Ability Scores (POSP)

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Once a player character's six ability scores have been established, it's time to introduce the Player's Option concept of sub-abilities. Each standard ability score—Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma—is divided into two sub-abilities. These are more specific definitions of what makes up a character. For example, a character's Strength score is divided into the sub-abilities of Stamina, which reflects being able to physically exert oneself over a period of time, and Muscle, which measures the raw power needed to force open locked doors or overturn banquet tables.
To determine a character's sub-abilities, simply double the score of the parent ability (Strength, Wisdom, etc.) and divide that total between the sub-abilities. The scores for the two sub-abilities must be within four points of each other. Only whole numbers are allowed, no sub-ability score can be lower than 3, and—with the exception of Strength—no sub-ability score can be higher than 18. Racial modifiers to ability scores are exceptions to this rule. Also, sub-abilities can exceed racial ability maximums and minimums.
For example, Leon is determining the sub-abilities for his fighter. The fighter's six ability scores are:
	Strength 16 	Intelligence 12
	Dexterity 14 	Wisdom 8
	Constitution 12	Charisma 11
Leon doubles the fighter's Strength score (16x2=32), and divides the 32 points as follows: Stamina—15, Muscle—17 (15+17=32). Leon records this on his character's record sheet.
	Strength 16 	Constitution 12
	Stamina 15 	Intelligence 12
	Muscle 17 	Wisdom 8
	Dexterity 14	Charisma 11
Sub-abilities are used as the base numbers for many proficiencies in the Player's Option system. See chapter six for more information.
Sub-ability scores also are used in place of the six standard ability scores when ability checks are called for. For example, if Leon's fighter wanted to lift a large piece of fallen masonry that is trapping a fellow adventurer, the DM normally would call for one Strength check to see if the fighter is capable of lifting the heavy block of stone, and another Strength check to see if the fighter can hold the block aloft long enough for the other character to crawl free. Without sub-abilities, the fighter stands an equal chance of succeeding at both attempts.
Using the same scenario with the Player's Option system, the DM would call for a Muscle check (Muscle score of 17) to see if the fighter has the sheer power to lift the stone block off his friend. Assuming that roll is successful, next a Stamina check (Stamina 15) would be needed to hold the masonry in the air long enough for his friend to move out from under it.
The 12 sub-abilities are listed below, along with their effects on characters.
* Strength
** Stamina
** Muscle
* Dexterity
** Aim
** Balance
* Constitution
** Health
** Fitness
* Intelligence
** Reason
** Knowledge
* Wisdom
** Intuition
** Willpower
* Charisma
** Leadership
** Appearance