Minds: The Culture
Minds: The Culture
Minds: The Culture
MINDS
A JUMPCHAIN
CYOA
The Culture. Maybe you’ve heard of them? That anarchic, liberal pacifist do-gooder collective of pan-
humans who somehow found themselves near the top of the galactic societal ladder, largely thanks to their
Minds – the vasty, numinous machines with intellects so far beyond those of humans that one can barely
describe it.
However, The Culture is not the only civilization in the galaxy – one of millions - and The Culture’s Minds,
too, have their brethren and opponents.
This jump focuses on the scale that the Minds, Ships, and other machine intelligences of the galaxy operate
on. Their incredible hardware is capable of simulating whole universes in meticulous detail and tapping into
the limitless energy of the hypergrid…and sometimes screwing up just as much as their far less-cognitively-
enhanced biologicals.
Well, you know what they say: With great computational matrices comes a lot of really-involved simming.
Please accept these +1000 Culture Points for your use; I assure you they aren’t ours, we got rid of that
forced-rationing token stuff ages ago.
You may insert at any point from 1327 CE (the Idiran-Culture war’s outset) to 2875 CE (the end of the War
in Heaven). You may insert in any suitable location in the Milky Way galaxy.
Your ORIGIN represents the type of civilization you came from. Whether you’ve popped in from another
universe (Excession), belong to The Culture itself or one of the other galactically-Involved species, or
belong to an Elder civilization who’s hanging around, either as a Remnanter or even rarer Returned.
Your HISTORY represents what you’ve spent most of your existence as – a Mind on its own, a Ship, a
Warship or a Hub.
Finally your ASSETS represent what physical form you are currently incarnated as: whether your Mind is
currently ‘embodied’ in some type of ship, installed in a habitat, Orbital (“O”), a megastructure, or whatever,
as well as what auxiliary components you may have at your command.
Think of Assets as including your physical body and items.
It’s entirely plausible to be presently working with or integrated into a society that isn’t your Origin, or to have
a current Asset that doesn’t match your History.
ORIGINS
Select one of the following options. It’s possible for Minds to fall into more than one category, but select what
matches your origin the best.
THE CULTURE
The Culture is…well, a rather anarchic, heterogenous and hugely
unlikely mess of pan-humans, drones and aliens, all more-or-less
shepherded around by the Minds and Ships who have the bulk of
responsibility. It’s no exaggeration to say that becoming part of the
Culture is as simple as deciding to do so and then being vetted by
other Minds or Ships. They are more or less the most galactically
widespread of the various Involved, but by no means the most
numerous, and rather enthusiastically involved in the affairs of
other societies, sometimes to the dismay of other civs.
INVOLVED
Besides The Culture, there are a whole lot of other civs more or
less on their developmental level; some slightly higher, most just a
little lower (but not so far lower as to not give them a run for their
money, or so they say). These civs include the Gzilt, the
Homomdans, the Idirans, the Morthanvelt, the Birilisi, the Nauptre
Reliquaria (NR) and the Oglari, as well as various Culture
offshoots.
You may invent your own society/species, if you like, falling
somewhere between the Idirans (slightly lower tech than the
Culture) and the Homomdans (slightly higher) in technological
development, and anywhere from the Birilisi (who like to party as
hard as the Culture’s humans) to the Gzilt (who may be about to
Sublime, depending when you arrive) in societal maturity.
Though of course, you’re a Mind or Mind-equivalent, so you might
have a differing nature to the society that created you.
REMNANTER
When species reach the pinnacle of their technological and societal development, there are really only two
choices. They either Sublime, and ascend into a life in higher dimensions than the 4D universe, or go into
decline, and retire or go extinct…yet sometimes they leave a few remainders of their fearsome technology
behind – a category which encompasses yourself.
The Fallen and Unfallen Bulbitians, the Zidhren-Remnanter, the much-feared Iln, and any ship-minds of the
Gzilt-Remnanter (if you arrive later in the timeline) all fall in this category, though as per Involved, you are
free to make up your own species.
