Muun stats

By RLogue177, in Star Wars: Edge of the Empire RPG

I've been thinking a Muun trader or quartermaster might be an interesting character, but we don't have Muun stats yet. They are described as very intelligent, tall and skinny. They have a fascination with numbers and their native language is almost binary in nature. They love money, and are very good with it. They have three hearts, two of which are voluntary muscles, but not much is written about how they benefit from the extra circulation. This is what I've thrown together.

Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2, Presence 2

Wound Threshold: 9, Strain Threshold 11

One free rank in Negotiation, may not start with more than two ranks in it.

Mathematician: an extra boost die in any check in which numbers play a significant role. (Negotiation and Astrogation would get the bonus every time. Mechanics, Computers, and Knowledge - Education might benefit from it every once in awhile. Gunnery might benefit from it in a case of indirect fire weapons. Knowledge - Warfare could benefit if the check was about troop strengths and things like that.)

Accountant: Begins with an extra 50% of credit allotment, including extra credits gained from taking on more Obligation or less Duty.

Starting XP: 90

I've been thinking a Muun trader or quartermaster might be an interesting character, but we don't have Muun stats yet. They are described as very intelligent, tall and skinny. They have a fascination with numbers and their native language is almost binary in nature. They love money, and are very good with it. They have three hearts, two of which are voluntary muscles, but not much is written about how they benefit from the extra circulation. This is what I've thrown together.

Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2, Presence 2

Wound Threshold: 9, Strain Threshold 11

Wound Threshold: 9, Strain Threshold 10

One free rank in Negotiation, may not start with more than two ranks in it.

Mathematician: an extra boost die in any check in which numbers play a significant role. (Negotiation and Astrogation would get the bonus every time. Mechanics, Computers, and Knowledge - Education might benefit from it every once in awhile. Gunnery might benefit from it in a case of indirect fire weapons. Knowledge - Warfare could benefit if the check was about troop strengths and things like that.)

To be Honest - ithink it´s to many possible chances for that boost - would make it more like: Mathematician - Add an Advantage.png to all Negotiation and Astrogation checks.

Accountant: Begins with an extra 50% of credit allotment, including extra credits gained from taking on more Obligation or less Duty.

Better: Begins with one rank in "Wheel and Deal"

Starting XP: 90

Starting XP: 80 (you´ve got 3 species benefits!)

I would lose mathametician and accountant and give them a rank in sound investment and keep thier starting xp at 90.

Good input! Here's a 2nd draft...

Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2, Presence: 2

Wound Threshold: 9, Strain Threshold: 10

Mathematician: gain one extra success in all Negotiation or Astrogation checks.

Accountant: one rank of Sound Investments, and Negotiation is a career skill.

Starting XP: 95

Good input! Here's a 2nd draft...

Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2, Presence: 2

Wound Threshold: 9, Strain Threshold: 10

Mathematician: gain one extra success in all Negotiation or Astrogation checks.

Accountant: one rank of Sound Investments, and Negotiation is a career skill.

Starting XP: 95

I think changing "success" to "advantage" and removing "Negotiation is a career skill" would better balanced.

Reasoning: Duros only gain an automatic Advantage on their Astrogation checks. And I haven't seen any skill bonus make that skill a Career skill.

I think changing "success" to "advantage" and removing "Negotiation is a career skill" would better balanced.

Reasoning: Duros only gain an automatic Advantage on their Astrogation checks. And I haven't seen any skill bonus make that skill a Career skill.

A Success in Negotiation changes a transaction's amount. That's money; that's cold, hard cash. An Advantage in Negotiation, on the other hand, awards unrelated boons or perks. That's numerically nebulous - not necessarily remuunerative.

Successes in Astrogation also translate to spot-on accuracy, whereas Advantages can just reduce time a bit.

So I feel a free Success better fits the effect than a free Advantage. Even if there hasn't yet been an official species statting where a free Success has been part of an ability.

In the second draft, I remove the free rank of Negotiation and simply made Negotiation a career skill instead. Given the sort of careers and specs a Muun might go into anyway (Trader, Entrepreneur, Quartermaster), it isn't overly much. Sounds Investments is the real treat in my Accountant ability.

With the advantages you are giving it you are looking at an 85 xp race not 95. Also the reason you don't see a racial success is because its far too powerful. Also adding a class skill is too powerful as well. You should try and tone it down to be more in line with the other races.

I would try choose a skill (knowledge education or negotiation) you gain 1 rank in that skill and sound investments as a talent to show that all munn have holdings.

