Erik Lehnsherr ○ Magneto (
heavymetals) wrote2035-11-01 12:00 am
Entry tags:
( diadem ) character info
Erik Lehnsherr
X-Men Cinematic Universe
Height
6'2" / 188 cm
Build
Lean, toned, not too muscular
Hair
Light brown
Eyes
Blue
Age
43 years old
Canon Point
Three months after Days of Future Past
Markings
A few small marks and scars, and he has the number 214782 tattooed on the inside of his left forearm
Vehicle
Character Information
Erik was born in 1930 in Düsseldorf, Germany, to Jewish parents. When he was fourteen years old, both he and his parents were captured by the Nazi forces and taken to Auschwitz. There, after the first large scale display of his abilities, he was taken in by Sebastian Shaw, a mutant that was going by the identity of Klaus Schmidt, a Nazi doctor. Taking an interest in Erik's abilities, he unlocked his powers through trauma, murdering his mother in front of him, then spent the next years experimenting on him, putting him through various trauma and abuse.
After managing to break free, Erik dedicated his life to hunting down Shaw, and it was during this time that he crossed paths with Charles Xavier. He learned that he was a mutant, and that there were others just like him. Together, and persuaded by the US government, they assembled a team of mutants, but any plans of a better future for their kind that they could build together were ruined after Erik murdered Shaw, then turned on the government when they decided it would just be easier to kill them rather than deal with the "mutant issue". In the ensuing chaos, Erik caused the injury that led to Charles becoming paraplegic, and afterwards he left, taking with him some of the mutants they'd recruited, including Charles's sister, Raven.
Soon after this, Erik was arrested as he tried to safe President John F. Kennedy from being murdered, though he was accused of actually being the murderer, and was locked away in an isolated cell deep underneath the Pentagon, where he stayed for nine years. He was broken out by Peter Maximoff, at the request of Charles Xavier himself, as a version of Logan from the future had come come back in time and convinced him that they needed Erik's help in stopping a threat to not only their own kind, but the fate of their entire planet: the Sentinels.
The Sentinels were massive robots that could identify the X-gene in mutants and thus track them down. built by Trask Industries, run by Bolivar Trask. While trying to get funding for the Sentinel Program, he'd been hunting down and experimenting on mutants, using their unique abilities to strengthen the capacities of the Sentinels. Their goal was to stop the Program from being funded, as that would lead to a worldwide hunt for mutants that would push not only mutants but also humans to the brink of extinction. The linchpin event was when Raven murdered Trask, so the goal was to convince her not to do that, and choose a better path. Untrusting of their plan, and too afraid to see history replaying itself, Erik took matters into his own hands and attempted to kill Raven. His attempt failing, he parted ways from Charles and his group, following a different route to tackle the Sentinel issue.
At the ceremony where Trask presented his Sentinels to the public, Erik crashed the event— quite literally, as he landed a stadium on top of the place. After an impassioned speech that was broadcast on television, Erik went on to attempt to murder Trask, President Nixon and his entire retinue, only to be stopped by Raven herself, who had shapeshifted into one of Nixon's men, and reveals her true form as she shoots Erik through the neck. Given the chance to kill Trask herself, she's convinced by Charles not to go through with it, and the world comes to realize that a mutant saved the US President's life. The Sentinel Program is decommissioned— and Trask would later be for selling military secrets to foreign governments. In the immediate wake of the chaos, Erik comes to see the kind of man he was becoming, and with Charles allowing him to go, he runs away to live a life in hiding. Under his new identity as Henryk Gurzsky, he settles down in a remote place in Poland and finds work at a metallurgical factory, trying to stay as far away from the mutant issues as possible.
After managing to break free, Erik dedicated his life to hunting down Shaw, and it was during this time that he crossed paths with Charles Xavier. He learned that he was a mutant, and that there were others just like him. Together, and persuaded by the US government, they assembled a team of mutants, but any plans of a better future for their kind that they could build together were ruined after Erik murdered Shaw, then turned on the government when they decided it would just be easier to kill them rather than deal with the "mutant issue". In the ensuing chaos, Erik caused the injury that led to Charles becoming paraplegic, and afterwards he left, taking with him some of the mutants they'd recruited, including Charles's sister, Raven.
