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Fellowship is a Powered by the Apocalypse Tabletop RPG by Vel Mini, published by Liberi Gothica Games.

The players take on the roles of members of a Fellowship, a band of adventurers with each member choosing a different playbook based on a fantasy race (the Dwarf, the Elf, the Halfling, or the Orc) or character archetype (the Harbinger, the Heir, or the Squire). The game master role is taken by the Overlord, an antagonistic character whose schemes threaten the world, and whose forces the Fellowship must fight at every opportunity.

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Not to be confused with the Chrono Cross fan fiction Fellowship.


The game contains examples of the following tropes:

  • Big Creepy-Crawlies: Giant spiders have a mechanic to represent how creepy they are. This does not prevent the Halflings from domesticating them as riding beasts.
  • The Chosen One: The name of a Destiny for a character everyone at the table agrees is vital to the plot. May decide to Screw Destiny or that You Can't Fight Fate depending on which abilities they take.
  • Cyborg: The name of a Destiny for a character who's been advancing technology, and has decided to advance themselves with it.
  • Famed In-Story: The Legend Destiny is famous enough that their autographs make for valuable bargaining chips.
  • GMPC: The Overlord, a character controlled by one of the players who serves as the story's antagonist.
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  • Hobbits: The Halflings are small, but brave and cunning tricksters who can act stealthily and are good at distracting enemies. Their variants include Clever Storytellers who can glean information from others more easily, Determined Survivors with a knack for overcoming adversity (by treating a failed Get Away roll as a mildly successful Keep Them Busy roll, and vice versa), Mischievous Tricksters who are especially skilled at distracting enemies, or Traveling Nomads who are prepared for anything and always come with extra gear.
  • Hypercompetent Sidekick: The Squire is basically a "sidekick" to one of the other heroes, but in the right circumstances can be just as heroic as any other character. Rather than a racial variant, they have a Purpose towards one or more other heroes, whether to Keep Them Safe (by Taking the Bullet for people they care about), to fight For Your People (which means they share some of the abilities of the other Dwarf or Halfling or whatever), to See the World (and have a fun adventure where they pick up a lot of information), or be Remembered by History (by tagging along with the other heroes even when that shouldn't be possible.
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  • The Leader: The name of a Destiny for a character who's close to their NPC followers. They're firmly the "charismatic" form of the trope, being focused on giving pep talks and convincing people to follow them into hell.
  • My Species Doth Protest Too Much: The Destiny playbooks include options that are simply the exemplars of the seven basic playbooks: The Ur-Dwarf, the Elven Elite, the Halfling Sheriff, the Orc-Boss, the End of Days, the Warlord, and the Knight. The RPG specifically notes that there's nothing stopping, say, the Halfing becoming the Elven Elite or the Dwarf becoming the Orc-Boss.
  • Nature Hero: The Lord of Beasts Destiny, who commands respect from all wild creatures.
  • Our Dwarves Are All the Same: All Dwarves have one thing in common, and that's their toughness, represented by an extra stat called Iron. The customization options include variants on the standard dwarf, such as Deepdelve (keepers of subterranean secrets), Firebeard (Proud Warrior Race Guy types), Ironblast (inventors specializing in explosions), and Stoneborn (as much earth as flesh).
  • Our Elves Are Different: The Elves are known for their grace, and for standing out in a crowd. They have innate magic powers called Elder Arts, and variants include tiny flying Faeries, amphibious Merfolk, extraterrestrial Star Elves, and stealthy Wood Elves.
  • Our Mages Are Different: Harbingers are users of powerful but dangerous magic, and prophets of the end of days. Variants include Angelic Remnants with what's left of the divine creator's power, Blind Prophets with powers of sight beyond the other races, Principled Academics with a tome full of magic rituals, and Servants of the Dark who aid the Overlord (with the PC being a rebel against their own kind).
  • Our Orcs Are Different: Orcs are ferocious fighters who can craft weapons from almost anything. Variants include Children of Fire with fireproof flesh and a burning touch, Daughters of Chaos who cannot be coerced or commanded, Spawn of Darkness who are more fungus than animal, or Sons of War who take the base orc's warlike nature and skill at improvising weapons Up to Eleven.
  • Planet of Hats: Each player fleshes out the race or nation represented by their playbook, choosing from a list of "What is a _____?" options to customize their character.
  • Plot Coupon: "Sources of Power" are powerful artifacts that often serve as the focus of a quest, with either the Fellowship trying to get their hands on it or keep it out of the hands of the Overlord's forces.
  • Prestige Class: Player characters who are level five or higher can take a Destiny, a playbook that gives them powerful additional abilities, if they meet the requirements.
  • Quirky Miniboss Squad: One of the options for the Overlord's forces is the Organization, a small but powerful group of villains with unique abilities and personalities.
  • Royals Who Actually Do Something: The Heir is the ruler of a kingdom who has joined (or organized) the Fellowship and serves as its leader. Variants for their nations include Great Builders famed for their technology and engineering, Lost Line of Kings from a fallen nation, Stalwart Defenders with a long tradition of holding the Overlord at bay, and Forgotten Lands, a near-mythical people with a strange feature like wings or regeneration.
  • Science Fantasy: A number of options add sci-fi technology to an otherwise fantasy game, such as the Ironblast Dwarves and Star Elves, the Cyborg Destiny, or the Powersuit gear.
  • When All You Have is a Hammer…: Characters qualify for the Witch and the Firebrand Destinies by having this attitude towards magic and fire respectively.

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