TEXT: NO
  NO USE
  USE BIG
  BIG
  WORDS PLAY OG
  WORDS PLAY OG
  Players continue to no use big words play Og in Land of Og!
  Inside
  you will find revised rules, expanded rules, and live action rules for
  Og: The Role Playing Game.
  All of this in one book that continues
  the spirit of a prehistoric world of limited words and unlimited fun.
  Also included is one new word(!) and the full version of our minia-
  tures rules, Og: The Game of Senseless Prehistoric Combat FREE! -
  the game that started it all.
  It's more fun than you can shake a club at!  Not since the invention
  of the wheel has there been this much fun!  It's everything we missed
  in the first book and more!  Land of Og is a stand-alone book that
  does not require Og: The Role Playing Game to play.
  Og: The Role Playing Game Second Edition
  Prehistoric Role Playing in a
  World of Limited Words
  www.wingnutgames.com
  Second Printing
  WNT2200 • $9.95
  ISBN 1-929474-50-4
  
  LAND
  LAND OF
  OF OG
  OG
  Prehistoric Role Playing in a
  World of Limited Words
  
  LAND
  LAND OF
  OF OG
  OG
  CHISELED
  CHISELED ESPECIALLY
  ESPECIALLY
  FOR
  FOR YOU BY
  YOU BY
  Wingnut Games
  WRITTEN
  WRITTEN BY
  BY
  Aldo Ghiozzi
  COVER
  COVER & INTERIOR ART
  & INTERIOR ART BY
  BY
  Mike Simon
  dream@mikesimon.com
  PUBLISHED
  PUBLISHED BY
  BY
  Wingnut Games
  704 Thompsons Drive
  Brentwood, CA 94513
  www.wingnutgames.com
  SPECIAL
  SPECIAL THANKS
  THANKS TO
  TO
  Chris Clark
  Matt Stipicevich
  Andy Volokitin
  Mike Lohrey
  Second Printing
  Copyright 1993, 1995, 2000 and 2001
  Wingnut Games
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  INTRODUCTION .......................................
  INTRODUCTION ....................................... 44
  THE WORLD ............................................
  THE WORLD ............................................ 6
  6
  The Words ................................................................................... 7
  PLAYER CHARACTERS ..........................
  PLAYER CHARACTERS .......................... 1O
  1O
  Ability Scores ........................................................................... 10
  Strength ..............................................................................10
  Brains ....................................................................................12
  Speed ....................................................................................14
  Banging ................................................................................. 15
  Health ...................................................................................17
  Grunting ............................................................................... 18
  Character Classes .................................................................... 20
  Strong Caveman ................................................................ 20
  Smart Caveman ................................................................. 22
  Fast Caveman ..................................................................... 23
  Banging Caveman ............................................................... 25
  Healthy Caveman ...............................................................26
  Grunting Caveman .............................................................28
  Attitudes ................................................................................... 29
  EQUIPMENT .........................................
  EQUIPMENT ......................................... 32
  32
  Weapon Descriptions ..............................................................34
  Defense Descriptions ............................................................. 37
  THINGS YOU CAN DO ..........................
  THINGS YOU CAN DO .......................... 38
  38
  THINGS YOU CAN
  THINGS YOU CAN 'T DO ........................
  T DO ........................ 43
  43
  MOVEMENT ...........................................
  MOVEMENT ...........................................44
  44
  DISTANCE AND
  DISTANCE AND DISTANCE
  DISTANCE MODIFIERS .
  MODIFIERS . 45
  45
  COMBAT ................................................
  COMBAT ................................................ 46
  46
  EXPERIENCE ........................................
  EXPERIENCE ........................................ 48
  48
  LIVE ACTION RULES ............................
  LIVE ACTION RULES ............................ 5O
  5O
  MONSTER
  MONSTER ADDENDUM ..........................
  ADDENDUM .......................... 52
  52
  FREE!!!  OG
  FREE!!!  OG: THE GAME OF
  THE GAME OF
  SENSELESS PREHISTORIC COMBAT ..
  SENSELESS PREHISTORIC COMBAT .. 54
  54
  LAND
  LAND OF
  OF OG
  OG CHARACTER
  CHARACTER SHEET ........
  SHEET ........ 63
  63
  
  4
  5
  INTRODUCTION
  INTRODUCTION
  By this time in your life, you have definitely experimented with every
  role playing system known to exist.  Each is set on the same premise;
  create a character and work together to accomplish a goal.  And don't
  let us forget the RPG's that let you tell a story while you're playing.
  Oooh, hold me back from the excitement.  Not only do we need to lis-
  ten to the GM take an hour to describe the game surroundings, we get
  to hear it in Danielle Steele format now..."And over there is a
  rock...Long ago this rock was once in the field across the way.  One
  day a little boy decided to look down at it with a sad look in his eyes.
  He stared for a moment, and ever so gently picked it up and threw it
  to the spot where it lies now."
  Whew, that will keep my interest in
  the game.  On top of this, the all-powerful GM is the eyes, ears, nose
  and throat specialist of your experience.  Though this will probably
  never change, Land of Og will try to give more control back to the
  player.
  Well, here we are with our version of role playing (again).  To help get
  you and the other players in the spirit of things, don't expect these
  rules to use big words or complex sentences.  And, to keep you in the
  spirit of the game, do the same when you play.  Our job is not to give
  you too many (fluff or) filler rules.  If you want that, I'm sure the
  other companies will love to take your money for sourcebook number
  17, "Life in the Alley Between Nosferatu Street and Decker Lane".
  And, if that doesn't clean out your wallet, pick up handbook number
  22, "The Book of Voles:  Nature's Little Furnaces".
  Can you believe how much money you usually need to spend on supple-
  ments to enjoy a good RPG?  I hope everyone notices that Land of Og
  alleviates that problem.  Inside this book you are literally getting
  everything you need to play this game time and time again.  We have
  taken one of the funniest RPG's known in the universe and made it
  even better.  This time, not only do you get a book that serves as
  expansion rules for Og: The Role Playing Game, but you get revised
  rules, live action rules and rules for the game that started it all, Og:
  The Game of Senseless Prehistoric Combat (miniatures rules).  What
  other game company would do that for you?  Huh?  None that I could
  think of.
  As you look through this book, keep telling yourself and all your gam-
  ing buddies that games are supposed to be fun.  That means not get-
  ting all whiney when the 1st officer of the second battalion of the
  third brigade lands on top of a mine and dies.  People all over the coun-
  try have taken Og: The Role Playing Game and used it for exactly what
  it was meant to be; a good, funny, light-hearted role playing experi-
  ence.  People have e-mailed us about their enjoyment from all over the
  globe.  Some say they did live action versions of Og: The Role Playing
  Game, and even though the group couldn't even get out of their home
  cave, the players left rushing to the dealer's room to grab a copy.
  Because of gamers continued support, and from all of your e-mails
  telling us how well Og went with a pizza and a case (or two) of beer,
  we've put together Land of Og.  Not only will this book keep you in
  the spirit of "no use big words play Og", but it will fill in many of the
  gaps left out in the original Og, while giving you expanded and detailed
  rules for the funniest role playing game experience of your life. 
  
  6
  7
  THE WORLD
  THE WORLD
  The time is...uh, well, caveman time, and yep, dinosaurs rule the earth.
  What?  Cavemen and dinosaurs weren't on earth at the same time.
  What is this?  I want my money back.  Don't you think we know that
  too?  Every movie Hollywood has ever made says cavemen and
  dinosaurs were together back then, and if they say its OK for their
  40 million dollar budgets, then its OK for our little production.
  What kind of RPG spoof would this be without big, giant, ferocious
  monsters threatening man’s very existence?  If there were no crea-
  tures, what kind of adventures could we create for you?  Imagine if
  your local GM decided to get everyone together for a prehistoric RPG
  and he said, "OK everyone, today were are going to play Land of Og.
  Way long ago, when man first roamed the earth, it was a challenge to
  wake up, eat and sleep.  This is your task…every time we play."  
  WOW!  Hold me back from the excitement!  Maybe every once in
  awhile the GM can throw in an erupting volcano that everyone runs
  away from, but I am sure you get the idea.
  The world that is being set forth consists of cavemen in a basic and
  simple life, with the ever-so-often threat of the big, giant, ferocious
  dinosaurs that roam the land.  Not only does the simple life become
  complex, but it makes things exciting for everyone to actually have a
  good time.  Fighting and avoiding dinosaurs is actually an everyday
  occurence.  Let's see; make a world with a whole bunch of stupid, frail
  and lame cavemen; combined with some over-sized, carnivorous
  dinosaurs, and VOILA instant death, destruction, and laughs!
  We have no intention of setting specific guidelines for the world
  because players will just keep turning to page X and page Y trying to
  take away from the experience that a game like this promotes - FUN!
  If there are people out there that cannot agree that trees, water and
  rocks exist, then pass them our way to smack around a few times.  On
  the other side, if some GM out there says, "You move the rock away
  and find a +5 two-handed sword!" just beat him up immediately.  So,
  after taking these comments into consideration, the GM now has the
  power to be creative with the basic elements.
  THE WORDS
  THE WORDS
  The main problem in this world is language.  Cavemen don't have much
  of one, so, all characters are limited to a maximum number of words.
  Of course, it takes time to develop even a limited vocabulary as in the
  Word List.  This is why each character class is limited as to how many
  words they can understand and use at any given time.
  Every caveman class starts with one random word from the Word
  List, except Smart Caveman who begins with two.  Besides being able
  to learn and teach these words (explained in the Things You Can Do
  section), each caveman class earns one random word every level.  As
  you suspected, the only exception to this rule is Smart Caveman.  He
  earns two random words every level.  From all of this, the caveman's
  vocabulary is then further limited by their Brains score.  A "maximum
  number of words" score stops your caveman character from learning.
  Once your caveman finds out which words - or word! - they can use
  and understand, they will realize that not every caveman knows what
  your caveman knows.  If your caveman knows the word "rock", and the
  caveman you are speaking with does not, then you must find other
  ways to get your point across.  This is where the game becomes frus-
  trating and completely hilarious.  The more you play true to your role,
  the more likely you will have lots of fun and get nothing done!
  
  8
  9
  WORD LIST
  YOU
  YOU
  ME
  ME
  ROCK
  ROCK
  WATER
  WATER
  FIRE
  FIRE
  TREE
  TREE
  HAIRY
  HAIRY
  BANG
  BANG
  SLEEP
  SLEEP
  SMELLY
  SMELLY
  SMALL
  SMALL
  CAVE
  CAVE
  FOOD
  FOOD
  THING
  THING
  BIG
  BIG
  SUN
  SUN
  GO
  GO
  VERISIMILITUDE
  VERISIMILITUDE
  These are the only words anyone can use in the game when talking in
  character (or for that matter, out of character).  In other role play-
  ing games, everyone is used to discussing the situation and making a
  decision.  That happens here, but use the limited word choices in the
  word list.  Players may explain what action their player character is
  taking, and may tell the GM what they are doing, but characters must
  only react using the words from the word list that their character
  understands.  Other ways to get ones point across can be done strict -
  ly through normal gestures or body movements.  Getting the others
  to look in a particular direction can be as simple as grunting loudly and
  pointing where you want them to look.  Convincing the group to follow
  your caveman can be as easy as gesturing your hands towards you
  while walking away.
  For example, if one player thinks it would be a good idea to kill anoth-
  er player, they might say, "Go Bang Big Smelly Thing", and point to
  whoever it is; not, "Hey everyone I think its time we gang up on Bob's
  caveman."  Stuff like that does not work in this role playing game.
  Being creative with the limits imposed by the word list will make this
  extremely fun and challenging for any type of gamer.
  In terms of the GM, they should keep descriptions and explanations
  of everything as simple as possible.  The GM is not limited to the word
  list, but should use it as much as possible when explaining certain
  items or areas.  If giving a general description of a tribe, the GM
  might tell the characters that they see many caves and other people
  like them.  This gives the players enough information to know that the
  area is probably home for a group of other cavemen, but without too
  many details (because we know that attention to detail is not some-
  thing a caveman worries about).  When a group of cavemen enter a
  cave, the GM could tell them they see a cave with a lot of small rocks.
  If the cave contains a dinosaur or other creature, the GM could add
  that they hear loud grunting or banging.  Again, whatever is the most
  general and vague description possible is what the GM should relate
  to the cavemen.  We're sure you will agree that great attention to
  detail is not the normal concern for prehistoric man.
  
