Summary[]
Azontr (full name Azrael Louene) was one of the first 13 colonists of the Weebscaler Accord. Thanks to his initial skill with martial weaponry, Azontr (alongside Crabwhale, his son) served as the colony's primary melee fighter, warding off early threats and famously falling victim to Dragonfly Slayer, a particularly powerful neanderthal warrior who maimed Azontr. Throughout the colony's development, Azontr continued to play a pivotal role in terms of protection, making up for his lack of excellent crafting skills (which earned him a place on the construction team, ultimately cultivating his skills to mastery in that field).
Eventually, Azontr became the second sanguophage of the colonst, converted by Shmooply, who had been the first. After his biological ascension, Azontr was given a noble title with the Imperium of God, becoming the third highest ranking member of the colony in terms of nobility (under Comiphorous and Laila)- although, this would not last, due to the establishment of the Molokarian Overcouncil, which brought forth further nobles above Azontr. In his time at the colony, Azontr has fathered a number of children with Fujiwara (who later revealed she was gay and disinterested in him, despite being his wife), most of whom died- the sole survivor of his children birthed at the colony was Glasya, a daughter who serves as one of the hydroponics farmers of the colony. As a decorated war hero, Azontr is depicted in a number of statues and monuments produced by the colony.
Powers and Stats[]
Tier: At least High 8-C, higher via Psycasts, 9-A via companion
Name: Azrael "Azontr" Louene, Gloomstalker
Origin: Be My Rimworld Pawns
Gender: Male
Age: 28 biologically, 30 chronologically
Classification: Sanguophage, Freeholder of the Imperium
Powers and Abilities: Superhuman Physical Characteristics, Weapon Mastery, Martial Arts (Azontr is one of the most accomplished warriors of the Weebscaler Accord, and is in particular regarded as legendary in terms of skill with martial weapons), Immortality (Types 1, 2, 3, and 8; As a Sanguophage, Azontr can and will live forever, no matter what, unless his brain is destroyed entirely- even headshots are ineffectual unless they destroy the entire brain), Regeneration (Low-Mid, his Sanguophage genes can rapidly heal even old wounds such as cracked spines, and in the midst of combat, even newly opened and potentially lethal wounds), Absorption (He can absorb Hemogen, a blood-based energy form that fuels several of his abilities; he can also absorb corpses as a means of rapidly advancing his neural heat), Healing (Low-Mid, he can instantly close a number of wounds with a touch that will prevent death and hasten the healing process, sometimes enough to restore an incapacitated target), Bodily Weaponry, Bone Manipulation, Danmaku (Sanguophages can fire bone-like spines at a short range that puncture armor extremely easily), Enhanced Senses (Sanguophages can see in the dark; his psycasts increase their normal senses even further), Acrobatics (Sanguphages have powerful leaping legs, which allows them to also perform extreme acrobatics mid-air and cover sizeable distances more or less instantly), Limited Self-Sustenance (Type 3, Sanguophages require vastly less sleep than their peers and require it less often- in return, they require Deathrest, which places them in a coma-like state once every few weeks for a couple days), Damage Reduction (Thanks to his Sanguophage genes, Azontr reduces all incoming damage substantially, making him considerably more durable), Forcefield Creation (Posssesses a shield belt that deflects projectiles), Explosion Manipulation (Typically found in grenadier armor that allows him to launch grenades at nearby targets), Energy Manipulation, Durability Negation (Wields a Power Sword called Gercaserdor, which is coated in a projected energy field that cuts through typical durability significantly), Purification (Gercaserdor automatically fortifies him against all diseases), Empathic Manipulation (When Gercaserdor spills blood, it makes Azontr euphoric, replacing his chemical needs such as for alcohol or drugs), Statistics Amplification (As a powerful Warlord psycaster, Azontr possesses a great number of ways to vastly increase his statistics, most notably doubling his damage output and increasing his speed by over five times), Teleportation, Damage Boost (Killskip allows Azontr to teleport to a number