Character Creation Import

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The new system is designed to keep all of your existing traits and advances, and keep them all in play without having to do much rework or changing any of your character; however, you will still need to do a bit of work to decide what your old bonuses become in the new system.
Your character pages on the wiki should already have been updated to a new style to help you set out the new information. There are also new character sheets available.
==Concept==
There's no need to change your name, race, origin, concepts or drive, those are all the same as they were in the previous system.
==Story System==
Your traits and original flaws don't need to change either! (Flaws picked up from the old Wound system have changed, see Marks below for more details). The Story System is different in how it resolves conflicts, however it still uses the same traits. Each of your traits has a starting interest cap of 2 (this may be modified by Advances later on).
==Titles==
You may have noticed that Legends are no longer a thing, these have been replaced by giving people different amounts of authority over different areas of decision making within the republic. You will need to assign 4 starting points of voting power to three spheres of influence:
*Defence
*Governance
*Academia
For more information on the titles you get see Titles. You can earn more voting power in these spheres with advances.
==Advances==
All of your existing Advanced Traits, Battle Abilities, Personal Holdings, etc. become new style Advances. Each character can have a total of 7 Advances, so there should be enough slots for everything you had.
For each bonus that is becoming an advance, decide what it is going to be called, and what bonus it gives you: Voting, Infrastructure, or Story. For more details on these choices, see the Character Evolution rules.
In addition you now also gain a new advance at the beginning of every main game you attend. If you are coming to the game (and why are you bothering to update you character otherwise), then now is a good time to add an additional advance to your character. If you already have 7 advances, you may replace an existing one instead (although you don't need to take the new advance, you can come just as you were last time).
==Marks==
Wounds have changed. We now have a Mark Track which plots your fall from grace, it is the same length as the old Wound Track (21 marks), so however many wounds you had is how many marks you now have.
Most marks you collect will not matter which type they are (Infamy, Wound or Taint), however every third Mark will give you an Affliction. For every third Mark you have (3, 6, 9...), decide which sort of Affliction you want, and give it some fluff. Marks and Afflictions have replaced the old Flaws, Soul Curse and Death Curse that you may have gained from Wounds, so its suggested (but not required) that you fluff your new Afflictions with these effects, to maintain consistency with your old character. If you want certain features to not make the transition between systems (any particularly difficult flaws or curses for you), no one is going to worry too much if they disappear as you convert.
==Resources==
One thing that you dont have any more is Resources, these have just disappeared. Resources were previously used as a means of measuring progress against particular plots and threats, this is now covered purely by GMs narration. Feel free to narrate yourself as having and using anything that you've previously collected (it's still the story system, we still do that), but the plotlines will end when the GM decides, not when you gather enough McGuffins.
==Organisations==
If you control an Organisiation, these have changed slightly as well. The player cap has been raised to 6, and each organisiation can have up to three advances. If your organisation had advances previously, you will need to convert these in just the same way you did for your own character.