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Mafia IV story idea

Note: The particularly important details and music artist names are in bold text. Licensed music track names are in italics.
The year is 1973, five years after the events of the Mafia III, and 22 years since Vito Scaletta’s seen or heard from his old friend Joe Barbaro. The canon ending of Mafia III with this Mafia IV story is Vito taking over the city after Lincoln skipped town, however Cassandra and Burke are left alive and loyal to both Vito and Lincoln still. Burke was able to survive his liver cancer by getting a black market liver transplant in Mexico, like he did in his ending, except with Vito running the city. On Vito and Lincoln’s behalf, Burke and Cassandra agree to stay behind in New Bordeaux and keep the city locked down, incase Leo Galante and the Commission try anything.
The beginning cutscene is Vito answering his telephone after getting up in the morning in his new penthouse, on the top floor of the New Bordeaux casino he finished that was once Sal Marcano's, and grabbing a cup of coffee. It's Alma with some urgent news. Lincoln Clay came down to the cigar warehouse to visit her after 5 years of silence, and he has big news.
Joe is alive in Empire Bay and has been this entire time. However, as punishment for his actions, he's become Leo Galante's personal driver against his will and is forbidden from contacting Vito ever again, or else him and Vito will be killed. Alma then tells Vito to meet Lincoln at the airport to learn more, as he's already there awaiting Vito's arrival. When they're away from anyone who could listen in on their conversation, Lincoln tells Vito he has a friend named John Donovan he's going to introduce him to, hiding in the outskirts of Empire Bay, ready to help Vito and Lincoln with their new mission
Vito gets dressed in one of his signature trench coats with a suit and tie, ready to rain down hell on the Vinci crime family and their allies, and finally be reunited with his lifelong friend he previously thought was dead, Joe Barbaro.
Here is my idea for the kill list, all related to the Commission in Empire Bay and their allies.
I'm thinking Vito and Joe work with Lincoln Clay and John Donovan to split up Empire Bay and distribute territory to three other factions not unlike what Lincoln did with New Bordeaux. This time though, this is a much larger city in a much, much different part of the United States. The empire building mechanics would be a lot smoother, more robust, and streamlined compared to Mafia III. They would work similarly a more modernized version of how the hit city sandbox game Scarface: The World Is Yours handled it's empire building and management mechanics, minus the whole switching to other characters lower on the ladder to do your bidding. This would be ideal for a story rich organized crime game in my opinion. Here are my ideas for those factions, all close allies of the up and coming Scaletta crime family.
The Cuban mob led by Alma Diaz. Vito goes way back with Alma, and she does not hesitate to answer him and Lincoln's calls to save Joe's life and royally fuck both Leo Galante and the Vinci family.
Conti crime family, led by Enzo Conti. This Conti crime family formed sometime in late 1968, months after Lincoln helped Enzo flee New Bordeaux and drop off of Sal Marcano's radar. It turns out he fled north to Empire Bay and finally formed his own family, having more than enough years of experience in the underworld to handle the job. Lincoln's tight with him and manages to recruit him to Vito and Joe's cause.
The Yakuza, based out of Empire Bay's Japantown. Longtime sworn enemies of the Empire Bay Triads, with bad blood going back decades. They would greatly enjoy seeing Mr. Chu and his son's heads mounted on pikes, along with whacking everyone who's ever supported their organization. You don't know them well, and they're known to be very unpredictable and ruthless. Use these traits to your advantage when taking on the Commission of Empire Bay and their friends.
I should mention as expected, this entire 1973 section where you play as Vito is much shorter than Mafia III. Vito's takeover is shown much more quickly over time than Lincoln's, and there's time skips during it, to keep it short and sweet, and to show onscreen only what's important. There is also no option for your underbosses to betray you, as to reduce confusion and keep the story consistently the same each playthrough, like the first two Mafia games.
However, unlike Mafia III, after all of these tasks are completed and every single assassination target on Vito’s kill list is dealt with, the game does not end. In fact, it's not even anywhere near close to being over yet. Vito's 1973 section was merely the beginning act. It was really a lead up to an entirely new Mafia story, centering around a newcomer to the American mob. Fast forward two years following Vito’s rampage that led to him taking over Empire Bay and the Commission, in the year 1975 him and Joe now rule Empire Bay, with Vito as the Don of the Scaletta Crime Family, and Joe working as his loyal underboss. You play the rest of the game as a young up and coming soldato named Louis in his 20’s, who’s a rising star in Vito’s organization. Do right by Mr. Scaletta and Mr. Barbaro, understand kid?
My basic idea for the character and his backstory is that he's a young Italian-Canadian mobster from Toronto, Ontario, or whatever Mafia's equivalent of it could be called. Let's call him Louis DeSimone. His family hails from Tuscany in Italy and moved to Toronto, Ontario in 1939, shortly after World War II broke out in Europe. Louis DeSimone was born in July 1952 in Toronto, and was raised in Toronto's Little Italy. Being northern Italian and hailing from Tuscany, Louis has blond hair and green eyes, making him visually very distinct from past series protagonists, who were all dark haired brunets with brown eyes. Louis fled south to Empire Bay when the feds started cracking down on his old family and put his boss in prison, and he ended up finding a new home with the Scaletta crime family. The first few missions playing as Louis DeSimone involve shooting your away out of an arrest by a Toronto Police Service SWAT team in Toronto in December 1974, seeing the rest of the members of your old crime family either get arrested or shot in front of you as you make your escape. You spend the next two missions fleeing Ontario through Quebec and upstate New York, before finally arriving in Empire Bay in early 1975, late January to be exact. Winter is in full force with snow everywhere, Louis' arrival to Empire Bay for the first time in his life mirroring Vito's return to Empire Bay in 1945 30 years earlier, except under far different much more dire circumstances. Louis' older brother and his father, both capos in his old crime family in Toronto, are shown to be arrested by the TPS SWAT team in his first mission, the same one that attempted to gun him down when he resisted arrested. Louis knows someone had to have ratted out his old crime family, and he wants to find out who someday. The thing is though, he doesn't just want to kill them. He wants to get out of them why they did it before he kills them. More than anything else, he just wants to find out why his crime family was betrayed and served up to the feds on a silver platter, having most of his biological family sent to prison in the process. He’s out to uncover the mystery of why his family fell apart, and he’s more than willing to help people like Don Vito Scaletta and his underboss Joe Barbaro to eventually get the answers he seeks. In the end, he’s not even after revenge primarily, more than that, he wants answers and information regarding the fare of his old crime family, and wants to know why his family fell apart. I came up with the idea for this character because I figured that playing as a fugitive from the law made sense for the mob life, and I'm surprised we haven't had a fugitive protagonist in the Mafia series yet.
In the 1975 chapters while playing as Louis, the Watergate scandal, President Richard Nixon’s resignation, and the official end to the Vietnam War are all discussed on the in-game radio during news segments. In the last 1979 chapter, the beginning of the Soviet-Afghan War is also the subject of a news segment on the radio.
The story eventually transitions into the 1980's as years pass, with the scenery, cars, and music changing accordingly, and historical events of the time discussed in the game. In the 1989 section of the game, the murder of the infamous former Sinclair Parish Sheriff Walter “Slim” Beaumont is mentioned on the in-game radio, as just over 21 years ago Slim and his corruption ring were the top headline of national news. the time the game ends, it's 1992, and significant historical events from the past few years at the time that are covered on the radio in-game include anything from the fall of the Berlin Wall, the Gulf War, the collapse of the Soviet Union, to the 1992 L.A. riots. The rise of the internet and home computers are briefly touched upon during news segments on the in-game radio during the early 1990's section of the story, but not greatly delved into given their relative infancy in that time period. During this entire 1975-1992 stretch of the story, Vito is no longer playable, and Don Scaletta takes a backseat in the story as a main supporting character, similar to Don Salieri throughout Mafia: Definitive Edition. You now play as the Italian-Canadian Scaletta family soldato Louis DeSimone, who is later promoted to being a capo in 1985. At the end of the game in 1992, Louis is promoted to Consigliere of the Scaletta crime family, and it’s revealed in the epilogue that he became the don of the family in 2006 at the age of 54, and his now released from prison older brother serving as his underboss, and and Enzo Conti’s grandson Giovanni Conti serving as consigliere, taking over from Louis’ previous position which before that belonged to his father and Enzo’s only son, Lorenzo Conti from 1973-1992. It is worth noting that unlike Don Salieri, Don Scaletta has much more integrity, and has more genuine loyalty for his men and his associates. If you've beaten Mafia 1 or Mafia: Definitive Edition, you'll know this is something Salieri lacked in the end. Over time, Louis also goes from having a strictly business relationship with Vito and Joe, to bonding with them and becoming a genuinely close friend and trusted member of the family, seeing Vito as something of a second father, and coming to see Joe as the fun uncle he never had. Another major character development theme is Louis DeSimone adapting and assimilating into Italian-American culture in his new home in the Northeastern US, it seeming like something new mixed with the familiar Italian-Canadian culture he was raised in back in Ontario just north of the border.
The game will include a number of hit music from the 70’s that played on the radio back then, such as Bobby Womack’s Across 110th Street and Tony Christie’s (Is This the Way to) Amarillo, The Grateful Dead's Casey Jones and at least a few songs by the then new American rock band Cheap Trick, as well as popular songs from the 1960’s people still listened to at the time, such as Sam the Sham and the PharaohsWooly Bully, King Crimson’s 21st Century Schizoid Man, Zager and Evans' In the Year 2525, The Zombies' Time of the Season, and Nancy Sinatra’s These Boots Are Made for Walkin'. When you progress through the game, especially after you switch to playing as Louis DeAngelo for the rest of the story, years change, and the music changes. Different songs start playing on the radio, such as Sylvester's You Make Me Feel (Mighty Real), Randy Crawford's Street Life, and The Village People's Y.M.C.A., Cheryl Lynn's Got to Be Real, Gloria Gaynor's I Will Survive, and the Bee Gees' Stayin' Alive start playing in the 1979 portion of the game. After you've completed the 1975 section of the game, Foghat's Slow Ride starts playing on the radio. Starting in the 1977 section of the game, Cheap Trick's I Want You to Want Me and Heart's Barracuda start playing on the radio. In the 1980's portion of the game, Thomas Dolby's songs Hyperactive! and She Blinded Me with Science, in addition to Night Ranger's Sister Christian also start playing on the radio. If Hangar 13 can afford the licenses, I also think a few Michael Jackson and Madonna songs should definitely be on the radio during the 1980's portion of the story, given the immense popularity and regular radio airtime those two had in that decade. If this ended up being possible, I imagine that Michael Jackson's Smooth Criminal, Beat It, Bad, and Billie Jean being on the radio in the 80's sections would be a must, Smooth Criminal especially because of how well it suits the series. Madonna's Lucky Star, Burning Up, Like a Virgin, and Borderline would also be perfect for the 80's portion of the game to me. Also mentioned by NPCs and civilians in the game are topical events of the time period, such as the release of the groundbreaking 1973 horror film The Exorcist at the end of Vito's playable portion of the game.
Other music of the 1980's segment when playing as Louis DeAngelo for the remainder of the game includes hits of the era such as Joe Jackson's Steppin' Out, The Buggles' Video Killed The Radio Star, Corey Hart's Sunglasses at Night, Laura Branigan's Self Control and Gloria, The Weather Girls' It's Raining Men, A-ha’s Take On Me, Men at Work's Down Under, Kim Wilde's Kids in America, The Gap Band's You Dropped a Bomb on Me, Culture Club’s Karma Chameleon, Michael Sembello’s Maniac, Twisted Sister's I Wanna Rock and We're Not Gonna Take It, Bon Jovi's Wanted Dead or Alive and Bad Medicine, Soft Cell’s Tainted Love, Robert Palmer’s Simply Irresistible, Rick Astley’s Together Forever, Whenever You Need Somebody, and Never Gonna Give You Up, Cutting Crew’s [I Just] Died In Your Arms, Loverboy's Working for the Weekend, Dead or Alive's You Spin Me Round (Like a Record) and That's the Way (I Like It), Tiffany’s I Think We’re Alone Now, Daryl Hall & John Oates' Maneater, Aneka's Japanese Boy, Mötley Crüe's Dr. Feelgood, Girls, Girls, Girls and Kickstart My Heart, Billy Joel's We Didn't Start the Fire, Huey Lewis And The News' Hip To Be Square, Bill Medley's (I've Had) The Time of My Life, The Police's Every Breath You Take, Whodini's Magic's Wand, Guns ‘N RosesWelcome to the Jungle and Paradise City, Tears For Fears' Everybody Wants To Rule The World, Rockwell's Somebody's Watching Me, Regina's Baby Love, Nena's 99 Red Balloons, Earth, Wind, and Fire's Let's Groove and September, Billy Idol's Eyes Without a Face and White Wedding, Rick JamesGive It To Me Baby, Olivia Newton-John’s Physical, The S.O.S. Band’s Take Your Time (Do It Right), Kenny LogginsHighway to the Danger Zone, Wham!’s Everything She Wants, George Michael's Careless Whisper, Toto's Hold the Line and Africa, Blondie's Heart of Glass and Atomic, and Mai Tai's History.
**Note that not every single year and moment of the 17 year 1975-1992 section playing as Louis DeAngelo is playable or chronicled. My idea is it would be handled similarly to how the time skips in Mafia 1/Mafia: Definitive Edition were handled. Time skips of two or more years, or in this case, even longer such as 4 years sometimes, the game skipping from 1979 to 1983. This is to keep the game and story length ideal, and not risk it getting boring or repetitive, or going on for too long. Repetition was a big problem in Mafia III even if I still thought it was a superb game, so I think it'd be best to learn from that for the next big entry. The games story will skip ahead and show onscreen only what's significant, similar to the first Mafia game and it's remake, as well as certain aspects of Mafia II. Louis starts his section as a 22 year old fugitive soldato who got picked up by another crew south of the Canadian border, and in the epilogue of the game in 1992, is promoted to the consigliere of the Scaletta crime family at the age of 40, being set to take over the family once Vito and Joe become too old to run the day to day on a regular basis. Louis DeSimone is promoted to don of the Scaletta crime family following Vito and Joe being officially retired as of 2006. They’re both still involved and paid huge amounts of money by Louis out of respect, but keep a much lower profile by then since they have handpicked successors and aren’t worried about where the business is going.
The years chronicled in the main gameplay segments are as follows:
1973
1975
1977
1979
1983
1985
1987
1988
1989
1990
1991
1992
Much more of the rural areas and countryside outside of Empire Bay are included than what was available in Mafia II. The way rural environments are handled for this hypothetical Mafia IV is akin to how Mafia: Definitive Edition and Mafia III handled their rural environments outside the main cities, except much larger in scale, given the increased power of the current new consoles such as the PS5 and Xbox Series X. This region is based off of upstate New York and the surrounding areas across multiple states in the Northeastern US, and includes forests, fields, mountains, rivers, lakes, beaches, and small towns. Also included are other cities and towns, based off of other large cities in New York like Syracuse, Buffalo, and Rochester, where other story missions, business activities, and side missions take place, along with smaller notable places like Ithaca, Binghamton, and Utica. The entire states of New Jersey, Massachusetts, Rhode Island, Vermont, New Hampshire, Maine, Delaware, Maryland, and Ohio are also included, including places based off of all of their major cities and most of their notable towns in between. Large portions of Pennsylvania are included as well, including Philadelphia, Pittsburgh, and Scranton. All of the province of Nova Scotia including the city of Halifax, and Large portions of the eastern half of the Canadian province of Ontario are included as well, including cities based off of Toronto, Ottawa, and Niagara Falls. There's even a small portion of Quebec included, including Montreal and the surrounding countryside of the province outside that city, including a few small towns in southern Quebec. The player must pass a quick border patrol check when crossing the US-Canada border in a car or other ground vehicle.
Wildlife is present in the game, mostly to add to the background, scenery, and immersion in rural environments on the map. These are all animals native to the Northeastern US, ranging from white tailed deer, coyotes, bobcats, Canada lynxes, rabbits, hares, groundhogs, gophers, beavers, raccoons, opossums, bats, chipmunks, red and gray squirrels, mice, and rats to more formidable and potentially dangerous animals that may sometimes attack the player, such as grey wolves, black bears, mountain lions, and moose. These last four animals are known to spawn in the mountainous regions, especially in New York, Ohio, Vermont, Massachusetts, and Ontario, including the rural regions based off of the Catskills and the Adirondack mountains. Dogs are present in the cities, towns, and settlements where humans live and keep them as pets, being walked and sometimes found in people's yards. Some are used as guard dogs by enemies and are aggressive towards the player on sight. Domestic cats are also present in the background of residential areas, and both Louis and Vito own them as pets throughout the game in their safe houses, as well as other onscreen characters we see the homes of throughout the game.
Aircraft make their first usable appearance in the Mafia series too, from airplanes to helicopters. Vito cannot use planes or helicopters in his playable 1973 portion of the game, as he does not know how to pilot, being a paratrooper in World War II who never actually flew any of the planes himself. Aircraft are unlocked to use when Louis DeSimone gets his pilot’s certificate offscreen in 1977, and at the end of a chapter set that year, Louis has to fly Vito in a helicopter to a penthouse in Downtown Empire Bay acting as a family safe house, equipped with a helipad. Louis frequently serves as a personal driver and pilot for both Vito and Joe afterwards, having done a lot in his time serving the family to earn their trust and respect.
Melee weapons also make a return from Mafia: Definitive Edition, with even more variety this time. In their respective sections of the game, Vito and Louis may use anything from baseball bats, pipes, shovels, brass knuckles, golf clubs, police batons, switchblades, kitchen knives, bowie knives, ice picks, 2x4s, claw hammers, crowbars, tire irons, chain links, machetes, meat cleavers, pickaxes, hatchets, sledgehammers, to fire axes. This amount of melee weapons is so no matter what environment the player finds themselves in during a mission or any other game activity, there is usually a weapon of some sort nearby. If the player has obtained piano wire, you may also strangle an enemy to death with it from behind as a stealth kill, this being a classic assassination method infamous for being used by the Italian Mafia. Rope can also be found and used for similar strangulation stealth kills, appearing in the gameplay environments where piano wire can’t be found. There is a wide variety of new guns and explosives to use in this concept for Mafia IV, going with the new weapons of the time the game takes place that criminals quickly got their hands on. This includes the SPAS-12 combat shotgun, the Beretta 92 pistol, the AK-74 assault rifle, the mini uzi, the MAC-10 submachine gun, both suppressed and unsuppressed variants, the Beretta 92 pistol, the Taurus raging bull revolver, Glock handguns, the TEC-9 machine pistol, illegally modified to be full auto, the Ruger Mini-14 full auto variant, and even Vietnam war era flamethrowers, which I think is only natural given that as of Mafia III, we already have RPGs and grenade launchers. Late in the game from the 1989 section and onwards, the Benelli M3 combat shotgun becomes available. The Milkor MGL grenade launcher becomes available beginning in the 1983 portion of the game. Attached grenade launchers are also available for the AK-47, AK-74, and M16 assault rifles. More advanced rocket launchers of the 1970’s and 1980’s are naturally included as well.
Free ride makes a return in Mafia IV, with the player having the options to change the weather, time period, and an option to play as Louis, Vito, Joe, Lincoln, or John Donovan. Naturally, a multitude of new free ride missions are available as well.
I previously posted a much earlier and less detailed draft of this on the old Mafia3 subreddit 3 years ago back in 2017 as an idea for a hypothetical Mafia 3 expansion where you play as Vito, but have since updated and revamped it to a possible Mafia IV plot, and fixed any plot holes I noticed and made it much more fleshed out and in depth, and focus on more than just Vito in the end. You may view my original here if you so desire, to compare. https://www.reddit.com/Mafia3/comments/6sldhp/spoiler_mafia_iii_vito_dlc_basic_plot_idea/
Feel free to give me constructive criticism on this, as I encourage this discourse and believe it is integral to growing and improving, to build upon or improve these ideas I've come up with, or say whether or not you think something like this should happen in the future. Thank you for reading!
submitted by RichterTheRatman to MafiaTheGame [link] [comments]

