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Surviving Black Mesa

t’s a typical day at the Black Mesa Research  

I
Facility, where the players work as scientists and Characters
security guards. They’re going about their daily  
routines when something goes terribly wrong. A
sudden explosion rocks the facility, followed by
an eerie silence. The lights flicker and then go out
completely, leaving the players in darkness.
As they scramble to find their way in the dark, they
realize that something is very wrong. The facility is in
chaos, with alarms blaring and strange noises coming
from all directions. It quickly becomes apparent that
they’re in the middle of a disaster.
The players must work together to escape the facility
and make their way to the surface. But as they navigate
the dangerous corridors and face off against strange
creatures, they begin to realize that the situation is far
worse than they thought.
Will the players be able to survive the horrors of
Black Mesa and make it to safety? Only time will tell.
   

Segurança Nível 1
Humanoide (humano) Médio

Armor Class 16 (kevlar reforçado) Firearm Protection 14 Chefe de Ciência Nível 1


Hit Points 12 (1d10 + 2) Humanoide (humano) Médio
Speed 30 ft.
Armor Class 12 (sem armadura) Firearm Protection 10
STR DEX CON INT WIS CHA Hit Points 11 (1d10 + 1)
14 (+2) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 8 (-1) Speed 30 ft.

Bônus de Proficiência +2 STR DEX CON INT WIS CHA


Antecedentes Praticante de esportes radicais. 14 (+2) 14 (+2) 12 (+1) 16 (+3) 8 (-1) 10 (+0)
Equipamento Inicial Glock 12 (pistola), 2 cartuchos de
balas 9mm (12 unid., cada), cassetete, lanterna, Bônus de Proficiência +2
uniforme de guarda com colete kevlar reforçado (AC 14 Antecedentes Pescador por hobby, criador de pássaros e
+ Dex), rádio e crachá de acesso C+S. campeão de xadrêz.
Equipamento Inicial Jaleco, roupas sociais e crachá de

Ações acesso C+B.

Glock 12 (reload 12). Você faz até 2 ataques de longo Flash of Genius (3 uses). You have the ability to come up with
alcance. Ranged weapon attack. +4 to hit, range 40/120 ft. solutions under pressure. When you or another creature
(80/240 ft. with two hands), one target. you can see within 30 feet of you makes an ability check or
a saving throw, you can use your reaction to add your
Hit: (1º ataque) 1d6 + 2 piercing damage.
Intelligence modifier to the roll.
Hit: (2º ataque) 1d6 piercing damage.
Savant Helper. As long as you are able to verbally
Cassetete. Melee weapon attack. +4 to hit, reach 5 ft., one
communicate with an ally, you can use the Help action to
target. Hit: 1d4 + 2 bludgeoning damage.
aid on tasks that require Intelligence or Wisdom checks.
You can also aid them on attacking a target within 60
feet from you that you can see or hear. When you do this
and the attack hits, it deals an extra 1d6 damage + your
Intelligence modifier.
Reload (X) Ações
Uma arma com propriedade reload (ex: Glock 12) precisa
ser recarregada com uma ação após X disparos. Se você Unarmed Strike. Melee weapon attack. +4 to hit, reach 5 ft.,
for proficiente com a arma, também pode recarrega-la one target. Hit: 3 bludgeoning damage.
com uma ação bônus.
   

