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Vulcan Blitz - Legacy Version

Daniel Lynwood (a.k.a. Vulcan Blitz)

Vulcan Blitz is a young cyborg. His body was damaged long ago in an incident he has only recently begun to remember, and the armor that protects his body also dampens his powers, keeping them under control.

Physical Description

Special abilities

Psychic Jacket: Vulcan's main superpower. Vulcan's body is permanently surrounded in a telekinetic jacket that serves to enhance his physical abilities and protects him from harm, as well as granting Vulcan other telekinetic powers and abilities. The psychic jacket functions both as a sixth-sense and an invisible suit of armor for Vulcan. It is also extremely versatile, as it can be shaped and molded into many different forms catering to a wide array of uses, only limited by his will and imagination. Passively, it is invisible. But when used offensively of defensively, the psychic jacket "hardens" and becomes visible as a faint purple mist or aura. It can phase through objects passively, or harden and push/pull/throw/break/cut/etc objects when active. The drawbacks to Vulcan's psychic jacket are as follows:
  • The psychic jacket becomes visible when used actively, such as using it to attack or defend.
  • Vulcan has to control his psychic jacket by moving his hands, meaning it can be telegraphed.
  • Vulcan's psychic jacket becomes weaker the more it is stretched/expanded.
  • The psychic jacket does not have instantaneous speed. (Rough estimate: ~50mph), nor does it have unlimited range. (Rough estimate: 100ft)
  • The psychic jacket cannot interact with very small particles, such as air/fire/electricity. It loses efficiency on things such as water or sand, as well. But things made up of larger particles, such as a sword/bullet/fist, it can easily interact with.
  • Overuse of the psychic jacket will strain Vulcan's heart, as his telekinetic powers keep him alive. The more Vulcan uses his powers, the weaker they get, and thus making it much more difficult for his heart to function properly.

Psychic Amplification: An ability which surrounds an object or person with Vulcan's psychic jacket, and then the jacket hardens around said object. Vulcan primarily uses this on himself to increase his physical defense, speed, and strength. He can also use Psychic Amplification to increase the impact damage or defense of certain objects, such as being able to throw a baseball that can puncture a thin sheet of metal or make a piece of paper able to stop a light jab. The greatest benefit to Psychic Amplification is that Vulcan can use it to even support teammates, enhancing their physical abilities just like he can with his own. The drawbacks to Psychic Amplification include:
  • When Psychic Amplification is active, none of Vulcan's other telekinetic abilities can be used.
  • Psychic Amplification constantly drains energy out of Vulcan as long as it is active.
  • When used on other characters, Vulcan himself is vulnerable to damage.
  • Psychic Amplification can only buff up to two characters. When used on two characters, the benefits drop to a 1/3rd of their maximum potential.
  • Vulcan can only activate Psychic Amplification on objects/persons that are in direct contact with his hands. After that point, the object/person can move away from Vulcan, and the ability will still be active until Vulcan disbands it.
  • Disbanding and activating the technique takes a few seconds.

Psychic Awareness: Vulcan stretches and expands his psychic jacket outward as an invisible "bubble" that can detect movement, sound, and even heat and electricity. This allows him to easily read an opponent's movements, even without needing to directly see or hear them. Additionally, time seems to "slow down" for Vulcan when this ability is active, as it enhances his reaction times. Vulcan can use this ability to scout for information (as it can bend and pass through solid matter), or to help identify an enemy's patterns and fighting style. This ability comes with several drawbacks however:
  • Vulcan cannot use any of his other telekinetic abilities when Psychic Awareness is active.
  • t won't help against objects or people that are moving EXCEPTIONALLY fast, such as bullets.
  • Anyone inside the "bubble" will feel a small tingle on their skin, which can alert them to the ability.
  • Though Vulcan can extend the normal range of his Psychic Jacket to 150ft, this ability can't last longer than a minute, as it will "retract" if it is extended or stretched for too long...kind of like a rubber band.
  • Disbanding and activating the technique takes only a second. Additionally, Vulcan usually closes his eyes while this technique is activated, though not always.

Phantom Wave: A nigh-invisible telekinetic blast that is shot from Vulcan's hands, resulting in a long range impact that could send foes flying. A stronger version of Phantom Wave, known as the "Phantom Rifle", can be used to pierce objects or enemies like a bullet...though it drains more energy out of Vulcan, it can't be fired rapidly, and it is still limited in range as opposed to real bullets.

