The Magnus Archives: The Buried Chapter, Part #1.
Hi, thank you in advance for reading this. I've been a huge fan of The Magnus Archives for a while, and have been thinking of doing a collection of chapters featuring each of The Entities within that podcast.
For those who don't know, The Magnus Archives is a horror podcast that focuses on various stories which eventually interlock, and feature themes that ultimately are linked to various Entities, also known as Fears.
Anyway, I've decided to make chapters for each of the fears, which will be in 2 parts: Part 1 will feature the killer, and Part 2 will feature both survivor and map. I've not included add-ons for the simple reason I don't have the time, but description, lore, weapon, power and perks are.
Anyway, here's Part 1 of The Buried. Enjoy!
Killer: The Governor
Real Name: Unknown
Weapon: Cane
Power: Keys (passive), Grave pits (active)
Movement Speed: 4.6m/sec
Terror radius: 32m (between 32m and 24m only the keys can be heard)
Height: Medium
Perks: Foundations; Too Close, I Cannot Breathe; Hex: DIG!
Appearance: A short, broad individual, dressed in a Victorian suit with coat tails, grey waistcoat and heavy, steel-capped work boots. Wears a tall, black top hat. Wispy strands of grey, dirty hair are visible. His face is palid, with eyes that are pale and devoid of most colour. He has an large open-mouthed grin that stretches from ear to ear. At his waist, attached to his belt, is a large set of keys which can be heard jangling at a similar distance you'd hear the Huntress lullaby. His outfit seems stained by plaster and mud.
Lore: A mysterious gentleman; perhaps silent partner of architect George Gilbert Scott. Often seemed to appear to chastise and berate workers for being "idle". It's assumed he was a significant influence for Mr. Scott's increasingly claustrophobic designs and the various arguments Mr. Scott would have behind closed doors. People would know the governor was around, even if he was rarely seen seen. The jangle of keys would echo down corridors, as would the heavy thudding of boots. People claimed they found it difficult to breathe around him, possibly due to the fear people had of him - almost like a panic attack. He had a very claustrophobic presence.
One day, a former colleague of Mr. Scott - Sampson Kempthorne - was angered about commissions being swiped from him by Mr. Scott, whom was distanced by Sampson due to disagreements over impractical shortcuts being planned on workhouses they laboured on together. In a late night working on his separate project, Sampson heard that familiar jangling of keys, then suddenly felt the walls of his office close in around him. He couldn't breathe and he started to become crushed against the walls. When he thought he was going to die, the jangling stopped and the room returned to normal. Try as he might, he could not find the governor.
The last anybody heard of the governor was of a workman panicked and frightened, claiming the governor had accused his friend of idleness, and whilst both had vanished, there was a smooth wall on the site with 4 fingers sticking out, and a strange, faint mist retreating back in.
Weapon: A black cane with a bloody iron tip that's sharp and wielded in a stabbing motion.
Passive Power: Keys - When the player hears the sound of jangling keys, a timer starts (similar to Freddy's). The outside of the players vision become hazy, and the sound distorts. After a total of 60 seconds have passed, the survivor enters the "Choke" and now views the game in first-person and the sound is heavily muffled, with survivor still coughing. The screen has a thicker, hazier effect around it, moderately reducing the field of view. This can be reset at any time by finding books called "Ex Altiora" on plinths located around the map.
Active Power: Grave Pits. The trial starts with 3 unmoveable grave pits which are open and in obvious, open spawn points, with the Governor able to create an addition 5 pits. If all pits are in use when another grave pit is made, the earliest one made by the Governor closes up. Those additional pits are covered with dirt. They act as pit traps, and have three tiers that gain a tier every 60 seconds they are present.
Tier 1: A shallow pit. Survivors will scream and give away their location, but other than a brief hindered effect they have no other effect.
Tier 2: A 6 foot pit. A survivor screams as they fall in, and do skill checks to climb out. 3 successful skill checks with reduced success zones at 50% will allow escape. Survivors then suffer from the same hindered status for a slightly longer duration.
Tier 3: The tunnels. At tier 3, any survivor who falls in immediately goes into "Choke", and must follow a choice of 3 tunnels that lead to the unmoveable grave pits, all the while hindered. The Governor can traverse these tunnels unimpeded when available at an excelerated speed (200%), unless a survivor is using the tunnel where they move at normal speed. Once a survivor escapes the tunnel, their timer returns to zero and they see in 3rd person again.
Survivors can pray at the grave pits for 5 seconds to remove them, but cannot remove the immobile grave pits.
Perks: The Governor's perks focus on frustrating the mobility and options available to survivors during a chase.
#1. Foundations - A perk that calls upon The Buried to encase the trial.
When active, a killer can place a dirty-looking breakable wall on any vault or doorway. This block can be broken by survivors and killers, but a survivor takes 5/6/7 seconds to break them. The perk has a cooldown of 60/50/45 seconds.
"He also, without fail, made everything closer. Passageways would be narrowed and sleeping quarters shrunk, until a building designed to hold 300 paupers would be remade to house twice that number". - Sampson Kempthorne
#2. Too Close, I Cannot Breathe - A perk that focuses in restricting breathing in survivors.
When a survivor is hit with a basic attack, the sprint burst they receive is reduced to 70%/60%/50% of its original effect, and the survivor coughs for a further 3/4/5 seconds.
"The labourer repeated it again: the governor had called Harry "idle" " - Sampson Kempthorne
#3. Hex: DIG! - A Hex of The Buried, embodied in the desire to be buried. When this Hex is dismantled by a survivor, all survivors suffer from the Hindered status effect for 60/70/80 second.
"The walls and floor seemed to rise towards me, stealing the air from my lungs until I swear that I could feel the splinters from the ceiling digging into the soft skin of my face". - Sampson Kempthorne
Mori:
The Governor kicks the survivor in the gut, turning them over. He then raises his boot and slams it down on their sternum, which pushes the survivor into the ground, creating a compact, shallow grave. The grave fills quickly with a muddy substance whilst the survivor screams. Once filled, all that remains is a hand reaching out.
As an extra bit, any players within 8 metres of this Mori will hear muffled screams for up to 30 seconds, and the hand will twitch the same.