So far I’m quite intrigued by this setting and it’s become one of my favorite demos currently in writing, and since I’m a random guy on the internet you know this is the pinnacle of praise!
As far as the stat dilemma go this is what I would’ve aimed for, focusing on the romance as the example:
If you have a low Charm score and/or are too modest etc, you’re not really adept to flirting so while you can express interest in whatever clumsy/adorkable way, your inexperience makes you the “prey” to the other party and/or you may have to work a bit longer in order to impress them. In short, romances happen on their terms because you are too meek/inexperienced to take the lead properly.
If you have a high Charm score, you can turn that around because you’re experienced (or just sheer talented) enough to take even a hunter like a charmy Kitsune and flip the flirting game on his/her head and make the hunter become the hunted. I imagine with some unique [Charm] dialogue options, which also gives a bit of a shortcut on the relationship development because it all happens on your terms rather than theirs, and it’s a match to reel them in.
Maybe if it’s not too much work, the middle-ground where you can pick some options but aren’t high enough for others turns it into a back-and-forward game of flirty wits with both trying to one-up each other (Kitsune) or find cracks in the armor (Samurai) or whatever is personality-appropriate.
What do you think? Am I within the realm of realism or is my lack of insight into the coding process showing?