Resident Evil "battle royal" game idea/suggestion?

Hello everyone ! First post here - I don't know where to post this, so I hope it will be welcomed here.
So I heard about the possibility for a "Battle Royal" themed on R.E. and the few of reactions I witnessed about it were pretty negative - and I could agree as R.E. isn't well known for its PvP content... But I think I have an idea for something that people could enjoy - with originality, re-playability, difficulty and keeping a game close to events happening in the R.E. universe (based on the last "remake" version of the games).
So, let me start: - date & place : 2X september 1998 ; Racoon City - Casino-Hotel Yes, "again Racoon City"; but this time you won't live the last days of the event, but one of the hot-spot at the begining of the outbreak. Umbrella, to test the virus on a bigger scale, tried different methods to spread it in the City. One of them was to infect a good number of patient within the City to release them all at once. The Casino-Hotel, was selected. Opening a good number of events, the building-complex is currently hosting hundreds of people.
The Casino-Hotel: An impressive complex, with several floors of apartments, a great looking casino, a party-room (which is today for a wedding) and an opera-theater. There is also a specific floor for the security & direction of the Hotel; an underground facility & hidden corridors for the maintenance.
- players : 2 to 20-ish? Each player wil incarne a random NPC - like this, no one is supposed to recognize who is a player or not at first glance. Everyone start in their appartment (1 playeroom); equiped with a combat-knife (no durability), on ordinary map of the hotel (no indication of back-doors, restricted areas). But there is still some customisation possible: the dressing allows you to change your clothings to hide better on some areas (tuxedo; tourist outfit; ...).
- objectives : (1) survive the event (duh) - (2) escape by completing one of the multiple-routes. Once the game start, the phone in your room will ring : if you are new / beginer or want informations as a reminder, you will use it. The HUD will show you 3 main faction-quests - you can choose to "select" one (the quest will remain apparent on your HUD) or not. But here's the twist : accepted or not - you can choose to stick with this faction, or to betray it!
The factions: (1) Umbrella's agency - find the spreading devices (2-3 existing on the map); select a way to use it (different possibilities as water-tanks (infect apartments & lodges) & fire sprinkler systems (infect a specific room)); once you get a critical number of infected : rendez-vous at the rooftop for extraction by helicopter (2) RCPD - find clues of Umbrella's terrorist activity; try to catch the devices or to sabotage Umbrella's agents; as the virus will spread anyway (slowly or quickly depending on players' actions) : call the RCPD to quarantine the buildings & for extraction (a timer will be set and you need to defend the exit that some Players will try to open. (3) Mercenaries - your objectives are to get a sample of the virus, steal Umbrella's document and use all the chaos made to exit (the underground should be the best bet) - working alone or in group, you are without any assistances from the outside.
Remember: whether you succeed or not at your quests, the Casino-Hotel will fall to the virus.
Gameplay: If people didn't formed a squad before the game, you start as a lone-wolf without any indication if your neighbor is a player, or not, and what could be its faction/intentions. Some areas are overcrowded (and with a type of outfit; wedding-hall = tuxedo), for you to hide, infect. In the first part of the game: all players want to get to restricted areas; and you decide your strategy : open-violence, taking a Casino's security outfit, stealing a key or simply following an other Player doing the dirty work for you. If you succeed to sneak behind someone, you could have a special 1vs1 melee interaction : during the animation, you will have to smash some buttons to execute the performance. But if you are on the defensive position, it isn't an insta-kill as you will have yourself an interaction to resist. Sadly for both of the player struggling : the animation could be stopped by a third-party, killing one or both. => this sneak-attack will then play a lot in the first stage of the game, but could also create epic moments. For the gun-gameplay: not much to say. All Casino's security is equiped with stun-gun, or 9mm pistol; some rare Hotel's clients could also have a weapon on them / or apartment; the security-floor is also well-equiped and a secret cache in the underground could provide Hunk's style of equipment.
Add to that: you should have the ability to barricade doors; sabotage elevators to stop the Players & Zombies, but it would only slow things down (for them to get in, or you to get out...).
End result: who win? First - the ones who survived ; then you get a result for each Faction's accomplishments: if you're route is linked to the ranked #1 one, you get a bonus in your Total Score.
My guess on the Time per Mission : between 20min to 40min?
Rewards: you should be able to buy with your scores, additionnal clothes, custom appearances for your weapons
--------------------
tl;dr : a 3rd person-shooter, on a big Hotel-Casino map; playing like a spy-game at first, you end-up fighting for your survival while innocents are trapped and become part of a zombie-crowd. Help, make alliance, or use & betray other players to get a better score.
Hope you had a good read at my engrish and that you like my idea/concept.
submitted by Umbriellan to gameideas [link] [comments]

[S] Swoldow's Survivor: Ghost Island

There have been many mistakes that have been made, and someone needs to reverse the curse...
Swoldow's Survivor has undergone 35 seasons of amazing plays, but sometimes, a few mistakes were made, and as a result, someone gets sent home. However, 20 new castaways have a chance to nullify that bad decision. A new twist, entitled 'Ghost Island' is an island someone can visit in exile, and bid their vote on a chance to get an advantage that has been misused by someone who has played prior to them.