Cientista de Campo Nível 1


Humanoide (humano) Médio

Armor Class 16 (traje HEV) Firearm Protection 16


Gerente de Setor Nível 1
Humanoide (humano) Médio
Hit Points 12 (1d10 + 2)
Speed 30 ft.
Armor Class 12 (sem armadura) Firearm Protection 10
Hit Points 12 (1d10 + 2)
STR DEX CON INT WIS CHA Speed 30 ft.
14 (+2) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 8 (-1)
STR DEX CON INT WIS CHA
Bônus de Proficiência +2 14 (+2) 14 (+2) 14 (+2) 10 (+0) 8 (-1) 14 (+2)
Antecedentes Motorista de caminhão monstro e entusiasta
de treinamento animal.
Bônus de Proficiência +2
Equipamento Inicial Pé-de-cabra, traje de inteligente HEV
Antecedentes Ex-chef de cozinha, dono de um restaurante,
para ambientes perigosos e crachá de acesso nível C+B.
pescador por hobby e acionista.
Equipamento Inicial Maleta com documentos, traje social
Traje Inteligente HEV. Este traje especial foi projetado para formal, crachá de acesso nível C.
sobrevivência em ambientes perigosos. Ele concede os
seguintes benefícios:
Sharp Tongue (4 uses). You have a special talent for
Armadura resistente contra impacto e blindagem. (AC manipulating people’s feelings. With only your words, you
16) can calm their emotions, fill their hearts with hope or
Equipado com lanterna e rádio embutidos. courage, or piss them off to the point of irrational rage.
Protege contra contra radiação e temperaturas extremas, This talent effectively allows you to replicate the effects of
conferindo resistência contra danos de fogo, frio e the bane, charm person, healing word, or heroism spells. (no
necrótico causado por radiação. components required) These effects require no
Deteca fraturas e lacerações e aplica morfina quando o concentration, they last for their full duration; and the DC
HP estiver abaixo da metade, concedendo 1d10 HP to resist them is 12.
temporário. O traje precisa ser recarregado em estações Alternatively, when an ally within 60 feet of you fails a
de recarga HEV espalhadas pelo complexo para reabilitar d20 test, you can use your reaction to roll a d6 and add the
esta função após o uso. result to the failed test, potentially turning it into a success.
Either way, you must be able to verbally communicate
O traje inteligente HEV está cadastrado com as suas with the targets to affect them, and they must be able to
biometrias e não pode ser utilizado por outras pessoas. hear and understand you.

Ações Ações
Pé-de-cabra. Melee weapon attack. +4 to hit, reach 5 ft., one Maleta pesada (two-handed). Melee weapon attack. +4 to hit,
target. Hit: 1d6 + 2 bludgeoning damage. reach 5 ft., one target. Hit: 1d6 + 2 bludgeoning damage.
   

Técnico de Manutenção
Nível 1
Humanoide (humano) Médio

Armor Class 13 (macacão de manutenção) Firearm


Protection 10 Médico Nível 1
Hit Points 12 (1d10 + 2) Humanoide (humano) Médio
Speed 30 ft.
Armor Class 12 (sem armadura) Firearm Protection 10
STR DEX CON INT WIS CHA Hit Points 12 (1d10 + 2)
14 (+2) 14 (+2) 14 (+2) 10 (+0) 8 (-1) 14 (+2) Speed 30 ft.

Bônus de Proficiência +2 STR DEX CON INT WIS CHA


Antecedentes Motorista de caminhões monstro amador e 8 (-1) 14 (+2) 14 (+2) 14 (+2) WIS 14 (+2) 10 (+0)
famoso na internet.
Equipamento Inicial Chave grifo, rádio, macacão de Bônus de Proficiência +2
serviços com lanterna, 15m de corda sintética Antecedentes ??
multifilamento, cinto de ferramentas, crachá de acesso Equipamento Inicial Defibrilador portátil, estojo de
C+M. equipamento médico com 6 seringas, jaleco, roupa
esportiva, um estojo de primeiros socorros, crachá de
acesso C+N.
Athlete. You have the athlete feat. It grants you the
following benefits.
Treinamento de Resgate. Você pode usar estojos de
When you are prone, standing up uses only 5 feet of your primeiros socorros com uma ação. (normalmente são
movement. necessários 10 minutos) Além disso, quando você cura
Climbing doesn’t cost you extra movement. alguém com um estojo de primeiros socorros, a cura
You can make a running long jump or a running high aplicada aumenta pelo seu nível + seu modificador de
jump after moving only 5 feet on foot, rather than 10 Sabedoria ou Inteligência. (sua escolha)
feet.
Ações
Ações Seringa. Melee or Ranged weapon attack. +4 to hit, reach 5
Chave grifo. Melee weapon attack. +4 to hit, reach 5 ft., one ft. or range 20/60 ft. (thrown), one target. Hit: 1d4 + 2
target. Hit: 1d6 + 2 bludgeoning damage. piercing damage.
Equipamento
Firearms damage described in the weapon’s full-auto property  
instead of its normal damage. You can’t add your ability
Armor Class modifier to this damage.
 
