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If you already have a Clan you can upgrade it to a guild but it will require the same amount of silver. You will keep the clan name when you upgrade to a guild and you will need to assign a contract to each of your members. Talk to a Guild Manager NPC to create a guild. To create a guild you will need 100,000 silver. Guilds can also declare wars and take part in sieges. You can change the leadership of a Guild for the price of 20,000,000 guild funds if the master has not been active for 30 days. Guilds can do guild missions, can benefit from sea monster hunting and can craft guild specific mounts such as the guild elephant and galley. Guilds are much larger and can accommodate up to 100 people. You cannot change the leadership of a Clan. Clans can also be disbanded at any time by opening the clan window. Once you have created a Clan you can invite other players by going up to them and using the clan invite option. Anyone can create a Clan by talking to the Guild NPC. Starjammer is the name used on this site to reference “this rule system” but is also a call-back to older-“jammer” named fantasy RPG game settings.Clans are purely for social gatherings and can only accommodate up to 15 people. Starjammer is exploration and adventure in space – from technological marvels that break past the clouds and careen between planets to strange magics developed to explore new worlds. The core concept is to provide a unique experience for players and GMs by facilitating games that span stars rather than just continents and that visit any world they can imagine. While Starjammer is intended to be a complete set of tools to run Pathfinder adventures in the darkness of the void, it is also intended to be compatible with material from third-party publishers. “Additional Resources” sidebars at the end of each chapter provide suggestions for other titles that players and GMs may find useful for expanding their options. There are many types of adventures to be found in the void: thrilling big-screen one-on-one dogfights between rebel and imperial vessels episodic prime-time adventures that center on specific missions and explore humanitarian themes campaigns that allow players to infiltrate enemy vessels as if they were spacefaring dungeons, fighting off pirates, and clearing decks in search of the treasures of the stars exploring new worlds, races, and civilizations. There is no practical limit to the kinds of adventures or combinations of elements that can be found in your games. Likewise, there is no set definition of what a spacefaring adventure will or should look like – they may contain as much or as little magic or technology as players and GMs desire. An adventure may be almost entirely surface-bound with space vessels existing merely to move from one world to another while other campaigns might play out entirely in the void between the stars. The universal constant is that element of the unknown from distant places that few within the setting ever visit. What becomes known can never be unlearned, and this poses a very real risk to those who better or worse, even the homeworld of the adventurers. Planetary invasion is a very real possibility in the world of Starjammer, as is colonization.
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The difference is largely one of perspective, but that does not change the reality that it’s the player’s choice in how to approach their adventures in space.ĭelving into alien ruins in search of lost magic. HERO LAB ONLINE SHIP COMBAT STARFINDER HOW TO HERO LAB ONLINE SHIP COMBAT STARFINDER HOW TO.