With the release of ICONS, the line artist for the game was doing cheap commissions of characters in the ICONS style. I figured why not pull out a few older characters and have them done up. Blacklight was at the top of the list. Here he is with his stats updated 2nd edition as faithfully as I could (Tweaking regeneration so it works like it did in 1e for instance).
Jason Krenshaw was just another kid heading down the wrong path in the Metropolis club scene. Addicted to drugs and with no one to really care for him, he was easy pickings for a pair of Psions working salvage missions in and out of the Phantom zone. Altering their genetics to appear kryptonian they send them out and have them grab some leftover bit of kryptonian tech and real them back. Less than half come back and those that did didn’t last long upon return.
Jason however actually found something. An ancient fortress equiped with a medical bay. Thinking he was kryptonian, the fortress let him in and treated him for his genetic imperfections.. essentially transforming him into a kryptonian.
Batman later found him with the Phantom Zone viewer Superman had left to him and brought him back to the world, just in time to help his new teammates prevent an alien invasion.
BlackLight Power Level 10 Str Dex Con Int Wis Cha +1 +4 +3 +2 +4 +2 12 18 16 14 18 14 Toughness Fortitude Reflex Will +13/+3* +5 +4 +4 *temporary modifier Skills: Bluff 2 (+4), Knowledge (popular culture) 1 (+3), Language 1 (English), Medicine 4 (+8), Notice 1 (+5/+17), Perform (dance) 2 (+4), Sense Motive 5 (+9), Sleight of Hand 4 (+8), Stealth 1 (+5/+17) Feats: Attack Focus (melee) 4, Benefit (Appears Kryptonian), Diehard, Equipment 2, Move-by Action, Power Attack, Quick Change, Second Chance (Notice Checks) Equipment: Phantom zone fortress Powers: Container(Defensive Powers) 7 Super-Movement 1 (genetic modifications, dimensional: Phantom Zone 1 (one dimension), Feats: Benefit (Appears Kryptonian)) Drain 10 (heat blast, drains: single trait - toughness; Cylinder Area (50 ft. radius + height - General), Duration 2 (sustained), Knockback, Selective Attack; Fades (Must Recharge in the Sun), Distracting) Alternate Power: Speed 18 (speed of light, Speed: 5000000 mph, 44000000 ft./rnd) Alternate Power: Telekinesis 11 (tactile tk, Strength: 55, Carry: 8.5 tons / 17.1 tons / 25.6 tons / 51.2 tons; Damaging; Range (touch)) Alternate Power: Blast 8 (fusilade, Burst Area (40 ft. radius - Targeted), Range (perception), Selective Attack) Container, Passive 3 (light control) Container, Passive 1 (movement modifiers) Defensive Powers: Shield 3 (blinking, +3 dodge bonus), Enhanced Trait 1 (Feats: Diehard), Protection 10 (+10 Toughness), Regeneration 21 (recovery bonus 6 (+6 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 6 (recover 1 / round), recovery rate (injured) 6 (recover 1 / round without rest)) Light Control: Concealment 4 (all visual senses; Partial), Enhanced Trait 6 (Traits: Notice +12 (+17), Stealth +12 (+17)), Super-Senses 5 (danger sense: Visual, infravision, radius (type): Visual, ultravision) Movement Modifiers: Super-Movement 1 (permeate 1 (quarter / half speed); Limited (Transparent Objects)), Super-Movement 2 (air walking 2 (full speed)) Combat: Attack +9 (melee), +5 (ranged), Grapple +10, Damage +8 (blast 8), +10 (drain 10), +11 (telekinesis 11), +1 (unarmed attack), Defense 17 (12 flat-footed), Knockback -6, Initiative +4 Drawbacks: Power Loss (All Powers), uncommon, minor, Under a Red Sun (-1 points), Vulnerable, common, major, Magic, Double Damage (-4 points), Weakness, uncommon, major, Kryptonite, -1 CON/Rnd of Exposure +2 (-5 points) Abilities 32 + Skills 6 (21 ranks) + Feats 10 + Powers 100 + Combat 18 + Saves 2 - Drawbacks 10 = 158Ω
