TEXT: 1
  HARPer’s Bazaar
  Volume #1, Issue #1
  HARPER’S
  B
  AZAAR
  Volume #1, Issue #1
  HARPer’s Bazaar Copyright © 2004 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission. Produced
  and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
  Web: www.harphq.com and www.ironcrown.com.
  Table of Contents
  Introduction................................................................. 1
  New Races .................................................................... 2
  Ketuari .................................................................. 2
  Vsori...................................................................... 2
  New Cultures ............................................................... 3
  Arboreal ................................................................ 3
  Highlands ............................................................. 3
  Blood Talents ............................................................... 4
  Ketuari Blood Talents ........................................... 4
  Vsori Blood Talents .............................................. 4
  Monstrous Blood Talents ..................................... 4
  Optional Combat Rules ............................................... 8
  Life Point System.................................................. 8
  New Combat Styles ............................................ 10
  New Magic Items ....................................................... 12
  Introduction
  Welcome to the first issue of the HARPer’s
  Bazaar! The purpose of this little PDF product is to
  bring you, the reader, bunches of new things for use
  with HARP. I am currently planning on this
  publication being a quarterly product, to be produced
  about 4 times a year. If it proves to be popular, then
  perhaps I may start producing it more frequently, but
  that is up to you to decide.
  Each issue will contain the odds and ends of
  ideas that boil up out of my twisted little brain. The
  idea here is to present folks with an inexpensive
  method of purchasing a few goodies that they can
  add to their game.
  In this issue, I bring you a wide selection of different
  items that you might possibly use in your games. I hope
  that you like and enjoy using them in your games!
  Credits
  Author: Tim Dugger
  Editing, Pagemaking, & Layout: Tim Dugger
  Artwork: Jeff Laubenstein, Colin Throm, David Bezzina,
  Toren “McBin” Atkinson, Keirston Vande Kraats,
  John Dollar
  ICE Staff
  CEO: Bruce Neidlinger
  President: Heike Kubasch
  Office Manager/Cust. Service: Lori Dugger
  Editor/Jack-of-All-Trades: Tim Dugger
  Pagemaking: Sherry Robinson
  Web Mistress: Monica L. Wilson
  Office Cats: Rajah, Pheobe, & Matsi
  My House Cats: Bandit, Coco, & Rascal
  Winter 2004
  WARNING! All Items in this PDF should be
  considered optional and completely unofficial.
  
  2
  HARPer’s Bazaar
  Volume #1, Issue #1
  New Races
  KETUARI
  DEMEANOR:   The Ketuari are a solitary, quiet people.  They
  are quiet and introspective most of the time, yet are
  quite outgoing to those that they call friend. The
  Ketuari also believe that it is important to get out and
  see the world, so it is not unusual to see young
  Ketuari wandering the world in search of adventure.
  APPEARANCE: Ketuari have a humanoid upper torso while
  their legs resemble that of a goat and instead of feet,
  they have sturdy hooves, except that they have no
  fur their skin is often grayish in color and resembles
  granite in texture while remaining supple.
  LIFESPAN: Ketuari live an average of 120 years.
  CULTURE:  The Ketuari prefer to live among rocky, hilly
  country far up the side of mountains, thus the
  Highlands Culture is their default culture.
  SPECIAL ABILITIES:
  Tough Hide (Minor) – Ketuari have an extremely
  thick, almost rock-like skin. This grants them a
  natural bonus to DB of +20.
  Direction Sense – The Ketuari have a natural sense of
  direction, and can always tell which direction is
  north, even when underground.
  Reverberating Strength – The Ketuari have incredible
  strength. All Concussion Hits dealt in an attack
  are doubled.
  VSORI
  DEMEANOR:   The Vsori are serious, somber race. They
  originally came from a land with many giant trees,
  however, the ground beneath those trees was
  dangerous in the extreme, filled with many
  dangerous creatures and even plants. Survival for
  them was a continuous struggle. This has left them
  with a very stoic and pragmatic attitude that often
  comes across as being distant or unfriendly.
  However, Vsori also like to challenge
  themselves against nature. This often shows up in
  their willingness to live in hazardous areas and their
  stubborn refusal to give in to adversity.
  APPEARANCE: Vsori resemble miniature humans, averaging
  a little over 4' in height, with females ranging only a
  few inches shorter. Their eyes and eyebrows are
  canted up an angle and their ears have slight points,
  giving them a slightly devilish look. Vsori retain their
  youthful appearance until just a few months before
  their deaths. At this point, they begin to age rapidly.
  The Vsori have only three fingers plus thumb,
  for a total of 4 digits on both hands and feet, rather
  than the five that most other races have.
  LIFESPAN: Vsori live an average of 300 years.
  CULTURE:  While Vsori will live in any challenging
  location, they much prefer an Arboreal Culture as it
  is the one in which they originally developed.
  SPECIAL ABILITIES:
  Night Vision– Vsori can clearly see up to 100' easily on a
  starlit night. By the light of a full moon they can see
  up to 500' as if in broad daylight. In total darkness
  they are as blind as the majority of the other races.
  Jumper – Vsori have an almost supernatural ability to
  jump further than many other races, even those
  who are larger than them. The Vsori use their 3
  times their Height as their Body Length when
  making Jumping Maneuvers rather than just their
  Height as other races.
  Natural Claws – Vsori are possessed of natural retractable
  claws on the tips of their fingers that grant them a
  natural bonus of +20 to all climbing maneuvers since
  the claws can be used to find purchase and grips
  where the tips of normal fingers could not. The Vsori
  may also use these claws as weapons. When used as a
  Weapon, they do a Tiny Slash attack, and the Vsori
  may gain skill in using
  them, treat this as a
  Martial Arts Strike skill
  replacing normal Martial
  Arts criticals with their
  Tiny Slash critical.
