Analysis #9: Ranged Attacks in Street Fighter: The Storytelling Game

 

This is a simple comparative analysis of ranged attacks, such as the Fireball, Sonic Boom, etc., in Street Fighter: The Storytelling Game.  This comparison limits itself only to the special maneuver listed in the core book, in their original forms.

 

Here they are in summary format:

 

Name

Cost

Spd

Dmg

Mv

Effects

Punch

 

 

 

 

 

Shockwave

c

+0

+0

No

Straight, Rng=Str, Hit & KD all

Block

 

 

 

 

 

Missile Reflection

-

+3

No

-1

Roll Dex to catch and reflect missile attacks

Energy Reflection

c

+1

No

No

Roll Wits to reflect Energy

Focus

 

 

 

 

 

Acid Breath

c

-2

+3 *

-1

Rng=Sta, dmg for 3 turns at +3/ +0/-3, Projectile

Cobra Charm

c

-1

No

-1

Wits + Mysteries vs same, Rng=3, Int Hold, command

Extendible Limbs

-

*

*

*

Use w/ basic, Rng=Focus, can be hit if interrupted

Fireball

c

-2

+2

No

Projectile, Rng=Wits+Focus

Flying Fireball

w, c

-2

+2

+0

Projectile, Rng=Wits+Focus, no Dodge w/ Air

Ice Blast

2 c

-2

+3

No

Projectile, Rng=Wits+Focus, freeze: 4 successes in Str check to break free or freed if hit

Improved Fireball

c

-1

+4

No

Projectile, Rng=Wits+Focus, KD

Inferno Strike

2 c

-2

+4

No

Projectile, Rng=Wits+Focus, hits targeted hex & 6 adjacent

Mind Reading

c

No

No

No

Rng=Wits+Focus, between turns, Will vs same, victim must show 2 combat cards, play 1 of them next turn

Repeating Fireball

2 c

-2

+0 /hit

No

1 Hit/Focus, Projectile, vs 1 or many

Sonic Boom

c

-3

+4

No

Projectile, Rng=Wits+Focus

Stunning Shout

c

+2

No

-2

Will vs. Will to cancel current or reduce speed next turn

Telepathy

c/trn

No

No

No

Link 1 person/Focus, Rng=Wits+Focus

Thunderclap

c

+0

-3

No

Hit all w/in 3 hexes

Yoga Flame

2 c

-2

+7

One

Cone to 2 hexes out

 

Expensive, expensive, expensive.  Chi is limited, and all of these maneuvers, with the exception of Extendible Limbs and Missile Reflection, cost chi.  In addition, most of them are quite slow and do only moderate damage.  They are easily avoided, easily interrupted, and expensive—for the most part.  This is one of the RPGs most glaring contrasts with the video game—in the video game, characters with projectile attacks can use them prolifically, and to some effect.  In the RPG… they’re hardly worth the cost. 

 

It is possible that they are more useful in a group combat situation, if one character can safely hide at a distance and attack with them, but in head-to-head combat, most of these maneuvers seem of limited value. 

 

There is more analysis to come on these.