Stage 1 design by: CODE 1519.
Stage 2 modification by: CODE 1547. (1091 -> 2091 to 2291)

Physical Accoutrements
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For each player (from 3-5): a deck of cards, a sheet of paper, and a pencil.
For the GM (game master): a deck of cards.
12 six-sided dice (used only at character creation).

History
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1797 – Yellowstone caldera erupts, the event becomes known as Fallen Sky (immortalized by the poet Joseph B. Stockton). The event destroys the Southwest, and coats the Breadbasket in four feet of ash. The Southwest becomes a desert. The government tries to support the settlement of the Southwest and the Breadbasket. While the U.S. focuses inward….
1809 – Napoleon strikes the East Coast with a protracted naval assault. The colonies turn their efforts to war with Europe: they leave pioneers in the Southwest to their fate. Strange tales are told by all those who return from the western frontier.
1858 – In Kansas Territory, seemingly fresh water is seen to flow across the land in places forming ice crystals even in summer, in others colored as if by oil, and in others gelatinous and sticky. Fine particles in the air leech the life from humans and animals, leaving them dried out shells that wander the landscape, sickly and inattentive. These ‘husks’ sometimes gather in packs, only to shamble through town aimlessly. Other times they attack living creatures with the ferocity of a trapped animal. The Arapaho tribes seem to be immune to the sickness. The Cheyenne are thought to have been completely wiped out by it.
Strangely, although most animals fall to the effects of Fallen Sky, reptiles and amphibians seem unaffected, if anything, they seem larger and more intelligent. Some people have taken to training and riding huge frogs and alligators. 
1861 – The governments of the United States, France, and the United Kingdom have sent explorers in an effort to learn about and control the gasses of the Fallen Sky to create monsters for their war efforts. Slaveholding states are setting their slaves free; however, the plantations are still producing crops to send North and West. No one from the outside knows quite how this is happening.
Businessmen have taken to capturing and herding “free-range husks” and using them as a workforce to build steam railways across the land in the hopes of connecting the fruited west coast to the east.
Now, fix-its and bounty men wander the Southwest, taking the place of a government that has abandoned the settlers solving hardships and disputes any way they can.

The Suits
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Each of the suits on the cards represent a given action type.
♥ Hearts ♥  Bluffing, negotiation, persuasion, haggling, wooing (collectively, “Heart”)
♣ Clubs ♣  Brute strength, perseverance, hand-to-hand combat (collectively, “Force”)
♦ Diamonds ♦  Mechanical aptitude, science, geology, flora and fauna (collectively, “Natural Way”)
♠ Spades ♠  Scholarly writing, noting of small details, investigation, research, firearms (collectively, “The Details”)

Character Creation
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Each player will have their own character. A character has skill ratings based on the four suits. Each player also has one deck of cards. The deck of cards is used to determine the outcome of various actions; it is also a way to track how much remaining energy the character has. During the game, playing cards from a character’s deck will be ripped up and thrown away. Once all of the cards from a character’s deck have been ripped, the character dies.

To determine a character’s starting skill set, roll 12 six-sided dice. Re-roll any 5s. After the reroll, all 5s are removed. Group all dice that show the same number together. 6s are ‘wild’ and can be combined with any other number. The number of dice of a given value (1s, 2s, 3s, and 4s, plus any combined ‘wild’ 6s) becomes a skill score. Assign these scores--as you like--to Heart, Force, Natural Way, and The Details.

Game Mechanics
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In the center of the table, place the Air deck, which is controlled by the GM. The Air will always have four cards drawn from it, placed in a line next to the deck. When new cards from the Air deck are drawn, the rightmost card is discarded, the current Air cards shift to the right, and the new card is placed, face down, next to the Draw stack. Throughout the game, Air cards will be turned face up. When exhausted, shuffle the discards to create a new Air deck.
A new Air card can be introduced at any logical point by the GM (usually between player actions). Ultimately, the GM should make sure that the Air does not become stale (that is, remain the same for a long period), by performing the action, The Air Shifts, as described below. 
A Test: When a character is asked by the GM to test her abilities against the Air, the GM declares what suit is to be tested, based on the player’s course of action. The player draws a number of cards from their character’s deck based on the relevant skill rating of the character. The character’s score is based on the sum of the values of any cards of matching suit, plus the character’s skill rating. 
The GM flips the first face-down Air card starting from the right, adding up the Air’s score (again, only cards of the tested suit are counted), until all four Air cards are revealed or the Air meets or beats the player’s score. When a test is called, several Air cards might already be flipped over… In the case in which the Air already beats a player’s score, no additional cards are flipped.
The outcome of the action is based on the difference between the player’s score and the Air’s score. 
Ripped Cards: When a player needs to rip a card, the ripped cards come from the top of that player’s deck, and are ripped facedown, i.e., they are removed from the game without their faces being seen.
After it is determined that the Air wins, or that all four Air cards are flipped, the outcome is resolved based on the difference between the values, as shown below. Then, the Air shifts.
The Air Shifts: The right-most card from the current Air cards is removed, and a new face-down card is added at the left-hand side.
Add Risk: The player may describe putting her character in further danger in order to have the next face-down air card flipped face-up. At this point, the player can describe what her character is going to do, and then the GM will declare what suit is being tested.

