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* EveryoneHasASpecialMove: Every investigator has one ''Action'' and one passive ability, which slightly changes the way they interact with the game and their teammates.

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* EveryoneHasASpecialMove: Every investigator has one ''Action'' and one passive ability, which slightly changes the way they interact with the game and their teammates.teammates. The change itself might be a minor thing or something significantly altering the rules.



* LuckyRabbitsFoot: Unlike other re-rell items, the rabbit's foot can be used in ''any'' given context, rather than being pre-definied to specific stat or situation. And Lily Chen starts with it.

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* LuckyRabbitsFoot: Unlike other re-rell re-roll items, the rabbit's foot can be used in ''any'' given context, rather than being pre-definied to specific stat or situation. And Lily Chen starts with it.



* TheUnchosenOne: All of the investigators joined by their own volition.

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* TheUnchosenOne: TheUnchosenOne:
**
All of the investigators joined by their own volition.volition.
** Played with in case of Lily Chen when personal stories are in play. If she fails hers, she is declared unchosen one, after spending her entire life as TheChosenOne.


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* YouKillItYouBoughtIt: Defeating Maniac, a low-tier, will always generate an Axe asset for the player who did the killing. Furthermore, by spending Sanity - thus going into a frenzy like the maniac who owned it - player can re-roll any number of dice during a combat encounter when using Axe.

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* OneHitKill: Some Mythos cards can instantly kill investigators even if they are at full Health or Sanity.


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* OneHitKill: Some Mythos cards can instantly kill investigators even if they are at full Health or Sanity.

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* DeathIsASlapOnTheWrist: Mostly averted, unlike in ''Arkham Horror''. If your character is taken out due to Health or Sanity loss, there is no bringing them back. However, another investigator can encounter them where they fell, allowing you to recover their possessions and possibly gain some other benefit such as reducing Doom.[[note]]Granted, the loss of an investigator automatically advances the Doom Track, so the reward is basically undoing the Doom being advanced by said loss.[[/note]] In any case, players can start with a brand new character the next round.



* DeathIsASlapOnTheWrist: Mostly averted, unlike in ''Arkham Horror''. If your character is taken out due to Health or Sanity loss, there is no bringing them back. However, another investigator can encounter them where they fell, allowing you to recover their possessions and possibly gain some other benefit such as reducing Doom.[[note]]Granted, the loss of an investigator automatically advances the Doom Track, so the reward is basically undoing the Doom being advanced by said loss.[[/note]] In any case, players can start with a brand new character the next round.

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* AmuletOfDependency: Numerous investigators, particularly from expansions, aren't all that great on their own, but they start with specific gear that suits their abilities or is simply highly useful by itself. If they lose that specific asset, they are either significantly weakened or, in more extreme cases, rendered completely useless. For example, Daisy Walker can be a fantastic clue generator... because she starts with Old Journal, rather than anything innate to her abilities. Meanwhile, the entire gameplay loop of Darrell Simmons depends on him having his starting Camera on him at all times - without it, he's worthless. And so on and forth.



* AmuletOfDependency: Numerous investigators, particularly from expansions, aren't all that great on their own, but they start with specific gear that suits their abilities or is simply highly useful by itself. If they lose that specific asset, they are either significantly weakened or, in more extreme cases, rendered completely useless. For example, Daisy Walker can be a fantastic clue generator... because she starts with Old Journal, rather than anything innate to her abilities. Meanwhile, the entire gameplay loop of Darrell Simmons depends on him having his starting Camera on him at all times - without it, he's worthless. And so on and forth.
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* PermaDeath: When an Investigator runs out of Health or Sanity, that is it for them. They don't necessarily die in story terms though, but often get [[CareerEndingInjury crippled]] or become [[DrivenToMadness insane]] depending if they were defeated by Health or Sanity loss. Regardless, they are not capable of finishing their mission, so you'll need to pick someone else to continue playing.