MEET THE CAST:
Malolo Tribe:
Naviti Tribe:


THE SEASON: https://brantsteele.com/survivo36/r.php?c=KdpJKr3d

Episode 1:
Two tribes of ten are cast away in Fiji, and they are told the theme of this season is making failed decisions. The tribemates are immediately put to the test when they must pick a leader. Breadfruit volunteers without anyone's consent for Malolo, and Mary, being the oldest person on Naviti, is picked for them. They are then told to pick two people to compete in a challenge. Breadfruit picks Snow and Tea and Mary picks Troy and Juliette. Despite their... questionable pick for a leader, Malolo wins the challenge and get a shelter building kit.
At Malolo, Snow immediately starts trying to make a move. She starts to flirt with Ray and the two naturally want to control the game together, forming a showmance they manage to keep well hidden. Wanting to form a group of all people that would be deemed as day one threats, Devon and Kathy are also roped into this new four-person group due to their occupations. The four of them have the strategic ability to pull off many crazy moves. Surf begins to notice the group forming, and doesn't really see that as very tubular so he tries and get Devon to align with him by introducing him to his 'chill sessions.' Unfortunately, Devon hates them, prompting a fight between him and Surf.
At Naviti, Damon immediately wants to take charge of the tribe and starts to build trust with Hope, who he really likes. Trey introduces himself, and people are taken aback about him being a Durante. Trey knows that as soon as people knew his last name, he'd be seen as a threat, so he immediately starts painting targets on the backs of others, getting into a fight with Damon and accusing him of playing too hard, too early. Everyone knows that despite Trey's heritage, Damon is playing way harder than him, and everyone wants to naturally align with Trey. Juliette and Meg bond and open up to eachother, and Juliette sees Meg as an easy vote she can manipulate how she wants. Even Hope is starting to not trust Damon, so she starts to build an alliance, bringing in Trey and Juliette initially. Juliette then adds in Meg, the group decides to bring in Troy as well, and Aline and Brant sneak their way into the group too. Damon, Mary, and R2 are on the outs, as Mary screwed the challenge, Damon is a threat, and R2 has been nervous and hasn't cultivated a relationship.
Naviti wins the first immunity challenge, and they have to pick someone to go to Ghost Island and be absent from tribal. They pick Tea. Upon arriving, she is given the opportunity to wager her vote for a secret advantage, and she manages to win it, as it is an idol clue. Malolo now has to go to tribal, and the tribe isn't very happy with Breadfruit's performance in the challenge, as he stood and did nothing for the majority of it. Everyone on Malolo agrees Breadfruit has to go, except for Surf, who sees Breadfruit as a chill dude and would much rather vote for Madelyn who he doesn't sense good vibes from. Breadfruit wants Roxy out for being a social threat, but nobody wants to work with him. Breadfruit is sent home in a 7-1-1 vote.
Tea gets back from Ghost Island, and scared she hasn't formed any bonds due to being absent from tribal, she shares the idol clue she won with Roxy, who immediately stabs her in the back, finding the idol on her own. This idol was the one Connor never got to play in Blood vs Water. Tea realizes what Roxy did and has a meltdown, not expecting to be lied to, and wanting someone to vote with her alliance as a number, Kathy goes to comfort Tea and the two form a strong connection. Armando, wanting to make bonds starts cooking for everyone, and Roxy takes a liking to him, and the two grow close. Roxy says she'll vote for him if he gets her extra rice servings and Armando, immediately agrees, knowing he can use his skills to make there seem like more rice. At Naviti, Troy finds the legacy advantage Penelope misplayed in Egypt. Troy, wanting someone on the outs as a contingency plan talks to R2 and tells him of the idol to gain his trust. Mary, meanwhile, impresses the team with how much she works around camp. Brant, meanwhile, does the opposite, rubbing everyone the wrong way when he tells them about his gruesome pass-times as a child. He is promptly kicked from the alliance as everyone is disgusted by him.
Malolo wins immunity, and Brant is sent to Ghost Island. He is at peace with the island as it is themed around death, but the advantage isn't available so he just lives in isolation for a night. R2 and Mary want to break up the duo of Juliette and Meg by voting Meg, and Damon wants R2 out for being weak in challenges. Aline has a strategic plan, but she wants to use her Brazilian charms to lay underestimated, so she tells Trey her plan, asking him to propose it to the group, promising she will look out for him if anyone tries to gun for him. Trey agrees. The two propose doing a 3-2-1 split vote between R2, Mary, and Damon, and everyone agrees. Troy is mad R2 plans to be the one everyone plans to send home, as he made a bond with him, but he doesn't want to anger anyone immediately so he goes with the plan. R2 goes home in a 4-2-1 vote.

Episode 2:
The tribes are told that they are swapping really early. The new Malolo tribe has Aline, Armando, Brant, Devon, Surf, Juliette, Kathy, Tea, and Trey, while Naviti has Damon, Hope, Madelyn, Mary, Meg, Ray, Roxy, Snow, and Troy.
The only Malolo alliance is cut in two, with Devon and Kathy hoping Ray and Snow can make it out alive on the other side of things. Malolo has majority, but Surf and Tea haven't voted with them, and would flip if given the option. Trey, Aline, and Juliette retain their original alliance, with Brant as the final Naviti member. Trey starts bonding with Devon, hoping the two could work something out, and they get along nicely. Trey throws Brant's name under the bus, as he is a creep, and Devon also already feel uncomfortable by him.
Both the idols are at Naviti camp, and Troy, Mary, Meg, and Hope run the tribe. Damon doesn't want to work with any of them, as they left him out of the conversation, so he starts to bond with Madelyn. Both were on the bottom of their tribes and they plan to work together. Snow and Ray immediately want to throw Roxy under the bus for being untrustworthy, as they know that they have to convince Naviti to spare them and cut Madelyn and Roxy first.
Malolo wins immunity, and Devon, wanting his alliance to have safety, sends Snow to Ghost Island, where there is no advantage for her. Hope, Mary, Meg, and Troy get together and discuss who they want to vote, and they all see Roxy as the least trustworthy. Ray continues to fuel the fire, by spreading lies about her to the women of Naviti. However, Ray hopes an idol gets played, and he plans to vote for Meg. Madelyn, however, knows what Ray is up to, and is sick of it. She tells Damon to vote for Ray, and then tells Roxy she is being targeted by Naviti. Roxy gets extremely paranoid but knows what she has to do. She plans to vote for Hope, because she sees her as the biggest threat, and at tribal, Roxy plays her idol, negating 4 votes. Her jaw drops, however, when Ray is sent home in a 2-1-1-0 vote.

Episode 3:
Hope and Troy celebrate getting through the vote without anyone from Naviti going, and Mary notices how close Hope and Troy are getting, believing she is the third wheel. She immediately wants more power, so she approaches the outsiders, Damon and Madelyn, and a new alliance is formed. Snow gets back from Ghost Island and is appalled that her showmance was did dirty. She assumes someone from Naviti did it, and wants revenge, so she starts spreading lies about Meg to this newly formed alliance. Kathy continues to try and form as many bonds as possible and makes one with Aline, who she finds interesting due to her culture. Aline continues to play dumb, while secretly running things behind the scenes with Trey. Surf starts eating more and more rice daily, which angers Armando and Tea. Tea gets into a fight with Surf as a result.
Naviti wins reward and Armando is sent to Ghost Island. He gets an available advantage, but doesn't want to wager his vote. Malolo wins immunity, and Naviti goes back to tribal. Snow wants everyone to pay for what happened to Ray, so she starts to have side conversations with those on the bottom to make a majority. She talks to Roxy, telling her they have to vote Meg, and then separately talks to Damon, Madelyn, and Mary. A new majority is formed, and Hope starts to get nervous. She talks to Troy about why nobody is talking to them, and Troy's intuition as a cop is to play his idol. He plays it on Meg, negating 5 votes, and sending Roxy home in a 3-0 vote.

Episode 4:
Despite the original alliance's victory, they are still at a minority, and Snow wants to make sure nobody flips back onto them. She uses her charms to make everyone believe she is an asset to tribal life, and Mary, Damon, and Madelyn still want to work with her to vote out Meg. Trey starts to try and convince a Malolo to flip on his tribe, and believes it is best to try and work Tea to his side. The two talk, but Kathy notices what Trey is trying to do and wants Tea to herself. She continues to bond with Tea as well.
Malolo wins reward and they sent Troy to Ghost Island where he finds nothing. Malolo also wins immunity again, sending Naviti back to tribal. Hope doesn't feel comfortable in her alliance anymore, as it is in the minority, but doesn't want that to be apparent, so she plans to calmly morph into a free-agent while being unnoticed. Snow continues to keep the new trio of Damon, Mary, and Madelyn loyal to her interests, and they see her as a shield. As a result, they all want to stick together and keep the majority. Hope, Meg, and Troy want Mary out next due to being super social, so they gun for her, but Meg is sent home in a 4-3 vote.

Episode 5:
The tribes are told that they are swapping again, but this time, into three tribes. Malolo now has Brant, Damon, Kathy, Madelyn, and Snow. Naviti has Armando, Devon, Surf, Tea, and Troy, and the new Yanuya has Aline, Hope, Juliette, Mary, and Trey.
Damon and Madelyn immediately find out that Snow no longer wants to work with them, as she is finally reunited with her alliance member Kathy, and the two girls spend the whole day talking together. Damon wants to pull a fast one on Kathy so Snow can be loyal to their interests, so he starts to bond with Kathy to lull him under a false sense of security, while continuing to bond with Madelyn. Kathy sees through Damon completely, and tells Snow she wants him gone. Snow and Kathy go looking for an idol and Snow finds it, willing to use it on her ally.
At Naviti, Troy is the easy vote, as he is the only Naviti on the tribe, but Devon still gets paranoid, knowing his alliance wont be there to help him. He immediately starts looking for the idol and finds it. After, he begins to smooth things over, and forms a bond with Armando that could potentially help him down the road.
At Yanuya, Trey does the most when building the shelter and everyone is impressed by him. Using this to his advantage, Trey immediately starts painting a target onto Mary's back, for flipping on her tribe, to his old allies, and both Aline and Juliette continue to want to work with Trey as a result.
Naviti and Yanuya win immunity and Malolo goes to tribal. Damon immediately ropes Brant into his plan to get Kathy out, and Brant is all for it. Neither Snow or Kathy want to talk to Brant as he scares them, so Snow decides to resort to playing her idol to get her out of this mess. They plan to stick to their plan to vote Damon, despite him being needed to be kept around for challenges, and hope this move turns the tribe on it's head. Snow plays her idol on Kathy, negating 3 votes, and Damon is sent home in a 2-0 vote.

Episode 6:
Madelyn begins to get desperate as her number one ally got idoled out, so despite not wanting to talk to him at all, Madelyn makes an alliance with Brant, just to get past one more vote, hoping he would go to rocks for her. At Naviti, Troy tries to find a way to get out of being on the bottom, and starts to bond with Armando. Troy didn't want to have to play dirty, but he decides to, telling Armando that Tea approached him, telling him she wats Armando out. Armando is shocked, and wants Tea gone. At Yanuya, Hope knows that the plan is to vote Mary, but is starting to get extra worried, especially since Trey and Aline are close. She goes looking for the idol and finds it. This is the idol that Art didn't use in Heroes vs Villains II, that he went out with in his pocket.
Malolo and Yanuya win reward, and they send Surf to Ghost Island. Surf decides to test his luck and wager his vote, but ultimately loses the chance game and has no vote at tribal anymore. Yanuya and Malolo win immunity, sending Naviti to tribal. Surf tells everyone he lost a vote on Ghost Island and everyone is intrugued. With Surf being unable to vote, hope is restored to Troy. Devon wants to make a move on Surf because he is vulnerable, and a physical threat as well, and proposes this plan to Troy. Troy however, still wants Tea and Armando to turn against eachother. He then tells Tea that Armando is gunning for her, and now both Tea and Armando want eachother out. Troy can now vote however he wants to, and Tea ends up being the one who gets the short end of the stick, in a 2-1-1 vote.

Episode 7:
The tribes merge, but tribal lines are already dissolving. Naviti has one extra person over Malolo, 7-6, but Mary doesn't want to work with her tribe, and would much rather play with Madelyn. She makes it apparent to her tribe that she is not with them, and this angers the rest of Naviti, who all want to work as a group. Aline receives a note in her buff, allowing her to sneak to Ghost Island at night, and when she gets there, she has the opportunity to wager her vote for an advantage but doesn't take it. Snow wins immunity, and immediately bring the alliance of her, Devon, and Kathy together. They all want Mary out, as she is the least trustworthy naviti left in the game, due to flipping. Mary suddenly realizes the error of her ways, and tries to make it up to her old tribe by doing more around camp, and attempting to establish an alliance between her, Aline, Hope, and Surf, but neither Aline or Hope plan to stick with it, and instead those two girls start to flirt with Surf, manipulating him to vote with their tribe. Wanting to get the hot babes and not really caring about his tribe, Surf gladly accepts. Madelyn attempts to try and flip Brant, trying her best to socialize with him but he doesn't budge. Trey and Troy propose the first vote, and they believe that Armando should go first as he is the biggest physical threat of the tribe. Mary talks with her old ally Madelyn about potentially voting Troy, and begs her new alliance do the same, but Aline, Surf, and Hope already have made their choice on who to vote. Armando becomes the first juror in a 7-4-2 vote.

