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CLAYDONIA REVISED

Last revision 1st April 2000
Originally from the pages of Dragon magazine
Constantly reworked by the University of Oregon Gaming Club
Editor and keeper of the textfile: atruwe@bigfoot.com

==> CREATION

Each player gets only one can of Play-Doh to make their Claydonian, but may trade wads of Play-Doh with other players in order to get different colors. Any shape is permissible, but movement, attacking and especially durability should be kept in mind. A player may elect to only use part of his Doh to make his Claydonian, and use the rest for missiles.

Each player picks a mutant power for his Claydonian, but does not have to declare it to the other players until the first time it is successfully used.

All players and the Clay Master (if there is one) decide on the movement and attack abilities of each Claydonian. Players may, at creation, decide their attacks are worth less than others suggest in order to have a lower to-hit number. Each Claydonian starts with 50 hit points unless it has missiles or a mutation that affects its hit points.

It's best if every player writes his Claydonian's name, power, and hit points on a piece of paper. This stops people from changing powers mid-game, as well as aiding in counting hit points. A player with other things on his mind might also want to write down what attacks his Claydonian has, the attacks' to-hit numbers, and the Claydonian's movement rate.

==> BEGINNING PLAY

Claydonians may be positioned anywhere on the playing field. Players roll or otherwise determine whose movement turn is first, and play generally goes either clockwise or widdershins then on. As positions of players may change as the Claydonians' positions change, it is wise to record the order of play.

For the first round, it's a bit of a drawback to go first. If there is a returning winner at the table, make him go first.

==> TURNS

A turn is subjective, beginning when play comes around to the player (his "movement turn") and ending when his next movement turn begins.

During his movement turn, a player may move and attack, may simply move, may stay in position and attack, or may just sit there.

Each Claydonian has a set number of attacks (usually 4) and may use them all during his movement turn, or save them to counterattack.

The Claydonian may move to an enemy, attack, suffer the counterattack and move away in one turn. A movement turn ends when the Claydonian runs out of movement, or the player declares it over.

==> COUNTERATTACK

If a Claydonian has not used all its attacks and is attacked by another Claydonian, the player may choose to counterattack, even though it is no longer his movement turn. Attacks refresh at the beginning of the player's movement turn. Missiles cannot be used to counterattack, but one can use a mutant power to counterattack if its use is "in place of one attack."

==> MOVEMENT

Number of Legs Movement Distance

0 Legs.........1 Handspan
1 Leg..........2 Handspans
2 Legs.........2 Handspans
3 Legs.........3 Handspans
4 Legs.........3 Handspans
5+ Legs.........4 Handspans

Anybody's hands may be used for this measurement.

Once a Claydonian has made its movement it may not retract tentacles/legs if the new form wouldn't have allowed the move to performed. The monster's final shape must be in contact with the destination point of the handspans moved. It cannot expand itself to move, then coil up immediately after.

==> ATTACK

In order to attack each other, two Claydonians must be within one finger's width of each other. This does not apply to missiles or Flight. A finger's width can be a thumb, and it can be the biggest thumb someone will let you borrow.

Attacking limbs do damage according to their size. Larger limbs mean more damage, but are harder to hit with. To attack, a player declares which limb is attacking, then rolls a to-hit roll. To-hit rolls are made with two six-sided dice, and must equal the roll target for that limb size.

A "standard to-hit roll" is 7.

Type of Attack Damage Caused Attack Roll Target

Tiny Attack.................1d3................6
Light Attack................1d6................7
Medium Attack...............2d6................7
Heavy Attack................3d6................8
Giant Appendage.............4d6................9
Only One Huge Attack........5d6................9
Entire Body.................6d6................10

==> DUAL-USE LIMBS

A limb normally used for movement may also be assigned an attack damage, but if it is used to attack the Claydonian's movement distance that turn is reduced to the movement of its remaining, non-attacking movement limbs. If the Claydonian has already moved the maximum distance for all its movement limbs, it may not attack with the dual-use limb. If all of this Claydonian's attacks for a turn are used by a power such as Stomp, the dual-use limb may be used to move.

==> PHYSICAL DAMAGE

Mutant powers that affect the Claydonian's physical body (like Bite, Bowl or Poke) often do damage "based on appearance." This means that the players and/or the Clay Master decide on just how bad the attack looks, and assign damage accordingly.