Phantom Blade: A psychokinetic blade that Vulcan can form around his arms/hands which could be used pretty much like any other blade. It can cut through steel. The blades can be extended up to an additional arm-length away from Vulcan, at the cost of some cutting power.

Phantom Impact: By channeling a portion of his energy into his fists, Vulcan can leave psychic imprints upon anything his hands come into contact with. This leaves a faint purple glow upon anything he punches/touches, which is harmless until Vulcan activates them. When activated, a small explosive force will be emitted from these imprints. The strength of these explosive forces is determined by how much energy Vulcan channels into the blow. Vulcan can only leave up to two imprints at a time, and whilst they are out, Vulcan cannot use any other psychic abilities from the hand(s) that left the psychic imprint.

Phantom Apparition: Vulcan's psychic jacket moves in front of him, hardens, and takes the form of his own body. The Phantom Apparition ability is hard to maintain due to how complex it is, and thus it can only stay active for a few seconds and Vulcan cannot use his other psychic abilities in the meantime. However, it can be used to confuse opponents whom may think that they are hitting Vulcan, as well as attacking and defending itself. It is not very durable or strong however, and it is mainly used as a distraction for Vulcan to launch a counter punch at a nearby opponent. The Phantom Apparition can only appear a few feet away from Vulcan himself, and only one of them can be out at any given time.

Savage Thorns: A limb-like psychic extension of Vulcan's arm that can be used to grapple enemies or objects. As its name would suggest, thorns can extend from this psychic limb in order to add to its deadly potency. Savage Thorns can crush and shred people and objects in its grasp, or it could simply be used as a whip for fast damage. The downside to Savage Thorns is that it removes the psychic jacket protecting Vulcan, and it takes a while to retract. It can, however, phase through the ground and/or walls, making it extremely useful for surprise attacks.

Savage Drill: Vulcan combines the strength of his mining drill with his psychic amplification, in order to create a vortex of destructive piercing energy. What Savage Drill lacks in range, it makes up for in pretty much destroying anything foolish enough to stand in front of Vulcan if he charges at them. Because of the intense energy moving at such a rapid rate around Vulcan's arm, Savage Drill has a high chance of recoil...and can even make Vulcan's mechanical left arm and drill break and become unusable if he is not careful enough. Due to Vulcan's dislike of using weaponry, he almost never uses this technique on living beings. He does, however, love using this technique to allow him to drill underground tunnels within seconds. This, in conjunction with his Psychic Awareness, allows him to make areas where he can survey opponents and dangerous areas without being detected, while also avoiding damage.

Savage Hammer: Vulcan can create gigantic hammers by extending and stretching out his Psychic Jacket to an extreme limit. This reduces the durability of the Psychic Jacket, though it does create a massive mallet that Vulcan can use to crush his enemies. The benefits of this attack include immense blunt impact damage that can be useful against heavily armored foes, as well as unparalleled knockback if Vulcan needs to create some distance away from his opponent. However, because of the high energy cost and the noticeably slow speed of the attack, Vulcan rarely uses this attack outside of incredibly specific situations that would require it.

Telekinetic Shield: By focusing his psychic jacket to a single point, Vulcan can create a much stronger barrier against attacks. The drawbacks to the telekinetic shield is that it can only block attacks from one direction, and it isn't completely invincible. A missile, bomb, shot from a tank, a high-caliber sniper rifle shot, or etc can break the shield or penetrate through it. The advantages of the shield are that it can be used in conjunction with most of Vulcan's other attacks, and that it can block bullets of weaker caliber weapons...such as pistols and some SMGs. Using one hand will produce a smaller and weaker shield, and using both hands will create a full-body shield that is far more durable.

Nova Barrier: Vulcan's strongest barrier technique. Vulcan extends both of his hands fully left and right of him, and then a vibrant purple sphere of energy surrounds him. This barrier, unlike the Telekinetic Shield, CAN block a shot from a tank or other devastating attacks, but it comes with a few huge prices. The first of which is that not only can Vulcan not attack while using the Nova Barrier, he has to remain COMPLETELY stationary until he disbands the technique. And while the barrier is active, this drains a ton of Vulcan's stamina. And finally, while it can block some serious blows, its durability is not infinite, and thus repeated heavy damage can eventually break it. This technique can also be used offensively, though this is something extremely rare for Vulcan to do, due to the primary defensive nature of the attack as well as the high energy cost to perform it.

