Kits and Character Creation (CSH)

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Kits are entirely optional—a character can easily get along without one. But a player who wishes to add detail to his character may choose a kit when the character is first created. Only one kit may be selected for a character.
It is possible to incorporate these kits into existing campaigns, providing the players and the DM can agree on which kits are appropriate. A kit must be compatible with a character's past actions, his background, and his established personality traits. For instance, if a wizard has been played as a forthright quester after ultimate truth, it makes little sense to assign him the Imposter kit.
Once a particular kit has been assigned to a character, it cannot be changed. However, the character can later abandon it if he wishes, giving up all benefits and hindrances. Bonus proficiencies (see below) are not forfeited, but they must be "paid for" when the character acquires new proficiency slots.
When designing a new character, first determine the character's ability scores, race, class, and alignment. Then choose a kit for the new character. After choosing the kit and recording the information on the character sheet, continue with the character's proficiencies, money and equipment, and other pertinent information.
==DUNGEON MASTER™ Choices==
Before allowing players to choose kits for their characters, the DM should look at each kit and consider several factors.
Is this kit appropriate to the campaign? Not all kits make sense for every campaign. If the campaign has no evangelical religions, the DM should not allow players to choose the Evangelist kit. Space is big, however, and DMs may wish to be more lenient here than in a groundling campaign.
Do the players need more information about a kit? The DM might want to furnish players with additional background about a particular kit. For instance, she might tell them that in her campaign, Astronomers belong to the Stellar Exploration Society, a multi-sphere organization with high dues but an excellent reputation.
Are any changes to the kit necessary? The DM is free to make changes in the proficiencies, hindrances, and other components of the kits to make them compatible with his campaign. The players should be informed of any such changes before they choose kits for their characters.