Episode 8:
With the biggest physical threat out of the way, Naviti now wants to shift their focus to the biggest strategic threats. Troy starts to get a read on the Malolos and doesn't trust Devon at all, so he proposes voting for him. Meanwhile, Mary is fuming mad her new alliance voted against her wishes, and straightup leaves it. Hope also starts to try and become more social. She forms a relationship with both Troy and Trey, two of the bigger threats of the tribe. Brant, Devon, Hope, Madelyn, Mary, and Snow win reward, and they choose to send Trey to Ghost Island. He doesn't find a secret advantage. Aline wins her first immunity challenge, and everyone begins to strategize. Since the Malolo tribe is fractured, Juliette suggests splitting the votes 4-3 between Devon and Madelyn, knowing that someone has to have gotten the Naviti idol during the second swap. Kathy, Snow, and Devon start to feel like their days are numbered, but Devon tells his allies of his idol and plans to play it. The three plan to vote for Mary. Meanwhile, Mary and Madelyn plan to vote Devon, as they always saw him as shifty. At tribal, Devon plays his idol, negating 6 votes, and forcing a 3-3 tie between Mary and Medelyn. A revote occurs, and everyone believes Madelyn will be the one to go home, but Aline, Hope, and Surf are still mad at how she treated them after last tribal. They convince Brant to vote Mary, and Mary becomes the second juror in a 7-3 revote.

Episode 9:
After that tribal, Devon is now public enemy number one, and Madelyn is incredibly mad at him for being the reason his closest ally is now out of the game. She talks to Trey and tells him she wants Devon out at all costs, and Trey plans to use her vote to get Devon out. Brant, Surf, Juliette, Kathy, and Trey win reward, and Hope is sent to Ghost Island, who can wager her vote, but chooses not to. Madelyn wins immunity, to make sure she isn't targeted. The plan seems set to vote out Devon, but Juliette and Aline both are starting to get super uncomftorable around Brant, who they believe could strangle them in their sleep. They both have different options in trying to turn everyone against Brant. Aline starts getting to know Kathy, hoping her and Snow can be the ones to help her, but that backfires, when Kathy tells Snow that Aline is trying to manipulate them, causing both to want to vote for her. Juliette meanwhile does more around camp, so everyone trusts her more. Troy believes that Hope came back with an idol, as she told him she didn't lose her vote, and that makes him super suspicious of her. Juliette tries to convince Trey to help her get Brant out, but Trey tells her it would be foolish to give up the majority to Malolo. Trey, Madelyn, Hope, Surf, and Brant still are voting Devon. Devon becomes the third juror in a 5-3-2-1 vote.

Episode 10:
In this episode, the tribes are told that there will be two different tribals, with two different immunity winners. The first group consists of Hope, Kathy, Madelyn, Snow, and Troy, while the second group has Aline, Brant, Surf, Juliette, and Trey. Kathy and Aline win immunity for their separate groups.
In the first group, there are two duos, of Madelyn and Hope, and Snow and Kathy, and both duos want Troy as their swing vote to get the other duo out. Madelyn tries bonding with Troy, but he already doesn't trust her, and also doesn't trust Hope, who he thinks may have an advantage. Kathy takes a different approach, and actually makes an alliance with Troy to get them through the vote. Naturally, Troy would much rather work with Kathy, and Madelyn starts to believe this, so Hope tells her about her idol. Troy, Kathy, and Snow all agree to vote Madelyn together, as she's been on the outs. At tribal, Hope plays her idol on Madelyn, negating three votes, and making Troy the fourth juror in a 2-0 vote.
In the second group, all five members are aligned, and Trey doesn't want to pick off anyone that is loyal to him, so he recommends going for Surf, but both Juliette and Aline still try to get him to vote off Brant, telling him he gutted a fish and scared them with it once. Trey is immediately weirded out, and agrees Brant is way too unpredictable to keep around. Aline and Juliette promise that the three of them will stick together, and a final three deal is made. Quickly roping in Surf, Brant becomes the fifth juror in a unanimous 4-1 vote.

Episode 11:
With that tribal, Malolo and Naviti are now both even, with four players each. Hope starts to regret her decision of idoling out Troy, and believes that her tribe is now against her. She wants to make a move, and go against social threat Aline, so she talks to Kathy and Snow to see if they're on board, and they are surprisingly compliant. Kathy, wanting Hope to get an advantage to help them, wins reward, shares it with Snow, Trey, and Madelyn, and sends Hope to Ghost Island hoping she gets an idol. Hope, however, decides not to wager her vote, believing that it is too big of a risk if she wants her move to work. Madelyn wins her second immunity, and talks to Trey and Juliette about wanting Snow gone, as she is a social threat. Meanwhile, Hope starts to try and get Surf on board with her plan to vote Aline, but Surf, thinking Aline is hotter, tells Aline of Hope and Kathy's plan. Wanting Malolo numbers down, Aline tells Surf to vote Kathy, and she purposefully defies Juliette and Trey's plan to vote Snow. Juliette tries to enforce the vote to Surf but he argues with her, not wanting to be told what to do. At tribal, voted between Snow and Aline tie, 3-3-2, and on the revote, Surf switches his vote to Snow. Snow becomes the sixth juror in a 4-2 revote.

Episode 12:
Hope continues to drift away from her tribe, and starts to bond with Kathy, who is extremely desperate after losing her closest ally. Juliette and Trey are mad at Aline for defying them, but are still glad they got their desired outcome in the end. The two agree they have to break up Surf and Aline so Aline can be loyal to them. Juliette gets into a fight with Surf and this leads Surf to have a meltdown, wondering why this game is no longer chill anymore. Trey also wants to take extra precaution, and goes looking for an idol. He finds the idol, which is the idol Evan used in Game Changers that accidentally sent Astrid, his ally home. Aline and Juliette win reward and share it with Surf, sending Madelyn to Ghost Island. Madelyn wagers her vote and loses. She wins immunity, however, to make sure nothing goes wrong. At reward, Juliette and Surf make up, and Aline and Surf convince her to vote Hope. Trey, however, comes prepared. He tells Kathy that Surf and Aline want her gone, and it is best to vote Surf. He also ropes in Hope. Surf becomes the seventh juror in a 3-2-1 vote.

Finale:
With Surf gone, Aline has no choice but to work with Trey and Juliette, and Trey tells her that he has an idol to gain her trust. Hope wins immunity and shares reward with Trey and Kathy. Hope and Kathy need eachother and form an alliance on reward. Juliette and Hope also bond, but Hope knows she's closer to Trey than to her. Aline, Juliette, and Trey plan to split votes between Madelyn and Kathy in case someone from Ghost Island has an idol. Hope and Kathy want Aline out for winning lots of challenges and being super social, and Madelyn wants Juliette out. Trey, believing Aline is getting targeted, plays his idol for her, and two votes are successfully negated. Madelyn becomes the eighth juror in a 2-1-1-0 vote.
Aline wins the next immunity, and it becomes more and more evident to Hope and Kathy that Aline, Trey, and Juliette have a final three deal. Trying to get in on that action, Kathy, now the last Malolo standing, talks to Aline and tries to make a last-minute alliance with her, but Aline wants nothing to do with it, as every Malolo on the jury would vote Kathy. Despite this, they see Hope as the bigger threat between her and Kathy, and a straightforward vote occurs. Hope becomes the ninth juror in a 3-2 vote.
Aline wins the final immunity and now gets to pick who she takes to the top three with her, and who has to make fire. Out of everyone, she knows that Juliette is likely the least likely to win between anyone else, as Trey ran the whole game, and Kathy is the final Malolo standing, so it is pretty obvious who she picks. Kathy and Trey now have to face eachother in the firemaking challenge for the final spot in the final three, and Trey beats Kathy, eliminating the final Malolo from the game.
Aline, Juliette, and Trey face the jury and deliver their closing arguments. Aline talks about how she won four immunities, and also played a great social game, using her charms to manipulate Surf into flipping to give Naviti the edge on the first few merge tribals. Juliette tells everyone that she masterminded the strategy behind the votes, voluntarily splitting in anticipation of Devon's idol play for example. Trey tells everyone about how he went into the game with a huge target on his back, especially since his brother played before and was a huge villain, but he put targets on other people, and ran the votes from start to finish when the merge hit. It was a hard decision, but it the jury ultimately put their votes on who was in on most votes. Aline spent many votes trying to get Kathy out to no avail, and Juliette did the same with Madelyn. As a result, Trey Durante is crowned the winner of Swoldow's Survivor: Ghost Island in a 5-4-1 vote.
Hope is crowned fan favorite due to her idol play on Troy, and her underdog game.

Potential Returnees: Trey, Juliette, Aline, Kathy, Hope, Madelyn, Surf, Snow, Troy

Now that that's done, we will be moving onto a season I've been wanting to simulate for a long time. People from different walks of life will be categorized based off of their stories. One tribe of people who have overcame adversity, and the other, with people with some form of privilege. Signups for Swoldow's Survivor: David vs Goliath coming soon!
submitted by swoldow to BrantSteele [link] [comments]

I Ran Kingdom Hearts in FATE: Recap and Discussion

I Ran Kingdom Hearts in FATE: Recap and Discussion
Hey folks. I’m pretty new to reddit and I haven’t seen a post like this on this subreddit yet, so I hope I’m not violating any unspoken norms, but here goes. A little while back, I ran a FATE Core game based on the premise of the Kingdom Hearts video game series. It ran weekly for about a year, a total of around 40 sessions around 3 hours apiece. I’m feeling an urge to talk about it, so I thought I’d post a debrief-style summary of the game here. I’ll start with a quick rundown of the way the game was constructed, then a (admittedly probably pretty long) summary of the game itself, and then finish up with what I learned from the experience and hope to apply in the future. I’m presenting this for a moment’s entertainment, inspiration, constructive criticism and suggestions. And of course, for vanity. Always vanity.
This post is going to be a monster… it has taken about five hours to write and is sitting at around 12 pages on the google doc that I wrote it in, and I can’t find an option for collapsible spoiler blocks. So… sorry about that? TL;DR: It’s okay if you don’t want to read it all. We’re cool.
I may also crosspost it on other sites, because it was a lot of work. Haven't decided yet.
Constructing the Game
For a bit of background, this was a game I ran offline for three friends. It was our third game as a group, our second with me as the GM. I’ve been running games for a long time, mostly D&D but some White Wolf as well. I had never used FATE or really anything like it before, either as a player or GM, so it was pretty much all new to me. I chose FATE for this game because I wanted a generic roleplaying system that could encompass fantasy, sci-fi and realism-esque scenarios without too much modification. I was also looking for a rules-light system because my experiments with more complicated generic systems like GURPS and BESM had showed me that it was hard to maintain any kind of balance when players have different levels of experience and optimization ability.
The Kingdom Hearts video game franchise by Square Enix and Disney was, as I mentioned, the basic source for this game. If you’re not familiar with it, this post might not be of much interest to you, but I’ll give you a quick summary of the series anyway. The main characters travel between different worlds (most of which are based on Disney films like Aladdin and The Nightmare Before Christmas), meeting the characters of those worlds, exploring the settings, and battling an invading force of darkness (called the Heartless) while trying to find their friends and solve the mystery of the Heartless. Obviously there’s more to it than that, but that’s the basic premise.
The player characters in this game were meant to be the last survivors of worlds that had already been invaded and destroyed by the Heartless. The players were given the instruction to create an original character from an existing fictional or fictionalized world. I told them to imagine a certain level of power (think more Spider-Man and less Superman), but counted on the game system to keep all the characters balanced regardless of what their supposed power level might be. The game proper was to begin with their first meeting, after the destruction of their home worlds.
(As an aside, a world in this concept is essentially an entire separate universe with its own physics, technology and magic, but it’s really only as expansive as the story that gets told in it. So a world may be as large as a galaxy or as small as a building.)
As you might be able to tell from the setup, I was abandoning some of the central devices used in FATE and creating FATE characters. Since the characters had lost their home worlds and were going to be travelling between worlds, skills like Contacts and Resources didn’t really apply. Likewise, since they were meeting for the first time and all came from separate worlds, using tools like the Phase Trio to come with aspects also felt like a poor fit. So I made some modifications to the base system. These are presented as they actually happened, both ideas that worked out well and the ones that worked out poorly. So take them with a grain of salt.
For the player characters (as well as major helpful NPCs they met along the way), I set aside the usual ways of devising aspects and set the up like this. In addition to the High Concept, one aspect was devoted to the character’s World of Origin. This seemed like a good idea, because it could be invoked or compelled when a character was in or out of their element (so a character from a low fantasy world could invoke it when they were in a low-fantasy world to be familiar with the tropes of that genre, but it could be used against them if they’re in a futuristic space opera surrounded by technology they know nothing about). Instead of a Trouble, each character had a Darkness and a Light. This was a reference to one of the themes of the Kingdom Hearts franchise, the idea that every Heart has both light and darkness, and we are defined by what we choose to follow. In practice, these looked a lot like the World of Darkness’ Virtue and Vice traits: the best and worst aspects of the character’s nature. Because the first four aspects were pretty narrowly defined, the fifth aspect was left open for the player to use as they liked.
For Skills, I dropped Resources and Contacts for the reasons I mentioned above, and made a couple other alterations to suit a game that hops among vastly different universes. I changed Crafts to Tech (a more-or-less purely aesthetic change) and split Lore into Magic and Science. I think I also added Expression, as the skill of creating art. These weren’t really great moves-- Science (as distinct from Tech) and Expression were pretty much wastes of space as no one ever really used them. The Magic skill on its own would allow characters to understand and use magic that they encountered in their travels, and specific effects (i.e., casting spells) required stunts.
I also renamed Fate Points to Heart Points, a purely cosmetic change that brought the game a little closer to its Kingdom Hearts inspiration.
One of the other fundamental premises of FATE was also dropped: player collaboration in the creation of the world. I’m not a monster, and of course when players had suggestions about things they wanted, I would do my best to make them happen, but ultimately I was making all of the decisions about where they were going and what they were doing. Realistically, this was a pretty railroady game, but it was fun so I don’t think the players minded much.
One of the centerpieces of the game was a set of modular equipment that the player characters obtained around the end of the second session: the Keyblade that is emblematic of the Kingdom Hearts series, as well as a Magic Shield and Magic Staff. Each of these granted one stunt and one aspect (for example, the Keyblade could unlock things at the cost of a Heart Point, and had the aspect “A Sword of Terrible Destruction”). In addition, each of these items could be modified by attaching a Keychain, which altered its name and in-game appearance and granted either an additional aspect or (more often) an additional stunt. Each player started with a single Keychain representing their world of origin, and additional keychains were earned as story rewards, a new one each time the players defeated a boss and completed a world. In practice, this was represented by three envelopes with holes cut into them in different places so that different parts of an index card showed through depending on which envelope they went into.

