Mothership RPG - Flatline, life after the party dies
Mothership RPG - Flatline addresses one of the most common issues in high-lethality games: what to do after a total party kill (TPK)? Rather than ending the story, the module starts exactly where the previous adventure left off, with the characters dead. They wake up in a sterile, white-walled room, where a man in a suit, claiming to be an "angel," informs them they have died and are being judged for their sins. Players must figure out whether they're truly in an afterlife, or whether something more grounded, and potentially more horrific, lies behind their resurrection.
A Cyberghost mechanic and an existential twist
Mothership RPG - Flatline introduces specific rules for playing a "Cyberghost," letting characters who have lost their physical bodies keep interacting with the world in digital or spectral form. The module drops seamlessly into any campaign right after a total party kill: instead of rolling new characters, players continue with their now-deceased ones to uncover the truth behind their corporate-sponsored "afterlife." NPCs with conflicting agendas force players to choose who to trust, in a dense trifold pamphlet designed for low prep and high impact.