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Fellowship (2nd Edition) hero art
Liberi Gothica Games

Fellowship (2nd Edition)

"One of you wants to destroy the world. Everyone else is the fellowship that stops them."

Dice2d6 (Hope/Despair: 3d6, keep 2)
Players3–6
Prep~20 min
Foundry VTTCommunity
Complexity
What is this system

Fellowship is an Apocalypse Engine game in the vein of The Lord of the Rings and JoJo's Bizarre Adventure: Stardust Crusaders. One player is the Overlord, a maniacal being who has become a Threat to the World; everyone else is a fellowship of heroes, each a champion of their own people. Its heart is the bonds between heroes and the fact that every player decides who their people are. The second edition comes from Liberi Gothica Games and credits Vel Mini as author (its 2019 Kickstarter ran under the name Jacob Randolph).

Is it for your table?
Pick it if
  • you want a Lord of the Rings-style quest against a single great villain
  • one player would love to be the villainous Overlord instead of a neutral GM
  • your group likes inventing their own peoples and building bonds between heroes
Skip it if
  • your GM prefers to be a neutral referee rather than the villain
  • you want dungeon crawling for loot with tactical fights
  • your players dislike making up their people's culture and lore on the spot
Setting

The world is built fresh each time: play the Elf and you decide what elves are, what they value and how they relate to everyone else. The Overlord creates a character just like everyone else, commands the forces of evil and pursues a Master Plan — seize a source of power, destroy a community. The game is about the journey, the peoples you meet and saving the day.

What it looks like at the table
The Overlord's General is cornered: the Dwarf and the Orc, who share Bonds, fight side by side — under The Bonds That Bind Us they roll with Hope (3d6, keep the best two). The Orc wants to drive the enemy off: Finish Them with Courage (+1). You roll 2, 5 and 6 — keep 5 and 6, total 12: the General backs off and won't be back anytime soon. But the Overlord makes a Soft Cut: boulders tumble down toward the Elf — "So what do you do?" Overcome with Blood, total 8: a partial success, and the Elf pays the price by taking damage and marking Grace. While a stat is damaged, every roll with it is made in Despair.
Playstyle
Narrative worldbuilding Exploration Fantasy
Key mechanics

An Overlord instead of a GM

The GM is a character too: the Overlord, with their own Principles, Cuts (soft and hard) and a Master Plan that advances while the heroes rest. They're the villain, but they must be a fan of the heroes.

Bonds

A Bond is one sentence about what ties you to someone, never more than three per person. Heroes with Bonds roll with Hope when working together; with none, they roll with Despair. Bonding with an outsider makes them a Companion, and harming an ally erases a Bond with them.

How you win picks the stat

Five stats: Blood, Courage, Grace, Sense, Wisdom. Finish Them needs an advantage, and the stat depends on your aim: kill — Blood, drive off — Courage, outsmart — Grace, knock out — Sense, show them the error of their ways — Wisdom (and Forge a Bond with them).

Damage marks a stat

No hit points: when you take damage you mark a stat, and rolls with it are made in Despair. Take damage with every stat marked and you're Taken Out. At session's end the fellowship answers three questions, and each "yes" buys healing, refreshed gear or a level up.

What people say
No two of any playbook will be even close to similar in the hands of focused and interested players— Bradley Haller, Split/Party
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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