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ianinak

Homebrew: Young Adult Hutt Playable Species

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One of my players really, really wants to play a Hutt character and i was trying to make one that wasn't too powerful but still had the appropriate flavor. The only age that he could be is young adult, otherwise he would be too large or too immature. This racial option weighs about 500 pounds and has the same general mass as a Herglic. I based a lot of the stuff from the Hutt Lord in the Core Rule Book. I know it is a lot of stuff, but hopefully the pros and cons balance out. I based some of it on the Hutt page on wookieepedia as well:

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

I welcome feedback on it, specifically whether it would be fun to play, too difficult, or too powerful. He does not mind a little complexity.

Young Adult Hutt (Updated in BOLD)

Species Abilities:

Brawn 3

Agility 1 (Giant space slug)

Intellect 2

Cunning 2

Willpower 2

Presence 2

Wound Threshold: 14

Strain Threshold: 12

Starting Experience: 90 (was 60)

Special Abilities:

Night Vision: The structure of a Hutt's eyes allows her to see in near total darkness. She may remove 1 Setback added to checks due to darkness, though she still cannot see in absolute darkness.

Tail: A Hutt's tail may be used as a Brawl weapon to deal + 1 damage and has a Critical Rating of 5. It always counts as equipped, and has Disorient 2 and Knockdown. The Hutt may

trigger Knockdown with Advantage, but still must spend additional advantage to knock down targets with a higher silhouette as per the Knockdown quality rules.

Regeneration: Whenever a Hutt would recover one or more wounds from natural rest or recuperation in a Bacta tank, she recovers one additional wound. He does not recover one additional wound when receiving first aid or medical treatment from a character, or when using a stimpack. Hutts can regrow lost limbs or organs as well, though it usually takes at least a month before the body part is usable.

Durable: The Hutt gains the Durable talent.

Enormous Body: Hutts have great physical strength but their bulk imposes severe limitations in flexibility and agility. They add 1 Setback to all Brawl, Melee, and Coordination checks they're required to make. Additionally, Hutts can never spend more than one maneuver moving per turn. Lastly, the Agility characteristic may not be raised above 2 during character creation.

______________________________________________

Original version

Species Abilities:

Brawn 3

Agility 1 (Giant space slug)

Intellect 2

Cunning 2

Willpower 3 (His longevity has given him patience and mental discipline)

Presence 1 (He's barely an adult, and doesn't have much respect or authority at this stage)

Enormous Body: Hutts have great physical strength but their bulk imposes severe limitations in flexibility and agility. They add 1 Setback to all Brawl, Melee, and Coordination checks they're required to make. Additionally, Hutts can never spend more than one maneuver moving per turn. Lastly, the Agility characteristic may not be raised above 1 during character creation.

Edited by ianinak
Jshock likes this

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Should add something like "Slow moving: Only moves half of a range band for a normal character's one, can take strain to move a full range band in a single maneuver" 

Why? Normal Hutts don't face that penalty, and the playable Hutt is already getting tacked with Enormous Body.

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I'd pull way back to something in line with the other races.  There's no reason that younger Hutts couldn't be more svelte in a PC size and shape way.  'Stinky' on Clone Wars only looked a little wider than a human baby.

 

These creatures are slimy negotiators.  I'd also ban them from some of the physical character classes.

 

He could have high stats but I'd leave it at that.

Brawn 2

Agility 1

Intellect 1

Cunning 2

Willpower 3

Presence 3

 

Wounds: 10

Strain: 13

Starting Experience: 90

 

 

Night Vision: The structure of a Hutt's eyes allows her to see in near total darkness. She may remove 1 Setback added to checks due to darkness, though she still cannot see in absolute darkness.

 

Durable: The Hutt gains the Durable talent.

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So any opinions of whether it would be fun to play, too restrictive, or too powerful?  Does it seem balanced?

 

IMHO Hutts should not be boiled down to the same level of simplicity as the other species, since they are pretty unique with lots of strongly documented traits. 

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Playing a Hutt doesn't appeal to me, personally, but I've been messing with conversions from d20 Star Wars into EotE, the Hutt is not a race I have statted, unfortunately, I just don't have any books with them in it.


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If I was to stat out a Hutt, I wouldn't give them a 3 in presence, I would give them a 3 in Cunning. Presence affects charm, leadership, and cool*. All 3 are skills I don't see Jabba (as he is our model of Hutts) having. Sure he is the leader of major criminal organization, but he didn't get that position by making people like him or instilling confidence in his minions, he did it by being crafty, watchful, deceptive, his keen ability to think 3 moves ahead of his enemies, and being an opportunist. FFG seemed to think Cunning was a defining stat for Hutts since their one statblock for a Hutt NPC had it as their second highest stat (tied with Brawn at 6).

 

After thinking about it, I don't think you can make a playable and balance starting stat block for a Hutt that would capture all the characteristics that define them.

 

*Cool makes some sense, and FFG seemed to think so since too, so an argument can definitely be made to that.

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Ianinak,

Interesting.  Personally, I'd drop the "can't raise Agility above a 1 at character creation" from Enormous Body as well as the Regeneration quality, as I don't think there's really been much to suggest that Hutts are able to truly regenerate.

 

The high Wound Threshold helps reflect how "tough and resilient" Hutts are, though I might suggest dropping the starting value to 12+Brawn, since they're getting a high Brawn value anyway and don't have a penalty to their starting Strain Threshold the way that Wookiees and Trandoshans (the other two species with a high starting WT) have.

 

Frankly, this looks pretty viable for a Hutt species in general, as most PCs in a game are generally going to be "young bucks" in that they don't have a ton of experience (literally) behind them when they embark upon becoming adventurers.

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Thanks for the feedback everyone!  I updated some of the things based on feedback above. 

