Maybe it's a bit too much for now, but I was thinking that there could be several descriptors for each 'level' of an attribute, so it isn't always the same description, and would automatically spice up character descriptions a bit. Example follows.
MUSCLE
Very low: Bob looks extremely feeble. // Bob looks pathetically weak.
low: Bob is scrawny, and his arms lack muscle. // Bob is thinly-built and looks feeble.
below average: Bob doesn't look very strong. // Bob looks somewhat weak.
average: Bob is of average strength.
above average: Bob looks kind of strong. // Bob seems to be somewhat strong.
high: Bob looks fairly strong. // Bob appears somewhat muscular.
very high: Bob has noticeably muscular arms. // Bob is well-built and looks tough.
extremely high: Bob looks extremely muscular. // Bob appears ridiculously tough.
Something like that.
How much are we in agreement with what type of attributes to use?
Muscle - determines physical damage, how much character could carry
Constitution - Resistance to illness, poison, fatigue
Coordination - determines accuracy, things like lockpicking
Intelligence - intelligence based skills, hiding your trails
Charisma - making people like you, all that
Willpower - whether your character could weather non-physical stress, especially if the game implements that status-type idea with concern/worry/fear
Perception - helps you notice things that you might normally miss (sounds and details)
Would these be alright, or should we remove some? Add some?