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Vega | Balrog from Street Fighters

Vega

(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.

Due to reasons, this character — called Balrog in Japan — was renamed Vega in the US release, leading to decades of hopeless confusion for the teeming masses.


Background

  • Marital Status: Single.
  • Known Relatives: None.
  • Group Affiliation: Shadoloo.
  • Base Of Operations: Spain.
  • Height: 6’0” Weight: 208 lbs.
  • Eyes: {Color} Hair: Supposedly blond, looks brown.


History

Vega is a handsome young man, skilled in the way of a Spanish matador. He has taken the skills from his ninja classes and somehow manipulated it into his matador techniques. The result is a fighting technique that is fast and deadly.

As he thinks he’s very handsome, Vega wears a mask over his face during his fights to protect the beauty of it.

Vega (Street Fighters) posing on a white background

Impressed by his talent in fighting capabilities, Bison hired Vega to be one of the members of his Shadowloo organization.

Vega doesn’t really care about his position in the Shadowloo. He cares more about his beauty, and the beauty of all other things. He enters the tournament just because Bison told him to.


Quotes

“Handsome fighters never lose battles.”


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

Vega

Dex: 09 Str: 04 Bod: 04 Motivation: Thrill of Adventure
Int: 05 Wil: 07 Min: 07 Occupation: Supervillain
Inf: 06 Aur: 05 Spi: 05 Resources {or Wealth}: 006
Init: 022 HP: 085

Powers:
Jumping: 03, Running: 04, Flight: 07, Super Power Reserve: 05

Bonuses and Limitations:

  • Running represents his rolling and clawing maneuver. He may add his APs of Running to his EV (for example, 4 + STR4 = 5) when using it.
  • Flight may only be used in one of several ways (he may circle his opponent in the air in preparation for a grab or claw attack (or punch if he lacks his claws) ; he may also spring off the wall and fly horizontally towards his opponent. Regardless of which of these attack types that he makes, he may add his APs of Flight to his AV (7 + 9 = 10).
    However, he may not Critical, Devastate, or Flail with such an attack. He may not travel far using Flight, and he must land each round).
  • Super Power Reserve may only be applied to his EV when performing the Flying grab described above.

Skills:
Acrobatics: 07, Martial Artist: 09

Advantages:
Attractive.

Connections:
Shadoloo (High).

Drawbacks:
SIA toward vanity.

Equipment:

  • Mask [/BODY/ 06 ; Vega’s mask only protects his face].
  • Claws [BODY 11, EV 03 (05 w/STR, 10 w/Martial Artist)].

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.).

Helper(s): Bryant Berggren.

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