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Seitenabrufe

242089202 Seitenabrufe seit dem 30.06.2003


Pfad: 

HauptseiteFirmenPelgrane Press


Pelgrane Press

Pelgrane Press
(auf das Logo klicken, um zur Firmen-Website zu gelangen)

Publishers of the Dying Earth Roleplaying Game

Hauptproduktlinien

   

13th Age (englisch & deutsch)

       

What is 13th Age?
13th Age is a d20-rolling fantasy roleplaying game by Rob Heinsoo and Jonathan Tweet, lead designers of 4th and 3rd editions of the World’s Most Famous RPG. 13th Age is a game of adventure in a world full of monsters and magic, with groundbreaking new rules that make each character unique, connect them to the world, and focus on what’s cool about having adventures in a world full of monsters and magic.
Also, owlbears rip your arms off and feed them to their young. That’s a thing.
Is 13th Age a good game for people new to roleplaying games?
It’s a fantastic game for new players because it lets them play nearly any kind of character they want (“The only dwarf in the world with a clockwork heart built by a hidden race of dragon wizards? Done!”) and the rules for fighting, spellcasting and using skills are flexible enough that they rarely run into a “you can’t do that” situation.
It’s not a great game for a first-time GM, though. The book assumes some amount of experience with RPGs, and in particular d20-rolling RPGs. It also asks the GM to do some creative collaboration along with the players, rather than defining everything with a rule or a canonical fact about the game world. For example, wizards can make up creative names for their spells. In return for their putting more effort into the game, the GM improvises an additional cool or useful effect that’s not listed in the spell description.
Is the game kid-friendly?
The kids who’ve played in our demos absolutely love it. The rulebook is written for adults, and there’s a couple of mild swear words in it. But nothing you wouldn’t hear in a PG-rated movie.

   

Ashen Stars

       

Ashen Stars is the newest full-length, stand-alone GUMSHOE product from RPG legend, Robin D. Laws.

They call you lasers. Sometimes you’re called scrubbers, regulators, or shinestars. To the lawless denizens of the Bleed, whether they be pirates, gangsters or tyrants, you’re known in less flattering terms. According to official Combine terminology, the members of your hard-bitten starship crew are known as Licensed Autonomous Zone Effectuators. You’re the seasoned freelancers local leaders call when a situation proves too tough, too baffling, or simply too weird to handle on their own. In the abandoned fringe of inhabited planets known as the Bleed, you’re as close to a higher authority as they come.

In this gritty space opera game, the PCs are Lasers, freelance troubleshooters and law enforcers operating in a remote sector called the Bleed. They’re needed in the wake of a massive retreat by the Combine, the utopian empire that colonized it. Amid the ashes of a devastating war, the lasers solve mysteries, fix thorny problems, and explore strange corners of space—all on a contract basis. They balance the immediate rewards of a quick buck against their need to maintain their reputation, so that they can continue to quickly secure lucrative contracts and pay the upkeep on their ship and their cyber- and viroware enhancements.

Featuring seven new and highly detailed playable species:

The eerily beautiful, nature-loving, emotion-fearing balla
The cybes, former humans radically altered by cybernetic and genetic science
The durugh, hunched, furtive ex-enemies of the Combine who can momentarily phase through solid matter.
The humans, adaptable, resourceful, and numerous. They comprise the majority of a typical laser crew.
The kch-thk, warrior locust people who migrate to new bodies when their old ones are destroyed.
The armadillo-like tavak, followers of a serene warrior ethic.
The vas mal, former near-omnisicent energy beings devolved by disaster into misshapen humanoid form.

Ashen Stars also contains extensive, streamlined rules for space combat, 14 different types of ship, a rogues gallery of NPC threats and hostile species’ and a short adventure to get you started in the Bleed.

   

Jack Vance Dying Earth

       

Dying Earth Roleplaying is fast, fun and funny. It's also magical. And dangerous, scary and well, different. Robin Laws custom-made its simple mechanics to produce the feel of Jack Vance's classic novels. There's risky combat, of course, but there's persuasion, trickery, seduction and deadly sorcery.

   

Night's Black Agents

       

The Cold War is over. Bush’s War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn’t matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don’t know those answers yet. So you’d better start asking questions. You have to trace the bloodsuckers’ operations, penetrate their networks, follow their trail, and target their weak points. Because if you don’t hunt them, they will hunt you. And they will kill you. Or worse. Night’s Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night’s Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors … and pray you’ve got your vampire stories straight.

   

Owl Hoot Trail

       

Owl Hoot Trail is a Wild West fantasy game where you can play an upright lawman bringing justice, a dastardly scoundrel robbing a bank, a rough scout on the trail of an owlbear, a mysterious mentalist looking into the darkness of an alien mind, or a gunslinger ready to take on any threat, be it man, beast, or undead. It’s set in a mythic version of the Wild West, and can as easily be seen as the future of a classic fantasy setting or the fantastic version of the historical American West. The rules are simple and familiar if you’ve played classic fantasy RPGs, but they’ve got cowboy grit. Bullets can kill as easily as a dragon’s claws, and traveling unprepared in the desert is as dangerous as any dungeon.