Armor Class is expressed in two numbers: the first is
the defense against direct attacks (this is your
“classical” armor class value), and the second is your
defense against firearms. You can add your Dexterity
modifier to your physical defense as normal, but you
can’t add it to the firearms defense. For example, a
bullet-proof vest has an AC of 12/17; so a character with
a Dexterity score of 14 (+2) wearing it has an AC of
14/17.
Firearm Properties
The following weapon properties apply to some firearm
weapons.
Ammunition (bullets). Bullets are destroyed upon use
as ammunition.
Reload (X). You must reload the weapon using an
action or a bonus action (your choice) after X shots
made with the weapon.
Semi-Auto. You can make one additional attack with
this weapon when you take the Attack action and attack
with it. You don’t add your ability modifier to the
damage of this extra attack, unless that modifier is
negative.
Full-Auto (X). When you make an attack roll with this
weapon, you can choose to spend 12 bullets to spray a
burst of shots against the target. If you do, you deal the
Modern Weapons
Name Damage Properties
Simple melee weapons
Axe, fire 1d10 slashing Two-handed
Chainsaw 3d6 slashing Special, two-handed
Knife, combat 1d4 piercing Finesse, light
Knuckleduster 1d4 bludgeoning Light
Taser 1d6 lightning —
Tonfa 1d4 bludgeoning Light
Simple ranged weapons
Knife, throwing 1d4 piercing Finesse, thrown (range 20/60)
Martial melee weapons
Katana 1d8 slashing Versatile (1d10)
Knife, hunting 1d6 piercing Finesse, light
Machete 1d8 slashing —
Martial ranged weapons
Bow, compound 1d8 piercing Ammunition (range 100/400), two-handed
Colt Python (revolver) 2d6 piercing Ammunition (range 50/150), reload (6), versatile (range +50/+150)
Crossbow, automatic 1d12 piercing Ammunition (range 150/450), loading, reload (5), two-handed
Glock 12 (pistol) 1d6 piercing Ammunition (range 40/120), reload (12), semi-auto, versatile (range +40/+120)
MP5 (submachine gun) 1d6 piercing Ammunition (range 40/120), full-auto (3d6), reload (36), semi-auto, two-hands
RPG Launcher 6d8 fire Ammunition (range 200/600), loading, reload (1), special, two-handed
SPAS-12 (shotgun) 2d8 piercing Ammunition (range 20/60), reload (4), two-handed
weapon attachments
M203PI grenade launcher 3d6 fire Ammunition (range 30/90), attachment (MP5), loading, reload (1), special

Special Weapons  
 
Chainsaw. The chainsaw must be turned with an
action before it can be used as a weapon, and it makes a Modern Armor
lot of noise when you do so. Also, you can only make a Name Armor Class Properties
single attack per turn with it, regardless of how many Light armor
attacks you can normally make with the Attack action. Kevlar, compact 13 + Dex Concealable
RPG Launcher. Instead of targeting a creature Kevlar, bulky 14 + Dex —
directly when you attack with this weapon, you choose a Medium armor
point within range. Each creature within 10 ft. from the Alumina tactical 15 + Dex (max. 2) Stealth dsv.
point must make a Dexterity saving throw to protect Carbide tactical 15 + Dex (max. 2) —
itself from the blast. The creatures have advantage on Magnesium tactical 16 + Dex (max. 2) —
this save if the point you chose is beyond the weapon’s Heavy armor
normal range. Each of them take the weapon’s damage Makeshift armor 14 Stealth dsv.
on a failed save, or half as much on a successful one. Heavy assault suit 16 Stealth dsv.
Titanium heavy suit 17 Stealth dsv.
Full-body magnesium 18 —

Heavy Armor Disadvantages


Heavy armor imposes disadvantage to all Dexterity (Stealth)
checks; and to Strength (Athletics) checks made to swim.

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