Loathsome creatures of metal and supernatural evil. The Occultech installed in each demon varies considerably, with the selections below the most common.
Attributes: Charisma 8, Dexterity 8, Mind 10, Spirit 12, Strength 16
Skills: Conjuration 14, dodge 12, energy weapons 15, find 11, intimidation 16, melee weapons 15, reality 14, unarmed combat 12
Move: 8; Tough: 19 (3); Shock: 14; Wounds: 5
Equipment: Chain whip (Strength +3/19, Reach 5 meters), Alph Pulverizer (Damage 17, Range 20/40/80)
Perks: Occultech (Alph Weapon Dock, Digan Darksight Eyes MKIII, Vav Sensation Suppressor), Whirlwind
Possibilities: Common (3)
Special Abilities:
- Armor: Cybernetic plating +3.
- Chains: A technodemon may use conjuration to summon chains and attack a target within 50 meters (Damage 15). This attack may use the standard Grappling rules.
- Dread: While a technodemon is present, a Standard Scene becomes a Dramatic Scene instead.
- Fear: Technodemons inspire instinctive horror in creatures who see them. When first encountering one heroes must test willpower or Spirit or become Very Stymied.
- Flight: Move 10 in the air.
- Large: Most technodemons stand three or more meters tall. Attacks against them gain a +2 bonus.
- Minions: The technodemon may transfer any hit to a lackey within a few meters if he succeeds at a reality test.