The Solar Frontier is a vast and unpredictable expanse where hard sci-fi grit meets the wonder of the unknown. In Thirteen Parsecs, the O.G.R.E.S. system thrives on fast-paced, high-stakes situations.

Below is a custom D100 Space Encounter Table designed to fit the tone of the game—covering everything from industrial hazards and corporate shakedowns to the eerie isolationist horror the setting is known for.
D100 Space Encounter Table
| Roll | Encounter Type | Description |
| 01-05 | Celestial Hazard | A sudden solar flare or micro-meteorite storm. Systems offline; pilots must make a Maneuver Check to avoid hull damage. |
| 06-10 | The Drift | A derelict cargo hauler, silent and dark. Scanners show life signs, but they’re "wrong." Potential for salvage or horror. |
| 11-15 | Corporate Patrol | A heavily armed Interstellar Conglomerate frigate. They demand a "safety inspection" (bribe or cargo seizure). |
| 16-20 | Distress Beacon | A civilian shuttle with a blown engine. It’s either a genuine cry for help or a clever Bounty Hunter trap. |
| 21-25 | Data Ghost | Your ship’s AI starts talking in a voice from a crew member's past. Is it a glitch, a virus, or a Psychic echo? |
| 26-30 | The Scavengers | A pack of Saurian or Remoni scrappers looking to "liberate" your engine parts while you're in transit. |
| 31-35 | Fuel Leak | A critical component fails. You are venting propellant. Roll a Technical/Slicer Check or be stranded in 1d6 hours. |
| 36-40 | Mystic Drifter | A lone Mystic Knight in a meditation pod. They offer a cryptic prophecy in exchange for a lift to the nearest star-gate. |
| 41-45 | Smuggler’s Cache | A hidden "dead drop" container anchored to an asteroid. Contains Illegal Tech or 1,000 Credits. |
| 46-50 | Void Sickness | The crew begins hallucinating due to a rare space-born spore. Fate Points might be needed to snap out of it. |
| 51-55 | Automated Toll | An ancient, pre-Frontier defense buoy demands a passcode no one has used in 200 years. Pay or be targeted. |
| 56-60 | The Refugee Fleet | A ragtag group of Canis or Felis ships fleeing a planetary collapse. They beg for water and medicine. |
| 61-65 | Ghost Signal | Scanners pick up a ship identical to yours, mimicking your every move. It disappears when you try to hail it. |
| 66-70 | Pirate Ambush | A "Blaster" lead boarding party uses a tractor beam. Prepare for Starship Combat. |
| 71-75 | Wormhole Ripple | A temporary rift opens. If entered, it cuts travel time by 50%, but roll for "Spatial Distortion" (Mutation or Damage). |
| 76-80 | Diplomatic Convoy | A high-priority Diplomat escort. Interference is a federal crime; helping them earns a powerful Patron. |
| 81-85 | The Swarm | A cloud of bio-mechanical nanites begins eating the hull. Requires an EVA mission to clear. |
| 86-90 | Mercenary Hail | A group of Augmented Mercs looking for work. They’re cheap, but they have a "bad reputation" with the law. |
| 91-95 | Temporal Echo | You see your own ship, destroyed, floating in the debris. It’s a "Possible Future" caused by Time Machine residue. |
| 96-00 | The Unknown | An entity beyond the 13-parsec limit. It doesn't use radio or light to communicate. It wants a "piece" of the crew. |
How to Use This Table
01-30: Gritty/Hard Sci-Fi. Focus on resource management and mechanical failures.
31-70: Action & Intrigue. Focus on NPCs, factions, and ship-to-ship drama.
71-00: Science Fantasy/Horror. Lean into the "Beyond" aspect—psionics, weird physics, and the terrifyingly alien.
GM Tip: If the party is low on Fate Points, use a "Resource Attrition" encounter (31-35) to force them to spend points to avoid a disastrous outcome. If they are cruising comfortably, hit them with a "Corporate Patrol" (11-15) to test their social or combat standing.
If you're leaning into the "Used Future" aesthetic, space shouldn't feel like a playground; it should feel like a graveyard of industrial waste and corporate neglect. Everything is rusting, leaking, or held together with prayer and duct tape.
Here is a refined D100 Encounter Table tailored specifically for that gritty, low-oxygen, high-stress atmosphere.
The Gritty Frontier: D100 "Used Future" Encounters
| Roll | Encounter | The "Grit" Factor |
| 01-10 | The Fuel Skimmer | A rusted derelict tethered to a gas giant. It’s been abandoned for years, but its fuel reserves are still 20% stable. Extracting it requires a Technical Check—failure triggers a leak. |
| 11-20 | Tax Collector | A local system "Governor" (essentially a warlord) demands a 15% cargo tax for using "their" lanes. They don't take credits; they want your spare parts or a crew member as "collateral." |
| 21-30 | Oxygen Scrubber Failure | The ship’s air turns metallic and stale. Everyone takes a penalty to Physical Checks until a replacement filter is found or scavenged from a passing wreck. |
| 31-40 | The "Free" Repair | You find an automated repair drone adrift. It fixes your hull, but it also installs a Corporate Tracker that pings your location to bounty hunters every 6 hours. |
| 41-50 | Corpse in the Airlock | You find a ship drifting with the airlock cycled open. Inside is a single body in a high-end suit holding a data-drive. The drive contains "Company Secrets" that make you a target. |
| 51-60 | Space Junk Storm | A massive cloud of orbital debris (discarded boosters, old satellites). It’s not "natural," it's trash. It’s like flying through a shotgun blast of jagged steel. |
| 61-70 | The Scab Freighter | A merchant ship crewed by workers on strike against a Mega-Corp. They are desperate and will trade rare info for basic rations and medicine. |
| 71-80 | Radiation Leak | A nearby pulsar or a leaky reactor on your own ship. You have 1d4 hours to find "Rad-Shielding" or suffer permanent Attribute loss. |
| 81-90 | The False Beacon | A distress signal that’s actually a pre-recorded loop from 20 years ago. The ship is a hollowed-out shell used as a blind for Saurian pirates. |
| 91-00 | The Black Spot | A silent, matte-black interceptor follows you at the edge of sensor range. It doesn't hail. It doesn't attack. It just watches. Every time you jump, it's there. |
Implementation: The "Cost of Living"
In a Used Future setting, every victory should cost something. If the players survive an encounter, use the following "Wear and Tear" table to see what broke during the stress of the event:
Hydraulics: Ship movement is sluggish; -1 to Pilot rolls.
Internal Comms: You have to shout or use hand signals; tactical coordination is harder.
Food Replicator: It only produces "Nutrient Sludge" now. Morale drops.
Lighting: Most of the ship is in "Red Alert" dim mode to save power. Scanners are half-blind.
Key Themes for the GM
Aesthetics: Everything is stained with grease. Scanners flicker. The "low gravity" alarm has a persistent, annoying hum that nobody knows how to fix.
Economics: Credits are hard to find; barter is king. A crate of clean water is often worth more than a crate of laser pistols.
The Law: There is no "Space Police." There are only Corporate Security forces who protect assets, not people.