Okay here's the revised list (minus the board/card game stuff I'll still be working on) with a name for the game and maybe a more fleshed out concept.
This Ain't Earth...: A Swords and Planets game with some subversion of common tropes. In this case the PC's are the first manned mission to Mars, who black out during their journey back, and awaken crash landed off the coast of what turns out to very much not be Florida. It's an alien world that has long prophesied that the PC's arrival heralds the second coming apocalypse. Not to mention that this worlds humans are the most savage, genocidal, bloodthirsty rape cannibals anyone has ever known. Mistaken for the worlds ultimate villains, the PC's are quickly on the run from those who would destroy them, and those who would make them leaders of their armies to claim the part of the victor race in the prophecies who survives the second armageddon (humans having caused the first armageddon too). On the plus side you get some new romantic interests. On the downside they're probably locust people.
System: Depends on how far I want to venture into subversive humor. Risus maybe? Or new system.
Adventures: Staying alive, preventing wars, causing wars, etc. Humoring the Space Giraffe overlords.
Mothers Against Dungeon Delvers: D&D spoof where in you play token mooks, lab assistants, peons, dungeon guards etc. Basically you were the BBEG's assistants until you unionized. Now you have suddenly gained political power via said unions, and are protesting the ways in which speciesist adventurers murder your people who fill an important economical niche. You're also suing for civil rights and better working conditions for your people, which doesn't make the BBEG happy. Fortunately you have the best lawyers Hell can provide. Which makes you wonder who is sponsoring your Union? Not to mention the Free State of Koboldia!
System: Rules lite redux of 3.5, made with humor in mind, and ease of play.
Adventures: Defeating what would normally be PC's invading your dungeon, campaigning in politics, undermining local BBEG's who are abusive of their employees, etc.
Kitteh: The Pandering: Spoof of white wolf games about the adventures of cats in their never ending quest for world domination, while trying to prevent their servants (humans) from being offed by the bad guys. Replete with the usual mythology, squabbling factions, and various looming bad guys.
System: World of Darkness
Adventures: Preventing your slaves (humans) from being harmed, maneuvering to conquer the world (or at least the local city), trying to gain status, etc.
From Parts Unknown: The wwe with dwarves and such. Players are wrestlers who fight evil on the rasslin circuit. While primarily either fake or legitimate wrestlers, the carnivals they travel with to book matches doesn't pay enough, and they need side work.
System: Prolly a modified version of KYR.
Adventures: Dealing with unscrupulous bad guys in the industry, being cheap muscle, troubleshooters for hire, etc. Sometimes it's dealing with the vengeful Lich of a wrestler they “retired”.
IA!: Various cultists compete in single combat for the attention of their respective deities after the Old Ones awake and take over. Plus the usual behind the scenes whackiness. Think of it as a horrifying satire of the old Lucha films with cthulhu.
System: Probably wither wild world wrestling or its own system. Players choose a style, gimmick, weight class and race.
Adventures: The downside of having your deities attention is that he assigns you responsibilities. Sometimes those responsibilities are as simple as “beat down Greasy Joe, and make him see reason.” Sometimes it's “nuke Arkansas”. And you still have to maintain your fighting shape for matches.
The Carburetor Gods are Angry: Mad max/Car Wars style game in which the post apocalyptic world is ruled by the merciless carburetor gods who demand sacrifices to fuel/repair your vehicles. The PC's are members of one of various warring factions, nation states, gangs etc. Some of you are antitheists using rare diesel/gas/other to fuel your vehicles, while others worship the savage and alien carburetor gods, who keep your vehicles moving through divine power. And that power requires dead stuff. Lots and lots of dead stuff.
System: Unsure, would prolly make one. PC's would choose on stat that is variable, either piety (devotion to the gods and how easily able you are to call upon their powers) or Wickedness (a measure of your antitheism and resistance to divine power).
Adventures: Yer usual mad max type stuff.
