House Rules


These extra rules are generally either an expansion on the core rule book’s systems, a minor set of changes to an existing mechanic, or a set of rules made to enhance play. Most of these extra systems are custom made and exist in tandem with FFG’s own additional rules.


When spending experience on skill ranks, a PC can hire a trainer to reduce the XP-cost by 5 to a minimum of 5. The trainer must have more ranks in the relevant skill than the player to be eligible for training. Training generally costs 1000 credits X the next skill rank and takes 1 week of time per skill rank. Training also doesn’t always cost money. Sometimes it can be offered as a reward.

Example: Increasing a skill from 1 to 2 will normally cost 10 XP (assuming it’s a career skill). If the PC hires a trainer, it will cost 2000 credits, require 2 full weeks of time, and reduce the XP-cost to 5 XP.


When taking another specialization, the PC may reduce the XP cost by 10 by paying the mentor 3000 credits and 2 weeks X the number of specializations that the PC owns.
This also applies to Universal Specializations (recruit, force-sensitive exile, etc.).

Example: PC finds an NPC with the Mercenary Soldier tree from the Hired Gun career who is willing to teach the PC. The PC already has 2 Specializations meaning the training will cost 6000 credits, take 4 weeks, and reduce the XP-cost to 20 XP (30 if not Hired Gun).

Force Powers

Similar to training specializations, training under an experienced force user who possesses the desired power can offer their guidance to reduce the experience cost for a force power by 5xp to a minimum of 5xp. There is typically no cost for force training; however, it takes 4 weeks to train a force power.


At the GM’s discretion, inspiration may be awarded to any PC. The inspiration allows the PC to re-roll any skill check made during the session. Inspiration can also be used to produce the same effect as a Destiny Point. Inspiration is generally awarded for doing something reckless or dangerous that directly relates to a character’s goals, personality, quirks, or flaws.

An example would be a character seeing their personal nemesis boarding a ship two stories below and deciding to recklessly jump down before they get away.

Destiny Point Generation

To produce more destiny points for the start of the game, the GM also rolls the Force die. This creates a larger pool of points and encourages the use of destiny points.

Destiny Point Usage Limit

Rather than the limit of one destiny point “flip” per turn, the PCs can flip as many as 2 destiny points at a time. Additionally, the GM can “flip” up to 3 destiny points at a time to keep up with the increased rate.

The Dumb Luck or Deus Ex Machina effect of the dice may sometimes require 2 destiny points to activate as a result.


The auto-fire quality on guns is way too good and overshadows similar in-combat methods and strategies, most of all being dual wielding. RAW dual wielding and auto-fire increase the difficulty by 1, having 2 ADV activate the second (or off-hand) hit. Auto-fire-ready weapons tend to have higher damage and more points than pistols do, while dual-wielding uses the lowest skill of the two weapons.

Auto-fire now increases and upgrades the difficulty, while the ADV cost is now 3. This effectivly adds one challenge die; despair from this will generally be used on the out-of-ammo effect.


If a character ever receives the “End is Nigh” crit. At the end of the next combat round, the character dies unless stabilized. Stabilize difficulty for this crit is Daunting Medical only.

From the Grave: If stabilized after suffering from this critical injury, the character:
  • Suffers from 1 Gruesome Injury (permanent characteristic reduction)
  • Has a permanent +10 to all further critical injury checks.

Silhouette & Encumbrance

The rules in the CRB state that a person (Silhouette 1) is equal to 5 + the character’s Brawn stat + any extra gear. However, there is nothing for carrying vehicles and creatures of higher/lower silhouettes.

Encumbrance ~= 5^(Silhouette) +/- modifiers.

Modifiers for vehicles include cargo space (encumbrance capacity), attachments, relative size, etc. Modifiers for characters include their Brawn stat, their gear, etc. This number is meant to be more of a guideline rather than a concrete number. For example, a TIE Fighter and a Y-Wing may, logically, have different encumbrances varying by as much as +/- 20. The taller TIE Fighter may be better suited for some ship’s hangar bays compared to the long Y-Wing and vice-versa.

Also, characters and vehicles can only carry something equal to their Silhouette-1 (intact). Meaning, a YT-1300 (Sil 4) could never fit an intact X-Wing (Sil 3) in its cargo hold.

Conflict & Morality

The rules in the F&D CRB state that when a player utilizing the conflict and morality mechanic reaches a certain level (dark or light) they receive certain benefits. Since our characters are predominantly using the Edge of the Empire ruleset rather than the Force and Destiny one, these benefits will only be applicable RAW to Characters with a Force Rating (FR) of 2 or more.

  • Dark Side Morality Levels:
    • 30: Generate auto Dark Side destiny point. Use Dark Side symbols when using force powers.
    • 20: Strain -1, Wounds +1
    • 10: Strain -1, Wounds +1 (again)
  • Light Side Morality Levels:
    • 70: Generate auto Light Side destiny point.
    • 80: Strain +1
    • 90: Strain +1 (again)

However, characters with FR 0/1 can receive the same benefits, light or dark, when they hit 85/90/95 (light) or 15/10/5 (dark) rather than using the normal morality level thresholds. Also, conflict & morality is only to be rolled when conflict could have been generated per character. Conflict is rolled using 1d6 rather than 1d10.

Specific Equipment Changes

This entry deals with the various changes made to the RAW equipment. Every change listed shows the change and why, whether being balance, logic, or just ’cuz.

  • Sling: Changed from -1 Cumbersome to -1 Encumbrance.

Hyperspace Travel

House Rules

Fringes of Space YamDoge