Introduction
While many might regard HARP as the lightweight cousin of Rolemaster, and many groups might indeed start with HARP and later switch to the more complex Rolemaster, there might be some who already use Rolemaster, then try HARP and are intrigued by its simplicity and want to use HARP as their preferred system. For those this guide is meant to ease the conversion of old Rolemaster characters to the HARP system, in case some of the old characters should still be used.
The following sections present only guidelines. In general an experienced player and/or GM is often able to convert a character without any guidelines without significantly changing the "spirit" of the original character. In such a case this document is probably not needed. But sometimes it can be useful to have guidelines like this, which can assist players through the process of converting their character(s).
The type of conversion is not one that takes a RM character of e.g. level 8 and directly converts it into a HARP character of the same level which now is a best-possible copy of the RM version. Instead the conversion starts at level one, gives direction to which profession to use, how to convert the stats and the skills and then the character must be developed from level one up to his current level. The final level should be identical as in the RM version.
Profession conversion
For converting to the right HARP profession please refer to the table below. It lists all the Rolemaster core professions and professions from the RMSS and RMFRP Companion books plus the corresponding HARP profession(s) with appropriate Training Packages. For some Rolemaster professions multiple possible conversions are listed, separated by slashes. In such cases the first listed option is usually the best choice. But in some cases this first choice requires additional HARP books beyond the HARP core rules. If these books are not at hand or you think the first option doesn't fit for the particular character, then use the second or the third choice.
A comment on HARP Mages and Clerics: These two professions, especially if College of Magics and/or The Codex is being used, have access to a wide variety of spells. Not all of these spells fit to the concept of the old Rolemaster profession. The GM should have a close eye on the player's spell picks especially when a conversion to one of these professions is done.
| Rolemaster Profession | HARP conversion |
|---|---|
| Fighter | Fighter |
| Rogue | Rogue |
| Thief | Thief |
| Warrior Monk | Monk |
| Ranger | Ranger |
| Bard | Harper |
| Monk | Monk + Adventurer (Codex) / Monk |
| Cleric | Cleric |
| Animist | Vivamancer (CoM) / Druid (Codex) / Cleric |
| Healer | Cleric |
| Mentalist | Mystic (Codex) / Mage |
| Seer | Mystic (Codex) / Mage |
| Lay Healer | Cleric |
| Magician | Elementalist (CoM) / Mage |
| Illusionist | Mage |
| Alchemist | Thaumaturge (CoM) |
| Mystic | Mystic (Codex) / Mage |
| Sorcerer | Mage / Necromancer (CoM) / Demonologist (Something Wicked) |
| Astrologer | Mystic (Codex) |
| Magent (RMSS/RMFRP) | Shadowblade (Codex) / Rogue + Harper / Rogue + Mage |
| Dabbler (RMSS/RMFRP) | Shadowblade (Codex) / Rogue + Harper / Rogue + Mage |
| Paladin | Fighter + Cleric |
| Arcist (Arc. Comp.) | Mage + Wizard TP (CoM) / Mage |
| Wizard (Arc. Comp) | Mage + Wizard TP (CoM) / Mage |
| Chaotic (Arc. Comp.) | Wildmage (Something Wicked) / Rogue + Amateur Mage TP (CoM) / Rogue |
| Magehunter | Ranger + Magehunter TP (CoM) / Ranger |
| Warrior Mage (Ess. Comp.) | Warrior Mage |
| Runemaster (Ess. Comp.) | Mage + Runemaster TP (CoM) |
| Mana Molder (Ess. Comp.) | Thaumaturge (CoM) / Mage |
| Mythic (Ch. Comp.) | Shadowblade (Codex) + Magehunter (CoM) TP / Thief + Harper + Magehunter TP (CoM) / Thief + Harper |
| Summoner (Ch. Comp.) | Vivamancer (CoM) / Demonologist (Something Wicked) / Mage |
| Warlock (Ch. Comp.) | Warlock (Something Wicked) / Mage |
| Priest (Ch. Comp.) | Cleric |
| Armsmaster (Ment. Comp.) | Warrior Mage |
| Enchanter (Ment. Comp.) | Mystic (Codex) / Mage |
| Barbarian (SoHK) | Fighter + Ranger / Fighter + Caldean Rovers TP or Bounty Hunter TP |
| Sage (SoHK) | Rogue + Tyrian Sage TP |
| Outrider (SoHK) | Rogue + Ranger / Rogue + Caldean Rovers or Bounty Hunter TP |
| Swashbuckler (SoHK) | Rogue / Fighter |
| Zen Monk (MAC) | Monk + Adventurer (Codex) / Monk |
| Taoist Monk (MAC) | Monk + Adventurer (Codex) / Monk |
| Elementalist (F&I) | Elementalist (CoM) / Mage |
| Elemental Priest (F&I) | Cleric |
| Elemental Champion (F&I) | Warrior Mage |
| Arcane Elementalist (F&I) | Elementalist (CoM) + Wizard TP (CoM) |
Stats conversion
While having similar, though not the same, stats like Rolemaster, HARP does not use the approach of Temporary and Potential Stats with automatic stats increases per level as RM does. Instead HARP knows only the current stat value of a character and this value is not limited by a maximum value, in RM the Potential Stat, but can be increased by spending Development Points as the player sees fit. Therefore, when converting the stats, there are two approaches:
A) Forget about the old Rolemaster stats. Instead create the HARP stats and develop these as the player sees fit.
