I would like to try using the Fate Accelerated Edition (FAE) rules to give a bit of structure. Brief Setup:
-The six "Approaches" are Careful, Clever, Flashy, Forceful, Quick, Sneaky. Rate one as +3, two as +2, two as +1, and one as +0. These are your general style.
-You can define Aspects on yourself. Typically you have one "high concept" Aspect, one "trouble", and at least one other, but we can get by with just the first if you'd like, especially for now. Giving yourself a "trouble" like "Quick To Anger" or "Clumsy" is a way to get more Fate Points; see below.
-You roll 4d6 and add the relevant Approach to a reckoning of 1-2="-1", 5-6="+1". Eg. 1345 would be -1, +0, +0, +1, totaling +0.
-You have three "Fate Points" per scene that you can use to get a +2 to a roll, if you can justify it in terms of using an Aspect of yourself or the scenery.
-You can also take an action to create an advantage or overcome an obstacle, which sets you and other players up to do more cool stuff. Eg., you can roll to "kick over some furniture" and give the scene itself an Aspect of "Spilled Furniture" that you can then use to your advantage for offense or defense.
-If you want, you can also take a "stunt". This is in the form, "Because I am (Aspect), I get +2 to (Action)(Approach) when (some circumstance)."
-Taking damage from an attack? You can absorb hits worth +1, +2 and +3 once each, but beyond that you start taking injuries that are bad Aspects and can linger beyond the scene.
My character so far:
Leon (Human M)
Teenage orphan. A would-be gambler. Observant. Chose a staff as a weapon. Paid attention to the wind. Timid.
Aspects: Aspiring Mage
Approaches: Clever +3, Quick/Sneaky +2, Flashy/Careful +1, Forceful +0