Guide to races

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During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you're expected to try and coexist on this deathtrap
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.

Roundstart Races

On Beestation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.

Humans

On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.
Formerly, the AI would apply the protections of its laws ONLY to humans, nowadays however the AI's law protect "Crew" instead of humans.

Gameplay

Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.
Set up industrial-sized bugzappers in the main hall to deal with the pests.

Diet

  • Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.
  • Dislikes: Raw food.

Benefits

  • Strength in numbers.

Drawbacks

  • None at all.

Lizardpeople

Second class citizens, lizards are generally relegated to lower level work.
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.

Gameplay

Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels.
Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.

Diet

  • Likes: Meat and disgusting things like small creatures that run around on four legs famous for disease
  • Dislikes: Grain and dairy, what kind of creature would hate pizza or cake?!

Benefits

  • Memorable appearance.
  • Solidarity with lizards staffmates.
  • Lizardpeople take one third less heat damage.
  • Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O' Nine Tails and lizard cloche hats.

Drawbacks

  • Likely target of racism.
  • Noticeable lisssp.
  • 50% more cold damage.
  • Your lizard tail and hide can be used to craft sought-after items.

Plasmaman

A recently discovered race that inhabits orbital bodies with high concentrations of Plasma.
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.
They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.


Gameplay

Light the entirety of the station on fire. Be immune to cold environments, die in seconds to hot ones. Claim that you're a space beast that's come to kill everything, ever.

Diet

  • Likes: Vegetables.
  • Dislikes: Fruit, only the flesh is weak to scurvy.

Benefits

  • Bang-proof and space-proof helmet with welding screen.
  • Immune to cold, (most) viruses, and radiation.
  • Can't bleed.
  • Does not need to eat.
  • Internals last very long and belt tanks at a standard pressure of 1013kPa last about 1.5 hours.

Drawbacks

  • They rely on a constant source of Plasma air to survive.
  • If exposed to Oxygen their body will catch on fire (unless in stasis).
  • 150% damage from brute, heat and fire.
  • Takes longer for body temperature to stabilize.
  • They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit or ghetto envirosuit you can craft]
  • Have to take off helmet and eat a few bites very quickly then extinguish in order to eat something.
  • No easy ability to hide their identity.
  • Can be cloned, but incompetent medical staff will always fuck it up.
  • Cannot be defibrillated, as they lack a heart.

Mothpeople

White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from.

Gameplay

Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.
Be slightly more tolerated by humans than other alien species.

Diet

  • Likes: Vegetables, Dairy & Clothes.
  • Dislikes: Fruit.
  • Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises.

Benefits

  • If your wings haven't been crisped, you can flutter around once gravity goes out.

Drawbacks

  • Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.
  • Badly hurt by fly swatters. [10x damage]
  • Vulnerable to pest spray. [3x damage]
  • Fire will burn your wings off, disabling its benefits and making the moth sad.
  • Nonsensical 'fluttering' speech tag.

Ethereals

Walking lightbulbs that are named after celestial bodies.

Gameplay

Die in one hit because you forgot to recharge. Steal all the station's power. Get harassed by moths.

Diet

  • Likes: Snowflake Ethereal food (High-power energy bars, empowered burgers). Electricity, whether through Cyborg rechargers, electric shocks or indirectly through lightbulbs.

Benefits

  • They're walking flashlights.
  • Enter a temporary Disco-mode when emagged.
  • Deal burn damage instead of brute damage when punching things.
  • Slightly resistant to electricity (0.5 siemens coefficient).
  • Can recharge apcs by using grab intent.

Drawbacks

  • They're walking flashlights.
  • Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, using apcs on harm intent, using a battery, or through special Ethereal food.
  • Slowly take toxin damage when out of charge.
  • Take 1.25 to 2x brute damage depending on lack of charge.

IPC

Integrated positronic chassis, also known as TV heads.

Benefits

  • Aesthetic TV head capable of changing looks, you stand out.
  • They can heal brute damage with a welder and burn with a cable coil.
  • Can be field revived with a welder and cable coils.
  • They stand out due to their TV head.
  • They do not require a head to live due to their brain being located in their torso
  • No need for eating.
  • Immune to cold and do not need to breathe.
  • Cannot process any reagents except special IPC reagent.
  • Immune to most diseases.
  • Bleed Oil (litterly just recoloured blood codewise)
  • Bleed out 10 times slower than every other spiecies
  • Immune to heart attacks

Drawbacks

  • Cannot perform CPR due to lack of breathing.
  • Cannot be cloned, incompetent Roboticists will borg you instead of reviving you.
  • Take almost 2x burn damage, capable of being critted in 4 welder hits, along with having a 1.3 brute modifier.
  • You stand out without a helmet.
  • Cannot process any reagents except special IPC reagents.
  • EMPs will deal 20 - 60 brute damage and stun you for 10 - 20 seconds while dislocating random limbs (including your head).
  • Need to stand still for a few seconds to heal with a cable coil or welder.
  • Heal slowly unless someone else is healing them.
  • You will be killed by most conversion antags due to the difficulty of keeping you around.
  • Revenants can EMP you and kill you.
  • Requires Oil for blood

Apid

Bee people! An exceedingly rare sight to see.

