DCU RPG House Rules

“HOUSE RULES” AND ASSORTED THINGS

Alternative Lifting/Damage Rules by Barrie Anderson

The rules are available as a Word 2000 document “https://silver-gateway.com/etc/dcu/files/2012/08/physiquerules.doc.”


Another P/l option by Sean

I have some of my own rules for this that are not complicated at all. All you have to do is cross reference your physique or lifting to the human column. I will give some examples:

Superman has 36 lifting on the Mythical column. 36 on the Mythical column is 82 on the human column. Divide by 2 and round down and you get a +41 P/l bonus for Superman. Say that someone has 10D Physique. He would roll on the metahuman column. So i cross reference to the human column to see that 19 on the human column is the same as 10 on the metahuman column so I divide 19 by 2 and round down to get a +9. Look at page 60 in the DOS.

I also use the P/l bonus instead of physique to see if it overcomes someone’s invulnerability. I also increase the armor rating to 2X the die code of invul. for unarmed attacks. For power punch I take 75% of the human difficulty so Superman would have a +61 P/l bonus. If anyone has any questions just post them to the message board.


Expanded Lifting Chart by Barrie Anderson

The chart is available as a Word 2000 document “https://silver-gateway.com/etc/dcu/files/2012/08/liftingchart.doc.”


New Advantage: HQ
by Menele

This advantage allows a hero or hero group to begin play with a serviceable headquarters. The inclusion of particular gadgets, alarm systems, vehicles and such is not included in the initial purchase but I will give rough estimates as to what I believe to be fair for purchasing them. This advantage may be purchased either by an individual or as a group, with dice being split up as the players see fit. All normal Advantage purchasing rules follow after creation.

Size Effect
1D Not very big, about the size of someone’s apartment. (I’m picturing the Tick and Arthur’s arrangement here.)
2D HQ the size of a house. (I see a house here.)
3D HQ the size of a mansion/warehouse. (I see this as being around the size of some of the early Titans bases, the JLE base when they first moved in, or Doctor Strange’s Mansion.)
4D HQ the size of an embassy/vast caverns complex. (I see this as being around the size of the Batcave/Avengers Mansion/Fantastic Four headquarters/Xmen Mansion/JSA Headquarters.)
5D HQ is vast, the size of an army base. (I see this as being around the size of the JLA satellite, most of Magneto’s bases, some of Lex Luthor’s bases pre-crisis.)

Secrecy Effect
0D The HQ is well known and listed in the local yellow pages. (The JSA/Fantastic Four Headquarters).
1D The HQ isn’t listed in any directory nor is advertised in any way. The only way to discover it is a base is to follow the heroes there. It is out of the way and as long as the heroes take some care that they are not being observed it should remain secret until someone errs. (Batgirl’s secret room in her apartment.)
2D The HQ is secret and very difficult to find. (The Batcave)
3D The HQ is secret and out of the way. (South Pole, High in the Rocky Mountains)
4D The HQ is secret and nearly impossible to get to (i.e. orbiting Earth, near the Earth’s core, deep under the ocean.) [JLA Satellite]
5D The HQ is out of phase with this reality or in another dimension with only certain routes to it.

Staffing Effect (After 1D, the characters must begin paying for their staff)
0D No staff exists. The hero(es) must do everything for themselves.
1D The HQ has a modest staff (maid/butler) of amateur/volunteer caliber. Usual relevant skills are around 2D.
2D The HQ has a modest staff of fully trained caliber. Usual relevant skills are around 3D-4D.
3D The HQ has a full staff of highly trained individuals. (E.g. Mechanic, onsite doctor, personal trainers, publicist/spin doctors, lawyers/barristers, scientists/gadgeteers, web designer.) The relevant skill set for the staff members are around 4D to 5D.
4D As 3D above plus a small well trained squad of soldiers to guard the facility. Usual relevant skills with specializations are around 6D to 7D.
5D As above only better. Retired heroes and reformed villains now fill some of the staff positions. Usual relevant skills with specializations are around 8D+.

