INCARNATES
This page outlines the defining traits of Incarnates within the Unnatural Universe. All players need to familiarize themselves with these traits to maintain consistency during roleplay sessions. While creativity is encouraged, adhering to the established lore of the Unnatural Universe is essential for an immersive experience for everyone.
Throughout time the legend of possession has taken many forms and has been depicted in fiction in many ways. From the chilling story of 'The Exorcist,' to the psychological horror of 'The Host,' and the eerie drama in the TV series 'Supernatural,' each has its unique take on possession lore. In the Unnatural Universe, Incarnates are enigmatic beings capable of possessing and controlling human bodies. Though Incarnates possess the ability to possess humans, and they share traits like possessing or influencing human affairs, Incarnates are unique entities separate from these established archetypes, and they shouldn't be confused demons and such of other lores.
It's important to note that Incarnates have no religious affiliation, and in the Unnatural Universe, angels and demons don't exist, however, Incarnates have often exploited human superstitions and faiths to their advantage, letting them believe whatever they wanted if and when it suited them, and allowed themselves to be called by whatever name Humans chose for them, such as demons, angels, succubi, incubi, or other similar entities from the religious or fictional tale.
ORIGINS
Like all races in the Unnatural Universe, the true origin of Incarnates is a mystery. Every culture has its own myths and stories about Incarnates, or what they believe Incarnates to be, but none of these have been proven true.
Incarnates, like other supernatural beings, have been recorded throughout history. The ancient Greeks, including Socrates, referred to them as Daimons, describing them as spirits that influenced, inspired, and sometimes interfered in human affairs or served as go-betweens between mortals and gods. In the Bible, they were sometimes termed "angels" or "demons," depending on their behavior and appearance. Similarly, in ancient Mesopotamian culture, they were known as "spirits" or "djinn," beings that could be either benevolent or malevolent. In Hindu mythology, they might be seen as "devas" or "asuras," representing gods or demons. In Norse mythology, they could be "Valkyries" or "dark elves," influencing battles and human fate. Japanese folklore includes "Oni," powerful demons known for their strength and malevolence, and "Tengu," bird-like spirits that could be both protective and dangerous. Each culture has its own interpretation, but the essence remains the same: beings of great power interacting with the human world.
Throughout history, myths and interpretations of Incarnates have changed, influenced by the cultural beliefs and religions of various societies. Your character may choose any origin story or legend that fits their cultural background or personal preference, but the true origins of Incarnates remain unknown.
APPEARANCE
Incarnates take on the physical appearance and identity of the humans they possess, regardless of their own true form. For instance, an Incarnate who naturally appears large and masculine could inhabit the body of a small, delicate-looking female human.
The True Forms of Incarnates typically features horns, wings, goat legs, hooves, diverse skin tones, fangs, unusually colored eyes, and other distinctive attributes. (It's important that these True Form Avatars are designed to comfortably fit within a room without overwhelming other players.)
Incarnates have the ability to switch between their True Form and Human form at their discretion. However, they are compelled to transform into their True Form during the full moon. The transformation process spans over 2 posts, and once initiated, there's no midway shift, except for potential reversion mid-transformation. It's crucial to note that shifting into True Form doesn't imply entering Limbo, and they must safeguard the veil. An Incarnate only returns to Limbo upon the death of their human vessel.
Occasionally, especially during periods of high stress or in the initial weeks after incarnation, an Incarnate might experience phenomena such as speaking with two voices simultaneously or brief changes in eye color, among other manifestations. This isn't a partial shift or a voluntary act but rather a loss of control over form maintenance. Incarnates are cautious in such instances to rectify the situation promptly, particularly to prevent any potential Veil Break.
CHARACTERISTICS
It's noteworthy that Incarnates do not reproduce, so their numbers are limited (the exact count remains unknown, but they are numerous!). When not inhabiting a human host, they reside in Limbo. Limbo and our world occupy the same space but exist on different planes and do not interact (see Limbo details below). To exist in the human realm, Incarnates must inhabit a human body, forming a symbiotic relationship with their hosts. This bond continues until the host's body is destroyed or naturally expires, at which point the Incarnate returns to Limbo. The degree to which the human remains after possession varies; willing hosts are more cooperative, while resistant ones are subdued for the Incarnate's purposes.
