TEXT: Additional Claydonia Powers & rules, reprinted from other websites; 
      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) & 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. 
      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, & 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 & a die comes up 6, it may 
  re-roll this die & 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 & the subsequent damage is also halved. 
      BLINDNESS: On a successful 'to hit' roll, any one opponent may be blinded for 1-3 turns. Movement of 
  blinded Claydonian, if initiated, goes in random directions. Character declares number of hand-spans 
  desired, then moves in a direction determined by dice roll using 'teleport' table. If their movement would 
  cross another Claydonian, they stop there. To attack, a blinded Claydonian must roll a 5 or 6 on a 6-sider 
  to verify they are attacking in the correct direction, in addition to the normal 'to hit' roll. To shoot missiles, 
  player must close their eyes before throwing. This attack replaces all missile attacks for 1-3 turns, & may 
  only be used once every 3 turns. 
     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 & 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 a shoe, a poke, or anything other 
  than a missile or another Claydonian. 
     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; & (how could you guess?) it may replace three normal attacks for a very-large-size limb. 
  This temporary limb lasts for four turns, & it hits & does damage according to its 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. 
     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 & make a successful "to hit" roll. If unsuccessful, the power is 
  wasted. This power may be used once every five turns. 
     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. 
     GLUE: A Claydonian can cause multiple opponents to stop moving for 1-3 rounds. A separate 'to hit' roll 
  must be made for each opponent. This attack takes the place of all physical attacks. Glued characters may 
  still shoot missiles, or attack opponents that are adjacent to them. Teleport & levitate still function, even if 
  glued. 
     LEVITATE: On a successful 'to hit' roll, Claydonian 'levitates' 2 hand-spans above the table for 1d6 
  turns. While levitated, the Claydonian can only be hit by missile weapons & special powers that do not 
  require physical contact by another Claydonian. (I.E. Use Opponent As Missile cannot affect him) While 
  levitated, Claydonian cannot physically attack opponents & may only throw missile weapons, not pick 
  them up. Movement while levitated is 1 hand-span. 
     MISSILE ABSORPTION: When hit by a missile, a Claydonian with this power rolls 2d6 & 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 & 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, & 4 hit points for anything over golf ball size. The 
  missile is lost permanently & the absorbing Claydonian adds the new hit points to it's total (e.g., original 
  total of target 50, & has been damaged to 35. Target successfully absorbs a marble-sized missile. New 
  total 52 & 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 & does not absorb it. Note that a 
  Claydonian may not absorb missiles that it throws at itself, & it takes full damage from a missile if it does 
  so. 
     PARALYZE: On a successful "to hit" roll, a Claydonian can cause an adjacent opponent to stop moving 
  & 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. 
     REPEL: This power may be used by a desperate Claydonian in place of all attacks. No "to hit" roll is 
  needed, & the results are immediate. When this power is used, all opponents must move their maximum 
  movement ranges away from the user for 1 turn. Moreover, the powers Teleport, Change Places, & 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. 
     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. 
     RESIST POWER: When a power is successfully rolled that affects this creature in any way, the 
  Claydonian can roll to resist the power. On a successful "to hit" roll, the effects of the first power are 
  negated on this creature only. For Instance, a successfully resisted 'repel' will still move every other 
  creature away from caster, but resisting creature remains stationary. A player cannot resist powers that 
  affect other creatures, however. I.E. Missile absorption, catch, endurance, & speed should NOT activate 
  this power. 
     RIP OFF (ONE) 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. 
     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. 
   
  Optional Rules: 
     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 & place a 
  great deal of work in the hands of the referee (ahem). 
     CAMPAIGN RULES: Some of you sicko's out there may like this game enough to become infatuated 
  with it & even cry when your Claydonian dies. Well, start a campaign. You can have the Claydonian gain 
  levels. Here's how: 
  # Enemies 
  Destroyed XP Total 
  Title Benefits (Non-Cumulative) 
  0 – 5 
  1 
  Silly Thing ; 1 Power 
  6 – 15 
  2 
  Weirdo ; 2 Powers +5 HP’s 
  16 – 30 
  3 
  Freak ; 3 Powers + 10 HP’s 
  31 – 50 
  4 
  Kook ; 4 Powers +20 HP’s 
  51 – 80 
  5 
  Blob Monster ; 5 Powers +30 HP’s 
  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. 
  (Ex; Regeneration gives 2-12 hp a turn instead of 1-6 each turn. Absorb Opponent cuts the "to hit" 
  number needed by half.) 
  If you decide on Campaign, here are some suggestions: 
  1) Make a hard-copy of your Claydonian. Draw it on a piece of paper & record it’s statistics (use the ctr. 
  sheet from the original rules too) 
  2) Become owner of a bunch of Claydonians (Store a lot of sheets, but just like RPG characters, do NOT 
  use dead Claydonians). 
  3) Make money bets on the games. Illegal where prohibited. 
      As for betting in a Claydonian Campaign, the idea is NOT to use actual money (as this may be illegal 
  where you live, & in many ways kind of takes the fun away from playing Clay-O-Rama/Claydonia), here is 
  an idea; 
      Find a set of poker chips (look in your local game or toy store, or even in a “99¢ Store”) & number 
  them accordingly (1, 5 & 10). Then give your betters a set amount of “chits” to use to bet on the 
  outcome. PLAYERS CANNOT BET. That would REALLY take the fun out of the play. 
      Now, the Purse (yep, that’s what they call it) is awarded to the victor, who then can use the prize to 
  purchase additional abilities. The following table should help: 
  Chit Costs 
  Additional Movement (per span) 
  25 
  
