- High Concept: Ideally, the high concept ties into your highest approach. Indeed, in order cast spells, your high concept aspect must tie into the appropriate approaches (Cleric and/or Wizard). If your have an average (+1) or higher approach as Cleric or Wizard, but your high concept doesn't indicate that you are a spellcaster, you will have knowledge about arcane and/or divine magic, as well as all the other abilities associated with the Cleric or Wizard approach, but you won't be able to cast spells. Otherwise, the high concept functions identically to FAE. It describes what your character is about at his or her core. Examples are: Dwarven Knight of the Nether Reaches, Woodland Ranger of the Skogurhörmulegur, The Thief Who Stole the Elven Juwel.
- Trouble: Works identically to FAE. This aspects serves to propel you into adventures and make your live really interesting. Examples are: Outcast from the Woodland Realm, Hunted by Ragnar the Blackened, Orcs have taken everything from me!
- Alignment: This one is new and basically you select one of the nine alignments (Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil or Chaotic Evil). The fun thing: in FAE, the GM can compel you to act in accordance with your alignment and it gets you FATE points. Don't forget to self-compel!
Beyond those three, it is up to you, if you want to fill the remaining two slots at the beginning of the game or if you want to wait until an aspect suggests itself to you.
As an additional treat, I am adding the character sheets for FAEntasy.
FAEntasy plain character sheet
FAEntasy form-fillable character sheet
Thanks to +Paul Kießhauer for his idea on having a spellcaster approach without being a spellcaster.