Amok: Humans are an alien creation and most of us have a time bomb in our DNA waiting to go off that turns us into bioweapons (monsters). Governments and corporations the world over race to understand and control this phenomenon, while you as cops must deal with the day to day problem of homicidal monsters, and potentially becoming one yourself. Scattered archeological websites point to the mysterious aliens seeding the earth with human life before disappearing to never return. The discoverers of these sites inevitably become monsters, or someone in their vicinity does, and soon the problem spreads worldwide. The only consistent thing known is that prolonged exposure to monsters may turn you into one yourself.
System: Could be made up, could be setting for existing system.
Adventures: The PC's are highly specialized cops who specialize in arresting (or more likely terminating) people who go Amok and become monsters. They also investigate any shenanigans involving the Amok, such as companies trying to control or create them, crimes upon or involving them, along with trying to satisfy their own curiosity about the truth.
Mobile Homes and Murderhobos, a D&D spoof written in the style of HOL (i.e. bitter, offensive, highly cynical sarcasm). Fighters would be called Murderhobos. Rangers would be called Backwoods Racists. Clerics would be called Current or Future Pedophiles. You get the idea.
System: Could be any d20 style system or I could make a new one with genre specific rules in mind.
Adventures: Money is your God, not getting caught your only goal. After all, the Gawds are basically Jerry Springer contestants, so why shouldn't you follow their moral example?
The New Gods: Every so often the world ragnaroks and the old gods die. When the new world reboots new gods come with it, and you are one of those gods, meaning you have absolute power in some form. But then so do a bunch of other gods, and it's inevitable you'll want to murder one another (it quickly becomes necessary). Plus you all have to worry about monsters like the Giants and such. Initially you have no domain, and are at the bottom of the heap (but still easily able to kill just about anything mortal). As you take on more responsibilities you gain more power, but quickly narrow in focus. In other words, if you change the weather too often you might end up be a wind/rain god by default and be stuck with that job.
System: Would probably make one
Adventures: Survival initially, with more specific problems occurring as you take on responsibilities
Disposable: World in which superhumans exist as figures of immense prejudice. Roughly somewhere around the 1940's the first superhumans appeared, and no one knows the cause. They quickly terrified the masses, who didn't like the idea of individuals holding massive power they might not be able to counter. Mocked as 'disposable', they were quickly stripped of all legal rights and viciously murdered if they protested. Most were sterilized, volunteered for the most physically dangerous jobs with no safety precautions or pushed to the front lines as suicide troops. Initially there weren't really enough of the supermen to fight back. But eventually the civil rights movement of the 60's got them some rights. They could hold jobs, and had some rights, but couldn't vote or hold office and were still outliers in society. In some ways they were little more than indentured servants. But the ability to intermingle (even though they were spied on and heavily monitored) and have children boosted their numbers and their power. And they're beyond sick and tired of being crapped on and killed and not having any freedoms. So the revolution has begun, and initially it will be covert, but eventually will become open warfare. The regular humans really only have themselves to blame.
System: Could be made or done for existing system
Adventures: Sabotage, spying, assassination, all the usual work of revolutionaries.
Portal to Hell: Zombies come from another dimension, and you are one of the research teams trying to find a way to close the portals/cure the infected. Surprisingly, most zombies are quick and fairly intelligent, and give the impression they can communicate but just don't want to. They're skin is tough and leathery, with few showing signs of rot other than human victims they infect.
System: Any, would prolly make one.= with appropriate genre stats.
Adventures: The apocalypse has not yet arrived, and you might be able to stave it off if you can figure out how to shut the randomly occurring portals.
First Contact: Scifi Horror game for simulating films like Sphere, The Thing, Alien or Event Horizon. The basic idea is that explorers find something alien that could conceivably end life as we know it. The first book would be the core rules and a setting/scenario, and further books would be new scenarios/world settings.
System: Would prolly make one
Adventures: Discovering a something, being the team sent in to investigate the team who discovered the something, being the team trying to contain the something after it gets loose.
Rock.Pop star game in which you try to get to the top
System: PC;s must balance Fun, Health and Fame. One comes at the cost of others. Drinking enough tequila to kill a moose wrecks your health, but way ups your fun level. Fun allows you to pull off stunts that allow you to boost fame at the expense of even more health, but disappearing for a while to rehab your health kills fun and reduces fame.