Maybe you could justify 95 xp with that setup going adding more is going to dip your starting xp into the super race level.

When I was building echani I was trying to play up their ability to read what their opponent will do and started off by giving them a rank in dodge, eventually the board convinced me that going first is also akin to reading your oponents and a boost die to initative was less overpowered.

Good at math and negotiation can be represented by a skill choice and sound investment shows that they have financial connections If you want to add maybe 500 starting credits I don't think that would be bad either. Creating racial abilities that are more powerful then talents is very dangerous and its tough when you are intersted in a race and trying to balance it.

Well, Whiphid has a free success on Survival checks, so...

Okay Fair point but that is an 80xp race and survival is just not a skill that comes up that much in most games in fact I don't think in all of my sessions its ever been rolled.

OK then, how about Devaronians getting a free success on all Resilience checks?

Ah another not very often used skill though I have seen this used a few times over the course of three campaings. Unlike say computers or mechanics or negotiate which comes up nearly every session.

If you give an automatic success to a combat skill or a very frequently used general skill then yeah it would probably unbalance things too is the point,

My guess is the resistant to x stuff like heat or cold udnerwater etc was not considered unbalancing its just a representation of a race being able to survive in a different enviorment.

Find me a race with an auto success in combat or computers mechanics astrogate stealth negotiate leadership etc and we'll talk

Devronaians get to be a 95 xp race largely because poison comes up so rarely if I was the GM I wouldn't even have the devronian roll I'd just be like your good man devornians are too tough for this poison.

Edited by amrothe

A free success on Resilience checks comes in handy for shedding critical injuries. IME, it is a frequently used skill.

Are Cereans overpriced? All Knowledge skills are career skills for them. That's six useful skills (seven if you include Warfare). Plus they get a free rank in another skill and an extra three Strain not balanced by less Wounds. They're at 90 xp for starters.

Anyone else feel like my second draft for Muuns is too powerful?

Dammit! I should have titled the thread "That's No Muun."

Good input! Here's a 2nd draft...

Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2, Presence: 2

Wound Threshold: 9, Strain Threshold: 10

Mathematician: gain one extra success Advantage in all Negotiation or Astrogation checks.

Reason, they may be good at mathematics, but to a negotiation there is so much more than pure math, it´s also about read your counterpart, feel the flow of conservation and so on, and during an astrogation check you´ll need also computer and mapping skills, and you´ll have to keep your coolness cause one mistake could cost your life. So in both cases it is a advantage to be good at mathematics, but it´s no gurantee to win even the lowest task. (An auto sucssess for getting most likly more money is a little bit of munchkining)

Accountant: one rank of Sound Investments (ok this OR "wheel and deal") , and Negotiation is a career skill gains one free rank.

If you do career skill it would be Worth 25 points - while a free rank is 10 points (assuming it is not a career skill by choosen career. Furthermore let the Muuns beeing tought in the banking clans didn´t restrain them to becom only bankers (there are also farmers, workers, beautymodels, artist and so on... those will have may be thanks to the former educational system a higher standard of knowledge of negotiations from their past, but they don´t hone it any more, so it can´t be said that they als can handle negotiations as an actuall banker would... so let it be a free rank to symbol their former education, but don´t overdo it by trying to get too many bonuses for the char you want to create.)

Starting XP: 95 80

Taking humans as base with Starting value 130 (110 Start XP + 20Points for two non career skillpoints)

You´ve got a starting stat at 3 = -10 Point (2->3 Int -30 points, reducing Brawn 2->1 for +20 Points)

Strainlimt reduced to 9 = +5 Points

Freeskill point in Negotiation = -10 Points

Auto Advantage Astrogation= -10 Points

Auto Advantage Negotiation= -10 Points

Free Rank in Sound Investments= -15 Points

Total 80 Points

Edited by Nightone

First I like this idea the best but I think 80xp is too low here's how i view it

Taking humans as base with Starting value 130 (110 Start XP + 10Points for two non career skillpoints)

You´ve got a starting stat at 3 = -10 Point (2->3 Int -30 points, reducing Brawn 2->1 for +20 Points)

Strainlimt reduced to 9 = +5 Points

Freeskill point in Negotiation = -5 Points

Auto Advantage Astrogation= -10 Points

Auto Advantage Negotiation= -10 Points

Free Rank in Sound Investments= -10 Points (It's 100 credits a session 15 points seems too harsh)

Total 90 Points

I might even be wiling to say auto advantage on astrogation and negotiation at -15 and give them 95xp so they can get an optimal 3 3 3 3 2 2 spread by taking

a lot of obligation.

