Just for everyone's edification, here's a rundown. You have a Stat (Spirit), a Skill (Miracles), and a die roll (d20). Add your stat and skill for a base Action Value (AV). Then when the roll is called for roll 1d20. 10s and 20s explode, allowing you to roll another d20 and add it to the total. This can continue so long as you keep rolling 10s and 20s. Check the total of the roll against a small chart to get a modifier to the base AV, and you get a final AV. This makes the base AV much more important than the die roll itself, while still keeping the roll meaningful.
In addition to that, you have three decks of cards. The Drama Deck is your initiative system. Each turn, the top card of the deck if flipped up, it tells you whether the Heroes or the Villains get to go first (all members of a side act together), whether any special effect happens (for instance, one side might get Stymied -- giving them a -2 AV for the turn), as well as a line for doing longer challenges. The Destiny Deck is like the... I forget the name... second deck from Savage Worlds. It's cards that give you bonuses, special actions, changes to the game, or special interactions with the game. Out side of combat, you can play a Destiny card from your hand at any time. During combat, you play one card from your hand into your Action pool, and can then play as many from there as you want. Last, are the different Cosm decks. You will only have, at most, one of these cards in your hand. They give the adventures different flavours. So, in the Living Land, you can play a card that causes a dinosaur to just attack your group, in the Nile Empire, you can designate a Villain as your Nemisi!, In Aysle, you might stumble upon a magical item. They will often give you Possibilities (Torg's version of bennies) depending on how big a problem they cause. So, for instance, the dinosaur.... If your group just WHALLOPS it, they might each nab a single Possibility, but if it was a real tough combat, they might each get three.