What do I need to have a Clay-O-Rama?
First, you need a group of people willing to be silly and have
fun playing with modeling clay. Next, you need these rules or
something like them. Then you need pencils, paper, and numerous
six-sided dice for each player (a good number is four per player).
Utterly unscientific testing has shown that PLAY-DOH Modeling
Compound (BLATANT PLUG!) is well suited for use in a Clay-O-Rama.
It is easily shaped, (it's cheap,) comes packaged in the proper
amounts, (only $.50 a can,) and has pleasing, brilliant colors.
(Until you mix them, thatis.) (also it's really inexpensive.)
How do I create a Claydonian?
After you have assembled the items listed above, find a large,
smooth space on which to play (uncarpeted, basement floors are
the best). This could be several tables pushed together, or a
smooth, tile floor. Do not play in a place where you do not want
to have bits of modeling clay about. After you haveassembled
your friends, give each one a can of modeling clay. Try to let
each player have the color he or she wants. After giving out
the clay, tell the players the following:
"You have twenty minutes in which to make a creature out of your modeling clay. You may create anything you want, so long as it does not collapse at the slightest touch. You do not have to use all of your clay; any clay you do not use may be shaped into missiles of any size and shape you want. You may not trade clay with another player; use your own clay. When you have finished making your Claydonian, let me know."After telling your players this, let them go to it. Do not tell them any more about what will happen except that it will be a miniatures game. Encourage creativity. As each player finishes his or her creation, you must assign the creation it's powers.
How do I assign powers?
There are six categories of powers that must be assigned to each
Claydonian: movement, number of attacks, "to hit" number,
damage, hit points, and special powers. Each one requires that
you make a judgement about the creation of the player. The following
are guidelines for assigning the powers; you may alter them as
you see fit.
Movement: All movement is measured in spans of the player's outstreched hand (from tip of thumb to tip of little finger) (see UNIFORMITY RULE later for people with small hands going against people with large hands.) The following table gives the basic movement rates.
NUMBER OF LEGS MOVEMENT 0 1 span 1-2 2 spans 3-4 3 spans 5 or more 4 spansNote that a "leg" is any type of movement-producing appendage the claydonian might have, even if it is a wheel.
Number of Attacks: Look at the creation carefully. How many limbs can it use for attacking? This is the number of attacks it can make each turn. However, this number should never be more than four.
Chance to Hit: A Claydonian's basic chance to hit is 8 or greater on two six-sided dice. If the creature has big limbs or a big mouth, the chance to hit is reduced by one. If the creature has real big limbs or mouth, or uses it's entire body in an attack, reduce the chance to hit by two. You decide just how big is "big" or "real big".
Damage: The base damage done in any attack is one six-sided die's worth of points. If the limbs are large, one or two more dice may be added to this. If the limbs are very large, three more dice may be added to this. If the attack is an absolute killer (say the Claydonian is just one, big, phallic-looking thing with one attack...), up to five dice may be added to the base attack die. As usual, you can decide all final attack values. If you're getting the idea that this is not a very exact game, you have the right idea. You're playing with clay monsters, right? Who needs to be exact?
Hit Points: Look at the creature and compare it to the amount of clay kept aside to create missiles. If the entire can of clay was used to form the creature, it has 50 hit points. If half was used for missiles, the creature will have 25 hit points. Assign hit points based on the fraction of clay used to form missiles. If 25% of the clay is used for missiles, knock 25% off of 50 to find the creature's hit points. This is another judgement call on your part as the referee.
Special Powers: Each creation gets one special power. It may be from the list below, or it can be one you make up. If you make it up, it is recommended that you create a power that will affect modeling clay in some harmless way. (That means NO MICROWAVING!!!!!) The following powers may be assigned randomly by rolling a die (if you have a 26-sided die, that is) or may be chosen by you to match the creature in some way. The "to hit" number for all powers that require one is 8.
What Do I Do?
The Clay-O-Rama is played in turns. A player gets to move his
creation once during each turn. At several points during a turn,
a player may have the opportunity to attack. Each player takes
his move in the order of the initiative rolls, going from highest
to lowest. The sequence of a player's moveis as follows:
How does my Claydonian move?
To move your creation, use your hand to measure the distance
the Claydonian moves, starting from the front of the creature.
If there is no discernable fromt, begin measuring in the direction
the creature last moved. There is no terrain in the game (although
you can add some if you like). Thus, except when turning, a creature
will always be able to move up to its full movement.
UNIFORMITY RULE: Note that if some people feel that the hand-span measuring system is unfair or grossly inaccurate, you may then enforce the Uniformity Rule. The Uniformity Rule states that all distances will be measuredby the referee's hand. However, this will slow down play of the game and place a great deal of work in the hands of the referee (ahem).
If a part of the creation comes off during movement, the player is allowed to put that piece back on his creation at no penalty. Falling apart is best done under combat conditions.
How does my Claydonian shoot?
At the end of movement, each player is allowed to shoot up to
three of his missiles. A missile may only be used once. After
it is fired, it is removed from play. If a player does not have
any missiles, he may not fire any. To fire a missile, the player
stands anywhere within 3-4' of his own position at the table.
The player may not move to a different area of the battlefield;
he must fire his missiles from the point where his creation BEGAN
the game. After the player has his position, have him name his
target (a specific Claydonian creation on the table). Players
cannot attack a group of monsters, only one will do.
Have the player throw his missile, attempting to hit the target. Make it clear to the thrower that how hard the missile is thrown has NO effect on the amount of damage done. It is only the SIZE of the missile that matters. It is a wise idea to have someone stand directly opposite the thrower to catch long shots and bounces. If the thrower manages to hit his declared target, the missile has hit. If the thrower hits a different creature, the shot is a miss, no matter what happens. The attacked player is allowed to reattach any parts of his Claydonian that come off due to the missile's hits, unless a special power dictates otherwise. If the missile missed, the shot is no good.
