To soapbox a bit, I think the main failing of feats was that many of them fell into three categories:
Originally Posted by Scout
- You get a +N to blahblah.
- You can ignore a fiddly rule that's hard to remember anyway.
- You can do something that anyone could do given enough strength/speed/luck. (Iron Heroes' skill challenges did a better job of representing this.)
The idea of mundane characters having an equivalent of spells -- stunts, techniques, what have you -- is decent enough, but having played in a Spirit of the Century game I prefer conflicts where players can try crazy maneuvers on the spur of the moment, and maybe make them part of their regular repertoire.
That this big surprise is in Advanced Sorcery makes me think it's more like the cult gifts in Mongoose's Elric of Melnibone or RQ6. I prefer heroes to be larger than life but not overtly magical ... but we'll see.
"Don't get into a spaceship with a madman. Didn't anyone ever teach you that?" -- The Doctor, "Journey to the Center of the TARDIS"