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Alice Kuonji
Mahoutsukai no Yoru
FGO CasterF/GO
(Servant)

Alice Kuonji (久遠寺 有珠, Kuonji Arisu?) is one of the main characters of Mahou Tsukai no Yoru.

Profile[]

Background[]

Alice is the current generation's Witch who controls the Ploy Kickshaw. The Meinster (マインスター, Mainsutā?) witches, the witches who control the Ploys are considered heretics among Mages.[4][5] Alice's abilities as a Magus stems not from her father but from her Meinster mother, who was the previous generation's witch and had the second title of the Pure Witch. She was a pop culture girl, getting drawn easily to the latest trends. She was also a big fan of Lewis Carroll.[5][6] The elder son of the Kuonji tycoons met and fell in love with a witch while studying abroad. He loved her, and while she accepted that love with some confusion, she was also afraid at the same time. No matter how blessed their wedding may be, the daughter to be born will be a witch. Just as she herself was one, the child of a witch will bear the destiny of inheriting the blood and history of their line without any exceptions.[5]

It is said that a witch must not fall in love with the male that becomes the father of her child because the more they love each other, the sadder the conclusion. While still knowing and accepting this, the Kuonji boy married her and returned to Japan to build a happy family. Her mother named her AliceWP after the character in the "Alice in WonderlandWP" book, which went against tradition and broke the taboo.[1][6]

May Riddell Archelot is her rival and childhood friend. Riddell is also the one who named Alice's Ploys when they were young.[7] Alice has been acquainted with the Aozaki family since her mother became a naturalized citizen of Japan. She has been associated with Touko for no less than ten years, and she has only been living together with Aoko for just one year.

Appearance[]

Alice has pale skin, short black hair, and eyes with black pupils. Her usual outfit consists of a long black dress with puffy shoulders, a white collar, a white hem, and brown shoes.

Alice doesn't physically age. In 2001 she still looks the same as she did in 1989.[8]

Personality[]

While she appears to be a "modern Magus" like Aoko at a glance, she is actually the opposite. She is fixated on the one memento of her family, she sees the way of living of a Magus as absolute, and everyday life is only being continued because witches "hide their identities to practice sorcery". Solitary, restrained, and stubbornly protective of her pride, she is a girl left behind by time. She is not rich in emotion, but she is surprisingly psychologically unstable and self-abusive. She will fulfill her role as a Magus dwelling in town by repelling any external threats together with Aoko, but she normally locks herself up in the Kuonji vacation home, a memento of her father, and rarely goes outside. She has a cool and collected demeanor, but her girlish creativity makes her the number 1 dreamer in this work.[1] When she battled as a witch, she became an unstoppable coldhearted monster.[5]

She fundamentally doesn't like others, and doesn't maintain contact with anyone besides Aoko. She developed a friendship with Aoko due to her duty rather than personal initiative, but before they knew it, Aoko became Alice's one friend. She is both a teacher and partner to Aoko, and Alice views her in the same manner as well. While Aoko is a friend, Touko is somebody able to understand her. Despite being friendly with both, she doesn't appear willing to stop them from killing each other. She has confusing feelings towards Soujuurou Shizuki.

Destroying any of her Ploys is a bad idea, accident or no, and she's described as being more hotheaded than even Aoko when this happens, though her face won't show it that much.

Role[]

Mahou Tsukai no Yoru[]

Mahou Tsukai no Yoru is the story of a princess that locked herself in a castle. It is a tale of three people living together. She has completely ignored the third person that tumbled into her mansion, Soujuurou, and attempted to get him to leave as soon as possible. While Aoko and Soujuurou attend an average high school, Alice goes to a wealthy all-girls school.[2]

Fate/Grand Order[]

Main article: Alice Kuonji (Servant)

In Fate/Grand Order, Beryl Gut's mother states that she envies Meinster, that she envies "that girl" (implied to be Alice), and asks herself why Yumina's direct line gets to be above the rules.[3]

Other appearances[]

In Melty Blood: Type Lumina, Aoko mentions Alice in her ending. She wants to text Alice about how Mario Gallo Bestino paid for a private beach for her in Hawaii, before remembering Alice isn't good with technology.[9]

Abilities[]

