Post by samjaz on Mar 27, 2015 16:02:32 GMT

Name: SamJaz Shinoda
Original name: Samson Joshua Creed
Aliases: Bright Lord, Key-Aniki, Lich King.
Race: Shinodaborn (Shinoda/ Phoenix+Kitsune heritage)
Faction: Heroic Good
Affiliation: Sketchinoda, 3C, FCL
Origin of Power: Shinodaborn/Witch King heritage, Keyblade, Battle Experience
Signature Moves: Collision Flow, Dreadnought, Curaga
HISTORY- Prior to Hellscraper
SamJaz was born in 1991 to Jared Creed and Jacqueline Malkin, with a younger sister being born three years later. What SamJaz did not know growing up was that his father was actually Jardsam Shinoda, an ancient being whose children are given great powers, and are known as Shinodaborn. He was a fairly normal child, curious and quick to lead others, but became much more withdrawn with the supposed death of his sister and father in the year 2000. After that, he became much more withdrawn, but this as also the time where his powers first developed.
Before this time, has father would train him in the martial art of the family, Dreadnought. Using a sword with an axehead on the sheath, the martial art could be used to fend off entire armies at a time, but was considered far too extravagant to be used against single targets. He was also taught some basics of magic, although he had none of the talent of his sister, despite the huge reserves of magical energy within him. During his teens, his mother would teach him on a larger scale- a fireball spell designed to be no larger than a fingertip would be larger than a fist when cast by SamJaz, and this sense of overpower would leak into many aspects of his personality.
As a teenager, SamJaz's friend pool was quite isolated. His closest friend was a girl named Rachael Carsten, who he sat next to in tutorial groups for the next five years, until he was sixteen. Amongst their friends were Stacy, Sven and Nikky, and each of them also had abilities. Together, they fought forces that attacked their school, town, and world under the name of the Dragonbells, led by Rachael.
When he was 16, he started his A-levels, and began sitting next to Hal Hastewell, who quickly became his best friend outside of the Dragonbells. From him, SamJaz learnt the technique of Flowmotion, moving the universe around you as you moved through the universe.
Sadly, around the time SamJaz was 18, Stacy lost her unborn child in a battle. Sven, the father, slowly lost his mind over the next three months, eventually turning on the team and killing Nikki before being killed himself. Stacy fell in battle shortly after, and Rachael was traumatised into a comatose state, leaving SamJaz alone with his guilt. Wanting to rediscipline himself and find solace, SamJaz trained in the Moonreach monastery in the tibetan mountains, learning martial arts and zen philosophy, most of which he did not agree with. However, he found some measure of peace and was able to move on.
After his training, he started travelling the world westward. He fought Gen in Osaka in early 2013, and then protected an art gallery in California from the legendary thief named Phantom, before learning of the Hellscraper in Jewel's Sake Bar and Grill. SamJaz then posted an ad online requesting assistance to attack the underground tower, and was assisted by a group of people that would soon become his closest friends.
What he didn't know was that he would also find his sister, fight his father, and found an empire within that Tower.
Afterwards, SamJaz abandoned his pilgrimage and worked mostly on building his Empire and forging bonds with his family and newfound friends, as well as starting a business with his old friend Hal Hastewell, rescuing victims of human trafficking and rehousing them, offering them loans to rebuild their lives anew and living off the interest. The two of them are able to live quite comfortably from the profits of this enterprise.
Powers and Abilities
The sources of SamJaz's abilities are threefold; first, his combined Shinodaborn and Witchking heritage. Second, his keyblade and magic. Third, the sheer level of combat experience and training he brings to the battle. Each of these attributes will be looked at in detail below.
A worthwhile point of interest is that while most magically capable individuals have a single set of magical circuits, a talented few having two, SamJaz is exceptional for the fact that he has four separate magic circuits and generators in his body. His Brain and nervous system operates on a blue circuit, taking on an appearance of water and broken glass, empowered by calmness and emotional control. His heart and blood vessels form a red circuit, taking on the appearance of fire and molten metal, fuelled by passion and adrenaline. His bones and ligaments compose a yellow circuit that takes the form of lightning, a consistent source that strengthens his body and grows stronger with his imagination. His lungs, stomach and muscles form the fourth, a black, gaseous circuit strengthened by breathing and oxygen flow.
Because of these four simultaneous sources of energy that operate independently one from another, it is difficult for SamJaz to truly run out of energy. If one source of mana depletes or is blocked, SamJaz can rely on the other three sources to provide him strength until he can restore his abilities. This is the basis of SamJaz's entire approach to combat, as he relies on multiple sources of power working together in order to produce super human results. Without the synergisation of multiple approaches to power, SamJaz's capacity in battle is mediocre at best.
It could be considered that SamJaz's strength is like a house of cards. Without the use of his magics, SamJaz would be considered peak human with abnormal durability. He can barely bench press his own body weight, he can run a mile in about a minute and has the cardio to keep going for another five before his hands start to shake. While his eyes are quick and his brain is fast enough to read a message carved into a passing bullet, his body would not be fast enough to dodge it without the enhancements of his magic. However, by combining his multiple sources of power and methods of utilising them, he achieves spectacular results.
Strength, for an example, is a matter of reinforcing his body, increasing his momentum, amplifying the impact and accelerating the speed of his body as he makes the strike. This allows him to punch through solid steel, despite not winning any arm-wrestling contests against his hidden world peers any time soon. Speed is a similar trick- by using speed enhancement techniques with his quick reactions and Flowmotion, he's able to speedblitz short distances and dodge incredibly fast attacks.