  PLAYER CHARACTERS
  PLAYER CHARACTERS
  ABILITY
  ABILITY SCORES
  SCORES
  There are five abilities that make up your caveman or cavewoman
  character. Abilities are based off of a maximum score of 18.  To
  determine your ability scores, roll 1d6 for each score in order on your
  character sheet.  The only exception is for your primary attribute,
  roll 2d6.  Your primary ability is determined by what character class
  you choose; which you'll be told about in the next section.  You may
  be asking why you only get 1d6 for most of your scores.  We are sure
  you will agree that cavemen are probably not the smartest and most
  adept creatures, and having lower than average abilities would be
  quite commonplace. Again, your rolls are placed on each ability in the
  order you roll them, not including your primary attribute determined
  from your character class.
  Each of these abilities tells how good your caveman is at certain
  things.  The GM will also use these to determine if you can or cannot
  perform certain tasks in the adventure.
  STRENGTH
  STRENGTH
  Strength is the prime attribute for Strong Caveman.
  This represents your physical force and stamina.  Used mainly to
  improve a characters chance of destroying something faster, this
  attribute will be very helpful for characters that spend most of their
  time trying to hunt or fight animals and dinosaurs.  Though one single
  character with a high strength can take care of beating up small ani-
  mals for food, one alone could certainly not kill even the smallest of
  dinosaurs.
  DAMAGE
  DAMAGE ADJUSTMENT
  ADJUSTMENT
  This is how many extra
  health points you inflict from each round of attack.  This number is
  added to the total points against your opponent from all your die rolls
  in a round, not for each hit.  So, if you have a 15 strength and roll 8
  six-sided dice for an attack, and 3 successfully hit for one point of
  damage each, you have achieved 5 points of damage (3 die hits + 2 for
  Damage Adjustment = 5).  If your strength is 3 and you roll 6 six-
  sided dice for an
  attack, and 3 suc-
  cessfully hit for one
  point 
  of 
  damage
  each, 
  you 
  have
  achieved -1 points of
  damage (3 die hits -4
  for 
  Damage
  Adjustment 
  = 
  -1;
  which turns into 1
  point of damage only
  because 
  there 
  is
  always a minimum of one point of damage as long as you make one hit
  on the actual die rolls.)
  BREAK
  BREAK THINGS%
  THINGS%
  This is the percent chance for you to
  smash simple objects, like wood-fashioned items and bamboo-made
  objects...And no, you cannot use this ability to break someone's head.
  Depending on how well something is constructed, Break Things can be
  used if a caveman is trying to break someone's weapon in half, or just
  trying to get out of being locked up for doing something mean and stu-
  pid (and in this game, it will happen). 
  Score
  Dmg. Adj.
  Break Things%
  1
  -6
  0
  2
  -5
  1
  3
  -4
  4
  4
  -3
  7
  5
  -2
  10
  6
  -1
  13
  7
  0
  16
  8
  0
  19
  9
  0
  22
  10
  0
  25
  11
  0
  28
  12
  1
  31
  13
  1
  34
  14
  1
  37
  15
  2
  40
  16
  2
  43
  17
  3
  46
  18
  4
  50
  1O
  11
  
  BRAINS
  BRAINS
  Brains are the prime attribute for Smart Caveman.
  This ability shows how smart (or how dumb) you are.  Brains measures
  a caveman's capacity for learning and reasoning.  A caveman with a
  high Brains score will better understand why a sharp object stuck in
  you will hurts.  Though every caveman has a slight chance coming to
  conclusions, the higher your Brains score, the easier it will be for your
  character to figure their way out of a situation sooner than others.
  Imagine what it would be like if you had to swim across a river to
  evade a dinosaur and the GM decided to make everyone roll against
  "Forget How To".  What if there was a rock blocking your path and
  nobody figured out that pulling instead of pushing would save your
  lives?
  FIGURE
  FIGURE THINGS
  THINGS OUT%
  OUT%
  This is exactly that...your
  percent chance to figure something out; mainly used when coming to
  some sort of conclusion in order to further the game.  Somewhere,
  somehow, a caveman figured
  out that standing in the rain
  got him wet.  And somewhere,
  somehow, another caveman
  figured out that going into a
  cave would keep him from get-
  ting wet.  Though this is an
  extreme example, the Figure
  Things Out% is used when a
  character is in a situation not
  part of everyday life.  A good
  example would be if a caveman
  was 
  watching 
  lava 
  come
  towards him.  Can the charac-
  ter figure out that the very
  hot stuff coming towards him
  is dangerous and will burn his
  little body to a crisp?
  FORGET
  FORGET HOW
  HOW TO%
  TO%
  This is the chance that your
  character will not be able to remember things.  Forget How To can be
  used for everyday life situations as well as not so common ones.  The
  GM can have a lot of fun with this roll.  An example is, what if you had
  to swim across a river while running away from a fierce dinosaur?  In
  the caveman’s haste to escape any way possible, he has to roll against
  his Forget How To seeing whether or not he remembers how to swim.
  Another example is when a caveman is alone out in the wilderness and
  needs to find his way back home.
  MAXIMUM NUMBER OF WORDS
  MAXIMUM NUMBER OF WORDS
  Explained
  back in "The Words" section, we talked about your caveman being lim-
  ited to the number of words they could have at any one given time.
  Well, this is it.  The number under your Brains ability score is the
  limit for the number of words your caveman can understand and use.
  This means that if your caveman can only have two words, no matter
  how successfully another caveman thinks they taught you another
  word, you just cannot grasp that third word.  Easy, right?  Just keep
  remembering - your character is basically a complete idiot.
  Figure Things
  Forget How
  Max. No.
  Score
  Out%
  To%
  of Words
  1
  0
  80
  0
  2
  1
  60
  1
  3
  5
  50
  2
  4
  8
  45
  3
  5
  11
  41
  4
  6
  14
  38
  5
  7
  17
  35
  6
  8
  20
  32
  7
  9
  23
  29
  8
  10
  26
  26
  9
  11
  29
  23
  10
  12
  32
  20
  11
  13
  35
  17
  12
  14
  38
  14
  13
  15
  41
  11
  14
  16
  44
  8
  15
  17
  47
  5
  16
  18
  50
  1
  18
  12
  13
  
  14
  15
  SPEED
  SPEED
  Speed is the prime attribute for Fast Caveman, and shows how fast
  you are.  Speed determines a cavemans ability to do something in less
  time than others and can include the combination of reaction speed
  with hand-eye coordination.  Mainly used to help prevent being
  crushed by enemies, it can also give your caveman an advantage dur-
  ing combat, hunting, swimming, running away from a hungry dinosaur;
  or other everyday activities.
  DICE
  DICE REDUCTION
  REDUCTION
  This number represents how many
  fewer dice your opponent rolls when attacking you.  As your speed
  number declines, your opponent receives extra dice to roll when
  attacking.  And of course, the higher your Speed score, the less dice
  your opponent rolls against you.  No matter what the bonus, the
  attacker always receives at least one die to attack.  For example, if
  the attacker has an attack roll of 2 dice and your caveman's Speed is
  17, the result is (2 - 3) or -1.  Even though this technically results in
  no chance to hit the defender, attackers always receive at minimum
  one die to use for their attack roll. 
  INITIATIVE
  INITIATIVE ADJUSTMENT
  ADJUSTMENT
  The purpose of initia-
  tive is not different than your standard RPG, yet its explanation and
  use is described in the upcoming "Combat" section of the book.  The
  adjustment effects your attack order die roll before a round of bat-
  tle.  The lower your Speed score, the less chance your caveman has
  of attacking first.  This could be a huge tragedy if losing your initia-
  tive in a one-on-one battle with a T-Rex!
  Score
  Dice Red.
  Initiative Adj.
  1
  +6
  +6
  2
  +5
  +5
  3
  +4
  +4
  4
  +3
  +3
  5
  +2
  +2
  6
  +1
  +1
  7
  +1
  +1
  8
  0
  0
  9
  0
  0
  10
  0
  0
  11
  0
  0
  12
  1
  -1
  13
  1
  -1
  14
  2
  -2
  15
  2
  -2
  16
  3
  -3
  17
  3
  -3
  18
  4
  -4
  BANGING
  BANGING
  Banging is the prime attribute for Banging Caveman.
  Banging is one of the most crucial abilities of the caveman.  Known for
  hitting anything and everything for no reason whatsoever, cavemen
  pride themselves on how well they can hit something; and this ability
  helps them do it!  In terms of gameplay, the Banging ability focuses
  on the caveman's direct use of minuses or negatives in combat situa-
  tions.
  MISSILE
  MISSILE EXTRA
  EXTRA DICE &
  DICE & NON MISSILE
  NON MISSILE
  EXTRA
  EXTRA DICE
  DICE
  The numbers on the Banging chart from your
  
  die rolls are in direct relation to the number of dice more or less that
  your caveman can roll when using a weapon, including missile and non-
  missile (hand-to-hand) weapons.  For example, if your caveman's num-
  ber of attack dice is normally 3, a Banging ability score of 5 would
  reduce that number to 1 (3 - 2 = 1) when using missile weapons, and 2
  (3 - 1 = 2) when using non-missile weapons.
  Missile
  Non-Missile
  Score
  Extra dice
  Extra Dice
  1
  -6
  -5
  2
  -5
  -4
  3
  -4
  -3
  4
  -3
  -2
  5
  -2
  -1
  6
  -1
  -1
  7
  -1
  0
  8
  0
  0
  9
  0
  0
  10
  0
  0
  11
  0
  +1
  12
  +1
  +1
  13
  +1
  +1
  14
  +1
  +2
  15
  +2
  +2
  16
  +2
  +3
  17
  +3
  +4
  18
  +4
  +5
  HEALTH
  HEALTH
  Health is the prime attribute for Healthy Caveman.
  What, if anything, determines how long your caveman will live?  ("How
  fast they can run away?")  No, no, no.  It's how healthy he is.  A good
  hearty diet of dead animals and no bathing seem to work.  Quite sim-
  ply, your health determines how long you're going to last in the game
  or in certain extreme life-threatening situations.
  HEALTH
  HEALTH POINT
  POINT ADJUSTMENT
  ADJUSTMENT This is how many
  extra health points your caveman receives every time he gains a level.
  So, if your caveman has a Health score of 15, in addition to receiving
  the normal earned health point roll, your caveman receives two extra
  health points.  And, when your caveman has a score of 4, the health
  point roll is reduced by 3.  This means, that if you roll a 1, 2, 3 or 4,
  you will receive one health point; which is the minimum number of
  health points given no matter what your scores turn out to be.
  OUT
  OUT COLD%
  COLD%
  This roll
  is used to determine if your
  caveman becomes unconscious
  when experimenting with what
  would 
  be 
  considered 
  an
  extreme shock to the system.
  Some things to consider using
  this roll for could include falling
  from a high cliff, being under-
  water for a long period of time,
  or maybe even getting thrown
  from the back of dinosaur.  For
  example; a T-rex steps on your
  caveman.  If you survived the
  actual damage and attack roll
  (we highly doubt it though), this
  would be a perfect example for
  the use of an Out Cold% roll.
  16
  17
  
