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Cybersmasher

Image by FLY:D
Navras (Matrix Revolutions S/T Album Version)Juno Reactor vs. Don Davis
00:00 / 09:09

INFO

Info

REAL NAME: 

IDENTITY: 

AFFILIATION: 

REGISTERED?: 

 

​RELATIVE AGE: 

MARITAL STATUS: 

Tobey Michaels

Secret

U.S./Villain

previously (US Govt, classified)

30

Single

ALIAS(ES): 

CURRENT TEAM: 

FIRST APPEARANCE: 

APPEARANCE DATE: 

CREATED BY: 

CREATION DATE: 

'T-Boy'

Virtual Corsairs

N/A

N/A

Don "Major Deej" Finger

18 Oct 2021

RELATIONS:

 

None mentioned

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HISTORY

History

Tobey 'T-Boy' Michaels was a robotics engineer who had an industrial accident while producing a line of construction robots.  After months of surgeries, Tobey's insurance ran out. With no options, Tobey was basically sent to a hospice to die.

While on death's door, Tobey was 'propositioned' for a chance to live by having his 'brain' experimentally placed in a bio-database. He agreed, only instead they put his new brain in a mechanical body. He was then forced (programmed) to be a mech soldier for a rogue, classified military branch. He broke free of the rogue military's control thanks to a master hacker named Corsair Commander

 

Today, the new 'mech' body and brain of Toby, now going as 'Cybersmasher' has since joined the Virtual Corsairs to exact his vengeance on 'big tech', the military and 'big government'.

 

After several tries to become 'human' again, Cybersmasher has come to accept his current form, believing himself to be an example of what humanity could 'grow' into if they had the 'intestinal fortitude' to make the decision to become much like what Toby has become.  He misses his humanity sometimes, but has come to relish his new body and capabilities such that he does consider himself 'above humans'...except against Corsair Commander, whom Cybersmasher considers 'smarter than the average human'.

​

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POWERS

Powers

Power Origin: Technology/Robotics

​

  • Robotic Body

    • Body is made out of high grade amazing level steel with incredible level component/electronic level motor functions and controls

  • Physical Enhancements

    • Fighting

      • Dependent upon if there is a 'file' on the target. A 'filed' target is one that has a database of information about the targets abilities, powers, skills, psyche profile and/or weaknesses.  This file can be from a previous US Government database that he has built into his system or from experience in fighting the target himself.​

        • Non-filed targets equate to baseline fighting ability as good​

        • Filed targets equate to baseline fighting ability of excellent

    • Agility​

      • Dependent upon if there is a 'file' on the target. A 'filed' target is one that has a database of information about the targets abilities, powers, skills, psyche profile and/or weaknesses.  This file can be from a previous US Government database that he has built into his system or from experience in targeting/aiming against the target himself.​​

        • Non-filed targets equate to baseline agility ability as good​

        • Filed targets equate to baseline agility ability of excellent

      • Agility based on non-targeted agility actions are good

    • Remarkable strength​

    • Incredible endurance

  • Body Armoring

    • Incredible physical, toxic/toxin protection

    • Remarkable energy, electrical and temperate protection

    • Fantastic radiation protection

  • Auto Repair

    • Excellent recovery/rebuilding nanite system that repairs damaged body systems and components based on prioritized needs.

    • Allows for Feeble regeneration every several seconds or one good regeneration surge in a 30 second period of time span (all of which can be done in series).

    • Nanites have incredible encryption protection and incredible protections versus all except psionic (which provides fantastic protection from) and magic (no protection).

  • Cybernetic Capabilities

    • Can access electrically and networked equipment, robots, devices and remote controlled equipment/systems with excellent or less encryption

    • can attempt access to remarkable level encryption/control with effort.​

  • Robotics Control

    • Excellent ability to control his cyberbots and any other 'attuned' cyberbots that are remotely controllable either through transceiver frequencies, microwave signals and/or satellite control.​

    • Can control up to 20 robotic items at a time maximum

    • For each 5 robotic units he controls, the units' intuition, physical functionality and/or response time lose a level of ability due to the neural/network activity required for that much coded action to be sent, analyzed and controlled.

