i'm pretty sure this is how Kingdom Hearts works (GLAUGUST 1)
Well, it's not August yet, but it's GLAUGUST all the same. Let it be known that I don't approve of the spelling. And you'll be delighted to know that my first prompt is "Create Something Inspired By Kingdom Hearts Without Looking Up Anything About Kingdom Hearts."
I have never played a Kingdom Hearts game in my life.
NOBODY
You're a fugitive from a land that doesn't exist, now ruled by an evil king. The world you inhabit now is strange and unfamiliar, but holds the secrets to restoring what your land lost.
Start with: lockpicks; shoes that don't fit; traumatic memories
A: Heartland; Cultural Context
B: Diaspora; Tools of the Enemy
C: Heartbreaker
D: 358/2 Days
HEARTLAND. When creating your character, ask another player to contain your Heartland. This means two things. 1: Within them is a kingdom of imaginary people and places, once ruled happily by a manifestation of their goodwill. 2: They were betrayed, their Heartland's ruler slain, and now the kingdom is leaderless, or worse. Ask them who betrayed them. It should be someone who still lives.
CULTURAL CONTEXT. You find yourself in a society with wildly different expectations than normal. As such, you seem miraculous to others in some ways and foolish in others. Roll five times on each table on the page I linked just now, and choose four of the results for each. Remember, all of these are relative to the world you find yourself in now. If you are ignorant of laws, it may be because your home has no legal system, because it has outgrown the need for laws, or has laws so different as to provide unhelpful assumptions for this legal system. Drawbacks can be unlearned, but never easily.
Whenever you encounter creatures of the same species as you, 1-in-6 one of them is a fellow Nobody with the same Cultural Context as you.
You have Advantage on reaction rolls with fellow Nobodies.
TOOLS OF THE ENEMY. Your people were brought low by heartbreak. This is now your weapon. For each Nobody template you have, you may have 1 character Obsessed with you. Obsessed characters are in love, pining hopelessly for your recognition. This does not necessarily change their overall motives; however, it does change their attitude towards you in particular. For instance, a rival will still try to burn down the inn where you and your party sleep, but they will try to abduct you first so you aren't caught in the blaze. You can attempt to Obsess a character at will, the act needing nothing more than a wink, a smile, or perhaps just the light hitting your perfect skin just so. Targets must be capable of something at least akin to love (so a dog may be targeted, but a zombie may not). The target may Save to resist this effect. The only way to end an obsession is for the character to die, or for you to break into their Heart (see below).
HEARTBREAKER. Somewhere out there, someone can do this effortlessly by plunging a magic key into their beloved's Heart and twisting it. Lucky bastards.
Using lockpicks, you can break into the Heartland of someone who's Obsessed with you or trusts you. The entrance is anywhere that holds significance for the two of you. You can bring any number of creatures and objects with you, as though passing through a large door. The people in the Heartland have their own Cultural Context just like you do. The Heartland itself resembles a utopia imagined by the person it lives inside.
No one can leave until the ruler of this place (stats as peacetime politician) is slain. This, of course, is a betrayal of the highest degree, and breaks any Obsession or trust the person has towards you. Staying in a Heartland that's not one's own costs 1 Hit Die each day (returned upon exiting). If the person dies whose Heartland you're in, make a save or die with them. This doesn't let you escape but it does make things rapidly start falling apart inside the Heartland.
358/2 DAYS. The next time you wake, you learn the locations of the 358 Key Blades, one of which was used to enter your Heartland and kill your sovereign. They can be broken to bring back the dead: one blade for one life. If you don't acquire a Key Blade by the second midnight after this moment, you will cease to exist.