Here are the rules for character creation, and a template for character sheets will follow.
There are 19 abilities. Characters start with points based off of their age (see chart below this paragraph). Raising an ability from 2 to 3 costs 1 point. Each raise after that costs 3 points. As I've said before, older characters will have more points, but we'll get into those details later.
Min age-29 15/6, 2 DP, no flaws required
30-41 18/8, 2 DP, 1 flaw required
42-51 21/10, 2 DP, 2 flaws, at least one of which must be from Agility, Athletics, Endurance, or Reflexes
52-60 25/16, 1 DP, 3 flaws, at least two of which must be from Agility, Athletics, Awareness, Cunning, Endurance, Fighting, Marksmanship, or Reflexes
61-67 28/18, 0 DP, 3 flaws, at least two of which must be from Agility, Athletics, Awareness, Cunning, Endurance, Fighting, Marksmanship, or Reflexes
*Agility - Measures dexterity, nimbleness, and flexibility. Is used for ranged weapon damage and combat defense (how hard you are to hit)
*Athletics - Physical fitness, coordination, training, raw muscle. Used for combat defense
*Awareness - A measure of how accurate your senses and perception are and how quickly you respond to changes in your environment. Used for perception/sense motive checks.
*Cunning - Encapsulates intelligence, intellect, and the application of collected knowledge. Used for intrigue defense and a number of handy skills.
*Deception - The ability to lie or deceive.
*Endurance - a measure of your physical well being, health and hardiness. Determines starting health
*Fighting - Ability fight unarmed or with hand held weapons.
*Knowledge - general understanding and the world about you. Used for any lore test and navigation.
*Marksmanship - Skill with ranged weapons and to use them accurately in combat.
*Mechanics - Your ability to understand and interact with technology, to repair or improve upon it
*Medical - Your understanding of accumulated medical knowledge, from applying a band-aid to open heart surgery
*Persuasion - Ability to manipulate emotions and beliefs in others
*Reflexes - Your basic reaction speed.
*Status - Your standing in military or civilian society, the authority you have over others. Used for intrigue defense and is based on position in society
*Stealth - The ability to move about unseen or unheard
*Survival - The ability to get by in hostile or unforgiving environments. Rarely useful on a ship, but when valuable, is arguably the most valuable.
*Thievery - Pick pocketing, casing a place, picking a lick, escaping from the brig
*Warfare - The ability to manage a battlefield, from tactical commands, to long term strategy, and the ability to issue commands for subordinate units to follow
*Will - Your mental fortitude. Determines starting composure.
Each ability has a list of specialties. Each character has 6 points to invest in abilities, with each rank in a specialization costing 1 point. The number of ranks in a specialization can not exceed the ranks in an ability, though this is never an issue.
*Acrobatics: Perform flips, tumbles, balance, somersaults, or other acrobatic maneuvers
*Dodge: Use Agility test to replace Combat Defense
*Zero-G: Gravity is not required for you.
*Climb: Able to move up or down 1 yard per degree of success up to movement rate without consequence
*Jump: Aids in tests that require one to jump
*Run: Aids in long distance runs, or increasing movement rate
*Strength: Aids in tests where physical strength is required
*Throw: Used for objects not designed to be thrown
*Empathy: Determine true intentions
*Notice: Perception, the ability to note small details
*Gossip: Knowledge of the rumors/gossip going around
*Decipher: To determine true meaning of coded messages or messages in another language
*Logic: Figure out puzzles of logic or webs of intrigue
*Memory: Recall useful information when the time is needed
*Administration: The art of resource management
*Act: Pretending to be someone other then you really are (Cylon Skin Jobs!)
