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Seitenabrufe

157591186 Seitenabrufe seit dem 30.06.2003


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HauptseiteKartenspieleFirmen (Kartenspiele)White Wolf


White Wolf

White Wolf
(auf das Logo klicken, um zur Firmen-Website zu gelangen)

What is White Wolf?

White Wolf Publishing is a company dedicated to redefining the art of storytelling. Since its birth in 1991, White Wolf has consistently stretched the boundaries of familiar modes of artistic entertainment, introducing new realms to the horror, science fiction and fantasy genres. We began our journey with our now highly popular roleplaying lines, and then ventured into the realm of mass-market fiction publishing. Now, we are involved in the electronic entertainment and television industries. We are a mainstay on the Internet and plan to expand even further... wherever our imaginations take us.

White Wolf is a growing company that supports a community of individuals dedicated to promoting understanding, creativity and integrity by creating entertaining, innovative art and distributing it profitably in the global marketplace.

What is White Wolf Game Studio?

White Wolf Game Studio is dedicated redefining the art of roleplaying. White Wolf has tested the boundaries of gaming, seeking to do what no one else has done or dares to do.

Award-winning games like Vampire: The Masquerade, Werewolf: The Apocalypse and Mage: The Ascension have revolutionized roleplaying. They don't simply help you create adventures--they help you tell modern stories of tragedy and personal horror. Today, the story is what is important, and games devoted to storytelling are essential. White Wolf seeks to fill that need with our highly acclaimed Storyteller and Mind's Eye Theatre game systems. With them, we strive to rekindle the embers of long-forgotten traditions. We seek to revitalize storytelling, once performed around the campfire and in the medieval court, but since usurped by impersonal print and film.

We seek to help you make your tales of adventure and romance into more than mere roleplaying events, allowing them to become the epics they would have been centuries ago. Revolutionary games like Exalted and Hunter: The Reckoning seek to broaden the horizons of storytelling in a modern age.

Telling a Story

What are the weaknesses of roleplaying? What diminishes your character and breaks down your adventure? You invest a lot of time and creativity into your characters and adventures. Isn't it disappointing that your efforts are rewarded with token treasure and paltry experience points? In traditional roleplaying, your character gets better with a sword or gun, but he doesn't grow as an individual.

Somewhere along the line, roleplaying has lost sight of the story. Read any story. Its characters change and grow, becoming self-aware and vibrant. They don't just get better with their weapons. It's the story that enables character development. It's the story that needs to be reintroduced to roleplaying.

That's what White Wolf seeks to do. We strive to capture the drama, tragedy, pathos, humor and horror that make a great story. With our Storyteller and Mind's Eye Theatre game systems, we try to help you create and tell compelling stories. With our games, we concentrate on the story itself, as a medium for theme and mood, in which characters realize who they are, not what they can do.

With the Storyteller and Mind's Eye Theatre systems, you can aspire to any narrative achievement, but not on paper or around a campfire. You reach your achievements as a group, Storyteller and players contributing to the development of a tale, a story of pain, anguish and revelation.

Thanks for listening to our story . . .

Hauptproduktlinien

   

Arcana Evolved ( D20 )

       

The 3rd Edition of the worlds most popular roleplaying game has thrilled hundreds of thousands. But maybe youre starting to find the traditional elves, dwarves, fighters, and wizards a bit stale. What if there were a whole new players handbook, presented just like the original but with different races, classes, skills, feats, and spells?

   

Demon: The Fallen

       

Ein Sturm tobt durch die Geisterwelt und die Pforten der Hölle sind weit geöffnet. Die dunklen Engel der Tiefe sind ein weiteres Mal auf die Welt losgelassen, und das Schicksal der Menschheit steht am Scheideweg.

   

Eve: The Second Genesis TCG

       

EVE: The Second Genesis is a new collectible card game created by the developers of the award winning MMOG EVE Online.