  Score
  H.P. Adj.
  Out Cold%
  1
  -6
  80
  2
  -5
  60
  3
  -4
  50
  4
  -3
  45
  5
  -2
  40
  6
  -1
  36
  7
  0
  33
  8
  0
  30
  9
  0
  27
  10
  0
  24
  11
  0
  21
  12
  1
  18
  13
  1
  15
  14
  1
  12
  15
  2
  9
  16
  2
  6
  17
  3
  3
  18
  4
  1
  GRUNTING
  GRUNTING
  Grunting is the prime attribute for Grunting Caveman.
  This is a caveman’s ability to make sounds and noises.  Legend says
  that grunting has very unusual and surprising results.  Certain pat -
  terns of sounds can be the saving grace of the party.  It has been
  seen that after a caveman grunts, unusual things happen to miracu-
  lously save their lives...or maybe its just luck.
  MAKE
  MAKE SOMETHING
  SOMETHING HAPPEN%
  HAPPEN%
  If the law of
  physics says there is any slight chance that something can happen,
  then this is the roll for it.  Think of it as a caveman's way of casting
  a spell.  Imagine if your group is in a bind, cornered by a stegosaurus.
  Grunting might actually put the stars in alignment just right to have
  a rock from the ledge above come falling down on the dinosaur, thus
  giving you and your party time to run away...or maybe its just coinci-
  dence.  This roll can only be made once per encounter, including com-
  bat encounters and general situations.  A non-combat example could
  be a caveman grunting while he is drowning down a river and miracu-
  lously a log comes floating by to grab onto for safety.
  SAVE
  SAVE YOUR
  YOUR ASS%
  ASS% Or luck, whatever you want to call it.
  When your caveman is knockin’ on death's door because of some
  major screw up, or just plain lack of health points, this is the percent
  chance that your caveman actually survived.  This is a great way for
  the GM to create some explanation for the surprisingly good luck
  granted to the caveman character.  Use this as a last chance when all
  health points are gone, or in some major death experience.  For exam-
  ple;  well, golly gee, you fell off a cliff…Roll those percent dice!
  Make Something
  Save Your
  Score
  Happen%
  Ass%
  1
  0
  0
  2
  1
  1
  3
  3
  3
  4
  6
  6
  5
  9
  9
  6
  12
  12
  7
  15
  15
  8
  18
  18
  9
  21
  21
  10
  24
  24
  11
  27
  27
  12
  30
  30
  13
  33
  33
  14
  36
  36
  15
  40
  40
  16
  45
  45
  17
  50
  50
  18
  55
  55
  18
  19
  
  CHARACTER
  CHARACTER CLASSES
  CLASSES
  Since no one really has job titles or anything like that, everyone is
  pretty much the same.  The difference between each caveman comes
  down to physical traits.  Listed below is each type of character class
  with level, the total number of dice to roll for health, the total cumu-
  lative number of points available to add to your abilities (Not extra
  each level! And never to exceed 18), your base number of attack dice,
  the number(s) that you need to roll on a d6 to be considered a hit
  (never to include "6" for any level of caveman), experience, and a
  short description of the class.
  STRONG CAVEMAN
  STRONG CAVEMAN
  Strong Caveman spends most of his day trying to get the loudest "ow"
  out of others.  Though generally not appreciated by everyone, Strong
  Caveman also makes it a point to pick up everything he encounters.
  Look!  A rock [lift] [drop].  Look!  Another rock [lift] [drop].  While
  not the most productive time spent during the day, others discovered
  great use for this skill.
  While 
  watching 
  Strong
  Caveman continuously pick up
  a rock and drop it back down
  in front of a cave entrance,
  another caveman felt the
  cave would be a great place to
  get out of the rain.  The
  other caveman walked over
  and walked under Strong
  Caveman when he picked up
  the rock.  He couldn't quite
  get under it though because
  Strong Caveman kept drop-
  ping it.  He then thought to
  say, "Go rock." and pointed to
  another 
  caveman. 
   
  He
  entered the cave - thus, the
  origin of Smart Caveman.
  What about Strong Caveman and the rock?  Well, not only was Strong
  Caveman feeling pretty cool walking around with the rock over his
  head, he was getting tired.  It seems that holding something heavy
  for a long time gets pretty tiring, yet Strong Caveman had to "Go
  rock" to the other caveman.  Each step was such a strain on his
  bulging biceps.  They eventually gave way and Strong Caveman let the
  rock go with his last ounce of strength.  The rock, ever so graceful-
  ly, landed right on the foot of the other caveman.  The caveman was
  shocked.  His only words, which were unknown to this world, were
  "Fruck" and "Shlit".  Anthropologists believe this might have been the
  origin of the two most popular words in the English language.
  Not knowing what else to do, the other caveman turned and grabbed
  a large stick right next to him, walked up to Strong Caveman, and
  banged him over the head - thus, the origin of Banging Caveman.
  Strong Caveman's primary ability is Strength.
  H.P.
  Base Attack
  Hit
  Level
  Dice
  Points
  Dice
  Number(s)
  Exp.
  1
  2
  0
  2
  1
  0
  2
  3
  1
  3
  1
  50,000
  3
  4
  2
  3
  1, 2
  100,000
  4
  5
  3
  4
  1, 2
  200,000
  5
  6
  4
  4
  1, 2
  300,000
  6
  7
  5
  5
  1, 2, 3
  400,000
  7
  8
  6
  5
  1, 2, 3
  500,000
  8
  9
  7
  6
  1, 2, 3
  600,000
  9
  10
  8
  6
  1, 2, 3
  700.000
  10
  11
  9
  7
  1, 2, 3, 4
  800,000
  Each Add.(+1)
  (+1)
  (+1 every
  Max at
  +100,000 
  Level
  even level)
  Level 10
  2O
  21
  
  22
  23
  SMART CAVEMAN
  SMART CAVEMAN
  Smart Caveman really knows how to use his brain.  He doesn't spend
  a lot of time reinventing the wheel (since he got it right the first
  time), and he never gets burned by fire twice.  Despite his monosyl-
  labic vocabulary, Smart caveman is quite poetic.  Granted he's sever-
  al millennia older than Shakespeare…or written language for that
  matter, but he is quite expressive and easily understood considering
  the company he keeps.
  Smart Caveman had it tough growing up, constantly picked on by his
  dumber, yet stronger, Neanderthal contemporaries.  He got clubbed
  for no reason at all and was called nasty names like "You tree
  food"…and was never allowed to join in any caveman games.  (Ha Ha -
  Get it?  He's like Rudolph!  You know, the red-nosed reindeer wuss.)
  Later on, Smart Caveman used reasoning and the beginnings of intel-
  ligence to seek his revenge.  Though the whoopee cushion had not
  been invented, Smart Caveman discovered that sharpened flint made
  a formidable substitute.  Of course, whenever Strong Caveman want -
  ed to know who did it, Smart Caveman would really use his highly
  developed cerebral cortex and point to an
  innocent bystander, who Strong Caveman
  would then chase - thus, the origin of Fast
  Caveman.
  Instead of dragging his knuckles around,
  Smart Caveman was the first to begin walk-
  ing erect.  This gave him two distinct advan-
  tages: his knuckles stopped bleeding and he
  could always see trouble before the others.
  Hardly a coincidence that once, shortly
  before a T-Rex attacked the group while
  foraging, Smart Caveman abruptly departed,
  claiming that he had to go relieve himself, or
  "Me go water."  Though there is no hard evi-
  dence, leading anthropologists theorize that
  Smart Caveman was likely the first of the
  human species to use the word sucker.
  Smart Caveman's primary ability is Brains.
  H.P.
  Base Attack
  Hit
  Level
  Dice
  Points
  Dice
  Number(s)
  Exp.
  1
  1
  0
  1
  1
  0
  2
  2
  2
  1
  1
  25,000
  3
  3
  4
  2
  1
  50,000
  4
  4
  6
  2
  1
  100,000
  5
  5
  8
  3
  1, 2 
  150,000
  6
  6
  10
  3
  1, 2
  200,000
  7
  7
  12
  4
  1, 2
  250,000
  8
  8
  14
  4
  1, 2, 3
  300,000
  9
  9
  16
  5
  1, 2, 3
  350,000
  10
  10
  18
  5
  1, 2, 3
  400,000
  Each Add.(+1)
  (+2)
  (+1 every
  Max at
  +50,000 
  Level
  odd level)
  Level 10
  FAST CAVEMAN
  FAST CAVEMAN
  Faster than a speeding lava trail!  More powerful than a….oh, never-
  mind…but he is fast!.  After getting chased so much by Strong
  Caveman, Fast Caveman has developed himself to get everything done
  in the shortest amount of time possible.  Though the females found
  it a bit disappointing at times, other members of the tribe found
  great use for them.  When a tribe’s home came under attack and
  there was no hope for survival, who was there to runaway to start
  another tribe - Fast Caveman.
  Starting another tribe all over again was pretty hard work, and quite
  exhausting.  Even people like Fast Caveman got tired sometimes.  One
  day, after foraging for food, Fast Caveman came back to the new
  tribe to start his manly duties with the females once again.  A group
  went into their respective caves for a little passion (five seconds
  tops), all but one came out.  All the others could hear was continuous
  and very loud grunting.  They all went to look, and right in front of
  them was something incredible, the one caveman was still going - thus,
  the origin of Healthy Caveman.
  
  24
  25
  That wasn't the end though.  While Healthy Caveman was smiling, the
  female was making these very loud and unusual noises.  It seemed she
  was calling up into the skies with such force that the ground began to
  shake and the clouds parted at her will.  It was as if the sounds were
  taking over the elements themselves - thus, the origin of Grunting
  Caveman.  Fast Caveman's primary ability is Speed.
  H.P.
  Base Attack
  Hit
  Level
  Dice
  Points
  Dice
  Number(s)
  Exp.
  1
  1
  0
  1
  1
  0
  2
  2
  1
  2
  1
  35,000
  3
  3
  2
  3
  1
  70,000
  4
  4
  3
  4
  1, 2
  140,000
  5
  5
  4
  5
  1, 2
  210,000
  6
  6
  5
  6
  1, 2, 3 
  280,000
  7
  7
  6
  7
  1, 2, 3
  350,000
  8
  8
  7
  8
  1, 2, 3, 4
  420,000
  9
  9
  8
  9
  1, 2, 3, 4
  490,000
  10
  10
  9
  10 1, 2, 3, 4, 5
  560,000
  Each Add.(+1)
  (+1)
  (+1 every
  Max at
  +70,000 
  Level
  level)
  Level 10
  BANGING CAVEMAN
  BANGING CAVEMAN
  Imagine Bam Bam from the Flintstones, but really, really stupid.
  Whether using a rock or bare hands, the solution to every problem is
  to bang it.  Banging caveman's origin and background is quite boring
  actually.  Since getting food is an everyday task, its no big conclusion
  that most cavemen are, by default, Banging Cavemen.  It is believed
  that Banging Caveman is the basis of all others.  See an animal, bang
  it.  See something blocking your way, bang it.  See a cavewoman you
  want, bang her.  Simple, see?
  Though this cannot be proven, others believe Banging Caveman is the
  descendent of man today.  See a broken copy machine, bang it.  See a
  broken computer, bang it.  See a stupid person, bang it.  See a wife
  not listening to you, bang it.  Simple, see?
  Being seen as the least evolved of all cavemen pretty much makes
  Banging Caveman the guinea pig for anything the others do not under-
  stand.  Caveman's first experience with a small hunted animal was
  astonishment, then, <whack>, bang it, <thump>; TA DA!  Lunch!
  Caveman's first experience
  with a Triceratops was aston-
  ishment, then, <whack>, bang
  it, <thump>; dead Banging
  Caveman.  From here, it is the-
  orized that the cavemen that
  saw these things from afar,
  gradually evolved the other
  cavemen because they were
  not too hip on dying anytime
  soon - thus, the origins of
  Strong, 
  Fast, 
  Grunting,
  Healthy and Smart Caveman
  As you can guess, Banging
  Caveman's primary ability is
  Banging.
  
