So you want to convert a character... This doesn't tell you how to create a new character, but it's pretty similar to what's below:

Bugs:

Everybody gets one favored skill; Humans get three. One of these is subsumed into the four favored skills you get to choose when you get a Discipline (so Adepts still have 8 total, 10 if Human). If your initial Favored skill(s) end up as part of your Adept skills, you do get to pick new ones (so you still have the right total). Cyberware is not bought with Charms, but with Background points. HouseRulesOnCyberware is partly rewritten to cover this. Favored Attributes cost 3 bonus points, not two. The XP rules are the same as before. Everybody now gets seven background points. There's a background I forgot to mention, called Legend. It's documented on HouseRulesOnBackgrounds and HouseRulesOnAdvancement. You don't need to worry about it much at chargen.
Abstraction The first step is to figure out what character you want to convert. This doesn't just mean finding your GURPSdawn character sheets and picking one (though I'd recommend starting with your Boston character). Figure out what role your character plays in the party. Then make a short list of scenes in which your character plays a large role, and maybe signature "tricks": supernatural abilities and skills. If you're an intuitive mage, figure out what sort of spirit or magical creature is in your ancestry, and what sort of supernatural tricks fit in with its powers. I'm going to use Thwak as an example throughout here because I don't think he'll mind, and if he does he's five miles up and can't hurt me anyway. Thwak's role in the party is Direct Activity: he's the one always pushing to go out and do something, not wait around improving the plan. His trademarks are his strength and physical acuity of vision; he excels in scenes of mass battles, or where forceful, rapid responses are necessary. Schtick-wise, he's Really Strong, even for a Troll. He's frighteningly accurate with his bow, with several supernatural abilities relating to it: great accuracy, the ability to ignore distance and environmental modifiers, the ability to light his arrows on fire, soak unbelievable amounts of damage, and dodge attacks. He's very in-tune with his Discipline, pulling great power from the Name of Archer (Karma Ritual 11). Mundanely, he's a great brawler, acceptable with a sword, and a Questor of Thystonius. If you don't collect all of the above information (and see, it's pretty short) beforehand, you're not going to be able to do the conversion very well. If you have done this ahead of time, I think you'll find it pretty easy. Stats Print out a character sheet for yourself from CharacterSheet. Write in your character's Name, Concept, and Nature. If he's an Adept, write his Discipline in where it says Caste. Don't worry about fields you don't understand yet. Attributes Pick a category of attributes (Physical, Mental, Social) to be each of Primary, Secondary, and Tertiary. Each of your attributes starts at 1; normal humans have a 2 in each stat. Adepts have 8 points to spend in their primary category, 6 in their secondary, 4 in their tertiary (8/6/4). Non-Adepts only get (6/4/3). Attributes are much closer to linear than in GURPS, so bear in mind that a 3 is half again as good as a 2, and a 5 almost twice as good as that. You'll get a chance to buy more Attribute Points later. If you are non-human, underline the obvious favored attribute (or check ExaltedHackingRaces for help if it's not obvious ). Nobody favors Intelligence, Dexterity, or Charisma. This favored attribute doesn't matter much now, but it does when you spend bonus points or XP later in character creation. We give Thwak a Strength of 5, a Dexterity of 4, a Stamina of 4, Intelligence 2, Perception 4, Wits 3, Charisma 3, Manipulation 1, Appearance 3. Note the changes in social stats: he's not good at leadership or trickery, but is innately likable and even kinda cute. Abilities If you are an Adept, check the little boxes next to your favored skills (check HouseRulesOnDisciplines for which skills are favored). You have four favored skills defined by your Discipline, and get to pick four more. Humans get to pick two more (for ten total). Non-Adepts get one favored skill (usually Occult for Intuitive Mages). Humans get their extra two favored skills even if non-Adepts. Now spend 22 points on Abilities (25 if you're an Adept, but at least 10 must be Discipline or Favored abilities). At least one must be in every Favored (not Discipline) ability, and you may not buy Abilities higher than 3 at this time. We note Thwak's Discipline Abilities (Archery, Athletics, Dodge, Awareness) and pick four more (Endurance, Resistance, Brawl, Melee). Then we give Thwak Archery 3, Brawl 3, Melee 2, Endurance 3, Resistance 3, Lore 1 (for literacy), Linguistics 1, Dodge 3, Athletics 3, Awareness 3. Advantages Pick 7 backgrounds from the list (Allies, Artifacts, Backing, Contacts, Cyberware, Karma Ritual (aka Cult), Familiar, Followers, Influence, Legend, Manse, Mentor, Resources). None may be ranked higher