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Jill Valentine

Page history last edited by FFDragon 8 years, 4 months ago

Jill Valentine (Resident Evil)
Heroic Female Human
Upkeep: 5/Week
Min Bid: 68 GP

 

 

Team: Vestige of a Crimson Prophecy (FFD)

 

Jill Valentine is as she appears in Resident Evil: Revelations, armed with a Knife, Beretta 92F/FS, H&K MP5, H&K G36K, and several flash grenades. Jill's guns start with extremely limited ammo (1 magazine or less), but there is some extra littered around the terrain. 

Jill Valentine is as she appears in Resident Evil 5 while under the influence of P30, armed with two Skorpion vz. 61's, the High Roller, and several flash grenades. She also has her moveset from Ultimate Marvel vs Capcom 3. Her chest device will not negatively impact her. 

 

Terrain: Spencer Mansion - The iconic mansion from Resident Evil. All above-ground areas are accessible (i.e. no laboratory), whilst no enemies are present. The layout is that of REmake.

 

The Mercenaries Incident (Start of Battle) - Once every 4 weeks, in another case of business of usual, disaster will unexpectedly strike in the current week's match. All mercenaries in the match will start with extremely limited ammo (1 magazine or less) for any of their guns and a nearly empty mana/MP supply that will not regenerate naturally, but there will be some extra ammo and mana potions littered throughout the terrain. A Nemesis will also spawn in a neutral position to both teams, allied to no one (but not a valid choice of victor).

Long Lost Partner (Peacetime) - Every week you may select which version of Jill will fight that week; her regular BSAA form, or battlesuit form. If the BSAA form is selected, her upkeep will drop to 3 for the week. This defaults to the battlesuit form if one is not selected. 


UPGRADES:

(New Pre-Battle; 15 EXP)

Jillmageddon (Pre-battle) - Jill has a long and storied history with Mercenaries, and not all of it good. Once every 6 weeks, you can invoke the fulcrum of chaos that surrounds her, and declare Jillmageddon. There is a 10% chance of each merc swapping teams for the week as a possession (rolled immediately). Mercs that swap teams cannot use any non-Passive abilities, and any Start of Battle abilities they've already declared will be cancelled without going on recharge. All other abilities declared this week will have a 50% chance of failure as well. This will retroactively apply to already declared Start of Battles (but not Pre-Battles). A Nemesis will also spawn in the middle of the terrain, allied to any other Nemeses in the match (and a valid choice of victor). This is considered an Undead ability, and upon using it an allied merc will gain the benefits of all of Jill's passives for the week.

(Character Upgrade; 15 EXP)

Jill's battlesuit form adds the RPG-7. Jill's BSAA form loses the ammo restriction. 

(New Abilities; 25 EXP)

"You were almost a Jill sandwich!" (Passive) - Jill has a habit of getting out of tight spots. Or being saved from them at least. Due to this she is passively protected from enemy side-topics and immune to all Undead abilities. 

"I found this weapon. It's really powerful, especially against living things!" (Pre-Battle) - Once every 4 weeks, because Barry is such a nice guy, he'll give Jill a Bazooka to use in battle that week, with a full complement of explosive, flame, acid, nitrogen and electric rounds. Jill may hand this weapon off to an ally if she chooses. 

"It might be handy if you, the Master of Unlocking, take it with you." (Results) - After each victory that Jill participates in, she has a 15% chance to find a Lockpick. This Lockpick can be saved or used in Results to unlock one of Jill or an ally's Upgrades costing 15 EXP or less.
 

 

Admin Rulings: 

Ruling (Date, Mercs Day)

 

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