Soon after this, Erik was arrested as he tried to safe President John F. Kennedy from being murdered, though he was accused of actually being the murderer, and was locked away in an isolated cell deep underneath the Pentagon, where he stayed for nine years. He was broken out by Peter Maximoff, at the request of Charles Xavier himself, as a version of Logan from the future had come come back in time and convinced him that they needed Erik's help in stopping a threat to not only their own kind, but the fate of their entire planet: the Sentinels.
The Sentinels were massive robots that could identify the X-gene in mutants and thus track them down. built by Trask Industries, run by Bolivar Trask. While trying to get funding for the Sentinel Program, he'd been hunting down and experimenting on mutants, using their unique abilities to strengthen the capacities of the Sentinels. Their goal was to stop the Program from being funded, as that would lead to a worldwide hunt for mutants that would push not only mutants but also humans to the brink of extinction. The linchpin event was when Raven murdered Trask, so the goal was to convince her not to do that, and choose a better path. Untrusting of their plan, and too afraid to see history replaying itself, Erik took matters into his own hands and attempted to kill Raven. His attempt failing, he parted ways from Charles and his group, following a different route to tackle the Sentinel issue.
At the ceremony where Trask presented his Sentinels to the public, Erik crashed the event— quite literally, as he landed a stadium on top of the place. After an impassioned speech that was broadcast on television, Erik went on to attempt to murder Trask, President Nixon and his entire retinue, only to be stopped by Raven herself, who had shapeshifted into one of Nixon's men, and reveals her true form as she shoots Erik through the neck. Given the chance to kill Trask herself, she's convinced by Charles not to go through with it, and the world comes to realize that a mutant saved the US President's life. The Sentinel Program is decommissioned— and Trask would later be for selling military secrets to foreign governments. In the immediate wake of the chaos, Erik comes to see the kind of man he was becoming, and with Charles allowing him to go, he runs away to live a life in hiding. Under his new identity as Henryk Gurzsky, he settles down in a remote place in Poland and finds work at a metallurgical factory, trying to stay as far away from the mutant issues as possible.
Appearance
Erik has fair skin, dirt blond hair and blue eyes. He's tall and lean, decently built but not too muscular. He shows signs of being used to hard work, like roughed hands and a few old, small marks and scars, and a lightly tanned complexion. He has the number 214782 tattooed on the inside of his left forearm. He tends to keep it covered up but doesn't go out of his way to hide it, so it might show at times.
Erik is quiet and reserved, and it shows in the way he presents himself. While he seems fairly relaxed and casual, there is a purpose to his each step, like a constant sense of focus and attention to his surroundings. He notices everything around him even if he may not react, and he's not easy to distract, spook or otherwise surprise.
Erik's voice is low, a little rough, and warm. He is German, and while it's not immediately easy to tell, there are some traces of it in his accent, though not easy to pick up for most people. While not distinctly from any specific location, his accent will sound vaguely Irish with a mix of other styles, mostly British.
Erik is quiet and reserved, and it shows in the way he presents himself. While he seems fairly relaxed and casual, there is a purpose to his each step, like a constant sense of focus and attention to his surroundings. He notices everything around him even if he may not react, and he's not easy to distract, spook or otherwise surprise.
Erik's voice is low, a little rough, and warm. He is German, and while it's not immediately easy to tell, there are some traces of it in his accent, though not easy to pick up for most people. While not distinctly from any specific location, his accent will sound vaguely Irish with a mix of other styles, mostly British.
Skills & Abilities
Erik is an extremely powerful mutant, with not many others being revealed to be stronger than him. His abilities revolve around magnetokinesis; he is capable of creating and manipulating powerful magnetic fields, which allows him to control metal in a variety of ways:
• Metal manipulation: He can easily move pieces of metal of various sizes, using smaller ones like bullets or greater ones as blunt instruments. He's capable of altering the trajectory of bullets and other metal-made projectiles, and changing the way certain mechanical devices work. He can launch several items in rapid succession, and at great speeds, and he shows to be capable of performing several of these actions at once.
• Flight: Erik can fly by gliding on magnetic fields he creates, or by wearing metallic items that he can control in order to fly or levitate. He can also draw himself to metal, as if he were a magnet.
