Crossover Rules

This is a compendium for our mechanical translations between L5R and Exalted.

## L5R to Exalted Target Numbers

The ratio is 10:1. For every 10 TN in L5R, the roll requires 1 success. Naturally, context and environment can and should reduce or increase these numbers (we suggest always rounding to the nearest multiple of 10).

As a refresher, Exalted difficulties generally follow this difficulty scale:

* 1 Success = Standard
* 2 Successes = Difficult
* 3 Successes = Challenging
* 4 Successes = Nearly Impossible
* 5 Successes = Legendary

Naturally, Daimyo will routinely have dice pools around 10 or more, so 1-3 success may seem trivial, and that is how it should be. Base difficulty should never exceed 5 for anyone (with the rare exception of dealing with Divine-level challenges--Rule of thumb: if a Kashin can do it, it should stay on the 1-5 scale).

However, successes beyond the difficulty 5 barrier should be rewarded with concrete effects. For example: "OK, you rolled 9 successes on the difficulty 5 roll to charm the ice-queen - you've also impressed 4 of her advisers, who will approve of your dalliance with her" clearly differentiates a base success (you charmed the ice queen) from an exceptional success (each success beyond 5 charmed an additional adviser).

We encourage Kashin characters to manipulate context to their advantages to drop high difficulties to more manageable numbers rather than assuming they will be able to keep up with the large dice pools of Daimyo characters.

### Raising

Characters are free to make 'Raises' as in L5R at the ratio of 5:1. That is to say, each Raise in the Exalted system increases the Difficulty by 1.

The effects of these raises, unless stated on the wiki, are at a GM's discretion, or must be agreed upon by all participating PCs. They are generally used to add flavor or more impacting effects on a roll's success.

Techniques that give free raises still function as intended. Raises are still capped by one's Void (or Essence).

### Honor, etc. as Bonus Numbers

Many techniques add honor, etc. to rolls. There are a few ways this can be handled in Exalted's system.

1. Total one's honor score, and add those numbers in any denominations to individual dice with the intent of improving the roll's success rate. For example, I have 5 honor, and I rolled 7 dice for a 2, 4, 4, 5, 6, 7, and 9. Right now, I have two successes (7 and 9). However, with this theoretical technique, I have 5 points to spend on these numbers to improve them, so I can spend: 1 + 6 = 7, 2 + 5 = 7, with 2 left over (4 + 2 = 6; not a success). Doing this, I end up with 4 successes instead of my original 2.
2. Halve one's honor score, and then add that number as bonus dice, rounded down.
3. Halve one's honor score, and then allow that number to stand in for certain ability requirements.

## L5R to Exalted Attributes

The following is a quick snapshot. See the notes below for a further explanation.

* Stamina = Stamina
* Willpower = Appearance or Willpower (see note)
* Strength = Strength
* Perception = Perception
* Reflexes = Wits
* Awareness = Appropriate Social Stat or Perception (see note)
* Agility = Dexterity

### Appearance

This will be house ruled to clarify that Appearance is not just one's physical beauty or comeliness, but includes their entire outward affectation, and more importantly, their composure. Composure in this sense is referencing one's ability to remain cool under pressure (reacting to that pressure would be wits), and never to **appear** as anything but what they intend. A character with high appearance is adept at making people see what that character wants them to see. It is not just a 'hotness' gauge.

Note the first
This does overlap slightly with Manipulation. The major point to take away here is that Appearance is about manufacturing a composed (as in, composition, art) image from which people will draw their own conclusions. Manipulation, on the other hand, involves a certain amount of mental/social gymnastics and energy to more directly affect or deflect those conclusions.
Note the second
This also overlaps slightly with Wits, in that Wits is one's ability to react with speed. In this sense, Appearance is one's ability to not **appear** as if one is calculating a response, i.e. as if nothing has changed, as if that insult didn't land, even if it did. "Coolness." One's ability to maintain "Face."
Note the third
And yes, there is some slight overlap with Willpower. In this sense, Willpower is strictly mental fortitude. If there is a fear effect in play, one's ability to compose themselves will matter little if they're screaming for the hills. On the other hand, if the fear effect is mild, then the Appearance attribute will come in very handy to mask that fear, even if the character may still be shaken because of it.
### Willpower

For instances where Appearance does not fit (such as when mental fortitude is being directly referenced), (1/2) Willpower can be used instead. For purposes of statistical bonuses (such as from schools) Willpower should be given on a 2:1 basis. So, if the bonus would normally be +1 of some attribute, it would be +2 Willpower, instead.

