Hutt player complications

By Jack of All Trades, in Star Wars: Edge of the Empire RPG

I have a player that has wanted to play a Hutt for years and I have a campaign coming up where it makes sense for him to do so. I am told him that he'll need to play the rare heroic exception and that he'll have to be childhood friends with the other characters.

My real concern is mostly the movement issue. Only one maneuver per round means, no hase scenes. Climbing and squeezing become a major issue.

I told him how has to be 91 years old to make him barely an adult and to rein in hisbsize a bit. Beyond this I don't know what to do. Not being able to run away, seems like a big deal for this campaign with serious consequences.

This seems like a tough cookie.

Judging from your other thread your players will be on the run a lot, wich is definitely an issue for a Hutt.

I'm not very familiar with the game beyond the core rules yet, is there a precedence for Hutt PCs in one of the supplements or are you house ruling it?

Maybe you could circumvent the Hutts inherent unmobile nature by requiring him to have a at least 3 Agility or something like that?

The EU (now defunct ofc) had Hutts in repulsor-sleds when they wanted to move fast and Hutt combat 'armour' that was basically a hutt-shaped mini-vehicle the Hutt inside would drive around. Barring that, it'll be on the player to endear himself enough to the group to have them bail him out and be it by having a crane at hand to grab Hutty and run in a pinch.

My go to answer; split the party!

Keep everyone on the same initiative track, but let them be in different locations. He can jump in the speeder and try to cut off the person they are chasing whilst the rest run on foot. If you're going to initiate a chase where the PC's are being chased then time it so the PC is close enough to a getaway vehicle for them to have a chance.

Use it as a story narrative element. Put him in situations where running away would be the easiest option, but obviously he can't so he has to find another way. Generally all Hutts can talk the talk and I'm going to assume his character will be no exception, so use the rest of the PC's leaving him behind as a chance for the Hutt to gain the spotlight for a moment.

Simply put its down to encounter design, every PC has flaws to use for some Narrative fun and Strengths to set up for so they can shine. Whenever you're coming up with an encounter or obstacle think of ways the Hutt can contribute even if he can't do the exact task that's required, that's what henchmen (ie the other PC's) are for.

For those wondering, Hutt PC rules are in 'Lords of Nal Hutta'... along with their armour and sleds!

The repulsor sled is in the book, and it's fairly affordable. Watch out for the concealed Auto-Blaster it sports as a standard feature, especially if the player is looking to go Heavy.

For those wondering, Hutt PC rules are in 'Lords of Nal Hutta'... along with their armour and sleds!

I literally JUST got that in the mail, would you look at that.

The "only one manoeuvre to move per turn" in no way bars the character from participating in chase scenes. Once you start a chase moves become irrelevant; it's all down to the competitive Athletics check to decide whether the characters increase or decrease the distance between each other. The rules state that once a chase is initiated, none of the participants can use manoeuvres to alter the distance between each other outside of this Athletics check. Now, you may want to assign a Hutt character a few setback dice to this check to reflect that he's slower than others, but there's no reason why he shouldn't be able to join in the fun.

For a detailed explanation of the chase rules, see page 241 of the EotE core rulebook.

This is great news! I've literally only looked through the Hutt Species and nothing else in the book yet. He actually wants to be a pilot/mechanic. He's really playing up the atypical Hutt angle.

Will the one maneuver in space/air Combat be a big deal? I haven't read the rules for vehicular combat yet.

The Hutt maneuver limit is only on using the Move maneuver, so it is unlikely to come up in space combat unless your character has to race to the cockpit from somewhere else in the ship.

This is great news! I've literally only looked through the Hutt Species and nothing else in the book yet. He actually wants to be a pilot/mechanic. He's really playing up the atypical Hutt angle.

When you think about it, there's no way an entire species can be crime lords. Most Hutts are going to be average Joes, living in a society run by crime lords. Naturally, a lot of them will feel superior to the bipeds around them, because they are part of something big and important, and can accurately pinpoint their place in Hutt society. That place, of course, might just be running a taco truck on Nar Shadda, but our young entrepreneur is under the protection of Slobbo the Hutt, and will soon control the Taco Truck Empire of the Tri-County Area!