What this means in effect, however, is that this honeycomb-like structure of strength relies on each function doing its part. Like a house of cards or a game of Jenga, take out one aspect of SamJaz's carefully calibrated machine and he loses the use of everything that ability was holding up. Jolt his mana pool by forcing your own into his system, and he can't cast spells. Force the air out of his lungs, and his strength is that of a mere man's. Dull his thought speed with suppressants, and he can't react to the incredible speed of those around him. Manipulating chaos energy around him can make flowmotion suicidal, sealing his speed.
Because of the interlocking aspects of SamJaz's abilities, one broken cog undoes almost his entire capacity to function on a Hidden World scale. Without the use of flowmotion, SamJaz loses his ability to fight in close quarters against bullet timers. Without breath, his strikes have no strength, and his steps less quick. Without his spells, SamJaz cannot heal his injuries or enchant his weapons for Witchblade combos.
This does not leave him helpless, however, as SamJaz is aware of these weaknesses of his and how to exploit them. While he does have methods of restoring himself once debilitated, he finds that being exposed in one area invites that area to attack, making it easier to predict his opponents actions. Defence, as a result, becomes easier once he has a weakness for his opponent to exploit. With increased risk, it seems, so also comes opportunity.
Following the unification of his Personae and his meditation in the Moonreach temple, SamJaz obtained a better understanding of his own abilities, as discussed above. It is worth noting that SamJaz also lost the ability to use his Personae as shields to rotate his elemental weaknesses. In fact, while he is still able to summon a number of metaphysical servants to fight, these are merely apparitions constructed through the synergies of various abilities, allowing him to cast spells and launch physical attacks from a secondary, illusory body.
SHINODABORN
Most Shinodaborn receive two emblems and a Sketch as their weapon. SamJaz, however, has four Emblems. Earlier, these manifested themselves as his Drive forms, which he is no longer able to access. Each of his Four Sketches was represented by a Persona, a facet of his personality given shape or form. As he meditated in the temple of Moonreach, however, SamJaz lost his connection to be embodied by his Personae- He would no longer be able to transform into them upon his death, nor could he equip them as defences against magic. Instead, they became as summons- spells he could cast otherwise disguised behind the mask of Pretender's deception.
Darkened Breath
The power of the Conquerer is the ability to change the world as one sees fit. It the past, this would manifest as Samjaz's Thanatos forme, which could tear down anything with its hands. Now, it allows Samjaz similar abilities, to wield destruction incarnate as well as the power to see and pierce his opponent’s weaknesses. SamJaz can communicate with his allies express his will onto them, and gains strength with every person that stands with him. The persona that represented this form is Prometheus, the resolved form of Cu Chulainn.
It is the manifestation of his black magic circuit, the power of his breathing, the strength of the sun and life that feeds his very being, increasing his awareness and power to take what it his in his physical strength and regeneration. While this does strengthen his power, its greatest use is in the power it grants others- those who fight and act under the conscious leadership of SamJaz is strengthened, receiving power and momentum in battles they fight in his name. This effect is heightened if the effected can see SamJaz's back as they fight a common enemy.
Frozen Nerves
The power of the Pretender is the power to change oneself to meet the demands of the world. This is the source of SamJaz's abilities as a Persona user. By focusing on one aspect of his self, SamJaz can bring out demons from within his soul, using them as shields and weapons. SamJaz can also collapse his body into water and into darkness, and can manipulate them to protect himself and attack those around him. He can even disguise the identity of his weapon and make darkness his clothing. The persona that represented this form is Nyx, the resolved form of Undine.
It is the manifestation of the blue mana that flows from his mind and through his nerves, providing clarity and understanding of his demons, and letting that pain and knowledge protect him and transform him, especially in the summoning of his Personas. With this ability, SamJaz can create illusions to change how others perceive him, masking his identity to those who do not recognize him, masking his location when he flees from a fight in the form of liquid or darkness. He can disguise the effects of his spells and other abilities , usually as summoned creatures, and even mask the shape and form of his weapons. Those skilled with insight or have a personal knowledge of SamJaz's nature can see past these misperceptions.
Burning Blood
The power of the Locksmith is the power to open the sealed and bind what is loosed. In the past, SamJaz convinced the world that he owned a Keyblade, but when he himself came to terms with this delusion, all of the weapons assumed powers fell to SamJaz directly, and was able to use his Sketch's true form as well as his magic without relying on the image of a key. Anything that can be understood as being 'locked', 'open', 'unlocked', 'closed', or similar, can be changed to its opposite state. The Persona that represented this form is Wobbajack, the resolved form of Black Frost.
This freedom and malice shows in the flames of SamJaz's blood, the red magic circuit fuelled by passion and adrenaline. This is the power to see right and wrong and make his choice as to how the world should be, and is the easily depleted and constantly renewed power to his magical spells. A conceptual ability that relies on its users perceptions and language to activate, it is best used when combined with SamJaz's delusions and self-justifications. As he understands himself more and sees the world more clearly, this power wanes in usefulness and becomes applicable in less and less circumstances.
Galvanising Bones
The power of the King is the power to protect those that rely on him. Before, this would present itself as the power of Eros, granting SamJaz the power to create matter from nothing. At a time, it allowed SamJaz to feel the thoughts and needs of his comrades; able to sense their feelings in order to better serve them. In addition, he believed that he had limited powers of creating matter, but he later learned that this was not the case. The Persona that represented this form is Damocles, the resolved form of Trumpeter.