Alice is a Magus in hiding in the present that can be called a Witch and lady of eternity. She was bound to be a witch before she was born, so she is already a perfected Magus by the age of sixteen. While Aoko ages over time, Alice cannot. She is enlightened both in human matters and in capability, and hence the strongest of the characters appearing, but this also makes her the frailest of them. She is a Magus who uses spells from story books, while turning wonderlands into reality, she is an existence that gradually disappears as the world modernizes.[10] Alice is able to freely levitate,[5] has a Mystic Eye of Enchantment in her left eye to bind her targets,[11] and possess an invisible shield around her to protect her from projectiles spells, like Aoko's bullets.[5] She is the "last witch", and her Magecraft system known as Yumina (ユミナ, Yumina?) is unlike any other within the world. The distinction between Magecraft and Magic is inconsequential to her. Even making a world is within her power.[1] As Yumina is their origin, the Meinsters are very close to magicians themselves. The manifestation of fables and other magic you would see in fairy-tales such as miracles, alterations and outcomes impossible to explain through existing magecraft foundations, are what form their motif. Protecting fantasies from the laws of physics (order) and utilizing them through True Ether (Fifth True Theoretical Factor).[12] Alice uses nursery rhymes as incantations for her spells,[10][13] such as the rhymes of Mother GooseWP.[5][13]

Alice is a textbook puppeteer, never having learned any primitive Magecrafts like magical bullets. In battle, she delegated everything to her Familiars, who acted as her arms and legs. As such, Alice wouldn't stand a chance against Aoko if they met face to face.[5] Comparing skills in Magecraft, Alice would emerge victorious ten out of ten times, but a fight to the death is something else entirely. Alice is not a Magus suited for combat, while Aoko is a destroyer specialized in fighting. Aoko even surpasses Alice with simple magic rituals that only involve the movement of Mana. While smaller than those of Alice, her Magic Circuits have extraordinary rotational speed, structural durability, quality of output, and fuel efficiency. If she attempts to utilize advanced spell expressions, they will be no better than average, but she surpassed Alice with just two years of practice in the area of using simple Magecraft expressions for only causing Magical Energy to flow.[5]

Alice cannot be killed except under very specific conditions. If someone attacks her with animosity, fear, nature, or even random chance, she will resurrect no matter how badly she is injured. However if she is attacked with an act motivated by love, this resurrection will not activate.[12]

Ploy Kickshaw[]

Alice is a wonderland type of witch specializing in the type of Witchcraft found in fairy tales. She uses various Familiars kneaded from fantasy,[5] the Ploy Kickshaw (プロイキッシャー, Puroi Kisshā?), or Ploys (プロイ, Puroi?). Ploy Kickshaw as Magecraft System were originally conceived over a thousand years ago, making them an extremely rare article that may or may not have two of its kind in the whole world.[5] However, Ploys are not from the Age of Gods, so they cannot be assigned a number/rank in Regression to the Age of Gods.[14] Aoko refers to them as "something ridiculous from a bygone era, capable of producing even the most impossible surreal fantasies",[5] and Magi consider such manifestation of fairy tales to look more like Magic than any of the actual Five Magics.[15] They’re an application of the First Magic and Alice describes them as worlds of their own, operating through toy vessels and fairy-tale souls. In modern terms they would be board games that overwrites reality. The magecraft of Morgan/Aesc which summarizes the contents of books to weave spells is something Alice considers to be similar to her Ploys.[16] Alice states she wouldn't do anything as graceless as publicly disclosing it to the Association to gain rights and personal gain.[6] While she boasts that "My Ploys number 108" with her usual vanity, she only has thirty in reality. She has inherited about twenty Familiars from her ancestors, and created about ten herself.[17] The Great Three (グレートスリー, Gurēto Surī?) are the Ploys left behind by the first generation Witch.[5][12] As they are capable of plastering an Age of Gods Texture on top of the modern world, the Mage's Association sees them as more expensive/precious/massive than whole kingdoms.[12] A Witch tunes up the ploys of her predecessor for her own use, so the Ploys ended up in the shape of Carroll's fairy tales because Alice's mother was into Lewis Carroll.[5][6]

Because Ploys are considered "fantasy" and "illusion," they do not follow normal laws of physics. While Magi living in the present are no match on their own against modern weapons because the evolution of weaponry has gone ahead of them due to the various wars, her familiars are monsters that disregard however technology advances. Modern weapons have terrible chemistry with them, so things like automatic pistols won't affect them, likely because they don't understand them, and even rockets won't be able to damage them.[5] Most of her ploys can only be summoned at night. As such Diddle Diddle is the basis of Alice's Magecraft in battle.[18]

