Template:Shared Draft 235

Separated Unsorted Notes
Ch1 Basic: Index Librorum Prohibitorum/Chronology (Souyaku Toaru Majutsu no Index) Othinus/Chronology Sphynx Tsukuyomi Komoe Tsukuyomi Residence

Special Criminal Adult Correctional Facility:
 * Ch3Pt20?/Ch4Pt7?

Alice's Group:
 * Ep - Principles

Alice Anotherbible:
 * Personality, Abilities, Trivia

Top-Front Stuff

 * Dark Mode Adjustments

Arc Implementation Notes
{{Scroll box|

Alice Arc
41 items (TT67)

Anti-Skill Shirai Kuroko Tsukuyomi Komoe Aleister Crowley Takitsubo Rikou Uiharu Kazari Hamazura Shiage Kazakiri Hyouka Fukiyose Seiri Tessou Tsuzuri Kamijou Residence Tsukuyomi Residence Sphynx Heaven Canceller's Hospital Witch Alchemy Kabbalah Demon School District 10 School District 7 School District 1 Kihara Noukan Hermeticism Dark Side of Academy City Anna Sprengel Alice Tarot Qliphah Puzzle 545 Germany R&C Occultics Academy City/Chronology Othinus/Chronology Rakuoka Houfu Hanatsuyu Youen Benizome Jellyfish Risako Drencher Kihara Repatri Kihara Hasuu Frillsand G Cloning Aradia

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Alice Arc
3 Items (TT66)

Kamijou Touma/Chronology (Souyaku Toaru Majutsu no Index) Accelerator/Chronology (Souyaku Toaru Majutsu no Index) Index Librorum Prohibitorum/Chronology (Souyaku Toaru Majutsu no Index) }}

Alice Anotherbible
ALICE ANOTHERBIBLE

Etymology

 * Another Bible

Appearance

 * Front
 * Back(stage)

Alice is a girl who looks around 12 years old, with white skin, long blonde hair and sapphire blue eyes. Her hair has a pair of pointy curls that resemble animal ears. She wears a white apron (with a round white fluffball on the back, perhaps meant as a rabbit tail) over a blue short-sleeved dress, with white tights and black leather shoes.

The other Alice that emerged from inside her during a talk with Kamijou Touma about her magic, wears a revealing outfit consisting of loosely binding red and black belts, apparently glistening with oil and with metal buckles.

Personality

 * The girl/this girl
 * Teacher

Current:
 * Anna Sprengel has referred to Alice as bored and Aradia has described everything she says as being downright indecipherable and absurdities, and that when faced with psychedelic nonsense went along with it without questioning any of it.

Background
Current Verison:
 * In reference to Alice herself, her name has been explicitly noted as that of the famous children's story,, which Aleister Crowley had suggested as must-read for those wishing to deepen their understanding of magic, claiming it took on a complete new meaning if the reader had sufficient knowledge of Kabbalah, and listing it alongside the Goetia and the Golden Bough.
 * Alice's full background is unknown, but she is known to both Anna and Aradia, who have described her as though she has experienced Wonderland and events described in the book, including the game of croquet and the trial.

New Bits:

Chronology
Current
 * Anna Sprengel and Aradia referred to Alice during their conversation in the aftermath of the events on December 26th.

Abilities
LIVE ADVENTURES IN WONDERLAND

Alice's unique magic, known as Live Adventures in Wonderland (ライブアドベンチャーズインワンダーランド), is a Kabbalah-based power that is capable of affecting the entire world. By going on an adventure with someone, she can link together different ideas, laws and definitions, innocently using her magic to build bridges between them, regardless of pre-existing connections and flawed premises, to find new meanings, create new paths, and influence reality.
 * having a Kabbalah-based power to build bridges connecting different subjects and forcing those things to work, linking ideas and theories regardless of pre-existing associations, notions and logic, by going on an adventure with someone, having been on many such adventures with various individuals before.

