Babylon 4: Rules and Systems
Skill Tests
This game uses a skill test system to determine whether characters succeed at tasks. When a character is attempting an easy task or when there is no time pressure or no consequence for failure, the GMs will usually allow the character to succeed without any test and the consequences will be explored through narrative. But when attempting a difficult task, either under pressure or when failure could have negative consequences, the GMs may ask the player to make a skill test to see if they succeed.
The GM will specify an appropriate skill to use. In some cases more than one skill might seem appropriate in which case either could be chosen.
To make a skill test roll a d10 and add your character's level in the skill.
If your result is equal to or higher than the target number (usually a 6), then your character succeeds.
If you don't have any levels in the skill then the target number becomes 10.
Rolling a 1 always fails and rolling a 10 always succeeds.
Critical Success
If your result exceeds the target number by 6 or more then it counts as a critical success and this may grant additional beneficial effects depending on the circumstances.
Success Chance
This table shows the chances of success at each skill level when compared against a standard target number of 6 (or 10 for unskilled):
Levels | Success | Critical Success |
---|---|---|
0 | 10% | – |
1 | 60% | 0% |
2 | 70% | 10% |
3 | 80% | 20% |
4 | 90% | 30% |
Combat
Combat takes place in rounds, with each player taking it in turns to take an action. There is no initiative order, all characters act at the same time, but the results are worked out one at a time for convenience.
When attacking, the player makes a skill test using either the Melee skill for close quarters fighting, or the Ranged skill for any type of ranged attack. The target number is equal to their opponents Defence rating, which defaults to 6 but might be higher if they are wearing armour or possess certain merits.
If the attacker succeeds in their skill test then they damage their opponent. Each weapon lists how much damage it deals. Unarmed attacks like punches and kicks deal 1 damage.
If the attacker gets a critical success, then the amount of damage they inflict is increased by 1.
Injury and Death
Characters have a Health score which is decreased whenever they take damage from an attack or hazard.
If a player character is reduced to zero health, they fall unconscious, while NPCs might either go unconscious or die depending on what’s narratively more suitable. A character cannot be reduced to below zero health.
A PC usually only dies if a concerted effort is made to finish them off: they have to be already at zero health and then someone has to declare they are killing them with one more attack. If that attack is not interrupted then the character dies.
A PC can also die due to damage from narrative events but the GMs will make such situations clear, for example if you choose to run into a building with a bomb, the GMs might let you know that your character could die if the bomb goes off.
Healing
There are two different ways a character can be healed during a session.
Each PC can have their wounds treated once per session in an ad-hoc manner; another character with the Medicine skill applies bandages or other treatments, makes a Medicine skill test, and if they succeed it heals 1 health. This amount is not boosted by a critical success. This is usually enough to get someone back on their feet so they can seek better medical treatment.
A PC can also be treated in medlab, this also requires a Medicine skill test from the attending doctor. This takes at least 10 minutes and heals 2 health, or 3 on a critical success. Some dramatically serious injuries and diseases may not be healed so easily and may need a narrative solution.
In between sessions, characters are assumed to have visited medlab and so always start each session with full health.
General
Rules and Character Creation