If a missile hits a target, you must determine the amount of damage done by the missile. The base damage for a missile is one six-sided die for something about the size of a marble. Missiles smaller than this may do less damage. Missiles up to golf ball size do 2 six-sided dice damage, larger do three, and up to five dice damage at most.
How does my Claydonian attack?
Each Claydonian is assigned a number of attacks it can make in
one turn, based upon the number of manipulative limbs it has.
These attacks can be used as attacks or counterattacks. If a
creation has used all its attacks, it may not make any more attacks
(or counterattacks) for the rest of the turn.
If your creation is adjacent to an enemy creation, you may decide to attack. "Adjacent" is defined as being within the reach of your creation's arms. You may attack as many times as you have attacks, provided you have not used anyof your attacks to make counterattacks (see below).
To make an attack, you must announce your target and the dice of damage done by the attack (unless all of your attacks do the same amount of damage). Then roll two dice. If the dice roll is equal to or greater than your "to hit" number, you have hit your target with that attack.
After all attacks have been resolved against one target, count the number of dice of damage from all those successful attacks. Roll the dice and add them together to find the total amount of damage caused. The player whose creature was the target of the attack should subtract this amount from his creation's hit points. If the creation's hit points reach zero, the creation is dead (see Honoring a Claydonian Death).
How does my Claydonian counterattack?
A Claydonian may counterattack if it is attacked by another creation
during the combat phase. To counterattack, the Claydonian must
have a few attacks left and must survive the attacks of its opponent.
It may only make counterattacks against the creation that just
attacked it. The counterattacks are handled as if they were normal
attacks. A Claydonian may use its special power in a counterattack.
What happens when my Claydonian dies?
(Or Honoring a Claydonian Death).
Ah, this particular question has plagued the Claydonian philosophers
for centureis. Several scurrilous theories have been presented,
including the concepts of drying out or being eaten by small children
and dogs. However in watching the deaths of several Claydonians
on the field of battle, a common belief has arisen. Most Claydonians
feel that when one of their kind dies, a large hand reaches from
the heavens and squeezes the Claydonian through it's fingers.
This act is always accompanied by a horrible scream that echoes
through the heavens. Some claydonians wish their bodies to be
examples for future generations and insist on drying, creating
a nice statue to use as a memorial, centerpiece, or clay pigeon.
How do I win?
This depends on why you are playing in the first place. If you
are playing to have fun, you win if you get really silly. If
you are playing to be competitive and to beat out everyone else,
you win if your creation is the last surviving Claydonian on the
battlefield. Since only one person can win the second way, it's
a lot nicer to play for the first reason.
CAMPAIGN RULES:
Some of you sick-o's out there may like this game enough to become
infatuated with it and even cry when your claydonian dies. Well,
start a campaign... You can have the Claydonian gain levels...
here's how:
# Enemies Destroyed Experience Total or Defeated Level Title Benefits (Non-Cumulative) ------------------------------------------------------------------------- 0-5 1 Silly Thing 1 Power 6-15 2 Weirdo 2 Powers, + 5 hit points 16-30 3 Freak 3 Powers, +10 hit points 31-50 4 Kook 4 Powers, +20 hit points 51-80 5 Blob Monster 5 Powers, +30 hit points 81 6 Supreme Slime Claydonian dies of old age
Other SuggestionsL If you decide on Campaign, here are some suggestions:
OBSTACLES: You use Play-Doh, right? Well, use the Play-Doh CANS for obstacles, Wooden blocks, and various other objects can be used also.
GM PLAYS: As a GM the game gets REALLY BORING... So... make
your own Claydonian and have the other players judge what it's
stats are, and then play along (assuming you are a FAIR GM...)
ALSO:
ARENA OF DEATH: GM creates a monster and assigns it powers (a
big Ass-Kicker). Everyone has to gang up and kill it or they
will ALL DIE. =) One of my favorites was when a GM played a
"Caterpiller" on us made of green Play-Doh with orange
feet. It had 4 sections, and could split apart and each had it's
own power (It's 4, 4, 4 beasts in one, WoW!) (Thanks Ed). I would
like to see a big green ass-kicking OGRE some day... (Not specifying
Tank or beast.)
TAG TEAM: You have two monsters, OR an even number of players, (4, 6, 8), and each makes a monster. Forming teams of two, (or one for 2 player version), one player sits on the sidelines while the other goes in to fight. The waiting player may use any of his Claydonian's missiles on his turn, as initiative is established normally. The fighting claydonian may leave to it'scorner at any time after battle has begun, and it's partner takes it's place at the end of the fighting claydonian's turn. Game resumes. Regeneration makes this sort of play LAST LONG. A claydonian on the sidelines gains back HP at1 per turn resting (regenerators still roll, NO BONUS!!!)
CHEATING IN MOVEMENT: Some unscrupulous players try to get away with extra movement in their turn. This is through the use of the Claydonian's body and adding that distance to their movement, IE: Starting the move from the front of the Claydonian and ending up placing the Claydonian with it's back end at the very edge of your last span... OK, that was ambiguous... Here, this is better. Imagine Snarf the Claydonian. Snarf has 3 spans of movement. Snarf's player takes his pinky and places it at Snarf's front end and measures 3 spans from there.. All is good, ok... BUT, he places Snarf's backside at the end of his last span instead of Snarf's FRONT end. This adds the Claydonian's length to the movement. This is NOT TO BE ALLOWED! People who do this deliberately should be microwaved.