Origin | Super-Power | Personal Data | Membership Record
Originally, Dream Girl could only see the future a few weeks ahead but even then she was considered to have the strongest precognitive ability of all her people (Adventure Comics No. 317). Since then, a magic spell worked by her sister, the White Witch, increased her ability to the point where she can now see future events up to one year in advance (356, 359 "The Legion Outpost"). Despite her name, Dream Girl does not have to sleep in order to use her power, though, like other Naltorians, she will often get flashes of the future in her dreams (Adventure Comics No. 363); in fact, all of her dreams are prophetic (Action Comics No. 384/2). She can deliberately and consciously "scan" for future happenings - as when she wanted to find out what would happen to her Legionnaire idols in the next three weeks (Adventure Comics No. 317). Depending on the difficulty of the vision she is trying for, she may or may not go into a trance (374). She can also receive prophetic flashes - as when she sensed a monorail disaster only seconds before it occurred (359). It should be noted that her prophetic visions are always one-hundred percent accurate (317). In a face-to-face confrontation, Dream Girl can use her power to predict every move that an opponent will make, giving her time to react (Adventure Comics No. 374). Limitations and Weaknesses: While her prophecies are infallible, Dream Girl is not, and she has at times misread events in her visions. For example, when she first joined the Legion it was to save the lives of seven members whom she saw die in a space accident. She tried to change fate by expelling those involved in order to save them. Ultimately the vision came true but not the way she thought - it was only seven lifeless android doubles she saw "die" (Adventure Comics No. 317). Other times, though she may have a sense of what will occur, the exact details are not clear (355). Furthermore, Dream Girl does not get premonitions of every dramatic event (Action Comics No. 378/2, 384 "Metropolis Mailbag", 385) or forsee every contingency (Adventure Comics No. 374). She cannot see more than one year into the future (Adventure Comics No. 356, 359 "The Legion Outpost"). Speculative Explanation of Power: As a means of survival, Naltorians evolved the ability to see glimpses of the near future. It is possible that they can do this by mentally tapping into the quantum potential field that pervades the universe. Instead of peering into the possible futures of alternate realities, they only scan for, or pick up impressions from, future events that have a 100% probability of occurring. The information is carried back to them in a tachyon wave. Since tachyons travel faster than the speed of light, they convey information of events that subjective reality has not yet caught up to. So, in essense, tachyons are traveling backwards through objective time, carrying with them information that the Naltorian precognitive brain receives as mental visions of the future. There is also the possibility that Naltorians receive glimpses of information from the future via quantum-level contact with their future selves. If this is so, then a Naltorian can never see their own demise because contact with the future self is broken at the point of death. This would explain how Kenz Nuhor was unable to see his death through the actions of Star Boy. Physical Description: Nura has shoulder-length platinum blonde hair, curled in at the ends and parted on the left. The thick locks of hair over her forehead are held up by a barrette. She has a small, narrow nose, sultry eyes, and dimples on her cheeks when she smiles. Personality: Nura is adaptable and resourceful under stressful situations (Adventure Comics No. 317, 350/351) and has a strong will (374). She is sensual and glamorous but also very smart and capable. In Star Boy's words, Nura is "really conscientious as well as beautiful" (317). Skills: Nura possesses knowledge of Naltorian "super-science", which enabled her to alter Ayla Ranzz's power from lightning to anti-gravity (Adventure Comics No. 317). She also knows a few magical spells taught to her by her sister, the White Witch (351). Interests: Science (Adventure Comics No. 317) and magic (351); she likes "The Wizard of Oz" (351). Relationships: Nura has cared for Star Boy since the two first met in 2964, and it was the look on Star Boy's face that broke her cool composure and made her reveal to him her true plan for joining the Legion (Adventure Comics No. 317). Still, it was not until she rejected her suitor, Kenz Nuhor, that she realized how deep her affection for the Legionnaire ran. Nuhor tried to kill her true love in a jealous rage but was killed himself in self-defense by Star Boy. Reunited, Nura and Thom have been romantically attached ever since. When they fought along side each other in the Legion of Substitute Heroes it only deepened their feelings for each other (342). Nura's closest friends in the Legion are Supergirl (Adventure Comics No. 350, 351, 368), Superboy (350, 351, 356), and Brainiac 5 (356). Known Relatives: Xola Aq (a.k.a. the White Witch, older sister), both parents are deceased. Note that Naltorians do not use family names(Action Comics No. 385/2), so the sisters have different last names.
Re-Induction: Supergirl and Superboy named "Miss Terious" and "Sir Prize" as their replacements after a cloud of Green Kryptonite encircling the Earth forced their honorable discharge. Unknown to the Legionnaires, Miss Terious and Sir Prize were really Dream Girl and Star Boy in disguise. The two were allowed to regain their former memberships after their true identities were revealed at the end of their mission to defeat the Devil's Dozen (Adventure Comics No. 350, 351). Positions Held: Former member of the Legion of Substitute Heroes, a reserve branch of the Legion (Adventure Comics No. 342) Aliases Used: Miss Terious (nicknamed "Miss T.", Adventure Comics No. 350, 351) Career Highlights: Adventure Comics No. 350/351 (Nov./Dec. 1966) "The Outcast Super-Heroes" / "The Forgotten Legion"
Adventure Comics No. 356 (May 1967) "The Five Legion Orphans"
Adventure Comics No. 362/363 (Nov./Dec. 1967) "The Chemoids are Coming" / "Black Day for the Legion"
Adventure Comics No. 370 (July 1968) "The Devil's Jury"
Adventure Comics No. 374 (Nov. 1968) "Mission: Diabolical"
For information concerning Dream Girl after 2969, click here. |