About the Site
(Warning: I tend to be long-winded.)
Street Fighter: The Storytelling Game is an old gaming system published in 1994 by White Wolf Studios. It's something of a forgotten game that has been overshadowed by its gloomy gothic World of Darkness cousins. The basic game module, although a little sparse on maneuvers, is fairly well balanced and decently written. There are some glaring errors - such as the beginning paragraph of Ryu's background somehow ending up at the end of Ken's biography - but overall it's a genuinely fun little game I've gotten to play several campaigns of. With all that being said I guess I'm begging the question of "Why bother with the site?" The answer is quite simple really. After starting a brand new Street Fighter campaign I started doing web research for all the custom maneuvers and errata rulings available and found it quite confusing. So I began the task of collecting what I found and making sense of it. After a few weeks of doing that it only seemed natural to post my conclusions in the form of a fan site so that other members of my gaming group could easily find them. If others find these pages useful then I suppose I've contributed something to the larger Street Fighter fanbase. Everything written here is designed to make sense with itself.
I maintain the old White Wolf ethos: use what is useful for you and discard what isn't. So if you read something here that clicks for your game use it or modify it as needed.
How to Read Entries
All maneuvers are listed in the following format:
Name: some maneuvers are known by multiple names which are indicated (like this)The name provided here is only a generic moniker. Each style will have it's own names for all of its maneuvers consistent with its ideology.
Requirements: These requirements must be met before the fighter can begin learning this maneuver. Techniques and traits are always listed first followed by other maneuvers that form the foundation for the technique. If there is a maneuver followed by (see below) that means that certain functions of the maneuver are locked behind the requirement but basic functionality is allowed. The system section will outline what the differences are.
Power Points: styles and/or Any followed by a number which is how many Power Points it costs a student of that school to learn the maneuverDescription: A description of the maneuver which is some flavor text and a little background on the world of Street Fighter.
Sytem: How the maneuver functions according to the rules. This is the meat and potatoes of the entry.
Cost: the cost to use the maneuver in Chi or Willpower, if any
Speed: any bonuses or penalties to speed; A maneuver which has 'None' or NA (not applicable) either has custom rules just for it, can be activated at will without using a turn, is "always on" or its use would take too long to be useable in combat. The system text will define any special speed considerations.
Damage: any bonuses or penalties to damage; a maneuver that has no damage modifier cannot have its damage rating changed via modification.
Move: any bonuses or penalties to movement, if a number with no + or - is listed then that it is fixed movement which cannot be changed; any maneuver that lists 'None' or NA as its movement requires the user to either be completely still or is "always on" and thus defining movement would be silly. The system text will explain any special movement considerations.
Source: where the move's system text originated, if it says editor then that means that I, the webmaster here, wrote it.
Great Destiny & Dark Fate
Many 90s to current tabletop RPGs with advantage/drawback point systems have this dichotomy: Great Destiny and Dark Fate. The reason they haven't been added to my merits and flaws lists is because of the level of predestination inherent in including them. The Street Fighter universe has a strong undercurrent in support of free will which is at odds with both of these. It is also true that players sometimes purchase Great Destiny with no intent of actually fulfilling said destiny (a reasonable conclusion if they don't think the campaign with last that long) but to instead glean any secondary benefits such as automatically surviving one otherwise fatal blow per session. Conversely Dark Fate is often construed as a universal "let the GM mess with your character" flaw but also gets taken for the points if the player doesn't think the campaign will last very long.
Hundred Hand Slap VS. Hyper Fist
Oh boy here's something that dates all the way back to the game's core: Hundred Hand Slap is a vastly inferior maneuver compared to Hyper Fist. I'll discuss the mechanics why shortly (and anyone who reads discussion of the RPG's game balance probably already knows the details) but the short story is that no fighter who can learn Hyper Fist would really have any interest in learning Hundred Hand Slap. HHS is considered a poor imitation of what Hyper Fist does much better.
Hundred Hand Slap: Punch 5, -2 speed, +0 damage, 1 move, costs 1 Willpower to use and hits 3 times; available to Sumo (4), Kung Fu and Sanbo (5)
Hyper Fist: Punch 4 + Power Uppercut, +1 speed, +0 damage, 1 move, costs 1 Willpower to use and hits 3 times; available to Western Kickboxing (4) and Special Forces (5)
Contenders opened HHS to: Baraqah (5), Jeet Kune Do (5), Silat (5) and The Perfect Warrior added HHS (4) to Majestic Crow Kung Fu
Contenders opened Hyper Fist to: Jeet Kune Do (5) and Secrets of Shadoloo opened Hyper Fist to: Ler Drit (5)
Right away there's a big speed difference. Hyper Fist is a full 3 points faster than HHS! This is in a game where every point of speed matters so getting a +3 boost is pretty big! HHS also requires a Punch Technique of 5 compared to Hyper Fist's 4. Characters start with only 8 dots to spend on Techniques and, assuming the GM is allowing them to start at 5, cost 5 freebie points per dot beyond the starter 8. Raising a Technique using experience costs an amount of experience points equal to the current Technique rank x3. So going from a 3 to a 4 would cost 9 experience and going from 4 to a 5 would cost 12 if using core rules. That makes HHS more expensive just off base prereqs. A Punch prereq of only 4 is also good for styles that need to split their focus between Techniques - just like Special Forces where a lot of characters will want Flash Kick.
But wait! Hyper Fist also requires Power Uppercut! Except Power Uppercut is a Punch 1 move that anyone can buy at a power point cost of 1. (That's 4 experience points if learned after character creation.) Power Uppercut is cheap, open to all, offers a +3 damage modifier at -1 speed and can knock down aerial targets making it a staple maneuver for any punch-happy fighter.
