The galaxy is my oyster: Playing a hutt

By Cifer, in Star Wars: Edge of the Empire RPG

Hi everyone!

Having recently obtained Lords of Nal Hutta, I joked to a prospective GM that I could imagine playing a hutt. Well... I was a little surprised when he didn't shut that down immediately. So hey, why not? I'll probably go heavily social (speak softly and carry a big stick because that starting 3 Brawn is just asking for it), meaning Politico as the GM prefers Core rule specs.

That's the rule side. On the other hand side, there's the actual roleplay. As the hutts are among the more obviously alien creatures Star Wars has to offer, I'd like to play him as appropriately alien rather than as "the Godfather: extra slimy". What do you guys think are important points to keep in mind when playing a hutt? How does their physiology shape their reality? Have any of you ever played one and how has it worked out?

To me Hutts would be pretty insular as far as intimate relationships. Everything in that book you bought seems to suggest this, and so while your character may be friends with the other PC's I think you could play it to the point where your character has some lines that he won't cross with non-Hutts. I think that Hutts would have particular tastes in environment, food & drink, drugs, sexuality (which given their pod physiology and very tough skin could be very strange indeed) and seduction (mainly achieved through power). I could even see Hutts having a peculiar view of love because love can cause you to act selflessly and not out of need for power. Like love stories that end in one Hutt being able to shake off his/her weakness is considered romantic lol.

You could do a bit of an Anti-Hutt and go the Elric route: a Hutt who was born different (has compassion) and as such isn't fully accepted by other Hutts. Also raised by wolves may be an option. A Hutt raised by other species. This would allow you to build a character you might feel is more playable and relatable than a traditional Hutt. They were also a warrior race so deep inside some of their ferocity and bravery may be lingering behind thousands of years of cultural power mongering.

I've only played them as NPCs but I hope this helps.

Interesting points all around. I also think the lifespan might be an important consideration. Hutts can live for a millenium. Even a relatively young hutt (the book suggests starting at 100 or 200 years) sees the Empire as an upstart regime that has been around for less than a quarter of his lifetime. He may view his own future similarly distorted, like considering his adventuring time just a phase... of fifty years or so. Withdrawing and coming back later is always an option, just like taking revenge after a few years.

Selfishness, evil, paranoia, fear, cruelty, and you’re set.

If your GM wasn't limiting you to just core rulebook specs, I'd suggest Hired Gun/Enforcer (Dangerous Covenants) if you're angling for a "tough guy mobster" style of Hutt.

Though to be honest, there's fun to be had in inverting expectations. Though I never got to play him, I rolled up a gregarious Hutt Colonist/Entrepreneur (Far Horizons) named Popo who prided himself on being an honest businessman (no ranks in Deception, but two ranks in Charm and Negotiation). Though the same core concept could be done with Explorer/Trader, albeit sans Charm as a career skill and no Sound Investments talents for steady cash influx.

I'm a huge fan of the Enforcer, especially for an up-and-coming Hutt. All of that Social expertise comes with experience, and you gotta start somewhere. Also, it really leverages the whole Brawn 3/Coercion angle. With Social. Add in a social spec one you've racked up some XP, and you have a solid character. Personally, I'd go Scoundrel/Charmer, but I like the whole carrot/stick approach.

Aren't we deep into the planet of hats here though. I recall hearing about a hutt who was the galactic chancellor and how the Republic flourished under his oversight because he was a very practical and gifted leader. To say all hutts are gangsters because Jaba and others are would be like saying (and I apologize for the real world reference) that all Italians were mobsters because of the don's and Italian mob.

12 hours ago, Donovan Morningfire said:

If your GM wasn't limiting you to just core rulebook specs, I'd suggest Hired Gun/Enforcer (Dangerous Covenants) if you're angling for a "tough guy mobster" style of Hutt.

Dang it, now I need a Hutt gangster to show up in my PCs campaign based off this with a name like “Ul Capene.”

11 hours ago, Ahrimon said:

Aren't we deep into the planet of hats here though. I recall hearing about a hutt who was the galactic chancellor and how the Republic flourished under his oversight because he was a very practical and gifted leader. To say all hutts are gangsters because Jaba and others are would be like saying (and I apologize for the real world reference) that all Italians were mobsters because of the don's and Italian mob.

http://starwars.wikia.com/wiki/Blotus