Sufficiently Advanced

Created for the post-human far future setting of the same name, but designed to be easily adaptable to other sci-fi settings. It is a story-telling or narrative focused game. Although there are dice mechanics, the players tell the story with the GM and have powerful tools in Themes to dramatically change the course of plot and what is happening.

  • Characters are ranked on a story level. They have Themes that they can activate using Twists. Doing so they can give themselves greater chance of success or for a tragic story ensure that failure will haunt the character.
  • When it comes to conflict, SA doesn't stop at physical combat. The same system is used for all levels of conflict, from throwing a punch to launching a political campaign. You can even change between conflict levels quickly and easily. In SA, winning the battle can help you win the war.

Character Creation

Professional experience and the benefits of living in your particular civilization round out the character sheet.

Characters are balanced across these two axes of power. Those with great physical and mental prowess have less powerful Themes to use, while those who are closer to what we think of as human become more important to the story. Thus, even a character entirely without technological enhancements can contribute to the game in a significant way.

  • Core Values: What a characer believes in, making him more effective in that area. Each has a rating of 0-10, and the player can rank them any way she wants. Sample core values: Caution, Drama, Eternity, Learning, New Horizons, etc.
  • Import: Based on highest Capability and split into Themes.
  • Theme: Rated 1-5. A descriptor (word or phrase) must be chosen for each determining when it is useful. Twists are spent to bring a theme into play which allows the player to change the story.
  • Capabilities: Technology built into a character's body. Biotech, cognitech, metatech, nanotech, stringtech. Rating 1-10 (1-3 unenhanced human), and the player can rank them any way she wants.
  • Professions: A character can pick one or more professions. Such as artist, criminal, control engineer, media, police, programmer, etc. A number of points must be spent on professions at least equal to Biotech+Cognitech and maximum twice that. Rated 1-10.

Task Resolution

1D10 for Capability and 1D10 for Profession. Multiply each roll by its score and use the higher of the two results. (e.g. Jumping might involve Biotech 4 & Athletics 3, with rolls of 7 and 4, the end result would be 4x7=28, ignoring 3x4=12).

  • Reserve: Each Capability has reserve equal to its level and Professions twice that. A reserve can be spent on a re-roll or +1 to a roll.
  • Twists: Each session is started with one Twist.
  • Complications: Earn twists, but depending on level causes different degrees of wounds, embarrasement, annoyance, enemy advantages, kidnappings and so on.
  • Extended Conflict: Used for interaction with others when the action might go forth and back. You roll offense rating, listed per type of conflict in the rules, while the target rolls their Defense rating also listed. If attacker wins the defender loses two points of reserve.

Combat Resolution

Handled with a listed offense of Nanotech & (Police or Solider) versus Stringtech & (Police or Soldier) as defence. Also lists Nanotech & (Stealth or Criminal) for Escape and a timescale of seconds.

Another type of attack would be a nanotech bloom where destructive nanophages are created to eat everything. This uses Nanotech & (Nanotech Engineer or Soldier) and is defended against with Cognitech & Crisis Control or escaped from with Biotech & Athletics. Timescale is in minutes.

  • Modifiers: List of modifiers are provided for combat drugs, size of target, distractions, distance, etc.
  • Instant Death Cutscene: If the GM is about to set something utterly deadly against the PCs, it must be described in a short scene detailing the hazard. The characters can then use their Themes to avoid certain death.
  • Instant Kill: Most weapons are assumed to be able to kill instantly, so the wearing down of Reserve represents the defender avoiding the attack but being worn down by it. This is important as players must describe their actions.

Social Interaction

Handled with memetic assaults which are attempts to influence a target. Listed with Metatech & (Political, Media or Courtesan) for offense and the same for defence. Escape uses Cognitech & (Media or Courtesan). Timescale of minutes. Possible victory outcomes are listed and the greater the difference in Metatech score, the more the target can be convinced.

Psychohistorical Maneuvering is another type of social conflict on a scale of civilizations and can be used to create splinter groups, calm dissenters, ensure stability, affect economies, etc.

  • Modifiers: List of modifiers are provided for blackmail, favour, already hostile, etc.

Character Development

<brief description of experience point system>

  • <list of the most important or innovative features>


Themes are described as the "bread and butter" of the system. A Theme has a rating 1-5 and a descriptor. A Twist is spent, but a Theme with a descriptor matching what is attempted must be used. Each session every character has one Twist. Twists are gained from complications.

  • Complications: A problem described by the player that the character must overcome.
  • Plot Immunity: A way for a player to tell the GM that he is not interested in a particular storyline. It can be used to cut through challenges that would otherwise have taken game time to resolve. The score determines what can be avoided with 1 being likely off-screen death and 4 being certain on-screen death or evading problems with no clear solution. There is a rating 5 which can allow events off-screen to solve the current catastrophe in a single swoop, but this is not recommended and Triggering level 5 requires both a Twist as well as taking a Complication.
  • Intrigue: Is a signal to the GM that you want to be involved in cloak-and-dagger stories with vast conspiracies and multiple layers…
  • Empathy: Tells the GM you want to have NPCs to connect with one-on-one for friendship or exploitation.
  • Magnetism: This theme tells the GM you want to be centre of attention.
  • Comprehension: Signals you like to solve riddles.
  • Romance: Signals you want to be involved in stories of romance and love.

Publishing Company

Available from Lulu


  • Sufficiently Advanced


  • Colin Fredericks


System Analysis

<brief analysis>


  • <list of things that work really well, things it achieves as advertised and other strengths of the system>


  • <list of things that makes it hard to use, ill suited for its advertised purpose or other flaws>


This was thrown together from the demo downloaded from the sufficiently advanced wikidot. I.e. needs love.

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