The world as influenced by Alice's magic, sometimes called Alice's world or Wonderland,   is a storybook one that can be greatly removed from how the world would normally be. When Touma confronted Alice on what she had been doing, time appeared to freeze and only the two of them remained facing one another in the space they were in at the time. The frozen landscape outside was greatly changed, with a giant tower above the current location, enormous pumpkins shaped like human faces growing from the ground all over the place and breaking through asphalt, five-point shooting stars drawing trails behind them in the night sky, and incomprehensible ancient characters and diagrams dancing around like neon signs, while Alice tore open and another Alice emerged from within. On being convinced to put things back the way they were and Alice giving a verbal command to immediately cease all modified kabbalah bridge linking within Live Adventures in Wonderland, there was a thunk like a metal lock opening, followed by a light which enveloped Touma, with senses and surroundings fading away, eventually restarting at the time, place and events where Wonderland's effects had previously begun to be applied. Touma had suspected that if he had continued through the optimal world without questioning it, all of the pieces would have intertwined and become real.

Structure Plan:
 * Introduction
 * More Detailed Explanation
 * Example?
 * Alice's world
 * Example of extremes?
 * Alice's typical use/specs, psychological defense

Psychological defense:
 * Alice's world and real world, pink bat/hedgehog balls emerge and block any attack can't avoid herself, not about protecting or fear of injury, if hit by attack obstructing movement, anger and kill without even meaning to, Alice make sure to block so not happen, not even Executioner own paper, cricket/blade past - Alice wait
 * Flamingo bat/hedgehog balls, apron, psychological defense, protect target from Alice self doing something without thinking. Push further no longer be protected.

There are a number of entities connected to Wonderland which Alice manifests automatically as a form of psychological defense to deal with any attack or obstacle which she cannot avoid by herself. This is apparently not out of protecting herself or fear of injury, but because an attack that hits her and obstructs her movement is likely to anger her and lead her to kill the offender without even meaning to or without thinking, so she makes sure to block attacks so that does not happen. Initially, this takes the form of a pink flamingo acting as a cricket bat and hedgehogs curled up into balls (the latter of which Alice sometimes uses as a cushion), appearing from her dress. Beyond the cricket defense is an emaciated, bony, axe-wielding figure, wrapped in a tattered black cloak, that emerges from her shadow, known as the Executioner. Should an opponent escape the Executioner's blade, they will likely be faced by Alice's own power.

Ep: Go on adventures where link together laws and definition, find new meaning while innocently use LaiW that affects entire world

Copy from below to be sorted and processed:
 * More Detailed Explanation
 * Magic forces all to work
 * Not matter if real-world theories broken down, even if no direct connection between two ideas, bridge can always be built, if girl goes on an adventure and creates a new path
 * Forcibly connect entirely separte theories, create single path to destination
 * Even if not create anything by self and journey around by peering into another's mind
 * Please guide, want to go on adventure inside, not satisfied - what ending, tell and join theories, fill in gaps, establish facts, give world wanted
 * Difficult to think of happier ending, not wrong, but return to way was - if use power never truly reach end
 * Connect unconnected, stabilizes impossible theories/ideas, create better than optimal, not survive without help, fill in gaps keeps from seeing what really need to do
 * Example?/Example of extremes?
 * Example: Four emotions, four elements, so when roleplay, draw on special power by draw on specific emotion inside
 * Stretch/sophistry, might seem reasonable but no existing mythology or law, four emotions East, four elements West
 * If build bridge between two and give power 100% reliability, legitimate miracle
 * Remind of Amakusa Shinto, Buddhist, Christian combo but completely different - not need to find points in common between two things to form logical connection
 * Could notice paint set on sale with 12 colors, associate with 12 numbers on clock, nothing more - gain complete control over time, not just Alice, moment decide true, all paint in world would gain same power
 * Burning something require phlogiston, observe one of pair of separate particles determine spin of other no matter distance between, neutrinos travel faster than light, sound ridiculous but if link together surrounding theories to build solid basis and makes convincing enough, can create actual functioning theory, even if starting idea flawed and even if starting values from faulty measurements, works even if theory how to resurrect dead, magic meant to give joyous hope and fun dreams
 * Not give ghost power they didn't have, simply result of emphasizing just one aspect, once access to all power - no chance.