• Metal sensing: Erik can sense the presence of metal across great distances, with the ability being stronger and more accurate the closer that metal is to him. This of course allows him to know exactly how to use his environment to his own advantage, and often catch enemies by surprise.
• Magnetic force fields: Through the creation of magnetic fields, Erik is capable of generating strong force fields which are impossible (at least so far) to penetrate. Although only used to shield himself in canon, it's reasonable to assume he could use this ability to also shield others who are near him.
• Metallic bonding: Not a characteristic of his power often seen, but highly useful, Erik can implant metal into objects or people in order to control them.
POWER CAPPING: Erik's abilities have the potential of causing widespread destruction in the setting, and he also is capable of flying— while it's unclear how far or for how long he's able to do it, it stands to reason he could normally cross great distances. The in-game limitations on his abilities work through stamina depletion: if he tries to fly for too long or too high, he gets exhausted quickly, to the point of passing out if he tries to keep going regardless. The same thing if/when he tries to cause widespread destruction (unless plotted for some reason, and with previous discussion and permission from the mods), that he simply becomes too tired to keep going. His powers also quickly wane in intensity and reach. He can definitely feel this limitation and will struggle as soon as he tries to do anything more extreme with his abilities.
BODY MORPH: Every time Erik uses his powers, portions of his body turn to metal at random, gaining the same characteristics as said metal. The extent of transformation depends on how much he's drawing from his abilities, and in rare future situations it could translate to a full body transformation. If he uses his abilities at a smaller scale, he just gets some soreness/numbness in the transformed area of his body. But if he pushes himself to use his abilities on a larger scale, that sensation turns more into pain for a few minutes, very much like a pins and needles feeling, then going sore/numb for a few hours later. The severity of the pain will go so far as to affect his sight (blurred vision, etc.) or dizziness, like a migraine.
• Metal manipulation: He can easily move pieces of metal of various sizes, using smaller ones like bullets or greater ones as blunt instruments. He's capable of altering the trajectory of bullets and other metal-made projectiles, and changing the way certain mechanical devices work. He can launch several items in rapid succession, and at great speeds, and he shows to be capable of performing several of these actions at once.
• Flight: Erik can fly by gliding on magnetic fields he creates, or by wearing metallic items that he can control in order to fly or levitate. He can also draw himself to metal, as if he were a magnet.
• Metal sensing: Erik can sense the presence of metal across great distances, with the ability being stronger and more accurate the closer that metal is to him. This of course allows him to know exactly how to use his environment to his own advantage, and often catch enemies by surprise.
• Magnetic force fields: Through the creation of magnetic fields, Erik is capable of generating strong force fields which are impossible (at least so far) to penetrate. Although only used to shield himself in canon, it's reasonable to assume he could use this ability to also shield others who are near him.
• Metallic bonding: Not a characteristic of his power often seen, but highly useful, Erik can implant metal into objects or people in order to control them.
POWER CAPPING: Erik's abilities have the potential of causing widespread destruction in the setting, and he also is capable of flying— while it's unclear how far or for how long he's able to do it, it stands to reason he could normally cross great distances. The in-game limitations on his abilities work through stamina depletion: if he tries to fly for too long or too high, he gets exhausted quickly, to the point of passing out if he tries to keep going regardless. The same thing if/when he tries to cause widespread destruction (unless plotted for some reason, and with previous discussion and permission from the mods), that he simply becomes too tired to keep going. His powers also quickly wane in intensity and reach. He can definitely feel this limitation and will struggle as soon as he tries to do anything more extreme with his abilities.
BODY MORPH: Every time Erik uses his powers, portions of his body turn to metal at random, gaining the same characteristics as said metal. The extent of transformation depends on how much he's drawing from his abilities, and in rare future situations it could translate to a full body transformation. If he uses his abilities at a smaller scale, he just gets some soreness/numbness in the transformed area of his body. But if he pushes himself to use his abilities on a larger scale, that sensation turns more into pain for a few minutes, very much like a pins and needles feeling, then going sore/numb for a few hours later. The severity of the pain will go so far as to affect his sight (blurred vision, etc.) or dizziness, like a migraine.
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