Destiny

Heroes in the Star Wars galaxy are often seemingly helped along by fate itself.

Destiny is an optional system to replace old force points. All characters get one Destiny Point every session. More can be earned by doing things that make the narrative better at the risk of the character. They can then be spent to try and get the universe to help you out. Depending on the GM, activating a destiny point may require you to whistle or hum an appropriate tune from the Star Wars soundtrack.

Destiny point uses

 * Rerolling	a check: You can use a Destiny point to reroll any ability check, attack roll, or saving throw after the result is declared. You must take the result of the second roll.
 * Auto-stabilize:	When in negative wound points and bleeding out, you can use a Destiny point to stabilize and restore your character to 0 hit points.
 * Add	an element to the scene: By spending a Destiny point, a player can ask the GM to add an element to the scene to help the character accomplish a specific task. A d20 is then rolled (the GM can decide whether the player can roll it, or if they roll in secret) to determine how useful the element is. For example, if a character tries to use this to get past a locked door, a 1 on the die might result in there being chemicals or electrical debris that may require several minutes and a hard skill check to utilize, while a 20 might let the character spot a lost code cylinder to unlock the door lying around.
 * Create a Contact: By spending a Destiny point, you can create Contact as described in the Reputation article. This contact is an NPC, and only remains a contact until the end of the mission. The GM may decide to use them after this.