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Should Hutts Always Be NPCs?
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Ashikaider
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Joined: 24 Jul 2018
Posts: 30

PostPosted: Tue Jul 31, 2018 2:29 pm    Post subject: Reply with quote

I played in a game where one of the other player's character was Bubba the Hutt.

At one point Bubba went off on his own, botched a robbery, and had to be bailed out by the lawyer sent by Bubba's crimelord uncle on Coruscant, the Star Wars version of Johnnie Cochran.

Later on, after a session long fight where Bubba tried to space my character, and a few of the other players got involved, Bubba fell out of the airlock. Another pc, a rather antisocial droid, who was also in the airlock, but had magnetic feet, decided to go on walkabout on the hull of the ship.

That was when the GM reminded us that we were in hyperspace at that time, and that because the droid had changed the exterior of the ship, the whole thing got shot out into realspace, and wound up a ship crewed by jawas.

Bubba came back as an npc, now a gestalt entity, having fused with the droid. It harassed the party for the rest of the campaign, being defeated in an epic finale.
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Telsij
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Joined: 07 Dec 2016
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PostPosted: Tue Jul 31, 2018 3:18 pm    Post subject: Reply with quote

To those that have allowed Hutts as PCs, which attribute set did you guys use? The Special Edition Trilogy sourcebook gives them a hefty (no pun intended) 14D of attribute dice.

Though I've never had a Hutt PC in my party, whenever they've popped up as original NPCs, I will use a standard 12D+6D attribute allotment, as well as chalk up the innate Force resistance WEG attributes to them, to strong Willpower instead, giving Hutts a 2D for every 1D placed in Willpower, while allowing everyone to resist mind-focused Force attacks using their Willpower skill.


Last edited by Telsij on Tue Jul 31, 2018 3:30 pm; edited 1 time in total
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Ashikaider
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Joined: 24 Jul 2018
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PostPosted: Tue Jul 31, 2018 3:26 pm    Post subject: Reply with quote

Crud. The browser I was using crashed as I was typing up that post. Bubba was from D20 revised campaign.
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Whill
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Joined: 14 Apr 2008
Posts: 5514
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue Jul 31, 2018 8:38 pm    Post subject: Reply with quote

Telsij wrote:
To those that have allowed Hutts as PCs, which attribute set did you guys use? The Special Edition Trilogy sourcebook gives them a hefty (no pun intended) 14D of attribute dice.

Though I've never had a Hutt PC in my party, whenever they've popped up as original NPCs, I will use a standard 12D+6D attribute allotment, as well as chalk up the innate Force resistance WEG attributes to them, to strong Willpower instead, giving Hutts a 2D for every 1D placed in Willpower, while allowing everyone to resist mind-focused Force attacks using their Willpower skill.

I'm with you on the general Willpower idea (the skill resisting the Force), but I haven't written up Hutt special abilities yet.

I dispensed with the typical attribute dice value +6D for PCs rule, because alien species should vary greatly but PCs shouldn't. So NPCs of species can have any total attribute dice value within the attribute ranges, but PCs all have 18D in attributes regardless of species. I agree that even young Hutts could have a little more than 12D in attributes, and older Hutts can even have more than 18D.

Here's my rough draft for Hutt attributes:


Hutts, Young (age 130-200/PC age 180-200)
Language: Huttese
Homeworlds: Nal Hutta (relocated from Varl)
Species Type: gastropods
Size: 1.75 / 1.6-1.9 meters
Move: 4/7
Attribute Dice: 13D-18D/18D

Average (130)..Min/Max
DEX: 1D...........1D/3D
KNO: 2D+1.......2D/5D
MEC: 2D+1.......1D+1/4D
PER: 2D+1.......2D/5D
STR: 3D...........2D+1/5D
TEC: 2D...........1D/3D+2
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