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* PermaDeath: When an Investigator runs out of Health or Sanity, that is it for them. They don't necessarily die in story terms though, but often get [[CareerEndingInjury crippled]] or become [[DrivenToMadness insane]] depending if they were defeated by Health or Sanity loss.loss respectively. Regardless, they are not capable of finishing their mission, so you'll need to pick someone else to continue playing.
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* PermaDeath: When an Investigator runs out of Health or Sanity, that is it for them. They don't necessarily die in story terms though, but often get [[CareerEndingInjury crippled]] or become [[DrivenToMadness insane]]. Regardless, they are not capable of continuing their mission, so you'll need to pick somone else to continue playing.

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* PermaDeath: When an Investigator runs out of Health or Sanity, that is it for them. They don't necessarily die in story terms though, but often get [[CareerEndingInjury crippled]] or become [[DrivenToMadness insane]]. insane]] depending if they were defeated by Health or Sanity loss. Regardless, they are not capable of continuing finishing their mission, so you'll need to pick somone someone else to continue playing.
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* PermaDeath: When an Investigator runs out of Health or Sanity, that is it for them. They don't necessarily die in story terms though, but often get [[CareerEndingInjury crippled]] or become [[DrivenToMadness insane]]. Regardless, they are not capable of continuing their mission, so you'll need to pick somone else to continue playing.
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* BiggerStick: As far as the game is concerned, it doesn't matter who the investigators are or what they are facing. As long as one side of the combat has better Strength, they have a far greater chance of winning. In fact, certain fights can only be successful if one is properly armed, as the Ancient One or the monster might be immune to regular attacks.


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* LittleUselessGun: The .18 Derringer might sound like a literal pea-shooter when facing ancient horrors from other dimensions, but it has one very useful ability: adding +1 to an outcome of a single die used for a Strength roll in combat. Not re-roll, simply ''add''. You'd be surprised how many 4s (and 3s when Blessed) there can be in a roll.
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''Eldritch Horror'' is a board game spinoff of ''TabletopGame/ArkhamHorror'' from Creator/FantasyFlightGames. Like ''Arkham Horror'', it is an {{Adventure Board Game|s}} based on the Franchise/CthulhuMythos, and the two games share many mechanics. Set in the 1920s, ''Eldritch Horror'' is a cooperative game in which players take on the roles of investigators and travel the world solving mysteries in an attempt to stop the [[EldritchAbomination Ancient One]] from awakening.

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''Eldritch Horror'' is a board game an [[AmeritrashGames Amerigame]] spinoff of ''TabletopGame/ArkhamHorror'' from Creator/FantasyFlightGames. Like ''Arkham Horror'', it is an {{Adventure Board Game|s}} based on the Franchise/CthulhuMythos, and the two games share many mechanics. Set in the 1920s, ''Eldritch Horror'' is a cooperative game in which players take on the roles of investigators and travel the world solving mysteries in an attempt to stop the [[EldritchAbomination Ancient One]] from awakening.
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* WeWorkWellTogether: Various investigators have special abilities that, if conditions are met, provide bonus to ''everyone'' on the same field ''or'' allow to access some unique ability together. Most of those are dedicated supports, but not all.
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* DifficultButAwesome: Mandy Thompson's personal story, if solved successfully, forces the game to act as if there was 1 less investigator. This means the group can be bigger than usual (say, 5 or even 7 people, but always uneven number), which will rack up [[EarlyGameHell the starting difficulty]], but after the first mystery is solved, Mandy automatically finishes her personal story and from that moment on, the difficulty of the entire game scales down due to having fewer investigators. And depending on the Ancient One in play, even a "regular" decrease in the investigator count can make a huge difference.
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* AmuletOfDependency: Numerous investigators, particularly from expansions, aren't all that great on their own, but they start with specific gear that suits their abilities or is simply highly useful by itself. If they lose that specific asset, they are either significantly weakened or, in more extreme cases, rendered completely useless. For example, Daisy Walker can be a fantastic clue generator... because she starts with Old Journal, rather than anything innate to her abilities.

