When I say “RPG material,” I mean things like statblocks, classes, etc.
My medium from PF1e uses harrow-themed masks for their spirits, kind of like Majora’s Mask.
So whenever he wants to warlock it up and start raising the skeletons from the dead, he throws on the Queen Mother mask and slowly shifts into a regal fomorion as influence builds. Whenever its time for crimes like larceny and extortion, The Crows goes on and he progressively becomes a weird birdman. The Cyclone goes on when its time to throw hands, becoming more like an aerial elemental, etc etc. Twelve masks total makes for a fun and visually dynamic character.
I’ve played what was essentially Traveller but with Fate mechanics. You’d think the hard sci-fi ethos of Traveller would not mesh well with the dramatic engine of Fate, but it’s all in the narration. And Fate is such a great system to deal with things up close and personal, with high lethality and still loads of fun.
I am searching for a game with pirates and I am seriously tempted by Sea of Dead Men, a pirate flavor of Blades in the dark.
I’m pretty hyped the Fate of the Eclipse which is an official port of Eclipse phase in the FATE system, but I haven’t played it. There is so many stuff I’d like to play and so few time
I think you meanEclipse Phase: Transhumanity’s Fate
If I’m reading your message right, I’d like to mention the infinite ways to flavor the 2014 5e rogue. Firstly the rogue gets no resting based resources so it’s effectively always on, secondly despite some flavourful descriptive names like sneak attack and cunning action, it’s classic abilities are really just bonus damage, more bonus action mobility and expertise.
This means the rogue is really easy to play as a lot of plain professions. Stick your expertise in medicine and flavour your sneak attack as surgical strikes and you have a surgeon. You can do the same with being a ballet dancer, labourer, merchant, scribe, mechanic, whatever. All you need to do is pick your most relevant expertise.