast Shield, granting it a +5 bonus to AC until the start of its next turn.