Telekinetic Levitation/Flight: Vulcan can hover above the ground using his psychic abilities, and can even fly when using this. However, this is a very draining ability, and will exhaust him quickly, and Vulcan cannot use other psychic jacket abilities while flying. He can, however, temporarily use his levitation to tackle into foes, turning himself into a ballistic missile. Vulcan mainly uses this ability to dodge attacks, though.

Telekinetic Toolkit: Vulcan can use his telekinetic powers as a toolkit, a first aid kit, as lock-picking utensils, and more. He can use it to mend broken bones and cuts, as well as dig out bullets and shrapnel. This is a crude method of healing though, as it only patches up wounds instead of completely fixing them. It cannot cure things such as burns, internal bleeding, concussions, toxins, or etc. Vulcan can even sabotage certain electronic devices this way, or he can jam certain guns if given enough time. Lastly, if Vulcan's body is ever paralyzed, he can use his Psychic Jacket in order to force himself to move, if need be.

Vulcan Cannon: Vulcan's most devastating psychic attack. Vulcan focuses all of his energy into a single psychokinetic sphere of intense purple light, and then Vulcan thrusts it forward with all of his might. The energy violently rockets forward, which sends Vulcan flying backwards and injures him substantially. However, the force of this blast can completely obliterate an 18-wheeler. Due to the intensity of the blast, Vulcan can only use this once during a fight, as it instantly tires him out. This also means that his psychic jacket will be completely nullified, and his other psychokinetic abilities greatly weakened and/or rendered temporarily useless. Essentially, once Vulcan uses this technique, he will be rendered almost completely unable to fight. And he only gets one shot. If he misses, he is screwed, and it takes an hour or more for Vulcan to regain his energy.

List of techniques by how much energy they consume: Vulcan Cannon > Nova Barrier > Levitation/Flight > Psychic Amplification > Savage Drill > Savage Hammer > Phantom Rifle > Savage Thorns and Phantom Apparition > Phantom Blade and Telekinetic Shield > Phantom Wave > Telekinetic Toolkit (Medkit, lockpick, etc) > Psychic Awareness. Phantom Impact varies depending on how much energy has been put into it, though it is always at least as much as Phantom Wave, and it cannot reach the strength of a Vulcan Cannon.

Boxing: Vulcan's primary fighting style. Vulcan learned this style back on Keshena because, while Vulcan is a fighter, he dislikes cruel and excessive violence. Vulcan never fights with weaponry, as it reminds him of all of the people William Andras killed using weaponry. The only exceptions to this rule are against machines and vehicles, or if there is absolutely no other choice in order to save lives...in which case Vulcan would use his drill in those situations. So in order to avoid using weaponry, and to prevent casualties, Vulcan took up boxing in hopes to preferably knock his opponents out instead of killing them.

  • Phantom Jab - A long range jab, using his Phantom Wave technique. Used for quick damage to wear opponents out and to conserve energy. Usually done with his right fist.

  • Savage Cross - After pivoting his lead foot, Vulcan rotates his rear foot completely forward, bringing his rear fist forward as a cross punch. Vulcan then amplifies the momentum of this cross by using his telekinesis to propel himself forward, resulting in a crushing straight that can fell even the bulkiest of opponents. Usually done with his left mechanical fist.

  • Phantom Upper - An uppercut with an extended "hitbox", thanks to the aid of Vulcan's psychic jacket. Usually done with his right fist.

  • Savage Upper - An uppercut that uses psychic amplification to maximize damage, but lacks the extended hitbox that Phantom Upper has. Usually done with his left mechanical fist.

  • Ringout Buster - Vulcan punches with both of his fists simultaneously to create a shockwave of psychic energy. Very useful defensive maneuver for forcefully knocking opponents away from him.

  • Below the Belt - A jab/Phantom Jab aimed at the opponent's legs or knees, which is usually very useful for hindering an opponent's speed.

  • Sunday Binge - A powerful body blow that Vulcan can follow up in a number of different ways. After hitting the opponent's stomach/liver with a jab; Vulcan can then do an uppercut, an overhead hook, a horizontal hook, or a cross to the opponent's face to knock them out cold. It is called the Sunday Binge because a Sunday Punch in boxing is a knockout punch, and the initial jab to the stomach/liver generally makes the opponent want to throw up (as if they were binging).

  • Jab & Grab - Another followup from a jab, though the initial jab can be aimed at any part of the body. After jabbing, Vulcan then immediately closes in and grabs one of the opponent's limbs. He then swings the opponent over his head, before slamming them into the ground. This particular throw is known as a "Horizon Divide". Other types of throws not aimed at the ground bear no special name, however.