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  3
  HARPer’s Bazaar
  Volume #1, Issue #1
  New Cultures
  ARBOREAL
  An Arboreal culture is one that dwells high up among
  the tops of trees. They prefer living among the topmost
  branches, high above the ground.
  With their homes and other
  structures being either carved out
  of the trunks of the giant trees in
  which they live, or build upon the
  huge upper limbs, they are often
  safe from being discovered from
  both above and below. Their
  structures are often connected by a
  series of rope bridges, and
  sometimes nothing more than
  swinging vines or ropes.
  Those of this culture most
  often hunt for their food,
  foraging the land below for both
  animals and vegetables to
  supplement their diet.
  PREFERRED LOCATIONS:  Arboreal
  communities are usually
  built up among the higher
  branches of extremely large
  trees. Sometimes their homes
  are carved out of the trunks
  of the trees themselves, while
  at other times they build
  structures on the large upper
  limbs. In one case, a group of
  Arboreals even moved to a
  large city, in which they built
  large sturdy spires from
  which to hang their homes,
  and the many rope bridges
  interconnecting them.
  CLOTHING & DECORATION:  Members of the Arboreal
  culture clothe themselves in sturdy fabrics that
  match forest hues, to better blend with their
  surroundings. Any jewelry that is worn is done so in
  moderation, and is always close-fitting.
  DEMEANOR:  Arboreal cultures are often detached and
  sequestered from affairs of others. Instead, they
  prefer to tend to the forests, sheltered from the
  worries of the outside world.
  STARTING LANGUAGES:  Racial Tongue (S 6/W 5),
  Common (S 4/W 3)
  HIGHLANDS
  Highland communities are often herders, woodsmen,
  and the like. They spend the majority of their time
  honing their skills and watching
  their flocks, and often trade
  with those from the lowlands
  for things that they do not or
  cannot make for themselves.
  Those of this culture most
  often build their homes into
  the side of the hills and
  mountains upon which they
  live. You can normally see the
  front of the dwelling carved
  out of the ground, with
  windows and a sturdy door,
  while the rest of the structure
  lies within the gound itself.
  PREFERRED LOCATIONS:
  Highlands communities can be
  found among the sides of
  many mountains, or even in
  high rocky territories. Those of
  this culture rely on their
  remote locations to help
  provide them with protection
  from unwanted visitors.
  CLOTHING & DECORATION:
  Individuals prefer rugged
  clothes of earth and forest
  tones able to weather the
  elements and toilsome chores
  on a daily basis.
  DEMEANOR:  Those who live
  within a Highlands culture are
  often good-natured and amiable among friends,
  but are generally a bit guarded when in the
  presence of strangers.
  STARTING LANGUAGES:  Racial Language (S 6/W 5),
  Common (S 4/W 3)
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  4
  HARPer’s Bazaar
  Volume #1, Issue #1
  New Blood Talents
  KETUARI BLOOD (LESSER)
  The character has a bit of Ketuari blood in his ancestry,
  marking him with slightly Ketuaran features. The player
  may also select any one of the following Special Abilities
  to replace any one of the character’s normal racial
  Special Abilities. Once selected, it cannot be altered.
  •
  Tough Hide (Minor)
  •
  Direction Sense
  •
  Reverberating Strength
  Cost:  1
  KETUARI BLOOD (GREATER)
  One of the character’s parents is a Ketuari, making him
  half- Ketuaran. His features are heavily marked,
  denoting his Ketuaran heritage. The player may select
  any two of the following to replace any two of the
  character’s normal racial Special Abilities.
  •
  Tough Hide (Minor)
  •
  Direction Sense
  •
  Reverberating Strength
  •
  The character’s Ketuaran blood has a strong
  influence on his physique, determination,
  and lifespan.
  o Strength:  +2
  o Constitution: +2
  o Average the lifespan of both your races.
  Cost:  2
  VSORI BLOOD (LESSER)
  The character has a bit of Vsori blood in his ancestry,
  marking him with slightly Vsoran features. The player
  may select any one of the following Special Abilities to
  replace any one of the character’s normal racial Special
  Abilities. Once selected, it cannot be altered.
  •
  Enhanced Senses
  •
  Quiet Stride
  •
  Night Vision
  Cost:  1
   VSORI BLOOD (GREATER)
  One of the character’s parents is a Vsori, making him
  half-Vsoran. His features are heavily marked, denoting
  his Vsoran heritage. The player may select any two of
  the following to replace any two of the character’s
  normal racial Special Abilities.
  •
  Enhanced Senses
  •
  Quiet Stride
  •
  Night Vision
  •
  The character’s Elven blood has a strong
  influence on his swiftness, bearing, and
  lifespan.
  o Agility:  +2
  o Quickness: +1
  o Average the lifespan of both your races.
  Cost:  2
  Monstrous Hybrids
  Occasionally, a player will want to play an unusual
  character such as one with the blood of a monstrous
  race flowing through his veins. Such mixtures of
  monstrous blood with that of one of the normal (Player
  Character) races is extremely rare, and often requires the
  use of magic or special rituals in order that it be
  accomplished at all.  It is urged that a GM consider the
  following Blood Talents very carefully before allowing
  them to be used in a game as several of them could have
  serious impact upon the balance of the game.
  The original race selected by the player becomes his
  character’s Base Race, determining the character’s traits
  and abilities. Blood Talents (whether Lesser or Greater)
  modify or add to a character’s racial abilities or natural
  affinities. Blood talents may only be chosen at the time
  of character creation.
  Additionally, several of the Blood Talents listed below
  will not allow choices as per normal Blood Talents. These are
  situations where the mixing of two races will leave a specific
  trait with the one who has acquired the Blood Talent.