As far as styles the two maneuvers are available to they're pretty evenly matched. They also share a +0 damage modifier so their damage output would be the same if all other factors were identical.
Maneuvers from the original game are relisted here but with significant edits both to make them easier to understand and for balance purposes. For example, as originally written Triple Strike is a pretty useless technique. However by slightly increasing the damage and making it a bit faster it suddenly doesn't stink quite as bad. It's still a relatively poor maneuver but it IS a basic special maneuver and so shouldn't be anything spectacular. It is a decent simple maneuver that is fairly effective for fighters that balance punch and kick and costs nothing to use. Its balancing drawback, since it costs neither Chi nor Willpower, is that it drops the lowest hit of the three damage rolls.
Looking through the maneuvers I've come up with a pattern which should emerge upon perusal: All maneuvers should be efficient in what they do but every single one also has a limiting factor which can be any of the following or any combination therein:
Low speed: This is not as bad as it sounds if you use the optional rules for carrythrough. The slow fighter can be quite effective as long as they have the Stamina to avoid dizzies. Its chief nemesis is knockdown. They gain the largest benefit, pound for pound, from block maneuver combos further emphasizing the defensive nature many low speed street fighters adhere to.
Low damage: Maneuvers which are low damage tend to be high speed or be multi-hit. They sacrifice stopping power to hit over and over again. Foes with high soak totals tend to shut down these maneuvers. They get more benefit from damage boosting abilities but the tendency to have higher innate speed reduces the value of combo speed bonuses. Let's face it, after a certain point more speed doesn't help.
Low movement: Positioning is critical to use maneuvers with little reach. Having a pool of maneuvers with low movement requires a considerable amount of planning to execute successfully. They are intended to be used as part of combos and team fights. Conversely these maneuvers tend to have a high degree of control in placing the opponent where the fighter wants them to be.
High learning curve: These maneuvers are a pain in the rear to learn. They have high technique requirements and two or more sub-maneuvers on a regular basis. This also increases the cost of modifiers via the Mod Table. The high learning curve helps regulate the speed at which powerful maneuvers enter play.
High cost: These maneuvers have high Chi and Willpower use costs. The costs prevent the maneuver from being used very many times before the fighter must rest so the player had better make sure each shot counts.
I haven't included all the maneuvers I've found through web searches for several reasons. The primary one is that, like The Long Road to Victory, the maneuvers where written in style sets with a mind to a greater customized overall world view. It is thusly much more time and energy efficient to link to that site so that the curious might interpret the moves on their own. Of that site I have read the errata page and the three versions of Psycho Crusher. This brings me to the second reason for not compiling every maneuver I found in my search and that is in the interest of personal originality. Every entry that has Source: editor I wrote myself after observing the maneuver through direct gameplay or internet videos. For maneuvers that I did copy from other websites the originating site is listed under Source in the entry. I have taken great personal liberties to edit these maneuvers as I see fit. Links have been provided to reference back to their original incarnations.
These rules try to incorporate canon about the Hado (or Hadou if you're going by the original series romanization) and the dark side of street fighting. I attempt to keep things rational and not run off into superhero land. The basics of Street Fighter already tiptoe that line. Therein lies my main beef against the Player's Guide. Animal Hybrids are one thing - Blanka is one after all - but once you start introducing cyborgs, alien beings, ancient resurrected Lovecraftian demi-gods, genetically engineered super soldiers, and reptilian mind-hive priestesses with a taste for human flesh things get very silly, very quickly. Street Fighter has always had its human characters at heart and it is all too easy to get sucked into the race to make each new non-human being "extra special" and thus forget why anyone should bother making humans.
I do try to keep real world physics in mind and take pains to insure that no patently obvious break with said laws of nature occurs. People in the real world can't throw Fireballs, heal themselves with their Chi, breath fire, or jump 20' in the air so the system is a bit lenient in that regard. This is all make-believe. Chi can be a nice handwave to excuse many abilities but I draw the line at anything that could reasonably be construed as true magic. There are a few maneuvers that toe dangerously close to the line - I'm looking at you Soul Bond. Anything that I feel goes too far will carry a warning from me, personally, that it could be a problem in realistic settings.
Now with all that said I haven't included every possible move that I could. In order to be included a maneuver must first answer an important question: Is it unique? If I can take a maneuver already on the list and just modify it a little to match what I see then no, it is not unique and most likely will not be translated. If it is new I will compare it to existing abilities and evaluate if it is overpowering. Things like Instant Hell Murder simply are too powerful to put in player hands. If I feel it is too strong I may translate it into something that's toned down. That's precisely how Rushing Wind and Tornado Kick came into existence. I couldn't very well have two 4-hit maneuvers but I could include 4 possible maximum hits against two separate targets. That's really not as awesome as it sounds considering the fact that a single Hurricane Kick can potentially hit a number of different targets equal to its movement rating. If you find a maneuver on any list here that you think is too strong or too weak just tweak it to suite your needs! That is the entire point of having the customization table.
Video game sources for maneuvers include Street Fighter, Fatal Fury, Xenosaga, King of Fighters, Capcom vs. SNK, Legend of Legaia, Kingdom Hearts, and Super Robot Wars. If you have a question about a particular maneuver or anything under Errata you can send a PM to me via LiveJournal. Merits and Flaws come from the other World of Darkness games prior to the continuum reboot, Legend of the Five Rings, Kult, and some indirectly from Mutants & Masterminds. The Heritage Table is an adaptation and expansion of the one featured in Legend of the Five Rings. Life Paths is an adaptation and expansion of the Life Path system in Cyberpunk 2020. Elements of the Hado scale were adapted from Kult's mental balance system (that game's scale goes to negative and positive 500).