Character Kits (POSP)

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Many AD&D game players are familiar with the character kits in the Player's Handbook Rules Supplement series. Player's Option kits are different. They are packages of descriptions, proficiencies, benefits, and hindrances that help flesh out characters. In short, the kits give adventurers background and depth.
Player's Option kits are available to more characters than previouly published kits are. No longer are fighters and thieves the only ones who can become swashbucklers. And rogues aren't the only characters who can excel as acrobats. With some exceptions, a character of any class can choose any kit. Many Player's Option kits are linked to the social ranks system presented below.
Selecting a character kit is free—it has no character point cost. However, it carries a character point benefit. A character with a kit can purchase any of the recommended weapon and nonweapon proficiencies listed for 1 character point less than the cost detailed in the proficiency section.
==The Social Ranks System==
Rogues, fighters, wizards, and priests can come from any background—from being the 10th son in a peasant family to the first-born of a noble house. As such, they can be of any social rank.
If a campaign is set in a large kingdom's capital, a character with the noble kit could be a member of one of the nation's rich, powerful families—perhaps even the favored offspring of the rulers. His relatives, however, might not be too happy that he spends so much time knee-deep in the filthy muck of dungeons, hacking atrocious beasts to bits for a living. That is hardly a suitable “noble” image. Another character might have the barbarian kit, and the player must decide how his rough and rugged fur-clad character came to be in a large city at the time the campaign starts.
A character's initial social rank should not limit his advancement in society. A peasant hero might always feel uncomfortable when standing before his king. But if his heroic deeds warrant such an appearance, he should be granted the opportunity. The only limit on how high a character can rise in society—and in social rank—is set by his actions.
Social rank is tied to many character kits. Players can take three approaches to selecting a kit. A player can roll at random to determine his character's kit; simply pick a kit, then roll on the social rank table underneath that kit; or, he can roll on the social rank table below and see what kit possibilities open up for his character.
To determine social rank first, roll 2d6 on the chart below. Samples of people who might fit into various classes follow. Some DMs might allow players to choose a rank that fits their character concept.
 Table 40: Social Ranks Table
2d6 roll	Social rank
2–3 	Lower class
4–7 	Lower middle class
8–10 	Upper middle class
11–12 	Upper class
Lower class: Freed slaves, vagabonds, indentured servants, criminals, migrant laborers, beggars, herdsmen, peddlers, actors, men-at-arms, manual laborers, tradesmen, money-changers, fishermen, petty officers, freemen, peasants, messengers.
Lower middle class: Artisans, bakers, petty merchants, junior officers, scribes, brewers, cobblers, landless knights, minor landowners, merchants, weavers, farmers, minstrels, gardeners, miners, dockhands, sailors, blacksmiths, shop owners, bodyguards, sculptors, healers, gamblers, tailors, animal trainers, carpenters, leather workers, stonemasons.
Upper middle class: Local officials, jewelers, sages, senior officers, minor nobles (bannerets, barons) guild masters, herbalists, historians, armorers, wealthy merchants, astronomers, major landowners, navigators, weaponsmiths, composers, scholars, minor military commanders, nobles (earls), ship captains, architects, engineers, shipwrights.
Upper class: Great landowners, generals, marshals, senior officials, knights, viziers, nobles (counts, dukes), royalty, diplomats, financiers.