Security Effect (After 1D, the characters must begin paying for their security)
0D No security exists other then secrecy or the reputation of the hero(es).
1D The HQ has only the most basic of security systems. (Bolt locks and other items that could be purchased at the local hardware store.
2D The HQ has a modest security system, which offered to most homeowners (including an alarm system and a few reinforced doors PDV 2). As far as making opposed rolls, treat the defenses of the HQ as having 3D.
3D The HQ has an excellent security system, which is offered to most businesses (reinforced doors PDV 3.) As far as making opposed rolls, treat the defenses of the HQ as having 5D.
4D The HQ has a state of the art security system, which is offered to those billionaire tycoons. The security is now included for any land that the heroes own. As far as making opposed rolls, treat the defenses of the HQ as having 7D. Some specialized equipment that mimic powers (around the 5D-6D range). E.g. of powers mimicked: Energy Projection-Stun Bolt, Bind, Cold Manipulation (i.e. powers that will immobilize but not kill an individual).
5D As above only better. As far as making opposed rolls, treat the defenses of the HQ as having 9D. Powers mimicked are around the 7D-8D level.

Funding Effect
0D The HQ is funded by the hero(es).
1D The HQ has a friendly benefactor (rich uncle, retired hero), with the equivalent of Wealth 4D.
2D The HQ is funded by a foundation with the equivalent of Wealth 6D.
3D The HQ is funded by an organization with the equivalent of Wealth 8D.
4D The HQ is funded by an organization with the equivalent of Wealth 10D.
5D The HQ is funded by the United Nations, with the equivalent of Wealth 12D.
  Note: with other people’s money comes other people’s rules. This can be represented by the Owes Favor disadvantage of corresponding dice to the Funding aspect of this advantage that is applied as long as the character is a member of the group.

Accessorizing the Headquarters

The following represent what heroes could purchase if they had the Wealth Advantage or Funding. These are not absolute prices; they represent what someone with the appropriate Wealth rating could purchase if they saved for a few months [Yes that means no access to cash/funds.] And to be fair, I stole this list outright from MSH Avengers Coast-to-Coast.

Wealth Rating Item(s)
2D Brig*
Crime File Database 4D of information.
Dining Room*
Elevator (Standard) Standard elevators can carry up to 10 people and have a range of 10 floors (or sub floors). For every additional 10 floors the player must pay the cost again.
Fire Protection-Sprinkler
Garage (3 Vehicles)
Gym*
Hangar Kitchen
* Laboratory
Basic Land (per acre) This covers land other then what is occupied by the main building. This land can be simple park land or undeveloped. Elaborate gardens require the services of one or more gardeners.
Library*
Living Room*
Locker Room Office*
Pool-Outdoor (lap)
Recreation Room*
Trophy Room*
4D Air Lock Door Door is PDV 4.
Air Craft Runway
Armor Plating* This allows one standard sized room to be encased in plating of differing degrees of hardness. (This works out to Wealth Rating +1 for a value of the PDV of the room in question.).
Blast Door This allows one standard sized door to be encased in plating of differing degrees of hardness. (This works out to Wealth Rating +1 for a value of the PDV of the door in question.) As a 4D wealth expenditure sensors may be added
Clean Room Communications Room-National Computer Room*
Conference Room
Dock Fire Protection-Foam Garage (12 Vehicles)
Laboratory w/ Analysis Computer
Medical (Emergency)
Pool-Indoor/Outdoor
Power Room (24 Hour)
Radar This is standard aircraft radar automatic proximity warning. [Search (aircraft) 6D.]
Rapid Transport (Surface) This is a high speed monorail system for personal use within the grounds of the HQ. It can connect sites 500 yards apart. Additional units can be purchased for longer distances. Enclosed cars can hold up to four passengers. The speed is 150 mph. PDV of the carts is 5.
Robot (Maintenance) This machine is capable of performing a single, relatively simple task with 5D of relevant skill. It has simple discriminatory functions allowing it to decide when to act, within programmed outlines. Typical uses of the droid include firefighting, lab cleanup and equipment maintenance. It is not useful for planed combat functions. All stats 2D.
Sauna, Steam Room & Whirlpool
Workshop-Basic
6D Aircraft Runway, Compact This is a specially designed airstrip, similar to those found on aircraft carriers. Planes are launched with the assistance of a catapult arrangement and land with the assistance of arrestor cables and crash nets. As such, the entire assembly can be fitted onto the floor of a large building, inside a hangar or in an underground chamber. Landing at such a runway requires more and special skill (there is a +2 difficulty on all landing attempts).
Air Craft Turntable
Communications Room-National
Danger Room*The X-Men before Shi’ar.
Electron Microscope Elevator-Vehicle/Aircraft Vehicle elevators can carry one vehicle one floor. Additional floors indicate that the elevator cost must be paid again.
Force Field-Door This is a permanently emplaced electro-force field (8D). It can cover one standard sized door or window and must be connected to the main or reserve power systems
High Energy Research Laser Holographic Projector This projector, which looks like a normal security camera, can create any image programmed into its main computer, up to a size slightly larger then a normal man. The projector can be connected to the security or defense systems and can be operated manually from the main computer station.
Hydraulic Wall One section of the wall, cliff face, grounds, or whatever hydraulically opens and closes. This opening is large enough to accommodate a standard plane or jet. The opening is concealed to a large degree (difficulty 7) to spot it. The hydraulic wall can be triggered by remotes similar to a garage door opener.
Laboratory-Complete Medical (Surgery)
Power Room
Solar Workshop-Automated
8D Communications Room-Global
Medical, Cryogenic Power Room-Nuclear This package consists of three rooms and must be segregated from other areas of the HQ. The control room consists of a computer (8D of Knowledge/Science/Know How) dedicated to the operation of the reactor. Alarms are placed throughout the HQ. The reactor can provide unlimited power for normal and most extraordinary purposes. If desired the HQ can be powered solely by the reactor, independent of local power sources. Opening of a nuclear reactor requires approval and licensing by government authority [Status-Special Permit 1D].
Rapid Transport (Underground)
  * Indicates that this package is available at multiple levels of cost, with higher level giving better variations then the level below.

