Fallen Sky
An Apocalyptic Western roleplaying game for 2-5 players
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Dearest Edgar, the papers have done no justice to the pall. There is neither sunrise nor sunset. The land is dead and has been for generations. I can see no hope and it’s clear the people who live here—if you can call this living—see none either. I am well enough, though my lungs hurt from the effort of breathing the corrupted air. Enclosed is $20 from my first month’s pay. Union Pacific has been generous, though I take no pleasure in the work. I hear the whistle now. Try not to worry much, and be well. —Your Madeline

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It’s 1862 and you’ve been hired to protect the construction of what will be the first transcontinental railroad. Like most of the middle states, Kansas still hasn’t recovered from the devastation caused by the Yosemite eruption before the turn of the century. No sane folk live between the soot of the sky and the ash of the earth, but you’re here now to see that the East gets access to the precious fruit and produce that grow west of the Rockies. The trouble is the folk who do live here.

In addition to the great famine, the air poisons the land and the water, emaciating and driving mad the humans and mammals exposed to it. People become so listless they might as well be dead. But they don’t die. No one understands it, but these diseased individuals go on, without memory, sense of self, or any civilization. They are called ‘husks’ and they are a pitiful nuisance at best, terrifyingly dangerous the rest of the time, attacking normal humans on sight, clawing and biting without regard for civility or their own safety.

Your job is to protect the rail workers as they lay the track west, and you do, but the railroad also asks you to clear out ghost towns that are in the way, to investigate worrisome occurrences, and to handle the locals however necessary. Your title is wrangler, but some call you railroader.

Supplies
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You’ll need one deck of playing cards for each player other than the game master.
You’ll need some note cards or paper, and something to write with.

The Suits
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Each of the suits in the deck represent a given action type.
Feeling	♥ Hearts ♥ 		Bluffing, negotiation, persuasion, haggling, wooing
Force  	♣ Clubs ♣ 		Brute strength, perseverance, hand-to-hand combat
Fortune	♦ Diamonds ♦ 	Observation, risk taking, performance, preparedness
Finesse	♠ Spades ♠ 		Balance, investigation, firearms, research, academia
 
Character Creation
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Players will have their own character to roleplay, and that character will have some talent spread across the four suits. Each player takes one deck of cards, splits it randomly into three nearly even piles, inspects each and chooses two to keep, giving the third to the game master. Shuffle your cards together into your character deck. The GM shuffles all her cards together too. The character deck is used to determine the outcome of various actions; it’s an indication of how much remaining spirit your character has. During the game, cards from a character’s deck will be lost permanently. Once all of the cards from a character’s deck are gone, the character becomes a husk.

Answer these questions about your character:
What do people call you around here?
How did you make your living before you became a wrangler?
Why did you volunteer for such a remote and dangerous position?
What significant relationship do you have with the character of the player to your left?

Fallen Sky
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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~

The Air is Trying to Kill You
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The GM’s deck is known as the Air deck. The GM draws three cards from it and places them face-up next to it, then narrates a situation or a group of issues that fit the suits of the cards revealed.

Throughout the game, Air cards will be overcome and replaced. When an Air card is overcome, put it in a discard pile next to the deck and draw a new Air card to take its place. When the deck is empty, shuffle the discard pile to create a new Air deck. There is no end of bad air.

Whenever the GM draws new cards, she narrates a new situation or a change to the situation based on the suit of card(s) drawn.

The Air Shifts: A new Air card can be introduced at any point by the GM except during a challenge. The GM does this to make sure the Air doesn’t become ‘stale’ (that is, remain the same for a long period). Choose a face-up Air card to discard and replace. Narrate the new card’s suit.

A Challenge: The GM may challenge a player—or vice-versa—any time another challenge isn’t already happening, provided that player wasn’t the last to participate in a challenge. The player’s character will test her abilities against the Air. The player draws two cards from his character’s deck, trying to get more cards of that suit than the Air has. The player narrates how his character begins to address the challenge based on the suit(s) of those two cards.

A player may strive to complete a task by drawing any number of additional cards from his deck, one at a time. The cost is that all of the cards revealed this way will be lost, regardless of the outcome of the challenge. The player can change how he’s trying to overcome the challenge as he strives, but must narrate how his character abandons his original effort and transitions to the new tactic.

The challenge continues until the player overcomes the challenge or admits defeat. Overcoming a larger challenge (with more Air cards in suit) reaps a larger reward. Defeat comes at a cost. When the challenge is complete—successful or not—the two cards the player originally drew are placed face-down on the bottom of his deck. Even if you’re defeated, you might still overcome one or two cards that are part of the challenge.

Losing Cards: When a character loses cards, they go into that player’s discard pile. The difference between a character losing cards and the Air discarding cards, is that the player’s deck is never reshuffled. As soon as a player’s deck is empty (which might happen during a challenge), his character succumbs to the Air and becomes a husk.
Challenge Results

Player overcomes a 1-card Air challenge: The player describes how his character overcomes the challenge.

