Myrtle Ford  

Species Age Sex Str Dex End Int Edu SocUPP
Dynchia 70 F 1 (-2) 1 (-2) 1 (-2) 7 (0) 5 (-1) 10 (1)11175A
Immaculate, Constantly sweaty palms
 
Skills
Admin 0
Advocate 0
Art (Creative) 0
Astrogation 1
Broker 0
Carouse 0
Deception 0
Diplomat 0
Electronics (Computer) 1
Engineer (Life Support) 1
Flyer (Rotor) 1
Gun Combat (Slug) 1
Jack-of-All-Trades 1
Leadership 0
Mechanic 1
Persuade 0
Pilot 0
Recon 1
Streetwise 1
Vacc Suit 0
CareerAssignmentTitleRankTerms
Citizen Corporate 03
Scout Courier 05
Entertainer Artist 02
Retired 03
 
EducationGraduated
Merchant Academy Failed
 
Name Type Affinity Enmity Power Influence Species
Dianne Carter Contact 3 1 2 2 Dynchia (F/23)
Webbapa Eb Contact 1 3 1 0 Bwap (M/13)
An incident occured.
Ellie Fletcher Contact 2 1 1 4 Dynchia (M/59)
Abraham McCnaghty Contact 1 1 2 5 Dynchia (M/21)
Mary Foster Enemy 0 2 0 3 Ayansh'i (F/10)
Mary Foster is in desperate trouble and could use the character’s help.
Mary Foster is missing under suspicious circumstances.
Morgan Steen Enemy 0 1 0 2 Dynchia (M/21)
Charlie Watkins Enemy 0 5 0 0 Humaniti (M/80)
Charlie Watkins is diminished in both power and influence.
Rachel Wigram Contact 1 1 1 0 Humaniti (F/37)
Rachel Wigram is in prison or otherwise trapped somewhere.
Addie Rogers Contact 1 1 1 2 Florian (F/55)
Addie Rogers has life-changing event that creates new responsibilities.
Almira Fleming Ally 2 1 1 3 Tapazmal (F/44)
Relationship becomes more intense. Contact becomes an ally.
Alex McKee Contact 3 1 5 5 Luriani (M/20)
Marie Cowen Ally 6 0 1 2 Dynchia (F/15)
reconciliation.
 
Term Age History
1 18 Became a Citizen (Corporate).
1 21 Myrtle Ford learn something Myrtle Ford should not have – a corporate secret, a political scandal – which Myrtle Ford can profit from illegally.
2 22 Continued as Citizen (Corporate).
2 23 Advanced training in a specialist field.
3 26 Continued as Citizen (Corporate).
3 30 Lightly injured, no permanent damage. Fully recovered.
4 30 Became a Scout (Courier).
4 33 Myrtle Ford's ship is damaged, and Myrtle Ford have to hitch-hike Myrtle Ford's way back across the stars to the nearest scout base.
4 33 Gain 4 Contacts. Gain 3 Enemies.
5 34 Continued as Scout (Courier).
5 37 Myrtle Ford survey an alien world.
6 38 Continued as Scout (Courier).
6 41 Perform an exemplary service for the scouts.
7 42 Continued as Scout (Courier).
7 44 Lost eye or limb. Fully recovered. Owe 5,000 for medical bills.
8 44 Entered Merchant Academy with the Business curriculum.
8 48 Widely recognized.
8 48 Dropped out of the merchant academy.
9 48 Continued as Scout (Courier).
9 51 Myrtle Ford's scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact.
9 52 Forced to muster out.
10 52 Became a Entertainer (Artist).
10 56 Go on a tour of the sector, visiting several worlds. Gain 3 Contacts.
11 56 Aging Crisis. Owe 30,000 for medical bills.
11 56 Retired at age 56.
11 56 Continued as Entertainer (Artist).
11 57 Lost eye or limb. Fully recovered. Owe 5,000 for medical bills.
12 57 Aging Crisis. Owe 30,000 for medical bills.
12 57 Retired.
12 61 A new romantic starts. Gain an Ally.
13 61 Aging Crisis. Owe 10,000 for medical bills.
13 64 Nearly killed. Fully recovered. Owe 30,000 for medical bills.
14 65 Aging Crisis. Owe 60,000 for medical bills.
14 69 Contact with Government.
15 69 Aging Crisis. Owe 60,000 for medical bills.
An error has occurred. This application may no longer respond until reloaded. Reload 🗙