OOC NOTE: Incarnates are a composite of two beings in one, with a single player portraying both aspects. Players may enter Ashmore as an Incarnate already in possession of a Human body or develop a storyline involving the possession of their Human by an Incarnate.
Incarnates are inherently stronger, faster, and more agile than ordinary humans while in human form. However, their abilities are heavily influenced by the physical condition of the human body they inhabit. A healthy host allows the Incarnate to achieve its full potential, whereas a weak, ill, or injured host will limit their capabilities.
In their true form, Incarnates exhibit exceptional strength and durability. They can endure significant physical trauma and recover quickly from injuries that would incapacitate a human. This resilience enables them to withstand intense combat situations and continue fighting effectively despite serious wounds. Some Incarnates may also possess additional physical attributes such as talons, wings, or body armor (two hit maximum), which serve both offensive and defensive purposes in combat scenarios.
Both their human bodies and true forms possess rapid healing abilities. Minor injuries heal instantly, while more severe wounds may take longer to heal and could potentially be fatal to the human host.
Incarnates in their true form are immune to human diseases, and their human hosts gain enhanced resistance to illnesses while possessed. However, terminal diseases that exist prior to possession will persist, albeit with slowed progression.
Incarnates are immortal beings, though they reside in Limbo when not possessing a human host. In Limbo, they do not require food or sleep. The necessity for sustenance decreases significantly when they inhabit a human body.
Memories of their most recent incarnation are retained while in Limbo awaiting reincarnation. However, memories may fade or blend with new experiences upon reincarnation, except for deeply impactful events like the death of a human host or emotionally charged experiences. Skills and abilities learned by the Incarnate during possession, such as piloting or culinary expertise, can be preserved through active use. Neglected skills may diminish over time, emphasizing the importance of consistent practice to maintain proficiency across incarnations. Staying in Limbo, could lead to lack of ability out-of-Limbo.
ABILITIES
Keep in mind, always, that all abilities that affect other players must have consent
Detection of Others - Incarnates have the ability to sense the presence of other Incarnates within a room by extending telepathic tendrils that create a swirling sensation around their counterparts. This allows an Incarnate to perceive the presence of others, while those detected may feel a subtle awareness of being sensed. Without a telepathic response or similar tendrils in return, however, they may remain unaware of the identity of the detecting Incarnate.
Magic Sense - Incarnates can detect the presence of magic within a 20-meter radius. However, they may not be able to pinpoint the specific individual responsible without additional clues, such as observing a Phral casting a spell or witnessing a shifter or another Incarnate undergoing a transformation.
Empathy - Incarnates possess empathic abilities, allowing them to sense the emotions of others within a range of 20 meters. This sensitivity helps them gauge whether someone is a suitable source of sustenance.
Flight - Incarnates with wings can fly, but only in their True Form.
Telepathy - Incarnates possess the ability to communicate telepathically with others within a range of 20 meters. However, those without telepathic abilities cannot respond. Individuals unaware of this ability or unable to respond may perceive it as hearing voices or experiencing a mental disturbance. This ability extends to affecting all other supernatural beings as well.
Illusion Mastery - Incarnates possess the ability to bewilder the senses of others by weaving illusions that affect up to two individuals simultaneously. These illusions are perceived solely within the minds of their targets, invisible and non-experiential to anyone else. For instance, they can induce visions of monsters, phantom individuals, or sensations like being swarmed by insects. This ability extends to affecting other supernatural beings as well. When working together, a group of Incarnates can collectively influence multiple individuals or create larger-scale illusions. While Incarnates themselves can fall prey to illusions, they often possess the clarity to discern the illusion's true nature.
