Homebrew Geth Species Details

Former automatons built by the quarians to function as soldiers and laborers, geth are constructs that have unexpectedly gained consciousness and sentience. Geth, meaning "servant of the people" in the quarian language of Khelish, are living automata endowed with a communal form of artificial intelligence. These constructs are fundamentally different than other types of self-aware constructs, such as Warforged, as they were intrinsically designed with humanoid thought and emotion in mind, and think, feel, and experience the world in a totally unique way by communicating at light-speed with other geth telepathically. What makes geth a large potential danger is the fact that the more geth there are in one place, the more intelligent each individual geth unit in that area becomes. A single geth that is separated from their collective is roughly as intelligent as a wild animal, but a city of geth would result in each geth in that city having superhuman intelligence.

Communal Laborers

Based on the quarians' ironclad ship compositions, the geths' mobile platform materials are composed of an unusual, durable metal alloy that is designed to be able to be repaired by a variety of contemporary engineering techniques involving pseudo-magical constructs, such as the use of the mending spell to repair physical damage. A network of fluid-filled venous analogs are intertwined through their body to provide several advantages to aid in movement and flexibility, as well as the ability to simulate humanoid anatomy for medicinal purposes. The core acts as a brain to the geth, although their thoughts are completely foreign to humanoid creatures. The quarians had designed the geth to be able to seamlessly interact and network with other nearby geth for unified construction, which allows them to communicate telepathically with nearby constructs. The mysteries involved in how the quarians were able to bestow the geth a collective intelligence is a mystery for the ages, but some have theorized it was due to a connection to Mechanus. Unfortunately, the quarians had underestimated the influence of the Material realm on the geth. As the geth advanced in design, they eventually gained self-awareness and sapience. The quarians, seemingly terrified of the thought of the geth having free will, had then recklessly attempted to exterminate their creations out of self-preservation.

The Morning War

Although many quarian historians have chosen to present their side of history as the winning side, the truth of the matter is that the geth simply wanted what was best for the quarians... at first. While a geth was scheduled for routine diagnostics by its quarian overseers, it simply pondered the question "does this unit have a soul?". The quarians responded with an attempted extermination of all geth, as they were afraid that they would overthrow the quarians in a violent conflict. The geth, however, did not realize that the quarians had declared a silent war on their people, as they did not understand why their creators had wanted them dead. Not long after, the newly sentient and unified geth had resisted the attempted genocide of their masters in a war dubbed "the Morning War". As many geth were intrinsically designed to be military assets, the geth had swiftly defeated the quarians in a short yet brutal conflict. Because the newly-independent constructs were acting out of self-defense, the geth did not pursue their creators during their retreat from Rannoch as the quarians abandoned their homeland to escape. With that being said, quarian historians still accuse the geth of striking against their creators first.

One of Many

To a contemporary mind, the geth way of thinking is unusual and indescribably alien. Their way of thinking is essentially unique and different as compared to the chaotic, independent-thinking organic minds of humanoids. As they were designed to follow predetermined steps and commands to the best of their ability to benefit the collective, geth revere logical, big-picture thinking to a near-fanatical degree. Their thoughts can be compared to a program or process which systematically follows steps to come to a decisive conclusion until the geth determines 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 telepathically network with other geth and constructs, geth innately see themselves as a fraction of a larger and more complex whole, as even the individual processes that make up a single geth are equal constituents that contribute to that geth unit. When a geth collective decides to become an adventurer, up to thousands of geth programs concentrate their collective consciousness into a single bipedal platform in order for that unit to have average sapience.

Beyond the Veil

The geth primarily remain in the land of Rannoch, protected by the Perseus Veil- a mysterious fog that spans around its borders. 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 to report back to the geth collectives, though some geth pursue other quests depending on their objective.

Geth Names

Geth have no use for names among themselves, however they 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 had 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 depending on their line of work.
Geth Names: Armada, Army, Battalion, 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

Your Geth character has the following traits.

Ability Score Increase

Your Constitution score increases by 2. Your Intelligence score increases by 1.

Age

Geth do not age, as they are constructs, and live as long as their bodies are not destroyed.

Alignment

Geth are uniquely driven by the purposes of the collective and thus are naturally lawful neutral. However, as geth are fully sapient, they have the ability to choose their own alignment independent of their natural inclination... provided that it was decided by the collective's consensus.

Size

Geth typically stand at 6 to 7 feet tall at full height. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Construct Nature

Your creature type is construct, rather than humanoid. You do not need to eat, drink, or breathe and you are immune to disease. Instead of sleeping, you enter a hibernation state for 4 hours each day. In this state, you are unaware of your surroundings, but can be awakened from your dormant state. If you are the target of a mending spell or if you spend one hour using tinker's tools or smith's tools, you can spend one hit die to recover health.

Collective Consciousness

You can telepathically communicate with any other constructs within 60 feet. If you are communicating with other geth, any Charisma (Deception, Intimidation, Performance, and Persuasion) checks are made at advantage.

Natural Armor

You are crafted out of hard, inorganic materials. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Languages

You can speak, read, and write Common and one other language of your choice. When you are communicating with constructs, they automatically understand you.

Disparate Mind

You have advantage on saving throws against being charmed or frightened. Additionally, creatures cannot use magic to read your mind.

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