 

I kept the high wound threshold to put them on par with wookiees and herglics (from species menagerie 3), and I feel that the xp loss makes up for it.

 

Does this look a bit more balanced? 

 

As for the regen thing, from wookieepedia,

 

Perhaps most remarkably of all, Hutts could even regenerate body parts when injured. Some time prior to 32 BBY, a Hutt known as Gargonn lost half his head, including an eye and apparently a sizable part of his brain, when he was ravaged by a wandrella, yet it was anticipated that he would regenerate the injured tissue completely after a century or so.

Edited by ianinak

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That's the thing, the regen example you listed required a century.  Trandoshan regeneration (which you've used for your Hutt write-up) is noted as working very quickly.  For Hutts, they might regenerate, but it takes so much time as to really be more of a story effect than anything actually applicable to a campaign.  So maybe a Hutt might regrow a severed arm or tail, but it's going to take such an extraordinary length of time (longer than some sentients live) that a Hutt PC would probably be better off getting a cybernetic replacement.

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Just from what I know about Hutts, I'd drop Brawn to 2, and put the 3 in Cunning instead.  Other than their ability to drag around their own bulk, I've never seen them portrayed as inordinately or exceptionally strong.  On the other hand, the Hutts we've seen (and there have been a number of them across the EU) have been *quite* cunning in their respective manners, acting from the shadows, through their agents, only striking openly once they've put their opposition into an untenable situation.

 

Correspondingly, I'd rewrite 'Enormous Body' as follows:

Enormous Body: Hutts are physically powerful, but their bulk imposes severe limitations in flexibility and agility.  They add 1 Setback to all Coordination checks, and 1 Boost to all Brawl or Melee checks.  Additionally, Hutts can never spend more than one maneuver moving per turn.  Lastly, the Agility characteristic may not be raised above 3 during character creation. 

 

I tweaked it to max Agility of 3 at character creation because the bulk of a Hutt isn't going to actually get in the way of a lot of Agility based skills, especially the combat ones.

 

Maybe drop the 'Tail' ability, or rewrite it as just a general +1 damage on successful Brawl and Melee checks.  (That might justify dropping the underlined portion of my 'Enormous Body' rewrite above.)

 

And definitely drop the regeneration, if it works on the scale of *decades*.

 

Finally, mature Hutts are big enough that we could probably justify going with Silhouette 2, though that could simply be noted as an effect of age.  (I'm pretty sure the Clone Wars cartoon showed us a Hutt or two that would be *easily* Silhouette 3 or bigger.)

Edited by Voice
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Hmm

 

Young Adult Hutt (Updated in BOLD)

 

Species Abilities:

Brawn 3

Agility 1 (Giant space slug)

Intellect 2

Cunning 2

Willpower 2

Presence 2

 

Wound Threshold: 14

Strain Threshold: 12

Starting Experience: 60

 

Special Abilities:

Night Vision: The structure of a Hutt's eyes allows her to see in near total darkness. She may remove 1 Setback added to checks due to darkness, though she still cannot see in absolute darkness.

 

Tail: A Hutt's tail may be used as a Brawl weapon to deal + 1 damage and has a Critical Rating of 5. It always counts as equipped, and has Disorient 2 and Knockdown. The Hutt may
trigger Knockdown with Advantage, but still must spend additional advantage to knock down targets with a higher silhouette as per the Knockdown quality rules.

 

Regeneration: Whenever a Hutt would recover one or more wounds from natural rest or recuperation in a Bacta tank, she recovers one additional wound. He does not recover one additional wound when receiving first aid or medical treatment from a character, or when using a stimpack. Hutts can regrow lost limbs or organs as well, though it usually takes at least a month before the body part is usable.

 

Durable: The Hutt gains the Durable talent.

 

Enormous Body: Hutts have great physical strength but their bulk imposes severe limitations in flexibility and agility. They add 1 Setback to all Brawl, Melee, and Coordination checks they're required to make. Additionally, Hutts can never spend more than one maneuver moving per turn.  Lastly, the Agility characteristic may not be raised above 2 during character creation.

 

Hmm. I thought this looked a little low; punched it into my work in progress race builder, and here's what I came up with. (This is all very much work in progress, and I'm not claiming its perfect, but I think it does help to consider it).

 

I'm not speaking to the accuracy of the stuff they get as a Hutt, so much as the number of points they should get afterward.

 

So; the Average race from FFG comes out to 375 points total (8 of them) in my WIP race building system, and like 8 races come out over that by somewhere between 2.5 and 20 points, as opposed to two that come out under that. So lets say that 375 is a pretty reasonable number under this pricing scheme.

 

Here's how your Hutt Race comes out right now:

312222 array: 190 pts.

14WT: 35 pts

12ST: 60 pts

Lowlight Vision: 5pts

Natural Attack: 5pts (*I'm assuming this is about as good as claws, I haven't analyzed it super closely)

Regeneration: 10pts.

Durable: 5pts

Enormous Body

>> 1 Setback Dice to 3 skills: -15

>> 1 move/turn: -5pts

>> Agility capped at 2 during chargen: -5pts

Obviously a few of these are new, so I had to guess their values based on the other things I had in the system, but they seem pretty close to me.

 

Anyways, that brings your Hutt to a total of 285, which means (to me) he should probably get 90 points to work with for starting exp, after which point, I would say it's quite playable.

 

There may be a more accurate way to build them with the points you've got available, but I do think he should either A) get more goodies or B) get ~30 more starting exp.

Edited by Sylrae

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After talking to a few people about this and taking into consideration the great feedback here, I am going to raise the starting xp to 90. I couldn't decide whether willpower or cunning should get bumped to a 3, so this gives players the xp to choose themselves. Thanks again all!

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