Actively role-play through an encounter! Articulate the exact steps your character takes, adding in details and color to the story. Get up and act out what your character says and their mannerisms - pretend you are them and faced with the same circumstances. Don't be afraid to be funny, scared, or serious - exaggerate the situation and emotions in order to make a point. What your character plans and says can often be enough for an obvious outcome. We believe GM's should encourage Players to role-play (and possibly grant bonuses to checks - from a minor +1, to , or automatic success, rather than ONLY rely on the rules of the game to resolve encounters. This also makes for better GM narration. Good role-playing means the characters are engaged dramatically, one of the first steps to a truly memorable experience.
What if I don't have the necessary Ability, skill, trait or power? Remember - part of challenge of role-playing is also acknowledging what you (AND your character - who may not have the experience to make the same informed decisions a player can) cannot do, and working within those limits. Use Feats or mechanics to push beyond the limits or rely on raw ability! The GM may allow the use of one of the modifying attributes (as appropriate to the situation) as a target level and require a Full Quality Result in absence of a normal check (assuming the character meets normal requirements). The quality requirement may be less the more role-playing draws out the scene explicitly.
At the heart of it all is role-playing - never let mechanics or rules stand in the way of or superseded good role-playing. Characters should be played using their defined knowledge, mannerisms, and abilities as best they can by both GM and player. Only the GM knows all the factors governing the situation, directing players to apply adjustments, or make them for the players when assessing the resolution.
Mystic Offerings are almost always done in some form of a Ritual and/or Ceremony. Learning powerful and difficult Rituals and Ceremonies may contribute to the energy pools for Chi, Focus, Mana, and/or Synergy. Repetitious Chanting is used in ritual or ceremonial proceedings that concentrates the will of the participants in order to ensure against distraction and create a better chance of success. Along with this, the source of the ritual may be inscribed with the same repetition, as multiple Mystic Methodologies may be required to complete the ritual. Such texts are often written in Elderune. It is assumed that conducting (leading) a Ceremony requires the character to be Hale, or there may be penalties to the chance of success.
The primary focus of Ceremony: Ceremony usually amplifies the power, or distributes the cost of a specific spell effect. It is a huge component of Divine powers.
Ceremonial Treatment: Apply the trappings of Ceremony to a normally singular, non-ceremonial power.
SIGNIFICANT EXPERIENCE: Reference works and basic exposure alone may only provide the foundation for gaining a [mechanics based] advantage. To reflect the practice and experience to gain that benefit consistently, typically requires a cost in Character Points.
Greater Rituals and Ceremonies are taxing on the participants. These greater versions maximize the amount of power which can be channeled through them to a dangerous level. This takes a toll on the participants, causing them to suffer a form of fatigue, malaise and/or Exhaustion. This often leaves them personally vulnerable right after completing greater functions, requiring protections of various sorts.
Ceremonial Lores represent specific bodies of knowledge that allow characters familiar with ceremony practices of all kinds. This is required to be able to research and figure out a Ceremonial Treatment (if possible).