B) Use the old Rolemaster stats as a target number which the player should use during level advancements to decide which stats to increase.
If you would like to use option A then there is no need to read on.
Two of the 10 Rolemaster stats have been removed, or have been combined with other stats respectively, giving a total of 8 stats for HARP. The following table lists all Rolemaster stats and their HARP equivalent. In the two cases where two stats have been combined just average (rounding up if necessary) to the two RM Temporary Stats to create the HARP stats.
| Rolemaster | HARP |
|---|---|
| Agility | Agility |
| Constitution | Constitution |
| Memory + Reasoning | Reasoning |
| Self Discipline | Self Discipline |
| Empathy + Intuition | Insight |
| Presence | Presence |
| Quickness | Quickness |
| Strength | Strength |
The stats converted in this way should be used as a guideline where to invest during subsequent level advancements of the character. The starting point at first level should be one of HARP's stat generation methods, e.g. the 550 fixed points distributed among the 8 stats. And during the following level advancements, the player should ideally invest in stats in a way that the character might reach the above converted stat values.
Skills conversion
When converting the skills I suggest to concentrate on the top 5 to top 10 of the skills and skill categories (the latter exist only in RMSS/RMFRP) to keep the same general direction that the character had before. It is not always necessary to restrict the player so much that he has to develop all skills in the same way as he had done for the Rolemaster version of the character. Often this will not even possible since the number of DPs might differ between the RM and the HARP version of the character, not allowing the same skill development. For these most important skills consult the table below to find the HARP equivalences. These skills should be developed to more or less the same number of ranks as the character had before.
Sometimes it will not easily be possible to develop a skill as before. E.g. the player might want to convert a RM Healer with some skill ranks in Shock Bolt. This would in HARP translate into a Cleric and the Elemental Bolt spell - but this spell is usually only available to Mages. There are several options in such a case. You might find a similar skill to develop, e.g. Arcane Bolt might be an option in the above example, you might drop the skill altogether, thereby perhaps giving the character a slightly different direction, or you might search for ways allowing the skill to be developed as desired. In the above example this might include creating a special clerical order that has access to the Elemental Bolt or adding the Mage as additional profession and then developing this skill. For cases where there is only a few ranks in the skill or for secondary skills of a character I would suggest simply dropping the skill and developing something else.
In other cases, the direct conversion of a skill might make little sense. E.g. when converting a RM Lay Healer, this Lay Healer might have developed some ranks in the skill Sculpting since one of the professional Base Spell Lists enables him to create artificial limbs, where he can use the Sculpting skill to create these of high quality and as close to the original limbs as possible. But since such spells for creating artificial limbs do not exist in HARP, it probably makes little sense for the converted character to develop skill in Crafts: Sculpting, which would be the equivalent skill. In this case, the player should better select another skill to develop for his character.
