Fellowship 2e - Player Cheat Sheet
The Basics
Roll: 2d6 + Stat
10+: Full success
7-9: Partial success, pay a price
6-: Failure, Overlord makes a move
Hope/Despair: Roll 3d6, keep 2 highest/lowest
Stats
| Stat | Represents | Used For |
|---|---|---|
| Blood | Might, violence, physicality | Overcome, Finish Them (kill) |
| Courage | Bravery, determination, heart | Keep Them Busy, Finish Them (intimidate) |
| Grace | Agility, charm, finesse | Get Away, Talk Sense (trick), Finish Them (outmaneuver) |
| Sense | Awareness, intelligence, cunning | Look Closely, Talk Sense (plan), Finish Them (disable) |
| Wisdom | Experience, empathy, insight | Speak Softly, Talk Sense (appeal), Finish Them (convert) |
Basic Moves
Finish Them
Trigger: Attempt to defeat an enemy you hold Advantage over
Roll: Based on your approach:
- Kill them → +Blood
- Force retreat → +Courage
- Outsmart/terrify → +Grace
- Disable/knockout → +Sense
- Convert them → +Wisdom
10+: You succeed completely
7-9: Deal damage, lose Advantage
6-: Lose Advantage, face retaliation
⚠️ Requires Advantage: Teamwork, surprise, superior position, enemy hesitation
Overcome (Blood)
Trigger: Avoid, redirect, or prevent harm
10+: Stop the threat completely
7-9: Pay a price for success OR create temporary solution
Keep Them Busy (Courage)
Trigger: Distract or buy time
7+: Create Advantage for allies, attention on you
9-: They retaliate when time is up
Get Away (Grace)
Trigger: Get somewhere out of reach/sight
10+: Choose 2, 7-9: Choose 1:
- Get there quickly (avoid harm)
- Get there quietly (no attention)
- Bring someone with you
Look Closely (Sense)
Trigger: Examine situation/location closely
7+: Ask 3 questions, 6-: Ask 1:
- What's going on here?
- What's hidden or suspicious?
- How could _____ hurt/help me?
- What are they doing/will do next?
- What happens if I _____?
9-: Learn one answer "the hard way"
Speak Softly (Wisdom)
Trigger: Quiet chat with someone
Ask 3 questions:
- What can they tell me about _____?
- What were/will they be doing?
- What should I be wary of?
- What do they want? How can we help?
- What would they have us do?
10+: All answers honest
9-: One answer unhelpful
6-: One answer is false
Talk Sense (Grace/Sense/Wisdom)
Trigger: Ask someone for help with conviction
Choose approach:
- Detail plan → +Sense
- Appeal to emotions → +Wisdom
- Impress/trick → +Grace
7+: They do as asked
9-: You owe them a favor
6-: Expensive favor OR they can't/won't help
Bonds System
Creating Bonds
- Forge a Bond: Share meaningful experience, write one sentence
- Maximum: 3 Bonds per person
- Bond Examples: "Saved my life in the goblin caves," "Taught me their people's customs"
Using Bonds
- Work together with Bonds: Roll with Hope (3d6, keep 2 highest)
- Pay prices: Bonded ally can pay price for you instead
- No Bonds: Roll with Despair when working together (3d6, keep 2 lowest)
Breaking Bonds
- Harm ally: Immediately erase one Bond
- Zero Bonds: Can't work together effectively
Damage & Health
Taking Damage
- Choose a stat and mark it damaged
- Damaged stat: Roll with Despair when using it
- All stats damaged + more damage: You're Taken Out
Being Taken Out
- Describe what happens to you
- Can't help for rest of scene
- Can the fellowship save you? How?
Healing
- Fill Your Belly: Use Food between scenes to heal 1 damage
- Share a meal: One person heals +1 extra damage
- Recover: Spend week in safety, heal all damage, reset all Gear
Common Gear Tags
Weapon Tags
- Ammo X: Limited uses, specify when empty
- Melee/Ranged/Thrown: Attack ranges
- Reload: Can refill Ammo during Recover
- Slow: Can't Keep Them Busy or Get Away with this
- Clumsy: -1 to Keep Them Busy and Finish Them
Armor Tags
- Armor X: Absorb X damage before taking stat damage
- Tough: Ignore Slow and Clumsy tags from weapons
Item Tags
- Healing: Use to heal 1 damage
- Food: Can Fill Your Belly with this
- Drunk: Makes you roll with Despair until you Recover
- Use X: Limited uses, gone when empty
Quick Move Guide
Need info? → Look Closely / Speak Softly
Avoid danger? → Overcome (reactive) / Get Away (escape)
Buy time? → Keep Them Busy
Get help? → Talk Sense
End fight? → Finish Them (need Advantage!)
Advancement
Level Up when: Answer 3 End of Session questions
- Did we learn something important about the world?
- Did we overcome a notable enemy or obstacle?
- Did we save a community or place from a dire fate?
Choose from playbook advancement options