The stalwart nature of the king emanates from the golden lightning in his bones and sinew, quickening him and allowing him to stand for what is right. This allows SamJaz to plant his feet and not be moved, regardless of where he stands. He can create barriers of hardened willpower, able to jump off the thin air. In combination with the powers of Pretender to clothe these barriers in visible form, seemingly allowing him to temporarily create matter. These barriers, when broken, shatter like glass with the shards vanishing into dust on the wind.
SKETCH
In addition to these four Emblems, SamJaz also has a Sketch, or a weapon he can summon. His is without a name, and it takes the form of a sword within an axe. The handle and scabbard are made of salt, and has the ability to access people’s minds and materialise the bonds that people share with one another. With time and concentration, he can manipulate these chains, creating new bonds that feel just as real as actual life-long friendships. It's a terrifying ability that SamJaz does not trust himself with possessing, especially after using it on Kelly. This power takes focus and time, with the target having to be restrained or consenting for it to be used.
WITCHKING
SamJaz is the son of Jacqueline Malkin, the daughter of a Phoenix King and a Kitsune Princess. As such, SamJaz is inhuman, being 1/2 Shinoda, 1/4 Phoenix, and 1/4 Kitsune. This complex genetic makeup partially led to SamJaz's intricate multiple magic circuits, but also grants him additional abilities.
It is very difficult for SamJaz to actually die. Like a phoenix, SamJaz can die and die again and continue getting back up through far too many Get Out Of Death Free abilities. It's been theorised that one could kill SamJaz if they managed to murder him nine times simultaneously. However, this is untested as the current record for simultaneous deaths inflicted upon SamJaz is a mere four. This is however, a misconception of the truth- SamJaz has nine known methods of cheating death and can use them to avoid the consequences of lethal wounds.
The first is to simply heal his wounds with curative magic- a conscious decision that requires use of MP to initiate. Three are involuntary actions brought about by his abilities- extreme head wounds are negated by the summoning of a Persona, mortal wounds to his torso can on occasion cause SamJaz to melt into water only to rematerialise some time later, and some internal damage have lead to the expansion of his Shinodaborn Carapace- SamJaz's heart and lungs have already been replaced by dark matter.
Death has also lead SamJaz to transform- sometimes into his Personae, sometimes into a version of himself at a different time, although these two methods have been lost to SamJaz. In these transformations, SamJaz's psyche retreats into a safe, dark place while it restores itself, giving control to the alter-ego of the transformation. In extreme circumstances, SamJaz can also prolong his life by consuming brain matter of another being- though doing so once causes their attributes to manifest within SamJaz as a Persona. This is a method SamJaz despises, however, and has only been known to do it while under the control of his Persona. His final two methods are to broke a bargain with Death- a privilege available to the owner of the Lich King's Mask, or to simply incinerate his flesh and be reborn from the ashes at his family temple in Japan, as said above.
SamJaz can also adjust his appearance slightly to mask his identity, but this fails on those who know him personally. However, he does have the ability to see and hear anywhere in the universe if he meditates and focuses on where he desires to observe. Far from omniscience, this is a meditative technique that metaphysically transports SamJaz’s auditory receptors to another location, allowing him to observe as a fly on the wall. SamJaz also has the abilities to appear in the dreams of others, but this ability has not been trained to the same extent as his other more combat applicable abilities, and still requires significant training before he can use it reliably.
As a man who is quarter phoenix, SamJaz also enjoys an affinity towards birds. He is able to interpret birdsong and could use them as messengers, if he only bothered to learn how to whistle. In addition to his contractual immortality, SamJaz's tears can cure sickness, and he also has a limited amount of pyrokinesis, although he is incredibly unskilled in the matter. He generally finds it easier to simply launch a fire spell, I mean what else are you going to do with fire, am I right?
One shouldn't be too harsh on attributing SamJaz's undeveloped abilities to laziness, however. In his defence, he only came to learn of his mother's inhuman heritage in recent months when she came to learn just how frequently her son was getting himself killed. In fact, it was only after Altair's attack on SamJaz that he finally learnt the reason for his inhuman ability to survive the unsurvivable. However, his body was still in no position to train, and is currently receiving training from his mother to further his skills.
Necromancer
It is well worth noticing that though SamJaz's more offensive Phoenix and Kitsune abilities are lacking, his actual warlock skills are completely up to par. Capable of summoning demons from the abyss and communicating with the dead, Samjaz has been known to even summon Death himself to ask questions. When in the presence of the dying, SamJaz is capable of trapping the wasted life essences of the departed into crystals, ready to grant their abilities to whomever would take the crystals from him. His necromancer abilities are one of his less advertised traits, but one that has served him well even though Hellscraper. When he wears the Lich King's Crown, he can control all lesser undead around him, and has a measure of influence over those who belong to the dark yet retain their own will.
During a ritual under the Throne of Kings in Paris, SamJaz was given the opportunity to call upon a mythical or historical figure as a test of his prowess as a Necromancer. Having become more and more aware of his innate affinity for fire due to his Lineage, SamJaz called upon an old ally from his early days as a persona user. Jack Frost answered his call, and the two welcomed each other close friends.
Jack Frost takes the appearance of a tall, white haired male with a moral objection to sleeves. He carries a sword that takes the form of a demonic wing, something with a doves wing attached to the darker blade that symbolises the night of winter, as well as Jack's affinity to the dark and the possibility of transforming into Black Frost, the precursor to SamJaz's persona Wobbajack. SamJaz can summon Jack Frost to assist him in battle, but mostly relies on him as a mentor, a teacher, and an amplifier of SamJaz’s combat abilities. With Jack acting as his familiar, SamJaz gains much greater control over ice as well as his innate abilities over the flame. With practice, he should be able to control both extremes of temperature easily.
