My fantasy house rules might be useful to someone so I thought I would post them here.
Fantasy House Rules
When fighting with a melee weapon situational factors such as the type of weapon and fighting conditions are almost always important, giving the wielder of one weapon a weapon advantage to their attack roll over another character equal to a +1 or +2 depending on how big of an advantage one weapon user has against the other. In each conflict the GM decides who has the weapon advantage based on what weapons the characters are using, and what sort of environment they are fighting in. Melee weapons always have the advantage against ranged weapons users when in the same zone, ranged weapons do not get an advantage unless they are on a advantageous height where they can shoot down at their targets. Anyone riding a horse has an weapon advantage over a unmounted opponent if they are in an open manoeuvrable environment.
Ride- The ride skill replaces drive. A rider can always move to any zone as a free action as long as there is nothing in the way. When figuring in weapon advantage a rider usually gets a +1 against any unmounted opponent unless they have a really good anti horsemen weapon. The rider should never get a weapon advantage unless he has plenty of room to maneuver.
A rider gets a +2 bonus from a prized war horse which cost 100G.
There are two kinds of armor, heavy and light. Armor can be “fitted” to the wearer. Doing so provides a stunt associated with your armor. Taking a moderate/severe consequence requires armor to be refitted before using the stunt again. Fitting a suit of armor cost 100G.
Heavy: Reduces damage by 2. Can be compelled to restrict movement in certain situations.
Light: Reduces damage by 2 once per scene. Never restricts movement, and can be concealed.
Magic- Magic counts as a skill but behaves as a skill pyramid, each level of the pyramid gives one cast of a spell. Each level of the pyramid also allows you to cast spells of a specific level of power. Each time you cast a spell at that level of power it is marked off, unable to be used again until you refresh at the beginning of a game session. The following chart shows a magic skill of great, allowing the magic user to cast 1 great spell, 2 good, 3 fair, and 4 average.
  Good
   Fair
    Average
Because magic is flexible enough to replace any other skill, it weakens very quickly, diminishing in power with every level on the pyramid, however you may sacrifice any number of cast below on the pyramid to cast a spell above equal to the total bonus the spell is worth. For example, to cast a great cast when you have already marked off your great cast you must mark off 2 fair cast, 4 average cast, or a good cast, and an average to pay the cost to recast your great cast. You cannot sacrifice spells to go higher than your highest cast, which in the case of the example is Great +4.
If you wish your character to be more talented at casting specific spells, simply use stunts to increase your effectiveness in a specific way. Example would be +2 stress with fire magic, or +2 to create an advantage with gust of wind. More powerful stunts/spells should also cost a Fate point or have some other drawback.
In combat, magic is difficult to react to, so in the case of magic being used as an attack against a specific enemy the magic user always has weapon advantage. This is also balanced by the fact that magic degrades with each cast.
Bond- If you wish to have an animal companion, a magical twin, or some sort of familiar you can split your character and play as two characters, a primary, and secondary character. Your secondary character can be given some of your skills or stunts, although they must remain in your skill pyramid. For example, if you had a hawk minor character you could move your notice to the hawk, but if the hawk was not present the primary characters notice would count as mediocre, you may change out which skills are set for which character during any minor milestones. Stress to a secondary character is counted as mental stress to the primary character. Both the primary and secondary character are always aware of what is going on with each other, both sharing each others experiences when they desire, and knowing when each other is in danger. When both characters are fighting together they gain weapon advantage against their opponent. Bond requires no in game cost, although you must have at least one aspect about your secondary character.
Alignment, class, an race:
My suggestion is to include your race and class in your high concept, and your alignment/ideals in your trouble with a bit of added flavor. Your race can be compelled when you do something that is difficult to your race, such as a halfling wrestling a human. Your class can be used for many invokes that help you for what your character is well trained to do.
High concept: Clever Halfling Bard
Trouble: Sharp tongued
Alignment: Small folk can't afford to worry about honor (neutral evil).
Motivation: I'm going to punish my sweet sister the queen.
Cool thing: I always pay my debts.