survival -- wilderness craft and trail-reading Survival fieldcraft is a utility skill school (not a combat Discipline). Sub-skills train when you use them: foraging, woodcutting, mining, skinning -- wilds harvest (help gathering) tracking -- forensics for track / wade / sweep; track game hunting -- stalk / snare carcasses (help hunting) How you play 1. professions or help survival -- see your ranks 2. Move through the world; look for [TRAIL] on bare look 3. locate wood | ore | fiber on Earth overland or demesne wilds (woodcutting 5+ or tracking 10+) 4. track game -- bearing toward hunt country, then stalk (hunting 5+ or tracking 10+) 5. track / track scent / track footprints / track wrongness / track blood -- fumbles on [TRAIL] still train; a [GAIN] line fires when the 0-5 rank ticks 6. investigate a case or haunt -- next track costs less stamina 7. wade in water to scrub your trail; sweep to clear a room's tells (sweep also trains Tracking) 8. Winter: lake shores and open water read frozen on look; crossing ice may flash [ALERT] tells (risky shortcut -- no automatic damage) Effective tracking = raw tracking rank + affinity + Background and Origin bonuses (Hunter, detective, soldier, Vampire scent, Slayer sense, …). Bands: below 10 you can fumble-practice on [TRAIL] clutter but cannot follow yet 10+ passage / signs / bare track 30+ scent and footprints (busy hubs need 30+ or prints blur) 50+ wrongness and blood tells; sweep clears ground clutter 70+ tells linger longer in rain Hunters do not scout -- they read wrongness tells and train tracking faster. Slayers, Vampires, and Demons use scout (or bare hunt / bare corrupt) for prey GPS (help scout | help hunt | help corrupt). See also: help track | help scout | help gathering | help hunting