Keyblade
In the depths of the Hellscraper, SamJaz gained possession of an actual Keyblade- not unlike the simulacrum he had been using in the years past. The Keyblade is a mystical weapon that chooses its wielder. It changes form and abilities according to the emotional bonds the user has made with others. It's core abilities, however, function like an omni-potent key- It can lock anything. It can unlock anything. More complex, enchanted, abstract and straight-up difficult locks take more time, but SamJaz can open most doors simply by tapping the Keyblade against the frame.
As SamJaz gains allies and the bonds with them grow, SamJaz obtains keychains that allow him to change the appearance of the Keyblade, increasing its battle strength and giving it additional abilities depending on the nature of the bond and the abilities of the ally the keychain represents. So far he has obtained Shufflecast from Phantom and Undying Soul from Gen, as well as a collection of other, weaker keyblades available for general use, such as Follow The Wind, Sweet Memories, and Velvet Key. Usually, SamJaz will disguise the Sketch as a second keyblade, granting him two blunt weapons so he can wield to fight without killing.
The keyblade can also be broken apart to form a small spacecraft- like a fighter jet in purpose. It can seat up to six people, but its weapons, speed, armour and appearance varies depending on the keychain attached to the keyblade. This ability is unique to the keyblade, and cannot be used by SamJaz's sketch.
COMBAT
SamJaz has decades of combat experience, end is a master of two martial arts, and is retraining his abilities in a third.
The first is Dreadnought, the family martial art where one gains the tactical significance of a battleship. Taught to him by his father, as said above, uses a sword with an axehead on the sheath, the martial art could be used to fend off entire armies at a time, but was considered far too extravagant to be used against single targets.
His second martial art is Collision Flow. From the Flowmotion taught him by Hal Hastewell, SamJaz was able to apply these principles to slow the world down around him and, taking the excess time, create a current of time to slip through the environment in slow motion while moving at impossibly fast speeds. Achieving this requires incredibly quick reflexes and processing power, something both SamJaz and Hal have in abundance. SamJaz able to use these natural talents of his to bend space and time around himself to achieve unlimited movement.
SamJaz combined the is technique with the Collision spell- a power where one launches a beam of light that grasps whatever it touches, wrapping the target in gold light, and allowing the caster to either swing on it or toss it as if it weight nothing. Using Collision, he can even hurl battleships effortlessly, assuming the target isn't nailed down.
While Hal's philosophy of moving through the world seamlessly, Force without Effort, created Flow Collider, SamJaz's philosophy of attacking with Unrelenting Force created a vastly differing technique, Collision Flow. In this, SamJaz launches hundreds of Collision beams, and bends them using flow motion. Doing this allows SamJaz to create extravagant shapes in battle and replicating their effects without resistance from the target. For example, SamJaz is capable of creating a Collision Flow train and smashing it into a building. Because there is no physical mass for the impact to strike back against, all damage goes into the building, none dissipating into the train via resistance, and it is able to transfer the entire impact into the target.
SamJaz's third martial art is Witchblade- taught to him by his mother and perfected over a series of battles. The Witchblade style is intended to provide maximum damage with minimal effort, using the sword for close quarters combat in one hand, leaving the other hand free to cast magic quickly and effectively, like one would use a gun. This style has been used by witches in battle over the centuries, and has grown to include several forms and stances, as well as combination attacks to imbue the spell with the sword, and the sword with the spell. SamJaz has taken these stances further using the abilities of the Sketch and also his keyblade.
By combining these three styles, SamJaz has created a method of fighting where one bounces around the battlefield fighting multiple opponents, never staying in one place and striking rapidly with great force to as many opponents as possible, becoming a hyper-lethal vector that is impossible to predict and destructive in its execution. However, while shining magnificently when fighting multiple opponents, SamJaz's methods are limited when fighting single opponents, as his multi-target tactics are useless when there is only one object of attention. In such duels, SamJaz will often fight unarmed, choosing to get as close as possible and beat the enemy senseless.
SamJaz's decision to use blunt weapons and unarmed combat stems from his somewhat distorted view on battles, somewhat evolved from his battles on psychic planes. SamJaz will only view something as his victory if his opponent will declare defeat. On this principle, SamJaz refuses to kill- not for morality, but because dead people are incapable of admitting their loss, so in SamJaz's eyes, the battle will be a stalemate- one where he failed to conquer.
As such, SamJaz is one who fights to the pain- His objective in every battle is to ensure his opponent's defeat. He cares little for physical fighting prowess on either side, or for the advantages of training or weaponry, unless lives are on the line. To him, every battle is one of wills, and he will emotionally manipulate his opponent into backing down, winning the battle by causing his foe to surrender. Sadly, there are many instances where he has failed in this regard, especially in the Hellscraper, and in wars to defend and expand his empire, and has all but abandoned this ideology, despite holding it up as an ideal.
MAGIC- Witchblade style
SamJaz has gained access to a number of magic spells, through training, through his weapons, his own learning and through the keyblade. He uses an unusual method of magic known as 'Bottle Theory', where he keeps within him a supply of mana, which he rations out with each spell. Each spell uses a set number of Mana Points, or MP. MP recovers gradually over time, even faster when not in combat.
Once he is empty, however, he enters a state called MP Rage where his magic will recharge at a rapid rate, and he will have quickened reflexes and strength until the magic is restored back to full strength. Curative magic, at its strongest, will usually drain his MP empty regardless of if he has all of his MP or very little. A complete healing, such as a Curaga spell or above, will automatically send SamJaz into MP Rage, as will one of his finishing moves, as listed below.
