The Geth Ethnicity in Mass Effect's Milky Way | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Geth

Geth:

 
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.   Ability Score Increase: A +2 Intelligence and a +1 to Strength.   Age:   Geth do not age, as they are constructs, and live as long as their bodies are not destroyed.   Size:   Standard geth are around 2 meters tall (6'5"). Your size is Medium.   Speed:   Your speed is determined by your mobile platform chosen below. None   ~~~~~~~~~~~   Infrared Vision:   Your optic sensors have built-in enhancements. As a bonus action on each of your turns, you can toggle your infrared vision on or off.   While on, your sight becomes a gradient map of the heat produced by your surroundings (hotter objects appear brighter and cooler objects appear darker; you cannot discern color). You can see creatures and objects in darkness as well as creatures and objects hidden by technological means within 24 meters, as long those elements are few degrees cooler or warmer than its surroundings.   Integrated Protection:   Your body has built-in defensive layers, which can be enhanced with armor:   You can equip only armor with which you have proficiency. To equip armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To unequip armor, you must spend 1 hour removing it. You can rest while equipping or unequipping armor in this way. While you inhabit this mobile platform, the armor incorporated into your body can’t be removed against your will.   Repair Matrix:   You have internal failsafes and repair protocols to assist with your longevity. You can expend one or more Hit Dice as an Action, roll the die, and gain that many hit points.   Additionally, you regain all spent Hit Dice during a long rest, instead of the usual amount.   Sentry Mode:   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.   Synthetic Construct:   As a synthetic creature you gain the benefits and detriments of not being composed of biological material. Your creature type is synthetic and you cannot be the target of any power, item, or feature that indicates an organic target. You gain the following:   You are immune to psychic and poison damage
You are immune to disease and the poisoned condition
You are vulnerable to lightning damage.
Being stabilized requires a successful DC 10 Intelligence (Engineering) or Intelligence (Electronics) check instead of Wisdom (Medicine).
You do not need to eat, drink, or breathe.
You do not need to sleep.
 

Mobile Platforms:

  Hopper.   Hoppers are a specialized geth platform, used primarily for stealth attacks, cyberwarfare and sabotage.   Ability Score Increase: +2 Dexterity   Speed:   Your base walking speed is 35ft. Your base climbing speed is 15ft.   Eye Beam:   Your eye can emit a powerful and damaging laser beam that is a natural ranged weapon with a normal range of 36m (90ft) and no long range. You are considered proficient with it and add your Dexterity modifier to its attack rolls. If you hit with it, you deal radiant damage equal to 1d10 + your Dexterity modifier.     Hooks:   Your appendages have tiny monomolecular hooks that grip onto almost any substance. If you use all four appendages, your climbing speed is equal to your walking speed and you can move up, down, and across vertical surfaces and upside down along ceilings.     Limited Integration:   You may only integrate Light Armor using your Integrated Protection trait.     Spring Loaded:   You can jump three times the normal distance.     Stealth Unit:   Hopper platforms are designed for covert operations. You have proficiency in Stealth. You have a light stealth module integrated into your platform, once per long or short rest you can use it without rolling, you remain in stealth unless one of the following happens:   You pass or any creature or person with INT of 3 or higher pass within 5ft which causes detection.
  Any creature or person with a passive wisdom of 17 or higher can see through your stealth system
  You initiate combat
  You step into a trap
  Juggernaut:   Juggernauts tower above the ground and are an intimidating presence on the battlefield. Their size, strength, and armor make them ideal for taking weapon fire, but they are slower than other mobile platforms.   Ability Score Increase: +2 Strength.   Speed:   Your base walking speed is 20ft.   Asymmetric Defense Plating:   You gain a +1 bonus to Armor Class. Additionally, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.     Jump-start Aura:   As an action, cycle kinetic barriers for yourself and each creature of your choice within 24 meters. A creature gains shield points equal to its armor’s regen, to a maximum of its armor’s shield capacity.   You may use this trait between long rests a number of times equal to your proficiency bonus.   Trooper:   Geth Troopers are the most common type of mobile platform, using a standard platform design with specialized AI.   Ability Score Increase:   +1 Constitution +1 Strength.   Speed:   Your base walking speed is 30ft.   Composite Plating:   You gain a +1 bonus to Armor Class.     Specialized Design:   You gain expertise in one skill of your choice. You also gain proficiency in one tool and one weapon of your choice. Proficiency in 2 weapons of your choice.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!