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.
Homo Shockleyensis Level 4 Skirmisher Medium terrestrial beast XP 175' HP 76; Bloodied 38 Initiative +4 AC 18, Fortitude 16, Reflex 17, Will 15 Perception +7 Speed 7 Darkvision
Traits Human Shield As long as Homo Shockleyensis is adjacent to a foe, it never grants combat advantage. Pack Hunter If homo shockleyensis has an ally adjacent to its target, it gains combat advantage against that target.
Standard Actions Claw • At-Will Attack: Melee 1; +9 vs. AC Hit: 1d6+5 damage. If homo shockleyensis has combat advantage, increase the damage to 2d6+5. Rend Flesh • At-Will Homo shockleyensis makes two claw attacks.
Minor Actions Disarm • At-Will Attack: Melee 1; +7 vs. Ref Hit: The target drops one held item, chosen by homo shockleyensis. The object lands in a square adjacent to homo shockleyensis. Str 18 (+4) Dex 15 (+2) Wis 15 (+2) Con 16 (+3) Int 11 (+0) Cha 13 (+1) Skills Athletics +9, Stealth +7
Newborn Shockley 3rd level Minion Brute Medium terrestrial beast XP 37' HP 1; a minion never takes damage from a missed attack Initiative +4 AC 17, Fortitude 15, Reflex 16, Will 14 Perception +2 Speed 6 Darkvision
Traits Pack Hunter If a Newborn Shockley has an ally adjacent to its target, it gains combat advantage against that target.
Standard Actions Claw • At-Will Attack: Melee 1; +8 vs. AC Hit: 4 damage. If the Newborn Shockley has combat advantage, increase the damage to 6. Ravenous Hunger • Encounter The Newborn Shockley charges and makes two claw attacks. Str 17 (+3) Dex 14 (+2) Wis 14 (+2) Con 15 (+2) Int 8 (-1) Cha 10 (+1)
Shockley Pack Leader 5th level Elite Brute Leader) Medium terrestrial beast XP 400' HP 312; Bloodied 156 Initiative +3 AC 17, Fortitude 18, Reflex 17, Will 16 Perception +7 Speed 6 Darkvision Saving Throws +2
Traits Engineered to Terrify • Aura 10 Enemies are –2 to attack the Shockley Pack Leader. Once they have hit the Shockley Pack Leader, they no longer suffer this penalty for the rest of the encounter. Pack Hunter If the Shockley Pack Leader has an ally adjacent to its target, it gains combat advantage against that target.
Standard Actions Greataxe • At-Will Attack: Melee 2; +8 vs. AC Hit: 2d8+8 (crit 24+2d8) and the Shockley Pack Leader can use Howl of Triumph if it is available.
Minor Actions Instinctual Command • At-Will Effect: The Shockley Pack Leader allows one ally within 5 squares to make a basic attack as a free action
Triggered Actions Howl of Triumph • Encounter, recharges when any enemy falls to 0 hit points Trigger: When the Shockley Pack Leader hits with Greataxe Effect (no action): All allies within 10 squares gain 5 temporary hit points Str 19 (+4) Dex 16 (+3) Wis 16 (+2) Con 18 (+4) Int 14 (+2) Cha 15 (+1) Skills Athletics +9, Stealth +8 Equipment Greataxe