Now, let's get back to what this thread was supposed to be.
Fate under the Dark Sun
Aspects
I know
Thou shalt not fashion classes into Aspects is like a first commandment of modern Fate (possibly second only to
Thou shalt not play Dungeons and Dragons), but back then using classes as Aspects was commonplace. Moreover, it established a clear connection what the game was supposed to be (in D&D rules) and how to be done right (in Fate). As such many of D&D accessories still stayed somewhat relevant.
Back then Aspects had ranks and I established that 4-5 levels of D&D class corresponded to a level of Aspect. The transformation was supposed to start at level 5 of appropriate class Aspect and level 4 of Psionicist and complete at levels 7 and 6 respectively. In order to avoid straightforward leveling of Dungeons and Dragons, Aspects were also arranged into a pyramid. This basically meant that a character needed plenty of diverse achievements in order to complete transformation.
Races (other than Human) were also fashioned into Aspects and as such functioned exactly like classes. Humans were getting one extra aspect instead. I think a class was supposed to stay at top of the Aspect pyramid, but I never needed to spell it out.
Magical items, rare weapons, titles and such were also available as Aspects, in order to provide opportunities to fill the pyramid. I remember listing "Steel Sword" as a sample Aspect that was allowing character to spend a Fate point to kill an unnamed NPC without needing a roll. (It wasn't working on half-giants, templars and pretty much any other "tough" monster, of course.)
All races and classes were written in following format:
Can be invoked to...
Refreshes when you...
Can be compelled to...
and that was all the information needed. Several Aspects, such as "Half-Giant", had bits and pieces of additional perks, but these were sugar on top.
For instance:
Dwarf
Can be invoked to break things, get drunk, pursue focus, break things, get drunk.
Refreshes when you break things, get drunk, pursue focus, break things, get drunk.
Can be compelled to break things, get drunk, pursue focus, break things, get drunk.
Elf
Can be invoked to lie, cheat, run, seduce humans, steal, smuggle.
Refreshes when you lie, cheat, seduce humans.
Can be compelled to lie, cheat, seduce humans, steal.
Trader
Can be invoked to obtain money, negotiate deals, use existing deals, obtain rare items, travel between cities.
Refreshes when you obtain large sum of money.
Can be compelled to honor existing deals, obtain rare items.
Thri-kreen
Can be invoked to throw chatkcha, paralyze by biting, attack multiple times per round, leap, hunt, avoid missiles, scare mammals.
Refreshes when devours elves.
Can be compelled to hunt especially elves, scare mammals.
Special rules: Armor 1 shift per Aspect level, never sleep.
Preserver
Can be invoked to cast preserver spells (see magic).
Refreshes when you defeat defiler in wizard duel.
Can be compelled to fight defilers, fight templars, be chased by angry mob.
And so on. The result was fairly simple and straight to the point system which with little trouble was delivering what D&D promised.