They are unable to communicate with each other, and there's no sharing of order. Whatever doesn't exist in their world of fairy tales and what they don't understand will evaporate without touching them. It is like they're in a conceptual space or conceptual universe, so only Magical Energy with the same Mystery will work on them. Beyond that protection, they also have a special rule of Tradition Protection that renders simply strong power, strong magic, having little effect. They are unable to be defeated unless their weak point in the fairy tale they were based on is attacked. For tradition protection, if an attack does not follow specific rules it will not connect.[5][19] This is possessed by Alice Kuonji's Ploy Kickshaw, for example. Basically, it's not an actual defense, per se, but something with restrictive conditions.[5][19] Described as a Mystery among Mysteries, it is thought to be something possessed only by the heritage of witches, Ploy Kickshaw, as of the modern age.[20]

Ploy Kickshaws can only be used by someone with Meinster blood.[6] A Meinster Witch is required to leave behind at least one elite Ploy in her lifetime.[18]

Diddle Diddle[]

Main article: Diddle Diddle

Diddle Diddle: Banquet of the Night (夜の饗宴(ディドルディドル), Yoru no Kyōen(Didoru Didoru)?) is Alice's most valued Ploy and a Magecraft infinitely close to Magic.[4][5] Although once mistaken for a Reality Marble, it's not quite right: while a Reality Marble is a magecraft that materialises the caster's mindscape and briefly overwrites reality, Alice's "cheat" rips reality away without a second thought.[15] Its ability is to deepen the night so that Alice's other Ploys become usable. If conditions for usage are already met, it doubles the abilities of her Ploys.[4][5] It is destroyed on each use, so she needs to remake it each time.[18]

To activate Diddle Diddle, Alice must drop it onto the ground, where it will then sink into the earth as if it had been dropped in water.[4][5]

Diddle Diddle is also capable of animating and summoning objects, such as dining utensils, like in fairy tales. It can summon these objects out of the ground to skewer Alice's foes with knives and forks, or defend its master by surrounding her and guarding her from projectiles by levitating its tools as shields.[5]

Flat Snark[]

Main article: Flat Snark

One of the Great Three (グレートスリー, Gurēto Surī?), Alice's most powerful Ploys created by the first generation Witch over a thousand years ago.[5] Flat Snark: Oil of the Moon (月の油(フラットスナーク), Tsuki no Abura(Furatto Sunāku)?), also known by the nickname The Unreachable, is a powerful being called a Crown Phantasm: Supreme Illusion (至高の幻想(クラウン・ファンタズム), Shikō no Gensō(Kuraun Fantazumu)?) created from the abdominal fat of a nomadic God. Its origin is The Hunting of the SnarkWP. Of all the Ploys that Alice inherited, it's best of the best.[5] Even among the Ploy, the Flat Snark was the vilest, most vulgar of them all. Killing the defeated. Enacting cruel tragedies. It felt no pleasure unless it could rid its victims of both life and wealth, and watch them fall into utter ruin. Even under orders from its master, it didn't have the slightest intention of playing by the rules.[5]

Its ability is to create a massive Bounded Field that converts objects in reality into living creatures from fairy tales and fantasy, with Aoko describing its power as reviving the world of fairy tales. Objects related to modern civilization are more difficult to convert, and the larger an object is, the longer it takes to change. The Flat Snark is also a monster that grows. Even when Aoko and Soujuurou were hiding in a place immune to 'Snarkification', its main body was hidden away somewhere, exhaling and bringing the abandoned amusement park closer and closer to becoming a perfect fairy tale kingdom. Its main body was in fact the transforming golden moon, as a divine Mystery in the shape of a skull wreathed in emerald fog and azure cloud. It hides itself in the sky as the moon, so attacking Snark would requiring hitting the "moon". The actual moon has a distance of 380,000 kilometres as such it would be virtually impossible to attack it. A distance that far would have meant that it had no need to hide its form. It could flaunt its true form in front of all. Snark flies 650 meters above the ground, upon being angered, it's capable of launching a massive iceberg at its target (as well as even the entire park itself) and spears of golden moonlight.[5]

Goblin Fron[]

Goblin Fron is a perfume Ploy. Once you put it on, you can only speak in curse words and slang for an entire day. May Riddell Archelot accidentally using this Ploy on herself when they were younger and she asked to borrow "the sixth Ploy" is what prompted her to name the rest of them for Alice.[7]