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Live Adventures in Wonderland (ライブアドベンチャーズインワンダーランド)
 * "変速カバラ式創作ブリッジ連結作業"
 * Time freeze, only Touma/Alice remain facing one another in truck, presence rules space
 * Suspect parts, all from beginning
 * Escaping train collision unscathed, jumping from 2nd floor through hole and not break bone, Frillsand really attacking with something obvious as electricity, should explode if graze - memory sharing not make sense, is Kuorko really person to do what fugitive says even if necessary to solve problem, does Uiharu know enough about underside to bring list up after quick search and fortitude to describe tragedies, Benizome just happen to know where lab, can really cobble tech to link artificial ghost with android, why wait to attack until found everything needed, is Youen really type to grow attached to someone just met, finding 10,000 yen on ground, all other lucky
 * Magic forces all to work, not #6
 * Really described using just magic side, modify probability - no, not let include nonexistent possibilities, indeed
 * Frozen outside world not one known, giant tower above abandoned spa, enormous human face-shaped pumpkins break through asphalt and grow from ground all over, five-point shooting star draw trail behind in night sky, incomprehensible ancient characters/diagrams dance like neon signs, time still frozen, awful happen to those not there if time resumes
 * Innocent voice, could end current world with finger snap
 * Not matter if real-world theories broken down, even if no direct connection between two ideas, bridge can always be built, if girl goes on an adventure and creates a new path
 * Example: Four emotions, four elements, so when roleplay, draw on special power by draw on specific emotion inside
 * Stretch/sophistry, might seem reasonable but no existing mythology or law, four emotions East, four elements West
 * If build bridge between two and give power 100% reliability, legitimate miracle
 * Remind of Amakusa Shinto, Buddhist, Christian combo but completely different - not need to find points in common between two things to form logical connection
 * Could notice paint set on sale with 12 colors, associate with 12 numbers on clock, nothing more - gain complete control over time, not just Alice, moment decide true, all paint in world would gain same power
 * Burning something require phlogiston, observe one of pair of separate particles determine spin of other no matter distance between, neutrinos travel faster than light, sound ridiculous but if link together surrounding theories to build solid basis and makes convincing enough, can create actual functioning theory, even if starting idea flawed and even if starting values from faulty measurements, works even if theory how to resurrect dead, magic meant to give joyous hope and fun dreams
 * Forcibly connect entirely separte theories, create single path to destination
 * Even if not create anything by self and journey around by peering into another's mind
 * If continue traveling through comfortable world without questioning, all pieces intertwine and become rea, like board game where surrounding foe's pieces capture all pieces for self
 * Alice tear and another emerge from within, no concern for empty shell left behind
 * Please guide, want to go on adventure inside, not satisfied - what ending, tell and join theories, fill in gaps, establish facts, give world wanted
 * Difficult to think of happier ending, not wrong, but return to way was - if use power never truly reach end
 * Confusion
 * Connect unconnected, stabilizes impossible theories/ideas, create better than optimal, not survive without help, fill in gaps keeps from seeing what really need to do
 * Not give ghost power they didn't have, simply result of emphasizing just one aspect, once access to all power - no chance.
 * Each escapee difficult enough to take out instant encountered.
 * Gone on lot of strange adventures, one want to become god, one want to be immortal, one want to get back at academia for making fun of him, this is first, stare into empty space, curiouser x2, reject girl but not because have no desire, never encounter this kind of desire, sound delicious, smile - subtly different, touch of loneliness
 * New command, immediately cease all modified kabbalah bridge linking with LAiW
 * Thunk like metal lock opening, enveloped in light and fade, sad but hopeful voice

Aradia
Aradia

Appearance
Aradia is described as a silver-haired girl looking around 17 or 18. She wears a wimple large enough to fall to her ankles, giving her a nun-like silhouette, but also wears as a skimpy dancer's outfit resembling a bikini variant and baring her feet and navel, the combination of which was apparently meant to look immoral.