*Bluff: Lying or hiding true intentions
*Cheat: Manipulate chance into your advantage
*Disguise: Concealing ones identity visually
*Resilience: Better able to resist physical hazards
*Stamina: Better chance to recover from injuries and wounds
Fighting (Axe, Blunt, Fencing, Longblades, Shortblade, Unarmed) You are skilled at using whatever you specialize in
*Academic Specialty: Choose one, and your knowledge in this area of expertise is better then normal. This specialty can be taken multiple times, each time is a new academic discipline
*Astronavigation: You are skilled at navigating space, and to come up with the means to plot FTL jumps
*Research: Searching for the answers needed
Marksmanship (Capital Ship, Handgun, Heavy Weapons, Primitive, Rifles, Starfighter, Thrown) You are skilled in whatever weapon or firearm you have
a specialty in, from a bow and arrow, to the rail guns on a Battlestar
*Diagnosis: Determine what is wrong with a patient, gaining bonuses to future medical rolls
*Treat Ailment: Treat a patient suffering from sickness, poison, or some other hazardous effect
*Treat Injury: How to speed a injury onto a natural recovery
*Computer use: You are skilled in programming and using computers
*Demolitions: You can make things go boom, without going boom yourself
*Jury Rig: It's crude, and probably won't work more then one or two tries, but you can bring about a mechanical effect for a short time, ie McGuyver it
*Repair: You can make lasting repairs to a mechanical device or vehicle
*Craft: The ability to take theoretical knowledge into a practical application and make something
Persuasion (Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt) You are skilled in manipulation emotions in the specialty you choose
*Capital Ship Piloting: Skill in piloting ships from the size of transports to Battlestars
*Ground Vehicle Piloting: Motorcycles, cars, trucks, speedboats, typical terrestrial vehicles
*Quickness: Reflexes and reactions are even quicker then normal
*Starfighter Piloting: Aircraft to Vipers, to Raptors, this is your skill in flying these vehicles
*Bureaucracy: With the application of power, one has to deal with bureaucracy, fortunately, you are good at it
*Politics: Status is authority and power, and politics is the application of authority and power. You are skilled in using what authority you have and making the most of it
*Reputation: You are able to make yourself seem and appear more important then your actual position warrants
*Blend in: You can make yourself seem part of the background, unimportant and unnoticed
*Sneak: You are adept in moving in the shadows, unseen and unheard
*Animal Handling: You are skilled at dealings with animals
*Forage: You are skilled at gathering edible food and water
*Hunt: You are skilled at hunting animals down
*Orientation: You are skilled at making your way about without getting lost
*Track: You are skilled at following tracks in the wild
*Disable Device: Defeating security systems is your skill
*Open Lock: From a simple lock, to a complex safe, you know how to open things people don't want open
*Sleight of Hand: You are skilled at using your hands to misdirect
*Steal: Picking Pockets, slicing open coats, you are skilled at liberating
from a person objects they want to keep
*Command: In the fog of war, you are able to make sense and keep people following the plan
*Strategy: You gain an edge to put your enemies at a disadvantage
*Tactics: Strategy puts you in position, Tactics enable you to execute and
make the best of the situation
*Coordinate: You stand a better chance in aiding others with their test outcome
*Discipline: It takes a iron will to stick to one's actions, discipline is the core of that
*Dedication: Remaining true to your beliefs
EDIT (17 Oct): Added "Gossip" as a specialty to Awareness ability
EDIT (18 Oct): Added starting xp by age
Being heroes of the story, each and every character has a Destiny, the ability to shape events and outcomes. This is represented by Destiny Points. Every character has them. Destiny points can be used in one of three ways to affect the game, 1) Spend 2) Burn, and three 3) Invest.
You can spend a point to have affect some small outcome. Points spent this way are recovered when the next chapter of the story is available. The following is an example of spending a Destiny Point.
*Gain +1B die for a roll; this die can exceed the normal limits on bonus dice
*Convert one bonus die to a test die
*Remove -1D penalty *Bestow a -1D penalty on an opponent
*Take and extra lesser action
*Ignore Armor Penalty for 1 round
*Improve or worsen a character's social disposition by 1 step (for SocialCombat)
*Negate another character's spent destiny point (but not Burnt)
*Activate or Ignore an environmental quality
*Add minor story telling detail in characters favor, such a small clue, shoddy security system, a pistol full on armor piercing rounds
Burning a Destiny Point allows a character to effect a scheme in a major way. Burning a Destiny Point removes that Destiny Point from the character pool, not to be regained at the end of the Chapter. Only by spending XP, or as a GM reward, can the point be reclaimed. The following are examples of what a character can do by burning a Destiny Point.
*Convert all bonus dice into test dice
*Add +5 to test result
*Succeed one test as if you rolled the Difficulty exactly
*Remove all Damage from injuries (but not Wounds)
*When defeated, you decide the consequences of your defeat
*Transform another character's successful test into a failed test
*Automatically compel another character in an intrigue
*Remove the penalties for a Drawback for one chapter
*Negate the effects of another character's burned Destiny Point
*Avoid certain death (Laura Roslin being cured of Cancer in Season 2.5)
*Add a significant detail to a scene that moves the story along in your favor.
