Conquerer - Pretender - Locksmith - King (BIO)
Rebooted due to glitchy bios, several changes, and a hell of a lot of inconsistencies. Special thanks to MrLipschutz for his amazing artwork, which I have shamelessly stolen without permission.
Name: SamJaz Shinoda
Original name: Samson Joshua Creed
Aliases: Bright Lord, Emperor Exalt, Key-Aniki, Lich King.
Faction: Heroic Good
Affiliation: The Emperium, 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 He was a fairly normal child, curious and quick to lead others, but became much more withdrawn with the supposed death of his sister and father in the year 2000. After that, he became much more withdrawn, but this as also the time where his powers first developed.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 a 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 stomach and lungs 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. SamJaz can also combine his sources of energy together to create feats of great strength. For example, combining the cool and collected power of his mind with the aggressive passionate power his heart, SamJaz creates a purple energy that greatly amplifies the powers of his flow motion techniques, turning a feat of agility into an offensive attack.
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 is represented by a Persona, a facet of his personality given shape or form. He has four that remain active at all times; Prometheus, Nyx, Wobbajack and Damocles, and can carry up to eight that can be exchanged in the Velvet Room at any time, usually between RP's. However, following being wounded by Altair in June, SamJaz can no longer access any Persona beyond the four listed below.
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 his opponents 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 represents 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.
Absorbs wind, Reflects electricity, Resists physical attacks and fire, weak to darkness.
The power of the Pretender is the power to change yourself 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 represents 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.
Absorbs darkness and water, reflects ice, resists wind and fire, weak to electricity.
The power of the Locksmith is the power to reject reality. In this, everything is binary and you are either sane or mad, living or dead, open or closed, and in this world of opposites, SamJaz has power and imagination. 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.
The Persona that represents 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.
Absorbs ice and fire, reflects darkness and wind. Resists electricity. Weak to the healing spells of others
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. Now, it allows SamJaz to feel the thoughts and needs of his comrades, able to sense their feelings in order to better serve them. In addition, he has limited powers of creating matter. Like his magic, however, he can only create crude objects on a grand scale, like giant swords, rather than something useful, like a food.
The Persona that represents 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.
Immune to Ice, Wind, Fire and Electricity. Resists Light and Darkness. Weak to metal.
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 it has no power on its own other than the power to earth magic.
It has the ability to access the 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.
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. Most notable of these is the power to completely remain uninjured from being shot in the head, even using it to summon a Persona. There are multiple other methods SamJaz can cheat death, such as having his Persona take over his body, or beginning a rapid healing cycle, to straight-up incinerating his own body and reforming at the family temple in Japan.
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. 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. SamJaz also has the abilities to appear in the dreams of others, cause illusions, possess others and bend time and space. However, these abilities were not trained to the same extent as his other more combat applicable abilities, and they still require significant training before he can use these abilities 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.
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 lessons from his mother through dreams while he travels to the family shrines in Greece and Japan to further his skills.
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 they 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 got transforming to 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 a support in battle. 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
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 apearance 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.
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.
The spells currently available to SamJaz are listed below:
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
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.
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 - Creates a 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.
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.
Bind - Attracts two objects together. Requires two keyblades to cast.
Confuse - Intoxicates the target in a manner similar to alcohol.
Balloon - Creates 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.
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.
Meteor - Summons multiple meteorites from the sky to bombard the area around SamJaz.
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.
Esuna - Clears the target of any negative status ailments- including disease, confusion, or poison. More complex issues require higher level casting.
Holy - Brings a massive pillar of holy light down onto the target.
Doom - Raises a massive pillar of dark flames from beneath the target
Bomb - Creates a destructive sphere that will explode into flames.
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.
Slow - Halves the target's movement speed and perception of time, effects stacking with each stage.
Haste - Doubles the target's movement speed and perception of time, effects stacking with each stage.
Aegis - Creates a defensive forcefield around the target.
Regen - Grants the target a healing factor for a short period of time.
Pain - Places the target in crippling agony.
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.
Melt - Turns non-living targets into a liquid for a few seconds.
Bleed - Causes blood to pour from the tip of his keyblade.
Decay - Causes the target to rot.
Hemo - Reverses the effects of healing processes for a time. Duration escalates with level.
Cleanse - Launches a wave of energy that purifies the target area from toxins, dangerous chemicals or gases, and biological impurities.
Ultima - A powerful energy blast explodes around the target. Expends large amounts of magic.
Scan - Provides SamJaz with information on the target.
Treasure - Drops a treasure chest containing money or treasure. Rewards vary according to power of spell.
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.
____ 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 the target, slamming the keyblade into them 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.
These finishing moves will deplete SamJaz's MP and send him into Mana Rage, but are incredibly powerful.
____ 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.
____ 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.
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.
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.
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 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 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.
An advanced harness to weapons that SamJaz sometimes carries into battle, consisting of axes, swords, knives and firearms. SamJaz rarely carries this due to its weight and the odd looks he receives. SamJaz often wears smaller variations of the FullMetal Jacket with less weaponry, depending on the situation.
A set of shoulder armour received from Santa in the Hellscraper. 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. This armour is incompatible with the Metal Jacket, but it has been adapted to hold a gun holster near the armpit for his evoker.
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.
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.
The contents of this bag include, but are not limited to:
- A pair of glasses that allow him to read every page of a book at once.
- A sphere with a plug socket that allows him to charge his electronics magically.
- Socks that allow him to breathe underwater.
- Skinny Jeans that he can run in.
- An alarm clock that summons a sexy maid to wake up the target.
And several other pointless little trinkets that have aided him on his adventures.
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, just in case SamJaz gets really bored.
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-indistructable.
SamJaz can also use this phone as an interface for some of his key blades 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.
- See HE_IS.
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 in 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. 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.
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. He renewed this commitment upon beginning his pilgrimage in 2014, and makes the conscious decision to not use his keyblade when he is forced to kill, instead taking another blade for the bloody work of war.
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.
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, SamJaz was wounded in an assassination attempt by Altair, the assassin. Wounded in the shoulder and 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.
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 is 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.
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, 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 doubts about any future he may have with her. Oddly enough, the two of them seem to have accidentally adopting a teenage ex-assassin named Alica Waltzer.
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. He currently walks the world, keeping regular phone communication with his friends, and doing good where he can.
As a vagabond, SamJaz is freed from the chains of commanding and the ties of compassion, and is freed from the stresses of life and the temptation to stagnate which lead to the dulling of his abilities in the first place.
Viewing his pilgrimage as one of redemption and rebuilding, 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 admit it. SamJaz loves getting himself into trouble.