### On L5R's Awareness

This trait has no direct analogue in Exalted as it is L5R's social power stat (intuition, empathy, manipulation, charisma), and Exalted breaks much of that down into abilities (Socialize, Awareness, etc.). In this case, choose the most appropriate social statistic (Charisma, Manipulation, Appearance as above) or Perception that best fits the spirit of the school in question when paired with a certain skill. For example, if it's obvious a Courtier school enjoys manipulating court, Manipulation + Socialize would be the appropriate roll, so that school would gain +1 Manipulation. If the Courtier school is more adept at keeping tabs on the Court rather than affecting it directly, that school might give +1 Perception (Perception + Awareness/Bureaucracy/Socialize) or even +1 Appearance (Appearance + Socialize, Appearance + Stealth to be able to meander between various cliques or always keep their composure).

### Insight

For Daimyo, all instances of Insight will be referring instead to their Essence score. This is to reflect their level of enlightenment has a much more direct connection with the universe and Void. However, characters who attempt to buy up Essence too quickly will invariably end up less capable in other areas, and so we suggest prudence.

For Kashin, Insight works much the same as published in L5R 4e, though the formula and numbers are slightly different.

Insight is calculated by multiplying the sum of all (ten) attributes by 4, adding them to the sum of all abilities and double willpower, and then comparing to the scale below. So: (M/P/S + void)x4 + ability dots + (willpower dots x 2) = a number compared to the chart below.

* <150 = Insight Rank 1
* 150-175 = Insight Rank 2
* 175-200 = Insight Rank 3
* 200-225 = Insight Rank 4
* 225-250 = Insight Rank 5

## L5R to Exalted Skills

* Acting, Perform = Performance
* Animal Handling = Survival or Ride, depending on the action.
* Artisan, Calligraphy, Craft, Engineering = Craft (or Linguistics, as appropriate)
* Athletics = Athletics
* Battle = War
* Commerce = Bureaucracy, Socialize, whatever fits, really.
* Courtier, Etiquette, Sincerity = Socialize, Bureaucracy, or Presence depending on the action.
* Defense = Dodge
* Forgery = Craft, possibly Linguistics.
* Horsemanship = Ride
* Hunting = Survival
* Iaijutsu = See the Dueling section. (Melee or Integrity, whichever is lower.)
* Intimidation = Presence
* Investigation = Investigation
* Jiujutsu = Martial Arts
* Lore = Lore
* Medicine = Medicine
* Meditation = Integrity
* Sailing = Sail
* Sleight of Hand = Larceny
* Stealth = Stealth
* Spellcraft = Lore
* Tea Ceremony = Integrity (if regaining Void) or Performance
* Temptation = Presence, possibly others.
* Weapons (all) = Melee, Thrown, or Archery, as appropriate.

### L5R Skill Categories

High Skills
Acting, Artisan, Calligraphy, Courtier, Divination, Etiquette, Games, Investigation, Lore, Medicine, Meditation, Perform, Sincerity, Spellcraft, Tea Ceremony
Bugei Skills
Athletics, Battle, Defense, Horsemanship, Hunting, Iaijutsu, Jiujutsu, Weapons
Merchant Skills
Animal Handling, Commerce, Craft, Engineering, Sailing
Low Skills
Forgery, Intimidation, Ninjutsu, Sleight of Hand, Stealth, Temptation
Using skills that replicate the intent of Forgery, Intimidation, Theft, Temptation/Seduction, Deception, and so on, as given in the Low Skills above, are considered dishonorable. Thus, Presence as a skill is not innately dishonorable, as it is used for Charismatic actions. However, using it to Intimidate will result in honor loss amongst polite company.

## Void Points

Kashin have Void points in much the same manner as in L5R and start with 2 on a 5-point scale. Daimyo who need for whatever reason to use a Void-based ability instead substitute their Essence score for Void, as they have a more direct connection to the heavens. If a Daimyo would need to spend a Void point for whatever reason, they must spend a number of motes equal to 10 - essence score, minimum 1.

Void is considered the 10th attribute and costs 10 bonus points in character generation. It does not fall into any of the P\S\M categories and so can not be purchased with attribute points.

### Spending Void

Void can be spent. Spending a Void point does not reduce the permanent score, but only a number of Void points equal to the Void attribute can be spent before they must be replenished. Void points can only be spent once per round.

