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PECULIARS & DOGMAS

Classification: Post-Storm Mutagenic Species

Origin

Peculiars are the direct consequence of a mysterious energy surge in 2010 that swept across the globe, altering the DNA of roughly 5% of humanity thirty years before the story's present, 2040. It's one of two outcomes of a violent, involuntary genetic rewrite the Storm triggered in certain individuals. This rapid mutagenesis reassembled the affected humans' essence into the first of a new species known to mankind. The same storm produced a second, darker outcome: Dogmas, nightmarish creatures widely believed (though not confirmed by the state) to be "failed" mutations cursed to monstrosity as the price of Peculiar transfection.

The genetic nature of Peculiar abilities, confirmed through the Cura's Mental, Physical, and Arcane Tests (MAP Test), indicates that the alterations are permanent and heritable, raising questions about future generations. Peculiar traits can be passed to offspring, though abilities may differ in an evolving population that could reshape society over time.

Peculiars are distinguished by their diverse, supernatural abilities, known as Peculiarities. These abilities are widely varied, such as elemental manipulation (Timoth's sand/earth control), animalistic physical traits (wings, scales, bark-like skin, bovine features, chitinous wings, extra eyes), shapeshifting (Saedi), telekinesis, size/durability enhancements, and more esoteric or unsettling variants (Mhode's mouth-in-palm ability). Using threat level classifications, a peculiar's power intensity and danger level are formally assessed and categorized by the Cura. Peculiar magic operates at Tier Two of the four-tier system: personal mana reserves, deployed through incantation and gesture, subject to fatigue and depletion, replenished through rituals.

The diversity of abilities creates a rich cast of Peculiar identities. Some abilities manifest as physical traits, while others are activated powers requiring conscious control. The abilities typically manifest at birth, puberty (ages 12-16), or later as a developmental trigger tied to hormonal or genetic changes. This variability adds unpredictability to Peculiar experiences, as some may discover their powers unexpectedly. While Peculiars are widely known for having supernatural abilities, not all Peculiars are supernaturally gifted. Some just have mutated bodies without abilities connected to them.

Training is required to control abilities, as untrained powers are unstable or dangerous without discipline, which leads to the Praesidium, a segregated academy for registered Peculiars.

Peculiars are often identifiable by visible physical changes, such as glowing eyes or altered skin, which mark them as different from Non-Peculiars (Normies). These markers vary: Individuals like Ratelsi, with massive wings, cannot easily conceal their differences, while some Peculiars have no outward markers, allowing them to pass as Normies, save for the Arcane Eye on their skin. The Cura's branding process exacerbates this marking. All Peculiars must register at age 16 (or upon ability manifestation) and receive a permanent brand: The Arcane Eye. Branding is applied via a painful laser as a physical and symbolic mark. Its placement (wrist, neck or Peculiar's choice) and microchip technology that monitors Venerite exposure enable constant tracking, linking to a database with the Peculiar's details. It glows faintly blue under UV light. The MAP Test is conducted every three months to ensure ongoing surveillance. The evaluations include power demonstrations, health checks, and psychological profiling to detect dissent or instability. Some anti-cura factions call it "The Cura's Leash".

The Cura's regulation of Peculiars is designed to monitor, suppress, and exploit their abilities while maintaining public safety as a facade. The registration and branding process, conducted at Supernorum Headquarters, is a necessary ritual. Blood samples confirm DNA changes, and abilities are tested in a controlled environment to assess type (physical, elemental, mental, etc) and threat level. Low-threat individuals face fewer restrictions, while Moderate- or High-threat Peculiars, like Ratelsi, are closely monitored or recruited.

Peculiars who fail the MAP evaluation, or who — like Ratelsi — refuse to submit to it at all, are termed unregistered or "Recusants." This status closes off almost all avenues of legitimate employment (nearly every legal job in Argona requires proof of passing certification) and restricts access to better housing, effectively forcing unregistered Peculiars into underground economies: delivery running, black-market trade, Merc work. Failure additionally carries the risk of confinement to Turris, the Cura's rehabilitation facility, from which return to society is statistically rare.

Peculiars occupy a marginalized position in Argona's society, defined by a strained relationship with Normies, who constitute 95% of the population and lack supernatural abilities. The Storm created a deep divide, marked by fear, religious fascination, envy, and misunderstanding. Normies mostly view Peculiars as threats or anomalies, often using derogatory terms like "freaks" or "mutants". This fear stems from Peculiars' abilities, which disrupt the status quo, and Dogma attacks, which Normies associate with the Storm.

Peculiars resent Normies' hostility and privilege, using "Normies" as a colloquial term that can be neutral or derisive. Their relegation to low-wage jobs, becoming Mercs, attending segregated schools, and general life in Altown fosters a sense of solidarity but also bitterness.

Still, Peculiar society is not monolithic even among the unregistered or recusants — Mercs (freelance operatives taking high-risk gigs) sit near the bottom of the Basin's informal social ladder despite being valued specifically because of their Peculiar status, exploited by Mongers and distrusted by clients in equal measure. Wealthy or well-connected Peculiars occupy an entirely different stratum, able to access legitimacy, protection, and resources unavailable to street-level Peculiars regardless of shared biological classification. Peculiar status alone does not determine social standing in Argona; it is filtered entirely through wealth, registration status, and institutional connection.

The Cura enforces the Codex Argonis, which codifies Peculiars' second-class status: Mandatory registrations and branding, curfews, power restrictions, ability suppressants, employment and housing discrimination. Peculiars deemed Moderate or High threat level are scouted as Mercs: security, bodyguards, or police/military operatives, as with PART. This opportunity, while prestigious, comes with strings: loyalty to the Cura and capitalization of their abilities. 

DOGMAS

Classification: Post-Storm Mutagenic Species

Origin

Dogmas are monstrous creatures that emerged in the aftermath of Neo Opus, believed by the public to be byproducts of the event. They're humanoid in shape but grotesquely altered, ranging from 7 to 15 feet tall, with larger specimens rarer but more dangerous. Their weakest point is a ball of glowing blue core in their body, which can be anywhere, like the chest, head, back, etc. Dogmas have leathery skin, jagged claws, and razor-sharp teeth; their humanoid forms are distorted by bony protrusions, elongated limbs, or spiked tails.

Their chilling wail disrupts mental focus, causing disorientation or panic, with Peculiars possessing mental abilities being particularly vulnerable. Dogmas are unnaturally strong and fast, capable of leaping large distances, tearing through barriers, or slicing steel with their claws. Their rapid healing from non-lethal wounds and resistance to standard firearms make them formidable.

Dogmas are aggressive, territorial, and drawn to Venerite energy, targeting Argona's force field dome, power grids, buildings and weapons powered by the mineral. They operate alone or in packs, with packs being more dangerous due to coordinated attacks. They nest in abandoned areas, creating hotspot zones in Zone X for PART missions.

Dogmas' attraction to the force field dome's Venerite energy causes Breaches, where they breach the city's defences, threatening the infrastructure and civilians. These are the most common missions for PART.

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