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Icicle I
| Dex: 03 | Str: 02 | Bod: 04 | Motivation: Mercenary/Thrill |
| Int: 08 | Wil: 07 | Min: 04 | Occupation: Criminal scientist |
| Inf: 04 | Aur: 04 | Spi: 04 | Resources {or Wealth}: 008 |
| Init: 017 | HP: 040 |
Skills: Acrobatics (Hard target): 06, Gadgetry: 09, Scientist: 11, Thief: 05, Vehicles (Land, Air): 04, Weaponry (Cold ray gun): 06
Advantages: Language (Norwegian), Lightning Reflexes, Scholar (Physics, Cold ray technology), Stroke of Genius (Cold ray technology)
Connections: Underworld (Low), Injustice Society members (Low)
Drawbacks: Secret Identity, MPR (Dr. Makent wore glasses, and is thus presumably somewhat farsighted)
Equipment:
- INSULATED SUIT [BODY 06, Cling: 01, Cold immunity: 08, Limitation: Cling only works on ice].
- Cold Ray Gun Mk1 [BODY 04, Friction control: 04, Glue: 10, Ice production: 11, Paralysis: 06, Suspension: 06, Weather control: 05, R#2, Bonuses & Limitations:
- All Powers are Contingent Upon Ice Production
- Glue and Ice Production are capped by the mass of water available (e.g., producing 12 APs require a hundred tonnes of properly-place water), except when it comes to raw cold attacks
- Friction control only to lower friction
- Paralysis has Multi-Attack 1
- Suspension can be Combined with Paralysis (but can only be used in this way)
- Weather Control cannot make the weather hotter, and is only active as long as the ray is shot at the sky over the area - normal weather will gradually reassert itself when this stops].
- Cold Ray Gun Mk2 [BODY 04, Friction control: 08, Glue: 11, Ice production: 12, Paralysis: 06, Suspension: 06, Weather control: 05, R#2, Bonuses & Limitations:
- All Powers are Contingent Upon Ice Production
- Friction control only to lower friction
- Paralysis has Multi-Attack 1
- Suspension can be Combined with Paralysis (but can only be used in this way)
- Weather Control cannot make the weather hotter, and is only active as long as the ray is shot at the sky over the area - normal weather will gradually reassert itself when this stops].
- The cold ray technology might have been usable for mind control (Control: 07). This is neither clear nor well-established, and Occam’s Razor suggests that it was a Thinker device that was used rather than a cold ray.
- It could also be used to create “ice masks” disguising a dead person in the likeness of another. ”Ice masks” were only used on two documented occasions (one taking place after Dr. Makent’s death) - how they work and what they do exactly is unrevealed, but they fooled even competent superheroes like Alan Scott or Wally West as long as they had no reason to examine the body.
Winter’s little helpers
Early on Icicle had - as was the style of the day - three costumed thugs helping him. These guys had standard mob associate stats (from the stock criminals writeups.org article), and were armed with the basic .45 handgun. Makent outfitted them with cheaper versions of his costume - something like [BODY 04, Cling: 01, Cold immunity: 04]. The costumes seemed chiefly there for aesthetic reasons and to protect the thugs from exposure caused by proximity to Makent’s gun. The Cling effect allowed the thugs to walk on ice, though they were visibly clumsier than their boss.
One of these three men was apparently a competent pilot (Vehicles (Land, Air): 04), and Icicle decided to capitalise on that in style. The quartet drove around in a sail-plane equipped with ice skis, with the Icicle shooting his gun at the ground in front of the plane to form a frozen path to skate on. What provided the motive power is, at best, mysterious - not to mention the issue of steering.
One of the Icicle’s mobsters, D.P. Treecher, became the butler of Makent’s sister-in-law when his employer went straight, under the name P.D. Bertie.
Captain of industry
After founding Makent Industries, Dr. Makent’s Wealth steadily rises - it may have been as high as 014 at the time of his death.
