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 Junko Ningyo

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KasumiAsogi
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PostSubject: Junko Ningyo   Sat Jan 03, 2015 12:35 am

Character Description

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Basic Information

Account Name: KasumiAsogi
Character Name: Junko Ningyo
Kaito Corp. Designation: KC-LP02
Gender: Female
Age: 12 (Years since reactivation date)
Height: 5'1 3/4"
Weight: ... Fuck Off...
Personality: Although somewhat of a mindless automaton when she was first reactivated, Junko has developed into a free spirited, although reckless, young woman who is well aware of the effect her artificial existence has in the eyes of her peers.

With her inability to use chakra, Junko has something of an inferiority complex when fighting chakra wielding Ninja. This tends to reveal a more aggressive and sadistic side of her personality as she revels in showing her opponents how strong she is despite her disability… Even if she has to pummel the respect into them!

Despite being seen as “just a puppet” by many, Junko works hard to be friends with those who can see her as something more.

Basic Info Continued

Affiliation: The Seven Yokai
Rank: Unranked (Assumed to be almost Jounin level in power like the rest of the Seven Yokai
Weapon(s): Being a living weapon, Junko has multiple compartments in each limb to store weapons. These include:

  • 2x Kunai (Concealed one each in the right and left bicep).
  • 2x Retractable Cleaver swords (Concealed one each in right and left thigh).
  • 2x Compressed air propelled rope darts (rope and mechanism stored in forearm, fires from the base of her palms).
  • Kaito Corp. jump jets (Left and right calf muscles).
  • 2x Micro cleavers, sitting blade outward and upright, permanently fixed to the tops of her boots.
  • 3x Arsenal Expansion Packs (See following post for details)

Fighting Style: Because she is mostly artificial Junko has a tendency to fight with reckless abandon as she doesn’t fear injury or death the same way her organic team mates do. She will slice and dice her way through anyone she is ordered to eliminate and as long as the objective is fulfilled, she isn’t too picky how much damage she needs to take in order to do it.

History

Blandly named the KC-LP02, Junko began her life, like all technologies things in this world, as the culmination of an idea. Her ‘Father’, Akira Inoue (An R&D weapons designer for the formerly grand Kaito Corporation), wished to build a weapon that would be easy to use on the field of battle and require minimal skill from its user. While the initial ideas on the drawing board were numerous, Akira eventually settled on the perfect weapon; the Ninja Puppets of Suna. Filling his team with the brightest minds that Kaito Corp. could supply, Akira began work on the most ambitious project of the company’s life; the designing and building of two autonomous ninja puppets.

The hope of the project would be to create a weapon that could attack by itself and defend its Ninja master without any input from its user. To accomplish this easier it was decided to utilize the frame work of a metal puppet sourced from Suna, the most advanced automated micro-computer systems available to Kaito Corp. and morbidly, human body parts, particular certain sections of the brain.

It would take three years before a viable prototype was constructed, a prototype that was a complete failure. Because of incompatibility problems between the human and computer components the puppet was left paralysed and unable to move past the neck down. It was later realised that the technology couldn’t keep up with the electrical impulses of the human brain pieces they had acquired causing a critical system error.

The project stalled for 3-4 years as Akira desperately worked on ways to fix the problem. Stumped, Akira would journey to Suna itself for inspiration and talked to multiple puppet makers and users. It was he who realised that the answer had already been developed long ago by the Ninja of Suna. By connecting chakra carrying wiring to the puppets extremities, the human parts of the unit’s brain could move its own body, effectively puppeteering itself. Returning to the Kaito Corp. laboratories, Akira’s solution was a resounding success, giving the prototype puppet the ability to move on its own accord. Couplings were installed around the body to allow puppeteers to connect external threads to the existing network, allowing the puppeteer to take complete control of the unit like any other puppet on the market.

