Errors & Proofreading
To start with, I am currently working on updating the Street Fighter: The Storytelling Game 20th Anniversary Edition to clean up any errors that have been found in it since its original release back in 2015. To that end, I'm going to be adding errors as I find them myself or have them reported to me, and I'm putting them in a big list below so we can all keep track. I may have e-mailed you or maybe you are discovering this link to some chat on the Facebook Street Fighter RPG Group. Feel free to reply to any FB Group thread or e-mail I've sent to you and I'll make note of any errors you find! Thanks!
- (p.38) Insight says it requires the user observe a target for at least 3 rounds. In Street Fighter, a round is essentially a match, which can last up to 10 turns. I believe they mean to say "at least 3 turns", but...
- (p.49) "Controlling the Animal Side" states that a character loses one temporary Honor each round she is in a frenzy. The way the rest of this is described, it seems like they may mean turn instead of round?
- The Linguistics Knowledge has its name missing/obscured by the box above it (p.43).
- The bottom of p.49 has the word "These", but the sentence is not continued on p.50, or is obscured by the box.
- The bottom of p.52 says "Perhaps due to a flaw in their genetic", but the sentence is not continued on p.53, or is obscured by the box.
- Lightning Leg. SF 20 is just wrong about Capoeira not having it. It is a 5 pt. Capoeira maneuver. Correct the style (p.75), maneuver (p.126) and conclusion chapter (p.170)
- (p.77) Jiu Jitsu "best stylists are somewhat flabby around the midsection, yet still able to sen opponents flying" - "d" missing on "send"
- Even though SF20 classified Eye Rake as a Punch, the Lua (p.81) and Ninjitsu (p.85) Styles still list it as a Grab Maneuver
- (p.111) "A gun does not fire on the first round that it's played. It fires on the next round, and every round thereafter" - Every instance of "round" should be replaced by "turn"
- (p.116) The system for Boshi-ken states that "An opponent struck with this punch will suffer numbness during the following round. If any damage is inflicted, the opponent suffers a -1 to Move during the next round." - Each instance of "round" should be replaced by "turn"
- SF20 made the call to classify Eye Rake as a Punch rather than a Grab, but the Grab prerequisite is listed 1st (p.118). Should this be the case?
- Both versions of Cartwheel Kick are included in SF20, but the original version has the movement missing/chopped off by the box below (p.123)
- (p.126) Heel Stamp "the maneuver is primarily used to gain breathing room or to set up a more offensive move for the next round" - "Round" should be replaced by "turn"
- (p.134) Sleeper "If the character can maintain her grip for three rounds, including the first, she will automatically dizzy the opponent." - Should be "three turns"
- Cannon Drill’s Power Point cost per style is cut off prematurely, not listing all the styles that can learn it, perhaps obsucred by the picture (p.137).
- Drain has no range, perhaps Damage should be written as "One" (p.145)
- (p.145) Drain "The following round the target will suffer..." - Should be "following turn"
- (p.145) Elemental Stride "Thus, a water elemental may dissolve into one pool of water only to appear suddenly out of another the next round" - Should be "next turn", also in the System section "reappear the the end of the same round they disappeared" should be "same turn"
- (p.146) Envelop - This maneuver has a number of instances where it uses the term "round" that should be replaced with "turn", including in the System section, Cost section and Damage.
- Fire Strike has no system listed, and so therefor does not describe a range, the PG has the text, describing how it fills a straight line of fire extending Focus hexes, lasting the duration of the turn, etc. (p.146)
- Heatwave has no listed range. (p.148)
- (p.150) Lightness - This maneuver uses the terms "round" and "turn" inconsistently. Replace all instances of "round" with "turn" except where it says "The elemental is not required to concentrate on the effect during the round" (as the maneuver lasts for a number of turns).
- Pit also has no range. Just create pits wherever. (p.151)
- Spontaneous Combustion has no listed range. Just set whoever you can see of fire? (p.154) This was noted as an issue in the SF20 conclusion, but maybe I wanna address this range issue on Elemental maneuvers in the revision?
- (p.154) Spontaneous Combustion - This maneuver uses the term "round" in the System, Cost and Damage sections, and these should be replaced with the term "Turn"
- Stone has no listed range (p.154)
- Vacuum has no listed range (p.155)
- Weight has no listed range (p.155-156)
- (p.156) Weight - The System for this maneuver states that a character will not be able to jump for the following round. Replace "round" with "turn"
- (p.158) Extended Combos - At the end of the paragraph where it mentions "attacking him during any given round." Replace "round" with "turn". Also, in the example paragraph where it says "If these character's (shouldn't have an apostrophe) can stand up to Sagat's devastating attacks for a few more rounds,..." The term "rounds" should also be "turns"
- (p.171) In discussing Savate, I mention "depicts an Athletics maneuver that gets no block soak or speed bonus next round, etc." - "Round" should be "Turn"
In addition to the errors above, I have been convinced by talk in the Facebook group that I made the wrong decision regarding how Willpower functions. I'd gone with a default of claiming that one could spend Willpower in combat to gain an Automatic success (which seemed to fit with other White Wolf games of the era). This is somewhat problematic, in that while my home group allowed Automatic Successes granted by Willpower to be cancelled out by 1s (botches), this is not an official rule. This means that Willpower granting Automatic Success in combat can guarantee that certain moves hit, removing some needed uncertainty from the game (and it further empowers Improved Pin, an already very good maneuver). My plan now is to allow Willpower to function as before outside of combat (no change), but that in combat Willpower can only be used to Abort, Activate a Special Maneuver, or roll an additional d10 (as described in the sloppy combat example, yet stated nowhere else). This is the best balance I can find that respects what is said in the books, and also keeps some degree of "Using Willpower in combat because I am desparate to succeed".