ILL VALENTIN  E A   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. CHECKS Roll   3d10    and   take   the   highest   result   for   checks   to   disable   explosives   or   traps,   analyze   a   crime scene, or play piano. Roll   2d10    and   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. XP Whenever   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 WITH Samurai   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   ability    Blue   Herb,   First   Aid   Spray,   or   Stun   Gun ,   if   they’ve   been turned off. LEVEL UP CHOICES Blue   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.