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survival

Same text as in-game help survival.

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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