Player's Handbook · Chapter 2

Who You Are

@Missing file was sent out to write down what is here. That turns out to mean walking across it one tile at a time.

You start with 12 HP, no money, @Missing file, @Missing file, two @Missing file and one @Missing file. That is the whole kit. There is no shop in the Kettle and nobody is coming to resupply you.

Your six numbers

StatWhat it does
MightAttack rolls, damage, shifting heavy things
AgilityDefense, who acts first in a fight
VigorYour maximum HP
WitsReading ground, foraging, noticing
LuckWhatever the GM hangs on it
ResolveHolding on when it would be easier not to

The Surveyor starts at Might 3, Agility 3, Vigor 3, Wits 4, Luck 3, Resolve 2 — eighteen points, tilted toward noticing things rather than winning fights. That tilt is the character: they are good at the job and mediocre at the danger.

Where the numbers actually come from

Your sheet shows two versions of most numbers, and the difference matters.

Stored values are what you wrote down. Computed values start with an underscore and include your equipment. _might is your Might plus anything your gear adds; _defense is 10 plus Agility plus armour; _damage is _might plus your weapon.

Your maximum HP is 6 + (Vigor × 2) — so 12 at Vigor 3.

Everything at the table uses the computed version. If you ever see a roll that ignores your armour, something has gone wrong.

Dying

At 0 HP you are dead, and the GM will say so in one flat line without softening it.

It will not offer you a fresh run, because there is no such thing here — the region persists and does not rewind. What happens next is a conversation between you and whoever built the game, not something the GM improvises at the table.

Which is worth knowing before you walk into the marsh.

Manual updated Aug 20, 2026.