Chapter 2: Ability Scores

Ability Scores

Once a player character’s six ability scores have been established, it’s time to introduce the Player’s Option concept of subabilities. Each standard ability score—Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma—is divided into two subabilities. These are more specific definitions of what makes up a character. For example, a character’s Strength score is divided into the subabilities 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 subabilities, simply double the score of the parent ability (Strength, Wisdom, etc.) and divide that total between the subabilities. The scores for the two subabilities must be within four points of each other. Only whole numbers are allowed, no subability score can be lower than 3, and—with the exception of Strength—no subability score can be higher than 18. Racial modifiers to ability scores are exceptions to this rule. Also, subabilities can exceed racial ability maximums and minimums.

For example, Leon is determining the subabilities 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

Subabilities are used as the base numbers for many proficiencies in the Player’s Option system. See
chapter six for more information.

Subability 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 subabilities, 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 subabilities are listed below, along with their effects on characters.

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