Test Results
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Player > Air by 1 to 5: The player rips one card. The player describes how the test is resolved, the GM can overrule if the player makes the resolution too good by having something bad happen that strikes back at the player. This striking back can result in other cards being ripped.
Player > Air 6 to 10: The player describes the resolution. The GM cannot overrule this, but may add a twist to the resolution that keeps the current state of affairs going.
Player > Air 11 or above: The player describes the resolution. 

Player = Air: The absolute worst thing that can happen to the character, as described by the GM. Bad things bleed over to other players. The player rips 3 cards, other players rip 1 card.

Air > Player 1 to 5: The player rips 1 card, and describes a bad resolution for her character, the GM may override and make it worse. If the GM does this, another card is ripped.
Air > Player 6 and above: the GM describes a bad resolution for the player, the player rips up 2 cards. The GM may include something bad happening to another player, having them rip up a single card as well.

Challenges and Encounters
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Lone Husk
A single pioneer, long ago hollowed out by Falling Sky, shambles across your path. You worry that it might become hostile; for now, it continues on its way. As it poses less of a threat than a large mob, this would be a good opportunity to examine such a beast. 
	Options: 	You see that it possesses a valuable item from its earlier days.
			You see that it has fed recently: blood is caked around its lips.
			It groans as if to speak. You might be able to make it out if you get closer.

Husk Mob
A small group of husks (4-8) appears to have noticed your party. They turn to face you and begin loping in your direction. Their eyes convey no vestige of humanity. They are getting closer.
Options: 	The group stumbles on some dead roots and stumps. You can likely escape, but they may follow.
			They raise their arms and gurgle at you. They smell your fear. They lunge forward.
As they get closer, they slow down. They smell the air for many minutes, looking confused.

Frog Rustlers
You see a group of frog rustlers and their corrals in the distance. Rustlers have been known to kill to hide their location. If you look the part of a scoundrel, you might be able to purchase frogs (as mounts) on the cheap.

Angry Vigilantes
When a community of pioneers feels threatened, they organize a mob (3-20). Their targets are usually rustlers, rival miners, government agents, or local criminals.
	Options:		You are caught in their path. They accuse you of colluding with the enemy.
The group insists that you join their cause. They offer you weapons and explain their enemy.
			The group interrogates you. They won’t let you leave until you reveal a secret.

Government Agent
The government of the United States of America wants the territories on the western frontier to become states. However, the people of these territories must prove their commitment.
	Options: 	The agent is a law-man who is hunting a fugitive from justice. He wants the party’s help.
The agent insists that he is a low-level clerk and surveyor who is tasked with presenting the wants and needs of the pioneers to the government. However, he is really a spy. He wishes to see all of the party’s documents and to interview them. He is particularly interested in the military capability of the settlers.
			The agent is a low-level clerk and surveyor. He will record anything that the party wants.

Pioneers
Pioneers are brave souls living near the edge of doom: a bad storm or dry spell could destroy their livelihood in an instant. They are a tough, proud people. If you help a pioneer, you will earn a friend for life.

Abandoned Homestead
The players happen upon a small collection of abandoned buildings. The former occupants are nowhere to be found. Something unfortunate has happened to them.
	Options:		Starvation has taken the family. Their bodies are in their beds.
			Falling Sky has infected their lungs. Their husks roam somewhere nearby.
			The family has been killed. All valuable possessions have been stolen.
French/English Scouting Party
The Warriors of the Republic and Queen’s Guard are not to be trifled with. Unless you have superior numbers, it is best to hide or flee. They will attempt arrest anyone who might be an enemy soldier. You might get good treatment in custody if you speak their language.

Confederate Squad
A group of rebel soldiers can be very dangerous, especially if they think you might be able to support your 
Christian brothers.
	Options:		They consider you to be supporting the North. Prepare for battle.
			They consider your possessions to be useful to the Resistance.
They are injured, and ask for your assistance. They are in no position to compel you, but should they recover after you have refused, you will have made an enemy.

Freedmen 
	You happen upon a group of freed slaves (3-5).
Options:	You have found their homestead, which they tell you to vacate. They will defend it to the death.
			They are marching westward, but seem to have no knowledge about Fallen Sky.
			They are convinced you want to capture them. Convince them otherwise or die.

Travelling Merchant
	A merchant, his steward, and two guards meet you at a crossroads.
	Options:		They have few goods, but lots of money. They wish to buy your possessions.
			They have an abundance of goods and look weary. They wish to offload their wares.
			They have goods, liquor, and information, for a price.

Gray Crows
A small collection of tainted crows is seen circling overhead. They are covered in boils and their feathers have lost their color. They might attack a small group, in an effort to steal food. Lord knows what diseases they carry. 

The Goal of the Game
The goal of the game is to…

Fallen Sky
Back in the days of moving West, the toughest crossed the virgin plain
To find a land dubbed “better, best”, despite the toil, sweat, and strain
And some fell down, by the wayside
They were all left by the wayside 
Fallen, boy, fallen
The unseen prize that good men sought, was paradise to keep again 
Instead, a land of mire and rot, despite much groaning, blood, and pain
And some lost faith, and fell to cry
Having lost, they fell to cry
 Fallen, boy, fallen
It is not right, my place to lie, cold beneath an oil-slick sky
Cursing fate, and God, and why?
Fallen, boy, fallen
~Joseph B. Stockton~