I think it's interesting to compare this to the Shintai's in Xefas' mythos homebrew for Dungeons and Dragons 3.5, which take a similar sort of inspiration and head in a wildly different direction with it. They each push you away from what would be considered 'typical dnd player character' playspace and towards something altogether strange and impossible -
Angel of Death Shintai forces you to be present at the moments of people's deaths as an impartial arbiter;
Sojourner of a Thousand Lives Shintai breaks all your connections to other people as one lifetime of relationships is drowned out by 999 lifetimes of indifference;
Untamed Apocalypse Shintai makes you very mad, etc. Whether or not you could actually make a game of Dungeons and Dragons
work after one or more of the PCs pick up powers like this is up in the air, but these mechanics challenge you to consider it.
In some respects these powers ruin a character's ability to be a viable player character, but what strikes me most about them, now that I've scraped around other ttrpgs for years, is that 'player character playspace' can be so
varied. Like, I dunno, you could have a game of Nobilis where the party consists of a living brier, a spider-shaped mass of scythes the size of a hurricane, and a guy who drive car good. You could play a game of Glitch where characters can casually rearrange the stars or pluck the moon from the sky but are constantly shown up by someone who remembers to pick up groceries on the right days. Can you
play a game of Exalted where one of the characters becomes a living Demon City spreading across creation in waves of cancerous architecture? Presumably the rest of their circle would consist of an Alchemical who has turned themselves into a space ship, a Sidereal who uses SMA to exist across the dreams of a small cult of star-blessed martial artists, and a Dragon-Blooded with a very large gun. It think there's something really interesting in the idea of Charms that exist to sort of tempt, to taunt, to encourage people to look at a limit of the game they're playing and dream, if only for a moment, of breaking it.
This may or may not be the reason I wrote a
base class for D&D about being a house.