I’d be inclined to do either the free skill point in Negotiation, or the auto-advantage in Negotiation, but not both.

I’d be inclined to do either the free skill point in Negotiation, or the auto-advantage in Negotiation, but not both.

Particular benefits of auto-Success over auto-Advantage aside, Whiphids start with Survival and have auto-Success on Survival checks; so not necessarily entirely without precedent.

First I like this idea the best but I think 80xp is too low here's how i view it

Taking humans as base with Starting value 130 (110 Start XP + 10Points for two non career skillpoints)

You´ve got a starting stat at 3 = -10 Point (2->3 Int -30 points, reducing Brawn 2->1 for +20 Points)

Strainlimt reduced to 9 = +5 Points

Freeskill point in Negotiation = -5 Points

Auto Advantage Astrogation= -10 Points

Auto Advantage Negotiation= -10 Points

Free Rank in Sound Investments= -10 Points (It's 100 credits a session 15 points seems too harsh)

Total 90 Points

I might even be wiling to say auto advantage on astrogation and negotiation at -15 and give them 95xp so they can get an optimal 3 3 3 3 2 2 spread by taking

a lot of obligation.

How do you get 130 starting XP for Humans?At least in F&D, the most a Human can Start with (without starting at "knight level" is 120 (110 for being Human, 10 from "gain extra XP option under Starting Morality.

First I like this idea the best but I think 80xp is too low here's how i view it

Taking humans as base with Starting value 130 (110 Start XP + 10Points for two non career skillpoints)

You´ve got a starting stat at 3 = -10 Point (2->3 Int -30 points, reducing Brawn 2->1 for +20 Points)

Strainlimt reduced to 9 = +5 Points

Freeskill point in Negotiation = -5 Points

Auto Advantage Astrogation= -10 Points

Auto Advantage Negotiation= -10 Points

Free Rank in Sound Investments= -10 Points (It's 100 credits a session 15 points seems too harsh)

Total 90 Points

I might even be wiling to say auto advantage on astrogation and negotiation at -15 and give them 95xp so they can get an optimal 3 3 3 3 2 2 spread by taking

a lot of obligation.

How do you get 130 starting XP for Humans?At least in F&D, the most a Human can Start with (without starting at "knight level" is 120 (110 for being Human, 10 from "gain extra XP option under Starting Morality.

Follow his math back and you can see that this is a "what if humans didn't get any free skill ranks" value.

Also not to derail the thread but yeah Cereans are definately one of the most powerful races in the game. Luckily the designers put them at 90 xp ensuring you'd have a stat penalty of 15 total vs human 16 but still access to all of the knowledge skills with a 3 int really saves you a ton of XP later on having to buy templates others would have to in order to be great at those skills.

I would say Cereans kind of make the enter loremaster template obsolete and is basically an example of power creep as more and more books get published.

a brawn 2 agi 2 int 4 cun 2 will 3 pre 2 is still down 1 stat point but suddenly makes a powerful int focused combat character with soresu defender and gets to be an information font from the start. The Cereans naturally high starting strain threshold will combine very well with parry/reflect lines in that tree.

I'd argue that they are vying with Drall for the top int race and slightly edging into the lead if you are going for a force user.

I'll give you Astrogation. You are absolutely right about that. It's much more than just juggling numbers; it is mapping skills, some computersing, some how-well-known-and-used-is-this-hyperlane, and a bunch of how-up-to-date-is-my-astrogation-information. And it doesn't really fit the Muun. They are not particularly known as splendid navigators or explorers or scouts. I'll throw that right out.

However, I don't feel like making a skill a career skill is that big of a deal. Yes, at its best, it saves you 25xp, but you still have to heavily invest in it at three times its savings to take full advantage of the bonus. So it is really valued at "potentially up to 25xp in savings, but only if you want to invest 75xp." At best at character creation, it could potentially save you 10xp for two ranks (if you got neither of them for free) but it would still cost you 15xp to bank that savings.

Whereas a free rank in a skill is actually worth 5 or 10xp.

Calling a skill a career skill is like having a coupon. Would you rather I gave you a coupon that saves you $5 but only if you spend $10, or would you rather I just gave you $5 cash?

An extra Success doesn't mean you'll automagically succeed. You still have to have more Successes than Failures.