Although there are many punching or poking attacks, none of these allow "drilling," moving back and forth or twisting once contact has been made. Simple impact only.

The player can repair actual damage to a Claydonian's body after the amount of hit points lost has been determined. This doesn't affect how many hit points the Claydonian has. Note that the Rip Off Limb power's effects are permanent, and the limb cannot be reattached.

==> DAMAGE REPORTS

Throughout the game, a player may ask any other how his Claydonian is doing. Although there is nothing stopping a player from telling everyone his exact hit points remaining, it's customary to respond using metaphors and allusions. A Claydonian at 45 hit points could be said to be "Near-mint in a mylar bag, baby," while a player whose Claydonian is at 5 hit points might moan, "I'm not quite dead yet."

==> CRITICAL HITS AND MISSES

If a to-hit roll comes up boxcars (12), the player then rolls 3d6 on the Critical Hit Table and gains an extra mutant power for that attack ONLY. The critical hit's effects must be rolled and dealt with before any more attacks are attempted, as powers like Toss and Bowl tend to move the victim out of its attacker's range.

If a to-hit roll comes up snake-eyes (2), the Claydonian is stunned and cannot move, attack or counterattack for the duration of its turn. Claydonians with the Speed or Endurance mutations may still move (Speed) or counterattack (Endurance) while stunned.

3d6 Power 3d6 Power
3...Stomp 11...Change Places
4...Use Opponent as Missile 12...Vampiric Regeneration
5...Bowl 13...Slam
6...Rip off Limb 14...Toss
7...Drop 15...Bite
8...Poke 16...Borrow Power
9...Poison 17...Trade Bodies
10...Berserk 18...Roll Twice

==> OFF-THE-TABLE RULE

If a player tosses, bowls, or knocks someone else's Claydonian off the table, they take no damage from that attack. If a player throws, bowls or knocks his own Claydonian off the table, it takes damage based on appearance.

==> MISSILES

Missiles must actually be thrown by the player, who rests his elbow behind his Claydonian and throws. The damage a missile does is determined before play. Generally:

pea-sized...........1d3
marble sized........1d6
1/4 can of Doh......6d6

Missiles lower the starting hit points of a Claydonian by 2 points per 1d6 of damage they can do, 1 point per 1d3. Missiles cannot be used as a counterattack. The Claydonian does not have to carry its missiles on its body. Missiles do damage to the first Claydonian hit, even if not the intended target. A missile can only damage one target. If it cannot be determined which was hit first, the thrower decides.

==> DEATH

Reducing an opponent to 0 hit points grants a player the right to smash it and gloat. It's best to let the bereaved player remove differently colored bits of Doh from his Claydonian before the knuckle sandwich of victory.

==> VICTORY

The last remaining Claydonian is the winner, and may return in the next game with full hit points and another mutant power, rolled randomly. In case of a duplicate mutation, or if the new power is unusable due to the winner's body structure (Charge, Divide Self, Flight, Poke, Poison and Use Self As Missile might not work with all Claydonians), re-roll.

The winner can opt to re-sculpt his winning Claydonian at the next game session, if it isn't on the same day and storage is not feasible, and play it with the same powers as its winning game. The winner is obliged to remind everyone playing at this second game what powers his Claydonian has been seen to use in previous games.

An alternative method of play is to let the walls drop after 10 rounds and let any Claydonian escape by moving to the edge. In this variation, the winner is the one with the most kills.

==> MUTANT POWERS

ANTI-MUTANT This Claydonian is immune to the effects of others' mutations. They simply don't work on it. However, the Anti-Mutant may NEVER roll on the Critical Hit table. While a Twisted Mutant could conceivably also be an Anti-Mutant, and a victorious Anti-Mutant is free to take an extra mutation, an Anti-Mutant may NEVER have the mutation Frenzy. Anti-Mutants are not immune to the Critical Hit powers of attackers.

The Anti-Mutant is not immune to Charge, the effects of Flight (like swooping attacks) or Vampiric Regeneration. The Anti-Mutant cannot be Used as a Missile, but takes normal damage from another Claydonian being Used/Using Self as a Missile. If the Anti-Mutant dies, a Scavenger may still feast on its remains.