Diet

  • Likes fruits and vegetables

Benefits

  • Shockingly, bees like you.
  • Improved vision in dark (barely noticeable).
  • Superior lungs require less oxygen. (8 kPa min, humans require 16 kPa.)
  • Able to dash short distances using their wings which works very well with no gravity but needs an atmosphere.
  • Can craft honeycombs which contain 25 units of honey for 50 units of sugar.

Drawbacks

  • Takes 1.5x burn and toxin, and 1.25x stamina damage.
  • Passes out instantly in smoke, and after some time in the cold.
  • Takes 30x damage from flyswatters, 3x damage from pest-killer.

Oozeling

Slimes that have taken a humanoid form, these share a lot of the same biological traits that simple slimes do


Benefits

  • Cannot ignite when exposed to flames
  • Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.
  • 50% reduced burn damage from high heat, but not burn damage from other sources.
  • Able to speak the slime language, and wild slimes do not see them as a food source.
  • Able to regenerate their limbs.
  • Has slime lungs, "Vacuole", which will regenerate blood (ooze) volume when breathing plasma, You still need oxygen though
  • Has Slime Jelly as their blood, which can be extracted for use by chemists
  • Has no food preferences despite their gluttonous nature, so no major mood buffs or debuffs from eating.
  • Rapidly metabolize food when overfed, converting it into extra blood volume.

Drawbacks

  • Lose limbs when "blood" volume gets too low, restoring some of it.
  • Lose "blood" volume rapidly when exposed to water, water vapor, fire extinguishers, and showers.
  • Lose "blood" volume rapidly and take toxin damage when processing chemicals which would heal toxin damage in other races.
  • Lose "blood" volume gradually when hungry, and rapidly when starving.
  • 300% increased burn damage from cold temperature exposure

Dionae




Benefits

  • Gradually heals and gains nutrition in well lit areas.
  • Heals when irradiated
  • Completely immune to space exposure
  • Can produce an extra nymph every five minutes, and botany can grow more from seeds or dead nymphs
  • Nymphs may combine to form a new dionae colony
  • My willingly split into a bunch of nymphs again, though this will kill one of the colony!

Drawbacks

  • Major burn damage weakness
  • Extremely flammable; will burst into flames when shot with lethal lasers or even if just tapped by a lighter
  • Will starve to death in the dark
  • If limbs take enough damage to disable, they fall off as a dead nymph
  • Effectively "dies" when reaching crit, the dionae will split apart into nymphs

Human Mutants

Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.

Flypeople

Technically, a roundstart race now. But realistically you only see these during teleporter malfunctions. A truly sorry state to be in.

Gameplay

Annoy the chef for his cheese, vomit on his food and kill Pete because you need barf fuel muh self defense. Start getting voices in your head when you read the bee movie script over the radio.
Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for 'no reason'.

Diet

  • Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!
  • Dislikes: Anything with nutriment... the first time.

Drawbacks

  • Buz-zz-zing lisp.
  • Grotesque appearance.
  • Takes 30x damage from flyswatters, 3x damage from pest-killer.
  • Slower than normal people
  • Can't handle alcohol very well
  • 1.4x burn and brute damage, because of course you can't have anything.
  • 0.7 speed modifier why would you play this.

Felinids

Effectively human if not for their ears and tail.

Diet

  • Similar to normal humans.
  • Dislikes: Vegetables, Sugar, COCO.

Gameplay

At the start of the shift, put on clothes that look like they're from one of those Chinese cartoons you're always watching. Have quality interactions with the crew behave like a poorly-written female character created by a sweaty dude who's never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew don't because that's cringe. Become an entertaining electrical conductor for silicons.
Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while the authorities point and laugh from a distance. When in danger, get saved by backup suspiciously fast. Ahelp every transgression people do to you.

Benefits

  • N/A

Drawbacks

  • Hit harder by flashbangs.
  • Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.

Oozeling and Slime Mutants

These races are created in Xenobiology by ingesting mutation toxin, and all three variants share the same basic characteristics of oozelings.
Further ingestion has a chance to mutate a slimeperson into a Stargazer or Luminescent.

Slimepeople


Like slimes, they can split into multiple bodies, while retaining the same mind.

Powers

  • Can split themselves to create spare bodies if they have enough blood volume.
    • Reaching 1100 volume will let them split once, and reset them to 600.
    • Just like oozelings, they can regenerate their "blood" by eating, breathing plasma or consuming things which would be toxic to other races.
    • They can swap between bodies at will; dying in their current body will send them to another body if they have one.

Where to find them:

Stargazers

Stargazers are the telepathic branch of oozelings, able to project psychic messages and to link minds with participants.

Powers

  • Can privately and anonymously "send thoughts" to any target they see.
  • Can form slimelinks with any living being.
    • To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.
    • Everyone in the slimelink will be able to communicate in it and hear each other.
    • Slimelink communication also works while unconscious or muted.
    • Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.

Where to find them:

Luminescents

Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.