  26
  27
  H.P.
  Base Attack
  Hit
  Level
  Dice
  Points
  Dice
  Number(s)
  Exp.
  1
  1
  0
  2
  1
  0
  2
  2
  1
  3
  1
  50,000
  3
  3
  2
  4
  1, 2
  100,000
  4
  4
  3
  5
  1, 2
  200,000
  5
  5
  4
  6
  1, 2, 3
  300,000
  6
  6
  5
  7
  1, 2, 3
  400,000
  7
  7
  6
  8
  1, 2, 3, 4
  500,000
  8
  8
  7
  9
  1, 2, 3, 4
  600,000
  9
  9
  8
  10 1, 2, 3, 4, 5
  700,000
  10
  10
  9
  11 1, 2, 3, 4, 5
  800,000
  Each Add.(+1)
  (+1)
  (+1 every
  Max at
  +100,000 
  Level
  level)
  Level 10
  HEALTHY CAVEMAN
  HEALTHY CAVEMAN
  Imagine Richard Simmons with a long forehead and really bushy eye -
  brows.  Healthy Caveman is on the move, helpful and active always.  If
  you need someone to cook the small animal carcus killed by Strong
  Caveman, call on Healthy Caveman.  If you need someone to get some
  more water for the village, Healthy Caveman is more than happy to
  make the journey.  All to keep active and healthy.  Always over-ambi-
  tious, Healthy Caveman jumps up to volunteer for anything that will
  keep him moving.
  After awhile though, the other cavemen were getting pretty annoyed
  with happy pants always being so helpful and making everyone else
  look bad.  Knowing that someone needed to fix the food pit one day,
  some cavemen got together to tie Healthy Caveman down, keeping him
  from volunteering.  It is argued whether antics like this resulted in
  the origin of Smart Caveman or not.
  In the midst of the situation, Healthy Caveman, being such a devoted
  helper, struggled and struggled to make himself noticed.  Not being
  able to get up and help, Healthy Caveman started trying to free him -
  self, ever-so-slowly creating minor "grunts" until they finally escalat -
  ed to tremendous "GRUNTS!" resulting in freedom from his bonds!  
  The other cavemen were stunned.
  Could this be the start of a new
  breed?  Could this be the origin of
  Multi-Class, or even <shutter>,
  Dual-Class Caveman?  It is hard to
  say if this is even believable, but if
  it is true, imagine the possibilities…
  Healthy Caveman's primary ability
  is Health.
  H.P.
  Base Attack
  Hit
  Level
  Dice
  Points
  Dice
  Number(s)
  Exp.
  1
  3
  0
  1
  1
  0
  2
  5
  1
  1
  1
  25,000
  3
  7
  2
  2
  1
  50,000
  4
  9
  3
  2
  1
  100,000
  5
  11
  4
  3
  1, 2
  150,000
  6
  13
  5
  3
  1, 2
  200,000
  7
  15
  6
  4
  1, 2
  250,000
  8
  17
  7
  4
  1, 2
  300,000
  9
  19
  8
  5
  1, 2, 3
  350,000
  10
  21
  9
  5
  1, 2, 3
  400,000
  Each Add.(+2)
  (+1)
  (+1 every
  +50,000 
  Level
  odd level)
  
  28
  29
  GRUNTING CAVEMAN
  GRUNTING CAVEMAN
  Only the most experienced and creative cavemen should be a Grunting
  Caveman.  Probably the most complicated to describe, Grunting
  Caveman spends most of his time making unusual, yet sometimes
  obscene noises.  Originally, the noises came from the mouth, but as
  time went on, only the most dedicated and focused Grunting Caveman
  could produce sounds, and even smells, from various other places
  throughout the body.
  Grunting Cavemen are less common than any other type of caveman.
  Not only from the shear fact that it is hard to reproduce what some
  of them do, but because its pretty damn easy to figure out that there
  may not be any magical or divine powers behind any of the noises they
  produce.  Thus, resulting in egotistical cavemen dying easier because
  they think that a belch can take down a stampeding T-Rex.  Stupid
  fools.
  The story of Grunting Caveman's
  origin has been passed down over
  the generations, so it is quite pos-
  sible it has become distorted.  As
  hunting and gathering was the
  basis for the most simple of cave-
  man society, Banging Caveman was
  out…er…well…banging.  In the
  midst of trying to bang a small
  creature 
  for 
  food, 
  Banging
  Caveman tripped and broke his
  club.  Having nothing to bang with,
  the small creature turned to
  chase Banging Caveman.  Looking
  around for something else to bang
  with, Banging Caveman came up
  empty handed.
  The chase went on until Banging
  Caveman was cornered in a cave
  with no exits.  Sensing the end
  was near, the small creature let
  out a small growl.  Never hearing this sound before, Banging Caveman
  was scared so much he soiled his loincloth and let out a big "AHHHH-
  HHHHHHHH!" in fear.  The small creature, scared of the noise,
  turned and ran away - thus, the origin of Grunting Caveman.  Grunting
  Caveman's primary ability is Grunting.
  H.P.
  Base Attack
  Hit
  Level
  Dice
  Points
  Dice
  Number(s)
  Exp.
  1
  1
  0
  1
  1
  0
  2
  2
  2
  2
  1
  25,000
  3
  3
  3
  3
  1
  50,000
  4
  4
  4
  4
  1
  100,000
  5
  5
  5
  5
  1
  150,000
  6
  6
  6
  6
  1, 2
  200,000
  7
  7
  7
  7
  1, 2
  250,000
  8
  8
  8
  8
  1, 2
  300,000
  9
  9
  9
  9
  1, 2
  350,000
  10
  10
  10
  10
  1, 2
  400,000
  Each Add.(+1)
  (+1)
  (+1 every
  Max at
  +50,000 
  Level
  level)
  Level 10
  ATTITUDES
  ATTITUDES
  What would a caveman be without an attitude?  Choosing an attitude
  for your caveman will determine personality and outlook on life.
  There are nine possible attitudes that can be made from the list
  below.  To create the attitude of your caveman, combine one word
  from the First Half and one word from the Second Half to form a two
  word phrase describing your caveman. 
  FIRST
  FIRST HALF
  HALF
  SECOND
  SECOND HALF
  HALF
  REALLY 
  GOOD
  KINDA
  BAD
  NOT REALLY
  UGLY
  
  3O
  31
  The attitudes don't really need describing, but in case there are
  rules' lawyers out there, here are definitions.  Inclusive to these sin-
  gle word definitions for the brain impaired, there are further
  descriptions for each type of attitude
  Really: 
  Very.
  Kinda: 
  Sorta. Somewhat. Neutral.
  Not Really:
  Not really...
  Good: 
  The idea of being generally nice, and trying to 
  do things that would benefit others.
  Bad: 
  Pretty much the average caveman.  You do not 
  go to any extremes for any circumstances.
  Ugly: 
  You think you are pretty much a bad-ass.  What
  you know and do is right. Arrogance and a strong
  ego drive you.
  REALLY
  REALLY GOOD
  GOOD
  You are so nice and helpful that others
  throw up around you.  If someone or something is in need of help, you
  will go out of your way to take care of the problem.  You use so much
  of your time doing things for other people that you barely have time
  to clean yourself up...wait a minute, that's just like every other cave-
  man.  An example of a Really Good caveman is someone who jumps in
  front of a T-Rex to stop it while its chasing someone else.
  REALLY
  REALLY BAD
  BAD
  You are average; spending most of your time
  sticking to the daily routine of life.  It is very difficult to convince a
  Really Bad caveman to go out of his way.  When given a choice, it is so
  hard to come to a conclusion that he usually doesn't.  These cavemen
  are usually followers and do what they are told.
  REALLY
  REALLY UGLY
  UGLY
  You think you are the biggest, baddest
  thing to walk the land.  You are so cool and great that you don't have
  time to think (that's because you're so sure that whatever you do is
  best for everyone).  When someone wants to lead, trying to hit that
  caveman with your club is not an exaggeration.  Most of your day is
  spent alone, but when you are around others, it is not uncommon for
  you to show them how great you are.  And by the way, patience is not
  one of your better virtues.
  KINDA
  KINDA GOOD
  GOOD
  Most of the time your heart is in the right
  place.  Even though you know it gets you nowhere, you usually take
  time to be helpful and generally good-natured towards others.  As
  long as the situation is not life-threatening or inconvenient, you would
  be willing to take time for others.  You won't go out of your way, but
  you are sure to say yes if asked.
  KINDA
  KINDA BAD
  BAD
  You are the most average caveman around...and
  try to keep everything else that way.  If it was up to you, no one per-
  son or thing would be better than the other.  You will do what you can
  to balance a situation so that no one person has an advantage over the
  other.  Though you try to make everything equal all the time, you
  never quite accomplish it and spend a lot of your days frustrated
  from the never-ending feeling of having a job unfinished.
  KINDA
  KINDA UGLY
  UGLY
  Just like most people, you deserve a mean
  streak every once in a while, and when you have one, you feel justi-
  fied.  And that's because you sometimes get tired of doing good
  deeds and being nice.  Though most of your day is spent as a general-
  ly nice person, there are certain things that get you hot under the
  loincloth; and that's OK.
  NOT
  NOT REALLY
  REALLY GOOD
  GOOD
  Helping others is not common-
  place here, but what if it got you something in return?  A Not Really
  Good person does not have a problem with being nice or good-willed
  towards others as long as its not an inconvenience or could benefit
  him in the future.  A good example is someone who is kind and friend-
  ly to the chief in front of him, but turns away making vulgar grunting
  noises later.  You know that this person is someone that could help
  you, so you are smart enough not to get on their bad side.
  NOT
  NOT REALLY
  REALLY BAD
  BAD
  These are cavemen that spend most
  of their time caring about what happens to them and only them.  They
  will save themselves before any others.  While caring only for them-
  
  32
  33
  selves, they will not go to evil or malicious ways to get the task accom-
  plished.  Mischief is also part of their nature.
  NOT
  NOT REALLY
  REALLY UGLY
  UGLY
  You act mean most of the time
  because you think you have to.  Imagine this type of caveman to be
  the big bully at school, but once you get him on a one on one situation
  he actually turns out to be a pretty nice guy.  Being mean and rude
  (not to the point of violent) in groups is pretty common for this type
  of attitude.
  EQUIPMENT
  EQUIPMENT
  The following list includes basic items to help your character beat the
  bad guys and to protect your livelihood.  Any other everyday items
  (i.e. foot coverings, blankets, bowls, etc.) can be obtained through
  trade.  Since money wasn't around, trading was the "in" thing.  To
  trade, all a caveman needs to do is exchange something with someone
  for something they already have.  
  To determine value of certain items, the Small Animal Carcass Trade
  Value has been created to use as a point of reference for the cave-
  men and the GM.  Everyone is interested in food, thus, easily hunted,
  cute and furry animals could be used for trade.  If cavemen happen
  to hunt down a larger animal, the value of the carcass increases pro-
  portionately.  If cavemen find a lot of weapons or other fun stuff,
  that can be used for trade as well.
  How much a player wants something will decide how much he’s willing
  to trade.  Since some people might end up getting screwed because
  they don't know any better, the Small Animal Carcass Trade Value
  was included to show average and fair trading values.  The GM should
  use this as a guideline with non-player characters.
  EQUIPMENT
  EQUIPMENT LIST
  LIST
  Additional
  Min. Brain
  Small Animal
  Weapon
  Attack Dice
  Score to Use
  Carcass Trade Value
  Hands
  0
  1
  0
  Rock (small)*
  0
  2
  0
  Rock (large)*
  1 
  3
  0
  Club
  1
  3
  1
  Rock-Club
  2
  4
  2
  Short Pointy Thing*
  2
  5
  4
  Rock Thrower**
  2
  6
  5
  Rock & Line*
  3
  7
  8
  Arrow**
  3
  12
  (for 5 arrows) 3
  Bent Stick That
  Comes Back*
  4
  10
  11
  Small Sharp Thing*
  5
  6
  5
  Long Pointy Thing*
  6
  7
  7
  Fire Start Kit*(two hands)
  6
  14
  12
  Large Sharp Thing***
  8
  8
  9
  (two hands)
  Net**(two hands)
  n/a
  8
  6
  Bow**(two hands)
  n/a
  12
  10
  *Can be used as a missile and non-missile weapon.
  **Can only be used as a missile weapon.
  ***This weapon also requires a minimum strength of 12.
  Defense
  Def. Dice
  Protection
  S.A.C.T.V.
  None
  0
  0
  0
  Big Leaves
  1
  4
  2
  Skins
  2
  8
  4
  Mammal Skin
  3
  12
  7
  Hide
  4
  15
  9
  Vest of Bamboo
  5
  20
  12
  Vest of Sticks
  6
  25
  15
  Wood Shield
  Small
  1
  5
  4
  Big
  2
  8
  6
  Coconut Helmut
  1
  6
  5
  