New Leap Skill Rule 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.


Grandstander РNew Disadvantage by Mattias Rehnstr̦m

+2D to +4D The Character Feels a constant need to boast with his powers or skills. This causes the character to have difficulties with wrapping things up as quick and neat as preferable. It may also cause the character to attempt to perform feats to difficult for him with his powers/skills.

At +2D, whenever the character feels on top of the situation, he must make a difficult willpower roll. On a failure he succumbs to the urge to start showing of with unnecessary displays of powers and/or skills instead of wrapping things up as quickly as possible.

At +3D, whenever the character feels on top of the situation, he must make a very difficult willpower roll. On a failure he succumbs to the urge to start showing of with unnecessary displays of powers and/or skills. Furthermore, whenever the character attempts to use a power or skill, he must roll his willpower in a difficult roll. If he fails he must come up with a way of modifying the difficulty of using the power with the effect value of the roll, to a minimum of +1.

At +4D, whenever the character feels on top of the situation, he must make a willpower roll against extreme difficulty. On a failure he succumbs to the urge to start showing of with unnecessary displays of powers and/or skills. Furthermore, whenever the character attempts to use a power or skill, he must roll willpower in a very difficult roll. If he fails he must come up with a way of modifying the difficulty of using the power to a minimum of +2 and roll again. This process is repeated until the character passes the roll.


Comparison Chart for Various Characters by Michael Bayer

This chart will help you in modeling your favorite comic book heroes for use in the DCU game system. Michael Bayer, on our most popular contributors, has created a chart that can be found by clicking here (there was no way to make the wide table work in WordPress).


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 Wizardy/Sorcery power. Difficulty of casting the spell can be reduced by reducing the intensity, on a one for one basis.


Revised Invulnerability Power and Revised P/L Bonus Chart by Michael Bayer, Roger Frederick and therealtony

Invulnerability

Invulnerability is made up of three important segments…
1. The Die Code
2. The Minimum Total Value needed to harm the character (Typically 3x Die Code)
3. The Armor Value (Typically 2x Die Code)

The following chart makes modifiers in intervals to the Invulnerability power:

Die Code Minimum Total Armor Value
1D – 10D 3x Die Code 2x Die Code
11D – 15D 3x Die Code 3x Die Code
15D+ 4x Die Code 3x Die Code

P/L Bonus Chart

A character does damage equal to BDV + P/L Bonus. In the following chart, the P/L Bonus depends on the interval in which the Die Code falls.

Die Code Column P/L
1D – 5D Human 1/2 x lifting skill
6D – 10D Metahuman Lifting skill
11D – 15D Superhuman Lifting skill
16D – 25D Legendary Lifting skill
26D – 40D Mythical Lifting skill

Miscellaneous

The “Power Punch” option is no longer available. An “Uncontrolled” limitation can be taken, and if taken the character applies their P/L bonus to all tasks (including turning doorknobs, etc.)