This form of magic is known as the Witchblade style. A very combat oriented magic designed for quick growth, quick activation, and quick recovery, to be used in conduction with a sword, as well as the combinations thereupon. SamJaz learnt this style from his mother, who herself uses a broader form of witchcraft with wider applications. Keyblade can refer to either weapon; his keyblade and his sketch, or even his hands and feet.
SamJaz is a constant student of magic, and never stops studying. As he continues to learn, the list of spells he can quickly fire off and use in combat will continue growing. However, he often carries a magical tome in his shoulder armour for light reading, and also to use a more complex spell than one he has already internalised. He is often reading from one magical tome or another, practicing and perfecting his forms until the new spell has become so internalised that he can fire it off without any strenuous effort. His spells are divided into five categories: Destruction, the art of unleashing elemental magic, Alteration, the art of changing the world, Affliction, the art of debilitating the opponent, Amplification, the art of strengthening the user or his allies, and Conjuration, the art of summoning. Each spell has an ultimate technique that expends SamJaz’s magic and put him into MP Rage, and is marked by the > by its name.
The spells currently available to SamJaz are listed below:
§ --------------{ Destruction )
Fire - Launches a ball of flame from the tip of the Keyblade
Blizzard - Launches a ball of freezing wind from the tip of the Keyblade
Thunder - Raising the keyblade to the air, summons lightning from above
Shard - Launches a shard of darkness out of the tip of his keyblade, like a bullet from a gun. Range, penetration, and explosion increases with level.
Spark - Encompasses SamJaz in a ring of light that spins around him to cause damage to enemies. Number of rings increases with level.
Holy - Brings a massive pillar of holy light down onto the target.
Doom - Raises a massive pillar of dark flames from beneath the target
Tornado - Raises a cyclone upon the target.
Plasma - Launches a sphere of lightning towards the target.
Torrent - Launches a blast of water towards the target.
Quake - Creates a localised earthquake.
Force - Launches a blast on neutral energy towards the target.
> Ultima - A powerful energy blast explodes around the target. Expends large amounts of magic.
§ --------------{ Alteration )
Collision - SamJaz's favourite spell, Which encases the target in a sphere of magno-gravitational energy attached to the Keyblade by a spear of light. SamJaz can hurl target catapult-style or use them as leverage for his own jump, like a pole-vaulter.
Magnet - Creates a ball of spinning attractive energy at a location the Keyblade is pointing to. This ball attracts objects, people, energy and more and spins them around at high speeds until the Magnet spell dissapates at the end of its short life, usually five to ten seconds. Note that this is not magnetic energy as such, but rather attractive energy that works differently to gravity.
Wall - Creates a green defensive barrier that soaks up damage, and can also be used as a solid wall / platform.
Reflect - Generates a temporary barrier around SamJaz that reflects all incoming attacks at double power, velocity and force back at the source.
Gravity - Creates a sphere of dark light at a location the keyblade is pointing to, which increases the effects of gravity to pull towards the sphere.
Gravija - Causes objects around SamJaz to float as if in zero gravity. Floating objects will not be in motion unless put in motion by another object IE hitting something else.
Graviza - Causes objects around SamJaz to be pushed away from SamJaz, as if they were opposing magnetic poles.
Float - Creates an anti-gravity field around SamJaz, making objects unable to touch other objects.
Attract - Attracts two objects together. Requires two keyblades to cast.
Melt - Turns non-living targets into a liquid for a few seconds.
Decay - Causes the target to rot.
Cleanse - Launches a wave of energy that purifies the target area from toxins, dangerous chemicals or gases, and biological impurities.
§ --------------{ Affliction )
Stop - Stops the target's perception of time, essentially freezing them in time for up to a few seconds.
Aero - Creates a spherical whirlwind around the target, protecting them and lifting them into the air.
Sleep - May dull the target's reflexes and awareness of their surroundings, like a suppressant. Effect rate and potency increase with spell level.
Poison - Magically implants an unidentified venom into the target from the point the keyblade was targeting, or the point of impact if used in a physical attack. Though the poison is very potent and lethal within 24- hours, it is easily cured by ingesting fresh fruit.
Confuse - Intoxicates the target in a manner similar to alcohol.
Slow - Halves the target's movement speed and perception of time, effects stacking with each stage.
Vex – Enrages the target
Pain - Places the target in crippling agony.
Hemo - Reverses the effects of healing processes for a time, including restorative abilities. Duration escalates with level.
Mini – Shrinks the target, has a low success rate.
Toad – turns the target into a frog. Has a low success rate.
> Debilitate – Casts a multitude of affliction spells onto the target simultaneously.
§ --------------{ Amplification )
Cure - Raising the keyblade to point above the target, straight upward when healing oneself, creates a green ball of light that sheds leaf-like light onto the target below, curing illnesses and healing wounds. It is possible to knock the target aside from these healing effects, though SamJaz has trained himself to begin healing at the inception of the spell, regardless of what comes next. High level healing can drain SamJaz of his MP and force him into MP Rage.
Esuna - Clears the target of any negative status ailments- including disease, confusion, or poison. More complex issues require higher level casting.
Haste - Doubles the target's movement speed and perception of time, effects stacking with each stage.
Aegis - Creates a defensive forcefield around the target.
Titan – Strengthens the target and increases the impact of their attacks
Counter – Enhances the targets ability to react to oncoming threats.
Regen - Grants the target a healing factor for a short period of time.
Reraise – Upon the targets death, the target will be revived and restored to their physical state as of the Reraise spell being cast. Protection lasts for five minutes, expends a large amount of mana.
Scan - Provides SamJaz with information on the target.
