Here is a class for B/X compatible games that I made as an exercise when thinking about equipment scarcity and puzzles in dungeons. +James V West said he’d play a Naked Wanderer, so I guess it’s not complete nonsense 😉
We all have heard stories of these barely clothed men and women delving into unholy crypts with only a blanket and a crowbar, but somehow avoiding the deadliest traps and salvaging more treasure than anyone else. Some say they are cursed by the Gods of Wealth, richer than royalty, more destitute than beggar folk. Some say they are planewalkers in a permanent quantum state. Other assume they are just incapable of taking care of their stuff – or anyone else’s.
Requirements: CON 11. Prime requisite: CON. Attacks and saves as Dwarf (see Robust below). Wields all weapons, shields, and armour.
Level Title WD HD XP
1 Wanderer d3 1d8 0
2 Dungeon Bum d3 2d8 2,000
3 Barefoot Fighter d4 3d8 4,000
4 Exhibitionist d4 4d8 8,000
5 Disrobed Robber d6 5d8 16,000
6 Hobo d6 6d8 32,000
7 Murderhobo d8 7d8 64,000
8 Planar flasher d8 8d8 120,000
9 World Wanderer d10 9d8 240,000
10 Clothed Master d10 10d8 360,000
11 … d12 10d8+1 480,000
12 … … 10d8+2 600,000
13 … … … +120,000
Wanderer’s Skill. You start with a wanderer’s die (WD) of d3.
Robust. Add your WD to all saves against disease, cold, and all weather or endurance related effects.
Tinker. Add/subtract your WD whenever you use an item for another purpose than the one it was intended for. The referee decides how it applies. If the game doesn’t use roll under stats, make it a +1 to d6 rolls with an additional +1 at levels 5, 9, and 13.
In combat, add your WD to the damage of any improvised weapon, and to the AC of makeshift armour (roll for every combat after initiative has been rolled).
Intuitive Learner. You have a chance of understanding magic and mundane script equal to 5% per level. This means you can cast spells from scrolls, activate magical items, and possibly disarm harmful runes. The referee decides what happens on a miss.
Clothed Master. Upon reaching level 10, stories of your exploit attract d20+level apprentices, all 1st level Naked Wanderers, who travel with you. They expect you to share food and lodgings, however basic. You can roll their numbers again at every new level.
Bare Necessities. At the start of each session roll your WD; that’s the number of items you own – remove the rest from your equipment list. It is lost forever (stolen, broken, quantum disintegrated…). This includes immobile goods and animals, but not followers. Every piece of clothing is an item, meaning that pairs of boots or gloves count as two items. 100 coins, 7 rations, 20 arrows, etc. are considered the same item, but not the container that holds them.
During play, you can only borrow a number of items equal to your level every session. Whenever you use a permanent item above this limit, it is lost (as above) if you fail a saving throw vs Spells. This includes stuff carried by followers, or held for you by fellow adventurers, but not items taken from monsters, or found in a dungeon.
Handing or giving away any of your possession triggers your curse as well: an item is lost in a number of rounds equal to the result of your WD.
At the start of an adventure, you can forgo your equipment WD roll, losing everything you had. And roll on the following table instead. Have the referee replies the entries that come up more than once. Alternatively, they may want to give you something that fits their plans.
d30 (but would be more fun with 100 entries)
1: A piece of string and a vampire tooth
2: A miniature portrait of a lost loved one
3: A quarterstaff, a mail shirt, a crossbow and d6 bolts in a case
4: A tin box of delicious and nutritious cinnamon biscuits (heal 1HP, 10 uses)
5: A chest containing d100 SP, d30 GP, and 3d6 PP
6: A holy symbol, still charged with divine energy. You can turn undead once as a cleric of the same level.
7: d20 horse shoes, d4 of them are silver plated and worth 3 GP each
8: A pound of crimson coffee worth 150 GP. Can be brewed to give d20 temporary HP to 5 people
9: A set of maximilian style, finely adorned platemail
10: A set of excellent traveling clothes, suitable for all weathers, but no boots
11: A freeze raygun (as longbow, but damage is doubled) with enough power for 10 shots
12: A pair of shoes made of dragon hide, worth 300 GP. +2 to save vs Breath
13: A copper lantern that doesn’t need to be refilled
14: A large bag of stone marbles (several hundreds)
15: A crowbar, metal file, skeleton key, and 10 iron spikes
16: A lover letter implicating a popular crowned head
17: A portable hole, filled to the brim with someone’s precious furniture (worth 2,000 GP to the right buyer)
18: A leather canoe (sits five) and two paddles
19: The deed to a contested property, with your name on it
20: A beautifully illustrated book of erotic poetry (200 GP to a collector)
21: A +2 exotic looking sword with a gem studded scabard worth 500 GP
22: Three large sacks containing salt (10 GP), flour (5 CP), and exotic spices (200 GP)
23: A tamed axebeak, packed for a long journey (10 items of your choice, no clothes or weapons)
24: A large basket containin d12 rather smart, but decidedly needy kittens
25: A platinum crown worth 500 GP. Belongs to a nearby noble.
26: The mounted head of a catoblepas. 50% chance of attempting to petrify anyone looking at it.
27: A random potion and a random scroll
28: A spellbook containing 2d4 spells of random levels
29: A complete pack of adventuring gear (choose 20 items from the normal list)
30: A permanent magical item, randomly generated