In Negotiation, a Success means a better price. Haggling money is what Muuns do - and it's not because they are excellent merchants; it's because buying and selling is purely a numbers game to them. If they were thought of as excellent merchants, then yeah, free Advantage all day long - because Advantages in Negotiation are used to get that little extra something, like a favor or your soul, out of an otherwise numerical deal. And Muun don't want your blood, just your credits - and not because they are necessarily greedy, although that's how they're generally viewed, but because they just loooovve to count and add and multiply. Which... makes them great bankers. Even Palpatine admits that and allows the IGBC to continue running the galactic economics.

Running the money-numbers is Muun nature. It is the Lucasian physio-ideology of their species. No, they are not all bankers and merchants, but even the farmers, workers, beauty models, artists, and so on are haggling to get the best numerical value for their goods and services. Perhaps they're not all trained in it (which would be a free rank), but it comes real easy to those who take up the call (which would be a career skill).

That's why an extra Success in Negotiation fits better than an extra Advantage. And why I'm going with that.

I like a rank in Sound Investments over a rank in Wheel and Deal because it would represent the Muun character always having numbers games, i.e. money deals, running in the background. This week, his investment in KDY stocks pays him 100 credits, next week selling the bounty hunter's boots nets him 100 credits. With Wheel and Deal, the bonus comes from a very specific and limiting source: selling legal stuff to reputable merchants or businesses. If Wheel and Deal included illegal stuff, and buying stuff, and disreputables and...; if it were a bonus to all business dealings, then it would certainly fit better.

But that's why I think a rank of Sound Investments fits better than a rank of Wheel and Deal.

So this is my third draft. (And again, thank you for the input! Please don't use red text to correct me. It kills my eyes. Use a nice neutral/dark blue or black.)

Muun

Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2, Presence: 4

(Just joking! Presence: 2)

Wound Threshold: 9, Strain Threshold: 10

Economic Finesse: Muun gain an extra Success on all Negotiation checks. They have one rank in Sound Investments. Negotiation is a career skill.

Starting XP: 95

<snip>

(Just joking! Presence: 2)

</snip>

Do we have examples of any PC species that are as focused as this? I think that's the only issue I have with it. I can't think of a single playable species whose bonuses are as interconnected and focused as this.

Look, for instance, at the Negotiation career skill thing, I know you feel like it's only a savings of 25XP if you buy five skill points, but let's face it, anyone who takes this species is going to be making a master negotiator and shooting for five points in the skill. Then that free Success on all Negotiation checks is actually worth a ton more than the point someone might have in Presence with another species, which means this would be the go-to species for any Entrepreneur, Trader, or other haggling career.

Edited by Simon Retold

Aren't most of the species pretty focused? Humans are fairly flexible, but I think most of the rest are built to highlight the species' particular gifts and abilities. Descriptevely, Muun are a pretty focused people.

Entrepreneur, Trader, and Quartermaster all give Negotiation as a career skill. So anyone who wants to be that type of character will have that bonus anyway. Sound Investments is easy to pick up, especially through Entrepreneur. And an extra hundred credits per session is really only a big deal early on (unless your GM is the "keep the players starving" sort). So the biggest benefit of the Economic Finesse ability, and really of the whole package, is one extra Success in Negotiation checks.

Negotiation is Presence based, and I'm not even suggesting that start at 3. No free rank in Negotiation either.

I dunno. I didn't realise my third draft is still that nuts. It is certainly toned down a lot from my first draft, yeah? Everyone's input has been very valuable, which I've carefully considered. And I've tried to explain my rationale behind the choices I made. They weren't just thrown out willy-nilly.

To the Auto-Succsess:

The reason I´ve got a problem with that is:

1. You don´t do negotiation only when doing money transactions, it´s also needed while negotiate with a tribal leader for a stay for the Night, or with some rouges that have to be convinced that you should handle theire problems with the authorities and then let you pass through theire territorie, and so on.

2. I am very good at math my self (be it book holding, calculation win/loss spans or how much money is needed for a product to be profitable) and I´m doing negotiations all day long with my customers, BUT my mathskills don´t help me anything with the negogiations, I can´t squeez any extra buck out of my customer or retailers for beeing able to make a nice function like f(x)->x²-y+9x, all it gives me is the advantage of beeing able to know when then negotiations went to a point that it would be unprofitable to buy / or sell something...

