| Name: |Sonja Tiedeman.
| Gender: |Female.
| Age: |24.
| Height and weight: |163 centimeters tall, weighing approximately 62 kilograms.
| Alignment: |True neutral.
| Master of: |Summoning pending.
| Personality: |Sonja, as of current, is a lost soul with renewed purpose. Her conflict with Professor Ayondale was a particularly ruthless one, putting the welfare of her family as a whole on the line, which not only took the life out of her but then gave her new life when she found her new goal: revenge against Ayondale, and restoring her families status.
As a result of her conflict and hardship, Sonja outwardly wears a constructed personality - something that, in some ways, gives her strength, albeit at the expense of her mental fatigue. This personality is something more befitting of a bearer of a complete magic crest: methodical, determined and decisive once the call is made. Beneath that, her honest personality, is something alot less dependable: beneath what she wears is a woman who only wants stability, who's tired of fighting Ayondale and overburdened with the thought of what might happen to her family if she fails. To help make the strain of forcing herself to fit the personality she wears, which she views as an ideal magus family head, she smokes anywhere between 2 to 10 cigarettes per day, although she's predicted this may increase throughout the grail war.
| Background: |Sonja was born as the first child of the Tiedeman family, with a younger brother that followed shortly after her. While she was born and raised in the outskirts of London as a British citizen, she was the first child of the Tiedeman family - a formerly Lithuanian native family - after their defection to Clocktower from the Soviet Bloc equivalent. Her birth was something of a celebratory cause as her parents had been trying for almost 8 years to convince a child with her mother's menopause not being far away.
While her early life was interesting relative to the average person, it was rather bland for a magus. There's not much worth mentioning: she went to a public school during the day and pursued her studies as a magus under her Mage's Association father by night, to average success. When she was 14, once the Tiedeman family had gathered more wealth, she was moved into a private school with a curriculum that allowed a greater focus on her magecraft; during this period, she struggled in school due to the reduced focus on it, although eventually started showing increased promise in her magecraft. Four months before her final exams in her senior year, she was assessed to become a member of the mages association, where she later received an offer to continue her studies as a magus full-time once she graduated from her conventional school. After she passed her final exams with average marks, she went on to join the Clocktower. With this, as a rite of passage of sorts, she inherited the last her family's magic crest from her father, which she had gradually been receiving over her childhood; the crest is on her left shoulder, running up to the crook of the neck and down the upper arm.
Initially, Sonja found success in her studies at the Clocktower. She did well, certainly better than she did at school, and found a renewed passion in her magecraft studies. This unfortunately ground to a halt when she was moved to Lord Professor Ayondale's class. As it were, Ayondale was at odds with her father for his prior relation to the Soviet Bloc's knockoff mages association formed during the Cold War. She initially - briefly - did well underneath him, or at least until Ayondale put the dots together. The feud escalated when Ayondale found out that Sonja was the daughter of her father; despite this, she made her best efforts to put ice on it and bear what was left, although her grades gradually continued to plummet towards the point of disgrace even despite her increased studies to try and make the gap.
The conflict between Sonja and Ayondale came to a head when, after a shamefully - if not questionably - low grade, Sonja was brought to the front of the class and chided in front of it. This progressed to Ayondale slandering her father and even her family, which progressed deeper into personal territory and defamation before eventually, in an act of boiling over, she took a globe from the professors desk and started to beat him with it. While the damage was minimal as she was promptly restrained, the globe was shattered over his head and the defiance was done in front of the whole class. This led to war, which led to her being suspended indefinitely while a case for her expulsion was considered. Initially, this sent Sonja into a state of partial depression, where she leaned more heavily into her smoking vice and found herself metaphorically lost. When Ayondale moved the motion from Sonja's expulsion from Clockwater into her families expulsion from Clockwater, and when Sonja saw her father give up the fight against Ayondale, that was the line. As the bearer of the family crest, she took it upon herself to restore the status of her family and enact her revenge against Professor Ayondale. She sought out those who were also slighted by the professor and joined their plan for the ultimate revenge: beating him at his own game, the Great Holy Grail War.
| Origin: |Wander.
| Element: |Water.
| School of magecraft: |Flowing and transferring of power.
| List of skills and spells: |- Healing magecraft - An assortment of healing spells, ranging from simple haemostatic spells to more complex spells allowing for micromanagement and acceleration of the bodies healing procedures. Cost is derived from the complexity of the procedure. All of her healing spells are contained within her magic crest.
- Routine - instant, 1 unit. Can affect injuries with no effect on a persons health. Examples include closing paper cuts and removing common wood splinters.
- Minor - near-instant, 3 units. Can affect injuries with a minor effect on a persons health. Examples include stopping minor bleeding, closing a skin-depth injury, purging a minor local infection, extracting small pieces of shrapnel, or treating the common cold.
- Moderate - active, 5 units. Can affect injuries with considerable effects on a persons health, although without any suggestion of lethality. Examples include stopping moderate bleeding, closing a fat-depth injury, purging a partially spread infection, fixing a simple bone fracture, removing significant pieces of shrapnel, or treating the flu.
- Severe - active, 15 units. Can affect injuries with significant suggestion of lethality, although still in the realm of possibility for successful treatment. Examples include stopping severe bleeding, closing a muscle-depth injury, purging a severe infection, fixing a complicated bone fracture removing major pieces of shrapnel, treating a severe disease, or providing life support to a critical patient.
- Daunting - active, 30 units. Can affect injuries with immediate suggestion of lethality that would require complicated surgery or a miracle to cure. Examples include repairing a damaged organ and battling cancer.
- Summon familiar - A spell that allows for the summoning of a Tiedeman familiar. These familiars, the trademark of the Tiedeman family, are magic constructs that resemble cut diamonds in the vague shape of their inspiration creature. While they have a variety of strengths and constitutions, they are simple in nature that blindly follow a list of predetermined directives with no room for free thought. The mental link between Sonja and her familiars allows her to update their directives at no expense, as long as they are within 3 kilometers.
- Lesser familiar - active, 3 units per summon, permanent until discast or destroyed. A small and fragile familiar which is often used for observation and reconnaissance. Normally modeled after sparrows, rodents and cats.
- Familiar - active, 15 units per summon, permanent until discast or destroyed. A versatile familiar with reliable strength and constitution. Normally modeled after humans, wolves and lions.
- Greater familiar - active, 30 units per summon, permanent until discast or destroyed. A large and strong familiar which is often used for laboring and heavy combat. Normally modeled after ogres and gryphons.
- Transference of consciousness - active, 10 units per cast, permanent until discast, the target is destroyed or unconscious, or the caster's body is disturbed. A spell that allows the magus to transmit their consciousness onto another creature or object. Often used on simple familiar to control them or on inanimate objects to get another perspective. If the target has its own soul and personality, control of the target body remains with the creature.
| Mystic Codes: |None.
| Circuit Quality: |B.
| Circuit Quantity: |D+.
| Number of circuits: |20, with 8 stubs each.
| Od (units): |115.
| Maximum circuit capacity: |180.