Silas Marsh The Sailor | |||||
Set | |||||
---|---|---|---|---|---|
Horrific Journeys | |||||
Health | Sanity | ||||
9 | 5 | ||||
4 | 5 | 4 | 2 | 3 | 3 |
Special Ability | |||||
Once per round, you may flip 1 Horror faceup to reroll one or all of your dice while resolving a test. |
BK-13: Silas Marsh The Sailor | |||
File:Silas Marsh BK-13.png "Leave your fears on the docks, lads." | |||
Type | Subtype | ||
---|---|---|---|
Investigator | Drifter | ||
Faction | |||
Survivor | 9 | 5 | |
2 | 2 | 4 | 4 |
Ability | |||
After you reveal a chaos token during a skill test you are performing. Return a skill you committed to this test to your hand. (Limit once per round.) | |||
effect | |||
+0. You may commit a skill from your discard pile to this test. After this test ends, return that skill to your hand instead of discarding it. | |||
Deck | |||
Size: 30 Options: Survivor cards () level 0–5, Neutral cards level 0–5, Innate skills level 0–2. Requirements: Change Harpoon, Silas's Net, Siren Call, 1 random basic weakness. |
Silas Marsh is an Investigator that appears in the Arkham Horror Second Edition Innsmouth Horror, Mansions of Madness Second Edition Horrific Journeys, Elder Sign Omens of Ice, and Arkham Horror: The Card Game .
Fiction[]
The Story So Far[]
Silas always felt the call of the ocean. Even as a little boy he loved to play in the waves. There was just something soothing and otherworldly about the sea that put him at ease in a way nothing else could.
It came as no surprise to his family when Silas announced that he'd decided to become a sailor and travel the world. They'd actually been waiting for him to reach that conclusion for several years.
So, he signed up with a merchant shipping company and spent the next few years gallivanting from one port to the next and seeing all the sights he could take in.
Periodically, he would dream. At these times, his sleep was haunted with strange, ethereal visions of undersea vistas and bizarre creatures that smiled toothily at him. Gradually, he came to feel that there was something sinister about these dreams, and when he asked his family, they simply nodded and said, "It's time for you to visit the main branch of the family up in Innsmouth. They'll set you straight."
Two days later, as he disembarks from a ship at the Arkham docks, Silas can't help but find his family's remark just a little bit sinister.[1]
Silas Marsh has loved the sea ever since he was old enough to toddle through its briny shallows. Becoming a sailor was the easiest decision he ever made, and his sturdy frame and good sense for the weather gave him a good reputation aboard any vessel. There was only one thing troubling Silas: over and over again, he dreamed of unsettling cities hidden beneath the waves and inhabited by bizarre creatures. These dreams called to him, stirring something deep within him that he thought he had left behind in his hometown of Innsmouth.[2]
Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Profesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...[3]