RETURNED
Those who have sublimed never, as a rule, return. In fact, many Minds preparing to sublime swear to send
back data, and never do. But, oath or not, you are the exception to that rule.
Your civilization has undergone the process known as Sublimation, ascending to live in higher-dimensional
space - however, you either Returned from Sublimation, or some method or peculiarity in your Sublimation
has allowed you to remain in contact with the physical universe.
The Culture vessel Zoologist, for one, has done so, and if Zoologist did it, why not others? The Chelgrian-
Puen also sublimed and yet make their presence known to their un-Sublimed kin, as do the Dra’Azon,
having completed a partial sublimation to a pure-energy state yet one still exist within our universe. You may
create a history as a Mind of an existing civ who has Returned, or a civ wholly of your own design.
HISTORY
Select one of the following options. It’s possible for minds to fall into more than one category, so select what
you feel matches your history the best.
MIND
A “naked” Mind. You weren’t intended to be installed in a Ship or Hab as a controlling intelligence, though
you might be along for the ride aboard one. You don’t (or didn’t) have any infrastructure to manage, no
ability to make anything more than emergency warp jumps, and very little means of manipulating the world
around you – compared to a Ship or Hub, at least. Nonetheless, not having to manage a population of
chaotic humans or worry about running headlong into a star frees you up from a lot of time and stress, so
you can do what Minds do best: think.
SHIP
Or maybe you were made to put a lot of kilolights behind you? Your mind was designed to be installed in a
starship, usually with bios aboard as passengers-come-pets-come-parasites. You might be a very small Unit
with as few as five human crew, or a nice big Plate-Class General Systems Vehicle, responsible for millions
of inhabitants which you carry everywhere like a moving city.
WARSHIP
Though everyone would rather keep the galaxy all polite and proper, no two civs ever agreed on exactly
what ‘proper’ is. Hence the occasional scuffles, clashes, skirmishes, and wars. Wars need warriors, and you
were built as one, devoted to protecting your civ and destroying or disabling hostile ships and installations.
Depending on whether you appear in the ‘current’ galaxy or appear in the Idiran War, your type might be
being churned out in the thousands, or one of few and rare ‘picket ships’ just keeping an eye on things in
case something nasty pops up.
HUB
Your mind was designed to be installed in a largely-stationary structure (relatively speaking).
You might be the hub of an Orbital ring habitat, the managing processor of a smaller space station, or
potentially one of a number of governing intelligences managing a megastructure like a Ring (as in Dyson
Ring) or Sphere (as in Dyson Sphere). Most think of these structures are stationary, but the Culture and
likely many others have installed grid-traction engines in their habitats for hundreds of years, as ponderous
as your maneuvering might be.
CIVILISATIONARY LEVEL
Select one of the following options.
There is no hard limit on combining any selected CL with any selected Origin, though some combinations
will not make for a very internally-sensible build.
Minds of higher CLs think faster, react swifter, have faster and more powerful grid traction engines, hold
superior methods of manipulating force fields, effector fields and displacer effects, and are generally just
higher grade in every regard.
Each CL category is rather superior to those lower than it, though the difference is not insurmountable under
certain situations – surprise attacks, numerical superiority, sustained attacks, and superior tactical positions
can allow a Mind or Minds of an inferior CL to defeat one of higher. The Idirans certainly caused a fantastic
amount of damage during their war with the Culture, at least until Culture war production began to level the
numerical advantage.
CL 8 – FREE
This Civilisationary Level encompasses the Optimae; the widely-regarded highest level of galactically-
involved civilizations.
These civs possess the means to implement novalevel hypergrid intrusion, aka ‘gridfire’, as a weapon of
destruction, the use of inferior hyperspace (or infraspace) and ulterior hyperspace (or ultraspace) as means
of travel, a preference for extensive space habitat construction over using planets to house their population,
and technology barely distinguishable from its users.