Benefits

  • Emit a faint glow.

Powers

  • Can absorb slime cores to gain special abilities. (You can find the various effects here)
    • Each core has a minor and a major ability.
    • Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.
    • You can only have one core absorbed at once.

Where to find them:

Exotic Races

These races have very few ways to come about, and often rely on very rare situations to exist at all.
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.

Golems

Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded. Free golems found on Lavaland function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.

Golems have unique benefits and drawbacks, depending on the type of mineral they're made of.

Gameplay

Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.
Kill people with your flashy radiation, and get banned for card golem counting.

Benefits

  • Spaceworthy, can't be dismembered and don't bleed out.
  • Immune to the effects of radiation and viruses.
  • Most golems punch hard and are highly resistant to brute damage, with some exceptions.
  • Have pocket-slots without wearing a jumpsuit.

Drawbacks

  • Bound to will of creator unless freed.
  • Most are much slower than humans.
  • Immune to injections and cryogenic drugs, can't give or receive CPR
  • Can't equip most clothing. Not really a drawback, since golems already have pockets.
  • The only guns they can use are Kinetic Accelerators with modified trigger guards.
  • Often prejudiced against and slain without mercy by the station at first sign of trouble.

For mineral specific benefits and drawbacks, see: Types of Golems

Where to find them:

Romerol Zombies

Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren't just a human mutation.
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.

They also won't stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.
If this does not happen, the zombie will revive at full health after some time.

The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned.

Benefits

  • Same as regular zombies.
  • Strong claws that can even punch through airlocks.
  • Revives after death unless decapitated or gibbed.
  • Quickly heals wounds.
  • Can see in the dark.
  • Turn other species into romerol zombies on death.

Drawbacks

  • Slow movement.
  • Can only use claws to smash.
  • (Rightfully) feared and hunted by crewmembers.

Where to find them:

  • On the station, after traitors team up to buy Romerol, get lucky with a surplus crate or a cunning virologist finds out how to make them.

Androids

Human-like robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.

Benefits

  • Does not need to breathe, immune to gases and viruses.
  • Immunity to pressure, cold and heat, can't be set on fire.
  • Does not bleed.
  • Does not need to eat.
  • Cannot be pierced by syringes or glass.
  • Can repair brute damage with welding and burn damage by replacing wires.

Drawbacks

  • Cannot heal brute and burn damage with conventional means.
  • Paralyzed and heavily damaged by EMPs.

Where to find them:

  • A technophile chapel

Abductors

Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.

Benefits

  • Does not bleed.
  • Does not need to breathe.
  • Is immune to viruses.
  • Can use abductor-specific equipment.
  • Can see in the dark for short ranges.
  • Can communicate without restrictions with fellow abductors.

Drawbacks

  • Can't use guns, except the one they start with.
  • Cannot be heard by non-abductors when speaking.

Where to find them:

Halloween Races

These are races that are found as roundstart races during the days near Halloween but can sometimes, rarely be found otherwise

Shadowpeople

Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.

They share many of the passive effects of Shadowlings, but none of their innate spells or abilities. They are far less a threat.

Benefits

  • Gradually heals in the dark.
  • Don't need to breathe.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Can see far in the dark.
  • Immune to viruses.
  • Won't get attacked by Faithless mobs.

Drawbacks

  • Will perish in the light.
  • Generally impossible to maintain a normal life on the station.

Where to find them

  • on the station during halloween
  • rarely in xenobio

Skeletons

The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.
Clattering spooks, due to their supernatural qualities they're almost always associated with wizards.
Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again.

Benefits

  • Don't need to breathe.
  • Aren't bothered by extreme temperatures and pressure.
  • Have no blood to lose.
  • Are immune to the effects of radiation, as well as viruses.
  • Immune to item embedding and chemical injections.
  • Do not need to eat.
  • Can attach limbs from the ground without surgery.

Drawbacks

  • Loses limbs easily.
  • Too spooky for most to tolerate.
  • Immune to medical injections

Where to find them:

  • Space pirate ships, with wizards, on the station on Halloween.

High-functioning Zombies

Unlike the zombies you find in movies, these high-functioning zombies don't crave your brains (despite what they might be compelled to say sometimes).
It's perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn't.

Benefits

  • Don't need to breathe.
  • Can survive in extreme pressures.
  • Immune to cold.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Can attach limbs from the ground without surgery.
  • Immune to Changeling transmutation stings.

Drawbacks

  • Loses limbs easily.
  • Hard to understand.
  • Ugly.
  • Tends to be confused with the infectious kind of zombie.

Where to find them:

  • With wizards, on the station on Halloween.


Vampires

that goth from the club wasn't as clean as she said and now you are eternally cursed with vampirism, atleast it has its upsides

Benefits

  • You can turn into a bat
  • That bat can crawl into vents
  • You can suck peoples blood
  • You heal while inside of a coffin

Drawbacks

  • You constantly need blood
  • If you run out of blood you turn into dust
  • You will always be pale
  • You will burst into flames if you enter the chapel
  • If the chaplain picks the whip nullrod, it will deal double damage to you