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 Range10 - 20 (Avg: 15)
AC15
XP1800
Description
Bombs are explosive creatures that thrive on chaos and destruction. They are known for their volatile nature, often charging at foes before detonating in a fiery explosion.
Details
Size | Medium |
Type | Monstrosity |
CR | 5 |
XP | 1800 |
Languages | None |
Defenses
Armor Class | 15 |
HP Range | 10 - 20 (Avg: 15) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Explosive Charge
The Bomb charges at a target within 30 feet, making a melee attack. On a hit, it deals 2d6 bludgeoning damage and the target must succeed on a DC 14 Dexterity saving throw or take an additional 3d6 fire damage from the explosion.
Self-Destruct
When reduced to 0 hit points, the Bomb explodes in a 20-foot radius. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.