  • Electrical Affinity

    • Shock​

      • Can effect a good electrical shock to a target​

      • Range: 10 yards

    • Rejuvenating Circuit (recharge)

      • If an electrical power source can be tapped into (directly or indirectly), he can pull as much as excellent levels of power recharging and/or energy repletion.​

      • As long as the circuit is maintained, he can continue to rejuvenate and recharge until he is 100% recharged and back to full health and energy

    • Electro-Drain

      • Can drain electrical energy, power or health from a being at a good rate​

      • Can disperse said energy, up to 10% of a target's energy, power and/or health and have it 'bleed' out

      • In this manner, he cannot 'rejuvenate' or 'recharge' from this, just simply 'drain' a target's health and endurance

    • Electro-Critter

      • Can generate up to 4 electrical 'imps' up to 40 yards away that has the following stats:​

        • typical physical abilities (typical health)​

        • good mental abilities (good psyche, intuition), but no reason

        • they follow only what Cybersmasher tells them what to do (amazing level of control)

        • Critters can induce poor electrical shocks each at a max range of 4 feet, or via direct contact

        • Critters are protected via their energy bodies to accommodate poor damage from physical, energy, radiation, temperate attacks

        • Water-based attacks have double the effect/damage on them

        • Can run and leap at typical levels

        • Can be used as audio spies for short distances (40 yards) wherein Cybersmasher 'tunes into' Electro-Critter electrical and audio frequencies but only when in range

    • Faraday Cage

      • Create an electrical field around a target within 100 yards that will do the following:​

        • good damage against electronic communications, frequencies and/or electronic signals from transmitting from inside the cage or being received inside the cage​

        • Creates a good electrical 'cage' field that will cause a 'caged' target to receive a typical electrical shock each moment the target is in contact with the electrical cage's walls/boundaries

        • Drains electrical energy from the target at a poor rate of energy over time

        • Drained energy from the target can augment the power necessary to maintain the cage, ergo, it can become a self-sufficient cage once the target's energy is depleted below 50% of its rated power/health/endurance.

    • Electrical Empowerment

      • Can channel electrical power in a chain/arc to all within range, producing good electrical damage to first target in range, with a diminished level of electrical damage to each succeeding target, all at Cybersmasher's control (he controls how many and what (or which) targets he wants to engage the chain reaction/leaping arc to​

      • Immobilizes each target with a good level of immobilization for first target, degraded by a level for each additional added target

      • Cannot exceed more than 4 targets in the chain/leaping arc

      • Chain reaction can be maintained indefinitely, so long as Cybersmasher has the power and focus to maintain the empowerment field

    • Defibrillate

      • Can restart his own body or a target's heart or electrical jump-start to make things (or people) revive from potential death.​

      • Provides up to a typical electrical charge, but can be dialed up or down to max of good level as needed

      • Can only perform twice for every one minute's time (recharging rate)

  • Sensors

    • Remarkable level of audio, visual, microscopic/telescopic vision, all spectrum vision, auditory reproduction (can talk in other person's voice (helpful for bypassing audio security access)), atmospheric, electro-frequencies detection sensors, reliable level-identified energy/frequency scans (can determine levels of power, sounds, frequencies, sources, etc.), heat signature scans, etc.​

    • Can sense and obtain data from from own body and any and all controlled cyber-bots or devices and weapons in control of.

  • Leaping

    • Remarkable leaping of 300 feet across, 240 feet up and 420 feet down.​

  • Flight

    • Can fly using electro/turbine compressed air jet engines in body/boots/gauntlets for a max flight speed of incredible (Mach 1) speeds​

    • Can fly only within atmosphere up to 70,000 feet attitude

    • Can only fly for 1 hour before fuel and overheating begins

​​

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EQUIPMENT

Equipment
  • Energy Rifle

    Incredible material stock/body that required Weapons Energy Packs for power/effects (see below)

    Pulse:

    • Aimed Arc Path:
      • Can fire typical energy arc (20 degree) of single line (0.1 inch thickness beam x 20 degree increasing width beam over distance)
      • Feeble stun effect to any in path of the beam
      • max range of 60 feet
      • Double energy units per shot for applicable settings (typical = 12 energy units)
    • Single Target Shot:
      • Can fire up to good energy single focused energy shot
      • range of 100 yards
      • Up to 10 energy units per shot

      Can fire one excellent energy pulse shot every 30 seconds for a range of 200 yards

        • Pulse does good electrical damage as well as excellent electromagnetic dissolution/demagnetizing (vs electronic memory storage, pneumonic memory storage, data hard drives, etc., signals, communications, etc.) for a 3-4 second duration​
        • Can stun a target rate at less than excellent energy protection/endurance
    • Must use proprietary removable energy packs for power for weapons' shots/arcs/pulses

      cannot be bypassed or routed through alternate sources without remarkable tinkering or electronics reasoning skills to perform​

  • Energy Pistol

    • Settings:

      • Energy shot:

