Styles and Maneuvers Lists | The Players' Guide Problem

Style Analysis | Revised Cartwheel Kick | House Rules

Combo School | Sample Characters | Links | White Wolf Probabilities

Street Fighter:  White Wolf's Black Sheep (article)


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.


Styles and Maneuvers
 
Complete listings of all official White Wolf styles and maneuvers in compact tables and charts for quick reference.  Updated 4/5/01.


House Rules
 
An unimaginably huge and cumbersome collection of rulings, alternative rule options, and clarifications.  Updated 4/8/01.


Combo School
 
An extensive look at the science behind combo building, how they can enrich the flavor of an SFSTG campaign, and some brief analysis of superficially weak combos which are actually quite good.  Updated 4/5/01.


The Players' Guide Problem
 
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.


Style Analysis
 
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
 
A new version of the Cartwheel Kick by SFSTG's lead designer, Steve Wieck.  Updated 8/28/98.


Sample Characters, Abusive and Otherwise
 
A collection of NPC's for illustrative purposes.  Note that most of these are NOT serious roleplaying characters, but sarcastic examples of rules exploitation to watch out for as a GM or player.  Also includes 2 versions of my long-running hapless player character.  Updated 4/9/01.


White Wolf Probabilities
 
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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