Step 6: Nature
OK, this one will be a bit more complicated (though the actual process is super-simple), just because Nature is important and it's not really like systems from other RPGs. Let's talk about Nature is and how it's used. Nature is how much you personify your race or species--how "typically dwarfish" you are, for example.
Nature has a rating as well as 3 descriptors, which vary from stock to stock. For example, elves have the Nature descriptors Singing, Remembering and Hiding. Whenever you take an action in the game that you don't have a skill for, you can roll your Nature instead
if it involves one of your descriptors. For example, if you're making a Lore Master test to identify what the ancient runes mean, your Remembering Nature can be tested instead (if and only if you don't have Lore Master). You can do it even if you don't have an appropriate descriptor, but your Nature is temporarily reduced. You can also spend one of the currencies to add your Nature rating to a test.
The common descriptors are:
Nature Descriptors
- Elf: Singing, Remembering, Hiding
- Dwarf: Delving, Crafting, Avenging a Grudge
- Halfling: Sneaking, Riddling, Merrymaking
- Human: Boasting, Demanding, Running
Therefore, having a high Nature can be really, really useful. However, it slows down learning new skills, too. You need to try to use a new skill a number of times equal to your Nature to get a rank in it. If your Nature ever drops to 0 or rises to 7, you'll retire as an active character.
Your Nature is determined by answering a series of questions, depending on your Stock. You start with a Nature of 3, and your answers may increase or decrease your Nature, or grant new Traits (we'll use the Mythcreant's rule to add to rather than replace another trait, unless it makes no sense).
Unless your Stock specifies you have different Nature questions, they are as follows:
Elf Nature Questions
- Do you walk among the ancient trees on moonless nights
and listen to their songs? Or has your heart hardened in the
long ages since the Dawn?
- If you listen to the ancient songs, increase your Nature
by one.
- If your heart has hardened, you may replace or
increase your home trait with Bitter or Jaded.
- When evil stalks the world, do you confront it or do you
retreat to the hidden places of the elves and allow time to
defeat your enemies?
- If you retreat and hide, increase your Nature by one
and decrease your starting Fighter skill by one.
- If you confront evil, your Nature and Fighter remain
unchanged.
- Do you yearn to follow the cries of the gulls to the sea and
journey west beyond all knowledge or are you prepared to
live a life of struggle and grief?
- If you yearn to journey west, increase your Nature by one.
- If you do not yearn for the west, you may replace
or increase your home trait with Fiery, Curious or
Restless.
Dwarf Nature Questions
- If your kin are slain and their halls plundered, would you
spend your life plotting and exacting revenge, or would you
tally your losses and move on to greater challenges?
- If you would take revenge at any cost, increase Nature
by one.
- If you would forgive these grudges, you may replace or
increase your home trait with Honorable or Jaded.
- Would you plunge ever deeper into the bones of the earth
looking for treasures untold, or do you fear what you would
uncover should you dig too deep?
- If you would dig ever deeper, increase Nature by one
and decrease Fighter skill by one.
- If you fear what lies beneath, do not increase Nature or
decrease your skill.
- Do you yearn to spend your days crafting wondrous objects
from silver and gold or does the life of adventure call?
- If you were born to craft wondrous objects, increase
your Nature by one.
- If the life of adventure calls, you may replace or
increase your home trait with Fearless or Foolhardy.
Halfling Nature Questions
- Do you eat second breakfast every day, even if supplies are
running short? Or do you tighten your belt and go a little
hungry now so your supplies will last?
- If you always eat second breakfast, increase your
Nature by one.
- If you do not eat second breakfast, you may replace or
increase your home trait with Skinny or Stoic.
- When confronted, do you stand your ground and fight or do
you run and hide?
- If you run and hide, increase your Nature by one and
decrease your starting Fighter skill by one.
- If you stand and fight, your Nature and Fighter remain
unchanged.
- Would you rather be safe at home in your warm bed than on
this dreadful adventure?
- If you would rather be in your bed, increase your
Nature by one.
- If you rather like adventures, you may replace or
increase your home trait with Adventurous or Calm.
Human Nature Questions
- Do you sit by the hearth at night drinking and boasting of
your great deeds, or do you spend those chill nights quietly
preparing for the dark times to come?
- If you boast of your exploits, real or imagined, increase
Nature by one.
- If you quietly prepare, you may increase or replace
your home trait with Thoughtful or Loner.
- When the elves and dwarves voice their concerns, do you
demand to be heard as an equal or do you bow your head
and listen to the wisdom of your elders?
- If you demand your rights, increase Nature by one, but
reduce Lore Master or Scholar by one if you have those
skills, or Will if you do not.
- If you listen to the wisdom of the elder ones, no ratings
change.
- Would you flee from the hordes of goblins, beasts and
monsters that prey on civilization or will you plunge into
their midst, questing for treasure?
- If you would flee and hide inside the walls of tall
citadels, increase your Nature by one.
- If you do not fear those who prey on civilization, you
may replace or increase your home traits with Brave,
Foolhardy or Defender.
Example of Nature
To catch up with the example character, Grak will take Manipulator as his Social Grace (Step 3). I don't know why a Stock that has Treacherous as a non-optional trait doesn't start with it, but he has it now! Because he doesn't have it already, it starts at 2. Otherwise, he'd just increase it by 1. For his Specialty (Step 4), he'll take Criminal. Who knows when he'll need to pick a lock or plant evidence on a friend (he is Treacherous, after all). Again, he doesn't have it, so he starts it at Criminal 2.
I skipped ahead and chose his Wises as part of an earlier step, so I don't need to do that now. On to Nature! He gets special Nature questions, with the descriptors
Stealing, Lying, and
Wrecking.
- When he sees unattended belongings, he absolutely takes it all without thinking. He increases his Nature by 1 but reduces his Will by 1.
- When caught in a lie, he responds with another, better lie. Increase Nature by 1.
- When walking through a forest at night and coming across a beautiful faery circle of softly glowing mushrooms, he grabs one of the mushrooms and eats it. Because of the Mythcreants' rule, I'll add the trait Touched by the Gods (rather than replacing his home trait).
So he ends up with his Nature unchanged, his Will reduced by 1, and a new trait.
Grak the Goblin Shaman
Stock: Goblin Shaman
Abilities: Will 4, Health 3
Skills: Ritualist 3, Alchemist 2, Cook 2, Dungeoneer 2, Fighter 2, Scavenger 3, Scout 2, Manipulator 2, Criminal 2
Trait: Treacherous, Lost, Touched by the Gods
Wises: Goblin-wise 1, Shadow-wise 1
Alignment: Chaos
Hometown: Chaos Caves
Starting Weapon: Dagger
Nature 3: Goblin (Stealing, Lying, Wrecking)