3.5 D&D You As Character RPG Creation The Engineer says...
Okay, if you could, try to list it out a little more clearly.
Strength: If you don't have gym weight benchmarks or things of that nature to list, try letting us know how easily you can heft 50+ pound items and things of the sort
Dexterity: nimbleness of the fingers, throwing accuracy, adeptness with a gun/bow, anything of that nature.
Constitution: how long you can run, how easily you can get sick, your relative pain threshhold.
Intelligence: examples of pure reasoning ability, math, most sciences, puzzle solving, etc.
Wisdom: how often you forget your keys, how much in the way of so called "Common sense" you have, how likely you are to walk into a lamp pole because you were focused on something else.
Charisma: Its all about force of personality with this one and connecting with people. How easily do you know what to say to others? Can you get them to listen, or even take instructions from you?
Or, as some joker on the internet put it:
Strength is being able to crush a tomato.
Dexterity is being able to dodge a tomato.
Constitution is being able to eat a bad tomato.
Intelligence is knowing a tomato is a fruit.
Wisdom is knowing not to put a tomato in a fruit salad.
Charisma is being able to sell a tomato based fruit salad.
Please try to be honest with this.
While at it, it would be good if you described what kind of things you would get up to if this morning you were walking down your street back on earth, and that evening was told you'd need to defend yourself from goblins. Would you try and seek the mysteries of magic, or just grab a weapon and shield and start bashing?
Bear in mind that for this game, your character is YOU. You woke up one morning and got kidnapped to a world of beauty and danger. You get a bit of help adjusting and learning, but for the most part this is you dealing with a new reality.