Each stat corresponds to a different persuasion event. Int = reasoning, memory = authority, strength = intimidate, wits = seduction and mislead. I forget what finesse and constitution relate to. The more you have of that stat the easier it is to succeed even if you have no civil points in persuasion.
Lol how did you learn it? I believed I had to pick responses based on logic. Now I see that I should just consider these stupid numbers - or does the system represent a combination of these two principles?
In addition to what had been said, I think that the Devs' job might become even easier if they take the origin characters' tags and slice and cut them until they become applicable to player-made characters. "Villain" is the most obvious tag, but all the rest could also be turned in something like "ex-slave" or "too noble" or "psycho" or "hitman".