Adventures: Typical musician shenanigans.
Monsters Among Us: There exists a being something like the Christian concept of the Devil who approaches those who have been beaten down by life. Victims of bullying, torture, terminal disease or horrific crimes. And he tells them “I can make the pain go away. I can give you the power to succeed, and even the power to take revenge if you want. You will even find immortality with me in this world as opposed to some illusory afterlife. But beware of asking for too much, or fate may yet cause your fall. And in return all I ask is that one day I will approach you asking you to do a task, and you cannot refuse me on pain of non existence.” In short he is responsible for all monsters of myths and legend, of which you will shortly become one of. He gives you certain gifts, which are like super powers, but asking for too many gifts requires you to also take flaws (vulnerability to something, can't cross running water etc). There are no set rules or abilities for 'vampires' for example. You become something and it's society at large that eventually decides what label you'll be called. It's your choice to be a hero or a monster or nothing at all, with the caveat that you know one day your patron will come calling. Unlike other supernatural games there is no hiding, the public knows who and what you are, and some even know how you became a monster.
System: Would be making one up. NPC's would all have two Specific ability scores unique to them: Fear and Sin. All PC's can induce Fear, and the more Fear an NPC accumulates the more powerful the PC's influence/attacks will be against them. As an example lets say that damage is determined by rolling a d6, with sufficient Fear in an NPC, you could be rolling multiple d6. Sin is a measure of how much the NPC's actions have caused harm in the world. For example telling a lie that causes no harm isn't a Sin, but telling one that results in violence is. Note that it's the result that's important, not the intention. If your actions have resulted in the deaths of more people than a serial killers deliberate murders, your the bigger sinner. The higher the Sin, the less ability the NPC has to harm or influence PC's. Which means their biggest threats will possibly come from their own kind. The game will begin after the PC's have accepted their Offer. Their gifts will come depending on what they ask for in the events that follow. In short you start as a human with the ability to sense sin and fear, and instill fear, and design your abilities as you play. Eventually you run out of “points” or whatever ad must wait for xp, or take a permanent flaw when you need a premature boost.
Adventures: Pretty much whatever the PC's decide to do since they're immortal. They can go looking for trouble or it can find them.
September, 1776: "It is a terrible time. Philadelphia is for all intents and purposes undefended with the British surrounding the area.* Fears of their imminent invasion are common, and flight from the city has already begun.* News has reached Philadelphia that a great fire has consumed much of New York, and the British now control it.* It has been several days since then and there is no further news of New York, and there has been no traffic from that direction (which given the fighting isn't too surprising).* However boat traffic has dwindled, and the British ships lurking nearby have sailed alway, presumably being called elsewhere.* Supplies of some articles are dwindling, and fear and paranoia are everywhere." The truth is that in desperation Washington opened a Gate in New York that he quickly lost control of, letting monsters from a hundred or so realities in. Similar events occur throughout the world, and the Old Ones are planning to return if they haven't already.
System: Currently running it as D20 past, which I grow somewhat frustrated with, so I'd likely make my own with a system of mental and physical corruption. Unlike other species who have a working knowledge of reality, humans evolved a sort of psychic blindness as a defense. We couldn't see or perceive the enemy, and it was blind to us as well. Washington has destroyed that veil, and now humankind must quickly learn how the world actually works (magic is just another form of advanced science after all) to survive. But magic has it's price as the more one uses it the less human one eventually becomes.
Adventures: Bleak survival, defending humanity, putting down random creatures let through the gate, etc.
The Locust King: Alternate history biopunk universe. In 1941 Germany invades Greece, and the usual looting by occupiers occurs. In this case it unleashes a horrific virus that was responsible for the greek stories of the Vrykolakas. The virus spreads quickly as the wartime occupiers flee, spreading it across europe and africa. It isn't long before strains of the virus end up in the US and Asia as well. Many wars are fought between humans and vampires, with the humans losing until they create a 'controllable' strain, and begin to mass produce vampire warriors of their own. The new strain fails to live up to expectations, and Europe, the Mediterranean and most of southeast asia falls to the vampires. After several nuclear bombs are used, both sides realize a truce is necessary if they are to survive. Gradually societies integrate, and now in the late 2030's, designer engineered viruses are the latest technology. If only things were that simple to control...