Basically this.
I definitely made some alterations to the Kingdom Hearts premise as well. The Keyblade wielder was not automatically the central character of the story; all three characters got to share equally in the glory. I dropped Gummi Ship travel and Summoning, and most of the way magic worked. I also expanded the range of world options well beyond Disney films, as you’ll see in the summary. I retained a lot of series’ premises and conceits as well, like meeting an ally and teaming up with a native of each world. Some of the retentions were really poor choices in hindsight (notably, to the irritation of all you true FATE afficionados, I retained the combat focus of the video games, getting the player characters into Win-or-Die combats almost every session) but more on that in the “what I learned” section at the end.
The premise of the game, hopping around among different fictional worlds, allowed me a lot of opportunity to have fun with players. Sometimes they got to explore worlds they were familiar with and sometimes I got to introduce them to a new property they had never encountered before. I got to build in little jokes, in the names of aspects and stunts for NPCs, and use lots of media like music and pictures to set the appropriate tone (at one point, I even got to use a short excerpt of an audiobook). I even got to use my fairly meagre photo-editing skills to create some fun images (usually, transforming familiar villains into Heartless). I’ll include one of the cooler images in the summary below.
Also I got to do impressions. A lot of impressions.
Game Summary
For this summary, I’ll cite the many sources that I drew on in parentheses and italics.
To begin with, the characters that my players came up with were, in no special order:
Meky, an Ork Mekboy from the world The Grim, Dark Future (Warhammer 40,000). Meky’s backstory included that he had been created in an Eldar Lab with some sort of cognitive enhancement, such that he was moderately less of a mindless killing machine than most of his Ork brethren.
Imara, a guardian angel from the world of Innistrad (Magic: The Gathering); and
Rhiannon Blackwell, a young Ravenclaw student witch from the world of Hogwarts (Harry Potter series).
World 0: The Ocean Beyond Space and Time (Marvel’s Exiles comics)
After the destruction of their individual worlds, the characters fell through the space between worlds for an indefinite time, before suddenly appearing over an infinite ocean and landing in a little yellow life raft. After getting their bearings, discovering the mysterious Keychains they are each holding for some reason, and meeting each other, they spot a kitchen floating on surface of the water. Traveling to it, they meet the enigmatic Timebroker who explains that each of their worlds was destroyed when the Heartless consumed its heart, but they were saved from destruction because of their strong hearts, and he brought them to this Ocean outside of time and space to send them on their important mission. Before they can begin, however, they need to retrieve the treasures of this realm from another whose strong heart brought him to the Ocean after his world was destroyed, the pirate king Captain Bloth (The Pirates of Dark Water). He also gives them the Tallus Card, an artifact that will help him to guide their travels.
The PCs infiltrate Bloth’s pirate ship, fight the monstrous Constrictus in the hold, and ultimately kill Bloth and retrieve the treasures: a Key, a Rod and a Disc made of green crystal. By attaching their Keychains, they transform the treasures into the Keyblade (Meky), the Magic Staff (Rhiannon) and the Magic Shield (Imara). Meky also claims the gigantic pirate ship as his own, but he doesn’t have any time to enjoy it because the Timebroker’s magic whisks the group away to their first real world.
World 1: Monstropolis (Monsters Inc.)
The team appears in a bathroom stall. They encounter a furry blue monster, Sully, who is trying to find the creature he accidentally let into his workplace while working late. He is doubly freaked out when he sees Rhiannon, since she’s a child and children are toxic to monsters. After sorting out that mess, they search the building together and find the creature: one of the Heartless! They dispatch it, then retreat to Sully’s apartment to plan. They learn that the monsters of Monsters Inc. use special doors to travel to the human world to harvest the screams of children to power their city. Imara is not at all comfortable with this, but Rhiannon, who is used to magic working in strange and macabre ways, is weirdly OK with it.
Along with Sully’s roommate Mike, they infiltrate Monsters Inc. in disguise to look for a “special door” that will take them to another world. On the “scare floor” they battle a group of the Heartless along with the invisible evil monster Randall Boggs, which causes the rest of the monsters to flee and quarantine the floor. Using the Tallus Card, they make contact with the Timebroker who calls up two doors to other worlds, instructing them to travel to each world, defeat the Heartless there, and use the Keyblade to open the path back to this world. Mike and Sully stand guard as the PCs enter the first door.
World 2: Frank (Osmosis Jones)
The team arrives in what they quickly determine to be a colossal human mouth. They meet Osmosis Jones, a white blood cell charged with serving and protecting the world of Frank. Realizing that the Heartless are probably looking for the heart of Frank, they travel to his actual heart. There, in what is essentially a giant highway interchange, they do encounter the Heartless in the form of three viruses: Fever, Chill and Weird (Dr. Mario). They defeat the Heartless, but in the process do significant damage to the structure, getting all the PCs and Jones in trouble with the Mayor of Frank. They pretty promptly get out of trouble when the Heartless attack City Hall (a clever move by a player invoking one of the game aspects: “The Heartless are invading!”). The PCs finally find the Heartless leader, an original creation of mine called Opprobrius, guarding the world’s exit in the filthiest slum of Frank, the rectum. The combat is appropriately hilarious and gross, but the PCs prevail and destroy Opprobrius, opening the way to leave and try the second door.
World 3: Jurassic Park (Jurassic Park, duh.)
They players arrive in a jungle. Searching around they find a triceratops being set upon by tiny Heartless dinosaurs. In the midst of battle, they have a tense encounter with a velociraptor, but ultimately it helps them to defeat the Dark Compsognathi. They carefully befriend the velociraptor, whom Meky names Red Shredda. Along with Red Shredda, they explore the island, avoiding most of the big dinosaurs, and finding the remains of human structures but no evidence of people. They locate food and get the computers and security cameras up and running, and locate where the Heartless are thickest. Meky takes the time to soup up a gas-powered jeep and they charge into battle, Meky at the wheel of his jeep, Rhiannon riding on Red Shredda and Imara flying above. They defeat the leader of the Heartless, another creation of mine called the Idolasaurus Rex, and move on again.
World 3.5: Back to Monstropolis
Back in Monstropolis, they meet Roz, a high-ranking government official. She informs them that the owner of Monsters Inc., Mr. Waternoose, is in league with the Heartless and has barricaded himself in another scare floor. The PCs agree to take out Waternoose in exchange for some supplies and unlimited use of the scare floor. They break into the backup scare floor and encounter Waternoose, empowered by the Heartless and backed by a couple of flying Heartless called Screamers. It’s a tough battle, but they triumph, earning the right to continue using the scare floor as long as they need it. Obligingly, the Timebroker retrieves two more special doors for them to use to access other worlds.
World 4: Hyrule (The Legend of Zelda: The Ocarina of Time)
The PCs arrive in a dark, spooky subterranean temple. They work their way through some puzzles, face some monsters, and learn that they are in the Shadow Temple (whatever that is). They encounter Navi, the fairy, who informs them that she was here with her ally Link, the Hero of Time, but that he was snatched up by a powerful Wallmaster (floating grabby hand). As they proceed through the Temple, Rhiannon also gets snatched up by a Wallmaster and finds Link trapped in a hidden chamber. Together they defeat the Wallmaster and work their way back to the others. More puzzles (basically, they just played through the Shadow Temple as in the video game, with a few of the less interesting puzzles removed), and face Bongo Bongo, a malevolent ghost that has been powered up by the Heartless. Defeating him, they unlock the path out. Rhiannon develops a teensy crush on Link, which Imara blows way out of proportion and never lets her forget about.
World 5: Royale-les-Eaux (Casino Royale)
The team comes upon a scene of destruction after a bomb has gone off in a French resort town. They battle the Heartless and rescue one of the bombing’s victims, a suave Englishman who introduces himself as Bond. James Bond. (This included one of my favorite moments in the game, when after the combat James approaches the angel Imara saying “My God, were you hurt? No, I don’t mean in the fight… I mean when you fell from Heaven.”)
I suppose it’s worth mentioning that another convention that I kept from the Kingdom Hearts series is that folks are pretty flexible about the weird strangers showing up in their midst.. Like, in the original games, no one seems particularly distressed by a giant anthropomorphic duck suddenly being a thing in their world. In this world, which is so like our own real world, no one was really troubled by the giant slavering green ork… they just figured he was “probably American.”
Anyway, the PCs team up with James Bond to take down his foe, the evil Le Chiffre. They learn to play baccarat, don appropriate evening wear (Meky modified his tuxedo to shoot a smokescreen when required), and take on Le Chiffre in a game of Chemin de Fer baccarat. They lose badly, partly because none of the players really understand baccarat yet, partly due to bad luck, and partly because Le Chiffre cheated with the help of the Heartless. On the way home from the humiliating defeat, they encounter two more Heartless foes in the form of the White Spy and Black Spy (Spy vs. Spy comics created by Antonio Prohias). They defeat the Heartless (or rather, trick them into defeating each other) and regroup. CIA operative Felix Leiter fronts them the money for another go at Le Chiffre (“It’s the least I could do, for a fellow American.”)
Thanks to some good luck and slightly less cheating on my part, the group manages to bankrupt Le Chiffre. At that point, a blonde woman in a pink dress offers to empower Le Chiffre with the power of the Heartless, and then disappears while Bond and the player characters take on the powered up gambler. They win, unseal the path, etc. etc.
World 7: Red Dwarf (Red Dwarf)
Back in Monstropolis, the Timebroker provides them with only one door and insists they must hurry as he senses the next world is on the brink. Arriving in a spaceship corridor amid an inky black haze, the PCs encounter first an Eldar warrior, then a Planeswalker and finally the great Harry Potter himself. The three inform the team that the Timebroker had made a mistake and they were never supposed to have been sent on this mission. To punctuate the point, they magically steal the characters’ magic weapons and abandon them in this empty world where they will be “safe.” The PCs explore the world, finding that it is a vast, empty spaceship with nothing to do, nothing in the vending machines but sprout soup, sprout salad and sprout surprise, and no company but a senile computer.
Gradually they are able to put together that they are being affected by a hallucinogenic toxin and find a way to counteract it. Together they rouse the other occupants of the ship and lead them into battle against the Heartless Despair Squid in the ship’s water supply. Another victory! Back in Monstropolis, the Timebroker provides them with two more doors, but cautions that in these worlds, the Heartless have been at work for some time and are rather entrenched.
World 8: Etheria (She-Ra, Princess of Power)
(For what it’s worth, this game ran before the She-Ra reboot was even announced. I was drawing inspiration entirely from the classic 80s Filmation series.)
The characters find themselves in a fantasy world that has been occupied by a Heartless army called the Horde. They take on a squad of troopers with the help of a princess called Adora who is a leader of the rebellion against the Horde. Together with Adora and another surprise ally, She-Ra (who is weirdly never seen at the same time as Adora. Weird.) they raid the fortress of the evil witch Shadow Weaver and her Heartless allies to rescue the rest of the rebellion. Then they lead the rebellion in a raid on the Horde’s headquarters in the Fright Zone, and clear another world of the Heartless menace.
(I know it reads fairly quickly, but this world took at least five or six sessions of game time as the players explored, roleplayed interesting encounters, built and repaired equipment and strategized their battle plans.)
World 9: Beach City (Steven Universe)
This time, the PCs arrive in a quiet beach town which is largely abandoned because it’s been under siege by the Heartless for some time. The usual defenders of the town, the alien Crystal Gems, are nowhere to be seen. The team meets young Steven Universe, a ward of the Gems, who explains that the Gems disappeared into their temple weeks ago and have not been seen since. Together, Steven and the PCs navigate the temple and find the Gems generating a shield to protect the heart of the temple (which is also the heart of the world) from Heartless attackers, led by the blonde in pink that they saw in Royale-les-Eaux (who has switched her dress for a bodysuit). The PCs square off two original creations I called Onyx and Obsidian. Just when victory seemed assured, Onyx and Obsidian fused together into Black Diamond, and the fight started over (this was my first use of the multi-stage bad guy trope (THIS ISN’T EVEN MY FINAL FORM)). Anyway, tough as Black Diamond was, the good guys won, although once again the woman in pink slipped away.
Instead of earning a Keychain with this victory, the heart of the world expressed itself in a different way: Each PC was embedded with a gemstone that allowed them to fuse together. This was a combination of the fusion used in the Steven Universe series and the Drive Formes from Kingdom Hearts II. Basically, how it worked was that any two PCs could spend a Heart Point each and combine together into one body. Each new form (every possible pairing of the three characters) had its own character sheet with a description, new aspects and better skills, and all of the two characters’ stunts plus a special superstunt. For example, Meky and Rhiannon combined into the Curiosity Forme, a four-armed giant who can use magic and technology interchangeably thanks to a stunt called “Clarke’s Third Law.” The major drawback is that the players both have control of the combined Forme and need to stay in synch: if they disagree too much, or if one player takes too much control, they automatically break apart. This was a fun mechanic to play with.
World 9.5: Back to Hyrule
Upon returning to Monsters Inc., the PCs learn that their ally Link is about to raid the fortress of the leader of the Heartless in Hyrule: the Great King of Evil, Ganondorf! This one played a little like the Shadow Temple, only the heroes had to navigate six chambers with different kinds of challenges before facing Ganondorf. There were riddles, a platforming challenge (being chased by a wall of fire!), and that sort of thing. They also faced off against not only a Heartless Shadow Link, but Shadow versions of Imara, Rhiannon and Meky as well. As those who have played Ocarina of Time might well imagine, Ganondorf was also a two-stage boss, first facing the Great King of Evil then the Heartless-empowered Ganon. At the end of this fight, having already gained the Keychain of this world the last time they were here, they got a power-up from the Triforce itself, earning the ability to fuse all three together into the completely badass Master Forme.
World 10: Dead Manhattan (Marvel Zombies)
They find themselves in a city that has been torn apart, with apparently no one left alive. The PCs are attacked by cannibalistic zombie versions of Angel and Beast of the X-Men, realizing to their horror that these creatures aren’t being influenced by the Heartless, they’re just the awful inhabitants of this world. They destroy Angel and decapitate Beast, keeping the helpless but still animate head of Hank McCoy as a fun prop for the rest of this world. Proceeding through the city, they meet the Black Panther, protector of a small handful of human survivors hiding out beneath the city (again, for what it’s worth, this campaign was run before the global phenomenon that was the Black Panther movie. I chose the character because he featured in the Marvel Zombies comics, and because he’s the best Marvel hero (Fight Me)). Getting back to the survivors, the PCs meet the mutant Forge, but also realize that they have led Zombie Spider-Man and a gang of Zombie Heartless right to the survivors. There follows a brief and bloody battle, and then the team heads off to raid Avengers Tower.
There, with help from Forge and Black Panther, Meky modifies one of Spider-Man’s tracer beacons to work between worlds. Afterward, on the top floor, they encounter the woman in pink. She’s weirdly calm and gracious as she introduces herself as Dr. Blight (Captain Planet and the Planeteers) and tells them that she has been working as an agent for the Heartless ever since they helped her destroy her own planet. The reason she’s so chill now is that on this world she has created her ultimate weapon, and after it’s gone she’ll just keep moving it from world to world consuming as she goes. She leaves, but not before they plant the interdimensional tracer on her, and not before she sees the arrival of the ultimate consumer of worlds… a Heartless Zombie Galactus.