The Culture, the Morthanveldt, NR, Oglari and the Gzilt (at time of Sublimation) are estimated to be on this
level, while the Homomdans and Unfallen Bulbitians may be at the higher end of the category.
CL 9 – 600CP
Yet the Optimae are not truly representative of the peak of civilizations. Such lofty civs do not often meddle
in the affairs of the galaxy, for they would have learned long ago the secret of Sublimation, or being so long-
lived tend to pass their affairs in solitude. While the Optimae may deploy gridfire, your civilization has the
means to call up vast, boiling wavefronts of the energy grid that would annihilate entire fleets, erect Quiet
Barriers to block hyperspatial travel around stars for light-years, and with the right technology travel between
universes in the nested, expanding concentric-hypersphere of universes may become possible.
The Dra’Azon and the Excession known as “I” are examples of civs or beings estimated to be at CL 9.
ORIGIN PERKS
Discount 50% to matching Origin, 100cp option becomes free.
HISTORY PERKS
Discount 50% to matching History, 100cp option becomes free.
\
CONTROL OF EVERY VARIABLE – 600CP, MIND
When it comes to Simming, you're one of the most accurate; you are somehow able to get around the
“simulation problem” of figuring out which variations on the same scenario are most accurate when you have
incomplete data. The result is that predicting (and steering) the actions of other sapient entities from the
micro (individual) to the macro (civilizational) scale is alarmingly easy.
So long as you can introduce or control some steering elements into your subject’s environment, you can
control and predict just about anyone, and collectively steer groups up to the scale of large planetary
populations – though your influence on them may be detectable to similarly brilliant minds.
Even "independent" or "free" elements are predictable and can be guided and controlled into almost any
action once you obtain sufficient information about them and place the steering influences into their paths.
GENERAL PERKS
MANY-MANIPULATORED – 100CP
It is often remarked upon that Minds perceive the wider galaxy in a much more thorough way than a mere
humanoid, and that their means of manipulating the world around them put any life-form to shame.
The use of remote manipulation – such as maniple fields, force fields, or magnetically levitating some metal
by effector – counts as personally holding items.
ASSETS
This is what your physical body is, now, and what auxiliary assets you might have to bear.
100cp Assets are free to the matching background/origin etc.
“BODIES”
Purchasing multiple bodies is fine; the ones you aren’t installed in could be AI-slaved, running duplicates of
your mind state, or be for companions.
The following starship options all come with the usual effectors, engines, power generators,
fabricators, life support systems, spare matter etc. for the class of vessel, origin civilization, and
time period.
– 600CP, WARSHIP
I SAID, I’VE GOT A BIG STICK
This is the ultimate in warships, the state of the art as it stands. Its strike capabilities are fearsomely swift,
powerful and with many options to take apart any potential enemy in nearly any simulated tactical
engagement. At CL 8, such warships are on par with the frightening Abominator-class Culture vessels
(misleadingly termed ‘Picket Ships’), or perhaps a General Systems Vehicle devoted entirely for combat as a
fleet carrier with its main bays packed full of AI-slaved Offensive Units.
The Gzlit 8*Churkun IR-FWS battleship (“Indefinite Range, Full Weapon Spectrum”), Homomdan Main
Battle Units or a Morthanvelt Cat.5 SwellHull outfitted for main combat roles are the Involved equivalents;
these ships easily trash entire fleets of warships belonging to civs only marginally below them on the
developmental ladder without so much as receiving a scratch in turn.
These warships may be any size from around 1km up to 100km, depending on the civ which built them,
whether their role is that of battleship or fleet carrier, or if they are converted from civilian craft.
The following habitat-based options all include various necessary facilities like living and
recreational areas, means of docking with starships, recycling and construction facilities, mass and
high-speed transit systems, defensive systems, life support for humanoid-scale life forms,
Displacers and field projectors, etc.
At your option, the total size of the option bought may be divided into multiple related bodies
composing a ‘system’, such as the Megastructure being a Dyson Swarm of many separate space
platforms or a Rock being a planet with multiple moons.