Example: Superman attempts to harm Martian Manhunter with a punch. Assuming Superman hits and does not generate an EV, examine the damage. Superman has a physique of 35D, and a lifting of 36D. Examining the chart above, Superman falls under the Mythical row. Hence his P/L Bonus is equal to his lifting skill (36D). Superman rolls his BDV (7D) and generates 7 successes. Adding his P/L Bonus (+36), Superman does a potential 43 damage.

Martian Manhunter has an invulnerability of 10D. This means that an attack has be able to do a potential 30 damage (3x die code) before it can hurt him. Superman did more than this. Next, Martain Manhunter subtracts 22 points (2x Die Code) from the 43 damage. Martain Manhunter takes 21 points of damage.

Next, Martain Manhunter attempts to harm Superman with a punch. Assuming again that Martain Manhunter hits and does not generate an EV, examine the damage. Martian Manhunter has a physique of 33D, and no lifting skill. He falls under the Mythical category, and his P/L Bonus is equal to his physique (33D). Martain Manhunter rolls his BDV (6D) and generates 6 successes. Adding his P/L Bonus (+33), Martain Manhunter does a potential 39 damage.

Superman has an invulnerability of 11D. This means that an attack has be able to do a potential 33 damage (3x die code) before it can hurt him. Martain Manhunter did more than this. Next, Superman subtracts 33 points (3x Die Code) from the 39 damage. Superman takes 6 points of damage.


Character Questionnaire by Terry Heinemann

First of all I would like to state that none of my players ever bother to give me enough information on their characters’ lives so I have come up with a questionnaire that they are required to fill out. This allows them to get further into their characters and it also lets me know more about the characters lives so that I know how to mess with them a bit more …

  1. Do you live alone?
    1. If not, who do you live with?
    2. What is your relation to them?
    3. How long have you known them?
    4. How old are they?
    5. How old are you ?
  2. What type of dwelling do you live in?
  3. What type of lifestyle do you lead?
  4. What is your occupation?
    1. Who is your employer?
    2. Who are some of your co-workers?
    3. Do you hang out with nay of them outside of work?
    4. If so which ones?
  5. Are you seeing anyone?
    1. Who are they?
    2. What do they do?
    3. How old are they?
    4. How did you meet them?
  6. Who are some of your friends?
    1. How long have you known them?
    2. What do they do?
    3. How old are they?
    4. How did you meet them?
  7. Tell me about your family.
  8. Tell me about your life up to date.
  9. Why did you choose to become a (super) hero?
  10. Do you have any enemies or rivals?
    1. Who are they?
    2. Why are they enemies or rivals?
    3. How large is they threat presented by them?

ADVANTAGE AND DISADVANTAGE MODIFICATIONS by John Stanford

Appearance:

Modifiers are made to any Presence or related skill roll except animal handling, disguise, interrogation, and willpower.

Horrific +12D -6
This character has very little hope in living with normal people. Others will see the character as not only inhuman but also unnatural. Any human normal or super will react to a character with disadvantage with a -6 as well as having to make a will power roll or run away or find someway of avoiding the character. It is unusual for a normal human to have this level of appearance.
Monstrous +10D -5
The character with this disadvantage is seen by others as inhuman because she is not just ugly but something frightening, something that people tell stories around the campfire about. This disadvantage causes a -5 reaction and others will treat the character as a monster.
Hideous +8D -4
This disgusting looking character is very hard to look at. He my have a nasty skin disease, missing an eye, or some other nasty looking deformity.
Ugly +4D -2
It is like someone who is Hideous but no where near as bad. She may have a lazy eye, stringy hair, or buck teeth.
Unattractive +2D -1
This person is, well, just not attractive. It is nothing really easy to point out but he is not nice to look at.
Average
Most everyone on the planet are average and they receive no bonuses or penalties.
Attractive -2D +1
This character is considered good looking but you will never see her on the Miss American Pageant.
Beautiful/Handsome -4D +2/+4
This character may be seen in the beauty pageants. They get a +2 reaction from those of the same sex and a +4 reaction from those of the opposite sex.
Very Beautiful/Handsome -6D +2/+6
This character is will be seen in and winning beauty pageants. They get a +2 reaction from those of the same sex and a +6 reaction from those of the opposite sex.