Personality
Aradia expresses disinterest in things relating to the cross, considering it newfangled nonsense, and questioning if one would find anything of worth in people who rejected the witches of a bygone era yet appropriated their legends as part of their religion. However, Anna doubted that she was as fixated as she claimed and interpreted it as lip service, given the role she had to play and expectations as an advocate for witches, her position requiring her to always be skeptical of the cross's power (compared to a ghost skeptic denying any supposed existence before trying to look at it scientifically) - something that felt twisted and dangerous to Anna, like stubbornly refusing to recognize the existence of one's greatest opponent (like firefighter with no fear of fire).
 * Other

Background
In reference to Aradia herself, her name has been explicitly noted as that of a figure from a famous witchcraft grimoire (namely ). Said to be the daughter of and, Aradia was described as a goddess who shines in the dark night and "god of all witches", who supposedly took a physical body and descended to the human world to save the poor from the wealthy church. In the story, all witches' sabbaths are used to worship her and involve rituals meant to teach people how to resist oppression from the rich.

Aradia's full background is unknown, but she was described as a witch of the moon and light, and later described as though she was the figure from the book, the daughter of Lucifer and Diana who took physical form and descended as the goddess of all witches to save the ancient priestess of the night persecuted by the wealthy cross. On being addressed as "Maiden of Nuremberg" by Aradia, Anna referred to her as "the picture book witch who was pierced by its many spikes".
 * As a member of the group centered around Alice Anotherbible, ...

Chronology

 * GT4 (Current)
 * Aradia had come into contact with Anna Sprengel at some point prior to the destruction of R&C Occultics on December 26th, and was with her at an unknown location in the aftermath. After a brief talk about the disposable pawn, the poisonous effect and chaos in the new age that it was meant to bring about, and a reference to Alice and the nonsense of Wonderland, Aradia told Anna that "everyone was waiting".
 * GT5
 * On December 29th, Aradia brought Anna to their group's base, in a cruise ship in a submerged stadium in the middle of a rainforest, acting as her guide to the base and its members, but was dismayed to find Alice absent when she was going to introduce Anna to her.
 * Epilogue:

Alice's group
Alice's group is a hidden and unnamed group of magicians, centered around Alice Anotherbible.

Principles
From what has been revealed of the group, which dwells in the hidden part of the world, its members are potent magicians and magical entities from various backgrounds. They have been described as those who have passed down and provided guidance in magic, a collection of myths and stories that present knowledge at its simplest (which is apparently why their power is strangely missing from records such as those kept by the Anglican grimoire library), and monsters who do not fall purely into the human categories of Science Side and Magic Side. They have been described as each having a legend on the same level as Anna Sprengel, with one reigning above the rest. In a conversation between Anna and Aradia surrounding the subject, letters and notes, texts from correspondence lessons, urban legends, coded, analyzed and rearranged texts, were talked of.

When Aradia was guiding Anna Sprengel through their base in an introduction to the group, she told her she was free to do what she wanted, so long as she followed a simple rule - to not upset Alice. As if simply explaining what she saw as a basic universal law and perfectly reasonable, she advised Anna against the contrarian urge of a magician to do something they were told not to do, not to restrict them or test their courage but out of legitimate concern, saying that there was no point in listing and comparing specifications, and that she could not defeat Alice on a more fundamental level. She also alluded to an incident where Alice got upset and start throwing her things around, somehow leading to water and traces of life on a planet dozens of light-years away which was subsequently discovered and being talked about by the public, describing reality as fickle. Alice was described as pure and innocent but capricious, cruel and violent, such that no one could predict what she would do next. If Alice wanted something (such as a giant duck), the brilliant magicians in the group would gather, plan and make it, as though critically important regardless of its actual nature. Priotizing Anna greeting Alice, Aradia said that if Alice gave permission for Anna to stay, the others would not take issue, but also said not to think that she could avoid detection if she did.

The group's base has been determined by Alice's whims and what has caught her interest, with no other real reason for its form or the group having a single base. In the past, perhaps influenced by an American drama, Alice had created a remote island prison and had been having fun in it until a time still recent when Anna arrived, and Aradia remarked that she might say she wanted an elf forest or a magic school next.. Their current base is located in the middle of a rainforest, in one of the few secluded area still considered inviolable, upstream of river winding across several national border. It resembles a modern stadium, with countless bookcases set up in the tiered stands and the central interior flooded, with a 100m cruise ship floating in the middle in which the group lives. There is at least one giant yellow duck roaming around. Rooms in the ship include a kitchen and a bathroom. At the very bottom of the ship, where modern cruise ships might have a pool or a theater, there is a circular colosseum, with the scents of old paper and a strong oily smell like from animal hide parchment. At the center is a giant throne of gold and red, meant for Alice, with a back likely more than 3 times its intended occupant's height and elevated such that her feet would not reach the floor.