OTHER ASSETS
POPULATION – 0CP-600CP
You’ve a population of bios, not-quite-bios and independent drones aboard yourself.
You must have a suitably large ‘body’ – such as a GSV for a population of a million, or a Megastructure for a
population of one trillion – otherwise, this population will be virtual, their minds in simulations in your Core.
The cost varies by the size of the population you wish to have aboard. Warships typically cannot support
more than a hundred bios, no matter how large, and frequently even less.
The population comes with you from jump to jump, but this option does not allow you to bring anyone who
isn't descended from the original population. They don't count against companion limits, and don't benefit
from companion rules (automatic warehouse respawning etc.).
Individuals from the population may be individually imported into other jumps, and they count as companions
thereafter.
You may start with a suitable population for your background aboard for free, though you won’t be able to
take them with you without paying.
However, in paying for a population, you can define the species and civilization, the gender ratio and
psychology, their specific outlooks and philosophies, whether they are sublimation-seekers or materialists,
aloof or hedonistic, pacifist or militaristic, obsessed with a certain game or art form. In short, the ability to
define everything about them in as much detail as you please.
TEMPORARY – FREE
≤100 – 0CP
≤10,000 – 100CP
≤1 MILLION – 200CP
≤1 BILLION – 400CP
≤1 TRILLION – 600CP
COMPANIONS
CREATE/IMPORT/CANON – 200cp
Being able to interact with other Minds is an important feature of life as an artificial intelligence; both with
Minds far distant in other Ships and Hubs, and also with other minds that may be local; even installed in the
very same Ship as yourself.
This option allows you to create or import a new Mind companion, or take a canon Mind or Mind-Equivalent
with you when you leave.
Created or Imported companions gain 800cp to spend (they must pay for their background and any assets
or bodies). You have the option to have these other minds installed in the same ‘body’ as you, co-governing
it, or they may be installed in other bodies.
Canon characters will have their described personality, body and/or assets supported by your Benefactor.
BIOS - Free
You may import up to eight companions as biologicals for free. They gain histories and altforms local to this
universe.
DRAWBACKS
You may select up to +1600cp worth of drawbacks.
TOOTHLESS +200CP
It seems you are Actually-Demilitarized, instead of Pretend-Demilitarized. If you weren’t a warship, your
systems are even more useless at protecting yourself than normal, and I’m afraid it’s going to cap your out-
of-jump offensive ability at “pretty useless” too. You’ll have to find other ways around violence.
There’s usually not too much war going on that you can’t just avoid, but still, you can’t avoid feeling a bit
naked, and at least one situation is going to pop up where you really, really, need a Big Fuck-Off Stick to
smite things with.
GUILT-RIDDEN +200CP
In your past, you’ve caused death. Humans, aliens, Minds or some mix of all three, it might be a single entity
sent to oblivion or megadeaths from blasting a passenger-loaded GSV or war-factory orbital in half in a
sanctioned mission. The guilt of your actions is inescapable, and you cannot bear the thought of any more
blood on your hands. You are compelled never to commit violence except in self-defense, after all means of
diplomacy or escape have failed, and you will constantly search for some means to atone yourself to your
victims for the (perhaps self-perceived) crimes you have committed.
END
That’s that. Better get the hell out of here before anyone asks where you’re going.
The effects of drawbacks are no longer enforced by your Benefactor.
GO HOME
Return to your world of origin with everything you’ve gained so far.
STAY HERE
Stay in this universe. If you Sublimed, you aren’t going anywhere, since you folded yourself into the higher
dimensions of this universe.
MOVE ON
Move on to another jump with everything you purchased in this one.
NOTES
v0.83
In Memory of Iain M. Banks.
This jump document is a fan creation by myrmidont.
Jumpmaker’s Comment: I strongly recommend that, given the power of even CL 7 civs, this jump be taken
late in a chain. It is your own fault if you take this jump early and are then bored with any lack of challenge
thereafter. If you’re on a rollchain, you don’t need to feel bad about passing it up and putting it back in the
roll list for later.