  • Bolo Punch - A reverse hook in which Vulcan uses a hammer fist instead of his knuckles. Used to catch an opponent off guard or to parry attacks. Vulcan can feint a Keshena Cross by using a Bolo Punch after the initial Hook, instead of a Keshena Cross. Can sometimes be used as a backhand punch.

  • Dempsey Roll - A flurry of hooks thrown out in rapid succession with alternating fists, used in combination with bobbing and weaving. Incredibly useful for dealing fast, powerful damage or for disarming weaponry and parrying attacks. This technique trades range for raw brutality, and it is one of Vulcan's strongest boxing moves.

  • Counter Punches - Vulcan has three main types of counter punches. The first counterpunch is a Check Hook.Vulcan pivots his lead or rear foot in order to dodge a charging opponent, and then he counters by delivering a swift hook to the opponent's jaw. Vulcan can also levitate left or right for even faster dodging. The second counter punch is a Pull Counter. As an attack approaches Vulcan, Vulcan leans backwards to dodge the attack, and then he counters with a quick jab or combination. Normally this technique makes a person lose their balance, but Vulcan's telekinesis helps him stay balanced, and additionally he can levitate backwards during a pull counter to increase its dodging effectiveness. The last counter punch is the famous Cross-Counter. Instead of dodging, Vulcan immediately retaliates an oncoming attack with a cross if he sees a proper opening, and deals massive damage to the opponent's jaw or liver using their own momentum against them.

  • Keshena Dive - While airborne, Vulcan can use his telekinesis to rocket back towards the ground for a crushing overhead hook punch. This attack is usually aimed at the neck, the stomach, or the knees...doing major damage no matter where the attack lands.

  • Keshena Cross - Vulcan's signature boxing technique. Vulcan pivots his lead foot while performing a hook, and then he rotates on his pivoted foot to follow the momentum of the hook. He then brings his rear foot around in front of the pivoted foot, and then using the same hand that was performing the hook, he brings it forward as a devastating cross. The Keshena Cross is Vulcan's strongest punch in his boxing arsenal, as the added momentum of the spin in conjunction with his psychic powers deals a blow that can easily punch a hole in a brick wall. Vulcan generally uses the Keshena Cross as a follow-up after the Dempsey Roll, as it provides additional distance should an opponent try to avoid the move. Furthermore, Vulcan can pivot with his rear foot instead of his lead foot, which allows him to step away from his opponent after swinging with the hook he throws. Vulcan ducks low while spinning to avoid his upper body and back receiving damage from counter attacks, and to increase the momentum and speed of his spin.

  • Keshena Upper - An uppercut that is performed with the opposite hand after landing a successful Keshena Cross. This is known as the "Keshena Combination". A weaker variant exists that does not involve using the Keshena Cross or spinning. Vulcan preforms a hook, then a punch to the stomach/liver, and ends it with an uppercut for the weaker version. Occasionally, Vulcan can use his levitation powers after a successful Keshena Uppercut to rocket himself into the air, either to use a Keshena Dive to finish the Keshena Combination or to get away from his opponent.

  • Supersonic Dempsey Roll - Vulcan's ultimate boxing technique. Vulcan quickly levitates around his opponent while performing a Dempsey Roll, allowing him to tear into any exploitable opening possible given by unprepared opponents. This move is sometimes called the "Turbine Knuckle", as opponents feel like they are trapped in a jet turbine when Vulcan uses this move against them. The air is completely sucked out of their lungs (metaphorically) as they are torn to shreds from his bone shattering punches.


In addition, Vulcan was shot by the Merz Bow. It reacted abnormally to him, possibly due to his Psychic Jacket: Instead of giving him an additional ability, it took one away. Prior to this event, he also possessed time manipulation powers, allowing him to turn back time in a very localized place. This power required an equivalent amount of time to be spent, meaning an event fifteen minutes in the past would require fifteen minutes of focus. He learned early on that he also could not turn back time to a point earlier than when he gained the power, preventing him from returning to his past and saving his wife. This power was lost to him when he was shot.

Apparel & Accessories

Vulcan is outfitted in a special armor. This armor, created by Dr K keepts his powers in check. Prior to the return of his memories, they focused his Psychic Jacket and prevented it from manifesting, in the hopes that Vulcan would not remember his traumatic past and lose control, as it was believed he would do if they did. He continues to wear this armor after gaining back his memories, using the suit to channel his abilities with much more control than he otherwise would have.

