professions -- utility skills and lifestyle craft (not Disciplines) Anyone can learn any school. Path / Background affinity makes matching skills train faster and read a notch better on skill checks. How you play 1. professions overview (all five schools + progress bars) 2. professions <school> one school (survival, subterfuge, …) 3. professions <skill> deep dive (rank, effective value, craft tiers) 4. lockpick / chop / hide / sew / haggle / impersonate / track do the work -- a [GAIN] line fires when the 0-5 rank on professions ticks up (help professions more) Schools (short): Survival, Subterfuge, Lore, Crafting, Occult. Survival includes fishing, farming, and hunting; Subterfuge includes grifting. Crafting: Mechanic is salvage repair and jury-rig (cars, armor, simple tools) -- not the town shop (help mechanic). Smithing is heat and metal. Type professions mechanic for the one-liner. Full lists, affinity, primary synergy, and life-loop pay: help professions more. See also: help professions more | help gathering | help craft | help stealth