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About BlackSunAgent

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  • Birthday September 11

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  1. Thank you for your input, that makes sense now on how to interpret it. I misread the "multiple times" portion of the strength upgrade.
  2. Hi All, I've been reading through the Force and Destiny CRB and came across the force power move tree. If a character managed to buy all the strength mods then they would be able to move silhouette 4 ships (correct?). Which is quite a feat considering light freighters like the millennium falcon are that size. But then Capital ships are silhouette 5, is there a way to force move a capital ship if there were two jedi masters each using a maxed force move. I don't think I want my players moving something that big, but it would be pretty cinematic. Just some thoughts. Kevin
  3. The Star Wars App by Disney has some sound effects, I have it for Android, (not sure if its iOS as well). It has kind of a basic sound board, I wish it had more sound effects, but its handy in a pinch.
  4. Grimmerling, thanks for the great advice of scaling the difficulty of the encounters. That is a good thing for me to keep in the back of my mind when it comes to the difficulty of encounters. I think originally I was confused with the adventures not having an advertised difficulty (eg. four level 3 pcs, etc...) Like d&d does with its adventures. This advice it will allow me to tailor the adventures better to the party. I'll definitely add that knowledge to my holocron. Thanks again.
  5. Thanks for all the great feedback. I know that at least one of my players has prior experience with mainly d&d style rpg's, he's told me that the dice will probably be the major hang up in the beginning, as I've read through the beginners game it seems to do a good job of introducing the dice, that's why I'll begin with that one first to ease the players into the system. That's a good idea about cannibalizing parts of the adventures for the campaign. I'll keep that in mind since hopefully I'll get to run it this weekend with my friends. Thanks again for the good pointers
  6. Hi all, Some friends and I are interested in trying the system. As none of us have played it before, I'm deciding to take up the mantle of GM for us. My question is how do the published adventures scale in terms of difficulty. What I am planning on doing is running "Escape from Mos Shuuta" as the first installment so my friends and I can learn the system. Then probably move into "Long Arm of the Hutt." I then want to run the "Jewel of Yavin." Some of the information that I read online is that Jewel should be for higher level parties. Is there a recommended progression for the published adventures?
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