  GM’s Note: Characters who have acquired one of the
  Monstrous Blood Talents will not, under normal
  circumstances, be able to hide thier monstrous heritage
  and many societies will likely shun or treat such
  characters with suspicion at best. Such characters will
  often be discriminated against, especially in societies
  that have been plagued by a given monstrous race.
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  5
  HARPer’s Bazaar
  Volume #1, Issue #1
  CENTAUR BLOOD (LESSER)
  The character has a bit of Centaur blood in his ancestry,
  marking him with slightly Centauroid features. The
  player may also select any one of the following Special
  Abilities to replace any one of the character’s normal
  racial Special Abilities. Once selected, it cannot be
  altered. If Natural Weapon (Hooves) is selected, the
  character has four legs just like a normal Centaur.
  •
  Portage Skills
  •
  Speed Loader
  •
  Natural Weapon (Hooves)
  Cost:  1
   CENTAUR BLOOD (GREATER)
  One of the character’s parents is a Centaur, making him
  half-Centaur. His features are heavily marked, denoting
  his Centaur heritage and he automatically has to trade
  one of his normal racial abilities for Natural Weapon
  (Hooves). The player may select any one of the
  following to replace any one of the character’s other
  normal racial Special Abilities.
  •
  Portage Skills
  •
  Speed Loader
  •
  The character’s Centaur blood has a strong
  influence on his strength, physique, and lifespan.
  o
  Strength:  +2
  o
  Constitution: +2
  o
  Average the lifespan of both your races.
  Centaurs have an average lifespan of 90 years.
  Cost:  2
  DRAGON BLOOD (LESSER)
  The character has a bit of Dragon
  blood in his ancestry, marking him
  with slightly draconic features. The
  player may select any one of the
  following Special Abilities to replace
  any one of the character’s normal
  racial Special Abilities. Once
  selected, it cannot be altered.
  •
  Flight (via draconic wings)
  •
  Tough Hide (Minor – via
  leathery, scaly skin)
  •
  Breath Weapon (Small
  Elemental Bolt, number of
  times per day equal to
  Constitution Bonus)
  Cost:  25
   DRAGON BLOOD (GREATER)
  One of the character’s parents is a Dragon, making him
  a half-Dragon. His features are heavily marked, denoting
  his draconic heritage. The player may select any two of
  the following to replace any two of the character’s
  normal racial Special Abilities.
  •
  Flight (via draconic wings)
  •
  Tough Hide (Major – via leathery, scaly skin)
  •
  Breath Weapon (Small Elemental Bolt, usable
  a number of times per day equal to
  Constitution Bonus)
  •
  The character’s draconic blood has a strong
  influence on many of his physical traits,
  and lifespan.
  o
  Strength:  +20
  o
  Constitution: +5
  o
  Agility:  +5
  o
  Quickness: +5
  o
  The character gains 500 years to their
  normal lifespan.
  Cost:  50
  GARGOYLE BLOOD (LESSER)
  The character has a bit of Gargoyle blood in his ancestry,
  marking him with slightly Gargoyle-ish features. The
  player may also select any one of the following Special
  Abilities to replace any one of the character’s normal
  racial Special Abilities. Once selected, it cannot be altered.
  •
  Flight (via tough leathery wings)
  •
  Tough Hide (Minor – leathery gray skin)
  •
  Enhanced Senses
  Cost:  10
   GARGOYLE BLOOD (GREATER)
  One of the character’s parents is a Gargoyle, making
  him half- Gargoyle. His features are heavily marked,
  denoting his Gargoyle heritage. The player may select
  any two of the following to replace any two of the
  character’s normal racial Special Abilities.
  •
  Flight (via tough leathery wings)
  •
  Tough Hide (Major – leathery gray skin)
  •
  Enhanced Senses
  •
  The character’s Gargoyle blood has a strong
  influence on his physique, speed, and lifespan.
  o
  Constitution: +1
  o
  Quickness: +2
  o
  Average the lifespan of both your races.
  Gargoyles have an average lifespan of 300 years.
  Cost:  20
  
  6
  HARPer’s Bazaar
  Volume #1, Issue #1
  GIANT BLOOD (LESSER)
  The character has a bit of Giant blood in his ancestry,
  marking him with slightly giantish features such as being
  at least 25% taller than normal for his base race. The
  player may also select any one of the following Special
  Abilities to replace any one of the character’s normal
  racial Special Abilities. Once selected, it cannot be altered.
  •
  Giantism (as per the talent)
  •
  Reverberating Strength
  •
  Tough Hide (Minor)
  Cost:  15
   GIANT BLOOD (GREATER)
  One of the character’s parents is a Giant, making him a
  half-Giant His features are heavily marked, and the
  character must automatically swap out one racial ability
  for the Talent, Giantism. The player may select any one
  of the following abilities to replace any one of the
  character’s other normal racial Special Abilities.
  •
  Reverberating Strength
  •
  Tough Hide (Minor)
  •
  The character’s Giant blood has a strong
  influence on his brawn, build, and lifespan.
  o
  Strength: +5
  o
  Constitution: +5
  o
  Average the lifespan of both your races.
  Giants have an average lifespan of 400 years.
  Cost:  30
  GOBLIN BLOOD (LESSER)
  The character has a bit of Goblin blood in his ancestry,
  marking him with slightly Goblinoid features. The player
  may also select any one of the following Special Abilities
  to replace any one of the character’s normal racial Special
  Abilities. Once selected, it cannot be altered.
  •
  Blazing Speed
  •
  Night Vision
  •
  Enhanced Senses
  Cost:  1
   GOBLIN BLOOD (GREATER)
  One of the character’s parents is a Goblin, making him a
  half-Goblin. His features are heavily marked, denoting
  his Goblinoid heritage. The player may select any two of
  the following to replace any two of the character’s
  normal racial Special Abilities.
