Clay-O-Rama: A Miniatures Melodrama For All Ages
Clay-O-Rama: A Miniatures Melodrama For All Ages
Clay-O-Rama: A Miniatures Melodrama For All Ages
DRAGON 51
What is a Clay-O-Rama?
0
1-2
3-4
5 or more
Movement
1 span
2 spans
3 spans
4 spans
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 Claydonians basic
chance to hit is 8 or greater on two sixsided 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 it uses its 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 dies worth of
points. If the limbs are large, one to two
more dice may be added to this. If the
limbs are very large, three more dice may
be added. If the attack is an absolute killer,
up to five dice may be added to the base
attack die. As usual, you can decide all
final attack values. If youre getting the
idea that this is not a very exact game, you
have the right idea. Youre 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 use for 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 creatures hit
points, This is another judgment 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. The following powers may be assigned randomly by
rolling a die or may be chosen by you to
match the creature in some way.
1. The Drop: Made in place of one normal attack. If a hit is successfully made,
you then lift the target into the air and
drops it 3. Afterwards, you can decide the
amount of damage caused based on what
happened.
2. The Bowl: This power works like the
drop, except that you roll the target across
the battlefield.
52 SEPTEMBER 1987
DRAGON 53
54 SEPTEMBER 1987
28 APRIL 1989
Table 1
Experience
level
1
2
3
4
5
6
Title
Silly Thing
Weirdo
Freak
Kook
Blob Monster
Supreme Slime
Table 2
Teleport Direction
1d6 roll
1-2
3
4-5
6
Direction
North
West
South
East
Benefits
1 power
2 powers, +5 hit points
3 powers, + 10 hit points
4 powers, +20 hit points
5 powers, + 30 hit points
Claydonian dies of old age
30 APRIL 1989
thereafter. The attacker chooses an opponent adjacent to him and rolls to hit. If a
successful hit is made, the player takes
one of his shoes (or boots, if he is lucky
enough) and gives the opponent a good
solid WHACK! with it. Damage should be
determined by the amount of the opponent flattened (e.g., if half of the Claydonian is flattened, it loses half of its hit
points). Totally flattened Claydonians are
left with only 1 hit point. More than one
Claydonian may be affected by this mode
of attack, including the attacking Claydonian. If the attacker somehow misses, it
still suffers the exhaustive effects of the
blow. Smart players will wear mountain
boots, moon boots, or track shoes for this
attack. Snow shoes or skis are not allowed.
9. Toss: A Claydonian with the Toss
ability may use this power in place of all
attacks. The attacker chooses an adjacent
Claydonian and rolls the to hit dice. If
successful, the player picks up the opponents Claydonian and tosses it no farther
than the gaming area. If the opponent is
tossed off or out of the gaming area, it
may reshape itself, regain all lost hit
points, and reappear in the gaming area
anywhere it chooses (except on another
Claydonian). The number of hit points lost
must be determined by the referee or by
players not involved in the attack. This
number depends on the amount of structural damage sustained (about 10-20 hit
points is appropriate). Tossing an opponent
at the ceiling is legal as long as the opponent lands in the game area. If the opponent is tossed against the ceiling and hits
the game surface, 20-30 hit points of damage are taken. If the opponent sticks to the
ceiling, the Claydonian is out of the game
until it falls. If it never falls and dries up
instead, consider it dead. As a final note
on this attack, if a tossed Claydonian hits
another Claydonian, only the tossed
Claydonian takes damage.
10. Catch: When something is thrown at
a Claydonian with this power, the Claydonian makes a to hit roll. If successful, the
Claydonian catches the item thrown at it.
If the item happens to be a missile, the
Claydonian catching it can reuse the missile. If the thrown object is another
Claydonian, the target Claydonian catches
it and takes no damage. If the Claydonian
is unsuccessful in its to hit roll, it takes
full damage from the missile.
11. Teleport: A Claydonian can use this
power in place of all its missile attacks.
The Claydonian with this ability can reappear anywhere on the game surface and,
if possible, attack right away. To Teleport,
the player must specify any vacant spot on
the game surface that he wants his Claydonian to occupy. The player then rolls the
to hit dice. If unsuccessful, the player
must then roll 1d6 twice. The first die roll
determines the direction in which the
Claydonian teleported (reference this
number on Table 2). The second die roll
determines the distance in number of
hands that the Claydonian moves.
DRAGON 31