Homebrew Geth Species Details
Former automatons build by the quarians to function as soldiers and laborers, geth are constructs that have unintentionally consciousness and sentience. Geth, meaning "servant of the people" in the quarian language of Khelish, are fundamentally different than other constructs and are designed with humanoid thought and emotion in mind. Geth think, feel, and experience the world in a totally unique way.
The Morning War
"Does this unit have a soul?" asked the geth. That question would change the relationship of quarians and geth forever. The quarians responded with an attempted termination of all geth. The newly sentient geth resisted the genocide of their masters in a war dubbed "the Morning War". As many geth were designed as tools of war, the quarians were quickly and easily defeated. Because the constructs were acting out of self-defense, when the enemy began retreating from their homeland of Rannoch, the geth did not pursue and allowed their masters to leave in peace.
Incomprehensible Mind
Geth minds are quite anomalous. As they were designed to follow predetermined steps and commands, and with their minds powered from a centralized network, their way of thinking is essentially unique and different than the chaotic organic minds of humanoids. Their thoughts can be compared to a program or process which systematically follows steps to come to a conclusion, run many times in different ways until the geth comes to a consensus of the correct course of action. Geth do not experience emotion or desire - not in the same way a humanoid does, anyway. Additionally, due to their innate ability to network with other geth, geth see themselves as a unit of a larger and more complex whole and even the individual processes that make up a single geth as being equal constituents that contribute to that geth unit.
Beyond the Veil
Geth primarily remain in the Perseus Veil: huge nebula of opaque gas and dust that separates geth space from the Terminus Systems. They live in peace, but some geth find themselves seeking knowledge of what is beyond their realm. The primary motivation of the geth who leave Rannoch is to acquire and compile information, though some geth pursue other quests.
Geth Names
Geth have no use for names among themselves but will adopt names for the sake of interacting with other races. However, the geth do not often see themselves as individuals. Many geth use plural pronouns such as "us" and "we". As a result, the names geth take are normally synonyms or words for groups. Geth with individuality, especially those who have been separated from their kind for an extended time, do exist. Those geth still use words for names, though they give themselves a more personally fitting name.
Geth Names: Armada, Army, Batallion, Brigade, Cabal, Caucus, Congregate, Coterie, Guild, Horde, Host, Legion, Myriad, Phalanx, Proletariat, Throng, Troop, Union
'Individual' Geth Names: Alpha, Apex, Beta, Centurion, Enigma, Eternity, Genesis, Obelisk, Oblivion, Omega, Oracle, Pinnacle, Terminus, Vortex, Zenith
Geth Traits
Geth minds are quite anomalous. As they were designed to follow predetermined steps and commands, and with their minds powered from a centralized network, their way of thinking is essentially unique and different than the chaotic organic minds of humanoids. Their thoughts can be compared to a program or process which systematically follows steps to come to a conclusion, run many times in different ways until the geth comes to a consensus of the correct course of action. Geth do not experience emotion or desire - not in the same way a humanoid does, anyway. Additionally, due to their innate ability to network with other geth, geth see themselves as a unit of a larger and more complex whole and even the individual processes that make up a single geth as being equal constituents that contribute to that geth unit.Thermal Vision and Radar
You are able to improve visibility of objects in a dark environment by detecting the objects' infrared radiation and creating an image based on that information up, and sense the movement of objects around you up to 200 ft.
Innate Shielding
You have 5 shields (regen 5). You can upgrade these by using armor mods.
Ability Score Increase
Your Constitution score increases by 2, Intelligence score by 2, dexterity score by 1, and Charisma score by-2.
Age
Geth do not age, as they are constructs, and live as long as their bodies are not destroyed.
Alignment
Your standard Geth platform is neutral good, wanting to prosper and communicate with others, defending themselves only if threatened. Heretics are lawful evil, serving the Reapers and slavishly accomplishing their will.
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d6
Height = 5 feet + 10 inches + your size modifier in inches
Weight in pounds = 270 + (4 × your size modifier)
Speed
Your base walking speed is 30 feet.
Living Construct
You were created to have remarkable fortitude, represented by the following benefits:
- You don’t need to eat, drink, or breathe.
- You are immune to disease. Resistance to poison, and psychic.
- You don’t need to sleep, and magic can’t put you to sleep or charm you.
Sentry’s Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a +12 bonus to Armor Class.
- While you live, your armor can’t be removed from your body against your will.
Hive Mind Processing
You gain three skill proficiency and two tool proficiency of your choice.
Languages
You can speak, read, and write all known languages.
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Posted Dec 25, 2021Can we get an explanation on the shields? Is it like the spell, or a damage reduction ability that needs a short or long rest to reset?