  •
  Blazing Speed
  •
  Night Vision
  •
  Enhanced Senses
  •
  The character’s Goblin blood has a strong influence
  on his physique, intelligence, and lifespan.
  o
  Constitution: +1
  o
  Reasoning: +1
  o
  Average the lifespan of both your races.
  Goblins have an average lifespan of 75 years.
  Cost:  2
  HOBGOBLIN BLOOD (LESSER)
  The character has a bit of Hobgoblin blood in his ancestry,
  marking him with slightly Hobgoblin features. The player
  may also select any one of the following Special Abilities to
  replace any one of the character’s normal racial Special
  Abilities. Once selected, it cannot be altered.
  •
  Night Vision
  •
  Enhanced Senses
  •
  Quiet Stride
  Cost:  1
   HOBGOBLIN BLOOD (GREATER)
  One of the character’s parents is a Hobgoblin, making
  him half- Hobgoblin. His features are heavily marked,
  denoting his Hobgoblin heritage. The player may select
  any two of the following to replace any two of the
  character’s normal racial Special Abilities.
  •
  Night Vision
  •
  Enhanced Senses
  •
  Quiet Stride
  •
  The character’s Hobgoblin blood has a strong
  influence on his build, physique and lifespan.
  o
  Strength: +1
  o
  Constitution: +2
  o
  Average the lifespan of both your races.
  Hobgoblins have an average lifespan of
  120 years.
  Cost:  2
  KOBOLD BLOOD (LESSER)
  The character has a bit of Kobold blood in his ancestry,
  marking him with slightly Kobold-like features. The
  player may select any one of the following Special
  Abilities to replace any one of the character’s normal
  racial Special Abilities. Once selected, it cannot be altered.
  •
  Night Vision
  •
  Blazing Speed
  •
  Enhanced Scent
  Cost:  1
   KOBOLD BLOOD (GREATER)
  One of the character’s parents is a Kobold, making him a
  half-Kobold. His features are heavily marked, denoting
  his Kobold heritage. The player may select any two of
  the following to replace any two of the character’s
  normal racial Special Abilities.
  •
  Night Vision
  •
  Blazing Speed
  •
  Enhanced Scent
  •
  The character’s Kobold blood has a strong
  influence on many of physique, and lifespan.
  o
  Constitution: +1
  o
  Average the lifespan of both your races.
  Kobolds have an average lifespan of 80 years.
  Cost:  2
  
  7
  HARPer’s Bazaar
  Volume #1, Issue #1
  LIZARDMAN BLOOD (LESSER)
  The character has a bit of Lizardman blood in his
  ancestry, marking him with slightly Lizardman-ish
  features. The player may also select any one of the
  following Special Abilities to replace any one of the
  character’s normal racial Special Abilities. Once selected,
  it cannot be altered.
  •
  Night Vision
  •
  Tough Hide (Minor)
  •
  Natural Weapon (Claws)
  Cost:  1
   LIZARDMAN BLOOD (GREATER)
  One of the character’s parents is a Lizardman, making
  him a half- Lizardman. His features are heavily marked,
  denoting his Lizardman heritage. The player may select
  any two of the following to replace any two of the
  character’s normal racial Special Abilities.
  •
  Night Vision
  •
  Tough Hide (Minor)
  •
  Natural Weapon (Claws)
  •
  The character’s Lizardman blood has a strong
  influence on his physique, speed, and lifespan.
  o
  Strength: +2
  o
  Constitution: +1
  o
  Average the lifespan of both your races.
  Lizardmen have an average lifespan of
  130 years.
  Cost:  2
  OGRE BLOOD (LESSER)
  The character has a bit of Ogre blood in his ancestry,
  marking him with slightly Ogrish features. The player
  may also select any one of the following Special Abilities
  to replace any one of the character’s normal racial
  Special Abilities. Once selected, it cannot be altered.
  •
  Giantism (as per the talent)
  •
  Tough Hide (Minor)
  •
  Night Vision
  Cost:  5
   OGRE BLOOD (GREATER)
  One of the character’s parents is a Ogre, making him a
  half- Ogre His features are heavily marked, denoting his
  Ogrish heritage. The player may select any two of the
  following to replace any two of the character’s normal
  racial Special Abilities.
  •
  Giantism (as per the talent)
  •
  Tough Hide (Minor)
  •
  Night Vision
  •
  The character’s Ogre blood has a strong
  influence on his brawn, build, and lifespan.
  o
  Strength: +3
  o
  Constitution: +1
  o
  Average the lifespan of both your races.
  Ogres have an average lifespan of 150 years.
  Cost:  10
  ORC BLOOD (LESSER)
  The character has a bit of Orc blood in his ancestry,
  marking him with slightly Orcish features. The player
  may also select any one of the following Special Abilities
  to replace any one of the character’s normal racial
  Special Abilities. Once selected, it cannot be altered.
  •
  Night Vision
  •
  Accelerated Healing
  •
  Dense Musculature
  Cost:  1
   ORC BLOOD (GREATER)
  One of the character’s parents is a Orc, making him a
  half- Orc. His features are heavily marked, denoting his
  Orcish heritage. The player may select any two of the
  following to replace any two of the character’s normal
  racial Special Abilities.
  •
  Night Vision
  •
  Accelerated Healing
  •
  Dense Musculature
  •
  The character’s Orc blood has a strong influence on
  his build, finesse, and lifespan.
  o
  Constitution: +2
  o
  Quickness: +2
  o
  Average the lifespan of both your races.
  Orcs have an average lifespan of 100 years.
  Cost:  2
  TROLL BLOOD (LESSER)
  The character has a bit of Troll blood in his ancestry,
  marking him with slightly trollish features. The player
  may also select any one of the following Special Abilities
  to replace any one of the character’s normal racial
  Special Abilities. Once selected, it cannot be altered.