Characters can invest their Destiny Point in a Merit. Merits are like Feats, or special abilities, bonuses for the character to give them an edge in the game. Merits do not need to be permanent. At the end of each Chapter, a character can turn one Merit back in for the Destiny Point back.
The following groups of Merits are in the game. They are explained below.
*Ability Merits: Expand on options using an Ability or slight advantages to that ability.
*Fate Merits: Qualities that reveal the heavy hand of Fate in your life and future.
*Martial Merits: Provide advantages or a variety of combat-related abilities
*Social Merits: Provide advantages in intrigues and social combat
Here is a list of each Qualities, and a small description. For more detail,let me know. Qualities with a * by them maybe taken more then once, with a different focus chosen each time.
Connections*: Choose a location (City or Ship), and gain +1D on all Awareness tests about news and rumors for that location.
Dexterous: Reroll 1's on Agility tests.
Eidetic Memory: Prerequisite - Cunning 2 (Memory 1B). Memory Bonus dice are now Test dice
Evaluation: Prerequisite - Knowledge 3 or Mechanics 3. Test Cunning to gain an intuitive insight on an unknown object or piece of equipment.
Expertise*: Gain +1D with one Specialty.
Face in the Crowd: Prerequisite Stealth 3 (Blend In 1B). Blend in is a free action, also add Cunning Ranks as a bonus to Stealth (Blend in) tests.
Furtive: Prerequisite Stealth 3 (Sneak 1B). Reroll 1's, and add Agility ranks to all Sneak tests.
Gangster: Reroll 1's on all Thievery tests.
Gifted Athlete*: Prerequisite Athletics 3. Choose an Athletic Specialty, convert bonus dice to test dice.
Gifted Teacher: Prerequisite Knowledge 4 Persuasion 3. Using Persuasion Test (DC 9), grant bonus test dice for a Knowledge test to "students". Number of dice granted depends on the Persuasion test. Students may save these bonus dice to use in the future, making a Challenging (9) Cunning (Memory) test to recall 1B dice. Once spent, the bonus dice are gone.
Gifted Trainer: Prerequisite Ability 4 (Specialty 1B) Persuasion 3. Same as Gifted Teacher, but for use with the character's Specialty. A Persuasion test grants bonus dice to that Specialty. It is the same Challenging (9) Cunning (Memory) test to recall bonus dice as for Gifted Teacher.
Hardy: Prerequisite Endurance 3 (Stamina 1B). Ignore -1 or -1D for Endurance tests to recover from Injuries or Wounds.
Keen Senses: Prerequisite Awareness 3. Reroll 1's for all Awareness tests, and add Cunning rank to Awareness tests.
Knowledge Focus*: Prerequisite Knowledge 3, 2B in specialty. Choose a Knowledge Specialty, bonus dice are now test dice for tests with that Specialty.
Miracle Hands: Prerequisite Medical 3. Upon successfully making a Medical (Diagnose) test, gain +1B for each degree of success for your next Medical (Treat Ailment) or Medical (Treat Injury) test. Once per test, a character may exchange 2B dice for one test die (+1D).
Sinister: Gain +2 to Combat Defense or Intrigue Defense for the first round.
Talented*: Choose an Ability, gain +1 for all tests with that Ability.
Tech Head*: Prerequisite Mechanics 3. Choose a Mechanics Specialty, reroll 1's for that test, and also add Cunning Rank as a bonus to tests.
Cadre: Prerequisite Persuasion 4. You gain a cadre of ten men that are unwavering loyal to you (6 points for creation). This unit will
automatically rally to you at the start of each skirmish until destroyed. If destroyed, the character looses this Merit and the Destiny Point invested
Cohort: Prerequisite Status 3, Persuasion 3. Create another character using character generation (-3 ability points, -2 specialties, 1 DP), save Status
must be at least -1 to yours. This character is your loyal follower and follows your commands to the best of their ability. If the cohort dies, you lose this Merit and the Destiny Point invested in it. When your Cohort is by your side, increase Combat and Intrigue Defense by 2.
Destiny: It only requires you to spend a Destiny Point, instead of burning a Destiny Point, to choose the outcome of being defeated.
Famous: For Persuasion tests involving Charm or Seduction, Charm and Seduction dice up to your Status Rank are converted to test dice. You also have a minus Status rank to all Stealth tests.
