So, I've got the Khitai quickstart and have studied it a bit, and am going to put out what I think are the differences between the 2 systems:
Eastern characters pick 5 of these 7 instead of the classic Thean ones: Compassion, Honesty, Joy, Loyalty, Peace, Respect, Wisdom. I think that two are required by your Nation. It's an interesting way to distinguish characters more in the traits, and I think it stops one being the obvious choice. When choosing an approach, your trait is Why you're acting and your skill is How you're acting.
One skill has been changed: Mysticism is a new skill and Sailing (!!) has been dropped.
It is now explicit: As soon as your dice add up to 10, stop adding.
When you get an HP, you need to choose whether to keep it for yourself (max 5 at a time) or put it in s shared pool (no Max). When buying danger points, it's 1-for-1. So, to buy 2 dice, you give the Hero 2 HP. When spending an HP on your own risk, rather than 1 die, you make all your 10s explode.
What you do with them is changed: +2 dice before rolling, Explode all 10s, Activate a power. No longer do they increase the difficulty of Risks.
When the number of Danger Points you have breaches certain thresholds, the rules change for the rest of the session:
- 10: Non-hero get 2 rerolls
- 15: Double damage from brutes
- 20: Non-hero 10s explode automatically
No death spiral, just Wounds and Dramatic Wounds. If you have 5 or more Wounds, you may choose to convert your Wounds to a Dramatic Wound. If you have (5+Resolve) or more Wounds you must convert your wounds to a Dramatic Wound. Which is interesting, since no-one has any Resolve in Khitai.
Now roll a pool equal to their strength. They can only take 2 actions: Create a Consequence of 'Cause Strength wounds to a hero at the end of the round'; Activate an existing Consequence or Opportunity (including their own). They always act after Heroes on the same initiative.
And that's it. It might be fun to try to assign 2 Traits to each of the existing 'western' nations.