Lawnmower Man (AKA Scott Lawrence)

Background/Personality:

Scott Lawrence was born in 1968 in Houston, Texas, to an unremarkable middle class family in the 'burbs. He always did well in school, and, when he graduated from high school and went on to Rice University, everyone expected great things from him. But, after one pub crawl too many, he was placed on probation and then suspended for "unsatisfactory academic progress." He flunked out.

For a variety of reasons (not the least of which was the loss of all of his scholarships), he never returned to school. Instead, he decided to go out and "make himself useful." For the next couple of years, he moved from job to job, learning what he could, and moving on. Eventually, he was able to start a moderately successful lawncare business, but it was an empty and mindnumbingly dull existance.

One day, all of that changed. It had been an especially long day, with an especially nasty client, and Scott was tired. He was just dozing off, watching an exclusive Barbara Walters interview (by satellite linkup) with Iron Man. The ironclad hero was explaining the responsibility of every person to serve mankind in whatever way he is able, when gunfire erupted from the street. Three people were killed in a drive-by shooting, and all he could do was stand by helplessly and watch. As he reached for the phone to call the police, the figure on the TV screen said "There is no power on Earth greater than the human mind. All the rest is merely application." In that moment, Scott Lawrence vowed that he would never stand by helplessly again. In that moment, Lawnmower Man was born.

Scott went on to build the Lawnmower Man armor, and used it to fight street crime. In his short career, he has succeeded in shutting down several drug rings and crack houses single handedly, and has managed to earn the hatred of the organized crime syndicates in the Houston area. After over a year of this, he answered a membership call in the newspaper for Loose Cannons, Inc, a local organization of heroes for hire, currently working for the City of Houston. He was admitted with an almost suspicious lack of background checks or problems, and has been working with them every since.

Scott, as Lawnmower Man, is still working as a crimefighter in the city of Houston. He has been generally successful, but, in spite of his success, he still has the nagging feeling that he must prove himself to the world, to show that he can and will amount to something in spite of his former failures. This, coupled with an innate feeling that his efforts will usually fail, and an overall lack of confidence in himself, can sometimes lead him to overcompensate, especially in battle, with alternating bouts of headstrong bravado and uncertain hesitation. Since an accident involving a high speed impact with an unstable Cosmic Cube, things have turned even stranger for Scott. Inexplicably, his eyes began to glow after the accident, forcing him to shade them constantly or risk being labelled a paranormal. His mind is often flooded with insights and ideas, seemingly not his own. Perhaps he is just finally beginning to realize his true potential. Or perhaps it's something more...

Quote:

"IT'S PRUNING TIME!"

Description/Appearance:

The Lawnmower Man Battlesuit is roughly man-sized, and is painted brown and green. The suit sports several recognizable systems, including the Lawnmower Blades (which fold in half and store over the right and left forearms), the Repulsor Rifle (which is slung in easy reach over the right shoulder), the Screaming Weasel Missile Rack (which stows behind the left shoulder, and tilts forward into place), and the Taser Dart Array (which folds in half and clamps in place across the lower back). Other systems are concealed in various places until needed. Scott is 27 years old, around 6'2", average build, brown eyes, brown hair, and wears tinted gold-rimmed glasses. The glasses conceal glowing eyes that change color depending on his mood. He speaks with a faint, but noticable, Texas accent, which the battlesuit's voice- disguise circuits only partially succeed in muting.

The Character:

Lawnmower Man (AKA Scott Lawrence) 
 
Value   Char.   Max.    Cost
13      STR     30      3             
14      DEX     26      12
13      CON     23      6
12      BODY    --      4
18      INT     --      8
11      EGO     --      2
10      PRE     15      0
12      COM     --      1
7       PD      10      4
3       ED      10      0
3       SPD     6.2     6       
6       REC     11      0
26      END     40      0
27      STUN    40      0
                        --
                Total=  46
 
Cost    Skills/Powers (OIF=OIF: the Lawnmower Man Armor)
75      +17 STR, +12 DEX, +10 CON, +5 PRE, +5 ED, +2.9 SPD, +1 REC, 
        +2 STUN- OIF (Note all stats affect figured stats as well)
7       +3" Running, -2" Knockback Resistance- OIF (armor weighs 100 kg)
22      11/11 rPD/rED Armor- OIF
7       7/7 Force Field- OIF, x2 END cost (2 end) (primitive, low yield
        force field generator)
3       7 pips Mental DEF (9 total)- OIF, 14- Activation (broadband 
        telepathic white noise generator)
2       5 pips Sight Flash DEF, OIF, 14- Activation (photosensitive LCD 
        shutters)
1       2 pips Sound Flash DEF, OIF (see the HKA and RKA for why!)
3       7 pips Power DEF, OIF, 14- Activation
13      END Reserve: 100 END, 10 REC- OIF (main power supply)
2       END Reserve: 30 END- 12- Activation, OIF; 4 REC- Requires wall 
        current (-2), OIF (Backup Batteries)
2       Life Support: Underwater Breathing, OIF, Costs END (1 end)
1       +1 with Grabs, OIF
1       +1 verses Range with Multipower, OIF
2       +2 with Move By, OIF
20	+2 Overall Levels
 