Lost Robin Rondo[]

Main article: Robin

Scratch Dumpty[]

Main article: Scratch Dumpty

Scratch Dumpty (スクラッチ・ダンプティ, Sukuracchi Danputi?), appearing to be a large egg, is in reality a time bomb with two separate conditions for its detonation. Alice must first choose a person to be its target and arm the ploy a specific amount of time, the ploy will then hover and pursue the target at a fixed distance above their head, until it can fulfill one of the two conditions for its detonation. The first condition is based on the fairy tale from which it was made, should the person who Alice has marked as its target look away from it for even a moment, the ploy will drop to the ground and explode. The second condition would be reaching the end of its timer, which is noted by how complete the poem on its surface is. Once all of the lines of the poem is etched out, the ploy will suck the target inside itself.[5][18]

Scripps Humpty[]

  • Components: Witch history[11]
  • Original form: None[11]
  • Effect: Simultaneous incantation. Acrostification of Mystic Eyes.[11]
  • Countermeasure: Requires a large amount of Magical Energy to use, and acrostification cannot occur unless Diddle Diddle is active.[11]

Scripps Humpty (スクリプス・ハンプティ, Sukuripusu Hanputi?) is an eyeball Ploy. Not a candy that looks like one, but Alice's left eyeball. "Acrostification" refers to how words have many meanings. In Lewis Carroll's Through the Looking Glass, Alice asked Humpty Dumpty, "What does the word 'slithy' mean?" To which Humpty Dumpty replies, "'slithy' means 'lithe and slimy'". When you acrostify Mystic Eyes, you change the rules by mixing the meanings to form a new "word". It's a tricky Ploy to use.[11]

Second Ticket[]

Main article: Second Ticket

The Second Ticket: Mirror of Slumber (午睡の鏡(セカンドチケット), Gosui no Kagami(Sekando Chiketto)?) is a ploy that Alice's mother made in collaboration with Touko by refurbishing an old mirror with a separate world inside that was broken for a long time. Its origin is Alice Through the Looking-Glass and usually resides in Alice's room.

While not one of the Great Three, its sheer versatility rivals their power. Its main function is surveillance of Misaki and security of the mansion,[4] but it can also create Bounded Fields and distort laws of physics. A downside is that it sometimes goes out of control and creates portals in the mansion that take people to the world inside. Its power manifests in the form of fog.

By reflecting Misaki as a chessboard-like map, it can be used to place another ploy, Nameless Forest (名無しの森, Nanashi no Mori?), which takes form of chess pieces. This creates a Bounded Field that deters humans from entering by making them think they have no business in there through suggestion.[18]

Shiny Star[]

Main article: Shiny Star

Wishing Star-Box: Only One / Number One - Shiny Star (オンリーワン/ナンバーワン・シャイニースター(願い星箱)?) is a Ploy that grants wishes.

Six Singing Chocolates[]

The Six Singing Chocolates: Song of the 6 Pences, Jack in the Box (シックス・スィング・チョコレイト(6ペンスの歌、ジャック・イン・ザ・ボックス), Shikkusu Swingu Chokoreito(6 Pensu no Uta, Jakku in za Bokkusu)?) is a storage box that stores twenty-four feathered familiars in the form of chocolates, made using chocolate liquor, cocoa butter, and love. They form a network of birds that monitor Misaki, searching out people about to commit acts of infidelity. The chocolates are infused with Magical Energy, so they can be melted into wounds as a form of first aid.[21]

Despite being Ploy Kickshaw, they are only at the level of normal familiars, and they have no combat ability. Even a gun is enough to destroy them, and around ten fly into telephone poles and fall to their deaths daily. Should the box be shut, all currently operating birds will immediately turn back into chocolates.[21]

Snow White[]

  • Components: First mistake[11]

Snow White (スノウホワイト, Sunou Howaito?) is the first Ploy that Alice created, a sweet confectionary in the shape of a snowflake-shaped brooch. It doesn't have much real use, but she holds onto it for sentimental value. It makes powdery snow fall for a few minutes.[11]

Sweets Hearts[]

