At the beginning of every session, each character starts with a single Fate point. A fate point can be spent to use your the other players’s aspects. An aspect is a brief statement about who and what your character is generated in character creation or during game play. When you use an aspect you give your fate point to the DM and make a true statement about the world. The DM either adjucates the result or says no, and gives you back two fate points.
For example, if a rogue had the aspect Light Fingered, their player might say “I’m trying to get information about Don Fairchilde’s meeting with the local merchant’s guild. I strike up a conversation with his butler, and since I am Light Fingered, I steal a copy of the Don’s itinerary from his pocket.” This is not a magic bullet, and if the dm thinks you are just being greedy, he will say no and not give you a fate point.
The DM will occasionally offer you a fate point to invoke your aspects. You can say no. For example, “You are walking through the open air market when you pass a stall selling carved elven jade. You are Light Fingered and so nearly subconsciously palm a piece in the crowded street in front of several witnesses.” You can also try to invoke an aspect in a negative manner. If the DM accepts you will also receive a Fate Point.
If you accept a fate poin