of targets and deal a vastly enhanced attack as one fluid motion; if he kills the target, he immediately teleports again, until either one survives or all are dead; Azontr also has Assassinate, which allows him to rapidly teleport to a target over and over again, dealing an attack each time- none have survived this ability before), Darkness Manipulation (Azontr can generate large fields of darkness that are impossible to see out of; he can also reduce the light levels to darkness across a huge area), Invisibility (When in darker terrain, Azontr can render himself and his allies totally invisible), Illusion Manipulation (Azontr can create perfect illusions of himself to draw the ire of his enemies), Light Manipulation (By absorbing the light and generating darkness, Azontr can vastly augment his psychic abilities), BFR (Can use Nightskip to teleport himself and his allies across planetary distances to a known ally), Adaptation (Via his Hyporegulator that is implanted into his brain, Azontr can endure much harsher environments than his allies, and traditionally rests in the freezer as part of his psychic meditations), Animal Manipulation (Azontr's bionic implants give him a slight edge in terms of manipulating animals), Blood Manipulation (Azontr possesses a coagulator implant that manually clots his blood to prevent bleeding), Cyborgization (Azontr possesses a great number of bionic implants, including his ear, his arm, and both of his legs- mostly serving as replacements to parts of him lost in battle), Madness Manipulation (Type 2, can create a psychically-charged mental droning that drastically reduces moods of hostiles around him and can rapidly force them into madness, turning on their allies and acting erratically), Resistance to Poison Manipulation, Radiation Manipulation, Disease Manipulation, Age Manipulation, Pain Manipulation, and Biological Manipulation
Attack Potency: At least Large Building level (Defeated an Odin with minimal aid from a group of Ignotus; Odins make use of natural lightning to battle their enemies; has also destroyed other Ultralarge mechs, including a Diabolus, and is comparable to Shmooply, who can slaughter a Feralisk Clutch Mother in one or two strikes), higher via Psycasts (He can more than double his damage output via his Warlord psycasts), Small Building level via companion (His combat companion, a gargantuan millipede named Serpentine, is more than capable of dispatching tribal soldiers on his own)
Speed: Superhuman (Azontr's base speed is roughly 15.5 m/s, in part thanks to his many bionic implants, making him faster than any normal human that has ever lived), Subsonic via Psycasts (By using all of his movement amplifying abilities, Azontr can raise his movement speed to approximately 77.5 m/s), Subsonic+ via Power Leap and Longjump (His leaps are considerably faster than even his amplified running, and should be comparable to Comiphorous' leaps)
Lifting Strength: Class 25 (Every colonist can easily pick up and haul a Paraceratherium, which weighs over 15 metric tons)
Striking Strength: At least Large Building level, higher via Psycasts
Durability: At least Large Building level (Azontr has endured direct beatings from numerous comparable targets, including the legendary Odin that he hunted down and personally slew), Immortality and Regeneration make him extremely hard to kill
Stamina: Superhuman, Azontr lacks the ability to feel pain and will continue to act as normal even under extreme physical maiming, most notably functioning fine for months after losing his leg in a particularly devastating siege; furthermore, he can endure long bouts of extreme combat with little downside
Range: Extended Melee, up to Planetary via psycasts
Standard Equipment: Gercaserdor, cataphract or grenadier armor, shield belt, hemogen pack
Intelligence: Gifted, thanks in part to his Sanguophage genes, he has a professional level of intelligence and is extremely skilled in certain other fields, most notably martial combat and construction
Weaknesses: He is terrified of fire and takes considerably more damage from it; if he is hit with lethal damage, he will enter a Deathrest coma for a time until it is regenerated; He requires both Hemogen and Deathrest to remain active over the course of months; he is prone to jealousy and is noticeably lazy; An EMP would immediately disable his shield belt
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches: