PowerGoal146, WALKING INTO THE WRONG BAR, (Future): Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.
I like this one because it is bound to lead to some unique situations. In any other game, this would be a one-time cutscene with quicktime events. In Dwarf Fortress, the game must understand the entire thought process of the worshippers of Vutu.
They must recognize the pendant as an object of Imi. They must realize that therefore
you worship Imi. They must understand that if they don't like Imi, they don't like you.
Then the group has to coordinate the best course of action (pretty much the only part that might be fudged). In order to do this, they have to weigh all of their options with the associated risks and benefits. They must understand that causing pain to people they don't like is a good thing and is better than outright killing you.
At this point in time, the group could probably run through a generic incapacitate routine, followed by a generic torture routine. Many games could have something like these routines, but without the intense wound-tracking, it would all be window dressing.
PowerGoal146 takes something as generic as a bar fight started for petty reasons a brings it in a novel direction, due to the environment of Dwarf Fortress. That is my favorite power goal.