OFFICIAL CLAY-O-RAMA (CLAYDONIA) RULES (Adapted from Dragon Magazine #125)
By David 'Zeb" Cook
CLAYDONIA CONQUERS THE WORLD (Adapted from Dragon Magazine #144)
By Paul C. Easton
Compiled by Cheese who wants to remain anonymous because he doesn't want to
get sued by T$R for writing from their "Out of Print" Dragon magazines, even
though he's not making money off of this.
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RIGHT OFF THE BAT, THIS IS [Link], WHICH IS CLAYRAMA VERSION 3.0 (NO
CHANGES FROM THE ORIGINAL TEXT, WITH THE EXCEPTION OF SOME RULES THAT WERE
ADDED "JUST FOR FUN" THEY ARE ALL OPTIONAL AND WERE ADDED TO ENHANCE THE
PLAYER'S ENJOYMENT. ALSO SOME MINOR GRAMMATICAL ERRORS WERE FIXED. -CHEESE)
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What is Clay-O-Rama?
A Clay-O-Rama is many things. It is a chance for friends to meet and
have a good time. It can be a serious philosophical discussion on the meaning
of modeling clay. It is a means of artistic expression. It is a ritualistic
gathering of Claydonians to watch the violent destruction of others of their
species. But, most of all, it is a silly game involving modeling-clay
miniatures.
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, that is.) (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
have assembled 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 seven categories of powers that must be assigned to each
Claydonian: movement, number of attacks, "to hit" number, damage, hit points,
missile damages, 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.
1) Movement: All movement is measured in spans of the player's outstretched
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 spans
Note that a "leg" is any type of movement-producing appendage the claydonian
might have, even if it is a wheel. A "leg" is NOT a little pinch of clay
strecthed from the side of the creature, it must have thickness.
2) Number of Attacks: Look at the creation carefully. How many limbs can it
use for attacking? This INCLUDES legs used for movement. This is the number
of attacks it can make each turn. Every Claydonian gets only 4 attacks to
make each turn. IT can choose which limb it will attack with. A leg that was
not used to move with (example: having 3 legs and only moving 2 spans...) can
be used for attacking.
3) "To Hit" Number: 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".
4) 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.
Remember to rate the creature's legs. 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?
5) 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.
6) Missile Damages: 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.
7) 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.
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 drop it 3'. Afterwards, the
referee can decide the amount of damage based on what happened.
2. The Bowl: This power works like the drop, except you roll the target
across the battlefield. You can do damage to others that get bowled at.
usually 1-2 damage points. If he rolls off the battlefield, no damage taken.
3. The Poke: Made in place off one normal attack. When a hit is made, you
poke the target hard with your finger, making a nice hole in it. The referee
decides the amount of damage.
4. Reshape One Limb: This power is used in place of a normal attack. If it
hits successfully, the attacking player may alter the shape of any one limb of
the target as he pleases. As referee, you should be ready to assign damage or
altered powers because of this change.
5. The Blob of Death: This power may only be used by a creature with
missiles. The player may designate one of the missiles to be his Blob of
Death. It is fired like a normal missile (see "How does my Claydonian
shoot?"). If it scores a hit, you should take your fist and give the target
one solid smash to show the effects of the missile. After doing this, the
referee must assign damage based on the consequences. Only one Blob of Death
per player per game is allowed.
6. Rip Limbs Off: When the creature rolls an 11 or 12 on a normal attack,
the player may tear one of his opponent's limbs off. Ah, that is, the player
may tear off one of his Claydonian's opponent's limbs. Though this attack
causes no damage to the target in terms of lost hit points, you should be
ready to note any changes to the target's powers.
7. Change Places: After a successful power roll, creatures with this power
may change places with any opponent on the board, or may change the places of
any two other creatures on the board. The power user may not move in the same
turn that it uses this power. This power must be used in the movement phase.
8. Move Out of Turn: Creatures with this power may move at any initiative
point in the turn. They simply announce that they wish to move. They may not
move in the middle of another player's move.
9. Use Opponent as Missile: If all of an attacker's limb's hit a target, or
he has killed a target and has an extra attack left that turn (CANNOT hold
onto the dead Claydonian till it's next turn), AND if a successful power roll
of 8 is made, he may pick his target up and use it as a missile against a
third opponent. The Claydonian is fired like a normal missile, and the
referee should assess damage to both the missile (unless it's already dead),
and the target. If the missile misses the target, the missile takes damage
from the drop as assessed by the referee.
