Well then! We have a prospective GM in eBadger (say hello!), with whom I have corresponded in PM since he made his post here. I feel we're on a pretty similar wavelength in what we want for this game for the most part, but he's also new to FAE (much like myself), so there may be some figuring out of things that needs to be done.
In the meantime, I wrote a guideline for character creation by standard Fate Accelerated rules for those who aren't familiar. There is more to Aspects than just what is listed below, since an Aspect can be tied to (or be) anything, not just individual characters, but that goes beyond character creation.
High Concept. Essentially a short very basic description of your character. For my example Marissa, that's 'Studious Witch Apprentice'. Other examples 'Daring Elven Swashbuckler' or 'The Best Gun In The West', something that describes the core of the character.
Trouble. Define a character trait that is problematic. This can be something like 'Easily gets jealous' or like Marissa's 'Curiosity
killed corrupted the cat'. It can also be something non-personality related like 'Trouble magnet' or 'wears the brand of a traitor'. The latter won't really work for CoC since there's no big common law that would matter after stepping through the portal, but it should serve as a general example.
Then you can define one to three further Aspects, similar to the above, that describe character capabilities or things she's done that are representative of who she is and what she can do. It's best to just define one single additional Aspect to begin with, since either I or the other potential GM might use the remaining two for transformation stuff exclusively.
You assign 3, 2, 2, 1, 1, 0 points to the six approaches depending on what the character is like.
These approaches are: Careful, Clever, Flashy, Forceful, Quick and Sneaky.
Higher is better in Fate. The game isn't really that concerned with what you do as long as it fits the character but how you do it. If you're a dashing Swashbuckler, you face your foe Flashily in combat, but if you're a lumbering giant of a man, you'll likely be Forceful instead. It all depends on how you describe what you do -- what your Approach is, hence the name.
The most complex thing about character creation comes last. Stunts are character-specific abilities that are free to use. You can have up to five, though it's usually best to begin with just one. Number one to three are free, a fourth or fifth costs you Refresh (explained further below).
The easiest way to do them is to define a specific situation in which a character gains a +2 bonus to a single type of Approach. The Swashbuckler, again, might take 'Because I am a master duelist I gain a +2 bonus when Flashily facing a single foe.' A Succubus seductress might take 'Because I live to seduce, I gain a +2 bonus when Flashily seducing someone'. Depending on how the seductress does her seducing, that could easily also be Careful (the slow route), Clever (maybe a bargain that involves sexual relations as part of the deal) or Sneaky (shapeshifting into a lover, etc.). This sort of 'Stunt' can be anything, from a special aptitude, martial technique (Kamehameha!) or even a piece of equipment.
There are more involved things like 'Because I have a mercenary company at my disposal, once per game session, I may declare that a helpful mercenary arrives in the scene', but those are usually best discussed between GM and player since they are completely open to mutual agreement and have no real guidelines.
And that's pretty much everything needed for character creation! Don't skip the section below, though, it gives some insight on what some of the above is actually for!
On Aspects, What You Do With Them And Fate Points
First, Aspects define who your character is and what they can do just by merit of existing. If a character lists 'soldier', it's simply assumed they know how to wield a weapon, how to properly set up camp and how to take care of their equipment.
Second, you have a limited resource in the game called Fate Points. There are two main uses for them: to Invoke an Aspect or to Compel it.
If you do something that corresponds with one of your Aspects, you have the option to spend a Fate Point and Invoke that Aspect to gain either a +2 bonus to a dice roll or may reroll instead.
To Compel an Aspect means to force a development that makes the situation more dramatic or complicated. It works like this: someone, this can be the GM, a fellow player or even you yourself, points out that one of your aspects might complicate things in the current scene. An 'ill-tempered' Aspect might be compelled to make a character lash out at an important NPC or group member, for example.
If a fellow player or GM, they then pay one Fate Point to the recipient in order to Compel that Aspect, essentially forcing it to happen, but the actual result is discussed between those involved first. And the one who is so compelled can spend a Fate Point of their own to negate the Compel completely if they wish. The main guideline for Compels and FAE in general is that things should be interesting. If they aren't, don't do it.
When a player wants to compel their own aspect, they have two options: if it's a personality thing, they just play it and make a note that they're doing so. If it's well executed and actually a complication to the scene, the GM should award them a Fate Point from their GM pool (a GM gets as many Fate Points per scene as there are players, as a general rule). If it's an Aspect like 'FBI's most wanted', they suggest that the FBI might show up soon. If the GM thinks it would add to the current scene, they also hand out the Fate Point and things then develop accordingly.
Compels are the main source of getting Fate Points back. Of course, the Trouble aspect is the most obviously suited for Compels, but ideally all Aspects should offer Compel potential. 'Studious Witch Apprentice', for example, implies that Marissa is still inexperienced and might botch something because she's too excited or distracted that otherwise would have worked fine. Or that she could get into trouble in places where 'we don't like them witches, stranger'.
The second way to get Fate Points back are what was briefly mentioned in the Stunt section above: Refresh. All characters start with 3 Refresh, unless they have four or five Stunts, which reduce it to 2 or 3 respectively. In a pen&paper game, Refresh is the lowest amount of Fate Points a character starts out with each session. If you dropped below your Refresh last session, BAM, now you have three shiny points again! If you had more because you accepted a couple interesting Compels, you start with whatever amount you had last time.