After Makent Industries boosted his Wealth, Dr. Makent built an ice cave under his mansion, with numerous trophies and mementos. There were large golden statues of many JSA members - the cave may also have held JSA memorabilia. It was somewhat like the Batcave (including some high-tech equipment), albeit with a lot more ice.
Game Stats — DC Adventures
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Icicle I — Averaged PL 7.2
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 00 | 02 | 02 | 03 | 01 | 07 | 03 | 01 |
“Cold Ray” technology ● 4 points ● Descriptor: Skill
Enhanced Intellect 4 (Limited 1 to his cold technology)
Insulated suit ● 6 points (Removable) ● Descriptor: Technology
- Immunity 1 (Environmental cold)
- Impervious Protection 8 and Impervious Enhanced Fortitude 8 (both Limited 3 to Cold)
- Special soles — Movement 1 (Sure-footed, Limited 1 to icy surfaces), Movement 2 (Wall-crawling 2, Limited 1 to icy surfaces, Limited 1 (works on steep inclines but not vertical or inverted surfaces)
Cold gun MkI ● 30 points (Easily Removable) ● Descriptor: Cold Ray technology
- Shoots a wide beam — Ranged attack 2, Precise Attack (Ranged Concealment), Takedown
- Cold beam applications (Array)
- - Sweeping cold beam — Environment 2 (Extreme cold with a 30 metres radius)
- - Sweeping cold beam — Environment 1 (Impede movement by 1 Rank using ice with a 15m radius)
- - Focused cold beam — Ranged Cold Damage 11, Feature (-3 Ranks of Burst Area)
- - Entrap in ice — Ranged Affliction 10 (Resisted by Dodge, break-out done with Strength or Effects with a heat descriptor, Cumulative, Effects - Hindered & Vulnerable, Defenceless & Immobilised, Paralysed & Asleep) w/Feature (Paralysed & Asleep targets are in suspended animation) and Feature (-3 Ranks of Burst Area)
- - Ice structures — Create 10 (Limited 1 - needs a mass of water weighing as many Ranks as the Ranks of Create)
- - Affect weather — Environment 10 (-2 Perception over a 8km radius through snow, hail, sleet, etc.) Linked w/Feature (lowers temperature through the area, but not significantly in game terms)
Replaced by the MkII Cold Ray Gun during the 1960s. The Mk2 version costs 33 points - it has one more Rank of Affliction, Create and Damage, and its Environment effect to impede movement impedes by 2 rather than 1. Furthermore the Create effect is no longer Limited
Defensive roll 2, Evasion 1, Improved Initiative, Ranged attack 3
Benefit 2 (Independently Wealthy), Contacts, Language 1 (Norwegian)
Athletics 3 (+3), Close combat (Unarmed) 2 (+3), Deception 1 (+2), Expertise (Criminal) 4 (+11), Expertise (Physics) 11 (+18), Insight 6 (+9), Perception 7 (+10), Persuasion 1 (+2), Ranged combat (Handguns) 2 (+8), Stealth 5 (+7), Technology 11 (+16), Vehicles 3 (+6)
| Initiative +6 |
| Unarmed +3, Close, Damage 0 |
| Cold gun +10, Ranged, Damage 12 or Affliction 11 (assuming Mk2 gun) |
| Dodge | 10 | Fortitude | 6 |
| Parry | 3 | Toughness | 4/2* |
| Will | 4 |
Identity Dr. Makent was soon unmasked but latter subplots involved hiding his past or being mistaken for a criminal.
Disability Dr. Makent seemed farsighted.
Trade-off areas Attack & Effect PL 11, Dodge/Toughness PL 7, Parry/Toughness PL 4, Fort & Will PL 5
Point total 135 Abilities 38, Defences 15, Skills 28, Powers 4, Devices 39, Advantages 11. Equiv. PL 9.
Early on the Icicle had some Minions - 3 basic thugs with handguns and weaker versions of his costume. Much later in his career his Benefit (Wealth) rose to 3 then 4, and he built a Headquarters.
