When the Nobel-prize winning physicist William Shockley wasn’t helping to invent the transistor, he was lecturing or speaking about “Dysgenics,” the theory that mankind was slowly becoming less intelligent due to the simple fact that smart people did not reproduce fast as stupid people. Shockley argued that in order for humanity to resist this downward intellectual pressure, we needed something which forced us upwards. He theorized that a super-predator which hunted man could provide that upward pressure, forcing mankind to be smart or die.
Radical bio-engineers convinced of Shockley’s thesis designed just such a super-predator in the early 21st century and a breeding population existed in secret by the time of the Big Mistake. The earth-shattering chaos which soon followed allowed Homo Shockleyensis to escape its confines; its makers perished soon after.
Shockleys are pack creatures bred to hunt and kill man. They have a genetic disposition to enjoy human flesh. Although they can use technology, they cannot maintain or repair it. It is common to find various bits of Ancient trash in use by Shockleys, and some of them may even use weapons or Omega Tech, but when these devices break, they are simply discarded. When Shockleys attack, they begin by disarming their foes, depriving human beings of weapons or tools. They see in the dark, track by scent, and kill with claw and fang.
Design Notes: Shockleys are inspired by a sidebar in GURPS Y2K. I used 4E monster design rules, including the recent buff to monster damage values. In play, Shockleys should be run like the creatures in the Aliens films: terrifying and lightning quick, always just a little bit smarter than you thought they were.