
If you're one of my players...
...I recommend just skipping this page altogether. (Except maybe Rewards and Development, which may be useful for reference.) It can be rather confusing trying to remember which rules came out of the Great White Book and which rules were added or altered by your GM, and it really doesn't have any effect on the game I'll be running whatsoever. That said, if you're curious, feel free to read on.
Canon was meant to be broken
What follows are the rules I use in my Nobilis games. If you're curious about the justification for any of them, feel free to contact me for further explanation, but please don't try to argue about any of it. Every change made here is for the better, in my experience.
Bonds are more than just a liability; they are a strength. Characters may choose from 15-20 points worth of Bonds, each with a minimum strength of 2. It is assumed that there are countless other, strength 1, Bonds that represent anything the Noble cares about but does not have listed on his or her sheet. When those Bonds are threatened in any way, the Noble receives a pool of free, generic (i.e., can be used for any attribute) MPs only for use in defending the Bond. These MPs do not recharge in any way throughout the story, but if that Bond is attacked again in the future, the same pool will be available.
Characters may choose to increase or decrease the strength of a Bond by 1 after any story that involved it, as long as the total strength of their Bonds remains within 15-20 points. (Suggested by Iago)
I use a Kabbalistic Cosmology for my Nobilis universe. You can get a taste of it here, and I plan on having a full site devoted to it in the (hopefully) near future. As part of this, I have made a trinity of the Light, Dark, and Wild, positing the Wildlords as embodiments of Humanity's choice.
Gifts invoked as Simple Miracles have a modifier of +0, not -1. This changes the price of the following canonical Gifts: Glorious (3), Remove Poison (2 as written, 1 if you cannot affect groups), Petrify With a Look (2), Shapeshifting (2 as written, 1 if you have only one alternate form), Gatemaker (2), Worldwalker (2 plus 1 for Wayfinder).
Unblemished Guise is an Automatic Gift and costs (2 plus Penetration).
This is a FAQ for me, so allow me to justify it here: The difference between Automatic and Simple should not be nearly as large as the difference between Simple and Normal. With only a limited number of MPs being available, a Gift which costs one or more of those MPs is far more limited in utility than a Gift that can be done over and over again for free.
Domain-based Gifts are automatically considered "Common" if they are based on your character's Estate. The same goes for low-powered (level 5 or less) Aspect-based Gifts that only enhance the normal physical actions that any Noble can do. In other words, if you could do it anyway, you can consider it Common.
A character may spend 1 cp to buy two "weak" Gifts; this may only be done once. A "weak" Gift is a Gift with a negative calculated point cost. Canonical Gifts which qualify as "weak" are: Durant, Immutable, and Flight (Winged). In play, "weak" gifts cost only 5 fleurs (see below). (Suggested by Nick Husher)
The Rite of the Last Trump may be used to raise the Aspect or Penetration level of a Gift. For example, a character with Spirit 2 may burn 3 MPs (of any type) to add one level of Penetration to a Gift, for one use only. (Suggested by White Crow)
Anyone with Realm 2+ can use Realm Divinations and Realm Ghost Miracles from a distance for no cost, through their Realm's Heart. Other Realm and Domain Miracles can be used for an additional (5 - Realm) RMPs.
In addition, Nobles outside of their Chancel may use Realm miracles on objects and people taken from the Chancel -- but only things which had their genesis in the Chancel and came from it "naturally." A boat hand-built from the wood of a Chancel's oak counts, but a boat summoned in the Chancel as a Creation would not.
After each session, the GM awards some (usually 3-5) fleurs to each player. Typically, each player gets one for showing up, one for roleplaying or two for excellent roleplaying, and one for actively participating in the story or two for clearly adding to everyone's enjoyment of the story. Players may then spend these fleurs on various things. The only restriction is that any use of fleurs must be done during "downtime" or when dramatically appropriate -- such as an exhausted Noble refreshing her MPs to come back when all was thought lost.
The familia may convert 10 Dynasty Points into a single Chancel point at any appropriate time. As always, they may convert 25 Dynasty Points into a single-point Imperator property. Note that these rules replaces the normal rules for refreshing MPs and awarding Dynasty Points and Chancel or Character Points for each story. (Suggested by Lxndr)