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* AmuletOfDependency: Numerous investigators, particularly from expansions, aren't all that great on their own, but they start with specific gear that suits their abilities or is simply highly useful by itself. If they lose that specific asset, they are either significantly weakened or, in more extreme cases, rendered completely useless. For example, Daisy Walker can be a fantastic clue generator... because she starts with Old Journal, rather than anything innate to her abilities. Meanwhile, the entire gameplay loop of Darrell Simmons depends on him having his starting Camera on him at all times - without it, he's worthless. And so on and forth.
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* {{RNG}}: The basis of all gameplay, since ''everything'' is decided by a combination of randomly drawn cards and rolls of dice pools. You might ''never'' get the asset or spell you need, or you can get all the useful gear right at the game's start. You could have 10 dice in your pool and still fail the roll... or you could roll a 6 on a single die at the crucial moment. And to make things even worse, various spells, conditions and assets have multiple instances, ''but'' backs of their cards are radically different, so you might either draw incredibly useful (or simply harmless) stuff or get the variant where you would rather never use it at all[[labelnote:Explanation]]In each set of four identical conditions and spells, one is always [[BlessedWithSuck openly detrimental]], two are PowerAtAPrice and one even in case of the worst possible outcome is barely harmful, while offering the strongest benefits. Unless some highly specific set of circumstances happens, you are more likely to simply discard any variant but the best one, rather than dealing with consequences of trying to keep them[[/labelnote]].

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* {{RNG}}: RandomNumberGod: The basis of all gameplay, since ''everything'' is decided by a combination of randomly drawn cards and rolls of dice pools. You might ''never'' get the asset or spell you need, or you can get all the useful gear right at the game's start. You could have 10 dice in your pool and still fail the roll... or you could roll a 6 on a single die at the crucial moment. And to make things even worse, various spells, conditions and assets have multiple instances, ''but'' backs of their cards are radically different, so you might either draw incredibly useful (or simply harmless) stuff or get the variant where you would rather never use it at all[[labelnote:Explanation]]In each set of four identical conditions and spells, one is always [[BlessedWithSuck openly detrimental]], two are PowerAtAPrice and one even in case of the worst possible outcome is barely harmful, while offering the strongest benefits. Unless some highly specific set of circumstances happens, you are more likely to simply discard any variant but the best one, rather than dealing with consequences of trying to keep them[[/labelnote]].
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* {{RNG}}: The basis of all gameplay, since ''everything'' is decided by a combination of randomly drawn cards and rolls of dice pools. You might ''never'' get the asset or spell you need, or you can get all the useful gear right at the game's start. You could have 10 dice in your pool and still fail the roll... or you could roll a 6 on a single die at the crucial moment. And to make things even worse, various spells, conditions and assets have multiple instances, ''but'' backs of their cards are radically different, so you might either draw incredibly useful (or simply harmless) stuff or get the variant where you would rather never use it at all[[labelnote:Explanation]]In each set of four identical conditions and spells, one is always [[BlessedWithSuck openly detrimental]], two are PowerAtAPrice and one even in case of the worst possible outcome is barely harmful, while offering the strongest benefits. Unless some highly specific set of circumstances happens, you are more likely to simply discard any variant but the best one, rather than dealing with consequences of trying to keep them[[/labelnote]].
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* AmuletOfDependency: Numerous investigators, particularly from expansions, aren't all that great on their own, but they start with specific gear that suits their abilities or is simply highly useful by itself. If they lose that specific asset, they are either significantly weakened or, in more extreme cases, rendered completely useless. For example, Daisy Walker can be a fantastic clue generator... because she starts with Old Journal, rather than anything innate to her abilities.
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** That same expansion introduced Focus points. In the core set, the only way to get re-rolls was to either have a specific item or an ally offering such option in just as specific situation or burning a highly-valuable Clue, which are routinely in both short supply and high demand to advance Mysteries. Focus points were introduced specifically to solve this resource issue, as they can be gained freely as an action and used at any time for a re-roll. They also filled the gap that sometimes happens when players don't have any meaningful action to make and thus would have to simply pass their move without any gain.