> Riser – Casts Haste, Aegis, Titan, Regen and Counter upon the user, raising their combat abilities to the maximum.
§ --------------{ Conjuration )
Balloon - Conjures a number of large floating spheres, around 1ft in diameter, which seek out and home in on targets, exploding on contact. Explosions are water-based, non-incendiary, but do carry enough force in explosion to knock a large man into the air. Larger levels consist of larger spheres that leave behind smaller spheres around the one that popped them.
Meteor - Conjures multiple meteorites from the sky to bombard the area around SamJaz.
Bomb - Creates a destructive sphere that will explode into flames.
Slip - Coats the target with a substance that reduces friction and become slippery. Countered by Boing.
Boing - Coats the target with a rubbery substance that causes it to bounce off any substance. Countered by Slip.
Bleed - Causes blood to pour from the tip of his keyblade.
Ghoul - Conjures a number of undead-class mooks to attack the enemy.
Jack Frost - Summons his Necromantic familiar, Jack Frost.
Arma - Conjures a selection of weapons in the area around SamJaz for himself and others to use.
Treasure - Drops a treasure chest containing money or treasure. Rewards vary according to power of spell.
> Ashe-Kente – Conjures Death
-COMBO TECHNIQUES-
Description: orce Raid
Force Raid
By retraining in his Witchblade techniques, SamJaz is able to combine his keyblade and flow motion techniques with his spells, and his spells with his keyblade. With ____ replacing the title of the spell used as a base for the combo, SamJaz can perform a number of advanced magical techniques.
____ Edge - SamJaz coats the weapon with the spell of his choice.
____ Link - Coating his weapon in an enchantment similar to an Edge technique, SamJaz strikes the target. This strike, if it connects, will curse the target, adding an additional impact with each attack landed on the target by somebody other than SamJaz. Each additional impact is more powerful than the last by a factor of 20%. (This effect lasts until SamJaz's next post.)
____ Seeker - SamJaz casts 3-7 spells out of his keyblade which home in on their intended target.
____ Mine - SamJaz plants a magic rune on the floor, ready to explode upon being touched.
____ Dive - SamJaz rises into the air, coating himself and his keyblade with the effects of the spell of his choice and slams into the ground, merging into the floor and travelling a distance before rising up in an attack under a second target.
____ Blitz - Rising into the air and coating himself and his keyblade with the effects of the spell, SamJaz kamikaze's the target 3-7 times violently.
____ Crash - SamJaz land on the ground in a slashing attack, followed by a bombardment of low-tier spells.
____ Dash - Coating himself with a layer of the spell, SamJaz burst forward with incredible speed in a stabling attack.
____ Raid - SamJaz throws the keyblade, coating it with the spell of his choice as it spins on the centre of balance and strikes the target repeatedly, like a buzz saw.
____ Windmill - Holding the keyblade perpendicular to his hand, SamJaz coats the keyblade with the spell and spins it at high speed, forming a defensive propeller that batters anything it touches.
____ Storm - SamJaz coats the keyblade with the spell and throws it, the keyblade spinning around in a radius around SamJaz several times in a spiral, striking surrounding enemies before returning to his hand.
____ Slam - SamJaz coats the keyblade with his spell and launches the target into the air with an upward slash, before teleporting above them and slamming them down the ground with another attack.
____ Strike - SamJaz spins around behind the target, slamming the keyblade to inflict the spell upon them at extreme close range.
____ Collide - SamJaz enchants the collision spell, launching his spell along the strand to grant it additional effects
____ Sol - A rising slash coated with the blade that heals SamJaz the same injuries it inflicts upon the opponent.
____ Luna - A downward slash that moves SamJaz behind the opponent, blasting the target with with the spell after the attack.
____ Astra - Coating his blade with the spell, SamJaz unleashes a flurry of dozens of stabbing attacks that launch the spell again with each thrust.
____ Breaker - An aerial attack, SamJaz spins with his keyblade twice in alternating diagonal axis', each one dragging a circle of the spell of his choice. Can be used to strike two spells at once.
-Finishing Moves-
These finishing moves will deplete SamJaz's MP and send him into Mana Rage, but are incredibly powerful.
____ Field - Slamming his hand onto a surface, SamJaz covers the surface with an Area Of Effect Field, basically enchanting the ground to periodically cast spells from within that surface area until the end of SamJaz's Mana Rage.
____ Splitter - Locking the target into place, SamJaz charges the target 12-18 times, slashing with his spell-enchanted keyblade at high speeds and teleporting after each cut to ensure no loss of momentum.
____ Aether - Using two weapons, SamJaz attacks using multiple Sol and Luna strikes before finishing with a Breaker combo.
____ Ascent - Holding two key blades in reverse grip, SamJaz coats his arms and torso in the effects of the spell spell and launches himself towards the target, then throwing the spell into the sky in the shape of a bird that flies through the sky, dropping spells onto the ground and diving down onto another target for a final impact.
____ Howl - Slamming two key blades at the ground, SamJaz remains motionless as a pack of nine-30 spectral hounds charged with the effect of the spell charge the target.
____ Arcanum - Coating himself in the spell, SamJaz slashes 18-30 times at the opponent at incredible speeds.
____ Barrage - Creating a wall of up to 3,000 low-tier magical spells, SamJaz launches all of the spells upon the target in multiple volleys.
____ Fury - SamJaz surrounds the target in a sphere of up to 360 low-tier magical spells, and launches them towards the target.
Mega ____ - SamJaz charges up one single super-massive version of the spell in question.
EQUIPMENT
In addition to a large number of weapons SamJaz has available to him, there is a common load out that SamJaz rarely enters battle without.