Dreamwalking - Incarnates possess the ability to enter the dreams of others, including other Incarnates. This ability does not affect vampires, as they undergo a sleep akin to death without brain activity for regeneration. Within dreams, Incarnates can manipulate scenarios, implant ideas, induce nightmares for terror, provoke erotic dreams, and gather information. Dreamwalking can be disrupted or blocked with assistance from a Phral. An Incarnate may utilize this ability in two primary ways:
Proximity: The Incarnate must be within 20 meters of its sleeping target, which may involve entering their home or standing near their bedroom window to achieve this.
Dreamstones: An Incarnate creates a Dreamstone by wrapping a shard of obsidian with copper wire. To activate it, the Incarnate must carry it for a full week to imprint their essence upon it. Once imprinted, the Dreamstone is placed near the target's sleeping area, discreetly tucked away under a bed or in a nightstand drawer where it won't be noticed. The Dreamstone remains effective for one week after placement.
VULNERABILITIES
Silver will affect Incarnates in either form, and injuries caused by silver will transfer from one form to the other. Contact with the skin in either form will cause irritation, prolonged contact will cause severe chemical burns. Breaking the skin, such as stabbing with a silver weapon will cause weakness and take longer to heal, and possibly death. Silver embedded in the body, such as silver bullets, will cause silver poisoning and possible death. This will require a Phral Drabarni healer to prepare a silver poison antidote to heal.
Incarnates will not “turn” if bitten by a werewolf, but will suffer the illness and infection symptoms like any other Human, and may die if not treated.
They will feel the effects of a Vampire feeding, but an attempt at ‘turning' will result in death of the Human Host and return to Limbo when drained by the Vampire. ((Consent consent consent!))
Incarnates must “feed” on emotional energy to maintain their bond with their Human host. See below, “Feeding”
The Human Host, though enhanced by the possession, still requires regular Human food and sleep.
LIFESTYLE
Incarnates do not possess a clear moral alignment of good or evil. Though they often lack the innate moral compass found in other beings, their perspectives can be influenced by the beliefs and values of the Humans they inhabit. Being hedonistic pleasure-seekers, they are often perceived as selfish, prioritizing personal comfort and lifestyle as a Human above all else. Incarnates either adopt the existing lifestyle of the Human host or shape them into something more appealing to their preferences. They meticulously select the Human bodies they inhabit, most Incarnates strive to maintain and enhance their physical form, since a weak Human will hinder their abilities, often becoming dedicated fitness and healthy-eating enthusiasts. Some go to the other extreme, seeing the Human as an expendable way to experience as many things as their hedonistic, selfish little heart desires!
"For her to abruptly quit her job, leave her husband and children, and relocate to Thailand, completely draining their joint bank account, it's so out of character. It's almost as if she's possessed by something..."
"I don't understand what's come over him. Yesterday, he was ready to quit and despised the new project, but today he's transformed into an entirely different person. He worked tirelessly throughout the night and nearly completed the entire task by himself."
FEEDING:
While the Human host body requires food and drink like any other Human, Incarnates rely on consuming energy to maintain their strength and their bond with their Human host. Without ‘feeding’ Incarnates will become weak and listless, and as they lose their bond with the Human host, the Human will deteriorate and die and the Incarnate will return to Limbo. An autopsy will find “exhaustion” as the cause of death for the Human. An Incarnate should feed to satiation at least once a week.
Feeding is a deliberate act that requires concentration and is comparable to a human eating food. Feeding from strangers as they pass by is similar to grabbing a few appetizers from a tray as a server walks by, and it is not a fulfilling meal, no matter how many appetizers they have, additionally, Incarnates cannot feed during combat any more than a human can eat a meal while brandishing a sword.
It is believed that the term "7 Deadly Sins" was coined in history to discourage Humans from providing energy to Incarnates (believed to be demons and angels), thus avoiding the risk of "demonic possession." Incarnates can induce emotional energy in Humans through their telepathic or illusionary abilities, and simple interactions. While all Incarnates can feed on various types of emotional energy, some find certain emotions more satisfying and nourishing. Certain Incarnates may specialize in evoking a specific "Deadly Sin" or emotion, earning labels such as "Lust Demon" or "Rage Demon," while those who inspire peace and love may be regarded as "angels."
