Arkverse Explained

The Arkverse is a sci-fi fantasy TTRPG inspired by the works of William Gibson and others and films such as Ridley Scott's Blade Runner. The game is set in the 23rd Century, when corporations rule the world, the world has fractured and most of the population have been left to fend for themselves on the mean, dirty streets in the shadows of the glittering corporate towers. The philosophy of the game is summed up in 'The Rules' (not the actual rules):
# Style Over Substance
# Be Weird!
# Always take it to the Edge
# Break the Rules. 
Before we get into everything, let me start by saying that obviously, this is not required reading to RP here but it will help significantly. I am doing this for two reasons: 
# For those who are interested in “playing along” and possibly learning more about the so-called universe I’ve created and who may be new to our work here. 
# To set some things straight and make some things official.
== What is this server about? ==
The Ark setting is an alternate reality based on ours. The same laws and regulations exist here, people still live in cities. Familiar music plays in clubs and bars, politicians play their games by the same rules, the culture develops in the same way. However, all of these are expressed differently, because nights in this world are darker, the crime and cruelty have no borders, vices are stronger and the decadence of society clearly presses on all of its inhabitants. There is horror behind each corner — inhabitants of night, the invisible predators and true governors of this world hiding from the eyes of people.
'The Edge' is where the characters are meant to exist and operate, and player characters are usually called 'Street Ronin'. Scenarios usually involve the characters getting mixed up in some business which is either legal but deeply unethical, not strictly legal, or downright illegal. Ask no questions and you'll be told no lies. Violence and mortal danger are central elements to Ark adventures. Being a cyberpunk game, there are lots of disturbing concepts thrown into the mix, such as artificial intelligences, digital copies of people's personalities (trapped on corporate mainframes or loose in the internet), genetically engineered bio-weapons, human cloning, body-snatching and organ-harvesting, and individuals willingly replacing healthy body parts with cybernetic equivalents just to make themselves better computer hackers or killers. In fact, it is plainly assumed that characters will have cybernetic 'enhancements', magick or supernatural abilities, since the rules for them are dealt with under character creation.
The paranormal side of the world is carefully hiding from prying eyes and the few that know about its existence are content only with superficial data. Supernatural societies appear to outsiders as a poorly developed set of social structures. These societies have existed throughout the centuries, but the more modern groups were formed after the European inquisitions of the 1600s.
Covens are a small association of immortals, urged to serve certain purposes, this is usually the general rule for all members and are considered to be an inseparable part of the community. Such Covens can be part of large Sabbaths, the name for organisations composed of supernatural beings, obeying their orders as part of a secret society. However, many wealthy and ancient beings often resort to buying coven's services or even create them independently for their own plans. The supernatural has an essential impact on mortal society; however they remain dependent on its cultural influence.
The Corporations control the mundane world from their skyscraper fortresses, enforcing their rule with armies of cyborg assassins.
On the Street, gangs roam a shattered urban wilderness, killing and looting. The rest of the world is a perpetual party, as fashion model techies rub bio-sculpt jobs with battle-armoured road warriors In the hottest clubs, sleaziest bars and meanest streets this side of the Post-holocaust.