
Bulldogs! is a sci-fi adventure game using the Fate system that heavily draws on the old pulp serials and aims for players to have exciting encounters while limiting the amount of bookkeeping needed.
You can download it here which was found on this site which is filled with non-commercial rpg pdfs. I recommend you download it and read it at your leisure. Get as familiar with it as you can if you intend to play. The rules are pretty simple and a lot of the game's universe is designed by the players as well as the GM.
The game has a huge amount of player authorship. In other words, you, the player, design a fair bit yourself, whether this is literally true (you design the captain of the ship as a group and the ship itself) or on the fly (certain skill rolls having the ability to declare aspects about a place, person or thing you can take advantage of).
The game recommends between 3 and 6 players, with 4 and 5 being perfect, but if necessary, we'll play with less (or more biggrin ). I'll close the sign up after a while, but give you plenty of notice in advance. If you sign up with the skeleton in the next post and PM me, I'll add your character to the cast list.
I'd prefer as much variety as possible among the cast members. I really don't want the campaign to follow the adventures of 5 psychic super-soldiers. On the note of psychic powers, the lore is that the psychic gift is rare, so while it's not banned in the campaign by any means, let's keep it that way. I'd also like everyone to have a role on the ship. In my IRL game of this, I was the only player to take any skills relevant to actually being on the ship. As such, any scene involving the ship is boring to everyone else as my character is the only one doing anything. This also means the DM shies away from my character taking the limelight. I'd like everyone to have the chance to shine.
If you don't like the races in the main 10, feel free to make your own race using the creator provided in the book. However, I'd like to ask for you to submit it to me first before you make a character. Make it fit into the universe and not a race of Mary Sues and I'll most probably accept it.
I'll also note that while playing, my group has noticed some parts of the official rules that aren't so great. As such, I will implement two house rules. If you don't like them, we can discuss alternatives. Any additional ones we decide on if there's something that doesn't quite work for us as a group, I'll list it below.
1. Any weapon with a damage of less than 3 must get at least 3 shifts before they start to deal extra damage. This was caused by us noticing how a weak, but accurate weapon, in addition to hitting more often, tended to do the same or more damage than more powerful weapons due to how the damage system worked. Weapon damage in the vanilla game instantly causes the amount of damage it is listed as having, then gives you +1 damage for every shift above that damage. For example, if you have a +1 and a +2 weapon and get 1 shift, the +1 deals 1 damage and the +2 deals 2. If you get 2 shifts, the +1 weapon deals 2 damage and the +2 still deals 2. With the house rule, it stops people piling all their resources into accuracy mods and neglecting damage mods.
2. The scattershot mod now grants +1 damage in addition to its normal effects. This is because the scattershot mod in the vanilla game gives +1 accuracy, but deals -1 damage for every zone away from the target you are. The problem with this is it costs exactly the same as the accuracy mod, which just gives you the +1 accuracy.
Lastly, the game uses Fudge dice, which are 4 6-sided dice with 2 blank faces, 2 with a + and 2 with a -. While using the dice roller on this site, just roll 4d6 and use 1-2 as a - 3-4 as a blank and 5-6 as a +.