Subabilities are allowed, but the method of determining them is new, as are the particular effects of the subabilities. If the player wants to divide the scores into subabilities, he must choose by how much he wants to split them. Possible choices include:
0, 1d2-1 (zero is possible), 1d3-1 (zero becomes 1), 1d2, 1d3, 2d2-1, 1d4, 2d2, 1d3+1d2-1, 1d3+1, 1d3+1d2, 2d3.
The player chooses the die or set of dice he wants to roll, then rolls that set twice. The first result will be applied to the first subability, and the second result will be applied to the second subability. The player then randomly determines which one is raised and which one is lowered. He may reverse this, at a cost of 2 points to the score that will end up being higher. When the scores are determined, the original ability score may change. Adjust it so that it is either exactly the average of the two subabilities, or, if this is impossible, then adjust the main ability score so it is one-half of a point less than the average. Note that this can result in a difference of 12 between subabilities (although the chance of this is low.) Any subabilities may exceed racial maximums, and nonwarriors may have Stamina and Muscle percentile scores, unless it would cause the original ability score to exceed such maximums. If it would, the player must drop the highest subability until the main ability score is within acceptable limitations.
Strength: Each division of percentile strength counts as one point. (For example, increasing one point from 18/24 results in a score of 18/51. Decreasing from 18/24 results in a score of 18. Increasing one point from 18/00 results in a score of 19.) Stamina also affects fatigue; see fatigue rules, which are coming soon. Stamina alone determines encumbrance, and if Weight Allowance exceeds Max Press, then the character has the ability to walk around while a certain amount of weight is on his back, but his arms are not capable of bearing that weight. Simple.
Dexterity: Balance still covers AC, and reaction adjustment as it applies to surprising others, but the reaction adjustment modifier when it applies to initiative modifiers is now a function of general dexterity (neither Aim nor Balance.)
Constitution: Fitness still determines hit point adjustment, but health determines everything else, including resurrection survival and regeneration. Fitness also has a minor effect on fatigue, but the effect of stamina is more pronounced.
Intelligence: The amount of spells per level that a wizard can have in his spellbooks is determined by Knowledge, not Reason. Character point bonuses are halved, and each subability grants half, with Knowledge granting one point more if necessary. (For instance, the bonus for an Intelligence score of 15 is 4, and the bonus for 18 is 7. 15 Reason grants 2 character points, and 18 Reason grants 3. 15 knowledge grants 2 character points, and 18 Knowledge grants 4. A character with 15 Reason and 18 Knowledge will have 6 bonus character points for intelligence-related NWPs (or WPs, if he is a warrior.)
Wisdom: No special changes.
Charisma: No special changes.