Survival
You're at home in the wilderness, foraging and building shelter, and with training you learn to track and to hide your own trail.
Creature ingredient yield (Harvest Ingredients, minimum 1): Tiny 1d4−2, Small 1d4−1, Medium 1d4, Large 1d6, Huge 1d8, Gargantuan 1d10; +1 on a critical success. Most creatures offer 1 to 3 ingredient profiles; unusual, magical or massive ones may offer 4 or more. You can harvest at most your Survival ranks in creature ingredients per stretch.
Actions
Forage (Exploration)
You try to find food, water and shelter in the wilderness, for yourself and perhaps others. The GM sets the DC by the place; particularly strange places may need a minimum number of Ranks in Survival.
Critical Success: You find 2d4 + 2 SUP worth of food and water, and shelter that gives you and up to 4 others a comfortable rest.
Success: You find 1d4 SUP worth of food and water, and shelter with basic protection from the weather, enough for a comfortable rest.
Failure: You find no usable food or water, and your shelter is poor at best: a long rest there isn't comfortable.
Critical Failure: You attract trouble, eat something you shouldn't or otherwise make things worse: perhaps a random encounter, or someone in the group poisoned (GM's call).
Harvest Ingredients (Exploration, Manipulate, Trained)
Requires: The source has been identified with Nature, and you have suitable harvesting tools.
You try to take alchemical ingredients from a creature, remains or other natural source already found (with Nature) to hold them, using suitable tools such as knives, vials, scrapers or containers. The DC depends on the source's level, rarity and physical difficulty (as a guide: common 12, uncommon 17, rare 22, legendary 27). A creature may offer several ingredient profiles (usually 1 to 3; unusual, magical or huge creatures may have more); choose which you take, up to your yield. Yield by size (minimum 1): Tiny 1d4−2, Small 1d4−1, Medium 1d4, Large 1d6, Huge 1d8, Gargantuan 1d10. During one stretch of a dungeon or expedition you can keep at most as many creature ingredients as your Ranks in Survival; once you reach that, you can't harvest more until the stretch ends.
Critical Success: You harvest ingredients: roll the yield for the creature's size and add 1.
Success: You harvest ingredients: roll the yield for the creature's size.
Failure: You get nothing usable, but can try again if the source is still intact.
Critical Failure: The source is ruined and yields nothing more.
Sense Direction (Exploration, Secret)
Using the stars, the sun, the land and its plants, or how animals behave, you keep your bearings in the wild. You usually roll Survival once a day, though some places or changes may call for more. The GM sets the DC and how long it takes (usually about a minute); unusual or unfamiliar places may need a minimum number of Ranks. Without a compass you have 1 level of Disadvantage.
Critical Success: You know exactly where you are; where there are compass directions, you know them exactly.
Success: You keep enough of your bearings not to get hopelessly lost; where there are compass directions, you have a sense of them.
Cover Tracks (Concentrate, Exploration, Move, Trained)
You hide your trail, moving at up to half your travel Speed. Roll Survival; anyone tracking you must beat your result with Survival to follow you. In an encounter, Cover Tracks is a single action without the Exploration trait.
Track (Concentrate, Exploration, Move, Trained)
You follow a trail, moving at up to half your travel Speed. After a successful check you can keep following it at half your Speed without rolling again for up to 1 hour. You roll when you start, once every hour you keep going, and whenever something significant changes along the trail; the GM sets the DCs from how fresh the trail is, the weather and the ground. In an encounter, Track is a single action without the Exploration trait, and you may need to roll more often in a tense situation (GM's call).
Success: You find the trail, or keep following the one you're on.
Failure: You lose the trail, but can try again after an hour.
Critical Failure: You lose the trail and can't try again for 24 hours.