Medical Problem +1D – +6D

The character suffers from an ailment and the Narrator and player should come up with details for the problem, the appropriate medicine, corrections, and ramifications of not using the corrections or taking the medication.

Below you find a few examples of medical issues a character may face.

Bad Bones +4D – +10D

The character with disadvantage has the disease Osteogenesis imperfecta. This disease is a genetic problem that does not allow the body to produce a protein. Without this protein the character has very low density bones causing them to break easily. There are 4 levels to this disadvantage.

  • Level 1 +4D: The character can not have a Physique over 3D and the character can only add 10 to his Body Points in character creation. Any damage the character takes he must make a Physique test. With a success the character did not break a bone. On a regular failure the character broke a bone closest to the damaged area. On a critical failure the character has broken several bones and increase the damage taken by 1D.
  • Level 2 +6D: The character can not have a Physique over 3D and the character can only add 10 to his Body Points in character creation. Any damage the character takes he must make a Physique test. With a success the character did not break a bone. On a regular failure the character broke a bone closest to the damaged area. On a critical failure the character has broken several bones and Increase the damage taken by 1D.+2.
  • Level 3 +8D: The character can not have a Physique over 2D and the character can only add 5 to his Body Points in character creation. Any damage the character takes he must make a Physique test. With a success the character did not break a bone. On a regular failure the character broke a bone closest to the damaged area. On a critical failure the character has broken several bones and increase the damage taken by 2D.
  • Level 4 +10D: The character can not have a Physique over 1D and the character can not add 20 to his Body Points in character creation. Any damage the character takes he must make a Physique test. With a success the character did not break a bone. On a regular failure the character broke a bone closest to the damaged area. On a critical failure the character has broken several bones and increase the damage taken by 2D.
Cannot Sleep +3D/+5D

The character is an insomniac and goes through periods were he can not sleep. Anytime he goes to bed the character needs to make a Presence roll. If he successed then he falls asleep if fails then he loses 2 hours of sleep. If he makes a critical failure he will not sleep at all that night. On either a regular failure or critical failure the character rolls against his Presence again. On a success the insomniac episode goes on for 2 days. On a failure it goes on for 5 days and on a critical failure the episode goes on for 10 days. If the character has this disadvantage at 5D then double the times the episodes last.

Not being able to sleep can cause stress. For every 2 days not sleeping the character must make Presence -1D or he loses his temper and is hard to reason with. This is modifier cumulative.

Hemophilia +6D

If you get even a small cut you could die unless it is very well bandaged. The wound will bleed — i.e. cause equal damage — every minute. So if a wound caused 3D of damage and the wound was not bandaged the character will get another 3D every minute until it is taken care of or until the character dies. A hemophiliac may not have a Physique over 3D.

If a hemophiliac gets a deep wound in his torso he will have internal bleeding. If the wound is bandaged it may stop the external bleeding but the character will still gain damage equal to the initial damage per day unless he is taken into surgery. If this is not taken care of the character will die.

Physically Limited +1D – +10D

Some examples of this disadvantage are listed below. To fit some of these you can see I increased the maximum to +10D

Bad Eye Sight +2D and +5D To overcome +0D

You are either near or far sighted. If a character is nearsighted he can not read small print a foot away or signs unless they are very large further than a yard away. Ranged weapons modifiers are doubled for a character that is nearsighted.

A farsighted character has a very hard time reading a book or the like. It can take from 3 times the average time to read a book or longer. The character also has a -3 to fine Coordination role he needs to make.

A character may use glasses however they can be stolen or broken.

+2D if the eye site is correctable

+5D if the eye site is not correctable. This is not the same is being blind.

Bad Smell +2D To overcome +2D
The character somehow produces a nasty odor and nothing you do can remove it. I may remind others of a stench of decay of death or some other horrible nasty rotten smell. The character gets a -2D in Presence rolls for people and animals. A character could try to mask the odor but the amount needed to cover it up will also cause the same negative modifier and the bad guys will smell you coming. As an aside animals that hunt carrion and pest like flies may be attracted to you.
Cowboy Legs +1D To overcome +2D
Your character is bowlegged. The character is a -1D in jumping and -1D in Presence rolls for those out there who thinks she looks funny.
Hard of Hearing +2D/+4D To overcome +0D
The character is not deaf but she does some level of hearing loss. The character has either a -2D or a -4D to her Knowledge and Perception for any and all hearing tests. The character is also at either -2D or -4D on a Language roll for all situations to understand someone.
Hunchback +2D To overcome +2D
The character who has this may also have Appearance: Hideous or in the basic rules Unattractive. The character with this disadvantage will find that he is restricted in his movements and that he will not be able to hide this deformity. The character will be easily pointed out in a crowd as well. He can wear normal cloths but he will look very strange. He will have to get specially made clothes for them to fit properly.

