Gameplay

The gampeplay of Moogles & Myrrh Trees derives heavily from Dungeons & Dragons 5th Edition, but many systems have been designed around the original Final Fantasy Crystal Chronicles video game, and also draw minor influences from other Final Fantasy games. If any term or concept, such as Grappling, is not described within this Guide Wiki, please refer to the Dungeons & Dragons 5th Edition Player's Handbook or related media. This adaptation is meant as an expansion and, in some cases, alteration of D&D, not an outright replacement or copy.

## **Characters**

The World of FFCC is home to four unique Tribes with their own physiologies, histories, and cultures.

## **Concepts**

### **Miasma**

*See Main Article:* Miasma

*Note: This ruleset only applies to the Miasma Era of the Crystal Chronicles setting and is completely optional. As in the original game, it is designed to provide an additional challenge to adventurers by restricting their movement, keeping them grouped and limiting travel.*

During the Miasma Era, the entire world is covered in a toxic mist known as Miasma. Simply standing in the this mist, whether breathing it in or not, causes a character to take 1d8 Miasma Damage and 1 point of Miasma Sickness, suffering this penalty again every 6 seconds. Miasma Sickness is a form of Exhaustion that stacks with normal Exhaustion, and if both combined reach 6, the character dies instantly. However, returning to pure air reduces your Miasma Sickness by 1 point for every 6 seconds. Miasma Sickness cannot be negated by Resting, as the character would die within the first minute if not returned to pure air.

Locations with thicker Miasma seem to attract stronger Monsters, though the exact relationship between Monsters and Miasma remains unstudied. Animals and plants are mostly unaffected, though they may transform or evolve in surreal ways if exposed to dense Miasma for long periods. Humans (or rather, the four Tribes), appear to be the only creatures to experience extreme and deadly symptoms.

#### **Miasma Streams**

Miasma Streams are dense currents of Miasma that make travel through certain mountain ranges impossible without a Crystal of the matching Element.

#### **Crystals**

*See Main Article:* Crystal

The Miasma can be repelled by charging a Crystal with pure Myrrh collected from Myrrh Trees. Crystals come in many sizes, but there are two worth noting:

* **Town Crystals** are enormous, building-sized Crystals that require three full drops of Myrrh to fully charge. This charge fades after a little more than one year, so each town proactively employs a Crystal Caravan every summer to collect Myrrh from the Myrrh Trees found in the most remote and dangerous locations in the world. A Town Crystal's safety radius encompasses the entire town and a short distance more, so travelers need not enter the town's threshold to enjoy its purity.
* **Tiny Crystals** can be found as inert stones in the field, but if processed by skilled alchemists, they can be used to syphon negligible amounts of Myrrh from nearby Town Crystals or other Myrrh sources to generate a protective bubble with a 25ft radius. A Crystal Chalice, almost exclusively used by Crystal Caravans to contain and transport Myrrh, has a Tiny Crystal mounted at its top that also syphons a negligible amount of Myrrh.

#### **Myrrh**

*See Main Article:* Myrrh

Myrrh is used to charge Crystals so that they can repel Miasma and provide safety to the four Tribes. Little is known about Myrrh, except that it can be collected from Myrrh Trees one drop per year per Caravan. The exact reason it restricts collection to once per year has been the subject of many debates in both scholastic and casual settings.

#### **Tainted Water**

Unlike open air, water tainted with Miasma takes up to a full minute to purify. Drinking Miasmic Water can be lethal except at extremely low concentrations, though the long-term effects of drinking mildly tainted water remain undocumented. Rain drops carry little enough Miasma that their effects are negligible within a Crystal's radius. However, rain accumulating in pools and floods adds to the existing dangers, and Monsters are empowered by precipitation.

## **Combat**

### **Equipment**

*See Main Article:* Equipment

**Weapons**

*See main article: Weapons*

#### **Knockout and Death**

*Optional Rule:* In the event of a KO, the knocked out character may move about as an invisible and silent ghost, but may not interact with anything in this form. If their body is fully slain, the ghost will lose its anchor and vanish. If the KO'd character is revived, either by healing their body or certain spells cast on their ghost, the body and spirit reunite in the location of the spell.

## **Abilities**

#### **Techniques**

*See Main Article:* List of Techs

Techniques are an optional rule that has not yet been written. Please disregard for now.

#### **Magic and Magicite**

*See Main Article:* Magicite

*Magicite is an optional rule for specific Final Fantasy Crystal Chronicles settings.*

People of this world, unlike Monsters, are not inherently able to use Magic. Any magical ability comes from the possession and channeling of common arcane orbs known as Magicite. Simply having a Magicite in your inventory allows any character to cast its related spell as a cantrip. However, as any spell must be channeled through Magicite, the elemental properties of that spell will transmute to those of the Magicite used. It is possible to hold more than one Magicite and choose which one to use as a focus each time a spell is cast.

However, Magicite is an unstable substance that will begin to decay once held by a non-monster creature, such as the people of the four Tribes. Each has roughly 24hrs before it dissipates. It is recommended that a DM reward players with Magicite relevant to any combat or puzzles they might encounter.

*See Also:* Element