Styles and Maneuvers Lists | The Players' Guide Problem
Style Analysis | Revised Cartwheel Kick | House Rules
Combo School | Sample Characters | Links | White Wolf Probabilities
Ah, Street Fighter. The role-playing game based on a video game, the world of cheesy hackneyed crime plots and completely unrealistic combat, and the best thing ever to come out of White Wolf publications. Gotta love it.
One quick little paragraph for those who just wandered in and have no idea what I'm talking about: Street Fighter the Storytelling Game was published by White Wolf Studios, those guys who make all the super-angsty pretentious World of Darkness games like Vampire: The Masquerade, Werewolf: The Apocalypse, Wraith: The Oblivion, Mage: The Ascension, (Proper Noun) the (Noun/Verb). Designed as a game to suck 10-year olds into roleplaying (and hopefully buying more overpriced White Wolf products), it features one of the best combat systems ever seen in an RPG and a surprising level of flexibility and long-term campaign possibilities. The title was dropped by White Wolf for some reasons which seem a bit less than convincing to me (for details see the Steve Wieck interview on Street Fighter Central), and the game has a small but surprisingly loyal following which, to my understanding, does not consist of 10-year olds.
One further note: if you don't play Street Fighter the Storytelling Game most of this page will not make any sense at all to you.
Oddly enough, I don't have a whole lot of new rules interpretation stuff to add to my Street Fighter material that hasn't already been posted over on Steve Karstensen's Street Fighter Central (except he still thinks the Cartwheel Kick is okay... bah). I don't have new maneuvers or styles, since there are plenty of them and I don't feel like playing one-upmanship with the main rulebook as did the writers of the Players' Guide and Contenders. In the interest of not being too repetetive (and saving some of my web space), I recommend you visit his site if you do in fact play this obscure and out-of-print game.
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Complete listings of all official White Wolf styles and maneuvers in compact tables and charts for quick reference. Updated 4/5/01. |
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An unimaginably huge and cumbersome collection of rulings, alternative rule options, and clarifications. Updated 4/8/01. |
| A series of rants on various play balance problems that arise from the Players' Guide, including Animal Hybrids, Cyborgs, Savate, and the dread Cartwheel Kick. Updated 8/27/98. |
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A look at the proliferation of badly thought-out styles in the Street Fighter supplements (especially Contenders) and their negative impact on game balance and flavor. Updated 4/5/01. |
Revised
Cartwheel Kick by Steve Wieck
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A new version of the Cartwheel Kick by SFSTG's lead designer, Steve Wieck. Updated 8/28/98. |
Sample
Characters, Abusive and Otherwise
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Probabilities for 1 to 9 dice, difficulties 6 through 10. For the super calculating munchkin player, and the Storyteller who wants to know why tossing in Difficulty 8 tasks is a bad idea. |
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