For instance, an Incarnate that feeds off lust might engage in licentious behavior, maintain a sex slave they can feed off of or encourage the slave to participate in group activities considered deviant, even if the Incarnate only observes. (Merely watching pornography does not suffice, as they need to be physically present among individuals experiencing lust). Such an Incarnate may offer recreational drugs to others, which lower inhibitions. Regarding gluttony, they could telepathically convey messages related to hunger or tempting food, even if the target isn't hungry. They may also sow seeds of doubt or instigate conflicts to provoke anger, and so on.
Feeding from a Phral’s emotional energy is especially satisfying because of their daily handling of magic.
**NOTE: Incarnates are not always required to elicit emotions directly to feed on them. They can also absorb energy from situations where people are already experiencing certain emotions. However, when an Incarnate intends to induce specific emotions, any illusions or telepathic actions must be treated as attempts in role-playing (RP), or out-of-character (OOC) consent must be obtained before initiating the RP.
EFFECTS OF FEEDING
Incarnates - Incarnates have expressed feelings of satiation, comfort, security, and a sense of grounding as their bond with the human body regenerates, and some have expressed feeling physical pleasure during feeding. Incarnates feed slowly, so as not to drain their victim (no sense passing out in the middle of an orgy or a fight!)
Victims - Victims may not feel the effects of feeding immediately, especially if they are distracted by the strong emotions they might be feeling. Some have reported a tingling sensation in the back of their neck or down their spine. Chills or goosebumps. After a while, they’ll feel something akin to a “crash” as in coming down from too much sugar, caffeine, or other drugs such as cocaine, and may feel lethargic and in need of a “nap”
**NOTE: Fully draining a victim can kill them. As with the starving incarnate, the cause of death will be exhaustion.
TRUE NAME
Incarnates take on the possessed’s name and identity, and keep their True Name hidden, as knowledge of an Incarnate’s True Name grants power to the person that knows it.
A True Name is magical, and only one person in the human realm may possess an Incarnate’s True Name at any given time. Think of each name as a token, one of its kind, and only one person can possess it at a time. While in Limbo Incarnates use their True Names just like Humans use their names in the Human realm, but outside of Limbo Incarnates guard their True Name as it grants others control over them.
A person, other than another Incarnate, may SAY the True Name of an Incarnate up to THREE (3) times, after which they will magically forget it and never be able to say it again unless relearned.
Outside of Limbo the only way to learn a True Name is if it’s given by magic. The person holding the name must say “XXXXX, I give you this name, YYYYY”. The person giving it will forget it, and any record they hold of the name will disappear. Anyone hearing/eavesdropping on someone else saying the True Name will only hear gibberish and will not learn the name, since it wasn’t given to them.
The person that knows the name holds the Incarnate’s will, and the Incarnate is incapable of personally killing or harming them.
A True Name may be used for:
Forced Incarnation - Phral must have an Incarnate’s True Name to summon an Incarnate and force an Incarnation into a willing or unwilling vessel.
Commands/Control - A person can exert influence over the Incarnate’s actions, compelling it to carry out specific tasks or obey their commands, but they must say the name with the command “Johnny, I command you to…”
***NOTE: Clear this OOC first! Do not expect someone to break their limits or do things that will bring consequences that they did not agree to. If a player refuses a command OOCly, this will be honored. CONSENT, CONSENT, CONSENT. Commands that allow someone else to command or that generate more commands are invalid
TURNING/MATING/INCARNATING:
Incarnates simply exist in Limbo and do not reproduce, but when Human Incarnates mate, there is a chance of giving birth to offspring who are more susceptible to Incarnation, and may become possessed by an Incarnate waiting in Limbo. Incarnate-possessed children may exhibit accelerated learning in certain areas, but their physical development remains in line with others. For instance, an Incarnate baby will start walking at the typical age, but they may demonstrate advanced reading or comprehension skills at a very young age. They might attempt to speak earlier, although they need to work on developing their vocal cords.