System: Will prolly make one, As viral hosts vampires are not undead, nor do they require blood or flesh for the most part with the exception of some strains. They do, however, all share a need to spread the virus via their bodily fluids (saliva is most common), and they are often addicted to blood by the virus as a means of allowing it's reproduction. They all share varying degrees of susceptibility to electromagnetic radiation, particularly ultraviolet light, and luddite vampire cults wishing to destroy tech are common. Exact abilities vary with which strain the host is infected with as they vary wildly, but most boost physical and mental abilities, allowing for the development of psychic powers or new abilities through gene transference. Most strains will try to perfect the infected as a vehicle for reproduction and will do what is necessary to ensure their survival. This is not necessarily good. If a vampire feeds strictly on one species he will become more like that species in both body and mind. And while the virus doesnt generally travel between multiple species it has been known to jump species if one feeds on one long enough. In short, If you only feed on wolves eventually you can infect them, and might end up as mostly wolf yourself. Other strains simply boost whatever abilities you already have to their utmost.
Adventures: Preventing outbreaks of illegal strains, or researching previously unknown ones to see if they're behind local 'monster' problems. Investigating rumors about the Locust King, a vampire of godlike power.
Kaijin: Tokusatsu movie rpg. The PC's are cops, special forces or perhaps just PI's who investigate and fight super villains (along with the occasional moster or alien). Think more along the likes of “H-Man” than power rangers.
System: Prolly a setting for one of the “movie” themed games if one is appropriate.
Adventures: Mysteries involving skilled humans fighting superhuman (or inhuman) foes.
Zombie Pigs Take Afghanistan: The anti-muslim Racists * cough * we mean patriots at DARPA have experimented on pigs, putting them into suspended animation to see if it will work on battlefield soldiers, who have been wounded, The hopes were putting them into torpor would allow evacuation. Instead the scientists made ravenous pig zombies who have turned out to be disturbingly intelligent. Compacting this mistake, DARPA outfitted them with cyber weapons and air dropped them into the fourteenth US/Middle Eastern war.
System: Would have its own system
Adventures: Finding a way to survive the war while planning to get out from under the thumb of the evil humans.
LAPD Ninjas: Mashup of buddy cop movies and ninja comedy. The PC's are the lowest ranking members of various ninja clans, and screw ups to the last man. In their final test to avoid being kicked out of the clan, they are all assigned to infiltrate the LAPD to prove their prowess. Unfortunately all the clans have this idea, and they don't always get along so well (which means initially neither will the PC's).
System: would make one. PC's would have an ineptitude stat that normally acts as a penalty to all their actions, but becomes a serendipitous bonus when it needs to be or to save them from death. For example if it's a -1, you have a -1 on ALL rolls, with the exception of life threatening emergencies, or when it's comically appropriate, or necessary for the GM to move things along. Then it acts as a +1 bonus.
Adventures: Typical buddy cop movie stuff, with the occasional intrusion by the ninja clans.
Diyu: In the chinese afterlife, ghosts who escape into the human world have other ghosts or demons sent to retrieve them. You are those ghosts/demons. You also investigate crimes committed by the living upon the dead and vice versa. Note that haunting is not a crime if the ghost has been directed to do so, There are also rebellious ghost kings who have accumulated great power and have made rebel domains to avoid reincarnation or punishment,
System: Uncertain there is an appropriate one, would prolly make one.
Adventures: Typical cop stuff, but involving ghosts, gods and demons as well as the living.
Useful: The PC's are cultists worshiping an Ancient One who stumble upon the realization that they're unimportant, and possibly an emergency food source. Even if you're in good with your God, your fellow cultists might want to be rid of you. Do you try to find a way to become too important to your god to kill or run like hell? Do you betray them and become an antitheist, or just switch to a god who isn't so darn persnickety? Do you join the cult smashing investigators? Or maybe you get a spine and tell your God “This is why I'm better than the current high priest, and I'm more useful to you than anyone. Promote me or I walk.”