10. Divide Self: This power should only be given to creatures that can
easily divide into two sections. Each half has half the powers of the normal
creature at the time of division. May only divide once.
11. Borrow Power: In addition to all normal attacks, a successful hit by
this creature allows it to use the special power belonging to the target, if
the attacker wants to do so. The decision must be made immediately or the
borrowed power will be lost until another successful hit is made. The player
with this power should not be told what the powers of other creatures are; he
can only learn this by observation.
12. Regenerate: A Claydonian with this ability regenerates 1 six-sided die's
worth of hit points at the start of each of it's turns. This ability allows
the Claydonian to replace lost hit points only; it does not create new ones.
13. Endurance: The Claydonian with this power takes only half damage from
all attacks. Round fractions down.
14. Speed: A Claydonian with this power can double it's movement in one turn
in place of one attack. No tripling or quadrupling or so on your movement.
15. Stomp: This deadly attack may be used only once per gaming session. In
addition, a Claydonian SUCCESSFULLY using this power is unable to take any
action for two turns thereafter. The attacker chooses an opponent adjacent to
him and rolls to hit. If a successful hit is made, the attacking player takes
one of his shoes (or boots, if he is lucky enough) off and gives the opponent
claydonian 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 one hit point, unless they only had one to begin with.
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.
16. Missile Absorption: When hit by a missile, a Claydonian with this power
rolls 2d6 and compares the result to its "to hit" number. If the result is
over the "to hit" number, the claydonian takes no damage from the missile and
may add the projectile to it's body mass. For each missile smaller than
marble-size absorbed, add 1 hit point to the Claydonian. Add 2 hit points
for each marble- size missile absorbed, 3 hit points for any missile up to
golf ball size absorbed, and 4 hit points for anything over golf ball size.
The original owner of the missile loses it permanently and the absorbing
Claydonian adds the new hit points to it's total (e.g., original total of
target 50, and has been damaged to 35. Target successfully absorbs a
marble-sized missile. New total 52 and has 37 left). This power does NOT
allow a Claydonian to absorb the following: an opponent, a poke, a Blob of
Death, or any object larger than fist size. In addition, absorbed missiles
may not be used to create new missiles, they just add to the bulk of the
Claydonian. If the Claydonian rolls under it's "to hit" roll, it takes half
damage (round fractions down) from the missile and does not absorb it. Note
that a Claydonian may not absorb missiles that it throws at itself, and it
takes full damage from a missile if it does so.
17. Absorb Opponent: This power gives a Claydonian the ability to absorb any
other Claydonian it kills. When a Claydonian with this power kills an
opponent, it makes a "to hit" roll. If successful, the Claydonian adds the
dead opponent to it's body bulk, adding the number of total hit points that
the old opponent had to it's own total. (e.g., The Absorber has 50 total, 30
current. It absorbs it's opponent who has 45 total (because of a missile)
and 0 current (it's dead, Jim). The Absorber now has 95 total, 30 current,
until the next game). If unsuccessful, the dead Claydonian goes screaming up
to the Great Hand in the Sky (see Honoring a Claydonian Death). The
Claydonian may NOT absorb an opponent that he has killed with a missile,
unless adjacent.
18. Drain Power: A Claydonian with this power may drain one power from
another Claydonian for six turns. Using this power takes the place of three
attacks. To drain a power, the player must choose an opponent adjacent to
his own Claydonian and make a successful "to hit" roll. If unsuccessful, the
power is wasted. This power may be used once every five turns.
19. Create Limb: A Claydonian with this power may create a temporary limb.
This temporary limb may replace one normal attack to create a small- to
normal- size limb; it may replace two normal attacks for a large-size limb;
and (how could you guess?) it may replace three normal attacks for a
very-large-size limb. This temporary limb lasts for four turns, and it hits
and does damage according to it's size. So, if your Claydonian already has
four limbs, it could have five normal attacks per turn by adding a temporary
limb. The turn the limb was created is it's first turn, followed by 3 turns
with 5 attacks, then the limb must be re-created.
20. Repel: This power may be used by a desperate Claydonian in place of all
attacks. No "to hit" roll is needed, and the results are immediate. When
this power is used, all opponents must move their maximum movement ranges away
from the user fro 1 turn. Moreover, the powers Teleport, Change Places, and
Move Out of Turn cannot be used by opponents for one turn. In addition, the
user may not be hit by missiles for one turn. This power may be used every
third turn.