BERSERK Whenever the Berserker Claydonian rolls damage for an attack and a die comes up 6, it may re-roll this die and add the result to the damage previously rolled. If the second roll of a die comes up six, it may re-roll again. This continues as long as it keeps rolling sixes. If a d3 roll comes up 6 (before dividing it, obviously) it is also re-rolled and the subsequent damage is also halved.

BITE In place of all its attacks for that turn, the Biting Claydonian must make a standard to-hit roll (7+). If it succeeds, the player leans over and bites off a hunk of his opponent's Claydonian. The attacker does NOT have to swallow. No hands may be used, but the surrounding Claydonians may be moved for the Bite and then replaced. If the victim moves as result of the Biting, it must also be moved back to its original position. Damage is determined by appearance and is not permanent (lost parts may be reattached).

BLOBS OF DEATH In order to use Blobs of Death, a Claydonian must have at least two missiles. Blobs of Death may only be used twice per game. Before throwing the missile, the player must announce that he is using Blob of Death. If he hits his target, he may then punch the target Claydonian. Damage is determined by appearance. The missile also does normal missile damage.

BORROW POWER On any successful attack, the Claydonian may use the mutant power of its target. The power must be something that can be done while attacking -- Anti-Mutant, Divide Self, Endurance, Flight, Missile Mastery, Twisted Mutant, Regeneration, Scavenger, Speed and Shape Shift are right out. However, either of a Twisted Mutant's powers may be borrowed, even if one is Anti-Mutant. The victim tells the Borrower secretly, and he chooses which he wants. The borrowed power must be used immediately, but does not have to be used against the Claydonian from which it was borrowed.

BOWL In place of one normal attack, the player makes a standard to-hit roll (7+). Success allows the player to roll the target across the table. The target may be moved to the end of the table, to allow for a longer bowl. As this is neither Drop or Toss, there should be next to no vertical change. Damage is assessed by appearance, plus 1d6 for every two handspans Bowled. If the Claydonian is Bowled off the table, however, the attack does no damage. Claydonians with the Flight mutation take 2d6 less damage from Bowl.

CHARGE The Claydonian must have an appropriate charging appendage (head butt, horns, body slam). The player declares he is Charging at the beginning of his movement turn, and receives 2 additional handspans of movement towards his target. Movement must be in a straight line. Damage is equal to (2 + number of handspans moved)d6. Charge hits on an 8. If the to-hit roll misses, the Claydonian is confused and may do nothing but counterattack until his next movement turn. This is not the same as Stun. Charge may only be used every other turn.

CHANGE PLACES After any successful attack, the player may switch the places of ANY two Claydonians. The player must state that he is attempting to use Change Places before he rolls. The player may include his Claydonian or the Claydonian he attacked in this switch, but does not have to. The switched Claydonians do not have to be anywhere near the attacking Claydonian.

If the Claydonian attacks, then switches another Claydonian into its place, the attacked Claydonian may still counterattack the innocent Claydonian. If the Claydonian is nowhere near any other Claydonian, he may still use his power by making a successful to-hit roll. This still uses one of its attacks.

DIVIDE SELF The Claydonian must be made so that it can be easily split. If the split looks terribly painful, damage may be assigned. At any point in the game, the Claydonian may split itself in two. Each will have half of the Claydonian's hit points, and will have attacks and movement appropriate to their current forms. They both take their movement turns at the same time. A randomly rolled power will be rolled for these new Claydonians, but only one of them may use the power per turn. The Claydonian may not reform until after the match. If one dies and the other survives, it may still reform after the match.

DROP Once per opponent per turn, in place of one normal attack, the Claydonian makes a standard to-hit roll (7+). If successful, the player may lift the target Claydonian 3 feet into the air and drop it straight down. If it bounces far enough away from its attacker, it may not counterattack. Dropping does damage by appearance, plus 2d6. Claydonians with the Flight mutation take 2d6 less damage from Drop.

ENDURANCE Before the game, the player rolls 8d6 and adds the result to his Claydonian's beginning hit points. A Claydonian with the Endurance mutation, when stunned by a critical miss, may still counterattack that turn.

