Let's consider how dwarves are portrayed in D&D 4E: Stereotypically short and strong with a penchant for building and craftwork, yet they live above-ground, without any sort of ability to see in the dark, and were once enslaved by the giants. Let's riff off that. Modern dwarves are, in fact, a slave-race bred by giants for manual labor, selecting them for strength, hardiness, and ability to do tedious work (and losing darkvision in the process). They eventually revolted and won their freedom, spreading out into the world.
My first take on a quick-and-dirty Magic: the Gathering RPG aimed at playing Planeswalkers would be a Nobilis conversion with the five colors as your ability scores. If I deemed the "land generates mana" mechanic of the card game something that should be reflected in the reality of the world, then I'd introduce some kind of mechanics where you need to ritually bind locations to achieve regeneration of miracle points (which would be renamed to Mana).
It is the nature of The Broken-Winged Crane that it never will be written. It is always going to be written. Creation is simply not big enough to contain its blasphemy in the same way that death was insufficient to contain the Primordials. Only the barest glimmers and fractions of it can exist at once, and even then, far apart and away from each other, never to be read in combination—to bring too many of them together would begin the act of its formation, which cannot happen, so it will not happen.
What if the Red Tooth Rite worked when used by one Noble on another? If you kill a Power and eat his heart, his Domain becomes one of your secondary Domains and you grow in might. Consume enough Domains, and you become an Imperator, tearing free from your old superior to become his equal. Now, you just have to watch your underlings to make sure they don't eat too many hearts themselves, for if you lose all your Domains, you will fade into nothingness.
As is typical, the dead rise up from their graves and shamble around, seeking to slay the living. Civilization collapses and chaos reigns. After a few months of this, the survivors see three great glowing presences in the sky, which identify themselves as Michael, Gabriel, and Raphael, the gods of humanity. Long ago, they used to visit the Earth regularly and do battle with the dark god Lucifer, but that ended when all swore to a pact to leave humanity to its own devices.
So, two recent threads on the Technocracy have combined in my head with wishful thinking regarding Victorian Age Mage and my current reading of Castle Falkenstein to produce a total trainwreck of a setting idea: Alternate universe steampunk Mage, with the Technocracy as actual good guys.
So, in one of my random insane musings, I had a flash of insight regarding a new setting for Paranoia. It would take place inside the Omega Complex, where all Comrades work loyally for the good of the people's collective. (Remember, the Collective is your family.) Everyone is ever wary about the threat of Capitalist agents, who can often be identified by their lack of furry hats and/or mustaches. People without mustaches might also be throwbacks who do not possess proper mutant powers.