In the late 24th century AD, the fate of humanity was decided with the unprecedented discovery of a natural wormhole: A celestial portal traversing immense swaths of time and space, leading to a pristine but unknown region of the universe. Our ancestors named this portal “EVE”, and the solar system on its far side was christened “New Eden”. Lured by its stunning beauty and vast resources, settlers ventured to this paradise by the millions. These were times of great hope and promise, and the presumed start of an era defined by peace and prosperity. But in a cruel twist of fate, the wormhole leading to New Eden suddenly collapsed, severing the colonists from their home worlds. As knowledge of the technologies that had sustained them slowly eroded, the settlers descended into a dark age that would last for thousands of years. In time, with the memory of Earth lost forever, the sciences that enabled interstellar travel were gradually rediscovered. Civilization reemerged as four dominant nation-states, each comprised of its own distinct bloodlines: The Amarr Empire, the Minmatar Republic , the Gallente Federation, and the Caldari State . Today, advanced technology has given rise to an elite caste of society known as the “capsuleers”: Highly trained, physically modified human beings capable of piloting starships by using only the power of their minds. Cognizant of the capsuleer’s growing influence, the governments of the nation-states are enlisting their ranks to push their secret agendas forward, edging the worlds of EVE closer and closer to the brink of war.

       

Nebenproduktlinie

           
   

Everquest RPG (D20)

       

   

Gamma World ( D20 Modern )

       

The Final Wars destroyed civilization, and the world became the domain of savages and monsters. Competing forces battle for control of the shattered remains, using everything from strong fists and cold steel to the most advanced science of the old world and mysterious new powers of the mind. Discover a New World Welcome to a new edition of the classic sci-fi adventure game, energized for the 21st century! Gamma World Player’s Handbook pays homage to the classic editions of years past, while incorporating entirely new concepts certain to appeal to fans new and old. Play humans, mutants and new races created in the chaos of the Final Wars, out not just to survive but to thrive in the midst of danger and mystery.

   

Hôl - Human Occupied Landfill

       

   

Hunter: The Reckoning

       

Hunter: The Reckoning is a role-playing game based in White Wolf Game Studio's World of Darkness. Compared to the other game in the franchise, Hunter does not explore the secret society of supernatural creatures founded over centuries, preferring to throw the player in a world of danger and mysteries. Players take on the roles of hunters (or Imbued)—humans who are given powers by unknown entities to fight the supernatural. Those people will normally proceed to hunt down and take care of monsters, be it by killing them, cutting deals or leading them toward redemption. The Messengers will stay in the background and let their Imbued figure out what to do with their newly acquired powers.[1]

   

Hunter: The Reckoning Romane

       

Die Zeit der Abrechnung ist gekommen! Nun erobern die Sterblichen die Nacht zurück und schicken die Kreaturen der Finsternis zurück in die Abgründe, aus denen sie hervorgekrochen kamen!

   

Hunter: The Vigil

       

A Candle in the Darkness

The scales have fallen from your eyes. A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You’ve set forth on a damning path. Carry the Vigil. Fight back the shadows.

   

Mage: The Awakening

       

The Power to Remake the World

In an age long gone, mortals dethroned the gods and seized the heavens for their own. And for it, they were flung down into the world of clay, their minds clouded by ignorance. Only a bare few remember their birthright - the power of magic. If they cannot claim the heavens, they will make their own kingdoms on Earth.

A Storytelling Game of Modern Sorcery

   

Mind's Eye Theatre ( New )

       

A World of Darkness

It’s never far away. You glimpse it shift in the shadows, hear it whisper on the breeze, feel its presence in every nightmare. A world so very like our own, but where sinister societies and ancient horrors cloak themselves in modern guises, and every truth uncovered only reveals a deeper mystery beneath. The shadows call. Will you answer?

How Deep Do the Shadows Reach?

Mind’s Eye Theatre gives you everything players and Storytellers need to play a live-action game set in the World of Darkness®.

   

Mummy: The Resurrection

       

   

Orpheus

       

'This is Radio Free Death
the Voice of the Afterlife. Science thinks its shattered the barrier between life and death, but its only opened the floodgates. Stop meddling with the affairs of ghosts and close the doors before something follows you back through. You should have left some secrets buried, because now they wont go back to sleep without a fight.'


