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 Terpsicolt is a nimble, floating seahorse-like creature that uses its agility to outmaneuver foes. Known for its powerful spinning attack, it can knock down opponents and evade direct melee strikes with ease.
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
Claw Attack
The Terpsicolt makes a melee attack with its claws, dealing 2d8 slashing damage and potentially grappling the target.
Spinner
The Terpsicolt spins rapidly around the battlefield, dealing 4d10 bludgeoning damage to all creatures within 10 feet. Creatures not blocking must make a DC 15 Dexterity saving throw, taking half damage on a success. After spinning, the Terpsicolt is vulnerable for 3 seconds.