Lucky: Twice per chapter, reroll one test, take the best result.
Night Eyes: No penalties for low light conditions.
Pious: Prerequisite Will 3 (Dedication 1B). Twice per chapter, you may pray tothe Lords of Kobal or the One God and gain +1D.
Political Pull I: Prerequisite Status 4 (Politics 1B). You are a minor mover and shaker in the political arena. Once per Chapter, for any Politics test or Intrigue motivated by Politics, you may gain the benefit of spending a Destiny Point without having to do so.
Political Pull II: Prerequisites Political Pull I, Status 5 (Politics 2B). Once per chapter, for any Status/Politics test, or Intrigue motivated by Politics, you gain the benefit of burning a Destiny point without having to sacrifice one. This does not stack with Political Pull I.
Martial Merits (Note ** Qualities maybe used in Starfighters, *** Qualities maybe used in both Starfighters and Capital Ships)
Accurate***: Prerequisite Marksmanship 4. +1D against opponets with cover.
Acrobatic Defense: Prerequisite Agility 4 (Acrobatics 1B). Lesser action to add 2x Acrobatics to Combat Defense.
Danger Sense***: Prerequisite Awareness 4. Reroll 1's for initiative tests, deny surprising opponent +1D to attack you.
Dog Fighting I**: Prerequisite Reflexes 3 (Starfighter Piloting 2B): Lesser action to add 2x Pilot as bonus to Starfighter Combat Defense.
Dog Fighting II**: Prerequisite Dogfighting I, Marksmanship 3 (Starfighter 2B): Sacrifice bonus dice, add one degree of success to damage results.
Fast: +1 yard to Movement rate, Sprint is 5x movement rate instead of 4x.
Fencing: Prerequisite Fighting 3 (Fencing 1B). Add Fencing rank to Combat Defense.
Fight by the Seat of the Pants**: Prerequisite Fly by the Seat of the Pants, Pilot 3B. Add Awareness rank to Combat Defense.
Fly by the Seat of the Pants***: Prerequisite Reflexes 3 (Pilot 2B) Awareness 3. Add Awareness rank to all Pilot tests.
Improved Weapon Mastery***: Prerequisite Weapon Mastery. Increase Weapon Damage by additional +1
Inspiring: Prerequisite Warfare 4. Gain extra command, plus may sacrifice a command to reroll a test result.
Leader of Men: Prerequisite Warfare 4 (Command 1B). One rally/reorganize attempt is automatically successful per mass combat.
Rapid Fire***: Prerequisite Marksmanship 3, 1B in appropriate specialty. Add Rapid Fire trait to any non primitive weapon. Also this quality adds an additional +1D to use when using Divided attack.
Tough: Prerequisite Resilience 1B. Add Resilience rank to Health.
Unarmed Combat I: Prerequisite Fighting 3 (Unarmed 1B). Treat your unarmed attacks as if they have the Fast weapon trait. Also Unarmed attacks to Athletics-2 damage.
Unarmed Combat II: Prerequisite Unarmed Combat I, Fighting 4 (Unarmed 2B). Unarmed attacks now gain Powerful weapon trait. Also you can add Athletics ranks as bonus to all Unarmed tests.
Unarmed Combat III: Prerequisite Unarmed Combat II, Fighting 5 (Unarmed 3B). If you have 3 degrees of success against an opponent, instead of damage you can opt to stun instead. Compare test result against opponents Endurance Rank x4. If greater, target is stunned, and can only perform Recover action until unstunned.
Weapon Mastery***: Add +1 to weapon damage.
Adept Negotiator: Prerequisite Deception 3. No penalty from starting disposition as long as your disposition is unknown by the other party.
Attractive: Reroll 1's on all Persuasion tests.
Authority: Reduce disposition penalties to Persuasion by 2.
Cautious Diplomat: Awareness 3 (Empathy 2B). During Social Combat, when taking the Consider action, the bonus dice gained can exceed the bonus dice limit. Also can exchange +2B for a +1D test die. You retain this bonus until the end of the Social Combat.
Charismatic*: Prerequisite Persuasion 3. Choose a Persuasion Specialty, gain +2 bonus to all tests with that Specialty.
Compelling*: Prerequisite Charismatic. Gain +1 to Influence with Charismatic Specialty in Social Combat.
Dutiful: Prerequisite Will 4. Opponents get -1D to try to influence you in Social Combat when using Convince, Intimidate, or Seduce.