I See Dead People
Its called projecting, the ability to separate the soul from the body and interact with ghosts. Its a multi-billion dollar enterprise for companies like Orpheus Group, which offers its services to public and private interests. Its also a portent of dark things to come. Orpheus is a new type of game, a ghost story for ghosts told in a six-book limited series. Hardcover. Core Book.

   

Promethean - The Created

       

A Storytelling Game of Stolen Lives

Prometheans are soulless corpses animated by a mysterious, alchemical force — the Divine Fire stolen from the gods. Their hideousness forces humans, animals, and even nature itself to reject them on an instinctual level. They wander the dark places of the world, seeking what their creators denied them: humanity.

   

Racer Knights of Falconus CMG

       

Enter the arena to race for glory! Choose your Racer Knight from the five species attending Falconus Academy—choose an elegant alfar, a mad gremlin, a brutish ogre, a human wizard, or a cunning serpid. Build your racer from a wide variety of engines, weapons, and more. Seize the win by completing the race first, or pummel your competitors so you’re the last Racer Knight on the track. And the crowd goes wild!

   

Ravenloft ( D20 )

       

Within the darkness, terror reigns. Vampires rule the night. Shapeshifters howl beneath the gibbous moon. Ancient evil and new-made ghosts and ghouls prey upon a populace ruled by fear. Yet within the darkness glows a light - a few brave souls who stand against the evil. Have you the courage to join their struggle?


Gothic Adventure in the Domain of Dread

   

Scarred Lands ( D20 )

       

The Scarred Lands were not always so. Less than two centuries ago, the world of Scarn was healthy - its forests were green, its seas pure, and its very heart pulsed with magic. The mortal races toiled the land and hunted the beasts, building entire civilizations, stone by stone. It was no paradise, but it was a prosperous world.

Of all Scarn's beings, both magical and mundane, the most awesome were the titans. The titans were entities of monstrous power, and their strength was derived from Scarn itself. The elements of the world and the skies above nourished them, granting them near-limitless abilities. Given sufficient time and patience, a titan could sculpt islands and mountain ranges, cut rivers, and breathe life into entirely new species of creatures. If they combined their powers, they could create entire continents. Even so, they were entities of raw fury, forces of nature that lacked the vital spark that would make them into something more.

Mighty though the titans were, they were not yet gods. But their children.

Although philosophers have difficulty explaining just why and how it could have happened, the children of the titans were not truly titans themselves. Like their progenitors, they drew some power from the world of Scarn, but the remainder of their potency derived from another source. They drew the greatest portion of their strength from the world's mortal races, feeding on the intensity of belief and on the vibrant mortal condition. The power these children called from the mortal races made them something new, something better. It made them gods.

The gods' enviable connection to the mortals of Scarn was destined to set them against their parents. For although the titans were at one with the essential elements of heaven and earth, they cared little for the world in their charge. If a titan was disappointed with how a coastline developed, he thought nothing of reducing it to sand with a series of tidal waves, cleaning the slate. If a titan grew bored with the thriving mortal races in her domain, she might give birth to horrific monsters to make things more "interesting."

The gods, who felt the suffering of the mortal races to their very souls, decided that the titans' reign had to end. Even the cruelest of the gods realized that if the titans were to cleanse the world of mortals on a whim - a very real possibility - loss of the mortals' faith and vitality would cripple the gods. So these celestial lords met in secret and plotted rebellion. When Denev, the titan of the earth itself, spoke out against her brethren, the gods took it as a sign - and the Titanswar erupted.

Eight gods and one titan went to war against a dozen other titans. The revolution shook the heavens' pillars, shattered the blazing iron streets of hell, and raged across the face of the world. Under the force of combatants' blows, mountains split into rubble-strewn plains. Islands sank as warriors used them as stepping stones. Gods and titans alike spawned races of monsters and humanoids as foot soldiers in their feud. And divine blood spilled across Scarn, warping the very land.

