Hutt player complications

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

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.

That's awesome, haha!

He could also use some cargo-belts to hold himself in place. :D

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So, I am a firm believer that if a player wants to be a hotshot Hutt fighter pilot, go for it. Besides Zodoh the Hutt, I can't reinforce treating a player poorly for no other reason than they're the "wrong" race. Plus, I remember a seen from the old Police Academy move, where the really really tall guy has to drive a tiny little car. He just rips out the front seat, and sits on the back bench, still able to reach all the controls. I personally would love it every time the Hutt had to 'roid rage a seat out of a speeder / fighter / normal people cockpit setup. It's not like they start at Brawn 3 or anything . . . oh . . right, they do. :)

Grakkus is my new hero.

Grakkus is the character's father and one my campaign's primary antagonists.

ooooh... a force sensitive (or F&D Class) Hutt PC..? with a holocron from daddy's super secret stash...?

I love it.

I was thinking about a campaign with Beldar the Hutt (who happens to have a strangely pointy head ;) ), who would be a force-sensitive son or nephew of Beldorian.

Of course, Beldar wants to defeat and/or overthrow Beldorian, because he’s gotten weak and slovenly, or maybe because it’s just the right thing to do.

I’m still working on the idea.

[ duplicate post deleted ]

Edited by bradknowles

Seriously...

We're 2 pages into a thread about Hutts in starships and NO ONE posted it?

*sigh*

Fine...

"I don't think they had Hutts in mind when they designed her..."

Speeder bike

It should be possible to play lots of different character types that, at least at first glance, has trouble moving around or are just seemingly slow. Not just hutts, but chevin, astromech droids, protocol droids, smaller or bigger species. I should be very manageable with a little creative thinking in a science fantasy space opera.

I guess it all depends on play style and campaign intension. A big and clumsy, but cunning hutt character could have lots of interesting roles to play in a crew of criminal hustlers and cheaters, so could an old clone trooper veteran in a wheel chair(or walker chair?), an R2 droid with a bad motivator or what have you..

If your game is about hand to hand combat and speedy foot chases, I guess some characters won`t work in your action ninja scenarios, but then your players should be informed about the kind of game you are running before making their characters.

Good luck!

Edited by RodianClone

Seriously...

We're 2 pages into a thread about Hutts in starships and NO ONE posted it?

*sigh*

Fine...

"I don't think they had Hutts in mind when they designed her..."

Then custom build the cockpit... Return of the Hutt Ace Pilot!

Would being hunted by a Jerky Manufacturing concern be a player complication? :o

Back in WEG times, we had a PC Hutt who quickly became our group's getaway driver. He wasn't piloting in space, just taking us along in his sled in what rapidly became a series of chase scenes. He always pretended to be a mighty crime lord, but he had no connections to organized crime whatsoever.

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

dude, just awesome

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...

had wave the gravity. Gravity manipulation tech. has to exist for much of the star wars universe to function. Space ships have inertia dampers and even starfighters have gravity generators.

As for cockpit size, either setback dice or just some strain to character, due to discomfort of squeezing into a biped's cockpit design. IF he buys a ship, even from a shady Toydarian's junk yard, should be real easy to get a cockpit for his biology installed.

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.

Does it make the bubbly spacecraft noise from "The Jetsons"?

Maybe it needs to have some custom mods installed?

What stats do you use to fire with the concealed auto-blaster? It doesn't seem to have a relevant skill, but it doesn't have rules for it shooting on it's own?

Edit: The auto-blaster is is in the main rule book, but now I'm concerned for the power of the weapon, keeping in mind that it is a vehicle weapon... Does the hutt in my group actually do 30 personal scale damage a shot?

Edited by Galechan

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That looks odd, yet somehow correct...

;)

That looks odd, yet somehow correct...

;)

They look capable enough to me...

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Edit: The auto-blaster is is in the main rule book, but now I'm concerned for the power of the weapon, keeping in mind that it is a vehicle weapon... Does the hutt in my group actually do 30 personal scale damage a shot?

Well, 30 + 10 per net success...

Welcome to the pain of integrating personal and planetary scale. It's one of the few recurring problem areas in this ruleset.

Edit: The auto-blaster is is in the main rule book, but now I'm concerned for the power of the weapon, keeping in mind that it is a vehicle weapon... Does the hutt in my group actually do 30 personal scale damage a shot?

Well, 30 + 10 per net success...

Welcome to the pain of integrating personal and planetary scale. It's one of the few recurring problem areas in this ruleset.

Sort of what I was thinking. The GM and I have determined this is why Hutts start with Agility 1... And the PC playing the Hutt isn't going to be stupid with it, so hopefully it should work out

Edit: The auto-blaster is is in the main rule book, but now I'm concerned for the power of the weapon, keeping in mind that it is a vehicle weapon... Does the hutt in my group actually do 30 personal scale damage a shot?

Well, 30 + 10 per net success...

Welcome to the pain of integrating personal and planetary scale. It's one of the few recurring problem areas in this ruleset.

This is why I would pull the auto-blaster out of that sled, and not let the player have it.

If they want a large hidden weapon, I might let them add a personal scale item that uses the Gunnery skill, but it would still be Restricted, and they would likely find themselves in a world of hurt if they were to actually use or display that weapon on most civilized worlds.

Edit: The auto-blaster is is in the main rule book, but now I'm concerned for the power of the weapon, keeping in mind that it is a vehicle weapon... Does the hutt in my group actually do 30 personal scale damage a shot?

Well, 30 + 10 per net success...

Welcome to the pain of integrating personal and planetary scale. It's one of the few recurring problem areas in this ruleset.

This is why I would pull the auto-blaster out of that sled, and not let the player have it.

If they want a large hidden weapon, I might let them add a personal scale item that uses the Gunnery skill, but it would still be Restricted, and they would likely find themselves in a world of hurt if they were to actually use or display that weapon on most civilized worlds.

The really odd thing is that the Auto-Blaster is less expensive and easier to acquire than the (personal scale) heavy repeating blaster. Oh, and the Auto-Blaster isn't Restricted either.