FLIGHT The Claydonian must have some apparatus that would logically allow it to fly, like a jet pack, wings, or a propeller. Flight movement allows 3 handspans for every flying limb, maximum 9. The powers Bowl, Drop, Slam, Toss and Use Opponent as Missile (being the missile, not the target) do 2d6 less damage to a Claydonian with the Flight mutation.

Flying Claydonians may make a swooping attack, requiring a standard to-hit roll (7+). If successful, the Claydonian may make 1d6 attacks (up to its normal maximum) without the danger of being counterattacked. If unsuccessful, the target may counterattack as normal. Flying Claydonians who successfully swoop must not finish their movement turn next to their target.

FRENZY Whenever the Claydonian makes a successful attack roll that comes up doubles -- two threes, two fours, two fives -- it gets a standard critical hit, as though it had rolled two sixes. If the player rolls two sixes, the Claydonian gets TWO rolls from the Critical Hit Table.

MISSILE MASTERY When hit by missiles, the Claydonian may either catch or absorb them. Either requires a successful to-hit roll (7). Caught missiles may be thrown again, and absorbed missiles add hit points equal to the damage they would normally have caused. Missiles may also be picked up off the table and thrown, with no roll necessary.

The Missile Master may take missiles from its body at any point in the game. The player may take Play-Doh from his Claydonian and form it into missiles. Missiles created this way will cause 1d3 of damage to the Missile Master in the process of creation for every 1d6 of damage they can do when thrown.

POISON Every successful bite, claw, horn or similarly sharp attack does an additional 1d6 of damage. Attacks must be ones that could break skin and transfer poison -- no contact poison.

POKE On any successful attack, the player may jab (not drill) his finger into his opponent's Claydonian. Damage is determined by appearance. The attack must be one that seems apt to poke, not a bite or most leg attacks.

REGENERATION At the beginning of each of its movement turns, the Claydonian heals 3d3 of damage, total hit points not to exceed starting hit points (50, without missiles).

RIP OFF LIMB ONE of the Claydonian's attacking limbs gains the power to Rip Off Limbs. If a to-hit roll for that appendage is 10 or higher, along with causing the normal damage for that attack, the attacking player may permanently rip off one of his opponent's limbs. Any convex part used in movement or with an attack value may be ripped off, never to be replaced. Damage is assigned according to appearance. At the attacker's discretion, a protrusion that is not used for attack or movement may be ripped off for damage, but this does not alter movement or attack.

SCAVENGER Any discarded Play-Doh (missiles, ripped off limbs, dead Claydonians) can be ingested and restore hit points to the Scavenger. Missiles provide as many dice of hit points as they were assigned dice of damage. Dead Claydonians provide (max hit points/10)d6 points. Limbs should be assessed individually. The Scavenger's hit points may not be raised above its original maximum, and the Scavenger may not thus regenerate Ripped Off Limbs. Doh that is thus "eaten" disappears from the table.

SHAPE SHIFT After creating his Claydonian, the player takes another can and secretly creates another as well. At any time during its turn, the Shape Shifter may change shape by making a standard to-hit roll (7+). The number of hit points _lost_ carries over into the other form, even if the total number of hit points is different (due to missiles).

Only one form may attack per turn. Multiple changes in a turn are possible, but if any change roll fails, the Shape Shifter may not shape shift again until its next movement turn.

SLAM On a successful to-hit roll (difficulty 7+), the player may pick up his opponent and _throw_ them straight down onto the playing surface. This is in place of all attacks. Damage is based on appearance. Claydonians with the Flight mutation take 2d6 less damage from Slam.

SPEED A Claydonian with the Speed mutation may move twice the movement rate indicated on the movement chart. While stunned by a critical miss, a Speedster may still move that turn.

STOMP In place of all attacks for the round, the player declares he is attempting to Stomp and makes a standard to-hit roll (7+). Success means he may remove his shoe (or another's shoe) and smash it down on his opponent, who must be in standard striking range (one finger's width). More than one Claydonian may be hit, if many are near. Stomp does 12d6 of damage. Before they're rolled, the dice are distributed as seems visually appropriate among all the Claydonians physically affected by the shoe, including the Stomper. Stomp may only be successfully used twice per game.