Modified from an image I found on google. Unfortunately I can't find an artist to credit. Anyone know who did the original?
The players have to scramble to create some kind of weapon capable of neutralizing Galactus, but after an epic battle with the help of Black Panther and some surprise help from Zombie Hulk, they bring him down. And then they get the heck out of that blighted and terrible world.
Back in Monstropolis, the Timebroker informs them that the tracer has worked and he knows where Dr. Blight is based a world called The Universal Library. Trouble is, like the Ocean Beyond Space and Time, it’s “not a real world,” and they can’t travel to it by means of the doors. They finally come up with a plan so crazy it might work, to travel to a world that is on the brink of destruction, and then let it fall so they can travel to the Library through the space between worlds. The trouble is, they would have no way of getting back to Monstropolis. Hmmm.
World 11: Fantasia (The Neverending Story)
This world is presented as one where the Heartless have already succeeded in consuming its heart, and it exists now only as a few stones spinning through space until they finally disappear. The PCs spot a gleaming white tower and make their way to it, and they meet the last survivor of this world, the Childlike Empress. She explains that she can give them a tiny fragment of the heart of her world, and that it is the seed from which the world can be made again. She extracts a promise that they will find a way to make her world anew, then gives them the seed which transforms into a Keychain. This is, incidentally, a big step toward resolving some of the lingering mysteries of the game-- the Keychains are a piece of the world’s heart, and any piece of the world’s heart can be used to make the world anew. So the characters have been carrying around the means to rebuild their worlds from the very beginning. Pathos!
Then the last of Fantasia disappears and the characters spend a little time floating melancholically in space. Then, Meky’s pirate ship from the beginning of the game sweeps in to conduct them to their final challenge. (Soundtrack: https://youtu.be/uaadF_VSvIE?t=137)
World 12: The Universal Library (original-ish)
So, after breaking through the Heartless defenses around the Universal Library, the characters navigate a maze of bookshelves and have some book-related encounters (Rhiannon finds a copy of the Monster Book of Monsters from her own world, then they fight a Heartless version of the Library Ghost from Ghostbusters). They first take on Dr. Blight and her evil computer M.A.L., then press past her chamber to find the real mastermind behind it all. He introduces himself as Gehn (Myst series) and explains that using his power he created all of the worlds the characters visited by writing them into his special linking books. Determining that he is evil and insane, the team takes on Gehn. To achieve his second stage, Gehn draws on the power of the books he has written and combines himself with bosses that the characters already faced, the Idolasaurus Rex, the Despair Squid and the evil gems Onyx and Obsidian, to become Giga Gehn. He was an impressively powerful baddie, but the PCs pulled out all the stops and combined into Master Forme with carefully selected Keychains on all their weapons, and basically thrashed him easily.
After the defeat of Gehn, the characters encounter the true master of the Universal Library, the old wizard The Pagemaster (The Pagemaster). He explains that the books can be used to travel among worlds as easily as the doors (“For what is a book, besides a doorway to another world?”), and then explains that the process of restoring a world from a Keychain-seed is different for every world. He helps them to restore Fantasia by giving the Childlike Empress a new name (to my eternal shame, I didn’t write down what name the players chose, and I cannot remember it), and helps Rhiannon to restore her own world. He tells her that she can return to her world now and give up the quest, but she decides she can’t go home until she’s helped Meky and Imara restore their worlds as well. Thus endeth the game.
Secret World 13: Who-Ville (How the Grinch Stole Christmas)
The Christmas season after the game ended, my players and I got together with our partners for a Christmas party. Had a nice dinner, played some board games. Y’know, the stuff mature adult nerds do. As a special treat for the players, I read out a poem I wrote for them featuring their characters battling the Heartless in the Seussian world of the Grinch. It was mostly for laughs, making good use of the in-jokes we developed over the year, but it deserves a mention here because I declared it canon and gave them a Keychain at the end. Basically, they harass the Grinch and then fight a giant Heartless using the power of Christmas. If you’re curious, I have the whole thing in a google doc.
What I Learned, and Will Hopefully Apply If I Run It Again or Run a Sequel Game
So, yeah, that was the game. The door has been left intentionally open for a sequel, but there are some bugs I need to work out first. The game was tremendously fun, don’t get me wrong, but there were some issues of ill-fit between the system and the way I was trying to use it that became annoyances and I’m hoping to address those before I venture back in.
I don’t mind that I abandoned the collaborative world-building elements that are typical for FATE. Taking charge of what worlds they were entering allowed me to surprise and delight my players and challenge them to think creatively in ways that I think would be more difficult if they had more input into where things were going. Moving forward, I would like things to be a little more open-world(s) where they’re not just following rails through the story, but I’m still putting thought into how to achieve that.
The biggest issue I could perceive in the game was the issue of frequent combat. This is largely my own fault for basing it on a game where combat is the main gameplay element, and in which the collective enemy is explicitly a force bent on the mindless destruction of everything that exists. That made it really hard to escape from Win-or-Die combats occurring at almost much every major plot event. Add to that that the most interesting feature of this game is modular weapons, and deathmatches felt pretty inescapable. Although probably the right answer is modifying the premises of the game and universe such that combat is a less central feature, most of the thinking I’ve been doing around it has been how to keep the combat and fix the other issues.
As far as I have been able to tell, the most fundamental problem with frequent Win-or-Die combat is that it gets boring. Although the way conflicts are run in FATE makes for combats that are narrative and cinematic, tactically there seems to be very little difference from one to the next. I did my best, especially later in the game, to provide settings and bad guys that required the players to think laterally rather than just charge in swinging (several of the later bosses like Ganondorf and Galactus were technically invincible, so the players had to find ways to bend the rules in order to win), but the mechanics of the game are so simple that this is hard to achieve mechanically. I like the idea of incorporating sets of rules for more tactical combat, so I’m interested in suggestions around this. I’m also thinking about ways to engage in conflicts beyond the physical and mental, like having to take someone down in a financial conflict in a world like Royale-les-Eaux, or a music-based world where the enemy is defeated with the Power of Rock.
Relatively early on, we stopped using Boosts in conflicts. I like the idea of them, but when combat takes up a significant percentage of your play time and you have to come up with ideas for a dozen boosts every session, it gets either very repetitive or very frustrating, or both. Instead, I just introduced the idea of Momentum where, if you would gain a boost instead you gained Momentum which gave you +2 on your next roll. You can’t stockpile Momentum, you use it on the next roll whether you need it or not. It’s simple, it’s straightforward, it’s way less creative but quicker and easier.
Another issue that came up from the combination of frequent combat and regular worldhopping is this: the only real consequences that the players had to deal with long-term were the ones that they carried with them. An injury travels from world to world, but if you mess up something in the world, you can just move onto the next and forget about it. As a result, my players hoarded their Heart Points for more or less exclusive use in combat. The best I’ve been able to come up with to address this issue is to have separate pools of points for battle and non-battle purposes, although now that I think of it, it would probably also be a good idea to move away from the trope of hitting each world once. If the characters actually have to revisit worlds they’ve already messed up, they might have more investment in making sure things go smoothly outside of combat too.
I also would probably switch to a model where refresh happens at story points rather than at the start of each session. At least once (maybe more than once?) I can recall the players saying “Let’s stop here for tonight. I want to refresh my Heart Points before the next scene.” And I’d rather avoid that being a thing.
A final issue that I noticed with the frequency of conflicts (and also exacerbated by worldhopping lack of consequences, I guess) is the fact that certain skills wound up being a LOT more useful than others. Meky and Imara had nearly identical skill pyramids by the end of the game, and the only real difference for Rhiannon was emphasizing Magic instead of Fight. If I stick with frequent combat in future iterations of this idea, I’ll probably want to subdivide some of the more combat-relevant skills so that at least each one is less obviously more important than the non-combat skills. Coming up with combat uses for non-combat skills is also on my drawing board, probably as one piece of introducing more tactical rules.
Another thing that I noticed in running this game was that aspects weren’t working quite the way I expect them to. There was very little compelling of aspects-- it came up maybe ten times over the span of the whole campaign. I think partly this was the lack of investment in any given world, but also I probably wasn’t encouraging the players to generate aspects that were sufficiently double-edged. I certainly wasn’t giving the NPC’s interesting enough aspects… to be honest, I mostly used their aspects as a chance for wordplay and referential jokes. The players didn’t really invoke aspects outside of combat either (see above re: hoarding points), which led them to go for mostly combat-relevant aspects. I suppose using separate pools would be one solution to this, but I’m open to ideas for others.
So, that’s the story. If you actually read the whole thing, I am both grateful and impressed. I warmly welcome any questions and constructive comments. Destructive comments I will welcome less warmly, but I’m pretty easy-going so feel free to rip me a new one if that would bring you joy.
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(June 6th) Kasumi Trailer Summary, Analysis and Speculation (spoilers for the main game)!

