Porting Warriors of the Red Planet (WotRP) into Barrows & Borderlands (B&B) is a fantastic idea because both games share a "Science-Fantasy/Gygaxian" heart. B&B is explicitly designed to be a bridge between 0E and 1E, while WotRP is a sleek 0E-based system.
Here is the blueprint for porting the classes and mechanics effectively.
1. The Four WotRP Classes
Since B&B uses a "Roll-to-Cast" and "d6-based Skills" approach, you’ll want to align the WotRP classes to those specific B&B math scales.
| WotRP Class | B&B Equivalent / Porting Strategy |
| Fighting Man | Use the Fighting-Man from B&B. It already handles the "Martian Warlord" vibe perfectly, especially if you use the B&B rules for black-powder weapons. |
| Scoundrel | Port directly or use the B&B Thief. If you port the Scoundrel, convert their percentile skills to B&B’s d6 Skill system (e.g., a 30% chance becomes 2-in-6). |
| Mentalist | This is the trickiest port. WotRP Mentalists use a "uses per day" system. To make them feel like B&B, switch them to the Psychic class from B&B or use Psychics & Sorcerers (Vol. 2) to give them the d6-based Psionic Duel mechanics. |
| Scientist | Port this as a "Gadget-based" version of the B&B Magic-User. Instead of spells, they have Gadgets. Use the B&B "Roll-to-Cast" (2d6) to see if the gadget functions or malfunctions (replaces the WotRP "depletion" roll). |
2. Resolving Mechanical Differences
While they are compatible, B&B has some "modernized" OSR crunch that you should prioritize:
Saving Throws: Use the B&B categories. They are more robust for a "weird" world. If a WotRP monster has a "Save vs. Energy," treat it as a Save vs. Spells/Devices in B&B.
Psionics: WotRP psionics are very powerful and reliable. B&B psionics are swingy and dangerous. If you want a "gritty" Mars, use the B&B Psionic Duel rules. If you want "pulp" Mars, keep the WotRP Mentalist as-is but limit their uses.
Armor Class: Both games support Ascending AC (AAC). Stick to AAC for the whole table—it makes combat with Martian beasts much faster.
3. Integrating the World
The best part of this port is the Radiation and Mutation system.
Gamma Influence: In B&B, the Gamma (Mutant) class is a staple. You can re-flavor B&B Gammas as "Degenerate Martian Sub-species" or "Ancient Experiments."
The Gear: WotRP has fantastic tables for rayguns and radium pistols. In B&B, these should be treated as Artifacts. Use B&B's "Black Powder" rules as a baseline for how "unreliable" or "loud" these high-tech weapons are in a crumbling world.
Pro-Tip: The "Rad-check"
B&B emphasizes radioactive wastelands. If you are porting WotRP characters into the Borderlands, give the Scientist a bonus to Radiation Resistance checks (found in B&B Vol. 1), as they would be trained in handling "Star-metal" and "Old World" reactors.
In Barrows & Borderlands, skills are typically handled by rolling a d6, where a 1 or 2 usually indicates success (with higher-level characters succeeding on a 1-3 or 1-4).
The WotRP Scoundrel uses percentile skills (like a classic Thief), so to port them over, we group those abilities into four primary "Actions." As the Scoundrel levels up, they become more likely to succeed on the d6.
The Scoundrel Skill Table (d6)
For any of the actions below, roll a 1d6. If the result is equal to or lower than the number listed for your level, you succeed.
| Level | Stealth & Skulking | Devices & Locks | Athletics & Climbing | Perception & Ears |
| 1-3 | 2-in-6 | 1-in-6 | 2-in-6 | 2-in-6 |
| 4-6 | 3-in-6 | 2-in-6 | 3-in-6 | 3-in-6 |
| 7-9 | 4-in-6 | 3-in-6 | 4-in-6 | 4-in-6 |
| 10+ | 5-in-6 | 4-in-6 | 5-in-6 | 5-in-6 |
Skill Descriptions (B&B Style)
Stealth & Skulking: Covers Move Silently and Hide in Shadows. In B&B, this is often "Contested." If an enemy is actively searching, they roll their own Perception d6; if you both succeed, the higher successful roll wins.
