for God and Gulak
House Rule: Essence House Rule
Using this house rule, Exalts do not spend BP or XP on raising Essence. Instead use the following formula to determine Essence raising minimums; (Essence – 1) x 8/9/10 (for Solar-types, Celestial-types [including Alchemicals], and Terrestrial-types) x 10. That’s the amount of XP you have to spend on Charms to go up in Essence by a dot (which requires the normal training time but no additional XP).
Solars: Become Essence 3 when they have spent 80 XP on Charms, Essence 4 when they have spent 160 XP on Charms, Essence 5 when they have spent 240 XP on Charms, Essence 6 when they have spent 320 XP on Charms.
Celestials & Alchemicals: Become Essence 3 when they have spent 90 XP on Charms, Essence 4 when they have spent 180 XP on Charms, Essence 5 when they have spent 270 XP on Charms, Essence 6 when they have spent 360 XP on Charms.
Terrestrials: Become Essence 3 when they have spent 100 XP on Charms, Essence 4 when they have spent 200 XP on Charms, Essence 5 when they have spent 300 XP on Charms, Essence 6 when they have spent 400 XP on Charms.
Note that the initial Charms you gain at character creation count towards this XP total.
Also as a note; XP towards Combos, Knacks, Sidereal Colleges, Alchemical slots, etc. all count towards the XP total.
House Rule: Craft Ability Revision
Craft by the current rules requires would-be crafters to devote huge resources just to being capable of building objects. This is silly and bad. Instead we will use these rules;
Every dot you have in Craft adds a new mundane area of Craft (Air, Earth, Fire, Water, Wood) to your list of possible Crafts. Once you have a Craft of 3 or higher you can purchase supernatural areas of crafting (Magitech, Genesis, Fate, etc.) for 3 xp each. Craft (Vitriol) can be purchased as a specialty at any time the character has an Occult rating 2 or higher.
Basic wonders required no Lore or Occult dots. Other wonders are able to be crafted so long as someone with those ratings participates in the crafting process (for instance, the crafter along with two allies one having the Lore requisite and another having the Occult requisite).
House Rule: Sorcery & Weaving
As every level of sorcery/weaving is acquired, the player may learn the appropriate counter-magic or elemental summoning spell.