Edit X, 7th June 17:22 UTC: I made a ton of changes to this post that wouldn't fit, so check them out HERE once you're done! As always, let me know what else I need to add or fix!
Another trailer, another analysis!
I already uploaded an imgur album with preliminary translations and analyses that I'll be touching on, so check that out here!
I'll also be touching on some of the details/ theories mentioned in this master post. There's a lot to unpack there though, so I'll do my best to summarise the relevant stuff as best I can.
Finally, after posting my album u/LoliHunterXD posted a translation of the trailer, covering both spoken and text dialogue. They claim their Japanese isn't very good, but it's certainly better than mine and so I'll defer to their translations if they ever disagree with mine. Thank you, Hunter!
With the prerequisites out of the way, let's begin!
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SCENE 1:
The trailer starts with a pretty intimidating line from Kasumi to pair with her intimidating walk:
Today, I'm saying goodbye to the me that is in-debt to anyone
Almost like she wants to make a clean sweep of anyone she's ever befriended (i.e. she sees friendships as debts). Thankfully, her last line casts this in a much more positive light, so we'll pick this up when we get there. The scene in question is in the Casino Palace (check the stickers on the walls and door behind the Shadow, who is also the guard-type from the Casino), where she walks past Joker to retrieve the rapier embedded in an enemy with a very stylish twirling kick. The bulk of the trailer starts once she grabs it, with the shot lingering on her hand as if to show her determination.
SCENE 2:
After the title card showing her name and VA, we get a much more pleasant scene of her and Joker at the batting cages (and we know it's just those two because we can see in Picture 3 in the album linked above that Morgana isn't in his bag - it looks quite hollow without it!) ...however, we can't say this is the batting cages anymore since this looks far more professional than the ones in Yongen-Jaya (the baseball fan outside it in the base game even comments on this if you talk to him). Are there two sets of cages now, with this being the more "advanced" one? We also know that P5R is getting a revamped trophy list: will the original "Get a home run" trophy now be replaced with a "Get a home run in [new location]'s batting cages" instead?
And where is this? As I said, the cages look far more professional than the old set and we already know we're getting a new location - Kichijoji - that's said to be a massive hub with many things to do, so I think it's safe to assume that's where this is taking place.
And what are the two of you doing here? There are multiple camera angles and the activity in question seems too involved to just be an ordinary hangout, so I believe this is a Confidant event: you've brought Kasumi here so she can try something she's always wanted to but never got the chance to try (like taking Makoto to the arcade and Haru to Leblanc) and the reason you're here and not Yongen-Jaya is because Kasumi lives in Kichijoji as implied in her dialogue in the aquarium hangout spot (tl;dr: because she "remembers" going there in the past) so likely asked you to take her to a spot she's always passed by but never had the time or courage to go on her own. (As for where Kasumi would live, I assume she's in one of the apartments of the complex you see in the background at the start of the P5R reveal trailer when Joker's on his phone.) I'll touch on this motivation later on so keep it in mind.
As for the scene in question, it's pretty clear that this is Kasumi's first try. She seems nervous at first if her referring to herself in the third person is any indicator (unless that's just how she does things in which case, d'aww) and despite her enthusiasm...doesn't even see the ball fly past her. Twice. Meanwhile Joker just sits there not emoting at all. Poor thing xD
From a technical standpoint, it's remarkable how well Kasumi's model is animated: her face changes from determined to shocked perfectly in sync with the scene and her sprites and she even looks back and forth quickly after missing the first ball and is just stunned silent after the next! ...however, the balls she misses disappear as soon as they hit the net, though there are already two balls on the ground when she starts, so the scene either ends here or she gets the third one - possibly after you give her some advice (of course, if you give her bad advice, she'll do it on her own and you won't get any affinity points. Meanie.)
SCENE 3:
This scene does two things. First, it reveals that Kasumi is utterly adorable. Second, it confirms that Kasumi will be in Hawaii (something I didn't realise until I took a closer look, myself).
How do we know this is Hawaii? The shop is called Aloha and most of the shoppers are Shujin students (which makes sense since they're tourists and would probably flood any nearby shops) and there's a palm tree on the right. Admittedly this could all just be a themed shop - complete with fake tree - in Kichijoji (which is what I initially thought myself), but the left side of the shop shows that they're also selling hawaiian shirts, sandals, sunglasses and hats, all of which would be very useful on the beach. The biggest giveaway however is the trio of caucasians on the left side - a man leaning on the sunglasses rack and the couple looking at flip flops. You don't see so many of those in one place anywhere else in P5!
So why is Kasumi here? If this were Kichijoji, I'd assume she was out for a jog and popped in for a drink, but Hawaii's quite the trek. Since she's an accomplished gymnast, it's possible that she's here for some sort of competition/ exhibition, hence the tracksuit (she could either be on her way to/ from a performance or exercising/ jogging). As for Joker's lack of reaction, it's possible he already knew she was here. Either they met on the day they arrived (or the second arrived, if they came to Hawaii at different times) or he knew before they even left. After all, Kasumi is clearly friends with him at this point so would absolutely let him know that she was going on a trip (or vice versa) and for them to realise they'd be there at the same time.
...but seriously, not reacting at all? I guess going to the Metaverse would make real world surprises less impactful. He can at least play along with her though: one of the options is "I'm surprised/ You surprised me", though since it isn't said with any punctuation I have to assume it's a very dry/ sarcastic response. (Also, Futaba will probably be very upset if she already knows Kasumi at this point since they're the same age, but it'd give her another reason to go back to school, so yay!)
Edit*7: Of course this serves the narrative too, since this way Futaba focuses entirely on parsing Sae's data and Morgana has nothing to do, which leads to his feelings of inadequacy by the time the team comes back from their trip. And to those of you who hoped Kasumi would be worked into the Hawaii trip, now she has! And since Joker and the others wouldn't care about any sports events happening near them, it makes sense that it wouldn't be brought up in the base game too! Also, if we're spending more time in Hawaii - or at least stopping by a store and maybe seeing Kasumi's performance/ competition - we have more opportunities to bump into Haru too!
SCENE 4:
Back in Japan, this scene is set in the cafe and also marks the first time we see Kasumi in truly "casual" clothing (since the other "casual" outfit she was in was a yellow button up shirt), which makes for a nice change. The polka dots make for a more childish appearance too, could this represent her feeling more free after spending time with Joker?
In any case, the scene starts with Kasumi thanking Joker for the meal. Considering she has three large plates, a small plate, a bowl and what appears to be a platter on her side of the table while he only has a cup...I feel sorry for his wallet! Joker even sweats about her eating so much and has the option to say the food was terrible, but doesn't (probably wise since Kasumi clearly liked it :P)
What's strange is that there's a cut in the conversation (the camera clearly cuts back to is default position) as Kasumi says her mind and body are fully recharged...only for her stomach to growl again. Cue the awkward silence, and just look at the wide open eyes on her face in Picture 13! :3
But that begs the question, is this just a running gag, or does she eat a lot because of all the activity she does? Could she also be comfort eating (though hopefully not with the vomiting sometimes associated with it)? While this could be a story event given the cut (which could have been to avoid revealing important character and/ or plot points), that you have the option to say something she'd disagree with (about the quality of the food) makes me wonder if this is a Confidant event instead.
SCENE 5:
This scene is very interesting for a number of reasons, as we'll get into. This part of the trailer starts with Kasumi's Awakening, but I want to discuss the enemy she's Awakening against first: as noted in this thread by u/zatifiend, the Shadow is Byakhee. What's interesting here (as explained incredibly well here by u/Questionable71) is that this is one of the henchmen for the main villain of Persona 2, Nyarlathotep, and an enemy-only Persona to boot. What's notable about this is that Nyarlathotep is the overarching villain of the entire Persona franchise (though he admittedly hasn't appeared since P2). I'm sceptical of the chances of him returning (though he'd be a logical next step after Yaldabaoth if the new Semester of the game intends to ramp up the stakes), but P5 already brought back Bless/ Curse non-instakill Skills and the Gun/ Psy/ Nuke elements from P1 and 2. Either Byakhee being here is a continuation of that "let's bring back old elements" mentality (for example, that he's fully yellow may just mean he's the Principal's Shadow or lackey, since he too wears all yellow and some people wanted him to have a Palace), or the returning elements were a sign that "we have plans for the old stuff".
Moving on, where is this taking place? It looks like the back vault at first glance, but there's way too many new elements for that theory to hold. The lighting during her Awakening looks like it comes from spotlights while the floor is marble, with floor lights outside of the darker regions. Do the lights indicate this is a performance hall of some kind, meaning this is indeed Kasumi's Palace and she's rebelling against the expectations put on her (which the lights could be symbolic of if they're not simply there for dramatic effect to signify this as her Awakening scene) as a gymnast? I initially thought her Ruler would be her parent(s) as with Hifumi, but if it's indeed the Principal taking him out would also bring closure to everyone he hurt by only caring about his reputation, e.g. letting Kamoshida and the mafia have their way because he didn't want to get his hands dirty (keeping the kids quiet is probably the only reason he hired Takuto, now that I think about it).
In any case, we already knew Kasumi was a Thief by the Casino at least (since we had a screenshot of her there) and even got a clip of her there in this trailer, so we know for a fact that this Palace has been inserted into the main events of the game. The biggest stretch of time in the base game for such an addition would be In Summer. Perhaps her Ruler kept compelling her to compete or perform even during the break and this pushed her over the edge? And if it is the Principal and the Palace is the school again, it'd be interesting to see the same place warped in two different ways!
Back to Kasumi herself. As shown in Pictures 16 and 17, while she's initially angry when getting the mask, she smiles when pulling it off and is perfectly poised when doing so to boot. Even Haru only posed after summoning Miledy! Why is this so easy for her? We already know from the teaser that she's strong willed, is she so strong willed that she can smile through the pain, or is she smiling because she knows she's in the right/ now has the power to make things right?
You may remember the theory in the master post that Kasumi already tried changing hearts in the past and failed, which is why she keeps her head down (and maybe why she moved away since - again - she says she remembers the aquarium in Kichijoji from a seemingly long time ago). If that theory is true, maybe she smiles since she's just RE-Awakening a power she locked away in the past and so there is no pain? She could also be getting a new Persona to replace the old and she doesn't feel the pain because she's already "Awakened" before and is either immune to the pain now or expects it. And hey, if her first Persona represents her true beliefs (that happily happen to match the Thieves') it could even return as her Ultimate Persona (unlike with Goro, who got Robin Hood separately while already having Loki)!
Anyway, she Awakens to her Persona, who turns out to be Cendrillon, the French name for Cinderella. There's quite a bit to discuss here, so I'll give her her own section later and dive into combat now. Kasumi's and Cendrillon's models are incredibly well detailed here though - the Pros of only having to develop for the PS4 - and we may even reach the point where the in-game cutscenes look better than the anime ones!
In the gameplay footage she uses the Physical skill Heat Wave, a skill in the base game that inflicts Heavy damage to all foes at a cost of 20% of the user's HP. She has 379 HP after using it which puts her max HP (in this clip at least) at 474 when rounded to the nearest whole number. That's a lot of HP, so were we right in assuming she's indeed a Physical damage dealer?
Back to the combat. Byakhee is immune to Bless, Curse and Psy attacks and resistant to everything else in P2.*2 If that's true here, then Kasumi's Critical Hit was the only way they could have knocked it down for an AoA. Again, ATLUS could have fixed her crit rate for this shot (and she has the Death Glare to justify the trickery) but all three shots of her in action have resulted in her getting a Critical Hit. Could she simply have Apt Pupil (and Fortified Moxy, though it wouldn't help in this boss battle) instead? Maybe even an upgraded version alongside it?
*2 Kasumi deals 306 damage with her Critical Hit and this is enough to deplete half of Byakhee's health. While this may again be part of some technical wizardry or plain overlevelling on Joker and Morgana's part to make the footage more interesting (and Kasumi more powerful) it could also mean Byakhee isn't as powerful as he was before. Of course, this seems to be a boss version, and those have tweaked resistances anyway (though I don't remember anyone ever losing immunities/ resistances).
Anyway, we see that her pose when using Skills is just as fanciful as her others and his grace extends to her AoA, which is preceded by an extended animation a la the Twins', which features her ribbon dancing before the Finishing Touch screen - a nice way to confirm that she does indeed ribbon dance as her cosplayer did at the Persona Concert! As an aside, her pose in the prelude to the AoA is very similar to Joker's in that they both hold their right hands to their heads with fingers splayed (and having matching hai eye colours). Their outfits are similar, as are their Personas (as I'll get to later) so them mirroring each other even in the little things makes sense too!
The quote in her Finishing Touch is "Beauty is Devotion". What does this mean, since she doesn't seem shallow enough to think beauty is everything? Is she referring to the grace of her movements? In my character analysis I pointed out evidence to suggest she enjoyed gymnastics despite the pressure people put on her as a result; does this quote also mean she takes pride in her form and the work she puts into maintaining it? It would explain why she poses so extravagantly in battle (and when ripping her own face off)!
Also, she holds the end of her ribbon in her mouth as you would a rose while actual roses and rose petals adorn the screen. Does this mean anything or is it just an aesthetic - and coincidental - choice? Maybe her code name is indeed Rose? Let's not forget she has a silver one at her hip too!