  34
  35
  DISTANCE MODIFIERS FOR MISSILE WEAPONS
  DIE REDUCTION*
  Real
  Over
  Way
  Missile Weapon
  Close
  There
  Far Away
  Rock (small)
  +2
  -1
  -2
  Rock (large)
  +1
  -2
  n/a
  Short Pointy Thing
  +1
  -1
  -4
  Small Sharp Thing
  +1
  0
  -3
  Long Pointy Thing
  0
  -2
  -6
  Rock Thrower
  n/a
  0
  -2
  Net
  0
  -3
  n/a
  Rock & Line
  0
  -2
  -5
  Bent Stick That
  n/a
  -1
  -3
  Comes Back
  Bow & Arrow
  +1
  0
  -2
  Fire 
  0
  -3
  n/a
  *Distances are described in a separate section.
  WEAPON
  WEAPON DESCRIPTIONS
  DESCRIPTIONS
  We were more than three-quarters of the way done writing this sec-
  tion when we looked down at the weapon descriptions and noticed use-
  less information.  Is it not true that every RPG you buy describes
  items that you do not need to know anything about?  Is there anyone
  reading this right now that cannot tell us what a club is?  If so, then
  we definitely think you need to stop reading, put the book down now,
  and get a life.
  The only thing we accomplish by writing up descrip-
  tions of totally basic and known items is filling up
  pages.  And what happens when we fill pages?  The
  book gets bigger, the number of pages increase, and
  we then charge you for it.  We are sure you will agree
  that this is something your wallet does not want.  If
  for some reason your feeble little minds cannot pick
  up a dictionary and look up "Net", you can always ask
  someone smarter.
  We are only giving you the information you need.  The only weapon
  descriptions that have been included are the ones that are a little
  unusual to this game.  Some of the items have different names and
  special uses; these are the ones that will be detailed.  Everything else
  that you would find a description of in a normal, everyday dictionary
  are not included.  Do you have a problem with that?  Then e-mail
  us...wingnut@wingnutgames.com.
  BENT
  BENT STICK
  STICK THAT
  THAT COMES
  COMES
  BACK
  BACK
  In the future, this will be called a
  boomerang.  This aerial weapon can be thrown a
  great distance to hit its target, and will then
  return to the thrower.  It cannot be used as a
  non-missile weapon.
  FIRE
  FIRE START
  START KIT
  KIT
  Probably one of the most dangerous
  weapon of all.  This weapon is hard to throw long distances, but has a
  great radius effect.  If two or more targets are close enough, one
  successful hit could effect both of them (GM discretion).  And, of
  course, any type of flammable materials or landscapes that are near-
  by when fire is thrown, they will catch flame as well.
  POINTY
  POINTY THING, LONG
  THING, LONG In the
  future, this will be called a spear.  This weapon
  is similar to a Short Pointy Thing, but is longer
  and inflicts more damage.
  POINTY
  POINTY THING, SHORT
  THING, SHORT
  In
  the future, this will be called a knife.  This
  rock-fashioned, jagged-edged weapon can be
  used for both missile and non-missile attacks.
  Once it is thrown, it can be retrieved and used
  again.
  ROCK, SMALL
  ROCK, SMALL
  Why does this item
  need a description?  Because it is the only
  item that is ALWAYS around.  Whether your
  
  36
  37
  caveman is stuck in the middle of a desert, or rushing down a river, a
  small rock is always in arms reach.  (Anyone want to argue this one?
  We would love to hear your comments…Not…)
  ROCK & LINE
  ROCK & LINE In the future, this will be called a bola.  This
  "ball and string" weapon can be used for both missile and non-missile
  attacks.  Weapon does not come back to you when thrown, but can be
  retrieved.
  ROCK CLUB
  ROCK CLUB
  This is an
  improved version of a club.  The
  end has a bludgeoning piece of
  rock fashioned to it, thus it caus-
  es more damage than a club.
  ROCK
  ROCK THROWER
  THROWER
  In
  the future, this will be called a
  sling.  This skin-fashioned, missile
  weapon does not do much damage,
  but has a continuous amount of
  ammunition from the small rocks
  lying all over the place.
  SHARP
  SHARP THING, SMALL
  THING, SMALL
  In the future, this will be
  called an ax.  More than a rock-club, this device has a sharpened rock
  fashioned to a club.
  SHARP
  SHARP THING, LARGE
  THING, LARGE
  In
  the future, this will be called one huge-ass
  battle ax.  This two-handed weapon is the
  largest and most powerful melee weapon cre-
  ated.  Only a caveman with a 12 or higher
  strength can use this weapon.
  DEFENSE
  DEFENSE DESCRIPTIONS
  DESCRIPTIONS
  BIG LEAVES
  BIG LEAVES
  This covering is a
  bunch of tree leaves tied together to
  form a bulky, minimal defense.
  COCONUT HELMET
  COCONUT HELMET
  This
  defensive helmet won't win any fashion
  awards, but it provides an extra defense
  in combat and does not sacrifice a weapon
  slot like a shield.
  HIDE
  HIDE
  This type of skin is much thicker than a normal mammal
  skin, and is usually found on bigger creatures.
  MAMMAL SKIN
  MAMMAL SKIN Skins from the various mammals can be put
  together to make a pretty standard defense.
  VEST OF BAMBOO
  VEST OF BAMBOO
  Pieces of hollow bamboo sticks are
  tied together to form a very good defense.
  VEST OF STICKS
  VEST OF STICKS
  Similar to the Vest of Bamboo, but
  solid pieces of   wood  are  tied  together to form a really killer
  defense.
  WOOD SHIELDS
  WOOD SHIELDS These shields are made from the bark of
  a tree.  They provide an additional defense, but sacrifice the spot for
  another weapon.
  
  38
  39
  THINGS YOU CAN DO
  THINGS YOU CAN DO
  Though prehistoric man is the most inept and brainless lump of flesh
  ever, each player can choose various skills for their caveman.  These
  Things You Can Do shape your caveman into the type of character you
  would like to play.  By default, every caveman has three things they
  can do without using skill points; Climbing, Jumping and Running.  Also
  remember, that each and every one of these Things You Can Do can
  be forgotten from time to time!
  CLIMBING
  CLIMBING Climbing gives your caveman the ability to climb up
  basic land masses like hills, trees and mountain slopes which are not
  too steep.
  JUMPING
  JUMPING
  This gives your caveman the ability to jump over
  simple objects, like tree logs and small animals which happen to be
  charging at you...No, you cannot jump over a charging dinosaur!
  RUNNING
  RUNNING Doubles your movement one time a day for a round.
  If you are Fast Caveman, you can double your movement two rounds a
  day.
  Each character can pick one of the Things You Can Do to start, then
  choose one additional every odd level (3, 5, 7, etc.) except "Smart
  Caveman"; he can pick a new one every level.  And yes, you can save
  your choice until your character reaches the next level.  This is how
  you would have abilities that require two skill slots.
  BETTER CLIMBING
  BETTER CLIMBING This is the improved skill of being
  able to scale mountain sides, trees and other steep areas.  This does
  not mean you can use this to scale some 90 degree rock-face like Half
  Dome.  Get real.
  BETTER JUMPING
  BETTER JUMPING Imagine you're playing a game of
  hopscotch.  Normal cavemen could pretty much jump from the begin-
  ning to the number three square while standing still.  A caveman with
  Better Jumping could make it all the way to the number six square!
  BUILD SOMETHING
  BUILD SOMETHING Every once in a blue moon, a cave-
  man might want to try putting two things together to make something
  useful.  A good example would be building a tent out of tree branch-
  es to be protected from a storm.  The GM could even use the cave-
  mans Brain score as the basis for a 3d6 roll or lower to accomplish
  the task.
  COOKING
  COOKING This is mainly used when food is scarce.  It repre-
  sents a cavemans ability to find edible food within their surroundings
  when no meat is available.
  FIND HOME
  FIND HOME Do you really think cavemen pulled out their
  Thomas Guide and compass?  As it says, this helps a caveman find his
  way home easier by remembering certain landmarks like mountains,
  trees and rivers.
  FIND ANIMAL
  FIND ANIMAL More advanced than having a small animal kick
  your caveman in the ass.  This ability might help you find small animals
  during a standard hunt, or while out away from your normal surround-
  ings.
  FIRE STARTING
  FIRE STARTING This is the ability to produce simple
  camp fires and torches for light and warmth.  This does not mean you
  pull out a Bic from your back pocket.  Remember how you learned in
  Boy Scouts?  That's right.  Rub two sticks together.
  FISHING
  FISHING Do we really need to explain this?  You find a stick,
  go into a river, and start hitting some fish over the head.
  HAIR PULLING
  HAIR PULLING Probably
  not very useful for any adventures,
  but what else were you planning to do
  to tell her you love her?
  
  4O
  41
  HEADBUTTING
  HEADBUTTING
  Best
  used when in a scuffle with a
  small animal or other caveman.  A
  headbutt will break up the situa-
  tion, stunning your opponent, and
  giving your caveman the chance to
  get away.
  HIDE 
  BEHIND
  HIDE 
  BEHIND
  SOMETHING
  SOMETHING
  Instead
  of trying to outrun a dinosaur,
  some cavemen might find this
  useful to avoid conflict.  This
  gives your caveman the ability to
  better escape those dangerous
  situations.  Imagine running
  through a forest being chased by
  a boar - you might be clever
  enough to step to the side behind a tree just in the nick of time!  On
  the other hand, don't think that when you're in an open plain that the
  one rock for miles is going to trick that Pteranodon.
  LEARN WORD
  LEARN WORD (2 slots) This is the ability to learn one of the
  words another caveman knows.  Other caveman will not just automat -
  ically know you can learn a word.  Hearing other words around you is
  not enough either.  A caveman with the Teach Word ability needs to
  sit down and explain via actions or (attempted) drawings.  Learn Word
  can only be used from a caveman with Teach Word once.  This means
  that if Bob Caveman has three words, he cannot
  teach you all three.  One word, once.  That's it.
  Find some other caveman to learn from.
  PICTURE WRITING
  PICTURE WRITING Just in case
  words cannot seem to tell others what you want,
  you can draw them a (rough) picture.  The GM can
  have lots of fun with this ability when combined
  with a group's known words.  In a lot of ways,
  this ability can be pretty useless if a caveman is
  trying to convince others to watch out for a dinosaur coming their
  way, and they recognize nothing being drawn.  Hehe.
  RIDING
  RIDING The caveman can use this ability to ride domesticated
  animals, or to hang on the back of a dinosaur just a little bit longer.
  Great to use when a large group is trying to take down a very large
  dinosaur.
  ROCK FINDING
  ROCK FINDING With this skill,
  the player will always be able to find a large
  rock during battle.  As explained in weapon
  descriptions, small rocks are always avail-
  able.  This gives your caveman a keener abil-
  ity to find one just a little bit bigger.
  RUN AWAY
  RUN AWAY Turn.  Run.  Try to Escape.  Enemies will be unable
  to take a final attack when you want to run away from battle.  Works
  exceptionally well when a caveman has this ability and Hide Behind
  Something.
  STAY AFLOAT
  STAY AFLOAT You won't be able to win any meets, but you
  will be able to last longer in a rushing river.
  STICK FINDING
  STICK FINDING Like rock finding, but a player will always
  be able to immediately find a stick that can be used as a club.
  SURVIVAL
  SURVIVAL Since many cave-
  men are often unable to remember
  the way home, this skill gives the
  player the ability to find shelter.
  Survival will also give your caveman
  an edge to get through bad times
  when the weather starts getting
  rough (Gilligan would be jealous).
  
