You are adept at living in the wilderness, foraging for food and building shelter, and with training, you discover the secrets of tracking and hiding your trail.
You cover your physical tracks in nature, moving at half your normal travel speed. You don’t need to attempt a check to cover your tracks; you just have to announce you're covering your tracks and spend the time to do so. Anyone tracking you must succeed at a Survival check against a DC equal to 10+your Cunning Modifier+Your Survival Proficiency Modifier (if it is higher than the normal DC to Track you).
Find your way to a distant location without directions or other specific guidance. Generally, you do not need to make a check to find a small town or prominent landmark, or to follow an accurate map. However, the character might make a check to wend their way through a dense forest or an underground cave system. Spend 3 Actions to orient yourself and make a Survival check. The DC depends on the trip length and your familiarity with the wilderness area you're navigating.
When faced with multiple choices, such as at a fork in a path, you can make a Navigate check to intuit which choice leads toward a known destination. A character cannot use this function of Navigate to find a path to a site if the character has no idea where the site is located. The GM may choose to make the Survival roll for a Navigate check in secret, so the play doesn't know if their character is following the right or wrong path.
Success: You move via the most reasonable course towards your destination.Failure: You reach the goal through a less efficient means, being lead down side paths trails and across trecherous inclines. Your journey takes twice as long.Critical Failure: You are completely lost. You must wait 6 hours before attempting another Navigate action toward this destination.Spend 2 hours searching for a safe, secure location and setting up a campsite, then make a Survival check against the DC of the region you're in (determined by the GM). If you have Prepared a Campsite in the same region in the past, you can use Prepare Campsite to achieve your previous level of success with only 1 hour of work.
Critical Success: You find the perfect spot for a campsite. You suffer no random encounters overnight.Success: You find a serviceable spot for a camp. You have a base 20% chance of a random encounter.Failure: Your campsite will work, but it's exposed. Your random encounter chance increases to 40%.Critical Failure: The campsite is a mess. You can use it to rest and to perform daily preparations, but your attempt to secure it attracted unwanted attention. You have a 60% of triggering a random encounter.Using the stars, the position of the sun, traits of the geography or flora, or the behaviour of fauna, you can stay oriented in the wild. Spend 1 minute orienting yourself and make a Street Smarts check. The GM determines the DC and how long this activity takes (usually just a minute or so) based on your familiarity with the wilderness area you're in. Without a map or GPS, you take a –2 item penalty to checks to Sense Direction.
Critical Success: You get an excellent sense of where you are and the cardinal directionSuccess: You gain enough orientation to avoid becoming hopelessly lost.You follow tracks in the wilderness (alleyways, rooftops, sewers), moving at up to half your Speed. Attempt a Survival check when you start, once every hour, and whenever the trail changes significantly. In an encounter, Track takes 1 Action every round you wish to continue following the tracks. The GM determines the DCs for such checks based on the trail's freshness, the weather, and the type of ground.
Success: You find the trail or continue to follow the one you’re already following.Failure: You lose the trail but can try again after a 1-hour delay.Critical Failure: You lose the trail completely and can’t try again for 24 hours.Find paths through rough terrain and persevere through adverse environments. Make a Survival Check at the start of the day against a DC set by the GM reflecting the difficulty of the terrain you are trailblazing through. This check covers a full day's travel.
Critical Success: You reduce the penalties of rough terrain by two stepsSuccess: You reduce the penalties of rough terrain by one stepFailure: You fail to improve the conditions of your travelCritical Failure: You pick a terrible route. You and everyone you are guiding are Fatigued until you obtain one full day's rest.