Roll and Keep
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Roll and Keep describes systems in which dice combos are listed like 3K2. The format is <number of dice rolled>K<number of dice kept. IE, 3k2 would mean that three dice are rolled, and the roller chooses which two to keep for his result. Actions typically have set DC, and usually, the highest dice are kept unless failure is desired.
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D10s are standard.
Exploding dice are used.
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An exploding die is one that rolls the maximum(10 on a d10). It results in the 10 being set aside, counting towards the total, but not counting as a kept die. You then get to roll another die in addition. That die can also explode.
Example: Joe rolls 4k2, and has 10,10,5,2 on the die. He sets the 10's aside, and rolls two more dice, getting 10, 9. He sets the other ten aside, and rolls again, getting a 4. He selects the 9 and 5 as his two kept dice, and adds the 30 to it, for a total result of 44, an excellent roll.
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All combat rolls are either static TNs, or opposed rolls. Typically, this will depend on the target of the action. If you target your opponent, you roll an opposed check of some sort. If it's something else(such as attempting to balance on a tightrope while fighting), you roll against a static DC, typically using your skills.
Traits:
Strength
Dexterity
Toughness
Knowledge
Wisdom
Style
Skills:
<Unfinished>
