According to the core HARP rules, players may increase the stats of their characters by expending Development Points. Since the value of a character's stats determine the number of Development Points available, there's an obvious virtuous spiral of spending Development Points to gain more Development Points, and a tendency for characters to tend towards ever higher stats in the longterm. A tendency, moreover, for highlevel characters to start looking similar in terms of their stats.
Rolemaster avoids this problem by having stat gain rolls at the start of each new level after 1st level. The implementation differs between RM2 and RMSS/FRP, but the process is similar. Roll d100 for each stat, and look up the result on a table  the value of the stat may go down as well as up. Higher stats are less likely to be increased than lower stats.
The aim of this article is to provide an equivalent mechanism for HARP. As befits HARP, the implementation will be much simpler than in either version of Rolemaster. Two options will be presented, one in keeping with the spirit of HARP will only ever increase or maintain the existing values of stats, the other will allow for stat decline as a result of the rigors of adventuring but will also permit faster increases. If either option is used, characters may no longer increase their stats by spending Development Points.
Option 1: Heroic Stat Gain Rolls
Beginning at 2nd level, and every level thereafter, and before any Development Points have been expended for the new level, roll d100 (not openended) for each stat in turn. Compare the dice roll with the table below, increasing the stat by the number indicated. Once a stat gain roll has been made for all the stats, recalculate the Development Points and start spending!
d100 Roll  Stat < 100  Stat is 100+ 

0195 
No change

No change

9698 
+1

No change

9900 
+2

+1

Example: Edwin has reached 7th level. His player begins making stat gain rolls. Rolling for Strength, he gets a 74, which is no change according to the table. Rolling for Quickness, he rolls 97. His current Quickness stat is 82, so this means that he can add 1 to the stat for a new value of 83.
Option 2: Realistic Stat Gain Rolls
Beginning at 2nd level, and every level thereafter, and before any Development Points have been expended for the new level, roll d100 (not openended) for each stat in turn. Compare the dice roll with the table below, increasing or decreasing the stat by the number indicated. Once a stat gain roll has been made for all the stats, recalculate the Development Points and carry on with normal level advancement
d100 Roll  Stat < 100  Stat is 100+ 

0105 
1

1

0690 
No change

No change

9195 
+1

No change

9698 
+2

+1

9900 
+3

+2

Example: Ralf has reached 7th level. His player begins making stat gain rolls. Rolling for Strength, he gets a 91, which for a stat less than 100 is +1, so his Strength stat goes up by 1 to 81. Rolling for Quickness, the dice comes up with 04, which means that the stat is reduced by 1. Win some, lose some.