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karaokelove

Playing a Hutt

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So I might be playing a Hutt in an upcoming game, which also happens to be geared towards space combat (the party is starting off with a few Y-wings). I've read the full outline of Hutts in the LoNH book, but was wondering if there are any crazy rules, such as how in the blazes does a Hutt fit in a Y-Wing? It also seems like they shouldn't be able to ride speeders, but there is no mention of any such setbacks. Are we meant to just kind of hand-wave such issues for the sake of balance? Or, as a GM, would you rule that Hutts simply can't do a lot of things that a bipedal character can do?

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I would rule that there are simply some things that a Hutt can't do that a bipedal can. At least not with out adjustments. Soooooo I don't really picture a Hutt being able to fly a Y Wing. Or any space craft that wasn't designed or modified with Hutts in mind. I don't picture Hutts riding in normal speeders. Any speeder they ride in would need to be modified to account for them being a giant slug. 

 

They'd probably have to buy armor that was made just for them thus upping the cost of the armor. Hmmmm Yeah there is a fair amount of things that I picture a Hutt not doing that wouldn't have to be modified in some form or fashion. 

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It wouldn't be unreasonable to strip the back seat out of one of the Y-wings and rig the cockpit for a Hutt; and they still don't have to be alone if another PC is an astromech in the socket.  Alternately, they could be a mechanic, quartermaster, intel officer, or electronic warfare operator in a support shuttle.

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Even a young hutt will stand over 2 meters tall with a total length of maby around twice that?

I'm sorry, but unless the Y-wing is massively rebuilt, I don't see a hutt flying it.

And I certainly don't see a hutt jumping on any regular speeder either.

Just like other huge species, like the Herglic, the Hutts suffer from their massive size compared to the rest of the galaxy.

Unlike the Herglic, the Hutts can just get stuff their own size due to their wealth most of the time.

I'd say your character is stuck flying something bigger unless he spends a fortune to rebuild the cockpit (and surrounding area) of a Y-wing to fit him.

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There are some things some species just can't do. For some it is due to personality, for most others it is a literal physical limitation. Y-wings and other fighters are designed with a hominid shape in mind. Lacking legs and feet means that several controls don't work for a Hutt, even if you could cram a 3m long slug into a space meant to barely hold a 1.75m being. Like the rudder controls that are normally down at one's feet while throttle and orientation are up in the hands.

 

As for removing the pilot's seat and the co-pilot's spot, then the whole point of providing the controls for 2 minds and 8 limbs just got really limited (and the backseater didn't exist in all models).

 

So, as a GM I'd say find another species or figure another way you'll contribute to the group.

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A young Hutt is the same Silhouette (1) as the majority of PC species. As for lacking limbs, as a gastropod, a Hutt maybe able to trip controls with undulations of its body, and it could certainly manipulate controls with its mouth and tongue (like some wheelchairs are operated by quadriplegics).

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And Hutt's are only corpulent because they live as such. There's no suggestion that a Hutt can't be slim if he wants to. The only thing you have to consider is their relative body length

length isn't the same as girth. Even our fighters have limits on how tall of a person can fit into them regardless of how narrow his torso is.

 

And their way of locomotion doesn't work if they are too thin. They move like a slug, not like a snake. So, that lower body needs a certain amount of muscle to A) hold the torso upright and B) be able to contract and expand to slide the body forward. If the tail isn't heavy enough, then when the Hutt tries to push its body forward the tail would just slide backwards instead.

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Just handwave that some friendly techs did some "aftermarket modifications" to the fighter's cockpit and have him fly it as normal. Saying "your character can't do this because of his species" is a pretty crappy thing to do to a player when the thing he's trying to do isn't something the rules specifically states that he can't. If we were talking about a player wanting his droid character to be Force sensitive, or a Hutt character wanting to make two movement manoeuvres in a turn I'd understand, because the player is given that information right at character creation and knows what he's getting himself into. But not letting him fly a starfighter? Come on, that's not fun.

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So I might be playing a Hutt in an upcoming game, which also happens to be geared towards space combat (the party is starting off with a few Y-wings). 

 

So... Do you just hate your GM, or what?

 

 

Honestly this.. Not every character idea is a good fit for specific campaigns. If it's going to be heavily based on Space combat.. don't play something that can't fit in a fighter and play something else... there's a lot of really cool alien races to play and next campaign play the hutt!

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It's going to be like 60/40 as far as space combat goes. And surely there is a ship that Hutts can fly. Like someone else said, they are a silhouette 1 creature just like Humans and Wookies, so based on the actual game mechanics they should be able to pilot any ship. I could understand not letting them ride a swoop or a speeder bike, but it would seem pretty insane not to let them pilot starfighters. If that was the case, it should be outlined in their desription.

I just assumed it was similar to how droids work. If I play an R2 unit and purchase Laminate armor, the book says to just assume I upgraded my chassis with materials that would have an identical effect. I'm not just banned from using that equipment. I figured that was the basic rule used to cover all of the insane species you can play.

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One thing people are forgetting, most races that fall outside human norm make their own stuff. Even if the rest of the squardron has Y-wings, it's not hard to imagine that the Rebellion has got it's hands on a few Hutt built ships of the same basic capabilities.