Terrible though the war was, it finally came to an end. With the help of Denev, the gods were victorious. They could not kill the titans, once and for all, however - not even they possessed such power. Each titan had to be restrained or imprisoned, prevented from regaining his strength and seeking revenge. The gods pulled the teeth from Gaurak the Glutton before burying the Ravenous One beneath the earth, ensuring that he could not chew his way out. They cut Mormo the Serpent Mother into pieces, scattering the parts far and wide so the Queen of Witches could not reform. And so the gods dealt with each titan in turn, stripping them of their power and sealing them away.

Now, Scarn is no longer the world it once was. The land bears horrible scars where gods felled titans. The Kelder Mountains are split with chasms left by a heavenly axe. The Hornsaw Forest has grown gnarled and twisted after feeding on the spilled blood of Mormo. Great deserts and badlands linger where verdant fields once lay. An entire sea runs red with the blood of a titan who lies chained at its depths. The world has twisted and changed wherever the titans or their dismembered remains lie. Many of the monstrous races created by the titans and gods during the war still survive in the gouged reaches of the land. Those races favored by the gods prosper. The titans' chosen are less fortunate, watching and waiting from their wilderness exile, plotting to restore their fallen patrons.

Scarn is no longer. To many of its inhabitants, it is now simply the Scarred Lands - a wounded world that has yet to heal.

But there is hope. Cities begin to prosper once again under the watchful eye of their patron deities. Mortals sharpen their skills of war and magic, the better to hunt the monstrous beasts that prey upon the weak and injured. The followers of the gods are ever vigilant, careful that the titans' scattered minions do not succeed in restoring their heartless lords. The Scarred Lands are a place of fierce barbarism and intense struggle - and yet, the mortal races aspire to something much greater. With good fortune, bravery, sorcery and skill - and no small amount of providence - perhaps the Scarred Lands can be rebuilt. Perhaps Scarn can be restored.

But first, the heroes of the Scarred Lands must survive.

   

Secret of Zir'An

       

The Secret of Zir'An is a fully developed fantasy roleplaying game using Paragon's proprietary Finesse System. If you were to consider your typical sword-and-sorcery fantasy world as representative of a planet's medieval period, The Secret of Zir'An turns the clock forward to imagine what the same world's post-industrial period would look like. Magic and technology are integrated. They've developed alongside each other and grown together in an organic fashion. After much turmoil, including world wars and divine interventions, Zir'An is a vast place full of secrets ready to be discovered by those in the eye of Fate.

   

StreetFighter

       

   

Sword & Sorcery Studios ( D20 )

       

In this Category:

Malhavoc Press
Necromancer Games
Judges Guild
Sword & Sorcery non-serials
( Everquest, Warcraft, Scarred Lands have their own categories )

       

Nebenproduktlinien

           
   

Vampire: The Dark Ages Novels

       

Aus dem Hause White Wolf die Romane zum erfolgreichen Vampire Ableger im Mittelalter.

   

Vampire: The Masquerade (Old Versions)

       

Vampire: The Masquerade is the original and ultimate roleplaying game of personal and political horror.

You are a vampire, struggling for survival, supremacy, and your own fading humanity—afraid of what you are capable of, and fearful of the inhuman conspiracies that surround you. As a vampire you suffer the pangs of the Hunger, the relentless and terrible thirst for human blood. If you refuse to deal with it, it will overcome your mind and drive you to terrible acts to slake it. You walk this razor's edge every night.

Dark designs, bitter enemies, and strange allies await you in this World of Darkness.

The classic that changed roleplaying games forever returns! This fifth edition features a streamlined and modern rules design, beautiful new full-color art, and a rich story experience for players. Powered by the innovative Hunger cycle, the game also includes rules for creating system supported character coteries, Loresheets to directly involve players with their favorite parts of the setting and The Memoriam, a new way to bring the character's detailed backgrounds and expand on them in-session.

V5 is a return to Vampire's original vision, moving boldly into the 21sth century. While the rules have been redesigned, this new edition honors the deep story of the original, advancing the metaplot from where it left off and detailing exactly what has happened in the world of the Kindred up until tonight. The terror of the Second Inquisition, the conspiracies behind the Gehenna War, and the rekindling of the War of Ages: these are the building blocks of the modern V5 chronicle.

