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Dhalsim from Street Fighters

Dhalsim

(Sean's profile)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This is our older, 1990s writeup for this classic Street Fighter video game character.

The main goal of this writeups series was to experiment with DCH game mechanics for SF-style signature combat techniques.


Background

  • Marital Status: Married.
  • Known Relatives: Wife, son.
  • Group Affiliation: None.
  • Base Of Operations: India.
  • Height: 5’10” Weight: 107 lbs.
  • Eyes: {Color} Hair: None


History

Dhalsim is very into the arts of Yoga. He has been practicing Yoga for almost his entire life. He meditates regularly, and as a reward, he has gained the ability to stretch his limbs to a certain extent, as well as emit “aura”-tic flames. Dhalsim believes in the laws of nature, and had always wanted a pure mind and soul. In order to achieve this, he must cease all forms of evil in the world. 

Having thought that he had vanquished an evil being by the name of M. Bison in the previous Street Fighter tournament, Dhalsim though he could rest, and use his powers to save his people. But alas, he heard news of Bison’s survival, and enters the tournament to once again to have his mind and soul cleanse, in order for him to reach peace and harmony with the universe.


Quotes

“I will meditate and then destroy you.”


DC Universe History

The entire Street Fighter story could easily be transported into the DCU with little difficulty. However, it seems unlikely that only the Street Fighters would oppose M. Bison’s tyranny, but that’s typical of comics in which only the protagonist can save the day.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Dhalsim

Dex: 06 Str: 03 Bod: 04 Motivation: Responsibility of Power
Int: 08 Wil: 07 Min: 08 Occupation: Yoga practitioner
Inf: 04 Aur: 06 Spi: 08 Resources {or Wealth}: 002
Init: 022 HP: 075

Powers:
Jumping: 02, Flame Project: 05, Stretching: 04, Teleport: 04, Flight: 01, Gliding: 04, Super Power Reserve: 05

Bonuses and Limitations:

  • Flight may only be used to levitate.
  • APs of Gliding may be added to EV when in the air (this represents his Yoga Mummy and Yoga Spears).
  • Flame Project can have an Area of Effect, but when it does, it does not have Range (in this instance, Dhalsim spits fire out in front of himself (or a little bit up in the air)).
  • Flame Project (either variety) may not be used unless standing on the ground.
  • Super Power Reserve may only be applied to Flame Project with an Area of Effect.
  • Stretching only lets him stretch his limbs.
  • Teleport does not have +7 to range.

Skills:
Animal Handling (elephants): 04, Martial Artist: 09

Advantages:
Lightning Reflexes, Scholar (yoga), Misc: Dhalsim’s fighting style is so distracting and unusual that opponents who are not used to it will suffer a -2 CS to their OV when attacked by Dhalsim.

Drawbacks:
Married.


New rules

Combat Scholar is a new advantage meant to simulate Dragon Punches and other video game maneuvers that translate poorly into DCH. When the advantage is chosen, a specific flashy combat maneuver must be chosen to go with it. When this maneuver is then used, the character must Critical or Devastate.

However, the Combat Scholar gives a +1 column to AV. However, all opponents gain a +1 column to their AV when attacking this character this round.

For example, when Ryu performs a Dragon Punch, he might Critical, thereby gaining -1/+3 with his Combat Scholar. However, anyone attacking him this round (whether their actions occur before or after his) will get a +1 to hit him.

Typically, Combat Scholar maneuvers are only done when one has initiative and expects to knock down/out one’s opponent. Note that this combines well with Laying Back or Pressing the Attack.

Super Power Reserve is really just a variation on Power Reserve. It represents the Super moves that Street Fighters have, which can only be done after fighting for a while. That is, after a character with SPR has done a total of 15 RAPs of damage to opponents in a fight (these RAPs may have been bought off with Last Ditch Defense), he may then use his SPR.

When he uses the SPR, it then resets; that is, to use it again, he must score another 15 RAPs of damage. RAPs may not be saved up; that is, after doing 18 RAPs, one can not “spend” 15 and have 3 left over.

In later versions of SF, however, these RAPs may be saved up, up to 45 at a time. When SPR is purchased, the character must choose one maneuver to which it applies; often this choice is a Combat Scholar maneuver. It may be purchased multiple times if it is to be applied to several different maneuvers.

Also, many Street Fighters have movement powers which add to their EV. For example, Blanka’s Flight: 5 which may add to his STR: 4 for a total of 6. This may seem pointless, since he can have an EV of 8 with Martial Artist. However, when spending HPs to increase Martial Artist EV, one may only spend as many HPs as one’s STR.

These movement power additions are considered to add to STR for these purposes. Thus, Blanka could spend 6 Hero Points on his 8 Martial Artist EV when performing his flying ball attack, instead of the normal 4.

By Sean MacDonald.

Source of Character: Street Fighter 2 videos games (including SF2: CE, SF2T, SSF2, and SSF2T.).

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