SCENE 5: HOW/ WHERE DID IT HAPPEN?
Before we touch on the closing line of the trailer and Cendrillon, let's think about how this situation comes to be. While the stats could be inflated and other characters could have been removed from the cutscene to prevent spoiling anything, I'm going to take them at face value for this and assume that Joker and Kasumi stumble into a Palace at some point (incidentally, the fact that Joker can't simply leave and fetch the Thieves means this is a fixed sequence as with everyone's Awakenings save Yusuke). Also, the high stats for everyone means this must happen in the late game?
However, ATLUS has confirmed they're making it easier to level up, so I don't think we can make assumptions and use character stats as more than a vague metric for the current point in the game, so this could just as easily be in the mid-game (and indeed In Summer as suggested earlier). It's possible that Kasumi calls Joker out to talk through her problems with him and happens to mention the keywords for whoever's causing her problems like Ryuji did, and they wander into the new Palace (and get trapped inside, so they can't simply turn around) by accident. Cue the "here we go again" meme from Joker.
Long story short, Joker and Morgana transform as soon as they enter and are outed as Thieves and Byakhee corners them when they try to escape. Obviously Kasumi has recognised signs of the person she hated while they traversed the Palace and Byakhee's taunting/ mocking pushes her over the edge and she decides to finally stand up for herself and any other victims, which Awakens her Persona. (By the way, Morgana seems shocked that she's Awakening. Is this just for dramatic tension, or did he and possibly Joker genuinely want to keep her safe, so seeing her "become a fighter" is upsetting to them?)
Going back to the Palace itself, Pictures 20 and 21 show a better view of the area where the Awakening and boss fight happen. There's a grand staircase as with a ballroom, but the floor is wooden with couches and a poster promoting good health on the right as you'd expect in any room you'd go to for exercising/ fitness classes - both things that would be relevant to Kasumi*3! Is it a mere coincidence that she Awakens in such a fitting area, or is this entire Palace all about her and thus its Ruler someone who has it out for - or tries to control - her specifically, like a parent? Considering most of the early game Palaces are about saving a specific victim with the Ruler's defeat simply helping others as a result (e.g. Kamoshida to avenge Shiho, Madarame to save Yusuke, etc.), having a Palace just to save Kasumi from being oppressed makes perfect sense and would fit in perfectly with the rest!
*3And combined with the ballroom staircase, maybe this room could symbolise some sort of (performance) hall for gymnastics events?
And finally, maybe the shot of Kasumi checking her phone at sunset in the April trailer is related to this? After all, Joker seems happy to see her and Morgana doesn't try to hide himself, which suggests they're both friends with her at this point. What if Kasumi is trying to see if their Change of Heart worked at that moment? They seem to be outside the school at the time, which would fit nicely with this theory if I was right the first time about the new Palace also being Shujin Academy :)
SCENE 6 (DIALOGUE):
As the Finishing Touch ends, Kasumi ends her narration from the start of the trailer ("First of all, let me introduce myself") with:
I've received a lot of help. Someday, I'd like to return the favor with the help of my sword. I can promise you that, so please don't forget!
This sounds like something she'd say to Joker, possibly right after Awakening given the reference to her sword. What if Joker's helped her many times (we saw them talking on at least two occasions outside the train station in May's trailers) even before helping her survive her Palace, which is why she makes such an earnest vow? And what if this help includes her Confidant events, if they're all about taking her to try new things in new locations? You'd have to know about those locations beforehand via books or other characters, but what if instead of receiving a Mementos Request you end up in a mini-Palace instead?
For example, Kasumi's talking about whoever wronged her and Joker asks for their name so he can tell the others, but doesn't realise his MetaNav has turned on and it sends them to a Palace right away? The marble floor in Kasumi's Awakening scene matches the white aesthetic of the new Mementos rooms, so maybe this will be our chance to see what a fledgling Palace looks like (assuming Joker, Morgana and Kasumi are able to complete it themselves)? Of course for this theory to work, Kasumi would have either already sent them a Calling Card equivalent or asked that the three of them deal with the target on their own (as with Futaba and her uncle) so that the others don't get involved. In other words, her Confidant's Rank 8 event would be much more elaborate than any other, but in return you'd get a full-fledged teammate instead of just a new ability! Maybe the screenshot of the full team in Mementos' entrance is when she's introduced to them?
CONNECTION TO THE OPENING SCENE:
That last line a sweet sentiment, but it may tie back into the very first scene of the trailer where she says she's "saying goodbye to the me that is in-debt to anyone". We all know the Palace ends with Joker using himself as bait to unravel the conspiracy, but what if Kasumi disagrees with this and - when the group scatters to avoid escape - she goes after him? There's a screenshot of the two alone in the Casino Palace fighting a Jatayu to corroborate this theory. What if the scene at the start of the trailer is Joker running into a Shadow and Kasumi (who has yet to catch up to him) throws her rapier ahead of her*1 to kill it before it attacks him, telling Joker she's here to become a better person and pay off her debts as she retrieves it? This starts a small segment of the Palace where it's just the two of them and maybe Kasumi ends up captured alongside him as a consequence of her nobility? Or maybe even captured instead of him (though this would mean changing the prologue)? If my theory that she's an optional party member is correct, this would be similar to Marie in P4G: you have until a certain date to finish her Confidant and unlock an extended ending, otherwise you experience the original ending. Of course I could be entirely wrong about that part and Joker does simply help Kasumi out a lot in the base game, since they clearly have many scenes together - they have at least one scene together with Akechi that I haven't even mentiond yet, for example!
*1 On closer observation, Kasumi's shadow still has the sword at her hip as she walks, but the camera angle changes just as it pans up to her hip so we can't tell if this is the case on her actual body too or just an animation bug. I still think the entire opening clip is part of the same scene though, only trimmed down to fit the length of her line. If she indeed has her sword with her at the start, it just means the quick cut to her kicking it back into her hand skipped the scene where she actually stabbed it to prove she was committed to seeing Joker home safely. And the Shadow was too stunned by her entrance to move, which happens a lot in Persona 5. And understandably so!
Edit*8: For another opinion on this scene, look no further than this comment with a quote from u/Yeulia and their thoughts on what it could mean. Perhaps instead of being caught by the police in Joker's place, Kasumi could use the similarities in their Thief forms to act as bait if something goes wrong (and she's convinced to go along with the original plan)? And maybe this is the moment - especially the thought of Joker, someone she's no doubt very attached to and maybe even has a crush on at this point (or an actual relationship if you can get to her Rank 9 by this point and choose the romance option and no, that isn't a "well, duh" option for everyone, even if most of this trailer is adorable moment after adorable moment) letting himself be arrested and subjected to who knows what for the greater good - that convinces her to side with the Thieves for good? Maybe this is also the point where she decides to hijack the Metaverse for their sake, or whatever it is that incites the strange events in the final three months of the game? After all, those changes may even start while Joker's still in the interrogation room; it's fitting that she'd act then, since that's when Joker's at his most vulnerable! It'd be very interesting if the "you need to max her Confidant before the Casino Heist" theory is correct because it means we'll see major divergences from the main story right away (maybe acting that particular moment is also what influences Akechi to work with them again?) And as mentioned in Edit 6 below, this may be part of the reason we don't know her Arcana yet. What if it signifies that she does indeed have such game changing power?
---
CENDRILLON
As stated before, Cendrillon is the French version of Cinderella. Already there are similarities between her and Arsene as a result, just like their other selves! Both are French and dressed in high class attire - Arsene in a suit and cravat, Cendrillon in a dress and gem in her chest - and both are humanoids with very slender builds and realistic proportions. Lore-wise, the Cinderella story is actually incredibly old, with the earliest version of it - Rhodopis - originating sometime between 7 BC and 24 AD. This version tells of how a Greek courtesan's sandal was picked up by an eagle and dropped in the lap of the Pharoah in Memphis, who "stirred both by the beautiful shape of the sandal and by the strangeness of the occurrence, sent men in all directions into the country in quest of the woman who wore the sandal". She was found, brought to him and became his wife.
A very simple and bizarre story.
With a story that old, there are understandably many, many, many variations of it, too many too list! So I'll stick to Cendrillon herself from Cendrillon ou la petite pantoufle de verre, by Perrault. It was written in 1697 and introduced most of the elements we associate with the story today such as the Fairy Godmother and pumpkin carriage. The strange thing is that one of the morals of this version of the story was quite cynical:
without doubt it is a great advantage to have intelligence, courage, good breeding, and common sense. These, and similar talents come only from heaven, and it is good to have them. However, even these may fail to bring you success, without the blessing of a godfather or a godmother
Thankfully, Kasumi of course already has an answer to this in the form of her Persona (who happens to be Cinderella herself, funnily enough), who gives her the power to stand up for herself and fulfil her own version of justice.
As for the rest of the story, it's easy to draw parallels if we assume the theory about her being forced to compete for her family/ school is true. Society (the step-family) oppresses and forces her into a role she doesn't want, but in her darkest moment her Persona (Fairy Godmother) appears and gives her the chance to explore a whole new world and be herself/ do what she wants and thinks is right (the Metaverse/ royal ball). Going to this new world also gives her the chance to bond with someone who likes her for herself and through him can experience the things she never could on her own (Joker and her Confidant events like playing baseball/ the Prince and freedom). There's even a part in the initial reveal trailer where she dances in the middle of a crowd with all eyes on her, just as Cinderella had all eyes on her at the ball!
As for her Ultimate Persona? Well, it'd have to be a female mythological figure who escaped an oppressive life, while also being known for being a trickster. Any ideas?
Edit*3: The Morrígan/ Mór-Ríoghain is an Irish Goddess of war and fate - even called "the Phantom Queen!" - and may be a candidate for the first criteria since she's also known for her trickery (such as tricking the hero Cúchulainn into healing her injuries by disguising herself as an old woman). In fact, Morrigan is already a demon in the core SMT series, so we know ATLUS already knows about her (or were, at any rate). Another is the similarly named yet unrelated Morgan le Fay from Arthurian Legend. Morgan's character has been in a lot of flux throughout the ages, going from being a fairy to Arthur's sister to being good then evil and back again. However, she is both a trickster and - depending on the interpretation - was wronged by her family, though this also made her a traitor to Arthur. But this is also the version of the story where she returns to being on his side again and carrying him off to Avalon upon his near-death, which may mirror Kasumi betraying the group (with good intentions) and coming back to them - after all, they kept Akechi around! He may even be the one to point out that they'll take her back no matter what she's done - though hopefully won't mirror Arthur's death by killing off Joker.
---
OTHER
The new song is a mystery for the most part, but the first and last lyrics are "You actually thought you could get away? Ah [...] don't think so!" and "I can change the world." Assuming this is Kasumi's theme song, it hints that she's very confident in her own abilities. This could just be the cockiness every Thief feels when they work, but could it also be an indicator that Kasumi is confident in her "real world" life too? Maybe even outside her skill in (and qualms with) gymnastics? And is this an innocent detail, or a sign that she already knows what being in the Metaverse is like (especially with "You actually thought you could get away?") or even that she has ulterior motives? Both lines are threats, after all! Even if she's saying she can "save the world" instead, it doesn't necessarily mean her definition of "saving something" is a healthy one! Remember how the original trailer started with her "taking everyone's dreams"? I admit it'd hard to see someone this goofy and sweet as a villain though. Konichi...wa!
Edit*6:
---
Thank you all so much for reading! Please let me know what I missed or need to fix and I'll do my best to update this as soon as I can in my own time as well!
---
Edits:
June 6th
Edit 1, 12:35 UTC: Added the OTHER section, added a correction to "CONNECTION TO THE OPENING SCENE" and added a mention of Kasumi's head twitch (d'aww) in "SCENE 2".
Edit 2, 12:46 UTC: Fixed the second lyric from "'Cos" to "Ah [...] don't think so!" and added a note about Byakhee in "SCENE 5".
Edit 3, 13:58 UTC: Extended the end of the correction in Edit 1, Added two candidates for Kasumi's Ultimate Persona and added an alternate interpretation for the place Kasumi Awakens to her Persona (...and making the assumption that Byakhee is a boss only Persona and won't appear as a regular enemy, huh) in "SCENE 5: HOW/ WHERE DID IT HAPPEN?"
Edit 4: In this comment. 14:03 UTC. (And Edit 5 in the same comment. 14:19 UTC.)
Edit 6: Added two notes to the "OTHERS" section above and some blasphemy to SCENE 5 ("and we may even reach the point where the in-game cutscenes look better than the anime ones")! 15:38 UTC.
Edit 7: Added a paragraph to "SCENE 4". 15:52 UTC.
Edit 8: Added theories based on u/Yeulia's (as quoted in the comments). 16:101 UTC.
Edit 9: Added an Akechi mention to a theory in "OTHER"'s Edit 6! 16:17 UTC.
June 8th
Edit 11: Added some screencaps of her lightning fast 360* flip at the start of the trailer to the end of the album and on top of being an amazing flash of awesomeness from someone who already oozes it as much as she does adorableness, here's why I think it matters! Also, MysticDistance shared a rough transcription of the lyrics in the trailer. While I got everything the ending completely wrong, I still think the song is a huge case of Kasumi (and maybe the Thieves as a whole) boasting about how she completely dominates the opposition, so I think the rest of my commentary on the lyrics still holds water! 00:01 UTC.
June 9th
Edit 12: Added a short list of interesting details I and others have noticed, along with some speculation. Maybe they'll be relevant! 11:32 UTC.
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