It's a good thing I just got back to my notes because I was about to write it down and it leads into the second biggest part of the system.
Willpower: Gives bonuses to targeted attacks, and increases second wind health if it’s your highest stat.
Strength: Gives bonuses and reckless strikes and increases damage after a Second Wind if it’s your highest stat.
Dexterity: Gives bonuses to quick attacks and gives a second attack after a Second wind.
Intelligence: Increases Flank attack damage and gives a teleport after a Second wind.
Charisma: Increase the effectiveness of Convincing and allows for the stunning of any one target after a second wind.
Luck: Increases the effectiveness Shooting and makes you untargetable for the turn after your second wind.
Now there's two things that you may notice about the stats. First, is that each affects an attack. So, you may be wondering why there are so many different attacks and I'll tell you. Each one of them except for flank attacks and shooting is rolled against a certain other stat.
Reckless strike attacks Dexterity
Quick attack targets Intelligence
Targeted attacks hit Strength
Convincing due to it's nature of talking out the problem attacks willpower
Shooting is rolled against the target's highest stat due to the fact that a martial artist will always see the bullet coming which balances out the fact that it's the only attack that can occur at range.
And flanking attacks occur so long as the attacker is attacking from a flank in melee.
Each of the attacks and their relevant defense gets the total bonus on the roll added. Also of note is that the stats can be used in the same way as attacking in other situations. An example occurs below.
As part of his training the young apprentice ninja Barato has been tasked with stealing another ninja's clothes so Master Yoshi can get 'sensitive information' that is contained within. Yes he did say it with the quotes. Barato failed his willpower roll at that particular time.
Barato has managed to get into the hot springs where the other ninja is relaxing and is now on the final stretch when, out of no where, one of the ninja's friends goes to join her. This is the start of an opposed intelligence test.
The other ninja being Barato's senior has an intelligence skill of +3 which is better than Barato's +2 putting him at a disadvantage. The senior's roll is a five which means that Barato has to roll an 7 or better. Barato rolls a 20 and remains unseen by the older ninja allowing him to complete his test and, more importantly, not seem like a pervert to the rest of the village.
Finally, stats only advance every third level as they are not supposed to be as important as perks which further characterize characters and come every level. (At level four, seven, ten... ect.)
Now the other big thing which is the last bit to finalize before getting to the real customization is Second winds. Now you can probably guess that these are really useful and there is a reason for that. Since the PCs are the main characters and in this system would normally have the same health as a mook, they get to come back into the fight with full health and one action that will always succeed (as long as it's thematically something that would happen. You aren't suddenly going to build the death star for example but you can make sure that you hit your next target.) and get an extra power as seen in the stats explanation. Some perks, which will be elaborated on more later also have an effect after a second wind.