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The Far Roofs TTRPG Kickstarter Limited Edtion Hardcover by Jenna Moran

The Far Roofs TTRPG Kickstarter Limited Edtion Hardcover by Jenna Moran

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The Far Roofs

a game of talking rats, god-monsters ... and you.

In the Far Roofs, heroic talking rats and monster-god "Mysteries" have taken up residence on your city's roofs ... and on moody fantasy roofscapes extending beyond them.

You'll play as humans who get swept up in the rats' adventures, confronting wonder—and horror—in this magical, secret world above.

(shadows of a woman and two rats, followed by the shadow of a huge rat-like monster)

Illustration by Melissa Spandri

It all starts with the Fortitude rats.

You might have heard of them. Seen them on the news, maybe, or met one, or read about them in my other games. But if you haven't, if you haven't heard of them ... 

They're the ones who woke up from the sleep of rats. Who found consciousness and speech. Who became not just rats but people. 

Became heroes.

They are something amazing. Knowing them, is amazing. They don’t exactly have strength to throw around, but they have tenacity and they have grace and hearts overflowing with valor; so much valor you can’t take five minutes in their company without becoming a little braver, yourself. 

They're alive ... with so much energy and vim it'll rub off on you too.

And if you meet them, you’ll love them—I hope; but I also hope it ends there. I can't possibly wish you'd get involved with their stories, go up onto their roofs, become a part of their lives. They are facing such ... terrible ... things.

(a rat, falling)


Illustration by Jenn Manley Lee

There is another world, you see. Right next door to our own.

If you go up ...

If you go up, and you run the roofs like the rats do, you'll find the roofs getting closer and closer until eventually they merge; until you can’t see the houses any longer beneath them. If you keep going from there, you’ll discover whole landscapes that have been hiding above us: strange fairylands, magic gardens, inexplicable towers; all manner of wonders. 

There’s this whole world of magic, and to get there, you just go up, over, and on for a bit. 

... regrettably it is the demesne of the Mysteries.

(rats traverse an expressionist roofscape)

 

Illustration by Jenn Manley Lee

On the RPG Itself

The Far Roofs is an original roleplaying system and bundled campaign using pens or pencils, paper, six-sided dice, ten-sided dice, playing cards, and a bag of letter tiles. It's complete in one volume: with this one book and the equipment above, you'll have everything you need to play.

Here's how it works!

To resolve day-to-day actions, players will roll five six-sided dice ("5d6") and look for matches:

  • Pairs up to the Trait they're rolling represent "success"—for instance, a Trait of 2 succeeds with a pair of 1s or a pair of 2s. 
  • Rolls with no matches at all are "critical failures." 
  • Rolls with 3+ matching dice give "critical success." 

To address bigger-picture dilemmas, players draw letter tiles and cards over the course of the game.

They'll build words out of those tiles to represent and summarize new understandings, or, to shape ambiguous and flexible outcomes.

They'll assemble poker hands out of those cards to represent long-term efforts or gambles; the quality of the hand determines how well such things go. 

The included multi-year campaign takes the characters from their first tentative steps on the roofs, through confrontations with moon-stealing monsters, world-shaping machinery, and dead gods, to a final grand encounter with the numinous beyond.

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