Creating New Kits (CSH)

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Using the kits above as guidelines, many new kits can be created. If the DM has a certain type of character that he would like in the campaign, a kit can be designed for that niche.
To design a kit, the DM should consider the following questions about the character and his role in the campaign.
Description: What's this character like? Is he drawn from a specific literary, mythological, or historical source? Are there any special requirements for this type of character?
Role: What place does this character have in the campaign? How is he regarded by his own culture? By other cultures? Is there a particular attitude or outlook he needs to belong to this kit?
What kinds of activities does this character tend to perform in the campaign? Is he a bold man of action? A withdrawn scholar? An impulsive show-off? What is his relationship to the other characters: friendly, distanced, wary, impassive?
Secondary Skills: If using the secondary skills system, the DM must to decide if this kit requires such a skill. If there isn't a particular secondary skill or skills common to all characters of this type, then no secondary skill should be required. But if all members of a kit share the same skill—or one of a small number of skills—then all characters who take this kit should have it, too.
Weapon Proficiencies: Certain types of character tend to favor certain types of weapons. Others select from a wide range of choices. If the character described in the new kit prefers one or two weapons more than others, note this in the kit.
Nonweapon Proficiencies: As with weapon proficiencies, characters of the same kit have certain skills in common. For instance, all Cartographers should be skilled in cartography. Therefore, one or two nonweapon proficiency slots can be given free of charge to characters taking a new kit. If appropriate, the proficiencies can come from proficiency groups not available at standard cost to that character type. Normally, the cost in slots for such proficiencies would be higher, but this can be ignored when awarding free proficiencies.
Equipment: If a character is known for using certain types of equipment, that character must have the equipment before the campaign begins. If some but not all characters of the type use the equipment, the DM can give a list from which to choose.
Special Benefits: Although not necessary, most kits should have some special benefit. Any kind of benefit is acceptable, but it should relate to the way this character operates in fiction, mythology, or other similar source material.
Possible benefits include:
* Bonuses to reaction rolls, particularly from certain categories of people.
* Bonuses to proficiency rolls, especially in specifically defined situations.
* A free weapon specialization (warriors only).
* Bonuses to hit and/or damage, especially against certain categories of enemies or in special circumstances.
* Special resistances, such as an immunity or bonus to saving throws against specific magical attacks or types of magic.
* Special rights in the culture in which the character normally travels (such as immunity from prosecution or free lodging on demand).
Special Hindrances: One or more special hindrances should be imposed that limit the character as much as his special benefit helps him.
Possible hindrances include:
* Penalties to reaction rolls, especially from certain categories of people.
* Penalties to hit and/or damage, particularly against certain categories of enemies or in special circumstances.
* Restrictions from learning certain weapon or nonweapon proficiencies.
* Special restrictions in the culture in which the characters normally travel (for instance, the character is prohibited from owning property or is punished excessively for certain crimes).
* Vulnerabilities to certain types of magic (either a penalty to saving throws or the magic is automatically successful).
Wealth Options: Does the character have less or more starting gold than other characters? Are there any restrictions as to how his starting gold must be spent?
Races: Note any variations for characters of specific races. Are any races barred from the kit? Does any race receive special benefits, proficiencies, or hindrances when taking this kit?
Notes: If there are any additional details about the kit, explain them fully.
You can also adapt kits from one class to another by adjusting the skills, weapons, proficiencies, benefits, and hindrances.
==Other Ideas for Kits==
With the size of the Known Spheres, there are many possible types of kits that could be developed. In addition to the ones listed above, DMs and players may consider the following list as a starting point for ideas on developing new kits:
Sharpshooter, a warrior specialized in a single missile weapon who can shoot it over incredible distances across wildspace.
Kindori rider, a warrior whose savage, migrant culture is based on the backs of space whales.
Weaponeer, a warrior specialized  in shipboard weaponry.
Cartographer, a mage who collects and develops maps of the Known Spheres and their worlds.
Pilot, a priest who offers his services to power spelljamming helms in return for the opportunity to visit many different spheres.
Zoologist, a priest who collects all sorts of strange and peculiar creatures.
Wrecker, a rogue who uses his ship to tow disabled vessels to port for pay.