Devices & Locks: Covers Pick Locks and Remove Traps. In the Borderlands, this also applies to ancient Martian tech panels or jury-rigging a broken radium cell.
Athletics & Climbing: Covers Climb Walls and Acrobatics. Martian Scoundrels are known for leaping across canyon gaps or scaling the glass towers of the Ancient Cities.
Perception & Ears: Covers Hear Noises and Find Secret Doors. This is your "Sixth Sense" for spotting a white ape before it leaps from the shadows.
The "Scoundrel’s Edge" (Special Rules)
To make the Scoundrel feel distinct from a standard B&B Thief, add these two traits:
Backstab (B&B Conversion): If the Scoundrel attacks an unaware enemy, they gain +4 to hit and deal Double Damage. (In B&B, if you use "Advantage" house rules, they gain Advantage + the damage bonus).
Martian Luck: Once per session, a Scoundrel can "Push" a skill roll. If they fail a d6 skill check, they can re-roll it, but if they fail the second time, the DM introduces a "Complication" (e.g., your lockpick snaps, or you make a loud noise that alerts the guards).
In Warriors of the Red Planet, the Scientist is essentially the "tech-wizard" of Mars. To port them into
, we need to swap their daily gadget uses for the "swingy" 2d6 roll-to-cast system used in B&B.Barrows & Borderlands Here is the conversion for the Scientist’s core abilities into the B&B d6 skill and roll-to-cast mechanics.
The Scientist Class Port
The Scientist uses Intelligence for their gadgets and d6 skills for their technical expertise.
1. Gadgetry (The "Spell" System)
Instead of a fixed number of "uses per day," your gadgets now require a 2d6 Tech Roll to function. This represents the instability of ancient Martian technology and radiation.
To Activate a Gadget: Roll 2d6 + Intelligence Modifier.
Target Number (TN): Typically 7 or higher for basic gadgets. Complex or higher-level gadgets may require a 9+ or 10+.
The Malfunction (Critical Fail): If you roll a natural 2 (Snake Eyes), the gadget doesn't just fail—it malfunctions. Use the B&B Miscast Table (reflavored as a "Tech Explosion") or roll on a custom Red Planet Depletion table.
2. Technical Expertise (d6 Skills)
Scientists are masters of the "Old World" star-metal. Use this d6 progression for their non-combat technical tasks.
Level Tech-Repair & Jury-Rig Alien Lore & Artifacts Chemistry & Med-Tech 1-3 2-in-6 2-in-6 1-in-6 4-6 3-in-6 3-in-6 2-in-6 7-9 4-in-6 4-in-6 3-in-6 10+ 5-in-6 5-in-6 4-in-6 Tech-Repair: Fixing broken radium pistols, airship engines, or sealing a breach in a dome.
Alien Lore: Identifying the purpose of a mysterious glowing artifact or deciphering ancient Martian scripts.
Chemistry: Creating antitoxins for Martian poisons or synthesizing "Red Moss" stimulants.
Featured Rulesets
If you need the core books to reference these specific tables, here are the current options for
.Barrows & Borderlands is the most complete way to play. It includes all four core volumes (Men & Mutants, Psychics & Sorcerers, Horrors & Treasure, and The Underworld) plus dice and character sheets.Barrows & Borderlands - Box Set - Physical + Digital Booklets Key Feature: Includes the "Psychics & Sorcerers" volume which contains the Roll-to-Cast mechanics and Miscast Tables you'll use for Gadgetry.
Includes: Physical books, digital PDFs, handmade box, and dice.
If you already have your own dice and a box, the
provides just the digest-sized booklets.Barrows & Borderlands - 4 Volume Set - Physical + Digital Booklets Best For: Players who want the physical experience but already have their own TTRPG supplies.
Includes: All 4 physical booklets and digital downloads.
For those looking to save or play purely on a Virtual Tabletop (VTT), the
is the most affordable route.Barrows & Borderlands - 4 Volume Set - Digital PDF Booklets Best For: Digital-first players and budget-conscious groups.
Includes: All 4 volumes as PDFs, character sheets, and a VTT Hex Map.
Summary Recommendation
To get the most out of this port, I recommend the
. The Psychics & Sorcerers volume inside is essential because its non-Vancian magic system mirrors how "unstable" Martian science-fantasy technology should feel.Barrows & Borderlands - Box Set
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