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
The Sentry Ray is a stationary mechanical guardian designed by the Shinra Electric Power Company to protect their facilities. It attacks from a distance with a powerful laser beam, capable of stunning its targets and requiring precise timing to avoid its deadly strikes.
Details
Size | Small |
Type | Construct |
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
Laser Beam
The Sentry Ray charges up for 2 seconds before firing a powerful laser beam at a target within its line of sight. The target must make a Dexterity saving throw, taking 4d10 radiant damage on a failed save, or half as much on a successful one. The target is also stunned until the end of its next turn.
Overcharge
If the Sentry Ray is not attacked for one round, it can overcharge its next Laser Beam attack, increasing the damage to 6d10 radiant damage.