Mental characteristics

Personal history

Vulcan was born on Kashena, a planet infected with the Devil's Mist. His mother died from it, and his father injected him with an experimental cure to prevent Vulcan from dying of it as well. For this act, the boy was taken away, and raised briefly by William Andras, who had taken control of the planet via an incomplete version of the cure. After a few years, Vulcan and Julia, William's daughter, were able to escape his grasp and flee. They settled down and started a family, having a son named Eric. But soon after, William found them again and attacked. Julia was infected with a new version of the incomplete cure, turning her into a monster that Vulcan had to kill, and his son was kidnapped during the fight. An assault was staged to take revenge and rescue the kid. During this mission, William threatened to infect Eric with the same serum, but the child managed to break free and inject the serum into his captor instead. William, now a monster, created a portal by mistake to some unknown location. Eric was sucked into the portal, and Vulcan was able to chase after before it closed behind them. When he awoke, his son had vanished, although Vulcan knew in his heart that his son was still alive.
Shortly after arriving, his powers began to manifest and grow unstable, likely as a result of not constantly fighting the Devil's Mist. He approached a nearby doctor, asking for help. The pair ultimately created a suit of armor for him, in an attempt to control these powers. In the process of outfitting him, Vulcan lost his memory of the time prior. Dr K chose to prevent Vulcan from regaining these memories, claiming that the such a revelation would cause his Psychic Jacket to overreact, causing a threat to anyone nearby. Despite his memory loss, Vulcan seemed to know he was missing someone, a son of some kind.
During the Paradox Event, something happened that forced his memories back. Although this did cause a massive surge in Vulcan's abilities, this effect was only temporary, and he is now able to control his powers. He has also resumed his search for Eric.