Also some skills work differently in HARP than in RM, e.g. Chi Speed is now an action that takes a full round of activity to perform whereas Adrenal Speed took only 20%, Chi Defense now has some restrictions as to how long it can be used, in contrast to Adrenal Defense where this was not restricted. In such cases the GM should discuss with the player whether these skills should really be converted to the corresponding HARP skill. Apply common sense before having the player develop a (in his case) more useless skill for his character.
| Rolemaster Skill | HARP Category & Skill |
|---|---|
| Acrobatics | Athletic: Acrobatics |
| Acting | Artistic: Acting |
| Adrenal Concentration | Concentration: Chi Focus |
| Adrenal Defense | Concentration: Chi Defense |
| Adrenal Speed | Concentration: Chi Speed |
| Alchemy | Mystical Arts: Alchemy |
| Ambush | Subterfuge: Ambush |
| Animal Handling | Outdoor: Animal Handling |
| Animal Mastery | Outdoor: Beastmastery |
| Animal Training | Outdoor: Animal Handling |
| Appraisal | General: Appraisal |
| Attunement | Mystical Arts: Attunement |
| Awareness skills | General: Perception |
| Blind fighting | Combat: Blind Fighting (ML) |
| Boat Pilot | Outdoor: Sailing |
| Body Development | Endurance |
| Boxing | Combat: Martial Arts Strikes |
| Brawling | Combat: Brawling |
| Camouflage | Subterfuge: Stalking & Hiding |
| Climbing | Athletic: Climbing |
| Contacting | Subterfuge: Streetwise |
| Contortions | Athletic: Contortions |
| Crafts | General: Craft |
| Dancing | Artistic: Dancing |
| Demon Lore | Mystical Arts: Arcane Lore: Demons |
| Diagnostics | General: Healing |
| Directed Spells | Mage/Elementalist Sphere: Elemental Bolt |
| Disarm Foe | Combat: Combat Style: Disarm Foe |
| Disarm Traps | Subterfuge: Locks & Traps |
| Disguise | Subterfuge: Disguise |
| Dragon Lore | Mystical Arts: Arcane Lore: Dragons |
| Duping | Influence: Duping |
| Evaluation skills | General: Appraisal |
| Fauna Lore | General: Lore: Fauna |
| First Aid | General: Healing |
| Flora Lore | General: Lore: Flora |
| Flying/Gliding | Athletic: Flying/Gliding |
| Foraging | Outdoor: Foraging/Survival |
| Frenzy | Concentration: Frenzy (ML) |
| Herb Lore | General: Herbcraft |
| Herding | Outdoor: Animal Handling |
| Hiding | Subterfuge: Stalking & Hiding |
| History | General: Lore: History |
| Hunting | Outdoor: Foraging/Survival |
| Interrogation | Influence: Duping |
| Jumping | Physical: Jumping |
| Languages | General: Linguistics |
| Lock Lore | General: Lore: Locks |
| Locking Holds | Combat: Martial Arts Sweeps |
| Magic Ritual | Mystical Arts: Magic Ritual |
| Maneuvering in Armor / Armor category | Physical: Armor Skills |
| Martial Arts Striking | Combat: Martial Arts Strikes |
| Martial Arts Style | Combat: MA Style |
| Martial Arts Sweeps | Combat: Martial Arts Sweeps |
| Midwifery | General: Healing |
| Mimicry | Artistic: Mimicry |
| Mounted Combat | Combat: Combat Style: Mounted Combat |
| Navigation | Outdoor: Navigation |
| Nerve Strikes | Combat: Martial Arts Strikes |
| Orienteering | Outdoor: Navigation |
| Perception | General: Perception |
| Pick Locks | Subterfuge: Locks & Traps |
| Pick Pockets | Subterfuge: Pick Pockets |
| Play Instrument | Artistic: Play Instrument |
| Poison Lore | General: Lore: Poisons |
| Power Point Development | Mystical Arts: Power Point Development |
| Public Speaking | Influence: Public Speaking |
| Region Lore | General: Lore: Local Region |
| Religion | General: Lore: Religion |
| Riding | Outdoor: Riding |
| Rowing | Outdoor: Sailing |
| Runes | Mystical Arts: Runes |
| Sailing | Outdoor: Sailing |
| Scaling | Athletic: Climing |
| Sculpting | General: Crafts: Sculpting |
| Second Aid | General: Healing |
| Setting Traps | Subterfuge: Locks & Traps |
| Siege engineering | General: Lore: Siege engineering |
| Silent Attack | Subterfuge: Ambush |