Player overcomes a 2-card Air challenge: The player describes how his character overcomes the challenge. The player chooses any lost card from his discard pile to put on the bottom of his deck.

Player overcomes a 3-card Air challenge: The player describes how his character overcomes the challenge. Each player chooses any lost card from his own discard pile to put on the bottom of his own deck.

Player partially overcomes a 2- or 3-card Air challenge: If a character is defeated in a challenge, but drew one or two cards that are higher in rank than some of the Air cards in the challenge suit, the GM replaces those Air cards and the player narrates how his character’s efforts helped the situation without resolving it. The GM may tweak this narration or overrule it entirely if it’s too good. The player loses the top card of his deck.

Player is defeated by an Air challenge: The GM describes how the character fails and who suffers as a result. A number of character cards are lost equal to the size of the Air challenge. The GM chooses who loses how many cards from the top of their deck. GM—There’s much value in making one player suffer for another’s hubris.

Player versus Player
Life is hard enough out under the pall without making enemies of your compatriots, but wranglers are no strangers to conflict and tend to be a hot-headed and stubborn lot. If a player chooses to challenge another, she draws two cards as usual and then may strive as she chooses. Once she’s satisfied and has narrated what she’s doing, the challenged player draws two cards from his deck, attempting to beat the suit the aggressor chose as if she were the Air. He may strive as well. If he overcomes her challenge, he narrates how, and she loses the top card of her deck. Otherwise, she narrates how he fails and he loses the top card of his deck. The GM may choose to reward the winner by letting her put one card from her discard pile under her deck.
Letters from Home
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Between each scene—as delineated by the GM—each player writes a letter delivering news from home to one of the player characters. The letter must indicate some impending or recent news that will have an emotional impact on its recipient. It may be signed with a name, or merely a title, nickname, or term of endearment. The letter may not address the recipient by name, as the letters will be distributed randomly, though a title, nickname or term of endearment is fine so long as it can apply to any player character. If a player is stumped, he may use one of the example letters below.

Once they’re all written, the GM distributes them and each player reads the letter he received aloud. Unless he clarifies otherwise, it is assumed the character reads the letter privately and the other characters are unaware of its contents. But it’s important for all the players to know what each character is dealing with so they can help push the story against that issue.

After reading your letter, the GM names the suit she believes the news challenges and takes a card from your deck hostage. When the scene ends, the GM will decide which players addressed the impact of their character’s news. Those who did will get their card back and may put a lost card from their discard pile on the bottom of their deck. Those who did not lose their card permanently. It’s important to note that a character need not handle their news well, merely that we see the emotional impact. In fact, the GM may choose to reward the player whose character handles his news the worst by letting that player put another lost card from his discard pile on the bottom of his deck. Writing a letter back works, as long as it reveals something new about your character.

Examples

Been ill for a long while. Dr Casey says I’m pregnant. I’m overjoyed, but—How will I feed a child?
—Ingrid

The University accepted my application. I’m going to get the education this family needs to earn us a real home. Wish me luck.
—Alex

The sheriff served us an eviction notice last night. Hoping you can wire the money you promised A.S.A.P. Don’t forget to button your coat up, honey.
—Mom

I got a puppy. Named him Brave, after you. Daddy says one shit in the house and he’s out, but I’m going to take such good care of him. He licks my face so much!
—Love, Nathan

I finally found me a girl. Emily LeBlanc. She’s a real sweetheart and a looker to boot. Says she knew you back when. Now I’ve just got to find me a ring!
—Junior

To the descendant of Mr. Arturo Vega. I regret to inform you of the passing of your uncle. You were willed his book collection. Please respond with the address you will receive your inheritance, and $17.60 for shipping.
—Att. Ryan Pierson

Thanks for your last letter. I hope this one finds you in better estate. I’m getting along fine. It’s lonely here without anyone to discuss Emerson’s latest poems. As for your boss, my advice is not to tell him how you feel, unless he lets loose first. Take care.

Missing you. The bed is so cold. I can’t believe it’s only been one month. I’m losing my quiet. How long did you say you’d be gone?
—Randy

You idiot. You left your knife behind! What are you going to do if you kill an animal, or if you piss off another drunken Scotsman? I’ll take care of it, in case you make it back despite being only half-armed.

Your brother’s dead. Owed me two chicken and $1.45. Send to Ben Young, 6 Coburn St, Atlanta GA

Will you be home for Christmas? Make sure you bring a authentic tomahawk for Billy. And something from Colorado for Jenny. Don’t let any of them ‘huskers’ bite you. Karl at the store says that’s how they turn you.
—Your Mother

Fuck you. Thought you could make off with my share of the take? Shit, I did time for you. And now I’m going to find you and kill you. Just take the train to the end, right? Sounds easy enough.
—Jesse

Congratulations! You have won the Lorillard’s Chewing Tobacco Sweepstakes. Please visit Lorillard’s factory at 1 Oak Street, Chicago IL by 3rd May, 1862 to claim your prize of $250.
History
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1797 – The Yellowstone caldera erupts for 14 months straight, the ash cloud billows over the Rockies, and coats the American Breadbasket in several feet of soot. The Southwest is devastated, except for the coast of California which is able to regrow after a tsunami and weeks of storm clear it of volcanic detritus. The government tries vainly 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 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.