Background
Not much is known about the group and its past, though until recently Alice had been having fun in a remote island prison she had created, and an incident in which she got upset was responsible for water and traces of life on a planet dozens of light-years away, which was subsequently discovered and being talked about by the public around the time that Anna was introduced to the group.

Chronology
GT4 GT5
 * Post-RCO: On December 26th, around the time that R&C Occultics was destroyed, Anna Sprengel was with Aradia. The two talked about the sacrificial pawn and the change that this would bring about in the new age, along with a brief reference to Alice, before Aradia told Anna that everyone was waiting.
 * Introduction
 * On December 29th, Aradia brought Anna to the group's base, in a cruise ship in a submerged stadium in the middle of a forest, acting as her guide, but was dismayed to find Alice absent when she was going to introduce Anna to her. At the same time, Alice had travelled to Academy City and snuck into Kamijou Touma's home, into his blanket while he slept. She accompanied him during the day's events, and brought her power into play when he was caught up in the Overhunting crash and the subsequent prisoner escape, but ceased after Touma realized what she was doing and told her to return things to how they should be.
 * Ending

Known Members
Known Members (3 column structure like Myth pages? or 4?)(Name/Background/Notes?)

Special Criminal Adult Correctional Facility
'''Contents Transferred. No difference in notes yet.''' The facility also houses an unofficial area for secretly holding individuals when the ordinary juvenile hall cannot manage, including a system secretly created specifically for Accelerator. Beneath the facility, there is a underground passageway with thick metal doors lining the walls. At the end of the passageway is a large, thick circular door, like a bank vault, with two layers.

Accelerator's prison, his residence after handing himself in, being tried and convicted for his clone killings, and being imprisoned as Prisoner #1890, is a space beneath the circular door, about the size of a school classroom, with overhead fluorescent lights and without windows. It is surrounded by inward-facing armor and uses technology meant to withstand attacks from his esper ability, capable of withstanding an attack using redirected sound and meeting the minimum specifications required to function as a cage. To Accelerator's annoyance, given that he was still Board Chairman, the room was filled with numerous luxury items, including a king size bed, a leather chair, a large ebony desk with a computer and tablet, a clothing closet, a microwave and fridge, bookshelves with specialty books and strange artwork, an ornate tea set with a selection of tea leaves from around the world, a home theater with a big screen television hanging on the wall and a vacuum tube audio system, and a phone on the wall.

Overhunting
'''Contents transferred. No difference in notes yet.'''

Principles
Operated in secrecy along unofficial lines and subway stations below prisons and courthouses in Academy City, the Overhunting is an armored train which is used to transport prisoners which cannot be transported using ordinary methods.

The Overhunting has seven cars, three pairs and one singular. As with many trains, engine cars are located at the front and the back, with motors and emergency batteries. The second and sixth cars are weapon cars, with containers holding ground-attack rockets and domed anti-air optical weapons built to glass laser standards. The third car is the waiting area for the armed guards. The fourth and fifth cars are the only ones used to carry prisoners.

The train is protected by composite armor, 200mm thick on the sides, 120mm thick on top where it is thinnest and over 800mm thick at the front. It is described as being built more like a shelter than a train, and any more weight would likely damage the wheels and rails. In the case of the December 29th crash, when the train crashed in another at full speed, while the front car was crushed, the driver compartment was not fatally crushed and the other cars were left relatively intact.

The special circumstances of the Overhunting apparently priotize manual control over ordinary ATS, though it is still in play, and it has multiple safety devices including air brakes and electromagnetic brakes (which use electromagnetism to constantly keep brake pads open, such that an electricity cut-off in a power failure or an emergency would cause the pads to spring back and apply the brakes). A break alert is also set to be transmitted if the train crashes and/or a jailbreak occurs.

Prisoners are kept and transported in wheeled cages, vaguely resembling thick cages used to transport animals or foot carts that might be wheeled down the aisle in a regular train, with handcuffs, fetters and other restraints also used to bind them. Along with the armed prison guards (rather than Anti-Skill) on the train, the drivers carry a cheap 5-shot revolver and a pair of non-metal handcuffs in holsters on either side of their trousers.