The Sweets Hearts: Wishing Egg (願掛け卵(スイーツハーツ), Gankake Tamago(Suītsu Hātsu)?) is a Ploy in the form of an egg. It is capable of impersonating other people such as Soujuurou and Kojika Kumari.[22] It is the culprit of the extra side story Potete dormire, ma nessun rida, having trapped the guests in the Kuonji mansion as the party turns into a murder scene. It causes anyone who laughs will die, and have the participants find out which one of the guests is an impersonation by the familiar before they are all eliminated.[22] Kojika, having solved the mystery, decides to end everything despite the Ploy's temptation. The next day everyone wakes up without any memory of the previous night and looks forward to the party.[22]

Thames Troll[]

Main article: Thames Troll

One of the Great Three (グレートスリー, Gurēto Surī?), Alice's most powerful Ploys created by the first generation Witch over a thousand years ago.[5] Thames Troll: Giant of the Bridge (橋の巨人(テムズトロル), Hashi no Kyojin(Temuzu Tororu)?) is a massive Golem that uses materials from the environment to form its body. The requirement to summon it is proximity to a river. There are four stages to the Thames Troll: Wood, Stone, Metal, and Gold/Silver. The Thames Troll made out of wood is strong enough to be impervious to electric saws, and the Thames Troll made out of stone has a size of 8 meters for its upper body alone.[4] Alice is uninterested in modern civilization and thus has bad compatibility with Thames, leaving her only able to achieve the first two stages of Wood and Stone. Although no such Witch exists in modern times, if someone was able to summon Thames of its fourth stage of Gold and Silver, it would become an indestructible fortress as big as London itself, and even Aoko wielding her most powerful abilities would be unable to overcome it.[23]

Tweedle Dee & Dum[]

Main article: Tweedle Dee & Dum

Tweedle Dee & Dum (トゥイードル・ディー&ダム, To~uīdoru Dī & Damu?), known together as the Chatty Twins (おしゃべり双子, Oshaberi Futago?) are a pair of Ploys in the shape of a set of dice.[18] Like the characters from which they are based off, they speak in a giddy and synchronous style. However, their behaviors are just as twisted and mocking as some of Alice’s other ploys.[4]

When Alice rolls the dice, the Chatty Twins take on a form depending on what she rolled, from 1-6. However, Alice has only ever seen their pig forms because she can only ever roll a six.[18]

In their pig forms, they appear as human-sized piglets dressed in Victorian suits, with their names etched on their necks. Their primary form of offense come from using their agility to easily bound through even a heavily wooded forest and then dividing themselves down the middle to become jaw-like scissors, capable of stapling even one of Touko’s puppet in place via a conceptual curse. Once trapped, they can easily sever apart their victims.[4]

Wandersnatch[]

Main article: Wandersnatch

Wandersnatch: Hound of Roses (薔薇の猟犬(ワンダースナッチ), Bara no Ryōken(Bandāsunatchi)?), also known as Meinster's Rose Hound and Monster of the Fog is one of the Great Three (グレートスリー, Gurēto Surī?), Alice's most powerful Ploys created by the first generation Witch over a thousand years ago.[5] The largest and greatest of the monsters that Alice Kuonji can recreate, a Bounded Field composed of dense fog that can cover a city and a mountain at once. It takes its name from the BandersnatchWP, an original monster from Lewis Carroll's stories. Deep within the fog, beasts with razor-sharp fangs and scarlet claws appear. It cannot be seen, and so it cannot be harmed. Prey who wander into it are thus incapable of resisting or escaping.[12] It seemingly can shapeshift into many different forms, such as a jabberwocky, a massive hunting dog, a dragon-looking beast, multiple maws, pack of wolves, monstrous birds, or a giant version of Alice herself.[24] It is a beast that needs to be fed. It devoured thirty of Touko Aozaki's Automata in minutes.[25] Aoko is disgusted by it as she once encountered it in the Kuonji estate and was "killed a hundred times out of ten".[26] Aoko refers to it as a bounded field of murder. Anyone who touches the fog will instantly go missing, as Wandersnatch does not distinguish between friend or foe. The man-eating fog's jaws enclose any human who wanders into it, without exception. Nobody has ever defeated it.[27] Wandersnatch inhabits Alice's body, as such she always carries it with her.[28][29][30]

Development[]

Creation and Conception[]

Takashi Takeuchi was the character designer for Alice.[31] Kinoko Nasu says fairy tale magic types doesn't fit in well in the TYPE-MOON lore. Nasu wasn't content with that, so he left an exception with Alice. So as a character she has a special place outside TYPE-MOON's rule of magecraft from the very beginning.[10]

Alice's backstory was changed since character material. Originally, Alice's mother died after she gave birth, as if she had fulfilled her duty and her father passed away several years later. However in Mahoutsukai no Yoru, this has been changed to Alice's mother dying shortly after they moved to Japan after Alice spent her childhood in England, and her father is still alive.