2(+1)   Computer Programming (13-) (Note: parentheses indicate zero cost
        from everyman and house rule: INT in free noncombat skills)
(1)     FAM: Physics (8-)
(3)     Mechanics (11-)
(3)     Electronics (11-)
(3)     Inventor (13-)
(1)     Transport Familiarity: Team Vehicle (Stark Flying Bathtub Mark II)
(1)     Transport Familiarity: Teleporter
3       Criminology (13-)
3	KS: Battlesuits and their users (13-)
(3)     Jack of All Trades
(1)     PS: Metal Work/Welding (11-)
(1)     PS: Student (11-)
(1)     PS: Lawnwork/Landscaping (11-)
(1)     PS: Computer Operation (11-)
(1)     PS: Custodian (11-)
1       PS: Handyman (11-)
1       PS: Lifeguard (11-) (the current base is in Houston ship channel)
1       PS: Teleporter Repair (11-) (to repair team teleporter at base)
1	PS: Mechanical Engineer (11-)


46      Variable Power Pool: 25 point pool, no roll, 0 phase to change,
        14- activation, -1/2 in variable limitations (1/4) (see below)
        (Default: +25 INT, No Conscious Control, Only for technological
        insights/rolls)

45      Multipower: 90 point pool, 14- activation, OIF <45 virtual points>
1       a) 2d6 HKA <15> (3 end) ("lawnmower blades" mounted on right and 
           left forearms, spin at 3600 rpm)
2       b) 1d6 RKA, cone (17"), +7 stun multiplier, 2 clips of 12 charges,
           no knockback, reduced penetration, no range, must pay END for
           HKA (-1/4) <25> (3 end) (Ever ran over a nail with a lawnmower?)
1       c) +30 STR <15> (3 end) (enhanced hydraulics and servos)
1       d) 5d6 entangle, 4 charges, costs end <14> (5 end) (net launcher)
1       e) +29" swimming, x2 NCM <15> (6 end) (using blades as props,140 mph)
2       f) Telekinesis: 60 STR, only for pulling (-1) <20> (6 end) 
           (grappling hook, under house rule: 1 TK STR costs 1 point)
1       g) Clinging, only to hard, horizontal surfaces (-3/4), 
           1/2 DCV (-1/4), must remain stationary (-1) <2> (0 end)
           (Robocop style ram sets)
1       h) Darkness: 3" radius, sight sense group, personal immunity, 
           4 one turn charges, no range <10> (0 end) (Smoke cannisters,
           may be dropped or stay attached to armor. Armor has special
           optics to see through smoke.)
1       i) Flight: 15" x8 NCM, 6" at x4 END, 9" and x4 NCM with 5 one turn
           charges <15> (4 end) (The blades can supply some lift, and
           assisted with solid rocket boosters.)
3       j) 12d6 Energy Blast <30> (6 end) ("Repulsor Rifle:" electron 
           particle beam with laser ionized beampath- a primitive 
           version of Iron Man's palm repulsors.) 
2       k) Images: 4" radius vs. sight group, -8 to perception rolls,
           reduced range (4") (-1/4), static images only <21> (4 end)
           (holographic imager)
1       l) Missile Deflection vs. all attacks, covers adjacent targets,
           +2 on roll, costs END <14> (4 end) (lawnmower blades, again)
1       m) IR Vision, UV Vision <5> (thermal and nightvision imaging)
1       n) Sonar, 360 degree field of view <12> (0 end) (ultrasound range
           finders, scavenged from self-focusing instant cameras)
1       o) 50% Physical Damage Reduction <15> (0 end) (active vibration
           and shock suppression systems)
1       p) +15 Strength, only for determining body rolls for grabs <5>
           (1 end) 
1       q) +16 Mental DEF, full phase to start <7> (0 end) (telepathic 
           band white noise generator, enhanced yield)
3       r) Flight: 32" x4 NCM <34> (6 end) (Boot jets, ala Iron Man.
           A later enhancement with design cribbed from Stark Flying
           Bathtub.  Note jets are air breathing. 288 mph max.)
1       s) Flight: 4" x32 NCM <14> (1 end) (Boot jets, cruise mode.)
1       t) 2d6 NND vs. Force Fields or Highly Insulative Costume, Damage 
           Shield <12> (2 end) (Taser charge through fabric of battlesuit.)
2       u) 11d6 Energy Blast, no range penalty, 6 charges, beam attack
           (can't spread or bounce), minimum range (16") (-1/4) <25> 
           (0 end) (Screaming Weasel Laser Guided Missile System, shoulder
           launched.)
2       v) Missile Reflect vs. All Attacks, at any target, +4 on roll,
           costs end <25> (6 end) (The blades, with computer assisted
           servo controls for targetting.)
2       w) 5d6 NND vs. Force Fields or Highly Insulative Costumes, Radius
           Effect, x2 Radius (10"), selective target, 180 degree arc of 
           fire (-1/4, see vehicle rules), same horizontal level (-1/4),
           doesn't work underwater, must pay END for HKA (-1/4), 6 charges
           <23> (0 end) (Taser darts, launched from blade mounted rotating
           drum.  Drum stores folded in half on back of armor.)
1       x) Change Environment: Put Out Fire, 8" radius, 16 charges, no
           range; 1d6 NND vs. LS: No Breathing, Radius, x8 Radius (8"),
           personal immunity (He knows when to hold his breath!), 16 
           charges, no range, linked to change environment <8+7=15>
           (0 end) (Halon Cannisters)
2       y) 5d6 NND vs. Force Fields or Highly Insulative Costumes, Damage
           Shield, Only covers Grappling Hook and Cable (-1), Only With
           Telekinetic Grab (-1/2) <18> (6 end) (Electrified Cable)
---
347
           