  •
  Tough Hide (Minor)
  •
  Regeneration (Major)
  •
  Reverberating Strength
  Cost:  5
   TROLL BLOOD (GREATER)
  One of the character’s parents is a Troll, making him a
  half-Troll. His features are heavily marked, denoting his
  trollish heritage. The player may select any two of the
  following to replace any two of the character’s normal
  racial Special Abilities.
  •
  Tough Hide (Minor)
  •
  Regeneration (Major)
  •
  Reverberating Strength
  •
  The character’s Troll blood has a strong
  influence on his brawn, physique, and lifespan.
  o
  Strength: +5
  o
  Constitution: +3
  o
  Average the lifespan of both your races.
  Trolls have an average lifespan of 200 years.
  Cost:  10
  
  8
  HARPer’s Bazaar
  Volume #1, Issue #1
  LIFE POINT SYSTEM
  This method of damage resolution uses a
  combination of fixed and progressive damage based
  upon the size of the attacking weapon and how well the
  character makes the attack. This system will allow for
  faster combat resolution without any additional rolls,
  and also allows for the possibility that a lucky attack can
  take out higher level character with a single shot.
  This system has the potential to be much more deadly
  than the normal damage system used in HARP, especially
  when characters are at lower levels of experience.
  DEFINITIONS
  Life Points – This is the amount of damage that a
  character may take before going unconscious. It is equal
  to the number of ranks that the character has in his
  Endurance skill plus his Racial Life Point Bonus.
  Racial Life Point Bonus – Each character receives a
  one time bonus to his Life Points equal to his racial
  Endurance bonus divided by 5.
  Critical Threshold – This is a number that is equal
  to the character’s total bonus for his Endurance skill.
  Stun Threshold – This is a number that is equal to
  the character’s total Constitution bonus.
  Death Threshold – This is a number equal to the
  character’s total Constitution bonus. If a character goes
  below zero Life Points by a number greater than this, he dies.
  SYSTEM BASICS
  When using this system, a weapon does an amount
  of damage based upon its Attack Size according to the
  following table.
  An attack also does one additional Life Point of
  damage for every 20 points of the final attack roll,
  rounded down. For example, a longsword does a base of
  6 Life Points of damage. If the attacker, after figuring in
  modifiers, and subtracting his foe’s DB has a total result
  of 47, he then does an additional 2 Life Points, for a total
  of 8 Life Points of damage.
  Should an attacker’s total result be greater than the
  target’s Critical Threshold (CT), he has performed a
  critical strike. If the attacker has achieved a critical strike,
  damage is determined as normal, and then doubled to get
  the total amount of damage for the attack.
  Optional Combat Rules
  Should the amount of Life Point damage received
  by a character be greater than the character’s Stun
  Threshold (ST), he receives 1 round of stun. For every 2
  Life Points of damage above the character’s ST, he
  receives an additional round of stun. The character may
  make a Stamina Resistance Roll as per the normal rules
  to avoid being stunned. Should a character receive a
  number of Stuns greater than his Stun Threshold, and
  fail the Resistance Roll against the stun, he is
  unconscious for a number of minutes equal to the
  number of stuns he received.
  Once a character reaches zero Life Points, he is
  unconscious. If he goes below his Death Threshold, then
  the character is dead. A character who is below zero Life
  Points, yet still above the Death Threshold is considered
  to be in a coma, and heals at one tenth of the normal
  healing rate as described in Natural Healing below.
  NATURAL HEALING
  Characters will naturally heal 1 Life Point for each
  full day of rest. A full day of rest requires that the
  character spend the day performing only minimal
  activities such as lying in bed. If attended by a character
  with the Healing skill, a successful Very Hard Healing
  maneuver will increase this rate of recovery to 2 Life
  Points per day. A Sheer Folly Healing maneuver will
  increase the healing rate to 3 Life Points per day.
  RULE CHANGES
  The use of this system requires that a few rule changes
  and adjustments be made in order to accommodate this
  alternate damage system. These are listed below.
  SKILLS
  Ambush – When using this skill, if successful, the
  character gets to add one half of his number of ranks in
  Ambush (rounded up) to any damage inflicted. If the
  character also scores a critical strike, this additional
  damage is added in prior to the doubling for the strike.
  Sniping – When using this skill, if successful, the
  character gets to add one half of his number of ranks in
  Sniping(rounded up) to any damage inflicted. If the
  character also scores a critical strike, this additional
  damage is added in prior to the doubling for the strike.
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  9
  HARPer’s Bazaar
  Volume #1, Issue #1
  Martial Arts Attacks – Attacks using Martial Arts
  Strikes does only one half of the base damage listed for
  an attack of the same size. Sweep attacks also do half the
  base damage listed, but Sweeps also have a chance of
  knocking the foe to the ground (prone). See
  Unbalancing Attacks below for more details.
  Unbalancing Attacks – When ever a character makes
  an attack that has a chance of unbalancing their foe, the foe
  makes an Agility RR (50 + 10 per Life Point of Damage).
  TALENTS
  Accelerated Healing – This works exactly as normal.
  Life Points would be recovered at a rate of 2 per day of rest.
  Regeneration (Minor) – This will allow the
  character to recover Life Points at a rate of 2 per day.
  Regeneration (Major) – This will allow the
  character to recover Life Points at a rate of 3 per day.
  Regeneration (Greater): This will allow the
  characters to recover Life Points at a rate of 4 per
  day.
  Succor (Minor) – This can be used to heal 1-5
  (1d10 divided by 2, rounded up) Life Points per use.
  Succor (Major) – This can be used to heal
  1d10 Life Points per use.
  Succor (Greater) – This can be used to heal
  2d10 Life Points per use.
  SPELLS
  Minor Healing – This spell may also be
  used to heal 1 Life Point per use, and scaled up
  at a rate of one additional Life Point for +1 PP.