3. a Frind of mine is working at a Lab, he has to do math so complex I can´t follow them after the first therm... then again while beeing a genius at this... he really sucks when ever it comes to negotiation, the guy at footlocker can do that better (and he would need a calculator to add up the prizes 39,99 and 29,99...)

So No sir beeing good in Math or Bookholding has literally nothing to do with negotiations.

However, I don't feel like making a skill a career skill is that big of a deal. Yes, at its best, it saves you 25xp, but you still have to heavily invest in it at three times its savings to take full advantage of the bonus. So it is really valued at "potentially up to 25xp in savings, but only if you want to invest 75xp." At best at character creation, it could potentially save you 10xp for two ranks (if you got neither of them for free) but it would still cost you 15xp to bank that savings.

- it is alway counted wat it would save you in the worst case - so if the muun playin a soldier e.g. it would save him up to 25 XP during the game if he decides to use and hone his "Family-Career-Skill" - so it would be 25 points worth. (Cereans are just broken in that concern... but hey nobody is perfect)

Whereas a free rank in a skill is actually worth 5 or 10xp.

-Again for inventing a species you have to go with the worst case "the what if the player don´t use this skill as a carrer skill, than the "Species-free-rank" would be his first point in that non career-skill and that IS 10 Points worth.

Calling a skill a career skill is like having a coupon. Would you rather I gave you a coupon that saves you $5 but only if you spend $10, or would you rather I just gave you $5 cash?

-not quite it is like having a member Card that says when ever you buy at my shop you save 5$ (and if you are a regular customer tht is more worth than the 5$ cash)

An extra Success doesn't mean you'll automagically succeed. You still have to have more Successes than Failures.

- but it boosts the % chances of success enorm espacially in the early game where nether the PC nor the GM are using to much dice

In Negotiation, a Success means a better price. Haggling money is what Muuns do - and it's not because they are excellent merchants; it's because buying and selling is purely a numbers game to them. If they were thought of as excellent merchants, then yeah, free Advantage all day long - because Advantages in Negotiation are used to get that little extra something, like a favor or your soul, out of an otherwise numerical deal. And Muun don't want your blood, just your credits - and not because they are necessarily greedy, although that's how they're generally viewed, but because they just loooovve to count and add and multiply. Which... makes them great bankers. Even Palpatine admits that and allows the IGBC to continue running the galactic economics.

Running the money-numbers is Muun nature. It is the Lucasian physio-ideology of their species. No, they are not all bankers and merchants, but even the farmers, workers, beauty models, artists, and so on are haggling to get the best numerical value for their goods and services. Perhaps they're not all trained in it (which would be a free rank), but it comes real easy to those who take up the call (which would be a career skill).

That's why an extra Success in Negotiation fits better than an extra Advantage. And why I'm going with that.

- I already gave my two cent to this at the beginning ;)

I like a rank in Sound Investments over a rank in Wheel and Deal because it would represent the Muun character always having numbers games, i.e. money deals, running in the background. This week, his investment in KDY stocks pays him 100 credits, next week selling the bounty hunter's boots nets him 100 credits. With Wheel and Deal, the bonus comes from a very specific and limiting source: selling legal stuff to reputable merchants or businesses. If Wheel and Deal included illegal stuff, and buying stuff, and disreputables and...; if it were a bonus to all business dealings, then it would certainly fit better.

But that's why I think a rank of Sound Investments fits better than a rank of Wheel and Deal.

- No problem with that, to say that every Muun has somekind of invest to run thanks to Mommy and Daddy or his former life is ok :)

So this is my third draft. (And again, thank you for the input! Please don't use red text to correct me. It kills my eyes. Use a nice neutral/dark blue or black. Hope you like the color "teal" better )

Muun

Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2, Presence: 4

(Just joking! Presence: 2)

Wound Threshold: 9, Strain Threshold: 10

Economic Finesse: Muun gain an extra Success on all Negotiation checks. They have one rank in Sound Investments. Negotiation is a career skill.

