Welcome to an SR take on zombie apocalypses. There will be blood, there will be guts, there will be massive hoards of semi-mindless things trying to eat you. Lets see how long you can deny them your sweet sweet flesh.
So, bust out your shotgun, fire up your chainsaw, and lets get ready to fight for your survival.
Please post your character with your first post, and then wait until all the starting characters have been thrown up before posting any more so we have a nice grouping so that character sheets can be found easily. If you are in the reserve spots, please feel free to throw up a place holder post so that when/if you get in you'll have a spot near the front of the thread like everyone else. We won't be waiting on the reserves to post though, so if you want an easy to find spot, best act quickly.
I have mentioned several times that medkits wouldn't work quite like normal for the sake of this game. Here is how things are going to work. You'll have to keep track of 'meds' which will operate very much like ammo for the medkit. Each 'med' is good for healing up to 2 boxes of damage (With appropriate roll of course) so healing 4 boxes will burn up 2 'meds' and healing 7 will burn up 4 'meds'.
Meds are also good for fighting the nasty new HMHVV IV that is going around. The power of the disease will be dropped by 1 for each med over six that you take to help fight it. So if you burn 8 meds the power will be reduced by 2. Burning six or less meds on reducing power will not net you any kind of benefit except that using other infection fighting agents will be more effective. Proper use of these meds takes time, you'll need to burn a combat turn per med that you use on reducing power (Including the initial 6) but you need not do them all at once.
Finally, savor medkits will use 'nano meds' instead of regular meds to operate. Each nano med will heal up to 5 boxes of damage (With appropriate roll) and will have the added advantage of only taking a single combat round to apply instead of the normal combat round per box healed, however it will still take the normal number of combat rounds for the meds to take full affect (You'll be healing a box each combat round until the full affects are reached).
Nano meds can be used like normal meds to fight off the infection as well. Here they are once again far more effective than regular meds in that they only take one combat turn to apply reguardless of how many nano meds you use. They knock down the power by 3 per nano med used after the first two, so four nano meds will drop the power by 6. Please note that you can combine nano meds and regular meds for fighting the infection, with the first 6 combined power going towards overcoming the virus' resistance, and then additional power getting used to reduce the power of the virus itself.
Or an example of using the two together, you pop five meds and get no noticeable benefit against the infection. You then find some nano meds, and pop them as well, using 1 nano med. The power of 5 from the earlier does combines with the power of 3 from the new one, which breaks past the 6 barrier, and overall reduces the power of the infection by 2. I hope these rules aren't too complicated, and hope that they will provide for an extra 'survivor' element to the game as you have to manage your meds along with ammo, food, and water consumption. This will generally force you to keep on the move to keep finding more supplies, though if you find a large and secure enough stash of supplies, you could always try riding out the storm there.
Remember, the main objective for you guys is to not feed the zombies
Hope everyone has fun.