* Gain 1 automatic success. This does not combine with a roll. Either choose to roll, or spend a Void point for this success. Once a roll is made, a Void point can not be spent in this manner. Automatic successes gained in this way never applied to contested rolls.
* Gain +1 die to any non-damage-related roll. This die can be declared at any time, including after a roll has already been made (at which point it is then rolled to determine total success or failure). This die can be combined with channeling Willpower through Virtues.
* Temporarily increase the rank in any Ability from 0 to 1, avoiding the (mortal) -2 Unskilled Roll penalty.
* Negate 1 wound as it is taken.
* Increase any DV by 1 for one round; this may be declared after an attack roll (on the offensive or defensive), but must be done before damage is calculated.
* On your initiative/tick turn, exchange your place with one other willing target; combat then continues as normal with the swapped-in target free to act as if it were their turn. Only one of the two characters needs to spend a Void for this effect to take place.
* Improve initiative by a flat 2 at the beginning of a skirmish.
* Activation of certain School techniques.

### Regaining Void

Void points can be regained in the following ways:

* A full night's rest recovers all void points.
* Void + Integrity (Meditation or Tea Ceremony) will recover one Void point per success. This can only be done once per day and takes a good deal of time, not something that can be achieved in the middle of a fight.

## Iaijutsu Dueling

We follow the rules published in the L5R core book. Conversions are as follows.

The Iaijutsu 'skill' or dice pool is always considered the lower of either Melee or Integrity to represent both one's skill with a blade, and one's sense of self (confidence, achievement, and so on). One may take Iaijutsu as a specialty for either Melee or Integrity, but the 'lower of either' clause includes specialties in the total dice count. Katana and other sword specialties do not apply to Iaijutsu duels (but do apply if the duel devolves into a normal skirmish).

### Assessment

Roll Perception + Iaijutsu, requiring a number of successes equal to the opponent's Insight. Success reveals one of the following. Raises allow for an additional piece of information per Raise.

* The opponent's Void or Essence score.
* The opponent's Wits.
* The opponent's Iaijutsu dice pool, including specialties, but before extra abilities such as charms, school techniques, etc.
* Any abilities modifying the opponent's Iaijutsu dice pool, such as charms, school techniques, etc. (and what they're adding).
* How many Void points or essence the opponent has available.
* The opponent's current wounds.

If a character exceeds their opponent's roll by 2 or more successes, they receive a bonus stunt die (or dice, as the GM/players agree) on their subsequent Focus roll.

### Focus

Make a contested roll of Iaijutsu + Insight. The winner earns the right to first strike. For every success the victor accrues beyond that, they receive a stunt die on their Strike roll (there is no limit to the stunt dice that can be received in this way; this is an exception to the rule of max 3).

### Strike

The winner of the Focus round goes first. Make an Iaijutsu + Wits roll versus the target's Dodge DV. Armor applies normally. If the opponent is not killed, then that opponent makes the same roll. If both duelists thus survive, combat continues as normal. First blood and kharmic strikes resolve as published.

## L5R Ring Ratings

Ring ratings work in essentially the same manner as published in L5R (the lower of the given attributes), though with the following attribute updates.

* Earth: Stamina & (1/2) Willpower
* Water: Strength & Perception
* Air: Wits & Manipulation
* Fire: Appearance & Intelligence
* Wood: Charisma & Dexterity
* Void: Equal to one's Void attribute rating.

Kiho and Shugenja Spells will be updated if needed on an as-requested basis. Players are free to suggest **Wood** Kiho and Shugenja spells during character generation (or otherwise), which contain the domains of plant substances (poisons, saps, honey, etc.), idealism, charm, curiosity, growth (healing by regeneration), and flexibility/adaptability.

### Affinities/Deficiencies

With the addition of Wood as an element, affinities and deficiencies have been altered slightly. Essentially, one can have an affinity in one element and a deficiency in any other element, provided there is a plausible explanation for such (but some are more common than others). Typically speaking, however, the elemental relationships work like the following.

* Wood generates Fire, but overcomes Earth.
* Fire generates Earth, but overcomes Air.
* Earth generates Air, but overcomes Water.
* Air generates Water, but overcomes Wood.
* Water generates Wood, but overcomes Fire.

And thus the following affinities/deficiencies occur as the following, in order of frequency.

* Affinity: Wood; Deficiency: **Air**, Fire, Earth, then Water.
* Affinity: Fire; Deficiency: **Water**, Earth, Air, then Wood.
* Affinity: Earth; Deficiency: **Wood**, Air, Water, Fire.
* Affinity: Air; Deficiency: **Fire**, Water, Wood, Earth.
* Affinity: Water; Deficiency: **Earth**, Wood, Fire, Air.

## Other L5R Imports

Many of these have not been changed to any great degree, but are listed here just so all the L5R rules are being tracked in one place.

See:

* Honor, Glory, Status
* Schools, School Template, Clan Template