The Overhunting is not efficient or profitable, given the expenses of train and railroad maintenance, and how the prisoner transport train might only be used a few times in a year, but the higher ups responsible consider it worth the cost. Additionally, trains are one of the easiest types of vehicle to ambush, as if one knows the route in advance they can remove pieces of the track to derail the train. In telling the drivers to make a trip 'safe and reliable', the real intent conveyed from the higher ups to the drivers is apparently to keep going full speed ahead regardless of changing lights or crossing malfunction, such that if someone tried to attack and release the prisoners, it would only result in an accident that would kill everyone aboard - sending a suicidal message to would-be attackers that they wouldn't get what they want so they shouldn't even try, effectively telling the drivers to ensure they die along with the criminals if anything happens. As such, driving the Overhunting earns a hefty bonus on top of ordinary pay, with a 30 minute trip apparently earning a driver enough to buy a cruiser.

For the trip on December 29th, the two drivers in the front car were a younger male newcomer Matsuriba and an older female driver, who had been working on the railways for at least a decade. The female driver was a rail enthusiast and had taken the job mainly due to the rarity of armored trains such as the Overhunting.

Delivery Go Round
'''Contents transferred. No difference in notes yet.'''

Principles
The Delivery Go Round is an 18-car commercial train that functions like a shopping center. Apparently classified as a larger version of a mobile sales truck, it was apparently copied from an older train that did business travelling between stations. The train cars have two floors for more space, with metal spiral staircases between the two levels. Customers have to buy tickets to get through the station gate and onto the platform in order to access the train.

The 6th and 7th cars house the fresh foods section, with aisles at the sides of the car and the rest of the area divided into booths. The cashiers wear bullet train attendant uniforms. There is a supermarket lottery, with a number and barcode ticket at the bottom of purchase receipts for one go, involving a box with a round hole in the top for participants to stick their hand in and put out a random paper slip. Luxury rice and beef are on the prize list (with caviar being given as a "special prize" in at least one case, perhaps to buy silence), and there is apparently a "for couples" prize box.

The second floor of the 8th car houses a childcare center with a play area and plastic jungle gym (including fake bamboo poles). There is a metal box on the car wall, at hip height, which holds a bags containing an AED and first aid kit, including disinfectant and a handheld sewing machine for stitching wounds, with text and picture instructions. The second floor of the 9th car houses a chain café. The smallest and cheapest tea option is apparently in a paper cup with a lid. There are apparently paper towels soaked with ethanol. The train also houses a boutique and accessory shop, a pet shop, a restaurant and a spa.

Chronology
On December 29th, at around 5PM, the Delivery Go Round was stopped at the general-use platform in School District 7's South Station. Due to his financial and food problems, coupled with the appearance of Alice Anotherbible, Kamijou Touma decided to visit the Delivery Go Round in order to purchase food, with mixed fortune and misfortune.

Just before 5.20PM, passengers and staff evacuated the train after receiving a break alert, warning them about an imminent head-on collision with the prison transport train Overhunting. Shortly afterwards, the Overhunting crashed into the Delivery Go Round at full speed, crushing the first car, rapidly sending impact shockwaves down the train to the last car and wrecking the train's interior, and bending several of the in-between cars upwards. Touma was onboard the emptied train at the time, having handed Alice to Shirai Kuroko to teleport away at the last second, and was catapulted from the café in the 9th car into the play area in the 8th car, sustaining injuries (severe outside of the effects of Live Adventures in Wonderland and requiring immediate first aid with a nearby kit) and wrecked shopping before exiting the train.

Characters
N (k) is a character introduced in Souyaku Toaru Majutsu no Index.

Other

 * GT5


 * Prologue, Toarusyousetsu
 * Chapter 1, Toarusyousetsu
 * Chapter 2, Toarusyousetsu
 * Chapter 3, Toarusyousetsu
 * Chapter 4, Toarusyousetsu
 * Epilogue, Toarusyousetsu
 * GT5 Preview Analysis, Toarusyousetsu
 * GT5, Index atwiki

Arc Article Infobox Candidates:
 * Clear Cover?

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