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 Range40 - 50 (Avg: 45)
AC15
XP450
Description
H0512-OPT is a magical construct created to support the formidable Specimen H0512. These entities specialize in casting elemental spells to weaken their foes, making them a persistent threat during the battle.
Details
Size | Small |
Type | Construct |
CR | 1.5 |
XP | 450 |
Languages | understands Common but cannot speak |
Defenses
Armor Class | 15 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Fire Fire
H0512-OPT unleashes a burst of fire at a target, dealing 2d6 fire damage. The target must succeed on a DC 12 Dexterity saving throw or take an additional 1d6 fire damage.
Ice Ice
H0512-OPT conjures a blast of icy energy, dealing 2d6 cold damage to a target. The target must succeed on a DC 12 Constitution saving throw or be slowed, reducing their speed by half until the end of their next turn.