House Rules
As cool as AFF is, a handful of things need to be changed. the beauty of the system is that it's very accomodating to this, and so we've gone ahead and begun the no-doubt ultimately-dismantling process of accreting house rules.
Matchlocks and Matchlock Accessories
Blackpowder weapons– known as fire-snakes, dragon-lances, or otherwise– are prominent throughout the Disk, and the Kraje are no exception. Here are the rules for such weapons. Note that using these weapons falls under the bow skill (yes, it's a radically different concept from a bow, but crossbows are also in there and both are known for being very simple to master).
Special: Alongside the usual snake-eyes, rolling double 2s will also result in a fumble whenever using black powder weapons.
Arquebus
Costs: As crossbow.
Damage: 2, 2, 3, 4, 5, 5, 6
Blunderbuss
Costs: 90/110/130 gp
Damage: 2, 3, 3, 3, 4, 4, 5
Special: Expend 1 LUCK to fire upon another adjacent target (maximum 3). Counts as part of the same attack.
Serpentine Pistol
Costs: 80/100/110 gp
Damage: 2, 2, 3, 3, 3, 4, 5
Other accoutrements associated with the use of matchlocks:
Powderhorn. 1 gp/12 sp/2 gp.
Blackpowder. 2/2/4 gp for 20 shot’s worth.
Leaden Shot (20). 3/3/5 gp.
Blunderbuss Pellets (20). 6/9/15 gp.
Background Item Sets
The starting equipment afforded to each Hero during character creation are upsettingly drab: The same items for anyone, regardless of their lifestyle, origin, or employment. Here are item sets to replace that, based around common adventuring types in and around the Kraje. You should decide first based on what seems most appealing, obviously, but when in doubt go for the one that matches most with your character's career just before becoming an adventurer. Anyone with points in any magical special skill is also afforded a spell-book of their known spells, as per usual.
Veteran
2d6 gp
2 weapons of the same special skill the hero has points in, plus 1 box/quiver/horn of ammunition if necessary
Small or large shield
1 leather cuirass, provided the Hero has points in the Armour special skill
Strong boots, weapon belt, woolen trousers, woolen tunic
Woolen cloak
Large blanket, rations amounting to 2 days
1x musical instrument OR 1 deck of cards, set of bone dice, or other gambling ephemera
Monastic
2d6 gp
1 weapon the hero has special skill in
Holy symbol of their monastery/faith/hairbrained splinter faction
Linen robe, leather shoes, cheap belt
Holy vestments (allow you to be recognised as a member of your order)
1 jar of a curative salve
Herbs, for cooking or burning
A reason for leaving/fleeing/being sent from your temple
Criminal
2d6 gp
1 small, concealable weapon and 1 weapon the hero has a special skill in
1 leather cuirass, provided the Hero has points in the Armour special skill
Cheap boots, leather trousers, leather belt, woolen tunic, woolen cloak, leather gloves
An invaluable rag of linen (for masking the face or tying a wound)
Torch OR 3 candles
2d6 metres of rope, Grappling Iron
Militiaman of Hrad
2d6 gp
1 Polearm and 1 weapon the Hero has special skill in
1 leather cuirass, provided the Hero has points in the Armour special skill
Cheap boots, woolen hose, woolen tunic
1 Panther-skin OR Surcoat emblazoned with Hrad’s coat of arms (the blood sun & mountain-shield)
Lantern, flask of oil
Sack of Carrying
Merchant of Yorao
3d6 gp
1 weapon the Hero has special skill in
Silk robe, silk belt, cheap (and curly) boots
impossibly large turban
1 pack-mule or ox, saddlebags
2d6 pounds of trade goods (spices, herbs, silver, etc.)
Yellow Magi of Ommon
2d6 gp
1 weapon the Hero has special skill in
Ochre-coloured silk robe, silk gloves, billowing pantaloons, silk shirt
A fearsome graven mask (as the sorcerer’s component, black facemask) OR a box of Yellow Powder (the cheap kind, which tends to kill long term users)
Quill, Ink, & a hefty tome of skin-paper
A pot for cooking stew/eye of newt
Lawspeaker of Dalibar
2d6 gp
1 weapon the Hero has special skill in
1 leather cuirass, provided the Hero has the Armour special skill
Woad-coloured robe, silk sash, pointed woolen shoes, silk trousers
1 copper ring of light
1 hourglass
1 hefty wooden travelling chest (can carry a great deal, but you’re all out of slaves to carry it)
Basilisk Hunter of Sartulla
2d6 gp
1d4+3 javelins and 1 weapon the hero has special skill in
a leather cuirass, provided the hero has the Armour special skill
Silk sash, tasseled cloak, patterned chiton, leather sandals
Salt fish amounting to 2 days of rations
Throwing net, silver mirror
An idol of the Great God Ong, slayer of all watery horrors