  42
  43
  TEACH WORD
  TEACH WORD
  (2 slots) This is the ability to teach one of
  the words your caveman knows to another caveman once, and only
  once.  If you try one time and they don't have Learn Word, then you
  just could not get it through their thick skull.  A caveman with Teach
  Word needs to sit down and take some time to explain what the word
  is all about.  And again, only one word per caveman can ever be taught.
  If you have four words, pick one to teach Joe Caveman.  From there,
  Joe Caveman cannot learn another word from you again.
  TIPTOE
  TIPTOE Best used when trying to sneak past a sleeping Green
  Dragon on your way to the Rod of Might.  Damn - wrong game.  We
  meant - best used when trying to silently sneak past a sleeping
  Stegasaurus on your way out a cave. 
  TRAP MAKING
  TRAP MAKING Use this skill if you want to be able to con-
  struct simple traps for small animals (or maybe even other cavemen).
  The traps constructed are not deadly.  They focus on capturing the
  intended victim.
  TWO WEAPON USE
  TWO WEAPON USE (2 Slots) Instead of being penal-
  ized two attack dice for each weapon, the player is only penalized one
  for each.  Of course, this makes it impossible to carry a shield of
  some sort.  Unless, of course, you have a Ring of Third Arm…
  VINE SWINGING
  VINE SWINGING Tarzan was a little more sophisticated
  than our cavemen, so what you saw in all those movies is not what we
  are talking about.  This is more like swinging across a small river if you
  cannot swim.  Or swinging across a small gorge if some trees are
  around.  You cannot go swinging from tree to tree to tree to tree to
  tree.
  WEAPON MAKING
  WEAPON MAKING This lets your caveman make simple
  weapons including; Club, Short Pointy Thing, Rock-Club, and Arrows.
  The number of days to make is equal to the "Additional Attack Dice"
  number on the equipment list.
  WEATHER SENSE
  WEATHER SENSE Your caveman will now have the ability
  to know what the weather is like.  For example, if water is hitting on
  the top of the caveman's head, then the character knows that it is
  raining, and can let the other players know. 
  THINGS YOU CAN
  THINGS YOU CAN'T DO
  T DO
  Those of you who played Og: The Role Playing Game, have already
  heard this joke.  It's probably not very funny to you anymore, but we
  thought we would keep it here for others to laugh at...
  In addition to Things You Can Do, we have also provided a list of
  Things You Can't Do.  This will further put limits on your character
  throughout the game.  We have provided a short list, but after
  
  44
  45
  awhile, we feel you'll get the joke and can come up with some on your
  own.  Pick one for every odd level, except "Smart Caveman"; he choos-
  es one every three levels (1, 4, 7, etc.).
  Fireball
  Fly
  Invisibility
  Magic Missile
  Pick Pockets
  Summon Elemental
  Jack into the Matrix
  Weapon Specialization
  Tap a Land Card
  Teleport
  Turn Undead
  Overheat/Cool Down
  Play that Stupid Minotaur from
  that Stinkin' Collectible Card Game
  MOVEMENT
  MOVEMENT
  Movement, if you choose to use it as a constant factor in gameplay, is
  quite simple.  Each character class has a movement number equivalent
  to the number of footsteps possible in a round.  A character uses the
  numbers below when engaging in normal walking and combat.  We put
  movement in mainly for more detailed combat situations.  Please do
  not use movement when a group is leaving a cave - "Ooh ooh, I made
  it out first!"
  We recommend that the Base Number of Footsteps below be used
  strictly when a combat or intense situation comes up.  Combat is the
  easiest to apply this to, especially if your group is looking to fight in
  some possibly organized way (yeah, right…)  Movement works in tan-
  dem with initiative in most cases.  Initiative is explained both under
  the Speed ability and in the next section, Combat.
  BASE NUMBER OF FOOTSTEPS
  BASE NUMBER OF FOOTSTEPS
  Strong Caveman
  8
  Smart Caveman
  6
  Fast Caveman
  12
  Banging Caveman
  6
  Healthy Caveman
  6
  Grunting Caveman
  6
  DISTANCE AND
  DISTANCE AND
  DISTANCE MODIFIERS
  DISTANCE MODIFIERS
  What about distances you ask?  Well, we don't think its necessary to
  get into too much detail explaining all those distance modifiers and
  such, but...
  Distance falls into three categories; Real Close, Over There, and Way
  Far Away.  The GM will use these terms to give the players an idea of
  what is where.  Distance modifiers for weapons are listed on the
  Equipment List.
  Real Close:
  The object or person is pretty much in arms 
  (or weapons) reach.
  Over There:
  The object or person can be clearly seen, 
  and can only be hit by missile weapons. 
  Way Far Away:
  The object or person cannot be made out 
  clearly.  You need to get closer to figure it 
  out.  The only chance to hit someone at this
  distance is with a really cool missile weapon.
  
  46
  47
  COMBAT
  COMBAT
  When a battle takes place, each player rolls 1d6 to determine attack
  order; this is called initiative.  This includes the GM's rolls for the
  bad guys.  The lower the number, the sooner your caveman's turn.
  Those who roll "1"s go first; "6"s go last; tie rolls happen at the same
  time.  The Initiative Adjustment could make a caveman’s roll go below
  "1". That's OK. It's cool.  Monsters roll 1d6 for initiative without any
  modifiers.
  When a player attempts to hit something (or someone), they roll the
  number of Attack Dice from their ability scores and weapons.  Don't
  forget to look at the adjustments from your Strength and Banging
  scores.  For every Hit Number a player rolls, its a hit! Each Hit
  Number causes a health point to be taken away from the bad guy (or
  the good guy - depending on who you're aimin' for).  Damage is first
  subtracted from any defenses you may be wearing, then from your
  base health points.  Damage on defense items is ablative.  Ablative
  means that the damage is cumulative and cannot be regained until the
  defense item is fixed or replaced.  For example, if you are wearing big
  leaves, it will take four points before health is taken away from your
  character directly.  If a player is on the defensive, the number of
  defense dice represents how many less dice the attacker will use
  when rolling.
  Any time a caveman rolls three "6"s on one throw of the dice, this
  tells you something really bad is going to happen.  It is the GM's
  choice what occurs.  For example, your weapon could break, you
  could've hit yourself or maybe even another player.  Obviously, you
  would need to be throwing three or more dice for an attack to have
  this happen; and yes, a separate screw up happens for every three
  "6"s rolled in one attack.
  Characters can use two one-handed weapons at once.  When attack-
  ing, you roll a die for each weapon to see what order they go in.  Using
  two weapons does not let your character carry a shield, and there is
  a penalty of two less attack dice for each weapon when using two in a
  round.  If a character chooses to run from battle, the attacker gets
  the option to have a final attack as they turn and run away.
  ORDER OF BATTLE
  ORDER OF BATTLE
  1.
  1.
  ROLL INITIATIVE.
  ROLL INITIATIVE.
  LOW NUMBER GOES FIRST.
  LOW NUMBER GOES FIRST.
  2.
  2. ATTACKER ADDS "BASE ATTACK DICE",
  ATTACKER ADDS "BASE ATTACK DICE",
  THE WEAPONS "ADDITIONAL ATTACK 
  THE WEAPONS "ADDITIONAL ATTACK 
  DICE", AND DISTANCE MODIFIERS (IF 
  DICE", AND DISTANCE MODIFIERS (IF 
  ANY).
  ANY).
  3.
  3. DEFENDER ADDS "BASE DEFENSE  
  DEFENDER ADDS "BASE DEFENSE  
  DICE" WITH "DEFENSE DICE".
  DICE" WITH "DEFENSE DICE".
  4. 
  4. SUBTRACT DEFENDER
  SUBTRACT DEFENDER'S NUMBER 
  S NUMBER 
  FROM THE ATTACKER
  FROM THE ATTACKER'S NUMBER. 
  S NUMBER. 
  ATTACKER ROLLS THIS MANY DICE.
  ATTACKER ROLLS THIS MANY DICE.
  (NO MATTER WHAT THE NUMBER, 
  (NO MATTER WHAT THE NUMBER, 
  ATTACKER ALWAYS GETS A MINIMUM
  ATTACKER ALWAYS GETS A MINIMUM
  OF ONE DIE TO ROLL.)
  OF ONE DIE TO ROLL.)
  5.
  5. FOR EVERY NUMBER  ROLLED (FROM
  FOR EVERY NUMBER  ROLLED (FROM
  YOUR
  YOUR CHARACTER
  CHARACTER CLASS
  CLASS "NUMBER" 
  "NUMBER" 
  COLUMN, ITS A SUCCESSFUL HIT.
  COLUMN, ITS A SUCCESSFUL HIT.
  6.
  6. BATTLE CONTINUES BACK TO NUMBER
  BATTLE CONTINUES BACK TO NUMBER
  ONE UNTIL SOMEONE IS DEAD OR 
  ONE UNTIL SOMEONE IS DEAD OR 
  ONE DECIDES TO RUN AWAY. 
  ONE DECIDES TO RUN AWAY. 
  
  EXPERIENCE
  EXPERIENCE
  Once a successful hack n' slash is finished, the ever-so-popular expe-
  rience point is given.  As long as a character is in the battle somehow,
  all experience is divided equally.
  Killin' something, or someone, is not the only way to gain experience.
  Each character class gets experience every time they are successful
  in something that involves their primary ability.  Additional experi-
  ence should be given to players staying in character, and contributing
  to the flavor of the game.
  If you have ever watched "Whose Line is it Anyway?", experience
  points should be given out in this spirit.  If not, always keep in mind
  which character is cooperative and which one is a pain in the neck.  A
  player that complains about how useless cavemen are will not be given
  experience points as much as someone who is really into the game.
  Again, players should be rewarded for staying in character and mak-
  ing the experience fun.
  If basing experience on pure dice rolling, then use the following table
  as a base for each character class.  The GM should add or subtract
  from these experience points as he sees fit, depending on the sever-
  ity of the situation, or how intense the situation helped the group.
  For example, if Strong Caveman has a successful Break Things when
  a small tree is blocking his walking path, then he should get something
  like 100 experience points.  If Strong Caveman has a successful Break
  Things on a blocked path when the entire group is being chased by a
  Brontosaurus, then give that savior something like 1,000 experience
  points.
  Character Class
  Need to Do
  Amount of Experience
  Strong Caveman
  Successful Break
  500
  Things%
  Smart Caveman
  Successful Figure
  500
  Things Out%
  Fast Caveman
  Attack First in 
  100
  Round of Battle
  Banging  Caveman
  5 or more hits on
  250
  one set of attack rolls
  Healthy Caveman
  Fails Out Cold% roll
  500
  Grunting Caveman
  Successful Make
  750
  Something Happen%
  48
  49
  