  Major Healing – This spell may be used to
  heal up 5 Life Points per use, and may be scaled
  up to heal an additional 5 Life Points for +3
  PP.
  General Notes on Spells – For
  spells that do one or more d10 of hit
  damage, treat every 5 points of hit
  damage as one Life Point of damage. Some
  spells can also cause Bleeding damage. For
  these spells, treat Bleeding of 2 points per
  round as equal to Bleeding one half of one Life
  Point per round.
  MONSTERS
  Most of the monsters listed in the core HARP rules do
  not list how many ranks they have in the Endurance skill;
  however, it is easy to determine how many ranks they have,
  and thus how many Life Points they have. All monsters
  have the maximum number of ranks allowed in the
  Endurance skill, thus just compare the monster’s level with
  Table 6.1 on page 30 of HARP to determine the creatures
  Life Points from Endurance. Then use the Endurance
  Bonus listed on Table 13.5 to determine the Racial Life
  Point Bonus for the monster.
  OPTIONAL RULES
  The following options can be included with this
  system. However, it should be noted that they can require
  extra bookkeeping on the part of the players and the GM.
  BLEEDING
  Weapons and magical attacks will often cause
  massive ongoing damage to the character. This ongoing
  damage is represented as Bleeding, a continuing loss of
  Life Points over multiple rounds. Bleeding is considered
  to be very dangerous and quite deadly.
  Wounds that cause Bleeding will have the Bleeding
  damage actually begin on the round after the wound is
  received, and then continue each and every round until
  it is stopped, or until the character is dead.
  The amount of Bleeding caused by a Wound will
  depend upon the amount of damage in Life Points is
  given by an attack. For every 10 Life Points of damage, a
  wound will cause 1 Life Point of Bleeding each round,
  starting the round after the wound is received.
  A Very Hard Healing maneuver can reduce Bleeding
  by 1 Life Point. A Sheer Folly Healing maneuver can stop
  up to 2 points of Bleeding. Multiple Healing maneuvers
  can actually stop all ongoing damage for wounds that
  are Bleeding as the effects of the
  maneuvers are cumulative.
  MANEUVER PENALTIES
  If using this optional rule, a
  character who receives damage
  receives a penalty to all maneuvers
  based upon how much damage he
  has taken. For every 10% of his
  total amount of Life Points, the
  character receives a modifier of -
  10 to all future actions until
  healed. Maneuver Penalties
  from wounds are cumulative.
  When a character reaches -100
  from these penalties, he is
  considered to be unconscious.
  If a character has 18 ranks in
  Endurance, he would then
  receive a -10 modifier for every 2 Life Points of Damage
  received. (18 ÷ 10 = 1.8 for 1 modifier of -10 for every 2
  Life Points of damage.
  If using this optional rule for maneuver penalties, the
  maneuver penalties will reduce as the character is healed.
  MOOK RULE
  This rule can actually make things easier for the
  GM, and it is recommended that it be used. When using
  this rule, monsters and NPCs who reach zero Life Points
  or less are automatically dead.
  
  10
  HARPer’s Bazaar
  Volume #1, Issue #1
  New Skills
  COMBAT STYLES & MANEUVERS
  Buckler Bash – This style requires that the character have
  the Shield Training talent as well as twice as many ranks
  in the Short Blades weapon group as the character has
  in this Combat Style. A character using this style may
  not be wearing any armor heavier than Rigid Leather.
  When using this style, the character fights with two
  Buckler shields rather than normal weapons.  The
  character gains the shield bonus from both Bucklers
  while using this style. Additionally, he may make up to
  two attacks per round, one with each Buckler, with
  each attack doing s Small Crush critical. The first
  attack uses the skill bonus for this style as its OB and
  the second uses this skill bonus with a -20 modifier for
  being an offhand attack. If the character decides to
  Parry while using this style, then both attacks are
  reduced by the same amount that is applied towards
  DB in the Parry as this represents a more defensive
  stance overall. The character also receives a +5
  modifier when determining initiative.
  If the Bucklers that the character is using for this style
  have any quality or magical bonuses, those bonuses
  apply to the character’s DB only and never to OB,
  although Bucklers with a magical bonus are treated as
  magical weapons for the purpose of what they can hit.
  (Combat – St/Ag – Combat)
  Active Shield Style – This style requires that the have an
  equal or greater number of ranks in the Weapon &
  Shield Style (Martial Law, page 18) as he has in this
  style. The character may only use this style with
  Bucklers, Target Shields, and Normal Shields. Full and
  Wall Shields may not be used with this style. This style
  must be learned separately for each Weapons and
  Shield combo, and that combo must be the same
  combination as is used in the Weapon & Shield Style.
  When using this style, the character receives the
  shields normal trained bonus to his DB and has the
  ability to make up to two attacks per round. The first
  attack, using the full bonus of this style, is made with
  the character’s weapon. The second attack is made
  with the character’s shield. This attack uses the Crush
  critical table and the size of the attack is based upon
  the size of the shield being used. Bucklers do a Tiny
  Crush, Target Shields do a Small Crush and Normal
  Shields do a Medium Crush.
  When making an attack with the shield, the
  character uses his skill bonus in this style with
  a -20 modifier for off-hand, and another
  negative modifier equal to the trained bonus
  to the character’s DB that is supplied by the
  shield. For example, a Target Shield would
  have a total -40 (-20 for off-hand & -20 for
  the +20 that is applied to DB) to his
  attack with the shield. The character may not
  reduce the bonus applied to his DB from the shield
  in order to increase his attack bonus.