Disadvantages (Base 125 Points)
20      Normal Characteristics Maxima (battlesuit circumvents this legally)
10      Phys. Lim: Nearsighted (infreq, great) (Wears glasses and has
        prescription goggles built into suit.)
15      Secret Identity
10      Psyc. Lim: Code vs. Killing
10      Vulnerability: Corrosives (Com, x1.5 Stun) (Suffers secondary 
        burns from chemical reaction heating of suit materials.)
10      Hunted: Local Organized Crime Syndicate (Less Pow, 8-, NCI)
        (Busted a few drug rings early in career.)
15      Psyc. Lim: Needs to Prove Himself (VC, Mod)
10      Psyc. Lim: Underconfident (Com, Mod)
5       Unluck: 1d6
5       Rep: Scott- Habitual Underachiever/Ne'er Do Well (8-)
5       DF: Battle Cry- "IT'S PRUNING TIME!"
5+5*    Psyc. Lim: Distrusts/Disbelieves Magic (UC->Com, Mod)
        (Switched to Com since a full time magic user joined the group.)
5*      DF: Glowing Eyes (Changes color with mood, concealable w/tinted
        glasses)
10*     Vulnerability: Sight Flashes (Com, x1.5 Effect) (Eyes became
        more sensitive after the accident.)
5*      Rep: Lawnmower Man (8-) (Finally, people know who he is!)
67      Accumulated Experience
---
347     Total
 
*       GM allowed new characters to add 25 in disadvantages to close
        gap between new and old players.  Chose to take them, combined
        with some unspent experience, as a minor "radiation accident,"
        which explains some of the new disads, as well as the VPP.  

Powers/Tactics:

Before the Cosmic Cube incident, Scott had no innate powers or paranormal abilities, aside from a strong natural grasp of technology. Towards this end, he used his abilities to build the battlesuit, in order to "get into the league."

After the accident, Scott fell into a coma for two days, and, when he finally awoke, the only apparent change was the aforementioned glowing eyes and an increased sensitivity to light. As far as Scott can tell, this was the only result of the impact. The truth is that some major changes took place in Scott. In fact, unbeknownst to him, he has absorbed a small portion of the power of the Cube. With this power, Scott can do practically anything. The activating mechanism seems to be simply a matter of belief and will. If he believes he can do it, he can force it to happen. At the present, his power has manifested itself as increasingly bizarre devices that may either be products of a superior understanding of technology, or "empty black boxes" that simply act as foci for his power (the "mad scientist" or "technomage" theory). Scott himself believes that every manifestation of his ability is scientifically sound, or at least plausible. However, in moments of stress, it is conceivable that his powers will manifest unaided. This has only happened once (he became "unusually pursuasive" (+25 PRE, costs END)), but he did not think anything of it. It seems likely that he will eventually overcome his mental bias, given the appropriate circumstances. At present, he is beginning to suspect some changes in his mental abilities, but he isn't yet sure.

Favorite Maneuvers:

  1. Flying Strafe Maneuver. Fly over battlefield and cut loose with the Conical RKA. At a height of 17", the base of the cone covers an 18" radius. Usually not lethal, but can be good for clearing the field of low-level thugs, or other "squishy" targets.
  2. Electric Grab of Death (tm). Get within hand-to-hand range of opponent, either by various movement powers, or by using the grappling hook (with appropriate quotes from "Mortal Kombat," of course). Arm the damage shield, grab the hapless foe, and *squeeze*. With the current rulings in _the_Ultimate_Martial_Artist_, in which an normal grab must target either arms, legs, or head, this maneuver is not quite as useful as it once was... Oh well.
  3. Screaming Move-By of Death (tm). Only really useful against vehicles or Godzilla-type foes. Get a good, long running start, crank up to full non-combat flight, power up the damage reduction, and do a move-by on the target. Good for 31.5d6 in hand-to-hand damage, or 6d6 killing damage (by GM ruling), with an OCV of 6. (Needless to say, I don't do this often. But it *is* fun...)
  4. The Rope Trick. Useful against large flying vehicles. Maneuver under the flying vehicle (and try not to get nailed in the process), place the ram sets, and fire the grappling hook. Cringe and cover your ears as the cable snaps taught and the vehicle makes a nice circular arc to crash, nose first, into the ground. You do the math. (I've only done this once (and got nailed by some serious firepower in the process), but I'm eager to try it again.)

Last modified October 10, 1995.