Parameters for the Project

<div>A dralasite with a working name of Marlborrow will rise to become the Malthar over the course of several advnetures with a final adventure being Dramune Run. A Beyond Dramune Run adventure is certainly possible but the primary focus should be adventures set in or connected to Dramune system that have some interactions (although not every time is neccessary) with Marlborrow.</div><div><br /></div><div>Major repeating characters</div><div>Marlborrow- the once and future Malthar</div><div>Dabeleck? spelling? - NPC dralasite enforcer from Dramune Run module</div><div><br /></div><div>A syncorp executive who hires the PCs (character will grow to be an EVP in Synth Corp before being assassinated by the Malthar)<br /></div><div><br /></div><div>An Inner Reach militia officer that will start out as a Lt. or captain and rise to commander over the course of time and be in command of the Inner Reach Militia contingent at the battle of Dark World Station. <br /></div><div><br /></div><div>i suppose the adventures should be rules nuetral.</div><div> I like a Skilled Frontier in SFman #9 and Spacer skills Revisited in SFman #10 or 11 for a better and looser character development experience which also allows for some early KHs skill use. but for widest acceptance I suppose a rules nuetral approach is best. <br /></div>

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