  If the character decides to Parry, both attacks are
  reduced by an amount equal to the amount applied
  to his parry as this represents a more defensive stance
  overall. Also, should the shield contain any magical
  or quality bonuses, those bonuses may only be
  applied the character’s DB. Magical or quality
  bonuses on the shield do not affect the modifier that
  is applied to the shield attack based upon the size of
  the shield. Thus, a Target Shield with a +10 magical
  bonus still only applies a -20 modifier to the shield
  attack portion of this style, not a -30 even though the
  total bonus to the character’s DB is a +30.
  Note: If Martial Law is unavailable, change the
  prerequisites of this style to the character being
  required to have the Shield Training talent, and
  twice as many ranks in the weapon group of the
  weapon to be used with this style, with the chosen
  weapon being the default weapon for the group.
  (Combat – St/Ag – Combat)
  
  11
  HARPer’s Bazaar
  Volume #1, Issue #1
  MARTIAL ARTS COMBAT STYLES & MANEUVERS
  Buckler Dance – This style requires that the character
  have twice as many ranks in the Martial Arts Strikes
  as the character has in this Combat Style. This is a
  form of Weapon Kata; therefore the character may
  use Chi Defense and the rules for “Monk Attacks”
  from HARP, Chapter 3 with this style.
  When using this style, the character fights with two
  Buckler shields rather than normal weapons.  The may
  make up to two attacks per round, one with each
  Buckler, with each attack doing s Small Crush critical.
  The first attack uses the skill bonus for this style as its
  OB and the second uses this skill bonus with a -20
  modifier for being an offhand attack. If the character
  decides to Parry while using this style, then both
  attacks are reduced by the same amount that is
  applied towards DB in the Parry as this represents a
  more defensive stance overall. The character also
  receives the Buckler’s trained bonus to his DB, but
  only when parrying. The character also receives a +5
  modifier when determining initiative.
  If the Bucklers that the character is using for this style
  have any quality or magical bonuses, those bonuses
  apply to the character’s DB only and never to OB,
  although Bucklers with a magical bonus are treated as
  magical weapons for the purpose of what they can hit.
  (Combat – SD/Ag – Combat)
  Dual Shiv Style – This style requires that the
  character has an equal or greater number of
  ranks in both Martial Arts Strikes and in
  Weapon Kata (Knife) than he has in this style.
  The character may use Chi Defense and the
  rules for “Monk Attacks” from HARP, Chapter 3
  with this style.
  When using this style, the character fights with
  a knife in each hand, and uses them in concert
  with deadly effect. The character makes only a
  single attack each round and inflicts a Medium
  Slash critical with a successful attack. This critical
  is modified in the following manner:
  Hits: Any Hits delivered are doubled.
  Stuns: If a stun is delivered, increase the rounds
  of stun by 1.
  Bleeding: If the target of the attack receives a
  bleeding wound, the bleeding is increased by 1
  Hit per round.
  Death in xx rounds: If the target receives a
  Death in xx rounds critical, the number of rounds
  is reduced by half (round up).
  All other damage remains as detailed by the critical.
  (Combat – SD/Ag – Combat)
  
  12
  HARPer’s Bazaar
  Volume #1, Issue #1
  ASHANTI SHORT SPEAR
  Description: This is a short spear of approximately 3’ in
  length, with a third of that being taken up by the blade. This
  weapon is otherwise unremarkable to casual inspection.
  Abilities: This spear may be used either one-handed,
  dealing a Medium Slash or Puncture critical at the wielder’s
  choice, or two-handed to deal a Large critical of either type,
  again at the wielder’s choice. The Ajanti Short Spear grants
  a +20 OB and if it deals a critical against a creature from
  another plane, such as a demon, the creature must make a
  Magic-based RR(120) or be sent back to its home plane.
  BEAST BELT
  Description: This is a wide leather belt with a plain
  brass buckle. Embossed in silver on the belt are images
  of several animals and magical beasts.
  When invoked, the magic of the belt enhances some
  trait of the wearer by granting the characteristic with that
  of the animal or creature invoked. This magic also gives the
  wearer some physical characteristic of the beast invoked as
  well.  So if the wearer invokes the Dragon ability, he gains
  not only the great strength of the Dragon, but also scales
  and a saurian appearance as well, just as invoking the bull
  would grant the increased ability to resist stuns, it would
  also give the wearer horns and a bull’s snout. Should the
  wearer invoke several animals at once, the effects are
  cumulative, and the wearer would have the physical aspects
  of each of the invoked creatures as well.
  There are rumors of belts with different animal
  symbols on them, but this has not been proven yet.
  Abilities: Each animal and beast on the belt grants the
  wearer a different power or ability. Each symbol may be used
  once per day and has a duration of 10 minutes. The benefits
  of each animal symbol stack with any natural abilities
  Bear – This grants a +20 to the wearer’s Endurance
  skill bonus.
  Boar – This grants a +20 to all attempts to resist Stuns.
  Bull – This grants a +20 bonus to all Charging
  Combat Actions.
  Dragon – This grants a +20 to the wearer’s
  Strength bonus.
  Ghost – This makes the wearer incorporeal for the
  duration. He cannot physically attack anything
  that is not also incorporeal, and he also ignores
  all physical attacks, and objects, such as walls.
  Giant Scorpion – This grants the wearer the ability to
  deliver a poison with his touch. This is most
  effective when used in conjunction with a Martial
  Arts attack. Treat this poison the same as Gullarin
  (HARP, page 142) for strength and effect.
  Hippogriff – This grants the wearer the ability to
  fly for the duration by giving him wings. His
  base rate of movement for flying is double his
  Base Movement Rate.
  Lion – This grants the wearer a very commanding
  presence, giving him a +20 to his Presence bonus.
  Owl – This grants a +20 bonus to the wearer’s
  Reasoning Bonus.
  Phoenix – This grants the wearer the ability to
  instantly heal any wound that would cause his
  death that is inflicted during the duration.
  Troll – This grants the wearer the talent,
  Regeneration (Greater) for the duration.