   

The Esoterrorists

       



You are elite investigators combating the plots of the Esoterrorists, a loose affiliation of occult terrorists intent on tearing the fabric of the world. The Esoterrorists introduces the GUMSHOE rules system, which revolutionizes investigative scenarios by ensuring that players are never deprived of the crucial clues they need to move the story forward.

With The Esoterrorists you can

• Equip your characters with up to 39 fine-grained investigative abilities, ranging from Interrogation and Data Retrieval to the ever-popular Forensic Entomology and always useful Bullshit Detector.

• Round them out with 13 crucial adventure abilities, which help you fight, run away, and retain your mental stability when the horrors come knocking. Also included, for gamemasters:

• Data on the terrifying world of the Esoterrorists, and the Ordo Veritatis, the benevolent global conspiracy that fights them

• Creatures of unremitting horror.

• Detailed instructions on structuring investigative scenarios for the innovative GUMSHOE system

• Advice on bringing those scenarios to life in play

• Operation Slaughterhouse, an advanced example scenario of geopolitical horror

   

The Gaean Reach SciFi RPG

       

Quandos Vorn Must Die!
In an impossibly distant future, our species has dispersed to the stars. Traveling in slender spacecraft, armed with projacs and needle guns, we have settled countless worlds. Cultures are everywhere different, yet propelled in the end by fundamental qualities humankind cannot shed: greed, egoism, pettiness, and a crippling passion for procedure.
Across the vastness of the Oikumene a few individuals of exceptional infamy project their lust for power. Fear of their names spreads from planet to planet like a cancer.
None of these evokes greater loathing and terror than the world-spanning criminal mastermind Quandos Vorn.
Quandos Vorn. Who you have sworn to kill.
The Gaean Reach, the Roleplaying Game of Interstellar Vengeance, brings to your tabletop the legendary cycle of science fiction classics by the great Jack Vance.
An ingenious hybrid, it fuses the investigative clarity of the GUMSHOE system with the lethal wit of the Dying Earth Roleplaying Game.
Designed by the master of both systems, Robin D. Laws.
Quick and elegant character generation launches you into play at the speed of an intersplit drive.
Fun and collaborative series setup allows your group to define just who Quandos Vorn is, what unspeakable things he did to merit their vengeance, and why bringing him down presents them with the challenge of a lifetime.
Limpid GM advice gives you the tools you need to game out the elegant schemes and sinister counter-schemes of Vancian SF.
Full introductory scenario vibrates with the lushness of an unspoiled yet predatory ecosystem, entomological espionage, and the wrath of a monstrous algal deity.
Do not succumb to wistful visions. Every moment you hesitate to purchase this essential exemplar of the roleplaying art, Quandos Vorn gains time to strengthen his hand against you. Buy now, read with relish, and embark on your mission forthwith!

   

The Yellow King

       

Inspired by Robert W. Chambers’ influential cycle of short stories, it pits the characters against the reality-altering horror of The King in Yellow. This suppressed play, once read, invites madness or a visit from its titular character, an alien ruler intent on invading and remolding our world into a colony of his planet, Carcosa. Four books, served up together in a beautiful slipcase and GM screen set, confront your players with an epic journey into reality horror:
- Belle Époque Paris, where a printed version of the dread play is first published. Players portray American art students in its absinthe-soaked world, navigating the Parisian demimonde and investigating mysteries involving gargoyles, vampires, and decadent alien royalty.
- The Wars, an alternate reality in which the players take on the role of soldiers bogged down in the great European conflict of 1947. While trying to stay alive on an eerie, shifting battlefield, they investigate supernatural mysteries generated by the occult machinations of the Yellow King and his rebellious daughters.
- Aftermath, set later in the same reality, in present day North America. A bloody insurrection has toppled a dictatorial regime loyal to Carcosa. Players become former partisans adjusting to ordinary life, trying to build a just society from the ashes of civil war. But not all of the monsters have been thoroughly banished—and like it or not, they’re the ones with the skills to hunt them and finish them off.
- This is Normal Now. In the present day we know, albeit one subtly permeated by supernatural beings and maddening reality shifts, ordinary people band together, slowly realizing that they are the key to ending a menace spanning eras and realities.

   

TimeWatch

       

You’ve got a time machine, high-powered weaponry and a whole lot of history to save.
In the TimeWatch RPG, your band of TimeWatch agents defend the timestream from radioactive cockroaches, psychic velociraptors, and human meddlers. Go back in time to help yourself in a fight, thwart your foes by targeting their ancestors, or gain a vital clue by checking a scroll out from the Library of Alexandria. But watch out for paradoxes that may erase you from existence… or worse.

Welcome to TimeWatch!

   

Trail of Cthulhu RPG

       

Trail of Cthulhu is a new standalone GUMSHOE system game under license to Chaosium, set in the 1930s.

It supports both Pulp (for Indiana Jones, Robert E. Howard, thrilling locations sorts of games) and Purist styles of play(for intellectual horror and cosmic dread). HP Lovecraft's work combined both, sometimes in the same story.

It includes a new take on the creatures, cults and gods of the Lovecraft's literature, and addresses their use in gaming. It adds new player backgrounds, and bulk out the GUMSHOE system to give intensive support for sanity, incorporating into the rule set the PCs desire to explore at the risk of going mad.

       

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