1862 – 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.

Some enterprising (read: shady) Businessmen have taken to capturing and herding “free-range husks” and using them as a workforce across the land in the hopes of profiting where no one else can.

Now, fix-its and bounty men wander the Mid- and Southwest, taking the place of a government that has abandoned the settlers, solving hardships and disputes any way they can.

The railroads press ever on to establish a complete route between Boston and Sacramento, fueled in no small part by the growing desperation for new sources of food and California’s unlikely abundance.
Strange Inhabitants
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Husks
All mammals that remain in fallen sky areas show signs of aging, malaise, malnutrition, and depression. They inevitably lose their sanity and display alien behavior. These so-called husks no longer speak (in the case of humans) or respond to verbal communication. They shamble slowly about with no discernable purpose and their gaze is distant and unfocused. They often appear blind with milky grey eyes, but seem to have no trouble locating prey. They are dangerous and unpredictable, sometimes becoming aggressively violent without cause or warning.

Dinos
The birds and lizards that made it through the first winter have responded most curiously to the new environment, growing substantially larger, earning them the nickname. Some brave cowboys have tamed riding lizards, but mostly folks avoid dog- and bear-sized reptiles, on account of their tough hide, many teeth, and terrible speed. Good parents don’t let their kids play outside on a sunny day when the raptors might swoop down and carry them away forever.

Flora
Most plant life died out within the first year of the pall, but some hardy desert plants managed to survive and, given the extended lack of competition, thrive. Cacti and other desert brush are now seen well east of the Rocky Mountains, and some of them grow to unprecedented size in the West.

Crawlers
The insects were never phased by any of this devastation. They feasted in the carrion aftermath, quadrupling their numbers before the ecosystem crashed for lack of meat. Survival of the Fittest, yada yada, the bugs that made it are the biggest, toughest, cleverest of many generations. Folk claim to have seen cockroaches the size of a housecat. But those are of little concern next to the great fire ants, army ants and killer wasps that have been known to swarm and destroy entire towns within a week. This author refuses to say anything more than this: Spiders.

Sludge
Few believe this phenomenon is alive, but none who have experienced it can deny that it responds to movement in a disturbingly lifelike manner. Something like quick sand, the peculiar kind of ash that folks call ‘sludge’ is set into motion by the struggle of creatures who slip into it, swirling them downward and clinging to them. Little if any science has been done on the subject, but many swear that sludge will follow you even after your friends have pulled you out… that is, for those with strong and alert friends.

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.
♦	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 closing quickly.
♦	The group stumbles on some dead roots and stumps. You can 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.
 
Lizard Rustlers
You see a group of lizard 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 riding lizards 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.
♣	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 detail the 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.
♠	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
You happen upon a small collection of abandoned buildings. The former occupants are nowhere to be found. Something unfortunate has happened to them.
♥	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.
♠	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).
♠	You’ve found their homestead, which they insist you vacate. They will defend it to the last.
♥	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.
♦	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. ♠

Dino Herd
You come upon a group of enormous reptiles.
♥	They’re frogs and they neither crave nor fear you. Can you learn anything from them?
♦	They’re wild lizards. Do you dare try to catch and tame one?
♣	It’s actually just one massive snake. It tries to bite and constrict you all to death.

Ghost Town
The railroad needs you to clear out an old abandoned town just ahead.
♥	There are a few survivors eking out a life here. Can you persuade them to leave?
♣	It’s infested with spiders. You’re so fucked.
♦	The town’s inhabitants evacuated in a hurry, leaving strange and valuable items behind.
♠	There’s a mine shaft on the edge of town but the mine isn’t abandoned…

Bounty Hunter
There’s a mercenary hunting one or all of you.
♥	It’s a case of mistaken identity. Can you convince her before she assassinates you?
♠	There’s a shoot out. She brought a posse. Wait, does she have a badge?

What to Expect
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While it’s possible to recover lost cards in a number of ways, you’ll find it’s more like treading water… in the middle of the ocean… alone… except for your new shark friends.

Most of your characters are expected to succumb to the air. The story is about their struggle to resist the air’s corruption and what good or legendary feats they can accomplish along the way; About the camaraderie warriors share in a desperate situation; About the true meaning of bravery and duty; About the very human emotions heroes feel.

Maybe one or two of you will even die with honor. Or have the good sense to abandon your mission, admit failure, and go home to your loved ones to face your hungry fate together.