21. 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 opponent's 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, lose no hit points, and
reappear in the gaming area anywhere it chooses (except on top of another
Claydonian). The number of hit points lost must be determined by the referee.
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 Claydonian hits another
Claydonian, only the tossed Claydonian takes damage.
22. 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. A Claydonian with this power CANNOT catch the table (if thrown
for some reason.), a poke, or anything other than a missile or another
Claydonian.
23. Use Self As Missile: This power allows a player to throw his Claydonian
in the same way one would throw a missile. The referee will assess the damage
taken by both the missile and the target.
24. Trade: In a desperate situation, a Claydonian with this power can choose
an opponent in an adjacent area and make a "to hit" roll. If successful, the
player trades his Claydonian for the target Claydonian. This power may only
be used once per game in place of all attacks for that turn. The player plays
the new Claydonian with it's shape, hit points, attacks, and movement, but
retains his former Claydonian's powers. Likewise, the other player retains
his former Claydonian's powers but is stuck with your Claydonian's body.
25. Paralyze: On a successful "to hit" roll, a Claydonian can cause an
adjacent opponent to stop moving and attacking for two rounds. This attack
takes the place of all normal attacks. The paralyzed Claydonian cannot
initiate any action for two rounds. This power may be used every three
turns.
26. Teleport: A Claydonian can use this power in place of all it's 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 roll determines which direction the
Claydonian teleported:
Roll Direction
1 Stays in same place
2 North
3 West
4 South
5 East
6 Stays in same place
The second die roll determines how many spans that the Claydonian moves, if
any.
How do I play the game?
Once all the players have created their Claydonians and have had powers
assigned to them, have them gather around the playing area. Have the players
space themselves at equal distances from each other. Each player should the
roll three six-sided dice to finds his or her initiative number. Ties should
be rolled off. Be sure each player notes his initiative number. After this
is done, explain the What Do I Do, How Do I Move, How Do I Shoot, How Do I
Attack, and How Do I Win rules to the players. Once everyone understands
what is going on, begin the game.
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
move is as follows:
1. Move your creation up to it's full movement
2. Fire up to three missiles at targets of your choice.
3. Attack any creature to which your Claydonian is adjacent, provided
you have attacks left to do so.
4. The other player (or players) may counterattack against your
creature, provided they have any attacks left.
Each player follows this sequence in order of initiative, until the
player is out of the game or the game is over.
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 from, 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
measured by 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.
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 any of 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.
Any legs that were not used for movement may be used to attack with,
provided that the Claydonian has less than 4 attacks to perform. For example,
if a Claydonian got it's arm ripped off and has 3 legs and HAD 4 arms, it may
use a leg to attack with, but can only move 2 spans instead of it's usual 3.
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 centuries. 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)
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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
Taking the same power twice:
If a player opts to take the same power twice, the effects of the power
are doubled. ie: Regeneration gives 2-12hp a turn instead of 1-6 each turn.
Absorb Opponent 2x cuts the "to hit" number needed by half.
If you decide on Campaign, here are some suggestions:
1) Make a hard-paper copy of your Claydonian... Draw it on a piece of paper
and record statistics.
2) Become owner of a bunch of Claydonians (Store a lot of sheets, but just
like Role-Playing game characters, do NOT use dead Claydonians. 3) Make money
bets on the games. Illegal where prohibited.
NEW STUFF ADDED 9/1/94
WALLS RULE: When you play Clay-O-Rama, you usually do so on a table or floor.
that is all well and good, but here's something to spice it up... LIMIT SPACE.
On a floor, the borders could be made with masking tape (you use Play-Doh on
the floor, so WHY NOT TAPE TOO?). On a table, the border is the table edge.
After a set amount of turns (usually 4 or 5), the "Walls come down", meaning
that any claydonian can escape the battle by running off the field of battle.
This is only really useful in a campaign.
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 "Caterpillar" 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's
corner 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 at 1 per turn resting (regenerators still roll, NO BONUS!!!)
(added 9/2/94)
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.
(added 11/11/94)
Spell checked the document, formatted the text to pages, changed the stomp and
use opponent as missile powers, defined "legs", added ability to attack with
legs not used for movement.
(added 4/26/95)
Added disclaimers, erased my name and credit. Shortened my "Thank You"
message to people who aren't exactly defined as such.
I would like to thank the following people: Ed A., B.C.H., and Clay L. for
their input.
If anyone has any questions, or any advice, post on any role-playing newsgroup
or comic-book newsgroup on the net and I'll find you. Title the message
"CLAY-O-RAMA".
Have Fun!