Evoker
A strange device shaped like a gun. Obtained in the Hellscraper, when pressed to someone's head and fired, it reopens that person's worst mental traumas. When SamJaz uses this, it summons a Persona.
Though shaped like a gun, it has no ammunition slot, and a range of exactly one inch. Not a weapon to be used against an opponent in combat unless one can get extremely close, and even then, its effectiveness depends on how many mental and emotional barriers the opponent has to tear down.
It does, however, make an effective torture device, and can make mental invasions easier.
Multitool
An advanced Leatherman multitool that, given the rest of the SamJaz's arsenal, really has little function other than general housework. Still, he keeps it available just in case.
A nasty piece of work with hooks, pliers, knives, saws, the thing even looks like a monster just by existing. SamJaz rarely uses this in combat but rarely leaves home without it just in case someone needs some shelves putting up or a fish needs cleaning out.
Generally, it exists in his arsenal because SamJaz thinks that it's cool. Which it is. And he won't hear a word against it.
Patriot
Patriot is a modified P416 assault rifle that SamJaz acquired in Italy. It is durable, made out of an expensive alloy used in contemporary tank armours and uses an enhanced gas piston to deliver rounds at a higher rate than the standard firearm, designed for use against the Hidden World target. While faster, the Patriot's rounds aren't necessarily more powerful than the standard firearm, but will serve for a nice headshot. SamJaz usually carries Patriot on his left leg, concealed thanks to the abilities of Wobbajack.
Biter
Biter is a modified AA-12 automatic shotgun that was acquired from a mercenary in Italy. SamJaz took a liking to the weapon for its ability to destroy just about anything in a given direction as well as how well it looked after itself. Converting 90% of the recoil into loading and firing the next shot, was well as keeping itself clean and lubricated thanks to its stainless steel inner workings, Biter just brushed SamJaz in all the right ways, despite not having a specific need for it in combat. If he was honest Biter mostly exists as a counter weight to Patriot, but he still loves the little guy.
Bookplate Armour
A set of shoulder armour received from Santa in the Hellscraper, has been adapted to hold a gun holster near the armpit for his evoke. It is worn on the right shoulder and holds a magical tome that contains more spells that SamJaz is capable of casting on his own. He can eventually learn more spells from this tome, adding them to his standard repertoire, and using the tome allows him to cast even stronger forms of the spells he already knows, barring Collision.
Knight's Gauntlet
An extension of the Bookplate Armour, the Knights Gauntlet a large, bulky piece of power armour that covers his entire right arm and his upper torso. However, unlike the bookplate armour, which SamJaz almost always wears, the Knight's Gauntlet is only worn when SamJaz knows he is going into battle and is aware that it will be a serious fight. The armour provides an incredible shield against physical and magical attacks, and can completely shrug off tank rounds and other attacks of similar firepower. The sheer size of it is a distraction, however, and it does restrict some of the more elaborate techniques SamJaz uses in a fight. As such, he dislikes using it and will avoid it where he can.
Lich King's Crown
A skull-shaped helmet SamJaz obtained from defeating the Lich King, this macabre mask grants SamJaz dominion over the undead as well as an amplification of his abilities as a necromancer. While he may complain of helmet hair, the protection this crown provides, especially against illusions and telepathic assaults, is incredible, though it does make it impossible to summon his persona via gunshot.
While wearing the helmet, SamJaz gets the benefit of a HuD, with maps, radars, auto-targeting, the works. He can deliver messages telepathically to all allies while wearing this piece of equipment, which he keeps in his rucksack ready and polished. After the fall of Exalt and the desolation of the Lich King's throne, the Lich King's Crown lost many of its abilities, most notably his dominion over the undead. However, it still protects him in battle and allows him the benefit of a HuD in battle.
Lunacy
A dragonbone shortsword SamJaz received as an engagement gift when Luna Neroline proposed to him, it's one he keeps on his back under his bag wherever he goes. It's a sturdy, more mundane weapon that allows him to channel his magic and redirect the magic of others. It has a sharp cutting edge, designed to look like a spine as to provide notches to catch weapons.
He named the blade Lunacy to suggest terrifying, mind altering powers that simply aren't there to his enemies, but also to remind him of his fiancé when he uses it in battle. It's more reliable than most of his magical weapons and provides a quicker killing blow than his blunt keyblade.
The Bag
A thin bag with a wide opening, this bag was a birthday gift from Hitomi Nakamura and opens into his own room at her Kaspa. In here, SamJaz has an effective storage room of indeterminate size. There is a maximum limit to what it can hold, SamJaz just isn't sure what it is.
Oddly enough, SamJaz is able to find what he is looking for quite quickly inside it. Whether he looks for his Crown, or additional weaponry, or even the small little knickknacks he picks up on his travels, SamJaz finds it with very little rummaging. These include glasses that allow him to read an entire book by looking at the cover, a sphere with a plug socket that allows you to power electronics using magic, and other small trinkets.
3DS
A modified games console of a clamshell design, SamJaz received this as a gift from Mechanicus. Serves little functional purpose, although SamJaz does enjoy playing it when he has a few minutes to himself.
More powerful than any current gaming PC and sturdier than a bomb shelter, SamJaz carries it into battle just in case his opponent has pokemon they want to trade. It also contains many other games not normally available for the vanilla console, such as those found on Playstation or Xbox consoles, as well as a number of novels, textbooks and movies just in case SamJaz gets really bored.
Superphone
Similarly modded by Mechanicus, SamJaz's phone can relay communications across dimensions and time, thanks to advanced jiggery pockery techniques used in its construction. It is similarly near indestructible.
