Name: Seph Calloway
Personality/History: Seph would could never be described as a hard-worker. He considers training to be a waste of energy, as well as extremely tiring(an exaggeration of course). Born to rather shifty/mysterious family of fighters, his proficiency in the martial arts is around prodigy level. However, due to his rather lazy nature, it remains unpolished. Having had 0 interest in his family's shady dealings, Seph has set out on his own to see the world for himself, and maybe find a place to finally settle down one day. Whether by some rigged karma, or just bad luck, Seph has a way of attracting trouble, be it the smallest spilling of salt or causing an all out brawl by accidentally bumping into the wrong person. It's not always unwelcome however, as a good fight usually has a way of bringing a little fun into what had originally been a dull day.
With all the midara popping up, he's had to be slightly more careful in his wanderings. He's had several encounters and somehow found his way out of each of them. He has no personal vendettas against them, but now and then will pick up a job when funds are low. Unless otherwise inclined, he generally would rather try to reason with them than knock them out cold. He tries to keep a positive mind about things, but may sometimes come across as clueless(which he can definitely be at times). It wouldn't be unlike him to be tricked by a midara in disguise, due to his unwillingness to use real force against regular women. He has a deep appreciation for books and theater,
Specialty: Kicks, Pressure Points, Chain attacks
Attacks:
Passive- Move chain: If Seph hits with any attack, roll die. On success, he can use another attack that does less or equal damage than the first.
Passive- Lazy: Seph often ignores the most basic rule of martial arts. Stretch. As such, when performing any move that deals moderate damage or higher and if he has not completed a quick stretch within the last 6 turns, he has a chance to pull a muscle.(Paralysis)
Reluctant Roundhouse: Seph will voice his discomfort with the fight before stepping in and unleashing a swift roundhouse kick: Simple move(Can be used every turn)
Unpolished Footwork: Seph puts on a distracting and unpolished display of Calloway footwork. Increases the chance of his next attack hitting (other than the chain moves), and enemies next attack missing.
Heel Gatling: Seph raises one leg and fires off three kicks in rapid succession. Simple/Moderate move(Can be used every 2 turns)
Chin Check: Seph snaps his foot up to clip the chin of the enemy aiming for the pressure point. Moderate move- Chance to Stun(Can be used every 2 turns)
Guillotine: Seph lifts and stretches one leg before bringing it down on the head of the enemy. Heavy move-Chance to Stun(Can be used every 3 turns)
Dropkick: If not within close range of the enemy, Seth will charge forward and leap into the air to attempt to deliver a heavy blow.
Cripple: Seph will begin to duck and weave, slipping into his opponents guard to attempt to deliver a few quick jabs to their pressure points, causing the targeted limb to be unusable for the next attack made by the afflicted enemy. (Imposes a disadvantage on their next attack)
Focus: Seph calms himself and revisits the earliest days of training; when it was mandatory. He regains the ability to use powerful chain moves, exclusive to his family. He also remembers not to overextend. Roll die- if number is even, move succeeds(Increased chance for enemy to hit while attempting.)(Temporarily suspends Lazy passive)(Can be used every 4 turns)(Lasts 2 turns)
Rising Action(Chain): Seph gets into the guard of the enemy, launching them into the air with a powerful kick. Simple/Moderate(Focus)
Calloway Tradition(Chain-p2): Seph Leaps into the air after his enemy, delivering two kicks to them and causing them to spin. Moderate(Focus)
Swift Resolution(Chain-p3-final): Seph flips and catches the enemy in the gut with a sharp heel during their descent, sending them crashing to the ground. Heavy(Focus)