| Singing | Artistic: Singing |
| Spell Lists | Mystical Arts: Pick the corresponding spell(s) |
| Spell Lore | Mystical Arts: Arcane Lore: Spells |
| Spell Mastery | Additional ranks for the corresponding spell(s) |
| Stalk & Hide | Subterfuge: Stalk & Hide |
| Stalking | Subterfuge: Stalk & Hide |
| Staves & Wands | Mystical Arts: Attunement |
| Streetwise | Subterfuge: Streetwise |
| Stunned Maneuvering | Resistance: Stamina |
| Surgery | General: Healing |
| Survival | Outdoor: Foraging/Survival |
| Swimming | Physical: Swimming |
| Tactics | General: Lore: Tactics |
| Tale Telling | Artistic: Story Telling |
| Trading | Influence: Trading |
| Trap Building | Subterfuge: Locks & Traps |
| Trickery | Subterfuge: Trickery |
| Tumbling | Athletic: Acrobatics |
| Two weapon fighting | Combat: Two weapon combat |
| Undead Lore | Mystical Arts: Arcane Lore: Undead |
| Use/Remove Poison | Subterfuge: Poisoning |
| Weapon skills | Combat: choose the appropriate weapon skill |
| Weapon Style | Combat: Combat Style |
| Wrestling | Combat: Wrestling (ML) |
Do not forget to buy skill ranks in the three Resistance skills -- HARP characters do not get better at resisting simply by going up levels.
Talents & Flaws conversion
RM and HARP use quite different systems for Talents, i.e. Flaws do not exist at all in HARP. For some RM Talents, e.g. Instinctive Defense, there is a similar Talent in HARP, for most Talents there is not. Just let the player decide which Talents are appropriate for his character.
Items conversion
Conversion of items is usually straightforward for bonus items and Spell Adders only. These items can be transferred usually unchanged to the HARP character. For armor conversion please use the table below to match the Rolemaster ATs to HARP armor. The table lists only those ATs which can be purchased normally according to the Rolemaster equipment tables.
| Rolemaster AT | HARP Armor |
|---|---|
| 5 | Soft Leather, shirt |
| 6 | Soft Leather, shirt + bracers |
| 7 | Soft Leather, full set |
| 8 | Soft Leather, full set |
| 9 | Studded Leather Armor, shirt |
| 10 | Studded Leather Armor, shirt + bracers + greaves |
| 13 | Chain Armor, shirt |
| 14 | Chain Armor, shirt + bracers + greaves |
| 15 | Chain Armor, full set |
| 16 | Chain Armor, full set |
| 17 | Plate Armor, "shirt" |
| 18 | Plate Armor, "shirt" + bracers + greaves |
| 19 | Plate/Chain Armor, full set |
| 20 | Plate Armor, full set |
For the Rolemaster Power Point Multipliers, there is no equivalent in HARP. The best match are HARP's Power Point Adders. A RM *2 Power Point Multiplier would translate into a HARP +2 Power Point Adder, a *3 Multiplier into a +3 Power Point Adder etc.
The most difficult conversion is for the various spell casting items. HARP features, in CoM, all those item types which Rolemaster also has, i.e. Runes, Daily Items, Potions, Single Use Items and Charged Items. But the spells themselves cannot in most cases be directly converted. Here the GM should check with the player which HARP spell, including necessary scaling options, does best fit the RM item to convert. E.g. a RM Daily I Firebolt spell item would probably best be converted to a HARP Elemental Bolt spell (type fire) scaled to a Medium Attack with a 100' range, which is the standard RM range of bolt spells.
Abbreviations
GM Gamemaster
RM Rolemaster (any version)
HARP High Adventure Role Playing
RMSS Rolemaster Standard System
RMFRP Rolemaster Fantasy Role Playing
Arc. Comp. RMSS Arcane Companion
Ess. Comp. RMSS Essence Companion
Ch. Comp. RMSS/RMFRP Channeling Companion
Ment. Comp. RMSS/RMFRP Mentalism Companion
SoHK RMFRP School of Hard Knocks: Skill Companion
MAC RMSS Martial Arts Companion
F&I RMFRP Fire & Ice: The Elemental Companion
CoM HARP College of Magics
Codex HARP The Codex
ML HARP Martial Law
AT Rolemaster Armor Type
DP Development Points