The prime creeds fall within…
Minor Tenets: These are prohibitions and proscribed behaviors that are incidental, and will usually not cause a violent disagreement in their mere expression. Such things as sacred colors, days of observance, phrases and specific dietary and small life practices that in and of themselves represent little in terms of effort or involvement but are a signification of submission to the basics of a group, secular or religious institution or club’s ideals.
Major Tenets: These require active participation and represent a serious potential of coming into conflict with other’s daily lives.
The character has produced an outcome that follows some of the major tenets of a code or they have been a model of consistency in the lesser aspects. Either way, they are to be recognized and rewarded. In game, associated groups or societies may promote and support the exemplary icon, while the GM can assess the normal Reward mechanics.
A character has violated a major tenet or has an accumulation of lesser tenet violations. They have failed to live up to their expectations and/or a group’s if they are Bonded to one. Guilt, self-doubt, shame and self-pity plague the character. Atonement is the only path to redemption. Until then, societies may censure or bar characters, and they may be stripped of powers, titles, and benefits. Until Atonement is complete, they character suffers a level of Exhaustion at minimum.
The character acknowledges the transgression, and makes amends to offset the damage done from the act of Transgression. Oftentimes a Code of Conduct will have a path of Atonement spelled out. Atonement restores any powers or mechanics based capability, while social or institutional benefits may be restored at a different pace or probationally.
Alignment is an axial cross of the prime creeds. Lawful-Good, Chaotic-Evil, etc.
Reconciling these is not easy, but for each element in the axial combination which is role-played correctly should warrant a Personal Reward each session.