HOUSE RULESA few variations and just FYI's for gaming in the Thorpacoverse. In no particular order, just as I think of them:
Custom Feats - Some feats used on the builds have been swiped from Baron, Kerian and others, as well as some taken from the Mastermind's Manual, Mecha and Manga, Warriors and Warlocks, etc. Heck, I even made a couple up myself. Here they are:
Aggressive Counter [You have surprise attack after countering a power]
Armor Proficiency [Eliminates penalties for wearing armor]
(Attack) Flurry (+) [Take -2 and increase your damage by +1 for every 5 points above your target's defense]
Break the Style (+) [Gain a bonus to Defense or Attack against a martial artist]
Bullet Time (+) [Gain extra actions when surging]
Catch Attack (+) [Use a blocked of deflected attack to your advantage]
Challenges (+) [Gain the benefits of a Challenge without the penalty]
Combat Leader [You and allies in 50ft radius get +4 bonus on Initiative rolls]
Combat Reaction (+) [Use a particular action as a reaction to a specific trigger]
Combo Action (+) [Gain a combo point with a successful combat action, to pay for the activation of a Combo power.]
Conspiracy Theorist (+) [Make a free, unrelated skill check on a natural 20 in certain skill checks]
Counterattack [Gain an attack of opportunity against an opponent that misses you in melee]
Crushing Pin [Inflict grapple damage on any target you have pinned]
Cunning Fighter [Use Attack Bonus instead of Bluff to Feint in combat]
Deadeye [Aim as a move action]
Dedication [+4 on Will saves and Sense Motive checks when your allegiance is questioned]
Deep Ties (+) [Gain extra hero points when faced with an emotionally important situation]
Defensive Strike [+4 on next attack against opponent that misses you in melee]
Defensive Throw [Trip an opponent that misses you in melee]
Dirty Fighting [+1 damage in close quarters with cover or concealment]
Distracting Looks (+) [Your looks give you a bonus or impose a penalty on people attracted to you]
Dogfighter [Use Pilot check to avoid an attack]
Eagle Eyes [Vision Range Increment 100ft]
Evasive Retreat [Move when an attack misses you]
Fear Acceptance [Acknowledge own fear; Removes Power Loss Drawback on Oan Power Rings]
Finishing Blow [Perform a coup de grace as standard action]
First Strike [+2 damage against flat-footed opponents]
Follow-up Attack [Attack again a foe you knockback]
Follow-up Strike [Follow up a critical hit with a free attack action]
Grappling Block [Free grapple attempt after successful unarmed melee block]
Improved Mental Grapple [+2 bonus on mental grapple checks]
Improved Ranged Disarm [No penalties to ranged disarm attempts]
Improved Trick [Bluff as a move action without penalty]
Improvised Weapons (+) [+1 damage per rank with improvised weapons]
Interface [+4 bonus to a skill that requires tools when you use them]
Knuckle Buster [Use Strength for Intimidate]
Last Stand [Use Extra Effort to ignore all damage penalties for one round]
Lionheart [+4 bonus against Fear and related effects]
Low Profile (+) [Skill checks to gain info on your suffer a penalty]
Martial Artist [Treat unarmed attacks as armed]
Martial Strike (+) [+1 unarmed damage per rank]
Mechanical Genius [+4 bonus to Craft and Disable Device checks with a chosen technology]
Mobility [+4 dodge bonus against attacks of opportunity when you move out of a threatened square]
Monkey Climber [Use Acrobatics instead of Climb skill when climbing steep inclines]
Ninja Run (+) [Run for longer and ignore difficult terrain]
Oathbound [+1 to Aid others of your allegiance, +1 to attack foes of an opposing allegiance]
Online Research [Use Computers instead of Gather Information when looking for information]
Passing Attack [Keep moving after a charge]
Perfect Timing [Use Hero Point to arrive at the right place, at the right time]
Precise Strike [Your melee attacks ignore any cover that is less than total]
Rallying Cry [Spend a hero point to allow new Will save for allies against mental effects]
Rapid Fire (+) [Attack with two ranged weapons at once]
Rhythm of Combat [You are aware of how combat is going for allies and foes]
Rope Burster [Use Strength for Escape Artist checks]
Rousing Speech (+) [Use a specific interaction skill to give a bonus to an ally for one round]
Salvage [Gain a bonus pool for Craft checks by cannibalizing existing machines]
Sense Murderous Intent [Use Sense Motive instead of Notice pinpoint hostile targets]
Sidestep [Gain a 5-ft step instead of an attack of opportunity]
Slap Silly (+) [Interrupt a grapple attempt with a well placed slap!]
