Maybe it’s not an interesting topic anymore, but I came across a couple old threads about Firefly hacks with a lot of varying opinions on Nature in such a game. There didn’t appear to be any kind of consensus, and this sums up the issue…
It was interesting to see in multiple threads, posters suggested that it’s in the nature of people to be loyal and/or work together. While that’s true in specific ways, 1. there’s a definite struggle there, and 2. I don’t think that’s the story Firefly tells.
Rather, I think the nature of an independent is to be exactly that: independent. They’re disenfranchised and suspicious. In a lot of ways, if you wanted to be the most efficient smuggler (or simply a Browncoat who makes a living beyond the Alliance’s reach), you’d have to be completely heartless. It’s always the acts of charity and love that get the crew into more trouble.
So, if I were going to offer a Firefly Nature solution, your nature would be along the lines of Save My Own Hide, People Are There to Be Used, and Get What’s Comin’ to Me.
High nature makes you a cool customer who can lie, smuggle, kill, earn a living, remain unattached, and steer clear of the Alliance. Lower nature means you value family (friends, life in general) and it’s harder and harder for you to see those you care about put in danger to complete a job, so it’s harder for you to be efficient, keep from getting caught, and take good enough jobs to survive. If your Nature goes too high, you become an all-out sociopath mercenary. If it goes too low, you can’t take the risks anymore and you become settled.
In this hack as well as the original, nature is about saving your own neck, which is opposed to the valiance required of the crew or the Guard.
Just some thoughts in case this hack was still of interest.