  Additional Number of Attacks 
  30 
  Additional ‘To Hit’ Number 
  40 
  Additional Damage (per 1d6) 
  50 
  Additional Hit Points (per 1d6) 
  75 
  Additional Power 
  100 
   
     WALLS RULE: When you play Clay-O-Rama, you usually do so on a table or floor; that is all well & 
  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, & 
  various other objects can be used also. 
     TAG TEAM: You have two monsters, OR an even number of players, (4, 6, 8), & 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 go to it's corner at any time after battle has begun, & 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!!!) 
     GM PLAYS: As a GM, the game sometimes gets REALLY BORING, so make your own Claydonian & have 
  the other player’s judge what its stats are, & then play along (assuming you are a *fair* GM.....) 
     ARENA OF DEATH: GM creates a monster & assigns it powers (a big A**-Kicker). Everyone has to 
  gang up & kill it or they will ALL DIE. ☺ One of Zeb's favorites was when a GM played a "Caterpillar" on 
  him made of green Play-Doh with orange feet. It had 4 sections, & could split apart & each had it's own 
  power (It's 4, 4, 4 beasts in 1, WOW!) 
     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 & adding that distance to their movement (EX: 
  Starting the move from the front of the Claydonian & 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 & places it at Snarf's front end 
  & 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. 
   
  Honoring a Claydonian Death - What happens when my Claydonian dies? 
     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 & 
  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 & 
  squeezes the Claydonian through its 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 & 
  insist on drying, creating a nice statue to use as a memorial, centerpiece, or clay pigeon. 
   
     No set amount of Play-Doh is ever mentioned. While a typical can is 6 oz., there are smaller containers 
  of 2 oz., a few larger packages of 8 oz. each, & some sets that have even larger amounts combined. As a 
  'rule-of-thumb', the limit is confined to the contents of one 6 oz. can. It is up to the ClayMaster to revise 
  this. 
  Who Invented Play-Doh? 
     U.S. Patent No. 3,167,440 shows that Noah W. McVicker & Joseph S. McVicker invented "Play-Doh" in 
  1956, & received a patent for it in 1965. Kenner acquired Play-Doh, only to be bought out by Hasbro, 
  which transferred Play-Doh to its Playskool division. Play-Doh was originally designed as a wallpaper 
  cleaner. Its similarity to regular modeling clay without the toxicity or mess made Play-Doh a great toy. Joe 
  McVicker became a millionaire before his 27th birthday after re-releasing the product as a toy. 700 million 
  pounds of Play-Doh have been sold. 
   
  4 new Claydonian Powers (work in progress) 
  PINCH: On a successful hit roll, you can reach out to your opponent’s Claydonian & pinch it, using only 
  the thumb & forefinger. This does 2d6 damage, & the wound remains visible for the entire game 
  (Claydonians with recovery powers, such as Regenerate, Vampiric Regeneration, ect. regain their lost Hit 
  Points, but the point of impact remains visible).  
  CHOP: You can ‘karate-chop’ your opponent’s Claydonian with a knife-hand attack. This does 2d6 in 
  damage. 
  CRUNCH: You place both open hands on opposite sides of the enemy’s Claydonian & slap them together, 
  doing 3d6 in damage. No open fingers are allowed. 
  
  WHICH-WAY: You are able to cause your opponent to lose its sense of direction temporarily (for one 
  turn). Upon a successful hit roll, the enemy must move one full span in a direction determined by a d6. 
  See chart; 
  1 
  No effect 
  2 
  1 span to it’s left 
  3 
  1 span to it’s right 
  4 
  1 span to the left & back 
  5  1 span to the right & back 
  6 
  1 span backwards 
  Similar to Repel, this power is less in power, but may be used in successive rounds. 
   
  Generalized Official Clay-O-Rama Power List 
  The Drop: Pick up enemy and drop  
  The Bowl: Like Drop, but ROLL enemy.  
  The Poke: Poke enemy HARD with finger  
  Reshape One Limb: Transform yourself  
  Blob of Death: Make a missile, if hits, smash enemy w/fist. (1 use pergame)  
  Rip Limbs Off: Always on power, can tear enemy limbs off, useful.  
  Change Places: Exchange 2 Claydonian's positions.  
  Move Out of Turn: Move WHENEVER they want instead of at start of own turn  
  Use Opponent as Missile: Duh  
  Divide Self: Can have 2 Claydonians with 1/2 powers of original.  
  Borrow Power: Suck off another Claydonian's power for own use.  
  Regenerate: Gain back hit points, heal yourself  
  Endurance: Take half damage from all attacks.  
  Speed: Double movement instead of attack  
  Stomp: Take off boot and WHOMP other Claydonian (1 use per game)  
  Missile Absorption: Use missiles that hit use for health  
  Absorb Opponent: Absorb any opponent you kill to help heal yourself.  
  Drain Power: Drain another Claydonian's power for 6 turns.  
  Create Limb: Create an extra limb (for those with lotsa missiles)  
  Repel: Makes everyone move away from you.  
  Toss: Throw enemy up and see it land.  
  Catch: May catch anything thrown at you (missile, another Claydonian...)  
  Use Self as Missile: DUH!  
  Trade: TOTALLY EXCHANGE YOURSELF WITH ANOTHER CLAYDONIAN  
  Paralyze: Stun opponent  
  Teleport: Go anywhere on board 
  
SOURCE: textdata/thevault/Kid Friendly/6. Beginning Miniatures & War Games/Clay-o-rama & Claydonia/Additional Claydonia Powers.pdf