I use a kind of 'verbal' roleplay system where the written description of the character will determine how probable success is in any given action, so your wording on the sheet does matter in terms of what your character can do in game. In general the system is loose and story-based since this is forum RP. I only demand specific descriptions of abilities when it comes to mage spells for without this kind of restraint magic can become too OP in this setting.
Name:
Race:
Nationality/Birthplace:
Attributes: Choose three mental, physical or social descriptors which fit your character. Avoid overgeneralized descriptions like 'awesome'. Example: Dexterous, Acrobatic, Sly
Appearance (pic optional, if you use a starry eyed anime girl I will smite you):
Background (character origin and history up until Ostagar):
Personality:
Skills: Choose six skills (nonmages must choose at least one combat skill). These skills cover expert not general knowledge so not taking riding would not mean your character can't ride a horse, only that he might have trouble jumping an obstacle or negotiating a steep incline. Likewise a character without geography would not fail to pick out Ferelden or Denerim on a map, but they would fail to locate a little known pass in a mountain range or a ford on a river. Options include but are not limited to acrobatics, appraisal, scribe (covers not only calligraphy but the ability to forge documents), pickpocket, lockpicking, stealth, streetwise, coercion, trapcraft (making & disarming), survival <insert environment> (covers all wilderness skills in the given environment for example survival <dessert> would cover surviving the harsh environment of an ice cream sundae...), herbalism (potions and poultices), apothecary (poisons and bombs), tactics, runecrafting (nonmages only), smithing, bowyer/fletcher, leatherwork, sailing, riding, lore (academic study of magic and magical creatures), history, geography, religion (advanced study of any one or related faiths from Andrastianism to Dalish Pantheism), etiquette (covers all aspects of courtlife, manners, dance, heraldry, genealogy, etc.), languages (one per skill point), archery (strung bows), crossbow, thrown weapons, reach weapon (polearms, quarterstaff and spears), dual weapon, single weapon, oversized weapon (mauls, great axes and great swords), weapon/shield, and unarmed combat.
Knack: Choose one subskill within one of your noncombat skills with which you have a particular aptitude. Example Hiding in Shadows for Stealth, Incendiary Mixtures for Apothecary, and Paralyze Runes for Runecrafting (you know they're OP :-P)
Combat style (nonmages only): Choose a more specific weapon style covered under one of your combat skills and in which you excel. Example: Sword/shield for Weapon/shield, Warhammer for Oversized Weapon, Throwing Daggers for Thrown Weapons, or Knife-Fighting for Dual Weapon.
Spells (mages only): Choose three spells from the
cannon being sure to take them in progressive order of difficulty (no firestorming before you can fireball) or select them from unique spell-lines created for the character and approved by the GM.
Equipment: Nothing magical excluding potions and staves for mage characters. More impressive items are covered under advantages (see below).
Advantages: Advantages include everything from an artifact sword passed down from your grandfather to a lyrium tatoo, specialized training or a useful animal companions. Anything that gives the character an edge. Have fun with this and use your imagination. Choose only one advantage unless you elect to take a second flaw, in which case choose two.
Specialization: Eventually all characters will gain specialization but at the start of the game a specialization can only be taken as an advantage (see above). Specializations include the standard Dragon Age options, templar, blood mage, assassin, etc., in addition to unique specializations submitted by players and approved by the GM.
Flaw(s): A significant disadvantage that afflicts the character, personality issue, physical injury, old age (older than 50), young age (less than 15), mental disability or illness, outlaw status, etc. Whatever it is it should be a major inconvenience. If you elect to take two flaws they need to be very different in nature not just two different personality flaws. Flaws can also be 'negative attributes'. Example: clumsy, inarticulate, weak.