Avenger Gains/Losses: Gain a point of Conviction when leading hunters of other creeds in the successful destruction of a monster. Gain a point of Conviction if your Avenger defeats a physically superior monster in personal hand-to-hand combat. Gain a point of Conviction if your Avenger outwits a monster in a way that directly leads to its destruction (tricking a canny vampire into an ambush, for instance). Gain a point of Conviction if your Avenger withstands an overwhelming attack by a monster and emerged unscathed (“God is with me, for my cause is just!”). Lose a point of Conviction if your Avenger flees an attacking monster. Lose a point of Conviction if your Avenger’s foe withstands his overwhelming attack and emerges unscathed.

Defender Gains/Losses: Gain a point of Conviction when leading hunters of other creeds in the successful defence of a charge. Gain a point of Conviction if your Defender prevents a physically superior monster from reaching an intended target or accomplishing an intended goal. Gain a point of Conviction if your Defender outwits a monster in a way that immediately denies it the opportunity to harm a specific person or thing (using traps to confound a flicker’s efforts to kidnap a child, for instance). Gain a point of Conviction if your Defender withdraws from a pointless or losing fight, without compromising his own charges. Such a retreat does not mean wets himself and runs away. A withdrawal means an orderly extraction, usually a costly one for foes, in which protected people or items are still preserved. Gain a point of Conviction if your Defender successfully manages to keep his normal life separate from his imbued life (if that is a goal of your character). As a Defender takes up the mantle it becomes increasingly difficult to lead a normal life. For some Defenders, a normal life is their inspiration. Your character is going to be put in situations that endanger one life or the other, and he could be rewarded for negotiating these twists effectively. Lose a point of Conviction if your Defender makes a stand but fails to stop a foe from passing, evading, or getting the better of him. Lose a point of Conviction if your Defender fails to preserve a designated object from harm or loss. More than one (all?) Conviction can be lost if that subject is your character’s personal charge. Lose a point of Conviction if your Defender gives too much of himself to protect a relatively undeserving subject, or if he strays from his self-assigned duties. Remember that your champion is a Defender, not a Martyr or Avenger.

Hermit Gains/Losses: Gain a point of Conviction when your character successfully interprets a message from the Heralds that directly saves a life – whether their own or another’s. Gain a point of Conviction when your character successfully escapes or avoids a creature’s concerted efforts to attack him. Gain a point of Conviction when your character provides useful information to other imbued that achieves a goal, whether significant to them or in regard to monsters. Gain a point of Conviction when your character leans a critically important fact about a creature or group of creatures that could undo them, save them or put them to rest. Lose a point of Conviction when your character gains information that could save a life or do immense good, but fails to communicate it directly. Lose a point of Conviction when your character trusts someone implicitly and that trust is abused. Lose a point of Conviction when your character’s guidance directly causes someone to be injured or killed.

Innocent Gains/Losses: Gain a point of Conviction if your Innocent convinces a violent hunter to attempt understanding of the other side (in this particular case, at least). Gain a point of Conviction if your Innocent convinces a supernatural creature to change its ways, or helps a ghost or other creature voluntarily pass on from the mortal world. Gain a point of Conviction if your Innocent helps establish a lasting cooperative effort between imbued (such as a new website or a new safehouse). Gain a point of Conviction if your Innocent successfully assists a normal community by restoring its confidence and sense of safety. Lose a point of Conviction if your Innocent suffers grievous harm or betrayal at the hands of a creature they trusted. Lose a point of Conviction if your Innocent fails to stop their fellow Imbued from killing a creature they know to be mortal (i.e. Ghoul).

Judge Gains/Losses: Gain a point of Conviction when a plan of action involving the supernatural – that’s chosen or created solely by your character – is a resounding success. Gain a point of Conviction when your character gathers information on the supernatural and uses it to accomplish an intended goal, rather than to act rashly without intelligence. Gain a point of Conviction when your character’s lofty ideals of right and wrong are affirmed, perhaps when adhered to by others with rewarding results or when dissenters suffer failure or harm. Gain a point of Conviction when personal choice or preference is set aside to perform an action necessary to the cause, despite distaste for the deed. Lose a point of Conviction when a plan or course of action chosen by your character results in the harm of allies or defenseless people. Lose a point of Conviction when your character fails to fulfill a greater good or does not adhere to his own definition of morals, ethics, or “right”. Lose a point of Conviction when your character acts rashly, without intelligence, or ponders options or courses of action too long to the point of being ineffectual.

Martyr Gains/Losses: Gain a point of Conviction if your Martyr suffers grievous injury (three levels of bashing or one level of lethal damage) while preventing a monster from accomplishing something that conflicts directly with your character’s cause. Gain a point of Conviction if your Martyr inspires another – imbued or not – to champion their personal cause as a priority. Gain a point of Conviction if your Martyr narrowly survives an encounter against truly overwhelming odds. Gain a point of Conviction if your Martyr reaches a major milestone in his personal cause – such as defeating the vampire who killed their wife. Lose a point of Conviction if your Martyr suffers grievous injury and fails to prevent a monster from accomplishing something detrimental to your character’s cause. Lose a point of Conviction if another person turns away from your Martyr’s cause.

Redeemer Gains/Losses: Gain a point of Conviction if your Redeemer is able to convince a monster to act sympathetically towards humans. Gain a point of Conviction if your Redeemer persuades other hunters to change their plans and leave a harmless monster unmolested. Gain a point of Conviction if your Redeemer trusts an unfriendly monster with their life and is not betrayed. Gain a point of Conviction if your Redeemer is clearly able to save someone from imminent death. Lose a point of Conviction if your Redeemer is forced to participate in an attack on a monster that they believe is not malevolent. Lose a point of Conviction if your Redeemer fails to prevent someone’s death from injuries that they could have treated. Lose a point of Conviction if a creature your character spares or shepherds towards compassion proceeds to inflict harm on anyone.

Visionary Gains/Losses: Gain a point of Conviction if your Visionary persuades another hunter to act in a way that significantly furthers your character’s big idea. Gain a point of Conviction if an encounter with a monster leads to revelatory information about the adversaries and your character’s understanding of them, according to their vision for the world and their ideas. Gain a point of Conviction if your character comes up with an innovative and unusual solution to an encounter with a monster that reinforces their overall plan. Gain a point of Conviction if your character successfully directs a team of hunters against the opposition in a manner that supports their overriding goal on the hunt. Lose a point of Conviction if your character’s primary plan for the hunt is proved erroneous or otherwise fails. Lose a point of Conviction if your character fails to take a crucial step toward realizing his dream for reality.

Wayward Gains/Losses: Gain a point of Conviction when violence proves to be the only answer to a situation – that is, when unchecked destruction provides resolution where all other avenues have expressly failed. Gain a point of Conviction when your character convinces another hunter that his own methods for destruction are the “one true plan.” Gain a point of Conviction when your character gets hold of a piece of information that helps fulfill or validate their grand scheme of violence. Lose a point of Conviction when your Wayward fails in harming a monster. Lose a point of Conviction when your Wayward acts contrary to his own dark, bizarre crusade – or when he loses sight of it altogether. Lose a point of Conviction when a situation is solved by means that are directly in opposition to your Wayward’s personal crusade of terror and violence.