Starting XP: 95

Taking humans as base with Starting value 130 (110 Start XP + 10Points for each of the two non career skillpoints)

You´ve got a starting stat at 3 and 1 = -10 Point (2->3 Int -30 points, reducing Brawn 2->1 for +20 Points)

Woundlimt reduced to 9 = +5 Points

Freeskill point in Negotiation = -10 Points

Or complet Free careerskill = -25 Points

Auto Advantage Negotiation= -10 Points

Or Auto Success Negotiation= -20 points

Free Rank in Sound Investments= -15 Points

Total for 1 free Skillpoint and auto advantage 90 Points

Total for free career Skill and auto success 65 points

To clarify why I used those numbers as they are (even so some may seem harsh ;) )

Free skill point is 10 point worth as mentioned before and a complet careerskill is 25 points worth

-For inventing a species you have to go with the worst case "the what if the player don´t use this skill as a carrer skill, than the "Species-free-rank" would be his first point in that non career-skill and that IS 10 Points worth, while a whole careerskill (that is not covered by your original career) will save you up to 25 points so it is for the calculation 25 Worth

Cost for a auto advantage:

Looking at Zabraks (because they aren´t to different to Humans in starting stats and have the auto Advantage for coercian)

having 100 Starting XP

Taking humans base starting value 130 (110 Start XP + 10Points for each of the two non career skillpoints)

You´ve got a starting stat at 3 and 1 = -10 Point (2->3 Int -30 points, reducing Brawn 2->1 for +20 Points)

Freeskill point in Survival = -10 Points

Auto advantage in Coercion = -?? Points (10)

Total 100 Point

Auto Advantage on Coercian (as an not so often used skill) is set at 10 points otherwise the zabrak would lose 5 points for fun -_- )

Futher on you don´t see any talents that give you auto advantages in the first tier/row of the talenttrees (which would cost 5)

An Auto Succsess is at least 2x as good as an Auto Advantage, while the Advantage doesn´t determine if the outcome of an check is an success (only how possitive it may be) the success does exatly that!

So 20 points there for. (I don´t have the Whiphids - Stats with me - If you provide those I could calculate if that is correct at this point I´m only dubbling the amount for the auto advantage)

And finaly why the free talent rank of sound invest cost 15:

at first I looked into the talent trees to dertimen how many talent ranks are possible and how much each costs:

(I really hope I use the correct translation of the trees)

1. ranks in the Entrepreneur

1x for 10 points

1x for 15

1x for 20

1x for 25

2. Ranks in the Quartermaster

2x for 20 points each

In Total that would be 6 ranks for a total of 110 points

That shows that each rankcomes at an average worth of 18.3333 points IN FAVOUR OF THE PLAYER I downgrade that to 15 Points, but all over it´s more of an High Tier Talent!

So I would presume one of this two builds:

Muun

Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2, Presence: 2

Wound Threshold: 9, Strain Threshold: 10

Economic Finesse: Muun gain an extra Success on all Negotiation checks.
They have one rank in Sound Investments.
Negotiation is a career skill.

Starting XP: 65 (also shows that Muuns aren´ t to individuall at all, when they all can be like bankers... it fits)

or as an better solutions (in my opinion)

Muun

Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2, Presence: 2

Wound Threshold: 9, Strain Threshold: 10

Economic Finesse: Muun gain an extra ADVANTAGE on all Negotiation checks.
They have one rank in Sound Investments.
They gain one free rank Negotiation at Creation (not above 2 and so on)

Starting XP: 90

At this point I also want to clarify that I don´t want to sound like criticize you.

i´m only trying to help you to find a build that is as balanced as possible and will be approved by your GM at the table (all the numbers can help with that a lot)

Of course if the GM allows you to have the build in an more powerfull way than the standard species, it´s ok.

I just know that most of the players that use standard species get very fastly very annoyed when the one Homebrew species has to many perks that seem to powerful to them, and than they will want to be compensated by the GM.

(Believe me I´ve been there with a Cathar in the beggining and with a zeltron right after that... the players that designed the chars had also wanted strong perks (and not only one) only because they thought that it has to be that was since it was written on wookiepedia that they have this and that trait.

While inexperient Iet the cathar in the game and the other players just went nuts over the course of the first sessions. The player retiered the cathar soon, then wanted the Zeltron which I declined, (that was the moment I started calculating when ever someone wants a homebrew species at my table :rolleyes: )

The thing I don't like about cereans is the same thing I don't like here. You have made a race that without a template fills a needed role in a party namely (salesman)

Most groups rely on salesman extensively for how many credits the group gets and its primary and intregal to every story where you buy or sell anything. (almost all of them). The racial ability makes you amazing at the start and scales well meaning you will likely overshadow someone with an actual merchant template (until they get master merchant).

I wouldn't allow this at my table.

Yet one change would make them playable all around. Give them the correlean human treatment (nearly all munn are interested in negotiations and they all gain 1 rank in negotiations munn players may buy their negotiation up to 3 at the start of the game) and combine it with a rank in sound investments and bam. You have a balanced race