SamJaz can also use this phone as an interface for some of his keyblades more advanced abilities, especially for hacking nearby computers or systems. By tapping the phone with the keyblade, SamJaz gets full access to all nearby computer systems except those with HW-level firewalls.
IMPERIAL EQUIPMENT
- See HE_IS.
TIME COMPRESSION
Due to events in Hellscraper, SamJaz gained the ability to slip through various stages of his future life. The risk, however, is that throughout his future lifetime, SamJaz becomes very different people who make very different decisions to him. With the increase in power he gets by becoming his future self, there is also an increasing risk against him coming back. SamJaz has obtained a red scarf from Hitomi that helps him return to the present time, though sometimes he needs to be pulled back forcefully if he forgets when he is.
However, some time between abdicating the throne of Exalt and being wounded by Altair, SamJaz lost the ability to access these future forms due to the future in which they would occur no longer existing. He retains these memories of a future that never was, and occasionally has visions of what may still come to pass. SamJaz can also hone his senses to see the past, present, and future simultaneously, viewing what has happened and what may happen in the future without being distracted by the here and now. This ability does leave him vulnerable, however, as he cannot be aware of his current surroundings while using it.
Broken
In the summer of 2014, SamJaz secretly abdicated the throne of Exalt, no longer willing or able to maintain the pressures of rule. He currently acts as a figurehead until his successor can be sufficiently trained, but handed all ruling powers to Mechanicus for safe holding. SamJaz currently serves as an advisory role to the Empire, as one who has invested in a business, but no longer plays an active part in its rule, choosing instead to retire and enjoy a more relaxed existence.
In early June, Altair the assassin wounded SamJaz in the shoulder during an assassination attempt, with SamJaz receiving internal damage from being dragged out of a flow motion state. After spending a few weeks recovering from the attack, during which SamJaz was constantly under attack by other hopeful killers, SamJaz reevaluated his motives and his agendas. He decided to once more travel on foot as a wondering hero, doing what he sees fit when he sees opportunity to do so. Despite his weakened state, SamJaz does not hesitate to fight. Instead, he rededicates himself into the application of the basics of Flowmotion, Dreadnought, and Witchblade arts.
After his soul searching journey, ended prematurely with the destruction of Exalt, SamJaz returned home to London and focused on his business with Hal Hastewell rescuing and rehousing victims of the slave trade. Now more aware of his abilities, SamJaz cannot rely on his unconscious strength to protect him and must now consciously manage his strength and abilities in battle, adding a layer of concentration difficult to maintain when fighting at his previous capacity.
Relationships
SamJaz's two closest friends are Arthur Cromwell and Aleister Crown. He is also close with Matthew Anderson, Hitomi Nakamura, Hal Hastewell and Gen Shishiho. He is currently rebuilding his relationship with his sister, Kelly Malkin, as well as his many step siblings in Sketchinoda. He is also close to his mother, Jackie Phoenix.
During the events of Hellscraper, SamJaz founded an Empire on another planet. Now called the Empire Exalted, or the Emperium, SamJaz rules with the assistance of his half-siblings in Sketchinoda and the local governments established by his people. He was also responsible for the Emperial Embassy in Kansas City, and is still working out why his future self would send the Chapter to Earth, despite having abdicated the throne in this timeline and insisting that it's not his problem. This empire has since fallen, and the Kansas Embassy is no more.
After Hellscraper, SamJaz had a sporadic dating life. He enjoyed a brief relationship with Hitomi, but things got on the way when the Embassy arrived in Kansas, and things sort of died out there. SamJaz briefly dated Aleister's 16-year old maid, Lily, for a few weeks, but that relationship ended mutually for various reasons. SamJaz's current girlfriend and fiance, a succubus named Luna Neroline, is fun and supportive, and is someone SamJaz can rely on except when he needs someone to do the dishes. He enjoys her company and companionship, but has had doubts about their future, but accepted her proposal when she asked him to marry her. Oddly enough, the two of them seem to have accidentally adopting a teenage ex-assassin named Alica Waltzer, and are managing not to be bad parents so far, alleviating SamJaz’s concerns and making him look forward to their life together.
SamJaz's two greatest enemies are his father, Jardsam, and his father's nemesis, Taylor. He used to share a flat in London with the latter, for reasons unknown to him, but the residence remains a neutral ground where neither is able to harm the other. Thankfully for SamJaz, Taylor was usually out (Or in Blackstone Prison) when SamJaz has guests over, but either way he makes sure to lock his bedroom with the keyblade every time he leaves the house. SamJaz lost contact with Taylor when he moved out after his arrest for the attempted theft of the Crown Jewels, and the two have a kill-on-sight mentality towards each other. For this reason, the two make an effort to avoid each other's notices wherever possible.
He is currently roommates with George Hastewell, a werewolf from the Sinwa-mura myth village currently working with the Mi13 and the JHWAB, and Luna Neroline, a succubus who is friends with Hitomi and Kelly, who live in the building opposite. As of May, SamJaz entered a romantic relationship with Luna upon abdicating the throne of Exalt.
SamJaz is still injured from his battle against Altair and fights cautiously. However, his reckless and cocky nature still breaks through with that signature grin of his, that playful need to get his nose into whatever's going on and prove that he's the boss, he's the strongest, and he knows best. He rarely does, and will accept a defeat when it's handed to him, but always to go away, retrain, learn where he went wrong and come back for another go.
That attitude, and a mouth that never seems to shut up, come together so he always ends up talking himself into the trouble.

And let's be honest. SamJaz loves getting himself into trouble.