The second edition of ICE's newest fantasy roleplaying system has been revised and updated to include: expanded sections (GM, Monster, etc), designer notes, plus Numerous little fan-suggested changes.
HARP: The Essentials is a brand new type of product from ICE! Now you can get all the essential HARP RPG titles on a single CD-ROM. Contains: ICE3000 High Adventure Roleplaying, ICE3001 Martial Law, ICE3002 Monsters: A Field Guide, ICE3003 College of Magics, and ICE3004 Loot: A Field Guide.
Searching for additional material to enrich your HARP gaming?
The HARPers Bazaar Annual 2005 is a fully-indexed 106-page compendium of valuable material for players and GMs alike. Its contents include new professions, monsters, races, rules and more. Plus a special bonus: Hack & Slash, an alternate HARP system that bridges the gap between HARP combat and Arms Law. Hack & Slash contains 16 attack tables, including 4 attack tables that didnt make it into HARP: the Acid, Holy, Magic and Slaying Attack tables. Hack & Slash also contains detailed criticals sure to add spice to your HARP combat.
This fully-indexed Annual contains all of the contents from the Harpers Bazaars 1-5 including: 2 new professions: the Paladin and the Beastmaster, 6 new monsters, new rules for summoning elementals, 8 new races, 8 new cultures, 9 new clerical orders, 3 alternate casting traditions, new spells, and Optional rules.
Character Counts - Now you can get it instantly!
Plunge into adventure instantly by choosing from over 60 pre-generated first level HARP characters. Each character is game ready, withgood stats, balanced skills, a training package,and talents. Attack bonuses, defensive bonusesand skill bonuses are all figured. Just pick acharacter, choose a name and start adventur-ing. Weve even included equipment bundles for characters to choose from, so there are no worries about facing the monsters unprepared.
Over 20 new training packages add interest and vitality to the characters. These packages give your character a past and a future - be an Explorer, a Vagabond, a Mercenary, a Lightbringer or a Dwarven Defender. Players interested in the Martial Arts, can choose from several new training packagers including "The School of the Mouse", a martial arts style designed for short people.
The HARP Character Book is ideal for beginning and experienced gamers who are want to get into a HARP game quickly without going through the character creation process. The book is perfect for new campaigns. Just ask the players to choose their characters from the Character Book for an interesting, well balanced group of characters in a hurry.
The Harp Codex is a book of magic. In its pages you will find lots of magic that can be used to expand the depth and breadth of magic within your game. You get dozens and dozens of all new spells along with rules for allowing players to learn spells through membership in Guilds rather than fixed professions.
Expands the depth and breadth of HARP magic. Among the topics that the book covers are: What is magic, & How does it work? The College of Magic also includes rules for creating and designing new spells, and a primer on temporary & permanent magic item design.
Cyradon is a brand-new world setting for HARP. The land waits, petrified, deserted, waiting for life to return. In the centre of the wastelands, lies the wizard's city; its streets empty and silent save for the echoing of the wind and the shifting sand. In the great mesas, high above, the Gryphons sleep. Below in a great courtyard, there's a strange pattern carved into the stone. A small jewel is embedded into the ground. The patterns stream out from that central point. And one night, the jewel flickers into life, and thousands of humans--weary, defeated, starved, and terrified, emerge into a whole new world. Westward, beyond the desert, beyond the western mountains, lie lands unexplored for millennia... who lives there now? What will your role and destiny be in this new world?
Includes a lush, full-colour 16X20 inch map.
Loot. That wonderful, glittery, magical stuff that brings a gleam to an adventurers eye and makes his heart beat a little faster. What is it and where do you find it? What do you do when your loot breaks? How do I convert my loot to cash? What is the coolest, newest, hottest and best loot around? This book has all the answers.
Cant lay your hands on the loot you need? No problemjust make it. Loot: A Field Guide explores the myriad ways of creating the magic items so near and dear to our hearts. The book includes, but is not limited to, rules for: Item Enchantment, Artifacts, Intelligent items, Potions, Talismans and Magical Runes.