than 3 at this point. We give Thwak Karma Ritual 3, Artifact 2 (a Short Powerbow), Mentor 1, and Resources 1: he's poor, but there's a master willing to train him back in New Town, he has a threaded bow for cool archery stunts, and he gets 1 WP/day and 3 motes/hour from worldwide faith in Archers on any day in which he's done his Karma Ritual. Non-Adepts may not buy Artifacts, Karma Ritual, or Manse. Check HouseRulesOnBackgrounds for notes on changes. Pick 10 Charms: if you're not an Adept, you can use these for intuitive magic spells, but it's suggested you leave most of them open for Adept Charms later. Thwak gets Wise Arrow, Sight Without Eyes, There Is No Wind, Fiery Arrow Attack, Trance of Unhesitating Speed, two levels of Ox-Body Technique (-2 version), Increasing Strength Exercise, Sensory Acuity Prana, Keen Sight Technique. Several of those require more Archery than he's got, so we spend two bonus points to take him from Archery 3 to Archery 5. This didn't cover his Avoid Blow ability, so we spend eight more bonus points to get him Reed in the Wind and Shadow Over Water. Check ExaltedHackingTalentConversion, HouseRulesOnDisciplineMagic, HouseRulesOnIntuitiveMagic for details. Intuitive Mages *really* should look at the charms at HouseRulesOnIntuitiveMagic; it's much harder to be a competent mage without any of them. Disciplined Mages spend two charms for each of their starting spheres, and are expected to have 2-4 from the list at ExaltedHackingDisciplineSpheres. Pick 5 Virtues: these start at 1 and may be bought no higher than 3 without bonus points. Intuitive Mages favor one virtue, dependent on their ancestry. If you are a questor, you have a fifth Virtue, bought up from zero with XP/Bonus Points: Thwak writes in "Thystonius" under his Virtues, but doesn't put any points in it now. Thystonius and Valor are different Virtues. Adepts must also pick a Virtue Flaw. Thwak buys Valor 3, Conviction 3, Temperance 2, Compassion 1, and picks Deliberate Cruelty as a Virtue Flaw. Finishing Touches Record Essence (1 for mortals, 2 for Adepts and Intuitive Mages), Willpower (Highest Virtue for mortals and intuitive mages, sum of two highest virtues for Adepts, may not start at 8 or higher unless two Virtues are 4 or higher), Personal and Peripheral Essence (look at HouseRulesOnEssencePools), and Health Levels (one -0, two -1, two -2, one -4, one Incapacitated, plus any from Charms). Thwak has Essence 2, Willpower 6, Essence Pools of 29+12, and Health Levels -0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4/Incap. Make sure you write in your character's Anima Banner (what he looks like in the astral, more or less: an idealized Hero, an animal, a big glowy rune, something like that) and the condition which triggers his Virtue Flaw. Now spend 20 bonus points (26 for non-Adepts, 16 for Intuitive Mages). Attribute points cost 4 (3 if favored), Abilities cost 2 (1 if favored or Discipline), backgrounds cost 1 (2 if being raised above 3), virtues cost 3 (1.5 if favored, as with Intuitive Mages), Willpower costs 2 (but remember about raising it over 8), Essence costs 7 if you're an Adept and can't be bought by mundanes, and Charms cost 5 (4 if favored/Discipline). You can buy specialities in your abilities for 1 bonus point per level (0.5 per level if the ability is favored). Record what ability it's in and when the specialty applies. You can never receive more than a +3 bonus to a roll from specialties, so don't bother buying them above 3. Non-humans should buy their extra vision: low-light vision costs 2 points, thermovision costs 3, and astral sight costs 5. To forstall the inevitable questions: no, you can't choose one out-of-style for your race. Spirit Charms, for Intuitive Mages, cost 7 bonus points each (5 if favored). Jesse and Justin, apparently without coordinating, have convinced me that while ConversionStartingPoint works fine for Camrish characters, Boston characters need to be built as what's up there, then get some amount of XP. Those who are adepts get the Adept Package, Essence=2, 5 stat points split 2/2/1 along your original 6/4/3 distribution, 3 skill points, a virtue flaw, and the opportunity to spend any charm slots still sitting around (and those not adepts yet will also get that for free when they become such). Now I just need to figure out *how much*. My current intent is to ask everybody to build a character, then provide their log of XP spent to get the character to where it should be, and draw a line across all of them at the same place. This nicely avoids the "I know I'll be getting N XP, so I'll put this off until later..." problem. Check the ExaltedHackingXPCosts for improvement costs. Thwak has already spent 10 bonus points, and spends another 3 for thermovision. His remaining seven go into one more points of Dodge and a point of Thystonius, then a fourth point of Valor. Here's Thwak's character sheet (you can find many of the formulae at CharacterReference , and don't forget to account for the Mobility Penalty of armor!). Note how short it is? They don't get noticeably longer. Oooh.
Thwak

