Fist Communication is about feelings, motivations, and communicating these via your fists. High flying combats where you simply want to let your good friend know how _happy_ the gift he got you made you, or how betrayed you are that he took your cheesecake. For immediate reference, see: , Fist Communication can take place in any martial arts heavy setting. The player characters and npcs that they interact with by necessity are trained in some form of combat. Non-martial capable NPCs can be present, but as the primary interaction mechanic is punching people, those who can not be flung far into the air and then suplexed into understanding a PC’s struggle with addiction present limited opportunities for interaction. Character Creation: Step 1: Choose some emotions. You start with 6 points distributed however you'd like among them. Points depict how strong these emotions are towards the people in your life. Examples of emotions are love, anger, sorrow, pride, jealousy, wonder, et cetera . These emotion points will be restored at the beginning of every . Step 2: Choose the people you have these emotions towards. Your mother, father, brother, sister, old master, long time rival, villain who slayed your village, et cetera. You can tie the emotion to one thing per point, and you benefit from all points in an emotion no matter how many/few things are attached to it. Step 3: Choose a motivation. Honor, Revenge, Freeing your Crew from Prison, Pride, et cetera. Communicator Creation: You start with 10 points dedicated to the gear and machinery you will use to communicate your feelings. Examples: Shining Finger: 3 points. 1/day you can make an attack that is guaranteed to hit. Add 2d6 damage to that attack, as well as any other modifiers. Self Recover: 6 points. In order to be defeated, you must be taken to negative half of your hit point value, or be slain by an attack that communicates feelings totalling at least 25% of your hp. Any lesser communication results in your beginning to regenerate, starting at 0 and recovering at three times your normal rate. You start with a d4 damage and 0 defense. Each communicator point spent towards damage increases the die size (d4, d6, d8, d10, d12, 2d6), up to a maximum of 2d6. Each communication point spent towards defense gives you 10 hit points. Emotion points: Each character starts out with their selected pool of emotion points. Be sure to work with your GM and other players so that you generate characters with themes that coincide with each other. However, this does not mean that these are the only emotions that a character can communicate! Through the course of a scene, if something would create an emotion in your character, the GM can give you emotion points towards that emotion; they can still only be used in the normal way, and they disappear at the end of the scene. Resolution mechanic: Roll 2d6. Point this towards a target number. If you can invoke a way it ties into what you're doing, you may add 1d6 per point of that emotion. You can add this to either the chance to succeed or degree of success. You can communicate your feelings only with your fists. While other weapons can be used to additional effect, they lack the ability to make the connection with another person’s fighting spirit. Emotion points are spent until recovered in some way. If you want to convey Example: Domon Kashu: Emotions: Love (1): Domon loves Rain, but has a hard time admitting it. Sorrow (2): Domon's mother is dead, and his father imprisoned, due to his Brother Kioji Anger (3): Domon is super angry about Injustice, and especially anything to do with his Brother. Motivation: Revenge against Kioji and the Dark Gundam. Shining Finger (3) Attack (5) Defense (2) Domon Kashu encounters De Hal, a man who has died and had his fighting spirit corrupted by the Dark Gundam. De Hal is Rain's ex boyfriend. Domon sees that Dehal has gained the ability to self recover, with the help of Kioji. Domon declares that he is going to communicate his love, his anger, and all of his sorrow to Dehal using Shining Finger. Shining finger always hits, and so Domon will roll 4d6 for Shining Finger, and add 6d6 for his emotions. Domon Kashu communicates 10d6 feelings, successfully communicating 25% of De Hal’s HP, allowing him to be defeated despite his ability to self recover.