        • Can fire up to good energy single focused energy shot

        • Up to 10 energy units per shot

      • Stun shot:

        • Can fire up good stun effects (but no damage)​

        • up to 10 energy units per shot

    • range of 100 yards

    • Requires Weapons Energy Packs for power/effects

  • Weapons Energy Packs (x6)

    • Incredible material​

    • Can each store 400 units of energy before requiring to be recharged

    • Packs take 4 hours to recharge using very proprietary charging stations

      • Can charge off of standard 120V electricity, but requires 20 hours to recharge each pack​

  • Robotic Units

    • Cyber-Bots 1​, 2 and 3 (Blaster-Smashers)

      • Design:​

        • Good controls, Good body​

        • Non-flight capable

      • Protections:

        • Good physical, temperate, toxic/toxin​

        • Excellent energy, electrical, EMP, magnetic

        • Incredible radiation

      • Physical Values​:

        • Typical fighting

        • Typical accuracy

        • Excellent strength​

        • Excellent endurance

      • Memory Values​:

        • Programmed for typical knowledge (access to all forms of data, remote or internal)​

        • Poor intuition

        • No psyche (pneumonic memory circuits with remarkable encrypted protection)

      • Weapons:

        • Energy Blaster​

          • Retractable, shoulder-mounted, excellent material housing/protection

          • Typical energy damage

          • 60 yard range​

          • 60 shots max

        • Grappler/Tow Cable​

          • 100 foot long, shot-fired grappler hook with excellent strength cable​

        • Grappler Claws​

          • Armatures with vice-like claws that can crush with excellent physical/crushing damage​

      • Sensors:

        • Full suite of good level telemetry device sensors (see TTD conditions/effects for list of sensors below)​

        • Communications/Audio & Video Recording/Telemetry/Sensors​

    • Cyber-Bots 4 & 5 (Protectors)

      • Design:​

        • Good controls, Good body​

        • Non-flight capable

      • Protections:

        • Good physical, temperate, toxic/toxin​

        • Excellent energy, electrical, EMP, magnetic

        • Incredible radiation

      • Physical Values​:

        • Typical fighting

        • Typical accuracy

        • Good strength​

        • Excellent endurance

      • Memory Values​:

        • Programmed for typical knowledge (access to all forms of data, remote or internal)​

        • Poor intuition

        • No psyche (pneumonic memory circuits with remarkable encrypted protection)

      • Bubble Shields:

        • When activated, provides good physical, energy, toxic/toxin, temperate and radiation protection to all within the bubble shield​

        • Can be extended out to 100 feet from either Cyber-Bots generator center

        • When both Cyber-Bots 4 and 5 are in the same field, Bubble Shield strength doubles to excellent levels

        • Generator can provide shields for 10 minutes max before overheating (10 minute cooldown)

      • ​Stun Blast Burst:​

        • Can fire good level stun burst outward (360-degree) from outside range of Bubble Shield (if activated)​

        • Range: 100 feet from center of Cyber-Bot 4 or 5

        • If both Cyber-Bot 4 and 5 fire off this weapon at same time, effect increases to excellent level

      • Sensors:

        • Full suite of good level telemetry device sensors (see TTD conditions/effects for list of sensors below)​

        • Communications/Audio & Video Recording/Telemetry/Sensors

    • Cyber-Bot 6 (Assaultor)

      • Design:​

        • Excellent controls, Incredible body​

        • Non-flight capable

      • Protections:

        • Excellent physical, temperate, toxic/toxin​

        • Remarkable energy, electrical, EMP, magnetic

        • Amazing radiation

      • Physical Values​:

        • Good fighting

        • Good accuracy

        • Remarkable strength​

        • Incredible endurance

      • Memory Values​:

        • Programmed for typical knowledge (access to all forms of data, remote or internal)​

        • Typical intuition

        • No psyche (pneumonic memory circuits with remarkable encrypted protection)

      • Multi-Assault Cannons (MACs):

        • Retractable, shoulder mounted, remarkable material/protection

        • Settings (can select only one at a time, with several second delay to shift selection):​

          • Energy Cannon

            • Remarkable energy blast ​

            • Fires every 30 seconds

            • Range: 300 yards

          • Flamethrower​

            • Remarkable heat/fire blast​

            • Can fire continuously or in spurts, with no more than 1 minute total (10 spurts) of fire fuel

            • Range: 200 yards

          • Force Cannon​

            • Remarkable force blast ​

            • Fires every 30 seconds

            • Range: 300 yards

      • Energy Blasters (2)​

        • Retractable, shoulder mounted, incredible material/protection, independent-targeting/firing