Reception[]

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12
    [v] Mahou Tsukai no Yoru Privilege - The Magician's Basic Rhythm: Alice Kuonji, p.016-021

    Alice Kuonji

    • Birthday: September 30
    • Height: 152 cm
    • Weight: 42 Kg
    • Likes: Plain persons
    • Dislikes: Dishonourable persons
    • Day of Decisive Battle: Tower of London
    • Magecraft System: Yumina
    • Circuit Quality: A+
    • Circuit Quantity: A++
    • Circuit Composition: Abormal


    Nasu's comment: The last witch, heir to a system of Magecraft unlike any other within the fiction of Type Moon. To her, the distinction between Magecraft and Magic is almost meaningless. Even making a world is within her ability. But then again, what is a witch? Sadly, you won't get an answer until next time. She has a cool and collected demeanor, but her girlish creativity makes her the number 1 dreamer in this work. Her mother named her Alice after the character in the "Alice in wonderland" book. Both mother and daughter are fairy tale characters. The fact that she barely shows any skin and yet still looks so erotic is an example of the Koyama Magic. The mannequin aura in her casual clothes is very strange. The penguin costume is simply cheating. That too is an example of the Koyama Magic.

    Koyama's comment: It was easy to draw a cold and quiet beauty, but I found drawing the subtle differences in her expressions to be difficult. However Nasu-san's comment: "The inside of Alice is that of a child" solved that issue for me. From those early days to the character she is today, it is all connected. That was the biggest or second biggest paradigm shift during the production but ever since then she became dramatically easier to draw. Her school uniform is a slightly modified one from the Reien Academy which Touko also attended. And because I wanted to make use of Alice's slim body, I might have made it a little too tight.

    久遠寺有珠

    • 生日: 9月30日
    • 身長: 152cm
    • 体重: 42kg
    • 好きなもの: 飾りのないひと
    • 嫌いなもの: 敬いのないひと
    • 決戦の日: ロンドン塔
    • 魔術系統: ユミナ
    • 魔術回路 / 質: A+
    • 魔術回路 / 量: A++
    • 魔術回路 / 編成: 異質


    奈須きのこ
    型月伝奇では反則的な魔術系統を持つ、最後の魔女。魔法と魔術の関係とかほとんどブチ壊し。本気でワールドメイキング可能な領域にいるが、 魔女ってなんなの?という話はまた次の機会に。クールな素振りだが、少女的空想力は作中NO・1の夢見る少女。アリスという名前は母親が「不 思議の国のアリス」からいただいたもの。親子そろってメルヘンである。露出度はほぼゼロなのに全体的にエロいのはまさにこやまマジック。私 服姿のマヌカンオーラは異常。ペンギン姿は卑怯。それもこやまマジックです。

    こやまひろかず
    無口なクールビューティというのはイラストにはし易いですが、ゲームの表情差分を描こうと思うと難しい物でした。が、奈須さんの「有珠の中 身は子供のまま」という一言でそれは氷解しました。その生い立ちから現在のキャラクターまで一本に繋がった訳です。制作中1、2を争う大き なパラダイムシフトで、以降劇的に描き易くなりました。制服は橙子も通っていた礼園女学院のもので少しアレンジされてます。有珠のスリムな シルエットを活かすためとはいえ、ややピタピタにしすぎたかも。