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** That same expansion ''Mountains of Madness'' introduced Focus points. In the core set, Prior to that, the only way to get re-rolls was to either have a specific item or an ally offering such option in just as specific situation or burning a highly-valuable Clue, which are routinely in both short supply and high demand to advance Mysteries. Focus points were introduced specifically to solve this resource issue, as they can be gained freely as an action and used at any time for a re-roll. They also filled the gap that sometimes happens when players don't have any meaningful action to make and thus would have to simply pass their move without any gain.

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* ChristianityIsCatholic: Along the investigators, the only religious figures are a Catholic priest and a nun. When Christian figures are mentioned at all, they are also Catholic. Ironically, Father Mateo starts with King James Bible. You know, the ''Protestant'' English translation, further made infamous for its BroadStrokes nature.



* CoolPlane: The Charter Flight asset.

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* CoolPlane: The Charter Flight asset.asset, which allows to instantly move by 2 fields.



* DarkestAfrica: The Heart of Africa is an Expedition location. All the common cliches are played straight when there are location-specific encounters.



* DarkestAfrica: The Heart of Africa is an Expedition location.



* DisasterDominoes:
** The bread and butter of the game in general. Failing a single, but vital roll can not only fail local action, but effectively drag down the entire game, due to not solving Mystery on time, leaving a gate opened or a monster with a really bad Reckoning effect alive for one more turn. By itself, it's a small set-back, but can easily cause various other elements to trigger, up to causing a game over.
** When Personal Stories are in play, getting the Doom counter below 8 (and most definitely to 6 or less) will cause variety of those Stories to instantly fail. That in turn will make the affected Investigators severely crippled in their ability to deal with the encounters, which in turn will trigger the standard domino effect of failing tasks.



* MilitariesAreUseless: Averted in one of the Tokyo encounters. An investigator may be able to convince the Emperor of the threat the world faces, and he responds by deploying the Japanese military to eliminate one monster. Obviously, the players will generally choose the most dangerous monster on the field, which implies that a [[EldritchAbomination star-spawn or dhole]] has a very unpleasant encounter with the [[UsefulNotes/KatanasOfTheRisingSun Imperial Japanese Navy]].

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* MilitariesAreUseless: Averted in one of the with Tokyo encounters. An investigator may be able to convince the Emperor or the High Command of the threat the world faces, and he responds they respond by deploying the Japanese military to eliminate one monster. monster, or even entire stack of them in a single location. Or at the very least harm something, making it easier to take down by investigators. Obviously, the players will generally choose the most dangerous monster on the field, map (or, in certain situations, the most remote ones), which implies that a [[EldritchAbomination star-spawn or dhole]] has a very unpleasant encounter with the [[UsefulNotes/KatanasOfTheRisingSun Imperial Japanese Navy]].Navy cannonade]].



* ObviousRulePatch: The first expansion for the game, Forsaken Lore, introduced one tiny little rule: before you can encounter a Legendary Monster, you must encounter every non-Legendary monster on the same space. That can seem like a minor change, but some awakened Great Old Ones can and must be fought physically to end the game... and, at least in the case of Shub-Niggurath (who's based on stacking a lot of other monsters in her space), being able to cut straight to the boss could turn an otherwise very difficult encounter almost into a cakewalk.

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* ObviousRulePatch: ObviousRulePatch:
**
The first expansion for the game, Forsaken Lore, introduced one tiny little rule: before you can encounter a Legendary Monster, you must encounter every non-Legendary monster on the same space. That can seem like a minor change, but some awakened Great Old Ones can and must be fought physically to end the game... and, at least in the case of Shub-Niggurath (who's based on stacking a lot of other monsters in her space), being able to cut straight to the boss could turn an otherwise very difficult encounter almost into a cakewalk.cakewalk.
** That same expansion introduced Focus points. In the core set, the only way to get re-rolls was to either have a specific item or an ally offering such option in just as specific situation or burning a highly-valuable Clue, which are routinely in both short supply and high demand to advance Mysteries. Focus points were introduced specifically to solve this resource issue, as they can be gained freely as an action and used at any time for a re-roll. They also filled the gap that sometimes happens when players don't have any meaningful action to make and thus would have to simply pass their move without any gain.



