Characters with high Strength include Hercules.
Characters with high Agility include
Characters with high Constitution include Rasputin.
Skill points, or a similar system
Characters with high Discipline include Malcolm Reynolds.
Characters with high Intuition include Sherlock Holmes.
Power of magic (items and spells)
Characters with high Presence include Martin Luther King, Jr., Mahatma Gandhi, and Samuel L. Jackson.
A starting character has ability scores ranging from 1 to 10. Their ability modifiers are equal to the score minus 5.
Note that there is no "Intelligence" score; this is intentional. The player cannot just say "oh, I'll just roll intelligence; what do I come up with?". A roll of Intuition might give a gut feeling as to a course of action, or Discipline might give a learned response, but the player is responsible for the actions of his character. On the other side of the coin, the character might well still know something important that the player forgot; [finish this sentence later]
In case it becomes relevant, a (human) character loses 1 point from a random ability score every 5 years after the age of 30. The player may choose to start a character above that age with no penalty, however.
To better visualize some of the distinctions between the abilities, I present the following two tables:
Standard 3.5 Skills Equivalency
Note: the full list is NOT the list that will actually be used. At this point, I am planning on keeping the skills system mostly intact, however.
Decipher Script (Dis/Int)
Disable Device (Agi-Dis)
Escape Artist (Agi)HULK SMASH! is still a Strength checkForgery (Dis/Int)
Gather Information (Int/Pre)
Handle Animal (Int-Pre)
Heal (Dis-Int)+target's Con
Hide (Agi)maybe (Agi-Pre)Intimidate (Con/Pre)
Knowledge (Dis)Int is potentially useful, but not muchListen (Int)
Move Silently (Agi)
Open Lock (Agi/Dis)
Sense Motive (Int)
Sleight of Hand (Agi)
Speak Language (none)
Survival (Int)Some aspects may be ConSwim (Str-Con)
Use Rope (Agi)
Bluff (Cha to Wis)
Climb (Str to Str and Dex)
Concentration (Con to Con and Int)
Craft (Int to none)
Decipher Script (Int to Int or Wis)
Disable Device (Int to Int and Dex)
Forgery (Int to Int or Wis)
Gather Information (Cha to Cha or Wis)
Handle Animal (Cha to Cha and Wis)
Heal (Wis to Wis and Int)
Intimidate (Cha to Cha or Con)
Jump (Str to Str and Dex)
Open Lock (Dex to Dex or Int)
Profession (Wis to none)
Ride (Dex to Dex or Con)
Search (Int to Int or Wis)
Spellcraft (Int to none)
Swim (Str to Str and Con)
Jump (with Agility)
Swim (with Constitution)
Total: 3 inhibited (was 3)
Sio's Note: Don't really like the change here too much. Strength should not be the new dump stat, but I'm unsure what to change if anything.
Climb (with Strength)
Disable Device (with Discipline)
Jump (with Strength)
Open Lock (or Discipline)
Ride (or Constitution)
Sleight of Hand
Total: 8 and 3 inhibited (was 9)
Sio's Note: Dexterity is only slightly less useful, and still only useful for the same kinds of people it was useful for before.
Intimidate (or Presence)
Ride (or Agility)
Swim (with Strength)
Total: 2 and 2 inhibited (was 1)
Sio's Note: Ride is a bit of a stretch, but Constitution is now more useful for almost everyone.
Decipher Script (or Intuition)
Disable Device (with Agility)
Forgery (or Intuition)
Heal (with Intuition)
Open Lock (or Agility)
Search (or Intuition)
Total: 5 and 3 inhibited (was 8)
Sio's Note: Intelligence is less useful than before. The only "pure" Discipline skill is Knowledge.
Decipher Script (or Discipline)
Forgery (or Discipline)
Gather Information (or Presence)
Handle Animal (with Presence)
Heal (with Discipline)
Search (or Discipline)
Total: 9 and 2 inhibited (was 6)
Sio's Note: Unlike almost all the other stats, Wisdom is actually more useful than before, as it gets a few more of the awareness and naturesy skills.
Gather Information (or Intuition)
Handle Animal (with Intuition)
Intimidate (or Constitution)
Total: 6 and 1 inhibited (was 8)
Sio's Note: Charisma's social monopoly is broken, and I intend to make the UMD-equivalent required for all magic items. I'm imagining a Leadership-score-like system for magic benefits.
Total:3 (was 1)
Sio's Note: Nothing special, just moved some stuff that had no business being ability-derived out.