  Wolf – This grants the wearer the talent, Enhanced
  Scent for the duration.
  DISKS OF ASKARI
  Description: This is a pair of round metallic disks, 6
  inches in diameter, with handholds on the back side of
  the disks. Each disk has a slightly golden hue and is
  inscribed with symbols of an unknown origin.
  Individually, each disk functions as a +15 Buckler
  (granting a total of +30 to DB for a person with Shield
  Training). However, when used together, in conjunction
  with the Buckler Bash Combat Style, the Disks of Askari
  are even more powerful.
  Abilities: A person who is properly trained in using
  these devices, using the Buckler Bash Combat Style, gains
  the benefits of the style as well as an additional +30 to DB
  as well as a +30 to OB. The Disks of Askari also make
  attacks as a Medium Crush.
  GUARDIAN CUBES
  Description: Contains in a small box made of white
  oak are six small cubes made of a translucent crystal.
  Engraved upon the inside of the lid of the box is the
  command word for the cubes.
  Guardian Cubes are valuable to many travelers, as they
  ensure that the camp is alerted in the event of intrusion.
  Abilities: To use the cubes, they must be placed
  around the perimeter of the area to which they guard.
  This area may not be larger than 50’ in diameter.
  When activated with the command word, the cubes
  emit subtle vibrations which ward off animals that
  approach the wards from outside the perimeter. Animals
  within the perimeter are unaffected.
  If anything other living creature passes through the
  perimeter created by the Guardian Cubes, all those within
  the perimeter will be instantly awakened by a loud
  screeching noise that emits from the cube’s container.
  To deactivate the cubes, it is a matter of them being
  moved or picked up by somebody that was within the
  perimeter when it was activated.
  New Magic Items
  
  13
  HARPer’s Bazaar
  Volume #1, Issue #1
  HYPNOTIC COIN
  Description: This is a shiny gold coin, enchanted to
  attract and hold the attention of those who view it by
  ensnaring their minds in thoughts of gold and greed. It
  has an almost irresistible lure for those who view the coin.
  Abilities: When viewed, a person must make a Will-
  based RR(80) or be mesmerized by the coin. While
  mesmerized, the victim is completely unaware of the
  passage of time so long as the coin is in view. The victim
  will do nothing but stare at the coin while
  Once the coin has been removed from sight, the
  victim will awake in 1-10 rounds with no memory of
  anything from the point where they first saw the coin.
  A wily character may use their skill at Duping to
  increase the severity of the RR. This is accomplished
  through the Bonus column of the Maneuver Table, with
  the result being added to the base RR of 80.
  Any character who has no interest in gaining wealth
  gains a +20 to their RR against the coin.
  MORNOK’S SKULL
  Description: This appears to be a normal, well
  preserved human skull. The only real telltales of there
  being something special about it is the act that the
  jawbone and teeth are still attached, though by no
  visible means, and that there appears to be a gleam in
  the eye sockets.
  Abilities: Mornok’s Skull is a powerful necromantic
  device. When used as a casting focus (HARP, page 109),
  the skull grants a +20 bonus to the casting of spells
  relating to the command, creation, and control of
  undead. If the wielder of this skull casts the spell
  Undead Mastery (College of Magics, page 89), the spell
  has the Scaling Option Residual Effect and the range of
  the spell, in regards to only how far a Mastered Undead
  may go and still be within the area of effect of the spell is
  increased to 1000’.  Both of these options are
  automatically included at no cost or penalty to the
  caster. These options do not change the range of the
  spell in regards to how close an undead must be when
  the spell is cast.
  Note: If College of Magics is not available, then replace
  the enhancement of the Undead Mastery spell with an
  effect that makes the Control Undead spell last for one
  day per rank rather than Concentration.
  PORTABLE HOLE
  Description: This is a black cloth made of a tough
  sturdy fabric. Most Portable Holes have a 5’ diameter, and
  are shaped as a circle, though there are rumors of Portable
  Holes that are oval or square in shape and of different sizes.
  The cloth may be handled and folded quite easily,
  often folding into a very compact bundle. However,
  when unfolded and spread upon a surface, the cloth will
  cling tightly to that surface.
  Abilities: A Portable Hole may be placed on any
  surface that is less than 10’ thick. It will adhere to any
  surface, be it a wall, the floor, or a ceiling.
  It then creates an opening, the same size as the
  cloth, though that surface to the other side. The cloth
  may be pulled off the surface from either side of the
  opening created. However, it cannot be removed from a
  surface so long as something is within the passage
  created by the Portable Hole.
  If the surface on which the Portable Hole is spread is
  thicker than 10’, it will not create a passage, nor even adhere
  if the surface is too thick. If the surface is also denser than
  normal stone, this prevents the creation of the passage as
  well. In areas where Portable Holes are common, it is not
  unusual for the wealthy to coat their walls with lead or
  other substances to prevent unwanted entries.
  TREE KNIFE
  Description: This small dagger has a blade that
  appears to be extremely dull. No matter how hard the
  blade is pressed against flesh it will not penetrate, cut, or
  hurt flesh. However, this blade is highly prized by
  settlers and woodsmen across the realms.
  They are extremely rare and those who
  own one tend to keep it both hidden and
  well guarded.
  Abilities: A Tree Knife will not
  hurt any living creature in any
  manner, however, it cuts through
  trees and wood as a hot knife cuts
  through butter.
  The Tree Knife may only be
  used of larger works, as the
  blade is not small enough for
  doing fine detail work. This
  makes quite useful for
  felling and stripping trees
  to create a palisade fence
  around a new settlement
  or border fort. Often
  speeding up the process
  so that what would
  normally take weeks
  may be accomplished in
  just a few days.
  
SOURCE: textdata/thevault/Harp/HARPer's Bazaar/HARPer's Bazaar 01.pdf