Name: Erik Magnus Lensherr/Magneto
Age: Approx. 70; rejuvenated to 35
Gender: Male
Sexual Orientation: Hetero
Species: Human-mutant
World and Universe they are from: Marvel, Earth-30847
Appearance:
Magneto is an imposing figure, standing 6'2 and weighing 190 pounds with a powerful, muscular build. He has pure white hair and blue eyes and usually appears clean-shaven. His usual costume is a form-fitting red and purple outfit with a long, billowing cape held on by rivets and a helmet that often casts a menacing shadow on his face. His eyes glow white when using his powers, piercing this shadow and adding to his intimidating presence. Inspection under a microscope reveals every fiber of his costume is laced with durable metals, giving him a flexible and unassuming armor. He doesn't seem to carry any weapons.
Personality:
Magneto harbors good intentions for mutantkind, but his actions are often violent, his attitude bitter and cynical. Violence is something he has known too well for most of his life; he believes war is necessary and all species will never peacefully coexist. He has a deep loathing for those who oppress and persecute others. While it seems hypocritical for him to terrorize humans then, he assumes the worst of humans and thinks he is proactively defending mutantkind by targeting bigots and other killers. He views mutants as the next step in evolution—
"Homo superior". His drive to achieve his goals is nigh unstoppable; he works hard until either his plan crumbles before him or he is soundly defeated. Though usually a brooding, intimidating, and authoritarian figure with a desire to be both feared and respected, he does have a mischievous streak with a dash of dry and incisive humor, as well as a fiercely competitive side.
History/Bio:
Born to German Jews in the 1920s, Max Eisenhardt was a victim of the atrocities of the Third Reich. All he knew was persecution—first for his Jewish heritage, and then for his mutant powers after World War II. Bigots destroyed everything for him—his home, his first daughter, and his marriage.
While staying in Israel under the new identity of Erik Lensherr, he met and befriended Charles Xavier. Xavier went on to found his school for "gifted" youngsters and lobby for equal rights, while Erik became the extremist Magneto—two polar-opposite "frenemies". The X-Men have clashed with him over the years, with no clear victor in their clandestine war.
That all changed in the 1990s. In a bid for world domination, Magneto built the space station "Avalon", which contained a power amplifier that would allow him to fry Earth's electronics and shift the magnetic poles if his demands weren't met. The X-Men defeated him and destroyed Avalon to thwart his scheme, marking a decisive victory in their conflict.
Though Magneto was crushed by this defeat, he took the side of other superheroes of his world when resisting Thanos, whom they defeated. He also became aware of a greater multiverse when his Earth and another world briefly intersected. He joined a plethora of fighters who at first opposed each other, then mixed and matched to take down Apocalypse. Finally, in a campaign versus Onslaught that saw the crossing of several other worlds, he jumped in from time to time to attack other fighters he opposed.
Powers:
- Electromagnetic Spectrum Manipulation - Magneto can bend the spectrum to generate electromagnetic shockwaves and laser beams, disrupt or amplify radio signals and electronics, levitate and fly, and shield himself against attacks. His mastery shows even when he assumes a combat stance, his limbs creating afterimages as they maneuver in preparation for an attack. Of course, his preferred application of his power is magnetism, allowing him to lift and move ferrous objects with precision and power.
- Metal Manipulation - He can fuse metals with other elements on an atomic level, creating alloys that can't be made in a lab or factory.
- Electromagnetic Senses - He feels fluctuations in a planet's magnetic field. If he focuses, he can see the electromagnetic spectrum beyond visible light, allowing him to detect otherwise invisible threats.
Power Limitations:
- Far From Home - His abilities work best on his native universe. Away from Earth-30847, he can't perform godlike feats such as raising sunken islands, pulling objects from space that are light-years away, flipping the poles to cause global catastrophes, or leveling an entire city.
- Mental Focus - It takes concentration for Magneto to lift huge objects. Yes, he can hold a collapsing skyscraper for a moment, but it leaves him completely vulnerable during and drained after doing it. Given the strain of repeatedly lifting and throwing larger objects such as cars, it's actually more efficient for him to close the gap and fight up-close. (Strain is reflected in writing by describing a building headache that debilitates him when he exceeds his limit.)
- Nonmetals - While he is the infamous Master of Magnetism, he can't manipulate objects lacking significant metal content. Wood, plastic, and meat do not contain the needed amount, so the myth that he killed a man using the iron in his blood is false in this universe.
Skills:
- Martial Arts - A
- Particle Physics - S
- Biology - A
- Chemistry - A
- Engineering - B
- Computer Science - B
- Leadership - A
- Intimidation - A
- Linguistics - B
- Energy Projection - SS
- Empathy - C
Weapons/Equipment:
- Psychic-insulating helmet - The fine electrical conduits running through this helmet block incoming telepathic communications and probing.
- Armored costume - Magneto's signature look makes a statement while also insulating him versus small arms fire and some weapon attacks. He can repurpose nearby metals to boost the efficacy of this armor to withstand rifle rounds and similar highly-focused blows.
Strengths:
- Genius Intellect - Magneto is an expert in multiple scientific fields, having been able to dedicate more time than the average human to such studies. He can also use his powers in tandem with his knowledge of machinery to rapidly assemble a machine.
- Leadership - Magneto is someone who gets results, a fact that makes him a shining beacon for many mutants. He understands their struggles with society and desire to be free from persecution, so he offers them hope, safety, and purpose.
- Combined Fighting Disciplines - He mixes various martial arts with bursts of his powers, making him a swift and dangerous combatant with solid defenses.
Weakness/Fears:
Magneto's health directly affects his ability to use his powers; an illness or injury severely lowers his potency, range, and precision. It could take as little as a single hit to halve his strength. He also reacts impulsively to seeing innocent women and children harmed, having lost his own daughter and several lovers. Without his helmet, he is vulnerable to psychic attacks.
Other:
Earth-30847 is from Capcom's games featuring licensed Marvel characters, used in crossovers. Magneto is familiar with a handful of characters from
Street Fighter, Darkstalkers, Mega Man, and other Capcom franchises as a result.