J ILL VALENTIN EA former US soldier and member of Raccoon City’s elite Special Tactics and Rescue Service (or S.T.A.R.S.), Jill Valentine has dealt with her share of zombies, monsters, and bio weapons. This particular iteration of Jill seems to have been pulled from some time before the destruction of Raccoon City. She now seeks to uncover the truth behind it all, while saving as many lives as she can in the process.CHECKSRoll 3d10and take the highest result for checks to disable explosives or traps, analyze a crime scene, or play piano.Roll 2d10and take the highest result for any attack checks made with a firearm or explosive, checks to pick locks, checks to notice things, or checks to be stealthy.Roll 1d10 for anything else.XPWhenever you manage to keep a cool head and maintain order in a heated or stressful situation, gain 1 XP.Whenever an old enemy returns to cause you new problems, gain 3 XP.Whenever you fully unearth a dark or horrifying truth behind recent events, or completely expose a villain’s foul plan, gain 5 XP.YOU BEGIN WITHSamurai Edge: You possess a 9mm Beretta 92F custom, standard for S.T.A.R.S. members. Aside from being a sturdy and reliable handgun, it gets +2 on attack checks against undead and genetically engineered or biologically augmented targets. If you roll a 10 on an attack check with this weapon, you may reactivate the abilityBlue Herb, First Aid Spray, or Stun Gun, if they’ve been turned off.LEVEL UP CHOICESBlue Herb: You carry herbs that can treat status effects. As a side action, you may remove one status effect from yourself or a nearby ally. After you use this ability, roll 1d10; on a 1-5, turn this ability off.First Aid Spray:A medical supplement manufactured by Umbrella, this spray can heal wounds, lessen bruising, and stop bleeding. You may use First Aid Spray as a side action, either on yourself or on a nearby ally. Roll 2d10 and take the highest result; the sprayed subject recovers that much HP. Shut this ability off after use.Grenade Launcher: You carry a light grenade launcher. It lobs grenades in a small arc with a relatively contained explosion. You also carry four types of ammunition: standard grenade rounds, acid rounds (+2 on the attack check if the enemy is made of stone, metal or is heavily armored), incendiary rounds (+2 on the attack check if the enemy is weak to fire), and freeze rounds (+2 on the attack check if the enemy is weak to cold). If you roll an 8 or higher on an attack check with this ability, shut it off.Item Box: You tend to carry an assortment of fairly random, but potentially useful, objects. Whenever you need a non-magical, non-unique item (like a generic pistol, a pair of wire cutters, a gas mask, etc.) you may simply declare that you have one. After you use this ability, roll 1d10; on a 1-5, shut this ability down.Master of Unlocking: You are extremely proficient in breaking and entering, and have a specialized toolset for just that. You may choose to automatically succeed on an attempt to pick a lock, even if you’ve already rolled for it. After you use this ability, roll 1d10; on a 1-5, shut this ability down.Member of S.T.A.R.S.: You are immune to fear-based damage and the Fear status effect. You cannot be intimidated, bullied, or frightened. You and allies in your company receive +2 on any checks against emotion influencing abilities, like those that induce Fear or Rage status effects.Stun Gun: You carry a handheld self defense stun gun. It can only be used at melee range, but gains +2 on attack checks against foes weak to Electricity. When you succeed on a defense check against a melee attack, you may choose to counterattack with your stun gun. If you roll a 6 higher on an attack check with your Stun Gun (either as an attack or counterattack), shut it down.