  LIVE ACTION RULES
  LIVE ACTION RULES
  Some may wonder why a Live Action Rules section has been added.
  Well, we will tell you why.  Since Og: The Role Playing Game was pub-
  lished in 1995, players continuously would walk up to our booth at con-
  ventions, telling us stories about playing live Og.  One woman said that
  she organized a live action group of Og and the party could not even
  get out of the first room.  She said that watching them try to work
  together with the limited words was the funniest thing she had ever
  seen.
  There are many live action societies throughout the gaming world and
  we urge you to ask them to do live action Og.  This section will pro-
  vide the information necessary for you and your friends to take the
  "no use big words play Og" gameplay and have the funniest role play-
  ing experience ever.
  PREPARING
  PREPARING
  To begin, it is recommended that the GM find an area without build-
  ings or structures.  We're sure we are all in agreement that Taco
  Bell's and Exxon's were not around in prehistoric time.  Most likely a
  local park or series of hiking trails would be the best.
  After a location is organized, the players and the GM should get
  together to create their cavemen (if they do not have one as of yet).
  To get the most out of the experience, players should create items
  used by their caveman characters.  Now, are we saying go out into the
  cold with only a loin cloth on?  Nope.  But it would add a sense of depth
  to the game if all players fashion something that represented the
  weapons they use.  For example, using bamboo or irrigation pipe works
  great to start creating a club.  From there, wrapping the bamboo
  stick with padding like closed cell foam or insulation foam works the
  best.  The foam is then secured by covering it with a cloth-like sub-
  stance.  An effective material would be old bed sheets.  Most other
  weapons can be created using this method.  As most live action soci-
  eties stress safety, Wingnut Games asks the same - please make sure
  all weapons are padded properly and do not reveal sharp or pointed
  edges.
  ROLE
  ROLE PLAYING
  PLAYING
  Stay in character.  This is the most important part of the game and
  can greatly enhance the entire atmosphere with your group.  Playing
  the role of your caveman as close to his/her creation will guarantee
  the funniest role playing experience ever.
  When traveling through terrain, the importance of keeping to the
  word list is paramount.  This combined with the terrain and interac-
  tion of the surroundings will make things like pointing and body move-
  ments work much more effectively.  This is where the laughs will def-
  initely start.  All characters are urged to stay in role.  Making side
  conversations about what is going on in the real world will little by lit-
  tle take away from the enjoyment of watching everyone else make a
  fool of themselves.
  MOVEMENT
  MOVEMENT
  Characters move normally during general exploration.  It is only dur-
  ing an encounter, specifically a combat encounter, where characters
  are limited to their movement number (in footsteps).  Each round nor-
  mal initiative is taken and is then followed up with each character
  taking a maximum number of footsteps equal to their movement
  score.  Use the surrounding terrain and the movement points exactly
  as executed by the character.  If a character stumbles two steps
  while walking up a hill, then that is two less steps the character can
  make.
  COMBAT
  COMBAT
  Combat is even easier during live action role playing than it is sitting
  in a room full of players.  First and foremost, when encounters occur,
  the GM will now have a idea as to what distances the players are from
  everything else.  What you and the GM see, is exactly what your char-
  acters see.  The encounter now continues using the standard combat
  system.  Each player roles for initiative then moves towards their
  opponent or attacks.  Trying to say something to others does not
  count towards your turn.
  5O
  51
  
  MONSTER ADDENDUM
  MONSTER ADDENDUM
  Caveman
  Attk.
  Def.
  Avg.
  Avg.
  Name
  Name
  Dice
  Dice
  Health
  exp.
  Ankylosaurus
  Big Thing
  10
  15
  45
  4,500
  Ape
  Hairy Tree Thing
  4
  2
  12
  1,200
  Baboon
  Hairy Tree Thing
  3
  1
  8
  800
  Bat
  Small Cave Hairy
  1
  1
  2
  200
  Bear
  Hairy Cave Smelly
  4
  2
  18
  1,800
  Boar
  Small Smelly
  3
  2
  6
  600
  Brachiosaurus
  Big Thing
  16
  10
  55
  5,500
  Brontosaurus
  Big Thing
  18
  13
  72
  7,200
  Cheetah
  Hairy Go Go
  4
  8
  15
  1,500
  Crocodile
  Big Water Smelly
  7
  5
  20
  2,000
  Eel
  Smelly Water Thing
  2
  3
  9
  900
  Gorilla
  Hairy Tree Thing
  5
  3
  12
  1,200
  Hawk
  Hairy Sun Thing
  2
  1
  4
  400
  Iguanodon
  Big Thing
  7
  8
  36
  3,600
  Jaguar
  Hairy Thing
  3
  7
  12
  1,200
  Leopard
  Hairy Thing
  3
  5
  10
  1,000
  Lion, Common
  Hairy Cave Thing
  6
  4
  16
  1,600
  Lion, Mountain
  Hairy Cave Thing
  6
  6
  19
  1,900
  Lynx
  Hairy Thing
  5
  6
  12
  1,200
  Mastodon
  Big Hairy
  12
  12
  40
  4,000
  Mammoth
  Big Hairy
  14
  10
  45
  4,500
  Piranha
  Small Water Thing
  6
  2
  9
  900
  Pteranodon
  Big Sun Thing
  6
  9
  30
  3,000
  Raptor
  Go Go Thing
  7
  10
  30
  3,000
  Rat
  Small Hairy Thing
  1
  0
  1
  100
  Snake, Comm.
  Small Rock Thing
  2
  1
  5
  500
  Snake, Pois.
  Small Rock Thing
  3
  1
  8
  800
  Stegasaurus
  Big Thing
  11
  17
  50
  5,000
  Sting Ray
  Smelly Water Thing
  5
  6
  10
  1,000
  Swarm, Wasp
  Small Sun Thing
  2
  1
  3
  300
  Swarm, Hornet
  Small Sun Thing
  2
  1
  2
  200
  Swarm, Bee
  Small Sun Thing
  1
  0
  1
  100
  T-Rex
  Big Big Smelly 
  20
  20
  80
  8,000
  Bang Thing
  Tiger
  Hairy Thing
  6
  3
  17
  1,700
  Triceratops
  Big Thing
  15
  13
  60
  6,000
  Vulture
  Hairy Sun Thing
  3
  1
  6
  600
  ERRATA AND
  ERRATA AND NOTES
  NOTES
  Q: A "Net" is on the page 33 Equipment List, but says "n/a" for
  attack dice.  What is up with that?
  A: Our intent was to save space by not writing up explanations for
  commonplace items, but by eliminating the description for Net, we
  also eliminated the real intent for the item...A net does not inflict
  damage, but stuns an opponent for 1d6 turns for each successful hit
  with the roll of a caveman's base attack dice.
  Q: What is considered a "hit" on a d6 roll for dinosaurs?
  A: OK, we admit it, we cannot find the rule either.   For some
  reason it was omitted, but the intent was all dinosaurs and monsters
  count a "hit" with "1's" and "2's" for each d6 roll.
  Q: It seems like a disadvantage for dinosaurs to roll sooooooooo
  many attack dice and increasing their chances for a screw up.  What
  is up with that?
  A: Though it is not extremely explained, it is stated on page 46 that
  "Any time a caveman rolls three 6's....".  Take this only to mean just
  that - only cavemen are subjected to this rule, NOT dinosaurs or
  creatures of any sort.
  52
  53
  
  54
  55
  INCLUDED FREE!
  INCLUDED FREE!
  OG
  OG
  THE
  THE GAME
  GAME OF
  OF SENSELESS
  SENSELESS
  PREHISTORIC
  PREHISTORIC COMBAT
  COMBAT
  INTRODUCTION
  INTRODUCTION
  Og is a game of prehistoric combat in which tribes of cavemen battle one
  another for absolutely no reason.  A game usually takes 15 minutes to an hour
  to play, and can be played with two or more players.  You will need the fol-
  lowing items: one d4, d6, d8, two d10s, a pencil to write with, and your own
  markers to represent cavemen.  Use hex maps to create your battle field.
  The game was originally released in 1993 as a 6 page black & white polybag
  game for $3.  After being sold out after one year, we thought it was time to
  give people the taste of the original.  Enjoy your free game!
  WINNING
  WINNING
  There is only one way to win; eliminate all other tribesmen and have at least
  one of your own alive.
  STARTING
  STARTING THE
  THE GAME
  GAME
  Each player creates a character sheet to keep track of their tribe.  You can
  use any type of tokens or items to represent your individual cavemen on the
  map.
  A tribe consists of you (as the leader) and as many tribesmen as your points
  allow.  The tribal leader does not count as a player on the combat field, but
  controls the tribe's actions and provides them with additional items for their
  use when the time is needed.
  A tribe is created by distributing 30 skill points.  These points are used to
  distribute among the leader's six statistics (minimum score=1, maximum
  score=10).  These are the base for your tribe's attributes.
  Strength:  This represents your physical force and effects combat damage
  the following way:
  1 - 2
  -1 to damage
  3 - 4
  +0 to damage
  5 - 6
  +1 to damage
  7 - 8
  +2 to damage
  9 - 10
  +3 to damage
  Strength also effects your stun percentage.
  Intelligence:  This represents how smart (or how dumb) you are.  Your intel-
  ligence equals the maximum number of cavemen you can have.  This attribute
  also effects initiative, your hit% and dodge%.
  Speed:  This represents how fast you are.  This attribute effects initiative,
  movement and dodge%.
  Accuracy:  This represents how well you are able to hit a target.  This attrib-
  ute effects your hit%.
  Tech Level:  This represents how able you are to fashion and use weapons and
  other items.  This attribute effects your hit% and what items your tribe can
  use.
  Health:  This represents each tribesmen's base hit points.
  The above statistics effect the following attributes:
  Initiative: [Speed x 2 plus Intelligence]  This determines who goes first.  The
  lowest initiative plays first for the round.  Tribes that have the same initia-
  tive roll-off to determine who will go after the other for the entire game.
  Movement: [(Strength plus Speed)/2]  This determines how many hexes your
  tribesmen can move during their turn.  (All fractions rounded down.)
  Hit Points: [Health x 3]  This represents the base hit points for each of your
  tribesmen.  Total hit points can be increased by purchasing defense items.
  Hit Percentage: [(Intelligence plus Tech Level) x 3 plus (Accuracy x 4)]  This
  
  is your tribe's percent chance to hit their intended target.
  Dodge Percentage: [(Intelligence plus Speed) x 2]  This is your percent
  chance to dodge an attack made by your enemy.  Even when your enemy rolls
  a successful to hit, each tribesmen has a chance to move out of the way at
  the last minute.
  Stun Percentage: [Strength x 5]  This is your percent chance to stun an oppo-
  nent when using a weapon that has the ability to stun.
  EQUIPPING
  EQUIPPING YOUR
  YOUR TRIBE
  TRIBE
  Each tribe begins the game with 200 Equip Points.  These points are used to
  outfit your tribe.  Before you can outfit your tribe though, you must purchase
  tribesmen.  Each caveman costs 5 Equip Points.  Each caveman can only carry
  two weapons (one in each hand), and have only one piece of armor.  If a shield
  is used, then the caveman can only carry one weapon.  Defense points add to
  a cavemans base hit points.  Armor from a dead tribesman cannot be used
  again by another caveman.
  WEAPON
  WEAPON DESCRIPTIONS
  DESCRIPTIONS
  Bolas:  These "ball and string" weapons can be used for both missile and non-
  missile attacks.  This weapon can be retrieved after it is thrown, but does not
  come back to you.
  Boomerang:  This aerial weapon can be thrown a great distance to hit its tar-
  get, and will then return back to the thrower.  It cannot be used as a non-
  missile weapon.
  Bow & Arrow:  For the sake of argument, let us assume that once this item is
  purchased, we do not have to keep track of arrows - just keep firin' it.  Item
  takes two hands to use.
  Club:  This thick-wooded weapon causes little damage, but it is a cheap, basic
  item.
  Fire:  Probably the most dangerous weapon of them all.  This weapon cannot
  be thrown far, but has a radius effect of the hex it lands in plus all the imme-
  diate hexes surrounding.  Any caveman in the targeted hex cannot dodge the
  fire, cavemen in the outlying hexes can.  Each caveman hit by fire suffers
  1d10 damage the first round and 1d10 damage halved the second round
  (rounded up).  Fire damage does not include strength bonus.
  Hands:  Every caveman (well, most of them) have two of these.
  Knife:  This rock-fashioned, jagged-edged weapon can be used for both mis-
  sile and non-missile attacks.  Once it is thrown, it can be retrieved and used
  again.
  Mallet:  This is an improved version of a club.  The end has a bludgeoning piece
  of rock fashioned to it, thus the reason for extra damage and stun.
  Nets:  These weapons do not inflict damage, but automatically stun (no per-
  centage roll) one or more opponents depending on the size of the net.
  Small Net:
  Captures one caveman
  Medium Net:
  Captures targeted caveman and one 
  other in any adjoining hex you choose.
  Large Net:
  Captures targeted caveman and two 
  others in any adjoining hex you choose.
  Once a stunned opponent gets out of the net, it becomes useless.  Nets that
  miss their target can be used again.  This item can be dodged.
  Rocks:  They are all over the place, at least the small ones are.  If all else
  fails, a caveman can always pick up a small rock to attack an opponent.
  Medium and large rocks need to be carefully looked for and purchased before
  the game begins.  Rocks shatter to small rocks after they are thrown.
  Sling:  This leather-fashioned, missile weapon does not do much damage, but
  has a continuous amount of ammunition from the small rocks lying all over the
  place.
  Spear:    This weapon is similar to a knife, but is longer and inflicts more dam-
  age.
  DEFENSE
  DEFENSE DESCRIPTIONS
  DESCRIPTIONS
  Bamboo Breastplate:  Pieces of hollow bamboo sticks are tied together to
  form a very good piece of defense.
  Bear Skin:  This possible rug for the living room provides a standard defense.
  57
  