Children of non-posessed are not susceptible to possession.
POSSESSION / INCARNATING:
An Incarnate without a physical body will observe and track their target from Limbo looking for a suitable vessel to possess. Once the Incarnate has made their choice, they recite the following incantation:
"I lay claim to this Human as my vessel. May their body, soul, and mind be under my control, twisted and manipulated according to my desires. Let our bond be sealed, let the possession be absolute. So mote it be."
Once the Incarnate has made their choice and spoken the words, the process becomes irreversible. The target will hear the words but may question if they imagined them. The complete possession takes approximately one week (7 real-time days), but if all parties involved in the storyline agree, it can be expedited out of character. During this time, the Human may witness or hear manifestations as the Incarnate gains the ability to interact through their body. This can include objects being moved, hearing the Incarnate's voice, having odd or out-of-character thoughts, experiencing periods of blackout where the Incarnate takes control but the Human cannot recall what transpired, and so on. For Phral protection see below.
NOTE: "Speeding up" the Incarnation process out-of-character may require approval from an administrator to ensure that Incarnates do not cycle through Humans at an unrealistic and unreasonable pace. If the Incarnate's current body is destroyed, they must choose a different Human to possess, this does not mean a new account, but a complete change in the avatar’s human appearance.
LIMBO / CLUB REDRUM
LIMBO:
Limbo and our world occupy the same space but on different planes. Incarnates in Limbo can see our world and everyone and everything in it, but they cannot hear or interact with anything or anyone, except other Incarnates in Limbo. For example, if a human were reading a book, the Incarnate could read over their shoulder, but they could not turn the pages. They can see what’s on TV, but cannot hear it. People in the regular world cannot see or interact with Incarnatets in Limbo.
Players in Limbo must wear a titler that shows they are in Limbo. OOC rules about entering private places still applies. Please make sure all those present in the scene (and those about to enter) know that your character is in Limbo and cannot be seen or heard so that others do not react to seeing an Incarnate’s true form in public. You must wear a titler that shows you are in Limbo.
CLUB REDRUM:
Club Redrum is located on Feldspar Drive and is a known hub for Incarnates. A flashy, energetic, hedonistic, everything-goes, underground club that attracts Humans and Supernaturals alike willing to indulge and party hard, which in turn provides a feeding ground for Incarnates
CADRES
A formal group of Incarnates is called a Cadre. In the Unnatural Universe, Cadres are formed for various reasons, similar to other races. These reasons can range from business ventures and crime syndicates to simply wanting to be with their own kind. While Cadres are primarily made up of Incarnates, they are not restricted to them alone. Each Cadre has its own set of politics and rules, deciding independently who can join. Administrators do not interfere with or dictate the operations of private Cadres.
INCARNATES AND PHRAL
A Phral whose base ability is Mulengui Dori may provide protection charms to prevent possession.
A Phral whose base ability is Chiliko can travel to Limbo, and can interact with Incarnates.
A Phral whose base ability is Armaya, and knows an Incarnate’s True Name, can force Incarnation but must have a waiting Human, willing or unwilling.
A Phral COVEN may summon an Incarnate via a ritual, without the use of a name. It is a summoning of a random Incarnate on the Human realm in Human form. Any Incarnate may respond and just walk up to the Phral at any time after the ritual. The RP post of the ritual should be posted in the IC channel for a random Incarnate unless previously arranged OOC for someone specific. OOC contact the Phral and negotiate terms what would be required and if the summons is answered.
A Phral Sabbat can banish an Incarnate without harming the Human, and the banished Incarnate’s essence can be kept in a magically sealed vessel for eternity (or until broken). The Human may not always survive, but if they do, how much they remember the Incarnation depends on how much they were suppressed. Even if they don't have a full recollection of their time as Incarnate, some flashbacks or dreams/nightmares are possible.