Nature Skill

Fyxt RPG Nature SkillThe Nature Skill is the Fyxt RPG system skill that players will use in a wide variety of ways to discover the many mysteries of the natural world in which they playing. The skill Nature is a very versatile skill and can be used in a variety of ways. In a natural setting campaign or in adventures where you will be in the wilderness, the Nature skill will be quite useful.

Using the Nature Skill is almost always an Action. A player must stop and concentrate on the skill at hand to use Nature Skill.

Here are some of the common uses for the Nature Skill:

Animal Handling

The Nature Skill will be the skill that is used anytime a player is trying to work with and interact with an animal outside of combat. The most common situations will be riding mounts and training animals such as guard dogs or wild horses as mounts.

As a general rule a Nature Skill Check of 15 needed to calm or train a Tier 1 creature. Add 5 to this difficulty per Tier above 1st the creature is. So a Tier 4 creature would need a Nature Skill Check of 30 to train.


One of the most common and useful way to use the Fyxt RPG Nature Skill is to find good, safe places for your party to camp during the night. With a good roll a player may be able to find a secluded and sheltered spot out of the prying eyes of anyone on the road. With a bad Nature Skill Check the party might find themselves caught out in the open. This might expose them to weather or marauding bandits during the night.

A Nature check of 15 should be enough to find an ok campsite off the beaten path under normal conditions.

Change Movement Type

Athletics can be used to move in Movement styles that are not natural to the player such as swimming or climbing (Solid Object). The Speed at which the player can move is equivalent to an Athletics Skill check divided by 5. One check is required per turn when moving in a Movement style different to the player’s own.

This means with an Athletics Skill check of 22 the character can swim at a Speed of 4 for this round.

Typically players have a standard Movement type of Ground. They can then use this method of movement to climb (Solid Object), Swim, or Burrow. Players can not use this method to Fly or become Ethereal.

Holding Your Breath

Athletics can be used to by a player to hold their breath. The length of time is determined by the players Athletics Skill score. For every 5 the player can hold their breath for 1 turn/round without rolling. After that the player must make an Athletic Skill check each round to keep holding their breath. This check starts at 5 and increases by 5 each turn/round.

This means with an Athletics of 13 the character can hold their breath for 2 turns/rounds without rolling. After that they must start rolling. With no other modifiers the player might be able to hold their breath for an additional 6 rounds/turns. 13+20(d20) 33 | 33/5=6


The Nature Skill can also be used as a great way to hunt for food. This doesn’t just cover hunting game animals but also fishing, gathering of edibles, finding water, and anything else that may be appropriate for the environment. With a good Nature check a player can find enough food and water to survive on their own.

A Nature Skill roll of 15 should be enough to find a few edibles and a little water for one person.

Identifying Natural Things

Another very useful way to use the Nature Skill would be to determine if some kind of phenomenon the players are encountering is nature or not. Is the desert they are in something that natural or is it a weapons testing range? This knowledge may be very helpful to the players!

Rolls to determine things such as this will need to be assigned by the GM on a case by case basis.

Predicting the Weather

Knowing what the weather is going to be today or in the week to come can be very helpful to the players. They can use the Nature Skill to try to predict or identify local weather. Are the clouds rolling in normal or is a vicious blizzard coming their way? This can have all kinds of implications in an adventure.

Rolls to determine things such as this will need to be assigned by the GM on a case by case basis.

Tracking with the Nature Skill

Tracking enemies and monsters has always been a long standing skill in many role playing games. This is no different in the Fyxt RPG. In the Fyxt RPG a player will use the Nature Skill to find out information about the tracks they find. However, the players may need to use the Perception skill to find the tracks.

Check for Tracking can vary greatly and should always is up the GM to determine the difficulty and what players may learn.

Understanding Nature

Being able to identify plants and animals is a very important part of the Nature Skill. This can range from anything from identifying a type of flower, to the strengths and weaknesses of a mysterious monster found in the woods.

The difficulty of this kind of task is also completely up to the GM. They will set appropriate difficulties depending on the situation.

Many Other Possible Uses

These are the main uses for the Nature Skill in the Fyxt RPG that players should normally run into. However, this is not a comprehensive list. Due to the widely flexible and malleability of the Fyxt RPG system there is no way we could cover every conceivable application of the Nature Skill. Just keep in mind that if the player is trying to do something, learn about something, or otherwise interact with the natural world it is likely they will need to use the Nature Skill in the Fyxt RPG to do so.