  58
  59
  Buffalo Hide:  The strongest of the animal skin defenses.
  Cloth:  This is basic coverings woven together from the skin of smaller ani-
  mals.
  Dead Tribesman:  The best defense ever!  Please note: the caveman has to be
  dead in order to use.  The caveman must be in the adjoining hex, and needs
  to be picked up before the end of the users turn.  Using a dead caveman for
  defense completely defends you against all weapon attacks for one complete
  round, then the corpse is pretty much useless.
  Lion Skin:  The king of beasts is not the king of defense, but works well.
  Stick-Layered Vest:  This vest is fashioned similar to the bamboo breast-
  plate, but solid pieces of wood are tied together to form a superior defense.
  Tree Fronds:  These fronds are large tree leaves layered and tied together
  to form a thick and bulky defense.
  Wooden Shields:  These shields are made from the bark of a tree.  They pro-
  vide an additional defense, but sacrifice the spot for another weapon.
  OTHER
  OTHER ITEMS
  ITEMS
  Coconut Helmut:  This powerful head-protecting device has the ability to
  absorb three successful stuns on any combination of cavemen whenever you
  choose.
  Crude Glider:  This crude flying device gives a tribesman the ability to dou-
  ble their movement for one turn.  This can only be used once and can be given
  to any tribesman at any time during your turn.
  Food:  These little tidbits temporarily add to your tribe's attributes.  Each
  piece of food is a universal effect to all your tribesmen and last one round.
  Moving Vehicle:  This advanced piece of machinery doubles your movement
  and can carry up to two tribesmen.  A caveman cannot attack using their
  weapon(s) while driving, but can ram other cavemen for 2d10 points of dam-
  age plus automatic stun.  A passenger can use their weapon in addition to the
  driver ramming an enemy, thus resulting in two attacks for one round of
  movement.  Turning the vehicle costs one movement point for each hexagonal
  turn.  For example, turning around costs three movement points, as this would
  represent three sides of the hexagon to turn 180 degrees.
  Pet Dinosaur:  This pet of yours has grown significantly over the years.  When
  needed, a caveman can whistle for his pet to stomp an enemy.  The pet
  dinosaur automatically hits (but the target can still try to dodge to evade)
  and does 3d10 points of damage plus stun.  The enemy must be in an adjoin-
  ing hex.  A tribe cannot have more pet dinosaurs than starting cavemen.  Your
  pet can only be used once, then runs away.
  Rabbit Fur Shoes:  These shoes make your footsteps much quieter, thus
  adding a +5 to your initiative and a +5% to your hit percentage.
  Shovel:  This crude digging tool unexpectedly creates a pit under an enemy in
  an adjoining hex.  The enemy takes 1d8 falling damage plus loss of next turn
  to climb out.  Enemy climbs out at the beginning of the users next turn, but
  can be knocked back in on that succeeding turn by any hit.  Enemy takes
  weapon damage, 1d8 falling damage plus loss of next turn again.  This process
  continues until enemy is missed or not attacked while climbing out.  Device
  breaks after one use.
  Tree:  A tree can be used to hide behind, thus evading any one attack by an
  enemy.  The defender can use after his dodge is unsuccessful, and not after
  damage is rolled by the attacker, but can be used after an attacker's stun
  percentage has been rolled.  A tree cannot be used to evade Fire, the Pet
  Dinosaur, Shovel, and Moving Vehicle attacks.  Trees have one use and cannot
  be hidden behind again.
  Wheel:  A tribesman can skillfully roll himself towards an enemy at such
  blinding speed that they can perform two attacks in one turn.  Wheel crum-
  bles after one use.
  THE
  THE TURN
  TURN
  The tribe with the lowest initiative moves his/her tribe first onto the play-
  ing field.  During your turn each tribesman is moved separately until they fin-
  ish their total movement.  No tribesman can move off the playing field dur-
  ing the game.  Each tribesman has the ability to break up their movement
  while performing other actions.
  For example, a tribe has a total movement of "5".  A tribesman can move 2
  hexes, attack an enemy and then move away 3 hexes.  Turning to "face" an
  attacker or turning to defend does not use any movement points.  All attack-
  
  6O
  61
  ing and defending is face-to-face.  A cavemans turn cannot end on a hex with
  a living caveman and the caveman cannot move through hexes occupied by a
  living caveman.
  When a tribesman attacks an enemy, they declare what weapon they are using
  and roll their percent chance to hit.  If the tribesman misses, that individu-
  als turn is finished.  If they hit, the enemy rolls their percent chance to
  dodge.  If the dodge is successful, then the enemy takes no damage.  If the
  dodge is not successful, the enemy takes damage equal to the weapons ran-
  dom die roll.
  Non-missile weapons require the attacker to be in an adjoining hex to the
  enemy being attacked.  Missile weapons have a range specified in the
  "Equipment List".  Attackers roll the normal to hit percentage, if the throw-
  er makes a successful to hit, the missile weapon hits the intended enemy, if
  not, the attacker rolls a d6 to determine which hex around the target it lands
  in (you determine which hex represents which number).  Any caveman in this
  randomly determined hex takes the appropriate measures as if they were the
  hit target.
  Some weapons can stun.  Once a weapon that can stun hits, it has a percent
  chance to stun equal to your strength multiplied times 5.  A stunned caveman
  cannot perform any attacks or dodge any attempted attacks until the begin-
  ning of the attackers next turn.  When another player attacks a stunned
  enemy, the attacker receives no to hit bonuses, but the stunned player can-
  not roll their dodge percentage.  A caveman cannot be stunned unless they
  are already conscious.
  After an intense round of combat, if there are any weapons on the ground,
  you may have your caveman pick up the weapon to use if space and your
  tribe's tech level permits.  For example, with a movement of "6", you may
  move 2, throw your knife at any enemy, move 2 more, pick up the knife on the
  ground (or pull it from your enemies body), and move another 2 to finish up
  your movement.  You can only make one attack per caveman, per turn.  A
  weapon picked up during your turn cannot be used until your next turn.  If a
  thrown missile weapon (i.e. a spear or knife) hits its target, the attacker may
  still move to the enemies adjoining hex and take the weapon out of the enemy
  to use again.
  EQUIPMENT
  EQUIPMENT LIST
  LIST
  Maximum
  Min.
  Non-Missile
  Missile
  Tech
  Weapons
  Damage
  Range
  Range
  Level
  Cost
  Notes
  Hands
  2 (1 each)
  1
  0
  1
  0
  Rocks
  Small
  1
  1
  2+1/2 Str.
  1
  0
  Medium
  d4
  1
  1+1/2 Str.
  1
  5
  Large
  d8+Stun
  1
  1/2 Str.
  1
  15
  (No 2nd Weapon)
  Club
  d4
  1
  0
  2
  5
  Mallet
  d4+Stun
  1
  0
  2
  15
  Knife
  d6
  1
  3+1/2 Str.
  3
  10
  Spear
  d8
  1
  2+1/2 Str.
  3
  15
  Sling
  d4
  1
  4+1/2 Str.
  3
  15
  Nets
  Small (1 tribesman)Auto. Stun
  1
  5
  4
  10
  Medium (2) Auto. Stun
  1
  4
  4
  15
  Large (3)
  Auto. Stun
  1
  3
  4
  20
  Bolas
  2-ball
  d4+Stun
  1
  1+1/2 Str.
  5
  25
  3-ball
  d8+Stun
  1
  2+1/2 Str.
  5
  35
  Boomerang
  d6+Stun
  N/A
  Str.
  6
  35
  Bow & Arrows
  d8
  N/A
  2+Str.
  6
  45
  (No 2nd Weapon)
  Fire (1 hex radius)
  d10
  1
  1/2 Str.
  8
  60
  (then d10/2)
  Defense
  Minimum
  Defense
  Points
  Tech Level
  Cost
  Notes
  Dead Tribesman
  See Rules
  1
  0
  Cloth
  3
  2
  6
  Tree Fronds
  5
  2
  10
  Lion Skin
  7
  2
  14
  Bear Skin
  10
  2
  20
  Buffalo Hide
  13
  2
  26
  Bamboo Breastplate
  17
  4
  34
  Stick-Layered Vest
  20
  4
  40
  Shields
  Small
  5
  4
  5
  Cannot
  Medium
  8
  4
  8
  carry 2nd
  Large
  12
  4
  12
  weapon
  
  Minimum
  Defense
  Effect
  Tech Level
  Cost
  Rabbit Fur Shoes: 
  Adds +5 to a tribe's
  2
  15
  total initiativeand a +5% to hit.
  Shovel: 
  Creates a pit under an enemy.
  4
  15
  D8 falling damage plus loss of next turn to 
  climb out.
  Wheel
  Can make a total of two attacks
  7
  25
  in one turn
  Pet Dinosaur
  3d10 damage plus stun.  Range=1. 
  2
  20
  Automatic hit.
  Crude Glider
  Doubles movement for one 
  6
  10
  tribesman for one turn
  Tree
  Can hide behind to evade 
  2
  10
  one attack once.
  Moving Vehicle
  Can hold two tribesmen.  
  8
  50
  Movement doubled.  2d10 ram 
  damage plus stun with successful "to hit".
  Coconut Helmut
  Absorbs three stun.
  2
  15
  Food
  Banana
  Adds +15% to hit for each 
  1
  10
  tribesmen for one round.
  Nuts & Berries
  Adds +15% to dodge for each 
  1
  10
  tribesmen for one round.
  Coconut Milk
  Adds +5 damage for each hit 
  1
  5
  a tribesmen successfully makes
  for one round.
  LAND
  LAND OF
  OF OG
  OG
  CHARACTER SHEET
  NAME
  CLASS
  LEVEL
  EXPERIENCE
  ATTITUDE
  HEALTH POINTS
  ABILITIES
  ABILITIES
  STRENGTH
  DMG. ADJ.
  BREAK THINGS%
  BRAINS
  FIGURE THINGS OUT%
  FORGET HOW TO%
  MAX NO. OF WORDS
  SPEED
  DICE REDUCTION
  INITIATIVE ADJ.
  HITTING
  MISSILE DICE
  NON MISSILE DICE
  HEALTH
  HEALTH POINT ADJ.
  OUT COLD%
  GRUNTING
  MAKE SOMETHING HAPPEN%
  SAVE YOUR ASS%
  MAIN WEAPON
  MAIN DEFENSE
  NO. OF ATTACK DICE
  NO. OF DEFENSE DICE
  HIT NUMBER
  THINGS YOU CAN DO
  THINGS YOU CAN’T DO
  STUFF
  62
  
  NOW
  NOW AVAILABLE!
  AVAILABLE!
  The Complete Caveman’s Club Book
  Don’t be “Strong Caveman”, be “Impressively Strong Caveman”.  Don’t
  be “Grunting Caveman”, be “Oooh Grunting Caveman”.  This supplement
  expands the Land of Og by providing specialty caveman kits, source
  material on cavemen interaction, a sample adventure and caveman life
  in the big cities.  Don’t leave your cave without it!
  The Complete Caveman’s Club Book is a 64 page LAND OF OG expan-
  sion and sourcebook that requires the LAND OF OG core book to
  play.
  WNT2300 • U.S. $9.95
  www.wingnutgames.com
  
SOURCE: textdata/thevault/Flintstones/Land of Og .pdf