  2. 2.0 2.1 Mahoutsukai no Yoru - Chapter 1: "An Abnormal Person"
  3. 3.0 3.1 Fate/Grand Order: Cosmos in the Lostbelt - Avalon le Fae: Fae Round Table Domain - Chapter 29: A Prophecy
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Mahoutsukai no Yoru - Chapter 1.5: "Swinging Seven Days"
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 5.20 5.21 5.22 5.23 5.24 5.25 5.26 5.27 Mahoutsukai no Yoru - Chapter 5-II: "Night of the Witches II"
  6. 6.0 6.1 6.2 6.3 6.4 Mahoutsukai no Yoru - Extra: The Wonderful World of Ploys 2
  7. 7.0 7.1 Mahoutsukai no Yoru - Extra: The Wonderful World of Ploys 6
  8. Fate/Grand Order - Mahoutsukai no Yoru collaboration event: "Mahoutsukai no Yoru After Night" - Chapter 2: The Magician Murder Case
  9. Melty Blood: Type Lumina - Aoko's Arcade Route - Ending
  10. 10.0 10.1 10.2 4Gamer Interview with Mahoutsukai no Yoru Staff
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 Mahoutsukai no Yoru - Extra: The Wonderful World of Ploys 4
  12. 12.0 12.1 12.2 12.3 12.4 Fate/Grand Order - Alice Kuonji (Caster) Profile - Translated by Petrikow
  13. 13.0 13.1 Mahoutsukai no Yoru - Chapter 3: "That Night"
  14. [v] TYPE-MOON Fes. Official Pamphlet 10th Anniversary Q & A Booklet:

    Q: What do the Quality/Quantity/Composition of Regression to the Age of Gods mean in Beowulf's profile? Do Ploys, Arcueid, and Heroic Spirits have such designations? And what would their number be?

    Q: What do the Quality/Quantity/Composition of Regression to the Age of Gods mean in Beowulf's profile? Do Ploys, Arcueid, and Heroic Spirits have such designations? And what would their number be?

    A: Regression to the Age of Gods represents the extend at which they are capable of reproducing the Mysteries that existed on Earth before True Magic. Consider it to be like that, their own style of Magical Circuits. Quality represents "how distant from what humans are capable of" their pure Mysteries are. Quantity represents power. The higher the quantity, the greater the degree of influence over the surrounding environment. Since Beowulf only has a quantity of C, he can only display his power to an individual, or over a village.
    Composition represents the era of the "Mystery". In terms of magecraft, it would be like Rune, Kabbalah, Black Magic and such.
    Ploys are not of Age of Gods, so they cannot be assigned a number in Regression to the Age of Gods.
    For Arcueid... Princess Arcueid should qualify. "Quality: B Quantity: A++ Composition: Before Common Era, pseudo-deified natural phenomenon"

    Q:べオのプロフィールにあった神代回帰の質/量/編成とは何ですか?プロイやアルクや英霊にも同じものがあるのでしょうか?だとしたらその数値は?

    A:神代回帰は、彼らが魔法以前の地球にあった神秘をどれだけ再現出来るか、といった基準と思ってください。彼ら風の魔術回路ですね。質は高ければ高いほど”人の手に離れた”混じりけのない神秘となり、量はその出力。量が高いほど周囲への影響は大きくなります。量がCのべオは個人や村ぐらいしかその権能を誇示できません。
    編成はどのくらいの年代の神秘を為せるか、というもの。魔術でいうならカバラや黒魔術か......という種別です。
    プロイは神代のものではないので「神代回帰」の測定は当てはまりません。
    アルクは......姫アルク状態ならアリ。「質:B 量:A++ 編成:西暦以前までの、擬神化される自然現象」といったところ。

  15. 15.0 15.1 Fate/Grand Order - Mahoutsukai no Yoru Collaboration Event - Chapter 1: Welcome to Kumano Hot Springs (Part 1)
  16. Fate/Grand Order - Alice Kuonji (Caster) Lines - Translated by Petrikow
  17. [v] TYPE-MOON Fes. Official Pamphlet 10th Anniversary Q & A Booklet:

    Q: How many Ploys (Fairy Tale Familiars) does Alice Kuonji have?

    Q: How many Ploys (Fairy Tale Familiars) does Alice Kuonji have?

    A: The line "My Ploys number 108" reflects the vanity that Alice often displays.
    She inherited about 20 from her ancestors, and created about 10 herself.

    Q:有珠のプロイってどのくらいあるんですか?

    A:「私のプロイキッジャーは108個まであるわ」
    ……というのはあ有珠にありがちな見栄っ張りとして、先代たちから受け継いだのは二十個ほど。あとは有珠が 作るものが十個ほど。

  18. 18.0 18.1 18.2 18.3 18.4 18.5 18.6 Mahoutsukai no Yoru - Extra: The Wonderful World of Ploys 3
  19. 19.0 19.1
    [v] Fate/stay night [Unlimited Blade Works] Animation Material I - Kinoko and Takashi Q & A, p.042 [T]
    Q: The terms "Tradition Protection" and "Anti-Purge Defense" come up all the time, what are these!

