Could you provide a link to Rel's Power Stunts? I would like to check them out.
[sblock]There's not a whole lot to it, but
here's Rel's houserules. The basic premise is this: You want to do something that your character SHOULD be able to do, given their power set, but there aren't rules for it. Such as a cleric of Moradin calling down the might of the Mountain god to collapse a cave, preventing Drow from retreating. Or a fighter picking up a boulder off a pinned kid. Or a ranger shooting the rope supports on a rope bridge to drop the orcs charging across it into the ravine below. To something like this, you need a power stunt.
To execute a power stunt, you spend an Action Point + A Healing Surge. This grants an Encounter-equivalent power. In Rel's game, PCs have charged through a portcullis, used Nature to coax a dead enemy's griffon mount to let them ride it for the encounter, and modify their existing powers on the fly.
I honestly don't know if the power stunts require rolls (Skill check or Attack), but I assume they do. Rel hasn't really posted hard and fast rules for them aside from the AP + Healing Surge = Power Stunt formula.
Anyhow, the way I figure Aspects play into this, is provoking Compels from PCs in order to give them Action Points. With the Action Points, they can do Power Stunts. So far, I haven't figured out a method of PCs tapping their own aspects, as to what that would
do mechanically. I'm thinking maybe they get to re-roll on an roll that suits their Aspect, similar to the reroll SotC allows. But the +2 to a roll (which is large in SotC's system), I think I might avoid; it migh tbe too broken, considering all the other options for 4e PCs.[/sblock]