The character can not have Reflexes and Physique higher than 4D. The character could get either a -1D or a +1D in Presence rolls depending on the situation. -1D for those afraid or are superstitious and a +1D for those who feel sympathy for the character.

One Eye +3D To overcome +2D
The character is missing of her eyes and wears a patch, a glass eye or just an empty hole. She receives -1D in Reflexes and Coordination for combat and anything that is used with hand and eye coordination. The character will also get a -2D when using anything involving depth perception like missile weapons, thrown objects or driving vehicles. The character also get a -1D in Presence rolls if she wears a patch and a -3D if the hole is exposed. This is unless she has Appearance: Handsome or Very Handsome or just Attractive is using the basic rules. If so then her patch is intriguing or sexy.
Lame See below See below

One or more the character’s limbs or hands are crippled or useless.

  • +3D Crippled Leg: Character has one bad leg. This reduces the character’s speed by 10. All skills that involve walking, running, melee or bare hand combat are reduced by 1D. To overcome +2D
  • +5D Only One Leg: Character has only one leg. The character can not run or walk unless she has an artificial leg, crutches, or the like. Even with an artificial leg the maximum speed a character can have is 10. Also, with an artificial leg all skills that involve walking, running, melee or bare hand combat are reduced by 1D.
  • If a character that has an artificial leg that takes away these modifiers so the leg acts as well as or better than a real leg then she cannot take this disadvantage. To overcome +2D
  • +7D Legless or Paraplegic: The character is confined to a wheelchair. If the wheelchair is powered by the character then the speed is equal to the character’s Physique. The Narrator should look at all angles and give reasonable penalties. For example the character can not go down narrow hallways, down stairwells, very steep inclines, over high curbs while in his chair. The character will also have issues in hand to hand and melee combat. To overcome +2D
  • +4D One Arm: The character was either born without an arm or lost it somehow. To simplify things it can be assumed that the character is left handed if he does not have a right arm or is right handed if he lost is left. Anything a character can do with one hand can be done without issue however if she needs to do something that takes two arms it cannot be done. To overcome +2D
  • +3D One Hand: The character was either born without a hand or lost it somehow and it has been replaced with something artificial like a hook, grabber, or bionic hand. A character with an obvious mechanical replacement with have -1D on all Presence rolls and has a -2D on Coordination rolls. On the plus side a claw or a hook can be used as a knife in combat.

    If a character that has an artificial hand that takes away these modifiers so the hand acts as well as or better than a real hand then he can not take this disadvantage. To overcome +2D

  • +10D Quadriplegic: The character’s arms and legs are all paralyzed or she is missing her arms and legs are missing completely. To overcome +2D
Weak Stomach +5D/+7D
For +5D the character has gastrointestinal disorder. This basically means that your character has to eat a special diet that includes filtered water. If she eats normal food roll against the character’s Physique if it fails the character loses 1D of Physique. If the roll is critical failure the character loses 3D of Physique. The character loses these points because of the pain she feels due to the cramps and illness. This can be healed using the normal healing rules. It costs twice a much to get your special diet and you may not be able to find it in all areas.

For +7D the character can not eat normal foods at all. This would be best of aliens, robots, or strange mutations. This could cost you around 100 times the amount to normal food. If you are a robot or some other constructed being you may only be able to get you food from your creator.If you eat normal food you will have the same reaction as for +5D disadvantage.To overcome +2D.


PARRYING WITH SHIELDS by Quim Ball-llosera

Using core rule 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 it must overcome its ADV. So how exactly a shield work? as when the foe don’t reach the ADV it is assumed that the strike fails and if he indeed overcome the ADV then the defender takes damage (assuming no other protection). Here come my solution to that question, and what I have ruled (I hope you like it, please comments) in my campaing.

I’ll explain it with an example:

A hero have PDV 2 and a shield (melee weapons 10D). When its his turn the hero takes two actions: Attack and prepare to block the incoming blows. So, he makes his attack (the result doesn’t matter for this example) and rolls his melee weapons skills to generate a new ADV (lets 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 overcome the ADV: defender takes damage as normal.