Friends in High Places: +1B to all Persuasion tests with characters of Status 4 or greater.
Friends in Low Places: +1B to all Persuasion tests with characters of Status 3 or lower.
Magnetic: Prerequisite Charismatic. In social combat, when you influence an opponent using charm, that person disposition increases by your Charm rank.
Respected: Prerequisite Reputation 2B. Opponents get -1D to try to influence you in Social Combat when using Incite, Intimidate, and Taunt.
Stubborn: Prerequisite Will 3 (Discipline 1B). Increase your Composure by your Discipline rank.
Treacherous: Add Cunning rank to all Deception tests.
All heroes have a flaw as a part of them, some aspect that makes them stand out from the rest of the pack, a challenge for them to overcome. Laura Roslin had cancer, Saul Tigh was an alcoholic, Gauis Baltar was a coward. Your characters will be no different.
Every character in the game will have at least one Flaw. Some of you might have more then one, depending on if you want to save your Destiny Points and pick extra Flaws instead to gain Merits. Below are a list of Flaws and the game challenges you will have as a result of having this drawback. When
possible I have given some examples of Battlestar Characters having the flaw in question
Addiction (minor): When faced with a troubling situation, you must make a Challenging (9) Will test or turn to your addiction. You suffer -1 to all tests. After one hour you may make a Challenging (9) Endurance test to recover from this penalty. If your addiction is not available within an hour of failing the test, you go into minor withdrawal and suffer a -2 penalty till you have had your "fix". You also must make a Formidable (12) Will test to resist your addiction choice during this time. Doc Cottle (Smoking).
Alcoholic: When faced with a troubling situation, must make a Formidable (12) Will test, or turn to alcohol (or drugs) to calm your nerves. While
intoxicated, you have a -2 penalty to all tests. If you are in a place where alcohol is readily available, you become roaring drunk and have a -2D penalty. Penalties remain until you get a good night's sleep. Each hour of sleep, make a Challenging (9) Endurance test. Success reduces the penalty by 1 (3 reductions equal 1D). You also must make a Formidable (12) Will test to resist any readily available alcoholic drink. This drawback may be substituted for another addictive drug. Saul Tigh.
Childhood Disease: Decrease Health by 2
Coward: Requires Will of 3 or less, no bonus dice in courage. When engaged in combat or social intrigue which could result in consequences for your character, take -1D on all tests. Each round you may try as a Free Action to make a Formidable (12) Will test. Success removes the 1D penalty, and grants you a +1B on all tests till combat ends. Gaius Balter
Crippled: Reduce Movement by 2 yards (min of 1 yard). Romo Lampkin (we thought)
Cruel Insanity: -2D for all Awareness Empathy tests. Also starting disposition is 1 step worse for people that recognize you character having this drawback. Helena Cain (after the Holocaust)
Cylon: Whether you are aware of it or not, you are a cylon. Best of luck not getting lynched. (Don't put this on your sheet. This is just for me)
Dark Secret: You have some dark secret in your past that you will do anything to protect. You must engage in Social Combat when confronted with your past or spend a Destiny Point to get out of the conversation. Starting disposition is -1 steps than would be normal. If you lose, then you exchange this Drawback for Outcast. Gaius Baltar
Disturbing Habit: When recognized, you gain a +1D on all Persuasion (Intimidate) tests, otherwise, suffer a -1D to all other Persuasion tests.
Fear: You have a phobia. When int he presence of that phobia, you suffer a -1D to all tests. Each round you may make as a Free Action a Formidable (12) Will test. Success removes the penalty for the remainder of this encounter only. GM must approve of the Phobia.
Forgetful: Whenever testing Cunning, you must reroll all 6's and take the second roll.
Furious: When rolling Persuasion tests, your first roll must be Intimidate. You also suffer -1D on all Persuasion tests other than Intimidate and Incite. Galen Tryol (Season 2.5)
Generic Flaw*: Pick one Ability and have a -1D penalty when testing that Ability. This Drawback maybe taken multiple times, with a different ability taken each time. William Adama (Awareness)
Haughty: -1D on all Awareness tests involving Empathy. Also your starting disposition with anyone below your Status is at least Dislike. Ellen Tigh
Ignoble: -1B on all Deception, Persuasion and Status tests. Kendra Shaw.