TELEPORT The player must make a standard to-hit roll (7+) and may then move his Claydonian wherever he wishes. Failure means he moves the rolled number of handspans in the opposite direction of his intended destination, stopping at the edge of the table.

Additionally, a player may elect to teleport immediately after attacking. A failure in this case means the Claydonian stays put, and its opponent may counterattack as normal. If a teleport roll fails, the Claydonian may not attempt to teleport again until its next movement turn, unless it is attacked.

TOSS In place of all attacks, the Tosser makes a standard to-hit roll (7+). The Tosser may throw his opponent into the air, possibly hitting the ceiling. Damage is assessed by appearance and by sound. Claydonians with the Flight mutation take 2d6 less damage from Toss.

If the target Claydonian sticks to the ceiling, it remains there, unable to move, until it falls back down. Stuck Claydonians may still attack with missiles (as well as the mutation Blob of Death). Change Places may still be used, as well as Shape Shift (however, the player will have two choices -- the stuck Claydonian, or the other form, on the table). If the Claydonian is still stuck to the ceiling when only one other Claydonian is alive, the stuck Claydonian must forfeit.

Landing on top of a light or a pipe is not the same as getting stuck. There is no chance of falling down. A Claydonian thus caught should be rescued and then dropped from the height at which it got caught.

TRADE BODIES In place of all attacks, the Trader makes a standard to-hit roll (7+). If successful, the player trades Claydonians with another player, each gaining the new body's hit points, attacks and movements. The players do NOT, however, trade powers, even if they are dependent on physical characteristics, like Charge, Flight, Poison or Shape Shift. Missiles stay with the body from which they were formed. A Shape Shifter may be Traded with, but the Trader inhabits only the form currently on the board.

TWISTED MUTANT The Claydonian receives two powers, rolled randomly. It also loses 15 hit points, caused by the damage inherent in such unstable genetic structure. These 15 points cannot be regenerated - the Twisted Mutant's health cannot ever be higher than 35. Unless, of course, one of its mutations is Endurance.

USE OPPONENT AS MISSILE The player must state he is attempting to use this power before using all his attacks on one target. If all of the attacks hit, he may then pick up his target and throw it at another Claydonian. Damage is 2d6 for the missile Claydonian and 4d6 for the target, as well as visual damage. Claydonians with the Flight mutation take 2d6 less damage from being Used as a Missile.

USE SELF AS MISSILE The attacking player makes no roll, merely picks his Claydonian up and throws it at another one. The attacker automatically takes 1d6 damage, as well as damage by appearance. The target takes (attacker's current hit points, rounded up/10)d6 + 2d6 damage, as well as by appearance. This counts as one attack.

VAMPIRIC REGENERATION The Vampiric Claydonian automatically heals as many hit points as it gives out in damage, no roll required. Total hit points may not exceed starting hit points. The vampire gets no regeneration from missile attacks. A vampire only regenerates for damage done to a living Claydonian; if its attack brings a victim below 0 hit points, the vampire only regains the number of hit points the victim had before death.

Random Power Table

1d30....Power

1...Anti-Mutant 11...Endurance 21...Slam
2...Berserk 12...Flight 22...Speed
3...Bite 13...Frenzy 23...Stomp
4...Blobs of Death 14...Missile Mastery 24...Teleport
5...Borrow Power 15...Poison 25...Toss
6...Bowl 16...Poke 26...Trade Bodies
7...Charge 17...Regeneration 27...Twisted Mutant
8...Change Places 18...Rip Off Limb 28...Use Oppt. As Missile
9...Divide Self 19...Scavenger 29...Use Self As Missile
10..Drop 20...Shape Shift 30...Vamp. Regeneration

==> CHANGES SINCE LAST REVISION (13th November)

These are almost all clarifications and not revisions. The end may be near. Hooray!

If a Tossed character ends up on top of a light or something, this is not "stuck." Retrieve it and drop it from that height.

Shape Shift uses TWO cans of Doh. Someone made each form out of 1/2 can last time.

Typo in Slam corrected.

Bitten characters do not move.

You can use a mutant power to counterattack if its use is "in place of one attack."

People may, at creation, decide their attacks are worth less than others suggest.

Every time it says "standard to-hit roll," it also says "(7+)" close by.

If rolling 1d3 with Berserk, the rerolled dice are also halved.

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