        • Shoots good energy damage

        • 100 yard range​

        • 100 shots max

      • Digger/Drilling Armature:

        • Cyber-Bot 6 can convert its own arms into drilling units, capable of digging/drilling at a rate of 10 feet every several seconds through any ground material up to incredible thickness/density

      • ​EMP Burst:​

        • Can fire one-shot remarkable level EMP burst outward (360-degree)

        • Range: 1 mile range

        • Effect will shutdown/demagnetize/ionize all excellent level and lower (excellently or less protected magnetic devices) electronics, magnets, communications, sensors and power for up to 3 minutes

        • NOTE: Activating this weapon will 100% destroy and wipe all of Cyber-Smasher's Cyber-Bots including this one within range

      • Sensors:

        • Full suite of good level telemetry device sensors (see TTD conditions/effects for list of sensors below)​

        • Communications/Audio & Video Recording/Telemetry/Sensors

  • Flying Drones​

    • Each Drone's Design Stats:

      • Each drone has typical control, typical body and feeble armoring

      • Can Hover or Fly up to good speeds (100 mph) for a total of 1 hour of flight time

      • Max temp can operate in: good heat/cold

      • Max altitude: 6,000 ft AGL (unless its automated targeted controls take over, then 8,000 ft AGL max)

      • Battery powered; requires 8 hours to recharge with special charging docks (24 for standard electrical socket)

      • Transmits package info, data or video, but only receives control signals (remarkable encryption)

    • Fire-Control Drone (FCDs) (x2)​

      • Synched With Cyber-Bots:

        • For each one of these drones deployed and synched to any one (or two if using a single drone per each of two Cyber-Bots), the Cyber-Bot synchs with it for a triangulated targeting, allowing each drone to increases accuracy by one level each for shooting/shots​

          • Example: If a single Cyber-Bot has both Fire-Control drones synched to him, the Cyber-Bot will have 2x increased levels of accuracy for it's target(s)​

      • Synched With Cyber-Smasher:

        • For each deployed and synched Fire-Control Drone used for Cyber-Smasher's targets, he'll received an additional level of accuracy for shooting/shots​

          • Example: If Cyber-Smasher has both Fire-Control drones synched to him, Cyber-Smasher will have 2x increased levels of accuracy for his target(s)

    • Audio/Video Drones (A/V-Ds) (x2)​​

      • Provides High-Quality (4K res.) remarkable encrypted normal vision and night vision video live streaming feed​

      • Can transmit for only 45 minutes at a time (up to 50 minutes if sacrificing the drone's remaining control/flight power)

      • Excellent telescopic/Remarkable digital zoom capabilities

      • Only typical audio recording/transmitting

      • Has tracking/control algorithm if remote control is lost so that last programmed/assigned target is video tracked, with automated focusing, tracking and flight/hover controls

  • Telemetry Transmitter Devices (TTDs) (x6)

    • Small sensor unit (1"x1"x1/2") that when activated provides typical telemetry and sensor readings to Cyber-Smasher, Cyber-Bots or assigned data feeds/frequencies​

    • Range of data transmission: 1 mile

      • Can be used in a series to extend range​

        • 6 units in series relaying data = 6 mile range​

    • Charge lasts 6 hours​

    • Provides typical telemetry for the following conditions/effects:

      • temperature​

      • weather

      • electronic/communications frequencies and intensities

        • Cannot decrypt, just detects​

      • motion sensors

      • heat (body heat or otherwise) sensors

      • sound

        • audible voice within 60 foot range​

        • noises/environmental sounds within 60 yard range or good or better level of amplification (aka jet engine noise from plane flying overhead)

  • Taser Devices (x10 charges)

    • typical electrical stun shock (non-lethal)

    • typical magnetic strength for device to attach/affix itself

    • Has poor adhesive/Velcro hold that can be used for device to attach/affix itself

    • remotely operated to fire off​

​

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Talents

Talents
  • Electricity (Professional)

  • Cybercrime (Professional)

  • Cybersecurity/Encryptions/Device Access (Professional)

  • Computers/Computer Coding (Master)

  • Robotics Manufacturing/Design (Professional)

  • Robotics (Professional)

  • Multi-Tasking (allows for 2 own-physical and 1 cybernetic action/control PER CYBER-BOT and DRONE each several second's worth of time (not counting movement efforts) (Professional)

  • Hacking Community (Professional)

  • Languages:

    • Can speak and understand over 300 human-based languages (Professional)

    • Computer Languages (over 100) (Professional)

​

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