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...
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.
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.
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.
Last modified October 10, 1995.