    Q: The terms "Tradition Protection" and "Anti-Purge Defense" come up all the time, what are these! <TG09>

    Nasu: For tradition protection, if an attack does not follow specific rules it will not connect. This is possessed by Alice Kuonji's Ploy Kickshaw, for example. Basically, it's not an actual defense, per se, but something with restrictive conditions. Anti-purge defense is something we'll be talking about in more detail soon, so please wait just a bit longer on that one. For now, I can simply say that it is an ultimate defense against a level of attack that could even end the world.
    Takeuchi: That term came about around the same time as the Panzer World Galient OVA ...did you really like the term that much?
    Nasu: Enough to make it the most ultimate defense ever.

    ちょいちょい出てくるようになったワード「伝承防御」や「対粛清防御」について教えて下さ い! <TG09>

    奈:伝承防御は「ある決まりに添った攻擊でなければ通らない」防御。久遠寺有珠のプロイキッシャー等が持つ。ようは概念防御をより限定条件にしたもの。対粛清御に関してはいずれ語られる時がくるので、それまでもうちょっと待ってほしい。まあ、簡单に言えばワールドエンド系の攻擊にさえ対応する最上級の防御ですよ。
    武:……対粛清防御って鉄の紋章の頃からあったね、そういうば……アナタ、どんだけその言葉 好きなの?
    奈:防御手段の最上級にもってくるぐらい好き。

  20. Fate/Grand Order: Cosmos in the Lostbelt - Götterdämmerung: The Eternal Icy Fire Century, Section 17: Go, Beyond the Twilight
  21. 21.0 21.1
    Mahou Tsukai no Yoru - All About Ploy: Six Singing Chocolates
    AliceSSC
  22. 22.0 22.1 22.2 Mahou Tsukai no Yoru - Extra Story: "Potete dormire, ma nessun rida"
  23. Mahoutsukai no Yoru - Extra: The Wonderful World of Ploys 5
  24. Alice Kuonji's FGO animations
  25. Mahoutsukai no Yoru - Chapter 9: "Scarred, Scar Red"
  26. Mahoutsukai no Yoru - Chapter 5-I: "Night of the Witches I"
  27. Fate/Grand Order - Mahoutsukai no Yoru collaboration event: "Mahoutsukai no Yoru After Night" - Chapter 4: Twelve Lickle So-and-Sos
  28. Mahoutsukai no Yoru Excerpt

    A beast of the fog. One of her Great Three Ploys Kickshaw, the Meinster's Rose Hound: Wandersnatch. It was a name carrying immense violence and devastation. Aoko's words stung, since Alice was the one harboring its true form.

  29. Mahoutsukai no Yoru Script Comment by Nasu

     有珠の母は有珠を気遣って、なんとしても自分の子である有珠が「三大プロイ(つまり器物)」扱いされるのを避けたかった。だから、有珠以上のプロイを造ろうと躍起になり、橙子の手を借りたのである。
    Alice's mother worried deeply about her, and wanted to prevent her child from being treated as 'The Great Three Ploys (in other words, a vessel)' at any cost. That's why she was so frantic to create a Ploy better than Alice, and asked Touko for aid.

  30. Mahoutsukai no Yoru Script Comment by Nasu

     有珠のハラの復元音。ぐちゃりぐちゃり。中身がワンダースナッチ。SAN値がみるみる減る
    the sound of Alice's belly being restored. Squelching and splatting. Her interior is Wandersnatch. Sanity values go plummeting down.//

    有珠の表情が暗いのは青子の勘違いによるもの。青子はワンタースナッチには元になる玩具があると思っているが、ワンダーはそういうものではないので。青子の台詞は「有珠は洋館からでてくるな」というコトになってしまう。
    Aoko's misunderstanding is why Alice's expression gets gloomy here. Aoko believes that Wandersnatch has a toy it's based off, but that's not how Wandersnatch works. So Aoko's line comes off as 'Alice, you just shouldn't leave that mansion of yours".

  31. Character Material - Alice Kuonji, p.010-011
Main characters: Aoko AozakiAlice KuonjiSoujuurou Shizuki

Secondary characters: Touko AozakiLugh BeowulfTobimaru TsukijiKojika KumariHousuke KinomiYuika SuseRitsuka SuseEiri FumizukaKazuki YamashiroYurihiko TokitsuMay Riddell Archelot

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