2) Attack don’t reach ADV but it is higher than the PDV of the defender (in the example above, between 3 and 6): Attacks hit the shield and defender get the AV from it (and the shield absorbs as much damage as AV it has) any more damage above the AV is taken by the defender (as normal).

3) Attack is lower than the defender’s PDV: The defender dodge the attack without needing the shield. No damage taken.

Then, if the defender above has rolled lower than its own PDV, any attack that don’t pass through it, it is assumed that hits the shield. That’s that, hard to explain, but easy to apply. 😛


RULES REVISION by Quim Ball-llosera

Problem: Force Wave. 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 proposes doesn’t makes me sense, because, for me, a skill means precision, and not raw force (except Lifting, of course).

Solution: I think the best way to fix that 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.

The same problem 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 throw 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 hero, the further it throw the person, but maybe with no precision (which is established by the thrown weapons roll against the PDV of the target).


NEW MELEE COMBAT TREATMENT by Alex Truman

Here are two new melee skills. One of them I have posted here before, the other I haven’t. The point behind these is to increase the effectiveness of melee-based characters. Characters like Katana of the Outsiders, who under current rules would be better off attacking with her bare hands than her sword (she would likely have enough attacks per round and a good enough EV in most cases that the total damage would be better. Granted not in all cases, but in most) and characters like Deathstroke the Terminator who do more damage with a punch than with their chosen weapon.

To begin: Convert single skill (Melee Weapons) into two skills: Melee–Finesse and Melee–Power. Also, include maneuvers for melee weapons similar to those in existence for Brawling and Martial Arts. This also causes both new Melee skills to cost the same as Martial Arts and Brawling to buy and raise after character creation.

Melee–Finesse: This is the skill used by Weapons users who focus more on technique and speed than power. This is an appropriate skill to use with light, fast weapons, and not with heavier ones. Martial arts weapons such as the Nunchaku and the Escrima Sticks are typical examples. For each full four levels of this skill, the user of the weapons gains an extra attack. For example: Nightwing has Melee Weapons of 6D (Escrima Sticks +2D). A study of the character’s fighting style would seem to indicate that he would favour the Finesse style of Melee over the Power style. This would give him 2 attacks/round with most weapons, and 3 attacks/round with his Escrima sticks.

Finesse Maneuvers:

Unlike Martial Arts and Brawling, Finesse and Power have different maneuvers. Bonuses for maneuvers are applied on top of Bonuses for weapons. For example, if Nightwing were to have a maneuver at +1D, it would be added to his Escrima Stick bonus of +2D when he is using it in combat.

The Maneuvers available with the Melee–Finesse skill:

  • Blind Fighting: The number of bonus dice (up to a maximum of four) is subtracted from the penalty for fighting in darkness.
  • Disarm: This maneuver counts as a called shot and therefore takes a +3 difficulty modifier. For each level in this specialization, add 1 to the skill roll to disarm an opponent. Disarming with a weapon causes no damage, but if the Effect Value is 3 or more, the character performing the disarm may determine in which direction the weapon is lost (including behind themselves).
  • Double Attack: As Double Kick.
  • Instant Stand: If a hero is on the ground, she may get to her feet without it counting as an action.
  • Knockout: As the Knockout close combat Maneuver.
  • Marksmanship Parry: An active defense against weapons and powers that use the Marksmanship skill. The number of bonus dice in this maneuver can never exceed the number of bonus dice in Missile Parry. This Maneuver is particularly difficult and the total DV after counting all success is reduced by 3. Note: This can damage the weapons used to parry the attack at the GMs discretion. On a critical failure with normal equipment, the equipment is broken and the character gains no benefit from this Maneuver.
  • Missile Parry: The ability to parry any attack using the Missile or Thrown Weapon skills. This is an active defense, and the total DV after counting all success is reduced by 1.
  • Parry: An active defense against Unarmed or Melee combat.
  • Riposte: The level of this specialization can never exceed the level of specialization in Parry. This is the ability to counter attack. Make a roll as an active defense against the level of this specialization, and then subtract one from the result. This is your BDV. If a character attacks you with either Melee or unarmed combat, you may immediately counterattack with this specialization against your opponents DV+1.
  • Staple: If using a pointed weapon, the hero staples his opponent to a nearby structure. This is a called shot, getting a +3 difficulty. For each level in this maneuver, add 1 to the hero’s roll to perform the Staple.