Developed, designed, and written by Kenneth Hite, Mark Rein-Hagen, Matthew Dawkins, Juhanna Peterson, Martin Ericsson, Karim Muammar, Karl Bergström, Jennifer Smith, Jason Andrew, and Jason Carl.

       

Nebenproduktlinien

           
   

Vampire: The Masquerade Novels

       

Aus dem Hause White Wolf die Romane zum erfolgreichen RPG Vampire: The Masquerade !

       

Nebenproduktlinien

           
   

Vampire: The Requiem

       

Welcome to the Danse Macabre
Since time immemorial, the Kindred — vampires — have stalked their prey, unseen by the mortal masses. Their world is a xenophobic nightmare, populated by tyrannical despots, wildeyed heretics, bloodthirsty rogues and scheming manipulators, all unified by the mysterious curse of vampirism. And you would join them? You would live forever? To play the lusts of mortals like a violinist plays the strings? Then beware, the price is steep to enter the neofeudal hell that the Damned have wrought.

       

Nebenproduktlinie

           
   

Vampire: Victorian Age

       

   

Werewolf the Apocalypse (englisch)

       

Werewolf: The Apocalypse is a game about the Garou, werewolves who believe they were placed in the world by Gaia to protect the weaker species and fight against The Wyrm.

Most of the werewolves live in the wilderness, avoiding the cities, and fighting against the encroaching civilisation (while at the same time wondering if they should still protect the humans as well). But there are more struggles. Vampires and The Wyrm are ever-present and need to be dealt with. At the same time, younger werewolves may find themselves struggling with their identity and the rigid traditions and hierarchy of Garou society.

       

Nebenproduktlinie

           
   

Werewolf: Rage Across Las Vegas

       

In 1998 Rage underwent a major revision that cleaned up a lot of problems with the previous version by White Wolf Studios. Now instead of a free for all the game requires you to watch your resources. Although the backs of the cards have stayed the same the cards now have a lot more info on them and with new rules the original cards are totally incompatible. This is still a game of ferocious werewolf vs. werewolf combat but the game has been changed greatly.

This version is commonly referred to as RALV, Snake Eyes, or Rage: Tribal War to distinguish it from the first version.

If you have cards and are unsure which version they belong to, there's an easy way to tell. RALV character cards all have a paw print somewhere on the card frame (95% are on the bottom). Combat cards have a blood spot in the upper left corner with a number in them. Sept cards list the card type in the upper right corner.

   

Werewolf: The Forsaken

       

Full Moon Rising

The world is in shadow. To one side stretches the forest, to the other the city. Your claws are stained with blood. Your senses whisper of prey that runs before you, and of predators who stalk even the likes of you. You hear the howls of your brothers and sisters. Luna rises. Your blood boils. It is time to hunt.

Wolves at the Door

   

Werewolf: The Wild West

       

Das Volk der Garou (die Werwölfe) kämpfen gegen die Eindringlinge im Wilden Westen. Auch hier streckt der Wyrm bereits seine Klauen aus, um die Menschheit zu vernichten.

       

Nebenproduktlinie

           
   

White Wolf: The Beginnings of a Company

       

What you'll find in this category are the first humble steps White Wolf took on the slippery floor of publishing.

Open your Eyes and behold the humble beginnigs of a giant in the Gaming Industry.

White Wolfs Rarities and Oddities !

   

World of Darkness ( old )

       

Supplements for any and all Ranges of WOD Game.

   

World of Warcraft RPG (D&D3rdEd.)

       

Over 8 million fans around the world have enjoyed the #1-selling Warcraft® RTS (real-time strategy) computer game series. Dungeons & Dragons® Warcraft® the Roleplaying Game translates this hugely successful series into a fully interactive print roleplaying game world. Play humans, dwarves, high elves and night elves - or even inventive goblins, shamanistic orcs and mighty tauren - as you strive against the demonic Burning Legion and undead Scourge for dominance over the war-torn world of Azeroth.

Nebenproduktlinien

   
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