New Player Tips

### **Locked Doors**

1. Listen/check: use the person whose Listen skill is high to know if there is anyone on the other side.
2. Get ready: If enemies are present, get ready to attack. After opening the door (see below) storm the room.
3. Open: use a disable device check to lockpick it or break it down with a strength check. Also try cutting it open. A lightsaber is good for this job. Take your enemies by surprise by blowing it open with explosives.
4. Storm the room: in a small room, melee weapons will com in handy. Taking your enemies by surprise is helpful, so they won’t be able get ready. Larger rooms should be entered carefully, as many enemies may be inside.

### **Closed Containers**

1. Search: Search the container for markings, traps, or other hazards. Use the spot check. Try tapping the barrel and listening to see what is inside.
2. Open: Locked containers (footlockers, metal boxes, and security lockers) need a disable device check. You could bash it open, but risk breaking the items inside. You could also blow it open with a small mine.
3. Corners: When traveling in an area where the enemy is actively searching for you, check around corners to warn yourself.
4. Getting into a corner during combat has both advantages and disadvantages. Being behind a corner gives you full cover, and being in one while fighting prevents flanking, but being in one also won’t let you run, say, from a rancor.

### **Cantinas**

1. Cantinas are an important part of your quests because you can often persuade people to tell you what you need to know.
2. How it works: First, make a spot check to see if someone knows what you want (GM’s discretion) and buy them a drink (10 creds: +0, 20 creds: +1, 50 creds limit: +4) when you buy them a drink, make a persuade check (DC 10-25, + modifiers for drink.). Then you can find out what you know. The higher the persuade check, the more info you get.
3. You can also bribe some beings that require more than a silver tongue. These bribes go up according to the value of information as follows:

* Common knowledge: 25 credits
* Uncommon Knowledge: 100 credits
* Little-known knowledge: 200 credits
* Rare knowledge: 500 credits
* Top-Secret knowledge: 1000 credits

### **Buildings**

1. While inside buildings, the first thing you should do is find the floor plan or blueprints so you can find your way around, especially in complex buildings.
2. Buildings have lights inside that a well-placed blaster bolt can short out. If you have some sort of Night Vision (natural or artificial) this may be the way to go.

### **Maps**

1. Sometimes, maps of certain areas are given to you or can be stolen, downloaded, or examined.
2. If you can’t get a hold of a map, try making your own on grid paper. If you walk forward, draw a hall forward. At a “T” make left and right pathways. Experiment. If you see a table or computer, mark it on your map.
3. If you have a good memory, you don’t need a map. Some good directions would suffice, or you could just remember where you’ve been.

### **Characters**

1. Sometimes, a group works well when they elect a leader. Try choosing a leader if you’re in a group.
2. Have a goal. If you have goal, you know where you want to go, or what to do.
3. Talk to the NPC’s. The more you know, the better you can solve mysteries, defeat villains, or make good decisions.