5961 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

Context

These mighty mites appeared in just one Supergirl storyline, in 1983.

But having them return would be intriguing, especially if they remain based on a version of Supergirl who hasn’t existed in decades…


Background

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


Advertisement


Powers and Abilities

Those mini-mes have all of Supergirl’s powers, memories, abilities, etc.. But they’re much smaller, and individually less powerful.

They do not really have Supergirl’s mind and resolve, just a shadow of it.

In DC Heroes RPG terms, hese replicants tend to Team Attack whenever necessary – and there are six of them, for a steep -3CS to their opponent’s OV.

They are eerily coordinated, in large part due to their telepathy. Their manoeuvring and attacks often look like a professional demonstration of synchronized flying. They also excel at splitting in pairs and triplets to flank, prevent retreat, coordinate simultaneous attacks, etc.


History

After Supergirl moved to Chicago, a rash Council decision led to repeated clashes with her. The Council thus lost its underwater base on the floor of Lake Michigan. But their agent Reactron then inflicted Supergirl with radiation poisoning.

While she was weakened, the robot Matrix-Prime (now piloted by Brains, former leader of the Gang) captured her. Council scientist Blake then experimented on her. Within hours, the genius grew six mini-clones of the Maid of Might. Blake thought Supergirl was dead – but she revived and flew away, toward Superman’s Fortress of Solitude, to cure herself.

Action dolls

Blake was confident any of the clones could take Supergirl, since she was greatly weakened by the radiation. Yet the Chairman of the Council insisted that all six be sent. They caught up with Kara in the Fortress. Supergirl was soon overwhelmed by the swarm of mini-Supergirls. They knocked her down and started dragging her toward the disintegration pit.

Through the magic of comic book science, exposure to the pit’s fumes cured Supergirl. She resumed combat against the replicants. But it was going nowhere since she was outnumbered six-to-one. So she exposed them to the dreaded Gold Kryptonite, which instantly destroyed the replicants’ powers.

The mini-clones were left in a stasis field at the Fortress.

Girl squad Voltron

But the mini-replicants could still teep  with each other. They thus escaped the field and merged to become a single, normal-sized clone of Linda Danvers. Using undisclosed Kryptonian technology from the Fortress, they clouded the mind of Supergirl. She wouldn’t remember ever being Linda Danvers or having a secret identity.

The clone thus stole the Linda Danvers identity. But Supergirl soon realized something was wrong with her. Meanwhile, the confused clone grew 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 was psychologically breaking down. But Supergirl told her there was no reason she couldn’t start her own life 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

They don’t speak. Although they think like Kara and can anticipate her (predictable) tactical choices, they don’t seem to have any personality.

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


Sharing



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 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. It was done before our 1980s Supergirl entry, and left unmodified to show different approaches to writing up the Maid of Might.


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.

Writeups.org is a non-commercial, community site

We chat and work at the DC Heroes Yahoo! group .