Or don’t, and do what you want.
Subliming counts as “choosing to stay” once your ten years are up. This is due to the sublimation process
being linked to how the local dimensions behave, and sublimed beings almost always losing interest in
further contact with the normal universe due to how awesome being Enfolded is. Even if you are a Returned,
there’s no guarantee that if you Sublime again, you’ll have any desire to come back.
You can fluff any impossible knowledge from Whispers Of The Veil as coming from either specific sublimed
(eg: those of your civ or some allied Sublimed) or from your Benefactor instead.
Drawbacks
Depending on effect, drawbacks may affect both the real world, and any hypothetical metamathic or sim
universes you create, or other universes you travel to.
Eg: No matter how convincingly you create sim worlds or change your identity, the other beings you interact
with will know you as a meatfucker.
It is highly inadvisable to take both To Sleep Perchance To Dream and Idiran War (one of which guarantees
some EqT ships are going to do their best to fuck you up, and the other guarantees you don’t care what’s
going on in the real world…remember where your Off Switch is located).
In human terms, Idiran War means you are going to go into a warzone where people will be shooting at you.
I quote the casualty stats of the Idiran war here:
Casualties
Type Quantity
Sentients 851.4 billion (±3%)
Interstellar vehicles 91,215,660 (±200)
Orbitals 14,334 This is roughly where
Planets and major moons 53 most of the options in this
Rings 1 jump put you, in terms of
Spheres 3 capabilities.
Stars suffering major alterations 6
So consider yourself forewarned.
Alt-Forms
In the end how it works is all up to you, but this is my suggestion:
The forms acquired in this jump can be swapped out of in two different ways.
The first is Total transformation. The entire “you” in this jump, be it a Mind alone, Mind in a Ship, or Mind
distributed across a hegeswarm, swaps into the other alt-form, leaving nothing behind. All separate assets,
units, remotes, population, all vanish, considered part of your body.
The second option is Mind Only. Only the actual “Mind” of your form in this jump is considered “you” with the
ship/hab/etc. surrounding you being like a set of clothes you can take off. When you swap Alt-forms, the
Mind is the only part that swaps to the new Alt-Form, leaving the rest of the “body” behind.
Another mind replaces you in its core – AI slaved, Mind-state copy of you, insert one of your other AIs,
whatever.
Other Assets remain, so you can swap alt-form back to human but still ride around on the Ship or Orbital you
purchased and interact with the population in person, without using avatars.
+
Of course you have to change back with the same option you used to swap out – no duplicating your body
by abusing alt-forms.
Thinking Stuff
Minds think at speeds billions of times faster than regular humans, and millions of times faster than most
drones. This is wholly separate to the matter of intelligence and problem solving ability. Sentient beings like
humans are considered to have a “mind rating” of 1.0, while all we know about Minds is they rate “much
higher”. Memory capacity is in the order of 1030 characters.
Senses
The senses of a mind are extremely detailed, capable of scanning something from orbit down to a sub-
molecular level, and scanning for quantum effects at closer range. The entire EM spectrum is a Mind’s to
see with, as well as exotic senses like sensing distortions of the skein between the 3D universe and
hyperspace to sense gravity anomalies, ships going into and out of hyperspace, etc.
A mind, even one without hyperspace engines, can ‘look down’ from hyperspace to see or scan inside solid
objects without scanning “through” them, as a property of hyperspace being a 4th spatial dimension.
Starships have powerful ‘track scanners’ which look light-years ahead so they don’t run into a star or
something. In hyperspace and with field generators, it’s possible to throw up a light-sensing field light-
seconds across that can peer across hundreds of light years, and since light in hyperspace travels faster
than in regular space, you can see what’s going on far away without anywhere near the same light-speed
delay. It’s said that a capable ship (like a General Contact Unit) can ‘passive bug’ a planet with its effector,
telling what someone in an underground bunker ate from the next star system over. Solid matter isn’t an
obstacle, except if it’s 4-D matter.