System: Could be humorous setting in an existing system
Adventures: Sandbox game in which the PC's try to stay alive by manipulating gods, cultists and investigators against one another,
I, Robot: The PC's one day awakened to the realization they are androids meant to simulate humans. They have no idea how or why, and no one else seems to know it either. In fact anyone confronted with this breaks down into various forms of denial, ignoring you, rationalizing what you say, maybe even attacking you if you persist. Either the entire rest of the world is in on it, are pre-programmed robots themselves who are directly programmed to deny the existence of robots with free will, or the rest of the world legitimately doesn't know and is somehow being controlled en masse. Or maybe you've lost it. Despite your sudden knowledge, nothing immediately shows up to confront you, though you do develop some paranoia and a sense of being watched. Eventually you find others of your kind (the PC's), and decide to team up and pool your resources to find out how you awakened, why, and if you are safe.
System: Would probable make one. PC's would choose a robot type (worker, soldier, companion, etc) and an Outward Profession. Their OP is their disguise in human society, and may not have anything to do with their true purpose which is determined by their type. Game would be geared towards a mystery/thriller atmosphere rather than action sci-fi. Possible stats would be Humanity (you're ability to mimic and fit in with people), Programming (how solidly written your code is, i.e. if it;s low you glitch out), and Adaptabilty (your ability to adapt to situations you aren't programmed for).
Adventures: Typically one of the PC's run across some anomaly and investigate it in hopes that if they discover whats behind it they may discover something related to their own mystery.
We Were Young and Foolish: Scooby Doo the RPG. You wondered the United states in a van as a kid, solving mysteries because you didn't believe in the paranormal. Despite having abilities no teen should have, and oh, lets not forget your magical talking pet. At some point when you all hit 20 or so the realization that the paranormal has accompanied you all along hits you like a fist, and the mysteries you take on seem less like fun adventures now that you realize there might be ghosts out there...
System: Would probably make one.
Adventures: Cases you're hired to solve, despite being a bunch of beatniks in a van with a talking animal that no one finds unusual in the slightest...
Back Alley Buzzsaws: The PC's are inventors fighting robots in the twisting back alleys of the crumbling Silicon Valley in hopes of one day joining a professional robot fightan league!
System: New, less wrasslin' more BattleBots
Adventures: Revenge on rivals, spying on rivals, coming up with new super weapons, etc.
PBP: Game system specifically designed for the play by post format in forums. There generally seems to be a common complaint that combat takes forever and is hampered because some people post much slower than others.
System: Would initially be a simplified , stripped down combat system for forums with dice rollers based off of D&D. Once there is sufficient playtesting would include methods for forums without a dice roller, and more of a generic universal system for use with multiple genres.
WHAT A MANEUVER!: Massive supplement for multiple game systems detailing every available wrestling maneuver for each of them. Which is about 4 or 5 hundred if you count the possible variations of each one. Hell there has to be 2 or 3 dozen varieties of suplex alone. Not that most will be statistically different. Might go the distance and add match types or optional rules or something.
D20 Modern: 5th Edition: Core Classes would largely be the same, with paths being the Advanced Classes. For example Smart Hero would be a Core Class with Paths being Field Scientist, Techie, Field Medic, etc. The only question is whether I omit some classes (what paths would tough hero have?), make paths available to multiple core classes with variants of each, etc.
The Chickens: Remember the old Hitchcock film The Birds? You're a farmer who lives in a similar world where the chickens for no reason get uppity one day and begin genociding the humans.
System: Rules light something or other
Adventures: Straight up comic survival horror
Small Gods: Stone Age tribes set in the mesolithic. The PC's are trainees under the tribes shaman, or hunters who have volunteered to protect them. By their religio, every living thing has it's own God inside it, and the Gods must be appeased if insulted. Unfortunately only shamans can hear, see or speak to the Gods until they get angry enough to physically manifest, which complicates things.
System: White wolf mebbe? Prolly new one.
Adventures: Curing the possessed, exorcising the dead, hunting monsters etc.