* PlotTailoredToTheParty: Inverted. If players are allowed to pick their Investigators, it is possible to assemble a party perfectly tailored for dealing with the specific Ancient One. Sometimes even few different parties, given the sheer number of characters to pick.



* PowerAtAPrice: Variety of items, artifacts and especially spells require to shed some of your Sanity (and rarely, Health) when used.

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* PowerAtAPrice: Variety of items, artifacts and especially spells require to shed some of your Sanity (and rarely, Health) when used. There are also encounter cards that offer very powerful buffs... for taking a Dark Pact.
* PowerCreep: Various expansions introduced just as many new items, spells and mechanics that rendered pre-existing elements of the game severely underpowered when compared. Including even things from earlier expansions.



* SadisticChoice: One of the Dark Pacts [[spoiler:forces you to choose another investigator to be devoured]].

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* SadisticChoice: One of As if the Dark Pacts weren't particularly nasty DealWithTheDevil sort of thing, one of them as a Reckoning effect [[spoiler:forces you to choose another investigator to be instantly devoured]].
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* WhatKindOfLamePowerIsHeartAnyway: A variety of spells come with effects that make them not worth using at all, or additional penalties that render the already lackluster effects to count as being BlessedWithSuck. And that without mentioning their Reckoning effects.
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* PinataEnemy: [[{{Mooks}} Cultists]], being very easy to defeat, can turn into this with correct items, allowing to easily farm them for spells.

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* PinataEnemy: [[{{Mooks}} Cultists]], being very easy to defeat, can turn into this with correct items, allowing to easily farm them for spells.spells, clues, useful gear or progressing Personal Stories (or even Mysteries).

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* AxCrazy: The Axe asset allows you to spend two points of sanity to reroll any number of dice in combat. Bonus points for the card's illustration being the same as the one for the Maniac monster from many other Mythos-themed board games!

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* AxCrazy: The Axe asset allows you to spend two points of sanity to reroll any number of dice in combat. Bonus points for the card's illustration being the same as the one for the Maniac monster from many is implied to be this. Honestly, so are Cultists and all other Mythos-themed board games!human enemies, but the Maniac gets bonus points because you actually get an Axe asset for defeating one!



* DeaderThanDead: Losing all your Health or Sanity results in your character being taken out of the game, but the other players can still retrieve your possessions and possibly reverse the Doom track loss incurred by your defeat. However, it's also possible to be "devoured", which not only unescapably kills your character (regardless of remaining Health/Sanity), but everyone else can forget about getting back your assets or undoing that Doom advance.



* NormallyIWouldBeDeadNow: The Lost in Time and Space condition removes the investigator from play and causes them to ignore all game events, including a Mythos card event that would have normally killed them. This can also be played straight if you use an asset or artifact to mitigate an otherwise fatal blow or to recover enough Health or Sanity to avoid death/insanity.

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* NormallyIWouldBeDeadNow: The Lost in Time and Space condition removes the investigator from play and causes them to ignore all game events, including a Mythos card event that would have normally killed them. This can also be played straight if you use an asset or artifact to mitigate an otherwise fatal blow or to recover enough Health or Sanity to avoid death/insanity.defeat.
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* FateWorseThanDeath: The Dark Pacts that players can get slapped with usually end with either their character dying or (less often) [[SadisticChoice being forced to pick another player's character to die]]). One Dark Pact variant, however, simply gimps all your character's stats to the maximum degree, forcing you to continue with greatly diminished capacity. In this scenario, it's easy to wish your character ''had'' died instead.

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* FateWorseThanDeath: The Dark Pacts that players can get slapped with usually end with either their character dying or (less often) [[SadisticChoice being forced to pick another player's character to die]]).die]]. One Dark Pact variant, however, simply gimps all your character's stats to the maximum degree, forcing you to continue with greatly diminished capacity. In this scenario, it's easy to wish your character ''had'' died instead.