Melee–Power: Weapons users who focus more on power than on speed or finesse use this skill. Steel is a character that would have this skill. The advantages to this skill are twofold: First, the character gains an additional die of damage for every four full levels in this skill. (Note that as with Melee–Finesse specializations in particular weapons add to the base skill for determination of this bonus and also add to the base skill before maneuvers are included i.e. Steel has a Melee–Power skill of 4D (Hammer +3D) giving him +1D damage with all Melee weapons. If he had one more die in his specialty of Hammer, he would gain an additional +1D damage with hammers. Secondly, the Power Punch combat option is open to characters with weapons fighting using the Melee–Power style.

The Maneuvers for Melee–Power are as follows:

  • Blind Fighting: The number of bonus dice (up to a maximum of four) is subtracted from the penalty for fighting in darkness.
  • Disarm: This maneuver counts as a called shot and therefore takes a +3 difficulty modifier. For each level in this specialization, add 1 to the skill roll to disarm an opponent. Disarming with a weapon causes no damage, but if the Effect Value is 3 or more, the character performing the disarm may determine in which direction the weapon is lost (including behind themselves).
  • Haymaker: As the Haymaker close combat maneuver.
  • Knockout: As the Knockout close combat Maneuver.
  • Missile Parry: The ability to parry any attack using the Missile or Thrown Weapon skills. This is an active defense, and the total DV after counting all success is reduced by 1.
  • Parry: An active defense against Unarmed or Melee combat.
  • Sweep: As the Leg Sweep close combat Maneuver.

One good possibility with this skill is that some (many) campaigns may be well suited by also keeping the standard Melee Weapons skill for characters who use Melee weapons, but not to the degree that it would be worth investing in so specialized a skill. Characters like Superman who might pick up a lamppost and swing it every now and then, but isn’t exactly trained in the finer points of melee combat.


House Rules by Brian Mendus

I’ve compiled a list of house rules I came up with. These are changes that I think should be made to DCU. Enjoy!

Problem: Homemade characters can’t come close to competing with DCU characters (not beating, just being in the same league, no pun intended).

Solution: Modified Power Levels:

Power Level 1
70D
Maximum of 10D Disadvantages
Maximum of 20D Powers
Power Level 2
90D
Maximum of 15D Disadvantages
Maximum of 30D Powers
Power Level 3
110D
Maximum of 15D Disadvantages
Maximum of 40D Powers
Power Level 4
130D
Maximum of 20D Disadvantages
Maximum of 60D Powers
Power Level 5
150D
Maximum of 25D Disadvantages
Maximum of 75D Powers

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 Flight 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 changed.

Problem: Elasticity gives one point of AV:Physical (AVP) for every _5_ dice? Plastic Man has elasticity 12D, giving him AV 2. The man caught Steel’s hammer in his stomach and lived. Something’s not right.

Solution: AVP is equal to the die code

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 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…

Problem: Force Field is just like Natural Armor (though without the Energy Protection) or Invulnerability.

Solution: The Force field is a separate protection. If a successful attack is targeted to an object protected by a force field, reviewuate 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.

Problem: Invulnerability makes a character VERY Invulnerable.

Solution: To determine if an attack can do damage, follow the description of the power, but use 2 times the die code, not 3. Subtract 1.5 times the die code for armed combat that can do damage, 1 times for unarmed.

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.

Problem: I am DC Heroes-centric and prefer their Combat system

Solution: Initiative is performed like this-
1. Initiative Roll
2. Announce Actions (from lowest initiative to highest)
3. Perform Actions (from highest initiative to lowest).
4. Repeat


Using the D6 Star Wars System/Simplifying DCU by Barry Reese

For those of you who prefer the classic Star Wars RPG system (which used standard 6-sided dice rather than the hero dice and had a wound table rather than body points), it’s pretty simple to convert. Just keep the attributes and skills exactly as they are, but play with the old D6 rules instead of the DCU ones. Body points can be replaced with the old Stun, Wound, etc. categories. Dump the PDV and BDV, instead handling defense and damage as per the old system. Some of the skills can likewise be streamlined. If your group doesn’t like Know-How, strip it out and use the Die Code of the power as the acting value. The classic D6 system makes for a very fluid campaign.


Alternate Flight Rules 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.

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