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The Fringe

New To Playing The Fringe?

The Fringe harness shadow, vermin, and fear in their dark arts. Fringe are a haunting embodiment of the monstrous and the macabre, dwelling on the fringes of society where darkness reigns supreme. They are masters of the occult, tapping into the primal forces of shadow, vermin, and fear to fuel their dark arts. In their eerie domain, whispers of their presence send shivers down the spines of even the bravest souls.

These creatures of the night draw power from the depths of darkness itself, weaving shadows like fabric and commanding legions of vermin to do their bidding. Rats scuttle at their command, bats swarm at their call, and shadows dance to their sinister tunes. The very air around them seems to thicken with dread as if the night itself obeys their will.

Abilities that  only THIS subrace already comes with

Compulsion: Using this skill, Sanguivores can compel their victim to carry out any act except one that is harmful to the victim. The Amantis must keep eye contact and be within speaking distance. This skill cannot be used to cause death or self harm, and can only be used once a day (OOC Consent).(Cannot be combined with or done at the same time as other abilities )


Shadow-mist: The ability to transform into a shadowy mist, to travel around and can be prevented from use if under strong light or under day light. If used in combat can only be used once per scene.(cannot be used to access private areas without OOC Consent)

Vermin familiar: A connection with vermin, allowing The Fringe to command and communicate with rats/mice/roaches,etc. (Cannot be used for or in combat and also cannot be used to spy on a private area or player)
Examples of Vermin that are allowed are:
Mice, Carpenter Ants, Termites, Squirrels, Yellow Jackets, Wasps & Hornets, Powderpost Beetles, Ticks, Bed Bugs, Cockroaches, Drain Flies, Asian Lady Beetles, Bats, Moles, Bees, Carpenter Bees, Spiders, Mosquitoes, Fleas, Indian Meal Moths, Cluster Flies

Snakes are also allowed and are the following: 
Black Rat Snake, Eastern Garter Snake, Eastern Hognose Snake, Northern Black Racer, Northern Brown Snake, Northern Copperhead, Black Rat Snake, Eastern Garter Snake, Northern Redbelly Snake, Northern Ringneck, Northern Water Snake, Queen Snake, Ribbon Snake, Smooth Green Snake, Timber Rattlesnake, Maritime garter snake, Shorthead garter snake.


Dread Weave: A Fringe can cast an aura of terror upon their surroundings by tapping into the dark energies within. Those caught in the sphere of Dread Weave experience heightened anxiety, paranoia, and an overwhelming sense of dread, making them more susceptible to the Fringe’s influence (Those with mental abilities will have an easier time being unaffected. OOC Consent needed)

Necrotic Infestation: The Fringe bite can infest the bodies of its victims with necrotic energy, causing corrosion. This dark affliction weakens the affected individual, sapping their strength and vitality while inducing excruciating pain. Left unchecked, Necrotic Infestation can lead to severe but not lethal physical debilitation. The Fringe can control the progression of the infestation, manipulating it to suit their purposes, such as incapacitating enemies or coercing compliance through the threat of agonizing corrosion but not to the length of death or irreversible damage . Can be healed by those with healing abilities or by the Fringe who inflicted the bite (OOC Consent required).

Fearful Hallucinations: The Fringe can create hallucinations that play upon their victim’s deepest fears and insecurities. These illusions are so convincing that victims may struggle to distinguish them from reality, causing panic and psychological trauma, but not physical damage (OOC Consent).

Cloak of Shadows: The Fringe can shroud themselves in a cloak of darkness, rendering them deeply disguised from the naked eye and most forms of detection. While within this “cloak”, they can move swiftly, but not silently, evading visual detection and launching surprise attacks on unsuspecting prey. This ability enhances their stealth capabilities and allows them to navigate through darker environments with reduced ability to be seen. Can only be used once per day, and the effect lasts 2 post rounds.

Enhanced Senses: Sanguivores possess heightened senses that make them formidable hunters. Their sight improves in the dark, allowing them to navigate the night with ease. Their acute hearing enables them to detect the heartbeats of other beings within a 20-meter radius, akin to a chat range. With age and increasing skill, sanguivores may even discern different races based on the unique rhythms of heartbeats.


Physical Prowess: Faster, stronger, and more durable than the average human, sanguivores are adept predators in the supernatural hierarchy. Their physical prowess is a testament to their immortal nature, granting them an edge in combat and survival.

Healing and Regeneration: The swiftness of a sanguivores healing is intricately linked to the severity of their wounds and their recent feeding. Minor injuries vanish almost instantly, especially if the sanguivore is well-fed, while more severe wounds may take hours to days for complete recovery. Aggravated damage, particularly from confrontations with other supernatural entities, might necessitate external healing assistance, a process hindered by the duration since the last feeding.

Optional Abilities
Up to 5 Additional abilities that are only for THIS  subrace that can be selected when applying for your character.


  • Beheading: The only sure way to end vampiric existence.

  • Lunacy: Shadows and isolation take their toll on a Fringe’s mental state, driving them into madness.

  • Light Vulnerability: The Fringe's connection to darkness makes them especially vulnerable to sources of bright light. Exposure to any light source- such as sunlight, magical light spells, or even a flashlight- weakens their powers and renders them disoriented, reducing their ability to tap into their dark arts effectively, leaving them stunned for 1 post round.

  • Fire: Fire damage can affect a sanguivore perhaps beyond the ability to heal/be healed, depending on severity.

  • Hunger: An unfed sanguivore will weaken with each day that passes that they have not fed. If they go beyond the timeline (explained in the “FEEDING” section), they weaken to catatonia and cannot move until fed by another.

  • Iron: Poisonous when applied to the skin or injected, causing a slowly degrading wound or systemic degradation and possible death.

  • Staking: A wooden stake piercing the heart incapacitates a sanguivore until removed, and an incapacitated sanguivore is unfed.

  • Sunlight: The severity of this weakness varies among individuals. Some may only suffer mild discomfort, while others could face severe burns or even disintegration if exposed for too long.

  • The Ancient Ones, as the elders of the race are known, are subject to paranoia and madness with increasing propensity after 2,000 years. 

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