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* AllAsiansKnowMartialArts[=/=]AllMonksKnowKungFu: The Chinese player character was raised by kung-fu monks.
* ArtifactOfDoom: A staple of the mythos, though the ones in this game typically have benefits as opposed to their literary counterparts.

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* AllAsiansKnowMartialArts[=/=]AllMonksKnowKungFu: The Lily Chen, the Chinese player character character, was raised by kung-fu monks.
* ArtifactOfDoom: A staple of At least a few examples in the mythos, though the ones in this game typically have benefits as opposed artifacts deck, and often offering kick-ass bonuses to tempt players to keep them despite their literary counterparts.horrific drawbacks.



* DeathIsASlapOnTheWrist: Mostly averted, unlike in ''Arkham Horror''. If your character is taken out due to Health or Sanity loss, there is no bringing them back. However, another investigator can encounter them where they fell, allowing you to recover their possessions and possibly gain some other benefit such as reducing Doom.[[note]]Granted, the loss of an investigator automatically advances the Doom Track, so the reward is basically undoing the Doom being advanced by said loss.[[/note]]

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* DeathIsASlapOnTheWrist: Mostly averted, unlike in ''Arkham Horror''. If your character is taken out due to Health or Sanity loss, there is no bringing them back. However, another investigator can encounter them where they fell, allowing you to recover their possessions and possibly gain some other benefit such as reducing Doom.[[note]]Granted, the loss of an investigator automatically advances the Doom Track, so the reward is basically undoing the Doom being advanced by said loss.[[/note]][[/note]] In any case, players can start with a brand new character the next round.



* GoMadFromTheRevelation: Many cards feature this in their artwork. It is also a frequent consequence of failing an encounter.

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* FateWorseThanDeath: The Dark Pacts that players can get slapped with usually end with either their character dying or (less often) [[SadisticChoice being forced to pick another player's character to die]]). One Dark Pact variant, however, simply gimps all your character's stats to the maximum degree, forcing you to continue with greatly diminished capacity. In this scenario, it's easy to wish your character ''had'' died instead.
* GoMadFromTheRevelation: Many cards feature this in their artwork. It is also a frequent the consequence of failing an encounter. being defeated by Sanity damage.



* InstrumentOfMurder: Played straight with the Bone Pipes artifact, which deals damage to monsters if you pass a lore check, or the Flute of the Outer Gods which can banish all monsters on the investigator’s space, assuming they have the health and sanity to cover the cost.

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* InstrumentOfMurder: Played straight with the Bone Pipes artifact, which deals damage to monsters if you pass a lore check, or the Flute of the Outer Gods which can banish all monsters on the investigator’s space, assuming they have the health Health and sanity Sanity to cover the cost.



* NormallyIWouldBeDeadNow: The Lost in Time and Space condition removes the investigator from play and causes them to ignore all game events, including a mythos card event that would have normally killed them. This can also be played straight if you use an asset or artifact to mitigate an otherwise fatal blow or to recover enough health or sanity to avoid death/insanity.

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* NormallyIWouldBeDeadNow: The Lost in Time and Space condition removes the investigator from play and causes them to ignore all game events, including a mythos Mythos card event that would have normally killed them. This can also be played straight if you use an asset or artifact to mitigate an otherwise fatal blow or to recover enough health Health or sanity Sanity to avoid death/insanity.death/insanity.
* OneHitKill: Some Mythos cards can instantly kill investigators even if they are at full Health or Sanity.



* TotalPartyKill: Some mythos cards can instantly kill investigators even if they are at full health or sanity.
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* ChainsawGood: ''Masks of Nyarlathotep'' expansion added chainsaw as potential equipment. By itself, it's already above average, offering +3 Strength for combat encounters... but also makes each 6 count as ''two'' successes. With either strong investigator or just about any item offering rerolls, chainsaw can turn into mince even Epic Monsters.



* WalkingShirtlessScene: Just like in other games he appears in, Silas Marsh the sailor does not appear to own any shirts.

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* WalkingShirtlessScene: Just like in other games he appears in, Silas Marsh the sailor does not appear to own any shirts.shirts.
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