Fellowship is a Powered by the Apocalypse Tabletop RPG by Jacob Randolph, 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.
The game contains examples of the following tropes:
- GMPC: The Overlord, a character controlled by one of the players who serves as the story's antagonist.
- 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, Determined Survivors, Mischievous Tricksters , or Travelling Nomads.
- 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, to fight For Your People, to See the World, or be Remembered by History.
- Our Dwarves Are All the Same: All Dwarves have one thing in common, and that's their toughness, represented by an extra stat caled Iron. The customization options include variants on the standard dwarf, such as Deepdelve, Firebeard, Ironblast, and Stoneborn.
- 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 Faeries, Merfolk, Star Elves, and 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, Blind Prophets, Principled Academics, and Servants of the Dark.
- Our Orcs Are Different: Orcs are ferocious fighters who can craft weapons from almost anything. Variants include Children of Fire, Daughters of Chaos, Spawn of Darkness, or Sons of War.
- 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, Lost Line of Kings, Stalwart Defenders, and Forgotten Lands.
- Science Fantasy: A number of options add sci-fi technology to an otherwise fantasy game, such as the Ironblast Dwarves and Star Elves, or the Powersuit gear.