Social

Contacts & Relations

Shadowbolt : One of Vulcan's closest friends, and longtime rivals. They had faced many threats together; from Jay Sea, to Demolish, and so-forth. They constantly talk about weaponry schematics/like to compare each others weaponry, talk about new inventions to create for the benefit of TGC and its people, or casually talk to each other about games and the like. They may have differing opinions from time to time, as Vulcan is much more trusting and informal than SB is, but overall SB is one of Vulcan's best friends...and favorite sparring partners. In the past, the battles between their two armies (The Auto-Robos and The Blitz Battalion) were quite the feats to behold. And to this day, the two seem to hold a friendly competition with each other in almost everything they do. The only competition that SB has decidedly lost was an eating competition that he and Vulcan were both in...as Vulcan's love of Twinkies simply proved to be too much of a match for anyone to compete against (except Middy). That, and...SB is an android, while Vulcan is a cyborg; so it really wasn't a fair competition to begin with, and therefore neither of them count that.   Rock (Classic): In a lot of ways, Vulcan saw Rock as a brother. Along with SB, he is mechanical like Vulcan is. Additionally, Rock was one of the very first people Vulcan had met on TGC (along with Dr. Kirby and bubbad00d), so Rock is one of the few members Vulcan has known for the longest time. Despite having different ideals, they generally share the same interests and thoughts, so they usually agree with each other when planning strategies or events. When it comes to teams, Vulcan and Rock work exceptionally well together, along with SB. When together, the three of them make for one of the most formidable and renowned teams in all of TGC.   BFK: While Vulcan knows that BFK shows some disdain towards him, due to Vulcan's status as one of the strongest Jumpers (and other reasons), Vulcan also knows that BFK possesses a kind heart within his somewhat rough exterior. Additionally, Vulcan sympathizes with BFK, because Vulcan seems to sense that BFK has had a really tragic past...something Vulcan feels that he himself can relate to, even though he is not sure why that is. He respects BFK's leadership skills and perception, as well as his desire to protect his friends...even if their methods are usually quite different from each other's, or if Vulcan himself doesn't receive the same amount of respect in return. He still looks out for BFK like he would for any other member, though Vulcan fears that there may be a hidden darkness buried deep within BFK's consciousness...even if it isn't an intentional darkness.   Blue Logic: Though Vulcan and Blue Logic tend to have very different interests/hobbies from each other, Vulcan is still really close to Blue Logic...due to Blue Logic's kindness and relaxed nature. He is one of the very few members in which Vulcan doesn't hide his worrying thoughts around. Not only because he knows that Blue Logic is one of the few members than can read past Vulcan's hyperactive facade, but also because Blue Logic generally knows what to say to Vulcan whenever he is feeling down. So while Vulcan might have very little interest in talking about women, solving puzzles, or reading books; he looks up to Blue, and considers him as a fatherly figure of sorts to him.   Deadeyee: When it comes to just goofing off, or making mischief around TGC, Deadeyee is Vulcan's favorite friend to hang around. The two tend to jokingly make fun of each other, though Vulcan really admires Deadeyee's sense of humor and laid-back attitude. They share a love of combat, and out of all of the teams Vulcan has had during battle, he feels the most comfortable when pairing up with Deadeyee in a fight. They tend to make the perfect team, coordinate flawlessly, and their powers compliment each other's tremendously. He sees Deadeyee as his greatest rival, and one of his very best friends.   Stardust Phoenix: Along with Blue Logic, Stardust is one of the very few people whom possesses the ability to read past Vulcan's facade, and one of the only people Vulcan will immediately express his worries with. Although Stardust is one of Vulcan's favorite people to pick on (simply because he loves the hilarious reactions Stardust makes), he possesses an immense amount of respect for Stardust. Along with Deadeyee and SB, Stardust is one of Vulcan's absolute favorite sparring partners...though he likes to spar with Stardust in-particular, as Vulcan had never previously received proper sword training (and competition) until he met Stardust. He finds Stardust's intense dedication to the way of the sword incredibly fascinating, and often asks to spar with him so that he can continue to learn more and more from the swordsman. Although Vulcan tends to be very lost whenever Stardust talks about his extensive knowledge on music, Stardust is Vulcan's favorite friend to just relax with.   Midnight Shadow: Though this is something almost nobody knows on TGC, Vulcan is actually quite shy around women/the female members. He seems to not know how to react/talk to them, indicating that he might have not had much experience talking to girls in his past. Whenever Middy, Crystal, Avita, Mirii, Rinoa, or the like are around...Vulcan actually becomes more quiet than normal, and seems to shy-away from the rest of the crowd. He regrets this immensely, as he knows (and admires) how kind they all are. Nevertheless, Vulcan is trying his best as to not be so awkward around them (Middy included), and is trying his best to do more activities with them/talk to them more. There was an eating competition that both Middy and Vulcan were in (along with SB)...though the competition ended in a draw between Middy and Vulcan, simply because there was no more food left for either contestant to eat to be declared victor (as the two of them...ate it all). Additionally, Vulcan also recently had an air hockey match between him and Mirii, in which Vulcan had a lot of fun playing (although he lost). So while Vulcan may not know how to talk to Middy/the other female jumpers all too well, he still sees Middy as a very valuable friend. Vulcan loves to pick on Stardust because of his flirtatious advances on Middy, but despite this, Vulcan really envies that the two of them share with eachother...yet, at the same time, it makes Vulcan feel sad for some reason. Almost as if Vulcan had forgotten something from his own past...

Social Aptitude

Vulcan is a kind and caring individual, though he can be very reserved. He usually always listens before answering, and generally only voices his own opinions when he feels as though it is necessary. He is clueless about most common fads and interests, as he always seems distracted in his own thoughts. As a result of his personality, Vulcan prefers one-on-one conversations rather than speaking in a crowd, as that allows him to better focus on the topic at hand and acquiring information. While Vulcan might not initially seem close to someone within a crowd, the truth can easily be the opposite within more quiet areas. He values the safety and well-being of others, even if they aren't people that he necessarily likes. Vulcan is very selfless, and if someone is in trouble, he helps them and saves the questions for later.
His main goal is finding his son, Eric, who is lost somewhere on the planet TGC. Because of this, Vulcan always seems stressed or depressed in some manner...even if only mildly apparent, due to his reserved nature. It is rare that Vulcan will ever display any form of aggression, though someone who would withhold information about his son could spark his anger in an instant. However, despite finding his son being his main goal, Vulcan still worries about the well-being of the people around him and the citizens of TGC. Overall though, Vulcan assumes the role of a quiet guardian. He may seem morbid, but his optimism and dry sense of humor can be apparent once in a blue moon. He is very mature, and accepts his responsibilities as they come to him. Though he is prone to reflect and regret his actions for long periods of time if something goes wrong.
Species
Conditions
Ethnicity
Currently Held Titles
Year of Birth
9979 30 Years old
Birthplace
Children
Eyes
Aquamarine
Hair
Dark brown
Height
5'11 1/2"
Weight
137lbs

Character Portrait image: Hero Forge

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