5704 in-depth character profiles from comics, games, movies

Supergirl vs. the Supergirl mini-replicants (DC Comics)

Supergirl mini-replicants


Power Level:
Game system: DC Heroes Role-Playing Game

Background

  • Group Affiliation: The Council
  • Base Of Operations: Council bases in Chicago
  • Height: 10” Weight: 5 lbs
  • Eyes: Blue Hair: Blonde


Powers and Abilities

Those mini-mes have all of Supergirl’s powers, memories, abilities, etc. – except they’re much smaller, individually less powerful, and do not really have Supergirl’s mind and resolve, just a shadow of it.

The replicants tend to Team Attack whenever necessary – and there are six of them, for a steep -3CS to their opponent’s OV. They are in fact extremely coordinated, in large part due to their telepathy. Their maneuvering and attacks often look like a professional demonstration of synchronized flying, and they are good a splitting in pairs and triplets to flank, prevent retreat, coordinate simultaneous attacks, etc.


History

The mini-replicants are the result of the process developed by Blake, one of the geniuses in the employ of a secretive criminal organization called the Council. The Council had acquired bad blood against Supergirl after she moved in Chicago – the mistake of their former director in the city, Mr. Adams, had resulted in open clashes between Council operatives and Supergirl, and in the loss of the Council’s underwater base on the floor of Lake Michigan.

During a fight with Council agent Reactron, however, Supergirl developed a bad case of radiation sickness, and the Council struck, sending the robot Matrix-Prime (now piloted by Brains, former leader of the Gang) to capture her. Blake then experimented on her, and within hours grew six mini-clones of Supergirl. He thought Supergirl was dead after the cloning process – but she revived and flew away, toward Superman’s Fortress of Solitude, to cure herself.

Blake was confident any of the clones could take Supergirl – after all, she was greatly weakened by the radiations and the mini-clones weren’t. The Chairman of the Council insisted that all six be sent, however – and they caught up with Kara in the Fortress. Supergirl was soon overwhelmed by the swarm of mini-Supergirls, who knocked her down and started dragging her toward the disintegration pit.

Through the magic of comic book science, exposure to the fumes of the pit cured Supergirl, who flew back from the deadly chasm and resumed combat against the replicants. It was soon obvious it was going nowhere and that she was outnumbered six-to-one, so she eventually lured them into an experimental chamber where she exposed them to the dreaded Gold Kryptonite, which instantly destroyed the replicants’ powers.

Linda made herself a new costume to replace her thrashed one, and the depowered mini-clones were left in a stasis field at the Fortress.

However, even in stasis, the mini-replicants could telepathically with each other ; somehow, they managed to escape the field and merge with each other, becoming a single, normal-sized clone of Linda Danvers. Hijacking a craft at the Fortress of Solitude and some undisclosed Kryptonian technology, they clouded the mind of Supergirl so she would not remember ever being Linda Danvers and having a secret identity.

The clone then started living Linda’s life in her stead, but Supergirl soon realized something was wrong and started tracking down her own life. Meanwhile, the clone was getting so confused (probably from erasing her own memories about her origins) she was angry at the “fake Supergirl” for stealing her powers and identity. When Kara finished working the trail and confronted Linda, she deduced the truth.

The clone started psychologically breaking down, but Supergirl told her it was OK and there was no reason at all she couldn’t start her own life and live her own existence without hijacking Linda Danvers. The clone, happy to be granted her own existence, walked away in the night.

She was never seen again – because there’s no way she, for instance, regained her Kryptonian powers and tried to replace Supergirl again, just before and during the Crisis on Infinite Earths. Nu-uh. No way, no how.


Description

The replicas wear an uniform designed after Supergirl’s – the version with short shorts, a choker and no headband.


Personality

None – they don’t speak. Although they think like Kara and can anticipate her tactical choices (which are quite predictable anyway, they don’t seem to have any personality. They have excellent coordination between themselves, though.

The mini-replicants are mechanically unrelenting and merciless, never letting up in their assaults – something very much unlike Kara.


Sharing

The links to follow us and/or subscribe to our monthly newsletter are at the bottom of this page.



Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Supergirl replicant

Dex: 05 Str: 15 Bod: 14 Motivation: Programmed
Int: 05 Wil: 11 Min: 07 Occupation: Weapon
Inf: 04 Aur: 02 Spi: 04 Resources {or Wealth}: N.A.
Init: 022 HP: 010

Powers:
Comprehend languages: 04, Directional hearing: 06, Extended hearing: 10, Flight: 12, Heat vision: 08 Invulnerability: 18, Microscopic vision: 12, Recall: 05, Sealed systems: 11, Shrinking: 05, Super breath: 06, Super-hearing: 10, Superspeed: 08, Super-ventriloquism: 06, Systemic antidote: 07, Telepathy: 04, Telescopic vision: 07, Thermal vision: 09, X-ray vision: 10

Bonuses and Limitations:

  • Shrinking is Always On and already factored in (OV against attacks is 10)
  • Telepathy only with each other (-2)

Skills:
Scientist: 04

Advantages:
Scholar (History, Literature, Psychology)

Connections:
Dr. Blake (Low)

Drawbacks:
SPR (mute), Pre-Crisis Kryptonian Vulnerabilities Package


Design notes

As usual, this Pre-Crisis writeup is done on a *Post-Crisis* scale.

Like many writeups, this takes the “Superman’s DEX is 10, although the sometimes uses his Superspeed to make it higher” approach. Remember to mention it when you do a writeup using this theory – or when you don’t.

Some evolutions of Supergirl’s writeups have not been reflected in the mini-replicants’ entry. I’ve decided to let both versions stand so people with a strong interest in Supergirl can see which approaches they prefer.


The Pre-Crisis Kryptonian Vulnerabilities Package

All together now…

  • Gradual Loss Vulnerability (all Attributes and Powers save for Telepathy, under red sun radiations)
  • Fatal Vulnerability (Green Kryptonite, range of 2 APs)
  • Gradual Loss Vulnerability (all Attributes and Powers save for Telepathy, being within 2 APs of Green Kryptonite – however the Gradual Loss is 3 APs per Phase)
  • Loss Vulnerability (Permanent Loss, all Attributes and Powers save for Telepathy, being within 2 APs of Gold Kryptonite)
  • Minor Physical Restriction (being within 2 APs of Red Kryptonite induces bizarre physiological and/or psychological changes)
  • Attack Vulnerability (Magical attacks, – 4CS OV/RV)
  • Minor Physical Restriction (attempts to physically damage magical materials and energies receive a -4 CS to their AV/EV)
  • Partial Loss Vulnerability (gravity-based attacks have the additional effect of lowering Supergirl’s Attributes and Powers by any RAP they get, for RAPs of time. RAPs are cumulative as long as any RAP is active)

By Sébastien Andrivet

Source of Character: Daring New Adventures of Supergirl #11-12

Helper(s): Chris Cottingham, Roy Cowan, Sean MacDonald

Subscribe to our MINI-NEWSLETTER !

One bare-bones e-mail per month. Plain text. Short. To the point. Learn more.