So, there's nothing wrong with a Hutt Pilot/Mechanic. Perhaps unusual, but as long as he's ambitious, cunning, arrogant, and dismissive of others' ideas of fair play, he's a perfect Hutt.

Edited by The Grand Falloon

Awe, now I want to make a cute, caring Hutt medic that floats around and heals his buddies.

Taco Truck Empire of the Tri-County Area

Well, if I ever start a band...

Yeah, there were several episodes in The Clone Wars about Ziro the Hutt on the run. He had two Jedi Knights and a notorious bounty hunter on his tail and they never caught him, and he wasn't exactly PC-grade heroic either.

This is great news! I've literally only looked through the Hutt Species and nothing else in the book yet. He actually wants to be a pilot/mechanic. He's really playing up the atypical Hutt angle.

Will the one maneuver in space/air Combat be a big deal? I haven't read the rules for vehicular combat yet.

Hutts can still perform two maneuvers in a round. The only restriction is that they can't use more than one maneuver to move themselves . So, in a vehicle, this is not an issue unless they are trying to move around a large ship quickly. If they are flying it, their maneuvers used to perform pilot only maneuvers to get the ship to move, speed up, go evasive, etc aren't moving them , they're moving the vehicle.

That's great news.

Something, just occurred to me. My Hutt player wants to be a pilot. I'm guessing 99℅ of Star fighters are out of the question. Should he be able to steal a ship not built specifically for Hutts? Would he have to rip the seats out to get to the controls? If so, what about he g force when leaving atmo or entering hyperspace.?

I really want to say yes, but...

Something, just occurred to me. My Hutt player wants to be a pilot. I'm guessing 99℅ of Star fighters are out of the question. Should he be able to steal a ship not built specifically for Hutts? Would he have to rip the seats out to get to the controls? If so, what about he g force when leaving atmo or entering hyperspace.?

I really want to say yes, but...

Ah hell's bells.

Something, just occurred to me. My Hutt player wants to be a pilot. I'm guessing 99℅ of Star fighters are out of the question. Should he be able to steal a ship not built specifically for Hutts? Would he have to rip the seats out to get to the controls? If so, what about he g force when leaving atmo or entering hyperspace.?

I really want to say yes, but...

Ah hell's bells.

That doesn't sound good.

Let's say there was a discussion on the subject a while ago. It was not exactly enjoyable.

Something, just occurred to me. My Hutt player wants to be a pilot. I'm guessing 99℅ of Star fighters are out of the question. Should he be able to steal a ship not built specifically for Hutts? Would he have to rip the seats out to get to the controls? If so, what about he g force when leaving atmo or entering hyperspace.?

I really want to say yes, but...

Officially, Hutts only have the disadvantages listed in the book. RAW, they can climb ladders, sit in those desks that are connected to a tiny chair, and with enough XP in performer, become the most famous can-can dancer in the world.

Some of that's a bit silly, but the point is if you're going to put additional limitations on a character you should either make up for it elsewhere or impose artificial limitations on anyway. PC hutts are also silhouette 1 - not yet full on Jabba sized.

I think a nice middle ground would be those obstacles exist, but can be easily overcome. Sure he can't fit in the seat of an X-Wing, but give him an easy-average mechanics check to pull the seat out and he can cram in.

Yeah, it's your game, you get to decide. Personally I like to let PC's have their fun. But make the decision that's best for your group, game and enjoyment of everyone. You never know, the Player may want to role play the struggles of being a big slug.

Something, just occurred to me. My Hutt player wants to be a pilot. I'm guessing 99℅ of Star fighters are out of the question. Should he be able to steal a ship not built specifically for Hutts? Would he have to rip the seats out to get to the controls? If so, what about he g force when leaving atmo or entering hyperspace.?

I really want to say yes, but...

From the last time a Hutt pilot came up

This is legends stuff but...

The hutt Zodoh and his Intruder-class starfighter .

First you give the players to create character concepts, only then you decide on the campaign details, togather or not... but it still needs to come togather with what they want to play.

Everything else will fall into place later... How the Hutt fits the party, how he handles task disadvantageous to him, what and how he pilots, etc...

We decided that if he removed the pilot's chair he would be able to use his "massive" muscley underbody to hold him in place.