Concept: Big Ugly Artillery Piece. Nature: Thrillseeker

Attributes: *Strength* 5, Dexterity 4, Stamina 4, Intelligence 2, Wits 3, Perception 4, Charisma 3, Manipulation 1, Appearance 3

Abilities: *Archery* 5, *Brawl* 3, *Melee* 2, *Endurance* 3, *Resistance* 3, Lore 1, Linguistics 1, *Dodge* 4, *Athletics* 3, *Awareness* 3

Backgrounds: Karma Ritual 3, Artifact 2, Mentor 1, Resources 1

Virtues: Valor 4, Conviction 3, Temperance 2, Compassion 1, Thystonius 2. Deliberate Cruelty: Roll Conviction and add it to Taint when udner severe stress, dire straits, or otherwise backed against the wall; deliberately cruel for (Conviction) days.

Charms: Wise Arrow, Sight Without Eyes, There Is No Wind, Fiery Arrow Attack, Trance of Unhesitating Speed, Ox-Body Technique (-1/-2/-2), Ox-Body Technique (-1/-2/-2), Increasing Strength Exercise, Sensory Acuity Prana, Keen Sight Technique, Reed in the Wind, Shadow Over Water.

Equipment: Short Powerbow, Short Sword, Leather Armor (Buff Jacket), Buckler

Willpower 7, Essence 2, Personal Pool 32 (8 committed), Peripheral Pool 13, Health Levels -0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4/Incap.

Thermo Vision. Anima Banner: Fifteen-foot-high version of self, handsome, gem-like eyes, perfect horns.

Thwak's Combat Reference

Athletics: 16 Full Move, 8 Combat, 32 Sprint. 7 yard vertical jump, 14 yard horizontal jump. (8/16 out of armor, 10/20 with ISE up). Lift 800 lbs, 1200 with ISE.

Defense: 5L/9B/3A. Dodge 7 (8 w/o armor), Parry 6. Fatigue 2. Knockdown 7, Stun 4. -1 Success to non-ranged attacks.

Attacks: Strike Spd 7, Acc 7, Dam 5B/7B, Parry 7
Kick Spd 4, Acc 6, Dam 7B/9B, Parry n/a
Short Sword Spd 7, Acc 7, Dam 7L/9L, Parry 7
Broadhead Arrow Spd 7, Acc 11, Dam 9L/11L, Rate 3, Range 300 yards
Target Arrow Spd 7, Acc 11, Dam 7L/9L, Rate 3, Range 300 yards. Halve Armor
Frog-Crotch Arrow Spd 7, Acc 11, Dam 11L/13L, Rate 3, Range 300 yards. Double Armor
Fowling Arrow Spd 7, Acc 11, Dam 9B/11B, Rate 3, Range 300 yards
Numbers after slashes indicate damage with Increasing Strength Exercise

Thwak's Charm Reference
CharmCostDurationTypeEffect
Wise Arrow1m/dieInstantSupp.Buy extra dice up to Dex+Archery extra.
Sight Without Eyes1mInstantSupp.Negates penalties for visual conditions
There Is No Wind3mInstantSupp.Negates all environmental penalties
Fiery Arrow Attack2mInstantSupp.Ignites arrow, adds Essence to damage.
Trance of Unhesitating Speed2n for attack nInstantExtra ActionExtra Archery attacks at full die pool. Cost is 0,+4,+6,+8=0,4,10,18...
Increasing Strength Exercise3m/point1 SceneSimpleBuy extra points of Str; does affect damage. Max = Essence.
Sensory Acuity Prana5m1 SceneSimpleAdd Essence to all Awareness rolls
Keen Sight Technique3m1 SceneSimpleCan see details at 100 yards, in twilight as if at noon. Not compatible with Sensory Acuity Prana.
Reed In The Wind1m/2 diceInstantReflexiveBuy extra Dodge dice; must see attack coming, cannot buy more than Dex+Dodge. Must declare before attack roll. Fractional dice are lost.
Shadow Over Water2mInstantReflexiveDodge a single attack with full Dex+Dodge. Must declare before attack roll.
Then Thwak's player sends the GM a message like this:
Thwak
Taller, crystal eyes
Deliberate Cruelty
Thrillseeker
3 3
2 7
VC
5 9 (2 4)
8
7
Thermo Vision
Buckler
Those are:
Name
Anima banner
Virtue Flaw
Nature
Appearance Charisma
Essence Willpower
Virtues above 3 (Valor Conviction Temperance comPassion)
Soaks: Lethal Bashing (unarmored lethal unarmored bashing)
Defense
Perception+Awareness
Any passive effects, one per line
This is the sort of character who could get *so* pumped up with a Combo: Wise Arrow, There Is No Wind, and Firey Arrow would allow Thwak to roll 20 dice to hit, ignoring all environmental penalties, and do a base damage of 11L with your target arrows and Increasing Strength Exercise. Assuming an Elite Soldier (dice pools of 6), in Articulated Plate with a target shield and good sword to parry... you get 10 successes, he parries 3 of those, leaving you 18L against his armor of 5 (no lethal soak from Stamina, because he's mortal), and you roll 13L, which since this is an extra converts to 4 health levels and a die... he only has 3, being an extra, so he's dead. All this is depite the fact that it's midnight in a blizzard, Thwak's on horseback, and the guy's behind heavy cover and 900 yards away (that's over half a mile); of course, this costs 6m to turn on ISE for the scene, then 1W for the combo and 14m for the shot. So you wouldn't be using it often... but nothing says "I want you dead" like Flaming Sniper Death Arrows. SMTWExaltedDraft TristianGoodfellowExaltedDraft KenishaExaltedDraft MaraExaltedDraft TristianBrightforge