While Songs for the Dusk 0.6 is releasing in under two weeks, the Forged in the Dark game I'll be playtesting next is FATHOM, by @sulcata and Matthew Guzdial, which is available for free right now in its playtest form!
FATHOM is a weird urban fantasy game about delving into the surreal fathoms that overlay our reality just out of reach; it's a Persona-Magritte-X-Files-Bluff City-Paprika, though being me I see a lot of potential for the small-infinities-intruding-onto-reality of magical realism in its premise and trappings. But it's also a game that twines the "Resistance" system you might know from HEART: The City Beneath or SPIRE: The City Must Fall with the Forged in the Dark chassis, and the things it chooses to carry forward, combine, or discard are interesting.
What we don't have is that FitD version of resistance, "GM describes a consequence; then the player describes how that consequence is averted and rolls 6 minus d6*(how many first-points do you have in actions in this attribute category)". Consequences happen, and you bear with them or find a way to ameliorate whatever situation has gotten you or your fellow drifters in a bad way. This removes one of the more unintuitive parts of FitD for new players, but also a key part of the way that Blades in particular was designed to push back-and-forth between the GM and the player characters for that particular vision of the genre of scoundrels overcoming obstacles in pursuit of their score.

What we do get is Resistances, because this is both a FitD game and a Sparked by Resistance game. They're your stress tracks! To help out ("Lend a Hand") in Fathom, instead of needing to have the Skill/Domain in question à la HEART, you're marking 2 stress to one of the stress tracks. You can't, by default, "push yourself" with 2 stress for an extra die like in FitD, though.
You might also note above in the Action Rolls that the Controlled/Risky/Dangerous trifecta (and even Extreme & Impossible) positioning has overlayed the Risky/Dangerous addtional-difficulty you might be familiar with from HEART. The way Fathoms (what depth of reality you're on) work in FATHOM also introduce considerable mechanical risk and reward to the difficulty of many rolls in play, but that's for another day.

When you accumulate too much stress, however, you get our good old friends, the fallout check. It's considerably less random than in HEART, with a simpler operation based on stress thresholds rather than probabilities and a second set of dice rolling. This eliminates some of the nail-biting tension but also moves things along quicker, which makes sense given the other priorities and mechanics that can fill the space.
The other unusual thing compared to HEART or SPIRE is that there is no dozen-pages of pre-listed Fallouts attached to each type of Resistance. Instead, there's three levels, Minor, Major, and Critical, and a page suggesting general templates you might use to easily make a Fallout relevant to the character's situation on the fly.

I'm really interested to see how this feels when I GM the game, as the pre-written Fallouts are the thing that really captured my imagination about HEART. But at the same time, I can recognize that giving you the mechanical structure a Fallout should follow and then leaving it up to the GM, player, and table, might offer even more possibilities to the imagination.
Over the next few weeks, I'm really looking forward to digging into the Characters and how FATHOM hybridizes the FitD structure, especially wrt to downtime, but the first big takeaway for me is that I don't think I'll ever want a single generic stress track again. I've advocated for naming segments of your stress track in the past (see Beam Saber's "quirk" system for building mechs as one example), but instead subdividing stress into different aspects of your character seems like something even pure-FitD games could use going forward.
What does this make you think about? What might you name stress tracks in your game?