A decision from the Kaito Corp. would see the bodies of fallen Ninja used for the human components required, in the hopes that their natural affinity for chakra would strengthen the thread network running through the puppets bodies. Akira would take this one step further however, using the subject’s bodies as templates to design the puppets appearances. Because of this, Junko has a striking resemblance to the late Konoha Jounin Kiyomi Nasagawa.

Despite the puppets performing well past project expectations and goals, the Kaito Corp. board of directors were soon forced to shut down and abandon the project when Junko’s sister unit, known only KC-LP01, went berserk upon activation during a press release murdering Akira Inoue, a large number of the lab team and journalists who were present and damaging Junko’s left eye while she was deactivated. After Ninja managed to defeat the rogue puppet, Junko and KC-LP01 had their thread networks shutdown and their bodies placed in confinement tubes, originally never to be reactivated again.

Many years passed since then and the project long forgotten by the time Kaito Corp began to have financial difficulties. Forced into liquidation, its assets were sold off to the highest bidders, including one Sayuri Fukazawa who was looking for cheap weapons to add to her mercenary group’s arsenal. Sayuri would bid in the auction for the two puppets, not originally aware of their special nature. Buying two for the price of one, Sayuri won the bidding unchallenged, an easy task as she was the only bidder interested. Collecting her latest acquisitions Sayuri would take Junko and discard the badly damaged KC-LP01, ditching the unit into the sea on her way back to Seven Yokai base on Devil’s Mountain.

It was to the entire villages shock and surprise when Junko was accidently reactivated by a four year old Akane Yukimura, who was playing tea party with her deactivated body. Despite a rocky start, in which Junko had the charm and charisma of a pet rock, she would eventually develop a personality of her own that would rival that of any organic. Her growth over the years has filled her with a great sense of accomplishment and has made her eternally loyal to the loving and accepting people of the Seven Yokai.

Character Stats

Stamina: 6
Speed: 6
Strength: 6
Intelligence: 2
Chakra Control: 0
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PostSubject: Re: Junko Ningyo   Sat Jan 03, 2015 12:56 am


Because she can’t use chakra like an organic can, Junko is fitted by design with Kaito Corp armament expansion hard-point ports (Two on her shoulder blades & another another one on her lower back just above her waist). The original plan would have seen six packs designed, however only 70% of the ‘Angel Pack’ was ever completed before the project was shut down. Including the Angel pack, Junko originally sports four expansion packs, the remaining two being designed for her by Killer Weapon’s Inc in Iwagakure. These include:



The Typhoon Pack: One of the packs designed by Killer Weapon’s Inc, the Typhoon pack is mainly a natural energy converter (N.E.C for short). Taking in natural energy from around the pack in a fashion similar to a Sage, it can than transform it into a ‘psuedo-chakra’ energy source that only serves as the ammunition for the mounted cannons. Similar to the natural energy converting Sage’s, Junko must stand in one spot to gather the energy for devastating cannon attacks. While she can fire without standing still, these ‘Quick Shots’ are generally not very destructive and tend to hit more with impact than explosive force (OOC: If they hit, they’ll hurt, might even leave a mark or two but are non-lethal even to low rank Ninja). This pack adds the following armaments to Junko’s arsenal:


  • 2x Typhoon Cannons


  • 6x Incendiary micro missles (Non-explosive but create a fireball at the point of impact that is roughly 6ft in radius)

Spoiler:
 


The Yokai Pack: The second pack designed by Killer Weapon’s Inc, this pack also features the N.E.C system used by the Typhoon pack. Unlike its sister pack however, the armaments have been designed for heavier combat, it also sports thick armored greaves. This pack adds the following armaments to Junko’s arsenal:


  • 1x Typhoon cannon


  • 3x Concussion Missiles (They create a heavy non-explosive concussion wave that is designed to replicate Wind chakra to a point and blow the unsuspecting Ninja off his/her feet to create an opening for Junko to attack)