Illness: Endurance 3 or less. Each day, make a Challenging (9) Endurance test. Failure means you suffer as if you have an Injury. If you cannot suffer any more injuries, you must take a Wound. If you cannot take another Wound, then you die. These injuries/wounds cannot be removed except by burning a Destiny Point. Laura Roslin.
Impaired Sense: Choose Blindness or Deafness as your impaired sense. You automatically fail all Awareness tests that solely rely on that sense. Also Movement is reduced by -1 yard (min 1 yard.).
Inept: Whenever you roll for Agility, you must reroll 6's and take the second roll, even if it is worse.
Insubordinate: Suffer -1D to all Persuasion tests with those with a higher Status than you. Also if you loose a Social Combat with a person whose Status is higher, make a Formidable (12) Will check, or initiate regular combat with the person. Kara Thrace.
Lascivious: During Social Combat, if your first Persuasion test does not use Seduction, you take a -2 to Intrigue Defense till the end of the scene. You also suffer a -1D to all Persuasion (Charm) tests. Gauis Baltar.
Marked: You bare some visible physical defect. When testing Persuasion, reroll all 6's, and take the second roll. Saul Tigh (Season 3+).
Maimed: You have lost a limb. If the limb is a leg, half your movement rate (min 1 yard) and take -1D on all Athletic tests. If a hand, -2D on any test requiring two hands, and cannot use weapons that require two hands. Felix Gaeta.
Mute: -2D for all Social Combat. However, your opponents take a -2D to determine what your disposition is.
Naive: You take a -3 penalty to Intrigue Defense against Deception tests. Billy Keikeya.
Nemesis: You have a destructive enemy who holds you in utter contempt. This Flaw must be GM approved. Tom Zarek.
Outcast: You take a -2D on all Status checks. Gauis Baltar (Season 3).
Out of your League: In critical situations where you are in command, reroll all 6's and take the second roll for the first test. Barry Gardner.
Poor Health: Reduce Endurance tests to remove injuries or wounds by 3. Laura Roslin.
Reviled: When engaged in Social Combat, your opponent disposition is one step worse then normal. Also, take a -1D to all Status checks. Tom Zarek.
Sickly: Take -1D on Endurance tests to resist hazards and ailments.
Supreme Arrogance: -2D on Awareness tests, but +1D to resist intimidation. Kara Thrace.
Threatening: During Social Combat, if your first Persuasion test does not use Intimidate, you take a -2 to Intrigue Defense till the end of the Scene. Also you take a -1D for all Persuasion (Charm) tests.
E-1: Crewman Apprentice
E-4: Petty Officer, 2nd Class
E-5: Petty Officer, 1st Class
E-6: Chief Petty Officer
E-7: Master Chief Petty Officer
O-2: Lieutenant, Junior Grade
O-6: Lieutenant Colonel
O-9: Rear Admiral
1: Untrained or newly qualified enlisted crew member, civilian prisoner or one stuck in a really shitty job with almost no chance of improving conditions, like the tylium refinery workers (no PCs so far are examples of Status 1 characters)
2: Enlisted members that are competent enough in their job to train new members on basic tasks, officers that are in training or recently certified, a standard citizen with run of the mill professions, and low level members of the Civilian Defense Force (CDF) (Scribbles, as a new officer, is an example of a Status 2 character)
3: Enlisted members with basic supervision authority and proficient enough to perform job evaluations, upper half of CDF enlisted and both trained and untrained officers, civilians with more useful or slightly prestigious jobs (RubySlippers, a very knowledgable scientist, would be a Status 3 based solely on usefulness, despite not having important political connections)
4: The most senior enlisted members in the fleet, officers with important appointments such as CAG or squadron commander, secondary CDF
commanders, or civilians with jobs of considerable importance, like the pilots on Colonial One (Caela and RedEve, both fully certified doctors with officer rank, are examples of Status 4 characters)
5: Those directly under the highest-ranking military member, the commander of the CDF, Quorum representatives (1 per planet), and presidential contenders, whose Status may diminish after losing an election (Arkhos, the XO of the main ship and direct subordinate to Kythia's character, is a Status 5 position. mia h, as the current frontrunner to serve as interim president, could also be a 5)
6: The highest-ranking military or the interim president (Kythia, who will be the highest ranking military member after the attack, would qualify for Status 6)
7: Fully elected President (No one yet)
Note: Since most of your characters are in their in game position due to the death of a superior (or several of them), starting with status one or two lower makes complete sense.