Manipulators
Humans have hands and arms, but you have so much more.
Minds often have Effectors, tech which can induce electrical and electromagnetic or ferro/dia/paramagnetic
effects. To sweep and scan, to read data in electronics, to manipulate and alter that data, even to disrupt,
alter or pause the electromagnetic activity in a human mind. Warships might have several effectors set in
spherical emplacements 20m across. It is the favourite trick of Culture warships faced with lower CL craft to
simply effectorize their systems and turn their own weapons against each other, and many
Monopathic/Aggressive Hegemonizing Swarms are simply effectorized to change their programming into a
mind you can have a decent conversation with (subsequently becoming Evangelical Hegemonising Swarms,
where they ask if you would like them to assimilate you).
Minds also have field projectors, which are most obvious when maintaining an envelope of atmosphere
around a starship or for defensive purposes. Yet they can also be used purely for decorative means, to
produce auras of light or color which conveys mood from an otherwise expressionless machine. They can
be coloured, mirrored to reflect light (and Coherent Radiation Energy Weapons), or simply to produce a
privacy field. Fields can exert physical force on something (say, to scrunch up a human into a contorted ball
for a high-speed Displace).
Displacers
Displacers shunt things by wormholes through hyperspace. EqT civ ships can collapse, redirect or prevent a
displace if they are savvy and fast enough, so emergency high-speed displaces and spamming decoy
displaces are sometimes necessary when dealing with covert/overt placement or recall of assets.
This may be a part of the “trapdoor system” where explosions aboard a ship can be shunted into hyperspace
(not much good if the ship is in hyperspace at the time, though).
Avatars
Minds of any type often have a plethora of Avatars (human bodies remotely controlled or loaded with their
own sub-mind personalities) or Remotes (such as Ship-Remotes or Hub-remotes) which are the equivalent
of Drones (the mechanical citizens of the culture – little floating things like miniature starships themselves).
Starship Sizes
Tend to range from 0.2km to 200km by class, current configuration, purpose and provenance.
Most large Culture vessels (and possibly those of equally advanced species) tend not to have an outer hull
as we would recognize it; instead having one or more ‘hull elements’ held together with force fields and all
enveloped within an outer field that holds all the air in. A GSV may, for example, have a floating parkland, a
huge spherical “ocean” of water, drifting apartment blocks, a ring-shaped manufactory, and six separate
engine units all held inside its air-filled field enclosure, with its length varying.
Whereas warships tend to be much smaller, but packed solid with armor, weaponry, sensors and sub-units,
so much so that an Abominator Class had to jettison material just to bring along one passenger.
Weaponry
Lower end of weaponry ranges from CREWs (lasers, or masers or xasers, coherent beam EMR), projectile
weapons for soft targets, to line guns which gravitationally rip apart a target.
Typical starship vs starship weaponry is plasma chambers, coupled with a Displace Array, to transport nova-
temperature pressurized plasma to the space around, onto or even inside your target. Missiles include
various fusion warheads, nanohole warheads, antimatter/cluster antimatter (AM/CAM) warheads, or smart
deployable weapon platforms.
The most utterly destructive weapon that the Culture uses is gridfire, which is basically pulling part of the
unthinkably powerful energy grid from above or below hyperspace into the ‘normal’ universe. This is known
as a "Novalevel Hypergrid Intrusion".
Example Combinations
Examples of Minds or Ships from The Culture universe and how you’d build them in this jump:
Sleeper Service Culture Ship 8 GSV or I said I’ve got a big stick
The Excession ("I") Excession Any 9 Dual E-Grid Tap
Pittance Ship Store Culture Hub 8 Rock, Ship Cache
Appeal To Reason Involved (ex-Culture) Ship 8 GCU
Bora Horza Gobuchul (during Consider
Phlebas) Culture Warship 8 None
Dra'Azon Returned Any 9 Energy Form
Full Refund (Homomdan Convertcraft MBU) Culture (ex-Involved) Warship 8 GOU
Meatfucker Culture Ship 8 GCU