Speed of Thought [Use Int modified instead of Dex modifier for initiative checks]
Steadfast [+4 bonus on attempts to trip]
Sweeping Strike [Combine a successful uarmed attack with a free trip attack]
Swift [You can run at Speed rank 1]
Talented (+) [+2 to two skills]
Tech Familiarity [You are proficient with alien, arcane or otherwise exotic technology]
Tough (+) [+1 to Toughness saving throws]
Twin Weapon Strike [Attack with two weapons at once]
Two-Weapon Mastery (+) [+1 Damage per rank when using weapons in both hands]
Unbalancing Strike [Remove an opponent's dodge bonus with a melee attack]
Up the Wall [Use Acrobatics instead of Climb skill to scale certain inclines]
Well-Known (+) [People you meet make an automatic Gather Information check to recognize you]
Withstand Damage [Reduce dodge bonus to increase Toughness bonus]
Zen Strike [Use your Wisdom instead of your Strength for melee damage]
Split Attack with Dual Weapons - When a character has two weapons they can take Split Attack as an additional ep or pp cost depending on if the weapons are equipment of devices. The ranks of the weapons do not stack, but you can get the rull ranks of each as a Split Attack, which any applicable offhand penalties incurred, if applicable.
Example: Vigilante is using two heavy pistols, +4 damage each and has paid for two pistols with his EP. He does not get a combined +8 in a single attack, just +4. If he is facing two opponents, he can use Split Attack to get +4 damage to each attack instead of +2 to each.
A two-bladed item or natural weapons, like Wolverine's claws still split damage with a Split Attack.
Rage - One rank of the Rage feat will not be assessed against PL limits due to the offensive/defensive tradeoff inherent in the feat. Any subsequent ranks for duration or increase of power are assessed against the caps.
Sneak Attack - One point of the first of the Sneak Attack feat will not count against PL cap limits.
Example: A PL10 Nightwing has an attack bonus of +13 and a damage bonus of +6 and he has the Sneak Attack feat. He gets a surprise attack on an opponent and hits so he can add the full +2 to his attack. If he had +7 damage, he could only take +1 damage onto his attack with Sneak Attack.
Combat Feat Cap Reduction: Combat feats that you bend your caps like All-Out Attack, Accurate Attack, Defensive Attack, Power Attack and any of the martial arts feats from the Mastermind Manual are capped at 3 ranks instead of their listed caps in the books.
Example: Batman goes to Power Attack The Joker. Normally he could take up -5 on his attack bonus and add +5 to damage. Under the Thorpacolypse House Rules, he can only take -3 off his attack and +3 to his damage.
Taking 10 with Combat Feats: This may already be legal, but just to note it, I am allowing PCs to take 10 and use combat feats like Power Attack when dealing with minions.
Batgirl's Variant Cape Rules. If you haven't read this, READ IT shortly. Genius stuff from her as usual. Expect some Bat-Family updates with some of this stuff in the near future.
Batgirl III's Guide to Capes
Silverback's crit chart. GENIUS for an Iron Age dude like me. If a critical hit is scored, the player rolls to see where it hit. I always like this variant rule in D&D and I'm glad there's something for MnM.
Silverback wrote:Adapting this from a Champions resource.

Lots of work to be done though!