  • 6x Anti-Projectile Charges (These are thrown and explode to create a bubble of pseudo-chakra that can defend Junko from arrows, thrown kunai, exploding tags and other projectiles by deflecting them off the bubble and toward more harmless trajectories. Exploding tags tend to detonate across the surface of the bubble because of their nature. It cannot deflect jutsu, even of lower level nor is there a known creature alive capable of surviving inside the bubble, including Junko)


  • 1x Anti-Armor Chainsword (Powered via cable from the converter, this so called ‘Chainsword’ was designed to help slowly rip apart Samurai armor during battle. Its effects on the unarmored flesh and bone of Ninja are as you would expect for such a weapon)

Spoiler:
 


The Angel Pack: The only pack that Junko possesses that was created by the Kaito Corporation. Because of its origins, and despite still being 70% finished, this is Junko’s most powerful pack and what the other two packs were based on. Unlike the bulky N.E.C system Killer Weapon’s Inc utilized for their packs, Kaito Corporation took full advantage of her human components and their working knowledge of Junko’s proprietary chakra wiring network to utilize, and amplify, actual chakra from her human body parts to power the weapons. Because it was never finished, the pack lacks the storage and buffering system that was supposed to sit across the frame that connects the two ‘wings’ to her waist. This has left a noticeable gap in this section of the pack. Without this final 30%, the Angel packs operational time is roughly 120 seconds. Firing the cannon at maximum power however will see this run time expire the instant the shot has left the barrel. Similar to the Yokai Pack, the Angel pack also sports leg armor. These greave armor however, integrates with her jump jets and adds additional propulsion and stabilization, allowing Junko to achieve full flight with the pack. The ‘Wings are also heavily plated and are strong enough to act as shields even against low-to-mid level jutsu. The stress of this pack on her human components after the expired time is so extreme that it will cause her system to perform a fail-safe shutdown, leaving her helpless aftward. Because of this, the Angel Pack is considered dangerous and risky, even by Junko. It is usually left as a last resort to a situation she can’t handle.  This pack adds the following armaments to Junko’s arsenal:


  • 1x Tsunami Cannon (A cannon that dwarves the Typhoon’s in destructive power. 100% power from this cannon is enough to obliterate a multi-storey building into rubble and level sections of armored village walls. Because of the drain however, the cannon is only set to test fire mode (10% power). Despite the harmless sounding name of the setting, that actually means that it fires a beam of chakra energy equivalent to her Typhoon cannons maximum power!)


  • 3x Cluster Incendiary Seeking Missles (These each hold 18 incendiary charges that were the basis for the Typhoons micro missles. The missle will fire off the wing and lock onto the strongest chakra signal it can find and rocket propel its way toward that target. When it gets to the desired distance from target, Junko can electronically remote activate the release and jettison its cargo, effectively carpet bombing the target with fireballs 6ft in radius. Because the propulsion and tracking system use chakra as a power source, she generally throws these at her opponents instead before remote activating them.)


  • 1x Mega Cleaver Hilt (A hilt/handle with the ability to project chakra across the Mega Cleaver blades she carries. The hilt has dual locking ports at both ends as well as dual chakra projectors. This allows Junko to utilize the Mega Cleaver in single or dual blade configurations.)


  • 4x Mega Cleaver Blades

Spoiler:
 
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Nyrax123
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PostSubject: Re: Junko Ningyo   Wed Jan 07, 2015 3:22 am

This....makes me nervous. IT seems like an immense amount of power for a genin to have access to, articifical or not.

That being said, I'll approve this for the time being but ask you to be responsible and realistic with this power. Without the ability to channel chakra, I don't see what would limit you from using every single weapon at your disposal. So as I said, use this responsibly.

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PostSubject: Re: Junko Ningyo   Wed Jan 07, 2015 6:34 am

That's fair to say, but without an ability to use chakra and having no chakra control I saw that as a major disadvantage on her part. Especially considering the power some high level jutsu have compared to her own armaments.

In all honesty I didn't think she be trying to pass inspection, so I messed with the stats and used chunin level numbers. I thank you for the confidence and I promise I'll be responsible!
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