 

Reskin a Y-wing and call it a Hutt Escort Fighter. It's not any longer or wider than a Y wing, but it's shaped more Z95 wedgeish because 2 Hutts sit side by side. Game balance restored.

 

My Drall has the same issues - a stock Blaster Pistol  from another character takes 2 hands to fire, I need a stool to see the briefing table, etc, etc. If you want to simulate it being harder to find things, I would suggest bumping the rarity under 2 conditions:

  1. Add a Rarity modifier only if the current modifier would be +2 or greater (Core worlds and worlds with a high transit rate of various species will have a lot of gear for different species)
  2. The location isn't in the same region as the species home world.

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I just assumed it was similar to how droids work. If I play an R2 unit and purchase Laminate armor, the book says to just assume I upgraded my chassis with materials that would have an identical effect. I'm not just banned from using that equipment. I figured that was the basic rule used to cover all of the insane species you can play.

 

Hutts aren't droids.  There are very few "insane" species presented as playable (Hutts actually being the only one I'm aware of).  
 

It's going to be like 60/40 as far as space combat goes. And surely there is a ship that Hutts can fly. Like someone else said, they are a silhouette 1 creature just like Humans and Wookies, so based on the actual game mechanics they should be able to pilot any ship. I could understand not letting them ride a swoop or a speeder bike, but it would seem pretty insane not to let them pilot starfighters. If that was the case, it should be outlined in their desription.

 

A hutt would be a horrible species to play in the campaign you've described (starfighter-centric), and unfortunately it sounds like you're going to press the issue.  If you're expecting your GM to make tons of concessions for you to play some bizarre character that is such a poor fit their campaign, then you do hate your GM.

 

Players like you are why GMs like me think Hutts should never be presented as playable species.

 

And back to your OP, the only "insane rule" would be common sense, and I'm getting really sick of these "well the book doesn't say I can't do it" crap arguments all over this forum.  Looks like it's time for another hiatus.

Edited by LethalDose

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Well, the "yes, and..."-mentality seems to be taking a hit here today people. Thank god we have lethaldose to tell us who is the good player and who is the bad one. This has got to be one of the rudest posts I have read in a while and I am hitting the report button.

The only "insane" thing I am seeing here is the insane close mindedness of some people. "They don't fit..." The freaking game takes place IN YOUR HEAD! If something does not fit, I see a way out!

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Well, the "yes, and..."-mentality seems to be taking a hit here today people. Thank god we have lethaldose to tell us who is the good player and who is the bad one.

 

You're welcome.
 

This has got to be one of the rudest posts I have read in a while and I am hitting the report button.

 

At least I was able to give your day meaning. :lol:  I bet you were a great hall monitor in school.

 

Edit to stay on topic: I reiterate that a Hutt is a Bantha pudu poor choice for the described campaign.

Edited by LethalDose

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Let him/her/it be of the Shell Hutt Kajidic and the Y-Wing is a modified exoskeleton. A Y-wing merged with a Shell Hutt armor or something. A good mechanic can do that, no problem! Or just say he/she/it has a specially fitted or made Y-wing. That`s kind of what I did when I played an astromech TIE-fighter pilot.

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I just assumed it was similar to how droids work. If I play an R2 unit and purchase Laminate armor, the book says to just assume I upgraded my chassis with materials that would have an identical effect. I'm not just banned from using that equipment. I figured that was the basic rule used to cover all of the insane species you can play.

 

Hutts aren't droids.  There are very few "insane" species presented as playable (Hutts actually being the only one I'm aware of).  
 

It's going to be like 60/40 as far as space combat goes. And surely there is a ship that Hutts can fly. Like someone else said, they are a silhouette 1 creature just like Humans and Wookies, so based on the actual game mechanics they should be able to pilot any ship. I could understand not letting them ride a swoop or a speeder bike, but it would seem pretty insane not to let them pilot starfighters. If that was the case, it should be outlined in their desription.

 

A hutt would be a horrible species to play in the campaign you've described (starfighter-centric), and unfortunately it sounds like you're going to press the issue.  If you're expecting your GM to make tons of concessions for you to play some bizarre character that is such a poor fit their campaign, then you do hate your GM.

 

Players like you are why GMs like me think Hutts should never be presented as playable species.

 

And back to your OP, the only "insane rule" would be common sense, and I'm getting really sick of these "well the book doesn't say I can't do it" crap arguments all over this forum.  Looks like it's time for another hiatus.

 

What!? Hutts aren't droids? Thanks for dropping that wisdom bomb on me. /thread

 

Luckily I have a GM who is way more reasonable than you. I've made it very clear to them that if me playing Hutt is too much of a headache, I will happily play a different character. I came up with this character and thought it would be a ton of fun to play. And right now, the rest of the party is geared toward space combat, even though at least 40% of our campaign will be on the ground. I've only been on these forums for about a week, and you've managed to show me in a very short amount of time how good I have it with my current group. If I ever got stuck with someone like you, I'd probably be turned off to RPG's for good.

 

For the record, my group is excited about the prospect. As one player said, "It is fairly balanced in the book, and it would be hilarious to have the Xecto pilot, Hutt gunner and off the walls-astromech in one ship." It's really weird, they seem to be more concerned about having a good time than trying to figure out the exact dimensions an imaginary character needs in order to efficiently pilot an imaginary ship.

Edited by karaokelove

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