Kalkin

Background
When he was born, Kalkin's parents decided to name him Sam Wise Green. There was really only one way he could have turned out. By age eight he had already played a D&D character from level 1 to level 20(Shkrup, CG Half-orc Barbarian), and by age twelve he was designing his own system, which he never played because it was it horrible. He's attended Gen-Con every year for twenty-five years(he's twenty-five). He's read enough sci-fi and fantasy novels to fill a small library, and argued on the internet about canon. He's even occasionally LARPed. In short, he's been a massive geek his entire life. He has a bachelors degree in Electrical Engineering?, which took him seven years to earn due to a combination of trying to pay for college with a part-time, minimum-wage, comic store job, and slacking off to practice his electrical powers. Three months ago his parents moved to Amber City, and since he lives in their basement, so did he.

Physical Description
He stands an even six feet tall, with an average build and is slightly overweight(his recent vigilante activities getting it down to "slightly"). People who see Kalkin cant help but think he should be wearing glasses. He has a goatee that he knows would probably be more appropriate for a villain, and has very short hair. When fighting crime he wears sunglasses and hides his face in a blue hood made from a bedsheet(part of a wizard robe he once LARPed in).

Personality
Kalkin takes nothing seriously. To his mind, crime fighting is just another D&D campaign. At least until he gets hurt, at which point he's likely to use excessive force. It's for this reason that he joined OASA. He carries dice on him at all times.

Skills and Abilities
Electrokinesis: 1 AP - You are able to move small amounts electrons on contact. You can create a few microamps of current between two points of contact from your touch.

Electromagnetic Waves: 2 AP - You can send out waves of radiation from your body, extending the reach of your control, albeit with diminishing returns on distance. All abilities now work to a lesser extent at distance.

Ionize: 3 AP - You can strip all the electrons off a cubic meter of nonorganic material.

Change Permitivity: 1 AP - You can change the permitivity of any continuous nonorganic material. You can create conductors and insulators at will.

Electromagnetic Pulse: 5 AP - Your power to send out a radiation increases significantly. You can send out a directed electromagnetic wave capable of disrupting and damaging electronics.

Electric Vortex: 3 AP -  You are able to create a vortex of electric current in a material, forming a small magnet for as long as you can focus on the object. You can create small dipole magnetic fields with strength similar to a rare-earth magnet.

Magnetism:   4 AP - Your control of magnetic fields becomes more intuitive. You can now create a large linear magentic fields at will, with strength similar to super colliding magnets.

Form Magnet: 2 AP - You can focus on any ferromagnetic material and create a strong magnet rivalling neodymium.

Change Permeability: 1 AP - You can change the permeability of any continuous  nonorganic material. You can change magnet types and even demagnetize materials.

Voltage Control: 1 AP - Using any two points of contact from your touch, you can create a voltage up to a kilovolt. You can also accurately read voltages between two points.

Bio-Electric Field: 2 AP - You can read the natural electric field of life on contact. You powers can now work on organic material, though with less effectiveness.

Neural Oscillation: 5 AP - By placing your finger tips on the skull of an animal, you can read and interpret the impulses of the brain. This gives a very basic, empathic ability to mind read.

Human Battery: 3 AP - Your touch can power electronics without the risk of damaging components.

Electric Heating: 1 AP - With one point of contact, you can push a safe current that heats a material without creating a noticable field. Creates effective lightbulbs at the risk of burning your skin.

Current Push: 3 AP - If you have a conductive path from the ground to one of your limbs, you can push up to a kiloamp out from that limb onto the most positively charged surface in that direction.

Lightning From Air: 5 AP - You no longer need to make contact with the ground to push current, as you can draw electrons from the air. The amperage of your current push increases to a megaamp (roughly 5 strong lightning bolts) and you can cotnrol which surfaces they will land on.

Instant Short: 2 AP - If there is a path of continuous contact between your touch and any two points, you can strip all the electrons from point and move them to another. When you let go, the static attraction is so great, that the two points will be strongly attracted to each other if they don't simply spark.