TEXT: DC UNIVERSE RPG 
  House Rules 
   
  Flying Skill (DCU rpg, pp.45, 206-207), Flight (DCU rpg, pp.71-72, DoS pp.84-86) 
  by Brian Mendus  
  Problem: Flying skill does not make sense; what about a character’s Physique allows them to 
  repel gravity faster? Flapping their arms? Also, a normal human could take flying, if he wanted 
  to. A problem I could live with, but then there’s another… 
  Problem: WEG seemed desperate to come up with a reason to have a die code for Flight power. 
  The 1000 times die code in feet is maximum altitude is okay, but still kind of lame. 
  Solution: Remove flying skill. Instead of the flying skill, the hero rolls the die code of Flight to 
  increase speed. This makes sense when you consider that the Flight power itself is where the 
  speed is derived from. You still have a managing skill (piloting), and the maximum altitude 
  doesn’t need to be changed. 
   
  Leap Skill (DCU rpg, pg.45, 207) 
  by Foster Coker 
  Problem: Page 45 of the Rulebook states that “a hero’s total leaping distance (vertically and 
  horizontally) from a standing position is one-quarter of his Speed”. This would mean that Ma 
  Kent and Darkseid, for example, have the exact same leaping ability. Unlikely. 
  Solution: Make jumping distance Physique-dependent. Standing Broad Jump distance equals a 
  character’s Physique times two in feet, Running Long Jump distance is Physique times six in 
  feet. I realize that still enables Ma Kent to jump the same distance as much younger characters 
  such as Arrowette, Lois Lane and Jimmy Olsen, but at least it allows for longer distances for 
  those with really good attributes. 
   
  Elasticity (DCU rpg, pg.60, DoS pg.47) 
  by Brian Mendus  
  Problem: Elasticity gives one point of AV: Physical (AVP) for every 5 dice? Plastic Man has 
  Elasticity 12D, giving him AV 2, and yet the man caught Steel’s hammer in his stomach and 
  lived. Something’s not right. 
  Solution: AVP is equal to the die code. 
   
  Mimicry (DCU rpg, pg.61, DoS pp.102-103) 
  by Brian Mendus  
  Problem: Mimicry allows a player with 1D to duplicate a power at any die code automatically. 
  Solution: Must make a know-how (Mimicry) roll opposed by a roll of the mimicked power’s die 
  code.  
  OPTIONAL: If it succeeds, the power is gained and the EV is added to the die code of power 
  received, or for every 1 EV, may remove -1D of a limitation (must remove total limitation or 
  none at all). Still tooling around with this one… 
   
  Flight (DCU rpg, pp.71-72, DoS pp.84-86) 
  by Ray Raymer 
     The hero can fly through the air without any external help. Flying speed equals the hero’s base 
  speed times the die code in the power (in feet). The die code of the power in hours determines 
  
  how long the hero can stay aloft. To increase flying speed or length of time in the air, the hero 
  uses his flying skill. The maximum altitude a hero can attain is 1,000 feet times the die code. 
   
  Forcefield (DCU rpg, pg.73, DoS pg.89) 
  by Brian Mendus  
  Problem: Forcefield is just like Natural Armor (but with protection against energy attacks) or 
  Invulnerability. 
  Solution: The Forcefield is a separate protection. If a successful attack is targeted to an object 
  protected by a forcefield, review the damage versus the force field’s AV. Should any damage 
  pass through (when Damage – AV > 0), the remaining damage is applied to the object’s AV 
  (without the force field AV) as normal. 
   
  Active Defenses, Parry (DCU rpg, pp.108-109) 
  by Quim Ball-llosera 
     Using the core rules in hand, when a hero makes an Active Defense, it generates an Active 
  Defense Value (ADV), thus if somebody else wants to hit that hero the attack must overcome 
  this ADV. So how exactly does a shield work? If the foe’s attack roll doesn’t reach the ADV it is 
  assumed that the strike fails, and if he indeed overcomes the ADV then the defender takes 
  damage (assuming the defender has no other protection).  
     Here is my solution to that question, and what I have house-ruled (I hope you like it, please 
  comments) in my campaigns. I’ll explain it with an example: 
     A hero has PDV 2 and a shield (melee weapons 10D). When it’s his turn the hero takes two 
  actions: (1) Attack and (2) prepare to block the incoming blows. So, the attack is made (the result 
  doesn’t matter for this example) and the defending hero rolls his melee weapons skills to 
  generate a new ADV (let’s say the result of this roll is 6, pretty good roll with 9 dice rolled), so 
  his ADV till his next initiative is 6. Then, another foe attacks him… let’s see what can happen: 
  (1) Attack overcomes the ADV: Defender takes damage as normal. 
  (2) Attack doesn’t reach ADV but is higher than the PDV of the defender (in the example above, 
  between 3 and 6): Attacks hit the shield and defender gets the AV from it (the shield absorbs as 
  much damage as it has AV). Any more damage above the AV is taken by the defender (as 
  normal). 
  (3) Attack is lower than the defender’s PDV: The defender dodges the attack without needing the 
  shield. No damage taken. 
     If the defender above had rolled lower than his own PDV, any attack that doesn’t overcome his 
  ADV is assumed to hit the shield. That’s that; hard to explain, but easy to apply. 
   
  Force Wave (DCU rpg, pg.192) 
  by Quim Ball-llosera 
  Problem: In pg. 192 of the rule book, under the Force Wave entry, in its last paragraph, it is said 
  that “the corridor [of the force wave] extends for up to five times the die code in whatever skill 
  or power the player is using (whichever is higher) in feet”. Using a skill such as brawling, 
  martial arts or melee weapons for length purposes doesn’t make sense to me, because, for me, a 
  skill means precision and not raw force (except for lifting, of course). 
  Solution: I think the best way to fix this is by changing the “die code in whatever skill [...] is 
  using” for the “Physique or lifting die code”. I think the die code in the power should remain 
  untouched, because it indeed means how hard it hits the surface. 
  
  Throwing a Person (DCU rpg, pp.194-195) 
  by Quim Ball-llosera 
     The same problem as in “Force Wave” happens in the “Throwing a Person” Combat Option 
  (pg. 194): “The thrown person travels a distance in feet is equal to the number of successes 
  generated by the thrown weapons roll”. I think that this can be changed to the effect value 
  generated in the previous lifting roll that had been made to lift the person. Thus the stronger the 
  hero, the further he can throw a person, but maybe with no precision (which is established by the 
  thrown weapons roll against the PDV of the target). 
   
  Rounds & Initiative (DCU rpg, pp.103-106), Flash (DCU rpg, pp.141-142),  
  Superman (DCU rpg, pp.149-151) 
  by Brian Mendus 
  Problem: Superman has higher possible initiative than the Flash. 
  Solution: The die code of Speed Manipulation is added to Reflexes when (and only when) 
  determining initiative. The other modifiers do not apply. 
   
  Magic Handbook 
  Alternative Magic Rules by Brian J. Kilkowski 
  Problem: According to the rules for magic in the Magic Handbook, spells cast by a high-
  powered mage are no more powerful than those cast by a lesser mage, inherently. 
  Solution: Default dice code of the effect is at the value of the Wizardry/Sorcery power. Difficulty 
  of casting the spell can be reduced by reducing the intensity, on a one-for-one basis. 
   
   
  Legend: 
  DCU rpg – core rulebook 
  DoS – Directive on Superpowers 
  
SOURCE: textdata/thevault/DC Universe/Extra Material/DCU rpg - House Rules.pdf