A couple weeks back I stepped away from the Home game to work on something else. Wanted to get back to my original design intent of a system with rapidly escalating chaos, something which disentangled success and consequences from the standard PbtA/FitD roll.
Someone recommended I look into Vincent Baker's Otherkind Dice, which led to John Harper's GHOST/ECHO, which I'm now working on a hack of it, tentatively titled Gun Magic Technopop. It's inspired by Grant Morrison's The Invisibles, or anyway my decades-old memory of it.
You belong to the School of Liquid, a militant organization fighting an ancient, secret war against the interdimensional Static Church. The Church and their human collaborators use governments and civic institutions to keep the world from achieving physical, psychological, and spiritual liberation.
"You and your comrades make up one of the revolutionary cells within the Liquid. You’ve taken bad beats, won small victories, lost good friends, and shared visions of a better future. You use violence and magic and you look good doing it.
GHOST/ECHO's dice system is really fun. Instead of the roll mentioned above (which uses the same die to determine whether you fail, succeed with complications, or succeed without complications), you effectively roll two dice and assign them to either success or complication. You can fail to reach your goal but suffer no consequences, or succeed at great cost, etc. Feels wide open to hacking and I'm surprised there aren't more games built around the idea.