Ticket To The Afterlife | A Deep-Immersion, High-RP Experience
Night City whispers of the Afterlife’s return. With coin in hand, you stand at the edge of legend - ready to make it yours?
$30.00
/ Session
Details
Weekly / Monday - 11:00 PM UTC
Dec 15 / Session 11
Session Duration / 3.5–4.5 hours
Campaign Length / 15+ Sessions
5 / 6 Seats Filled
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Schedule
About the adventure
Night City - a city of ghosts. Legends rise, burn bright, and vanish without a trace. None loomed larger than the Afterlife - in the 2020s, it was the beating heart of the edgerunning world. When its doors shut, so did an era of legends. Now, in 2045, the name stirs again. A coin in your hand, a card with an address, and a promise: serve, and be of service. This campaign places you and your crew at the center of a new age of legends within Night City, as you dive into a stylish story of intrigue and grandeur inspired by the underworld of John Wick and the ensemble cast of high-concept characters from Mass Effect 2. Every mission brings a new ally, every ally brings new power to the table, and every story pushes you closer to becoming the first in a new generation of Night City legends. Ticket To The Afterlife is more than a campaign - it's one of the most polished and widely-respected modules in the Foundry RED community, written and developed by yours truly. I'll be pairing it with the homebrew and mooks found in the Night City Gang & Corp Mook Pack to produce a heavily-tested, well-curated and fully rebalanced experience unlike anything else. Players can expect professional, high-quality sessions, well-prepared missions and maps, carefully-curated NPCs and a considerably expanded suite of gear and character creation options, backed by years of writing, development and playtesting. If you're looking for a campaign where the intrigue is sharp, the legends are real, and every session feels like stepping into a cyberpunk thriller, then Ticket To The Afterlife is your ticket in. Note: This is an 18+ game; while specific triggers will be discussed in detail during session 0, in general expect R-rated violence, swearing, substance use, and occasional derangement.
Game style
Combat Heavy
Roleplay Heavy
Tactical / Crunchy
Meet the Game Master
3 years on StartPlaying
9 games hosted
Highly rated for: Storytelling, Creativity, Sets the Mood
Average response time: 10 hours
Response rate: 100%
About me
I started my GMing journey about 10 years ago, running Edge Of The Empire (a Star Wars TTRPG) at my friends' behest, and quickly grew in experience from there. Since then I've both run and participated in a wide variety of systems, but with a particular emphasis on D&D 5e and, lately, Cyberpunk RED. I've published two well-known Cyberpunk RED modules for Foundry (Ticket To The Afterlife and the Night City Gang & Corp Mook Pack), with a third well on the way; it's those experiences that I'm hoping to bring to life here, through Startplaying.
View Profile →Character creation
Creating your character
In addition to setting table norms and expectations for the campaign, each player will sit for a Session 0 which will walk through the FoundryVTT interface, the wider array of potentially-useful gear, before providing time for players to create their characters using the Complete Package ruleset found within the Cyberpunk RED Core Rulebook. With the exception of weapon silencers, all official DLC will be supported upon request. Players will always begin the campaign using this creation method, regardless of the campaign's current place. New RED characters are already quite competent, so start from the bottom, and work your way up!
We are now at 4/6 players. The party is comprised of a nomad mastermind/coordinator, a nomad driver, a slicer tech, and a brawler solo. The party's hurting for soft skills! The charisma of a rockerboy, contacts of a fixer, connections of a media or delicate touch of a medtech. If that sounds like you, sign up! Ask about my streamlined netrunning rules!
What to expect
Preparing for the session
Start by signing up for the game here; once you have, we can connect on Discord to introduce ourselves and perform a mic check. There, I'll provide you further details about the game, including a URL to the always-online server where we'll be playing, and access to the Discord server where the game sessions will be organized and run. Prior to session 0, a new player should familiarize themselves with the core rulebook if they haven't already, and optionally, look over the wide array of available DLC. Most of it is freely available through the publisher website; that which isn't, I own and will provide access to as asked.
What Prometheus (Zim) brings to the table
I utilize a tightly-modified, highly automated Foundry environment for my games, alongside the Night City Gang & Corp Mook Pack, a RED-specific enemy and homebrew compendium of my own creation. My Foundry environment is lightly scripted as is typical within the system, allowing quick access to armor ablation, ammunition tracking, weapon damage applications, IP and cash expenditures, and more. I have a private selection of both ambient and combat music to help bring scenes to life, and every encounter in the campaign has a unique, custom map designed especially for it. This is in addition to visual and sound effects for most weapons, adding further immersion to the experience. Expect intense, lethal combat, a wide array of interesting and varied characters and voices, and a general malleability towards player action, all wrapped in the themes of scarcity, power, and individualism that Cyberpunk has always been known for. I do whatever I can to help players achieve the experiences they set out to try for - or die trying.
Homebrew rules
My RED tables allow for a considerable selection of well-curated custom gear, as well as a wide array of buffs to existing weapons and mechanics designed to facilitate a wider array of much more lethal and faster-paced play styles. This includes new martial arts, improvements to many sub-standard weapons and armor types, a fashion system overhaul, a simplified and streamlined net running system, and much, much more.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Prometheus (Zim) creates a safe table
Over the years I've tested many safety systems, but have always stuck to two core pillars which have lasted me through to this day. They are: * Lines and Veils: Perhaps the most popular tabletop safety tool that exists today, part of session 0 will be spent covering the lines and veils that I anticipate encountering (or not), while also providing you the opportunity to share any that aren't covered, either in the group setting or privately. This documentation will also cover policies towards things like in-game romance between characters, and inter-party conflicts. * Call A Pause, Call A Skip: No context is needed, no follow-up required - at any time a player may request a pause or a skip in the content, whether they're uncomfortable, tired, or just need to take a break to stretch. I will also call at least one pause every session, usually around 10-15 minutes, typically around the halfway point. I also offer occasional debriefs and check-ins throughout a campaign, as needed. And of course, players can reach out to me at any time, safe in the knowledge that any issues or feedback will be kept safe, anonymous, and immediately addressed to the best of my ability as a veteran GM. I've pretty much seen it all and dealt with more at this point, so you can rest assured that I'll handle any issues calmly, maturely, and quickly.
Content warnings
Safety tools used



