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Thirteen Parsecs: Beyond the Solar Frontier TTRPG Hardcover by Elf Lair Games

Thirteen Parsecs: Beyond the Solar Frontier TTRPG Hardcover by Elf Lair Games

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Thirteen Parsecs: Beyond the Solar Frontier is the latest tabletop role playing game project from Elf Lair Games, producers of Night Shift: Veterans of the Supernatural Wars and Wasted Lands: The Dreaming Age. It forms the third of our trilogy of core games - we've given you modern and fantasy, and now we bring sci-fi to the forefront with the same rules, completely customizable and ready for you to build exactly the type of science fiction gaming you want. As always, it's your game your way when it's Powered by O.G.R.E.S.!

Thirteen Parsecs (or 13P) is envisioned as a softcover book, roughly 288 pages, 7.25" x 9.25", and black and white. Within you will find all the rules you need to run any sort of science fiction campaign from gritty cyberpunk to outer space war dramas to science fantasy in the grand planetary romance tradition, to hard sci-fi, isolationist starfaring horror, and beyond! Whether your jam is Asimov, Lucas, Roddenberry, Larson, Bradbury, Clarke, Dick, Gibson, Heinlein, or any other, 13P will do the job!

It uses the O.G.R.E.S. rules, the same as our other flagship titles, so it will seamlessly integrate with either of our games. Care to run a game of Lovecraftian horror in the dead of space? Combine it with Night Shift: VSW. Looking to have an elvish imperium battling the orcish empire deep within the stars, with heroes at the helm of spell-slinging starfighters? Combine it with Wasted Lands: TDA and go!

Inside the pages of Thirteen Parsecs you will find: 

  • New and re-skinned character archetypes ready to take on the stars or hack into any computer system. These include the Augmented, Blaster, Bounty Hunter, Diplomat, Merc, Mystic Knight, Psychic, and Slicer. 
  • Unique starship creation and combat rules that focus on the systems of your vessel (engines, offensive, defensive, maneuverability, sensors, AI, etc.) and cover everything from tiny shuttles to full space stations and beyond, plus combat from fighter-craft dogfights to crewed vessels where everyone gets a chance to use their unique talents to shine!
  • Rules for alien species including the Android/Robot, Canis, Decti, Felis, Grey, Jalex, Remoni, Saurian, and guidelines for creating your own original species. 
  • Cultural backgrounds to give your characters a history and differentiate them from others, including the Archaeologist, Colonist, Corporate or Underworld, Craft, Desert, Jacked, Mining, Scholar, Space Runner, Transhumanist, and others!
  • Fate Points to give your players some extra agency - escape hits, make saves, and even engage in minor scene edits!
  • Career Training to supplement your die rolls
  • Complete skills system to customize character abilities
  • A gear chapter outlining various weaponry, equipment, and ships of different types of sci-fi
  • Psionic and mystical powers
  • Rules for creating custom equipment, psionics, and powers
  • Heroic Touchstones, an option for those who want to build campagins around heroes with true destinies
  • Several mini-settings detailing what lies within and beyond the 13-parsec Solar Frontier. 
  • A complete GM chapter discussing various sub-genres of sci-fi and how to use them in game
  • A bestiary of alien threats
  • and more!
  • Elf Lair Games' flagship products are Powered by O.G.R.E.S. This rules system is inspired by the earliest days of tabletop role playing, but has been codified and streamlined in such a way as to demystify those rules and offer a fast-playing, intuitive system that fades into the background, encourages creative play, and is ultimately so user friendly that it's ideal for family play or introducing new players to the game.

    Even better, the O.G.R.E.S. system is supremely customizable in every aspect of play. Many of the rules come with options for gritty, normal, or cinematic play that you can mix and match to create just the style of game your table likes. Even better, if you prefer a different mechanical core, O.G.R.E.S. can be customized to that mechanic. For example, if you prefer point-buy, you can convert from class-and-level to a point buy system. If you prefer a straight percentile roll-under or a unified d20 roll-over, guidelines are here to allow it. Fan of a dice pool system? It can be done, and none of it requires any changes to the internal mechanics or character sheets.

    You can take a character using the standard O.G.R.E.S. system and bring them to a friend's table who is running a dice pool table, and your character will still work with no changes. 

    The Core Mechanics

    At its base, O.G.R.E.S. is a class-and-level system that uses three core mechanics. These are as follows:

    Class Abilities: Class abilities such as the Bounty Hunter's ability to track, or a Psychic's psionic powers use a straight percentage roll (roll under your percentage) for success.

    Attribute Checks: Attribute checks (including combat and saves) use a twenty-sided die, adding bonuses, and trying to score 20 or better.

    The Rule of 2: The rule of 2 is generally reserved for the game master and allows for quick adjudication of any scenario not otherwise covered by the rules. Not sure what to do? Pick a die, roll it, and on a result of 1 or 2, something happens.

    That's it! You now know how to play a game that's Powered by O.G.R.E.S.!
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