Oh yeesh. Wrote a whole reply and then mistakenly moved off tab (arg!). I'm SO glad you dig this funky little system, and you've gotten ME thinking about putting some stuff together - and the possibility of a jam (even posted on Twitter to see if there was any interest!).
In any case, here's the short intro to each setting (there's lots more to both, but here you go!):
Punk Pantheons:
People think of gods, now, as stories - something ancient peoples revered that don’t have much to do with everyday life in the modern world. They couldn’t be more wrong.
The gods walk among us, unseen, bending our world to their will. They are born human, but come into their power, and their whims and wants can spread peace and goodwill … or submerge the globe in chaos. The old gods have gone sour - deities like Courage and Hope have fallen, and Fear, Rage, Greed, and the twins, Despair and Desire - rule cruelly, fomenting war. They seek to recruit young gods to their cause - those too new to their powers to pose a threat - before they can upset the balance.
But it never pays to underestimate the power of a bunch of punks.
In Punk Pantheons, players take on the role of teenaged kids who’ve just discovered their powers, and must travel through the Ideal realms to search for the reborn gods who can rebalance the energies of the world and fight back against the tyranny of the elder gods.
Mecha Magi:
No-one knows the origins of the mysterious artifacts known as ARCs - Arcane Reactor Cores. The secrets of their use are carefully guarded - only the chosen few ever bond with an ARC to become Mecha Magi. Those who do have nearly unlimited power to create, absorb, and alter energy and matter.
Gearhaven is the last known planet with life upon it - the wreckage of ancient wars that decimated the stars litters space, a warning against the foolishness of war amongst Magi. And to keep the peace, the rulers of Gearhaven - the Council of Demons - rule with an iron fist. They generate the power and resources that support the city, making dissent impossible.
But once a year, at the Choosing, even the poorest of Gearhaven may seek to bond with an ARC and join one of the noble houses of the Council. They may compete to be recognized - or try to create a new house of their own.
In Mecha Magi, players take on the role of desperate demons seeking to bond with ARCs to rebalance the oppressed world of Gearhaven (I’ve also run this one as a school for ARC-wielders, a world in which Mecha Magi are only allowed to play in a sort of hyper-sport as intergalactic darlings, and one in which they’re knights-errant, traveling to far-flung planets with their immense powers to solve the worst problems of lost peoples).